RP Character Biographies

Post » Tue Jan 11, 2011 3:31 am

Here's a chance to show off your RP character builds. No damn good reason, just for fun :)

I'll go first:

Name: Dern Redoran
Race: Dark Elf
Gender: Male
Age: 27
Physical Description: Bluish-greenish skin characteristic to all Dunmer. Red eyes for the same reason. Grey-whitish hair spiked up and then combed back, so it looks like he has spikes coming from the back of his head.

Class/Profession: Battlemage
Skills: Great with a blade. An OK archer. Good at tracking. Some training in Destruction Magic. Light/Med armor.
Weapons/Magic: Ebony Longsword; Ebony Bow and Arrows; Fire spells
Armor/Clothes: Bonemold Gah-Julan Armor; Chitin Armor in his pack for when he needs it. No helms.

Personality: Good leader, but has problems taking orders from others. Stubborn. Doesn’t take crap (or advice) from anyone. When he is unsure about something, he tries to be calm to reassure his followers. However, on the inside, behind the calm fa?ade, lies a complicated soul. His main flaw is that he is a Skooma addict, and if his withdrawal sets in during combat, it could all be over for him.

Biography/History: Dern was born into poverty in the dark alleyways of Mournhold. He and his family resorted to a life of thievery in order to survive. Eventually, however, they were caught. When Dern was eight, his parents were hung, and he escaped the Mournhold prison five years later. When he shook off his tail, he decided to try his luck in Vvardenfell. When he arrived there, he went to Balmora.

However, he was still poor, and couldn’t resist the urge to steal. In the middle of a heist, he was caught by a shopkeeper. In shock, Dern took his dagger and killed him. He knew he had to flee before the body was discovered, so he went to Ald’ruhn, the Headquarters of House Redoran. There, he was caught by a Redoran guard. The guard, Varmas Redoran, decided to take a dangerous gamble: instead of bringing the fugitive in, he decided to take Dern under his wing. He taught the young Dunmer to fight, and he let Dern do some work for him to get some money. When Dern turned seventeen, he was admitted into House Redoran.

As a gift, Varmas gave Dern a brand new set of Bonemold armor. Dern wore it quite often after joining House Redoran. When Varmas brought Dern with him to bring a gang of bandits to justice, the armor saved his life.

Varmas, however, wasn’t so lucky.

An arrow from a bandit tore right through Varmas’s helmet. He died instantly. Dern, enraged, slaughtered the bandits. He brought Varmas back to Ald’ruhn to bury him. Varmas was honored by House Redoran, and they cremated him and spread his ashes to the winds.

Dern was looking through Varmas’s house to find something to remember him by. He found about eight flasks in Varmas’s closet and, thinking it was Cyrodiilic Brandy, he drank every last one in one night. However, Dern discovered the hard way that what he thought was brandy…was Skooma.

And it was that night that Dern, seventeen year-old Redoran prodigy, went from being a hero to being a pariah. Whoever saw him knew that he was using Skooma. He was shunned by many and despised by all. His Skooma supplier didn't have anything against him, but Dern hated the man. He was a greedy scumbag that preyed on people's addiction to Skooma.

But Dern wouldn't let his addiction take over his life.

Every day, Dern spent several hours fighting. He would go into Varmas's basemant (now his basemant) and practice against the dummies made of bags of grain. He had started losing his edge when he got hooked on Skooma, but he was still a great fighter. He trained as hard as he could each day to bring himself back. The only good part of himself people had ever known.

The Warrior.

***
Please, even if you don't like the idea, no flaming, trolling, or spamming.

Have fun!
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Melanie Steinberg
 
Posts: 3365
Joined: Fri Apr 20, 2007 11:25 pm

Post » Tue Jan 11, 2011 12:02 am

From the Immortal Blood Timeline:

Name: Arethan Andas

Gender: Male

Birthsign: The Mage

Race: Dunmer

Age: 252

Apparent Age: 36

Physical Appearance:

Arethan is a decent sized Dunmer, standing at about six foot and being decently stocky. His skin is somewhat average for a Dunmeri, but is perhaps slightly darker than usual. His face consists of coarse lips and a rugged nose that fit along with his grim, fiery eyes. His head is slightly taller than average, and his rugged brows fit above his eyes well. His skin is very rough, even bearing the usual small scratch or scar. He keeps his black hair in a ponytail, which makes its way down to the shoulders. He bears a nudged scar where his neck and his shoulder blade meet.

Apparel/Armor:

After going through many different apparel changes for many different reasons, Arethan wears a steel briastplate, along with plates for each part of the arms, the joints, and the legs along with two steel shoulder plates. However, he wears no helmet or gauntlets. His regular clothing consists of a readily new tan shirt, along with green linen pants. The steel is more stained, being very grey and even almost black in some places. To go along with his armor, he wears leather boots which are plated with thin strips of steel in different places. Arethan does wear an additional black leather belt.

Weapons:

Arethan, even though he has changed his armor on several occasions, has always kept the same ebony longsword given to him years ago. It is a bit worn, and shows many contact marks. However, it nonetheless holds fast, simply because he only has to use it on rare occasions. Other than his sword, he keeps a small steel dagger tucked into his belt. Arethan’s real weapon is his magic.

Magic info:

Arethan is a literal expert in the school of destruction and conjuration, while he has some great knowledge for mysticism, and is average at the art of alteration. He holds a basic grasp of the restoration school, but really knows nothing of Illusion, for it takes much practice to learn. Even with his conjuration knowledge, it is more used for the actual understanding of the school, for he rarely uses it, and it is quite dangerous considering you are releasing a Daedra temporarily. He’s grown quite accustomed to using magic with and without his armor.

Misc:

Arethan doesn’t keep many miscellaneous items besides a small sack of fruit, as well as some drakes. He keeps a copy of “Pocket Guide to the Empire 3rd Edition” on his hands at all times, as well as a notebook of small parchments he writes things down with and an additional quill and tiny portable ink container. He also carries a leather sack, which carries his lone gauntlet that was given to him by Almalexia.

Psychological Profile:

He’s got quite a temper, which is often triggered by other people doing arrogant or stupid things. He is mostly a grim person these days, and prefers not to have conversations with many people. When he does have a conversation with someone who isn’t his friend, he makes smart-ass comments.

History:

Arethan grew up to a Televanni father and a Redoran mother, which was an odd cross-house combination. More importantly, both of his parents were wealthy and a big motivation for their marriage was to improve the house relations. Arethan was raised in the arts of magic, while at the same time enjoyed sword play. His parents made sure their son was properly schooled, and throughout his childhood Arethan was often busy doing nothing but training, which over time began to diminish his life’s purpose in his own eyes, since he had little time to be a normal boy. Through a hundred or so years of constant training, Arethan did happen to grow skilled at the arts he practiced. He soon began to do odd jobs and even associated with the Imperial Mages Guild, Fighters Guild, and the great houses at different points, but never successfully became a full time driven member of any of those.
Through different connections as well as different observations by those who counted in society, Arethan found his way to become an Ordinator in the Temple, which was rare for a non-Indoril. He didn’t mind living in a big city and having power. Over the course of several more decades he rose to the position of a Her-Hand, whom he had read about as a boy. Stationed to guard Almalexia, Arethan has impressed with the immediate pay as well as his ridiculous enchanted armor and weapon. Of course, he realized that his job was far worse than his child hood because he had no time to call his own.

He made the quick assumption Amalexia was a crooked insane god, which she indeed turned out to be. He was just about to leave his position, as it was common, until Almalexia had the Neveraine hunt down his companion who had left. Soon after, Arethan learned the Neveraine was going to attempt to kill Almalexia. Arethan left without notice and left all of his armor and his weapon behind, with the exception of a lone gauntlet, which he sealed up in a leather sack. He left Almalexia’s city, and made his way for Mournhold. Only days later, Almalexia was killed by the Nerevaraine. Arethan quickly came to Helseth, as he was closest. He showed Helseth his gauntlet, and Helseth, having heard of him, believed him. The temple then seeing their god was dead grew angry and used Arethan, who was the greatest mage and the least skilled at combat of all the Her-Hands, as a scapegoat saying that if he would have been there, he may have been able to help Almalexia.

Before long, Morag Tong agents were sent out to kill him, but they didn’t find him at that time. He entered Helseth’s court, where the King endowed upon him a new set of rich ebony armor, as well as a new ebony longsword. He stayed among the guards and lived a happy, disguised life for some time, until the Oblivion Gates descended upon Tamriel. He aided in the defense of Mournhold, and before long was one of those to lead the main charge to shut the large gate outside of the city, as Dagon wanted revenge on Mournhold; he had invaded it many years ago, and destroyed most of it. Arethan quickly made a name for himself, unfortunately. The assassins in the city quickly found out who he was. He then tried to find a way to go into hiding, and stayed among Helseth’s court.

A year later, he learned of Helseth’s mission to Hammerfell in hope to be Emperor. He quickly went as a bodyguard to the Emperor, but didn’t enter much actual contact in the War of the Wolves. He later returned, to find another plot to kill him had been set up during his absence. This is where Arethan went into serious hiding for a time. Another year later, Helseth sent one of his head generals to High Rock to aid Rurik’s Nordic force against Elysana, his hated sister. Arethan was allowed to go with the soldiers, and quickly found his way to High Rock. He happened to go with his best friend Alval, who he had met years earlier in Helseth’s court. Soon enough, the Battle of Dunkarn approached, where Arethan would get his first battle contact since the Oblivion Crises. During the battle, he, Alval, and 18 other of the 100 Dunmeri mages put under Arethan’s command who were sent entered a forest with Nordic troops to fight Orc allies of Wayrest. During that part of the battle, Arethan’s best friend Alval was hit by Guillaume Molyneaux’s cannon shrapnel, which was part of a series of cannon shots into the forest from the other side. After losing the battle, Arethan was enraged to the point that his hands lit up with magical fire. After Rurik signed the peace treaty, hope was lost at destroying Elysana, and the remaining Dunmeri soldiers were about to return to High Rock. Arethan told his general, who was his good friend that he would not go back do to the danger. His general agreed and allowed him to stay with Ongar in Markarth Side until he decided to move to another location. Another one of his companions, who was the next best friend he had besides Alval, chose to stay with him.

Soon, Arethan got rid of his rugged ebony plate armor in an effort to make himself less different. He sold it, and acquired the steel plate armor he has now. As much as he was ironic friends with his new Nordic ally, he and his companion said their goodbyes for the time being, and made their way across Tamriel.
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roxxii lenaghan
 
Posts: 3388
Joined: Wed Jul 05, 2006 11:53 am

Post » Tue Jan 11, 2011 2:34 am

I like to use different characters for different RPs. I think the Characters I'm most proud of would have to be
Thilbault Ancois (for Life in Tamriel
Spoiler
Name: Thilbault Ancois

Gender: Male

Race: Breton

Age: 68

Appearance:
Hair: Bushy and unkempt, an ugly rat-like grey, that might once of been a thick brown. A bald spot is appearing around the crown, and a few silver hairs appearing here and there.
Face: Has a flat and bent nose that has been broken on many occasions. He has large murky blue eyes that dominate his face, and has bushy eyebrows and dark under eyes that contrast them. He has tight lips, and a thick goatee. Wrinkles plague his face.

Build: Surprisingly stocky, and for his age, has well developed muscles, and is intimidating. Looks like a mountain man.

Height: 1.84m/6foot (I think)

Class: Doesn’t really have a ‘class’, sort of a battlemage

Skilled in the arts of Axe – Educated from a young age, was taught the art from his father, who always dreamed of having a warrior son, Speechcraft - As a politician, he needs to speak well, Athletics – Thilbault has always been a great runner and swimmer, and is naturally talented, Illusion, Destruction and Conjuration – Bretons are always skilled at magic, and Thilbault specialises in the above skills.

Equipment: An Ebony war axe, which he was given for his services at Castle Farrun, 8 years ago. Otherwise, he dresses like a noble man, in a Green Brocade Doublet, with an Ebony Cuirass underneath, to protect him from attacks when he is out in the wild. Wears fine silk pants, and leather boots. He has a fine Jewelled Amulet enchanted with Fire Shield, Frost Shield and Shock Shield.

Starting Location: Olav’s Tap and Tack, Bruma.

Background: Born into a mining family, it was always Thilbault’s dream to enter the mine. His childhood was fine, he lived in lower-class family, on the outskirts of Farrun, the youngest of seven children, 4 boys, 3 girls, he was always left with scraps at a young age. But he taught himself to manipulate and persuade people, tricking his siblings into giving him their supper, and pressuring the other children at the school into giving him their Sweetrolls. Despite being in a poor family – his father in the mines for 8 months of the year, and only getting paid 100 septims each year, his mother had to make the money in the mean time, she took up farming, and sold her wares at the market, often coming back with less than 5 drakes – they still led a happy life, and the Ancois’ always believed in education, so they made sure that the children went to school to learn.

Despite being extremely intelligent, Thilbault wanted nothing more then to work in the mine, with his brothers and fathers, and when he was 12, Thilbault desperately begged his father to teach him how to use an Axe. And so each day when he got home from school and his father was home, they practiced using an axe, all night. By the age 15, Thilbault was a master, and could most likely kill anyone with a couple of hacks from his iron war axe.

At 18, Thilbault entered the local Silver Mine – Storig mine – and fell in love with the profession, despite the horrible conditions and poor pay. Whilst making his way to his home after a year in the mine, he wandered past an Ebony mine, and saw the beautiful material, and instantly knew he wanted to work in the mine. The next year, he left Storig Mine, to work in the Ebony mine, but was still angry at the poor pay and conditions. So after years of frustration, Thilbault led an army of miners to Castle Farrun, demanding better pay, and the King listened, raising the pay for all miners in County Farrun by 250 gold per year. But Thilbault was never to return to the mine. During the negotiations for the miners pay, King Alphonse was impressed with Thilbault’s speaking skills, and for 28 years, Thilbault was the chief advisor and negotiation in County Farrun, helping to resolve conflicts, and was strategical advisor to King Alphonse Encis during his war against the King of Solitude in 3E 425. Five years later, Thilbault retired, and was given an Ebony War Axe, as a parting gift. But before retiring completely, Thilbault wanted to work in the mines again, but also see the world. So after 4 years of working in an Ebony mine near Taneth, he decided to go to Cyrodiil, and was working as a Mine manager for Derelict mine near Cheydinhal for 3 years, heard there was a recent influx of Ebony found in Skyrim, and made his way to Bruma, where he is now.

Personality: A friendly, intelligent man, but doesn’t have much friends, a result of working in mines, and his imposing stature. So most of the day, Thilbault just drinks in taverns, trying to make small talk, however people tend to shy away from him, thinking that he may hurt them. As a result, Thilbault isn’t very confident around people, and struggles at making friends.


And Raig, for The Children's Quest
Spoiler
Name: Raig

Age: 11

Race: Redguard

Occupation: Bread thief

Appearance: Long, unkempt tatty brown hair, with flies constantly hanging around him. Raig has a droopy face, with rings under his eyes – a result of many a bad night’s sleep. He wears a dirty red shirt, with a small rip in the hip, the shirt is creased and ragged around the edges. He wears a stolen pair of green breeches, which are also very dirty, and goes around barefoot. He smells of mud, manure and rotting fish.

Items Carried: Raig carries 7 lock picks, a rusted, blunt Iron knife that he found on the street and a muddy handkerchief.

Notable skills or abilities: For his age, Raig is quite good at lockpicking and can get into a few places – mainly bakeries. He can also go unnoticed, and is very quiet.

Brief History: Raig is an orphan. His father was lost at sea when Raig was just 8, and his mother died of the disease Collywobbles a year later. Raig is also quite stupid. And after his mother died, that was the perfect excuse the local school needed to kick the boy out. He has always been a troubled boy, however. Ever since the small family moved to Betony from Skaven, his father beat him, this was mainly for Raig’s idiocy. This damaged Raig’s self esteem, now he is cautious around advlts and older kids. In a way, Raig was relieved when his father’s schooner was found crashed into jagged rocks near Stros M’Kai. His mother was always loving of her child, and Raig was distraught when she caught Collywobbles, and since they couldn’t afford a healer, she died.

Raig wasn’t allowed to keep the home – as he was only 9 – and refused to go to the orphanage. He was taught by a school friend how to pick locks, and joined him on petty thieveries throughout the dock district of Betony. Raig now is rather good at picking locks for someone of his age, and uses his skills for food, breaking into bakeries and stealing bread.

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stevie critchley
 
Posts: 3404
Joined: Sat Oct 28, 2006 4:36 pm

Post » Mon Jan 10, 2011 10:01 pm

I will not say where she is from, as I want to see if anyone even remembers! I also have so much stuff lore-wise on her you DON'T want me posting it.

To put things in perspective, she was the second character I have ever made, and one of the most complex, self-thriving characters. Her personality changed notably over the course of the RP.
Spoiler

Name: Kira Soulmage
Race: Breton, Old Blood
Age: (Around 18, she doesn't know for sure.)
Class: Mage
Birthsign: the Lady

Skills: Destruction, Alteration, Mysticism, illusion, restoration, Alchemy, Unarmored defense

height: 5' 7"
Weight: 129lbs.
eyes: A deep purple, with a silver tint
Hair: Black, Wavy, falls half way down her back
Appearance: A beautiful, young, and innocent face. Long, slender body

Clothing(Often worn): A sleeveless Crimson dress. She wears a ruby talisman necklace, the Stone of the Saviour, which protects the guild from the curse.
Clothing(Least worn): A long sleeved dark blue dress, for the cold. A black cloak, sewn and stitched in many places, which has the crest of her family over the heart when she wears it. She also has a special dress, for special occasions. It is violet, the same shade as her eyes, with small pieces of sparkling silver in the fabric. It is sleeveless and strapless, leaving her shoulders bare.
Weapons: Two elven daggers. The blades are made of pure ivory. In the handle of one is rubies, and sapphires are in the handle of the other.
Pack: gold, a map, a diary and a thatch basket.

Personality: A little depressive, low self esteem. Fears rejection, discrimination, and unappreciation. Unbridled, irrational hatred for the undead. However, the guild has done wonders for her. She is now more optimistic, and outwardly kind to anyone who does not try to harm her. She acts almost like a mother towards the guild members. Although, her depression does strike at times. She is easily embarrassed, especially when she is complimented about her beauty. Also, recently has had relationship troubles with Aron, and has decided to change herself. She strives to be strong willed, determined, and not be a whimpering fool in the face of trouble. So far, she has been successful.

Family Crest: A skull, with a snake's head coming from its mouth. Below the skull, two Elven daggers, just like the ones Kira has, are crossed in an 'X' at the hilt. Her spirit animal is a unicorn.

Old Blood abilities:
1. She can see and speak with spirits, souls of the dead that others can't see. She can obtain information from these souls. However, she can typically only speak to them when near the location of their death, or near their body. Also, the souls only have knowledge of events that they participated in when alive, up until their death.They also know the location of their body. When she speaks with spirits, she often talks in a normal voice, making her appear to be talking with herself.
2. She can 'call' spirits to aid her. Unlike summoning, where the spirit is commanded to help, she asks for help from the spirits. Often, spirits of sentient races will refuse to help, but animal spirit often obey and come to her aid. There is no guarantee that the spirit will come.
3. She can separate her spirit from her body, projecting her soul into the world. She can't be seen in this form, and she can pass through walls. Her body remains motionless while she 'spirit walks' and can be killed, so she is hesitant to use it. She can enter the Spirit plane in this way, a place where all spirits dwell. She uses this when she can't contact the soul in any way in the mortal realm.

Bio: One night, a baby was found, left on the door step of the Leyawiin mages guild. The child was still in the briastfeeding stage, she was so young. The guild took her in. In the basket two sheathed elven daggers were found. The head of the guild hall locked the basket and daggers in a chest, to keep them safe.

The child, having no name, was named Kira by the mages. They raised her, teaching her the arts of magic. At an early age she was seen talking many times, seeming to have a conversation with someone when no one was there. Some of the mages considered her insane, yet she remained in the guild.

She showed an interest in conjuration, which quickly diminished as she studied it, until Kira altogether dropped the school. This somewhat puzzled the mages, but they thought little of it.

On the 17th anniversary of Kira's arrival in the guild, she was presented with the daggers and the basket. She felt an immediate connection to the daggers that she could not explain. She also noticed, cleverly woven into the bottom of the basket, a pattern. It looked like a skull, with a serpent's head coming from the mouth, and two Elven daggers crossed underneath it. She did not understand its to true meaning, but thought it was connected to Necromancy. She realized that her childhood, and teenage, discussions with souls was not normal. fearing being labeled as a necromancer, on the 18th anniversary of her arrival at the guild, she fled for the Imperial city. Never knowing her parents, she doesn't know her true age or birth date, or even her true name. This depresses her, and her parents abandoning her makes her feel worthless.

But the guild has changed her life for her. Now she is happy at times, and her run-ins with Mannimarco have only strengthened her feelings of belonging in the guild. Her relationship with Aron, which failed, and her new relationship with Will, have changed her greatly.



This is the other character I classify as one of my most complex, and it was a real delight to play him. Neither of these two characters were very static, and now I sorely miss playing them.
Spoiler

Name: Lucifer Horenizia
Nickname: Luke, Lucas, or whatever you please.
Race: Lycanthropic Breton
Age: 45, whether or not he looks it, well.. he might appear 35 to some.
Gender: Male
Birthsign: The Warrior

Focus: Magic (Combat in werewolf form)
Main skills: Alchemy, destruction, Alteration, restoration, and Wilderness survival.
Class: Alchemical researcher is what he claims himself to be. He goes out into the field and studies all kinds of alchemical ingredients. He has had to know Alteration and Destruction to defend himself from field-study dangers, and Restoration to heal himself. He has also had to learn how to survive in the wilds.

General appearance: Due to his curse and its consequences, his once comely appearance was once only a semblance of the past, and his recent transformation has made him look dirty and roguish once more. Before he was dirty, hard-lined, and troubled, his prominent nose and hard cheeks, coupled with the mass of scaring throughout his body, speaking of one who had gone through hell, and had come out changed. However, that changes when he has washed himself. His body becomes clean, free of caked dirt and grime, though his scars still have blackened edges. His prominent nose and hard cheeks do still speak of a troubled man, but overall his face returns to its once comely appearance. Overall he looks rather average/above-average in the looks department if you discount the vicious scar across his face. His body is well toned, screaming of a man who gets a daily workout, though rather lean and slim.
Hair: His hair is now dirty, an almost amber color and sheen with dark dirt and blood splotches. He has also cut it, so it now falls at the back of his head down to his neck, and gradually shortens as it goes up the side to only partially cover his ears. His bangs no longer extend to his eyebrows but now only cover his forehead. However, it is poorly cut, evident in the various strands of various lengths throughout the hair, and curling upwards a small degree at the tips. It gives his hair a frayed, fuzzy look throughout.
Eye Colour: A yellow, almost light green color, the shades varying at times.
Height: 5' 10"
Tattoos/Scars: His body is riddled with cuts, scratches, and bruises, most on his chest and arms. One nasty scratch runs from his right eyebrow to the left side of his nose. He also sports a scar across his left wrist where he cut himself to sacrifice blood to Cyria. Three large slashes on his chest and slashes on his left bicep. But the biggest scar is on his face. Three slashes run from his left eyebrow to the left side of his nose, cutting into his cheeks and through his eye, rendering his left eye currently useless and paler than the other.

Mental Description: Lucifer was a renowned alchemist, up until he was twenty-five. Known for his determination and diligence while studying or working, he however didn't like being cramped in a laboratory for hours. He preferred to study in the freedom of the out doors. Since his infection, he has continued to study, but with his diligence and determination now focused on controlling and curing himself.

He may come off as rather reserved and anti-social upon first encounter, and a bit of a sarcastic skeptic. And he has every reason to be, as anyone discovering him may mean instant death. He will not accept what he is; a monstrous killer. He simply cannot accept it, as his morality goes against the killings and violence. His resistance of the beast is likely the cause for many of his problems. Depressive, he feels bouts of uselessness and thinks nobody cares about him or his works. Can sometimes lose control and snap at people, but generally keeps himself calm and contained.

Primary weapon: His destructive magic is his primary weapon. His focus is shock magic.
Secondary weapon: claws and fangs as a werewolf. He also carries a small Alchemical knife, a cheap iron blade with a wooden handle.
Clothing/Armor mostly worn: Wears a very loose, and torn and patched cotton robe, that once might have been a color besides light brown. The tears are most prominent around the long and large sleeves, strips of cloth hanging in places, and around the buttons going down the center of the robe. The tears are not in places that would make the robe indecent. Those tears are patched.
Clothing/Armor least worn: nothing.

Inventory: Carries on his person a Mortar and Pestle, a Retort, and an Alembic. He also has a box, which contains vials for his potions, and small bags of ingredients. A small journal as well, where he takes notes. About one hundred gold as well. All of this stored in a rather worn pack. Also carries powdered Unicorn Horn and sections of Unicorn horn.
Misc: As a werewolf, Lucifer is vicious, nasty, and brutal; more muscular, taller, and beefier than usual. Long fangs and claws, he becomes stronger, faster, more agile. His magic is forgotten in his brutality. His eyes take on a vibrant yellow color, and his hair is ragged light brown, almost amber.
-Lucifer has studied in the 20 years of his infection, trying to find a cure. Having no luck, he has however stumbled upon a hope. Though still experimenting, he feels he may be coming closer to a 'half-cure'. His aim is to make the potion alter the bestial brutality of the wolf, allowing a transformed Lycanthrope control himself while changed. He feels that he is coming ever closer, though the time line of monthly full moons makes experimenting a long and aggravating process.

Bio: Lucifer grew up in High Rock, and found a great fascination with Alchemy. He entered the Mage's Guild and officially established himself as an accomplished field researcher, a combination of his love for nature and Alchemy. His hobby, however, was his doom, as he happened upon a werewolf while studying in the Dragontail Mountains at 25 years old. Attacked, Lucifer managed to kill the beast with his magic, but not before getting a nasty gash across his face, where one of its claws had scratched, and the beast had nearly taken his head. Near death and exhausted from the battle, he was unable to heal himself, and collapsed to the ground.

Lucifer returned to High Rock, after awakening from his faint during a full moon, and tried to hide his condition. His fiancée, Margaret, found out though, but tried to help him instead. Since that time, he has sought a cure for his infliction with all his knowledge, traveling across Tamriel, but has had no luck. The closest he has come is what he calls a 'half-cure' he is developing. He is still a member of the Mage's Guild, but most of the month is traveling abroad to avoid people near the full moon.

Lucifer has nearly renounced his claims to being a Mage's Guild member, choosing instead to travel with the Dark Blood Guild, as he feels they may finally be a society that will accept him for who he is. He has yet to join them, though. His past has also begun to crop up, haunting him once again. He had killed his own fiancée, though what exactly happened he has yet to explain to anyone. He has now taken on an apprentice, the young Adeth.


EDIT: Spoiler tags in the interest of saving space.
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Latisha Fry
 
Posts: 3399
Joined: Sat Jun 24, 2006 6:42 am

Post » Mon Jan 10, 2011 10:24 pm

dammit FC4 i know the rp kira was in, i just can't remember the name... it was quite an interesting one, i just never had the time to be in it at that time..and i remember lucifer, I think i had a half-breed playing in an rp he was in where he almost tore her apart when he transformed xD.

I have a few wonderous characters that i wanted to use but the rps kept dying >.> but theres at least four that i use often, one i just made recently

(I made this character in a sort of tribute to someones character that i didnt want to die he isnt identical to her but some of his personality traits are similar)

Spoiler
Name: Edwin (nickname Ed)
Gender: M
Age: 21
Race: Breton
Birthsign: The Apprentice
Skills: Mysticism, Destruction, alchemy, blunt weapons, conjuration
Minor Abilities: can salvage most dwemer tech, and can even bring certain machines back to life with his knowledge (whether or not it just blows up in his face is another one entirely). Has a centurion spider 'sparx' that he can activate/deactivate, and has been modified to compact itself when not in use.

Traits/Quirks: is very intelligent for his age, and is proficient in telekinesis, but his advantages of his mind have left him not to worry about physical prowess, and so he is very weak physically.

Appearance: Ed is a scrawny looking man, looking like he would not even be able to lift a small rock. His short black messy hair gives him an unkempt look (he thinks it will get the ladies, which it probably won’t), and his energetic emerald green eyes makes him almost look like he is on a constant sugar rush. A tattoo of an average sized cog is seen on the left side of his neck, to show how obsessed he is with technology and that he isn’t girly.

Armour/Clothing: Edwin wears a red robe with yellow trimmings (but with plenty of burn marks) modified with a few dwemer metal pieces, as well as a pair of dwemer goggles he enchanted/crafted himself, that has multiple levels of zoom, as well as a night eye enchantment to help him see in the dark.

Other gear: sketchbook filled with invention ideas and other random thoughts, various pieces of dwemer tech (all with a feather enchantment of course), various alchemical items, small mana potions.

Class: Techmage

Class Description (skills): An obsession for dwemer technology, with a natural affinity for mage can allow Ed to be able to create wonderful inventions that can aid (or hinder) him in his daily tasks and protection if the case may be required. He is skilled with telekinesis to make up for the lack of upper-body strength and uses this to aid him with his inventing and as well as throwing objects if he gets in too much trouble...

Background and History: Edwin was born to a family of mages, who were residing in Balmora at the time. As such, he was brought up the way any mage would and was inducted to the mages guild at the age of 6, when it was found out he was a quick learner, and was already using magic even if it was small spells that did not do much. However the spells that stood out the most were his telekinetic abilities. Because of this, he was taught to improve himself in the school of Mysticism and begin his training to use his gifts properly.

As the boy grew older, his fascination with the dwemer artefacts began to become apparent. He spent most of his free time playing with a puzzle box that had been found many years ago, yet none were able to open it. Ed had beaten the puzzle in only a matter of days, and was anxious to find more artefacts of the same of higher calibre. Because of this increasing fascination, he became distracted often, but he was still able to complete his training before many other children his age and even above. When he was 14, Edwin had found a broken centurion spider in a dwemer ruin. Fascinated with this creature, and the possibilities that could come with it, he had brought it home and fixed it. The creature was hostile at first, but the boy didn't know why. However, after some time working on the mechanical spider, he was able to change its behaviour and made a companion for himself.

Continuing with his obsession over the years, Ed had become very good at fixing and modifying dwemer artefacts, and was given praise on his reports by the other mages, but many were annoyed with the boy for his many accomplishments that had caused much damage to the guild hall when they unexpectantly exploded.

After a few promotions, and after the horrors of the oblivion crisis, Ed had been given his own workshop to work on his experiments and inventions, so he wouldn’t cause any more damage to the town when he wasn’t doing his guild duties. Then everything changed when the dwemer returned, leaving what was left of the town in ruins but Ed was ecstatic that the creators of the wonderful inventions had returned, but their hostility was not what he expected from them. He had been one of the survivors from the ordeal, and because of his expertise in dwemer technology the last remnant of the Morrowind mages guild sent Ed to the location where mercenaries were arriving. Maybe there he could be able to make a difference, using the Dwemer's own technology against them.

Mental Description: A genius in his own mind and a bit over-enthusiastic, Ed is always finding new things that he wants to try and build, and thinks himself as a ladies’ man (despite the obvious fact he is ignorant of his over confidence). Because of this over-enthusiasm, he tends to get distracted from everything around him, and may forget there was someone he was even talking to if he gets a new idea.


Heres a version of my werewolf character, he was very fun to play (as fun as gnawing and riping apart your enemies can be :P)

From Half tooth's the longest journey II
Spoiler
Name: Aric Wolf-Blood
Race: Nord
Gender: Male
Age: 30
Birthsign: The Warrior

Clan: Dark Blood Guild
Rank: Sabre

General appearance: Aric has a rugged look about him, his face weathered by the harsh weather of the mountains. His eyes show the years of battle he has had to endure to keep his diminishing clan from becoming extinct. he has a fit and muscular body, built from hunting, running, and all sorts of excercise that had occured during his life. When he becomes a werewolf, his fur is a silvery white colour.

Height: 2 metres in human form, 2.8 metres in werewolf form.
Hair: Silver, long and rugged giving a wild look about him.
Eyes: Ice Blue
Skin: Normal tone for a Nord.
Tattoos/scars: Many scars have been collected across the year from many weapons and bite marks from clan members trying to take his position. The one most visible is the scar from a blade across his left eye. On his Right Shoulder there is a tatoo of a crimson wolf head, showing his original clan "Wolf-Blood" before joining the Dark Blood Guild
Build: Tall and Muscular

Class: Hunter
Class description: A hunter is trained in Marksmanship, and the blade, but are also taught to be agile, and fight without the use of armour, and weapons.
Skills: Athletics, Acrobatics, Unarmoured, Marksman), Blade, track finding, Unarmed

Apparel: dark brown pants, and Bear Pelts draqed over the shoulders.
Weapons: dagger made from the old Alpha of the Wolf-Blood clan, his fists. When in Werewolf form his teeth and claws are his weapons.

Inventory: Nothing except from a small wolf talisman given to him by a lover many years ago.

Misc: (Any other information relating to your character which doesn’t fit anywhere else)

Personality/traits: Being the only one left of his clan due to betrayal, Aric has had a hard time trusting others since. But there are times when his heart warms up to someone, mostly other werewolves that do not have a clan, and brings them into his pack. Any who wish to threaten those under his protection will face one without fear or mercy. Being a born Werewolf, he knows not of the civilised world well, and as such is more animal in nature. This mentally allows him more control as a werewolf, but only enough to know not to harm innocents.

Bio: Aric is a born werewolf, from a fairly unknown clan known as the Wolf-Blood, that have been sighted in the mountain ranges to the north of Cyrodil. His father had been the Alpha Male of the clan for as long as he could remember, and as he was born a Werewolf, he never knew much of the outside world. Even though this was the case, Aric seemed to be more intelligent than most within the clan, and often planned many of his hunts in advance, choosing the perfect moment to strike and where, so he would be able to bring back larger prey.

But because of this, Humans who have seen him before on odd occasions, wanted to bring the boy back to find out why a nomad out in the mountains was so intelligent. Aric had been interrupted during one of his hunts, by a group of hunters and was captured, only to have the hunters get attacked by the boy’s father. Aric had gotten away, but his father had been mortally wounded. The boy was 18 at the time.

Without a leader, the Clan began to fight amongst themselves, and by doing so they began to make reckless mistakes. Many of the clan, enraged by their leaders death, retaliated against the nearest Human settlement on the full moon, and as a result, more attention was brought onto them. The next few months would result in the clan’s slow decrease in numbers, with many being hunted by the humans that survived the attack.

However the village was never found until one day one of the remaining clansmen made a deal with the humans to have a free pass if the lair was located. This resulted in many of their clan being captured or killed. Aric’s sister, Sylvia Wolf-Blood was amongst the captured, and Aric had fallen from a great height, Being knocked down by the one who betrayed them.

Only Aric had survived the assault, and hadn’t been captured, since he was thought dead. Enraged by his clan’s decimation and his sister’s capture, Aric ventured from the Mountains, and into the woodlands near Cheydinhal to begin the search for his sister, and to find a mate to rebuild his father’s clan.

The rage that had built inside him grew as he grew close to the place where his sister and other clansmen were being held. It had taken the Nord a year to find the tracks that led him to the heart of the imperial city Arena, where his clan were being used as entertainment. On the night of a full moon, Aric enraged, transformed, and slaughtered many of the guards, as well as any who was human, losing himself to the rage of his clan's demise. It was only when he spied the familiar eyes of his lost sister had the Werewolf stopped his assault.

Setting the rest of his pack free, Aric and the others fled the city setting fire to the complex that was the source of so much agony. However there was a man waiting outside of the city, who had been awaiting the Werewolf for some time. There was something odd about the elven man, something dead. This was the first time Aric met the Mystic Elf Vampire known as Sirius. After learning that the Vampire had been following the Nord for many months and observing his skills, Aric was offerered a propersition. His clan would be given the seclusion and safety they desired if Aric were to join the Dark Blood guild.

And as the years progressed, Aric became one of the guild's Sabre's one of the pack leaders of the werewolf half of the guild. His job now was to search for potential candidates and to train them in the ways of controlling themselves in their bestial form, as were once the ways of his father's clan.


can'y seem to find my last one so ill just leave this one here for now. A seducer with a split personality: this one has evolved over the course of a few rps, and its always fun having such a creature without emotions, having to deal with another side of her that has that and more.

recent edition in DoaMG
Spoiler
Name: Demona
Nickname(s): Mia
Gender: F
Race:Daedra Seducer (often uses a Mortal form of a Breton girl)
Age: Appears 23 in Main Mortal Form (true age unknown)
Birthdate: Unknown
Birthplace: Unknown

Mia

Class: Healer
Class Focus: Magic
Major Skills: Restoration, Alteration, Alchemy, Illusion, Unarmored
Minor Skills: blunt weapon, mysticism, destruction, block
Birthsign: The Lover

Eyes: Silver
Hair: Black and chest length, wavy small streak of red on right side
Skin/Fur Color: slightly tanned
Height: 1.7 m
Weight: 60 kgs
Build: slender

Physical Description: the Slender, almost fragile physique the mortal form demona uses allows her to be able to pass through most towns barely noticed, if kept at a distance from others. a faint blue glow resonates beneath her shirt on the back which is the only feature that betrays her true nature to those who know what the markings mean.

Tattoo/Scars/Piercings: a tattoo of a set of wings beginning from the middle of her spine to each shoulder, with daedric runes placed along the wingspan of the tattoo.

Clothing and Armor: white short-sleeved shirt, with a knee-length skirt, both embodied with small shield enchantment runes.

Personality: When Demona had no memories of her daedric nature, her mortal form had a personality of its own. Mia once had an innocent mind before the worst of the Oblivion Crisis, but this had began to deteriorate when she could not save some of the companions in her journey, the worst was a young Breton inventor who she had begun to bond with before her untimely end. As her memories of her daedric self returned the thoughts about what she was brought up to believe were questioned, but they were still the ideals that kept her humanity intact. Always thinking of others first, Mia will go out of her way to heal others of serious wounds, without thought about how draining it is for her frail body.

Spells: Heal, Cure Poison, Cure Disease, invisibility, Charm mortal, night eye

--
Demona

Class: Seducer
Class Focus: magic/combat (magic more-so)
Major Skills: Illusion, blade, light armour, Destruction, Conjuration
Minor Skills: Acrobatics, Mysticism, Alteration,

Eyes: Emerald green
Hair: long and wavy Crimson hair
Skin/Fur Color: Olive tan
Height: 1.7 m
Weight: 60 kgs
Build: Slender
Physical Description: Fairly similar to Mia's form, but Demona is much more darker, with the obvious difference of the wings on her back

Tattoo/Scars/Piercings: daedric rune over one eyelid, branding her as a seducer and another rune on her stomach glowing a dull blue, similar to the one on her back in her mortal form.

Personality: Much more sadistic at times than her humane split personality, Demona knows that sometimes a swift and decisive move is better than staying on the sidelines waiting for someone to go down. as a seducer she tends to be open to either six, and will sometimes try this with the other companions if it amused her in any way.

Clothing and Armor: much darker style than Mia's Demona wears black tight-fitting pants, and a black-red corset type shirt, made so some cleavage is shown.

Magic: Fireball, shock, Absorb Health, Charm Mortal, Command Mortal, Night Eye, summon Clannefear, summon Daedric Katana.
----

Inventory: small medical pouch with alchemical supplies and potions. small silver ring with half of a cut diamond and ruby on it, given to her by someone Mia loved during the Oblivion Crisis.

Weapons: Duel Curved Knives, never used by Mia, but Demona uses them efficiently.

History: Many years separated from friends and lovers can change one's personality greatly after a long traumatic event.. you begin to lose focus on who you once were, and can even lead to someone become completely different from who they once were.. many cannot stand to lose all those they hold dear and can lead to much worse destinations. But these are only speculations on what can happen to a mortal's mental state. A daedroth's mind is another matter completely different. Those who have lived since the world was given the breath of life have no attachments to anyone, especially those who do not live for even a slither of their lifetimes. living through every excruciating torment of death on Nirn only to be reborn with all memories of their demise, many having many experiences of death when they are summoned to the mortal's world.

But then to remove all memories of a long life, have a mortal mentality applied to the empty slate, and then having the memories of a different being begin to resurface over time, is a completely new definition of mental instability.. And so begins the struggle of one such being and the torment that continues to barrage the walls of her mind.

--

Not much is Known about Demona before the Oblivion Crisis other than she was a Spy working for Dagon to find a way to weaken the defenses of the blades. The only way she could infiltrate completely was to be left at a priory in the form of a 14 year-old girl with all her memories removed. for 4 years she had grown up at the Chorrol Priory, trained in the arts of healing due to her natural ability to use magic easily.

As the Daedra did not know what she truly was, new memories of being human filled the Seducers mind, and so a new Personality was born. Mia.

When strangers came to speak with her adopted father Jauffre, little did she know that she would become involved in a quest to find the emperor's son and to fight the Daedra Hordes that threatened the Providence. The young healer had helped many of her new companions along the way, but not knowing how to fight, she was often the target of being captured by daedra or bandits, or the Mythic Dawn.

It was not until some of her companions began to die that the young Healer soon began to realize there was another force at work. After being captured by the Mythic dawn the dark Aura of the place had somehow reconnected her with her memories of her Seducer self, causing a change in her personality instantly. At that moment it seemed that everything that she had done for the good of mankind was to be destroyed almost instantly. But because if the rush of memories, the Mortal personality remained in the Daedroth's head and Mia had regained control.

In her Split-Persona state, Mia fell for the new self proclaimed leader of the group, Vivian after she helped to defeat the Wraith of Sithis sent to kill him. Both Personalities saw something in him, and their relationship grew. But as the final gates to Oblivion were closed and they were revered as the Champions of Cyrodill, a nagging thought was in the back of her mind.. She knew that by betraying Dagon in the final battle, she would be hunted down and slain in the mortal realm to be returned to the Dead-lands for judgment.

With the crisis over, the seducer and her friends were proclaimed as the champions and everything was well until the grandmaster of the blades became ill and was forced to retire. With the only one protecting her from the world about what she truly was out of the way, she as marked as the one responsible for causing the crisis in the first place. A few months after the Crisis, she left the bed she had shared with her lover, and vanished into the night, with only a letter and necklace she was meant to give him behind. The Letter mentioned that she knew that while the two of them were together they were too big a target, and that he should not search for her, for she feared her time on Nirn was limited.

For six years the woman had been hunted, by both foe and old allies.. the remnants of the Mythic dawn seeking to send the betrayer of their lord back to his realm for revenge on foiling his plans on taking Nirn, and the various bounty hunters and adventurers seeking fame glory and riches by capturing the seducer or bringing her head to the new grandmaster.

Even with the threats that faced her, the mortal personality Mia continued to help those who needed help... but left as soon as the were okay because of the danger that followed her. Anyone who did not care who she was always faced death when confronted for aiding her, and because of this she left everyone she ever cared about in the dark about where she was so they too did not get marked as traitors and get killed.

Many began to call her the "Siren" because of the danger that followed any who followed her. She continues to help those in need however, as by doing so, she hopes to make the message clear, that not all Daedra are evil. But with the many years or harsh treatment because she wasn't a mortal began to weigh heavily on her mind, and being away from all those she cared about brought more of her daedric side out from the depths, making her a much darker person.

Other Traits and Oddities:
- has a Split Personality
- Mia can be shy around new commers
- Demona can be quite flirtatious with either six
- Demona still has trust issues with new members concerning her true identity and does not show herself in her Seducer form often.

Misc Skills [non-combat]:
- can make Potions and Poisons
- can sense other daedra seducers even if the are in a mortal form
- can cook a bit after watching Karst on their travels

User avatar
Claire
 
Posts: 3329
Joined: Tue Oct 24, 2006 4:01 pm

Post » Tue Jan 11, 2011 7:19 am

Wasn't it called Blood of the Ancients or something like that? I wasn't even part of the forums when it happened, but I've heard legends of such a time.

For the sake of contribution, though my character sheets are never impressive, here's what might well be my favourite character to RP ever. Currently in use in the Knight, the Sword and the Sentinel, I give you Lysandra. She's very fun to RP, if challenging, because trying to pull off psychopathy and do it believably is proving quite hard.

Spoiler
Name: Lysandra

Race: Imperial (Nibenese)

Age: 28

Birthsign: The Serpent

Physical Description: Only very slightly shorter than six feet in height, Lysandra doesn’t possess the most imposing frame; however, one can see she is at least something of a warrior from her build, even though she herself tends to rely more on the arcane than physical strength. At the least she definitely doesn’t have the bearing of a lady, rarely looking out of place among knights. Her face immediately reveals her heritage – there is a dark blue tattoo of the Septim/Akaviri dragon spreading its wings on the left side, one of the wings almost reaching her nose, the other being hidden from view by her hair and the dragon’s head reaching slightly above her eyebrow. The tattoo is unmistakeably Nibenese in design.

The battlemage’s face, just as her build, is not that imposing. Her eyebrows are thin and slightly arched, sitting rather high above her large, light blue eyes and giving Lysandra a permanent slightly surprised expression. Her nose is fairly small and bears the mark of having been broken and healed at least once; below it are her thin lips. In general her face is quite gaunt, framed by straight dark brown hair that reaches very slightly below her jaw.

History: Lysandra was born into a poor family in the Imperial City and was given away to the church of Mara because her parents couldn’t afford to raise her. She spent her childhood studying to be a priestess; however it didn’t seem she’d make a good one, as she was frequently –even for a kid her age- caught lying and was beaten for it many times, sometimes quite severely. It would eventually turn out that these initial signs would be right, though she left it herself instead of being expelled and joined the Imperial Legion. There, she was drilled as a battlemage, eventually rising to be a minor officer. Her destiny apparently wasn’t there either, though, as during the Oblivion Crisis she left to join the newly reformed Knights of the Nine. Aided by the skills she brought from the Legion and a certain superficial charm, Lysandra would come to rise quite high in rank in the order. Recently, she was dispatched to Hammerfell, to aid the knights there.

Weapons: Lysandra always carries a straight http://www.cashanwei.com/cashanwei/img/prod/SH2385.jpg, however it rarely leaves its sheath, especially when compared to her most frequently used weapon (which is rarely used for actual fighting) – a steel dagger, 4 inches in blade length, which she seems to carry at all times.

Armour/Clothing: Lysandra prefers to avoid wearing armour whenever possible, spending most of her time in more comfortable clothing. Despite being a knight of a supposedly humble order, her clothes are rarely extremely humble, even if they’re not exactly flashy either. She usually wears a white blouse, quite loose-fitting, which makes it seem too large for her, if only slightly. Her skirt, light grey in colour, reaches to the knees, though doesn’t completely cover them and one can see a bandage tied around her right one. The skirt is held in place by a thin leather belt, hanging from which is the dagger she always carries. The battlemage’s leather boots, reaching nearly to her knees, are made for comfort and practical use first and foremost, with only very small, flat heels. This outfit is rarely seen, however, since Lysandra tends to wear a cloak over it even when indoors – a rather elegant thing, vibrant dark blue in colour. It is hardly possible to make a connection with the knights of the Nine from this outfit, even with the silver clasp of the robe which is the gem of Pelinal Whitestrake.

Misc. Items: A small silver pendant that has the sign of Mara upon it on one side, and the Septim/Akaviri dragon on the other.


User avatar
Angela
 
Posts: 3492
Joined: Mon Mar 05, 2007 8:33 am

Post » Tue Jan 11, 2011 3:28 am

Here's a character I only just recently created and am not sure if I will even use, though he feels like he would be a fun to try and manage.

Spoiler

Name: Jerithem Simbali
Nickname: Jerry
Gender: Male
Age: 44
Race: Breton
Birthsign: The Atronach

Class: Enchanter/Jeweler
Class Description: A jeweler must be calm and patient, with a gentle, dexterous hand. A jeweler is knowledgeable in the properties of the gems and metals with which he works, and has skill in finely detailed metalworking.

An Enchanter imbues magic into objects. In order to do so, he requires a soul gem charged with a soul, a working knowledge of the spell he wishes to enchant with, and an item capable of holding a spell of that kind/power. An Enchanter can also recharge drained magical items.
Major Skills: Jewelry crafting, Enchanting
Minor Skills: Mysticism, Alteration, Destruction, Restoration, Illusion

Appearance: Like a typical Breton, Jerithem is a slender, sinuous man. He doesn’t have much in the way of meat on him, but he is not skin and bones. He’s just thin and lean. He doesn’t look like much overall, and is pretty pale. Might look comely to some, but others may just think he needs fattening up.
Height: 5’ 10”
Eyes: Sapphire
Skin: Pale white, sunburns easily
Hair: His hair is a dark copper, and sits about his head in wild curls. It doesn’t fall past his chin.
Tattoos/Scars: None, he tries his best to avoid them.

Weapons: None
Armor: None
Clothes: He wears a simple blue robe over tan linen pants, with leather sandals. A large leather satchel is slung over his shoulders and rests at his lower back. It has a metal clasp encrusted with quartz, with a constant feather enchantment.
Inventory: Jerithem has an extensive collection of soul gems of various strengths, and these take up the majority of the space in his pack. The rest of the space is taken up by a large assembly of jewelry of a wide variety, the large quantity of which is only possible due to their small size. Gemstones and precious metals are included in this collection, not yet fashioned into jewelry, as well as the tools necessary for jewelry crafting: a small smithing hammer, a small carving knife with a tiny and keen blade, a filing tool for filing down of materials, a small pick, a small set of metal tweezers in replacement of blacksmith tongs, leather gloves, and a monocular. All this is in the small pockets of his satchel, while the soul gems overtake the larger compartments.

Misc: His large assortment of jewelry ranges from basic rings and amulets to bracelets of small and large designs, anklets, and circlets. It has all been collected as base material and designed by him over many years. He has never bothered with learning how to enchant things not made of metal.
Rings: None of his rings have constant enchantments, and he can only wear two at a time and use their spells roughly ten times before they dry up.
-A simple silver band with a light Healing spell
-A copper band with a ruby inset, enchanted with a Fireball spell
-A copper band with a triangle of three small rubies, enchanted with a Flaming Touch spell
-A gold band with a topaz inset, enchanted with a Shock Bolt spell
-A silver band with a star pattern of small sapphires, enchanted with a strong Chilling Touch spell.
-A bronze band with small amethysts inset in a swirling pattern, enchanted with an Absorb Magicka touch spell.
-A gold band that swirls around an amethyst, enchanted with Telekinesis.
-A silver band with a small amethyst, enchanted with a Recall spell.
-A silver band with an emerald flanked by two jade stones, enchanted with a Silence on Target (or what he calls ‘Shut up’) spell.
Amulets: Some of these have constant spells, most have on-self spells usable only a few times. He can only wear one at a time.
-A gold chain with a large white quartz stone cut in a circular shape, enchanted with a weak constant Shield spell.
-A silver chain with a circular pendant, a circular emerald in the center with smaller emeralds surrounding it, enchanted with a long duration Light spell.
-A silver chain with small jade stones running in parallel, slanted lines across the pendant, enchanted with a short duration Invisibility spell. Can only use a couple times.
-A bronze chain with a quartz and sapphire set beside each other, enchanted with a moderate duration Water Breathing spell.
Anklets: Enchanted with on-self spells, he can only wear one on each ankle at a time and use them a couple times.
-A bronze band with quartz insets, enchanted with a moderate duration Levitation spell.
-A bronze chain with a string of alternating quartz and sapphires, enchanted with a moderate duration Water-Walking spell.
-A copper chain with a string of small diamonds, enchanted with a Fortify Speed spell.
Bracelets: Some of these have constant spells, others have on-self spells that he can use a few times. He can only wear one bracelet at a time on each wrist.
-A wide silver plate bracelet with a large square diamond, enchanted with a stronger Healing spell. Can only use a couple times, and only on himself.
-A gold plate bracelet with quartz stones arranged like a kite shield, enchanted with a moderate Shield spell.
-A silver chain studded with amethysts, enchanted with a moderate Reflect Magicka spell.
-A copper chain with a series of small sapphires, rubies, and topazes, enchanted with a Disintegration on Touch spell.
-A silver chain with small amethysts, enchanted with a Mark spell. Can use several times.

Spells: Soul Trap, Recharge Enchanted Item

Mental: In his youth he was depressed, temperamental, and self-hating, products of his aggravating handicap. However, that was then, and over twenty years later, there is noticeable change in his character. He no longer holds a grudge against his parents for sending him away; becoming a jeweler was the best thing that ever happened to him. He has become more confident and chipper, though his temper does still get the better of him. But he understands he has limits, and even though he hates those limits he is determined to overcome them.

He has always been strong-willed, or stubborn depending on your view. When he knows what he wants, he will strive to get it, somehow, some way. He has a deep fascination and love for magic. However, he still harbors a dislike for mages, particularly competent ones, who can cast without the aid of objects, and takes some small pleasure in absorbing their magicka.

Highly intelligent and keen of mind, he can sometimes get frustrated with those uneducated in magic. A touch pragmatic, he views jewelry more through the facet of its usefulness than its beauty.

Bio: Born into the Mage’s Guild through his parents, Jerithem has always grown up around magical sources. He was a quick learner, having a keen intellect and amazing aptitude for understanding the workings of magic. However, it didn’t take long for teachers and Jerithem himself to realize that the effects of his birthsign were hampering his academic progress. While he did splendidly in studies of magical theory, spell crafting and casting, he could cast new spells only a few times in the day before he would collapse from casting fatigue, while his fellow students could practice their new spells well into the evening, so long as they took breaks. Such breaks did not help Jerithem. His parents had predicted this trouble, but hoped it would not be so severe. They tried to help him with Magicka restoring potions while he was still a child, but he hated the taste of them then and probably wouldn’t now, but that disgusting taste still lingers in his memory.

Not wanting to resort to Magicka Absorbing spells that would sap his fellow students, his parents decided he needed to end his magical students, though Jerithem resisted. He loved magic, loved the possibilities, and hated that he couldn’t perform at the standards of the guild even though he knew the spells. Nonetheless, he was sent out of Wayrest to a port town in the Iliac Bay, there to apprentice under one of his uncles, who was a craftsman of jewelry. There, his parents hoped his encounters with magic would be few.

However, in the midst of learning his art, Jerithem was taught how jewelry could be a powerful channel for magic, if crafted correctly. It was just an off-hand remark by his uncle as he worked on a contract with very specific requirements for the piece. But it spurred a study that would result in Jerithem unlocking the wonders of enchanting items. Kept a secret from his parents, Jerithem’s uncle began to teach him what he knew of the crafter’s end of enchanting; the right metals to use, the size and cut of gem required for the best conduction of magic, what effects arrangements of stones might have on the spells. Everything he had learned from years of following customer specifications.

After learning all he could from his uncle, Jerithem left to join the Mage’s Guild once more, but not the one of his birth. He found another guildhall, reputed to house a capable enchanter. And so Jerithem learned, and became what he is today.

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Nims
 
Posts: 3352
Joined: Thu Jun 07, 2007 3:29 pm

Post » Tue Jan 11, 2011 7:07 am

Mine from Desert Rose

Spoiler

Name: Kerris Vinchis
Gender: Male
Age: 30
Race: Imperial

Who you're fighting for: Khajiit

Birthsign: Steed

Skills – 10 max – non game skills allowed:
Blade
Marksman
Light armour
Block
Heavy Armour
Restoration
Conjuration
Alchemy
Athletics
Acrobatics

General Appearance:
Hair: Loose and brown
Eyes: Brown

Weapons: Elven Claymore and Ebony Bow w/ Steel arrows x120

Armour/Clothing: Morag Tong armor set

Other Items: none

Personality: Good + Nice, but abit Snobbish

Brief History: A citizen of Anvil, his mother worked at the Flowing Bowl as a waitress, but didn’t receive good pay, so he was always a poor lad, and when his mother died he had to scratch his own living, he left Anvil for the Imperial City, but the travel fees used all his money and more, he had to run from the law, ducking in and out of caves, thus building gup his acrobatics, athletics, and agility. But then he ended up being spotted by a guard on horseback, and he had to retreat away from the Empire. South. To Elsweyr. He lived in Riverhold for a few mounths, but eventually the Legion Agents on the area almost found him and he needed to getaway to another city, so he moved South towards Orcrest where he lived for a long while, except he ended up owing some underworld types some gambled money, when he couldn’t pay them, they beat him and left him for dead in the desert outside, luckily his already-formed dungeon skills helped him survive and continue searching for money to pay those he owes, so he ended up spending a few years Roaming Elsweyr searching for his fortune, which he never found, however he did find alot of exotic and powerful armour and weapons which he is uses.

Reason for Fighting: After a dungeon he raided, he was jumped by a group of Bosmer who took all his items and kept him prisoner, the band who are fighting the Bosmer found him and gave him all the stuff back, on condition he help them in their struggle.

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Lily Evans
 
Posts: 3401
Joined: Thu Aug 31, 2006 11:10 am

Post » Mon Jan 10, 2011 8:57 pm

[font="Trebuchet MS"]Wasn't it called Blood of the Ancients or something like that? I wasn't even part of the forums when it happened, but I've heard legends of such a time.


I too have heard such legends, though I scarce believed them to be true. It is said that in ancient times, before the Dawn of Oblivion, giants walked the forum, and crafted such RPs the likes of which we have never seen, with daring heroes grown into myth over the ages. Would that the likes of us could fathom such story-crafting. :P

I still can't get over one of the first characters I saw here, Byron Dreugh-Winder, from Illusionary's Quest for a New Emperor (or something like that). Of course, there have been some great characters over the years; I believe the RP awards a couple years back catalogues several of them. Good times :)

Anyway, some of the characters I had the most fun playing are Hanniel Baal, my murderous Dunmer based heavily on one of the greatest characters in all time; Crassius Curio, who- though he is not strictly my character- was incredibly fun while he lasted; Daron Pyke, my Redguard from Mechanical Hearted Menace, who was kidnapped by Solidor's vampire android assassin immediately after he effectively took control of our group of adventurers; and Ja'Rashi, my Dagon-worshipping Khajiit from the Onyx Crusade.

However, instead of posting all those, I think it'd be fun to show my first sheet (that I have on record) compared to my most recent creation. I went from a pacifist Dunmer Gray Fox to a drunken Breton ex-priest. Not sure if that's a good or bad thing. :P

Spoiler
Name: Fathis Ules
Race: Dunmer
Gender: Male
Age: 52
Sign: The Thief

Factions:
Thieve’s Guild – Grey Fox
Drothmeri Army (Ex.)
Daedra Worshipper

Class: Thief
Skills: Fathis’ forte lies in the shadows, he has become known as the King of the Enigmatic. The Grey Fox’s abilities lie in his alacrity and nimbleness; he has led talented careers as an acrobat and an agent. If he must use a weapon, he prefers the bow, but only against animals, he is set against the killing of men and mer. He would much prefer to get by people with words and subtlety, in the cover of darkness. He has a natural affinity for locks and picks, and has claimed more than once to be the fastest lockpick in all Tamriel.

Physical Description: A middle aged dark elf, Fathis has mottled green-blue skin with iron colored hair, streaked with lighter shades of grey, up in the high style of upper echelon elves. He is aged, with thin muscles of surprising dexterity, but is fairly skinny. He is of average height, no one would mistake him for a warrior; he actually appears to be a merchant or politician.

Mental Description: Morally righteous, he is firm in his beliefs; he finds his most valuable feature to be his piousness. He believes that thievery is perfectly acceptable without murder, and has created even stricter rules within the guild; murder in self defense is punished by permanent expulsion, pre-mediated murder by handing them over to the Imperial Guard. He rarely changes his values, and will debate them publicly.
He is also a calculating elf, he sees no problem in using people as a means to achieve his ends, and encourages this among thieves. He is slow to anger, and quick to forgive, he has an almost philosophical view on ethics and people.

Weapons: Usually possesses no weapons, as he rarely goes on jobs, but if he must, he will carry his favorite Dwarven bow. His arrows are of a lesser quality, usually steel. His bow took much to obtain, and only came with a set of twenty five matching arrows, and he has so far only used six of them. He will also carry a stiletto dagger, mostly to aid in lock picking, but can be used for combat.

Clothing/Armor: When relaxing, he wears a black coat, trimmed with fur, over claret and gold garments. When the need is high, he wears the traditional armor of the Grey Fox, an enchanted leather cuirass, two magical rings, enchanted boots, and plain leather bracers and greaves. He also has in his possession the Gray Cowl of Nocturnal, one Arrow of Extrication, and the Boots of Springheel Jack, but rarely uses them.

Miscellaneous:
-He is deathly afraid of animals, and will shoot them if he has to
-He has a bad reputation in the Imperial City of getting into heated debates with the citizens over subjects touchy as religion, politics, and ethics, all of which he is very opinionated on

Short History: He was born in Morrowind to a single mother, his father worked for the East Empire Company and left to Tamriell without telling Fathis’ mother. He and his mother were by no means rich, and he grew up selling various items at the local bazaar, where he learned his ability to communicate fluently and his fierce ideals. He followed the traditional Daedra worship, paying little heed to the Tribunal which was so dominant at the time, and knew nothing of the Nine until he was in his late teens.

He joined the Drothmeri army as a spy into Tamriell, moving into the Imperial City. They one day ordered him to assassinate a local official who was trying to make anti-Morrowind laws, but he could not go through with the job and was dishonorably discharged. He heard of the Thieve’s Guild philosophy while in the capital, and found it to be to his liking. Ever since he has been a loyal member of the guild, growing in skill and power until he took the position of Grey Fox after stealing an Elder Scroll.

In his new rank, he has made several reformations to the guild, eliminating the blood price system and making any killing completely out of the question. This led to several groups branching off, following a diluted version of the previous system. These have mostly failed or sunken into near Dark Brotherhood groups.

He sends money home to his mother frequently, and tells her that he became a successful merchant, like his father.


Spoiler

Name: Jason Durant
Nickname(s): The Drunken Priest
Gender: Male
Race: Breton-Nord
Age: 56
Birthsign: The Lady
Factions: Ex-Order of Arkay

Class: Priest of Arkay

Class Description: Some of the most pious men of Tamriel, the priests of Arkay are devoted to one of the most familiar yet enigmatic of the Divines. As their god is the overseer of the great cycle of life and death, so too are the priests dedicated to the rituals and mysteries of mortality. The priests are called upon primarily to perform the sacred death rites, yet their realm is also that of life, and as such the priests are skilled in the healing arts.

Skills: Jason learned much from his time with various monks and priests, receiving a holy man’s education in the basics of scripture, healing, and preaching. However, most of the ex-priest’s skills have their roots in his time before taking up the cloth, when he lived first as a successful financier, and then as a drunken vagabond. Through his years in the slums of society, Jason learned several very un-priestly talents, often turning to thievery and pick-pocketing in his poverty. He also retains much of the expertise he gained in his years as a banker, and has an incredible mind for numbers.


Appearance: Though handsome in his youth, Jason has not aged well. A combination of malnourishment, copious amounts of alcohol, and years of foot-travel have wrinkled the Breton beyond his years. He sports a strong chin- a legacy of his Nordic heritage- and wide shoulders, with a round, creased face and frowning lips. His bushy gray eyebrows are turned downwards in a permanent scowl, and his fierce look is completed by a sharp, crooked nose.

Eyes: Often cited as, other than his shrewd business sense, the only thing he received from his father, Jason’s eyes are a dark forest green, and prone to squinting.
Hair: Jason was always proud of his thick blonde hair, inherited from his mother, and when he was still working as a banker would cover it in expensive oils and perfumes. When he became a preacher, however, he shaved his head, the golden locks now a symbol of his vanity. Since being expelled from the priesthood, Jason has let his hair start to grow back, but instead of the golden mane of his youth, his head is now covered in thin, gray tufts of hair, which he usually hides underneath his hood.

Skin/Fur Color: Always naturally pale, not even the hot sun of Sentinel could tan Jason’s skin. He has, however, grown weathered over his years as a travelling priest, wrinkles just beginning to crease his face, spots of age appearing on his thin hands.

Height: Jason inherited his mother’s height, standing over six feet tall in his youth, but has since begun shrinking. He now measures roughly 5’ 10’’, including his slight hunch.

Weight: Always a thin, lanky man, Jason has lost even more weight since losing his priestly status. Though not as gaunt as he was as a beggar, the old preacher remains rather bony, despite a slightly bulging beer belly. If asked, he would say he was roughly one hundred and forty pounds, though the number may be slightly higher.

Tattoo/Scars/Piercings: Jason, like many priests, has the knotted rope of Arkay tattooed on the backs of both his hands, a white knot on his right and a black one on his left. Though it has faded over time, and is wrinkled nearly beyond recognition, he still maintains the tradition of using his right hand for healing and his left for funeral-rites. Other than that, Jason has several scars from his time as a beggar- the guards were often less than forgiving when they caught him stealing- including a crooked nose, never set correctly after it was broken on a guard’s boot.


Personality: Bitter from years of hard living, Jason is hardly personable for a preacher. Though kind at heart, he addresses the world with sarcastic quips and sharp stares. He will heal anyone, for a price, but he will mutter under his breath the whole way through, complaining of “whatever idiocy led them to this situation”. He only laughs when drunk, and rarely preaches sober, though when he does he quickly has the attention of the whole room. Vastly intelligent, Jason puts his wits mostly to selfish uses, tricking people out of gold or liquor, though usually not without a priestly bit of advice.

Goals: Since being expelled from the priesthood, Jason has travelled far and wide preaching his own brand of sermons, trying to open the eyes of the common folk to the follies of the church. When not engaging in propaganda, his mind is usually focused on his next meal and bed, though his next drink is usually up there as well.

Fears: Open water, especially rivers, have always frightened Jason, since his near-death experience as a boy. Other than that, Jason has grown accustomed to life’s hardships, and is perfectly comfortable camping alone in the wilderness. He is always on the lookout for orthodox priests, who seem to have a warrant for his arrest, but goes to no great lengths to avoid cities. He also harbors fears of what will happen to him when he grows too old to travel, when he must finally give up his nomadic lifestyle and become, more likely than not, the crazed hermit parents warn their children about. Not to say parents don’t warn their children of him already.

Virtues: Despite his alcoholism and lustful nature, Jason does have several redeeming features. He has not stolen since his time in Sentinel, a fact he is most proud of, and he has healed hundreds of the sick and wounded over the years. His sermons, while usually drunken ravings against the priesthood, sometimes bring true insight into people’s lives, especially when he speaks to criminals and beggars, whom he has never ceased to empathize with.

Vices: Though he gave up drinking when he became a priest, he has since then taken up the habit again, though not as nearly as strongly as in his youth. Other than that he has grown fond of gambling, and has a sharp eye for pretty young women.
Hobbies: Drinking, primarily, though he enjoys the occasional preaching as well. More often than not Jason combines the two. When unable to find open bottles or open minds on the road, the preacher sings hymns to himself, or speaks to nearby animals. Once he makes camp, Jason enjoys whittling, or gathering alchemical ingredients from the brush.

Religion: Though he is thoroughly devoted to the Nine Divines, Jason has grown skeptical of the men who claim inspiration from them. Jason has never forgiven the priests for casting him out of the Order of Arkay, and has since then developed several radical ideas about the way a man should devote himself to the gods, most of which encompass the priestly vow of celibacy and sobriety.


Clothing and Armor: Though no longer a priest, Jason still wears his threadbare brown robes, mostly because it has earned him many free meals. Though his ring was taken by the priests upon his expulsion from the Order, he has fashioned himself a necklace bearing the knotted circle of Arkay.

Weapons: Jason, as a holy man, carries no weapons, save for his wit and a quick preacher’s tongue.
Inventory: The ex-preacher carries nothing with him in his journeys save what he can haul on his back. Beyond his robes and his knotted necklace, he carries with him a sturdy walking stick, what few Septims he can manage to collect for his sermons, and a poorly crafted flask that he keeps at his belt. When he can, he carries a few basic medicinal herbs and salves; he is often valued more for his healing than his homilies. When on the road, he also carries his trust pocketknife and tinderbox, two things no self respecting vagabond would be caught without.

Magic: A proficient healer, Jason is skilled in the art of Restoration, and can treat most everything from festering wounds to wracking coughs. He has also learned several spells of Alteration and Illusion as well, the former to help him to better protect and heal, the latter to better persuade his congregation.


History: Jason Durant’s earliest memory is not of his Nordic mother or his childhood home in Gauvadon. The first thing Jason can recall of his childhood is water: freezing cold, rushing over his head, dashing him against unforgiving rocks. The water sent him tumbling further down the river, sputtering for breath, certain his young life would soon be over. He remembers his father, a small, rat faced banker, shouting on the bank for someone to save his son. And then blackness.

The blurry figure kneeling over Jason when he awakens is too large to be his father, too square of jaw to be his mother. The man turned him over, coughing, reassuring him in a deep, comforting voice. The man’s name Jason has lost to the years, but the amulet he wore burned itself deep into his memory: the black and white knot of Arkay.

The priest saved Jason’s life, refused his father’s offers of payment, and left his home as soon as he recovered from the fit of sickness that followed. The young Breton never even managed to thank the man; he left in Jason’s sleep. However, after that day, Jason visited every temple in every city he visited, searching for the priest, but never found him. Some nights, when the river would revisit him in his dreams, the priest was Arkay himself.

After Jason’s near death experience, his father insisted that he stay at home as much as possible. His mother tried to convince the Breton to let Jason go out and play with his few friends, but to no avail. The blonde woman would tower over the banker during their arguments, but it was always Jason’s father who got his way. As such, Jason stayed at home and studied, taught numbers by his father and letters by his mother, until he was well into his teenage years. His father got him a job as a secretary at the largest bank in Wayrest, and the pale, teenage Jason spent years there handling the gold of the wealthiest men in High Rock.

By day Jason would dutifully copy transactions in the ledgers of his bank, but by night he and several fellow employees, all just out of their teenage years, would prowl the underside of the city, drinking and whoring their purses empty, then wake up the next morning and return to the bank. Jason lived like this for years, his intelligence and sly tongue letting him slowly climb the ranks of finance, and his budding habits of carousing growing into depravity and alcoholism. Eventually he stopped writing home to his parents, stopped visiting the chapels of Zenithar and Arkay, and increasingly lived his life beneath the red lanterns of Wayrest.

Until, that is, he stumbled into work drunk one morning and miscopied thousands of Septims worth of withdrawals. Once his employer discovered Jason’s erroneous error, he quickly confronted the Breton, whom he had once thought one of the most promising financiers in Wayrest. The old banker tried to turn Jason away from his self-destructive habits, but all he got from the Breton were slurred curses. Jason was dismissed from the bank that day.

Out of work and in serious debt from his late night escapades, Jason was quickly evicted from his home within the city. His former friends turned Jason away at their doors, calling him a foolish drunk, and in short order the ex-banker joined the beggars he had scoffed at a mere week before. Unwilling to let his former friends and clients see him turned out on the street, Jason left the city, stowing away on a ship bound for Sentinel.

In the capital of the Redguards, Jason found little respite from his poverty. Sentinel held as many beggars as Wayrest had, with a far more callous populace, and many nights Jason slept with his stomach crying out for food. What money he did beg went more often towards drink than food, the Breton’s alcoholism undiminished even as a pauper. Jason, like many other beggars, quickly turned to thievery, and spent many nights in and out of Sentinel’s jail. The Breton, now approaching his middle years, lived in a haze of hunger and drunkenness, and always under the crushing weight of depression and regret.

What finally saved the banker-turned-beggar was what Jason has considered his worst sin yet: stealing from the great Order of Arkay. Though he knew stealing from the church was punishable by death, Jason’s hunger had grown mind numbing, and he had been without cheap booze for days. After banishing the crying face of his mother from his mind, Jason snuck into Sentinel’s church, hoping to find food and wine within, unguarded. When an elderly priest caught him rummaging through the church’s pantry, Jason nearly attacked the holy man, fearing the priest would sound an alarm. When the wrinkled preacher merely bowed his head and bid Jason take what he needed, the Breton broke down in tears, begging forgiveness from the priest.

The priest told Jason he could stay inside the chapel that night, and brought him plate after plate of food, all the while asking Jason about his life. Through tears and mouthfuls of food, Jason confessed his story to the priest, who listened silently. At the end of Jason’s tale, the priest took the Breton’s hand, and with a twinkling eye told him that the Divines forgave him of his sins.

In the weeks that followed, Jason devoted his life to the gods, having decided to become a priest of Arkay. The old priest, whom Jason suspected some days to be the same man who saved him from the river, taught him everything from scripture to healing.

(Lived as priest for a while, eventually set off for Cyrodiil, converting beggars and thieves in his travels, until he reached Cheydinhal, where he became a priest there. However, he soon began to question some of the prohibitions the Cyrodiilic church put on their preachers, such as celibacy, and became disliked for his outspoken opinions. His arguments came to a head when he slept with a widower after healing her daughter’s sickness; the woman came to the church looking for Jason after he left her. Forced to leave the church and stripped of title and ring, he then became a wandering hermit, taking his habits of drinking back up as he made makeshift sermons to villages and taverns, oftentimes drunk. He was making one such sermon in Bravil when he noticed several odd customers. After asking what they were doing, he decided to accompany them, as much because he had nothing better to do than anything, though he does like the look of some of the young women)

Motive for Joining: Jason happened to be in the tavern at the time, he had no idea a group of adventurers would be congregating there. Once he learns of their quest, however, he decides it’s as good a place to go as any; he never has seen the realm of a Daedric prince, after all, and what else does he have to live for? Besides, a few of the young ladies seem rather… Preachable.

Fun Fact: Jason once drunkenly talked his way out of a month long jail sentence, getting the entire guardhouse down on their knees and praying while he slipped out the nearest window.


Well, they've definitely gotten longer :P
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Jessica Stokes
 
Posts: 3315
Joined: Fri Jul 28, 2006 11:01 am

Post » Tue Jan 11, 2011 9:55 am

I never want to post my first character up on here -_- he was the most uber character ever but somehow the rp i created with him lasted overe 12 threads, so i have no idea how that happened. I think he was a dunmer ashlander who was an assassin who ended up getting some powerful armour possessed by a daedra and leading his people to destroy the imperial legion who had taken over Morrowind. I'll never find that sheet ever but i just threw so much in together just for the sake of having all that put together.

and Blood of the Ancients thats the name!.. yes i remember back then when the roleplay forums was seperate from the fanfiction.. They were indeed some of the most creative minds ive seen, it was impressive and imposing as well for someone that had only just gotten their fishy stick. I believe Boa came out when i was more experienced, but i never had the confidence to enter that world -_-

Well since that time there have been many more, maybe one day we all will have our names in legend also :P
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joseluis perez
 
Posts: 3507
Joined: Thu Nov 22, 2007 7:51 am

Post » Tue Jan 11, 2011 8:00 am

I too have heard such legends, though I scarce believed them to be true. It is said that in ancient times, before the Dawn of Oblivion, giants walked the forum, and crafted such RPs the likes of which we have never seen, with daring heroes grown into myth over the ages. Would that the likes of us could fathom such story-crafting. :P

All legends have some root in facts. And then the facts run away with the rumors and the myths jump over the moon. Continue your archeological studies, youngin's. You'll unlock the truth soon enough.

And like Shadow, I too will never be able to post my first character, though I remember his first name. Wain. I forget the last. A Breton/Nord mixbreed with Daedric armor, a helluva sword arm, and just too bloody uber all around. He was in Blood of the Ancients and I killed him off in this overly dramatic, cheesy way (he was being hunted by someone for some reason). I created Kira after his death, wizened up a little, and deleted his character sheet.

To date, he is the ONLY character sheet I have ever erased.

Now, in keeping with the thread, here is a vampire character that I loved to play because he was my first real Anti-hero. Not a villain, just decidedly not a good guy in the story. For clarification, in The Longest Journey Sirius was essentially the badass of all badass vampires, and there was few Sirius would consider worthy opponents. Jackorn however was a wickedly sadistic a-hole who was incredibly amusing to read and post about.

Spoiler

Name: Jackorn Von Stralon
Race: Bretonic Vampire
Clan: Montalion
Age: 376, though he looks around late 50s.
Gender: Male
Birthsign: The Tower

Focus: A mixture of aspects of combat, magic, and stealth, with a primary focus on combat and usage of magic and stealth to augment his abilities.
Main skills: A variation of martial arts and blade combat that utilizes his unique weapon, Acrobatics, Alteration, Unarmored, Vampiric restorative magic
Class: Vampire Ancient of the Montalion Clan.

General apperance: Jackorn is a tall and lanky Breton man, was long before his death and always will be in Undeath. His face is long, with sunken cheeks and a pointed nose, and wild eyes. This odd face is attached to a long neck that is in turn sitting upon shoulders that are anything but broad, with a thin waist. Long and thin, yet strong arms and legs sprout from this body. The immediate thought of most that look at him is typically: What does this man eat? What usually follow are feelings that Jackorn is a complete lunatic of a sadistic degree, due to the wild and haunting look of his eyes.
Hair: His hair is a dark gray, with white streaks. The hair on top his head is short and spiky, while the hair at the back of his head is in tight beaded braids, falling to his shoulders.
Eye Colour: His eyes are a haunting steel gray color.
Height: 6”
Tattoos/Scars: He has typically, at any one point in time, at least four parallel cuts along one or both cheeks.

Mental Description: Jackorn is best described as a calm lunatic. He sports the classic patience of any immortal with an eternity of time to wait, and a calm manner he seeks to keep at all times. However, he prone to outbursts of anger that are quick to come and quick to go, and typically seems bored with the world. Longs to find something interesting to do. He believes himself more powerful than even Sirius, though thinks of Sirius as a worthy opponent nonetheless and often does not participate in a battle but lets his clan goons do the work. A little eccentric, some feel he is blessed by Sheogorath.

Primary weapon: Jackorn uses an odd weapon. A black leather glove adorns each hand. Attached to the four fingers of each glove are long silver razor blades, that are attached between the first and second joint of each finger, extending a full three inches past the end of the finger. The thumbs of the gloves lack these razor blades.
Secondary weapon: His fangs, his feet.
Clothing/Armorr mostly worn:His entire body, up to his neck, is clad in a thin layered leather suit dyed black. The suit is skin-tight, and comes as pants, long-sleeved shirt, and knee-high boots. The gloves are a hybrid of clothing and weapon. His shirt is tucked into his pants, which are held in place by a leather belt with a steel buckle that looks like a Hunger’s face.
Clothing/Armor least worn: When out in sunlight, he wears a thin black silk cloak, the hood of which always covers his face.

Inventory: He holds nothing on his person.
Spells: –A member of the Montalion clan of the Iliac Bay, he can teleport at will. But can only teleport once a day.
-Tower Key: Once a day can unlock any door he pleases.
-Beggar’s Nose: Once a day can detect anyone within 200 yards of himself.
-Alteration spells: Levitation, Weak open lock, Feather, Burden, Jump, water walking.
-Restorative spells: Absorb Health, Fatigue, and Magic. Absorb Strength and Agility. The effects are not very strong, and Absorb Strength and Agility can wear off.
Misc: As a vampire, his wounds only heal through the use of Absorb Health spells or by feeding. Because he is an Ancient he has more control over his actions when Blood Lusted. However, he is also deathly afraid of fire and heat. It is his only fear, and just being in the same room as a fire makes him feel like he is burning, even if he is not.

Bio: An ancient member of the Montalion Clan, Jackron Von Stralon hails from Wayrest. The main reason for his Ancient status is because he is the oldest of the Montalions remaining, the older Ancients having been killed or gone rogue in the past. He has no real place of home, though he is fond of the tombs of the city of Wayrest.

Historical addendum: Jackorn Von Stralon was born to a carpenter of High Rock, who was also a chronic alcoholic. His mother died in childbirth, and his father often spoke ill of her, calling her a whorish, [censored] [censored]. Jackorn looked up to his father, being the only parent, and so resented his mother. In his early teens he was a fat child, and this led to intense bullying from the other kids. His father taught him that the best way to handle a problematic person is to pretend it does not bother you, and when the opportunity arises, grab it and eliminate the person. He followed this mindset, and a year after the bullying had ended, killed the lead bully. He was imprisoned and grew bored and melodramatic.

He was infected while in prison, by his cell mate who was secretly a vampire. Over the course of his imprisonment he learned about his new clan in the dark corners of that cell, about his powers and new strengths and the limits he now had to live by. Upon release, he returned to his father, whom he had come to realize was a worthless fool, nothing but food. He killed and fed upon his father, separating himself from his mortal life to join the Montalion clan.

He likely killed the previous Ancient of the Clan Montalion.



It just occurred to me I have too many characters. I should stop posting now.
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Janine Rose
 
Posts: 3428
Joined: Wed Feb 14, 2007 6:59 pm

Post » Tue Jan 11, 2011 11:32 am

This here is my favorite character I've ever made.

Spoiler

Name: Senes Varvun

Age (apparent age): Senes is 228 years old, but has aged extremely well, even for a Dunmer, and appears to be only in his mid-30s.

Gender: Male

Race: Dunmer

Birthsign: The Warrior

Physical Description: Senes stands at about five feet, eleven inches, filling out the frame a body of almost entirely muscle, a side-effect of his former life as an Ordinator. He has loose black hair that, while once well-maintained and oiled, is now carelessly styled. Senes could have once been considered attractive, with a handsome, angular face, but that face is now constantly tired and sad and marred by three long, ugly scars on his right cheek. Senes has the typical dark, ash-gray skin and red eyes of a Dunmer. His arms are covered with the ritualistic tattoos of Ordinators, but they are rarely seen, being covered up by his armor.

Mental Description: Senes is weary of the world, and has become borderline suicidal because of his homeland’s destruction and the loss of his family. He is depressed and moody, prone to stretches of quiet contemplation and senseless anger. All he wants out of life is to die in honorable combat, fighting for a worthy cause. He tends to be gruff and to the point when speaking, though he will often tell stories about his various adventures to anyone who asks.

Class: Senes was an Ordinator, once upon a time, but now makes his career as a mercenary and bounty hunter.

Class Description: Senes was once an Ordinator, prior to the destruction of Morrowind. He served as a personal guard of Tribunal Temple, and was even lucky enough to have spoken with Lord Vivec several times. and often helped out temples around Vvardenfell with problems ranging from major threats to minor annoyances. However, he has transfered his training into a career as a freelance mercenary,

Skills: Senes is skilled with long bladed weaponry, as well as blunt weaponry, and is skilled in heavy and medium armor. He is also skilled with Destruction magic, and has some experience with spears. His time as an Ordinator has hardened both his body and his mind, allowing him impressive strength and endurance when the time calls for it. However, his greatest skill is his sheer toughness, as he has proven able to survive where most other men would die extremely quickly.
Weapons: Senes carries an ebony sword in a sheath strapped to his back, under his shield. He also carries his ebony mace, which has been modified so that a short chain is attached between the head and hilt of the mace. He also wields an ebony spear that he usually carries in his hands. His magic can also be considered a weapon, as he has a particular talent for Fire magic.

Armor: Senes wears his armor from his days as an Ordinator, complete with shield and helm. The armor is similar to the man who wears it: Scarred, worn and battle-weary, seeming to emanate a sense of sadness to those who look at it. While it still is as sturdy and protective as the day it was forged, it is a relic of the past, a reminder of the former glory of the proud Dunmer, and showing just how far the race has fallen.

Misc. Items: Senes carries a small pack, which contains:
-A bedroll and small tent
-The last letter he received from his wife, which he still reads every day
-A locket containing a portrait of his wife and child
-A jug of water and spare, non-perishable food

History: Senes was a prodigy of House Indoril. He was strong, both in body and spirit, and was sent to Vivec to help out the demigod. However, upon arriving, Vivec sensed greatness in the young man and sent him away from Morrowind on a pilgramage to experience the world and gain experience that Vivec promised would be necessary for some unknown task. In reality, this was just in order to prevent Senes's likely death at the hands of the Nerevarine. He later returned 4 years later, and helped fight the Daedra during the Oblivion Crisis, participating in battles such as the Battle of Ald'Rhun, of which he was one of the few survivors, and the Battle for Vivec, during which he almost single-handedly held the Temple Canton against the Daedra hordes, though he wasn't able to prevent Vivec's disappearance. After the Oblivion Crisis, Senes enjoyed a small period of peace, during which he spent most of his time with his wife and newborn child. However, events soon forced him to leave his homeland only 6 months before its destruction. He heard the news while in Cyrodiil and went into a rage due from the knowledge that his family was dead. Left in mourning from the loss of everything he cared for, he took to travelling the world searching for meaning, making money through the only skills he had available to him: the skills of killing. His work as a mercenary and bounty hunter has earned him a reputation as one of the most feared men in Tamriel, but it has even further pushed him to the brink of depression. Though he was involved in more private wars than most can count, and has established himself as one of the foremost freelance mercenaries in Tamriel, nearly every contract he’s taken that involves group has left him the only survivor, cementing his opinion that the world is conspiring to keep him alone at all costs. All Senes wants is to find meaning, but he still hasn’t found it, but neither has he found someone who could put his out of his misery.


Unfortunately, Senes is only able to be used with certain types of Rps, and so he hasn't seen much use. I was writing a fan fiction about him, but somehow the document I wrote it in somehow got deleted, so I lost all of my progress.
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Steph
 
Posts: 3469
Joined: Sun Nov 19, 2006 7:44 am

Post » Mon Jan 10, 2011 11:09 pm

I'm interesting in getting into RPing and have built up a character sheet. I could use feedback and help in order to make it viable. I haven't added anything into the general appearance as I honestly can't think what she would look like so any views would be more than welcome. Thanks

Spoiler
Name: D'Rcy Chioseul
Race: Dunmer
Age: 112 (Appears approx. 22)
Gender: Female
Birthsign: The Apprentice
Class: Sage
Class Description: A sage is a student of magickal lore who travels Tamriel searching out
fabled masters of their chosen schools in order to learn. Often adept at basic wilderness survival.
Skills: Marksman, Destruction, Restoration, Shortblade, Unarmoured, Cooking, Tracking
General Appearance:
Height: 6 foot 2 inches
Build: Slender/Athletic
Hair: Auburn. Shoulder length ponytail
Clothing/Armour: Brown leather trews and boots. Green tunic. Black waist length overcoat.
Weapons: Yew shortbow, silver dagger
Biography/History: An ashlander exile, D'Rcy was banished from the Erabenimsun for killing the clans gulakhan as he tried
to [censored] her. D'Rcy wondered Azura's coast for days surviving on foraged hackle-lo and stolen kwama eggs before finally
building up the courage to approach Tel Fyr. Divyath Fyr was kind enough to take her in and school her in exchange for
assistance with the coprusarium. Once she had learnt what she felt was sufficient to survive, D'Rcy thanked Divyath and
went on her way, determined to explore all of Vvardenfell in search of knowledge.

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Jah Allen
 
Posts: 3444
Joined: Wed Jan 24, 2007 2:09 am

Post » Tue Jan 11, 2011 7:50 am

Just written this character, as my first it probably means he qualifies as my favorite.
Quite looking forward to getting play as him.
Spoiler
Name: Aodren Mirelli
Gender: Male
Age: 40
Race: Breton

Prisoner or Bounty Hunter: Prisoner

Birthsign: The Serpent

Skills
Aodren is very skilled in the identification and application of poisons. A part of this knowledge also includes their various antidotes and how to make them. He also knows which plants harbor the poisons that intrigue him so much. As a scholar he has also studied the animals of Tamriel and their edibility. Aodren studied the various ways of delivering poisons and he can use a blowpipe with surprising efficiency. However he has absolutely no skill with a blade or any magical talent.

General Appearance: At a height of 5ft 8in Aodren stands slightly shorter than society would consider normal. Aodren has a darker than usual skin color than most Bretons, his once plump figure is now much wasted away, and he is much thinner than your average highborn Breton. His face is now extremely gaunt and wrinkled and he is starting to show his age.
Hair: Aodrens grey hair is cut short and is just flattened down.
Eyes: Aodrens eyes are his one outstanding feature, he has youthful bright blue eyes that seem out of place on his aging face.

Weapons: As a prisoner of Blackrose Prison, Aodren has no weapons to his name. In his former life he wouldn’t have seen the importance of a weapon and only owned a simple dagger that he wore under his shirt to protect himself from the dangers of the Imperial city.
Armour/Clothing: Before his arrest and subsequent imprisonment, Aodren would wear comfortable clothes befitting of a scholar in the Imperial City. He now wears a simple tattered grey robe tied around his waist with a simple piece of robe, this offers him a level practicality he is unused to allowing him to conceal some small items from the guards.
Other Items: Aodren carries three glass vials in a small leather pouch with him, two are empty, simply marked ‘A’ and ‘P’, the third contains a clear, colorless liquid.

Personality: Having worked as a scholar for most of his life in relative comfort, Aodren can come across a little stuffy. Generally tries to get on with most people, his theory being it’s easier to get on with people than to deal with people you dislike. His previously quiet and reserved nature was replaced with a more secretive and devious one during his time in Blackrose.

Brief History: Aodren was born into a rich Breton family who had made their money through the use of magic. Aodren has an absolute lack of magical talent, and for this his family shunned him, once he reached the age of 18 he moved out of the family house and into a small apartment next to a library. After traveling around Tamriel with the little money he had from his family, he eventually bought a small apartment in the Talos Plaza. He made full use of the facilities offered to him in this new city, settling down into a life of study.

It was during this study that he discovered his love of poisons, through this love he dedicated a decade of his life to studying and collecting poisons. He then spent his time learning about the varieties of poisonous plants and animals in Tamriel, through this he discovered the processes required to produce and refine poisons and their antidotes. Aodren quickly spent the last of the money he took from his family before he left, this forced him to attempt to find some form of employment, making use of his vast knowledge of poisons he became an author publishing a few books on the nature and effect of poisons. He quickly became a leading and well respected expert in the application and uses of various poisons, it was this that led to his eventual downfall.

Now aged 35 he was approached by a gang calling themselves something like the fabled dawn, they said that they had learned of his abilities with poisons and they wanted him to make a poison for him, they gave him a list of requirements for the poison, nothing too complicated, slow acting and deadly. Aodren quickly completed the order, in fact he reveled in the challenge , and handed over the poison to the group, he thought nothing more of it until the imperial legion came knocking, he was taken away from his house in the middle of the night . He was unceremoniously thrown into the imperia jail, after several days of interrogation he had gathered several piece of information about the group that had visited him. It turned out the group had been attempting to assassinate the Emperor, they had come close, they actually managed to kill his food taster. He didn’t get a trial, instead he got a one way trip to Blackrose Prison, where he has been for the last five years, however there are rumors of a breakout…

Any feedback would be lovely.
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Talitha Kukk
 
Posts: 3477
Joined: Sun Oct 08, 2006 1:14 am

Post » Mon Jan 10, 2011 11:33 pm

Hey there Athell!

You were the guy asking about RPing in the BP RP thread some days ago right? Well, let me tell you, from the looks of your Character Sheet I think you will do just fine! :D I like his story, your character is not uber (quite the contrary in fact, he has a lot of limitations), which I am sure will be great fun to RP for you. Your writing seems cool too, don't worry about anything! ;) Although I am by no means an expert.

Oh and btw, my char for the RP is also going to be a Breton man in his forties!

Well, since I am here I might as well post my CS. Only made two of them yet... The first is of the char I am using right now on the Desert Rose RP:

Spoiler
Name: Nee-Wom
Gender: Male
Age: 23
Race: Argonian
Who you're fighting for: Elsweyr

Birthsign: The Steed

Skills – Sneak, Spear, Athletics, Dodging, Short Blade

General Appearance: His scales are of a brownish green, almost with a muddy look. They are well-suited for the swamps of his home province, and served as a fine camouflage for the time he spent there in guerrilla. He his of short stature, and maintains a fit body: one cannot expect to survive much time as a warrior if one is not physically able;
Hair: He sports no hair, as all Argonians do, rather he has a single brown fin, running across the top of his head;
Eyes: Emerald-green;

Weapons: A barbed spear; two steel daggers which he keeps at his belt;

Armour/Clothing: He usually wears no more than a pair of green shorts and an olive shirt; said belt, with various pouches.

Other Items: A backpack for travelling, obviously, where he keeps his gear plus a small tree-shaped wooden statuette which he holds to very dearly. It is a reminder of Argonia and his roots.

Personality: Nee-Wom is a friendly individual. He likes to talk, having grown up in a big family, and is eager to befriend new people. However, he holds a particular resentment against Dunmer in general, thanks to the years he spent fighting them, and the number of friends and hatchkin he has saw them kill. He is agile not only of movement but also of thought and speech, and quite an active and unquiet fellow, with a short patience, had he not been born under the sign of The Steed. That does not mean, however, that he has a bad temper. Quite the contrary infact, he is an easy guy to deal with.

Brief History: Nee-Wom was born near the northern borders of Black Marsh, in a small village. Among his family he had a normal childhood for an Argonian, and his daily routine consisted of few more than lurking around the swamps with his numerous brothers and sisters, swimming and playing. However, near his tenth birthday, the village where he lived was raided by a Dunmer party that ventured and his parents killed.
Together with some of his kin, he was welcomed by a band of wandering outlaws, who dedicated their lives to the goal of protecting the borders of Black Marsh from slavers. He grew surrounded with warriors, and as Nee-wom got older, he learned how to fight with the spear and the blade, as well as the arts of fighting in the swamp and forest. Many guerrilla attacks on Dunmer groups ensued.
Eventually though, the group dispersed, and Nee-wom (already a young man) travelled to Cyrodiil with his two older brothers, the only ones left from the hatch. They entered the province by South, through the county of Leyawiin. His brothers settled in the city, but Nee-Wom was not born for a quiet life. He seeked more fighting, and as such, he travelled north, to the Imperial City, where he joined the Arena. As a gladiator there, he fought for some months, but founding no real thrill in those battles, he couldn’t wait for an opportunity to leave.
Eventually, he heard of the War raging between Valenwood and Elsweyer, and quickly took a boat down the Niben. He reached Elsweyr, and proceeded to enlist as a mercenary in a company.

Reason for Fighting: Nee-Wom has no particular reason to support the Khajiit in their war against the Bosmer. It just happens that he is a mercenary, and he wants to fight while profiting. As soon as he arrived in Elsweyr, he enlisted himself as a mercenary.


I will not post the sheet I made for Blackrose Prison, since the GM still hasn't approved yet... It will get here later though! :D
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DAVId MArtInez
 
Posts: 3410
Joined: Fri Aug 10, 2007 1:16 am

Post » Tue Jan 11, 2011 11:16 am

Hey there Athell!

You were the guy asking about RPing in the BP RP thread some days ago right? Well, let me tell you, from the looks of your Character Sheet I think you will do just fine! :D I like his story, your character is not uber (quite the contrary in fact, he has a lot of limitations), which I am sure will be great fun to RP for you. Your writing seems cool too, don't worry about anything! ;) Although I am by no means an expert.

Oh and btw, my char for the RP is also going to be a Breton man in his forties!


Yeah that was me, mines not approved yet, but count is struggling to get a computer so I decided to post it here to get some community feedback before the event.
Looks like we'll have some interesting character interaction.
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Miss K
 
Posts: 3458
Joined: Sat Jan 20, 2007 2:33 pm


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