Character Creation Guidelines! [b]I SWEAR, IT ISN'T AS MUCH AS IT LOOKS LIKE.[/b] Traits Of: Mages: Traits that would cause your character to be a Mage are creativity, a strong will, and a sharp mind. They tend to be the most emotionally wrecked people in the realm. Knights: Courageous, devoted, and fast to react. Knights are protective toward their respective Mages, and have a tendency to throw out their own lives in order to protect withers. Dragons: Dauntless, clear headed, and adaptable. The Dragons have a tendency to be mischievous and are often wonderers. Character Sheet NOTE. All of these characters should know one another (loosely or tightly) before Eurasha. One should work with Ilia, the others can know her however. Be her roommate, her friend from school, whatever. You can know each other briefly, or have a deep and complex relationship. I leave the "how you know Ilia" bits up to you guys. If you would like to have an alternate approach to your being in Eurasha as part of the team, pm me. I am totally open to it. Whatever it takes to get your character to fall asleep in Ilia's apartment that night. It's how she you takes you with her, after all. Name:  Pronunciation: Alias:   Gender:  Sexual Preference (Optional): Age:  ([i]One of the only requests I have: Please let all characters be between nineteen and twenty six. They are supposed to be friends before the story began, therefore they should be close in age![/i]) Birthdate:  Birthplace: Occupation:  Position in Eurasha: BASIC PERSONALITY BASIC APPEARANCE COMBAT Magical Abilities: ([i]Your character will be allowed six element related abilities as a Mage, and only four as a Knight. A Mage may start with two, and learn up to four as the story progresses. A Knight may start with one, and respectively learn three. There are some guidelines for this particular item. Mages manipulate their element. For example, the Mage of Fire may start with the abilities of flame "maneuvering" and generating heat for small rooms. By the end of the rp, she could possibly be able to generate flames from her own rage, giving her the ability to create spiraling whirlwinds of flame when out of control. The Mage of Water could potentially become powerful enough to create tsunamis, and could begin with the ability to created a layer of fog to hide their team. A Mage's most powerful attack will be limited to ONE USE during the rp, and it will be during the character's most emotional moment, so choose carefully. Knights are manipulated BY their elements. Instead of being able to control their element, they are enhanced by it. The Knight of Earth may start with an inability to be knocked off their feet, and may gain the ability to have their skin become as hard as stone, thus giving them an impenetrable defense. The Knight of Air could have incredibly increased agility and heightened senses, using the breeze to carry the softest of sounds to their ears. They could be assisted in battle by the wind, jumping higher and farther, or being impossible to catch when running. The possibilities are endless, and their gifts are totally up to you. If you are uncertain of a certain ability you wish to bestow upon your character, then feel free to ask. You do NOT have to use what I have listed. As for the Realm Dragon... Much detail must go into this, more than I wish to write. He's a totally undefined character so far. Much discussion will take place have you chosen him[/i].) Fighting Techniques (if any): Weapon(s) of choice (if any): Weaknesses in Combat: Strengths in Combat: Combat Skills From 1-10. (OPTIONAL) Speed:  Agility:  Endurance:  Melee Combat:  Aim:  Medical Knowledge:  Basic Survival Skills:   Hunting:  Intellect: Crafting: