Post by toreh on Oct 24, 2010 20:41:25 GMT -6
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[/color][/font] toreh zhark[/font] }[/color][/font][/center]It's your life, whatcha gonna do?
The world is watching you.
Every day, the choices you make,
Say what you are and who.
Your heart beats for,
It's an open door,
It's your life.
NICKNAMES . Seraph, (anything that comes up, be creative)
AGE . 26
BIRTHDAY . July 18th
SPECIES . Sorcerer
OCCUPATION . Wanderer, self-professed seraph
CANON OR ORIGINAL . Original
FACE CLAIM . N/A
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[x] Nature. Although born a humanesce sorcerer, he is often told he should be a nymph - he shows a great dedication to the world around him. Just standing in a rainstorm or on a beautiful cliff at the sunset will often put him in awe.
[x] Hond. Toreh fights for good, and he venerates his Lord Hond. The warm it brings, the protection it bestows, the all-encompassing shine it casts. It bestows strength and wisdom upon those of good intentions, and he is thankful for it.
[x] An honest fight. He loves to battle - not so much victory/defeat, but the whole throe of it all; two people locked in combat, a contest against the other, displaying talents while countering the other.
[x] Helping those in need. Toreh is a self-professed guardian of sorts; a seraph, he calls himself. He has a deep desire to help those in need, no matter how big or small their tasks. When he makes others content, he too is joyous - and his hopes rise of spreading the word to others to spread happiness along
[x] People. Toreh enjoys meeting new people - hearing their stories, sharing their hopes and dreams, victories and challenges. the world is full of rich, complex cultures and ways of life, and he likes to see all parts of people, to collect bits or the diverse and miraculous world
[x] Food. Toreh loves to eat. He has been blessed that over-indulgence does not lay his body to ruin - he has a high metabolism and an active lifestyle. He cooks well enough in his travels, but Lord Hond will provide nonetheless. This does not deter him from creating foods and recipes to please his comrades and guests, and he enjoys every second of his tasks.
[x] Music. Toreh loves music. He is blessed with a decent voice, able to carry tunes of the second tenor. He has the aptitude to pick up instruments and read music, but he prefers to sing - not only is he better, but he can carry his tunes while he works and travels.
[x] Language. Toreh loves dialects and different languages, both writing and speaking, though the latter is easier and more important to him. Although he is blessed with cognition on many different speeches, this does not allow him to reply, and he enjoys learning new words and phrases, blending in with those around him.
[x] Sailing. A talent of his, picked up on the river of Isa's Falls. He prefers small craft, feeling the flow of water beneath the hull as he pulls taut the sails, hiking out over the blue river. Sailing is one of the fasts methods of transportation that require no effort, physically or manually, of any being - and Toreh appreciates this symbiosis of man and nature.
DISLIKES . [x] Evil. Toreh cannot stand those who wish harm upon others, or take advantage of the weak. Equality and happiness is paramount in his eyes, and Toreh cannot see why people wouldn't wish harm unto others. He will stand against it as much as he can, and fight those who wish to wrong others.
[x] Control. Toreh is very independent, and while he can follow orders and heeds others kindly, he hates it when people take control, exhorting control over every bit of every thing of his life. Choice is valuable to him, and when someone takes that away, there is nothing to live for - choice makes life fresh.
[x] Vampires. Evil in his eyes, and susceptible to light magic, they are Toreh's most prominent weakness; unsuspecting, they can rend him weak and feeble. Although Toreh does respect all races, including the vampiric, he will constantly feel uneasy around them.
[x] Arrogance. Toreh strives to work with people and help them, but if they see themselves above Toreh, he will push to bring them "down" to his level. He sees arrogance as stupidity and a lack of foresight; all are equal in the eyes of the Gods.
[x] The military. Toreh respects those in the military, be they lowly soldiers, or great generals, but he hates the hierarchy of it all - the subservience and orders that are to be followed word-for-word. Rather, he would like to make it up as he goes along, and improvise on the way. And in the hierarchy, power can be abused, and those without cannot speak up.
[x] Self-ruin. This may seem arbitrary, but Toreh has seen cases of those who throw their lives away in alcohol, or take their own lives for naught. Humans can be really dumb sometimes, and when they hurt themselves in their ignorance, Toreh can only grimace, and try to help.
[x] The overly-rich. Having wealth is a huge blessing upon the noble, and Toreh has dabbled with the wealthy. However, funds and actions should be put towards improving the lives of those that do not have much money. And those who indulgence for too much should be curbed of their own wealth. Toreh would rather he himself not eat than see a homeless child run hungry.
[x] Demeaning others. Toreh cannot see why a man would take control over a woman. Is not equality paramount? For when two are truly equals, they truly love each other. Hatred and hate crimes are a needless waste. In putting others down, you are putting yourself down, and the other will always have something over you. Bullies are cowards, and a coward does not deserve respect, in Toreh's eyes.
[x] Deja vu. Toreh has had experience in theft and robbery. He has seen illusionists and thieves take from the weak, or more heartily, take from the rich and give to the poor. Deja vu can be a sign of a conjuror, and Toreh is keep to be on the lookout for those who wish harm, or covet his things.
[x] Lying. everyone lies; it is human to bear false witness. Toreh especially hates this, as he has had to lie to his family, and hated doing so. He holds great value in honesty and the truth, and defines many by this character. It is more honorable to tell the truth and do nothing then lie and fix it, he thinks.
STRENGTHS . [x] Faith. Toreh is grounded in his faith - it is his sword and his shield, his guiding light and the deep fog that surrounds him. He finds solace and strength in his faith, and it is his faith that allows him to use magic. Toreh's innate skills as a sorceror are intertwined with his beliefs and faith - the two work together to make his whole.
[x] Toreh is proficient in weaponry as well as his magic. He can wield both quite well, damaging those near and far. Particularly vulnerable are those who dote in dark magic or the unholy - they will feel the wrath of Lord Hond more than normal. His skills with the ball and chain are equally as good; stronger than a sword, he can crush through shields and armor with ease, and as it is blessed, he can swing it easily and with some speed.
[x] Toreh's most prominent strength is his affinity with Lord Hond. He will often tell others, "The Guardian Lord will provide," and with his skills, it tends to do so. Toreh has both the resourcefulness and the faith to persevere, and if he cannot, Hond will prevail. One way or another, he will get the job done.
WEAKNESSES . [x] Toreh's great faith is also his greatest weakness. Unlike conventional sorcerers, he must work with Lord Hond to end injustice. He cannot flaunt his strength or skills - in times of need, they will spring forth. Sometimes, the situation may not be dire enough for Toreh to be able to use his magic, and it will lay dormant. If he lacks faith, or loses hope, his skills will weaken or not show themselves at all. Conversely, Toreh is weak to the dark arts; as he will do more damage to a necromancer and the like, they will cause him more pain then normal.
[x] Toreh is especially weak to vampires. Although considered unholy, and therefore is weak to his magic of light, their bite is most dangerous for him. Not only will it weaken him, but he will slowly weaken, both physically and spiritually. His skills will be dramatically weakened, and he will slowly become unable to fight. For his strength to return, he must undergo a period of isolated purification, which lasts three days. Once the ritual is complete, the wound will cure, and he will return to normal.
[x] Empathy. Toreh feels the great need to help others, and he will pursue this at all costs. If he must fight a horde on his own to save a village, or sacrifice himself to help another, he will do so without as much as a second thought. Needless to say, this will lead him to brash decisions and difficult situations, but he will try regardlessly.
QUIRKS . [x] Toreh is an outgoing, happy-go-lucky man, who tries to bring people to him, and share his cause. Whether people will follow him is up to them, and his goal for peace may bring trouble, but he does not wish it.
TALENTS . [x] Toreh has learned to sail, upon the river of Isa's Falls. He prefers small craft, but can pilot larger boats if the need arises.
[x] Toreh also is capable of singing, which helps pass the time and is also linked into his skills.
DEITY . Lord Hond, the Protector
ITEMS . In battle, Toreh wields a ball and chain and a shield in his left hand. His ball and chain, which he also (incorrectly) refers to as his flail or mace, is a little more than four and a half feet long - with the handle at his hip, it trails a little behind him. Wrought of steel and silver, it is blessed, given unto him by Hond. It can be "stored," as he must pray to the Hond to summon and relinquish it and his shield. The shield itself is almost the same size, protecting up to the base of his neck down to his thighs. A cross between an conventional kite shield, and tower shield, it has leather straps which anchor is onto his arm and gauntlet. This leaves his hand free for casting.
More importantly, Toreh may also pray for divine armor. It consists of a suit of armor, half plated, half chainmail. The biggest pieces include his breastplate, backplate, shoulderplates, bracers, greaves, gauntlets and a helm. It fits over his clothing, with his feet protected by durable leather, steel-riveted boots. The spaces and joins are fitted with chainmail, for flexibility and less weight. Although he cannot run a marathon in it, the armor is lighter than conventionally wrought, because of its divine nature, and will allow Toreh more freedom.
CAN BE SPOTTED DOING . Helping others. Toreh likes to be with people, and alleviate their woes.
ABILITIES . See below (it's quite long, and specific)
THEME SONG . It's Your Life by Francesca Battistelli
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MOTHER . Ellie [resident healer]
SIBLINGS . Kyre [soldier in the capital], Aelie [student in the capital], Taeryn [youngest brother, died young from fever]
OTHER . Pet sheepdog, Caides, who passed in his late teens.
HOMETOWN . Tasegara
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AGE . 15
CONTACTS . PM me please, ask for my email if absolutely necessary
OTHER CHARACTERS . None so far
ANYTHING ELSE .
SKILLS
Format -
Subset
Name - Rough amount of energy required (and other conditions)
Descriptiony description.
"The Lord Guardian Will Provide"
Divine Armor - Medium (if now), High (if later)
Toreh may call upon Lord Hond to bestow him his flail and blessed armor, unless he is currently wielding both. This is best used before a fight, as if Toreh requires these urgently, he may summon them for no cost now - but the penalty will be higher later.
Sustenence - Low/Medium
Toreh may pray for sustenance, in the form of someone displaying their hospitality to raining mana from the sky. The effects determine the cost to his endurance, and the amount and vitality of the food. It will cost less for a meager meal then one to abolish near-starvation.
Pilgrimage - Medium (spot), Low (to travel, but medium duration)
Will this skill, Toreh may mark a spot - both physically and in his memory. If he must ever return to the spot, he need only pray for deliverance, and a door will etch itself out of nothingness, taking him back. It is harder to bring others, or retrieve them, which Toreh is yet unable to do. This also requires a "mark," something Toreh has added or changed in the physical world that will help him return. It can usually be removed.
Rite of Truth - Large (short duration)
Will a large cost to his energy, and lasting only a short time, Toreh can call upon his Lord to tear away the fabric of illusion. He will be able to understand any language, see through any trickery, and see any lie. However, this is a very strong spell, and will take a long time to cast, and a short duration of its true-seeking quality.
"Almighty Light, Be Guided By My Will!"
Wrack - Small
Toreh may quickly call upon the Light to torture his oppenent, if but for a second. This is designed to throw his opponent off balance; if they are upon a horse, they may fall off (depending on their experience). Or if they are swinging a broadsword through the air, they may trip, sprawling onto the ground.
Heresy - Medium (depending on the opposing ritual)
One of Toreh's strongest powers, the accusation of Heresy allows him to directly combat enemy sorcerers and magicians. He can disrupt a spell cast, or in more useful cases, render a ritual ineffective. The amount of time and energy is based on the ritual or spell in question. Toreh will usually take more energy and time to destroy his target, and will be vulnerable for a moment before severing the spell and connection.
Thani - Medium/Large
A large area of effect spell, Toreh may shine Light upon his foes. Casting up a large orb of pure Light, which explodes in a fierce radiance, Thani will cover a small or large area, with different amounts of damage depending on the energy spent, and the nature of the enemies.
Rigteous Lance - Small
Toreh may summon a holy pike to smite his enemies from afar. Not extremely accurate or fast, it is best used on enemies out of arm's reach, and takes a moment to cast, as the spear wreathes itself out of air.
Purity - Medium/Large
Another of Toreh's more powerful spells, the act of Purity will cause a blinding beam of Light to burst from his fingertips. the diameter and length of the radiant beam differs, but at maximum strength, it can rend undead flesh from bone, and obliterate armies. This, however, would kill Toreh in the process.
"I am His Seraph, and I will protect you."
Sanctity - Low (alone), Medium (plus one or two others)
The Rite of Sanctity allows Toreh to fortify his shield and defenses. He will be mostly protected from one attack, or several less powerful ones. This will allow him to heal himself, or take stock of the situation. He can pull the aura to surround another or two, but his energy expense will go up. Whilst protected, he and his companions cannot attack, or the divine protection will fade.
Glorious Word - Low (short casting duration, long duration)
As Toreh proclaims the Glorious Word, he can bless his allies with increased strength and stamina, allowing them to fight harder and longer. Impossible to cast during battle, it may be used on allies or himself in times of peace, but only once, until it fades.
Hallowed Seal - Large
Toreh may call forth a Hallowed Seal to protect him and his allies. It will block entrance and exit from the area he is in, be it land or sky, magical or physical. The Seal may be broken, through damage both physical and magical, by hacking or destroying the visible Seal. This will also prevent others from overhearing or spying on Toreh and his comrades, so may be used for confidential meetings.
Evoke the Six Elements
Sacred Fire- Low/Medium/High
Sacred Fire is one of Toreh's most versatile skills. It can be simply channeled through his flail, causing the spiked ball to become a flaming meteorite, crashing relentlessly into his enemies. He could choose to call forth a gout of fire, bursting underneath an enemy, scorching their flesh. Toreh may also start fires easily, calling forth this pure, flickering light.
Deluge of Light - Medium/Large
The Deluge of Light is a phenomenon to be see; raindrops of radiant light falling from gray clouds overhead. The Deluge can serve two purposes - one, to aid Toreh's allies, and to hinder his enemies. The rain will cleanse their spirits, refreshening their resolve, and feeding a bit of energy back for each drop they feel. To his enemies, Toreh's deluge will hurt like a stinging acid. While it will not burn them, it will feel as such. The Deluge will also slowly drain their energy, for each drop upon their figure. The size and duration of the precipitation will be in proportion to the energy Toreh pours into the spell.
Shimmering Spire - Large
In an epic display of might, Toreh will call for the deep earth to destroy his enemy. He must first incapacitate his enemy - by sending him to the ground, or weakening him. Then, he may call for a mighty spire of rock, shimmering with infused Light. This will pierce and impale his enemy, killing them instantly. This is extremely hard to cast, and takes a great amount of effort on Toreh's part. He WILL be exhausted afterwards, even though he will feel the need to pray for their soul, and for his taking of their life. This spell may be used to show his power, as the spire shines and is a mark to the Light.
Divine Wind - Small/Medium
Toreh may call up a Divine Wind to rush through an area. It will dispel fog and malicious toxins and such in the air. It also may scare horses and other animals, if used in a fury; otherwise, it may wash through as a comforting breeze. This can be used to move debris and other objects, but nothing heavy like rocks.
Maelstrom - Large
The violent version of Divine Wind, a Maelstrom is a storm of the Light. Toreh may call it forth, but must do so slowly to retain control of the swirling winds. It will strip leaves from branches, throw up sand and other small objects, and make moving difficult, seeing impossible in the right conditions. Another mark or the Light, Toreh will stand in the eye of the storm, commanding the great hurricane. Others in the eye will be safe. Like the Spire, this spell is difficult to cast, and must be used sparingly, if at all.
"Heal, and be healed."
Mercy - Medium
The spells of healing are a tricky bunch. Each centers not around the injury, but who inflicted it. And to even try to mend the wound, the healer (Toreh) must understand how it afflicts the person, and how it can be healed. This demands a strong knowledge of medicine and the body (note - cancer and the like cannot be healed, as Toreh can barely understand how the illness works, and does not have the ability to comprehend it). Mercy heals those wounds inflicted by someone else, not the healer nor the victim. It is the most widespread and easiest to use.
Sorrow - Medium
Sorrow is to heal wounds inflicted by the healer or the victim. An important note of healing is that the healer must truly feel the emotion for their victim; if they are not sorry for what they have done, the wound will not close.
Purify - Small
A healer may Purify the injured, relieving they of noxious things like bacteria (if understood), poison, or a magical affliction. This technique will take a while for its effects to be felt, and depending on the affliction (like a strong poison), will take more time and energy.
Heal - Medium
The most blunt of the healing techniques, a healer may Heal their target if they do not know why or how they were hurt. This takes longer than any other method, and more energy besides. It is only useful if the injury is delicate, and the healer does not want to mess up in directing their magic (like a ripped ACL).
Rejuvenation - Medium
Rejuvenation is the "healing" of inanimate objects. This requires, like healing, for the repairer to know only how the object looked before it was broken. A shattered vase, for instance, can be repaired if they can imagine the vase as it once was. Rejuvenation also applies to plants; if a tree is withered and sickly, Toreh needs only to place his hand on the trunk, connect himself with the tree, and his energy will flow into it, restoring it to its full health.
Renewal - Large (long duration)
Renewal is the culmination of Toreh's healing abilities. Once cast, he and his close allies around him will feel a great elation as the Light fills them. The environment around them will too be pervaded by the cleansing Light, and all will be healed and mended. This strong ability can turn deserts into fertile farmland, dried riverbeds into mighty tributaries. But, like many of his more powerful abilities, it cannot be cast all of the time - only in the most dire of times.
"What is neccessary and proper will be done."
Deus Ex Machina - N/A
Literally "god in the machine," this ability is not one of Toreh's to control. Rather, it is a prophecy. Lord Hond may enact a divine intervention as He sees fit. This can be anything from blessing His followers to protecting the weak to casting light in a darkened room. He alone knows the reaches of His power, and Toreh cannot ask for this. Needless to say, this rarely, if ever, is seen.
(Note - This is not for me to design. If anyone, an admin should have this ability. It allows the deities to be active in the RPing, ad spice things up. I never expect this to be used, but just an option, however fleeting)
Necessity - N/A
This is the "necessary and proper clause" of these skills. This allows Toreh manipulation of light, life, and everything else that falls under his umbrella of magic. It does not give him the power to do everything. For example, if he requires light in a cave, he can cast light upon the cavern, spending the necessary energy. This skill removes the fundamentalist idea of sticking to the book. Toreh likes to try unconventional things. It's fun that way.
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