S
Sanctus
Guest
Original poster
Welcome~Never rped with dice before, but the prospect interests me greatly. I shall take the risk!
Gender: N/A Race: Old One Finesse Fortitude Health Speed Perception Arcane Spirit |
Oh yeah!
I almost forgot~!
Minerva Clarice Ludenberg Minerva Clarice Ludenberg
~ W.I.P~
23 (January 9)
"I guess I'm a bit ripe for my age, hmm?"
Female
"Do you wonder why males are uncouth and wild?"
23 (January 9)
"I guess I'm a bit ripe for my age, hmm?"
Female
"Do you wonder why males are uncouth and wild?"
Appearance
"I think I'm normal, just like you."
Minerva has long, red hair that cascades to her thighs. Her left eye is a radiant violet (perhaps influenced by magic) while her right eye is turquoise. She has a long, straight nose with thin nostrils. She has a full lipped smile. A mole decorates the right side of her cheek. She seems to have a bow or another ornament bound to her hair.
Standing at 5 ft, 3 in (161 cm), Minerva is petite for a young adult. Minerva's usual attire comes with flower patterned blouse with a long, green skirt. She also wears a bow tie and brown, leather gloves. To her fingers, she wears a golden rosary. When she's arching, she wears a shorter dress suited for jumping high lengths. She never leaves without her eye patch on her left eye.
In short, Minerva doesn't look like an assassin at all. There are misinterpretations that she's a local gardener or a healer. As the saying goes, things are not always as they seem.
Personality
Surprising // Elegant
"We always strive for a [painless and brutal] end to oppositions~"
While Minerva is elegant, she has a surprisingly sharp tongue for her appearance. She has a knack for being too mean or strict. Minerva chooses to be blunt, even if it hurts. For this reason, she chooses not to participate in public gossip. There's always this air of elegance to what she does. If anything, Minerva will use her words before her fists. Sometimes, even when she does that, survival is no guarantee. It's also a surprise that she's one of the most accurate archers in Burdette.
Ambitious/Enthusiastic
Minerva prefers to set her sights on things that go far above what is considered 'realistic'. It's not ideal to lower your ambitions simply because your objective is impossible. Instead, make it possible. Her enthusiasm shows her younger, less controlled side, where she hasn't experienced enough to lose her imagination and dreams. Any beliefs of a "higher" entity come to light with her curiosity. She is vulnerable to singing during battles. In her mind, however, singing is what makes her sane.
Biography
"I don't see it fit to fight, but I will if I must."
Being born to a family of future leaders served her justice.
Her father crafted her a miniature bow and a wooden sword for her to play with, but she took to the weapons naturally, particularly the bow, and developed amateur skills in using them in mock fights against her older brother. However, when it got to learning more about religion, they restricted her use with the bow. When she was eight, her father began to teach her more seriously, providing her with more substantial weapons to train with. She had a keen eye and was able to hit a bull's eye from across the field behind their house.
TL;DR Version: She was a priestess of a local village. Richard Ludenberg baptized his daughter in a nearby chapel. However, it was unknown whether the road to Christianity stuck. By the time Minerva turned six, Minerva's brother took time in archery. For her, learning how to arch piqued her interest. She asked her parents if she could learn. Unfortunately, they forbade their daughter to stray from religion. Minerva continued to learn about God in the village chapel. Minerva grew to love her training. By her eleventh birthday, she put her own faith into question. Why did they have to wear hoods? Why were her cohorts "Sisters"? The loneliness, isolation and anger conflicted her intuitions. Is there a God? Finally, she wanted to see the world for herself. "Is this where you want to go?" they asked. When she left the village,
Stats:
Might - ** 2
Finesse - ******* 7
Fortitude - ****** 6
Health - ****** 6
Speed - **** 4
Perception - ******* 7
Arcane - *********** 11
Spirit - ******* 7
Abilities: Delivered From Evil ~ Minerva has the ability to fire up to three arrows at once. Depending on her location, she can potentially kill the target (well, not without the arsenic setting in). If she adds too much arsenic, it could impair her, too.
If the roll is an 18 ~ 20, Minerva will shoot three arrows. A 20 ensures absolute success, while 18 & 19 signals a shot on the enemy with one of them being off. Add +3 to finesse
If the roll is an 11 ~ 17, Minerva will fire two arrows. Depending on their location, the arrows successfully hit the target. If she's shooting three arrows, there will be a -1 penalty, given the third arrow's direction.
If the roll on Finesse is a 10, Minerva will fire two arrows. Only one of them will hit the target.
If lower than 10 (9 ~ 2), none of the arrows hit the desired target. Should she target toward their direction, this puts Minerva's allies at risk. If she in the air, she will lose a sense of direction and fall.A Crit Fail will cause the arrow to prick her, or fall on the ground. If she is pricked, this adds a -1 penalty to her health, finesse and fortitude.
Do Unto Others ~ Minerva can heal others around her vicinity. By healing another person, this slashes two of her health points. Once she heals another person, she cannot use this power again until sh gains Health. Do Unto Others is an all-or-nothing ability; if she fails, it could kill her or kill the person she heals.
In order for the ability to work, there is a roll on Health and Perception. It depends on the injuries, the person's morality, and Minerva's condition.
Fire Away! ~ Minerva can inject her Arcane into her arrow. The Arcane helps her target her opponent better than a regular arrow. She cannot use this ability more than three times a day. It wears out on her, too.
Equipment: Archibald's Archery ~ In honor of her deceased brother, Minerva took it upon herself to learn archery. The arrows have a metal tip with two circular holes. The ends of the arrows are adorned with intricate feathers and ribbons.
The arrows are also laced with arsenic, which ensures a slow, painful death. The bow originally extended up to six feet, but the string was cut to accommodate Minerva's height and arms. It still works well, and her bow can also be used for shielding.
The Holy Cross ~ Minerva sometimes wears this cross around her leather gloves. When performing a healing spell, she uses the cross as a rosary. This way, she will ensure their safety.
The "Holy" Bible ~ Or is it? Minerva has a cross over a black book she carries, but they are for her magical spells. Half of the book contains biblical psalms and prayers, but the other half has arcane spells. There are five sections in her book with written notes and consequences to each spell.
Arsenic ~ A tiny vial of arsenic sits inside her corduroy quiver. While she does not drink or throw it, it is used to coat the arrows or the bow itself. Minerva's accuracy with these arrows cannot be guaranteed. As a result, the arsenic is used in moderation. She doesn't have much left.
Decorated Eyepatch ~ The decorated eye patch hides her left eye. While she sees no shame in hiding it, Minerva wears it when working without magic. Her patch acts like a seal for her magic (or murderous temptations). When she's aiming, she transitions the patch to the right eye.
Flowers ~ She doesn't always carry those, but they do a good job of showing her facade.
Theme Song(s):
Theme Song(s):
I understand and I reread the info... And wow, did I mess up!Alright. I've got a few things to say about this CS. You've been very pleasant to interact with so I'll lay it down in as nice a way as possible.
First off is the formatting. Why is so much of it in bold?! It hurts the eyes! Bold should be reserved for titles and labels, not entire paragraphs!
Second, and most concerning, is the reference to Christianity. Not only is this outright wrong (this is a fictional fantasy world), it makes me worried whether or not you actually read much into the setting. Your bio makes literally no references to the world at hand, or even being an assassin. How did she come to be an assassin? What happened after she left her town? What did she do before the Gauntlet fell? Why was a religious girl taught how to use weapons in the first place? Is she a combat nun?
Put simply, her CS just seems to be so basic, as if it could be copied and pasted into any fantasy setting you wanted (though the Christianity bit makes it disjointed).
The abilities, partly because of their being all in bold, are very difficult to follow. The first one, especially, is not written very concisely. Where does arsenic come in? Why does it affect her? Is she a chemist now too? How did she gain healing powers? Wasn't she trained only with a bow?
As she is now, she simply does not appear to be the sort of character an assassin's guild would contact to employ. I cannot accept her.
-Dash-
Dashing towards an enemy or ally will activate either Jolt, or Bastion...
Jolt - Dashing towards an enemy will result in Connor spinning in the air before landing a brutal kick to either the skull, chest or stomach. If Connor's Might is higher then the defender's Fortitude then the blow is strong enough to knock the opponent back interrupting their next action.
Bastion - Dashing to a ally's side Connor is able to mitigate or block a enemy's attack. If Connor must perform a Speed roll to see if he gets to his ally's side at time against the enemy's Finesse roll. If Connor wins he instead takes the blow and must roll against their Might using his Fortitude.
-Burst-
Connor strives off of a good fight and after five turns in a bout he gains access to Burst. Depending on his health Burst has different effects...
Full Health [Challenge] - If Connor manages to go this far in battle without taking damage, he challenges an opponent of his choice. For the next turn the two are locked into one vs one combat, whoever has the most Might and Fortitude combined wins that fight taking half their health in damage. For the action roll, if the roll equals 14 or above it will count as a critical.
Four Health or More Left [Ward] - Connor fortifies himself regaining 2 points in health for himself and the closest ally. Next roll taken if 16 or above will count as a critical.
Two Health Left [Second Wind] - Hurt Connor focuses his energy on his own wounds, regaining 4 points back in health. Next roll taken if 18 or above will count as a critical. If a 1 is rolled instead, Connor is granted one reroll.
Near Death [Not Yet!] - If Connor's health is brought down to 0 while in Burst, his will power kicks in granting the fighter 1 health instead of being killed.