Legend of Renalta 2: Reborn

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Nope. Flatly denied. :ferret:
Balls. Okay, how's this for a change?

The Demon Hunter trait that gives demon sensing is morphed to replace Ironclad Bargains, making it a bloodline trait (called Tainted Blood) that lets him sense demons instead. Same effect, same limitations, just shifted to the bloodline traits.

Totally new trait called One With The Taint, coming after Tainted Blood, gives him resistance to corruption.

Does that work? Already edited the sheet to reflect this, so here are the traits as written:

-Tainted Blood (Rank 2): Another strange facet of Kria's odd heritage is that he almost literally has demon blood running through his veins. This of course has an impact on him, and not just by way of self-loathing because he is filled with the essence of the enemy. Thanks to the demonic taint being part of his biology, Kria can sense the presence of demons nearby. When it works, Kria can get anything from a general sense of a demon's approach to knowing the exact pinpoint location of it. Sometimes it does not work though, and he figures that some demons can mask their presence more effectively than he can sniff it out, but it's a useful skill nonetheless. (Ability to sense demons.)
--One With The Taint (Rank 3): Loathsome though it is, the demonic power in Kria's blood is damned handy for the cause of fighting against demons. Where others may succumb to their corrupting influence, Kria has a natural resistance to such things. One would think that demons could more easily call to their own blood, but apparently the presence of such a taint in him from the womb allowed him to develop a natural tolerance to it and thus an ability to shrug it off. Of course, a concerted effort by a powerful demon could probably break through and corrupt him anyway, but he hasn't yet run into that problem and hopes he never will. (Resistance to demonic corruption.)

Keep in mind that maintaining any spell drains on one's concentration to a certain extent, so this might interfere with some of his higher level spell casting if he wants it to remain effective. It is easily approvable in this state though.
Fair enough.
 

  • Isabela_by_Danjidoodles_zpsm1xererl.png

    Name: Kirina Hasterly-Umber
    Age: Twenty-Two
    Race: Human (Werewolf)
    Sex: Female
    Appearance: Standing somewhere around 5'5, and weighing in it only a hundred and thirty-odd pounds, Kirina is absolutely forgettable to look at as a warrior. Her dark skin and lithe form have had more people think of her as a sex-worker than as a threat, and she does very little to dispel the illusion; moving with a confident, swinging gait that oozes a proud sensuality. Her face is attractive, with vibrant green eyes; smooth, unblemished skin; and muddy brown hair. While she has gotten a lot of her physical features from her mother, her father constantly claims he is the source of her physical attractiveness.

    In Werewolf form, Kirina is a much different beast. Standing at just over 7 feet in this form, and weighing in at an awful lot; Kirina is a monstrous looking creature with bright yellow eyes and a dirty brown fur that covers her entire body. She is somewhat excessively fluffy, although her shaggy fur doesn't seem to moult much. Otherwise, she is a fairly typical example of a werewolf, if not slightly sleeker than other examples, such as Queen Alex.

    Rank: Recruit
    Homeland: Tuleria

  • Biography:
    Born Kirina Umber, the first child and only child of Bartholomew and his now-ex-wife Audrey, Kirina was surrounded by a fairly atypical home-life growing up. Not long after her birth, Audrey and Bartholomew were divorced, due to, as her father puts it, 'unresolvable differences', and Kirina was torn between a pair of parents that she loved greatly at a very early age.

    She ended up bouncing between both parents: Her father, a seasoned and well-respected member of the Mage's Tower and common associate of the Telurian navy, would teach her to be independent and free-thinking; while her mother, an equally well-respected merchant, would teach her the social requirements of a Tulerian woman with the heightened social standings that came with her name and position. While she certainly loved her mother, Kirina found herself favouring the lessons of her father: who taught her sword play, and how to tie a knot that wouldn't break; over her mother's more boring lessons of dance and etiquette and blah, blah, blah. This began Kirina's path towards becoming a free-spirited and problematic woman who walked a fine line between tom-boyishness, and wanton self-service.

    By the time she was seventeen, Kirina had decided that she wanted to serve in the navy. She knew she couldn't follow in her father's footsteps, due to her distinct lack of magical talent, but she had always seen the respect he held for the Tulerian Navy; a group he worked with often enough. Joining the Navy had been easy enough, although she had intentionally fudged her last-name, taking on her mother's so that the Navy would not put two and two together. She didn't know his reputation amongst the Navy, but she didn't want it to muddy up her progression in either a positive or a negative way. She was far too independent to allow anyone to pin her merits on his shoulders.

    For a number of years, Kirina served in the navy and earned a reputation for being equal parts fun, likable, and efficient. Many-a-story passed around the ship about how Kirina outdrank her fellows, or fleeced her captain in a game of cards, or how she had managed to decapitate a pirate captain when he was gloating over killing the ship's first mate. Everything Kirina did managed to endear her to the ship's crew; and after the incident with the pirate captain; Kirina found herself promoted to first-mate of the ship.

    At the conclusion of a fairly lengthy investigation, Kirina and her crew managed to corner a small group of Free Holds smugglers. A tussle ensued, and Kirina and her crew managed to capture-or-kill the smugglers. During the tussle though, Kirina was bitten one of the smugglers, a bite that would quickly change her life.

    To celebrate the success of the mission, the crew of Kirina's ship ordered a massive feast to take place a few days after the mission's completion. Kirina was excused from the feast, as she reported having a violent fever. The festivities were loud and rambunctious and rolled into the dusk.

    The next day, the ship's captain was found murdered in his quarters. His body had been ripped apart, his chest cavity shattered, and large bites of flesh taken out of him. When the crew searched the ship to try and find a killer; they eventually made their way to Kirina's chambers. They found the woman asleep, covered in gore and blood. She was woken up and questioned about the night before, but she claimed to have slept through the night. Unable to explain the gore, she was arrested and put in the brig.

    Word quickly spread about Kirina's apparently violent murder of the captain, and the woman was held in her ship's brig while her fate was decided. She never learned what her fate was to be though, because after a number of days she was rescued from her cell

    …By her father.

    After that, the pair went deep into hiding; with Bartholomew having managing to procure her an inhibiting device for her now-apparent lycanthropy before the break out. She heard post-breakout that there was evidence of her lycanthropy aboard the ship, which a jury ignored in favour of passing a death sentence to Kirina. One of her crewmates had passed the information about Kirina's condition to Bartholomew, which seemingly spurred the rescue.

    After a bit of discussion, and a bit of depression, it was Bartholomew who eventually suggested finding purpose on the other side of the law. Both of them were already considered criminals; so why not embrace their new position and join a smuggler's ring, or a pirate crew? The two eventually did so, joining up with a group of fairly mediocre pirates. The Umber duo soon managed to change the fortunes of the pirate ship, almost single-handedly.

    For a year and a half, the Umbers made a name for themselves as pirates. While Bartholomew seemed to dislike the less refined lifestyle of the pirate, Kirina seemed to get a taste for it. As far as pirates go, they were relatively tame: mostly targeting trade vessels from across the seas, but still but hearing about the demons attacking Tuleria, they decided between themselves to make land. Renalta was their destination, and The Queen's Blades were their goal. They would represent Tuleria, and perhaps earn the trust of their country once again.

    Motivation: Despite her choice of piracy, Kirina loves Tuleria very much. She remembers that the Queen's Blades nearly left her home country to burn; and she would rectify that from inside the organisation.

    Admittedly, the promise of adventure, and political scandal, and other such delights that would normally be out of reach for a pirate, did help sway her even further on her…righteous and selfless path.


  • Stats

    Heavy Stat: 13.
    • Perseverance: 40
    • Defender: 0
    • Heavy Hitter: 60
    • Combat Senses: 0
    • Repositioning: 30 .
    Light Stat: 27.
    • Reflexes: 75
    • Cloak of Innocence: 75
    • Rapid Blows: 0
    • Sharp: 50
    • Dancer: 70.
    Magic Stat: 0
    • Raw Talent: 0
    • Mastery: 0
    • Wells of Power: 0
    • Pattern Weaving: 0
    • Fortitude:0

    Custom Traits: (Your custom traits. You create these! You start with ten custom trait points to spend on creating and upgrading custom traits.)
    • The Curse of the Wolf – Kirina was once bitten by a strange, almost feral assailant during her time as a member of Tuleria's navy. She soon found out that the assailant was a werewolf, and had infected her with the curse. (Kirina is a Werewolf! A powerful shapeshifter that can spend a round of combat to transform into a fearsome beast that uses powerful natural weapons to rip opponents apart.)
      --Less a curse, more a condition – Kirina, with help from her father, was able to procure an inhibiting bracelet that allows the Werewolf to control her transformation, as well as allow her to keep her sanity during these transformations. With this, as well as the years of experience Kirina has had in honing the transformation, has allowed Kirina to transform into and out of human form in a matter of moments. (Kirina can control herself in Werewolf form, and can transform as a part of a round's actions, as opposed to taking an entire round to transform.)
      ---A beast after her own heart– Kirina's years of dedication and, dare she say it, dependency on the Werewolf form has made her transformation even more diversified to suit her needs. Unlike most Werewolves, who are hulking slabs of meat and muscle and rage, Kirina is a sleeker type of hunter. She still has all the normal traits of her monstrous form, but she is even better at sneaking, stalking, and tracking (Kirina gains small bonuses to the stealthy approach in Werewolf form, while still maintaining the general werewolf traits of being stronger, sturdier, and the regeneration.)
      ----The Big Bad Wolf – Kirina has developed a fluidity of movement in her Werewolf half that makes her damn difficult to follow, and damn-near impossible to chase. Where some would run up the stairs, chase through the narrow alleyway, and maybe catch up to a bad guy; Kirina can springboard off the stairs, hop onto the roof; sprint across it and land on top of the baddie without breaking a sweat! (Kirina gains a huge bonus to her movement in Werewolf form, completely negating all but the most terrifyingly difficult of terrain and allowing her to outrun pretty much anything on two legs.)

    • The Umber Eye – Kirina was not always meant to serve in the Tulerian navy. In fact, she was groomed in her early years to follow in her mother's footsteps, not her fathers. Still, her early grooming gave her a few advantages; most notably a sharp eye, and a shrewd mercilessness that, while not meant to be a literal thing, allows Kirina to go for the throat in a very literal sense. (Kirina gains bonuses to detecting weaknesses of opponents.)
      --Femme Fatale – Kirina was never the strongest person, and never much had the endurance to outdo the stronger, rougher people in her life. Pirates, Naval men, Smugglers; all were fairly strong people, and all would have the endurance to best her in a prolonged duel…Which is why Kirina developed a fighting style that didn't give them that opportunity. (Kirina gains bonuses to the first attack made against an opponent in combat. This bonus is increased greatly if she manages to attack from stealth.)

    • More than just a Pretty face – While her father might not approve of it, Kirina knows how to make use of her femininity to make her seem less imposing and perhaps even more desirable; amongst all walks of life. This helps when she is trying to socialise, but also helps in the field, because a girl in leather armour with a couple daggers is rarely going to be picked out as a source of threat over the giant, plate-mail wearing Orc. (Kirina gains a small social bonus against people who might find her attractive. In combat situations, Kirina is more likely to be ignored for other targets; sometimes even disregarded entirely.)
      --Playing Dead – Kirina is a decent liar, and knows how to use her body language to make people think what they want to think; including the illusion that she is actually dead when instead she is just heavily wounded. (Further increases the small social bonus against people who might find her attractive. In combat, if she would receive a fatal blow; there is a chance that she will instead be incapacitated and pretend to be dead; allowing her lycanthropic regeneration to slowly patch her up and save her life.)
      --- Quick Finisher – Kirina has a very unique talent for capitalizing on the mistakes of her opponents; be those opponents in a clash of wills, or in a clash of a more violent manner. On the bright side, those who mistake her as a pretty face and a pair of tits in a social setting more often than not get to live long enough to regret the mistake. (Kirina gains a bonus to detecting lies in social settings. Kirina will instantly crit if she hits an opponent that hasn't noticed her/isn't paying the correct amount of attention to her.)

    • Sometimes better Lucky than skilled – Kirina has always had a sort of devilish luck about her. Hell, form the moment she was born; she had a knack for being in the right place at the right time. Maybe it is some part of Fate and Destiny's grand design; but Kirina can sometimes just…luck out. (Once per mission, Kirina gets a reroll on a critically bad result. This could be a fatal stabbing, or an attempt to sneak around the big-bad, or just attempting to bluff the prison guard. GM discretion.)

      Story Traits: None, yet.

      Equipment List:
    • A pair of Daggers
    • Backpack full of spare sets of clothes, ropes, etc.
    • Studded Leather armour
    • Lock-pick set (Which she isn't awful with.)
    • A flute (Which she is awful with.)
    • A Suppressive Bracelet, which grants her control over her Werewolf form, and allows controlled transformations.



  • Romance: Kirina accepts the…burden…of romantic engagement.

    Does the Kouri Plushie Exist?: Yes.

    Signature: I, Limeypanda, blah blah blah; Brovo has permission to murder my character.
 
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Third time's the charm.

Nope. Any magic resistance at all can interfere. The only reason magic-breakers work is because they don't actually stop passive kinds of magic and they do their thing in a single, controlled burst. Consistent magic resistance over most of your body would interfere with your ability to cast magic, period, unless it didn't exceed a total of 20 fortitude. :ferret:

Okay, current iteration of Runic Steel below. Same as what I showed you on Skype, except specifying that thing you said about being able to use the energy.

Runic Steel II: A special set of plate armour that Yuri had made after the events in Tuleria, it serves two purposes. Firstly, it protects her from the sun. Secondly, the armour is able to absorb the negative effects of spells up to a point and then either let that magical energy fade away over time or act as a second reserve of energy for Yuri. Once it's reached its limit, however, further incoming magic is unaffected and the armour will only protect Yuri from the mundane until the magical energy has bled away.

It's fine. I hadn't spoken much of that area up until this point, so you couldn't know anything.

Dark Forest would be fine, just beware the fact that Elves would not take your character in, though they might trade with them at a distance.

And Kattalin's younger brother now ran off to the Dark Forest instead of the Eastern Ocean.
 
There is a poll question thing here that needs answering. Please do not ignore it. Also, no more Action Logs. RIP Action Logs.

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Next Post: Saturday 17th, October.

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@Alphakoka failed to post this round.
@Orion failed to post for Aslo this round. (Though he did get Dean stuff done. :ferret:)
@Kadaeux failed to post this round. (However, being honest, no further input was necessary from the minotaur anyway.)

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POLL

Do y'all want missions to speed up to a one week posting schedule, or do y'all want to leave it at two weeks per round? Let me know in the OOC here.

We are 1 round away from all the missions being over now. Y'all in Renalta and the Imperium/Amazons are done, and may have to wait two weeks. I need to write the intermission intros and what have you before the intermission area will open up, and may just wait until this posting cycle is over to finish them. Because I have a lot to write and I want to ensure quality. So turns out all the missions are done. So, I've written all the mission epilogues. Once I get the intermission intro stuff done, then the en masse collabs, politics, and so on can begin. :ferret:

As an additional note, players are still free to write what their characters did in the aftermath of the missions, on their travel back to Renalta, et cetera.

Further CS reviews will come later. Patience, young grasshoppers.
 
@Brovo : A, Murderok is redone. Legend of Renalta 2: Reborn | Page 3 | IwakuRoleplay.com


B:


Name: Praxis Madheart
Age: 12
Race: Goblin
Sex: Male
Appearance:
640x483_18211_Shaman_2d_fantasy_goblin_shaman_steampunk_picture_image_digital_art.jpg

Rank: Recruit
Homeland: Goblin Holds
Biography: Praxis is the eldest son of Xixis Madheart, and thus a Prince of the Goblin Holds and, so far, second in line for the throne, his less able talent for magic made up for by his tinkering with 'technology' and development of alchemical and various solutions using his magic to augment it. This young adult of the Goblin Folk is well liked and desperately seeks to follow in his fathers footsteps and in fact, prove himself worthy to be the heir, not second in line for the throne as he is now beaten out by his younger twin Krixis, who is so far proving more apt at governance, and most importantly, magical ability.
A chubby well humoured Goblin who has his fathers sarcastic sense of humour leaves him a jovial creature, only his feeling of inadequacy in the realms of magic leading him on this quest to prove his 'technomancy' is a viable tool for his people as well instead of the traditional shamanism.
Motivation: To prove himself to his father as worthy of being heir to the Goblin Holds and that technomancy is a valid discipline. And there is no way better to do that than

Heavy Stat: 2.
  • Perseverance: 0.
  • Defender: 0.
  • Heavy Hitter: 0.
  • Combat Senses: 0.
  • Repositioning: 20.
Light Stat: 32.
  • Reflexes: 60.
  • Cloak of Innocence: 60.
  • Rapid Blows: 60.
  • Sharp: 80.
  • Dancer: 60.
Magic Stat: 6
  • Raw Talent: 20.
  • Mastery: 15.
  • Wells of Power: 15.
  • Pattern Weaving: 10.
  • Fortitude: 0.
Custom Traits: (Your custom traits. You create these! You start with ten custom trait points to spend on creating and upgrading custom traits.)
  • Staff of COOKCOOK! (4 Point trait): This is a customised 'mechanist' based device that Praxis built after studying some of the mechanist artefacts from his fathers treasure vaults as well as numerous tomes of power, this mechanical device has a bound fire elemental at its core capable of several functions, the most predictable are it's ability to 'breath fire' as if it were a dragon, but additionally it can be used as a primitive welding torch, or other miscellaneous abilities. One of it's secondary abilities however is actually generating a degree of electricity to power a number of small things like lights the Goblin has developed.
  • Of Small Stature: Despite his status as a Prince of the Goblin Holds he is often still overlooked, and being a Goblin this is not something that particularly bothers Praxis, as not all who notice goblins have nice things to say.
  • Alchemical Sorcery (3 Point Trait): Praxis' meagre magical talents are directed in the realm of alchemical sorcery, able to create various chemical weapons, from his poisoned wind globes ot his acid globes. These precious devices are kept very carefully in a special pouch with impact padding to prevent their breaking.
  • A little Immunity: His Alchemical sorcery has enabled Praxis to develop an immunity to his own concoctions, though they might still obscure vision in the case of poisoned wind globes, he suffers no ill effects from the 'grenades' himself.
  • A Little Boom for the Side: In addition, Praxis has a Blunderbuss given to him by his father once belonging to the bodyguard Zex, though his brother has it's twin from Xez.
Story Traits:

Equipment List:
Various technical bits and bobs.
Staff of COOKCOOK - Technomagical Staff
Pouch of Grenades - (4 Poisoned Wind, 2 Acid, 2 Flashy, 2 Stinker and 1 Brown Bess.)
1 Blunderbuss - Zex's Boomstick.
Some bits of technology, like a helmet-born electric light.
1 Set of fine armour.

Romance: As with his father, sure, if you're a Goblin, otherwise it's somewhat too much like beastiality.
Does the Kouri Plushie Exist?: *Shoves something under his pillow.* I have never had sexual relations with that doll. [/clinton]
Signature: Kadaeux
 
Yay the Amazons mission didn't have a horrible twist ending! :P

Do y'all want missions to speed up to a one week posting schedule, or do y'all want to leave it at two weeks per round? Let me know in the OOC here.
I'm torn on this honestly. On the one hand I think a one week would be great for the speed of the roleplay, but I've usually only come up with an idea just before the 2 week deadline so I'm not sure. If I had to choose, probably the one week schedule, as I think it would be better for getting this roleplay done in a reasonable time frame.
 
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Oh right, the poll thing. I'm fine either way, but I guess I'll vote 1 week posting schedule because I too would like to see things move faster.
 
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Name:
Arietta Estelle Whitsteel
Age: 17
Race: Half-Blood (3/4 Mechanist, 1/4 human)
Sex: Female
Rank: Recruit
Homeland: Kingdom of Tuleria
Biography:
Arietta was born a few years after her elder brother to their human mother and mechanist father. Unfortunately, their mother passed away shortly after she was born to whatever ailment. She was raised by a single father who taught them to be open-minded with the rest of the world and its people, and respect the differences apparent in each. He taught them to never let their natural curiosity fade over time, as there is nothing wrong in wondering or asking why and how. This, and watching him work, inspired both his children to do their best in the pursuit for knowledge. Her brother followed in their father's foot steps to become knowledgeable young man in their mechanist heritage, starting at a young age by making little mechanical toys for her to play with as she grew up. Unfortunately, unknowing of the dangers of having a soul in the machines, a group of bullies took one of her toys and smashed it with a rock (kids are ruthless mang). This freed the trapped soul, and it immediately attacked her. The whole memory is still a blur, but she remembers the horribly feeling she felt during the occurrence, and how infuriated their father was. Since she doesn't exactly remember what happened she was quick to move on from the ordeal, but she was still hesitant on playing with the toys immediately after. After a while she managed to get over it completely, though the experience played an important role in her life as it made her question what exactly she wanted to be after she turned twelve (Loss of sense of "who am I"). It was with in the transitioning years that she began her much needed journey of self discovery and participated in many events both inside the city of the Tuleria and the outskirts of the city. Still at a loss her father inspired her by finally opening up about their mother some more, and her professions. Feeling a calling, and wanting to feel closer to the memory of her mother, Arietta began focusing her time in studying the schools of Vitalism, Songcraft, and Auramancy. She worked hard in becoming a prized pupil to her teachers, and well versed in all three professions. Eventually as her years of a teenager slowly starts to come to a close, she began making a reputation for herself by taking on small missions and tasks she posted at the mage's tower. While studying and working for the tower, she would spend her leisurely time frequently traveling to other lands as a learning experience much like her father once did. She ended up taking a liking to Renalta's rolling grassy plains, and the city itself during her travels. Some time after becoming allies, she left the mage's tower to study under the teachers in the mages guild. Feeling confident in her abilities and what she had learned over the years, Arietta has recently applied for a position in the Queen's Blades.


Other Notes:
+Father works as a humble cobbler, but his skills is very well known and his shop does very well.
+Is extremely close with her brother, and still keeps all the mechanical toys (with out souls) he made for her. Her brother no longer uses souls in his machines due to the incident.
+Daughter of A Mechanist: While the technology, culture, and entire race is still a mystery to the entire continent, there is the undeniable truth that Arietta IS the daughter of a mechanist. It is more likely for Arietta to come into contact with and understand mechanist technology, passages, and blue-prints. Even if she doesn't understand, her father would be more than happy to explain it for her if she were to ever come across such technology at random.

Motivation: To continue to establish and retain friendly relations between Renalta and Tuleria, and to aid the battle against the invading demons.

Heavy Stat: 4
  • Perseverance: 0.
  • Defender: 0.
  • Heavy Hitter: 0.
  • Combat Senses: 0.
  • Repositioning: 40
Light Stat: 13
  • Reflexes: 40
  • Cloak of Innocence: 50
  • Rapid Blows: 0.
  • Sharp: 40
  • Dancer: 0.
Magic Stat: 23
  • Raw Talent: 50
  • Mastery: 70
  • Wells of Power: 50
  • Pattern Weaving: 60
  • Fortitude: 0.

Custom Traits: (Your custom traits. You create these! You start with ten custom trait points to spend on creating and upgrading custom traits.)
  • A Lizard Charmer (3): Her father and her mother have established very good relations with the lizardman tribes/clans that live in the outskirts of Tuleria. The tribes are like a second family to Arietta, and she absolutely adores their way of life. She has visited, and lived, with in these tribes for a month every year, and will often visit them on occasion bearing gifts and spend time with them. The elders seem to have taken a liking to Arietta and her family, and she had befriended several Lizard people, but none are as close to her as Sotek. When Sotek found out Arietta was leaving for Renalta, he demanded Areitta bring him along. Sotek protects Arietta both on and off the field.
  • Meditation (4): Arietta was instructed by a health consultant to partake in meditation after she had a melt down due to stress. Since then she has participated in the practice for many years and in doing so has discovered that it has several beneficial uses for mages.
    • It restores mana post-battle, and focuses/hones mana pre-battle. It teaches discipline and builds concentration which effects magic use on the field. Meditating will heighten concentration and hone mana, which will decrease cast time and increase the success of the cast.
    • It also has uses outside of magic and combat, as meditation is also a practice used to release one from stress and clear their mind. Arietta uses meditation to free herself from most types of stressors, and in doing so clears her mind which helps her be more open-minded.
    • Due to meditation Arietta is free of personal blinders, and is more understanding to the thoughts and feelings of others, more understanding of the ideas of others, more accepting of truths and opinions, and more tolerant of actions and ideas she does not necessarily agree with.
  • Outgoing and Gregarious (2): Arietta is socially confident, and can build friendly relationships easier and quicker. She is very invested and interested in the lives of others and takes the time to get to know people at a personal level. She is also very responsive to conversations, often asking questions in attempt to learn more. People feel more inclined to be open and honest about themselves in her presence.
  • A Mother's Touch(1): Remnants of her mother's soul or aura has been infused with the crystal necklace that Arietta wears. Her father gave it to her as a departing gift when she left for the mage's guild. When Arietta's aura shifts due to the presence of danger or threats the aura infused in the crystal will cover Arietta's skin and body giving her a special armor that will momentarily deflect attacks of any kind. (will only work on occasion or like once every mission?)

Story Traits:
+None

Equipment List:
+ Aura infused Crystal Necklace.
+ A bard's Flute (tucked into right boot).
+ A bard's Lyre (strapped to hip).
+ A bard's guitar (strapped to back).
+ A belt with slits, and each slit has a potion tucked inside.
+ A holster attached to the belt that sheaths a small dagger. Frequently used to cut food.
+ A sack filled with a little food, home remedies, and extra clothes. There is one spell book inside.
+ A memento of her brother and father, a wind up toy chick and a picture of her family.

Spell List:
[spoili]
Vitalism
+Antithesis:
  1. Allies/Self: Absorbs magical attacks to replenish mana.
  2. Enemies: Instead of replenishing mana, the spell will focus the absorbed magical attack into a counter magical attack that will of course do magical damage (can only be done if an attack had previously been absorbed).

+ Mirror Light:
  1. Caster/allies: Cures one debuff and increases received healing for three minutes.
  2. Enemies: Inflicts Snare for five seconds. Debuffs enemies, decreasing their physical defense and healing factors.

+ Resurgence: Regenerates health over thirty seconds to self or an ally with in (basically gashes, cuts, and clean bullet wounds will regenerate for thirty seconds while in combat).

+ Infuse: Consumes caster's mana and infuses it into an ally. Replenishes the mana of ally.

+ Skewer: Summons skewers in a ten feet target area. The spears deal heavy Magic Damage and will/can instantly kill. The skewer's are a magical construct and will vanish after the five seconds. These skewers sap the life out of those they impale and heals minor wounds of fellow the caster and their allies.

+ Twilight: Turns caster and nearby allies invisible for up to sixty seconds.


Songcraft
+ Startling Strain: Stuns an enemy for with a special performance. After the Stun ends, the enemy is Charmed and susceptible to other Songcraft skill effects.

+ Quickstep: Plays a lighthearted song for fifteen seconds. Increases Move Speed for allies. Effect increases the longer caster play. Is typically used outside of combat or in times of retreat.

+ Dissonant: A horrendous out of tune song is played to stun enemies for several seconds. It will break the concentration of mages, and decrease damage done by enemies. It may even scare away weak willed individuals. It is used with caution as it will draw attention to the caster.

+ Bulwark Ballad: Plays song of the earth. Increases physical and magical defenses of self and allies in a ten feet radius. It lasts a total of fifteen seconds, but the effect increases the longer the caster plays.

+ Bloody Chanty: Plays song of the warrior. Increases the strength and speed of allies with in ten feet radius causing them to inflict more damage quicker. It lasts a total of fifteen seconds, but the effect increases the longer the caster plays.

+ Alarm Call: Lifts stuns, snares, and other debuffs. Exhausted allies will feel more inclined to keep going.


Auramancy
+ Thwart: Decreases Move Speed, attack damage and attack speed, and healing effectiveness of enemies with in a ten feet radius. Also inflicts Shaken, a stun, for three seconds. May cause weak willed enemies to flee.

+ Comets Boon: Fires a flash of light that deals Physical Damage to all enemies hit (is twice as effective on vampires and other creatures sensitive to the sun/light). It has an area effect that will stun enemies not directly hit by the attack.

+ Conversion Shield: Absorbs magical attacks and converts it into healing magic, so allies inside the shield will slowly heal and regain energy Lasts for fifteen seconds. Enemies that step into the shield will also be healed and it doesnt not defend against physical attacks

+ Vicious Implosion: Triggers a sudden, powerful implosion, pulling enemies within 10 meters towards caster and dealing Magic Damage. Incredibly dangerous for a rookie who cannot escape from the cluster of enemies. It is mostly never used effectively, as it is self-sacrificing.

+ Charm: Magic/Mana is combined with one's aura to create a sort of "glamour" or "allure". It has various effects depending on the level of intelligence and will of individuals inflicted. Some will simply be stunned, others will temporarily become allies, others might never snap out of it giving the caster a mindless companion (rare).

+ Leech: Interrupts an enemy's caster spell and induces sleep. A special effect of this spell is that it will randomly "take" something from the enemy caster (Buff, Life/Health, Mana, Ect). Caster will stay asleep until they are startled awake by damage or by their own ally.

[/spoili]

Romance: Yes, since she is now a resident in Renalta she is above the age of consent. Her birthday will only be in a year any how....

Does the Kouri Plushie Exist?: (I'M NOT PART OF THIS REOCCURRING INSIDE JOKE YOU NUT!)

Signature: Violaceous
 
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So does Mars have to talk to anyone about coming back? Also, why was he promoted? Not that i'm complaining about the bump, but I was just wondering the IC logic.

As for the Poll: Once every two weeks is still my preferred speed.
 
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An advisory: I'm going to be busy most of this week, so my new CS probably won't be done until sometime next week.
 
In light of the changes to the stat system, I have now appropriately updated the CharBriefs. Of note, I've added in a section beside the player-names for colour-coded dialogue. If you'd like to have it included, simply note it somewhere obvious on your CS, like the personal section. If I've already updated your character and you'd like it included notify me.

For more general purposes, I'll start work on updating my CS soon enough. Some of my uniques are likely to stem from upcoming collabs, so those might take a bit longer. (I'm also open to collabing with any character—if you're a recruit, consider it a welcoming party. But I warn you, I'm not the fastest out there, typically aim for one post a day unless a burst session has been scheduled.)

For the poll, once every two weeks is my vote.
 

    • Biography
      Name: Bartholomew Umber.
      Age: Forty-nine.
      Race: Human.
      Sex: Male.

      Appearance: Bartholomew is tall, heavy-set man with a boisterous demeanour. He is completely bald, complimenting a clean shaven face. In younger years he would have sported a full head of hair and a lustrous beard, but with age came greying and in his vanity he couldn't handle "looking old". Not that he's particularly hideous. In fact, overall he is possessed of handsome features marred only by the stresses of time and, well, stress. Dark circles run under tired brown eyes that desperately try to remain engaged while deep forehead wrinkles speak of a brow often furled in thought.

      He's often seen wearing billowy, blue clothing with an expensive flair. Satin, silk, exotic furs, precious inlays; All are equally represented in a ostentatious display of wealth. A gold-headed walking cane often accompanies him, though again more a display of wealth than for any true practical reason. In fact, Ol' Bart is strangely spry for his advancing age and lumbering build, it's not unheard of him to play as an old cripple only to spring into a cart-wheel when his audience least expects it.

      Homeland: Kingdom of Tuleria.

      Rank: Recruit.

      History:

      Born to a privileged life, young Bartholomew Umber was left wanting for nothing in his earlier years. His parents, Kristoph and Barbara Umber, were both accomplished mages of the Tulerian Mage Tower. His mother was even rumoured to sit have been nominated to sit on the high council, though she would defer to other topics if questioned about it. Kristoph was even a stranger figure. Eccentric yet incredibly stern, the already ageing wizard preferred to spend his days locked away in his private room, his faint rants on demons, gods and the end of all things sporadically making way to the rest of the home. Polite folk called him 'touched', but most just skipped such courtesies and went straight to calling him crazy, a fool who brought his affliction upon himself. Bart was never told what his father had done was, every time the boy prodded he was met with deflective excuses.

      As time passed Kristoph's condition worsened and Bartholomew was sent to the Mage Tower to be spared the sight. The Tower welcomed him with open arms, both his family prestige and obvious natural talent allowing the boy entry with no fuss. There he excelled, surpassing all but the most gifted of his peers. So praised was he that may have gotten to his young head, in only his third year at the school he proudly exclaimed he was the greatest student the tower ever did see, earning him condemnation from his fellow and tutors alike. Condemnation however did little to stop the boy's ego from growing and it wasn't long before he started getting into fights. One would think that a young wizarding fight would be dangerous, but the generally unskilled students really couldn't do that much to each other, so most just devolved into mundane brawling. Said brawling being another thing that Bart excelled at, his natural size greatly complimenting his ability to wallop on his usually dweebish fellows.

      The boy's brutish nature eventually came to bite back at him when his general education ended. No right-minded tutor would take him on his own demerits and even those that could tolerate his brattiness generally shied away when they discovered the identity of his father. Only one determined master was willing to apprentice the wily youth, Ludwig Galigaz, also known as Galigaz the Stormbreaker. The Nine-Hells knows what he saw in Bart, maybe he just wanted a good challenge. The boy on the other hand, was not so keen on the apprenticeship. As much as he needed a master at the time Galigaz's school of choice, Aeromancy, didn't exactly strike him as interesting. He would have much preferred, well, anything else but what he perceived as a discipline for air-headed dweebs. Galigaz was quick to suggest otherwise though, showcasing what he must have thought the greatest ability of the school; Low winds that kicked up women's dresses. Naturally, the boy's opinion shifted immediately.

      Despite his original light-heartedness, Ludwig Galigaz was a harsh teacher. Every mistake was met with a flying book and every success was also usually met with a flying book. Despite this seemingly random method of discipline, it did help set Bart's attitude straight. To an extent at least. Galigaz wouldn't have him devolve into some boring book-dweller so he encouraged the boy to push and do some stupid things. Not the least of which was throwing himself out a window halfway up the tower to test his ability to fly. Luckily he could. Not well, but well enough not to end up as a stain on the cobblestone below. Stunts like this happened frequently enough, Ludwig only ever intervening when he truly believed Bart had bitten off more than he could chew. Though even then he would only help the moment something went south. This unorthodox style of teaching, while potentially dangerous, did lead Bart to be confident than his peers and when it came to his final test he passed with flying colours.

      Bartholomew continued to work and live in the tower even after he was no longer a student. Hiring himself out a contractor, usually to the Tulerian navy or other maritime organizations where his field excelled. It was on one of these contracts, working in a harbour assisting ships trying to dock in inclement weather, that he first met Audrey.

      She was the most beautiful woman he'd ever seen (though, he thought that about nearly every pretty woman he'd ever met). The young wizard took to immediately wooing her, plying his natural looks and quirky flirtations as he had dozens of times before. At first she didn't respond, a few smiles here and a coy comment there, but she didn't budge. It took weeks of harassment, but eventually Bart won her over. It wasn't even a year late that he proposed and with her father's blessing they married. Not long after that the couple was graced with a daughter. They called her Kirina. Bart maintains her mother named her.

      At first the prospect of being a father terrified Bart, he barely considered himself an adult as it was and to suddenly be thrust with the care of a tiny, helpless human just seemed... wrong. However, once he held the babbling babe in his arms he couldn't help but be won over. He was meant to be a father, or so he thought at that immediate moment. He settled down then, finding permanent work at the harbour and switching off child care with Audrey while she was away on her own trading affairs. It was on one of these periods that Bart met Nolene, the daughter of a dockside innkeeper. She was the most beautiful woman he had ever seen.

      The fallout came quick and hard. In the end the couple decided to divorce to save the pain, though they did decide to try to spend as much time as they could with Kirina. It wouldn't be fair for the barely-talking child to suffer for their (Bart's) failings. The wizard quit his job at the dock and went back to contract work with the Tower, earning himself a pretty consistent position with the Tulerian Navy.

      That was the next two decades of his life. Travelling the blood sea for a few months before coming back and taking time with his daughter for another few months. He made to teach all he could, though she lacked his magical aptitude he still tried to teach her in the manner of his old master Galigaz, with less ballistic literature. Audrey stuck with more traditional education, something Bart respected, but ultimately couldn't help but try to undermine at every chance he got. He even humoured his daughter's request when she wanted him to teach her swordsmanship, despite the fact that he had never held a sword up to that point, let alone ever attempted to fight with one.

      Time passed, Bart had already seen almost all the blood sea had to offer and yet he did not know true terror until the day Kirina joined the navy. He didn't try to stop her or even convince her otherwise, but he couldn't help but think of bad things when he thought of his young, nubile daughter mingling with low-born dock trash. Still, he trusted her with her own life, though he wasn't enough not to have some friends check in on her every so often.

      She did well, even earning herself position as first mate after a particularly brutal deception. Bart couldn't have been more proud.

      He loosened his surveillance, Kirina had clearly proven she could fend for herself and he instead decided to refocus his attention on his own growth. He spent a lot of time in the Amazons, the exotic atmosphere (not to mention the women) highly appealed to Bart.

      His little vacation didn't last too long however, one of his last informants eventually got to him that Kririna had killed her captain by tearing out his throat. It didn't take too long for the wizard to figure what that meant. Calling in a few favours from some friends, he managed to acquire a ring that would've allowed his daughter to control her... condition. That was the easy part, the hard part was breaking into a ship brig on the other side of the blood sea. Again, contacts came in handy. A master teleportationist got Bart within close proximity of the ship and with the help of an invisibility potion, a magic skeleton key along with his own abilities he managed to take his daughter and whisk her away into hiding, making sure to slip the ring on her hand before waking her fully.

      They were fugitives. Bart was quick to question his own devotion to his daughter, he had effectively ended his own life for the sake of hers. All the work he had done, all the education and training, wasted in a single selfless action. There was no point in suffering too much over it, what was done was done and he had no idea at the time on how to correct it. So his only course of action was to make things much worse.

      Bart had a 'friend', one Jerod Greer, that captained a privateering vessel, though his letter of marque had expired years ago and even when he had it he seemed not to care much about it's demands anyways. Jerod took Bart and his daughter with no fuss, with the wizard's obvious use securing a position for both. It didn't take long however for him to realize just how lucky he was with the recruitment, both father and daughter both proved invaluable. The pair turned the motley crew of sea dogs into something to be feared.

      It didn't take too long for Bart to tire of the life, he would admit himself he wasn't the most honest of men, but lowering himself to mingle with such trash didn't sit well with the wizard. Not to mention the constant threat of headhunters and glory-seekers. Kirina too, worried him, it seemed that she took to whole piracy thing with far too much gusto. it became apparent that if either of them were to have a future they would have to get out. The out came from an odd place, the Queen's Baldes of Renalta. Some organization that hired any desperate degenerate, he did a bit more research on the organization and aside from their obtuse casualty rate it seemed a perfect fit for the family.

      Motivation: The stress of a pirate's life is catching up to Bart, he never wanted it for either himself or his daughter. The Queen's Blades seems like a way out, a way to clear their names and maybe get some coin at the same time.

    • Traits and Equipment
      Stats:

      Heavy: 3

      - Perseverance: 30
      - Defender: 0
      - Heavy Hitter: 0
      - Combat Senses: 0
      - Repositioning: 0


      Light: 13

      - Reflexes: 20
      - Cloak of Innocence: 30
      - Rapid Blows: 0
      - Sharp: 80
      - Dancer: 0


      Magic: 24

      - Raw Talent: 60
      - Mastery: 80
      - Wells of Power: 60
      - Pattern weaving: 40
      - Fortitude: 0


      Unique Traits:

      - 1: Mister Billows, The Spectral Enforcer (Rank 1): Combining his own magic with that of a hired Amazonian priestess, Bart managed to create a airborne construct. 'Mister Billows', as Bart has called it, is a nearly-invisible humanoid being seemingly made of nothing but congealed gas. However, it's airy form bellies an strange tangibility, allowing it to wield a large shield and Mace. It lacks the finesse for anything other than crude bludgeoning, but performs that action admirably. The tangibility comes at a price however, as the being is susceptible to attacks physical and magical alike. Though most piercing attacks stick harmlessly, it's no problem smashing the the thing into aetherous chunks. Luckily (for Bart), the construct will automatically reform in a short time and be ready for battle again in short order. (Control over Spectral Guardian as described above.)
      - Enforcer Reinforced (Rank 2): Over the years Bart has found the general sturdiness of Mister Billows unsatisfactory when needed, nothing that a little magical tuning couldn't solve. (Enforcer is tougher, greater resistance to attacks both physical and magical in nature.)
      - Intervene (Rank 3): Although Mister Billows projects no real personality whatsoever, it seems to have a strange fondness for Bartholomew and his daughter. Whether this is learned behaviour or a result of imprinting is unknown, regardless should either of the two find themselves in mortal danger the construct will rush to their aid without order. Although overall beneficial, these independent actions worry the ageing magician. (If either Bartholomew or Kirina are about to to be struck by an attack the Spectral Enforcer will immediately intervene, taking the attack itself. Despite his protests, Mister Billows will always prioritize Bartholomew over his daughter.)

      - 2: Flying Ace (Rank 1): Bart has been flying for as long as he's been a magician. It's not a stretch to assume he originally chose his preferred magic school for the chance of flight. Even today he shows a great enthusiasm for the practice, often showing-up naturally airborne creatures in the process. (Can fly with perfect control [at a reasonable speed] with no need for rolls or skill checks)
      - Book Dodger (Rank 2): The harsh teaching methods of his former master, Ludwig Galigaz, has left Bart with more than painful memories. The techniques used to dodge such projectiles easily applied to other missiles, such as arrows, bolts and and other bits of airborne cutlery. Add in some practical experience and aerial acrobatics and it's almost damned impossible to hit the wizard. (When flying can dodge and deflect arrows and similar ranged attacks.)

      - 3: Aeromancer (Rank 1): The very winds bow to Bart's whim. A fairly specialized school of magic, surely, but with a little creativity such a niche can bring up interesting results. From simply whipping people around like dolls or altering the course of sailing ships all the way to altering weather patterns, it would be truly foolish indeed to underestimate a master of what may be the least assuming element. (Air magic specialization.)
      - Blow The Man Down (Rank 2): There are some more subtle tricks that separate a student of magic from the real master magicians. For Aeromancers, one of those tricks is how to efficiently throw a man with your magic. Any young blow-hard [Hehehe] can simply blast with all his might, but the practised can get a lot more effect with far less effort. (Creatures hit with throwing winds are thrown farther and harder. General air magic buff.)
      - Secrets of the Amazons (Rank 3): Travelling with the Tulerian navy, Bart saw all there was to see on the blood sea, including the strange and wondrous Amazons. Both the people the environment itself intrigued Bart and he took in all the culture he could while he had the chance. One of the more useful bits of cultural appropriation was their magic. Bending the spirits of air itself to his will Bart is able to get a lot more power out of his spells. (General air magic buff. Basics of spirit magic.)
      - Awakener (Rank 4): It's not much a jump to go from using spirits to assist to pressing the spirit's themselves into service. As cruel and dangerous the practice may be, Bart has no qualms in bending air spirits to his whim, no matter how uncooperative they may be. (Can summon and control air elementals, can also attempt to take control over "rogue" air elementals. Elementals under Bart's control can be dispelled at any time in an instant.)
      - Lord Of The Winds (Rank 5): The spirits of the air are not one to suffer being battered into submission by some cocky wizard and more than once they had broken out of Bart's control only to go on short rampage before being re-dominated or tearing themselves to pieces. More experience with the creatures has all but eliminated such incidents, but with more success comes more confidence and Bart dominates larger and larger elementals. (More control over summon elementals and the ability to summon larger, more powerful elementals.)

      Story Traits:

      ???

      Equipment List:

      - Exquisite blue outfit.
      - Silver rimmed spectacles.
      - Ornate sword cane.
      - Stiletto dagger.
      - Ivory smoking pipe.
      - Fine smokeables.
      - Polished silver mirror.
      - Field sewing kit.



    Personal
    Romance: Most (if not all) of the Blade's are either far too young or far too monstrous for Bart's taste, but if romance comes up for some reason I'll play along.
    Does the Kouri Plushie exist?: Of course.

    Signature: I, Snakey, agree to the rules and regulations laid out by our benevolent overlord.
 
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@Brovo CS edit done. Tell me what I need to change.
 
Oh, for the poll, Once every week for me. No point in not trying it, if it doesn't work out we can easily revert back to every two weeks.
 
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Alright folks. With our free time I'm thinking of sending Dean to Rheinfeld/wherever to confront Davian. Ordering the slaughter of Papal forces means he's either corrupted by an agent of wrath or at best unfit to lead an army.

Aslo is going to go off to see Tina and hopefully some of the other warlords.

Anyone is welcome to join either of these 2 outings.
 
@Goldmarble Ding! Approved.

Rank: Veteran.

@Jorick Ding! Approved. (Kria.)

@Limeypanda
Sometimes better Lucky than skilled – Kirina has always had a sort of devilish luck about her. Hell, form the moment she was born; she had a knack for being in the right place at the right time. Maybe it is some part of Fate and Destiny's grand design; but Kirina can sometimes just…luck out. (Once per interaction/Combat round, Kirina gets a reroll on a critically bad result. This could be a fatal stabbing, or an attempt to sneak around the big-bad, or just attempting to bluff the prison guard. GM discretion.)
Buuuuudddy. I'll give this to you once per mission. This is a get out of death card, not something to be treated casually. :ferret:

@HerziQuerzi Ding! Approved. (Both of them.)

Yuri's Rank: Veteran.

@Goldmarble Ding! Approved.

@Kadaeux Ding! Approved. (Murderok.)

Rank: Veteran.

@Kadaeux Ding! Approved. (Praxis.)
So does Mars have to talk to anyone about coming back? Also, why was he promoted? Not that i'm complaining about the bump, but I was just wondering the IC logic.
Not in the IC. He'll just be welcomed back quietly, this time.

IC logic is that he's already served in at least one mission, so he gets the regular rank. As you can see, most are getting veteran.

@Alphakoka Ding! Approved.

Rank: Veteran.
Alright folks. With our free time I'm thinking of sending Dean to Rheinfeld/wherever to confront Davian. Ordering the slaughter of Papal forces means he's either corrupted by an agent of wrath or at best unfit to lead an army.
Good luck with that. :ferret:
 
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