Post by Deleted on Sept 18, 2016 21:45:20 GMT
Arthas Pellandar
"Change sometimes needs an encouraging hand."
Nickname: Art (if he likes you) Revenant Age: 178 years Gender: Male Race: Human - Magically Altered Origin: Fated Role: Battle Mage - Augmentor |
Character Traits
Hair Color/Style: Brown, cut short though styled up (see pic above).
Eye color: Brown, Gold when Casting spells.
Skin Color: Lightly Tan.
Body Type: He stands at 6'2" with a wiry build.
Clothing - Detailed Appearance: Almost always wears an olive colored hooded long coat with a leather vest over a tan shirt with short sleeves. His pants are made of leather though it is fully broken in and treated so it appears to be black. He wears boots that come up to mid-calf with bronze buckles on them and a metal plate on each toe.
Personality: He is a quiet person when working though off duty he tends to be rather pessimistic about things. He writes off that attitude as a side effect of always planning for the worst to happen. If he warms up to you then you may find that under that pessimism is a highly observant man who likes to catalog the changes in the world around him.
Likes: He is fond of women with exotic looks, well-cooked food, and well-brewed drinks in moderation of course.
Dislikes: Optimists, the blindly loyal, pointless violence.
Eye color: Brown, Gold when Casting spells.
Skin Color: Lightly Tan.
Body Type: He stands at 6'2" with a wiry build.
Clothing - Detailed Appearance: Almost always wears an olive colored hooded long coat with a leather vest over a tan shirt with short sleeves. His pants are made of leather though it is fully broken in and treated so it appears to be black. He wears boots that come up to mid-calf with bronze buckles on them and a metal plate on each toe.
Personality: He is a quiet person when working though off duty he tends to be rather pessimistic about things. He writes off that attitude as a side effect of always planning for the worst to happen. If he warms up to you then you may find that under that pessimism is a highly observant man who likes to catalog the changes in the world around him.
Likes: He is fond of women with exotic looks, well-cooked food, and well-brewed drinks in moderation of course.
Dislikes: Optimists, the blindly loyal, pointless violence.
Combat & Inventory
( List two spells that your character can perform, For magic users only.) --
Spells: ( Delete If Your Character Isn't A Spell User. You would then list two physical abilities, such as brute strength, Physical Transformations, etc. Note: You Can Gain Spells by purchasing them in Balma's Custom Spell Shop or through Role-Play which can involve quest or simply asking another character to teach you the spell that they have knowledge of. )
Spell/Ability One: Apprentice Level
Spell/Ability Name: Runic Enchanting
Description: Placing of spells on people or objects through symbols. Able to place Apprentice level runes and lower on objects or people.
Range: Touch based, must make physical contact
Times Per Day: Unlimited
Extra/Drawbacks: Must use a medium or tool to place the rune via ink, chisel, brand, and/or blade.
Spell/Ability Two: Advanced Level
Spell/Ability Name: Release the Seals
Description: He releases the seals on his body's enchantment runes to pull out their full potential. (lasts 3-10 posts)
Range: Self
Times Per Day: Once per day
Extra/Drawbacks: Must allow for two days of recovery to give his body time to heal from the stress placed on his body by the runes.
Discription: Able to absorb and assimilate an aspect of a target into himself permanently, I.E.-The increased Bone density of a creature or the night vision of a cat, ect.
Range: Touch - requires him to make physical contact with the target.
Times Per Day: Twice a Week
Extra/Drawbacks: Allows for immediate use of the assimilated aspect on a very basic level. Requires 3 days to recover and acclimate to the changes made by the ability assimilated. Each time it is used the ability gained will have to be purchased in the shop.
Spell/Ability Four: Bestow Aspect (temporary) - Apprentice - Able to bestow up to TWO aspects that have been assimilated by Arthas already onto another living being for a limited time. Times will vary based on how much manna the recipient is willing to invest.
Combat: Swordcraft, Staff Fighting, Hand to hand, Archery, Sword & Shield, Sword & Staff
Inventory Bag: ( A List Of Items Your Character Has On Him/Her. Once Again This Is What Your Character Is Carrying On Them that is custom items that are not bought in the shop... If You Are A Fated being you must list what He/She has brought over with them the moment they were transported into the World Of Teair Nova. -- If You have created A Fated Character And Decide To brought A fire arm such as a Gun, the moment it enters the world it will rust and not work. Custom Items you have bought from Balma will go here too. )
Spells: ( Delete If Your Character Isn't A Spell User. You would then list two physical abilities, such as brute strength, Physical Transformations, etc. Note: You Can Gain Spells by purchasing them in Balma's Custom Spell Shop or through Role-Play which can involve quest or simply asking another character to teach you the spell that they have knowledge of. )
Spell/Ability One: Apprentice Level
Spell/Ability Name: Runic Enchanting
Description: Placing of spells on people or objects through symbols. Able to place Apprentice level runes and lower on objects or people.
Range: Touch based, must make physical contact
Times Per Day: Unlimited
Extra/Drawbacks: Must use a medium or tool to place the rune via ink, chisel, brand, and/or blade.
Spell/Ability Two: Advanced Level
Spell/Ability Name: Release the Seals
Description: He releases the seals on his body's enchantment runes to pull out their full potential. (lasts 3-10 posts)
Range: Self
Times Per Day: Once per day
Extra/Drawbacks: Must allow for two days of recovery to give his body time to heal from the stress placed on his body by the runes.
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Spell Name: Aspect Assimilation - MasterDiscription: Able to absorb and assimilate an aspect of a target into himself permanently, I.E.-The increased Bone density of a creature or the night vision of a cat, ect.
Range: Touch - requires him to make physical contact with the target.
Times Per Day: Twice a Week
Extra/Drawbacks: Allows for immediate use of the assimilated aspect on a very basic level. Requires 3 days to recover and acclimate to the changes made by the ability assimilated. Each time it is used the ability gained will have to be purchased in the shop.
Spell/Ability Four: Bestow Aspect (temporary) - Apprentice - Able to bestow up to TWO aspects that have been assimilated by Arthas already onto another living being for a limited time. Times will vary based on how much manna the recipient is willing to invest.
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Combat: Swordcraft, Staff Fighting, Hand to hand, Archery, Sword & Shield, Sword & Staff
Inventory Bag: ( A List Of Items Your Character Has On Him/Her. Once Again This Is What Your Character Is Carrying On Them that is custom items that are not bought in the shop... If You Are A Fated being you must list what He/She has brought over with them the moment they were transported into the World Of Teair Nova. -- If You have created A Fated Character And Decide To brought A fire arm such as a Gun, the moment it enters the world it will rust and not work. Custom Items you have bought from Balma will go here too. )
- Enchanted Long Sword - Durability & Sharpness
- Staff - Rune Engraved to Channel Magic from or into the owner
- Satchel - Carries a Canteen, notebook, charcoal pencils, his money pouch, & dried food
- Grimoire - A listing of all his sigils and symbols and their meanings or uses
- Pendant - Blood Crystal - crystal made of the blood of his wife
Biography
History: Arthas was born to another world where children were taken from their parents by force and turned into soldiers. This was his fate and he was one of the first to survive their augmented soldier program, the first of the Eternals. Through the use of runes carved into his very bones his strength both physical and magical, speed, endurance, lifespan, regeneration along with his senses. The other part of his training was to strengthen him against mental and emotional attacks. This was his life from the day he could walk, he was taught strategy and tactics. He was taught to fight with magic and without though it was found that he was better at augmenting his armor and weapons or even those around him than cast spells that would attack his opponents.
He survived his training and was thrown right onto the battlefields of his world to fight wars that he had no real investment in other than his own survival. Eventually, he was raised in the ranks due to his ability to lead others and survive some rather dangerous situations. He earned the nickname Revenant due to his ability to come back from states of near-death or to come back from places that others had not.
This was one of the reasons he was sent to investigate a set of ruins found deep in the mountains. He wasn't the first one sent in, of course, troops and researchers had been sent before him and none had come back or even reported back. As usual, he followed orders and went to look into this himself but due to the already missing forces, he headed out on his own. Upon his arrival at the ruins, he found nothing but empty tents and signs of battle. Blood had been spilled and it seemed to be there were pieces of constructs lying around the place. A rather strange thing to find constructs that were still operational as all those that had been found before were devoid of power or too time-worn to operate.
Curiosity got the better of him though and he ventured into the ruins which were not like others he had been sent to secure. This one led straight to a rather large chamber deep in the ground which held at its center a pair of stone pillars. As he approached them nothing happened until he was standing between them, he felt the magic in himself connect with the stones and the next thing he knew he was in a place far different than he had been before. Now the real adventure begins for him.
Family:
Orphan
Father - unknown
Mother - unknown
Siblings -
Relatives -
Children - None so far
Relationship: Widowed
Extra:
He survived his training and was thrown right onto the battlefields of his world to fight wars that he had no real investment in other than his own survival. Eventually, he was raised in the ranks due to his ability to lead others and survive some rather dangerous situations. He earned the nickname Revenant due to his ability to come back from states of near-death or to come back from places that others had not.
~~The Wife~~
While working within the military of his empire he was often paired up with various units and their commanders for missions. Eventually, he was paired with a female commander who was very similar to him in her outlook and attitude. Like him she looked at what could go wrong at any point of the operations they were assigned to work together on. She actually was the one to start pushing him for a relationship as they were paired up more and more often due to how well they dealt with the missions and the low amount of casualties.
He resisted her advances at first but eventually she wore him down and he agreed to enter a relationship with her. Making sure to go through the correct channels within the military to get a more permanent assignment with her unit to allow for the bonding that she was seeking from him. He found that he was actually drawn to her as well the more time they got to spend together. Sure there were still missions they went on and that was the main reason they were allowed to stay together. The missions were never hindered by their feelings for one another thanks to their attitudes, mainly their 'prepare for the worst' habit.
Unfortunately not long after their official marriage his wife was on the other side of the battlefield from him and was killed. When he was informed after the completion of the mission he saw what happened and realized it was something he should have considered during the planning. That moment he decided to take the blame for her death on himself, not that anyone was blaming him since combat was pure chaos and the best-laid plans failed all the time. It was due to this event that he started to close off his emotions again, returning to the way he was before she had entered his life.
He resisted her advances at first but eventually she wore him down and he agreed to enter a relationship with her. Making sure to go through the correct channels within the military to get a more permanent assignment with her unit to allow for the bonding that she was seeking from him. He found that he was actually drawn to her as well the more time they got to spend together. Sure there were still missions they went on and that was the main reason they were allowed to stay together. The missions were never hindered by their feelings for one another thanks to their attitudes, mainly their 'prepare for the worst' habit.
Unfortunately not long after their official marriage his wife was on the other side of the battlefield from him and was killed. When he was informed after the completion of the mission he saw what happened and realized it was something he should have considered during the planning. That moment he decided to take the blame for her death on himself, not that anyone was blaming him since combat was pure chaos and the best-laid plans failed all the time. It was due to this event that he started to close off his emotions again, returning to the way he was before she had entered his life.
~~The Rest~~
This was one of the reasons he was sent to investigate a set of ruins found deep in the mountains. He wasn't the first one sent in, of course, troops and researchers had been sent before him and none had come back or even reported back. As usual, he followed orders and went to look into this himself but due to the already missing forces, he headed out on his own. Upon his arrival at the ruins, he found nothing but empty tents and signs of battle. Blood had been spilled and it seemed to be there were pieces of constructs lying around the place. A rather strange thing to find constructs that were still operational as all those that had been found before were devoid of power or too time-worn to operate.
Curiosity got the better of him though and he ventured into the ruins which were not like others he had been sent to secure. This one led straight to a rather large chamber deep in the ground which held at its center a pair of stone pillars. As he approached them nothing happened until he was standing between them, he felt the magic in himself connect with the stones and the next thing he knew he was in a place far different than he had been before. Now the real adventure begins for him.
Family:
Orphan
Father - unknown
Mother - unknown
Siblings -
Relatives -
Children - None so far
Relationship: Widowed
Extra:
Restriction Circle Runes
Restriction Rune Circle - Apprentice - Helps him activate his runes and keep them from all being active at once. Works on Apprentice Level Runes or lower.
Strength Rune - Apprentice - Grants him strength nearly 12x that of a human.
Speed Rune - Apprentice - Amplifies his movement speed beyond normal human means. Can sprint at a maximum speed of 20 mph.
Reflex Rune - Apprentice - Grants him reflexes that go beyond normal human levels.
Regeneration Rune - Apprentice - Augments his natural healing abilities to allowminor wounds heal almost instantly, moderate to major wounds heal slightly faster than normal.
Mind Rune - Apprentice - Enhances his mental fortitude and processing ability significantly. (aprox IQ: 129)
Dexterity/Grace Rune - Apprentice - Grants him increased dexterity & balance. Currently allows for better balance and reflex speeds at a level of 2x his normal. Able to balance on surfaces as narrow as 2 inches.
Sensory Rune - Novice - Boosts his five senses to double of what they naturally are along with very minor awareness of hidden creatures/people being near him.
Stealth Rune - Apprentice - Allows for silent movement on solid surfaces and through light vegetation. Able to move at normal walking speed without making extra noise.
Time Dilation Rune - Aadvanced - Slows the effects of time on his body. Currently ages at 35% normal rate for a human.
Toxin Resistance Rune - Apprentice - Immune to minor poisons/toxins, makes more potent toxins and poisons slightly less effective.
Visual Filter Rune: Aura - Apprentice - Allows him to see the magical auras of those around him, the color, density, and even if other auras are mixed into them along with a clearly defined difference in each aura.
Visual Filter Rune: Heat - Apprentice - Temporarily gives him thermal tracking capabilities, beyond 15 meters the colors blur together making it ineffective at a distance.
Dispelling Rune - Apprentice - Tattooed on the palm of each hand. Must be activated each time, Works well on apprentice level spells/abilities, 90% effective on novice level spells/abilities, with diminishing effectiveness as the spell level goes up.
Magnification Rune - Apprentice - Allow him to get a closer look at things that are far from him, similar to the effect of binoculars. Current Magnification is 5x.
Strength Rune - Apprentice - Grants him strength nearly 12x that of a human.
Speed Rune - Apprentice - Amplifies his movement speed beyond normal human means. Can sprint at a maximum speed of 20 mph.
Reflex Rune - Apprentice - Grants him reflexes that go beyond normal human levels.
Regeneration Rune - Apprentice - Augments his natural healing abilities to allowminor wounds heal almost instantly, moderate to major wounds heal slightly faster than normal.
Mind Rune - Apprentice - Enhances his mental fortitude and processing ability significantly. (aprox IQ: 129)
Dexterity/Grace Rune - Apprentice - Grants him increased dexterity & balance. Currently allows for better balance and reflex speeds at a level of 2x his normal. Able to balance on surfaces as narrow as 2 inches.
Sensory Rune - Novice - Boosts his five senses to double of what they naturally are along with very minor awareness of hidden creatures/people being near him.
Stealth Rune - Apprentice - Allows for silent movement on solid surfaces and through light vegetation. Able to move at normal walking speed without making extra noise.
Passive Runes
Time Dilation Rune - Aadvanced - Slows the effects of time on his body. Currently ages at 35% normal rate for a human.
Toxin Resistance Rune - Apprentice - Immune to minor poisons/toxins, makes more potent toxins and poisons slightly less effective.
Activated Runes
Visual Filter Rune: Aura - Apprentice - Allows him to see the magical auras of those around him, the color, density, and even if other auras are mixed into them along with a clearly defined difference in each aura.
Visual Filter Rune: Heat - Apprentice - Temporarily gives him thermal tracking capabilities, beyond 15 meters the colors blur together making it ineffective at a distance.
Dispelling Rune - Apprentice - Tattooed on the palm of each hand. Must be activated each time, Works well on apprentice level spells/abilities, 90% effective on novice level spells/abilities, with diminishing effectiveness as the spell level goes up.
Magnification Rune - Apprentice - Allow him to get a closer look at things that are far from him, similar to the effect of binoculars. Current Magnification is 5x.