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The RP characters of TheBlackSoul
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TheBlackSoul
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PostPosted: Sat Apr 14, 2007 10:51 pm    Post subject: The RP characters of TheBlackSoul Reply with quote

Here are my primary RP characters I will use here. Temporaries will be named and a brief description provided upon creation in the RP they happened to be in.

Key to character side:
Blue=Character who aids the hero side.
Dark Red=Character who is an antigonist.
Green=Character who is neutral.

#1:
Name: The Black Soul


Basic Stats:
Real Name: Unknown
Age: 15
Gender: Male
Species: Were-Grendel

Detailed Description:

Appearance

Human Form: As a human, TBS is about 5' 7' and has brown hair and green eyes. His skin is slightly brownish, perhaps hinting at Irish ancestory. His outfit varies, but usually you'll find him with a black T-shirt and fairly baggy jeans, although not so big they slow him down. Usually, he's barefoot, but if nessecary he has a pair of sandals.

Grendel Form: TBS's grendel form is that of a Banshee Grendel, the same height of his human form, although in grendel form he tends to be slouched. His scales are slivery-brown, and his eyes are red without noticable pupils. Physique is the same as a normal banshee grendel's.

Physical Abilities

Being a naturally-born Were-Grendel, TBS can choose if he is a grendel or a human. However, the grendel form forces itself upon him during the full moon. While the full moon lasts, TBS will act like a typical banshee grendel until the morning, when he gains his usual personality back.

Supernatural Abilities

TBS is skilled at using Dark magic, although he won't use it unless absolutely nessecary.
He also is working on learning to use the magic of Lightning, but currently he's not very good at it.

Signature Moves/Attacks

Dark Bolt-TBS throws Dark lightning from the tips of his fingers, which is extremely painful to whoever it hits and will drain their life. He doesn't get anything out of this.

Drain Life-TBS 'throws' two spirals of dark magic, which strike a victim. Afterwards, stolen life-force will go back to TBS, being absorbed by him and repairing his wounds. While painful, it won't normally kill a victim.

Drain Soul-TBS throws 4 spirals of dark magic, 2 from each hand, at a victim. Unlike Drain Life, the spirals collide in mid-flight, turning into a shadowy net that wraps around the victim and suck the soul out of him/her/it. TBS then absorbs the soul, which both heals and gives energy to him and enhances the power of his dark magic. Because this spell is so deadly, TBS won't use it unless the foe he's fighting is difficult to defeat otherwise.

Weaponry

TBS carries a spear with a diamond tip and an obsidian shaft, with a core made out of shadowstone. It allows TBS to suck the soul out of an enemy, then hurl the soul back at other enemies as a highly effective weapon. He may also use it for some of his spells.
In grendel form, TBS prefers to rely on his muscles rather than the spear.

Equipment

Other than a small pack used for carring items, TBS carries no equipment.

Personality

TBS is a loner who rarely says a word, which is good for him-he talks fast, and often it's hard to understand him. It's easy to set off his fuse, and when he's angry, he'll become very violent with the person who set him off. However, you will find him to be an excellent ally in any quest.
During the full moon, TBS's mind becomes that of a grendel's. He talks like a grendel (ex: "TBS very angry, hit person"), and he'll beat up others and rob them-that is, if they happen to be carrying eggs.

Known Weaknesses

TBS's weaknesses in human form are the same as any other human's. If he is injured, he'll heal at the same rate as a normal human, and he won't regenerate lost limbs. This is true of his grendel form as well, full moon or not.

Home

TBS usually hangs out in Dojopolis, although he will be anywhere he feels he is needed.

Origin

Just as he won't tell anyone his real name, TBS will not tell anybody where he came from.

History

TBS will not say a word about where he came from. This is primarilly because he is very secretive about such things, and feels they should be protected.

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TheBlackSoul's Characters

Devastator and Friends

Excuse any stupid mistakes of mine. I haven't been around for ages.


Last edited by TheBlackSoul on Sat Sep 22, 2007 5:11 pm; edited 1 time in total
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PostPosted: Sun Apr 15, 2007 2:40 pm    Post subject: Reply with quote

#2
Name: Ravana


Basic Stats:
Age: 100
Gender: Male
Species: Enigma of Time

Detailed Description:

Appearance

Overall-A monstorous, humpbacked, ghostly, 3-tailed, grendel-like beast who stands upright on two legs. Pale grey in color.

Head-Large, broad jaws. Black, empty, terrifying eyes. 3, short backwards pointing spikes on top of head. Sharp, serrated, black teeth.

Body-Humped back. Broad chest. Back is covered in long, backwards pointing spikes.

Arms-Large and muscular, but shorter than the legs. Sharp, blade-like spines decorate the shoulders. Sharp, black, very large claws. Two fingers and a thumb on each hand.

Legs-Large and muscular. Walks on toes in the manner of a T-rex. Black claws mainly for a good grip. 4th claw on the back of the ankle.

Tails-Very long and whiplike. Like the back, are covered in sharp, backwards pointing spines. The closer to the end of the tails te spikes are, the longer and sharper they are.

Weapons

Shredick-Mostly a staff, but the head of the weapon is composed of 4, forwards pointing blades that are serrated on both sides. These blades can spin at Ravana's command, allowing for devestating attacks when used. It can also suck in spirits, then shoot them back out in a blast that can heavily injure targets at range.

Spells

Magical Element-Time, is not known when he is strongest.

Clock Stopper-This spell sends two red spirals of light into the air, where they combine and smash into the ground, sending something that looks like a shockwave in all directions on the ground. The spell freezes everything in time in a certain area except Ravana. He can use this to easily kill opponants. It wears off after a while.

Bomb of Aging-This spells sends a glowing ball of light at a foe. When it hits, it covers the victim and is absorbed through his/her skin. About haldf a second afterwards, the victim dies from old age in a matter of seconds.

100 Year Blast-This sends a beam of energy that flys in an arc towards a group. It has a similar effect to the Bomb of Aging, except it can affect multiple foes. Unlike the Bomb of Aging, it usually doesn't kill its victims.

In addition to these, Ravana can cause time to rewind or fastforward.

Other Abilities

Down Poison-Ravana contains venom emitters in his palms. When he uses this attack, he sprays the venom in a almost unavoidable mist at foes. The poison can do anything from cause foes to become unconscious to kill foes. He often uses Down Poison after 100 Year Blast.

Shockwave-Nothing too special. When he uses this attack, he leaps up into the air, then slams the ground. It can cause buildings to collapse and cause foes to be knocked off their feet.

Ravana also has the ability to heal himself-most wounds he'll suffer will heal eventually. A small cut would heal in a matter of 5 minutes, but if his arm were to be cut off, it would take a week for it to regrow. However, if Ravana is stabbed through the heart, he'll die.

Personality

Ravana has virtually no emotion, except rage, anger, etc. Therefore, he is ruthless when attacking, and has no mercy. He will often use people to move towards his goals.

History

Ravana was created in a lab by a mad scientist who decided to combine all the elements together. What he got was time, and a fearsome, near-unplacable monster. He was horrified by the monstrosity, and he attempted to dispose of Ravana by throwing him off a cliff. Ravana survived, and now terrorizes several communities.


Last edited by TheBlackSoul on Sun Aug 12, 2007 12:00 pm; edited 1 time in total
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PostPosted: Sun Apr 22, 2007 11:36 am    Post subject: Reply with quote

#3
Name: Spitze-werfen


Basic Stats:
Nickname: Spifen
Age: 10,000
Gender: ???
Species: ???

Detailed Descripton

Appearance

Spifen resembles a massive, glowing orb surrounded by 4, gray, heavily spiked balls, each a quarter of the main orb's size. When attacking, the spiked orbs orbit the central orb at diffrent angles-two circle at opposing diagonals, the other two orbit at opposing right angles-one moves vertically, the other horizontally. None are more than a few feet away from the central orb.

Weapons

Spifen carries no weapons, in your normal fashion. Rather, it uses the spiked balls surrounding it as both a shield against physical attacks and as ranged weapons.

Spells

Magical Element: Fire/Light-Light is strongest during day, Fire is not known

Arclight-This spell sends two twirling streams of light magic at a foe, causing a small, non-violent explosion upon impact. It doesn't do much damage. It has diffrent forms depending on how Spifen casts it. If the spirals of light are sent into the air, they collide, forming a ball, which then smacks the ground like a miniture asteroid. In spite of being able to blind enemies, this form of the spell isn't too powerful, either.

Fire Spuds-This sends 3 small fireballs at a foe, each travelling in a diffrent, stretched-out arc. It is stronger than Arclight, and can easily scorch enemies. Spifen can cause each fireball to strike a diffrent foe, as well.

Crystal Lazer-When Spifen uses this spell, sparkles of light will gather to a focal point in front of Spifen. Then a bright flash will take place, sending distracting, yet mostly harmless beams of light in all directions. Then a large beam of light will form out of this beams, doing damage to a foe while it narrows and eventually disappears. It is much stronger than Arclight, and can easily cause enemies to become blind.

Afterburner-This spell's nature depends on if Spifen casts it pointing straight forward or at an upwards angle. If cast forward, a great sheet of flame will be sent towards a foe, causing an explosion to occur at the foe's location. In addition to being powerful, it can cause major burns. If Spifen casts the spell at an upwards angle, the flames form a massive, ovoid sphere that glows red, which then slowly sinks down. When it touches the ground, it explodes, turning the air red, doing major damage to any enemy within the explosion radius and causing widespread devestation.

Brightflame-This spell is a combination of fire and light magic. When cast, it causes a fireball to form directly above Spifen. Spirals of light magic swirl into the fireball, after which there is a bright flash, and the fireball becomes brillant white. Then the ball begins to circle down around Spifen, the sprials getting larger as they near the ground. When it reaches the ground, it circles once, then it goes off in a diffrent, circular path towards a foe. When it hits, it explodes, which does massive damage to that foe. There is a great chance of the foe being blinded/scorched. Spifen can also cause this spell to make multiple light/fireballs-when done, one ball forms in the manner of a single, but as it goes on its descending spiral, it splits into 4, each one following the one directly ahead of it. When they all reach the ground, they shoot up into the air, arranging themselves into a square group. Each then shoots towards a diffrent foe. Although the group attack spell is less powerful than its single ball relative, their exists a greater chance of being blinded/scorched.

Other Abilities

Spifen's spiked orbs can act as either a shield against physical attacks or as ranged weapons themselves.
When acting as a shield, the balls move in diffrent circles around its central orb-two go at diagonal angles, the other circle at right angles.
Spifen can change the way its spiked orbs circle it. When they begin to circle the central orb together in a horizontal, circle path, Spifen will throw the orbs at a foe, which then bounce back and continue circling its central orb. Typically, the orbs coming around to Spifen's right are being thrown, while the ones on the left side are returning.
Spifen can also set up the circle at a vertical angle, which then all four are thrown in a straight line at a foe. While this can do heavy damage, it leaves Spifen's central orb unprotected and vulnerable.
Spifen can also attack by charging forwards at a foe while the orbs are in their shield configuration.

While the shield configuration defends Spifen from physical attacks, it is still vulnerable to magical attacks...

Spifen is also telekinetic, being able to move objects with its powerful mind. Spifen typically uses this ability to defend itself after it has thrown all of its orbs at a foe, while it's unprotected. It can use telekinesis offensively, picking up a foe with its mind and repeatitly smashing him/her against the ground.

Personality

Spifen outwardly appears emotionless, but if one notices the color of Spifen's central orb, he or she can tell its mood.
Yellow (Typical) means Spifen is content/isn't planning anything.
Orange means Spifen is angry/plans on attacking.
Red means Spifen is really angry/intends on killing.
Green means Spifen feels victorious.
Blue means Spifen is dissapointed.

History

Spifen's origins are unknown. Some say it was the product of a mad scientist, who was destroyed by his creation. Others speak of it being born from the sun.
As Spifen does not speak, this is a mystery unlikely ever to be solved.

_________________
TheBlackSoul's Characters

Devastator and Friends

Excuse any stupid mistakes of mine. I haven't been around for ages.


Last edited by TheBlackSoul on Fri Apr 27, 2007 7:24 pm; edited 1 time in total
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PostPosted: Fri Apr 27, 2007 7:22 pm    Post subject: Reply with quote

#4
Name: Lunagon


Basic Stats
Age: 15
Gender: Male
Species: Vampire/Human

Detailed Description

Appearance

Lunagon appears mostly human, although he sports sharp, pointed canine teeth and pointed ears. His hands also sport sharp, non-retractable, claws instead of typical human nails.
His hair is light silver colored. While actually long (when worn loose, it goes down to his shoulders), he normally pulls it back and ties it in a ponytail.
He wears a black, long-sleeved shirt and light-tan, baggy pants.
As far as footwear goes, he either wears sandals with brown bands, grey traveling boots that goe up almost to his knees, or goes barefoot. While wearing his boots, he tucks the ends of his pants into them.
He also has a necklace with a charm in the shape of a cross. The chain that forms the necklace is silver, while the charm is topaz with a rim made of gold. He wears this around his neck.

Physical Abilities

Lunagon doesn't have many physical abilities of note. However, he has excellent night vision, due to his half-vampire heritage.

Supernatural Abilities

Lunagon is a in-training Dark magician-as of yet, he only knows 3 definite spells and non-attack magic usage is limited.
Moonlight has an unusual effect on Lunagon-when directly hit by it, he is strengthened greatly.
He also has a short-range teleporting ability called Faze. While using Faze, he flickers out of existence, then flickers back into existence a short distance away from his usual location. He can't use this ability to suddenly teleport from one side of the Dojo to the other-it's limited to Lunagon's line of sight.

Signature Moves

Parting Blow-Once he has knocked an enemy down, he stabs the Night Slasher into the enemy's stomach or chest.

Cleave-Lunagon swings the Night Slasher in a wide circle.

Spells

Shadow Die-This spell creates a dark, slightly transparent cube, which grows bigger as it flies in an arc towards a foe. While flying, it spins counterclockwise on one corner. When it lands, it is usually large enough to cover a foe, unless the enemy is fairly large. It also loses its transparency. Then it swiftly contracts, exploding at the enemy's point in a blast of dark purple and black sparkles. TheBlackSoul also uses this spell, but unlike TheBlackSoul, Lunagon's Shadow Die flies in a higher arc and splits into 3 cubes at its zenith. Then each cube lands on a diffrent enemy.

Blood Money-Lunagon's version of this spell sends the two spirals of light into the air, where they collide and create 3 circles of light that expand one after the other quickly. Then each circle closes in on a diffrent enemy, and after they hit, they drain some life-force and fly in an arc back towards Lunagon, each in a teardrop shape. They almost combine shortly before they are absorbed by him.

Dazzle Darts-In spite of its name, this spell is the most powerful of Lunagon's spells. It sends a bolt of dark lightning into the air, which then creates a black/dark purple sphere which emits 10 bolts of dark lightning in diffrent directions. As the bolts pass over a group, they launch smaller bolts of lightning that deal damage to said group. If one is hit with this spell while alone, he/she/it has very little chance of survival. Bigger groups have better chances of living.

Weaponry

Night Slasher-This weapon is a sword of sorts, although it has a shorter blade then a typical sword. It is double edged, and sharp enough ti cuts fabric that is just dropped on the blade. Its hilt is crafted out of ivory, with a ruby at the end. The blade itself is silver, but is painted black. When wielding this, Lunagon typically attacks with wide slashing movements, or after he has caused an enemy to fall, he points the blade downwards and plunges it into the enemy.

Staff of Darkness-This is simply a 4-foot quarterstaff made out of obsidian and quartz. However, although potent enough on its own, it has a certain degree of Dark magic within it and can channel Lunagon's dark magic abilities. As a result, he typically wields this weapon as his primary attack arm, saving the Night Slasher for parting blows.

Moon Glinter-A weapon that looks like a cross between a pistol and a scimitar. Lunagon can either use it to shoot high-speed, pointed darts at range, or he can slash at enemies with the blade.

Personality

Because not many people will trust him because his father was a vampire and he prefers sparsely populated forests over more crowded areas and thus meets very little people, Lunagon is a loner. Even with a group, he tends to think more than talk, and someone meeting him for the first time might think he's mute. However, if one does become a friend with him, he will not be the one to end the friendship.
Lunagon prefers to avoid a fight whenever possible, unless he has good reason to start it (e.g to settle a score). Even with a reason, his attitude towards battles isn't to win them, it's to make it out alive. He knows there is no shame in retreating if he'll live to win another day.
Lunagon may seem like a person who's emotions are under control, the death of his parents threw his emotions out of whack, thus his "breakdowns." This is a serious problem, but Lunagon keeps it to himself and will never talk about it on his own. In fact, if he has any sort of personal problem, he'll prefer to deal with it himself rather than talking about it.

Known Weaknesses

Lunagon's most notable weakness are his emotional "breakdowns"-every now and then, he'll have a period of extreme depression and sadness. While these happen rarely, they can happen anytime, anywhere. If one starts to happen during a fight, Lunagon either tries to win the fight quickly or retreats.
Because he is a Dark magician, Lunagon is sensitive to Light magic attack spells-they can do massive damage to him.
Lunagon lacks complete mastery of his Faze ability. Sometimes, he won't be able to faze when he wants to, or he will faze when he doesn't want to.
Due to his vampire heritage, he needs blood or something similar to it. Because of that, he carries around a flask of bloodjuice-while fulfilling Lunagon's blood needs, it tastes better then real blood.
If he runs out of bloodjuice when he actually needs to drink it, he will become very weak and may die.
Lunagon's biggest weakness is that he is a hemophiliac-in other words, his blood has trouble clotting. Therefore, even a small cut is capable of dealing serious injury, and a larger, deeper cut may kill him.

Home

Lunagon has no set home-he wanders around the Dojo, living off the land.

Origin

Lunagon's only memory of his home is of a black house. He has no idea which planet it was on, or if was in the Dojo. However, he does think he was born in the Dojo.

History

Lunagon was born to Eryes, a human, and a vampire who never gave his name. For the first 5 years of his life, he lived with his mother, while his father occansionally dropped in.
However, on his 5th year, while his father was visiting, Spitze-Werfen attacked his home and succeeded in killing both of his parents. But before Spifen managed to kill Lunagon as well, his mother Eryes got him into a large basket along with a book of Dark magic, his current necklace, and the Staff of Darkness. After Lunagon and the possessions were in the basket, his family's pet black eagle carried him off to safety. Lunagon's last view of his past home was a fiery explosion that Spifen set off. The incident wreaked havoc on Lunagon's emotions and started the emotional breakdowns.
The eagle died of exhaustion, but not before getting Lunagon to a safe and secluded place in the Evergreen Glades. This time, Lunagon was found by an old man who simply called himself "Jibbs." Jibbs acted like a surrogate father to Lunagon for a couple years.
When he was about 8, he learned good news and bad news from Jibbs.
The good news was the fact he had an affinity for Dark magic, and had the potential to be a powerful Dark magician.
The bad news? He also learned he was a hemophiliac, more from his personal experience than from Jibbs.
He also learned the idenity of his parent's killer, and he vowed revenge against the beast Jibbs called "Spitze-Werfen."
Unfortunatly for Lunagon, Spifen was detirmined to kill Lunagon and finish the job it started. Lunagon had to flee Jibb's house when he was 9 because of Spifen's 2nd attempt to kill him. Obviously, the orb failed, but succeeded in killing Jibbs.
Now on his own, Lunagon learned the ways of the road from various sources, and used the book of Dark magic that his mother had placed in his basket to ensure his future as a Dark Mage.

_________________
TheBlackSoul's Characters

Devastator and Friends

Excuse any stupid mistakes of mine. I haven't been around for ages.


Last edited by TheBlackSoul on Wed Aug 08, 2007 10:25 pm; edited 8 times in total
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PostPosted: Sun May 20, 2007 5:01 pm    Post subject: Reply with quote

#5
Name: Skrik


Basic Stats
Age: 123
Gender: Male
Species: Kraken

Detailed Description

Appearance

Skrik has 12 tentacles on one end of his tubular body, and 8 smaller tentacles near his mouth. All 20 trail behind him while swimming.
His mouth is largeand circular, with sharp, descending spirals of teeth. When his mouth is closed, the teeth fit together without any spaces in between in the middle of his front end.
Of his tentacles, his two largest are at his back end, just opposite of each other. When he gets older, these will be powerful enough to smash a ship in two by simply falling on them.
Right now, however, he is only as large as a large fishing boat, not including his tentacles-which he chooses as his typical prey.

Weapons

Skrik does not carry weapons-he relies on his many tentacles to attack boats and defend himself from attackers.

Spells

Magical Element-Water, is strongest underwater.

Hailstorm-For right now, this is Skrik's only spell-as he gets older, he will learn more powerful spells. It creates a ball of water over Skrik, which then is frozen by bubbles spiraling into it. The ball then flies in an arc towards a foe, and forcefully smashes into said foe, causing major kenitic damage, and perhaps making said foe sick. After smashing into a foe, the iceball breaks into 6 pieces, which then melt quickly and suddenly.

Personality

Skrik is a young kraken, so he has a mischevious nature, and loves to play tricks on his elders. However, his general personality is apathetic and cynical. Although he pledges alligence to niether good or evil, he is a strong alley in a quest.

History

Skrik was among those born in the 23rd clutch of eggs laid by the leading pair of kraken. Since kraken lay a lot of eggs, Skrik has many brothers and sisters. To the adult kraken, Skrik is still a youngster in need of protection. As a result, even though he has a rebellious streak that often leads him away from his home shoal, he is usually under careful watch by the elders.

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Devastator and Friends

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PostPosted: Fri May 25, 2007 9:28 pm    Post subject: Reply with quote

#6
Name: Sabor


Basic Stats
Age: 25
Gender: Male
Species: Poison Leopard

Detailed Description

Appearance

Sabor is a black leopard with white spots, slightly larger than a Siberian Tiger. However, he is built like a leopard. His eye color is orange.
Other than his color and size, nothing about him differs him from your regular leopard.

Weapons

Sabor does not carry weapons, other than his claws-however, a single scratch from only one of his claws can be lethal, in more ways than one.

Spells

Magical Element-Dark, is strongest at night

Shadow Die-When Sabor casts Shadow Die, the effects are no diffrent from TheBlackSoul or Lunagon's-however, Sabor can decide if the box remains single and targets a single enemy, or splits into three and hits multiple enemies.

Sabor is unusual among poison leopards in the fact he is able to use magic at all-most can't.

Other Abilities

Like all poison leopards, Sabor has poisionous breath-an ability he uses frequently. Also, his claws can also inject venom into a victim when he scratches said victim.
The venom-like all poison leopards-can cause anything from nausea to death, depending on the amount inhaled/injected.

Personality

Sabor is solitary most of the time. He supports neither good or evil, and will do what the situation he's in demands him to do. However, he does have a slight sense of humor, and that can come out frequently sometimes.
If somebody insults or injures Sabor or one of his friends/family members, he will hold a grudge against that person, hunt them down, and kill them.

History

Sabor was the first born of 4 cubs. When he was still a cub, his father was shot down by poachers. While his mother survived, Sabor vowed revenge on the poachers.
When Sabor was 15, he found the same group of unarmed poachers passing by his home. Reconizing them, he slaughtered the entire group on the spot. Thus was his father avenged.

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TheBlackSoul's Characters

Devastator and Friends

Excuse any stupid mistakes of mine. I haven't been around for ages.
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PostPosted: Sun Jun 03, 2007 8:24 pm    Post subject: Reply with quote

#7
Name: The Morbuzak


Basic Stats
Age: Unknown
Gender: Unknown
Species: Carnivorous plant

Detailed Description

Appearance

The Morbuzak is a massive, black-green plant that stands about 30 ft. high when above ground. The main "head"-actually its flower-is somewhat concial, with the point facing forward. It is dived into 4 jaws set at right angles to each other. When the jaws are open, each goes in a diffrent direction.
This bud is mounted on a long stalk covered in thorns.
The leaves are large and diamond-shaped.
In addition, the plant also sports long, thorn-covered vines that it can control like tentacles. These are placed in various areas around the leaves. It also sports 8, thin, leafy vines behind its flower. These are used for communication, since the Morbuzak can't talk normally.

Physical Abilities

While not actually a seperate ability, the Morbuzak gains energy from moonlight rather than sunlight.
The Morbuzak is able to control its roots and vines like tentacles, and when not attacking with magic spells, it can surprise its foes by bringing its roots up to the surface, wrapping enemies up and dragging them to their untimely deaths beneath the ground. The Morbuzak can also move around by burrowing beneath the ground.
It is also is able to let loose a shower of thorns from its vines, which cause major pain and irritation to those they hit.
The Morbuzak can pollinate itself to create small seeds, usually carrying up to 10 at a time. When these seeds come into contact with fertile ground, they instantly grow into half-size, weaker copies of the Morbuzak. It is also able to create larger seeds that will grow into a full size and power copy of itself, but these seeds take a long while to grow and become full fledged Morbuzaks.

Supernatural Abilities

The Morbuzak is adept at using the magic of Darkness and Wood. At the moment, it knows 8 attack spells, a spell that creates a shield against physical attack, and will often use magic outside of battle to get by an obstacle.

Signiture Moves

Vine Whip-The Morbuzak lashes out with its vines.

Pitfall-The Morbuzak digs around underground, making the above ground very thin. Thus when someone steps on that patch of ground, it gives way and plummets the unfortunate person down into the cavern made.

Strike-The Morbuzak strikes like a snake at a victim.

Spells

Pepperthorn-This spell creates a ring of thorns, which then zeroes in and hits a foe multiple times before disappearing. It hurts very badly, and often it leaves its victims unable to move without taking damage.

Briar Patch-When Morbuzak casts this spell, it causes a circle of wavy lines to radiate out from its current base, which then disappear. Then depending on if it used a single attack or a grouup attack, it will either cause a thorny vine to grow underneath a victim's feet and grow upawrds fast, before disappearing by "folding" out of exixtance, or cause multiple vines to burst out of the ground in front of Morbuzak, which then temporallily disappear before reappearing and lashing across a group of foes in mulitple directions, making it look as if a net of briars has covered the group, then the vines disappear for good. Regardless of what version the plant used, it is much stronger then Pepperthorn.

Shadow Die-Like Sabor, Morbuzak can decide if the spiralling black box that the spell generates hits a single foe or hits multiple foes-the only diffrence is that it's much stronger.

Blood Money-Morbuzak can either cause two spirals of light to go up around it and cause a single circle of light to home in on a foe and give it life-force or send the two spirals into the air and creating three circles that each drain life-force from a diffrent foe when it uses this spell.

Dazzle Darts-While it can create the lightning-emitting sphere that hits up to 10 foes at once with this spell, Morbuzak prefers to strike foes down with a single-attack spell that creates a purplish sphere over it that sends a single bolt of dark lightning at a foe. When it hits, the foe is surrounded by a sphere, with another bolt coming down from the top.

Dark Confusion-This spell is what Morbuzak typically uses when dealing with multiple foes. When used, it causes dark magic to spiral into a posistion in front of Morbuzak, which then forms a disk of dark magic that sends out another ring of Dark magic. When the ring passes over a group of foes, it creates two energy balls that circle a group of foes. Speeding up, the balls cause a black vortex of dark magic to suck up the group before disappearing. The vortex soon follows the energy balls in disappearing, and the foes drop back down, landing in diffrent positions than what they started with. After the spell is completly finsished, the dark magic disk also disappears. In addition to being damaged by the dark magic itself, the force of landing also helps to injure those hit with this spell.

Shadow Vines-This combination dark/wood magic spell sends black colored vines towards a foe, which then is wrapped up in the vines and damaged before the vines "fold" out of existance. When used in group attack, the vines grow out of the ground behind the foes, which then are wrapped up in the vines and injured before the vines disappear.

Thorns of Dispair-This combination Wood-Dark spell creates a green-black aura. After that, waves of leaves and darkness combine to form 3 massive, narrow thorns that hurl themselves at a target. The thorns can also each choose a seperate target to hurl themselves at.

Nature's Wall-This spell sends two spirals of green light up around the Morbuzak, which then creates 4, green, square shapes that circle the Morbuzak, growing while they do so and eventually fading. Then another, similar square is formed in front of the Morbuzak, forming at the center first and spreading outward, then this vanishes. While the wall is up, the Morbuzak is virtually immune to physical attack. However, after taking enough damage, the wall goes away.

Weaponry

The Morbuzak relies on its vines, roots, spells, and the teeth in its flower to attack foes.

Personality

The Morbuzak isn't the most emotional thing around-it is a plant, after all-but what the plant is feeling is reflected by the position of the vines behind its flower.
It has a short temper, but it knows how to deal with that sensibly.

Known Weaknesses

The biggest of the Morbuzak's weaknesses is fire. If it gets scorched, it will not be able to heal the burnt part. As a result, it needs to amputate the scorched parts when dealing with a fire-wielding foe, and is very careful about keeping its flower away from flames.
Also, any weapon that has a slashing blade on it can damage the Morbuzak. However, the sap that results flowing from the wound often jams the blade in the slash.

Origin

The Morbuzak was created through genetic engineering in Dojopolis, and grew in the Central Plains.

History

Morbuzak was created in a shadowy lab in Dojopolis. While it was just a seed, its creator lost it, dropping it during a trip to the Evergreen Glades. The seed found the ground fertile enough to begin growing.
The next couple years were uneventful, until one day, the plant found out it could move. What happened from that point onward is self-explanitory.

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PostPosted: Sat Jun 16, 2007 11:16 pm    Post subject: Reply with quote

#8
Name: Zarzalthacth


Basis Stats
Nickname: Zarlt
Age: 1,000,000
Gender: Male
Species: Dragon-Form Nightmare Beast

Detailed Description

Zarlt's appearance changes according to what sort of enemy his is fighting. However, his "natural" form is of a gigantic dragon made of black smoke. Because of this, only his head,neck, front legs, chest, and the fronts of his wings are the only defined parts-everything else behind that is shapless, and drifts behind him when he is in motion, and gathers on the ground when he is standing still. His head has no apparent eyes, and is decorated with 4, lightning-bolt shaped horns. His teeth are the only solid part of his "natural" form-white, sharp, and concial.

Weapons

Zarlt does not typically carry weapons, but if nessecary, he has several ruby-handled rapiers and a serrated sword he can use.

Spells

What sort of magic Zarlt can practice at anytime depends on what form he has taken on during battle. His typical element is Dark, but he never uses any spells of that element of any kind, although he is skilled at the arts of typical spell-casting and necromancy.

Other Abilities

The major ability of Zarlt is being able to mimic an enemy's appearance and abilities. Once having taken the form of an opponent, Zarlt often also mimics his foe's movements, as well, making it even more confusing for them.
If that doesn't work, Zarlt can also tell what is an enemy's worst fear, and then take on the form of that fear to frighten the enemy and defeat him/her/it.
In addition to all of that, Zarlt can also breathe black fire and dark lightning. His jaws are strong enough to crush boulders, and his bite can turn victims into nightmare beasts themselves.

Personality

A cruel, cunning creature who will use people to achieve his goals. He has no mercy, and often acts before he thinks. He also enjoys making mountains out of molehills.

History

Like the rest of the nightmare beasts, Zarlt was warped into the Dojo via a mysterious portal. He and his forces currently reside in a cave at the highest peak in the Artic Tundra, and he uses that as his base.

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PostPosted: Fri Jun 29, 2007 5:47 pm    Post subject: Reply with quote

#9
Name: Elisah


Basic Stats
Age: 24
Gender: Female
Species: Human

Detailed Description

Appearance

Elisah is a person of Chinese descent-so she looks likewise, not very tall and having the distinctive Asian eye-shape.
Unusually, her eyes are Orange in color, although she suffers from nothing that would cause this.
Her hair is straight and black, and goes down to her shoulders. She usually wears it loose, but will pull it back if the situation demands it.
Her typical outfit consists of a long-sleeved dark-brown shirt, and a long dress of the same color. For combat situations, she'll also wear an armored vest with plates over her shoulders. Her shoes are difficult to see, but she wears black-banded sandals usually. Sometimes she'll wear traveling boots if nessecary.

Physical Abilities

Due to self-practice and rigorous combat training earlier in her life, Elisah is quite agile and flexable. She can dodge most attacks that most would consider unavoidable. Again due to training, her eyesight is very good-she has good night vision and can easily spot a foe trying to camoflauge himself/herself/itself from her.

Supernatural Abilities

Elisah is a potent Wind sorceress. Depending on what her intentions are, she can command the winds to do anything from blowing a projectile fired at her off course to ripping trees from the ground. However, tornadoes and the like are out of her power to control-for now.

Signature Moves/Attacks

Elisah's most notable attack method is throwing her longsword into the air then using the winds to propel it towards a foe.
She also likes to attack by leaping out of a tree and onto a foe with her Longsword pointed down-she calls this move "Skull Skewer." Using Skull Skewer can be a problem, however. To avoid her dress flying up and showing her underclothes while attacking, she typically uses her legs to hold the blade as well as her hands.

Weaponry

Elisah's main weapon is a longsword with a hilt made of marble inset with a ruby. The blade is made of iron mixed with diamonds to reinforce it.
The blade is somewhat unusual due to the fact the last 7 inches from the tip to the hilt are wider and leaf-shaped compared to the rest of the blade.
It is very lightweight for its size, which allows Elisah to lift it with the winds and propel it towards a foe likewise.
In addition, she also carries a pair of throwing daggers with silver hilts. The blades are unusual because they are three-pronged--the two outer points are winglike and help to steady the dagger as it flies through the air, the third point in between does the major damage.

Equipment

The only piece of equipment that Elisah feels is nessecary is her armored vest.
In places where she feels she is best off going un-noticed, she'll don a black, hooded robe.

Home

Elisah used to wander the Dojo, but she has since taken residence in the Somewhat Bland Tower that Floats.

Personality

Elisah can act like she has two personalities, in fact she doesn't. She just has a shifting temperament-one minute she may be calm and agreeable, the next she could be very angry.
The definate thing about her personality is the fact she never tells anybody what she intends on doing. On the outside, she may seem like she's agreeing and getting along with someone, but on the inside she may have plans to dispose of this person once her goal has been achieved.
She also tends to be a bit apathetic, not giving a care about anybody or anything.

Known Weaknesses

Elisah doesn't have many weaknesses, but her major one is the fact that she is scared of water-or to be more specific, bodies of water, although she is a good swimmer. She never has told anyone why this is so.
She is also limited to where she can use her Wind magic. On the plains, for example, she can use the full extent of her abilities, but the amount of Wind she can use in a cave is limited by the size of the cave entrance. She can't use it at all underground or in any place there is no opening to the outdoors.

Origin

Earth-her birthplace was somewhere in Asia, but just where is unknown.

History

Elisah's parents were poor rice farmers, and dissatisfied with the life that staying with her parents would give her, she ran off.
Just how she wound up in the Dojo is something only she knows, but it was her time in the Dojo she learned to control the winds and hone in on her combat skills.

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PostPosted: Sun Jul 08, 2007 6:04 pm    Post subject: Reply with quote

#10
Name: The Worm


Basic Stats
Age: Unknown
Gender: Hermorphadite (Male personality)
Species: Nightmare Worm

Detailed Description

Appearance

The Worm resembles a 90 ft. earthworm with black scutes that completly surround each segment. Soft parts in between the scutes allow him to move.
Normally, his mouth is closed, but when it's open, the mouth has descending spirals of razor-sharp teeth. When the mouth is closed, the teeth fold back.
The Worm has no visible sensory organs, but is easily able to tell what its surroundings are.

Physical Abilities

Like all worms, The Worm can dig-and very fast and quickly, too. Sometimes, he may cause the ground to shake as he goes past.

Supernatural Abilities

The Worm only has one supernatural ability, but it's a doozy.He can suck in any unusual energies, such as magic, directed at it. He does this by opening up a vortex in front of his mouth and pulling in any spells used against him. When he has gathered enough energy, a group of spines sprout from his back. Then he recreates the vortex, and fires the absorbed magic back at his foe in the form of two energy balls.
The attack is very powerful and deadly, and if it doesn't kill a victim, it usually leaves him/her/it horribly scarred for life.


Signature Moves/Attacks

The Worm has several signature attacks it likes to use:

Pitfall-The Worm digs around underneath the foe, removing enough earth to make the ground unstable to stand on. The main intent is to make the foe fall through the ground and into the cave The Worm made.

Crush/Body Slam-The Worm uses the force of his body to smash a foe.

Weaponry

The Worm's only weapons are his weight, his teeth, his digging ability, and his magic-absorbing attack.

Equipment

The Worm doesn't have equipment in the usual fashion. However, the spikes he sprouts after absorbing enough magical energy help contain the energy. They go away after the energy is turned back on a foe.
The scutes that cover The Worm's body help defend it and act as armor.

Personality

The Worm lacks a distinct personality, but he can be described as a bloodthirsty, short-tempered brute.
He also appears stupid, but that's what he wants you to think. He's actually quite smart and cunning for a 5-ton invertbrate.

Known Weaknesses

Obviously, The Worm cannot use the magic-absorbing move against foes that do not use magic, and can still be damaged by physical attack.
The Worm has to be facing a foe to absorb their magical/supernatural attacks. If one was to aim an attack spell while behind The Worm, unless he noticed and managed to whip around fast enough to absorb it, he would be effected like any other creature.
The scutes covering the worm can only take so much damage before being smashed, exposing the soft parts for enemies to take advantage of.
The Worm is afraid of natural fire.

Home

In the Dojo, The Worm has taken residence under the central plains.

Origin

The Worm's homeworld is unknown.

History

Pre-Dojo life of The Worm is a mystery, but when The Worm arrived in the Dojo, he was the size of a regular earthworm, and was a normal earthworm, save for the scutes covering him.
The Worm attained its massive size by natural growth, but if its magic-absorbing attack is natural or was attained from an outside source is a question that has yet to be answered.

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PostPosted: Wed Aug 22, 2007 9:21 pm    Post subject: Reply with quote

#11
Name: The Swodahs


Basic Stats
Age: Unknown
Gender: Unknown
Species: Shadows of the Past

Detailed Description

Appearance

Combined: When in the form of a large monster, the Swodahs resemble a large, black caterpillar. The front half is usually raised above the ground. On the top half, there are 4, long insectoid legs. The ends of these legs are very sharp, and used to slash at foes. The bottom half has 4 more legs, again insectoid. However, these ones have 3 fingered, dexterous hands instead of slashing blades.
The round head had mandibles shaped like the pincers of a centipede, along with 4 glowing red eyes.
The long, sinous back half has long, spider-like legs, which give the combined Swodahs terrifying speed.
The front half is much wider and broader than the back half, due to the muscles there.
Seperated: While seperated, the Swodahs either appear in the form of 7, circular shadows moving around on the ground, or in the form of 7 humanoid creatures. Each humaniod has glowing red eyes, no nose, long black hair, and sharp talons on each finger.

Physical Abilities

The Swodahs are able to combine themselves into one large monster or seperate into 7 humaniod creatures.
To seperate, the beast "melts" into a large circular shadow, which splits up into 7 smaller shadows from which the humaniod creatures emerge.
To combine, the humaniods "melt" into circular shadows, then spiral towards the point where the combined beast will emerge. Once there, the smaller shadows combine, and the combined beast emerges.
Combined: The Swodahs in their combined form are both extremely strong and very fast. The creature is capable of sticking one of its lower arms into the ground, and teleporting it via a shadow to grab a foe standing out of typical grasping reach. Before the arm appears to attack, it is indicated by a circular shadow on the ground.
The Swodahs are immune to physical attack while combined.
Seperated: The seperated Swodahs are fast and strong, and their talons can shred steel. They also are very resitant to taking damage.

Supernatural Abilities

While combined or seperated, the Swodahs are excellent at elemental magic, although the combined form is better at it than the seperated forms.
Also, the Swodahs are telepathic while combined or seperated.
Combined: The combined form typically uses 6 spells, one each for fire, water, wind, earth, light, and dark. To use any one of the spells, the beast first looks towards the sky, gathering the power it needs via a vortex formed out of the element it is using, before flicking the legs on its back in the direction it wants to cast the spell.
The Fire spell sends a large, veritcal column made of flames at a target. As it moves along the ground, it gets thinner and thinner until it either hits its target or disappears.
The Water spell sends a hailstorm flying from the beast and towards a foe.
The Wind spell sends a large, vertical column of violent, twisting air at a target. The column acts like a tornado, often sending other objects flying other than the spell's intended target. The column disappears after a few minutes.
After performing what's needed for the Earth Spell, the beast points the ends of the legs on its back downwards and plunges them into the ground, causing massive stalagmites to sprout from the ground in a path towards a foe.
The Light spell sends a blinding beam of light at a target.
The Dark spell sends a life-draining beam of darkness at a target.
Seperated: The spells the seperated Swodahs use are similar to the combined form's, although different looking and much weaker.
The Fire spell for a seperated form sends a fireball at a target, which explodes upon impact.
The Water spell sends an ice ball at a target.
The Wind spell sends a small tornado at a target.
The Earth spell causes a single stalagmite to sprout underneath a foe's feet.
The Light spell sends two spirals of light at a target.
The Dark spell sends a bolt of dark lightning at a target.

Signature Moves/Attacks

Fatal Slash-The combined Swodahs lower their front half and slash at a foe with the legs on the back.

Fatal Stab-The combined Swodahs point one of the blades of the legs on the back downwards and attempt to skewer a foe.

Deadly Rush-The seperated Swodahs all charge towards a foe at once, often from all directions.

Weaponry

The leg blades the combined Swodahs sport serve as their primary weapon.
The seperated Swodahs rely on their talons.

Equipment

The Swodahs do not carry any equipment, due to their nature as shadows from the past and their constant combining and seperating.

Personality

Brutal-that's the personality of the Swodahs described with one word. Because of their violent past, the Swodahs spend every waking moment seeking to eradicate whatever living creature they come across. Even if the tide of battle turns against them, they will not stop fighting until their opponent lies dead on the ground. Retreating signifies weakness to them.
If they have a score to settle-and the object of the grudge escapes their first attack-they will relentlessly hunt down that person until the score has been settled.

Known Weaknesses

Combined: The combined Swodahs are immune to physical attack, but are still able to take damage from magical attack. Also, if tricked to land on something like a pillar or a stalagmite after jumping, they will also take damage from those.
Seperated: The seperated Swodahs are fierce fighters and can easily overwhelm single foes, but they are not immune to physical attack, and are on the whole much weaker and more easily damaged than their combined form.

Home

The Swodahs can be anywhere in the Dojo-if there's somebody who's made them mad in a location, chances they are there.

Origin

The Swodahs originally came from Earth.

History

Ages ago, during a major war, 7 warriors were cut down by hated enemies and died with a score to settle. Even though they failed to get revenge, their souls wandered for many years filled with bitter rage and hatred.
Eventually, a sorcerer attempted to destroy a village he was living near by summoning the shadows of the past to assist them. The shadows that came were the spirits of the 7 warriors. The warriors combined together into the large monster, and killed the sorcerer. Then they attacked the village, killing every single person who lived there and reducing the village to ash.
They declared themselves the Swodahs, and began a terrible rampage.

However, one day, they were sucked into a portal that desposited them in the Dojo.

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PostPosted: Mon Aug 27, 2007 10:46 pm    Post subject: Reply with quote

((This character is still under development. Once I've RPed with her some, there will be more information.))

#12
Name: Undine


Basic Stats
Age: Unknown
Apparent Age: 20ish
Gender: Female
Species: Water Spirit

Detailed Description

Appearance

Typical Form: In her usual form, Undine resembles a mermaid-like creature with light blue, scaleless skin and dark blue, straight hair.
Waist up, she has a human form, and her skin color is the same all over. Her eyes are red in color. Instead of ears she has a pair of backwards-jutting, trapezoid-shaped fins. Her fingers are slightly webbed.
Waist down, she has a fish tail that is widest where the hips would be on a normal human and tapers until ending with a large, forked tail-fin. Theres also a rayed fin that stretches from her waist to about halfway down the tail.
Clothing-wise, Undine has an armored chestplate made out of opal set in gold. It doesn't wrap around her shoulders, but is tight enough to prevent it falling off. Around her wrists she has tightfitting, blue bands with gold ends.

Human Form: If needed, Undine can also assume a normal human form. While in this form, her eyes are green, and she has straight, red hair. Her clothing while human includes a blue shirt with long sleeves and a dress of the same color.

Regardless of what form she's in, she always has a necklace with a small seashell around her neck.

Physical Abilities

Undine is able to breathe both on land or underwater, although typically it's easier underwater. Other then that, none of her physical abilities are worth noting. ((Under development.))

Supernatural Abilities

Being a water spirit, Undine has control of lakes, seas, etc.
She is able to pick up and mold water like clay, as well as freeze water and melt ice at will. ((Under development.))

Signature Moves/Attacks

((Under development.))

Weaponry

Undine relies on her magic in combat, and therefore carries no weapons.

Equipment

Undine does have a pouch she'll carry with her if nessecary (normally in her human form), otherwise she doesn't carry much equipment either.

Personality

In short, Undine's temperament is even. She rarely gets angry, and has a high degree of self-control. Still, it's not a good idea to try her patience.
She also tends to be quiet, and will keep her mouth shut unless she actually feels like she needs to give an opinion.
She prefers to stay out of wars, Dojo-wide arguements, etc. unless she is dragged into them by forces beyond her control.
In battle, she uses stealth and trickery to attack her foes, rather than attempting direct assaults. ((Somewhat under development.))

Known Weaknesses

Undine needs to have some acess to water before she can use her powers. Otherwise, her supernatural abilities are useless.
She's not the strongest thing around, and a smart foe could easily exploit the fact that she lacks weapons.
In spite of being a spirit, Undine is not immortal, and most things capable of damaging humans are capable of damaging her too. ((Needs some work.))

Home

Undine has chosen a lake in the Evergreen Glades as her abode.

Origin

Just where or how Undine came into existance is unknown. ((Under development.))

History

((Under development.))

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PostPosted: Mon Sep 10, 2007 7:28 pm    Post subject: Reply with quote

#13
Name: Gardon


Basic Stats
Age: 120
Gender: Male
Species: Ice Dragon

Detailed Description

Appearance

Gardon is a white dragon with blood-red eyes. He has batlike wings on his shoulders, which are large enough for him to fly. His tail is long and lithe. He has a broad chest. His jaws are moderatly large, but not narrow. His four legs all have 4 toed feet with wicked black claws. He has a pair of slightly curved, 1 foot black horns slightly behind his eyes.
He is about 35 feet in length.

Physical Abilities

Gardon is able to fly with his wings. He is also quite skilled with his teeth and claws. He is immune to freezing temperatures.

Other Abilities

Like all Ice Dragons, Gardon is able to breathe ice. Anything the freezing cloud touches will be frozen solid, unless it is fire or an otherwise very hot object. However, the ice is capable of putting a fire out.

Signature Moves/Attacks

Gardon's favorite attack is a dive-bomb. He'll also attack with his breath, teeth, and claws.

Weaponry

Gardon uses his teeth and claws, although he is currently learning on how to use a spear.

Equipment

Gardon carries no equipment.

Personality

Gardon's personality is largely similar to his species as a whole-he will not say/mindspeak much, and is a loner. However, unlike most ice dragons, he appreciates company, and is sensitive.

Known Weaknesses

Gardon cannot take high temperatures. If he spends too much time in a hot area, he'll die. Also, the skin on the underside of his body is much softer than the skin on his upperside.

Home

Gardon wanders around the Arctic Tundra, attracted by its low temperatures.

Origin

Gardon will not speak a word about where he came from.

History

Gardon will say nothing about his past. If asked, he'll merely clear his throat and refuse to say a word about the subject. However, he does seem to be tortued by it.

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PostPosted: Wed Sep 26, 2007 3:54 pm    Post subject: Reply with quote

#14
Name: Four Swords


Basic Stats
Real Name: Unknown
Age: Unknown
Apparent Age: 26
Gender: Male
Species: Parasitian (Jackal Clan)

Detailed Description

Appearance

Four Swords is mostly humanoid. He has seemingly two arms and two legs. Each arm is muscular, but thin, and has a 6 fingered hand (including two thumbs), each being tipped with a black claw. His legs are a little bit longer than his arms-the upper legs are more muscular then the lower legs, and he walks on his toes like a dog. Although he has 5 toes, only 3 are noticable due to their very large, sharp, curling claws. Each of his limbs has a hard shell on the outward facing parts of it. He has a broad chest, but his body tapers from the bottom of his chest to his hips. His neck is set lower than a normal humaniod, giving him the appearance of a hunchback, although he doesn't have a hunchback. He has 4 eyes-two are blue in color and placed where he would normally have eyes, plus two, small black ones that are normally closed, placed were the nose would be on a normal humanoid. He has a pair of sharp, backwards-pointing spikes above his normal eyes, resembling the folded-back ears on an angry cat.
His mouth is full of short, sharp teeth.
He wears a long, black cape that is draped around his shoulders. Around his waist, he sports the 4 scabbards that carry the swords that give him his nickname.

Physical Abilities

Four Swords's most noted ability is his being able to split each of his arms into 2 seperate arms, each capable of expertly wielding a sword. He often fights with 2 arms holding their swords across his vulnerable parts, protecting them, and attacks with his two other arms.
He also has the distintive tongue of the Jackal clan. With this tongue, he can copy genetic abilities from his prey, although he won't do so unless the prey has features he considers useful.

Supernatural Abilities

Four Swords's two, small, black eyes appear to have some supernatural powers, but only he knows just what those powers are.

Signature Moves/Attacks

Skewer-Four Swords thrusts all of his swords at an opponent's chest.

Kick-using his arms to support himself, Four Swords thrusts the sharp claws on one of his feet at a foe, using the weight of his body to add to the force of the blow.

Weaponry

Four Swords's primary weapons, like his nickname suggests, are his four black-bladed swords he carries in scabbards tied to his waist. Each sword has a 3-foot-long and 1/2 foot wide blade and an obsidian hilt.
If nessecary, Four Swords also has a pair of emerald daggers that he keeps in his pouch. However, he will rarely use these.

Equipment

Four Swords carries a pouch made out of unreconizable leather, in which he carries his daggers basic supplies.
He also has his cape, although this serves no purpose other than to intimidate his foes.

Personality

Like most Parasitians, Four Swords is supersitious, although to a lesser degree than most. He is a 'specialist' of his own abilities, and cares little about higher spirits, although he does believe in such things.
While Four Swords is not the friendliest creature around, he will never bother those who leave him be. However, he won't hesitate to rip the throat out of someone who insults him.

Known Weaknesses

Four Swords's weaknesses are the same as any other parasitian-he's immune to most diseases, but is still suspectible to mental illness and fast-acting poison and viruses.

Origin

Four Swords came from the Parasitian Homeworld.

History

Nothing about Four Sword's early life is anything remarkable-his birth was normal (for a parasitian), and he was fairly normal growing up.
He was part of the Left Hand branch of the Jackal government when the Jackal Clan took over the Leech Clan's territory.
After a few years, the clan decided to take care of their rivals once and for all. Four Swords was one of the biggest adovacates of this, but before he could add his points to the major plan, he found himself being pulled from one dimension into another. What happened after that is history.

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Last edited by TheBlackSoul on Sat Oct 20, 2007 10:53 pm; edited 1 time in total
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TheBlackSoul
Yellow Belt

Old Friend

Power Apathy Party




Posts: 798


PostPosted: Sun Oct 07, 2007 12:18 am    Post subject: Reply with quote

#15
Name: Faaru


Basic Stats
Age: Unknown
Gender: Male
Species: Firefox

Detailed Description

Appearance

Faaru resembles a orange-eyed Red Fox who has fur made out of fire, although the flames on his front half are shorter and more resembling of fur than the flames on his back half. The fur colors on a normal Red Fox are echoed in the color of his flames. When he's standing still, sitting down, or walking, all 4 of his legs are easily seen, and looks fairly normal except for his size and flames. But if he is running, his hind legs and tail turn completly into flames, lose their shape and trail behind him like the tail of a comet. He is about twice the size of a regular red fox.

Physical Abilities

The heat of Faaru's flames vary with their color-the white flames on his stomach and the tip of his tail are the hottest, while the red flames that make up most of his fur are the coolest, although they are still very hot.
He is also very resistant to fatigue, and rarely needs to sleep.

Supernatural Abilities

Faaru is able to control fire like all firefoxes, and does so in a variaty of ways-normally by breathing it. As a result, he's mostly immune to fire attacks. He also has the ability to fly some, but he can't go more than 100 feet above the ground.
He is telepathic, and prefers to communicate that way.

Signiture Moves/Attacks

Fire Breath-Faaru breathes a jet of flame at a target.

Scorching Beam-Faaru sends a large column of flame at a target.

Fire Spiral-There are 2 ways Faaru does this move. He either quickly circles a foe, sending fire inward, or he flys in quick spirals, generating a flaming, tornado-like spiral that he sends in the direction of his foe.

Weaponry

Faaru's main weapons are his flames, teeth, and claws. He can't wield normal weapons usually.

Equipment

The flames covering Faaru's body can act as a shield, absorbing any fire-based attacks aimed at him. It also protects him from being frozen.

Personality

Faaru shows very little emotion, although he experiences them just like any other sentient being. While he is fully capable of speaking, he strongly prefers communication through telepathy.
He is evil, but not evil in such a sense that he constantly plots to take over the Dojo. He has a sharp tongue, and enjoys making sarcastic remarks.

Known Weaknesses

If Faaru's flames ever go out, he will die. As a result, he can never submerge or get caught out in the rain. This also makes him vulnerable to an enemy's water-based attack. He is also suspectable to a wind-based attack, but this isn't major.

Home

Faaru tends to roam the Dojo, having no definate home.

Origin

Like all Firefoxes, Faaru was born of flames-in his case, he came from a magically generated forest fire in the Evergreen Glades.

History

Like the salamanders, the Firefox is a creature who springs to life from fire.
One day, a fire mage battling his greatest foe set the area of forest the battle was taking place in alight in a desperate attempt to win. He succeeded and failed at the same time. The fire killed both him and his enemy, and the fire raged for 5 straight days.
During those 5 days, the magical nature of the fire birthed a hoarde of firey vulpines, who spread throughout the Dojo. The most prominent of these 50 or so firefoxes just so happened to come across the city of Psychtopia. Wandering in, he learned the language of the Dojodians, and chose the name Faaru for himself.

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TheBlackSoul's Characters

Devastator and Friends

Excuse any stupid mistakes of mine. I haven't been around for ages.
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