Hidden 9 yrs ago Post by The_written_John
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The_written_John Professor Screwball

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I have news... @vietmyke are currently engaged in developing a rabbit version of the tmnt...you should all marvel at are genius!


Hidden 9 yrs ago Post by vietmyke
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vietmyke

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Like no joke, I'm very happy with this character so far. Like. Theros is almost about to get dropped.
Hidden 9 yrs ago 9 yrs ago Post by vietmyke
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vietmyke

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Alright, short of his biography- which I need to work on with Archangel, my potentially new character is complete





Name: Irving Whitepaw
Alias/Nickname: Irving the Artificer
Age: 40
Race: Fae - Gæian

Personality:
A technological savant, Irving is a serious hard working Gæian with a thirst for knowledge, and a knack for creation. Calm and mature for his age, Irving is a bit soft spoken but able to maintain his cool under fire, and is capable of operating at peak efficiency even in high stress situations. Very observant and highly intuitive, Irving is regarded as a bit of a mechanical genius, and has little to no difficulty understanding the workings of most contraptions after a few hours of study- technological, magical, or otherwise. While for the most part quiet, and in the background, the presence of exotic or unique technologies or objects interests and excites him greatly, and he will often take the initiative to examine and if possible, disassemble the object in question.

Biography/history:
A young Gæian machinist hailing from the forested regions of Irith, Irving is the youngest son of the Whitepaw family, and younger brother to Silas Whitepaw. Widely regarded as one of the brightest children in the clan, from a young age Irving was shown to be innately intelligent and with a knack for fixing and creating. Irving's clan revolved around the concept of Suado, a code of honor and pride, with a rather strict hierarchical system.

While Irving lacked the physical prowess of his peers- being much shorter and smaller than average, he made up for it with his technical capabilities and knowledge- devoting himself to Thurma, the Guider of Machinists at the age of 18. While he was no stand up fighter like most youths his age, he showed himself to be an effective sneak and saboteur, opting to slip past challenges, and take advantage of his mechanical skills rather than attack straight on with sword in hand. With his capabilities being suitable for espionage and sabotage, Irving was soon made one of the Clan's scouts, one of a small number of covert clansmen tasked with exploring and obtaining surveillance of their clans surroundings.

When not scouting for his clan, Irving spent his time studying with the Clan's craftsmen- blacksmiths, techsmiths, artificers and the like, taking lessons from each craftsman to apply to his own personal craft. Wotj the knowledge he gained from the other members of the clan, Irving eventually designed and installed his cyberarm, with help from the clan techmaster. He would later install a variety of weapons and tools into this arm.

Through a series of events, Irving and his older brother attempted to stop a conspiracy involving their liege lords, but were subsequently blamed and pinned as the culprits of the plan. Forced to fight against his own clansmen, the brothers fled from the forests and into civilized society.

Leaving his clan's home with his older brother, Irving and his brother soon found their way to Angel's Landing, where they decided to situate themselves for the time being. While his older brother sought work to fit his skillset, Irving easily established himself as an engineer within the city, taking small jobs for individual customers and clients. He eventually joined his brother in the Knights of the Star, the boost in status allowing him to expand his workshop's business, catering exclusively to members within the Knights of the Star.

Reason for recruitment: Irving joined the Knights to follow his older brother, but now works for them as an engineer and part time saboteur and assassin.

Strength of Will: Potent

Magic:
Wild Magic
  • Machinist's Intuition - Sometimes, in times of great need, something just needs to work. By using considerable quantities of ambient magic, in desperate times, Irving can use the language of machinists make a contraption work. With this spell, any object, despite its status as broken, incomplete, or impossible to function will perform its intended function for a short period of time. This process is not without its quirks. For instance, with this spell, a car with no gasoline or engine, can be made to move, but it might not be able to turn left. An airship may be made to lift off, but it might not be able to stop.


God relations: Orcorum, the Wielder of Knowledge, is known to Irving as Thurma, the Guider of Machinists. Irving worships Orcorum/Thurma through the production of increasingly complex machines, which Orcorum/Thurma rewards by granting greater control over machinery.

Tech:
  • Cyberarm - Designed by himself, Irving's left arm is in fact a cybernetic limb. The mechanical limb is made of high quality carbon-fiber reinforced alloys and synthetic muscle bands, plated by lightweight titanium alloys and coated with a layer of removable synthetic fur. The arm itself has a range of movement considerably greater than a biological arm, with the elbow capable of bending 225 degrees and rotating a full 360. The wrist joint as well allows the hand to continuously rotate 360 degrees.
    • Cyberarm Integrated Weapons Suite - Irving's Cyberarm also comes with a small arsenal of compact, easily concealable weapons for his own personal use.
      • Integrated Mono-filament Whip - Deployed from inner wrist, Irving can use a thin, but sturdy mono-filament whip to attack his foes. The whip can be charged with plasmatic energy due cut more easily through armor, and flesh.
      • Integrated Molecular Blade - A blade deployed from the inner wrist with the express purpose of stabbing. It can be charged with plasmatic energy to increase its piercing potential.
      • Swiss-Army Fingers - Irving has a variety of tools quite literally at his fingertips. Deploying from the tips of fingers, Irving has access to small screwdrivers, saws, corkscrews, lockpicks, you name it. Irving even has a plasma powered finger-blowtorch, alongside a variety of mechanical plugs and jacks. His outer forearm has a jack for miniature computers and handheld devices to be plugged in.
      • Multilauncher - Mounted on the top of Irving's wrist is a multi-purpose launcher. With cartridges loaded in behind the launcher, Irving can launch climbing cables, stun wires, darts, and smoke
      • Force Knuckles - Mounted on the knuckle portion of his cyberarms are small Force beads. Smaller in scale than typical force weapons, these small beads nonetheless apply a small kinetic blast upon contact.
  • Force Gauntlet - to pair with his cyberarm knuckles, Irving wears a glove on his right hand with force beads embedded in the knuckles.
  • Rail-lock Rifle - (Ignore the Scythe blade) As his primary armament, Irving carries a bolt-action Rail rifle. Capable of firing 5 rounds form an internal magazine, the rifle's sights are synced to Irving's goggles.
  • Goggles of Thurma - Not actually Thurma's personal goggles, the term Goggles of Thurma refers to specially made goggles used by machinists. Often the first thing a machinist creates, this device is often created as their rite of passage for following Thurma. These goggles are fairly simple in function, they allow one to zoom in considerable distances, as well as detect amounts of ambient magic in the air, making them useful for inventing and creating. Irving's goggles are synced to his rifle, to allow him to use his goggles as a scope.
  • Machinist's Cuirass - Armor meticulously crafted by Irving himself, the magically enhanced alloys in the jacket's plating allows it to slowly repair itself over time. It is backed by a sheath of leather, and comes with multiple ports and slots for Irving to hook items onto. Irving currently has two daggers and two bandoleers of rifle cartridges strapped to his cuirass.
  • Artificer's Rucksack - A magically enchanted satchel that Irving bought from another Artificer at Angel's Landing. The satchel is enchanted to never bounce against the user's legs or body while they run, so as to not hinder the user while in motion. The satchel is also designed to neatly organize and sort anything placed inside of it, thus keeping the contents of the bag always neat and easy to access. Inside of this satchel, Irving stores a variety of mechanical parts and alchemical substances.
  • Mana-grenades - Alchemical explosives, there are many methods of creating these explosives, and most are fairly easy to obtain off the black market. These small, brass cylinders are filled with some sort of gaseous-liquidous green substance, and once primed, explode after 4 seconds, filling the local area (approximately 10 meter radius) with harmful magical fire and concussive force.


Possessions/items/property:
  • Irving's Workshop - A small workshop located by the Angel's Landing's airdocks. A rather small garage/building, a variety of machines and contraptions, both magical and non-magical can be found filling the spaces here. While the majority of Irving's business comes from members within the Knights of the Star, few people- if any ever leave dissatisfied.
  • Omicron - A simple service android that can be found at Irving's workshop. It takes care of menial tasks and physical labor, as well as manages the shop while Irving is away.


Skills:
  • Artificing - An adept machinist by trade, there is very little that Irving cannot build, given a schematic and appropriate materials. Capable of creating a variety of weapons, tools, and gadgets, magical and nonmagical, Irving often creates inventions exclusively for members of the Knights of the Star. He also carries enough supplies to make field repairs to most common mechanical devices.
  • Sabotage - A saboteur by nature, Irving is adept at the art of underhanded destruction. Explosive traps, cutting fences, disabling machinery, with the right tools, Irving can render common machinery not only inoperable, but potentially dangerous to its targets as well.
  • Marksmanship - While no sniper by far, Irving is a decent shot with his rifle, and generally avoids direct combat, preferring to fight from beyond arms reach, with his rail-lock rifle.
  • Close Combat - While he prefers ranged combat, Irving is not opposed to engaging in close quarters battle. While incapable of holding his own against a trained swordsman or professional fighter in a stand up fight, Irving rarely enters melee combat straight on. Instead, he prefers to sneak up on enemies, and use surprise and flanking attacks to defeat larger foes.
  • Stealth - Despite Irving's abundance of loud-noise causing contraptions and inventions, Irving's background and family heritage has instilled in him the values of stealth, and he understands its concepts fairly well.
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Hidden 9 yrs ago 9 yrs ago Post by Themerlinhawk
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Its a fucking bunny....I dont know how I feel about this XD I feel like i should save this cs to read tomorrow morning in my boring ass Philosophy class :D

And im not letting you drop Theros lol he's too cool

Good NEWS! As soon as I have Archangel and Truths cs in the character section we will be all set. Other than Crazy Doctor who we are waiting on for a CS possibly this weekend
Hidden 9 yrs ago Post by HereComesTheSnow
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HereComesTheSnow dehydration expert

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so when does the murasama boss drop show up
Hidden 9 yrs ago Post by Archangel89
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Archangel89 NEZUKO-CHANNNNNNNNNNNNNN!!!!!

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Make it a wakazashi and add another one and they'll be my second character's lol
Hidden 9 yrs ago Post by Sekritter
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Sekritter

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Peredur already called dibs.

>Raiden Route Unlocked
Hidden 9 yrs ago Post by Themerlinhawk
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lol. Boss drop. Thinking Stygian weapons work for other people XD. I jest of course. Well not really but you guys actually have like zero info on the Stygian blade... here lemme fix that

The Stygian Blade is the remnants of an invading army that took over half Galendar a few thousand years ago. Christian in fact originally fought on the side of The Stygian Empire as a mercenary. When the battle for Angel's landing (The first of Three) happened Christian changed sides to Galendar's side. While the battle was still lost Christian swore vengeance for the end of the battle and that he would atone for ever helping a power such as the Stygian Empire. In the following years Galendar finally pushed back and eventually all but drove out or integrated the Stygian Empire. The remaining military forces created a guild known as the Stygian Blade with each of the God blood Stygian Lords leading a branch. Over the last thousand years Christian has worked tirelessly to eliminate the remaining Stygian lords and has finally come full circle to his home: Angel's Landing.
Hidden 9 yrs ago Post by Themerlinhawk
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@Truth Hey just as soon as its edited and posted to the character section we'll have a whole cast ;) no pressure
Hidden 9 yrs ago 9 yrs ago Post by Themerlinhawk
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@vietmykeI like it. I wanna see the bio for it though but this is a really neat character

oh crap a triple post ^^'
Hidden 9 yrs ago Post by Archangel89
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Archangel89 NEZUKO-CHANNNNNNNNNNNNNN!!!!!

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I'm thinking I might drop my djinn in place of my new person
Hidden 9 yrs ago Post by Themerlinhawk
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@Archangel89okay well we start tomorrow (hopefully) so get on it
Hidden 9 yrs ago Post by Truth
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Truth

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Dropping out
Hidden 9 yrs ago Post by The_written_John
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The_written_John Professor Screwball

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Dropping out




Hope to see you again!
Hidden 9 yrs ago 9 yrs ago Post by Themerlinhawk
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@TruthWell that was sudden
Hidden 9 yrs ago Post by Archangel89
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Archangel89 NEZUKO-CHANNNNNNNNNNNNNN!!!!!

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So how's the world for you guys
Hidden 9 yrs ago Post by Krayzikk
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Krayzikk The Snark Knight

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Quite decent. Currently plotting ideas both for this game and elsewhere.
Hidden 9 yrs ago Post by Archangel89
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Archangel89 NEZUKO-CHANNNNNNNNNNNNNN!!!!!

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I'm trying to finish my character...debating on pushing my djinn to the side and working on my ninja character as my main
Hidden 9 yrs ago 9 yrs ago Post by Themerlinhawk
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@herecomesthesnow@vietmyke@sekritter@archangel89@krayzikk@jinxlynx@the_written_john

Okay this is my all call for everyone. At some point in the next 10-12 hours I will get this party started between now and then if you have any last minute questions, or need my help with anything let me know
Hidden 9 yrs ago Post by Themerlinhawk
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