The Grim Legion; the Assassins Guild of Mora Fane

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I'm one of those "details and implications" guys.
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Posting Speed
  1. 1-3 posts per week
  2. One post per week
Online Availability
I work swing shift, schedule changes daily.
Writing Levels
  1. Adept
  2. Adaptable
Preferred Character Gender
  1. Primarily Prefer Male
Genres
Medieval Fantasy. Or pirates. Pirates are always good. When it comes to reading, however, a good steampunk is always great. Above all, however, I would definitely have to say my favorite is Dark Fantasy.
Mora-Fane.png
The winters in the nation of Mora Fane are long and harsh with a summer that breaks this for only a moment. It seems the only thing one can do to earn a good living here is to become a miner or an assassin. Our setting is in the world of Khueria, in the nation of Mora Fane, in the city of Muterest. While there are many small assassins guilds scattered throughout the nation, The Grim Legion is the largest and most successful. As assassins, your job is to execute the target. Bonus gold is paid if you do so following the contractors special requests may have, such as performing a public execution.

While there are many smaller assassin guilds, the Grim Legion is the largest and most well organized. It is led by Tara Crane, the Samraat of the region and a powerful Kindred Lich Lord. The Grim Legion rarely allows someone to take on an assassination contract alone, instead assigning a single contract to a team. This story will follow one team in particular. A team in which a job turns out to be more than anyone could have expected.







The Assassins Code

Any killings made outside the contract are punishable by law. Should you be caught killing anyone off your contract you will be sentenced to death.

A member of an assassins guild cannot submit a contract for assassination. All assassinations are to be carried out for a client, with the only exception being the guild leaders approval.

An Assassin performing killings without a contract is to be tried for treason, for which the punishment is torture.

Targets for assassination contracts may invoke their right to fair combat. Should the target do this the hired assassin must face the target in a fair fight. Both parties have 2 days to prepare for the fight. If multiple assassins are on the case it is up to the group to decide which assassin shall take up arms.

Two assassins from different guilds with the same contract must halt their progress and report to their respective guild leaders to report the issue. An agreement shall be discussed between the guild leaders.

Members of any assassins guild are not protected by diplomatic immunity. If you are caught fulfilling a contract in another country their law system will be responsible for your future. The assassins guild will not pay fines to release a member from prison.

Contracts for assassination against another Assassins guild member will instead result in exile. Should an exiled member be found in Mora Fane the penalty is death.


Character Sheet


Appearance: (Text or image is fine, if an image is provided please leave a brief description of features not visible such as height. I prefer art over anime images.)

Age: Please read racial information to get an informed number of how old you should be

Gender: Gender and/or preferred pronouns

Race/Affliction: If you want to be an afflicted you must get permission from me with the exception of Lycanthropes

Specialty: Sleuth is the master of discretion, the Brute is the powerhouse, and the Arcanist is the magic specialist. Which specialty does your character fall under?

Personality: Please provide from 1-3 paragraphs of your character. Make them unique.

Signature Weapons and Armor: It's safe to assume your character can use many weapons and armor, but what are their most commonly used weapons and what do they always carry on their person? Enchanted and Esper weapons and armor/clothing allowed.

Magical Abilities: What kinds of spells can your character cast? Keep in mind magic in this world is not easy, being a powerful arcanist takes years of practice and study. MOST characters will not be able to cast powerful spells very easily.

History: Think hard about your character. I want to know who they are, where they've bee, when they ended up here, and how they became who they are. 3 paragraph minimum please. I am willing to help you if you ask me in PM. If you leave any conflicts unresolved I may use them for later plot candy.

Example Profile

An injury to the soul scars deeper than a wound to the body.

Ryaduera Tiavesan, The Arcane Sniper​

Basic Information

5'6" Tall (168cm)​
26 Years Old​
Female​
Human​
Arcanist​
Personality

Rya is a very intelligent woman who is more than capable of thinking of a solution to almost any problem she comes across. Her intelligence can also be attributed to her inquisitive nature. She is usually the first to ask questions and get her answers by any means necessary. This is a woman who knows the value of an answer, be it lie or truth.​
Her eye for detail has been proven a valuable asset to her work time and time again. Being in her line of work it's important to gather as much intel as possible, especially when chasing down a running target. Being incredibly motivated to use her skills, Rya is very determined with incredible resolve to persue her targets.​
Weapons and Armor

On her person at all times Rya carries 6 small kunai for throwing as well as 1 dagger used primarily for utility.​
Her signature weapon is a shortbow crafted from very strong and flexible wood and leathers. While there is nothing magical about this bow, Rya considers it very special to her. Her signature magic style uses this bow.​
Rya's garments offer no protection from most weapons, acting only as a light padding, but they hold a special enchantment. When she wears her hood up with a simple thought she can change the appearance of her choosing. The enchantment lasts 10 minutes and requires 12 hours to recharge, making it a very useful item to use in a getaway.​
Magical Ability

Rya specializes in a form of one handed magic that conjures arcane arrows that can do a selection of effects. None of her magic arrows are capable of physically harming anyone or anything and once she conjures an arrow she cannot change its intended effect. Each arrow only exists for one minute before vanishing regardless of weather or not she was able to use it and she must wait 5 minutes between arrows to be able to conjure another one.​
Binding arrow: A target struck by this arrow has the body part struck temporarily paralyzed for a few seconds. Espers are immune to this effect​
Noisemaker: While conjuring this magic arrow, Rya chooses a sound of a brief duration. On Impact the arrow mimics the sound before vanishing.​
Bright Arrow: One of her simpler arrows, this arrow illuminates itself until she either dispels it or conjures a new arrow.​
Light Siphon: Magical or not, Rya's light siphon arrow can put out or disable any light source it strikes.​
Calming Arrow: When struck with the arrow an individual feels no hostility. While useful, Rya may only use this arrow once per day and cannot use it if she has used her Enraging arrow.​
Enraging Arrow: Rya can summon an arrow that enrages her target, causing them to go into a murderous rampage. She can only conjure this arrow once per day and cannot use it if she has used her Calming arrow.​

By using both free hands, Rya can cast a spell that connects her to one target. The spell takes time to cast and requires her to be able to touch her target. Upon activation, she turns invisible until she interacts with anything that is not already on her person or until she runs out of her ability to maintain the spell. Once her invisibility break, her and her target switch places almost instantly. While Rya can cast this spell more than once in a day, doing so is very difficult and she risks the spell backfiring on her after her first cast.​
History

Ryaduera was born in the Quartz Kingdom to a family of aristocrats. The Tiavesan family were rich land owners, holding a plot of land in the gorgeous quartz canyon that rested in the capital city of their nation. She was the eldest of her 2 siblings, having a younger sister and even younger brother. Since she can remember her baby brother has always been the favorite. While this did not interfere with her privileged life, it didn't give her the happiness and fulfillment she craved.​
Unhappy with her home life, Rya took out her aggression in the form of archery and study of the arcane. Being from the Tiavesan family she was able to afford the best archery mentor in the city, which was very much necessary. Rya was not born with the talent for archery, but her determination helped her advance her skills. At the same time, she proved to have a natural affinity for the arcane arts. Her Magic tutor wanted her to focus on her magic studies, but Ryaduera didn't have the motivation to dedicate her life to sorcery.​
On her 18th birthday, Ryaduera requested a large sum of money from her parents. They had agreed that she could take this money with her intentions being to travel the world and see what it has to offer. She took this opportunity to see everything she could get to. She took the chance to go to The Begix Territory, Vardesa, Cruevania, Athal and Ethel, Valhalla, and the Sanctuaries. It wasn't until her visit to Mora Fane that she found a certain charm she felt she'd been missing. Mora Fane promised her an opportunity, a unique way of using her skills.​
When she was 22, Rya returned home. She told her parents her intent on joining an assassin guild in Mora Fane. They profusely attempted to persuade her not to walk that path, but her mind was already made. Ryaduera would accept that her parents would cut her off of her financial stability and leave for Mora Fane. Being equally unhappy with the way her life was turning out, Rya's little sister joined her on this journey. Though her sister Isabel is not a member of an assassins guild, she pulls her own weight working as an assistant to a physician.​
Her return to Mora Fane would be the start of her new life. She managed to get accepted into The Grim Legion easily with her set of skills and has earned the respect she feels she deserves. Not a day goes by that she misses her life back home, happy she and her sister were able to escape from it all. She thinks of The Grim Legion as her family.​



Not a requirement: Here's my code for the character sheet if you want to use it. The first half of the code looks like a mess, just look for anything in all caps and you'll find where you insert your own image links and text.
Code:
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[div=text-align: right; margin-right: 100px; font-size: 20px;]Basic Information[/div][div=Background: linear-gradient(to right ,transparent ,black); width: 100%; height: 5px;][/div][indent]
Age
Gender
Race
Specialty
[/indent][div=text-align: right; margin-right: 100px; font-size: 20px;]Personality[/div][div=Background: linear-gradient(to right ,transparent ,black); width: 100%; height: 5px;][/div][indent]
Stuff goes here
[/indent][div=text-align: right; margin-right: 100px; font-size: 20px;]Weapons and Armor[/div][div=Background: linear-gradient(to right ,transparent ,black); width: 100%; height: 5px;][/div][indent]
Description goes here
[/indent][div=text-align: right; margin-right: 100px; font-size: 20px;]Magical Ability[/div][div=Background: linear-gradient(to right ,transparent ,black); width: 100%; height: 5px;][/div][indent]
Your magical capabilities should be listed here.
[/indent][div=text-align: right; margin-right: 100px; font-size: 20px;]History[/div][div=Background: linear-gradient(to right ,transparent ,black); width: 100%; height: 5px;][indent]
Where did you come from, where did you go? Where did you come from cotton eyed Joe?
[/indent]
[/div]
[/div]
Rules

No powerplaying, no godmodding, and no metagaming
Do not kill a player character unless given permission
GMs word is law (I hope to never invoke this rule again)
If you have a question, ask it
Romance is encouraged but please keep adult content in the adult section
Creative liberties with the world are welcome but must be discussed with me
Don't post so fast that others struggle to keep up, give everyone time to respond
In the end of your bio you must type "I agree to the assassins code."​
 
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The last time I was in this city I still had a full-time job of murder......hehe, I guess this time too.




Valor​

Basic Information

4'7" (145 cm) Tall​
Age unknown, Valor themselves has lost track decades ago, estimated to be around 130-140​
Gender androgynous with a voice similar to a child's, accepts being refered as either gender​
Esper​
Sleuth​
Personality

As an Esper, a race who are fond of peace and calming atmosphere, Valor is an odd one out. Although having lived for so long, the extremes sometimes bring the opposites. Valor is hyperactive and somewhat childish in their actions, and also loves anything that is related to flames and explosions in a borderline pyromaniacal fashion. They love jokes, and pranks, often pretending to be a ghost while roaming the streets with their ghostly esper glow. Espers don't sleep or fatigue so they usually stay idle for time to time, but Valor almost never does that. They're always moving about no matter the time and loves to hang around folks who need to work through the night. But most of their time gets taken up polishing new weapons and inventions (that sadly, rarely works). Though in all seriousness, Valor is someone who has indeed lived longer than the majority of others. But they still retain the passion for innovation and learning new things. Their childishness isn't due to inexperience, but instead too much experience. They dislike people of all races who act overly haughty and might just because of their age.​
Despite being so on a day to day basis, sometimes the wisdom that comes with age shows itself in Valor. They are capable of giving decently profound advice and seem to have an endless reservoir of stories of their past. While cheerful and laidback most of the time, they seem to follow a strict yet vague personal moral code when taking on assassination contracts, when asked about this it is usually dismissed in a humorous fashion. Sometimes they can be seen in high places near the ocean.​
Weapons and Armor

The Chiliad​
An intricate crossbow that took many years of travel to perfect. It is still getting more and more parts and accessories added to it. This weapon is part of Valor's original Esper body, just modifies more and more as time went on. It is infused with Esper magic that Valor can manipulate freely and effectively. It has a longer range than regular bows but takes a while to load without the aid of magic. The kick is also fairly strong, though Valor's natural proficiency, experience, and attunement with it lessen the side effects.​
Spirit Fangs​
The small kunai like daggers present on Valor's body are known as Spirit Fangs, there exists a total of twelve on their body. Three on the chest, back, and both legs for a total of twelve. These are powerful as they are embedded with some of the most potent Esper magic one can manifest, but they are a part of Valor's body and will harm themselves if used excessively. It needs to be retrieved and reattached whenever used.​
Spirit Cloak​
The large scarf worn by Valor is a cloak that specialized in the containment of spiritual energies, as an open-body Esper with life energy constantly leaking out of them, this was employed as a general safety measure. While it can offer some degree of protection against the arcane, its primary purpose is to effectively clad the blue glow of Esper energy as well as to slow down its leakage.​
Magical Ability

Weapon Magic - The Chiliad​
The crossbow has three configurations that have different functions.​
---Puncturing Shot---​
This is a piercing shot that is more powerful the longer it's prepared. The longest one can charge it is around 45 seconds where it can puncture through stone walls effectively. It can pierce armor that isn't enchanted against such attacks and is often prepared as a sneak attack. This is often the go-to killing shot that Valor uses, by tracking target movements they can even pierce those who are protected by building walls.​
---Flaming Arrow---​
Simple as it sounds. Regular flames are conjured using an embedded magical gem, but blue flames could be used by Valor if they decided to sacrifice energy from their spirit. The bright blue flames would not extinguish as long as Valor lives or decide to extinguish it by their own will.​
---Explosive Shot---​
Not exactly magic, but a combination of magic and craftsmanship. They are simply specially crafted arrows that have a tip with gunpowder in it, ignited and amplified by minor fire magic. These need to be crafted beforehand with special heat resistant metal and are fairly expensive to use, but in a large city, the materials are fairly accessible.​
---Rapid Fire---​
By churning the gears and intricate parts of the crossbow in a specific way, Valor can achieve rapid-fire with it for a short amount of time, usually around one minute or less depending on their energy levels. The interesting aspect of this magic is that it can be used on ranged weapons that belong to others, such as longbows or flintlocks, providing them with the ability to fire quickly. Though it is much harder to augment someone else's weapon unless Valor has a good understanding of its structure themselves. The time the spell lasts is usually around half of their own weapon's version. Ammo would also still be required as normal.​
Weapon Magic - Spirit Fangs​
---Light of Ruin---​
The daggers are engulfed in flames originating from Valor's body, and then launched at high speeds. The flames share the same properties as the ones used in the crossbow, but the dagger's location can be tracked remotely by Valor, due to them being part of their body.​
Esper Magic​
---Spirit Crystals---​
This is an unusual form of magic, even for Espers, Valor themselves never disclosed where they acquired this ability and doesn't use it very liberally, or at all, despite its functions being so inline with their general personality. Spirit Crystals are the name of small crystallines that Valor can generate from their body, they seem to emerge out of the blue esper glow. These crystals are high explosives condensed into a small volume, one of them can easily demolish an average house, the blue flames that are the results of the explosions will persist for a long time. Most newer guild members do not even know of this magic's existence, those who had witnessed it were required to keep quiet about it.​
History

Once there was a city in the northwest, a little more south than Valhalla, but still northern enough to be a frozen wasteland. One day in this place arrived a small group of Espers. They were a traveling tribe of a few dozen Espers that roam from city to city with peaceful intentions. But they were originally built for combat, and that is what brought them to their downfall. In one city, hunters who sought after their Esper armor tracked many of them down. They were slain for their powerful armor until only a couple remained. The remainder of the tribe fled and sought protection from the kingdom. To return the favor, these travelers innovated a new Esper to present to the city's council. It was made purposely small so no Human or Elf or Berserker would come after its body, and instead of being created to fight or guide others, it was made to specialize in stealth.​
The council leader accepted them into the city and appointed the newly created Esper as the council's enforcer. In its first years, this Esper was simply known as "The Enforcer" and was tasked with preventing corruption and betrayal within the council. By slaying any member who dares to detest. Rumors of the ghostly blue guardian terrorized most government officials and regular citizens alike. But the council leader soon dipped the corruption and tyranny. The people's hearts were lost, and the city was shrouded in a dead atmosphere. When the powerful Valhalla learned about this, they offered the people a choice, to continue to live in terror or be united as a part of Valhalla. This brought the uprising with support from Valhalla's powerful armies. During the battles, the blue ghost was mesmerized by the beautiful flames conjured by mages that were engulfing the frozen wasteland. Until one day it was found and captured.​
Many wanted to kill this Esper as it was terrorizing the city along with its tyrant, but a few experienced men were suspicious of its origins. As this Esper spoke its voice was small and high pitched much like a child. It was confused, since it was only carrying out the orders its creator gave it. The general of the Valhalla armies saw potential in this newly crafted Esper, its stealthy nature and abilities to wield such an intricate weapon were skills that were hard to come by, and it was a soul new to the world with a chance of redemption. The general gave it a chance and let it join the army, even giving it a mentor. By the end of the war, the young Esper had learned else about the world other than killing, through books and battles, it's sprite was complete and its values were shaped.​
The war ended with the execution of the former council leader. The Valhalla armies gave the Esper the name of Valor, for its learning through the war, its reformed soul, and valiant effort during the battles. Valor was offered a position in Valhalla, but they refused. They've realized that what they want isn't to be an assassin or a soldier, instead, they pursued magic and traveled.​
They left the frozen wasteland as a traveling Esper, but was rarely attacked due to their armor's structure not appealing to most raiders and that they have enough skill to fight off monsters. They've spent many many years on the move, more than they could even remember themselves. With their border lined pyromaniac nature, Valor naturally tried to seek out more powerful fire magic throughout the years. They traveled the world many times over, by land and by sea, as a traveler, mercenary, assassin, pirate, bounty hunter, and student. During that time, they came across a particular group of people, known as the Daydream Raiders, who hunted down a particular relic together. After their success, that item taught them how to use the spell of Spirit Crystal, a form of magic that open-bodied Espers would usually be unable to achieve. It was a spell that directly augmented the spirit energy, and condensing it into powerful forces. Though it has an obvious drawback, by poaching directly from Valor's spirit, it drains life force much like Kindred magic does.​
The decades of travels taught Valor many things, intentionally and unintentionally. Their skills with their weapon grew as well as their knowledge of the world. After meeting a few others with a background in assassination jobs on their travels, Valor was reminded of the good old simple days and decided to settle in Mora Fane for awhile. Their abundance of skill and experience landed them in the guild quiet easily as they began to embrace this "new" life.​
---I agree to the assassins code.---


 
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Spirit Cloak
The large scarf worn by Valor is a cloak that specialized in the containment of spiritual energies, as an open-body Esper with life energy constantly leaking out of them, this was employed as a general safety measure. While it can offer some degree of protection against the arcane, its primary purpose is to effectively clad the blue glow of Esper energy as well as to slow down its leakage.
I can see valor chocking/hanging someone with this... And I love it.
---Puncturing Shot---
This is a piercing shot that is more powerful the longer it's prepared. The longest one can charge it is around 45 seconds where it can usually puncture bricks. It can pierce armor but not very effective since it can be avoided fairly easily unless it is prepared as a sneak attack. This is often the go-to killing shot that Valor uses.
Crossbows already have solid armor piercing capabilities so if you want it to be even stronger through a magic enhancement you might consider buffing this up a bit.
---Spirit Crystals---
Clever!
 
Spirit Cloak
The large scarf worn by Valor is a cloak that specialized in the containment of spiritual energies, as an open-body Esper with life energy constantly leaking out of them, this was employed as a general safety measure. While it can offer some degree of protection against the arcane, its primary purpose is to effectively clad the blue glow of Esper energy as well as to slow down its leakage.
I can see valor chocking/hanging someone with this... And I love it.
---Puncturing Shot---
This is a piercing shot that is more powerful the longer it's prepared. The longest one can charge it is around 45 seconds where it can usually puncture bricks. It can pierce armor but not very effective since it can be avoided fairly easily unless it is prepared as a sneak attack. This is often the go-to killing shot that Valor uses.
Crossbows already have solid armor piercing capabilities so if you want it to be even stronger through a magic enhancement you might consider buffing this up a bit.
---Spirit Crystals---
Clever!
Alright done, wall piercing it is.
 
Alright done, wall piercing it is.
Fantastic, I trust you enough to know you won't cheap-shot people through walls without explanation, but this ability definitely fits more with the theme of a sleuth now!
 
Name: Katz Opal "The Silencer"
Appearance:
With the height of 5'4 and a slim build, Katz has a blonde pixie buzz cut and light brown eyes. Her skin is a light caramel complexion with small blue square tattoos of different sizes creeping from her left eye to the side of her cheek. On her right ear are small hoops of various sizes ending with a pendant earring holding a star and moon charm. For clothes, Katz can usually be seen in brown cargo pants with yellow suspenders hanging off her shoulders. A dark green tank top and a cropped brown jacket with puffed up sleeves rolled up to her elbows and your standard black laced up boots. In regards to accessories, Katz keeps a brown bag strapped to her waist and is rarely seen without her brown leather gloves or goggles around her head. Katz also wears 3 bracelets on each wrist made of glass.
Age: 24
Gender: Female
Race/Affliction: Human
Specialty: Sleuth
Personality:
Katz is a tinker and gets very excited about new things, especially technology. She can get lost for hours taking things apart and rebuilding them. Objects are safer than people, not as complex like the living. One of the things Katz is known for is pranks much to the annoyance of others. There is no ill intent as she just wants everyone to lighten up a little. Some may consider this a distraction from things she is unable to talk about.

Signature weapons and armor:
Poison is Katz go to choice. In her poach, you may find different kinds of tea some of which are lethal, paralytic or can cause excruciating pain among other things.

A thin blade is kept in her right boot (she keeps her money in her left, but don't tell anyone). In the sleeves of her jacket are smoke bombs whose sound is hidden by her bracelets smacking against each other.

But her most prized possession is a simple one. A yo yo. You may catch a glimpse of an idle Katz rolling it in and out of her palm yet this child's toy is no simple object. The string is a garrote wire which can easily cut flesh open.

Magical abilities:

The reality is Katz is not very good at magic which is one of the reasons she turned towards technology in Dunmor. In this day and age, a girl should always be able to protect herself.

6 glass shards: katz wears 6 glass bracelets of various colors that are used as a means of defense or escape save for one. These bracelets are not easy to break as they have been enchanted. Each bracelet has a specific tap in order to be released.

Grey is able to release a dense fog that can cover at least 25 feet of land for an escape.

Blue can cause multiple flashes of lightening to strike randomly for a couple of seconds. It's not the best option as anyone is liable of being hit yet that is a risk she may have to take.

Yellow reacts with delirium for 2 minutes. It emits a yellow cloud of smoke that should be released in close range for maximum effect.

Red makes Katz hot to the touch which means if someone is holding too tightly, they may risk burning. This can only last a few minutes otherwise there is risk of injury to self.

Pink can induce sleep on unsuspecting foes. It is best to use this around flowers as a build up of pollen will be released which will infect more people.

Purple is a last resort and will inflict death on the user. If all else fails, capture is not an option.

History:
Katz has grown up in Dunmor the majority of her life. Her father was an alcoholic and terrible gambler who was never able to maintain a job. He was incredibly abusive towards Katz and her mother yet one day, her father mysteriously vanished.

With no other alternative, Katz' mother resorted to selling herself in order to keep food on the table however this quickly became a strain on her mother's mind. Her mother resorted to "Dust" in order to continue living this miserable life. Katz eventually lost her mother to this life and ended up on the streets as an alternative.

In her early teens, a man by the name of Don Jacobs found her and took her in as an apprentice repairing tech. Showing her the ins and outs of his shop, Katz would often see strangers who soon became familiar walk to the back. She would eventually find out that he was involved selling illegal tech and Dust. Yet Katz never said a word.

At the age of 14, Katz was introduced to the Tier. This person became a mentor to Katz and taught her the ways of killing. This came at a price; her voice and identity or death.

Tier keeps their identity a secret by maintaining the silence of those they come into contact with through an enchantment. By the time Katz reached 19 years of age she was returned to Don Jacobs and informed of a debt she owed. In order to repay this debt, Katz was to be sent to Mora Fane to join an assassin's guild.

Katz Opal is an alias.

I agree to the assassin's code.


Please let me know if this is acceptable or if any changes are needed. It's been a hundred years since I've RP'd 8D
 
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6 glass shards: katz wears 6 glass bracelets of various colors that are used as a means of defense or escape save for one. These bracelets are not easy to break as they have been enchanted. Each bracelet has a specific tap in order to be released.
I have no problem with the concept here but I do have to say it sounds more like you're using an enchanted set of bracelets than you are a form of tech. Magitch is meant to be things like machines that run off magic energy, or a device that can replcate a spell, like a glove putting out a magic shield until it runs out of energy and recharges. The concept here is fine but if you were going for a piece of tech I'd work on it a little more. If you're fine with magic bracelets and no tech that's fine too, just change the wording a bit.
Katz has grown up in Dunmor the majority of her life. Her father was an alcoholic and terrible gambler who was never able to maintain a job. He was incredibly abusive towards Katz and her mother yet one day, her father mysteriously vanished.
Dunmor has a very large population of poor class people, did this contribute to their situation or were they one of the few families with money?
her voice and identity or death.
I don't completely understand what this means by her voice. Was she cusred? Did he cut out her tongue? Or is it just a metaphor?
Tier keeps their identity a secret by maintaining the silence of those they come into contact with through an enchantment.
WHat kind of enchantment and who cast it? A long lasting enchantment that causes an effect like that would be very difficult to successfully pull off.
 
I am hoping to study these conditions, and find a way to elevate the entire human race into immortality.
In character: Fine, no problems. Out of character, immortality is impossible and I will not allow it. Death is important. I just wanted to make you aware of my stance. Persuing it in character is fine, jsut don't expect me to let immortality exist in any form.
I've managed to create a fear response, ((by stimulating the amygdala. This, along with stimulation of the auditory and visual cortex allows me to create psychological hallucinations)) in people which usually force them to flee, but in others might create violence.
Does this science exist? Yes. Does this magic exist? Also yes (though to an extremely limited degree). Do I believe a 15 year old human could do this? No. Remember, magic is excersized in the very same way muscles are. With training. A magical ability of this magnitude would be worth fame, since you need to not only understand magic, but be capable of it to this level, while also being capable of understanding the spiritual bodies of another race. Each race has similar physiology, yes, but their spiritual bodies are directly connected to their mind and physical bodies, so to be able to just *boom* you're scared/violent is something that would take years of practice. Even if the spell had already been figured out and written down, I find it hard to believe a 15 year old could build a hadron collider off of just blueprints.
Lowering motivation is a personal favorite. ((By shutting down dopamine receptors entirely)) when the target does something within the set parameters, they are incentivized to do something else, usually a beloved habit. This one doesn't work if the target is motivated by something other than willingness, curiosity, or enjoyment. Examples of what creates spell failure include obeying authority, a sense of duty, or any other higher motivator.
Same concept. Applying magic to psychological states and effects is extremely advanced magic. If it were so easy then anyone could walk right into an arcanists clinic (not a real thing just making it up for the sake of argument) and ask for a literal magical removal of anxiety/depression/BDP/Bi-polar disorder etc. Creating similar effects is fine but using psychology to do it has a lot of details and implications that really make me say a 15 year old cannot apply the principle since it would take someone of significant practice, study, and above all experience to pull off such an impressive feat.
I've also created paralysis (by suppressing motor neurons and their receptor cells). This spell puts the target in a state akin to being in sleep paralysis. Interestingly enough, this sometimes creates a waking nightmare, where the target is both horribly afraid, as well as unable to move. The entire body is paralyzed. Unfortunately, this effect isn't strong enough to work on people who are exerting themselves. The utmost it can affect is those who are at peace, walking, or doing something simple and non strenuous.
Suppressing neurons falls under the same issue. This would have more medical purpose than combative, and that is even if it were so easy. An experienced and skilled surgeon would fall exhausted after just a small handful simple surgeries to pull this off successfully. putting these two together could also effectively eliminate mental illness, but I don't want to be eliminating something that is very real to many people (myself included) out of desire for a certain type of magic.
Study into preservation of the body has led me to cryomancy. I've found certain ways to keep up a persistent magical field for several days while being absent. One of these is what I call a refrigerator. It's a magically created current emitted from weak runes that slowly channel heat energy into an external environment. This considerably slows down decay. I can also use the spell with my body as the destination, heating my own body up as I sap external energy, and emitting the excess as a wave of heat from both hands. Of course, entropic processes set in soon after the spell, so if used for combat, I would hope the heat wave were concentrated enough to delete my opponents, before they thaw out.
I have no real issues with this but I feel you're gimping yourself by making it function so specifically. Feel free to leave it unchanged but I think you'd find more use out of this if it required concentration instead of a rune. Perhaps the rune is a separate spell that requires time to set up that holds concentration for him? Just spitballing here.
Study of death and decay have led to very employable skills. I have found a way to isolate a disease into a magical rune, which can then be tinkered with, and set to trigger upon a target. The disease is typically rendered noncontagious, but it's effects amplified to a reasonable degree. This spell is perfect for making a death seem completely natural, as well as difficult to trace. Of course, caution must be used when isolating the disease. My cabin contains a few strains that need little explanation. They are contained, but part of the reason my cabin is both protected, and kept secret.
Again, this has more medical applications or biological warfare. If I allow this magic to be employable by a 15 year old then I must logically also allow it to be employable by hospitals for study and military powers with entire teams working on them for warfare. The implications behind this type of magic existing are phenomenally catastrophic even to a possibly apocalyptic level.

I have not read the history yet, I'm low on time, but I'll raise concerns if I have any when I read it.
 
Your profile mini description ("I'm one of those "details and implications" guys.") is really accurate, I appreciate the detail you gave.

First off, absolutely chill about Dubois never achieving immortality. It's in essence, a completely ludicrous goal. Especially applying it to an entire race. Even as a villain in my story, he's doing it out of childish ignorance and desperation. But that is his primary motive.

Re: Applying magic to psychological states and effects is extremely advanced magic

Thank you for putting light on the in-world implications, I seem to have gone awry with ability crafting. In the derived story, Dubois is terrible at doing magic but his constant efforts impede the protagonists immensely. I was hoping to make him useful but in doing so forgot the whole point of the character, being a really incompetent and dangerously out of control child with questionable morals.

I was hoping to replace the necromancy he did in the aforementioned story, because after reading the bit about kindred, raising the dead is very, very difficult, hence the psychological magic, because I could at least explain how it might (pseudo-)realistically work.
Sorry if it was a pain to sort through for you. I did read all the lore, including the section about magic use, but didn't really have a basis for scaling, what is powerful or weak, and I overshot the realism. Especially with your pointing out the out-of-combat/defense uses, like medically and such. I completely phased over those possibilities, and yeah that's too much.

I kinda based those rune things on the spell "Glyph of Warding", from DnD. It's like a stored spell that activates based on very specific conditions. In the game, they are absurdly expensive to create, and take a while to set up. In your world, I'd say they would borrow a chunk of the caster's soul to keep up and running, but definitely help with maintaining concentration. Regarding the cryomancy, I'm going for realism. I think it would work pretty much like that, but with more runes, it would be quicker, so for like storage room traps and such. As for the plague magic, that's a bit far reaching then, gotcha. The world he derives from is really far flung in terms of power scaling.

Mind if I rework the character and I delete the previous post (and the reply), after the revisions? Or perhaps you'd rather leave it there for others to learn from. I would rather delete both, I'm quite anxious about that honestly.

Edit: I panicked and deleted it, am I allowed to retry? (I'll even use the nice format you put for character sheets)
 
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Your profile mini description ("I'm one of those "details and implications" guys.") is really accurate, I appreciate the detail you gave.
I put it like that when someone called me a details and implications guy when they were trying to make an absolutely absurd character, glad to see i can still uphold the title lol
First off, absolutely chill about Dubois never achieving immortality. It's in essence, a completely ludicrous goal. Especially applying it to an entire race. Even as a villain in my story, he's doing it out of childish ignorance and desperation. But that is his primary motive.
I have no problems with characters wanting something that is a hard no to whether or not it's attainable, but I always make sure the player knows as well. I quite like the idea of a character chasing something they'll never get, it can lead to some interesting developments
Thank you for putting light on the in-world implications, I seem to have gone awry with ability crafting. In the derived story, Dubois is terrible at doing magic but his constant efforts impede the protagonists immensely. I was hoping to make him useful but in doing so forgot the whole point of the character, being a really incompetent and dangerously out of control child with questionable morals.
Do keep in mine most of the effects described are possible but through different means. Example, you could cast a spell that causes the target to hallucinate their deepest fears, but it's up to the victim to react to it because their brain is still in their control. Someone smart enough could even detect the spell and be prepared for it, but the principle is the same. Paralysis could be a force that pins them and the victim has to attempt to break it with strength.
I was hoping to replace the necromancy he did in the aforementioned story, because after reading the bit about kindred, raising the dead is very, very difficult, hence the psychological magic, because I could at least explain how it might (pseudo-)realistically work.
Sorry if it was a pain to sort through for you. I did read all the lore, including the section about magic use, but didn't really have a basis for scaling, what is powerful or weak, and I overshot the realism. Especially with your pointing out the out-of-combat/defense uses, like medically and such. I completely phased over those possibilities, and yeah that's too much.
Yes, Necromancy is out of the question, and I understand what your goal was. I think you can aim within the same ballpark and get a lot of similar effects with different ways a spell functions. Illusions, for example. Illusions can be specific to a targets psychology or can be something you make.

It wasn't a pain at all. This is my hobby and I do enjoy critically thinking.
I kinda based those rune things on the spell "Glyph of Warding", from DnD. It's like a stored spell that activates based on very specific conditions. In the game, they are absurdly expensive to create, and take a while to set up. In your world, I'd say they would borrow a chunk of the caster's soul to keep up and running, but definitely help with maintaining concentration. Regarding the cryomancy, I'm going for realism. I think it would work pretty much like that, but with more runes, it would be quicker, so for like storage room traps and such. As for the plague magic, that's a bit far reaching then, gotcha. The world he derives from is really far flung in terms of power scaling.
I'm quite familiar, currently playing as a Tiefling valor bard through Tyranny of Dragons and a Lizardfolk Beast barbarian in Storm Kings Thunder.

Consuming the casters soul might be a little harsh. Something like this I'd say just requires a sensitive amount of time to set up if you wanted the runes, thus my suggestion that he can use the cryomancy at will but have a separate spell for the runes. That being said, if it were untouched I'd have no issues with it, I can just also see you getting more use out of it if it weren't restricted to runes.

For power scaling if you take a look at my character that is a low-end arcanist who did spend a lot of time studying, but did not dedicate all of her studies to magic. She also was not a prodigy. A prodigy who devoted all of their time and energy to magical studies could easily outmatch her.
Edit: I panicked and deleted it, am I allowed to retry? (I'll even use the nice format you put for character sheets)
I encourage it. The "nice sheet" is optional ad doesn't agree with some pictures though lol
 
196968[/ATTACH]); background-position: -10px -15px; background-size: 115%; float: left; ]
I am simply looking to end the unpleasant affliction we call death

Dubois Aperio Sanguine​

Basic Information

Overgrown honey-brown hair, pale beige skin. Hair makes him look a bit like a sheepdog.​
Wears a thick white wool overcoat with a hood, over black clothing. Very fluffy, adding to the sheepdog look.​
15 years old​
Male​
Human​
Arcanist​
Personality

Irrational and grandiose when succeeding. Quiet and calculating when failing or otherwise not getting desired results. Admires other races and afflictions for their longevity, searches for a permanent cure to human death, indulging in strange attempts at experimentation.​
Overly idealistic but works hard. Not afraid of failure.​
Difficulty with getting attached, but impossible to take away the attachment once it begins.​
Aware of young folly and limitations, but this awareness is lost when excited or otherwise acting irrationally.​
Weapons and Armor

Carries a notebook and pen, surgical knife, and:​
Cabin key: The key functions as a repellant for arcane magic that it was used to cast, either to exclude Dubois from the area of effect, or to make him the epicentre for a spell. It’s enchanted by someone who helped him. It is used in the creation of runes.​
The cabin itself lies in the nearest forest to Mora Fane. It contains a magic refrigerator full of corpses in various states of decay, dubious attempts at separating souls from bodies, and a few traps. A library contains books on magical theory and practice, with numerous bookmarks. There is a cultivation room for components of the next item.​
Hallucinogenic dust: Dust created from certain fungi and molds, when inhaled, soon causes an altered state of mind where hallucinations are more likely. Wears off in a few hours. Propelled by a makeshift compressed air launcher, which holds one use. Unpredictable results, but intended to increase target suggestibility, enhance fear or joy, or disorient and distract.​
Magical Ability

Setting up runes: Being relatively inexperienced, but decent at reading and memorizing, these runes help make casting easier and less risky, at a cost. They can be set up to trigger upon command, or parameters (eg. Something passes through doorway, light is turned on, in one hour…), exploding and affecting anything caught in the blast with a specific effect assigned while being created. The runes borrow a chunk of the casters soul to be kept active. When the effect runs out, the soul returns to the caster, depleted, and the soul revitalizes with time.​
Effects include:​
Temporary paralysis – Of whatever parts of the body the explosion hits. Does not penetrate armor. Lasts up to five minutes, dependent on how fatigued the target was when the spell hit. Fails if the target was exerting themselves physically. Succeeds otherwise, but can be broken out of with enough will and strength.​
Blinding flash – Causes an ongoing flashing light to be emitted for up to a minute. Can be cast as a spell without a rune.​
Fear - Creates an illusionary manifestation of the target's fears. Their response to this is only somewhat predictable. Effect is instantaneous, dispelled by working over it mentally and either running away or realizing it's not real.​
Refrigerate – Draws heat into the rune from within a closed room or open area. More effective in rooms. In a small room, takes five seconds to cause shivering in humans, then five more to cause lethargy, and then twenty in total to create a room that prevents flesh from decaying. The rune is superheated and may explode into shrapnel if too much heat is absorbed. However, it can be set up to instead funnel heat into a different area, not overloading the rune’s capacity. One of the few runes that does not have a time limit.​
Can use his body as the focal point, heating it while sapping external energy, and emitting the dangerous excess as a wave of heat from both hands. Using it this way is dangerous and somewhat unwieldy but can be used to melt softer metals.​
The effects listed can be added to with enough time, effort, and resources, along with the practice required to learn a new spell. Limited to area of effect spells.​
Non-rune magic:​
Cryomancy - Can freeze water by drawing the heat into himself, and manipulate ice to a limited degree. Can be used via contact with flesh to freeze human limbs in a few seconds, making Dubois somewhat difficult to physically confront.​
History

Born on an island of the International Territory, and quickly picked up by Nova University as an excellent student of the arcane. Dubois stumbled on one of the libraries and took a liking to a few peculiar authors. They weren't taught in classes, and seldom mentioned or discussed, they had interesting views on human life. They influenced Dubois even later on. His parents were not around very much, being merchants. They went off on a business venture and didn’t return for several years. He had classmates as good friends. One of them died from disease, another soon after from magical overexertion. Dubois decided that the education he was receiving was insufficient for his goals. He checked out a large bag of library books stowed away on a ship departing the islands, setting out to end death, to avenge his friends. Has no intention to return the library books.​
Dubois visited the Quartz Kingdom, hearing of the magical potential that runs through the canyon. He apprenticed as an arcanist under a fellow idealist with different goals. His magical tutor wanted to dismantle authority and establish a non-hierarchical political structure. Dubois found it to be confusing and pointless but listened to his ideas and approved of certain points. He agreed to the tutor’s offer to set him up with a research lab in a forest near Mora Fane in exchange for repaying a debt at some point. The research lab turned out to be a remote cabin. The debt turned out to be a request to join and help the Grim Legion.​
With depleting resources and only so many jobs around, he decided to oblige and join the Assassins. The occupation would aid legally (hopefully in procuring bodies to be exhumed, etc), financially, for security, and allow Dubois to experience and learn new things.​
I agree to the assassins code​

 
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Sorry it took me so long... been busy.
Cabin key: The key functions as a repellant for arcane magic that it was used to cast, either to exclude Dubois from the area of effect, or to make him the epicentre for a spell. It’s enchanted by someone who helped him. It is used in the creation of runes.
A key that's more than a key? Yes. I like this a lot.
The cabin itself lies in the nearest forest to Mora Fane. It contains a magic refrigerator full of corpses in various states of decay, dubious attempts at separating souls from bodies, and a few traps. A library contains books on magical theory and practice, with numerous bookmarks. There is a cultivation room for components of the next item.
It is possible to separate a soul from a body, but I'd say he hasn't been able to do that yet.
Hallucinogenic dust: Dust created from certain fungi and molds, when inhaled, soon causes an altered state of mind where hallucinations are more likely. Wears off in a few hours. Propelled by a makeshift compressed air launcher, which holds one use. Unpredictable results, but intended to increase target suggestibility, enhance fear or joy, or disorient and distract.
This is fine, but you could also make it a capsule that is launched if you wanted it to be something he can reload.
Setting up runes: Being relatively inexperienced, but decent at reading and memorizing, these runes help make casting easier and less risky, at a cost. They can be set up to trigger upon command, or parameters (eg. Something passes through doorway, light is turned on, in one hour…), exploding and affecting anything caught in the blast with a specific effect assigned while being created. The runes borrow a chunk of the casters soul to be kept active. When the effect runs out, the soul returns to the caster, depleted, and the soul revitalizes with time.
Brilliant execution. Costing but not consuming a part of the soul is an excellent touch.
Effects include:
I have no issues with these.
Cryomancy - Can freeze water by drawing the heat into himself, and manipulate ice to a limited degree. Can be used via contact with flesh to freeze human limbs in a few seconds, making Dubois somewhat difficult to physically confront.
I feel this should work both ways. Like, he could also, in theory though that method of cryomancy, make other things warmer. More of a Thermomancy if you will. I'll approve this either way, but that's my only thought here.
after from magical overexertion.
Bonus points for paying attention to the lore
Technically speaking, Dubois is a pretty powerful arcanist for his age, however this history has justified that very well, so I will not ask for you to tone it down because after spending his whole life working on his arcane prowess, this is very much attainable and within reasonable limits with his experience and resources.

The character is approved as is, if you want to change anything like the thermomancy I suggested, you can still consider him approved unless I say otherwise.
 
Re: "This is fine, but you could also make it a capsule that is launched if you wanted it to be something he can reload."

I figured that this would be strong in conjunction with spells like Fear and Blinding Flash, kind of a catalyzing effect. A capsule? Not sure what you mean by that. Maybe like a compressed disk that explodes into a sizable cloud when it hits something?

Re: "I feel this should work both ways. Like, he could also, in theory though that method of cryomancy, make other things warmer. More of a Thermomancy if you will. I'll approve this either way, but that's my only thought here."

I'd say that would be reasonable, but somehow I feel it would be harder to "push" heat into things than it is to "pull" it. Hence the risk of the refrigerate heat ray, which can be used example of using it in that manner. If used to make things warmer, I'd imagine it would be hard for him to limit how much heat is expelled from the body, and it's hard to warm up again. At least, I think so, I think it's easier to lose heat than it is to gain it. Kind of risks hypothermia or causing frostbite or something. But expelling heat during refrigerate has a large excess that has to be dealt with, and while using the heat ray, it would flow through and out of the body, kind of like an electrical current.

If used currently for heating thing up, I'd say it's limited to very minor things, like slowly warming up a gerbil in a cage, or pre-warming socks. But anything more would be too dangerous. But makes sense to call it thermomancy. On another note, overusing the power any direction would cause some harm. Take frostbite touch, using it repeatedly without allowing the body to cool down (or using the power in the opposite direction), would eventually start to overheat. Easy enough to deal with, but there would be a certain amount of any thermal direction he can use before needing to switch to the other one for a bit, while the body attempts to naturally self-regulate. It would also make sense that he drinks a good amount of water each day for safety reasons. In a direct fight it shouldn't be too unreasonable to simply drain heat from people, and pool it into the ground or something. But anyway, that's why runes are real useful.

Actually on the topic of runes, I am not sure how I want to play those. I'm imagining him using the key. The teeth of the key glow magically/turn ethereal, and it can then slide into physical objects (walls, rocks, doors, etc), it would be turned horizontally (as one would turn a key to lock a door), then the spell would be cast (verbally, components held in opposite hand, etc) and parameters set, and then to finalize the rune spell, the key would be turned vertically again and pulled out, as if locking it and taking the key. The rune is then "set", and awaits the trigger (or can be "unlocked" and cancelled). I'm imagining the spell appearing as a vertical engraving on a surface, with different spells looking like lines sprouting from the engraving to make designs, perhaps similar to those of a runic alphabet.

Questions: Are the runes visible to everyone, the magically apt, magic sight, or only the caster? I'd think the runes are difficult to spot without looking for them, maybe looking a bit like an ordinary crack in the wall, but if familiar with the spell, then it's easier to notice. As much as I want the etchings to glow with spell colors, I'd rather not have it too obvious.
And then, regarding surfaces, can the runes be put into soft objects (like clothing), or what is the softest material possible, (leather: horse saddles?), perhaps paper ("When read, explodes")? Probably should be a surface deep enough for the key (thus having enough room to "store" a spell), and most surfaces that deep would not be soft.
Also, would the runes be transportable? For example, the dnd spell this is based on disallows moving it more than 10 ft (spell fails), but it could be neat to etch them into small stones and carry a few around for personal use, with a parameter like "when striking a surface", to be thrown. I do like the magic stone grenade concept, but if for balance reasons this is unreasonable, that's acceptable.

Of course, I did answer my own questions, but they are balancing questions, so just submitting for appraisal
 
I'd say that would be reasonable, but somehow I feel it would be harder to "push" heat into things than it is to "pull" it. Hence the risk of the refrigerate heat ray, which can be used example of using it in that manner. If used to make things warmer, I'd imagine it would be hard for him to limit how much heat is expelled from the body, and it's hard to warm up again. At least, I think so, I think it's easier to lose heat than it is to gain it. Kind of risks hypothermia or causing frostbite or something. But expelling heat during refrigerate has a large excess that has to be dealt with, and while using the heat ray, it would flow through and out of the body, kind of like an electrical current.

If used currently for heating thing up, I'd say it's limited to very minor things, like slowly warming up a gerbil in a cage, or pre-warming socks. But anything more would be too dangerous. But makes sense to call it thermomancy. On another note, overusing the power any direction would cause some harm. Take frostbite touch, using it repeatedly without allowing the body to cool down (or using the power in the opposite direction), would eventually start to overheat. Easy enough to deal with, but there would be a certain amount of any thermal direction he can use before needing to switch to the other one for a bit, while the body attempts to naturally self-regulate. It would also make sense that he drinks a good amount of water each day for safety reasons. In a direct fight it shouldn't be too unreasonable to simply drain heat from people, and pool it into the ground or something. But anyway, that's why runes are real useful.
Seems reasonable
Questions: Are the runes visible to everyone, the magically apt, magic sight, or only the caster? I'd think the runes are difficult to spot without looking for them, maybe looking a bit like an ordinary crack in the wall, but if familiar with the spell, then it's easier to notice. As much as I want the etchings to glow with spell colors, I'd rather not have it too obvious.
This will be your discretion
And then, regarding surfaces, can the runes be put into soft objects (like clothing), or what is the softest material possible, (leather: horse saddles?), perhaps paper ("When read, explodes")? Probably should be a surface deep enough for the key (thus having enough room to "store" a spell), and most surfaces that deep would not be soft.
I'd say varying strengths of the run should exist, stronger materials supporting stronger runes.
Also, would the runes be transportable? For example, the dnd spell this is based on disallows moving it more than 10 ft (spell fails), but it could be neat to etch them into small stones and carry a few around for personal use, with a parameter like "when striking a surface", to be thrown. I do like the magic stone grenade concept, but if for balance reasons this is unreasonable, that's acceptable.
Hard yes, I see no reason why you cant put a rune in, say, a dagger or even an arrowhead.
 
Personality:
I will need more information that that he is a tough hunter. How does he feel when offended, what would he consider a friend and how far will he go for them? Really think about how this character is going to interact with the story, reflect on how he expresses his opinions, and consider the kind of people he'd call companions.
Frostwind
I'm confused, you said this will make them feel the freezing winds of Valhalla, but no magic details are written. Is this a metaphor, an enchanted weapon, or an Esper weapon? If it is magical, what kinds of things can it do?
Transformation:
It should last more than 45 minutes if he's as old as he is. A few hours, really.
To be perfectly honest, the wording here is a little rough around the edges, but I can forgive it for now. I don't see any major issues here, but lycanthropes wouldn't be considered mythical, but common knowledge. Still rare, but all of the afflictions are known and public knowledge, it's the finding one that's hard.
 
Hey was browsing around and I was interested in making a character and just needed some help with my backstory and general questions about the magic system. I was planning on making a Dragoon Arcanist. I've read up on most of the lore but would like some help with setting up my abilities and such.
 
Hey was browsing around and I was interested in making a character and just needed some help with my backstory and general questions about the magic system. I was planning on making a Dragoon Arcanist. I've read up on most of the lore but would like some help with setting up my abilities and such.
Dragoons can't really be arcanists unless you were to somehow make them utilize items that harnessed magic. The thing about Dragoons is they can't harness their magic at will, instead the magic in their bodies comes out in the form of their draconic properties. This means they cannot cast spells, but their physical bodies are sights to behold. They're quick, strong, and durable, but when it comes to spellcasting it's not something they'd be able to do. This is specified in the first paragraph of the races lore section.

That being said we can craft some items that harness spells, but doing so would be gimping yourself quite a bit since the item will have a fixed spell of a fixed strength and the only way your character could grow as an Arcanist is to either obtain new items or to craft them. It would be possible and if executed properly can work well enough to pull off, but it might be easier to use a different race as an arcanist.

EDIT: Well, I might have a way we can make it work now that I think about it, you'd just need a few pieces of Esper parts... If that's a route you'd like to take.
 
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I misinterpreted and I understand now, I was thinking of either a Dragoon that hunts Espers for their magic or something like a artificer enhanced fighter. Using certain Esper parts and infusing them to parts of his already existing body parts. I'm pretty much open to anything and if you want to PM we can do that as well.
 
I misinterpreted and I understand now, I was thinking of either a Dragoon that hunts Espers for their magic or something like a artificer enhanced fighter. Using certain Esper parts and infusing them to parts of his already existing body parts. I'm pretty much open to anything and if you want to PM we can do that as well.
That's something that can definitely be done. Dragoons can't cast spells, but they can certainly use magic items. This is important because something I have yet to specify, though being very important and I probably should, is that Esper equipment can't just be stacked onto someone easily. Each piece puts a strain on the wielders spirit, but with Dragoons their inability to cast spells comes with a supernatural durability, meaning they can make the best use of Esper parts. My suggestion is to give the Dragoon an Esper eye (could be a literal eye that replaced their own, or a monocle/glasses/goggles or whatever you think fits) and an Esper hand/glove. The eye would allow them to see the magical potential in something and the glove would allow them to harness the spiritual form within the esper parts. The Grim Legion doesn't discriminate on race, a job is a job, there's sure to be plenty of Espers to have as marks and your character could potentially specialize in the hunting of said Espers using the eye to their advantage in seeing an Espers potential.

This eye, however, would only work for seeing Esper magic and not the magic of an organic race. This is because the magic of the Espers is fundamentally different from the magic of the other races. It's up to you if you want to PM me with any more questions I don't mind keeping the answers here just in case someone else benefits from the answers.

It's worth taking note that magitech is not out of the question either, so long as it originated from Dunmor. Esper gear would be more magical but Dunmor technology would be more mechanical.
 
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Are you still accepting folks for this, Squee?