Post by CrystalPrison on Jan 15, 2012 9:13:09 GMT -5
I keep waiting for someone to post bios.....and no one has. But I'm assuming we're...you know, allowed to? My last country bios will be up later, probably sometime after I've returned to that wonderful college world.
Name: Isaac Milan
Age: 24
Nation/Status: Naho/Champion, sympathetic towards Genagis, supports Naho
Appearance: Isaac has long dark brown hair that falls to his lower back and is normally braided. His eyes are light grey and he’s rather pale. He is well muscled, but he has more of a lithe build than a bulky one. He normally wears simple clothing that’s tight enough to stay out of the way and isn’t easily torn.
Beneath that he wears thin, light weight armor that covers his chest, abdomen and back. Around his neck hangs a mask that he wears over the lower part of his face both to hide his identity when needed and filter things from the air.
He also has many scars, including multiple small wounds from knives on his torso, arms and legs. There’s a ragged, circular scar on his chest and back, that looks as though someone tried to drive a spear through his chest. Three long, thick claw marks are scarred onto his left side, and he bears smaller claw marks on his left shoulder.
Over his scars, much of his body is covered by tribal tattoos, which are his Marks. Dravidian’s Mark is a complex silver-blue tribal tattoo that spans the entirety of his right arm from his fingers to his shoulder, which then moves down the right side of his back to touch his hips and side. His left arm has a silver Mark from Raiya that is far simpler and covers his left arm from elbow to shoulder, and also covers the left hand side of his back. Finally, he bears
Iagg’s Mark which is dark grey and covers his spinal column and mingles with the other two Marks. It also moves beneath his hair line to touch the corner of each eye.
Height: 5’11”
Weight: 200lbs, mostly muscle.
Personality: Isaac can be deadly serious and cold hearted, but only when he has to be. He’s mostly lighthearted and warm and he’s generally a friendly and patient man, willing to talk to anyone. He normally doesn’t get angry and doesn’t show much of any negative emotion, because he sees little point in dwelling on them.
Likes: Fish, the snow, reading
Dislikes: Heat, overconfident people, cats
Hobbies: Baking, cooking, flying
Fears: Failing whatever mission he’s on.
History: Isaac is from the capital city of nation of Naho, which is a forested area in the northern area of the world. Although he spends his free time being a mentor and helping train the people younger than him, he’s one of the highest ranking people in his country. He’s also head of any champions from Naho, and is a champion himself, though this has only been for the past three years.
Guardians/Abilities
Dravidian: Allows Isaac to use protective techniques, such as the creation of shields (visible and invisible) and allows him to hide people and things, even from other magical abilities. However, he cannot make himself invisible, as Dravidian’s abilities are strongest when protecting others. She also grants him the ability to heal some wounds, such as fractures, minor breaks and gashes, as well as poisons and most curses.
Iagg: Allows Isaac to enhance and alter his vision and awareness. He can see normally impossible distances, and through things. As long as has a concept of what he’s looking for he can find it. With Iagg’s guidance he can also see a person’s energy flow abuses this ability to force his own energy into their body to hinder attacks. Finally, Iagg grants him the ability to create and control fire.
Raiya: Allows Isaac to control wind both for attacks and to enhance his movements using the wind. She takes the form of a half-osprey shape shifter, and as such, she also grants him the ability to temporarily become a large osprey.
Paraphernalia: When it comes to weaponry, Isaac keeps a sword on him, though he doesn’t use it much. He also has a dagger he keeps on hand. Otherwise, he has two small pouches at his waist that hold supplies. One holds containers that hold blood replenishing pills and energy replenishing pills, as well as a small roll of bandages. The other holds a pack of cigarettes and a pocket sized bottle of liquor which he keeps for stress relief. He alternates the pouches to confuse people.
Weaknesses: Although strong, Isaac’s abilities often leave him open as one of his most useful abilities (invisibility) cannot work on himself. Additionally, as a close range fighter, he is at a bit of a disadvantage, because he’s essentially human, and there’s no guarantee he can get close enough to attack. Finally, Iagg’s abilities, which make him relatively deadly in close range, require such focus that he is often blind to attacks from other sources.
Attack: 7/10
Magic:8/10
Toughness:7/10
Speed: 9/10
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Name: James Meyers
Age: 20
Nation/Status: Plarya/Champion, loyal to Plarya
Appearance: THIS
Height: 5’9”
Weight: 160
Personality: James is rather playful, he’s fond of terms of endearment and being around people, even when they don’t want to be around him. He also likes making people laugh, and often uses his techniques to do so, even when he really shouldn’t be. He doesn’t much enjoy fighting, even though he’s good at it, which is why he’s glad that he technically doesn’t have to do the work.
Likes: Card tricks, guessing games, gambling
Dislikes: Awkward silences, most vegetables, work
Hobbies: Showing off magic tricks, gambling
Fears: Being buried alive
History: James is a summoner from Plarya and has been sent to the league because of his diversity in techniques, as well as his overall playfulness which makes him hard to predict. Also, their most recent champion died, and James was volunteered to take his place. Because of his summons, James shows little signs of his strength, seeing as he doesn’t do much of the actual fighting.
Abilities/Summons:
James has a special method for selecting his summon for any given battle. He carries a small, wood and leather suitcase, which holds only his hat, and a few feathers. The suitcase is enchanted to switch out feathers depending on what James needs in the situation.
White Feather=Hell Doves: These doves look like real doves, and they act like real doves, and as they come flying from James’s hat, they’re pretty like real doves, especially seeing as they do so in a rain of shimmering, sparkling lights, that looks like glitter. Except the lights cast an illusion so the opponent thinks the doves just fly off, and the doves can shoot and regrow their feathers. And their feathers look pretty, but upon leaving the dove’s body, they become like metal and cut like a blade. James summons ten doves.
Weakness: The illusion can be cast on only one person at a time, allowing others to dodge and counter attack. Doves are smallish birds, so the flock James summons can only do so much damage.
Grey Feather=Demon Bunnies: When pulled from his hat, these bunnies (affectionately known as Bonnie and Clyde) are not nearly as nice as they look. Both Bonnie and Clyde have a special ability when attacked: they transform. Specifically, they transform into This, but with longer ears. Bonnie is about 6 feet tall, Clyde is roughly 6 and a half feet tall, and both move at a hunched walk/run, though they can still hop and can get very high in the air when they do. They mostly just maul opponents, but if they choose to bite them, their teeth release a poison, which is also present in their normal bunny form.
Weakness: Big bunnies are very easy to hit, and they’re also not the most agile things, especially mid hop. And the poison has a very simple, though unheard of remedy…more poison of any kind. A more common method is to inhale lots of smoke
Orange Feather=Transforming Tiger: When the orange feather appears, it seems as though nothing happens. And then, when the opponent approaches, the orange feather shifts into a large tiger, Albert. Because of the wait, Albert normally gets at least one hit in, because the opponent is close by.
Weakness: It’s a normal tiger. Nothing fancy about it, except claws and teeth. And like the feather he originally was, he has a serious aversion to fire.
Black Feather=Teleportation Cloak: James’s cloak appears on his body, fastens itself, and then seemingly does nothing. Unlike the rest of his summons, it relies on James for activation, and when he activates it, it lets him teleport to any place in the arena. The feather is able to be used three times before the cloak fades away.
Weaknesses: Teleporting is disorienting, especially when going from say, the ground to a tree. This is especially bad when outnumbered.
Yellow Feather=Silly Snake: You know that thing where magicians pull long, bright and colorful silk scarf from their seemingly empty sleeve? James does that, and then he shakes it out, and it transforms into a bright, giant snake named Mai. Normally, Mai is used for defensive purposes, because her scales are incredibly durable, but she’s also been known to attack.
Weaknesses: Mai has been used for defensive purposes many, many times (willingly) and has suffered from it. Most noticeably, her eyes have been damaged and she’s mostly blind, which is why she rarely attacks. Also, her main weakness is ice.
***Each Feather/Summon lasts for six posts once activated (excluding the cloak, which lasts for as long as it takes to use the three teleportations). Each of the living summons can be used twice in battle, the cloak can be used three times, then they need a recharge. When the summons return after the 6 charge limit, they need time to recover from any damage taken in battle.
***If he speaks into the hat, he can be heard by all of the summons. The hat/feathers are also bonded to his blood and magic. If another person tries to use them, they get nothing. James doesn’t have to touch the hat or feathers to summon anything, he just needs to be within ten feet of it.
Paraphernalia: James has his suit case. Other than that, there’s normally a deck of cards and some change in his pocket. He’s also been known to carry smoke bombs and flash bombs, for those times he wishes to appear for an impromptu show in a poof of smoke.
Weaknesses: All of the above weaknesses for individual summons. Also, the fact that he hates fighting, has no exceptional abilities of his own, and he’s not exactly strong or fast, even for an average person.
Attack: 7/10
Magic: 10/10
Toughness: 6/10
Speed: 6/10
----------------------------------
Name: Jesse Hughs
Age: 22
Nation/Status: Darhvar/Champion. Neutral, but with strong interest in Genagis. Little sympathy, just interest.
Appearance: Jesse has curly dirty blond hair and blue eyes. He’s pale, but that’s more from being indoors than it is genetics, as is his general scrawniness. He prefers loose, baggy clothing that hides his figure, and no matter the weather, he can normally be found in sandals. He also wears a baggy hooded jacket, with pockets.
Height: 5’10”
Weight: 130
Personality: Jesse doesn’t really like people, and he doesn’t pretend that he does. Oftentimes he’s blunt to a fault, and he’s made himself enemies because of it. This is partially because he sees exactly no reason in hiding what he thinks, and partially because he’s just socially awkward. He doesn’t normally touch people, or invite them to come close to him. He’s also irresponsible, and when something catches his attention, he keeps working at it and working at it until he passes out from exhaustion/starvation/dehydration, gets what he wants, or is forcibly dragged away.
Likes: Math, languages, runes, candy
Dislikes: People, anything healthy, being interrupted
Hobbies: Exploring the runes of his home country, learning history
Fears: Dying
History: Jesse is a silvertongue, from the land of Darhvar, and more importantly, he’s a Magic Speaker. He lived a relatively normal (though secluded) life until he was twenty-one. At that point, he decided he needed something from his long term friend Andrew, that Andrew just wasn’t willing to give, which was to get into a federally protected area in order to get more information for his research. And Jesse, upon deciding that no, he would not do the socially accepted thing of asking again, and repeatedly, did something else entirely. He waited until the time was right, got Andrew close enough in range to the gates he wanted to unlock, politely requested a favor from his dear friend, and used his Magic Speaking abilities to open every gate in his way. He figured that once the closest areas opened without complaint, he could show Andrew it was safe and his friend would go with it, no problem.
What Jesse didn’t realize, is that just because something happening is as likely as getting struck by lightning, doesn’t mean it won’t happen. And he’s kind of convinced that karma played a roll in what happened next, as the transference that occurred then linked him to Andrew permanently.
After managing to recover from the shock, Andrew locked the gates, and all but dragged Jesse to see their leader. Once everything was sorted out, and it was agreed Jesse wouldn’t be tossed in jail for breaking into private, dangerous lands that was clearly marked ‘do not enter’, forcing his friend to aid in a break in, and doing the generally frowned upon technique of Magic Speaking another silvertongue, she made the two men work it out. And then, she pushed them into training.
Which takes them to where they are now. Normally Darhvar stays out of the League battles unless absolutely necessary, because of how few of their people have magic, and how fewer still are equipped for any kind of battle, and they really don’t want to summon champions. But, it was decided that of all their people, Andrew and Jesse were their best chance, so they’ve been shipped off to the League. Andrew and Jesse have been very careful not to give away their bond, because doing so could endanger them both greatly. Nobody but their leader knows what really happened that day.
Abilities: As a Magic Speaker, Jesse has one, key ability, which he can use many ways, and in just as many circumstances. He can take any magical technique used against him, and use it against the opponent. This can involve merely dissipating the attack, sending it back at the opponent, using it to fuel another attack, or just having the attack hover in midair for later use.
Furthermore, due to the transference, he basically shares a mind with Andrew. The easiest way to explain this is to say they have never ending telepathy, and minor empathy. This also allows them to share their vision, if standing back to back they can have 360° vision, and speak through each other. This does not allow them to use each other’s abilities.
Paraphernalia: Jesse likes to read, so he normally has one on hand or nearby somewhere. He also has a dagger strapped to each leg, and carries a well-worn spear made of rowan wood, strapped to his back, at Andrew’s insistence (though he secretly likes it).
Weaknesses: His physical fighting style is weak at best, he’s scrawny and not at all fast or strong. Despite his strength in Magic Speaking, too many attacks at once can still incapacitate him, because he can’t just block them all. His powers can do little against physical attacks and weapons, excluding using another’s magic to defend or attack back. Additionally, any pain Andrew takes affects Jesse as well.
Attack: 6/10
Magic: 8/10
Toughness: 7/10
Speed: 5/10
------------------------------------------------
Name: Andrew Elridge
Age: 23
Nation/Status: Darhvar/Champion. Neutral
Appearance: Andrew’s skin is faintly tan, he has doe brown eyes and his black hair is a bit on the poofy side, partially because he styles it that way. He has a neat and trim build, and he is fairly strong, for the average human. Unlike Jesse, he wears clothing that fits him well, and gives him a relatively professional appearance. His clothing is also practical
Height: 6’
Weight: 145
Personality: Andrew was raised to be quiet and serious, but he’s rather affectionate when he finds someone that he’s fond of. He’s nurturing, kind of like a mother hen in that regard, and often finds himself making sure the people he knows don’t work themselves too hard, or go to long without food, or sleep. Andrew is also polite, and often finds himself trying to make amends for Jesse’s general disregard of what polite means, and the fact it’s a good idea to use a verbal filter at times.
Likes: Predicting things, cloud watching, making anything he can
Dislikes: The color orange, loud music, self-entitled people
Hobbies: Cloud watching, reading
Fears: Failure, of any kind.
History: Andrew is a silvertongue from the land of Darhvar, and more accurately, he’s a Thing Speaker. Life was normal and reasonably good, until he was twenty one, at which point life changed for him. Jesse tricked him into using his powers, and then fully intended to use them to break try and break into a federally guarded area.
Only that didn’t work very well afterwards, because something drastic changed between the two of them that day. It was Andrew who figured out that of course Jesse would be the one transference would affect, of course it would bind him to Andrew, and promptly dragged his friend to their leader. And then he proceeded to plead Jesse’s case to keep him from being thrown in jail. Now, after much counseling and training, Jesse and Andrew have been deemed the new champions for Darhvar
Abilities: As a Thing Speaker, Andrew can speak to any object that he wishes, he can learn what it’s gone through, and can control (it to an extent)by simply speaking. His specialties are objects that are constantly used, especially ones that have metal, and he’s also fond of simple objects like locks, books and cups. However, it should be noted that just because he can make an object do something, doesn’t mean he can make it move any kind of distance. There will be no levitating swords of any kind, because swords just can’t do that.
Furthermore, due to the transference, he basically shares a mind with Jesse. The easiest way to explain `this is to say they have never ending telepathy, and minor empathy. This also allows them to share their vision , if standing back to back they can have 360° vision, and speak through each other. This does not allow them to use each other’s abilities.
Paraphernalia: He carries a small bow and a quiver of arrows which is strapped to his back. Tucked in the inside pocket of his jacket is a sling and he uses it to launch specialized bullets. These are made of clay, encased in metal and have been charged with magic via Jesse to explode when Andrew requests it of them. He can reassemble them later, because they were designed by him to do so. The bullets are about half the size of an average fist. He also has a dagger which he keeps strapped to his waist, though he doesn’t use it very often.
Weaknesses: Andrew’s skills offer him little protection against magical techniques or physical attacks that do not involve weapons or other items. Furthermore, he has a limited amount of things to fight with (15 arrows at any given time and 20 bullets for his sling)
Attack: 7/10
Magic: 8/10
Toughness: 7/10
Speed: 6/10
Name: Isaac Milan
Age: 24
Nation/Status: Naho/Champion, sympathetic towards Genagis, supports Naho
Appearance: Isaac has long dark brown hair that falls to his lower back and is normally braided. His eyes are light grey and he’s rather pale. He is well muscled, but he has more of a lithe build than a bulky one. He normally wears simple clothing that’s tight enough to stay out of the way and isn’t easily torn.
Beneath that he wears thin, light weight armor that covers his chest, abdomen and back. Around his neck hangs a mask that he wears over the lower part of his face both to hide his identity when needed and filter things from the air.
He also has many scars, including multiple small wounds from knives on his torso, arms and legs. There’s a ragged, circular scar on his chest and back, that looks as though someone tried to drive a spear through his chest. Three long, thick claw marks are scarred onto his left side, and he bears smaller claw marks on his left shoulder.
Over his scars, much of his body is covered by tribal tattoos, which are his Marks. Dravidian’s Mark is a complex silver-blue tribal tattoo that spans the entirety of his right arm from his fingers to his shoulder, which then moves down the right side of his back to touch his hips and side. His left arm has a silver Mark from Raiya that is far simpler and covers his left arm from elbow to shoulder, and also covers the left hand side of his back. Finally, he bears
Iagg’s Mark which is dark grey and covers his spinal column and mingles with the other two Marks. It also moves beneath his hair line to touch the corner of each eye.
Height: 5’11”
Weight: 200lbs, mostly muscle.
Personality: Isaac can be deadly serious and cold hearted, but only when he has to be. He’s mostly lighthearted and warm and he’s generally a friendly and patient man, willing to talk to anyone. He normally doesn’t get angry and doesn’t show much of any negative emotion, because he sees little point in dwelling on them.
Likes: Fish, the snow, reading
Dislikes: Heat, overconfident people, cats
Hobbies: Baking, cooking, flying
Fears: Failing whatever mission he’s on.
History: Isaac is from the capital city of nation of Naho, which is a forested area in the northern area of the world. Although he spends his free time being a mentor and helping train the people younger than him, he’s one of the highest ranking people in his country. He’s also head of any champions from Naho, and is a champion himself, though this has only been for the past three years.
Guardians/Abilities
Dravidian: Allows Isaac to use protective techniques, such as the creation of shields (visible and invisible) and allows him to hide people and things, even from other magical abilities. However, he cannot make himself invisible, as Dravidian’s abilities are strongest when protecting others. She also grants him the ability to heal some wounds, such as fractures, minor breaks and gashes, as well as poisons and most curses.
Iagg: Allows Isaac to enhance and alter his vision and awareness. He can see normally impossible distances, and through things. As long as has a concept of what he’s looking for he can find it. With Iagg’s guidance he can also see a person’s energy flow abuses this ability to force his own energy into their body to hinder attacks. Finally, Iagg grants him the ability to create and control fire.
Raiya: Allows Isaac to control wind both for attacks and to enhance his movements using the wind. She takes the form of a half-osprey shape shifter, and as such, she also grants him the ability to temporarily become a large osprey.
Paraphernalia: When it comes to weaponry, Isaac keeps a sword on him, though he doesn’t use it much. He also has a dagger he keeps on hand. Otherwise, he has two small pouches at his waist that hold supplies. One holds containers that hold blood replenishing pills and energy replenishing pills, as well as a small roll of bandages. The other holds a pack of cigarettes and a pocket sized bottle of liquor which he keeps for stress relief. He alternates the pouches to confuse people.
Weaknesses: Although strong, Isaac’s abilities often leave him open as one of his most useful abilities (invisibility) cannot work on himself. Additionally, as a close range fighter, he is at a bit of a disadvantage, because he’s essentially human, and there’s no guarantee he can get close enough to attack. Finally, Iagg’s abilities, which make him relatively deadly in close range, require such focus that he is often blind to attacks from other sources.
Attack: 7/10
Magic:8/10
Toughness:7/10
Speed: 9/10
-----------------------------------------------
Name: James Meyers
Age: 20
Nation/Status: Plarya/Champion, loyal to Plarya
Appearance: THIS
Height: 5’9”
Weight: 160
Personality: James is rather playful, he’s fond of terms of endearment and being around people, even when they don’t want to be around him. He also likes making people laugh, and often uses his techniques to do so, even when he really shouldn’t be. He doesn’t much enjoy fighting, even though he’s good at it, which is why he’s glad that he technically doesn’t have to do the work.
Likes: Card tricks, guessing games, gambling
Dislikes: Awkward silences, most vegetables, work
Hobbies: Showing off magic tricks, gambling
Fears: Being buried alive
History: James is a summoner from Plarya and has been sent to the league because of his diversity in techniques, as well as his overall playfulness which makes him hard to predict. Also, their most recent champion died, and James was volunteered to take his place. Because of his summons, James shows little signs of his strength, seeing as he doesn’t do much of the actual fighting.
Abilities/Summons:
James has a special method for selecting his summon for any given battle. He carries a small, wood and leather suitcase, which holds only his hat, and a few feathers. The suitcase is enchanted to switch out feathers depending on what James needs in the situation.
White Feather=Hell Doves: These doves look like real doves, and they act like real doves, and as they come flying from James’s hat, they’re pretty like real doves, especially seeing as they do so in a rain of shimmering, sparkling lights, that looks like glitter. Except the lights cast an illusion so the opponent thinks the doves just fly off, and the doves can shoot and regrow their feathers. And their feathers look pretty, but upon leaving the dove’s body, they become like metal and cut like a blade. James summons ten doves.
Weakness: The illusion can be cast on only one person at a time, allowing others to dodge and counter attack. Doves are smallish birds, so the flock James summons can only do so much damage.
Grey Feather=Demon Bunnies: When pulled from his hat, these bunnies (affectionately known as Bonnie and Clyde) are not nearly as nice as they look. Both Bonnie and Clyde have a special ability when attacked: they transform. Specifically, they transform into This, but with longer ears. Bonnie is about 6 feet tall, Clyde is roughly 6 and a half feet tall, and both move at a hunched walk/run, though they can still hop and can get very high in the air when they do. They mostly just maul opponents, but if they choose to bite them, their teeth release a poison, which is also present in their normal bunny form.
Weakness: Big bunnies are very easy to hit, and they’re also not the most agile things, especially mid hop. And the poison has a very simple, though unheard of remedy…more poison of any kind. A more common method is to inhale lots of smoke
Orange Feather=Transforming Tiger: When the orange feather appears, it seems as though nothing happens. And then, when the opponent approaches, the orange feather shifts into a large tiger, Albert. Because of the wait, Albert normally gets at least one hit in, because the opponent is close by.
Weakness: It’s a normal tiger. Nothing fancy about it, except claws and teeth. And like the feather he originally was, he has a serious aversion to fire.
Black Feather=Teleportation Cloak: James’s cloak appears on his body, fastens itself, and then seemingly does nothing. Unlike the rest of his summons, it relies on James for activation, and when he activates it, it lets him teleport to any place in the arena. The feather is able to be used three times before the cloak fades away.
Weaknesses: Teleporting is disorienting, especially when going from say, the ground to a tree. This is especially bad when outnumbered.
Yellow Feather=Silly Snake: You know that thing where magicians pull long, bright and colorful silk scarf from their seemingly empty sleeve? James does that, and then he shakes it out, and it transforms into a bright, giant snake named Mai. Normally, Mai is used for defensive purposes, because her scales are incredibly durable, but she’s also been known to attack.
Weaknesses: Mai has been used for defensive purposes many, many times (willingly) and has suffered from it. Most noticeably, her eyes have been damaged and she’s mostly blind, which is why she rarely attacks. Also, her main weakness is ice.
***Each Feather/Summon lasts for six posts once activated (excluding the cloak, which lasts for as long as it takes to use the three teleportations). Each of the living summons can be used twice in battle, the cloak can be used three times, then they need a recharge. When the summons return after the 6 charge limit, they need time to recover from any damage taken in battle.
***If he speaks into the hat, he can be heard by all of the summons. The hat/feathers are also bonded to his blood and magic. If another person tries to use them, they get nothing. James doesn’t have to touch the hat or feathers to summon anything, he just needs to be within ten feet of it.
Paraphernalia: James has his suit case. Other than that, there’s normally a deck of cards and some change in his pocket. He’s also been known to carry smoke bombs and flash bombs, for those times he wishes to appear for an impromptu show in a poof of smoke.
Weaknesses: All of the above weaknesses for individual summons. Also, the fact that he hates fighting, has no exceptional abilities of his own, and he’s not exactly strong or fast, even for an average person.
Attack: 7/10
Magic: 10/10
Toughness: 6/10
Speed: 6/10
----------------------------------
Name: Jesse Hughs
Age: 22
Nation/Status: Darhvar/Champion. Neutral, but with strong interest in Genagis. Little sympathy, just interest.
Appearance: Jesse has curly dirty blond hair and blue eyes. He’s pale, but that’s more from being indoors than it is genetics, as is his general scrawniness. He prefers loose, baggy clothing that hides his figure, and no matter the weather, he can normally be found in sandals. He also wears a baggy hooded jacket, with pockets.
Height: 5’10”
Weight: 130
Personality: Jesse doesn’t really like people, and he doesn’t pretend that he does. Oftentimes he’s blunt to a fault, and he’s made himself enemies because of it. This is partially because he sees exactly no reason in hiding what he thinks, and partially because he’s just socially awkward. He doesn’t normally touch people, or invite them to come close to him. He’s also irresponsible, and when something catches his attention, he keeps working at it and working at it until he passes out from exhaustion/starvation/dehydration, gets what he wants, or is forcibly dragged away.
Likes: Math, languages, runes, candy
Dislikes: People, anything healthy, being interrupted
Hobbies: Exploring the runes of his home country, learning history
Fears: Dying
History: Jesse is a silvertongue, from the land of Darhvar, and more importantly, he’s a Magic Speaker. He lived a relatively normal (though secluded) life until he was twenty-one. At that point, he decided he needed something from his long term friend Andrew, that Andrew just wasn’t willing to give, which was to get into a federally protected area in order to get more information for his research. And Jesse, upon deciding that no, he would not do the socially accepted thing of asking again, and repeatedly, did something else entirely. He waited until the time was right, got Andrew close enough in range to the gates he wanted to unlock, politely requested a favor from his dear friend, and used his Magic Speaking abilities to open every gate in his way. He figured that once the closest areas opened without complaint, he could show Andrew it was safe and his friend would go with it, no problem.
What Jesse didn’t realize, is that just because something happening is as likely as getting struck by lightning, doesn’t mean it won’t happen. And he’s kind of convinced that karma played a roll in what happened next, as the transference that occurred then linked him to Andrew permanently.
After managing to recover from the shock, Andrew locked the gates, and all but dragged Jesse to see their leader. Once everything was sorted out, and it was agreed Jesse wouldn’t be tossed in jail for breaking into private, dangerous lands that was clearly marked ‘do not enter’, forcing his friend to aid in a break in, and doing the generally frowned upon technique of Magic Speaking another silvertongue, she made the two men work it out. And then, she pushed them into training.
Which takes them to where they are now. Normally Darhvar stays out of the League battles unless absolutely necessary, because of how few of their people have magic, and how fewer still are equipped for any kind of battle, and they really don’t want to summon champions. But, it was decided that of all their people, Andrew and Jesse were their best chance, so they’ve been shipped off to the League. Andrew and Jesse have been very careful not to give away their bond, because doing so could endanger them both greatly. Nobody but their leader knows what really happened that day.
Abilities: As a Magic Speaker, Jesse has one, key ability, which he can use many ways, and in just as many circumstances. He can take any magical technique used against him, and use it against the opponent. This can involve merely dissipating the attack, sending it back at the opponent, using it to fuel another attack, or just having the attack hover in midair for later use.
Furthermore, due to the transference, he basically shares a mind with Andrew. The easiest way to explain this is to say they have never ending telepathy, and minor empathy. This also allows them to share their vision, if standing back to back they can have 360° vision, and speak through each other. This does not allow them to use each other’s abilities.
Paraphernalia: Jesse likes to read, so he normally has one on hand or nearby somewhere. He also has a dagger strapped to each leg, and carries a well-worn spear made of rowan wood, strapped to his back, at Andrew’s insistence (though he secretly likes it).
Weaknesses: His physical fighting style is weak at best, he’s scrawny and not at all fast or strong. Despite his strength in Magic Speaking, too many attacks at once can still incapacitate him, because he can’t just block them all. His powers can do little against physical attacks and weapons, excluding using another’s magic to defend or attack back. Additionally, any pain Andrew takes affects Jesse as well.
Attack: 6/10
Magic: 8/10
Toughness: 7/10
Speed: 5/10
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Name: Andrew Elridge
Age: 23
Nation/Status: Darhvar/Champion. Neutral
Appearance: Andrew’s skin is faintly tan, he has doe brown eyes and his black hair is a bit on the poofy side, partially because he styles it that way. He has a neat and trim build, and he is fairly strong, for the average human. Unlike Jesse, he wears clothing that fits him well, and gives him a relatively professional appearance. His clothing is also practical
Height: 6’
Weight: 145
Personality: Andrew was raised to be quiet and serious, but he’s rather affectionate when he finds someone that he’s fond of. He’s nurturing, kind of like a mother hen in that regard, and often finds himself making sure the people he knows don’t work themselves too hard, or go to long without food, or sleep. Andrew is also polite, and often finds himself trying to make amends for Jesse’s general disregard of what polite means, and the fact it’s a good idea to use a verbal filter at times.
Likes: Predicting things, cloud watching, making anything he can
Dislikes: The color orange, loud music, self-entitled people
Hobbies: Cloud watching, reading
Fears: Failure, of any kind.
History: Andrew is a silvertongue from the land of Darhvar, and more accurately, he’s a Thing Speaker. Life was normal and reasonably good, until he was twenty one, at which point life changed for him. Jesse tricked him into using his powers, and then fully intended to use them to break try and break into a federally guarded area.
Only that didn’t work very well afterwards, because something drastic changed between the two of them that day. It was Andrew who figured out that of course Jesse would be the one transference would affect, of course it would bind him to Andrew, and promptly dragged his friend to their leader. And then he proceeded to plead Jesse’s case to keep him from being thrown in jail. Now, after much counseling and training, Jesse and Andrew have been deemed the new champions for Darhvar
Abilities: As a Thing Speaker, Andrew can speak to any object that he wishes, he can learn what it’s gone through, and can control (it to an extent)by simply speaking. His specialties are objects that are constantly used, especially ones that have metal, and he’s also fond of simple objects like locks, books and cups. However, it should be noted that just because he can make an object do something, doesn’t mean he can make it move any kind of distance. There will be no levitating swords of any kind, because swords just can’t do that.
Furthermore, due to the transference, he basically shares a mind with Jesse. The easiest way to explain `this is to say they have never ending telepathy, and minor empathy. This also allows them to share their vision , if standing back to back they can have 360° vision, and speak through each other. This does not allow them to use each other’s abilities.
Paraphernalia: He carries a small bow and a quiver of arrows which is strapped to his back. Tucked in the inside pocket of his jacket is a sling and he uses it to launch specialized bullets. These are made of clay, encased in metal and have been charged with magic via Jesse to explode when Andrew requests it of them. He can reassemble them later, because they were designed by him to do so. The bullets are about half the size of an average fist. He also has a dagger which he keeps strapped to his waist, though he doesn’t use it very often.
Weaknesses: Andrew’s skills offer him little protection against magical techniques or physical attacks that do not involve weapons or other items. Furthermore, he has a limited amount of things to fight with (15 arrows at any given time and 20 bullets for his sling)
Attack: 7/10
Magic: 8/10
Toughness: 7/10
Speed: 6/10