Chronicles of The Omniverse Archived SnekySnoo's Characters

SnekySnoo

SNAAAAAAAAAAAKE!
GENERAL INFORMATION:
Name:
???
Nicknames/Titles/Alliases: Tombstone “Stone” Stepper, John Stone
Gender: Male
Sexual Orientation: Straight
Species: Hu...man?
Age: ???
World they are from: Aer
Current Residence: Small military colony on Ostra

APPEARANCE:
Appearance:
Standing 7’10” (239 centimeters) tall, Stone is quite a sight. Not only does he posses a rare hieght for his race, he also boast serious natural strength. Put simply, Stone is a (handsomely built) muscle bound behemoth. His skin is pale and fair, free of any scars, piercings, or tattoos. His eyes are a milk white rimmed in black with small, beady black pupils in the center. His face and body seem young and extremely handsome despite how old he implies himself to be. His hair, just long enough to place in a small tail at the mid of the nape of his neck, is an aged white. His clothes, while not the most extravagant, reflect his elegant nature. He normally dons a pressed white long sleeved cotton shirt with dark pair of cotton trousers. Over his shirt, he’ll normally wear some type of vest with a militant crest on the breast pocket. To finish, he’ll typically wear a brown leather coat along with what he has on, the hem scrapping the ground when he walks. When out and about, he’ll wear comfortable shoes with flexible soles. When participating in military function and/or spending the day behind his desk, he’ll wear a pair of dark leather boots.

PERSONALITY, HISTORY AND STRENGTHS/WEAKNESSES:
Personality:
Stone is a mysterious character to say the least. He tends to keep to his own unless required, requested, or interested. His only real goal in life is to protect those around him. While he feels no real alligence to any one race, he does believe in equality among races and, therefore feels that everyone deserve to be protected. Stone can be called a wordsmith and with effortlessly tell you something that can either put you at ease or send you into a blind panic. He like to keep life simple, preferring a good book, nature, or sparing/ training to social interactment. He isn’t one for crowds but you could never tell with how well he hides it behind a stoic face. He’s also known as a ladies man, generally being veiwed as attractive by the opposite gender.

History: Not much is known about Stone’s early life other than it was a fair amount of time ago. What is known is that at some point, Stone joined the Military under the alias John Stone. Since then, he’s moved up in Rank, becoming a high ranking official on Aer. He was then asigned to Ostra to be a strategic and financial advisor for a growing colony. Since, he has helped the colony through two generations and continues advise the colony in the hopes of seeing the colony become a human city one day.

Strengths: High intelligence, skilled swordsman, diplomatic, keenly observant
Greater Strengths: Physical strength, ability to use low mana absorbing incantations
Weaknesses: overly trusting of people, tends to think with his “other head” when involved with women, relies mostly on souly on close range combat
Greater Weaknesses: physical slow, will NEVER refuse “adult Funtime”

MAGIC/POWERS:
Magic/Powers:


Strength of the World: with this spell, Stone can take the strength of every given person in a twenty foot radius and as their strength to his own for a couple minutes.

Iron Flesh: This spell remains active until dispelled or mana is sufficiently drained. This spell increases Stone’s durability and completely bars all feelings of pain while adding a slight healing factor that can heal deep cuts in Minutes.

Power Weaknesses:

Strength of the World: While a powerful spell, it does have flaws. If the strength or mana of a person in range of the spell is stronger/higher than Stone’s own, Stone will not be able to add their strength to his own. As an added note, a familiar’s strength will be completely looked over and will not be available for Stone to use.

Iron Flesh: Iron Flesh Is a useful spell but has draw backs. While it consumes minimal magic, when repairing or taking damage, mana consuption will spike dramatically depending on the amount of damage.

WEAPONS AND EQUIPMENT:
Weapon(s)/ Equipment:


Archadia: A long sword made of blackened steel and sized to Stone, this is quite the weapon. It’s hilt is wrapped in a sturdy brown leather. The blade’s double sided edge is a shining silver color.

Andrea: a large dagger made of blackened steel and sized to Stone, this could be considered a short sword to the average human. It’s hilt is wrapped in sturdy brown leather. The blade’s single curved edge is a shining silver color.
 
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GENERAL INFORMATION:
Name:
Ty’Phon
Nicknames/Titles/Alliases: Ty, Grey Warden
Gender: Asexual
Sexual Orientation: Asexual
Species: Sli’f
Age: 24
World they are from: Ostra
Current Residence: slums of Ostra’s capital city

APPEARANCE:
Appearance:
Taking on a relatively human form, Ty stands 5’ 10” (178 centimeters). While Ty’s gender is Asexual, he has a masculine figure and will respond to masculine pronouns. This, however, doesn’t mean he can’t change his form to something more feminine and respond the feminine pronouns. Unlike the rest of his race, Ty is actually a Grey/Black color. This is because of the sharpened stone tablets held by his many cells. The moister of Ty’s cells along with the continuous erosion of the tablets forms a dark grey hue that spreads through his cells. While this isn’t permenant, Ty replaces each dulled tablet, perpetuating the “greying” cycle. Ty’s attire is similar to a human oriental assassin, favoring dark colors, robes, and hoods. The colors he wears all depend on his environment and the occasion. If it is a holiday, he will wear colors and scarves to match. If it is a head that needs mounting, the colors will probably match cover and the surrounding peoples. Under his robes, Ty wear traditional form molding spanx to keep him in as human a shape as possible for a Sli’f. He will even wear fingerless gloves to try and form finger-like tenderils. His hood is typically high over his face and, even under it, he wears a helmet akin to a divers with a metal fitting all around and a glass shield over his face. This helmet is also his communication device, coming out hard and grizzled.

PERSONALITY, HISTORY AND STRENGTHS/WEAKNESSES:
Personality:
Ty is a rough and all around stoic person, choosing a solo life over being connected to his people. He likes to be away from others and will rarely be seen in public. To those who first meet him, he can be aggressive and even apehensive of getting to know someone. Once he knows you, however, he treats you like a passing phantom: something of slight interest with vague use. He has no goals or ambitions and only seeks to line his pockets. He will side with whoever has the most power.

History: After separating and growing away from his parental cell, Ty became a sort of outcast among his people, becoming more hateful and spiteful as he grew older. When he tired 16, he decided he’d take his rage out on others by becoming a blade for hire. Of course, with humans fostering peace among worlds, business has become slow, forcing Ty into the slums of the Capital City. Now, he struggles to get by, working sorry jobs in the hopes for cash.

Strengths: a literal living weapon, intimidating, quick as a hare and twice as cunning
Greater Strengths: master trap layer and stealth executioner
Weaknesses: Head strong and angry, doesn’t play well with others
Greater Weaknesses: cocky as hell, slight god complex

MAGIC/POWERS: N/A
Magic/Powers: N/A
Power Weaknesses: N/A


WEAPONS AND EQUIPMENT:
Weapon(s)/ Equipment:
variety of sharpened Stone tablets within his on body. With his ability to change shape, Ty can force these blades out and use them to ward off attackers.
 
Repost with the new template.

GENERAL INFORMATION:

Name [It would be nice if you stated how it is pronounced.]: Bay-ala Anaie (Bae-ah-lah Ahn-ie-ee)

Nicknames/Titles/Alliases [Optional]: Bay, Super Cougar, Queen Milf, Trap Queen, Den Mother

Gender: female

Sexual Orientation [What gender are they into?]: Lesbian

Species: Human

Age: 42

Homeworld: Aer

Current Loyalty [What faction/guild they're in, if any]: Grey Furs

Current Residence: Wolftale Pub and Inn orbiting Aer’s closest moon

Hyadn Status [Whether or not they're a Hyadn, yes or no]: Yes

FAMILIAR:

Name: Fulgrieth (Ful-gree-eth)

Species/Object [What plant/animal/object they are: Aer Mountain Wolf

Appearance: standing at about 6 feet (183 centimeters) tall, this grey and white wolf is beauty. This large carnivore is what happens when you take apex predator and put it in front of a lot of other apex predators. Fulgrieth is bigger and stronger than most mountain wolves, his fur hiding lean muscle. His eyes are a crystal blue that glow in the night. He wears a red color with decorative blue glyphs on it.

Personality [Optional]: Fulgrieth is stubborn and all around lazy, choosing to lounge at his masters feet most days. But when times of crisis arise, he will effortlessly leap into action without the need for his master’s command.

Unique Abilities [If any]: As a true apex predator, Fulgrieth demands the respect of all lesser animals, having the ability to force any animal to submit and follow him.

APPEARANCE:

Appearance [Just a basic description of what your character looks like. For example; hair color, eye color, height (both Metric and Imperial), the type of clothes they usually wear and any and all significant jewelry or scarring etc. You can add a picture, but please do write a detailed description first. If you need help, please contact any of your Enchanted Star GM's.]: Bay stands at a lanky 5’10” (178 centimeters) and is loving it. Even though she’s thin and leave a lot to the imagination, she truly is, in her own way, beautiful. Her skin is a rich, deep brown, making her foggy forest green eyes stand out. Her hair is a natural silvery grey, half shaved and tossed to the left side of her head. Her face, angular and edged, displays a small host of scars, one of the largest cutting from her forehead down her brow, over her right eye, and rounding towards her right cheek. The rest are fairly small burn scars and knicks. She has a brass septum piercing that she wears out of work. She has a tattoo on her left breast of a heart with three names; Ja-Mali (ja-mal-ee), Hemri-nali (hem-reh-nall-ee), and Gama-Sandrik (gah-mah-sahn-dr-eec). She also has “Pack Life” tattooed across her throat. In the last few years, she’s had her appearance tailored to that of a wolffish human hybrid, rimming her eyes in yellow and giving her a furry tail akin to that of Aer’s mythical Grey Wolves, hence the name Wolftale Pub. Her attire is more masculine than feminine, leaning towards a bowler hat, roughspun white shirts and brahmin leather vests with dark green roughspun trousers and black dress shoes. In an occupation dominated by men, one must look the part, after all. In all honesty, she prefers to dress in form fitting sleeveless shirts with home made hoods sewn on and soft cotton pants in bare feet. She keeps a long barreled pistol sling under her shirts, it’s leather holster tucked in the small of her back.

PERSONALITY, HISTORY AND STRENGTHS/WEAKNESSES:

Personality [Just a basic description of how your character acts. Their likes, dislikes, fears, dreams, etc. If you need help, please contact any of your Enchanted Star GM's.]: Bay is what some may call a hard ass. Others would call her a straight bitch. Whatever your definition, she won’t take shit from any living soul, her fierce temper and attitude unable to allow her such distain. However, while she isn’t one for crowds, she loves her bar patrons, whom she’s deemed her “pack mates”, and welcomes them always with a round of free drinks and food when they poke their heads in the “Den”. She also has a strong love for her own and any child. Her strong, motherly personality is very attracting and, though she can be a bit rough on the edges at first, almost anyone who meets her will respond to the “Pack Alpha” And “Den Mother” with love and respect. She fears for each of her “pack memebers” as if they were her own children but knows they’ll all make her proud. She doesn’t take well to outsiders at first but will become more and more at ease as time goes on. She does, however, have a soft spot for cute, young girls, orphans, and little kids. She’s a pretty well known drug dealer on Aer and runs one of the bigger Cartel gangs, the Grey Furs, And hopes to spread her influence cross the known worlds.

History [Just a basic description of your character's life up to this point. What kind of youth did your character have, what major events have happened to your character, who raised your character, what kind of live does your character lead, etc. Try to be descriptive; its very much appreciated. If you need help, please contact any of your Enchanted Star GM's.]: Bay-ala wasn’t always the motherly drug lord she is now. She was born into a poor house with an abusive mother and a neglectful father as well as a slew of other cruel siblings. She was brought up with tough skin, eventually loosing all feeling regarding her family. At 16, she ran away and tried to make a living on the street, doing anything she could to get out of the slums. Eventually, she’d found herself in the service of a drug lord who taught her the ropes and showed her reward this was well worth the risk. He also introduced her to the euphoric feeling of getting high. It wasn’t long before she was hooked on just about everything there was to try. He still acted like a father, however, and did his best to raise her with both business and street smarts, hiring all varieties of mages from all over to teach her the ways of the Tongues as well as defensive magic for if she ever faced an unfair fight or a skirmish with the law. Seeing her rise through the ranks as his personal enforcer, the drug lord eventually gave Bay reign over his empire. Three hit-and-run relationships later, bay gave up on men and decided to stick with what she knew best. At some point, he pseudo father past, leaving everything to the daughter he never had. To this day, Bay-ala will never forget Alkin Song nor his mentor ship and grooming.

EXTRA TRAITS:

Likes: recreational drugs, sex, money, young women, parties, Fulgrieth

Dislikes: withdraws, hangovers, nobles, mage school grads, Fulgrieth

Goals: to make the Grey Furs the biggest drug cartel across the known world’s, to raise her children up to be amazing, the be the most powerful women across the known worlds

Fears: Failure, her children seeing her for what she really is, death

Strengths: charismatic, bold, motherly, “a damn good shot”

Greater Strengths [Optional]: inspires all she meets despite her attitude

Weaknesses: soft hearted, emotionally unstable when sober

Greater Weaknesses [Optional]: strongly dependent on drug use to mask feeling of manic depression and thoughts of suicide

MAGIC/POWERS:

Magic/Powers [For non-powered OC's, leave this space blank.]:
Power Weaknesses [Required for powered OC's. What can block/weaken/impend/absorb/nullify/Nerf your power. If you need help, please contact any of your Enchanted Star GM's.]:

Gold Tongue: Supernaturally boosts the charisma of the user or target, making them much more skilled in speechcraft. Very uncommon spell as it is not legal to be cast.

Silver Tongue: Allows the user to speak and understand languages they would otherwise not be able to.

Bronze Tongue: Allows the user to understand the meaning behind the sounds and actions of an animal, as well as communicate with them.

Bolt: Casts a simple bolt of lightning from the hands in a mostly straight line. About as strong as a taser. Range of about 20m/60ft.

Chain Lightning: Same power and range as bolt, but can hit multiple targets. Taught for self defense, effective for subduing multiple attackers.

Flame: Simply generates a gently burning flame, variations can be any color the user wishes. Burns at about room temperature. Used primarily for lighting and decoration. Can burn for a very long time with minimal mana being used.

Immolate: Causes a target within arm's reach to ignite. Target will only remain on fire for as long as it would if ignited non magically - thus casting this on something non-flammable such as metal would do almost nothing.

WEAPONS AND EQUIPMENT:

Weapon(s)/ Equipment [Names and a description of their appearances and powers, if they have any.]:

Yujldenbor (Yul-den-bore): A Black And silver cane named after the mythical pack leader of the Grey Wolves of Aer, this is a multi use weapon with flare. The head of the cane, a leaping wolf, has been crafted to be used like a war mallet; great for smashing shin bones. The body of the cane can be pulled away, revealing a short dueling sword. The “sheathe” also acts as a weapon in this form. Near the bottom of the cane, a pair of short blades spring out once the sword is removes; perfect for slicing hamstrings.

The Huntsman: Named after the children’s fable character, this Huntsman isn’t so much for slaying Wolves as it is for putting down snitches. This long barreled breach action pistol uses large rounds with magical effects. Only the ammunition holds magical properties and only Bay-ala knows the gunsmith who crafts her weapons. Thus far, she’s only use four different round types. Her Light rounds cause a blinding light in the direction shot for a few moments, stunning attackers. Her Black Out rounds shroud a ten foot radius in darkness, allowing for escape. Her Far Reach rounds will hunt a target in mind from up to thirty yards away. Her Explosive rounds cause a small, fiery explosion on impact, similar to the fireball spell.

Weildengrad (Veel-dun-grahd): This pair of brass knuckles are, ironically, a polished iron. The knuckles have small spikes that cause serious pain on impact. Named after the Grey Wolf of Strength, these knuckle have an enchantment to match. Similar to Strength of the World, the knuckles will take strength of another and deep it to the user while attacking. Unlike the common spell, however, these knuckles will take the half the strength to the person they make contact with and add it to the attack itself regardless of the users strength.

Wolf Claws: As the name implies, these are a simple set of metal claws that go on the finger tips of each hand. Unlike common “cat claws” worn by high class women as fashion and a means of protection, these claws are much long (an inch or 2.54cm long) and serrated, tearing at flesh instead of just slicing it.

Vehicle(s) [Name, appearance, functionality]:

The Lady’s Phantom- the size of a man-o-war, the Phantom is the Gray Furs pride and joy, hard earned by selling the small skiffs they once had. This massive, gilded ship can be compared to many nobles and may even be better. The ship it’s self has an blackened iron hull with red “claw streaks” going down its sides. The top side of the ship has a thick glass canopy that curves over the deck. With the same physical design as the ship from early human times, this Man-o-War can be called a true work of art. Thought the wood is replaced with metal, it’s still a sight when you see it trimmed in gold. From the rivers to the claw outlining to stage sails themselves, The Phantom is considered one of the most magnificent pirate ships in the sky. The three masts it displays make it an even bigger spectacle. The massive sails each mast holds has two sides. The inside, the part that catches wind, is made of a golden weave imbued with magic to catch rays of the sun to move it along. The outside is black leather that was treated with a heated black tart, making it unfathomably durable. Not even a pure magical blast could put a hole through them. Aside from just being a magnificent sight, the ship is armed to the teeth. It boasts four magic mortars that fire a shot of pure mana out through the glass canopy and explode in a massive hail upon impact with a target. It also hosts 48 long cannons, capable of hitting targets from long distance. In addition, The Phantom is armed with 7 prototype repeating cannons that fire a cannon ball every two seconds, eight shots total. While it does take a while to reload and can jam in between shots, it’s a useful weapon indeed. With all this, this mighty vessel can take the head of the Grey Furs out towards other planets and moons for huge business deals while also toting along a personal Army. It isn’t great for sneaking but it is extremely intimidating. Especially when you know that The Phantom didn’t get its name from the inability to be caught. It came from the many ghost ships and dead gang bosses it obliterated - both on and off world.
 
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GENERAL INFORMATION:

Name [It would be nice if you stated how it is pronounced.]: Maruka Elizbeth Cendril (Mah-roo-kah Eh-liz-beh-th Sen-drill)

Nicknames/Titles/Alliases [Optional]: Maru, The Last Prince of Cendril

Gender: Male

Sexual Orientation [What gender are they into?]: Bisexual

Species: human

Age: 27

Homeworld: Aer

Current Loyalty [What faction/guild they're in, if any]: the Kimura Family/Cendril Family

Current Residence: Nomad

Hyadn Status [Whether or not they're a Hyadn, yes or no]: Yes

FAMILIAR:

Name: Trent

Species/Object [What plant/animal/object they are: Aerian Great White Owl

Appearance: this pure white owl is nature’s greatest hunter. The species is, anyway. This owl, however, is something much more. Standing up straight, this bird is 4’6” (137 centimeters) with a wing span of a whopping 8 feet (244 centimeters). Trent’s body is reminiscent of his cousin, the Great Grey Owl, boasting feature suck as a flat, disk like face, long tail feathers, and a slouched beak. However, he is also similar to a few other owl species, showing off a straitened set of tail feathers, red eyes, and small, white ear tufts. His wings boast strange markings as well. His left wing has a tribal fire design in red on both sides, the fire spreading in shape with his wing. His right wing has a tribal blue skeletal pattern extended on the outside, similar in design to a bats skeletal structure. The inside of this wing as what appear to be tribal gears interlocked with each other. Trent’s face is also tattooed, his left eye rimmed in red, a red tail streaking to the side of his head. His right eye has interlocked gears circling it. On his back, a summoning ward has been imbued into the feathers, allowing him to be called back if a corresponding summoning ward is activated.

Personality [Optional]: Trent seems to be indifferent to all that goes around him and doesn’t even seem to regard his master as anything more than a sturdy perch. He is very independent and tends to make it known. His independence may come from his vast knowledge. While he can be mean, Trent is also an intelligent bird, capable of learning a language and being able to respond in clawed our simple sentences, provided he knows the written language and has a space to claw out a message.

Unique Abilities [If any]: An unknown fact about Trent is that he lost his left eye some time ago. His master created a magical glass eye, allowing him to use a scrying lens to see through Trent’s eye. It is also able to “see” areas of strong magical concentration and things otherwise invisible to the naked eye. Trent is also highly intelligent, allowing him to operate simple machinery with little more than trial and error and respond to a known spoken language with the appropriate known written language. Another skill of his is to imitate other bird calls and throw his voice, allowing him to disorientated enemies and misdirect anyone he chooses.

APPEARANCE:

Appearance [Just a basic description of what your character looks like. For example; hair color, eye color, height (both Metric and Imperial), the type of clothes they usually wear and any and all significant jewelry or scarring etc. You can add a picture, but please do write a detailed description first. If you need help, please contact any of your Enchanted Star GM's.]: Maruka stands 6’2” (188 cm) with a taunt-willowy build, well defined muscles lining his lightly tanned body from head to toe while still maintaining a coltish look. He has strapping features, brandishing a darkly brooding face that boasts dark red eyes, a set of thin, pink lips, and a weak, oval jawline. His hair is a deep black, straight and midlengh, brushed over his left eye. On his back are several lash scars from a glass laden whip. He has elemental glyphs tattooed around his left eye with fire above his eye, wind on the inside corner, lightning below, and ice on the outside. He also has wind glyphs tattooed on his middle, ring, and pinkie fingertips on each hand, lightning glyphs on each thumb, and fire glyphs on each index. On the back of his left forearm, he’s tattooed a miniature summoning ward that he can run mana through to summon Trent back when he goes too far. Maru’s regular choice of attire is a variation of a Battlemage Officer’s uniform with a family crest marking him inservice of a specific Noble House instead of a battalion. A regular Battlemage Officer is given these clothes after six years at the Interplanetary Battlemage Academy in the inner asteroid belt of Ostra. These clothes consist of a dark blue hooded short robe with faded white trime, a high collared heavy black battle coat with padded chest and shoulders, black waist scarf, light grey padded pants, and mid-calf length black boots. The left breast of the robe, coat, left sleeve of the coat, and back of the coat bear the crest of the Kimura House. Attached to his forearms are set of cases that house his trusty escrima. He wears a set of purple magic lenses similar to multi-lens monocle that allow him to see the flow of mana, see through Trent’s eyes, and see through magical illusions. Because of his current attachment to the Kimura family and, by extension of Kyo Kimura, the Cosmic Rays, he owns a simple porcelain mask missing the left eye port so as to integrate his magic lenses. When not in battle dress, Maru will most likely wear a set of robes that accent his mood. These may include but are not limited to: red with black trim for frustration, blue with black trim for unease/sadness, green with white trim for content, orange with white trim for joy, and grey with black trim for apathy.

PERSONALITY, HISTORY AND STRENGTHS/WEAKNESSES:

Personality [Just a basic description of how your character acts. Their likes, dislikes, fears, dreams, etc. If you need help, please contact any of your Enchanted Star GM's.]: Maruka can viewed as solitary and pompous. In reality, he’s lonely, always on the hunt for someone to understand. Being raised in an environment where he could only be the best has made him feel as if those around him can never understand him because he feels so far from them. For the most, that’s true. Even with all his years of training, he’s still scared of his own power, feeling uncomfortable in closed spaces with large amounts of people. To those who knew him young, he’s become “too big for them” and to those in richer families, he “isn’t classy enough” to join their dandy parties as anything more than a bodyguard. It is rare to see him smile and when he does, he keeps it brief...but when he does, you’ll know. When he’s comfortable or around people he like, he still acts bashful but much more lively and charismatic. He’s also a bit of a hopeless romantic and will find himself going from partner to partner, usually claiming that the breakup was his fault. With such low self esteem, it’s a miracle he even became a battlemage. It’s no wonder he had to learn the “strong silent type” routine.

History [Just a basic description of your character's life up to this point. What kind of youth did your character have, what major events have happened to your character, who raised your character, what kind of live does your character lead, etc. Try to be descriptive; its very much appreciated. If you need help, please contact any of your Enchanted Star GM's.]: Born the rightful heir to the House of Central, Maru did not have the pampered life most children in his position had. He was expected to be the best of the best by his parents and expected to be an example to his two younger sisters. His tutors scolded him when scoring anywhere below top three and scholarly rankings and his parents would force him to sleep outside for the month. If he was anywhere in the twenties, head get the lash and be forced to sleep out for six months. At fifteen, instead of taking up the family business in weaponsmithing, Maruka decided he’d become a battlemage, having to legal denounce his inheritance in order for his parents to allow him to leave. Once the papers where signed, Maruka knew that he was also signing his disownment papers. He wasn’t a fool. He grew up a Cendril after all. But he also knew that the longer he stayed, the more he’d become his parents puppet. When all was said and done, he ventured to Interplanetary Battlemage Academy and started his lessons. Where most would’ve stayed two years to learn basic magic or four years to enlist as a mage in a military of choice, Maru chose the less favored six year battlemage course and forced himself to be the best, fearing failure worse than death. Since his disownment, just about ever Noble who attended the academy knew who he was and did him no favors, putting in bribes so the professors would intentionally load him with “extra assignments.” This had the inverse affect of what they wanted. Maruka was raised to beat the best and he’d do just that, no matter how cut throat the competition. This diligence attracted the attention of the Aerian Warmage Coldal Simplen, who took Maruka under his wing and personally trained him until he reached a point where not even the warmage could teach him anything. For graduation, he preformed the Hyadn ritual, achieving full battlemage status. His quote was etched into one of the massive pillars of the school along with his name and #1 ranking amongst his class. “If Battlemage isn’t enough, save a seat in the Warmage classes.”

EXTRA TRAITS:

Likes: magic, learning spells, Trent, the Kimura House, books, quiet, sunrise

Dislikes: crowds, blades weapons, hot environments, mages, Nobles, The Cendril House

Goals: To serve the Kimura House and, by extension, Kyo Kimura to the fullest capacity, to eventually return to the Battlemage Academy and become a Warmage

Fears: never being good enough for anyone around him, failing in his duties to the Kimura House, never getting to apologize to his sisters, drowning

Strengths: extremely high reservers of mana, excellent control and focus, mastery with escrima, mastery of ghost wires, smart, considerably stronger than appearances give

Greater Strengths [Optional]: secretly a great leader in tough situations, powerful in spellcraft, needs no incantation to use spells

Weaknesses: weak hand to hand fighter, slow runner, does not handle well against masters of non elemental magic, low confidence, bad relations with nobles and fellow mages, has no sense of planning

Greater Weaknesses [Optional]: can be manipulated with put-downs, family threats, and friendship

MAGIC/POWERS:

Magic/Powers [For non-powered OC's, leave this space blank.]:

Combustion: Creates a short range blast of flame. Extremely quick to cast but lacking in offensive power.

Immolate: Causes a target within arm's reach to ignite. Target will only remain on fire for as long as it would if ignited non magically - thus casting this on something non-flammable such as metal would do almost nothing.

Fireball: Projects a baseball-sized fireball which travels in a straight line. Holds decent concussive force and as hot as burning kerosene.

Flame: Simply generates a gently burning flame, variations can be any color the user wishes. Burns at about room temperature. Used primarily for lighting and decoration. Can burn for a very long time with minimal mana being used.

Sun Bomb: A non offensive move, Sun Bomb takes the light in a thirty foot radius and channels it into the caster before exploding out violently, blinding all in the given area. Taught for self defense.

Bolt: Casts a simple bolt of lightning from the hands in a mostly straight line. About as strong as a taser. Range of about 20m/60ft.

Chain Lightning: Same power and range as bolt, but can hit multiple targets. Taught for self defense, effective for subduing multiple attackers.

Ball Lightning: Not taught to civilians. A slow moving sphere of magic that targets very close sources of magic - namely people - and hits them with a powerful jolt of electricity. The sphere itself can fly until it hits something bigger than it and will pass anything else, and the electrical current is about three times greater than chain lightning and can hit the same target multiple times as it passes.

Heavenly Strike: The caster must take time to charge this fatal air to ground lightening strike. (2 posts) The strike hits anything in a tenfoot radius. Not taught to civilians.

Freeze: The simplest ice spell, similar in function to combustion. Creates a region of intense cold that can put out fires or rapidly cool anything within. Akin to liquid nitrogen.

Icicle: Similar to fireball, projects a bluntly pointed shard of ice forward at high speed.

Glacier: Glacier allows the user to create huge cones of ice from the ground. Strong mages can summon up to five six foot spike in a ten foot radius at one time.

Gust: Creates a strong gust of air with enough force to knock a child off their feet.

Whirlwind: Like Gust, creates strong air that can be manipulated in real time by the caster. Useful when retrieving items (staffs, swords, etc.) at a max distance of 20m/60ft Only taught in the Battlemage Academy.

Bubble: Creates a bubble of breathable fluid around the user or target. Humans and Coeti can both breathe in the same fluid. Pushes most fluids and gasses away, but not solids. Taught to all children when they're six.

Strength of the World: with this spell, the caster can take the strength of every given person in a twenty foot radius and as their strength to their own for a limited time.

Animation: The caster imbues a part of their mana into an inanimate object, gradually animating it over time.

Binding: Holds the target in place, making movement impossible without great strength.

Iron Flesh: Increases the user's durability by a significant amount and numbs pain. Cheap on mana to maintain but extremely expensive to repair.

Silver Tongue: Allows the user to speak and understand languages they would otherwise not be able to.

Bronze Tongue: Allows the user to understand the meaning behind the sounds and actions of an animal, as well as communicate with them.

Power Weaknesses [Required for powered OC's. What can block/weaken/impend/absorb/nullify/Nerf your power. If you need help, please contact any of your Enchanted Star GM's.]: while elemental magic is powerful, any non elemental magic and charms, wards, etc., will cut the power of Maru’s spells is effectively in half.

WEAPONS AND EQUIPMENT:

Weapon(s)/ Equipment [Names and a description of their appearances and powers, if they have any.]:

Wind-Shear and Wolf-Bane- Wind-Shear and Wolf-Bane are a pair of studded steel escrima with a drain-mana enchantment, targeted specifically at weakening other magic users. These trusty sticks may not be a convention weapon for a battlemage but are certainly weapons to be weary of. Because of Maru’s mastery over elemental magic, these weapons are extremely versatile. For starters, each stick has copper inside of it, leading to the studs. When using a spell like chain lightning or bolt, instead of running it through people, Maru can run it through his sticks, giving them an electrical charge. Likewise, when stored in their cases in Maru’s sleeves, the cases will be filled with a flammable waxy substance. Once remove from the cases, Maru will be able to channel a spell like imitate and make the substance catch fire.

Ghost wires: a standard issue for Battlemages, ghost wires are useful in just about any situation. A mages is given one wirebox to wear in ear wrist, each box holding five prongs at the ends. A mage sufficient in the gust and whirlwind spells can manipulate the wires and pull them out, attaching the prongs to a to an item, like a person or animal, or to itself like a sort of lasso or swing. The wires can also hold a charge, conduct heat, and cool rapidly, making them useful for a skilled mage.

Vehicle(s) [Name, appearance, functionality]:

Novian Irromac- A small gunship names after the first Warmage, the Irromac has only one defense to its name. It’s single copper mast is also a conductor of electricity and can direct its strikes to the closest metallic object in a 1000 foot radius. The iron hull is coated in a tarry liquid rubber that keeps the Irromac from sustaining damage from its own attacks. The mast is marked with air runes and glyphs, generating a natural atmosphere around the four person ship when powered. It can be sustained for a couple weeks before a new charge is required.
 
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GENERAL INFORMATION:

Name [
It would be nice if you stated how it is pronounced.]: Ja-Mali Anaie (Jah-mah-lee Ahn-ie-ee)

Nicknames/Titles/Alliases [
Optional]: Jamal, Lone Wolf

Gender: Male

Sexual Orientation [What gender are they into?]: Straight

Species: Human

Age: 22

Homeworld: Unnamed Moon of Aer

Current Loyalty [What faction/guild they're in, if any]: Grey Furs

Current Residence: Wolftale Pub and Inn

Hyadn Status [Whether or not they're a Hyadn, yes or no]: Yes

APPEARANCE:

Appearance [
Just a basic description of what your character looks like. For example; hair color, eye color, height (both Metric and Imperial), the type of clothes they usually wear and any and all significant jewelry or scarring etc. You can add a picture, but please do write a detaileddescription first. If you need help, please contact any of your Enchanted Star GM's.]: Jamal stands 6’2” (188 cm) with a broad build. At first sight, he appears to be a thin, gangly mess of arms and legs. However, upon closer inspection, one will see that his body is lined with taut, well defined muscles under his scarred brown skin. His hair is a deep, dark mess of long twists, one half of which is dyed blonde from the center of his head down to the left side. His hair is long enough to warrant he use a band to keep the twists at the back of his head together so as to not tickle his neck. His eyes are a soft pastel purple that make them stand out instantly. His nose is a wide, soft Nubian. He has a multitude of scars across him, the majority of which score his arms and left cheek, usually converging into the claw marks of a wolf. Under his left eye socket, he has a tattoo that reads, “Pack First”, corresponding to a tattoo on the right side of his chin that reads “Love Second”, a wolf paw tattooed over his heart, a poem printed in glyphs on the right side of his rib cage, and a fur collar tattoo that starts at the top of each pectoral, scales over his clavicule and shoulders, and meets at the back of his neck. He has multiple piercings through his ears and a brass septum ring that he wears when not busy. He also has a set of rectangular framed glasses he puts on when reading. His hands are usually weighted by several rings and bracelets when not busy, his neck too weighted with jewelry. His face is constantly set in a hard, piercing stare, radiating his focus and attention. His regular attire is similar to his mother’s, consisting of fine black button down shirts, assorted silk vests and ties, satin and fine linen slacks, and expensive shoes. All of his clothes are fitted and typically incorporate some wolf like design. Most days, he’ll also have a short back cloth tied around his neck that’s he’ll pull over his mouth and nose when in scrapes with the law. When on pack strikes or contracts, he’ll switch his fine duds for faded black rags. He will dawn a black, formfitting sleeveless vest, complete with hood and scarf, a set of formfitting pants, black climbing boots or acrobatic slippers, and fingerless gloves.

PERSONALITY, HISTORY AND STRENGTHS/WEAKNESSES:

Personality [
Just a basic description of how your character acts. Their likes, dislikes, fears, dreams, etc. If you need help, please contact any of your Enchanted Star GM's.]: Jamal May look intimidating and, all around threatening but it’s only because he’s always focused on his surroundings. His attire gives off a vibe of a bloated ego and vanity but he’s quite knowledgeable and humble in his ways. His accent, his mother’s former, is rough and accustomed to street slang and cursing but are almost always sensible and wise. Despite what he portrays, Jamal is a thinker and was never meant for the “Pack Life” but never once complained about what he was presented. He’s wise and patient, with an inquisitive nature that never is dated in its quest to know more. While he despises violence and blood shed, he’ll never hesitate to end a life and will usually keep score of his kills by carving his kills on his arms by rallying with a razor blade. His current total is 26. He is extremely loyal and, once you’ve gained his trust, you have it. He is respectful of those around him, especially his elders, following older Pack members and his mother’s word like law. On the subject of his mother, he is fiercely loyal to her and will always follow her command, no matter what it costs or who’s it crosses. Even if if he is mentally or morally conflicted, his body will jump into action before his mind or heart have a chance to intervene.

History [Just a basic description of your character's life up to this point. What kind of youth did yourcharacter have, what major events have happened to your character, who raised your character, what kind of live does your character lead, etc. Try to be descriptive; its very much appreciated. If you need help, please contact any of your Enchanted Star GM's.]: Born on Aer’s closest moon, Ja-Mali’s first Home was a small bar with a bed behind the bar itself. Growing up, all he knew was that his mother worked very hard for very little and would usually end her days crying and sleeping at the bar. What time she spent with him was always memorable. The few nights she made it to the makeshift bed they shared, she’d whisper him stories of brave knights and fierce dragons. Sometimes, when there was no business, he’d play chess with his mom or she’d read to him or sing. She’d always been lively until he was ten. Something changed in her. She was serious, cold. The bar expanded and their pockets filled. He had all the nicest clothes and the best tutors...but his mother was nowhere to be seen any more. At thirteen, his new, big room felt too lonely so, he went out to the bar, hoping to sit with his mother. He was greeted with her pointing a gun at a man with a knife in his hands covered in blood and bruises. He looked at the dead men that had just started working the bar, the broken chair, the loose rope still around the man’s wrists. This was just like the books he read. The only difference here was that he couldn’t have tell who the hero was. Ja-Mali made a small noise that attracted his mother’s gaze. He remembered the look of shock on her face before the man lunged and cut her face, leaving a deep gash over her eye as she yelped and turned to hold the bar. The man saw him and told him that it was alright, that he was a soldier from Aer come to bust a drug dealer. He beckoned Ja-Mali to come with him and leave. As he took small steps towards the man, Ja-Mali’s eyes shifted from the man to his mother to her gun. A thought came to him, one that made him sick to his stomach. This man came here to bust her. She was the villain. With each step, his thoughts darkened until he stood next to his still weeping mother, her gun, and before the man. From that moment, his face has never eased, it’s hard stare set permanently. He wanted so desperately to make this woman proud, to be just like her. She slaved for him, worked for him, gave him the best she could. If she was a villain, he’d gladly join in her wicked deeds. When the man turned to go to the door, Ja-Mali picked up the gun and saved his mother’s life. She’d never stopped crying as she held him tight. He didn’t blame her. Her son, once pure, shamelessly placed himself into a life that he could never walk away from for her sake. He’d gone from watching his little brother to killing a man just to protect his mom in one night. At first, she refused to let him join the Furs. But, after heave consideration, she let him get his first tattoo at fifteen, sealing him as the Pack Hunter. Since then, he’s never stopped movining, jumping between being his mother’s personal hitman to being his younger sibling’s vision of a father’s figure. He doesn’t see himself stopping in the future either. After all, someone has to stop his brother and sister from following in his footsteps.

EXTRA TRAITS:

Likes:
to read, write, hunt, smoke cannabis, study, insects, music, listening to stories, spicy sweets, open minded people

Dislikes:
crowds, murder, violence, disorder, misconduct, propaganda, being miss informed, being betrayed

Goals:
to be just like his mother and one day lead the Furs, to raise his brother and sister be better than him, to make his mother proud

Fears:
that he’ll disappoint his mother, accidentally cause his siblings to follow his path, Failure

Strengths: Very detail oriented, has a good bit of raw physical strength, light in his feet, quick and agile with sure feet to boot.

Greater Strengths
[Optional]: over all, Jamal’s mind is his greatest strength, his knack for planning and rounded skill set keeping most of the Furs’ heists together.

Weaknesses: finds it difficult to look at the big picture, has no real experience with hand to hand combat, procrastinates, one track minded

Greater Weaknesses
[Optional]: Family

MAGIC/POWERS:

Magic/Powers
[For non-powered OC's, leave this space blank.]:

Spider’s Grip: This spell allows the caster to stick to any surface with all the ease and dexterity of a spider while barely consuming mana

Hawk Eyes: This spell grants the user telescopic sight up to eight times their own with minimal mana consumption

Muffled: This spell distorts the air in the immediate area of the caster, canceling the sound of the casters movements. It takes up a minimal amount of mana for walking and sneaking and a moderate amount when fighting and running.

Breath of Black Wind: This spell is used to escape tight situations by cloaking the user in a dark mid, darkening the surrounding area, then teleporting the user twenty to thirty feet from the location. While it does cost a great deal of mana, it grants a temporary stamina boost for a fleeing target.

Power Weaknesses [
Required for powered OC's. What can block/weaken/impend/absorb/nullify/Nerf your power. If you need help, please contact any of your Enchanted Star GM's.]: Jamal’s magic is stealth based and, thus, is virtually useless against any and all defensive/offensive spells.

WEAPONS AND EQUIPMENT:

Weapon(s)/ Equipment [
Names and a description of their appearances and powers, if they have any.]:

Wingtip Crossbow: This Black beauty of a weapon is modeled after a heavy mining pickax with narrow iron spikes protruding four inches from the ends of its split limbs. The wood used for the slender stock is from a variation of red wood that turns black as it hardens and ages. Unlike most crossbows, the Wingtip doesn't have a foot stirrup. Instead, a wheel and pulley system is setup around the outside of the stock that can be cranked to pull the string back to the latch. All the metal houses on the outside is coated with an anti oxidizing resin, keeping it from rusting. From tip to stock, the crossbow measure 2 and a half feet (76.2 cm) and drop limb to limb, 2 feet (61cm). It can fire a zip line bolt, a heavy iron bolt, and a flaming bolt.

Clockwork Blade: The Clockwork
Blade was originally given to Battelmages upon graduating from the Battlemage Academy. However, because of the lack of favor they received, most were discarded or given as gifts. The blade is designed similarly in style to a tanto with a round handle, circular copper hand gaurd, and a straight, foot (30.5) long obsidian blade. On the handle is a lever that, when pressed, activates a Salt battery. The battery causes the blade to split at its segments, revealing copper bars with large, sharp teeth - useful for catching and breaking blades - that lengthen the blade to two feet (61cm). If the lever is pressed again, the bars spin - useful for tearing flesh and blacking attacks.

Wrist Mounted Weighted Whip: Modified from a mage’s Ghost Wires, this weapon is attached to the users wrist. On the end of its thick metallic whip is a weighted ball, heavy enough to hurt like a bicth and break some skulls, light enough to be slung all around. This multipurpose tool can be used to whip and ensnare targets, fashioned like a garrot wire, used to zip line down a wire, and several other things.

Mirage Pendant: A common trinket among thieves, these pendants distort the wearer enough to allow them to blend in with their surroundings. If you aren’t paying attention, they can be in and out before you even know it’s stolen. This particular pendent is shaped to look like a howling wolf head.

Vehicle(s)
[Name, appearance, functionality]:

Sun Surfer: Strewn together with some parts and pieces from wrecked ships, Jamal’s personal planetary ride is similar in style to a wind surfer with a motor and propulsion system. The board on which he stands to ride, used to be a part of some iron, possible a hull. He’s rigged up some wires and pedals that lead to his sail and Salt eangine. The front pedal is used to open and close the sail. The sail itself is attached to two masts. One mast is welded permanently to the side of the board while the other is fixed to a hinge attached to the wires on the front pedal with space between the sail so Jamal can hold on and steer. Depending on how much the pedal has depressed will determine how high the hinges mast will go. On the back of the board is a rusted iron box with two exhausts lazily incorporated, one atop the other. When the rear pedal is depressed, the wire connected to the box pulls a Salt crystal towards a set of fire rune which activates on contact, acting as a propulsion system. When the sail is fully extended and the propulsion is at max, this vessel can keep flight for as long as the Salt crystal will allow and is only really useful onworld.

Skidder: A truly magnificent ship, this beauty hasn’t been commercially made in decades because of the absurd speed it reaches, not to mention the amount of renforcement it requires. Shaped to be a giant anchor, it can comfortable hold 50 to 70 people and still have room for cargo and additional onworld vehicles. As previously stated, the ship resembles a sideways anchor with four long masts around it, forming an X shape. Each mast holds a long rectangular solar sail that gives the ship it’s insane speed. The way the ship is designed, it’s deck design is completely internal with the wheel and captain’s quarters inside the tip of the arch of the ship. The bow of the ship - along the bottom of the arch - is a thick rubbery substance that, when struck while moving, will cause whatever hit it to bounce back off of it. Along the whole of the ship from bow to stern are glass view ports that allow crew to see exactly where they are, the biggest shared between the wheel and captain’s quarters. The gravity of the inside of the ship has been altered so that the arc of the anchor is above you and it looks like you’re shooting upward when moving. Only at the wheel and captain’s quarters of the ship is gravity normal, allowing the navigated and captain accurate view of other ships and docks. When the ship is idol or docked, instead of bringing the sails in, the masts themselves tilt back to lay flat against the hull of the ship.
 
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