New
Oct 18, 2014 3:59 PM
#1
Name: (First and Last) Age: (Be Logical) Gender: (M/F) Race: (Pick ONE) Human- Only 1% to 5% of the entire Human Race is physically capable of performing Magic, but over 90% of all Mages are Human. All Human Mages of which are born within the Houses, it is not clear why, but more likely than not it is probably due to the family's ancient bloodline being blessed (or tainted) by a common ancestory with a Demon, Vampire, Youkai, Faerie, Monster, or Beast. So more likely than not their ancestors (and possiby House founders) are most likely Cambions, Dhampir, Changelings, and/or Han'yo. Humans make up the vast majority of the Mage population of all Mage Houses. Cambion- The Hybrid offspring between a Normal Human or a Mage and a Demon some sort, though traditionally from a Succubus or an Incubus parentage. Any Cambion born from a Normal Human pairing is usually swiftly adopted or sometimes seemingly kidnapped by the nearest house to be raised as oneof their own. This subrace is considered one of the earliest examples of Hybrids in Mage history, of which Merlin himself was believed to be thus. Though there is some unavoidable animosity towards Cambions due to their Demonic background, there is no basis to suggest they anymore inclined towards Evil or the Dark Arts than the average Normal Human or Mage. The only notable difference between them and most Human Mages are their natural good looks and high levels of charisma and attraction for crowds. Dhampir- The Hybrid offspring between a Normal Human or a Mage and a Vampire. Like the aforementioned Cambion, they are a Hybrid subrace of Human; though they are not as common as Cambion (that is if you can call Cambion "common" to begin with). Any Dhampir born from a Normal Human pairing is usually swiftly adopted or sometimes seemingly kidnapped by the nearest house to be raised as oneof their own. Also like the Cambion they are often discriminated due to their Vampiric background, there is no basis to the belief they are anymore "Evil" or "Dark" that the average Human. The only physical features worth mentioning about them is their "Red Eyes" when it's dark, slitghtly paler skin than normal, and a slight point to their teeth. Changeling- Rather than Hybrid, a Changeling is not Human in the slightest bit in origin at. Changelings are the typically the offspring of a Faerie of some sort that has been permamently enchanted to resemble a Human and secretly left in the place of a human child in a Normal Human family (they'd never be able penetrate a House of Mages). Since the Fay Compact of Tir Na Nog almost a thousand years ago, the benign (Seelie) Faerie have long since abandoned the practice; but the malevolent (Unseelie) Faerie still perform the ritual. Essentially the Changeling has no knowledge of its birthright until it's latter stage of childhood in which it discovers its own Magic. If the Changeling is born from a Normal Human family it is quickly whisked away, adopted, and raised by the nearest House. Changelings are possibly under even greater scrutiny than Cambions and Dhampir combined, as many Mages see them as potential spies due to their lack of a single drop of Human blood in their veins (though they can procreate with Humans and have Human Mage children) and they have noticebly slightly pointed ears. Han'yo- The Hybrid between a Normal Human or Mage and a Youkai of the orient, more often than not though its half Ktsune if anything. If said Han' yo is born from a Normal Human heritage it will be swiftly "adopted" by the nearest Mage House and be raised as one just like any other other aforementioned non-Human races. They too like other Hybrids and even Changelings, they experience discrimation from more "Human" Mages. Unlike the other Hybrids though, Han'yo are more obviously Hybrids due to them sometimes (but rarely) may have animal-esque ears and/or tails similar to what ever kind of "animal" their Youkai their parentage was. Rank: (Pick ONE) Archmage- ??? Magister- 50 or older Magus- 30 to 50 Magi- 18 to 30 Mage- 18 or younger House: (Pick ONE) Merlin Morgan Gilles De Rais Circe Medea Hecate Cassandra D. Aligheri Nostrodamus Tesla-Edison Newton Galileo Da Vinci Flamel Faustus Pied Piper Frankenstein Jekyll-Hyde Imhotep Lilith Rasputin Koschei Baba-Yaga Tamano-No-Mae Sun Tzu Abe-No-Seimei Class: (Pick the one that suits your Chara best, your Class DOES NOT limit you School Choice) Wizard/Witch- Mages who engage in the most noble, traditional, and ancient of all the arcane arts known to all Mage-kind. They prefer to use the classical Schools of The Sun, The Land, The Sea, and The Sky. However, the less savory practitioners may use the School of Souls in their practices as well. Sorcerer/Sorceress- Mages whose practices seem more "abstract" than the atypical Wizard/Witch. They prefer to use Schools such Prophecy, Echoes, Forces, and even the School of the"Forbidden" . Descriptions of preferred styles of a Sorcerer/Sorceress could include a Bard, Psychic, or Soothsayer. Enchanter/Enchantress- Mages who specialize in magickly modifying the field of combat or parameters of battle by either "buffing" or "debuffing" their allies, enemies, or themselves. Their choice Schools include the School of Chakra, Minds, and Forms. Enchanters/Enchantresses could also be called Healers, Martial Artists, Puppetmasters, or Shapeshifters. Warlock- Mages who deal with entities in either Contracts or Pacts in order to achieve unique powers. Contracts can be made with lesser beings with an exchange of Mana to "feed" them, Pacts can be made with beings greater than themselves in exchange for Blood or Life Force... both of which can either result in a Summoning or some form of Power. The Schools whom deal with such practices would be the School of Beasts, Demonology, The Unseen, and The Nosferatu. Alchemist- Mages who prefer mixing reagents or other material goods to produce specialized uses of Magic in a long termed (somtimes permament) "stored" or "contained" form. These crafty Mages use the Schools of Runes, Life, and The Forge. Passive terms to describe an Alchemist could be Smith, Herbalist, or Potioneer. While more "active" terms could be a Gunslinger or Assassin. Templar- Mages who have undertaken the Rite of the Void and have sacrificed the ability to cast any other form of Magic of any other School for the gift and curse of being able to nullify and cancel all forms of Magic targetting them. Mages who have undertaken this Rite are usually professional Mage Hunters or Honor Guards of Magisters or The Archmage itself. School: (Preffered School, DOES NOT limit the the Equipment variants) 1.) School of The Sun: Fire, Heat, Energy, Lightning, Electricity, Light, Solar 2.) School of The Land: Earth, Sand, Stone, Glass, Metal, Fault Lines, Raw Materials 3.) School of The Sea: Water, Ice, Humidity, Tides, Vapor, Clouds 4.) School of The Sky: Air, Wind, Air Pressure, Atmosphere, 5.) School of Forces: Magnetism, Gravity, Telekinesis, Space, Teleportation 6.) School of Echoes: Sound Waves, Music, Noise, Audio 7.) School of Prophecy: Foresight and Hedge Magic 8.) School of Souls: Death, Undeath, Immortality, Ressurection, Reanimation, Spirits 9.) School of Chakra: Healing, Restoration, Chi, Puppetry, Martial Arts 10.) School of Minds: Illusion, Mirage, Mind Control/Reading, Memories, Telepathy, Madness 11.) School of Forms: Shapeshifting, Material Absorbtion, Self-Transmutation/Transformation 12.) School of Beasts: Working with Fantastical and Mundane Beasts 13.) School of The Unseen: Working with Seelie/Unseelie Faerie and many kinds of Youkai 14.) School of Demonology: Working with Demons, Demon Lords, Archdemons, Spirits of Vice and Sin 15.) School of Nosferatu: Working with Vampires, Vampire Lords, and other Vampiric relations 16.) School of Runes: Circles of Power, Enchantments, Formalcraft, Tattoos, Grimoires 17.) School of Life: Medicines, Potioneering, Poisons, Herbalism, Plants, Fungi 18.) School of The Forge: Material Transmutation, Smithing, Crafting, Golems, Dolls 19.) School of The Forbidden: Timetravel, Localized Time Control, Dimensional Sliding and Tears 20.) School of The Void: Antimagic and Nullifying Magic, to use one has to have "negative" mana Equipment: (Conduits for Magic, no more than 5) Name: (Official name of Equipment) Type: (Usually Rings, Masks, Circlets, Tiaras, Crowns, Necklaces, Chokers, Collars, Chains, Charms, Pendants, Amulets, Bracelets, Anklets, Wrist Watches, Pocket Watches, Piercings, Earings, Gauntlets, Gloves, Belts, Hats, Cloaks, Boots, Tattoos, Staffs, Rods, Wands, Short Blades, Long Blades, Rifles, Handguns) Subtype: 1.) Cast- Targetted offensive effect, fueled directly by Mana from the Mage 2.) Aura- A spell targets self with modifying effects 3.) Radial- A spell with an area of effect with multiple targets 4.) Possession- Allows a Spirit, Demon, Faerie, Youkai, Vampire, Monster, or Beast to possess a Mage's own body 5.) Infection- Absorbs Power from a Spirit, Demon, Faerie, Youkai, Vampire, Monster, or Beast with long term use having lasting damage to the Mage 6.) Full Summon- Brings a Spirit's, Demon's, Faerie's, Youkai's, Vampire's, Monster's, or Beast's physical form to the Mage 7.) Partial Summon- Uses/Projects a Spirit's, Demon's, Faerie's, Youkai's, Vampire's, Monster's, or Beast's Power into the world 8.) Familiar- Common/Mundane Beast that may have bonus effects 9.) Ward- A passive and defensive effect 10.) Item- Single use consumable Magical item, usually a Healing items of sorts School: (Any School of Magic this Equipment would fall under, may have more than one) Effect: (What exactly this Equipment does) Spells: (Quick Cast or Verbal Magic that doesn't need an Equipment, no more than 5) Name: School: Effect: Appearance: (Image/Description)[/spoiler] Bio: (Keep it brief) Personality: (Keep it brief) Appearance: (Image or Description) |
Gibz0maticOct 21, 2014 5:12 PM
Oct 20, 2014 7:10 PM
#2
Name: Carlisle Constantine Age: 21 Gender: Male Race: Human Rank: Magi House: Faustus Class: Warlock School: School of Demonology Equipment: 1.) Name: The Reckoning Type: African Ebony Wood Staff Subtype: Cast School: School of Forces Effect: Where would a Mage be with out a trusty Staff? The Staff can manipulate Space and Gravity as the Mage sees fit, think of it as "telekinesis" if you desire. Capabilities are limited to how ever much Mana the Mage has to use. The Staff was so named because "It is a Force to be Reckoned with". Appearance: An 8ft gnarled blackwood Staff with runes etched along its length 2.) Name: Edgar the Raven Type: Silver Ring hanging from his Necklace, Edgar has a matching one on his leg Subtype: Familiar School: School of Beasts Effect: Through Edgar, the Mage can see and hear everything he does... plus due to his status as a Familiar, he has gained some intellect. In fact Edgar and the Mage may even have conversation, though no one else can understand Edgar between his squawks and caws. 3.) Name: Contract- Hellhounds Type: Dogwhistle, made out of Human Bone and also hanging from his Necklace Subtype: Full Summon School: School of Demonology Effect: Upon blowing the whistle, the Mage can summon up to 5 Hellhounds to command and control as he sees fit. Each Hound is about 45 to 50 inches tall and weighs over 200 lbs of pure muscle and rage, with both fangs and razor sharp claws. Their eyesight, hearing, and sense of smell is almost twice as efficient as the average Dog as well. Appearance: Big. Scary. Freaking. Dog. Monsters. From. Hell. 4.) Name: The Featherbreak Type: Leather Jacket, the inner-material is lined with feathers and runes Subtype: Aura School: School of Beasts/School of Forces Effect: This jacket allows its wearer to fly though the air or move on the ground at great speeds, its use is powered directly by the Mage's Mana 5.) Name: Pact- Cerberus Type: 2 Blackened Rings (one on each hand) and a Black Leather Belt with an ornamental buckle Subtype: Full Summon/Possession School: School of Demonology Effect: As a Male Mage he is by default weaker than the average Female one, and as a Faustus it is in is blood to make a Pact with a Demon. Cerberus can be both a source of extra Mana and Magic Power even unsummoned, but when summoned the Demon and the Mage meld minds as to keep Cerberus grounded and to prevent him from eating everything in sight. The Mage rarely ever summons him, only when confronting several A-Rank enemies or a large S-Rank one. Appearance: Imagine a Hellhound. With 3 Heads. 50 Storeys High. Weighs Several Thousand Tons. Spells: 1.)Name: Bogeyman's Bag School: School of Forces Effect: A Spell that creates a "pocket dimension", a Space within Space if you will, that serves as a storage compartment for Equipment (ie his Staff) or other various objects. 2.)Name: Push/Pull School: School of Forces Effect: Spell Targets a single enemy of the Mage's choice and can either bring the enemy closer by increasing the Mage's person Gravity field for a brief second, or send them flying away using the Mage's own Gravity field as well. Force power increases when used with the Staff. 3.)Name: Gravity Well School: School of Forces Effect: A Spell for when the Mage is confronted by many enemies or a very large one. The spell creates a translucent sphere of a seemingly unknown colorless matter with a high gravity field that drags enemies with lower Mana than the Mage towards it and traps them all in its orbit, and enemies with equal or higher Mana are at least slown down by its pull. Force power increases when used with the Staff. 4.)Name: Murder of Crows School: School of Beasts Effect:Whenever the Mage feels threatened or in peril, he can instinctively summon a Murder of Crows to shield himself or to swarm and flank an enemy so that he might make his escape. The Murder's maneuverability and control increases when Edgar is leading them. 5.)Name: Slam! School: School of Forces Effect: A Spell that targets a single enemy of the Mage's choice, by altering the target's Gravity field and decreasing it for a second and then doubling it the next results in "Slamming" the target into the ground. Bio: Carlisle was born and raised in Chicago; his mother was/is a powerful Sorceress of The Faustus House, his Father was a regular Police Officer working in Homicide. They met while he was investigating a possible Serial Killer and she was posing as a "P.I.", they found and killed the Vampire responsible and they worked together ever since. One thing led to another and a few years later, Carlisle was born. Carlisle was raised in the School of Forces but he lacked the "Power" to truly use it expertly let alone "masterfully". He soon discovered as a teenager the School of Demonology and formed his first Pact at the age of 16. His parents greatly disapproved, but the rest of the Faustus House took notice of his skill and congratulated him and his efforts for forming a Pact with S-Ranked Demon known as "Cerberus". Later he formed Contracts with Hellhounds and made himself a Familiar (Edgar the Raven) as well. Today he is working as Warlock and an Agent of sorts for the Faustus House, hunting and slaying Monsters all around world... his latest mission is to seek the Archmage's Assassin. Which will proably one of his greatest missions ever. Personality: Sarcastic, Punny, Honest, Rude, Humorous, and a Teamplayer Appearance: http://img.photobucket.com/albums/v728/gsweird11/pics/Anime6.jpg |
Gibz0maticOct 23, 2014 2:29 PM
Oct 20, 2014 9:19 PM
#3
Name: Lo Schweinorg Age: 30 Gender: Male Race: Human Rank: Magus House: Sun Tzu Class: Enchanter School: School of Runes Equipment: 1) Name: Spatial Retrograde Type: Magic-Blade Subtype: Cast School: School of The Forces: |Space Manipulation|, |Teleportation|, School of the Forbidden: |Reversal of Time and Causality| Effect: A blade forged from the fangs and essence of Tiamat. The orb below the blade is a container that holds pure crystallization of divine-class mana - Merging the two halves into a complete weapon. Because this blade primarily functions as a magic-type weapon, it can be instantly materialized or dematerialized by thought. This also allows it to be reconstructed or repaired using mana alone. Upon materialization, it allows the use of |Spatial Transportation|, essentially teleportation, with distance being the determinant on the mana required per use. Simply passively 'owning' the weapon allows the use of |Flash Air|, a form of displacement magecraft allows one to displace a portion of space. This allows magecraft and ranged weaponry to suddenly change trajectory and melee weaponry to strike from different angles, such as behind. The one and ultimate offensive ability, regarded as the ace, is called |Retaliator|. Upon utilizing a significant amount of mana (50% of total reserves), the blade warps causality to always strike the opponent in the heart with a needle thin concentrated blast right before they unleash their ultimate attack. The condition for its use is that the opponent must use their strongest attack, and that the blade must be used directly after the enemy's strike. Despite being released afterward and no matter how fast the opposing attack is cast, it always strikes first by changing the flow of time to rewrite events so that it makes it own strike against the enemy before the opposing move was ever made in the course of the world. The use of mana for this weapon is extraordinary and is unaffected by abilities such as |Efficiency of Thaumaturgy|. This especially applies to the ultimate attack of the weapon: |Retaliator|. Appearance: 2) Name: Circuits of Numerology Type: Permanently Inscribed Runes (Located on the Back) Subtype: Aura - Always Active School: School of the Sun - |Imaginary Kinetic Energy - Magic Missles|, |Lightning| Effect: Greatly enhances the ability to conjure and produce numerology regarding the use of lightning and imaginary kinetic energy - Magic Missiles. |Lighting| (Primary Abilities - Variants are Possible) --|Spark| - A direct discharge of Lightning fueled by mana; travels as lightning would travel when released in motion. --|Snap| - An expansion of lightning that comes from below the ground. More powerful but most travel vertically upwards. Can be enhanced through the use of a magic circle. --|Orb| - A collection of lightning condensed into the shape of a orb. Releasing it at any time can allow the discharge to take place at the direction the orb is most prominently facing. Can be enhanced through the use of a magic circle. --|Scatter| - A cloth of electricity that wraps closely to Lo in order to dis-encourage close range battle. --|Overcharge| - A build up of electricity that allows two things to take place. The first is trapping the opponent in a circle of lightning, fueled by a significant amount of mana while the second is condensed blasts of electricity simultaneously coming from 8 angles that also converges left-over discharges that are within 100 meters of the opponent. In other words, electricity that eludes from being grounded can be used as a buildup to unleash a more powerful attack on the opponent later on. |Imaginary Kinetic Energy| |Magic Missiles| - The firing of imaginary kinetic energy, which becomes heat and generate destructive force equal to the amount of energy (mana) poured into them. Can come in variants of a single beam, whether condensed or massive, in multiple 'droplets' or 'bullets' at a time, and so on. Can also be used and activated quickly during close range combat, enabling Lo to release missiles of magic when he strikes his opponents head on or when plans to defend himself using it. Appearance: A rune that looks similar to that of Primate Chronos, with different letters carved onto his back. 3) Name: Primate Chronos Type: Permanently Inscribed Runes (Located on the Back) Subtype: Aura - Always Active School: School of The Forbidden Effect: Considered to be the ultimate link between the origin of the World and present day Magecraft. These runes allow one to connect themselves with Magecraft from the distant past and remove all 'boundaries' which limit present day Magecraft. The abilities: |Simplified Repetitive Incantation|, |High Speed Incarnation| and |High Speed Divine Words| can be performed, enabling the automatic activation of Thaumaturgy under limited to no chanting restrictions. In addition, this mark also adds onto the |Efficiency of Thaumaturgy|, effectively reducing the amount of mana needed to perform spells and grants the property of |Timeless Thaumaturgy|, the passive ability to gradually increase the longevity and enhance the effect of a spell over time ... assuming that the spell is not purely a one-shot, activation based type. Appearance: 4) Name: Demonbane Armor Type: Full Set of Armor Subtype: N/A - Armor School: N/A Effect: Armor made from harnessing the essence of multiple dragons. The armor provides no effect by purely wearing it - Activating the armor by donning the helmet is necessary. When activating the armor, all magic which includes the use of magical weapons or artifacts, suffer from a temporary decrease in potency by 95%. In return, this armor grants multiplied endurance (the primary effective, to ensure survival), physical strength, and an 'intuitive' understanding of battle - similar to that of a 6th sense. It does not utilize mana to use, neither does it provide any sort of resistance to mana. Used as a last resort option, when even basic numerology spells and runes cannot be performed. Appearance: Fighting Style: Lo primarily uses his double set of permanently inscribed runes and mana to generate boosted lightning or heat based attacks. Against more powerful opponents, he opts to use Spatial Retrograde which provide movement and spatial advantages to his fight. Finally, he utilizes his magecraft specialty: Magic Circles, Enhancements, and Runes to further escalate his abilities during a fight. Runes (Listing some of the more common but not all that he is capable of using) --|Ehwaz| - Rune of Hardening --|Kenaz| - Rune of Sight --|Laguz| - Rune of Mind --|Raido| - Rune of Speed He can also perform reinforcement using regular magecraft, and magic circles as previously listed. Bio: A man who showed no extraordinary talent in anything but in the application of magic and creation of runes. His parents died at a young age and had somehow processed their knowledge, understanding and application of magic in a rune. This man, with his one defining ability, managed to house both the rune that enabled the abilities that his family was capable of, along with the rune that transcends time and allows him to call abilities from the beginning of the world. Showed a knack in fighting and become known as one of the greatest assassins and one versus one magic users of all time. Over time, he managed to acquire the essence of highly powerful beings and constructed them into weaponry and armor for use. To this day, he remains one of the senior members who is primarily recruited to resolve specific, typically assassination related missions. Personality: Charismatic, Haphazard, Comical, Perverted, Emotionless (In Fights) Appearance: NOT APPROVED |
Gibz0maticOct 21, 2014 4:16 PM
「一人殺せば犯罪者だけど、千人殺せば英雄になれる。百万人殺せば征服者だし、絶滅させれば神よ」 |
Oct 20, 2014 11:35 PM
#4
[Edited 10/22/14, 0835] Name: Faber Bowen Age: 19 Gender: Male Race: Human Rank: Magi House: Tesla-Edison Class: Alchemist (Offense-oriented) School: School of Forces Equipment: Name: Some Sort of Magic Gun Thingy (affectionately known as Mark) Type: Magic-Tech/Handgun Subtype: Cast School: School of the Sky Effect: Directly channels micro-investments of mana to cause localized vacuum implosions with slight anti-magic effects. Appearance: A device created by Faber himself through trial and error. It is a haphazard combination of a Heckler & Kock Mk 23 service pistol and various crystals and other magic routing implements. Name: Pendant of Escape Type: Magic/Pendant Subtype: Item School: School of Forces Effect: Expended by high-speed contact to allow for instant teleportation of user within a radius of 2000 meters. Appearance: A small silver pendant in the shape of an arrowhead. Faber keeps five of them on a keyring along with his car keys. Name: Garment of Detection Type: Magic/Cloak Subtype: Ward School: School of Minds Effect: Provides mental notice to the wearer when a magic user of rank Magi or higher enters the immediate area, defined as a radius of 30 meters. In addition, any non-human entities are guaranteed to be detected. Those of the School of the Void are as well. Appearance: Contrary to name, a simple gray jacket imbued with a standard defensive ward. Faber wears it most of the time. Name: Familiar's Healing Type: Magic-Tech/Short Blade Subtype: Item School: School of Life, The Unseen, Demonology, and Nosferatu Effect: Expends standard stored mana to completely heal any sort of summoned familiar. Works best on Full Summons but can be applied to conceptual buffs (Partial Summons) as well, in which case it replenishes power. Appearance: A modern syringe filled with mana-infused water. For application to Partial Summons, it is injected into the mage in question. Bio: Faber represents his subfamily, a moderately well-known group who runs the magic-endowed society in the southeastern United States. His father, as one of the major sub-heads of the Tesla-Edison family wishes to see the head of the family placed on the seat of Archmage, and perhaps himself as Magister. As a young man of 19, it falls upon Faber to support his family in their efforts of advancement, especially as their lineage is only of mediocre history. He views this not only as valuable experience for his future life as an adult mage, but perhaps a time to establish connections in the upcoming power vacuum. With regards to his magical specialties, his particular subfamily has always been skewed more towards the "noble" classes, which was highly unusual for those of Tesla-Edison. He is the first in three generations to take a turn back towards the class of Alchemy (the traditional class of the Tesla-Edisons), which he hopes will score points with the Magister as the Bowens have been looked down upon for some years. However, during his formative years he disliked being conformist to the expectations of his House and thus attempted to skew his alchemy towards more active inclinations. Thus he experimented with the combination of magic and modern tech, which while his parents did not necessarily understand his passion for, they nevertheless approved of, further earning the ire of others in their house. He also dabbled quite a bit in the School of Forms, later giving up this pursuit. At the age of 16 he developed Mark, his most complicated device to date, a fusion of an American service pistol he bought in a pawn shop and low-quality magic crystals. Despite not having a use for it, he kept it, and now it seems he just might need to use it. Personality: Survivalist, curious, experimental, cool-tempered, close to his family, does not interact well with others, interacts well with things, overzealous, methodical. Spells:: Name: Vectorization School: School of Forces Effect: Upon grabbing any object smaller than himself, Faber can accelerate it up to a maximum of mach .5 using an expenditure of mana. Name: Poison Spread School: School of Life Effect: Faber causes coins to explode in a small radius, which then scatters a temporarily paralyzing powder. He is immune to this powder. Appearance: APPROVED |
Matoro_MahriOct 22, 2014 6:35 AM
Nov 4, 2014 11:27 PM
#5
Name: Luo Hao Age: 26 Gender: Female Race: Cambion Rank:Magi- 18 to 30 House: Lilith Class: Enchantress School: School of Chakra: Healing, Restoration, Chi, Puppetry, Martial Arts Equipment: Name: Sveltezza Type: Boots Subtype: Aura Effect: Allows Luo Hao to move incredibly fast on the ground, running at a ridiculous pace without growing especially weary. Name: Annientare Type: Gloves Subtype: Aura Effect: Causes her punches to do extraordinary amounts of damage (able to smash through a concrete wall with ease) Spells: Name: Restauro School: Chakra Effect: Causes her wounds to heal extraordinarily fast (Quick Cast) Name: Consapevole School: Chakra Effect: Luo Hao becomes aware of her surroundings to a superhuman degree, seeing the world as though it were in slow motion and be able to consider her options, and execute the action she thinks best extremely quickly. She also becomes aware of people's presence, should they be hiding, and can read people's actions extremely accurately. (Quick Cast) Name: Perizia School: Chakra Effect: Luo Hao's already excellent martial arts skills go through the roof to the point where she can read her opponents movements and predict their actions, as well as strike much more quickly and effectively. (Quick Cast) Appearance: Bio: Having trained in marital arts and magic her whole life, Luo Hao is an excellent fighter. Personality: Elegant and graceful, but believes herself to be superior to everyone else unless they prove themselves (doesn't act condescending often, though) APPROVED |
Gibz0maticNov 5, 2014 6:21 AM
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