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Old 11-01-2009, 06:39 PM   #1 (permalink)
AoiRozenGirl
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Default The Gatekeepers: The Beginning

YES this is a remake, last time i tried this it died after a few weeks because i had surgery and was out for 2 weeks, i apologize to all that were involved and i welcome u to join us again =]


First off i would like to say this was not my idea, but an original rp from a friend of mine and i would like to thank her. Thanks MageofLight, you know who you are.

sorry this is an extremely long opening that explains basically everything you will need to know


Story
Eons ago, the Earth had once been a hub for trade between six other worlds. The people of Earth benefitted from this as well, acting as gracious hosts to the other worldly beings who offered their goods and services in exchange for those of Earth’s and other worlds’. For many years, peace was the way of this universal market. The people were happy and they all abided by one rule when the Market had opened: Earth was a safe zone. No battle or conflict could be fought on the planet while the Market was in session unless it was a test for who one would hire as a bodyguard or fighter. That kept Earth at peace.

Of the entire universe, only the six worlds came to Earth for this market. Those from these worlds came through the gates that surrounded the Earth on the astral plain when not in use. They would appear at the place where the Market would be held and the people of their planet’s respective gates would come to Earth. For the longest time, these worlds, including Earth had no conflict.

Then, a mysterious seventh gate appeared when the Market opened. A new world had entered the safe haven of the market and those already involved were ready to accept their new comrades. The newcomers had another idea when they arrived. They came through their gate, seeing the Earth as a new world to conquer. They cared little for the sanctity of the one rule of the Market and began their conquest.

Those who were able to fight fought as much as they could, but they found they could not completely repel the invaders.

So, they devised a plan for stranding those who had already come through the gate on Earth and sealing the new world’s gate for eternity. But in doing so, they would have to seal their own gates as well. Without any other choice, they implemented their final plan. With the greatest preparations they could take, those from the other six worlds sealed their own respective gates. The power of each gate was sealed within a key. When they came upon the last gate, the seventh gate, they found themselves faced with a long and difficult battle. With the power of the keys they held, they worked to drive back many of the enemy forces back to their own world and sealed the gate. With another burst of energy from the keys, the defenders expelled that gate from the astral plain around Earth as well. It seemed that all had been well.

As time passed, those who wielded the keys in the battle so long ago found that the keys still retained a great amount of energy. They seemed to be fueled by the presence of the gates. They also found that they were bonded to the keys in a way that only they could fully utilize the power of the keys. One of the key’s ability was that of opening and closing the gates that surrounded Earth. The Market resumed for a short period of time.

After time passed, people remained tentative that their rule would be broken again by another outsider. Less of the other-worlders came to Earth for the Market and eventually the Market stopped altogether. The keys remained on Earth, even after the original keepers had passed away. They find new masters that protect the gates, Earth, and the six other worlds with each new generation. The people of Earth, however, have forgotten about the Market and the Gatekeepers were forced into secrecy especially during the times of the witch hunts.

It is present-day Earth. The keys have been dormant for many generations, but found themselves new masters. The seventh gate which threatened the Earth so long ago has once again appeared on the astral plain. The gatekeepers tried to banish it away as their predecessors did before them, but have failed.

The Earth needs protection once again from the mysterious seventh gate, and they have their own Gatekeeper on their side. Those behind that dark gate have their eyes not only on Earth, but also on the worlds beyond the six original gates.

the Keys
Each Gate has a Key. With each Key comes their own powers that is bestowed upon the Keeper and each looks unique from the other. The Keeper has a bond with the Keys that cannot be broken unless they can no longer wield the Key. One becomes a Keeper at birth and the Key will find its way to them within the year of the Keeper’s birth. Their source of power is from the Gates that are currently on the astral plain around Earth.

the Gates
There are currently seven gates around Earth. Six have been there originally and have their own unique appearance. The seventh has recently reappeared on the astral plain. When the keys’ powers to unlock the Gates are activated, the Gate appears on the physical plain where ever the Keeper is located. The Seventh Gate, however, having been opened from the world it originated, appears wherever the highest concentration of power is located on Earth at the time.

Each Gatekeeper thinks of the world they must protect. Each Gatekeeper has their own motive for doing what they do. What will be yours?

the worlds

Edenia- This is a lush and very nature centered world. The technology has advanced to a degree in which both nature and humanity benefits and everything is in balance. The people, during the age of the Market, offered their technology and crafts. The Gate to Earth is in the older District of Lon, though has been buried by the newer district of the same name. The other current districts are called Unti, Halth, Eran, and Felth. The known powers deigned upon the Edenian Gatekeeper are Light Manipulation, Telepathy, and Energy Blade.

Llaona- This is a world in which the continents are within the sky. The ground below is unable to support life and the people of this world have developed wings and airships. During their time among the Market, the ground once held a small nation and the sky and earth nations had forged a bond. This world offered many metal workings for the Market. The Gate to earth is on the main continent of Tia, though the area around it has been forgotten and has become a forest. Other continents are Onis, Fren, Pilo, Islo, and Oak. The known powers deigned upon the Llaonian Gatekeeper are Wind Manipulation, Telekinesis, and Illusion.

Plainith- This world is covered by a giant sea dotted with small islands and giant ships for. These ships act as nations and the people. Aboard these ships, there are bio-domes for growing food and also a water purifying system is on each ship to provide clean water for the people. There is one large island on which the Gate to Earth rests and during the time of the Market it was very active and once had a prosperous city. Now that city fell to ruins many years ago and is overgrown with vines, trees, and other assorted plants. The nation ships do stop at islands for repairs. The nations are Olai, Unio, Pola, Tether, Retha, Gear, Tarple, Yuns, Isola, and Ere. The known powers deigned upon the Plainith Gatekeeper are Water Manipulation, Holographic Projection, and Kything.

Hichin- This is a world much like Earth, but under one nation. They have more advanced technology than Earth. They train their people to be the best fighters of the Universe and during the time of the Market, they would often sell their services as bodyguards and assassins. The location of the Gate to Earth is in the former capital city of Thano, which is now the home to the criminals of the planet and act as the prison. The new capital city is Goalin and other major cities are Kilan, Pialk, Genth, Rethic, Wean, and Poali. The known powers deigned upon the Hichin Gatekeeper are Pain Relief, Force Field Generation, and the Möbius Effect. The owner of the key is generally physically strong and capable of mastering most martial arts techniques.

Omalis- This is a world that is covered mostly by land with lakes dotting the surface providing the world with water. Cities are built around these lakes. The people specialized in living solely on what the world provided them. They provided food and simple modes of transportation during the time of the Market. The Gate to Earth is located on an island in the middle of the largest lake of the planet whose location has since become unknown to those of this world. Important cities of this world are Halic, Frean, Baec, Quarn, and Likea. The known powers deigned upon the Omalisan Gatekeeper are Safe-zone Generation, Earth manipulation, and Psionic Rain.

Cenre- This is another world with more water than land. However, the land is interconnected in ring forms and the water is separated by these rings of land. There are few rivers that connect the larger bodies of water. The people mainly build port cities and during the time of the Market offered their ships for trade. The location of the Gate to Earth is in the city of Hale. This city is still in use and very prosperous. Other major port cities are Grail, Polit, Reality, Haven, Warren, and Jocuba. The known powers deigned upong the Cenrian Gatekeeper are Fire Manipulation, Cryptopathy, and Animation.

Unilt- This is the world of the seventh Gate. The people are very elitist and industrial with strong armies. The cities are very clean, though have dark sides to them. Since the banishment of the Gate from Earth, the Gates power had also been sealed within a Key on the other side. The Gatekeepers have been rare and very few of them have retained their sanity long enough to be useful to recreating the path to Earth. The current Gatekeeper has proven capable of staying sane and reopening the path to Earth. The location of the Gate is in the capital city of Kian under careful guard. Other major cities are Grent, Irk, Jonai, Fevri, and Undra. The land is split into six continents that are home to one of the important cities. The known powers deigned upon the Uniltan Gatekeeper are Shadow Manipulation, crystallization, and Antithesis.

These are the known powers divided into their respective planets.

NOTE: Only the Gatekeepers are allowed these abilities.



Edenia:
Light Manipulation- the ability to mentally alter light particles so that one might be able to increase his vision, generate, manipulate and intensify light at will, change the colors of subjects, and even fire offensive lasers, rays or bolts of light of varying heat and intensity, from heat rays to freeze rays (or just concussive light beams). One with this ability may even be able to absorb ambient light to focus it into an attack.
Telepathy- the ability to psychically communicate information from one mind to another. This can range from the traditional reading of minds to the implanting of thoughts into the minds of others. This could also allow the user to project telepathic illusions, or send thought-wave "static" into the minds of those who try to invade his mind.
Energy Blade- the ability to draw and absorb the energy around you and convert the energy into any bladed weapon. This blade is visible to all and can deflect projectiles depending on the strength of the blade. With the more energy absorbed, the blade becomes stronger. One with this ability can activate it while in an environment without energy around them by using their own energy. This can tire an individual, but is very useful. (As a Gatekeeper, the blade is formed from the power of the key)
Llaona:
Wind Manipulation- the ability to mentally affect or move wind currents or wind. With this ability, one can easily resist wind pressure, or send wind at foes as gale-force currents. One with this ability could even travel on air currents via flight or walking. Another faculty of this ability is Aerogenesis in which one can generate breathable air or the constituents of air.
Telekinesis- the ability for a person to psychically influence tangible matter with the intangible mind. One with this ability could mentally lift subjects that are usually far too heavy to lift with the user actual arms. One with this ability could toss, grab, lift, levitate and otherwise interface with physically tangible subjects even to the point of manipulation from a great distance and manipulation of concealed subjects that the user can’t even see.
Illusion- the ability to mentally distort subjects' perceptions of reality. This could be done either by bending light so that objects and subjects appear different, by projecting the image or sensation to the mind of the desired subject, or by covering a subject/object in illusory energy to make things appear different than what they actually are. This can even affect individual senses and cause foes to perceive things that are otherwise imaginary (for example, one could give the illusion that a foe was high off of the ground, or falling, and thus induce vertigo in said foe, and the like).
Plainith:
Water Manipulation- the ability to mentally manipulate water. One with this ability could even shift water through its solid, liquid and gas phases. The ability could even be used to pull ambient moisture out of the air to form water, withstanding great water pressure, or even raise water to send it at foes in the form of tidal waves or any other form the user wishes. Another faculty of this ability is Hydrogenesis/Aquagenesis in which one can generate water.
Holographic Projection- the ability to psionically project an illusory copy of yourself or other items. This copy does not have any abilities and does not act of its own accord, thus it is not replication, but instead a passive defense mechanism in which the user pretends to have made a copy of something. The projected copy will only move as directed by the user's mind and can usually be dispersed by the slightest touch.
Kything- the psychic ability to discern what someone wants to say simply by looking into their eyes or reading their body language. People with this ability can pass it on to others, so that they have no need to speak aloud and their thoughts cannot be read, as the thoughts empathically resonate, but only between any beings involved in the kything-link. This ability even allows one to communicate with others through time and across dimensions, as long as kything-link is strong enough (which is not difficult to maintain, even for a large group). Kything is a language that one can understand no matter one's native language.
Hichin:
Pain Relief- the ability to psychically ease the pain of subjects. One with this ability could touch a subject, and smoothen out cramped muscles, or remedy a crick in a subject's neck. One with this ability could numb pain (without dulling feeling) and reduce levels of fatigue by psychically alleviating the presence of the acids which induce fatigue within the body. The user of this ability may also stimulate the healing process of wounds.
Force Field Generation- the ability to generate fields or bubbles of energy (psychic or the like) that keep anything outside the field/ bubble from entering, and anything within from exiting. Occasionally the field can be varied in size and may allow one to bounce or roll in it similar to a hamster ball (or even to slide on it) and it may reseal if penetrated. They can sometimes even move objects caught within them. However, another variation exists where the user subconsciously creates the force field upon detecting negative emotions or hostile intent, or perhaps any impending danger (called Empathic Force Field). When used offensively, sometimes the force field (or the energy normally used to generate the force field) can be hurled or thrust at a foe to push them away from the user when the user requires more force than he is currently providing (called Force Push).
Möbius Effect- the ability to mentally bend the space between two or more rooms to give the effect that one entering one room has traveled back to the beginning of the path again. One with this ability can let a person travel through any of two or more rooms, and they will end up back at that same room they were at to start with. This ability can be used with any path, so as to confuse navigation and possibly keep foes lost in one room for a long time.
Omalis:
Safe-Zone Generation- the ability to psionically generate a field or bubble which blocks out any environmental conditions which are harmful (poisonous gases, dust, germs) and sometimes simulates an environment which is pleasant to the user. One with this ability could block rain from touching him or keep intense sunlight from sunburning the user. This ability could even change light so that their environment can appear different to them while they rest and allow only people with an empathic link to enter the field. This ability may even keep projectiles and hostile presences (including intangible ones) from entering the field.
Earth Manipulation- the ability to mentally manipulate earth. With this ability, one could hurl rock, dirt or minerals at foes with only the power of their minds, create fissures, sinkholes, mudslides or form said rock, mud and soil into constructs, like walls or projectiles. One could even absorb any rock debris or necessary minerals out of desired subjects to use them for oneself. Another faculty of this ability is Geogenesis/Terragenesis in which one can generate earth and sediment.
Psionic Rain- the ability to launch long bolts or rays of psionic energy, which disperse into smaller segments and fall on any subjects below as a dangerous rain of intense psionic energy
Cenre:
Fire Manipulation- the ability to mentally create and manipulate fire. One with this ability can excite the atoms within an object, possibly enough energy to ignite the object. A pyrokinetic is a person capable of generating flames from thin air, not requiring the consumption of oxygen or combustible objects to maintain the flames. They have been seen being able to increase the temperature in their proximity, create flames, and endure extreme heat and flame without being harmed.
Cryptopathy- the ability to psionically encrypt any message (written, vocal or otherwise) into a code that is unknown to anyone but the user and the subject for whom the message is designated. However, another faculty of this ability (called Psionic Decryption/Deciphering) allows psionic decoding of writing and speech in different languages into one that the user can understand (instead of understanding intuitively) so that a subject could speak or write in Chinese, German, Navajo, etc. (even a made-up code), but to the user it would sound or look like whatever language he understood, and vice versa.
Animation- the ability to psionically instill inanimate objects with the ability to move and to act of their own accord. One with this ability can use surrounding objects to defend or fight for him, or to do menial tasks (or anything within the capability of their size and shape). One with this ability can even undo the petrifaction of victims, or imbue inanimate objects with one's psychic energy, allowing the user to psychically command said objects after they are animated.
Unilt:
Shadow Manipulation- the ability to mentally generate and manipulate darkness, deactivated photons mostly, the absence of light. One with this ability can even deactivate and repulse light energy or travel through shadows (called Umbrageous Teleportation), by converting deactivated photons into a dark version of a portal. One with this power could or surround foes in pitch black clouds of lightless space, turn deactivated photons into constructs (similar Light Manipulation), or shoot bolts of solid darkness at foes.
Crystallization- the ability to cause the solidification of minerals around a subject, effectively restraining and containing subjects. One with this ability exudes a psychic energy that attracts molecules in the air to each other so that carbon molecules solidify to form a coating of diamond or the like to cover the subject in. This ability could even draw together molecules to form specific minerals around his or her hand. This ability may be activated by touch or the breath and is entirely voluntary.
Antithesis- the ability to induce the opposite of nearly any effect. One with this ability could jump off a building and instead of breaking something (or dying) they would be fortified against breaking limbs, or any already-broken bones that the user lands on would be healed. One with this ability could hold fire to a burn wound and the wound would be healed instead of worse damaged, and the like. One with this ability could even cause injuries to feel good or normally-pleasurable things to be extremely painful, and the like. This ability may be accompanied by Power Reversal or the ability to reverse some other process/effect.




These are powers that anyone from any world may have, excluding the Gatekeepers. You may choose up to three powers for the character. (Earth is not excluded from this).

ESP- the superhuman ability to acquire information by paranormal means independent of any known physical senses or deduction from previous experience. These means may be any of the following (May have only one or three of the following):

Clairalience is the ability to sense smells and aromas from the past, the future or a location not relative to the area at which the ability is being exercised. If one smelled a substance, they could divine information about what the substance was without having to smell something potentially harmful. They would also recognize the location of the smell, and could thus track subjects as the smell gets stronger.

Clairaudience is the ability to mentally pick up sounds from the future, past, or some location not relative to the user, including hearing voices, car noises, and baby cries, etc. If one heard a subject, they could divine information about what and where the subject was and could use this to find subjects as the sounds grew clearer, closer and possibly louder.

Claircognizance is the ability to psychically know information is correct without getting a clairvoyant, clairaudient, clairgustant or clairalient or clairsentient message; it is a feeling of complete correctness and certainty about impersonal information, like the answers to a test or which wire is the right one to disarm a bomb.

Clairgustance is defined as a form of extra-sensory perception that allegedly allows one to taste a substance from the past, future, or an area not relative to the user (without putting anything in one's mouth). If one tasted a substance, they could divine information about what and where the substance was without having to taste something potentially harmful.

Clairsentience is the ability to perceive the past or future condition of a subject by touching it. However, it can also be used to feel forcefields or any other intangible entity that would be otherwise imperceptible. If one felt a stimulus (even if it were invisible), they could divine information about what the stimulus was, and also divine information about the state of an object or subject.

Clairvoyance is a form of extra-sensory perception wherein a person acquires knowledge of all sorts by visual means. This can include sight of the past, presence, or future, or simply from a location not relative to the user. If one saw a distant location, they could also know where the location is, allowing them to find others.

Remote Viewing is a procedure to allegedly perform complete ESP under controlled conditions. Somewhat similar to Astral Projection, the phenomenon involves the projection of complete consciousness to remote locations without projection of the body or the psyche.



These abilities are used to project the senses through the fabric of reality to allow one to perceive any location in the world and in nearly any moment in time (through one, or more---perhaps all--- of the senses) without potentially endangering oneself.


Knowledge/Skill Mimicry- the ability to psychically obtain knowledge possessed by others by simply being in close proximity to them. One with this ability could be in the same room as a nurse and acquire a wealth of knowledge about medicine or medical procedures. This ability could even be used to learn how to do skills (fighting techniques, solving math problems, proper techniques and procedures). This ability does not steal the knowledge from the subject, it only duplicates it. This ability may or may not be accompanied by Panmnesia. If not, the knowledge is forgotten until it is needed again.

Alter Ego- the presence of multiple personalities within one mind. One with this ability may be docile and harmless while one ego is present, but powerful and vicious while another ego is present. And perhaps an ego may be invoked based on what type of persona the user thinks the current situation requires (this faculty is called Jungian Shift). It is also possible that each personality comes with a distinct ability or distinct traces (like scent, fingerprints, etc.) within each personality, along with possible transformation based on which personality is active. Sometimes one personality (the normal or dominant personality) has no superhuman abilities at all. One with this ability has multiple minds/ mind templates, and as such, those who try to affect the mind of the user of this ability will have a hard time doing so; while one mind may be affected, another faculty of this ability allows the user to simply switch to the other unaffected mind at will, so the first consciousness can recover safely.

True Sight- the ability to see the “truth” within a subject, by peering into their inner self. One with this power could tell someone's intentions by perceiving how they want to act versus how they actually do act, or how they have acted in the past (called Heart-Reading) or tell what most afflict a person, through one of the five senses, and detect what state the person's mind is in, i.e. happy, troubled, etc. This ability could even be used to tell if a person is possessed and the like, by detecting the state of the mind.

Onomatopoeisis- the ability to project onomatopoeias as actions or actual occurrences. If one with this ability were to say "boom", the word would project at deafening decibels. If a person with this ability said "zoom" or "zip", the subject on whom the power is being used would feel a gust as though something had whizzed past with amazing speed. Even if the person said something like, "Bam!” any subjects in the way would be blown back with tremendous concussive force. Saying anything like,” BARK!" or "screech", would make or replicate the "sound", instead of actually hearing the word.

Therianthropy
- the ability to transform into a form similar to an animal, or (more commonly) the anthropomorphic version of an animal. The most common example is Lycanthropy, when one takes the form of a wolf/anthropomorphic wolf (a Werewolf). However, other known variations include Ailuranthropy, when one takes the form of a cat/anthropomorphic cat (a Werecat), andAlopanthropy, when one takes the form of a fox/anthropomorphic fox (a Werefox). The animal form allows the abilities inherent to that animal, while the anthropomorphic form allows those abilities to be multiplied greatly. The transformation may be intentional (and last as long as desired), or brought about against the user’s will by some phase of the moon (and last for as long as the moon is out). Other types of Therianthropy are possible.

Music of the Spheres
- the ability to psychically reproduce the ethereal music generated by the movement of the celestial bodies. One with this ability can reproduce a music that ensnares all of the senses, natural and supernatural, and brings inner peace to any and all that hear it. The music plays all of the time, as the planets always move, but the user of this ability makes the music audible and thus puts the subject on which the ability is used into a state of pure nirvana, from which they cannot be distracted until the subject can no longer hear the music.

The Capgras Effect- the ability to psychically recognize duplicates and shapeshifters, either by sight or intuition. One with this ability could tell when someone was real or when they were being mimicked. This ability could be used to tell which was the real one out of two similar people, even twins, clones or replicates. This ability could keep one from being deceived by even the best shapeshifters, and it would even allow one to discern where power mimics get there powers from.


Gatekeepers: all are from earth (except the uniltian gatekeeper)

Edenia-
Llaona-
Plainith-
Hichin-
Omalis-
Cenre- saved for myself
Unilt-

Other:

Uniltan Leader-
Hichin Master-





Name:
Age: Gatekeepers: Minimum age is 16
World Leaders:
~Earth- minimum age is 45
~Admiral General (Plainith)- minimum age is 30
~Master (Hichin)- Minimum age is 25
~Port Master (Cenre)- Minimum age is 30
~Governor (Edenia)- Minimum age is 25
~Lord/Lady (Omalis)- Minimum age is 20
~Wing Master (Llaona)- Minimum age is 35
~Emperor/Empress (Unilt)- Minimum age is 25
Civilian: Any age
Role Play Status: Choose between Gatekeeper, World Leader (depends on World. For instance: if from Earth, you’d be a leader from a nation (titles vary). If from Plainith, you’d be an Admiral General. If from Hichin, you’d be the Master. If from Cenre, you’d be a Port Master. If from Edenia, you’d be a Governor. If from Omalis, you’d be a Lord/Lady. If from Llaona, you’d be a Wing Master. If from Unilt, you’d be the Emperor/Empress.), or Civilian.
World: What world does the character originate from? All Gatekeepers are from Earth.
Key: For Gatekeepers only. Describe the key’s appearance.
Powers: For any character. If a Gatekeeper, list the powers that are given through the keys. If anyone else, you may leave this blank, or choose up to three of the General Powers (ESP is limited to one to three sub-powers and if three, you have filled your limit).
Appearance:
Personality:
Motive: For Gatekeepers only. This is the motivation to protect the world of which they possess the Key to as well as to protect Earth or, in the case of the Uniltan Gatekeeper, the motivation to help the Empire in its conquest.
History:




Rules:
1. I can only ask that you write in third-person, past tense, and use proper grammar/spelling. I’m going to say be literate.
2. No Powerplaying. This means to take control of or destroy another character that is not your own without their permission and do as you wish.
EX.
Poster #1
Johnny sent a bolt of psionic energy at Suzie. It hit and she fell to the ground from the blast. She struggled to get up, but Johnny sent another blast of energy in her direction.
Poster #2
Hey! You took control of my character (Suzie)! You’re not playing nice.
Suzie got up and walked away from the fight.
Poster #1
Johnny stopped Suzie with a barrier and continued his attacks. Suzie had no way to defend herself.
Poster #2
All right, buddy. I’m fed up with you. I’m leaving this rpg.
(Poster #2 has left the role play)
3. You’re not perfect. The character should have some flaw to them be it physical, mental, or emotional.
4. Be respectful. There shall be no flaming or creation of other conflicts here. Take it elsewhere.
5. Be creative with your characters, please. I don’t want the same character except with a different gender or names everywhere. It’s annoying.
6. Follow the Forum Rules. It’s your responsibility to keep them in mind.
7. You’re only allowed one role that has been established, but you may create two other characters that are not in The Limited Roles section.
8. If you ask me to save a space, I will unless someone else has reserved that position.
9. If you are a Gatekeeper, you are limited to the powers that are listed in the Powers section above. If you decide to have a character that is not a Keeper to have powers, you can only have three of the powers listed within the General Powers section above. If you choose ESP as one of the powers, you may choose one to three sub-powers. If you choose three sub-powers of ESP, you are not allowed to take any other power.
10. If you have any questions, you may ask me.
11. I must approve your characters before we begin.






i will post my information later

Name: Kariana Ix Tec (Mayan Decent)
Age: Gatekeepers: 17
Role Play Status: Gatekeeper
Key: A old fashioned looking key, long and silver with a red gem in its center. She wears it around her neck on a red ribbon.
Powers: Fire Manipulation, Cryptopathy, and Animation
Appearance: Taller than the average teenage girl, about 5'10 and 130 lbs. She is lean, slightly muscular with silver hair with red tips and bangs. Her outfit is the second picture. Her eyes are a honey color, warm golden when shes happy and a harsh bronze color whens shes upset. Her eyes are open and warm, and her nose is small, fitting her face. Her skin complection is a warm tan, like the second picture, and her lips are normally a pinkish peach color and her brillant white teeth are a contrast to her skin. Her hair is usually strait and out, but she sometimes enjoys curling it. If the key isnt fastened to her neck, it is tired around her belt or the ribbon wrapped several times around her wrist.
Personality: She likes old fashioned and traditional things. She tends to look down upon people, who she calls 'lemmings', that dont be true to themselves and just blend in with the crowd. She likes to stand out, and feels that the Gatekeepers are the most unique and original you can be. She tends to hold them higher than normal people, but she also feels that some people are better then others.
Fighting Style: She tends to go with martial arts, but also relies a lot on her fire manipulation. She uses her cryptopathy to coordinate with other Gatekeepers during battle so that the enemy doesnt detect them. She also uses the Animation to turn any inanimate objects around her into weapons tat aid in her battle. Or the objects fight along side her or can be used to distract her opponent so that she can give her enemy the fatal blow her make her escape.
Eventual/Current Weapon: At first, she just relies on her special abilities and doesnt really think of using other weapons. The Port Master gives her a specialty bow and arrow set and she gains an encrusted katana sword passed down in her family for generations in hopes one day they would have a gatekeeper in their midst.
Strengths: She is a great endurance runner, quick and lasting stamina for long periods of time. She also is skilled with a bow, having good sniper abilites which can be an asset in battle. She loves freedom and thrives off of positive energy.
Weaknesses: She can often be a reckless fighter, acting before she thinks. She is clumbsy sometimes, and often absent-minded. She doesnt like authority and tends to rebel even if its a good thing.
Motive: At first, she rebelled against all thoughts of protecting the planet but it changed quickly when she visited the beautiful world filled with such culture and elegance. She loves being in such a wonderus place that put so much consideration and infesis on culture, old-fashioned views, and traditions. She also feel in debt to the society for without it her powers would have never been bestowed upon her and did not want it to fall to the Empire.
History: Coming from Mayan decent, her family wasn't rich, but definately not poor. On the high end of middle class, she already had her life planned out. But after her birth, her destiny was instantly altered. The elders in her family easily sensed this change, and immeidately informed the family. The Key arrived soon after, but her parents quickly took it from her, wanting Kirinara to live like most of the other kids her age. But this was not the case. From as long as she can remember she was fascinated by the Key. She soon started asking for it, much to her parents dismay, and searched for it around the house, feeling its magical pull. Around the age of 5, her powers started to show. Candles would flicker when she was around, and people would complain of being hot around her when she in fact felt fine. In the cold winter, she would leave the house with a large parka, but take it off and lay in the snow. The flakes around her would melt into rain before they even touched the ground. Her parents finally gave in, giving her the Key. She smiled, delighted as she held it and never let go, the Key never leaving her person, even in sleep.

At the age of eight, her Cryptopathy began to form. She excelled in her Spanish class, complaining that her teacher would speak and even give her assignments in english. When her parents studied her work, they found it was all Spanish, and that she was much too advanced for her classes. She was tutored in German, Chinese, French, Japanese, Korean, Creole, and many other languages, which she instantly mastered. She even conquered Braile and Morse Code. She could communicate with just about anyone by the age of fifteen.

Around the age of twelve, she also began to notice her third power, Animation. Random inanimate objects would suddenly move. She had left a book on the counter across the room but when she needed it she would find it sitting next to her on the table. Apples from a tree would fall right into her hand.By age fourteen, brooms were sweeping her room for her, windows were washing themselves, and she could be writing a report, cooking, and brushing her hair without moving a finger. She grasped her powers quickly, and she became for confident in her powers each day. Her parents hired tutors in latin, mathmatics, and eventually fighting skills, knowing that one day she would be protecting a gate to a world unknown to them.

When she was fifteen, the gate to the world of Cenre became known to her. She was walking through the gardens of the family estate, the maze of greenery dotted with brilllant colored flowers along each side. She had spent much of her time here recently, for a reason unbeknownst to herself, so she must have summoned it unconsiously. As she wandered through the maze absentmindedly, she felt something strange. The Key's gem glowed and she had somehow come to a dead end. This was unusal, she had completely this maze so many times she could navigate it in her sleep. But the Key glowed brighter now as she stepped toward the wall of green. The Gate appeared, startling her. She stepped back, glancing around as if this was some kind of joke. Stepping forward she pressed her hand against the Gate lightly. The Key seemed to be made for the Gate as she raised it to the keyhole, twisting it slowly. With a quiet click, the Gate opened with a brilliant light. Without a conscious order from her brain, her feet moved forward, moving her through the Gate.

She visited the Gate often, after her studies, before bedtime, after breakfast. Whenever she had a chance, she would move farther and farther through the mysterious world each time. Finally, after many visits, she came across a large city. The land forming intricate rings in the ocean, this port city being a big hub for trading called Hale. Many of the people here were worried when she arrived, but she calmly explained how she came, and they greeted her warmly. There was a big celebration in honor of the new Gatekeeper, where they lead her to their elders and the Port Master (their leader). They told them of the stories of past Gatekeepers, and the evils of the Seventh Gates Empire's conquest. She took back with her all the information and stories they gave her, as well as the journals of past Gatekeepers to aid in her training. With this information, she felt in debt to the society for their powers, and even more extraordinary for her powers, now that they had a purpose.

She know worries about the Seventh Gate, seeing how she couldnt banish it from the astral plain by herself. She hasnt met any of the other Gatekeepers, and wonders if the Seventh Gate has a Gatekeeper, because she has never come across any.






__________________
To the world, you might only be a person
but to a person, you might just be the world.

Last edited by AoiRozenGirl; 11-01-2009 at 06:53 PM. Reason: -=Doublepost=-
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