Hidden 7 yrs ago 7 yrs ago Post by Hammerman
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Character sheet:

Name: Marianne Silverflame

Age: 20

Race: Human

Appearance: She looked more like some fancy noble lady instead of an adventurer. However, that perspective quickly changed if one were to look underneath that fancy dress of hers.

Equipment: Relying on her insects, she didn't wear any armor whatsoever.

Personality: She was the calm, collected type, preferring to think a situation through before leaping into action. She was quite introverted, preferring the company of her books and insects over other people. If she decided she didn't like someone, she would stop bothering to make friends with them.

History: She came from a long line of magical researchers. However, unlike her forefathers, she was unable to use ordinary spell-based magic. Her talent awkwardly lied in befriending and manipulating all kinds of bugs and insects, even magical ones. Thankfully, unlike most girls, she actually loved the feeling of bugs crawling on her skin. Now, she was capable of covering her body with insects underneath her dress. When her father heard of her wish to explore the dungeon, he gladly sent her off after pulling some strings with some shops on the Emporium, making sure she received the appropriate bugs to start off her adventure. Her father used to explore the dungeon as well, so he was glad that her daughter had the same adventuring spirit as he did.

Guild Ranking: Since she just arrived, her guild ranking is still wood.

Misc: She could use her insects for both offense and defense. Half of them were hardened cocoons, able to help her with withstanding attacks towards her. The other half consisted of various stinging bugs, all of them having various poisons with them. And when they failed, she had a single magical mantis that could turn big and attack her enemies, in cost of her mana, thus she couldn't keep it up for long.

List of her bugs:
1. Steel Legged Cocoons = Not exactly as hard as steel, but the bug's hardness is as hard as a leather armor. It also has some meager resistance to magic. It has the capability of moving and jumping around her body with their tiny black legs jutting out from their cocoons, allowing reactive armoring of her body since they don't really cover all of her body at once.
2. Killer Bees = Their sting is known to carry with them some deadly poisons, though it takes about a day for the poison to really kill someone. However, the poison will immediately give the victim nausea, dizziness and muscle-ache, slowing down their movements.
3. Beastly Mantis = The only bug monster she has now (the rest being ordinary bugs). It can grow back to its original size if she would feed it mana. Its original size is about twice her height.

Goals: Her goal is to search for a way for her to be able to cast ordinary magic. She wished to follow in the footsteps of her ancestors after all.
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Hidden 7 yrs ago Post by Zelosse
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@Hammerman can you add a short list of the bugs you can currently summon
Hidden 7 yrs ago 7 yrs ago Post by Renny
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Hidden 7 yrs ago Post by Hammerman
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@Zelosse
Sure.
1. Steel Legged Cocoons = Not exactly as hard as steel, but the bug's hardness is as hard as a leather armor. It also has some meager resistance to magic. It has the capability of moving and jumping around her body with their tiny black legs jutting out from their cocoons, allowing reactive armoring of her body since they don't really cover all of her body at once.
2. Killer Bees = Their sting is known to carry with them some deadly poisons, though it takes about a day for the poison to really kill someone. However, the poison will immediately give the victim nausea, dizziness and muscle-ache, slowing down their movements.
3. Beastly Mantis = The only bug monster she has now (the rest being ordinary bugs). It can grow back to its original size if she would feed it mana. Its original size is about twice her height.
Hidden 7 yrs ago Post by Zelosse
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@Renny north and myself have given our like. You're accepted, please place your cs in the tab.

@Hammerman Please add that list to your finished character sheet. If you could, would you also add in how your character finds these bugs now that she lives in the city. I imagine the mage emporium or the services of a summoner
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Hidden 7 yrs ago Post by Hammerman
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@Zelosse
Yes. Her family is quite rich so she could buy all of those bugs at the Emporium as her starting "gear" right away.
Hidden 7 yrs ago Post by Renny
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And now await my comrades in arms.
Hidden 7 yrs ago Post by Roughdragon1
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Hi, do you mind if I post a character sheet? I want to get involved with the rp
Hidden 7 yrs ago Post by Ptolemy
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My Sylph Rogue/Assassin should be arriving within a few hours at the most.
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Hidden 7 yrs ago Post by Zelosse
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@Roughdragon1 go ahead
Hidden 7 yrs ago 7 yrs ago Post by Roughdragon1
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Name: Sylvia Farlocke

Age: 24

Race: Human

Appearance: Sylvia is usually mistaken for some passing bystander, and that’s just fine. It helps her in her line of work. She likes to act as a cheerful, bubbly girl who couldn’t possibly do any wrong… until her target ends up with a dagger in their back.

Equipment: Sylvia doesn’t necessarily like to use armor, since she believes it make her conspicuous to her targets. However, she realizes that she is in a different world now, with dangerous, unknown creatures lurking behind the portals. For added protection, she bought herself a chainmail tunic she now wears under her outer garments. She changes up her clothes and disguises based on what she feels is needed most for the mission. Her weapons consist of a meticulously sharpened dagger, honed to a needle-sharp point, capable at attacking vulnerable areas.

Personality: Sylvia’s act as a cheerful individual is really only a half-act. It is true that she is friendly to others, but years of killing has negated her sense of care for human life, and even if she were to make a few friends, she would harbor no sadness if they died. Still, she respects people’s usefulness and utility, knowing that even she would need allies.

History: Sylvia grew up in a crime-ridden city by the name of Karadun, to the far south. At the age of eleven she had already marked up her first kill: An orphan boy who had stolen her meal. She had done it quickly and mercilessly, like it was a natural reflex. She was never caught. From then on several gangs and guilds within Karadun requested her services, up until she killed the wrong person and was forced to flee, ending up in a strange city, where magic was prominent and adventurers were common. Despite her dangerous upbringing, she studied the arcane arts on her spare time, which was few and far between. An adventurer at heart, she found that she had a chance at starting over, in this city of rifts and alternate worlds.

Guild Ranking: Wood

Misc: Sylvia has developed the use of certain spells over the years, like masking the sound of her footsteps or blending into her surroundings. She can even transform herself into certain inanimate objects, albeit for a few seconds.

Goals: Sylvia knows that she will die someday, most likely in a botched assassination or at the hands of some monster deep within the rifts. Before this happens, she wants to see and travel to as many other worlds as possible.
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Hidden 7 yrs ago 7 yrs ago Post by berd
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Name: Ayse Temer

Age: 23

Race: Human

Appearance: Ayse's appearance meets what one would expect from a Salamander of the Endless Ones; a red, scaled, long coat over a white chiton. Her gray eyes only reinforce this image as they smolder like coals when the flames come to her call.

Equipment: Scarlet coat, clerical tunic, sandals, engagement ring, charred staff, dagger, traveler's pack, and a planar compass.

Personality: Ayse is warm, inviting, and carries herself with an easy and unhurried manner. She loves getting to meet new people and hearing their stories as much as she enjoys telling some of her own. She's willing to give almost anyone the benefit of the doubt provided that they treat her the same. It would be wrong to assume this is naivete. Her anger can burn just as hot as the flames she commands.

History: A lifelong native of Apothicus, Ayse was promised to the Endless Ones. This wasn't necessarily a bad thing. Like many other families who lived on the edge of poverty, having a child promised to the church meant one less mouth to feed and a mark of prestige. It left Ayse without any support save for the cold doctrine of the church, unfortunately. She withdrew into herself, isolated as she was, and would have ended up as nothing more than a lowly scribe or clerk if not for a particular misadventure.

Vernon Rouse, a former friend of her mentor Bern Green, sought to gain access to the church's financial records through less than official means. Vernon wanted the documents destroyed so he could begin spreading rumors about misappropriated funds by the church's senior members. Without the documents they wouldn't be able to prove he was lying and he could extort them for money as he wished. The lack of papers would only make them look more guilty, like they were trying to cover it up.

He and some of his associates kidnapped Ayse to force Green to hand over the documents and fled to their hideout in the sewers. Everything had gone spectacularly except for the chance intervention of a tribe of sewer goblins. The fighting was vicious and Vernon's gang was forced to flee, leaving Ayse behind. As all this was happening Bern, unwilling to risk his position within the church for a simple neophyte, informed his superiors of Vernon's desire for the records and Ayse's abduction. He would be safe no matter what happened and from his perspective finding Ayse was the problem of the city's guards now.

Hoquin, a meln boy who was a fellow captive who tried to intervene when he'd heard the whole plot, got left behind with Ayse. Together they braved the tunnels, warrens, pipes in an attempt to return home. Ayse learned much from Hoquin about navigating the under-city and found a solid core of resilience she never knew she had. She discovered her aspect of fire as well and used her new control over flame to protect them in their trek.

Upon their return to the city proper they filled in the gaps in Vernon's plot, although the man still managed to slip through the fingers of justice and remains at large today. Bern, craven as his attitude was, maintained his position as an instructor. Ayse was admitted into the Order of the Salamander and was chosen help heal and purify travelers from the Infinity Bridge. Hoquin was taken in by the Adventures Guild and stayed in touch with her after the ordeal. Their friendship eventually blossomed into a love that resulted in Hoquin's proposal.

Promising to marry her once his latest guild run finished, Hoquin left, but never came back. His soul never returned to the blood crystal and his gear never showed up at the Magi Emporium. He's still out there, somewhere, and Ayse refuses to believe that he would just take off and leave her. Now she travels out into the unknown hoping to find him again.

Guild Ranking: Wood

Misc:
Aspect- A reflection of the true self connected to the greater whole of reality. Aspects are concepts made manifest and allow their users to tap into their innate magic.

Ayse's magic- Her flame is that of the purifier. She can burn away disease, wounds, and the wretched alike. It is a small flame to be sure, but fire readily grows when given the proper fuel.

Meln-

Tall and lithe humanoids that were trapped on this world after being left behind by a rift. They are nimble, quick runners, and good climbers, traits that make them ideal scouts for surveying new terrain. The rediscovery of their old home and people, lost among the infinity, has been the goal of many meln. It occupies a mythical place in their history, not unlike Avalon or Eden.

Planar compass- Unlike normal compasses, which align according to magnetism, a planar compasses point towards a particular person, place, or thing. To activate it, the bearer must procure something intimately related to the thing they are looking for and insert that item into the compass. For Ayse it was a shaving of Hoquin's blood crystal.

Goals: To find Hoquin and beginning their life together. She travels in the hope that in some rift her compass will react and lead her to her love.
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Hidden 7 yrs ago Post by Zelosse
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Transforming into inanimate objects would be a little too advanced at the current stage, but noise cancellation and a minor invisibility is acceptable. You can keep the shape-shifting for now but please remember it will be treated as a work in progress. Something you're still learning.
As for the unarmored? Do as you must but be advised; not everything in the rift will allow you such leniency in your personal protection
Hidden 7 yrs ago Post by Roughdragon1
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Transforming into inanimate objects would be a little too advanced at the current stage, but noise cancellation and a minor invisibility is acceptable. You can keep the shape-shifting for now but please remember it will be treated as a work in progress. Something you're still learning.
As for the unarmored? Do as you must but be advised; not everything in the rift will allow you such leniency in your personal protection


Noted; She still doesn't have much in terms of protection, it could still protect from a potentially fatal wound. I also edited the wording of the magic part a bit, emphasizing around how long she could turn into an inanimate object. (Basically for a few seconds.)
Hidden 7 yrs ago 7 yrs ago Post by Zelosse
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@berd keep in mind that the infinity stone and the surrounding town have onlyou really been around for 60/70 years. Nor would it fluctuate the way you describe.
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@berd keep in mind that the infinity stone and the surrounding town have onlyou really been around for 60/70 years. Nor would it fluctuate the way you describe.


Ok, I'll take that stuff out. I wasn't sure if that kind of world building was allowed.
Hidden 7 yrs ago 7 yrs ago Post by Zelosse
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@berd I'm ok with it, and the race coming through the rift, just the timeline needs to remain consistent.
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Ok, I changed some bits, took out the surge, and added two more minor NPCs.

@berd I'm ok with it, and the race coming through the rift, just the timeline needs to remain consistent.


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Hidden 7 yrs ago 7 yrs ago Post by Zelosse
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@berd

Couple of important facts to wrap up some misconceptions, as they are either not covered or not clear in my initial writings

1: The Infinity Bridge is at the heart of a tower guarded by 200 trained knights, Including a relatively young powerhouse named Arlen Fisher. The Infinity stone is kept under close watch in the inner sanctum of the tower, so accessing it to take rifts at your leisure is literally impossible. Anybody who does shady deals does them the old fashion way; Dark alleyways and secret bases in the city proper.

2: Your aspect I will allow but only as a means to an end. As for your Flames? I allow you the part of the Purifier. Burn away disease, corruption, and even your enemies. But you are all above average starting adventurers so your power / control should reflect that, for now at least.

3: The church does not guide the rift. It is a place of healing first and foremost. You're on the right path, as they would believe that the inner fire of the soul is stored in the Jewels they craft to revive the fallen. To reignite the flames of the soul. Etc etc. There are apostles who offer healing and immediate care for those exiting rifts, as well as the obvious use of the soul stones to reanimate the fallen, but guides they are not.

My first IC post would elaborate that only those high ranking members, royalty in honors all, of the Iron Hands are given access to study the Infinity Bridge much less use it.
Every single rift is opened and closed through a singular doorway. Rifts that open to alternate timelines, dungeons, scenarios, etc, are not infinite ground to tread upon. Your estranged husband has been sucked through an Anomaly, an event within a rift itself. Extremely rare, these disasters often shatter the dimensional anchor the party uses to return the way they had come (Returning to the doorway). If your husband has gone missing and cannot return, he has been displaced through space and time to somewhere on the material world. Not a rift generated world.
He is absolutely still alive, but he might not exist yet, which would be why your compass has not found him yet. But in the event that you come across a rift he traveled through, it would likely shine a beacon unto a tear in the fabric of the rifts reality for a few moments. I intend to fully work to make that part of the main campaign!

I like your character and I want it to be unique, but limitations for such uniqueness are inevitable.

Hidden 7 yrs ago 7 yrs ago Post by berd
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@Zelosse

This actually does clear up some things for me.

1. I was under the impression that the Infinity Bridge was the tower in total. I'll push Vernon's bit into the city like you suggested and maybe expand on his motivations. Expanding on Bern might be good too...

2. I meant that array of abilities to show more what she could do over time. This was me being unclear so I'll edit it down like you suggested. I wasn't looking to make her all powerful out of the gate. Steamrolling your enemies when you are a low level adventurer is never any fun... unless they really deserve it.

3. This gives me a better idea of what Ayse probably does for the church. Somebody who can burn away diseases and the like would be helpful for returning travelers or new visitors. Nobody wants the black plague coming to Apothicus through a rift.

The time dilation fits pretty well for what I had intended for the compass. I mean, under normal circumstances it should have shown her the way. I also agree with limitations and uniqueness. The best characters are the ones that find the right balance between the two. Hopefully I get it right, lol.

Edit: Also, before I forget, Can you tell me a bit more about the Endless Ones?
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