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Rayne
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Post Count : 13




|| Rayne ||
Female | Seventeen | Human

Image References
> X X X X X X <





Appearance


    > Physical Appearance
    Standing at about 5'8" (1.7m), she has a rather light build and is pretty lean, weighing only 145lb (65.8kg). Waist length lavender hair is cut straight across. Two bundles of hair are draped over her shoulders and on her chest, each tied with one red and one blue bow. Her iris are a haunting purple color that seem to analyze anything they lay upon.

    > Outfit or Armor Description
    On her head sits a light pink nightcap, a small crescent moon adorns the top towards the front and two small red and blue bows are attached to the back. A collared, sleeveless dress, a dark purple in color, comes to just below her knees. Thin white lines run vertically down it all the way around. On an average day, she'll be wearing a pink, frilled mages' cloak, which comes down to about mid-calf, over her dress. The cloak is clasped only near the chest with a large red and a large blue bow, and exposes everything from there down. Thigh-high leggings and heeled shoes adorn her legs.






Personality


    Preferring to not have to deal with people and to have her nose stuck in a book, she comes off as aristocratic and stuck up. It's honestly just a cover-up to hide her short comings. Being home-schooled and horrendously sheltered as a child, it doesn't make for great social skills. Though with it comes to the topic of magic, she finds her curiosity piqued and becomes easily excitable.[/strike]






Combat and Ability Information


> Elements
|| Various ||

> Weapons of Choice
Lexicon | A hefty book that appears more worn and ancient than those in a museum. Within it are compiled a massive amount of spells (some more useful than others), dummy-proof diagrams, and a manual on the operation of a set of...crystals..?

Elemental Crystals | For each of the nine crystals within her possession, an equal amount of elements are at her disposal. Each represents a different element and are stacked with a different set of spells, both helpful and harmful. They house their own stores of mana and are for the most part self-regenerative. However, during use, the process becomes more laborious and they most be provided with an outside source of mana to maintain optimal operation.

> Fighting Style
Finding a safe spot on the battlefield where she can view everything, she'll set up shop and retrieve one or more of her crystals to aid her in battle. Depending on which ones she chooses, and which combination she makes, she style and aim will differ from healing, to supportive, to defensive, offensive, and more.

> Stat Alignment
STR | 3
CON | 6
M AFF | 8
M DEF | 7
SPD | 4
DEX | 6
STM | 8





History


    Her father was a daring treasure hunter. Her mother was a reknown bounty hunter. When fate had drawn the two to a Collesium Tournament and tossed them in a ring against each other, it was a gross display of love a first sight. Definitely not what the fans had paid to see. Walking out of there with their bloodied hands interlocked, they decided to settle down in an unnecessarily big manor (bought from the funds they acquired through previous lifestyles) in the peaceful world of Radiant Garden. Together, they bore a bouncing baby girl and raised her with much tender loving care, striking down any who might put her in danger.

    Yes, that was who her parents formerly were. Now, Rayne spends her days hiding away from their disgusting lovey-dovey attitudes and oppressive "parental instincts". From the moment she woke up to the moment she passed out, her nose was in a book. And within the expansive library her family owned, there didn't exist a book she hadn't already ready two or three times...or four... It was the escape her drab, boring life so desperately needed. Though it was forbidden, Rayne studied the magical arts and practiced quite often when her parents weren't looking. And who know? She was pretty good at it. So much so, in fact, that she designed and created her own magical weaponry. And they worked!

    Being so proud of herself, Rayne dared to show her parents, eyes a twinkling. However, they weren't as pleased as she hoped. Reinforcing the rule that she was not to explore that which could "potentially kill her", they destroyed her creation and removed all books related to her limitations from the library. Rayne spoke not a word to them for what seemed like ages. Though little did her parents know, stashed away in a hidden room of the library, was her hand made book of spells, a collection of any and all spells she would ever need, among other things.

    When she had finally had enough of the suffocation her parents were gripping her with, and after the completion of more of her magical weapons, Rayne took her Lexicon, her crystals and all her savings, and ran. She thought that perhaps one day she would go back and apologize for her actions. But there was so much she wanted to see and do and experience. Reading them in books just wasn't the same...






Political Information

    > Alignment
    Neutral Good

    > Relationships
    Relationships List:

    N/A



Roleplay Lists - - -

    Threads List:

    N/A






Equipment


    Lexicon | A hefty book that appears more worn and ancient than those in a museum. Within it are compiled a massive amount of spells (some more useful than others), dummy-proof diagrams, and a manual on the operation of a set of...crystals..?

    Crystal Pouch | When not in use, a set of nine colorful crystals lay within the brown, leather pouch. There is a leather strip with small beads at the ends that act as a draw string that ties together to close it. The pouch itself has an enchantment on it to shrink whatever is placed inside to a fraction of its normal size.




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Rayne
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Post Count : 13




Abilities


    || Crystals and Spells ||

    White Crystal | This crystal harnesses the element of light and grants the user a holy alignment. Along with possessing healing properties, it also has an offensive mode.

    Niche ~ Light Affinity +2, Darkness/Illusion Resistance -2

    Scatter Shot - Sends multiple balls of light in random directions which explode on contact.

    Beam Emission - A beam of pure light shoots out of the crystal, burning everything in its path in a
    holy flame. Takes a bit of concentration as it tends to be hard to control.
    Spell has an average time span of three to ten seconds

    Laser Dance - A small scale Beam Emission where the beam is divided into several lasers that seem to dance around the battle field and scorching whatever it touches. A little harder to control, with there being more beams, but requires less concentration.
    Spell has an average time span of three to ten seconds

    White Light - A small orb of white light that passes through its target, restoring mana and/or stamina. The more mana poured into the orb, the greater the effect.

    Guardian Stance - Instills the target with a sense of formidably and resilience.
    Grants target +2 to CON; Effective until either spell is dismissed, or crystal is no longer in use.

    Seraph's Embrace - Wraps X amount of targets in the warm light that restores stamina and mana over a set amount of time. Effective so long as the golden "halo" remains above the target's noggin.
    4 post effect; 2 post recharge

    Holy - A rampant explosion of unhindered, untainted holy light that strikes an area time and time again. Uses a massive amount of mana and may damage caster should proper preparations not be taken accordingly. Use is highly discouraged...
    5 post charge; 1 post use


    Red Crystal | This crystal harnesses the element of fire and grants the user a fiery alignment. It is a mostly offensive crystal.

    Niche ~ Fire Affinity +2, Water Resistance -2

    Flame Thrower - A basic stream of fire that is emitted from the crystal. Is able to be aimed and redirected.
    Spell has an average time span of three to ten seconds

    Blooming Flames - Several small, red orbs, no bigger than a thumbnail, are cast out the the crystal. They attach themselves to either a general area or a specific target and are detonated upon command. At this point, the orbs flare and grow in size. They might even have the capability of exploding should that have been the intent before expulsion from the crystal.
    2 post recharge

    Fiery Embrace - Two large walls of flame shoot out from either side of the crystal and swing forward in the motion of swinging arms. At some point the two walls connect, encircling a designated with a high wall of burning fire.
    2 post casting period; 8 post effect unless noted otherwise

    Fire Showers - Raining from the heavens, summoned by igniting certain chemicals in the atmosphere, are small droplets of fire that come crashing down to the earth, drawn by the crystal. If it weren't for the searing heat, it really wouldn't be any different than your average, heavy rain shower.
    1 post charge; 5 post effect; 2 post recharge

    Fires of War - Instills the target with vigor and a sense of valor.
    Grants target +2 to STR; Effective until either spell is dismissed, or crystal is no longer in use.

    Seething Phoenix - Despite the name, the spell does not always take the shape of a phoenix. Large amounts of flames fuse together and create a living flame that is almost as hot as the sun. Uses a massive amount of mana and may damage caster should proper preparations not be taken accordingly. Use is highly discouraged...
    5 post charge; 1 post use


    Orange Crystal | This crystal harnesses the element of lightning and grants the user an electric alignment. It's a flashy mob control.

    Niche ~ Lightning/Water Affinity +2, Earth/Air Resistance -2

    Thunder Blast - A single bolt of lightning shoots out of the crystal, is maintained for a short time, and then dissipates. Is difficult to control in some environments.
    Spell has an average time span of three to ten seconds

    Thunder Bomb - A spherical orb of electric energy accumulates before the crystal before it's sent flying in the direction of the opponent. Upon making contact, the energy will pulsate three to five times before dissipating.
    2 post charge; 4 post recharge

    Shock Wave - A horizontal wave of charged energy sparks to life and sweeps away from the crystal towards the object of interest.

    Flash Step - Instills the target with fleet-feet and a sense of weightlessness.
    Grants target +2 to SPD; Effective until either spell is dismissed, or crystal is no longer in use.

    Lightning Rain - Consistent bolts of lighting rain down upon the battle field for an extended period of time. Uses a massive amount of mana and may damage caster should proper preparations not be taken accordingly. Use is highly discouraged...
    4 post charge; 1 post use


    Yellow Crystal | This crystal harnesses the element of air and grants the user a windy alignment. It possesses various purposes, but is mainly used for offense.

    Niche ~ Air Affinity +2, Earth/Fire Resistance -2

    Aero - A swirling vortex of air is spent spiraling towards the opponent.
    Spell has an average time span of three to ten seconds

    Razor Edge - Several sharp blades of wind slingshot through the air at the target.

    Pressure Change - By raising or lowering the pressure of a specific area, like within a building or room, different effects can be achieved. High pressures will make the target feel as though they are being pressed upon from all sides while lower pressures will make a target feel as though they are being pulled on from all directions. May not be as effective while outside.
    Longer casting times lead to stronger spell effects; 4 post recharge

    Tempest - An intense blast of wind that is capable of blowing full-grown men off their feet. Only through control is it kept from becoming a hurricane. If left unchecked, it very well might.
    2 post charge; 3-5 post recharge

    Purification - Releasing a cleansing gas that removes toxic molecules from the air, the crystal radiates a warm color.
    2 post recharge

    Hush Puppy - By disallowing any vibrations in the air, vocalization and sound making are for naught. This spells casts a mute status on everything in the surrounding area.
    2 post charge; 4 post effect

    Aerodynamic - Instills the target with agility and a sense of vigilance.
    Grants target +2 to DEX; Effective until either spell is dismissed, or crystal is no longer in use.

    Vacuum - Only usable within enclosed spaces, least fatal amounts of mana is used, it depressurizes the area. The space becomes void of air, an unlivable vacuum. Or at least until the spell is released. Uses a massive amount of mana and may damage caster should proper preparations not be taken accordingly. Use is highly discouraged...
    5 post charge; 1 post use


    Green Crystal | This crystal harnesses the plant element and grants the user a blooming alignment. While it is capable of attacking, it's main use is inflicting status alignments.

    Niche ~ Earth/Plant Affinity +2, Fire/Air Resistance -2

    u]Vine Whip[/u] - Thick vines grow out of the crystal and lash out at the target before turning to dust.
    Spell has an average time span of three to ten seconds; may be combined with status affecting spells off the same crystal

    Wolf's Bite - Small spores, almost unnoticeable if one isn't looking for them, emit out of the crystal. Attaching to a surface of whatever they fall on, the flowers grow at an unnatural speed. When fully bloomed, they release a poisonous aroma that will inflict when inhaled.
    2 post charge; 4 post effect

    Sugar Plum Pollen - Expelled from the crystal are small pollen particles that hover in the air. They lull a target and induces sleep, creating gaps in the targets attention and defenses when inhaled.
    2 post charge; 4 post effect

    Hemlock's Grip - After planting themselves, small seeds sprout into deadly Hemlock plants. They continue to grow and pollinate at alarming speeds, multiplying exponentially.
    2 post charge; 4 post effect

    Nectar of Life - Instills the target with a sense of spiritual enlightenment and elemental connectivity.
    Grants target +2 to M. AFF; Effective until either spell is dismissed, or crystal is no longer in use.

    Rafflesia - A large flower seed is ejected from the crystal, only for it to sprout, grow, and transform into an even larger, monstrous flower. On par with a two story house, this over-grown plant has a mean attitude, and an even meaner appetite. It will attack those deemed an enemy. Even if a limb is severed or the main body is pierced, Rafflesia is capable of limited regeneration so long as the crystal is nearby.
    3 post charge; 2 post recharge

    Raging Overgrowth - Exploding forth out of the crystal, numerous thorny vines, status inflicting flowers, and other various plants grow into a messy, tangled jungle. Almost impossible to walk through, it quickly regrows when chopped or burned. Uses a massive amount of mana and may damage caster should proper preparations not be taken accordingly. Use is highly discouraged...
    5 post charge; 1 post use


    Blue Crystal | This crystal harnesses the element of water and grants the user a liquid alignment. Its main use is for healing, but this crystal is able to attack and keep opponents at bay.

    Niche ~ Water Affinity +2, Fire/Lightning Resistance -2

    Water Jet - A high-pressure stream of water emitted from the crystal. It is able to be aimed and directed.
    Spell has an average time span of three to ten seconds

    Blizzard - A chilly blast of icy snow sweep across the battlefield.
    1 post charge; 3 post effect; 1 post recharge

    Water Prison - This spell is used to trap an opponent inside a virtually inescapable sphere of water. The downside being that the crystal must remain inside the sphere at all times and many not use any other spells. Once trapped, the target is unable to move, and sometimes even breathe, while inside it due to the heaviness of the water. Because of the density of the water it can be used, to some extent, for defensive purposes if performed on oneself.
    1 post charge; 1 post recharge

    Hydro Healing - A small sphere of water encompasses an injury and heals it, restoring minor amounts of stamina. The heavier the injury, the longer it may take to heal.

    Purification - A warm liquid seeps from the crystal and surrounds a target, extracting and absorbing harmful molecules of whatever it touches.
    2 post recharge

    Fountain of Youth - Instill the target with a sense of life and energy.
    Grants target +2 to STM; Effective until either spell is dismissed, or crystal is no longer in use.

    Hydra - A monstrous beast with multiple heads made of water is composed of the water that the crystal expels from itself. It will attack those deemed an enemy. Even if a limb or head is severed or the main body is pierced, the Hydra is capable of limited regeneration so long as the crystal is nearby.
    3 post charge; 2 post recharge

    Deep Freeze - A flash freeze encompasses the battlefield, bringing temperatures down to as low as -50 degrees Fahrenheit (-45.5 Celsius). Uses a massive amount of mana and may damage caster should proper preparations not be taken accordingly. Use is highly discouraged...
    5 post charge; 1 post use


    Purple Crystal | This crystal harnesses the element of illusion and grants the user an evasive alignment. Used for evasion and confusing the enemy, it can cause damage in the meantime.

    Niche ~ Illusion/Darkness Affinity +2, Light Resistance -2

    Doppelganger - Multiple copies of the user spread out across the field. Each is capable of casting limited spells and have some semblance of intelligence, all at the expense of the caster's mana.
    1 post charge; Effective until spell is dismissed, or crystal is no longer in use, or the clones are severely damaged; 2 post recharge

    Perception Distortion - The surrounding scenery beings to waver and swirl, the coloration becoming off hue. It throws off the target's bearings and equilibrium. The effect is like that of an intense case of vertigo.
    1 post charge; 4 post effect; 2 post recharge

    Illusion Delusion - Not always malevolent, the spell creates objects that aren't really there and can have people see things that aren't really there. It can be deceiving and misleading, but pleasant should one be aware that the spell is active.
    1 post charge; 3 post recharge

    Sensory Overload - The five senses of the target are assaulted time and time again. Extended exposure could possibly lead to insanity.
    2 post charge; 3 post recharge

    Immersion - The caster creates an in-depth, illusion world that both looks and feels like reality. Extended stayed may lead one to believe that it may be in reality, causing them to lose touch with actuality. Uses a massive amount of mana and may damage caster should proper preparations not be taken accordingly. Use is highly discouraged...
    5 post charge; 1 post use


    Brown Crystal | This crystal harnesses the element of earth and grants the user a stony alignment. While it can inflict damage, it is mainly used to keep opponents at a safe distance and bolster defenses.

    Niche ~ Earth Affinity +2, Air Resistance -2

    Rock Spikes - Thick, pointed rock rapidly poke out of the ground, usually toward other spikes. Piercing whatever they may hit, the spikes smash into each other.

    Sink Hole - The ground under a target quickly turns soft and disintegrates into sand, swallowing whatever falls inside at the rate of an average sinkhole its size.
    3 post recharge

    Golem - A large, brutish beast made of rock and dirt is composed from the said material the crystal expels from itself. It will attack those deemed an enemy. Even if a limb is severed or the main body is pierced, the Golem is capable of limited regeneration so long as the crystal is nearby.
    3 post charge; 2 post recharge

    Mud Wall - Straight, curved, domed, and more. The thick, dense mud used in this spell can take on any shape before drying. When it's achieved completely drying, the wall is durable and difficult to pierce. The crystal, however, can phase through it as well as the caster.
    1 post charge; 2 post drying period; 1 post recharge

    Diamond Armor - Instills the target with a sense of resilience and protection.
    Grants target +2 to RES; Effective until either spell is dismissed, or crystal is no longer in use.

    Earthquake - It starts with small tremors, followed by intense quakes, and finished with an earth-splitting rumble. Uses a massive amount of mana and may damage caster should proper preparations not be taken accordingly. Use is highly discouraged...
    5 post charge; 1 post use


    Black Crystal | This crystal harnesses the element of darkness and grants the user a shady alignment. Its used mainly for debilitating opponents and sapping their energy.

    Niche ~ Darkness Affinity +2, Light Resistance -2

    Guided Missiles - Three to nine dark projectiles fire at a target. Their movements are guided by the caster's will and that of the crystal.

    Shadow Marionette - A dark creature no more agile than its user, being a puppet and all. It is may be used as a decoy, can inflict damage and other various things.

    Solemn Lullaby - A dirge that comes as silent to the human ear with frequencies to low to hear. It effects its target by sapping their stamina and hindering their concentration.
    Debilitates a target with -1 CON/STM; Effective until either spell is dismissed, or crystal is no longer in use.

    Lucifer's Grasp - Wraps X amount of targets in a bleak darkness that saps stamina and mana over a set amount of time. Effective so long as the black "halo" remains above the target's noggin.
    4 post effect; 2 post recharge

    All Consuming Mist - A thick darkness seeps out of the crystal, blanketing the area in mist. All living things, be it man, animal or plant, will be assaulted by the creatures that lurk in darkness. Uses a massive amount of mana and may damage caster should proper preparations not be taken accordingly. Use is highly discouraged...
    5 post charge; Effective 4 posts


    || Enchantments ||
    These spells are compiled within the hefty Lexicon of a certian young woman.

    Elemental Infusion | Empower and energize anything touched or used (usually a weapon) with its parent crystal's alignment. It has no effect on objects already infused with an element, and is not as effective against its opposing element.

    Elemental Constructs | Create weapons, walls, armor, elemental sprites, and more composed of pure mana. The element depends on the parent crystal.


    || Miscellaneous ||

    Intuitive Aptitude | Quickly understand just about anything about an object, be it organic or non. More complex objects take a little more time to understand, however.





___________________
Rayne
Level I: 0/0EXP
Level II: 6676/15,000EXP
Level III: 0/40,000EXP
Level IV: 0/75,000EXP
Level V: 0/120,000EXP

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