XanatosForever
This is the dedicated character thread for the role play "Destiny Orb". It is not to be used for discussion, even ones involving characters. To discuss characters, plot lines, settings and other information out of character, Please go to the OOC Discussion Thread.
Archive Guidelines
- Players will place all available characters in one post, and each player must post once before any revisions are allowed.
- Any changes to characters as a result of gameplay will be revised in additional posts by their players, with version numbers attached. Acceptable changes are those that alter a character's appearance or skill set for a greater amount of game time, or permanently.
- Characters removed from gameplay, either through death or player banishment or other means, will be listed as Out Of Game (OOG) until such time as they are able to return to active play.
Character Skeleton
For convenience, the basic information required for characters is provided below. Please ensure all entries follow the proper format.
Name: (Name, partial or full, of the character)
Gender: (Male, Female, Transgender, Androgynous, etc.)
Orientation: (Optional; Heterosexual, Bisexual, Homosexual, etc.)
Height: (In inches)
Weight: (In pounds)
Age: (No limit specified. Recommended 15+)
Appearance: (Picture or description of the character's physical attributes)
Alignment: (Good, Neutral, Evil, Von Karma )
Village: (Home of the character, or the initial setting for the character's introduction)
Class: (Characters are allowed to choose only 1 class: Dual Wielder, Heavy User, Book Mage, Gunner, Staff User/Staff Mage, Sword User, Hybrid )
Orbs: (Characters start with a maximum of 3 orbs, and are allowed an additional 2 orbs, for a total of 5 orbs, 1 of which may be an advanced "Super Orb"
Weapons
Orb/Class Techniques
(Any Unique abilities the character can access, either through class or with orbs, will be listed here, alone with a description of the technique)
Orbs, Classes
The following is additional information regarding the Orbs and Classes of this role play. Be sure to read carefully to better understand your options, that you may choose a style that fits your preferred method of play.
The Orbs are divided into two seperate groups: Elemental and Spirit. The chart below lists each orb within their respective groups, with a brief description of their capabilities.
Orb Chart
Elemental
Fire: Grants the user the ability to create and control fire. This control can take many forms, such as summoning blazing fireballs, or firing scorching rays of intense heat.
Water: Gives the wielder the power to create and control water. From a simple fountain to drink from to great deluges, any number of uses can come from controlling this orb.
Earth: This orb puts the power of the very ground you walk on is at your command. Summon rocks to pelt your foes, or make the ground quake with terrible fury.
Wind: Call forth the power of the unseen force of the world with this orb. Use a gentle summer's breeze to relay messages, or blow your foes away with great gales.
Thunder/Lightning: The user of this orb can call on the deep voice and bright light of the storms. Deafen enemies with mighty thunderclap, or leave them smoldering husks from deadly lightning strikes.
Ice: This orb houses the power of the frigid cold. Cool hotheads with a bone deep chill, launch deadly ice spikes, and bring the cold beauty of the snow lands wherever you desire.
Spirit
Light: This orb houses the power of the Great Light. Use it to brighten your way through the shadow and night, purify the poor mutated wretches, or blast them into oblivion with holy power.
Dark: The polar opposite of the Light Orb, the sinister power of the Dark Orb is at your whim. Summon the shadows to keep you hidden from sight, or harness the very essence of the Dark to corrupt targets, turning them into twisted aberrations.
Dream: To sleep, perchance to dream, this orb holds power in the fantasy of peoples' minds. Invade the Dreamscape and grant sweet dreams or vicious night terrors, or trap the waking mind in a daydream.
Time: The tick, the tock, the power of the clock is where this orb holds sway. Slow time to a crawl, or speed it up, even halt it on the spot while you go about your merry way. A word of caution however, five seconds is all the time you have. After twenty seconds, it can be used again.
Space: Space, the area within everyone moves and interacts. The power of this orb lets you move things without needing to actually handle them. Lift a box, a crate, a barrel, a person! Move yourself twenty feet in any direction instantly. Make an invisible barrier to protect you from harm. Takes about ten seconds to use the orb's power again after.
Illusion: What's that behind your ear? It's the powers of Illusion, and this orb is key. Mask your face, make others devote themselves to you fanatically, play parlor tricks. Make them see what they want to see, or what you want them to see.
Unique Orbs
Desolation: Held by the tyrant Von Karma, this orb's unholy power summons the creatures of the land and enthralls them to his command, which he uses to attack the land of Deru mercilessly. Even worse, the defeated creatures can be brought back as bloodthirsty undead, continuing their terrifying assault, though they an be destroyed even after being raised.
Destiny: The Great Orb. There is little known of this orb save this: it is linked somehow to the very Goddess of the land, Makku, and for it to fall into the wrong hands would mean the end of all things.
Classes
The Classes of Destiny Orb shape the way characters interact with the world of Deru. Each class has unique traits to themselves to appeal to a wide variety of players.
Dual Wielder: The Dual Wielder is a master of using two weapons at once, to maximum lethality. Each Dual Wielder is unique, choosing their weapons often based on personal preference as opposed to actual effectiveness. They can even use weapons that can combine, increasing their versatility. Their is one exception, however. Dual Wielders cannot use guns.
Heavy User: As the name implies, the Heavy User enjoys the heft of big weapons. The bigger it is, the harder they hurt follows the basic creed of the Heavy, and not much more is in common among them. From Great Warhammers to massive Claymores, the Heavy controls the battlefield by making sure none survive their deadly swings.
Book Mage: Knowledge is power, and none know it more than the Book Mage. Their minds are great, and their magic formidable. It is rare to see a Book Mage without at least one book on their person; their primary spell book. They can ward off creatures great and small, cast devasting spells, and have a deep knowledge of healing. It is not uncommon for Book Mages to have multiple spell books, suited for different occasions, and the truly uncanny casters can do their spellwork from memory. Orb wielding Book Mages are some of the most powerful casters in the land, using their orbs to further empower their spells.
Gunner: With sharp eyes and quick reflexes, the Gunner is a deadly ranged killer, capable of mowing down lines of footmen, or placing a bullet between the eyes of the most well guarded dignitaries. With the great variety of firearms across Deru, the skills of a Gunner are loosely shared among the class. Whether dual wielding pistols, or lugging massive cannons on their backs, the Gunner is ideal for picking targets off from afar, or raining artillery death from above. They can carry up to 3 different guns, and they are also able to channel the power of their orbs into their shots for devasting effects.
Staff User/Staff Mage: The red headed stepchild of the classes, or so it appears, the Staff User/Mage combines the abilities of a melee class, such as the Sword User or Dual Wielder, with the distance of the Gunner and the magic of the Book Mage. They can engage in close quarters combat skillfully with their staff one moment, only to nimbly leap out of the fray and blast their foes with destructive spells from a safe distance. Only the most foolish underestimate the Staff User/Mage.
Sword User: The Dual Wielder and Heavy User may both choose swords as a preferred weapon, but the true expert in the art of the blade is the Sword User. The Sword User does not rely on quick strikes of the dual weapons, or the lumbering swings of heavy ones, instead matching grace with power in an impressive display. A sword user can carry up to five different types of swords, and he is deadly with all of them. His versatility comes from the variety of his arsenal, from the tried and true longsword to the quick and stinging rapier, or the wavy crook of the Kukri. Two Sword Users upon the battlefield is a deadly and beautiful show of skill to any lucky enough to see it and survive.
Hybrid: Odd in appearance but unmistakable in skill, Hybrids challenge the world with only the might of their bodies and the will of their souls. Some say they are the bastard abomination of unhealthy attractions, others claim them to be touched by a deeper kinship to creatures than normal people, but no matter what all agree that none can match the raw physical abilities of a Hybrid. Wise warriors are wary of the claws.
Archive Guidelines
- Players will place all available characters in one post, and each player must post once before any revisions are allowed.
- Any changes to characters as a result of gameplay will be revised in additional posts by their players, with version numbers attached. Acceptable changes are those that alter a character's appearance or skill set for a greater amount of game time, or permanently.
- Characters removed from gameplay, either through death or player banishment or other means, will be listed as Out Of Game (OOG) until such time as they are able to return to active play.
Character Skeleton
For convenience, the basic information required for characters is provided below. Please ensure all entries follow the proper format.
Name: (Name, partial or full, of the character)
Gender: (Male, Female, Transgender, Androgynous, etc.)
Orientation: (Optional; Heterosexual, Bisexual, Homosexual, etc.)
Height: (In inches)
Weight: (In pounds)
Age: (No limit specified. Recommended 15+)
Appearance: (Picture or description of the character's physical attributes)
Alignment: (Good, Neutral, Evil, Von Karma )
Village: (Home of the character, or the initial setting for the character's introduction)
Class: (Characters are allowed to choose only 1 class: Dual Wielder, Heavy User, Book Mage, Gunner, Staff User/Staff Mage, Sword User, Hybrid )
Orbs: (Characters start with a maximum of 3 orbs, and are allowed an additional 2 orbs, for a total of 5 orbs, 1 of which may be an advanced "Super Orb"

Weapons
Orb/Class Techniques
(Any Unique abilities the character can access, either through class or with orbs, will be listed here, alone with a description of the technique)
Orbs, Classes
The following is additional information regarding the Orbs and Classes of this role play. Be sure to read carefully to better understand your options, that you may choose a style that fits your preferred method of play.
The Orbs are divided into two seperate groups: Elemental and Spirit. The chart below lists each orb within their respective groups, with a brief description of their capabilities.
Orb Chart
Elemental
Fire: Grants the user the ability to create and control fire. This control can take many forms, such as summoning blazing fireballs, or firing scorching rays of intense heat.
Water: Gives the wielder the power to create and control water. From a simple fountain to drink from to great deluges, any number of uses can come from controlling this orb.
Earth: This orb puts the power of the very ground you walk on is at your command. Summon rocks to pelt your foes, or make the ground quake with terrible fury.
Wind: Call forth the power of the unseen force of the world with this orb. Use a gentle summer's breeze to relay messages, or blow your foes away with great gales.
Thunder/Lightning: The user of this orb can call on the deep voice and bright light of the storms. Deafen enemies with mighty thunderclap, or leave them smoldering husks from deadly lightning strikes.
Ice: This orb houses the power of the frigid cold. Cool hotheads with a bone deep chill, launch deadly ice spikes, and bring the cold beauty of the snow lands wherever you desire.
Spirit
Light: This orb houses the power of the Great Light. Use it to brighten your way through the shadow and night, purify the poor mutated wretches, or blast them into oblivion with holy power.
Dark: The polar opposite of the Light Orb, the sinister power of the Dark Orb is at your whim. Summon the shadows to keep you hidden from sight, or harness the very essence of the Dark to corrupt targets, turning them into twisted aberrations.
Dream: To sleep, perchance to dream, this orb holds power in the fantasy of peoples' minds. Invade the Dreamscape and grant sweet dreams or vicious night terrors, or trap the waking mind in a daydream.
Time: The tick, the tock, the power of the clock is where this orb holds sway. Slow time to a crawl, or speed it up, even halt it on the spot while you go about your merry way. A word of caution however, five seconds is all the time you have. After twenty seconds, it can be used again.
Space: Space, the area within everyone moves and interacts. The power of this orb lets you move things without needing to actually handle them. Lift a box, a crate, a barrel, a person! Move yourself twenty feet in any direction instantly. Make an invisible barrier to protect you from harm. Takes about ten seconds to use the orb's power again after.
Illusion: What's that behind your ear? It's the powers of Illusion, and this orb is key. Mask your face, make others devote themselves to you fanatically, play parlor tricks. Make them see what they want to see, or what you want them to see.
Unique Orbs
Desolation: Held by the tyrant Von Karma, this orb's unholy power summons the creatures of the land and enthralls them to his command, which he uses to attack the land of Deru mercilessly. Even worse, the defeated creatures can be brought back as bloodthirsty undead, continuing their terrifying assault, though they an be destroyed even after being raised.
Destiny: The Great Orb. There is little known of this orb save this: it is linked somehow to the very Goddess of the land, Makku, and for it to fall into the wrong hands would mean the end of all things.
Classes
The Classes of Destiny Orb shape the way characters interact with the world of Deru. Each class has unique traits to themselves to appeal to a wide variety of players.
Dual Wielder: The Dual Wielder is a master of using two weapons at once, to maximum lethality. Each Dual Wielder is unique, choosing their weapons often based on personal preference as opposed to actual effectiveness. They can even use weapons that can combine, increasing their versatility. Their is one exception, however. Dual Wielders cannot use guns.
Heavy User: As the name implies, the Heavy User enjoys the heft of big weapons. The bigger it is, the harder they hurt follows the basic creed of the Heavy, and not much more is in common among them. From Great Warhammers to massive Claymores, the Heavy controls the battlefield by making sure none survive their deadly swings.
Book Mage: Knowledge is power, and none know it more than the Book Mage. Their minds are great, and their magic formidable. It is rare to see a Book Mage without at least one book on their person; their primary spell book. They can ward off creatures great and small, cast devasting spells, and have a deep knowledge of healing. It is not uncommon for Book Mages to have multiple spell books, suited for different occasions, and the truly uncanny casters can do their spellwork from memory. Orb wielding Book Mages are some of the most powerful casters in the land, using their orbs to further empower their spells.
Gunner: With sharp eyes and quick reflexes, the Gunner is a deadly ranged killer, capable of mowing down lines of footmen, or placing a bullet between the eyes of the most well guarded dignitaries. With the great variety of firearms across Deru, the skills of a Gunner are loosely shared among the class. Whether dual wielding pistols, or lugging massive cannons on their backs, the Gunner is ideal for picking targets off from afar, or raining artillery death from above. They can carry up to 3 different guns, and they are also able to channel the power of their orbs into their shots for devasting effects.
Staff User/Staff Mage: The red headed stepchild of the classes, or so it appears, the Staff User/Mage combines the abilities of a melee class, such as the Sword User or Dual Wielder, with the distance of the Gunner and the magic of the Book Mage. They can engage in close quarters combat skillfully with their staff one moment, only to nimbly leap out of the fray and blast their foes with destructive spells from a safe distance. Only the most foolish underestimate the Staff User/Mage.
Sword User: The Dual Wielder and Heavy User may both choose swords as a preferred weapon, but the true expert in the art of the blade is the Sword User. The Sword User does not rely on quick strikes of the dual weapons, or the lumbering swings of heavy ones, instead matching grace with power in an impressive display. A sword user can carry up to five different types of swords, and he is deadly with all of them. His versatility comes from the variety of his arsenal, from the tried and true longsword to the quick and stinging rapier, or the wavy crook of the Kukri. Two Sword Users upon the battlefield is a deadly and beautiful show of skill to any lucky enough to see it and survive.
Hybrid: Odd in appearance but unmistakable in skill, Hybrids challenge the world with only the might of their bodies and the will of their souls. Some say they are the bastard abomination of unhealthy attractions, others claim them to be touched by a deeper kinship to creatures than normal people, but no matter what all agree that none can match the raw physical abilities of a Hybrid. Wise warriors are wary of the claws.