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End of Year News (December 2017)

Thu Dec 28, 2017 3:57 am by Adrian

(It's been one year since I made a news thread, oops)

Merry Christmas/Festivus/whatever holiday you do or do not celebrate!

2017 was a pretty busy year IRL for most of us - according to forum statistics, our busiest month was in June with 1671 total posts, meaning our post rate has been a little …

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Forum Bug

Wed Dec 28, 2016 3:18 am by Adrian

Hi all,

We're aware of a peculiar forum glitch that's causing some subforums to be locked.

Due to the lateness at this time, it might be a while before the glitch can be remedied, because despite my best efforts and as far as I can tell, everything seems to be working fine admin-side. It may have …

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Comments: 1

Discord News/Update Test

Thu Dec 08, 2016 1:35 am by Adrian

Just a news, update test. Trying to get this thing to work.

Comments: 0


Infinity's Row 2: The Puppetmaster [OPENING APP THREAD]

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Post by Michael DeathFlame on Thu Sep 06, 2018 4:19 pm

Name: Landon Vride
Age: 13
Appearance:
Spoiler:
Infinity's Row 2: The Puppetmaster [OPENING APP THREAD] - Page 4 C3124710
Personality: Landon's not the biggest people-person. He's usually quiet, picking and choosing his interactions. That's not because he's shy; he's not specifically scared of social interactions, and it's not because he's so freaking awkward that he's incapable of getting words out of his mouth. Around his friends, Landon's sarcastic and energetic, albeit a little cautious. His quietness doesn't come from the fact that he can't be loud. He just doesn't want to be heard. He's scared of what people might end up thinking about him, what they might associate him with. If he's a loner, they might just think he's a bit of a weirdo. But that's infinitely better than being seen like the reincarnated Reaper.
Landon doesn't have a very high opinion of himself. He's a nice kid, a smart kid, but the latter quality comes with a high degree of self-reflection. A tainted one, at that. Landon does his best to repress the parts of himself that he worries will lead him down a path he doesn't want to follow. Whether that be confidence, risk-taking, initiative, or anything else, Landon is willing to push those things down if it means getting himself closer to living a more normal life. This slips up around family and close friends, but he's getting remarkably good at it. Too good at it, considering he ran like hell when a lunatic was trying to kill his sisters.
Biography: Landon, like his siblings, didn't face some glaring trauma in his early childhood. I know, kind of weird, given his parents. But Landon was aware of this. Well, that is, he was aware that there was something weird about his family. For Ebony and Kendra, Yupik was pretty successful at hiding Chaos from them. He struggled with that a lot more during Landon's childhood, and well before Yupik and Natasha told them about their Juns Landon knew something was off.
But that feeling he had extended past Yupik's Jun status. Landon was very well aware of the fact that his parents were in the Row, that they were part of the famous last group that defeated people like Arker, Fe, and Antivoleus. A good portion of people admired his parents for that, although there were plenty of people who had different opinions on that matter. But as he became painfully aware on the playground when day as a child, he was related to another famous warrior who was not so well-liked by the public. And, unfortunately, he just so happened to be the spitting image of that man.
Landon doesn't hate Mordecai for what he did; he's terrified of him. Mordecai was his family, which immediately made him a good person. But a good person could still turn into something much worse. What if Landon followed that same road?
Learning of Yupik and Natasha's juns only further emphasized this fear. His parents had demons inside them that could blow the world up; his sisters might get the more ferocious of the two juns; and his uncle actually tried to blow everyone up on purpose once or twice. Landon was becoming increasingly aware of the way people saw him, as not only a child of the Row, not only as a descendant of Mordecai Reaves, but as the child of two Jun hosts. He didn't want people to keep looking at him.
So he made himself invisible. Ran away from the qualities that would make him heroic and brave like his parents, or strong and confident like his uncle. He showed his trust and personality to few people, and intends to keep it that way for the rest of his life. He loves his family. He just doesn't want to become them.
Family?: You know them.
Row Membership?: Nope.
Unique Strengths:
-Intelligence.
-Determination.
-Mental fortitude.
-Quick runner.
-Accepting of other people.
-Self aware.
-Charismatic, when he needs to/is willing to be.

Unique Weaknesses:
-He's a lil' twig.
-Confidence, what's that?
-Cowardice.
-Running from himself.
-Too self-critical.
-Unreliable.

Weapon Type: (axe, sword, guns, scythe, etc.) Lol
Weapon Information: (appearance, abilities, etc.)

Other?:

_________________
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Thanks so much to Lissy for the signature!
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Post by Michael DeathFlame on Thu Sep 13, 2018 9:09 am

Name: Rufus Day
Age: 55
Appearance: Coming soon!
Personality: By Lav’re standards, Rufus was an energetic man. Constantly bouncing from one task to another, he was always an ambitious person, pushing to achieve as much as possible as efficiently as possible. He was diplomatic in nature, but quick to defend himself or others if need be; growing up as a gay man in a deeply religious society will build that into you. Rufus was intent on living his best life, and was willing to work as hard as needed to secure that for his husband and his children.
After the invasion of Lav’re, things changed. Rufus became more blunt, more hateful, and even more restless. He was no longer a diplomat; he was out for blood. His zeal drove him away from his husband and all other personal connections in a single drive to secure revenge.
Eventually, this fire died out. Rufus became tired, weary. He repaired his relationship with his loved ones, returning to a more intimate life with his surrounding community. There is undoubtedly a well-founded edge buried deep inside him, but primarily Rufus is a tired, old man, who wants to see his town and his husband enjoy a just, peaceful time. He’s become quieter, more introspective, and less rash than he had been before.
A part of him wants to leave the town, the people, and on bad days even his partner, and run away from the pain and anger he associates with it. But even on those bad days he refuses to do so. He needs to find peace there, in Lav’re, not anywhere else. Leaving it in any form would feel like the ultimate betrayal.
Biography: Rufus was always told he’d become a politician. At first he was distressed by this; his faith was strong, and he wished people would notice this and insist that he should be a priest. But as he grew older, he began to agree with these sentiments. Despite the values religious figures instilled in their community, Rufus wanted to make greater, more physical change. He wanted to improve the standing Lav’re relative to the rest of N’al Ren, and he believed he was the only man from his small town who could do it. Despite the eyebrows that were raised upon marrying another man, a carpenter by the name of William, Rufus was quickly rising through the ranks of his town, becoming one of their foremost leaders. With three adopted children, a loving husband, and making effective change in his position, Rufus had the perfect life.
But of course, this is an RPG, so nothing goes along perfectly. You know what happened. Or at least, you partially do. When Antivoleus brought his fleet to the doorstep of Lav’re, Rufus knew that N’al Ren would not send reinforcements, let alone send them in time. N’al Ren had larger issues than caring for a small town with only a few thousand people in it. The village’s militia was miniscule, and would undoubtedly be wiped out by Antivoleus within the hour. Fighting back would only make their conqueror more cruel; his treatment of the people of Lav’re would be far harsher if they resisted. So why needlessly sacrifice the lives of dozens and subject thousands to even worse conditions? Rufus quickly convinced the other leaders to surrender.
Runite’s Row had different plans.
Never consulting the leaders who so generously housed the Row for those few days, two black-haired teenagers, Natasha Reaves and Ebony Marachelle, declared that Lav’re would not surrender. Aghast, Rufus attempted to break through the crowd to submit the town to Antivoleus, but the fighting already began. Entire blocks were decimated by the fireworks show of the juns.
One of those blocks was Rufus’s. His husband was paralyzed from the waist down. It took several days before they found the bodies of their children.
As predicted, Antivoleus did not take too kindly to the town and its people. After over a month, Lav’re was finally freed, and Antivoleus was dead. But Rufus believed the true enemy was still at large. Over the span of a few years, Rufus became more and more ambitious, rising to the national political level. He was one of the front-runners for disbanding the Row, petitioning for the imprisonment of all those involved in the battle of Lav’re. The Row, he argued, could not operate as it did now, unable to be checked by any other organization. Their recklessness resulted in dozens of unnecessary deaths; their status as members of Runite’s Row should not protect them from the law. Eventually the Row was disbanded, though Rufus was never able to secure the culprits in prison. At his peak he rose to the position as the minister of Swynborough, focusing on granting aid to the areas still war-torn by the Second Great Clan War. After four years he resigned, moving back to Lav’re.
Family?: William Meyer (husband), Charlie Meyer-Day (son, deceased), Audri Meyer-Day (daughter, deceased), Romaine Meyer-Day (daughter, decease).
Row Membership?: Oh dear no.
Unique Strengths:
-Political influence.
-Network ties.
-Strong leader.
-Charismatic.
-Slow temper.
-Empathetic.
-Self-reflective.
Unique Weaknesses:
-Terrible fighter.
-Slow to trust outsiders.
-Maybe a little too confident.
-Tunnel-vision.
-Doesn’t take care of himself.
Weapon Type: (axe, sword, guns, scythe, etc.) N/A.
Weapon Information: (appearance, abilities, etc.)

Other?:

_________________
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Thanks so much to Lissy for the signature!
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Post by Hime on Sun Oct 28, 2018 7:42 pm

Name: Nadia Bishop (nah-dee-uh)
Title(s): Dame Nadia Bishop

Age: 18 (born Phaeat 17th, 706 AW)

Looks:
Infinity's Row 2: The Puppetmaster [OPENING APP THREAD] - Page 4 Wqshg6
Infinity's Row 2: The Puppetmaster [OPENING APP THREAD] - Page 4 Algfls
> eyes are a light hazel
> stands at a height of 5’7

Personality: Nadia is quirky, to say the least. She’s never one to feign a persona to impress anybody or change someone’s thoughts about her; she is unapologetically herself. Nadia speaks her mind in most situations and often thinks that her opinion is the end-all be-all. She doesn’t sugarcoat anything and is extremely direct when it comes to most matters. It would be unwise to get on her bad side, for she’s very good at holding long grudges and doesn't forgive easily. Because of her unabashed behavior, Nadia is known for being quite promiscuous; of course, many people judge her for it, but as said above, she doesn’t care. Many believe her to be a “selfish” person at her core, because she’s very self-focused and well aware of her worth. However, underneath her untamed personality is a loyal and loving person who cares deeply and truly when the correct bond forms. Being the daughter of a politician, she’s often put in untrustworthy situations with bad people and therefore has little experience making true friends.

Biography: Many would look at Nadia Bishop’s life from the outside and believe that she’s extremely spoiled. Nadia is the only child of Sebastian Bishop, the chancellor of New Orum, which is a smaller nation settled rather far from the southwestern coast of N’al Ren. When she was ten, Nadia’s mother and father divorced after years of fighting and dispute. Nadia always had a poor relationship with her mother, for she was cold and distant, very unlike her loving father. For years, she had to deal with a multitude of different women (who were often gold diggers) coming in and out of her life. Despite how warm her father was towards her, Nadia still felt lonely, for she was overprotected and under constant surveillance. Because of this, she was determined to not seem weak or saddened by the high-profile lifestyle forced upon her. Rather than present herself like the many fake and horrible women who romanced her father, Nadia became candid and unabashed, which is how many people know her today. She has a very liberal frame of mind, especially regarding sex and how people should live.

As of recently, an unknown adversary attacked New Orum’s capital and took Sebastian Bishop as hostage. Now unsure of her father’s whereabouts and with a vague idea of who the villain may be, Nadia is determined to get the help she needs — and fast.

Family?: Sebastian Bishop (father, missing) & Evangeline Lark (mother, alive)

Row Membership?: Eventually!

Unique Strengths:

> Honesty: Nadia never busies herself with elaborate lies. She believes the truth is important and nothing to be ashamed of. She takes great pride in being candid.
> Determination: When Nadia wants something, she will get it. No questions asked.
> Entertaining: Nadia is extremely fun to be around. She’s never boring and is often the life of any room she walks into.

Unique Weaknesses:

> Stubborn: To a MAJOR fault. With great determination also comes the tendency to get too stuck in aspirations and goals.
> Closed off: Despite her gregarious nature, it’s very hard for Nadia to consider someone her friend. She’s very careful with where her loyalties lie and doesn’t trust very easily.
> Grudge holder: Again, making her mad is a very bad idea. She is not very likely to change her mind about someone.

Weapon Type: Sword

Weapon Information: Nadia gave her sword the name ‘Ashrune,’ simply because of the sword’s beautiful ashen colors. It was forged by her father’s personal blacksmith, who presented it to her as a way to protect herself.

Other:
> “Imposter Magic” — Nadia has a magitech bracelet that allows her to transform into different people. However, the magic is still quite faulty, as this doesn't last an incredibly long time. Nadia developed it as a way to sneak out when her father was still around.
> Nadia identifies as bisexual.

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Post by LuciusCypher on Mon Nov 05, 2018 4:20 pm

Name: Annabeth "Jiilral Darastrith"
Age: 18
Appearance:
Spoiler:
Infinity's Row 2: The Puppetmaster [OPENING APP THREAD] - Page 4 YIgoZLL

Annabeth stands at 6'5 and weighs in at about 190lbs. She's currently wearing some clothing in the style of her tribe, though she made some modifications to be more tendy (Originally it was a long sleeve shirt). In battle she actually prefers full body armor. Annabeth has a faded mark on the right side of her chest known as the Bloodjaw, a mark from her tribe that designated her as a sacrifice to become a warrior of her people. She hasn't bothered to remove it and hopes to one day turn the ritual scar into a badge of honor.

The Bloodjaw:
Infinity's Row 2: The Puppetmaster [OPENING APP THREAD] - Page 4 Latest?cb=20160222100616

Personality: Annabeth is a fairly positive young woman, eager and optimistic in the face of adversity. That's not to say she doesn't have her moments of weakness however; her bright and happy demeanor is an active persona she puts on for the sake of others and herself. Something of an anti-nihilist; all to aware of the futility of her actions and existence, but despite that wants to do something meaningful and hopefully good. Annabeth isn't the type to ignore problems she hears and tries to do something to help, even if all she can really do is extend an offer to assist. Though optimistic and friendly that doesn't mean she is nonviolent either. She seeks a peaceful resolution if possible but she prepares herself for the worse, especially if violence is a very real possibility. If words fail or treachery will twist promises into lies, Annabeth has no hesitation to get her message across through action and combat.

One thing that Annabeth concerns herself most is keeping herself and others in check. Those with power can often be blind to the evils they wrought out of good intentions, such as those who would seek vengeance on behalf of loved ones or use the law to punish without consideration for the ones they are accusing. In questions of being lawful or good, she always strives to be good. But it is a slippery slope, and so she must constantly keep herself in check, and this can weaken her resolve if she doesn't have others to validate that what she is doing is indeed good. She can't trust herself without basing her actions off the approval or comparison to others.

Biography: The girl known as Annabeth was born with the name "Jiilral of Darastrith". In the common tongue, the name means she is the Chief's Second Child. The community Annabeth was born in was a isolated tribe in the San Jun Forest, in the northern wilderness of N'ode, that worshiped mysterious but possibly corrupt deities. The tribe would offer themselves and their children to their twisted gods for power and influence. Annabeth was merely the second daughter born to the current chief of the tribe, and she along with many siblings were meant to be given up to become mighty but emotionless warriors for the tribe. Until one day, the tribe had made the mistake of attacking and kidnapping important people during a raid, and were attacked in turn. Many of Annabeth's tribesmen, including her own father, were slain in battle. Annabeth herself was only three years old when this happened.

Annabeth was then taken to an orphanage ran by a church of Hanella. It was here that Annabeth learned her basic reading, writing, and mathematics, learned of the world and of Hanella's teachings, and would later learn more about herself. That's not to say she never had issues growing up; having seen violence and death at a young age made Annabeth different from many other children. Numb, some would say. She seemed callous and apathetic towards danger and suffering, and often came off as uncaring. But in truth, she was simply conflicted. For so long she's seen these things and could do nothing about it. She saw her family cut down, because they were evil people who had been willing to sacrifice others for their own gain. And what would that speak about Annabeth, a young girl who was far too young to really be questioning herself about these things?

For the longest time Annabeth became a dark child, mulling upon the ramifications and emptiness of her life. While she may have been saved from the dragon cult, she now has no family, no guidance, only the constant reminder that she was taken away and left to fend for herself. Even with the teachings of Hanella, Annabeth felt these things to be unrelated to her. How could she associate herself with the likes of the heaven and skies, when she was merely a girl upon the ground? During these moments she became obsessed with the possibility of forgetting about her life and starting new. A rebrith of sorts. But only after her own death. Annabeth was only fourteen years old when she, in her twisted mind, thought to end her life so she could try a new one.

But she had found her salvation before she could plunge the dagger into her body. It was a book known as "The Warriors of Sunlight" that she found in the archives of the orphanage. The book detailed the struggle of a lone man, brought back from the dead by dark magics but could not be released to rest. He, much like Annabeth, was brought into this world for a vile purpose, but even after the evil that wrought them was destroyed he remained, without purpose, without reason. All he knew how to do was to fight and kill, but for what reason? And so he created his reason. An oath he took upon himself to help others in need like him, to reach out beyond the world in jolly cooperation. In doing so he finds some small measure of purpose in his life, and seeks to aim his aspirations to something greater; to find his own sun, so that his life will always remain as bright.

But he fails.

He ventures forth through many realms, fights off many demonic creatures and villains, and assists heroes from many places, but despite his efforts he never finds his sun. Not until he finds himself in the depths of hell, and in a moment of weakness allows himself to be tricked by an evil bug so that he finds his sun which blinds him into becoming a raving madman. A tale that ended in tragedy. But for Annabeth, this tale saved her from a mistake she could never undo. It gave her the inspiration to follow in the lone knight's path, and to set out and accomplish what he could not. From that day forward Annabeth slowly became to better herself, to cooperate with others, to become stronger, and to always remind herself of her duties so that she does not lose herself into madness once again. It is not an easy thing for her. But she will strive onward nonetheless.

Family?: Darastrith (Father, Deceased), Elliot Chevallier (Mother, Missing), Irral (Elder Brother, Deceased), Fogahral (Younger Brother, Deceased), Vrrarral (Younger Sister, Alive), Jlatakral (Younger Sister, Missing), Jikoral (Younger Brother, Alive)
Row Membership?: Looking forward to it
Unique Strengths:
Relentless Courage - Annabeth is not a fearless woman, but if fear will cause her to lose her way or let others come to harm, than she will call upon her courage to face any threats, be it a monster who far outstrips her strength, a mob who outnumbers her massively, or even an organization that spans the world. She will not let evil act so long as she lives.

Physical Might - Thanks to Annabeth's own hardwork her physique and strength is quite great, even compared to other men larger than her. She is strong and tough, allowing her to weather physical blows as well as mental ones. Her athleticism and stamina is also great, as she has the muscles to jump long distances, swim fairly fast, or withstand falls from considerable highs. Annabeth is also quite resistant to cold weather, even when dressed poorly, and has no issues being out and about when the temperature is freezing or worse.

Jolly Cooperation - For all of her strengths Annabeth's greatest power is being able to rely on others. Never does she try and fight alone or just for herself. Teamwork, friendship, and community is the key to toppling the worse that the world has to offer. Additionally Annabeth is more than willing to accept enemies as allies if they can settle their differences and find a solution where they all come out better for it.

Unique Weaknesses:
Illogical Belief - Do not expect Annabeth to have things like "proof" for why she believes things or do what she does. While not against an intellectual approach, it's far too easy for her to allow her own heart to decide things without really thinking about it, and even if she does think about it, it's still her own beliefs that will decide the final course. This can result in her picking choices that would damn more people, simply because she disagrees with the actions needed to get the better results. To her, the ends never justify the means.

Sluggish - While not slow persay, Annabeth's overall agility and dexterity is lacking compared to others. She's strong, without a doubt, but lacks precision and accuracy. She's more a type to use a hammer instead of a chisel. Additionally while she can take a hit easily, it's harder for her to avoid being hit at all.

Dependency - Annabeth does not do well on her own. While certainly capable of taking care of herself for mundane things like day-to-day living, trying to accomplish a goal or objective isn't something she likes to do by herself even if she is fully capable of doing so. She clings to others to validate her own existence, and being isolated not only weakens her effectiveness, but also her resolve. She hates being alone.

Weapon Type: Maul
Weapon Information: A large two-handed maul capable of crushing through bone, stone, and steel alike. Often thought of as a "slow" weapon, it's not so slow once it's swinging. In fact it's actually quite mobile, and while not allowing fancy acrobatics like those with smaller and lighter weapons, Annabeth's maul is faster than most two-handed melee weapons.

Other?: Annabeth never uses her birth name, and her current name was given to her by the church. She dislikes talking about her family since it isn't a happy story, and she hates "Misery Poker" where people would compare their tragic pasts to one another. And while she loathes her father and the people who ruled it, she doesn't hate her people and is trying to find other survivors of her tribe and reuniting them. She's quiet fluent in her people's language and would occasionally speak it if she feels like it. Annabeth also has a hobby in carpentry and an interest in mechanics, often making various woodwork or sculptures during or downtime or trying to figure out how different types of cars and machinery work. She dislikes sour food and is afraid of bugs. Her favorite color is blue, her favorite food is grilled cheese sandwiches (but not melts; she's quite passionate about that), and has a thing for rock and rap music. Has a poodle puppy named Bonemasher (Mash for short).

Bonemasher:
Infinity's Row 2: The Puppetmaster [OPENING APP THREAD] - Page 4 HIEXZ74

Currently, Annabeth is trying to get a handle on healing magic. She's not very good at it right now, but she can mend light injuries or close wounds, or purge poison/disease from a person. Annabeth has to be in physical contact with the person in order to use the healing and some poisons or diseases are harder to remove than others. Her magic stamina is very limited however so she can only use this ability at around three times a day.
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Post by Adrian on Tue Nov 06, 2018 12:43 pm

@LuciusCypher wrote:Name: Annabeth "Jiilral Darastrith"
Age: 18
Appearance:
Spoiler:
Infinity's Row 2: The Puppetmaster [OPENING APP THREAD] - Page 4 YIgoZLL

Annabeth stands at 6'5 and weighs in at about 190lbs. She's currently wearing some clothing in the style of her tribe, though she made some modifications to be more tendy (Originally it was a long sleeve shirt). In battle she actually prefers full body armor. Annabeth has a faded mark on the right side of her chest known as the Bloodjaw, a mark from her tribe that designated her as a sacrifice to become a warrior of her people. She hasn't bothered to remove it and hopes to one day turn the ritual scar into a badge of honor.

The Bloodjaw:
Infinity's Row 2: The Puppetmaster [OPENING APP THREAD] - Page 4 Latest?cb=20160222100616

Personality: Annabeth is a fairly positive young woman, eager and optimistic in the face of adversity. That's not to say she doesn't have her moments of weakness however; her bright and happy demeanor is an active persona she puts on for the sake of others and herself. Something of an anti-nihilist; all to aware of the futility of her actions and existence, but despite that wants to do something meaningful and hopefully good. Annabeth isn't the type to ignore problems she hears and tries to do something to help, even if all she can really do is extend an offer to assist. Though optimistic and friendly that doesn't mean she is nonviolent either. She seeks a peaceful resolution if possible but she prepares herself for the worse, especially if violence is a very real possibility. If words fail or treachery will twist promises into lies, Annabeth has no hesitation to get her message across through action and combat.

One thing that Annabeth concerns herself most is keeping herself and others in check. Those with power can often be blind to the evils they wrought out of good intentions, such as those who would seek vengeance on behalf of loved ones or use the law to punish without consideration for the ones they are accusing. In questions of being lawful or good, she always strives to be good. But it is a slippery slope, and so she must constantly keep herself in check, and this can weaken her resolve if she doesn't have others to validate that what she is doing is indeed good. She can't trust herself without basing her actions off the approval or comparison to others.

Biography: The girl known as Annabeth was born with the name "Jiilral of Darastrith". In the common tongue, the name means she is the Chief's Second Child. The community Annabeth was born in was a isolated tribe in the San Jun Forest, in the northern wilderness of N'ode, that worshiped mysterious but possibly corrupt deities. The tribe would offer themselves and their children to their twisted gods for power and influence. Annabeth was merely the second daughter born to the current chief of the tribe, and she along with many siblings were meant to be given up to become mighty but emotionless warriors for the tribe. Until one day, the tribe had made the mistake of attacking and kidnapping important people during a raid, and were attacked in turn. Many of Annabeth's tribesmen, including her own father, were slain in battle. Annabeth herself was only three years old when this happened.

Annabeth was then taken to an orphanage ran by a church of Hanella. It was here that Annabeth learned her basic reading, writing, and mathematics, learned of the world and of Hanella's teachings, and would later learn more about herself. That's not to say she never had issues growing up; having seen violence and death at a young age made Annabeth different from many other children. Numb, some would say. She seemed callous and apathetic towards danger and suffering, and often came off as uncaring. But in truth, she was simply conflicted. For so long she's seen these things and could do nothing about it. She saw her family cut down, because they were evil people who had been willing to sacrifice others for their own gain. And what would that speak about Annabeth, a young girl who was far too young to really be questioning herself about these things?

For the longest time Annabeth became a dark child, mulling upon the ramifications and emptiness of her life. While she may have been saved from the dragon cult, she now has no family, no guidance, only the constant reminder that she was taken away and left to fend for herself. Even with the teachings of Hanella, Annabeth felt these things to be unrelated to her. How could she associate herself with the likes of the heaven and skies, when she was merely a girl upon the ground? During these moments she became obsessed with the possibility of forgetting about her life and starting new. A rebrith of sorts. But only after her own death. Annabeth was only fourteen years old when she, in her twisted mind, thought to end her life so she could try a new one.

But she had found her salvation before she could plunge the dagger into her body. It was a book known as "The Warriors of Sunlight" that she found in the archives of the orphanage. The book detailed the struggle of a lone man, brought back from the dead by dark magics but could not be released to rest. He, much like Annabeth, was brought into this world for a vile purpose, but even after the evil that wrought them was destroyed he remained, without purpose, without reason. All he knew how to do was to fight and kill, but for what reason? And so he created his reason. An oath he took upon himself to help others in need like him, to reach out beyond the world in jolly cooperation. In doing so he finds some small measure of purpose in his life, and seeks to aim his aspirations to something greater; to find his own sun, so that his life will always remain as bright.

But he fails.

He ventures forth through many realms, fights off many demonic creatures and villains, and assists heroes from many places, but despite his efforts he never finds his sun. Not until he finds himself in the depths of hell, and in a moment of weakness allows himself to be tricked by an evil bug so that he finds his sun which blinds him into becoming a raving madman. A tale that ended in tragedy. But for Annabeth, this tale saved her from a mistake she could never undo. It gave her the inspiration to follow in the lone knight's path, and to set out and accomplish what he could not. From that day forward Annabeth slowly became to better herself, to cooperate with others, to become stronger, and to always remind herself of her duties so that she does not lose herself into madness once again. It is not an easy thing for her. But she will strive onward nonetheless.

Family?: Darastrith (Father, Deceased), Elliot Chevallier (Mother, Missing), Irral (Elder Brother, Deceased), Fogahral (Younger Brother, Deceased), Vrrarral (Younger Sister, Alive), Jlatakral (Younger Sister, Missing), Jikoral (Younger Brother, Alive)
Row Membership?: Looking forward to it
Unique Strengths:
Relentless Courage - Annabeth is not a fearless woman, but if fear will cause her to lose her way or let others come to harm, than she will call upon her courage to face any threats, be it a monster who far outstrips her strength, a mob who outnumbers her massively, or even an organization that spans the world. She will not let evil act so long as she lives.

Physical Might - Thanks to Annabeth's own hardwork her physique and strength is quite great, even compared to other men larger than her. She is strong and tough, allowing her to weather physical blows as well as mental ones. Her athleticism and stamina is also great, as she has the muscles to jump long distances, swim fairly fast, or withstand falls from considerable highs. Annabeth is also quite resistant to cold weather, even when dressed poorly, and has no issues being out and about when the temperature is freezing or worse.

Jolly Cooperation - For all of her strengths Annabeth's greatest power is being able to rely on others. Never does she try and fight alone or just for herself. Teamwork, friendship, and community is the key to toppling the worse that the world has to offer. Additionally Annabeth is more than willing to accept enemies as allies if they can settle their differences and find a solution where they all come out better for it.

Unique Weaknesses:
Illogical Belief - Do not expect Annabeth to have things like "proof" for why she believes things or do what she does. While not against an intellectual approach, it's far too easy for her to allow her own heart to decide things without really thinking about it, and even if she does think about it, it's still her own beliefs that will decide the final course. This can result in her picking choices that would damn more people, simply because she disagrees with the actions needed to get the better results. To her, the ends never justify the means.

Sluggish - While not slow persay, Annabeth's overall agility and dexterity is lacking compared to others. She's strong, without a doubt, but lacks precision and accuracy. She's more a type to use a hammer instead of a chisel. Additionally while she can take a hit easily, it's harder for her to avoid being hit at all.

Dependency - Annabeth does not do well on her own. While certainly capable of taking care of herself for mundane things like day-to-day living, trying to accomplish a goal or objective isn't something she likes to do by herself even if she is fully capable of doing so. She clings to others to validate her own existence, and being isolated not only weakens her effectiveness, but also her resolve. She hates being alone.

Weapon Type: Maul
Weapon Information: A large two-handed maul capable of crushing through bone, stone, and steel alike. Often thought of as a "slow" weapon, it's not so slow once it's swinging. In fact it's actually quite mobile, and while not allowing fancy acrobatics like those with smaller and lighter weapons, Annabeth's maul is faster than most two-handed melee weapons.

Other?: Annabeth never uses her birth name, and her current name was given to her by the church. She dislikes talking about her family since it isn't a happy story, and she hates "Misery Poker" where people would compare their tragic pasts to one another. And while she loathes her father and the people who ruled it, she doesn't hate her people and is trying to find other survivors of her tribe and reuniting them. She's quiet fluent in her people's language and would occasionally speak it if she feels like it. Annabeth also has a hobby in carpentry and an interest in mechanics, often making various woodwork or sculptures during or downtime or trying to figure out how different types of cars and machinery work. She dislikes sour food and is afraid of bugs. Her favorite color is blue, her favorite food is grilled cheese sandwiches (but not melts; she's quite passionate about that), and has a thing for rock and rap music. Has a poodle puppy named Bonemasher (Mash for short).

Bonemasher:
Infinity's Row 2: The Puppetmaster [OPENING APP THREAD] - Page 4 HIEXZ74

Currently, Annabeth is trying to get a handle on healing magic. She's not very good at it right now, but she can mend light injuries or close wounds, or purge poison/disease from a person. Annabeth has to be in physical contact with the person in order to use the healing and some poisons or diseases are harder to remove than others. Her magic stamina is very limited however so she can only use this ability at around three times a day.

!!! Hime hasn't been able to post recently because school is likely kicking her butt, but I can go ahead and approve it because, honestly, this is an awesome app. You clearly did your research and I want to see your character in action so, accepted!

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Post by FeartheTeddy on Sun Feb 24, 2019 1:15 am

Name: ZZrrte (Zurt)

Age: 16

Zodiac: Draenat

Appearance:

Infinity's Row 2: The Puppetmaster [OPENING APP THREAD] - Page 4 Zzrrte10


Though his arms and torso are covered in burns, welts, old scars, and electrical veins from being shocked. As well as his knuckles are horribly scarred around the rivets.

Personality: ZZrrte is a high energy, low focus, scatterbrain. He gets very interested in things that make little sense. They really just need to be shiny or make a funny noise. He has almost no sense of danger, including the danger he puts people in. He’s normally a very nice guy, he’s just an unpredictable mess. So long as no one touches his Mech Dust, or he doesn’t sober up, he’ll be fine.

Sober ZZrrte is a, how to put it, damaged soul. If you pair withdrawal with the regret of living much of life in a haze. He can barely keep a train of thought, but not in the usually comic way of his drugged state. He often can barely speak through trying to quell the pain of overcharged mana burn.

Biography: The days of Magic Mechanics and the cross breed of two very different trains of logic and understanding was a revolution to the world. Mech Mage Guilds became a new field of study and lifestyle. One of the first big discoveries was that when Magic and Mech crossbreed, it changed the Mana essence itself. Pure magic became more akin to Electricity in a mechanical conduit. If you were to remove the mana, it would act under different properties.

This led to the discovery of Arguemency. A process in which you could distill this altered Mana into a physical form. It became powdered substance known as Mech Dust, and it could triple the bodies natural mana currents to overcharge magical abilities. Mech Mages thought this would revolutionize magic, being able to create overcharged mages akin to super soldiers. Using this electricity like mana to make themselves faster, stronger, and their spells more destructive.

Until they realized the drawbacks. That Mech Dust acted like an addictive drug in every regard. It became harder to keep from using, and it’s withdrawals where like nothing the world had ever seen. Of the first test field of 10 newly christened Argemancers, only 1 survived the effects of Withdrawal. 4 of them commited suicide without access to the Dust. 3 had heart failures. The last 2 focused on using the dust to improve their mind, and were sent into vegetative states without it. The surviving member escaped the testing quarters, and wreaked havoc on the city. Not intentionally, she was simply scrapping as many mechs for dust as she could, and sent many of their units and systems into chaos.

Ferina Graymith, later becoming known as the Lady of Dust, trained junkies, the homeless, and beaten down losers into the next wave of Argemancers. She was later joined by the side of the Mech Mages that held to her side of the newly formed Schism.

The Ministry realized that they couldn’t quite put down the Arguemency guild, and they didn’t quite want to. They were expendable soldiers and tools of great power. The forgotten and the disliked, and they could do the dirty work and never quite realize they were doing it. They were walking time bombs, and they’d rather be on the right side of that countdown.
In return for letting them continue their slum lord Mage Guild under the legal circuits, they requested one of their own for the ARA.

The Lady of Dust had the perfect specimen for this. Her Son, ZZrrtte.

His childhood was an unintentionally horrible one. His birth was accidental, as was the incident with a john doe who caused said birth. It was a guild of junkies trying to raise a little boy.

They zapped him when he got too annoying, they forgot to feed him, and often times didn’t remember the guild had a child. The Lady was often better at being a nurturing mother, but didn’t always have the time to do so. A guild to run and junkies to keep in line.

Not every member of the guild was as tame and as nice of an addict, and ZZrrte discovered that mech dust ran in his blood stream when he electrocuted an attacking member to death at the age of 8.  The altered mana naturally ran through his body, making him a more effective Argemancer, and a conduit for greater power than those before him. He is no longer the first child of this guild, but he is the oldest.

From the day of electrocution, he was put to training, given his own storage bag for mech dust, and inducted as an official apprentice, and a full time user.

At 10, they drilled rivets into his knuckles as built in conduits.

At 11, they shipped him off to satisfy the Ministry’s request to the ARA.

Since then, he has been a pain in the thorn of the upper class. Not intentionally, but he’s always grown up around the rough and the poor, and now he was in a world of heroes and aristocrats. There’s been some adjustment periods, some broken machines, and a few fights and electricity failures that have always put him at some odds with authority.
Family?: The Lady of Dust.

Row Membership?: Yes

Unique Strengths:
Arguemency; The ability to scrap mechmana in exchange for overcharging his own body.
-Can disable, malfunction, or overcharge most machines.
-He specializes in overcharging his spells, and mildly his speed. He is a very agile and quick spell caster with a lot of destructive power and little control.
-He doesn’t do anything on less than a 7.
-Most of his spells come within the trappings of electricity, like a magical EMP wave, lightning bolts, shockwaves, etc.
-He is surprisingly likable. Not usually very well respected, but it’s hard to dislike his generally pleasant demeanor.
-Will always be excited with you, and generally is interested in every word if you’re excited
-General Criminality
-You pick up a thing or two from the street people.

Unique Weaknesses:
Attention Span-
-He can get distracted so easily.
-He’s forgotten he was in the middle of a fight before, probably will forget again.
-Ooh Shiny.
Withdrawal/Addiction-
-His entire worth is attributed to his Mech Dust.
-Withdrawals can be fatal, if not fatal, then he’s completely useless
-Has to scrap Mechs for Mana regularly to refill.
-Refuses to be voluntarily separated from his Mech Dust bag that’s clipped to his -belt.
Wild Card-
-This could be a strength, but I’m putting it here because most often it won’t be.
-There’s always the chance that instead of casting some massive spell to help end the fight, he could just sit down and play cards.
-He’s on your side, but he could accidentally be on the enemies side.
-Not Evil, just tweaked.
-Does Not Follow Orders Well.

Weapon Type: (axe, sword, guns, scythe, etc.): Permanent Brass Knuckles he calls Shock Jockles
Weapon Information: (appearance, abilities, etc.):
Shock Jockles- A series of eight sharpened iron rivets that were drilled into the knuckles of his hands years ago. These specialized knuckles can be used as conduits for the magical overload, allowing him to pack a punch backed with excess Mana. Even if they aren’t charged, they still act like knuckles.

Other?:
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Post by Camruinn on Thu May 09, 2019 10:51 pm

Emory Vimes:
Name: Emory Vimes
Age: 16
Appearance: Scruffy dirty blonde hair, 5’ 7”, skinny.

Personality: Emory is distrustful of others because no one, save his mother, has ever shown him any kindness. He is especially distrustful of magic-users, since his mother’s death was at the hand of a sorcerer. He is incredibly clever, but lacks a formal education. His mother secured him a tutor in the form of a law-scribe when he was young (in exchange for services rendered), so he has a basic understanding of history, and can read and write passably well. Emory has a natural sense of right and wrong, but has rarely ever exercised this sense in any other context than the picking of his victims, or “benefactors” as he calls them.

Biography: Emory is the son of a whore from Ald Ruhn. He never knew his father, one of the Ald Ruhn Knights, because he left Emory and his mother before Emory was born. Emory spent his misguided youth thieving and pickpocketing in order to supplement his mother’s meager earnings. Emory loved his mother more than anything else in the world, which is why he was so devastated when an angry ex-client killed her in a fit of rage. Alone in the world, Emory knew that he would receive no help from anyone, so he dedicated his life to sharpening up his thieving skills in order to provide for himself. Over the next six years he graduated from petty thievery and pickpocketing to real theft, that is, bleeding the local nobility for all they were worth. Emory found he was exceptionally gifted at breaking and entering, and often found himself sneaking around noble manors loading up on anything he could carry. His proudest accomplishment was when he managed to steal Duke Pointer’s prized entire faberge egg collection in broad daylight, with a house full of guards present. He privately calls himself the Spider because deep down he likes to think of himself as a Robin Hood-esque figure, and likes the idea of having a cool name.

Family: Emory’s blood family is either dead or uncaring, but over the years he has secured a few contacts and pseudo-friends in Ald Ruhn, which are the closest he’s ever gotten to family since the death of his mother.

Row Membership: Eventually

Unique Strengths: Emory is incredibly stealthy, and knows his way around a dagger (though he is no match in a fair fight). When he applies himself he can bluff or talk his way out of almost any situation.

Unique Weaknesses: Literally anyone could kick the shit out of this scrawny kid if they had a chance to. Emory does all his fighting in the shadows or by cheating.

Weapon Type: Emory uses a pair of daggers named “Peace” and “Love.” He also carries a small pistol, but it is rarely actually loaded and mostly used to intimidate. Emory doesn’t like using it save in the direst of situations since it basically gives away any position and Emory works in the ~shadows~.

Weapon Information: The daggers were stolen from the Duke Chamberlain's personal assassin. They are made of a rare alloy that does not reflect light and never requires sharpening, making them pretty good stealth weapons. His pistol is a .22 caliber thing with a wooden grip. It’s really small. Like he keeps it in his boot.

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Post by Hime on Sun May 12, 2019 11:53 pm

Firo Vasileva, the tattooed wizard:
Name: Firo Vasileva

Age: 18 (born Eredeat 29th)

Appearance: Infinity's Row 2: The Puppetmaster [OPENING APP THREAD] - Page 4 Large10
> Firo’s hair is a dark bluish color, almost black. But when it catches in the sun, it’s a dazzling shade of sapphire. It’s also usually tied back into a braid.
> His eyes are a hazel color, leaning more green (not red like in the picture).
> He stands at a height of 6’1.

Personality: Though kind at heart, Firo’s life circumstances have definitely forced him into playing the “part” of the intense and revenge-seeking bastard that others make him out to be. On his own, though, he’s actually known to be optimistic, selfless, and kind. He was also extremely articulate when it came to voicing his opinions and feelings. Coming from the Vasileva family, intelligence and charisma were all in his blood. Unfortunately, that part of him has been drowned by his sorrow; his grief is so great that his old self seems distant and irredeemable. Don’t be fooled, however; though he has a mission of vengeance, he’s still extremely humane and has never taken a life.

Biography: Vasileva was a well-known name in the business world. Based in Swynborough, they were leaders in the magitek sphere. Firo’s father, Lin, had famously created “magic tattoos” right before his untimely death. Consequently, Firo is the only one who possesses them, since he volunteered himself to be the tester.

The Vasileva family was one of the few names in the N’al Renian business world with a positive connotation. They were honest, innovative, and humane. This made it much more difficult to see them all die. One night, out of the blue, Lin Vasileva shot and killed his wife. He then proceeded to kill one of his sons and both of his daughters. To finish the bloodshed, he killed Firo’s uncles, his aunt, and his grandfather. After the massacre ended, he turned the weapon on himself.

Firo was tragically left with nobody. For a long time, he believed his once kindhearted and benevolent father to have been secretly a sick man. But when news of a new formidable enemy called the “Puppetmaster” began to spread, Firo knew what exactly happened that night. He wasn’t quite sure of the ‘why,’ but he had a name, and that was enough. He began to travel N’al Ren in search of answers, ransacking people who couldn’t give them to him.

He also began developing a deep resentment for a particular guild - Runite’s Row.

Family?: Don’t worry about it. They’re all dead.

Row Membership?: He hates them currently, but he’ll join eventually.

Unique Strengths:
> Wildly intelligent - Mostly in the social/negotiation sense.
> Good combatant - Thanks to his father’s magic technology.
> Empathetic - Extremely.

Unique Weaknesses:
> Blinded by vengeance - Firo is so overcome by grief that he’s lost sense of himself.
> Out of touch with reality - Despite the tragedy that befell him, Firo still lived a privileged and happy childhood.
> Close-minded - Firo is stubborn and wrought with grief, so he tends to think in a very narrow sense.

Weapon Type: He has dual sais that he carries on his back, but those aren’t his primary weapons.

TATTOO MAGIC:
The ink in the tattoos on Firo’s body is infused with particular types of magic. They rely on a great deal of thought and focus to activate.

> The red tattoo on his shoulder can summon an arm and hand, formed by dark energy. It can extend 20 feet and hold 200 lbs max, but lasts up to a minute max (depending on Firo’s mental power).
> The tattoo on his face releases a combustion. The explosion is powerful and direct, but takes a long time to recharge. Firo also takes damage from use.
> The large black tattoo on his body can create a large domed shield. This can withstand most attacks for up to 2 minutes and takes a while to recharge.

Other: N/A!

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