PatchWorld: Vanguard - Sign-Ups and OOC

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Aero Blue

he hears his master's voice
Original poster
FOLKLORE MEMBER
Posting Speed
  1. One post per week
Online Availability
5-11 EST weekdays, anytime weekends.
Writing Levels
  1. Give-No-Fucks
  2. Adept
  3. Advanced
  4. Douche
  5. Adaptable
Preferred Character Gender
  1. Primarily Prefer Female
Genres
Superhero, urban fantasy, space opera, crime thriller, supernatural

They will, inevitably, pay the price for their new world.

Altera was only a game. An infinite machine of crunched numbers, an ever-unfurling scroll of binary and hexadecimal mantra turned into something greater than the sum of its parts - but still a game. A world unto itself, vibrant and multi-colored, but a false world. Not life, but faux-life. The Remnants, imitation mountains to marvel at; the Deadwaste, a macabre horror of our own creation, our own sadistic indulgence. Simulations, microcosms… macrocosms, at best, highly sophisticated trophies of our vanity, at worst.

But, for one instance in our long history, we were perhaps as good, as smart, as brilliant as we thought we were; if, indeed, it is to believed that Altera is real. Nonetheless, we are stranded, and for the first time in this faux-world, I feel thirst, and hunger, and fear. Some of our number are missing, felled by constructs of the world, vanished into wisps of nothing.

So if, on your journey, you should come across gods...

We are surrounded, on all fronts, by terrible beasts of our own creation, behemoths, colossi, and leviathans. To our West are the warring clans of the Remnants, to our North the treacherous forests of the Xo, and to our East, the rotting earth of the Deadwaste. Beyond all that, the winds howl, and thunder sounds as if death sentences - wrath of gods we created and instilled with our own programming.

The best and brightest among us set forth to carve a way out of our self-made predicament. Men and women from all walks of life, donning false faces and false armor to fight for our survival. They are the thousand yard spear into darkness, our shield against the predators, and our Vanguard.

... strike them down.

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Hi all! This is the main OOC thread for PatchWorld: Vanguard, the first roleplay associated with the PatchWorld universe. If you're interested, please make sure to read this, as it covers the general Lore and World Mechanics of the setting.

Plot: Millions are stranded in the virtual game-world of Altera, and the world in question seems to be behaving in aberrant ways: NPCs seem to notice the unfamiliar mannerisms of the PCs, and functions such as 'respawning' seem to be disabled.

The most Advanced of the Altera players take it upon themselves to pave a way through in this fearsome - seemingly even more dangerous - faux-world. In the darkness, mired by fear, they band together to explore the world which has become their new surreal reality, hoping to pave the way to survival.

If you're interested, below are the Roleplay's Rules, and the pertinent Character Sheet! (Completed sheets can be posted directly into this thread.)



  • MANUAL-RULES

    • For visibility: I can always be contacted, through PMs here or on Discord. My Discord tag is Shizuochan#0445.
    • As always, Iwaku rules apply. Remain tasteful, remain appropriate.
    • And, deserving of its own section, remain courteous, remain kind.
    • The roleplay is set in an RPG, but is also decidedly not itself an RPG. Please don't god-mod, please don't powerplay - don't fret over the 'mechanics' as a matter of optimizing character power, do fret over them as a matter of understanding the system of the world, the lore, and achieving a narrative.
    • I am looking for anywhere from 4-8 players, with the understanding that sign-ups are not first come first serve.
    • Players of 'VANGUARD' may have up to two characters, if they so choose.
    • Quality over quantity in posts, and that doesn't necessarily have to mean syntax and grammar. I will be endeavoring to give your characters as many opportunities as I can to exhibit agency - you should do so!
    • I'm not a speed-poster, although I'm still fairly flexible in that regard. Let's say, for now, that posting expectations are once every two weeks.
    • If you're gonna be inactive for a period of time, or simply opting to drop the RP, message me! I won't ask anything of you past that.
    • There may be influxes of setting-info, or pertinent npc info discovered in the RP - these will be updated in the Info Dump thread.
  • CHARACTER-CREATION

    This is a fairly base-line skeleton - if you want to jazz it up or add more info, feel free.

    Character-Type: Player-Character/Non Player-Character ('NPC' here is in the context of the game-world of Altera, not in the context of this roleplay).
    [Real] Name:
    [Real] Age:
    [Real] Gender:
    [Real] Appearance:

    (As your character's true selves are theoretically shrouded by their in-game avatar, the [Real] fields, as well as aspects of their personality and biography, can be hidden if you so choose. If you opt to do that, PM those sections to me instead. If you're playing a Non Player-Character, you can get rid of the [Real] tags.)

    Username: Not relevant for Non Player-Characters.
    Avatar-Gender: Not relevant for Non Player-Characters.
    Race: Non Player-Characters are not necessarily limited to the listed 'Playable' races. Message me directly for more info.

    Avatar-Appearance: I'd prefer some combination of written description and image - probably write out crucial details that can't be captured through the chosen image. [If you're using a picture: It would be kind of silly of me to blanket-ban anime pictures in a roleplay that owes much to the genre. However, I will say that I am looking for some degree of tonal consistency. This is passably acceptable; more realistically stylized facial features and life-like proportions.

    Otherwise, realistic art and real-life face-claims will also do fine.]

    Personality:
    History: [If you're opting to keep the character's pre-game history a secret, much of this can be fore-goed. Non Player-Characters should have a fairly detailed history - and also a good rationale as to why they're part of 'VANGUARD'.]

    Tier: Beginner/Intermediate/Advanced [A vague reference to how far along one's gotten in the game. Most players in 'VANGUARD' will hover around the latter two.]
    Primary Spec.: Here. [If you feel like you have an idea for a Spec that isn't covered, message me with it and I'll see if I can accommodate.]
    Secondary Spec.:
    Skills/Abilities: A variety of things could go here. Spells that the character considers something of a 'hallmark' to them, their own take on their given specializations, or maybe they're strategic thinkers, or good singers, or good cooks… etc.

    If you are going to go indepth on spells/abilities, describe them much like you would magic in a fantasy setting, as opposed to littering it with video game jargon.
    Equipment:
 
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Character-Type: Player-Character
Real World Info: Secret.
Username: Orndacil Lightbond
Avatar-Gender: Male
Race: Elf

Avatar-Appearance:
Orndacil stands tall at an impressive 6 and a half feet. His facial features would be at home on a masterful statue of antiquity, with a strong jaw and prominent cheekbones that would be suitable to represent a god. He appears deceptively lanky due to his height, but in reality he is thickly muscled and as such is rather on the heavy side even before he puts his armor on. He is rarely ever seen not wearing armor, nor without a sword and shield, but when such occasions arise he prefers loose clothing in earth tones.

Personality: Orndacil is a man who, above all else, strives to become stronger. He is very driven toward advancement in all ways: skills, gear, and experience. However, he is not selfish in this pursuit. More often than not he will seek out others to work together towards common goals for mutual benefit. He is very reserved so far as personal information goes and as such nobody knows much about him beyond what they can see in Alterna.

History: Orndacil Lightbond has been present in Altera since the very first day the game launched. He has spent his time obsessively pursuing quests and fights of all kinds. His defensive fighting style and support magic skills lend themselves very well to working with groups, and he has happily joined many of them to complete difficult tasks and slay fearsome monsters. Orndacil has earned a generally very positive reputation among those who seek the challenges Altera has to offer.

Tier: Advanced
Primary Spec.: Warrior-Glacier
Secondary Spec.: Talisman-Lux
Skills/Abilities: Orndacil's primary fighting style is defensive, using heavy armor with sword and shield and emphasizing blocking and deflecting attacks with his equipment over wholly avoiding them. He is very proficient in counterattacking foes, but he does not usually go on the offensive to finish off an enemy until they are already weakened and unable to put up much of a defense. These skills lack fancy names like spells have, but Orndacil thinks of them in a categorized manner of pieces that make up the whole style.

Stalwart Defender: The core of Orndacil's fighting style can be summed up simply: never retreat, never surrender. When he picks a place to stand and defend, it takes a hell of a lot of force to make him move. He is a monstrously durable fighter as well, able to survive blows that would tear others in half, and that means even when enemies can land clean blows through his defenses they are unlikely to take him down easily.

Counterstriker: Rather than exchanging wild blows with an enemy, Orndacil takes a patient and precise approach. He is very good at waiting for an enemy to be knocked off balance by a blocked attack or a clean blow that failed to seriously harm him, then retaliating with savage strength.

Crushing Blows: Orndacil's physical strength makes his attacks far more fearsome than one would expect from a mere longsword. Where enemies often find that they struggle to put a dent in his armor, Orndacil's attacks have been known to shatter shields and crush armor. This is partly due to his natural strength and partly due to putting his all into every single strike to make them count as much as possible. Combined with his counter-attacking style, this makes Orndacil far more lethal on the defense than unwary foes would possibly suspect.


The Lux magic that Orndacil uses is mostly common stuff that any other Lux user could copy, with the exception being his sole hallmark skill. He focuses mainly on healing and ability enhancement with only rudimentary uses of light itself and absolutely no illusion powers.

Lightbond: This somewhat narcissistically named ability is the only somewhat unique spell in Orndacil's arsenal. It combines the healing aspects of Lux with the soul of his defensive Glacier fighting style. Casting Lightbond on someone covers both the target and Orndacil in a glowing barriers that are linked by a beam of light. Any physical harm inflicted on the target is halved and that other half of the damage is inflicted on Orndacil instead. This ability does not work both ways and thus serves as a way to protect allies without putting them at risk.

Radiant Restoration: A simple but potent healing spell. Orndacil throws a burst of healing energy at a target and heals some of their wounds in an instant. It can stabilize someone on the brink of death (but leave them seriously wounded), turn serious wounds into only moderate ones, and fully heal lesser wounds. It is a rather draining spell and cannot be used more than a few times before Orndacil needs to rest.

Holy Mending: For healing wounds out of combat, Holy Mending is a far more efficient option than Radiant Restoration. This spell requires physical contact with the target. It is somewhat slow for magic, taking upwards of three minutes to bring someone from the brink of deal to fully healed, but it has its uses.

Lightspeed: Orndacil lays hands on a target and imbues them with a measure of the speedy nature of light itself. The speed of their movement is increased for a few minutes, but currently it is not enough to allow anything like superhuman speed in those who are not already very fast. Currently it can only be used on one target at a time.

Farsight: Orndacil lays hands on a target and improves their eyesight for a few minutes, allowing them to see a little bit farther (which is rarely useful) and to see in the dark without any trouble (which is the reason he bothered to learn this spell). Currently it can only be used on one target at a time.

Guiding Light: Simply put, this spell creates a floating ball of light that will follow Orndacil and provide illumination in dark places.

Orndacil is a moderately skilled strategist and will try to make plans with allies before heading into any fight, if at all possible. He is no master general, but his tactics are sound and have the weight of experience behind them. Thus far in Altera his plans have not led to the deaths of any players stranded in the game, but there is always a first time for everything.

Equipment: Elven-crafted suit of heavy plate armor, longsword, and heavy shield. Carries around a hefty bag with the typical adventuring necessities like fire-making tools, a coil of rope, a large canvas square that can be used as a tent, and food and drink. Even when a journey is intended to last only a couple days, he prefers long-lasting travel rations for packed food rather than fruit or bread or so forth.
 
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    U S E R N A M E
    > ' zaraNthe '

    G E N D E R / R A C E
    > ♂ / Human

    A P P E A R A N C E

    > The avatar of 'Zaranthe' has a rather simplistic appearance, seeming almost deliberately designed to look like a relatively normal late-teenager. Because of all the wild and varied fantasy-themed characters around, however, this makes the simplistic avatar - oddly enough - stand out.

    Zaranthe's avatar has a rather scrawny build, showing no apparent muscle, and stands rather short at 5"3. His hair is ashen-black and nicely combed, and the face of the avatar appears young, gaunt, and almost slightly childlike. Typically, the avatar is equipped with simple, basic cloth clothing which doesn't look too improved over the game's 'starting gear'. The one particularly notable feature is the luminant, amethyst eyes that seem to jump out at most.

    Those who are particularly perspective might notice that the avatar is almost permanently surrounded by a nearly invisible, blackish-purple mist.

    P E R S O N A L I T Y

    > Most of time, Zaranthe acts in a manner not too different from an optimistic, young teenager. They're quick to make light of a dark situation, don't take things too seriously for the sake of others, and can admittedly be pretty lazy. But, although the first impression of Zaranthe seems innocuous enough, as you get to know them, it's clear there's a lot more going on under the hood.

    His personality can shift in ways that are - most of the time - pretty unpredictable. He likes telling lies for no good reason, pulling harmless pranks, rarely even acting in a surprisingly dark and morbid fashion: all these little things make his true personality hard to judge by even the most perceptive of people.

    Perhaps his strange behavior is his own little way of getting to know what people are
    really like, though he's more on the 'harmlessly annoying' side than actually evil when his personality fluctuates in this manner. It's a safe bet to assume he simply doesn't like people trying to read him.

    He seems to get bored pretty easily, often making irrational decisions or seemingly random choices in these situations just to keep things interesting. Depending on one's opinion of this kind of behavior, others find him either entertaining or terrible company. When he's not bored, however, what he lacks in sheer stats or patience is made up for by his intellect, creativity, and planning in combat and puzzle scenarios, despite him claiming he's 'not all that clever'.


    Despite his life more than likely being on the line, Zaranthe doesn't really seem to feel any fear in pressured situations, just treating things as if the game he's in is harmless, and seeming very chilled out about things. When his condition gets to a near-death state, he only seems to look like he's enjoying himself more. He's very observant of others, and seems to enjoy hearing the opinions and how others react to certain situations.


    P L A Y S T Y L E

    > Zaranthe seems to enjoy pushing the boundaries of the game and discovering new things about it, and dislikes sticking to one certain 'tactic' in particular to overcome obstacles. He doesn't really care for which class/weapon/enchanted ring or whatever is statistically the 'strongest'; he just plays in whatever way he finds interesting or entertaining. Considering his life is potentially on the line, playing 'just for fun' is considered somewhat strange by most.

    He also seems to get distracted quite a bit as he plays by small, non-combat related details of the game, and doesn't really care for fighting the same type of enemy/going to the same type of place twice if he can avoid it. As such, Zaranthe hasn't really done much 'grinding' and not nearly as much varied combat as other players, giving him a rather low skill level compared to most, but he still seems to know a large amount about the game's mechanics despite technically being at a 'Beginner' sort of level.

    Despite all of these curious things in the way Zaranthe plays, each group he's assisted in the past seem to wholeheartedly recommend him, if you can put up with his occasional shenanigans. Even if he's not the strongest player, he's one that seems to unintentionally teach others new things about the game, new ways to play, and one that can quickly step up to the plate and find a solution to a problem when the going gets rough.


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    T I E R
    > Beginner

    P R I M A R Y . S P E C
    > Enthraller [ Conjurer ]

    S E C O N D A R Y . S P E C

    > Enchanter [ Transmuter ]

    S K I L L S E T

    > Zaranthe - whilst they possess little martial knowledge - use this unusual combination to combine the unknown 'spirit realm' with transmutations, allowing them to give others otherwordly features, or tap into the summoning of ethereal spirits temporarily to give them a unique edge.

    At the moment, Zaranthe only has one ethereal spirit he can summon (and all following, summoning-based spells will probably be based around ghostly spirits), but the amount of things this summon can do is quite high considering his 'beginner' skill tier.

    At the moment, Zaranthe's capabilities are quite weak, but offer a situational usefulness that can be invaluable, and his arsenal of skills can only grow from here.

    [ CURRENT SIGNATURE ABILITIES ]

    > Fallen Guardian's Wraps

    Zaranthe's body seems to be somewhat 'connected' with an ethereal spirit, that takes the appearance of an ashen-black mummy, though there's no body inside the bandages whatsoever. Zaranthe can freely summon-dispel this mummy - dubbed by most as the 'fallen guardian' - at will, though at least one part of it must always remain connected to him in some manner.

    The mummy can shoot out its bandages at high speeds in any direction Zaranthe wishes, though there's obviously a limit (depending on how much bandage the fallen guardian has remaining) to how much can be shot out at once. Zaranthe seems to have full control of these wraps as if they were additional limbs, though doing overly complex things with the fallen guardian severely drains his energy.


    The wraps of the guardian are very sturdy, and can be protectively cast around others to absorb damage, though enough destructive force will cause the guardian to retreat. The wraps - despite being ethereal - are still very much tangible, and can temporarily be used to tie things together in a pinch. The 'bandage'-like parts that are cut from the mummy seem to disappear after several minutes, before re-appearing on the thing.

    If the fallen guardian is ever fully destroyed, they will reappear in full condition whenever Zaranthe takes a long rest.

    > Guardian's Snare

    Zaranthe can command his guardian to wrap the black, mummy-like appendages around foes in an aggressive manner, slowing their movements and confusing them depending on how thoroughly they're wrapped up. Doing this deals no damage whatsoever and can be broken out of if the will of the ensnared target is strong enough, but is a huge hindrance nonetheless.

    > Ethereal Skin
    On touch (via his own body, or through an appendage of his 'fallen guardian's wraps', Zaranthe can make another's body intangible for a few seconds, giving them, their armour, and their weapons a ghostly visage. This makes them essentially completely immune and unaffected by damage for a few moments, but makes them unable to deal damage as a result as well. When they quickly return to tangibility, any parts of their body/weapons 'stuck' inside other objects will instantly and harmlessly be forced out.

    > Projected Levitation
    On touch or through the fallen guardian, Zaranthe can give another the temporary ability to slowly float in any direction they wish, ignoring the laws of gravity in the meantime. Those floating in this manner will feel oddly at peace, surrounded by a purplish-white mist. This lasts for around thirty seconds, and the effect will cancel as soon as one takes damage.

    > Eyes of Spirit Sense
    On touch or through the fallen guardian, Zaranthe can upgrade the vision of another to see through all nearby tangible objects - as if they were made of a ghostly glass, though it gives everything a strange, blue-white and misty appearance. The effect makes one's eyes light up and glow with bright white, giving them quite a terrifying appearance. The effect usually lasts for 2-3 minutes.

    This effect can be very confusing to look at for some, and those not used to it might be severely confused, meaning it can be used in an odd, offensive manner.

    E Q U I P M E N T
    Zaranthe - oddly enough - is rarely found carrying anything at all apart from the absolute basics, such as super cheap food, one dinky flask of river water, and a little spare currency. They wear a simple cloth shirt and a simple pair of trousers - probably their 'starting gear', if not less than their starting gear - most of the time that offer little to no protection, and don't wear so much as a backpack, making it a wonder how they've even survived for so long.

    The only weapon they carry is a few stones in one pocket, but are renowned for being a 'joke weapon' as they're designed to deal pathetically low damage. For some reason, he still carries them.



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    H I S T O R Y

    >??? ?????????? ????????????????????? ???????????????????????????? ????????????? ?????? ?????????????? ??????????????????????? ??????????????????????????????? ??????????? ??????? ?????????????? ???????????????? ???????????????????????????? ?????????? ???????????? ??????????????????????.

    ????? ????????? ??????????? ??????????????????? ???????????? ??????????????? ????? studying anthropology was an escape ???? ????????????????????????????????? ????????????? ?????????????????????????? There wasn't really anything left that mattered ????? ?????????.


    ????? ?????????? ??????? ???????????????????? ????????????????????????????? ???????????? ???? ??????????? ??????????????????????? ???????? ??????????????????????????? ?????????? ???? just wished something would happen; anything would happen, for ???? to escape the daily grind. ???? was only eighteen, and already ???? felt like ???????? seen everything ????????????????.

    ????????????? ????????? ???????? ??????????????? ??????????????? ????????????? ????? ?????? ????????????? ???????????????? ????????????????????? ??????? ?????????????????????????????????????????????????.

    They believed the events that would happen within the virtual world would be one of the most unique and incredible events to-date in history???????? ????????????? ???????????????? ????????? ???????????????????????????????watch the events within Altera unfold, and immerse???????? ????? ?????????????????????.

    ?????? ????? ?????? ???????????????? ????????????????? ??????? ??????????????????? ????????????????? ??????????????? ???????????????????????????????????????????????????? ??????????????????? ??????????????????????????????? ????????? ?????????????? ?????????????????????????? ??????????.

    Despite the relatively low level and experience of the avatar 'Zaranthe', they've been in quite a few parties, known for being very skilled at the puzzle-solving elements and figuring out new mechanics within the virtual world. Even if they're not the most skilled fighter around - ????????????????????????????????? ???????????????? ???????????????? - they bring a rather niché set of skills that can aid a party in a unique way.

    They're not known by most for being a 'hero', as whilst they help parties progress, they keep relatively unknown and to themselves most of the time. Despite Zaranthe still being ranked a 'beginner', the mystery behind their actions still leaves rumors behind in their wake.

    Some like this 'mystery', whilst others don't, believing they don't take the whole virtual world seriously considering the circumstances.

    Some even believe 'Zaranthe' to be a villain of sorts, due to how they don't seem to take the stakes of the game seriously at all. But rumors are just rumors, and the real reason behind Zaranthe's erratic, almost nonsensical personality is unknown to others. In reality, Zaranthe just wants to ????? ???????????????? ?????? ?????????????????????????? ????????????.

    [ ????? = Obscured information ]




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    R E A L . N A M E
    [glow=purple]>[/glow][glow=purple]???? ya ?? bu???? a<[/glow]

    R E A L . G E N D E R
    [glow=purple]>[/glow][glow=purple]???? <[/glow]

    R E A L . A G E

    [glow=purple]>[/glow][glow=purple]?8<[/glow]

    R E A L . A P P E A R A N C E

    [glow=purple]>[/glow][glow=purple]?????????????????????? ?????? ?????????????? wide eyes are a mild grey????????????? ???????????????????????? ???????????? ????????? ???????? ????????????.

    After an event that happened to ????? at a young age, ?????????? ?????????? ????????????? ?????????????????? ??????????.<[/glow]

 
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feather-banner.png

Character-Type: Player-Character

[Real] Name: Alice Gordon
[Real] Age: 21
[Real] Gender: Female
[Real] Appearance: Alice has a rather large frame with boyish features and shoulders broader than most women. She was a prominent athlete in college, but an accident has left her paralyzed from the waist down. She has since then gained a lot of weight and not being able to work out has left her soft and weak.


Username: Feather
Avatar-Gender: Female
Race: Elf​


Avatar-Appearance: Feather is much taller than her female compatriots, even amongst elves. She is about 6'5 and while that might make her seem bulky, her slender form allows her to be light and quick on her feet nonetheless. Her eyes are a deep blue, while her hair appears to be a golden brown. It reaches down below her backside, though for practical reasons she fixes her hair into a large braid when it is combat time.


Personality: Feather relies heavily on her appearance, often trying to obtain favours from male player characters. She's a flirt and has a habit of dressing with colourful and shameless dresses, though most of the time those dresses are simply her actual armour with added flavour. She may not look like it, but she is extremely hard working and values above all else strength (both of character and physical). Due to her rather eccentric personality, many people (companions and foes) underestimate her. Feather is everything Alice wish she could be.


History
[Real]: Alice Gordon was never much into video games before her accident. She didn't really understand the whole appeal for virtual realities, and instead focused on real life. She was accepted into a prestigious college thanks to her particular athleticism, and also because of some diluted magi ancestry. She had a prominent future ahead of her, an ocean of possibilities. As an only child, her parents spoiled her and funded her schooling without batting an eye. Then the accident happened, two years ago.

She was running up a bridge in the middle of winter, wearing her usual enhanced gear that used her sweat to keep her warm even with freezing temperatures. An old-fashion car with a driver appeared out of nowhere and was skidding over the ice. Self-driving vehicles had been proven to be much safer, but the occasional freak disabled such functions and drove the car by themselves. This particular car collided with Alice, crushing her legs and damaging her enhanced gear. It caused something to go haywire and on top of broken legs, the nerves were completely burned and since then Alice has been confined to a wheelchair. It's a rather fancy one, but her parents did not have the funds to equip her with high-tech prosthetic legs.

Alice's future disappeared before her eyes, and she sank into a deep depression where her only outlet were the one thing she had detested her entire life: video games and virtual realities.

[In Game]: Feather appeared in game in the early days of Altera. She was portraying herself as a monk at first, but once she realized her physical appearance could attract a certain crowd, she used it to her advantage. She has spent most of her time clearing areas, accomplishing every quest she could find. Feather is a solo player at her core, which is why she chose Enchanter as secondary specialization, but with time she learned the values of teamwork. Her reputation varies on the region, but generally she is well-liked and those who have seen her battle know that she is much more than she appears. Still somewhat a solo monk at heart, Feather nonetheless yearns for companionship and for a solid group of friends on whom she can depend.


Tier: Advanced
Primary Spec.: Warrior - Xo Paragon
Secondary Spec.: Enchanter - Shifter

Skills/Abilities:

Groundless: Before being stuck in Altera and thus suffering the slowness of ability improvements, Feather achieved one of the highest skills for Xo Paragon: walking through the air. It can be done with a burst-jump from the ground and she can cover approximately a height of 3 metres and a distance of 5 metres. She must always have a landing spot in mind, otherwise she loses her concentration once she is up in the air. This ability can only be stopped if someone from below pulls on her feet while she's "running" in the air.
Swaying Boulder: With her Enchanter abilities, Feather's signature strike is to make her opponents feel heavy on their feet. It is of course only a temporary illusion, but she tends to combine this with her Groundless ability and it makes her almost impossible to catch.
Hands of Steel: While she uses no weapons, Feather's strongest fighting ability are her fists. She knows where to strike for pressure points, and when she takes a few seconds to channel her mana, her punches are lethal. Her kicking is also worth noting, but her main strength is in her upper body.
Gentle Breeze: Contrary to its name, Gentle Breeze is Feather's gravity-manipulating ability. It is not as effective or long-lasting as Swaying Boulder. She can cause an existing wind/breeze to become much stronger and blow upwards, startling her opponents and giving her an advantage for jumping and fighting.

Racial & Other Skills:
-Ability to use the four Magus abilities (Hydro, Aero, Pyro, Geo) while under extreme duress and desperation.
-Resistant to spells cast by equal or lesser combatants.
-Skilled at relaxing techniques, such as this world's version of tai chi. It helps Feather regain her mana more quickly, but an interruption of a mediation sessions can cause her to be extremely confused and dizzy.
-She can't cook for the life of her, but she is a skilled hunter/trapper.
-Feather loves her flashy dresses and accessories, and is very skilled at copying them onto her armour as an added visual flavour.
-Somewhat able to play the flute, but only the basic tunes. She's doing her best to learn though!



Equipment: Feather has no use for weapons, so she doesn't carry any. She does own a small knife meant to dismember and take out the innards of the animals she hunts. One of her prized possessions is a backpack that can contain a limitless number of objects without changing its weight, so she has taken the habit of keeping trinkets and odd things, trading them to merchants when they're worth something, or simply keeping them as souvenirs. This is how she found her wooden flute.

For important items, she owns fire-making tools, a bedroll, a fishing line (not the whole thing, just the line), a large water skin, and food rations for a few days.

Hexcode: #0A9
 
Character-Type: Player-Character
[Real] Name: David Gallant
[Real] Age: 29
[Real] Gender: Male
[Real] Appearance:
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Username: Byron Ainmar
Avatar-Gender: Male
Race: Human

Avatar-Appearance: Having spent nearly six hours in character creation before eventually settling on his current design, Byron's set the height slider as far to the right as possible for a human to be in Altera, making him stand at closer to seven feet than six. He's got broad, strong shoulders and a thoroughly muscled body. His skin is deathly pale, and he has long, sharp canines. His eyes are only actually red because of a cosmetic effect of his sword (more details on that below) as they're normally a pale blue. His body type seems to emphasize his sub class more than his primary role, but he likes it a lot, even though it's a bit edgy. It fits with what he was trying to make, giving him the appearance of some sort of evil dread lord of necromancy.
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Personality: Despite his dark and intimidating appearance, Byron is a really friendly guy. He's level headed and polite in his dealings with people, but possesses a fair share of good humor that makes him easy to get along with. He's sort of like Santa Claus. Polite, cheerful, and just sort of generally a treat to be around. That said, he isn't naive, and his goofball attitude hides a serious intellect. Games like these were always his way to escape from his real-life shyness and introverted attitude, so here he's a bit overbearing, if anything. Even after Altera became real, something about being in the game world has brought out the best in him, allowing him to really come out of his shell. He's very much a "go with the flow" sort of guy, preferring to go about his time in Altera just like he would in any other game. As a result, he doesn't seem too concerned about much of anything, even with the perils of being trapped within the game. He's still just trying to have a good time, exploring the world and fighting monsters with seemingly no loss in vigor or drive. Even while in combat, he has a very jolly air about him, always seeming relaxed despite the stakes.

With all that said, he has his bad habits. Formed during his "real" life, they carry over here as well. He cracks his knuckles all the time, and often forgets how loud he's talking if he gets excited. In addition, back on earth, David's glasses always seemed to be slipping down his face, and even with them gone he still occasionally goes to push them up his nose out of habit, only to remember that his eyes in this world have no need for lenses. Lastly, Byron has a foul mouth, using expletives like salt throughout his words. None of it is mean-spirited, and it is rare for such words to ever be directed at a particular person, but they come out frequently to add a sort of urgency or importance to words.

History: David Gallant was an incredibly boring person. Social anxieties hid his good nature from the people around him, leading him down a relatively lonely path in life. He did well in college, and eventually secured a well-paying job as a PR consultant for a major company. Still, ever since he was a little kid, he felt like something was missing in his life. All those people in cartoons got to do such exciting things, why was his life so...boring? Real life didn't have brave heroes that faced down insurmountable odds, or wicked villains that strove to tear down the world. It just had people, and they were rarely so intriguing. However, in the world of video games, he could escape the wicked haunting of his ennui. He could be the brave hero, the wicked villain, or anything he strove to be. Great warrior, brilliant mage, determined street-fighter, intrepid explorer, anything was better than being just some guy. In many ways, the life he lived vicariously through games felt more real to him than his own. It didn't matter what kind, David loved the thrill of being someone else. He had a natural knack for almost every kind of video game, though wouldn't allow him to blaze through on intuition alone were always his favorites.

This lead him to a mild degree of fame in a previous big-name MMO that served as a sort of "spiritual predecessor" to Altera as the founder of one of that game's largest guilds. When he left, a few handfuls of other longtime members migrated to Altera as well, forming together into a group called the Spellbinders, who were determined to uncover all the secrets of the game and post them on a group-run wiki. Byron himself took the week off of work when the game came out, devoting his time to rapidly experiencing all that the game had to offer before his real life responsibilities would take up the lion's share of his time. Of course, the group's goals have shifted given the circumstances, but they've agreed to stick together. There's safety in numbers, after all. Byron meanwhile decided that he'd head out to meet up with some of the other high-level players in order to compare notes and try to find a way to get people home. Currently, the group makes their base of operations in a now stationary walking castle. Originally, it was maintained by magic that one of Byron's friends got for buying a premium account, but since the change the spellbinders have had difficulty getting their base to move again.

Tier: Advanced
Primary Spec.: Enthraller
Secondary Spec.: Glacier
Skills/Abilities: When designing his character, David thought to himself, "If I'm going to play a dark lord, I should give my guy the stats of a horror movie monster." And that is exactly what he did. Byron's a front-line fighter, favoring an incredibly aggressive, offense centered playstyle. While it might seem reckless at first glance, there's good reason why Byron Ainmar hasn't died once, despite six days of near constant play. Admittedly a good part of it comes from his impressive ability to think on his feet and solve most problems intuitively. While his on-purpose, active strategic ability isn't anything to write home about, his quick-thinking allows him to come up with clever tactics midway through a battle. In short, he's a good field commander, but not much of a grand "from the rear" strategist. While he lacks some of the more unique special abilities that are possessed by other characters, his combination of the generic abilities complement each other well, merging into a high powered tank build that trades speed, much of his range, and the ability to escape from unfavorable situations for immense firepower and the ability to take everything he can dish out. A true DPS build would be able to outclass him, but there's a reason that you make cannons out of iron, and not glass.

Enthraller Spells: Byron's Enthraller summons come in the form of skeletons bound together by purple energy. Their empty eye-sockets burn with purple flames, and they wear ancient and decrepit armor. They take time to summon fully, but last until they die, or their master refuses (or is unable to) sustain them with MP.
-Hand of the Ember-son: This spell creates a large clawed hand and forearm from smoke and burning ashes that makes one of three attacks before fading away. It can either swipe with it's claws, dealing medium damage to any targets in a large arc, slam a fist down as if onto a table, dealing high damage to a single target, or grab a target before hurling them down onto the ground in front of Byron, dealing low damage but bringing a target in close and leaving them vulnerable to follow up strikes.
-Call Dead Astatus: This spell summons a single skeletal warrior with a large shield and a one handed spear. Wearing ancient and rusted metal armor, it fights from behind it's shield, a strong defense to mask it's low starting HP. Those who take damage from the spear of a Dead Astatus will find their life force transferred to the creature, increasing its maximum HP.
-Call Dead Sagitarri: This spell is similar to the one above, though it summons an archer wearing strips of rotten leather, with two broken daggers at its waist. Though the bow's string is decayed and the wood is rotten, it still manages to fire petrified arrows with deadly force, though such ancient projectiles always seem to crumble into nothingness before they fly for long. Strikes with the daggers are fast and plentiful, a barrage of quick strikes fueled by unholy magics as opposed to the machinations of flesh. While it lacks both the defenses and the vampiric property of the Astatus, it has high burst damage, and inflicts a damage over time poison effect. While this effect is mild enough to be ignored by Advanced level players, it can be stacked with other DoT effects, including those of other Sagitarri. Thus, if left unchecked, it can build up into something dangerous given time and a lack of basic countermeasures.
-Call Dead Praecantor: A broken, decrepit and legless skeleton clad in cobwebs that were once fine robes. Rusted trinkets lay heavy along its body, weighing its weak frame beyond the point where it can scarcely move, save for it's magic. The creature floats about like a balloon, casting out beams and spheres of cerulean flame in a perversion of the powers possessed by a low-level pyromancer.​

Glacier Techniques: Byron mostly took the Glacier specialization for its defensive abilities, using it to wear heavy armor and wield large weapons that pure-caster classes wouldn't be able to.

-Black Iron Yell: Byron's typical move for starting fights. Black Iron Yell hits all hostile targets within 25 feet with a debuff that causes them to deal notably less damage, as well as giving him a small bonus to his own damage. While this damage boost is very minor, it can add up quickly when fighting against a large group.​

-Crushing Blows: When activated, Byron's sword attacks crash through enemy armor, magical or otherwise. This allows him to ignore a significant portion of his target's defenses, effectively dealing more damage. Due to a lack of serious investment, this ability can only be used every so often, so Byron typically uses it to finish fights.​
Glacier Passives:
-Mountain Waltz: Byron's movement and attack speeds are slowed considerably, in exchange for an equivalent resistance to damage. Can be toggled on and off, though it takes several seconds to do so, making it difficult to switch on or off in combat. Also makes his footsteps quite audible.
-Warlord Soul: Any buffs bestowed upon Byron also pass to Player-Characters and NPCs within 10 feet of him. Always on. Makes any capes or robes worn flow dramatically.​
Enthraller Passives:
-3-Quarter-Call: One of Byron's signature techniques. It allows him to "cancel" an attempt to summon a creature mid-way through, causing them to make a single attack at a target of Byron's choosing before vanishing back to Other-Altera. This changes his summons to resemble something more along the lines of Magus spells, with low casting time, MP cost, and short cooldowns.
-Necrolord's Affection: Byron's other signature technique. Any creatures Byron summons with the "Undead" creature tag receive an extra bit of speed, damage, health and defense. This ability also causes his undead summons to stay in the prime-Altera for as long as Byron has the mana to sustain them.​

Equipment:
Byron's equipment is fairly standard for a high-level character in a game like Altera. Strong armor reduces the damage he takes, providing sturdy defense against all manner of attacks. He carries a simple burlap sack with his belongings inside. A single skin of water, a leather bound notebook, an ink pen that mysteriously refills once each day, enough in game currency to get by, a comfortably worn brown travelling cloak, and a small collection of dried meat, fine cheeses, and artisan bread wrapped up in a piece of cheesecloth. Two items stand out, the loot dropped by a difficult foe not too far from where the Spellbinder's set up their headquarters. Killed on the fifth day after Altera's launch, the boss lives once more, having respawned before the world became real. Defeated, it dropped the following items:

-Blade of the Deathmancer: This sword glows a vicious and angry red in the hands of a high-level Enthraller, and changes their eyes to the same color. Occasionally, it murmurs cruel musings into the ears of those nearby when it is unsheathed. While this effect is harmless, it is unnerving. The Blade of the Deathmancer deals extra damage determined by the wielder's [whatever stat determines a person's MP in the game]. The sword can be wielded effectively as either a one-handed or two handed sword, and Byron's human racial ability combined with his class pairing allows him to wield it with supreme effectiveness, switching between a one-handed and two handed grip as the situation commands.​

-Sash of the Lich: This sash bestows some of the benefits of being undead upon the wearer. The wearer of the sash feels no pain, does not need to sleep, and scarcely needs to eat or drink. It also provides a small armor bonus.​
 
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Character-Type: Player-Character
Username: Spider (most know her as THE Spider, but that's ironically not her actual screenname)
Avatar-Gender: Female
Race: Elf

Avatar-Appearance: She stands at 5'8" and keeps her long, silky hair in an unceremonious, loose pony tail. She typically wears no jewelry and plain, loose brown clothes, but her avatar apparently was purposefully the excruciatingly beautiful type. Although she maintains excellent posture, she is slender and does not look particularly powerful. Funnily enough, she uses her sword far better than any sort of natural poise.

Personality:
Spider is not much of a talker, but nonetheless carries with her an air of almost-bored confidence. She does not appear to take much note of her own appearance (so what if she's pretty in this world? It's just a game, get over it), and is oddly evasive about her life outside of Altera. It is almost immediately apparent to others that she likes her freedom, as she comes and goes here and there with little regard to anyone, but other than that, she doesn't exactly live up to being "the Spider," with her straightforward and nonthreatening attitude, hardly one to spin lies like webs or try to trap anyone. She is very firm about the idea that Altera is just a game and they are going to get out some day, and perhaps a hint of that shows through in the occasional recklessness with which she hunts, though anyone who happens to see her hunt could acknowledge that there is less ingenuity involved than basic skill most likely acquired through practice in building upon her original stats.

History:
Spider logged on on the very first day and quite quickly began hunting down monsters. Not known for working with others, she left the heart of the kingdom in short order and built up more of a reputation closer to the borders of the kingdoms, as she began to level up enough to take on more dangerous monsters. The butchers in the first towns she stayed at have amusing stories of being asked to teach her how to properly carve up some of the simpler beasts, but for the most part, she is only seen looking for lodging and a place to sell the meat (and occasional trophies) of whatever she appears able to kill. Little else is known about her, although rumor has it that she purposely plans hunts to go for the Alphas of packs, and is a stone-cold killer who doesn't discriminate between beasts and people. She doesn't appear to appreciate these rumors, but what can you do? It was a few days after getting trapped in the game that she started looking for other high-rankers to team up with.

~~~~~~~~~~~~~

Tier: Advanced
Primary Spec.: Warrior - Hashashin
Secondary Spec.: Talisman - Umbra
Skills/Abilities:
  • Combat - Although being a Hashashin Warrior doesn't come with the potential for a lot of "special moves," it does mean Spider's quick on her feet and it's hard to land a hit on her. As she is at the Advanced level, her skill here borders on the inhuman, most specifically in terms of outrageous jumps and speed that can make it hard to see, much less hit her. It works well with her weapon, which changes lengths and balance, but not overall weight, which allows her to strike from a variety of distances, utilizing her speed to feint.
  • Shadow Web - It just so turns out that being of the Umbra Talisman Spec does allow for "special moves," and this is one of them. Not exactly the most powerful of spells, this allows Spider to make a small net of shadow and cause it to solidify temporarily. She got the idea from actual spiders, and can make it a number of sizes (the largest being 4 feet in diameter), but the spell rarely lasts for more than a handful of seconds. She's working on making it more powerful, but for now, it suits her just fine to stall things or catch stuff thrown at her. It is strong, but not impenetrable.
  • Dark Vision - This phrase is somewhat ambiguous, but it holds the meaning of someone who has a dark vision rather than darkening someone's sight, and is one of her more powerful abilities. For thirty seconds, whoever it is cast upon will relive their darkest moment in full.
  • Slight Illusion - Being a more nuanced spell, Spider is not very good at it, but she has learned to use some simple illusions. Since it is easy to break, she's discovered that it's simplest to alter reality just a tiny little bit, rather than causing a full-on illusion. For instance, if she's standing next to a tree, she can cause someone to think she's standing a few paces from it instead, so that they miss her when trying to attack, etc.
  • Hard worker
  • A little familiarity with camping basics
  • Good Artist
  • Fantastic Experimental Cook
Equipment:
  • A magic pole-sword - an unnecessarily ENORMOUS sword, it is literally taller than she is, the blade alone four feet long. This pointlessly huge sword is genuinely pointlessly huge, because its magic lies in its ability to change blade and handle length according to her will. The apparent problem is that when she isn't concentrating on changing its size, its default is as large as it can get without knocking against the ground (thanks to this quality, she somewhat suspects that it may have a will of its own, but that one's difficult to tell). She carries it strapped across her back. It does not have an official name, but she calls it "Splitter the Fancy Pole" when forced to give it a name.
  • Two fat little journals - one is for the recipes she has come up with, the other is a list of herbs, spices, and fruits and their properties, with illustrations included.
  • A magitek pen - this magical pen was a lifesaver, as Spider could NOT get used to writing and especially drawing with a quill. It looks like an ink pen when used, but doesn't require a cartridge or dipping in an inkpot at all. It only does black for color, and she originally traded for it largely out of curiosity before she started keeping her journals. It is supposedly from Machina, but that's not where she bought it.
  • Needle and thread
  • A blanket
  • A pouch of coins
  • Spare clothes (including one fairly nice dress)
  • A silver flask - this item was one of the more expensive items, but 1. it's cool, 2. she can trust what's in it isn't poisoned (she thinks), 3. it's cool.
  • A cast-iron pan - it's always worth it to have a pan to cook with.
Extra Notes:
  • She almost always keeps a part of her spoils of the hunt to taste/experimentally cook with
  • So as to make sure she wouldn't poison herself, she made it a habit to go to the closest apothecaries and kitchens every time hse was in a new town to compile information about the flora of Altera (which is how she filled out most of her herbs journal)
  • The inspiration for the magic sword came from this image. It is not a super high-level weapon.
 
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Character-Type:
Player-Character
Real Info: Hidden
Username: Adlez
Avatar-Gender: Female
Race: Elf

Avatar-Appearance:
It's very clear from their character's appearance however is behind that face put hours into making sure their avatar looked like a spitting image of one of the protagonists from the popular video game series Legend of Zelda. From her lack of height compared to others of her race even down her slender, yet 'thicc' physique(as many would jokingly say) no detail was overlooked.

Her hair is a golden blonde that seems to compliment her lightly tanned complexion perfectly, however her bright green eyes stand out almost startlingly so. To describe the armour she normally wears would be a waste of time as in the blink of an eye she's wearing something entirely different. Perhaps she's looking for the perfect clothes to match her character or she's just a fashionista, if you asked she probably wouldn't tell.

Personality:
Adlez can be surprisingly sharp tongued and harsh when it comes to dealing with people, seemingly more of a lone wolf type than someone who would be apart of the Vanguards. Whatever her reasoning may be other than self-interest of survival when she does have to interact with her 'comrades' she'll be pleasant enough but based on her short responses it's clear she's forcing herself to be nice. Maybe she does have a genuine nice side but if it exists it's very well hidden. Shame she couldn't be more like her face claim in personality too.

Tier: Beginner
Primary Spec.: Talisman / Lux
Secondary Spec.: Warrior / Harashin
Skills/Abilities:
Adlez prefers to attack from a distance, keeping her enemies away from her and moving quickly to keep them that way. She has the build of a classic glass cannon type being able to shell out tons of damage but not being able to handle a hit. However unlike her fellows dps if someone gets too close for comfort she can hit back hard. After all, her bow is only part of her secondary class.
Light Arrows - By combining her lux magic with her arrows she can pierce through her opponents armour with ease, provided they aren't a lux user themselves. Her magic can be especially potent to umbra users but they have most likely have their own ways to counter such effects.
Lux Burst - At close range she can unleash a burst of light, blinding enemies and even searing them. The spell itself doesn't do much damage as it's more for status affliction.
Disarming Seal - Using the same trick that can turn her arrows into light, she can reverse the effect to turn her opponent's weapons into light, making them unusable unless they're a lux user. The effect lasts as long as she can hold concentration, even the slightest waver would dispel it.

Equipment: Light elven armour made primarily of leathers and fabrics as well as a wooden bow with a quiver full of arrows. She prefers to travel light so she doesn't bother carrying around camping supplies and whatever nonsense other bother with, only having a belt with pouches fastened to them to hold what little necessities she needs such as money, a flint, water skin, as well as a simple cloak for when she wants to travel incognito(not that she's famous, but when your character is a face claim people can get pretty annoying). If she does need to break camp she'd rather gather whatever she needs on the spot than toting them around.
 
I didn't expect to get this many Character Sheets so soon. It does, mean, however, that I probably need to set an actual deadline now.

Tentative deadline for submissions will be December 1st. Unfortunately for the early birds, that is some span of time away - to compensate, I'll be tracking along, reviewing sheets as they come and pointing out any overtly problematic areas. You are certainly free to make any edits in the between-time.

Thanks for your time!
 
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  • <Real> Name: Isaac Adrian Ziegler

    <Real> Age: 23

    <Real> Gender: Male

    <Real> Appearance:

    His eyes are a light, clear blue that tones well with his extremely pale skin, gained from a severe lack of sunlight. His hair is dirty blonde, and he has a slight build - he's tall but very thin and not very strong. He usually dresses formally in a loose fitting shirt and jacket paired with expensive shoes, regardless of the occasion.





  • <Character Type>
    Player Character
    <Username> Castrys Versayn
    <Avatar-Gender> Female
    <Race> Gnome
    <Tier> Advanced
    <Primary Spec> Warrior - Druid
    <Secondary Spec> Enthraller - Shaman (Flocks)

    Avatar-Appearance

    Castrys makes use of virtually no armor (with the exception of vambraces), dressing instead in furs and animal hides. Short of stature with a light but compact build, her pointed Gnome ears are usually hidden under the layers of her short brown hair and hood. Her complexion is quite light, contrasting her darker eyes and furs.



    Equipment

    • Fishing rod & net
    • Hood, vambraces, boots, cloak, shirt, trousers
    • Water jug
    • Rucksack containing various animal training implements (which are actually toys for the more domesticated ones but shhhhh)
    • Blanket
    • Flint & Steel
    • Sling and pouch of stones
    • A knife used for practical everyday purposes with almost no use in combat



    Additional Info

    Castrys usually tries to keep a few animals around her at all times in case of an emergency. Most notably, she almost always has a crow perched on her shoulder or flying around somewhere nearby.



    Skills/Abilities


    {Race} The Gaze of Death - When she looks into the eyes of the recently deceased, be they beast or sentient race, she is unable to resist being drawn into a vision of their dying moments.
    Limits: Unable to break the trance until the vision concludes.

    Mythic Transformation - Castrys is able to transform into a variety of magical creatures, such as gryphons and even dragons.
    Limits:These transformations cannot typically be sustained for a long duration, and take some time to complete, leaving her vulnerable in a half-and-half form. The rigors of transformation can also prove fatal if she is injured.

    Mundane Transformation - Hand in hand with her ability to assume the form of magical creatures, there are a number of more mundane beasts which she has mastered, such as wolves, bobcats, and birds, particularly owls.
    Limits:The variety of beasts she is able to transform into is not particularly large, and require her to compensate for their inherent weaknesses at the disadvantage of being lacking in natural familiarity.

    Alpha - After summoning a flock or pack, Castrys routinely transforms herself into the form of one of these creatures, and assumes the position of the Alpha in order to control their actions while simultaneously disguising herself as being indistinguishable from the masses.
    Limits: Creates difficulty in controlling the creatures directly through telepathic pathways.

    Bird's Eye View - Castrys is able to transplant her vision and senses into a beast under her thrall, seeing what they see and hearing what they hear. She will often use this technique to obtain information, or simply scout ahead.
    Limits: Since she is unskilled at controlling/enhancing a single creature, she often ends up split between several different animals at the same time, which makes for a disorienting and chaotic experience that is often nearly useless.

    Watchdog - A simple thrall to place on one beast or many, this results in the enthralled creature becoming protective of the Shaman. They will prowl for threats, intimidate any who come too close, and fight to the death to protect their Shaman's safety.
    Limits: Easily broken if the Shaman transforms or attempts to perform another spell. It is also not possible to assign the beasts a task other than protecting the Shaman, such as protecting objects or other members of the party.

    Strength in Numbers - One of the easiest attacks for Castrys to throw at her enemies is an overwhelming flood of creatures swarming a single target all at once.
    Limits: Only effective against a single isolated target.

    Predator, Prey - For hunting, Castrys will often enthrall a creature that naturally preys on whatever she wants to catch, and when needed, enthrall a creature to be used as bait. If her desired catch is prey to an animal she is able to transform into herself, she will hunt it that way.
    Limits: When hunting herself, she does not necessarily inherit all of the natural hunting instincts of her chosen creature.

    Divide and Conquer - During a battle, Castrys will often direct either multiple flocks, or individual creatures within a flock to perform different tasks.
    Limits: Cannot be done while distracted.

    Distraction - The flocks under Castrys' control are easily directed to attack one area or target while she transforms and moves in for a surprise attack somewhere else, and vice versa. When using her Alpha technique, she will often move in for an attack while transformed, then surprise her opponent by taking control of nearby creatures and summoning them to attack from behind.
    Limits: Fails when lacking the element of surprise, excellent coordination, or good responsiveness from the flock while she is transformed.


  • P ER S ON A LI T Y:

    <general>

    Isaac is generally very quiet and doesn't socialize with others much for fear of their reactions to his eccentricities. He can be comedically paranoid at times but despises being laughed at or made fun of. He has a difficult time letting loose and going with the flow, instead preferring for everything to be planned and structured in a way that is predictable and reliable.

    He holds himself to high personal standards of organization and dependability, though from past experiences rarely expects the same from others, assuming that there is little chance of them coming through on promises made. For this reason, he typically aims to work alone in an environment he can control to his own level of comfort.

    <strengths>

    - Thorough to the point of extreme precision
    - Learns quickly, minimizing the amount of time to satisfy his thoroughness

    <flaws>

    - Very indecisive/poor decision maker
    - Overemphasizes the negative to a near handicapping extent
    - Highly prone to obsessive compulsions


    H IS T OR Y

    As a young child, it was obvious that Isaac had mental issues. However, his parents were too poor and too distracted taking care of his siblings to be able to have anything done about it. He kept back from his family quite a bit, becoming almost an outsider in his own home.

    At 18, he went to live with his Uncle, who was wealthy but estranged to the family. His Uncle was more than happy to take him in and supported him emotionally, but due to somewhat radical/extremist ideas that ran in the family, never acquired professional help. Isaac is currently applying to university, which his Uncle is more than happy to pay for, as he wants to see Isaac make something more stable in his life.

    A few weeks ago, Isaac began dating a girl named Caitlyn, a foreign exchange student from Europe. While they held many interests and values in common, one love they did not share was that of gaming. Isaac held to being thoroughly grounded in the real world and its challenges while Caitlyn was wrapped up in flights of fancy and escapist games. With a little nudging and persistence, she eventually convinced him to give it a try and see if he could eventually come to enjoy gaming or not. Her brilliant strategy was for him to have a go at her favourite game - Altera. Unfortunately for both of them, the first day he logged in to play her character was the day the players became trapped.
 
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@Jorick @Pahn @firejay1 @Starlighter @DurkPut @Eon @Jakers

Hi! It's been a while! In any case, pending some requested changes/edits, the lot of you are basically approved. (If you didn't receive a PM, it's cause I didn't need you to change anything).

ETA on IC date to follow... soontm.
 
@Jorick @Pahn @Starlighter @Eon @firejay1 @Jakers @DurkPut

The IC, finally, is up. This post will contain some OoC deets not elaborated on in the IC post, and posts like this will often be used to that end.

Apologies for the extreme delay in opening this, and further apologies for the fact that the opener is not paced or written nearly as well as it probably should be. Look to improvements in future rounds.

Additionally, if you feel as if you've lost interest to the point that you're probably not willing to partake in the RP any longer, that's understandable. Simply let me know, and we'll be gucci!


OoC Deets:
> The letters, if one hasn't gathered already, are being handed out to the members of the Vanguard. The letters are really plainly simple:

"[Character Name],

Meeting will be held, sundown, at the overwrought cliche. By which I mean the Golden Retreat, the inn past the merchant's hub, and before Bedlamville.

The Man in Red."

>Yes, he really does call himself that.

>As far as deets go in how to set the scene for your entrance; about a week time has passed since the players became stranded in the game-world, meaning that some-many players are experienced some forms of panic. Out in the wilds, certain lower-tier beasts are moving into grounds closer to the Kingdom, typically not a natural part of their behaviour.

>the Couriers are broken and overpowered - assume they can mostly find you wherever (though they'll most likely lay off if you're somewhere dangerous, and wait until you're done).

>Vanguard has been formative for about under a week, meaning players know what and why they've signed up for it. This meeting is the first 'plan-of-action' type deal.


There'll be another slow-patch before 2nd gm post due to the upcoming holidays, most likely. Feel free to post multiple times in the round, getting to converse/know eachother, if you'd like.
 
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Sooo...

I saw the deadline being set for December first, but the thread still says open. Is... is this still open?
 
hi alaska

I've at least 1 or 2 people with sheets in the works, still, and we're not super-full. go ahead and toss in a sheet ^^
 
[BG=#171717]
o u r d o m a i n

Character-Type: Player-Character
[Real] Name: Hidden
[Real] Age: Hidden
[Real] Gender: Hidden
[Real] Appearance: Hidden

Username: Morríghan
Avatar-Gender: Female
Race: Half-Elf / Revenant


Avatar-Appearance:
Morríghan, as ahalfling, is a middle-ground between human and elvish appearance; even when it comes to height, she is itanding at 5'8", and thus taller than most other human women, but shorter than pureblood elves. Her skin is fair, but often appears paler than it is, in contrast to her her warm chestnut hair, the latter of which is often braided at the back, with short bangs at the front. Her features, albeit somewhat juvenile and delicate, posses the distinct sharpness of adulthood. Her elvish ears point downwards, and are quite short for an Elf, even for a crossbreed. She possesses light hazel eyes.

Morríghan sports a variety of decorative trinkets, such as rings and gemstones. Her taste for garments remains balanced, being both functional and simplistic, as well as esoteric, with swirly, stormy cloths, ragged and dark robes, and highlights of greasy gold and silver, that exclusively depict blurry and distorted reflections. Even feathers, some mundane, some eccentric, have found their way into Morríghan's wardrobe. Despite these quirky additions, Morríghan's general get-up has a modest, straight-forward quality to it, perhaps due to the various leather straps, that clearly favor functionality over comfort. She favors darker colors for her clothes.



Personality:

Morríghan is a fairly basic personality, rarely exhibiting eccentricities. She is well-known in the nearby Hub for being a bit of a loner, albeit not antisocial, and seemingly having no issue with the fact that Altera has undergone drastic changes. Instead of panicking or feeling inspired to venture as far as possible to unveil whatever is behind the trap, she continues to play as usual, as if nothing happened. Though she is friendly when approached, she is notably reserved, and has not shared any personal information with any player as far as anyone knows, with the exception that her Earthly residence was America. Admittedly, given her few contacts, the information doesn't hold much value though.

History:

2͕̫̖͙͈͝0͔͖͙͙:̗̱͇̻ͅ0͕3̳:̜̗͕͖̻̟̫3̛0̛ ͇̘́M͍̼ó̘̥ṛ͇͇̫͠r̠í͙̫͚̗͈͓͢g̥̺̬ͅh̗̥a̟̩͈̟̬n̜͔͙̜̲͈̣ ̸̜͈͍s͓̘͞áy̴̜̠̞͔̟̳s̭̕:̬̥̹͚̻̬̼͠ ̤͔͔̞̜̲͡N̻͚͉͈̦o̠̯̪̤̳͓̹͝t̗͎̟̘͕͟ ̧͇̣̱sų̩͚̩̳͕͎ͅr̯̜̖̝̦͖̙e̠̙̰̳̻̘͚͟ ̥͟w̜̲̝͔̕h̬̯̤͓̣͉e͡n҉̰͈̰͙̝͇̯ ̦̹̰̖̻͕̬͘I͎͉͇͕m̵̯ ͇̮͚̫̕g̝̜o͖̱͕͚̫ͅn͕̦̞̥ͅn̻̩̹̘a̧̙̫ ̵͔̙f̹ͅl̮y̦̼͞ ͇̹͎͖̤̲b͉͍̖̞͚̀a̠̰̫c̬̲̰͟k̤̯͓
̯̣̝̗͙̺2̵͉͙͙̙0̝̻̫͇̩̱͢:̩̦͇̞̝ͅ0͈͍̦͍3̛:3̹̱̦͉̪͎̺4 ̱͈̻̲ͅM̺̺͚͍͓o̯̣͈͕͝ͅr͕̭̖̻̺̥͍͡ríg͖̼̦̯̰̜ͅha͇͖n͖̠͙̭ s͍̮͙͚̘͖ͅḁy̝ş̬̟̟͓:̫̘̫̲ ̝̟̲ͅM̳͘a͎̬͍̟̪̺̹y̲͕͎̞ḇḛ̣͚̙͍̖̙ ̙̭̗̘͙̝̝͠I̪ ͞ca͇̕n͘ ͉̮̝̻̘̗̳s̮̗̻͘t̜̻͖̺͍͍a̳͠y̼͕͚͢ ̪̱̦̘̹͉̹i̪̳̦̣̣͕d̶̤̦̮͈k̖̬̟ ̲̻̰͚͍̟̻y҉e̷̠̰t͎̫ ̳͔̳͚̗̦̰w͢h͢a̖͉̳͔̗t̡̟̥͎ ̖̟̠͚t͈̩͈̘h̰e̺͡ ̘͇̩̖̬p̳͝o̞̻͎ͅlic̺̜̜̺̠͉̹̕y̷̥͙͕͚̥ͅ ̞̝̀ị̠̥̤̞ͅs̪̜̩̭̻
̷̩̜̹2͎́0̗̻͕:̺̪̘̹̲̱̬́0̟̱̠̞͙̹3:̟͖́4̙̥3̜͇͓̫ ҉͓͇̝M̧͕̠̻͈͈̪o̴̜͖r̩r̢̟ͅí͍̘̞͙g̬̩̗̬̯̩͔h̪̪͓̬͓͎͉a̲̥̼͔̻͚̹̕n̞͉̭͍ ̙̟̬̺̪͈s͇̀ay̠s̙̼͙:͕̼̜͕̪̟͢ͅ ̬̝͈M̰̥͚̗͔̳u̪̳ḿ̯s̴̼̥̤ ̣̣̯p͜r҉̺̺̗o͖̭̙͓̻̫b̞a͎̮͎̟̥̻ͅb̟l̴͓y ̮̲̬͙̳͡g̵̝̥̮̬o͝nn̹̗̲a̘͠ͅ ̸̖k̶͎͈̳̭i̭͈͇͓̥͝l͍̞̠̤̕l̮͉̪̠̳̠̘ ̮̗̲͚̝͚͠m̰̪̘͚̭ͅe ̧͚t͕̘̰͉̼́h̭͖̺̥̝͓̣͠o̥̦̼̗̪͢ͅu̶̖̭ͅg̯h̷͔̖
̮̲͟2̛̬͔̮0̭͉̜͈:̵̦͚̭̖̰̙̬0̡̦̠̮̘̻̫̩3:͇̹̯4̮̩̙̝̪6̖̫̺͟ Mor̜̞͕͙̬̤͕͢r̷í̭̖̖̺̝̩̼ǵ͔̜͍̬͚h̴͇̞a̶n̖ ̗͔̮̻̯̳̬s͍̩̰a̦̥̤̩̳y͏̟̳̯̣͇͚ͅs҉͉̦:̘͟ ͙̲̳̤̼̝N̤̠͔͍͘A̺̫̬̖͚̮ ̙̜͜h͚͇̤e͙͎͎̟͙̫a̠̙̲͈̲l͏̼̤͎͙̫ͅth̗̮̼͈̩c̴̣̬̞͚̖̺̺a̝̤̗̺̺̺̦͝ŗ͔̟e ҉̭͇͉͈̮ͅḅ͉͈̰͢t͙̜̳̺͕͞w̥͓̳͙̭̜
͖̗͕̦̹̫̼
̥͚͓̥1͍̪̯4̦͖:̬̬͉̟̱̜͡ͅ1̜2͚̕:͔̘͎͙3̙̳4̭̣͚ ̫̩̳̲̭M̳͇͝o̦͟ͅr̭̜͚̙͉̞r̭̫̳͉̘͓̝͢í͚̦͔̙͘g̣̣̩̰̞h͙͔̭͞ͅa̝̜n̕ ̼̰̠̥̝͈s̸̻͕a̗̦̣y͈͍̜̪̟̼s̹̖̟̬̙̝̝:̭͢ ̸̖̜͙͇I͔̬̫͖̟ ͕̘͇̘̱͇̟͡d̛̺̜̬ǫ͙̬͔͓̻n̪̝̞̮͎̫̲t̠̹̰͓̻̣̠͠ ͓̙̝̳̣͜ͅr̫̯e̯͖a͚̪̮͙̜͙͎l͎̤͉͇͙͝ĺ̦y̧͎͎̮͉ ҉̥̗̤͙̝͔͙w̩̫͔ͅḁ͚̤̥̺͖̬n̥͚̗͡t̡̤ ̢̼̜̬̰̦̪̣t҉̹̫o̤̤͜ͅ ͖̤̺̦t͘a̦̟̺̰lk̛͍͓͉ ̧a̞̬̝̮̳̰̠͘b̩o͙̻̘͙u̮̝̬͕̪̜ţ̭͈̗ ̖̱̤͕͠i̘̯̻̖̜͟ț͙̳͔͔
̹̗͞1͔̤̭͚̫͓̺4͙͔̱̘͙͔:̷͈͈1̻̞2:͏̬̦̟̱3͠6̗̹̣͙ ̹͖̞͈͠M̢̙or̙̩͙r͍í͏̤͍̲̥g͉͚̟̯͕̩͘h̶̞a͙n̙̺̙͎̼̻ͅ ͖͖̞s̵͙̯̩͇a̳̤̥̖͍̦ỵ͚͟ͅș͚:̢̩̫͍̣̳͚ ̙̤̹̭̜̩̥͘S̴̺ò̤̫̼r̴̳̞̩̟̜̗͚r̨̟͙y̥̼̘͙̞ͅ
̬́
̘̝̭̣̜̹̲͟0͙̬̬̖2̬̜͖:̤͓͇͈1̭͈̼7͇̪̀:̭̖̬̬5͖̰̭͈4 M͉͉͎͖̠o̡͇̥͍̮̞̤r̷͇r̘̱̪̝͙̯ͅí̹g̨̩͈͈h̩͍̙͎̗̪̼̕a̵̱̯̝͙̺n̵ ̡̺s̜͙a͖͙͈y͔͓ş̻̣̠͖͈̗:̠̭͚̞̞̭ ̡̻̼͎̥͎Ę̞̮͓̘̖v̶en̫̟̠ ̡̮̺͖̞̠̗̫t͙͍̮h͚͉̬̘̥oug͔͉̙̹̲̞h̷̘̯̘̰̭̠ ̝̩̫̠ͅI̪ ͏̯͖̯̰̱h͏̠̞͉̮a̻̜̼̪͖̯̰͠v͙̳̙̮̭̦̳e͈̩̖̝̕ń̙̩̫͔t͏̘̻̭̱ ͉͔a҉̗̬c͈̗͖͝t̜͎͈̫̭ṳ͓̯͇̮a̤͇̺͜l͈̰͖͍̝̖͠l̷͖̞̲y̴ ̣͡l̹̬̫̪̬̤͘e͎f͖͇͔͕͎̗̱t͕̹̫͙͚̤ ̣̻͘ḿ̩̣͈̪̻y͍̭͕̟ͅ ̗̥͇͇̖̪͜p̬̫̦l̛̜̳͖̗a̱̼̜̰̫̘c̮̬͎͇̯̰ͅè̤̦ ̡͉͉̼͖̯͚͇ș͞i̘̲͍͎͈̕n̶c̵̖̣̲ͅe̤̤̣ ̙̗̻ͅm͉y̧̝̭͙̼ ͖̗̤̞́l͍̙̖͞a̳̥͈ͅst̵̹͈͍͈͚̣̪ ap̱̦̱̰̪̣ͅp̘͎͚̫͖o̴̝̟̝̥̮in̦̦̻͇͕̘t͖̭̼̱̰m̪̝̣̲͟e̻̖͘n͟t̟̘̯
̡͍̬̳̦̦͚0̨̘͍̙͙2̩̳̘͍͙̠͙:̤1͖̗̪̗̣̙̥8̦:0͈̼͇1̛̞͚ ̞̪͍̱̙M͉o͍̱̪̫̬r̵͚̺̜̥ͅr҉͈ḭ́g͢h̶ͅa̢͇̱̯n̦̪̳̜͢ ̸͈s̺͈̯̩͢a̲̲͓y҉s̙͙:҉̯ ̲̬S̵̫̘̯̻͓̭ọ̙̼͈ ͚͔͡l̡i̹̤͕͙͈̦k͘e̟͔ ̟͎̠̱̬̲t̶̺̻͙h̳͞re̲̮̜͉̗e͍̝ ̧͈̖is̵͈͍͕͎͕͕ḩ̩ͅ ̯̱̭̫̟͕͢w̮̬̣e͉̺̟͢e̷̳̞̳̯͚k̵̗s̰͈̯̼̯͎̱͠?͕̗
͉̩̯̹̺̣̦͠0̩̳͔̥2̵̣̝͎̤:͏͕̱̦͖̫̟1̦͎̗͕̘̘8̕:͇͔̦̪͖̱̭0͕̲1̪̘̤̘ͅ ̛̝̲̱͓M̖͘ọ̡͈̝̝r̵ṟ̯̜̲͍͍í̠̫̮̯g̠̟̹̙̗͔̻͞h҉̣̭̳̯̼an͔̮̱ ̹̝͈̲͢s͉̻̜̝̲̘͔a͙̜̬̼͔̭̯y̴͇͔̬̬̹͖s͠ͅ:̗͈ ̶̭S͓͔̺̝͉͓̬u̹̙͈̘ŗ̖̲e̸̗̘̺̼͔̻ ̺͎͉y̶̱̳̪̬̗̳o̵̗̥͖̝̞ͅu͡ ̠̭̀d̲̤͔̖̱o̢n͇͖̭̭͕t̺̝̺̙̣̯̕ͅ ͔͇w̶̭̣̫a̤̫nn͙͔̼a̮̺̞͈͍ͅ ̰̘̱ͅb͏͖͈ͅr̙e̯͚͉̹͚͟ͅak̤̤̝̦̥̮̪̕ ̱̭͙̮̗̼͢u̡̮̱̼p͜ ̡̠̖̞̜͍y̠e̮͕̹̟t̪̬̰̙͙̻̦?͔̩ͅ ̥̤͜:̵̜̬̯̘̞͓P̱͎̟̤̠͓͞
̷̪̪̖̬͖
̳̹̙̻̩2̹͕͍͕̪̫3̧̹̫̭̖:̜̞̘4̫̯̪͉0͍̲͉̠̫̲:̟̦2͈̖̬͙̗͖͠1̷̼̘͕̭̪͈ M҉͙̤̪̮̞̝o͓̬̦̗̻̣̮͘r͖̼̯̯r̢̹̬̯̖̺͓̣í̬͕͈̗̥̦g̪̦͕̗̗̪̠h̬̙̀a̲̦͈̼̭̖ͅn̘̭͞ ͏̼s͇̯a̳̱̗̗͚̻͔y̲͎͇ş̬̺:͈̞͔̜̰ ̸̳̮H̨̫̟e̠͇̟̫͞y̱̱ ̸̹̗p̵̱͎̹̙̝̜͍l͢e͡ạ̝̘̮̬s̱̮͈͓e̵̯̪ ̨̙̯m͙͕͙̳̘͔̀e͙̜͍̼̘̮̼s̫̥̙̦͍̮̭͞s̡̫̙͖a̰̩̝̲̹̮̙g̫̘͎͔e͇̝̜̹͕ͅ ҉m̧̗̬̳̹e͘ ͚͍̖̦͡w͔̳̞͈̖h҉̼̠en͔̣̯͍̫̰̼ ̷y̷͕̘̼̭o̧u̳͔̲͙͢ ͏c͟a͎̜͓̗̠̦͓͜n̯͓̫͓̩


Morríghan has been part of the very first waves of avatars to explore Altera, though her initial activity was below average. Gradually, the Morríghan name appeared more and more, particularly in Beginner areas, where the Halfling could be seen endlessly battling weak enemies alongside another beginner character. However, the elf's companion appeared to spend much less time in Altera, leading to a harsh discrepancy in proficiency between the two. Despite Morríghan's continuous advancement, and even becoming one of the more powerful avatars, she appeared to grind more than anything else, making her progress through Altera agonizingly slow.
In addition, Morríghan never appeared to pursue guilds or any other form of grouping, instead playing exclusively with her inexperienced companion, who continued to appear only sporadically, leaving the druid on her own. This has lead to the Morríghan character--at this point a heavily experienced avatar often revisiting beginner levels--becoming a bit of a joke within the community, and attaining a loner reputation.

Tier: Advanced
Primary Spec.: Enthraller-Shaman
Secondary Spec.: Enthraller-Conjurer
Skills/Abilities:


Ghazal, the Past:
Morríghan may call upon a specific entity of Other Altera; a beast of unholy strength, called Ghazal. A canine beast, billowing and gleaming darkly. Vaguely reminiscent of a wolf, it sports a mask of bone on its incorporeal head. Far from fleeting, like many apparitions, it possesses a giant frame that easily towers over most threats. Though it is merely one of the otherworldly beings that share kinship with Morríghan, Ghazal appears to be not only mightier than the average Other, but also seems to share a special bond with the halfling, being favored by and caring for Morríghan.





Ghost of Company:
Ghazal may shrink in size, and appear more traditionally wolfish, serving as a loyal companion in the tangible world, as opposed to a mere Other in battle. In this form, it is much less powerful, but also more unassuming in the dark of night.








The One Within:
Morríghan may allow Ghazal to guide not only her mind, but her body, taking on a ghostly appearance, somewhere between that of a female Halfing and the beast itself. In this state, her physical attributes are enhanced, and she may wield some of Ghazal's supernatural powers, but proficiency with weaponry as well as most of her strategic prowess are inaccessible.





- Kin of the Spirits (Conjurer):
Morríghan shares a close bond with Others, specifically animal spirits. The whispers of the wild speak sweetly to the Half-Elf, lending them a source of support and guidance.

- Nature Journal (Shaman):
Sharing a deep bond with the creatures of Altera, Morríghan is well-versed in interpreting her surroundings (sans artifical constructs, such as buildings), reading tracks, and such skills. This compliments her spiritual guidance very well.

- Tongue of the Wild (Shaman):
Morríghan can understand and speak to animals, with many creatures recognizing her as one of their own.

- Human Passive - Non-Warrior Weapon Specialization

Equipment:
- Various garbs
- A plethora of tiny flasks, vials, and leather pouches, filled with coins, substances, and decorative items such as feathers, teeth and the like.
- A Bō staff made of sturdy wood. Though not nearly as lethal as a sword or the the like, Morríghan is quite skilled at utilizing it to defend herself or incapacitate lesser enemies. It also serves as a complimentary form of offense when Ghazal is summoned.

It is worth noting that, with the exception of her clothes, Morríghan travels with barely any possessions, especially for a high-level character. Particularly the fact that she appears to avoid many of the advanced and unique enemies, her inventory is fairly unassuming, other than offering good statistics.

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Marva

Character-Type: Player-Character
[Real] Information: Hidden
Avatar-Gender: Female
Race: Orsi anla Kesh (Orc)

Avatar-Appearance: Marva stands at 6'6", on the taller end for Orsi. She is powerfully built, with lean, tight muscles that are often somewhat masked by her armor. Most of her strength is in her arms, legs, and hips. She didn't bother to pretty herself up at all, instead going for intimidation. Her tusks are prominent, and she has a firm set to her jaw. Narrow golden eyes paired with dark green skin add to the fierceness factor, at least in theory. Her hair is a dark brown and kept tied back.

Personality: Marva is the type of person who lets everybody else debate a plan until they've exhausted themselves before stepping in and offering her own solution. She is not shy about her opinions and ideas, and she will watch and listen for the best opportunity to be heard. While stupidity angers her, she will do her best to either work around the person or use the person to fulfill her own ends. Failing all else, she will make sure they make it out of whatever sticky situation they got themselves into alive, even if she's grumbling the whole time. She's also got an extra helping of sass and snark, which she makes full use of.

History: Marva showed up on the first day of Altera, along with many others. She quickly began completing quests and fighting monsters, often teaming up with groups who were after her same goals. Her skill on the battlefield and her determination to keep her team alive earned her a fairly positive reputation among players. After Altera became real, she fell off the grid for a couple days, struggling with the idea of not being able to leave. Soon enough, however, she reappeared and volunteered for Vanguard, hoping against hope that they would find the way out, if one even existed.

Tier: Advanced
Primary Spec.: Magus-Geo
Secondary Spec.: Warrior-Hashashin
Skills/Abilities:
Wall of Earth--She pulls a wall of earth or rock from the ground, generally altering the size depending on whether she's defending a group or a single individual. Used primarily for defense, although it can also be used to crush enemies. The second application is not recommended, however, as it tires her out.
Pillar of Rock--Similar to Wall of Earth, she summons a rock pillar in a place of her choosing. She generally summons it beneath her feet and uses it as a platform to leap off of, or a place to attack from.
Maw of the Earth--She sinks the ground beneath her enemies' feet. Used to unsteady enemies, though in a pinch, it can be used to create a deep pit to trap them. This skill will generally exhaust her.
Stone Fist--She coats her fist with earth and hardens it. Often used when pulling enemies close to her with her whip or when forced to engage in close combat. She prefers to limit her use of this ability, as it can be fairly tiring.
Mother Nature--Somewhat oddly-named, this is a catchall term for growing vines. Whether she grows them on a wall or pillar to climb on, uses one to swing from, or wraps them around enemies' feet, they're handy, if somewhat more tiring than moving earth.

Quick Movement--As a secondary spec Hashashin, she is quick on her feet and can leap from pillar to ground with ease. She can also scale vines pretty quickly, and she can be hard to land a hit on in combat.
Ranged Combat--She excels at ranged combat, and generally prefers to keep enemies away from her by any means possible. She's not bad at melee either, but range is her forte.
Barbaric Rage--Orsi passive

Equipment:
Magical
Whip-sword--A tried and true magic weapon trope, this sword is normally in the form of a particularly long and thin longsword. With the mental command of the wielder, however, it transforms into a whip, splitting into pieces connected by magic. She often uses this to snare enemies from her perch on one of her pillars, or to pull them into punching range or into a trap.
Boomerang Axe--A handaxe that returns to your hand when you throw it, but otherwise normal. Used for dual-wielding, chopping wood, or throwing at enemies.
Pack of Holding/Inventory--Exactly what it sounds like. In the form of a backpack.

Mundane
A bow and a couple quivers full of arrows.
A spare axe, just in case.
Generous amounts of food and water.
Fire starting equipment.
A coin pouch.
A fishing rod.
A pouch of seeds.
A cooking pot.
Rope.
Leather armor and a couple sets of clothes in earth tones.
[/hr]
 
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