Deus ex Entente Registration

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Deus ex Entente Registration

Post by JerriLeah7 on 7th January 2018, 11:03 pm

Dues ex Entente Registration
RPM: JerriLeah7
RPH: JulietHasAGun

Listed below are the rules of this role-play and the character layout.  In the next post following this one, there will be additional registration information and an actual, full length explanation of the character layout that is listed after the rules.  Please read all of this post and the one following it very carefully before registering for this role-play and, as always, follow the rules and have fun.


● Follow the GtR Rules & RP Guidelines, as always.  If you cannot respect the RPM or RPH, don't join this role-play.

● No more than two characters are allowed per member.  Do not create multiple characters if you cannot participate actively with both characters.  Only you will truly know how much free time you have, so keep to it and don't drag everyone else behind without communicating about your inactivity.

● Any and all magical gears, weapons, and other items must have the appropriate back story to follow with it.  Back stories such as "I just found this," or "I made this myself when I was ten" are unacceptable.  Most magical items take a very long time to create and are incredibly expensive--your stories should line up with this.

● Your character(s) can only be a member of the human race.

● Your character(s) cannot be younger than 30 years of age.  (This is the equivalent of late teenagers, but without sexual capabilities due to the fact that humans in this role-play do not sexually mature the same as we do.)

● Character Approval is a thing in this role-play.  You cannot post within the actual role-play thread, nor participate in any collaborative posts until your character is approved by a role-play maker or helper.  The less information that you give about your character's history, knowledge, and abilities, the longer this section of your character creation will take.

● Character(s) can be within a Covenant, a member of the purged, and so on--however, they cannot be a member of the official Purged that works for and is trusted by Ceallach.  This means that without a Covenant, you are without boons and blessings, regardless of your back story.

● Regardless of your character, their age, their upbringing, etc., you should be willing to have your back story (your character history) added to by an RPH or an RPM.  Every single character that is registered to this role-play will have a secret story added to their character, which will be given to them to either post up or not, whichever they choose.  This will involve them in a specific, special plot where the character will be able to move with direction and possibly take other characters with them.

Character Layout
[b]Color Code:[/b]

[b]Current Occupation:[/b]
[b]Past Occupations (If Any):[/b]
[b]Non-Combat Skills:[/b]

[b]Sigil Size & Location:[/b]
[b]Covenant Standing:[/b]
[b]Caster Level:[/b]

[b]Blessing Domain:[/b]

[b]Boon Domains:[/b]

[b]Notable Equipment:[/b]
[b]Physical Skills:[/b]
[b]Magical Abilities:[/b]

[b]Trial Story (If Any):[/b]
[b]Character History:[/b]

Last edited by JerriLeah7 on 13th January 2018, 6:00 pm; edited 1 time in total

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Re: Deus ex Entente Registration

Post by JerriLeah7 on 8th January 2018, 12:07 am

Character Layout Explanation

Name:  This is the name of your character.  Stupid names such as Bob, Legna, Bumwhistle McGee, and so on are not accepted and your character will be declined.
Color Code: This is the color code that you will use with your character or others will use for your character in collaborative posts.  Having it listed within registration makes this job easier.  Please try not to make any character's color too close or similar to another character's color that is already taken.
Age: This is your character's age.  Ages 30+ only are accepted.
Sex/Gender: This is your character's gender.  You may include gender identities and sexuality as well.
Appearance: Describe the appearance of your character with great detail.  This includes the required information:  Height, Weight, Build, Hair Color, Eye Color, General clothing preferences, and so on.  An Image is perfered on top of the information listed above.

Current Occupation: This is the current job/means of living that your character has.  How do they make money?  What is their wealth status?  Are they barely scraping by?  Etc.
Past Occupations (If Any): This is any jobs that you've held in your past.  Occupation examples will be listed below.
Non-Combat Skills: These are skills that will cost you ability points (ability points are discussed below).  Examples of non-combat skills are listed below.
Hobbies/Talents: These are minor talents and skills that do not fall under other categories and are taken less seriously and have less ability points placed into them (or cost no points at all).  What does your character do in their spare time?  Do they have spare time?  Examples of hobbies/talents will be listed below.

Covenant: List your covenant, if you have one.  If you don't, list which one you wish to be in, if you are going to apply.  If not, state that you are either Purged or non-magical.
Sigil Size & Location: Where is your sigil located on your body and what size is it?  If it is customize-able, please explain how it is custom for you.
Covenant Standing:  If you have a covenant, please list your covenant standing.  If you do not, please leave this blank.
Caster Level: Please list your caster level.  Make sure to select an appropriate one that matches your character history and one that is approved by an RPM or an RPH.

Blessing Domain: List the blessing that you select from your Progenitor if you are in a covenant.  (Ex. "Blessing of Order, Blessing of Death, etc."  You may only have one.
Boon Domains: List the boons that you select from your Progenitor if you are in a covenant.  (Ex. "Boon of Order, Boon of Death, etc."  You may only have two.

Stats: Please list your base stats after having used all of your ability points.  Stats are explained below.
Notable Equipment: Any and all magical gear and equipment should be listed here. Weapons, regardless of magical or not, should be listed, as well.
Physical Skills: List any physical skills that you have placed ability points into here.  Examples of physical skills are listed below.  There is not a limit to how many different skills you can have.
Magical Abilities: List any magical abilities that you have placed ability points into here.  Examples of magical abilities are listed below.  There is not a limit to how many different abilities you can have.

Trial Story (If Any): This is the detailed story of your trial and how you passed it if you are already within a covenant.  This story must be approved by an RPM or an RPH, regardless of the level of detail--however, greater details are preferred and if your story seems too vague or short, you will be asked to add more.
Character History: This is your character's back story.  What is their family life?  Their childhood story?  What's their level of wealth?  Where do they live?  What are their goals coming into the role-play?  Greater details are preferred and if your story seems too vague or short, or if it seems like it does not fit into the world, you will be asked to edit or add to your history.

Skill, Ability, & Hobby Examples

Physical Skills: (Costs Ability Points)  
Please list what rank you are in any of these skills in your character sheet.
Weapon Proficiency (Longsword fighting, Archery Proficiency, etc.)
Close Quarters Combat
Fighting Styles (Tai Chi, Kung Fu, Street Boxing, etc.)
Defensive Fighting

Occupations: (Costs No Ability Points)
Please list what rank you are in any of these skills in your character sheet.
Although these don't cost points, you must have non-combat skills or combat skills appropriate to that occupation. For example, an Enchanter would have the skills of "Weapon Imbuing" and/or "Armor Imbuing."

Bounty Hunter

Non-Combat Skills: (Costs Ability Points)
Please list what rank you are in any of these skills in your character sheet.

Hobbies/Talents: (Costs No Ability Points)

Stats: (Costs 2x AP as any skill or ability.)
The average state for an average human is zero.  To reach Rank V in any stat would place you high above the general human being and would require immense training and practice, as well as years of practice.

Ability Points System

Anything listed above may cost you ability points.  Depending on your character's age, you will only get so many ability points and you must spend them wisely.  

Things that cost you ability points are:
Magical Abilities
Physical Skills
Non-Combat Skills
Stats (2x as much)

The more points that you put into a singular skill, the higher rank it will be.  There are five ranks for each skill or ability.  Rank I signifies that you've just dabbled in that skill or ability whereas Rank V indicates that you have mastered it.  The only limitation on this is that you cannot have a higher magical ability rank than your caster level.  This is because Rank V in a particular magic ability is equal to Caster Level V levels of magic and capabilities.

The chart for how many points you can receive for your age, as well as how much it costs per rank is listed below.  If you have any inquiries regarding this chart or the ability point system, just ask an RPM.  If you are uncertain about what skill or ability fits into what slot or how much it should cost, feel free to ask us and we'll be happy to help.  

Ability Points System
Character AgeStarting Ability Points
030 - 050 Years020pts Total
051 - 070 Years030pts Total
071 - 100 Years045pts Total
101 - 135 Years065pts Total
136 - 170 Years095pts Total
171 - 220 Years130pts Total
220+ Years175pts Total

Ranking Costs
RankingAP Cost
Skill/Ability Rank I1 AP Total
Skill/Ability Rank II3 AP Total
Skill/Ability Rank III6 AP Total
Skill/Ability Rank IV10 AP Total
Skill/Ability Rank V15 AP Total
Stat Rank I2 AP Total
Stat Rank II6 AP Total
Stat Rank III12 AP Total
Stat Rank IV20 AP Total
Stat Rank V30 AP Total

Last edited by JerriLeah7 on 13th January 2018, 10:58 pm; edited 1 time in total

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Re: Deus ex Entente Registration

Post by JerriLeah7 on 8th January 2018, 9:26 am

Name: Fean (Fen) Thonav
Color Code: 0cafff
Age: 167 Years
Sex/Gender: Female; Heterosexual
Appearance: Blonde Hair, Blue Eyes, 125lbs., & 5ft, 6in.  Fean is generally seen in the clothing below.
Fean's General Appearance:

Current Occupation: Translator & Active Covenant Questor
Past Occupations (If Any): Animal Farmer Assistant
Non-Combat Skills:  (7 AP Total)
   ● [ I ] Animal Husbandry (1AP) ● [ III ] Speed-Reading (6AP)
Hobbies/Talents: Reading, Writing, Song Writing, & Drinking Socially

Covenant: Hollowstar Oathbound
Sigil Size & Location: She has two sigils on the back of each hand; just big enough to move from central knuckle to wrist.  However, one is darker hues of the Covenant's colors and the other is a brighter rendition of the colors.
Covenant Standing: Gamma
Caster Level: Master

Blessing Domain:
   ● Blessing of Binding: (1x/Day) - Upon activations, you are capable of summoning a willing creature that is stronger than you at random or one of your fellow covenant members at random. These summons may be strangers to you, but will be compliant and cooperative in most cases, so long as your commands do not violate their own ethos. The power level, cooperation, compatibility, and ability of what you summon will never be guaranteed to you, but when you summon, they will be compelled to answer the call. Any summoned covenant member will be teleported back to their original place after the duration or just before death so as to avoid loss of life.
Boon Domains:
   ● Boon of Charm: This passive boon allows your voice to naturally sway those that hear it, improving abilities in matters of persuasion as well as attempts to made to shift their attitude towards you. This includes both methods of intimidation and diplomacy and the effect is greater and improves with your caster level.
   ● Boon of Binding: (1x Caster Level/Day) Upon activation, you may summon a moderately poewrful creature as compared to your caster level that is friendly to you or that you own and compel it to do an action, such as fight for you. After an hour has passed, the creature will return to where it was located before it was summoned. This ability doesn't impart any tactics or intelligence into the creature and will act as it should per its species. However, the creature you summon can understand you, regardless of its language while it is summoned. You can also use this boon to summon a group or horde of weak creatures that are friendly to you and so on.

Stats: (60 AP Total)
   ● [ IV ] Pursuasion (20AP) ● [ III ] Endurance (12AP) ● [ IV ] Perception (20AP) ● [ II ] Agility (6AP) ● [ I ] Strength (2AP)
Notable Equipment: Two Contract Books, Breastplate, Defense Robes, No Weapons
Animal Ally: Fean is most frequently seen with an animal ally at her side, regardless of whether or not it has been magically summoned to her.  The creature most often viewed in her presence is her dear friend, ironically named "Anwar."  Anwar, however, is not an Anwar, but a tawny and vibrant High Pharaoh Aviahound:  An uncommon species, but a common breed within her own kind.

Anwar's Full Body:

Anwar Lounging:

Physical Skills: (3 AP Total)
   ● [ III ] Judo Fighting Style (3AP)
Magical Abilities: (14 AP Total)
   ● [ IV ] Conjurer's Oblige (10AP): This ability allows Fean to summon creatures that she has made a contract with in the past to her side.  When it is summoned, it is there and does not go away. Due to her higher rank of four, she's now able to send them back to where they came from and she can share mana with her summons.  Both the summoning and dismissing processes are different rituals and also take different casting times.  The appearance of this magic varies on what is being summoned.  Compared to summons granted by Reinhold, these creatures can be permanently summoned.  

Whether it be multiple weaker creatures or a single, moderately powerful summons, Fean is a force on the battle field with this magic so long as one of her companions is by her side.  Unfortunately, summoning always takes time, so if she does not already have a protector with her, she is incredibly vulnerable due to how much she relies on this particular magical ability.  Fortunately, she does have minor armor by default to protect her from physical attacks in most cases.  You will always be able to tell if a creature is one of her summons by a circular, summoning glyph that will appear around hers and their wrists/similar appendages.  While a contract is in use and the symbols are visible, mana is depleted over time.
Additionally, she must always have the written contract on hand in order to summon any specific contract.  

Although the lighter side to her ability is summoning those that would will it, Fean is very capable of subjugating her summons, should she wish to do so.  As of this time, she has only ever subjugated weaker Inanis, but the process of subjugation is a lot of complex, drawn out work that can be a hassle.  As such, she has very few summons that are Inanis related, but she will not hesitate to use them when she feels they will become advantageous in battle, regardless of those that would judge her for doing so.

Fean always has two books with her, which are strapped to her sides that she reads and re-reads rather frequently.  She also has these books repaired and cared for magically, due to the fact that these books consist of her numerous contracts, bindings, and summoning terms.  She knows that if she is ever forgetful of her various summons and disrespects the terms of a summoning ritual, she may very well lose a summon and she does not ever wish for this to occur.
   ● [ II ] Cosmic Linguist (3AP): At rank two, this ability allows Fean to speak any language, whether it is spoken or written.  Additionally, it can be used to speak with creatures that do not have a language, though this is very exhausting for her mana and multiple targets for this magic depletes mana even further.  This allows her to understand the intent behind the words in writing, rather than just the literal translation, making translations more efficient in timing and accuracy.  This does not, however, work on magical runes, but it does work on magical words and it does not work on technical drawings such as blueprints, maps, etc.
   ● [ I ] Element Air - Levitation (1AP): At rank one, Fean uses this ability to levitate at approximately four feet above the ground.  She cannot levitate above water and she cannot fly or float for too long.  Levitation depletes mana over time and her air abilities are pretty much only capable of smaller gusts of wind.
   ● [ IV ] Conjurer's Shield & Thorn (10AP): With this magical ability, Fean can summon a creature's defenses and minor attacks with whom she has a willing contract that is willing to have their defenses bound to her on occasion.  Through their natural or unnatural armor and other defenses, she can create and summon her own set of armor and a single polearm that is generally quite decorative.  The armor and weapon almost always look like what is shown below, but it should be noted that she can only summon them for a short time before it disperses.  The creature's whose defense was borrowed from will become fatigued after.  

However, if the armor is stripped from a summons unwillingly, such as by a subjugated Inanis creature, the armor will be less complete and will appear far more similarly to the creature that it came from, rather than by Fean's own preferred design.  It will also formulate around her body within a slower casting time that will place her at greater risk during the summoning phase.  There is no connective glyph that signifies the summoning in this type of magic, but lights and wisps of magic do pour from this armor to further accentuate it's lack of longevity within its current form.
Defense Armor:

Trial Story (If Any): Fean fought within Reinhold's Gauntlet for not only three, but four waves of creatures and made it out alive.  Unfortunately, she was drenched in animal blood and a deep flood of sadness in her heart--although a few were very weak Inanis at the beginning, there were many creatures that were just simple animals that she wished did not have to die--even if some of them were monstrous and a threat to her life in that moment.  She almost lost an arm, as she was not allowed to bring any allies or friends with her and she was not used to fighting alone.  

The four rounds of battle to the death took Fean over four hours to complete, most of which was spent in a frenzy of dodging and running from the enemy so as to use her Judo to her full effect without becoming surrounded by most of her enemies.  It was clear upon the Trial success that Reinhold didn't approve of her methods, but that he was happy enough with her results.  He bound with her and marked her as requested, happy to sense the summoning spirit within the essence crystal that she had brought with her.  He wished her well with the hopes that she, too, would gain the abilities of her father--and luckily, that did come to pass.

As she was given a portion of Reinhold's soul, she thanked him for his gracious gift and placed it together with the crystal before Reinhold melded them with her very soul.  A fantastically bright light emanated from the center of the arena, making the bright red blood upon the ground even more vibrant within its contrast as the blood had faded from the skin of her hands more fully and she felt...complete for the first time.  Truly complete.  The new power was welling up within her and she could feel the mana coursing through her veins as the audience cheered her, congratulating her and also trying to urge her into yet another battle.  

Character History: For the first eighty years of her life, Fean had a lovely childhood with her parents, growing with them and eventually growing old enough to contribute to the family by assisting her parents on the family's farm.  She took care of many creatures there: oxen, chickens, and sheep, as well as a couple of goats.  Eventually, the young girl grew restless and traveled about the inner-Iodenian lands.  Her family was middle class, so she wasn't so wealthy as to really have fully visited or experienced Hathe City.  Upon her return from her journeys, however, Fean suffered the loss of her father.  This loss was more than just a loss to the family, but also to their hometown, as he was their primary protector and one of the few local magi.

It was then that Fean decided that it was time to step up, become stronger, and take up the responsibilities that her father had once held.  For whatever reason, no other magi desired her father's position within the town and and no one seemed to be against her taking his place.  Due to this, Fean returned to Hathe once more, only long enough to find and hire a Judo trainer that had once taught her aunt in her aunt's younger years.  She spent many years of training within the practices of Judo before she left home a third time to hunt for the right Covenant to suit her needs and to hopefully complete a trial so that she could gain the power needed to protect her home and its citizens.  

Now that she has gained that power and has been a member of the Hollowstar Oathbound for a decent time, she has barely been able to remain home to protect it for longer periods of time.  She can, however, keep her summons at home, within the town's limits for protective bodyguards.  This way, she is always keeping her home safe as she continues on with the Quests demanded of her by her Covenant so as to keep her farm going and her family fed.  Other than supporting her hometown and family, Fean's goals consist of gathering more summons (especially more powerful summons), and completing her summoning effigy.

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Re: Deus ex Entente Registration

Post by Goetia on 9th January 2018, 7:23 pm

Saif Taozi:

Name: Saif Taozi
Color Code: ff6699
Age: 171
Sex/Gender: Female, Lesbian
5ft 8in tall. Lean, muscular build. Scars are visible all over her arms, legs, and hands. Her face is hardened with marks of previous battles. Wears the clothing in the image when out and about, but when in combat, she dons leather/bone wrist + leg guards under a dark, heavy, hooded jacket, chainmail shirt, and black pants, as well as boots.  

Current Occupation: Game hunter, Inani removal
Past Occupations (If Any): Inani control and removal, Town vanguard
Non-Combat Skills: (28pts)
Hunting [III]
Inanis lore [IV]
Survival [III]
Weaponcrafting [II]
Trapmaking [II]
Playing card games

Sigil Size & Location:N/A
Covenant Standing:N/A
Caster Level:Intermediate
Blessing Domain:
●  N/A
Boon Domains:
● N/A
● N/A

Stats: (48pts)
Strength [III]
Agility [III]
Endurance [II]
Perception [III]
Persuasion [II]

Notable Equipment:
- Seperable halberd with axe head/spear on one end and a short spike on the other. The pole itself can separate into two halves; the top half attached to the axe/spear and the lower revealed to have a pike which is sheathed by the top half when the two halves are combined. The two halves lock together with a simple clip and the two can separate when the clip is pressed.
- Dagger sheathed in a leather scabbard

Physical Skills: (18pts)
Sword Proficiency [II]
Polearm Proficiency [III]
Knife Proficiency [III]
Grappling [II]

Magical Abilities: (36pts)
-Vulture Transmutation [III]: When this ability is activated, the user's body, including whatever clothing and personal items are on them, transform into a flock of somewhere between 10 to 15 small vultures, each one able to move independently from the others. The higher the rank, the greater the distance between any two vultures (1 Mile to 10 Miles). A higher rank also increases the amount of time one can spend in this form (5min to 25min). Either by will or when the ability expires, the vultures converge onto one vulture and the user turns back into their human form.
-Into the Traverse [III]: The user teleports to a different location by traversing through portals in solid or liquid objects. The portal itself isn't visible but feels like a cool liquid. With this ability, the user can open up a portal between two different objects of increasing distance based on rank (10 feet to 1000 feet). A user must spend mana to mark two or more locations as entry ways for portals. Marking requires physical contact with the object and a level of concentration; the higher the caster level, the less concentration required.

-Gravity Abnormality [III]: The user can temporarily strengthen or weaken the gravitational field in a given area. Efficacy and area size depends on rank (Small change over 1 foot radius - Brick crushing change over 50 foot radius)

-Infrared Vision [III]: User gains ability to see entirely in infrared at a max range half of their max range in normal vision. This causes their entire eyes to turn black. Duration depends on rank (1 minute to 30 minutes)

Trial Story (If Any): Saif performed well in her trial, using her trainee sword to make quick work of the monsters in the first and second wave. The third wave gave her a much harder time, causing some of the scars she currently wears. She drew Reinhold's ire be repeatedly going back on her promise not to go out hunting inanis with the other local covenant holders. Saif ended her covenant by promising her sister Sofia she wouldn't endanger herself while out in battle. Saif broke her promise by challenging a purebread inani while out on the hunt with her squad. Her decision led her to watching her squadmates get turned into human inanis while she narrowly escaped with her life.

Character History: The first born of the Taozi siblings, Saif grew up always getting herself in trouble. If she wasn't within sight she was probably poking something that was never meant to be poked. Because her father was a weaponsmith, she developed an interest in crafting and tinkering with weapons. Seeing an opportunity to have some help and maybe even a successor, Saif's father let her learn how to use the various tools in the shop, keeping a hawk's eye on her. However, once Saif grew too old for school, she chose neither to pursue academia or artisanship. Instead, she craved the excitement of battle. Tales of heroic progenitors and the local militia captivated her.

Saif's decision to enlist in the militia was a shock at first, but her parents eventually accepted it. There, she learned self defense, sword fighting, and received her first weapon, a basic sword for new recruits. Saif got a taste of the combat she craved, but she could see she was at a clear disadvantage compared to those with covenants. Therefore, she signed a pact with Reinhold to gain access to their fighting facility. She used the gauntlet to learn about creatures of all types, honing her combat skill while building her repertoire of all beasts and monsters. After 2 years into her being a covenant, she found herself in conversation at a bar with another member of the militia. The militia member attempted wooing Saif by revealing his Living Dead tattoo next to his covenant sigil.

The Living Dead is a division of covenant-holders in the militia that vowed to take the fight to the inanis and cull their numbers. As such, the group goes out once a week after sunset to hunt inanis and hang the corpses from the tree branches. Many of the townsfolk appreciate the militia's protection, but they also feel ambivalent towards the Living Dead division. Some find their mission to be a morale booster while others think of them as a group of crazy thrill-seekers with a death wish. And there's a lingering rumor that the group consists of spies under the influence of purebread inanis.
Living Dead emblem:

The attempt to woo Saif was an utter failure, but the stories the member told her the night of the hunt piqued her interest. Despite her mother warning her not to go out hunting inanis, she couldn't help but get excited over the thought. What better prey to hunt than the root of humanity's decline? Saif hesitantly joined the group, going out on hunts without telling either of her parents. Because she and her sister Sofia had shared a close bond since childhood, Saif would tell Sofia tales about her hunts as a night time story before Sofia slept. Only they knew about the hunts, and they vowed not to tell anyone under any circumstances. At first, it was difficult going behind her mother's back, but the thrill of the hunt and the catharsis that followed downed prey, and the night of drinking after a successful hunt, it was too good to pass up.

Over about a decade, Saif learned all the tools of the trade from the more experienced hunters. She persuaded her parents into thinking her weekly outings were simply patrol duty, but she and her sister got used to keeping up the facade. Over the years, Saif got absorbed by the hobby. She tinkered with weapons, bought all sorts of equipment, and modified her trainee sword by cutting saw teeth into the edge and adding blades and spikes to the scabbard and the hilt. Her first time using the customized sword, several teeth broke off, so Saif saved her money for a year and a half, buying a new sword to re-customize and purchasing a magical enhancement of hardening. Out of all her weird customizations, the most successful were her serrated sword and her separable halberd she crafted with her father's help.

After a chain of near-death experiences, Saif's sister began to worry. She enjoyed the harrowing stories, but they were bittersweet, reminding Sofia that she could lose her sister at any point. Every now and then Sofia would deliberately stay awake in her bed until she heard Saif enter through the front door. However Saif never noticed, as she usually returned home in a drunken stupor. After one hunting night where Saif didn't return until the day afterwards, Sofia demanded a promise from her sister: do not endanger yourself or do anything stupid. Saif nonchalantly made that promise, although her tone of voice didn't make Sofia feel any better. During the next hunt, an inani purebread showed up; a rare sighting. Taking a chance of a lifetime, Saif's squad engaged the purebread without thought. Saif, herself followed along with the attack, praying she'd make it out alive. As it turned out, the purebread had set up an ambush of other inani wolves, which charged at the group from all sides. While Saif fended for herself, she saw her squadmates get bitten and torn asunder, followed by their pasty white bodies turning charcoal black. She fled from the scene, running aimlessly into the forest until she knew she lost the inani.

Tired and beaten, Saif's moment of reprieve was interrupted by Reinhold himself. He told her he'd been cross ever since she had gone hunting inani behind her mother's back, and now the decision to challenge a purebread so recklessly also broke her promise with her sister. With that, Saif was purged from her covenant. After several minutes of crying, Saif returned to town, but no longer to rest for the next day. She went straight to Sofia's room, surprised that the girl was still awake. Saif and Sofia spoke outside. There, Saif informed Sofia that she could no longer return to their home due to being purged. She begged with her life for her sister to not tell their parents. She pleaded Sofia to pretend that she disappeared that night. Sofia reluctantly agreed after a sobbing apology. Still, Saif made one promise she had every intention to keep; to come visit her, and the family, but only she would speak to Sofia. Her parents were to never know about the visits, lest they grieve more over their daughter being purged than her being gone. Saif left Sofia her serrated sword and a cloak with the Living Dead emblem painted on it. After that night, Sofia hadn't seen her sister for a whole year.

Sofia Taozi:

Name: Sofia Taozi, Pansexual
Color Code: ff9999
Age: 120
5ft 3in tall. Often seen in formal clothing as she is in the picture. Almost never goes out in public without wearing gloves. Likes to wear a black cloak with the Living Dead emblem painted on the back in white.

Current Occupation: TBA
Past Occupations (If Any):Bookkeeper, Librarian
Non-Combat Skills:(22pts)
-Inani Lore[II]
-First Aid[II]
-World History[III]
-Psychological Deduction[IV]

-Collecting dolls
-Board games

Covenant:The House Of Repose
Sigil Size & Location:4in across on back of left hand
Covenant Standing:Epsilon
Caster Level:Master

Blessing Domain:
● Repose (x2 Caster lvl Per Day) This Blessing allows the user a Ward Against Death; making all in a 30 foot area immune to death effects. Such as energy drain and negative life effects. It does not negate or get rid of effects already in place, nor does it have any dispelling effects. The higher ones caster level, the longer this effect remains active.
Boon Domains:
● Death: This boone grants the magi the benefit of Deaths Embrace. The magi can heal instead of taking damage from channeled negative energy. The amount restored gets higher based on caster level.
● Healing: Magi with this boone gain the ability of Restorative Touch- Magi with this boone are granted minor healing capabilities. The magi's touch can remove minor physical wounds, fatigue, and some illnesses. Grandmasters possess the ability to remove more ailments, novice magi and limited to minor physical ails.

-Perception [III]

Notable Equipment: Two-handed straight sword with many small, pointed serrations cut into the blade's edge. The butt end of the pommel has a conical spike jutting out parallel and opposite to the direction of the blade. The word "Bloodletter" is engraved in angular, jagged letters on one side of the blade. The sword's leather scabbard is lined by an iron frame that fits over the scabbard. There's a solid iron cap with a sharp point which is fixed on the pointed end of the scabbard. The weapon is magically enhanced to be more durable than normal.    

Physical Skills:(3pts)
-Sword proficiency [II]

Magical Abilities:(33pts)
-Sofia's Dream [IV] Sofia and the target creature undergo a hypnotic state where both her and the creature enter the same dream. In the dream, Sofia has full control of the creature's senses, allowing her to have the creature experience anything she imagines. While the ability is active, both Sofia and the target are motionless in the real world, appearing as if they're in a haze. The ability only activates through eye contact at a range of 30ft or less. The duration and difficulty to break out of the dream increases with rank, up to a max duration of 30 minutes, requiring rank V liberation magic to break the target out of the dream.

-Vertigo Shockwave [III] The user emits a powerful shockwave in a straight line that vibrates the ear canals of those in its path. Any creature hit by the shockwave is afflicted with temporary vertigo and nausea-the severity depending on rank. The speed and distance of the shockwave depends on rank as well.

-Inani Transformation [III]
The user takes on different characteristics of inanis, each rank granting a different quality, or an inani appendage that grows out of the user's body. This tranformation makes holy magic harmful to the user.

  • Rank I: The user's skin turns all black with veins embedded within, granting greater endurance and the ability to melt away flesh after repeated scratching. Two small horns appear on the user's forehead while their hair turns white.
  • Rank II: The user's eyes turn red with black pupils, allowing soul sight. The horns on the user's head grow slightly longer.
  • Rank III: A beastial inani arm sprouts from the user's shoulder under their regular arm. The inani arm has strength similar to that of a human inani hybrid, and its claws can melt/infect flesh more easily than the user's own arms. The horns on the forehead grow even longer.
  • Rank IV: A second arm sprouts from the other shoulder, as the horns grow to their full length.
  • Rank V: A purebred inani eyeball emerges from the center of the forehead. With this comes the ability to release a burst of decay energy just like any other inani.

-Boon Thief [III] Allows the user to steal a random boon from a magi through physical contact. One boon per use. Duration of stolen boon increases with rank.

-Ice Javelin [III] Summons Summons a magical spear made of ice that freezes around the point of contact with an organism. The freezing spreads throughout the body as the spear remains in contact. The user itself is immune to the spear's freezing effects. Durability and freezing speed increases with rank.

Trial Story (If Any): Sofia was dropped off in a dead forest, left with only her sword and a couple food rations for a few days. Using her wit and everything she learned from her sister, she avoided any conflict, steering clear of any obvious signs of inani presence. After a day of walking, she stumbled upon a small town in the process of rebuilding after a horde of inani butterflies ransacked the town's food garden. Sofia offered to help the scavenging party find food, and so she followed a group of foragers into the wilderness, where Sofia soon realized how physically feeble she was for the job. Even so, she pushed herself to carry dozens of pounds of fish, boar, and vegetables back to town. The next part of her trial passed more smoothly due to the smaller physical requirements. At the medical center, she discovered the stories her sister used to tell her made for a good way to keep the kids entertained. Sofia is in the process of getting her sigil after her time at the medical center.  
Character History:

Last edited by Goetia on 19th January 2018, 2:22 am; edited 18 times in total

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Re: Deus ex Entente Registration

Post by xenolion on 9th January 2018, 7:41 pm

WIP for now!!

Name: Marisol Yorina
Color Code: 009900
Age: 92
Sex/Gender: F

She is about 5’6” tall with long chestnut hair.  It is usually kept up though due to her job.  Her eyes are a pale blue.  She is moderately built, not that one can see because she is covered usually.  She does have some scars on her body that are covered as well.  (She does not have the metal arm like the picture though.)

Outside of the shop she still generally wears long pants and longer sleeved shirts.  It is primarily to cover the scars on her arms.  Her hands are calloused.

Current Occupation:Blacksmith – No enchanting  
Past Occupations (If Any): None
Non-Combat Skills: (22AP)
(lvl 3) Weapon smithing (6ap),
(lvl 3) Smelting (6ap)
(lvl 2) Jewelry making (3ap)
(lvl 2) Coppersmith (3ap)
(lvl 2) Goldsmith2 (3ap)
(lvl 1) Sewing (1ap)
Hobbies/Talents: Accounting (Just starting to learn), Gardening

Covenant: None currently, but I will keep this here in case it changes.
Sigil Size & Location:
Covenant Standing:
Caster Level:

Blessing Domain:

Boon Domains:

Notable Equipment:  She keeps a scimitar and a dagger on her.  She has leather armor, but does not normally wear a helmet.  She also has a diary and a writing utensil.  The shop has all the tools that she uses.

Physical Skills: (6 ap)
(lvl 2) scimitar proficiency (3 ap)
(Lvl 2) dagger proficiency (3 ap)

Magical Abilities: None
Trial Story (If Any):

Character History: Marisol is the oldest child in her family.  She was a *surprise* to her parent who had her when they were young.  She has 1 younger brother and twin siblings on the way.  Ever since she could walk she helped her father in the blacksmithing shop.  Now she is a great blacksmith in her own right, but still works with her father.

Her mother is a seamstress and a good one at that.  Marisol can do some sewing because of her, but she is not as good as a seamstress.  They also have a small plot where food is grown too.  She does help out with that, but is no gardener.

She always had compassion for those lesser off than her, also from her parents.  The shop is doing well enough that she is able to do side jobs for the less fortunate.  About once a week she will exchange broken item with the repaired or newer ones. Depending on how busy she is, there may be other items in the bag as well.

She also has learned to defend herself with a sword.  Ironically enough, her armor is leather.  

She does not have much of a social life and is somewhat of an introvert.  She is friendly, but a quiet and serious personality.  

Father – Varek:  200 years old.  He is Marisol’s mentor.  He owns the shop she works in and handles more of the armor smithing and some weapon smithing.  He may look a bit rough around the edges, but is a big teddy bear.  He fully supports his daughter and son helping out others as long as it doesn’t take too much from the business.

Mother – Tommiah: 175 years old.  She is the one who tried to teach Marisol sewing.  Marisol learned some, but is not the expert her mom is.  All of the family’s clothes is made by Tommiah.  Marisol does not wear the dresses too much though.  In addition to clothing, she makes quilts from the scrap pieces of fabric.  Some of the clothing she makes looks like an eclectic artistic patchwork design. She is pregnant with twins.

Brother – Quinlan: Age 25 years old  He loves his older sister, but does not want to follow in her or her father’s footsteps.  He turned to studies, and is now a very smart young man.  He loves to tinker with things and hopes someday to be a member of a covenant.  When he is old enough to.  He is altruistic like the other members of his family and can be found fixing things for the poor.

Last edited by xenolion on 13th January 2018, 8:18 pm; edited 3 times in total

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Member:  Leah7, Aernith OC:  Mori Harubana Uteke Merrick  Anime:  Lance from Voltron,  Cheetara from Thundercats  Video Game: Jade Curtiss from Tales of the Abyss, Auron from Final Fantasy X, Quistis Trepe from Final Fantasy VIII,  Jin Uzuki from Xenosaga, Keats from Folklore.

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Re: Deus ex Entente Registration

Post by JerriLeah7 on 9th January 2018, 7:43 pm

Name: Brooke Cascata
Color Code: a6151b
Age: 95 Years
Sex/Gender: Female; Bisexual
Appearance: Red Hair, Green Eyes, 115lbs., & 5ft, 8in.  Brooke is generally seen in the clothing below.

Current Occupation: Mercenary, Bodyguard
Past Occupations (If Any): None
Non-Combat Skills: None
Hobbies/Talents: Taekwondo Terrain Practice, Political Debating, Dancing, & Fashion Designing

Covenant: Aquarian Gloria
Sigil Size & Location: On her entire back
Covenant Standing: Delta
Caster Level: Intermediate

Blessing Domain:
   ● Blessing of Destruction: This blessing allows the magi the ability of a berserker like rage. Giving them partial resistance to physical attacks, and doubling their strength and speed. They cannot think clearly, their mentality lowering to that of a rabid animal, and the duration of this ability is determined by the users caster level; though it never breaches a span of ten minutes.
Boon Domains:
   ● Boon of Water: Magi with this boon gain the passive ability to breathe underwater. Its effectiveness has no limit, though it takes some practice to get used to. Initial recruits will find themselves only able to hold their breath for thirty minute intervals, due to the alien sensation.
   ● Boon of Protection: Magi with this boon gain a passive protection ability- they may enchant one item, and item they hold very dearly, and pass it onto another- granting them minor magical protections. They could just as well keep the item for themselves, but it is more often used as a protection between comrades.

Stats: (18 AP Total)
   ● [ III ] Agility (12AP) ● [ II ] Endurance (6AP)
Notable Equipment: Cascata, Water-Resistant Garb, Cascata Trident (Magically Altered to withstand Fire Torching Abilities)
Physical Skills: (18 AP Total)
   ● [ III ] Acrobatics (6AP) ● [ III ] Polearm Proficiency: Specialization - Trident (6AP) ● [ III ] Taekwondo (6AP)
Magical Abilities: (9 AP Total)
   ● [ III ] Element Fire - Blue Immolation (6AP): This elemental ability allows Brooke to light any object or person on fire by touch, including herself.  Covering herself or others in blue flames that are much more heat-intensive than that of original fire, this ability offers the perk of heat resistances against other fires that aren't her own, either.  Due to the fact that this ability has no projectile or range capabilities, she generally uses this power to light her weapon on fire and to battle in close combat.
   ● [ II ] Element Fire - Red Evocation (3AP): This elemental ability allows Brooke to shoot out cones or rays of fire from her hands and/or fingertips in any direction(s) needed to attackers within sixty feet of her.  Additionally, she can use this ability to throw up a flame shield before her body just as she is about to be attacked in defense, but the shield does not stay up for very long without intense concentration.

Trial Story (If Any): Due to her Brooke's entire family being a member of Aquarian Gloria, Brooke already had a rather large number of good deeds under her belt to give to the Covenant before being placed on a small boat and set out to sea.  She was there on the small floating mass for weeks, wishing for home even more as each day passed.  The ocean had already terrified her--she failed her swimming classes again and again, just like her twin.  Still, although she was terrified of drowning, it was more than that that scared was the life and power behind it.

Upon her returning to shore, being dragged back up into those sands of the beaches as she faced her new Progenitor for the first time, the girl looked down at her with kind, but playful eyes when she asked her what she had learned.  She spoke in a daze, her eyes open blankly as though she was looking into another world, "The Ocean lives."  This was all she could mutter before the sigil's cold sear was sharply formed into her back and was then carried off to be taken care of with the hopes that she could return to her normal self.

Character History: Brooke comes from the wealthy, well known Cascata family bloodline that is not only profitable in trades and goods regarding the latest fashions, but also in their luck on betting within the Hollowstar Arena.  Having grown up around the highest of standards, she was a spoiled child that was given everything she ever desired.  Her calm, blue hair and soft green eyes were dazzling to all and her hair, which was long and fell to the back of her knees in her later years, reminded those of the water that her family so represented.

That's right--the Cascata family was a water-magi family, well known to have beaten the odds over magical gifts for generations without the use of their ancestor's essence gems.  This was not only the start for their rise in popularity, but also what helped them gain respect among those that did their trades over the waters of the ocean with them.  After all, an advanced Cascata could almost guarantee your trading travel would be safe, on land and within any sailing ship.  Behind closed doors, however, it was no secret that every generation was frightened of the prospect of not becoming a water mage--Brooke's own mother married a water mage simply for his abilities and her aunt (and mother's sister) simply pretended to be a water mage when she wasn't a mage at all.

When Brooke and her twin sister, Eathelyn, turned fifty years old, their mother and father (Arulean and Enverus) took them to see a diviner after revealing to their daughters that this was a tradition for all Cascata children when they became of age.  After much time spent with this diviner, an upsetting truth was told that chilled the Cascata family to the bone:  Either Brooke or Eathelyn would not be of water, after all--but of fire, instead.  This angered Arulean very much, casting an expression of doubt and disappointment into both of her daughters as she had asked of any way to avoid what was to come.  The diviner's reply was given only with a sad smile, "When betrayed, can one forgive immediately after?"

Brooke and her family both took this answer for a no, leaving with a negative atmosphere about them both as the two parents went home and went to their chambers to discuss the matter in private.  Occasionally, voices would rise in heated discussion and the two twins realized that things...were not going to be okay.  This issue truly mattered to the Cascatas and their reputation seemed to rely on it more than the two girls had ever before realized.  It was then that Brooke and Eathelyn promised to love each other, no matter who got the ability that would make them an outcast.

Years had passed and the girls were trained with the usual Cascata garb that was uniquely made for them both:  The blue, water resistant tunic and pant set with a small over cloak for added warmth when out on the seas.  They each received a family trident--the entire family knew how to battle with these, combining Taekwondo and trident specialization against their foes.  The tridents were also magical in that one could use the weapon to funnel their magic through and it was a frequent thing for a Cascata to release a wave of water from their trident's tip as they battle.

The day came when the two girls were expected to face their trials after many acts of community service ordered by their parents.  They knew the drill--all of the Cascata family had been a member of the Aquarian Gloria.  Brooke did all that was expected of her, wishing and hoping that somehow, both she and her sister would be of the water gifted.  After her trial, she knew she was a magi, but she had been too weak from her ordeals to know just what kind of magi she had turned out to be.  After being nursed back to health, she went straight home to find out what she could do privately, so as not to embarrass her family's name in the worst case scenario.

It was then that Brooke learned the truth as she overheard Eathelyn's confession, asking their parents for forgiveness for taking her uncle's essence crystal to be used in the binding.  Eyes wide with surprise at this betrayal, Brooke knew then that her sister had taken matters into her own hands and forced Brooke to be the family's outcast with this decision and through her anger, she burst through the room with rage she had never known before as her entire body became lit with magical, blue flames to accentuate her fury.  Had her parents not been there, she may very well have set the entire house on fire, due to her lack of control and power.  They smothered her in their waters, and due to her inability to swim, she passed out from the cold and almost drowned.

When Brooke woke again, she had to make several adjustments all over again as her family revealed that her hair was now red, instead of teal and that they, too, had changed their minds on what they would do with her.  Originally, they had planned to keep their fire child and simply "send them away for schooling" to keep the abilities quiet while pretending that she is, in fact, a water child.  However, due to Brooke's obviously lethal intent towards her sister and her anger towards her entire family for how they were treating her, it was clear that Brooke could not be trusted to keep quiet about her abilities or her name.

Therefore, Brooke was disowned, but not before she left of her own accord with the clothes and trident gifted to her years ago by the very family that wants nothing to do with her.  As any typical, rebelling child, she cut off her hair and she had the trident's magical capabilities added to with some money that she stole from her father and eventually wandered from her own Covenant's hearth and Hathe City so as to avoid her family even further.  She left out towards the outer skirts of Iodenia so that she could learn her abilities, train harder to fight and improve herself, and to decide where she wanted to go with her life.  

Before, her goals were all about what the family wanted--fashion designing, sailing protective services...reputation.  Yet, this isn't in the cards for her anymore and she is lost.  Due to this loss of her previous lifestyle, Brooke has no current goals outside of some kind of revenge against her sister, some kind of self improvement to show that she's better than her, somehow...or something.  She just doesn't know.

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Re: Deus ex Entente Registration

Post by MethosArchaic on 11th January 2018, 7:45 am

Remaining AP 1
Name: Donnie "Half-Dozen" Haull
  Color Code: fbfc7e
  Sex/Gender: Male, Cis Male
  Appearance: Half-Dozen though imposing and almost stoic appearing when fully bedecked in his armor regalia with his wide shoulders and stocky build, there is only one problem... he's short. At only 5ft 2in most everyone is taller than him, except for children in their earliest years before their first maturation (30 to 50's) into young adults. While he has taken the simple approach to his black hair by combing it back in most cases, he does give it a bit of a personal touch by applying a few grey streaks above his temples and to his beard near the corners of his mouth to match closely with his eyes. Despite his armor's more impressive appearance he tends to be much more drab when wearing normal clothing, hardly wearing any embellishment at all. The only exception is that he wears a necklace with his Progenitor's sigil on it, a restamped gold coin from among the first he earned in her employ. The necklace which he is rarely seen without, is viewed as parts symbolic of his covenant and part good luck charm.
Aging over the Years (Past to Present):

  Current Occupation: Bodyguard/Lacky; Sometimes Essence cutter and Wand/Rod maker.
  Past Occupations (If Any): Animal Trainer, Grave Digger, Sculptor, Janitor, Juggler, Jeweler
  Non-Combat Skills: (44 AP Total)

  • [ I ] Animal Husbandry (1AP)
  • [ II ] Animal Training (3AP)
  • [ I ] Appraisal (1AP)
  • [ I ] Cooking (1AP)
  • [ III ] Essence Crystal Cutting (6AP)
  • [ IV ] Essence Identifying (10AP)
  • [ I ] House Keeping (1AP)
  • [ II ] Hunting (3AP)
  • [ II ] Iodenian General Law (3AP)
  • [ II ] Iodenian Trade Law (3AP)
  • [ II ] Jewelry (3AP)
  • [ I ] Juggling (1AP)
  • [ I ] Sculpting (1AP)
  • [ III ] Tracking (6AP)
  • [ I ] Veterinarian (1AP)


  Covenant: Cardinal Crowe Company
  Sigil Size & Location:
  Covenant Standing: Gamma, lacks desired traits for leadership and motivation for advancement.
  Caster Level: Intermediate

  Blessing Domain:
  ● Blessing of Travel: (Passive) - This blessing allows you to move through non-magical fog, rain, mist, snow, and other environmental effects without hampering.  You'll be able to see clearly, but you will still be effected be the temperatures.  This effect is passive and only works on you.
  Boon Domains:
  ● Boon of Luck:- (6/Day) - Upon activation, you can touch a target to lower or raise their luck significantly for a short time.  This cannot be used on the same target more than once within a day.
  ● Boon of Travel: - (Unlimited Use) - You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time.

  Stats: (22 AP Total)

  • [ I ] Strength (2AP)
  • [ II ] Endurance (6AP)
  • [ III ] Perception (12AP)
  • [ I ] Persuasion (2AP)

 Notable Equipment:
  Physical Skills: (30 AP Total)

  • [ I ] Knife Fighting (1AP)
  • [ IV ] Catching (10AP): Good at catching items tossed or thrown at him, often without hurting himself.
  • [ II ] Disarming (3AP)
  • [ I ] Dual Wielding (1 AP)
  • [ III ] Quick-drawing (6AP)
  • [ III ] Rod combat (6AP): think along the line of Batons or Maces,
  • [ II ] Porting (3AP): The art of carrying/moving shit more effectively

 Magical Abilities: (33 AP Total)
[ III ] Sensory Adaptation (6AP):
His original magic ability lets Half-Dozen lets magically change his senses but only those that he has learned by touching a creature that already possesses the sense(s) in question. It used to take several hours to learn abilities in this way but now he can learn new senses in a matter of minutes, though the subject must still be alive during the process. Changing an existing sense is easier than gaining a new one, meaning modifying his sight or hearing would be easier than picking up the ability to see heat. Through former contact with an Inanis, Half-Dozen has learned how to temporarily see essence though he can't maintain it for long. Most people assume that this power only works on himself as he hardly uses it on other creatures. Just like when he learns a creatures sensory abilities he too has to touch the creature he wishes to alter for a similar amount of time. The ability can last for hours but he must constantly supply it with mana to do so, on others however the mana consumption is much higher and seldom is worth the results.

[ II ] Element Earth 'Modification' (3AP):
With this ability Half-Dozen can temporarily soften earth and stone allowing it to be worked much easier as well as magically move or shape such materials. However he is not skilled enough yet to effect metals. Though he can move dirt or stone to create a hole or pit, it isn't fast enough to be used practically in combat. Mostly he uses it to dig graves, work fields, and sculpt. His control over it allows him to make some detail but it is far easier to soften the desired work area and do the shaping manually. It is considerably difficult to form moving parts, and sometimes they break or fail to work as intended.

[ II ] Element Fire 'Evocation' (3AP):
With this power Half-Dozen can summon fire. Be it it to tiny candle flames to light lanterns and torches or larger jets of fire to start fires or burn foliage evoking fire is a useful ability. Though he has practiced with it in a number of ways, he can only shoot small balls of fire as projectiles which are much weaker than the more famously know fireball spell which explodes in a large area when it impacts. He isn't skilled at using it defensively to create barriers or large walls of persistent flames like those that invest much larger training into it. As such most of the uses are short bursts or used to start normal fires. He learned this power to expand his abilities and prove more useful.

[ II ] Element Lightning 'Evocation' (3AP):
This power was learned at a similar time and for the exact same reason as Fire Evocation. Half-Dozen is able to create a simply annoying tingle at it's weakest, to being able to shoot out small arcs of electricity from his hand at the strongest. Though these Arcs are significantly weaker than the large scale lightning bolts more commonly lauded by lightning users, through training he has learned how to both be able to cloak himself in a shell of cackling energy and even paralyze creatures with a touch. The later proving invaluable in taking down creatures for study with his original magic or even in stopping simple ruffians and thugs.

[ II ] Necromancy (3AP):
Much less favorably looked upon as many other magics, none the less Half-Dozen learned a little of this magic as well. While not pretty he can use this ability to move bones and even dead bodies. Given a large enough supply he could form walls or shields from bones. He can crack bones and cause them to fly as dangerous projectiles. While actively using this he has caused skulls to chatter and jump about as well as whole skeletons to walk and crawl towards people, this isn't particularly dangerous but still terrifying. However there are two uses which are much, much more terrifying. The first is that he can cause a mostly intact body to animate as a zombie under his control. Though stronger than the original creature they are significantly stupider, they are still smart enough to poorly use weapons and perform crude tasks. While the skeletons are little more than puppets, a fresh zombie is just as durable and quick as they used to be while alive. In order to use this power the necromancer must supply an essence crystal or use the creature's if it still has it. The second equally as terrifying ability allows the necromancer to cause a corpse/zombie to explode, sending shrapnel and gore everywhere. Doing so destroys the corpses essence crystal, and can damage or ruin gear/equipment it was carrying or nearby. While he doesn't often use necromancy in general aside from deboning fish or food, it is however another tool that lies at his disposal no matter how unpleasant.

[ III ] Dual Casting (6AP):
This ability is something of a rather strange nature. Most mages would focus on improving the strength of prospective magic abilities, however Half-Dozen has practiced not for strength but for speed. This ability allows him to cast two copies of the same spell simultaneously however there is one catch: you can only use it on abilities of a lower level and while the spells can target different opponents they must be the same exact spell. This ability eats through the same amount of magic as casting two of the same spell, but cuts the time down to half. Other than that, it has no other interesting abilities. This ability can't be used to imbue or enchant multiple items at once. If used to add the dual cast effect (like dual fire bolt) to an item, it increases the required skill level by one as well as increasing the required time/materials needed.

[ II ] Wand Enchanting (3AP):
This ability allows the user to create a wand of a particular spell using an essence crystal of a suitable type and affinity. The ability must be the same level or lower than the skill level of the enchanter. While most people prefer more permanent enchantments, a wand can be used by anyone even ordinary people who aren't mages. This is because the wand casts using the stored energy within it's essence crystal rather than drawing on the magic inside the user. The most noticeable side effect is that once the crystal runs out the item becomes worthless. While a wand can often cast the same spell more than once the magic inside the crystal still slowly degrades with time reducing their desirability. None the less, due to their usefulness and added versatility they still can be worth the effort to make.

[ III ] Rod Enchanting (6AP):
Somewhere between wands and weapons, rods are able to cast particular spells a few limited number of times before they have to be recharged. While wands can be used by everyone, Rods can not. In order to use a Rod a small amount of mana must be supplied to trigger it, this means that only mages can use magic Rods. Some weapons can be enchanted to cast spells, a rod is more essence efficient cost wise and the energy doesn't degrade over time like with a wand allowing it to be stored in armories until it is needed. Just like with enchanting wands and weapons the essence crystal must be of a suitable type, size and affinity.

  Trial Story (If Any): Donnie Haull is called Half-Dozen due to the sheer absurd number of trails he has failed (in one way or another) before eventually succeeding once again and managing to cease being among the excommunicated. There for there are a total of 7 trails in this character entry hence all the spoilers. They haven't all been completed, but they will be. For some I have basic footnotes that were acceptable, so please try not to steal them, thanks.
Vaelus - Burn it Once, Shame on me; Burn it twice...Should have stopped at One:
Coming from a family of wand makers whom cut their own essence crystals themselves, it only made sense that he would attempt to join The Artifice Precept and receive a sigil from Vaelus. While still young, dumb and not all that patient at the budding age of 43, Donnie started his path to success like any other applicant: by going to school. Having been raised at home with nary a teacher present, it was incredibly difficult being subjected to a formal education at first. For the first few years Donnie was barely able to scrap by. Learning the countless laws and rules often left him with sleepless nights where lines of text blended together into scrawls and scribbles in his head.
The first hint major hint that not all was right, came late one night when Donnie had to get in another all night cram session  right before test day. The libraries were especially careful about not letting open flames anywhere near the books and Donnie made sure to do so as well. It wasn't in the library that this mistake occurred. In a rush to get in even a single hour for sleep that night, he was in a bit of a exhausted haze when he put up his lantern. Sure he'd blown out the flame as he had countless times before, or at least he thought so. Except that come dawn the entire room was filled with smoke, the contents of the closet and some of the room had burnt up ruining both the boys things. After much reprimand and a utterly deserved number of extra safety lessons, he continued on till he had moved onto the last stage of his Trail.
Handed a set of plans he was tasked with the task of building a clockwork clock from scratch, all within a week. A clock was every bit the edifice of the embodiment of order and the laws of everything: Math. Unfortunately the blueprints were purposefully missing details and it took almost the entirety of three days out of his precious week to work through everything and complete them. Having practiced plenty with pour molding he started to cast and make the parts needed. However as the deadline approached Donnie started to have to rush and that rushing caused mistakes. All those extra lessons had given him enough practice recently that he had switched to simpler tasks to calm his nerves and relax when he kept messing up from mistakes.
It was once he'd gotten back on track that complacency that tragedy struck. As he was casting another set of bronze gears he accidentally dipped the edge of a sleeve into the crucible and it caught fire. The sudden flare up of his sleeve caused him to panic and drop the bucket of molten brass close to another student where it splashed over their boots and one of their legs. The burns were not as bad as they could have been but did cause them to damage their own project (some kind of music box). Donnie would have noticed the damage he had caused but he was busy peeling off his own burning clothes. Rather stupidly he flung them away in a panic, in a beautiful arc... right out the window and into a passing supplier whom just so happened to be outside.
Luckily the supplier turned out mostly unharmed, but suddenly getting caught in the face by a flaming coat would catch anyone by surprise and drop what ever they had been holding. The supplier had been busy showing of some essence crystals to a rather important client... Donnie had the unfortunate honor of having his first meeting with a Progenitor, Vaelus calm and collected with a cloth on his desk. On that cloth were numerous shards of broken essence crystals, just two. Donnie learned he had the secondary honor of Vaelus being personally privy to nearly the entire disaster as it unfolded.
He was promptly expelled for his lack of proper craft station safety that led to the injury of a student, destruction of property and injuries to a rather important supplier that Valus had been meeting at the time..personally. While it turned out that he didn't have to pay for the accident or the damages directly the incident did end up hurting his families reputation and that ended up doing it's own fair share of damage of it's own.

Shahaeyl - "A Rope, A Lock, A Clock, and a Riddle:
Having been expelled from TAP, Donnie returned home to his parents at the age of 76. The next several months were spent under the intense eye of his parents and extended family. The displeasure and disappointment made him feel like he was still a child when they should be starting to look at him as a man coming into adulthood. With growing concern over this becoming his life, as well as becoming more and more aware of his failure at TAP's effect on his family's bottom line, Donnie came to the decision that he had to try his hand again at another trail. The stress of picking which Progenitor and there by what sort of trail he should expect to plan for caused no end of additional stress on top his familial issues. Over the course of a few more months, Donnie started to frequent a couple bars... quickly becoming a regular for good and for ill. Even explaining his reasons to his family only helped marginally. His mother even going so far as to tell him he should give up on ever joining a covenant. Despite how they viewed his forays into bars, none of his family openly moved to stopped him.
It had been a little over a year and Donnie had all but ruled out any trail involving fighting. After all: he didn't know how; and having spent all those years at TAP, he figured that his strengths lay in more in the intellectual field than a physical one. Expressing this to one of his newer drinking buddies (whose name Donnie couldn't remember years down the road or even the weeks he spent tracking down the Hearth of Shahaeyl), he'd finally been given the nudge he needed to get going. As you can imagine, it was an eye opening sight to enter such a hearth for the first time for someone who hadn't really been outside of an academy for half their life, at least till recently at a few -fairly decent- dive bars. It was something a bit too overwhelming to Donnie at the time, causing him to stumbled over his words when asking people if they could point him in the right direction.
It was all but almost impossible to not recognize a Progenitor on sight, after all Donnie as well as countless other children all over Iodenia grew up being told about their exploits. Shahaeyl looked just like what Donnie had seen in pictures, except of course much more real given that Donnie was seeing him for the first time in person. Making his way towards the center of mirth, Donnie could remember sweating, ohh the sweating. He'd walked up while Shahaeyl was talking to someone(s), clenched his hands and eyes, and all but shouted in that awkward silence that ironically just happens sometimes at parties "I've come to try the Trails!"
Looking back, he probably should have just tapped him on the shoulder but that probably wouldn't have changed much in the end. It was common that Shahaeyl would turn over the first two tasks to those at his Hearth and he did. There was some debate as to which tasks they'd be giving Donnie, all within ear shot of said boy sweating buckets as he prayed to the Progenitors for luck. Was it blasphemous with him sitting next to Donnie? If Shahaeyl could hear him was Donnie just being plain rude?

"Oi! Bring me 'A Rope made of Ashes!'" A voice rose up over the clamor from somewhere up on the balcony. There was momentary clamor of approval while Shahaeyl called for the second task.

"Isn't that boy that Haull boy that flunked out of TAP?" Several people got to wondering about it, and Donnie heard several rumored versions of his deeds. Most of them were strangely accurate, but a few were a bit outlandish.

"Well?" Shahaeyl had asked when Donnie had nervously glanced his way after a minute of silence, "You've got them curious."
"Um, yes Sir." Donnie admitted.
"Give us a lock of your hair! Come on!" Then the crowd started chanting "A Lock." over and over again.
Donnie reached up and felt his hair, "My hair?" he said rather confused. This of course caused some laughter at his expense. The crowd didn't stop chanting just because of a little laughter however. Donnie did in fact have a knife on hand, his father had taught him to always carry a knife. 'A man should always carry a knife. There are a hundred things you could need it for.' his father had always said, this must have been one of those things. With a bit of hesitation, he grabbed a fist full of hair and started sawing through it. If this was one of the tasks maybe Shahaeyl had been listening and given him a break.

As he was cutting through a rather sizable chunk of his own hair, a voice called out as Donnie was still sawing away. "nah nah nah. that's a bit too much. However I do have an excellent idea about a clock-"
"A clock?" wondered someone as his question followed after that timely pause.
"Well it is his second trail after all."
"A clock?" Donnie's thoughts echoed the other man from before as he stopped sawing his hair at the sudden change in task.
"A Clock, but not just any clock. Oh no, a clock without springs, pulleys or gears."
His heart felt like it had sunk to the bottom of his stomach, this was obviously someone picking fun at him for his falled attempt at a clock at TAP. Donnie really wished that they'd just go back to the hair, but Shahaeyl and everyone else seemed intrigued by the idea. It quickly became set in stone as Shahaeyl moved onto the third task.

"Now Donnie Haull, a riddle:
'I am what men love more than life, fear more than death or moral strife.
I am what dead men have, but the rich require.
I am what a content man desires.'
Just complete the other two and bring me the answer to my riddle. Shouldn't be too hard, happy hunting."


The first thing he did after leaving Shahaeyl's hearth was get a haircut, lest he risk a verbal lashing from his mother. Despite getting a proper haircut, he still had a bit of that lashing for suddenly taking off and not letting anyone know where he had disappeared to. He'd been taken aback by the heat and anger his father had displayed when Donnie had explained that he had taken on the 3 Tasks of the Vox Libertalia Nyxeria,  plainly refusing to offer him assistance while demanding that this wild hair up his ass didn't interfere with his work at the family business. It turned out that his father was a very avid supporter of Vaelus, and this almost fanatic devotion trickled down into bare tolerance by much of his family.
Adequately devoted to helping pay off his debt to his family incurred from the fallout of his first trail, he wasn't able to truly devote himself to the task of completing the 3 Tasks. He often spent hours scribbling into notebooks while at the bar trying to wrap his mind around them. The first task he had tried to do everything he could think of to somehow turn ash into a rope. The closest he'd come was trying to turn it into a paste and bake it, which proved useless. Without an idea to progress he had moved onto the second task: making a clock. How exactly did one build a clock without moving parts? He'd thought about using the shadows and figuring that out, but there had been numerous reasons that didn't work. After all, he had to take it inside where it would be useless. Not to mention that they were pretty much useless unless stationary outside, and even then they didn't work during rainy or cloudy days, or at all during the night.
Donnie had eventually realized that he actually could have moving parts but that the three most integral ones had been banned from him. A pendulum didn't work, and trying to make a set of levers and counterweights was also useless. Eventually he'd been enlightened by a rather long and fierce storm that had damaged the roof allowing it to leak. It had taken a couple change outs of the pots his mother had been using to catch the rain till it at last dawned on him. He could make a water clock! While at first this seemed an easy idea, it took major work to figure out how to restrict the flow to the desired amount. He'd had some difficulty figuring out how to do it without gears or pulleys. Then he ran into a different problem, his logical mind. Months working on the water clock had to be completely reworked due to four simple traits of water: It evaporated, it froze, it scummed up and it wasn't much difference visually from the glass he was using as a time piece. Switching to oils proved equally as frustrating. They clotted or turned to gel, collected dirt and grim, and clung to the surface of the glass making it difficult to read when you poured it back into the reservoir.
There was no telling how many different beakers and spigots he had to changed or altered. Even the consistency of the oil was difficult to control. Even buying from the same supplier didn't guarantee the same quality, and it constantly threw off his measurements. Donnie struggled to make it work, as the mentality drilled into him at TAP made him a bit too much of a perfectionist. Eventually he'd presented his problems with oils and water to a couple alchemists, hoping that they could improve the quality issues. They'd recommended switching to alcohol, and while distilled spirits did improve the measurements, it was still far from perfect. Still bogged down by several but lesser issues as before they switched to quicksilver. It didn't stick to the glass and also was very visually striking. It took another two years to get the measurements down, constantly having to tweak one part and then another. Even settling with the relatively simple design he'd spent forever getting the time down for an entire day so he'd only have to refill the reservoir once and restart the clock over again each day. While it didn't have hands it still arguably could be called a clock.
For the riddle, he'd had a notebook full of scratched out words and ideas. Some were reasonable, others nonsensical, and a few quite lewd and vulgar. However he'd was pretty sure the answer was 'nothing' and he'd arrived at it before finishing the quicksilver clock. There was still a sense of doubt and he'd had to circle back around a number of times to this conclusion as Shahaeyl had specifically asked that Donnie give him the answer to the riddle and because of that he just didn't feel absolutely sure. Donnie however still had one major hang up. Even with nearly five years spent on the second two tasks combined had still left him without a sufficient answer to the first task. Luckily Shahaeyl's trail didn't have a time limit and Donnie had taken that into account when deciding but by the time the sixth year had fallen under his belt, Donnie had at last given up.
Wanting to take accountability for his failure, Donnie once again tracked down the home of the Vox Libertalia Nyxeria taking his clock and the notebook containing it's instructions as well as the one containing his final guess at Shahaeyl's riddle. Carrying in the clock and notebooks made it quite obvious why he was coming and Donnie didn't even have to announce himself. As a matter of fact, quite a few of Vox Libertalia Nyxeria did the announcing for him themselves.

"Hello Master Shahaeyl. This is my quicksilver clock, and I'd like to show you how it works." Donnie went on to demonstrate it to those who could see. It was rather simple inside, merely a reservoir with a cork to let the quick silver run out at a fixed rate into one of two graduated beakers beneath it. The extra beaker was to swap out when you refilled the reservoir. On the outside of the wooden clock there was even a face using rods and pins to hold it place so the base line for the time could be adjusted if the owner started it at anytime time other than noon. "Thank you for listening."
Donnie set down the notebook for the Quicksilver clock as well as the one for the riddle. "This book is the notes on the clock. And this one contains my answer to your riddle, as well as all the guesses I ruled out. I couldn't however figure out how to make a 'Rope made of Ashes.', and frankly I've tried countless times to wrap my head around the tasks you've asked of me. But in the end, I'm going to accept that I don't know and withdraw from the trail." At the last bit Donnie bowed to the Progenitor.
Raising back up he concluded his speech. "I know that I've disappointed you, but my father taught me that there comes a time for everything. That there is even a time to accept failure and move on. I've devoted six and a half years and I am barely closer to figuring out the lesson you were trying to teach me. Once again thank your for giving me a chance, but in the end I'll have to call it quits."
Looking back on that moment, Donnie would always find himself wondering if he'd at least gotten the answer right to Shahaeyl's riddle. Not even he would have had the stones to give a Progenitor what the last thing circled in that notebook was: Nothing.

Phaedira - Ring the Bell and Kick the Bucket:
Having failed two different tasks questioning his intelligence and wit, Donnie had gotten a pretty good idea that maybe he should invest in a different type of Trail. Knowing that he'd have to do some fighting, he managed to convince his parents to hire him an instructor despite their problems with money that could arguably be laid at his feet. Swearing that this time he would succeed he went about trying to learn the sword, because everyone knows: If your anybody, you've gotta have a sword. Despite hours of training, he proved poor with blade and barely scrapped by as proficient when they switched to knives.
Not wanting to let his parents precious money go to waste, Donnie attempted Phaedira's trail but not without thinking back over his first two failed attempts. Making a couple stops to prepare the day before, and a stop for a pint of liquid luck the day of, he attempted for lucky try number three. It quickly became apparent that Donnie was anything but skilled enough to even attempt the trail. His numerous attempts to score hits barely earned more than scratches to Gladus his Instructor, and were constantly returned in what would be lingering bruises that would last for days. Soon however a hint of something amiss started to be noticed. While Donnie continued to struggle to endure his beatings, many less able warriors at first thought the instructor was going easy on him or might possibly be throwing the match. To Phaedira and the wizened veterans however it became obvious, Donnie had likely poisoned Gladus. Though not unheard of, or particularly worthy of disqualification it came to a head when the poison finally had worked enough to allow the already weak Donnie to overpower the instructor. Not used to the throes of battle, it became apparent that Donnie was overcome with battle-lust. Phaedira held on to the faint hope until even that faint glimmer was snuffed out as the hands of her Covenant were ordered to seize him. It was then that Donnie received words from a Progenitor the Lady of Battle herself that he would never forget:

"Your battle capabilities are acceptable considering the bashing you have taken. The intelligence and knowledges you possess are worthy. Although I do not approve of your methods, a cunning and devious victory is still a victory in war. However, you are not worthy for MY Battalion. You chose in your anger to forgo mercy against a helpless foe that had no intentions of taking your life. This is dishonorable and it starts wars rather than finishing them."

Those words at first had filled Donnie with hope before burning away into despair as those whom he could have called his brothers and sisters threw him out.

Reinhold - The Beast Without:
Having spent over a decade out on the fringe as part of a local militia, Donnie turned in his resignation letter to give his Trail record of 0 and 3 another go. Without having contact with his family since the his last attempt, he had some hope that if successful he might be able to patch things up with his family. Right now he was as close as one could get to being considered Purged without having actually been stripped of a sigil.
The last ten years had given him what he sorely lacked when he had attempted to battle Gladus. He'd gained training, experience and lastly confidence in himself. This time he was going to attempt Reinhold's trial, a set of gladiatorial death matches against the beasts of Iodenia. Taking with him his weapons, armor and a pair of rather weak magic wands, Donnie made his way inland towards the Colosseum.
Following the day of his arrival so that he would be rested up, Donnie entered and made his request to undergo the Gauntlet to one of Reinhold's attendants. After submitting his name, he wasn't expecting that he wouldn't be able to undertake the Trail for nearly a month. Once he was called in by one of Reinhold's Ascendant and basically interviewed. The topic of his previous trails was brought up as well as about his activities for the last 11 years since his family had all but publicly disowned him. Once again he was asked to wait, but this time he was assured that it was quite likely that it wouldn't be much longer and he would be able to try the Gauntlet likely sooner than later.
His first round was against a dozen -
- they kind of looked a bit like a fishy goblin to Donnie. Not having been stationed near the ocean, Donnie had never fought them. It quickly turned into a nightmare when Donnie learned that their claws weren't their only means to attack. They seemed to be able to shoot out balls of water at him similar to spell "Auqa Bullet". Under the barrage, Donnie was forced to seek shelter among the staged 'sunken ruins' that the organizers had set up for their greater amusement. It became readily apparent that the stage was just as much for the Sahagin's benefit as his own. Eventually he was able to eliminate them one or two at a time by taking advantage of the more confined areas. Soaked through, and already exhausted from so much dodging and running, Donnie didn't exactly feel up to caring about how many of the little buggers he had brained.
He got a moment to catch his breath while waiting into the ruins for the second round. There was no doubt in his mind that the moment wasn't so much for his benefit as to give a quick minute for the bets to be placed. It wasn't as long as he would have liked but it was still exactly what his body needed for the next round.
Once again it was another beast he had never fought, and luckily there was only one this time. This time the fight quickly became more of a game of cat and mouse and not in Donnie's favor. The snowgator played with him more than the Sahagin had. Batting him into walls and even disarming him of both of his rods through the duration of the battle. Most of his weapons missing here and there in the ruins, Donnie was at last forced away from the ruins and backed up towards the wall of the Colosseum. The snowgator clearly growing bored decided to end it by leaping onto him claws extended. As it's teeth bit down and pierced through his armor Donnie used one of his trump cards jabbing one of his wands up into under it's jaw and activate it.
From under the snowgator a flash and crackle of lightning flooded out into the creatures body causing it spasm and twitch as it was knocked unconscious. The movement however didn't help Donnie and increased the damage the creature had already done to his shoulder. When the creature was retrieved from the arena, it allowed Donnie to use the moment to remove the ruined armor from around his shoulder and apply a healing salve before he bled out. Reinhold watched as the bets finished being placed and asked him if he wanted to proceed to the last round.
Now if Donnie had paused a moment to ponder why the snowgator and the sahagin had been removed from the area instead of Hurriedly adjusting the straps to support the loss of an entire shoulder and arms worth of armor, Donnie might have considered taking up such a fine offer. Instead he had nodded confidently with a "Of course."
The faint hum filled the air as a barrier momentarily shimmered in the air before disappearing. It was the barrier that caused the shiver of fear to settle into fear to settle into Donnie. For the briefest of moments before Reinhold snapped his fingers and summoned an Inanis, Donnie and his eyes had connected. In that moment Donnie knew that Reinhold had anticipated that even a disowned wand-maker's son would bring magic into his trail. Now Donnie just wished he had brought more.
Infected Inanis Stag:

The creature appeared instantly and Donnie knew this must be an Inanis, and it was both awe inspiring and terrifying. The I-Stag looked up and took stock of it's surroundings for a the brief few seconds after it's summoning and only because he had been frozen completely still did it glance past him on the first pass. That was only on the first pass, but the I-Stag quickly locked onto Donnie. In his weak hand Donnie was already holding a second wand, so when the I-Stag lowered it's head and prepared to charge Donnie was able to quickly use it.
"Fire-bolt." Donnie yelled triggering a ball of fire about the size of a baseball to streak towards the I-Stag and hit it in the face. The I-Stag now angered by getting hit with magic (even a weak magic) started gathering essence. With the color draining from his face, Donnie grabbed the nearest wall, threw himself over it and went for full on duck and cover. This likely saved his life as a wave of Black energy shot out all around the I-Stag, the shadow of the attack flashing overhead the edge of the wall. As the dark-light flickered out, Donnie sprung up and shot back with another "Fire-bolt".
The I-Stag lowered it's head and charged, Donnie barely dodging out of the way as it broke through the wall he had been hiding behind. The I-Stag shook it's antlered head, shaking loose debris and rubble from it's rack. Tiny rocks and rubble bounced from his armor as Donnie stabbed at the I-Stag. "Thunderjolt!" The flash and crackle once again of his trump card being played echoed through the arena. Even though it had some effect, the wand didn't drop the Inanis like it had the Snowgator. Twisting it's head and neck, the I-Stag raked it's antlers against Donnie and his armor. Forced to retreat again, Donnie turned and rushed around a corner as the Inanis fought against the tremors coursing through its body from the wand.
Donnie could already tell something was wrong aside from the couple cuts he'd gotten on his exposed arm. "Fire-bolt!" Using the wand once again while he had a chance before the creature recovered. "So this is corruption." Donnie noted while applying pressure to the open wound with his other hand. The area around the wound felt like it was on fire. Hearing the hooves approaching, Donnie fled as quickly as he could as the Inanis slowly followed. Maybe he had scared it with thunderjolting it, except he saw it lower it's head and charge as soon as it saw him again. Jumping up onto a couple rocks, Donnie thrust the wand into the water: "Thunderjolt!"
The wand once again discharged it's electricity except this time into the water where it caught the Inanis as it ran through it. The jewel in the wand crumbled into dust as the wand withered and came apart one charge too early. The I-Stag tumbled and crashed as it's body pulled with uncontrolled tremors. Donnie turned and ran, the spell this time didn't seem as strong as last time. It would recover faster, and once it did it would come after him again. There was a building, "There it is." he let out when he saw it. The only two story building in the arena, it looked unstable and Donnie had avoided it before in the other rounds just in case. Throwing himself to the side he narrowly avoided the Inanis as it plowed through another low wall as it attacked him. He could feel his one arm starting to go numb as the pain intensified.
Taking a quick glance at the wand he pointed it over his shoulder and hit the I-Stag with the last "Fire-bolt" left in the wand before it burning up as it fell to the ground. The spell did exactly what he was hoping for and angered the Inanis. Reaching into his pocket, he grabbed his last healing potion and squeezed out a hole on the other side as the Inais crashed into the first wall and into the room he had just gotten out. Crashing through the first wall slowed it enough that it was caught in the collapse of the second floor as it didn't have enough momentum to crash through the other side as well. Turning back around, he went to where the I-Stag was thrashing trying to get free from the rubbed than had it mostly trapped.
Not really wanting to give up his last potion he did so anyway, throwing it to smash it open on the I-Stag's face. "So it is true." Donnie said as the potion badly burned the I-Stag badly, it's blood hissing on cobbled stone beneath it. It still wasn't dead, even after all this. Drawing forth his last knife from his pocket he flicked it open with a click and went to finish things. Stepping on it's antler to pin it's head down, he drew back the knife and took aim. However the Inanis disappeared in a flash of a magic symbol.
Reinhold came down while Donnie was slumped against a larger piece of debris. It would always surprise him with how close Reinhold came to his own height, and when his new Progenitor asked Donnie where he wanted the sigil placed, Donnie ripped the remained of the torn fabric off his shoulder and asked for Reinhold to brand him where the Inanis had injured him.


Donnie had at last managed to succeed and join a covenant. Over the course of the next twenty five years, he started to rebuild his relationship with his family once again helping learn the family trade. He'd learned under recommendation to care and tend to creatures which helped him train the first magic to be kindled inside of him. Then learning the limits of that magic he dabbled in attack magic so he wouldn't be forced to always rely on others or wands to protect himself. As an experiment he found and learned necromancy in the hope that he could revive kills and learn their senses, which didn't pan out.
Thinking himself thoroughly prepared, he even approached one of the captured Inanis caged at the hearth of the Hollowstar Oathbound. However as if born under an unlucky star, Donnie's preparations didn't prove enough. The corruptive nature of the Human-Inanis Hybrid proving stronger than expected caused Donnie to pass out from corruption damage and it was able to make it's escape out into a populated area outside the Colosseum.
When he awoke, he learned the horrible truth. That nearly thirty people had been killed or permanently injured by the escaped Inanis before it had been killed. Because of that, Reinhold reluctantly excommunicated Donnie. Only because of his loyal service and by sharing the information he had gained from the experience with his Progenitor before being cast out, did he earn Reinhold's recommendation should he attempt another trail.
With another Covenant closed to him, he tried to return home only to be officially disowned by his family. Suffering already from the experience of losing his Sigil, as well as being cast out of his family who packed up and moved to get away from the stain he had left on them, caused Donnie to fall into drink for a time. Age at this point=120

Castor - The Road oft Forgotten:
Get perpetually lost until eventually your overseer has to lead you back into town

Nyx - Gone, but Never Forgotten:
Explode corpses in front of family members

Nyhara - It's always the Last Place you Look:

  Character History:

Last edited by MethosArchaic on 14th January 2018, 8:34 pm; edited 2 times in total

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Re: Deus ex Entente Registration

Post by Luna on 13th January 2018, 11:52 pm

Name: Alwin Seal
Color Code: ff9900
Age: 95
Sex/Gender: Male/ Bisexual
Appearance: 6 foot even, Brown hair, Green eyes, Muscular build, Can be found wearing his armor all the time.

Current Occupation: Armorsmithing, Body guard
Past Occupations (If Any): Armorsmithing with his father at his shop
Non-Combat Skills:
Armorsmithing [III] 6
Cooking [I] 1
Smelting [II] 3
Hobbies/Talents: drinking with friends, flirting, reading.

Covenant: Air Jaunt Battalion
Sigil Size & Location: On the left side of his neck
Covenant Standing: Gamma
Caster Level: Intermediate

Blessing Domain: 
● Blessing - (3x Caster Level/Day) - Upon activation, an immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall if it is cast where they stand will take significant damage.
Boon Domains:
● (3x Caster Level/Day) - When you activate this ability, you can unleash a blast of air in a 30-foot line that knocks an enemy back from you by about ten feet out of reach from most weapon attacks.
● (4x Caster Level/Day) - You can touch any object and it will instantly glow with a bright light that will emit a 60ft glow.  This light lasts for up to one hour per caster level.

Strength  III 12
Agility I 2
Endurance II 6
Perception I 2
Persuasion I 1
Notable Equipment: Long sword, Shield
Physical Skills:
Long Sword Proficiency  II 3
Shield Proficiency II 3
Magical Abilities:
Diamond Dust: II 3: Covers the field with ice magic and freezes the enemies to their core. They take heavy damage from the freezing elements as the ice begins to break and rip them up. It slows enemies down; Goes 60 feet to the front and sides of her. It's a semi circle of ice that goes around her.
Heavenly Ice: II 3: Ice forms above the enemy and rains down on them from the skies above them. The ice is sharp and does damage as it attacks from above. Strikes down the foes within 60 feet in front of her vision. Only strikes in front of her and slows her enemies down.
Trial Story (If Any): Alwin was bought in through a crowed of people. Kadera was already waiting in the ring, smiling as Alwin approached. He had his sword by his side and his shield in his hand. There was chanting for Kadera as he entered the ring. Nobody knew him here except what few people he had met coming here. He stood in the corner as Kadera signaled for the crowed to quite down. “Ladies and Gentlemen, we have a guest among us who wishes to join our Covenant. This fight will progress until it has been decided that he has passed or failed.” She said. She then pulled her sword out and looked at him. “Ready?”

“I'm ready as I'll ever be, my fine looking friend.” Alwin said.

Alwin dodged as Kadera came striking down at him. She was fast as he almost didn't move in time. He turned and  brought his sword swinging up, clashing with hers. Metal clashed with metal as the fight went on. Alwin felt that he was barley hanging on and knew he needed to do better. He used his shield to keep from getting attacked with her sword. “Impressive, now why don't you come out and fight?” Kadera said as she tripped him.

There was laughter from the crowed as he fell. He tossed his shield to the side knowing it wouldn't do him any good if he wanted to make a show. She let him up so that they could continue. He parried his way against Kadera and held his own against her. His teeth were grinding as their swords came together and he managed to swing her sword away from her. He held his sword over her. “Now what do you think?” he asked as he grinned.
Character History: Alwin was the middle son of three boys. His father owned a  Armorsmithing shop in a town where they lived. When Alwin was young he showed interest in wanting to learn his father's trade so his father began to teach him. As time passed, Alwin learned how to work with the metals to create fine looking armor.

When he turned 90, his father created him some armor and told him it was time for him to go into the world. There was no place here for a wild green eyed boy who only had time for armorsmithing. He needed something more in his life, so Alwin left his home town on foot. He found himself on Air Jaunt Battalion doorsteps, where he decided to join the Covenant. He could work as a body guard when needed and do his armorsmithing as well.

While on his journey, Alwin met Brendan Settin. He was an accountant and good with diplomacy. That was good for business. Alwin had considered doing some more smithing work, but he was not good at running the business part of the shop. He was only good at the work. When they came to Air Jaunt Battalion, Brendan decided he would with Alwin in his business. The rest of the time he would work as an accountant like his mother before him.

On a side note. Alwin knew at an early age that he was different then others. He seemed to be attracted to both women and men. He did not hide this factor as he grew up and sometimes was in bar fights because he was hitting on the guys. He's had a few black eyes before, but he has to admit that it's been worth it.

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Luna's Claims:
Video Game Claims: Squall Leonheart From Final Fantasy 8, Rinoa Heartilly From Final Fantasy 8, Luna From Lunar Silver Star Story Complete Member Claims: Physis Xenolion OC Claims:  Akagi From Force Users Role Play, Claudia Lucroix from Dragaultia, Kalista Miranda From Pandora's Love Anime Claims:Lina Inverse from The Slayers, Inuyasha from Inuyasha, Excel from Excel Saga

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Re: Deus ex Entente Registration

Post by Phirron on 17th January 2018, 10:27 pm

Nikolaus Engelherz {WIP}:
Name: Nikolaus Meinrad Engelherz
Color Code: b8f7ff
Age: 105
Sex/Gender: Male/Heterosexual
Nikolaus Engelherz:

He is 6'1" with pale, smooth skin; white wavy hair that is mostly shoulder length but has one braid in the back that reaches down to his midback in length and his eyes are piercingly blue. He weighs 175lbs and is quite lean and muscular. He is almost always in his armor, which is kept polishes to such a shine it appears to be made of silver, however, his clothing is all finely made with white silk and adorned with golden thread accents.

Current Occupation: Hathe City Knight/Guard/Cop
Past Occupations (If Any):
Non-Combat Skills: (21 AP Total)
[III] Iodenian General Law (6 AP)
[III] Iodenian Trade Law (6 AP)
[III] Investigation (6 AP)
[II] Appraisal (3 AP)


Covenant: None currently/Noblesse Oblige hopeful
Sigil Size & Location:N/A, plans to have it be the full width of his right cheek just under the eye.
Covenant Standing: N/A
Caster Level: N/A

Blessing Domain:
● N/A (plan to be Nobility)
Boon Domains:
● N/A (Plan to be Community)
● N/A (Plan to be Glory)

Stats: (26 AP Total)
[I] Strength (2 AP)
[II] Agility (6 AP)
[II] Endurance (6 AP)
[II] Perception (6 AP)
[II] Persuasion (6 AP)

Notable Equipment: Sword and scabbard, buckler, armor

Physical Skills: (18 AP Total)
[III] Sword Proficiency (6 AP)
[III] Buckler Proficiency (6 AP)
[II] Shortsword (3 AP)
[II] Dagger (3 AP)

Magical Abilities:N/A

Trial Story (If Any): N/A
Character History: He comes from the main branch of a large, usually at least 3-5 children per generation with the largest generation being 10 children strong which happened 3 generations ago (roughly 581 years ago), upper-middle-class merchant family whose wealth is a mix of business and dowries. Currently among all the branches of the family, there are roughly 16 or so males to continue the family name into the next generation. Nik is the youngest in the current generation of the main branch and has 2 older sisters and an older brother, who is set to take over the family merchant business. Over the years many of the Engelherz family, those aren't inheriting the merchant business, have also gone into law enforcement as well as joining covenants. The various side branches of the family are also often craftsmen and women who supply the main family with goods to sell as well as help run various aspects of the merchant business throughout Iodenia. The most common covenants the Engelherz family have joined are Noblesse Oblige, The Artifice Precept, Air Jaunt Battalion, and Hollowstar Oathbound, however, over the years members of the family have been in all of the covenants. Also to this day none of the Engelherz family have ever been excommunicated from a covenant.

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Claims :

Co-Claims : Xenolion
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Re: Deus ex Entente Registration

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