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Konstantin Sokolov's Character Sheet

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#1Konstantin Sokolov 
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on Wed Oct 19, 2016 4:45 pm

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Name: Konstantin Sokolov

Name in Native Language: Константин Соколов Искупитель

Age: 22 (5 August X763)

Gender: Male

Race: Seraphim

Class: Prophet
 
Rank: A-rank
 
Guild: Holy Knights (Undisclosed to the Public)
 
Relationship: Married

Location: Baska town


LEGEND



STATISTICS & ABILITIES


MAGIC & SPELLS


EQUIPMENT & COMPANION


FAMILY HISTORY & ESTATE


RELATIONSHIPS


APPEARANCE


PERSONALITY


HISTORY


TOPICS & REQUESTS




Last edited by Konstantin Sokolov on Thu Jun 14, 2018 10:05 am; edited 156 times in total




#2Konstantin Sokolov 
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on Thu Feb 16, 2017 7:29 am

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RACIAL TRAITS



CALL THE LIGHT:
Seraphim greatly adept with Light-type magic. Their natural alignment to this element comes with great benefits. Seraphim can cast Light-type moves faster than others, which results into a single post cooldown reduction on all Light-type spells from the user.

SUSTAIN THE LIGHT:
Besides being able to cast Light-type spells faster, they are also capable of using their mana more efficiently when utilizing Light-type spells. Seraphim receive a 20% mana cost reduction on all Light-type spells from the user.

SMITE THE LIGHT:
Not only do seraphim utilize Light-type magic greater than anyone else naturally by casting it faster and paying less mana, but it also because their Light-type spells are naturally stronger. Seraphim receive a single rank increase on all Light-type spells from the user whether it is Offensive or Defensive.

GRACE FROM ABOVE:
Seraphim are blessed with something called Grace, which is highly affected by their behavior. Seraphim receive a 20% discount on purchasing spells and 20% discount on training spells. Other than that, they're entirely immune to Light-type magic due to their Grace.

SOAR THE SKIES:
Seraphim are capable of materializing white feathered wings on their back. It costs 100 mana per turn and allows the user to soar up to 15 meters. Its cooldown is 3 posts after deactivation. When losing their Grace, these white feathered wings become entirely black.

FROM THE SKIES:
Their natural alignment with Light comes with its drawbacks as well. The same way Light functions against Nature in battle, it affects them as well. As a result, seraphim suffer extra damage from Nature-type moves, which is increased by two ranks in damage.

DESCENT FROM ABOVE:
When a seraphim acts in a way that causes innocent people to get hurt they lose their Grace perk. The color of their Light-type magic changes color and becomes pitch black. Other than that, the wings they'll materialize will become black as well indicating that they have fallen and lost their Grace.

GEASS



VERITAS:
The user is capable of sensing whether someone is speaking the truth or not. In general, the other person must reply verbally to implicate themselves under the Geass of the user, however, in case the user is capable of looking at them directly, they will be able to tell whether someone is lying by looking at their eyes.
The user may not harm those under the age of 16.

STATISTICS


STRENGTH:
Direct physical fighting isn't exactly Kon's forte preferring to leave the heavy lifting to others in particular his summons, in times that he does need to he is medicore at best dealing A rank damage per blow.

SPEED:
Kon's upbringing led to him becoming more of a scholar that that of a fighter because of this he is less capable than his peers in regards to running being able to only dash at 8 m/s and run at 20m/s

ENDURANCE:
Konstantin is a fairly hardy individual more than capable of taking at least two or three solid hits before being completely knocked out. In terms of durability he can endure 4x S rank.

INTELLIGENCE:
Smarter than most of his peers, Kon excels at both casting and sustaining his spells while being able to learn them at a rapid pace. After being blessed by Illumin this has only increased these traits giving him a final mana cost reduction of 60% and a word count reduction of 45%. With his previously attained Illumin's Call Ring, he is also able to cast spells more frequently having a 2 post cool-down.



Last edited by Kon on Fri Feb 09, 2018 1:52 am; edited 50 times in total




#3Konstantin Sokolov 
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on Sun Jun 25, 2017 9:30 am

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MAGIC



Magic Name: Redemption Magic

Magic Element: Light

Magic Description: Redemption Magic is a powerful light-based summoning magic which allows the user to summon the souls they have collected to do their bidding. The Redeemer upon defeating a foe may harvest their soul. This could be a creature or person from a quest or an actual player that has been killed in a deadly thread. The Redeemer can turn the harvested souls of individuals into an S-Rank summon spell.

The Redeemer sustains both the summons directly while also paying for the summons spells with their own mana. They can keep as many summons around as they can sustain. The Redeemer relies heavily on their summons to both defend themselves and to attack their foes as they are only able to use supportive spells to help their summons and allies such as healing, buffing and supplementary spells.


Notes:

  • The user can only collect the soul of player characters that have made over 250 roleplay posts.
  • PC summons cannot be a Vampire, Demon and Lich
  • PC summons retain their spells and magic with their original element unless it is darkness otherwise the spells and abilities of the magic will default to light.
  • PC summons do not retain items that they previously had when they were alive unless they were an Adventurer prior to them becoming a summon
  • Companions cannot be used as summons.


Requirements:


  • The user must have a Light-type magic to use this magic.
  • The user must have the Prophet class.
  • The user can't use the Defensive function of the Prophet class.



Spells
D-RankC-RankB-RankA-RankS-Rank


D-Rank Spells
Repel | Purification | Guiding Hand | White Wolf | ???
Name: Repel
Rank: D
Mana Cost: 25
Requirements: Redemption Magic
Type: Supplementary
Element: Light
Range: 5 Meters
Cooldown: 1 Posts
Duration: Instant
Effect:  The user activates this spell by raising their hand at an opponent or object. A golden light will then instantly push back everything in a specified area equivalent to a 1 meter diameter circle front of them at spell speed. Everything within that area is pushed backed from the user up to the spells range limit.

Name: Purification
Rank: D
Mana Cost: 25
Requirements: Redemption Magic
Type: Healing
Element: Light
Range: 5 Meters
Cooldown: 1 Posts
Duration: Instant
Effect:  The user activates this spell by raising their hand before pointing at a target, a circle with a diameter of 1 meter within a range of 5 meters will briefly appear, faster than an individual can blink after which a light crashes down from the skies instantly healing the target of D rank damage.

Name: Guiding Hand
Rank: D
Mana Cost: 25
Requirements: Redemption Magic
Type: Supplementary
Element: Light
Range: 5 Meters
Cooldown: 1 Post
Duration: Sustain
Effect: The user touches their body when pulling their hand away a arm composed of light materializes and mimics the same length and size of their arm. It gives off a white muted glow. The arm itself is made from a neutral light meaning that it can not be used directly to attack. The user can stretch the hand giving him a reach of five meters. The arm stays active until destroyed by a D rank or higher, alternatively, the user may stop sustaining the arm. The user can also use this arm to cast spells from.



Name: Summon: White Wolf
Rank: D
Mana Cost: 25
Requirements: Redemption Magic
Type: Summoning
Element: Light
Range: 5 Meters
Cooldown: 1 Posts
Duration: Sustain
Effect:  The user raises their hand as white light crashes down from the skies summoning the white wolf and does the bidding of its summoner.

DESCRIPTION:

Type: Light
Health: 1x S-rank
Mana: None
Height:  3'28" | 1 m
Weight: 144 lbs. | 65.3 kg
Personality: It is extremely aggressive, and always takes a fast, offensive approach in fights. The white wolf will bite or scratch anyone that gets close to it.
Physiology: Restored through the transition from the user's necromancy, the white wolf returns to its former glory with vibrantly glowing white fur.
Statistics:

[/color][/color]

  • Strength: 3
  • Speed: 14
  • Endurance: 6

???

C-Rank Spells
Giant Rat | Black Wolf | Cassiel | ??? | ???


Name: Summon: Giant Rat
Rank: C
Mana Cost: 50
Requirements: Redemption Magic
Type: Summoning
Element: light
Range: 10 Meters
Cooldown: 2 Posts
Duration: Sustain
Effect: The user raises their hand as an undead rat raises from the ground and does the bidding of its summoner. The undead rat does not possess any mana or spells and only relies on its physical attributes to deal damage.

DESCRIPTION:

Type: Light
Health: 1x S-rank
Mana: None
Height:  3'28" | 1 m
Weight: 65.7 lbs. | 29.8 kg
Personality: It is extremely aggressive, and always takes a fast, offensive approach in fights. The rat will bite or scratch anyone that gets close to it, and if that is not possible it will whip with its two meter long tail.
Physiology: The giant rat is a purified rendition of the Undead rat, restoring it to it's previous state and providing it with a healthy glow.

Statistics:


  • Strength: 15
  • Speed: 15
  • Endurance: 6



Name: Summon: Black Wolf
Rank: C
Mana Cost: 50
Requirements: Redemption Magic
Type: Summoning
Element: Light
Range: 10 Meters
Cooldown: 2 Posts
Duration: Sustain
Effect:  The user raises their hand as white light crashes down from the skies summoning the white wolf and does the bidding of its summoner.

DESCRIPTION:

Type: Light
Health: 1x S-rank
Mana: None
Height:  3'28" | 1 m
Weight: 144 lbs. | 65.3 kg
Personality: It is extremely aggressive, and always takes a fast, offensive approach in fights. The white wolf will bite or scratch anyone that gets close to it.
Physiology: Restored through the transition from the user's necromancy, the chained wolf returns to its former glory with vibrantly glowing black fur.
Statistics:


  • Strength: 14
  • Speed: 16
  • Endurance: 8




Name: Summon: Cassiel
Rank: C
Mana Cost: 50
Requirements: Redemption Magic
Type: Summoning
Element: Light
Range: 10 Meters
Cooldown: 2 Posts
Duration: Sustain
Effect: The user raises their hand as white light crashes down from the skies summoning Cassiel. Cassiel hovers one meter above the ground.

DESCRIPTION:

Type: Light
Health: 1x S-rank
Mana: None
Height:  9.8" | 3 m
Weight: 220 lbs. | 100 kg
Personality: Cassiel has no personality and simply does the bidding of its summoner.
Physiology: It appears as a shining white knight in armor. Its back is attached with wings, a halo glows behind its head. Cassiel is proficient in melee combat. With its shining wings, it is able to fly around a battlefield, striking foes with swords of holy light.
Statistics:


  • Strength: 15
  • Speed: 25
  • Endurance: 5



SPELLS:
Name: Cassiel's Sword
Rank: C
Mana Cost: 50
Requirements: Redemption Magic
Type: Offensive
Element: Light
Range: ~
Cooldown: 3 Posts
Duration: Sustain
Effect: Cassiel holds out his hand in front of him and opens his palm after which he materializes a sword made out light. The sword is two meters long.

Name: Cassiel's Cut
Rank: C
Mana Cost: 50
Requirements: Redemption Magic, Cassiel's Sword sustained
Type: Offensive
Element: Light
Range: 10 Meters
Cooldown: 2 Posts
Duration: Instant
Effect: Cassiel cuts with its sword which is 2 meters and sends out a wave of 2 meters in width and 5 centimeters thick towards a target.

Name: Cassiel's Dominion
Rank: B
Mana Cost: 100
Requirements: Redemption Magic
Type: Supplementary
Element: Light
Range: 5 Meters
Cooldown: 3 Posts
Duration: Sustain
Effect: Cassiel can fly up to 5 meters as long as Cassiel's Dominion is sustained.


???
???

B-Rank Spells
Reinforce | Haste | Adriel | ??? | ???
Name: Reinforce
Rank: B
Mana Cost: 100
Requirements: Redemption Magic
Type: Other-Buff: Endurance
Element: Light
Range: 15 Meters
Cooldown: 3 Posts
Duration: Sustain
Effect: By pointing at a target within range, the user can apply a B rank buff to the target's endurance.

Name: Haste
Rank: B
Mana Cost: 100
Requirements: Redemption Magic
Type: Other-Buff: Speed
Element: Light
Range: 15 Meters
Cooldown: 3 Posts
Duration: Sustain
Effect: By pointing at a target within range, the user can apply a B rank buff to the target's speed.



Name: Summon: Adriel
Rank: B
Mana Cost: 100
Requirements: Redemption Magic
Type: Summoning
Element: Light
Range: 15 Meters
Cooldown: 3 Posts
Duration: Sustain
Effect: The user raises their hand as white light crashes down from the skies summoning Adriel. Adriel hovers one meter above the ground.

DESCRIPTION:

Type: Light
Health: 2x S-rank
Mana: None
Height:  9.8"  | 3 m
Weight: 330 lbs. | 150 kg
Personality: Adriel has no personality and simply does the bidding of its summoner.
Physiology: Adriel is embodied in armor with a long robe covering up its legs. It wields a huge mace made of divine power and equips a round shield with an image of the sun on its left arm. Compared to Cassiel, it has four wings, given its rank is higher than the former.
Statistics:


  • Strength: 35
  • Speed: 20
  • Endurance: 15



SPELLS:
Name: Adriel's Magic Pummel
Rank: B
Mana Cost: 100
Requirements: Redemption Magic, Adriel's Shield first
Type: Offensive
Element: ???
Range: ~
Cooldown: 3 Posts
Duration: Sustain
Effect: Adriel's Magic Pummel can only be used after Adriel's Shield has been used successfully. Adriel swings his 1 meter long mace at a target. The mace itself is 0.5 by 0.5 meter. The elemental-type of this damage depends on the elemental-damage Adriel defended against with Adriel's Shield. In order to use this spell again, Adriel must use Adriel's Shield successfully again first.

Name: Adriel's Shield
Rank: B
Mana Cost: 100
Requirements: Redemption Magic
Type: Defensive
Element: Light
Range: ~
Cooldown: 3 Posts
Duration: Sustain
Effect: Adriel imbues his shield with magic and uses it to defend against an attack, depending on the elemental damage of the attack, Adriel's Pummel spell will be affected.

Name: Adriel's Dominion
Rank: B
Mana Cost: 100
Requirements: Redemption Magic
Type: Supplementary
Element: Light
Range: 5 Meters
Cooldown: 3 Posts
Duration: Sustain
Effect: Adriel can fly up to 5 meters as long as Adriel's Dominion is sustained.

???
???

A-Rank Spells
Phase Shift | Hidden from Sight | Seraphiel | ??? | ???
Name: Phase Shift
Rank: A
Mana Cost: 200
Requirements: Redemption Magic
Type: Supplementary
Element: Light
Range: Nil Meters
Cooldown: 4 Posts
Duration: Sustain
Effect: The user may nod or raise their hand to cast this spell which will turn them practically invisible equivalent to 80%, concealing themselves completely from sight regardless of environment as long as they are not moving, as moving will disjoint the spell slightly causing a ripple in the area around them. Effects of spells cast either through the user or their items are not visible when this spell is active nor any buffing effects cast on them.

Name: Hidden from sight
Rank: A
Mana Cost: 200
Requirements: Redemption Magic
Type: Healing
Element: Light
Range: 20 Meters
Cooldown: 4 Posts
Duration: Instant
Effect: The user may nod toward or raise their hand at a location or target to cast this spell which will cause a beam of light to appear from above 8 meters in diameter which will coat those within it restoring A-Ranks worth of damage. Healing multiple individuals results in more mana being used.




Name: Summon: Seraphiel
Rank: A
Mana Cost: 200
Requirements: Redemption Magic
Type: Summoning
Element: Light
Range: 20 Meters
Cooldown: 4 Posts
Duration: Sustain
Effect: The user raises their hand as white light crashes down from the skies summoning Seraphiel. Seraphiel hovers one meter above the ground.

DESCRIPTION:

Type: Light
Health: 3x S-rank
Mana: None
Height:  13"1' | 4 m
Weight: 440 lbs. | 200 kg
Personality: Seraphiel has no personality and simply does the bidding of its summoner.
Physiology: When it is summoned, it bathes the area in holy white-blue light and brings a slight fragrance to the air. While its head and body are obscured it is covered with numerous glowing feathered wings and is decorated with royal tablets. At the front of its head, a glowing divine magic circle is emitted.
Statistics:


  • Strength: 40
  • Speed: 25
  • Endurance: 40



SPELLS:

Name: Seraphiel's Staff
Rank: B
Mana Cost: 100
Requirements: Redemption Magic
Type: Offensive
Element: Light
Range: 15 Meters
Cooldown: 3 Posts
Duration: Instant
Effect: Seraphiel points its staff which is 2 meters long at a target and releases a beam of white light from its tip a target. The beam has a diameter of 1 meter, this beam deals b rank cutting damage.

Name: Seraphiel's Dominion
Rank: B
Mana Cost: 100
Requirements: Redemption Magic
Type: Supplementary
Element: Light
Range: 5 Meters
Cooldown: 3 Posts
Duration: Sustain
Effect: Seraphiel can fly up to 5 meters as long as Seraphiel's Dominion is sustained.

Name: Seraphiel's Devotion
Rank: A
Mana Cost: 200
Requirements: Redemption Magic
Type: Offensive
Element: Light
Range: 20 Meters
Cooldown: 4 Posts
Duration: Instant
Effect: Seraphiel imbues its staff with light and hits a target with it, blowing them 10 meters backwards regardless of their defenses and armor, all the while dealing A rank Bludgeoning damage.

Name: Seraphiel's Lightbringer
Rank: A
Mana Cost: 200
Requirements: Redemption Magic
Type: Offensive
Element: Light
Range: 20 Meters
Cooldown: 4 Posts
Duration: Instant
Effect: Seraphiel points its staff in the air and as a circle with a diameter of 3 meters within a range of 20 meters begins to light up on the ground for 3 seconds after which a light crashes down from the skies instantly causing A rank cutting damage.

???
???

S-Rank Spells
??? | ??? | ??? | ??? | ???
???
???
???
???



Last edited by Konstantin Sokolov on Wed Aug 08, 2018 12:28 pm; edited 47 times in total




#4Konstantin Sokolov 
Online

on Sun Jun 25, 2017 10:09 am

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EQUIPMENT




Headgear
Millenium Eye
Name: Millennium Eye
Slot: Head
Type: Eye
Class: Unique
Set: None
Durability: 1x S-rank
Details:

  • Description: The millennium eye is a prosthetic eye made of pure gold. It is round, allowing it to fit perfectly in the eye socket. In the middle of the eye there is a gold pupil, which is surrounded by a shape that could described as a half-open eyelid. In the middle of the pupil, there is a small hole that leads into the middle of the eye. The user loses their eye when purchasing the Millennium Eye. They may choose which one when purchasing the item. When selling the Millennium Eye, they have an empty eye socket instead. The user can't see normally with the Millennium Eye as if it were regular eye.

Requirements:

  • None

Perks:

  • Mana Scouter: The user can see the amount of mana a person possesses. They can't mention the number to others since it would make no sense to them, but to the user the value they see makes perfect sense.
  • Type Scouter: The user can see the type (Offensive, Defensive, Supplementary etc.) of spell that is used when looking at a spell, and also the elemental-type to which that spell belongs. The user can also see which type of mana a target possesses when looking at them (Fire, Water, Earth etc.).
  • Power Scouter: The user can see the statistics of a target when looking at them. Once again, they can't mention the numbers to others since it would make no sense to them. To the users, it means they know how much damage their target does, how fast they move, and how much durability they have.
  • Mana Seeker: The user can see mana with the Millennium Eye and therefore even when their vision is completely blurred, see the silhouettes of whoever possesses mana. Depending on how much mana they possess, the silhouette appears brighter or more dim.


Armor
Armor
ARMOR

Weapon
Punisher
Name: Punisher
Slot: Weapon
Type: Gun
Class: Legendary
Element: None
Damage: Base Strength +30
Durability: 2x S-rank
Details:

  • Handling: 2 Hands
  • Description: The Punisher is a large cross-shaped gun. In the middle of cross, there is a handle to hold the weapon. It is incredibly heavy and must be held with the second hand underneath the long handle to aim it. In case the user possesses more than 50 STR they may wield it with a single hand to aim it. The longer part of the cross contains a normal gun, while the lower part of the cross contains a rocket launcher. It must be held reversed to use the rocket launcher. Other than that, it can also be used to hit people while wielded with the grip. Punisher is 2.5 meters. When holding onto it, the long part of Punisher is 1.9 meters, the smaller parts are 0.6 meters.

Requirements:

  • None

Abilities:

  • Name: Punisher Single Shot
    Rank: D
    Mana Cost: 25
    Requirements: Punisher
    Type: Offensive
    Element: None
    Range: 10 Meters
    Cooldown: 0 Posts
    Duration: Instant
    Effect: The user aims the Punisher by holding it steadily with one hand placed beneath the barrel and another placed on the trigger. The user then shoots a regular sized bullet that is formed from the users own mana at the aimed target.

  • Name: Punisher Single Shot
    Rank: C
    Mana Cost: 50
    Requirements: Punisher
    Type: Offensive
    Element: None
    Range: 20 Meters
    Cooldown: 1 Post
    Duration: Instant
    Effect: The user aims the Punisher by holding it steadily with one hand placed beneath the barrel and another placed on the trigger. The user then shoots a regular sized bullet that is formed from the users own mana at the aimed target.

  • Name: Punisher Single Shot
    Rank: B
    Mana Cost: 100
    Requirements: Punisher
    Type: Offensive
    Element: None
    Range: 30 Meters
    Cooldown: 2 Posts
    Duration: Instant
    Effect: The user aims the Punisher by holding it steadily with one hand placed beneath the barrel and another placed on the trigger. The user then shoots a regular sized bullet that is formed from the users own mana at the aimed target.

  • Name: Punisher Single Shot
    Rank: A
    Mana Cost: 200
    Requirements: Punisher
    Type: Offensive
    Element: Light
    Range: 40 Meters
    Cooldown: 3 Posts
    Duration: Instant
    Effect: The user aims the Punisher by holding it steadily with one hand placed beneath the barrel and another placed on the trigger. The user then shoots a regular sized bullet that is formed from the users own mana at the aimed target.

  • Name: Punisher Rocket Launcher Explosion
    Rank: A
    Mana Cost: 200
    Requirements: Punisher
    Type: Offensive
    Element: Fire
    Range: 30 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: The user aims the Punisher by holding it steadily with one hand placed beneath the barrel and another placed on the trigger. The user then shoots a rocket bullet that is formed from the users own mana at the aimed target. Upon impact, the rocket bullet turns into a 10 by 10 diameter explosion.

  • Name: Punisher Single Shot
    Rank: S
    Mana Cost: 400
    Requirements: Punisher
    Type: Offensive
    Element: Light
    Range: 50 Meters
    Cooldown: 4 Posts
    Duration: Instant
    Effect: The user aims the Punisher by holding it steadily with one hand placed beneath the barrel and another placed on the trigger. The user then shoots a regular sized bullet that is formed from the users own mana at the aimed target.

  • Name: Punisher Rocket Launcher Great Explosion
    Rank: S
    Mana Cost: 400
    Requirements: Punisher
    Type: Offensive
    Element: Fire
    Range: 40 Meters
    Cooldown: 6 Posts
    Duration: Instant
    Effect: The user aims the Punisher by holding it steadily with one hand placed beneath the barrel and another placed on the trigger. The user then shoots a rocket bullet that is formed from the users own mana at the aimed target. Upon impact, the rocket bullet turns into a 20 by 20 diameter explosion.

Companion
Shirshu
Name: Bob
Race: Shirshu
Gender: Male
Type: Earth
Health: 3x S-rank
Mana: 1000
Height: 6'5" | 2 m
Weight: 440 lbs. | 200 kg
Evolution: None
Personality: Tamed shirshus are mainly used for their superior tracking ability; they can detect a particular scent anywhere in the world, paralyze their prey from afar without doing permanent damage, are extremely fast and agile, and can travel over great distances without tiring significantly. Shirshu saliva contains powerful toxins, making it highly valuable; it is used in the production of paralyzing darts. Despite its size and weight, the shirshu has outstanding agility and can hold its own in close combat situations. Using its powerful claws, it can easily protect itself from most threats, though in the majority of cases, close combat is unnecessary: the shirshu's tongue can reach up to several meters and incapacitate opponents before they have a chance to get near. Its critical weakness is its highly sensitive sense of smell, which can be overwhelmed by strong scents, effectively "blinding" it and, in some cases, inducing a frenzied panic. In most cases, a semi-domesticated Shirshu's temperament is determined, obedient, and socially affectionate, trying to lick its handler. When does lick someone they love, the saliva does not seem to contain the damaging properties as they tend to lick with a dry tongue when doing so.
Physiology: The shirshu is a large, star-nosed mole-like mammal that has no eyes and, therefore, relies on its highly specialized sense of smell instead. The animal's face has a large, muscular snout that ends in a collection of small, pink, fleshy tendrils surrounding the nostrils, which are used to detect scents in the environment, and effectively allows the shirshu to "see" its surroundings. The shirshu can smell a particular scent over hundreds of miles away, making it an ideal tracker. In addition to its strong smelling abilities, the shirshu's saliva contains paralyzing agents. Along with its large, sharp set of teeth, the shirshu has a whip-like tongue, tipped with large, triangular papillae, which the shirshu uses to disable its prey. Depending on the target's size and how hard it is hit, the shirshu's tongue can either stun or paralyze prey for a period of time, ranging from a few minutes up to several hours.

Statistics:


  • Strength: 40
  • Endurance: 40
  • Speed: 40

Requirements:

  • None

Spells:

  • Name: Saliva Spit
    Rank: B
    Mana Cost: 100
    Requirements: None
    Type: Offensive
    Element: None
    Range: 15 Meters
    Cooldown: 3 Posts
    Duration: Instant
    Effect: The user opens their mouth and spits a 10 centimeter long spit target. This causes damage and a debuff towards the target's Strength, Speed, and Endurance for 3 posts. In case the user repeats this attack while the user is already debuffed by the saliva, it will not stack.


  • Name: Tongue Whip Saliva
    Rank: A
    Mana Cost: 200
    Requirements: None
    Type: Offensive
    Element: None
    Range: 5 Meters
    Cooldown: 3 Posts
    Duration: Instant
    Effect: The user opens their mouth and shoots out their tongue hitting a target. This causes damage and a debuff towards the target's Strength, Speed, and Endurance for 3 posts. In case the user repeats this attack while the user is already debuffed by the saliva, it will not stack.


Perks:

  • Hunter: The companion is capable to track down other users as long as its master has something which contains the smell of that person. They may then mount their companion and let it roam towards the smell. This allows the user to travel towards people whose smell they've got on a item without metagaming.
  • Mount: The companion gives the user a 40% travel reduction.
  • Scavenger: The companion is capable of finding trinkets and other interesting things during quests which grants the user an increase of 10% in jewels when completing quests.

Relic
Illumin’s Call Ring
Name: Illumin's Call Ring
Slot: Ring
Type: Ring
Class: Rare
Element: Light
Durability: 2x S-rank
Details:

  • Description: It appears to be a common ring but its gem has been enchanted.

Perk:

  • The user receives a cooldown reduction of 1 post on Light-type spells.




Last edited by Kon on Sun Mar 04, 2018 8:30 am; edited 44 times in total




#5Konstantin Sokolov 
Online

on Sun Jun 25, 2017 7:11 pm

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Family Seal
 

   


Family Tree

 

Family History
 


The Соколов otherwise known as Sokolov Family were once a proud and rich family that stretches back through dozens of generations in the Myra town province residing there since it’s conception acting as merchants for the land, first arriving there as a survivors of a plague that had killed a majority of the small town they had originated from.

They eventually went into darker roots mix business affairs with those of magic nature as well as doing under the table deals with raider leaders to have them attack other merchants caravans while leaving theirs alone. The family’s influence was one of the reasons that the town expanded into what it is today with multiple sectors for the different classes to reside and was highly praised by the leaders during the peak of their power being able to sway the decisions of the leaders for the better.

The family finally began its decline during the revolt unintentionally caused by the class segregation, and later the supreme leader coming to power taking away most of their riches held in their warehouses and trading duties under the umbrella of the town controlled services, with it turning from a well known and feared name to a name only mentioned in the dark corners of inns by those against the man.

Since the death of Boris Sokolov and Robert Sokolov becoming the head of the family it's ties have grown further entrenched with those in dark guild, as Robert similar to his brothers joined a magical affiliation after he acquired his own form of magic just as the rest of the brothers had.

 

Estate
 


   


Sokolov Manor


Recently Konstantin has gained the deed to a manor in the humble town of Orchidia. Not much is known about the previous owner only that they were in some way associated with Grimoire Heart. The Sokolov Manor is not that much different from most manors in the area. There is a ballroom, dining rooms, lots of guest rooms and square with a fountain outside. He hopes to make the manor not just a house but overall a home for himself and his partner Alice.



Last edited by Kon on Thu Sep 28, 2017 1:26 pm; edited 4 times in total




#6Konstantin Sokolov 
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on Tue Aug 22, 2017 12:00 pm

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Partner


NAME: Alice
RANK: S-RANK
ASSOCIATION: Wife
MAGIC: Solar Magic
MANA: 3,485
STRENGTH: 125
SPEED: 63
ENDURANCE: 82
INTELLIGENCE: 84

Family



NAME: ALEKSANDR SOKOLOV
RANK: B-RANK
ASSOCIATION: Brother
MAGIC: NIL
MANA: 1260
STRENGTH: 10
SPEED: 23
ENDURANCE: 8
INTELLIGENCE: 8

NAME: LEEANN NAKAMURA
RANK: B-RANK
ASSOCIATION: Cousin
MAGIC: ???
MANA: ???
STRENGTH: ?
SPEED: ?
ENDURANCE: ?
INTELLIGENCE: ?

NAME: Arisa
RANK: S-RANK
ASSOCIATION: Cousin
MAGIC: Light Magic
MANA: 3,450
STRENGTH: 58
SPEED: 35
ENDURANCE: 30
INTELLIGENCE: 106

Friends and Allies



NAME: Rune Knights
RANK: Mixed
ASSOCIATION: Allied faction
MAGIC: Mixed


NAME: Lucifer (Odin)
RANK: A-RANK
ASSOCIATION: Friend
MAGIC: Necromancer Magic
MANA: 2400
STRENGTH: 23
SPEED: 33
ENDURANCE: 18
INTELLIGENCE: 40


NAME: Chelvaric
RANK: A-RANK
ASSOCIATION: Friend
MAGIC: Nature Based
MANA: 3050
STRENGTH: 20
SPEED: 102
ENDURANCE: 7
INTELLIGENCE: 124


NAME: Midas
RANK: ?-RANK
ASSOCIATION: Supervisor
MAGIC: ???

Acquaintances



NAME: Hyoen
RANK: ?-RANK
ASSOCIATION: ???
MAGIC: Fire Based
MANA: 1520
STRENGTH: 23
SPEED: 31
ENDURANCE: 61
INTELLIGENCE: 21


NAME: Akira Shimada
RANK: ?-RANK
ASSOCIATION: ???
MAGIC: Light and Darkness Based
MANA: 2,2370
STRENGTH: 13
SPEED: 94
ENDURANCE: 29
INTELLIGENCE: 65

Enemies



NAME: Vampyre
RANK: ?-RANK
ASSOCIATION: Enemies
MAGIC: ???


NAME: Demons
RANK: ?-RANK
ASSOCIATION: Enemies
MAGIC: ???


NAME: Lycan
RANK: ?-RANK
ASSOCIATION: Enemies
MAGIC: ???


NAME: Liches
RANK: ?-RANK
ASSOCIATION: Enemies
MAGIC: ???
NOTE: Excludes Odin.



Last edited by Konstantin Sokolov on Fri Jun 01, 2018 4:07 am; edited 16 times in total




#7Konstantin Sokolov 
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on Tue Aug 22, 2017 12:11 pm

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APPEARANCE


Konstantin stands tall at 195 centimeters which is typically on par or greater than most individuals he has encountered, a few inches are gained through his bouncy hair and slight raise with his shoes while his racial change enhanced his height. He is 93 kilograms mostly muscle from mountain walking and the harsh training he endured by his tutors causing injuries to his lungs in the process leaving him a particularly raspy voice with a foreign twist on particular words.

Since becoming a Seraphim, his complexion has become otherworldly retaining its pale tone now with a slightly eerie glow to it. This change has also affected previously attained blemishes or scars from past injuries such as the loss of his eye simply looking absent then a deliberate removal.

Losing sight in his left eye he found no use for it, Kon chooses to instead remove it entirely and replace it with an artefact given to him by the Holy Knights. This magical relic has since provided him with a new method of vision allowing him to see specific traits of all those around him. His other eye meanwhile is an unearthly green changing from the previously golden colour as a side-effect being blessed from Illumin.

He has thick, silky, unkempt, white, long hair which flows down the sides of his face which drawn to his left part of his face. He remains cleanly shaven as a result of his racial transformation now unable to grow any facial hair.

His general day to day attire consists of a simple white shirt and a pair of brown pants while he dons black dress shoes polished each morning as Kon starts his day on top of that he wears a long brown trenchcoat. During the winter time, he will wear thick turtleneck shirts and a scarf replacing the button up shirt, no matter the climate, however, he now wears around his neck a symbol symbolic of the Illumin religion on a fine silver chain beneath his shirt.

Always wanting to retain information he has gleaned from his encounters with his new eye, Kon has started to keep within his coat a nondescript book containing all the information of those he's encountered whom he deemed worthy of note at the time. The text within the book itself is a unique system to which only Kon is capable of understanding with even the slightest, simplest piece of information being jibberish to everyone else.

With the stresses of life building upon the Holy Knight, he has begun to take up smoking, a habit which his father before him favoured. Being a member of the upper class, he inherently walks proudly and focused when around public and council members. While he was a natural right-hander, he is capable of using either with the same dexterity, it isn't out of preference it's just out of ease as he was taught at an extremely early age to use both equally.
     



Last edited by Kon on Tue Mar 20, 2018 12:47 am; edited 31 times in total




#8Konstantin Sokolov 
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on Tue Aug 22, 2017 12:38 pm

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PERSONALITY



Konstantin Sokolov is a reserved individual in that he is able to make friends with others developing several relationships with his comrades and his superiors, as well as those he encounters through his journeys. Those that truly know Konstantin intimately, will recognise that he is a caring individual always wanting to protect those he cares most about whether it’s his friends or family.

He is often described as being particularly calculating in his actions willing to, without hesitation, to perform tasks that others would shy away from. Despite his position within the Holy Knights and being blessed directly from Illumin, Kon remains non-religious prefer to placing trust on science and magic instead of religion itself.

As both a skilled mage and talented scholar, he is frequently approached for help and guidance to those in need, which he is often willing to do by simply providing input and advice from the numerous books he's read and information and experiences he has gathered in his short time since leaving his former life.

A particular habit that he has developed is that he will often gather as much information on various items or individuals collecting their information within a book obtained through his Millenium. This habit allows Kon to establish a glossary of individuals to which he can refer to at later dates.

He is very calculating in terms of fighting, often hanging back from the fights and supporting his allies or just examining the surroundings of his target planning out different strategies instead of going headfirst into the fray due to his inability to use magic in a directly offensive way instead relying on whatever souls he has managed to obtain to fight on his behalf.

Due to his up bring with a deranged father and brother, Konstantin has grown desensitised to witnessing what others would consider horrific or traumatic, with the final nail in the coffin consisting of the death of one of his brothers by his eldest. This has proven beneficial in that he is comfortable hang around the people and creatures that he resurrects that would often cause others to be at the minimum uneasy.

LIKES & DISLIKES,



Likes:


  • Caring for and educating his children: An unexpected passion of Kon is enjoying being around his family and going through the process of teaching their children to read, write, use magic.

  • Fine Wine: With less time to leave his home, Kon has found a hobby in purchasing wine that is of a fine vintage and drinking it amongst friends and family.


Dislikes:


  • Cultists: Previously experiencing the brutality of cultist acts before joining the rune knights Kon has since held a dislike and distrust towards those that practise them.

  • Relying on others: Since his rise in power, Kon has grown confident in his own abilities and become less accepting to accepting help instead preferring to offer help to others instead.


MOTIVATIONS &
FEARS



Motivations:


  • Caring for his family: With the knowledge of a child on the way and wedding bells quickly approaching, Kon has pushed himself to provide for his new family to the best of his abilities with a home, a stable income as well as a respectable name.

  • Cleanse the unholy: Since joining the Holy Knights, Kon has learnt of the awful deeds that those he fights against have committed in the past towards his new people and seeks to defend them from harm.


Fears:


  • Falling: During his childhood, his eldest brother, Robert once tried to throw him out a window whilst they were at the dormitory only stopped by one of the other brothers, leaving Konstantin with a constant fear of falling to his death.

  • Losing His Family: Having spent some time and been together in a relationship with his fiancee, Alice, he couldn't bear losing her or their two children, as a result, he endeavours to protect his family.

     



Last edited by Kon on Tue Mar 20, 2018 1:33 am; edited 9 times in total




#9Konstantin Sokolov 
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on Tue Aug 22, 2017 12:38 pm

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HISTORY



Konstantin has a rather large sized family which is the norm for the Sokolov household, he is the middle child of Boris and Sonja Sokolov, with their children consisting of His eldest brother, Robert, Dmitry, Himself, Aleksandr and his youngest brother, Victor.

He was born into the life of luxury as one of the children of the head of the family who held a majority of families dwindling riches. After the birth of the youngest son, Sonja grew gravely ill, with their father, Boris couldn't find a way to save Sonja despite all the money the family had, so he removed himself from the outside world choosing to spend his days studying the arts of necromancy in the hopes to bring the love of his life to him.

Boris’s obsession led to him completely forgetting his children including Konstantin who were instead looked after by maids and tutors, each of them handled their mother's death and their father's absence differently, for example, this was the cause for Robert's distaste towards the rest of the family as they often would protect Victor from Robert, who blamed him for the entire affair.

Eventually after Victor reached 6 years old one of the maids demanded the absent-minded almost mad Victor that the younger children should begin school, so they were shipped across Fiore with his siblings to a Dormitory in the freezing mountains near the border to the countries in the east, it was here where he spent a little over decade following precise orders, studying, debating, calculating and developing his intellect to become a battle strategist.

He would often bore and annoy both his classmates and friends by trying to discuss minor details which amused him. This entertaining education was brought to an end shortly before his 19th birthday when he and his brothers had been requested to return to his home as his father had died from a heart attack whilst he was commencing a series of experiments.

Shortly after the funeral of his father, he found out that their return to their home was not to pay his respect to the man whom he felt no attachment to but was also to have one of them to partake in a family magic tradition also known as the Blood Sacrifice ceremony which involves the sacrifice of a virgin teenage girl by a member of the head family of the Sokolov branch with the entire head family being present.

The ceremony occurs each time the head of the family dies, the previous one to have occurred was a few months prior to Konstantin's 3rd birthday, which was performed after the death of his grandfather. After witnessing the barbaric act which Robert performed, he and his brothers tried to flee from his family by going into the forbidden, sacred forests that surrounded his hometown.

However as Dmitry was fleeing from the Manor, Robert wielding the same weapon to slay the girl murdered him for betraying the family. Unable to go to her, they watched from a distance as Robert continued to bring the knife down upon his brother's body causing blood to spray across him and the grass that was laying it. Robert only stopped when he was finally pulled away from her by other members of the family whilst others looked in disgust and spoke to one and another in hushed tones.

Unknown to the others the blood sacrifice had major outcomes, with each of them all gaining magical powers, ironically in Konstantin’s case he had begun to develop abilities to restore life to dead which he first discovered when he came across a dead bird which upon him touching it after it’s death resurrecting before flying off into a tree. The fact that he had acquired this particular magic amused him has his father had spent over a decade to gain it, he had it just after his death.

Wishing to avoid the typical problems associated with having this particular magic he decided it would be appropriate for him to join the rune knights instead of having to fight them if he were discovered by a member of the rune knights who wouldn’t take a blind eye to him. During his time within the Rune Knights, Kon swiftly gained power and developed relations with individuals within it.

     



Last edited by Kon on Tue Aug 22, 2017 12:42 pm; edited 1 time in total




#10Konstantin Sokolov 
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on Tue Aug 22, 2017 12:38 pm

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Roleplay



Ongoing Topics


  • None





X786



Konstantin the Rune Knight

ACT I

Part 1




Part 2




Part 3




ACT II

Part 1




Part 2




Part 3




ACT III

Part 1




Part 2




Konstantin the Holy Knight

ACT I

Part 1



Part 2



Part 3



ACT II


Part 1



Part 2

Part 3



ACT III


Part 1



Part 2



Part 3


  • ?

    • Participants: None


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X790



QUESTS



QUESTS COMPLETED



Call Quests Completed: 1

Event Quests Completed: 4

B Rank Requests completed: 5

C Rank Requests Completed: 6

D Rank Quests Completed: 20
     



Last edited by Kon on Fri Jan 05, 2018 12:47 am; edited 6 times in total




#11Sponsored content 


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