SAREN VAELARYS
PERSONALITY Saren possesses a personality as intricate and volatile as a storm unleashed. He is fueled by an insatiable drive for knowledge and power, viewing life as a series of challenges to be overcome and mastered. His intellect is razor-sharp, constantly assessing, analyzing, and refining his strategies. A natural tactician, Saren thrives on weaving elaborate plans and navigating the complexities of conflict and politics with a precision that leaves little to chance. Ambition defines him, yet it is balanced by restraint and methodical patience. He rarely acts on impulse preferring to observe, calculate, and strike at the perfect moment. Beneath his composed and calculated demeanor lies a core of intense emotion. Tightly controlled but powerful when it surfaces. His fury, loyalty, or rare glimpses of vulnerability are as all consuming as roaring flames. Though they remain tightly leashed by his discipline. The man's very presence commands respect and attention. Exuding an air of dominance and quiet menace. He intimidates effortlessly, his charisma and carefully chosen words inspiring loyalty or fear in those who cross his path. His disdain for incompetence or chaos often making him seem unyielding. Though he reserves respect for those who demonstrate skill or resilience. Despite his ruthlessness, Saren operates by a personal code of integrity. He fiercely protects the rare few he deems worthy of his trust and holds himself to a high standard. Beneath this poised exterior, however, lies a smouldering intensity. A faint unhinged undertone that people can sense but never fully place. It feels as though a part of him teeters on the edge of breaking free, though his unwavering control ensures it never does. This subtle edge adds an unsettling dimension to his already commanding presence. Making him a figure of both awe and unease. Overall he is a man of contrasts: methodical yet passionate, calculated yet unpredictable. His intellect and charisma are his sharpest weapons next to his combative prowess. Wielded with the precision of someone who knows the world is a battlefield and that he was born to conquer it. ROLEPLAY | 0 POSTS Topics Completed:
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Travel
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QUESTS | 0 TOTAL D-Rank Quests Completed:
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Saren's Sheet
Today at 3:30 pm
Today at 4:17 pm
RACE | NERACH VAMPIRE Lore: Vampires are immortal beings that have spread the loathsome curse of Undead across the realms of Man for centuries. Though many lineages of this foul race now live spread across the world in castles hidden from Man, their true origins lie within the once great civilization of Nebuchad. The true masters of Undead; they retain much of their original intelligence and capabilities despite their curse, and hence retain their ambition and desire. This makes them very dangerous indeed, for Vampires, due to their immortality, have an extensive period of time in which to hone their skills and refine their schemes to utter perfection. Whether they are considered terrifying, blood-sucking night-walkers, vicious brutes who steal their victims' lives, or creatures of eternal beauty and haunting allure, Vampires need blood to survive. They come from all walks of life—some are civilized, preferring lives of opulence and splendor, amassing wealth as well as influence. Others act more like terrifying savages, feeding upon the local population and causing wanton destruction throughout the area. Vampires can be found anywhere intelligent, living creatures reside. The larger the population, the more potential victims and the more likely it is that Vampires can be found there. Bloodline: Not turned but born, the Nerach Vampires are already different than most of the Vampires that exist on Earthland. Though, even among the ones that are born, the Nerach Vampires are different. Nerach Vampires come from an ancient bloodline that can only be passed on when one, or both, of the parents is a Nerach Vampire and the other a born Vampire. The bloodline cannot be passed on if the other parent is not a born Vampire. Not many Nerach Vampires exist. The reason for this is that Nerach Vampires can only produce a one or two offspring during their lifetime. Racial Perks:
TRANSFORMATION Flying Horror: 2% Mana - 3 Post CD - Sustain
The Vampire materializes a pair of 2 meters long blood-red bat-like wings that allows them to fly up to 10 meters above ground. The user heals two ranks lower of the Physical Damage and Magical Damage that they inflict to another user. This only heals Constitution and doesn't affect Endurance. This is not a spell but a biological capability. Therefore it cannot be canceled by artifacts or magics that can cancel spells. Full Transformation: 5% Mana - 3 Post CD - Sustain
Driven by bloodlust beyond mortal comparison, the Vampire metamorphoses into a bat-like form and fights with an intensity that gives them a 20% increase in both their base Strength and Speed. The Vampire also materializes a pair of 2 meters long bat-like wings that allows them to fly up to 15 meters above ground. The user heals one rank lower to the Physical Damage and Magical Damage that they inflict to another user. This affects the healing in their weakest limb through Endurance and an overall heal through Constitution. This is not a spell but a biological capability. Therefore it cannot be canceled by artifacts or magics that can cancel spells. CLASS | SPELLHOWLER Lore: Among the storytellers and actors, spellhowlers were those who glorified the villains that sought power at any cost. Their nuanced art may have earned them curses from the crowd, but their audiences were ensnared no doubt. They found that they could convincingly stir fear and dread in the hearts of those that witnessed their performances and soon discovered ways to extend the uses of their skill. Spellhowlers don't just howl, but croon, screech, and even whisper, to instill doubt and mistrust among their opponents. Spellhowlers are master manipulators. They usually wouldn't place themselves in the midst of the action, since they do not excel at combat. Instead, they'd be found along the fringes, slinging hexes and curses at their enemies, weakening them for their allies to pick their targets off. They chip away at the courage of their enemy, stripping them of the motivation that had spurred them on towards their goals. With a spellhowler as your ally, you will see even the seemingly mightiest enemies whittle and wither away in self-doubt. Spell Types:
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GUILD | GUARDIA COMPAGNIA Lore: An Adventuring, Bounty Hunting and Treasure Hunting guild situated in Baska, West Fiore. It is a guild focused on tradition and unity. A guild that offers a home and a purpose to those who have none. But also to the curious ones that wish to learn and improve their skills, whether it be academical or combative. Guardia Compagnia is a neutral and seclusive guild. Taking any job that is given to them, but with a warying and secure measure not to be considered a dark guild nor a light fully. The guild finds itself to be the middle man of the grey area, wanting to reap benefits of both worlds and offer the best and most diverse experience to its guild members. As a bounty hunting guild Guardia Compagnia essentially works for the highest bidder. Got an absurd amount of jewels? Feel free to contact the guild to hunt down a criminal or perhaps a wild beast. If someone or something has a bounty on their head, with enough jewel its taken care of. What this guild is focused on is the safety of its members which are like that of family. All for one and one for all mentality, where they look out for eachother, without the need to price them. If a guild member needs help, they will get it with whatever they need, training or otherwise.
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Members can do both good and bad quests. ( ) Bounty Hunter Companion User receives 15% more experience when finishing topics with a partner. ( ) Hard Worker User receives a flat +5SP when completing Quests with a partner (Social Interactions Included). This can be used twice per week and refreshes on Monday. ( ) Guardian Companion User receives 20% more jewels when finishing topics with a partner. ( ) Traveled Veteran All word count requirements are reduced by 30%. |
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EQUIPMENT Weapons: ??? Helmet: ??? Armor: ??? Cape: ??? Earrings: ??? Necklace: ??? Ring: ??? Relic: ??? Companion: ??? Pouch:??? Tarot: The Star (0/10 RP Posts)
BANE MAGIC Description: Bane Magic is a magic that focuses on causing misery and despair while inflicting damage at the same time. The magic affects the mind of the target when they are harmed and causes them to lose focus on their ability to cast magic. Effects:
SPELLS D-Rank Spells: C-Rank Spells: B-Rank Spells: A-Rank Spells: S-Rank Spells: STAT BREAKDOWN ( ) = Numbers after buffs are included.
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