Topic: Character Descriptions

Kruger

Date: 2012-01-24 01:29 EST
This thread is for everyone who wishes to post here. Feel free to use this thread to give the physical details of your character. If you know how to put portraits in, do that too. I am still working out the details of that myself so soon to come The Blacksmith will be described in detail. This should help if you want to post something in the K.E.W.A.&L. thread.

Also to follow will be the forge itself.

D

Marissa de Vie

Date: 2012-02-06 14:53 EST
(Please view her profile on DM/RDI for an extensive description of her appearance, including weapons and skills, and the forces that she represents. Below is a condensed synopsis of her background/history.)

Faith is being sure of what we hope for and certain of what we do not see. ~~~Hebrews 11:1

There was not a time in her life when she was not aware of the invisible.

Many forms the unseen had taken, that is true, but always the invisible had been present in the life of Marissa de Vie....present and accepted by the child, later the young woman, now the adult. She never thought about why she didn't question. When something always is, it is accepted, rather than questioned; it is the norm for it to be, rather than the norm to ask why it is.

Such acceptance set the child apart. She was different, otherworldly, strange. Her parents loved her and did what they thought was proper by her, to give her a foundation for her life, one as regular, as normal as they could, but they never truly understood her. From such an early age, months before she could actually form words, her intelligence shone brightly, astounding those around her, for they knew not what to make of such a child. Most feared her, in secret, if not in the open, for these were the times of suspcions of evil caste upon those who were different, be that difference physical, mental or spiritual. Evil was not well understood nor defined, certainly no one knew how to combat it, and so anything away from the usual was deemed evil and ignored, locked away, shunned, talked against, even put to death. But her family was quite powerful in the glen, her parents having untied two rich and extensive neighboring kingdoms by their marriage (planned, yes, but the rare exception to the loveless marriage for political gain and convenience, as the King and Queen of the emerging Groveshire did truly confess and profess love for one another). Their kingdom became known for fairness and compassion as they ruled in a manner bestowing their widsom and benevolence on all serfs and vassals who toiled under their banner, so those of the royal line of Groveshire were respected and even loved for their charity to those under their protection.

Even if the youngest girl child was regarded with somewhat of an air of suspicious caution and given a wide birth by most of the adults around her, those in the villages, as well as those in the castle and on the grounds of the kingdom. Consequently, she was pushed even further into the arms of the invisible, for companionship, playmates, guidance and friendship. That, and to the care of her older brother, Kaine.

(to be continued)

Chimera

Date: 2013-05-31 19:49 EST
Karen Reilly, CEO of Reilly Industries

Karen's History:

Karen's mother died when she was very young. Her father, although a very kind and sweet man, was dealing with his own grief and was unable to bond with his daughter, who reminded him of his deceased soul mate everyday he saw her. As a result, she spent her adolescence and young adulthood in high class boarding schools and universities. Her father died before she graduated from university, but she knew her father gave her the best start in life as he could. With all of her education, she was prepared to successfully take over Reilly Industries, the company overseeing many other subsidiaries that her father willed to her on his passing.

Karen works hard to keep control of her multi-million dollar industry. She opened up Reilly Recording Incorporated in Rhydin to capitalize on the need for radio stations and recording studios needed in Rhydin. She also works off and on as a consultant for the East Rhydin Trust Company. She continues to expand her business while balancing a very active night life.

Karen's Skills:

As a proficient business woman, Karen can make money out of anything. She's a world traveler, versed in most cultures and languages. She is charismatic and diplomatic, in order to better achieve her business goals. People are more willing to work for a company that treats them like a productive member of the team, instead of another number on the payroll.

To benefit her companies, Karen learned a little bit about each division she runs. She is experienced with computers and technology. She excels in economics and investing. She is a veteran of managing and marketing her companies. She is versed in law and politics. Many people underestimate her, which is exactly how she prefers it. Above all, Karen understands that the best way to run a business is to find trustworthy people more experienced and skilled than yourself.

"The best executive is the one who has sense enough to pick good men to do what he wants done, and self-restraint enough to keep from meddling with them while they do it." - Teddy Roosevelt

Chimera

Date: 2013-05-31 19:50 EST
Chimera, masked vigilante and secret identity of Karen Reilly

Chimera's History:

Once she hit puberty, Karen realized she possessed the innate abilities of animals. She continued her educational studies, but began to perfect her physical abilities. She learned how to fight as a mere human, in the hopes of rounding out her talents. When she discovered that she could do more to help people than just blindly donate money to charity, she decided to become a vigilante, using her animalistic abilities to help fight crime.

In the darkness of the night, Karen wears a black catsuit and mask to fight against the clutches of evil as her secret alter ego, Chimera. The name was given to her by the criminals she fought who witnessed her miraculous transformations. She is proudly unknown among most of the underground crime regimes, but a few have heard enough rumors to be aware of her silent presence.

Chimera's Skills:

Focusing in years of training, Chimera is skilled in many types of hand-to-hand combat and martial arts. She can use just about any type of weapon, and can use just about anything as a weapon. She wanted to make sure that, even without her special abilities, she would have other offensive and defensive skills to fall back on.

Chimera's greatest strength is her inherent ability to shapeshift into animals. Her opportunities with this ability are limitless. She may shift small features, such as her eyes or ears in order to enhance those senses while still looking like her normal human appearance. She may also mix and match animalistic qualities. With as many opportunities she is given, she is also restrained by the natural laws of science. She can still be killed, like any animal.

"The Chimera ....a creature fearful, great, swift footed and strong..." - Hesiod, 'Theogony'

Juliet St. James

Date: 2013-06-11 03:01 EST
Juliet St. James

Juliet never knew her real parents, or even their names. The St. James name is that of her adoptive family, a wealthy old-money family who took her in because that's the sort of thing a rich couple might do to appear more compassionate. They did at least give Juliet all the resources she ever needed to explore her skills in science and technology. She finished high school at age 12. By age 18, she held doctorate degrees in robotics engineering, aeronautics , and chemical engineering. At this point she decided schools crammed too much useless stuff into their degree programs and struck out on her own. Unfortunately, at this point her adoptive parents learned just how much she had spent on wild experiments, and what those wild experiments were. They cut her off from their money, saying something about how she'd kill herself with some idiotic idea.

She didn't know how long Karen Reilly had been keeping an eye on her, but one day she found herself in her office being offered a job as a head researcher. Initially she was terrified at the idea of working with other people but it was quickly apparent (at least to everyone else) that once she got wrapped up in her work, she didn't even notice they were there. It also became apparent to the other researchers that working near her was dangerous, since she was easily startled while wrapped up in her work, as well as somewhat forgetful. Both resulted in hazardous conditions a little more often than the other researchers were comfortable with. One transfer followed another, and she soon found herself running a department of one " herself. This is when her best work began.

One day, Karen Reilly came to her lab with an unusual request. Juliet was ecstatic to be selected for the project, without giving much thought as to why Karen wanted it done. Karen continued to ask for strange items, and Juliet continued to oblige her without question. Only when Juliet was kidnapped did she see the truth. Her captors held her in hopes of receiving a large ransom from Reilly Industries. What they didn't count on was Chimera. Juliet had a few tricks of her own up her sleeves, but she was quickly outmatched. However, she lasted long enough to see Chimera in action....using the equipment Juliet had just invented. Juliet continues to design and build anything Chimera might need. She will even work in the field whenever asked, though she's certainly a nervous wreck while doing so. Chimera keeps Juliet from direct involvement as much as possible, simply because of how dangerous her work is. Chimera can rest easy knowing that Juliet will always help her no matter what she needs made, what she needs done, or however nervous it might make her.

(to read more about the story of how Juliet began working with Chimera, read An Unlikely Accomplice)

Laictus

Date: 2013-10-23 13:57 EST
Laictus "the Eclipse" ((profile is more detailed))

his body is that of a man in his early twenty's that betray the near century of life he has lived, lazy and cold he is an abrasive man that doesn't give the feeling of politeness in his speech. As a Soul-Pair being in his prescience gives those around him....a strange awareness and the danger of touching another is constantly on his mind, he Soul-Snares those he touches since he lost his original Brand. Being in his company is described by many as standing before a snarling dragon.

Everything about him points to a soldier,which is understandable as a Dragonslayer, whether you see the scar that falls from above his Dark hairline over his right eye and nose before pulling the crease of his mouth into a somewhat menacing unnatural grin. His once handsome features now mauled by scars from his trail as a traitor to the Wardens and the lashings that caught his cheeks leaving pink and gray lines across it like lines on a map.

His eyes are bi-colored, the left a light aqua blue the scarred right an unnerving fuchsia. His hair a dark oak or maple, depending on the light. Rather muscular and fit, he stands at 6' even which is tall for a Soul-Pair.

Kruger

Date: 2013-11-06 22:31 EST
Race: Equal parts: Deep Dwarf, High Elf, Tribal Human, Selkie. Racial abilities associated with each are muted by the impurity of his blood.

Deep Dwarf: The true deep dwarf can call and control earth elementals. Kruger however can neither call nor control them. He can hear them, understand their language. By association he is able to speak it, communicate with that element. This communication reveals to him the history of the element he is working. Holding a sword, it will tell him all of its past starting with the formation of the planet. Earth sees by events, or vibrations. The greater that vibration the stronger the memory. (an earthquake thousands of miles away is barely felt, a landslide close by will be felt stronger. Smelting would be traumatic and be like pain to the metal.) This is important n his work because he can tell the metal what he needs it to be, what he wants it to look like and any designs he would put into it.

High Elf: Pure high elves have an affinity for the air elements. It is innate within them, Kruger however is afforded none of the power. Like the earth he is able to hear this element, speak with it in its own language. The all enveloping nature of this element allows him to see, to know when metal has heated enough, when fires can go hotter and how to make it so. This is why he is able to do some things that others would require a blast furnace.

Tribal Human: Celtic by nature, and where he gets some of the Gaelic expressions he uses. They have an affinity for fire, fire is life and can be death. They have used it to remain free from their enemies for so long that they have become able to summon fire elementals. Kruger has not the full mastery of this. He is able to encourage the fires to rise or fall, mostly because he has that ability to speak with the flames. They torment him often though, tease him for his failings. He has come to his own understanding about the flames though. He knows that the ultimate desire of the flames is to burn until there is nothing left to burn. He uses that need to trick the flames into aiding his heating of the metals he works. Combining this with the air is extremely powerful.

Selkie: Water elves, they have innate abilities to stay in the water, use the elements as they choose. Kruger's Dwarven ancestry has muted his racial ability, he can swim well but could never live among the waves. The voice of the water is something he knows though, powerful and serine. Within the forge his brine bath reacts as he needs it to. His speaking to it aids the water which would normally be confused by the plunging of hot metal into it.

Inside the forge:

Within his forges he is the master. The entire place has acted as an extension of his thoughts and body. This comes from his absolute mastery over this environment. It has taken decades for him to find the formulae that he uses to make Great Weapons. At 35 he has been working in the forge for most of his life. Apprenticeship started at 7 giving him nearly three decades of experience. (There is no ranking above master in his craft, no Archsmith to achieve. It has never been about titles and always been about the work. A wizard with the same experience would be immensely powerful.)

To make the great weapons:

There are seven elements which go into crafting empowered weapons. Four of these are innate racial abilities that are joined in equal parts within Kruger.

Air and fire, Water and Earth, they sit at the compass points of his circle. These physical elements are necessary for any crafting, but the great weapons require more. (ooc note: This process has taken me a long time to come up with. Making each element make sense was nearly as difficult as assigning them places.)

Spirit: The formation of the circle, calling to the fae brings spirit into the process, his anvil sits at the center of his circle, as much an altar as any solo practitioners. Like them it is the individual entities he is seeking that determine what comes to "bless" his work. There is a problem though as he needs them to be physically present, and they are often trapped behind the quantum barrier between physical and metaphysical.

Time: Time flows, it is perceived differently, his affinity with the elements themselves allows precision that might be achievable by machine run by computers.

Energy: Kinetic in nature, the hammer will release the energies that make quantum tunneling possible. All the elements must be in perfect alignment though, or what is created could stray from intention. The tunneling may result in absorption or even reflection.

Songs: How does he keep them all in balance" The song he sings, seven elements, seven notes. Each element a different note in the song. Each weapon requires a different song, slower tempo, different starting and finishing places"harder or softer drum beats'shorter or longer notes. Without the song, there is only random success. With the song he is able to do things that would amaze the most powerful mage.

Outside the forge:

Outside the forge his innates are severely muted. He needs that place to focus those abilities to their fullest potential. He would never turn those things on another, despite how much they might deserve it. He is strictly a fighter outside who happens to carry a pair of holy weapons. Yes he created them his self.

Purgatory: A pair of light warhammers created by Kruger. Heaven: Formed from a single piece of metal, its haft features carved angels ascending upwards toward the head of the hammer. The head is an arch angel in flight holding aloft its sword, a hardened point designed to punch through armor. Its wings flowing back form the wedged shape meant to tear open joints in the plates of armor. The weapon is enhanced and more effective against creatures of dark alignments.

Hell: Also formed from a single piece of metal, Hell's haft is shaped like a forearm. Along that forearm crawl imps and demons, struggling to get to the head. The head itself is a clawed fist wrapped around a broken femur. The broken end hardened to punch through armor. The unbroken knuckle on the blunted end designed to snap bones and dent helmets to make them unusable. The weapon is enhanced and most effective against creatures of light alignments.

Appearance:

His stature is affected by the shortened nature of his dwarven heritage. He tops the scale at 5"6" but that human strength manages to fill out his frame. He weighs in at 210 pounds, heavy through the shoulders arms and chest due to his work in the forge. His dark hair is kept at finger length in an effort to stay cooler within the forge.

Amber eyes peer at you from his face, the left eye rests over an old brand. The wolf holding the all-seeing-eye in its mouth was placed there by his master, Grimm. It was meant to go on his chest over his heart but when Kruger refused it, Grimm burned it into his ten year old face. Whip scars line his back, Kruger never seemed to know when to hold his tongue.

Often seen wearing his leather smith apron, and sooty as though just taking a break from the forge. Will often be seen carrying weapons that have been ordered by clients.