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Default The Keybearers (ooc)

A Brief Overview:
The world is composed of three realms, being those of Light, Darkness and Nothing. The three exist in balance, and though for the most part this balance is sustained by the natural order of things, it is inevitable that every so often one or more realms will seek dominion of the others.
The realm of light is not one entire realm, but rather a series of smaller worlds each one with its own natural laws and civilizations. They exist largely independent and unaware of each other, separated by the vast expanses of the Realm of Darkness. It can be likened in a way to an ocean littered with islands or a night sky dotted with stars. Only a few chosen and powerful individuals have the means to travel between worlds, and foremost among these are the Key Bearers.
A living being inhabiting the realm of light is composed of a heart, mind and body. Only in unison can these three elements give rise to a human life, and loss of one results in death or a similarly undesirable fate. The body, simply enough, forms the physical vessel for the more incorporeal elements of heart and mind. The mind gives a human their sentience and their free will. From the heart a human draws their power and strength, but as well as being a source of power, it is also a source of weakness. For the heart is also the origin of all desire and it is this that the denizens of darkness seek to exploit.
To those with enough strength to control it, the Darkness can be a powerful tool. But even the greatest cannot resist its predations indefinitely...


Setting:
The various worlds consisting the Realm of Light are a loose collection of smaller worlds floating isolated within the cosmos. Theoretically it could be argued that these all exist within the same universe, however the vast distances required to travel between them make voyages through the realm of darkness infinitely preferable to conventional travel. Travel is a high risk venture, and as such only the key bearers themselves are permitted to travel between worlds. Indeed such is this restriction maintained that in many of these worlds utter secrecy is enforced and the inhabitants dwell in ignorance of the true scope of things.

For the most part, worlds relatively close to each other fall under the jurisdiction of one or more Key Bearer Temples. There are three main temples, each holding sway over a number of smaller temples spread throughout the regions of their domain. The three main Disciplines are as follows:

Temple of Light:
Here are found the strictest adherents to the Path of Light. They hold that personal desire and ambition should be set aside and all goals should focus upon the betterment of others. They lead a life of the strictest discipline and constant training and meditation. Though they have the most proactive approach to maintaining the dominance of the Realm of Light, their often harsh means of dealing with even slight deviations from the path mean they are viewed almost with an air of fear, even by those under their protection.
In battle, the Wielders of the Light are ferocious in attack and spare virtually no regard for their own defence. What magic they deign to use is oriented towards protection and restoration rather than attack. They will go to any means necessary to preserve the lives of others above their own.

Temple of Darkness:
Here is found the stark contrast to the practitioners of Light. These brave individuals pit their very hearts and souls against the allure of the Dark Realm in an attempt to bend it to their will. Wielders of the Dark Arts are among the most dangerous individuals ever to take up a keyblade, for if they succumb to the draw of darkness there is little to stop them from wreaking devastation and despair upon an ill prepared world to slake their newfound desires. Few will seek this path, and fewer still will ever truly master its power. In stark contrast to the selfless nature of the Path of Light, The Path of Darkness teaches that strength comes from passion and raw emotion. Hate and Rage are transformed into weapons of focus and power.
In battle, Wielders of Darkness unleash destructive magic and favour cautious offense over the brash nature of the Light Wielders. They will exploit any weakness and use any means necessary to achieve their goal. The predominant mindset is that despite the primary goal of protecting others, sacrifices will be made without hesitation if deemed necessary.

Temple of Balance:
Viewed in equal measure as both the easiest and also the most dangerous path to follow, The Temple of Balance attempts to combine the strengths of Light and Dark. Often viewed as weaker by the other two due to their supposed inability to stay true to either other path, the disciples of Balance nonetheless carry themselves with the same sense of duty as the other two, seeking to maintain order and the stability of the Realm of Light. It is well noted however that the Temple of Balance has the highest rate of failure, as few have the ability to wield Light and Darkness without favouring one over the other.
In battle, Wielders of Balance are unpredictable as their nature leaves them open to almost any form of attack or defence. Nothing is beyond their potential and they exploit their wider knowledge to its fullest.


The Keyblades:
Keyblades are mystic weapons that transcend the boundaries and natural laws of the various worlds. Little is known of their origins beyond the fact that they are artificial constructs and possess a limited sentience. Theories abound regarding this, but for the most part they are simply viewed as the tools of the chosen, empowering the key bearers to perform their sacred task. The keyblades themselves seem to defy all attempt at classification and understanding, and some mythologies claim that even gods have been felled by their power. They are linked intricately to their wielder, and occupy a hidden piece of the bearer’s soul until drawn, where they will materialize in the bearer’s hand with a flash of light or a shroud of darkness.
A keyblade generally comes into possession of its chosen wielder when the chosen is of a young age. A child may be marked or chosen without realizing it, and go through until young adulthood before their keyblade finally manifests. Others will wield it straight from the beginning. Regardless of when, all key bearers will inevitably come to the attention of the nearest temple and inducted into the ranks of their novices. All three temples will teach to fundamentals of the keyblade, at which point the student or teacher will decide which path holds the most merit.
Keyblades work by attuning themselves to the Heart of the wielder, and so as a key bearer’s Heart grows in strength, so too will their ability and power. If their Heart should succumb to the Darkness or be conquered by another, the keyblade will also become subject to the will of its captor. In this manner, rogue key bearers are often hunted by their loyalist kin and eliminated, their keyblades captured and returned to the keyblade graveyard. It is considered a great dishonour for any Keybearer to carry a blade not his any longer than necessary. In addition to being powerful weapons and vessels of magic energy, keyblades also allow the bearer to unlock the hidden pathways through the realm of Darkness and travel between worlds.
The nature and appearance of a keyblade are dependant on the unknowable designs of its original creator, and as such will often resemble the personality and style of their wielder.

The Heartless:
These beings are the embodiment of darkness, formed from the hearts of those lost to the Dark. They are devoid of emotion, and act on an instinctual level driven only by the need to capture more hearts. They are drawn to the Hate and Rage of mortals, seeking to prey upon the darkness inherent in weak hearts and force their way into the realm of light. They are the most common foes of the key bearers, and range from hordes of weak Shadows to the more fearsome Darksides and insidious Possessors.

The Nobodies:
Occasionally, a being who loses their Heart to the Darkness will be of strong mind and fortitude, to such a point that they will continue to exist in some form or another. Most will linger as disembodies spirits, devoid of ambition and emotion and lamenting memories that no longer mean a thing. A few however, will prove to be the equal of most key bearers in power and ambition if not stronger, though being without hearts makes the source of their power a mystery. It is solely for this reason that the existence of the third realm is theorized, but as yet the existence of “Nothing” remains unconfirmed.


Rules:
1: There will be no godmodding, despite the fact that these characters will be able to achieve very impressive feats. Keep in mind that the opponents you will face are of a similarly impressive nature. You will not have control of another player’s character nor any NPC’s unless I allow it.
2: You will have the potential to develop new skills beyond what you begin with, however based on the pace of this Rp the process may take longer or happen quickly. I will ask for your patience in this regard.
3: I am asking for a reasonably high post quality for this. Admittedly there is little to go on at the moment, but as the plot thickens it should be easier to make longer and more intricate posts.

Character sheets:

Name: These can be as diverse as you like, remember key bearers originate from all manner of worlds.

Age: Anywhere between sixteen and mid twenties is fine.

Gender: Are you a male or female?

Personality: What kind of person are you?

Description: I want to know how tall you are, whether you are well built or lean or whatever, any particular features, eye and hair colours, your preferred style of clothing and whatnot. Again, no real limits as diversity is likely.

Armour Class: Do you wear Light Armour, Medium Armour or Heavy Armour?
Background: Include some backstory of your early childhood, your homeworld, your discovery of your Keyblade and early interactions with whichever temple found you, and whichever temple you then joined. Remember there are a wide range of worlds under hidden sway of the Key Bearer Temples, so you can come from a highly technological world, a primitive feudal society, or anything in between.

Your Keyblade: Detail the name and appearance of your keyblade, is it a long reaching or short bladed weapon, what does it resemble and how do you use it?
Combat Techniques and Abilities: Give a brief outline of your preferred fighting style, then choose from one of the special abilities listed below.

--- --- ---

The next post will detail specifics regarding the abilities involved in the differing paths.


Nonsense is our Salvation


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Powers of Light:

Shield of Faith:
Weaving the keyblade in a short circular pattern, the bearer leaves a trail of blazing energy which deflects incoming projectiles and wards enemy magic. This is a reactive ability and requires extremely quick reflexes to pull off.

Explosion:
When surrounded by enemies with little fear of collateral damage, the bearer can charge energy into the keyblade before leaping into the air and hurling his weapon to the ground. There it detonates to do massive damage and reforms moments later once more in the key bearer’s grip. This technique takes a few moments to charge and leaves the bearer unarmed for a few more.

Sanctuary:
The Keybearer plants his keyblade into the ground at his feet and kneels before it. Uttering a constant prayer to the light, his keyblade puts forth a barrier impervious to all but the most powerful of enemy blows and spells. This is a difficult spell to master and difficult to maintain. In addition it is not without risks, for the slightest lapse in focus can leave an effectively immobilized Keybearer vulnerable to attack.

Smiting Lance:
The keyblade glows with focused energy before being discharged in a beam of pure light. Creatures of the dark find such attacks devastating, and others likewise will sustain heavy damage. The focused nature of this attack and the required cooldown mean it cannot be used in succession and is unsuitable for combat against numerous opponents.

Powers of Darkness:

Vortex of Shadows:
The Keybearer unlocks a portal to the Realm of Darkness, which sucks any and all nearby into whatever grim fate may await them there. Though it holds no true peril for the Heartless, it is an effective means of quickly banishing them from the Realm of Light. The drawbacks however, are dire. No means of control exists, meaning even allies and the caster himself can succumb. Further, if control of the vortex is lost, it can actually allow more denizens of the dark to manifest.

Dark Aura:
The Keybearer focuses his hate and rage into a series of quick blasts of dark energy. These can be directed to a single target or dispersed across numerous foes. Each blast does small damage, but this technique is easy to use at a moments notice and easy to incorporate into sword combos. It is a favourite of beginners and veterans alike, but becomes of limited use against more resilient enemies.

Cloak of False Sight:
The Dark equivalent of Sanctuary, the Keybearer envelops himself in darkness rendering himself invisible to standard sight. With focus and training, he can even hide himself from other practitioners of the Dark Arts, but renders himself unable to attack. Like all defences, this is not infallible and the Nobodies in particular seem somehow able to pierce the cloak easier than others.

Puppet Wielder:
Even the smallest chink in the heart’s armour will allow the Keybearer to gain a foothold on the enemy’s defences. From here he can begin to whittle away the foe’s own will and fortitude, eventually gaining complete control of the darkness within their heart and bending it to the Keybearer’s will. This requires a great deal of time and focus, and as such is only attempted by the most confident of Dark Wielders.

Keyblade Special Techniques:

Strike Raid:
With practice and focus, the Keybearer can throw his keyblade into the enemy ranks, guiding it in a wide arc before it returns to his grip. This technique is useful for striking distant opponents but leaves him vulnerable to close quarter retaliation.

Fever Pitch:
Inducing himself with a rush of magic fuelled adrenalin, the Keybearer becomes a blur of flickering motion too fast for eyes to track. He unleashes a flurry of blows upon his opponent from seemingly all sides at once. Though this ability is definitely useful, it quickly exhausts stamina and thus cannot be overused.

Critical Strike:
Similar to the fever pitch, the Keybearer infuses himself with a burst of energy, only instead of dividing it among a flurry of lesser strikes, he infuses all of his strength into one telling blow. Especially powerful Keybearers can even cause small shockwaves that stun nearby enemies. The Keybearer remains vulnerable for a few moments before and after the strike, so timing is critical.

Unlock:
Arguably the keyblade’s most powerful ability is to release captive hearts and scatter them to the dark. However, with the right mindset and enough strength, a Keybearer can also release the heart and soul from a still living being, effectively rendering them fodder for the heartless and the dark realm. Such a brutal act requires utter conviction and callousness, for to falter even momentarily will result in feedback and subsequently catastrophic damage. The Keybearer impales the victim on the tip of their blade, not a physical wound but rather a spiritual one in which the elements of mind heart and body are separated over the course of a few moments or sometimes even a minute if the individual is strong.

Magic:

Fire/Ice/Lightning: (Choose ONE)
The Keybearer wreathes their blade in flames, frost or electric currents, inflicting elemental based damage in addition to their standard blade attacks. This can be effective against most mortal opponents, but will give no specific benefits against supernatural creatures like Heartless or Nobodies. A spell cannot be maintained for more than a few moments.

Aero:
The Keybearer wreathes themselves in a small localized whirlwind. In addition to deflecting light attacks this has the effect of making him lighter on his feet. Though easier to maintain than other magic, this will not last beyond a minute at best.

Quake:
With built up energy, the Keybearer strikes the ground with his keyblade, causing the earth to rupture and split beneath the feet of his enemies. Jagged rock will erupt from the ground and scatter opponents from their feet. This spell requires that the foe be somehow earthbound, as an agile foe will be able to leap clear in time. Therefore it becomes ideal for larger heavy opponents.

Magnera:
The Keybearer can envelop his foe in a magic field that can be attuned to either attract or repel. This spell does no actual damage, but is useful for escaping a tight situation or pinning down an elusive foe. The focused nature of the spell makes it difficult to capture a foe in swirling melee, but it is good for isolating lone creatures. As with all magic, it can be resisted and cannot be maintained indefinitely.


Choosing Abilities:
First, you must choose a Keybearer path and a temple to follow. Then make your decisions as follows:

Paths:

Warrior: Choose TWO Keyblade Techniques.

Guardian: Choose ONE Keyblade Technique and ONE Magic Spell.

Mystic: Choose TWO Magic Spells.

Temples:

Temple of Light: Choose TWO Powers of Light.

Temple of Darkness: Choose TWO Powers of Darkness.

Temple of Balance: Choose ONE Power of Light and ONE Power of Darkness.


Nonsense is our Salvation


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Character sheets.

Rems as Bayle Kasibalas:
Age: 25
Gender: Male
Armour Class: Light
Temple: Light
Path: Warrior
KeyBlade: Named Aequitas, it resembles a straight cavalry sabre, with an elaborate hand guard, much like the one he used as a soldier. Suitable for thrusting and cutting it has a dull white glow which brightens in response to Bayle’s convictions.
Combat Techniques and Abilties:
Smiting Lance
Shield of Faith
Fever Pitch
Unlock

yoyoyo12365 as Veran Kaerson
Age: 17
Gender: Male
Armour Class: Light Armour
Your Keyblade: Named Shadowsun, Varen's keyblade appears as a series of three bars, the outer two gold, the center black as night, they twist together along the length of the blade, and the end appears as a sliver of the sun, the bars pointing backwards off it like rays of light. The blade is long, and relatively thin. The the pointed prongs on the end make the weapon good for stabbing, and the blade's length and straightness make the blade good for most combat situations, but can be dangerous if the enemy gets too close in.
Combat Techniques and Abilities:
Temple of Light:
Shield of Faith
Smiting Lance
Guardian path:
Critical Strike
Aero

Santaire as Alexander Kyranus:
Age: 24
Gender: Male
Armour class: Light
Keyblade: Named Darklight it is a long, hand-and-a half, single edged, razor sharp sabre, the blade of which is curved slightly backwards. The blade is pure gold and the hilt as black as night with an eagle’s head pommel. Sometimes it seems almost alive, twitching in his grip as if it is a wild dog hunting for food.
Combat technique:
Temple of Balance:
Smiting Lance
Cloak of False Sight
Path of the Warrior:
Strike Raid
Fever Pitch

Lord Ramo as Titus Merin
Age: 23
Gender: male
Armour Class: Light Armour
Keyblade: DurIa, the dark abyss. Titus keyblade copies that of an arming sword, a blade that can be wielded with one hand easily and useful for cutting or thrusting. It means he has to get close to his opponents, but that is no problem for Titus, who has spent time honing his abilities.
Combat Techniques and Abilities:
Temple of Darkness:
Dark Aura
Cloak of False Sight
Path of the Guardian:
Unlock
Quake

Jackinator as Magar Kharn
Age: 24
Gender: Male
Armour Class: Medium Armour
Keyblade: Magar's keyblade, Hellebore, is a long spear with a black haft. The blade resembles that of a sword and allows the bearer to cut and lunge with the weapon.
Temple of Darkness:
Vortex of Shadows
Dark Aura
Warrior Path:
Fever Pitch
Unlock

Midge913 as Tav'eran Maleek
Age: 26
Gender: Male
Armor Class: Medium
Temple: Balance
Aspect: Warrior
Keyblade: Tav'eran wields a Keyblade, Elgahain, which means peaceful death in his native tongue, is an elegant single edged sword that is swepted upward at the end with the first 3 inches of the back of the blade a sharpened edge. the blade near the hilt is encased in heavy etched steel with a simple hand guard. The hilt is wrapped in red leather and is balanced by a heavy pommel ( I did my best to describe this sword).
Combat technique and Abilities:
Light- Explosion
Dark- Dark Aura
Keyblade techniques- Fever Pitch and Critical Strike

Yru0 as hazim Al Mercutio
Age: 24
Gender: Male
Armor class: Light Armour
Keyblade: Saif Al Hamsat (Sword of Whispers) - Saif is a dagger sized keyblade, with an end that curves slightly upwards. It's hilt is a simple dark brown design, lacking much decoration, only with the keyblade's name engraved on the short blade.
Combat Techniques and Abilities:
Temple: Temple of Darkness
Puppet Wielder
Cloak of False Sight
Aspect: Guardian
Magnera:
Strike Raid:

Dawnstar as Dawn Fayne
Age: 19
Gender: Female
Armour Class: Light Armour
Keyblade: Dawn’s Keyblade, Lilium, is shaped similar to fleur-de-leis, with the middle fleur extending to form an approximate 12-inch blade. It has a golden color that changes slightly to reflect Dawn’s mood. Lilium has a hand-and-a-half hilt that is wrapped in blue leather, which enables Dawn to fight with one or two hands.
Combat Techniques and Abilities:
Power of Light:
Shield of Faith
Sanctuary
Path: Guardian:
Keyblade Technique: Fever Pitch
Magic Ability: Fire

Anilar as Rumbling Earth
Age: 23
Gender: Male
Armor Class: Heavy armor.
Keyblade: Gram (Wrath) is a long hafted axe around 5 feet long, with a slender thin axe blade. (Danish Axe) Black and golden colours swirling up and down the haft and blade in a seemingly uncontrolled chaotic way.
Temple:Balance.
Path: Mystic.
Power of Light: Explosion.
Power of Darkness: Puppet Wielder.
Magic:
Quake
Lightning

That's all folks.


Nonsense is our Salvation


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Name: Veran Kaerson (VAY-rin KAY-er-son)

Age: 17

Gender: Male

Description: 6'1", trim, athletic build.
Stylized tattoo of the sun covers most of upper back, tendrils stretch to upper shoulders and back of neck.
Blue eyes, mildly tanned skin, and long brown hair worn in a ponytail.
Facial features are rugged, but appear almost delicate.
Often wears tank-top and long pants. Likes to wear blue.

Personality: A reserved, accommodating person, Veran quietly observes people. He becomes highly opinionated by doing so, but always tries to be kind when meeting somebody. When he does make friends, they enter a circle of people that he would fight tooth and nail for, and it shows. Deep down, he has a wild streak that shows only when he is with people that he trusts. When it comes to combat, Veran believes that a single innocent life lost is unacceptable.

Armour Class: Light Armour

Background: Veran was born on a world that has yet to advance beyond the medieval era. He was born to a family that worked on the land of a local lord. The lord was a benevolent man, and made sure that none of his workers, or their families, went hungry.
The lord did, though, have one harsh demand that all of his workers were to adhere to, punishable by death: all persons in the employ of, or born to the employed of this lord had to be marked. The mark was to be a tattoo of the lord's mark, the Sun of Toran, to be placed upon the person's back the day they reach the age of five. Drawn in a magical ink, the tattoo would never fade, or distort with time.
The young Veran was easy to befriend, and knew most people that worked in the neighboring fields. He had even met with the lord, a short time after being marked with the Sun of Toran.
It became apparent with age that the your Verak would stand by his friends no matter what, and, because he ended up a late bloomer, he often ended up being covered with bruises. He never seamed to mind the pain, content to know that he had helped a friend that needed it, and going on with his work in the fields as if nothing had happened.
One day, in Veran's eighth year, coming in from the fields alone, he ran into the man that worked the field to the west of Veran's. That very day though, the man's son had beaten Veran. To Veran's dismay, he realized the man was drunk. Drunk, and angry.
The man began to strike Veran, yelling something about respect and his son. The man continued to beat the boy, even as he began to bleed.
There came a point where Veran was close to losing consciousness, and was suddenly blinded by a flash of light.
When Veran regained his vision, he was standing over the now inexplicably unconscious man, and in his right hand, there was a keyblade.
The next day, men dressed in unusual clothing came to visit Veran's home. They wore dark robes, and spoke in low tones with his parents.
Eventually, one of the men came over to speak with Veran. The man pulled back his hood, and showed himself to be almost elderly, with a short grey beard and kind (if watery) blue eyes.
The man spoke to Veran of the incident the night before, and told him that he was a very special young man, and that he would be coming with them back to a school for special young men and women.
They gave the boy until sunset to say goodbye to his friends and family. At his age, he understood that he may not see them again any time soon, but always believed he would be back one day.
At the end of the day, he went to the lord's estate, where the men had said they would be waiting. They were there, but they were deep in conversation with the lord himself. Varen waited patiently, and even picked up a bit of the conversation. The lord was demanding payment for the boy. Eventually the lord gave in, knowing of the authority of the Temple of Darkness to be near absolute.
With that settled, one of the men drew his keyblade in a flash of light, and opened a gateway in midair. They all stepped through the gate, and the old man beckoned the boy to follow. He did, and when he entered the gate, everything turned black for a moment, then they were through, and he stepped into a place like none other.
Varen was taught by the old man, whom he came to know as Master Brooks.
The boy learned quickly, and could draw his keyblade at will after only a few months training. Eventually, between sleeping and combat training, the old man began to teach Varen about the three different paths that stood open before him.
He spoke of the Temple of Light, with its brash action and bold combat;
He spoke of the Temple of Darkness, with its calculating manner and magical attacks;
He spoke of the Temple of Balance, with its utter unpredictability;
And, finally, he spoke of the dangers of each, and the consequences of falling to the darkness.
It was, after only a short deliberation, obvious which temple Varen would join. It would be the Temple of Light, and they both knew this to be best.
After a time, Varen met the man from the Temple of light who would take over his training after Master Brooks was done teaching the basics.
The man was strict, but, in an odd way, warm to all those he spoke to. Varen liked the man, but knew that there would be some manner of conflict between them. Their personalities meshed about as well as a watermill wheel and a jelly doughnut.
As Varen moved to the Temple of Light, he found himself to be correct in his analysis the interactions between himself and his new master. He also found that he was the jelly doughnut.
As he grew, Varen did eventually come to avoid conflict with his new master, and quickly embraced all that the Temple of Light stands for.

Your Keyblade: Named Shadowsun, Varen's keyblade appears as a series of three bars, the outer two gold, the center black as night, they twist together along the length of the blade, and the end appears as a sliver of the sun, the bars pointing backwards off it like rays of light. The blade is long, and relatively thin. The the pointed prongs on the end make the weapon good for stabbing, and the blade's length and straight edge make the blade good for most combat situations, but can be dangerous for the bearer if the enemy gets too close in.

Combat Techniques and Abilities: Fights best one to one, fighting in a fluid series of fast and slow attacks, striking fast to open up an opponent's defenses, and striking hard to shatter them. This becomes more difficult with multiple opponents, and when faced with groups he relies on fast attacks to try to finish as many off as possible before one of them finds a hole in his defenses.
Temple of Light:
Shield of Faith
Smiting Lance
Guardian path:
Critical Strike
Aero

EDIT: QUICK NOTE: This will be my first actual RP (not for lack of trying) see, the one I tried to join before ended up being abandoned before the action thread began. Just thought that I would let you know.


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Excellent. I see no glaring problems with Varen. Accepted.


Nonsense is our Salvation

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I will be posting later today. Can we be any from those 5 paths or does it have to be from the three temples?

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You choose a temple, and a path.

I will clarify that.


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I'll be posting soon also
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post #9 of 281 (permalink) Old 01-01-12, 01:31 PM
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Made enough threads for this, Serp?

From my computer I can see three recruitment threads titled "The Keybearers".

Give a man a match, and he's warm for a day.

Set a man on fire, and he's warm for the rest of his life!

Cato Marquand
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Ya, my computer had a siezure when I tried to post this.


Nonsense is our Salvation

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