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    WereWorld Character Sign-ups

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    Ferret-X
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    WereWorld Character Sign-ups

    Post by Ferret-X on Thu Sep 06, 2012 2:07 am

    This topic is for posting characters for the WereWorld RPG. This is to provide an an easy reference source for other players and myself.

    ALL CHARACTERS MUST BE PMED TO ME FOR APPROVAL BEFORE POSTING

    In the approval stage, I'll be more than happy to discuss with you any aspects of your character you are unsure of, or that I consider problematic in the WereWorld setting. This also provides the opportunity for you to give your character traits that you don't want immediately known to the other players. (Is secretly a dhampir...or a lot younger/older than they present...stuff like that)

    Using original characters of yours from other projects converted to work in the WereWorld setting is perfectly fine, but I'm going to have to forbid using characters that don't belong to you.

    Each player is allowed 1-3 main characters, but let's keep it at one each until we get the ball rolling. You may have as many side-characters as you like, to fill out your character's background and such, but all plot-moving must be done by main characters.

    Tech level is in some places above ours (they managed to purposely cover the Earth in a permanent cloud cover) in some places lower (no internet, baw). They are more reliant on magic than technology, but both are fairly well developed.

    Character Sheet Template-

    This is the template you will be filling in and sending to me for approval/posting. Parentheses are a description of what is expected in that field.

    Name: (Characters full name, including any titles or nicknames goes here)
    Species: (were/true were/dhampir/vampire)
    Animal: (leave out if a vampire, otherwise state what animal they have traits of)
    Age: (in years, and/or psychological age)
    Element: (this is for which spells they'd be best at and a few other things. Can be of the standard elements: fire/earth/air/water or of weird in-betweeny elements like lightning or blood)
    Appearance: (Describe your character looks like here and/or post an image. Both are encouraged. If you can't draw, I recommend using a dollmaker. This one is pretty good, and this site has a bunch of them. The only real rule is no using others art without permission.)
    Powers and Skills: (Have they had any magical or combat training? Do they know how to make novelty candles? Are they especially good at scrounging up a yummy meal from unlikely sources? Any notable abilities go here!)
    History: (A brief history. Who has owned them? What was their family like? What sort of education do they have? Things like that)
    Notes: (Anything you think should be included, but isn't covered by the other sections should go here!)

    -o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o-

    Species
    below, are the four species you may play as in WereWorld.

    Vampires

    General Info

    The main power in Wereworld.

    Hedonistic and manipulative vampire overlords rule over the were lower class.

    Long-lived and with low reproductive rates vampires both have a long time to polish their skills, and low turn over. A qualified younger vampire may be stuck serving a vampire with seniority for centuries.

    This can be quite frustrating.

    Thanks to this vampires have a bit of a cutthroat society when it comes to moving up the ranks. Either via political manipulations, assassinations, or other means maneuvering through the ranks is quite the activity for the more ambitious of the younger generations.

    Alternatively, they are lazy or pursue their own independent projects. This attitude is often encouraged, as it keeps them from causing problems.

    Appearance

    Vampires can vary from looking mostly human with the exception of elongated canines to fairly bestial, but not to the extent of the weres. This includes, but is not limited to slit pupils, claws, and pointed ears. Occasionally they may also manifest stranger traits such as batlike wings from the back, or a set of horns. It is debated whether these traits are naturally occurring or remnants of previous cross-breeding with werecreatures.

    Special Abilities

    Durability
    Vampires are very hard to kill if they have been feeding regularly they'll quickly regenerate from all normal wounds except a stake to the heart. If starved they will take much longer to regenerate, but the process can be sped up by dumping blood on the remains. The only sure way to kill one is to stake the heart, behead it, and burn the remains.

    Physical abilities
    Vampires uniformly have excellent night vision, and enhanced smell, which hones especially strongly on blood. They are proportionally stronger than a human, and most weres.

    Magic
    Vampires are generally strongest at mind magic. Illusions and compulsions often come naturally to them. Thanks to the spell, they can order all weres and get compliance with a minimum of effort. An unskilled or particularly cruel vampire can subvert a weres mind and turn them into a ghoul. A ghoul has no free will, and will rot away within a few months without efforts to preserve it. Their more powerful spells are highly ritualized and take a lot of time and preparation to cast. In exchange the effects are very exact.

    Weaknesses

    Vampires have to drink blood, either from another vampire, or more commonly a were to survive. They may eat other food, but blood is what they need to sustain their magic and lives. The older the vampire the more magic they need to use to sustain their bodies, so the more they need to feed. The longer they go without feeding the more erratic their behavior will become. About every half week to two weeks would be average. Vampires keep several were servants on hand to avoid over-taxing a single one.

    They are prone to obsessive behavior often getting fixated on certain hobbies, areas of study, or getting a thing 'just right'. This intensifies with age.

    They have had milennia to eliminate their weaknesses, including establishing a thick cloud layer to block direct sunlight.

    Weaknesses that they possess, but are unlikely to be an issue:

    Religious iconography:
    *The sun itself functions as a religious icon in how important it is to many religions.
    *This will weaken a vampires powers, but not kill them.
    Garlic & Lemon
    *These plants are thought to be extinct.
    *They do not in themselves damage a vampire, but in their presence a vampires regeneration will be halted.
    Silver
    *This precious metal is even more dangerous for a were as it is for a vampire.
    *Wounds caused by silver heal much more slowly.
    Fire
    *If a vampire's entire body is burned they can not regenerate.

    Life Cycle

    Vampires will only die of 'old age' once they can no longer drink blood fast enough to make up for the energy they use to sustain themselves. More often than this they are killed by an outside force. Such as an impatient heir, rival, or were managing to rise up against their master.

    Vampires have a low birth rate, and accordingly take a long time to mature. Here is a rough chart of their life stages.

    Gestation-a year and a half
    infancy-0-4 years
    toddler-4-10 years old
    childhood-10-40 years old
    adolescence-40-150 years even so, a vampire often isn't treated like an adult by their elders until they are over 300. After that they will have to go to extremes to prove themselves for a long time.

    They stop visibly aging somewhere between the physical age of when a human would be 20-35 years old.

    Notes

    At least at the beginning of the RPG, vampire characters are unlikely to really have a clue about the were situation. More likely than not they'd be indifferent to the welfare of their dinner to out of touch with the reality of what a were would desire. Well-meaning but facepalmworthy SJ bloggers pretty much. 'Free the weres!' types would also be thought of by the general public the same way really extreme vegans are.

    Older vampires would also be more conservative in their viewpoints, and harder to talk around to other points of view.

    Werecreatures

    General Info

    The lower class, weres do the manual labor. Some are employed in the capacity of storekeepers and the like. They are also employed where someone who can't betray or lie to if ordered is especially desirable, such as guards or treasurers. Their most important occupation (from a vampire perspective) is as house servants which get fed on. It is normal for a vampire to keep several weres close at hand for feeding purposes so they don't overtax a single one.

    House weres are almost always treated well. It doesn't really make sense to have your food source in bad shape. That and it's unsightly. General treatment of weres ranges from ambient furniture to particularly intelligent pets.

    For the few vampires who can't or won't keep weres on hand, there are businesses that offer the services of weres for a price.

    Their desires and ambitions are secondary to their masters, but a cunning vampire will match a were's job to their skillset.

    Appearance

    Weres, by their nature have two main forms. A mostly human form is how they spend most of their time. In this form they will retain some animal traits such as ears, tails, claws, dentition, odd eyes, markings on skin, et c. '10% furry'.

    Likewise in their animal form they'd retain some human trait such as hair, eyes, hand structure, et c. They cannot control the trait(s) and it is unique to each were.

    They can appear as any chordate animal including hybrids that would never happen in nature.

    Special Abilities

    Shapeshifting- Weres may shift between a 'human' and a 'beast' form at will. They may also stop at a midway form between the two, but holding the 'stuck' form for extended periods is tiring.

    Regeneration- Weres have enhanced healing abilities. As long as the were is in good health small cuts heal in a matter of seconds, and larger ones in minutes. Even limbs can be regrown in time, and blood is conveniently recovered much faster. Occasionally it causes problems when broken bones regenerate too quickly and need to be rebroken and set so they don't stay crooked.

    Physical Abilities- The special abilities the were has depends on what animal they are. A bear might have enhanced strength, a rabbit would obviously have strong hearing and fast reflexes. Shark's would be able to sense electric fields.

    Magic- Weres generally wouldn't get much training in their magic. If strong enough they'd get rudimentary instruction to prevent them from being a health-hazard. As such any spells they'd have would be very instinctual and rough.

    Weaknesses

    Mental Vulnerability
    *Vampires can easily mesmerize them into following orders as a side-effect of the spell
    *Depending on the were they may be able to creatively interpret those orders.
    Silver
    *Blocks shapeshifting if worn
    *Slows regeneration
    Wolfsbane
    *Blocks shapeshifting
    *Toxic, potentially fatal in large doses

    Life Cycle

    Their lifespan and development are essentially identical to those of a human. They have a slightly extended lifespan thanks to their innate resistance to disease and other damage.

    In some cases their breeding is restricted and controlled by their masters in the goal of controlling population, or getting a specific 'look'.

    Notes

    There is kind of a huge power differential between the weres and the vampires.

    'Feral' weres who aren't owned are rare, and if caught taken to a pound of sorts where they can be 'adopted'. Depending on how much trouble they are to catch, they may be killed.

    Dhampirs

    General Info

    Vampire and werecreature unions are hardly rare. Despite this offspring from the two are heavily stigmatized.

    Vampires don't trust them because they have were traits, weres don't trust them because some of them retain the mysticism abilities of their forebears.

    If they can pass as a fullblood of either side they tend to try and pass as one. First gen hybrids have it the worst, after that they tend to settle into taking heavily after one or the other.

    It's easiest to pass them off as a fullblood if they take after the mother's species. Especially for vampires, a male suddenly gaining a child is a lot more suspicious than a female getting knocked up.

    Appearance

    They can appear anywhere between a vampire and a were in traits.

    Special Abilities

    Their abilities vary greatly depending on what they inherit. In some cases a dhampir is significantly stronger than both parents. In some cases weaker.

    True Sight- In almost all cases a dhampir gains the gift of 'true sight' they can see through invisible, and entities such as ghosts that would normally go unnoticed. Magically inclined dhampir tend to be excellent spellcasters because of the ease they can intuit magic patterns because of this.

    Weaknesses

    Varies.

    Life Cycle

    Varies.

    Notes

    True Weres

    General Info

    True Weres are often thought to be extinct in the vampire civilizations. They live in hidden villages where the vampires don't bother with. Some of them scout along the edges of vampire civilization when they can get away with it.

    Appearance

    Unlike their brethren, true weres can fully shift to appear as a human or an animal. On top of this they have access to a third larger form.

    They may only be wolves, cats, foxes, tigers, jaguars, dogs, rats, hyenas, horses, pigeons, cougars, eagles, ravens, rabbits, sharks, and deer. No hybrid animals.

    Special Abilities

    Shapeshifting- True weres have 'perfect' shapeshifting. Holding in-between forms for sustained periods is still draining, but less so for them than werecreatures. Children are drilled heavily on keeping their ears out or something before being allowed outside the camps.

    Were Form- True Weres have access to a third form which is effectively a hulked out version of an in-between form. Stronger, larger, with faster regeneration, and often savage bloodlust this form is a force to be reckoned with.

    Regeneration- Much more effective regeneration abilities than vampires or werecreatures. The only way to keep a true were down is keep hacking until their energy reserves run out or cauterize wounds you make.

    Physical Abilities- The specific gifts a were gains depend on their species, as with regular werecreatures.

    Mental Strength- True weres are heavily resistant to immune to vampire compulsions as a matter of course.

    Magic- They have powerful elemental magic. It's very primal, and relies on appealing to the elements. The effects are not very specific, but they have fast cast times for potentially devastating effects. They have a belief system around how the magic does what is supposed to happen, and forcing it on a specific path the way the vampires do is wrong.

    Weaknesses

    Silver
    *Slows regeneration
    *contact prevents shapeshifting
    Wolfsbane
    *Prevents shapeshifting, and forces to revert to a human form.
    *Slows regeneration
    Moon Phase
    *It becomes easier for them to hold a more human form the closer to the new moon it is, and easier to hold a bestial form the closer to the full moon it is.

    Life Cycle

    Up until adulthood they are very similar to a human. Their fertile periods are limited depending on the animal they're based on. They naturally have a several (2-6) hundred year life span. They will only show signs of old age once they start nearing the end of their natural life.

    If crossed with another type of true were they will be one or the other. If crossed with a werecreature the offspring will either be a true were of the true were parent's species or a werecreature of either parents species or a cross.

    Notes

    True weres will be pursued with intent to kill as soon as they're identified by the authorities.

    As far as the general population knows, they aren't any different then standard werecreatures, and are in fact dangerous wild weres who want to kill vampires.

    -o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o-

    PM me if you need help, and have fun! : D
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    Yenot
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    Re: WereWorld Character Sign-ups

    Post by Yenot on Thu Sep 06, 2012 10:56 am

    Name: Virgil O'Lion
    Species: Dhampir
    Animal: Snake
    Age: Has walked this land for 450 years
    Element: Poison
    Appearance: http://www.tektek.org/avatar/50684616 during normal times
    http://www.tektek.org/avatar/50684629 during full moon
    Powers and Skills: Viper fangs that inject variable venoms and and toxins, Archery
    History: Born of his Vampire mother and WereSnake father, he tends to hide his Were Heritage to embrace the perks of Vampiric life. He is fascinated with SCIENCE!!, specifically biological cause and effect. He uses his toxins to administer his current subject of study, occasionally feeding before hand to avoid suspicion. During the full moon, his snake traits are more pronounced, and he tends to stay indoors, avoiding contact as necessary.


    Last edited by Ynot on Sat Sep 08, 2012 9:10 am; edited 1 time in total
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    Re: WereWorld Character Sign-ups

    Post by Klak on Thu Sep 06, 2012 1:58 pm

    Name: Ezekiel Tobias Carter
    Species: Vampire.
    Age: 200 regular, age 20 mentally.
    Element: Lightning, though he prefers melee and hand to hand combat.
    Appearance: (I have drawing programs, I'm just not good enough at them to make a great model of Ezekiel, so tektek is good for now)

    http://img402.imageshack.us/img402/6186/tek5047bdf17d35b8242135.png

    At night, his eyes look a bit more cat-like.

    Powers and Skills: Ezekiel is very intelligent. His sharp wit, however, often results in occasional snarky comments that gain the ire of many vampires. Other than this, Ezekiel is usually quite nice to everyone, often forgetting the societal restrictions on any good treatment of slaves. Ezekiel isn't one to be dreaming of freeing them, but he occasionally thinks of changing something in society. He is quite educated, being well-versed in magics, literature, some SCIENCE!!!!, politics, and random trivia. Ezekiel also has superhuman abilities considering his vampire heritage, meaning he does not lack physical abilities. Despite the fact that Ezekiel has a sword given to him by his father, he does not have sufficient weapons training. Luckily, he is a fast learner.

    Ezekiel also has long teeth, longer than your average vampire. It makes him quite the blood sucker.

    History: Ezekiel Tobias Carter was born to two vampires. He grew up in the house of an aristocratic diplomat, learning under the finest teachers. Ezekiel would also love it when his father would take him on trips throughout the country, as he would see the denizens in action. Most of Ezekiel's life was pretty normal.

    Notes: Can't really think of anything atm besides the fact that I will be using his parents and servants as side characters.


    Last edited by Slade on Fri Sep 07, 2012 10:50 am; edited 2 times in total


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    Ferret-X
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    Re: WereWorld Character Sign-ups

    Post by Ferret-X on Thu Sep 06, 2012 2:22 pm

    Name: Blue, no last name.
    Species: True Were
    Animal: Cat
    Age: Exact number unknown, seems around 14-16
    Element: Light (luck variant)
    Appearance: A pale-skinned girl with messy blue hair that looks to have been cut haphazardly with a knife. Her skin is covered in brown stripes. She has rounded ears with a small notch ripped out of the right ear. She has had this scar longer than she remembers. In her standard form she also has a fluffy tail, and lengthened canines. She tends to wear oversized tunics cinched with a belt around her waist and leggings. Her eyes are light blue-green. In her animal form she appears to be a small solidly built rounded cat with silvery blue fur and brown tabby stripes. When disguised as a werecreature she retains her blue mane.
    Powers and Skills:
    *Great at identifying edible vegetation.
    *Can hold an in-between form for very long periods of time.
    *(Passive) Luck. Things tend to sort of work out for her.
    History: Blue is a bit of an anomaly. She has no affiliation with any true were tribe, and if pressed for details about her family will say she was raised by her father and no more. She enjoys exploring vampire settlements, causing problems for the vampires and befriending the werecreatures alike.
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    Re: WereWorld Character Sign-ups

    Post by Srgt. Master on Fri Sep 07, 2012 7:44 am

    Name: Alex Majune, Renegade and Wanted Fugaitve.

    Species: Vampire

    Age: 200, seems 22

    Appearance:
    He seems like a normal human with the exception that his canines are ever-so-slightly longer than normal. other than that he could pass of as an actual human.

    Element: Blood

    Powers: beyond the normal vampiric abilities he is a mediocre hemomancer, being able to heal light wounds or use spilled blood as a rudimentary projectiles (highly distracting, no direct damage unless blood is poisoned or something.)

    History: A private person, Alex doesn't like talking about his past, saying only that he is the direct decendant of the once-powerful Majune clan. He may mention that he has his own reasons for wanting were equality, which is why he has become a wanted Fugaitve amongst vampires. He has been responsible for countless assassinations by organizing were rebellions.
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    Re: WereWorld Character Sign-ups

    Post by sakura_dark_twin22 on Fri Sep 07, 2012 8:22 am

    Name: Roza Neko nickname: “Rose”
    Species: vampire
    Animal:
    Age: 50
    Element: Air
    Appearance: She as deep red eyes and long pointed ears. She wears on normal bases a black or red Victorian corset top and a skirt with frills of white lace on the bottom. This is when she is walking about with other vampires. When she is walking around were areas she wears a sand tan cloak that has a hood. There is a pin she wears of a rose shaped to keep her cloak from falling. She wears knee high boots with similar lace on the boots. They are night black with white laces. *picture will come later*
    Powers and Skills: She is good with cooking and making things from food to potions and poisons. She knows the extreme basics in and to and but knows elemental combat.
    History: She is a kind spirit who wants to see the world around her. She is known for going to the edge of the area and seeing new people. Her parents were part of the cotton textile and she loved to see all the plants and things around the area. They lived on a huge plantation which they grew mainly cotton and on the side some Tobacco. Roza started a small area of different fruits and veggies which her parents don’t know about. She prefers to see what others do and if allowed would want to help. When she was little she would put on a hooded cloak and venture out. She has never treated the people she gets blood from as servants. She sees them as friends. When she was a little kid her parents would leave her alone and she would go follow the weres around so she does not feel lonely and she wants to know how things work. She does not understand why they are in the fields. Rose is known for smiling and following people at a young age like a shadow. She was not allowed out of her home much which is why she is pale. She persuaded the weres at her home to come with her and not tell her parents. When her parents ask the weres where she has been they say she is following the others work. Her parents preferred to go out and go into the political heads. Only a few knew who she was, but they did not know her parents.
    Notes: She is called Rose as a nick name because her mother would only talk about roses when she was pregnant. She does not care for red roses. Roza is another way of saying Rose
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    Re: WereWorld Character Sign-ups

    Post by Heat on Sat Sep 08, 2012 1:58 am

    Name: Tarantino Aurul
    Species: Vampire
    Age: 1200
    Element: Fire
    Appearance: http://img152.imageshack.us/img152/9371/tek5048dc96ddec07262435.png
    Powers and Skills: Other than the usual vampire powers, he has quite a lot of swordfighting experience.
    History: Tarantino was once a hunter, tracking down "wild weres" and killing them. These days, he tends to sit around at home dreaming of his younger days and getting into fights with anyone he runs into. He's considered extremely conservative even by older vampire standards.


    Last edited by tarantino on Sat Sep 08, 2012 10:20 pm; edited 1 time in total


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    Re: WereWorld Character Sign-ups

    Post by Zev the Reveler on Sat Sep 08, 2012 8:54 am

    Name: Zaizi Natal
    Species: True Were
    Animal: Hyena
    Age: 37
    Element: Earth
    Appearance: (I'll try to make her in a Dollmaker later)

    Zaizi has bronze-tan skin, dark eyes, and messy, lackluster black hair done up in a large, braided ponytail. She normally wears leather and fur, with many decorations of feathers and teeth; black tattoos cover her forearms; she also carries a staff topped by an animal skull. She's known for a certain leer in her eyes, and a wide, toothy grin, and notably has a number of scars on her body - Two vertically crossing the left corner of her mouth, one curving above the profile of her eye, and a number on her hands and feet.

    Powers and Skills:

    • Is an adept of Earth Magic, taught in a style handed down from her mother, and her mother before her, and so on.

    • Though not the most capable in hand-to-hand combat, Zaizi does possess impressive endurance and agility. By exercising her magic and pragmatic approach to combat (aka underhanded tactics), Zaizi is fairly capable in a fight where those are free to assist her. If she can't use her magic or is bound by outside forces to a fair fight, then Zaizi is almost mediocre in hand-to-hand combat and doesn't actually know how to properly use melee weapons in general, besides her staff.

    • Zaizi is an expert on first aid, sewing, cooking, and calming children (oddly enough).


    History:

    Zaizi has always been amoral. She tends to have little qualms about backstabbing others; she actually has been wounded many, many times and regenerated many times, but weapons laced with wolfsbane have left a lasting impression, due to a few cases where Zaizi made the mistake of angering Vampires just enough to make an example of her. However, if she can be convinced that loyalty is a safer and more profitable route than betrayal, Zaizi can be a very dependable, steadfast ally. However, while she has an amount of compassion for Tame Weres, she hides a festering hatred of Vampires in her heart for what they've done to the world and to Weres as a whole. Whether she helps or hurts someone is entirely left up to her whimsy. She is truly akin to a hyena - Her tight-knit family of fellow werehyenas, none of which are truly capable of defending themselves against the likes of a Vampire, comes first above all else. Yeah, she'll go after your head if she can get something out of it. But if you can give her something more valuable while alive, she can be quite amicable. Just be sure you never fully leave your back turned to her, and inspect your belongings away from her frequently.
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    Re: WereWorld Character Sign-ups

    Post by helo frens on Sat Sep 08, 2012 9:40 am

    Name: Yi

    Species: Were.

    Animal: Grizzly bear

    Age: 26

    Element:
    Water

    Appearance: A beautiful, but powerful looking woman, standing at 7 ft tall and with very light brown skin, with a small amount of dark freckles on her cheeks. Her long, thick dreadlocks go down to her lower-back, which is impressive, considering her height. Her eyes are of a bright and interesting orange-gold. Two, fuzzy bear ears are what would be the immediate sign to someone that Ki is in fact a Were, not to mention the paw-like hands with powerful, intimidating claws.

    She usually wears simple brown tough leather armour.

    Powers and Skills: Ridiculously strong. Powerful swimmer. Surprisingly fast when speed is needed, and has large claws and dagger-like teeth.

    History:
    Yi was found wondering around in the wild at just 6 years old, able to survive and hunt for herself. She was taken in by a small but powerful vampire family, and has always been treated painfully patronizingly.

    Yi was punished very violently when she ever broke things that she was supposed to be carrying due to her clumsiness, or forgetting to do something she was asked due to her wondering mind.

    As she grew in size, maturity and mostly strength, she was enlisted more difficult/dangerous chores, such as taking down dead trees with no tools, or carrying other heavy objects. Currently, she is made to bodyguard a younger member of the vampire family, who shows her absolutely no respect and has no sense of empathy.

    Notes: - Loves water.
    - Loves food.
    - Respects animals.


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    Re: WereWorld Character Sign-ups

    Post by Heat on Sat Sep 22, 2012 7:10 am

    This isn't a sign-up or anything lol, I just went in to check something on my chara's bio and I noticed this on the poll

    WTF Ferret why is this so complicated[ 0 ] [-1%]

    how did that even happen


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    Re: WereWorld Character Sign-ups

    Post by Ferret-X on Sat Sep 22, 2012 2:51 pm

    Scio Spectre wrote:This isn't a sign-up or anything lol, I just went in to check something on my chara's bio and I noticed this on the poll

    WTF Ferret why is this so complicated[ 0 ] [-1%]

    how did that even happen

    The magic of friendship. How else?
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    Re: WereWorld Character Sign-ups

    Post by Klak on Sat Sep 22, 2012 3:44 pm

    ^ this


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    Re: WereWorld Character Sign-ups

    Post by Heat on Sat Sep 22, 2012 10:12 pm

    Ferret-X wrote:
    Scio Spectre wrote:This isn't a sign-up or anything lol, I just went in to check something on my chara's bio and I noticed this on the poll

    WTF Ferret why is this so complicated[ 0 ] [-1%]

    how did that even happen

    The magic of friendship. How else?

    of course. Why didn't I think of that?


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    Re: WereWorld Character Sign-ups

    Post by SageOfMagic on Tue Sep 25, 2012 12:49 pm

    Name: Laurent Frazier (main)
    Species: vampire

    Age: 357, but psycologically 23 or so
    Element: air
    Appearance: About average height for a male but a tad thin. Hair is reddish brown and goes

    below the shoulders in a very loose ponytail. He has pointed ears and a set of horns that go

    down around the back of the ears and point towards the front of his face

    Powers and Skills: He's had light training in various weaponry but is hardly noteworthy with

    it. His main strength is in his magic prowess. He's quite well trained in using air related

    spells. Although he'd much rather rely on intellect if he can. He takes interest in studying

    various sciences, but never putting any to real practice. He prefers to get by as a writer.
    History: Laurent was raised well off, spending most of his time indoors studying all he

    needed to know under the care of a few hired weres. While his family wanted him to be

    proficient in weaponry/magic and use it to scale the social ladder, he preferred a more quiet

    life writing. A lot of his stories seem to deal with the complications of were relationships

    and various lack of rights from their view, even though he himself hardly understands the

    situation, owns numerous weres, and treats them all rather well (excluding the few he has set

    aside for breeding).

    Notes: He owns more weres than the two who accompany him. They just happen to be his favorite

    at the moment. He's also engaged in some limited were breeding to come up with 'attractive'

    weres to keep and sell.


    Name: Fae
    Species: were
    Animal: red fox
    Age: 19
    Element: earth
    Appearance: A red haired lolita with a pair of fox ears and tail. Blue eyes. Hair waves at

    the ends.
    Powers and Skills: She's a decent cook, cleans, sews, and has a hand for gardening.

    History: Fae was bought by Laurent from another breeder when she came of age to leave her

    parents. She doesn't know of a life outside being his servant and is actually quite happy

    with her place in life. Perhaps a little too happy judging by her interest in her owner. He

    seems happy to return the attention though.
    He teaches her things when he finds the time to so she's not entirely clueless. Although she
    certainly isn't as bright as he is.



    Name: Lori
    Species: were
    Animal: Australian Masked Owl
    Age: 27
    Element: air
    Appearance: White, short hair flecked with brown and orange. Has some tan discoloration

    around her eyes but overall she's rather pale. And extremely tall. Around 6'2". She likes to

    wear heels to increase this a good additional inch.
    Powers and Skills: She has been taught combat from an early age and is highly proficient in

    it. She mostly serves as an intimidating body guard, even if her skills aren't as powerful as

    a vampire's. She also organizes any files and finances of Laurent.
    History: Another bought were from a breeder. Laurent paid quite a sum of money for her. She

    doesn't seem to care either way, doing her job to the best of her abilities. She figures she

    has it pretty well off and doesn't want to endanger that.
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    Re: WereWorld Character Sign-ups

    Post by Malygos on Sun Oct 14, 2012 12:52 pm

    Name: Kristopher "Kristoph" Falkenrath

    Species: Vampire

    Age: 402

    Element: Blood

    Appearance: Kristopher puts quite a bit of time and effort into his style of dress, being somewhat of a fop. In his lab, he wears a labcoat. He has pale skin, red eyes and long,well-combed raven-black hair. He is tall, and thin, with an analytical expression on his face. http://media.wizards.com/images/magic/daily/sf/terdbfnmujkhfbsthfdcvbnmdogjhsdh.jpg

    Powers and Skills: Including his expertise in sangromancy, Kristoph is quite adept in the natural sciences, particularly biology. He has always been intelligent, and shows an almost sociopathic knowledge of anatomy and phisiology, to which he exploits as much as he can in combat.

    History: Thought of as eccentric for a vampire, Kristoph Falkenrath was always more interested in the natural laws of reality and academics. He always surrounded himself with books on anatomy and magic, studying in an academic fashion. He occasionally forgot to eat, leading to speculation that he was a weakling. When a vampiric noble tried to make him his thrall, Kristoph used his knowledge to destroy the vampire, hauling his body off to the cellars and dissecting it. The cellar eventually became his laboratory, where he conducts gruesome experiments on were and vampiric subjects alike. Eventually becoming heir and inheritor to the Falkenrath estate, he turned the entire estate into a massive laboratory, from which he conducts his experiments, delving deeper and deeper into the scientific mysteries.

    Notes: He's a bit of a fop, and he generally dislikes getting blood on things other than his labcoat.

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    Re: WereWorld Character Sign-ups

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