ToP Consulting Thread

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ToP Consulting Thread

Post by tRibaL on Sun Mar 21, 2010 12:24 am

So, pretty much im throwing a loch into the mix, and im doing it in a shadowplay style. so glad i get to write fiction Smile

Kamikaze Edite: Original Title: ToP coordinating thread, because i can dray, because i can

Character Bios:

Protagonists:

Name: Lloyd Syuveil.
Alignment: Chaotic Good.
Hair: White, medium length.
Eyes: Blue.
Clothes: White Cloak. Leather Armor, mostly blue but with gold around the joints.
Job: Knight of the Kingdom of Lenus.
Weapons: Broadsword strapped diagonally across his back with the hilt facing down. Left Bracer, Steel, Serrated to stab and rip enemies.
Abilities: Can wield a Broadsword one-handed. Knowledge of Kenjutsu and Iaijutsu.
Special Ability: Named at a later date.
Pros: Dedicated, Thoughtful, Skilled at Physical fighting.
Cons: Stubborn, Untrusting, No skill with Magic.

Name: Frik
Alignment: Neutral Good
Hair: Long and Brown gathered in a top knot on top of his head
Eyes: Brown.
Clothes: Brown Leggings with a grey (may have been white at one time) green cloak (Magic camouflage).
Job: whats that?
Weapons: Staff that is sharp on one end and a sling on the other. dagger
Abilities: extremely quick and dexterous, some magic resistance
Special Ability: gifted pick pocket, lock pick and disarming traps
Pros: Curious, fearless very intense.
Cons: Curious, fearless very intense.

Name: Frack.
Alignment: Neutral Good
Hair: Long and dirty blonde gathered in a top knot on top of his head.
Eyes: green.
Clothes: Green Pants and a brown shirt, green cloak (Magic camouflage).
Job: whats that?
Weapons: twin short swords that spark nice when you hit them together.
Abilities: extremely quick and dexterous, some magic resistance
Special Ability: gifted pick pocket and lock pick
Pros: Curious, fearless very intense.
Cons: Curious, fearless very intense

Name: Kelgori Fellrock.
Alignment: Neutral Evil
Hair: Jet black
Eyes: Hazel
Clothing: Shredded purple cowl with a black thread weaving threw it, Purple robes and garment.
Equipment: Ancient staff with a purple on it in the shape of a crow. A blackened dagger and bag of herbs.
Weapons: The minds eye/Devastating spells. Occasionally his dagger.
Special ability: The ability to break material matters by drawing them in sand and force up a small modal out of them, then destroying that modal destroys whatever it represented.
Abilities: Witchcraft, Spell craft, Masterful knowledge of the dark arts, can summon fiends from other worlds to do his bidding.
Job: My will is done. I travel alone.
Pros: Immense knowledge of nature and sorcery without being cut off from reality, Brutal and efficient. Never succumbs to the will but his own, and able to break others wills to follow him, travels alone. Ability to summon abyssal creature at a great cost of stamina and fortitude, often requires many days of rest after summoning a larger creature. Persuasive when needed.
Cons: Outcaste from society, has this terrible habit of destroying just about everything in his path that dares mock him, has the desire to expand his knowledge of the dark arts which he keeps in check, cold personality that doesn’t work well with others, never will ask somebody else for help. Some people call him creator of omens, others destroyer of fate, he sees reality and often cannot or does not desire to change it. Looks at the big picture and has massive mood swings, either spontaneous or deadly serious. Slightly trigger happy. Not Mr. Negotiator, try Mr. Aggressive negotiator.

Name: Damean Halcyon
Alignment: Chaotic Neutral
Hair: Brown, curly
Eyes: Brown
Clothes: Light leather Armour, used as not to get hurt by flapping fish. Offers some protection against swords and punches.
Job: Fisherman
Weapons: Sapphire ring that enhances his affinity towards water magik.
Abilities: Water-bending. (Can manipulate the different states of matter for water. Although to make it into a gas takes much strength and drains him heavily of power. To make it into a solid is just a little bit more tiring than controlling water, which is considerably less than a gas. After long periods of water-bending, the user gets tired.)
Special Ability: Strong Spirited - will hardly ever give up on a situation.
Pros: Thoughtful, humble, has the will to fight when needed, but knows when to stop.
Cons: Short tempered, inexperienced in fighting, relative newcomer to the world of elemental magik.

Name: Stockhan
Alignment: Chaotic Good
Age: 17 Yrs
Appearance: Tall 6’3” thin Short cropped brown hair Neutral colored cloak dingy white shirt brown leather pants, moccasins.
Weapons: long bow and a hunting knife (Bowie style)
Skills: Expert Stealth, Expert Bow Hunter, Not an Elf or anything but impressive for a human, Skilled with a Knife.

Name: Jun Cho
Alignment: Lawful Neutral
Appearance: Short 5'5" long dark hair shot with grey gathered in a top knot. Wearing Black hard leather armor inlayed with the image of a stylized head of a Hell Hound in gold on his breast plate with a similar design on his bracers. carries a katana and a tanto in scabbards in his belt on his right side. He fights with his Katana in his left hand and Tanto in his right.
Pros: Ambidextrous, strong, quick and fiercely loyal
Cons: no magical ability at all.


Antagonists:

Lunar Brigade:
Name: Laro Klein
Alignment: Lawful Good.
Hair: Brown, short.
Eyes: Hazel.
Build: Lean. Muscled, but not powerful.
Clothes: Black Cloak. Leather Armor, mostly dark blue but with violet around the joints.
Job: Former, Squire. Current, Lunar Brigadier.
Weapons: Claymore, one foot hilt, three foot blade.
Abilities: Good knowledge of two-handed sword fighting.
Special Ability: Able to wield the Claymore Moon Weapon. Gives the user increased speed and strength relative to their experience with the weapon.
Pros: Loyal, Dedicated, Quick Learner.
Cons: Short-sighted, Impatient.

Name: Clide Loran
Alignment: Lawful Evil.
Hair: Black, long.
Eyes: Blue.
Build: Medium, strong and quick.
Clothes: Black Cloak. Plate Armor, mostly dark blue but with violet around the joints.
Job: Former, Royal Knight. Current, Lunar Brigadier Leader.
Weapons: Bow and Arrow.
Abilities: Good knowledge of broadsword, expert archer.
Special Ability: Able to wield the Bow Moon Weapon. Gives the user the ability to drain life-force from an enemy or give life force to an ally.
Pros: Wise, Charismatic.
Cons: Stubborn, Manipulative.

Name: Darius Morland
Alignment: Chaotic Good
Hair: Blond.
Eyes: Green.
Build: Lean, small, quick.
Clothes: Black Cloak. Plate Armor, mostly dark blue but with violet around the joints.
Job: Former, Royal Knight. Current, Lunar Brigadier.
Weapons: Pair of Short swords, blade 15 inches, hilt 6 inches.
Abilities: Highly skilled swordsman with both a single large blade ans two short blades.
Special Ability: Able to wield the Short Swords Moon Weapon. Gives the user the ability to control the wind and earth to a limited extent.
Pros: Funny, Light-Hearted.
Cons: Never Serious, Rash.

Name: Zara Gin
Alignment: Neutral Good.
Hair: Brown, medium.
Eyes: Blue.
Build: Heavy, powerfully muscled, but slow.
Clothes: Black Cloak. Leather Armor, mostly dark blue but with violet around the joints.
Job: Former, Knight Errant. Current, Lunar Brigadier.
Weapons: Shield, two feet in diameter.
Abilities: Decent spearman, great hand-to-hand combatant.
Special Ability: Able to wield the Shield Moon Weapon. Gives the user the ability to generate barriers resistant to magic and weapons to an extent, as well as able to absorb and redirect some magics.
Pros: Reliable, Disciplined.
Cons: Shy, Paranoid.

Name: Athrun Diakka - Deceased
Alignment: Neutral Evil.
Hair: Black, short.
Eyes: Brown.
Build: Medium, acrobatic.
Clothes: Black Cloak. Leather Armor, mostly dark blue but with violet around the joints.
Job: Former, Knight Errant. Current, Lunar Brigadier.
Weapons: Staff.
Abilities: Good spearman, training in Shaolin Bow arts.
Special Ability: Able to wield the Staff Moon Weapon. Gives the user the ability to control its length and shape, as well as casting illusions.
Pros: Calm, Logical.
Cons: Unemotional, Cold.

Name: Rangori Luxus
Alignment: Chaotic Evil
Species: Mage/Unknown
Height: 5 feet 8 inches
Hair: Non on head, beard/Variable
Eyes: Shifting color
Clothes: Purple robes with white fringe
Job: High Priest of the Luxus Cult
Weapons: Yet to be revealed.
Abilities: Master of Light and Dark Magics.
Special Ability: Yet to be revealed.
Pros: Cunning, Experienced.
Cons: Manipulative, Cold.


Wild Cards:

Name: Snake Razorback
Alignment: Neutral Good
Race: Shapeshifter (Panther)
Sex: Male
Hair: Purple shoulder length
Eyes:a mix of hazel and green
Clothes: Generals garment with the Emblem of Darlar on the chest and the panthers head on the shoulders, green and purple. Nothing more than a leather jacket.
Job: Co-leader of the Razorback clan and General under Mordaci personally
Weapons: Tooth and claw
Abilities: Use claws and teeth with deadly precision, inspires moral to the beasts around him, strikes fear into the heart of enemies.
Special ability: Morph into panther
Pros: Handpicked by the king of Darlar for training, friend of the king, strong diplomat, thinks actions through before he completes them. Strong and deadly fighter. Trustful and has strong friends. Deadly in the forests or marshes.
Cons: Often finds himself at odds with magic, his hide protects him from most but he has never relished the pain of fighting a magic uses. Often finds his compassion for kin driving him to fight stronger and more reckless, will never sacrifice a beast no matter the circumstances. Finds himself out of place when in combat outside of the forest and cant fight like he can next to a tree.


Name: Needle Razorback
Alignment: Lawful Good.
Race: Shapeshifter (Lion)
Sex: Male
Hair: Orange down to his shoulders
Eyes: Orange
Clothes: Green and orange garments with emblem of Darlar on it with a Lions head on the shoulders, denoting him as Pack leader of the lions.
Job: Co-leader of the Razorback clan and aid to his brother
Weapons: Tooth and claw
Abilities: Roar that will silence any squabble amongst friends, and Boost moral among comrades, deadly foot-soldier
Special ability: Morph into lion
Pros: Loves the front lines and Incredibly powerful fighter, Strong fighter even on the planes or sand. Will back up a friend whatever the odds of survival are.
Cons: Reckless and free, loves to enjoy himself and make serious situations light at all the wrong times. Doesn't utilize forest to its best.

Name: Daethr XI
Alignment: Lawfull Neutral
Race: Elf
Location: Unknown Forest at borders of Darlar
Appearance: Dark brown eyes, tanned skin and long black hair. Wears brown/green hood and light armor woven from leaves and vines that have antimagic properties and also deflect most dagger and longsword blows..though not as protective against heavier and more powerful weapons. Excellent camouflage as well.
Profession : Ranger/ Scout
Special Ability: Concealment and Nature spells..can befriend animal and animal deegos with ease.
Pros: Anti magic. Specializes in killing mages of all sorts, light or dark. Resistant to most magic enchantments. Powerful arrows and extremely accurate with a bow. Can hide almost at will
Cons: Weak, low stamina, so cannot cast huge spells, though he rarely needs to. Not a great melee fighter if discovered, though an adept assassin with melee if need be. Can be hurt by aggressive spells, but usually only physically.

Name: I’eich
Post: High Mage Master (earth)
Appearance: 6’ tall and thin to the point of looking emaciated with short cropped brown hair and deep set hazel eyes Ornate purple robes embroidered with earth runes
Weapon: Wand of pure platinum
Pros: Powerful in earth magic a seer, ambitious
Cons: Susceptible to Water magic

Name: B’rich
Appearance: 5’ 8” tall
Post: High Mage (fire)
Appearance:
Weapon: Seared Oak staff inlayed with silver
Pros: Loyal to the throne and nation of Leneus. Independent thinker, Powerful fire mage. Tenacious.
Cons: Independent Thinker, Tenacious.

Name: Wind-blow-Sand
Alignment: Lawful Evil
Species: Giant
Skin: Bronzed
Hair: Bald
Eyes: Hazel
Height: 3 meters(9 feet 10 inches)
Clothes: Sleeveless Bronze breast plate, heavy leather leggings under bronze plate mail.
Job: High Warrior Leader, Sandstorm Brigade Commander.
Weapon: 6 foot War Hammer
Abilities: Fast and agile despite his size, thick skin, very skilled with both ends of his War Hammer, brilliant tactician.
Special Ability: Earth Dragoon
Pros: Dedicated to his community, Fearless in battle.
Cons: Racist, Aggressive, Unreasonable once his mind is set.

Name: Jennella Fajbat
Alignment: Neutral Good
Sex: Female
Species: Quarter Mage, Quarter Human, Quarter Elf, Quarter Giant
Appearance: Blue skin(Mage), white hair(Human/Mage), pointed ears(Elf), and well-muscled(Giant).
Height: 6 Feet
Hair: Short white hair
Eyes: Blue
Clothes: Yellow Armor with the symbol of Concord on the chest over a black body suit.
Job: Head of the Body Guard Corps
Weapons: Black spear with a larger blade than normal and yellow inlay around the bottom of the blade, Shield of Concord steel a meter in diameter, variable number of throwing knives at the belt and shoulders.
Abilities: Well trained with her spear and shield combo and deadly accurate with her throwing knives, uses Enhancement magic to balance a power difference in battle and Clairvoyance to get a feeling for how her opponents will react.
Special Abilities: None, she’s deadly enough without them.
Personality: Her mixed heritege means she understands many cultures, but she tends to make fun of them rather than revere them. She will always make fun of a quirk, but she respects the cultures themselves and won’t tolerate malicious jokes or actions towards them. She’s a tough commander and won’t tolerate incompetance when she knows someone can do better. Being in the Body Guard Corps for so long she has little understanding of personal space so she will get in your face if she gets curious.
Pros: Kind(to her friend, in her own way), Non-judgmental, Adaptive.
Cons: Crass, Flippant.

Name: Rou Yagrit
Alignment: Lawful Good
Species: Mage
Appearance: Tall and strong, but still a little overweight.
Height: 6 Feet 4 Inches
Hair: Bald
Clothes: Gold robes with black velvet fringe and an embroidered Concord symbol of the flowing elements with wind in green, water in blue, fire in red, lightning in violet, & earth in brown coming together in a white starburst.
Job: Prime Minister
Weapons: Words
Abilities: Good skill with Vortex magic.
Special Abilities: Political pull with multiple nations.
Personality: Rou’s very curious about his surroundings and will dedicate a vast amount of time and effort to learn something that interests him. He’s a man of his word and not above less than pure methods to achieve what he believes necessary though he will never betray a promise. He’s smart, too smart for his own good in many cases as he’s intelligent enough to spot corruption but not willing to compromise his morals, this along with his inate curiousity has made him as many enemies as allies.
Pros: Smart, Patient.
Cons: Loyal, Curious.



Cultures:

Lenus:
Terrain: Mostly Grasslands and Forest with a mountainous region to the west, Lenus is the luckiest of all nations having settled the best land for farming. Their climate is also the most gentle with mild winters and cool summers.
Society: Lenus' society is a democratically structured middle age format. This means that each citizen can apply to be whatever profession they desire, but they are still apprenticed out at the age of ten when they decide what they want to be. This is universal, knights are made like this(progress Page, Squire, Knight, and High Knight), as are mages, the only position not established like this is that of the throne. The royal line will always progress along family lines until the family ends in which case the High Mages and High Knights will vote on a new royal line. The vote works by nomination, each member may nominate anyone but themselves so there may be as many as ten candidates or as few as one. After the nominations are accounted for each member of both councils puts their preferences in order, the position resulting in a score, so their most preferred nominee is given ten points and their least one. These votes are then tallied and the highest scoring nominee is appointed for the new royal line. Should there be a tie for the top spot, the other spots are removed and the votes are tallied again. This continues until a consensus is reached.
Military: The military is structured into two major divisions: Mage and Warrior. Each major division is then structured into subdivisions. The Mage division is divided into Shield(responsible for defensive spells), Spear(Responsible for support spells, they make up the bulk of the Mage military), Sword(Responsible for attack spells), Helm(Responsible for clairvoyance[seeing into the future] spells), & Arrow(Responsible for artillery spells) subdivisions. The Warrior division is divided into Archers(Responsible for all long range effects including javelin throwers and artillery[catapults, trebuchets, etc.), Spearmen(Responsible for leading charges, they have all the mid-range equipment and make up the second largest division and the largest for major battles), Swordsmen(Responsible for close range combat of any kind, they are the most highly trained warriors and the least in number), Guard(Responsible for day-to-day policing of the cities, as well as patrolling the borders, they are the least trained but the most numerous of the Warrior military) & Navy(Responsible for all at-sea assets, it is has the most military might of any other warrior divison) subdivisions. Each High Knight and High Mage is responsible for a division and together work as the admiralty and war council for the entire military. Though they still take their order from the King they decide how these orders are carried out.
Economy: Lenus works on free market trade and has no oversight over the economy aside from taxes and theft prevention. The currency is simple copper, silver, & gold pieces.
Population: Mostly humans with some Kinder settlements.
Level of Advancement: In terms of magic Lenus is only the fourth most advanced nation being they have a good handle on established magics, but slow to pick up on advances and unable to really improvise or invent new methods on their own. They can understand and use all but the most recent magics with the exception of God magic as they do not have the life span to master it's use. Technologically speaking they are the most advanced, being the only nation to begin working with steam and gunpowder for power and weaponry. They can have a full understanding of both masonry and city building, and can forge all but Concordian Steel.
History of Conflict: Lenus is, for the most part, happy with what they have. So they do not pursue new territory, but they do defend their borders against all foes with great tenacity. They have had numerous border skirmishes with the Giants, but never gone to war as Arid's government is quick to deny involvement with any invasion attempts. For the most part the people are happy with how the nation is run, but there have been rebellions by those who disagree with decisions of the Council at to who the new royal line is.

Arid:
Terrain: Mostly desert with oases doted throughout the land. The west coast has viable farmland but the entire land is scorching hot in the summer and never dips below 80 in the winter.
Society: Professions tend to pass along family lines and while a Giant may attempt to change fields, they seldom do as they have been taught only a particular set of skills since birth. They are ruled by a King and Council, much like Lenus, but any Giant who can prove his abilities as a ruler and his skill as a warrior may challenge the King for the throne, otherwise each new King is the son of the last. Each city is named for the reason it was settled, i.e. water, farmland, precious metals, etc., and is ruled by a single man, chosen by the people every seven years.
Military: Arid has a vast military as large as Lenus', perhaps even larger, but with a much less rigid hierarchy. There are no divisions and no ranks, a warrior is judge on his prowess alone. The only division in their military is in the form of Brigades which are led by a single commander. These Brigades are free to do as they like unless specific orders are given from the King, and individual commanders are given enormous leeway in how they go about performing a set task.
Economy: Arid's economy is scattered with the rulers of each city dictating whether trade can occur with the city, what taxes may be placed on such trade, and what material can be traded. It has currency in the form of copper, silver, and gold, but most poor families barter instead as it is much simpler than procuring money.
Population: Giants mostly, but some trolls roam the land. For some reason a high number of Deegos populate the land as well.
Level of advancement: Arid is the least advanced country of all, they have no scientists or great thinkers and as such they steal plans and designs from other nations to build what they need. They have basic tool building and masonry down, but their forges are incapable of forming anything more than Iron into a usable shape so a large number of warriors get their weapons from other more advanced countries. The magic they have is all very basic, and even the High Mages are unable to use anything more than basic Elemental, Body, and Demon Magic.
History of Conflict: Arid is an aggressor. It routinely tests other nations' borders and is almost always on the verge of war. When an attempt at capturing more land fails(as it often does) the king immediately denies involvement, usually claiming it was just an overzealous attempt by a lone Brigade, and since the military is given such leeway, other nations must accept this explanation.

Darlar:
Terrain:
Society:
Military:
Economy:
Population:
Level of advancement:
History of Conflict:

Shattered Hand:
Terrain:
Society:
Military:
Economy:
Population:
Level of advancement:
History of Conflict:

Concord:
Terrain: Artificial. Concord's climate and land are controlled by it's government and it frequently changes to fit a need. As such just about any terrain and climate can be found on the island.
Society: Concord is a Republic with elections held to appoint Mages to government positions of import. Each office is elected for a different amount of time, the King serves for life, the Prime Minister for 50 years(or until they die whichever comes first), and on down the line. Each leader serves a period of time corresponding to the importance of the role with the more important roles having longer terms. These leaders then make decision that affect the nation as a whole. For the most part they are left to do as they see fit, but they can be impeached my public referendum if it is felt they are jeopardizing the nation in some way. Mages in general are free to pursue and change profession at will, and so long as they obey the laws and pay taxes they are left to their own devices.
Military: Concord has few ground forces. All Mages can perform magic to some degree and their advancement is such that nearly all military actions are performed at range. Every major city has it's own police force and defenses, both automated and active. Active troops are divided into City Guards in red armor, Body Guards for those holding office in yellow armor, and Royal Guards for the King and his family in green armor. The Guard Corps act as guards in peace time and a military in war time with only as many troops being mobilized as are needed. City Guards are the least skilled fighters and most likely to revert to weapons to supplement their magic, Body Guards are more talented with shield spells being mandatory along with other forms of magic they use what weapons they carry for defenses more than fighting, Royal Guards are talented in multiple magics and their weapons are almost always just ceremonial. Concord has the second largest navy in Pangea, and most likely the most powerful. The navy takes care of most military actions, but if landing is required they are equipped with floating platforms to carry their troops into battle and defend them from the enemy. In extreme instances the Triceta(floating city) can be mobilized as a gigantic mobile fortress. The Triceta is equipped with no less than five city shields in oscillation to provide maximum protection and houses an entire battalion for protection. It has rarely been mobilized and never been damaged or destroyed. The King controls the mobilization of the military, but they have numerous divisions and sub-divisions, each with a clear chain of command so their forces are never without instruction.
Economy: Concord has the most advanced and complicated economy. Each vendor is required to have an exchange rate for all his wares and be open to bartering. Concord's own currency is in the form of crystals which hold amount ranging all over, that can be transferred instantly from their bank or to a vendor for supplies. For all it's free market though, the Triceta is still off-limits to those not of extreme wealth. Life in the city is vastly more expensive than anywhere else and without a certain amount of money(usually minimum available year's rent in the cheapest accommodation in the city), they are denied entry.
Population: Mages make up the bulk, but Humans, Giants, Kinder, Elves, & Xel'Naga can all be found throughout the island.
Level of advancement: Currently the most advanced culture in Pangea they have set the standard in virtually every field. Concord has streamlined magic to automate entire processes such as lighting, communication, construction, and entertainment. They don't have much technology, but with their degree of control over magic, they do not need it.
History of Conflict: Concord is usually the first to jump on a problem, but they never instigate one. Instead they prefer to back whatever side they feel is more reasonable and act as a rallying point for many other nations against an aggressor. They were one of the only two nations to remain out of the second half of the Great War, along with the Elives, they left the Humans, Shapeshifters, Giants, & Xel'Naga to sort out their own territorial disputes.

Sundered Island:
Terrain:
Society:
Military:
Economy:
Population:
Level of advancement:
History of Conflict:

Lost Isle:
Terrain: Wasteland/Unknown
Society: None. What type of people lived on the isle and how they lived has been lost to time.
Military: None. Wiped out in the Great War centuries ago, nothing was ever known about it outside their own society even when it existed.
Economy: Barter. Very few people go to it at all and rarely stay long, so no real transactions are ever made, but what few are made are done through trade.
Population: Unknown. There are rumors of terrible monsters of all kinds on the Isle, but no one has been able to verify these claims.
Level of advancement: None. Once the most advanced civilization they have since been wiped out and whatever traces of their exact technology buried. Though a few pieces have been found, none of them have worked and no species has been able to guess at what they might have done.
History of Conflict: The Great War. One of the few things known about the Lost is that they posed as gods for the other nations and when the nations discovered this they revolted against the Lost and wiped them out. It is as yet unclear how the nations managed this when the Lost were much more advanced in both magic and technology.


Magics:

Elemental:
Elemental magic is harnessing the five fundamental elements for your own purposes. Advanced stages even alter these elements. An advanced element is no stronger or weaker than a basic element, they all use the same energy, the advanced forms are simply more easily adapted to varied circumstances.
Fire: Control over the element of fire both pre-existing and that created by the user. It can be concentrated or dissipated but otherwise has no special uses.
Plasma: The advanced form of fire, plasma is much hotter and deals much more damage, but cannot not self-sustain as fire can. It can however be molded into semi-solid shapes to work as a shield or even a weapon. Manifesting plasma takes far more energy.
Water: Control over the element of water both pre-existing and pulled from the air. It can be concentrated into ice but otherwise has no special uses.
Vapor: The advanced form of water, vapor is capable of burning on contact as well as cooling. It deals less damage, but can be used to obscure senses and moves much faster. Like plasma manifesting vapor takes more energy, but not as much as Plasma.
Wind: Control over the element of wind both pre-existing and generated by the user. It has no special uses.
Vortex: The advanced form of wind, vortex is capable of generating twisters, tornadoes, and vacuums. It deals much more damage, but takes much more time. It does not have an appreciable difference in how much energy it takes to use.
Earth: Control over the element of earth pulled from the ground. It can be molded into many shapes including weapons and defensive walls but otherwise has no special uses.
Sand: The advanced form of earth, sand is capable of invading areas of the body and wreaking havoc without alerting the subject. It doesn't have the impact of Earth, but moves at much higher speeds and can be wiped up out of seemingly nothing. Normal use does not differ from the energy required to use earth, but it is much more fragile and requires more force to form an effective barrier.
Lightning: Control over the element of lightning both pre-existing and created by the user. It can be chained through opponents and dispersed over a wide area but otherwise has no special uses.
Surge: The advanced form of lightning, surge pulls the electricity inside the users body upping speed, strength, and natural defense. It takes no more energy to use than lightning does, but leaves the user unable to use ranged attacks, instead making them rely on their enhanced abilities and direct contact lightning.

Energy:
Energy magic is the ability to harness non-physical, non-damaging forces, and concentrated them with your own intents to perform and effect. Energy magic is not easy to use and even when used the user may not be able to concentrate the power enough to achieve any effect. But when fully mastered the effects are impossible to avoid by conventional means and must be confronted or cut off to be defeated.
Energy: The ability to manipulate any energy, though it can only be created with immense concentration and power. Instead energy magic is able to take control of energy such as lightning and fire and increase their power to use them as a weapon against the caster or in support of allies. The true strength of this magic is against very powerful opponents as the power can control plasma, concentrated light and darkness, and even a number of demon magics.
Dark: Deals with concealment and mind manipulation. Though it is very dangerous its offensive power is also low except when used in concentrated forms. Concentrated dark magic can draw away life force in a minute or less and all darkness magic gradually pulls away the life force of anyone caught in its field.
Light: Deals mostly with healing and illusions. On it's own it has very little offensive power, unless used in heavy enough concentrations to turn it into a laser, in which case it's power skyrockets.
Shield: The ability to bring energy into fields and concentrate them into a defensive barrier. It is not as difficult as many magics to learn, and it can be used in concert with others with little adjustment. It has no offensive ability however, so any practitioner is doomed to lose unless they have offensive support. The energy draw for this is moderate, but it continually pulls power for however long the field is active while other magics only require power to generate the effect in the first place.

God:
God magic is so named because it is absolute. There is no defense against it, there is no way of blocking it. The only way to beat a practitioner of god magic is kill them. It is easily the strongest magic of all, but because of the long time it takes to learn it, decades at best just to become a novice, few can use it.
Nature: Control over the forces of nature, from the wind to the seas to the skies and even the ground. Practitioners can manifest natural disasters over any area they can imagine and vary the power of the disaster from minor to genocidal levels. The magic takes time to setup and uses up enormous power, a practitioner can only use this power once a week at best, but this is probably the only weakness the magic has.
Graviton: Control over gravity, increasing of decreasing it as desired. Practitioners can use this power over any area they desire, should they have the power to reach it, but it most originate from their body and expand outward, limiting the reach of the power. The force of gravity can be manipulated anywhere from complete negation, to enough force to crush even a Giant's think frame in moments. The amount of energy this takes is more than most magics, but not as severe as Nature and can usually be used several times a day given the range isn't too great. To an extent this magic can be fought off, it takes time to kill even at full power, but this would require an incredible amount of strength to pull off. Nevertheless, this combined with the limited range, is it's only weakness.

Body:
Body magic has a wide array of abilities, but they are all focused solely on the body of the user. A practitioner can only use Body Magic on himself.
Enhancement: The ability to improve a user's normal abilities. This ranges from muscle enhancement to improve speed and strength, to bone and skin enhancement to improve defense, and even sense enhancement to improve perception. To a degree this magic can also be used to improve the user's mental acuity. It does not constantly draw on a user's magic, but the enhancements have a time limit that varies depending on the amount of energy use to improve the ability.
Shapeshift: The ability to change you shape to anything you see. Practitioners usually use this magic to mimic animals and people, but can also be used to mimic inanimate objects and plants. It takes little magic to alter or maintain a given shape, but it is painful to use for most practitioners.
Cloak: The ability to cloak your presence from others. This can range from simply making yourself less noticeable, to complete removal of your presence from anyone's senses. In theory this magic can be concentrated so densely that a practitioner could walk through solid objects as removing the sense of touch is one of it's abilities.
Clairvoyance: The ability to see the future. This magic is unreliable for most practitioners as it only allows one to see the possibilities of the future, not which future will come to pass. On it's own this magic has no offensive ability, but a master can use it to predict and counter an opponent's attacks rendering this power simultaneously the best and worst power in a battle.

Demon:
Demon magic is magic granted or taught by demons. Most instances of demon magic are when a mage contracts with a demon in order to gain power. When this occurs the practitioner is immediately granted the knowledge and ability to perform the magics granted by the demon. In certain cases a demon may teach a practitioner rather than contract with them, this is rare and only granted to those the demons feel are of a like mind with themselves.
Demon: The most basic, it is simply a contract between a user and demon granting a magic ability, whether common or specific to the netherworld. These contracts usually involve selling a part of your sole or fulfilling a goal the demon cannot perform themselves. These contracts are usually proportional to the magic granted.
Dragon: Grants the abilities of a dragon. A practitioner is granted the ability to fly and breath fire as well as a boost to their natural defense. In rare circumstance a practitioner can even command a dragon should one appear and the practitioner be skilled enough.
Slayer: The ability to steal magic. A practitioner in this magic can copy the abilities of their opponents magic, and should they defeat the opponent, be granted those abilities permanently. These stolen magics stack, so once a practitioner steals a magic, they will always have it. A long-term practitioner can be extremely dangerous as they will have absorbed enough magics to counter any combatant. This magic draws no energy on it's own, instead the energy is drawn from the magic they are copying.
Summon: The ability to open portal to the netherworld. A practitioner can summon Deegos, netherbeats, and even full demons with enough energy, but only those they have an agreement with to summon. A summoner's power is completely dependent on the number of contracts they hold, and the energy the magic requires depends on the beast they intend to summon.
Life: The ability to control the border between life and death. This magic is the most dangerous of all magics, granting the user the ability to both revive the dead and remove the life from a body. It is powerful, but not without risk, a practitioner leaves themselves completely open while they perform this magic, and they put their own lives on the line when they do. A practitioner can only perform this magic if their will is stronger than the soul they intend to interfere with. The energy required to perform this magic depends on the gap in strength of will between the user and the subject.

Maps:

Pangea:


Part of Concord:
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Re: ToP Consulting Thread

Post by Dray The Fingerless on Sun Mar 21, 2010 12:34 am

Because i can Xzav, because i can.

Kamikaze Edit: Dray's Title change: ToP coordinating thread.oh almighty Dray, bless me with posts your worshipfullness(Razz)

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Re: ToP Consulting Thread

Post by tRibaL on Sun Mar 21, 2010 12:53 am

that seriously made my day dray, i lol'ed soooo hard.
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Re: ToP Consulting Thread

Post by tRibaL on Sun Mar 21, 2010 7:08 pm

Ok so i posted, and ima make a paint sketch map with aard soon for how the continent is devided so this makes sense, just know kelgori is REALLY far away from lloyd and co.
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Re: ToP Consulting Thread

Post by Shinobi Kenshi on Sun Mar 21, 2010 8:43 pm

Hmmm, Private messages does not exist here?
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Re: ToP Consulting Thread

Post by tRibaL on Sun Mar 21, 2010 9:11 pm

oh it does, but playing with titles, like this started as ToP coordinating thread, because i can dray, because i can. and thats what he renamed it too.
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Re: ToP Consulting Thread

Post by Aardvark on Sun Mar 21, 2010 9:20 pm

Renamed the thread to something simple and sensible.

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Re: ToP Consulting Thread

Post by tRibaL on Sun Mar 21, 2010 9:57 pm

lol thanks aard. also heres something i sketched up to help us

You guys are in teh right side of Lenus, im at the left side of Arid. that was a very bland undetailed map i did in 5 min....
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Re: ToP Consulting Thread

Post by Thing on Sun Mar 21, 2010 11:41 pm

Actually pretty cool.

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Re: ToP Consulting Thread

Post by Aardvark on Mon Mar 22, 2010 6:44 am

Posted. I'm not sure where you want Frick and Frack at Pto, so hopefully this doesn't contradict your plan.

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Re: ToP Consulting Thread

Post by Disturbed on Mon Mar 22, 2010 7:02 am

hey where do we make a char for this Smile

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Re: ToP Consulting Thread

Post by Aardvark on Mon Mar 22, 2010 7:23 am

Umm don't really have rules except the ones of common courtesy: Don't overpower, Don't kill another's character without their permission, Don't interfere with a person's character if they ask you not to. Otherwise just intro your character. If you want them to join a group then try to do the same general thing Pto did to see if the person(s) you want to join are interested, and if you want to have him remain alone for a while then just pick a place to insert them.

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Re: ToP Consulting Thread

Post by tRibaL on Mon Mar 22, 2010 9:16 pm

oh and aard, i think i have a way for it to be INCREDIBLE easy to indroduce a mass multitude of charecters without becoming too complex. Ignite the land in war, its a way to make lloyd raise the ranks and become a well known and infamous knight, and a way to make the nations band together to fight against each other, im thinking a three way battle or just a battle of the nations against each other would work, and I'm getting spacifics on most of the kingdoms, or just generalization of what there population is and stuff, im making most of it pretty open cause i cant collaberate with aard at the second.

either way, im thinking massive world wide war would be easy to make introductions in, and easy to draw backstories with. ideas? anybody have something against me starting the slow process of pitting the world into a few alliances and having them fight?
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Re: ToP Consulting Thread

Post by Aardvark on Mon Mar 22, 2010 9:59 pm

Let's try a little back-story first. Let Pto introduce his character's background, let mine introduce the scenario of the nations. Lloyd doesn't need to rise through the ranks, he's already a high Knight of Lenus, considered one of if not THE best.

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Re: ToP Consulting Thread

Post by tRibaL on Mon Mar 22, 2010 10:02 pm

alright, i have the idea set in motion, it will occur slowly, so it gives us enough time to do whatever we need, i gtg in like 15 min so we could do some planning right now, and it would be great if you hop in x-fire
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Re: ToP Consulting Thread

Post by Ptolemy on Mon Mar 22, 2010 10:50 pm

I am concerned about how Xzav's character is going to work out... seems really powerful, fire drake and all, thats 2 majic users that are black as the pit and 3 others that are not skilles and at worst a bit grey.

Just thinking that character is a bit powerful.

Aard if you do not think it a problem to have some one that can end a life with a thought and commands a beast that breaths fire (fire drake) then i will deal.

I just know that, while the kender have SOME majic resistance, none of us would have a chance against the warlock.

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Re: ToP Consulting Thread

Post by Aardvark on Mon Mar 22, 2010 11:29 pm

Pto has a point with the death spell, I don't mind so much, but it should only be usable on the extremely weak. The others parts I have no problem with, his character and ours won't meet for a while, which gives ours time to build up strength.

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Re: ToP Consulting Thread

Post by tRibaL on Tue Mar 23, 2010 12:00 am

he does, The drake isnt a fire breathing dragon for gods sake, its a simple shadow drake thats inept in skill... And they still have one VERY major flaw thats going to be pointed out later.
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Re: ToP Consulting Thread

Post by Aardvark on Tue Mar 23, 2010 10:32 am

Get ready for a long read guys.

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Re: ToP Consulting Thread

Post by tRibaL on Tue Mar 23, 2010 8:00 pm

Very nice book, now I'm going to have a nice chat with darlar royalty Smile
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Re: ToP Consulting Thread

Post by Thing on Tue Mar 23, 2010 8:30 pm

WAAAAAAAAAAAAIT



I need to finish my segment... Then one of joo guys have to check it to see if it's alright.

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Re: ToP Consulting Thread

Post by tRibaL on Tue Mar 23, 2010 8:48 pm

Its alright, don't worry, finish it up and PM it to me, my segment will not interfere with you at all.
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Re: ToP Consulting Thread

Post by Aardvark on Wed Mar 24, 2010 8:05 am

Pto needs to post before I can again, I don't know how he wants to play the Halflings beyond this point.

And yes Xzavier, I was surprised too. I didn't intend the segment to be even half that long, so when I posted it in OO to see how many spellings I had fucked up, I was amazed to find it was 10 pages long.

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Re: ToP Consulting Thread

Post by Ptolemy on Wed Mar 24, 2010 2:23 pm

I am working on the Kender 'let loose' in the knights quarters...

This will be fun!!


Last edited by Ptolemy on Wed Mar 24, 2010 2:23 pm; edited 1 time in total (Reason for editing : The exorcism was fun to watch LOL)

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Re: ToP Consulting Thread

Post by Aardvark on Wed Mar 24, 2010 2:59 pm

Have at it, he's obviously not going to be able to get back in there for a while.

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