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#Post#: 31002--------------------------------------------------
Cleos Cizek
By: cleoscizek Date: March 22, 2018, 12:09 am
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[center]Cleos Cizek
Varjan Mage[/center]
Species: Varjan Chiroptera
Gender/Pronouns: Male, He/him
Age: Chronological age uncertain, physically 20's
Occupation: Sorcerer
Voice: Artyom from the Metro series.
HTML https://www.youtube.com/watch?v=SdTYv72_Ydg
Text Color: #FFB22E
Physical Description:
Cleos is a four foot, two inch tall bat with very dark grey fur
and very dark tan inner ear ( and his ears are very large! ),
muzzle, and oval patch on his chest. He has long orange hair
always tied down and a stretchy flexible membrane that are wings
attached to his arms. Two orange large lashes are connected to
one side of both eyes and he has orange and blue fire markings
on his body decorating his arms, wings, legs, chest, and the
horns that point forward on the sides of his face almost like
tusks. His eyes are a bright orange with an almost fire-like
coloration and the sclera are a light sky blue. His only attire
are gloves and boots in the colors of black and dark purple.
Upper part of the articles is purple while the lower is black.
The boots have a white heel, while his gloves purple section
connect to a blue stone embedded to both sides of both hands.
The stone itself is meant to help channel magical energy and
matches in coloration to his markings. Blue with an orange
interior. Cleos is a magic evolved being, but is close to anthro
bats physically. However, he is technically dual-sexed and hides
this fact. It's not really noticable, anyhow. What may be
noticeable is that he has bright orange blood with blue
undertones (such as other cells, organ walls, tongue, etc). This
is more of a varja aspect, as varja have different blood colors
based on element affinity but only follow within a magical
hierarchy.
Personality:
A very confidant and observant foreign bat, Cleos tends to keep
to himself. Reserved and aloof, but doesn't overshadow his
intelligence. He's very cunning, knows how to be resourceful and
prepared as he can learn and adapt to his surroundings. Being a
traveler on a goal to restore his people, he needs to be able to
follow with his environment to survive. He's also a bit of a
kleptic and has the habit of stealing things, he does it very
well but it's a habit that he can't seem to really stop. Within
the case of being a professional thief, he can be very
charismatic and charming to get what he wants. However, if charm
also helps him avoid a fight, then it works for him. Even for a
logical, cynical and skeptical bat like him, he does have an ego
and is very proud. This nerd has a great self-esteem and he'll
think highly of it as well as himself with no regrets. But most
cases, he tends to be a sarcastic, sassy nerd that can only
handle so much before he's done with it. He'll talk someone's
ear off about books and spells as he has a lot of arcane
knowledge from his years of study. Cleos does so happen to have
a very scholarly way of speaking, even when communicating
through writing; as though he has a wide variety of words to use
and ways to use them.
History:
He was born within Varija, a country in a night sphere, with the
natives within called the Varja. A place in a dense jungle-like
structure, with no access to sunlight. Even outside of the thick
brush is only met with darkness. Magic was so dense in Varija
that it created an environment where no sun can be seen.
Creatures and natives adapted, lived in peace with this climate.
In fact, they actually used the magic as a power source. A
technology seemingly advanced, but not their dependent. They
could even channel this magic for spells, as they were sensitive
to it. They lived in a magic hierarchy in peace. Little contact
to the world outside their home, but they remained aware to
ensure safety and protection for themselves. One day they were
invaded by a force they couldn't defend against. Cleos was sent
away with his uncle, Dmitri, so he wouldn't perish from the
onslaught. No word once the invasion ended. The invaders had
left Varija when they were finished. Dmitri only saw death and
destruction when he investigated, then sought to raise Cleos on
his own.
Cleos was raised to study magic and master his skills so he may
one day return to Varija and restore his people. However, he
became more interested in using his skills for more unorthodox
and illegal ways. Such activities that Dmitri disapproved up,
but tried to use this interest to curb the boy into learning his
spells. Once Cleos had succeeded in his studies, he became a
rather talented thief mage. He was rather good at being the
Bandit Sorcerer with elicit activities such as thievery,
smuggling, trafficking, the like. After coming of age, Dmitri
gave him the Cizek Codex. A spellbook that had a special lock
that only Cleos or a member of the Cizek family could unlock as
well as a way to return to Varija. Cleos set to return to his
place of birth and work on restoring it and learning what he
could from what remained of the libraries. He discovered that
there was a way to restore the inhabitants of his home, but
needed to find twelve specific magic tomes that were scattered
across the world.
So he set off in a journey as an adventurer, finding treasure
and plundering riches along the way to find the key to bring
back the Varja. A professional bandit, yet now a treasure hunter
in his search for the tomes. Cleos had only managed to find the
Fire Tome, during his years of searching. Other Tomes seem to be
difficult for him to attain without assistance. He had learned
during his travels, gaining knowledge of new magic and spells
but not inherently gaining anything to use for the range of what
he already does know. His journey was only just getting more
interesting. Cleos encounters Zahir, beginning their rivalry
spat that eventually leads to friendship. They may be
occasionally seen together.
Abilities:
Cleos is usually calm and reasonable when not engaged in combat.
He tends to avoid getting into a fight if there's the option,
but will fight if he has to. The varja sorcerer uses pyrokinesis
combined with physical attacks to fight close quarters and can
put himself at a distance to use ranged pyrokinesis or spells on
his opponents. While he prefers to have distance in battle, he
is capable of adapting. He's a very skilled combatant of
physical and magical combat, he can adapt to situations and tend
to prefer keeping his provokers at a distance so he can use
spells on them. Cleos can combine his flight with physical and
magical attacks if the advantage provides it. His fighting style
is based a bit on Russian military discipline and allows for
quick reflexes and his acrobatics. He has longevity and will not
age or die from conventional means (such as sickness or death of
old age). Otherwise, he is capable of getting killed, despite
that he may have more durability against attacks. He does tend
to be at an disadvantage when having to cast spells, or having
to hold to cast spells, as it makes him more open to attacks.
Cleos won't be able to block or defend himself when he has to
recharge his energy. His general spells are pyronecromancy.
He does also have a fire resistance due to his elemental
affinity. Most aspects of fire-based attacks and magic, or even
of heat in general, have little affect on him and any damage is
significantly reduced. While Cleos does have durability due to
his unique origins and physiology, he tends to have more
vulnerability in terms of opposite magical elements. Water or
Ice is his magic weakness, though most spells performed by
non-varja in other areas tend to not be as potent as it would
for Varja Mages. Most water or ice spells used against him may
cause more damage, or may weaken him but not as severely as a
Varja water or ice spell. Not to say that general ice or water
will hurt him, either, as he tends to travel and non-magic ice
and water will not hinder him. For other cases such as guns,
arrows, physical attacks, they don't severely affect him as it
may other individuals and he has protective spells to not be
taken completely out of the picture.
Spells
Any magic manipulation and pyrokinesis uses up “mystical energy”
and is rechargeable thanks to the stones on his hands that make
it possible for channeling. However, some spells and fire
attacks have a cool down time. Return to the Nest requires of
cool down of several hours before it can be used again. The
spell list will be updated upon learning new spells.
[list]
[li]Inferno Rune - Infuses the Necrophoenix's power into a
marking upon an object or surface. Drawing it on a wall or floor
makes an explosive fire trap, with a sustainable blast that can
be used to create a fiery curtain that cuts off access. Draw it
on an object and throw it to create an insane fire grenade. Draw
it on a corpse to animate and set it on fire, turning it into a
puppet bomb. Draw it on a weapon to set it ablaze and enable it
to project a long single-edged blade of concentrated heat. [/li]
[li]Return to the Nest (cool down: 5 hours) - This spell is a
portal spell that allows Cleos to travel to Varija, or any
stationary area and back. Easiest way for him to know exactly
how and where to plant it are magic marks he can place for the
portal to go. The spell requires a lot of energy and has a very
long cool down time. [/li]
[li]Purgatory - A forced astral projection that causes target to
be paralyzed by flames while the soul is pulled away from the
body by the phoenix spirit. The sheer shock and distraction of
it is more than enough for a stun effect. It could also be used
as a scouting method for those who are more 'used' to this
spell. [/li]
[li] Phoenix Restore - Heals targets with the flames of the
phoenix. Regeneration is nimble and potent while targets are
blanketed by the embers, burning away in rejuvenation instead of
harming. [/li]
[li] Phoenix Carry - Allows target to move through the air, uses
superheated air currents to lift and move targets. Floating is
also applied. Telekinetic. [/li]
[li]Candlelight - an orb of light that allows illumination,
usually floating in caster's vicinity or can be hovering over a
targeted spot. [/li]
[li]Pheonix Jaunt - Allows the caster to teleport themselves or
the targets across distances. Cleos can only teleport across
thirty feet.[/li]
[li] Invisibility - Lets the caster to turn themselves or a
target invisible to view for a limited time. The spell can be
either re-cast, or it can be held to extend the duration. Being
invisible doesn't make them intangible. [/li]
[li]Muffle (quiets movement) - this spell quiets the footfall of
the target or caster. Can be combined with invisibility. [/li]
[li]Detection (detects creatures living, dead, or constructed) -
A version of clairvoyance where the caster can distinguish
between friendly and hostile targets. It can appear as a green
mist for friendly, blue for indifferent, or a red mist for
hostile. [/li]
[/list]
Extra Info:
[list]
[li]Pyrokinesis, energy and magic manipulation, fire resistance,
natural flight, longevity. [/li]
[li]Fluid combatant, quick on his feet, adaptable, magic
insight, sleight of hand, impressive thievery, unique smuggle
methods, linguist. Master Acrobatics, parkour, and flexibility.
[/li]
[li]Native tongue in Varjan and ancient Varjan languages, they
slightly sound like russian dialect but it is very different
from what the rest of Mobius is familiar with. [/li]
[li] Birthday is July 5th [/li]
[/list]
[hr]
CODEX:
The Varja (Var-ya) are a race of beings that have been isolated
from the rest of the world. Separated from the dependence of
technology and living in a dense magic field of thick brush,
energy, and a civilization powered by magic living in a large
jungle region known as Varija (Var-ee-ya) located towards the
far east of Mobius. The magic energy in the environment is so
dense that it blocks the very sun from it’s gaze, like a night
sphere around tropical plantation. It also makes it difficult
for passage for those not adapted or native to the area, for the
'barrier' that encases the country also behaves as protection.
Creatures and sentient beings adapted in bioluminescence and
integrated sensitivity to the magic in their air. The Varja used
this energy as a power source for their homes, lights, way of
life. A technology they had, a development in which they didn’t
heavily depend on but used freely.
They didn’t have cars, where they could use flight or
teleportation to get where they needed to go. When they wanted
to keep a civilization of prosperity, they needed to sentry to
ensure their own safety. The people had base dark coat of fur
and skin with vibrant markings on their bodies they were born
with. Markings that glowed within Varija itself. Blood and
organs based on the color of their markings. They lived an magic
hierarchy where the basis of their skill, experience, and
potential determines social and economic status. Ones with most
of this tend to be leaders, Emperors or Empresses, and tend to
produce offspring that may surpass them.
The strange thing is that the Varja don’t reproduce as often,
for they are incapable of the deterioration process that comes
with aging. Perhaps from the very environment and dense energy
they live in. Populations tend to be within a few hundreds.
Populated, but not densely as to maintain equilibrium to also
consider the animal and plant life around them as well to avoid
disease. They tend to be dual sexed but have secondary
characteristics to determine a gender appearance (or identity in
any case). Not all Varja happen to be bats, though most of them
tend to be. There are, or were, avians, exotic mammals,
reptiles, even marine Varja that lived within the civilization.
They have, of course, been since wiped out save for a few
survivors.
They lived as mages, though had jobs like medicine, education,
or financing. General care was put into learning and every day
health and there was no mode of worship no god to pray to.
Suppose they didn’t have much of a religion, nor did they really
care about religion. Their history had a lot of development,
though written form tend to be unclear about when they had
evolved to become what they were now. It may have been many
generations ago, which may not be easily explored due to the
current circumstance.
Relations with other societies weren’t entirely existing. During
the time of Varija’s livelihood they had little need for trade
establishment. They had been cautious with outsiders and other
civilizations, perhaps due to the technological dependence their
neighbors had. Yet, they weren’t against the possibility of
allies should it be necessary. Varija had somewhat of a
co-existence with other governments, but it might have been what
led to the downfall of the magic touched territory. Perhaps one
country felt that the Varja were dangerous and needed to be
exterminated. The written history of this event has been lost.
Yet, there is a way they can be restored and it has been written
and broken up into many tomes should the Varja parish somehow.
This ritual had been cleverly scattered, but unfortunately
requires all of the pieces, a Varja, and other mages even if
non-Varja to be achieved. six Varja Mages, including the one
initiating the ritual, must be required. However, if no other
Varja is found then eleven non-Varja with the Varja initiator is
allowed. It requires a large amount of energy, magic, in order
to be a success. Only Cleos Cizek can do this task, for it is
what he’d been trained for. Twelve tomes and the Cizek Codex are
the solution to the rebirth of the Varja.
THE TOMES
There are twelve tomes that Cleos needs to find that are
scattered across earth.
Wind - Contains wind and aerial spells. (Requires wind spell to
retrieve)
Fire - Fire and heat spells. (in Cleos’ possession)
Water - Water and ice spells. (Requires water/ice spell to
retrieve)
Stone - Earth and plant spells. (Requires nature spell to
retrieve)
Storm - Lightning, thunder, and storm type spells. (Requires
storm spell to retrieve)
Arcane - Psychic and divine spells. Divine is usually holy
magic. (Requires arcane spell to retrieve)
Creation - Spells that can create materials or objects, such as
constructs.Contains some base understanding of creation magic
and how it can be used in other spells. (Requires creation spell
to retrieve)
Shadow - Dark or shadow spells, may also extend to necromancy
and shadow manipulation. (Requires shadow spell to retrieve)
Spirit - Spells that manipulate spirits, such as soul binding or
summoning. (Requires spirit spell to retrieve)
Chaos - Advanced form of Shadow. Contains more detailed
necromancy spells along with hexes and curses. May allow some
reality morphing spells to the level of advanced conjuration.
(Requires chaos spell to retrieve)
Alchemy - Spells or recipes for alchemy. Potions, magic
chemistry, conversion of matter. (Requires alchemy spell to
retrieve)
Restoration - Healing spells, may have some resurrection and
purification spells. (Requires restoration spell to retrieve)
[/td][/tr][/table]
#Post#: 31092--------------------------------------------------
Re: Cleos Cizek
By: cleoscizek Date: March 27, 2018, 10:38 pm
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New image!
#Post#: 31139--------------------------------------------------
Re: Cleos Cizek
By: cleoscizek Date: March 29, 2018, 2:25 pm
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text color added
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