Post by Arlan Ashteran on Dec 2, 2009 2:24:14 GMT -5
Character Information
[/u][/size][/right]Name: Arlan Ashteran (Nickname: AA)
Age/Birthdate: 17, July 1st
Gender/Species: Male, Human
Sexual Orientation: Bisexual (To remain Neutral)
God Choice: Non-Believer (Believes that luck is the only true power in the world)
Canon or Original: Original
Character Description
[/u][/size][/right]Picture (optional):
Appearance: Arlan is a little bit shorter then normal people his age. Standing at about 5’ 1” and 143 pounds, Arlan has medium-length white hair, with a small amount that hangs in front of his face, whereas the rest of his hair sticks up and behind him. His eyes are a bluish-green color and his skin color is white with a very slight tan to it. He wears black jeans and a white, button up shirt. The shirt, however, usually isn’t button up more toward the top. He also wears a black jacket and a golden bandana around his neck. On his left hand is a ring that appears to be a plus sign of sorts, though more rounded. It is this ring that allows him to make the cards he uses. On his left wrist, he also has a card holster, holding up to 52 cards in it at any given time.
Personality: Arlan tries to be as neutral as he can, though has a tendency to slip more toward the dark side of things. He doesn’t believe in any of the gods, regardless of what other people say, and believes that luck is the only true power in this world. He believes that Luck is the only thing that can be truly neutral as it does not favor sides. It is completely random, even if it seems to favor one side over the other. He doesn’t make many friends so as to remain influenced in the neutral ways, but if someone believes in the same thing he does, he would probably become their friend in a heartbeat. The only one he considers a friend is his wolf, Tilanis (Explained in the history).
The one thing that Arlan does like to do is fight. Fighting is what makes Arlan stronger, and it allows him to continue to work on his skills with the cards. He doesn’t usually say much, and hardly ever gives his actual name to others, calling himself “AA” instead. While not following a path of true neutrality, he does try to follow the path of neutrality as much as he can. If he ever sways too much to one side, Tilanis is there to put him back on the path he wants to walk. If he followed the path of neutrality, then Arlan believes he will find the secret to restoring his friend back to his true form. But falling off the path can just be too inviting and fun to do sometimes.
Character History
[/u][/size][/right]Home World: Traverse Town
Current World: Traveling
Key Family Members: Mother: Raiel Ashteran, Father: Ciraph Ashteran (Both Deceased), Pet/Friend: Tilanis
Personal History: Arlan Ashteran was born on July 1st, 17 years ago from the current date. It was thought to be a special birth, as do all that were born on July 1st, because it is the middle day of the year. They weren’t sure quite how special that day would mean, but they felt that it was a special and significant day. And through his life, Arlan realized just how special it was.
It was at the age of 6 that Arlan managed to have his life start falling in a downward spiral. Through the burning of their house, while Arlan was at school, his parents both died as the roof collapsed on them. He got home to see ambulances and fire trucks to put out the fire and was even the one who had to identify the bodies. It was because of that that he felt that the gods were not real. If they were, they would have protected his parents. But they didn’t. He immediately stopped believing in them and left that area, stowing away on a Gummi Ship and being taken to another world.
The world he was taken to was Radiant Garden, a town similar to Traverse Town. It was there that met someone, named Tilanis Landaryu, who had had something similar happen to him. The two became best friends, even being of the same age. At the age of 10, the Prophet, Jason Arilani came to both of them and said that it was time to choose their gods. The two looked at each other then back to Jason and said “Take your stupid gods back to where they came from. They never did anything for us, so why should we do something for them? The gods don’t even exist to us.” And then they both started walking away. Jason stood there stunned for a moment before disappearing in a flash of light.
At the age of 13, the two left Radiant Garden to see other worlds. During their travels, they ended up on the Pride Lands. There, Tilanis became a wolf while Arlan became a Bird. They worked together, keeping an eye out for each other as they learned what it was like to be an animal. They both loved it and thought of staying there, but one night, it seemed that everything went downhill for both of them again.
Someone else had come there and challenged the two to a fight. They fought but were unable to beat the witch. She taught them of luck and said that one of them would be lucky, while the other would not. She flipped a coin that had each of their faces on one side. The coin landed with Tilanis’ face showing. She pointed her finger at Tilanis and launched some magic at him. She then said that Tilanis was now cursed to live his life as a wolf forever. Arlan said that nothing was forever, and the witch said that the day they found a way to reverse it was the day she would meet them again, and then she disappeared.
Arlan took Tilanis, now very tired, and left the world, back to Radiant Garden. What the witch said was true… Tilanis was still a wolf, while Arlan was back to being a human. He then decided to follow the witch in a path of luck, stating that it was luck that got them into it, and it would be luck that would get them out. He researched several different things and learned how to draw strange symbols on cards, as well as how to control them.
He practiced with Tilanis until he felt he was ready. He was now 16 years old. He had one more ability that he needed to learn. He didn’t want Tilanis walking alongside him as he wandered the worlds, and as a result, scaring anyone they walked by. He learned how to summon and de-summon Tilanis at will. He apologized to his long time friend for this, having realized that he could understand him even though he was in a wolf form. To everyone else, it was howls, grunts, and other such animal noises. But Arlan understood him as if he were speaking plain English.
He is now 17 years old. Tilanis rested in between battles, coming out when called upon. As for Arlan, he learned how to control his cards, both with their abilities and actually controlling the cards themselves. The witch used a coin, but the cards would give the amount of luck that he needed to find a way to restore Tilanis back to his original form. He didn’t care how long it took. He just wanted to see his old friend’s face once more.
Character Life
[/u][/size][/right]Likes: Luck
Neutrality
Randomness
Tilanis
Fighting
Dislikes: The gods
Anyone preaching or talking about the gods
Jason Arilani
When things are too one sided
Talk about destiny or fate
Goals: To remove the curse that was placed on Tilanis.
Strengths and Weaknesses: Arlan’s strength is the amount of time and power that comes from his cards. The weakness, however, is that it takes time to activated them, thus leaving him open for an attack. If he runs out of cards, he also has some trouble, as he cannot draw new cards easily.
Powers/Weapons
[/u][/size][/right]Magic: Curaga is the only magic spell he has.
Abilities: Summoning – Arlan can summon a wolf to his side at any time. The two completely understand each other, but others don’t understand the wolf, Tilanis. Picture of Tilanis
The Luck of the Draw – The simple act of drawing a card. He may also add on to the end of the phrase “Double Strike” or “Triple Threat”. Double Strike is drawing two cards, Triple Threat is drawing three cards.
Card Control – Just because the cards have abilities of their own doesn’t mean they can’t be used for other means. He can also control the actual card. With this ability, he also can draw new symbols on the cards through use of his ring, though it takes time to do, and as such, cannot be done in battle without leaving him wide open.
Unfair Draw – When he feels like defying luck, Arlan may say “Unfair Draw” followed by the name of the card he wants. He may then pull the card directly from the deck and use it. He doesn’t do it often, however, as he does not want to stray too far from the neutrality of luck itself.
Weapons: A deck of fifty two cards, held in a card holster on his arm. It’s a mechanical holster that keeps track of the cards and prevents them from falling out when pointed down. The card’s abilities and symbols are listed under Card abilities (See below). Actual deck will be made and posted in the first post of every thread. Dice roll will be made to show which card is used. There are 3 other cards not in the card holster that remain in his pocket at all times (Kali Princia, Transmutation, and Teleportation). One large card is on his back, utilizing his final limit (Shown below). Each card has This for the back of the card. [NOTE: Magic circles done by Xyee of Deviantart]
Card Abilities: Each card of Arlan’s has a specific power that it can do. These powers are listed below.
- Fire – [Picture of Card Face] The fire card allows for the manipulation of fire for two rounds. When activated, the fire symbol lights up, then the card ignites. The fire grows and Arlan takes control of it and any fire around him not currently being controlled by another. He may continue to control it for two rounds, at which point the fire dissipates. [NOTE: Six cards in the deck at any given time]
- Ice – [Picture of Card Face] The ice card allows for the manipulation of ice for two rounds. When activated the ice symbol lights up, then the card freezes, breaking into tiny shards of ice. Arlan then takes control of it and any ice around him not currently being controlled by another. He may continue to control it for two rounds, at which point the ice melts, the water disappearing. [NOTE: Six cards in the deck at any given time]
- Thunder – [Picture of Card Face] The thunder card allows for the manipulation of lightning and for two rounds. When activated, the thunder symbol lights up, then the card explodes into several lightning bolts. Arlan then takes control of it and any lightning around him not currently being controlled by another. He may continue to control it for two rounds, at which point the lightning disappears. [NOTE: Six cards in the deck at any given time]
- Energy – [Picture of Card Face] The energy card allows for a purple ball of energy to be manipulated for two rounds. When activated, the energy symbol lights up, then the card itself turns into a ball of energy. Arlan may control it as he wishes, even splitting it up into multiple balls, or forming specific shapes out of it. He may continue to control it for two rounds, at which point the energy disappears. [NOTE: Five cards in the deck at any given time]
- Unholy – [Picture of Card Face] The unholy card allows for a ball of dark energy to be manipulated for two rounds. When activated, the unholy symbol lights up, then the card itself turns into a black ball of dark energy. Arlan may control it as he wishes, even splitting it up into multiple balls, or forming specific shapes out of it. He may continue to control it for two rounds, at which point the dark energy disappears. (Effective against creatures of light, not as effective against creatures of darkness) [NOTE: Five cards in the deck at any given time]
- Holy – [Picture of Card Face] The holy card allows for a ball of light energy to be manipulated for two rounds. When activated, the holy symbol lights up, then the card itself turns into a white ball of light energy. Arlan may control it as he wishes, even splitting it up into multiple balls, or forming specific shapes out of it. He may continue to control it for two rounds, at which point the light energy disappears. (Effective against creatures of darkness, not as effective against creatures of light) [NOTE: Five cards in the deck at any given time]
- Necromancy – [Picture of Card Face] The necromancy card allows for the revival of a fallen ally (or foe if wanted) or for the raising of undead skeletons. When activated, the Necromancy symbol lights up. If used to revive someone, the card would be thrown toward the person to be revived. If used to raise the undead, it merely is thrown into the air to come back down. Upon hitting the ground, it raises 5 undead skeletons that remain “alive” until destroyed. [NOTE: Three cards in the deck at any given time]
- Illusion – [Picture of Card Face] The illusion card creates copies of both Arlan and Tilanis (If he is on the field). When activated, the symbol lights up and 4 copies of each are summoned. They each move as they wish to do and may strike. However, the Arlan copies cannot use the card effects. They can only control the cards, or use the cards that are in Arlan’s pocket (Transmutation, Kali Princia, or Teleportation). If they are hit, the one hit disappears. If the real Arlan or Tilanis are hit, all copies of that person/wolf disappear. [NOTE: Three cards in the deck at any given time]
- Conjuration – [Picture of Card Face] The conjuration card summons up two elemental dragons. When activated, the symbol lights up and a wheel with four colors appears in mid-air (Red, blue, yellow, green). With the command “Spin”, the wheel starts spinning rapidly and will eventually slow down. The color it stops on determines the element. Red is fire and lava, Blue is water and ice, Yellow is lightning and air, and Green is Earth and Plants. They will last for 3 rounds or until destroyed. [NOTE: Three cards in the deck at any given time]
- Divination – [Picture of Card Face] The divination card allows for either the seeing of one’s future or allowing for a future blast to be initiated. When activated, the symbol lights up. If used to see Arlan’s future, the symbol is then faced toward Arlan, showing him a glimpse of his possible future. If used for another, the symbol is faced toward another. If used for Future blast, the card is thrown forward, creating a portal to the future. Energy launches from the portal edges, swirls around and goes into the portal. Two rounds later, the portal will reopen and release the energy toward the person in a homing blast. [NOTE: Three cards in the deck at any given time]
- Abjuration – [Picture of Card Face] The abjuration card allows for the negation and disabling of one ability. When activated, the symbol lights up, and the card face is aimed toward the opponent. If a current ability is being used, it will immediately negate and be disabled for two rounds. If one is not being used, a random ability of theirs will be disabled for two rounds (Chosen by dice roll). After two rounds, the ability may be used once more. [NOTE: Three cards in the deck at any given time]
- Enchantment – [Picture of Card Face] The enchantment card will either enchant Arlan’s sword, Tilanis, or both with the power of fire and lava, water and ice, lightning and wind, or earth and plants. When activated, the symbol will light up and two wheels will appear. One will have 4 colors (Red, Blue, Yellow, and Green) and the other will depend on if Tilanis had been summoned and/or the transmutation card had been used. If both were completed, the second wheel will appear. If only one had, then it will only go to the active one. Both will spin. The colored wheel will determine what element would be enchanted. The other wheel will have a picture of the sword, Tilanis, and both and will determine what will get enchanted. The enchantment lasts for three rounds. [NOTE: Three cards in the deck at any given time]
- Evocation – [Picture of Card Face] The evocation is one of the more powerful cards, evoking the wrath of one of the four elemental gods (Fire/Lava, Water/Ice, Lightning/Wind, Earth/Plants). When activated, the symbol lights up and the card is thrown into the air. Once landed on the ground, a wheel will appear with four colors (Red, Blue, Yellow, Green). The color that it lands on will determine the god that is chosen. The god will remain on the battle field for two rounds, unless (Miraculously) destroyed. After two rounds, the god will disappear, releasing one final blast toward the opponent with the element it represents. [NOTE: One card in the deck at any given time]
- Kali Princia – [Picture of Card Face] The Kali Princia card allows for the ability of flight for both Tilanis and Arlan. It has no set time to dissipate and will last until Arlan releases it. It is one that remains in his pocket unless used. Once activated, the symbol lights up, and the card splits into two, one half to Tilanis and one half to Arlan. The card halves then turn into wings on the back of both of them, allowing them to fly. [NOTE: Not in deck]
- Transmutation – [Picture of Card Face] The transmutation card summons up a special sword for Arlan to use. It has no set time to dissipate and will last until Arlan releases it, or until it is broken. It is one that remains in his pocket until used. Once activated, the symbol lights up and the card is thrown to the ground in front of him. The sword then launches out of the card, the card returning to Arlan’s pocket. [Picture of Sword] [NOTE: Not in deck]
- Teleportation - [Picture of Card Face (Yes, it is the card’s back on both sides)] The teleportation card allows for Arlan to teleport to other worlds or to another area in the current world. It is one that remains in his pocket until used. Once activated, the symbol lights up. At that point, Arlan may state where to teleport (Either to another spot in the world or a different world). He can be as specific or general as he wants. He may also state “Surprise me” and be teleported to a random world. Once used, it returns to his pocket, allowing him to roam once more. [NOTE: Not in deck]
- Final Limit (Final Luck) - [Picture of Card Face] This is not one of the cards in Arlan’s deck and is instead a large card on his back. Once the face of the card appears, he may used the limit at any time until used. He lifts it from his back and says “Final Luck”. The card is then tossed high into the air, much like a coin, and lands on the ground. Then it depends on the side. If the back is face up, Arlan says “Final Dragon”, then a large dragon appears, able to use all four of previous mentioned elements, and lasts for two turns. If the face is up, Arlan says “Final Draw”, then all card effects (With the exception of those in his pocket) are activated, each doing as it says. It will rise into the air and split into 14 different cards. 13 of them have the symbols of the other cards, and all are activated simultaneously. However, any attacks that have a set time frame of activation on last that round and disappear at the start of the next (Such as Fire, Ice, and Thunder). The fourteenth card is randomized, shown to Arlan just before returning to his deck to restore a card. This is the only way he may have two evocation cards in his deck. Once all card effects have been completed, then the large card returns to Arlan’s back. It is the only one (Aside from those that remain in his pocket) That does not need to be re-written after use.
Other Information
[/u][/size][/right]RP Sample: Ten years… It had been ten years since Arlan was born, and in those ten years, his parents died, he left his home, he renounced his belief in the gods, and he made a friend to call his own. A flash of light appeared behind him and his friend, Tilanis. He told the two that it was time to choose their gods. Arlan almost started laughing, as did Tilanis. But the two merely looked at each other, both remembering exactly what they would say when this day would come.
Simultaneously, the two said ” Take your stupid gods back to where they came from. They never did anything for us, so why should we do something for them? The gods don’t even exist to us.” And without waiting for a word from Jason, the two turned around and walked away, laughing. The gods didn’t have a place in the hearts of the two boys, and they would never give their allegiance to one of them. They saw the flash of light come from behind them and knew that the so-called “Prophet” was now gone. The two then continued to play and enjoy their lives until it was time to go out and see the sights.
Other: N/A[/color]