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Well I stand corrected then.

Your character should still totally invest in a blow gun and darts, though.
Two spears, for real? And here I thought I was going with an oft unused weapon. Such is life.

Is Serpent's Fang super useful, though? If you've already stabbed them with your spear, you've kinda got them in a bad position anyway.

I suppose you could wipe the poison onto something else, like a blow dart. I'd say an arrow, but that would have the same deal as the spear itself: it kinda kills well enough without the poison.

Unless we're talking larger scale creatures. On the subject of which: is there a size at which a dose of the poison will be insufficient to kill a being?
Name: Alphonse Chevelier
Age: 19
Gender: Male
Race: Human

Personality: A little cavalier about the whole knight thing. He likes to be flashy and have fun, even in combat. He has an unfortunate tendency to be distracted from his duties, often by women. He's usually the life of the tavern whenever he's allowed leave from duty, and is well known for his drunken generosity. Despite his youth, he already has a kind of fame, not for his heroics, but for his social visibility.

Appearance: A young man of roughly average height. His features are fair, slight and those who are attracted to the roguish sort would call him handsome. His hair is light brown, almost but not quite blonde, and he wears it short. His face usually sports some stubble, due mostly to carelessness about his appearance.
His armor consists of quilted armor, with chain mail over top, a belt around his waist and a short green cloak draped over his shoulders. His trousers are faded gray, and just as well worn as his old leather boots. He wears hardened leather bracers, and has a glove on the right hand, and carries a round shield in his left.
He has a bronze Corinthian helm that he'll don if it seems like he'll need it. In general he prefers to go bare headed, and will leave the helm strapped to his belt.

Backstory: Alphonse's father, Guy Chevelier, was also a Knight. Al was, somewhat against his will, all but destined to become a Knight as well. So of course he was taken in the Choosing, where he was too young to have any say, or even a real informed opinion about the process. As he grew older, however, he went through a phase where he resented the duty that was forced upon him. He has come to terms with it in the years since, but is still occasionally reprimanded for his little distractions.

Knight's Raiment:
Forever Spear: The spear's tip appears to be copper, though it's hard and unyielding like steel. The copper extends in stylized inlays all the way down the shaft, to the pommel on the opposite end. The inlays depict scenes of hunts on stormy nights. The spear is eight feet long, and perfectly balanced for throwing.
Lightning can arc between Alphonse's hand and his spear, striking whatever the spear's tip is embedded in. At the same moment, the Forever Spear travels down the lightning to Alphonse's hand. It will follow the path of least resistance, just like any electricity, but it will infallibly return to his hand. The only thing that can prevent this is to put either Alphonse or the Spear into a completely insulated container. Of course, the physics of electricity aren't understood in this world, so nobody would know to do this.

Skills: Can throw a spear with deadly accuracy, and is not bad with a sword and shield either. Alphonse also plays both the lute and the fiddle, and knows a great many songs. His songs give him a great knowledge of the folklore side of history. It's not always accurate, but usually has at least the essence of the truth.
Magistra:
The Other Key: A very powerful spell to unlock a lock or seal. It even works on magical ones, provided they are not of more power than Alphonse can put into his Magistra.
Failing that, he has
The Other Door: A much more strenuous spell to cast, it creates a temporary opening in a solid surface. It requires Al's concentration to keep it open, and can be disastrous if it closes while something is in the doorway.
Fly Away: Not actual flight, Al's cloak acts like wings and can catch the wind. A powerful gust could lift him off of his feet, but for the most part he uses it to glide from higher places.
Yeah, my biggest concern is "when" because it determines what our socio-political standing is. But exactly where our settlement hails from determines things like main profession and hobbies. For instance, if there were mountains nearby, rock climbing may have been popular. If we get don't need to hunt for subsistence, hunting may be popular instead for sport.
Do you have a specific time and place for this? If I knew the year I could do a bunch more research.

Also, have you decided on the actual motives of the Viking raids? Greed, necessity? Revenge on Christian nations for wiping out pagans?
How realistic do you expect to go? I've been doing a bunch of research on Viking combat and arms and armor, so I dunno how much of that I should apply. Or else how much I should point out other people's inaccuracies.
Will there be any fantasy elements to this? Like, are the Norse gods real in our story, or is all myth really just myth?
I'm still around, I don't know if you were counting me or not.
I like Magic, but do you have an actual idea?
Name: Axol
Nickname: Ax
Age: 21
Gender: Male
Race: Sea Zora

Non-Battle Occupation: Archeology grad student.

Height: 6'3"
Weight: 180
Distinctive Proportions: Has a wide mouth and flatish head, with three pairs of frilled external gill stalks extending sideways and backwards.
Frame: Androgynous
Description of looks: A very tall and thin fellow with a lithe frame and long, webbed fingers and toes. His skin is a mottled, pale green, and he has darker green stripes down his back.
His arms feature expandable fins at the elbows.
Ax wears a pair of shorts at all time, with pouches and supplies hung on the belt. He has an ornate coral belt buckle. On land he likes to wear a simple poncho that he can throw over himself, usually after soaking the hood in sea-water. He doesn't need to do this to breath, it is merely his preference.

Main Weapon: A copper-headed spear. The shaft is in-laid with nautical designs in copper wire.

Type of Artes: Uses basic water magic. Also has a solid understanding of older styles of enchanting, and ancient architecture.
Fighting Style: Prefers to get somewhere safe, and thrusts spear from as far away as possible. Likes to run bio-electric charges down the copper in the spear, to give it a stunning effect.

Physical Weaknesses: Fire, also heat and arid environments.
Physical Strengths: Obviously swimming. Has some magical talent as well.
Personal Weaknesses: Dangerously inquisitive, possibly overambitious.
Personal Strengths: Intelligent and very detail oriented. Also a hard worker.

Perks: You can have up to two or three normal ones. Perks will be extra little things to your character such as health and mana regeneration, or a small amount of added strength or evasion. You will be granted extra Perks through the course of the RP through your experiences.

Elemental Immunity: Water, also carries a resistance to electricity.

Limit Breaker: Retreats and hurls his spear, charged with lightning, into a crowd of enemies. Lightning arcs out at all enemies nearby. The fewer enemies, the more powerful each arc is.

I'm worried it may have been unclear, his face is based off of an axolotl.
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