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SITE PLOT [ARC 2]
Kiel Hyre calls it, 'the endeavor of the age'. Just what is the CEO of KH Corporation planning? One thing is for sure - one mistake could give rise to cataclysmic consequences: an ancient secret from the earliest years of the Guild might be uncovered, and far off the coast of Alberta, something might be lurking behind the mist.
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IMPORTANT
-When applying for a high-level or a guildmaster character, bear in mind that you will have to formulate a skill restriction and mentor system for your chosen Job Class, if the admin and mod team has not put up one yet.

Needed Characters List

GUILDMASTERS
Osama al-Medhain [NPC] > The Guild
Alessandro Vasilios Vencentio > The Family
Granrolf the Green > University of the Study of Arcana
Soul Encore > Bard and Minstrel division of The Show
Morrigane von Austerlitz > Schwarzwald Sage University

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 Croix Angelo von Rammsteiner (A), ...
Nameless_00
Posted: Aug 4 2010, 07:01 PM



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Group: Novice
Posts: 503
Member No.: 46
Joined: 4-August 10



Name: Croix Angelo von Rammsteiner; he prefers to keep it a secret and goes by any name people call him.

Age: 19 years old; he, too, also prefers this to be kept secret.

Gender: Male

Job Class: Mage

Nationality: Jawaiian

QUOTE
Note: When he was born the Rammsteiner Clan was settled in Jawaii where a few of his clan members were training to become Bards and Dancers. When he registered at the local civil registrar, Croix intentionally left the basic personal information part of his registration file blank as well during his citizenship registration. Fortunately, the local civil registrar,a member of the clan, and after personally informing the latter through writing, of his promise to himself, overlooked that fact and penned him in a different name, age, and place of origin. His default name, age, and place of origin, as stated in his citizenship identification, are “Zero; 20 years old; Geffen.”


Physical Attributes:
A young man with a slightly muscular build, similar to those of neophyte swordsmen from Izlude. He, however, makes up for his lack of bulk by having a good physique which makes his muscles look more prominent and toned.

As far as Croix's taste in fashion is concerned, he has a penchant to wear some rather uncommon styles of clothing which are foreign to Rune Midgard's prevailing fashion trend, to cover any exposed part of his lightly-tanned body, save his face and arms. Aside from that, he more or less still retains the look of a typical novice, with the exception of the 'minor adjustments' in relation to his aforementioned preference.

As a Mage, his taste in clothing is still predominantly along the lines of the casual neo-punk style he was known for. Trading his Novice plate and hood for some Carbon Nanotube jackets, pants, and boots, Croix is ready, able, and most certianly dressed to kill. Literally and figuratively.

His hair is black and neatly cut, with the exception of his bangs which he intentionally grows to hide his dark-brown eyes. Sometimes, however, he combs it up to reveal a pair of slim line glasses which aid his rather poor eyesight. The longest time he had been without his eye glasses were ten minutes; this was enough to get him hopelessly lost while on a nature trip by the outskirts of Geffen City.

As for his size, Croix can be considered quite puny compared to the other inhabitants of Rune Midgard, standing at a mere 5'5" and weighing in at 155lbs, though he still thinks of bringing that scale down to 130-140lbs., his ideal weight. Despite his deficiencies, he more than compensates for it with sheer athletic capability which could not be inferred from a person of his stature. Supporting his athleticism would be his natural nimbleness, especially in his hands, which is why daggers have been his first choice of weapons for hand-to-hand combat since childhood.

In combat, Croix is both a instinctual fighter, relying on his battle-hardened body, subconscious knowledge of various fighting techniques taught to him as a child, and extensive knowledge on human, animal, and demon anatomy; and a strategic fighter, capable of calmly ascertaining the situation presented to him and think of a strategy which would turn the situation in his favor. In short, he knows how to use his mind as a weapon as equally sharp and deadly as any dagger he had ever used.



Personality:
Croix is someone who could be best be described as a person who lives by his own strengths, and nothing else. Although quite polite and law-abiding, he will not hesitate to defy any rule or authority figure he does not agree with. This inherent rebellious nature of his has made itself manifest on several occasions in the past, although each situation, luckily, did not get him into any trouble with the authorities. It did, however, earn him some comic titles and monickers which are still used whenever he returns to those places.

Usually seen as a happy-go-lucky, bubbly, cheerful, and positive person, brandishing a seemingly permanent smile on his face, his presence seems to lift the morale of those around him, or so he would like to think. This outer side of him, however, hides a rather divided, if not complicated, man who tends to hide more things than meets the eye. He is content with people seeing him as like a childish and immature person as such a view would prevent them from trying to learn more than he wants them to find out.

Confident, independent, and free-spirited, Croix finds comfort in both solitude and in the company of other people, without feeling insecure about his choices. While people ask him sometimes why he prefers to be alone in a secluded place, he responds with a smile, which brings up the fact that this young man never speaks at all. Because of this, people assume that he is unable to speak, although this is very much far from the truth. He is quite the talker, but chooses not to speak until the "right time comes."

Because of circumstances beyond his control, however, Croix has opted to partially break his vow of silence, although does so only if not in the presence of his pet succubus, partner, and interpreter, Lilith, or, although in her presence, is a fair distance away from him so as not to hear his voice. However, after the events that transpired during his magus training, Croix entirely dropped his vow of silence having forgotten about it, along with most of his memories.

Strengths:
† He is capable of cooking and baking, with skills comparable to that of a master chef and baker, respectively.

† He is quite adept at speaking, reading, writing, and understanding different languages.

† He has a massive amount of confidence and charisma, which he uses to his advantage whenever necessity calls for it.

Weaknesses:
° Easily carried away by his emotions.

° He gets bored easily and does not want to remain stationary for prolonged periods of time.

° Unpredictable states of mind due to having been infected with a new strain of the Lemures virus. He can be normal at one instant then delusional the next.

° Croix is a pacifist. He strictly does not attack unless his requirements for self-defense have been satisfied.

° Young-Jae, Haku, and Kathrynne.

History:
Little is known about the young man except for the fact that he is male, looks 19 years old, and short compared to the other inhabitants of Rune Midgard. When asked about his place of birth, or any other personal information, he just tends to avoid the issue altogether by doing some unexpected action which shifts the discussion to another topic. What is known, however, is that this young man is searching for a friend -- a fact which has been attested by some witnesses as he was seen wandering Rune Midgard, actively looking for someone. Any other piece of information is still under wraps due to the young man's silence.

In truth, Croix is from a clan of nomads who are descendants of the victims of the tragedy at Glast Heim. Founded by Albert Weiss von Rammsteiner and his wife, Shelley Wynne von Rammsteiner, Criox’s direct bloodline ancestors, the clan adheres to a very strict code of secrecy to which they are bound to from conception to death due to the nature of their mission. This is the reason why they have been constantly on the move, passing of as traveling merchants, changing locations from time to time in order to prevent people outside of their clan to gather information about them and reveal the truth behind their façade.

Their main goal is simple -- to exorcise the demons which have plagued Glast Heim and free the souls of their ancestors and fallen comrades who have fallen prey to Glast Heim‘s corruption. For centuries thereafter, the clan traveled across the kingdom and even beyond, learning different styles of combat from Alberta to Umbala, in order to prepare their able-bodied men and women to fulfill their sacred duty to which they have been doing without fail for centuries long past.

As an unintended result from their nomadic way of life, they know all the customs and traditions of almost all of the countries in the kingdom and can even understand speak, read, and write their folk languages. Because of this, they have developed strong ties with almost every country in the kingdom, but this is not the only reason why Rammsteiner clansmen are so well-received.

Being exposed to the cultures of different countries, in addition to being multi-lingual, they, too, are known to be jacks-of-all-trades, skilled in a myriad of fields including Pronteran weapon-crafting, Payonian archery, Izludian swordsmanship, Geffenian magic-casting, and Albertan mercantilism, only to name a few; the latter being their forte to support their cover as traveling merchants. However, even with their strong bond with the different countries, they still maintain the secrecy of the existence of their clan. They are currently settled at the base of Mt. Mjolnir.

Not every one in the clan though chooses to follow this nomadic way of life for the rest of their lives with some wanting to stay behind for personal or professional reasons. For those who have opted to remain, the Rammsteiner clan is liberal enough to allow such a thing, but only if they comply with a vow of silence regarding their clan as well as some minor clan duties like keeping an eye on any clan member that wanders off within their area and ensure his or her safety and well-being.

As another liberal step taken by the Rammsteiner clan so as the aforementioned clan members, they are allowed to disclose some information about their clan, with the primary requisite of excluding information about their clan’s mission, further requisite that such information be disclosed to only and only those whom the clansman sharing the information absolutely trusts. This liberal exception serves a double purpose in that (1) it would increase the clan’s already impressive information network and (2) such members would serve as aides for other clansmen traveling the world.

Because of the circumstances under which their clan was formed in addition to the assimilation of economic and legal concepts which have become part of their daily lives for generations in their day-to-day activities, the creation of a culture based on the keeping of oaths and promises, equity, honesty, and hard work was inevitable; and another good thing that others like about Rammsteiner clansmen. Henceforth, the honest-to-goodness members of the clan adopted Var, the goddess of promises, several hundred years later as their guardian and make offerings to her. This move only serves to reinforce the sanctity of promises, made by and made to, Rammsteiner clansmen.

Training starts early on as children of the clan, as soon as they can walk, undergo routine light physical training coupled with basic survival and combat training under a common mentor. When they have reached a certain age, normally 10 years old, or when their mentors decide that they are ready even though hey have not reached the said age yet, their training progressively becomes harder and harder as each year passes. This is a tradition with the clan as they believe that the earlier one does things, the sooner their bodies remember it through muscle memory until such actions become second instinct and as natural to a clansman to do as breathing or eating.

Not limited to physical training, Rammsteiner clan mentors also see to it that their students get a good education; their system of learning supposedly on par with the prestigious schools found throughout the kingdom. Math, economics, natural and social sciences, language, and etiquette are very important subjects for them and a clansman normally grows up being adept in at least three of the aforementioned subjects. This, incorporated with their physical training, follow another famous Rammsteiner clan belief that “one who is strong in body should also be strong in the mind and heart.”

After an average of 18 years under the clan, young men and women, with the blessing of the clan, set out on a journey to acquire their desired profession; but even though the normal age a clan member leaves the clan to get a job is 18, there have been rare instances when those younger than 18, because of they have shown exceptional traits in all the fields of important to the clan, setting off. Taking the mandatory examinations are already easy for them because of their physical and academic training since early childhood. Hence, passing the Novice Academy examinations, as well as their job procurement examinations, are already a given. Afterward, they shall spend a minimum of three years but no more than five years in their chosen profession.

When they have satisfied their requirements or when they have spent five years, they can go back to the clan, or in the case of the latter, a member of the clan compels them to go back. Because the clan does not stay in one place for too long, it is not uncommon if, by the time a clan member returns, the clan had already moved to a different location. However, whenever they move, they leave behind small clues for the returning clan members that only members of the clan can understand to notify them where they had moved to. This is also true for hunting parties or adventure parties where at least one of which a Rammsteiner clan member is a part of. Therefore, technically speaking, thanks to this ingenious method of locating one another, Rammsteiner clan members can never get lost.

Once they have returned and the clan has verified their presence, the returnees would participate in a mock battle royale for a rare prize for each of the winning participants and the honor of being chosen to go to Glast Heim. The rules are simple -- every one engages in an all-out, no holds-bared fight until a minimum of ten people remain. Real weapons are not allowed, so participants must instead use wooden training weapon, reminiscent of their childhood. This is only true for hand-held weapons; magic and other forms of supernatural combat abilities, so long as they do not cause irreparable or lethal damage to the other or to oneself, are allowed.

When the battle is finished and the most exceptional only remain, they are declared the winners and are chosen to be a member of the party to be sent out every five years in order to attempt to cleanse Glast Heim of its impurity and free the souls of their ancestors from their years of untold suffering, in accordance with their age-old traditions and their mission. Those who were defeated during the contest also receive a special prize, albeit of a lesser rarity than those given to the winners, and would have the option of staying in the clan as mentors or, with the blessing of the clan, once again set out for additional training for the next battle royale. With regard to the parties who were sent to Glast Heim to fulfill their purpose, so far, none have been successful.

Two years ago, Croix's friend, a skilled Gunslinger of only 17 years old, by the name of Kyrie Sieghard von Rammsteiner, was chosen to join the party which was selected to fulfill their sacred duty at Glast Heim. Kyrie’s name was taken from the word ‘Valkyrie,’ Odin’s handmaidens, in honor of her parents who were both part of a party sent out to Glast Heim, but never returned. Kyrie was a beautiful young woman of 5’2.”. She had long, blonde hair, usually tied back to make a pony tail, which complimented her bright, green eyes. Her skin was of a healthy peach color and her body was normal for girls her age with the exception of her bust size, something she was very insecure of.

As a child, she excelled in all fields in both training and academics, but displayed a natural skill in the field of archery. In addition, she seemed to show an affinity with beings of the Holy element, including Angelings and even, according to some witnesses, Valkyrie herself.

When she set off for Payon at 14, being one of the few exceptions to the age limit before setting off, the caravan which she was traveling with was attacked by bandits and routed off-course towards a barren and empty land, devoid of the lush green forests she was used to. It was not until a few days later when a roaming patrol of Gunslingers passed by and saw the caravan as well as the bandits. It did not take them long to dispose of the bandits and rescue the caravan and the people with their exceptional skills along with their impressive array of weaponry.

Kyrie could not believe her eyes -- the weapons she saw before her were different from the bows that she used during her training. They were smaller, faster, but far and away surpasses the power of her bows and arrows. Amazed at their weaponry and skill, Kyrie asked to join them and was taken to Einbroch, where she quickly became one of the elite Gunslingers of Einbroch, specializing in the use of a pair of customized dual magnum revolvers named “Freyr” and “Freya” with such a degree of effectiveness that her fellow Gunslingers gave her the nickname, “Bullet Witch,” due to her uncanny ability to never miss a mark within her guns’ firing range.

After a long goodbye, his friend promised to return with good news. She never did, nor did the party which was sent out to Glast Heim, and were thus presumed lost amidst the corrupted souls of Glast Heim since, even with the worldwide network of the Rammsteiner clan, they could not be found. Devastated, Croix went into a depression which lasted for several weeks. This lasted until one of their clansmen, during a journey to Alberta from Jawaii, passed by the shoreline to see a party camped out on the beach. One of whom resembled his lost friend. When he examined the spot, however, several days later, they were gone without a trace as if they were never there. To Croix, however, this news only meant one thing -- they were still alive somewhere out there.

Immediately, Croix’s depression disappeared and he found a sliver of hope from the news, and by the very next week, after his preparations were done, he bade his clan goodbye and set out on a journey to find his friend, as well as his clan. Before he did, he made a promise with himself, vowing not to speak nor reveal his real name, age, and place of origin to any one until he found his missing friend, whom he considered as the "the only one who can give him back his identity."

While he looks for clues in the places where the missing party allegedly stayed during their trip, as a reminder of that promise he made, he carries around with him the badge his friend gave to him as a present for his birthday.

One year had already passed since he embarked on his journey and he has seen and experienced a lot of things, but the most important of all was the addition of a new partner to aid him in his quest.

With the help of a powerful Professor, Chang Liu-Mana, Croix was lucky enough to enlist the help of a succubus from Geffenia by the name of Lilith. Lilith is like any normal succubus one would normally find roaming around the dungeons and ruins of old civilizations, with the exception of her ability to read Croix's mind. With that said, Lilith serves as Croix's interpreter in lieu of his voice due to his promise to himself, in addition to her natural combat prowess from years of fighting.

While she occasionally has 'needs' to which Croix attends to from time to time, Lilith has become a valuable partner to Croix both in terms of completing his mission and just simply being good company to the silent young man.

Having been accepted into the prestigious University of the Study of Arcana, or U-ARC, in Geffen and has been training under the tutelage of Kathrynne Keyron, a very powerful High Wizard, CEO of the infamous Rekenber Corporation, and twin sister of Galen Keyron. Although being taught the basics of the arcane arts, Croix has shown more often than not a penchant for flame manipulation and prefers the use of fire-based magic than any of the other elemental magic taught to him. Eventually, he was able to become a Mage, albeit paying a high price in exchange for such power.

During the course of his training, he was infected by Kathrynne Keyron with a new strain of the deadly Lemures virus and would have succumbed to it if not for the timely intervention of one very special Soul Linker named Young-Jae Park. In exchange for most of his memories, the Soul Linker was able to stop the Lemures from overtaking Croix, and thus save his life.

Presently, Croix is traveling around the world as an agent acting on behalf of his mentor, Kathrynne Keyron, unofficially working for the Rekenber Corporation in a typical black-ops setting. While he does this, he continues to search for the elusive woman who keeps popping in his head from time to time: the woman with the sweet and gentle voice.

Joining him are two new additions to the duo comprised of himself and Lilith. They are Rin and Illya, two 12-year old girls who are the physical forms of Rebellion, Croix’s magical gloves; and together, they traverse the vast lands of Rune-Midgard.

Skills:
- Basic Skill (Automatic Skill from Novice)
- Fire Bolt
- Fire Wall
- Cold Bolt
- Frost Diver
- Increase SP Recovery

Custom Skills:

Assault Shroud: Flames of Rebellion
Type: Support/Anti-Personnel
Rank: C ~ B+
Casting Time: Five (5) Posts [5/5]
Duration: Three (3) Posts [3/3]
Cooldown Time: Ten (10) Posts [10/10]

Description: A fire-based magical spell specifically designed to augment Croix's close-combat style of magecraft. Unlike most forms of magic which have almost instantaneous effects after they are cast, this is special in a sense that it has a charging period before it can be fully unleashed as an attack. It is composed of three stages: Rule Breaker, Table-Turner, and Revolution, the former being the initial stage and the latter the final one.

First Stage: Rule Breaker

First, it engulfs Croix's body in blue flames, providing him with amazing protection and offensive power against all kinds of fire-based and earth-based attack and defense magic. It nullifies them as soon as they make contact with the flames, depending on the level of magic they have, and damages any earth-based creature when they do the same. However, adhering to the laws of equivalence, this also makes Croix extremely weak against water-based attack magic and makes water-based defensive magic nearly impossible for him to penetrate. The flames are also effective against undead opponents, but not as effective as those against pure earth element beings.

Second Stage: Table-Turner

Next, as the intensity of his flames increase, it gives Croix the ability to use the flames he generates for the duration of the spell in its fourth verse to propel him from one place to another at great speed. A spillover effect of the intensity of the flames at this stage, coupled with instantaneous movement, is that he creates an after-image of himself at the spot where he was before he moved. Also, due to the light refraction caused by the intense heat, it is possible that Croix may leave several decent afterimages of himself at any given time during this stage.

Third Stage: Revolution

Finally, after the first two stages have been completed, all of the flames on Croix disappear and are now focused in Croix’s right hand. The effects of the previous two stages on Croix also disappear, but he is now left with the collective form of fire-based magical energy. Subsequently, he then directs the collected magical force and performs an incredibly powerful, highly-focused, magically-augmented corkscrew punch attack, using the rotational force of such a motion to increase the attack's offensive power, and sends it barreling into its intended target. The sheer amount of concentrated magical energy gives this attack such an amazing piercing effect that it has a high probability of punching a hole through the target’s physical or magical defenses, if any, unless the magic itself is far superior than that of the magic concentration from the attack.

A down-side to this spell is that, while it gives Croix amazing abilities for a short period of time, its casting method and its cool down time leave much more than to be desired. Due to its sheer complexity, the spell is used through a series of five (5) verses -- three (3) verses to activate the spell and two (2) verses more, used individually, to allow the spell to progress to its final form on Croix’s right hand. Its usage, too, brings to light another large drawback since the spell consumes an ample amount of spiritual energy and leaves Croix almost drained right after and unable to use the spell for a significant amount of time after it had been cast.

Incantation:

1st - To my command, ancient destroyer and giver of life.

2nd - Heed my words and burn hotter than the sun.

3rd - Know that with me is the truth of all creation.

4th - In the face of this truth, nothing can stand against it.

5th - Be engulfed in sacred flames, you who know nothing.

Rule:
25% (1-25) - Fire-based damage with 'Bleeding' status
75% (26-100)- Fire-based damage only.


Special Note: In all instances, the attack pierces a target's defenses and magical magical defenses unless it complies with the abovementioned requeirement. The following is a guide to determine if the attack can pierce through a target's physical and magical defenses:

Croix > Target (Lower Job than Croix) = 95%
Croix = Target (Equal Job with Croix) = 85%
Croix < Target (Higher Job than Croix) = 75%

If the target is imbued with defensive-type magic, the target assumes the the value of the caster's chance, but this applies only to higher jobs casting magic on lower jobs. Moreover, if the target's job is either of the magus or cleric classes, or any job with a strong affinity to magic regardless of the character's own affinity to it, the values above will be reduced by 10 points. Finally, if the defenive magic is a custom defensive-type skill, the values will be further reduced by another 10 points.

When the attack stops, Croix is afflicted with the 'Exhaustion' status ailment without exception. However, depending on what stage he has decided to stop, the cooldown will be reduced by two posts for each stage, totalling to a four point deduction if only the first stage was activated before the spell was terminated.


Third Stage Attack Variations:

Revolution - Explosive Realization
Definition: Taking hold of a target's head with his right hand, Croix force-channels the accumulated energy into it and causes a small scale explosion limited to the target's head, albeit with great force that can easily knock back an opponent as far as several hundred meters, depending on their size. It is also known for sometimes temporarily blinding opponents due to the damage it inflicts onto the cranium.

Rule:
30% (1-30) - Fire-based damage with 'Blind' status
30% (31-60)- Fire-based damage with 'Stun' status
40% (61-100) - Miss.

Revolution - Civil Disobedience
Definition: Croix, instead of releasing the concentrated amount of energy, absorbs it within himself in order to give him a spontaneous burst of speed which he uses to deliver innumerable, blinding-fast blows to the target's body, finishing off with a spinning side-kick. Not the most powerful of attacks, but certainly one of the fastest -- fast enough to overload the target's cerebral functions temporarily due to information overload in addition to striking several parts of the target's head in quick succession which help produce that effect.

Rule:
25% (1-25) - Neutral damage with 'Confusion' status
25% (26-50) - Neutral damage with 'Stun' status
50% (51-100) - Neutral damage only.

Revolution - State of Emergency
Defintion: Half-absorbing the concentrated magical energy in his right hand, Croix releases the other half as an uppercut which sends his opponent into the air. He then uses the absorbed energy to power up his legs and jumps up to meet the opponent, kicking a multitude of times before finishing off with a revolving axe kick which sends a target downward to create a devastating aerial combo which usually leaves the target bleeding or obfuscated, at best.

25% (1-25) - Fire-based damage with 'Bleeding' status
25% (26-50) - Fire-based damage with 'Confusion' status
50% (51-100) - Miss.


Special Items:

The Left Wing
Description: A small badge in the shape of an eagle's left wing, with three large feathers made out of aquamarine and outlined in gold, which Croix keeps with him at all times. The words "Scientia maxim cum virtute" are inscribed on the top feather; "Religio. Morales. Cultura" on the second; and "Lux in Domino" on the third. On the back part of the badge are the words "Non mihi, non tibi, sed nobis." Kyrie supposedly has the other half of this wing.

Rebellion
Description: A specialized pair of fingerless, Minorous-hide gloves, bearing the knuckles, attached with one-half of a magical orb from a magic wand on each of their backhand sides. Croix, with the help of some of the city's blacksmiths, made this from the wand he was originally given after starting on his path as a mage. The fact that it does not conform to the usual standard of what a wand "should" look like is only proper for its namesake.

Because they were made as a pair from a single wand's magic crystal orb, they can only function properly when worn as such because they individually contain half the magical ability of a normal wand. Henceforth, it logically follows that if one were to cast a spell with only one glove, it will only be half as effective than when the same is cast with both.

In order for one to cast magic with these special gloves, one must first clap their hands together in order to induce a magical reaction between the two halves of the magic crystal on the gloves. However, one may be able to bypass this rule should he possess such strong enough magic power to actually induce a magical reaction from the crystals without the act of clapping by sending a portion of their power to flow from their hand into the orbs.

After modifying Rebellion by having a Whitesmith named Claire re-forge it to add to it another wand’s core, given to him by Kathrynne, Rebellion now has an overdrive function which amplifies magical resonance at the cost of added physical stress. This new form, when activated, was christened as Rebellion’s second form: Equilibrium.

Equipment:
- Rebellion [1]
- Dagger [1]
- Guard [1]
- Carbon Nanotube Jacket [1]
- Carbon Nanotube Jeans [1]
- Carbon Nanotube Boots [1]
- Unknown Style of Clothing [1]

Trivia:
- Croix reads books about law as a hobby.
- His favorite catchphrase is "jackpot."
- When bored, he practices sleight-of-hand magic tricks or draws.
- People say that he has a knack for drawing.
- After extensive meditation, Croix achieved a state of mind wherein he can "ignore pain" should the situation call for it.
- As a result of such training, he has been known to "fix" his own dislocated limbs by personally realigning them.
- Croix could pull off a pretty good poker face.
- He once tried to eat a Poring out of curiosity to its taste.
- Croix's cooking can be considered as a weapon in itself. There are instances where the food Croix cooks has been shown to be so delicions that they are enough to send those who eat them into a temporary comatose state.


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user posted image
forty-two
Posted: Aug 4 2010, 07:34 PM


FANTASTIK SPAHKU
Group Icon

Group: Admin
Posts: 566
Member No.: 2
Joined: 27-April 10



Oh---kaaaaaay.

Finished or not, I will be totally frank with you so you know our system. This profile can not be approved.

Why?

Because what you know and what your character knows are totally different things.

Your character may not know his/her name, but you do so please be generous and put and fill it in.

Same with Age.

Same with History.

If you really don't want other players to know who you are, then just note it in the profile (just like Rishid and the other Assassin profiles). When that's done, I'll change your name because your name must match your characters.

I get the vibe this a very old character from the way you write him. If so, please remember to make a history that fits his age.

When you've fixed this, THEN we'll go into the specifics.

Please and Thank You
- 42


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NPC LIST
user posted image
FANTASIK SPAHKU, LEZ GO NAMBAH WAAAAAAN!
Nameless_00
Posted: Aug 4 2010, 10:25 PM



Group Icon

Group: Novice
Posts: 503
Member No.: 46
Joined: 4-August 10



Done.


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user posted image
Nameless_00
Posted: Aug 6 2010, 10:13 PM



Group Icon

Group: Novice
Posts: 503
Member No.: 46
Joined: 4-August 10



QUOTE (Nameless_00 @ Aug 4 2010, 10:25 PM)
Done.

So, are we ready to go into the specifics yet as part of the newbie training guide SOP, or is it logical to assume that, with the non-action regarding the profile after the required entries have been edited, that I may generally start posting? Take no offense for my inquisitiveness -- I am just asking since I do not want to irk some fiery-headed administrator during my first few days here. Presumably, this includes you.


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forty-two
Posted: Aug 6 2010, 11:05 PM


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Nah, nah, you got it all wrong, I'm gonna be your best friend here!

You're free to post in the Q&P and the lounge itself and since you're asking, you can only post in the other forums when you're approved. Just so you know. Non-Action = mulling and debate which is either a good or a bad thing, but presume it's almost always a good thing.

In your case, it is your history. In ATA, The Glast Heim Tragedy is a recorded event but the lore was to be released at 2.0 (see ZENITH in plotting lounge FAMILIES for some information). So case in point, your family may be angry at the Zeniths or hunting them or so on and so forth. With the appearance of your character, I have the additional task of changing some of Glast Heim's lore which is why I'm taking good measure on your profile and taking time to develop stuff for you and it.

In lieu with this, I'd like more information on your family. I know you're applying for a novice which generally does not need an impressive history but I believe that you can pull it off. I want specifics as to the culture of the Rammsteiner nomads, detailed view on their current position, of their culture, how they train their young for the coming hunt and so on and so forth. You've already given stuff, just detail it. Also details on what happened to your huntress friend, and a name if possible as she may be included in the Glast Heim lore.

Also, how can he search for his friend without speaking, does he use a signboard--or something? And how can a registrar blatantly overlook such a lack of details? He/she would practically see the lack of a name, age and place of origin, all three of which are very important to local registries (I know you've been to one so I presume you know), especially for the Chivalry. I don't think the Chivalry would hire a registrar like that who is (presumably) a knight himself/herself much less allow an "unknown" person to enter the Academy as a novice.

Also name you want for your account so I can change too.

Add, fix, and rinse.

You are a newbie, not a n00b which is why I am expecting the same love for writing as my companions have here as well.

Cheers.


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Nameless_00
Posted: Aug 7 2010, 10:42 AM



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QUOTE (forty-two @ Aug 6 2010, 11:05 PM)
Nah, nah, you got it all wrong, I'm gonna be your best friend here!

You're free to post in the Q&P and the lounge itself and since you're asking, you can only post in the other forums when you're approved. Just so you know. Non-Action = mulling and debate which is either a good or a bad thing, but presume it's almost always a good thing.

In your case, it is your history. In ATA, The Glast Heim Tragedy is a recorded event but the lore was to be released at 2.0 (see ZENITH in plotting lounge FAMILIES for some information). So case in point, your family may be angry at the Zeniths or hunting them or so on and so forth. With the appearance of your character, I have the additional task of changing some of Glast Heim's lore which is why I'm taking good measure on your profile and taking time to develop stuff for you and it.

In lieu with this, I'd like more information on your family. I know you're applying for a novice which generally does not need an impressive history but I believe that you can pull it off. I want specifics as to the culture of the Rammsteiner nomads, detailed view on their current position, of their culture, how they train their young for the coming hunt and so on and so forth. You've already given stuff, just detail it. Also details on what happened to your huntress friend, and a name if possible as she may be included in the Glast Heim lore.

Also, how can he search for his friend without speaking, does he use a signboard--or something? And how can a registrar blatantly overlook such a lack of details? He/she would practically see the lack of a name, age and place of origin, all three of which are very important to local registries (I know you've been to one so I presume you know), especially for the Chivalry. I don't think the Chivalry would hire a registrar like that who is (presumably) a knight himself/herself much less allow an "unknown" person to enter the Academy as a novice.

Also name you want for your account so I can change too.

Add, fix, and rinse.

You are a newbie, not a n00b which is why I am expecting the same love for writing as my companions have here as well.

Cheers.

I hope that is detailed enough and thus sufficiently comply with your purposes; I do not want to be a burden and make it hard on you when updating your guild lore and stuff. If, however, you feel that it still needs work, I shall oblige with it and remedy the situation as soon as possible; I am under your command, Mr./Ms. Administrator.

For my account name, Croix will do.


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forty-two
Posted: Aug 7 2010, 12:11 PM


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Changed your name and Profile Header

Much better.

Right then, just answer me these few questions and I think you'll be good to go. You need not edit your profile for this, I just want some answers.

You mentioned they can take any job class after their coming of age, I would just like to clarify that becoming a member of the Assassin's Guild is something permanent and if they do become members of "The Guild", they cannot leave unless they are killed (this is non negotiable, killing other assassins is very easy for The Black Hand) or join The Family and when they DO become members of The Family, they will have to do alot of really nasty things before they can leave which takes at least a year or so. What happens when a Rammsteiner becomes a member of said professions or are they forbidden to take such a profession as it would impede their tradition and culture?

Secondly, I just want to confirm that you do know the pros and cons of having a character who won't speak for...say...a while.

Also, once you are approved, I shall add the Rammsteiner family to the Families lore for future references for other members.

Cheers


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Nameless_00
Posted: Aug 7 2010, 01:10 PM



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QUOTE (forty-two @ Aug 7 2010, 12:11 PM)
Changed your name and Profile Header

Much better.

Right then, just answer me these few questions and I think you'll be good to go. You need not edit your profile for this, I just want some answers.

You mentioned they can take any job class after their coming of age, I would just like to clarify that becoming a member of the Assassin's Guild is something permanent and if they do become members of "The Guild", they cannot leave unless they are killed (this is non negotiable, killing other assassins is very easy for The Black Hand) or join The Family and when they DO become members of The Family, they will have to do alot of really nasty things before they can leave which takes at least a year or so. What happens when a Rammsteiner becomes a member of said professions or are they forbidden to take such a profession as it would impede their tradition and culture?

Secondly, I just want to confirm that you do know the pros and cons of having a character who won't speak for...say...a while.

Also, once you are approved, I shall add the Rammsteiner family to the Families lore for future references for other members.

Cheers

Yes, you are correct; the Rammsteiner clan does not bar its members from pursuing their "desired profession," including those which are, so to say, 'messy' in nature. They are free to be as they wish so long as they comply with the duties expected of a Rammsteiner clan member to another Rammsteiner member.

Like it was mentioned before, Rammsteiner clansmen are very loyal to their promises, and one could infer that this also includes their responsibilities to their chosen profession. Having that said, it would be highly unlikely for them to leave, so I doubt such a thing would happen. In short, they stick to one and do their best in it.

If, however, any of his or her profession's goals come into conflict with that of the clan, any and all members of the clan in that certain profession would acquiesce from involving themselves in such an operation and do everything in their power, while at the same time remaining loyal to their chosen profession, to harmonize both. If such a thing seems to be impossible, their duty for the clan always come first.

For members of the clan, anything, even death, is better over betrayal of the clan, reminiscent of the ancient Japanese code of "bushido," where betrayal is the highest form of dishonor one could garner. But should such death or serious physical or psychological injury be at the hands of the erring profession, any members thereof, or any one comissioned by such erring profession to commit such actions, such erring profession may expect an act of retaliation equal to that inflicted. One thing is sure, though -- should such an unlikely event happen, there will be mutually-assured destruction. Of course, this is only so far as it does not affect their ultimate goal.

Now on the issue of a non-speaking character, if the cons of such character refer to:

(1) being ignored by other characters on a field;

(2) difficulty in role-playing such a character;

(3) difficulty in interacting with those few characters willing to talk with Croix and;

(4) such situations similar in nature or analoguous to the abovementioned;

Then yes, considering those four factors I decided to still push through with a non-speaking character, even though I see no pros in such a character. However, if such pros and cons are not within the realm of those aforecited, may I humbly inquire as to what pros and cons you are speaking of?

To add to that, where can I view this Glast Heim lore you mentioned a few posts back after it has been released? I want to make sure that I am familiar of your guild's lore so I can properly incorporate it when I role-play.


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forty-two
Posted: Aug 16 2010, 06:29 PM


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It'll be placed in the Plotting Loungeor Lore once v2 opens.

Sorry about the long wait, had to wait for Sinclair to check on some things before I went ahead.

LULEELURAH

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