The Heir Apparent: A Fantasy RP (Interest/Sign-up Thread -- APPLICATIONS CLOSED)

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IFS

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Mar 5, 2012
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And here is my sheet, let me know if there are any problems with it.

Name: Dilwyn Cadwaladen

Sex: Male

Age: 23

Order: Chevaliers, focusing a little more on other magics than those typically used by the order, but still mostly focused on theirs. Extra details are listed in the armor section.

Appearance: Of average height, but is muscular, with messy dirty blonde hair and brown eyes. Dilwyn would be quite handsome if he gave much care to his looks, as is he typically has a farmer?s tan, and wears rather simple clothing, feeling uncomfortable in fancier apparel. He has a few scars, though the one on his face is more or less unnoticeable. He has been noted for looking honest, and trusting, and can frequently be found grinning widely.
Armor: Modeled after the armor used by his mentor, Dilwyn?s armor stands at around fifteen feet tall, and he takes care to keep it polished and in good condition. It is designed with two purposes in mind, the first to be practical, the second to be intimidating. It is designed to move fluidly and with speed that matches even the shades or outriders in some cases, and more importantly can take tremendous damage, even shrugging off falling from great heights with little damage.

The armor does bear a few spikes in places, though they are designed in such a way as to move smoothly with the armor and do not hinder its movements, as well as a almost demonic looking head bearing forward facing horns. While the metal of the armor is quite heavy the interior has some amount of padding and even ventilation to protect the mage inside from heavy blows and to insulate him against various flavors of magic, be they fire, ice, or even lightening.

The armor is of course designed to enhance Dilwyn?s physical abilities to a great extent, the left arm and a few other parts are designed to enhance his magical abilities, which he uses primarily to cast very short range spells in combat, typically elemental spells such as fire, cold, wind, or lightening, as well as a few spells of his own creation that allow him to alter gravity to an extent, though that has a very limited range. The elemental spells tend to be short range, as opposed to flinging fire or lightening he tends to simply radiate it from his hand for a short distance, the exception being wind, which he flings out bursts of to fling things, although again his range is limited. His weapon of choice is a monstrous sword, though it has been noted to bear some similarity to a hammer due to its enormous weight. While it holds a slight edge due to magic, its main danger comes from how its weight can smash and dent even other armors, with unfortunate results for those inside.

Personality: Dilwyn is relentlessly optimistic, hardworking, good natured, and honest to a fault, and while his naivete tends to make him seem simple he is more intelligent than he seems, although certainly not the brightest. He is aware that many view him as stupid, and has worked to get rid of his more rustic mannerisms and some of the habits resulting from his upbringing. At the same time he is proud of his origins and the easiest way to offend him is to insult either his family or his mentor, Iolo Emlyn. He is startlingly talented with magic given how intelligent he seems, but has difficulty explaining his more unique developments to others.

Bio: Born into a family of poor farmers in the countryside of Malshire, Dilwyn wasn?t a terribly unusual child, he was good natured, friendly, and a hard worker, however he kept getting into trouble in various odd ways. From somehow winding up on the roof of the house without meaning to, or somehow freezing the milk solid, strange things seemed to happen around him with him being able to offer little in the way of explanation. Suspecting magic his mother contacted the Chevaliers, who sent Iolo Emlyn, a mage who quickly recognized Dilwyn?s talents. After discussing the situation with his parents Iolo took Dilwyn away for training, although he was able to periodically visit his family and sent them whatever money he could scrounge up.

Dilwyn proved to have an unusual knack for magic, picking up spells with ease, even while lacking some of the complex understanding of his peers. Things just seemed to click for him when it came to magic, and while he studied hard and tried to learn how to explain what he could do. Iolo had by that point become his mentor, and he paid special attention to the physically enhancing, and combative magics wielded by the chevaliers, and while his discovery of how to alter gravity made the diviners consider taking him, he eventually decided to follow his mentor and join the chevaliers.

He did well in the Chevaliers, and their code of honor appealed to his sensibilities, and the focus on martial prowess appealed to his hardworking nature. Even so he was more inclined towards other magics than some of his peers, and when it came time to craft his armor he and his mentor took that into account, which he chose to model after Iolo?s own armor as a sign of respect towards the man. When the war broke out Dilwyn gladly followed his mentor?s example and took the side of the queen. Iolo himself recently went missing for reasons unknown, although Dilwyn doubts that he is dead.

Edit: fixed a weird text character that hadn't showed up in the preview or edit screen, and clarified how he tends to use elemental spells.
 

Terratina.

RIP Escapist RP Board
May 24, 2012
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Constructive criticism is welcome, as always.

Name: Caspian von Brandt

Sex: Male

Age: 28

Order: The Shades

Appearance: Pale and raggedy. The trade of the Shades is a dirty one indeed and Caspian?s appearance reflects that. Caspian?s eyes are a dull grey, and cold. His face is pale and clean-shaven, with high cheekbones, but it is not a face one would find welcoming, as it never smiles. An isolated web-like patch of burn scars can be seen crawling from his left ear and ends at about a few centimetres away from his left eye. He wears clothes with heavy stitching, as they have been torn apart and repaired many times. Patches also dot his clothes. The clothes in question would be considered to be very smart and striking if not for the zig-zag of stitches and patches. He often wears a tattered cloak in an attempt to conceal his marred attire and the tools of the assassin's trade he has hidden in his pockets. He stands at 5?10?.

Armour: His Armour is sleek and light, build for speed. Each of the separate parts - the breastplate, pauldrons, etc - are loosely connected by wreath of aether. In its default state, the pieces of metal resemble crystal in colour, however, when cloaking is activate, these panels fill with the colours of its surroundings.Though even with that one feature of the Armour sticks out - behind the main body of the Armour, there is a fan-like contraption. This one piece has an important function. As part of his hit-and-run fighting style, Caspian has an secondary engine of sorts installed. The fan-like contraption is the main part of it. Whenever he activates it, it begins to rotate and the wreath of aether turns into a wreath of azure flames, propelling the Armour forward at high speed.

The crystal-like plates of the Armour glow red-hot because of the heat that is produced. In addition to this, the Armour has a pair of blades mounted on the gauntlets. When extended, they appear to resemble normal curved daggers with curved hilts. However, with but a thought from Caspian, the hilt can slide outwards and show its true nature - that it is in fact two additional blades. When the dagger is thrust into a crevice in another?s Armour - say in a backstab - the springing action of the two hilt blades are perfect for removing metal plates from the Armour or even removing the enemy Mage from his/her Armour - Caspian?s speciality. For this purpose, the Armour is somewhat smaller compared to others, standing at about 10 foot. It is nicknamed 'Dosenoeffner' after a joke that was made about it.

Personality: Caspian is cool, calm and collected, at least on the outside. In truth, he is a person used to killing, and even takes pleasure in the act, believing that the relationship behind hunter and prey is the oldest and deepest one there is. One key aspect of his personality is his determination and focus, once given a target, he will hunt it down with cold efficiency. That was the way he was conditioned, after all. Caspian considers himself an intellectual who is above feelings and desires, but sometimes gets rather... overzealous in his work, and even succumbed to battlelust at one point. Caspian aspires to never let that happen again, even if his emotions conspire against him. In short, he loves the ?iciness? that great focus brings and bears disdain for emotions and how they make things ?messy?.

Bio: Born in Hush, in a simple town. Caspian was an unnervingly quiet child, and was pampered by his noble parents who saw his talent in magecraft. His father often joked that the child was destined for the Shades because Caspian often seemed to appear out of nowhere. His mother just wanted him to be happy. However, in the end, neither of their opinions mattered. A fire burnt everything away, leaving him only with a singular burn scar and his mother?s last gift to him - a sapphire necklace. For a few months, he wandered the dark woods of Hush, unphased by the aura of unease. Even now, he still does not speak of what he saw, if he saw anything. However, that chapter of his life ended quickly as his uncle found him by the outskirts of the town, collapsed. His uncle, who recognised the necklace, dragged him out of the snow and into his household, adopting the child as one of his own.

Caspian hated it at his uncle?s. Except for the few moments when his uncle was around, he got picked on by his cousins. Partly because of the scar, and partly because the child didn?t react to the jibes that his cousins played in him, partly because they were jealous of him and that pretty stone he always carried, but mostly because he was someone who didn?t belong. Caspian soon learned the virtues of numbing himself, of casting his emotions away. One day, his uncle stumbled into the large playroom and saw what his sons and daughters did behind his back. Immediately, he dragged Caspian out of the room and apologised for indirectly causing the child some hardship. But, on seeing Caspian?s blank stare, his uncle sighed and knew what path would be best for the child, despite his late sister?s objections to that Order.

He took Caspian away from that dreadful place and to the Shades for training. With a heavy heart and a final whisper of goodbye, he left Caspian in their care. The training was grueling and tough. From the arts of assassination, to the more subtle arts of espionage, Caspian was taught it all and absorbed the teaching like a sponge with water. After almost a decade, he was ready to craft his Armour. With the same focus that carried him the tough years, he carefully crafted his Armour, pouring all of the swaying emotions that he had bottled up over the years. The result was an Armour built with a focus on singling out targets and destroying them effectively and mercilessly. Even since then, he has taken a large number of assignments, simply content to be given an objective and complete it. However, the war changed things. Chaos ruled the nation as the Dukes fought each other over who should rule.

As the war when on, Caspian found himself wanting for assignments. With the number of battles in the open, no one seemed to want a shadow that could strike in the dark when the same could be achieved more cheaply, at least in terms of gold, with a grand battle. However, he didn?t have to wait long. One stray Duke that was still loyal to the Crown hired him to take out one of the vassals of the enemy - a Mage no less. Caspian immediately began tracking his target and found the vassal in a small village in Upperland. True to his training, he striked from the shadows, landing a blow in a ***** in the enemy?s Armour. But, the fight didn?t end there. The enemy recovered and retaliated. Caspian was already in a bad mood that day, and that just made things worse. Filled with a new-found fury, he charged at his target.

The streak of azure flame crashed into the enemy?s Armour and finished it off, leaving the Mage to burn along with it. The small village was also consumed in blue flame from the battle as well, and Caspian found himself hunted by Parliamentarian supporters. In response, he sulked into the shadows, once more into the forests of Hush, letting the stories of the Blue Demon overshadow him. Caspian was content to wait there until the war ended and the stories died down. However, the heir to the throne, Lisbeth, made a reappearance just as the fires of war were just about to cool. Caspian came to the conclusion that hiding in the forests would do him no favours and followed the example of Lisbeth. He marched to The Viridian and pledged loyalty to the rightful Queen, knowing that it would be what his late parents would do. Not to mention that Caspian feels a kinship with the Queen, both being people shaped by determination and focus.

Code:
[b]LAST EDIT[/b] - 10/03/13, 15:03 PM GMT: Expanded the Bio and added a little snippet about the Armour.
 

deathbydeath

New member
Jun 28, 2010
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Name: Nicholson West

Sex: Boy

Age: 10 to 12-ish

Order: Outrider, but his magic-ness has its origins in his mother/birth/heritage (assuming that's relevant)

Appearance: A short and thin child, West possesses white skin that is light, but not pale.  His natural black hair is often unkempt and wild, usually sticking up above his head.  His wide, puerile eyes are a thoroughly rusted green, and his arms seem unproportionally long for his size, but only by an inch or two. He still wears his mother's red and gold scarf, and his attire often consists of long-sleeved, long flowing dull shirts and pants with many pockets.

Armor: West's armor is basically a tree.  It's a man-shaped tree, except hollow and with little above the "shoulders".  West sits on top of the armor, generally, liking to be up high as he assists his allies.

Personality:  Childish (obviously), but primarily meek and inquisitive.  He's the kind of person to be poking under rocks, climbing up trees, and staring at the stars.  He has boundless energy and enthusiasm, but he's never hyperactive.  He's almost always doing something and rarely tires.  He's also been a vegetarian since he fled his hometown, because he's afraid to kill/cook animals.

Bio:
The mother of Nicholson West was an assumedly ordinary woman in a highly pious town located in the Viridian.  This small hamlet was utterly dedicated to the Church of the White Sun, at least on the surface.  However, like every community, it had its fair share of dissenters.  Given the retaliation that would be brought upon pagans, though, those with different opinions kept underground, performing their rites and rituals hidden among the prevalent forests that surrounded their homes. As you might have guessed already, Ms. West was one of these pagans, and it was at one of these rituals Nicholson was conceived.  Katherine Sorrows, before the baby bump was apparent, quickly married another man in the same "coven" to avoid controversy, as unmarried pregnancies were very frowned upon in the community and could unmask every non-White Sun.  In this process, Katherine Sorrows became Katherine West, and Nicholson was born exactly a year after his conception, and his birth also occurred during a secret ceremony.

Upon her son's birth, Katherine and her husband rejoiced at the birth of such a healthy boy, for it was surely a good sign.  Well, for Nicholson's father it wasn't.  He contracted a sickness that was spreading throughout the town and died a few months after the birth of his son.  Upon her husband's death, Katherine decided to keep the surname of her husband, but change from his ways.  She wanted to raise her beloved son in stability and comfort, but the reckless paranoia of belonging to a forbidden religion could not condone that.  Over time, Katherine West became a shining example of the finest the town had to offer: piety, grace, strong character, and she was able to support her household without having to resort to other unsavory methods of acquiring money.  Try as she might, though, Katherine's success could not last.  Eventually one of the pagan participants was captured and broken by the local church, and what started as a series of unrelated cases turned into a massive conspiracy and a full-blown witch hunt.  As the investigators and officials finally knocked on her door, Katherine knew she was doomed.  To her credit, she managed to stall and sabotage the investigation for six months before the officials managed to pin direct evidence on her.

Nicholson was a good child, upstanding, pious, and responsible like his mother was after his birth. When the witch hunt began to roll around in the community, Nicholson was on the side of the hunters, because of course witches are evil, right? Eventually his enthusiasm morphed into confusion and fear, as his mother always tensed when the local clergy walked down their street or went to greet her. Whenever he asked Katherine why she was afraid, because only the guilty have something to hide, she would deflect the question or tell him that he would "understand it when he's older". Eventually, though, the investigation bore fruit and the execution of Katherine West became not "if" but "when".

Nicholson was out playing in the woods when his mother was abducted, and when he returned, he could not find her anywhere. He noticed she had forgotten her favorite scarf, one that she wore almost everywhere, and so he grabbed it in case she wanted it. He followed the gathering crowd and discovered the procession of angry devours, then discovering his mother's fate. When he saw the torch being dropped over the pile of wood, Nicholson threw a fit of equal parts anger, desperation, and fear. The clear, lovely sky ahead began to sway, spin, and tremble as it kept pace with the chanting of the reverent mob. Despite West's cries, and despite the fury of the storm, they could not stop the death of Katherine West.

The first and only place Nicholson ran was away, and this meant to the woods. He began to craft himself a life outside of "civilization" as he learned to hide, cook, and survive in the polar opposite of the place of his birth. Here, Nicholson West began to thrive. He learned more about and began to experiment with his magical capabilities, not unlike how a newborn baby would learn to operate an arm. He struck up friendships with the local wildlife, and even gained control of the flora that surrounded him. He became a rugged survivalist, a capable adult wrapped up in the skin of a child. Eventually, the Outriders stumbled upon him and offered to recruit and train him, recognizing his talent both innate and learned. While West managed to fit in well with the band of weathered warriors, his ideologies often didn't. Nicholson refuses to take a life, as he is unable to reconcile the cost with the benefit. In addition, the child refuses to eat meat and would rather sacrifice an unfeeling plant than a sentient animal. Nonetheless, Nicholson West has proven himself invaluable to his order in a support role, as few have grasped restorative and pacifistic magics as this young man.
tl;dr: West's mother was a closeted pagan in a very pious community, and Nicholson's birth was centered around some shady rituals. Ms. West dropped her heinous ways soon after Nicholson was born, but they were eventually uncovered and she was burned for them. Nicholson "discovered" his powers by trying to stop his mother's death, namely by summoning a rainstorm on a sunny day. He failed to stop his mother's execution, though, so he ran into the forests and honed his magical powers. He developed them into something similar to a D&D druid, and was eventually picked up by the Outriders as they romped through his deciduous domain. They trained him some more and assisted him in creating his armor, and now Nicholson is ready to help the queen because he's helpful, his friends are doing it, and "she's pretty".

Questions based on sketchy decisions I made in the making of this (sorry if they have already been asked/answered):
1. Is it possible for a mage to control his/her armor while not "wearing" it?  I ask because the general vision was to have West sit/move around freely on top of it, similar to Merry/Pippin and Treebeard from the LotR movies.
2. How exactly does magic work outside of the armor?  The original vision for NW I came up with a while back was for a child survivalist druid.  In this particular RP, I was hoping for magic powers like plant manipulation, animal communication, and healing/bolstering spells.  Will West only be able to use these "inside" of his armor, or will they merely be less effective/efficient?
3. I know armor has to be crafted and super-special to the mage who made it, but since West's is basically a tree, and he (hopefully) has plant manipulation, could be manipulate his armor or even create a new one out of existing forests?
4. How does magic work here?  Is it a discipline learned through extensive study and practice, or can it be/is it obtained through birth/circumstances surrounding birth?  If both apply, then would natural mages already have a leg up on the boring scholars, assuming they keep up their studies?

Postscript: I'm really loving this concept and setting, by the way.  This RP is quite legitimate.

Post-Postscript: [Insert generic criticism request here]

On Last Postscript: I'm sorry about the random non-English characters, but I have no idea what the cause is.
 

Arcanist

New member
Feb 24, 2010
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deathbydeath said:
Name: Nicholson West

Sex: Boy

Age: 10 to 12-ish

Order: Outrider, but his magic-ness has its origins in his mother/birth/heritage (assuming that's relevant)

Appearance: A short and thin child, West possesses white skin that is light, but not pale.  His natural black hair is often unkempt and wild, usually sticking up above his head.  His wide, puerile eyes are a thoroughly rusted green, and his arms seem unproportionally long for his size, but only by an inch or two. He still wears his mother's red and gold scarf, and his attire often consists of long-sleeved, long flowing dull shirts and pants with many pockets.

Armor: West's armor is basically a tree.  It's a man-shaped tree, except hollow and with little above the "shoulders".  West sits on top of the armor, generally, liking to be up high as he assists his allies.

Personality:  Childish (obviously), but primarily meek and inquisitive.  He's the kind of person to be poking under rocks, climbing up trees, and staring at the stars.  He has boundless energy and enthusiasm, but he's never hyperactive.  He's almost always doing something and rarely tires.  He's also been a vegetarian since he fled his hometown, because he's afraid to kill/cook animals.

Bio:
The mother of Nicholson West was an assumedly ordinary woman in a highly pious town located in the Viridian.  This small hamlet was utterly dedicated to the Church of the White Sun, at least on the surface.  However, like every community, it had its fair share of dissenters.  Given the retaliation that would be brought upon pagans, though, those with different opinions kept underground, performing their rites and rituals hidden among the prevalent forests that surrounded their homes. As you might have guessed already, Ms. West was one of these pagans, and it was at one of these rituals Nicholson was conceived.  Katherine Sorrows, before the baby bump was apparent, quickly married another man in the same "coven" to avoid controversy, as unmarried pregnancies were very frowned upon in the community and could unmask every non-White Sun.  In this process, Katherine Sorrows became Katherine West, and Nicholson was born exactly a year after his conception, and his birth also occurred during a secret ceremony.

Upon her son's birth, Katherine and her husband rejoiced at the birth of such a healthy boy, for it was surely a good sign.  Well, for Nicholson's father it wasn't.  He contracted a sickness that was spreading throughout the town and died a few months after the birth of his son.  Upon her husband's death, Katherine decided to keep the surname of her husband, but change from his ways.  She wanted to raise her beloved son in stability and comfort, but the reckless paranoia of belonging to a forbidden religion could not condone that.  Over time, Katherine West became a shining example of the finest the town had to offer: piety, grace, strong character, and she was able to support her household without having to resort to other unsavory methods of acquiring money.  Try as she might, though, Katherine's success could not last.  Eventually one of the pagan participants was captured and broken by the local church, and what started as a series of unrelated cases turned into a massive conspiracy and a full-blown witch hunt.  As the investigators and officials finally knocked on her door, Katherine knew she was doomed.  To her credit, she managed to stall and sabotage the investigation for six months before the officials managed to pin direct evidence on her.

Nicholson was a good child, upstanding, pious, and responsible like his mother was after his birth. When the witch hunt began to roll around in the community, Nicholson was on the side of the hunters, because of course witches are evil, right? Eventually his enthusiasm morphed into confusion and fear, as his mother always tensed when the local clergy walked down their street or went to greet her. Whenever he asked Katherine why she was afraid, because only the guilty have something to hide, she would deflect the question or tell him that he would "understand it when he's older". Eventually, though, the investigation bore fruit and the execution of Katherine West became not "if" but "when".

Nicholson was out playing in the woods when his mother was abducted, and when he returned, he could not find her anywhere. He noticed she had forgotten her favorite scarf, one that she wore almost everywhere, and so he grabbed it in case she wanted it. He followed the gathering crowd and discovered the procession of angry devours, then discovering his mother's fate. When he saw the torch being dropped over the pile of wood, Nicholson threw a fit of equal parts anger, desperation, and fear. The clear, lovely sky ahead began to sway, spin, and tremble as it kept pace with the chanting of the reverent mob. Despite West's cries, and despite the fury of the storm, they could not stop the death of Katherine West.

The first and only place Nicholson ran was away, and this meant to the woods. He began to craft himself a life outside of "civilization" as he learned to hide, cook, and survive in the polar opposite of the place of his birth. Here, Nicholson West began to thrive. He learned more about and began to experiment with his magical capabilities, not unlike how a newborn baby would learn to operate an arm. He struck up friendships with the local wildlife, and even gained control of the flora that surrounded him. He became a rugged survivalist, a capable adult wrapped up in the skin of a child. Eventually, the Outriders stumbled upon him and offered to recruit and train him, recognizing his talent both innate and learned. While West managed to fit in well with the band of weathered warriors, his ideologies often didn't. Nicholson refuses to take a life, as he is unable to reconcile the cost with the benefit. In addition, the child refuses to eat meat and would rather sacrifice an unfeeling plant than a sentient animal. Nonetheless, Nicholson West has proven himself invaluable to his order in a support role, as few have grasped restorative and pacifistic magics as this young man.
tl;dr: West's mother was a closeted pagan in a very pious community, and Nicholson's birth was centered around some shady rituals. Ms. West dropped her heinous ways soon after Nicholson was born, but they were eventually uncovered and she was burned for them. Nicholson "discovered" his powers by trying to stop his mother's death, namely by summoning a rainstorm on a sunny day. He failed to stop his mother's execution, though, so he ran into the forests and honed his magical powers. He developed them into something similar to a D&D druid, and was eventually picked up by the Outriders as they romped through his deciduous domain. They trained him some more and assisted him in creating his armor, and now Nicholson is ready to help the queen because he's helpful, his friends are doing it, and "she's pretty".

Questions based on sketchy decisions I made in the making of this (sorry if they have already been asked/answered):
1. Is it possible for a mage to control his/her armor while not "wearing" it?  I ask because the general vision was to have West sit/move around freely on top of it, similar to Merry/Pippin and Treebeard from the LotR movies.
2. How exactly does magic work outside of the armor?  The original vision for NW I came up with a while back was for a child survivalist druid.  In this particular RP, I was hoping for magic powers like plant manipulation, animal communication, and healing/bolstering spells.  Will West only be able to use these "inside" of his armor, or will they merely be less effective/efficient?
3. I know armor has to be crafted and super-special to the mage who made it, but since West's is basically a tree, and he (hopefully) has plant manipulation, could be manipulate his armor or even create a new one out of existing forests?
4. How does magic work here?  Is it a discipline learned through extensive study and practice, or can it be/is it obtained through birth/circumstances surrounding birth?  If both apply, then would natural mages already have a leg up on the boring scholars, assuming they keep up their studies?

Postscript: I'm really loving this concept and setting, by the way.  This RP is quite legitimate.

Post-Postscript: [Insert generic criticism request here]

On Last Postscript: I'm sorry about the random non-English characters, but I have no idea what the cause is.

Starting with your sheet - the big problem is his age. The Outriders were all but wiped out ten years from the start of the RP, meaning he would have been two years old at best when there were Outriders available to take him in. The 20~ some that remain are all drifters, hermits and mercenaries with no central governing body, no facilities, and no real support.

Long story short, he's far too young. A more realistic age would be in his early to mid twenties. I MIGHT be willing to extend that into his late teens if he's a prodigy, but it's a bit of a stretch.

As for your questions -

1. No. You need to be wearing it.

2. Yes, you can use magic outside your Armor. This goes for every player - you're all wizards of one sort or another, so you don't NEED your Armor to use magic. Generally, only the Diviners build their Armor to amplify magical ability(the others focus on using it for martial prowess), but mystic Outriders do exist much in the manner you describe. In fact, spoiler alert, it's quite likely you'll see Mathias speaking to animals and in general being quite 'druidy' in one of the introductory posts. :)

3. Manipulating his Armor would absolutely be within the realm of his ability, but the creation of an Armor is an involved and difficult process, so no. You can't build one from random trees.

4. A little bit of both. Magic comes from the Fae(if the Diviners are to be believed, at least), and it's a fickle source, to be sure. As a general rule, you can think of magic being a talent like any other - some are good at it, others aren't. But, just like learning to swing a sword or command an army, there's quite a bit of wiggle room for less talented folks that really devote themselves to their studies. Talent helps, but it's (usually) not a be-all end-all.
 

Pappytech

Invested all my Souls into Res
Jun 7, 2011
2,172
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It's a little late, I suppose, but better late then never, right?

Name: Marcus Leitner, the Viridian's Storm

Sex: Male

Age: 19

Order: Chevaliers

Appearance: Standing at about 5'10", Marcus' body is comprised of roughly 180 lbs of smooth, lithe muscle. His feathery, earth-colored hair is kept neatly trimmed, keeping his brow covered but leaving his hard, hazel eyes with a full range of vision.

Though he's certainly not much of a looker, Marcus isn't exactly ugly either. His rough, mostly unblemished cheeks and chin are coated by the barest hints of a beard, and although his face is perpetually marked by a few scratches and scrapes, he's managed to keep his battle worn features mostly whole.

Marcus' clothing, when he's not inside his Armor anyways, is the most obvious sign of his station. A pair of fine black boots, only slightly scuffed, well stitched pants or leggings, and an embroidered shirt, either red or golden, makes up his typical attire, and he wears a silver ring, engraved with his family's crest, on his right hand. Finally, he constantly carries around a steel saber, sheathed and latched onto his leather belt.

Armor: Unlike the towering hulks that many members of his Order possess, Marcus' "Eurus" stands at a mere fifteen feet. Granted, it's fifteen feet of the finest steel and craftsmanship available to a noble house, but still.

But what Eurus lacks in sheer size, it more than makes up for in complexity. Though of course it has the standard shoulders, elbows, wrists, knees, and ankles of any Armor, Eurus also possesses half a dozen other joints. The first two, in the middle of its left and right forearm, are omnidirectional, more akin to a wheel's axle than a proper joint, and allow for the front half of the limbs to spin in any direction. The other four are built into Eurus legs, two in the Armor's calves and two in its shins. Each of these bends in the opposite direction of the knee, allowing Eurus to contort into some truly bizarre positions. However, whenever any of these joints are not in use, the Armor appears to be perfectly natural; clever design hides the mechanisms beneath interlocking plates that can only be separated by Marcus' command.

In addition to Eurus' joints, it has one other unique feature: A series of wedge-shaped flanges, similar to a fish's fins or a bird's wings, run along the Armor's limbs and torso. Without exception, each of the flanges is slanted away from Eurus' front, giving the machine a smooth, streamlined appearance when viewed from the front. And of course, these fins are for more than mere decoration; when combined with Marcus' magical talents, they help to turn Eurus into a steel blur of death.

Like his father, grandfather, great grandfather, etc. Marcus is a gifted wind mage; he can bend the air itself to his will, summoning anything from gentle zephyrs to furious hurricanes upon the battlefield. However, instead of wasting time and power controlling the weather, the soldier focuses his abilities on manipulating small, but powerful, gusts of wind. By slamming these winds into Eurus' fins, the soldier is able to give his Armor a significant speed boost, and can even increase the power of his attacks. Marcus is also able to use his powers to hinder his foes' movements.

Eurus, like its pilot, wields a curved saber, one designed for slashing and parrying. A full five feet in length, the blade weighs nearly a hundred pounds and is capable of tearing through most defenses even without Marcus' magic.

Personality: Marcus will be the first to admit that he's a fry cry from the idolized Chevalier that most people seem to think of when they hear of the order. He is no knight in shining armor, and his habits and preferences are far from perfect. He drinks, he flirts, and, even at the best of times, he comes across as harsh and grating, lashing out at anyone who deals him the slightest insult or injury.

Still, there is one good point to him. Above all else, Marcus is loyal. To his Queen, to his comrades, to those who have lent him their support, he would rather die before betraying or failing any of them. It doesn't matter if he hates you or loves you, insults you or breaks bread with you, if you've managed to earn Marcus' loyalty, he will do everything in his power to fight for you and your cause.

Bio: The Leitners have been a minor noble house in the Viridian for generations now, stretching back to the time of Marcus' great-great-great grandfather. Though they lacked the wealth and power held by many other noble families, they were well enough off, blessed with a spacious manor and enough farmlands to ensure a steady income. Since their rise to nobility countless years ago, the Leitners have served as vassals to both the lord of the Viridian and the Royal Solari family, each of house's heads faithfully pleading fealty to their lord and king. For a time, all was good.

However, ten years ago, after the death of King Veron XII, Marcus' father, Garret Leitner, made a fatal mistake: Valuing his oath of loyalty above all else, he sided with the young Lisbeth in the following war of inheritance, leaving his wife and child behind as he marched to Advent, ready to wage war on the behalf of his young Queen. He was slain in the first few days of fighting.

Unable to flee with Lisbeth and labeled the son and wife of a "traitor", Marcus and his mother were taken captive by the Archduke's forces. As noble hostages, they were entrusted to another house in the Viridian, the Radcliffes, who had managed to earn Renault's favor in the war. Only nine years old at the time, Marcus was stripped of almost everything: His father, his home, his birthright, even his mother, who died mere months after Lisbeth's flight.

But Marcus persisted. Raised among the Radcliffe children, the boy was taught the ways of knighthood, swordplay, and magic, and was even allowed to practice his family's traditional branch of magic. True, he was bullied and derided, but he was still heir to the Leitner name and estate, and was entitled to a decent education. Such was his right, even if his family name had earned the Archduke's ire. He would not let the Leitners end here, in such disgrace and disarray.

Then, one day, one beautiful, glorious day...

Lisbeth came back.

And as her army cut a swath into the Viridian's forests, Marcus was one of the first to rush to greet her, bearing only his sword, his Armor, and the oath of fealty he owed the heir of the Royal family.

Feel free to criticize or complain.
 

RandomMan01

New member
Sep 18, 2012
110
0
0
Name: Abbey Hartel

Sex: Female

Age: 21

Order: The Diviners

Appearance: At first glance, Abbey does not appear threatening in anyway. In fact, she is downright fragile. She is short, about 5'5", and only 110 pounds soaking wet. She looks frail, however, she is actually stronger than she looks. She has red hair, which she lets fall freely, and green eyes. Her skin is rather fair.

Her clothes are very simple. Her brown leather pants and wool shirt are hidden under a brown wool cloak which makes it next to impossible to discern her gender before she speaks. She normally throws the hood up over her head. Her boots are worn but still function.

Armor: Abbey's armor is her polar opposite. While Abbey is small and frail, her armor, which is 15 feet tall, is as white as marble. In fact, to the untrained eye, it looks like it is made of marble. It is not meant as a fighting machine; instead, it's designed to protect the occupants with interlocked metal plates creating a sort of plate mail. While the machine is moving, Abbey concentrates any magic she doesn't use up controlling the mech, towards making it faster. When it isn't moving, Abbey redirects her magic through the armor, using it to heal wounded combatants. In the event combat is required of the armor, the fists are augmented with metal plating, and there is an iron short sword at its hip, which measures about 6 feet. The sword is thick, about 2 feet wide, and can cut through weak patches of armor, though it can be used to bludgeon in stronger sections, just like a real knight's sword would.

Furthermore, the back of the armor has a small foldable gurney capable of being unfolded and used for hauling wounded soldiers away from battlefields on the armor, though it does make that section of the back weaker to attacks.

The inside of the armor is quite plain. A long metal tube allows a suspended Abbey to see out of the armor's "eyes", while she magically controls its actions from the inside .

Personality: Abbey is very shy and reserved, unable to start conversations, and given very short answers to questions. However, she can get very aggressive towards those who she dislikes, and she has a very short temper. Her poor health and physique are the only things preventing her from actually acting on any threats. Nonetheless, Abbey has a heart of gold, and doesn't enjoy seeing people get hurt if they didn't deserve it.

Bio: When Abbey thinks back on her childhood, there are not many pleasant experiences. Born in Hush to a woodsman and his wife, Abbey was not a healthy baby in the slightest. She was born with a large amount of fluid in her lungs. She survived this, only to suffer a very high fever within a week of being brought home. By some miracle, Abbey survived, but her immune system was left in tatters from the ordeal, leaving her susceptible to even more diseases. It is a miracle that she survived to age 1, much less to 19. All throughout her childhood, Abbey's health was in a constant state of disarray. Abbey suffered from all sorts of ailments, from a common cold, to heart murmurs. She never got to play with other kids of her age, she rarely even left the house.

However, her time in bed did give her the chance to learn something else. Magic. She had known she had it for awhile, but she didn't really have a mentor to train her. One day, when she was 9, her father returned from work with a journal that had been lost in the woods. The journal happened to contain several magical techniques. Assuming the owner had died in the woods, Abbey's father gave it to her to study. While this didn't last long-the Diviner who had lost it just so happened to have been alive and passing through Abbey's hometown-and managed to locate where the book had gotten to. At this point, Abbey's life began to change.

Upon arriving at the Hartel's house, the mage noticed how sickly Abbey looked. He asked for his journal back, explaining that the techniques in there were far to powerful for a young novice to use. Abbey begrudgingly handed the book over, but the mage agreed to do something in return. Using some of his healing magic, he managed to take some of the burden off of Abbey's immune system, allowing it to begin its recovery. Abbey felt stronger the moment the spell was applied. To top things off, the mage, impressed by the faint traces of magic he sensed in the young girl, offered to take her as a ward. Knowing that Abbey had a chance as a mage, and realizing she would need a master if she wanted to approve, her parents agreed. After a round of tearful good-byes and last-minute words of advice from her parents, Abbey set off with her new master.

Abbey spent two years learning magic. She was an adept student, learning much in only a year. By that time, she was also considered able enough to learn some more complicated techniques, such as early lessons on how to pilot an armor. Abbey was still undergoing training when the kingdom split. Abbey was almost caught and executed for her loyalty to King Vernon and, by extension, Queen Lisbeth. She only managed to escape when her master sacrificed himself for her, telling her to take his own armor and journal, and get out. Abbey managed to narrowly escape in the armor, which she could barely pilot at her age, but her master died. In her anger, Abbey swore vengeance on Duke Colin, and if there was one thing Abbey refused to give up on, it was a grudge. She somehow managed to joined up with Lisbeth's fleeing army, handing over control of the armor to a more experienced mage in the process.


For the next 10 years, Abbey honed her the teachings her master had left behind. She also managed to toughen herself up so she'd be able to plot her armor. She succeeded in this, but still retained that frail, scrawny look of her youth. Eventually, when Lisbeth decided to make her return, Abbey was ready to join her, reaffirming her oath of allegiance, while also reaffirming her vow of vengeance. She managed to get her master's armor back from the mage she had given it to, who had never really considered it his property. The mage had added plating to the knuckles, and some other plating to the main body. Abbey, who wished to help those who were injured, asked him to help her add a few extra bits that would be useful to a medic, as she didn't know how to. The mage kindly agreed, and helped her install the gurney to the back of the armor. Fitted for combat, Abbey is now ready to reclaim the kingdom.

Sorry it's so late. Criticize away.

Edit: I don't know what the hell was showing up originally, but the problem's fixed now.
 

JokerboyJordan

New member
Sep 6, 2009
1,034
0
0
Name: Alastor Rambert

Sex: Male

Age: 32

Order: The Sheriffs

Appearance: Alastor's stature is hardly imposing, being an average height and weight, with tanned skin as a result of his residence in the sun-filled capital of Advent. Mid-length, swept back auburn hair frames what has been frequently described as a handsome face, only punctuated by a pair of piercing emerald eyes.

Despite previously wearing the rather grandiose outfits befit of his wealth, his transition into becoming a Sheriff has led him to forego elaborate justacorps, instead simply wearing a jerkin and cravat that are his family's colours, green and white. He also always seems to have a pistol on hand, with a mechanism concealed in his sleeve that can feed him a gun in a time of need.
When going into battle, Alastor supplement's his outfit with a cuirass and greaves to provide added protection, as well as gauntlets to channel his magic better whilst inside his armour.

Armour: Dubbed Joachim, Alastor's armour stands at around 15-feet tall, a veritable golem of might. It reflects both his former status in the nobility, as well as his newfound place as a in the order of Sheriffs, a defender of the innocent against the indignant. Originally a glistening gold, over time it's shine has dulled, becoming more reminiscent of being copper. Joachim is made up of large pieces of blockish, yet ornate pieces of plate, with the pauldrons having gear-like edges, and the helm having a v-shaped protrusion.

As a Sheriff, Alastor's armour makes use of the applications of gunpowder. Each of Joachim's fingers functions as a concealed cannon, able to be fired off individually or clustered together as a barrage. Also incorporated into the armour are two arm mounted ballistas that fire heavy metal bolts-highly effective as siege weapons.

However, Joachim's main weapon is a large spiked flail with a variable length chain, which is able to be retracted to function as a morningstar mace, or extended to reach distant targets. It's chain can be used to entangle enemies, an is able to restrain even the mightiest of foes. The spiked mace is of course also filled with explosives, with a switch on the handle that can be used to detach it. Finally, the v-shaped protrusion on the helm of Joachim's armour is a bladed boomerang, it's blade and returnability helped via the application of magic.

Apart from the manipulation of his armour, Alastor's magic is mainly Earth focused, and is used to extract minerals from the nearby surroundings, usually for crafting into explosives and projectiles to refill his munitions.

Personality: Alastor is known for his incredible stoicism, being a fierce adherent to his own personal philosophy that extols the virtues of wisdom, courage, justice, and temperance. All of these he sees as the means to achieve true peace of mind, essential for clear judgement. Alastor truly believes that unhappiness and evil are the direct results of human ignorance, and he therefore lives according to reason and virtue, and tries his hardest to live in harmony with the order of the universe.
Around others, he is generally as talkative as the he perceives the mood allows, preferring to not be outspoken except in cases that he feels particularly strongly about. Whilst perceived as an ascetic, Alastor allows himself to indulge in the odd vice, ale being a favourite of his, and is known to loosen his tongue.

Bio: Born into an influential family, Alastor was raised in the exquisite city of Advent, anything he wanted never being more than a stone's throw away.
 

CJ1145

Elite Member
Jan 6, 2009
4,051
0
41
Hey, so every time I try and get a sheet critique out I notice that, like, two new sheets have popped up.

Just a notice that nobody's being ignored, it's just taking a little while. Never imagined we'd have this many applicants! Going to get a round of critiques up ASAP, hopefully tomorrow at the latest.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
CJ1145 said:
Hey, so every time I try and get a sheet critique out I notice that, like, two new sheets have popped up.

Just a notice that nobody's being ignored, it's just taking a little while. Never imagined we'd have this many applicants! Going to get a round of critiques up ASAP, hopefully tomorrow at the latest.
Since you have such a large number of applicants, you could close the thread to new characters. Probably not now, since it wouldn't be fair to people who may be working on character sheets, but in 24 hours or so. That way, you won't have to deal with any new characters; only updates to existing ones.
 

deathbydeath

New member
Jun 28, 2010
1,363
0
0
CJ1145 said:
Hey, so every time I try and get a sheet critique out I notice that, like, two new sheets have popped up.

Just a notice that nobody's being ignored, it's just taking a little while. Never imagined we'd have this many applicants! Going to get a round of critiques up ASAP, hopefully tomorrow at the latest.
pleasepleaseplease ignore Hiei, if you will. I'm working on a brand spankin' new character, as the issue with West's age made me scrap the character rather than rework him. Other things as well complicated the matter, like contracting a mildly fatal disease and still having to do shit while about as healthy as a dead cat. Still, though, a new sheet is coming.
 

Rogue Trooper

New member
Oct 25, 2012
179
0
0
CJ1145 said:
Hey, so every time I try and get a sheet critique out I notice that, like, two new sheets have popped up.

Just a notice that nobody's being ignored, it's just taking a little while. Never imagined we'd have this many applicants! Going to get a round of critiques up ASAP, hopefully tomorrow at the latest.
Damn OP hurry up, this wait is killing me man.
 

MortifiedPenguin

Not So Despicable
Jun 8, 2012
842
0
21
CJ1145 said:
Hey, so every time I try and get a sheet critique out I notice that, like, two new sheets have popped up.

Just a notice that nobody's being ignored, it's just taking a little while. Never imagined we'd have this many applicants! Going to get a round of critiques up ASAP, hopefully tomorrow at the latest.
Well if you've got room for one more, I'll have a sheet up soon.
 

Pandalisk

New member
Jan 25, 2009
3,248
0
0
I'll have a sheet up within an hour or two! :D
(It seems your being buried alive under a mountain of applicants so whats one more?!)
 

Arcanist

New member
Feb 24, 2010
606
0
0
One quick but important announcement -

We will be open to new sheets only until the end of the day tomorrow. If you get one in before then, you'll have more time to modify it as needed or desired up until we accept our crop of players.
 

willofbob

New member
Aug 22, 2010
878
0
0
Fantasy mechas!? Give me an hour or 2, I'll have something.


Capcha: Long Division, something rather similar to what I'm supposed to be doing now.

EDIT: Dreadfully sorry for asking this, but would you be so kind as to delay judging until I have a sheet up? I've been offline for a while due to business and haven't had time to check for RPs. It will most definitely be up by tomorrow at some point, so the wait won't be long.
 

Pandalisk

New member
Jan 25, 2009
3,248
0
0
Name: Rickard of Langenberg
Sex: Male
Age: 36
Order: The Shades
Appearance:
Rickard was a comely man in his youth and age has been kind to him it would seem. His lustrous black hair falls to his neck with a few silver streaks and recedes from his brow to reveal a stern forehead and a small pointed beard to give him a elegant yet devious look. His eyes are a striking azure blue which depending on your familiarity and experiance with Rickard reflects his kind, lusty and flirtatious nature or his cold frozen heart. His body is well-formed standing at a respectable six foot.

His clothing relfects a wealthy background as he is never without an exquisitely sewn black leather long coat with numerous inner pockets and a silver pocket watch, brown gloves of extremely high quality enlaid with golden lace, a fine set of ebony coloured trouser leggings decorated with a flawless silver and amysterist belt buckle and a fine pair of boots.
He also has a curved dagger with intricate decorations constantly on his person perfecting his aristicratic and wealthy look.
Rickard also owns a pair of oval reading glasses.

Rickard also wears the Langenberg crest on much of his atire, depicting a green serpent devouring a man.

His overall appearance can be said to have an inate allure that naturally makes a young girl's heart beat faster.

Armor:
Known as "Nocte"
Standing at a mere 8 feet Rickards armour is not much larger than himself, being designed to become more like a second skin rather than armour. Thus it is dwarfed by its other cousin counter-parts, indeed some men jest as to what makes Rickard's particular armour much different to a man head to toe in common plate. These men are fools to put it bluntly. Rickard's armour while small, is no less capable than its larger counter-parts and acts not to be instinctively aggressive or charge into the breach but to be an opportunistic and calculating hunter.

This machine is the ultimate predator avoiding situations where it would be outmatched and stiking where an army is at its most vulnerable relying on great speed and a variety of potent poisons, gases and nerve agents to sow terror and confusion in an enemies rank and target important targets of strategic interest, after all what soldier would stay and fight while drenched in the blood and viscera of his commanding officer?.
The machine also has its uses in combating other Armours despite its small size and compensates for its lack of size through its speed and ghuille to off-balance larger opponents and exclusively attempts to target the user inside the enemy armour rather than than try to incapacitate the armour itself.

To this end the entire machine is built around speed and the delivery of Rickard's potent concoctions. Thus it does not carry weapons of a conventional nature but rather incoporates various forms of weaponry into armour. The right-arm itself is a thin rotary hammer drill with inner-tubing designed to pierce and then fill the insides of armour with nerve agents and the like much like a syringe. The left hand is most similar in appearance to a human hand but would be better described as a five-fingered talon and is used almost exclusively as for wiping out infantry as it has little hope of slicing open most forms of larger armours. The palm of the hand is also used to deliver shpere like glass balls containing varying degrees of toxins which acts an an area of effect attack.

The machines legs are somewhat bulky and has both ankle and leg joints and is best described as "Chicken-like" in movement and appearance. The bulky strength in its legs and the joints allows the machine to sprint fast and leap high distances while allowing it to operate in any form of rough terrain. The height and length of which the machine can leap has made people question wether or not the machine is actually flying to which Rickard states "It doesn't fly, it jumps really well".

The Machines head piece has a single red cyclops eye and is docarated with ivory and a deep blue colour scheme and also carries a bulky filter mask in order to protect Rickard from the toxins he spreads across the battlefield that may be as harmful to him as the enemy he is inflicting it upon.
The torso and legs are coloured in varying degrees of black and grey, like layers of darkness composed of several layers of steel, iron and brass to give adequate protection but a light over-all weight. It is said that each layer of armour reveals a decade of faithful service to its master.

Personality:
Rickard has a dominating sense of character with a quick wit, a barbed tongue and a snide demenour. However the image he portrays varies from person to person. To some he is a scheming, hedonistic, incorrigible, souless wretch. While to others he is a playful daemon with a penchant for silver words. Both are true and neither are correct.

Rickard is a master of falsehood,a purveyor of golden promises and an elusive shadow. He is sly and obsequious, without the scruples of more noble men.

To say he has a personality is a misnomer for a personality is but a mere tool for Rickard, a character to perform, a mask to shed off like a snake's skin. His life is a mummer's play and the courts, his audiance.

Despite his decietful nature Rickard does still retain a sense of twisted honour. Rickard would never lie to a man's face, but then would only ever reveal a partial truth.

He lives to manipulate, giving just enough of himself to create the fascade of baser loyalty. In fact the man himself is but partial truth for while his mouth may curve in a sultry smile, his eyes never change.

If there is one pure characteristic of the man he cannot hide it is a love of coin and knowledge.

Rickard is also obssessed with pedigree and nobility despite his families low-born nature, a fact which never ceases to torment him. This has led Rickard to look upon more "Noble-born" creatures with shrouded disdain and jealousy

Bio:
Rickard is the middle son of one of the leading patrician families in Hasthfold and as such has received blessed upbrining however he did not receive the typical childhood of a langenburg child. Unlike his brothers whom were tutored by the best scholars and shrewd merchants money could aquire from a young age, Rickard was chosen for another purpose, to help fufill the grand machinations of langenburg family through intrigue and ghuille rather than coin and trade.

To achieve this the family contacted the masters of shadow themselves, The secretive Shades who accepted him into the order, for any door can be opened with enough weighted coin. Under the Shades guiding hand he learnt all about the dark underworld of man, hidden in plain sight. The Shades trained his body, as well as his mind, keeping his mind as sharp as his knife.

Under the significant patronage of the Langenburg family Rickards armour, "Nocte" was also furbished with the knowlege of the Shades, to act as the ultimate tool to achieve the families goals

Under the Shades tutelage Rickard has grown as a weapon as well as a scholar. Creating a man perfected in the arts of herbalism, toxicology, biology and even medicine if there is one in the world who trust Rickard enough to willing place himself under Rickards care.

Once Rickard had finished his training his family put him to task. As a socialite Rickard maneuvered through the noble courts, treating with the key players in the service of his family and removing those who were deemed too much of a threat.

As the civil struggles in Hasthfold threaten to reshape its political landscape and rulers forever one thing will always remains the same; The Merchant families such as the Langenburgs.

Wealth speaks just as loudly a pauper's ideology or a noble-mans birth right.
And while men fight and die for their lordlings dealings among the patricians continues on, business as usual. Chief among these is the business of war, for no business is more profitable than the trading of blood and iron.

Since the start of the civil war the Langenburgs have set their family to the task of loaning out the monumental gold required for the Parliamentarians and Dukes to wage their ten-year war, for gold flows through their hands quicker than water. And Thus in a sense, the Langenburg's are on both sides of the conflict.

However the return of Queen Lisbeth has caused a stir amongst the family, having be written off as irrelevant in the new age of Hasthfold the family's tendril like influnce is non-existant amongst the upstart Queen. The family has become unnerved by these turn of events, afterall, if she succeeds, how far will the Queens vengance go? will she settle for Duke and Parliament heads upon pikes? or will her thirst for vengance be so unquenchable that she would seek it amongst the family?.

This sudden wild card was deemed to unacceptable and thus Rickard was put to task, unformally pledging his families allegiance to the Queen and travelling with "Nocte" to provide his assitance in her war efforts it is hoped that should Lisbeth succeed, the family will be spared her scrutiny or at least, have the means to remove her should her lust for vengance not be satiated, however it is of paramount urgency that the war burn brighter and hotter so the families machinations can continue and the gold remains flowing.

Character revamped, edit what you wish.
 

MortifiedPenguin

Not So Despicable
Jun 8, 2012
842
0
21
Name: Miranda Thrussell

Sex: Female

Age: 27

Order: The Diviners

Appearance: Miranda?s hair is a bright strawberry blonde, with all the brown she surrounds herself in it is her most striking feature, accompanied with green eyes and a smattering of faint freckles that stretch across the bridge of her nose. She halfs damns her pale skin for the frequency that is burns from too much exposure from the sun. Miranda tends to wear her hair in a unkempt bun with, strands of hair findings new way to escape every time she rearranges it. She stands at 5?7 at the average weight of her slim physique.

More not wanting for the stains to show than be fashionable, she has some sense of coordination when it comes to what she wears, but only as much to match a few colours together. Miranda?s attire usually consists of of an mostly brown outfit with a white blouse. Her boots, brown, are knee high and have small but flat heels. Arching from the ankle is what keeps them on, a row of sullied brass buttons with a zip hidden underneath; her slightly baggy, brown, trousers are tucked into them.

Around her waist lies an holster with a small firearm tucked into into, the belt it is attached to has a (one of the few things she will take care off) brightly polished brass belt. Miranda wears a loose fitting leather jacket (again with brass buttons), on top of a white blouse that has a pattern that is slightly frilly embroidered into the top of it. Lastly, around her neck she wear a neckerchief obscuring a locket that holds a picture of her family that is tied on a tight leather thong.

Armour: Unlike most other amours, Miranda?s takes the shape not of a gigantic humanoid but more akin to a bird. For what it lacks in it?s small size, approximately 8ft , it makes it?s it huge wingspan which is about 15ft. Mostly to help keep it aloft in the air, however the propulsion system discreetly hidden where the tail feathers would be does that for the most part. Although it would add to the bulk and told it would increase the time creating it, Miranda stuck to that design for aesthetic purposes, saying it would not be true to life if it was any different.

The main body is designed to appear similar to that of the eagles that lived on the summit of Heavensview, with a few differences to make it battle ready. First, to make it more aerodynamic the ?talons? retract inside main body when not in use. Miranda adopts the tactics of the eagles while in battle, building up momentum, swooping down to deliver powerful strikes from the magic powered guns underneath the wings. Sometimes if the armour that she is attacking is small enough, she will dive down and grab it with the unretracted talons, lifting it high in the air and dropping it, rather like how the mountain eagles crack tortoise shells, leaving it to plummet downwards onto other armours.

However, as a Diviner, this is not the only trick she has. Stationed in the ?beak? of the armour, there is a large cannon, the most powerful weapon this armour has to offer, a ?miniature? siege weapon that takes a minute or so to charge up to its full might. When that magical energy is released, a beam of unprecedented power is unleashed upon whoever is unfortunate enough to be its target. This she calls the ?Aether Strike?. And that?s all either, the beady eyes of the armour can perform a quick scan of other armours, giving her basic information of the weapons that armour possesses.

Personality: A free spirit. Miranda values her freedom above all else, she hates those who would try and take that away from her, and pities those who let their freedom be taken without a fight. Kind to a fault, and a bit naive, she won?t just stand by, she will go out of her way to help them regain it. Nevertheless, when not fighting for others freedom, she is playful in a regard, often joking, making light of bad situations and often tries to turn more serious conversations into playful banter.She will unthinkingly take risks, diving in her armour lowing then is really needed, ?playing chicken? as it were and getting high of the adrenaline of battle.

Bio: Growing up in Heavensview, the supposed center of the world and a crossroads of sorts for the many people who would visit it; Miranda felt stuck. Her potential for magic was detected at an early age, and although her parents made sure that she wouldn?t be joining an order until they felt she was at the right age to leave home, it meant that her life was preordained before she could say anything about it. She did what many placed in the same situation would do; she rebelled.

Going against her parents wishes, and possibly common sense; she would spend the time when not studying magic to scale the mountain which their home duchy was named after. There she would look over the world, mesmerised at small it looked compared to how big it sounded. Miranda would also study the birds that flocked around the peak, one of her favourite presents was a sketch book with charcoals, which she would take with her on the climb. In it numerous sketches of birds in flight.

She grew to admire the birds she studied, adoring their free spiritedness, however this only made her feel more trapped within the world, her world. She had never asked for the talent of magic that she possessed, without it she wouldn?t have to join an order once she came of age, she would be free to explore the world and do what she wished. Instead she was stuck here, tied the wills of others and not her own.

Towards the date that her parents had chosen her to leave for the diviners, Miranda had become increasingly restless and stressed that the small amount of freedom she had might be taken away from her. Miranda decided that the only course of action that would finally give her the freedom she wanted was to run away. However that notion was short lived. She had succeeded in quietly slipping away, but what she had not been prepared for was the outside world, the world she had so longingly yearned for, she was overrun by the reality outside of her quaint home and mountain.

She only lasted a few days before the cold, the hunger and the loneliness got to her; it was on her return when her elder brother Joshua whom she had never been close to because of his lengthy trips away from home found and took her back home where she received a lengthy scolding and was sent to her room. The day after, once her parents had time to calm down and no longer had to fret about the safety of their daughter, they called a family meeting of sorts. Miranda told them why she had run away, her parents tried be understanding, but they were frustrated that she hadn?t spoken to them about this earlier, that if she had just talked to them the situation wouldn?t have gotten as dire as it had. Reassuring that the diviners wouldn?t be as bad as she thought, they helped her pack her things and gave her a locket with a picture of them and her family to remind her of home.

They were right, it wasn?t as bad as she thought, however the locket has the inverse effect that her parents had intended; it reminded her of home, but it also made her more homesick. Longing for the high peaks of Heavensview and not the verdant flatlands of Faeborough. Instead of running away she spent years studying magic and creating a new, unconventional armour. Formed after one of her longest passions; one shaped like a bird, not a man.

Unfortunately war erupted within the duchies and with her completed armour she was forced to pick a side. Not really knowing anything about politics and only wanting to return to Heavensview to see her family again, she flipped a coin to decide her allegiance. Heads for the Queen, tails for the parliamentarians and the duke.

Heads it was.

Apologies for the lateness.
 

CJ1145

Elite Member
Jan 6, 2009
4,051
0
41
Hey everybody. I'm sorry to say, but from here on in applications are officially closed.

It's likely there are a few people that have been working on sheets that are getting cut off by doing this, and I apologize for that. But when we set this RP up, I was expecting maybe 6-8 players, so this many applicants blew my mind a little. People are bound to be disappointed no matter what happens now, so I have to go for practicality and keep matters from getting even crazier. Thank you for your interest, though!

To everyone else, we'll get on sorting through everyone whose sheets we haven't evaluated yet, and get critiques and such out ASAP. You'll be free to edit your sheets as you see fit until we select a roster.
 

willofbob

New member
Aug 22, 2010
878
0
0
Well bugger.

Oh, but don't worry... As soon as someone drops out AND THEY WILL, I shall return and YOU WILL ALL PAY THE PRICE FOR FORSAKING ME!