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The Extractors Sign-ups

Discussion in 'Roleplay Institute' started by Vanillite, Mar 11, 2015.

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  1. Grelleth

    Grelleth Sailor

    Jul 14, 2013
    ~Slides second application under the door~
    Name: Monica
    Nicknames: N/A
    Age: 13
    Race: Human
    Gender: Female
    Appearance: Monica has long black hair that goes down to her waist with bright green eyes. She wears a simply black dress [like the one in X & Y] and an open white cardigan. Her thigh-high stockings are stripped black and white over her knee-high boots.
    Special abilities: Monica can see and talk to ghosts and other creatures of the variety.
    Weapons: N/A
    Personality: Monica is a very quiet, well behaved girl. She tends to follow quietly at the back of groups. When she does speak, her voice is soft. She can sing very well, and can be noticed humming or singing to herself. She likes talking to spirits. Shes doesn't like talking about her past, refusing to say too much about her family or how they died, mainly because she feels that no one will believe her. She prefers to listen to what others have to say instead of talking about herself. She rarely opens up or trusts other people, but she hides this pretty well. She is used to being shunned, as people usually saw her powers as some form of demon magic, and easily gets overwhelmed when a lot of people pay attention to her.
    Bio/History: Monica was born to a single, young mother in an out-of-the-way village. Life was alright in this quiet place. Monica first discovered her ability when she was three, when her grand mother passed away. At the funeral, she saw her grand mother standing next to the coffin her body was in. Confused, she watch until her grand mother's ghost noticed her and came towards her. She kissed the young girl's forehead and whispered something in the girl's ear. When the spirit had left, Monica approached her mother and asked her the question her grand mother's ghost had told her. Her mother burst into tears and hugged Monica close.
    Her gift grew stronger as she grew older. Ghosts would follow her home and stick around, until they found something else to do that is. When she was 9 her mother found someone to marry: someone who was part of the Barons who was passing through their neighborhood. Monica didn't like him, as he smoked and drank too much. After two years, he cut his ties with the Barons to marry her mother.
    The marriage didn't go very well, but Monica never said anything to anyone, no matter how many times people would occasionally notice her with bruises or cuts on her arms. One day, the village council noticed that Monica's dad hadn't come to the meeting. Concerned, someone was sent to the house to call him. The council member came back pale white. The Baron's were called, and one who happened to be nearby came into the town to the house, since one of the members of the household had been part of the Barons.
    The door swung open as she entered, and she stopped at the sight of the kitchen. Two adults were lying on the floor, dead. In the corner was Monica, whispering something. The girl was arrested for murdering her parents, and somehow ended up in the King's prison. She was going to be tried, but the outbreak of demons delayed the trail, so she remains in her cell, and the Barons believe she could be useful for her abilities...
  2. Vanillite

    Vanillite Cat Lady

    Nov 24, 2012
    @[member="Grelleth"] accepted! I really like Monica's concept, it'll be neat to have a ghost-whisperer on the journey!
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  3. Derahex

    Nov 14, 2014
    [SIZE=10.5pt]Name:[/SIZE] [SIZE=10.5pt]Miya Gaams[/SIZE]

    [SIZE=10.5pt]Nicknames:[/SIZE] [SIZE=10.5pt]N/A[/SIZE]

    [SIZE=10.5pt]Age:[/SIZE] [SIZE=10.5pt]22[/SIZE]

    [SIZE=10.5pt]Race:[/SIZE] [SIZE=10.5pt]Dwarf [Lilty][/SIZE]

    [SIZE=10.5pt]Gender:[/SIZE][SIZE=10.5pt] ♀[/SIZE]

    [SIZE=10.5pt]Appearance:[/SIZE] [SIZE=10.5pt]Fair skin, hair of orange coloration, cut very short save for two strands flowing down to her upper back, whose color gradually change to green on the end. Her eyes are a steely, piercing grey. Almost always munches on some mint leaves.[/SIZE]
    [SIZE=10.5pt]-Clothing:[/SIZE] [SIZE=10.5pt]Miya wears a black coat, with purple and gold lacing on the bottom, collar, and sleeves. Underneath is a dark purple shirt. She has those white frilly... things on her sleeves and neck. She also wears a matching cape. And of course, her black "Stockman"-style hat, it too in matching colours, adorned at the front with a purple gem. Dark grey pants and black boots cover her lower body.[/SIZE]

    I know it's super nooby but it's the best I could do okay

    [SIZE=10.5pt]Special abilities:[/SIZE] [SIZE=10.5pt]Here's[/SIZE] [SIZE=10.5pt]the fun part. Miya is a Cartemancer, meaning she has the power to use an enchanted card deck (In her case, Tarot Cards), and use the various powers the cards hold in many situations. Summon laser beams, create an energy shield, heal wounds, boost physical prowess... You name it.[/SIZE]
    [SIZE=10.5pt]How it works: Miya picks 4 random[/SIZE] [SIZE=10.5pt]cards from the deck, and has one wild card. She can use these cards to summon powerful and varied effects, explained in detail in the spoiler should you want to read it. She can draw additional cards or swap her hand, though these actions cost a surprising amount of magical energy and are quite taxing, so she only does so when necessary, or in a pickle. Not that that happens often...[/SIZE]
    [SIZE=10.5pt]Card Types:[/SIZE]

    [SIZE=10.5pt]Each card can be used to conjure only one of its effects. After all cards are used up, new ones must be drawn from the deck.[/SIZE]

    [SIZE=10.5pt]0 - The Fool : Expiation. Miya's wild card. She always[/SIZE] draws this one. It can copy the effect of any other card.

    [SIZE=10.5pt]I - The Magician : Will. Effect 1: Enchants a ranged weapon with the power to hit true. For a short while, the weapon's projectiles will home in on targets. Effect 2: Gives a person great foresight, allowing their next attack to be a guaranteed hit.[/SIZE]

    [SIZE=10.5pt]II - The High Priestess : Enlightenment. Effect 1: Grants one person the power to see in darkness, through walls, or telescopic vision, for a short time. Effect 2: Grants one person all-around increased senses(Sight, hearing, smell, touch and taste.) for an extended period of time.[/SIZE]

    [SIZE=10.5pt]III - The Empress : Action. Effect: Gives one person supernatural speed and reflexes for a short instance. [/SIZE]

    [SIZE=10.5pt]IV - The Emperor : Revelation. Effect 1: Allows one person to feel when they are being deceived, even magically, and possibly to see the truth behind the lies. Effect 2: Gives one person "Danger Sense", allowing them to sense if a person with harmful intent is close by. Lasts for a few hours.[/SIZE]

    [SIZE=10.5pt]V - The Hierophant : Travel. Effect 1: Teleports one person/object a medium distance instantaneously. Effect 2: Causes a mode of transportation to appear. It can take up to 5 people a long distance at a reasonable speed.[/SIZE]

    [SIZE=10.5pt]VI - The Lovers : Secrets. Effect 1: Allows Miya to send a telepathic message to a person she knows. Effect 2: Creates two duplicate cards that allow 2 people to communicate telepathically when activated. They dissipate after a 1-2 days or 3 hours after activating.[/SIZE]

    [SIZE=10.5pt]VII - The Chariot : Protection. Effect 1: Creates a near-indestructible wall of magical force that lasts for a few seconds. Effect 2: Shields one person/object for 5~ minutes, reducing damage sustained. Effect 3: Like effect 2, but on 2-6 targets with reduced efficiency and length.[/SIZE]

    [SIZE=10.5pt]VIII - Strength : Power. Effect 1: Confers great physical strength to a person, allowing them to do one big action or a series of short actions with many times their normal capacity. Effect 2: Gives a person a decent boost in muscle power and stamina for a 10~ minutes, increasing their combat effectiveness. Basically like a steroid, but without any nasty side effects. [/SIZE]

    [SIZE=10.5pt]IX - The Hermit : Wisdom. Effect 1: Grants one person the power to speak, understand and read almost any language, for an hour. Effect 2: Fills one person with diplomatic finesse of an experienced envoy and the wisdom of a well-versed old adventurer. They become very persuasive and gain exceptional conversational skills. [/SIZE]

    [SIZE=10.5pt]X - Wheel of Fortune : Fortune. Effect 1: Exchanges any number of currently held cards for new random ones. Effect 2: Quite a gamble: Gives Miya 2 new cards, does nothing, or uses up another card as well as this one.[/SIZE]

    [SIZE=10.5pt]XI - Justice : Tenacity. Effect 1: Gives a person a great rush of adrenaline and allows them to ignore fatigue and pain for a while. However, once the effect ends, the effort made and injuries sustained will become very apparent. Effect 2: Grants one person increased concentration and sharpness of the mind and shields them from effects that inhibits cognitive faculties.[/SIZE]

    [SIZE=10.5pt]XII - The Hanged Man : Prudence. Effect 1: Deploys a decoy of one person while giving them short invisibility. The decoy can either be a projection of the individual or a log with a scarf attached to it. Effect 2: Causes one person to become absolutely silent and allows them to hide in shadows for a few minutes.[/SIZE]

    [SIZE=10.5pt]XIII - Death : Transformation. Effect: Transforms something harmless into something dangerous. Example: A bottle of water into poison, a thrown ball of grass into a cactus, or greatly heat a stone. [/SIZE]

    [SIZE=10.5pt]XIV - Temperance : Weakness. Effect 1: Reduces one person's stamina for a short while, making them tire easily. Effect 2: Clouds an opponent's mind, making it difficult to think clearly or cast spells. (Does not affect combat efficiency) Note: Some strong beings can resist the effects of this card to a degree.[/SIZE]

    [SIZE=10.5pt]XV - The Devil : Fate. Effect 1: Sends a powerful crimson beam of magical energy to one target. Effect 2: Sends a barrage of red projectiles to one or multiple opponents.[/SIZE]

    [SIZE=10.5pt]XVI - The Tower : Ruin. Effect 1: Destroys or corrodes a zone of terrain or building. Example: Crumbles a roof or melts down a steel door. Effect 2: Creates a small earthquake in the area. Effect 3: An explosion occurs where the card is thrown. Note: Also named the "Chaos Card", the destructive nature of this card makes so there is a small chance that it activates another effect than the one intended.[/SIZE]

    [SIZE=10.5pt]XVII - The Star : Hope. Effect 1: Heals one person from injuries. Severity of injuries can affect how much this card can heal. Effect 2: Cures non-magical diseases and/or poisons on a target.[/SIZE]

    [SIZE=10.5pt]XVIII - The Moon : Deception. Effect 1: Conjures up an illusion of almost any nature, such as: A chest full of riches, a gigantic wall of flames, a towering ghost knight, etc. Effect 2: Disguises a person so they look like someone else, even a member of another race. Note: Smarter creatures or people can be harder to fool, depending on the obviousness of the illusion.[/SIZE]

    [SIZE=10.5pt]XIX - The Sun : Happiness. Effect: Rejuvenates one person, magically dissipating hunger, thirst and, to an extent, fatigue. Also restores a portion of their magical energy, and has a side-effect of cheering the target up. Note: This card cannot counter the strenuous effects of re-shuffling Miya's hand.[/SIZE]

    [SIZE=10.5pt]XX - Judgement : Renewal. Effect 1: Restores or repairs an object to near-pristine condition. Effect 2: Reverses spoilage on stale food or other perishables.[/SIZE]

    [SIZE=10.5pt]XXI - The World : Reward. Effect: This card rarely appears, and its effects are different every time. Oooohhhh! ScaAaaAry![/SIZE]

    [SIZE=10.5pt]Notice:[/SIZE][SIZE=10.5pt] I realise that some card effects may seem overpowered, so I'll adjust the magnitude of an effect in some situations if it seems too convenient. I despise godmodding after all![/SIZE]


    [SIZE=10.5pt]She also has a traditional Playing Card set, this one she created herself as part of her training. Rather than summon spells, these cards are used in melee combat with the use of flicks, flourishes and other variations of card tricks. The cards are very durable, and can expand to large sizes during attacks. Most people witnessing them being used for the first time are caught off guard. And although they are enchanted to make some impossible moves doable and harder tricks easier, it still takes years of dedicated training to master the art, which Miya has not. Expect an occasional mishap on her part. [/SIZE]

    [SIZE=10.5pt]Combat with them looks like something of a mix between these:[/SIZE]
    [SIZE=10.5pt] [/SIZE]

    [SIZE=10.5pt]Weapons:[/SIZE][SIZE=10.5pt] 1) The enchanted Tarot deck she inherited from her father. The box is ornately decorated and made of dark wood, with a crown etched on its two main surfaces. She wears it on the left side of her belt. 2) The second Playing Card set she crafted. Its box is made of a brown, maple-like wood and has The Fool's design on it. She wears it on the right side of her belt. 3) A bejewelled dirk in case she's caught au dépourvu, sheathed horizontally on the back of her belt.[/SIZE]

    [SIZE=10.5pt]Personality:[/SIZE] [SIZE=10.5pt]Grousing Diligence:[/SIZE] [SIZE=10.5pt]Miya may whine and gripe when working on a hard task, but in the end she'll get the job done. Competitive: Miya is always happy to accept a challenge, and will go out of her way to prove herself on top. Mrs Cool: Miya tries to act mysterious and enigmatic, but that's mostly just her getting in character with her awesome Cartemancy. Typical Lilty: Miya can go from dead serious to lighthearted humour on a dime, and vice-versa. She has a great lid on her temper, and usually laughs off negative comments or retaliates them sarcastically. Easygoing: There's aura about Miya that just makes it easy to be friends with her, though the Lilty's casual demeanour can be precisely the reason some people detest her.[/SIZE]

    [SIZE=10.5pt]Bio/History:[/SIZE][SIZE=10.5pt] In the days of old, the great Cartemancers would do battle and "play" against one another to prove their superiority, and eventually obtain the title "Master of Games". These days are long past, and the descendants of the original Cartemancers have now joined forces and banded together to fight for nobler causes. Since then, Cartemancy has evolved from a purely offensive art to one that is equally supportive.[/SIZE]

    [SIZE=10.5pt]Miya is the sole daughter of Laktavien The Cardmaster, the late Master of Games. He taught her Cartemancy, so she naturally learned from the best, and aims to be the best herself one day. Sadly, her father died of an unknown illness, a few years before the present day. His skin was had a yellowish tint and his eyes were empty and black. He was found his usual training spot convulsing and yelling, before falling dead. Some people think they know what might have been ailing him...[/SIZE]

    [SIZE=10.5pt]After a great deal of mourning, she inherited Laktavien's Deck as well as the right to step up as Mistress of Games herself; however she first has to prove herself by undergoing a long journey of sorts. Until she does, the second in line will have that title.[/SIZE]

    [SIZE=10.5pt]A few months after the tragic event, Miya came to a decision. To the great distress of her mother, Miya answered: "Why not?". It would be a great chance to see some action and test her skill in real combat situations. She wanted to be sure to make her father proud, wherever he might be watching from...[/SIZE]

    [SIZE=10.5pt]She had heard that a certain group had been formed to counter the Demons that were plaguing the land, and that most of them were currently gathered in Grolden. Perhaps they had information regarding her father's death, and maybe they'd let her tag along on their Demon-hunting. Her powers were unquestionably useful. She'd have a journey and get answers on Laktavien's mysterious demise. Two birds with one stone! [/SIZE]

    [SIZE=10.5pt]On Lilties:[/SIZE][SIZE=10.5pt] Lilties were once a powerful Dwarf clan, and were famous for their great sense of humour and impressive physical prowess. Another prominent peculiarity is that Lilty males did not care for their beards like in other clans, and shaved clean. Rather, their odd, leafy hair was the subject of their fashion statements. They had a positive outlook on life and they tackled the day-to-day challenges head-on. It was even believed at some point that hanging around one brought good luck, hence the expression "Luck'o the Lilties". Over time they dispersed and are found all around, most mingled with other dwarf clans but a few pure-blood families still exist. [/SIZE]

    [SIZE=10.5pt]Theme song[/SIZE]
  4. Cobalt

    Cobalt I'M A HURRICANE

    May 17, 2013
    @[member=Derahex] Approved! We're very excited to have you with us! We'll be excited to see your intro post!
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  5. Sachi-Shimazu

    Mar 29, 2013
    ...Is it okay if I have someone connected to my first character but isn't a Baron? I'll change stuff if it's not okay... I just couldn't let this character collect dust

    Name: Emilia Kawazowe
    Nickname: Nagamine's Assassin ;)
    Age: 21
    Gender: Female

    Appearance: She has long pink hair, stopping around the bottom of her ribcage, flowing loose. There is a noticeable scar that covers her right eye, however, it doesn't impair her vision. The majority of the clothes she wears have a mottled pattern, originating from her occasional job as an assassin. She has a hooded cape that she straps to her belt that she uses for stealth, as well as her two longswords for combat. Her clothing is loose leather armour, with leather fingerless gloves.
    Species: Human

    Special Abilities: Spellsword, she has the ability to imbue her weapons with the power of ice, fire and electricity. On top of that, she has the ability to magically coat her sword with various specially poisons that she carries on her. These have various effects some of which are long term, some are extremely potent, and some are sleeping drugs. These poisons however only have a limited amount of usages before she has to make another. Ice magic has the ability to freeze enemies and slow their movements in whatever area they are struck. Fire magic leaves a lingering burn and cauterizes and wounds her foe may sustain, useful for fighting things that may have toxic blood. Electricity causes miniature explosions with a short delay whenever she strikes flesh, and runs down the blade of an enemy to temporarily shock them.

    Weapons: Two longswords made of the same metal as Naomi's sword named Soul and Shatter. Also a small knife named Death's Kiss.

    Personality: Emilia is fairly calm in most situations. Her training as an assassin has lead her to never be too cocky and always analyse ever possible outcome. She has a light side, she enjoys joking around whenever she feels the time is right. However, she is always ready for something to go wrong and is always cautious of surroundings, even when almost nothing could go wrong.

    Bio: (Both Ewart and Scarlet are background characters who she will mention at times, but won't be present.)
    Emilia came from a small village. Nothing of much interest ever really happened here, the people were living well off. That was, until a freak demon attack razed half the village. There were a number of casualties in the attack, but both Emilia and another girl, Scarlet, both found out they had magical abilities. They were able to help some of the more capable people fight off the demons before too much of their village was destroyed. However, Emilia and Scarlet were both very young and heavily untrained. Emilia suffered from a number of broken bones and a scar over her right eye that never healed. Scarlet was left with her leg crippled and burn on her arms from demon blood.

    The town never had another demon attack, but for some reason, bandits started to show up out of nowhere every few months to rob the village's crops. Emilia started to train in her magic to help the town stop the bandits, and Scarlet tried to find some use for her magic. After a while, Emilia and Scarlet, who had learnt how to walk with a strong crutch, decided they would track down the bandit leader on their own. Both had an innate sense of tracking, and their abilities combined allowed them to find the bandit's hideout. However, they stormed in without a plan and both almost lost their lives. Had it not been for the lone assassin Ewart Nagamine, they probably would've both succumbed to their wounds and died before they made it back to their village.

    Admiring both of their dedication, Ewart decided to train the two girls as his apprentices. Emilia trained in the arts of assassins while Scarlet found use learning about poisons. The two became a duo, Emilia going out into the field while Scarlet helped from the sidelines. Eventually, The Barons caught word of the three of them and attempted to have them join. However, when offered a place in the Barons, the three respectfully declined. However, Emilia agreed that any time they had use for them, she would give her assistance, so long as they paid just like any other clients would and they weren't busy.

    Over a few of the missions that she aided the Barons on, she made a few friends. After a few missions, she became close with Naomi out of any other Barons. However, no matter how persuasive Naomi could be, Emilia refused to join the Barons herself, especially if it meant Scarlet and Ewart were probably out of her life. Because of this, she sometimes leaves Baron missions early, so long as they aren't at any crucial point, if anything comes up with her main assignments.
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    Derahex and Lunar-Peacle like this.
  6. Vanillite

    Vanillite Cat Lady

    Nov 24, 2012
    @[member="Sachi-Shimazu"], accepted! It's okay to have non-Baron characters! I just wanted the first few characters we created to be Barons, since they'd be our main characters, y'know? I'm gonna add a non-baron soon myself, probably. But just a reminder: Non-barons can fight Demons, but they can't send them back to the demon realm! They can knock them out, incapacitate them, etc, though.
    Also Cobalt is on vacation for 2 weeks, so idk when posts will be done :s I might ask him if we can skip him this time. .
  7. AK2198

    AK2198 PKMN Breeder

    Sep 14, 2013
    Name: Grimgor
    Nicknames: Grimgor Ironhide
    Age: 49
    Race: Orc
    Gender: Male
    Appearance: Grimgor is a large and quite muscular Orc, towering over most humans at 6 feet of height and towering over even those considered tall humans if he stood upright rather than remain in a stooped posture which would put him at 7 feet of height. He has pointed vaguely elflike ears and beady red eyes with a jaw lined with vicious fangs that jut out from his under bite as well as additional prominent pair of tusk like teeth protruding from his mouth; he is naturally bald like most Orcs. Grimgor like all orcs has long arms, broad shoulders and short legs with huge slabs of muscle moving underneath his tough olive green skin. His apparel consists of heavy armour of blackened steel chainmail underneath a cuirass of steel plate armour with hide boots and gauntlets.
    Special abilities: His Orc physiology has granted him a limited healing factor that enables him to recover from injuries far quicker than a human could. Years of battle has given him some knowledge of tactics and when fighting in a particularly difficult battle, Grimgor can fall into a blood lusted rage making him ignore his wounds and fight far more viciously and with more energy. Grimgor is however vulnerable to extreme heat from both magical and environmental causes. His Orc metabolism is far greater than humans which means that he must regularly feed or else will starve and become quite weak.
    Weapons: Grimgor can be a fierce brawler when fighting without his weapons due to his physical strength. However when in the position to fight with his own weapons he wields a Dwarven two handed sword, a two handed Warhammer looted from a hero that tried to slay him and his ingenuity.
    Personality: Grimgor is quite a proud Orc, he takes pride in his warband and its successes on the battlefield and beyond. Like most Orcs he doesn't respect magic wielders, believing them to be weak cowards hiding behind their spells rather than fight in honourable melee combat. Honour or rather Grimgor's own version of honour is an integral part of his psyche. Growing up in Orc warbands where the strong devour the weak, Grimgor can take anything as a challenge to his honour, this often leads many to consider him to be hot headed and in most cases they are right. His short temper often leads to a lack of foresight which leads to him getting into fights he can't win, but he will try. The Orc might not be the smartest warrior in the land but he makes up for his lack of brains with brawn and cunning. When fighting on the battlefield he is an aggressive barbarian and when he is not fighting he is using his cunning to further advance his goals.
    Bio/History: Grimgor was once the warboss (leader) of one of the most feared and brutal Orc Warbands in the land of Learden. Despite the peace a few Orc warbands still continued to harass settlements and attack trade caravans. Eventually local authorities would intervene; the Orc wars would end in most of the remaining hostile Orc warbands turning on each other after the death of their leader Gothmog. Grimgor's Warband the World Eaters, was the last major Orc warband left in Learden.
    Many would be heroes would try to defeat this warband and end the raids on their villages as well as the slaughter of their people. A human known as Rory the Brave would go to the village under the occupation of the World Eaters to slay Grimgor and earn his right to become a Baron. The human sneaked into the village and easily bypassed the sleeping, passed out and drunken guards.
    Grimgor was bored very bored, there hadn't been any challengers lately; so far all the raids hadn't garnered nearly as much response from the authorities as he thought. He had heard word of demons from the underworld and a specialised taskforce known as the barons fighting back. ''heh ouse those humies expect to beat demons, they can't even stop us lootin''.
    Rory was now right behind him he could end it, the raids the bloodshed and become a Baron, angling his blade the would be hero jabbed forward with his blade at Grimgors back only to..... Slightly carcass Grimgor's back.
    Turning around, for the first time truly surprised by an opponent, (he thought his instincts were better than that) he turned around and punched the would hero in the face. The sheer force of the blow in the head on a shocked frail Rory killed him instantly. A guard barged in ''Boss ere under attack!'', addressing his solider ''by who?'', ''Us''. Rushing outside he found his troops slaughtering each other. ''Oi!'' Grimgor shouted only to suddenly be attacked by a black, horned and red eyed creature before he could respond he was attacked on all sides by his lieutenants and the guard that brought him here. The guard smashed his mace into the back of Grimgors head knowing him out.
    By the time he awoke he was surrounded by bodies, this time it was his own men. Screaming in anguish at the loss of his comrades he saw riders approaching in the distance. They introduced themselves as emissaries of the king and invited Grimgor as a survivor of direct conflict with the demons to become a baron, and of course they would absolve him of his crimes. Spitting out blood Grimgor incensed at the demons and craving for a chance at revenge replied ''just tell me where the fightin is at''.
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    Derahex likes this.
  8. Vanillite

    Vanillite Cat Lady

    Nov 24, 2012
    @[member="AK2198"] && Accepted.
    AK2198 likes this.
  9. Drellburda

    Drellburda Youngster

    May 17, 2013
    [SIZE=14.6666666666667px]Name: Spinnik (Francis)[/SIZE]
    [SIZE=14.6666666666667px]Nicknames: (Scribbleface)[/SIZE]
    [SIZE=14.6666666666667px]Age: (8)[/SIZE]
    [SIZE=14.6666666666667px]Race: (Goblin)[/SIZE]
    [SIZE=14.6666666666667px]Gender: (Male)[/SIZE]
    [SIZE=14.6666666666667px]Appearance: (3'7" Mossy green and Concrete grey skin, large ears and nose, with chunks missing from childhood injuries, he is portly but surprisingly agile. He wears mostly cheap clothes but is fitted with many bandoliers filled with flask, a pair of goggles, a leather apron and several tool belts.)[/SIZE]
    [SIZE=14.6666666666667px]Special abilities: (Francis is an Alchemist, he has studied the changes of materials and can replicate those changes with his reagents. He can brew potions with many effects, from healing, to explosives, to even mutagens that temporarily grant immense power to the person who drinks them. He is also very attuned to nature and is capable at surviving in otherwise inhospitable environments, his knowledge of nature allows him to also find herbs and reagents in the wild.)[/SIZE]
    [SIZE=14.6666666666667px]Weapons: (Francis is simultaneously proficient with all and no weapons, he just throws whatever he has at the enemy, but usually he carries at least a few ampoules of alchemist's fire in his pockets)[/SIZE]
    [SIZE=14.6666666666667px]Personality: (He is somewhat calloused and hardy, having grown up amongst goblins, he rarely feels hurt by others and can sometimes forget that others are not as thick skinned. He also has a problem with puns, making them even in very inappropriate situations. But he is very loyal, and if has decided you are his friend, he does his best to respect you.)[/SIZE]

    [SIZE=14.6666666666667px]Bio/History: (Spinnik spent his first three years growing up as goblins do, fighting, hunting and raiding, but he felt something of a higher calling. He decided to try and prove himself and steal something from a wizard's tower. He snuck in climbing through the window of the tower, there were many things there but Spinnik felt drawn to the potion that sat on the shelf, glowing in a ruby red flask. He was almost free when the wizard captured him, expecting his death he was most surprised when the wizard asked him why he wanted the potion. In a short conversation the wizard had decided that Spinnik should instead of steal the potion, he should earn it instead. Spinnik learned the trade of alchemy, producing from the mundane magical items, after two years he had made enough potions to purchase the wizard's flask.[/SIZE]

    [SIZE=14.6666666666667px]The flask contained a potion of fortify intelligence, which gifted Spinnik the power to read and write, so he could then experiment and record the new potions he invented. Spinnic was the first goblin to learn how to read, and he tried to teach the benefits of education to the various tribes of Goblins. He started a goblin Acadamy where goblins could study botany, alchemy, construction, battle tactics, and 18 century french poetry. This was ultimately unsuccessful as the verdant gardens and handsome tuition fees lead the other goblin warbands to raid the academy for the 'shinies' in less than a year. IT was during the fury of the Battle that the Demons came, burning and destroying the first hold of goblin knowledge. A great many goblins cursed Spinnik, saying that his knowledge summoned the demons and they would not rest until every goblin word written by Scribbleface was burnt. [/SIZE]

    [SIZE=14.6666666666667px]Disenfranchised and abandoned by his race he found himself travelling the land of Learden, walking the roads and selling his wares as he went until he came to the glorious city of Grolden. It was there that Spinnik decided to try and civilise himself, taking his new name, Francis. He ran a successful potion shop for two years, honing his craft until he was able to mix potions in a matter of minutes, an adventuring party came by his shop, and perchance he heard about the Barons, realising the opportunity he had, he packed himself a nice lunch and applied for a position amongst the great demon fighters of Leardis.[/SIZE]
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    Derahex and AK2198 like this.
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