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"All is predestined. You must realize that."
Name(s): Farren Claret
Nickname(s): Typhon
Age: 17
Sex: Male
Birthday: 19, October, X763
Sexuality: Straight
Class: Cleric
Alignment: Chaotic Neutral
Rank: D-class
Guild: Eisenwald
Guild Tattoo: Located in the center of his back. Black and gold is the color.
Face Claim: Igniz - King Of Fighters
II. APPEARANCE
Height: 6'2"
Weight: 187 lbs
Hair: Blonde
Eyes: Red
General Appearance:
Farren is 6'2" and 187 pounds. He is slowly moving towards the "tall" side and maintains a thin, toned frame. The clothing that Farren usually prefers is usually dark in appearance, but also comfortable, allowing him to move in any which way that he needs to during combat. On Farren's body there are many remnants of the runes that were once inscribed upon his body after attempting to take up the art of Blood magic under his teacher.Because he no longer is able to make use of this method of casting Blood Magic, he hasn't had use of these runes anymore. This has caused the runes that were inscribed physically in his flesh to slowly begin to heal, only leaving scars as evidence of where they once were.
Extra: He also has an allergy to mold.
III. PERSONALITY
Personality:
Farren is a complex individual. At times he can be rude and dismissive, but at the same time he can act quite serious and caring. Farren has also been known to be very arrogant, yet unknown to others this actually hides a problem that he has with his own self-confidence. No matter how strong he is in actuality, he always feels as though it isn't enough. He doesn't go out of his way to disturb the lives and ambitions of others but should they come into conflict with his own desires he will not hesitate to bring an end to whatever impedes him. He lives his life based on his his own wants and desires and nothing else, and if a situation can be altered to his benefit he won't hesitate to take advantage, even if it means turning on someone who was once an ally.
Those that he sees as his friends he thinks of as his family and would protect with his life. On the same token, he also finds it hard to trust new individuals. He can be rather oblivious to the feelings of others and can be rather abrasive at times, not taking the cues from others that there is something particularly wrong with how he may be acting at the time. This has led to many fights in Farren's young life, but the fact that he relishes battle has never truly caused him to think ill of this quality. Though he enjoys combat, he never truly fights out of anger or hate, and never usually acts out of this emotion. Most of his fights only occur out of either testing himself, or fighting for a reason that benefits himself, or simply because he feels as though he's better than whomever he's facing. When he is pushed to the point of anger or hate, he has a tendency to hold grudges against those responsible for this. Those grudges usually don't end.
Likes: Power, conflict, money, drinking, accolades, loyalty from his subordinates, a strong and confident woman, and meeting his own needs.
Dislikes: A person who's arrogance exceeds his own, weaklings, betrayal, long winded conversations, getting too close to people, anything that impedes his goals.
Motivations:
1. To maintain his life in the way that he chooses to and make sure the slavery he endured in his youth is never repeated.
2. To ascend to the heights of a God. Something that he feels he has been destined for since the time of his birth.
3. To advance the mastery of the reflector magic he has acquired, and delve deeper into the secrets of its origin.
Fears:
1. The loss of his freedom in any shape or form - Due to his upbringing as a slave, he has learned to value freedom and everything that it entails. Being imprisoned again and losing his freedom once more is something that he feels he couldn't deal with again, and as such, he'll do anything that he can do to avoid enslavement or imprisonment.
2. Being weak - Though being enslaved as a child was due to no fault of Farren's, he blames the fact that he was weak on the reason he was able to be enslaved in the way that he was. Had he been "stronger" he feels that it would have never occurred. Because of this, he fears being weak and does everything within his power to distance himself from even being associated with the word.
3. Drowning - Farren has always had a phobia concerning the idea of drowning. Though many people have a fear of dying, his fear is more or less having to do with the manner of death. The idea of dying in a way in which you're fully conscious but unable to react or save yourself while dying is something that bothers him.
Positive Traits:
Fortitude (+3): You are tougher than normal. You can take more hits than the regular Joe.
Swift (+3): You are fleet of foot. When running, you move three times your normal speed.
Diehard (+2): You can remain conscious after attacks that would fell others.
Blindsight (+4): Using senses such as acute hearing and sensitivity to vibrations, you detect the location of opponents who are no more than five feet away from you. Darkness and Invisibility are irrelevant, though you cannot detect non corporeal beings.
Blind-Fight (+4): You know how to fight in melee without being able to see your foes.
Agile (+3): You are particularly flexible and poised.Alertness (+2): You have finely tuned senses.
Diligent (+2): Your meticulousness allows you to analyze minute details that others miss.
Regeneration (+4): You heal very fast inside and outside of combat. Small cuts that go up to one inch deep are healed in the next post.
Stealthy (+3): You are particularly good at avoiding notice. You could be sitting somewhere in a thread at a bar and people wouldn't even notice that you were there.
Enhanced Strength (+3): Your character is slightly stronger than other characters when it comes to physical strength.
Negative Traits:
Hedonistic (-1): You love a good time. You party too much, drink too much, and eat too much. You have trouble resisting an invitation to join someone in a drink and sometimes shirk your duty if offered a more enjoyable time elsewhere. Whenever a good time is presented you let your guard. You're also not capable to resist seduction of any sort. It's just not in your nature to resist such opportunities.
Reckless (-1): You lack the emotion of fear. Unfortunately, it is often an important cue that keeps men from doing foolhardy things. Sure, you don't flinch at the sight of even the most hideous monster, but neither do you feel the need to run away when outclassed.
Righteous (-1): The end justifies the means. You are willing to perform morally repugnant actions in order to achieve noble goals. Unfortunately, this can alienate those people who might support your cause if you didn't use such heavy-handed methods.
Proud (-1): You don't like accepting help from others. If a gift or offer of aid smacks of charity or pity even the slightest bit, you grow indignant and refuse it.
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.
Overconfident (-1): Nothing is beyond your capabilities. If you wanted, you could defeat the best swordsman in the world; you just haven't had any reason to do so yet. And surely that chasm isn't too wide for you to leap across.
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.
Greedy (-1): Money makes your eyes light up with joy. The more, the merrier, as long as it spends. Once in a while, whenever you're divvying up shares of the loot, being offered a hefty bribe, or catching wind of some fabulous treasure, the flaw can to convince you to grab for as much money as possible.
Derangement/Insanity (-3): Due to circumstances beyond your control, you are permanently insane. You may have a congenital brain disorder, or perhaps you saw something mortals were never intended to lay eyes upon, and it drove you mad. Choose a Derangement/Insanity for your character from the lists below. Though the list is by no means exhaustive, the following options are ones that have been presented in game terms and that have definable--and most times numerical--penalties.
- Mania: The character has a fairly constant euphoric or possibly irritable mood. Symptoms include a general increase in activity, talkativeness, increased self-esteem to the point of delusion, decreased need for sleep, being easily distracted, willingness for dangerous or imprudent activities , delusions, hallucinations, and bizarre behavior.
- Phobia: A character afflicted by a phobia persistently fears a particular object or situation. She realizes that the fear is excessive and irrational, but the fear is disturbing enough that she avoids the stimulus. (drowning)
- Bipolar Mood Disorder: The character oscillates between the mood states mentioned above, sometimes staying in one mood for weeks at a time, sometimes rapidly switching from one to another. Also known as manic depressive.
Daredevil (-2): You only really feel alive when you're staring death in the face. Your character is addicted to the thrill of death-defying stunts, pushing himself to the limit at every available opportunity.
Cruel (-1): You have a sadistic streak that causes you to perform acts of cruelty for no good reason. Of course, this doesn't endear you to others. Most times you are prudent enough to carry out your cruelties on those under your thumb, rather than those you see as equals. However, you carry a constant social stigma, as rumors have their way of getting around.
Bad Reputation (-1): You have a reputation that angers or frightens people. Examples include being unlucky, petty, or cruel. The rep may or may not be accurate, but in either case, word travels faster than you do.
Arrogant (-1): You firmly believe that you are better than anyone else is. Your ideas are the best, your clothes are the most stylish, and you have to let everyone else know how much better you are. Once in a while you openly show contempt or disdain for someone else.
Allergies (-1): You are afflicted with allergies. These may be something as simple as hay fever, but the reactions to such will result in something like a huge bout of sneezing and gasping. You must mention this allergy in your character application. (Allergic to Mold)
Ambitious (-1): You crave power. Money is nice, but being in charge of other people is your favorite thing. You are likely to be brought down by attempting a risky grab for power and failing. Even when deals are risky you will give in and agree most of times.
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.
Short Attention Span (-1): You have little patience, causing you to have difficulty concentrating on repetitive tasks.
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.
Branded (-2): You have fled for a crime committed and now have a prominent brand. You may have been a criminal, a slave, or some other such illicit individual. The brand is such that it cannot be easily covered, and a cursory search reveals it each time. Law enforcement agents of any lawful land will immediately take you into custody if they see the mark, for extradition or imprisonment. It is your choice as to whether or not you were falsely accused of the crime. - Cult that kidnapped Farren as a child branded the left side of his neck with a symbol. Explanation: You have a visible sign on your body that can not be hidden. This sign reveals itself clearly when you are in the presence of Rune Knights which will allow them to freely arrest you. Every time you get arrested you must pay a fine to the local authorities to get out. Resisting arrest will result into a larger fine.
Lecherous (-1): You have a lusty nature and a tendency to pursue the pleasures of the flesh. A woman or a man (however your tastes run) is an almost irresistible temptation to you. You give in to these temptations easily.
Aloof (-1): Your manner is cold and unapproachable, distancing you from friends and strangers alike. Your preternatural intelligence lends itself to viewing others as slow-witted and a waste of your precious time. Your charisma is lowered.Explanation: You can't act nice to people and you can't make friends easily.
Harbinger of Ill Omen (-1): You seem to be cursed to forever bump into a specific person, time and time again. Each time you do, something bad happens not long afterward. This person in no way does this purposefully, it just happens with alarming frequency. Explanation: You will have character assigned to you by roleplay department of staff who will enter you threads randomly from time to time. When this happens, staff will change the conditions of your thread against you. Such as heavy storm, avalanches or beasts catching onto your smell.
IV. MAGIC
Magic: Reflector Magic
Caster or Holder: Caster
Description:Reflector is a form of Magic which enables its user to twist and distort almost anything. It can affect both material things, such as metal, and intangible entities, such as air and light.
Strengths: Reflector magic possesses both great offensive and defensive capabilities: by refracting air, the user is capable of generating highly-destructive flying slashes of various sizes, which possess great cutting power. By twisting anything entering the immediate area surrounding them, the user is able to bend, deflect, or reflect attacks, be it physical or magical in nature.
Weaknesses: In spite of its undeniable advantages, however, this Magic suffers from several drawbacks:
- The user is capable of twisting anything aside from human bodies.
- The user can only use their refracting powers on a single area at a time, either around themselves or elsewhere.
- The user can momentarily twist objects with elastic properties, but these attempts will ultimately result in being ineffective towards restraining or harming the opponent, with the effected material eventually returning to its normal state.
V. HISTORY
History: 17 years ago, Farren was born in a small village that used to occupy itself in the countryside of North Fiore. Growing up there Farren lived a relatively unexciting life up to the age of six. All he can really remember from that time are the friends he used to have, his mother, and how much he used to look forward to going to the school that was located in the middle of the village. Everything else before "The raid" is a blur to him, but what happened on the day of the raid is still as vivid to him as the day it occurred.
On the day of the raid, members of the "Black Cult" arrived in Farren's village and began to attack and kidnap as many people from this village as possible for work on yet another of their projects. Unlike many other villages though, this one fought back...though in hindsight it truly seems that fighting back against these people was something that they should not have done. Only about four people from this people managed to survive, this number including Farren. Each of these four people now lived a life of slavery at the hands of the Black Cult. With the death of his family and friends still fresh in his mind, Farren swore revenge, but also knew he'd probably die well before he'd ever be able to carry it out. From that day forward he cursed the fact that he was powerless to stop these abuses. The freedom that he had taken for granted before all of this he now wished for above all.
After seven years of this life, Farren began to resign himself to this fate. He was now thirteen and there seemed to be no way conceivable to escape from this place. It was not as if he had not tried though...he had tried exactly three times and each time he felt he was on the cusp of escape, he was always captured. The beatings and torture that occurred as a result of these attempted escapes were things that couldn't be described. It was all too easy to give up hope in this place, and Farren was prepared to do just that. Holding onto hope was something that caused more pain than any beating that he could endure. If he was to simply give up on it, he knew he'd find solace in simply "being alive",no longer would he dream of things going back to the way they used to be...at least that was until a woman that Farren has looked up to ever since his time in the slave camp made an appearance.
In almost an instant of the woman's arrival, almost all the forces of the Black Cult had been demolished while others attempted to flee...yet the woman would give them no quarter, killing them mercilessly with magic that seemed to be inherently dark in nature. Even though they were being saved, the other slaves attempted to flee from the woman just as the Black Cult tried to as well. The woman meant them no harm, but there was an aura about her that gave off an unease...coupled with the fact that she massacred almost an entire army in the blink of an eye. Though the others ran, there was something about this woman that drew Farren towards her. The woman simply stared at him as he approached before taking off the cloak she wore and tossed it towards him. With the little clothing that Farren had, it was quite obvious that the intent of this was to give him something to wear. With a nod, Farren put it on and followed after the woman as she left the area. There were no words spoken between them at this time, but it was not needed. To the woman, she knew that she'd be the one to look after the boy...and to Farren, he knew he would one day pay this woman back for everything she had done for him.
As she raised him over the years, Farren came to know this woman by the name of Valasca. She belonged to a line of illustrious blood mages known as "The Clarets". While in her care, Farren also attempted to learn the ways of blood magic, even going so far as to take on the runes needed in order to make use of this magic, yet, it seemed the affinity of his innate magical abilities didn't lend well to the art of blood magic. Over the years, Farren began to develop his own "magic", even though what he was doing felt more than natural than necessarily using a form of magic. Farren found that he held the ability to "bend" and "refract" things, be it things or be it spells. The more that Farren trained these abilities, the more the idea of being able to "shape" the world started to come to him. As this disillusionment began to set in and grow in Farren, Valasca began to realize that he'd soon become a problem. The idea of killing him before he became so came to mind, yet she could never bring herself to do so. So under the guise of him becoming "too advanced" for her to train, she sent him out on his own in order to experience the world. Taking this as acknowledgment of his strength, Farren's ego as well as arrogance only grew, until finally Farren found himself as a member of the dark guild known as Eisenwald. This guild allowed him to pursue his own interests in the company of like-minded individuals, while also not being constrained by the laws of Fiore.
Last edited by Farren Claret on Sun Jun 29, 2014 11:57 am; edited 1 time in total