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9 yrs ago
Current Failed a Saving Throw
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9 yrs ago
Still on vacation
10 yrs ago
Feeling much better
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10 yrs ago
On Vacation in Brazil until July 29th

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Assa'Alliyeh Kressanthair
--Assallya Kressair to humans

--Age: 83
--Race: Elf
--Appearance: Assallya prefers loose revealing silks but is not above wearing petticoats if she must in order to engage in some form of scam or in order to move through an area unnoticed. She uses a number of cosmetics and has a fondness for trinkets.

--Skills/abilities: Assallya is adept at crafting poisons, sedatives, stimulants and recreational drugs. Her skill as a herbalist ends there however. She is also a sorceress that specializes in the ephemeral. She is adept at controlling emotions, charming enemies into becoming allies, and other mind afflicting magics. She also greatly enjoys illusions. Her only true combative spell is the "Shocking Grasp", where she can reach out and electrocute someone by touch.

--Personality: Though small and frail, Assallya is nothing short of a bully. She prefers subtly manipulating people into doing what she wants without them realizing it but has no qualms reaching out and magically crushing a person's will if necessary. Though formerly a slave herself, kidnapped at a young age she has no problem having servants or slaves herself. In short, she's petty, cowardly, greedy and almost as ugly inside as she is beautiful outside. This is not to say that she won't help people if she can. One can never have too many friends after all. However, if there is danger she'd likely contemplate the value of lending aid against the risk.

--Biography: Assallya Kressair was born in the autumn in a small village on the outskirts of Sunia. At the young age of 26 (aprox. 11 or 12 in human years) slavers attacked and killed her entire village except for those taken as slaves. Assallya, her sister Saeliah, and several others were transported far across the continent in order to avoid the elven wrath sure to follow. Assallya and Saeliah were separated when Assallya was purchased be Pasha Alkiel. Head of a powerful group of rogues, Alkiel purchased her as a dancer and concubine for both personal use and for information gathering and blackmail. She then served in Alkiel's bedchamber for the next eight years while being trained in dance, seduction and other roguish arts in order to perform her duties.

She was treated as an object and was given to allies and employees of the Pasha who performed exceptional services. Soon enough, she learned about the many different types of power and discovered that even as a slave she was far from powerless. Succeeding in seducing one of the Pasha's magicians she bid him teach her magic. At first he balked until Assallya cast for him the only thing her father had taught her at that young age, a cantrip. A small thing, it changed the colour of his fingernails, but it was magic none the less. He agreed then, for he was a lonely uncomely man who rarely received a woman to his bed. However, he placed conditions on his tutorial; refusing to train her in combative magics and warning her that should he ever target him with her spells it would mean her death. She surprised all of them by inventing an inferior version of the invisibility spell which allowed her to sneak away from the Pasha's clutches and return undetected. In this way, by filching jewels and prostituting herself she built up savings with a money lender.

It was with the aide of the Pasha's son that she succeeded in poisoning the Pasha, planning on becoming a partner to the successor instead of a slave. With her manipulative mind behind him to advise his passionate power they were sure to bring their competitors to their knees. What she was not expecting was the Pasha's extended family to hire a necromancer to speak with their departed kinsman. He quickly named his murderer and Assallya regretted bragging as he died.

She ran, the Pasha's son giving her a few moments to escape, fearing that she would claim his involvement which would lead to his family asking him uncomfortable questions. The next few months she moved slowly north, the sands left behind her and the lands becoming more lush and green, returning at last to Sunia.

She has since discovered that she doesn't quite fit in with the other elves any more. She has simply spent far too long in foreign lands and hasn't learned all the intricacies of the elven court. Since then she has purchased a vardo wagon and has journeyed around the edges of the empire doing everything from dancing on tables, to performing as a bard. She's also sold fake magical trinkets, whored herself, aided criminal groups as a distraction or spy and a bit of adventuring.
Arla's leg twitched,her bare foot twisting in the sand as she lay nearly face down in the sand at the base of the dune she had slid down. Unconscious, the near naked Twi'lek couldn't see her companions clamoring up onto the skiff piloted by the small Jawa. Unconscious, she could do nothing as the survivors of the doomed sail barge fired over her insensate form towards the fleeing escapees. Maybe it was Arla's twitching that caught one's attention but one of those atop the nearby dunes fired downwards, a singular blue bolt of stunning force slamming into her buttocks. Her slender legs kicked upwards, her back arching before she went still once more.


Assallya Kressair

Race; Elf
Age:82
Gender:Female
Non-magic Skills:
Magic Skills: Assallya is a sorceress specializing in manipulation. She uses enchantments to influence emotions, to turn enemies into allies, to hold someone fast, and cast illusions. She has but one offensive spell, with a touch she can deliver a shocking blast of electicity
History: Assallya hails from Britannia where she lived among the barbarians serving as a liaison between the human realm and the faerie. She was abducted and taken the land of Kemet and kept as a slave until the Empire attacked and conquered Kemet and was claimed as a spoil of war. She tried to escape using her magic, killing one of her master's sons in the process, and when recaptured was taken to the arena as an example to all those who would dare attempt escape.
Conversely, I feel the opposite. The longer I have players in a story line the more ammunition I develop for more embedding additional complexity. When they are eliminated from the story I have to start all over with providing foreshadowing and building NPC relationships for these new PCs. It gets even worse if they're prophesied in some fashion.

While I have nothing against the addition of Mortal Kombat derived characters I would appreciate avoiding the cartoon level of physics. For example, the idea of decapitating someone with a severed arm, flaccid or not, is preposterous outside of the original source material.
Huge questions I have to ask myself about who to play... Without knowing the details on how the planet fell to Apocalypse (or did the whole planet? Maybe the United Kingdom still stands?) it's hard to know what to portray. Another interesting thought, not addressed by the actual Age of Apocalypse, is how non-mutant empowered beings would be handled by Apocalypse. Would he have thrown them into the Gene-vats?

I have a hankering to portray Beryl, my crystal growing mutant but she'd likely be a lady in Apocalypse's court. I do have my speedster Pandora Jinx, she's far too friendly to make for an Apoco-Lackey :)


Name:Ember

Gender: Female
Age: 21
Race: Human
Personality: Ember is a passionate sort, she enjoys sensual pursuits and is somewhat greedy but nowhere near as greedy as Wario or Captain Syrup.

Techniques: Fireball. Like magikoopas Ember can hurl fireballs. She can also glide short distances which she often Uses to gain a strategic advantage. She can even summon a wall of fire but the spell causes her some fatigue and requires some cool down time.

Brief background history: Ember grew up in the desert kingdom, learning to be a sorceress. Like most of the people of the desert she has a love of coins and ever since they built the tracks have fallen in love with Kurt racing. Ember, being something of a racer herself was visiting the Mushroom Kingdom's kart track when Bowser attacked.

She also has a dislike of Koopas ever since she was killed by them. Luckily, however, she'd previously found a 1-UP mushroom.


Name:Ember

Gender: Female
Age: 21
Race: Human
Personality: Ember is a passionate sort, she enjoys sensual pursuits and is somewhat greedy but nowhere near as greedy as Wario or Captain Syrup.

Techniques: Fireball. Like magikoopas Ember can hurl fireballs. She can also glide short distances which she often Uses to gain a strategic advantage. She can even summon a wall of fire but the spell causes her some fatigue and requires some cool down time.

Brief background history: Ember grew up in the desert kingdom, learning to be a sorceress. Like most of the people of the desert she has a love of coins and ever since they built the tracks have fallen in love with Kurt racing. Ember, being something of a racer herself was visiting the Mushroom Kingdom's kart track when Bowser attacked.

She also has a dislike of Koopas ever since she was killed by them. Luckily, however, she'd previously found a 1-UP mushroom.
Three factions would be more interesting I think. Maybe Republic, Empire and Hutts/Independents?
Hmm... I think the best route is to ask Cyanide what she has in mind. I can come up with several ideas but I'd rather run with the GM's. Maybe a post-Apocalypse storyline in the far flung future? Maybe a prequel to earlier mutants?
Oh gosh. I completely forgot that you posted. I just spent the last three days assuming you hadn't posted when it was actually my turn. I apologize profusely. If I don't post in a few days please feel free to kick me in the pants with a message.
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