Post by Ray Rummo on Dec 7, 2010 13:02:47 GMT -5
Ray Rummo
"Hi, I'm Ray! It's nice to meet you!"
"Hi, I'm Ray! It's nice to meet you!"
NICKNAMES: //[/color] Rayray. Thunder boy. Frizzal. Sparky. Rummochu.
AGE: //[/color] 10
DATE OF BIRTH: //[/color] Feburary 14th
GENDER: //[/color] male
ALIGNMENT: //[/color] Lawful Good (Because Ray is a good boy!)
OCCUPATION: //[/color] Bein a kid, Master.
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Don't worry! Ray stopped believing that girls had cooties over a year ago!
"Dad, stoppp~"
"I-I made a promise..that I'd be there for her. I-I can't lose!
HEIGHT: //[/color] 4'1 feet tall.
WEIGHT: //[/color] 90 pounds, 100 including his stuff.
EYE COLOR: //[/color] Blue
HAIR COLOR: //[/color] Blue
PIERCINGS: //[/color] None.
TATTOOS: //[/color] His command seals. It's in the form of a flaming skull wearing sunglasses, located on his right hand
DISTINGUISHING FEATURES: //[/color]
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- Just a kid.
- Rays 10, even more he's one of the few magus's kids that had a comparably normal life. He won't be able to handle the horrors of war. Not without help. On the plus side to his age, he's full to the brim with energy. Always good to have.
- Well-mannered
- "Yes please" "Thank you" "Pardon me" All there manners are pratically programmed into this boy. Refers to everyone outside his immediate family by Mr. and Mrs. He's polite to everyone, even those who hate him.
- "Yes please" "Thank you" "Pardon me" All there manners are pratically programmed into this boy. Refers to everyone outside his immediate family by Mr. and Mrs. He's polite to everyone, even those who hate him.
- Curious
- Loves to explore. Before Maarja collapsed from her illness, She and Ray would explore the wildnerness around their families estate. You never knew what you could find the next time you visited. His need to poke his way through a new area could very well lead to his demise. Curiosity killed the cat, after all.
- Promise Keeper
- He's a Rummo, and his fathers child. His father had never broken a promise, and Ray aspires to be just like him. Ray will keep his promise, to the point where he'd go to the ends of the earth just to fullfil it. He is a Rummo after all, and a Rummo always keeps his word.
LIKES: //[/color]
[li] His Parents
[/li][li] His Siblings
[/li][li] His best friend Maarja
[/li][li] Playing with his Parents/Siblings/Marrja
[/li][li] Magic
[/li][li] Cookies
[/li][li] Magical Cookies ;D
[/li][li] People being nice to him
DISLIKES: //[/color]
[/li][li] Medicine
[/li][li] Tea parties (don't ask)
[/li][li] Not being able to stay up late
[/li][li] Studying (He wants the magic without the work)
[/li][li] His friends being hurt
[/li][li] Breaking his promises
STRENGTHS: //[/color]
He's a kid, and thus full of energy. He can run, jump, swim
WEAKNESSES: //[/color]
He's a kid, with all the physical and mental attributes that come with one. He lacks Magecraft experience and power, being only a ten year old. Ray's also too trusting of others, because once again, he's a kid.
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MY FAMILY LINE: //[/color]
The Rummo family is one that extends far back as 1100 years. They originate from Hiiu country, Estonia, A small island attached to an already small nation. The family Rummo was a family of minor alchemists. They worked absent mindedly in alchemy, the family granted a status and land by the lord in return for their service. They had no need and they continued like this for a century or so, with the occasional oddball out of the crowd deciding he was going to try and “free” the family from its servitude. In reality, there was little they could do. The Rummo’s had little talent for magecraft out of making the occasional magical trinket. But that didn’t stop a member or two from trying every batch of kids that popped out. Finally, after so many years the family was starting to lose its power. What little power it had over magecraft was slowly dwindling. The family had gotten desperate, once fine with letting their members find their own spouses suddenly enforcing a rule over arranged marriages. It took two hundred years to finally stabilize the families’ circuits, having fought tooth and nail to keep from collapsing on it self. In the process, the family had abandoned alchemy, finding their brand to be too weak to bring in potential suitors. Instead, they had discovered a much greater source of power for themselves. Something that had slowly wormed its way into the Rummo family via arranged marriages (along with a few fluke accidents here and there). The Rummo family had gained an affinity for the wind element.
Naturally they latched on to the affinity as if their lives depended on it. (Hint: It did.) For the next seven hundred years the Rummo family researched, practiced, and even helped create several of the known kinds of wind magecraft available for research/able to be taught to students. The family never makes false claims over spell creation/research, always providing records when asked if they have “proof” by the association heads. It’s a way of forming creditability, while other families seem like their full of it by claiming and never providing proper evidence; the Rummo’s always provide something to back up their claims. Always. There is an occasional loud mouth produced by the family but they are usually quieted or expelled from the family itself. Rummo take’s its credibility, and the respect it brings, very seriously.
The families’ obsession over wind spells was not helped by a genetic quirk discovered four hundred years ago. It was the first record of what was later referred to as Wind God (named such for dramatic effect, if anything), the families’ sorcery trait. It allowed members of the family to improve the performance (power/speed/size/etc) of any wind magecraft they knew by pouring prana into the spell. Any. Wind. Magecraft. Even spells not normally designed for such thing can still be enhanced. It takes an extra one-line chant added to the spell to start pouring in the prana. Is usually only takes 20 or so prana to jump a spell to the next rank. Less so if the person is experienced (the least anyone could boost a rank is 10 prana, and this is very rare cases of complete mastery over Wind God). Wind god will only let the user jump the rank of a spell up by one. This, plus the families’ long history and impressive prana tank have given them an advantage against most families that specialize in wind spells. On the downside, the families Wind God trait locks them out of other branches of magic. Earth, Fire, Water, etc no child with this genetic quirk will be able to use anything but Wind magecraft. Since Wind God generally stems from a high affinity for wind magecraft, and given the families focus on Wind spells, this general isn’t a problem. It also has a tendency of overpowering other potential sorcery traits that may be passed over from an arranged marriage, Wind God winning over the two 8 times out of 10.
Really, if it involves some form of wind magecraft research or testing, you can be rest assured that a Rummo either leading the project or at least advising it. There just isn’t a family so
[] Note: Though Ray has Wind God himself, the cost of his spells rank jump is 40 per rank due to his inexperience. []
MY HISTORY: //[/color]
Ray was the third child born to the former leader of the clan, Orav Kummo. A man that held onto the crest for his family for some 20 years before passing it on to his first born, Orav had already gone into retirement and was perfectly content with just spending time in his workshop/with his family. Which made the news of his wives preynancy even more welcomed. He loved his first two, and he was sure he'd love the newest addition to his family. The day Ray was born joined the ranks of one of the happiest moments in Orav's life.
Ray, due to his lack of being an heir and the third child down the line, wasn't forced into special training or advance studies. He would be taught yes but not on the level as his older siblings. in short, Ray got to be a kid. Something so rare in a world full of miserable magus that one had to wonder if he knew how lucky he was? Regardless, he lived out his life carefree of the worries that would have plauged him if he was heir to the families crest.
There is no doubt that Ray had many misadventures in his young life. Scaling walls, getting scraps on his knees from tripping, running away from
Ray, just a small boy with not real power of his own, was forced to watch his friends condition deteriate. He spent hours thinking of something that he could do to help her. He would do anything to help his friends after all. Or that's what he told himself, at least. His resolved would be tested when he happned upon an arguement his dad was having with one of the elders. They were talking about a war. A war that would shake the very foundations of the world itself.
It was a war that would grant the winner any wish.
Ray listened in the conversation, picking out whatever he could. "Grail" "Servants" "Lucca" "Note pad". Ray had gotten all he needed. He spent the next month preparing for his departure for the city in which this war would take place. Reading over maps, stocking up what little supplies he could steal, taking all the money he could get, stealing his dad's notepad. Desperate times required desperate measures. Then, finally, when his prepareation were complete he visited Maarja one more time. At this point the girl was barely able to hold her conciousness. Not that it mattered, he planned for this to be a quick trip. He told her he'd be heading to a far away land and that he planned to win a....game. Even Ray couldn't tell his best friend he was going to war for her sake. So he told her he was going to play in the greatest of games. And it's prize would let him have any wish. With that wish, he planned to heal her of her disease. To seal the deal, he gave her his word. And a Rummo's word was his law, or at least that's what his dad would tell him. Leaving his friend and a note to his parents on his table back home, Ray made his way for Lucca.
MY GOALS: //[/color] His goal is to cure Maarja from her illness
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[li] Backpack - Full of various things Ray took with him when he left the house. The food he had taken is already gone, but still carries a spare change of clothing, a blanket and a towel.
[/li][li] A swiss army knife - A tiny one with only a few extra bits on it but still useful. He keeps it in his short pockets.
[/li][li] Goggles - Something he was given by his grandfather, Ray never leaves the house without it.
[/li][li] Jacket - Something he recieved from his father, and like his goggles is never seen without it.
RANK: //[/color] N/A (he's only ten. Derp.)
ELEMENT: //[/color] Wind/Lightning, just like everyone else in his family.
EXPERTISE: //[/color]
[/li][li] Survival - As stated before, he's been taught how to survive out in the big world on his own. And it's only because of this skill that he's able to survive out in Lucca.
[/li][li] Hiding - Few can reach the epic level of capability ray has at hiding!
MAGIC CIRCUITS: //[/color] 16d19. 16 circuits combined for 19 prana = 304 total prana.
SPELLS: //[/color]
Bolt (Lightning)
Rank: E
Cost: 4 Pr
Range: 15m
Effect: Bolt uses prana to alter the atmosphere in an area, making it highly conductive. The user can then zap a target with an electrical bolt equivalent to being hit by a fifty kilowatt high-voltage cable. Wind magi tend to jokingly refer to it as 'Generic Lightning Bolt'.
A one-line spell common to most wind magi with lightning affinity. Some older families have stabilized it to the level of Single Action in their Crests.
This spell has a checkered background, and it is believed to have simultaneously originated in different countries around the world within a specific time period, much like gunpowder. That hasn't stopped some very ancient families from continuously claiming the credit for developing it.
PLAYER'S NAME: //[/color] Toadz5
FACE CLAIM: //[/color] Simon, from tengen toppa gurren lagann
OTHER CHARACTERS: //[/color] Toadz (Goemon), Toadzz (Merlin), Toadzzz (Houyi), Toadzzzz (Matt, though I'm just looking after him until Nails decides to come back)
MISC. INFORMATION: //[/color] If you know me well enough, then you can tell this is me parodying. the concept of elite maguses. Just for the lol.
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