Post by Deleted on Jan 30, 2015 19:41:05 GMT
Character Full Name
" Character Quote or saying."
Nickname: N/A Age: Appears to be late twenties but in reality is approximately 1030 years old. Gender: Male Race: Mixed: 50% Human, 25% Kray, 25% Ku-Deyu Origin: Fated Role: Mage, Headmaster of the Arch of Ages, Duke in the Novian court. |
Character Traits
Hair Color/Style: Long silver hair that usually is left sort of loose and messy but occasionally brushed.
Eye color: Purple: His eyes are known to glow faintly at most times and more brightly when he is using magic.
Skin Color: A light tan.
Body Type: Adrain stands at six feet tall with a toned body without being overly muscular. Years of teaching students the arts of Magecraft have left him a limited time to develop his physique but he has been able to maintain a healthy body.
Clothing - Detailed Appearance: He often wears a cliche mage robe with various decorations depending on the occasion when going about school business but in private he tends to wear loose fitting garments of whatever color suits his mood and the atmosphere of the season. Around his neck he wears a silver chain with an unknown symbol that appears to be a family crest of unknown origin.
Personality: Adrain is an educator of the arcane whom both has a stern respect for the laws of man, nature, and magic itself while also having a strong desire to encourage free thinking and creativity. The mind of the archmage is sharp, but under moments of heavy distraction he can perhaps not notice a closed door or trip over a carelessly placed book. Drama is something Adrain has limited tolerance for and he often seeks to be a neutral party, otherwise attempting to remove himself from a volatile situation if it isn't possible to be neutral. This extends to a strong desire to adhere to the law of the land to both prevent problems in the academy as well as see to it that the students under his care aren't accosted by the King's guards.
His worldview is predominantly that of logic and science. He recognizes the Novian pantheon as entities of power, but he doesn't believe they to be inherently divine or immortal. At the very least, he believes they could be killed under the correct circumstances. Needless to say, Adrain and the clergy have butted heads before philosophically. With his belief that free will beings need to be able to choose their own fate without the influence of an invisible hand it often ends up against the idea (and perhaps reality) that the gods meddle in the affair of mortals regularly.
Should Adrain's hand be forced in combat, his disposition changes instantly to ice. Once something has been determined to be a fatal threat to himself or those under his care, Adrain will make it his goal to fully and completely eliminate the threat through any means possible. Fortunately, his known mastery for the Arcane has left more than a few would be brigands or attackers at bay.
Outside of work, Adrain has a healthy respect for literature, the fine arts, fencing, and any other activity that catches his fancy. He has a very quick learning curve for most activities able to acquire new skills to a respectable level at a rate far more quickly than many as a result of his highly dynamic mind. It could simply be that he is tapping into latent memory due to his amnesia.
In recent times however, he has loosened and become more personable than he used to being one that people can typically call upon for help. He has even become more understanding of the role that deities place in the world, but is still not a follower of any by any measure.
Likes: Magic, quality meats and cheeses, the fine arts, literature, research,
Dislikes: Vulgar people, wasted potential, demonic tendencies to prey on the innocent or unwitting, certain berries, foul smells, his inability to remember his far past.
Eye color: Purple: His eyes are known to glow faintly at most times and more brightly when he is using magic.
Skin Color: A light tan.
Body Type: Adrain stands at six feet tall with a toned body without being overly muscular. Years of teaching students the arts of Magecraft have left him a limited time to develop his physique but he has been able to maintain a healthy body.
Clothing - Detailed Appearance: He often wears a cliche mage robe with various decorations depending on the occasion when going about school business but in private he tends to wear loose fitting garments of whatever color suits his mood and the atmosphere of the season. Around his neck he wears a silver chain with an unknown symbol that appears to be a family crest of unknown origin.
Personality: Adrain is an educator of the arcane whom both has a stern respect for the laws of man, nature, and magic itself while also having a strong desire to encourage free thinking and creativity. The mind of the archmage is sharp, but under moments of heavy distraction he can perhaps not notice a closed door or trip over a carelessly placed book. Drama is something Adrain has limited tolerance for and he often seeks to be a neutral party, otherwise attempting to remove himself from a volatile situation if it isn't possible to be neutral. This extends to a strong desire to adhere to the law of the land to both prevent problems in the academy as well as see to it that the students under his care aren't accosted by the King's guards.
His worldview is predominantly that of logic and science. He recognizes the Novian pantheon as entities of power, but he doesn't believe they to be inherently divine or immortal. At the very least, he believes they could be killed under the correct circumstances. Needless to say, Adrain and the clergy have butted heads before philosophically. With his belief that free will beings need to be able to choose their own fate without the influence of an invisible hand it often ends up against the idea (and perhaps reality) that the gods meddle in the affair of mortals regularly.
Should Adrain's hand be forced in combat, his disposition changes instantly to ice. Once something has been determined to be a fatal threat to himself or those under his care, Adrain will make it his goal to fully and completely eliminate the threat through any means possible. Fortunately, his known mastery for the Arcane has left more than a few would be brigands or attackers at bay.
Outside of work, Adrain has a healthy respect for literature, the fine arts, fencing, and any other activity that catches his fancy. He has a very quick learning curve for most activities able to acquire new skills to a respectable level at a rate far more quickly than many as a result of his highly dynamic mind. It could simply be that he is tapping into latent memory due to his amnesia.
In recent times however, he has loosened and become more personable than he used to being one that people can typically call upon for help. He has even become more understanding of the role that deities place in the world, but is still not a follower of any by any measure.
Likes: Magic, quality meats and cheeses, the fine arts, literature, research,
Dislikes: Vulgar people, wasted potential, demonic tendencies to prey on the innocent or unwitting, certain berries, foul smells, his inability to remember his far past.
Combat & Inventory
( List two spells that your character can perform, For magic users only.) --
Spells:
Spell/Ability One: Shadow Mastery : Adrain has a high, natural aptitude for the Shadow element and is capable of many feats with a minimal of mana. Without having to convert mana to a non-shadow element, he is able to use shadow spells rapidly with no loss to potency.
Adrain focuses more on the aspect of physical shadows and light manipulation leading to the absence of light, allowing him to magically traverse between shadows in a local area, turn invisible for brief periods, form blades and other shapes of shadow energy, and create a magical armor around himself or another to absorb hostile magic. Other uses exist but are less frequently used.
Adrain has generally forbidden himself from using the death side of Shadow, as he is not a fan of raising the dead or otherwise manipulating life in the sense that some necromancers have been known to.
Spell/Ability Two: Elemental Mastery: Adrain as the former Headmaster of the School of Elemental Magic and now Headmaster is naturally a master with all forms of elemental magic. . Depending on the scale of the spell, he may need to draw a glyph on the ground as well to assist with channeling.
Spell/Ability Three: Golemancy: Advanced: Adrain has an advanced, inherent knowledge of golems, creation, manipulation, and altering. He can give commands without words and attempt to forcibly control or rewrite golems he didn't himself create. This ability does not work on Living Dolls.
The Fruit of Time Abilities: Adrain recovered an artifact known as the Fruit of Time which he has an incredibly high affinity for due to his background even if he can't remember it. To him it feels as much a part of him as anything else, and he is able to channel it's abilities to a high level, and upon touching it it was absorbed within him. Due to the origin of the item, the abilities are considered 'Divine' tier.
Time Manipulation: Adrain is able to manipulate the flow of time to either hasten it or slow it up to a factor of five in each direction safely. The ability is more strenuous the more targets or area it is used upon and while it is possible to have a stronger effect, the impact on both Adrain and those impacted could be unpredictable.
Teleportation and Portals: Adrain is able to recall the mana strands and the magic of any area he has been and able to teleport to it or create a portal to said area for others to travel to. It may be possible for other factors to interfere such as wild mana or other factors.
Visions of Time: Adrain is capable of viewing events in the future or past with a high amount of focused effort, and is occasionally able to see visions of events that may happen at a flash. While this ability may have great potential, the mere act of seeing the future is often enough to change it.
Alter Time: One of the most powerful and dangerous abilities Adrain is capable of, Adrain can change anything around him to a previous or future state such as pulling someone running away back to where they were five minutes ago. This ability when used has tremendous backlash upon Adrain, usually causing his casting arm to crack and bleed with pain after brief changes, the backlash from more substantial changes could be even more potent.
OTHER:
Deyu Form (Stage 1)
Description: The first activation requires a lethal or other high level stressor that would create a maximum self-preservation instinct. Following activation can result from a feeling of desperation or last resort.
Adrain's human form gives way to a bestial, dragon hybrid. Thin wings sprout from his back allowing gliding, and his musculature increases considerably. Black and blue scales that provide a substantial defense grow over his skin, hands morph to sharp claws, a pair of horns sprout from his head, a four foot long tail grows, and his body heals from damage fairly quickly over a course of minutes. A moderate resistance to magic is imbued due to the faint mysu shell.
Whilst in this form however, his standard and trademark spellcasting abilities are lost. The only magical attack are small mysu blasts that he can sling from his claws which explode with raw, wild, destructive arcane power. This ability can also be used a wider breath at lower power effect. This ability if used too often will force Adrain out of this form quickly, and the bestial nature will only do so if it absolutely has to, having an innate knowledge that too much energy used will weaken it.
Adrain's sentient mind is also lost, and the creature is in a state of wild, feral fury. It will fixate generally on what it appears to be the greatest or most direct threat to it's own self-preservation, but allies would do well to not show hostility and give it a wide berth or it's formidable physical prowess may be turned upon them, which makes quite an awkward explanation later.
( As your character buys or trains for new spells and abilities they will be placed below your original spell/ability line and placed within this section here. Remember to update this section whenever you buy a spell/ability or update it. Spell and Item upgrade tickets can be purchased in Balma's shop.. )
Combat: Adrain has rarely needed to go into combat since arriving on Nova, and the few times he has been pushed into such a scenario his spellplay overwhelmed his opponents or they simply ran at the sight of the Archmage calling forth the mana brought to form.
Adrain has a degree of competency with sword based weaponry through his fencing and sparring practice but he isn't on the level as a true swordsman having spent many years with a blade in hand for lack of practice and interest to pursue such an effort.
An unusual anomaly in Adrain, as a result of his unknown Kray and Ku-Deyu heritage, is that he can store an amount of mana in his body. While normal mana magic relies on converting mana in the air and area around into spells, this stored mana can be used directly which could provide an element of speed and surprise. Recently, Adrain was able to touch a raw Caster's Sorrow crystal and change it to a blue magical crystal of an energy unknown to him.
Inventory Bag:
Adrain has a suite within the Arch of Ages with a living quarters and a sizable laboratory for his research purposes. Along with a standard wardrobe, he has a large collection of arcane documents and tomes along with crystals and chemicals for varying reasons. While Adrain isn't a full blown alchemist, he has a functioning knowledge of how to use existing formulas in a laboratory environment. In the field, his knowledge is limited to minimal formulas at best.
Adrain has constructed a number of arcane golems to maintain the security of his laboratory. Fearsome in their own right, they are disarmed by a password spoken by Adrain. They have a rudimentary personality but serve their role. Due to the need for high mana upkeep, they are of minimal use outside the Arch of Ages. Should Adrain bother to transport them to a high mana volume area they can be activated to their full power, but such circumstances are highly specialized and likely planned well ahead of time.
While not an object, Adrain has a companion 'Phantom Tiger' named Serai whom accompanies him constantly. Many a student has been made uncomfortable by a large, invisible cat rubbing up against them. Time has taken it's toll and while Serai isn't overweight, his bones ache at times and the signs of age have been evident.
A recent adventure has caused a magic spear to end up in his possession, capable of forming an icy blast once a day.
Spells:
Spell/Ability One: Shadow Mastery : Adrain has a high, natural aptitude for the Shadow element and is capable of many feats with a minimal of mana. Without having to convert mana to a non-shadow element, he is able to use shadow spells rapidly with no loss to potency.
Adrain focuses more on the aspect of physical shadows and light manipulation leading to the absence of light, allowing him to magically traverse between shadows in a local area, turn invisible for brief periods, form blades and other shapes of shadow energy, and create a magical armor around himself or another to absorb hostile magic. Other uses exist but are less frequently used.
Adrain has generally forbidden himself from using the death side of Shadow, as he is not a fan of raising the dead or otherwise manipulating life in the sense that some necromancers have been known to.
Spell/Ability Two: Elemental Mastery: Adrain as the former Headmaster of the School of Elemental Magic and now Headmaster is naturally a master with all forms of elemental magic. . Depending on the scale of the spell, he may need to draw a glyph on the ground as well to assist with channeling.
Spell/Ability Three: Golemancy: Advanced: Adrain has an advanced, inherent knowledge of golems, creation, manipulation, and altering. He can give commands without words and attempt to forcibly control or rewrite golems he didn't himself create. This ability does not work on Living Dolls.
The Fruit of Time Abilities: Adrain recovered an artifact known as the Fruit of Time which he has an incredibly high affinity for due to his background even if he can't remember it. To him it feels as much a part of him as anything else, and he is able to channel it's abilities to a high level, and upon touching it it was absorbed within him. Due to the origin of the item, the abilities are considered 'Divine' tier.
Time Manipulation: Adrain is able to manipulate the flow of time to either hasten it or slow it up to a factor of five in each direction safely. The ability is more strenuous the more targets or area it is used upon and while it is possible to have a stronger effect, the impact on both Adrain and those impacted could be unpredictable.
Teleportation and Portals: Adrain is able to recall the mana strands and the magic of any area he has been and able to teleport to it or create a portal to said area for others to travel to. It may be possible for other factors to interfere such as wild mana or other factors.
Visions of Time: Adrain is capable of viewing events in the future or past with a high amount of focused effort, and is occasionally able to see visions of events that may happen at a flash. While this ability may have great potential, the mere act of seeing the future is often enough to change it.
Alter Time: One of the most powerful and dangerous abilities Adrain is capable of, Adrain can change anything around him to a previous or future state such as pulling someone running away back to where they were five minutes ago. This ability when used has tremendous backlash upon Adrain, usually causing his casting arm to crack and bleed with pain after brief changes, the backlash from more substantial changes could be even more potent.
OTHER:
Deyu Form (Stage 1)
Description: The first activation requires a lethal or other high level stressor that would create a maximum self-preservation instinct. Following activation can result from a feeling of desperation or last resort.
Adrain's human form gives way to a bestial, dragon hybrid. Thin wings sprout from his back allowing gliding, and his musculature increases considerably. Black and blue scales that provide a substantial defense grow over his skin, hands morph to sharp claws, a pair of horns sprout from his head, a four foot long tail grows, and his body heals from damage fairly quickly over a course of minutes. A moderate resistance to magic is imbued due to the faint mysu shell.
Whilst in this form however, his standard and trademark spellcasting abilities are lost. The only magical attack are small mysu blasts that he can sling from his claws which explode with raw, wild, destructive arcane power. This ability can also be used a wider breath at lower power effect. This ability if used too often will force Adrain out of this form quickly, and the bestial nature will only do so if it absolutely has to, having an innate knowledge that too much energy used will weaken it.
Adrain's sentient mind is also lost, and the creature is in a state of wild, feral fury. It will fixate generally on what it appears to be the greatest or most direct threat to it's own self-preservation, but allies would do well to not show hostility and give it a wide berth or it's formidable physical prowess may be turned upon them, which makes quite an awkward explanation later.
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( As your character buys or trains for new spells and abilities they will be placed below your original spell/ability line and placed within this section here. Remember to update this section whenever you buy a spell/ability or update it. Spell and Item upgrade tickets can be purchased in Balma's shop.. )
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Combat: Adrain has rarely needed to go into combat since arriving on Nova, and the few times he has been pushed into such a scenario his spellplay overwhelmed his opponents or they simply ran at the sight of the Archmage calling forth the mana brought to form.
Adrain has a degree of competency with sword based weaponry through his fencing and sparring practice but he isn't on the level as a true swordsman having spent many years with a blade in hand for lack of practice and interest to pursue such an effort.
An unusual anomaly in Adrain, as a result of his unknown Kray and Ku-Deyu heritage, is that he can store an amount of mana in his body. While normal mana magic relies on converting mana in the air and area around into spells, this stored mana can be used directly which could provide an element of speed and surprise. Recently, Adrain was able to touch a raw Caster's Sorrow crystal and change it to a blue magical crystal of an energy unknown to him.
Inventory Bag:
Adrain has a suite within the Arch of Ages with a living quarters and a sizable laboratory for his research purposes. Along with a standard wardrobe, he has a large collection of arcane documents and tomes along with crystals and chemicals for varying reasons. While Adrain isn't a full blown alchemist, he has a functioning knowledge of how to use existing formulas in a laboratory environment. In the field, his knowledge is limited to minimal formulas at best.
Adrain has constructed a number of arcane golems to maintain the security of his laboratory. Fearsome in their own right, they are disarmed by a password spoken by Adrain. They have a rudimentary personality but serve their role. Due to the need for high mana upkeep, they are of minimal use outside the Arch of Ages. Should Adrain bother to transport them to a high mana volume area they can be activated to their full power, but such circumstances are highly specialized and likely planned well ahead of time.
While not an object, Adrain has a companion 'Phantom Tiger' named Serai whom accompanies him constantly. Many a student has been made uncomfortable by a large, invisible cat rubbing up against them. Time has taken it's toll and while Serai isn't overweight, his bones ache at times and the signs of age have been evident.
A recent adventure has caused a magic spear to end up in his possession, capable of forming an icy blast once a day.
Biography
History:
A life not so long ago and yet seemingly forever beyond his reach, he was once a prince of an empire. Yet his fate was inevitably intertwined with another world, a world not unlike this Nova...
Many events unfolded, acquaintances and friends made, a fiancee fallen for, new powers mastered, but the end result was a great cataclysm that even the full might of the Ku-Deyu empire could not have stopped. At the time of the events unfolding, a shard of great power, though incomplete attempted to save Adrain against his initial desire to fall to the same fate that his betrothed as she was struck down by an incredible force of uncreation. This power ripped Adrain from his home and the side of his betrothed across time, space, and dimensions to a countryside ten years before the current time.
This was not without complications.
The unstable power of the shard scrambled Adrain's powers and mind, and he was stricken with a profound amnesia. While he retained his skills of mana based magic to a masterful level, the power of Mysu was lost to him as was the power of the shard. The only companion he had as his side was that of his phantom tiger, Serai, whom has not quite brazed death at the time of the shard's wild spell. He was however wounded, a large hole in his chest from where the last burst of the shard's power had been expended and dissolved and the blackness came.
Adrain woke a week later at the Moon Temple, having been tended to by various healers. In his sleep he had been tended to by resident healers. The term 'Fated' was brought to him, but that in and of itself meant little to him. After a brief discussion, his natural aptitude for magic was evident when he had unconsciously used telekinesis to bring his garments across the room to him. It was the suggested that he head to the mage academy to see if anyone there could help him. After an awkward moment where Serai awoke to pounce his awakened master, the two would set off to the Arch of Ages.
Upon arrival, Adrain was accosted by four mage guards who didn't recognize his magic and assuming he was hostile attacked him. The traveler attempted to resolve the situation peacefully but when a bolt of lightning struck him, he responded in kind erupting with a force of thunder potent enough to deafen the attackers for a week. This naturally got the attention of the current headmaster, whom was then much more amicable about meeting with the stranger.
A lengthy discussion later, the headmaster offered no new knowledge of how he got here, and the known amnesia cure spells all failed with zero improvement to the situation. Noting his aptitude for magic, the headmaster offered Adrain and Serai a place to stay under a scholarship. While Adrain was adverse to the prospect at first, he came to agree to the terms having no better options.
Over the next years, Adrain would rapidly rise in notoriety and rank among the mages. His magical abilities and the texts he wrote with the glyphs and formulas used for them were considered way ahead of his time. Even senior mages adapted some of their own spell craft to the more effective methods with varying degrees of acceptance ranging from curious to resentful. In time he was offered a position as a faculty member, to which he had accepted for lack of a compelling reason to do otherwise working his way up to the Head of the school of Elemental Magic. Students under him enjoyed remarkable success, even with some turn around stories resulting from his tutelage of the poor student to respectable mage.
All this time, Adrain had been attempting to figure more out about the circumstances that brought him here and a way to reverse the amnesia. It is this consuming quest that has distracted him from forming any real, lasting relationships with potential mates due to late nights in the studies. Eventually the fervor dropped to the point he became less and less aggressive on the research for lack of results. The more tangible mystery to him is a mentally known set of glyphs and incantations that Adrain believes to be associated with time manipulation however he has been unable to convert mana to the appropriate element, the frequency necessary beyond that of mortal means to access through currently known methods.
In the events that have transpired since the start of the RP, Adrain has now found himself the Headmaster of the Arch of Ages, and has formed many bonds of friendship but many questions remain unanswered.
Family:
Father - Unknown
Mother - Unknown
Siblings - Unknown
Relatives - Unknown
Relationship: Single
Extra: Anything Extra you want to add about your character?
A life not so long ago and yet seemingly forever beyond his reach, he was once a prince of an empire. Yet his fate was inevitably intertwined with another world, a world not unlike this Nova...
Many events unfolded, acquaintances and friends made, a fiancee fallen for, new powers mastered, but the end result was a great cataclysm that even the full might of the Ku-Deyu empire could not have stopped. At the time of the events unfolding, a shard of great power, though incomplete attempted to save Adrain against his initial desire to fall to the same fate that his betrothed as she was struck down by an incredible force of uncreation. This power ripped Adrain from his home and the side of his betrothed across time, space, and dimensions to a countryside ten years before the current time.
This was not without complications.
The unstable power of the shard scrambled Adrain's powers and mind, and he was stricken with a profound amnesia. While he retained his skills of mana based magic to a masterful level, the power of Mysu was lost to him as was the power of the shard. The only companion he had as his side was that of his phantom tiger, Serai, whom has not quite brazed death at the time of the shard's wild spell. He was however wounded, a large hole in his chest from where the last burst of the shard's power had been expended and dissolved and the blackness came.
Adrain woke a week later at the Moon Temple, having been tended to by various healers. In his sleep he had been tended to by resident healers. The term 'Fated' was brought to him, but that in and of itself meant little to him. After a brief discussion, his natural aptitude for magic was evident when he had unconsciously used telekinesis to bring his garments across the room to him. It was the suggested that he head to the mage academy to see if anyone there could help him. After an awkward moment where Serai awoke to pounce his awakened master, the two would set off to the Arch of Ages.
Upon arrival, Adrain was accosted by four mage guards who didn't recognize his magic and assuming he was hostile attacked him. The traveler attempted to resolve the situation peacefully but when a bolt of lightning struck him, he responded in kind erupting with a force of thunder potent enough to deafen the attackers for a week. This naturally got the attention of the current headmaster, whom was then much more amicable about meeting with the stranger.
A lengthy discussion later, the headmaster offered no new knowledge of how he got here, and the known amnesia cure spells all failed with zero improvement to the situation. Noting his aptitude for magic, the headmaster offered Adrain and Serai a place to stay under a scholarship. While Adrain was adverse to the prospect at first, he came to agree to the terms having no better options.
Over the next years, Adrain would rapidly rise in notoriety and rank among the mages. His magical abilities and the texts he wrote with the glyphs and formulas used for them were considered way ahead of his time. Even senior mages adapted some of their own spell craft to the more effective methods with varying degrees of acceptance ranging from curious to resentful. In time he was offered a position as a faculty member, to which he had accepted for lack of a compelling reason to do otherwise working his way up to the Head of the school of Elemental Magic. Students under him enjoyed remarkable success, even with some turn around stories resulting from his tutelage of the poor student to respectable mage.
All this time, Adrain had been attempting to figure more out about the circumstances that brought him here and a way to reverse the amnesia. It is this consuming quest that has distracted him from forming any real, lasting relationships with potential mates due to late nights in the studies. Eventually the fervor dropped to the point he became less and less aggressive on the research for lack of results. The more tangible mystery to him is a mentally known set of glyphs and incantations that Adrain believes to be associated with time manipulation however he has been unable to convert mana to the appropriate element, the frequency necessary beyond that of mortal means to access through currently known methods.
In the events that have transpired since the start of the RP, Adrain has now found himself the Headmaster of the Arch of Ages, and has formed many bonds of friendship but many questions remain unanswered.
Family:
Father - Unknown
Mother - Unknown
Siblings - Unknown
Relatives - Unknown
Relationship: Single
Extra: Anything Extra you want to add about your character?