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Main - Role Playing - The Cast of Characters


Trelior
Posted on 06-05-24 11:32 PM, in (rev. 5 of 06-11-24 01:41 AM by Trelior) Link | ID: 4
Root Administrator

Level: 5

Posts: 4/10
EXP: 451
Next: 78

Since: 06-05-24

Last post: 97 days
Last view: 3 hours
Use this thread to give the outline of your characters. If you do decide to create separate profiles for a more fleshed out bio, at least link the character's user ID so we can connect character to author.

I'm also going to hold you all to an honor system of staying within the writing forum with your character profiles, because figuring out how to quarantine them is something that I've wracked my brain for hours to no avail. I poked Epele until she fixed it.

Please at least try to be original. If it's obvious you're just lifting a character from something else, or we find out you are, we will take action. This is your warning.

General Outline:
Name
Sex
Race
Age
Appearance
Outfit(s)
Personality
Biography (can be short or long)
Skills
Preferred weapon

Trelior
Posted on 06-05-24 11:32 PM, in (rev. 2 of 06-05-24 11:49 PM by Trelior) Link | ID: 5
Root Administrator

Level: 5

Posts: 5/10
EXP: 451
Next: 78

Since: 06-05-24

Last post: 97 days
Last view: 3 hours
Zarik
Caionna
Arendal
Neristhana
Sylvanas
Reyn

Zarik
(post deleted) ID: 9

RetroFanatic
Posted on 06-11-24 11:14 PM, in Link | ID: 10
Normal User
Newcomer

Level: 5

Posts: 1/9
EXP: 385
Next: 144

Since: 06-05-24

Last post: 93 days
Last view: 88 days
-------------------
Name: Belgarion Liadon (Bel for short)
Age: 160 (Approximately 23-24 human years)
Species: Elven
Gender: Male
Hometown: Copley
Birthplace: Copley Forest
Height: 6'2"
Weight: 154 lbs (~70kg)
Job: Wizard
Alignment: Chaotic Good
Hair: Silver/Grey. Hair reach down to his lower back (Similar to Magus in CT). It's combed backwards.
Tattoos/Marks: Has a draconic mark on his neck that means "dragon". It's covered by his hair.
Eye Color: Black.
Voice: Not too dark and not too light but with a hissing tone to it.
Personality: Cynical and/or sarcastic at times but cares deeply for his friends despite coming off as a bit of a dick sometimes. Has a strong sense of justice.
Familiar: A black cat named Dusk.
Weapon proficiency: Longswords, rods, wands, scythes, staffs, daggers and Two-bladed swords.
Weapons in Possession: A family longsword which he carries in a sheath on his back. It's engraved with runes and is rumoured to have magical powers which may activate when the owner is in danger. He also is in possession of a rod (Arcane Rod of Ever Yielding Mystery) which is capable of a number or magical feats such as acting as a torch and enabling teleportation to towns/cities/locations known by the owner. It slightly enhances his magical abilities.

Abilities:

Flight (limited distance)
Healing Factor: Activates when he gets hurt (think Wolverine but weaker healing factor)
Telepathy (short or long-distance)
High-level telekinesis
Arcane senses: Enables Bel to sense when magic is being used and/or magical artifacts or ancient ones emitting some sort of energy. He can distinguish between hostile and non-hostile magic even if said magic is the same he can use himself. He's used to this ability so it's not problematic to him.

Signature Attire: Black robe with very small golden lines of magical runes at the end of the sleeves and also at the bottom of the robe itself. The robe has magical properties unknown to everyone but Bel himself. It also has a hood/cowl which shades most of his face making it hard to see. Bel also has a leather belt complete with a golden buckle with some pouches in which he carries various magical powders and other things. It has attachments which can be used to carry Daggers/Rods and such.

Languages (written and spoken):

Elven (Native)
Common (English)
Dwarven
Draconian
Infernal (Devils, lawful evil outsiders)
Runic

Skills:
Calligraphy
Spellcraft
Swordsmanship
Above-normal agility and dexterity giving a very fast reaction time.


Magic/Spells

Ray of Frost: Capable of freezing objects and parts of people/creates solid and causing minor damage. 30 feet range.

Mage Armor: Gives him additional moderate physical defense.

Identify: Determines properties of magic item.

Charm: This charm makes a humanoid creature regard you as its trusted friend and ally.

Flash: The eyes of the snake/dragon-like head of Bel's rod emits a blinding flash of light that temporarily blinds one or several enemies in the cone-shaped area it affects. The light is most effective within 40-45 feet from its origin.

Burning Hands: A cone of searing flame shoots from his fingertips. Flammable materials burn if the flames touch them. Causes minor damage. 40 feet range.

Magic Missile: 5 missiles of magical energy darts shoots forth from his fingertip and strikes his target for minor to moderate damage. This attack cannot miss but it can be blocked by certain magical barriers.

Flaming Sphere: Creates rolling ball of fire which is 5 ft in diameter. A burning globe of fire that rolls in whichever direction he points and burns those it strikes. As part of this movement, it can ascend or jump up to 30 feet to strike a target. The sphere moves as long as he actively directs it. Causes moderate damage. It ignites flammabe substances and causes illumination of the same kind a torch would. It can be extinguished by any means that would put out a normal flame of its size, though.

Scorching Ray: He blasts his enemies with fiery rays. The rays must be fired at the same or different targets, but all bolts has to be aimed at targets within 30 feet of each other and fired simultaneously. Causes low to medium damage.

Mirror Image: Creates up to 12 decoy duplicates of himself making him harder to hit. These illusionary copies are transparent if you try to him them. This is originally a defensive spell but does have a secondary effect. If Bel would use a flash of light to blind the enemy, for example, the duplicates does so too making it more effective. But would he use an offensive spell, only the original one can harm anyone. The duplicates' attacks are visible but will pass right through the enemy. It serves as a mean of fright, though, as the enemy don't know if all attacks are real or not.

Fireball: A long range spell which sends a fireball from his hands. The fireball is the size of a soccer ball and explodes when it hits the target or anything in the way. The explosion affects an area of 20-25-ft.-diameter. It sets fire to combustibles and causes medium to heavy damage to objects/people in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. Range: 120 feet.

Super Fireball: A souped up version of Fireball created by combining two regular fireballs. It's about 5 feet in diameter and has a area effect of 50 ft in diameter. Causes heavy damage to objects/people in the area. Range: 150 feet.

Ice Storm: Great magical hailstones pound down, dealing medium to heavy bludgeoning and cold damage to every creature/target in a 60-ft. diameter, 100 ft. high area. The hailstones disappears after the attack.

Lightning Bolt: Releases a powerful stroke of electrical energy from Bel's fingertips that deals low to medium damage to each creature/target within its area. The lightning bolt sets fire to combustibles and damages objects in its path. It has a 120 ft. range.

Shockwave: Bel clenches his fists and gathers electrical energy, with a pose similar to the DBZ-style of powering up. The energy gathers between his fists and expands outwards creating a circular, barrier-like formation around him. While in this state, he's also protected from attacks. He then quickly stretches his arms on both sides of his body, causing the barrier to explode, thus creating a shockwave of electrical current that covers an area of 50-ft in diameter. Can be increased further. The power is in between that of Lightning Bolt and Thunder.

Invisibility: Makes Bel or someone/something else invisible. It can be canceled at will.

Thunder: A very powerful and big magical spell that calls lightning down from the heavens and causes major to lethal damage to anything in an area of 50 square meters that isn't heavily resistant to magic. That makes the damage go down to moderate. Summons up to 12 lightning bolts.

Earth Spike: Up to 7 spikes of solid rock/earth randomly shoots up from the ground causing low to medium damage to the enemy/enemies. It can penetrate bodyparts and such or at the very least trap whoever it's aimed at. It affects an area of 10 square meters. It obviously doesn't affect flying foes.

Earthquake: Bel calls forth a powerful earthquake with enough power to shake apart large buildings and swallowing/crushing them beneath the earth. It's basically like an 8 on the richter scale and works kind of like the one in pokémon.

Blizzard: While not as strong as Thunder, it can affect a significantly larger area. Summons an intense arctic snowstorm capable of making even the toughest vikings shiver of cold. If you stay in this for too long, you risk freezing to death or even being frozen solid. Can affect an area of up to one squared kilometer. Low to medium damage and possibly lasting colds or even death if you're unlucky.

Finger of Death: Allows Bel to slay one living enemy/creature within range of 25-30 ft. If the target survives it suffers medium damage instead.

Reverse Gravity: This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 6 seconds. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.

Meteor Swarm: Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 6-foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks. Any creature struck by one of these spheres takes heavy bludgeoning and fire damage. If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. Once a sphere reaches its destination, it explodes in a 50-foot-radius spread, dealing heavy fire damage to each creature in the area. Range: 500 ft.

Protective Orbs: Bel can, if he wants to, summon up to 3 orbs of any element that circles around him rapidly, protecting him against physical threats. Fire would obviously burn the foe if they try to attack and possible set him/his clothes on fire aswell, an electric orb would electrocute the enemy and possibly paralyze him, an ice orb would possibly freeze the enemy or whatever he/she/it decides to attack with. A bonus the ice orb has is that if it freezes a weapon for example, it can be shattered. There are more elements but those are the general functions. They deal low to medium damage.

Barrier: This spell summons a barrier that encircles Bel and possible comrades. It has very powerful defensive capabilities, both physically and magically and can block most, if not all attacks but can only take a limited amount of hits before it vanishes. It is, however, possible to recharge it but at a high mana cost. Last for 6-8 hits.

Fire Wall: Bel summons a wall of fire which is 7-12 meters high and as wide as it can be in different areas. Let's say you have a road which is 20 meters wide with house or buildings on each side, then it will stretch until it touches a building. The wall prevents enemies from getting through and deals low to medium damage should they try. It can also ignite flammable substances/materials/objects if they come in contact with the wall. The wall is like a simple forcefield but with additional properties.

Thunder Wall: This is similar to the Fire Wall but with Lightning instead and some differences. The size, however, is the same. This wall sends out lightning bolts with less than half a second between each towards any enemy getting closer than 15 feet to the wall, making them flinch for a very short time if they get hit. The bolts deal low to medium damage and the wall itself deals medium but constant damage. It may be able to short-circuit technical devices. This makes the wall and offensive defensive spell. Should they come in contact with the wall itself, the lightning damage is constant and can also make them immobile as if they touched a cable with heavy electrical current flowing through it.

Mana conversion: This allows Bel to convert some magical energy to physical/healing energy or simply to use it to heal himself from injuries if they're more than the healing factor can cope with or if it heals them too slow during whatever situation. He can also share this energy with others to heal them up/restore energy.

Dispel Magic, Greater: Bel can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect. The dispel magic has a range of 150ft. You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell. It affects one spellcaster, creature, or object; or 20-ft.-radius burst.

Antimagic Field: An invisible barrier surrounds Bel and moves with him. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration. Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. A normal creature can enter the area, as can normal missiles. The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field. The field has a 10 ft range and affects an area of a 10 ft radius, centered on the caster. It lasts for half an hour up to an hour.

Gravity Crash: This spell allows Bel to make any object and/or living tissue up to 100 times heavier than normal. Likewise, he can also make them 100 times lighter.

Greater Shout: Bel emits an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is stunned for a short amount of time and deafened a bit longer. The range of the spell is 60ft and affects cone-shaped area. Any exposed brittle or crystalline object or crystalline creature is severely damaged. The spell is instantaneous.

Ice Beam: Like Ray of Frost but much more powerful and bigger. This spell has a range of 120 feet. The size of the starting point is like that of a soccer ball but 100% bigger. (Imagine some of the ki blasts from DBZ with that "ball" at the beginning and end of the beams) The "beam" is 75% of the thickness of the "ball". It's of the ice/water element and deals medium to heavy cold damage. It's capable of freezing objects or creatures as big as elephants or even houses solid. Can be lethal.

Control Undead: This spell enables Bel to command undead creatures for a short period of time. He commands them by voice and they understand him, no matter what language is spoken. Even if vocal communication is impossible the controlled undead do not attack him. At the end of the spell, the subjects revert to their normal behavior. The duration of the spell is 15 minutes.

The range is up 50ft due with Bel's skill level at magic, and the limit is up to 4 creatures but they can't be more than 40ft apart from eachother. Intelligent undead creatures remembers that Bel controlled them.

Bolt of Judgment: Shares similarities with Lightning Bolt, is much stronger and has greater range. This spell originates from Bel's rod, sending forth bigger and stronger bolts of lightning at the enemy. The bolts zigzags forward at extreme speeds with thunderous and crackling sounds, searching out the enemy. Said enemy has to be visible, though. The spell can also be made to send continuous lightning bolts out in 360 degree directions, protecting Bel from all sides. Up to 15 bolts can be summoned at once and each of them has enough power to turn something as big as an elephant into charcoal in a couple of seconds. To make the matter worse for the enemy, all bolts can be concentrated on a single target, if needed. Range: 150 ft.

Holy: Bel summons holy power from the goodness of his heart. The power reaches its peak when Bel's hands starts to glow with a white, dim aura-like light. 3-5 orbs of powerful, holy light is then created when Bel does a motion with his hands, alternating as many times as the number of orbs, as if pushing something forward. The orbs have a 2 foot diameter. These orbs immediately rockets towards the enemy, spinning around him/her/it, thus preventing escape. But moreso for demons and undead due to the orbs illuminating the area around them with holy light. When Bel clenches his fist, all orbs close in on the enemy and explodes in a cascade of pearl-white light, effectively destroying unholy beings.

FINISHER: Heavenly Judgment

Bel creates a total of 4 floating orbs of intense magic energy of the elements water, fire, lightning and earth of which 2 is created by his rod which is floating in front of it, 2 meters away. Each orb is 2 feet in diameter. He sends them spinning in a circle shape high up in the sky while keeping his arms somewhat stretched to control them, then he pushed his hands together to make them all collide at once in a huge explosion sending down 12 vertical beams of non-elemental energy over an area of 120 meters in diameter. Each beam is 3 meters wide and causes explosions with an area of effect of 25 meters in diameter creating big craters. The explosions makes the total area of effect even bigger. The beams possesses crushing force and power and if the enemy manage to avoid the beams, the explosions will get him for sure. The explosions power and heat is enough to vaporize toughened steel/titanium alloys (metals in general), stone, diamond and living tissue. These are the known materials. There might be more, even harder ones that gets broken down. This is a spell/attack of immense destruction. It posseses both physical and magical properties. Naturally it takes a lot of stamina and power to use so overuse is not recommended. More than 2 uses within a short amount of time may result in temporary paralysis of the caster's body due to very high energy usage.

ULTIMATE FINISHER: (No name or desc yet.) Triggered at a certain age/part in his life or when in a hopeless situation/when someone is in imminent need or danger.


Sword skills:

Lunar Slash: Bel moves his sword in a half-moon pattern, making an astral image of the moon appear above him. Then he does an downward-slashing move with the sword in the direction the enemy is, sending a half-moon shaped (vertical but spinning sideways) projection of energy that slashes the enemy 5-7 times in a circular motion. (Check some attacks in the Romancing Saga games for more accuracy about the slashes. I don't remember the name of it.) But make no mistake. The attack is physical and can do moderate to heavy damage to an enemy. It's also possible to send several of those energy projection at the enemy at once. They can lock on to an enemy but needs a second or so to do it. Using this attack when there's a moon visible on the sky, be it half-moon or full moon, cranks the power of the attack up to guaranteed heavy damage.

Rayblade: Bel charges his sword with electrical energy that makes it spark a bit and glow a little blue. Then he points it at whatever he wants to hit and shouts "Rayblade!" which unleashes the energy in the form of a round, moderately thick (size of a small table plate) electric beam that flies towards the target at incredible speed (900-1200km/h). The beam can penetrate some kinds of materials like, wood, glass and some kinds of metal. It does moderate damage but has a bonus against mechanical devices, computers and such things which it WILL short-circuit or simply fry if it hits. The electric surge will spread if it hits a computer system or some kind of network. If it hits a humanoid or another living creature, it'll electrocute them and possibly paralyze them aswell.

Grand Cross: Bel summons a clone, while holding his swordin a 90 degree angle to the right. The clone appears in a mirrorized angle from Bel but CAN move freely after that. You can distinguish the clone from the original due to the arcane runes on the robe being silvery instead of golden. The clone and Bel moves side to side towards the enemy at very high speeds but with a bit of a distance between eachother, all while seemingly disappear and re-appear to fool the enemy. When they're close enough, they really do disappear, Bel on the left of the enemy and the clone on the right. When they re-appear, Bel is up in the air grabbing his sword from the sheath, making a downward slash at the enemy. At the same time the clone comes from the right doing a wide slash to the left, creating a big, glowing cross of holy energy in unison with Bel that causes heavy damage to anything unholy, be it zombies, devils or demons. The power of Heaven also make the attack penetrate any form of shield the enemy might have up.

Flame of the Dragon King: Bel does a circular motion with the sword, starting from a 90-degree angle to the right and continuing clockwise until he comes back to that point. As he starts doing this, blue/cyan, candle-like flames appears 3, 6, 9 and 12-o-clock in the circle. When he comes back to the original position, the cyan circle begins to spin, or at least appears to do so. He grabs the sword with both hands and holds it forward in the middle of the circle. He then thrusts it forward which causes a pulse-like blast shoot forth towards the target, looking like this from a bit of distance. When it hits, it bursts causing major/very high damage to anything dragon or unholy/dark/demonic and medium/small chance of high damage to anything else. It also has a small chance to stun the target.

Biography:

Belgarion was born in the village Copley which is named after the forest it lies within. Already as a baby, the village’s wizards could feel slumbering potential in the young Bel. As he grew older (2-3 years) it happened that he accidentally used weak but non-offensive magic without noticing, such as moving objects, small flares and firework effects. This was very unusual for a boy of his age. At 5 years he began to learn weak offensive spells although they were far from lethal. However, it was hard to master them at this age. The wizards knew that he’d become very powerful as an adult but they had to limit the rate his magic powers grew until he became old enough to control them fully as they grew very rapidly. At the age of 10 Belgarion started to show interest in science and books about magic, dragons and other arcane subjects. He also grew more curious and that curiosity got him into trouble at several occasions but due to his magic he could often get out of it with none to minor injuries even though his powers were limited. This was partly due to his healing factor.

At the age of 12, the wizards of the village slowly started to increase the growth of his magic over the coming years as they now felt that he was more able to control it. He also began participating in defending the village against potential threats although under supervision. He managed quite well despite a few mistakes but that was to expect and nothing major. When he turned 15 he got a robe from the Great Wizard of the Copley village as a gift, the robe he now wears. By this time, the rate at which his magic grew was back to normal and he was allowed to practice it on his own a bit outside the village without supervision.

Over the coming years he developed his own spells and gained several that came naturally for a wizard. Sometimes the people in the village could hear loud bangs, rumblings and even feel small vibrations when he unleashed his powers. Such was his powers. He eventually became known for single-handedly slaying several dragons many years later (Elven people age much slower than humans), one of which nearly destroyed his whole home village. Dragons are very tough opponents as they usually have natural resistance against magic so naturally he was exhausted after defeating one.

More sword skills and stuff to be added over time.
--------------------------------------------------
NEW CHARACTER
---------------------

Name: Armanas Dreyar
Age: ??? (Approximately 25 human years)
Species: Half-Elven/Human
Gender: Male
Hometown: ???
Birthplace: ???
Height: 6'0"
Weight: 176 lbs (~80kg)
Job: Artificer/Tinkerer/Inventor (?)
Alignment: Chaotic Good
Hair: Short, swept back. Styled to a point toward the back.
Tattoos/Marks: None known.
Eye Color: Light green with a hint of blue.
Voice: Medium-deep.
Personality: Cynical and/or sarcastic at times but cares deeply for his friends despite coming off as a bit of a dick sometimes. Has a strong sense of justice.
Familiar: ?
Weapon proficiency: Longswords, vorpal swords, staffs, daggers, two-bladed swords, rifles aswell as a variety of technical/high-tech/magi-technological equipment.
Weapons in Possession: A mystical vorpal sword (similar to this which he carries in a sheath on his back. The blade is engraved with rune-like symbols (which also looks similar to electrical lanes on advanced microchips). Armanas can charge the sword with magical energy and unleash devastating attacks which are both physical and magical.

He also is in possession of a magi-technological staff which is capable of a number or magical feats such as acting as a torch and enabling teleportation to towns/cities/locations known by the owner. It looks strangely old and futuristic at the same time. There's a mystical blue, round/elliptical orb in the upper part of it it. This staff/rod slightly enhances his magical abilities (while in close proximity to Armanas). It can also transform into a form of arm-cannon (with one big muzzle) or gun (with a few smaller ones just above his right hand) which adapts itself to Armanas's physiology and magical wavelength while attaching itself to his arm (think Iron-Man for the transformation process). He can then fire different kinds of destructive beams/orbs/bolts by tapping into his natural source of magic but also some that are capable of restoring damage of different kinds. While in its transformed state, it loses its abilty to enhance ???'s magic and teleportation but it has capabilities its regular form do not.

Abilities:

Healing Factor: Activates when he gets hurt (think Wolverine but weaker healing factor)
Telepathy (short or long-distance)
Medium-level telekinesis. (Staff increases this a a fair bit)
Arcane senses: Enables ??? to sense when magic is being used and/or magical artifacts or ancient ones emitting some sort of energy. He can distinguish between hostile and non-hostile magic even if said magic is the same he can use himself. He's used to this ability so it's not problematic to him.

Signature Attire:

Languages (written and spoken):

Skills:
Artificing
Calligraphy
Spellcraft
Swordsmanship

Above-normal agility and dexterity giving a very fast reaction time.

Background story may or may not be related to excavation site in desert, accidentally falling 20-something feet (land on back, pass out) into some sort of hidden, unknown chamber/room where staff & sword is found, accidentally activate portal into space (?), sucked into black hole, pass out again, when awake back on ground-level with hidden room/hole in ground (unstable stone/rock damage over time) where he stepped trough nowhere to be seen.

Visit to large desert town, accidentally come across red orb (in a bar and accidentally "dropped" by unknown shadow) similar to the blue one on his staff. Royal treasure/heirloom. Accidentally encounters princess ??? on street while examining the red stone/orb in his hand, accused of being the thief who stole treasure. Red orb responds to princess for some reason. Red orb pulled towards princess's chest, Ezekiel can't let go of the orb/stone. The mystical powers of the orb/stone keeps his hand shut. The orb pulls it into princess (DD) chest.

Princess ??? blushes while looking slightly uncomfortable/annoyed: Um, you might wanna let go of the orb/stone?

Ezekiel replies with something like: Uh, yeah, I would very much liketo oblige but, you see...I can't (hilarous helpless face expression). This thing keeps my hand shut for s-(interrupted by even more annoyed/pissed princess.)

Princess ???: I'm the Princess of ??? (Ezekiel's thoughts something like: "Hoo boy. As if it couldn't get any worse."

Princess ???: Don't you dare give me that made up story crap! Just let go! It's a royal treasure!

Ezekiel: I can't, dammit! I know you think I'm lying but I really can't. I'm not the type who'd pull a stunt like that to grab a woman's chest. (At this point Ezekiel is almost as frustrated as said princess)

Princess ???: Shut. UP! (Princess attempts to bend Ezekiel's fingers from the orb/stone)

Ezekiel: Ok, now you're just being a royal pain in the...(Ezekiel realizes the orb looks similar to the one on his staff/rod)

Ezekiel: Quit doing that! I might have something that might help. If you'd just stop trying to break my fingers!

(Ezekiel grabs for something in his backpack with his other hand)

Ezekiel: That red orb/stone looks similar to something I found a while ago. Or rather, similar to PART of something I found.

(picks up rod/staff) (Princess gasps as she sees it) (Princess's thoughts: It... can't be! It couldn't be? I thought it was just a legend, a story made up by my grandfather when I was still a child. He always used to tell me that story before I was going to sleep.

(Some ominous verse about "When blue and red collides, the boundaries of time are no more")

Ezekiel & the princess notices that his grip of the red orb/stone loosens (Ezekiel pulls his hand away from the princess's bosom) and that the red orb is being pulled towards the blue one on his staff/rod with great speed.

Princess ???: Don't let them get close to eachother!

Ezekiel (who has his eyes on the orb glances at the princess and sees her shocked reaction)

Ezekiel: Huh? Why no-*kzzash!*

(a spinning time portal/vortex opens and grows in size until it's a slightly larger than Ezekiel in all directions.

Princess ???: No!

Ezekiel: Woah! What in the-! (Vortex begins to suck Ezekiel and his stuff in. Ezekiel struggles to anchor himself to the ground and walking towards the princess)

Ezekiel: What's...going...on!? I can't seem to...break free.

Princess's thoughts: (Some of my ancestors long ago...think! Think? That's it! It's a wild guess, though.)

(Portal overpowers Ezekiel and his body seems to be extended as if he was being pulled into a black hole, but extended into a spiral (due to the portal bending time/space. Before being pulled in completely, he tries to stretch his right hand towards the princess, who's being out of the portal's reach)

Ezekiel: Nooo! Make it stooo---.

Princess ???: Professor (name)!

(Ezekiel is sucked in completely and the portal closes/dissipates.)

Princess ???: He's gone.

(Ezekiel is sucked 500 years into the past of the country's history)

Optional scenario: Caught by guards, trial, life-sentence(?), put in prison. Asked by "visitor" to help out with a certain crisis regarding "queen".
---------------------------------------------

To be edited further at a later point. Sorry for the inconsistent names. It's a draft of sorts.

____________________
There is nothing that can stand against my Zankantou!

Main - Role Playing - The Cast of Characters


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