The quick wail of a shrill voice would fill the halls of the 49th floor as Rubick received his immunization shot. The stinging sensation was an experience that he hadn’t quite felt before, or rather, that he could remember. Since leaving the dangerous yet familiar battlefields of his world, the Grand Magus has been having a difficult time remembering the various memories that comprise his life. Can one even claim to be a mage if the only spell left in their arsenal is a neophyte’s warmup routine? This he pondered as Rubick made his way to the briefing room, now physically and mentally inconvenienced before their mission even began. Once he had arrived to his destination, Rubick recognized that the people here were certainly new to him though none struck him weirder than those that he had fought against and alongside with in his own previous adventures. After all, it would be hard to top an assassin constantly phasing out of reality or her future spectral-self who time traveled to end their shared existence.
His highness, The Prince, had graciously explained the two tasks that awaited the new batch of heroes while Rubick was lost deep in his thoughts, only paying bare minimum attention. However, the scent of their guest speaker snapped him back to the present reality at hand. "Mhm. Nostalgic. Have I ever been to Northrend?" he pondered out loud after taking a deeper whiff. There was something definitely familiar about it. Before the Darion even ended his briefing, Rubick had already started walking towards the portal leading to his assigned destination.
“Right. Let’s get to it, shall we?” he would say facing his team before jumping in to the portal without a second thought. If brief contact with a native of Azeroth rouses his locked memories, then surely total immersion would break open this seal.
[BIRTHNAME: Roland of Sussex⫻ HOME UNIVERSE: Entropyverse ⫻ AGE: 38 ⫻ ALIGNMENT: Chaotic Neutral]
▼ APPEARANCE ▼
"How I lost my eye? Loyalty."
The stress of the harsh snow has significantly advanced Roland’s aging, reflected on his wrinkled skin. His hair is grayed as well though this blends well with the snow camouflage coat he wears out on hunts. Fur and leather make up all of his clothing, in order to protect him from the elements. Lastly, his left eye has been gouged out and replaced with an experimental mechanical eye courtesy of the scientists at Oxbridge.
▼ PERSONALITY ▼
"I’m what you call an optimistic pessimist. Expecting for the worst and praying for the best."
Planning and preparing for every conceivable scenario is The Scavenger Wolf’s specialty, often staying quiet and lost in his thoughts aside from the occasional self-muttering. Roland’s loyalty is to himself first and as such he has a hard time with authority that has a different view than him. Though, he rarely confronts them directly. As well, empathy may not be his strongest suite yet he strives to do the most pragmatic choice when possible. He is also quite cynical, due to traveling most of the known landscape of his world and only finding strife. Underneath all that, Roland is sincerely hopeful and tries to believe in the good of others.
When all else fails, he will be the first one out of the emergency exit.
▼ BACKSTORY ▼
"Your guess is as good as mine.”
Born from the snow with nothing to his name, Roland was an orphaned lad who grew up in the settlement of Old-Sussex-by-the-Sea. To earn his keep, he was a hunter’s apprentice who braved the cold in order to hunt snow hares at first. As he grew older, the game he hunted also changed. For you see, the land he lived on was soon subjugated by the warrior-king known only by the title of Sea Falkyir and forcefully conscripted all men of fighting age. Those who refused soon found themselves struck down from where they stood.
His exploits in the Falkyir’s army would be where he would receive his new name: The Scavenger Wolf. It is not one only of honor as most would expect but rather of Roland’s practical use for the army. His expertise in foraging and animal trapping would prove lifesaving in the scarce wasteland during long campaigns, usually doing the job of five hunters at a time.
Though, this wouldn’t last long as a defeat and route at a battle in the frozen marshlands of Flanders would break the expeditionary legion of the Sea Falkyir, dispersing most of the survivors. The Wolf wouldn’t be as lucky as he would be captured by his enemies. Luckily, the S.F.I. Federation grants clemency to useful soldiers willing to swear vows of loyalties. To prove such loyalty, they required a sacrifice from their new recruits. Of course they didn’t really have much of a choice in the matter as death was the alternative.
Finding himself once again conscripted by a new army, Roland was now assigned to a unit that was contracted to defend the Oxbridge Campus from raiders and roving wild animals. The post was comfortable all things considered until one night the central Coal Core started to overheat and required emergency cooling. Charging in with a group of engineers with the suspicions of sabotage, Roland would find himself at the center of an explosive blast from a core meltdown.
Except he didn’t die, or so he’s told. He now finds himself at the Initiative, still confused at the matter but isn’t in any rush to go back to his world any time soon.
▼ ABILITIES & EQUIPMENT ▼
"Bless the Campusineans and their barrel cleaners."
Repeater Rifle – The fastest reloading rifle model in the known Entropyverse. Requires only an average of five seconds between every shot!
Bowie Knife – A rather large knife that is used to skin fur from animals.
Ice Pick, Rope and Chisel – A set of tools that is mandatory for anyone willing to travel outside the walls of settlements.
Hunter’s Snow Coat – A coat that blends well in arctic environments, adorned with leather and fur. Snow goggles are also attached to the hood of the coat.
Maintenance Kit – A small satchel bags filled with lubricating rifle cleaners and whetstones.
Frost Familiarity – While he would rather not be out in the cold, Roland is somewhat of an expert in surviving freezing conditions.
▼ LIMITS-WEAKNESSES ▼
"Err on the side of caution because I’m not risking my ass for yours."
A Man Among Gods – He’s nobody special and this bothers him when paired with the fantastical.
Reluctant to Fight – Each time he’s had to pick up his weapon, it’s always been to fight for survival. If given the choice, he would rather avoid violence.
Me First! – A lifetime of looking out for himself doesn’t simply disappear. This may mean putting his needs and safety before others.
▼ OTHER ▼
"Tan your own hide and you’ll never be angry at second rater leatherworkers."
Roland has a DIY attitude when it comes to his clothes, from gathering the materials all the way to stitching the seams together.
[BIRTHNAME: Roland of Sussex⫻ HOME UNIVERSE: Entropyverse ⫻ AGE: 38 ⫻ ALIGNMENT: Chaotic Neutral]
▼ APPEARANCE ▼
"How I lost my eye? Loyalty."
The stress of the harsh snow has significantly advanced Roland’s aging, reflected on his wrinkled skin. His hair is grayed as well though this blends well with the snow camouflage coat he wears out on hunts. Fur and leather make up all of his clothing, in order to protect him from the elements. Lastly, his left eye has been gouged out and replaced with an experimental mechanical eye courtesy of the scientists at Oxbridge.
▼ PERSONALITY ▼
"I’m what you call an optimistic pessimist. Expecting for the worst and praying for the best."
Planning and preparing for every conceivable scenario is The Scavenger Wolf’s specialty, often staying quiet and lost in his thoughts aside from the occasional self-muttering. Roland’s loyalty is to himself first and as such he has a hard time with authority that has a different view than him. Though, he rarely confronts them directly. As well, empathy may not be his strongest suite yet he strives to do the most pragmatic choice when possible. He is also quite cynical, due to traveling most of the known landscape of his world and only finding strife. Underneath all that, Roland is sincerely hopeful and tries to believe in the good of others.
When all else fails, he will be the first one out of the emergency exit.
▼ BACKSTORY ▼
"Your guess is as good as mine.”
Born from the snow with nothing to his name, Roland was an orphaned lad who grew up in the settlement of Old-Sussex-by-the-Sea. To earn his keep, he was a hunter’s apprentice who braved the cold in order to hunt snow hares at first. As he grew older, the game he hunted also changed. For you see, the land he lived on was soon subjugated by the warrior-king known only by the title of Sea Falkyir and forcefully conscripted all men of fighting age. Those who refused soon found themselves struck down from where they stood.
His exploits in the Falkyir’s army would be where he would receive his new name: The Scavenger Wolf. It is not one only of honor as most would expect but rather of Roland’s practical use for the army. His expertise in foraging and animal trapping would prove lifesaving in the scarce wasteland during long campaigns, usually doing the job of five hunters at a time.
Though, this wouldn’t last long as a defeat and route at a battle in the frozen marshlands of Flanders would break the expeditionary legion of the Sea Falkyir, dispersing most of the survivors. The Wolf wouldn’t be as lucky as he would be captured by his enemies. Luckily, the S.F.I. Federation grants clemency to useful soldiers willing to swear vows of loyalties. To prove such loyalty, they required a sacrifice from their new recruits. Of course they didn’t really have much of a choice in the matter as death was the alternative.
Finding himself once again conscripted by a new army, Roland was now assigned to a unit that was contracted to defend the Oxbridge Campus from raiders and roving wild animals. The post was comfortable all things considered until one night the central Coal Core started to overheat and required emergency cooling. Charging in with a group of engineers with the suspicions of sabotage, Roland would find himself at the center of an explosive blast from a core meltdown.
Except he didn’t die, or so he’s told. He now finds himself at the Initiative, still confused at the matter but isn’t in any rush to go back to his world any time soon.
▼ ABILITIES & EQUIPMENT ▼
"Bless the Campusineans and their barrel cleaners."
Repeater Rifle – The fastest reloading rifle model in the known Entropyverse. Requires only an average of five seconds between every shot!
Bowie Knife – A rather large knife that is used to skin fur from animals.
Ice Pick, Rope and Chisel – A set of tools that is mandatory for anyone willing to travel outside the walls of settlements.
Hunter’s Snow Coat – A coat that blends well in arctic environments, adorned with leather and fur. Snow goggles are also attached to the hood of the coat.
Maintenance Kit – A small satchel bags filled with lubricating rifle cleaners and whetstones.
Frost Familiarity – While he would rather not be out in the cold, Roland is somewhat of an expert in surviving freezing conditions.
▼ LIMITS-WEAKNESSES ▼
"Err on the side of caution because I’m not risking my ass for yours."
A Man Among Gods – He’s nobody special and this bothers him when paired with the fantastical.
Reluctant to Fight – Each time he’s had to pick up his weapon, it’s always been to fight for survival. If given the choice, he would rather avoid violence.
Me First! – A lifetime of looking out for himself doesn’t simply disappear. This may mean putting his needs and safety before others.
▼ OTHER ▼
"Tan your own hide and you’ll never be angry at second rater leatherworkers."
Roland has a DIY attitude when it comes to his clothes, from gathering the materials all the way to stitching the seams together.
@Ruler Inc Sorry for the delay, still recovering from holiday hangover. Also, as for the macguffin of Entropyverse, I introduce to you the Candle of Last Flames (courtesy of Griffon's Saddlebag). Its chilling flames breaks down the energy and matter of everything it touches to wax but said wax can be formed and heated by regular fire to return it back to its original state.
The civilizations of the Entropyverse are in their decline. None know what exactly caused The New Ice Age but it only left the strongest and the ever-vigilant to roam the hellish landscape. Generations of people have only known the embrace of the cold, with the cover of night being impossible for anyone to traverse. While most of the world’s knowledge was lost, the advances of the Analogue Coal Revolution sustain the few pockets of society that still thrive. Steam Automatons do the majority of natural resource exploitation for the larger cities, while a giant monolith known as a Coal Core generates the life sustaining heat for all known settlements in the Entropyverse. As with any society, people needed purpose once survival was secured. Most turned to local, authoritarian polities to run their lives. Some, however, have turned to faith in new world gods such as the Sea Falkyir who styles himself as the Norse god Odin’s champion, encouraging his flock to raid the weak for their resources, or the Wickermen who preach that burning unbelievers and their possessions will bring the age of frost to an end. Bastions of democracy are far and few but the most prominent is the S.F.I. Alpine Federation, who have organized professional mercenary militias to enrich their state and bring weaker settlements under their influence.
Even in the apocalypse, man still is caught in its petty squabbles. Soon, they will realize that the frozen wastes will only leave kings of ice and death.
▼ OTHER ▼
Notable States:
The Falkyrian Sworn Lands: Covering a vast land with sparse settlements that range from old London to Helsinki, this coalition of states is governed by local nobles that all swear fealty to the Sea Falkyir, sending troops and tribute on a regular basis. The Sea Falkyir title that can be claimed by any of the nobles that kills the reigning liege in single, melee combat. Otherwise, it goes to the last Sea Falkyir’s eldest child. The ceremonial seat of power is located in the Danish city of Helsingborg, which contains an artificial warm water port due to having a collection of Coal Cores dedicated to defrosting the area. The current administration’s grand vision is to either construct or steal more Coals Cores to heat up their coast lines and enable ship routes to prosper once more.
S.F.I. Alpine Federation: The old Swiss state had no choice but to annex the surrounding French and Italian lands once anarchy had come with the frost. Continuing their tradition of neutrality was no longer feasible as raiders and would-be-conquerors knocked at the foot of their mountain homes. Soon, they became the conquerors as they continued to reclaim much of the Mediterranean in the name of protecting the weak and their coal supply. Governed by an elected council of statesmen, they practice democracy though the price of being a citizen in this idealistic federation is military service. Those who do not comply are simply sent labor camps or left to die outside their city walls. The current capital is Vienna, a city still renowned for its beauty.
Oxbridge Campus: Born from the ashes of old educational institutions, this minor settlement houses less than a hundred people yet continues to exist due to its self-sufficiency and advanced weaponry. Their food is grown in greenhouses powered by their Coal Core while their seemingly endless coal supply is kept secret from the world at large. Though their walls are guarded with combat ready Automatons, most would rather trade with the Campusineans or hire their scientists and engineers. Unfortunately, Wickerman raids have increased in frequency over the years and has made the inhabitants weary.
Wickermen: Though they lack a central authority figure, the Wickerman ideology has spread like the fire that they wield. Only two things are for certain and those are the facts that they could be anyone and that they feed on the desperation of people.
Technology:
Steam Automatons: Ranging from person-sized robots that can be programmed to do menial tasks all the way to giant mobile fortresses. They usually run on coal that gets converted to steam.
Coal Cores: Claimed to be the invention of the century before calamity had hit the Entropyverse. These giant metal pyres are responsible for heat, energy, and hope. As the name implies, they run on coal.
Weapons: The majority of states supply late 19th century muskets to their infantrymen while artillery is usually mounted on specialized Steam Automatons. The exception is Oxbridge Campus, which use specialized defensive installments such as flamethrowers, gas shells, Maxim guns, and scoped freeshooter rifles.
Communications: Telegraph is the most advanced form of messaging available. Due to the required maintenance of wires, this is only available to select settlements such as the capitals of the major states.
And here's my contribution, inspired by Frostpunk and ASOIAF's The Long Night.
Written Description: Standing at a height of five feet and seven inches on average, Rubick is a humanoid mage with an affinity for the color green. He usually wears over-the-top pauldrons with non-magical ornaments and gilding along with an overflowing, tattered cape to completely cover his scrawny core. None have ever seen Rubick’s true face but his dueling mask provides all the emoting he ever needs. A knot of his ebony hair seamlessly protrudes from his mask.
The magus’ hands are protected by comically oversized leather gloves. Appropriately, the staves that he carries are usually taller than him by at least a full foot and radiates the green glow of his magic. Lastly, this magus never wears shoes; it’s only sandals for him!
Personality: Mischievous and ambitious, the Grand Magus sees everything as a challenge. As the son of a well-respected wizard, Rubick seeks to overshadow his father’s legacy by accomplishing many great feats and defeating even greater enemies. The way he looks to forge his battlefield reputation is by bringing about a controlled chaos that only he can unravel, using his foes spells and abilities against one another. With that being said, Rubick does love surrounding himself with allies that he acknowledges as useful even if they outshine him. In fact, if they attract attention away from the magus, he’d be more likely to sing to them songs of praises.
Game: Dota 2 & associated spin-offs
Current Story: Realizing that the War of the Ancients is a fruitless effort with seemingly meaningless repercussions due to a time loop at the end of each battle, Rubick has decided to seek his fame elsewhere. Once a court mage, he has decided to go back to his roots and serve under the employ of the lords of Tetris Castle.
Level One (P)Damage 1 (P)Defense 1 (M)(E)Damage 3 (M)(E)Defense 3 Dexterity 2 XP ////////// (0/10)
Squad: Alpha
General Abilities:
Lvl. 1Telekinetic Lift - Rubick may target any single, living organism up to seven feet away from him. Once chosen, the magus waves his free hand to lift the target up to fifteen feet in the air for up to three seconds. As the time limit ends, the target is forcefully slammed down to a spot within a twelve-foot radius chosen by the magus.
Special Abilities:
Slot One.
Items:
Slot One. Slot Two. Slot Three.
Strengths: Magical Aptitude – His claim to fame as the grandest of all magi was only possible due to an inclination and appreciation to all forms of magic. No spells are too quirky or otherworldly for Rubick.
Unfazed – Fear, anger, or any impulsive emotion rarely affects Rubick. He’s as calm as the etched smile on his mask.
Trickster – Never take a masked man’s words at face value. Whatever Rubick may tell you, there’s certainly a hidden intention that lies beneath it.
Weaknesses:
A lifetime of magical studies has left Rubick physically unstable. His body does not stop twitching and his head cannot prevent itself from bopping constantly. Together with his contempt for armor and frail body, this certainly makes him an easy target for anyone that gets close to him.
@Holy Soldier For your consideration, I present to you Rubick.
Character Name: Rubick
Title: The Grand Magus
Kingdom: Valve
Visual Description:
Written Description: Standing at a height of five feet and seven inches on average, Rubick is a humanoid mage with an affinity for the color green. He usually wears over-the-top pauldrons with non-magical ornaments and gilding along with an overflowing, tattered cape to completely cover his scrawny core. None have ever seen Rubick’s true face but his dueling mask provides all the emoting he ever needs. A knot of his ebony hair seamlessly protrudes from his mask.
The magus’ hands are protected by comically oversized leather gloves. Appropriately, the staves that he carries are usually taller than him by at least a full foot and radiates the green glow of his magic. Lastly, this magus never wears shoes; it’s only sandals for him!
Personality: Mischievous and ambitious, the Grand Magus sees everything as a challenge. As the son of a well-respected wizard, Rubick seeks to overshadow his father’s legacy by accomplishing many great feats and defeating even greater enemies. The way he looks to forge his battlefield reputation is by bringing about a controlled chaos that only he can unravel, using his foes spells and abilities against one another. With that being said, Rubick does love surrounding himself with allies that he acknowledges as useful even if they outshine him. In fact, if they attract attention away from the magus, he’d be more likely to sing to them songs of praises.
Game: Dota 2 & associated spin-offs
Current Story: Realizing that the War of the Ancients is a fruitless effort with seemingly meaningless repercussions due to a time loop at the end of each battle, Rubick has decided to seek his fame elsewhere. Once a court mage, he has decided to go back to his roots and serve under the employ of the lords of Tetris Castle.
Level One (P)Damage 1 (P)Defense 1 (M)(E)Damage 3 (M)(E)Defense 3 Dexterity 2 XP ////////// (0/10)
Squad: Alpha
General Abilities:
Lvl. 1Telekinetic Lift - Rubick may target any single, living organism up to seven feet away from him. Once chosen, the magus waves his free hand to lift the target up to fifteen feet in the air for up to three seconds. As the time limit ends, the target is forcefully slammed down to a spot within a twelve-foot radius chosen by the magus.
Special Abilities:
Slot One.
Items:
Slot One. Slot Two. Slot Three.
Strengths: Magical Aptitude – His claim to fame as the grandest of all magi was only possible due to an inclination and appreciation to all forms of magic. No spells are too quirky or otherworldly for Rubick.
Unfazed – Fear, anger, or any impulsive emotion rarely affects Rubick. He’s as calm as the etched smile on his mask.
Trickster – Never take a masked man’s words at face value. Whatever Rubick may tell you, there’s certainly a hidden intention that lies beneath it.
Weaknesses:
A lifetime of magical studies has left Rubick physically unstable. His body does not stop twitching and his head cannot prevent itself from bopping constantly. Together with his contempt for armor and frail body, this certainly makes him an easy target for anyone that gets close to him.
Achievements: --
As I've mentioned in the other thread, he copies the last spell/ability used by others though I'd rather have that by Lv.3 since it's his "ultimate" move. Hopefully, this character application meets your standards.
Initially, he gets to keep the spell for 3 minutes with further level ups increasing it by 1 minute. I can see that being easily scaled down and up if we apply the RP's leveling system. In fact, I suppose we could apply that to his other spells which includes a bouncing bolt and a telekinesis lift.
As for upgrades, Dota does have a wide variety of equipment that he could obtain upon leveling up. How would we go about deciding what I would receive per level though? @Holy Soldier
@Holy Soldier Hello, I'm interested in joining after seeing your advertising thread as well.
I would just like to ask though, would it be okay to play as a character who's gimmick is to steal the last spell/ability another character used? Specifically, it would be Rubick from Dota 2. The main drawbacks in the game were relatively long cooldowns between stealing spells and the inability to target allies, if that helps.