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 Filrena's charries 1 (Crayis Facrin)

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Filrena




Posts : 234
Points : 1034
Join date : 2009-04-01

Filrena's charries 1 (Crayis Facrin) Empty
PostSubject: Filrena's charries 1 (Crayis Facrin)   Filrena's charries 1 (Crayis Facrin) EmptyMon Apr 13, 2009 2:38 am

Name: Rujin (pronounced 'Rue-gen.')
Nickname: Ruj, Ruji (pronounced 'Rue-gee')

Role: Only known worker of Silva, an export 'company' that primarly ships materials to mage-bane societies by result of originally dealing business with them.
Title: 'Iron vixen', 'witch slaver', 'Vain lady' (last one considering how she can come off with her business practices and gaudy wear)

Race: Makirak
Racial slang: Fox-beast

Sub-species: Elemental Cage
Racial slang: Eleflesh

Gender: Female
Build: Voluptuous

Seeming 'human' Age: Full Adult
True age: Unknown

---

Settings: Any magical setting. Meant for pure-fantasy or at least modern fantasy.
Dwellings: Silva Tower
Variations: (Medieval) Crayis stores large dual-daggers instead of guns, and her upper 'skirts' hold throwing knives that she can skillfully withdraw without cutting herself, even when hard-pressed by the rush of combat. (Futuristic) Crayis's main (left) gun is a laser-base technology, and the right gun is a ballistic technology. The right half is laser batteries and left half clips reflectively. The tail has net-like bindings that go between her sub-tails that functions as a faint energy refracter that softens impacts against her. (it disturbs the kenetic force of ballistics and energy mass of lasers. On a side-note, it only weakens the attack slightly, it doesn't nullify anything less then neglectfully weak.)

Loves: Magic, business, Ajipreah's safety
Traits: Relaxed, casual. Her motions lay a slight provocativeness in its style.
Hates: Close-contact by most people, Aji being subject to vaguely understood situations, anti-magic, being physically away from silva.

Outfit, racial appearance, personal appearance: All three are described at the end of this profile due to their length. They're copy-pasted from the first provided information unless if subject to clearifying updates.
Essentially, a pants, shirt, fox-trait ear-clips, and bracelets. The race is a somewhat-monsterous humanoid with weird feet, a tail that has many sub-tails covering it and a metal tipping, unusual fur patterns on the hands, and fox-like traits. The fox-like traits consist of ears, whiskers, teeth, the sub-tails (as tiny versions of the only tail of a fox), hand claws.

---

-Public knowledge-
A flaunty makirak. The strange, unnatural form of her species is assumably induced of exposure to excess HSR fields, magic-derived pollution that can potentially corrupt things exposed to it, from a fox-trait base species. However, the speculation is not backed with any official word or proof.
Rujin is a water elemental sealed into a makirak body, known best of all by her customers as the 'witch slaver', but locally simply by her name. The fact that she has no last name is a suggestive mark that means her body is a total construct, not a stolen corpse. (as normal naming patterns for elementals)
Fox-traits themselves are

Rujin runs a pretty vague business. How she gets her materials that she exports for her money is entirely unknown, but because she originally asked for witches in exchange for her materials, instead of actual money, there's guesses made. It's thought by her customers that she had enslaved a population of witches in order to achieve a mining method that cleanly extracts the traded needs.
Because the way Rujin moves, and the way that she strictly keeps her business secretive, the unusual housing that her sizable 'factory' doubles as, she also gets considered as someone who is vain about herself.
No matter, though, Rujin is rather open and friendly in terms of non-critical things. She's been rarely forced into tight situations ever since the Silva company had lifted off, so it is in fact hard to say how she'd act under stress except to perhaps break down from her shallowly supportive ego.

Rujin is clearly uninterested in the surrounding world, except when her only son, the adopted draconic blooded child Ajipraeh, is involved. (or her business) The only visible concern she has are monsters roaming near traveling routes she brings exports along. When her prices are inflated (to counter the demand) she offers them to be hunted in exchange for the hunters partially nullifying the inflation towards the people they represent.

---

-Secrets-
These are various secrets that have been found about Crayis. They are not permitted to be learned without actual experience around the character except with permission.

=-Rujin only asks for specific monsters to be attacked, and furthermore secures her goods so that they can't be taken by strays through carefully moderated teleportation-based magic. The real risk of the monsters she requests against is that she feels threatens the actual ability to pull around the routes.
=-Although rujin's name of 'iron vixen' is a mixed title because the makirak race and her natural tail-tip plating, there's a subtle more proper meaning that the people who call her such are unaware of. Rujin's blood is actually a raw iron that solidifies into a powdered form when bled. (much akin to that Crayis bleeds gold)
=-Rujin IS Crayis, an infamous magic-using fox-trait thief, post severe mutations of her natural style, bodily form, and essence's presense. Crayis had seemed to die by execution one year prior to Rujin's emergence, but this was a fake set up to take her place, thoroughly designed for the job to the extent of stealing her own presence and habits.
=-Rujin's being a water elemental seems to be a side-effect of Lisui's death somehow. Because this does not naturally occur, how Lisui's presence could have influenced Crayis's properties is a mystery in itself. (Lisui is an elf summon that acted as Rujin's familiar while she was Crayis)
=-(This one isn't much of a secret, but is not open knowledge without being looked into at all) Silva tower is supposedly a construction project led by the Silva company's efforts independently. This tower grew from its shape originally based directly off of its housing functions into a sizable structure that spans the official region of its building area.
=-(This one is also a semi-secret. However, it's open-knowledge based on drawing information from the area directly instead of research) Silva Tower is actual subject to a type of magic-based corruption called 'HSR'.

---

She had strange ear attachments, ones that extended from along the rims of her fox-like ears, to make them 'reach' more sharply out from the body with golden round-edged additions. These ear attachments had a filling between the rims of themselves to the ears themselves by the spanning of a layer of sapphire crystal.
She wore a pair of bronze bracelets, that were only tight rings in their pretty simple features, but nothing else additional of decorative pieces.
The woman also had a short-sleeve shirt that was mostly normal, but the back side arced upward in its rim to expose a half-circle of flesh---sort of. It would have, but she had a wide black belt worn under the shirt, with a pair of gun holsters fused into it, pointing diagonally up-outwards along the belt, mostly angled towards going to the sides.
The pants she wore were segmented all the way down their length, each segment going down along her body for a while, before splitting off to a new segment, while the old segment instead curved outward and formed into a brief skirt-like feature for a very short distance. The pattern repeated itself three times along the top area of the pants, before when being split off to individual legs, went about 7 more times along the legs.
The left/right parts of the top three had gun clips hidden into the underside by slots, and thus were a little harder and less flexible than the others. (though by having the clips actually mounted, were rendered entirely inflexible)
The woman's body was quite strange. (consider the description off the base of a human) As mentioned before, she had fox-like ears. Her nose, though mostly human, had nearly transparent whiskers extended from the bottom half of the sides, in sets of four per side, and reaching halfway to the ends of her shoulder laterally, though they barely dipped down at all. She also possessed canine fangs of the mentioned creature.
The hands were tipped in fox-like claws instead of presenting fingernails, but there were thin lines of fur, that one-per-finger, ran back from the center of the top of the finger's tip, all the way to the hand, then ran equidistantly from between the other three fingers, before shifting placement laterally along the hand for the thumb's line of fur to join the pattern as it ran further back. They all came to meet a ring of fur at the wrist, though it was covered by the bracelet.
The fox-trait had a fur-less long-thin tail, but along the tail it split into a variety of sub-tails which resembled the nature of fox-tails, extending perpindicular of the main tail. These sub-tails consisted of the main-tail's fur, but the tipping was bare, and reflectively plated in iron-like flesh.
The feet were also strange. The ankle was akwardly different, and extended forward for the dominate foot, although it split off to extend further downward a sub-foot. This sub-foot was fused into part of the main foot where they were nearly joined into the ankle, and went downward before curving to point backwards, and tipped with a large claw that arched to stab down into the ground by shape.
The main-foot was four rather cylinder-like shaped pieces that were almost solidly fused together in a lateral formation, to make the effect of linear dips that the foot curved down then back up out of three times. (though the dips increased width, and thus depth, as the feet went further) These cylinder shapes extended in small spread of angles between eachother, going about 6.25 degrees from any adjacent one(s). They then sharply curved downward and hosted claws that looked more akin to spikes stabbing at the ground, which reach that barely surpassed the bottom of the sub-foot, equal with how far downward the sub-foot claw acutally reached.
The entire foot design, sub- and main-, were scaly.
She was an adult, barely passed the point one'd call her off as a young adult, with a somewhat rather voluptuous build. (at least relatively speaking, since she was a bit monsterous) Her hair reached to the shoulders, pure white, and she had deep grey eyes. The fur was a blue tinted offset of the white hair color, until the tippings which were a bit more definitive from white, and cyan. Her skin was rather lightened from a base of a mediterranean coloring, the paleness almost looking unhealthy. Scales took to a copper-like appearance, even to the point of mimicing metallic visual texture.


Last edited by Filrena on Thu Aug 20, 2009 8:15 am; edited 2 times in total
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Filrena




Posts : 234
Points : 1034
Join date : 2009-04-01

Filrena's charries 1 (Crayis Facrin) Empty
PostSubject: Re: Filrena's charries 1 (Crayis Facrin)   Filrena's charries 1 (Crayis Facrin) EmptyMon Aug 10, 2009 12:05 pm

===
Familiars
===
Very simple, very swift. A being which is a summon granted the luxery to be an extension of its summoner.

Familiars are mage-specific for the very basic reason that things can't really spontaniously generate off of other things for no motivated cause. Their existance, by being like this, can turn out to feel complex to understand. However, it is easier if one thinks like this:
Any single thing's presense is in two places, which is that it is where it is, but also that it's in a place of nothingness. This nothingness place is an isolation, to that the object rightfully exists on its own, but this existance isn't a part of other objects' existances. To make a familiar, another object in normal environment is added, but in the nothingness of existing, the familiar 'grows' out as an abnormality of the first object, which is its summoner.

A familiar is a companion that benefits the master in several ways. First, regardless of if the summoning fashion is a temporary process, the solid right of presence is inevitably forced on the familiar, and it can, before long, be a natural enough creature that banishing it as a summon won't work out. This is a loyal minion who won't go away at a single unsummon.
Second, the familiar has a deep connection to its master because of the connectiveness of its existence to the master's. This direct form is very difficult to break, and the design evades efforts to dispell, unsummon, etc. Through this, the master and familiar can share things, like thoughts, commands, and so on. Advanced enough connections can supposedly allow sharing enhancements. (However, any action or enhancement done through the connection to the other end must contest with anything that normally removes it as normal, such as anti-magic.)
Third, because of this connection, coupled with that a familiar becomes its own individual creature, the familiar has mana pool and potential spellcasting abilities, which, by having, can be drawn to help enhance the master. (Lisui doesn't do this, she's designed to perform independently.)

There's several weaknesses of this, however. First of all, you need to have a base of skill. Essentially, you have to be able to summon in order to do this, or else you won't be able to generate a familiar without aid.
Second of all, you share everything in thoughts even if you don't directly command it. This can generate anywhere from minor disobeying issues to severe rebeliousness against the master, depending on the connection structure, when the master's emotions commands the summon differently than the present mind.
Third, the master is strained on the connection. Squishy wizard much? This goes a few more nudges in that direction. Since the familiar exists thanks to the physical body of the master being extended out, the source physical body is weakened a little all-around. Very powerful familiar creatures tend not to be made simply because the weakening would be crippling.
Forth, the summon design is discarded eventually, and that works double-edged. Because of the dependency, a familiar that loses connection with its master has only a very short time to live. If it didn't accumulate spare energy beforehand, the familiar will rapidly grow sick and die immediately. ---and accumulating energy only delays that. Because of the complexity of the summoning, a familiar is difficult to rebind to a master, especially with the specific connection design it'd only be compatable with, and many familiars don't survive the entire time cost of the process.
Fifth, when the familiar's disconnected, it causes a recoil called 'Familiar flu'. Familiar flu is the state in which an effect of a sort of turbulance occurs by existence mismatching, by shrinking away from including the familiar's existence. This taxes the body and hinders the master considerably, disabling the master for a duration that can last as high as weeks or months, or as low as many hours or a couple of days. There's many factors that determine how long familiar flu lasts, or how severely, (a master can in fact die by a nasty familiar flu on its own) but it's generally a sliding scale of how powerful a familiar is, and how much of this power isn't independently managed by the familiar.

===
Elemental
===
A planier distortion posing as a natural occurance.

Once again, I ask you to think beyond physical presence and go a little creatively. This time, it's about all that is physically around oneself. This type of world will henceforth be considered a 'plane'. In fact, it is the physical plane, specificly. The cornerstone idea of the plane, is that it's a single catagory of everything able to interact with one another. The idea of planes, furthermore, is that if there's a physical plane, then there may well be alternative planes, maybe few, maybe many, or maybe even none.
To hopefully help understanding, one example of alternate planes is this: if there's a physical plane of only material things, then apparently, souls exist on a different plane...There's a spiritual plane, where souls reside, but not the material things of the physical plane, and vice-versa.
The nature of planes that gives it mysteriousness, is that generally interactions don't happen plane-to-plane. Obviously connections forged across specific objects, like a physical body and spiritual...erm...soul, can be an exception.

The idea of the elemental, is another kind of way that there can be an exception, though. Planes can potentially be very different, and sometimes an underlying constant is part of its attributes that makes it an independant plane. For example, a plane of heat has the infinite presence of a certain high temperature of heat that is there just by virtue of being on the plane of heat, and that's its constant factor.
When an elemental is born, what happens is that such a plane with a constant interferes with the physical plane. The constant (an ice plane's cold, a fire plane's heat, wind plane's winds, etc.) materializes into the physical plane, and being born in it, becomes a solid existence to the plane. However, its existence comes from the standards of the source plane's constant trait, so it retains ties to this plane, and having this nature gives it the ability to draw out power.

Elementals when born like this, will then have a type of interference of distortive energies, because the planes should be separate but are acting as not. They will eventually stabilize by making ends meet on the condition that the planes interfere, but only so-far as the elemental's specific presence. (though multiple cases of similar 'contracts' from the same two planes can occur.)
The settled energies at first define the elemental's restrictions and individual maintance. Then it gradually develops from there, to take into account varied conditions. The developments keep going, and eventually include specific theories, good ideas, bad ideas, so on, and build up what becomes a primitive mind. Some elementals will stop there, but depending on life, it can develop to become much more and make an intellegent mindset.
This is the true 'birth' of an elemental, a creature which is simply made up of a single concept materialized.
Elementals can lash out by exerting their presense, and regenerating through their source plane, by simply striking with their presence in a usage akin to a fist, or, they can attempt to manipulate a set of similiar conditions (like fire near a fire elemental) and give it supernatural shoves via the power of the source plane's acting at the elemental's control.

Elementals can only survive in an environment that satisfies the constant. Elementals can be struck against, some ways more effectively than others.
If an attack disrupts the constant itself (such as a fire elemental being doused with water) then a weakness is struck and the elemental is severely injured, maybe even killed.
If the attack is something the constant can defeat (like a fire elemental attacked by oil) then the elemental is strong against the attack.
If there's a match of the elemental and the attack, then the elemental syncronizes, and instead of being hurt, is healed.

The surviving condition is very picky. A wind elemental doesn't just survive in an air-filled place: It has to be subject to a tornado. To attempt to override this, an elemental may generate a sort of container.
This 'container' is often made starting with the elemental witnessing the powers of another kind of creature. An elemental may have magic or psychic powers, spontaniously granted as much as a sorcerer spontaniously ends up with born with her own powers. (except more random, since elementals can't simply inherit powers from nonexistant parents) To see this from another creature may give it the idea of enhancing their natural talents with that species.
Using the powers its born with, the elemental then will take over the creature, or it will generate a mimic of the creature. (Notably, this means that an elemental which posesses no magic or otherwise kinds of powers will almost definately end up with no container) An elemental that cannot make a container will likely just have to settle with becoming so strong that it can wander from its home environment for brief times.
The container is then modified to actually contain the elemental, by syncronizing with it, and absorbing the elemental with these abnormal syncronization traits.
To distance the syncronization from overlapping the two existances, magic (or otherwise) powers is then used to enhance the container, the elemental may exert personal influence (which will nullify the capability of using its elemental powers), or a special object will be made in a process similiar to generating an elemental which will maintain the distance until the object is considerably damaged or right-out destroyed.

The container will then live on as a normal creature, except the life of the elemental is directly fueling the creature's life, making the creature slave to the elemental. Meanwhile, the creature can exert the elemental's powers safely through itself. (and takes on the burden of being vulnrable/strong to certain attack types as if the elemental) A container, unlike the elemental, is not disrupted by the simple environment so-long that its natural traits can withstand the environment. So a ice elemental inside an elf is in no danger unless if the ice elemental is stupid enough to send the elf into a volcano.

This covers most of everything, but there is one significant thing: the detonation theory. It works like this: (and has occured, dispite being called a theory) There is a single severe presence compressed into a body. The outside lacks this severe presence. If the container is gone, or no longer contains, the severe presence will release from the container and extend out to this surrounding area.
---Basically, the container goes from being a container to a bomb with a theme of an unusual thing exploding out.
This is achieved when the container is quickly killed or the stabalizer (enhancement, elemental's powers, or stabalizing object) is removed from functionality. The elemental will rapidly spread out. However, the life dependends on the constant being fullfilled, and suddenly not being fullfilled, the elemental is not reaching its required conditions. With the constant not being met, the elemental's life is rapidly disrupted. Through this disruption, the elemental will definately die immediately.
An elemental will not undergo detonation theory if it is killed by its weak-versus condition, because the elemental's powers is already exhausted against the attacking blow. So a fire elemetnal killed by water will not explode into an inferno, even in a dry and easily burnable environment.

===
Lisui
===
Now I'll draw the connections of these conversasions and the Lisui character.
Lisui is an independent type familiar...and a wind elemental. (And Crayis is apparently a cold elemental of some kind, though so far no direct confirmation is made IC)
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Filrena




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Filrena's charries 1 (Crayis Facrin) Empty
PostSubject: Re: Filrena's charries 1 (Crayis Facrin)   Filrena's charries 1 (Crayis Facrin) EmptyThu Aug 20, 2009 8:52 am

===
HSR
===
HSR means High Spell Release. This is an abbreviation that defines what was originally thought simply as the result of excessive spellcasting in the same general area.
HSR is a destabalizer of reality itself. When magic is produced, spells will break through the standards of physical laws, and emerge with their unnatural influence. No matter how the effects of magics lay: manipulation of mind, movement, creation, mutation, and so on, some force is acting with its power to make something that normally doesn't occur, occur.
HSR is a residue of this force's puncturing into reality because its nature of neglecting reality, not so much directly warping it to its whims. However, HSR is a consistant combatnant of natural laws as well, and is not a permenent influence. As wounds heal of claws, the universe heals from magic. Akin to the scars of injury, HSR will (or won't) leave the same marks that magic may.

HSR in itself is mostly theoritical. Regardless of the form of casting, HSR is an unrealistic affect to achieve in any degree of effective levels within a casual effort. HSR has only been witnessed in deliberate attempts, of constant strong magic.
In the weakest impacts, sensitive equipment will distort and fry itself, and very instable products will break down into whatever result the instability is of. It is considered by some the chance of ruin. Even sensitive creatures are not subject to HSR. HSR pollutes primarly by the plane it is produced onto, so until higher levels it cannot affect spiritual or otherwise connected ends of a presence. Furthermore, the lifeforce that sustains a creature acts as a protective shielding against HSR. (creatures with resistance have higher HSR tolerance, too)

Moderate level HSR effects can disturb the functionality of less specific electronics, and enhance sensitivity to all things. (as part of this sensitivity, pain will be stronger, light will be brighter, sound will be louder, etc., even to harmful degrees)
High level HSR effects are very close to the influences of raw magic based powers, such as mana blast attack spells. The differences are assumably resultant from the entirely untame nature of HSR, as opposed to the funneled efforts of a casted raw-mana spell. Resultingly, raw mana spells are potentially a form of condensed HSR power. (however, there's no solid truth of it, since magic is no static science by any means.) Regardless, HSR are considered highly dangerous, because the lack of functionality of equipment, likelyhood that the creatures exposed to it cannot endure the levels of power, and lastly, the fact that the complete destabalization results in a violent deconstruction of whatever is exposed.

HSR is an stray power. To control it is possible, however. If magic-sensitive machinery is used with a design to handle HSR, the machinery can drain the effects of HSR to fuel its whims. Similiarly, a very complex, strong spell can be used to harvest HSR in an identical way.
Anti-magic is a very ineffective way of destroying HSR. While it's true that low-level HSR can be sealed out of presence, higher level HSR destroy any form of base that anti-magic can function off of and resultantly absorbs the power.

HSR is not rare purely due to the difficulty involved. HSR will also have a significant consequence even to what envokes it, with no regard to source. There is no form of protection for whomever is producing HSR unless if properly protected, which as suggested, is difficult to actually do.
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