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  1. Sessamaru
    Profile Post Comment

    lol, I bet it was.

    lol, I bet it was.
    Profile Post Comment by Sessamaru, Sep 2, 2012
  2. Sessamaru
    Accepted. If you want, you can get rid of the background. I decided background wasn't necessary for this RP.
    Post by: Sessamaru, Sep 2, 2012 in forum: Retirement Home
  3. Sessamaru
  4. Sessamaru
  5. Sessamaru
    Thread

    RE: SIGMA

    Synopsis

    It all began centuries ago, when the nations of Gaeus fell into disgrace. The eight nations fought amongst themselves for resources and land, to gain power over one another. They all converged, causing a schism amongst their peoples. These people, in the midst of war, fought against their government. Due to the war, due to the vexation of the people, the world was thrown into chaos for the second time... the first was at the birth of Man.

    The people had learned from a passing Sage the Forbidden Arts. Because of the Forbidden Arts, the world was thrown into chaos, causing many to go insane and many others to start their own smaller nations. In the end, it was the first Cataclysm to befall the people of Gaeus. The dead walked, men and women and children weep and laughed, and many others were suffering from plagues... never allowed to die. This era of pain and misery was pulled to a halt when eight wise scientists, one from each country, found the solution for peace. Those who knew the Forbidden Arts were housed in prisons and asylums. Those who suffered by the forsaken magic were placed in hospitals and asylums. And those who were oppressed and afraid were given homes.

    However, their methods were never recorded, for Man was thrown into a Dark Age; the scientists had lived in seclusion far beneath Gaeus's surface.

    In the end, these scientists, men of both the Arcane Arts and Technology, had brought unto the people a new peace. As the darkness receded, the golden sun arose for the people under their gaze. In hopes to hold back the darkness, the scientists had created a school, not only for education... but to exercise martial control.

    This school exists upon the Crossroads of the eight nations. It was named SIGMA ((Scientific Institute of Guardianship through Mastery of Weaponry And Arcane Arts)) by the BSD ((Bureau of Scientific Development)), the organization formed by the eight scientists.

    As of now, the school exists as a mercenary company created by the BSD, Gaeus's new government, to keep the world in place and to disrupt anything that threatens the peace. Despite the BSD's grip on the world, it is not strong enough to control the will of others... or those that are savage.

    *************
    Base Magic


    Pyromancy: Fire magic. This element symbolizes power and passion. Pyromancy is commonly used for weapon augmentation and mid-range combat. Fire spells are weak against aquamancy, strong against aeromancy, and nulled by geomancy.

    Aquamancy: Water magic. This element symbolizes serenity and flexibility. Aquamancy is commonly used for healing and area-attacks. It is weak against geomancy, strong against pyromancy, and nulled by aeromancy.

    Geomancy: Earth magic. This element symbolizes strength and protection. It is commonly used for protection and close-combat. It is weak against aeromancy, strong against aquamancy, and nulled by pyromancy.

    Aeromancy: Wind magic. It symbolizes tranquility and harmony. It is commonly used for close-to-mid-range-combat and speed-augmentation. It is weak against pyromancy, strong against geomancy, and nulled by aquamancy.

    The basis of magic is founded around the four elements of creation. So much so, that those born have a peculiar affinity towards one of the elements and is capable of casting spells of said element. This is a natural talent.

    *One area of magic per person. (More may be learned later).

    *************

    Specialization


    CQC: Close-Quarter-Combat specialization. Those who use aeromancy, pyromancy, and geomancy are most adept at this. (This involves melee weapons, or simple hand-to-hand combat). Despite being able to use magic, CQC fighters aren't as proficient in magic as Healers or Spellcasters.

    Healer: Healers are commonly medics who use both magic and first-aid. They are more proficient in magic than CQC and Support, but weaker in direct combat. Aquamancers and, at times, geomancers are likely to choose this route.

    Support: Support fighters are the defenders and, if clever enough, decoys of the group. They aren't as good as CQC combatants, and not as great at magic like Healers and Spellcasters, but they are proficient at what they do. They are commonly mid-to-long range fighters capable of arousing shields or barrier of their particular element. Any field of magic can do.

    Spellcaster: Spellcasters are the best at what they do. They can use their magic to extreme heights, but are immensely fragile when in combat. Though they lack a fighter's reflexes, they possess a swift, calculating mind that allows them to cast a spell faster than the ordinary spell-user (CQC, Support). Unlike Healers, they are capable of doing damage from a decent range. However, alone, they are pitiful... unless they have enough distance between themselves and their enemy. Aside from their weakness, spellcasters are the only ones who are powerful enough to make a pact with the Elementals. This pact allows them to conjure their respected elementals to assist them in battle. However, this takes a lot of magic, and the magic that links conjurer and the conjured takes a toll depending on the amount of time the elemental has been summoned. Any field of magic can do.

    *************

    The Four Taboos of Magic


    Sangromancy: Blood magic. Blood magic is known for its use to cast dark spells of the various elements, tainted with their own blood. Not only can it cast elemental spells, but it can also cast non-elemental spells. To further this, sangromancy is capable of many things, ranging from conjuration to target manipulation. It is a cruel form of magic.

    Umbramancy: Shadow magic. It is a vile form of magic that creates illusions. These illusions can be physical or psychological. Not only are the illusions mind-breaking, but they can be powerful enough to literally manipulate the shadows around the caster of victim. It is considered the most sadistic of the four taboos.

    Pathomancy: Plague magic. Pathomancy causes rot, decay, and death. Magic becomes tainted, and as a result, it destroys everything in its path. Pathomancy is the most complex out of the four taboos of magic.

    Necromancy: Black magic. Necromancy is considered the most sacrilegious form of magic. It taints the Nexus, the source of all magic and creation, and brings the dead to life in the most darkest sense. It is the most powerful of the four and has a common relationship of the other three.

    *************

    Rules


    1. No Godmodding or Power-Playing. I reserve the right to do so if I need something to be pushed for in the story of this RP.
    2. If I grow weary of a problem I did not foresee (or expect to happen), I will add rules to prevent further issues of the problem. To add, I may change rules in the future as I see fit... but this is only when I think I can take the story into a different, more interesting path.
    3. I will allow only one character per person, and one specialization per character. As stated above, only one element per character... until I see fit that you can handle another form of magic.
    4. The Four Taboos of Magic are OFF-LIMITS.
    5. I’m going to kill your character off if you cause frequent problems or have been gone for more than 1 week without notice.
    6. Related to the previous rule, if you’re gone for about three days or so in the middle of interacting with another character the other character will be allowed to ignore you. Two days max for something more important.
    7. Your character can’t be all-knowing.
    8. I encourage you to ask questions! Even if you aren't part of the RP!
    9. Ask me anything in the OOC or in PM.
    10. I expect some descriptive detail. If I find something amiss, I will "ask" (more like demand) that you fix it (or explain further).
    11. Have fun.

    *************

    Character Sheet


    Username:
    Name:
    Gender:
    Age:
    Magic:
    Specialization:
    Appearance:
    Personality: [Explain their personalities]
    Equipment:
    Other: [Optional]

    *************

    *Note: I may limit the amount of "specializations" depending on the circumstances.
    **Note: I prefer if you ask questions before you jump the gun. I may have missed a few things.

    *************

    Accepted Characters
    *************

    Classes
    Magic 101 - Professor Rosette
    Weapon Mastery 101 - Professor-General 1st Class Plissken
    Art of War 101 - Professor-General 1st Class Malyce
    Astronomy - Professor Tsuna
    Science and Magic - Professor J.G. Faust
    The History of Magic and Magic Theory - Professor J.G. Faust

    *************
    OOC
    Please post CSes in the OOC!
    Thread by: Sessamaru, Sep 2, 2012, 4 replies, in forum: Retirement Home
  6. Sessamaru
    Thread

    RE: SIGMA OOC

    Post your CSes here, and after I gain a few people, I'll officially start the Main RP.

    Thank you!
    Synopsis

    It all began centuries ago, when the nations of Gaeus fell into disgrace. The eight nations fought amongst themselves for resources and land, to gain power over one another. They all converged, causing a schism amongst their peoples. These people, in the midst of war, fought against their government. Due to the war, due to the vexation of the people, the world was thrown into chaos for the second time... the first was at the birth of Man.

    The people had learned from a passing Sage the Forbidden Arts. Because of the Forbidden Arts, the world was thrown into chaos, causing many to go insane and many others to start their own smaller nations. In the end, it was the first Cataclysm to befall the people of Gaeus. The dead walked, men and women and children weep and laughed, and many others were suffering from plagues... never allowed to die. This era of pain and misery was pulled to a halt when eight wise scientists, one from each country, found the solution for peace. Those who knew the Forbidden Arts were housed in prisons and asylums. Those who suffered by the forsaken magic were placed in hospitals and asylums. And those who were oppressed and afraid were given homes.

    However, their methods were never recorded, for Man was thrown into a Dark Age; the scientists had lived in seclusion far beneath Gaeus's surface.

    In the end, these scientists, men of both the Arcane Arts and Technology, had brought unto the people a new peace. As the darkness receded, the golden sun arose for the people under their gaze. In hopes to hold back the darkness, the scientists had created a school, not only for education... but to exercise martial control.

    This school exists upon the Crossroads of the eight nations. It was named SIGMA ((Scientific Institute of Guardianship through Mastery of Weaponry And Arcane Arts)) by the BSD ((Bureau of Scientific Development)), the organization formed by the eight scientists.

    As of now, the school exists as a mercenary company created by the BSD, Gaeus's new government, to keep the world in place and to disrupt anything that threatens the peace. Despite the BSD's grip on the world, it is not strong enough to control the will of others... or those that are savage.

    *************
    Base Magic

    Pyromancy: Fire magic. This element symbolizes power and passion. Pyromancy is commonly used for weapon augmentation and mid-range combat. Fire spells are weak against aquamancy, strong against aeromancy, and nulled by geomancy.
    Aquamancy: Water magic. This element symbolizes serenity and flexibility. Aquamancy is commonly used for healing and area-attacks. It is weak against geomancy, strong against pyromancy, and nulled by aeromancy.
    Geomancy: Earth magic. This element symbolizes strength and protection. It is commonly used for protection and close-combat. It is weak against aeromancy, strong against aquamancy, and nulled by pyromancy.
    Aeromancy: Wind magic. It symbolizes tranquility and harmony. It is commonly used for close-to-mid-range-combat and speed-augmentation. It is weak against pyromancy, strong against geomancy, and nulled by aquamancy.

    The basis of magic is founded around the four elements of creation. So much so, that those born have a peculiar affinity towards one of the elements and is capable of casting spells of said element. This is a natural talent.

    *One area of magic per person. (More may be learned later).

    *************
    Specialization

    CQC: Close-Quarter-Combat specialization. Those who use aeromancy, pyromancy, and geomancy are most adept at this. (This involves melee weapons, or simple hand-to-hand combat). Despite being able to use magic, CQC fighters aren't as proficient in magic as Healers or Spellcasters.
    Healer: Healers are commonly medics who use both magic and first-aid. They are more proficient in magic than CQC and Support, but weaker in direct combat. Aquamancers and, at times, geomancers are likely to choose this route.
    Support: Support fighters are the defenders and, if clever enough, decoys of the group. They aren't as good as CQC combatants, and not as great at magic like Healers and Spellcasters, but they are proficient at what they do. They are commonly mid-to-long range fighters capable of arousing shields or barrier of their particular element. Any field of magic can do.
    Spellcaster: Spellcasters are the best at what they do. They can use their magic to extreme heights, but are immensely fragile when in combat. Though they lack a fighter's reflexes, they possess a swift, calculating mind that allows them to cast a spell faster than the ordinary spell-user (CQC, Support). Unlike Healers, they are capable of doing damage from a decent range. However, alone, they are pitiful... unless they have enough distance between themselves and their enemy. Aside from their weakness, spellcasters are the only ones who are powerful enough to make a pact with the Elementals. This pact allows them to conjure their respected elementals to assist them in battle. However, this takes a lot of magic, and the magic that links conjurer and the conjured takes a toll depending on the amount of time the elemental has been summoned. Any field of magic can do.

    *************
    The Four Taboos of Magic

    Sangromancy: Blood magic. Blood magic is known for its use to cast dark spells of the various elements, tainted with their own blood. Not only can it cast elemental spells, but it can also cast non-elemental spells. To further this, sangromancy is capable of many things, ranging from conjuration to target manipulation. It is a cruel form of magic.
    Umbramancy: Shadow magic. It is a vile form of magic that creates illusions. These illusions can be physical or psychological. Not only are the illusions mind-breaking, but they can be powerful enough to literally manipulate the shadows around the caster of victim. It is considered the most sadistic of the four taboos.
    Pathomancy: Plague magic. Pathomancy causes rot, decay, and death. Magic becomes tainted, and as a result, it destroys everything in its path. Pathomancy is the most complex out of the four taboos of magic.
    Necromancy: Black magic. Necromancy is considered the most sacrilegious form of magic. It taints the Nexus, the source of all magic and creation, and brings the dead to life in the most darkest sense. It is the most powerful of the four and has a common relationship of the other three.

    *************
    Rules

    1. No Godmodding or Power-Playing. I reserve the right to do so if I need something to be pushed for in the story of this RP.
    2. If I grow weary of a problem I did not foresee (or expect to happen), I will add rules to prevent further issues of the problem. To add, I may change rules in the future as I see fit... but this is only when I think I can take the story into a different, more interesting path.
    3. I will allow only one character per person, and one specialization per character. As stated above, only one element per character... until I see fit that you can handle another form of magic.
    4. The Four Taboos of Magic are OFF-LIMITS.
    5. I’m going to kill your character off if you cause frequent problems or have been gone for more than 1 week without notice.
    6. Related to the previous rule, if you’re gone for about three days or so in the middle of interacting with another character the other character will be allowed to ignore you. Two days max for something more important.
    7. Your character can’t be all-knowing.
    8. I encourage you to ask questions! Even if you aren't part of the RP!
    9. Ask me anything in the OOC or in PM.
    10. I expect some descriptive detail. If I find something amiss, I will "ask" (more like demand) that you fix it (or explain further).
    11. Have fun.

    *************
    Character Sheet

    Username:
    Name:
    Gender:
    Age:
    Magic:
    Specialization:
    Appearance:
    Personality: [Explain their personalities]
    Equipment:
    Other: [Optional]

    *************

    *Note: I may limit the amount of "specializations" depending on the circumstances.
    **Note: I prefer if you ask questions before you jump the gun. I may have missed a few things.

    *************
    Accepted Characters

    What's New?
    First, I want to say that this RP is a reboot of the original.

    With that done and over with... *ahem* though my opening post doesn't say it, you're all students in a military-academy called "SIGMA", where you learn about magic, the omniverse, and weaponry. In the midst of your academia, you also do field exercises and real missions (much like in Naruto... which, honestly, is the best example I can give). Like every other RP, this one encourages character development, drama, and having fun.

    What's new about this RP is that... well... for one, Karasu isn't going to be making an appearance (I'm switching him out for "Affinities" Ulrich... with a twist). Secondly, there is going to be more detail about the world, the Nexus, and more character interaction... after the opening railroading which consists of learning about the basis of magic. There is also more history, though some of it may be cryptic or overall vague. You will experience more classes, as well. In fact, I'm going to post the schedules of your classes before I start the RP.

    Thirdly, the story, though stretched out into arcs, may get your brains in gear. Be prepared to face Daemons and madmen, as well as the temptations of the taboos.

    Overall, be ready to ride this RP. I'm not the only one who's going to be telling the story. This RP is your RP... so long as you don't try to warp my story-arcs (like instantly stabbing my villains before I could react... or making your own villains and kidnapping my RP). In the end, be ready to help me weave a story of a life-time.

    Also, ignore the man behind the screen.

    *********
    Classes
    Magic 101 - Professor Rosette
    Weapon Mastery 101 - Professor-General 1st Class Plissken
    Art of War 101 - Professor-General 1st Class Malyce
    Astronomy - Professor Tsuna
    Science and Magic - Professor J.G. Faust
    The History of Magic and Magic Theory - Professor J.G. Faust

    *********

    Username: Sessamaru
    Name: Ulrich
    Gender: Male
    Age: 12
    Magic: Earth
    Specialization: Support
    Appearance:
    [​IMG]
    Personality: Ulrich appears to be a lazy, happy-go-lucky boy whose smile often shows ignorance and bliss. However, deep down, he's like every other orphan. Hurt and lonely. Like his fellow witch and wizard, he harbors strong hatred towards those who had done him wrong. However, he's quite sensible and will not attack anyone out of spite. Though he's level-headed and calm, Ulrich tends to be a clown. He also has a strong desire to be anonymous, not wanting to be the reason that those he cares for to be hurt. He is willing to take a beating and he will never give up, regardless how grave the situation seems.

    An interesting personality trait of his is his charisma. His charisma is born from his friendly-nature and his ability to sympathize with everyone on a very emotional level. Due to this, he is also a very self-sacrificing person, willing to do anything for those around him. Although, hypocritically, he does not burden people with his own problems. This may be due to his desire to remain anonymous and to keep them detached from him.

    Another positive personality trait he possesses is that he will keep all of his promises.
    Equipment: N/A
    Other: Ulrich is a genius and an innovator, capable of outsmarting his enemies. He's also extremely powerful in the ways of Earth magic, but he seems to hold back... as if he's afraid.
    Thread by: Sessamaru, Sep 2, 2012, 18 replies, in forum: Retirement Home
  7. Sessamaru
  8. Sessamaru
    Mav smiled wider at Kel. "Same here," he said enthusiastically, patting him on the shoulder again. "You don't seem to talk much, do you, Kel?" He asked, speaking his name a if he was committing it to memory. Mav was hoping he would get a decent conversation out of the youth, to have something to do while they trekked to meet the mysterious archer who shot the note at them. Or so he assumed.
    Post by: Sessamaru, Sep 2, 2012 in forum: Role-Playing Arena
  9. Sessamaru
    Solace plunged into the crystalline barrier, but met no resistance. The world accepted them, and in their pockets did the crystal shards glow brightly. The gummi flew into the mysterious lost world fast enough that the darkness couldn't follow their route, and met a resistance unlike any other. Impenetrable. The darkness outside went into a frenzy, beating at the barrier with renewed fury, enraged that it could not go in wholly like a black tsunami. And so, like the waves of a vast ocean, it beat into the barrier, bashing at it until it gave way.

    A new crack appeared...


    *********
    As Solace crash landed onto Atlantis, Katia and Kaito would awaken from the rough landing with a few bumps on the head and quite a few bruises. When they gathered their wits, they would realize that Sess was missing... and what's worse, was that the gummi gave a pitiful whine as it died and smoke flew out from every exhaust... and the engines would appear busted up.
    Were they to look out the window or leave the ship, the two Wielders would realize that they were in quite an idyllic place. Architecture of grand beauty surrounded them, though over the years there would be some vines spiraling around colossal columns. They would also note that there were many boats and many dark-skinned, white-haired, and blue-eyed people with mystical tattoos of archaic design. Around their necks were the same crystal shards that they, even Sess, possessed, glowing brightly. They were all young and beautiful, something of grand beauty. The sky was dismal, a faint twilight that came from a light-source mimicking the setting sun on other worlds.
    Their ears heard the constant flow of water, and perhaps a waterfall, and there was a faint hiss off in the distance.
    This was Atlantis, the lost world that resided outside of Time.
    *******
    Sess awoke with a start, far from the crash site. He was, in all honesty, on the other side of the mystic city, on the other side of a wooden bridge. He slowly rose to his feet, wincing at the bump on his head, and dusted himself off. He was at the entrance of a cave, which was covered in moss and vines, and he himself was surrounded by tropical flora. The Wielder shook his head, but quickly stopped as he realized that it made him dizzy and sick. He heard the echoes of people and vehicles far behind him, but he took a step forward and began making his way into the cave...
    *********
    [Group 2 will get a response soon...]
    Post by: Sessamaru, Sep 2, 2012 in forum: Retirement Home
  10. Sessamaru
  11. Sessamaru
    I last read "The Hunger Games". Finally got around to it... still haven't seen the movie, though.

    Edit: Oh , crap! Erm... the last book I read in school was... well, the Literature book. But in that, the last story I read (or remember reading) was Macbeth by Shakespeare.
    Post by: Sessamaru, Sep 2, 2012 in forum: Literature
  12. Sessamaru
  13. Sessamaru
    OOC: What does Radient Gardens look like now? I don't know what to post if I don't know what's going on. :( (Oh! And can you make a OOC so we don't spam this with OOC talk? (Just a suggestion >.>))
    Post by: Sessamaru, Sep 1, 2012 in forum: Retirement Home
  14. Sessamaru
    Uramax turned to Xero and shrugged. "I think it's because of my sparkling personality," he responded. "Or my devilishly good looks." Uramax added with a laugh. In truth, he was just as confused as Xero, but he didn't want to openly admit it. Honestly, he enjoyed pushing Xero's buttons, and he spared her no mercy with his wisecracking retorts.
    Post by: Sessamaru, Aug 31, 2012 in forum: Retirement Home
  15. Sessamaru
    Uramax matched Rixuka's glare with a cocky, sardonic smile. The orders were simple, and he felt excited at the idea of there being an enemy. Not because he was ordered to eliminate them, but because he was allowed to fight and not flee. However, when Gexln spoke, his tone made his stomach uneasy. The emphasis of eliminating a target was borderline sociopathic. Granted, they don't have hearts, but it didn't mean they should embrace something so bestial as killing as if it were a game. Uramax didn't enjoy Gex's comment. "Come on, Ripper," Uramax ordered Gexln. "We should go now. That means double-time, twinkle-toes," he added, looking at Xero. Uramax opened the Dark Corridor for the three of them to traverse.

    "Just sit tight," Uramax said to Rixuka. "We'll be back before you can say 'Kingdom Hearts'." He winked, stepping into the Dark Corridor.
    Post by: Sessamaru, Aug 31, 2012 in forum: Retirement Home
  16. Sessamaru
    Uramax arched a brow as he listened, and as Rixuka looked at him and told him that he was in charge, he slouched. "Oh goody, I get to babysit," the Nobody murmured. He hated working, but he had nothing better to do. So, it was a conflict of interests. Either be lazy or do something that could prove to be potentially fun.... potentially meaning if the two he was going to work with weren't a handicap. "Is there anything else I need to be aware of, mom?" He asked, half sarcastically.
    Post by: Sessamaru, Aug 31, 2012 in forum: Retirement Home
  17. Sessamaru
    How are ironic, Uramax thought, shrugging Xero's retort away. Rixuka spoke up and Uramax visibly jumped in surprise. "Well aren't you a cute little ninja," the Nobody remarked, giving Rixuka a sly smile. "But no, I need nothing... if you don't need my services, I'm gonna go take a nap, maybe even read a magazine or two." Uramax explained, revealing his earlier response was a lie. Honestly, he didn't see Rixuka. She was quiet and kept herself unnoticeable, and the fact that she was even there, listening no less, surprised the Nobody.
    Post by: Sessamaru, Aug 31, 2012 in forum: Retirement Home
  18. Sessamaru
    Uramax fell back a couple steps and rubbed his cheek. "Ouch... with an attitude like that, you're going to repel all the handsome men like myself, young lady!" He countered, turning his back to her. The Nobody looked to his side, to Gex, and then shrugged. "I'm just gonna talk to Rixuka. Although, she might be in a foul mood like all the other pretty ladies... sometimes, I swear they just want to make everyone miserable." Uramax muttered, not pleased with the idea of going to Rixuka. "So where's the she-devil at?"
    Post by: Sessamaru, Aug 31, 2012 in forum: Retirement Home
  19. Sessamaru
  20. Sessamaru
    Uramax glanced at Gexln. "I think today is the day where every woman experiences that time of the month, Gex," the Nobody replied, though his tone was far more richer in sardonicism than Gexln's simple joke. Uramax fiddled with the collar of his red coat, making sure it didn't make him seem unkempt. "Am I going to be needed for anything?" Uramax asked, arching a brow.
    Post by: Sessamaru, Aug 31, 2012 in forum: Retirement Home