Post by Midnight on Oct 8, 2008 17:55:13 GMT -5
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.user.information.
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Username: Midnight
Gender: Male
Other Character(s): None as of Yet.
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.general.character.information.
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Name: Michael du Coudrey
Alias: Midnight
Age: 17
Gender: Male
Race: Human
Alignment: Good
Origin: Calderon
~Calderon is a world that is much like Medieval Europe. The exception, of course, is magic. In Calderon, there are a multitude of Families that rule the land officially run by the Monarchy, though the king truly just delegates the decision to the Council of Lords. This council is made up of the heads of the Ruling Families. There are 8 “Ruling” families at a time, and the rest of the families take up a secondary role in government; the commoners are then below them. Every 10 years or so the ruling families are re-chosen, and it is every family’s goal to be one of these. The ruling families are decided by their magical strength, and it was customary to kidnap any baby or child that seemed to have unusual magical power and induct them into the family. It is also customary to attempt to kill the heir-prospects of other houses. There are many forms of magic in this world; but most only have subtle effects. Of the few forms of magic that had any actual power at all, Sorcery is the most versatile and potent; but also the hardest to master.
Appearance: Midnight looks like a teen straight from a magazine. He stands approximately 6’1” and his shoulders are slightly broad. He is a little pale, and his muscles are highly toned and well defined. His skin shows no sign of scarring, and it’s also completely blemish free-one of the few teens not plagued by acne. His hair is jet black, and his eyes are an emerald green. His chin is well defined, but not prominent, and his face always appears to be cleanly shaven. His eyes are slightly deep-set, but not enough so to make him appear scowling, and his nose is shaped in a way that makes his face seem complete; neither too small nor too big. All of this is perfectly complemented by his ears. These features all appear to be painted on, as opposed to genetically formed or shaped by a fair and just god. His nails are always kept clean and short, and his hands and feet are in perfect proportion to his size(thus only slightly longer than normal). Midnight clothes himself in a fairly nice semi-formal attire. He wears black dress shoes and black socks, as well as black dress pants with a thick, black, silver-buckled, leather belt. On his torso, he wears a nice, white, collared dress shirt with his sleeves rolled up. The shirt isn’t tucked into his dress-pants, and he wears a black tie with red in it. As fare as jewelry goes, he wears a ring of white-gold on his finger, the set gem the same color as his eyes. On the side of the ring, there is a pentagram engraved, along with the letters, M, D, and C on the top three points, and the numbers 0 and 2 on the bottom two.
In Atlantica, Midnight simply gains gills, and in place of his lower body, he has that of a Black Shark. In the Pridelands, Midnight takes on the appearance of a black panther with green eyes and a red collar with a silver pentacle on it. In Halloweentown, Midnight gains a black cat tail, slightly pointed teeth, and two cat ears poking out of his hair(these are black of course), as well as his tie and ring transforming into a red and black collar with a pentacle on it and his white shirt turning black. In Halloween Town, the pentacle hangs loose from the collar-where as it’s firmly attached in the Pridelands.
Personality: Midnight is a very calm and collected person. He detaches himself emotionally from events to allow him to make a logical and effective decision; though that doesn’t mean he lacks emotion-he just “turns it off”. He’s almost annoyingly polite and removed with conversing with people he doesn’t know-or like-well, and as such doesn’t make very many true friends. When he does, however, he becomes much more open about himself, and is actually a fun person to talk to. Despite his looks, he is rather uncomfortable around girls his age-a result of living a sheltered life. Other than that particular weakness, he is also somewhat of a pacifist, and dislikes fighting whenever he can avoid it. The exception to this rule is if the potential target is not threatening only him, but his friends as well-at which point he will fight without hesitation. Also, he will act in self-defense if the situation looks hopeless for diplomacy. Though he is uncomfortable speaking to girls, he also feels an obligation to protect them, as well as help them with their problems whenever possible.-regardless as to whether or not they can handle it themselves. He tries to hide his discomfort when talking to them, and succeeds for the most part; however he finds it difficult to think straight, and occasionally says things that he shouldn’t. He is also hopeless with technology; both because of his being a Sorcerer, and because he came from a medieval world.
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.battle.information.
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Class: Mage
Weapons: Sword
Abilities:
Items:
Equips:
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.story.mode.
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History: Little to none of his history is known; either by himself or by other people. Only some of the Greater Spirits could tell him, and he had yet to unmask any of their True Names with which to summon them. The majority of his memory spans only the last three years, with brief flashes of his past that appear to him on occasion. Unlike most people who have amnesia however, Midnight has no desire to remember what he has lost.
His first memory is that of awakening in Traverse Town-like so many others before him-after the heartless consumed his world. He had no doubt that it had been restored by now, but he feels no reason to seek it out or return. For a while, he tried some freelance Sorcery-but no one seemed to want to do anything good with his powers except for those who couldn’t afford it. As a result, he traveled the worlds doing a lot of charity work, and would have died of starvation if it weren’t for Bartholomew taking him in. The old man was a Weapon’s Master for a family from a place called “Calderon”, of which Midnight had never heard of(at least to his recollection) before then. The old man taught him in the art of swordplay and took care of him before he was killed by an assassin-presumably from the same world. Foolishly, the assassin then tried to attack him, and was dealt with swiftly with a particularly forceful Detonation. In the Weapon Master’s house, he found a large amount of munny in a pouch with his name on it. Evidently the old man had been expecting something like this.
When Bartholomew died, Midnight traveled to Twilight Town, where he served as the assistant in a shop for awhile, though he never really went anywhere else in town. After a month, he had recovered emotionally, and decided to set out in search of a cause that was both Good and Just; one that could use his abilities. He decided not to pursue revenge on the people that killed his Mentor and friend for fear that it would taint his memory. Since that day, he hasn’t let his feeling of loss bother him, and has pushed on with his life.
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.other.info.
Yeah…I know the History was nothing impressive…but I’m going more for the character than his past. I wasn’t going for the overused, brooding guy in search of his forgotten past either. I just threw that in there so I don’t have to think one up right now; I’ll toss it in later somehow.
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.user.information.
-----------------------
Username: Midnight
Gender: Male
Other Character(s): None as of Yet.
-----------------------
.general.character.information.
-----------------------
Name: Michael du Coudrey
Alias: Midnight
Age: 17
Gender: Male
Race: Human
Alignment: Good
Origin: Calderon
~Calderon is a world that is much like Medieval Europe. The exception, of course, is magic. In Calderon, there are a multitude of Families that rule the land officially run by the Monarchy, though the king truly just delegates the decision to the Council of Lords. This council is made up of the heads of the Ruling Families. There are 8 “Ruling” families at a time, and the rest of the families take up a secondary role in government; the commoners are then below them. Every 10 years or so the ruling families are re-chosen, and it is every family’s goal to be one of these. The ruling families are decided by their magical strength, and it was customary to kidnap any baby or child that seemed to have unusual magical power and induct them into the family. It is also customary to attempt to kill the heir-prospects of other houses. There are many forms of magic in this world; but most only have subtle effects. Of the few forms of magic that had any actual power at all, Sorcery is the most versatile and potent; but also the hardest to master.
Appearance: Midnight looks like a teen straight from a magazine. He stands approximately 6’1” and his shoulders are slightly broad. He is a little pale, and his muscles are highly toned and well defined. His skin shows no sign of scarring, and it’s also completely blemish free-one of the few teens not plagued by acne. His hair is jet black, and his eyes are an emerald green. His chin is well defined, but not prominent, and his face always appears to be cleanly shaven. His eyes are slightly deep-set, but not enough so to make him appear scowling, and his nose is shaped in a way that makes his face seem complete; neither too small nor too big. All of this is perfectly complemented by his ears. These features all appear to be painted on, as opposed to genetically formed or shaped by a fair and just god. His nails are always kept clean and short, and his hands and feet are in perfect proportion to his size(thus only slightly longer than normal). Midnight clothes himself in a fairly nice semi-formal attire. He wears black dress shoes and black socks, as well as black dress pants with a thick, black, silver-buckled, leather belt. On his torso, he wears a nice, white, collared dress shirt with his sleeves rolled up. The shirt isn’t tucked into his dress-pants, and he wears a black tie with red in it. As fare as jewelry goes, he wears a ring of white-gold on his finger, the set gem the same color as his eyes. On the side of the ring, there is a pentagram engraved, along with the letters, M, D, and C on the top three points, and the numbers 0 and 2 on the bottom two.
In Atlantica, Midnight simply gains gills, and in place of his lower body, he has that of a Black Shark. In the Pridelands, Midnight takes on the appearance of a black panther with green eyes and a red collar with a silver pentacle on it. In Halloweentown, Midnight gains a black cat tail, slightly pointed teeth, and two cat ears poking out of his hair(these are black of course), as well as his tie and ring transforming into a red and black collar with a pentacle on it and his white shirt turning black. In Halloween Town, the pentacle hangs loose from the collar-where as it’s firmly attached in the Pridelands.
Personality: Midnight is a very calm and collected person. He detaches himself emotionally from events to allow him to make a logical and effective decision; though that doesn’t mean he lacks emotion-he just “turns it off”. He’s almost annoyingly polite and removed with conversing with people he doesn’t know-or like-well, and as such doesn’t make very many true friends. When he does, however, he becomes much more open about himself, and is actually a fun person to talk to. Despite his looks, he is rather uncomfortable around girls his age-a result of living a sheltered life. Other than that particular weakness, he is also somewhat of a pacifist, and dislikes fighting whenever he can avoid it. The exception to this rule is if the potential target is not threatening only him, but his friends as well-at which point he will fight without hesitation. Also, he will act in self-defense if the situation looks hopeless for diplomacy. Though he is uncomfortable speaking to girls, he also feels an obligation to protect them, as well as help them with their problems whenever possible.-regardless as to whether or not they can handle it themselves. He tries to hide his discomfort when talking to them, and succeeds for the most part; however he finds it difficult to think straight, and occasionally says things that he shouldn’t. He is also hopeless with technology; both because of his being a Sorcerer, and because he came from a medieval world.
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.battle.information.
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Class: Mage
Weapons: Sword
Weapon Name: Noonday Splendor
Weapon Description: Noonday Fang appears to be a heavily sharpened minutes hand of a clock with the hours hand attached to it in the middle. The Blade is golden, but it has a dull brown hilt where the wielder could easily hold the weapon with one hand. Inscribed in silver on the weapon is a pentacle. Despite its resemblance to the hands of a clock, its blade is quite sharp and deadly. A faint green aura hangs off of it, though only those who can see magic can see it.
Unique Notes: Inside the weapon, an Upper-Mid level spirit is trapped. This makes the weapon incredibly hard to break, and allows it to cut the heartless and nobodies. In addition, he can Immediately summon the weapon to his hand.
Abilities:
Base Ability: Sorcery; The command of spirits and other entities of essence. Using them, the wielder is capable of powerful and useful feats of magic. As an unfortunate side effect however, is that the energy of a Sorcerer make it almost impossible for he or she to use any form of technology effectively. Note: Spirits are invisible to all but the Sorcerer and people who can see or sense magic. Also, Spirits and other entities can not effect the Material Plane without the aid of a Sorcerer, so all their invisibility does is hide the Source of the Sorcerer’s power.
Sub Abilities:
Detonation- An advanced sorcery technique used for destruction, usually in combat. It involves subjugating a number of small, insignificant spirits to one point and using them as a catalyst-as well as a check-for the Sorcerer’s power. The result is a swirling, nebulous, green light above the caster’s finger or hand that takes the shape of an energy bolt when thrown. On impact, the spirits are dismissed from their compulsion to gather and they immediately release their hold on the magic, creating an explosion of energy. This energy is pure, untamed magic drawn by the spirits straight from the caster’s body; thus it is highly destructive. Since the spirits hold this energy back, and not the caster, one can put more energy into this form of attack; thus it possesses more power than any of the comparable elemental attacks (Fireball, Frostbolt) though it doesn’t have any of the side-effects either (Burning, Freezing etc.). At low power, a detonation can be released almost instantly; though it only possesses the power to hurl and opponent back and stun them-possibly knock them out, but only if they were already injured or fatigued. A full power blast however, takes a couple quick seconds to prepare; still not a great pause, but it makes all the difference. They are easier to evade than their counterparts as well, but the power is exponentially greater. At full power, a detonation can shatter a boulder.
Scrying- Wisps are Low-Level spirits that have no offensive power. They do, however, have the ability to separate themselves into two separate intelligences that still maintain a link with one and other. This includes sending the images and sounds that one experiences to the other’s consciousness. Sorcerers can take advantage of this ability by binding one of these wisps temporarily to a reflective surface and witnessing what the other is experiencing as if it were taking place right beneath the surface. Also, by binding both of the wisps into reflective surfaces two people can communicate with each other as if they were talking in person. As a wisp can also instantaneously shift its location on the Material Plane by jumping through the Spirit World, this power is very useful to Sorcerers who can thus summon images of far away places with the wave of a hand and a thought. Far-Sight and Communication are the only benefits of Scrying; it has no offensive use whatsoever.
Phasing- This is one of the most useful abilities in a Sorcerer’s Repertoire. Phasing is done by sending mid-level spirits to attach themselves to solid, inanimate objects. After they have attached, they spread their power through the object, removing is slightly from the Material Plane, thus allowing it to pass through almost anything. The natural earth and magic are the only two things that the object won’t ignore after it has been phased. This power is generally used to walk through walls and doors, but it has more creative uses as well. Contact with the earth or most magic will cause the spirit to be dismissed and the object to recorporealize. Note: This power will have no effect on any magical weapons, or weapons coated in liquid, though it can cause a normal weapon without either to pass through things.
Items:
Equips:
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.story.mode.
-----------------------
History: Little to none of his history is known; either by himself or by other people. Only some of the Greater Spirits could tell him, and he had yet to unmask any of their True Names with which to summon them. The majority of his memory spans only the last three years, with brief flashes of his past that appear to him on occasion. Unlike most people who have amnesia however, Midnight has no desire to remember what he has lost.
His first memory is that of awakening in Traverse Town-like so many others before him-after the heartless consumed his world. He had no doubt that it had been restored by now, but he feels no reason to seek it out or return. For a while, he tried some freelance Sorcery-but no one seemed to want to do anything good with his powers except for those who couldn’t afford it. As a result, he traveled the worlds doing a lot of charity work, and would have died of starvation if it weren’t for Bartholomew taking him in. The old man was a Weapon’s Master for a family from a place called “Calderon”, of which Midnight had never heard of(at least to his recollection) before then. The old man taught him in the art of swordplay and took care of him before he was killed by an assassin-presumably from the same world. Foolishly, the assassin then tried to attack him, and was dealt with swiftly with a particularly forceful Detonation. In the Weapon Master’s house, he found a large amount of munny in a pouch with his name on it. Evidently the old man had been expecting something like this.
When Bartholomew died, Midnight traveled to Twilight Town, where he served as the assistant in a shop for awhile, though he never really went anywhere else in town. After a month, he had recovered emotionally, and decided to set out in search of a cause that was both Good and Just; one that could use his abilities. He decided not to pursue revenge on the people that killed his Mentor and friend for fear that it would taint his memory. Since that day, he hasn’t let his feeling of loss bother him, and has pushed on with his life.
-----------------------
.other.info.
Yeah…I know the History was nothing impressive…but I’m going more for the character than his past. I wasn’t going for the overused, brooding guy in search of his forgotten past either. I just threw that in there so I don’t have to think one up right now; I’ll toss it in later somehow.
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