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Tabi Kat
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04-11-2007, 09:19 PM
This is for the bios for the Kingdom RP. Please do not post a bio if it is not up for inclusion within this list. This is accepted bios only. If you wish to join, please PM Tabi Kat with a completed bio. This is only for a description/personality basic bio. No history is required in this thread but it is required in the PM for acceptance.
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Tabi Kat
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04-11-2007, 09:20 PM
Please submit the following bio format in PM to Tabi Kat
OOC Nitty Gritty
Down and Dirty Details
Bio Application Format:
Code:
Name:
Age:Don't care if they are 13,527 and look 12, put it down.
Race:Demon, Angel, human. Don't care.
Gender:
Status:(Noblity,citizen, peasant)
Class:(Mage,Fighter,Scholar,Ranger etc...)
Origin:(Country Eiros, Duvah, or Chiazu)
Weapon(s): (ex: Please be reasonable. A mage can not carry two handed weapon)
Physical Description:Do not even THINK of just giving a picture.
Personality:What are they like. Bubbly and vapid. Stern and serious.
History: Doesn't have to be long and drawn out, though it can be.
Code:
Race Name:
Status available:(Noblity,citizen, peasant)
Class available:(Mage,Fighter,Scholar,Ranger etc...)
Origin:(Country Eiros, Duvah, or Chiazu)
Physical Description:Do not even THINK of just giving a picture.
History: Doesn't have to be long and drawn out, though it can be.
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Tabi Kat
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04-11-2007, 09:21 PM
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Tabi Kat
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04-11-2007, 09:23 PM
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Tabi Kat
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04-11-2007, 09:24 PM
Duvah Bios
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Tabi Kat
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04-11-2007, 09:26 PM
Iriad Bios
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Tabi Kat
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04-11-2007, 09:29 PM
Itztli Bios
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Tabi Kat
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04-11-2007, 09:30 PM
Social Subjects
Kava Suvra
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Tabi Kat
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04-11-2007, 09:31 PM
Physical Location Descriptions
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Tabi Kat
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04-11-2007, 09:33 PM
Common Rumors and Gossip
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Tabi Kat
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04-11-2007, 09:36 PM
*reserved*
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Tabi Kat
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04-11-2007, 09:46 PM
*reserved*
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Tabi Kat
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04-11-2007, 09:49 PM
*reserved*
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Tabi Kat
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04-11-2007, 09:50 PM
*reserved*
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Tabi Kat
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04-11-2007, 09:51 PM
*reserved*
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Tabi Kat
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04-12-2007, 02:54 AM
Serefina A'ska Reinelle Aiko De Mourney
Age: 17
Gender:Female
Height:5' 4'
Weight:120
Title/Class:Paladin of Darkness
Social Status:Crown Princess of Hyphos
Alignment: Darkness (Shadow) Elemental
Weapon(s):Serefina's weapon of choice is a very unique weapon. It has no real name or origin. It was designed by 'Fina, her sword instructor and her Dark mage tutor and given to the royal weaponsmith for forging. Privately, she calls the blade 'Shadow Dancer'.

Forged from a mixture of Niobum and something no one has been able to pinpoint, it is quite a vicious and almost inhumane weapon. The double sided blade's edges are slightly serrated for more damage to her opponent. It is also light weight, to compliment the slight girl's weight for the most in damage. Given to slashes instead of pivots, it moves through the air, an almost quiet hum coming from the delicate dark metal sword.
The sword's hilt and crossguard is made from a blending of gold, white gold and the same material as the sword, giving it a very unique appearance. Wrapping loosely around the crossguard is a clasp of gold and mother of pearl, giving the sword a distinctly feminine feel to it. At each end of the crossguard and again at the pommel, one finds stones of the upmost black, these are elemental stones taken from the shrine to Dark Elemental and as such are gifted with mana, allowing 'Fina to cast limited spells with said weapon. But after so long, they must be recharged in order to be used again.
Wrapped in a deep purple binding, symbolizing the eternal association of royalty, the sword is in truth a masterwork of design and care. It would be nearly impossible for 'Fina to replace it and as such is extremely careful in her use and care of this most precious of items.
Origins:Western, Hyphos, Dienos, capital city
Description: In more then one-way, 'Fina is a misfit among her family. Where as everyone in her family has deep black hair, 'Fina's is instead, seemingly spun of white gold. She usually works it into a braid upon her neck or lets to flow down her backside.
Where everyone in her family is tall, 'Fina is relatively short, the only real resemblance she has to anyone in her family, is her father's deep dark violet eyes that seem to radiate intensity. Petite, yet muscular, 'Fina is often found wearing male pants and loose tunics, her breasts bound for safety's sake while fighting, hunting or otherwise similarly preoccupied. Long boots reaching her thighs are often worn, though she is never without her personal signet ring of niobium and dark elemental stone as well as a wrapped bracelet of niobium and elemental stone around her left wrist.
When dressed as a fighter, or a boy, she tends to wear a signet of a lesser known sub group of the family, which take for their device, the black Iris. Wearing such a outfit, she still wears slightly clingy yet free movement clothing much like a male would wear but her legs and such are far too slender to be a male.
When forced to dress formally, she chooses dark colors, such as royal purple and black. Not from any desire to reinforce the misconceptions of the Dark bloodline, but because they show off her pale skin and platinum crown of hair to perfection. Slim and graceful, she appears both competent and slightly dangerous despite her young age. Given to slimmer gowns then is the fashion, she likes her freedom of movement and will not sacrifice it even for fashion. She isn't scandalous in her mode of dress however, making sure everything that should be covered, is in fact, covered.
She will often, in formal garb, adorn herself with rare black irises upon her head and upon her person. In addition, the crown jewels are shown to perfection upon her porcelain skin. Enrobed in Niobium and surrounding the dark elemental stones, even then she is protected by her family's bloodline.
Personality: Intense, that's the best word for 'Fina. From the tip of her white halo of hair to the point of her ever so fine shoes, everything about Serefina, crown princess of Hyphos speaks of intensity. Born and bred, the only princess of the royal family of Mournay, as well as princess of the Dark Bloodline, her very countanance is noble of bearing.
Even at her tender age, she can just as easily, stare down a foreign diplomat as she can hold court, which is just as easy for her as sewing simply stitchery would be for most young ladies of noble bearing. Distrustful of most people, 'Fina can still be taken as naive. She will trust an eastern stranger before she will trust a Westerner of any kind. It's not even something she notices; just that she has a fascination for anything eastern that often overtakes her good sense.
When not forced into the more adult like settings, 'Fina will often find herself out in the stables practicing horsemanship, swordplay or other such rough and tumble games that would normally be construed as beneath her. It is her own way of rebelling and the squires and knights keep her secret from her family out of the warmth and friendliness she has shown them. That and the few extra gold pieces she gives them when she can. Everything has a price after all. 'Fina knows that better then anyone.
The only exception to the rule of gold, is 'Fina's love for her older brother, the Heir Prince Anastazi. Close in childhood, 'Stazi is the sole focus for almost everything 'Fina does. 'Stazi was more adapt at magery then swordsmanship, so 'Fina vowed to be his compliment, despite her teasing of her brother's inclinations. Bordering on obsessive, 'Fina will do anything if it means that 'Stazi is taken care of.
__________________
May you have the heart of a warrior !
And no matter how you're born, for on this day you have sworn
For today you are reborn as a knight, and you have worn
the golden chain, the belt of white, and silver sword.
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RovingMercenary
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04-12-2007, 05:21 AM
Lao Fei Zhu
Age: 22
Race: Human
Gender: Male
Status: None. Monks of the Phoenix throw away all status in service of the gods.
Class: Warrior Monk
Origin: Chiazu, Temple of the Phoenix
Alignment: Good/Neutral
Weapon(s): He is usually seen with a dadao, a three foot long, five inch wide hand and a half broadsword with a single-edged, deeply curved, weight forward blade that is thirty inches long. He has also been seen using a six foot long wax wood staff as a weapon, and a spear of same make and length.
Physical Description: Standing at 5'3" and weighing 160 pounds, he is a well-muscled man who has spent most of his life in the temple. A light tan graces his complexion due to more time spent outside than in. His black hair is rather short, ending at his shoulders, and tends to shine faintly in any avaliable light. His blue eyes tend to change color, depending on a shift in mood, darkening or becoming lighter as his emotions change. But they are initially a vibrant royal blue.
Personality: An unusually calm man, despite living in a temple aligned with the element of fire, he does his level best to remain impartial and objective. Despite his attempts to keep his face level however, his eyes tell most of the story, and depending on what color they are, one can cue in on his various emotional states.
In combat, the facade of calm is eliminated, and his reserved features turn passionate and intense. It is as if he saves his emotions for the battlefield, or any other time in which they are needed. He does not think about his moves or the opponent's, he simply feels them via instinct and intuition.
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Jac
⊙ω⊙
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04-12-2007, 07:36 AM
Aria de l'Eonan
Age: 17
Race: human
Gender: female
Status: noble by name-only (explanation in history)
Class: Apprentice mage, maid
Origin: Eiros
Weapon(s): A few spells, basic items in belt (like a small knife, not generally for fighting though)
Physical Description: She had bright blue eyes and lightly tanned skin. She has long, straight, black hair that goes down to her waist and bangs that shade her eyes slightly. When working, she keeps her hair tied back in a simple or braided bun, but any other time her hair is down. The colors she usually wears are black, forest green and gold - her typical evening dress is simple and black, down to her ankles, and she often wears a forest green cloak with gold trim over this. No matter what she wears, however, she is never seen without her belt, which is probably best described as the utility belt of the middle ages. It has pretty much all of the basic necessities, including a bit of string. You never know when you need a bit of string.
When she is dressed as a noble/mage, she stands with an indiscirnable air of nobility. This posture is in fact so strong that she consciously stands differently when working, to hide her identity and not make the servants nervous.
Personality: She usually keeps a levelheaded exterior, and she is upbeat despite her hardships. She has her quirks, and can be very ambitious and not very by-the-book at all. Unfortunately, these traits have landed her in trouble.
History: Although her name is well known among the upper-middle class nobles, her family lost nearly all of its wealth several generations ago, and only by a fluke (and through some good family friends) was she able to become an apprentice mage. Although she likes magic, she sometimes gets a little overzealous; she has been working as a maid for several years now to pay off a debt for property damages. Currently, however, Prince Anastazi has given her a new task - to help Mariah.
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RovingMercenary
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05-17-2007, 12:49 AM
Phoenix Temple: Warrior Monks
The extreme of protecting life and preventing others from killing.
The Warrior Monks of the Phoenix temple, in order to promote health of body and spirit, have formulated a means of self-defense that acts more in the way of staving off and immoblizing an opponent rather than killing them. Mainly using staves as a primary weapon to adhere to their geas on killing, they are the primary movers when it comes to spreading the teachings of their patron diety due to their enhanced ability to defend themselves.
With that said, multiple situations and enemies often pop up in actual combat. As such, the monks train with and master multiple weapons and means of attack in order to adhere to these ever-changing situations, including edged weapons. However, their main adherence stands true- injure rather than kill, intimidate rather than injure, and avoid rather than intimidate.
Possibly the most difficult skill to master is their chi kung, or energy techniques. The ability to focus spiritual energy into any part of the body and enhance its performance or resistance, making them faster, stronger, or less easy to tire out. The extreme of these techniques is projecting this energy and turning it into a tangible force, channeling the element of fire and focusing that element into attacks and strikes.
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Admittance
Both monks and nuns can enter the ranks of the Warrior Monks, though they must prove themselves fit to do so. For some, it takes years- others are admitted immediately. They are tested on their basic stamina and agility, as well as knowledge of the various methods of transforming and redirecting negative energies, a crucial skill for defending oneself against weapons that are not purely physical.
Upon reaching a suitable mastery and proficiency of these basic prerequisites, the monk or nun is put under a master- and thus put under some of the most rigorous training that one can endure. This usually weeds out those who are not sincere about joining the Warrior Monks, but those that stay are given the basic strikes and kicks needed to survive an unarmed conflict, as well as their first form.
Mastery of this first form, as well as signifigant improvement in physical, mental, and spiritual growth, will gain the student acceptance into the ranks after taking the oath to protect all lives within one's sight, regardless of circumstance or situation. Still, adhering to this oath is more difficult than one may believe...
Some are simply bound by their karma to cause pain, and the geas is lifted when the opponent is determined enough to cause harm. Thus there is another law:
Never kill out of hatred and anger. Only service and duty. The consequence of your actions will be greatly reduced if your intention is one of service and duty to the community.
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Strengths:
- Skilled in multiple weapons
- High degree of pain tolerance (at higher ranks)
- Addition of Fire element to attacks (at higher ranks)
- Enhanced speed and strength
- Cancellation/Redirection of magical attacks
Weaknesses:
- Lack of body armor
- Follows the code of a Warrior Monk
**
Hierarchy and Skills
Trainee
Novice Combat Training
The student has the basic skills to defend oneself, and yet does not have the capacity to hold a weapon yet. Still, the strikes, kicks, locks and throws to subdue an enemy are within their grasp.
Karmic Suppression
Using a series of five hand signs known as mudra, the monk or nun has the capability to ward off any sort of negative energies, reducing their harmful effects. Damage from magical attacks are halved by this metaphysical barrier unless the attack is too great to bear.
Note: Barrier will reduce damage spells up to Moderate by one rank, to a minimum of Light; Heavy or higher will break the shield.
Cast Time: 3 seconds | Recovery Time: 2 seconds | Range: Self | Duration: 5 minutes or until destruction
Energy Skills: Lightfoot
Monks of the Phoenix Temple have trained themsvelves to move at a faster speed than standard human limits will allow, at the expense of a piece of their own Chi. Focusing their energy into their legs, they have the capability to improve their agility, balance, and kicking/jumping power.
Note: Jumping height is a maximum of 20 feet during this skill, and running speed is increased to 25 m/s. Caster is able to scale and run on walls with increased ease and hold their balance on a surface area no less than four inches wide. Skills such as Phoenix Talons are increased by one damage rank.
Cast Time: 2 seconds | Recovery Time: 4 seconds | Range: Self | Duration: 2 minutes
Deva Fists
A combination of five attacks to vital areas, this technique allows the user to potentially end a fight without causing severe injury to the opponent. Should the target be armored, this technique will not work unless paired with the energy skill, Iron Fist.
Cast Time: 1 second | Recovery Time: 2 seconds | Damage: Light
Temple Guard
Adept's Combat Training
The student has mastered the basic skills, thus making them eligible for weapons training. The guards are only armed with staves however, for they have not yet learned the proper usage for the sharper or more intricate tools.
Smite
The Temple Guards have the capacity to end a conflict with the least amount of moves possible, and this particular manouvre can deliver a telling blow. Successful use will render the target stunned, leaving him open for a finishing attack.
Cast Time: 2 seconds | Recovery Time: 3 seconds | Range: Length of the staff | Damage: Moderate | Duration: 30 seconds
Energy Skills: Iron Fist
The monk focuses Chi into their hands and forearms, thus making them as hard as steel. Strikes delivered are twice as powerful for the duration of this skill against unarmored foes, and normal damage is dealt against armored targets where none could be delivered before. When used in combination with Lightfoot, the monk becomes an offensive machine, but their defenses are significantly lowered and stamina is taxed.
Note: Offensive skills such as Deva Fists and Phoenix Fist are increased by one damage rank on unarmored targets. Standard damage is delivered to armored targets.
Cast Time: 3 seconds | Recovery Time: 6 seconds | Range: Self | Duration: 2 minutes
Phoenix Talons
The monk has recieved enough unarmed combat training to execute a devastating attack with his or her legs: a three kick combination ending in a flip. Targets are solar plexus, sternum, and finally the underside of the chin.
Cast Time: 4 seconds | Recovery Time: 2 seconds | Damage: Moderate
One-Inch Cannon
A technique executed at close range and with sudden, explosive power, this attack has the capacity to send an opponent flying, turning him into a living projectile. The devastating blow will most likely incapacitate the aggressor in one single moment, and cause Moderate damage to anyone in his or her path.
Cast Time: 3 seconds | Recovery Time: 5 seconds | Damage: Critical on first successful attack | Range: 15 feet
Warrior Monk
Advanced Combat Training
The student has reached the level where they are formally inducted into the ranks, and have enough training and dicipline to use those weapons which they are best at. Though this does not put them at even keel with all opponents, these monks and nuns have some degree of confidence in many situations.
Karmic Negation
A series of different hand signs are used for this skill, thus changing the effect. The barrier around the caster becomes stronger, and is thus able to nullify harmful intentions. Incoming magical attacks have no effect, unless the barrier is destroyed or wears off. Cannot be used in conjunction with Karmic Suppression, and if used during said skill, it will cancel it out.
Note: Spells up to Moderate strength have no effect during this skill; Heavy and Major are reduced by one rank. Critical will break the shield immediately.
Cast Time: 3 seconds | Recovery Time: 4 seconds | Range: Self | Duration: 5 minutes or until destruction
Energy Skills: Iron Body
Sacrificing their offensive prowess for a stalwart defense and fortitude, the monk focuses all their Chi throughout every part of their body, making them tougher to penetrate with edged weapons or spears, and making blunt instruments and physical attacks nearly impossible. However, this level of focus requires the practitioner to stand perfectly still, reducing mobility to zero. Cannot be used in combination with Lightfoot and Iron Fist, and if used while said skills are in effect it will cancel them out. In addition, this skill is heavily demanding on the body of the one who uses it.
Note: All physical techniques are reduced two damage ranks during this technique to a minimum of Light. Light techniques (to start with) will do no harm by default. With that said, this skill will not stave off death for long...
Cast Time: 4 seconds | Recovery Time: 8 seconds | Range: Self | Duration: 5 minutes
Phoenix Fist
The trademark skill of the Warrior Monks. This forward lunging attack, mimicing a Phoenix flying low to the ground, has the capacity to drive through anything within its path, be it wood, brick, or steel. After leaping forwards off of the back foot, the student executes a punch that moves at such a high speed, the air pressure around the fist is moved out of the way and causes considerable cutting damage to anything it touches. It will continue until a force of equal magnitude stops it, or it reaches maximum range.
Cast Time: 3 seconds | Recovery Time: 10 seconds | Range: 10 feet | Damage: Heavy
Phoenix Flight
A flying kick that aims for the head, sternum, or ribs. This is usually a desperation move, due to its high risk. But the reward is a swift end to the combat without any further intervention from the target.
Cast Time: 4 seconds | Recovery Time: 6 seconds | Range: 20 feet | Damage: Moderate
Divine Hand
Intense Combat Training
The student has reached the point where combat is a second language, and thus enters the realm of true skill. He or she has trained for so long that the movements and routines of combat can be performed spontaneously and instinctively, without hesitation or distraction. Thus are their minds free of doubt, fear, and desire.
Deep Meditation
Monks at this level have attained a constant awareness of and focus on their surroundings, and in meditation they become a part of them. Mental training at this stage has reached a point where the mind can be cleared of distractions in a matter of moments instead of minutes, increasing reaction time and accuracy during combat situations. Attacks with strikes, kicks, and weaponry if avaliable increase in precision during this state.
Cast Time: 6 seconds | Recovery Time: 8 seconds | Range: Self | Duration: 15 minutes
Energy Skills: Heat Control
At a certain level of training, the command of internal energies will increase to the point where the surrounding environment can be manipulated. In the case of the monks of the Phoenix Temple, they have the capacity to control temperature, and in essence, create fire from out of thin air. Tapping into the Guardian Spirit of Fire's vast resources, they become capable of sealing wounds, snuffing out and igniting fires, and attacking from a distance, causing elemental damage. Beware that prolonged usage is dangerous to the one using the skill...
Cast Time: 5 seconds | Recovery Time: 10 seconds | Range: Self | Duration: 20 minutes or until exhaustion
Flame Shot
A burst of flame erupts from the caster's extended hand or hands, igniting any target within range. Multiple Flame Shots can be used, though if used for too long it can become taxing on the body. Used during the energy skill Heat Control.
Cast Time: 2 seconds | Recovery Time: 3 seconds | Range: 5 feet | Damage: Heavy
Phoenix Tail
Using both hands, the monk unleashes a direct stream of flames towards any targets within range, causing severe burns and elemental damage. The closer the target, the more damage he, she, or it takes. Used during the energy skill Heat Control.
Cast Time: 3 seconds | Recovery Time: 5 seconds | Range: 25 feet | Damage: Moderate to Major
Extinguish
Drawing the heat from a nearby fire, the monk eliminates the conflagration from a distance. The bigger the fire, the more concentration that a monk must devote to the problem. The technique can also be used to drain the ambient heat from a broad area, rendering those trapped inside of the temperature vaccum unable to move as fast as they usually would. Beware: This skill has been known to completely exhaust those who are not careful in its use. Used during the energy skill Heat Control.
Cast Time: 2 seconds | Recovery Time: 4 seconds | Range: Any source of heat within 10 feet | Duration: 10 minutes or until exhaustion
Fire Brand
This skill is meant to increase the ambient heat in any area or object, doing anything from protecting from the cold to rendering a surface too hot to bear. In the case of weaponry, it increases the temperature of the metal for increased damage, cutting power, and effectiveness against armored targets. Attacks with weaponry deal elemental damage while this skill is active, along with piercing, edged or blunt damage. Used during the energy skill Heat Control.
Note: Standard damage will be induced if elemental damage is cancelled or nulled.
Cast Time: 2 seconds | Recovery Time: 4 seconds | Range: Any source of heat within 10 feet | Duration: 10 minutes or until exhaustion
Sealing
The monk has the capacity to cauterize wounds with their hands alone, preventing any further blood loss from the intended target. This does not mean that one does not need a good healer, but in lieu of that, this is a handy alternative. Used during the energy skill Heat Control.
Casting Time: 2 seconds | Recovery Time: 2 seconds | Range: Ally (touch)
Burning Phoenix
After landing a kick that launches an opponent a good distance upwards, the practitioner leaps into the air and sends the target back down to earth with an inside turning kick. Should other targets be near the incoming human projectile, they will recieve damage as well.
Casting Time: 5 seconds | Recovery Time: 10 seconds | Range: Target, plus up to three additional targets | Damage: Heavy
Disable
The monk leaves themselves open for a brief moment in the fight, a dangerous notion at best... until the opponent strikes in that opportunity. A brief defensive posture is assumed and held for all of two seconds. While the flowery movements of the hands and arms are seemingly useless in practice, in actual application and at full speed, it leads to a three move sequence that destroys the offending limb, rendering it useless.
Cast Time: Instant | Recovery Time: 5 seconds | Damage: Moderate
Avatar of the Phoenix
Combat Mastery
The student has reached the point where they can no longer be called a student. No weapon is unknown to them, no technique unheard of. Still, there are many things to learn in the world, and thus the true master continually seeks ways to improve his art. Still, this is the highest level of Phoenix Martial Arts that one can attain.
Karmic Reflection
Using five entirely different hand signs, the practitioner has the capacity to create a metaphysical barrier that not only stops negative intentions, but redirects them back at the caster in the ultimate display of action and reaction. Magical attacks are sent back to whence they came during this skill, but with each attack that is launched, the barrier weakens. At best, this skill can only be used three or four times per casting.
Note: Skill reverses damage class up to Heavy; anything more will be reduced by two ranks.
Cast Time: 3 seconds | Recovery Time: 8 seconds | Range: Self | Duration: 5 minutes or until destruction
Chi Efficency
The monk at this stage has learned how to reduce the stress placed on their chi reserves during skill usage. Using a special meditation technique, they are able to focus their minds toward drawing out the full capacity of their bodies, able to use skills faster and with less drawback. The effects still remain, positive or negative, yet execution speed and recovery time are cut in half. Seeing as this is a meditative state, there is no drain on chi.
Cast Time: 6 seconds | Recovery Time: 8 seconds | Range: Self | Duration: 5 minutes
Energy Skills: Living Flame
The monk can now manipulate fire to the point where they can light their limbs aflame without burning themselves, and create more complex structures and designs. This technique requires the utmost training, and unless he or she is not careful, the monk usually sports the burns on their bodies to prove their level of proficiency. Strikes and kicks now have elemental damage added to them, which can be a good thing or a bad thing depending on the situation. The most taxing energy skill, but by now the energy reserves have come to a point where the caster can handle such a strain.
Cast Time: 6 seconds | Recovery Time: 12 seconds | Range: Self | Duration: 10 minutes or until exhaustion
Flight
During Living Flame, the monk uses their newfound manipulation of fire to create a pair of wings with a four foot span. They become capable of flight for a limited amount of time due to the updraft of warm air generated by these wings, and can reach a height of five thousand feet without becoming too strained by the lack of air pressure. The wings can be used to fend off multiple attackers, dealing elemental damage to whomever they touch, or they can be used to defend the monk or a single ally. The monk can also execute aerial combat manouvres if the situation requires.
Note: This skill doubles as an advanced Lightfoot, increasing jumping height (35 feet) , top speed (30 m/s) , and balance capacity (no less than two inches). Running along walls and otherwise impassable surfaces becomes second nature at this point.
Cast Time: 3 seconds | Recovery Time: 6 seconds | Range: Four foot radius; self; one ally | Damage: Moderate | Duration: 20 minutes
Duplication
Used during Living Flame, the monk is able to create a carbon copy of themselves, capable of mimicing their every move (save for unique actions, such as skills and defending themselves). Should the opponent take it for the real thing and attack, they will recieve moderate elemental damage from the detonation afterwards. Used in combination with Lightfoot, this can be a useful tool for confusing the opponent.
Cast Time: 2 seconds | Recovery Time: 4 seconds | Range: Self | Duration: 10 minutes or until physical contact is made
Explosion
The most powerful and dangerous of the Living Flame techniques, to both the monk and those around him or her. Focusing all their chi to a single point, the monk executes what could be considered a last-ditch effort. A massive outburst of flame, heat, and sheer air pressure extends in an area of ten square feet, causing severe injuries and turning nearby inanimate objects to rubble. The monk must make certain that there is no other option before using this technique, or else they will violate their code and be considered a "Rogue Phoenix".
Cast Time: 15 seconds | Recovery Time: 1 minute | Range: 20 feet around the caster | Damage: Major
Conflagration
The monk has the capacity to light their arms and legs aflame during Living Flame, adding the fire element to their attacks and physical skills.
Cast Time: 4 seconds | Recovery Time: 8 seconds | Range: Self | Duration: 5 minutes
Wheel of Law
After successfully sliding underneath an opponent's attack, the practitioner executes a flip kick, followed immediately by multiple mid-air leg attacks. The final kick is an inside turning kick, the shin of the left leg impacting with the opponent and sending him towards the ground. A combination of eight hits total, this move is a prime example of the Phoenix Temple's forte.
Cast Time: 5 seconds | Recovery Time: 10 seconds | Range: Target, plus up to five additional targets | Damage: Major
Burning Phoenix Fist
An advanced form of the signature Warrior Monk technique, this flame-induced version is more lethal, and is meant to truly end a fight, once and for all. Sealed in the temple's martial arts for generations, this skill is passed down to a select few.
Cast Time: 8 seconds | Recovery Time: 12 seconds | Range: 50 feet | Damage: Major
Ultimate Technique: Phoenix Summons
Only those with the Eye of the Phoenix can be called her Avatar, and there are few and far between. Those who can see the energy flows and patterns of men have the capacity for great things, including calling for the firebird herself. Not much is known about those who had the capacity for such a feat, for the Phoenix chooses to appear only to certain people at certain times...
Cast Time: ??? | Recovery Time: ??? | Range: ??? | Damage: ??? | Duration: ???
Hidden Technique: Reincarnation
Those who would be avatars have the duty of restoring the flow of life to the world, and as such are capable of reversing the effects of death itself. Once every day, one person (including the caster) can be brought back from the dead... but only if they had died that day. Should the sun set before the powers of the Phoenix Wing, the life-giving sword are used, the soul that one wants to save will return to the wheel of reincarnation, to return in the next life instead of the next hour. Not to mention if the person dies twice in the same day... there are no more chances left.
Cast Time: Instant | Reuse Time: 24 hours | Range: 20 feet (1 ally)
**
Defense of the Temple
The monks do not merely have the task of spreading the teachings of the Phoenix. They are the first line of defense for the temple itself, and the monks within. The nearby trading port and city is also under their protection, but mostly for the people within the city rather than the city itself.
However, there is something more important to defend within the walls of the temple itself- something that is fiercely guarded. It is an artifact of great power- said to be a physical manifestation of the Phoenix, and one of the instruments that Chiazuan mythos claims to have been used in the world's creation.
The artifact is a sword known as the Phoenix Wing. Separated from the protective auras of the temple, it disguises itself as a rusted sword until it chooses a suitable weilder. Those that attempt to use it with evil intentions will be burned by the flames that radiate from the blade itself...
__________________
True strength comes from your will and your heart, corny as that sounds. It comes, not from rage, but from desire and faith. If you believe you will be strong, you will be.
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seripha
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05-17-2007, 01:21 AM
Mariah Polly
Age: 24
Race: Human
Gender: Female
Status: Warrior
Class: Working Middle Class
Origin: Erios
Weapons: A long sturdy bo made of strong wood that has an added bonus to it: It's retractable. Mariah doesn't really know where it's from but in all likelihood it's origins are from Duvah. The science of the bo allows Mariah to put different types of pressure on it which can change it's shape. It can't change shape to make a circle, but it can bend in a total 4 places so if she really wanted to she could make a square. However, that's not very good for fighting. The special features on the bo are generally used for storing the bo and for "bapping" people around corners or hitting them on multiple places at once.
Physical Description: A tall girl, around 6' or a little higher, Mariah has a lithe frame. Long black hair that's usually back off her face in a single long french braid or often several braids in a some what ornamental fashion. Mariah has an extremely cheery disposition and is often seen smiling or laughing heartly. Occasionally she has a dark cloud pass over her face as she's deep in thought, but that is usually a little rare.
Personality: Mariah is very much the tomboy trying to be a lady. She tries very hard to be ladylike and go with the norms of society but she finds it just so incredibly hard. She likes to fight and spar a little too much to be called a lady. Something about breaking an opponent's bones in a non-lethal way just delights her. Mariah is pretty smart but she doesn't have a lot of common sense so sometimes she comes off as a little more dull witted than she really is. She also has a thing for tall men, finding the tallest man in the room usually the most attractive. However, she would never really be able to do anything about that so she contents herself to treating them like her brothers no matter how starry eyed she could get. She also has a very volatile temper that is very hard for any one to control once it comes up, but she is always extremely sorry for it afterwards.
History: Mariah is the youngest of five children, the older four all being boys. Her mother died shortly after giving birth to her and her father had to raise her all on his own. The brothers helped out as they all adored her but they did what boys do best: kick the crap out of each other as a way to show that they loved each other. So Mariah learned the ways of scuffling and fighting at a very young age, just to hold her own in her family. It wasn't bad in any way, she loved fighting with them because it always ended in laughing and hugs instead of crying. She tried to cry once but it didn't work and they wouldn't have any of it.
Mariah grew up in the Polly Inn which was later renamed. Her grandfather was a man of some wealth (for a mere working citizen) but he had some how squandered it so her father had moved his family far away from where the Polly name was tainted and started the Polly Inn. When Mariah was young she helped out by cleaning the floors and by the end of her time there she was serving the brew to their regular customers. The Polly Inn had quite a reputation for being a place of business for trades and merchants, so it wasn't one of those Inns that a girl could be ashamed to work at. Eventually, however, after her father passed on Mariah decided it was time that she get out in the world and try to find a profession, preferably in fighting. She just couldn't stay with her brothers, their wives, and all their children anymore. So she went off to seek her fortune in the world with a pack on her back and a bo in her hand.
Now that she's met "Lady Reinelle" and a slew of tall handsome men, it's off to the Tower of Charity for her to be trained as a lady by Aria at the decree of Anastazi, Prince Regent of Erios.
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Jac
⊙ω⊙
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05-19-2007, 11:01 AM
Ratbag the Cat
Age: Middle-aged, in cat years.
Race: Felis Domesticus. ("Species" is probably more fitting here though.. XD)
Gender: Male
Status: street bum (he's very particular about that fact)
Class: Fighter, bilingual translator
Weapon(s): Claws, teeth, bad breath, and a LOT of experience.
Physical Description: A scraggly, brown tabby cat, with a faceful of scars from countless fights. He has green eyes that look not just at people, like a regular cat, but into people. Tail broken at the tip. Smells funny. Often seen with a couple flies buzzing nervously about his head.
Personality: Ornery, tough, wise and gives a bluntly honest answer to anything. After all these years, this cat hasn't lost his curiosity. He has a speech impediment because, well, he doesn't have a human mouth, duh. Although his appearance seems pitiful, he earned his scars. Now he hardly ever gets hurt in a fight.
History: Although most people see him as a regular, dirty old street cat, he has earned his marks (and scars, and smell..) A few years ago, he gained the ability to speak through an accident involving magic (he's fuzzy on the details, however), and his many, many years of street life have given him much more experience than any library could ever provide. Ever since he began talking he stays away from other cats, because they no longer understand his world and are generally more afraid of him than ever before (who ever heard of a cat that can talk like a two-legged thing, anyway?)
Recently, Ratbag left Erios and came to Chiazu, where he has joined a party of two humans. He might be used as an Chiazuan/Eriosian translator, as he has a bit of a knack for languages despite his pronunciation.
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RovingMercenary
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05-19-2007, 03:55 PM
The Chiazuite Archipelago
Consisting of three major islands and five minor, this archipelago located in the Eastern Seas is a somewhat isolated place. Though it is largely considered a well-developed region as far as civilization is concerned -major cities, well established government, excellent trade, wide knowlege base- the people of the islands have a simpler point of view than most. The concern for the individual is more of a spiritual one than a material one.
Still, one can reach great heights as far as income via the Merchant's Guild and its various chapters within the island chain. And just recently, they have had plans to expand their influence (in the most peaceful way possible, of course)...
**
Major Islands and their Cities
(Information avaliable as the RP progresses)
**
Minor Islands and their Cities
Baitu Island
Length: 500 square km.
Width: 75.6 square km.
Total Area: 10,500 square km.
Location: 2500 nautical miles northwest from the largest island, making it the closest to the mainland.
Description: The island is mostly a tropical rainforest, unique from the other islands for its climate. There are few man-made paths to navigate, besides those originating from the coastal city of Yusheng, making this area nearly impassible. Along with that, the wildlife in the vicinity is of varied types, some of them dangerous to a fault... However, there is one area besides the city that they avoid entirely, and all without being attacked: A massive temple located in the midst of this wild place, where the growth seems to have avoided overtaking the building as if there were something protecting it.
-Cities and Landmarks-
-Yusheng Fortress City-
Population: 650,000
Location: Baitu Island, Northeast Coast
Description: A fortress that had been left over from the Unification Wars, it was said to be impenetrable until it was taken by the sheer numbers of the newly formed allied armies. As a result, one of the most climactic final battles of the war were held here, and the cliffside fortress held its own until their position was compromised and they surrendered. With that said, it is one of the most vital strongholds in the Empire, and doubles as an impressive city. One of the four points where the Chiazuite Navy is stationed.
-Temple of the Tortoise-
Location: Yusheng Jungle
Artifact: Diamond-Shell Cudgel
Description: Within the depths of the jungles near Yusheng, there is a two-story temple that covers a good portion of unclouded, uncovered forest floor. The green and brown clad monks and nuns of the Tortoise care for the surrounding area and the temple itself, as well as practicing their martial arts in order to keep themselves fit. Using blunt weapons and their own bodies for defensive purposes, they defend one of the Five Sacred Artifacts, a monk's cudgel that is an average of 73 inches long.
Xingfeng Island
Length: 300 square km.
Width: 65 square km.
Total Area: 8500 square km.
Location: 4500 nautical miles south of Baitu, 3000 miles west from the largest island.
Description: One of the more docile islands, it was taken and colonized in one sweep. More of a trade agreement than a battle, a series of dwellings were set up, and the local population thrived from the incoming goods. Aside from another village, the island is mostly forests and mountains, and the volcanic activity from Huojin Shan appears to be having a positive effect on the nearby plants rather than destroying them outright. One of the colonists noticed this strange occurance, and being a man of sacred inclination, determined it to be the dwelling place of a powerful spirit.
-Cities and Landmarks-
-Shang-
Population: 80,000
Location: Xingfeng Island, Southern Coast
Description: The village that had been colonized during the Unification Wars has long since transformed into a thriving city and naval base. One of the training grounds for the Imperial Navy are located here as well in the nearby fortress.
-Luohan Village-
Population: 7500
Location: Fifty miles south of Huojin Shan
Description: A small village that one passes through on their way towards the interior of the island. It is a quaint place that has its entrances guarded by the Phoenix Temple Guards, dressed in their yellow Trainee's Robes and armed with simple bamboo staves. An active trade agreement with Shang keeps the place lively, and the nearby Phoenix Temple makes it a fine place for those who wish to visit to stay a night.
-Temple of the Phoenix-
Location: Base of Huojin Shan
Artifact: Phoenix Wing
Description: Founded by a colonist who had visited the sacred mountain and discovered the existance of the Guardian of Fire that dwelled here, the Temple of the Phoenix is said to be one of the five major focal points for spiritual energy in Chiazu. The nearby mountain is an active volcano that has rather special properties- its burning lava is more of a healing force than destructive, which further bolsters the reputation of this place being sacred. Monks here follow the teachines of the Phoenix, who is peaceful and non-confrontational despite being born of flames.
(Information avaliable as the RP progresses)
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RovingMercenary
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05-21-2007, 12:47 AM
Chiazu: Creation Myth
How the world was formed according to the stories of old.
Chiazuan myths state that before the world came into existance, there was energy. Pure, untainted, uncontrolled energy that had a will of its own. This energy condenced and coalesced, taking shape and form and color. Soon there was no longer one, but five... though they were still of the same energy and the same purpose.
Two male. Two female. One was neither, and both.
After a time, they began realizing that they were the only beings in this Void, this ether that had unlimited potential. It was a rather lonely existence. Thus, they decided to create a world where they could rest their feet and have companions besides themselves. With that said, the tasks for creating this world were split among four of them, with the fifth declining to participate in the process, merely opting to observe.
One of the men had the task of forming the earth and all the beasts that walked upon it. Plants were his domain as well, and all sorts of fruit and greenery came forth under his touch.
The other had the task of shaping the skies above and had command of the winds. The winged creatures were his expertise, and there were a great many of them.
With their tasks soon complete and running low on inspiration, they turned to the women for aid. One of them made it her task to form the oceans and lakes and all life within.
The other had a crucial addition, that no other could provide thus far... their world had no motion, no true life. The earth was barren, the animals could not survive, and the plants would not grow. Thus the final spirit was responsible for filling the heavens with light and providing warmth. With that, there was life within their new world, and their tasks were done for the moment.
Even within the earth, there was movement and life. The spirit of fire had seen fit to make the world itself a living thing, and able to heal its own self given enough time.
Thus, they settled on their newly created world and rested there...
(End file. See article on the Five Circles for more information.)
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Tabi Kat
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05-21-2007, 01:23 AM
 
Name: Hoshimi
Age: 20
Race: Human
Gender: Female
Height: 4' 9''
Weight: 105
Title: Maiden Seeress/Priestess of the Temple of Leviathan
Alignment: Water
Weapon(s): Hoshimi does not carry much in the way of normal weapons, she has a small ceremonial dagger that is used mostly for scrying and a set of Kanzashi she always wears but has never seen a need for. Other than that she has not see much in the way of battle, tho her guardian has trained her in the martial arts that her family is renowned for as well as has seen fit to train her with bokken as well as staff but she carried neither upon her person regularly, tho she does carry 'Aquarius' a staff made from a cherryheart wood material, with a large piece of Rose Quartz , that for some reason is faintly bluish in color, embedded within the staff itself, used for focusing her water magic.
Description: Hoshimi or Hoshi for short is a very beautiful young woman, her skin is toned like most Easterners but much paler in hue. She is very beautiful but very fragile looking as if she had been sickly or has never been out in the sun. Her silvery blue shimmering gaze is so stunning it seems to pierce the very soul if it focus on someone. Her deep silken black hair hanging to her knees if unbound, tho it is often decorated with ribbons and braids, in creative designs for ceremonies and public scryings
Personality: Hoshi is a very focused young woman. The discipline given to her through training makes her a very intense seeming yet privately casual person. Her moods flux depending on the situation around her as she tries to make the best of any situation. She doesn't give into anger as she has never really known it. She needs a bit of fun in her life to lighten her up but hasn't as of yet seen a reason to do so. Hoshi is friendly to the point of politeness but seems a bit distant quite often if not down right cold. Not many can get her to smile or laugh other than Tsai her guardian.
History: Hoshi was born to a family of martial artists in the east. Just as a star fell from the sky, she opened her eyes for the first time, revealing orbs almost like molten silverblue that seemed to strike at the very heart of a person. The seer who was present for her birth as was proper, told of a need for the girl child tho it would be many years in coming. Against the mother's will, her father sent her away to do the bidding of the Water Elemental, proclaiming to the rest of the his children that the child had died before taking her first breath.
The mother finally gave in and let her child leave, giving a necklace to Tsai that would glow anytime the child was around someone who cared for her, tho she told not her husband this small bit only that it was something of a hertiage for the child, unable to completely let the child go with a free heart no matter the greater reasoning. Someday, she told Tsai, the student of her husband's who had chosen to undertake the care of Hoshimi, he would need to bring her back to her family and this would guide her. The mother had only a touch of the sight but her family had guarded it well to protect her from the fate her own daughter would have to endure.
Tsai who offered to protect her through the years, even tho it meant leaving his own furthering studies, he owed to much to the man not to offer to protect his daughter in her destined life, proclaiming "She will be as if my own daughter" tho Tsai himself was only 20 himself. He said goodbye and traveled with the child to the Water temple, where she was raised by him and the many priests and priestesses there.
Due to her reclusive location, she was a quiet child who preferred study over rambunctious play and this worried Tsai as it did not seem right to him that she was so private. So he often shared stories of her siblings to her, tho he never told her of her relation to them, referring to them as he always did as if his own family for indeed they had raised him as he was raising her.Thankfully she wasn't entirely quiet and enjoyed playing in the water and was at ease there as much as she was on land if not more so.
When she was seven years old, she was discovered to have strong sight, tho she wasn't always able to interpert it well. It drove her even further from the public eye and it seemed her guardian would never bring her out in public let alone give her back to her family, for even tho he knew her destiny that was his wish to let her truly know her siblings and family in a way the stories he told her would never be able to show her. Tsai himself would like to see his master again but he would protect his daughter as long as he lived, he had come to love her as his own child through the years and simply wanted her to be at peace.
For he knew where many did not that behind her peaceful facade, there lurked a brewing tempest, so he decided to train her, not to hide the tempest but to focus it, to ride it as one would the ebbs and flow of life that she often held in her hands when she scryed. Something her father had taught Tsai when he was younger.She was driven to help those less than herself as well as those above her. It didn't matter a person's station in life if they proved themselves capable of handling things on their own she was willing to help them on their way "after all one only gains from an experience if one can carry it forward".
__________________
May you have the heart of a warrior !
And no matter how you're born, for on this day you have sworn
For today you are reborn as a knight, and you have worn
the golden chain, the belt of white, and silver sword.
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Tabi Kat
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05-21-2007, 01:24 AM
Name: Tsai (NPC)
Age: 35
Race: Human
Gender: Male
Height: 5' 7''
Weight: 175
Title: Martial Artist
Alignment: Earth
Weapon(s): Tsai carries a bokken made of heartwood from an oak tree, It was given to him by his master after completely his training under him. He also knows how to wield a katana but has not used one in years since he left his with his master's family as a pledge to care for their child whom they had been told must leave their arms.
Origins: Eastern Gaia
Description: Tsai is a typical Eastern Gaian, except his skin is tanned from the outdoor labor he performs on a daily basis to keep his mind and spirit strong. He has long shiny plack hair that is always in a ponytail at his back reaching down to his waist, he is often mistaken by vistors to the temple as an acelotye or servant to the maiden Hoshimi tho he is in fact her guardian. The clothing he wears is a simple hakama in colors of blue and white, in honor of his adopted family, who were aligned with Water, which lends to the misconception of his position.
Personality: Tsai is Hoshimi's only connection to her family beyond her necklace and as such is her strength. She is like a daughter or sister to him and her safety and well being are above all else, his first priority. This means he is quiet and thoughtful while making sure that Hoshimi-chan is focused yet happy. He is easy to laugh and smile when in familiar company but is often haunted by the past he is sure will catch up with them one day. He only hopes to live long enough to protect his charge and deliver her into the arms of her family once again someday.
History: Tsai was raised by his Martial arts master, he was but a scruffy 9 year old orphan who had the misfortune to try and steal from a martial arts master. He was promptly taught a lesson and then tended by the master gentle wife. He slowly came to be considered one of the family, helping the children of the household out with duties as well as learning from the Master.
At 19 he finished his training under his Master but choose to remain with him, teaching others as well as to simply be with the only family he had ever known. Until a bright light came into his life in the form of Hoshimi-chan. She was to be sent away from her family for some as of yet unknown purpose. He cried out "If she must go then so will I to guide her steps and lead her home one day" taking only a necklace from the girl's mother and vanishing from all memory to allow the child to grow up in the Temple of Water.
<see Hoshimi-chan's bio for the rest please>
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