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| A Renaissance Fair; Character Creation | |
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| Tweet Topic Started: Jan 7 2010, 08:55 PM (648 Views) | |
| Immortalblade | Jan 7 2010, 08:55 PM Post #1 |
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Why so serious?
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Rules: -All characters will be reviewed by GM before they are allowed to be added. -Undetailed charecters will not be premitted. Charecters MUST be fully detailed (I am aware of the hypocrisy). -Must follow rules, though things can be altered if you find them a bit restrictive. Name: Your characters name. Try to make it pronounceable Species: Your characters species. Feel free to be creative. Gender: Height: How tall your character is. Appearance: What your character looks like. Make it as detailed as possible. Personality: How your character will react to situations, if its crazy or anything you can think of that relates to your charecters personality. History: Your characters history. Equipment: What weapons and gear your character has on him. Flaws: List any quirks, handicaps or anything your charecter has trouble with. No they do not have to be major, just something about your charecter that will Flesh it out more (and not introduce any cases of Mary Sue/Marty Stu-dom ) Skills: MUST BE FILLED OUT You have a total of 25 points to use. Amount of points may increase if you discuss with me first. Acrobatics: -How Acrobatic your charecter is. Goes from 1 (Knows basic Rolls) to 5 (Ninja levels of acrobatics). Stealth: -How good you are at hiding your self 1 (Walking softly is about all you understand) to 5 (you could practically tap dance on them and they would never notice). Survival: -How good you are at surviving the great outdoors. 1 (You know enough not to eat the funny looking mushrooms) to 5 (you could turn the artic wasteland into a paradise). Lockpicking: 1 (You can smash locks off) to 5 (Master of locks of all complexities) Hand to Hand: -Note: how good you are at Hand to Hand is not reflected by your strength. 1 (Can throw a good punch) to 5 (Kung-fu master) Blades: -This handles all swords, daggers, knives etc 1 to 5 Pole Arms: 1 to 5 Axes & Hammers: 1 to 5 Bows & crossbows: 1 to 5 Firearms: 1 to 5 Magic Powers: Remember people aligned to the church get anti-magic. Feel free to add other powers as well. Also All spells in use are right here in this DnD spell list (WARNING PDF): http://www.crystalkeep.com/d20/rules/DnD3.5Index-Spell-Summaries-byClass.pdf If you have any questions please PM me |
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| Rin Seiko | Jan 10 2010, 02:37 PM Post #2 |
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((Sorry for the slow reply. New years=busy. And of course, as always, this is subject to change, especially if necessary.)) Name: Farador Lightbreath Age: 25ish Titles: The Swiftblade, Of the Golden Rises, The Hooded, The Strider, Wolf Slayer, The Tall, Of the Forested Lodge, and Lord of the Dance (Because everyone needs some titles) Species: Human Gender: Male Height: 5' 11" (1.80 m) (. ((Or did I do the " and ' backwards...?)) Appearance: Farador's all live up to him. Wolf Bane, a title he received after helping a small village with a wolf problem, shows on his face in the form of a scar running under the left side of his face. The Tall is a given; people were shorter back then. 5' 11" is like 6' 3"ish for us. Farador has long, black, curly hair going to about his shoulders.(think Aragorn) His face is mostly shaven, and he has sharp features. His eyes are sunken and his irises are filled with a dark green pool of color, while his tanned skin seems to make them illuminated. Swiftblade's body is built in a medium fashion, making him at least appear intimidating at times, but nor does he look like a meat head. Due to spending a life mostly outdoors, the man is well fit. He usually has dirt smudged on his face or fingers, and occasionally a cut or two somewhere. His rough hands prove he leads a life on labor, and his large feet help balance his tall body. Personality: Farador has clearly spent a lot of time in the wild(If you haven't got that yet, you have issues). Obviously he's encountered danger before, and will react as needed, rather then freeze up or panic. For Farador's actual personality, I'll dip into it, but not go into a full discussion on it. You can figure the rest of it out on your own: Now Switftblade, as is one of his titles, is generally quite and keeps to his own business. Having stayed in many inns, and been in many cities, he is use to not becoming connected to anyone. Though occasionally he does join in with others at a bar, and is always up for a good tale, Farador isn't someone who makes masses of friends wherever he goes. Rarely he'll make a friend here or there, or a village will remember his name for stopping the slaughter of their lambs after a wolf pack invaded their farms *cough*. The point is, he's very enclosed. History: Farador was born and raised into a woodsmen family. For generations, the Lightbreaths hunted, lived, and loved the woods. Long ago, his ancestors were soldiers for a king. Their traditions and training have been passed down and refined, mainly to assist in defending their home, and bettering the skills of a hunter. Each family member knew how to track, how to hunt, how to kill, and how to survive in any forest. Now Farador was the second son and third child of his father. The eldest child, his older brother, was promised the farm when their father would pass away. His older sister was married off to a young man in a nearby village at the age of fifteen. And Farador? He left home at nineteen. He had no desire to live on a farm in the woods, and be content killing deer and planting crops. He desired a life of adventure and travel, and has been doing that ever since he left home. When he did so, he left a note on his bed(having been taught how to read and write), and quietly ran off into the night. For three years he traveled, earning the title Swiftblade for being quick with his sword. Hunting, camping, and traveling. That was his life. Eventually his sword broke, and Swiftblade, as he was now called, searched for a new sword. A two-handed claymore answered his search. It was purchased from a young man, who sold it off as an heirloom. Now, with his own tales and sword, Swiftblade turned home. It had been five years since he had seen his family, and he was eager to tell them of his adventures. Only when he arrived at his farm, his father had died from sickness, and his brother worked the farm with their mother. Saddened by his father's death, Swiftblade renounced his title, and promised to never again leave the farm. For two years he did so. The spring after he returned his mother passed away. Their sister they never heard from again. And Farador's brother, being grieved by the loss of their family, sold their memorable home, and moved into a city. And Farador, having no family to tend(as his brother wouldn't allow it), he once again took up his sword and cloak, and set out once again to live his life he desired. Though his family was dead in soul or spirit, Swiftblade wouldn't allow his fate to be the same. Equipment: Swiftblade, as with his title, wears a weather-stain hooded cloak. A baldric, or a shoulder belt for holding horns and swords ect, has a wooden bow on his back. A leather sash clings to a dagger on his waist, and a single-shot pistol is in a holster. A small collection of bags and pouches hold different plants and objects, and a quiver is slung over his shoulder. Swiftblade's claymore rests in a large sheath on his left hip, showing that he is right handed. Naturally he always has a small bag of provisions and whatnot too. It's a light rain-washed green. As for clothes, generally it's just some good old leather boots, some flexible gloves, a plain shirt and maybe a vest or two, or if it's cold a brown coat, and some simple linen dark pants. Flaws: Since Swiftblade is often quiet, he has few friends in the places he travels. It is also hard for him to make an real money, and his large amount of equipment can make him slow if in a fight while in the wild, and though he is skilled in the bow, he prefers melee combat. Keeping a distance from him would be useful in a fight, as he adrenaline and quick hands can make his large sword difficult to parry. Skills Acrobatics: 2 Stealth: 3 Survival: 5 Lockpicking: 1 Hand to Hand: 2 Blades: 5 Pole Arms: 0 Axes & Hammers: 2 Bows & crossbows: 4 Firearms: 1 Magic Powers: None, I guess? ...Rin Edited by EmperorBobV, Jan 16 2010, 06:19 PM.
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| J0hn185 | Jan 11 2010, 02:42 PM Post #3 |
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Mr.Thunder
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Name: Carrion Age: 23 Title: The Barbarian. Species: Human Gender: Male Height: 1.98 Meters. (6' 6") Appearance: Dark hair, Well- built yet not bulky. A small beard, well taken care of and detailed (lock beard sort of looks.) A few scars here and there, but not many. Personality: Calm, knows how to control his character, also when to use his rage. His calm, cold determination and character make him what he is as a good officer. History: Carrion was born, or at least found, in a far away land to the south. His origins are unknown, as he was left an orphan. The destiny of their parents was a mystery. He was found in the middle of the town square, and the various families of the town raised him as his own. Without knowing where he came from, the townsfolk call him Eä or earth, meaning that he came from the deeps of the Earth itself. However , next to the child, an amulet was found, it had a rare symbol, a coat of arms and an Inscription. “Carrion”. The townsfolk kept this amulet in a vault, worried that it might bring some type of curse. As he grew up to be a hard-working youngster, and had the appropiate age to work, he was sent under the care of Warrick the blacksmith. With Warrick, he learnt how to forge swords, and also how to use them. When he was 17, a mysterious thing happened. As he was working in the smithy, he heard a strange singing. He headed for where the singing was coming from, apparently, it was coming from the town center. Everybody seemed to be unaware of the singing, and that only he could hear it. Upon entring the town hall, an excrusiating pain made him kneel, and he passed out. He woke up in a dark room, And then he saw IT. A battle, a long battle being taking place in a city, with walls as high as the skies. Thousands upon thousands stood at their gates, in shining armours, but then he saw an a heavy shadow in the horizon, eating everything away. Then it was dark, he was alone in that darkness.. He couldn’t see, nor hear. Feel or taste. It was as closer to death as it might have been. He woke up in a forest. He was numb, he could bearly feel anything. He rested under a tree, until his sences would come back. And he went to sleep. As he woke up again, he felt something in his pocket, It was some sort of amulet with the mysterious coat of arms and the inscription “Carrion”. He took that name, for he dispised the name Eä. He had found a road and for several days, he kept walking. Even if he didn’t knew what was going on, or where the road led too , he kept his march. Until one day, he saw several lights in the horizon. It was a city. As he came close, he saw these huge walls, oranmented gates and well armed guards. The city was only available for citizens, they didn’t let outsiders in. He would have to become one in order to enter the city. The guard called the choice of joining the army. If he served 10 years in the army, he could join the citizenry. Plus these where times of peace, and he was 17 and without anything to do. He joined, and through hard training and discipline he became a Hardy man, silent, responsible, and deadly with his blade. He was appointed to the city guard , where he quickly rose up in the ranks to become the sub-commander of the guard. He had served for only 6 years, but he was already an important man in the army thanks to his skill in warfare. Equipment: He has a special longsword, Handcrafted by himself. It wears the ornament of an eagle in the bottom. He also Has holds a shield, which was also made by himself, in which he claded the imperial Eagle. He wears a special made armour, it looks like a heavy armour, But it's interconected plates where made for almost full mobility. It's a state of the art armour, made by him with the colaboration of the Reminian Blacksmiths. Carrion in armour: ![]() Flaws: Due to his unknown origins, he has nothing but his title in the guard to testify he is anything. He does not belong to any city or country, and he feels like it. Skills: Acrobatics 2 Stealth 1 Survival 5 Lockpicking 1 Hand to Hand 3 Blades 5 Polearms: 3 Axe 'n' Hammers: 2 Bows and Crossbows: 2 Firearms: 1 Edited by EmperorBobV, Jan 16 2010, 06:19 PM.
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| Chrome | Jan 12 2010, 09:14 PM Post #4 |
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Name: Fredric Alder Age: 20 Species: Human Gender: Male Height: 6’1” (1.85 m) Appearance: Fredric appears very Aryan. He has blond hair and grey eyes; his top left canine is chipped from a fall he took as a child. He is slim but toned, due to his occupation. He wears a black hooded tunic with loose sleeves. He wears tough brown boots and leather gauntlets. He wears loose pants with a belt covering his sword’s harness. His right boot has a blade hidden in the sole, so he has to stand and walk carefully. On his left arm is a deep scar that goes from the underside of his wrist and goes up and around his arm to his elbow, creating half a spiral. This is part of the reason he for sure wears a long sleeve on his left side when out in public. Personality: Fredric has a very slow and methodical way of doing things. While he prefers to take things at his own pace, he is good at thinking on his feet, though he has trouble adapting his previous plans to unforeseen complications. This has come from making many mistakes, including the incident where he received the scar on his left arm, which he is deeply humiliated by. He was much rasher in his past, but has learned his lesson. History: Fredric was born in an uncivilized western country, and was an only child. He lived in a small village until he was 10, at which point the village was destroyed by barbarians. He himself was taken prisoner along with his family and another family, while the rest in his village were killed. After about a week of being beaten and dragged by the barbarians, Fredric and one other remained of the 4 children who had been taken. That night, Fredric found a small piece of metal, which he hid away in his shackles. Later, when the barbarians were all asleep, he used the metal to pick the lock on his shackles, and those of the other child at the other parent’s request. The two of them ran from that place, and Fredric hasn’t seen his parents since. After two nights of wandering, the two of them came upon a caravan. The caravan dropped them off at a village to the east, and the two of them were brought to the church. It was at that point that the two children went separate ways. The child that Fredric had freed became a Paladin, and Fredric began his own path. Over the years, Fredric trained himself to be extremely nimble and fast on his feet. Over time, he gathered his supplies to fend for himself. These include a small blade that he hides on his left arm. He became a mercenary, specializing in infiltration and assassinations. He took his first job far too carelessly, and his target managed to get a hold of his small blade, and slashed Fredric with it across his arm. Fredric wrestled the blade back from his target and slashed his neck. However, the slash cut deeper than Fredric at first believed, and he became weak from blood loss. He managed to stop the bleeding; however it was several months before his arm healed enough to be used again. Since that point, Fredric has been much more cautious with his procedure to kill his targets. He has since gained more equipment and experience, his name becoming well known amongst feuding nobles, and even amongst the commoners, though few have seen his face along with the name. Equipment: 2 Hidden Blades: One on his left arms gauntlet, and the other in the bottom of his right boot, and is lined with poison. The one on his arm has a pattern in the shape of a dove with an olive branch on it, the olive branch extends to the other side of the blade, and turns into a snake. Longsword- Very plain at first glance, however it was crafted with great care to be extremely durable, and Fredric has not had to sharpen it in all the years he has had it. Lockpicks Leather Gauntlets Flaws: As previously mentioned, Fredric is very touchy on the scar on his left arm. A touch of that hubris he had in his younger days. In addition, he occasionally panics under pressure. He also has an intense hatred of barbarians because of his past experience with them, and he has attacked them on sight before. Also, he has grown used to having the blade in his right foot and compensating for it, should he be wearing another set of shoes, or he has none, his gait seems sickly because he is off balance. Skills: Acrobatics: 5 Stealth: 4 Survival: 1 Lock picking: 4 Hand to Hand: 3 Blades: 5 Pole Arms: 1 Axes & Hammers: 1 Bows & crossbows: 1 Firearms: 0- Fredric has never seen a gun before Yes yes, I know. I'll say it outright. Assasin's creed inspired the skills. Edited by EmperorBobV, Jan 16 2010, 06:19 PM.
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| Immortalblade | Jan 12 2010, 09:52 PM Post #5 |
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Why so serious?
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Approved |
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| Kranford T. Butcher | Jan 12 2010, 11:07 PM Post #6 |
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The Count
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Say hello to my character and his scary gauntlets... Martin Jacob Augustine AKA “Mad Martin" Race: Human Age: 26 Allegiances: the Church. Personality: Logical and direct. He has a sense of humor and a thing for books, especially when he searches for truth. He gives people the benefit of the doubt when investigating things too, and is rather analytical. It’s served him well, saving numerous innocents from being killed and exposing heretics and the like. Occupation: Purifier (think an inquisitor that can kick ass) Skills Acrobatics: 5 Hand-to-hand: 5 Firearms: 5 Stealth: 5 Survival: 5 Gear -Matched set of wheel-lock pistols (the barrels are rifled) -Wheel-lock rifle (sighting scope included) -Bag of shot (includes silver-plated rounds in a separate portion of the bag) -Small bullet mold -Ivory powder horn (engraved with the symbol of his monastery) -Wooden Rosary Magic Item Gauntlets of the purifier- A pair of clawed and spiked gauntlets used by Martin, these can be summed up as a mage’s worst nightmare. A strike from these gauntlets will nullify enchantments almost instantly, including illusions, abjurations, enchantments/charms, transmutations, etc. The real kicker though is that the strikes also drain the mage of his spells, granting Martin additional energy to expend on his divine spellcasting or he can use it for instant healing. The energy stays stored until it is used. Each set of gauntlets is unique to the purifier that uses them, and only they can wear them. Anyone who is not a purifier that is caught wearing these is promptly killed on the spot. It’s easy to spot an imposter, as the gauntlets all bear a ward that burns the real wearer’s emblem into the backs of the imposter’s hands. Since the burn is of divine origin, no amount of magic will make it go away. The only thing that can remove this mark is either dying or being pardoned by the purifier that the gauntlets were stolen from. If someone is resurrected, the mark does not come back. If they try to use a purifier’s gauntlets again, it burns their hands off instead. Spells Martin uses divine magic for the most part, often employing it in a utilitarian fashion. This includes spells such as true sight, healing, and most importantly of all, dispelling magic. He also employs knock spells for quietly opening locks. When making a dramatic entrance though, he employs a great knock spell that hits the door with such force that it explodes into the room, often allowing Martin’s companions to take down the occupants of the room by shock and awe. Against heavily-armored foes, he often employs a trick known as unbuckle. It instantly undoes all the buckles on the target, including their armor, their belts, their pants, the works. He's also been known to use it to shut someone up or embarrass them in public by having their pants drop. Bio- Martin was born to a pair of nobles and sent to a nearby monastery for his education. There he found his calling to the Church, becoming a purifier and training in martial arts and firearms. He has schooled himself in the realm of logic and theology, much to the annoyance of his peers when he out-logics them or points out fallacies in their thinking or doctrines. He established a pattern of dealing with heretics back when he became a purifier. He would give them two chances to recant and then leave them alone. If they were actively hawking their heresy, then he publicly silenced them in a debate. He now travels throughout the world, deductively seeking out groups of heretics and people who are an affront to the Church. He is especially distasteful of necromancers. He acquired his nickname of “Mad Martin” after he argued in defense of someone who had railed against a church teaching that Martin had also happened to oppose. Martin won, but still gained the ire of inquisitors and the conservative parts of the Church. His status as a purifier prevents him from being accused of heresy however, and the only authority he answers to are the cardinals and the pope (or the equivalent of). Appearance
Edited by Kranford T. Butcher, Jan 16 2010, 12:22 PM.
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| Immortalblade | Jan 13 2010, 10:31 PM Post #7 |
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Why so serious?
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Kranford I should mention (should of mentioned in the original post) that with your high stealth and survival ability until you actually attack anything and as long as you remain hidden you can set things up however you want. However I'll say right now it's not magic, keep it realistic (Unless you actually use magic, of course :P) Also should have mentioned this at the start but I'll be looking at your skills to see how many things you can do in a single combat post (Which is a few seconds). Don't feel like I'm restricting you though. Be as elaborate as you want in your posts. Also same rules apply to weapons with Kranfords stealth thing, just with obvious differences. Also I'll say right now the dispel magic thing is an area of effect ability that can either lock down a single caster up to 50 metres away or dispel everything in ten metres around the person casting it. There is a chance it can be resisted to a certain degree by those with alot of power. Rules subject to change with narrative. I would like to hear your thoughts on these details. |
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| Chrome | Jan 13 2010, 10:42 PM Post #8 |
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What about my stealth? Shouldn't I be able to do something along the same lines as Kranford? Just a little less perfect? |
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| Immortalblade | Jan 14 2010, 07:03 PM Post #9 |
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Why so serious?
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Go ahead. As I said the skills only act as a guide. They shouldn't be detrimental to your RP experience. |
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| EmperorBobV | Jan 16 2010, 06:33 PM Post #10 |
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Morphumax
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*NOTE: I edited the existing character posts and added the metric/US standard equivalent of the character heights given. I didn't see a height in Kranford's post (may have missed it), so I didn't do anything there. ~Bob |
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| Hunter.Imeetari | Mar 28 2010, 08:30 PM Post #11 |
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Name: Niall Zi Species: Zaide The technical term for 'People of the Needsaname Mountains' otherwise known as Homo zaidus. Gender: Female Height: 4'6"(1.402m) Note: This is if she's working to stand as straight as her legs will allow. At rest she sinks a few inches. Appearance: Overall human in appearance Niall is small and lithe. Her body, built like the hunters of the mountain people (only slightly due to the fact that she is one), is muscular and powerful without looking like a tank. Her feet are nearly cat like paws, just lacking in the fur department, that extend into equally feline legs which then connect to a much more human torso. Her hands are caught delicately between bulky and thin, made for both climbing and navigating terrain as well as finer tasks like weapon and food preparation. Niall's face is slightly longer than the average person. Most of her teeth are sharp, giving her one of the most creeptastic smiles you're bound to see in your lifetime. Her brow ridge is shallow making her hazel eyes seem a little larger than they are. Her hair is coarse and sandy blonde, a mess of short clumps of hair that stick out at absurd angles. She has scars as evidence of a hard life, nothing too major, just a discoloration of skin in some areas (paler, pinker than everywhere else) and some lumps and raised lines. Her right arm was broken once, they fixed it as best they could but the bone healed improperly giving the arm a slight bow and the bone is touchable through the skin on the outer side of her right forearm. She wears a short dress with long sleeves made of skins. It's not particularly fancy or snazzy or overly protective from anything but the elements. Her fur cloak keeps her warm during colder seasons and at night. Personality: Among her own people Naill is trusting, open and friendly. Due to how she was raised anything outside her small clan she often acts wary and mistrusting towards. Occasionally she might just skip the wary and go straight to the violence. Generally she's optimistic and confident in her abilities. She's an experienced hunter. Because of how they must hunt she's quick to calculate situations and tries to use her surroundings to her advantage, if she can she tries to read the enemies movements as well. At her home in the mountains she could predict the people and the animals, in foreign places it tends to be harder due to the different nature of things. She's learned to rely more on instincts and her own ability to physically maneuver and out-play a foe. She's quick to adapt to situations and always eager to learn, she just has a negative disposition towards just about anything that isn't kin, and she's not subtle about it. History: Basically, her people were once normal people, they just lived in the mountains. Genetically they adapted over the years and generations later the Zaide wound up looking not-so-human. Human enough but the legs are going to get them called furries (I can feel it in mah bones). To focus on Niall (sort of)... Her life hasn't been anything note worthy: She was born, two eyes, four limbs, one torso, a normal Zaide; she grew up, slowly not spontaneously; she pursued the art of a warrior/hunter, as most of her people do; she eventually became one of the best in her clan; before she left home she even started teaching a few of the younger Zaide how to effectively fire an arrow and hit where intended. (None of that "Shoot first, and called whatever you hit the target." nonsense.) Nothing too exciting right? Her clan lived nestled amid the rocks, though more treacherous it was also much safer than creating shelter on one of the small plateaus that litter their mountain. They weren't the only predators up there, and the rocks provided better shelter from the elements than the plateaus ever could. They're all spiritually religious, theirs is a belief in a energy that harbors both good and bad and gives life to all. So, they don't feel bad about murder nor do they go around starting wars in a deities name. Visitors are unwelcome to them, though they don't get visitors often. If anything that shouldn't be is something that winds up being on their mountain they make quick to exterminate it. It doesn't matter what it is. Stories from their ancestors tell of creatures that came and wreaked havoc for no apparent reason ('creatures' would turn out to be 'demons' but the Zaide do not know this distinction from any other race, so they just murder anything that gets too close). Then the demons became more frequent visitors (which happens very rarely considering there's more mana to be consumed in, say, a large settlement or city than a group of crazies that live in terrain virtually impossible to navigate for outsiders). Assuming that things must be going horribly wrong in one way or another in the outside world the Zaide decided it would be a good idea to form two parties of three, send them out in opposite directions for a little recognition, then await their return and news of what's up with these crazy demon-things. This plan always goes well. Niall became the leader of one party, and she had set off with her two companions. Upon their first encounter with a demon in an unfamiliar environment one of her team-mates was quickly rendered dead. Soon thereafter an encounter with a fairly large group of bandits pronounced the other deceased. Then, for those of us who cannot do math, Niall found herself very much alone. She had a mission, though, and she couldn't go back without the information she's probably doomed never to really find. (Darn those language barriers). So onwards she strives. Equipment: A knife that could probably pass as a short sword (stolen off one of the bandits she had slain before she fled the rest). A short bow, quiver and enough arrows to make said quiver want to bust at the seams. Whenever possible Niall retrieves her arrows just in case she finds herself without the time or resources to make more (part of the reason she stole the knife, the stones she had didn't seem like they were quite going to cut it with her new foes). Flaws: She probably doesn't speak the language anyone is going to be speaking. Not unless someone dropped out of a Hitchhikers Guide to the Galaxy fanfiction. I guess on an attraction level the scars and odd-legs are probably 'flaws'. Willingness to tear your trachea out and shove it up your anus, or remove your tibia and spear you with it. Ignorance towards the rest of the world. See everything above for anything that could be considered a 'flaw'. Skills: Acrobatics: 4 Stealth: 5 Survival: 3 Lockpicking: 0 Hand to Hand: 5 Blades: 3 Pole Arms: 0 Axes & Hammers: 0 Bows & crossbows: 5 Firearms: 0 |
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| The King | Mar 29 2010, 07:11 PM Post #12 |
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Long live The King!
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Name: Victoria Lynn King. Species: Changeling (Eberron Campaign setting p.12) Gender: Female Height: 5'1 (1.5 Meters) Appearance: Victoria is a slender woman of 118 pounds, with a figure befitting a goddess and long wavy brown hair. However her face when neutral is stark. Her eyes bright white with no retina or pupil. Her features while notable, seem unfinished. Personality: The teachings of Tao could have not found a better pupil anywhere in the world. There is no one person in this world who could have took it's teachings to heart. You couldn't ruffle Victoria's feathers if you hit her with a brick. All that occupies her vast faculties is Tao, and humor. Victoria loves to laugh, and loves to share the gift of laughter. History: Victoria Lynn King was an outcast (Small wonder), and orphaned by her surviving father. Victoria spent most of her life stealing to eat. Being able to manipulate her appearance didn't hurt any either. As she matured, she had learned that her abilities, while the bane of her birth, were a blessing in her life. She could be anyone. The Mayor, a local Lord, or an opulent merchant expecting a payment. Without the predilection to abuse her abilities, she would often take the place of members of the local churches, and dip into the tithes when she had the chance. Equipment: --Hawken .50 Flintlock --50 .490 Conical bullets with sabots. --Purse (20 Berns, 45 copper) --Cartridge pouch (Holds 10 ready to load paper cartridges) --Duffel bag (Two changes of clothes, male and female commoner. Two days of Travel-ready food.) --One Steel Stiletto. --One pair heavy leather boots. --Soft studded leather armor. --One black shemaugh --Five meters of rope. Flaws: Victoria has trouble with saying no to beggars, having grown up on the streets herself. She also has a small stash of money set away just for food. Enough for room and board for a whole season. She will often make sure she is carrying her safety net. She also abhors the church. Stats-- Acrobatics : 2 Stealth : 4 Survival : 3 Lock picking : 4 Hand to Hand : 1 Blades : 2 Pole Arms : 1 Axes & Hammers : 1 Bows & crossbows : 1 Firearms : 5 Magic Powers: Sixty eyes – This ability releases a small bubble of sensitive air pressure around Victoria, allowing her to sense movement over a ten yard radius, halved while moving. Perfect for when her rifle is deployed. Dead Ring – This was something forged of desperation. This ability allows Victoria to do one of two things. Move material around her in a 10 yard (9.1 m) circle, varying from rocks and small debris to small furniture and cutlery to act defensively or offensively, or to throw one 160 pound individual 20 yards (18.2m). Warped Physics – Victoria's dark predilection has granted her limited control of gravity. She can walk across huge gorges or levitate just over the ground (up to 340 yards, 310m), or float up to the top of small buildings (up to 100 yards, 91m). Edited by The King, Mar 30 2010, 08:51 AM.
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| Immortalblade | Mar 29 2010, 07:13 PM Post #13 |
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Why so serious?
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Both are perfect. Post when ready.
Edited by Immortalblade, Mar 29 2010, 07:15 PM.
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7:13 PM Jul 10