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[PKMN OPEN] Pokémon Odyssey: Search For Cresselia (OOC + SU)

443
Posts
12
Years
  • Age 30
  • Seen Dec 11, 2023
Ignore my reservation, I am going to be out of town for a bit, won't be able to sit down and write a SU
 

Xilfer

Just won't die.
1,880
Posts
13
Years
malamar_by_macuarrorro-d6cylvq_zpsd4495631.png

"Chaos is pointless. It has no purpose; no substance. Why run wild when you can have total control...?"

Name: Sahar "Synner" Bronze
Age: Legally 28. True age technically unknown.
Gender: Male
Title: Vindicator
Species: Malamar
Faction: Gold Tribe, Valkarian

Appearance:

Synner has no notable physical differences from the average Malamar. It is worth noting, however, that the two tentacles which could be considered his 'arms' can grip something just as easily as a normal hand. The strength with which they can constrict something is just as strong as a powerful grip, if not stronger, allowing him to easily pick up and lift objects if he needs to. Additionally, the two scythe-like fins at the end of either tentacle have been sharpened to a point, allowing him to utilize them in slashing and cutting attacks quite efficiently.

Synner almost always keeps a calm, yet confident posture. Despite his short 'leg' tentacles, he can still take surprisingly long strides, and sometimes resorts to using Psychic to lift himself if he cannot run fast enough. His 'hair' tentacles constantly swish around involuntarily, though this is simply because it's less strain on the mind to keep them under control. On one of these tentacles, he sports a Gold Tribe emblem in the form of an armband, though it was specially made so that it could grip onto the slippery surface of the tentacle.

Personality:

Synner has reached a level of self-control unlike any other. He has long possessed the uncanny ability to consciously control his emotions and thoughts, with incredible skill. He can control himself to such a degree that he can instantly order his mind what emotion to feel and when to feel it, even if nothing may have happened to elicit such emotions. Stray thoughts do not exist within the mind of the Malamar. Because of this, his mind is almost completely clear at all times, allowing him to think quickly and efficiently. It makes him naturally sharp, and allows him to focus intensely on whatever he needs to, without distraction. Conversely, he can also focus less intensely on a myriad of different things simultaneously, making him a master of multi-tasking.

Synner employs a rare, if not unique method of mental organization. He creates 'pockets' of every emotion he is capable of feeling in his subconscious. Whenever he feels emotion, his subconscious automatically transfers said emotion into the designated pocket, where it is to be stored for later use. Because of a forced link between the subconscious and conscious parts of Synner's mind, he is able to draw stored emotion out of these pockets whenever he desires. However, his ability to focus so powerfully, and have an almost entirely clear mind at all times, comes from years of intense meditation.

Naturally, maintaining such an unnaturally organized mind takes immense amounts of brainpower. Because of the connection between conscious and subconscious, as well as the constant interaction between the two, the former can become very strained and even collapse. Unless he meditates for at least ten out of every twenty four hours, he is liable to lose control of his conscious mind and fall into a comatose state, as his subconscious attempts to repair the damage. Because of this necessity, Synner never sleeps, instead choosing to spend the night meditating for ten hours. In addition, as a safety measure, he uses a method similar to that of the common Abra: self-hypnotism. He hypnotizes himself to sense danger whilst meditating, and automatically teleport as far as possible from said danger. However, he is unable to snap out of the trance until after the ten hours are up, which can be very dangerous.

Outwardly, Synner acts friendly towards everyone he meets, because the majority of his positive emotions are used during interpersonal interactions. He comes off as a relatively cheerful, yet passive Pokemon. Thanks to his absolute control, he has an immense amount of patience and tolerance for Pokemon of all kinds. He generally gets along with his Gold Tribe brothers and sisters the best, but finds that he can befriend Pokemon of all different nationalities and affiliations, even if they do not reciprocate his friendliness. Because of his control over his emotions, he rarely if ever allows himself to feel angered or insulted, instead acting and reacting in whatever way might help further potential friendship with whoever it may concern.

The majority of his negative emotions, on the other hand, are used up during combat. By using his anger in controlled, small amounts to fuel his adrenaline and will, he becomes a fearsome combatant. Combining his hypnotic skills, calculating mind, and raw emotion, Synner is generally able to overcome all kinds of opponents, regardless of type, size, or stature.

The Malamar is also quite secretive. He prefers not to talk about past experiences or allow one to delve too far into his own psychology, save for a few very close Psychic friends. As a result, Synner is a Pokemon shrouded in mystery, as nobody is entirely sure where he's from or why he joined the Gold Tribe. Luckily, this doesn't seem to hinder friendships, as the lack of personal information shared is usually made up for by his chipper attitude.

Synner thoroughly enjoys accumulating knowledge. Specifically, knowledge on Pokemon and their minds. While he is open to all sorts of fascinating trivia, he spends most of his free time learning about the minds and different personalities of Pokemon in any way possible, whether it be through books and articles written by famous psychologists, or even simple conversation with a 'mon. True, it would be much simpler for him to simply crack into a Pokemon's mind and examine everything, but this is generally frowned upon, so he abstains from doing so without permission. Which he rarely gets, if at all.

In a strange way, Synner can be regarded as a cold and calculating Pokemon. He certainly doesn't act as such, but he controls his own mind to such a degree that even the very emotions he feels and the thoughts he acknowledges reflect a calculated, logical choice. Admittedly, there are often ulterior motives behind his actions, and he has no qualms using deception as a tool when necessary; something which is frowned upon in the Gold Tribe.

Presently, however, he feels hollow. His first goal was to conquer and control his own mind to the fullest capacity, and all of his choices and actions were geared towards helping him achieve this goal. Now that it has been achieved, he feels purposeless, simply wading through everyday life, continuing his duties as a Gold Tribe member. He longs to find a new goal to work towards.

History:

Nothing is known about Synner's earlier years. At the age of approximately three, the young Inkay was found wandering the border between the nations of Valkaria and Karn. A terrible battle had recently taken place at the border, though the Inkay was determined to have no relation; apparently, he'd simply been in the wrong place at the wrong time. Members of the Gold Tribe, who had been fighting in the battle only hours earlier, had found the young Inkay staring intently at the scene of the event. Confused, they took him back with them for questioning.

All the police could get out of the stray Inkay was a name: Synner. He refused to answer any and all other questions, and so it was presumed he was some sort of runaway child from Karn. At the time, relations with Karn were barely existent, so it was impossible to return the child to his home. In the end, it was decided that the child would be made a citizen of Valkaria, and would be transferred to an orphanage. Despite his insistence that he was 'Synner', the police saw it fit to give him the name 'Sahar Bronze', in order to hopefully erase any traces of his Karnian origin.

During his years at the orphanage, Synner was a quiet boy. He secluded himself from everyone else, instead resorting to reading books. Synner read every single book he could get his tentacles on: story books, biographies, historical documents, etcetera. He refused to go to school like all other children, because simply reading books on each subject was enough to fully educate him. In fact, the staff was astounded to discover that by the age of eight he had reached a level of intelligence akin to that of a fourteen year old.

Little did he or anyone else know, the reason behind his abnormally fast learning skills was the connection between his conscious and subconscious minds. Because of this his mind could operate at far faster rates, but used up far too much brainpower. Eventually, he couldn't handle it anymore. The rate at which new knowledge was coming in caused his conscious mind to accelerate beyond control, and so the Inkay entered a state of near-insanity. He attacked the staff and children in his orphanage, nearly killing a few in the process and seriously injuring others. Even Alpha Alliance soldiers couldn't get close enough to subdue him because of the intense amounts of psychic energy he threw out in all directions. In the end, the Gold Tribe had to be called in order to finally capture him.

After several psychological evaluations, it was determined that Synner's mind was too unstable to allow him back into society. At least, for a time. The police placed him in the custody of a trained psychologist known as Sensa Tenzo, in an effort to rectify his behavior. Tenzo spent several weeks performing psychological evaluations, though when he tried on occasion to enter Synner's mind, he found himself unable to. Thus, discovering exactly what went on in that brain was a difficult task indeed. However, it was Sensa who taught Synner an invaluable skill: meditation. Over time, through this simple act, the Inkay became much calmer and more relaxed, and Tenzo found that this was helping him fix his mind. However Tenzo discovered that these meditation sessions would last ridiculously long, often spanning eight to ten hours. Eventually, Synner himself decided to meditate instead of sleep, in order to be more active during the day.

Some years passed, and Synner grew closer to Tenzo, beginning to see him as a father figure. After Synner turned ten, Tenzo decided he had become mentally stable enough to be brought back to the world. He subsequently elected to adopt him, both because he cared for him and because he wanted to continue his research into the mind of the Inkay. It was also Tenzo's position as a psychiatrist that sparked Synner's fascination with psychology, as he found many books detailing the inner workings of the mind in Tenzo's office. His focus shifted from finding out about psychology in general, to finding out about his own mind; exactly what his adoptive father was trying to do. Through a combination of self-hypnotism, meditation, and counselling from Tenzo, Synner began to try and organize his mind better, in order to prevent another bout of insanity.

Control felt good. Better than anything he'd ever felt before. The more he organized himself, the more his mind felt clear and at peace. Synner became determined to attain and maintain complete and utter control over his own mind, and never to succumb to insanity again. This is the sole reason he joined the Gold Tribe. He cared not for their values or their purpose, but he saw the discipline of character that they taught as an opportunity to discipline his own mind into complete obedience. And so, at the age of fourteen, he enrolled in the Heroes Alliance School.

Academically, Synner excelled. He was already very knowledgeable on various subjects, and quickly mastered battle strategy. Additionally, he excelled at Psychic-based attacks, particularly his innate hypnotic abilities. The more he gradually gained control over his mind and took advantage of the conscious-subconscious link, the more his power grew, and the stronger his hypnotic trances were when induced on Pokemon. In battle, however, Synner ran across a few problems. His defenses were extraordinarily weak, and he relied far too much on his hypnotic powers. The latter hindered him greatly, as hypnotism was frowned upon by the instructors at HAS because of its potentially long-lasting effects on sparring partners. He was rarely allowed to use his innate abilities, forcing him to rely mostly on speed and Psychic attacks. However, he strove to improve himself. He underwent extensive endurance training, attempting to control the pain his brain received in an attempt to better his defenses. He found new battle strategies that took advantage of his other strengths, to avoid using hypnotism.

The training to overcome and work around his weaknesses was tough. Tougher than anything he'd had to deal with before. With the amount of brainpower being diverted to keeping his mind in check, and the stress he accumulated from constant training, his meditation and self-hypnotism sessions needed to intensify. However after he discovered a system of 'emotional storage' he could use, everything became much simpler. Stress was simply stored away for later use, and he was able to focus much more clearly on the tasks at hand. Meditation seemed to aid in venting out unnecessary quantities of stored emotion, though the system, he realized, would take time to master. Sometimes rogue emotion would escape, and he would end up feeling depressed or overly excited for a few days.

By his later years at the HAS, he had almost entirely mastered his mind. He used his new system of emotional storage to make himself look like the model Gold Tribesman, so that he was able to pass the character exam with ease. His years of rigorous training allowed him to pass the practical exam, and the academic exam was easy enough for him. And so, Sahar "Synner" Bronze became Vindicator of the Gold Tribe.

His time in the Gold Tribe was suddenly and abruptly cut short, when his system broke down. To this day, Synner still isn't entirely sure what caused it; either it had been a leakage of emotions, or a lack of meditation. Either way, he fell into his first and only coma. Doctors expected the coma to last for only a short amount of time, seeing as it seemed to have come from nowhere. However, Sensa Tenzo knew better. He had spent years studying his adopted son, and could guess at what exactly had happened. He decided that the best course of action would be to take care of the comatose Synner himself, and try to rectify his mind once more through the use of hypnotism. Tenzo took him to a villa at the edge of Valkaria, where they would be undisturbed by others, and began work on his recovery. Tenzo's personal physician accompanied him in order to keep an eye on Synner's physical condition, but nobody else was allowed in for the sake of the Malamar's recovery.

An entire year passed before Synner finally awoke, dazed and confused as to what happened. After coming to terms with the fact that he'd missed an entire year of his life, he attempted to get back to work. However, even after awakening, his mind needed some time to fully readjust. He was forced to go through months of retraining and rehabilitation before he was once again fit for active duty. All in all, it took him a year and a half to fully recover.

Since then, luckily, Synner has managed his life as a member of the Gold Tribe without any issues. Eight years have passed since then, and he has proven himself to be an exceptional member of the Tribe. His track record isn't exactly perfect, but over the course of his career he has managed to carry out the vast majority of his missions successfully, often as a team leader. However, eventually, simply keeping the peace was not enough for Synner. He desired a new goal. Something else to work towards. Despite his absolute order, having such a keen focus, yet nothing in particular to focus on, could drive a Pokemon crazy...

Moveset: Teleport; Psycho Cut; Night Slash; Psychic; Hypnosis; Protect

RP Sample: From 'tinted.', because it's the only RP I've actually posted in since coming back here.
Spoiler:
 
Last edited:

SV

See You Space Cowboy
3,393
Posts
13
Years
  • Seen Feb 7, 2022
Alright guys, it's about that time where I accept some SUs. For the rest of you still working on them, keep doing your thing! There still are a few spots available.

@GastlyGibus, True Epicness, Lord Sephear, Plumbum - You guys are accepted! Welcome to the Odyssey family!

@Xilfer, FortPokePower, Greiger, Megaman765 - You guys are also accepted! Good to have you back for one more go! Welcome back!

Now for the rest of you guys

@Challenger - The SU is good, I just have a slight problem with the personality, as it sounds like at time you're talking about him being in the Gold Tribe, even if you wrote that you wanted him to be an Alpha Alliance General. Also at the end with the history, where you wrote about having to fight another Pokemon to become General, that part is a bit odd and out of place, as the way you become General is to be voted in by the citizens of the Alpha Alliance. Change up those things and you should be good to go! Pending...

@Necrum - SU is good, but your Personality is a tad short. Beef it up a bit, describe your character a bit more, maybe how he reacts with others and anything he likes, and you're good to go! Pending...

@Logical Cabbage - Your personality is a tad short, and I'm not sure I understand parts of it, because of the way you worded a few things. Please revise it and rephrase and then I'll look at it again. Your history is also a bit lacking as well, especially for a new player. It seems brief and really generic, which is not too big of a problem, but combined with a small personality to go with it, it gives me the sense of a somewhat incomplete character. I'm gonna have to decline you for now.

@Jarachie - Your personality is a bit short, can you beef it up a bit as well? Also I noticed you put a few things in your history that don't quite fit. As a whole, Valkaria is a pretty large nation. The others are FAR apart, so for someone to be doing random traveling around to those places seems a bit far fetched, unless they use the Network of the SEC, which if that's the case you should clarify. Your reasons for joining the Gold Tribe don't really fit into the schema of what they're about, but I know you did have him change his opinions at the end anyway. Still, it's a bit strange. Also, can you split up your paragraphs a bit? It all looks like one paragraph to me and a bit messy. Thanks, but declined for now...

@Nakuzami - The Thieves Forest part of the SU is a bit suspect, especially since very few Pokemon can navigate it, but I'll let it slide given your description. Just don't overdo it come IC time if they ever go there, k? I know you love to play multiple characters at once, and this SU seems like its written just for that. If you can promise not to do that in this one (and to please, please, please try your darnest to stay in for a bit longer than before!) I will accepted you. Pending...

There's still a few spots still left for some people to jump in, in case anyone wanted to know. I originally set the limit to 10, but I might be willing to lift it if someone else wants to still apply. So keep the SU's coming until I say we're full. For everyone else, I'll begin working on the IC so we can begin!
 

Nakuzami

[img]https://i.imgur.com/iwlpePA.png[/img]
6,896
Posts
13
Years
@Nakuzami - The Thieves Forest part of the SU is a bit suspect, especially since very few Pokemon can navigate it, but I'll let it slide given your description. Just don't overdo it come IC time if they ever go there, k? I know you love to play multiple characters at once, and this SU seems like its written just for that. If you can promise not to do that in this one (and to please, please, please try your darnest to stay in for a bit longer than before!) I will accepted you. Pending...

OH GOSH YOU KNOW ME SO WELL no seriously you do

and I actually have promising computer access this time around so sticking around longer shouldn't be too much of an issue! except when school comes back around and I start the International Baccalaureate program and it might kill me but I'll try my best to stay alive And don't worry, when the IC comes around I'll make excuses to leave the non-fighters in Gold City and send the other more fighty characters off on "quests" that will keep them out of the roleplay except for perhaps some visits (like how Sainan had a Gold Tribe family in the last one and they only really came around each time the one I had been playing died, pfft)

So if there's nothing you want me to change, then I can promise to be good and not overdo anything or bring in extra characters for too long~ you freaking scared me when I saw my name wasn't in one of the accepted lists don't do that
 

SV

See You Space Cowboy
3,393
Posts
13
Years
  • Seen Feb 7, 2022
Alright Naku, you're accepted then. Welcome back!
 

Necrum

I AM THE REAL SONIC
5,090
Posts
11
Years
@Necrum - SU is good, but your Personality is a tad short. Beef it up a bit, describe your character a bit more, maybe how he reacts with others and anything he likes, and you're good to go! Pending...
I have updated my SU. What you said sparked stuff I hadn't been able to think of earlier, so thanks, haha.
 

SV

See You Space Cowboy
3,393
Posts
13
Years
  • Seen Feb 7, 2022
Awesome, that's good. You're accepted! Welcome back!

EDIT: So that's 10 characters, which is the limit I originally set, but I'd be willing to lift it for a couple more (probably 2 max) if the SUs are up to par. But nonetheless, I will be working on the IC post now! Looking for a weekend beginning! If anyone has any questions or comments, feel free to PM me, skype me (if you have me there. If not, PM me and I can give it to you), VM me, or message me in the OOC!
 

Jarachie

Shocking, isn't it?
19
Posts
9
Years
Well I edited my SU btw. Hope that can qualify. Also edited some of the history a little near the top and bottom.
 
3,411
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15
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  • Age 28
  • Seen yesterday
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Name: Sylvio Arcansus
Age:
27
Gender: Male
Species: Delphox
Faction: Alpha Alliance Army

Appearance:

Sylvio is a tall and thin Delphox, with silver, closely-cropped pointy beard. His tail isn't as bushy, and he trims it so it doesn't get in his way much. On occasion, he wears black robes with either a golden or a blood-red lining with the sigil of the sun drawn upon them.

He has been told his eyes are soul-piercing shade of red, mixed with grey, and have a twinkle of mischief and unruliness in them. His facial features are sharp and beautiful, when he is calm. His demeanor is often serene and dressed in his cynical humor. He is mostly pleasant to be around. His expressions are often merry and wild, with an air of triumphant trickery always about him. His voice is somewhat sibilant, like a Seviper's, and his accent is light and mixed with every other accent from the countries he's been in, resulting in a completely unique manner of speaking.


Truth or Dare?

Personality:


Sylvio almost constantly gives off an aura of serenity and composure, rarely displaying intense emotions of anger or fear. He speaks in a calm, collected voice and fills his speech with measured and carefully chosen words. He is highly intelligent, as evidenced by his top performance in the College of War in Beatruce (he was described as brilliant, a model student), as well as his extraordinary magical achievements.
One of his flaws is his obsessive nature; he is unable to let go of thoughts or diversify his interests. This trait is what pushed him to seek knowledge and become somebody in life. Sylvio was shown to be charismatic in his pursuits, able to dazzle his professors with his academic progress and inspire his fellow students of the College, persuade members of other sects to join his own sect of the Reverse Kings in Anatellia and convince the warriors of Karn that followed his step-sister to follow him instead, after her death. He also possesses a cynical sense of humor that appears to be centered around the cruelty of the world.

Sylvio is somewhat of a Machiavellian figure. He is stoically pragmatic and prone to lies and secrecy, even among his students, even though some of them have proven to deserve his trust. As a supremely talented wizard, his physical abilities are combined with a cunning and subtlety of the mind that allows him to comprehend people in a deeper level. Although he is not boastful, he is aware of his abilities. In result, he sometimes displays some traits of arrogance, like when he reminds people (especially his students) of his reputation and accomplishments, but in truth, he is somewhat insecure and afraid of the unknown future. He does not feel safe. Sylvio is haunted by his sad family story and he knows that he would be much different, were it not for the cruelty of his father and uncle. When he was left alone, he was so weak and hopeless, that his desperation gave him strength and pride to continue with his life and become great. He despises being weak, and that is why he feels the need to keep reminding himself and others that he is not.

The absoluteness of death was underlined in his mind by the death of his mother. He thinks of death as the ultimate punishment, the worst thing that can happen to anyone, given that it depraves people of their loved ones.
Sylvio believes that his passion for becoming great is what keeps him alive.

As said before, he is aware of his abilities, and in certain matters, he is confident, but not to the point of arrogance. He is wise enough to understand balance and is no fool during calculations of power and odds. He often scorns his students and alias, but that is perhaps because he wishes for them to improve. There's no denying that
Sylvio enjoys luxury and privilege, as well as the undivided attention of his students and people around him. When he has none of those currently at hand, he is bound to get irate.

At times,
Sylvio seems to have given up on the goodness of people of the world. He is purely objective with the training of his students, but he does not show affection. The closest he's ever been to showing affection is with Griff, his pet Braviary, who has been with him for nine years, pledging as his life-long companion and friend. Griff is without a doubt his most loyal companion and his inability to speak has brought him closer to the aspects of a wild, tamed Pokemon that is obedient to his master. Griff is the only genuine friend Sylvio has.


History:

Beatruce: Birth

Sylvio was born on the last day of the year, during the snows of Beatruce at Eredun, a village near the borders. His home was the Wingley, a place that served as a nest where birds laid eggs. His Delphox mother Estia Faust, a poor egg tender at Wingley, was working for the nest and asked the owner, her brother Morvin, to allow Sylvio to be raised with the birds. Her brother agreed, but demanded a large sum of money for rent that was taken from her already low pay. Months later, when Sylvio grew up, he started chasing the newborn birds around, until he roasted a couple. Morvin kicked Estia and her son out during the harshest snow the region had seen in decades. Having nowhere else to go, Estia turned to the father of Sylvio, a wealthy senator who was visiting the region, and pleaded for him to recognize him as his son; to her sorrow, he and his gathered family only laughed at her, claiming she was just another witch hoping to become his wife and enjoy his riches.

Alone, homeless and helpless, his mother passed away before he even became three-month old, but he always remembers her face, even though he did not understand who his father was or what he had done.
Sylvio stumbled to the only place known to him, the Wingley, to ask for directions for Mercurion, where he figured he might find better help and shelter. A little Rufflet named Griff pointed him to the general direction of the second greatest city of Beatruce and told him to feel lucky he could escape the town. Sylvio begun a hopeless quest of traveling to Mercurion in the bitter snowstorm, but his energy eventually gave out and he collapsed on the side of the road. He was picked up by a thief, Vancius, who was going to cross the borders from Beatruce to Karn.


Karn: Early Upbringing in the Arcansus Family

When in the Empire of Karn, Vancius sold
Sylvio to a wealthy, well-established family of warriors of great repute in Erble. As a Fennekin, he was still weak, and just a step above a common slave. But he was lucky, as the godfather of the Arcansus family, Fiaje, saw his talent with words and decided to raise him as his personal cupbearer, ordering the personal academic of the family to teach him letters. A couple of years later, the innate talent of wizardry begun to show in Sylvio. Lord Fiaje discovered that Sylvio was able to hypnotize those who looked him straight in the eye, after he accidentally used the technique on the lord's daughter, Pietra, while she was eating an apple; which then disappeared from her hand and appeared in front of Sylvio. His rare ability, Magician, and the equally rare Hypnosis technique changed Fiaje's perspective for Sylvio. He now viewed Sylvio as a useful tool and decided to raise him as one of his own children, teach him Karnian lore, courtesy, tactics and morals, and tutor him in combat. His now step-sister grew to resent him because of his sudden privileges as a lordling; she constantly challenged him to duels to humiliate him in front of her father, who allowed these duels to go on to teach Sylvio how facing determined foes who held him in contempt in battle would be. In response to his step-sister's cruel behavior, he kept stealing her things with the help of his Magician ability and keeping them in his locker as trophies and mock her playfully when she was looking for them, but Fiaje made sure he stopped when he found him out.

When he was eleven, he evolved into a Braixen, and with his evolution came a sudden increase in his dueling skills. Up until he was twelve, he was trained thoroughly in everything a little lord needed to muster in order to survive in the Empire and rise in its ranks, although Fiaje neglected to show him any affection he may have been feeling for him. During a tournament that was held in Erble in the Emperor's name in the Arena of Erble,
Sylvio's step sister was to represent the Arcansus family, but Lord Fiaje chose Sylvio instead, despite of his youth, which made him unlikely to win against fully-fledged champions that represented other warrior families. However, Pietra sabotaged him before the match so he missed it entirely, and the Arcansus's family name was stained for dishonor; Lord Fiaje was forced to fight in place of Sylvio, and he was defeated in the following duel. The Emperor, who was present, allowed the winner to take his life for the disrespect for the absence of a champion for the Arcansus family.

With Lord Fiaje dead, Pietra challenged
Sylvio to a duel for the title of the master of the Arcansus family. Sylvio, being younger and less experienced, lost the fight and ran away. The sting of defeat and the disdain for his weakness churned anger within him. He escaped from Erble and traveled north, not knowing why. He came to a resolve when he met a Beatrucian teacher at an inn: he was going to attend the greatest military academy in Beatruce. He was going to become stronger, cleverer. Stronger than the strongest, cleverer than the cleverest.


His Return to Beatruce and Education

Sylvio, although thirteen years old and still a Braixen, reached Surina and tricked his way into the College of War, the greatest military school in the country. He was seen as poor, but brilliant, parent-less, but brave, a promising young politician, the model student. While in the school, he formed a company of friends with no social limits - he befriended the strong, he befriended the weak, the poor, the rich.

Sylvio evolved into a Delphox during a time of frustration and stillness of his powers, but then his skills sky-rocketed. His teachers saw the incredible progress of great mind and were convinced from appearances that he was going to make a good politician. He was regarded as one of the most brilliant students ever to attend the College of War. However, after his graduation, he did not make his appearance in the political scene of Beatruce, as was expected of him. He vanished from the world, instead.


Reappearance in Anatellia

Sylvio elected to join the sect of the Reverse Kings in Anatellia, after having studied their ideals, history and tradition thoroughly. He worked wonders with his charismatic personality; he drew the attention of the elders when he corrected one of their rituals to go according to tradition. He was invited in other places of Anatellia as an ambassador of the Reverse Kings sect. He begun visiting other sects, measuring their members and choosing the vulnerable ones, to which he preached privately and gained their acceptance. Thanks to Sylvio, the sect of the Reverse Kings grew in power and numbers, and he became one of the most respected members. After three years in Anatellia, he was elected to go on a mission to the Temple of Balance where a part of the Reverse Kings sect lived secluded because of Karn's domination. The mission's objective was to ensure that the sect did not transform into a heresy and to correct the traditions held there.


Temple of Balance

Sylvio and a group of other members of the sect traveled to the Temple of Balance, where they were united with the natives. However, upon reaching the summit, they told them that a war-lady was present, laying claim to the temple; Sylvio, curious, went to the Karnian camp nearby, only to find that that war-lady was Pietra Arcansus. Anger from his past with her took over him. He revealed himself and challenged her to a duel. Sylvio destroyed her, thanks to his superior training in the College of War. Most of the warriors that were following Pietra flocked to follow him instead, recognizing his power. Sylvio, with a horde of warriors backing him up, finished his mission in the Temple of Balance faster, as the natives were afraid of retaliation if they did not conform to recent views of Sylvio's sect. With a hasty good-bye, he left the group of his old sect and made his way back to Karn, intending to further his career as a duelist.


Empire of Karn: Duelist Days

His arrival in Daggen wasn't the least bit as he had expected it. Residual supporters of the Arcansus family cornered him and managed to subdue him and take him to a dungeon, where they tortured him. Sylvio was assisted in escaping by the warriors on his side, who raided the Keep.

In the following months, his fame as a duelist grew considerably. He already had a fair amount of influence for killing Pietra Arcansus, which earned him a great manor in the center of the city. He formed alliances with other duelists and rose in the ranks of Karn considerably for the first few years, but then remained inactive for sometime, deciding that his interests lay elsewhere; Karn was getting a bit too violent for his tastes, and he missed the peace Beatruce had to offer, so he decided to visit a like-minded country: Valkaria. There, he would try his luck as a teacher.


In Valkaria for the Past Year

Sylvio traveled in Valkaria with his old friend, Griff. He took an interest to teaching, and became a wandering teacher of sorts who taught young warriors of any faction who wanted to learn a thing or two about combat for a very low, insignificant fee that would only provide to him the basics. Eventually, he was allowed to join the Army of the Alpha Alliance, having lived in the country for some time.


Moveset:
Future Sight, Psyshock, Heat Wave, Dream Eater, Hypnosis, Magic Room
RP Sample:
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<Challenger>

Goodbye PC...for now.
2,479
Posts
11
Years
I wanna squeeze in here. I'm almost anorexic sized! I can do it!

Name: Warren Karkanos
Age: 54
Gender: Male
Title: Devastator, because he wants to have a title.
Species: Blastoise
Faction: The Alpha Alliance (General)

Appearance: A couple of links are provided. Other than the average Blastoise, he is a bit bulkier, and far more fit for close quarters combat.

Normal

Getting Ready to Charge

Personality:
"Why can't everyone just shut up and have a drink?"

Warren is going to be the "hardened veteran" this time around. This guy saw some serious sh*t during the previous war with Darkrai, and he's even seen a bit of sh*t since then. He is a hardened warrior, meaning his discipline on the battlefield is stronger than his love of alcohol, which is astronomical. When on downtime he may be found in the local tavern, the camp ale storage, or the training ground. Although Warren is a drunkard and a brawler, he's a loyal and powerful drunkard and brawler. His dedication to the Alpha Alliance is unquestionable, and his hatred of evil emanates off of him tangibly. Although he drinks a lot, he likes to get things done. Warren does what he does to the best of his ability, and that's destroy everything he possibly can.

Warren is both loud and rowdy: The life of the party. He'll be the first to lead the bar in a drinking song. He's friendly in an odd sort of way. He's kind to newcomers. He'll show them around the camp, introduce them to people of note, and, finally, seal the deal with a mug of ale. Warren will not consider himself friends with you until you toasted mugs of ale together. This Blastoise has a strange appreciation for one who is willing to sit down and swap battle stories, something he excels at from his years in the Alpha Alliance. To him there is nothing more honorable than fighting in a cause that you believe in. That's why he fights so avidly for peace. Although he is a bit kind, he may be a tad more blunt than the situation calls for. Aside from this, he is stubborn and tenacious. If he sees something he wants, he's going to get it. Or, you know, die trying.

In battle, Warren does what he wants. There's really no particular strategy for it, but he doesn't really need it, considering that his cannons decimate everything in his path, and his physical prowess exceeds that of most soldiers. He's actually an accomplished leader. If he's placed in command of you, the odds are greater than not that you'll be coming back alive. If he took part in a fantasy RPG party, he would be the tank. He's fond of protecting those smaller than himself, and is willing to dive into the depths of Hell and back to bring his friends to safety. Or his acquaintances. He really doesn't discriminate. As long as you have a drink with him, he thinks the world of you.

History:
"My past?...Somebody get me an ale. This won't be pretty."

Warren was born to a Poliwrath father and a Blastoise mother, both of which being soldiers in the Alpha Alliance. He was an odd child, both quiet and disruptive at the same time. He managed to cause almost limitless amounts of trouble without speaking a single word. Sometimes he would pull petty pranks such as putting terribly flavored powder in someone's drink. Sometimes he would go as far as placing a small explosive device underneath the camp lavatory. He was always on the move with his parents, and so they attempted to discipline him at every new camp. It didn't work for a long time, but by his seventeenth birthday he had evolved into a Wartortle during training. As he evolved, something inside him changed.

Warren grew up then and there. He still followed his parents around with the army, but he participated in patrols, raids, and guard duties. He became skilled at what he did, and, to his parents approval, learned discipline. On one fatal day, however, his family's platoon attacked a rumored thief camp. These thieves turned out to be deadly bandits, however. The fight between the platoon and the bandits was a short one, but a fatal one. At the end, only Warren and the captain were left. The results of the battle, although major, were costly. The AA had lost an entire of platoon of decent soldiers, and Warren his parents.

Over the next few years, Warren took up drinking. He became known as the AA's greatest drinkers, and rowdiest partiers. He stayed disciplined, however, out of respect for his parents' memory. He retained his combat skills, and even improved upon them for as long as he could. As time passed, he evolved into a Blastoise. His rigorous training and participation in intense combat turned him into a force to be reckoned with, and the AA.

Things were routine for Karkanos's unit...until the Silver Tribe showed up. Warren's unit was among the first to hit the dirt. He lead many a charge against the enemy Ancients, and racked up a mighty fine kill count. Although he participated in many of the large-scale battles, he played no important part. That was the Gold Tribe's job. He simply did was he does best: Destroy absolutely everything in his path. He lead the charge of a large battalion of troops in the final battle at Silver/Gold City. His unit had the most troops remaining after the battle was over, an impressive feat. Warren's leadership abilities earned him a place among the higher ranking commanders in the AA's army.

For years Warren lead a special task force designed to hunt down the remaining Ancients. His skill only increased over the years, and soon enough the Alliance's generals took note of his ability to fight and lead, as well as his courage and honesty. At the age of forty-two, the people finally began to take not of his abilities as well. A besieged town would lose fear as soon as they heard the Devastator was coming to save them. He was elected, almost against his will, at the age of forty-five. Warren's position in the AA was quite high, but now he has been elevated to a position of the utmost importance. His new goal? To stop Darkrai.

Ability: Torrent

Moveset: Hydro Pump, Aqua Jet, Skull Bash, Earthquake, Ice Beam, and Waterfall

RP Sample: A reason post from Gimmiepie's Fragmented.
http://www.pokecommunity.com/showpost.php?p=8325663&postcount=23
 

SV

See You Space Cowboy
3,393
Posts
13
Years
  • Seen Feb 7, 2022
Alright Challenger and Ray, you're accepted! Welcome back to Odyssey!

IC is up everyone. Let's get crackin' on those posts! If you have any questions, comments, or ideas, feel free to shoot me a PM, VM, message here or skype!

-SV
 
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SV

See You Space Cowboy
3,393
Posts
13
Years
  • Seen Feb 7, 2022
Hey Kiklion! SUs are probably closed at this point because I let in more than I originally intended anyways (there's like 12, I wanted 10 max). I might be able to fit you in if you come up with something cool!
 
37
Posts
9
Years
  • Age 33
  • USA
  • Seen Jul 20, 2014
Oh... I go on vacation and miss this amazing RP. I hope more spots open up one day, but I'll just have to read along for now. I'm sure you guys will make some amazing stuff! :3
 

Necrum

I AM THE REAL SONIC
5,090
Posts
11
Years
I'm a bit preoccupied with the Get Together right now, but will try to have my first post up before too long. I also should have my own internet connection within the week so I'll be better able to keep up with RPs after that.
 

Kikpanther

Not a beginner that's for sure
663
Posts
15
Years
Name: Annabeth Serta
Age: 28
Gender: Female
Title: N/A
Species: Mareep
Faction: SEC
Appearance: Nothing except for a shnazzy bowtie.

Personality: First an foremost, Annabeth loves her work and doesn't want to see too much getting in the way of that. Anna will jump leaps and bounds to see her work completed and see it safe which is much more than she affords other tasks. If it's not directly related to her work, acceptable loses become much more acceptable. While her work has little to do with quick getaways, Annabeth is likely to leave others behind if she feels the need to due to an unfortunate lack of loyalty.

Anna doesn't feel very obligated to others unless they're crucial to her work or family. Long time friends doesn't necessarily mean she'll throw it all away for you. It'd have to take a very special person (or someone who can change her views on loyalty) to keep her more attached. This attitude reflects in other areas, battling in particular, which Anna holds no value for. She has maybe only battled once or twice in her life. She found no joy or excitement or need to do it after the first time and she's more than happy to accept the fact that she may never will. In her circumstance, Annabeth doesn't think fighting well will ever be something she'd need to consider and thus has never trained herself. She does have higher leveled attacks, sure, but that's merely only because of the availability of the TMs the SEC has provided the world. She got only what would aide her in sciences or help for a quick getaway.

Getaways being very important to Annabeth. While she doesn't value fighting that doesn't mean others don't and being (just a bit she'll tell you) cowardly, Annabeth needs something that will help her escape! Her Flash/Substitute combo has helped her time and time again. If there's anything about her abilities that she enjoys, it's those two reliable moves.

History: It seemed like as a child, Annabeth was the only one in her family concerned with things like science and discovery. She often went off on her own picking through flowers and things like grass to make concoctions all of her own! Usually it ended in a mess, but it was tamed once her mother figured out she could trick her into cooking. Anna's fascination with the sciences lead her into the world of chemistry and biology, as well as a few other subjects she looked into.

As an adult in the scientific community, Annabeth she spent her time researching the mystery of pokerus before discovering how to harness its full power and deliver it to other pokemon in a pill form. So far it's only available for fighting forces, but she hopes soon it will be open to the public. In the meantime, Annabeth is now focusing her time on the mysteries of the move Hidden Power and how or if it will open the secret for Pokemon to learn moves beyond their current abilities. Perhaps even assume new types beyond that of their species.

Moveset: Thunder Bolt, Thunder Wave, Tackle, Flash, Hidden Power, Substitute
RP Sample: http://www.pokecommunity.com/showpost.php?p=7215247&postcount=271
 
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SV

See You Space Cowboy
3,393
Posts
13
Years
  • Seen Feb 7, 2022
Alright Kiklion, you're accepted!

With that, SU's are for the moment closed. I will re-open them once spots become available or if more RPers are needed!
 
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