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-[The Dawn of Fearless New Beginnings]- <The Intrepid Genesis>
From: In Ferro Veritas
| Posted: 5/18/2004 8:31:24 PM | Message Detail
((OOC: This intro is not short, so do not post
until I am done. No matter how much I like you, if you want to get in
this faction, but you disturb the flow of this posting before I say so,
you will not be accepted, at all. Now, if you want to flame, and be a
jackass, then go ahead, you will only make enemies. Now… on to the
legacy of… the Intrepid Genesis))
«1. Introduction»
When is a legend actually regarded to most as being a legend? Does it have to be a certain number of years old, passed down generation to generation through oral narrative — or could it be made up on the spot, serving as a hoax for adventurers? Think about this question then, when is a myth truly considered a myth? How long forgotten and distorted must a truth remain elapsed and indistinct for it to be reduced in importance into the mere category of a child’s tale and start the whole story off with Once upon a time…? With that thought in mind, why do certain facts remain irrefutable while others lose all means of legitimacy and become reduced to assume an underhanded, variable nature? Keeping all these questions in mind, let us now turn our attention to the point of this discussion, and look upon the legacy of the assemblage of the most renowned duelists, the illustrious faction entitled the Intrepid Genesis. Intrepid Genesis, at least in many views, has since been regarded as a source where many writers had since expanded their latent skills over wide areas of conversation; however, on GameFAQs, myths and tales are never told in any sort of comprehensive amount of detail. Instead, these legends are only revealed to us by tiny little fragments from passed down hearsay and gossip and are only little pieces to a misconstrued whole. The whole consists of these so-called “fragments”, which in all of its glory, creates the larger picture from the puzzle, which must then be understood, and celebrated.
A user named Shadow983 had created the Intrepid Genesis, the renowned faction of elite warriors that had begun in the Fall/Winter of 2002. This was the beginning of the legacy, and at this time had been known as The Riskbreakers, and although it was an enjoyable experience to some, its leader had to step down due to the loss of creative interest, and the reigns were handed to another user, the one called Jasper Wolf. Again, things proved slow as due to real life problems, and lack of time for online writing, the current leader had to pass the reigns down to another user. This time, the user was Omni Mage, who at that time had two users aware of the situation, thus, Kalisto Myraid and Not So Dark Mage, stepped up, and offered to help. Thus, the new incarnation of the Intrepid Genesis had been born due to the hard work and dedication of Omni Mage and his friends. This setup worked out fine, members joined, and the triumvirate held it together quite well. After a few successful months, the reigns were handed down to a newer generation, while the older generation sat back and watched, setting up activities and such. However, due to problems both in real life and in time constraints the Intrepid Genesis had been slowly aiming for its decline. As a last measure to keep it all together, XtremeLeader created one last topic, which lasted only a hundred or so posts until the management of the faction broke, and the faction crumbled under its own weight. All contact about the Intrepid Genesis had been cut, and the legacy was left to live on in the hearts of many.
«1. Introduction»
When is a legend actually regarded to most as being a legend? Does it have to be a certain number of years old, passed down generation to generation through oral narrative — or could it be made up on the spot, serving as a hoax for adventurers? Think about this question then, when is a myth truly considered a myth? How long forgotten and distorted must a truth remain elapsed and indistinct for it to be reduced in importance into the mere category of a child’s tale and start the whole story off with Once upon a time…? With that thought in mind, why do certain facts remain irrefutable while others lose all means of legitimacy and become reduced to assume an underhanded, variable nature? Keeping all these questions in mind, let us now turn our attention to the point of this discussion, and look upon the legacy of the assemblage of the most renowned duelists, the illustrious faction entitled the Intrepid Genesis. Intrepid Genesis, at least in many views, has since been regarded as a source where many writers had since expanded their latent skills over wide areas of conversation; however, on GameFAQs, myths and tales are never told in any sort of comprehensive amount of detail. Instead, these legends are only revealed to us by tiny little fragments from passed down hearsay and gossip and are only little pieces to a misconstrued whole. The whole consists of these so-called “fragments”, which in all of its glory, creates the larger picture from the puzzle, which must then be understood, and celebrated.
A user named Shadow983 had created the Intrepid Genesis, the renowned faction of elite warriors that had begun in the Fall/Winter of 2002. This was the beginning of the legacy, and at this time had been known as The Riskbreakers, and although it was an enjoyable experience to some, its leader had to step down due to the loss of creative interest, and the reigns were handed to another user, the one called Jasper Wolf. Again, things proved slow as due to real life problems, and lack of time for online writing, the current leader had to pass the reigns down to another user. This time, the user was Omni Mage, who at that time had two users aware of the situation, thus, Kalisto Myraid and Not So Dark Mage, stepped up, and offered to help. Thus, the new incarnation of the Intrepid Genesis had been born due to the hard work and dedication of Omni Mage and his friends. This setup worked out fine, members joined, and the triumvirate held it together quite well. After a few successful months, the reigns were handed down to a newer generation, while the older generation sat back and watched, setting up activities and such. However, due to problems both in real life and in time constraints the Intrepid Genesis had been slowly aiming for its decline. As a last measure to keep it all together, XtremeLeader created one last topic, which lasted only a hundred or so posts until the management of the faction broke, and the faction crumbled under its own weight. All contact about the Intrepid Genesis had been cut, and the legacy was left to live on in the hearts of many.
From: In Ferro Veritas
| Posted: 5/18/2004 8:31:53 PM | Message Detail
Currently, in the Summer of 2004, XtremeLeader, and Kalisto Myraid
(known now as In Ferro Veritas) have toyed with the old legend, wove
their own ideas and plans into the threadwork of the faction, and
brought to life the Intrepid Genesis - «Version 3.0». You may not
reproduce this faction, its rules or its guidelines in any way what so
ever. If you do decide to reproduce any of this, without our consent,
and without a tag or label saying it was ours and we do not know about
it, we will not do anything, as we cannot, but your name and reputation
will be sullied and slandered to no end. All you have to do contact us,
which is easy, and tell us exactly what you would like to do with our
work here. If you want to put it on your site, go for it, as long as
you keep it exactly the same as it is here. We wrote up this faction to
help people with dueling and role-playing. Kalisto (IFV) is a very
flexible person when it comes to emailing and instant messaging, in
fact he encourages it. You can email him at the contact in his profile.
If you want to chat with him, since he does not mind conversation, use
the contact in his profile. Unlike many authors, XtremeLeader (X) does
not mind getting IM's with questions as long as it does not go
overboard, if it does he will block you. His MSN name is in his
profile, to be used for chatting and for email, and if needed he will
give you his AIM. The others, namely Naphitali Grahf are usually open
to both, as always however, only if the user is coherent and writes
with well thought out structure. Be nice, courteous, and write properly
and we will talk to you, just do not come out and ask the question and
be all rude if we do not answer.
«2. Table of Contents»
For ease of navigating this topic, use the Edit command, and go to the Find sub-command on your browser or just use CTRL-F as it does the same thing. Enter either the number, or the title of the section you want to go to, and it should take you to where you want to go much easier than it would be if you had to scan the topic to find it. All sections are broken up this way for ease of navigating, but it is required that you read everything first, and go back over the things that may have been unclear the first time around. It is important, that you as a member of the Intrepid Genesis read everything thoroughly regardless if you think you know it or you do not. These are guidelines on how we want you to write when with us, and these guidelines are not meant to be standard for everything, though most of these will suit fine in any other areas of role-playing that you happen to take part in. Many writers have used these guidelines, and are now prominent figures here at RP&FF. These are meant to help, not make you feel inadequate or not. We hope that all questions you have will be answered by this topic alone, but we the creators, X and IFV, are open to further inquiry by other means. Any questions may also be asked in this topic, but we hope that you do so in a legible way. Every section is broken into sub-sections to give you an idea of the work we put into the organization of this faction.
«2. Table of Contents»
For ease of navigating this topic, use the Edit command, and go to the Find sub-command on your browser or just use CTRL-F as it does the same thing. Enter either the number, or the title of the section you want to go to, and it should take you to where you want to go much easier than it would be if you had to scan the topic to find it. All sections are broken up this way for ease of navigating, but it is required that you read everything first, and go back over the things that may have been unclear the first time around. It is important, that you as a member of the Intrepid Genesis read everything thoroughly regardless if you think you know it or you do not. These are guidelines on how we want you to write when with us, and these guidelines are not meant to be standard for everything, though most of these will suit fine in any other areas of role-playing that you happen to take part in. Many writers have used these guidelines, and are now prominent figures here at RP&FF. These are meant to help, not make you feel inadequate or not. We hope that all questions you have will be answered by this topic alone, but we the creators, X and IFV, are open to further inquiry by other means. Any questions may also be asked in this topic, but we hope that you do so in a legible way. Every section is broken into sub-sections to give you an idea of the work we put into the organization of this faction.
From: XtremeLeader
| Posted: 5/18/2004 8:36:04 PM | Message Detail
1. Introduction
2. Table of Contents
3. Character Creation
3.0 Introduction
3.1 Name
3.2 Age
3.3 Gender
3.4 Race
3.5 Appearance
3.6 Personality
3.7 Weaponry
-3.71 Weapons
-3.72 Magical Capabilities
-3.73 Fighting Style or Class
3.8 Physical/Magical Techniques
-3.81 Physical Techniques
-3.82 Magical Techniques
3.9 Background
4. What is Dueling?
4.0 Introduction
4.1 Various Styles
-4.11 True Style
-4.12 Mixed Style
-4.13 Other Styles
—4.131 Cheezing
—4.132 Hybrids
5. Guidelines and Rules
5.1 Faction guidelines
-5.11 Conduct and Interfaction Relations
-5.12 Inactivity and Vacation
-5.13 Common Sense
-5.14 Cheese Whizzing and God-Moding
-5.15 All that is dueling
-5.16 Acceptance
-5.17 Declination
-5.18 Amendments
-5.19 Topicality Issues
5.2 Ranking System
-5.21 Probation
-5.22 Greenhorn
-5.23 Duelist
-5.24 Adept
-5.25 Veteran
-5.26 Elite
-5.27 Legendary
-5.28 Paramount
-5.29 Riskbreaker
5.3 Roster and Hierarchy
-5.31 Council Positions
—5.311 Sensei
—5.312 Treasurer
—5.313 Councilor
—5.314 Champion
-5.32 High Ranking Officials
—5.321 Mayor
—5.322 Guildmaster
—5.323 Generals
—5.324 Ambassadors
-5.33 Genesis Recruits
-5.34 Inactive Members
-5.35 Pending Decision
-5.36 Hall of Shame
-5.37 Current Roster
6. Story this time around
2. Table of Contents
3. Character Creation
3.0 Introduction
3.1 Name
3.2 Age
3.3 Gender
3.4 Race
3.5 Appearance
3.6 Personality
3.7 Weaponry
-3.71 Weapons
-3.72 Magical Capabilities
-3.73 Fighting Style or Class
3.8 Physical/Magical Techniques
-3.81 Physical Techniques
-3.82 Magical Techniques
3.9 Background
4. What is Dueling?
4.0 Introduction
4.1 Various Styles
-4.11 True Style
-4.12 Mixed Style
-4.13 Other Styles
—4.131 Cheezing
—4.132 Hybrids
5. Guidelines and Rules
5.1 Faction guidelines
-5.11 Conduct and Interfaction Relations
-5.12 Inactivity and Vacation
-5.13 Common Sense
-5.14 Cheese Whizzing and God-Moding
-5.15 All that is dueling
-5.16 Acceptance
-5.17 Declination
-5.18 Amendments
-5.19 Topicality Issues
5.2 Ranking System
-5.21 Probation
-5.22 Greenhorn
-5.23 Duelist
-5.24 Adept
-5.25 Veteran
-5.26 Elite
-5.27 Legendary
-5.28 Paramount
-5.29 Riskbreaker
5.3 Roster and Hierarchy
-5.31 Council Positions
—5.311 Sensei
—5.312 Treasurer
—5.313 Councilor
—5.314 Champion
-5.32 High Ranking Officials
—5.321 Mayor
—5.322 Guildmaster
—5.323 Generals
—5.324 Ambassadors
-5.33 Genesis Recruits
-5.34 Inactive Members
-5.35 Pending Decision
-5.36 Hall of Shame
-5.37 Current Roster
6. Story this time around
From: XtremeLeader
| Posted: 5/18/2004 8:36:53 PM | Message Detail
«3. Character Creation»
«3.0 Introduction»
Now, creating a character is crucial to your technique in writing, simply because your character can be looked upon as an 'avatar' of sorts, a figure that compliments you and your skills as a writer. Thusly, your character deserves just as much effort instilled into the creative process just as much as your usual writing skills as a writer, RPer, or Dueler (whichever fits you...). Some people have the knack to greatly diversify their characters by introducing unique aspects to their creation, while others follow the usual cliché character styles, which by all means is nothing of a problem. Creating a character that best fits YOUR personality (or the personality of the character you intended) is what is really important. Moreover, so long as you know your character well, then that is all that is really needed to be a good RPer, Dueler, or whatever else you choose.
«3.1 Name»
This is your character's name. Format usually goes First, Middle, Last. However, some people go by nicknames and such, so nicknames can be added in between the First and Last, either before or after the Middle name (usually, middle names are not even listed, unless it ties in to the character somehow, or deals a great amount of importance.) Nicknames, as such, are usually applied with quotations, signifying that the name is what the character goes by. Now, not all characters HAVE to go by this format. Hell, just a nickname works for itself, so long as the character's background explains its importance. Characters can also go by a nickname, but have a different alias (for those types of characters who have multiple personalities or undercover/incognito identities) and so on. All names that have to do with the character at hand are usually listed here.
«3.2 Age»
This is your character's age. Usually pretty straightforward, though sometimes your character's background could have a lot of impact on it. If your character grew up normally, or who's lifespan matures at a normal rate (by normal, I'm referring to human standards), then you really have no problem. It is the uniqueness of your character though that makes this so interesting of a subject. If your character is of demon, alien, or whatever origins, then surely the age matters since most of those species live for inordinate amounts of time. Your character's background affects your age as well: Was he in an experiment during a young age, and thus, gave him a high maturity speed, or anything along those lines? Think accordingly as to how your character's age fits best to the character itself; do not just add numbers. Sometimes, people list their characters as "looking" as a certain age, though they usually are quite older/ younger, depending on their background. Put effort into applying the right age for your character.
«3.0 Introduction»
Now, creating a character is crucial to your technique in writing, simply because your character can be looked upon as an 'avatar' of sorts, a figure that compliments you and your skills as a writer. Thusly, your character deserves just as much effort instilled into the creative process just as much as your usual writing skills as a writer, RPer, or Dueler (whichever fits you...). Some people have the knack to greatly diversify their characters by introducing unique aspects to their creation, while others follow the usual cliché character styles, which by all means is nothing of a problem. Creating a character that best fits YOUR personality (or the personality of the character you intended) is what is really important. Moreover, so long as you know your character well, then that is all that is really needed to be a good RPer, Dueler, or whatever else you choose.
«3.1 Name»
This is your character's name. Format usually goes First, Middle, Last. However, some people go by nicknames and such, so nicknames can be added in between the First and Last, either before or after the Middle name (usually, middle names are not even listed, unless it ties in to the character somehow, or deals a great amount of importance.) Nicknames, as such, are usually applied with quotations, signifying that the name is what the character goes by. Now, not all characters HAVE to go by this format. Hell, just a nickname works for itself, so long as the character's background explains its importance. Characters can also go by a nickname, but have a different alias (for those types of characters who have multiple personalities or undercover/incognito identities) and so on. All names that have to do with the character at hand are usually listed here.
«3.2 Age»
This is your character's age. Usually pretty straightforward, though sometimes your character's background could have a lot of impact on it. If your character grew up normally, or who's lifespan matures at a normal rate (by normal, I'm referring to human standards), then you really have no problem. It is the uniqueness of your character though that makes this so interesting of a subject. If your character is of demon, alien, or whatever origins, then surely the age matters since most of those species live for inordinate amounts of time. Your character's background affects your age as well: Was he in an experiment during a young age, and thus, gave him a high maturity speed, or anything along those lines? Think accordingly as to how your character's age fits best to the character itself; do not just add numbers. Sometimes, people list their characters as "looking" as a certain age, though they usually are quite older/ younger, depending on their background. Put effort into applying the right age for your character.
From: Naphtali Grahf
| Posted: 5/18/2004 8:38:35 PM | Message Detail
«3.3 Gender»
There is nothing we really have to say about this one, since it is so straightforward. Either your character is a male figure, or s/he is female. Nothing to it... however, if your character is a figure that can manipulate his/her gender, like shape shifters and such, then it is wise to list the basic gender the character's true form is. Sometimes characters can be genderless, because either they are ethereal or plasmic, or simply because they do not have equipped the necessary "tools" that defines gender itself. However, if your character is one of these stereotypes, then it is safe to just list them as "genderless" or anything to your liking. But, therein lies another perspective to this: what if your character IS ethereal or plasmic, but possesses a body? Tricky things like this must also be listed. Say your character IS an ethereal being, or 'conscience' for lack of something else, and inhabits a 10-year-old boy's body. Listing your character as being a boy (or 10-years-old) is not really correct, since the boy himself isn't your character (the 'ethereal 'conscience' is your character.) Therefore, listing your character's true gender (this case being 'genderless') THEN listing his possession's gender is appropriate, considering the circumstances. Nevertheless, then again, you could go on to say that, the 'conscience' takes on the attributes or aspects of a male's way of thinking or attitude, so this too must be taken into account.
«3.4 Race»
Now, this is where you list your character's race, nationality or even both, depending on the circumstances. Basically a straightforward part as well. There is really no need to get descriptive in this part unless needed. For example, if your race is "angel", then the norm usually understands your character as being a holy being with white, feathered wings, his/her appearance usually shimmered in brilliant light; Therefore, listing just 'angel' is good enough, since there's no reason to define the race any further. However, if your character's race is something of your creation, like say a "Doridorito" (which, by memory, is unexistable today), explaining what exactly a Doridorito is would be strongly advised, since the fellow RPers/Duelers/etc. will not exactly know for themselves what you mean for this. Getting in-depth with one's race may also consist of defining their nationality (usually if human) in case there are many variations of a certain race. Once again, an angel. There's Fallen Angels, Seraphim, Grigori, etc. etc... the list could go on. Same could go for other cliché races such as elves, dwarves, fairies, and so on. Be descriptive if the need calls for it (depending on the circumstances.)
There is nothing we really have to say about this one, since it is so straightforward. Either your character is a male figure, or s/he is female. Nothing to it... however, if your character is a figure that can manipulate his/her gender, like shape shifters and such, then it is wise to list the basic gender the character's true form is. Sometimes characters can be genderless, because either they are ethereal or plasmic, or simply because they do not have equipped the necessary "tools" that defines gender itself. However, if your character is one of these stereotypes, then it is safe to just list them as "genderless" or anything to your liking. But, therein lies another perspective to this: what if your character IS ethereal or plasmic, but possesses a body? Tricky things like this must also be listed. Say your character IS an ethereal being, or 'conscience' for lack of something else, and inhabits a 10-year-old boy's body. Listing your character as being a boy (or 10-years-old) is not really correct, since the boy himself isn't your character (the 'ethereal 'conscience' is your character.) Therefore, listing your character's true gender (this case being 'genderless') THEN listing his possession's gender is appropriate, considering the circumstances. Nevertheless, then again, you could go on to say that, the 'conscience' takes on the attributes or aspects of a male's way of thinking or attitude, so this too must be taken into account.
«3.4 Race»
Now, this is where you list your character's race, nationality or even both, depending on the circumstances. Basically a straightforward part as well. There is really no need to get descriptive in this part unless needed. For example, if your race is "angel", then the norm usually understands your character as being a holy being with white, feathered wings, his/her appearance usually shimmered in brilliant light; Therefore, listing just 'angel' is good enough, since there's no reason to define the race any further. However, if your character's race is something of your creation, like say a "Doridorito" (which, by memory, is unexistable today), explaining what exactly a Doridorito is would be strongly advised, since the fellow RPers/Duelers/etc. will not exactly know for themselves what you mean for this. Getting in-depth with one's race may also consist of defining their nationality (usually if human) in case there are many variations of a certain race. Once again, an angel. There's Fallen Angels, Seraphim, Grigori, etc. etc... the list could go on. Same could go for other cliché races such as elves, dwarves, fairies, and so on. Be descriptive if the need calls for it (depending on the circumstances.)
From: Naphtali Grahf
| Posted: 5/18/2004 8:39:56 PM | Message Detail
«3.5 Appearance»
Appearance is one of the many key ingredients in creating your character, since your character's look is obviously important. Here is where you flesh your character out to how you desire him/her to look, using many deciding factors such as height, weight, hair color, etc. It is very important to note that the more descriptive you get with your character, the better AND easier it is for others to visualize what your character looks like. For instance, your character wears jeans, which would signify that he's wearing a denim colored pair of pants (most commonly known when saying 'jeans'), but if you want to get technical and say if they are they're torn or dyed, or a different shade, then it helps the readers understand the look. Also, are there any articles on your character that are not there by default? Does s/he wear any piercings? Are there any mysterious tattoos placed along any part of the body? When distinguishing your look, be sure to note important parts of your character that make it obvious to itself. For example, are you short, very tall, furry, or look like a gelatinous cube? In addition, concerning your attire, what exactly covers your body? You wear just a blanket, or do you have pajamas hidden under it? Some characters wear street clothes, some are decked out in robes and others appear in battle armor, and then some just do not. Where your character originates from can also determine what your character looks like, so be on key with this as well. For example, if your character is from an eastern country, does he have a cloth around his head? Is his hardened skin because he was birthed from the golem village underground? Be sure to tie in your heritage with the clothes you wear if needed. Your race ALSO helps define what your appearance is. If your race is "Blob,” then what color are you, and do you have any matter of any kind floating around inside you? Alternatively, back to angel (depending on what variant of angel you are), what color are your wings? And so on. This is very important to creating your character, and keeping it as unique as possible is recommended. Do not bite your entire look off some anime you have seen on TV, especially if it is exact to the teeth (actually, this goes for ALL the categories). Instead, blend that anime's look to your own sense of creativity and fashion your own look with it.
«3.6 Personality»
Here is where you describe your character's actions, attitudes, pet peeves, and so on. Is he a punk to people he does not know? Does she get aggravated if her nails break? Listing down how your character usually acts during a daily routine is essential to creating your character, since his actions help define who he is. Is he a loner that does not like to talk to others? List especially his actions concerning 'pet peeves' and fetishes: if he sees a washer machine, does he get a sudden urge to wash clothes? If she sees a girl wearing a shirt she owns, does she beat mercilessly on the other? Be as supportive and as descriptive as you can be. In doing so, other readers can understand your character's actions better when they write with you, and know how to interact with you when the time arises. The better you describe your character's personality, the easier it is for other readers to anticipate how to write with you.
«3.7 Weaponry»
Now, here is another integral piece to your character: Weaponry. Usually, in RPing and dueling, weapons are deemed indestructible to help prevent your opponent from putting you at a disadvantage once the weapons come into play. However, weapons will not always be allowed in battle and if it is unclear as to whether or not you can use them, it helps to ask the person who made the rules. Other times, it can be as realistic as you want, and have the wear and tear of weapons proceed at your rate. Listed below here are the usual factors needed when creating your "weaponry"...
Appearance is one of the many key ingredients in creating your character, since your character's look is obviously important. Here is where you flesh your character out to how you desire him/her to look, using many deciding factors such as height, weight, hair color, etc. It is very important to note that the more descriptive you get with your character, the better AND easier it is for others to visualize what your character looks like. For instance, your character wears jeans, which would signify that he's wearing a denim colored pair of pants (most commonly known when saying 'jeans'), but if you want to get technical and say if they are they're torn or dyed, or a different shade, then it helps the readers understand the look. Also, are there any articles on your character that are not there by default? Does s/he wear any piercings? Are there any mysterious tattoos placed along any part of the body? When distinguishing your look, be sure to note important parts of your character that make it obvious to itself. For example, are you short, very tall, furry, or look like a gelatinous cube? In addition, concerning your attire, what exactly covers your body? You wear just a blanket, or do you have pajamas hidden under it? Some characters wear street clothes, some are decked out in robes and others appear in battle armor, and then some just do not. Where your character originates from can also determine what your character looks like, so be on key with this as well. For example, if your character is from an eastern country, does he have a cloth around his head? Is his hardened skin because he was birthed from the golem village underground? Be sure to tie in your heritage with the clothes you wear if needed. Your race ALSO helps define what your appearance is. If your race is "Blob,” then what color are you, and do you have any matter of any kind floating around inside you? Alternatively, back to angel (depending on what variant of angel you are), what color are your wings? And so on. This is very important to creating your character, and keeping it as unique as possible is recommended. Do not bite your entire look off some anime you have seen on TV, especially if it is exact to the teeth (actually, this goes for ALL the categories). Instead, blend that anime's look to your own sense of creativity and fashion your own look with it.
«3.6 Personality»
Here is where you describe your character's actions, attitudes, pet peeves, and so on. Is he a punk to people he does not know? Does she get aggravated if her nails break? Listing down how your character usually acts during a daily routine is essential to creating your character, since his actions help define who he is. Is he a loner that does not like to talk to others? List especially his actions concerning 'pet peeves' and fetishes: if he sees a washer machine, does he get a sudden urge to wash clothes? If she sees a girl wearing a shirt she owns, does she beat mercilessly on the other? Be as supportive and as descriptive as you can be. In doing so, other readers can understand your character's actions better when they write with you, and know how to interact with you when the time arises. The better you describe your character's personality, the easier it is for other readers to anticipate how to write with you.
«3.7 Weaponry»
Now, here is another integral piece to your character: Weaponry. Usually, in RPing and dueling, weapons are deemed indestructible to help prevent your opponent from putting you at a disadvantage once the weapons come into play. However, weapons will not always be allowed in battle and if it is unclear as to whether or not you can use them, it helps to ask the person who made the rules. Other times, it can be as realistic as you want, and have the wear and tear of weapons proceed at your rate. Listed below here are the usual factors needed when creating your "weaponry"...
From: In Ferro Veritas
| Posted: 5/18/2004 8:40:15 PM | Message Detail
«3.71 Weaponry»
What kind of weapons does your character possess? Depending on your character, the weapon can range anywhere from axes, hammers, swords, or even your bare fists. Lending in some creativity on your part, however, can lead to weapons of your own creation, such as a squeaky twig or a Chinese fan. Tying your other attributes, such as your race, heritage, or appearance to your weapons lends itself to easier creativity. It is all up to you what you believe your character should wield. Does your character carry bombs, or anything else that is mainly used for a one-time shot? Do not forget to include these little bits of information as well, and be sure to describe your weapon on what it looks like, so that the readers can better imagine what it looks like, so that if they somehow interact with the weapon, they can incorporate its look into their writing. Description is key.
«3.72 Magical Capabilities»
Does your weapon(s) carry any magical properties, or are there any relics, runes, inscriptions, or spells imbued into the weapon that give it an added sense of power? Does that Iron Spear carry a poison tip? Noting your weapon's special capabilities helps others realize what kind of power your character carries in his/her/it's weapon. However, it is important to keep in mind that powers granted by such equipment can be overdone just as much as powers natural to your character, and in so, should be something that should be watched over carefully to not be considered cheap, or godly.
«3.73 Fighting Style/ Class»
Lastly are your fighting style, and/or class. When deciding your character's class, take into account everything concerning your character, from race to heritage...sometimes, even gender. The cliché classes most often used are fighters, mages, and archers and so on. It is up to you how you feel your character should be classed, and should you create a class on your own, be sure to describe in detail how that class works, and how your character is orientated to its studies. Is your character still learning the teachings this class has to offer, or is s/he gifted in it so well, that s/he could accel past its teachings? Be sure to take careful consideration when choosing your class, and be sure it fits just right to your character's personality and background. Fighting style is made the same way, and usually is included with the class description, but sometimes a fighting style can be strayed from the usual "cliché" class. Does your knight know a bit about hand-to-hand combat? Does your Barbarian know how to do back flips somehow? Be descriptive if the need for it arises.
«3.8 Physical/Magical Techniques»
Another integral piece to creating your character is his skills, or techniques. Usually, the factors of power, speed, and skill differ depending on the character and its experience in the world (if your character is barely turning 4 years old, obviously it would not be skilled unless by some supernatural means). Listing the attributes that help your character's techniques is recommended, so that the readers can grasp a better feel for your character. Listing your weaknesses, your strengths, and your affinities to the certain elements of the "world" would not be out of place in this category, and should also be looked over thoroughly so that your fellow readers know what kinds of weaknesses and strengths your character possesses (so that they may be aware if they run into you someday).
«3.81 Physical Techniques»
Here is where you list your character's physical techniques? Does s/he have some flashy sword swing that has barely been developed, or does your character possess a raw amount of physical skill to release a sudden string of punches, in combination with a flurry of kicks (while done so melodically as though it's a dance of some sort)? Listing all the abilities your character can harness physically belongs here. Moves, attributes, and so on...
What kind of weapons does your character possess? Depending on your character, the weapon can range anywhere from axes, hammers, swords, or even your bare fists. Lending in some creativity on your part, however, can lead to weapons of your own creation, such as a squeaky twig or a Chinese fan. Tying your other attributes, such as your race, heritage, or appearance to your weapons lends itself to easier creativity. It is all up to you what you believe your character should wield. Does your character carry bombs, or anything else that is mainly used for a one-time shot? Do not forget to include these little bits of information as well, and be sure to describe your weapon on what it looks like, so that the readers can better imagine what it looks like, so that if they somehow interact with the weapon, they can incorporate its look into their writing. Description is key.
«3.72 Magical Capabilities»
Does your weapon(s) carry any magical properties, or are there any relics, runes, inscriptions, or spells imbued into the weapon that give it an added sense of power? Does that Iron Spear carry a poison tip? Noting your weapon's special capabilities helps others realize what kind of power your character carries in his/her/it's weapon. However, it is important to keep in mind that powers granted by such equipment can be overdone just as much as powers natural to your character, and in so, should be something that should be watched over carefully to not be considered cheap, or godly.
«3.73 Fighting Style/ Class»
Lastly are your fighting style, and/or class. When deciding your character's class, take into account everything concerning your character, from race to heritage...sometimes, even gender. The cliché classes most often used are fighters, mages, and archers and so on. It is up to you how you feel your character should be classed, and should you create a class on your own, be sure to describe in detail how that class works, and how your character is orientated to its studies. Is your character still learning the teachings this class has to offer, or is s/he gifted in it so well, that s/he could accel past its teachings? Be sure to take careful consideration when choosing your class, and be sure it fits just right to your character's personality and background. Fighting style is made the same way, and usually is included with the class description, but sometimes a fighting style can be strayed from the usual "cliché" class. Does your knight know a bit about hand-to-hand combat? Does your Barbarian know how to do back flips somehow? Be descriptive if the need for it arises.
«3.8 Physical/Magical Techniques»
Another integral piece to creating your character is his skills, or techniques. Usually, the factors of power, speed, and skill differ depending on the character and its experience in the world (if your character is barely turning 4 years old, obviously it would not be skilled unless by some supernatural means). Listing the attributes that help your character's techniques is recommended, so that the readers can grasp a better feel for your character. Listing your weaknesses, your strengths, and your affinities to the certain elements of the "world" would not be out of place in this category, and should also be looked over thoroughly so that your fellow readers know what kinds of weaknesses and strengths your character possesses (so that they may be aware if they run into you someday).
«3.81 Physical Techniques»
Here is where you list your character's physical techniques? Does s/he have some flashy sword swing that has barely been developed, or does your character possess a raw amount of physical skill to release a sudden string of punches, in combination with a flurry of kicks (while done so melodically as though it's a dance of some sort)? Listing all the abilities your character can harness physically belongs here. Moves, attributes, and so on...
From: In Ferro Veritas
| Posted: 5/18/2004 8:40:27 PM | Message Detail
«3.82 Magical Techniques»
Like Physical techniques, Magical techniques involve any special abilities that can't be done physically, such as slinging fire at your opponent from the palm of your hand, or casting entire waves of meteors towards the adversary's position. However, not all special abilities have to be offensive. Most characters possess some element of healing. Excessive healing looks bad, however, so it is often smart to reserve it for when you need it. Other super powers can range from enhanced senses to super speed. You have to really look out when using these powers though. Even though you have them, you should not use them to the extent that your opponent is immediately put at a disadvantage or it makes you 'god-like' (very bad).
«3.9 Background»
Finally, nothing quite defines a character quite like their history, seeing as how the history is the backbone to your character. Why does your warrior fight, or travel? What drives your mage to obtain such power? How did your character gain special powers? Where and how did they obtain the equipment they have if anything is special about it? What is their back-story? What sets them apart from your average superhero? Do they exhibit any sort of complexity? Are they haunted by a dark past? Do they have weaknesses in their personalities? Remember; always be sure to answer "Who? What? Where? When? Why?" All questions are important and can be necessary in shaping your character to your liking. Quite ironic that the section that should be the largest has the smallest coverage for the guidelines, but as much as we would like to get in-depth with this, everything you need to know about how you should create your background has already been said, and thus, we would just be wasting our typing power restating what we have already said.
«4. What is Dueling?»
«4.0 Introduction»
Dueling is interactive combat through literary means of expression. This combat is fought with a character, which you as a duelist create. Dueling characters are always very detailed, personalized, and interesting. Fused with special abilities, amazing powers, and an emotion-packed history which the section before had illustrated, a dueling character should be as unique as the writer. You can expect long, detailed paragraphs that truly immerse everyone in the fight… making it a highly involved and enjoyable experience. Physical and emotional description help take fights between two warriors to a completely new level. Generally, a duel is judged on three criteria: that of the description, realism, and creativity within battle. Both players are expected to judge based on the other post, the effects of their own attacks, and the effects of other attacks. Description is necessary in any battle and in every style. You must describe your character, your surroundings, your attacks, everything, so that in essence you are painting a picture of the battle for your opponent. If your description is inadequate, your opponent may become confused as to what is happening or what has happened. In addition, when confusion arises, anger and argument usually follow. As a rule, description equals power. However, you also have to find a happy medium between under-describing something and over-describing it. Creativity is an integral part of dueling, both while in battle and while creating a character. In battle you should make creative situations arise, not just the old power struggle, and you should also give creative entrances for your character, not you walk in and tell the person that you have been searching for him. Make someone want to read what you post to see what inventive things you can come up with. As a typical rule, Creativity equals more power.
Like Physical techniques, Magical techniques involve any special abilities that can't be done physically, such as slinging fire at your opponent from the palm of your hand, or casting entire waves of meteors towards the adversary's position. However, not all special abilities have to be offensive. Most characters possess some element of healing. Excessive healing looks bad, however, so it is often smart to reserve it for when you need it. Other super powers can range from enhanced senses to super speed. You have to really look out when using these powers though. Even though you have them, you should not use them to the extent that your opponent is immediately put at a disadvantage or it makes you 'god-like' (very bad).
«3.9 Background»
Finally, nothing quite defines a character quite like their history, seeing as how the history is the backbone to your character. Why does your warrior fight, or travel? What drives your mage to obtain such power? How did your character gain special powers? Where and how did they obtain the equipment they have if anything is special about it? What is their back-story? What sets them apart from your average superhero? Do they exhibit any sort of complexity? Are they haunted by a dark past? Do they have weaknesses in their personalities? Remember; always be sure to answer "Who? What? Where? When? Why?" All questions are important and can be necessary in shaping your character to your liking. Quite ironic that the section that should be the largest has the smallest coverage for the guidelines, but as much as we would like to get in-depth with this, everything you need to know about how you should create your background has already been said, and thus, we would just be wasting our typing power restating what we have already said.
«4. What is Dueling?»
«4.0 Introduction»
Dueling is interactive combat through literary means of expression. This combat is fought with a character, which you as a duelist create. Dueling characters are always very detailed, personalized, and interesting. Fused with special abilities, amazing powers, and an emotion-packed history which the section before had illustrated, a dueling character should be as unique as the writer. You can expect long, detailed paragraphs that truly immerse everyone in the fight… making it a highly involved and enjoyable experience. Physical and emotional description help take fights between two warriors to a completely new level. Generally, a duel is judged on three criteria: that of the description, realism, and creativity within battle. Both players are expected to judge based on the other post, the effects of their own attacks, and the effects of other attacks. Description is necessary in any battle and in every style. You must describe your character, your surroundings, your attacks, everything, so that in essence you are painting a picture of the battle for your opponent. If your description is inadequate, your opponent may become confused as to what is happening or what has happened. In addition, when confusion arises, anger and argument usually follow. As a rule, description equals power. However, you also have to find a happy medium between under-describing something and over-describing it. Creativity is an integral part of dueling, both while in battle and while creating a character. In battle you should make creative situations arise, not just the old power struggle, and you should also give creative entrances for your character, not you walk in and tell the person that you have been searching for him. Make someone want to read what you post to see what inventive things you can come up with. As a typical rule, Creativity equals more power.
From: XtremeLeader
| Posted: 5/18/2004 8:40:48 PM | Message Detail
Originality is the key to dueling. Your characters should be creations
of your own, but if you want to make Goku and give the Kame hame ha and
Spirit Bomb as his attacks and Super Saiyajin as his transformation,
you can. Nevertheless, you must do some excellent Dueling to have
yourself taken seriously as a Role-Player. Not to mention that if your
character does something that is not usually seen in dueling or a form
of media it makes the duel much more interesting. Realism, however, is
difficult to discern, and is there just to be there. It is tough to
decide anything on, and realism in fictional dueling, is nigh
impossible. It is up to the writer to decide if a post was real enough
and not a half assed attempt to throw something together at the last
minute. However, realism equals the finish touch, and you should strive
to make your posts as believable as possible. In addition to this,
another of the power gauges recently introduced, somewhat, is the story
equals a bit more power, too. This is where consistency from duel to
duel comes into play. A storyline for your character is very important
and can grant you favor in a judged battle, or just make your posts
better. Keep this point in mind when dueling, quality is more necessary
than quantity. If you can write an amazing post in only three
paragraphs, but your opponent writes a mediocre post in four pages,
then you have done better, generally, Quality is much better than
quantity. On the subject of power, no one is more or less powerful than
anyone else, though attacks that are better described and more original
can be more powerful than other. The only thing that measures your
characters power is your ability to write. If you want to have a
typical human fighting against uber-powerful demons and aliens, then,
by all means, do so.
«4.1 Various Styles»
In dueling, there are many styles, and many variations of each style. I will touch on the two most widely used general styles, and attempt to include one or two variations of each style in the last section. As your dueling experience increases, you will most likely develop your own personal style.
«4.11 True Style»
The True style of dueling revolves around as little god-moding, or use of your opponents’ characters, as possible. It involves your character throwing attacks and your opponent deciding what damage they do and whether or not they hit. As an opponent, you should never dodge every attack or have no attack affect your character, this is very bad dueling and falls into the category of cheezing, which is a huge no-no in dueling. Usually, auto hits, or the allowance of small, insignificant attacks, are not used. Generally, in this style, your only job is to describe your characters attacks being initiated and your characters thoughts or feelings. Your opponent decides whether or not the attack hits and what damage is done by it. If you use a special attack, your opponent should check your bio for the effects of that attack and decide which are taken and which are not. Generally, if both fighters use True Style, then auto hits are to be expected.
«4.1 Various Styles»
In dueling, there are many styles, and many variations of each style. I will touch on the two most widely used general styles, and attempt to include one or two variations of each style in the last section. As your dueling experience increases, you will most likely develop your own personal style.
«4.11 True Style»
The True style of dueling revolves around as little god-moding, or use of your opponents’ characters, as possible. It involves your character throwing attacks and your opponent deciding what damage they do and whether or not they hit. As an opponent, you should never dodge every attack or have no attack affect your character, this is very bad dueling and falls into the category of cheezing, which is a huge no-no in dueling. Usually, auto hits, or the allowance of small, insignificant attacks, are not used. Generally, in this style, your only job is to describe your characters attacks being initiated and your characters thoughts or feelings. Your opponent decides whether or not the attack hits and what damage is done by it. If you use a special attack, your opponent should check your bio for the effects of that attack and decide which are taken and which are not. Generally, if both fighters use True Style, then auto hits are to be expected.
From: XtremeLeader
| Posted: 5/18/2004 8:41:14 PM | Message Detail
«4.12 Mixed Style»
The Mixed style of dueling revolves around using some god-moding, or use of your opponents’ characters. It involves you, as a writer, deciding whether attacks hit or not and on how large a scale the damage of the attack is. You should not ignore your opponent's abilities to block, or evade. for this is also considered cheezing. If using this style, you must describe, in full detail, every attack and what affects each one has, even something as simple as a kick to the stomach can be the turning point of the battle for either fighter. You can run in and pummel your opponent's defenses before pushing back and launching a larger attack at them, but you leave the large attack open for interpretation. Just be sure to describe it all well, and again, opponents should avoid god-moding - be sure to check with your opponent before hand to allow this. Generally, if both fighters use the mixed style, then this is to be expected.
«4.13 Other Styles»
«4.131 Cheezing»
The Cheezing style of dueling, exploits tactical faults using innovative ways that try to turn an opponent's attack around so that it also affects them. Take full advantage of your surroundings and whatever your opponent tries to do, every step they take can spell death for them. This style is for those who want to abandon the ideals of win and loss, and forget the concepts of life and death. In this style, any damage you deal to your opponent should be dealt in an equal to lesser-equal or greater (for the more daring) amount to your character. You can mod your opponent's character to a reasonable extent. Always ask your opponent for what a character would say in a similar situation before you have your enemy speak. Also, do not include your opponent's feelings in your post, you do not know them. Unless discussed with your opponent, their character should not perform any transformations or special attacks.
«4.132 Hybrids»
As always, hybrids of each of these styles will arise, and it will be your job to adapt to new circumstances.
The Mixed style of dueling revolves around using some god-moding, or use of your opponents’ characters. It involves you, as a writer, deciding whether attacks hit or not and on how large a scale the damage of the attack is. You should not ignore your opponent's abilities to block, or evade. for this is also considered cheezing. If using this style, you must describe, in full detail, every attack and what affects each one has, even something as simple as a kick to the stomach can be the turning point of the battle for either fighter. You can run in and pummel your opponent's defenses before pushing back and launching a larger attack at them, but you leave the large attack open for interpretation. Just be sure to describe it all well, and again, opponents should avoid god-moding - be sure to check with your opponent before hand to allow this. Generally, if both fighters use the mixed style, then this is to be expected.
«4.13 Other Styles»
«4.131 Cheezing»
The Cheezing style of dueling, exploits tactical faults using innovative ways that try to turn an opponent's attack around so that it also affects them. Take full advantage of your surroundings and whatever your opponent tries to do, every step they take can spell death for them. This style is for those who want to abandon the ideals of win and loss, and forget the concepts of life and death. In this style, any damage you deal to your opponent should be dealt in an equal to lesser-equal or greater (for the more daring) amount to your character. You can mod your opponent's character to a reasonable extent. Always ask your opponent for what a character would say in a similar situation before you have your enemy speak. Also, do not include your opponent's feelings in your post, you do not know them. Unless discussed with your opponent, their character should not perform any transformations or special attacks.
«4.132 Hybrids»
As always, hybrids of each of these styles will arise, and it will be your job to adapt to new circumstances.
From: Naphtali Grahf
| Posted: 5/18/2004 8:42:13 PM | Message Detail
«5. Guidelines and Rules»
«5.1 Faction guidelines»
«5.11 Conduct and Interfaction Relations»
The Intrepid Genesis is based around the idea of being civil. We know how hard this can be for some of you, but a little tact can carry you a long way in this society. If you cannot say anything nice, do not say anything at all, right? Failure to keep your mouth in check could result in a nice star dockage, so, if you value your rank, you will be careful how you act around here. Duels shall be handled civilly as well, whether they are within the IG or not. You are not allowed to badger an opponent about their skills, no matter how much you want to jump through your monitor and strangle them. The same punishment of star loss will be applied if you decide to go on a ranting spree. Remember, anything against the Terms of Service (http://boards.gamefaqs.com/gfaqs/tos.php) is also banned within the faction. We will be watching you.
«5.12 Inactivity and Vacation»
Usually, we frown on inactivity. You older IG folk may find that ironic, but a lot has changed since we were all lazy bums. There is no actual activity requirement, but we will be checking up on you now and then to make sure you are not just a small lump on the IG floor. The idea is to build on your existing writing talents, not to sit around and flash your rank badge whenever someone walks by. If it comes to our attention that you have not ever done anything, we will first contact you about it, and then, if nothing follows that meeting, you will be stripped of rank and sent out the door.
Vacations are a different story. If you're visiting Hawaii for a week, and will have no way of keeping in touch with one of us, just drop us a line before heading out and we'll see to it that you don't get sent flying out the door. Two weeks will be the standard maximum vacation time, unless extraordinary circumstances prevent you from posting. (In IFV’s case, away in the army for a month) In such a case, you will just keep your vacation tag until you return.
«5.13 Common Sense»
Common sense is a virtue. Use it. This applies to everything you can do in the Intrepid Genesis, from writing to passing notes. You are required to use proper grammar whenever possible, such as in a story or dueling post. As usual, Gaw's Laws are necessary. Any character that is in higher standing than yours is probably more powerful as well. Keep this in mind when you are fighting along side/against him/her. Finally, read others' posts. It is not too hard to write a nice, flowing post if you know what is going on in the story. Also, as a rule, blatant stupid is not allowed.
«5.14 Cheese Whizzing and God-Moding»
With the exception of the mixed dueling style, there will be no character control whatsoever. You work your character, you opponent will work his. Your character cannot do any of the following: evading every attack, using ki blasts capable of decimating planets, magically killing your opponent without doing anything, and finally, fighting a character that is obviously twice your skill level and still coming out on top.
«5.15 All that is dueling»
Dueling is the heart of the Intrepid Genesis. At the beginning of a duel, you have the option of betting stars against your opponent. The winner will take the pot, leaving the loser several stars short in the end. This gives you an incentive to keep trying until you push your way to the top. Judging will be handled in a different fashion than usual. Rather than using a rubric to determine the winner, the judge will read the opponent's post, and then write a detailed analysis of the duelists' skills. The winner will be the one that the judge thinks fought harder than the other, and this reason will be explained in his/her analysis. Remember, though, not all duels have to be accepted. If your friend declines an offer to duel, you will take it like a man, not start bawling or calling him foul words. Remember 5.11?
«5.1 Faction guidelines»
«5.11 Conduct and Interfaction Relations»
The Intrepid Genesis is based around the idea of being civil. We know how hard this can be for some of you, but a little tact can carry you a long way in this society. If you cannot say anything nice, do not say anything at all, right? Failure to keep your mouth in check could result in a nice star dockage, so, if you value your rank, you will be careful how you act around here. Duels shall be handled civilly as well, whether they are within the IG or not. You are not allowed to badger an opponent about their skills, no matter how much you want to jump through your monitor and strangle them. The same punishment of star loss will be applied if you decide to go on a ranting spree. Remember, anything against the Terms of Service (http://boards.gamefaqs.com/gfaqs/tos.php) is also banned within the faction. We will be watching you.
«5.12 Inactivity and Vacation»
Usually, we frown on inactivity. You older IG folk may find that ironic, but a lot has changed since we were all lazy bums. There is no actual activity requirement, but we will be checking up on you now and then to make sure you are not just a small lump on the IG floor. The idea is to build on your existing writing talents, not to sit around and flash your rank badge whenever someone walks by. If it comes to our attention that you have not ever done anything, we will first contact you about it, and then, if nothing follows that meeting, you will be stripped of rank and sent out the door.
Vacations are a different story. If you're visiting Hawaii for a week, and will have no way of keeping in touch with one of us, just drop us a line before heading out and we'll see to it that you don't get sent flying out the door. Two weeks will be the standard maximum vacation time, unless extraordinary circumstances prevent you from posting. (In IFV’s case, away in the army for a month) In such a case, you will just keep your vacation tag until you return.
«5.13 Common Sense»
Common sense is a virtue. Use it. This applies to everything you can do in the Intrepid Genesis, from writing to passing notes. You are required to use proper grammar whenever possible, such as in a story or dueling post. As usual, Gaw's Laws are necessary. Any character that is in higher standing than yours is probably more powerful as well. Keep this in mind when you are fighting along side/against him/her. Finally, read others' posts. It is not too hard to write a nice, flowing post if you know what is going on in the story. Also, as a rule, blatant stupid is not allowed.
«5.14 Cheese Whizzing and God-Moding»
With the exception of the mixed dueling style, there will be no character control whatsoever. You work your character, you opponent will work his. Your character cannot do any of the following: evading every attack, using ki blasts capable of decimating planets, magically killing your opponent without doing anything, and finally, fighting a character that is obviously twice your skill level and still coming out on top.
«5.15 All that is dueling»
Dueling is the heart of the Intrepid Genesis. At the beginning of a duel, you have the option of betting stars against your opponent. The winner will take the pot, leaving the loser several stars short in the end. This gives you an incentive to keep trying until you push your way to the top. Judging will be handled in a different fashion than usual. Rather than using a rubric to determine the winner, the judge will read the opponent's post, and then write a detailed analysis of the duelists' skills. The winner will be the one that the judge thinks fought harder than the other, and this reason will be explained in his/her analysis. Remember, though, not all duels have to be accepted. If your friend declines an offer to duel, you will take it like a man, not start bawling or calling him foul words. Remember 5.11?
From: Naphtali Grahf
| Posted: 5/18/2004 8:42:53 PM | Message Detail
«5.16 Acceptance/Declination»
Acceptance into the Intrepid Genesis involves successfully proving yourself to our ranks. The first step is to create a nearly original character (minor clichés are accepted), and to write a profile based on him/her in as much detail as possible (see section 3). The second, and perhaps most important, of the two is to respond to a combat situation with a well thought out writing sample that displays your character completing the task assigned to you.
Should you fail at one or both, you will be given a second chance to edit whatever we deem inappropriate for the faction. At this time, you must rewrite certain portions of your biography and/or writing sample, and resubmit them. The maximum number of times one may apply for the Intrepid Genesis is three (3).
«5.17 Amendments»
Amendments to these rules can and will be posted whenever deemed necessary. We reserve the right to change any rule in this whole system, so do not get angry if you happen to be the one that triggers this change. Any motions for a rule change should be emailed to one of the council members for a quick glance-over. If we agree, you will have your wish come true. Remember, amendments can be amended.
«5.18 Topicality Issues»
Topics on the RP/FF are to be posted only by council members or high-ranking officials. These topics will be posted in the following format: "Title of Story/Duel/etc -[Short Description of Topic]-". An example of this would be something like this: "Dawn of New Beginnings -[The Intrepid Genesis Headquarters]-". Remember this, because we will have you executed if you deface our wondrous heading. =D
«5.2 Ranking System»
These ranks are based on your current amount of stars. Ranks are gained by competing in activities or wagering them in duels. As you gain more and more stars and your rank grows, you are granted more privileges.
«5.21 Probation»
Probation is given to those who have broken rules within the IG society. They have no stars, and are not allowed to participate in duels or story topics for a period of one week. From there, their stars and ranks are reinstated.
«5.22 Greenhorn»
Greenhorns are new members within the IG. They are allowed to participate in duels and story topics, and are granted ten (10) stars.
«5.23 Duelist»
Duelists are members that have proven themselves to be capable by winning at least one duel. They have 13 stars at the time of promotion.
«5.24 Adept»
Adepts are the highest class of soldier that one can recieve without special request. They have 16 stars at the time of promotion.
«5.25 Veteran»
The jump to veteran is the major step in the IG process. This rank is purely based on activity. At the time of promotion, the member will gain five stars. These members have the ability to train under a high ranking official.
«5.26 Elite»
Elites are Veterans that have continued to show promise by competing often and applying themselves whenever possible. These students can, with their master's permission, become the second in command of the master's particular skill. At this point, the student can challenge the master to take over his position. These members recieve ten additional stars to their current total.
«5.27 Legendary»
Legendary members are the Council's advisors. Some hold special positions, such as Guildmasters and Ambassadors, while the Mayor runs things behind the scenes while the Generals aid the Council directly. These members gain ten stars at the time of promotion. They can now take on willing apprentices and create topics that actually mean something to the faction. =D
«5.28 Paramount»
Paramounts are members of the Council as well as standard members who have earned over 50 stars. At this point, there are no restrictions as to what these members can do.
Acceptance into the Intrepid Genesis involves successfully proving yourself to our ranks. The first step is to create a nearly original character (minor clichés are accepted), and to write a profile based on him/her in as much detail as possible (see section 3). The second, and perhaps most important, of the two is to respond to a combat situation with a well thought out writing sample that displays your character completing the task assigned to you.
Should you fail at one or both, you will be given a second chance to edit whatever we deem inappropriate for the faction. At this time, you must rewrite certain portions of your biography and/or writing sample, and resubmit them. The maximum number of times one may apply for the Intrepid Genesis is three (3).
«5.17 Amendments»
Amendments to these rules can and will be posted whenever deemed necessary. We reserve the right to change any rule in this whole system, so do not get angry if you happen to be the one that triggers this change. Any motions for a rule change should be emailed to one of the council members for a quick glance-over. If we agree, you will have your wish come true. Remember, amendments can be amended.
«5.18 Topicality Issues»
Topics on the RP/FF are to be posted only by council members or high-ranking officials. These topics will be posted in the following format: "Title of Story/Duel/etc -[Short Description of Topic]-". An example of this would be something like this: "Dawn of New Beginnings -[The Intrepid Genesis Headquarters]-". Remember this, because we will have you executed if you deface our wondrous heading. =D
«5.2 Ranking System»
These ranks are based on your current amount of stars. Ranks are gained by competing in activities or wagering them in duels. As you gain more and more stars and your rank grows, you are granted more privileges.
«5.21 Probation»
Probation is given to those who have broken rules within the IG society. They have no stars, and are not allowed to participate in duels or story topics for a period of one week. From there, their stars and ranks are reinstated.
«5.22 Greenhorn»
Greenhorns are new members within the IG. They are allowed to participate in duels and story topics, and are granted ten (10) stars.
«5.23 Duelist»
Duelists are members that have proven themselves to be capable by winning at least one duel. They have 13 stars at the time of promotion.
«5.24 Adept»
Adepts are the highest class of soldier that one can recieve without special request. They have 16 stars at the time of promotion.
«5.25 Veteran»
The jump to veteran is the major step in the IG process. This rank is purely based on activity. At the time of promotion, the member will gain five stars. These members have the ability to train under a high ranking official.
«5.26 Elite»
Elites are Veterans that have continued to show promise by competing often and applying themselves whenever possible. These students can, with their master's permission, become the second in command of the master's particular skill. At this point, the student can challenge the master to take over his position. These members recieve ten additional stars to their current total.
«5.27 Legendary»
Legendary members are the Council's advisors. Some hold special positions, such as Guildmasters and Ambassadors, while the Mayor runs things behind the scenes while the Generals aid the Council directly. These members gain ten stars at the time of promotion. They can now take on willing apprentices and create topics that actually mean something to the faction. =D
«5.28 Paramount»
Paramounts are members of the Council as well as standard members who have earned over 50 stars. At this point, there are no restrictions as to what these members can do.
From: In Ferro Veritas
| Posted: 5/18/2004 8:44:33 PM | Message Detail
«5.29 Riskbreaker»
Riskbreakers are the cream of the crop. They are standard members who have gained 75+ stars. They are the best and brightest of our forces, and show an unparallel dedication to the faction. There are no additional privileges, aside from the fabled tag itself.
«5.3 Roster and Hierarchy»
«5.31 Council Positions»
The Council runs the faction. Simple as that. These ranks head all the way back to the original Intrepid Genesis, where the council members were Elbonian Man, Kalisto Myraid, Not So Dark Mage, and Omni Mage.
«5.311 Sensei - In Ferro Veritas»
The Sensei manages the newer members of the faction. He watches over them, paying close attention to their development, and perhaps passing along some advice here and there. He also helps to teach the fundamentals of character development and other things that will aid in the new member's writing.
«5.312 Treasurer - XtremeLeader»
The Treasurer deals with the numbers. He archives topics, keeps tabs on members, and makes sure that stars end up in the right places. This is a newer position, recently added to take some of the load off the original council. The Treasurer also keeps a detailed database on an external website for reference.
«5.313 Councilor - Naphtali Grahf»
The Councilor is the main person who handles all affairs within the faction. He will assign promotions or demotions, handle arguments, and act as board emissaries. If problems arise in the system, this will be your go to man. All disputes should be forwarded to him before you both lose your ranks.
«5.314 Champion - -[Open]- »
The Champion is the prize duelist of the faction. His skills are unrivaled, and he has been deemed the most proficient duelist in the IG. The Champion handles tournaments, and is used to represent the faction in a battle royal occasion.
«5.32 High Ranking Officials»
High Ranking Officials do most of the important things in the IG that help to move it forward in terms of activity.
«5.321 Mayor - -[Open]- »
The Mayor creates main-story related RPGs and Quests. Anything that requires the whole Intrepid Genesis will be under his/her reign.
«5.322 Guildmaster – Shinta von Weizegger »
The Guildmaster creates side-story quests in which one or several members can take part in to earn some extra wage. The role of quests in the Intrepid Genesis will be a major factor in promotions.
«5.323 Generals»
The Generals control most of what goes on in the absence of the Council. They plot and plan, and help aid the other members in creating tasks to move the faction forward. These members, are in a sense, the Second in Commands of the Intrepid Genesis.
«5.324 Ambassadors»
Ambassadors deal with minor disputes within, or outside of, the IG. These members take over for the Councilor, or aid him when necessary.
«5.33 Genesis Recruits»
Genesis recruits are members without a standing rank. We don't know why. They just are.
«5.34 Inactive Members»
Inactive members are those who have disappeared off the face of the earth. After two weeks on this list, they will be dropped into probation.
«5.35 Pending Decision»
The pending rank is a rank that is temporarily assigned while we lazy bastards fight about whether to let you in or not.
«5.36 Hall of Shame»
The Hall of Shame is a dreadful rank given to those who have failed the acception process for three consecutive times. We hope we won't have to update this very often.
Riskbreakers are the cream of the crop. They are standard members who have gained 75+ stars. They are the best and brightest of our forces, and show an unparallel dedication to the faction. There are no additional privileges, aside from the fabled tag itself.
«5.3 Roster and Hierarchy»
«5.31 Council Positions»
The Council runs the faction. Simple as that. These ranks head all the way back to the original Intrepid Genesis, where the council members were Elbonian Man, Kalisto Myraid, Not So Dark Mage, and Omni Mage.
«5.311 Sensei - In Ferro Veritas»
The Sensei manages the newer members of the faction. He watches over them, paying close attention to their development, and perhaps passing along some advice here and there. He also helps to teach the fundamentals of character development and other things that will aid in the new member's writing.
«5.312 Treasurer - XtremeLeader»
The Treasurer deals with the numbers. He archives topics, keeps tabs on members, and makes sure that stars end up in the right places. This is a newer position, recently added to take some of the load off the original council. The Treasurer also keeps a detailed database on an external website for reference.
«5.313 Councilor - Naphtali Grahf»
The Councilor is the main person who handles all affairs within the faction. He will assign promotions or demotions, handle arguments, and act as board emissaries. If problems arise in the system, this will be your go to man. All disputes should be forwarded to him before you both lose your ranks.
«5.314 Champion - -[Open]- »
The Champion is the prize duelist of the faction. His skills are unrivaled, and he has been deemed the most proficient duelist in the IG. The Champion handles tournaments, and is used to represent the faction in a battle royal occasion.
«5.32 High Ranking Officials»
High Ranking Officials do most of the important things in the IG that help to move it forward in terms of activity.
«5.321 Mayor - -[Open]- »
The Mayor creates main-story related RPGs and Quests. Anything that requires the whole Intrepid Genesis will be under his/her reign.
«5.322 Guildmaster – Shinta von Weizegger »
The Guildmaster creates side-story quests in which one or several members can take part in to earn some extra wage. The role of quests in the Intrepid Genesis will be a major factor in promotions.
«5.323 Generals»
The Generals control most of what goes on in the absence of the Council. They plot and plan, and help aid the other members in creating tasks to move the faction forward. These members, are in a sense, the Second in Commands of the Intrepid Genesis.
«5.324 Ambassadors»
Ambassadors deal with minor disputes within, or outside of, the IG. These members take over for the Councilor, or aid him when necessary.
«5.33 Genesis Recruits»
Genesis recruits are members without a standing rank. We don't know why. They just are.
«5.34 Inactive Members»
Inactive members are those who have disappeared off the face of the earth. After two weeks on this list, they will be dropped into probation.
«5.35 Pending Decision»
The pending rank is a rank that is temporarily assigned while we lazy bastards fight about whether to let you in or not.
«5.36 Hall of Shame»
The Hall of Shame is a dreadful rank given to those who have failed the acception process for three consecutive times. We hope we won't have to update this very often.
From: In Ferro Veritas
| Posted: 5/18/2004 8:45:08 PM | Message Detail
«6. Story this time around»
Kotir was now a city of plain and solid mud brick. Buildings after buildings crafted of mud had confronted citizens day after day. The streets were wide enough to accommodate the large numbers of traders’ wagons, and they too were paved with brick. Dressed in their native brown, the Koti themselves looked like creations of mud. The main street lead directly into the gate surrounding the palace, which was a large cathedral type building of brown and red stone, with brilliant stained glass windows and broad oak doors. Flocks of children begged for copper coins, and adults held them back from a passing ruffian. Their clinched eye muscles showed their hatred for the officials. As usual however, the ruffian ignored them and continued to the Bazaar. Located at the four-way junction on the main road, the market was a veritable city within a city. However, where Kotir proper stood with its tall tenements and barracks of the ruling powers, the market was a tent city. Sheets fluttered in the wind like open sails on the sea.
Then there were the people. Foreigners dressed too heavily for this heat, traded amber next to other foreigners dealing in silver with foreign blacksmiths while the ruffian guards looked on. Nevertheless, the most pronounced were the ruffians and officials themselves: the men were clean-shaven, unless permitted to do otherwise, and well disciplined, while the women wore their hair long, or braided. Both sexes invariably garbed themselves in loose white clothing to show their stature. A marching band of ruffians was in the process of patrolling the streets, as resistance members who did not like the current government eyed them suspiciously. A step down the wrong alley was dangerous. A small riot broke out between poor rebels and the ruffian group, though the ruffians laughed aloud and held steady the grips of their weapons. Only the ruling powers were permitted to carry weapons and the Koti knew it. Metal clashed with metal, sword against flesh, and stone on bone, in the central market as screams echoed in the ears of townsfolk who did nothing but watch the slaughter. They were used to it; rebellion was unheard of now in Kotir — rebellion meant death.
Kotir was now a city of plain and solid mud brick. Buildings after buildings crafted of mud had confronted citizens day after day. The streets were wide enough to accommodate the large numbers of traders’ wagons, and they too were paved with brick. Dressed in their native brown, the Koti themselves looked like creations of mud. The main street lead directly into the gate surrounding the palace, which was a large cathedral type building of brown and red stone, with brilliant stained glass windows and broad oak doors. Flocks of children begged for copper coins, and adults held them back from a passing ruffian. Their clinched eye muscles showed their hatred for the officials. As usual however, the ruffian ignored them and continued to the Bazaar. Located at the four-way junction on the main road, the market was a veritable city within a city. However, where Kotir proper stood with its tall tenements and barracks of the ruling powers, the market was a tent city. Sheets fluttered in the wind like open sails on the sea.
Then there were the people. Foreigners dressed too heavily for this heat, traded amber next to other foreigners dealing in silver with foreign blacksmiths while the ruffian guards looked on. Nevertheless, the most pronounced were the ruffians and officials themselves: the men were clean-shaven, unless permitted to do otherwise, and well disciplined, while the women wore their hair long, or braided. Both sexes invariably garbed themselves in loose white clothing to show their stature. A marching band of ruffians was in the process of patrolling the streets, as resistance members who did not like the current government eyed them suspiciously. A step down the wrong alley was dangerous. A small riot broke out between poor rebels and the ruffian group, though the ruffians laughed aloud and held steady the grips of their weapons. Only the ruling powers were permitted to carry weapons and the Koti knew it. Metal clashed with metal, sword against flesh, and stone on bone, in the central market as screams echoed in the ears of townsfolk who did nothing but watch the slaughter. They were used to it; rebellion was unheard of now in Kotir — rebellion meant death.
From: XtremeLeader
| Posted: 5/18/2004 8:45:32 PM | Message Detail
Clusters of pots clattered and banged as the peddlers wagon rumbled
over the heavy rocks of the main road. Still surrounded by a crowd of
youth and children, the peddler reined his horses to a stop. From every
direction, people broke from their normal duties and ran to the wagon.
The rebellion was forgotten as the dead rebels were kicked into an
alleyway, and left alone. The ruffians watched the wagon from afar as
the peddler bartered food and water to the masses. Several paces from
the peddler stood an old beggar who squatted over an open sewer,
relieving himself beneath his tattered robes. Once he was finished, he
limped back to a vague corner in the square, resuming his call for
coins to people rushing to the wagon. A sudden gust of wind swirled
road dust up around him, obscuring everything. The old man blinked, and
wiped his eyes as he turned his face to the sound of upcoming
footsteps. "A coin for an old friend?" the man rang out at the
footsteps, as he still wiped his eyes.
When his sight returned however, the man gasped at the sight that had been in front of him. A few feet away from the old man stood an urbane-faced silver-haired elf, a slash across the bridge of his nose, and his stark white pupils stared down at him. Beside the elf stood another figure, a youth of human lineage, a strong stature, but with brilliant ice blue eyes offset by a slight frown upon his face. The old man backed up quickly, his eyes locked duly on the slowly advancing elf who had been garbed in a heavy white cloth tunic and black leather pants. The old man stammered. “You… you are Kalisto Myraid… leave now! The old legacy is no more, it’s over!” the man meekly cried out as he fell upon his rear end, his hands outstretched in fear. The elf went on for a few steps, but the youth had stopped him, and had grabbed his arm, his earthly green robe blowing in the slight wind. The old man, with a few moments break, ran out into the open market shouting and pointing at the elf that had arrived a few moments before, causing quite a stir with the ruffian group.
"Oh, so there's a legacy now? Who are you really? You lied to my father about your name," the youth growled at the elf, his brown hair falling into his eyes. The elf pulled free of the youths grasp, and turned to the group that was beginning to muster, a group of warriors. "That name is no more, young John Daemion. I am who I said I am, Cali-Bryn Faeroe, and your father understood. Our legacy was that of a group of elite warriors, bred strong as fighters with our morals and beliefs. Now, it is a memory, nothing more. Your father's dream was to have it reign again, and when I came I vowed to make it happen for an old friend," The elf paused, and then he looked the youth in the eyes. "You are here to have his bloodline run strong with mine, as it had once did before, just with a new generation of youth. Soon you will see where it all started, and no more questions will be needed."
The elf turned abruptly towards the on-coming group of ruffians without expecting another word from the youth. As the group advanced, the elf began to prepare for their charge as a bright flash and a thundering crack emerged from each of the warriors hands. The light dimmed, and in the elfs hands were are pair of short war swords, roughly twenty inches long, and seemingly made of pure crystal. “My Kristalliis will end your lives,” the elf solemnly spoke as the men engaged him and John, weapons flaring as the officials shouted cries of anger. “How long will you last?” the elf asked the masses, but realized shortly after that they did not enjoy his talk. The elf narrowed his eyes as he watched the six ruffian charge. He pointed out all of their weaknesses and planned to exploit them one by one, to achieve maximum speed. Not a single crease of his clothing shifted as he waited for the precise moment to strike. In the corner of his eye, the elf noticed that John was in position as well.
When his sight returned however, the man gasped at the sight that had been in front of him. A few feet away from the old man stood an urbane-faced silver-haired elf, a slash across the bridge of his nose, and his stark white pupils stared down at him. Beside the elf stood another figure, a youth of human lineage, a strong stature, but with brilliant ice blue eyes offset by a slight frown upon his face. The old man backed up quickly, his eyes locked duly on the slowly advancing elf who had been garbed in a heavy white cloth tunic and black leather pants. The old man stammered. “You… you are Kalisto Myraid… leave now! The old legacy is no more, it’s over!” the man meekly cried out as he fell upon his rear end, his hands outstretched in fear. The elf went on for a few steps, but the youth had stopped him, and had grabbed his arm, his earthly green robe blowing in the slight wind. The old man, with a few moments break, ran out into the open market shouting and pointing at the elf that had arrived a few moments before, causing quite a stir with the ruffian group.
"Oh, so there's a legacy now? Who are you really? You lied to my father about your name," the youth growled at the elf, his brown hair falling into his eyes. The elf pulled free of the youths grasp, and turned to the group that was beginning to muster, a group of warriors. "That name is no more, young John Daemion. I am who I said I am, Cali-Bryn Faeroe, and your father understood. Our legacy was that of a group of elite warriors, bred strong as fighters with our morals and beliefs. Now, it is a memory, nothing more. Your father's dream was to have it reign again, and when I came I vowed to make it happen for an old friend," The elf paused, and then he looked the youth in the eyes. "You are here to have his bloodline run strong with mine, as it had once did before, just with a new generation of youth. Soon you will see where it all started, and no more questions will be needed."
The elf turned abruptly towards the on-coming group of ruffians without expecting another word from the youth. As the group advanced, the elf began to prepare for their charge as a bright flash and a thundering crack emerged from each of the warriors hands. The light dimmed, and in the elfs hands were are pair of short war swords, roughly twenty inches long, and seemingly made of pure crystal. “My Kristalliis will end your lives,” the elf solemnly spoke as the men engaged him and John, weapons flaring as the officials shouted cries of anger. “How long will you last?” the elf asked the masses, but realized shortly after that they did not enjoy his talk. The elf narrowed his eyes as he watched the six ruffian charge. He pointed out all of their weaknesses and planned to exploit them one by one, to achieve maximum speed. Not a single crease of his clothing shifted as he waited for the precise moment to strike. In the corner of his eye, the elf noticed that John was in position as well.
From: XtremeLeader
| Posted: 5/18/2004 8:45:54 PM | Message Detail
Swiftly, in a dull azure haze, John let a torrent of ice rip free from
his outstretched hands impaling one of the Ruffians with several
icicles as he fell free to the ground. At the same time, the elfin man
rushed forward with a lithe dash. He moved at an incredible speed
towards his assailants, purposely locking his left sword against the
right-most Ruffian’s and his mace. The elf pushed forward with his left
arm, pressing his assailant back as he let out a wry smile. Suddenly,
two of the Ruffian left their position and appeared to the left and
right of the John, as they lashed out in unison with their longswords.
In response, with a quick movement, the youth slapped them away with
the broadside of the Nydiar, his father’s sword-staff. Each sword swung
out in a wide arc away from its wielder — then, slashing with his
Nydiar the opposite way, the stroke glanced off the other blades as
sparks fell like rain to the earth as the outcome of clashing blades.
With another fluent maneuver, the youth jabbed the Nydiar, first to the
left, then to the other side of him, each stab cutting through the
flimsy fabric that covered each warrior’s guts as the blood came freely
from the wound.
As a follow-up, the elf quickly brought each blade into the side of the mace-wielding warrior’s unaware head. The sickening sound of crushed bone was harsh and echoed about the market place, the other three Ruffians jumped back in disbelief. The stricken warrior’s eyes glinted with death as he fell to the ground with a thud, his mace clashed loudly at his side as the elf turned to the other two. Crimson rivers poured underneath the three slain fighters, the blood running freely from each fallen warrior. The scarlet tears rolled down the mace-warriors face, as it caressed each of his features with a gentle yet biting touch. John was the same way, standing amidst the two foes he had slain. “Four down, two are remaining,” the elf began to say as he advanced slowly. “I got these, John Daemion.” He added as a spear-user cried out as he rushed blindly at the elfin warrior. The spearman rushed forward, the Ruffians face contorted into an expression of repressed fury, and with a deafening yell, the Ruffian slammed the shaft of his spear into the two crossed blades in the elfin hands.
The stunned Ruffian was marveled that the elf had blocked the strike as easily as he did, as the cool crystal blade swept by, brushing by his chin. The elf suddenly shifted his left blade down in a diagonal swing, as he slashed at his foe. The crystal sword slid under the Ruffian’s metallic armor as it pierced through the tunic that his assailant wore, shredding the material covering his lower abdomen. His assailant released a shallow breath and took in an even thinner one as blood seeped from the corners of his pursed lips, mixing with the almost dried blood that still ran down his face from his fallen comrade. The elf withdrew the Kristalliis, taking a step back to prepare for his next attack. The remaining Ruffian had little time to think as the elf rushed forward with a horizontally aimed slice. In a quick reaction, the last Ruffian brought his broad sword to a defensive position, as a vehement spine tingling crack resulted as it echoed across the rooftops, followed by the growling of a man in serious pain. The shock waves of the attack reverberated through the man cracking his skeletal support in several places.
As a follow-up, the elf quickly brought each blade into the side of the mace-wielding warrior’s unaware head. The sickening sound of crushed bone was harsh and echoed about the market place, the other three Ruffians jumped back in disbelief. The stricken warrior’s eyes glinted with death as he fell to the ground with a thud, his mace clashed loudly at his side as the elf turned to the other two. Crimson rivers poured underneath the three slain fighters, the blood running freely from each fallen warrior. The scarlet tears rolled down the mace-warriors face, as it caressed each of his features with a gentle yet biting touch. John was the same way, standing amidst the two foes he had slain. “Four down, two are remaining,” the elf began to say as he advanced slowly. “I got these, John Daemion.” He added as a spear-user cried out as he rushed blindly at the elfin warrior. The spearman rushed forward, the Ruffians face contorted into an expression of repressed fury, and with a deafening yell, the Ruffian slammed the shaft of his spear into the two crossed blades in the elfin hands.
The stunned Ruffian was marveled that the elf had blocked the strike as easily as he did, as the cool crystal blade swept by, brushing by his chin. The elf suddenly shifted his left blade down in a diagonal swing, as he slashed at his foe. The crystal sword slid under the Ruffian’s metallic armor as it pierced through the tunic that his assailant wore, shredding the material covering his lower abdomen. His assailant released a shallow breath and took in an even thinner one as blood seeped from the corners of his pursed lips, mixing with the almost dried blood that still ran down his face from his fallen comrade. The elf withdrew the Kristalliis, taking a step back to prepare for his next attack. The remaining Ruffian had little time to think as the elf rushed forward with a horizontally aimed slice. In a quick reaction, the last Ruffian brought his broad sword to a defensive position, as a vehement spine tingling crack resulted as it echoed across the rooftops, followed by the growling of a man in serious pain. The shock waves of the attack reverberated through the man cracking his skeletal support in several places.
From: Naphtali Grahf
| Posted: 5/18/2004 8:46:47 PM | Message Detail
The sturdy man seemed to sway as if an earthquake had just smashed full
force into his sides, but he steadied one last time, again finding
himself in mid-battle with the elf. The left blade descended onto his
broadsword, and with a piercing howl, the Ruffian hollered out in pain.
His weapon dropped from his limp arm, twitching with the immense pain
rushing from his fingertips to his forearm, to his bicep, to his
shoulder and up his neck, and finally the pain collided, with a
colossal impact with his brain, as the man died of intense pain. The
elf let out a low eerie prayer as the blades seemingly faded away into
nothingness. “See John, this is why your father wanted you to accompany
me,” the elf said, as he took a deep breath. “You have skills just like
he did in his youth, and wanted you to pass on that skill.” the elf
said, a little… softer, than he intended, as he walked towards the
palace.
"Well," said the Myrian, brushing the blood off his robe, "I suppose I can't disappoint him." The youth said, as he and the elf walked through the corridors. As they walked, voices called to them from inside the narrow alleyways. The voices of resistance members beckoning them to join with them to overthrow the government, but their words were useless and unheard; the two had a goal, and they would achieve it. A hand lurched out them as the elf caught it by the wrist, as he stood, staring into the eyes of a young pickpocket who failed. “You can’t kill me!” the youth cried, shrinking away from the elf, but the elf seemed like he was not listening. Without another thought, the elf tossed the child away with a force that rendered the child unconscious, and the elf had abruptly turned on his heel. “If a man is determined to kill you,” the elf spoke while the corner of this eye watched the people gathered around the unconscious child. “Then you’re dead.” he added before his booted footsteps rang forebodingly in the ears of all who heard.
A long narrow corridor between buildings ran straight and true before the two figures, and asking the direction towards the palace was not needed - there was only one possible way to go, and that was straight. The elf counted six thin alleyways, darker than their surroundings - three on his left, and three on his right, spaced evenly until the elf came to a steel reinforced, baked clay door that stood at the face of a large wall. The elf let John ahead, as he pushed the door as it swung open silently, an indication that it had been used frequently. Gliding inside, after the youth, the elf had noticed he had been walking though the ancient and well-used corridor that was massively wide and straight leading to the large palace. The stones on the ground were cracked and in some places missing entirely, while some were overgrown with mosses, but the ground was surprisingly sturdy. Bare trees, flowers, and twigs creaked and crunched under the elves footsteps as his footsteps echoed like a beating of a waning heart. The palace itself stood in the middle of the large court, surrounded by the thick castle wall formed of steel and clay.
"Well," said the Myrian, brushing the blood off his robe, "I suppose I can't disappoint him." The youth said, as he and the elf walked through the corridors. As they walked, voices called to them from inside the narrow alleyways. The voices of resistance members beckoning them to join with them to overthrow the government, but their words were useless and unheard; the two had a goal, and they would achieve it. A hand lurched out them as the elf caught it by the wrist, as he stood, staring into the eyes of a young pickpocket who failed. “You can’t kill me!” the youth cried, shrinking away from the elf, but the elf seemed like he was not listening. Without another thought, the elf tossed the child away with a force that rendered the child unconscious, and the elf had abruptly turned on his heel. “If a man is determined to kill you,” the elf spoke while the corner of this eye watched the people gathered around the unconscious child. “Then you’re dead.” he added before his booted footsteps rang forebodingly in the ears of all who heard.
A long narrow corridor between buildings ran straight and true before the two figures, and asking the direction towards the palace was not needed - there was only one possible way to go, and that was straight. The elf counted six thin alleyways, darker than their surroundings - three on his left, and three on his right, spaced evenly until the elf came to a steel reinforced, baked clay door that stood at the face of a large wall. The elf let John ahead, as he pushed the door as it swung open silently, an indication that it had been used frequently. Gliding inside, after the youth, the elf had noticed he had been walking though the ancient and well-used corridor that was massively wide and straight leading to the large palace. The stones on the ground were cracked and in some places missing entirely, while some were overgrown with mosses, but the ground was surprisingly sturdy. Bare trees, flowers, and twigs creaked and crunched under the elves footsteps as his footsteps echoed like a beating of a waning heart. The palace itself stood in the middle of the large court, surrounded by the thick castle wall formed of steel and clay.
From: Naphtali Grahf
| Posted: 5/18/2004 8:47:21 PM | Message Detail
“This, young Daemion,” the elf began as he motioned his hand towards
the buildings in front of him. “Is our legacy.” It was a massive
building of sun-dried brick, steel, and was adorned with a stained
glass window on all sides. It was a brilliant image, and was beautiful
as it was strong, and it betrayed the image that the townsfolk
portrayed on the city. The citadel looked over the city, its face like
a miserable frown. Surrounding the palace on all sides but the front
were tall and bulky-shaped buildings that lined the roads into the
palace. These tall buildings were the quarters of the Ruffians, and the
other various officials. At each corner of each building was a typical
outpost for soldiers guarding the citadel. Yet today must have been a
carefree day, as the towers were unmanned, abandoned, and vulnerable.
These buildings were sun-dried brick too, and were just as fortified as
the main palace, a sure-set defence if one had been defending. Two
barred oaken doors with iron fittings stood in front of the two figures
as they stopped at the palace door. The elf knocked once and chuckled
to himself.
The elf suddenly kicked the doors in the center, as each door gave way and swung into a long hallway - the walls had been bare, and on each side of the hall had been two staircases, sturdy wooden staircases with furnished bronze as guardrails. “It’s quiet,” the elf spoke to his gods as he awaited a response. A few moments later, the elf nodded. “It will be ours once again, like before, Corren.” he added as he walked up the left staircase, while the young human walked up the left. It did not take long before voices were heard, and each of the two men deftly moved into the shadows behind a doorway leading into the central office area. “I want them found, and killed.” A man shouted out as three Ruffians rushed out the room; their faces flushed red with anger and embarrassment. The two did not bother with these figures, as they slid into the room quietly as the man who was commanding sat staring out a window facing a garden behind him. A huge table and a large fireplace dominated this room, and several chairs lined the table with a larger chair in the central part of the room, facing the table. Maps and paperwork lined the table, and bookcases of several types were filled with even more diverse books lined the room.
A narrow staircase on the right side led to the little observation post on the roof, which meant that the room was the central part of the cathedral. “It seems you are all alone,” the elf spoke, his deep baritone voice was emotionless but beautiful at the same time. The man turned around with wide eyes as a bright flash erupted in the room, with a loud crash of what sounded like thunder. The sickening crunch of blade through skull was the last sound that came from the lone man. “This castle is ours, my friend.” the elf spoke to what had seemed like himself, as his fingers wrapped around the cross lying on the pale lords dead body. A froth of blood seeped from the lords ashen lips as the elf tore the cross roughly from the neck. The Ruffians returned only to see their leader, spread eagled on the floor, his shaven head split cleanly in half, his body caked in blood. John stepped forward, his hand at his back, grasping the hardwood of the Nydiar. Knowing sure defeat if they tried to resist, the Ruffian, one by one, knelt, covering their mouths from the gruesome sight, and to hide their shame.
The elf suddenly kicked the doors in the center, as each door gave way and swung into a long hallway - the walls had been bare, and on each side of the hall had been two staircases, sturdy wooden staircases with furnished bronze as guardrails. “It’s quiet,” the elf spoke to his gods as he awaited a response. A few moments later, the elf nodded. “It will be ours once again, like before, Corren.” he added as he walked up the left staircase, while the young human walked up the left. It did not take long before voices were heard, and each of the two men deftly moved into the shadows behind a doorway leading into the central office area. “I want them found, and killed.” A man shouted out as three Ruffians rushed out the room; their faces flushed red with anger and embarrassment. The two did not bother with these figures, as they slid into the room quietly as the man who was commanding sat staring out a window facing a garden behind him. A huge table and a large fireplace dominated this room, and several chairs lined the table with a larger chair in the central part of the room, facing the table. Maps and paperwork lined the table, and bookcases of several types were filled with even more diverse books lined the room.
A narrow staircase on the right side led to the little observation post on the roof, which meant that the room was the central part of the cathedral. “It seems you are all alone,” the elf spoke, his deep baritone voice was emotionless but beautiful at the same time. The man turned around with wide eyes as a bright flash erupted in the room, with a loud crash of what sounded like thunder. The sickening crunch of blade through skull was the last sound that came from the lone man. “This castle is ours, my friend.” the elf spoke to what had seemed like himself, as his fingers wrapped around the cross lying on the pale lords dead body. A froth of blood seeped from the lords ashen lips as the elf tore the cross roughly from the neck. The Ruffians returned only to see their leader, spread eagled on the floor, his shaven head split cleanly in half, his body caked in blood. John stepped forward, his hand at his back, grasping the hardwood of the Nydiar. Knowing sure defeat if they tried to resist, the Ruffian, one by one, knelt, covering their mouths from the gruesome sight, and to hide their shame.
From: In Ferro Veritas
| Posted: 5/18/2004 8:47:37 PM | Message Detail
“We are your lords and commanders now,” the elf spoke, his deep voice
echoing off the walls of the room. “Everything here will now belong to
its rightful owners, like once before.” the elf spoke again as he
pointed out the redbrick buildings. “You, the ruffians, will be sent
home or assimilated into what this place has always been called.” The
elf turned on his heel, and tossed the bloody cross outside the window.
A moments silence passed as the elf moved to sit in the large redwood
chair, while he stared to the doorway. A Ruffian slowly came into the
room, made a holy gesture, and dragged the old commander from the room,
the bloodstain leaving a dark trail to the door. As the body slid
across the floor, the emerald-robed man narrowed his eyes and began to
realize what needed to be accomplished. "How did this...how did this
happen?" The elf stood up and walked over the large window, as he
placed his hands on it and leaned on the glass. “Alright, John… I will
explain everything now that we have the time. I’ll explain it from the
beginning.” the elf took a break, and turned to look at John.
“About thirty years ago, Tahakra Kagemusha started the rise of the Intrepid Genesis with his first recruit, Chris Rawling. Other recruits, namely myself, had also risen in rank after only a few years with the Intrepid Genesis. Tahakra resigned, and Chris Rawling took over command, with me by his side. Your father had joined a little after that, and that is where our legacy began. We had thousands of people in this city, training, and living like warriors. We bred them strong, but the times became weary on us. Slowly, our grip on the whole thing was lessening, and we disbanded because we lost sight of our purpose… among other things.” the elf turned back around to John. “It was your fathers undying loyalty to the cause which kept the memory alive in him. After my unfortunate turn of events, I came to your father a few years ago with news of the new inhabitant of our head quarters. You were only young then. He told me to come back when you were grown up, because he felt he was too old to do it again. So, I did, and this is where you come in.”
"I understand. He didn't want to turn his back on his heritage. My father is a good man, and I can only dream of accomplishing what he has... This is merely the beginning. I'm ready to take back what is rightfully ours, Cali." John's eyes weaved about the room, taking in his father's youth and making it his own. He was ready to give it his all. The elf nodded, it was all that was needed. A ruffian entered, and took a slight bow. “Sirs, the townspeople are beginning to hear of your ascent, what should we do?” Cali walked forward, and took the youth by the hand, raising him up. “First you don’t bow, and second you help spread the word. We want people swarming in this place as it once did before. Everything will be like it was thirty years ago, and this time we’ll keep it together.” The ruffian nodded, and he left quickly. Cali-Bryn turned to the window as the sun began to peek gracefully through the clouds; it was an image that he stared on those many years before. Now, with John Daemion, the Intrepid Genesis can go into the youth, and they can share the memory again. The memory of a fearless new beginning, the memory of the Intrepid Genesis.
“About thirty years ago, Tahakra Kagemusha started the rise of the Intrepid Genesis with his first recruit, Chris Rawling. Other recruits, namely myself, had also risen in rank after only a few years with the Intrepid Genesis. Tahakra resigned, and Chris Rawling took over command, with me by his side. Your father had joined a little after that, and that is where our legacy began. We had thousands of people in this city, training, and living like warriors. We bred them strong, but the times became weary on us. Slowly, our grip on the whole thing was lessening, and we disbanded because we lost sight of our purpose… among other things.” the elf turned back around to John. “It was your fathers undying loyalty to the cause which kept the memory alive in him. After my unfortunate turn of events, I came to your father a few years ago with news of the new inhabitant of our head quarters. You were only young then. He told me to come back when you were grown up, because he felt he was too old to do it again. So, I did, and this is where you come in.”
"I understand. He didn't want to turn his back on his heritage. My father is a good man, and I can only dream of accomplishing what he has... This is merely the beginning. I'm ready to take back what is rightfully ours, Cali." John's eyes weaved about the room, taking in his father's youth and making it his own. He was ready to give it his all. The elf nodded, it was all that was needed. A ruffian entered, and took a slight bow. “Sirs, the townspeople are beginning to hear of your ascent, what should we do?” Cali walked forward, and took the youth by the hand, raising him up. “First you don’t bow, and second you help spread the word. We want people swarming in this place as it once did before. Everything will be like it was thirty years ago, and this time we’ll keep it together.” The ruffian nodded, and he left quickly. Cali-Bryn turned to the window as the sun began to peek gracefully through the clouds; it was an image that he stared on those many years before. Now, with John Daemion, the Intrepid Genesis can go into the youth, and they can share the memory again. The memory of a fearless new beginning, the memory of the Intrepid Genesis.
From: In Ferro Veritas
| Posted: 5/18/2004 8:48:02 PM | Message Detail
This is where you can get creative. You have heard the rumors. Legends
that are passed down tend to lose accuracy with each telling, this no
exception. This is the story of the Intrepid Genesis... The Dawn of a
Fearless New Beginning... So, go and post… now >_>
---
In Ferro Veritas - In the Sword is Truth
~=«{The Incurable Romantic of the Crimson Void}»=~
---
In Ferro Veritas - In the Sword is Truth
~=«{The Incurable Romantic of the Crimson Void}»=~
From: Adsurgo
| Posted: 5/18/2004 8:49:37 PM | Message Detail
*calls the first sign up*
Its coming in a few minutes, don't interrupt! =O
---
~Wind Mage~
~~~Without the pretty little streamers, sigs are nothing.~~~
Its coming in a few minutes, don't interrupt! =O
---
~Wind Mage~
~~~Without the pretty little streamers, sigs are nothing.~~~
From: MarioGuy
| Posted: 5/18/2004 8:49:49 PM | Message Detail
Rawr. Sign-up coming soon, with hope and a great deal of effort. =)
---
. . . ¤ the sublime epiphany ¤ . . .
—Second-in-Command of the Dojang—
---
. . . ¤ the sublime epiphany ¤ . . .
—Second-in-Command of the Dojang—
From: XtremeLeader
| Posted: 5/18/2004 8:49:51 PM | Message Detail
Sorry for the sucky Table of Contents. GameFAQs didn't format it right. =/
---
"[If George W. Bush decided to join GameFAQs,] he'd probably be banned for repeated board invasions." — ConfusedGuy
---
"[If George W. Bush decided to join GameFAQs,] he'd probably be banned for repeated board invasions." — ConfusedGuy
From: Chimed Homicidal
| Posted: 5/18/2004 8:49:53 PM | Message Detail
You vile three!
>_>;;
I guess I'd better start reading. ¬_¬;;;
---
. . .•it’s not a matter of passion; I was mistaken, it’s for the the complexity of human’s crave for gore.•
>_>;;
I guess I'd better start reading. ¬_¬;;;
---
. . .•it’s not a matter of passion; I was mistaken, it’s for the the complexity of human’s crave for gore.•
From: Adsurgo
| Posted: 5/18/2004 8:56:35 PM | Message Detail
-Character Description-
Name: Adsurgo Coma
Age: Ageless. (Cliché? Yeeeeup. Sorry.)
Gender: Genderless. And this results from, as you so eloquently put it, not having the proper “tools” to classify one or the other. Appearance is generally male, though.
Race: Evence (Avatar of Sorrow)
Evence- an overview
Evence are humanoid creatures, appearing as a normal human with the exception of their sharp, slanting foreheads and lack of eyebrows. Their eyes glow a luminous viridian color, except in special circumstances (described in detail later). Evence society and culture is very different than humans, and as such Evence frequently make social blunders that humans would think highly rude.
Evence- a history.
Evence were created, so the legend says, by the God Abobwyn, who was a just and righteous God. Abobwyn formed The universe from his tears, however he wept tears of joy rather then tears of sorrow. As the droplets fell, they formed the universe, and as they splashed into pieces, each of these pieces became the mystic stars. As he saw his work, Abobwyn laughed, a laugh from the just and pure soul, and upon the planet of purity, Earth, sprang abundant life and water. When Abobwyn completed his work, he took the guise of an Evence, and had many wondrous adventures among his people. But that is a tale for another day.
Abobwyn is the sole God among Evence, however before he departed the universe, his gift to his people, whom he cherished most of all the universes life, was the Avatars. Avatars were created as incarnations of an emotion. Three of these Avatars were those of Abobwyn’s most cherished feelings, his prize spawn of the universe. These were Compassion, Glory, and Justice.
Subsection analysis: Compassion: Compassion was brought into this world as a savior, that of a reminder that kindness and trust will always outweigh that of sorrow and selfishness. Compassion was endowed from Abobwyn with the gift of shape-changing, and has taken the form of women, men, creatures, and even soothing rain to spread compassion wherever it is needed. As a result, Compassion’s true form is not known- only that it is present, and it is good.
Subsection analysis: Glory: Glory was brought into the world as a crusader, that of a reminder that no war shall be fought without that of glorious reasoning, as well as glorious deeds. Glory was endowed from Abobwyn with the gift of vitality, and it is said that Glory’s touch may revive an old Evence and make him as though he were young once more, to rise and fight and die as a true Evence. Glory appears wreathed in burning, white flames, and is a strong, muscular Evence. He hefts a mighty war axe in only one hand, and is said to charge into battle accompanied by unearthly trumpet music. Attired all in white, Glory’s form is inspiration at its finest.
Subsection Analysis: Justice. Justice was brought into this world as a judge, that of a reminder that law must be preserved, as well as punishment rendered. Justice was endowed from Abobwyn with the gift of wrath, and his is a fearsome power indeed. Justice appears cloaked in white armor, as a mythical white knight, but within the hooded visor is no face, nor any corporeal form at all, within his spectral armor. He speaks but rarely, but when he speaks it is said to be the most terrifying and resolute of all the sounds in The universe.
Name: Adsurgo Coma
Age: Ageless. (Cliché? Yeeeeup. Sorry.)
Gender: Genderless. And this results from, as you so eloquently put it, not having the proper “tools” to classify one or the other. Appearance is generally male, though.
Race: Evence (Avatar of Sorrow)
Evence- an overview
Evence are humanoid creatures, appearing as a normal human with the exception of their sharp, slanting foreheads and lack of eyebrows. Their eyes glow a luminous viridian color, except in special circumstances (described in detail later). Evence society and culture is very different than humans, and as such Evence frequently make social blunders that humans would think highly rude.
Evence- a history.
Evence were created, so the legend says, by the God Abobwyn, who was a just and righteous God. Abobwyn formed The universe from his tears, however he wept tears of joy rather then tears of sorrow. As the droplets fell, they formed the universe, and as they splashed into pieces, each of these pieces became the mystic stars. As he saw his work, Abobwyn laughed, a laugh from the just and pure soul, and upon the planet of purity, Earth, sprang abundant life and water. When Abobwyn completed his work, he took the guise of an Evence, and had many wondrous adventures among his people. But that is a tale for another day.
Abobwyn is the sole God among Evence, however before he departed the universe, his gift to his people, whom he cherished most of all the universes life, was the Avatars. Avatars were created as incarnations of an emotion. Three of these Avatars were those of Abobwyn’s most cherished feelings, his prize spawn of the universe. These were Compassion, Glory, and Justice.
Subsection analysis: Compassion: Compassion was brought into this world as a savior, that of a reminder that kindness and trust will always outweigh that of sorrow and selfishness. Compassion was endowed from Abobwyn with the gift of shape-changing, and has taken the form of women, men, creatures, and even soothing rain to spread compassion wherever it is needed. As a result, Compassion’s true form is not known- only that it is present, and it is good.
Subsection analysis: Glory: Glory was brought into the world as a crusader, that of a reminder that no war shall be fought without that of glorious reasoning, as well as glorious deeds. Glory was endowed from Abobwyn with the gift of vitality, and it is said that Glory’s touch may revive an old Evence and make him as though he were young once more, to rise and fight and die as a true Evence. Glory appears wreathed in burning, white flames, and is a strong, muscular Evence. He hefts a mighty war axe in only one hand, and is said to charge into battle accompanied by unearthly trumpet music. Attired all in white, Glory’s form is inspiration at its finest.
Subsection Analysis: Justice. Justice was brought into this world as a judge, that of a reminder that law must be preserved, as well as punishment rendered. Justice was endowed from Abobwyn with the gift of wrath, and his is a fearsome power indeed. Justice appears cloaked in white armor, as a mythical white knight, but within the hooded visor is no face, nor any corporeal form at all, within his spectral armor. He speaks but rarely, but when he speaks it is said to be the most terrifying and resolute of all the sounds in The universe.
From: Adsurgo
| Posted: 5/18/2004 8:57:24 PM | Message Detail
Abobwyn, in his wisdom, knew that merely creating the righteous avatars
would lead his Evence into complacency, and softness. His final two
avatars were terrible beings, created as a trial for his people. They
were known as Fear and Sorrow.
Subsection Analysis: Fear: Fear was brought into this world as an abomination, that of a reminder that darkness is ever-present. Fear was endowed from Abobwyn with the gift of horror, and as Joseph Conrad reminds us, it is a terrifying power indeed. Fear appears as a horrible, slithering, bloated beast nine feet long and with five, atrocious heads, each twisted and deformed, not all Evence. He appears to cowards often, and is said to be the most horrible sight in all The universe.
And so the Avatars were released upon The universe. As the years flowed forth like the tides, tales and legends circled of their exploits, until one day it was said that they just…disappeared.
Or did they?
Evence as a culture.
Evence base their lives about the concept of right and wrong. To them, Evence are either black or white, with no room for shades of gray of any sort. Any Evence convicted of a crime is “black” and put into prison, or exiled. Judgment, however, is very well thought out and complicated, ensuring that Justice is done, lest the mighty avatar pay them a visit (so the tale goes). Social graces are not held in particularly high importance- although they do not strive to be rude, they do not make a habit of observing the particular customs of any other race.
Evence are a passionate people. They embrace emotion in its prime, living to the fullest of life.
-Character Appearance:
Physical Description: Adsurgo Coma is the name it took for itself. The Avatar of Sorrow has existed ever since Abobwyn existed, filled with the regrets of an entire race. For the sake of simplicity, we shall call it him, although the Avatars are genderless.
Adsurgo is attired in a floor length, somber, gray robe. It drapes about the floor like an evening gown, although through the years Adsurgo may move about in it without tripping on it, at least during normal conditions. It has a hood draping from the back, although Adsurgo prefers not to wear it at all. The robe would be unremarkable, were it not for what has become the symbol of the Avatar of Sorrow- the eyes.
Five eyes adorn the robe of melancholy. It is said they were once Abobwyn’s eyes, and that every time he cut one it grew back, until the fifth, when it did not. Abobwyn, perplexed, did not wish to risk his other eye, leaving Adsurgo with five. Abobwyn has been one-eyed ever since. The eyes, though larger then human eyes, are real, and blink and move about the robe like animate objects, sliding about in a decidedly unsettling way that, it is said, even Fear envied. The eyes most remarkable quality, however, will be described later, in the section of magic.
Adsurgo’s skin is cadaverous, pale and, well, sorrowful. The skin is stretched tight about his face, and his forehead has the characteristic Evence slant. He is only five foot seven inches tall, and his robe is baggy enough that his severely undernourished frame is hardly visible at all.
Personality: A personification of woe, Adsurgo is misery. He does not brood- he was not created to brood. By the same token, he is the counterbalance to the enthusiastic. If a plan is presented, he will pick it apart and analyze every flaw until it sounds unusable. At the end of every battle, he will query the dead and present to whomever he comes across. Existing only to make others Sorrowful, he is not a charming dinner companion. Although capable of being abrasive and sarcastic, he does so rarely. Being happy is, quite literally, impossible for the Avatar of Sorrow. In battle, his desire for the sorrow of others often leads to an almost sadistic glee of cat and mouse, particularly with weaker creatures.
Subsection Analysis: Fear: Fear was brought into this world as an abomination, that of a reminder that darkness is ever-present. Fear was endowed from Abobwyn with the gift of horror, and as Joseph Conrad reminds us, it is a terrifying power indeed. Fear appears as a horrible, slithering, bloated beast nine feet long and with five, atrocious heads, each twisted and deformed, not all Evence. He appears to cowards often, and is said to be the most horrible sight in all The universe.
And so the Avatars were released upon The universe. As the years flowed forth like the tides, tales and legends circled of their exploits, until one day it was said that they just…disappeared.
Or did they?
Evence as a culture.
Evence base their lives about the concept of right and wrong. To them, Evence are either black or white, with no room for shades of gray of any sort. Any Evence convicted of a crime is “black” and put into prison, or exiled. Judgment, however, is very well thought out and complicated, ensuring that Justice is done, lest the mighty avatar pay them a visit (so the tale goes). Social graces are not held in particularly high importance- although they do not strive to be rude, they do not make a habit of observing the particular customs of any other race.
Evence are a passionate people. They embrace emotion in its prime, living to the fullest of life.
-Character Appearance:
Physical Description: Adsurgo Coma is the name it took for itself. The Avatar of Sorrow has existed ever since Abobwyn existed, filled with the regrets of an entire race. For the sake of simplicity, we shall call it him, although the Avatars are genderless.
Adsurgo is attired in a floor length, somber, gray robe. It drapes about the floor like an evening gown, although through the years Adsurgo may move about in it without tripping on it, at least during normal conditions. It has a hood draping from the back, although Adsurgo prefers not to wear it at all. The robe would be unremarkable, were it not for what has become the symbol of the Avatar of Sorrow- the eyes.
Five eyes adorn the robe of melancholy. It is said they were once Abobwyn’s eyes, and that every time he cut one it grew back, until the fifth, when it did not. Abobwyn, perplexed, did not wish to risk his other eye, leaving Adsurgo with five. Abobwyn has been one-eyed ever since. The eyes, though larger then human eyes, are real, and blink and move about the robe like animate objects, sliding about in a decidedly unsettling way that, it is said, even Fear envied. The eyes most remarkable quality, however, will be described later, in the section of magic.
Adsurgo’s skin is cadaverous, pale and, well, sorrowful. The skin is stretched tight about his face, and his forehead has the characteristic Evence slant. He is only five foot seven inches tall, and his robe is baggy enough that his severely undernourished frame is hardly visible at all.
Personality: A personification of woe, Adsurgo is misery. He does not brood- he was not created to brood. By the same token, he is the counterbalance to the enthusiastic. If a plan is presented, he will pick it apart and analyze every flaw until it sounds unusable. At the end of every battle, he will query the dead and present to whomever he comes across. Existing only to make others Sorrowful, he is not a charming dinner companion. Although capable of being abrasive and sarcastic, he does so rarely. Being happy is, quite literally, impossible for the Avatar of Sorrow. In battle, his desire for the sorrow of others often leads to an almost sadistic glee of cat and mouse, particularly with weaker creatures.
From: Adsurgo
| Posted: 5/18/2004 8:58:05 PM | Message Detail
Character Powers:
Weaponry and all related categories: None.
Techniques: Partial Blood Mastery Adsurgo has a limited amount of control over his own blood- he may force it to clot, for example, to prevent bleeding, although the wound will still hurt as normal.
Class: Avatar of Sorrow
Magical Techniques:
Sorrowful promises: An aura of misery seeps out from Adsurgo’s cloak, taking the from of a pungent mist. All living creatures who inhale this mist are stricken with thoughts of worthlessness and depression, rendering them unable to perform tasks as efficiently. While they are not physically damaging, they are potent mentally.
Resurrection of the Spirit: The first of many “blood techs” that Adsurgo possesses’. This particular one is his most useful.
Subsection analysis: Blood Tech: Blood Tech is the name given to Adsurgo’s skill with the most prominent of his many terrible abilities. The five eyes adorned upon his cloak rush together in a pentagram shape, and the five eyelids among them open. And then the eyes begin to weep. They do not weep tears of water, however, but of blood. And as the blood collects itself in scarlet pools at the Avatar’s feet, they give themselves to his command. Adsurgo may shape the blood into whatever he chooses, magically directing it to take on any form he chooses. There is no set amount of blood that can be created, although it must stop to replenish itself over time.
Resurrection of the Spirit forms the blood into a summoned blood elemental. Its appearance is malleable, and may look like whatever Adsurgo chooses it to be. His favorite is a nine foot tall being with disproportionately long arms and a great, gnashing mouth.
Creation of the Spirit: Essentially, to save space, let it be said that Adsurgo may create most anything within reason from the blood, although it has limitations, of course.
Elemental Strength: Emotions and Blood.
Elemental Weaknesses: Psychic energy and Fire.
Character Story: He has amnesia and I won’t tell you any-*shot*
Adsurgo Coma was created from the swirling void of Abobwyn’s mind and soul. Along with his “brothers” in arms, he was created to serve Abobwyn’s will through his mystic designs. The Avatar of Sorrow struck off from his creator and comrades, and immediately begin to fulfill his charge. His name soon became a household trick, to scare the smaller children. Where he walked, Sorrow spread like a corrupted lake behind him, dampening spirits and playing shocking tricks upon the innocent and guilty.
Adsurgo has existed for countless ages, as a personification. One day, however, Abobwyn had a new desire. He did not like the Avatar of Sorrow, nor his closet Avatar, Fear. And so he removed them from the world, to wreak havoc among a desolate planet, with command of a special army.
The planet was Cornett. The army was dubbed the black army.
Fear and Sorrow soon infested Cornett like a cankering sore, driving the inhabitants before them like rats fleeing a fire. The black army seemed unstoppable. Until two figures in particular rose, demonstrating a remarkable courage unseen in Evence or Myrian alike. As the black army was routed, the people too rose and destroyed the army from within.
Yet Sorrow always has its own vindictiveness.
A summoned blood elemental ambushed and killed one of the two heroes of Myria, before Adsurgo was fairly dragged back to Earth by an angry Abobwyn. Though he and Fear were spares harsh punishment, both were forced into exile among the people of Earth. No longer immortal, they continued to live forever, although the fact that they could now be felled by weapon strokes was a grim reality. As the Avatars plotted, Sorrow and Fear once more began their reign of conquest…
Fighting Style: True.
Weaponry and all related categories: None.
Techniques: Partial Blood Mastery Adsurgo has a limited amount of control over his own blood- he may force it to clot, for example, to prevent bleeding, although the wound will still hurt as normal.
Class: Avatar of Sorrow
Magical Techniques:
Sorrowful promises: An aura of misery seeps out from Adsurgo’s cloak, taking the from of a pungent mist. All living creatures who inhale this mist are stricken with thoughts of worthlessness and depression, rendering them unable to perform tasks as efficiently. While they are not physically damaging, they are potent mentally.
Resurrection of the Spirit: The first of many “blood techs” that Adsurgo possesses’. This particular one is his most useful.
Subsection analysis: Blood Tech: Blood Tech is the name given to Adsurgo’s skill with the most prominent of his many terrible abilities. The five eyes adorned upon his cloak rush together in a pentagram shape, and the five eyelids among them open. And then the eyes begin to weep. They do not weep tears of water, however, but of blood. And as the blood collects itself in scarlet pools at the Avatar’s feet, they give themselves to his command. Adsurgo may shape the blood into whatever he chooses, magically directing it to take on any form he chooses. There is no set amount of blood that can be created, although it must stop to replenish itself over time.
Resurrection of the Spirit forms the blood into a summoned blood elemental. Its appearance is malleable, and may look like whatever Adsurgo chooses it to be. His favorite is a nine foot tall being with disproportionately long arms and a great, gnashing mouth.
Creation of the Spirit: Essentially, to save space, let it be said that Adsurgo may create most anything within reason from the blood, although it has limitations, of course.
Elemental Strength: Emotions and Blood.
Elemental Weaknesses: Psychic energy and Fire.
Character Story: He has amnesia and I won’t tell you any-*shot*
Adsurgo Coma was created from the swirling void of Abobwyn’s mind and soul. Along with his “brothers” in arms, he was created to serve Abobwyn’s will through his mystic designs. The Avatar of Sorrow struck off from his creator and comrades, and immediately begin to fulfill his charge. His name soon became a household trick, to scare the smaller children. Where he walked, Sorrow spread like a corrupted lake behind him, dampening spirits and playing shocking tricks upon the innocent and guilty.
Adsurgo has existed for countless ages, as a personification. One day, however, Abobwyn had a new desire. He did not like the Avatar of Sorrow, nor his closet Avatar, Fear. And so he removed them from the world, to wreak havoc among a desolate planet, with command of a special army.
The planet was Cornett. The army was dubbed the black army.
Fear and Sorrow soon infested Cornett like a cankering sore, driving the inhabitants before them like rats fleeing a fire. The black army seemed unstoppable. Until two figures in particular rose, demonstrating a remarkable courage unseen in Evence or Myrian alike. As the black army was routed, the people too rose and destroyed the army from within.
Yet Sorrow always has its own vindictiveness.
A summoned blood elemental ambushed and killed one of the two heroes of Myria, before Adsurgo was fairly dragged back to Earth by an angry Abobwyn. Though he and Fear were spares harsh punishment, both were forced into exile among the people of Earth. No longer immortal, they continued to live forever, although the fact that they could now be felled by weapon strokes was a grim reality. As the Avatars plotted, Sorrow and Fear once more began their reign of conquest…
Fighting Style: True.
From: XtremeLeader
| Posted: 5/18/2004 9:05:28 PM | Message Detail
Wind Mage:
Bah, you had to use Adsurgo again. Anyway, the only thing really wrong with it is the fact that Cornett's a continent, not a planet, thus changing everything after he gets dragged off. Change that for future reference, but it doesn't need to be reposted.
X's Verdict: ACCEPT'D
---
"[If George W. Bush decided to join GameFAQs,] he'd probably be banned for repeated board invasions." — ConfusedGuy
Bah, you had to use Adsurgo again. Anyway, the only thing really wrong with it is the fact that Cornett's a continent, not a planet, thus changing everything after he gets dragged off. Change that for future reference, but it doesn't need to be reposted.
X's Verdict: ACCEPT'D
---
"[If George W. Bush decided to join GameFAQs,] he'd probably be banned for repeated board invasions." — ConfusedGuy
From: XtremeLeader
| Posted: 5/18/2004 9:32:24 PM | Message Detail
Sig change. ^_^
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Treasurer -[50 Stars]- of The Intrepid Genesis
---
Treasurer -[50 Stars]- of The Intrepid Genesis
From: Lukr the lucky
| Posted: 5/18/2004 9:38:35 PM | Message Detail
Oh great, just because I'm leaving you bring back IG....*glares*
---
8 days until I am twenty, and counting.
---
8 days until I am twenty, and counting.
From: In Ferro Veritas
| Posted: 5/18/2004 9:39:09 PM | Message Detail
Darn sig limit, but there we go. Now, I'll have a sign up for Cali some
time soon. My training guy though, I won't. He's there to train people
while Cali's busy. >_>
---
In Ferro Veritas - Sensei -[50]- of the Intrepid Genesis
~=«{Incurable Romantic of the Crimson Void}»=~
---
In Ferro Veritas - Sensei -[50]- of the Intrepid Genesis
~=«{Incurable Romantic of the Crimson Void}»=~
From: In Ferro Veritas
| Posted: 5/18/2004 9:47:53 PM | Message Detail
>_>
<_<
---
Sensei -[50 Stars]- of The Intrepid Genesis
~=«{The Incurable Romantic of the Crimson Void}»=~
<_<
---
Sensei -[50 Stars]- of The Intrepid Genesis
~=«{The Incurable Romantic of the Crimson Void}»=~
From: Naphtali Grahf
| Posted: 5/18/2004 10:09:00 PM | Message Detail
Welcome Wind Mage/Adsurgo!
>=D
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Councilor -[50 Stars]- of The Intrepid Genesis
>=D
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Councilor -[50 Stars]- of The Intrepid Genesis
From: littlekenney13
| Posted: 5/18/2004 10:16:11 PM | Message Detail
*sees IG is returning*
*stains screen*
Hmm, looks like I'll have to rejoin this little shindig...
---
Erasmus Rotterdamus - “Dulce bellum inexpertis. — War is lovely for those who know nothing about it.”
*stains screen*
Hmm, looks like I'll have to rejoin this little shindig...
---
Erasmus Rotterdamus - “Dulce bellum inexpertis. — War is lovely for those who know nothing about it.”
From: gigabahamutzero
| Posted: 5/18/2004 10:35:42 PM | Message Detail
I am intrested. A simple question though. Do I have to include Cornett
in my characters bio? Or at least, include it in full detail, meaning
it played a HUGE part in his life.
---
*Is Holy Orders*
The world would be a better place if people used guns on themselves-Johnny the Homicidal Maniac-
---
*Is Holy Orders*
The world would be a better place if people used guns on themselves-Johnny the Homicidal Maniac-
From: XtremeLeader
| Posted: 5/18/2004 10:39:59 PM | Message Detail
Unless you're a Myrian or an Evence (which you aren't =) ), then no.
Cornett is a Myrian continent. The IG continent is seperate.
---
Treasurer -[50 Stars]- of The Intrepid Genesis
---
Treasurer -[50 Stars]- of The Intrepid Genesis
From: In Ferro Veritas
| Posted: 5/18/2004 10:40:24 PM | Message Detail
Name: U'yram Coelwulf, known as the “Disinherited Wolf”
Age: 24
Gender:
Race:
Appearance: U’yram is an urbane-faced, crimson-haired young man standing at six feet, two inches and weighing a hundred and ninety pounds. His ruby coloured hair reaches down over his eyes, and is usually tied back with a heavy and rather wide, black headband that has a steel plate bolted to it. His eyes glow with a fervent azure haze, a hidden and forbidden beauty shines from under the sunken, sharp blue eyes, seemingly blank but ever piecing; these glowing orbs of ice are very eerie looking, always seeming to glare into your very soul and ridicule you at all times. U’yram walks around with a serious looking face all the time due to the fact he is always thinking about serious subjects, mostly about good and evil, and his indecisions in life. His thin and graciously curving eyelashes with his imperceptible eyebrows are of a darkened shade of amber, seemingly almost a dirty red. His nose is rather smallish, yet it is still sharp and well formed and fits nicely to his striking hard face. His lips are very thin and match the tone of his skin exactly, and it is hard to make them out. Altogether, it would suffice to say that U’yram is one young man who is unlike most, with his way of moving, speaking, and his overall appearance, he has caused his appearance to be renowned as aloof and cold unlike when he was a temple knight, and because of this, it is a main reason that he is indeed a misanthropist in ways, and how he generally avoids society as much as he possibly can. Being the owner of a fairly darkly tanned skin color that corresponds very nicely with his crimson hair, U’yram is one man who many would find rather eerie and mysterious, and many people in actuality feel uncomfortable around him and his ever gazing glowing blue eyes. The man with his level arms might not show much strength at a glance, but he has enough power surging through his parallel arms that he can topple the strength of a barbarian by a series of simple and small movements alone. His fingers might look delicate, but are very small and nimble. His abdomen is quite muscular for his age as well, and his legs are well trained and strong, which like his arms, does their smooth form hide.
Age: 24
Gender:
Race:
Appearance: U’yram is an urbane-faced, crimson-haired young man standing at six feet, two inches and weighing a hundred and ninety pounds. His ruby coloured hair reaches down over his eyes, and is usually tied back with a heavy and rather wide, black headband that has a steel plate bolted to it. His eyes glow with a fervent azure haze, a hidden and forbidden beauty shines from under the sunken, sharp blue eyes, seemingly blank but ever piecing; these glowing orbs of ice are very eerie looking, always seeming to glare into your very soul and ridicule you at all times. U’yram walks around with a serious looking face all the time due to the fact he is always thinking about serious subjects, mostly about good and evil, and his indecisions in life. His thin and graciously curving eyelashes with his imperceptible eyebrows are of a darkened shade of amber, seemingly almost a dirty red. His nose is rather smallish, yet it is still sharp and well formed and fits nicely to his striking hard face. His lips are very thin and match the tone of his skin exactly, and it is hard to make them out. Altogether, it would suffice to say that U’yram is one young man who is unlike most, with his way of moving, speaking, and his overall appearance, he has caused his appearance to be renowned as aloof and cold unlike when he was a temple knight, and because of this, it is a main reason that he is indeed a misanthropist in ways, and how he generally avoids society as much as he possibly can. Being the owner of a fairly darkly tanned skin color that corresponds very nicely with his crimson hair, U’yram is one man who many would find rather eerie and mysterious, and many people in actuality feel uncomfortable around him and his ever gazing glowing blue eyes. The man with his level arms might not show much strength at a glance, but he has enough power surging through his parallel arms that he can topple the strength of a barbarian by a series of simple and small movements alone. His fingers might look delicate, but are very small and nimble. His abdomen is quite muscular for his age as well, and his legs are well trained and strong, which like his arms, does their smooth form hide.
From: In Ferro Veritas
| Posted: 5/18/2004 10:40:45 PM | Message Detail
The clothing that U’yram prefers to wear is always of a varied mixture
of color, varying in tones from article to article, to contrast his
dark complexion and his scarlet hair. He usually prefers to wear a long
sleeved black, but very tight, shirt made of a heavy cloth-like
material that fits just right on his upper body, coupled with heavy
black cloth trousers. The trousers are held in place by the means of a
thick leather strap which is simply hooked into a large brass buckle
around his waist and the pants have steel shin guards connected to the
boot. On his feet he wears heavy black boots to protect his feet, so
that even if he steps on the blade of a sword no harm would come to
him. Over his clothing lies a heavy red cloak of soft leather, smooth
to the touch, and much stronger than conventional leather. This open
ended cloak is held open constantly unless U’yram physically closes it,
and when worn hood up, the heavy shroud hides the young warriors face
in darkness, allowing only the glow of azure in his eyes to pierce the
shade. The design on the back of the cloak is rather intriguing
however; it depicts an ornamented and cursive black cross with two
sides, representing the torn decision of the church or the evil. Over
all this fits his personal battle regalia which is a steel breastplate
with the same design as his cloak embedded in the center. The chest
plate covers only the top part of his rib cage and his back, and the
armor is fitted with intricate engravings of both holy and evil
symbols, and clings tightly to his chest. His steel armguards lie on
top of the arms of his cloak, reaching from his elbow all the way to
cover the top part of his hands; on his hands lie a pair of fingerless
black leather gloves. On his back lies a harness from the back plates
of the armor, and though the coat, that holds his weapon in an angled
housing in an easy position for the warrior to easily grasp. The bottom
of U’yram cloak reaches down to the middle section of his shins, and is
visibly well worn and tattered, so that several frays of leather and
small chain links can be seen through the tattered ends as it usually
will flow in the wind on a strong gust. On each shoulder, the forearm
of his guards, and the heavy plate set into the headband lays the same
cross of neutrality, for all to see.
Personality: U’yram has spent several years in perfect solitude, during so he had set himself away from people. Since he was been away from the company of ‘normal’ people he had developed an aloof attitude. Due to his overwhelming unsociable ways, he avoids contact with people - almost acting like an outsider, even though people try to be nice to him. He acts this way because he does not want to become close to people. Some would say that a chaste malice follows him around, while others would say it is just unadulterated ethics. Truth be told, character is in the eye of the beholder. The Crimson Silhouette is rather distinct, is stern and never loses his composure in a battle, he stays in a constant busy melancholic state of mind; and although he may be reserved in trying to find friends, he is receptive to those he does work with, often forging a lasting and noteworthy relationship if the situation allows. He's very intelligent and cultured, having studied many races histories and evolution for tactical reasons. Despite his coolness, he is firm in his decisions. Whatever he says always goes first. His eloquent speeches and deep, commanding voice usually get the best out of his friends and followers; yet, he will always tell someone what's best for them, regardless of who it may be. Although the pains of his past affected him greatly, he tries his best to hide them. Often having reoccurring nightmares of the past, he is still quite strong in hiding what he most fears.
Personality: U’yram has spent several years in perfect solitude, during so he had set himself away from people. Since he was been away from the company of ‘normal’ people he had developed an aloof attitude. Due to his overwhelming unsociable ways, he avoids contact with people - almost acting like an outsider, even though people try to be nice to him. He acts this way because he does not want to become close to people. Some would say that a chaste malice follows him around, while others would say it is just unadulterated ethics. Truth be told, character is in the eye of the beholder. The Crimson Silhouette is rather distinct, is stern and never loses his composure in a battle, he stays in a constant busy melancholic state of mind; and although he may be reserved in trying to find friends, he is receptive to those he does work with, often forging a lasting and noteworthy relationship if the situation allows. He's very intelligent and cultured, having studied many races histories and evolution for tactical reasons. Despite his coolness, he is firm in his decisions. Whatever he says always goes first. His eloquent speeches and deep, commanding voice usually get the best out of his friends and followers; yet, he will always tell someone what's best for them, regardless of who it may be. Although the pains of his past affected him greatly, he tries his best to hide them. Often having reoccurring nightmares of the past, he is still quite strong in hiding what he most fears.
From: In Ferro Veritas
| Posted: 5/18/2004 10:41:31 PM | Message Detail
Weaponry: Surreal Deception
The Surreal Deception is a single, forty inch solid hardwood battle staff. Constructed of black hardwood from an ancient tree in Japan, this staff features relief cast antique copper finish collars and pommels with amazing dragons cast into the metal, and carved into the wood. This weapon is a sleek and clean battle staff weighing less than ten pounds in total. Each end of the battle staff can be pulled apart, and the ends are held together by a small release catch on the golden collar at each end. When the two pieces become separated, it reveals that it is no mere battle staff, instead the staff houses two swords disguised, as these two blades fit into each other to form a single smooth piece that is solid and strong, even though it houses blades inside its main body. The blades are detailed in the next section, but have a metal collars to serve as a rather pointless hand guard, and a button lock for the trigger release to actually allow the blades to become available. The two blades fit together to form one solid piece of wood, but the scabbard is the staff, and when the blades are pulled the scabbard falls freely to the ground, or can be held by just pulling one blade out.
The two swords that come out of the staff are both thirty inches long, and weigh less than five pounds each, while being extremely sharp. The swords are patterned in the fashionable straight sword style, they are elongated and level, and each blade has three indents that run from the hand guard to provide a stylized look, and a protective measure against stabbing attacks - when one could trap the dagger or sword in these indents, and break it. Other than the silvery tinted steel blade, each swords ten inch handle is decorated black hardwood; the hand guard is a decorative gold collar with a release catch to lock it to the scabbard. Each handle is a spectacle on its own - magnificent carvings of entwining dragons is etched into the ancient wood of each handle. In addition, each blade has a cutting edge that is a masterpiece. To add to the diversity of such a weapon, it can be configured to become a doubled bladed staff, with each sword placed on each end, or a simple bladed spear of sorts, with one blade still sheathed and the other pointing outwards while connected to the shaft. With an overall length and look of a simple but elegant battle staff with a collar in the center for decoration, the two hidden swords within this weapon are sure to deceive even the most observant.
When you go with a single style, you are expressing that style, while also limiting yourself to the style that you express, not limiting yourself to what you are capable of doing. U’yram has many styles in which he uses to create the basis of his own; he thinks the idea of learning sword arts is to learn what you can, train with the existing systems, then throw away what does not work for one in the practical theatre of war. He mainly fights quickly, giving quick strikes while moving, in order to remain out of danger while attacking. In essence, his mixed style is basic harmony in oneself - to be simple, not active, but not reactive, just in balance with oneself. In a combat situation it means not thinking, or not having to think, everything being an action or reaction on the subconscious level. A production line is set up in a way to minimize thought, which in turn maximizes production line speed, which is essentially the paradigm U’yram is familiar with. In theory you break up your assembly of your product into smaller easier tasks. So as a worker you would only have to do one or two specific tasks, and then repeat these tasks over and over. As you do these tasks, day in and day out, your speed at doing these tasks increases.
The Surreal Deception is a single, forty inch solid hardwood battle staff. Constructed of black hardwood from an ancient tree in Japan, this staff features relief cast antique copper finish collars and pommels with amazing dragons cast into the metal, and carved into the wood. This weapon is a sleek and clean battle staff weighing less than ten pounds in total. Each end of the battle staff can be pulled apart, and the ends are held together by a small release catch on the golden collar at each end. When the two pieces become separated, it reveals that it is no mere battle staff, instead the staff houses two swords disguised, as these two blades fit into each other to form a single smooth piece that is solid and strong, even though it houses blades inside its main body. The blades are detailed in the next section, but have a metal collars to serve as a rather pointless hand guard, and a button lock for the trigger release to actually allow the blades to become available. The two blades fit together to form one solid piece of wood, but the scabbard is the staff, and when the blades are pulled the scabbard falls freely to the ground, or can be held by just pulling one blade out.
The two swords that come out of the staff are both thirty inches long, and weigh less than five pounds each, while being extremely sharp. The swords are patterned in the fashionable straight sword style, they are elongated and level, and each blade has three indents that run from the hand guard to provide a stylized look, and a protective measure against stabbing attacks - when one could trap the dagger or sword in these indents, and break it. Other than the silvery tinted steel blade, each swords ten inch handle is decorated black hardwood; the hand guard is a decorative gold collar with a release catch to lock it to the scabbard. Each handle is a spectacle on its own - magnificent carvings of entwining dragons is etched into the ancient wood of each handle. In addition, each blade has a cutting edge that is a masterpiece. To add to the diversity of such a weapon, it can be configured to become a doubled bladed staff, with each sword placed on each end, or a simple bladed spear of sorts, with one blade still sheathed and the other pointing outwards while connected to the shaft. With an overall length and look of a simple but elegant battle staff with a collar in the center for decoration, the two hidden swords within this weapon are sure to deceive even the most observant.
When you go with a single style, you are expressing that style, while also limiting yourself to the style that you express, not limiting yourself to what you are capable of doing. U’yram has many styles in which he uses to create the basis of his own; he thinks the idea of learning sword arts is to learn what you can, train with the existing systems, then throw away what does not work for one in the practical theatre of war. He mainly fights quickly, giving quick strikes while moving, in order to remain out of danger while attacking. In essence, his mixed style is basic harmony in oneself - to be simple, not active, but not reactive, just in balance with oneself. In a combat situation it means not thinking, or not having to think, everything being an action or reaction on the subconscious level. A production line is set up in a way to minimize thought, which in turn maximizes production line speed, which is essentially the paradigm U’yram is familiar with. In theory you break up your assembly of your product into smaller easier tasks. So as a worker you would only have to do one or two specific tasks, and then repeat these tasks over and over. As you do these tasks, day in and day out, your speed at doing these tasks increases.
From: In Ferro Veritas
| Posted: 5/18/2004 10:41:56 PM | Message Detail
Physical/Magical Techniques »
Cunning of the Wolf: U’yram stands facing his opponent with both of his swords sheathed in the staff; he waits for the perfect opportunity to attack then does so. U’yram begins to run towards his opponent with amazing speed. At the last possible second he jumps up and withdraws a sword with remarkable speed and slashes slowly at an angle. The slash is really slow, but it’s supposed to be slow, slow enough for the opponent to see and block. Once the opponent has blocked the diagonal slash U’yram draws his other blade out with his left hand, leaving the empty staff to fall free; while the opponent is holding back the right sword, U’yram then strikes his opponent's chest. If done correctly it will leave a huge scar across the opponent’s rib cage. The second slash is so strong and unpredictable that it has been known to break ribs, and cause internal bleeding as well as external.
Secrecy of the Wolf: This technique is rather basic in the fact that it is not a direct attack, but merely a way to mask the user from their opponent. U’yram stands facing his opponent with both of his swords sheathed in the staff. Raising his battle staff high above his head, grasping it with both hands, the user channels his mental energy around his body, picking a point on the ground. While the delusion works its way up to the battle staff, the user concentrates on lowering, or masking, his energy. The moment the energy reaches the battle staff, the user strikes the staff down to the ground at that certain point. The result shatters the ground, exploding in a cloud of smoke, claiming the body of the user into the shadows for sixty seconds. This technique allows for stealth attacks, but isn’t very useful in direct assaults as the minute or so of charging up is impractical in the heated battle.
Dance of the Wolf: Once U’yram is ready to use this technique he draws a sword and points it directly at his adversary – in a way, taunting his opponent. U’yram will wait until his opponent attacks then, using amazing speed, he will move out of the way creating an after image. Usually the opponent becomes dazed, dumbfounded, and thinks he vanished. After that, U’yram begins circling his opponent. U’yram runs so fast it creates multiple after images around the opponent. Every few seconds U’yram makes those images jump out at his opponent, making him very confused. When the time is right U’yram jumps behind the opponent and then attacks with both blades drawn
Claws of the Wolf: This attack is done starting with the left blade of U’yram, and uses the afterimages to cause three synchronized slashes in a single movement. U’yram reverses his grip for his left sword, and keeps the grip on his right hand the usual. He then charges at his foe, a haze following him as he runs. When in range, U’yram slices upwards towards the right with his left hand, while rotating in midair to use his right blade at the same target. At the same time, the two images mirror this movement, creating three claw-like slices with the left blade, and three-claw like slices with the right. The purpose is to simulate the deadly claws of the wolf, three slices by three slices, to create a deep and painful gash with the added speed of upward drive.
Cunning of the Wolf: U’yram stands facing his opponent with both of his swords sheathed in the staff; he waits for the perfect opportunity to attack then does so. U’yram begins to run towards his opponent with amazing speed. At the last possible second he jumps up and withdraws a sword with remarkable speed and slashes slowly at an angle. The slash is really slow, but it’s supposed to be slow, slow enough for the opponent to see and block. Once the opponent has blocked the diagonal slash U’yram draws his other blade out with his left hand, leaving the empty staff to fall free; while the opponent is holding back the right sword, U’yram then strikes his opponent's chest. If done correctly it will leave a huge scar across the opponent’s rib cage. The second slash is so strong and unpredictable that it has been known to break ribs, and cause internal bleeding as well as external.
Secrecy of the Wolf: This technique is rather basic in the fact that it is not a direct attack, but merely a way to mask the user from their opponent. U’yram stands facing his opponent with both of his swords sheathed in the staff. Raising his battle staff high above his head, grasping it with both hands, the user channels his mental energy around his body, picking a point on the ground. While the delusion works its way up to the battle staff, the user concentrates on lowering, or masking, his energy. The moment the energy reaches the battle staff, the user strikes the staff down to the ground at that certain point. The result shatters the ground, exploding in a cloud of smoke, claiming the body of the user into the shadows for sixty seconds. This technique allows for stealth attacks, but isn’t very useful in direct assaults as the minute or so of charging up is impractical in the heated battle.
Dance of the Wolf: Once U’yram is ready to use this technique he draws a sword and points it directly at his adversary – in a way, taunting his opponent. U’yram will wait until his opponent attacks then, using amazing speed, he will move out of the way creating an after image. Usually the opponent becomes dazed, dumbfounded, and thinks he vanished. After that, U’yram begins circling his opponent. U’yram runs so fast it creates multiple after images around the opponent. Every few seconds U’yram makes those images jump out at his opponent, making him very confused. When the time is right U’yram jumps behind the opponent and then attacks with both blades drawn
Claws of the Wolf: This attack is done starting with the left blade of U’yram, and uses the afterimages to cause three synchronized slashes in a single movement. U’yram reverses his grip for his left sword, and keeps the grip on his right hand the usual. He then charges at his foe, a haze following him as he runs. When in range, U’yram slices upwards towards the right with his left hand, while rotating in midair to use his right blade at the same target. At the same time, the two images mirror this movement, creating three claw-like slices with the left blade, and three-claw like slices with the right. The purpose is to simulate the deadly claws of the wolf, three slices by three slices, to create a deep and painful gash with the added speed of upward drive.
From: In Ferro Veritas
| Posted: 5/18/2004 10:42:31 PM | Message Detail
Bite of the Wolf: This attack is done starting with the right
blade of U’yram, and uses the afterimages to cause three synchronized
cleaves in a single movement. U’yram reverses his grip for his right
sword, and keeps the grip on his left hand the usual. He then charges
at his foe, a haze following him as he runs. When in range, U’yram
slices downwards towards the left with his right hand, while rotating
in midair to use his left blade at the same target. At the same time,
the two images mirror this movement, creating three claw-like slices
with the right blade, and three-claw like slices with the left. The
purpose is to simulate the deadly bite of the wolf, three slices by
three slices, to create a deep and painful gash with momentum of
downward force.
Charge of the Wolf: This is the second, and last technique U’yram devised for the use of his staff. This technique is rather unique in the fact that it is the only direct attack with the staff U’yram uses. Once U’yram is ready to use this technique he hooks the staff to his back holster, and draws both of his blades. Here he charges, and in the midst of his charge, connects the blades to his staff for added reach. Near the end of the charge, he releases the double bladed sword from his back, jumps and while in midair he slices at his foe while turning a complete 360 degrees. The goal is to use the added strength from two hands to break his opponents defence with the first strike, and injure with the second.
Blood of the Wolf: Once U’yram has been injured, and blood has been drawn, he coats both blades with a light layer of his own blood. Crossing the bloodied blades in front of his body, U’yram charges with amazing speed while two other afterimages follow closely behind. When a strike has been made, the force is multiplied threefold; in essence the attack is executed three times in under ten seconds. The goal of this attack is to make the enemy block the first, break his defence on the second, and injure on the last. Once the move is executed, however, U’yram feels lightheaded due to the rapid pumping of his blood to create this attack, and the loss of blood becomes more apparent.
Essence of the Wolf: This technique is only used by U’yram in the most difficult fights, when facing the most dangerous of opponents, opponents who even stand up against some of his higher unique techniques. This technique contains three sword steps and is carried out as a result of a certain movement of U’yram’s left foot. Firstly, he achieves his position to launch this attack by withdrawing his sword and putting it back in the case after trying every other technique to defeat his opponent. The user pours all of his latent energy into his staff, charging up both blades, until he is on the verge of collapsing and can give no more. Then he moves directly at his opponent using immense speed, and puts his left foot forward, on the ground, while drawing his sword and swinging it at his opponent. This part of the technique is the first, and if successful, leaves a big scar across his opponent's chest, knocking him unconscious. If his opponent somehow manages to avoid this first sword strike, U’yram will spin around, and strike with his other blade leaving another scar in the opposite direction, this is the second. If somehow the enemy is still standing, U’yram then turns around again and hits his opponent with an incredibly strong pair of slashes, which severely injures or kills his opponent; this is the last. This technique is a combination of speed and force and it is believed that if U’yram uses this technique he will never lose. Fact of this is that no one has ever lived through it.
Charge of the Wolf: This is the second, and last technique U’yram devised for the use of his staff. This technique is rather unique in the fact that it is the only direct attack with the staff U’yram uses. Once U’yram is ready to use this technique he hooks the staff to his back holster, and draws both of his blades. Here he charges, and in the midst of his charge, connects the blades to his staff for added reach. Near the end of the charge, he releases the double bladed sword from his back, jumps and while in midair he slices at his foe while turning a complete 360 degrees. The goal is to use the added strength from two hands to break his opponents defence with the first strike, and injure with the second.
Blood of the Wolf: Once U’yram has been injured, and blood has been drawn, he coats both blades with a light layer of his own blood. Crossing the bloodied blades in front of his body, U’yram charges with amazing speed while two other afterimages follow closely behind. When a strike has been made, the force is multiplied threefold; in essence the attack is executed three times in under ten seconds. The goal of this attack is to make the enemy block the first, break his defence on the second, and injure on the last. Once the move is executed, however, U’yram feels lightheaded due to the rapid pumping of his blood to create this attack, and the loss of blood becomes more apparent.
Essence of the Wolf: This technique is only used by U’yram in the most difficult fights, when facing the most dangerous of opponents, opponents who even stand up against some of his higher unique techniques. This technique contains three sword steps and is carried out as a result of a certain movement of U’yram’s left foot. Firstly, he achieves his position to launch this attack by withdrawing his sword and putting it back in the case after trying every other technique to defeat his opponent. The user pours all of his latent energy into his staff, charging up both blades, until he is on the verge of collapsing and can give no more. Then he moves directly at his opponent using immense speed, and puts his left foot forward, on the ground, while drawing his sword and swinging it at his opponent. This part of the technique is the first, and if successful, leaves a big scar across his opponent's chest, knocking him unconscious. If his opponent somehow manages to avoid this first sword strike, U’yram will spin around, and strike with his other blade leaving another scar in the opposite direction, this is the second. If somehow the enemy is still standing, U’yram then turns around again and hits his opponent with an incredibly strong pair of slashes, which severely injures or kills his opponent; this is the last. This technique is a combination of speed and force and it is believed that if U’yram uses this technique he will never lose. Fact of this is that no one has ever lived through it.
From: gigabahamutzero
| Posted: 5/18/2004 10:42:54 PM | Message Detail
OK. This is quite excellent. This may take a while, so my sign up may be up either tomorrow or the day after.
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*Is Holy Orders*
The world would be a better place if people used guns on themselves-Johnny the Homicidal Maniac-
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*Is Holy Orders*
The world would be a better place if people used guns on themselves-Johnny the Homicidal Maniac-
From: In Ferro Veritas
| Posted: 5/18/2004 10:43:05 PM | Message Detail
Back Story: U’yram was born a knight, essentially as true a
knight you could be. His father was a knight, his father before him,
and so on. His childhood was pretty uneventful however; training day in
and day out, until the tender age of fourteen where he had been chosen
to be the squire for a very prestigious Knight, Sir Trevor Mormano. Sir
Mormano, perhaps, was the reason he excelled so fast in the ranks, and
after two years of being with Sir Mormano, the youth had been given a
mission to help with the planning of an upcoming battle near Kotir. At
the peak, the youth showed his undeniable skill in planning and
warfare, aiding in almost wiping out a whole sect of rebellious
townsfolk, and was offered the rank of Knighthood for this display.
Although the notion was hated by many, Sir Mormano quickly made the
decision for the youth, and made him the youngest Knight, in the whole
of Kotir. During his stay with the Knights is where he became friends
with Lady Cyvil Ladybire, another knight, like him. For some strange
reason, the Lady began to confide in U’yram about a relationship that
she had. She mentioned a rebel and as blasphemous as it was, U’yram
could not bring himself to say anything, as he trusted Cyvil’s judgment
over the laws of Kotir, so nothing was said to anyone, and the youth
lived believing he was lying to the Kotir government, but did not want
to break the trust of Cyvil.
At the battle in Kotir, roughly three years before the current time, U’yram could not let Cyvil come to danger. Doing what he thought was best, he told Sir Mormano about the whole thing, and the knight forgave the youth, and said he would protect Cyvil while U’yram took a squad to attempt to flank a sect of rebels. When the Knight reached the main of the battle, Sir Trevor Mormano murdered Cyvil, and shortly after died upon a rebels blade, U’yram was a late comer to the scene. Horrified by what his mentor had done, and even more horrified to see his closest friends slain upon the ground, the youth apprehended the rebel, along with the rest of the knights from his sect, and did battle with the rebel. The youth began to slowly realize, in heated battle, that this was the man whom Cyvil had spoken of, which began to make U’yram think, and as he stopped to question his actions, U’yram quickly fell to the blade of rebel’, and succumbed to a deep, painful sleep. When he awoke, he was alone, covered in blood and physically drained, but he managed to crawl back to the rear echelon and receive medical treatment from the rest of the nights. Sir Knight U’yram renounced his title when he returned back home, and changed his whole outlook on life. He began to forsake everything… he hated himself.
As the years pressed on, U’yram took to himself more and more - slowly cutting all ties to society and contact as he avoided the masses, even if he was considered a hero. He never hid the fact that he was the hero, but he also never hid his hatred of the current government either as he adopted a double cross as his insignia. He changed his attire completely, but he kept the Knight robes, but he tailored them to his own fitting, dying them red, and the double cross insignia black. Nothing interested happened during these few years, U’yram avoided people like the plague, as he trusted nobody. This was when another fellow knight came to him, speaking of how the Intrepid Genesis took back their original home at Kotir. The youth sat on this for a bit, but decided he’s give his services to the Intrepid Genesis. He liked Kotir, not the government, and a new government opened new possibilities for the youth. He held his staff high, proclaiming it’s ownership to be for the Intrepid Genesis only. He left immediately, to the large mud-dried brick palace, to speak with anyone in charge.
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Sensei -[50 Stars]- of The Intrepid Genesis
~=«{The Incurable Romantic of the Crimson Void}»=~
At the battle in Kotir, roughly three years before the current time, U’yram could not let Cyvil come to danger. Doing what he thought was best, he told Sir Mormano about the whole thing, and the knight forgave the youth, and said he would protect Cyvil while U’yram took a squad to attempt to flank a sect of rebels. When the Knight reached the main of the battle, Sir Trevor Mormano murdered Cyvil, and shortly after died upon a rebels blade, U’yram was a late comer to the scene. Horrified by what his mentor had done, and even more horrified to see his closest friends slain upon the ground, the youth apprehended the rebel, along with the rest of the knights from his sect, and did battle with the rebel. The youth began to slowly realize, in heated battle, that this was the man whom Cyvil had spoken of, which began to make U’yram think, and as he stopped to question his actions, U’yram quickly fell to the blade of rebel’, and succumbed to a deep, painful sleep. When he awoke, he was alone, covered in blood and physically drained, but he managed to crawl back to the rear echelon and receive medical treatment from the rest of the nights. Sir Knight U’yram renounced his title when he returned back home, and changed his whole outlook on life. He began to forsake everything… he hated himself.
As the years pressed on, U’yram took to himself more and more - slowly cutting all ties to society and contact as he avoided the masses, even if he was considered a hero. He never hid the fact that he was the hero, but he also never hid his hatred of the current government either as he adopted a double cross as his insignia. He changed his attire completely, but he kept the Knight robes, but he tailored them to his own fitting, dying them red, and the double cross insignia black. Nothing interested happened during these few years, U’yram avoided people like the plague, as he trusted nobody. This was when another fellow knight came to him, speaking of how the Intrepid Genesis took back their original home at Kotir. The youth sat on this for a bit, but decided he’s give his services to the Intrepid Genesis. He liked Kotir, not the government, and a new government opened new possibilities for the youth. He held his staff high, proclaiming it’s ownership to be for the Intrepid Genesis only. He left immediately, to the large mud-dried brick palace, to speak with anyone in charge.
---
Sensei -[50 Stars]- of The Intrepid Genesis
~=«{The Incurable Romantic of the Crimson Void}»=~
From: In Ferro Veritas
| Posted: 5/18/2004 10:44:59 PM | Message Detail
There we go. That's my Sensei character. He'll be used to train people,
while I use Cali-bryn to be one of the leaders of the IG. He is not
done yet, so Grahf and X can check this one out for me.
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Sensei -[50 Stars]- of The Intrepid Genesis
~=«{The Incurable Romantic of the Crimson Void}»=~
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Sensei -[50 Stars]- of The Intrepid Genesis
~=«{The Incurable Romantic of the Crimson Void}»=~
From: In Ferro Veritas
| Posted: 5/18/2004 10:47:37 PM | Message Detail
Damn MS Word...
Gender: Male
Race: Human
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Sensei -[50 Stars]- of The Intrepid Genesis
~=«{The Incurable Romantic of the Crimson Void}»=~
Gender: Male
Race: Human
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Sensei -[50 Stars]- of The Intrepid Genesis
~=«{The Incurable Romantic of the Crimson Void}»=~
From: Naphtali Grahf
| Posted: 5/18/2004 11:03:34 PM | Message Detail
Well, IFV, I have been given the opportunity before to see this
character in action, and I am very proud to say that he is a
brilliantly devised character. Every little detail, from his
appearance, to his backstory, is completely descriptive, and that of
course helps others understand him. Very nice work...and a VERY lovely
character....of course you're in!
Now....it looks like I better get to my character... >.>;;;
In Ferro Veritas - Accepted
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Councilor -[50 Stars]- of The Intrepid Genesis
Now....it looks like I better get to my character... >.>;;;
In Ferro Veritas - Accepted
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Councilor -[50 Stars]- of The Intrepid Genesis
From: littlekenney13
| Posted: 5/18/2004 11:10:11 PM | Message Detail
*considers bringing back Rajani or Sinomix just for old itmes sake*
This may be harder than I thought...
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Erasmus Rotterdamus - “Dulce bellum inexpertis. — War is lovely for those who know nothing about it.”
This may be harder than I thought...
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Erasmus Rotterdamus - “Dulce bellum inexpertis. — War is lovely for those who know nothing about it.”
From: In Ferro Veritas
| Posted: 5/18/2004 11:14:23 PM | Message Detail
Keep in mind this is thirty years since the old IG.
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Sensei -[50 Stars]- of The Intrepid Genesis
~=«{The Incurable Romantic of the Crimson Void}»=~
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Sensei -[50 Stars]- of The Intrepid Genesis
~=«{The Incurable Romantic of the Crimson Void}»=~
From: Shadow983
| Posted: 5/18/2004 11:31:54 PM | Message Detail
I like what you've done with the place...
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"A chicken without feathers is really just a small human." ~ Mr. Roboto
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"A chicken without feathers is really just a small human." ~ Mr. Roboto
From: littlekenney13
| Posted: 5/18/2004 11:34:05 PM | Message Detail
Oh, well I guess I can't use them. Sinomix would be dead cause he's a
wolf thing with a shorter life span, and Rajani would be 60-something...
*is in the process of reading guidelines and such*
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Erasmus Rotterdamus - “Dulce bellum inexpertis. — War is lovely for those who know nothing about it.”
*is in the process of reading guidelines and such*
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Erasmus Rotterdamus - “Dulce bellum inexpertis. — War is lovely for those who know nothing about it.”