More character reviews & other stuff
@Snakey
DEFENDER
Protector (Rank 2): Having grown to know your armour like it's a second skin, you've learned the second step to defending yourself in armour: How to lock an enemy down. When an enemy attempts to attack you, there is a solid chance that you will disable or break their weapon, or at the very least disrupt their combo giving you or someone else an opening to attack. (Weapon deflection and combo disruption.)
SHARP
Investigator (Rank 2): Where others might struggle to put the clues together, this character's eyes have grown used to looking for the out of place or abnormal. Chinks in the defenses are easier to locate, and things that aren't natural or off-kilter and relevant to your character's curiosity are easier to detect and find. (Increases chances of finding out of place things and detecting weaknesses in armour. There is a chance that your character will suddenly have a realization about something they didn't understand before (GM assistance).)
UNDERDOG
Pain is a Disease (Rank 3): Wounds that would normally cause you to flinch instead do nothing. The damage is still there, but whether you've even registered it is arguable. (Pain can no longer be factored against your character—they can fight through it perfectly.)
KEEP FIGHTING! (Rank 4): More than once you've fallen down, more than once you've been told to stay down. More than once you've gotten back up regardless, spat your blood in their surprised face, and struck them down. (You can shrug off one significant wound per mission and survive with it, though it may still slow you down.)
CUSTOMS
Vorpal Talent: Approved. Though I'll have you know, I'll bleed on you!
Renaltan Knowledge: Approved.
Hard Headed: Approved. Keep in mind that magical spells that cause these effects will be harder to resist without the fortitude trait.
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@Jorick
KASIM UPGRADES
SHARP
Occam's Razor (Rank 3): "The simplest answer is usually the truth." When confronting someone with a theory, if all or part of the theory is true, even deceptive characters will typically give a conversational 'tell' saying so, whether or not they verbally confirm it. (Truthful accusations are easily confirmed.)
Focus (Rank 4): Continual honing and focusing of one's mind typically extends into other facets of life, and this character can focus on a specific task to ensure it gets done
right. On the flip side, they do this at the sacrifice of peripherals. (Can focus on an action intently to gain bonuses on
any action, however all other actions for that round aren't as effective. This translates to things like guaranteed critical hits at the cost of dodge potential in a counter-attack.)
SLIPPERY
Dodge! (Rank 2): As you've refined your instincts, your ability to avoid harm has also grown, and as such whenever an enemy swings at you, there's a solid chance you've already figured out not to be there by the time the swing would connect. (Dodging is quicker and no longer forces your character onto the defensive, and can occur even if your character is caught off guard.)
HEAVY HITTER
Crushing Blow (Rank 2): You've learned that against enemies who are pained or slowed, you have even more time to swing and aim, hitting them with the maximum potential force possible. (Automatic critical hit against enemies that are stunned, dazed, unaware, or otherwise not expecting the attack. Small chance to crush armour in such a way as to mangle a limb or cause internal damage to a target through armour.)
CUSTOMS
Gods' Honest Truth: Approved. Obviously though, some characters will take to his bragging better than others. This hasn't changed.
Archer's Form: Approved.
Archer's Figure: Approved, Gaston.
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ZIN UPGRADES
(
Note: Title error for raw talent being the title twice. Fixed.)
RAW TALENT
Power Draw (Rank 2): Regularly pushing to their limits, this character has grown more intimate with their usage of magic, and has surpassed the limits of apprentice spell casters. Given momentary preparation, they can hit someone with the utmost of their capabilities.
(Increased spell power, can now spend a post overcharging a spell to use in the next post)
Overwhelm (Rank 3): There are rare moments with spellcasting when a mage has absolute clarity, and in these moments, spells you cast have added, unintentionally beneficial effects. (Upon critical hit with magic, additional beneficial effects are granted at random, at no cost to you.)
AWAKENED MEDITATION
Rapid Mental Recovery (Rank 2): You have mastered the art of magic to the point where you can recover fully between battles, and have started to develop a small ability to 'steal' and absorb the magic others throw at you. (Basics of spell stealing (passive), this character fully recovers between multiple battles in a single mission.)
WELLS OF POWER
Wells of Power (Rank 1): Having been born with this talent or having artificially acquired it later on in life, you've connected your mind and soul to the five ethereal Wells of Power, the sources of all magic. You can subtly feel nearby mages and places of magical power, though this isn't precise yet. The more powerful it is, the more likely you will detect it. (Basics of detecting magic and mages.)
CUSTOMS
Supernatural Allure (Diana Vamp Rank 3): An almost surreal beautiful quality surrounds this vampire with their pale soft skin & strange eyes, and they can use it to cause enemies to hesitate or convince people of their
friendly nature. The more times the Vampire uses this power in a mission, the greater the blood cost becomes. It's alarmingly more effective when used with other deception-type powers, though that also increases the blood cost.
Illusion Savant: Approved.
Tunnel Vision: Approved.
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@Elendra
DRAZA UPGRADES
SHARP
Occam's Razor (Rank 3): "The simplest answer is usually the truth." When confronting someone with a theory, if all or part of the theory is true, even deceptive characters will typically give a conversational 'tell' saying so, whether or not they verbally confirm it. (Truthful accusations are easily confirmed.)
Focus (Rank 4): Continual honing and focusing of one's mind typically extends into other facets of life, and this character can focus on a specific task to ensure it gets done
right. On the flip side, they do this at the sacrifice of peripherals. (Can focus on an action intently to gain bonuses on
any action, however all other actions for that round aren't as effective. This translates to things like guaranteed critical hits at the cost of dodge potential in a counter-attack.)
Supernaturally Aware (Rank 5): Paying attention to the smallest of details and putting it into the largest of schemes, this makes it nearly impossible for others to surprise you. After all, you saw
that coming two moves ago. Checkmate. (This character can no longer be surprised by an attack, and their ability to detect stealth units with malicious intent towards them increases greatly.)
STEALTHY
Playing Dirty (Rank 2): Knowing that your life is more important than any sort of codifier of honour, you've picked up on using the environment to your advantage. Throwing dirt or sand in opponent's faces, biting someone's neck when grappled or spitting into their eyes, et cetera. (Tools of escape to temporarily blind or distract are more effective.)
CUSTOMS
Don't. Hurt. Draza: Approved.
Battle Preparedness Aura 1 & 2: Approved. Be aware that others, especially the clever and magically inclined, will spot this and make her a priority target as a result.
It's your custom. You can upgrade it however you please.
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FILOMENA UPGRADES
DEFENDER
HOLD! (Rank 3): Through a mix of strength training and knowledge of how to defy basic physics, you can render Newton's Third Law inert on the defence. This gives you the chance to absorb a blow that, by all rights, should send you off your feet. (Self-explanatory effect.)
REPEL! (Rank 4): When on the defence, you aren't helpless, and can push your way through opponents. Even opponents who are larger than you will find themselves troubled to stop you from shoving them back. After all, if an enemy is recovering from a shove, they're not able to hit you, or your allies. Opponents who have their combos broken by you are guaranteed to be knocked onto their backs or dazed. (Bonuses to shoving opponents back, eliminates penalties against larger targets unless they're significantly larger, such as being ten times your mass.)
ENDURANCE TRAINING
Take em' (Rank 2): You've upgraded from practising against target dummies to practising against living targets, sparring partners. Back and forth for hours, you've learned the harsh lesson that victory goes not necessarily to the person who hits the hardest, but the one who remains standing when all is said and done. (Blows which would normally daze or momentarily stun have a chance to be negated entirely.)
FORTITUDE
Fortitude (Rank 1): Whether or not you are a mage, you can learn how to defend yourself from one, and that is just what you decided to do. After all, how else are you supposed to save the world if you can be cooked in a fireball by a pissed off mage? (Basics of resisting magical spells. NOTE: This is all magic--good, bad, and neutral!)
CUSTOMS
Combat Positioning: Approved.
Stalwart Tulerian: Pick either Humanoids or Non-Humanoids. (Undead will be counted under Humanoids.) It's a little too broad to count it to basically anything that lives.
Excellent Soldier: Approved.
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@Maxim
SLIPPERY
Dodge! (Rank 2): As you've refined your instincts, your ability to avoid harm has also grown, and as such whenever an enemy swings at you, there's a solid chance you've already figured out not to be there by the time the swing would connect. (Dodging is quicker and no longer forces your character onto the defensive, and can occur even if your character is caught off guard.)
Kick, Bite, Spit (Rank 3): You've an uncanny knack for spotting escapes nobody even knew existed, and exploiting unorthodox tactics to escape. These range from escaping a grapple by undoing the strings of an assailant's pants, to craning your neck so an otherwise deadly strike will instead only knick you. The more lethal the attack, the more likely your character will,
by instinct, escape. (Escaping from unfavourable situations, often in unorthodox manners, and often as an instinctive reaction rather than a trained action.)
AWAKENED MEDITATION
Rapid Mental Recovery (Rank 2): You have mastered the art of magic to the point where you can recover fully between battles, and have started to develop a small ability to 'steal' and absorb the magic others throw at you. (Basics of spell stealing (passive), this character fully recovers between multiple battles in a single mission.)
RAPID BLOWS
Rapid Blows (Rank 1): Sometimes, it's just better to hit something several times in quick succession, instead of trying to hit something really, really hard, and you understand this. Though you aren't too good at hitting specifically vital points with it yet, or keeping it up for very long. In the case of ranged weapons, one takes a hit to accuracy in exchange for increased fire rate. (Basics of attacking rapidly in an effective manner.)
CUSTOMS
Mechanist Bloodline: ? (If you want me to roll this for you, let me know. There are a series of traits for Mechanists but you can customize it too.)
Unstable Concoctions: Unfinished, so obviously not approved yet.
Mechanist's Weapon: Approved. (Interesting way to marry rapid fire & heavy shot.)
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@Rain of the Night
ELRITHOS
Oh, my bad.
Also, I'd like to apologize for snapping at you. I was grumpy, but it's no excuse to treat you poorly just because your customs need a little work.
ENDURANCE TRAINING
Take em' (Rank 2): You've upgraded from practising against target dummies to practising against living targets, sparring partners. Back and forth for hours, you've learned the harsh lesson that victory goes not necessarily to the person who hits the hardest, but the one who remains standing when all is said and done. (Blows which would normally daze or momentarily stun have a chance to be negated entirely.)
CUSTOMS
I'll give you a bonus, change difficult environments from "as much" to "have no effect on Elrithos". He can fight equally on any battleground, that works fine, and it makes sense with his race.
For the last point, here's a couple suggestions.
- Something to do with being one of the last of his people, increasing his survivability in some manner. (Dodging, health via determination, et cetera.)
- Something to do with teamwork as Elrithos has little to incentive him to work with others. Maybe a bonus to flanking for himself and/or others as he likely fought in groups back when he was a desert nomad?
Also, if you want to do a collab to develop your character, let me know. He is probably dealing with the loss of his people, after all. There are also the political collab options available.
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DONOVHAN
RAW TALENT
Raw Talent (Rank 1): After a few (or perhaps several) failed attempts at magic, you suddenly found yourself able to bring a raw spark of power to life in your hands. After being awed by it, you found that you could consistently control and contort this power to your will. You could conjure subtle things, flashes of light or wreathing your hands in fire. (Basics of casting magic power-wise.)
Power Draw (Rank 2): Regularly pushing to their limits, this character has grown more intimate with their usage of magic, and has surpassed the limits of apprentice spell casters. Given momentary preparation, they can hit someone with the utmost of their capabilities.
AWAKENED MEDITATION
Awakened Meditation (Rank 1): Through great discipline you have figured out how to tap into the natural magic in the air all around you. It will still take time and practice to master, but nonetheless, this has increased the amount of spells you can cast before you fatigue yourself, and increased the rate at which you regain your energy to cast more spells. (Basics of increasing your magic limitations, and recovery speed from casting magical spells.)
DEFENDER
Protector (Rank 2): Having grown to know your armour like it's a second skin, you've learned the second step to defending yourself in armour: How to lock an enemy down. When an enemy attempts to attack you, there is a solid chance that you will disable or break their weapon, or at the very least disrupt their combo giving you or someone else an opening to attack. (Weapon deflection and combo disruption.)
CUSTOMS
Mage Hunter: Approved.
Mage Slayer: Approved.
Ios, Shield of the Disruptors: Slight adjustment, make it go from "sustains 3 magic hits" to 1. You can upgrade its capacity to take hits later, since you can keep refreshing it between multiple fights in a single mission.
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@Fubuki
DEFENDER
Protector (Rank 2): Having grown to know your armour like it's a second skin, you've learned the second step to defending yourself in armour: How to lock an enemy down. When an enemy attempts to attack you, there is a solid chance that you will disable or break their weapon, or at the very least disrupt their combo giving you or someone else an opening to attack. (Weapon deflection and combo disruption.)
CHARGER
Smash n' Grab (Rank 2): Atop of charging brutishly like some kind of avalanche of death you've clued in that if you can grapple your opponent, or hit them specifically in a way to daze them or knock away their weapon, you'll then have a much easier time with introducing them to whatever entity they consider divine. Such as your warhammer, or crossbow. (On successfully charging into someone, you have a chance of disarming them, grappling them, pinning them, or stunning them, depending on what their size is and whether or not they're wielding a weapon, and have a greater chance of avoiding harm while charging into someone or something.)
ADRENALINE
Pain is a Disease (Rank 3): Wounds that would normally cause you to flinch instead do nothing. The damage is still there, but whether you've even registered it is arguable. (Pain can no longer be factored against your character—they can fight through it perfectly.)
KEEP FIGHTING! (Rank 4): More than once you've fallen down, more than once you've been told to stay down. More than once you've gotten back up regardless, spat your blood in their surprised face, and struck them down. (You can shrug off one significant wound per mission and survive with it, though it may still slow you down.)
CUSTOMS
We of the Westfelds 2: Approved.
We of the Westfelds 3: Approved. (Insert horse riding jokes here.)
Sightless Mind 3: Approved.
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@Herzinth
Gift of Longevity III: Approved. Keep in mind that she can self heal to ease the crippling or heal her target after the fact to bring them back from more than just being stabilized.
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@Limeypanda
ENDURANCE TRAINING
Take em' (Rank 2): You've upgraded from practising against target dummies to practising against living targets, sparring partners. Back and forth for hours, you've learned the harsh lesson that victory goes not necessarily to the person who hits the hardest, but the one who remains standing when all is said and done. (Blows which would normally daze or momentarily stun have a chance to be negated entirely.)
Wolff's Law (Rank 3): In Rheinfeld, constant training in heavy armour is rumoured to make one's bones more resistant to damage. Taking this to heart, you've intentionally trained with heavy weights on your limbs. This has had more than its intended effects, perhaps being superior to simply training in armour. (Bones are denser and have a greater chance to survive blows that would dislocate or break them, character has greater lifting power when not moving.)
DEFENDER
Protector (Rank 2): Having grown to know your armour like it's a second skin, you've learned the second step to defending yourself in armour: How to lock an enemy down. When an enemy attempts to attack you, there is a solid chance that you will disable or break their weapon, or at the very least disrupt their combo giving you or someone else an opening to attack. (Weapon deflection and combo disruption.)
FORTITUDE
Charmless (Rank 2): Sometimes, you meet people who offer you the world. Sometimes, they use magic to try and help make their opinions clear. This gives you a greater chance of detecting and resisting more subtle charms that others may try to put you under, such as hypnosis or other tricks of the senses and mind. (Self-explanatory.)
CUSTOMS
Chainhold's Second Lesson: Approved.
The Kiss of the Chains: Approved.
You Bastard!: Approved. You CIS-Gendered slaving scumlord!
*Shakes fist*
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@Andrea
RAW TALENT
Power Draw (Rank 2): Regularly pushing to their limits, this character has grown more intimate with their usage of magic, and has surpassed the limits of apprentice spell casters. Given momentary preparation, they can hit someone with the utmost of their capabilities.(Increased spell power, can now spend a post overcharging a spell to use in the next post)
WIZENED
Wizened (Rank 2): Having done some study and practice, you can now understand two schools of magic, and understand a greater amount of subtly with your first school of magic. There is now a greater chance of you casting a spell without others noticing, unless the spell is blatant and loud: Like a fire ball. ("Stealth magic" and a second school of magic.)
FORTITUDE
Fortitude (Rank 1): Whether or not you are a mage, you can learn how to defend yourself from one, and that is just what you decided to do. After all, how else are you supposed to save the world if you can be cooked in a fireball by a pissed off mage? (Basics of resisting magical spells. NOTE: This is all magic--good, bad, and neutral!)
SLIPPERY
Dodge! (Rank 2): As you've refined your instincts, your ability to avoid harm has also grown, and as such whenever an enemy swings at you, there's a solid chance you've already figured out not to be there by the time the swing would connect. (Dodging is quicker and no longer forces your character onto the defensive, and can occur even if your character is caught off guard.)
CUSTOMS
Elementalist: Approved.
Snake Whip 2: Approved, and nasty weapon there. I love the theme.
Snake Whip 3: Approved. Keep in mind that when others notice the weapon paralyzing their friends, their likelihood to target you will rapidly increase.
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@Selvi
RAW TALENT
Raw Talent (Rank 1): After a few (or perhaps several) failed attempts at magic, you suddenly found yourself able to bring a raw spark of power to life in your hands. After being awed by it, you found that you could consistently control and contort this power to your will. You could conjure subtle things, flashes of light or wreathing your hands in fire. (Basics of casting magic power-wise.)
SHARP
Investigator (Rank 2): Where others might struggle to put the clues together, this character's eyes have grown used to looking for the out of place or abnormal. Chinks in the defenses are easier to locate, and things that aren't natural or off-kilter and relevant to your character's curiosity are easier to detect and find. (Increases chances of finding out of place things and detecting weaknesses in armour. There is a chance that your character will suddenly have a realization about something they didn't understand before (GM assistance).)
Occam's Razor (Rank 3): "The simplest answer is usually the truth." When confronting someone with a theory, if all or part of the theory is true, even deceptive characters will typically give a conversational 'tell' saying so, whether or not they verbally confirm it. (Truthful accusations are easily confirmed.)
RAPID BLOWS
Counter-Attack (Rank 2): After being interrupted countless times, you've gotten tired of allowing your opponents to attack you without consequence and have thus trained to prevent such occurrences. (When attacked, there are no penalties to dodging and attacking at the same time. If you fail to dodge an attack or the attack misses without dodging, you gain a bonus chance to pierce a target's armour instead.)
STEALTHY
Playing Dirty (Rank 2): Knowing that your life is more important than any sort of codifier of honour, you've picked up on using the environment to your advantage. Throwing dirt or sand in opponent's faces, biting someone's neck when grappled or spitting into their eyes, et cetera. (Tools of escape to temporarily blind or distract are more effective.)
CUSTOMS
Elemental Arrows: Approved. You don't need apprentice when applying magical effects to your weapon only. If you keep levelling up raw talent, the magical effects in elemental arrows will grow too.
Shadowstep 2: Approved.
Shadowstep 3: Approved. Keep in mind that if she's attacked moments after appearing, she will be caught off guard as though it were a surprise attack unless directly facing a target she shadowsteps towards or away from.
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@Atlas Child
Nice to see you're still around mate. Hope this means you're doing better.
SLIPPERY
Kick, Bite, Spit (Rank 3): You've an uncanny knack for spotting escapes nobody even knew existed, and exploiting unorthodox tactics to escape. These range from escaping a grapple by undoing the strings of an assailant's pants, to craning your neck so an otherwise deadly strike will instead only knick you. The more lethal the attack, the more likely your character will,
by instinct, escape. (Escaping from unfavourable situations, often in unorthodox manners, and often as an instinctive reaction rather than a trained action.)
RAPID BLOWS
Counter-Attack (Rank 2): After being interrupted countless times, you've gotten tired of allowing your opponents to attack you without consequence and have thus trained to prevent such occurrences. (When attacked, there are no penalties to dodging and attacking at the same time. If you fail to dodge an attack or the attack misses without dodging, you gain a bonus chance to pierce a target's armour instead.)
Multi-Shot (Rank 3): Atop revenge, there's another satisfying effect to honing your ability to attack with flurries of blows. In melee, you can attack multiple times in a single round without penalty, and with a suitable ranged weapon (not firearms or crossbows) you can fire up to 3 shots simultaniously, or throw two weapons at the same time. For firearms and crossbows, you instead can fire and reload in the same round without penalty. (Self-explanatory.)
SHARP
Investigator (Rank 2): Where others might struggle to put the clues together, this character's eyes have grown used to looking for the out of place or abnormal. Chinks in the defenses are easier to locate, and things that aren't natural or off-kilter and relevant to your character's curiosity are easier to detect and find. (Increases chances of finding out of place things and detecting weaknesses in armour. There is a chance that your character will suddenly have a realization about something they didn't understand before (GM assistance).)
CUSTOMS
Botanist 1: Approved. Keep in mind, add that you can apply
Turn Stomach to a weapon. Makes sense, it's effective as a poison too.
Botanist 2: Approved.
Botanist 3: Approved.
Opportunist: ? (Any new effect or is it just upgrading the same effect?)
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@Chrononaut
You still have one more general trait point. (You already had stealthy, so it cost you two points to get the next two ranks, and one point to get dodge. Meaning you have one point left of four.)
STEALTHY
Playing Dirty (Rank 2): Knowing that your life is more important than any sort of codifier of honour, you've picked up on using the environment to your advantage. Throwing dirt or sand in opponent's faces, biting someone's neck when grappled or spitting into their eyes, et cetera. (Tools of escape to temporarily blind or distract are more effective.)
Blend (Rank 3): What do you not want to happen when you're pilfering something? Being spotted. Hiding is nice and all, but sometimes you've realized, the best hiding spots are in plain sight... (Character's clothing chameleons to the environment with natural dyes, lowers the odds of enemies spotting you both in and out of combat.)
SLIPPERY
Dodge! (Rank 2): As you've refined your instincts, your ability to avoid harm has also grown, and as such whenever an enemy swings at you, there's a solid chance you've already figured out not to be there by the time the swing would connect. (Dodging is quicker and no longer forces your character onto the defensive, and can occur even if your character is caught off guard.)
CUSTOMS
Black Market: I'm going to save you some pain and tell you that missions come from Kouri & the Diplomatic Union. Fencing goods to the black market is largely irrelevant as a skill as well, presumable you can do that by default. Make something else.
It's Only a Violin Mister!: Approved, humorously. Keep in mind that the especially suspicious and skeptical may not buy it.
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If I missed a character, let me know. If you edited a previous post, that would be why. Make sure to link it and remind me here in the OOC since I know some of you weren't finished with traits.
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Regarding
@Tempest leaving the RP,
- Tempest's characters will be set to inactive and since they're back at the base, won't die. They'll be there if she decides to come back. Besides, I know she'd prefer I not kill them, and we're long time friends, so I'm happy to comply.
- The Kingdom of Tuleria will undergo a few revisions so I can get a better feel for it. Core characters and the like will remain, so don't worry about any of your lores being invalidated. If anything, I plan on spicing it up a bit, and maybe giving them some Spanish/Moorish culture...
- Missions might be delayed an extra couple days subsequently so I can do some planned expansions and revisions of Tulerian lore.
In the meantime,
@Kadaeux remains a co-GM as before. Everybody wish
@Tempest well, hopefully she can come back. If not, well, it's been fun, and I wish you a merry life!
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Information in the main OOC post will get updated shortly after missions are posted. Still have to restructure the traits section so it's cleaner, primarily by eliminating the spoiler tag.