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Role Play Sign Ups & Discussion Sign up for and discuss Role Plays here. Have anything to ask about a Role Play you're in, or need to put up extra info for people to refer to? What if you need help with an idea that's missing that extra kick? Do it all here!


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  #1  
Old 08-25-2012, 05:14 AM
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Default Dungeons & Dragonites: Darkest Path [SU/DS]


(c) AngelAquino

Character Directory

THE STORY
The world of Gaia is a magical, magnificent, and inspiring world. Dreams become reality. Magic is a fundamental part of life as are the different deities. Hundreds of different species of creature live in harmony, living by the rules set by nature and the gods. It was never challenged for many centuries. But in recent years the shift of power has tilted in the kingdom of Aloria. Belief turned to disbelief. Good turned into evil. Peaceful towns turned chaotic. And in some cases healthy individuals suddenly went into comas, or even lost their lives. Many brave adventurers went forth to try and find the cause of this dark time and slay it, but either they were corrupted themselves or lost to the world. And with those who still believed and prayed to the deities, the legendary Pokémon and beings with unimaginable strengths, no divine power answered their pleas to intervene and stop the madness.

With the power of darkness growing every day there is little hope left in many of the people. Even when backs were turned to them, the deities have been keeping their eyes one the events of the land. They had not found their chosen to defeat the being that is bringing this chaos to the world, however some individuals have been seen with great potential. These individuals shall be put through a series of tests, and if conquered they should have the strength and power necessary to bring peace to Aloria once again. Shall the potential chosen be able to conquer not only their trials but also the darkness? Will these adventurers even follow the right path, instead choosing to play along for their own, personal benefit? The outcomes of this adventure shall be told by the dice, and with the luck of the roll it shall be an interesting tale to tell.
THE RULES
  • All PE2K rules
  • No god-modding
  • Bunnying allowed by another player only if given permission. The DM is allowed to take temporary control of characters at any time
  • This will be a teenage rated role play for violence, mild language, blood, possible mild gore, character death and mild romance. Keep romance at a PG13 level
  • Only one character per player
  • Only eight players max will be accepted
  • If a spot is reserved, a reservation only lasts 5 days unless given reason to extend the time unless the player accepted an invitation to join. For those invited there is no time limit, but would be appreciated if a SU was posted as soon as possible
  • Please let the DM know in advance if you will be absent so your character does not get left behind
  • This is a Dungeons & Dragons style role play, so there is going to be a dice roll factor that the DM will use. If you are wanting to do an action, you cannot say whether or not you were successful depending on if the action needs a dice roll (feel free to question if a certain action needs a roll or not)
  • There will be two types of situations in the RP - Free Action and Turned Base. Free action means you can have your character do whatever you'd like without needing a DM post unless there is a NPC involved or a roll needed. Turn Base is when everyone posts in an order given by the DM. This is mainly used in combat. Only one post per player in the given order until the DM declares it Free Action once again
  • CM is the Dungeon Master, or DM for short. The DM basically has control over your souls… or at least your characters.
THE KINGDOM

(c) Kamikaze

Skyspire - The capital city. The largest city of the region, so named after the Skyspire Citadel that is located in the center of the city. The Skyspire Citadel is a architectural wonder of white marble, with slender spires that seem to reach for the sky. It is the seat of power for the royal family. Within the citadel there are marvelous gardens, a courtyard that could hold a small village, and the great Skyspire Library.
The banner associated with the city is a snow-white spire on a royal purple background.

Stonewatch Keep and Northwatch Keep - Originally these were outposts that housed a small garrison, meant to be able to warn the capital in the case of an attack. Now that the region is all under the same ruler, their strategic value has lessened, but they have both grown into larger settlements, with plenty of merchants and craftsmen setting up shop in these growing communities.
(They use the royal banner of Skyspire.)

Lakeshire and Riverrun - Mainly fishing settlements, they also serve as ferry stations for those who wish to travel across the river rather than taking the road to the north.
(They use the royal banner of Skyspire.)

Easthaven - A fairly secluded city, many retired merchants who have done well in their affairs settle down here. It is home to many great philosophers, and houses one of the two public libraries of any scholarly standard in the region, the other being the one in Skyspire. It also houses a dock, though nothing that can rival the much busier docks that can be found in Southport. Also the location where the Underground main base is located where most business is done.
The banner associated with the city is a golden rising sun on a dark blue background.

Oakwood - As the name implies, the forest northeast of the settlement is a large oak forest. Main source of income and trade is said wood, either as a raw material or processed into various wooden products.
(They use the banner of Easthaven.)

Southport - The major port of the region, also the seat of all merchants of any serious reputation. Almost all ships that leaves and enter the region docks in Southport, and almost all merchant caravans that travel by road originate from this city. Often referred to as the Merchant's Peninsula, because even outside the city gates there are warehouses and supply-stations for the caravans.
The banner associated with the city is a white swan on an ocean blue background.

Midland Fortress - Houses a significant museum with relics of the past. Most from the various desert ruins, but there are relics from across the region gathered and kept safe in this otherwise forgotten city. Other than the museum, there is a decent quarry in the mountains to the northwest, and a sawmill near the forest to the southwest.
The banner associated with the city is a silver mountain on a forest green background.

West and North Sandstead - Supply-stations for those traveling into the desert, which is mostly historians, archaeologists and treasure hunters, all looking for the ruins scattered across and beneath the shifting sands of the Sandstead Desert. Originally they were minor outposts, but as merchants and tradesmen saw the opportunity that presented itself, both settlements grew, the western one more so than the one to the north.
(They use the banner of Midland Fortress.)

Westwood - The most secluded city, and the furthest from the capital, this stronghold is home to the most skilled archers the region has to offer. A lot of the inhabitants are hunters, and therefore skilled trackers. It is said that a Westwood archer can find anyone, anywhere, and more often than not this has been true.
The banner associated with the city is a silver stag on a dark green background.

Goldstone Castle - The horselords of Goldstone supply the greatest horses that money can buy, and keep the even better ones themself, their cavalry is rivaled by none. An ironclad knight from Goldstone is an awe-inspiring sight to behold, and few would willingly face one in battle. The castle is named after the color of it's walls, as the stone which is the building material is more golden than it is gray.
The banner associated with the city is a golden horse on a black background.

Dragonstone Castle - A castle designed with only strategic advantages in mind, it is the embodiment of unconquerable. The black stone that the castle is built of has yet to give in to any assault, and combined with the Dragonstone infantry, which is the most ferocious military force there is, it is not likely to change anytime soon.
The banner associated with the city is a midnight-black dragon on a silver background.

Southbay - A small fishing settlement that also houses a ferry for those who wish to visit the large island to the southeast.
(They use the banner of Dragonstone Castle.)
THE SIGN-UP SHEET
Name: (your username or what you as a player would like to be called in OoC DM posts)
Character: (name of the character you will be playing)
Age: (14+ human years)
Gender: (male or female)
Species: (Human, Pokémon, Gijinka, any fantasy race)
Class: (rouge, wizard, warrior, ect; duel-class [being skilled in more than one class] is acceptable)
Appearance: (pictures acceptable, if not then one-two paragraphs)
Personality: (one-two paragraphs)
History: (would prefer two-three paragraphs but it will be acceptable to list important events)
Stats: (your stats, you get a base stat of 8 and have up to 28 points to divide into the sections that follow)
Strength (physical strength, measure of muscle, endurance and stamina)
Dexterity (hand-eye coordination, agility, reflexes, fine motor skills, balance and speed of movement)
Constitution (physique, toughness, health and resistance to disease and poison)
Intelligence (IQ, but also includes mnemonic ability, reasoning and learning ability outside those measured by the written word)
Wisdom (enlightenment, judgment, wile, willpower and intuitiveness)
Charisma (combined physical attractiveness, persuasiveness, and personal magnetism)
Languages: (what languages your character can speak/understand)
Feats: (different skills a character has; max of five; click here for a list of feats)
Spells: (what spells your character can cast)
Inventory: (items, weapons, tools, ect.)
Money: (you can have up to 5 gold coins worth; 10 copper = 1 silver, 10 silver = 1 gold)
Companion: (can be a creature or Pokémon; can be a travel companion, battle partner, or mount must include name, gender, species, ability if any, and techniques if any; can have more than one if DM gives permission)
Other: (anything else you think is worth mentioning that wasn't in any other part of the SU)

ADD-ON FOR POKéMON/GIJINKA BASED CHARACTERS

Ability: (must be an ability the species can have; can be the Dream World ability)
Techniques: (four Pokémon moves to start with; DM must approve)
Signature Technique: (a move that a Pokémon species normally does not have the capability to learn or an original one; DM must approve)

Spoiler:
Name:
Character:
Age:
Gender:
Species:
Class:
Appearance:
Personality:
History:
Stats:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Languages:
Feats:
Spells:
Inventory:
Currency:
Companion:
Other:

Ability:
Techniques:
Signature Technique:

*the spoiler tag has the SU sheet without all the ()s in it for easier Copy and Past
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Crystal Momoyia

Lv100 @ 7896
~Links~

Last edited by CM; 08-30-2012 at 04:50 AM.
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  #2  
Old 08-25-2012, 05:15 AM
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Default Re: Dungeons & Dragonites: Darkest Path [SU/DS]

~ACCEPTED~
Daniel Thresh, played by narphoenix
Othniel Moto-Moyo, played by Velocity
Azrael, alias Archeon Pendragon, played by Kaioo
Aeiria, played by Dino
Lumi, played by Eternal Moonlight
Arima, played by Saraibre Ryu
Vahn D. Brande, played by Trainer17
Aldur An'rayi, played by Kamikaze
~RESERVED~
none
~DENIED~
none
*accepted invitation
__________________
Crystal Momoyia

Lv100 @ 7896
~Links~

Last edited by CM; 10-02-2012 at 12:17 AM.
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  #3  
Old 08-25-2012, 05:15 AM
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Default Re: Dungeons & Dragonites: Darkest Path [SU/DS]

~EXAMPLE SUs~
Character: Persephone

Age: appears 16, actual age unknown

Gender: ♀

Species: human immortal

Class: druid

Appearance: Persephone is a short girl, standing at only 5'3" with a fair skin tone. She has shoulder length wavy violet hair and has very unique eyes, her irises being silver while the sclera is black instead of white. She has tan and purple facial tattoos as well as a golden yellow phoenix tattoo with a violet arch behind it. The only noticeable scar she has is a rough one that starts at the junction of her collarbones and goes all the way down to her navel. The materials her clothing and armor are made of are natural materials, her underclothes being made of silk and her armor of light but strong dragon bones, their colors being sandstone and slate gray. It is not uncommon to see her with either a walking stick or a staff because she almost always wears a white silk scarf with a golden yellow and purple design over her eyes to hide their coloring.

Personality: Persephone can be rather silent, but when she does speak it can speak volumes of the maturity she has. She is an intelligent woman with a caring soul, but even so she finds it hard to trust again do to the betrayal she endured when she was but 16. She does not care for things like material wealth or appearances, choosing rather to judge someone for who they are and their current actions. She also likes to take time with things to completely understand the task at hand and formulate a plan of action appropriate to that task.

History: Persephone does not remember anything from before she was 16 other than her name. The first thing she can remember is sever pain and agony, crying out for it to stop and trying to get away. Hooded figures holding her down and standing around, chanting in a language she could not understand. The only light were the candles some held and the starry night sky above. No matter how much she screamed the pain she was feeling from the binds as well as a white hot pain from just under her neck, going down her chest and ending in the middle of her stomach. She didn't dare look down to see what was going on, and even though it made it worse she struggled as hard as she could. The next thing in her memory is falling into a darkness, not caring about how cold it felt. She was just glad she no longer felt the pain.

When she awoke she found herself in a pool of blood. Her own blood. She tired to sit up, but she was still bound to the stone table. She had no idea where she was and no strength left to try to get free. She wasn't sure how long she laid there, but she was freed and tended to by two women mages. It was then that she learned that she was used as a sacrifice in a ritual, and the events left a nasty scar down the front of her body and caused the white part of her eyes to turn black. However something else happened than the miracle of her being alive. She also gained magical powers, probably from the spirits that saved her life. Throughout her recovery she learned how to use this new power of hers from the women that saved her. They even gifted her a silk scarf to cover her eyes. It was enchanted and would prevent her to see the things no one else can't and help block her visions, though not completely the latter. With it on she can still see as if she had it off, however when she does wear it she does act as if she were blind so people don't suspect what she is.

Over time, however, she became somewhat infamous for her wisdom. However after living for so long, not even remembering how old you are but knowing that centuries have passed, it would be inevitable. Her ability of having visions also became known so she had been sought out for it. Her power as a mage was not revealed until she was able to strike the final blow to a dragon and then form armor for herself out of its bones. She has no problem with how revealing her armor is, and could care less about the looks she gets for it. She bares her scars and tattoos she has received over the years proudly, even if over time she has become more withdrawn and less trusting. She now travels, hoping to find some hope that there still is good in the world and to make sure that no one has to go through what she had to endure. She will not deny that she also hopes to find answers why she survived the ritual when countless others did not, but it is not a priority.

Stats:
Strength 10
Dexterity 13
Constitution 13
Intelligence 14
Wisdom 13
Charisma 13

Inventory:
dragon bone helm x1
dragon bone breastplate x1
dragon bone gauntlet x2
dragon bone fauld x1
dragon bone greave x2
white silk scarf x1
hardwood staff x1
small leather shoulder bag x1
small coin purse x1
old keystone x1

Currency: 1 gold, 24 copper

Companion:

Nazar the Spiritomb ♂
Infiltrator ability
Shadow Sneak, Hypnosis, Confuse Ray, Psychic

Other: It is very taxing on Persephone to have visions, leaving her extremely drained of her stamina. Because of this she does not like to have visions unless she knows she'll be protected or in a place she can regain her energy without the fear of having to defend herself, but her visions are unpredictable and tend to have terrible timing. On how much stamina she loses depends on the vision. Some visions take more out of her than others.

~~~~

Character: Surge

Age: 25

Gender: ♂

Species: Houndoom

Class: warrior/assassin

Appearance:


Personality: Surge is is not a talkative type of Pokémon, really only wanting to voice his opinion if something needs to be said. He doesn't find it productive to idly chat or sit by the wayside. He would be first to charge into battle, wanting to get the job done as swiftly as possible. However, if he is facing a strong adversary, he would want to prolong the battle just long enough to learn his opponent's weaknesses and exploit them. He doesn't like to make alliances too often, but if he sees the benefit in the alliance he will join another individual or a group. He does have a quick temper and will snap at others when provoked and becomes easily argumentative and annoyed.

History:
-born in a pack of wild Houndour and Houndoom
-trained to be a warrior and a hunter
-secretly worshiped Suicune instead of Entei like the rest of the pack
-fought the Alpha, received scar over right eye during fight, left the pack afterwards
-settled down in a human settlement to heal
-learned how to speak Common language and script
-learned how to be an assassin from a Mightyena lycanthrope
-became a hired sword and now travels to find work

Stats:
Strength 14
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 10

Inventory:
leather belt x1
leather belt bag x2
small coin purse x1
iron rations x4 days
water-skin x1
red iron helm x1
red iron chest plate x1
red iron gauntlet x2

Currency: 3 silver, 5 copper

Companion: none

Ability: Flash Fire

Techniques: Howl, Crunch, Flamethrower, Thunder Fang

Signature Technique: Ice-Flamethrower - An offensive special type technique that is both fire and ice elemental. It has a small chance of either burning or freezing the opponent
__________________
Crystal Momoyia

Lv100 @ 7896
~Links~

Last edited by CM; 08-30-2012 at 03:10 AM.
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  #4  
Old 08-25-2012, 06:51 AM
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Join Date: Jan 2007
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Default Re: Dungeons & Dragonites: Darkest Path [SU/DS]

Not done yet. ><

Character: Arima
Age: 21
Gender: Female
Species: Human
Class: Beast Soothesayer
Appearance: Lame picture by me. She looked cooler in my head but for some reason it didn't want to look as good coming out.
Spoiler:

Personality: Arima is an incredibly enigmatic individual. She mostly keeps to herself and speaks little to people. When she does it is often in a well mannered, almost wise sensing fashion. She isn't one to get angry at small things and is a quick wit as well as a quick reflex. At times she will stare off, seemingly at nothing where people question if she is in a daze or not. This is half true since her mind often goes into a meditative peace in order to figure out a question or a problem, however that does not have her oblivious to the world. Arima rarely shows her face, for she does not like how the human race reacts to it, often in awe of her features. She thinks humans are an odd species, even with herself being one. Arima has a firm belief in the mystical sense of the world, often reffering to nature and it's energies. Having such a strong tie with it, she better understands what humans do not. When someone shows a very strong ignorance to something though, and acts stupid about it, she will not be afraid to knock sense into them and stand up for the other side. One thing she does not stand for is the senseless killing of other beasts without valid reason. She gravitates towards beasts more than others, so if a humanoid happens to make her mad, there will be next to no communication or acknowledgement aside from civil, single word answers to questions. Arima is also, incredibly analytical of behaviours, linking thoughts of the mind to small twitches and quirks seen on the outside. Her perception is so keen that she can sometimes tell when a person is lying or when a beast isn't just terrorizing the townsfolk for no reason. This also allows her to feel the vibes from various people through her connection with nature, feeling if people are giving off a bad one, or a good one, negative or positive. Once Arima has figured something out, often about why a person is acting a certain way to a particular thing, she will bring it up privately if it is becoming an issue.

History: Arima is from a clan of nature gypsies that travel in a caravan, their only existence held by a rumor gossiped about through Gaia. Most of her days Arima spent by herself, meditating in nature in order to communicate with it, and thus, being able to learn to speak all forms of beast tongue imaginable. Her first soothed beast at a young age was a Druddigon, of who she calls Fall because of the season she first met her. As the darkness began to creep in, her clan could tell there was a disturbance coming, and so, those of age dispatched themselves across Gaia in order to calm the beasts and hopefully keep away the darkness, believeing it may of had somehing to do with human's continual disconnection with it. Arima traveled with Fall, coming to her first town that was being attacked by an angry, and very intelligent Rhyperior. He shot down their windmills and tore up mills, causing havoc and the like to the townsfolk. Arima stepped in and did her best to calm the beast, when she discovered that the Rhyperior was doing so for a just reason. The buildings and such were disturbing the flow of the wind through that valley, and thus wasn't allowing for the seeds that blew with it, to reach the part of the forest they needed to reach. Arima tried to explain this to the one in charge of the small village, however most of them would not listen. They believed it was an untame beast causing them trouble without cause. That's when Arima struck them a deal, asking that if she proved the Rhyperior was not a crude minded tyrant, that the towns folk would rebuild their mills elsewhere. The people thought it was a joke as Arima was small and frail looking, and more likely to die, so agreed, figuring they had nothing to lose. When Arima explained the deal to the Rhyperior, he reluctantly agreed, and the next day showed up in town, disgruntled but not breaking anything. Arima had him wander around, sit within the town square, even with small children climbing on him out of curiosity, without him lashing out. Out of bewilderment, people stared for hours, and once the sun was beginning to set, they had no choice but to rebuild their mills. Arima left, however not without the Rhyperior following her, and giving her alliegance. Arima named him Obelisk for his stamina and stalwart through the last episode. As time went on, Arima found herself saving towns from Pokemon and beast problems alike. People offered her rewards when they insisted more than she refused, even having her appearance remembered and described to other people, hoping that their letter carrying birds may reach her for help. Rumors about her sothesaying abilities of anything non-human spread and she gained a reputation for herself. They only know her by her abilities however, as her face is always conceled by her cowl and scarf.


Stats:
Strength: 8
Dexterity: 15
Constitution: 12
Intelligence: 12
Wisdom: 14
Charisma: 15
Inventory:
Pestel and Mortar x1
Daggers x2
Waterskin x1
Coin Purse x1
Quiver x1
Ironwood staff x1
Arrows x40
Long bow x1
Satchel x2
Small containers x4

Armor:
Aggron armor shoulder plates x2
Scaled armor tunic x1
Scaleskin gauntlets x2
Aggron armor back plate x1
Scaleskin boots with armor x2

Sacred Sash - Allows for healing if worn over a wound. Looks like any other scarf. It cannot be destroyed.


Feats:
|Animal Affinity|
|Acrobatic|
|Athletic|
|Deadly Precision|
|Mounted Combat|
Spells:
Ambient Energy: Arima goes into a half meditative state to give off a calming vibe to angry beasts, trying to calm them down and avoiding a conflict. This doesn't always work, as if the Pokemon or beast is in a total rage, the clouded mind of anger will prevent this from working.
Ambient Drain: Arima came from a tribe of mystic gypsies, and thus, knew dancing was her forte immediately. Arima focuses a powerful natural energy of hers and avoids enemy attacks, never landing an attack of her own. For each attack that misses her, her opponent loses energy and moves a bit more slowly. The more the opponent misses, the slower and more tired they become.
Nature's Sense: Arima can tap into the natural energy around her when meditating. She can ask nature questions, and possibly sense of living beasts or unnatural things are near by. Answers vary, or she may get none at all.
Nature's Nuture: Arima uses her sacred sash and ties it or places it over a wound of another, meditating and chanting something of a gypsy's song. It accelerates the natural healing process significantly, and other healing processes, such as th affects of potions.
Call of Nature's Aid: Arima chants a mystic gypsy prayer, asking nature for the assistance of nearby beasts to aid her in battle. Some beasts nerby may feel the ned for assistance and come to her aid in one tasks she needs, and then go back to resume their lives.


Currency: 40 Silver
Companion:

Obelisk the Rhyperior
Ability: Solid Rock
Techniques: Rock Wrecker, Drill Run, Megahorn, Rock Polish
Signature Technique: Shale Shot
Spoiler:
Description:
Obelisk learned the ways of long range warfare after he leared the usefulness of Rock Blast and Rock Wrecker. However Rhyperior are slow and Obelisk was a Pokemon that was one hell of a sharpshooter, and wanted some edge on his flying, much more speedier foes. By putting in a sharp piece of shale in his hands, and keeping thm for the right moment, Obelisk uses his sharpshooting skills to fire that sharp piece of shale into the opponent at incredible speeds that may stagger his opponent. The shot is so fast that it outspeeds the average speed of avians and those faster than him, and often quite precise.
Type: Rock
Base Power: 80
Accuracy: 100%
Classification: Physical
Impact: Single Target
Priority: +1
Effects: 25% chance of causing flinching



Fall the Druddigon
Ability: Mold Breaker
Techniques: Dragon Claw, Glare, Fire Fang, Sucker Punch
Signature Technique:


Other: Arima has two companions because she is basically a beastmaster. Fall follows her everywhere she needs her to while Obelisk tends to stay out of populated areas, more outside towns and cities. While not really a spell, Arima can speak in all forms of Pokemon and Beast tongue with ease.
__________________
Code:
VPP STATS Paired with: Sandstorm Lavastone <3 Neon the Jolteon Level100: 6576

Last edited by Saraibre Ryu; 09-03-2012 at 05:54 AM.
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  #5  
Old 08-25-2012, 01:27 PM
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Default Re: Dungeons & Dragonites: Darkest Path [SU/DS]

Name: narphoenix (Call me Nar)

Character: Daniel Thresh

Age: 19

Gender: Male

Species: Variable (Born Human)

Class: Magus- talents lie in biomancy (healing and shapehifting)

Appearance: Daniel in human form stands at 2 meters exactly. His skin is black, although it is usually covered by a robe of various shades of navy. His black hair is cut extremely short, and his lips and chin are covered in stubble of the same shade. His black eyes are harsh and unforgiving, yet give the appearance of him being not all there, as though he is focusing on something not of this world. He is always moving around, whether by shaking his leg, twiddling his thumbs, or pacing about. He places deep value on his thoughts, and will deliver the the Death Glare to end all death glares if he's working on a problem and he's interrupted. He has a thin frame, although it has quite a bit of muscle on it as well. He has a mass of about 80 kg.

Personality: Daniel is brilliant. He is capable of connecting many unrelated concepts and yielding fruit from his connections. He is talented in the art of remembering and preserving details in many situations, even under high stress. He has mastered the art of healing on humans, something that requires extensive amounts of knowledge of anatomy to accomplish, and he is capable of extrapolating his results to many other beings as well. He is capable of creatively using his healing magic in ways that would not occur to many others (for example, he is currently working on a technique that would allow him to manipulate his own bones as weapons, using his healing to avoid large amounts of harm). He is capable of analyzing things not only from a magical point of view, but from a scientific and logical point of view as well.

There's just one slight problem: Daniel seems to have taken his lessons in bedside manner from a certain Dr. Gregory House.

Yes, Daniel suffers from a personality disorder best described as Complete Douchebag Syndrome. He delivers the most withering remarks to basically everyone, and does so rather gleefully as well. He seems to have a gift for finding out what, precisely, angers someone the most, then ensuring they are exposed to it. This not even accidental: he seems to revel in being a jerk to everyone he meets. He has an absolute disdain for almost the entirety of humanity and most Pokemon, and he is not afraid to show it. He does not even show any displays of emotion while being a jerk, preferring to calmly react to everything, whether it's a wide eyed innocent little puppy or an axe wielding maniac attepmting to decapitate him.

That said, he believes, in his own way, providing for his fellow man. He will almost never turn down anyone seeking his help in healing, even though he will probably be mocking his patients the entire time. He is capable of respect, if you've done something as simple as pull the moon into the sun while reciting the entirety of the Odyssey in original Greek and performing complex gymnastics routines in only a tutu, as well as sympathy, if you have been slowly tortured and violated while seeing your friends and family betray you one by one until the only person you have left in the world is yourself, and then losing all hope in that person, too.

History: Daniel was an accident, born to a mother who didn't intend him to exist and a father who knew his mother (pun intended) for all of one night. His mother was incapable of and unwilling to take care a child, and so she very wisely dropped him off at the nearest orphanage, never to see him again.

For the next decade of his life, Daniel was simply bored out of his mind. The orphanage he had attended was rather progressive in terms of teaching and learning, so Daniel was able to learn how to read. And he learned quickly: by the age of 5 he had read every book the orphanage had to offer enough times to almost being able to recite what each word on the page's position (this is an exxageration, but you get the point). He also learned how to learn, forming new ideas from the ones he already had. This skill also began to develop into perception: he could deduce most of the things everyone around him was up to quite easily. He was alienated at the orphanage, not because he was a "speshul smarthead", but because he enjoyed using this information to mock everyone around him. When asked for a reason, he simply stated,"it is within the rights of the intelligent to make fun of the idiots."

One day, while he was ceaselessly verbally eviscerating a poor soul who made the mistake of interrupting his thinking, he noticed a dark skinned, white-haired old woman talking to the head of the orphanage. At first, he thought nothing of it, and went back to his thinking (dismissing the poor soul). However, he saw the matron of the orphanage coming to him with an expression of the purest relief on her face. He saw the old woman signed a couple of papers, and the matron explained that the woman was adopting him. Within the afternoon, Daniel was out the door.

The old woman introduced herself only as Teacher, and explained to Daniel that she felt a potential magical talent from him. He reacted with skepticism, right up until Teacher rolled up her sleeves, walked about 10 feet away from Daniel, and knocked him off his feet with only a word. Daniel decided to take her word for it, and asked if he really could learn how to perform similiar feats. She promised him that he could preform many remarkable things, but that he had to learn quite a bit. She told him that she heard of his mind, and she promised that his work in magic would stretch it to the absolute maximum. She also said that learning practical magic was not for the faint of heart, and that it was going to hurt quite a bit. Daniel took her word of pain as a challenge from which he refused to back down.

Oh boy, did Teacher deliver on her warning. Every morning, Teacher drilled Daniel in magical theory ceaselessly, explaining the way magic works and how he could use it to his advantage. In the afternoon, she taught him practical magic in three hour sessions of positive torture (for example, to teach him how to make a shield, Teacher first pitched stones as hard as she could at him, and then had a Blaziken she kept around do the same), which generally ended with him bruised, bloody, and exhausted. In the evening, he was given exercises to develop his own spells, as well as training in other subjects (Teacher didn't want a student who was oblivious to the world), including the languages Hebrew, Greek, and Latin, scientific theory and practice, and mathematics. Daniel was generally very tired by the end of the day.

But instead of balking, Daniel loved the program (as masochistic as that sounds). It was the first time in a long time he was actually mentally challenged in anything. He fought everyday to improve himself, and he could feel himself becoming stronger. He was able, even, to extract a kind word or two from Teacher as he tried to go above and beyond what she gave him (and succeeding occasionally) As time wore on, both teacher and Daniel noticed that Daniel had a particular talent for spells involving biological processes. When Daniel was fifteen, Teacher began to direct her teaching into specializing Daniel in biomancy. Magical theory was directed into anatomy, and practice involved healing Teacher and her Blaziken on after battle (for the darkness was beginning to take over the land, and Teacher would be damned before she let some tiny little Age of Darkness get her down) as well as injuries Daniel was told to inflict on himself or that Teacher inflicted on him (Daniel, oddly enough, developed a very high pain tolerance during this time). At the age of 18, Daniel's formal apprenticeship ended with Teacher, although she allowed him a place to stay due to the darkness slowly consuming the land (as well as having a convenient, free healer).

Over his apprenticeship, Daniel had learned to consider Teacher a mother figure (if a very strict one) and sought impress her with a very interesting and dangerous piece of magic that happened to be right up his alley: shapeshifting. Daniel, having healed Teacher's Blaziken on a nightly basis, decided that the fighting chicken would be an ideal form to take. He studied the theory of the art for quite some time, as well as getting hands on experience learning the form of Blaziken inside and out. He managed to transform and transform back in secret several times, until the spell became natural for him. However, on the day he was going to show Teacher, something horrible happened.

As mentioned before, Teacher wasn't going to let some minor thing like heralds of dark and horrible times dictate what she did and how she did it. Therefore, Teacher had pissed quite a few people off. So on the day Daniel was going to show Teacher his little nifty trick, Teacher's house was besieged by the armies of darkness. Daniel, Teacher, and Teacher's Blaziken did not yield (surprise) and fought them. Teacher's Blaziken was killed by a lucky shot while he was looking the other way, leaving Teacher and Daniel fighting together. Then, Teacher stabbed in the stomach with a sword.

Teacher taught Daniel to suppress his emotions so that they can be worked into his magic. Therefore, while it appeared that Daniel was perfectly stoic at Teacher receiving a probably fatal wound, the destruction Daniel wrought testified otherwise. He transformed into Blaziken form, and ripped the remaining fifth of the army a new one. But he didn't care at that point how many new ones he ripped, because once it was over, he immediately transformed into human form and ran to where Teacher laid in an attempt to heal her.

She glared at him,"Boy, this is not a wound you, or anyone for that matter, can heal. Today is my dying day, so instead of wasting the little energy you have left on something futile, do something productive and listen to my final advice. This darkness descending upon the land is going to continue on its path of destruction. It will take remarkable people to stop it. As a final favor to your dear teacher you are to help, because you are capable. Your intelligence will serve you, as will your considerable willpower. Use them and you will beat any obstacle in your way, whether through it or around it. Fight, and win." Those were her last words.

Daniel buried Teacher in secret that night alongside her Blazkien, marked by symbols that only appeared as marks in stone laid above the burial site, so that no one could desecrate the grave. Then he gathered up all the supplies he could use, and what he couldn't, he stored in Teacher's house, which he then burned to the ground.

Daniel spent his time fighting the forces of the darkness when he could, whether directly or by healing those it left wounded. A month into his travels, he was traveling across the water, when he all of a sudden felt his life force draining out of him for seemingly no reason. Daniel, learned in the manipulation of the energy, cut off the flow and was able to stop the energy from leaving his body. He then pulled a sandwich out of his backpack, and ate it to restore it. When he was polishing off the sandwich, he saw a shadow in the water. The shadow rose out of the water, and Daniel saw it form a male Jellicent. As telepathy is something Daniel learned in his first days as an apprentice to Teacher, he reached out with his mind and spoke to the ghostly denizen of the water. The Jellicent introduced himself as Samael, and inquired as to how Daniel was able to stop the jelly's feeding. Daniel confidently replied that the magus had power the Jellicent could not understand, and that the human could kill Samael where floated. Samael, impressed, expressed a wish to travel with Daniel. Daniel debated briefly (after all, the Jellicent tried to eat him), but in the end decided that Samael could join him on the condition that Samael assisted Daniel in fighting the darkness. The Jellicent obliged.

Stats:
*Strength: 12
*Dexterity: 12
*Constitution: 12
*Intelligence: 18
*Wisdom: 14
*Charisma: 8

Inventory:

Robes- Daniel worked on his robes on day and night, weaving wards and defensive spells into the fabric. They are not very baggy, and are called robes quite generously: they're actually more like a coat, as they don't even reach too far down below his waist.

Ring- A small silver ring Daniel wears on his right finger that has an emerald set in the middle. He uses it primarily to help with his own healing magics. Daniel learned to transform with it on, so it doesn't come off when he shapeshifts.

Athame (x2)- Two blades that Daniel uses when he needs to focus more biomancy in less time. They are simple daggers: the blades are about about 20cm long, with an additional 15cm dedicated to the handle, and they are covered in various designs that make focusing magic through them easier. He keeps one concealed somewhere on his robe, the other in his spare.

Bracelet- A simple silver band on Daniel's right wrist that allows him to produce a slightly more stable shield than normal.

Assorted knives (x7)- These knives aren't very good at serving as magical foci, but they are capable of being pointy. Most of them are hidden in his pack; however, one of them his hidden in his robe instead, and another in his spare.

Pack- Worn over the shoulder. Holds quite a bit. It has an enchantment by Teacher that does not allow it to be taken (and it does not open) but by the current owner's consent.

Provisions (Three days' worth)- Food. Non perishable. Omnomnom.

Various herbs and healing supplies- Self-explanatory

Wood Canteen- Filled with about a day's worth of water, more if Daniel is careful

Spare Robes- For if he loses the old ones. Same design, color, armor, blah.

Currency: Two Gold Coins worth, broken up as I find convenient in the RP

Companion:


[Samael] Jellicent (M)
Ability: Cursed Body
Moves: Scald, Recover, Toxic, Ice Beam
Sig Move: Life Drain- A ghostly move that slowly drains the opponent of life while healing Samael (like Leech seed)

Spells: (Normal text indicates he can use it now, italicized later)

Wizard Senses- What allows a Magus to Magic things. Daniel can feel traces of magic around him, particularly if he concentrates. This gift also allows him to use his magic, see how powerful others are in the Art, as well as see through most disguises (if one kind of creature is posing as another).

Healing- Daniel's main shtick. Especially with the ring on his right hand as a focus, he is capable of healing most vertebrates. As long as he wears the ring, he will heal more quickly as well due to an enchantment he placed on it.
*Bone Manipulation- Daniel's been working on this; once he is able to use it, he will be capable of doing things like shooting bone from his fingers like a gun or making elbow blades like a Gallade.

Perfect Control- Daniel has perfect control of his biological reactions, and can quiet his emotional responses to the point of nondetectability to even the most attuned to biological reactions. Alternately, he can use this to does himself with a burst of adrenaline to give him strength.
*Emotion Sense- Upon gaining this ability, Daniel will be able to sense the biological state of others to such a refined point that he can accurate detect their emotions.
**Emotion Manipulation- When Daniel learns to understand emotions via biological signs, he can learn how to manipulate the biologies of those around him to control their emotional state to a limited extent.
***ATP Channel- When Daniel can passively sense the life force of those around him, he can take amounts of it from others to fuel his spells. Not too much at once, though, as that might cause him to burn alive.

Shapeshifting (Blaziken)- Daniel can shapeshift into a Blaziken. In this form, he is capable of using the moves Flare Blitz, Hi Jump Kick, Shadow Claw, and Protect. His ability is Speed Boost, and he has no signature technique.
*Shapeshifting (Additional Forms)- if Daniel is given ample time to study a vertebrate's anatomy, he can learn how to transform into it.

Chloromancy- Plant manipulation (I'm sacrificing a bit of accuracy in the prefix for the sake of a more awesome sounding name). Technically, he's already capable of it, but he can't do much more than make a flower bloom: he isn't weaponing it without quite a bit of effort, effort he's putting more into the magics listed above

Assorted other magics- As a Magus, Daniel is technically capable of using all sorts of spells. He can throw up a decent shield with (a lot of) effort, for example, although it'll probably shatter after stopping about one arrow. Daniel using magics other than biomancy is analogous to a photographer trying to paint: the rules are technically the same, but the tools are so vastly different that the resulting work would be far cruder than the artists' (and magic IS an art) work in the areas that they navigate best in, or else would take far longer to accomplish.

Feats:

Natural Spell
Iron Will
Alertness
Inquisitor
Cold Reading

Languages:
Common
Greek
Latin
Hebrew
Pokemon
Beast

Other:
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Last edited by narphoenix; 08-31-2012 at 09:19 PM.
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Old 08-25-2012, 02:36 PM
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Default Re: Dungeons & Dragonites: Darkest Path [SU/DS]

Reserve me, please.
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Old 08-25-2012, 04:47 PM
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Default Re: Dungeons & Dragonites: Darkest Path [SU/DS]

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Please reserve. I'll get to work on it sometime today.
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Reserve me, please.
Both of you are Reserved. Please remember that you have five days to complete it. If you need it let me know if you need an extension and we'll work something out.
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Old 08-25-2012, 05:04 PM
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Default Re: Dungeons & Dragonites: Darkest Path [SU/DS]

Name: Trainer17
Character: Vahn D. Brande (Vah-n D Brah-Nd)
Age: 22
Gender: Male
Species: Human

Class: Dragon Slayer : Vahn uses a form of Lost Magic - Dragon Slayer Magic



Lost Magic is a type of Magic that has been obliterated from the history of the world due to their immense power and the sheer gravity of their side effects. However, users of such Magic still exist, though the Magic itself is believed to be rare.

Dragon Slayer Magic is a branch of Lost Magic which allows its users to transform the physiology of their body into those of a dragon. As a result of this, those with Dragon Slayer abilities are able to change their body to their own element in both offensive and defensive styles. They can consume external sources of their natural element to replenish their own energy. They are also naturally immune to the effects of their own element that came from both their own person and to those from other sources, but must consume it through their mouths if they are to actually absorb it into their bodies.

Appearance: Click

Vahn is a lean, well-built young man of average height with a slightly tan skin tone, black eyes, and spiky rose-colored hair. In addition, Vahn has a scar on the right side of his neck which is visible in the few instances he doesn't wear his scarf. He also wears a strange stamp resembling some sort of a Dragon, colored red and is located at the top of his right arm, just below his shoulder. Vahn’s outfit mainly consists of a black waistcoat with gold trimmings over his chest with no undershirt, white knee-length trousers, a thick black wristband on his left wrist, black open-toed sandals and his scarf that he always wears. It is detailed with white scales and was given to him by his adoptive father, a Fire Dragon named Brandere. He has been known to wear a rolled up comforter strapped across his back, though he rarely carries it in battle.

Personality: Vahn is carefree and reckless in nature. And, despite his constant brawls with the others, be it his friends or people he meets for the first time, he is a fiercely loyal and protective friend. Vahn thinks things through in a rather straightforward manner that usually involves taking things “head on”. Even when faced with obvious hostility, he rarely holds a grudge or negative feelings towards an enemy. One of Vahn’s most dangerous ability in the world, is that he could turn anyone around him into his allies, including former enemies. Vahn’s powerful charisma has earned him many powerful friends and allies at times of need, allowing him to escape the tightest situations. Vahn rarely shows his perverseness towards the opposite gender.

Vahn continuously tries to prove his strength to others, especially to stronger opponents than himself. Despite some losses, Vahn holds no grudge against his victors as he considers them as his tutor, someone who has pushed him even further. Due to his reckless nature, Vahn’s fights usually ends with widespread destruction. His continuous desire to fight causes him to develop great wit in battle, quickly identifying his opponent’s weaknesses and forms strategies to block his enemies’ plans. There are times whereby he defeats his enemies with just wits alone. Vahn is also stubborn as he hardly ever admits his defeats.

Despite his passion for fighting, Vahn also generally refuses to fight someone that he does not personally consider an enemy, preferring to either talk it over or walk away from the confrontation. Over the years, Vahn has become more mature and level headed, though he only shows this part of his personality when he’s in dire situations or someone insults him, calling people like him and their beliefs foolish.

History:

The Ancient City, Dracul'lahr

It has a population of less than 1,000 inhabitants, and has been prosperous in Magic since the ancient era. Such reputation was supported by the fact that the town used to house the Dragonkin, citizens of the city and Dragons, the guardians of the city. This was the case however, only until the Dark Dragon purged the great city which drove most or all of its inhabitants to extinction.

August 18th, Year 989 - Vahn was found by his foster father, Brandere, a powerful Fire Dragon in the outskirts of Dracul’lahr, when he was still a baby. Dracul'lahr is an ancient city located far beyond Westwood Stronghold. Brandere raised and taught Vahn how to talk, write, and use a form of Lost Magic known as Fire Dragon Slayer Magic.

July 8th, Year 1001 - When Vahn was just 12 years old, Brandere, along with the other dragons mysteriously disappeared leaving Vahn and other inhabitants of Dracul’lahr alone. No traces or clues were left behind, they just vanished into thin air.

July 9th, Year 1001 - The Great Purge. It was something Vahn could never forget or erase from his mind and heart. His country was invaded by a malicious Dark Dragon, accompanied by a brute force, whose name were unknown at that period of time. They were in small numbers but their strength was far beyond the country’s own, and thus got wiped out entirely. Dracul'lahr was no more.

July 11th, Year 1001 - Vahn was found unconscious in the forest near Westwood Stronghold, and was nursed back to health by the stronghold’s inhabitants. When he came to, Vahn couldn’t find the tiniest information of his home. The name Dracul’lahr has even vanished from every archive available in this world.

July 12th, Year 1001 - Vahn made a vow. With tears swelling up in his eyes, and pain wrecked up in his heart, he looked up to the sky...
Spoiler:

Why did you leave me, Brandere? Why did you abandon Dracul'lahr? If only you were there. If only... Grrr...I will be better, and stronger. I will find those responsible and I will slay that dark menace with the very magic you've imbued in me, BRANDERE!...
That was the last time Vahn cried. Ever since then, that boy has trained, and trained and just trained. But how much stronger can one get? Only time could tell the events that follow.

August 18, Year 1011 - 10 years had passed, and Vahn has grown into a strong, mature young man. Having his Dragon Slayer Magic improved by the day, he was a force to be reckoned with. His battle skills could resonate throughout the entire city of Westwood, and was the finest warrior around. Looking back, thinking he was the only sole survivor of Dracul’lahr, Vahn then bid farewell to his foster home and began to venture through the kingdom of Aloria, in hopes of finding the cause that eradicated his home; the Dark Dragon and the force that accompanied the Dragon. As Vahn begins to venture for answers, there were now new questions that haunted his mind now and then, not to mention they were a topic of concern.

Was Vahn the only Dragon Slayer?

Considering the fact that the other Dragons too disappear along with Brandere, did they have their own foster childs? Or worse, have any of them been taught Dragon Slayer Magic?

Was Vahn the only survivor of Dracul'lahr?

If there were any survivors of Dracul'lahr, the chances of them being Dragon Slayers like Vahn were pretty high. Though Vahn was excited by the fact, he was also well aware that as some might become friends, while others could potentially become foes. He had to be prepared.

Despite the new challenges, fears and foes he could meet in the future, all Vahn could do now is venture into the world, and find his own answers. But first, he wanted to know all there is or any bits of information to Dragons or Dracul'lahr. And the name that came across his mind in an instant, was the famed Dragonstone Castle. Known throughout the world for its ferocious military force, and in particular concern to Vahn was the banner associated with the city, which had a midnight-black dragon embossed on a silver background. It might have been years since the destruction of Dracul'lahr, but the ruler of Dragonstone castle, or their former generation rulers had to have known something about Dragons, right? Either way, this was the only lead Vahn had in his hand, and all he's got at the moment.

"Here's our first step towards Dragonstone Castle!" Vahn told Goku, as they both left the territory of Westwood and ventured towards their first destination, Goldstone Castle...

---

Stats:

Strength 16
Dexterity 12
Constitution 13
Intelligence 10
Wisdom 10
Charisma 15

Feats:

Reckless Offense
Skill Focus
Unholy Strike
Battle Cry
Power Attack

Techniques:

Fire Dragon Slayer Magic : Vahn is adept with his Dragon Slayer Magic and makes use of it in many different ways in combat. He can consume his respective element, with the exception of that which he has created, to replenish his energy reserves. The heat of his fire can increase in temperature, which is proportional to Vahn's emotional state. This is also called the Flame of Emotion. Vahn also incorporates the flames he ignites into his fighting style, greatly increasing the damage of his blows. As such, Vahn's Magic revolves around the usage of fire that can spout from any part of his body. His ability to eat flames gives him immunity to most types of flames and allows him to spew fire from his lungs. This fire is exceptionally strong - equivalent to a dragon's fire - being able to burn even through metal. Vahn can even use his flames to create a propulsive effect. The type of fire he uses can be changed. For example, it can be solidified to cling to surfaces.


Fire Dragon's Roar
Vahn breathes a long line of fire that becomes a large fireball, which burns his opponent.

Fire Dragon's Claw
Vahn ignites his feet with a very large flame to increase the power of his kicks. He can also use the strong ensuing flames to jet-propel him in any direction he wishes.

Fire Dragon's Iron Fist
Vahn engulfs his fist in large flames and punches his opponent which makes his opponent fly away.

Fire Dragon's Wing Attack
Vahn takes hold of his opponent and ignites his arms and hands on fire, in the form of dragon wings as support, to throw them far away while burning them.

Fire Dragon's Sword Horn
Vahn ignites his entire body on fire in order to ram into his opponent at full speed, then launch them high into the air with his large horn of fire.

Fire Dragon's Flame Elbow
After Vahn ignites the tip of his elbow, he uses that flame to strengthen his fist, and rocket the opponent high in the air.

Fire Dragon's Crushing Fang
With his hand ignited with a large flame, Vahn gouges his hand into his enemy and quickly swipes his enemy away from his sight.

Fire Dragon's Brilliant Flame
Vahn creates fire on both hands, and brings them together, creating a giant explosion that destroys everything around him.

Languages:

English
Dragon
Lost Language - An ancient form of Language, that is able to liaise with any kind or race of this world. Only taught in Dracul'lahr.

Inventory:

Ryū No Ikāri (Dragon's Fury) x1

One of the 5 Supreme Grade Swords in the world, Vahn rightfully obtained its right by defeating the most able fighter in the Westwood Stronghold. Many claimed that Vahn is a great successor to the sword, as its elemental magic happens to be Fire. Vahn hardly uses it for any of his fights as he prefers to use his own Fire Dragon Slayer Magic. But if things get really serious, then he'd fuse his Fire Dragon Slayer Magic together with the sword, to bring out the its fullest potential.

Brandere’s Scarf x 1

A keepsake of Brandere’s, this scarf absorbs any kind of mediocre Fire magic or related spells from the opponent and makes the power Vahn’s. Side effects include slight nausea after the battle.

Murky Cloak x 1

A gift Vahn received from the City of Westwood before his departure, this cloak grants its user invisibility for a small period of time. Vahn has no idea of how to put this to use, yet.

Magic Shoes x1

An artifact keepsake from Dracul-lahr. These shoes grant the user increased speed and agility. Though, Vahn uses these in particular to magnify the power of his kicks. Another catch of this artifact is that, the size always changes accordingly to its wearers' feet.

Dagger Pouch x 1

A small pouch holding money and necessary items for his adventure. Vahn rarely uses the dagger that came with the pouch.

Items inside:

Health Potion x 2
Mana Potion x 2
Stamina Potion x 1
Smoke Bomb x 3
Old Pickaxe x 1


-----

Armour:

Wings of Flame - Vahn has no particular armor since he spent most of his days growing up in Westwood City and being exposed to its environment only. Thus, his magic served as his armour during fights. Fire Dragon Slayer Magic engulfs his entire body like an aura, giving him distinctive protection amongst almost anything. However, things might change sooner or later.

Money: 2 gold coins

---

Companion:

Son Goku

History: Son Goku or Goku is one of the prominent fighters from Westwood Stronghold. Though Goku and Vahn are like foster brothers, they always get into a fight with one another, a friendly rivalry you can call it. Goku was an orphan to begin with, and has no ideas whom his real parents were. He was brought up and raised by the City's King, thus he's known by all in the Westwood City. However, very little is known about his past, but the golden diadem on his head was a very vital clue. Once, during a fight with Vahn, his diadem broke and revealed his True Form. You see, Son Goku wasn't your ordinary teenage boy. He was an Highbreed. A cross between an elf and a dark demon. How he came into existence is an mystery itself, as his race was thought to be long extinct. His parent races were already a rare finding to begin with. However, this fact never bothered any of the people of Westwood as they knew Goku wouldn't mean any harm to them, as he was one of them for a long time to come or so they thought. Ever since his true form was unlocked, Goku's powers has been growing immensely, but slowly. His physical strength along with Magic was something to be messed with. However, he soon came to embrace his long lost powers, and has evolved into adapting them. Though things finally came to an end or a better start actually, when Vahn decided to go on his own quest for answers. Goku thought for a while, but then ultimately decided to tag along as he knew he wouldn't find any answers to his own past if he stayed.

Ability: Moxie II (For every hostile attack that lands on Sanzo, his strength and attack gets a boost by one stage)

Techniques:

1. Palm Magic - As mentioned before hand, Goku has utilized this form of power from his true form. His Magic and Physical Strength Prowess combined gave birth to this cross breed Magic. Goku's Palm Magic is a very simple and rather orthodox one, which focuses Magic Power on the palm of his hands. What makes his use of it fearsome is his' mastery of Fist Fighting martial art which allows him to make the most out of palm strikes, thus taking full advantage of the focused Magic Power. By employing his unarmed prowess alongside such Magic during very recent battles after unlocking his true form, Goku was shown capable of striking with great force mighty opponents with mere touches of his hands, even sending them flying away from him without effort.

2. True Form - In his true form, Son Goku's physical prowess and magics increase exponentially. However, this comes with a setback, whereby a time limit of 3 minutes is the maximum amount of time that he could control his sanity. After which, he can't differentiate between an enemy and a foe.

* Form Change Modes - Thanks to the revelation of his True Form, there is a possibility that Goku might have more form changes, but aren't easily accessible for now. One of the reason could be linked with his memory of his own past. As he unveils or learns more about his past or gets a significant information about his past, he might unlock a new form.


Other:

Nothing at the moment
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Last edited by Trainer17; 09-10-2012 at 06:07 AM.
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  #9  
Old 08-26-2012, 12:17 AM
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Default Re: Dungeons & Dragonites: Darkest Path [SU/DS]

Reserve me please? :3
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Old 08-26-2012, 01:10 AM
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Default Re: Dungeons & Dragonites: Darkest Path [SU/DS]

Quote:
Originally Posted by Velocity View Post
Reserve me please? :3
Of course :3 Consider yourself Reserved.

And on a side note, I'd like to run an idea by y'all that I've been recently thinking about. As the RP goes on I'll be allowing your characters to get equipment to add stat bonuses, get more skills, learn more languages if you'd like, and obtain more companions. My original plan was for you all to PM me a list of the stuff you'd like the chance to obtain or learn, but that might be a hassle for some of you. So here's my idea: On this thread you all sign up with the skills/spells you would like your character to have, even high level ones. I will go through them and pick which ones I will allow you to have in the beginning and keep the rest for reference and then let you know when your character can/has learned them. If we do that I can start another thread solely for the character sheets, like a directory or something. That could also save you time from finding your character post to edit it as the RP goes on (which will be mandatory, btw). What do you all think of that?
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  #11  
Old 08-26-2012, 01:16 AM
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Default Re: Dungeons & Dragonites: Darkest Path [SU/DS]

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Originally Posted by CM View Post
Of course :3 Consider yourself Reserved.

And on a side note, I'd like to run an idea by y'all that I've been recently thinking about. As the RP goes on I'll be allowing your characters to get equipment to add stat bonuses, get more skills, learn more languages if you'd like, and obtain more companions. My original plan was for you all to PM me a list of the stuff you'd like the chance to obtain or learn, but that might be a hassle for some of you. So here's my idea: On this thread you all sign up with the skills/spells you would like your character to have, even high level ones. I will go through them and pick which ones I will allow you to have in the beginning and keep the rest for reference and then let you know when your character can/has learned them. If we do that I can start another thread solely for the character sheets, like a directory or something. That could also save you time from finding your character post to edit it as the RP goes on (which will be mandatory, btw). What do you all think of that?
That sounds like an awesome idea. :D
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Old 08-26-2012, 01:26 AM
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Default Re: Dungeons & Dragonites: Darkest Path [SU/DS]

It works for me, as long as we are allowed to suggest which ones are lower level and which ones are higher. You'd get the final word, though.
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Old 08-26-2012, 01:35 AM
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Default Re: Dungeons & Dragonites: Darkest Path [SU/DS]

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Originally Posted by narphoenix View Post
It works for me, as long as we are allowed to suggest which ones are lower level and which ones are higher. You'd get the final word, though.
Of course. You can make suggestions and I'll also look different spells and skills up and see what the suggested level is for them to be able to be learned. I am not doing a leveling system for the characters, but it will give me an idea of the difficulty of each one and be able to decide when in the RP it will be appropriate to be obtained.

Also, this is for everyone. Feel free to make suggestions for items, creatures, side quests, and so on for the RP. It is an open world and I would like for there to be at least one side quest that will focus solely on the gain of one character. For example I am working with Saraibre on a quest that will allow her character to obtain something (not giving it away) that only her character will be able to get. It can be an item, companion, skill, whatever you like. So feel free to contact me if you would like to see something specific happen. I can be a nice Dungeon Master :3
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Old 08-28-2012, 12:36 AM
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Default Re: Dungeons & Dragonites: Darkest Path [SU/DS]

Name:
Dino

Character:
Aeiria ( I - are - E - a) / Sometimes shortened to Air (as it is normally pronounced)

Age:
368 Years

Gender:
Female

Species:
Pokemon: Ninetales

Class:
Treasure Hunter/Trader

Appearance:

For the most part Aeiria is a generic ninetales. She is somewhat on the taller side of her species, and is also leaner. Aeiria retains the same average muscle mass, this combined with her physique gives her more speed, but less physical power than an average ninetales. She has a much different fur coat from most ninetales, but not a color that is unknown to the studies of the pokemon. However, instead of the typical red eyes of ninetales, Aeiria's are a dark-grey blue.

Personality:
Aeiria is a quiet and friendly pokemon. She prefers listening, and will often let Ley do all the talking for her unless she has a different opinion them him. She will speak more to pokemon, if she is comfortable with them, and because she doesn't need Ley's assistance to do so. Her attitude towards strangers is rather stark, uneasy, and wary. It is only after she feels comfortable with you that she begins to become the gentle and amicable personality.

She, all her life, has made contemplative decisions. She is very intelligent and through thinking, for how long is up to the problem, can often find the best solution to the problem. However, when she doesn't get that time, or feels uneasy about what she is doing, she can sometimes slip into making rash decisions. She can also be very cunning and keen when she needs to be, especially when negotiating.

History:
Year 1 | Aeiria is born into a small tribe of ninetales that stays hidden in the forest near Westwood.
Year 20 | While out hunting in the forest, she was seen by some hunters. Thinking that a rare pokemon with strange colors would be a good luck charm or would fetch a good price, they captured her and took her into the city.
Year 25 | After causing no good luck for her captors, she was put up for sale. She was bought by a man whom she never saw, even though she stayed in his home for several years. During these years she picked up an understanding of the common language (although she could not speak it because she lacked the ability to make those sounds), she also picked up archery as a pastime.
Year 38 | Her master revealed himself to Aeiria before he died. She evolved into a Ninetales and his soul became one of her tails.
Year 75 | After venturing back into the forest, she began to bring herbs into Westwood to exchange for money. This began her career as a trader, and soon she became very good at it.
Year 177 | Growing bored of her trading company, she began to hunt for treasure, both for the adventure and for the monetary value.
Year 246 | She meet Ley while aboard a trade ship and freed him.
Year 304 | Began known around for doing favors for people in exchange for money and combined this with her treasure hunting.
Year 332 | Vanished from the public eye and became much more hidden in all three of her ventures.

Stats:
Strength | 9
Dexterity | 15
Constitution | 10
Intelligence | 16
Wisdom | 11
Charisma | 15

Ability:
Flash Fire

Techniques:
Energy Ball, Extrasensory, Flamethrower, Safeguard

Signature Technique:
The Pokedex states “Some legends claim that each of its nine tails has its own unique type of special mystical power.” Aeiria has discovered a way to unlock the special powers in her tails. The nine people that were ‘reincarnated’ to become a ninetales are quite obsolete and almost have no effect on the pokemon itself, but the remnants are still hidden within the magical tails. Aeiria discovered that by practicing and focusing to try and find these remnants can unlock the powers given by the people. It seems as though the person’s job in life, or their skills and abilities determine what kind of power they give. These powers Aeiria uses when shooting her arrows (explained later). The special powers are listed below. The arrows can still miss, and sometimes the powers will not work due to Aeiria being too weak, or by a stronger ghost, psychic, or dark pokemon, wizard, etc. presence. In times of hurry, which tail is which is also sometimes forgotten and a random one is used.
Spoiler:
- Alchemist – the arrow tip becomes poisonous
- Wizard – the arrow follows opponent and does not miss (can still be blocked)
- Doctor – the arrow stuns opponent
- Warrior – the arrow becomes heavier (therefore stronger) (range is limited)
- Black Smith – the arrow tip becomes extremely hot metal
- Prince – the arrow splits into three during its flight
- Inventor – the arrow explodes on contact
- Intellectual – the arrow has no added effect (tail that is most often used to shoot arrows)


Languages:
Pokemon
Common (Understands it only)

Feats:
Negotiator
Acrobatic
Agile
Weapon Finesse
Point Blank Shot

Spells:
None

Inventory:
Bow x1
A mystical bow from a far off land. It is made of a ancient white wood that has not decayed during its life. Strange scratchings are made along it, they appear to have been made by claws. It has straps that attach it to Air's back. She then uses her tail to shoot the arrows. (Just like Gekigami)

Quiver and Arrows x3
Rather generic Quivers. They are made old hollowed branches that have been smoothed. They are strapped to Air's tails. The arrows are completely random. They all depend on where Air bought them from. She can carry at max, 60.

Bag x1
A simple white messenger bag that hangs on Air's side. (The strap goes over the back and through the leg on the opposite side.)
CONTENTS:
A small black book used for business
Another small book with dry herbs pressed in between pages
Several small bottles containing berry juice
A map of the world and trade routes

Bracelets x4 & Necklace/Collar x1
These jewelry pieces are all silver-plated, and have a small blue gem embedded into the middle, except for her collar/necklace, which has a shard of glass embedded in it. They are often just thought to be symbols of wealth used to more easily pass herself around, but the bracelets are hollowed on the inside and hold money. Air and Ley are the only ones who know how to open them.

Money:
1 Gold, 30 Silver, 20 Copper

Companion:

Ley the Natu
Magic Bounce
Night Shade, Signal Beam, Teleport, Me First

Ley was found by Air (he came up with the nickname) after it had been captured and taken from its flock to be sold to a ‘trainer.’ Refusing the offer to be taken back home, Ley became the traveling friend and a guide to Aeiria. (Ley's life span seems to be grown by being with Aeiria.)
*Aeiria cannot speak common language, even though she understands it. Ley learned from mimicking its sounds. Aeiria relays what she wants to say through Ley using psychic abilities.
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Last edited by Dino; 09-01-2012 at 02:44 PM.
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  #15  
Old 08-28-2012, 01:16 AM
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Default Re: Dungeons & Dragonites: Darkest Path [SU/DS]

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Originally Posted by Dino View Post
Would you please reserve a spot for me?

:D
But of course! You are Reserved.

And that means all the spots are now reserved. I will not be accepting any more reservations unless an opening becomes available either by someone failing to finish their SU in the time allotted or I increase the number of players.
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