Freeform RP by Tabasco
4E 24: it's a time of uncertain peace in Tamriel. After the tumultous events that marked the changing of the era, the political situation has changed more than a bit. With all potential Emperors dead, the Empire is governed by a council with representatives from all provinces except Morrowind, who had declared its independence two years ago. Rumor says the nation is led by the returned Nerevarine, but diplomatic relations between it and the Empire have ended, leaving only a few loose trade links. Cyrodiil is no longer seen as a sovereign state, although Imperial City is still the center of the Empire.
In these times of peace, unrelated individuals from across the continent developed some strange traits. They were normal people, until by unknown means, they changed. For some, the changes were marginal - maybe behaving like someone else, but nothing more. Some, though, transformed into completely different beings, and the transformation usually came with insanity. There were official records on an Altmer who grew wings from her back and screamed that she would go up and challenge the gods. She flew off to the ocean and nothing was heard of her ever again.
The Risen, though, as people began calling them, have more to them than people think. They can sense each other, to some extent, and feel an inexplicable draw to their kind. This is the only thing they seem to have in common, as their powers - or curses - are very different. None of them know anything about the reason to it all.
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The rules:
1. PM your sheets to me before posting!
2. Keep amount of characters to a manageable level. By manageable, I mean that your fellow players should be able to follow, too.
3. Use proper English. We all like to know what's going on.
4. NO omniscience, NO omnipotence, NO character controlling, NO ubering.
5. No lycantrophes or vampires.
6. Tell me if you're going to do something drastic.
7. Have fun!
Note that while your character has super powers, he/she is new to them. You can't blow up the White Gold Tower or rebuild Kvatch in a millisecond. I suppose you get what I mean.
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Here's a template sheet you can use. Note that many points are *essential*.
Name:
Race:
six:
Age:
Birthsign:
Height:
Weight:
Hair:
Facial hair:
Eyes:
Skin:
Tattoos/scars:
Build: (feel free to be detailed here...)
Class: (doesn't have to be in-game)
Class description:
Skills: (again, no in-game-ness needed)
Apparel:
Items:
Weapons:
Personality/traits:
Bio:
Powers/traits as a Risen: (or what changes when he/she transforms...)
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You can bet I left a bunch of things out. Anyway... here's my char. I'll copy/paste all of them here as you send 'em.
tabasco's character:
Name: Reynold Justus
Race: Imperial/Breton hybrid
six: Male
Age: 59
Birthsign: The Mage
Height: 176 cm
Weight: 80 kg
Hair: Grey, shoulder-long
Facial hair: A braided grey beard, moustache
Eyes: Greenish grey
Skin: tanned
Tattoos/scars: The Mage tattooed on his back
Build: A bit overweight, but the fat covers muscles
Class: Scholar/savant
Class description: Travels and seeks knowledge on the world
Skills: Restoration, magic, history, languages
Apparel: Plain tan-colored pants and shirt, leather boots, leather belt. Over these he wears a long, black hooded coat/robe made to withstand almost any weather. His clothes are rather patched and old.
Items: A backpack holding the following: some books, food, potions, maps. In his pockets he has money and two dices. Carries a staff/walking stick.
Weapons: A silver-plated katana. Sheathed under his coat.
Personality/traits: Reynold is a generally outgoing and friendly person. His travels have made him tolerant and patient. He often has a fatherly attitude toward people, which annoys some. He loves to gamble and drink, and always carries two dices with him.
Bio:
Born to an Imperial father and a Breton mother in Skingrad, he was a treasured child. He had always longed to explore the world, to meet strange people and see exotic places. At twenty, he traveled to Imperial City, and was awed by the cosmopolitan mix of people and cultures. He fell in love with a Nord woman and traveled to Skyrim with her. They lived happily, until she was killed by a band of reavers. Distraught, Reynold decided to visit High Rock, his mother's homeland, but boarded the wrong ship and ended up in Morrowind.
Morrowind left a huge mark on him. It took long, but he became a trusted member of the community. He returned to Cyrodiil, but longed back. At forty, he packed up everything he had and moved to Balmora, working as a freelance healer and scholar, tending the sick at the Temple and teaching at various places.
Reynold discovered his Risen powers when a Temple priest and dear friend of his caught corprus and was sent to the Corprusarium. He went to visit him, but instead of his friend, he found a wriggling mass of disfigured flesh that had to be held back from killing him. After the meeting, he had changed: he was grim, aloof and rude. When he went up to see Divayth Fyr, it struck him that he could "smell" magic.
Reynold stopped and cocked his head. He sniffed.
"What?" Fyr asked.
The healer looked around. "Smells here."
Fyr sniffed. "I don't smell anything."
Reynold turned and looked at a closet. He sniffed again. "That closet smells."
Fyr squinted and walked to the closet. "Nope."
"It does. It smells of... power."
The old wizard stared and opened the closet. It held the Cuirass of Savior's Hide.
He soon changed back to his normal self, but when in emotional turmoil, he changes into his "other" self.
Powers/traits as a Risen:
He's not overly powerful as a Risen, as he hasn't learned to control his abilities yet. His personality changes: the friendly old man becomes an aloof and suspicious person. When transformed, he has a perfect recall, but only on things he has experienced as a Risen. When he turns back, his memory becomes normal. He also becomes extremely intelligent and able to cast complicated spells. His senses become greater, and he can sense things normal people cannot. He also becomes brave to the brink of insanity.
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Sryner of the Sword's character
Name: Lirian Ascadier
Race: Breton
six: Male
Age: 33
Birthsign: The Mage
Height: 6'1"
Weight: 190 lbs
Hair: Short brown wavy hair he lets fly loose down his forehead.
Facial hair: None
Eyes: Piercing blue
Skin: Normal complexion for human races.
Tattoos/scars: None
Build: He has a tough upper body with muscle definition. Very athletic, he trains often to keep himself in shape due to the nature of his work.
Class: Bounty Hunter
Class description: Using an assortment of magic, blades, and tactile, this bounty hunter gets the job done regardless of his mission.
Skills: (again, no in-game-ness needed)
Apparel: Lirian wears dark red armor with blue and gold tassels and cloth flying freely from it. He has two short shoulder-capes at each side of his back, connected by a cloth collar of the same color.
Weapons: Aside from a variant of destruction magic, Ascadier wields two slightly shorter ebony longswords.
Personality/traits: In short, Lirian is a [censored]. His attitude is often tolerated because he is good at what he does, and what he does is kill people for the price on their head. He speaks out of turn and talks down to people he woulen't mind fighting with. He shows little respect for any of his superiors, and he somehow gets away with it.
Bio: I'll get to this later. Won't be anything out of line, just his training and past missions and whatnot.
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Half Tooth's character
Name: http://i61.photobucket.com/albums/h63/half_tooth/April1.jpg (and again http://i61.photobucket.com/albums/h63/half_tooth/April2.jpg)
Race: Wood elf
six: Female
Age: 19
Birthsign: The Antronach
Faction: Telvanni
Rank: Lawman
Height: 5 ft 1" (130cm)
Hair: She has soft black blue hair which hangs just past her jaw bone.
Eyes: She has large pale blue eyes.
Skin: Her skin is almost white but she has a hit of colour along her cheek bones.
Tattoos/scars: none (yet)
Build: Being short, she is also rather skinny. She has the look of someone who might get blown away in a high wind, looking rather physically weak.
Class: Artist/ Mage
Class description: Naril is highly skilled at painting, drawing? anything to do with art she also makes a small amount of money selling her artwork. Aside from this hobby Naril is natural mysticism and enchanting mage, although she can use other branches of magic she finds it a lot more difficult. She uses her skills at enchanting and mysticism for the good of the great house Telvanni.
Skills: Drawing, painting, speech craft, mysticism and enchanting.
Apparel: Naril usually wears black cotton trousers, dark leather boots, a purple cotton shirt, a soft green scarf and a long patched coat which comes down past her knees
Items: She has a shoulder bag which contains; her sketch book and artist's tools (paint brushes, pencils etc.) a leather pouch which she keeps her money in, some bread cheese , sweet rolls and fruit. There is also a collection of full and empty soul gems. She also has some strong restore magicka potions since she cannot regenerate magical energy herself due to her star sign.
Weapons: none aside from her Mysticism spells.
Personality/traits: Naril is a thinker. She wonders the ways of the world and despite being so young she sometimes speaks wisdom beyond her years. On the flip side of this she is permanently nervous, and on edge most of the time. She is tends to be scared of people and hates being the center of attention. She does not to speak her emotions and keeps them to herself.
Naril finds that mysticism magic comes naturally to her, what with her being a thinker she believe strongly that "the eyes are the window to the soul" and she is completely fascinated with the concept of souls and she will often look at people's eyes and sketch them.
Bio: Naril was born in Sadrith Mora to Bosmer parents. Both her parents were high ranking members of house Tevlanni, and she herself joined the great house Telvanni at the age of 11. Her parents wanted her to learn what they dubbed as 'useful' magic either restoration or destruction magic. Although Naril learned some of the basic spells in destruction and restoration she found herself more suited to mysticism and enchating.
Although her parents were at first unhappy with her choosing this branch of magic they soon grew to see it's uses. Naril learnt how to detect life and how to capture the souls of creatures in soul gems which she then used to enchant items. She has also been able to master Telekinesis and how to dispel magical effects from herself and others but she has yet to learn how to reflect damage and spells.
She still lives in Sadrith Mora, but recently she has noticed some strange things happening. People and creatures have been dying in her town and the nearby areas and she wants to know why.
Powers/traits as a Risen: Her natural abilities at Mysticism have had an effect on her risen form. As a risen the only changes to her body are that her hands and feet become elongated into powerful claws and her pupils become white so that she is blind. She can also climb any wall and hang off the ceiling.
Most of the changes to her are on the inside however. She is effectively blind to the physical world instead she can see it in a different form. She cannot see people as people instead she can see their souls. She can see the souls of creatures, undead, ghosts and people. She can see when someone is nearing death or if they have been marked by the Morag Tong or Dark Brotherhood and she behaves almost like a grim reaper. Once she has seen a marked soul or someone close to death she will hunt them and kill them.
Although she cannot remember doing any of this when she returns to her normal form, part of her risen form is seeping into her normal self. She has started to see ghosts walking around she can sometimes see glimpses into people's souls. This scars her however and she feels she does not want to know these kinds of things.
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Jerod Kayne's character
Name: Julius Kell
Nickname: Jules, or Kelly
Race: Argonian
six: Male
Age: 17
Birthsign: Thief
Height: Roughly 5'8
Weight: 108lbs
Hair: Spines
Facial hair: A few really small spines on his snout, and chin-neck area
Eyes: Light blue
Skin: Mostly red, with some splotches of black and orange in some areas
Tattoos/scars: Has a lot of burn-marks on his body
Build: Skinny, not much muscle build up in his torso, but has a decent build up in his arms, and legs. Also, he looks a bit more 'reptilian' then most Argonians. IE: Longer spiky tail, slightly longer snout, larger teeth, more pronounced scales, naturally longer claws on his feet and hands.
Class: Assistant
Class description: Aids, and offers help to Scientists
Skills: Drawing Schematics/Plans, Planning things, Running and Jumping, Light Magicka spells, or in this case, control over Electricity
Apparel: Light brown trousers, green long sleeve shirt, leather boots, leather gauntlets with half-finger sleeves.
Items: Necklace, very little gold
Weapons: Glass Dagger used for self defense (He cant use metal weapons)
Personality/traits: Julius isn't your average teenager. He used to be very secretive, and normally never like hanging out with people. A Loner, if you will. Now, after an 'incident', Kells state of mind went through a complete re-haul. He is more friendlier, and out going. He's only got a handful of friends, that he hangs out with. A lot...
Bio: Julius was born and raised in a slave camp in the borders of Morrowind. He had no name, and life was very hard for him. Until a traveling Imperial, by the name of Jonathan Kell, whom was a scientist, stumbled upon the camp, and adopted a 10-year old Argonian child. Jonathan named the Argonian 'Julius' after his wife, 'Julian', who died from a severe Blood-Lung infection.
Over the years, Jonathan bonded with Jules, and home-schooled him, teaching him basic to advanced education. When Julius was 14, he and Jonathan were running an experiment with lighting, trying to record how much energy it gave off. Julius, never wanted to do the experiment, seeing it as 'stupid waste of time' but reluctantly agreed to help. They waited until Cheydinhal (They're place of residence) was hit by a large storm.
Julius was struck by a deadly bolt of lighting, and received a large amount of burns all over his body. He was considered dead for several hours. But a strange thing happened when he was struck, most of the energy channeled through his body, and into the ground, but a small amount was unable to, and stayed. The small burst of energy managed to 'jump start' Julius's heart, along with major healing spells from mages. Although, the spells did nothing to start the Argonians heart back up.
Over the next few months, things went back to normal. Until, Julius began waking up with minor-to-severe burns on his arms, legs, and torso. He also began feeling different, as if something was changing inside of him. He realizes this, as he tried to pick up a metal object, and a bolt of lightning shot out of his hand. Also, when ever his body senses something, something which he cant explain, his heart begins to burn, nothing severe, just enough to alert him. For now, he tries to keep this a secret, fearing that if somebody knew, he would be locked up, and experimented upon. Or worse...
Powers/traits as a Risen: He has only experienced the transformation twice, both times, roughly 2-3 years after the incident. His scales turn from a light red color, to a deep blue, and is hands and feet revert back to their ancestral Lizard-like form. His hearing, smelling, and vision become incredibly enhanced. He has control over his mind, but acts a lot more animal-like.
He loses the ability to speak, but in place of that, he has an incredible power over electricity, which he barely scratched the surface in harnessing it (Think Dr. Doom) . When he transforms back, he can only remember bits and pieces of being a Risen, mostly in flashbacks and/or in dreams.
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Verlox's character
Name: Lord Roger Blakefield, Baron of Glencreek Moor
Race: Breton
six: Male
Age: 34
Birthsign: The Lady
Height: 5 Feet 10 Inches
Weight: 174 Pounds
Hair Color: Honey Blonde
Hair Style and Facila Hair: http://upload.wikimedia.org/wikipedia/en/b/b0/John_of_England_-_Illustration_from_Cassell%27s_History_of_England_-_Century_Edition_-_published_circa_1902.jpg
Eyes: Dark Blue
Skin: Sun Browned White
Tattoos/scars: N/A
Build: Roger, despite his height, is very well built. With the stocky build that makes him seem much larger than he really is, Roger moves with the the grace of a natural athlete.
Class: Aristocrat
Class description: Belonging to Tamriel's "best", Aristocrats are the most well-bred people of the Empire. They put great store by titles and blood lineage, and expect all others to see things their way. Despite this, Aristocrats can range from the the virtuous Knight-Errant to the schemeing Robber Baron. Known for their skills with weapons and the abiltity to move in even the heaviest armor, Aristocrats are a terror on the battlefield.
Skills: Horseback Riding, Dancing, Lute Playing, Etiquette, Long Blade, Block, Heavy Armour, Jousting
Apparel:
Armor: http://karenswhimsy.com/medieval-knight-costume.shtm
Items: Signet Ring, 1000 Drakes, Documents of his Lordship, Diary, Quill-Pen, Green Ink.
Weapons: http://netlinkenterprises.com/prodimages/SA3503.jpg
Personality/traits: The Soul of Chivalry. Roger is always their to defend those that are weaker than him, and give largesse as best he can. Despite this, he can be slightly arrogant at times, such to the point where he will challenge a foe that is obviously much more powerful than himself, just to prove that he is not a coward. He does have a dark streak, however, and when pushed to his utter limits, he will do anything to achieve his goals.
Bio: Born the eldest son of the Baron of Glencreek Moor in High Rock, Roger was given the best education avaible to the people of his station. He was taught manners, how to play music, and a myriad of other things expected of the Aristocracy. At the age of 9, Roger became Baron of Glencreek Moor after his father was killed in a skirmish against the Reachmen. Still having not reached the majority age of twenty, his mother acted as acting Baroness. She however, was not wise, and almost plunged Glencreek Moor into a private war against a neighboring fiefdom. She was prompted into this by her lover, who wanted to other lord's title for himself. Being 14 at this time, Roger knew his mind, and assumed the power of Baron, hanging his mother's lover, and banishing her from his domains. He then proceeded to surround himself with men and women who would help guide him through his minority until he was ready to assume the reins of Glencreek Moor. Having reached the age of 34, the Baron is living in a rented house in the Imperial City.
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Arathorn's character
Name: Axel Bearclaw.
Nickname: Axel.
Race: Nord.
six: Male.
Age: 21.
Birthsign: The Warrior.
Appearance: Axel. Tall and powerful, his appearance is daunting with a hard face and a gain bone structure Axel towers above most men. Many scars cover the surface of the man's body, constant reminders of his past battles. Axel has a large scar running down the left side of his face, running through his eye and reaching a level with his nose. He has medium length black hair with a jagged fringe that seems to shade his face. Small, piercing hazel coloured eyes are an attractive feature of the young General. Axel has a well toned body; years of training and hard exercise had done him a world of good for his fitness, looking impressive and strong with eminent chest and stomach muscles.
Class: Army General.
Class description: Axel leads a small army, called the Rangers, that stay hidden deep within the forests at the feet of the Jerall Mountains.
Skills: Leadership, Axel can take charge and lead an army into battle in high spirits and morale. Combat, Axel has since he can remember been training in the art of combat, sharp senses and keen focus has lead him to be extremely skilled, blade is his most powerful area, with use of both of his sword and knife however he can too use hand to hand combat and is not bad with a bow and arrow.
Apparel: Axel's attire consists of a black robe top similar too the typical Ranger armour, a dark green armoured robe, the leaf emblem carved into the shoulder of the leather robe top and a black sash; his black jacket is ragged with an upturned collar. The inner lining is crimson, often the sleeves are rolled up with jagged edges and giving him a ragged look. Axel wears his robe top open, leaving his chest revealed and a large scar that slices diagonally down his chest and stomach, gained from a previous battle.
Items: Axel carries little with him, as he does not often leave the village, he has no need for money or a map. He often carries one or two bandages for any wounds he may gain.
Weapons: Axel carries with him a large black Katana, with green leaf engravings on the hilt, a symbol of the Rangers. He also, on his belt has a short dagger, used only for close up combat, as well as sometimes for throwing it. This too carries the leaf emblem of the Rangers.
Personality/traits: A great leader, having been an army general for some time he knows how to command. Confident and decisive, Axel knows how to manipulate his forces to turn the tide of battle. He thinks often about power and money and will challenge anything that stands in his or his peoples way of a good opportunity, utilising any advantages he is given.
Biography: Trained by his elder generations, Axel is used to the cold of Bruma. He has spent all his life wondering the wilderness with his fathers' armies and troops. It was a small battle with another clan that his father and a quarter the troops died as well as some important leaders. Axel at this time was 14 and took it upon himself to take control of what was left of the once great Ranger army. The survivors, some were not happy that such a young boy had taken control, however most felt blessed as he was the son of their previous leader. Over the last 5 years, Axel has raised a great force, with all the men and boys hard working and skilled. The rangers are a small tribe, that function in the wilderness north of Bruma, at the feet of the great Jerall Mountains. Hidden deep in the snowy forests lays the Grove of the Rangers. Determined and motivated, Axel pushes his people to be the best they can, training them hard and rewarding them well. Axel knows little of his strange alter ego, but without question he uses it for his advantage, in both fights and other difficult situations. Few people know of his secret power, and he does not often let it out, but when he does, he holds unmatchable strength.
Powers/traits as a Risen: Gnarl. Axels alter ego, as he calls it. Gnarl is a large wolf, powerful muscles emanate from under his thick coat of dark fur, his long snout and razor sharp teeth are certainly a force to be reckoned with, and his piercing claws aid him well in battle. Jet black fur lines his muscular body; the underside of his stomach has lightened with age and is now a dark shade of silver grey. Scars are something Gnarl certainly doesn't lack, fierce battles and epic fights have played there part on the wolf's hardened body, and the reminder of each encounter lay embedded into the rough fur. Axel maintains his human mind when in wolf form and can speak and think like a human; however his new physical attributes make it difficult for him to perform many human actions. Gnarl rarely is let out, and as far Axel cannot seem to unleash his inner animal at will. Headstrong and confident, though with no lack of power, Gnarl is not invincible, something he claims himself to be. Gnarl loves a challenge, taking pleasure in someone backing him into a corner and having to fight his way out, wanting the more powerful enemy to step up their game, so that he can try to overcome them, despite their superiority. Gnarl takes pleasure in pain and injury, claiming that sometimes the scars themselves are the lessons of life left permanently on your soul, and that you have not truly won a fight if the enemy cannot do as much as lay a cut in your flesh. Gnarl takes pleasure from any conflict, minimising his power to savour the feeling, the adrenaline and the fury that runs through him during a battle.
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tayroc's character
Name: Belmont the Gent
Race: Nord
six: Male
Age: 48
Birthsign: The Atronach
Height: 6'6"
Weight: 215lbs
Hair: short and black
Facial hair: Short beard, curled moustache.
Eyes: Blue
Skin: fair
Tattoos/scars: Many deep scars on his face.
Build: Quite muscular, especially in his arms and chest.
Class: Highwayman
Class description: A better class of thief; Highwaymen lurk by the highways of the empire and waylay solitary travelers for their gold and valuables, but rarely kill. They are masters of the rapier, their weapon of choice, and there are few swordsmen who can best a skilled highwayman in a duel.
Skills: Dueling, riding, tracking, herbalism, speechcraft.
Apparel: A black felt Top Hat, a burgundy double-briasted frock coat over a white silk shirt, and leather breeches and boots. Under his clothes he is wearing a light mail shirt and steel bracers, but they are invisible to the unaided eye.
Items: long skinning knife, hatchet, herb pouch, assorted other odds and ends in his jacket and saddlebags. 4 skulls hang from the saddle of his horse.
Weapons: Mage's End (enchanted ebony rapier).
Personality/traits: A gentleman at heart, Belmont is always polite and cordial to the people he robs.
Bio:
Born as Sigismund to a poor family of trappers in the Jerall mountains, he was always a happy child, and he never wanted any more than a simple life in the woods.
The Gods had other ideas.
When Sigismund was ten years old he was traveling with his parents and younger sister to Bruma to sell a year's worth of furs when they were waylaid by bandits. The brigands murdered Sigismund's sister first, then his mother, and then his father. They carved Sigismund's face horribly with a knife and tied him to a tree. They then hacked off the heads of his family and hung them from the branches around Sigismund.
He survived suspended there for a day and a half before the bandits returned for him. He lived among them as their prisoner and slave for the next 5 years, learning the ways of the thief. Later, when it came time for him to gain a title, he was forced to give himself a name. He decided that his years as Sigismund were behind him, and so he chose a more classy moniker, and swore to always be a gentleman to those he met.
His name was to be Belmont the Gent
Eventually the bandit warlord was killed and Belmont took his place. He promptly demanded that all the members of his band make oaths to always act like proper gentlemen and to kill only if absolutely necessary. Those who refused were executed on the spot.
Thus did he become Belmont the Gent, Robber King of The Silver Road.
Powers/traits as a Risen: The extreme stress of being tied to a tree overnight with the severed heads of his family hanging around him caused something to change in Belmont, the traits he inherited from his birth sign were increased exponentially. He is now one-hundred percent immune to all types of magic, and all magical energies directed at him are reflected back at the caster. As far as he knows, this is a permanent condition, as it has not left him for many years.
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Swift-Blade's character
Name: Amilia (Ami) Reven
Race: Imperial
six: Female
Age: 22
Birthsign: The Steed
Height: 5'10
Weight: 140
Hair: Short jet black hair extending down to her shoulders
Eyes: light blue
Skin: Fair
Tattoos/scars: Several large scars on her back along with scars extending down her right arm and one on her cheek, they appeared after the first time her "powers" flared up
Build: Since Ami the last few years of her life as a prisoner of bandits, she is very thin and pale. But, as a former imperial scout, she is still in shape. Many consider her pretty, but she usually dismisses them.
Class: Former Scout
Class description: Ami was once a scout in the imperial legion, but after being captured by bandits, she has forgotten many of the things she learned in training.
Skills: Sneak, Long Blade, Light Armor, Athletics, And Marksman
Apparel: After searching the bandits warehouse, she found a chainmail shirt and boots. She wears brown pants also.
Items: She managed to find 52 gold in the cave and about 4 days worth of food to fit in an old backpack.
Weapons: A Steel Claymore that she stole from the bandits and an iron bow with 13 arrows
Personality/traits: Ami is very shy and prefers solitude over being around many people, which is part of the reason she became a scout. She loves nature, since it is usually quiet and peaceful. During her time as a prisoner, she was out of touch with society, so she has a tendency to make a fool of herself in social situations. She most of the time thinks of what's practical over what is necessarily right.
Bio: Born in the imperial waterfront, she was raised by a poor family. Her father worked at the docks, and her mother stayed at home. During the days, young Ami would get in the small rowboat the family owned and row across the lake and explore the wilderness. In fact, one time she stayed in the wilderness for a week, surviving on some food she brought with her. Ami's mother thought this was absurd, but Ami's dad, who also loved the outdoors, would sometimes go with Ami to the woods on his day off, and would take Ami onto the boats to show her around them.
When Ami was 17, her father was killed while working. The official report says it was a tragic accident at the docks. But, Ami investigated, and found that the wound was obviously a blade wound. She was crushed, since her father was one of the few people who she talked to and she felt open to. Her mom died of disease soon afterwards, and Ami was left at 18 living on the streets. Ami one time steal food from a store to feed herself, and the guards arrested her. She then had 2 options: Join the Imperial legion or serve time in jail. She choose to be a scout in the legion, hoping one day she could become an imperial legion forester.
She passed basic training, and was sent one day to scout a shipment of drugs from a bandit group. So Ami went alone to spy on the transaction. But, the legion underestimated the bandits preparedness. As Ami was walking up the hill where she would watch the bandits, a bandit shot her with an arrow poisoned with some sort of sleep medicine. She passed out, and for the next four years of her life, was a slave to these bandits. They abused her in every imaginable way, and this further made Ami even more reclusive. Her faith in humanity was shaken to the core.
One day, at around 12 o'clock at night, something happened. Ami felt an incredible rush of energy flow through her, and then black. She awoke her hands bloody and her clothing ripped. Looking sound she saw that all the bandits had been killed, some by what looked like concussive blows from punches, and others from blade wounds. Looking around further, she found a bloody blade by some of her clothing, and it clicked in her mind that she had killed the bandits. A mixed emotion f joy, disgust, and confusion swept over her as she searched around and gathered supplies. Now, she must begin her trip back to the imperial city, and find out why she was left for dead.
Powers/traits as a Risen: During her power flare ups, Ami's eyes and hair turns a sky blue color and Ami gets an incredible surge of energy. She acts only on emotion, and is able to communicate fine with the outside world. But she cannot remember anything during her black outs, and apparently, every blow by a normal weapon, even those that would prove fatal, only produce a scar that glows the same color of her hair during flare ups, but are almost invisible during normal everyday life.
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falconjk's character
Name: Fenin Lejeune
Race: Imperial
six: Male
Age: 31
Birthsign: The Thief
Height: 6'0"
Weight: 9 and a half stone
Hair: Black, medium-length and unruly.
Facial hair: Slight stubble occasionally.
Eyes: Light blue.
Skin: Unusually pale.
Tattoos/scars: Has a scar on the right side of his neck ? an encounter with a Minotaur he was lucky to survive.
Build: Is slim but well-toned, and tall. Most of his strength is in his arms, built up from his many years using a bow.
Class: Forester
Class description: Skilled at hunting and surviving in the wilderness, foresters can eke out a living just about anywhere. Long hours spent hunting make foresters crack shots with a bow, quick runners, silent movers, and capable enough with a short blade in close combat. They can also quickly make healing salves and potions from natural ingredients. In short, they are experts at surviving any way they can.
Skills: Marksman, Short Blade, Athletics, Sneak, Alchemy, Wilderness Survival (bushcraft? tongue.gif)
Apparel: Basic leather armour, nothing more.
Items: A bedroll, knife, 50 septims, a mortar & pestle and a few small potions of healing.
Weapons: Fenin has a prized Elven Bow, well-stocked with steel arrows. If needs be, he has a small silver dagger too.
Personality/traits: Fenin Lejeune trusts nobody. He has lived variously in and around the city of Bravil for most of his life, and the 'characters' to be found in that town have coloured his judgement on people in general. To strangers, he can appear uncooperative, and even impolite, but once you earn his respect, he is a thoroughly good and trustworthy man. However, he is also very stubborn, and dislikes not getting his own way.
Bio: Fenin was born in the Imperial City, but poverty forced his parents to move south to the shabby town of Bravil when he was still at a young age. Despite having Breton blood in him, and having two magically-skilled parents, he showed little talent in the schools of magic beyond a knack for alchemy. Instead, his love for nature drew him to become a forester, collecting ingredients for the local Mages Guild for some time. He bought a house in Bravil a few months back, but is having some trouble finding the final bits of gold to pay it off. His Bretonic last name comes from a Breton ancestor far, far back.
Powers/traits as a Risen: To be revealed... wink.gif
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Wednesday's character
http://i42.tinypic.com/ifsz74.png
Name: Jentina Ve'Sey.
Preferred Name: Jentina.
six: Female.
Race: Imperiton (Breton/Imperial)
Age: 22
Birthsign: The Lady
Character Focus: Alterior motives to gain the throne and rule Tamriel.
Skills and Abilities: Highly powerful witch/sorceress. Skilled hand-to-hand combatant.
Powers, Magick and Otherwise: Active Telekinesis and Astral Projection powers. Incantations for other spells memorized.
Class: Custom Sorceress Class.
General Physical Appearance: Toned, lithe body. Olive complexion. Busty.
Facial Appearance: Plush lips. Flawless, matte skin. Larger, almond-shaped eyes that give her an innocent, baby-faced look.
Hair: Softly wavy, raven-coloured. Reach just a little bit below her briasts.
Eyes: Tiger-eyed. An intense green mixed with blue.
Weight: 116 lbs.
Height: 5'7
Tatoos/Scars+Any Other Distinguishing Features: One tattoo above her right eye, and a matching one below it. "Flamma Saeva" tattooed on her right hip.
Power(s): Jen is able to manipulate the weather and create catastrophic weather and atmospheric conditions. Also, although not a power, Jentina is an incredible combatant.
Weakness(es): She often becomes unfocused and carried away in a blind insane rage while fighting (mental instability) and becomes drained if she uses her powers for long periods of time.
Weapon/s: She usually only carries a dagger, but will sometimes take weapons off of fallen enemies should the need arise.
Clothing/Armor: The only true piece of armor that Jentina wears is the gauntlet on her left arm. She often wears an enchanted, custom made dress that shows off her 'assets' (as shown in the picture) The dress itself is enchanted with mysticism properties that absorbs some damage that is thrown her way.
Inventory: She'll sometimes carry around an enchanted bag (bag of holding oblivion mod) with her witchcraft items inside. This includes her spellbook (although she rarely uses it, she memorizes most of her spells) her ritual book, candles, potions, scrolls, knives, etc.
Short Bio: Jentina was born the bastard daughter to a Breton waitress and the Imperial, Corvus Umbranox (before you all knew him as the 'Gray Fox' and his marriage to Millona.) When Jentina was younger, she was always fascinated by the works of Magicka. She always frequented the Arcane University (since she lived in the Waterfront District) and it was the Arch Mage who Jentina acknowledges as her "true father". When she turned 15, she officially joined the Mages Guild and was promptly allowed access to the University to study further. When this happened, this opened up a whole new chapter in Jentina's life - she was always told that dark magicka would be the downfall of the Empire, and that it's practice was forbidden throughout the land. Throughout the years of her studies at the University, Jentina had always secretly studied Witchcraft on the side. She never cracked open a book about Necromancy, however, because she felt the manipulation of dead bodies was disgusting and that there was no honor in not letting the dead rest. Her days were filled of innocent studies, and her nights were filled with witchcraft rituals and the practice of the dark arts. Throughout this, though, she never considered herself tainted by the dark arts because she only necessarily practiced so she could protect herself and become one of the most powerful women in the world. On Jentina's 18th birthday, she came home to find her mother's lifeless body sprawled out on the floor, surrounded in a ritual circle with candles on the five points of the pentagram. That's when the guards busted into her home, and arrested her for the murder of her mother and the practice of the forbidden arts. Even though she pleaded that she would never harm her mother, the fact that she was a witch faltered her pleas, and she was sentenced to be hanged after serving 5 years in jail. The night she was thrown into jail, was the night everything was changed for her. One year passed - and after dealing with that cruel-mouthed dunmer in the cell across from her - Jentina broke herself out of the jail. She summoned powerful, dark energies that blew apart the iron doors that held her for so long. Every single guard that came at her was killed, and hanged from the ceiling, their own intestines wrapping tightly around their necks. Nobody has heard from her since then - Jentina built her own house in the middle of the thick forest so that she could live in peace and continue her study. People mistake her to be a villain - she is not. She only does things that she feel are the right moves for her OWN benefit; she is selfish.
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ADETH's character
Name: Leon Archer / Noel
Race: Imperial
six: Male
Age: 30 / 25
Birthsign: The Steed
Height: 5'6 / 5'8
Weight: 160lbs / 155lbs
Hair: Dark brown, short and swept back / darker brown, long and reaching his cheeks, also swept back but instead of being cut from the middle, his hair is split from the right side.
Facial hair: none / none
Eyes: Blue-Green / Clear Gray
Skin: Fair / Tanned
Tattoos/scars: numerous scars along his hands / None
Build: Not too muscular but they are there, of slightly lean due to working with ingredients and not working out that much. / Very well defined, pretty much ideal for a well built man.
Class: Alchemist
Class description: Alchemists know how to use their instruments and what an ingredient does. They usually live off by selling their works to guilds.
Skills: Alchemy, Short blade, destruction, mysticism, long blade, short blade, acrobatics
Apparel: Blue silk dress shirt, loose dark pants and boots
Items: In his backpack he has mortar & pestle, lots of vials with suspicious fluids and various ingrediens and of late a bottle of booze. He also carries an inkwell and a small notebook.
Weapons: a silver dagger suited for slicing ingredients
Personality/traits: Leon appears timid, minorly paranoid and nervous but decisive when he wants to be.
Leon's counter part, Noel on the other hand is the exact opposite of Leon. He is a ladiesman, loves violence and very outgoing.
Bio: Leon worked in Leyawiin mages guild as an alchemist. Going to the wild, gathering ingredients and writing down his recepies Until recently. Leon has started to space out and after hours not remembering what he's been doing and sometimes finding himself in a totally different place. He has taken up writing his new notifications into his notebook but sometimes starting to write things he didn't mean.
After a few months since the space outs started he got fired from his job because his assistant had made a complaint aobut him making a move on her. Now Leon has found himself in the Imperial city.
Powers/traits as a Risen:
Leon's power is split personality. Unlike your average split personality disorder, not only his personality changes but also his body. He grows taller and thinner with more muscle, good looks and an unexplainable headache in the morning. That means it's not his body when Noel is in control.
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Elgen's character
Full name: William Halford
Name for other RPers to call your character: Bill, Will, whatevah.
Race: Breton
Gender: Male
Age: 25
Focus: Stealth
Skills: Marksman, Blade, Wilderness survival.
General appearance: Dark, half long hair is just barely reaching in front of William's eyes, not hindering his sight. He has a body unlike most bretons, as he is rather fit, but not really outrageously strong, since most bretons tend to be silly wizards and the likes.
Hair: Dark. Almost black.
Eye colour: Grey.
Height: 6ft
Mental description: Usually normal, but tend to be annoyed over some rather trivial matters, like the "stupidity" of other people. He has a firm belief in what he thinks right or wrong, and can be stubborn at times. He is still pretty nice, and try to consider other people when making choices.
Weapon: Steel longsword and wooden bow.
Clothing/armour worn most often: Leather armour, green cloak, leather boots and otherwise black clothes.
Clothing/armour worn less often: His spare brown set of clothes.
Inventory: Quiver with 20 arrows, dagger, waterskin, some septims, meat. All of this placed quite neatly in a backpack.
Quick Bio: William was born in Morrowind. Strange place for a breton, some might say, but his location was
not his biggest difference from other bretons. WIlliam had often felt an urge to wander the lands, the forests, if you want to (Although forests are rather few and far between in Morrowind). When he grew up, he became a ranger, or a pathfinder, if you like, in the lands of Vvardenfell.
Powers/traits as a Risen: When the transformation takes place, William's eyes turn red as a dark elf's. His body at the same time gets pumped full of adrenaline, making him very on edge, and having a hard time thinking too far. His actions become rushed and often not very calculated. But due to the heightened state of his senses and body, he's able to do things he wouldn't be able to before the transformation. He's fast as lightning, and his sword skills become equally better. This rush through his body will however leave him incapable of resting or relaxing much, and will thus bring him mad if the change persist for too long a time.
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William III's character
Name: Lewen Eriksson
Race: Breton-Nord hybrid
six: Male
Age: 28
Birthsign: The Mage
Height: around 190 cm
Weight: 85 kg
Hair: Dark brown, slightly curly, chin length at longest point
Facial hair: None, also grows very slowly
Eyes: Blue that fades to yellowish-brown in the centre
Skin: Pale (He's a Nord/Breton what did you expect)
Tattoos/scars: badly scarred fingers on his right hand, a scar that reaches from the left corner of his mouth and extends for about five centimeters. Navy tattoo's cover his left arm
Build: broad sholdered but other wise surprisingly skinny for a sailor
Class: Liuetenant-Commander
Class description: Is a Lieutenant-Commander in the Imperial Navy
Skills: Swimming, Basic Conjuration, History, Mathematics, Art
Apparel: Navy officer apparel which consists of: a blue jacket, white shirt, white pants, dark leather boots .Also wears a copper gauntlet on his right hand
Items: Shoulder bag that contains: Map, compass, writing utensils, food, water, money
Weapons: His officers sabre and a permenantly bound clannfear named Fawkes
Personality/traits: Manic-deppressive, when 'happy' it's almost unbearable, will drink at the slightest nudge, breaks into song for seemingly no reason, when 'sad' is aloof, sullen and makes scathing remarks whenever possible
Bio: Born to a succesful merchant and a teacher, Lewen never really wanted for much in his childhood. Conscripted into the Imperial Navy at the age of 19, the things he saw in battle changed him, he seemed to have two distinct personalities, the sullen cold-hearted one who wouldn't think twice about slipping a knife in your ribs and the overtly-cheerful one who makes jokes at the most inoppurtune time. His wife couldn't take his mood swings and left him for his former captain, he was imprisoned for a period of time over their well publisised demises, he was released with a pardon 2 years later.
Powers/traits as a Risen: Slightly magnetic at all times, can unleash 'waves' of magnetism at will or when feeling incredible emotion.
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w00tz's character
Name: Hassan-i Sabbah
Race: Unsure, possibly Redguard with a hint of Bretonic blood.
Age: Approximately Twenty four, Date of birth is unknown.
Birthsign: Yilan, The Serpent.
Description: Hassan, possibly due to his appearance, is often misjudged by others. Although he does not have as dark skin as some of his former comrades, it clearly shows features originating only from Hammerfell. Long, jet black hair falls down over his shoulders, and light stubble covers the lower half of his face. His clear, light blue eyes made him stand out in his mountain village, often outcast by the others. Hassan's work has given him a slim, lithe and muscular physique. Climbing have calloused and hardened his hands, making them less prone to injury and wear. Strangely, he has no scars, and his only distinguishing mark is a white dot in the center of his left eye, suspected to be caused by cataracts but bears none of its symptoms.
History: Something seems to have repressed the majority of his memories of his past, knowing only bits and pieces. From what he does know, he has gathered that he has worked as an assassin and a thief on occasion. For the years he can remember, he has lived within the Imperial city, on the Waterfront. Does jobs delivering items, messages, and sometimes mercenary work, supplementing his income sometimes with less legal measures.
Skills/Proficiencies: Skilled in blades and wearing little to no armor, excellent at moving unknown and infiltrating nearly anywhere. Proficient in hand to hand, and very athletic as one would need for the various acrobatics and climbing. Has knowledge of a few basic spells.
Armor/Apparel: Black hooded robes going down to his shins and split to allow leg movement, dark brown pants underneath, thin, flexible leather boots with a padded sole, and steel vambraces with a leather padding underneath his robes.
Weapons: Several throwing blades just within his robes, along with a curved dagger similar to a Kukri, and a samshir across his back.
Items/Equipment: Tends to keep whatever he needs within his robes, and has a waterskin and sack of coins tied to his belt.
Personality:Hassan is a fairly quiet, and very humble man. Although he stays to himself, he likes to wander through the city during the daytimes, visiting the markets, libraries, and taverns, simply taking in the city. Friendly and polite to most, sometimes even if they do not deserve such kindness.
Powers/Traits as a Risen: Hassan has become the host of The Darkness, an ancient creature which can only function in darkness. When under the influence of the Darkness Hassan loses all notions of fear, mercy, compassion, he becomes inhuman. His eyes glow, large, black, terrifying serpents with gnashing teeth protrude from him, he gains the use of dark tendrils, and the ability to summon small sentient beings, that also feed on darkness, crumbling in the light. For years it has made small appearances, but lately Hassan has become more wary, fearing that it grows in strength.
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Illusionary Nothing's character
Name: Evvereen
Race: Formerly Argonian.
Gender: Female
Age: Appears early twenties.
Birthsign: Signs do not apply to Evvereen.
Class: Nomad
Skills: Evvereen is a peculiar young woman. Her skills encompass a blend of stealth and social. Evvereen is no acrobat by any means (hindered as she is by her fear of heights), but she is rather agile and surprisingly graceful, though her dexterity is somewhat wanting. Her strong will and sharp intelligence are probably her greatest assets, however, and this affords her the subtlety of the spoken and written word. She's got a knack with locks and mechanisms in general, and is rarely fooled by enchantments of any kind. Evvereen does not claim to be a mage, but her grasp of Alteration is phenomenal at those moments when she uses it; her ability to visualise the world anew gives her great strength in this. Illusion comes easily, but she hates it and thus never uses it, and it is believed that with some practice Mysticism too might be her gifting, but Evvereen has given up on the magical part of her life, and so these skills can be considered nothing more than potential.
Physical Description: Her one wish from the Mad God granted- albeit skewed- Evvereen is more human than she ever was before. In body, she is essentially a young breton- petite and curvy in body, fit but well-fed. Her features are wholly human with perhaps a slightly feline look in the roundness of her face, the shape of her small nose, the tilt of her large brown eyes and the quirk of her lips. Though not a warrior's build, Evvereen is no beanpole, and has an endurant body. Her dark hair is short and curls around her face. Her fingernails are an almost painted silver.
When not under illusion, the bizarre nature of Evvereen's 'humanity' becomes clear. Two ram's horns curl on either side of her head, dark red, leathery wings sprout from her back, and a reptillian tail extends from her spine. After two years, flight still does not come easily to Evvereen, but it is now possible. This bodily alienation from the rest of the world combined with the pain of the physical changes has drawn Evvereen further down the Golden Road.
Mental Description: Evvereen is the mortal embodiment of creativity. She is over-flowing with eccentricities, peculiar verses and jokes, and given time to herself her head is often in the clouds. Those who know and appreciate her find her quite funny, but many just think she is weird, or possibly even insane.
This is not so- or at least, not overtly- Evvy just expresses herself differently from the rest of the world. An intelligent, strong-willed free spirit, not many people are actually capable of keeping up with her anyway. But Evvereen is a subtle creature- while she likes to amuse herself, and particularly to please others with her own brand of eccentric, there is much more to her than meets the eyes. When Evvy is serious, the world becomes serious with her, and when she offers advice, it is not to be taken lightly. She has an amazing understanding of the minds and emotions of others, and appears quite wise behind the oddity.
But though she gives the impression that she does not care what others think- and it is her philosophy not to be deterred by others- Evvy's self-esteem is quite low, having taken many hits in her life. She does not trust easily, and one must be wary- her mood's shift suddenly and violently, and she can be quite confrontational.
Her nature has become darker in recent years, more unstable and likely to act out; the Dementia side to her nature taking precedence over Mania. She is becoming increasingly cynical, rude, and sometimes even violent.
Weapons: Crysword- a slender crystal shortsword, transparent in appearance, etched with strange symbols. The hilt is black, and appears normal, save for a daedric-looking pommel. Crysword is sheathed at Evvy's side.
Clothing/Armour: Evvereen usually appears to be wearing casual adventurer's clothes, nothing outstanding. This is due to the blue crystal amulet around her neck, charged rather powerfully with an illusion spell. When she removes the amulet, her clothes are more curious- a shirt and bodice, both with a long slot across the shoulderblades, allowing her wings to come through, and which tie at the back, and leggings with a slit for her tail. Apart from that, she wears knee-high soft leather boots, and belted gauntlets which also act as wrist and arm guards.
Evvereen cannot wear clothing which has not been prepared for her shape. She cannot move too quickly or suddenly, nor attempt to fly; the illusion frays slightly at these times, though it solidifies once more when she is more stable.
Misc:
-Evvereen's mood is catching- she sets the tone for a group, especially when quiet.
-Evvereen's sword is her most cherished possession, though it has never been valued, and she is quite protective of it.
-Evvereen will occassionally see things that she cannot explain. This is not common knowledge, and she does her best to pass it off as nothing.
-Though she enjoys sunning herself as much as any argonian, Evvereen has low tolerance for extreme heat- but good tolerance for cold.
-Has a raw but pretty singing voice, and her voice is quite lyrical and expressive.
Short History: Evvereen did not know much about the circumstances of her birth. Thus, her story really started when she was about three years old. A chilly blue argonian child in Skyrim, she was never going to be normal. Orphaned, she lived off the charity of the mead halls, until a dark khajiit came to her village when she was nine years old. His name was Qa'Nari, and he became father and brother to her in the following years.
They travelled together, Qa'Nari taking the argonian's exuberant and unstable nature and episodes in his stride, seemingly used to such phenomena. She learned of his past, and he what she knew of hers, but she noted that the khajiit seemed distant and unable to express himself or understand others.
Evvereen compensated for this failing very well, as she did with the rest of her skills, working to teach herself things that would be useful to Qa'Nari rather than learning from him what would only be inferior. This was part of an independent streak Evvereen has never outgrown.
Since then Evvy has parted ways with Qa'Nari, although always happy to meet up with him again, and has searched for her own path. Though never claiming any one profession as her own, she has worked as diplomat, spy and even on occasion a thief to get by. Though sometimes appearing as a loner, and working as one, Evvy is always in search of a cause- and a group- to take her on, to create for herself a sort of surrogate family that she desperately craves.
On a trip to the Shivering Isles, Evvy discovered the truth about her birth, that she was born in the Madhouse, and that Sheogorath had claimed her mind. Defiant to the last, Evvereen outright refused to complete Sheogorath's task for her, and although eccentric, she was not yet insane. Thus, Sheogorath offered her one wish. Eventually, Evvy came to him to finish the deal; she would do as he bid, if he would make her human.
Ever tricky, Sheogorath made her human, but then continued the transformation over time, and Evvereen became the creature she is now. The physical pain of the transformation combined with the emotional pain of losing something she had wanted to badly flicked a switch in Evvereen's mind, leading her further down the Golden Road.
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Paperbag Boy's character
Name: Rasheed Zai'tirr
Race: Khajjit
six: Male
Age: 25
Birthsign: The Lover
Height: 172 cm
Weight: 63 kg
Hair: Short khajiiti mane
Facial hair: Whiskers?
Eyes: Khajiit
Skin: Suthay-raht, light brow with black spots.
Tattoos/scars: None
Build: A bit short and somewhat athlete-skinny.
Class: Street performer, pickpocket and con artist
Class description: Sometimes he performs various "magic" tricks for honest money, but mostly he scams people. Pickpocket, fake charity, pretending to be a beggar, and the likes.
Skills: Sleight of hand, speechcraft, sneaking, acrobatics.
Apparel: A black tunic with blue stiches and details, an azure hooded cloak, darkbrown breeches and some ornate leather leggings.
Items: Lockpicks, fake septims, rope, journal, maps, and some small props for his con artisting.
Weapons: A small iron knife, though mostly used to other things than combat.
Personality/traits: Around other people, he is extremely/suspicously friendly, outgoing and jestful. Always the one to compliment a person on his looks or wits, and never the one to decline a good conversation og cool drink.
In reality, he is a bit different though. He sees every person that thinks kindly of him as a potential victim for one of his scams. He loves getting people to lower their guard towards him, only decieve them, though he tries to avoid that they discover this.
Bio: Rasheed was raised in the Waterfront district, by two poor parents. Being a street urchin, he spent most of his youth stealing from shops and pickpocketing unsuspecting bypassers. However, as he grew older, he found that he was very gifted in the arts of persuasion, and he started being a con artist. But as this could prove to be rather unpopular with the law, he also started doing honest street performances.
As of lately, he's begun to feel... watched. Ever since he discovered he had an extraordinary power, he's seen things out of the corner the eye. When all alone, he stops and listens. Couldn't he just hear someone breathing? Wasn't there another pair of footsteps?
It is to be noted that Rasheed has never travelled outside the Imperial City.
Powers/traits as a Risen: Rasheed has the ability to quite litterally have an out-of-body experience. His spirit can actually leave his body behind and enter a parallel world. In this etheral world, he is free to pass through objects and walls, but is able to make parts of him corporeal, meaning he can still interact with the real world, even though he's invisible and incorporeal in it. However, his physical strength in this world is limited and his fatique is drained by being in it. This also means, that he can't stay in it for long, his current maximum being around a minute. Another downside with the power is that his body is left lifeless, empty and very vulnerable.
He is starting to believe that if he trains more in the use of his power, moving physical objects isn't the only things he can do in the ethereal world.
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[b]Cirith's character
Name: Cirith Franek III
Race: breton
six: male
Age: 18
Birthsign: the tower
Height: 6"1
Weight:165
Hair:short brown hair
Facial hair: none
Eyes:blue
Skin: slightly more pale then an imperial's skin color
Tattoos/scars:none
Build: slender build and fairly tall, he doesn't appear as a tough guy or physically strong but he is in good shape otherwise
Class: Sorcerer
Class description: Besting the most well-equipped fighters, they rely on the spells of the mystic arts. Unique to these mages is the bodily stamina to be armed with the thickest armor.
Skills: Alchemy, Alteration, Destruction, Mysticism, Conjuration, Heavy armor, Restoration
Apparel: Cirith is usually dressed in black jacket over a maroon shirt with grey trousers , his travelling cloak is black with red lining on the inside
Items:a small alchemy set including mortar, pestle and calcinator along with a bag filled with herbs
Weapons: if he doesn't summon an axe or other weapon from the deadlands he relies on his own spells such as a strong frost spell he calls "wintergrip" or his 'thunderclap' which sends a nasty shock trough the air in a 10 feet radius around him, usually knocking over people caught in the blast, the thundering bang can be heard miles away
Personality/traits:usually a very confident student in the magical arts, he is a respecting and usually patient young man. He is a proud colovian and keeps his family name in honour like his father and grandfather did. He tries to avoid using his transformation as a so called Risen because it is so dangerous and because he feels like he is drowning every time he transforms, a very unpleasant feeling.
Bio:His grandfather Cirith Franek senior lived in Kvatch as recharger and alchemist in the magesguild and was a loyal member of the Skingrad city militia during the Daedric invasion before settling in Skingrad to rebuild his life as mage of the magesguild.
His father Cirith Franek junior became a specialist enchanter of the magesguild in Skingrad
And Cirith Franek III traveled to the Imperial City at age 16 after receiving recommendations of all guild halls he had earned the three years before that, he became a student in the Chironasium to learn the arts of enchanting and to research the nature of certain enchantments affected by astral magic concentrations in the Wellspring island area.
After his transformation he has become more cautious about his power after he froze several people including a few of the city guard (no severe injuries) with his powers he avoids using his ability and relies on his skill in his normal spells.
Powers/traits as a Risen: Cirith only changes when he sees the reflection of his eyes. As soon as that happens he is engulfed of the feeling like he is drowning in icy water before dissipating in fog and snow, before re-emerging as an ice elemental usually taking the form of an animal adapted to winter conditions such as a wolf or a polar bear made out of white light, enveloped in crystals of ice around their shoulders, hips and back making him look more dangerous and magical as he is also surrounded in an aura of cold air and fog.
When he is in this form, he has little control now, as he fear being in this form, the extreme cold and sense of drowning sometimes bring him in a panic so his animal body takes over and acts on instinct. The Ice Nightmare as Cirith calls it, can 'explode' in a wave of freezing air and takes a while to return to his form, the time it takes depends on the amount of his power put in the frost blast and the climate he is in.
Because the ice Nightmare is made almost completely out of magic he gets turned back to his human form.
The current form of his Ice Nightmare is not yet fully developed as Cirith hasn't been able to control his power for longer then a few minutes, let alone train it.