[hider=Dorothea Hohnstein] [center][h2][b]Dorothea Hohnstein von Albesatz-Danzau[/b][/h2][/center] [center][img]https://cdn.discordapp.com/attachments/951705369976139777/951873942019272704/CG_Arts_CgArts.png[/img][/center] [center]“History shall be kinder to my family for I intend to write it so..”[/center] [center][b][h3] 18 | Female | Feskan | Nobility(Graf) | 7.61 (103 manas) [/h3][/b][/center] [h3][b][u]P E R S O N A L I T Y[/u][/b][/h3] ❖ [ Proud ] ❖ [ Hard working ] ❖ [ Stingy ] ❖ [ Direct ] ❖ [s][ Pragmatic ] [ Overly caring ][/s] In many ways, Dorothea is a typical young noblewoman from Feska: proud, practical, and driven by profit. She isn’t afraid to put in the work to get the results, but she very much expects the results. While she comes across as quite a diligent learner, she doesn’t study for the joy of it but rather with a specific set of goals in mind. Profit is king in Feska and she hopes to increase her family’s margins through the use of advanced magical techniques learned at the Academy. Raised in such an environment, Dorothea can’t help but be quite stingy, despite her considerable wealth. She finds that this often comes into conflict with the mandate she has been given by her domineering mother and great aunt. While at the school, she is to socialize and make connections with other young nobles whose families might make worthwhile allies. The issue is that Dorothea isn’t much of a socializer. The fine speech of a noblewoman is lost upon her for the most part. Summers out in the paddies with her father have equipped her with the blunt and direct speech of a Spratzfreiherr. She knows this and will often hold her thoughts close, not voicing them for fear of sounding rude or provincial. This can unintentionally lead to her coming across as rather cold and aloof. After the events of Lorintine Queen, Dorothea has opened up quite a bit to a closed circle. She is rather more friendly than how she was upon arriving at Ersand’Enise. This might become quite the hassle once coming back to Feska. [h3][b][u]L A N G U A G E S [/u][/b][/h3] As a very Mercantile nation and to the request of her mother, Dory learned all the languages of Dami’s eye. She still has a great many languages she wishes to learn. Kerreman (Feskan) - Fluent. Avincian - Fluent. Perrench - Near-Fluent. Kressian - Semi-Fluent. Yasoi - Passable. Revidian - Currently studying, only got the hang of a few words. Languages to learn: Torragonese, Different Yasoi dialects, Enthish, Joruban, Virangish, Eskandr. [h3][u]T I T L E S & N I C K N A M E S [/u][/h3] ❖ Countess of the Hohnstein lands ❖ [s]Spratzmuffin[/s] ❖ Dory [h3][b][u]C H A R A C T E R A P P E A R A N C E[/u][/b][/h3] With her long, chestnut brown hair and bright blue-green eyes, Dorothea is rather pretty and her family knows it. While she isn’t an exceptional beauty, she’s certainly what her mother and aunts would refer to as… marriageable. Seventeen years of age and very much not a child, she stands slightly above average height, with a light, healthy complexion and a face that settles best on a slight smile that belies the distance she usually keeps with other people. Her hands are surprisingly rough for those of a noblewoman, legacy of plenty of tree-climbing and root-pulling as a rather rambunctious child. She usually keeps them covered in elbow-length gloves. Her clothing choices are what one might expect of a middling Feskan noble. Dorothea’s hair is partially tied back in a nod to practicality and an otter fur shawl covers her shoulders. She wears a necklace with a carnelian centerpiece, passed down through seven generations on her mother’s side of the family. The only thing that stands out is the white dress that she is fond of and often wears. That is a boast. Feska is an almost unnaturally muddy place. The sons and daughters of spratzfreiherrs are expected to direct their fieldworkers. Wearing white sends a message that she is not one to work in the fields, that her family’s status is higher than that. Of course, there are nods to practicality too: her dress is only mid-shin length and she can most often be found wearing a pair of sturdy leather boots unless attending some function that requires more formal wear. [h3][b][u]T H E G I F T[/u][/b][/h3] Seeing as Dorothea’s family never really put a focus on magic, her prowess with her average abilities are on a rather novice level. Her family never expected her to be a prodigy with magic but her father did support her cause of trying to find ways to discover magic that will help the crop growth as a way to solidify her position as his heir as family head. One of the main helping hands he gave her was enough funds to buy her way into Ersand’Ernise despite her lackluster magic potential. Seeing as her main goal is to find techniques to improve on crop growth, her main two schools of magic were selected as Arcane and Chemical as she saw this as the best way to discover what she was looking for. Her RAS has increased quite some bit and so has her output in terms of effective magic. Magnetic: Novice: A required school to continue in the ways of a magusjaeger Arcane: Journeyman: A school she feels comfortable with, although Illusions are still somewhat awkward for her, she has started to master the other sections of the school Chemical: Journeyman: The magic she has most aptitude with strangely enough. Most of her study has been focused on the internal, incapacitating people with quite the ease. If she focused on it more she might even be adept with it rather quickly. Dark: Adept: After certain events Dory has gotten more adept at using Dark magic. Kinetic: adept: A new favorite. Proved to be quite useful to her in the most dire situations. [s]The Mark of Clairmont: [hider=details] An advanced Blood Magic Curse that increases drawing and containment inefficiency, but in turn amplifies cold-based Arcane abilities. The cursed will feel easily cold in areas that aren't explicitly hotter than average. [/hider] This mark has pushed the girl into pursuing more of the colder aspects of Arcane.[/s] [hider=Spells learned: ] Shune-Zept's Sight: Warps infrared and ultraviolet light to make them visible to the caster. At high levels, this extends to allies. (Utility: tiered 2-4) Supercooling: Keeps a substance liquid below its freezing point, allowing for near-indefinite storage, survival in extreme temperatures, and flash-freezing. (Utility: tiered 3-5) Ahn-Oraff's Furious Creation: fuses elements together to create heavier elements. At its highest skill levels, it can create complex shapes and fuse multiple elements. The heavier the element, the more difficult its creation and the more energy required. (Utility/Offense: tiered 4-7) [/hider] Blood types: Blackblood Unique skill: [i]The Devil's Embrace[/i] Through her connection with the crown she has gained the ability to be a intermediary for granting it's wishes. [hider=The rules.] 1. Only the devil or his chosen representative may determine if the conditions have been successfully met. 2. You may not kill any person or any demon outright with a deal. 3. You may not make a deal that surpasses the ability of the devil to bring it to fruition. [i][b]4. No refunds, no matter what.[/b][/i] [/hider] [table=bordered][row][cell][colour=white]Base RAS[/colour][/cell][cell][colour=white]Augmented RAS[/colour][/cell][cell][colour=white]HP[/colour][/cell][cell][colour=white]Blood Types[/colour][/cell][cell][colour=white]Items[/colour][/cell][/row][row][cell]7.61 (103 manas)[/cell][cell] 8.18 (151 manas)[/cell][cell]24[/cell][cell]n/a[/cell][cell]Sword of Eschiran-Zept[/cell][/row][/table][table=bordered][row][cell][colour=white]School[/colour][/cell][cell][colour=white]Speciality[/colour][/cell][cell][colour=white]Tier[/colour][/cell][cell][colour=white]Base[/colour][/cell][cell][colour=white]Offensive[/colour][/cell][cell][colour=white]Defensive[/colour][/cell][/row][row][cell][colour=FFD700]Magnetic[/colour][/cell][cell][i]Ferromagnetic[/i][/cell][cell]I. Novice[/cell][cell]d4[/cell][cell]3d4 (1d2 3d4/4d4 sword attack)[/cell][cell]3d4[/cell][/row][row][cell][colour=FF8C00]Arcane[/colour][/cell][cell][i]Thermal: Pyromancy[/i][/cell][cell]IV. Journeyman[/cell][cell]d8[/cell][cell]3d8 (1d2 3d8/4d8 sword attack)[/cell][cell]3d8[/cell][/row][row][cell][colour=FF0000]Binding[/colour][/cell][cell][i]n/a[/i][/cell][cell]0. Neophyte[/cell][cell]d2[/cell][cell]n/a[/cell][cell]n/a[/cell][/row][row][cell][colour=BA55D3]Chemical[/colour][/cell][cell][i]Internal: Disruptive, External: Explosive[/i][/cell][cell]IV. Journeyman[/cell][cell]d8[/cell][cell]3d8 (1d2 3d8/4d8 sword attack)[/cell][cell]3d8[/cell][/row][row][cell][colour=1E90FF]Kinetic[/colour][/cell][cell][i]Ehancement[/i][/cell][cell]III. Adept[/cell][cell]d7[/cell][cell]3d7 (1d2 3d7/4d7 sword attack)[/cell][cell]3d7[/cell][/row][row][cell][colour=00FF00]Atomic[/colour][/cell][cell][i]n/a[/i][/cell][cell]0. Neophyte[/cell][cell]d2[/cell][cell]n/a[/cell][cell]n/a[/cell][/row][row][cell][colour=800000]Blood[/colour][/cell][cell][i]Dissolution[/i][/cell][cell]0. Neophyte[/cell][cell]d2[/cell][cell]n/a[/cell][cell]n/a[/cell][/row][row][cell][colour=FFFFF0]Temporal[/colour][/cell][cell][i]n/a[/i][/cell][cell]0. Neophyte[/cell][cell]n/a[/cell][cell]n/a[/cell][cell]n/a[/cell][/row][row][cell][colour=000000]Dark[/colour][/cell][cell][i]Dimensional[/i][/cell][cell]III. Adept[/cell][cell]d7[/cell][cell]3d7 (1d2 3d7/4d7 sword attack)[/cell][cell]3d7[/cell][/row][row][cell][colour=808080]Command[/colour][/cell][cell][i]n/a[/i][/cell][cell]0. Neophyte[/cell][cell]n/a[/cell][cell]n/a[/cell][cell]n/a[/cell][/row][row][cell][colour=a0410d]Primordial[/colour][/cell][cell][i]n/a[/i][/cell][cell]0. Neophyte[/cell][cell]n/a[/cell][cell]n/a[/cell][cell]n/a[/cell][/row][/table] [table=bordered][row][cell][colour=white]Fruit:[/colour][/cell][cell]Medlar: Raise your attacks that do significant or grievous damage one level. Lower attacks that do grievous or lethal damage one level.[/cell][/row][row][cell][colour=white]Other:[/colour][/cell][cell]Lil' Red: Granting one free use of a skill above your magic level per cycle[/cell][/row][/table] [h3][b][u]B A C K G R O U N D[/u][/b][/h3] [Hider=Hohnsteiner history] The Hohnsteins were not always a little speck of dust on Feska’s map, in the past they were a house with enough power and influence to rally smaller nobles together to avoid being integrated by the Kerreman menace. From this the League of Dami’s Eye was born with most of the coastal counties and duchies joining under the banner of Heinrich the Great, Lord of Hohensteiner castle and founder of the current house of Hohnstein. He set out for a nation where all counties and duchies would have an equal voice, this dream did not last forever. Kerremand pushed the League back further and further until they could barely be called anything more than a Duchy. After the last war with Kerremand the other houses demanded a restructuring of the system, seeing the current government as bloated and ineffective. After several years the League was abolished and a ellective Duchy took its place, now electing six great houses to rule over different powers so that no single house would have absolute power. The Duchy is named after an ancient tribe that once settled around the river, the Veski. From now on they were Feskan and distanced themselves from Kerremand more and more. This peace did not last forever as the other houses plotted another restructuring of Feska, or rather a structure without the Hohnsteiner influence. The houses were too anxious to force them to abdicate from the six houses system, calling in the help of a Kerreman mercenary group led by the Rednitz family. The family was utterly destroyed, now only being kept around as a figurehead, something to remind the people that things haven't truly changed. Five years after the Hohnstein massacre, the Furth family rebelled against the system and decidedly got the same treatment as the house before them, however this time around the mercenary group settled in the land of the dealt with house, turning themselves in the new fifth house. Peace seemed to have returned to the nation as the current Kerreman queen did not show hostility against it. This facade was quickly ended upon the coronation of Annalie Rednitz as the Matriarch, quickly expanding her influence into the other houses, controlling the previous neutral capital and coming closer to having all of Feska in her grip each year whilst not lifting a single finger. [/hider] Born from a family that strives for past glories to return to them. Dorothea was already groomed for greatness from the moment of her birth. She would have to fit in one of two molds and shall learn them both. The girl would either be a proper noblewoman that will marry someone with influence in the eyes of her mother and aunt or she would succeed her father and become the family head. This has not come without criticisms from the branch families as they were not pleased at the thought of a woman being the family head. Yet the girl is determined to follow in her father's footsteps and surpass her ancestors, bringing back glory to the Hohnsteins. [h3][b][u]M O T I V A T I O N[/u][/b][/h3] One of the main factors she wanted to focus on during her time in the school was to try and advance her knowledge of arcane magic to help her family’s export of the Spratzpepper. House Hohnstein was once considered the sixth great house of Feska, and aims to be so again. That will require some growth in their fortune, and this is often foremost in Dorothea’s mind. Her newly acquired interest in chemical magic has kept her very intrigued in the lessons, although most of her thoughts are on how it could help improve her family’s crop yield. Although her goal remains the same, new friendships have gotten her to think less and less of her goals only to have it replaced by thoughts about her new friends. Own interest: ❖ Make more friends. ❖ Improve baking skills further. ❖ Investigate Marceline. ❖ [s]Keep an eye on Manfred.[/s] ❖ Test what the strange device can do. Political: ❖ Discover more about her heritage. ❖ Talk to the Queens of Kerremand and Huulendam ❖ Make more contacts for trade. ❖ Rule over Feska and make it thrive for all, not just the nobles. ❖ Look for potential allies. [h3][b][u]H E A L T H[/u][/b][/h3] ❖ 24HP [hider=Calculation] 20 base 4 gained from Mandelein mission [/hider] [h3][b][u]I N V E N T O R Y[/u][/b][/h3] ❖ Books on growing crops. ❖ Hohnsteiner Licht - A ornate flintlock pistol passed down the family, it never truly got a name although Dory claims this was the title and not something she made up herself.. ❖ Small boxes of baked goods to give to friends. ❖ A book with written down recipes. ❖ A cloak made from her first hunt kill. ❖ one strange device that looks like it has a small black glass window. ❖ cinnamon-brandaeble cider recipe. ❖ The Tale of the Laughing Knight: [hider=details:] A book with many illustrations of the famous Laughing Knight, and the story of his eventual fall. Many pages are missing, however a few renditions remain somewhat intact. One looks eerily familiar. [/hider] ❖ Lord of the Mosquitoes: a musical box that emits a sound that draws all mosquitoes and many biting insects within a hundred yard bubble. ❖ Clairmont’s Cracked Broach: [hider=details:]Increases Arcane-based cold attacks casting power by 3% and illusionary power by 3%. This was a Broach that was once commonly used to represent certain families during famous Garden Parties in Relouse.[/hider] ❖ A high-quality pair of glasses, runically imbued: allows one to see in ultraviolet and infrared, as well as true yellow. They focus light and allow for night vision.! ❖ A master crafted shamisen from Nikan. [hider=details:] From the artisan who made it to the rare wood used, the value of the parts and craftsmanship alone put its value at a minimum of 500 neskals. The starlet's fame would likely add another hundred or two. In the hands of a beginner, the lute has a mood elevating effect on account of its sharp and lovely sound. A trained musician with skill in Kinesis will find that the shamisen is actually a magical catalyst that increases the effectiveness of sound magic by 10%. [/hider] ❖ Cufflinks of the Suave Demon - +5 for any social interaction that requires rolls [hider=Chemist's Gloves:] Name: Chemist's Gloves Item Description: A pair of long black gloves made of a strong yet soft cloth. They are not only stylish, yet effective. Special: Through the use of Catalyst (Agitator) manas, it increases the power of chemical spells by 1.5 times. (Increasing the users effective RAS by 1.5 times) Additive Effect: 3 manas Mana Type: Catalyst Longevity: Gold Efficiency: Platinum Density: Silver Capacity: Silver Attunement: Bronze Final Grade: Gold [img]https://cdn.discordapp.com/attachments/1059791713205506088/1082009524841492500/a90d46686928d1878b7a788006d97873.png[/img] [/hider] [hider=Mask of the Wandering Witch Doctor] Name: Mask of the Wandering Witch Doctor Item Description: An ornate and decorative steel mask that is able to protect the user from chemical attacks entering their system through the respiratory system or afflict the eyes. Special: None. Additive Effect: 3 manas Mana Type: Maladyshield Longevity: Gold Efficiency: Platinum Density: Silver Capacity: Silver Attunement: Bronze Final Grade: Gold [img]https://cdn.discordapp.com/attachments/1059791713205506088/1082016771587969075/6a441e288cf353d2130c806edf5de1e1.png[/img] [/hider] [hider=Nightshade's Embrace] Name: Nightshade's Embrace Item Description: A cloak make of a dark black cloth that is both strong and warm. It has a darkened puff lion fur lining the neck area and hood, that gives it a slight warm and comfy feel. It is enchanted to be strong and tough making it able to handle most basic physical trauma with it being resistant to basic cuts. Special: Stoneskin- Any ailments, afflictions, or internal magical attacks will be neutralized by the cloaks manas. Sound dampening- Any sounds the user produces are dampened and reduced, making the user much quieter. Pressence Dispersal- The cloak can be activated to start taking the energy signature the user and the cloak produces and disperses it away from the user to. The more of an energy signature the user makes the more energy in the area there will be. Self repair- The suit is enchanted to take energy from the surrounding area to repair itself. Such as heat from the sun, the kinetic energy of the wind or the suit moving, or even from the earth. Additive Effect: 10 manas Mana Type: Stoneskin Longevity: Platinum Efficiency: Platinum 2 Density: Platinum Capacity: Platinum Attunement: Platinum 3 Final Grade: Platinum [img]https://cdn.discordapp.com/attachments/1059791713205506088/1082138074655510538/552a93c7d1caa30924611e9370747e19.png[/img] [/hider] [hider=Sky Witch's Boots] Name: Sky Witch's Boots Item Description: A pair of black and stylish boots that seem to be made of a sturdy and strong Dragon skin with metal fixings. They are made to allow for fast flight and a bit of style. Special: Sky burning- The boots are enchanted to produce a mixture of gunpowder and a high proof ethanol mixture at the heel of the boot and near the ball of the foot. When this concoction is ignited it produces a violent explosion that produces a large amount of force that when focused can launch the user into the air or act as a close range explosive attack. Kinetic Absorption and Reflection- The boots are also enchanted to absorb external kinetic energy the user would feel from the boots and will reflect it back in the direction the user received it from. Allowing the user to increase many things, such as their kick power, jump height, running speed, and can even be used for defense to try to negate the energy of a strike. Additive Effect: 10 mannas Mana Type: Flameshield Longevity: Gold Efficiency: Platinum 1 Density: Platinum 2 Capacity: Platinum 1 Attunement: Platinum 2 Final Grade: Platinum [img]https://cdn.discordapp.com/attachments/1059791713205506088/1082143654199693372/6a7b47a28de825bc9b237b5988437e38.png[/img] [/hider] [hider=Venom Fang] Name: Venom Fang Item Description: A wicked looking curved dagger made from a dragon fang and steel handle. The blade is made to be not only sharper than a razor, but also able to rend through metal. Special: Burning Wound- The blade is able to be activated to begin producing a viscous chemical compound that when introduced to water will quickly seep outwards. As it will quickly cause excruciating pain and loss of motor functions in the area that is afflicted. Razor Fang- The blade is enchanted to be increadibly sharp to the point of being able to cut through hard materials, such as stone and steel. Additive Effect: 6 manas Mana Type: Juggernaut Longevity: Platinum 1 Efficiency: Platinum 1 Density: Platinum 2 Capacity: Platinum 1 Attunement: Platinum 2 Final Grade: Platinum 2 [img]https://cdn.discordapp.com/attachments/1059791713205506088/1082156846430830633/37242467734ec5e503784c86a1f297e3.png[/img] [/hider] [hider=Flüsterrose] Name: Flüsterrose Item Description: A gorgeous and ornate rose patterned musket, this rifle is more akin to a ceremonial weapon than a service one, yet never let a rose fool you that it has no thorns. Using advanced tech and magic, even looks can kill. Special: Repeating Rounds- Any time the gun would fire, the weapon is enchanted to recreate any ammunition and propellant fired by it through using energy the wielder provides. Bloody Thorns- The rounds produced by the gun is changed and enchanted for when they pierce a target with blood they will begin to grow and start shooting lead spikes through Kinetic Payload- Anytime the rifle is fired it will draw from the sound, light, and even straining kinetic energy to enhance the bullets travel speed to almost double it's normal speed, while also making it not only silent but near impossible to see coming. Kinetic Enhancment- The rifle is filled with Juggernaut manas which augments the user's effective casting power with Kinetic by x1.50 times by not needing to defend themselves from the effects of Kinetic magic. Additive Effect: 10 manas Mana Type: Juggernaut Longevity: Platinum Efficiency: Gold Density: Gold Capacity: Gold Attunement: Platinum Final Grade: Gold + [img]https://cdn.discordapp.com/attachments/1059791713205506088/1082799874183016499/101c49900bafe13f7a1c1bc55df0b769.png[/img] [/hider] [hider=The Sword of Eschiran-Zept] [b]The Sword of Eschiran-Zept[/b] The Legendary Divine Artifact of war. Said to be the most powerful weapon to ever exist in Sipenta. Generally indistinguishable due to its shifting form, although a few Stresian intellectuals have been able to determine the signs. The sword determines whether the aspiring wielder is worthy to wield it or not, with the base requirement being a 'baptism of the battlefield'. [b]Manas:[/b] 48 [b]Effect:[/b] Any action that involves close range battle or the use of this sword's unique abilities will grant advantage and bumped up a RAS tier to its attacks. Applies to all forms. At the start of a scenario, a form can be decided upon by the wielder. They must commit to that form. This weapon cannot be combo defended, but also cannot participate in a combo attack. You can however apply magic schools to it so long as it makes sense. [b]Forms:[/b] ❖ Zweihander: *Berserker* - Every time it is blocked, it builds up a stack of rage. A Rage stack gives +4 without a limit until you land a significant. Always reduces defenses by one dice tier. ❖ Wakizashi: *Life for a Life* - The wielder can turn them blade of themselves to self-inflict a lethal, and their enemy will suffer the same fate. This blade can also transfer damage from an ally onto themselves. Striking with this small blade will apply a bleed that ticks damage for the amount inflicted for up to 4 turns. ❖ Calinx (Yasoi Whip Blade): *Rooted* - Landing a hit without assistance (buffs) will take away the opponent's next turn. Glancing and Minor will lead to double disadvantage. ❖ Epée: [b]Critical Strike[/b] - Any hit will inflict a significant at a minimum. There are many other forms of the Sword of Eshiran-Zept. They must be discovered and unlocked. [/hider] ❖ A 10 year paid VIP visa to Luuntiil, combined with an already rented private property. ❖ Yuri's sampler [hider=Koppelman 211] A massive rifle used for killing Skuggvars. It can now hit any large target guaranteed, and only requires above 1 in a d5 to hit normal sized targets. Attacking dice: 5d12 [/hider] [hider=Black Bess' Bonnet] This cute black bonnet may only be worn by women. Once per cycle, it may manifest any dark or harmful thoughts that its wearer has into reality so long as they do not directly result in the death or dismemberment of a sentient being. Once per arc, if two positive (2) coinflips in a row are met, this rule may be broken. Some bosses may be immune to this. Provides 12 manas. [/hider] [hider=Crown of the Demon God] This black demonic circlet, crafted from an alloy of haureenium and ghulthite and surmounted by devilish spines and an incredibly rare blood VOID diamond, emanates dark power. There is a palpable aura of fear surrounding this grim crown and a sense of creeping madness. In truth, it is a conduit for the Prime Devil Levidan the Accursed, also known as Vedil. [b]Level One[/b] (Zero to one labours) 1. The crown will provide 24 manas 2. The crown will boost dark magic by one tier. 3. Once per scenario, the crown will allow its host to use a dark magic spell up to one tier above their currently learned tier. 4. The crown will allow the player to control demons of up to Tier 2. 5. Players defending against the crown roll a d20 for [CREEPING MADNESS]. Starting from 1, the threshold will rise by one point every second turn. If this effect applies, the defender will immediately use their [FLEE] regardless of necessity. 6. The crown will never take control of the host. This will boost basic rolls in all schools by one RAS and one skill tier. [u][b]Level Two[/b] (two to four labours)[/u] 1. The crown will provide 32 manas 2. The crown will boost dark magic by one tier. 3. Twice per scenario, the crown will allow its host to use a dark magic spell up to one tier above their currently learned tier. 4. The crown will allow the player to control demons of up to Tier 3. 5. Players defending against the crown roll a d20 for [CREEPING MADNESS]. Starting from 2, the threshold will rise by one point every second turn. If this effect applies, the defender will immediately use their [FLEE] and use up to one reroll, regardless of necessity. 6. The crown may take control of the host once per cycle. This will boost basic rolls in all schools by one RAS and one skill tier. [b]Level Three[/b] (five to seven labours) 1. The crown will provide 40 manas 2. The crown will boost dark magic by two tiers. 3. Twice per scenario, the crown will allow its host to use a dark magic spell up to two tiers above their currently learned tier. 4. The crown will allow the player to control demons of up to Tier 4. 5. Players defending against the crown roll a d20 for [CREEPING MADNESS]. Starting from 3, the threshold will rise by one point every second turn. If this effect applies, the defender will immediately use their [FLEE] and up to two rerolls regardless of necessity. 6. The crown may take control of the host once per scenario or twice per cycle. This will boost basic rolls in all schools by two RAS and one skill tier. [b]Level Four[/b] (eight to nine labours) 1. The crown will provide 48 manas 2. The crown will boost dark magic by two tiers. 3. Thrice per scenario, the crown will allow its host to use a dark magic spell up to two tiers above their currently learned tier. 4. The crown will allow the player to control demons of up to Tier 5. 5. Players defending against the crown roll a d20 for [CREEPING MADNESS]. Starting from 4, the threshold will rise by one point every second turn. If this effect applies, the defender will immediately use their [FLEE] and all rerolls regardless of necessity. 6. The crown may take control of the host whenever it wishes. This will boost basic rolls in all schools by two RAS and one skill tier. [b]Level Five[/b] (ten labours complete) 1. The crown will provide 56 manas 2. The crown will boost dark magic by three tiers. 3. Thrice per scenario, the crown will allow its host to use a dark magic spell up to three tiers above their currently learned tier. 4. The crown will allow the player to control demons of up to Tier 6. 5. Players defending against the crown roll a d20 for [CREEPING MADNESS]. Starting from 5, the threshold will rise by one point every turn. If this effect applies, the defender will immediately use their [FLEE], all consumables, and all rerolls regardless of necessity. 6. The crown and the host are one, inseparable, in darkness. This will boost rolls in all schools by two RAS and two skill tiers. [/hider] [hider=Devil's Longarm] A sleek long black rifle with deep set aggressive crimson red etchings that seem to almost glow and shine. Gives the user a +1 to RAS and Skill Tier when used for an attack, and anytime the user deals damage, all damage is increased by 1 tier. On defense, the user is able to [FLEE] after seeing the outcome of the defense rolls once. This [FLEE] will still take up the user's next turn and the user must have a [FLEE] to use. The rifle gives 8 manas. [/hider] [hider=Fully Loaded Brassiere ] Provides 16 manas and ignores normal mana limits. Can only be worn by female characters. Has pockets that provide VOID storage for up to three non-living items, no questions asked. Also makes you look stacked. [/hider] [hider=Finances:] Ỽ 4572 -500 to Rina -500 coldfire class -150 A Mage’s Guide to Unscrupulous Magics -100 rifle nose croc gift for Manfred -140 for the greastest guy ever, Alf. -35 for a shared gag gift. 3147 -Ỽ1844 ⌘2 ✤11 ∝10 for the Hegelan items Ỽ1303 ⌘7 ✤13 ∝15 [/hider] [h3][b][u]B E S T I A R Y[/u][/b][/h3] ❖ Mrac: An Albino Schluckodil[hider=MRAC] [img]https://cdn.discordapp.com/attachments/995160548847145021/1046946398165278840/unknown.png[/img] [/hider] ❖ Brünhild: Diamondscale Thresher. Her dear little protector, Dory's notes from the Eeaiko during the trials have given her some idea how to raise it as a mount ❖ Spritzen: Drudgunzean Gold Thresher. Her dear little alpha speedster, Dory's notes from the Eeaiko during the trials have given her some idea how to raise it as a mount ❖ A more or less trained brandtudse named Alf - he’s very cuddly, I promise. May eat small creatures. May be slimy. May be intensely loyal. Slime may have hallucinogenic effects. ❖ A Lionbear: Ferocious, adolescent bear found in southern Constantia with particularly thick fur. Few have been able to fully tame these, although their massive build makes them effective mounts. Their kinetic strikes are strong enough to harm big dragons. [h3][b][u]P O C K E T D I M E N S I O N[/u][/b][/h3] [b][u]Tier 4:[/u][/b] [b]Gargoyle demons[/b] ❖ Zabarchazad ❖ Arisztaxa [u][b]Tier 3:[/b][/u] [b]Gargoyle demons[/b] ❖ Simbarids ❖ Gorganchack ❖ Dandrouyo ❖ Kalifenni ❖ Dexoria ❖ Allanayax Hellpups [hider=details] While its true form is that of a hulking, slavering hellhound with writhing tentacle-esque tails, a stonecrushing bite, and highly acidic drool, it normally appears as a large, adorable, shaggy puppy. Loves tummy rubs. Can gain up to 16 RAS by gnawing on a demon bone [/hider] ❖ Floofles [h3][b][u]S T R E N G T H S & S K I L L S[/u][/b][/h3] ❖ Agricultural knowledge: As a Spratzfreiherr, Dorothea needs to know about agriculture as it’s essential to her family’s success and further strife. ❖ Through quite a couple familial disputes, the girl got used to dueling and thus refuses to leave it behind just in case. ❖ Usually sees potential opportunities in her favor. ❖ Good situational awareness from protecting the crop from thieves and animals. ❖ Strong swimmer: befits someone who lives on a houseboat. ❖ A very good baker: Her skills with sweet delicacies are no laughing matter for she could make the most stoic of men smile from the taste of her baked goods. ❖ Picks up languages quite well: Due to the focus on being taught languages, the Feskan is now able to pick up bridges between languages, getting a feeling for them rather quickly. [h3][b][u]W E A K N E S S E S & F L A W S[/u][/b][/h3] ❖ Too occupied with her family business at times. ❖ [s]way too trusting of a person.[/s] ❖ impatient. ❖ Rather average knowledge and potential in magic. ❖ Can get too excited. ❖ Has a hard time acting in a formal manner for a long period of time. [h3][b][u]M I S C E L L A N E O U S[/u][/b][/h3] [/hider] [hider=Dory's relations] Hermann Hohnstein von Albesatz-Danzau: Dorothea's father. A kind yet somewhat weak-willed man, letting himself get trampled over by the other nobles and his own wife. Hermann would have preferred a quiet life with no politics but the situation he has been born into would rob that fate away from him. He has shown his spine on several occasions however, one of which was keeping Dorothea as his heir after the birth of Floris. Marie [s]Hohnstein[/s] de Herbeumont: Dorothea's mother. A woman of many desires, desire for riches, for family but most importantly for influence. She was promised all of these when betrothed to Hermann, soon discovering that her final desire was not being quenched with this small county. Her daughter taking most of the brunt from this frustration, being groomed into someone to marry off into a family she can provide from herself. Floris Hohnstein von Albesatz-Danzau: Dorothea's younger brother. A sweet boy that has an even weaker heart than his father to the point Hermann almost considered sending him off to the clergy for his own safety. His gift would almost be enough to replace his sister if people pushed the idea further. Karl Jena: Dorothea's personal servant and childhood friend. Dorothea thinks highly of the girl but has never much thought about what she truly wanted. This soft neglect might lead to conflict at some point. Manfred Hohenfelter: Someone rather... close to her. Her feelings have been somewhat conflicted after the mission on the Lorentine Queen. Mostly thinking he might have been busy with school at the time, however it did sting he did not visit once. This feeling has been starting to fade as he has been more proactive around her. Ingrid Penderson: Her best friend since coming to the school. Always having a friend close to talk about all sorts of things has kept her from going too far with her self loathing. Dorothea always thinks the way Ingrid reacts to her sometimes rather funny, although wonders why she feels weird around her at times. Ayla Arslan: Another good friend and resident hug giver, bonding after the events of the sob pillow. Dorothea feels extra comfortable with her. Rina: A girl she met during the events of Roses and Neskals. She decided to support her future enterprise and will keep in check with her through letters. [/hider] [hider=Dory's societies] Guild: Society of the Gift Societies: Drudgunzean Union, Pumpernickel, Mage Hunters, Needle & Thread, Egalite Fraternite [/hider] [b][u]Secondaries[/u][/b] [hider=Fiske] [center][h2][b]Fiske Flachstrauch[/b][/h2][/center] [center][img]https://static.zerochan.net/Ibuki.Satsuki.full.2446758.jpg [/img][/center] [center]“I ain’t a thief! I am an artist of my craft… Which I use to steal, but still!”[/center] [center][b][h3]16 | Male | Huul | Merchant | 8.37 (175 manas)[/h3][/b][/center] [h3][b][u]P E R S O N A L I T Y[/u][/b][/h3] ❖ [ Curious ] ❖ [ Trickster ] ❖ [ Arrogant ] ❖ [ Ambitious ] ❖ [ Veiled ] Fiske loves to trick everyone, from the richest of the rich, to the poorest of the poor. It all depends if they’re gullible enough to let him take advantage of them. He claims his family is from Helbahn and immigrated to Huulendam for better trading opportunities. He will always proudly proclaim that his name is due to his family’s origin as fisherman… and that he is not, in fact, a fish. Snot-nosed like no other, he will always try to hide his inexperience in front of others. The only thing working against that is his smug and general show-off behavior. [h3][u]T I T L E S & N I C K N A M E S [/u][/h3] ❖ The great, almighty Fiskalius Maximus of Avince ❖ Martijn de Mol ❖ Leander Keraunos ❖ Raghild Rauch ❖ Oswald Osborne ❖ Reynard Danneman ❖ Isaac Lischka ❖ Manuel Amador ❖ Osman Kocak ❖ ██████ █████████ ███ ███████████████ [h3][b][u]L A N G U A G E S[/u][/b][/h3] Huulish - ‘Fluent’ Kerreman - Fluent. Avincian - Fluent. Perrench - Near-Fluent. Kressian - Near-Fluent. [h3][b][u]C H A R A C T E R A P P E A R A N C E[/u][/b][/h3] Standing at a proud 171cm. His pale skin shows a life of leisure, a smug expression that is almost glued to his face. His clothing is rather well kept for being from a rather poor merchant family. His physique is rather unimpressive, having no experience with any physical confrontations. He himself states that he has “A graceful amount of muscle.” yet truthfulness of that statement is questionable. [h3][b][u]T H E G I F T[/u][/b][/h3] Arcane: Expert: Fiske’s bread and butter, The boy loves making Illusions and works to perfect his craft. The harder people fall for it, the harder he can laugh about it. His aptitude with the heat side of it is not as strong as the illusions are, yet they are sufficient magnetic: novice: his handy tool to use whenever he really wants someone’s good-looking necklace or other jewelry. His skill with it is limited as he shows no interest in furthering it. Kinetic: Adept: Mostly picked up for the sonic aspect of the school... although the other sections have their own benefits... Chemical: Adept: After seeing Marlijn show the effect Chemical magic has on illusions if wielded well gave Fiske the drive to show her he can do it better than her. Blood types: Blackblood, Sensemaster [table=bordered][row][cell][colour=white]Base RAS[/colour][/cell][cell][colour=white]Augmented RAS[/colour][/cell][cell][colour=white]HP[/colour][/cell][cell][colour=white]Blood Types[/colour][/cell][cell][colour=white]Items[/colour][/cell][/row] [row][cell]8.37 (175 manas)[/cell][cell]8.62 (207 manas) [/cell][cell]20[/cell][cell]Sensemaster[/cell][cell]n/a[/cell][/row][/table] [table=bordered][row][cell][colour=white]School[/colour][/cell][cell][colour=white]Speciality[/colour][/cell][cell][colour=white]Tier[/colour][/cell][cell][colour=white]Base[/colour][/cell][cell][colour=white]Offensive[/colour][/cell][cell][colour=white]Defensive[/colour][/cell][/row][row][cell][colour=FFD700]Magnetic[/colour][/cell][cell][i]Ferromagnetic[/i][/cell][cell]I. Novice[/cell][cell]d4[/cell][cell]1d2 3d4(4d4)[/cell][cell]1d2 3d4(4d4)[/cell][/row][row][cell][colour=FF8C00]Arcane[/colour][/cell][cell][i]Illusory, Luminescent[/i][/cell][cell]V. Expert[/cell][cell]d10[/cell][cell]1d2 3d10(4d10)[/cell][cell]1d2 3d10(4d10)[/cell][/row][row][cell][colour=FF0000]Binding[/colour][/cell][cell][i]n/a[/i][/cell][cell]0. Neophyte[/cell][cell]d2[/cell][cell]n/a[/cell][cell]n/a[/cell][/row][row][cell][colour=BA55D3]Chemical[/colour][/cell][cell][i]Internal: Deceptive, nternal: Disruptive[/i][/cell][cell]III. Adept[/cell][cell]d7[/cell][cell]1d2 3d7(4d7)[/cell][cell]1d2 3d7(4d7)[/cell][/row][row][cell][colour=1E90FF]Kinetic[/colour][/cell][cell][i]Sonic, Telekinetic[/i][/cell][cell]III. Adept[/cell][cell]d7[/cell][cell]1d2 3d7(4d7)[/cell][cell]1d2 3d7(4d7)[/cell][/row][row][cell][colour=00FF00]Atomic[/colour][/cell][cell][i]n/a[/i][/cell][cell]0. Neophyte[/cell][cell]d2[/cell][cell]n/a[/cell][cell]n/a[/cell][/row][row][cell][colour=800000]Blood[/colour][/cell][cell][i]n/a[/i][/cell][cell]0. Neophyte[/cell][cell]d2[/cell][cell]n/a[/cell][cell]n/a[/cell][/row][row][cell][colour=FFFFF0]Temporal[/colour][/cell][cell][i]n/a[/i][/cell][cell]0. Neophyte[/cell][cell]n/a[/cell][cell]n/a[/cell][cell]n/a[/cell][/row][row][cell][colour=000000]Dark[/colour][/cell][cell][i]n/a[/i][/cell][cell]0. Neophyte[/cell][cell]n/a[/cell][cell]n/a[/cell][cell]n/a[/cell][/row][row][cell][colour=808080]Command[/colour][/cell][cell][i]n/a[/i][/cell][cell]0. Neophyte[/cell][cell]n/a[/cell][cell]n/a[/cell][cell]n/a[/cell][/row][row][cell][colour=a0410d]Primordial[/colour][/cell][cell][i]n/a[/i][/cell][cell]0. Neophyte[/cell][cell]n/a[/cell][cell]n/a[/cell][cell]n/a[/cell][/row][/table] [table=bordered][row][cell][colour=white]Fruit:[/colour][/cell][cell]Red Apple: gain five free advantage rolls per cycle. Cancels out other advantage rolls except for cycle and arc ones.[/cell][/row][row][cell][colour=white]Other:[/colour][/cell][cell]Lucky Lou: Granting them one extra advantage roll per cycle Two second foresight: Per cycle the user will have a +10 to distribute over any roll. This can be divided to a +2, a +4, etc.[/cell][/row][/table] [h3][b][u]B A C K G R O U N D[/u][/b][/h3] There is not much known about the kid’s family and he prefers it that way. Everytime people ask him about his background he will have told another absurd story. Like that one time he tricked the Traveler with his incredible super cool illusions and wits, keeping all of Huuledam from its clutches. Or the time the Iron Duke awarded him with a medal to show his honor. (The medal he shows of is of Revidian origin) However when he is not sharing his grand backstory to others he will just tell them he is a basic merchant’s son. [h3][b][u]M O T I V A T I O N[/u][/b][/h3] Fiske’s main motivation wishes to further his arcane craft, wishing to become the world’s best illusionist and be able to trick even Hugo and people of his caliber. [h3][b][u]I N V E N T O R Y[/u][/b][/h3] [hider=Groove coins] Empty [/hider] A couple hand mirrors. A prism he is very fond of. Some stolen jewelry. Wand of the Last Thunder King: [hider] an ornate and ancient wand, Zaqhory in origin and inscription, but with an unusual type of craftsmanship that appears to be both Hegelan and Nikanese. Boosts spells in all schools by +2. Boosts Arcane spells by +1 for each dice rolled, and boosts Magnetic spells by +1 for each dice rolled, and gives them exploding dice. Provides 16 manas. [/hider] Six black throwing knives made from Virangish Black Steel: [hider] a rare allow found in top Virangish elite troops, made via a process that few have ever mastered. Very reactive to magnetism and barely loses conductivity from heat. [/hider] Obsidian Dice of the Fortunate Man - randomized effects, mostly buffs [hider] (Roll a 2d6 and get two effects. If both hit the same effect, effect is enhanced) -RAS tier down for the next three turns (if double landed double down) -+2 on any action the next three turns (if double landed +4) -d3 for a potential Double action on your turn (if double landed gives the double action advantage, given it is achieved with the d3) -Free upcast for one roll (if double landed upcast up to two levels -Disadvantage (if double landed double disadvantage) -RAS tier up for the next three turns (if double landed double up) [/hider] A Huge VOID Diamond to use in crafting. Yuri's sampler Mask of the Great Pretender [hider]Item Description: A sleek mask made of dark steel and padding to provide comfort and protection. This mask purifies toxins the user would breath, change the voice of the user, and allows the user to breath underwater. This mask is made with interlocking plates that can be shifted in expectation of the user growing. Special: Clean Breathing: With Maladyshield manas within the mask it allows the user to breath in air that may be poisonous or caustic. Self repair- The mask is enchanted to take energy from the surrounding area to repair itself. Such as heat from the sun, the kinetic energy of the wind or even the mask moving. Water breathing: The mask is enchanted so while underwater, it will undergo the constant chemical process to break down the molecular structure of water to create breathable air for the user. Voice Alteration: The mask is able to alter the sound and loudness of the users voice, the pitch, the frequency, and many other things to recreate a voice the user can think of. Additive Effect: 6 manas Mana Type: Maladyshield (Devourer) Longevity: Gold Efficiency: Platinum Density: Gold Capacity: Platinum Attunement: Platinum 2 Final Grade: Platinum [img]https://cdn.discordapp.com/attachments/1059791713205506088/1109382292561985577/c272e1c5df57792db0048510447bb7ea.png[/img][/hider] Coat of the Great Phantom [hider]Item Description: A stylish coat made for a smaller gentleman. This coat is made with the expectation of growth, having multiple pieces of cloth tucked into multiple folds and spots hidden away. This coat is made with a high quality dark black leather that is both strong and durable. Special: Self repair- The coat is enchanted to take energy from the surrounding area to repair itself. Such as heat from the sun, the kinetic energy of the wind or the coat moving, or even from the earth. Pressence Dispersal- The coat can be activated to start taking the energy signature the user and the coat produces and disperses it away from the user to. The more of an energy signature the user makes the more energy in the area there will be. Light Feet- The coat will constantly draw from the user's gravity to make them lighter and faster, making the user 25% lighter and about 50% faster. Hypershift- This coat is able to speed up or slow down the user by forwarding or slowing the user's flow of time by 1 second. Additive Effect: 10 manas Mana Type: Hypershift Longevity: Platinum Efficiency: Platinum 2 Density: Platinum Capacity: Platinum Attunement: Platinum 3 Final Grade: Platinum [img]https://cdn.discordapp.com/attachments/1059791713205506088/1109390808207085588/1cf68accd21be204bf9ecc0752d5e5a8.png[/img][/hider] Phantom Stride [hider]Item Description: A stylish pair of dark dragon leather boots made to be fitted and sturdy. These boots are made to make the user both quick and quiet. Special: Kinetic Absorption and Reflection- The boots are also enchanted to absorb external kinetic energy the user would feel from the boots and will reflect it back in the direction the user received it from. Allowing the user to increase many things, such as their kick power, jump height, running speed, and can even be used for defense to try to negate the energy of a strike. Sound dampening- Any sounds the user produces are dampened and reduced, making the user much quieter. Additive Effect: 10 mana capacity Mana Type: Juggernaut (Leadvein) Longevity: Gold Efficiency: Silver Density: Platinum 2 Capacity: Platinum Attunement: Platinum 2 Final Grade: Platinum [img]https://cdn.discordapp.com/attachments/1059791713205506088/1109395260238471208/75b8c06a72bb6dbb447b2f6e5d5ca6b9.png[/img] [/hider] [hider=A Giant Sock] Brightly striped and rather stained and smelly. Clearly belonged to an ogauraq at some point, but can fit a human head and give it a nice little tail? Allows its wearer to feel big. They will roll a (d4). If they roll a 4, they will gain confidence due to the placebo effect and roll with advantage for their next roll. Provides 18 0 manas. [/hider] [hider=Bowler of the Boundless Bounder] A stealth hat that gains power the more rotten you are. Your stealth bonuses will increase according to the amount of law breaking of significant consequence, betrayal, or behaviour in a cowardly/dishonourable manner will gain you 1 charge of phasing, and will up your stealth rolls by +1. When you phase, you also phase through your clothes. 24 manas. [/hider] [hider=Or'Azithan (The Six Punishments)] A longbow still in use by the Tarlonese military, originally designed as a way to slay the various dangerous megafauna that inhabited their island home. Through thorough research, they have created the "Or'Azithan" as a way to keep it competitive with the firearm, utilizing arrows with six different types of payloads. Instructions on the construction of these payloads are included, though only one of each type may be carried. Grants 24 manas. Dii'eloam'azithan (The punishment of no magic) - A glass arrowhead designed similar to a St. Rupert's drop that has a pressure point that breaks when it is shot with velocity strong enough to enter flesh. Once it does, it will break and release the payload of plushtail oil imbued inside glass shards, quickly removing a person's magic. Dii'coleth'azithan (The punishment of no escape) - A glass arrowhead designed similar to a St. Rupert's drop that has a pressure point that breaks when it is shot with velocity strong enough to enter flesh. Once it does, it will break and release the payload of paralytic poison imbued inside glass shards, quickly paralyzing the muscles of the target. Thoial'Azithan (The punishment of being caught) - An arrowhead coated in an extremely sticky glue-like substance that is notoriously hardy towards binding/blood magics that explodes around the target once the velocity of the arrow hits flesh, causing them to be encased and trapped. Ohmoad'Azithan (The punishment of death) - A radioactive arrowhead that can easily be imbued with an atomic spell capable of unleashing a [Heavenly Lance] in the form of an arrowhead. On the other hand, it can also be used to [Infinity Loop] and kept in the air until sufficient velocity is achieved. Luun'Azithan (The punishment of the rose) - A living wood arrow that is specifically designed to hunt those utilizing magic once fired. An anti-magusjaeger round, if you would. Soa’zexei'azithan (The punishment of pestilence) - The cruelest of the six rounds, a hollow round filled with kneebiter eggs. Once it pierces the skin, it disperses the eggs throughout the body. [/hider] [hider=Trousers of the Prodigy] Bumps any one magic school to the next skill tier in both rolls and actual skills. Bumps all half-levels up to the next level. Provides 16 manas. [/hider] Mama Nucci’s Special sauce (boosts chemical magic by one tier for a cycle - two uses) [h3][b][u]B E S T I A R Y[/u][/b][/h3] ❖ A gigachad rat named Geronimo ❖ A Female Alpha Guupguup named Alessia [h3][b][u]S T R E N G T H S & S K I L L S[/u][/b][/h3] ❖ Illusions! ❖ Well learned. ❖ Deceit ❖ Motivated ❖ photographic memory [h3][b][u]W E A K N E S S E S & F L A W S[/u][/b][/h3] ❖ inflexible ❖ Closed off ❖ One-trick ❖ Perfectionist ❖ bad temper [h3][b][u]M I S C E L L A N E O U S[/u][/b][/h3] Fiske also singlehandedly saved the princess of Segona, two days before he turned 10. He also bedded the Queen of Kerremand at 12. At the age of 16 he tamed a Royal Sand Wyrm by the sheer greatness of his presence alone. color code:[color=#FF00FF]#FF00FF[/color] [/hider] [hider=Yvain] [center][h2][u] [color=00e600]Yvain[/color] de [color=00e600]Berbignon[/color] [/u][/h2] [img]https://i.imgur.com/S9pqhzF.png[/img][/center] [b][center] “My home forever, you have shaped me strong and true” [/center][/b] [center][h3][b] 18 | Male | Perrench | Noble | 8.70 (217 manas)[/b] [/h3][/center] [color=00e600][h3][u]P E R S O N A L I T Y [/u][/h3][/color] [indent] ❖ [ Steadfast ] ❖ [ Egocentric ] ❖ [ Charismatic ] ❖ [ Judgemental ] ❖ [ Trustworthiness ] ❖ [ Unforgiving ] ❖ [ Fairness ] ❖ [ Inflexibility ] ❖ [ Loyal ] ❖ [ Closed-minded ][/indent] A high noble from head to toe. Yvain values the nobilitas he was born with, however he does feel a desire to prove that he truly is worthy of said privilege, be it through his words or through his actions. When it comes to diplomatic matters he tends to use his gift to it's fullest extent to the point he might start coming over as flirtatious. He however disdains using it on people that are truly committed to their partner, feeling that it would be an unforgivable sin. Not even requests from his father, the Duc de Berbignon will be accepted on this matter. [color=00e600][h3][u]T I T L E S & N I C K N A M E S [/u][/h3][/color] ❖ Heir to the Berbignon lands ❖ Grand Master [color=00e600][h3][u]C H A R A C T E R A P P E A R A N C E [/u][/h3][/color] Standing at an impressive six feet, Yvain has no qualms of his height. His Blonde hair, blue eyes and wearing the ruby that was said to be a gift of Benedict the Blessed to his son. have gotten his family to see him as the new Benedict. To subvert this however, Yvain has chosen to wear more darker colored clothing. [color=00e600][h3][u]L A N G U A G E S [/u][/h3][/color] Being a product of two truly prestigious bloodlines, Yvain got nothing but the best tutors from around the lands. Giving the boy a perfect fluency in Perrench and Avincian, Revidian and Enthish were taught to the boy from a young age to prepare him for the coming political discourse he will be a part of. Out of intrigue and curiosity of the eastern people's cultures Yvain picked up Thalak, Budesrnish and Warlish so that he may send himself on diplomatic missions to these nations. [h3][u]T H E G I F T [/u][/h3] Blueblood(Unburnt), Rosebud ❖ [color=FFD700]Magnetic[/color] - Novice ❖ [color=FF8C00]Arcane[/color] - Journeyman ❖ [color=1E90FF]Kinetic[/color] - Journeyman ❖ [color=BA55D3]Chemical[/color] - Novice ❖ [color=00FF00]Atomic[/color] - Journeyman As a person of high standing in both class and capacity, Yvain's usage of magic is as sophisticated as he is. Having mastery of the telekinesis element of Kinetic magic to the point he uses it in his way of life without much thought. These points however is not to say that he would not enjoy abusing his power from time to time just to prove a point, getting quite the kicks from seeing his opponent's face as he forces them to the ground with the use of gravity He prefers not to use Atomic and Arcane as much as he likes using Kinetic more, the sensation of being burned by what some would describe as hellsfire. Yvain can not fully grasp it but his own fires feel much hotter than before. [b][Unburnt][/b]: due to persistent exposure to powerful thermal forces, the mage's manas have selectively bred to resist heat to a degree approaching that of firebloods. The mage will roll as if his skill tier in all heat-based spells is one higher than it is. [table=bordered][row][cell][colour=white]Base RAS[/colour][/cell][cell][colour=white]Augmented RAS[/colour][/cell][cell][colour=white]HP[/colour][/cell][cell][colour=white]Blood Types[/colour][/cell][cell][colour=white]Items[/colour][/cell][/row] [row][cell]8.70 (217 manas)[/cell][cell]9.07 (273 manas)[/cell][cell]20[/cell][cell]Rosebud[/cell][cell]Eisenkraft Robes, Épée Assoiffée[/cell][/row][/table] [table=bordered][row][cell][colour=white]School[/colour][/cell][cell][colour=white]Speciality[/colour][/cell][cell][colour=white]Tier[/colour][/cell][cell][colour=white]Base[/colour][/cell][cell][colour=white]Offensive[/colour][/cell][cell][colour=white]Defensive[/colour][/cell][/row][row][cell][colour=FFD700]Magnetic[/colour][/cell][cell][i]Electrostatic[/i][/cell][cell]I. Novice[/cell][cell]d4[/cell][cell]1d2 3d4/4d4[/cell][cell]1d2 3d4/4d4[/cell][/row][row][cell][colour=FF8C00]Arcane[/colour][/cell][cell][i]Thermal: Pyromancy, Transmissive[/i][/cell][cell]IV. Journeyman[/cell][cell]d8(d10 when heat-based)[/cell][cell]1d2 3d8(d10)/4d8(d10)[/cell][cell]1d2 3d8(d10)/4d8(d10)[/cell][/row][row][cell][colour=FF0000]Binding[/colour][/cell][cell][i]n/a[/i][/cell][cell]0. Neophyte[/cell][cell]d2[/cell][cell]n/a[/cell][cell]n/a[/cell][/row][row][cell][colour=BA55D3]Chemical[/colour][/cell][cell][i]External: Explosive [/i][/cell][cell]I. Novice[/cell][cell]d4(d5 when heat-based)[/cell][cell]1d2 3d4(d5)/4d4(d5)[/cell][cell]1d2 3d4(d5)/4d4(d5)[/cell][/row][row][cell][colour=1E90FF]Kinetic[/colour][/cell][cell][i]Gravitational, Enhancement, Telekinetic[/i][/cell][cell]IV. Journeyman[/cell][cell]d8[/cell][cell]1d2 3d8/4d8[/cell][cell]1d2 3d8/4d8[/cell][/row][row][cell][colour=00FF00]Atomic[/colour][/cell][cell][i]Destructive[/i][/cell][cell]IV. Journeyman[/cell][cell]d8(d10 when heat-based)[/cell][cell]1d2 3d8(d10)/4d8(d10)[/cell][cell]1d2 3d8(d10)/4d8(d10)[/cell][/row][row][cell][colour=800000]Blood[/colour][/cell][cell][i]n/a[/i][/cell][cell]0. Neophyte[/cell][cell]d2[/cell][cell]n/a[/cell][cell]n/a[/cell][/row][row][cell][colour=FFFFF0]Temporal[/colour][/cell][cell][i]n/a[/i][/cell][cell]0. Neophyte[/cell][cell]n/a[/cell][cell]n/a[/cell][cell]n/a[/cell][/row][row][cell][colour=000000]Dark[/colour][/cell][cell][i]n/a[/i][/cell][cell]0. Neophyte[/cell][cell]n/a[/cell][cell]n/a[/cell][cell]n/a[/cell][/row][row][cell][colour=808080]Command[/colour][/cell][cell][i]n/a[/i][/cell][cell]0. Neophyte[/cell][cell]n/a[/cell][cell]n/a[/cell][cell]n/a[/cell][/row][row][cell][colour=a0410d]Primordial[/colour][/cell][cell][i]n/a[/i][/cell][cell]0. Neophyte[/cell][cell]n/a[/cell][cell]n/a[/cell][cell]n/a[/cell][/row][/table] [table=bordered][row][cell][colour=white]Extra[/colour][/cell][cell][colour=white]Description[/colour][/cell][/row][row][cell][colour=white]Fruit:[/colour][/cell][cell]n/a{Description}[/cell][/row][row][cell][colour=white]Other:[/colour][/cell][cell][b]Unburnt:[/b]due to persistent exposure to powerful thermal forces, the mage's manas have selectively bred to resist heat to a degree approaching that of firebloods. The mage will roll as if his skill tier in all heat-based spells is one higher than it is. [b]Brooch of Abnegation:[/b] detects internal chemical magic up to tier 5 and automatically fights it off. Also adds 18 manas. [b]Burning Eye:[/b] an artificial eye that allows one to focus an intense electromagnetic wave beam (yes, a laser) through it. Twice per scenario, they may roll 12d3 [b]Épée Assoiffée:[/b] This sharp, lightweight stabbing sword gains a +1 for every attack on a particular target that draws blood, without limit. However, every attack that fails to score will lower its attack by -1. Provides 16 manas. [b]Eisenkraft Robes:[/b] made of Ghulthite and Haureenium thread, provides +4 resistance against heat-based, kinetic and material spells as well as 24 manas. Also looks evil as hell.[/cell][/row][/table] [color=00e600][h3][u]B A C K G R O U N D [/u][/h3][/color] Being the child of Duc Jacques de Berbignon and Margaret de Perrence-Beauneux gave the boy quite a lot of privileges growing up. Always getting the best tutors for Language, sword fighting, etiquette and magic among others. He got all that was needed for the heir of a great ducal house. His relationship with his siblings have been quite strained ever since he could remember, being the golden child distanced him from them. Soon enough being proclaimed as heir apparent during his younger years when it was clear that the others would not grow as far as him. Ever since then Yvain has had to deal with a pit of vipers, trying to use his naivety for their own personal gain. In truth the boy had a mixed feeling about these vile people, at first there was disdain. Feeling pure disgust for the minor nobility wishing to use a child for borrowed prestige. And then there grew another feeling in his later youth, pity. Yvain has always envied the main branch as no matter how worthy they truly are for the position, they will inherit the throne while he will never be looked at as a successor. This envy has caused him to have quite the dislike for Arcel de Perrence, whom he deems to as sorely to meek to lead Perrence. Coming to Ersand'Enise has been a refreshing time for Yvain, having been away from the viper's pit back home gave him plenty time to think. [color=00e600][h3][u]M O T I V A T I O N [/u][/h3][/color] The young lad came to Ersand'Enise to mingle with the high society of other nations, building up his personal influence past his family's so that one day he might be chosen the rightful adviser of the Perrench crown. Although his family wished for him to marry a woman from the Herbeumont family, the candidate however was too meek for his standards. Ersand'Enise is a prime opportunity for him in this sense. The main fear of Yvain is of ending up as a puppet instead of the puppeteer. The feeling in the back of his head that eats away at him is the fact his family would have the gall to use him as a tool to further their ends. He is the useful one, he should be the one to profit the most. Another person he would love to find is a worthwhile rival to match his skill in dueling, giving him further drive to better his skills. [color=00e600][h3][u]I N V E N T O R Y [/u][/h3][/color] [hider=Groove coins] D¤2 [/hider] ❖ Vailant Noir: A shield made from the scales of the Gehenna from the times of the Eskandr invasion of his home. ❖ Cufflinks with the crest of the Berbignon imbued on them. ❖ Seagoat cheese: creamy and exotic, imported from Meatu, will boost your RAS by 17-32 manas ❖ Yuri's Special Sauce: 'motivates' you. Provides +6 buffs to any three rolls within a scenario x 1 ❖ Illuminated Skull of the Demon Priest: A human skull said to be able to enslave demons of tier 3 or lower and bend them to its master's control. ❖ Three Little Pigs: matching hats that allow uses to speak into each other's minds within one kilometer ❖ The Sultan's Carpet: an imbued flying mount, not quite as durable or destructive as a dragon, but highly maneuverable and far more convenient. ❖ Void Waders: demonic shoes that can anchor one within the VOID, allowing use of voidwalking spells +2 levels. ❖ Dark Tome of Shaz-Gouruth: a dark tome containing an uppity tier 4 demon ❖ Irresistible Charms Potion: makes you far more attractive to other people. May have unintended consequences. x4 ❖ Perrench Vanilla: will remind Perrench characters of home. Will give any buffs, combo defenses, or healing done between them advantage. x4 (And sadness) ❖ The Revidian: will allow one more consecutive use of a school before the predictability penalty kicks in. x2 ❖ Baby's First Blankie: an imbued blanket with a powerful illusion. Makes anyone it's draped around look like a toddler. ❖ Eisenkraft Robes: made of Ghulthite and Haureenium thread, provides +4 resistance against heat-based, kinetic and material spells as well as 24 manas. Also looks evil as hell. ❖ Spear of the Colossus Slayer: 14 manas. Once per scenario, if using kinetic as your primary school, ignore all armour, negates, and defense bonuses. ❖ Brooch of Abnegation: detects internal chemical magic up to tier 5 and automatically fights it off. Also adds 18 manas. ❖ Shinigami's Tome: they say that writing someone's true name in here will cause them to die. ❖ Strange Picture-Making Device: sirrahi junk dredged up from a recent shipwreck. Makes instant images of people! ❖ Burning Eye: an artificial eye that allows one to focus an intense electromagnetic wave beam (yes, a laser) through it. Twice per scenario, they may roll 12d3. ❖ Blue Boomcherry Buster: an incredibly sour but incongruously sweet liqueur from Nashibansek. Will sell for MUCH more in Ersand'Enise. Will also reduce three incoming attacks by 2 points in a scenario. ❖ Épée Assoiffée: This sharp, lightweight stabbing sword gains a +1 for every attack on a particular target that draws blood, without limit. However, every attack that fails to score will lower its attack by -1. Provides 16 manas. ❖ Boss’ Bowler: This slick black bowler will do one thing and one thing alone: its 48 brutalist manas will make you hit like a charging rhinoceros. +10 to any three direct melee attacks per cycle. Provides 48 (brutalist) manas. ❖ Fibonacci brand stable broom: The best broom in the market to clean stables and animal menageries. Better hygiene leads to happier animals. Can be used to brush bigger animals too. All animals get an extra bonding level for this arc. ❖ Kilij of Killing - Upon successful strike, this curved sword will remove all active strengthens and negate bonuses (aside from divine fruit effects) from its victim for (d3) rolls. If it scores a maiming wound, it will raise the healing threshold needed by one point and return half of the damage done to its bearer as healing. Provides 24 manas. ❖ Akuma 7 [hider] The seventh Masterwork of Kagemitsu Kenshin, this haureenium katana exudes a faint glow and a subtle aura of heat. It begins with 24 manas and enjoys the following effects: [HEATING UP]: The sword constantly draws heat from its environment, boosting all heat-based offensive and defensive magic (arcane, some chemical, some atomic, and some magnetic) by one RAS modifier tier and gradually strengthening itself by gaining two manas per use, up to a total of 32. These extra manas can exceed the normal limit of 32 available from items. Each successful defense also builds a charge of [INFERNAL WRATH]. Once the Akuma 7 builds five, it will release their power into the VOID, drawing (roll a d5 with advantage) tier 2 demon sprites into reality. If the blade has finished [HEATING UP], it will summon tier 3 demons instead. This weapon allows its user to be an [IRRITANT], forcing an enemy to prioritize them as target when rolling to decide. It generates fiery obstacles by fiery slashes (Rolls a d2 if he generates one and then a match off d4 granting advantage with each consecutive slash and d3 for how long it lingers.) or by giving up an action to carve fiery runes into the ground (will be locked next round.). If the fiery rune is cast, will count as two slashes and counts as two uses of [HEATING UP] If the d4 matches, dx (x is equal to the combined level of arcane and dark) for the damage it takes. [/hider] ❖ Zazzy Fiesta Birfday Cup (LIMITED EDITION) - An ornate Coffee cup with a fully coloured Zeno Bucks logo on it. Capable of preserving the effects of goods it contains (so long as the lid is on) for five times the duration. Can also be sold for a very good price. Said to only accrue in value as it is the only cup of its kind. [QUALITY] [color=00e600][h3][u]B E S T I A R Y [/u][/h3][/color] ❖ Stormchaser named Fulguris: a midsized dragon, soon to be rideable. Powerful electric generation. ❖ Three puffhounds named Aife, Elaine and Igraine: Igraine is a runt ❖ A slefish named Lupin. [color=00e600][h3][u]S T R E N G T H S & S K I L L S [/u][/h3][/color] [indent]❖ Know-how around courts A given for a noble of his caliber. Yvain has been taught how to deal with courts ever since he can remember, giving him the gift of feeling natural in a court of nobles. ❖ Trustworthy Yvain is not a man that will easily back down from his words and if made a friend will be a very loyal companion towards those he trusts. ❖ Great Fencer/Duelist The Perrenchman has loved sword fighting ever since a young age, taking it up as a hobby and being quite known for his swordsmanship in the Perrench courts. ❖ Great memory Yvain has a great memory, he will not forget a favor he gave someone even well past a few years time. His ability to remember faces upon a single instance is something he has found to be quite useful within the ambitious viper's pit he usually resides in. [/indent] [color=00e600][h3][u]W E A K N E S S E S & F L A W S [/u][/h3][/color] [indent]❖ Might makes Right Yvain is a believer of the philosophy that the strong should lead and the weak should follow. This believe set is somewhat twisted in the sense that he feels only the nobility deserves to be strong, causing him to have disdain for any strong commoners. ❖ cruel Although he is not the sort to truly get violent if listened to. However, if he is pushed over the edge he will show no concern for the pain he might inflict on the target of his anger. ❖ Stubborn Some may come to find it difficult to change his perspective on things once Yvain has made up his mind on a subject ❖ Petty Although he is a man nurtured around the ideas of fairness he can not help himself from being rather petty from time to time. [/indent] [color=00e600][h3][u]M I S C E L L A N E O U S [/u][/h3][/color] ❖ He has a soft spot for cute animals ❖ He has a pet dog named Perceval ❖ He secretly has an incredible intrigue for regions outside of Constantia. He will however never admit to it. Green hex code:[color=00e600]00e600 [/color] [/hider] [b][u]NPCs[/u][/b] [hider=Karl] [center][h2][u] [color=AA4069]Charlotte Jena[/color] [/u][/h2] [img]https://cdn.discordapp.com/attachments/1105986186507452477/1144486943942529114/pil-yeon-180319-2.jpg[/img][/center] [b][center] [/center][/b] [center][h3][b] 19 | Female | Feskan | Commoner | RAS: 7.43, Blackblood, Greengrowth [/b] [/h3][/center] [color=AA4069][h3][u] P E R S O N A L I T Y [/u][/h3][/color] [indent] ❖ [ Cheerful ] ❖ [ Calculating ] ❖ [ Insightful ] ❖ [ Short Temper ] ❖ [ Chivalrous ] ❖ [ Unruly ] [/indent] [color=AA4069][h3][u] C H A R A C T E R A P P E A R A N C E [/u][/h3][/color] [center][img]https://cdn.discordapp.com/attachments/1105986186507452477/1144487221840322590/original_drawn_by_vlfdus_0__d6229f28322003bb602f3a32cac8ebc2.jpg[/img][/center] Standing at a tall 5’6, Charlotte was able to fake being a man for most of her life. Nowadays she decided to grow her hair out and dress more femininely as her task was no longer necessary after Manfred. She does still feel most comfortable in her old clothes yet that is starting to change. Almost always with her sword on her hip. [hider=Her normal attire.] [center][img]https://cdna.artstation.com/p/assets/images/images/025/816/032/large/inhyuk-lee-1-1.jpg?1587007792[/img][/center] [/hider] [color=AA4069][h3][u] L A N G U A G E S [/u][/h3][/color] Being an aide of a mercantile noble forced her to be well taught in many languages. She has perfect fluency in both Avincian and Kerreman. Revidian, Perrench and Kressian have been taught well enough to be spoken. She has been trying to learn both Enthish and Torragonese. [color=AA4069][h3][u]T H E G I F T [/u][/h3][/color] [table=bordered][row][cell][colour=white]Base RAS[/colour][/cell][cell][colour=white]Augmented RAS[/colour][/cell][cell][colour=white]HP[/colour][/cell][cell][colour=white]Blood Types[/colour][/cell][cell][colour=white]Items[/colour][/cell][/row][row][cell]7.43 (92 manas)[/cell][cell]7.43 (92 manas)[/cell][cell]20[/cell][cell]Greengrowth[/cell][cell]n/a[/cell][/row][/table][table=bordered][row][cell][colour=white]School[/colour][/cell][cell][colour=white]Speciality[/colour][/cell][cell][colour=white]Tier[/colour][/cell][cell][colour=white]Base[/colour][/cell][cell][colour=white]Offensive[/colour][/cell][cell][colour=white]Defensive[/colour][/cell][/row][row][cell][colour=FFD700]Magnetic[/colour][/cell][cell][i]Electrostatic[/i][/cell][cell]I. Novice[/cell][cell]d4[/cell][cell]2d4[/cell][cell]2d4[/cell][/row][row][cell][colour=FF8C00]Arcane[/colour][/cell][cell][i]Luminescent[/i][/cell][cell]III. Adept[/cell][cell]d7[/cell][cell]2d7[/cell][cell]2d7[/cell][/row][row][cell][colour=FF0000]Binding[/colour][/cell][cell][i]Material: Creation[/i][/cell][cell]III. Adept[/cell][cell]d7[/cell][cell]2d7[/cell][cell]2d7[/cell][/row][row][cell][colour=BA55D3]Chemical[/colour][/cell][cell][i]Internal: Disruptive[/i][/cell][cell]I. Novice[/cell][cell]d4[/cell][cell]2d4[/cell][cell]2d4[/cell][/row][row][cell][colour=1E90FF]Kinetic[/colour][/cell][cell][i]Sonic, Enhancement[/i][/cell][cell]III. Adept[/cell][cell]d7[/cell][cell]2d7[/cell][cell]2d7[/cell][/row][row][cell][colour=00FF00]Atomic[/colour][/cell][cell][i]n/a[/i][/cell][cell]0. Neophyte[/cell][cell]d2[/cell][cell]n/a[/cell][cell]n/a[/cell][/row][row][cell][colour=800000]Blood[/colour][/cell][cell][i]Witchcraft[/i][/cell][cell]II. Apprentice[/cell][cell]d5[/cell][cell]2d5[/cell][cell]2d5[/cell][/row][row][cell][colour=FFFFF0]Temporal[/colour][/cell][cell][i]n/a[/i][/cell][cell]0. Neophyte[/cell][cell]n/a[/cell][cell]n/a[/cell][cell]n/a[/cell][/row][row][cell][colour=000000]Dark[/colour][/cell][cell][i]n/a[/i][/cell][cell]0. Neophyte[/cell][cell]n/a[/cell][cell]n/a[/cell][cell]n/a[/cell][/row][row][cell][colour=808080]Command[/colour][/cell][cell][i]n/a[/i][/cell][cell]0. Neophyte[/cell][cell]n/a[/cell][cell]n/a[/cell][cell]n/a[/cell][/row][row][cell][colour=a0410d]Primordial[/colour][/cell][cell][i]n/a[/i][/cell][cell]0. Neophyte[/cell][cell]n/a[/cell][cell]n/a[/cell][cell]n/a[/cell][/row][/table][table=bordered][row][cell][colour=white]Extra[/colour][/cell][cell][colour=white]Description[/colour][/cell][/row][row][cell][colour=white]Fruit:[/colour][/cell][cell]n/a [/cell][/row][row][cell][colour=white]Other:[/colour][/cell][cell]n/a[/cell][/row][/table] [color=AA4069][h3][u]B A C K G R O U N D [/u][/h3][/color] It was her duty as a Jena to serve the head of the family with her whole existence, to repay this insurmountable debt they owe the Hohnsteins. Charlotte, as the firstborn, had been assigned the task, always thinking it was unfair that she had to be their ideal while her siblings were barely taught. In past times the name Charlotte is almost foreign to her, having been under the guise of “Karl” almost a decade now. As a retainer Karl never opened up about anything as just seeing Dorothea smile was enough for her. Charlotte, however, has begun to feel doubts if she is truly her own person still or if Karl has consumed all that she was. Now with Dorothea seeing no true use for her aide any longer Charlotte decided to tread her own path, supporting her lady whilst she becomes her own person. She grew her hair long, began to wear dresses and overall a slight more feminine appearance. [color=AA4069][h3][u]M O T I V A T I O N [/u][/h3][/color] Charlotte initially joined Ersand’Enise to keep an eye on Dorothea for Marie de Herbeumont, making sure she would not do anything scandalous that could tarnish her name. After not being needed by her lady Charlotte has put her all in proving herself and become a prodigious mage. Having joined the Blood magic classes after following Dorothea to it. She doesn’t specialize in one specific school as she specializes in using many minor spells. Charlotte still fears that she is not enough to please her family and her ever-growing ambitious lady. However, something about her lady has been different since the trials. She will figure out if it is natural change of a person or that perhaps something else might be at work. [color=AA4069][h3][u]I N V E N T O R Y [/u][/h3][/color] ❖ A book on Torragonese and a book on Enthish. ❖ Her trusted sword. [color=AA4069][h3][u]S T R E N G T H S & S K I L L S [/u][/h3][/color] ❖ Loyalty: Charlotte's chivalrous nature and sense of duty make her fiercely loyal to those she cares about. She'll go to great lengths to protect and support them even if they themselves should not be protected.. ❖ Swordsmanship: Being almost always seen with her sword, Charlotte possesses combat skills and swordsmanship necessary for a guardian. ❖ Resourcefulness: Being in a noble’s shadow, managing her daily meetings caused her to have a lot of connections. ❖ Disguise and Deception: Given her history of disguising herself as Karl, Charlotte has a talent for disguise and deception. She however does not enjoy using any deceptive means. [color=AA4069][h3][u]W E A K N E S S E S & F L A W [/u][/h3][/color] ❖ Short Temper: Her tendency to have a short temper could lead to impulsive decisions or strained relationships, potentially hindering effective communication. ❖ Identity Crisis: Charlotte's struggle with her dual identity as "Karl" might lead to moments of self-doubt and confusion, affecting her self-confidence. ❖ Rebellious Nature: it leads to conflicts with authority figures or resistance to conforming when necessary. ❖ Past Obligations: The weight of her past obligations to her family and the Hohnsteins still haunts her every decision. [color=AA4069][h3][u]M I S C E L L A N E O U S [/u][/h3][/color] ❖ Went by the name Karl in the first year ❖ Has a family member at the Vermillion swirl named Alise [/hider]