Alexander

Manifestation

Rogues' Den

The Beast

The Legend

The Vault


PERSONAL INFORMATION

Full Name: Alexander Lashune
Title: Journeyman Architect
Aliases: Reseph
Occupation: Martial Arts Master
Marital Status: Married, Ex 1, Ex 2
Familial Relations: Jake, Melody Stars
Children: Isis
Alignment: Chaotic Good
Patron Deity: Lady of Mists



ASSOCIATES

Companions: Iraclia, Meridian North
Pets/Familiar: Nergal
Steed: None
Allies:
Deceased Allies: None
Students: Alaria, Nyomi, Rose, Zeleste
Enemies: Solitia
Guilds/Affiliations: None



APPEARANCE

Race: Half-Elf
Gender: Male
Height: 5'10
Weight: 160lb
Age: 26
Hair: Snow White
Eyes: Dull Gray
Tattoos/Scars:

Black Star:

Due to his deep bond with his own Will power, there is a scar upon the left side of his face. It first emerged when he finally successfully bonded his Will with his whole body, potentially the result of an error in infusing his face with his Will. Now whenever he uses his Will power more than just a little bit it becomes black and eventually bleeds. When not overly taxing his Will it remains dormant, like a faded outline that is barely able to be seen.

Description:

It's impossible to determine his appearance by what sort of clothing he chooses to wear. Rarely does he rely upon regular clothing, instead he prefers to have his Will molded into clothing for his body. It is due to this that he is able to change his attire to fit the situation as required.

His body is a very slim one, having worked over the years to mold his frame into that of a light but powerful fighter. His white hair is usually cut to a shorter length though there have bee times when he's let it grow out to shoulder length, usually he ties t back into a ponytail to keep it out of the way in such occasions. His body is devoid of scars and other marks, having smooth and perfect skin. However there is a singular scar upon his face, a result of his excessive use of his Will. As he uses it more and more, it becomes highly visible to the extent that it actually bleeds. Though this is not normal blood for it is his Will oozing out of the mark. For more about the mark see above for Black Star.



OTHER INFORMATION

Class: Architect

Personality: Withdrawn, Contemplative

Likes/Dislikes: Changing

Strengths/Weaknesses: Unknown

Miscellaneous Notes: None



STATS

Mind: 20 Untrained
Body: 5 Unarmed/8 Armed
Magic: 20 Untrained
Will: 8 Master



LOCATION

Realm: Auvrynon
Area: Amberleaf Weald
Home: Rogues Den Cabin
Base of Operations:





MAGIC & INNATE ABILITIES

Schools: Manifestation

Special Spells:
Will is essentially what causes all things to move and act as they are designed to. From the smallest rock to the greatest of giants and beyond, all things have a Will, a motivation. Manifestation is the art of molding that very Will into forms that might make it useful to the Architect. In doing so one gains a power that is limited only by the imagination, and one's own personal strength matched against that of the world.

Asphodel Meadows:

Black Dragon: The Will is shaped within the body in such a way as to be expelled as a large black cloud. The cloud itself serves two functions, the first is that upon making contact with it's target it adapts itself to the target acting as a nerve agent that works upon the nervous system in an attempt to render the target unable to move. The second part is far more simple a task than the first. The moment the cloud finishes being expelled from the body, it changes once more into a powerful explosive, turning the whole area of the cloud into a hellstorm of unnatural fire in the blink of an eye. The two parts of the attack are seperate, and function on two seperate rolls.

Black Forrest: Will seeps into the very ground itself and takes root. Spreading across a set area of land it eventually sprouts forth, in the formation of large sharp spikes that extend high into the sky. The pattern of the spikes are such that they form a protective shield of spikes that prevents free movement and attacks with spikes. Often times people are separated, injured or even trapped within the various spear like spikes.

Carnival: Taking total concentration, one channels the bulk of their Will into the ground, creating a blueprint within their mind of an elaborate maze. Then the target or targets are trapped within the maze which is created from the ground up. Whatever sort of death traps the Architect can think of may exist within the created space, however the Architect cannot do anything other than manipulate the construct itself. Thus if moved in some way such a massive construct would collapse.

Creation: Through the power of Will alone, manages to create animated constructs as tall as a house and as fierce as his imagination can think of. Special properties depend upon the intended purpose of each construct.

  • Realization: This is a secondary ability underneath the ability of Creation. While Creations are never rolled for unless an action against another player without their consent, Realization is. The reason for this is that it can be considered in a sense, an action against future players. When using Realization one forces a construct of Creation to become more solid, more sturdy. In essence, it becomes a true object independent of the user's Will. Thus the object will gain a stat higher when in use rather than simply using the typical level of the Will Stat.


Dark Intent: Opening himself up to Will completely one enters a sort of meditation for battle. Able to sense hostile designs aimed at the wielder of this powerful technique all attacks aimed at the wielder are decreased in efficiency. An example is that if someone has an 8 for attack, the attack would actually become 11 whenever aimed at him. Attacks aimed at others are not subject tot his defense.

Deluge:

Dissolve: The Will works to dissolve whatever it comes in contact with. Often times used as a great flood of raw power and energy though such an attack can be incorporated into whatever form can be thought of.

Final Night: The technique is seperated into two parts though both parts act independantly of each other. The technique goes as follows:
  • Wither: Everything in existence has it's own Will power, something that makes it exactly what it is. From the grass to the trees, from the animals to the most powerful of humans and demons. Even magic and psionic things have Will, that little spark that gets a spell moving to begin with and keeps it going. It is this spark that is ripped away from the very surrounding area to power the second part of the technique. Under the right circumstances, the force with which the Will is ripped from the land can be so strong that it will cause things to literally whither up and die. When magical enchantments are in place to defend against this those enchantments instead take the brunt of the drain, withering into nothing in place of the people who are immediately around the user of this technique.

  • Cytokin Storm: The second part of the technique is perhaps one of the most devastating weapons within the art of controlling Will. The Will that has been collected from the surrounding area is changed, shaped and molded into a large ball. This ball then causes whatever it comes into contact with to turn against itself. The very makeup of whatever is hit be it an inanimate object, a physical person or a noncoporeal entity, destroys itself on the tiniest of levels up to the largest of levels. This destruction takes place all over whatever object was hit.


Graviton: Focusing all of one's Will onto a singular point causes a very dense mass to appear. The mass soon begins to approach an infinite size that is sustainable for a short period of time before it breaks down into nothing. During this time it fires out at an incredible rate and causes the area around it to become warped spatially as well as in terms of time. The end result is a very destructive implosive like attack that consumes everything within the nearby area.

Hidden Intent: The Will is so suppressed that physical, mental and magical senses are unable to detect the individual. The reason for this is because there is nothing to pick up on anymore, as the spark that causes things to register on normal and special senses is to small to notice anymore. The person is only invisible so long as he doesn't actively try to interact with others and thus build intent and Will. Attempting to attack will automatically reveal the individual using this technique.

Indra: The Will is formed into an electric current like from a bolt of lightning. Black lightning extends from the body in any and all directions desired causing electrical damage that might linger for more turns even after being hit. For instance, once hit by the attack, because it is Will, it might choose to shock the opponent again even if the attacker is unconscious or dead. Once shocked, the nervous system is typically affected, disrupting mental functions to the point where controlled action becomes incapable for two turns.

Lash: Will is molded into a curved blade with the edge extremely thin. It is then shot forth at the opponent at rapid speeds, with the edge of Will vibrating at high speeds so that it can cut through thick or hardened objects. Purge: Channeling one's own Will through their body and into the target at close range can allow for a full flush of the target's Will. This is akin to pushing the force that makes people take action from their body, usually effectively knocking an opponent out for a short period of time until their Will recovers from the forceful removal by such a strong surge of Will.

Sealed Fate:
  • A technique with three parts to it, the first is Entrapment. Surrounding the enemy within a bubble of Will power, the Will itself takes on a special property. The inside becomes a lined with a sort of gateway system that takes attacks from the inside and redirects them back at the opponent. Redirected attacks are rolled with the user's Will stat back at the individual. Entrapment lasts for a total of three turns at which point one must either roll to continue it or it will release the individual.

  • This brings us to the second part of the technique, Submergence. Underneath the ball, a puddle of Will spreads out along the ground. What happens next is that the ball sinks into the puddle submerging the ball of Will and whatever was inside into the puddle of Will. This transports the contents into the realm of Will known as Action, where they are trapped. This portion of the technique is best used for trapping an individual until a time of release or for transporting an individual to another location.

  • The third and final aspect of the technique is to simply release an individual within the realm of Action. While the first two parts are the only ones typically used, what is essentially a technique devoted to trapping individuals and transporting them can take a lethal turn. By simply releasing the barrier of Will, the contents are exposed to the very spark for things to take action. Unfortunately, pure action is more than anything can handle and leads to the breakdown as well as breakup of whatever was inside as everything splits to do different actions. This Realm is not one that can be accessed by conventional means but rather only through the power of a developed Will. While it is not the source of Will, it is made up purely of it.

Shear: A derivative of the Graviton attack, it spreads out the very same effect that Graviton produces over a greater area. Rather than one massive singularity, it uses tiny ones spread through a black cloud of Will to literally rip the surface off of objects. In doing so things like flesh, armor, or even hardened protections of an abnormal sort can be forcefully ripped by the suction within the black cloud. Doing as the name suggests, it shears the very protections people have away from them.

Stitches: One of the more deceitful attacks created for this Art form. A sizable force o Will remains just behind the surface of the palms, fists, elbows, knees, feet, and whatever other striking surfaces of the body that might be used to cause harm to an individual through hand to hand combat. The energy itself doesn't do anything at all during these strikes, nothing more than allowing the Architect to form connections with the Will of the opponent at various locations that are successfully hit. It is here that the true application o Will comes into play. Through concentration, tiny threads are formed that connect the body parts that have been hit and thus mapped out to other surfaces. Binding the body parts to those surfaces.

Upheaval: By channeling Indra through rather than over the ground itself, it is possible to cause the ground to rupture at a specific point of the attacker's choosing. The result is that heavy stones rise up from the ground in an attempt to pummel the enemy from below. (First Roll) Indra then travels up along the path of the rocks, seeking to leap toward the nearest target in the process so that the nervous system might receive a rather nasty shock to disable the ability to control the body. (Second Roll) Finally the rocks that were launched into the air must fall down, and the left over shock of Indra typically sends the rocks downward upon the enemy in an attempt to crush them underneath their weight. (Final Roll) (All Rolls are independent of one another.)




Rogue's Den

Upper Levels:

Pending...
Ground Floor:

Pending...
Cellar:

Pending...
Dungeon:

Pending...




PERSONAL INFORMATION

Full Name: Unknown
Title: Foul Wind
Aliases: Reseph
Occupation: Mercenary Captain
Marital Status: Unknown
Familial Relations: Unknown
Alignment: Chaotic Good
Patron Deity: Unknown



ASSOCIATES

Companions: Unknown
Pets/Familiar: Unknown
Steed: Unknown
Allies: Unknown
Deceased Allies: Unknown
Students: Unknown
Enemies: Unknown
Guilds/Affiliations: War Crimes



APPEARANCE

Race: Unknown Humanoid
Gender: Unknown Humanoid
Height: 5'10
Weight: 160lb
Age: Unknown
Hair: Presumed Black
Eyes: Golden/Black
Tattoos/Scars: Unknown
Description:

A smooth, white mask shrouds his face in obscurity. There is dark,black hair that is on the top of his head though this might not be wholly natural. A long, black coat helps to hide the remainder of his form, with his movements so swift that sometimes he seems like a blur in the corners of his enemies eyes.



OTHER INFORMATION

Class: Assassin
Personality: Focused
Likes/Dislikes: Unknown
Strengths/Weaknesses: Unknown
Miscellaneous Notes: Unknown



STATS

Mind: 20 Untrained
Body: 5 Unarmed/8 Armed
Magic: 20 Untrained
Will: 8 Master



LOCATION

Realm: Auvrynon
Area: Amberleaf Weald
Home: Rogues Den Cabin
Base of Operations:




History Part I


The following is taken from the fist stage of his renewal:



    He could remember growing up at an orphanage that was little more than an excuse to make children steal on the streets of the City of Gates. The caretakers at the orphanage would beat whoever didn't pull in a set quota of stolen purses, not money but actual number of purses. Then when he'd finally had enough and tried to call upon the help of guardsman he had discovered that they were in on the racket, as punishment he had been sold to a traveling gladiatorial group. How old was he, six? No maybe more like eight years old. In any event he'd spent so many years of his life leading up to the age of thirteen being forced to learn the art of combat, to kill other children sometimes smaller and younger than himself so that the games would kick off with a spectacular start before the older gladiators fought for their lives. Numerous escape attempts later and finally they'd locked him away scarcely feeding the half elf, forcing him to feed upon those he defeated within the ring so that the audience could have even more extravagance for their viewing pleasure.

    One day they'd made the mistake of locking him in a room when they stayed at a tavern and had no where else to keep the combatants. He'd freed his hands and willingly burnt down the whole tavern with himself with them, killing the combatants, the slavers and he thought himself. He'd been willing to die that day. Yet he had survived. Who saved his life and cast the spell that had dominated his life upon him he did not know but he had survived....

Since then Lashune traveled across the various realms, working sometimes as a thief and others as a storyteller. Above all else though he considered himself an adventurer who valued freedom above all other things. His life was worthless in his eyes except to experience as much as he could before death. Over time he encountered various individuals from Devyn Sheiro to the naga Shula. However, it was the spirit Iraclia that became his very first friend.

At some point he stumbled across a fight between the Lady Sheiro, the assassin Decimus and another. Though he was neutral in the conflict that raged in Coldera, he couldn't sit back and watch Decimus' attempts to destroy the very core of Devyn's warrior spirit. Having faced her in combat once before, the idea of her becoming marred by the experienced moved him to valiantly sacrifice his life for what he'd come to think of as a friend. Aiding in her escape, he was felled by the warriors and yet another who arrived later. As he lay at the mercy of his enemies he was surprisingly granted a stay of execution by the assassin.

Despite this mercy that was bestowed upon him, his very mystical and mental health was ruined. The spell that had saved his life all those years ago had been bounded to his flesh with the sole intent of keeping him alive rather than healing him. Coming so close to death again reactivated the partially dormant spell, sending his fractured mind into an even more shattered state. Though his flesh was always charred, it had begun to rot as well, which would have been a death sentence to him. Though he sought out the aid of the Lady Sheiro, he could not find her within the Dark Kingdom of Renescullia, he could not find her.

Finally he had ventured to the wastelands of the Ruined Continent, not by some clear logical choice but by pure instinct. Like a wounded animal, he sought out a place for him to die. Death came to him on the back of a winged dragon in the form of Dragonrider Krias. Ruined as he was, he was moving purely on instinct and when stopped by the Dragonrider he lashed out at her with raw brute force guided by muscle memory alone. Though the battle lasted long, in this state he was no match for the fierce woman. Lungs, heart and chest were opened to the world by the warriors fierce blows, ending the combat and allowing for Krias to take his precious Fangs. Weapons that he had created himself through hard labor and metal working.

Caught between life and death, his desire to see what little loved ones once more turned out to be his greatest strength. The mystic forces chained to his flesh reactivated fully as his desire for life awakened, merging the power with his very Will. The life threatening aspects of his wounds slowly repaired themselves but were aided greatly by a kind elven woman who passed by the scene of his demise. She called him back from the edge of death and when he awoke next it was in a tavern. It was as if he were born again, his outlook changed, his mind still deranged but restored to some form of order. He set out to create new and better Fangs and to venture forth on the road of life once more.






Armory

Weapons & Armor:

Weapons:

Fangs of Despair: Twin gauntlets that are worn on each hand. The black metallic objects are the same shade that Will usually takes. The fingernails are sharp as can be and are often times laced with he same oil as the Salamander Needles to achieve a spark effect if struck just right. The underside of the gauntlets are open so that one can avoid cutting things when touching objects if they so desire. Beyond this, the claws have no special effects.

On the underside of the gauntlets can be found an interesting contraption. The left side is contains a small hook, while the right has a small loop. When the loop is used to draw the hook away, a thin wire is pulled forth that is as strong as steel. As one can imagine, this wire may be used to silently kill someone by choking and even cutting into someone's neck. Of course one could also use it to hang from something or other.


Nothung: The sword's immense power stems from it's deep connection to the place of it's birth, namely the realm of pure Will. It s because of this that the sword has several special properties that make it useful to anyone who has awakened to the power of Will. Though it's more powerful attributes take practice and refined skill to be fully utilized. Engraved upon the base of the blade is the name of whoever currently wealds the sword. However, the name is written in an ancient language, not spoken for the past few hundred years and is thus a dead language. The abilities of ths sword are as follows:

  • The sword may only be touched when in the hand's of someone who has awakened to the power of Will. If someone is without a Will Stat (be it however it is used either for actual active use or some form of other use.) then they are unable to grasp it unless it is being wielded by someone with the power of Will.

  • If someone has trained and developed the power of Will then they may summon the sword wherever they are in order to use it in combat.

  • Due to it's nature, the fully matured weapon may be returned to it's proper state if it is broken, shattered or otherwise destroyed. Doing so requires a full post due to being considered a healing turn.

  • Finally the sword also act's to sever the bonds that holds things together. It literally cuts the Will associated with things, cutting off the actions that cause something to be whatever it is.

Of course it also acts as a proper sword. The edge is always quite sharp and it's use in this area relies entirely upon the skill of the warrior rather than upon the use of Will.


Salamander Needles: Thin needles made out of mythril and sharpened to a fine point. They are laced with oil derived from a special type of salamander that adds a special property to them. If struck in just the right way, then the needles will catch on fire and cause the metallic needles to explode. One roll is made for hitting a target with the needles and another is made for blowing up. Usually there are around 50 of these kept within the metal hip guard.

Silver Knives: Scattered about his person are six knives, each pair distinct from the other sets. From top to bottom, there are the two knives hidden within his sleeves. These two knives are flicked open and have strings that connect them to the wrists. The next two are the largest pair. Strapped tot he small of his back, they have curved, serrated blades that can do more damage coming out than they do going in if handled correctly. Finally, within the front of his boots are two more knives. These are connected to switches within the boots that snap the blades out when the correct pressure is applied in the correct spots. This can be a pretty lethal surprise to anyone who is foolish enough to think a fight is over when it's really just getting started.

Armor:

Guillotine: An armor that consists of a bevor that protects the neck and the back of the neck, shoulder guards that are connected directly to the bevor and a chest plate that hangs from between the shoulder guards by golden cord of some sort. Hanging down from the sides of the shoulder guards are four bladed objects, two to a side. The four blades are in the style of curved half moons that are curved so that the ends point upwards and hang from golden tassels. A fifth blade hangs down from the center, connected tot he cords that keep the chest plate in place. Different from the other four, this blade is in the shape of a spear that is more ceremonial than anything else, though it can be used in combat like the others if need be. There is enough cord fed through the system that with precise movements the tassels can gain enough slack to stretch out far and wide. Upon the hip is a metallic plate that guards the right hip. Underneath it is a pouch full of provisions and other such useful items.
Miscellaneous Magical Items:

Blood Stone: Worn as an earing upon his left ear, it was given to him by his younger sister Melody. While he isn't sure what sort of properties and powers it has he has noted that it glows brighter when he is near Melody. Thus it can be thought of as a sort of location device as well as a communication device of sorts between himself and his younger sister.