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Serafima the Sensation Gorger (Arrancar)
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Serafima the Sensation Gorger (Arrancar)
- A haiku:
A feast cooled
atop porcelain when the
table capsized.
You revel hearing the
fine dishware crash.
A phone rings without
end before given haphazard
flight through the windshield
all while you watch it
drop its last call.
The brushes rest as
the painting dries when your hand
restlessly decided
to embrace the oily touch
of ruined work.
As I massage my
last dollar against a flat
vending machine you
devour it instead of
that stubborn snack.
Such is your awkward
way of experiencing
against intention
of designer, consumer,
and forever friend.
Character
Name: Serafima
Nickname: Sera
Age (Appearance/Actual): 600 (Physically: 13)
Birth Date: 02/21
Gender: Female
Non-Zanpakutō Weapon(s): Unarmed Attacks
Number: ???
Hollow hole: (where it is): Stomach
Personality: Eccentric
Physical Appearance: Index! or here
Theme Song: https://www.youtube.com/watch?v=NdOtYgQQjjY
Sample:
- Sample:
- She appeared as she left—in a whirlwind of contradictory expectation and unforeseeable
destruction. It was another day at an abandoned pavilion outside the library when I heard it. I had just
stood and readied myself to leave the quaint outdoor shelter, my mind otherwise completed absorbed
by an anthology of short-stories I had borrowed for the third time that year. Then the bulb crackled and
cracked as glass smashed against ground in a resounding crash so unnaturally deafening that it could
only mean one thing. And as I stood shell-shocked before the scene transpiring behind my frozen
form, I could only ponder whether or not it would be wisest just to flee.
“Did you hear that,” a feminine and child-like voice rang out from behind me, confirming my
fears in the existence of this particular gazebo invader. “It was like a thousand birds calling out for us!”
I turned with equal parts swiftness and reluctance as I flung my precious volume out towards
the noisy specter behind me. I just barely swiped the binding of the hardbound black book against her
long blue hair—forcing me to take two steps back so I could take in the scene in its entirety. She stood
a mere two feet away in her stained white sun-dress; something she would have had to have gotten out
of a second hand store if not her own grandmother's attic. The plain dress' only feature, a large ribbon
as red as her hair, only helped to accentuate the child-like qualities of the young lady. But all the grass
stains and dirt streaks and all the other signs so normally associated with a Tom-Sawyer-aged young
rapscallion were on the dress couldn't cause me to forget the long history I had with the deceitfully
impish woman. And even as my eyes glazed over that poorly matching dark-green tell-tale satchel she
kept slung around her shoulder I could feel a sort of defensive tingle crawl up my spine. For here
stood what should have been a mature young lady amongst the shattered remains of the sole light bulb
in the pavilion. A light bulb mounted ten feet up that the five-foot-six girl was able to unscrew through
some method of her own enchantment I never dared to question.
“Howdy!” she began happily, as though to reset the awkward conversation with a simple
word that managed to swiftly vent the unsettling mood that had begun to stagnate the otherwise fresh
air. But it wasn’t long before she had to crack a window lest she give into the suffocating vacuum of
tranquil order. “Whatcha eating there?”
“Sera! This isn’t a sandwich, it’s a book!”
“What do sandwiches gotta do with anything?”
“You—I mean—” I stuttered, simply closing the dusty tome with my thumb where I was last
reading. After fifteen years you think I’d be used to her games. But there were still times where I’d
be too absorbed in the real world to remember to ignore them. The only option left to me was to be
selective about it, lest it aggravate her insanity further.
“So what's up?” I continued, clearing my throat a bit, “Just making your usual mess of things?”
“I’ll have you know things were plenty messy before I came around,” Sera responded
haphazardly before backtracking to my more relevant question. “And if you must know this particular
library has a great music section!”
“I wasn’t aware they had installed a piano,” I shuttered as I recalled our little incident last week.
We went to a jazz club together when sometime during the first act I lost track of her. Twenty minutes
later we found ourselves both forcefully ejected and banned after Sera had managed to slither onto the
stage and crawled her way onto the large piano mid-song. Claiming to be enjoying the vibrations she
clung to the lid of the instrument in such a way that it wound up taking bouncer, performer and two
patrons to pry the kicking girl off. Admittedly, the musician probably wouldn't have been so angry if
she wasn't plugging her ears the whole time.
“Of course not silly,” Sera responded matter-of-factly. Pulling from her bag a spiral-bound
book of musical scores, she flicked open the pages to a piece that at first glance appeared as cluttered
and overactive as Sera’s own imagination. “You can’t expect artists to follow you as your walking
from class to class; how else could I have music wherever I want?!”
“What about that iPod got you for Christmas last year? Or the tablet you just had to have a few
weeks ago? Did you break those already?”
“Of course not!” she belted, “In fact, I was using the iPad just before I found you!”
“Then what was the last song you heard?” I responded with disbelief, knowing she wouldn’t
be the bother putting on even a single track and that I had never seen her with the device since she first
opened it.
“I was listening to A Song of Fire and I—“
“An audiobook?” I cut her off, prepared for such a response. “So you used the iPad for?”
“Checking my e-mail,” she said with a slight tone of embarrassment as she stealthy slipped a
pair of ear-buds out of her pocket and quickly stuffed them into her bag. “But I’d rather not sacrifice
my privacy just to prove myself to you.”
Knowing exactly what she was talking about I couldn’t resist at least once more acting the role
of the straight man to her foil-filled lifestyle. “You know that’s meant for the blind, right? Would you
prefer being blind?”
“Of course not!” she said defensively, an air of worry in her voice as she must have had
pondered the idea sometime in the past. Holding up her book one last time, she stuffed away her prop
before continuing. “Then how could I enjoy my music!?”
“You could try listening to it like a normal person,” I uncouthly spouted knowing the line
wouldn’t even phase her.
“That’s boring,” she said playfully as she gracefully skipped over the shards of glass and around
to my half of the gazebo. “If you want to do whatever everyone else is doing, what’s the point of being
yourself? Our story doesn’t need two of the same characters—that’s just lazy writing.”
“Yeah well I don’t think we need to worry about anyone ‘reading’ us. Besides...its safer if
your ‘boring’.”
“You’ve never been more wrong,” she replied with a sudden serious fire in her eyes as she
skipped around me with tone that straddled the point where whimsy, melancholy and conviction fought
their timeless battle. “You’re nothing.”
“Excuse me?”
“Don’t make me repeat myself,” she continued, “a boring existence is an oxymoron. You can’t
be boring because doing so removes the individuality of self. If you can't distinguish yourself from
others, how can you claim you have an individual life? You’re a melting pot where expectation and
conformity simmer into a gray and tasteless paste.”
“So you think you’re the first to feel a song's beat or listen to the crash of an innocent light?”
“No,” she let loose a sigh, “But I don’t delude myself into thinking I’m something I’m not.”
“So you think yourself a philosopher?”
“Oh heavens no! All they do is read things that were meant to be written!”
“But they think.”
“Yeah, they think thoughts. Like everyone! I don't want to just mentally conjure or remember
a flower! I’m not just looking to be the first person who decides to eat a flower rather than simply
enjoy its smell. Nor the first to think of how or why the flower came to being. I want to be the first to
experience that flower in a way that’s so fundamentally new that I will learn more about its petals than
its own stem!”
There was another leak of awkward air between us as she ended her melodramatic speech:
A moment of uncomfortable silence as I fumbled around with my book and turned to stare at the
parking lot off in the distance. It wasn’t that I didn’t believe her necessarily—just that the hedonistic
undertones of the selfishly seeking the unknown and unexperienced experience seemed so contrary to
the values of even the wisest philosophers.
“So only a few of us live our own lives, then?” I said as a red convertible left the lot.
“Nwo wone said it whould bhe eashy,” I heard between an unexpected slurred chewing noise.
A noise I came to dread as I swiftly turned to see a mischievous stream of red and white that left behind
nothing more in that otherwise empty pavilion than the shattered glass and a scrap of moist paper.
She had left as abruptly as she arrived. Serafima Dmitriev. That mysterious woman who refused to
experience things like anyone else I knew. That wild girl who'd appear and demand my attention only
to leave me alone with nothing but my book. Looking down in my hand I noticed my book appeared
untouched—save for my own thumb. Yet when I inspected the tome more carefully I saw the tell-tale
signs of her meddling: the next page had been ripped out of the thing and was now slowly traveling
down the girl’s digestive tract. The page now forever lost to the iron-clad stomach of that rapscallion
young girl.
Bio:
- Bio:
- There lived a single girl of no historical significance naught but seven-hundred years ago, during the days of the iconoclasm: an event that shook the foundation of Christianity to its roots and it attempted to quell people's belief in the power of sacred relics and artifacts. A Russian by birth living in the streets of Rome, the young Serafima had left her blight and plague torn home following bands of nomads and travelers willing to give her scraps of bread in exchange for an honest day's work. And while she herself was a fairly honest child, she found what it truly meant to be so desperate that even the kingdom of heaven paled in comparison with the opportunity to be able to buy but a single loaf of bread: a monk from Greece was had tripped and his purse flew across the alleyway to where the young girl found herself barely able to move. Grabbing the purse—feeling the weight of the coins concealed within—the young maiden dashed off with a sudden surge of vigor. Propelled only by the hope of a full belly, she found herself going easily half a mile before her body again reminded her that sometimes hope wasn't enough.
She found herself hiding under a stair-case listening to rumors fly across the neighborhood concerning the theft. This was no mere purse; within the bag contained a sort of sacred relic. And if she was found with the coins, she was undoubtedly be punished. But if she could hide them...she might be able to feign innocence. And so, her mind being anything but sharp in her delusional hunger, she found herself quickly devouring the thirty silver coins a mere five minutes before she herself was found by the guards: the noise having tipped off the home owners who called them over to investigate.
She was given no trial. Not even an inquisition. The coins were considered stolen. Used. Lost. And given their original fate was to be melted down and hidden in the Vatican until the end of the iconoclasm, the church itself cared not for their spiritual worth and the pittance wasn't worth executing the young girl over. But still the stories had already gotten out—and if she wasn't punished it would be like opening the doors of every church in the world to every begger and thief who thought they could get away with it. And so Serafima found herself burnt at the stake alongside four others charged with forging relics and selling them on the black market. But while they were consumed in both spirit and body, Serafima found no such solace. For as the flames crept up the wood and hay she, for the first time in her life, felt something unlike anything else she had felt before.
And so left the girl. And so came the beast. A beast whose memories only lie in the ascended Arrancar in the form of screams of terror and foul curses. For the next twelve years of the girl's existence were but a blur of carnage and mayhem in the sands beyond the Mediterranean. Until, that is, she found both sentience and purpose among the Syrian Hassassins and their leader: the Old Man of the Mountain.
Serafima was picked by the old man en-route from a job. Thinking she was nothing more than a lost slave, he took her in as his own: raising her amongst his other children whilest teaching her the ways of his order. And it took very little time for the natural-born killer in the arrancar to make itself known to the order—who found themselves sickening curious in the young girl's potential as a weapon against one of their most hated foes. An adversary who fought the Islami sect using powers far beyond their own and magic that they found themselves unable to conquer.
And so, after ten years the ageless entity, thought by then to be part Djinn, was sent back again to Italy in an attempt to assassinate a high ranking bishop who controlled an order in the Church that protected caravans, merchants and pilgrims crossing the region previously controlled by the Hassassins and the Nizari. Unfortunately, neither the Hassassins nor Serafima were able to predict that her memories would flood back—nor the emergence of a sudden unstoppable frenzy within the walls of the Vatican itself that would take six guards, twelve exorcists, five quincy and the bishop himself to stop.
Serafima found herself sealed away in a vault intended for foreign demons and spirits. For 650 years the arrancar would struggle against her bonds hopelessly, occasionally conversing and even learning or training with the thoughts and memories of the foreign spirits around her. And while accumulating a vast knowledge of the world from outside the damp cellars of the cathedral, she still knew that she had lived both a life and an afterlife thus-so-far unexplored. Unexamined. And largely wasted.
And then the strangest thing happened: the sealed on the stone encasing the spirit of the arrancar broke. Her anti-magic field, present but ultimately extraordinarily weak, had managed to seep out even before she got a hold of her resurrecion, and had slowly corroded the seals holding her back after so many centuries. And so the young arrancar found herself alone in the deepest cellars of the vatican amongst some of histories most sacred relics: hungry and with a seemingly inexhaustible supply of “food”.
It took four hours before she was found out—during which time she had devoured, destroyed or otherwise ruined nearly seven hundred and forty three relics, artifacts and priceless treasures from across the world. And during which time she had managed to evolve to something greater than she had ever been: a fully fledged arrancar with both ressurecion and zanpaktou. With both power and will. With both memory and obsession.
She slew twenty three A-class exorcists before she was stopped—their magic made useless by her powers until their commander, Fr. Oberstein, shot each of her thirty coins out of the air before the swift arrancar was even able to cross the basement at the approaching gunslinger—and then pressed his most powerful hand-cannon to her head and let loose a shot that would again seal the arrancar.
Fortunately for the young girl the church at that time was more power-hungry than it was vengeful. And more willing to use that which might someday even try to destroy it. Serafima was taken to Karakura, Japan to be used in a secret experiment....
- More Info:
Aspect of Death: The Unexpected Experience (Heresy)
Positive Traits- Curious and Friendly: Unless distracted by another trait or you hit one of the things that will just cause her to hate you, Serafima is quite a friendly person to speak too—if you can get past how strange she acts around anything even remotely religious, of course.
- Independent: Serafima firmly believes that people are weaker if they rely on intangibles. She has great respect for people who rely on their own strength, knowledge and skills and don't rely on superstition, magic, belief or faith. See the first negative trait for more information.
- Physical Tolerance: She has been found able to withstand extreme natural heat, exhaustion, hunger or even eating things that shouldn't be considered food without any permanent damage.
- Tactical: Even in a blind rage, Serafima's training both before and during her time sealed helped her learn of tactics beyond that of most spirits—moves and situations that let her take advantage of her surroundings without relying on any supernatural powers.
- Patient: Despite her oftentimes immature attitude, she is actually a fairly patient person. Even before she was sealed for so many hundreds of years she was trained as an assassin and learned the importance of waiting.
- Cheery Disposition: What else is there to say except being an assassin is really easy if your just a happy little girl without a care in the world.
Negative Traits- Friendly: Serafima will actually form long lasting relationships with humans or even ghosts without completely explaining what she is to them. While she has yet to have one where she would actually risk losing something (even a sensation) over them...its entirely possible.
- Independent: Serafima will even go so far, however, as to hate people who get a certain level of power and help others as it causes those without exclusive supernatural powers to rely on those who have them and creates an unnatural imbalance in the world.
- Hungry: Serafima will find herself hungry quite often...and can be a bit of a biter if teased about it.
- Sacrilegious: Serafima can't resist but destroy everything and anything Sacred she finds in the world. From religious artifacts and icons to simply money—if someone relies on it and puts an intangible value upon it, she will take great pleasure in destroying it. That being said, items that are viewed as both sacred and anti-sacred, such as money, will frequently (but not always) leave a bad taste.
- Gluttonous: Her favorite method of destruction? Devouring the object. With what can only be described by onlookers as a cast-iron stomach, Serafima will greedily devour sacred objects and, if left unable to find any for a long period of time, will do almost anything to get her hands on one.
- Anti-Magic: Serafima is unable to use most of the supernatural abilities spirits rely on.
- Berserker Button: There are a few things that'll set the normally fairly patient Serafima off, aside from people who are obviously too reliant and willing to be completely reliant on spirits and gods: The Roman Catholic Church, someone threatening to seal her and people who begin to worship her.
TMI?:- There is a blue scorpion tattoo on her back under her left shoulder-blade, signifying her allegiance and nickname amongst the Hashassins.
- Sera is frequently found around Churches and Temples, devouring whatever random goods she can find while desecrating random parts of the church until she catches the attention of those who try to drive her out. Defending the place as though it were her home would itself show a sign of reverence towards the territory—thus being a taboo to her.
- She doesn't really actively consider the difference between the sacred and mundane or philosophize about her stance much. The theories might be fairly complex but they are based in ideas that are ridiculously simple to the fairly simple-minded child.
- She spends more time on earth than most Arrancar given her inability to use a Garanta and the lack of “food” for her in most of Heuco Mundo.
- It causes her to destroy whatever it is that people find sacred. Devouring a watch your dad gave you? Delicious. Snapping your zanpaktou in half? Delightful. Peeing in your gintou-tubes? Glorious. She practically lusts after the idea of desecrating whatever it is that is more important to others. But she does like being with people. Which is a problem since everyone has an intangible connection to some material possession. What gets worse though is that if someone else begins to idolize something she enjoys she will have an overcompulse urge to destroy it and ruin whatever about it other people find sacred and good. To sum her up in one catch-phase: "This is why we can't have nice things."
- Curious and Friendly: Unless distracted by another trait or you hit one of the things that will just cause her to hate you, Serafima is quite a friendly person to speak too—if you can get past how strange she acts around anything even remotely religious, of course.
Zanpakutō
Name: Chains of St. Peter
Sealed form: Sealed the zanpaktou takes the form of chains wrapped around Serafima's body and coins that are inside her bottomless stomach. The silver chains are usually quite tarnished and are surprisingly small, being easily concealable under her robes.
Resurrección: The chains that compose Serafima's zanpaktou detach, flash in a bright silvery light and fly in every direction to a radius equal to her Spirit in meters. What remains is a circle of coins suspended in a circle in the air forming the inner radius of an invisible sphere around the young arrancar that extends roughly three feet beyond the distance of the coins. She may move within the coins freely and may even move the coins mentally around her so long as she never leave its radius. If Sera is tossed out of the radius, the radius will move with her as soon as she reaches its outermost edges. While there are no immediate visual hints as to the sphere's existence, anyone with Reiatsu manipulation advanced or higher can detect the lack of reiatsu in the area if reiatsu at one point existed.
Call out phrase: Desecrate!
Abilities/techniques: The first passive effect of the zanpaktou is, simply the manipulation of the chains to be used as a whip, striking force and/or shield around the young girl as she fights. The second effect deals with the coins--The sphere itself nullifies the effects, creation and use of reiatsu and reishi within its boundaries. While spiritual beings can continue to exist and certain racial skills will continue to function, most zanpaktou, resurrección, molecular overdrives, shunpo, schneider, quincy bows, fullbrings, kidou, hollow powers and even magic items will cease to function within the field. Anyone capable of manipulating reiatsu will immediately notice this.
Attempting to activate anything negated by the field within the field will cause a violent backlash--mental abilities and physical buffs will be replaced by visions of the most sacred in the user's mind breaking and being destroyed whereas more concrete powers will both fail to function and oftentimes violently explode on the user.
The field can be destroyed, however: by simply destroying the 30 coins that made the field.
Category Proficiency (Keep this section empty until you have been trialed and have been allocated points and know your appropriate rank)
Tier:
Total Points: 1P/1P (P is based on your try-out. When you expend that P to upgrade a category, it depletes from the total)
Physical Offense: Feeble/Feeble
Physical Defense: Feeble/Feeble
Agility: Feeble/Feeble
Reiryoku: Feeble/Feeble
Kidō: Feeble/Feeble
Hankou: Feeble/Feeble
Mind: Feeble/Feeble
Sera- Posts : 6
Santa's Helper : 0
Join date : 2012-05-28
Age : 37
Location : California
Re: Serafima the Sensation Gorger (Arrancar)
After reading the rules more thoroughly I see that "negation" abilities are banned. If there can be an exception given the backdraws this character faces, I'd appreciate it. But I don't expect any kind of special treatment.
As such, these are the restrictions on the poor thing:
1. Sera cannot exceed "feeble-" on resistance, kidou or reiryoku. She will pay the points as though she had "feeble", but she will be considered to have a tier lower than "feeble".
2. Sera can never use Garanta, Hiero, flight, Cero, Kidou or any magical items. This includes when her zanpaktou is not released. They just don't work. Items simply don't work with her--as her null-reiatsu is always stronger than her reiatsu. She also cannot detect reiatsu, except by scent (which only lets her find people at extraordinarily short ranges).
3. Sera's abilities can never negate summoned creatures, the innate properties of spiritual beings (i.e. "I am a shinigami and stronger than a human), the existance of other physical forms, the after-effects of spiritual attacks (i.e. the wind displacement of a fireball or the momentum of a truck hurled at her with a wind sphere) or Regeneration.
4. Sera can never have a technique that negates flight at a range. She is completely vulnerable to the "fly away" tactic once you get out of the range of her sphere.
5. While she has no reiatsu signature, people can still detect her very easily if she's near any other living beings as she tends to show up like a black spot. This makes it almost impossible for her to hide in a crowd...or even a forest or field.
6. Finally, she may act smart but she ultimately can be taken out by tossing some jingly keys down a sewer drain. If you can find some new sensation for her to experience, she'll be at your beck and call. I put this last because its not so much a mechanical flaw as a hope that you know that I'm honestly not trying to "break" your game or anything!
As such, these are the restrictions on the poor thing:
1. Sera cannot exceed "feeble-" on resistance, kidou or reiryoku. She will pay the points as though she had "feeble", but she will be considered to have a tier lower than "feeble".
2. Sera can never use Garanta, Hiero, flight, Cero, Kidou or any magical items. This includes when her zanpaktou is not released. They just don't work. Items simply don't work with her--as her null-reiatsu is always stronger than her reiatsu. She also cannot detect reiatsu, except by scent (which only lets her find people at extraordinarily short ranges).
3. Sera's abilities can never negate summoned creatures, the innate properties of spiritual beings (i.e. "I am a shinigami and stronger than a human), the existance of other physical forms, the after-effects of spiritual attacks (i.e. the wind displacement of a fireball or the momentum of a truck hurled at her with a wind sphere) or Regeneration.
4. Sera can never have a technique that negates flight at a range. She is completely vulnerable to the "fly away" tactic once you get out of the range of her sphere.
5. While she has no reiatsu signature, people can still detect her very easily if she's near any other living beings as she tends to show up like a black spot. This makes it almost impossible for her to hide in a crowd...or even a forest or field.
6. Finally, she may act smart but she ultimately can be taken out by tossing some jingly keys down a sewer drain. If you can find some new sensation for her to experience, she'll be at your beck and call. I put this last because its not so much a mechanical flaw as a hope that you know that I'm honestly not trying to "break" your game or anything!
Sera- Posts : 6
Santa's Helper : 0
Join date : 2012-05-28
Age : 37
Location : California
Re: Serafima the Sensation Gorger (Arrancar)
Serafima wrote:After reading the rules more thoroughly I see that "negation" abilities are banned. If there can be an exception given the backdraws this character faces, I'd appreciate it. But I don't expect any kind of special treatment.
As such, these are the restrictions on the poor thing:
1. Sera cannot exceed "feeble-" on resistance, kidou or reiryoku. She will pay the points as though she had "feeble", but she will be considered to have a tier lower than "feeble".
2. Sera can never use Garanta, Hiero, flight, Cero, Kidou or any magical items. This includes when her zanpaktou is not released. They just don't work. Items simply don't work with her--as her null-reiatsu is always stronger than her reiatsu. She also cannot detect reiatsu, except by scent (which only lets her find people at extraordinarily short ranges).
3. Sera's abilities can never negate summoned creatures, the innate properties of spiritual beings (i.e. "I am a shinigami and stronger than a human), the existance of other physical forms, the after-effects of spiritual attacks (i.e. the wind displacement of a fireball or the momentum of a truck hurled at her with a wind sphere) or Regeneration.
4. Sera can never have a technique that negates flight at a range. She is completely vulnerable to the "fly away" tactic once you get out of the range of her sphere.
5. While she has no reiatsu signature, people can still detect her very easily if she's near any other living beings as she tends to show up like a black spot. This makes it almost impossible for her to hide in a crowd...or even a forest or field.
6. Finally, she may act smart but she ultimately can be taken out by tossing some jingly keys down a sewer drain. If you can find some new sensation for her to experience, she'll be at your beck and call. I put this last because its not so much a mechanical flaw as a hope that you know that I'm honestly not trying to "break" your game or anything!
Firstly, the system IS changing and thus so will the rules. However, here at BtiS, we appreciate...no, we LOVE it when players place arbitrary limitations and drawbacks on their powers. If we are shown a player place limitations on him/herself, we go bonkers.
With that said, based on these limitations (and if you are willing to tweak her abilities post overhaul), I don't see any problem with this power-set.
Re: Serafima the Sensation Gorger (Arrancar)
Then I found the right RPG. I adore giving my characters flaws/limitations/drawbacks; it just makes them so much more...interesting. X3
Sera- Posts : 6
Santa's Helper : 0
Join date : 2012-05-28
Age : 37
Location : California
Re: Serafima the Sensation Gorger (Arrancar)
Serafima wrote:Then I found the right RPG. I adore giving my characters flaws/limitations/drawbacks; it just makes them so much more...interesting. X3
That's what I've been trying to get across to everyone. ^^ But yes, flaws create the most interesting interactions.
Re: Serafima the Sensation Gorger (Arrancar)
Passing through to try-outs!
Ravilin Asura- Admin
- Posts : 173
Santa's Helper : 0
Join date : 2012-05-05
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