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 Otto Martin Academy for the Elite and Gifted

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LostGirl

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PostSubject: Otto Martin Academy for the Elite and Gifted   Wed Jul 01, 2015 2:42 am

header

All your life you have been pampered, despite your differences from all humankind. However, this doesn't mean that you were loved. You had a family, no matter how big or small, and you had people to take care of you when said family wasn't there. Your home life was okay. Your parents were probably rarely around and you probably were raised by a nanny; however, you were always different. Strangely, out-of-this-worldly strange.

Up until a few years ago, you never thought anything of it. There were no kids your age to pick on you for being different for having strange abilities or tendencies, you were privately tutored and your education was supposedly the best. Then everything changed. People began to seek you out, bad people who intended to rid you from the planet.

Startled and Scared, your parents immediately went in search of a place for you to go so that you could be safe. Either they had a reputation to uphold or they just didn't love you as much as you had suspected in your earlier years.

They discovered a school for those like you, after a lot of digging, and they decided to look further into it. Strict security, secluded location, best education for a teenager out there, and everyone had a something special about them. So, your parents sent you there. This 'there' is the one and only Otto Martin Academy for the Elite and Gifted.

header - about
You might be confused with the concept of this role play. Firstly, it's set in 1935 Germany right when Nazi's were beginning to gain power and control over the German government. Our characters go to a secluded school far away from Berlin. Although the school itself isn't Nazi based and they be in students of all culture, as long as they're wealthy or come from a strong and pure pedigree, the school is still pretty strict on the kind of music the students listen to or how they dress because Swing Kids obviously don't fit in with the German Nazi Youth. Yes, Swing Kids! A lot of the characters will be swing kids who love jazz music, add things to their attire that an American or European Youth might wear. The students might hold their own swing club in the school or go to a swing club in the nearby town.

header - rules

  • This is an Advanced Roleplay: We would appreciate if you were a literate roleplayer. You don't need to post a novel in every post, but a bit of substance in them would be appreciated.
  • No Godmodding, Powerplaying, or Spotlighting: Godmodding is when your character is completely perfect. They look the best, they're way above their league with powers, and everyone likes them. Powerplaying is when you take control of someone else's character and do not give them a chance to react to you. Spotlighting is when it's all your character, all the time. None of these actions will be tolerated, and we will ask you to fix them at our discretion.
  • Keep with the times: As the introduction explains, this roleplay takes place in the 1930's, in Germany. I would like for references to stay within this time period, as well as dress and technology. This isn't required, but you could also look up common terms and stuff from this time. Also, when creating characters makes sure they have names that fit the time period. Meaning, look up names from the 1920's because if they're in high school in the 30's, then they were born in the 20's.
  • Keep with your species: In this roleplay, hybrids would not be accepted into the Academy unless they were rich. So no warlocks with wings or so on and so forth. Unless they're rich. Then it's alright, but they still might have some difficulty.
  • Please be active: The people who made this roleplay worked very hard on it. Please don't just join then never come back, ever. That'll make us pretty damn sad.
  • Keep Romance and Gore around acceptable levels: We would prefer for you to use a skip. Skips are politically correct, and do not hurt anything or anyone. Don't get too much into detail about the gore, and never, ever go into too much detail with romances.


Last edited by LostGirl on Mon Jul 06, 2015 8:49 pm; edited 5 times in total
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PostSubject: Re: Otto Martin Academy for the Elite and Gifted   Wed Jul 01, 2015 3:27 am

header - town
The Academy sits a distance away from the town of Berlin, Germany. This bustling city is a center for the Nazi Youth groups and the rebellious swing clubs alike, both coexisting in close quarters. Berlin is known for its thriving nightlife, which may tempt some students out of the sheltered range of their school. If they can get past their watchful guardians, anyway.

header - school
The Otto Martin Academy for Supernaturals has a spacious, sprawling campus for the students to enjoy. A majority of the grounds consists of well-groomed lawns and flowerbeds, but surrounding the edges of the property is a dense pine forest. Many students, if they don't want to bother breaking out to party in Berlin, will hold their swing clubs out in the forest away from the watchful eyes of the staff. There's a field for football (soccer), and rugby, as well as a swimming pool to exercise in and for the school's swimming club. A few tennis courts take up the northern part of the property, and the school has a riding course for anyone who is interested in riding the horses kept in the stables to the west. Part of this riding track extends into the woods.

To the east of the school, lies the Upper House, to the south lies the Lower House and to the west, there is the Under House. The houses are identified by colors: The Upper House is white, the Lower House is grey and the Under House is black. There is a large meeting room as soon as you walk into the house, where meetings are held every Monday morning before classes. There is also a smaller, house-bulletin board. To the right of this room, there are stairs that lead to the upper levels, where the rooms are. Each house contains fifty rooms, each room ranging from single to quad dormitories. To the left of this room is the living room, where people are meant to study, as one wall there is actually a bookshelf. The House Common Room is to be kept the top secret of the house, although since the school has been open for a while, the secret for each house is known. The walls of the house are decorated with pictures of past House events, awards and trophies, and composite photos of members from past years. The House Adviser lives in a guest house that is connected to the left side of the house. This is to deter from Swing kids rebelling.

When you look at the school, you see an elegant castle with two tall front towers and a center tower, where at the top a large - and old - bell sits waiting to be rung after a long time. But the inside of the school, is the most important. Not all of it has been discovered, meaning there are many rooms that teachers don't check and are pretty spacious that they're perfect for the swing kids to dance. When you first walk into the school, the lobby or foyer meets you. The ground is hard, but a long red carpet leads you to an arch way, right across from the front doors. The Archway leads to an open room, seemingly empty despite the single bulletin board where information like club meetings, honor rolls, and the like are shown. On either side of the bulletin board are two red chairs that match the carpet. There is two more archways in this room. The first is to the left of the bulletin board. This archway leads to a stair case that if you take up, will bring you to the second floor of the school. Here it winds into many halls leading to different class rooms. Back to the bulletin board, the archway to the right leads to the dinning hall where meals are served. The kitchen is hidden beyond the dinning room. Back to the foyer, the left wall here has a double door-like space, covered by curtains that must be pushed aside for anyone to enter. In here is the ballroom. The right wall, on the other hand, has pictures hanging in frames of past valedictorians. Access to this floor hasn't been found by faculty or staff, so the rooms here have been undiscovered. As for the towers. From the front of the school, the right one leads up to the headmasters chambers. The left leads to the detention area where students who get into trouble stay.

header - S&E
Dance, Latin, German, English Language, Music, Literature, Mathematics, Science, Supernatural History, German History, World History, Geography and other specific species classes, like underwater sciences class for aquatic supernaturals, as well as a plants and creatures class. Humanoid creatures have the option to take a 'living among humans' course their first year. Clairvoyants, warlocks, telepaths and 'kinetics can take a magical history class, and those with psychic powers can take psychic control.
American Club, European Club, Science Club, Book Club, Math Club, Art Club, Swimming Club, Rugby Club, Soccer Club and the Riding Club.
*All students must take math, english, supernatural history, one science class (chemistry, biology, physics), one human studies, and one art or foreign language.

header - houses
The houses are divided by species, nothing more and nothing less. There has been large debate about the names of the houses, but the current headmaster is one for tradition and will not change them.

Upper House
    Excelsum Honori
    Adviser: Kostya Chasami
    House Head: May Strand
    Species: Fae, Angels, Djinni, Telepaths, Spirits, etc


Lower House
    Manere Fortis
    Adviser:
    House Head:
    Species: Dragons, Eu/Cacodaemon, Shifters, 'Kinetics, Merpeople, etc


Under House
    Venit Nox
    Adviser:
    House Head:
    Species: Vampires, Werewolves, Demons, Warlocks, etc


header - species

  • Vampires: Undead that are cursed to eternal life. They burn in the sunlight and drink blood. Romanian in origin, but can come from any sort of ethnic background nowadays. Are protected by a sun-warding charm so that they do not burn. Enemies of the werewolves. Can be killed by burning, or being staked in the heart.
  • Werewolves: Humans that have been bitten, or were born, with the curse to change into feral beasts on the night of the full moon. Romanian in origin, but can come from any background. Weak to silver.
  • Dragons: Dragons are a race of creatures that can change from a human form to a dragon form. They're usually asked to refrain from changing, however, since dragons are large and..rather noticeable. They are fond of hoarding, and usually wield some amount of fire magic. Weak to iron. Can come from anywhere with dragons in their lore.
  • Fae: Also known as fairies, these winged creatures can be rather tricky to deal with. Known to be the children of angels and demons, they are usually said to be very attractive, but mean-spirited. Possess light magic. Although they are beings of light, based geographically, some may have an affinity for different things. Their are different type of fae, like the Canotila and Peri fairies. Very weak to iron. Wings also depend on type of fae, but are usually insectoid in appearance.
  • Angels: A rare occurrence Otto Martin, Angels are beings that come from the Christian Heaven, and usually embody goodness and light. They have large, feathered wings, and harness light magic.
  • Demons: A rare occurrence in Otto Martin's, Demons come from the Christian Hell, and usually embody evil and darkness. They will have cat-like pupils, bat wings, and sometimes a tail. Weak to holy water. Harness dark magic and some have the power to swing victims into their influence. Technically a stronger version of the Cacodaemon, and greater in evil, so they're generally not allowed at Otto Martin.
  • Eu/Cacodaemon: Greek in origin, the Eudaemon and Cacodaemon are two halves of a daemon, one side (Eu) representing the good of the former daemon's soul, and the other (Caco) representing the evil. They commonly appear in the human world as twins. Weak to iron. Eudaemon have light powers, and Cacodaemon can possess others, and have minor fire magic. Semi-rare.
  • Warlocks: Either the child of a warlock (or two), or the child of a demon and a human, a warlock's power can vary greatly depending on their bloodlines and heiritage. They commonly show a proficiency in one kind of magic. Weak to iron. Can come from any background. Will usually have at least one mark of a demon: Cat eyes, a tail, or bat wings.
  • Djinni: Also known as Genies, the Djinni are a rare species in Otto Martin, since they're all Arabic in origin, and few wish to move all the way to Germany. A genie is weak to music, and are usually bound to a small item they call home. They must obey the whim of their master's single wish before they are set free.
    Spirits: Spirits are exactly what you think, dead people. They have the ability to turn invisible, go through walls, and they also have the ability to talk without moving their mouths. Spirits can also 'haunt' people, which means they form a link to the person and follow them until that person dies, at which time the spirit also fades from existence.
  • Shifters: They have nothing to do with werewolves. Shifters can transform into various animals, but usually have a strong connection to one form. Sometimes, they can also change their human form, and some can transform into fairies, but that's rare. They can also talk to animals if they are touching the animal. They're adaptable, and usually aren't caught in the human community.
  • Merpeople: Half-human, half-fish, but out of water they usually have legs. They often have green- or blue-tinted skin, and sometimes have pointed ears. Outside of water, they still have gills, but lose the webbing on their fingers. They can often control water, but some have a natural affinity for magic, though not like warlocks.
  • Pyrokinetics/Hydrokinetics/Aerokinetics: 'Kinetics can control an element. For pyrokinetics, that's fire, while hydrokinetics control water and aerokinetics control air. You can usually tell what type they are, because they usually have glowing eyes - pyrokinetics have gold or red, hydrokinetics have blue or purple, and aerokinetics have white.
  • Clairvoyants/Telepaths: Clairvoyants are burdened with having visions, and most of them can't actually decipher what their visions mean. They can easily hide in human communities, and some actually make livings as fortune tellers or mediums, as they can often communicate with the dead. With telepaths, while some have telekinesis, most are just telepaths, meaning they can read and control minds. Some can also create psychic shields, erase memories, form psychic links, read emotions, or mimic pyrokinesis.
  • Hybrids: While it's impossible to be half-vampire, there are some half-fairies, half-mer, half-shifters, half-werewolves, and some witch/kinetic or witch/telepath hybrids. Some only show a few traits of their supernatural parent, and some might never show any traits. Rarely are there fairie/mer, or 'combination' hybrids, due to the fact that most stick with their own kind or humana. These hybrids are extremely rare at Otto, and usually will only be accepted in the most extreme circumstances.
  • Terrakinetics: A long-since-gone people, terrakinetics had the ability to control earth (rocks, dirt, ect.) They were killed off by humans in the 1400s, which drove the supernatural community underground. While, occasionally, someone might have the ability to control earth, it usually isn't strong enough for them to be considered a terrakinetic.


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PostSubject: Re: Otto Martin Academy for the Elite and Gifted   Wed Jul 01, 2015 3:28 am

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Name | [ gender // age ] -[ creature type // house or classes (if teacher)];;
character description. personality. history. other.
[ crush/bf/gf ] - [ family ] | screen name

banner - head master
Irene Chevrolet | [ female // 20 ] - [ Warlock ];;
Irene is usually dressed in professional wear with a large cloak around her shoulders, which has a hood that is always up unless she is trying to scare someone. Her hair is a light red, and instead of human ears, they are that of a cat's. Her brown eyes are also those of a cat's, but her eyes fade into blue as well. She has pale skin, and a slender build. Unlike her brother, Irene is not freakishly tall. She's lucky to make it to 5'5". Irene takes after her warlock side the most, and has a long cat's tail that only moves when she's amused. Irene is not a good headmaster. She is a deceitful, manipulative, and cruel woman and has been responsible for countless predicaments. She's compelled by the demon part of her to spread malice and misfortune to others. Irene usually observed conflicts with glee and rarely became too involved in a situation after sowing the seeds herself. As a result, she often laughed at others' shortcomings or mused at how events played out while fully aware they were her doing. Coinciding with this, she sadistically enjoyed watching others suffer and treated them as her pawns in a game. Because of this, she easily used trickery or lies to achieve her goals, and often schemes to satisfy her own desires. Irene will become especially outraged if her pawns acted outside of her interests and expectations of failed her in even minor ways. Therefore, her temper often led to punishing them, sometimes with death or an even worse fate. In a similar vein, she was attracted to grandiose acts of violence and became excited by the sight of such display. When she actually has to act like a headmaster, she is calm and collected. She's a bubble of happiness and education. She agrees fully with Hitler's agenda. Irene's history is unknown before she became the Headmaster.
[ none ] - [ Konstantin is her older brother ] | LostGirl


banner - teachers

banner - students
    Upper House

Woya Grünewald | [ female // 16 ] - [ Canotila Fae // Upper House ];;
Woya's father is German through and through, but her mother game from a tribe in America. She takes after her mother more than anything, and barely looks like her father or even German, for that matter. She has naturally olive skin, but she is paler than her mother because of her mixed blood. She stays outside as much as possible, which only makes her tan darker. She loves nature more than anything, and if it wasn't for that, she'd be in the shade. Being in nature just equals being in the sun. She doesn't love it, but she tolerates it. Her eyes are a deep chestnut brown with flecks of red in them, but they're surprisingly warm but have a spark of rebelliousness. Only the red in her eyes glow, but it's very faint and usually only comes out when she uses her powers. Woya has large defined lips, but her nose is too big for her too look obscenely attractive. She has dark, russet brown that's been highlighted by the sun and her putting a bit of lemon juice in her hair wash. There's really no other reason for it, other than it's what she wants. As for the style of her hair, she keeps in loose and natural. She barely brushes it, and keeps it out of the way with anything she can use. She likes buns the most, because they're easy to do even without something to hold it in with. She grew out her bangs completely, and her hair goes down to her lower-back, but she's going to continue letting it grow as long as she can get it. Both of Woya's parents are very tall, a trait being passed down from both her heritages. The last time she checked, she was five-five, although she's grown an inch or two since then. She knows that she has another two years of growing, but only hopes that she won't gain more than another inch or so. She's grown insecure about being a giant fairy. She never lets that show, however. Woya has muscles, ones that anyone could see if they were looking. She's active enough for that, and it shows how she's not frail, feeble fae. Woya is not your usual fae. Since she's a Canotila, her wings come from her tribe, and her spirit animal. Her wings are those of a hummingbirds, and their symbolism is not lost on her. The colors of the wings are special, as they fade out of their base red color, to black tips and a stripe of blue going down the middle. Luckily, hummingbirds don't need very large wings to be able to fly. She has a sixteen foot wingspan, each of her wings being eight feet long. She loves her wings to death, and if she has free time, she'll go into the woods, sit in some nice sunlight, and groom them. She can charm them to actually disappear, and while they're gone, the flecks in her eyes glow and it drains her power, but she can pass as human that way. She kinda likes how they hide in the ink down her back and arms, becoming a tattoo with the saying of a small charm. Woya tries to stay away from mainstream fashion, which often gets her into trouble. She tries to get away with sleeveless dresses or blouses with pants. She likes being able to move, to run. She doesn't like the way everyone else dresses. She uses her clothes as a way of self-expression. Sometimes, when she misses her mom, she'll wear the dresses her mother brought over from her home. Othertimes, she'll dress like a boy, when all she wants to be is comfy and doesn't care about the rules. But most fo the time, because of Headmaster Chevrolet, she'll wear a dress. Although, it's usually accompanied by braided hair or a beaded necklace made out of Jet, Pearls or Turquoise. She has an obsessive want for shoes. They are her one weakness when it comes to fashion. She's also a freak about being clean. That's not to say that she won't run through mud, or flip out if there's something in her hair; it's just that she loves water. Woya is a bit of a loner. She won't come up to you, she won't seek anyone out unless she has to. That doesn't mean she won't help out a stranger. She's not completely rude, she was raised to have manners. She's got a mouth on her, that's for her. She won't hesitate to call someone out, or make a witty remark about something. She loves irony and sass. Woya is a realist. Unless we're talking about faith, she will believe in what she sees. She follow's her tribe's views on the world, but she never truly thought werewolves were real until she saw one. Her faith has a big impact on her few of the world. She believes that nature controls all, and she respects mother earth in all it's glory. She'll even quote her tribe's proverbs. She's known them since she was a child, and tries to show people how much impact her life. She has all of them, their meaning, and some Native American legends all stored in a journal that she's had for awhile. But other than that, on simple things like if you study then you will do better in school, she is realistic about. She knows that fate doesn't overpower reality, and uses this to her advantage. She doesn't expect too much, and she doesn't pray for help often. She wants to get things done on her own, not because of some spirits. Woya has a bit of a temper. Her biggest pet peeve is when people pointlessly hunt, or harm nature in general. Be that cutting trees or leaving garage around, no matter what it is, she will flip out on you. Her fight's aren't short-term, either. She's clever, and she will get you back when you least expect it. She never thinks that she's going to loose, but she will calm others out of a fight if she cares enough. She's very good at masking her emotions. If she hates someone, she will hide this by acting kind and helpful. If she doesn't want someone to know that she' s angry at them, they won't have a clue. She'll let it go on forever. Woya loves being a Fae. She loves being able to control magic, she loves the higher connection to nature and most of all, she loves flying. Feeling the wind, going above the clouds to fly, hanging out with migrating flocks. It's all amazing for her. She doesn't care if she was an outcast in her old school, she's like everyone else in Otto. If Woya has ever been insecure about something, she will never show it. She lets other people's opinions roll of her back, and doesn't pay mind to their judgments or rumors. She is confident in everything she does. She knows who she is, and that is all that matters. Loyalty is one of the most important qualities that Woya possesses. When she knows someone, when she actually trusts them, she will give everything to them. She will be loyal without fault, she will trust without doubt, and she will love with all of her heart. And if you ever, even slightly, betray her, there are no second chances. She will never, ever trust you. She will throw you under the bus like roadkill. She will drop you without hesitation. She will not be a friend to those who do not treat her well. Woya's deepest fear is betrayal and abandonment. It is what her entire family did, when they left her at Otto and went to America. They didn't know how to handle her magic, so they left her. This is why she usually keeps those who could be close to her, at a distance, always an arm's length away at least. Woya is anything but forgiving. She's not one to take a sorry, a hug, and move on. She will never forgive, she will never forget. Her anger might fade, but the betrayal will always be fresh in her mind. Luckily, she knows how to deal will stress. Since she spends so much time outside, she's got special places where she can go out and meditate. It calms her down, makes her problems seem smaller than she was making them out to be. This meditation keeps her temper in check, and keeps her from going off on everyone around her. Woya's mother is from America, and she visited there once, when she was small. She still remembers it with ever fiber of her being. It was an amazing experience for her, and she will never forget how she thought the forest could dance or how the ocean was in a war with the land. When they went back to Germany, her mother died after a few months of being there. Her death landed a day before Woya's birthday which is the cause for her detest of birthdays. Her father moved out of the farmlands to Berlin after this, for a better work opportunity. Berlin was awful. There was just a lot of buildings, and no place to fly. She had to hid her powers, and hid herself. She was awful at keeping up her charm, and honestly hated that she was forced to do so in the first place. Although Mr. Grünewald knew about his daughter's powers, he figured that she would need to master the skill. She never fully did, not until going to Otto. She'd go into the bathroom to give herself a break during the day, and spent lunch in a closet just so she could let her wings out and stop using her magic. She would be drained by the time she came home, so much so that one day, after not being able to take breaks, she slept for an entire day. Mr. Grünewald then realized that his daughter needed a safe place. He was never a bad parent, he just didn't know how to handle a supernatural kid. He tried to help as much as possible, but there was nothing that a human could do. He sent her away because it was the best thing for her. She hasn't forgiven him for it, as she never wanted to leave his side. She had already lost her mother, and didn't need to loose her father as well. She told him that she could handle it, that she would get better as time went on. He couldn't trust that, and he wouldn't dare risk her life just because he wanted to stay with her. Both father and daughter hated splitting, but both also knew that it was the right thing to do. Her first year at Propius, she was pretty much a loner, but after a long summer with her dad, and many lectures about how she should go out and meet people, she decided to appease him and start trying this year which is why she's more active in what goes on. Because she mostly focused on her studies last year, she's actually really good with her charms now, which is what she would go into the library and just read about when bored because it was better than being trapped in a room with a girl she didn't even talk to, let alone like. Woya is without a doubt, a swing kid. Jazz is her all-time favorite music, and she would never miss a night to dress up in her Americanized dresses and go to a club. She loves to drink, no matter what it is, she won't care. She can feel the music sober, but it's so enhanced when she has a buzz, that she can see it, and taste it. Music has a soul that she can see when she's drunk. She's not mainstream in the least, especially when it comes to music. She lives for that underground vibe. Woya is very active in school this year. She takes an advanced math course, the literature for her year, chemistry, magical history class, and sculpture. She takes pride in her advanced placement, and lives for her sculpture class, where she blends her Native American roots with her creativity. She mails what she makes to her family, just so they know she's okay. She's also in the Math Club, the Art Club and the Soccer Club. She was going to join the Riding Club, but figured that she didn't have enough time for so much in her life.
[ ahhhhhh alexio? not really? ] - [ Woya's family moved out of Germany five years ago. ] | LostGirl


    Lower House


    Under House


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PostSubject: Re: Otto Martin Academy for the Elite and Gifted   Wed Jul 01, 2015 3:28 am

banner - credit

I would like to thank the Admin, for creating Otto herself and three people from WCF: Twilight, Puddles and Wingeth for all of their help in the creation of the rp. This rp was not made alone, and those who helped create it need the credit.

banner - news/plots


banner - Frequently Asked Questions

  • Spirits cannot be hybrids. They are dead.
  • Most of the creatures are open, but I'd prefer to leave rare species to people who've been roleplaying a very long time. And who wants to be that person with a hybrid or dead species?
  • Faires have charm magic. They can't control the elements or grow trees or anything. They're beings of light. It also depends on what type of fairy they are. Some have an affinity for something if they're not just a general light fairy.
  • You can request a species but you have to tell me about it and I will probably make it a rare species.


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PostSubject: Re: Otto Martin Academy for the Elite and Gifted   Wed Jul 01, 2015 4:17 am

my characters here

irina

kostya

natasa

may

anya

one
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PostSubject: Re: Otto Martin Academy for the Elite and Gifted   Fri Jul 10, 2015 8:07 am

My various characters:

Elias Stavros | [ Male // Unknown ] -[ Warlock // Under House Advisor];;
Tall and sort of lanky, Elias doesn't really strike many people as threatening. He stands roughly at 6'1", and has a narrow sort of face with a generally bored or bemused expression. His hair is medium-length and dark brown in color, very nearly black, and slightly shaggy. This, combining with his beard and one of his demonic features, gives him a slight resemblance to a goat, in all honesty. A direct child of a demon and a human, the marks of his heritage are numerous, and pretty obvious unless he tries to hide them, which, chances are, he does not. Elias has three demon markings; a pair of horns sticking out from his hair, his amber eyes with slitted pupils, and a barbed demon's tail which is generally concealed in his pants. Unseen by 99.9% of the population is a large scar on both his stomach and back, where something (no one is quite sure what exactly) stabbed through him. He wears a pair of silver-rimmed glasses, even if he doesn't need them, and plays with them often. Unknown if this is from being a warlock or not, but his ears are slightly pointed, and his canine teeth are rather sharp.

An ENTP, Elias likes debating topics, ideas, and possibilities, even if they aren't quite realistic, and mostly for the sake of arguing things. It's not that he wants to hurt someone's feelings, he just doesn't care if he does. He's considered pretty unreliable by a lot of people, because a lot of the stuff he says won't add up to something he said previously, and because he has a strange habit of disappearing every now and then and showing up at an unexpected time or place. He rarely takes much seriously, and is unnervingly calm during stressful situations. Elias has a muted dislike for the headmistress, and has a habit of sometimes being childish or petulant around her. It's assumed that he doesn't approve of the rising Nazi party, even if he still follows Irine's orders (to some extent). Some people jokingly claim that Elias was fathered by Belphegor, due to his abilities as a warlock, but also his laziness and lack of destructive tendencies due to this apathy. However, his parentage is unknown. He has a sort of deadpan sense of humor, and is easily bored by doing things in a routine. While he is fond of his daughter and his two sort-of kids, he tries not to push them in any specific direction and lets them figure things out on their own, and lets his students do the same. He likes the color green, and claims that the color red "gives him a headache". Hates eating fish, but likes candy. Can be seen smoking from time to time.

A lot of Elias's past can be put up to debate, and most of the true things are only known by those close to him. However, it's known that he's pretty old, even by warlock standards. It's unknown what country he was born in, or even when, for that matter. At some point, he fell in love (or something like that) with a telepath and had Natasa with her, then she died and he's been somewhat raising her since then. In more recent times (within the past decade or so), he totally disappeared from his role as "Otto Martin", and went to Greece for a bit, only to come back as the teacher Elias, with two sort-of but not really children, Lamia and Alexio, the daemon twins. He did indeed start the school with Natasa's mother, and specifically chose the blue chicken as the mascot. He is very defensive about this school mascot, so it would be best not to insult it.

[ At one time he hooked up with a telepath, Prima, but she's dead now ] - [ Natasa Stavros (daughter), Lamia and Alexio Stavros (adopted children) ] | Murp. o3o

Lamia and Alexio

Arina

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