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Cherry Heart [Quest-based RP] Always Accepting


Aix

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[spoiler=Nendah]


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"You tend to get annoyed at everything when you are as ancient as this one."

 

Name:  Nendah

Race:  Human...?

Sex:  Female

Age:  Really, really old.  She looks like she's in her late 20's tho.


[spoiler=Appearance]c607b380cb63ae3f6ddd59f2596985c879908d5b

Nendah stands at a fairly tall 5'11".  She tends to wear a big hat that obscures most of her facial features, but if one was to lift it up they'd see... about half a face.  Well, not literally - half of her face is covered in tightly wrapped bandages.  The skin that shows is a lovely chestnut brown, which compliment her piercing green eyes well.  She often looks to be rather sickly.  She wears her long hair in a braid, which ends in a large silver clasp decorated with a tree.

 

One wouldn't describe her as old at first glance, but the way she moves and her archaic manner of speaking seem to give away just how ancient she is.

 

 


[spoiler=Personality]

 

She's a massively capricious being with a large ego to boost, but that's just how nature spirits tend to be.  One moment she might decide to let you through her neck of the woods, only to turn and attack you about an hour later down the road.  That's not to say she's not merciless, far from it - she has a tendency to let people live, if only because life is sacred to her.

 

The woman also has the greed of a dragon, hording anything and everything she sees fit to take for herself.  This causes a lot of problems, given that she absolutely adores robbing caravans with her slowly-returning nature magics.

 

If one was to sit down and talk with her, they'd find that she does have a pretty strong respect for humans given their tenacity and ability to bind her, but they'd also learn that she's a bit scorned due to being sealed in a human body for nigh a thousand years with no foreseeable way out.

 

 

 


[spoiler=Biography]

 

Nendah's story starts with her being a bit of a, say, villain.  Originally a nature spirit that got bored one day and started terrorizing numerous villages a few hundred years back, a mark was eventually put on her 'head' (well, nature spirits don't really have heads, given they're more of a presence but I digress).  This led to a pretty high-tier magus from Cherry Heart being dispatched to put her down.

 

There was a bit of a conundrum, though.  As fickle as Nendah was, she was also one of the sole reasons the forests in that area were alive and thriving, as her life force was the driving force for its growth.

 

The solution, that magus found, was to seal Nendah in her body.  The forest wouldn't die, Nendah's powers would essentially be gutted, and everyone would be happy.  Well, except Nendah, but she really didn't deserve to be happy at this point, given what she'd done.

 

And so it was that Nendah's spirit, and that of the magus whose body she was now a guest in, merged, becoming the magus more formally known as the two-spirited witch.

 

When Cherry Heart disbanded, Nendah's master split off as well and pretty much went on her merry way to do god-knows-what.

 

It has been years since her captor's spirit has inhabited the body (who knew spirits could die of old age?), so Nendah's now left in complete control of it without any way to really get out, essentially binding her to humanity.  She's gone back to her old ways of preying on people along the borders of a forest on a major trade route, and her recent antics have become particularly disruptive to a major trade deal between the two nations connected by the road.

 

 

 


[spoiler=Abilities]

 

  • Spirit Bind:  If Nendah's host body was to die, she'd die as well.  Given that she's a spirit, though, the latent magical energy from her existing inside the body is enough to keep it from dying of natural causes, allowing her to live for an unprecedented amount of time.
  • Nature Magic:  Being intrinsically linked to the natural world as a spirit, Nendah's control over nature is staggeringly powerful.  She can grow trees from saplings to towering behemoths fairly quickly (well, over the course of an hour or so, if she wanted it REALLY big) and weaponize nearby branches and whatnot.  This also leaves her vulnerable to the common fireball, but we can't all be perfect.  
  • Tranquility:  Her most powerful asset as a nature spirit is the ability to heal both physical and mental wounds far more effectively than any man-made magic would be capable of.  She's even been known to heal entire limbs back into existence once or twice, with a lot of sustained effort.
  • Reincarnation:  Probably the most unique thing she can do with her magics.  Nendah can leave her body for a minute amount of time and enter something that's not already inhabited by a spirit.  Natural things, like animals, trees, or plants tend to just let her inhabit them without much protest even if they do already have a spirit.  On the darker side of things, she's perfectly capable of taking over a body that is no longer alive, but she would likely never do such a thing.

 

 


 

 

 

if someone needs a villain that can probably be recruited, here you are

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[spoiler=Moche Hippocrates WIP]

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"I will save one life for every one I've taken, and never again will I do others harm. That is my Oath."


Personal Information

Name: Moche Hippocrates
Age: Appears Early 20s
Gender: Male
Race: Enhanced Human


[spoiler=Appearance]Picture: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=56468122
As expected for a creature purposed for war, Moche has a powerful physique and stands at 183 cm (6'0"). His hairstyle and outfit will vary from day to day. He doesn't need glasses, or a monocle for that matter, but it makes him look more refined and suited for his chosen profession.




[spoiler=Personality]




[spoiler=Biography]Another experiment born from the warring era over 700 years ago, he was the only success out of a hundred trials, an immortal super soldier whose mind is enslaved by its masters. However, at some point, he was defeated by the forces of Cherry Heart and the Rowan Empire. The control was broken by Jeanne Quichotte's magic-dispelling sword slicing into his brain where the spell was placed.
 
Following the disbanding of Cherry Heart, he turned to medicine and travelled the continents seeking knowledge and techniques to heal others. The last few decades were then spent putting that knowledge to use and passing it on to others.




[spoiler=Powers]Once known as an unstoppable god of the battlefield, Moche has now vowed to never use his powers for harm.
 
Immortality: Even Jeanne's anti-magic was incapable of doing anything to his immortality, although it was able to leave a scar over his right eye. Any normal wound will be healed almost immediately. The regeneration can be stopped temporarily through magic, but there is yet to be any known power in existence that allows him to truly die.
 
Immense Physical Prowess: In sheer physical abilities, there is few who can match him; he can even overpower Odin, although not by much. The upper limits of his strength is unknown. He is capable of breaking the sound barrier and creating sonic booms with his fists.
 
Medical Knowledge and Magic: Over the last few hundred years, Moche has turned a new leaf. He took advantage of his immortality to learn almost all the available medical knowledge and powers he could in the various continents, and even develop medicine by experimenting with his own body after restricting the regeneration with his drugs.

 



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Quest 29: Nightmare Fuel

Participation: 3 or more Cherry Heart members

Summary: The village of Nightvale has had some problems staying asleep for the last couple of weeks. Once people started hallucinating in broad daylight, it was decided to call for some help from Cherry Heart to investigate the matter.

Prestige: 1

Reward: 1 Prestige

 

Oh right this is looking for some guildies to take care of it by the way. Step on up at your leisure.

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[spoiler=Quest Get!  A Walk in the Woods]

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Quest Get!  A Walk in the Woodsx393wz.jpg

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Quest 30(?):  A Walk in the Woods

Participation:  2 or more Cherry Heart members (max. 5)

Summary:  A major trade route in the woods outside of the city of Prunus is being terrorized by a rogue witch!  In fact, she's been specifically targeting things that are en route to Cherry Heart's headquarters... is she trying to send a message, or just cause havoc?

Prestige: 1

Reward:  1 Prestige, the loathing of a witch

 

 

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The Tavern Quest has had a total of 18 days of inactivity. Based on this, it has been decided the quest will be regarded as failed.

 

In addition to this, Muddy will not be allowed to GM a quest until he has completed one he himself has not GM'd in.

 

Characters from that failed quest, feel free to float into the Main Guild thread. For IC's sake, the quest will be regarded as cancelled due to lack of need for the protection, as it was the GM's inactivity which failed this quest - the characters aren't going to be punished for such.

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CHERRY HEART MEMBER DOSSIER - IRITHYLL


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Name:  Irithyll

Age: 18

Sex:  F

Race:  Squishy Human


[spoiler=Appearance]sample_06d1aa5d6c7a5d04c0346ecf07a16be91

 


[spoiler=Personality]

 

Nice?  No.  Mean?

 

Absolutely not.  Irithyll's the type of sort to keep to herself and let others exist, as they let her.  It's always 'the job', to her; not 'my comrades' or 'how many friends can I make?'.  Just 'this mission' and 'things need to be done.'    She will rarely be seen fraternizing with the others of Cherry Heart, and even when she is, it's likely just forced on her by her superiors.  Mission-talk is strictly business, too, so some may think of her as a bit of a buzzkill.

 

If one were to silently observe her from a distance, they'd see that she has a bit of trouble doing things properly on her own.   Things she does do well are practiced to the point of perfection, likely through repetition.  She's also nowhere near as smart as her presence would make her out to be - clumsy, too - but she goes to great lengths to hide these things.

 

 

 


[spoiler=Biography]

 

Not much to speak of - she likes keeping to herself, so anyone looking into her history would have to dig deep and find her 'real' last name before being able to get dirt on her.

 

Once they do that, a lot shows itself.

 

Apparently she's got a lot of family in Yggdrasil - the lot of which being Fraxian nobles -, but for some reason the woman has broken off from them.  Decided to take up arms with Cherry Heart why?  Who knows?  She could very well be a spy, or maybe a scorned child looking to just rebel against her parents.  If anything would show, though, it'd be that she's fairly dedicated to her causes at Cherry Heart and doesn't really let herself screw up.  So maybe she's not a saboteur.

 

I'm sure a few people would be inclined to think that way from her attitude, though.

 

One of the most interesting things she carries is a small magical dagger, stolen from her family's vaults.  Of course, one wouldn't be able to really know where it's from without knowing her, first.

 

 

 


[spoiler=Magic]

 

Shadow Blade Manipulation

 

Irithyll's catalyst - a small, decorated knife - acts as a catalyst for her special brand of Shadow magics.  She can form weaponry for a sparse few moments if she has the mana to do so, which shouldn't be the issue.  The main draws to this type of magic is the sheer unpredictability.

 

Fearblade - Shadows manifest around her catalyst in the shape of a greatword (one that's around double her height), which she usually slams down immediately due to it being REALLY, REALLY HEAVY.  It's less about cutting and more about a terribly strong blunt force.  It can only really be used on a downswing.

 

Flashblade - A much faster version of fearblade that cuts, as opposed to slamming down on things.  Hell of a lot faster to use than Fearblade, but doesn't pack nearly the amount of destructive power.  Rather small, being around the size of a normal sword.

 

Black Bow - If she's carrying arrows, she can conjure up a bow by drawing an imaginary string back (it'll form in her hands and allow her to fire using the knife as the handle if she's in a correct firing position).  Draw and power go up the further she draws the 'string' back.

 

Darkbolt - Like your typical mage's firebolt or whatnot; the difference is that this one is weighty and has a bit of an arc, though one would be foolish to try and stop it.  The dagger's dark magics are of an odd sort, carrying the weight of its wielder's penance.

 

Shadowmeld - If her catalyst is touching a shadow, any part of that shadow within about a thirty yard radius can form her weapons and strike as if they are the catalyst itself.

 

Dagger of Burden - The actual dagger she wields itself.  Small, with a straight blade and a thin handle.  Far heavier than it looks - the blade itself weighs around ten pounds, so it's ridiculously top heavy.  Not really something you'd want to slash with, as it'd tire your arm out.  When magic is channeled through it, though, it transforms it into heavy dark magics, which inflict heavy, hard to heal wounds.

 

Money - Irithyll seems to have a lot of cash on hand - ten or fifteen gold on her in total.

 

 



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http://forum.yugiohcardmaker.net/topic/349916-cherry-heart-wizard-weekly-competition/page-3?do=findComment&comment=6856840

 

The quest is complete. You may post a conclusion here if you would like - it will remain unlocked until, say, 3 days after Cherz comes back if she decides to do so.

 

The current second round of quests' line up is as follows:

Nightvale:

-Amat
-Cleica
-Xia
 
Witch:
-Mac
-Irithyll
-Dareios
-Nanuq
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http://forum.yugiohcardmaker.net/topic/349916-cherry-heart-wizard-weekly-competition/page-3?do=findComment&comment=6856840

 

The quest is complete. You may post a conclusion here if you would like - it will remain unlocked until, say, 3 days after Cherz comes back if she decides to do so.

 

The current second round of quests' line up is as follows:

Nightvale:

-Amat
-Cleica
-Xia
 
Witch:
-Mac
-Irithyll
-Dareios
-Nanuq

 

Henry signed up for Nightvale.

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I said this to Aix on Skype but just to get it out there.

"Given that there's second round quests being started and some of the first round ones are done, wouldn't now be a time to consider the sub forum for Cherry Heart?"

 

Also I think for now I'm gonna leave Tegur on the floor.

Will post with Kasayee soon.

Also Cave stuff. Try and speed it up if you can guys~ Don't want to fall behind do we?

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http://vignette1.wikia.nocookie.net/bloodborne/images/2/2a/Hunter.jpg/revision/latest?cb=20150501181554

The Huntress of Blood

 

[spoiler=Name, Age, Gender]Elizabeth Bludwolfe, 24 Years Old, Female

 

 

[spoiler=Personality]Elizabeth has a very competitive attitude, which makes her not much of a team player. However, she won't turn away from someone in need and usually let's her competitive nature go for the sake of helping others. In battle, Elizabeth prefers to go in up close and personal with her opponents, slashing at her opponents ferociously with her scimitar and blasting away at them with her rifle. Outside of a fight she seems calm and serene but her battle style suggests she has a more primal, speratic personality. She isn't prone to working with others because of her competitive personality, but she's willing to work with a team as long as they don't screw around and hold her back. The scent of blood can put her into a predatory state, making her extremely unpredictable as she hunts her target.

 

 

[spoiler=Bio]Years ago, Elizabeth was the daughter of a noble family who had connections to a secret group of beast hunters. One night, a group of Beasts, wanting answers about the hunters, assaulted Elizabeth's home, it was a literal bloodbath. Elizabeth had to watch as her family was torn to shreds, she may have perished to if not for the intervention of a hunter. The hunter was Gerald Bludwolfe, a family friend who was passing by when he noticed the Beast's attack. After killing the pack of Beasts, Gerald took Elizabeth with him to the Hunter's secret Haven for her safety. As her family name was now a target for the beasts, Gerald took Elizabeth as his adopted daughter and trained her as a hunter in the hopes she can defend herself in the future. Elizabeth took this training to heart, seeing it as a means of taking vengeance over the beasts that killed her family.

Years later, Elizabeth has become a high ranking member of the group, it was at this moment that she was invited to the groups inner circle by Gerald because of her skills as a hunter. Here she learned about the reason behind the groups strength over Beasts, the manipulation of beast blood. That night, Elizabeth took the privilege and burden of the beast blood, she doesn't remember that night but she awoke the next day feeling stronger and faster than she has ever been. Gerald congratulated Elizabeth's passing into the Inner circle with a special weapon made specifically for her, the Scarlet Scimitar. Soon Elizabeth got orders to investigate the city of Prunus for beast activity. It is here where Elizabeth would get the opportunity to join an ancient guild reborned.

 

 

[spoiler=Equipment]Scarlet Scimitar: An ominous, red blade that Elizabeth inherited from her master. This blood red scimitar can make swift flurries of attacks and can also extend into a glaive-like weapon giving the blade a much longer reach.

Silver Rifle: A large, one handed gun that uses special silver coated bullets. Can switch between a precise rifle shot, to a brutal shotgun scatter shot.

Beast Pellets: Pill-like consumables made from the blood of Beasts. When consumed, they give the person a large boost in strength and agility for a short amount of time. The Pellets are not to be consumed in large amounts as it could kill a normal person, or unleash Beasthood in others.

 

 

[spoiler=Abilities]Beast's Roar: Elizabeth lets out a loud beast-like roar that acts as a large shockwave, this can be used defensively and offensively

Scent For Blood: Elizabeth's acute senses allow her to sense nearby sources of life, even a single drop of blood gives her the power to track her target for a days

Inner Beasthood: When Elizabeth is at her limits, she can resort to unleashing her beast blood, turning into a monstrous creature (imagine a mini Cleric Beast except with more human features), in this state, Elizabeth's strength is increased to an immeasurable extent and she loses all senses of pain and fear. She loses her mind however and could attack allies in this state.

 

 

[spoiler=Misc]Battle Theme:

After more... Gruesome battles Elizabeth can be seen licking the blood of her opponents off her blade. Has a tendency to bite at people just for the simple sake of intimidating them.

 

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[spoiler=Quest unlocked!]

Quest 34: Race to the Top
Participation: 3-5 Cherry Heart members
Summary: A desperate man is looking for a rare herb that grows at the top of a mountain in the Tartai Mountains. Climb to the top to claim your prize. Beware, as others may be looking for this herb as well.
Prestige: 2
Reward: 1 Prestige, 5 Ducat



Step right up! 

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[spoiler=Quest unlocked!]

Quest 34: Race to the Top
Participation: 5 Cherry Heart members
Summary: A desperate man is looking for a rare herb that grows at the top of a mountain in the Tartai Mountains. Climb to the top to claim your prize. Beware, as others may be looking for this herb as well.
Prestige: 2
Reward: 1 Prestige, 5 Ducat

 

 

Step right up! 

 

You got Kin right here for one member! B)

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Planting priest here so I have easier access for... whenever
 
[spoiler=Archbishop Galterius Sifaldir, But A Humble Priest]


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"The heathens are upon us. They must be dealt with soon."
Personal Information
Name: Galterius Sifaldir
Title: Archbishop
Age: 38
Sex: Male
Race: Human
[spoiler=Appearance:]Height: 188cm (6' 2")

Weight: 80kg (176lbs)
 
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[spoiler=Personality:]As one would expect of a priest, Archbishop Galterius is a brave and noble man who strives to maintain good and eradicate evil. The latter specifically is a mission that he'll pursue to no end, and he'll do whatever it takes, so long as it doesn't involve doing the unlawful thing himself of course. He has his issues with non-believers of God, but his confidence that they'll be converted in one way or another allows him to put these issues aside and focus on the big picture. Archbishop Galterius' main enemy, however, is the heathens that run amok in this world, and in combat, he'll show no mercy against those who embrace the heathens as a part of themselves. He also has a hard time forgiving those who'd sinned greatly, but as long as they show no signs of ever reverting to such as vice again, he'll come around. Besides, Archbishop Galterius is more than just a preacher; in truth, he is a firm believer that actions speak rather than words. As such, he would be honored if he could show his faith in God over merely telling of it.

 

Overall, Archbishop Galterius is a difficult man to provoke. Even when angered, he keeps a level head, and won't allow the pressure of any new-felt rage to get to him and cloud his judgment. It should be noted that he doesn't take kindly to those that deny God's existence, and the slaying of innocent people seriously tries his limits, especially if the slayer claims such an evil deed to be the will of God himself. If he can prevent it, Archbishop Galterius will not allow God's name to be tarnished or used in vain like that, and if need be, he'll take it upon himself to protect the innocent and avenge any that have fallen in another's wake. He also believes that sacred things should be left untouched, and shudders at the possibility and thought of a sacred something being desecrated.

[spoiler=Biography:]Even before he became a priest, much less receiving the titles of Bishop and sub-sequentially Archbishop, Galterius Sifaldir would always arrive at his local church in what back then was a village known as Pinelight. It was the one quiet place in a village where buildings were being erected every month. At first it was houses being built in Pinelight, but eventually places of business such as stores took priority as otherwise the small town wouldn't have enough revenue to support its growth. In any case, at first Galterius only went to the church each day to get away from the noise that would be emitted from each construction that was being made. He had tried going a whole variety of places outside of leaving Pinelight altogether, but the church seemed to be the only quiet place in town. Rowan Sawyer, a good friend of Galterius', had also sought solace inside the church in order to have some peace and quiet. The both of them would find themselves going there every once in a while, when one day, they found a young female elf by the name of Merethyl Chaeroris. Young Meretyhl was scared and had nowhere to go, but couldn't tell either of the boys this vital information because, as they discovered, she was unable to physically speak. Showing concern for the girl, Galterius suggested that he and Rowan alternate which of the two's homes Merethyl would stay in each week, until they could organize something to get her a roof of her own over her head.

 

Of course, that was 26 years ago. It was the discovery of Merethyl that got Galterius into seeking a career as a priest, where he rose as just an ordinary priest to Bishop, and then to Archbishop, and is officially the head priest of the church of a now prospering town. Rowan too had become a priest, becoming Bishop and filling in for the sermons whenever Archbishop Galterius was needed elsewhere. However, Merethyl was nowhere to be seen or heard from again, and her house had been ransacked and set ablaze along with many others in Pinelight. It was likely that Merethyl ran away just as bandits struck during the years before then, killing Pinelight civilians and pillaging them of their belongings before anyone could do anything to stop them. Many other strange attacks had been launched against Pinelight, with Archbishop Galterius successfully putting an end to most of them alongside the town's guards. But now, something big is coming this way. Archbishop Galterius had already sent a trusted messenger to the city of Prunus in order to gather some reinforcements from said city. There is, however, still the problem of getting those who cannot fight to safety.


Combat Information
[spoiler=Weapons & Equipment]Paragon Codices: A holy tome that serves as a magic source for Archbishop Galterius' spells. If this tome is ever disarmed or unequipped, then all the spells that Archbishop Galterius casts will be roughly 40-80% percent as potent as normal (depending on how advanced they are; basic spells, on the other hand, are thankfully unaffected by the disarmament of the tome). On the plus side, Archbishop Galterious can "learn" new spells just be reading the tome at any time that he's out of combat.

 

Raiment of Holy Protection: An enchanted robe that provides holy magic resistance.

 

The Lavish Light: An amulet that glows when an unholy ritual is in progress nearby, or around those plagued with evil. Provides darkness magic resistance.

[spoiler=Unlocked Spells](Spells that Archbishop Galterius will start the RP with can be found here)

Flash Heal: A healing spell that, unlike many spells of its caliber, is capable of restoring as much health as intermediate spells, making it the most cost-effective spell of all time in terms of mana cost. Once cast, however, all the caster's spells, even additional castings of Flash Heal, become 50% as effective as normal if cast immediately, although this effectiveness rises by 2% per second. Unaffected by the disarmament of Paragon Codices.

 

Cleansing Hand: Heals for about as much as Flash Heal, but although it costs more mana, it does not share Flash Heal's drawbacks. On top of that, Cleansing Hand is capable of alleviating minor status ailments that the healed person may be afflicted with. Heals for 80% as much health as normal upon the disarmament of Paragon Codices. In addition, if this is cast while Paragon Codices had been disarmed, status ailments will have a 30% chance to resist being cured.

 

Radiant Bullet: Holy magic begins to form a ball from the palm of the caster's hand, before being fired at an enemy. Unaffected by the disarmament of Paragon Codices.

 

Guilty Cross: Slams a spectrum of holy magic, which takes the form of a crucifix, straight onto one enemy and impales it. The crucifix-formed magic then pulsates waves of light that push others away from the stricken victim, as far away as 10 feet. Deals 60% damage upon the disarmament of Paragon Codices. In addition, if this is cast while Paragon Codices had been disarmed, only two waves of light will be pulsated before the magic dissipates, rather than the usual five.

 

Salvation: Projects an invisible aura around Archbishop Galterius that affects the entire party, protecting them against attacks made by demons and undead beings, as well as improving their damage output against demons and undead beings. Dissipates upon the disarmament of Paragon Codices.

[spoiler=Future Spells](Spells that I want Archbishop Galterius to learn during the course of the RP can be found here)

 

Holy Waterfall: Exactly as it sounds like should happen, a torrent of holy water crashes on top of some enemies, pinning the lesser ones in place until the last of the water is dropped. Inflicts both holy magic and water magic damage. Deals 80% damage upon the disarmament of Paragon Codices.

 

Divine Intervention: Projects a barrier around Archbishop Galterious or any of his allies. This barrier renders the surrounded person invulnerable to physical attacks and projectiles as well as damaging magic, but does not protect against spells that would affect the stricken victim's psyche. If the barrier cast by Divine Intervention ever breaks, the person it previously surrounded is healed by a large amount. Heals for 40% as much health as normal upon the disarmament of Paragon Codices. In addition, if this is cast while Paragon Codices had been disarmed, the barrier can only absorb 40% as much damage as it is otherwise capable of before breaking.

 
Interweaving Soul: Establishes a spectral link between Archbishop Galterius and a single enemy. The link forms from Archbishop Galterius' hand onto the enemy's chest, and by pulling on it with all his might, not only can Archbishop Galterious inflict a powerful blow onto the enemy, but he can also absorb as much essence as was ripped from the enemy as a result, which in turn enables the recovery of mana and health. If Paragon Codices had not been disarmed or unequipped, Archbishop Galterius can also establish a link between an ally and an enemy, with the link forming from the ally's hand as it does with Archbishop Galterius. The link will require channeling if it was established this way, right until the ally pulls on the link and rips essence from the enemy. Deals 60% damage upon the disarmament of Paragon Codices.

 

Ragnarok: Archbishop Galterius recites a certain passage from the Paragon Codices and, just as he finishes doing so, beams of holy magic rain down from the sky and barrage the battlefield before him. The sheer quantity of beams that rain down makes Ragnarok difficult to dodge as a whole and, on top of inflicting heavy damage alone, the beams can inflicts burns onto the stricken enemies that inflict solid damage over time and have a 10% chance to resist being cured. Cannot be cast if Paragon Codices had been disarmed or unequipped, and can only be cast once every two Cherry Heart Guild missions.


Miscellaneous Information
Main Theme Song: Angels Fall, by Breaking Benjamin

Battle Theme Song: Dark Souls III OST: Nameless King
Ideal Voice Actors: Christopher Sabat (En)/Kenta Miyake (Jp)

 

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breaking new ground, making a thiiiiird character

 

[spoiler=Paladin of the Greatwolf, Sayla]

 

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"Let's have ourselves a good howl, ya?"

 

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Personal Information

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Name: Sayla
Age: 22
Sex: Female

Race: Infused Human

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[spoiler=Appearance:]tumblr_o6okm59I411qzljvuo1_1280.jpg

5'9". Quick, nimble, with a moderate bust size.

 

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[spoiler=Personality:]She is so absurdly good natured, that it might seem strange that she's a Paladin of all things. Chipper, friendly, and all the willing to get up in your face and be friends, so long as there's an initiator so as to not just run up to random people. She seems to live as though negative emotions just aren't worth the effort, like life is too short and there's so much in the world to let it get down on you. Some might call her a bit tactless, however.

 

That being said, it's not as though she doesn't take anything seriously. In fact, it's quite the opposite; she takes things very seriously. She just happens to have a very chipper while doing so. Again, despite her almost absurdly positive attitude towards life, she has her moments of being down that trips her up; it often comes as a result of her own chipperness, actually. She drains herself emotionally and physically, especially in situations where her attitude runs contrary to her surroundings. This can lead to occasional bouts of depression and sometimes inability to act due to mental block.

 

Even with all of this, she makes a fine "paladin," though it is more of a title than anything else. Favoring tactics over brute strength, she's swift and effective in the field.

 

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[spoiler=Biography:]Hundreds of children are born each day; many are born into fine homes with good care, some with less, and others die within hours of birth. Sayla, on the other hand, was abandoned at birth, with her family not having the means to take care of yet another child. However, they were not so cruel as to abandon her on the street to die; there were rumors amongst the city in which they lived, rumors of an organization a few miles outside the walls of their city. They were an organization of renegades, doing what they will, when they will, and were infamous for taking the extremely young children of others to swell their ranks. Taking a singular risk, they traveled to the forest they were rumored to inhabit, and left the child there.

 

Their bet had paid off, as this organization had soon discovered her crying presence and brought her back to their lair. An old castle, lying dormant within the confides of a giant forest, hidden away from the world, is where they called their home. And then, it had become Sayla's home, being given that name by one of those who found her. By age 4, she had been taught to speak as much as that young of a mind could comprehend. By age 7, she was being educated with old dusty textbooks, torn and battered. It was at this point she began to understand her situation, having been introduced to the concept of a normal family structure in said books. By age 12, she and others of her age began combat training, becoming proficient with swords, maces, spears, or even their fists; whatever they could find at the moment. By age 15, she had adopted her chipper attitude, much to the delight or chagrin of her classmates. And by 18, she had become a strong, powerful woman, in the top 2 or 3 of her particular group. And it was at this point that she and her friends had been taught of who they were; the Wolfen.

 

The Wolfen are a group of humans who are bound by blood to serve the Greatwolf Dóm, who lies dormant in the bowls of the castle. In return for their eternal service and constant introduction of new members, the Wolfen are given access to the powers of the Greatwolf; At the age of 20, all those trained as Wolfen are sent to meet with the Greatwolf face-to-face. It is here that their mettle is tested, with those who survive gaining great power, and those who don't getting chewed up and spit out–quite literally. It is the final rite of a Wolfen, and the greatest honor they can achieve. And soon enough, it was Sayla's turn to be inducted.

 

Upon entering Dóm's chamber, she didn't particularly know what to expect, but what she saw certainly wasn't it. There was a Greatwolf there, for sure. A large, imposing wolf of great stature and seemingly immense strength. However, instead of being met with a being willing to shed blood, she found him in a deep slumber, curled up in the back of his chamber. Slowly approaching, she accidentally stepped on the bones of some poor fool, and... despite the loud crack, he didn't stir. So, at this point, she threw caution to the wind. Marching up to the wolf, she gave it several pokes, and was rather amused by how deep of a slumber of the wolf. She kicked him, she pulled some of his hairs out, and yelled into his ears, and–

 

She found the wolf had stirred, and in a fraction of a moment had snapped his jaws around her torso, in a bloody vice-grip of which there was no escape. There was nothing she could do; her arms were bound, she was bleeding badly, and she could feel her strength draining rapidly, as she went almost into shock in fear. The wolf, however, had let her bleeding and mangled corpse onto the ground, and spoke in a loud voice.

 

"Should thee survive the jaws of death, thy shall gain the strength of the wolf."

 

She blacked out.

 

After what felt like an eternity, she came to suddenly and rapidly, lurching forward from his lying down position and coughing up blood in her lungs. She quickly checked herself from head to toe, and found herself completely healed; the wolf was already sleeping back in the corner, and she made her way out. After a 72 hour ordeal, she had become a full-fledged Wolfen.

 

In order to learn more about the world around them and keep themselves from growing archaic and ignorant, Wolfen are often sent out to engage in the world around them; not necessarily to expand the Wolfen. Two years after becoming Wolfen and mastering her newfound abilities, she was sent out by her kind to investigate the revitalization of a rather famous magical group, in order to keep a close eye on them and the world that seemed to revolve around it.

 

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[spoiler=Abilities:]

–Strength of the Wolf: A result of her encounter with the Greatwolf, this is a multifaceted ability that has all around improved her.

---Increased Healing Factor: By a factor of one-hundred, she can regenerate her wounds either naturally or with some concentration. Minor injuries can take seconds to minutes, and large wounds can only take about an hour.

---Heightened Senses: A better sense of smell, sharper ears, and keener eyesight.
---Improved Reflexes: Having already been trained as a fighter, her abilities have been elevated to an almost inhuman level, and can keep up with anyone.

---Improved Leg Muscle Mass: To compensate for the natural female tendency of being weaker in pure strength, Female Wolfen gain the ability of heightened agility, and are very nimble.

 

–Basic Weapon Training: While no expert in any, and she carries none, she can use most weapons effectively in combat.

 

–???

 

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Other: Due to her abilities, she has a rather voracious appetite, and goes hungry quickly. Lack of feeding can lead to a considerable drop in overall strength. However, there is little she cannot ingest.

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"Given that there's second round quests being started and some of the first round ones are done, wouldn't now be a time to consider the sub forum for Cherry Heart?"

Honestly what we need is a subforum for any RP that would have multiple ICs. Sure we could just create one for each such RP, but that seems like a huge waste of space when we could just toss each one in the same subforum and appropriately tag each IC.

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Honestly what we need is a subforum for any RP that would have multiple ICs. Sure we could just create one for each such RP, but that seems like a huge waste of space when we could just toss each one in the same subforum and appropriately tag each IC.

The point is to avoid clutter in the first place. When it's like that, it's barely more cluttered than leaving them all in the same forum.

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