Rastrian wrote:If allowed, I might make a second character. Possibly for the express purpose of LEGS.
Lol, second characters are very much allowed, would mostly just steer away from beast folk as we have a good amount of those
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by Tomia » Fri Jun 28, 2019 5:22 pm
Rastrian wrote:If allowed, I might make a second character. Possibly for the express purpose of LEGS.
by Skyggeheim » Fri Jun 28, 2019 5:30 pm
by Tomia » Fri Jun 28, 2019 5:34 pm
Skyggeheim wrote:I don't mean to be a bother, but do we have an ETA for the IC?
by The Anarcho-Syndicalist Commune » Fri Jun 28, 2019 5:44 pm
by Sarderia » Fri Jun 28, 2019 6:40 pm
Tomia wrote:
So first on powers, after talking to my co-ops
1)Get rid of soul ripping, it is a bit more OP than we are comfortable with and honestly I don't think it fits with the character's other powers. Honestly I'm not exactly sure what discipline of magic the character actually specializes in is, as it is not mentioned in regards to his college. So I would figure out a discipline and stick to it.
2) Lose the Rings of Arcane, it makes most of your limitations moot and also kind of rubs against the way magic is described in the OP.
Also, I would say instead of Grand Mage he should be a vice-mage(second in command of a college) or a Magistrate(which is basically a tenured professor at a college) I would say both ranks would be very impressive for his age.
Finally though the biggest issue still remains the character design. I'm not sure I see how this character fits in with the goals or purpose of the Hammer of Eboris given that his stated goal stands in contrast to what the Hammer is going to be trying to achieve. The backstory is a lot better and more grey, however his goals, allegiance and where you seem to want to take the character don't fit in the RP. If you are set on making him a true villain who is going to openly and actively try to undermind the Hammer I don't think the character fits within the premise of the RP. It is a good character, and a good villain, but unfortunately that doesn't really fit the spirit of this RP.The Anarcho-Syndicalist Commune wrote:Natasia Asharev Calinov
How do you see this character fitting in with the Hammer? Do you think you would be able/willing to change this character so she is less of a villain? I think it would be hard for this char to participate in the Hammer because of her explicitly evil intentions and history, especially given we have a Slayer of the crypt among the party. One suggestion I have on this front, is that maybe when she becomes undead the Slayers turn on her, and she kills them out of panic and self defense. And because of this she turns against the slayers but still seeks to restore her humanity and is still anti undead?
I will admit though, this is a very well written villain that could actually fit into a questline that we have planned so if you would rather scarp it and start a new one rather than changing her I would be interested as using her as a NPC, with your permission of course.
by Auropa » Fri Jun 28, 2019 6:42 pm
- [Titanic Might]: Originating from a combination of her treatments and determination, Ciradyl is known most for her nigh-on inhuman strength and endurance.
- [Sky’s Wrath (lightning magic)]: Born with an affinity for magic and an internal abundance of magika, Ciradyl is able to harness the furry of the sky in battle.
- Lightning Strike: A powerful, albeit imprecise attack that calls down a powerful bolt of lightning
- Lightning Jab: A weaker form of lightning strike that originates from Ciradyl and shoots out towards her targets.
- Electric cover: Charging her armour and shield with electricity to turn Ciradyl into the bane of armored foes.
- Paralysing Strike: Short range attack (needs physical contact) capable of stunning and potentially knocking out targets.
- (Still Born): Ciradyl was born frail and on deaths door, surviving only thanks to some of her homeland's most respected mages. With an enchanted marking carved upon her chest, her body can draw and store power from the world around her but is ultimately vulnerable to nullification magic. As well as removing her magic, nullification spells sap her very life force and can prove to be fatal if her powers are not returned before long.
- (Grounded and loud): While powerful, her lightning attacks are also incredibly noticeable and can be countered with relatively simple preparation. Makeshift lightning rods, connections to ground and thick enough hide or leather will all massively reduce her lightning's attack power.
- (Justicar): Though she is begrudgingly willing to work with those who rely on subterfuge and trickery, Ciradyl is oath bound to fight honorably and fairly no matter the odds. As a result she cannot lie, steal, cheat or attack unarmed opponents under any circumstances. While she is forgiving of pasts and open to redemption, she is merciless to those who hurt the innocent without remorse.
- Great Shield of Woe: Made to resemble a blackened mirror, the unnaturally heavy shield was made as a symbolic punishment for those within the order. After being found guilty of an unforgivable crime, a knight would be given a choice. Dishonour and banishment or redemption through death in righteous duty. If the latter was chosen, the knight would be given the weighted shield and sent on an un-achievable quest. Should they die, they would be redeemed in memory, until then the stained shield serves as symbols of their failure.
- [Heavy Mace]
- [Blackened Captain's armour of the Honor Guild]
by Turmenista » Fri Jun 28, 2019 6:56 pm
Sarderia wrote:I don't want to do this as it would mess up with the personality, but I have to set a favourite faction and least-fav faction for my char, do I?
by Tomia » Fri Jun 28, 2019 7:07 pm
Sarderia wrote:Vice-Mage it is then. The powers would be toned down ofc.
What would you suggest his goals and allegiance be? I so want to have a Punisher-type character, albeit a lot, lot more dark.
Auropa wrote:[b][ Ciradyl (‘Seer-a-dil’) Vilanthri
by Sarderia » Fri Jun 28, 2019 7:13 pm
Tomia wrote:Sarderia wrote:Vice-Mage it is then. The powers would be toned down ofc.
What would you suggest his goals and allegiance be? I so want to have a Punisher-type character, albeit a lot, lot more dark.
Honestly if that is what you want the character to be I don't think there is a way to mold him to fit into the Hammer. My suggestions would be some more sympathetic aspects to his backstory, make his goals a little more altruistic, or at least less nefarious, and come up with a solid reason as to why he would want to help the Hammer and not actively undermine it. If that is unacceptable then I think its best to move on to another character concept that fits better within the theme and premise of the RP.Auropa wrote:[b][ Ciradyl (‘Seer-a-dil’) Vilanthri
Accepted, nice app!
by Tomia » Fri Jun 28, 2019 7:15 pm
Sarderia wrote:Tomia wrote:Honestly if that is what you want the character to be I don't think there is a way to mold him to fit into the Hammer. My suggestions would be some more sympathetic aspects to his backstory, make his goals a little more altruistic, or at least less nefarious, and come up with a solid reason as to why he would want to help the Hammer and not actively undermine it. If that is unacceptable then I think its best to move on to another character concept that fits better within the theme and premise of the RP.
Accepted, nice app!
I will maintain his backstory, but add an sympathetic aspect to his goals. I want to make a morally-ambiguous character, so I hope you might find that accpetable
by Ihsalihna » Fri Jun 28, 2019 7:16 pm
- Arcanist: born with magic in her veins and the spark of curiosity in every fibre of her being, Sayyida isn't the most skilled of mages, lacking formal training, but is very knowledgeable in the arcane arts and adept with minor and illusionary magic. Most of her skills come in the form of enchanted items she has discovered on her travels, though she is often able to make do with innovative use of simple magic — misdirecting pursuers down false alleyways, raising an inviting merchant's tent from nothing but sticks and ragged cloth, producing luminous displays of calligraphy burning in midair to draw attention to her wares, or even shifting her clothing to blend into the populace at large.
- False Paths: perhaps Sayyida's most useful ability is a spell she discovered in an ancient Dwarven fortress beneath the mountains, allowing the user to slip through a door, archway, or curtain, and find themselves emerging from a different passage some ways away. She is careful not to use it unless she needs to, as she is not always sure where she will end up – sometimes on the other side of the street, sometimes stumbling out of a chicken coop on a farm a halfmile away.
- Veil of Secrets: beneath her flowing silk robes, Sayyida holds more than just mysteries – the Veil of Secrets was a gift to her from her mother, a magical item of unknown origin that can be used to store and hide untold wonders. Ranging in size from tiny coins and trinkets to large portable incense burners and statuettes, if an object is large enough to be stored in a traveler's large backpack, and light enough to be carried by a human, Sayyida can slip it away beneath the folds of her robe like it took up no space at all. Cheerfully attributed to simple illusion magic done to attract customers, Sayyida can hide away a small arsenal of weapons or a small tent's worth of rare artifacts on her person. Her mother warned her however that there may be some things left hidden inside even she doesn't know of, and some of them may be alive...
- Swift as Sand: one of the Veil's biggest boons it that it allows the wearer to carry valuables and supplies that would have most people stooping under the weight of a traveller's backpack of the kind some adventurers will wear, covered in bedrolls and climbing tools and towering overhead like a swaying cloth stele. Sayyida is free to make use of her speed and athleticism, gained from long hours hunting in the desert and slipping through crowded city streets or jumping along rooftops, pursued by rival merchants' thugs or chased by those she has "liberated" previously sold goods from who have tried to turn them to ill purpose.
- Sharp as Glass: when war comes to the land, even a simple blade can prove priceless — but with so much competition in weapons-trafficking, Sayyida has identified a niche to exploit. Strange, exotic weaponry coming from foreign lands and inventive minds always prove to find an interested buyer, and Sayyida herself has kept a few for her own protection over the years and grown exceedingly skilled with them. While she might not pack an overwhelming punch in a fight she has learned to defend herself and always be on her guard against any kind of threat. Felling larger opponents with joint-locks learned from martial artists or ducking from the path of a swordsman's steel to slide her own curved blade into flesh, she is a terror to fight in close-quarters.
- Improvised Solutions: quick-thinking merchants are wealthy merchants, and in Eboris' often dangerous lands they often prove to be the ones that stay alive. Sayyida has put her intelligence and ability to adapt and improvise at a moment's notice to good use in fights, drawing from the environment around her or her bottomless robes to gain an advantage when attacked. From defective incense burners that can fill a room with smoke in seconds to vials of colourful liquid that can melt through locks, to small cloth pouches that when turned out erupt in a deluge of confused kittens and balls of string, Sayyida will use any trinket to distract, foil or misdirect an opponent or gain an advantage.
- Watchful Serpent: Vahid is a young asp, a gleaming serpent as green as venom and just as dangerous. He lives within Sayyida's fathomless robes and is quite friendly and harmless - to those she likes, at least. Pickpockets tend to be less than happy to meet him.
- Culture Shock: Sayyida may be wise for her age and extremely knowledgeable in esoteric and arcane subjects, but she knows little to nothing of other lands beyond what she has read in history books or discovered on her travels. Language is not her forte, and while she is used to using the perception of a mystical and fascinating foreigner to her own advantage she can be exhausted and confused by the bewildering customs and speech of those she encounters.
- Silken Armour: merchant's coin cannot turn the point of a sword, at least not if it isn't used at the proper opportunity. At times such opportunities do not arise... Sayyida relies on misdirection, distraction, dexterity, quick-thinking and a well-placed blade and spell to get herself out of trouble, and lacks armour or the ability to sustain direct assaults on herself for a length of time. Caught in an archer's sights or faced with a squadron of armoured knights, she will prudently attempt to flee.
- Chaotic Inventory: the Veil of Secrets, like many magical items, is a fickle thing - or perhaps Sayyida is simply absent minded as to where she tucks away her artifacts. In either case it cannot be denied that even she is unsure of its inner workings, and will often find something unusual or unexpected when she reaches for something she wishes to find. Roughly a quarter of the time, when grasping for a coin purse or knife or valuable, she may find something completely different — at times of great need, this can prove to be less than ideal.
- La Mort des Chats: curiosity is a double-edged blade, and Sayyida believes that secrets, hidden knowledge, and rare items with impressive histories and strange properties can be just as valuable as gold. Though cautious by nature she can be enticed into taking grave risks for the reward of greater wisdom, insights, and heft to her coin purse.
- Peshkabz daggers: a twin pair of wickedly curved blades, reinforced at their needle-like tips and capable of piercing through maille just as well as they cleave through flesh. The design is traditional among Sayyida's people, and considered by collectors of rare weapons to be exceptionally designed fighting knives. Blackened to eliminate even the slightest gleam in darkness, they formerly belonged to her mother and were gifted to her when they parted ways.
- Katars: coming into Sayyida's hands from a far away land, these exceptionally crafted weapons are as deadly in function as they are unique in form. These characteristic punching daggers naturally fascinated the merchant, who kept them for her own use — she has since grown to be astoundingly effective with them, making good use of their intuitive thrusts to punch through maille and thin plate armour alike, or striking in sweeping slashes of gleaming gilded steel. Her affinity for the weapons is easy to understand, given her love of hidden and intriguing things - one of the pair contains a masterfully crafted mechanism that splits the blade in two to reveal a third within, giving it three points and making it exceedingly useful for tangling an enemy's clothing or catching their blade and twisting it aside.
- Magical Quills: a merchant is often at need of a good quill, and Sayyida keeps a bundle of them wrapped in twine and leather. These are unique, however, collected on her travels or enchanted by her nimble hand: one can illustrate concepts in child-like but easily understood pictures to communicate with those who speak other languages; another writes brilliant calligraphy with glimmering flame that hangs in the air, accentuating Sayyida's already flowing style; the third has a bad habit of going straight for the jugular vein; and the last two are an ordinary, if extravagant phoenix feather and a peacock quill that will copy any document after marking it with a special rune.
- Veil of Secrets: Sayyida's flowing robes of glimmering silk, fathomless in depth and mystery. Given to her by her mother, its origin is as unknowable as the full extent of its contents. It seems to shine in the light when she wishes to be seen, and fades to blend in with her surroundings when she wishes to pass unnoticed, always appearing to blow in an unseen breeze.
- Merchant's Tome: a leatherbound book, weathered and faded by sun, though the gleam of silvery designs scrawled across the surface intrigue one to its contents. Within is page after page Sayyida's small but elegantly flowing handwriting, written in code, detailing countless transactions and inventory and travel sketches. Between the pages are tucked loose sheaves of paper, torn off scraps of writing, pressed flowers and probably her official merchant guild's papers. Somewhere.
Islamic Visadahyum of IhsalihnaJin Jîyan Azadî - Long Live the Girls of Enghelab
ویسداهیوم اسلامی ایهسالیانا
Visadahyum-i Eslāmi-i Ehsālihnā
by Ihsalihna » Fri Jun 28, 2019 7:18 pm
Islamic Visadahyum of IhsalihnaJin Jîyan Azadî - Long Live the Girls of Enghelab
ویسداهیوم اسلامی ایهسالیانا
Visadahyum-i Eslāmi-i Ehsālihnā
by Sarderia » Fri Jun 28, 2019 7:19 pm
Tomia wrote:Sarderia wrote:I will maintain his backstory, but add an sympathetic aspect to his goals. I want to make a morally-ambiguous character, so I hope you might find that accpetable
Morally ambiguous would be much preferred to an outright villain yes. Make sure you make the edits I asked for regarding abilities as well
by Kaziimar » Fri Jun 28, 2019 7:29 pm
- [Elemental Water]: (Can conjure elemental water spells into offensive forms for combat)
- [Shield]: (Creates a magical shield to deflect damage, but can be damaged if hit hard enough)
- (Apprentice: She’s still learning and has a LONG way to go before conquering anything)
- (Squishy Wizard: She’s pretty good with magic, but taking a punch? Not so much.)
(Note, you do not have a maximum or minimum of 2 limitations. If you don’t need all those, delete them. If you need more, copy and paste.)
- [Wizard’s Staff]
- [Grimoire]
- Backpack
- [Map]
- [Vials of Potions: healing, poison, shrinking, growing]
(Note, you do not have a maximum or minimum of 2 equipment. If you don’t need all those,
by Tomia » Fri Jun 28, 2019 8:07 pm
Kaziimar wrote: Damiana Florevian
Ihsalihna wrote: Sayyida ul h'Ehlam
by Shadowwell » Fri Jun 28, 2019 8:13 pm
by Sarderia » Fri Jun 28, 2019 8:26 pm
Tomia wrote:Sarderia wrote:Verily, done.
Alright It's decently better, last three things that need to be done I think is remove reference to the soul strangler from the bio, and also remove references to him becoming grand mage, also get rid of the soul sickness thing as weakness as it doesn't make much sense if he isn't doing soul magic anymore.
And I think I would just advice not to have him do anything too dark or edgy, particularly at the start of the RP. Like I said its not really keeping within the tone of the RP and having him gratuitously killing people just for the sake of it or things like that won't really be tolerated.
With that in mind once those three things are fixed, I'll accept him.Kaziimar wrote: Damiana Florevian
Nice app, bio and all is great, just a few things regarding the powers. She shouldn't really be able use all types of elemental magic like that, since each element is its own specialized school in this RP. So I would pick one for her to focus on. Also invisibility and shapeshifting is a little much. So I would say make invisibility a potion she carries around instead of shrinking and growing. Once those things are fixed up the app should be good to go.
Ihsalihna wrote: Sayyida ul h'Ehlam
Great job, I found the bio to be extremely well written, only thing I'm a little confused about is the quills, does she use those as weapons or does the one quill simply attack people out of lack of stability? Either way, accepted
by Tomia » Fri Jun 28, 2019 8:32 pm
Sarderia wrote:Consider it done.
It is my first attempt to create an outrightly very dark character though. How was it in general?
by Sarderia » Fri Jun 28, 2019 8:43 pm
by Tomia » Fri Jun 28, 2019 8:50 pm
Sarderia wrote:Tomia wrote:Let me know when it is and I'll accept. I mean I think you're writing of a villain was decent despite my concerns about how he fits in the RP
It is done, waiting your accept.
No, I mean in general. I'll make him less murderous here, but how was the villain in general? You're an old forum member so you might have suggestion for me
by Union Princes » Fri Jun 28, 2019 9:05 pm
- [Intimidation]: His herculean stature and booming voice is enough for any enemy to panic and for any soldier to hold the line just a little bit longer.
- [Mighty Swing]: Immense size mean immense strength. One hit from his claymore is enough to kill any lightly armored opponent that stands in his way.
- [Iron Man]: He wears the thickest, heaviest set of full plate armor in his family's history, an extra layer of chainmail and leather armor underneath.
- [The Fart]: Despite all the appearance of a dim-witted fighter, Randolf carries a small secret weapon that he carries into every battle: a small container that when smashed, unleashes a cloud of sulfur, crushed peppers, and grounded viper venom that blinds and disorientates his opponents.
- A poor administrator. He will never allow himself to sit in a room and do nothing but count coin and sign papers.
- Undisguisable under any circumstances. Randolf is easy to spot if you know he’s a 8ft tall giant.
- Fast for his size yet still slower than an average human being. His immense size makes him more susceptible to injuries from a quicker opponent.
- Negligent in studies that not found in the art of war. He can read and write but don’t bother asking Randolf to be your diplomat, messenger, or spymaster.
- More susceptible to heat exhaustion due to the amount of armor he wears.
- [Greatsword]
- [Full Plate Armor]
- [Heater Shield]
- [Two layers of Chain Armor]
- [Boiled leather Armor]
- [The Stinkbomb] the device Randolf uses in the battlefield to blind his opponents. Nicknamed the Fart because of its sulfur component.
- [His Warhorse] Larger, thicker, and stronger than the average steed, this mount was picked for Randolf’s ownership obvious reasons
by Skyggeheim » Fri Jun 28, 2019 9:12 pm
by Tomia » Fri Jun 28, 2019 9:16 pm
Union Princes wrote:[Sir Randolf “The Short” Klefford
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