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1Malacanth Jingo(finished) Empty Malacanth Jingo(finished) Thu Nov 13, 2014 10:50 pm

Malacanth

Malacanth

  Malacanth Jingo(finished) Zexion-3
   __________________________________________________
   "No amount of power justifies an injustice done "
   

Name(s): Malacanth Jingo
Nickname(s): The Oblivion Knight
Age: 19
Sex: Male
Birthday: 04/23/X762
Sexuality: Heterosexual
Class: Cleric
Alignment: Neutral Good
Rank: D
Guild: Blue Pegasus
Guild Tattoo: palm of right hand
Face Claim: Zexion(Kingdom Hearts)

II. APPEARANCE

Height: 6'0 ft
Weight: 168 lbs
Hair: Long, light purple hair that falls down so it is longer on the front right side.
Eyes: Light blue eyes
General Appearance: Malacanth is a wizard with an amused expression permanently shown. His hair falls down to cover his right eye, not obstructing vision but making his right eye a rarely seen sight. His most common outfit is a full body jacket that covers his entire body but his head and gloves,  gloves and a hood covering the last two. Under the jacket he wears jeans and a shirt that are rarely seen due to his preference for his jacket. He wears black shoes to complete the outfit, and taken over all, wearing everything and putting on the hood leaves not a single part of his body visible.
Extra: n/a

III. PERSONALITY

Personality: Malacanth is the very definition of chivalry. He holds to the idea that one must be a gentlemen at all times, and fight for what one believes is right beyond anything else. This moral compass is what he values above all else, and anything that gets in the way of what he considers his cause righteous will be ignored or eliminated depending on what needs to be done. He ignores both what would be considered normal or even legality in his efforts to defend the weak and stamp out injustice. This chivalrous code he has dedicated himself to is the defining ideology that controls his life. Even when not protecting the weak and persecuting criminals, he sticks to the idea of being a noble wizard, acting with grace and honor to all that deserve and return it. When one doesn't give the same honorable conduct, he takes on a much more antagonistic view. He will see any slight against his honor as a challenge and while won't attack on site for relatively minor offenses, any future conversation will be seen with disdain, with it being rather obvious that it is on purpose. On the other hand, Malacanth will be the greatest of friends and allies to those who share his view of good before all else.
Likes:

  • Nobility:For one who focuses on chivalrous and noble behavior, the ones who have it in their blood are people who are truly inspiring to Malacanth.

  • Training: If their is one thing a humble wizard should know is that they can never know enough. Training is something a wizard should do no matter how skilled so they can be prepared to protect the weak to the greatest of their ability.

  • Rune Knights: He respects the protectors of order for being willing to fight against injustice, even if they stick to the letters of the law. While he could not hold himself back if he sees such injustices, he won't begrudge people who are not strong willed enough to fight no matter the consequences of the action. He sees it as an acceptable alternative to his lifestyle.

  • Defending the Weak: He cannot resist any chance to defend or help the weak. To defend and better those who cannot do it themselves is in his mind, the highest calling a wizard can aspire to.

Dislikes:

  • Dishonorable Conduct: Their is no greater travesty then a wizard who carries themselves in a disgraceful and criminal conduct. Such a wizard deserves nothing more than to be struck down for greater offenses and to be disrespected in return for minor.

  • Cruelty: Such injustices against anyone is something one so honorable as he couldn't stand for.

  • Dark Guilds: These organizations are the epitome of degeneracy, exemplifying the worst the world has to offer and deserving nothing more than to be destroyed and their members persecuted.

  • Extravegance: As he sees himself as being practically a hedge knight, a knight without a lord, he sees extravagance as a weakness of a man without a sense of chivalry and nobility. A truly noble man would live similarly to warrior monks. Living with the bare minimum and only rarely indulging in anything that the normal man couldn't. Those who live such excessive lives are seen as vile and of the lowest of character.

Motivations: What drives Malacanth to fight for justice and the weak is the conviction that he has been raised under all his life, that the only way a wizard should act is with honor and chivalry. He will do anything and everything that can be done to both do and convince others to follow his knightly code of conduct. As he believes that all wizards should follow this ideology, he must lead by example.

Fears:

  • Water: From an early age he has had a fear of swimming, he knows its irrational but he could never shake it off

  • Darkness: Another irrational fear that carried on from his childhood, he cannot stand being in pitch black darkness. This fear only effects him when it is true pitch blackness, any amount of light alleviates this.

Positive Traits:

  • Swift (+3): You are fleet of foot. When running, you move three times your normal speed.
    Explanation: You have a passive C Rank speed buff at all times.

  • Alertness (+2): You have finely tuned senses.
    Explanation: Passive D Rank hearing, sight, and smell buffs.

  • High Society (+2): You know good manners and were trained to handle social interactions in noble circles. This is useful in requests involving members of the highest levels of society, such as monarchs, nobles, courtiers, lords and ladies, and high-ranking clerics.
    Explanation: You are capable of having threads with nobles. Those without this feat cannot.

  • Diligent (+2): Your meticulousness allows you to analyze minute details that others miss.
    Explanation:Reduces training cost of spells by 10% in word cost.

Negative Traits:

  • Compulsive Honesty (-2): You cannot tell a lie, nor can you behave in a deceitful fashion. You tend to be blunt rather than tactful, even if it means insulting someone who you and your companions are trying to impress.
    Explanation: You can't lie and you will tell the truth when someone asks you something instead of lying. So if your team is impressing an ogre and the ogre asks if you guys are truly from the guild you guys claimed you were and lied about it, you will screw it up and say the truth.

  • Fanaticism (-1): This can be a substantial disadvantage for a character, though it requires significant roleplaying commitment on the part of the player. The fanaticism can be dedication to a particular cult, religion, or god, or it can be more worldly-based, in the sense of overwhelming loyalty to a state, a military presence, or to a particular leader. Whatever their sources, the different types of fanaticism have several things in common. If a certain code of behavior is called for by the belief, then the character must conform to that behavior even if it conflicts with the immediate goals of the character and his companions. While fanaticism is not necessarily evil, it may certainly become tiresome to those who do not share the fanatics beliefs.
    Explanation: You must always strongly act out to your beliefs even if it goes against your immediate goals or it brings the lives of people you care about in danger.

  • Intolerance (-1): You have an irrational dislike of a certain thing. It may be an animal, a class of person, a situation, or just about anything at all. Note that some dislikes may be too trivial or ridiculous to count--a dislike of Bavarian-crème-filled donuts or mechanical pencils, for example, has no real dramatic value and will not be allowed.
    Explanation: You must act very disgusted and displeased when your dislike comes into play. Malacanth's intolerance is too dark mages, even the sight of one will make him immediately uncooperative with the person and hostile.

  • Judgmental (-1): You form opinions quickly and change them very slowly. You also have a tendency to judge people on their appearance. A man dressed as a pirate, no matter how gentlemanly, is a scoundrel and a dog as far as you is concerned. A man covered in mud is a peasant, and a woman wearing revealing clothing is a prostitute.
    Explanation: You must act very disgusted and displeased when your dislike comes into play.

  • Overzealous (-1): You are incapable of having a weak opinion. Everything you believe, you believe as if your life depended on it. Everything you don't believe in, you hate with a passion.
    Once in a while your flaw gets you to strongly defend one of your opinions, no matter how inappropriate the time and place, nor what the circumstances of such an outburst may be.
    Explanation: If someone goes against your beliefs, you violently defend the beliefs, even if the person is your ally.

  • Trusting (-2): You don't like to believe that other people are capable of misleading and lying to you. After all, people are basically good, right?
    Explanation: If someone lies, you automatically believe it.

  • Curiosity (-1): You're a naturally curious person and you find mysteries of any sort irresistible. In most circumstances, alas, your curiosity overrides your common sense. This forces you to investigate something unusual, even if it looks like it might be dangerous.
    Explanation: You will walk deeper into the forest you have never been before. You won't turn around from the castle that you have never seen. This can result into getting you into very dangerous situations.

IV. MAGIC

Magic: Re-quip: Oblivion
Caster or Holder: Holder
Description: Re-quip: Oblivion is a re-quip magic based around weapons and armors of Oblivion. This magic originates from a place in-between worlds, where husks of beings are kept in eternal purgatory and these weapons and armors form out of this emptiness. This magic works much like other re-quip magics, except for the fact that the user stores weapons inside of Oblivion rather than a pocket dimension.
Strengths: Re-quip magic by definition is a highly flexible magic that allows the user to have access to a myriad of weapons and armors at a moment's notice. These weapons and armors are generally stronger than a normal weapon or armor as they are magical in nature, allowing for the mage to do much more than simply be a simple warrior.
Weaknesses: The biggest weakness of this magic is it's reliance on weapons to use the spells associated with it. To summon the weapons or switch to another weapon, the mage must pay a mana cost based on the power of the item to use it.

V. HISTORY

History: Malacanth was born to the Jingo family, famous for their history of mercenary work. He was his father's first born, meaning he was expected to take over as head of this relatively prestigious mercenary family, who were in high demand amongst the rich and noble. Malacanth initially flourished under this, seemingly growing up to be a fine warrior who could take over for his father. This expected course changed though, as he was first exposed to stories of knights and chivalry. This idea captivated the boy, who saw it as a higher calling, to his father's chagrin. As the grandeur of knighthood grew in the boy's mind, his training went poorer and poorer. His father, trying to teach him the tricks of the trade that made them the best at what they did, found Malacanth to be an unwilling apprentice. He would not use the underhanded tricks he employed, and instead focused on what the young boy insisted was the honorable way. This infuriated his father, and by the time he was ten his father had had enough. He gave up on the boy, declaring him a lost cause, not worth the time and effort to train and take care of. Malacanth was put aside and his younger brother was raised to heir of the family business. This surprisingly meant little to the boy and he ran away a week later to the surprise and sadness of everyone but his father as he officially disowned him a day later.

Malacanth left in search of a master who would train him to be a knight, going into town after town as a beggar. He lived as a traveler in poverty and squalor for two years, never giving up hope that he would find a master worthy of the Fairy Tales he grew up loving. After two years in this condition, he found what he was looking for. He had been residing in Onibus for the past month, begging off of the travelers that came through. He still had a sense of innocence and naivety to him, seeing the good in all people if it existed or not, which lead him to asking food from a mage of Raven Tail. This was perceived as an insult to the man, for a reason Malacanth could not understand. Luckily for him, he was not beat up, due to a man he would learn was named Ansem. The man was a force to be reckoned with, taking out the would be attacker with the ease. He left the man unconscious, instead taking his attention to the young Malacanth. This would prove to be a fortuitous meeting for Malacanth, as Ansem was a mage with a magic truly fitting for a knight. The Re-quip mage offered to take Malacanth to his home, so he would not sleep on the streets that night.

That night, Malacanth told Ansem his story, how his life with his family had been a comfortable one, but rife with dishonor. The boy's chivalrous naivety was an endearing quality, and Ansem offered to take him as an apprentice, and teach him in the ways of Re-quip, and knightly conduct. Ansem followed a similar ideology, seeing himself as a true knight of the people. This worked well with Malacanth and he spent the next seven years as his student, learning how to use re-quip and fight. While this happened, he was trained in the ways of courtesy, learning to sharpen his manners to the point where he could navigate the intricacies of noble circles with ease. While Malacanth wasn't a true knight like he had hoped to be in his younger days, he was the closest thing he could have hoped for, and found the seven years spent under Ansem's tutelage as the best years of his life yet. After his training, Ansem instructed him to join Blue Pegasus, the guild he had called home in his younger days. Armed with all he had learned under Ansem, he set off for Hargeon, where he threw out Ansem's name to the guild master and he was let in immediately. Now he was a proud mage of Blue Pegasus, trying to uphold his master's tenets of chivalry and grace that he had aspired too for so long.



Last edited by Malacanth on Tue Nov 18, 2014 1:37 pm; edited 2 times in total

2Malacanth Jingo(finished) Empty Re: Malacanth Jingo(finished) Mon Nov 17, 2014 6:18 pm

Malacanth

Malacanth
This is done!

3Malacanth Jingo(finished) Empty Re: Malacanth Jingo(finished) Tue Nov 18, 2014 9:00 am

Elizabeth Silvershield

Elizabeth Silvershield
Just a few things and you'll be Good to Go. Everything that needs to get corrected can be found in the list below;


  • In your Intolerance trait, please state what your character is intolerant to.
  • So you stated that your character stores his weaponry/armory in The Oblivion, and not in a Pocket Dimension. Is there any big difference between the two that may affect the magic in a way, making it different from other ReQuip magics, or is it the same with a cooler name? [You can ask this question when bumping, it isn't necessary for you to answer it in the app unless there is a big difference between the Oblivion and the Normal Pocket Dimension. In that case, I'd like you to state the difference between the two and how it affects the magic, does it make it different from normal ReQuip, etc.]


Bump when done. If you have any doubts about the corrections asked/rules/etc, feel free to PM me.

4Malacanth Jingo(finished) Empty Re: Malacanth Jingo(finished) Tue Nov 18, 2014 1:38 pm

Malacanth

Malacanth
intolerance fixed, and the Olbivion thing is flavor, no difference in use.

5Malacanth Jingo(finished) Empty Re: Malacanth Jingo(finished) Thu Nov 20, 2014 1:10 pm

Elizabeth Silvershield

Elizabeth Silvershield
Oh god, I'm so sorry for the Delay. For some reason I didn't get the Notification.

Approved.

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