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 Post subject: The Rites of Passage -- Grand RP by Rusty and Swords
PostPosted: Mon Jul 28, 2008 7:39 am 
Famous one
Famous one
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Joined: Mon Aug 01, 2005 12:50 am
Posts: 1297
Location: Somewhere, deep in the deserts of Arizona
Gender: Male



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---------------Update---------------
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June 4, 2010: Due to some events, the RoP has been copied to an external site. However, I'll be visiting here to update this topic so that you all don't feel left out of the world of Ekleron. I’ve Archived information on the main post.

October 19, 2009: Suka/Dr. Rex's profile for his character, Sissmuth, has been edited. See the new profile on page 20.

May 5, 2009: New Character added. Welcome Lux, The Janitor and Anayu!
Upon reaching the 60,000 character limit, some sections of the post have been cut down. All information is still saved in Word documents.

April 27, 2009: New Character added. Welcome Regulus and Oden!

March 29, 2009: I, Swords of the Wolves, added a bit of important background info regarding Akari due to the recent post I made.

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----------------Stats-----------------
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Title: “The Rites of Passage”
Reading Rating: 10+
Type: Role Play
Players: Full (6/6)

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------------Introduction------------
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Welcome!
What you see before you is the result of the collaboration of the minds of Swords of the Wolves and myself, Rusty the Fox.
This project was started at the end of October 2007, and through it all Swords and I have hit many bumps to expand our ideas. We have worked hard, the both of us, and we have completed much of the project. Frankly to say though, there’s still so much more to be done, as is the nature of this type of projects. But Swords and I think that by opening the Roleplay exclusively to the Balto Source forums, those unfinished details will becomes easier to fill and might even fill themselves.
But that’s not the most important part of opening the Roleplay, oh no. The most important thing to opening the Roleplay is to give you all the chance to live, experience, and play in the world we’ve created.

Please, enjoy “The Rites of Passage.”

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-----------The Role-Play-----------
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The World:
Image
Download the map from DeviantART to read everything.

This is the world where “The Rites of Passage” takes place, Ekleron. There are nine major continents: The mainland, Astrainia; the land with extensive plains, Talonia; the twin islands, Solano and Soleno; the land shrouded in mysteries, Kroll; the volcanic land, Enger; the desert land, Valter; the land of rainforest, Enuj; and the tropical Monsinto Islands.
Ekleron is a world that parallels our own Earth. Meaning that their age in time is similar to our own. There are even similarities in the current and advancing technology between the two.

Below is a link to a zoomed-in image of the general area that the RP will start in.
Starting Area Image

The currency traded throughout Ekleron is known as Droplets. Drops (the most popular version of the full word and the one that is used the most in speech) are a manufactured currency that look like gem stones in a shape of an almost flat water drop. They come in many colors to represent their individual values. Their values are below:
White - 1 Dp
Red - 5 Dp
Blue - 10 Dp
Green - 20 Dp
Purple - 50 Dp

There are also paper versions of each of the gems. The value of the paper currency is exactly 100 time bigger than the colored gem that is printed on it. The paper currency also has gem colors printed on them that are not found on the actual gems (though, these values are not as common as the lower values).
Paper White - 100 Dp
Paper Red - 500 Dp
Paper Blue - 1,000 Dp
Paper Green - 2,000 Dp
Paper Purple - 5,000 Dp
Paper Black - 10,000 Dp
Paper Silver - 50,000 Dp
Paper Gold - 100,000 Dp

--To get the scope of the values of items in Ekleron in comparison to Earth just remove the decimal point (in US Dollar) from the value of any earthly item to get the value of the Ekleron equivalent of that item. -- Ex: An Earth item valued at $50.00USD is 5000 Dp in Ekleron for the same item. --

The Races:
In the world of Ekleron there are three main race pools. The first two races are Humans and Animals, which are the races that Ekleron shares with Earth. The third race is what one could title as the link between Humans and Animals, known as the Anthros.
Comparing Anthros and Humans:

Humans:
+Thanks to constant migration in history, Humans can be found in cities and towns across the globe.
+Humans are more knowledgeable when it comes to technology and complex machinery than Anthros.
+Humans are more proficient with firearms and other complex modern weaponry than Anthros.


Anthros:
+As a race, Anthros are found across the globe but, like animals, the location of a specific species of Anthro varies. Where they can and can’t live and where they are most comfortable depends of their species.
+Just like animals communicate through body language, Anthros have adapted the same system, allowing them to communicate with other Anthros without the use of words and animals of similar species to theirs.
+Because of their animalistic sides Anthros are more durable and are more resilient to natural conditions.
+A majority of Anthros prefer more traditional weapons like bows and arrows and a variety of blades. Of course, they use these weapons that are made with more modern material.


The Magic:
Being atoned with the environment, nature, and natural instincts, the Anthros have been gifted with a spectacular ability to control the four basic elements; earth, fire, water, and air. The ability is enrooted into the genes of every Anthro. In most cases, to use the magic stored within the body, an Anthro forces and pushes the magic to an external point of their body until the element surfaces. Once it has, the element can be manipulated by the Anthro as he sees fit. The number of abilities an Anthro can perform is based on the amount of training and familiarity he has with his magic.

In genetics, the magic gene is given the character “M” and the trait is recessive. Of all the combinations of the gene the Anthro will either not have the ability with no chance of passing it on to an offspring, not have the ability but have a chance of passing the ability off to an offspring, or have full use of the ability and able to pass it to an offspring. The recessive gene has a secondary property that determines the element the Anthro will have control over. The combinations of the recessive genes will either give the Anthro sparse power over two elements or greater power over one element. The chance of having a specific element combination is highly based on the species of the Anthro. For example, it’s common to see foxes have control over fire, lizards over earth, dolphins over water, and birds over air.With the exception that a number of certain species have no chance of having control over a specific element, the rule isn’t strict and any combination of elements can be found in any species of Anthro.

With a limited amount of magic that the body produces, Anthros have found a way to collect and store magic in external wells. Gem stones are these well and most Anthros, even ones who can’t use magic, have a stone of some form on their person, be it formed into jewelry; imbedded into a belt or other piece of clothing, armor, or weapon; or, more uncommonly, raw stone. Different types of stones are naturally tailored to hold a specific element easier than others. All stones repel magic on the surface, so a great deal of focus is needed to force the magic through the defense and charge the stone. Because of this it is common practice amongst Anthros to charge their own stones (those without magic will wear uncharged stones, with some exceptions). Once a charged stone is created, an Anthro would need to have the stone on them to be able to siphon the extra magic out to use. Charged stones are highly unstable with physical abuse; they will explode as a result from a hard impact.

With vast amount of practice, discipline, and enough understanding about magic, a pair of Anthros can achieve a state of amazing capabilities commonly known as Elemental Overdrive. To start with, both Anthros must have most of their magic within their body and stones. Standing in proximity with each other, they both must focus their magic to the center of their bodies and then touch each other to combine their magic (or at a small loss of power, aim their magic with a hand to a single spot between them). Once complete, the pair must work together to unleash devastating techniques utilizing their elements. Hurricanes can be summoned using a combination of air and water; small volcanoes can be conjured using earth and fire; lightning storms, with earth and air; blistering heat waves, with fire and air; greater-magnitude landslides and fissures, with earth and water, and so forth. With increased focus, more than two elements may be combined. This impressive skill robs the Anthros of all their collective magic from their bodies and stones and leaves them fatigued.

Poisoning from magic is a real risk that comes from using stones or improperly attempting Elemental Overdrive (commonly found in the early stages of EO training). It is a rare occurrence but there have been enough cases to make it recognized by hospitals around the globe. Magic Poisoning is most commonly a result from being exposed to a source of dense or pure magic, normally a result of a stone being shattered or a stone that has an imperfection that causes it to leak magic. Most cases of MP are painless and will go unnoticed and will cure itself without any aid because the sizes of most stones that are used by Anthros are trivial, as such, so is the amount of magic stored. Symptoms include itching from all points of the body and small discharges of the poisoning element in more potent cases or in those who are more sensitive. Those who can’t use magic are more susceptible to the symptoms, while those who don’t have the magic gene are most susceptible. Rare cases where a person has been exposed to a large amount of pure magic have been reported with symptoms of increased rate, amount, and power of discharges of the poisoning element and an incredible and painful sensation from all over the body. The flow of magic within the body involves the brain, so damage to the mind has been reported with victims going insane. The end result is a large and sudden discharge of magic with similar effects of EO, often followed by permanent mental damage, paralysis in physical parts of the body or magic ability, and even death. It is theoretically possible for a victim to survive extreme Magic Poisoning without suffering permanent or long-term effects, but no such cases have been reported.


The Characters:
Akari and Rusty, two friends from the town of Asper who have minds set on preparing themselves for the next stage of their lives.
Cyrus, son of a renowned sage in Asper who had left him and his father for unknown but "important matters."
Sissmuth, a Valterian who now travels the world in search of adventure to detail his life with and keep his mind alive.
Jollanel, a sarcastic cougar who is Rusty's guardian and trainer, slowly lives his new life as a cartographer. His history is shrouded other than the fact he took part in running the Trials. That, he also keeps a mystery to most.
Anayu a loner whose parents mysteriously died of disease when she was at a young age. She spent most of her life after that practicing Earth magic on her own.

The Plot:
The world, as Akari and Rusty know it, has been for the most part peaceful for the entire time they've been around. They, like most teens and young adults at the time, haven't concerned themselves much with the happenings outside their small village of Asper. Although the history of relations between human beings and anthros in the world has not been too pleasant, most of it has eased up, leaving only small pockets of radical groups scattered here and there, such as the "Alliance of the Superior Race of Humans", or ASRH, and the "Revolutionary Alliance of the Oppressed Anthropomorphic Race", or known simply as "The Revolutionaries" or "Revolutionary Anthros" for short. The ASRH, however, is the culprit behind recent civil unrest. They have currently arisen to power in the rather distant, predominately human-populated city of Tyran, near the Eastern coast of Astrainia. The citizens of Asper aren't worried too much about it, though, having a much larger city, Desdon, along the only land route from Tyran to Asper. Desdon has long been the protector city of Asper, and neither city thinks it's likely for Desdon to fall into hostile hands any time soon. Akari and Rusty, however, are already preoccupied with other matters. Being 17, they are at the age when anthros of all species typically go on a coming-of-age pilgrimage to the anthro's holy place of Q'ercheck Ental, the sacred city where it is believed the first anthros appeared. There, adolescent anthros coming of age are put through a series of survival and magical tests and quests of personal discovery by the spiritual leaders there. They prepare for it mainly by asking about it from those who have completed it and sometimes by going on solo camping trips in unpopulated areas. Akari and Rusty have been fine-tuning their magic skills, strength, and endurance to prepare their bodies, and researching and practicing survival skills they'll need to prepare their minds. As Akari, Rusty, and many other anthros their age prepare for this pivotal moment in their lives, the rest of Asper, Desdon, and everyone else living in the vicinity of Tyran, silently brace for the worst, but pray at the same time that they won't need to.

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---------Character Sheet----------
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The coding of the character sheet and additional information is available on request.

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------Players & Characters------
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Role-player’s Name: Rusty the Fox
General Information
Name: Rusty Tokana
Nickname: N/A
Race: Anthro
Species: Red Fox
Age: 17 years
Gender: Male
Dominant Side: Right
Description: He sports all of the traditional markings and physical characteristics of his race. His hair is wild and spiky and is a brighter hue of red compared to the rest of his red-orange body. His eyes are more or less emerald green. He stands just under 6 feet tall.
Personality: Rusty is very reserved to himself around strangers to hide his adventurous nature and high spirit. He is funny, outgoing, and very playful around friends, often pulling tricks on them for fun (he pulls the bigger ones for people who are down and need a laugh). He can be very curious about the smallest of things and often departs from his group just to find out about it. This often gets him and his group into all sorts of trouble. It doesn't happen often, but Rusty can be quick to anger when the right buttons are pressed. This sometime makes him appear short tempered. In a fight, he stays towards the back, avoiding head-on confrontations, and does whatever he can with ranged attacks and field conditions to support his allies, normally looking for ways to cripple or hinder the enemy. That’s not to say he can’t hold his own in a battle, because he can. He’s quick and agile but isn’t built to do or take a lot of damage, which is why he relies on his dagger and magic to add special attributes to his attacks.
History: Rusty lives in the town of Asper with a friend of his father's, a Cartographer named Jollanel. This whole arrangement was mainly Rusty's desperation to move away from the city to explore the ever changing forests around Asper at the base of the Astrainian Mountains. Within the two, almost three years that he's been living in Asper with Jollanel, Rusty met his best friend Akari and had learned more about Anthro magic and the stones that revolve around it from self-observation than he thinks if he would have stayed in the city. From time to time he communicates with his family in Dol Kardath; mostly through hand written letters because most of Asper isn't connected to the internet.
Clothing: He wears shoes that coincide with human tennis shoes; pants, normally somewhat baggy jeans; any dark, cool colored tee-shirt; a tan colored field jacket with a thin, removable maroon liner that is armless and has a hoodie; and an arrowhead necklace made from red tiger's eye.
Equipment: His best, and most favored, peace of equipment is his recurve bow that rests strapped on his back. His arrow quiver is strapped on the right side of his belt. He also has a dagger that is strapped to the his belt on his left side. The dagger is about 24 inches long overall with a 17 inch long blade. The blade on Rusty's dagger is about twice as wide as a normal dagger. It is designed to be able to both cut and stab effectively.
Ability Information
Magic
---Genotype: m^F m^F
------Elements: Fire
---Stones: Red tiger's eye arrowhead necklace. Rusty has a habit of always making sure that his necklace is charged.
---Techniques: Flame Palm - Palm ignites. Anything touched is burned.
Fire Weapon - Gives the added effect of fire to his arrows or dagger through the Flame Palm technique but at the fingers instead of the whole palm. The weapons are coated with a sticky oil to help ignite only the specific areas.
Flame Dart - The element is focused and channeled more than it needs to be at the hands. This allows Rusty to shoot small flame projectiles over a set distance depending how much more fire he channels to his hand.
Wil-o-wisp - An orb of flame that is held in the hand. It's mainly use as a light source because of it's large area of illumination. The size of the orb can be adjusted to change the area that's illuminated to fit the desired size. If enough focus is used on the orb, Rusty can throw it, causing it to mimic a temporary flare.

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Role-player’s Name: Rusty the Fox
General Information
Name: Jollanel
Nickname: N/A
Race: Anthro
Species: Cougar
Age: 51
Gender: Male
Dominant Side: Ambidextrous
Description: A tall and strong cougar Anthro who’s gray fur around his muzzle, fingers, and feet show his age. He keeps himself clean and well kept when outside of jobs. Because of this his fur has been able to grow over any scars; his pattern doesn’t break.
Personality: He knows his age and the influence he can have on the younger generations. He shares his wisdom with others, but he is young at heart, so he does so in a sarcastic and playful matter sometimes. His sarcasm isn’t reserved for just the younger crowd.
History: Not much of his past is known and he keeps a tight lid on it. All that is known by most is that his past has granted him with an incredible amount of training in his magic and combat skills, though his age is slowly taking it's toll. Only some know about his ties with the leaders of the trials.
Clothing: Loose-fitting, light earth toned shirt with slightly wider sleeves than normal that end just past his elbows and pants with legs that end halfway down his shins. Both are made from natural materials like wool and cotton. A long vest that splits at the tail. A leather belt.
He has bandages wrapped around his wrists, forearms, ankles, and shins. He considers these as normal clothing.
Equipment: Bandages wrapped around his wrists, forearms, ankles, and shins for support in combat. A leather pouch hung off of his belt that is kept full of various small supplies.
Ability Information
Magic
---Genotype: m^A m^E
------Elements: Air and Earth
---Stones: Two green jasper stones embedded on his belt at 2 and 10 o'clock (12 o'clock being the front/belt buckle)
---Techniques: Air Ball - A ball of air about the size of a golf ball is formed and pelted at a target. Many can be generated at a time. (Offense, Passive)
Air Blast - An improved version of Air Ball. Size of the ball is increased to the size of a dodge ball. Only one can be generated at a time. (Offense)
Spire - Creates a waist high spire of rock withing a set area around Jollanel. (Offense, Defense, Passive)
Wall - An improved version of Spire. Creates a wall of compressed spires within a set area around Jollanel. The amount of rock naturally causes the technique to reach higher than the Spire technique. (Offense, Defense, Trapping)
Stone Shower (Combo - Spire & Air Blast) - Jollanel creates a weakly structured spire and casts Air Blast a point blank rang on it, shattering it and showering the forward area. (Offense)
Beat (Combo - Wall & Air Ball or Air Blast) - Jollanel creates a wall behind a target, fleeing or not, and pelts many Air Balls or one Air Blast at it and against the wall. (Offense, Trapping)

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Role-player’s Name: Swords of the Wolves
General Information
Name: Akari LaKoth
Nickname: N/A
Race: Anthro
Species: Timber Wolf
Age: 17
Gender: Male
Dominant Side: Right-handed, but he often appears to be ambidextrous.
Description: Brown fur on the top side of his body, meaning the top of his head, the top of his back, and the top of his tail. The majority of his body is grey, except for the underside of his body, meaning a white chest, and the insides of his arms, legs, and the fronts of his hands, and chin are white, along with the bottom of his tail. He also has a yellow X-shaped scar on his left cheek right at the border between the grey and white areas of his face. He stands at exactly six feet tall.
Personality: Calm, cool, somewhat reserved towards strangers, but open around friends. In disputes between those he knows, he's the diplomat in a lot of those situations. However, he can be commanding and stern when the situation calls for it, and can be very dangerous when provoked, although it is not always easy to provoke him. Plus, he is quite fond of traveling, and will sometimes go out of his way to see a place he's never seen before. When fighting, he's more on the aggressive side, and is usually the one to charge towards an enemy first.
History: Other than the fact that he was born and raised in Asper, and that he lives with his single mother, he's not really one to tell that to just anyone. "For the most part," he would say, "it's rather uninteresting." He'll say a little about how he got the scar on his cheek, but he won't go further into detail than "I got into a fight, and my opponent got a bit lucky." The full story (only Rusty, Jollanel, and Akari's mother know about this) is here: "Origins of a Scar"
Clothing: He wears long, khaki-colored cargo pants, a tee-shirt with an unbuttoned plaid shirt (either blue, white, or black) made with a light fabric worn over the tee-shirt.
Equipment: Two European style longswords that he carries strapped to his back in an X-shape, and a throwing knife he carries in his pocket. He sometimes, when he feels it's really necessary, will wear kevlar armor. This only happens when he believes that he will be shot at, which is not often.
Ability Information
Magic
---Genotype: m^A m^F
------Elements: Air and Fire
---Stones: A silver-colored ring with a rectangular Onyx stone on it.
---Techniques: Matchlight - Akari snaps his fingers, and a small flame appears on his index finger.
Air Pressure - His most powerful ability. Akari can increase or decrease the pressure of the air in any given area. As far as he knows, it only works on indoor areas, and the ability is magnified greatly when his hands block off the atmospheric pressure around the area.
Breeze - Akari holds out his palm, and wind is eminated from it. It is not very powerful, as it only has enough speed to scatter papers, but it is often used to distract unsuspecting people. It can sometimes be amplified to a somewhat stronger gust when he exerts more energy with magic stored in his Onyx stone, but that's only powerful enough to scatter a leaf pile.

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Role-player’s Name: Suka/Dr. Rex
General Information
Name: Sissmuth Lissingr
Nickname: N/A
Race: Anthro
Species: Lizard
Age: 21
Gender: Male
Dominant Side: Right
Description: Is physically built and well-muscled, as to properly represent his magical element and species. Being from a small village in Valter, where it's customary for males to wear no shirt, but a cloak, he has a small collection of tribal tattoos on his chest, back, and even on one side of his face. He has golden-brown scales with a tannish underside, a thick tail, and a small crest that runs down the back of his neck.
Personality: Anyone who sees Sissmuth at first glance may be misguided by his firm stance and unwaivering expression, but like many lizardfolk, he's very curious about things and always enjoys any new experience that comes his way. He only really gets mad when he's bored -- to him, being bored is the worst feeling there is. Despite his desire for the unknown, he always thinks critically [sometimes too critically] and its cautious at all times. When he's enthralled in something, he usually doesn't like to be bothered.
History: Comes from a small village in Valter [the desert land]. After he passed his trials, a great state of unrest fell upon him. For the longest time, Sissmuth has looked forward to proving himself and now that he has his tribal tattoos to declare him successful, he finds himself at a loss of what to do next. Unable to take his monotonous life as a Proven One any longer, he now travels the world in search of adventure and a life in strange new lands he'd only dreamed of.
Clothing: Has a sash and worn pants tattered at the knee from walking so much [He's a lizard, he can handle it]. He's not one to flaunt, so his cloak covers up most of his body and has a hood if need-be. He also has a wristband on each arm.
Equipment: B? staff embellished at one end with beads and feathers collected from his home village.
Ability Information
Magic
---Genotype: m^E m^E
------Elements: Earth
---Stones: Two yellow topazes fixed into his left and right wristbands; one usually serves as a back-up, however
---Techniques:Stalagmite - Sharpened pillars of rock needle up from the ground, potentially impaling foes or trapping them.
Initiate Clay/Stone Golem - A servant of stone or clay is created using a portion of the summoner's life force. The more life force is poured into the golem, the more powerful it becomes, but the weaker the summoner becomes as well. A Clay Golem is able to mold any part of itself into any desired form or melee weapon; has high attack but low defense. A Stone Golem has a fixed form, but uses its sheer mass as its own weapon and is capable of lifting heavy obstacles; has low attack but high defense. In addition, Golems are not very intelligent and always require an external life force to survive. They can be un-summoned when not needed.
Geokinesis - Small chunks of earth can be moved about, thrown, and manipulated to the user's will.
Magnetize - A temporary electromagnetic field is manifested around the user. It can draw stones forward to latch on to Sissmuth's body, creating a highly effective armor; however, rock armor makes the user slow-moving and amble. If more focus is put into this skill, the electromagnetic field can distort radio waves and precision devices commonly employed by humans.
Earth Feel - As lizards really can do such a thing, this skill amplifies the kinetic vibrations traveling through the ground, which the user then 'reads' to detect the movement of distant objects or people.

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Role-player’s Name: Sirus
General Information
Name: Cyrus
Nickname: N/A
Race: Anthro
Species: Raccoon
Age: 17
Gender: Male
Dominant Side: Right
Description: A passionate student of magic hailing from Asper. He is on a quest to reunite with someone with whom he shares a powerful and curious bond, one that drives him in his pursuit of the arcane and of higher purpose seeming just within sight. He is 6' 2", and thin, grey in color with a black striped tail. His head also has a black mark that runs down the center of his forehead and circles his eyes giving the appearance of sunglasses. His eyes are deep blue and normal set. Cyrus fights with two short swords as his guard, focusing on using air techniques to defeat his opponents. He rarely uses the swords in attack and is not a very skilled melee fighter, but can hold his own and defend himself fairly well using an entirely defensive sword technique.
Personality: Cyrus is quite friendly in nature and is not one to make enemies. An idealist believing in the potential of good, he finds any progress or act towards harmony incredibly refreshing and inspiring. Those who know him know he is highly philisophical and usually in a contemplative state of mind. Because of this he can be charismatic and outgoing one minute and seem quiet and introverted the next. However, he is never unapproachable and is usually alert and in a good mood. Beyond the appearance of being relaxed, Cyrus is actually a bit worrysome. He is often hesitant and can over analyze things easily.
If there is anything he hates it is bigotry and selfishness. He also has difficulty tolerating those who have a blatant superiority complex and avoids such people to prevent ridiculous conflict, though will gladly put them in their place if his intelligence or his friends are challenged. Cyrus is very patient, but when he reaches a certain point he has a tendency to be vengeful or to rant tirelessly. He is extremely intelligent and rather clever, making him funny and quick witted. In his spare time he researches and experiments with magic, and charges his stone. His friends may sometimes be annoyed when he refuses to join in a game or activity, instead retreating to his studies and experimentation. He is obsessed with his magic, which is what allows him to use the skills that he has now, due to the large amount of free time he sacrifices developing his skills.
History: When he was twelve years of age his mother, a mysterious sage, left the house on "important matters" and never returned. His father, a blacksmith specializing in Anthro weaponry continued raising Cyrus with little knowledge as to his wife's location and reason for leaving. She said she would come back someday "when the storm calms and the wind blows west". She left Cyrus with a crystal necklace in the shape of bird wings, identical to her own stone, and it posseses a strange power that other magical stones do not: as long as the wearer of the other necklace is alive, it glows with a white light. Cyrus's stone has been illuminated ever since his mother's departure, meaning that she exists and survives somewhere in the world. Cyrus is motivated to pursue air magic in hopes of following in his mother's footsteps and finding her, as well as finding a place in the world of the arcane arts. He has been training his talents with a village seer and studying extensively on his own. He also has been learning defensive fighting techniques from his father.
Clothing: dark green pants and long sleeved shirt, both fairly loose. Has a white cape that he wears over his clothing. Brown leather boots. Two sheaths, one at each hip.
Equipment: Whispering Wings (crystal necklace), two steel short swords, a wallet and a small book on magic.
Ability Information
Magic
---Genotype: m^A m^A
------Elements: Air
---Stones: Whispering Wings: this crystal can be accessed a little bit quicker than others, allowing Cyrus to use spells slightly faster than average. It holds an average amount of energy. Cyrus makes a point to keep it charged in case he is attacked, allowing him to use his abilities quickly to avoid dangerous time spent charging with the hands.
---Techniques:Whirlwind - Creates a small vortex and throws it toward a target. It doesn't do any damage but can kick up a lot of dust and be rather disorienting. Cyrus is trying to amplify its strength to where it will be an offensive technique.
Air rope - A time consuming spell due to the complicated manipulation of a small amount of air. A thin, wire-like tornado spins out from Cyrus's hand, slowly elongating to reach a target. It is used to pick up small objects from a distance and pull them back toward Cyrus in a spiral. If anything gets in its way it is easily broken off.
Wind bomb - A concentrated ball of air builds between Cyrus's hands and can be thrown, exploding on contact. If charged with a large amount of energy it can throw an opponent back a good couple yards as well as completely disorient them.
Wind bolt - Cyrus uses a large amount of energy to fire a super quick dart of air from his hand, piercing its target like a dagger. However, it is not yet powerful enough to go through most armor, and doesn't often penetrate leather. Range = three meters
Gust - A strong gust is propelled towards a target, often causing disorientation.
Small levitate - Constant air pushes a small object up one foot from Cyrus's hand. This is usually used as a trick to impress humans.
Clear - Cyrus holds both hands up to both sides of his head and controls the air around it, functioning as a filtering bubble in case of toxic gas. If Cyrus drops his hands or uses another technique, the spell breaks instantly.
Gust Blade - Cyrus's swords become charged with a small amount of wind energy, causing enemy weapons to be deflected more easily on contact, blowing them back a bit. Inneffective against large swords but can occasionally disarm an opponent using a small weapon, if used correctly. Since Cyrus doesn't know too many offensive spells at this point, he usually activates Gust Blade to defend himself.

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Role-player’s Name: Lux, The Janitor
General Information
Name: Anayu De’Teirm
Nickname: n/a
Race: Anthro
Species: Dhole
Age: 18
Gender:Female
Dominant Side: Ambidextrous
Description: She’s quite tall, ranging about 6ft4 in height and she appears to be quite strong, but one could probably not judge her strength accurately from how she looks (but one can see the occasional muscle). Her fur is red, but her chestfur (from her lower jaw, down the inner arms and thighs) is white.
Her eyes could reveal her as a strong-spirited person to those that can read such things, and her face is beautifully formed, although it's got the occasional ragged fur – perhaps she doesn't take good enough care of her fur.
Personality: Inwards and reserved, but often very determined. She’s not a person that could smile with ease. Anayu loves to use her magic, though, and is very passionate about training.
If she is confronted in a battle, she will usually fight back, but she rarely starts a fight. She prefers to fight from a distance, which is what she has specialized in, but she wouldn’t run from a melee fight if it would come to that. She would, however, try to gain some distance and then take care of her opponent from range.
She often uses her gender to get what she wants or to succeed in something.
History: Anayu was born in Desdon, but spent most of her life alone, as her parents died from disease. Noone had figured out which disease it was or why her parents were the only ones infected by it. None could really figure out why most of the De'Teirms looked different from other members of their same breeds, either – some people swore on their lives that the family was cursed. This happened when she was six years of age, and she learned to live on her own quickly.
It did not take long for her to discover her magical ability and she began practicing her Terrakinetic power when she was seven. She wasn’t particularly familiar with the laws of Desdon at her age, but after she was caught once, she became more careful and picked her locations wisely. Not that she ever broke any law with that, though; she later learned that it happend only because people wanted her gone.

At the age of 12 she learned that she could store magical energy in gemstones and began looking for one that she could use. With money she had earned by doing small jobs, she bought a small emerald and within a few days, she had charged it and was using it. As the years passed, though, she decided that her current gemstone was not big enough to suit the energy requirement of her more powerful abilities, but she could not afford an upgrade. So when she was 14, she travelled out of Desdon to look for another type of gemstone to store her powers in. She never found herself looking back to Desdon, though she sometimes missed the city. She travelled to the mountains north of Aldo and stayed there for three years. She found herself another gemstone – a rather large one which was the about the size of 3/5 of her fist.
During those three years, she taught herself some very powerful – and dangerous Earth techniques. Some of them had great repercussions for herself, some had not, but that never really deterred her from practicing.
Three years later, on her way back to the area a little north of Desdon again, she stole a metal staff from a travelling merchant. She spent some time using her earth magic to form a handle of rock, and she imbued her gemstone in that handle.
A few days later, after her 18th birthday she found herself north of Desdon, a little less than a day’s march away. She sighed a little, looking toward Desdon’s direction for the first time in years, but she turned her back to it and began walking toward Asper. But noises in the distance had her hiding up in a tree.
There were a bunch of humans passing below her, heading toward Desdon. Apparently, they were in a hurry. Anayu frowned slightly.
She chose to rest in that tree for the night and then see what they were running from.
Clothing: Simple clothing. She is bare-footed and wears an earth-coloured piece of clothing strapped around her waist. It goes down in front of her legs and behind her legs, covering up the most important things, at least. She wears something that looks like bandages around her chest.
Equipment: A metal staff with a rock handle on the middle, imbued with a large gemstone.
Ability Information
Magic
---Genotype: m^E m^E
------Elements: Earth
---Stones: A large emerald
---Techniques:
(all techniques requires Anayu to at least be able to move her arms and legs. Should she be incapable of doing so, her magic will be ineffective.)
Rock throw (offensive/defensive, lower level technique, effect occurs instantly) – Lifts a nearby rock into the air and hurls it forward. Energy requirement varies with the size of the rock. Can also be lifted straight up and not thrown as a defensive move.
Strength of Earth (beneficial, offensive/defensive, medium level, effect occurs 3 seconds after cast) – Increases the weight and the strength of the caster by pulling minerals from the earth to bind around her. This ability protects her from physical harm and some magical effects. While under the effects of this ability, the caster does not control the minerals bound around her body with her body movements, but with her mind. This means that the strength of her physical attacks are as strong as she wants them to be – but there are limits to that. If the strength of her attacks become more than her body can handle, she will risk breaking her own body in the process. Additionally, she cannot use this ability if she is not allowed to focus on maintaining it. Because of this, she can use no other skill while under the influence of Strength of Earth. This ability drains energy over time, and the more movements made under its influence, the more energy is required.
Rock Sphere (defensive, low level technique, effect occurs instantly) – The caster summons rocks from below the earth to shield herself in a sphere shape. Energy requirements depend on how long it is maintained, but initially it requires little energy. This ability can be used for preparation to perform a combo.
Rain of Stones (offensive, combo, low level technique, effect occurs instantly) – After protecting herself with Rock Sphere, the caster can begin shooting sharp rock spikes from the sphere. This skill weakens the sphere gradually until all of the Rock Sphere is consumed. This is a channeled technique that drains energy over time.
Earthbound (offensive-defensive, trap, low level technique, effect occurs instantly) – The caster attempts to trap her target with earth, raising it around the target, making it attempt to grab its limbs to immobilize it. Requires a medium amount of energy.
Fissure (offensive, high level technique, effect occurs 3 seconds after cast) – The caster invokes a fissure in front of her, covering about 30+ yards. The more energy spent increases the length of the fissure. This ability requires a high amount of energy to invoke and a medium amount of energy to enhance. Energy depletes over time as the skill is maintained.
Landslide (offensive/defensive/beneficial, high level technique, effect occurs 4 seconds after cast) – Allows the caster to push the ground below her in any direction, causing a landslide. She can use it to attack opponents, or she can use it to gain distance. She can also cause a landslide below herself to allow her to ”surf” on it for quick travels. This requires a low amount of energy to begin with, but requirement becomes larger as it is channeled.
Weapon of Earth (beneficial, medium level technique, effect occurs instantly) – Allows the caster to bend rock and other earthly minerals into the form of blunt melee weapons. This ability requires almost no energy.
Terrakinesis (beneficial, high level technique, effect occurs instantly) – Allows the caster to move minerals at free will without using a specific technique, such as rocks and the like. This ability does not require much focus, allowing her to use Terrakinesis with another ability to create a variety of combinations. This skill requires almost no energy, but it slowly depletes over time. Terrakinesis can be used to lift a very small area off ground level and move it freely about in the air, which is useful for travel. This ability can not be used offensively over long distances, as the effect weakens the further away the controlled item moves away from the caster. Lifting a piece of the land itself in this manner causes strain to the body and magical energy to deplete rapidly.
Earthquake (offensive, ultimate level technique, effect occurs 10 seconds after cast) – Anayu’s most powerful ability. It combines Terrakinesis, Landslide and Earthbound into one technique that takes hold of the earth's tectonic plates far below the surface. Once this contact is achieved, Anayu’s body will become one with the Earth, allowing her movements to create earthquakes around her. This ability, however, is a two-edged sword. It uses up all energy inside the caster and inside the Gemstone to initiate and then feeds on the life energy of the caster, which – in Anayu’s case – will allow it to last a maximum of 7 seconds before it must be stopped. Overuse of this ability will kill the caster. Additionally, once the effect ends, the body will be immobilized for a varying amount of time, leaving the caster vulnerable.
Rock Fists (beneficial, low level technique, effect occurs instantly) – The first thing Anayu usually casts when going in a close-range battle. It causes rock to form around her feet up to her thighs and around her hands up to her elbow, protecting those parts of her. It also adds weight to her, making her hit harder at the cost of some agility. Requires little energy.

--------------------

~~Archive Purposes Only~~
*Additional Information Available on Request*

Role-player's Name: Dakota SFwolf
General Information
Name: Dakota Catagon

Role-player’s Name: Regulus...
General Information
Name: Oden


----------------------------------------
----------Rules & Links----------
----------------------------------------
Rules:
No God-modding
No power-play
Keep all relationships (if any) to a PG level
Do not kill anyone else's characters unless they give permission to do so
Do not attempt to change the plot without the permission of Rusty the Fox or Swords of the Wolves first.

----------------------------------------
-----------------Tips-----------------
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1) Run your posts through or type them up directly into a word processing program like Microsoft Word. This helps with spotting misspelled words and grammar errors a lot easier.

2) Use a dictionary or Dictionary.com, it can help quite a bit. Use it for looking up the meanings of words you don't know or use it as a word bank to detail your post even more.

3) Download a chat program called Skype. We've started using it as a way to quickly communicate with each other ideas, opinions, problems, and solutions.

----------------------------------------
----------------Extras----------------
----------------------------------------
Did you know that there is a second story that takes place in Ekleron?
Defense of a Crippled City is a novela by Dr. Rex and is a sort of prequel to The Rites of Passage.
Visit Dr. Rex's DOACC topic for more information.

----------------------------------------
--------------Copyright-------------
----------------------------------------
"The Rites of Passage" RP (Role Play) and areas, characters, and all the original content affiliated with "The Rites of Passage" is Copyright to Rusty the Fox and Swords of the Wolves (2007, 2008, 2009).
The "Elemental Overdrive" idea is contributed by Dr. Rex a.k.a. Suka.
All other characters and content created by participating players are Copyright to their respected players.

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Last edited by Rusty the Fox on Fri Jun 04, 2010 12:37 pm, edited 55 times in total.
Updated


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 Post subject: Re: The Rites of Passage -- Grand RP by Rusty and Swords
PostPosted: Mon Jul 28, 2008 5:22 pm 
Animation Source is my home!
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Super-special-awesome!! I've been waiting for this!! :mrgreen:

Role-player’s Name: Suka/Dr. Rex

General Information
Name: Sissmuth
Nickname:
Race: Anthro
Species: Lizard
Age: 21
Gender: Male
Dominant Side: Right
Description: Is physically built and well-muscled, as to properly represent his magical element and species. Being from a small village in Enger, where it's customary for males to wear no shirt, but a cloak, he has a small collection of tribal tattoos on his chest, back, and even on one side of his face. He has golden-brown scales with a tannish underside, a thick tail, and a small crest that runs down the back of his neck.
Personality: Anyone who sees Sissmuth at first glance may be misguided by his firm stance and unwaivering expression, but like many lizardfolk, he's very curious about things and always enjoys any new experience that comes his way. He only really gets mad when he's bored -- to him, being bored is the worst feeling there is. Despite his desire for the unknown, he always thinks critically [sometimes too critically] and its cautious at all times. When he's enthralled in something, he usually doesn't like to be bothered.
History: Comes from a small village in Enger [the desert land]. After he passed his trials, a great state of unrest fell upon him. For the longest time, Sissmuth has looked forward to proving himself and now that he has his tribal tattoos to declare him successful, he finds himself at a loss of what to do next. Unable to take his monotonous life as a Proven One any longer, he now travels the world in search of adventure and a life in strange new lands he'd only dreamed of.
Clothing: Has a sash and worn pants tattered at the knee from walking so much [He's a lizard, he can handle it]. He's not one to flaunt, so his cloak covers up most of his body and has a hood if need-be. He also has a wristband on each arm.
Equipment: B? staff embellished at one end with beads and feathers collected from his home village

Ability Information
Magic:
---Genotype: m^E m^E
------Elements: Earth
---Items: Two yellow topazes fixed into his left and right wristbands; one usually serves as a back-up, however
---Techniques:
Stalagmite: Sharpened pillars of rock needle up from the ground, potentially impaling foes or trapping them.
Initiate Clay/Stone Golem: A servant of stone or clay is created using a portion of the summoner's life force. The more life force is poured into the golem, the more powerful it becomes, but the weaker the summoner becomes as well. A Clay Golem is able to mold any part of itself into any desired form or melee weapon; has high attack but low defense. A Stone Golem has a fixed form, but uses its sheer mass as its own weapon and is capable of lifting heavy obstacles; has low attack but high defense. In addition, Golems are not very intelligent and always require an external life force to survive. They can be un-summoned when not needed.
Geokinesis: Small chunks of earth can be moved about, thrown, and manipulated to the user's will

-EDIT-
Magnetize: A temporary electromagnetic field is manifested around the user. It can draw stones forward to latch on to Sissmuth's body, creating a highly effective armor; however, rock armor makes the user slow-moving and amble. If more focus is put into this skill, the electromagnetic field can distort radio waves and precision devices commonly employed by humans
Earth Feel: As lizards really can do such a thing, this skill amplifies the kinetic vibrations traveling through the ground, which the user then 'reads' to detect the movement of distant objects or people

Elemental Overdrive: One of the most powerful magical moves, Sissmuth and the others doesn't fully comprehend this skill until later on in the RP -- mainly because it requires the help of another person with a different element, though each person's understanding of their own element must be heightened enough to activate this skill TOGETHER. Once activated, however, the results are devastating... hurricanes can be summoned using a combination of air and water; small volcanoes can be conjured using earth and fire; lightning storms, with earth and air; blistering heat waves, with fire and air; greater-magnituded landslides and fissures, with earth and water, and so forth. With increased focus, more than two elements may be combined. This is a skill that cannot be done alone and calls for great creativity and teamwork from the RPers. This skill also automatically drains all the participants' crystals to zero energy once used.

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Last edited by Suka on Sat Aug 02, 2008 9:08 pm, edited 1 time in total.

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 Post subject: Re: The Rites of Passage -- Grand RP by Rusty and Swords
PostPosted: Sat Aug 02, 2008 1:48 am 
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Joined: Tue Aug 15, 2006 6:56 pm
Posts: 59
Location: Arizona. PM me if you want my e-mail address :)
Gender: Male
Role-player’s Name: Sirus
General Information
Name: Cyrus
Nickname: N/A
Race: Anthro
Species: Raccoon
Age: 17
Gender: Male
Dominant Side: Right
Description: A passionate student of magic hailing from Asper. He is on a quest to reunite with someone with whom he shares a powerful and curious bond, one that drives him in his pursuit of the arcane and of higher purpose seeming just within sight. He is 6' 2", and thin, grey in color with a black striped tail. His head also has a black mark that runs down the center of his forehead and circles his eyes giving the appearance of sunglasses. His eyes are deep blue and normal set. Cyrus fights with two short swords as his guard, focusing on using air techniques to defeat his opponents. He rarely uses the swords in attack and is not a very skilled melee fighter, but can hold his own and defend himself fairly well using an entirely defensive sword technique.
Personality: Cyrus is quite friendly in nature and is not one to make enemies. An idealist believing in the potential of good, he finds any progress or act towards harmony incredibly refreshing and inspiring. Those who know him know he is highly philisophical and usually in a contemplative state of mind. Because of this he can be charismatic and outgoing one minute and seem quiet and introverted the next. However, he is never unapproachable and is usually alert and in a good mood. Beyond the appearance of being relaxed, Cyrus is actually a bit worrysome. He is often hesitant and can overanalyze things easily.
If there is anything he hates it is bigotry and selfishness. He also has difficulty tolerating those who have a blatant superiority complex and avoids such people to prevent ridiculous conflict, though will gladly put them in their place if his intelligence or his friends are challenged. Cyrus is very patient, but when he reaches a certain point he has a tendency to be vengeful or to rant tirelessly. He is extremely intelligent and rather clever, making him funny and quick witted. In his spare time he researches and experiments with magic, and charges his stone. His friends may sometimes be annoyed when he refuses to join in a game or activity, instead retreating to his studies and experimentation. He is obsessed with his magic, which is what allows him to use the skills that he has now, due to the large amount of free time he sacrifices developing his skills.
History: When he was twelve years of age his mother, a mysterious sage, left the house on "important matters" and never returned. His father, a blacksmith specializing in Anthro weaponry continued raising Cyrus with little knowledge as to his wife's location and reason for leaving. She said she would come back someday "when the storm calms and the wind blows west". She left Cyrus with a crystal necklace in the shape of bird wings, identical to her own stone, and it posseses a strange power that other magical stones do not: as long as the wearer of the other necklace is alive, it glows with a white light. Cyrus's stone has been illuminated ever since his mother's departure, meaning that she exists and survives somewhere in the world. Cyrus is motivated to pursue air magic in hopes of following in his mother's footsteps and finding her, as well as finding a place in the world of the arcane arts. He has been training his talents with a village seer and studying extensively on his own. He also has been learning defensive fighting techniques from his father.
Clothing: dark green pants and long sleeved shirt, both fairly loose. Has a white cape that he wears over his clothing. Brown leather boots. Two sheaths, one at each hip.
Equipment: Whispering Wings (crystal necklace), two steel short swords, a wallet and a small book on magic.
Ability Information
Magic:
---Genotype: m^A m^A
------Elements: Air
---Items: Whispering Wings: this crystal can be accessed a little bit quicker than others, allowing Cyrus to use spells slightly faster than average. It holds an average amount of energy. Cyrus makes a point to keep it charged in case he is attacked, allowing him to use his abilities quickly to avoid dangerous time spent charging with the hands.
---Techniques:
Whirlwind: Creates a small vortex and throws it toward a target. It doesn't do any damage but can kick up a lot of dust and be rather disorienting. Cyrus is trying to amplify its strength to where it will be an offensive technique.

Air rope: A time consuming spell due to the complicated manipulation of a small amount of air. A thin, wire-like tornado spins out from Cyrus's hand, slowly elongating to reach a target. It is used to pick up small objects from a distance and pull them back toward Cyrus in a spiral. If anything gets in its way it is easily broken off.

Wind bomb: A concentrated ball of air builds between Cyrus's hands and can be thrown, exploding on contact. If charged with a large amount of energy it can throw an opponent back a good couple yards as well as completely disorient them.

Wind bolt: Cyrus uses a large amount of energy to fire a super quick dart of air from his hand, piercing its target like a dagger. However, it is not yet powerful enough to go through most armor, and doesn't often penetrate leather. Range = three meters

Gust: A strong gust is propelled towards a target, often causing disorientation.

Small levitate: Constant air pushes a small object up one foot from Cyrus's hand. This is usually used as a trick to impress humans :)

Clear: Cyrus holds both hands up to both sides of his head and controls the air around it, functioning as a filtering bubble in case of toxic gas. If Cyrus drops his hands or uses another technique, the spell breaks instantly.

Gust Blade: Cyrus's swords become charged with a small amount of wind energy, causing enemy weapons to be deflected more easily on contact, blowing them back a bit. Inneffective against large swords but can occasionally disarm an opponent using a small weapon, if used correctly. Since Cyrus doesn't know too many offensive spells at this point, he usually activates Gust Blade to defend himself.


Last edited by Sirus on Sat Aug 02, 2008 8:08 pm, edited 3 times in total.

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 Post subject: Re: The Rites of Passage -- Grand RP by Rusty and Swords
PostPosted: Sat Aug 02, 2008 4:07 pm 
Animation Source is my home!
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w00t!! Glad to see you made it Cyrus.

@ RUSTY & SWORDS: If we're still short a few people, I'd be happy to play more than one character. Of course, that is, if you'd permit it.

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 Post subject: Re: The Rites of Passage -- Grand RP by Rusty and Swords
PostPosted: Sat Aug 02, 2008 6:14 pm 
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Joined: Tue Aug 15, 2006 6:56 pm
Posts: 59
Location: Arizona. PM me if you want my e-mail address :)
Gender: Male
Thanks I'm glad to be here. :) I'm excited to start.


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 Post subject: Re: The Rites of Passage -- Grand RP by Rusty and Swords
PostPosted: Sat Aug 02, 2008 6:39 pm 
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Joined: Mon Aug 01, 2005 12:50 am
Posts: 1297
Location: Somewhere, deep in the deserts of Arizona
Gender: Male
Yup, we're all in.

Swords recently emailed me. He said that he'll be gone for about a week and a half. Being that his character is kind of important for the plot to even get started, we'll have to wait until he gets back to start.
A bit disappointing, I know.
However, this does do some good for the behind the scenes part... Well, for me, but what happens does in turn affect everyone. This give me time to flesh out things in the world in relation to the characters and also gives me time to finish up and post the map; which will be of great use to everybody.

I'll keep you guys well posted as I finish things.


Last edited by Rusty the Fox on Sat Aug 02, 2008 6:54 pm, edited 1 time in total.

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 Post subject: Re: The Rites of Passage -- Grand RP by Rusty and Swords
PostPosted: Sat Aug 02, 2008 6:47 pm 
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Joined: Tue Aug 15, 2006 6:56 pm
Posts: 59
Location: Arizona. PM me if you want my e-mail address :)
Gender: Male
Sounds good Rusty :D Everyone make sure to read everyone's profiles in detail so we're all well prepared to start when the opportunity arises.


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 Post subject: Re: The Rites of Passage -- Grand RP by Rusty and Swords
PostPosted: Sat Aug 02, 2008 9:09 pm 
Animation Source is my home!
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That's gonna be quite a wait. XD But at least I'll have something to look forward to. Lol. In the mean time, I've added a few things to my character sheet, Rusty. I hope you don't mind. ;D

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 Post subject: Re: The Rites of Passage -- Grand RP by Rusty and Swords
PostPosted: Tue Aug 12, 2008 2:25 pm 
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Joined: Mon May 22, 2006 10:41 am
Posts: 1947
Location: Missouri
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I am back, just so you all know! I am now fully ready to get this RP kicked off when everyone else is ready!


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 Post subject: Re: The Rites of Passage -- Grand RP by Rusty and Swords
PostPosted: Tue Aug 12, 2008 7:27 pm 
Animation Source is my home!
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Joined: Mon Nov 14, 2005 5:37 pm
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Suh-weet!! Suka's a go too. ^^ Can't wait to start!!

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 Post subject: Re: The Rites of Passage -- Grand RP by Rusty and Swords
PostPosted: Tue Aug 12, 2008 11:51 pm 
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I deeply apologize for my sheet being late I'll have it finished tommorrow


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 Post subject: Re: The Rites of Passage -- Grand RP by Rusty and Swords
PostPosted: Wed Aug 13, 2008 12:08 pm 
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Role-player’s Name: Dakota SFwolf


General Information
Name: Dakota
Nickname: N/A
Race: Anthro
Species: White Wolf
Age: 17
Gender: Female
Dominant Side: Left-handed still getting used to it
Description: Physically her whole body is subtly disproportionate but the one eye-catcher is her right metal arm with built in weapons. Her white fur flows with black and red stripes down her body along with black hair tied into a pony hidden by a fedora cap. While her speciality is in long-range gunwork, her short-range skills are nothing to sneeze at since her flexiblity and athletic prowness allows for moves not seen in martial art styles
Personality: Dakota can be a very powering girl. Her body just seems to radiate with this aura that you want to follow her like a commander would with his troops. She is very much a tomboy in fact if you ever catch her in a dress be sure to get a photo since it will the only time she will ever be in one. Dakota likes to outside of the box since she uses enviromental strateigies. Change will never come easy for her though because she always likes to think her way is correct and can be nerve-wracking.
History: Though most of her history is behind her metal arm, she will never talk about how she got it in the first place. Like Rusty, she lives in Asper and loves to explore her surroundings. She is a self-proclamied urban explorer taking time to draw andd make art from abandoned building and such. An acoylyte to one of Rusty's masters, she also has to make sure that he is always on his toes so she attacks him without any such warning. Her time is coming also to take heed of the tests that come with age and experience so her future isn't set yet but her love has been set though she will not admit it.
Clothing: She wears a Fedora cap, black with a red ribbon across the mid-section of the hat. Black jeans with a white long-sleeved dress shirt and a loose black tie. Outside she wears a violet tank top but never takes off her cap
Equipment: She always has a special weapon like her tonfas which she can be extremely deadly with and her fake arm. Her necklace has two stones shaped into circling dragon. One of the dragons is white and gold while the other has obsidian and sapphire. Both are made by a combination of black diamond and obsidian
Ability Information
Magic:
---Genotype: m^F m^W
------Elements: Fire and Water
---Items: Her necklace which can be fused into one shining fire and a water dragon with crushed black diamond
---Techniques: Heat Wave - By tapping into the moisture around her she can gather a much water into her paw and punch the ground creating a wave of humidity and heat
Dragon's fire - Can breath fire and send it straight from her mouth
Pyrokinesis- by focusing her inner heat she can be able to set anything on fire
Water Barrier - Concentrating water all around her being she is able to hold herself in a coccon which heals her wonds and protects her from attacks
Remove moisture - Her deadliest ability allows her to remove water from anything including people


Last edited by Captain Talon on Mon Aug 18, 2008 11:40 am, edited 3 times in total.

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 Post subject: Re: The Rites of Passage -- Grand RP by Rusty and Swords
PostPosted: Wed Aug 13, 2008 1:50 pm 
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Location: Missouri
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No offense, but I think you'd benefit from reading the first post a little more closely, Dakota. Especially the section about the magical abilities. Once you do that, I think you may want to re-do your profile.


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