Hatarou Sujima
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Hatarou Sujima
Scholar
Name| Hatarou Sujima
Height| 5'7
Weight 159lbs
Age| 17
Gender| Male
Race| Scholar
Powers and Abilities
Lets make a contract...
Lets make a contract...
Race| Scholar
Abilities| Scholar and Human Path
Personality
What is life?...
What is life?...
Likes|
Silence: Just because
Books: He tends to read a bit when bored.
Flowers: They calm him
Helping: Even though he can't stand moronic people he will gladly help them.
Dislikes|
Morons: If you act like an idiot he'll gladly give you the cold shoulder.
Arrogance: People who don't know their place should shut up and learn it. He is slightly arrogant himself but he doesn't let it take him like others.
Goals| N/A
Fears|
Deep Water: He had a few tragic experiences with it. Don't misunderstand he can swim but he can not be under water.
Personality| To most people he seems to be rather cold as he doesn't care for much. This doesn't mean he is cold hearted, he is kind to the people who prove not to be an idiot. But on the all and all Hatarou tends to keep to himself and seems to be a loner. He is also quite cunning and intelligent and sometimes tends to be slightly arrogant but tends to quickly bring himself back to reality. He does seem to go out of his way to do something kind though as he might seem cold but would be glad to help.
History
Long ago, in a distant land...
Long ago, in a distant land...
Family|
History|
Hatarou was born in West part of the Continent. He was born into very poor family with a father, mother and older sister. Their house was located in small village where being poor was normal. It was rather rough baby hood for Hatarou as he didn't get much food. His parents and his older sister loved him though and thus he only remembers good memories from his childhood. Because being poor all family members had to work very hard, so did Hatarou. He already started working when he became 3 years old, he did very minor jobs though.
Although the times were rough and there wasn't much food for Hatarou's family to eat they all were able to stay alive. Although being very poor they were happy family, unlike some others in the village who were only sad because they didn't have money. When Hatarou was 7 years old he had already gotten physically quite strong. During the time a Mysterious Man came to their village who later, after some incidents became Hatarou's master.
The Mysterious Man was very strong and skilled in many types of magics. He started "healing" the village with it. Helping other people, giving them food, water, helping with works. Hatarou grew quite attached to the man and he was like an idol to him. The man also liked Hatarou quite much and they did quite a lot of things together. When Hatarou was 10 years old he couldn't even recognize the village. All people were happy, hard working. The village was surrounded by corp fields, everything had changed in those 3 years.
The man decided to leave the village though and move to another since he had to help other villages aswell. Hatarou joined up with him as they moved to next village. There the man started teaching Hatarou how to be a fellow scholars.. After some years they split up as the man said that Hatarou needed some experience traveling and seeing the world not just helping around in villages. He said that he will teach Hatarou another form of magic once he has mastered The human path. After that Hatarou started traveling around and trained as much as he could.
Hatarou- Posts : 2
Join date : 2010-09-25
Re: Hatarou Sujima
ACCEPTIFICATED!
Here are your spells, Sir Scholar:
Human Path: General Spells, Setup Spells
- 1st: Push. This spells generates a concussive force that is shot outwards, producing a pushing effect, moving everything in its way.
- 2nd: Telekinesis. This spell is similar to Push, but rather than being a force moving in a straight direction, in a pushing effect, Telekinesis allows the caster to move things seemingly with their mind, giving it more versatility than Push, but much less force.
Scholar Path: Sealing Spells
- 1st: Paralysis. This spell causes momentary loss of movement, the extent and duration of which is determined by your power. The stronger you are, the longer it will last, and the more powerful the paralysis. If you go up against a stronger opponent, naturally, they won't be effected as much.
Hunter Path: Assault Spells
- 1st: Pistol Shot. The caster mimics a gun with their fingers, much like how kids do when they play, and fire. Their soul residue expended from this technique acts as a bullet.
Monster Path: Demonifying Spells, Finishers
- 1st: Teeth. This spell lengthens and sharpens the caster's teeth, making them more akin to fangs. This greatly increases the caster's biting power, but due to the fact that biting isn't a main form of attack, its position of 1st of the path is well acquired.
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