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Bevy
Dec 20, 2018 23:54:09 GMT
Post by Stage on Dec 20, 2018 23:54:09 GMT
Name: Amadi Homeworld: Oylebel Age: Late teens Height: 5'0'' Weight: 96 lb Description: Amadi is a tiny young man with dark eyes, skin, and hair, which stands up stubbornly despite its short length. While most of his skin is quite smooth, his hands and feet, which are always bare due to his dislike of shoes, are rough and visibly callused. Originally from a coastal desert, Amadi wears full-but-freeing clothing equally fit to protect from the harsh sun and oceanic winds without restricting his movements: a white, knee-length cloak; a short, dark blue vest; a thick orange waistcloth; and a pale blue sash. He also bears brightly colored, wooden bands on his wrist. These bracelets jangle happily when he walks, which reflects his general demeanor well. It is rare for Amadi not to wear a smile on his child-like face. Info: Amadi is one of the Namushin, the natives of a, "red desert at the bottom of the world." Under the control of a far northern nation known as Ustreal, the Namushin are looked down on and discriminated against for, among other things, not being able to use the power that has made Ustreal a major player in global politics: esh. Meaning 'fire' in the Ustreali language, esh is a manifestation of one's inner strength and can be used to conjure objects from nothing. In the most heavily subjugated Namushi villages, it is used to conjure lashes to beat the young men who may have ideas of rebellion in their heads. Once, Amadi was one of these beleaguered young persons, suffering a terrible beating monthly, weekly, or even daily depending on the mood of the Ustreali guards in his village. But, to the growing alarm of both his abusers and fellow Namushi, he began to acclimate to the punishment, his body growing stronger even as the beatings grew in ferocity out of disgust or fear or both. This escalation continued until one day, during a particularly brutal flogging that would have certainly killed him just a few weeks before, he did the impossible: he produce esh. Not the small, tightly controlled amount esh that made up his assailants' lashes. He exploded with esh. Lightning flew from his body, traveling up, not down, into the sky rather than out of it. The earth split beneath him. His abusers fled their posts or were grievously harmed, perhaps even killed. His village was destroyed. Fearing retribution or him or both, Amadi's people banished him, so he began to travel. Reluctantly at first, but then growing to enjoy it, just as he had grown used to esh. Within a year, he made up his mind: he would follow trade routes north and find the sources of the exotic foods, goods, and spices that the Ustreali brought. This pilgrimage would bring him straight through the Ustreali capital of Shalciber, where he would makes both enemies and friends.
Personality: Despite the hardships he has endured due to circumstances outside of his control, Amadi is nothing if not cheerful. He has chosen to devote himself to passions, not grudges, wholeheartedly pursuing whatever has most gripped his heart at the moment. For instance, he loves tropical fruits, most of all oranges. This was the main reason why he decided to begin traveling up trade routes. He wants to see wild oranges, wants to taste them. He also has no problem stopping along the way to develop new interests. Amadi is someone who tries to see the best in others, even those whose people have done him great disservice in the past such as the Ustreali. His first and so far only love was Ustreali. Despite his optimistic however, Amadi is not naïve. He knows he cannot befriend everyone or chase every whim, even those he yearns for so badly it hurts. He left his love, a baker who thought his coarse hands, a sensitive topic for him, were beautiful, without ever confessing his feelings because her heart belonged to another. He is also not incapable of anger. While Amadi does not like to fight and would happily never lift a hand in threat for all his life if he could, he knows that cannot be. There will be times, many, in fact, where he will have to defend himself or, more importantly, those precious to him. He does not always do the former right away. Surprisingly pragmatic at times, Amadi will allow himself to be harmed some because it is a handy source of esh.
Abilities: - Esh: Also called chakra, gonggi, and qi, esh is a life force energy that exists in Oylebish humans. It is normally massless like light, but can form a crystalline solid or high-density fluid. A limited amount of esh is found in each person and is normally regenerated by eating, sleep, and meditation. Which works best is highly individualized. Sometimes the best results come from an activity someone takes greatly enjoys from such a singing or inflicting pain in others. Not all Oylebish humans possess the power to call upon esh however, and the Namushin are one such people. Amadi is unique though. Rather than generating esh on his own, he can use foreign esh and certain other powers to accumulate it. The amount of esh each person can hold varies, and Amadi has a higher capacity than most. Still, he is stingy with it because he would be relatively helpless without it and can never be sure when he will be able to recharge. Only powers that specifically increase physical strength like aether or attacks of elemental natures that can be used to generate power such as electricity, fire, heat, and light can help him build up esh. Purely physical attacks, magic unassociated with an appropriate elements, and powers divine in nature do nothing for his esh reserves. Esh can do a number of things, each of which is briefly outlined below:
- The most basic ability esh has is to armor its user in a microscopic, skin-tight layer of crystalline armor, visible only when heavily struck, which sends flashes of light across its surface. By rebounding the force of impacts, this armor lessens their effect, though it cannot erase it. Instead of making Amadi invulnerable, it merely means his shielded body is battered when it would be shattered naked. This invisible, practically weightless armor can withstand up to 8,500 pounds of force.
- Esh is a thing of fire and heat, most prominent by a large margin in lands where the sun burns hot, so it is only natural that it makes its users greatly resistant to flames. Those armored in esh are almost immune to burns, even when they are in direct contact with naked fire.
- Esh fights off impurities in the body such as illness and toxins passively, but it can be made to actively speed the natural healing process through meditation or relaxation.
- By saturating his muscles in esh, Amadi can multiply his physical abilities by a factor of up to five. Over short distances, he can move over 170 feet per second.
- Amadi can also quintuple his strength with esh, allowing him to lift 1,500 pounds briefly, or a full three-quarters of a ton.
- Like all sufficient users of esh, Amadi can weaponize its rawest form, using the entire surface of his body as a launchpad for a short-range, hot, heavy wave of liquid esh. This wave of esh can strike with over one-and-a-half tons of force, but it is not something Amadi uses often. Although it is the singularly most powerful thing he can do, it cannot be used with any level of precision and is very taxing on esh reserves, so he uses it only as a last resort when all else has failed.
- A more conservative and precise use of esh in Amadi's eyes, he can form glowing, white weapons out of esh. He could conceivably create anything, but his preferred tools are a long staff, a spear, a short cudgel that can double as an atlatl, and a three-pronged throwing weapon.
Weaknesses: - While electric and fiery attacks allow Amadi to gather esh, attacks based on cold or ice slow both the buildup and use of esh. For esh, which is of fire, cold is a dire weakness. - Though esh can increase Amadi's foot speed, it can do nothing for his mental speed. His reflexes remain perfectly human, if highly honed, no matter how much esh rolls over him. This is especially troubling because his esh armor and augmentation require conscious activation. Thankfully, neither takes constant concentration to maintain. - If completely depleted of esh, Amadi is nothing more than human, and a rather small one at that. Worse still, unlike most esh-users, he is unable to generate it on his own. This means is it dangerous for him to be without it for any length of time in the unpredictable land known as Lemuria.
- As much as he worries about running out of esh, it is equally bad, or perhaps even worse, for him to hold too much. Every Oylebish person has a set amount of esh they can contain. Unlike all others, Amadi cannot control when he produces esh, so his vessel can overflow in the same storm-like catastrophe that destroyed his village if he is overwhelmed by a compatible energy and the esh that comes from it.
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Bevy
Dec 22, 2018 10:03:25 GMT
Post by Stage on Dec 22, 2018 10:03:25 GMT
Name: Mahla Homeworld: Oylebel Age: Early 20s Height: 5'9'' Weight: 144 lb Description: Mahla is a tall, lanky young woman whose long limbs are composed of lean muscle and bulging sinew. Her rough, pitted skin is light brown and her black, chest-length hair has mild curls. Her sharp eyes are a striking hazel color and her ears are notably large, flaring forward through her thick hair as if she were a continually stimulated animal on the watch. Gunmetal gray plate armor protects her shoulders, upper arms, forearms, knees, shins, and feet. The silvery chain mail beneath it protects her torso, elbows, hands, and thighs. A thin, dark, dull blue-green tunic bearing a golden symbol that depicts a crescent resting atop a pillar or pole adorns her body, trailing to approximately her mid-thigh. Two long waistcloths of the same hue flutter both in front of and behind her, held in place by a narrow leather belt with a gold buckle. Mahla most often wears a vicious smile that tends to sets off old instincts that warn about a nearby predator. Info: Anyone who has met her only within the last few years of her life would be shocked to learn that Mahla was sickly and bedridden deep into her teenage years, unable to muster the energy to stand most days. Strangely for an Ustraelite, she was unable to call upon the power of esh since birth. This would have cast her family, who were blacksmiths and craftsmen, as the center of malicious gossip had she been widely known about, but most did not realize she existed. Her family felt no shame over her, but they were quiet, private people and she was a ghost to the outside world: sometimes heard, occasionally seen, but never met. She existed like this for many uneventful years until a tragedy struck and the forge set fire to their workplace and home. Her parent perished in the flames, but she did not. On the brink of death, a powerful force of life was kindled inside of her, something long asleep suddenly awakened. Her esh broke free, and she walked from the raging flames like a ghost, a poltergeist, finally revealing itself to the world of material things. The common people of Shalciber whispered, "Monster" that night, but the royal family saw an opportunity. Her newly awakened esh plentiful and a desperate need for thrills engraved into her from her near death experience, she was made a royal soldier.
Personality: Because she never felt truly alive until the day she almost died, nothing thrills Mahla like danger does. She was a mere existence before, an entity that did nothing but persist, but now she finds she has something worth clinging to, and there is no better reason to cling tighter than the threat of being extinguished. Mahla lives for battle. While she served the king of Shalciber, she only did so to face the strongest possible enemies, the enemies of a superpower, and felt no real loyalty to the throne. She feels little obligation to any convention in fact, doing most things on simple whims. The path she walks is guided only by the call of the thrills it may bring. Mahla is ferocious and reckless in battle, caring little for what damage she deals to her surroundings or even her own body. She actually takes more care not to kill her enemies than she does not to risk her life. While she is bloodthirsty, killing brings her no joy. The dead cannot fight back, cannot remind her why it worth it to continue living, so she tries to create as few dead as possible. She can also grow fond of those who give her good fights, such as Amadi. While she was ultimately the one left standing, the duel brought her such joy that she refused to hand him to her fellow soldiers, who would surely kill him. Instead, she hid him until he had healed, even if it was high treason. Mahla is not stupid. While is she is brash and does foolish things, she is far from a fool herself. She is very sharp and observant, able to grasp things quickly and clearly. In her decade and a half trapped in a bed, she had little to do but listen to the outside world and read, so she can gleam a lot from limited information. She simply does not find such realizations useful most of the time. This is especially true in social interactions. While she is quite crass, she is highly perceptive. Abilities: - Esh: Like Amadi, Mahla is able to utilize esh in battle. Unlike the Namushin, she is able to generate esh on her own, and she has more of it than some people will produce over the course of their entire life. More than that, she finds the greatest joy in fighting, so battling creates esh as she uses it.
- Due to her enormous pool of esh, Mahla is able to continually use a very low level of it to make her sickly body operate at the peak of human performance. She can lift 400 pounds and sprint over twenty miles per hour.
- Like Amadi, Mahla can protect herself with an invisible armor of esh on command. This skin-tight, full-body shield dulls the effect of impacts delivering up to 8,500 pounds of force.
- The monster of Shalciber was born in flames, so it is appropriate that she is nearly entirely impervious to fire when encased in esh.
- Even in her armor, Mahla can launch herself forward at over 155 feet per second in bursts.
- By increasing the flow of esh into her muscles, Mahla can multiply her strength fivefold, allowing her to briefly lift a full ton.
- Just like Amadi and other esh-users, Mahla can send out destructive pulses of pure esh like a mold of her body. Up to two tons of force can be delivered by these man-sized blasts of hot, liquid esh, and Mahla is more prone than most of use them due to typically not being in want of more esh. She is highly inaccurate with them however.
- While Mahla enjoys fighting bare-handed, she is just as comfortable and perhaps even more dangerous with weapons conjured from esh in hand. She can create anything within the limits of her imagination, but returns most often to the shapes of a long knife or short saber, a war scythe, and an almost seven-foot bow that fires explosive arrows of pure esh up to 400 yards away. These esh arrows explode with 3,000 pounds of force.
- Monster of Shalciber: While the sheer amount of esh she can output scares some, it is the way Mahla fights that scares more and has earned her the nickname of, "monster of Shalciber." Mahla is downright unhinged in battle, perfectly willing to run herself through, either on enemy attacks or with her own, to strike opponents. She is also highly unpredictable, able to surprise even those who know her well. Plainly said, she is most dangerous to herself in battle, and most are not prepared for this. Weaknesses: - There is a good reason the word esh means fire. Cold is the enemy of esh, slowing its production and use. - Mahla's esh armor must be called forth, so she is as vulnerable to surprise attacks as any other person. Or perhaps not quite. While they are within the realm of humans, Mahla's reflexes are extremely quick. - Despite the unheard of size of her esh pool, Mahla is still prone to emptying it due to how recklessly she fights. She will use any amount of esh to land any amount of damage on an opponent. She would use all her esh even for a small victory. - It was the awakening of her esh that allowed Mahla to leave behind her bedridden days, but the terminal illness that left her so weak was not eliminated. Its effects are kept at bay by her esh, but, when drained of it, resurface, leaving her frail and unable to move. She can regenerate enough esh to regain movement quickly, a few hours at most, but she is utterly helpless until she does.
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Bevy
Jan 14, 2019 1:53:54 GMT
Post by Stage on Jan 14, 2019 1:53:54 GMT
Name: Gunna Nickname: The White Sword, Whiteface, Whitehead Homeworld: Noraage Age: Mid 20s Height: 5'6'' Length: 7'6'' Weight: 188 lb Description: Like Ragnhild, Gunna is a member of Noraage's new races. As such, she shows a mix of characteristics from her two pure-blooded parent races, humans and drekar: lithe, four-legged, dragon-like shapeshifters. Dragna like Gunna are reptilian bipeds with draconic heads, human-like torsos, digitigrade legs with an extended ankle like a bird or dog's, and lizard-like tails. The jaws of a dragna are short, but powerful, with noticeable jowls and carnivorous teeth. Two sets of horns jut from the back of a dragna's skull. These horns are variable, but tend not to curve much, if at all. Gunna's are as straight as spears. Dragna hands resembles those of human with the exception of claws, but their three-toed feet resemble abbreviated, robust talons like those found on birds of prey. While most dragna have dark, moss- or stone-like scales, Gunna is leucistic. She does not lack melanin like a true albino would, but her expression of it is reduced. The majority of her body is a mottled, yellowish color while her face is a very distinct, pale grayish she is instantly recognized by. Her golden eyes are intense and intelligent, and there is a thin, horizontal scar beneath her left one. Gunna wears a grayish, wool tunic under lamellar armor made of small, rectangular plates of iron tied together in rows. A sheathed sword rests on her right hip, a naked axe, dagger, and knife hang from the left side of her waist, and a yew hunting bow and quiver of arrows are strapped across her back. Info: While most Noraagean wanderers are bandits and outlaws, Gunna is a proper adventurer, walking the world and gaining fame. On Lemuria, she first earned attention for single-highhandedly clearing out a large camp of highwaymen, letting only one particularly crafty woman escape. She later took up dragon-slaying, taking care of nuisance niddrons and even valjornn man-eaters. Personality: Half-blooded shapeshifters in a land that hates both, the dragna are a cautious people who try to avoid conflict. Gunna is not a typical dragna. While most of her people are tactful and pick their words carefully, she is more likely to pick a fight. Gunna has not curbed her tongue once in all her life and does not plan on changing that. In sharp contrast to much of her race, Gunna is a straight-talker who does not shy away from trouble. She does not seek it, but no challenge has faced her unfought. Gunna is gruff and not much for casual conversation, very goal-oriented, but she is not unfriendly. In fact, she has a very obvious soft spot for women and children, unable to resist helping them, and those who earn her respect often do so for all of time. Gunna is loyal to those who help her without selfish intent. She is an extremely active individual, seeming almost restless at times, but also deeply enjoys idleness when she can convince herself to indulge in it, shedding her armor to visit others, explore new towns, or read in solitude. It may be a surprise to those who take her at face value, but Gunna is quite the bibliophile. She is just as comfortable with a book in hand as a sword and does not discriminate by genre, happy to consume fictional, factual, and even erotic works. Gunna is not shy about her sexuality. She is hardly amorous, but she is proud of her appearance and does not fear being admired for it, sometimes even encouraging it with her choice of dress. As a born shapeshifter, she pays little mind to the appearance of others however. She may admire bodies, but only as she would clothing. Both can be changed just as easily in her eyes. Abilities: - Dragon blood: Though the drekar are not an aggressive or combative race, their draconic blood gifts Gunna with some outstanding physical qualities. She has obvious natural weaponry in her claws, tail, and teeth, which can chomp down with a peak of 625 pounds of force. She rarely bites or slashes with her foreclaws, but she will happily deliver enormous, talon-tipped kicks, bringing to mind imagery of attacking birds, and a sweep of her tail is useful for when she needs to extend her reach. She also has superhuman strength, allowing her to lift over 700 pounds. Finally, her reptilian scales provide some armor against blades and even small firearms. - Magic: Through her travels across Lemuria, Gunna stumbled across the home of the Mad Wizard and sought her tutorage in the ways of magic, intrigued by the art, alien to Noraage. Though she eventually grew restless and bid farewell to the mage, she walked away with a small number of useful spells, outlined below: - From the palm of her hand, Gunna can shoot a fifteen-foot-long cone of ice, flames, or sparks. These elemental attacks are not strong enough to down most foes on their own, but they are wieldy enough to be paired with melee attacks from her other hand, so they are extremely useful at occupying enemies until they can be cut down or slugged.
- Drawing the back of her hand across metallic weapons, Gunna can imbue them with the power of ice, electricity, or fire for up to four minutes, adding an extra edge to their attacks.
- With some concentration, Gunna can launch a blade of ice, bolt of lightning, or ray of fire up to twenty-five feet from her fingertips. This attack has a longer range and does more damage than her cone-shaped, palm attack, but she cannot use it congruently with other weaponry, so it is bested saved for when enemies leave melee range.
- Outdoorswoman: As a traveler, Gunna lives off the land most days, so she carries the tools to do so: a hand axe to chop wood, a bow and arrow to hunt, a long dagger to kill wounded animals, and a knife to clean game. Naturally, these can be used as weapons as well. - Shapeshifting: The drekar are powerful shapeshifters, so the dragna, as their child race, can change shape as well. Gunna can take the shape of any similarly sized creature, whether it be two-legged or four-legged, finned or winged, though because their blood is not pure, the disguise of she and other dragna are imperfect. There is always a fatal flaw that breaks the illusion. This matters little to Gunna however, because she rarely shapeshifts. She sees it as dishonest and unnecessary. Only when the consequences of not doing so are dire will the leucistic dragna change her form. - Swordsmanship: Though Gunna is easily recognized by her white face, her similarly pale sword is almost as infamous. Most Noraagean weapons are iron, but her blade is famously made of white steel. What is less well-known is that Gunna created it herself. As such, it is perfectly suited to her form. Its balance, grip, and length are all form-fitted to her physique, so she can wield it like an extension of her body. Weaknesses: - Gunna is honest to a fault. Even when dishonestly or silence would be of benefit, the White Sword will inevitably speak her mind.
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Bevy
Jan 31, 2019 4:31:26 GMT
Post by Stage on Jan 31, 2019 4:31:26 GMT
Name: Desda
Homeworld: Earth PTB
Age: Approximately 50,000 Height: 5'0'' (female) / 5'2'' (androgynous) / 5'4'' (male) Weight: 104 lb (female) / 118 lb (androgynous) / 132 lb (male)
Description: Though always a small, slender humanoid with pale, clammy skin eerily devoid of blemishes or body hair and ashy locks that fall across the entirety of their nape and shade their thin, angular face, it is difficult to assigns further specifics to the appearance of the strange existence known as Desda. At times, they are male. At others, they are female. Often, they are neither sex, or both. They may not even appear human, instead resembling a bovine satyr in possession of short, dull-colored horns, drooping ears that disturbingly retain the coloration and texture of human skin, and hairy, digitigrade legs tipped by hooves. No combination of states seems to be their true one. They change, seemingly at random, when not observed: between blinks or when within shadows. One thing that remains consistent, however, is their eyes. Desda has coal black, extremely reflective eyes, each like a black mirror, though there is no depth to them. They appear flat and soulless. Desda is almost always seen in a plain white t-shirt and sweatpants. When assuming one of their smaller forms, the sweatpants must be rolled up and the t-shirt falls well past their waist like a tunic.
Info: Though they appear to every human sense to be flesh and blood, Desda is actually a thought form; they are the product of humanity's collective imagination and subconscious. More than that, they are a particularly powerful type of thought form known as an egregor or egregore. Egregores are the manifestations of traits thought to be principal to human existence. Throughout history, egregores have been called angels, demons, and gods, but Desda and their kin prefer the term devil. The strength of an egregore is determined by how widespread or potent the trait associated with it is among humans. Though one would be hard pressed to guess as much merely look at them, Desda is, as the devil of sloth, one of the strongest egregores in existence.
Personality: Though an agent of sloth, Desda is quite prone to their own cardinal sin. They often lounge on their side, face cupped in hand, and speak so quietly it is as if the mere act of raising their voice is too exhaustive. They move little while observed, preferring to be carried by vehicle or large creature than to use their own two legs. They should not be underestimated however. Desda is wholly malicious. Though the egregore devils cannot lie, they are fully capable of withholding parts of the truth or placing truths in misleading contexts. Desda weaves half-truths and not-quite-lies masterfully and for the sole purpose of trying to disgrace humanity with sloth. They want nothing more than to plunge the world into self-destructive reliance. Desda presents themselves as a harmless, lazy, perhaps even weak genie of sorts, offering boons and favors to lessen the burdens of menial labor, but they are a bitter enemy of mankind. Despite being spawned from the collective thoughts of humanity, they think very little of humans, hating the species with a cold cynicality that shows only when the are angered. They are adamant that human choice, that free will, is nothing but an illusion and will spitefully outline their thinking to any individual unfortunate enough to motivate them to anger.
Abilities: - One of the Seven: Many thought forms are bound to a specific locality, landmark, or even object, but egregores are associated with such fundamental ideas that they are ubiquitous. They can be found wherever there is human life. Additionally, they are not beholden to physics when unobserved, so Desda can move any distance between human-occupied areas instantly when not trapped by a human gaze. They can also consciously change their appearance while unseen, though they prefer to forgo the effort and allow it to change at random. Perhaps most vitally, egregores cannot be killed. Until sloth itself is purged from humanity, Desda is immortal. They can be harmed, their bodies broken to a point where it seems impossible they still live, but they will appear intact and alive as soon as eyes leave their ruined form. - Temptation of Sloth: As a product of human thought, Desda cannot use their immense power at their own volition. If they could, mankind would be long extinguished. Instead, they must use it at the behalf of a human mind in the form of favors or wishes. There are limits, as well as a price, to what they can do however. Desda can only grant what their patron has or had the potential to do, and it costs them. Normal humans seeking Desda's service will have the minimum amount of time it would take to complete the requested task stripped from the end of their life, reducing their longevity. The rare immortal human will lose the appropriate period of time from their memories, beginning with the earliest ones. Essentially, Desda steals a part of the human 'soul' to use their powers, and they are not required to let their patrons know this, though neither can they lie if asked directly about it.
Weaknesses: - While Desda's powers are vast and their consequences potentially apocalyptic, they cannot harm thinking beings. Spawned from the thoughts of sapient creatures, Desda cannot destroy minds. It is simply beyond their power. - Because they are specifically a product of the human mind, Desda can only serve human intelligences. Other sapient creatures cannot even perceive them. They exist only in the human mind. - Like all egregores, Desda cannot fabricate complete lies. Everything from their lips must be true, even if only by technicality.
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Bevy
Feb 4, 2019 1:23:45 GMT
Post by Stage on Feb 4, 2019 1:23:45 GMT
Name: Furira Homeworld: Lemuria Height: 16' standing fully uprightLength: 30'Wingspan: 40' Mass: 2,000 lb Description: Furira is a small, but highly unusual and eye-catching, sable wyvern. She is an albino. Instead of the dark, brownish hue her kind was named after, her scales are all pearl white, pinkish, or slightly grayish and her six eyes are a blank reddish pink. Additionally, she has a secondary type of integument that all other sable wyverns lack: long, hair-like filaments. Her curled horns emerge from a narrow, filamentous mane that runs down her neck like that of a horse. Her tail tip too is decorated by a cluster of pseudo-hair. These filaments lack pigment, same as her scales and eyes. While the vast majority of sable wyverns move quadrupedally when on the ground, scuttling about like bats, Furira is more likely to stand erect and strut about like a bird. Cool mist pours from her jaws at all times, as if she were always gripped in oppressive cold. Info: Furira is the result of an attempt by Circe to endow her legion with sable wyverns with additional elemental abilities. She was a success, wielding an icy breath weapon in addition to those innate to all sable wyverns, but she also triumphed in a completely unexpected way: she is sapient. While her kin are all feral, if intelligent, she is self-aware. She can even speak. Because Circe wishes to investigate the cause behind this miracle, Furira remains unique for now. Personality: It is tempting to write off Furira's miraculous intelligence as crude due to her speech being broken, always in the third person, but she is actually quite smart. The pale wyvern does not care about how she is perceived however. In fact, there is little she cares about but fighting. She is not cruel or even confrontational, but she enjoys the chance to test her power, happily throwing herself against the toughest opponent in sight. In light of this, it is rather surprising that she is gentle-hearted otherwise. She does not challenge those obviously weaker than herself, even if they themselves wish to battle, and she is kind to those who do not, cannot, or can no longer fight. She also speaks quite softly, rarely raising her deep, hissing voice. Furira sometimes seems to be preoccupied, lost in thought. To some, it appears she is trying to remember something long forgotten. Others say she is merely playing out hypothetical battles in her mind.
Abilities: - Blood of dragons: As a sable wyvern, Furira is physically formidable. Her long, crocodile-like jaws can exert a maximum of 11,500 pounds of force at their deepest point, shredding the flesh and shattering the bones of those unfortunate to be firmly caught within them. She is also equally as home in the air as on the ground, slightly less dense than the heaviest flying birds in existence and thus a bruiser among fliers without sacrificing aerial ability. She is not especially swift, capable of a top air speed of only forty miles per hour, but she can soar for many, many miles without rest and can carry over 600 pounds in her talons or on her back. Like most airborne predators, she has excellent vision.
- Chill of ice: An ability unique to her among sable wyverns, Furira can blast a forty-foot cone of ice and supercooled gas from her jaws. This polar assault chills targets to the bone and inflicts numerous lacerations to unprotected flesh with the shards of ice swirling within it. - Decay of nether: Like all sable wyverns, Furira can gush black, netheral flames from her jaws, spewing this fan of hellish fire up to forty feet. Because of its netheral composition, it eats away at the flesh of any creature not itself netheral, infernal, or demonic in origin. At will, she can substitute toxic gas or vaporous acid in place of these dark flames. Furira is not especially fond of this breath weapon, finding it too gruesome for most foes and preferring her ice breath, but she can be pushed to use it by an especially strong or exciting enemy.
Weaknesses: - Furira, as a sable wyvern, is vulnerable to aether and divine energies, as well as electricity. - Because she is a creature of ice and cold, Furira does not much appreciate the heat. Flame and other thermal attacks attacks are especially effective against her and extreme climates, such as those around active volcanoes, slow her.
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Bevy
Feb 12, 2019 23:33:35 GMT
Post by Stage on Feb 12, 2019 23:33:35 GMT
Name: Daehla Homeworld: Sheol Age: Approximately 700 Height: 9'2'' Length: 16'6'' Wingspan: 25' Weight: 752 lb Description: Daehla is a hideous, shambling hybrid of a creature. Her thin, hunched body is reptilian, her long tail especially serpentine, but has huge, eagle-like claws on both fore- and hindlimbs. Her shallow, triangular head, sitting on the end of a lengthy, muscular neck and armed with long, ribbed, outward-curving horns on each side, is so gaunt that it resembles a skull. Her upper lips hardens and curls down as a spur, joining with a long chin spike to form a hooked beak. The rest of her mouth is filled with sturdy, interlocking fangs. Enormous wings, feathered around the arms and wrists yet membranous between the elongated digits, stretch from her humped back. She is a clumsy flier however, only able to reach a maximum horizontal speed of just over twenty miles per hour and requiring large, open areas to make turns. Daehla is made of dark, grimy colors. Her small, pebbled scales, wrapping tight around her face, arms, and underside, are are a grungy blackish while her back-, leg-, and tail-borne feathers, simple and hair-like in structure compared to those of proper birds, are dull greenish. Only her coppery, surprisingly intelligent, even human, eyes stand out, glowing slightly even in stark light and complete darkness. There is an ugly scar in the shape of a spread-wing phoenix over her heart: the brand of Va'ggoru. Info: Daehla is the daughter of Aphera, the dragon-queen of the Bubbling Fen, a crescent-shaped saltwater marsh on the last untamed edge of Sheol, famous for its boiling pools that sometimes erupt like geysers. Fathered by a vulture-like demon who fell in love with Aphera's cruelty before falling victim to it, Daehla hatched from one among hundreds of eggs. The sadistic dragoness quickly set to work thinning out her hybrid offspring though, both by her own claws and by limiting resources to encouraging deadly competition. After several years of fearing and fighting for her life, Daehla, fat on the flesh of her siblings, was the only survivor. Aphera was pleased with her sole remaining heir's size and strength, full grown already, but disgusted with her weak metal fortitude, so the young half-dragon then lived with an ever-full belly, but under constant verbal and physical abuse. Even now, hundreds of years later and long after Aphera was slain by a cloaked swamp-witch wielding twin swords, Daehla still bears deep scars on her psyche that made her an easy target for Va'ggoru's manipulations Personality: Although born from two highly intelligent creatures and therefore highly intelligent herself, Daehla would rather live as an animal, scrounging floodplains for food and hiding among reeds and bushes despite being able to soar freely, gifted with flight from both her parents. Her mind is closer to that of a child than a beast however. She acts dull-witted, but only in the way that a child who could one day be capable of constructing rocket ships and theorems that define the universe does. She is not physically incapable of cleverness, not constrained by brain size and structure, but too socially stunted to show her innate intellect. Her temper too is a child's. Although normally withdrawn and shy, she can fly into destructive rages easily, set off by things that seem trivial to others. Additionally, like many abused children, she finds it difficult to deal with others, especially those she views as authoritative figures. Despite her size and ferocity, utterly unafraid to meet dim beats with claws and teeth, she is intimidated easily by verbal confrontation, particularly from women. Even more troubled is her relation to parental figures. Despite the awful mistreatment she suffered under Aphera, part of the half-dragon wanted to please her unpleasable mother, and that muddled desire has been transferred to Va'ggoru, who she sees as something approaching a father. The timid Daehla will venture well outside of her comfort zone if the Phoenix King asks her too. Although she loves Va'ggoru, she also fears him. She would do anything to avoid being punished through the magic of her brand, which she was easily tricked into accepting. Even the imagined anger of Va'ggoru will drive her to stretch past her tight social limits, igniting aggressive and drive where there is none. Abilities: - Brand of Va'ggoru: The phoenix-shaped brand over Daehla's heart, besides being a sign of her loyalty to Va'ggoru, also grants her certain abilities. Most vitally, it makes her immune to the touch of flames, unable to burn even when engulfed in them. Less importantly, it gives her some simple, non-combat control over fire such as illuminating the dark, redundant seeing as her glowing eyes can pierce as far as sixty feet even in complete darkness, and cooking food, which is unnecessary since she prefers meat raw and rarely touches other foodstuffs. There are other uses for this weak pyrokinesis, but Daehla is not clever enough to convenience of them. - Breath weapon: Daehla has inherited the ability to spew gaseous acid from her mother. This caustic vapor can be propelled as far as sixty feet from her jaws, though it disperses poorly otherwise, losing its potency after five feet in all other directions. The vapor can burn bare flesh and eats away quickly at textiles and wood, but metal is corroded much more slowly. Only repeated exposure can destroy metallic objects. - Cold resistance: Like her father's, Daehla's feathery coat resist the biting cold of ice attacks. The scaly portions of her body do not enjoy the same resilience. - Greater teleportation: By wrapping herself in her wings and calling upon her demonic blood, Daehla can teleport to any location she is familiar with instantly. She is unable to carry passengers or more than fifty pounds of non-living materials however. As the daughter of a demon, she should have access to more of his magic, but her stunted mental growth seems to have robbed her of the rest of his arcane powers. - Immunities: Daehla boasts a number of immunities inherited from both her parents. Her feathery coat is completely insulating, preventing electric shocks from reaching the vulnerable skin underneath, while her rugged scales cannot be eroded by acid. The inverse is not true however. Her feathers can be eaten by acid, leaving the flesh beneath unprotected, and her scales, while thick, cannot completely dull shocks. Both of her parents gave her a robust, dynamic immune system though, so very few organic toxins affect her. - Natural armor: Daehla's scales are extremely tough, each more than twice as thick as the skin of an elephant. The flesh beneath her feathers, however, is not nearly as durable. - Natural weapons: There is no angle from which Daehla is not dangerous. Her tail can deliver a potentially bone-fracturing slap like a crocodile's, her jaws are as powerful as those of a dire wolf, her foreclaws pose the same danger as do those of a cave lion, and she can drop down talons-first like a bird of prey. - Strength: Despite her slender body and poor posture, Daehla is still dangerously powerful, able to lift more than two-and-three-quarters tons. - Stunning screech: When she is distressed, Daehla may unleash an earsplitting shriek that staggers those within thirty feet of her with its thunderous volume and painful pitch. Those sensitive to sound can be completely incapacitated. - Telepathy: Though her father could speak elegantly through the pathway of the mind, Daehla has little control over this inborn ability. She subconsciously echoes everything she says aloud, allowing her to speak with even those who do not speak the common language of Sheol, but making it vaguely disorientating to those who do. Weaknesses: - Due to possessing the blood of a demon, aether and energies divine or good in nature cleave easily through Daehla's physical defenses. - It is childishly simple to fool Daehla. While not unintelligent, she is extremely naïve, so even very translucent deceptions ofttimes work. - The scars inflicted on Daehla's psyche by her mother have never healed, so her mind is easily intruded upon. Magic and other powers that target the mind are almost guaranteed to work on her.
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Bevy
Feb 14, 2019 20:46:43 GMT
Post by Stage on Feb 14, 2019 20:46:43 GMT
Name: Crissalaud Alias: Kit Skylark Title: The Skylark Homeworld: Najimard Age: Approximately 700 Height: 5'1'' Weight: 98 lb Description: Kit resembles a small, thinly-built man of elfish descent; his face is extremely long, his features are highly angular, and his ears are pointed at the tips. The majority of his body is so pale and blemishless it could be made of marble, but the skin around his eyes is a dark grayish or back and appears to be cracked. At a glance, it resembles cobblestone. His eyes themselves are a metallic, silver color with flecks of gold that match his long bangs. The rest of his hair is quite short though, trimmed well away from his neck and ears. Kit forgoes any sort of armor to wear simple traveler's clothes: a hide shirt with an open collar and high shirttail that reveals broad patches of fair skin, well-worn trousers that fall short of his thin ankles, and sturdy, basic leather shoes. Curling beneath and out of his clothes are jagged, red-orange, flame-like tattoos, each terminating in a flower-like blossom of fire on his palms or soles. The origin of all four tattoos is a phoenix on his hairless chest, its right wing visible though his open collar. Although he is often seen using blades and rope weapons, there is no obvious place on his person to store then. Info: Kit is of a rare, little-known race known as "star elves" on most material planes, but among themselves as the falushkhus. As a falashkhas, Kit does not reside entirely on Lemuria's, or any world's, physical plane, nor does he appear as his true self to mortal eyes. Instead, his elven appearance is a harsh compromise to make him perceivable to the limited senses of flesh-and-blood creatures. It is impossible to properly describe his real appearance, but the closest approximation is an amorphous mass of metal that moves as easily as water and twinkles like a star. This is why the home plane of the falushkhus, Najimard, is known as the "Land of Stars." Kit, like many falushkhus, who live too long to be satisfied with seeing only one world, chooses to walk the material planes. Unlike many of his kin however, he does not pursue a noble cause or goal. Instead, he is an assassin, once working for hire, now employed permanently by Va'ggoru. Personality: Although Kit appears cold and dispassionate, fitting for an assassin, his calm demeanor belies strong beliefs. As an extraplanar being, Kit is privy to more of the universe's structure than most, and this has lead him to a conclusion: if the universe is ordered, then so too must life be. He also believes power is absolute, especially after realizing the inhabitants of the material planes have such limited perception compared to his own. He became an extremely successful, wealthy hitman because he had powers that others lacked, and this left an impression on him. In his own words, “It imparted a lesson.” Laws and morals principles are nothing in the face of insurmountable power. This is why he has decided to support Va'ggoru. Kit believes he is the champion that will bring order to all of existence, going as far as to undergo the sorcerer's ritual of rebirth so he can serve the Phoenix King for the rest of his now limitless life. Kit is not aggressive or cruel as one might expect a killer to be, but he does seem continually and vaguely amused by the existence of flesh-and-blood creatures. He backhandedly talks down to all but Va'ggoru, never directly confronting them, but always demeaning them. He respects those who can freely walk the planes, such as Nyvanna, more, but still treats their possession of a, “meat” body as an unfortunate and perhaps unforgivable flaw. Kit lacks, perhaps willingly, some of the basal sensations he believes those of flesh and blood brutishly revel in, so he does not take pleasure from carnal acts such as eating or sexual intercourse. He does, however, enjoy the sense of power the latter can provide, so he may engage in it anyway, and not always with his partner or partners' sound judgment or consent. Abilities: - Arcane resistance: Kit, perhaps due to his true nature, is naturally resilient to magic. He is by no means immune, but he takes less damage than do others from magical assaults. The bite of magical lightning is dulled, arcane flames roll off easily, and other elemental attacks seems muted. Overwhelming magical power can override this resistance however. - Curse: Like Aad, Kit has the inborn ability to direct misfortune upon his enemies. He does not use this power as directly as the Great Warlord however, preferring to do it from the shadows to make an opening for himself. His curses are also always immediate, acting within six seconds of his motioning. They cannot linger like Aad's. - Evasion: Kit is exceedingly nimble and light on his feet. If he can perceive an incoming blow or attack, he can attempt to at least partially avoid it, rolling his center of mass away from it. Logically, this means he is ill-equipped to deal with broad-ranging assaults. If the affected area is large enough, it will hit him nonetheless. - Extraplanar: Because Kit is not of the material plane, and does not exist wholly on it, he is granted some abilities that take advantage of his uncertain placement in existence. - By pushing the limit of how much of his true appearance can materialize in the physical world, Kit can slightly alter the perception of his enemies for up to two minutes. The target or targets do not actively notice anything different, but their senses are dulled or made fuzzy by the increased disconnect between what they can perceive and what they intuitively know to be true. This makes it easier for Kit to catch his opponents flat-footed.
- Kit can conjure a shadowy double of himself capable of attacking others, or at least this is what appears to happen. In truth, Kit is not summoning a double, but displacing his earthly avatar. The inky duplicate is his footprint on the material plane. It is the shadow he casts from Najimard. The 'real' Kit is merely an illusionary shell. This hollow shell can still harm enemies, but only by forcing them to stimulate a sensation of pain by fooling their senses. It leaves no actual wounds. The 'shadow,' however, can inflict injuries. Kit can only maintain this disjoint for up to two minutes.
- Mettle: Kit is not only resilient to direct magical assault, he can also shrug off mental onslaught relatively easily. Either because of of his extraplanar nature, his mind's distance from the human one, or both, he can strongly resists or even ignore attempts to compel him or override his will. - Otherworldly touch: The bladed weapons Kit uses, and seemingly produces from nowhere, are like him; they are neither fully on Lemuria or in Najimard. This allows them to selectively pass through physical objects, letting Kit attack through even the thickest of armor. It seems that these 'blades' are actually parts of his true body dressed in a convenient shape. Because his true form is malleable and liquid, these weapons do not cut by conventionally means, but by forcing material objects to part through sheer disgust at their otherness. His rope weapons bind in a similar manner: they paralyze with fear of the unknown. Breaking them is not so much a matter of physical strength, but strength of will. Kit can alter their strength by forcing his presence onto or withdrawing his presence away from the material planes. This takes focus however. He can bind a singular target tightly, but multiple targets easily elude him and the binding's strength weakens with his attention. - Reborn by Va'ggaru: Kit has allowed himself to be put through the ritual of rebirth, binding him forever to Va'ggoru in exchange for a portion of his quasi-deific status. As such, he is now not only long-lived, but immortal. Additionally, he can use the Immortal Flame, over which he has some simple, utilitarian power over, to mark those he deems worthy with the brand of the phoenix, the same symbol he has over his heart. - Sneak attack: Kit is a master of roguish combat. He never faces someone fairly if he can help it, preferring to attack from behind or to flank his opponents while they are distracted. He can produce a variety of 'weapons,' even ranged or thrown ones like a recurve bow and bolas, but his favored mode of attack is with blades. Short swords and long knives are his bread and butter. He can hold his own decently in a straight fight, but his element is in the advantage state, not on equal ground. Weaknesses: - Due to his extraplanar nature, Kit is vulnerable to being banished or dismissed to his home plane by those with access to sufficiently powerful dimensional magic. He cannot be permanently sent away, but it can take him up to several days to force his way back to the physical planes. - While he is highly resilient to magical effects, Kit cannot boast the same about physical attack. His slender body is quite frail against melee damage. If caught fully off-guard or completely overwhelmed, it is possible to incapacitate him in but a moment.
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Bevy
Feb 15, 2019 4:12:16 GMT
Post by Stage on Feb 15, 2019 4:12:16 GMT
Name: Noxicolid Shar Homeworld: Maritus Age: Mid 20s, but the human equivalent of early 30s Height: 6'11'' Weight: 210 lb Description: Shar is one of the dragonborn, a race of powerful and oftentimes sorcerous humanoids with draconic blood. As such, she is essentially human under the skin, albeit very large and well-muscled, but she has a dragon-like head with a toothless, beaked snout, spiny projections along the entirety of her jawline- most especially on the chin, forming a sort of stiff beard or goatee- and long, tubular scales trailing from the back of her head, superficially resembling hair like the similar structures of the Pientans. Dragonborn integument varies greatly, but Shar stands out. She is covered in jagged, deeply grooved, high-keeled scales, appearing to be wrapped in blades or shark's teeth. She is also quite boldly colored. While the whole of her body is reddish, only her small, narrow eyes are a pure shade of red. Her scales are blemished by black at their edges and orange on their crests, and her extremities too are blackish, giving the impression of being raven-haired. The ends of her digits are covered in enlarged scales fused into claw-like sheathes. The phoenix-shaped brand of Va'ggoru is borne proudly on her forehead, its wings grazing her brows. Shar is tall even for a dragonborn woman, but she is actually rather thin and frail of frame. Of course, this still leaves her looking hulkish next to the average human woman. She dresses modesty, wearing several layers of thin, dull brown robing that hides her inhuman build. Info: Shar was once a famous artist in a small, largely dwarven town. She was well known not only for her paintings, but also for the way many of them came to her. Her best pieces appeared to her in dreams. Shar was a prodigious dreamer. While she slept, she saw colors she could only attempt to replicate, shapes that could not be properly reproduced, and imagery found nowhere on the continent of Maritus. In fact, it could be said that she was more a dreamer than an artist, and that her art only vaguely impressed what she saw in the realm of her sleep upon others, yet that was enough to push her towards stardom. One night though, she did more than see. She heard. A voice- a booming, powerful voice she had never heard before and has not heard since- reached out to her, guiding her through the world of dreams, and she could not help but listen. The voice- the deep, caring voice- revealed to her the reality of her dreams. She was not just dreaming. She was traveling. She was planewalking. Her art did not just appear otherworldly, it truly was otherworldly. The truth now known to her, she walked many miles, many worlds, before being called back to the waking world. She returned changed however. After watching the boundaries of the universe expand under her very feet, she began to see the limitations of her own world as ugly and cruel. Worse yet, she could dream no longer. While her astral soul had once risen from her body and frolicked nightly, it was now trapped, held in a prison of flesh and bone. Shar, who once celebrated the body with her art, soon came to hate her physical form, then the very idea of any mortal coil. Consumed by grieving bitterness, she lost the ability to create and became only able to destroy. She lashed out at all those in her life- friends, families, and lovers- each time driven by a violent disgust for their flesh and blood. She was unable to interact with any other thinking mind, fearing the flesh forms they were trapped in, until she met Va'ggoru. The Phoenix King, who had long shed his mortal body to become one with the Immortal Flame, easily captured both her loyalty and her heart. Personality: Shar is motivated by, above all else, vitriol for flesh and blood. She feels as if she is trapped inside a limited vessel in an already limited world, caged within her own body when she wants nothing more than to once again dance among the planes as if they were puddles in a rain shower. It is her ultimate goal to be freed from her hated, "flesh form," but she would also be happy to earn Va'ggoru's love along the way. The Phoenix King, now one with the Immortal Flame, fascinates the dragonborn. His will is the one thing she would follow almost as closely as her desire to become immaterial. Her loyalty to the sorcerer is not unlimited however. She refuses to undergo his ritual of rebirth, deathly afraid of cursing her mortal coil with immortal life. She might also betray the mage-warrior if it meant achieving her chief goal. In her perfect world however, she and Va'ggoru would be one, both free of flesh. Though she was once joyous and open-minded, hatred has transformed Shar into a petty and judgemental creature, constantly looking down her nose at others. The pungent air of superiority wafting around her sours quickly when she is threatened with physical touch though. The venomously temperamental dragonborn snaps when she is close to making contact with someone, desperately wheeling away from even light grazes. Abilities: - Acid breath: Shar's dragon ancestor was of the same breed as Daehla's mother, so she is also able to spew acid from her maw. Her caustic breath weapon is not nearly as potent though, stretching only half the distance and corroding only lightly. - Acid resistance: Like her dragon-blooded sister Daehla, Shar has acid-resistant scales. Her scaly skin is both superior and inferior to the half-dragon's however. It is superior in the sense that it covers her entire body, but it falters in that it is not outright immune, merely resilient, to the effects of corrosive liquids.
- Brand of Va'ggoru: By willingly bearing the brand of the Immortal Flame, Shar has made herself immune to the touch of fire, as well as becoming a minor lord of flames. She can summon fire at any time outside of combat.
- Magic: Shar, like so many others, is a student of the magical arts. She differs from the rest in that she did not learn magic for love of magic however. She learned so that she did not have to come into contact with enemies. - Her favored spell, Shar can launch a blast of eldritch energy up to 120 feet away. This arcane spear strikes with the speed of a crossbow bolt and the weight of a pike.
- When forced into close combat, Shar can conjure arcane weaponry that lands as if it was made of iron. The crimson dragonborn prefers to create pole weapons such as javelins, spears, and, most of all, halberds.
- As a last defense against coming into direct contact with attackers, Shar can expel a cloud of gaseous poison up to ten feet from her palms, forcing assailants to risk awful lung inflammation that creates difficulty breathing.
- Hex: By gathering up and projecting out all the disgust and malice in her psyche, Shar is able to inflict physical weakens onto others. The exact reaction varies from person to person, some experiencing nausea or dizziness, others stricken by full-body fatigue, but the ultimate result is always the same; the target grows slightly slower and less able to fight back. This is not a magical ability like the formation of her arcane weaponry, but instead appears to be psionic or inborn. Weaknesses: - Despite being ferociously strong, able to lift 600 pounds over her head barehanded, Shar is too frightened of physical contact to engage in close quarters combat.
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Bevy
Mar 7, 2019 1:33:22 GMT
Post by Stage on Mar 7, 2019 1:33:22 GMT
Name: Troc Homeworld: Lemuria Age: Late teens Height: 5'5'' Weight: 146 lb Description: Troc is a young man- a boy, really- of mixed Lexian and Noraagean descent. He has thick, unkempt, dusty brown hair between the stark blonde of Lexians and the sea of darker browns found in Noraageans. Troc takes extremely poor care of his hair, but at least hacks it away from his eyes and neck. His skin is neither flawless marble like that of pure-blooded Lexians or tanned hide like that of his Noraagean mother, instead a yellowish hue in between, though it appears a shade darker due to the thick dirt and grim that covers it most of the time. His eyes are dark like those of his mother, but his face has sharp features like his unknown, Lexian father, including a glowering browline. Troc dresses in ragged, Noraagean-style clothes that he has borrowed, stolen, or bought as cheaply as he could find: a pale, stained tunic that falls short of his waist and shows a thin band of his dirty midriff, baggy trousers made brown more by filth than pigment or dye, and leather boots several sizes too large that were almost certainly snatched from someone's doorstep. However, there are two pieces of his attire that are kept exquisitely clean: on his shoulders rests a shawl made of a monstrous red fox, at least thirty pounds, that had the luck to take while hunting one day and on his left hip rests a long, silvery side sword. Both were paid for on his own coin, and he is extremely proud of possessing them. Info: The only son of Sund masseuse Torhild, Troc never knew his father. The most he knows about his missing sire is that he was Lexian, and likely a solider. He has long suspected that his mother was once a prostitute and was impregnated by force, but she has dodged the question even since he was old enough to ask it. While who fathered him is a mystery, Troc himself is rather famous in Sund. More precisely, he is infamous, one of the city's most well-known troublemakers. It is said there is no bar or brothel he has not been thrown out of. Early into his teenage years, Troc feuded with his mother so fiercely that he fled their home and refused to return, vowing to survive on the streets by himself. His infamy is the result of this early independence. To feed and cloth himself, he has lied, cheated, swindled, and stolen for years, and not without success. Despite being easily tempted into spending his silver on drinks and women, he has- at times, at least- saved up coin for things that will last longer than a night. This is why he wears properly treated fox fur and carries a blade many envy. During the recent attack on Sund by undead hounds, Troc was left for dead by two agents of Saberdex. Hungry for revenge, he aligned himself with a solider they similarly abandoned. The two are now seeking vengeance together, planning to pursue the pair to London. Personality: To describe him in just a few words, Troc is a violent misfit. When lying or sneaking does not get him what he wants, he is quick to resort to violence or threats. He is a very crass person, particularly to women and non-humans. Like most people of Noraagean blood, he is highly bigoted towards the latter, most especially the elves and fey of the Brume, the goblins of Prarienfach, and the varuls of the Wolf Woods. Hypocritically for someone who is himself of mixed ancestry, he hates, "half-bloods" most of all. On closer inspection, however, he is not nearly as hardened as he- perhaps wishes- to appear. Despite his propensity for violence, injuring at least two dozen people in his half a decade on the streets, he has never taken a sapient life, human or otherwise. Although he left his family behind, he did not forget them. Torhild occasionally finds bundles of girls' clothing, food, or silver on her doorstep. Troc does not want his younger half-siblings Toril and Tove to resort to the life he believes his mother had to before his birth. They are learning the art of massage therapy from their mother, and male clients who have shown interest in them despite their very young age have found themselves threatened at sword point in the dead of night to stop. It is said that people show their true natures in times of crisis, and, when disaster strikes, Troc usually acts selflessly, jumping in to help or protect people before realizing it. This may be because there is no such thing as a mere face to Troc. Despite his tendency to speak dismissively to other, referring to even longtime companions using crude nicknames, Troc has never forgotten a name once he has put it to a face. Sund is not a city of meaningless faces to the supposed scoundrel, it is a sea of people- whether he admits to seeing it as such or not. Like many young men raised in Sund, Troc became sexually active sooner than most, gaining female companionship through either coin, pity, or sheer bravado. As such, his experience with women is almost purely physical. He has few to no social skills when it comes to the opposite sex. If he were to come to admire a woman, he could only show it through shallow, petty advances. Abilities: - Marksmanship: Troc has hunted small game for many years, starting even before he fled from home. He is quite handy with a rifle, though he does not actually own one. When he lived at home, he used a rifle that belonged to his mother, and he refused to leave her defenseless even as he raged at her. Home invasions are not unheard of in Sund. He has bought or stolen several rifles of his own since, but someone with the power to do so- authoritative or physical- always sees it fit to take these weapons away from him. His last one was cracked in half by a varul in a studded vest for jeering at his brother too long. - Swordsmanship: The one weapon the people of Sund have seen fit to leave with Troc is the four-foot side sword that jangles on his hip. This is mainly because he is not especially skilled with it, and they would rather him with a large, easily visible weapon that something like a knife or dagger that could be concealed. Troc is familiar with the very basics of how to handle a sword, but, when it comes to actual combat, it is essentially a very expensive club with a sharp edge. - Scrappy: Simply put, Troc is a survivor. He is not astoundingly smart, fast, or strong, but he is just enough of each to get by even in times of mortal danger. He is by no means invulnerable, but Sund and the surrounding wilderness are places that not everyone could survive for so long, let alone without the guidance of a parental figure. If there is a way to scrape through any given situation by one's fingertips, even if it leaves them raw and bleeding, Troc will find it. Weaknesses: - While familiar with both a rifle and the side sword, Troc is easily outplayed by experienced riflemen and swordsmen.
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Bevy
May 7, 2019 21:34:11 GMT
Post by Stage on May 7, 2019 21:34:11 GMT
Name: Haelha Homeworld: Myythar Age: Mid 140s Height: 5'0'' Weight: 106 lb Description: Haelha is of typical height, build, and facial structure for a Kuu’Vari, or moon elf. She is a slight person, possessing slender limbs and standing no taller than five feet. Her face is small and thin, contrasted by thick, snow white hair which falls across her upper back and often obscures the sides of her petite face. The tips of her long, pointed ears remain exposed though. Her skin, however, is not the unblemished marble of most Kuu’Vari. In fact, it is exceedingly clear that her blood is not purely elven. Haelha was born from the Kuu’Vari woman Draega, but fathered by one of the last dragons of the Brume: a young creature named Falatus. As such, her narrow, puffy eyes are bright yellow and have elliptical, cat- or crocodile-like pupils. Her integument is not just skin, but also overlapping, olive green scales that cover her body in two large patches beginning on her shoulders, meeting at her groin, then flaring to cover most of her legs. The sides of her trunk and thighs are naked, like slits in a tight-fitting dress. The middle of her chest, back, and arms are also bare. Many of the scales at the edges of these patches are ingrown, leading the skin around and above them to be swollen and red. A thick, spiny tail equal in length to her height trails from her backside. Similar plates of fused scales ring her fingers and toes, ending in short, sharp claws. When she parts her pursed, pinkish lips, sharp teeth gleam from within. Her eyebrows are short, but also angular, well defined, and stark white like her hair. They stand out even against her pale face, sitting above her eyes like slivers of silver. Her short nose is slightly upturned and wrinkles easily with both snarls and smiles. Haelha wears no clothes, both because her inflamed skin is very sensitive and because she has lived around fey most of her life, imprinted with their lesser sense of decency. Info: Though the blood of both dragons and elves courses through her, Haelha was raised by neither for most of her life. Her parents, Draega and Falatus, had little chance to impart onto her the principals they would have liked to. While dragons, particular those of Falatus's breed, are known for their cruelty, he was so taken by Draega, a magician and an archer who could split trees with arcane arrows, he tried his very best to change for the better. Touched by his efforts, Draega took to seeing him in secret, as she feared her fellow Kuu’Vari would never approve. She was proven correct when she gave birth to a scaly, tailed elf and was promptly shunned. Pushed to the edge of elven society, Draega had only Falatus. It did not prove enough. When the small, strange family was attacked by a hydra, no one helped. Though the serpentine beast was eventually fended off, Falatus burning the stumps Draega made with her magic bolts, it was at a grave cost: the lovers dropped dead before they returned to their child. Luckily for the mixed-blood infant, some did take an interest in her well-being once the hydra had fled. Some of the most unsavory of fey, finding her a unique trophy, claimed her, ensuring her survival. Dragons now extinct in the Brume and the Kuu’Vari treating her as a pariah despite her tragedy, the child, recalling nothing of her parents except the name they gave her, grew up with these wicked fey being the closest thing she had to a family. When she grew old enough to match their wits, she bargained, traded, and tricked her way into independence, even walking away with the magic to bend the wills of sapient beings. She now had a way to force others to be the friends and parental figures she never had as a child. Personality: Haelha is, in but a word, selfish. While she is open to forming to mutually beneficial relationships due to her exposure to the Brume's fey and their culture of trading, she looks after her own interests above all else. She may act like a carefree child, but her guard is up at all times and she rarely passes up a chance to lock others into agreements that favor her if they are not as vigilant. More than trick others, she is willing to dominate them with the sinister magic passed to her by her nixie mentors, forcing them to serve her in any way she pleases. This is dire news for victims of her compulsions, because Haelha is utterly amoral. Due to the influence the vilest of fey, she not only holds no sanctity for life, but for free will itself. A person or creature trapped in her mind-affecting magic will be lucky if she only has them spoil her as if she were a child, complementing her in words that are not their own or stroking her head as she curls in their lap like a lonely animal. Those less fortunate may be used to fulfill more mature desires for attention. Haehla learned not only magic and bargaining from the fey of the Brume, but lust too. Thankfully, her libido is tempered by her inflamed skin, which limits how much physical contact she can stand. Thanks have their limit around Haelha however. When irritated or restless, as she often is due to her sensitive skin, she resorts to cruel pranks. Thralls have been released with fingers or other bite-sized body parts missing, trapped in places they have no chance of escaping from or surviving, or even as the perpetrators of unspeakable crimes or shameful public displays. Haelha is also quite spiteful. When her impeccable guard is broken or her all-consuming self-indulgence otherwise interfered with, she grows wrathful and becomes determined to extract revenge, however extreme or petty. This frightful modus operandi has made her as infamous as the fey who molded her. Haehla would find it hard to operate anywhere in eastern Migma if not for being a talented shapeshifter and deceiver. There is no kindness in her heart, but she is skilled at feinting it, luring others into trusting her so that she can trap them in deals or spells. Abilities: - Acid affinity: Like her father, Daehla, and Shar, Haehla is a creature of corrosive poison. Not only can she spew a cloud of vaporous acid up to thirty feet away, she is immune to its biting touch, as well as that of other caustic gases or liquids. Haehla actually finds such hazardous fluids to sooth the maddening itching and aching of her rashy skin. - Magic: Imbued with innate arcane might through her father's blood, the naturally talented Haelha was nurtured by the fey of the Brume into a competent magician. Were she more dedicated to the art and theory of casting, she could be an honored scholar, but she is keenly focused on what she can do with the small number of spells she has memorized, seduced by the chaos and trickery she can sow with them. - Haehla can change the size of humanoid creatures, either doubling or halving their height. Most practitioners of this spell use it on themselves, increasing their strength or stealth respectively, but Haehla prefers to target others for a laugh, forcefully changing their dimensions unless they have a strong enough will to resist.
- Perhaps due to some subconscious memory of her parents, Haehla can conjure and launch arrow-shaped projectiles of acid over 1,000 feet. This caustic bolt is not particularly strong, but it is useful for damaging foes outside the reach of her toxic breath.
- By meeting eyes with another sapient creature, Haehla can paralyze them where they stand. Victims of this magic can still breath and undergo other subconscious processes, but cannot take any voluntary action, even speaking. Haehla can hold creatures as long as she maintains direct eye contact, but those free of her gaze can be held for hardly over a minute. Those with strong wills and without Haehla's eyes on them can escape almost instantly.
- With a bombastic gesture, Haehla can conjure an explosion of acidic, green flames anywhere within her sight. This eruption creates no pressure and stretches forty feet across. Because she is immune to the touch of acid, detonating it at her feet is a useful way to give herself breathing room or allow her to escape.
- Though she lacks her father's wings, Haehla can use magic to walk across the sky. For almost twenty minutes at a time, the half-dragon elf can dance through the air at almost thirty miles per hour. She can dive at fifty miles per hour if she wishes to, though she rarely finds a use for such plunges.
- An inborn ability from her father rather than one she learned, Haehla can breath underwater indefinitely. She finds long soaks in cold water to be the best treatment for her irritated skin.
- For almost twenty minutes, Haehla can assume the physical form of any creature that exists on the mortal planes. She cannot grow smaller than six inches, finds it difficult to grow larger than thirty-two feet, and cannot replicate the magical or otherwise supernatural capabilities of creatures she mimics. While she could presumably take the form of a mighty beast to fight with claws and teeth, she almost exclusively changes into other humanoids in order to disguise herself.
- Haehla's most beloved ability is that to override the will of other thinking beings. Victims of this unforgivable magic are aware and conscious, but cannot help but follow her every order, which she can give with only a thought. Mercifully, this dark power is otherwise quite limited. She can only initiate it when in psychical contact with a target. Additionally, she can have only one thrall at a time. Attempting to dominate a creature while another is under her control with instantly free it. Haehla can and has kept thralls by her side for over two weeks, but she must reestablish her domination over a victim's will daily. If separated from Haehla for over twenty-four hours, a thrall will find itself freed. A trained or naturally strong will can resist domination.
- Natural attacks: Despite her small size, it is unwise to underestimate Haehla at close quarters. She may be untrained, but she is draconic by blood and therefore physically strong. She can lift her own body weight clear over her head. This may not be impressive except for her size, but it would be unfortunate for most anybody to be slashed by claws or bitten by sharp fangs with this sort of force behind them. Perhaps not fatal, but certainly painful. Weaknesses: - Despite her childish appearance and outward attitude, Haehla is usually very composed. Words slide off of her like water and attempts to purposely anger her normally fail. Actions, however, can be a different story. When she feels she has been robbed of something she wanted, even accidentally, she is a screaming, howling child, and it takes a great deal of time for her to regain her poise. - Although her scales offer a surprising degree of armor and her body is wiry and strong, Haehla is quite vulnerable to physical attack due to her eternally irritated skin. Physical attacks, especially bludgeoning ones, cause her a great deal of pain. It is not unusual to see her with tears in her eyes or even openly sobbing after a large enough wallop. Theme: Come Play with Me
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Bevy
May 14, 2019 20:49:41 GMT
Post by Stage on May 14, 2019 20:49:41 GMT
Name: T'suritsa Nickname: Ears Homeworld: Aster Age: Early 20s Height: 5'3'' Weight: 147 lb Description: T'suritsa is one of the catfolk of Aster. As their name suggests, the catfolk are chimeric creatures with humanoid bodies and feline heads, often resembling big cats such as lions or leopards. T'suritsa does not mirror any one particular species of cat though, instead resembling either a striped lynx or gray tiger. While most catfolk are slender and leanly muscled, if visibly toned at all, T'suritsa is built powerfully, notably stout at even a glance. Her rich, blue-gray fur is interrupted on her forehead, neck, back, and arms by stripes, pitch black on her spine, but growing paler and paler until they are merely darker gray bands around her wrists. Her lips are thin and black, but her muzzle, chin, throat, chest, and stomach are stark white. Her eyes, large and dull yellow, are surrounded by two concentric ring: the interior one black and fitted tightly around her slanted eyes, the exterior white and crescent-shaped, drooping towards her nose and the thick, sideburn-like patches of fur that frame her face. Her pupils, while normally wide and round, can grow thin and elliptical in an instant. Her nails, while not true claws, are long and thick even for a catfolk. The stripes on her nape and brow bleed into a short, sleek haircut, though this is easily missed due to the enormity and height of her tufted ears. T'suritsa is extremely sensitive about these large, pointed ears, so she almost always hides them under a rag, fur-lined cap, or the Noraagean-made helmet she purchased in Sund. This helmet also hides a deep scar across the broad, flat bridge of her nose. The rest of her attire consists of a plain, neutral-colored shirt with long, ratty sleeves, a pair of tight trousers, a chain shirt she brought from Aster, a band of leather she wears on her right hand as a ring, and a small, smooth stone, pitch black aside from flecks of varying colors, that hangs from her neck on a simple twine necklace. Info: T'suritsa is one of the oldest children from a very large, extremely poor family. She became a pit fighter from desperation, out of legal options to support her hungry younger siblings, and proved to have a deadly knack for it, accidentally killing her first opponent (much to the delight of the crowd). Though she is several years more experienced now, several more fighters have died by her claws and she has something of a reputation, barred from several of Lemuria's stricter pits. Despite being separated from the family she began fighting to feed, she continues because she does not know how to do anything else. Personality: Despite her savage profession, T'suritsa is a timid creature who would much rather avoid conflict outside of a pit. She is hesitant to speak up even among friends and slow to raise her fists when she alone is at risk. Several highwaymen have walked away with her hard-earned possessions or gold, blissfully unaware than tougher aggressors have bleed out at her feet. While T'suritsa seems incapable of growing angry for herself, she is easily engulfed by righteous rage, flying into a red-eyed frenzy of haymakers and slashing claws when others are threatened or harmed. Mistreating children, especially those who remind her of her younger siblings, is a particularly quick way to bring out her worst. Most of the opponents she has left dead in her professional life have been those who thought it wise to purposely anger her, often doing so by bringing up her family. This temper is explosively violent and does not make exceptions for anyone, no matter their age, sex, or ability to defend themselves. T'suritsa has similarly broad tastes when it comes to choice of partner, vulnerable to pretty faces from both genders, as well as from anywhere between or beyond them. She is weak-willed and easily charmed by kindness. This may be a symptom of her deep loneliness. She has been separated from her family for many months now and it has taken its toll on her, sometimes sending her into bouts of sluggish depression and at others tightening her already taut temper. Abilities: - Catfolk: Catfolk are naturally quicker and quieter than humans. T'suritsa has superhuman reflexes and can sprint twenty miles per hours. She is also innately inclined to stealth, the fur on her feet muffling footsteps. - Unarmed combat: As a professional pit fighter, T'suritsa has a strong, hardy body, as well as the will to use it. She can lift almost 350 pounds despite her height, so her blows already land with ear-ringing force, but she has not stopped there. Her necklace, the stone that decorates it actually part of a fossil dragon bone made of opal, and her ring, made from the descaled hide of a dragon, are both enchanted, enhancing her unarmed blows and allowing her to strike with the power of a black bear using both fists and invisible, claw-like extensions of her nails. - Magic: Though by no means a mage, T'suritsa picked up a few spells in her homeland. - Because her name means "little light," T'suritsa only thought it appropriate to learn a simple light spell. She can cause any object, such as her ring or chain shirt, to glow with blue-white light, illuminating even total darkness for forty feet in all directions. This torch-like glow remains for half an hour.
- For thirty minutes, T'suritsa can infuse her skin and fur with magic, hardening it to further armor herself. While advanced versions of this magic can make one's skin as hard as stone or tough as dragon scales, T'suritsa knows only the crudest version, rendering her body similar to dense tree bark in toughness. She can maintain this armor for thirty minutes.
Weaknesses- T'suritsa's birthplace bordered a savanna, so she has been long acclimated to hot temperatures and prefers to stay warm when at all possible. Though southern Migma and central Farrago give her more opportunities to work and are thus where she spends most of her time, her favorite region is No Man's Land. She dislikes extreme cold, reacting very poorly to it. Polar climates and ice-based attacks slow her down as if physically restrained with weights. - Though a demonstrable deadly combatant, T'suritsa's reliance on fisticuffs leaves her vulnerable to ranged weapons, as well as weapons with a long reach. Her attacks are easily kited with bows, firearms, or polearms.
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Bevy
Aug 21, 2019 0:20:05 GMT
Post by Stage on Aug 21, 2019 0:20:05 GMT
Name: Moria Homeworld: Fawqunya Age: Early 20s Length: 36 ft Height: 8 ft at the shoulder Wingspan: 60 ft Weight: 1,434 lb Description: As a drake, a close relative of the true dragons of the genus Drakontas, Moria closely resembles an archetypal hexapodal dragon: a quadrupedal reptile with wings, a long neck, and horns. Her proportions might be view as unusual however. She is a tall, lanky creature, taller than a man at the shoulder and her slender limbs each nearly as long as her trunk. Her tail is also strange short for her otherwise elongate form, only half of her total length. Her wings, while thoroughly impressive when unfurled, several dozen feet across, normally sit tightly folded against her back, almost resembling thick arms with a single claw each. Her four grounded limbs have three clawed fingers and an opposable thumb, making her fore- and hindlimbs equally dexterous. Her claws are blunt and peg-like, evolved for traction before predation or self-defense. Her wings are pentadactyl. Moria's crocodilian head is fringed by large scales that fuse to form a small frill on the top of her skull. Two sets of backwards-facing horns accent this discrete frill. A long pair curls outward from behind her steely eyes. A shorter pair curves inward and follows the outline of her jowls. The entirety of her body is covered in large, diamond-shaped scales. When at rest, Moria is uniformly blue-gray; the color of a rainy day. When she moves though, she flashes silver. Moria's scales are like mirrors. When raised, they reflect her surroundings. Info: Moria is a member of just one of the many species of drakes that make up the genus Drakon. Smaller than and incapable of innate spellcasting like their cousins, the renowned true dragons, they are sometimes known as false dragons or lesser dragons. Moria resents these titles immensely. Personality: While drakes are characterized as less intelligent than true dragons, this is an unfair assessment. Most dragons are capable of thought and reason near or on the level of humans, it is merely that they speak a different language; a guttural, beastly language easily mistaken the rumbling of an animal. True dragons are simply among the few who almost universally speak human tongues. Drakes generally only speak the drakontan language, but Moria is cleverer than most. She can communicate clearly with humans, and is unafraid of letting them know so. To describe her in a word, Moria is indignant. She resents both bestial, unspeaking drakontans that gives their wider kind a poor name, as well as larger, hardier dragons that make her feel personally small. She happily takes out both these frustrations on smaller creatures. She is a swift, skilled hunter who often plays with her food like a cat, batting it about until it is too weak to resist or even pretending to lose her grip only to run it unerringly down again. She treats animal prey and thinking prey no differently. Still, just as a predator is not always hungry, a sapient creature cannot always be miffed. On a good day, Moria may converse with rather than hunt fellow minds, though, being a drakontid, she is a rather selfish conversationalist and prefers when she is the topic. Abilities: - Mirror scales: By angling her reflective scales in a manner that redirects light towards specific targets, Moria can selectively render herself near invisible. This optic camouflage works best in flat, homogeneous landscapes such as shrublands, savannas, plains, meadows, deserts, and beaches, so she hunts away from the forests of Lemuria, stalking No Man's Land, northern Farrago, and southern Migma. - Speed: Moria is a swift creature, especially for her size. Her long, narrow wings can carry her over twenty-five miles per hours, keeping pace with Olympic-level runners, outpaced only by world record holders. She is even faster on the ground, bounding about like a cheetah at forty miles per hour, capable of both quick starts and stops due to her peg-like claws, as well as sharp turns guided by a tail that is highly mobile at the base. Speed is her primary weapon. - Tooth and claw, wing and tail: Although Moria prefers hit-and-run tactics, she is not helpless when forced to engage in an open fight. Far from it, her drakontid form is well-equipped for close-quarters combat, though not nearly as well as even very close evolutionary relatives. Her most ferocious weapon is her maw, which can crunch down with two tons of force at its deepest part. This puts her bite force on par with large crocodiles and the very largest of sharks. She can also lash out with her folded wings, punching at foes with the force required to make almost 1,500 pounds airborne. Less dangerous are her claws and tail. Her claws, while rounded at the tips, can break skin, but any sort of armor stops them. Her tail can deliver sharp slaps, but it is designed to be flexible and help steer her while running, not propel her like crocodiles' or semiaquatic lizards' would. It is light and somewhat stiff, not heavily built, so slaps sting, but not much else. Weaknesses- Moria is extraordinarily fragile for her size. She is a drakontan lightweight. True dragons of similar size approach double her weight. Her scales are also rather thin and brittle as a result of their mirror-like qualities. All in all, she is utterly dominated by creatures of similar size and strength, and even smaller creatures with great strength or ability can cause her trouble. - Moria's optic camouflage is not omnidirectional. While she can angle her quicksilver scales forward, up, or to either side, she cannot reflect light backwards. Those behind her will always have a clear view of her outline. Additionally, she has to focus her efforts into disguising herself from a singular general direction. If she is targeting an area in front of her and fully raises her scales, she will become more visible from the sides, or if she is flanking a target and wishes to erase her profile, it will be easier to spot her from directly ahead. She is most dangerous when targeting individuals or tightly packed groups. Multiple targets that are more widely spaced are unideal, to say the least.
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Bevy
Jul 24, 2020 4:10:35 GMT
Post by Stage on Jul 24, 2020 4:10:35 GMT
Name: Gaeryn Alias: Speka the Spider Homeworld: Mundus Age: Mid 20s Height: 4'7'' Weight: 89 lb Description: Speka is a short, shapely woman with dark skin, pointed ears, and striking amber eyes that swirl with judgement and cunning. Her shoulder-length hair, naturally very frizzy and voluminous, is twisted into manageable braids. She wears loose, lightweight clothing to promote acrobatic movements and dancing: an alabaster blouse and bloomers, an emerald shirt and trousers, a leather vest, belt, shoulder strap, and gloves, and a long cloak rich green on the outside and shocking yellow on the inside. Her shirt and gloves are trimmed with gold. The belt and shoulder strap are home to numerous pockets and pouches in which she can carry money, trinkets, and even weapons. On her feet are a pair of old, dusty cloth slippers that seem out of place with the rest of her attire. They seem resilient to wear and tear despite their obvious age though. Info: The criminal known as Speka the Spider is half-elf highwaywoman who operates along the southern edge of Migma with a small band of devout followers. She and her crew make a living by intercepting those trying to cross the boarder from No Man's Land. She begins robberies by impersonating a Migman official and asking to inspect the contents of bags, caravans, and carts. Most know she comes from the Brume, but none of the rumors explaining how are accurate. There are many stories about her origin, most circulated by Speka herself, that claim she is a deposed elven queen or a child of the Blind Queen herself, but, in truth, she is just a runaway. She was born Gaeryn to the human duelist Fynn Mayers and elven archer Faem. Her father, who had traveled into the Brume seeking challenge, was eventually claimed by one of its dangerous creatures and young Gaeryn was left with her mother and older half-brother Glochdaer. This life was not fated to last. As all male Du'Vani are after siring a child, Glochdaer was transformed into one of the Brume's animal defenders. Disgusted with her mother for passively letting her son being taken away, Gaeryn denounced her and fled the Brume. She found life outside the strange forest just as difficult as inside though. After failing again and again to succeed through any legitimate means, in no way helped by her bad attitude, Gaeryn resorted to becoming a bandit and conwoman. Discovering a talent for both, she gave herself the criminal alias of, "Speka" and eventually added, "the Spider" to it after a rare find: a magical item that allows her to scale any surface as easily as a spider climbs its own web. She attained this treasure working alongside another bandit. While she charmed a wizard transporting a number of magical creations, her partner infiltrated her ethereal vehicle and raided them. Personality: As her self-proclaimed title suggests, Speka is a cruel and manipulative individual. She is the sort of thief who enjoys mocking and toying with her victims and the kind of leader who employs every tactic, no matter how low or vulgar, to ensure loyalty from her followers. She is quick to punish those who do not follow her orders to the letter with a silvery flash of her feared whip and reward those who do, sometimes even with sexual favor. She carefully regulates her relations with her men though. She must seem a tangible reward, but never a trophy. If she can be won, then there are those who will try to take her. After an incident early in her career where a lover became too possessive, this has been among her top priorities. As such, she favors followers attracted to both women and demihumans. Few walls are too high for Speka to scale when she wants something. She has never allowed fair folk, Kuu'Vari, or Sul'Vari into her crew however. She loathes the former for the fate of her half-brother, especially their queen, while the latter have her ire for forcing the Du'Vani into the situation that drove them to bargain with the Blind Queen in the first place. Despite her profession, Speka is far from a wanton killer. In fact, she considers the perfect heist one where she steals everything but lives. The only 'murders' she is wanted for were by accident or in self-defense. Although Speka is proud, she is not above groveling when she fears for her life. However grudgingly, she will beg and bow before others if it means she might be spared. Abilities: - Half-elf: As a half-elf, Speka has slightly keener senses than full-blooded humans and is able to more easily charm others with her elven beauty. She makes friends faster and learns secrets quicker.
- Web: Speka carries several weapons, but her favorite by far is a fifteen-foot bullwhip with a small dagger tied to its tip. This, "whip-dagger" is the ensnaring web of the Spider. Most rightfully write off whips as effective weapons, but Speka has made an art out of using hers. Guided by her dexterous hands, her whip is accurate enough to hit a target as small as a dagger and nimble enough to loop around ankles and throats. Thanks to its bladed tip, it strikes with enough power to penetrate armor.
- Fangs: In addition to her whip, Speka also carries a short sword and incredibly rare cold iron dagger stolen from the famous wizard Trila Boddy. These are the Spider's fangs. Speka never bears her fangs by themselves. The blades are paired with either her whip or each other. She is passable with both weapons, but they are ultimately a fallback for if an enemy pushes inside the reach of her whip. - Venom: In addition to bladed weapons, Speka carries a number of small flasks filled with a mild acid: her venom. This acid is not strong enough to eat through materials such as glass obviously, but it is caustic to the touch and makes for a nasty thrown weapon, especially when the shards of glass created by its deployment are factored in. Speka has a good arm, but it is difficult to aim the nonaerodynamically shaped flasks very well past ten feet. - Magic: Perhaps naturally for a child of the Brume, Speka has access to magic. Rather than being drawn purely from nature however, her magic is of a broad, somewhat artificial variety. - By weaving magic with the hypnotic movements of her dancing body, particularly her exposed cleavage, Speka can completely fascinate weak-willed beings. Beings categorically attracted to her are especially vulnerable, though ultimately the effect is far from overwhelming even then. Any obvious threat to the beings' well beings instantly breaks the trance.
- Speka can conjure small amounts of practically any material, albeit with limitations, the largest two being that she cannot create objects sturdy enough to be used as tools or weapons and she cannot inflict harm directly with these summoned materials. She cannot, for instance, summon a usable replica of her dagger or conjure caltrops to pierce the feet of enemies. She can, however, conjure bursts of light to dazzle foes or create slicks of grease to cause falls that will harm them. Speka can conjure substances at a maximum of approximately fifty feet away.
- Using her clear, smooth voice to carry her magic, Speka can lull weak-willed creatures to sleep with only a song. While more tenacious creatures can fight to stay awake, they still become drowsy and slowed.
- Speka has minor telekinesis. She can mentally manipulate objects that weight up to five pounds from over 150 feet away. Most often, she uses this power to animate ropes, entangling the feet or legs of victims from afar. Conveniently, this telekinesis makes managing her dense hair quite literally a hands-off task. It is braided by magic each morning.
- Battle dancer: One of the many legal occupations Speka flunked out of was dancing. She failed due to her treatment of customers rather than a lack of skill however. Speka is a phenomenal dancer, rivaling professional entertainers, and has weaponized this talent. Speka, in no figurative sense, dances across the battlefield as well as around blows. While she wears no armor, she is well defended through sheer elusiveness.
- Slippers of spider climbing: The unassuming slippers Speka wears are actually a rare magical item. Her prized possession, these enchanted slippers allow her to walk on any surface as if it was level ground. She can walk straight up completely vertical surfaces or hang suspended from the underside of horizontal surfaces. Like a true spider, she can lurk high above her prey, planning and plotting whether she should strike down with her whip or drop flasks of acids like bombs.
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Bevy
Sept 15, 2020 17:34:41 GMT
Post by Stage on Sept 15, 2020 17:34:41 GMT
Name: Elizabeth Thark Nickname: Bes Homeworld: Mundus Age: Mid 20s Height: 5'6'' Weight: 150 lb Description: Elizabeth "Bes" Thark is a robust, dark-haired woman clad in leather and silver. She is generously built, with large arms, thick legs, and the most fat one could be cushioned with while still looking athletic. She is composed purely of soft, warm lines, no angles to her. Her bottom and bust are just under the size where they would be considered especially large and her face is baby-like, full and round of cheeks. Faint freckles underscore her blue eyes. Her chest-length, deep brown hair is normally kept in a high, short ponytail that bobs joyously as she moves. When she is performing or exploring cities or towns, a silver circlet glistens behind her bangs, a dark choker adorns her neck, a loose, off-white tunic flutters from her wrists and hips, a clothen belt accentuates her figure, black leggings cling to her shapely legs, and silver-buttoned boots protect her feet as she dances and performs acrobatics. When she is traveling, exploring the unsettled parts of Lemuria, she adds a lightweight cloak, a silver-laced leather belt, and thick trousers to her attire. When expecting to face trouble, she makes one more addition: a chest piece of studded leather. A sheathed sword and coiled whip bounce on her hips with each step. Info: Bes is a wandering warrior-artist who sells herself as both an entertainer and a bodyguard. This is not a life many would chose, titillating bar guests some night, cutting down aggressors on others, but it is one that Bes revels in. She frequents London, Mival, and Sund, but has visited just about every accessible settlement on Lemuria. For passage across No Man's Land, she often accompanies huacephalus caravans as a guard or uses waran tunnels rather than taking airships because Bes prefers walking to being carried or carted. She believes walking is how one learns the land and the people of a place. Personality: Bes's is an existence defined by giving. When she is a warrior, she gives her blood. When she is an entertainer, she gives her sweat. And to those she sees need in, she gives her most intimate self. If she did not need money, she would give herself freely to others, but, the world being as it is, she has to make a living. Though she is openly a commodity, she sets limits on how she sells herself. Most importantly, she only bears her blade from those she thinks are free of ill intent. Bes protects others, not carries out others' dirty work. She has a strong sense of justice and took up her sword because it was the most direct way to stop the cruelties that angered her. Her views on selling her body are hazier. She has never stayed into the realm of sex work because she feels physical intimacy is cheapened when a price is put directly on it, but she has given sexual favor and more to the guests of establishments she has worked for, so, in a sense, people have paid for the chance to be with her. She maintains that sexual relations are always something she should agree to, so, while she is willing to accept payment to escort and perhaps lay with others, she refuses any arrangement that takes away her right to say no. Bes is an enthusiastic, cheerful person and wants everyone around her to be happy as well. She will employ all her skills and tricks to try and cheer up others and is often the first one to step in when someone is in trouble. Abilities: - Sonic resistance: Bes can ignore a certain amount of trauma when struck by a sonic weapon. She is able to shrug off at least a third of the damage from even the loudest noises, and more from lesser sounds. - Snowflake war dance: Bes carries a thin, ornate long-sword that she uses for a deadly style of combat known as the snowflake war dance. A little known fighting style created by a group of battle dancers and war chanters from across several worlds, the snowflake war dance allows one trained in both the arts of battle and dance to leap about like a ballerina armed with a blade. It is so named because its practitioners seem to float and twirl across the battlefield with the agility and speed of a single snowflake in a blizzard. When armed with only her sword, Bes becomes able to duck under or step around attacks as well as deliver wide, powerful slashes as she spins in dance. She will also deliver sudden kicks, like changes in the wind. This pushes away foes who have grown too close, or launches her away if they are significantly heavier. - Whip: When not engaged in the snowflake war dance, Bes usually pairs her long-sword with a ten-foot bullwhip. This whip cannot deliver lethal blows, but it is extremely useful in attempts to trip opponents and specially disarming foes. In truth, Bes did not learn how to use it for battle, but as a part of her raunchier shows. Its reach and utility in combat were simply happy coincidences. - Bardic music: A performance by Bes is quite the show. She is actually not an especially good singer. In fact, it could be argued she is a bad singer, but it is a charming sort of bad. This mediocrity also draws attention to the relative superiority of her dancing, which is stellar. Bes is incredibly fleet of foot and her dancing is almost hypnotic. She can weave conversation, flirting, and jokes into her dances seamlessly. Her showmanship has no real power in battle, but she can distract her foes, casters who rely on chants and incantations especially. It is difficult to concentrate on reciting magic words when Bes is singing nearby.
- Steely resolve: Bes is a determined fighter who can ignore light attacks while her blood is roaring. - Magic: Bes is among the Mundeans with natural magic. - By converting a large portion of her magic into mass, Bes can double her size, reaching a whopping eleven feet in height and 1,200 pounds in weight. Her clothing and equipment also grow in size. This form, which she fondly calls, "Big Bes," is far stronger than her normal self, able to lift up to 1,500 pounds. Big Bes can exist for up to thirty minutes at a time and can come into existence five times a day.
- Bes can also use her magic to directly augment her strength. Arcane might crackling over her limbs as golden static, Bes can increase her raw power over 12 percent, allowing her to lift over 400 pounds at once, more than fifty pounds more than her already impressive carrying capacity of just under 350 pounds. Big Bes reaps even more from this enchantment, allowing Bes to lift an absolute maximum of almost a ton. Bes can cast this transmutation five times a day.
- Four times a day, Bes can reverse a curse, enchantment, or transmutation cast by another magic-user. She can perform this feat on up to fifteen creatures at once and up to thirty feet away. It takes approximately a minute.
- Sympathetic magic: Uniquely among Lemuria's natural casters, Bes can share the effects of her magic through song or touch. On her whim, willing creatures that can hear her singing or that she is in physical contact with receive the benefits of her enlargement or strengthening spells. - Ventriloquism: Bes can throw her voice. She is not particularly good at impressions, so it is usually apparent it is her, but it still makes a good stage trick. It even has its uses offstage, distracting and misleading aggressors.
Weaknesses: - The snowflake war dance is exhaustively full-body. When her dancing stops and the adrenaline fades, Bes has little choice but to rest for at least ten minutes before she can move normally again. - While Bes can ignore some amount of pain when her adrenaline is pumping, it does eventually catch up to her.
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Bevy
Sept 15, 2020 17:35:31 GMT
Post by Stage on Sept 15, 2020 17:35:31 GMT
Name: Blasa Widow-maker Title: The Pike Homeworld: Fawqunya Age: Late 20s (equivalent to mid 30s) Height: 4'11'' Weight: 173 lb Description: Blasa is a rust-colored hobgoblin with slate hair and brownish eyes. Her face is even broader than the average goblinoid. Her lips are wide and thin as if physically stretched out, her eyebrows are long and slender, and her flat nose is especially large. Her dark hair falls across her shoulders as thick, wavy, chest-length bangs on her left side and a dense, waist-length braid on the right side. She wears the attire of a typical goblin warrior: loose, blood red clothing and black-tinted leather, in her case a breastplate, belt, and boots. A short, pitch black cloak flutters from her powerful shoulders. She carries a six-foot halberd either in hand or on her back. Her secondary weapon, an arming sword, jingles on her waist. Info: A rare female warrior within goblin society and especially at the highly conservative Hugelandstrich, Blasa is a competent solider compliant to the demands of her male comrades. That is the mask she wears at least. In truth, Blasa is vehemently against the strict patriarchy she lives in and secretly works against it, sharing the food, luxury items, and money she earns with the rest of the female population and keeping tabs on the most callous, dangerous males who might prove lethally hostile to the women she provides for. Such men, as well as those who are too rough with her, tend to suffer fatal accidents or fall victim to the dreaded hunter known as Goblin-bane who stalks the edge of Hugelandstrich. Of course, Blasa is in contact with this ghastly shadow, actually a young she-goblin she ferried out of the oppressive town when she was thought to be dead. The two have since become allies. Personality: Blasa is a calm and collected soul who takes all things, even setbacks, in stride. Although she keeps a cool head, she is by no means cold. The hobgoblin can be a terrible sight in battle, face cold, weapon burning, but she is actually fairly warmhearted. She has a nurturing, even motherly personality, particularly towards younger women, though her kindness extends to all the disenfranchised of Lemuria. Likewise, she does not think poorly of men as a whole, as she has seen many who love and respect their mothers, sisters, and wives and just as many goblin women who enforce the patriarchy as spitefully as the cruelest men. She judges only by individual action, but in exchange she is unforgiving of those individuals who do break what she sees as universal moral laws. She is also not above suspicion of strangers, particularly men from societies she knows to be regressive towards women. Blasa may be kind, but she is a warrior through and through. Her pole arm has severed many heads from their shoulders. She may submit to her male comrades, but only to secure her position and continue helping the women in her care. When there are no watching eyes and there is a way to excuse a corpse, she does not stand for abuse. There is a reason she was given the second name, which goblins earn through a notable feat or attribute, of Widow-maker. One of the main ways Blasa complies with the demands of goblin men is, of course, sex. She does not dislike sex. In fact, she enjoys and sometimes independently seeks sexual relations. Her relationship with and use of sex as a tool has lead to her holding a very dispassionate, functional view of it however. She is admired by goblin men despite a certain amount of suspicion surrounding the tendency of aggressive suitors to disappear or die, but she has trouble maintaining friendly, long-term relationships. She has driven good men to leave her out of frustration over her inability to create emotional connections with lovers. Blasa herself is not thickheaded enough to deny this as a problem, but she is not overly concerned with addressing it at the moment. She has bigger things to worry about. Abilities: - Hobgoblin: As a goblinoid, Blasa is particularly tough and dexterous, able to shrug off wounds from light weapons and sprint up to eighteen miles per hour. She can also see rather well in the dark. - Halberd: Blasa's primary weapon is a halberd called Brand. This weapon is enchanted to glow dull red with heat, over 1,300 degree Fahrenheit to the touch, with a command phrase: " Blot zofohran," or, "Feed on blood." Blasa is a nimble fighter who spins and twirls like a dancer, ethereal sparks trailing behind the burning head of her weapon. Despite her agility, she does not lack in strength. She is not superhumanly strong by any means, but her might should not to be underestimated due to her small frame. Blasa is a lethal fighter who does not dull her blade for any foe. If she chooses to raise her blade, she fights to kill. - Arming sword: Blasa's secondary weapon is one-handed, double-edged sword. She is not nearly as skilled with it as her halberd, but she can hold her own for a time if she does not have access to Brand for some reason. Weakness:- While Blasa is extremely cool-headed, she does grow somewhat reckless when the lives of those she feels protective of come under direct threat. Ironically, she does her best work far from the eyes of those it is for.
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Bevy
Sept 15, 2020 17:36:14 GMT
Post by Stage on Sept 15, 2020 17:36:14 GMT
Name: Caden Dirksen Homeworld: Orrae Age: Late 20s Height: 5'6'' Weight: 144 lb Description: If not for the long, thick, dirty blonde hair that has grown from almost nothing down to her chest over five years, Caden could be easy to mistake for a man. She has a broad, vertical face and build, her jawline and shoulders square. Her nose is wide and her eyebrows thick. Her figure is completely unfeminine, though neither is it especially muscular. Her small, puffy eyes are an ethereal, pale green color. She wears a simple attire of a colorless tunic, dark trousers, black leggings, and tall, leather boots. Caden has a low, scratchy voice and speaks in raspy bursts, almost as if she has only recently learned to speak. Info: Caden is the twenty-first reincarnation of the hero of a country called Hromne. Neighbor to both a great eastern and western empire, Hromne has always been at risk of invasion. This did not stop its people from sharing their home with beast of fantastic powers such as fairies and dragons however. Eaten in the east and enslaved in the west, these incredible creatures were left with only Hromne to go, and they were welcomed. In gratitude, they pooled their power into a champion that would protect both human and magical beast. Because of this hero's ability to be reborn after death, they would be able to protect Hromne from its neighbors for all of time. The greatest threat to Hromne came not from an empire though, but a single man: an eastern magician called Ravel. Skilled with both magic and the blade, this man single-handedly brought the country to its knees. He would not go unopposed through. Just as they had since their birth, the hero of Hromne stood against this threat to their home, and the current hero was a young lady who dressed, looked, and spoke so much like a young man that she had grown too weary to correct people. She was believed to have perished in the resulting duel, but this alone did not make the people of Hromne lose hope. It was when they failed to find a new hero even after eight years that they gave in to despair. While the people feared their champion was gone forever, Caden, not killed, but captured, as Ravel reasoned it was preferable to keep the hero alive but within his grasp, was broken. Not with force, but words. Though Ravel was not an evil man, valuing his family, giving Hromne such security that it could divert funds and attention from the military into developing art for the first time, and even coming to see Caden as a sort of son, he was cruel when it came to enforcing his will. He crippled Caden's confidence instead of her body. She did not pick up a blade until she was rescued by a resistance group who thought she was a mere servant. As her mind and will recovered, she was able to bring herself to fight once more, killing Hamish, the vain and vindictive son of Ravel, and eventually the magician himself. Having lived with the deposed crown family for almost a decade, she refused to let his oldest daughter, Ravenel, be slaughtered for the crimes of her father though. The stubborn young woman at first resisted, hating Caden for killing her father and brother, but they grew close as Caden escorted her back home to her mother, who had fled with her youngest sibling when Hamish's death made Ravel unhinged with grief. It was on this journey that the two were brought to Lemuria. They continue to travel together as Ravenel tries to understand Mundus as her well read and inquisitive father would have and Caden guards the child of Ravel most like the tyrant himself. Personality: Caden was once carefree and cocky, her ego fed by years of being told she was Hromne's fated hero. An equally long period under Ravel's thumb shattered this pride. The Caden today is neither the egotistical hero who set off to defeat Ravel or the broken creature who he tried to make part of his family. Today, Caden is neither eager or passive. She believes that each person should try to be self-suffice, but does not mind helping when the stakes are clearly too high. She still leans towards being inactive though, at least when it comes to combat. She would prefer to give guidance or training. The only ones she unhesitatingly raises her blade for are those she personally cares about, such as Ravenel. There is another reason she might hesitate as well. Although her confidence has been repaired a great deal, she is still extremely self-critical. If something goes wrong, she will find a way to attribute it to herself. Because Hromne was all she knew for two decades, Caden has an interest in learning about the places and people she and Ravenel come across in their travels. She believes that, if and when she eventually returns to it, she will better be able to protect Hromne with more worldly knowledge. Caden is still ultimately an optimist, believing in the ability of people to do good, but a heavy streak of cynicism has enters her thoughts since her defeat. There is much she once believed in, such as gods and spirits, that she now questions. In a way, this has strengthened her belief in people however. If the divine does not exist, then she can only rely on other people. Regarding her masculine appearance, Caden cares little. She effectively lived most of her live as a man. When she was kept captive by Ravel, it was a precaution. Though she did not fear Ravel himself, who was loyal to his wife and inflicted dreadful punishment on those who forced themselves on others, she feared what Hamish, who hated her for years, would do if he realized she was a woman.
Abilities: - Dragon's strength: The first hero of Hromne was gifted indomitable strength by dragons, so Caden has, of course, inherited this earth-splitting power. Because dragons are long-lived creatures who easily lose track of details however, her durability is not nearly as impressive. She is only as tough as an extraordinary skilled or well trained human. She can lift over three tons, but barehanded blows delivering much over 400 pounds of force threaten to break her hands. She can move almost 400 mile per hour, but only for a second or two because her vision becomes nothing but a blur and she must stop to reorient herself. Her top sustained speed is the still superhuman, but far less impressive, forty miles per hour.
- Unicorn's resistance: A gift from the unicorns that once lived in the sea foam of Hromne and healed with their spiraling horns, Caden is completely immune to diseases and toxins.
- Fairy's magic: From fairies, the sprites of the thick, virgin forests that use to dot Hromne, Caden has immense magical powers. More entranced by swordplay than spells however, she never bothered to develop her skills with this power. Instead, she uses her magic for defense, crushing foreign spells with a tidal wave of fey might. This renders her immune to being directly effected by the magic of most magicians. She can only counter spells which her own magic fully eclipses however. Immensely skilled or similarly powerful magicians can bypass her defenses. She is also vulnerable to indirect effects. Her magic cannot stop solid objects thrown or conjured above her for instance. Caden's magic takes the form of blue-green energy that acts like a liquid and dissolves into vapor when she is done with it.
- Phoenix's reincarnation: Hromne's hero cannot truly die. The individual known as Caden can die, but the hero will be reborn. The exact mechanism of this immortality are unknown. Some say it is a single soul passed between generations. Others say only the hero's powers are passed on and each is their own person. When the rebirth happens is a similar mystery. Predictions range from the instant a hero is slain to up to a year after. Caden does not know exactly when she was born due to coming from the illiterate edge of Hromne where calendars were a luxury, so she cannot weigh in. It is also unknown how this power would work on Mundus. Caden believes her reincarnation would be born in Hromne. Ravenel believes they would appear on Lemuria. It is one of many points of contention between the two, likely due to their vastly different backgrounds.
- Swordsmanship: Caden carries a short, double-edged blade. The reason she has chosen such a compact weapon is to compliment her superhuman strength and speed. Longer, thinner blades shatter when she puts her power behind them. Caden is a very competent swordfighter even without using her augmented abilities. With them, she becomes a whirlwind of steel that can carve through conventional armor and shields, so playing defense against her is difficult at best. Instead, the most difficult foes for her are those with long reach and agile movements, as her speed is restricted to linear movements and she opts to wear no armor herself. Weaknesses: - Despite regaining the will to fight, Caden is often hesitant to reveal her abilities. She fears that her strength will cause people to rely too heavily on her and neglect her own abilities. She guiltily feels this may be a reason it was so simple for Ravel to conquer Hromne. - Caden prefers to end fights quickly. Though she can finely regulate the output of her powers, they still put stress on her very human body. Extended fights can severely wear her down.
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Bevy
Sept 15, 2020 17:36:47 GMT
Post by Stage on Sept 15, 2020 17:36:47 GMT
Name: Dahlia Carmen Claiborne Nicknames: D.C., Clay Homeworld: Earth CP-2 Age: Mid 40s Height: 5'9'' Weight: 142 lb Description: Dahlia "Clay" Claiborne is a tall, brunette woman with a thin, fox-like face and hazel eyes that seem perpetually amused. She is not very muscular, but neither is she thin. She is almost, but not quite, lanky. Her features sit between average and elongated. While working, she wears navy combat gear under a black multi-threat vest resistant to bullets, knifes, and blunt force trauma. A combat knife is strapped to her left thigh and a pistol holstered very visibly on her right hip. More discreetly, a second piece is holstered on her upper back, hidden by her long, straight hair. Her casual clothes are outdoorsy, but feminine. In place of her right hand is a Hosmer model 5XA hook, albeit modified. The butts of both pistol have been similarly altered, allowing them to snap together quickly and firmly with just a touch. Info: Clay has an extensive past of training and experience all centered around combat. She has served in the US military, worked as a mercenary, and even formed her own quasi-military terrorist organization based on Defluous Isle, where she held Sweetheart captive in hopes of deriving novel technologies from her biology. In the span of only a few short years though, she went from untouched to suffering multiple sound defeats, the last of which separated her from her prized shooting hand, so her former ambitions have become dulled. Now that she has been transplanted onto Mundus, she is prepared to live as a simple hired gun. She currents works as an agent of Saberdex Industries based out of Mival. Personality: Clay is nothing if not forceful. Even with her fangs clipped, she is still fiercely keen on getting what she wants. She can be cocky, but she has mostly proven that she can afford to be. Beyond her physical abilities, she is well versed in the ability to read others and plans accordingly. More coups against her have been thwarted because she saw them coming than because she simply outgunned her assassins. Clay puts on an air of smug casualness, but in truth she carefully plays things close to her chest, letting others think what they want of her if it could one day provide her with leverage. This is all only true 'on the job' however. Clay can be cruel, sadistic even, but only when there is a point. She is rather personable when it comes to matters outside of what she is paid for. She can be cold, but she is just as capable of valuing others on a personal level. She was quite upset when Sweetheart's father, Stone, ate her last lover. Abilities: - Gunslinger: Clay was the quickest gun alive on her native Earth, and she remains impressive on Lemuria. She can draw and fire either one of her Sig Hämmerli P240 pistols in less than a quarter of a second: faster than the average human can even react. She is lethally accurate at close distances, but begins to falter past about twenty-eight feet. That is not to say she cannot make long shots though. This is not the case at all. Given the time to aim and good conditions, she can make absolutely incredible long distance shots, once hitting a human-sized target from over 600 yards away. - CQC: When disarmed or too quickly engaged by a previously unknown foe, Clay is not unable to defend herself. Both barehanded and armed with her Ka-Bar USMC knife, she is able to hold her own in close quarters, though, because she prefers and is more deadly at a distance, she largely aims to make an opening to safely withdraw in such scenarios. - Amateur naturalist: Her knowledge hardly matches that of trained biologists, but Clay is familiar with robbers, despots, and tyrants from experience. She is also intimately familiar with Sweetheart of course.
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Bevy
Sept 15, 2020 17:38:21 GMT
Post by Stage on Sept 15, 2020 17:38:21 GMT
Name: Haelha Homeworld: Myythar Age: Mid 140s Height: 5'0'' Weight: 106 lb Description: Haelha is of typical height, build, and facial structure for a Kuu’Vari, or moon elf. She is a slight person, possessing slender limbs and standing no taller than five feet. Her face is small and thin, contrasted by thick, snow white hair which falls across her upper back and often obscures the sides of her petite face. The tips of her long, pointed ears remain exposed though. Her skin, however, is not the unblemished marble of most Kuu’Vari. In fact, it is exceedingly clear that her blood is not purely elven. Haelha was born from the Kuu’Vari woman Draega, but fathered by one of the last dragons of the Brume: a young creature named Falatus. As such, her narrow, puffy eyes are bright yellow and have elliptical, cat- or crocodile-like pupils. Her integument is not just skin, but also overlapping, olive green scales that cover her body in two large patches beginning on her shoulders, meeting at her groin, then flaring to cover most of her legs. The sides of her trunk and thighs are naked, like slits in a tight-fitting dress. The middle of her chest, back, and arms are also bare. Many of the scales at the edges of these patches are ingrown, leading the skin around and above them to be swollen and red. A thick, spiny tail equal in length to her height trails from her backside. Similar plates of fused scales ring her fingers and toes, ending in short, sharp claws. When she parts her pursed, pinkish lips, sharp teeth gleam from within. Her eyebrows are short, but also angular, well defined, and stark white like her hair. They stand out even against her pale face, sitting above her eyes like slivers of silver. Her short nose is slightly upturned and wrinkles easily with both snarls and smiles. Haelha wears no clothes, both because her inflamed skin is very sensitive and because she has lived around fey most of her life, imprinted with their lesser sense of decency. Info: Though the blood of both dragons and elves courses through her, Haelha was raised by neither for most of her life. Her parents, Draega and Falatus, had little chance to impart onto her the principals they would have liked to. While dragons, particular those of Falatus's breed, are known for their cruelty, he was so taken by Draega, a magician and an archer who could split trees with arcane arrows, he tried his very best to change for the better. Touched by his efforts, Draega took to seeing him in secret, as she feared her fellow Kuu’Vari would never approve. She was proven correct when she gave birth to a scaly, tailed elf and was promptly shunned. Pushed to the edge of elven society, Draega had only Falatus. It did not prove enough. When the small, strange family was attacked by a hydra, no one helped. Though the serpentine beast was eventually fended off, Falatus burning the stumps Draega made with her magic bolts, it was at a grave cost: the lovers dropped dead before they returned to their child. Luckily for the mixed-blood infant, some did take an interest in her well-being once the hydra had fled. Some of the most unsavory of fey, finding her a unique trophy, claimed her, ensuring her survival. Dragons now extinct in the Brume and the Kuu’Vari treating her as a pariah despite her tragedy, the child, recalling nothing of her parents except the name they gave her, grew up with these wicked fey being the closest thing she had to a family. When she grew old enough to match their wits, she bargained, traded, and tricked her way into independence, even walking away with the magic to bend the wills of sapient beings. She now had a way to force others to be the friends and parental figures she never had as a child. Personality: Haelha is, in but a word, selfish. While she is open to forming to mutually beneficial relationships due to her exposure to the Brume's fey and their culture of trading, she looks after her own interests above all else. She may act like a carefree child, but her guard is up at all times and she rarely passes up a chance to lock others into agreements that favor her if they are not as vigilant. More than trick others, she is willing to dominate them with the sinister magic passed to her by her nixie mentors, forcing them to serve her in any way she pleases. This is dire news for victims of her compulsions, because Haelha is utterly amoral. Due to the influence the vilest of fey, she not only holds no sanctity for life, but for free will itself. A person or creature trapped in her mind-affecting magic will be lucky if she only has them spoil her as if she were a child, complementing her in words that are not their own or stroking her head as she curls in their lap like a lonely animal. Those less fortunate may be used to fulfill more mature desires for attention. Haehla learned not only magic and bargaining from the fey of the Brume, but lust too. Thankfully, her libido is tempered by her inflamed skin, which limits how much physical contact she can stand. Thanks have their limit around Haelha however. When irritated or restless, as she often is due to her sensitive skin, she resorts to cruel pranks. Thralls have been released with fingers or other bite-sized body parts missing, trapped in places they have no chance of escaping from or surviving, or even as the perpetrators of unspeakable crimes or shameful public displays. Haelha is also quite spiteful. When her impeccable guard is broken or her all-consuming self-indulgence otherwise interfered with, she grows wrathful and becomes determined to extract revenge, however extreme or petty. This frightful modus operandi has made her as infamous as the fey who molded her. Haehla would find it hard to operate anywhere in eastern Migma if not for being a talented shapeshifter and deceiver. There is no kindness in her heart, but she is skilled at feinting it, luring others into trusting her so that she can trap them in deals or spells. Abilities: - Acid affinity: Like her father, Daehla, and Shar, Haehla is a creature of corrosive poison. Not only can she spew a cloud of vaporous acid up to thirty feet away, she is immune to its biting touch, as well as that of other caustic gases or liquids. Haehla actually finds such hazardous fluids to sooth the maddening itching and aching of her rashy skin. - Magic: Imbued with innate arcane might through her father's blood, the naturally talented Haelha was nurtured by the fey of the Brume into a competent magician. Were she more dedicated to the art and theory of casting, she could be an honored scholar, but she is keenly focused on what she can do with the small number of spells she has memorized, seduced by the chaos and trickery she can sow with them. - Haehla can change the size of humanoid creatures, either doubling or halving their height. Most practitioners of this spell use it on themselves, increasing their strength or stealth respectively, but Haehla prefers to target others for a laugh, forcefully changing their dimensions unless they have a strong enough will to resist.
- Perhaps due to some subconscious memory of her parents, Haehla can conjure and launch arrow-shaped projectiles of acid over 1,000 feet. This caustic bolt is not particularly strong, but it is useful for damaging foes outside the reach of her toxic breath.
- By meeting eyes with another sapient creature, Haehla can paralyze them where they stand. Victims of this magic can still breath and undergo other subconscious processes, but cannot take any voluntary action, even speaking. Haehla can hold creatures as long as she maintains direct eye contact, but those free of her gaze can be held for hardly over a minute. Those with strong wills and without Haehla's eyes on them can escape almost instantly.
- With a bombastic gesture, Haehla can conjure an explosion of acidic, green flames anywhere within her sight. This eruption creates no pressure and stretches forty feet across. Because she is immune to the touch of acid, detonating it at her feet is a useful way to give herself breathing room or allow her to escape.
- Though she lacks her father's wings, Haehla can use magic to walk across the sky. For almost twenty minutes at a time, the half-dragon elf can dance through the air at almost thirty miles per hour. She can dive at fifty miles per hour if she wishes to, though she rarely finds a use for such plunges.
- An inborn ability from her father rather than one she learned, Haehla can breath underwater indefinitely. She finds long soaks in cold water to be the best treatment for her irritated skin.
- For almost twenty minutes, Haehla can assume the physical form of any creature that exists on the mortal planes. She cannot grow smaller than six inches, finds it difficult to grow larger than thirty-two feet, and cannot replicate the magical or otherwise supernatural capabilities of creatures she mimics. While she could presumably take the form of a mighty beast to fight with claws and teeth, she almost exclusively changes into other humanoids in order to disguise herself.
- Haehla's most beloved ability is that to override the will of other thinking beings. Victims of this unforgivable magic are aware and conscious, but cannot help but follow her every order, which she can give with only a thought. Mercifully, this dark power is otherwise quite limited. She can only initiate it when in psychical contact with a target. Additionally, she can have only one thrall at a time. Attempting to dominate a creature while another is under her control with instantly free it. Haehla can and has kept thralls by her side for over two weeks, but she must reestablish her domination over a victim's will daily. If separated from Haehla for over twenty-four hours, a thrall will find itself freed. A trained or naturally strong will can resist domination.
- Natural attacks: Despite her small size, it is unwise to underestimate Haehla at close quarters. She may be untrained, but she is draconic by blood and therefore physically strong. She can lift her own body weight clear over her head. This may not be impressive except for her size, but it would be unfortunate for most anybody to be slashed by claws or bitten by sharp fangs with this sort of force behind them. Perhaps not fatal, but certainly painful. Weaknesses- Despite her childish appearance and outward attitude, Haehla is usually very composed. Words slide off of her like water and attempts to purposely anger her normally fail. Actions, however, can be a different story. When she feels she has been robbed of something she wanted, even accidentally, she is a screaming, howling child, and it takes a great deal of time for her to regain her poise. - Although her scales offer a surprising degree of armor and her body is wiry and strong, Haehla is quite vulnerable to physical attack due to her eternally irritated skin. Physical attacks, especially bludgeoning ones, cause her a great deal of pain. It is not unusual to see her with tears in her eyes or even openly sobbing after a large enough wallop. Theme: Come Play with Me
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Bevy
Sept 15, 2020 17:39:16 GMT
Post by Stage on Sept 15, 2020 17:39:16 GMT
Name: Feinier Homeworld: Fawqunya Age: Unknown, but mentally equivalent to mid 20s Height: 2'9'' at shoulder (true self) / 5'8'' (human form) Weight: 92 lb (true self) / 143 lb (human form) Description: Feinier is a large female gray wolf with hazel eyes and a creamy, yellowish coat. She wears a leather strap across her midriff like a vertical belt. Sewn into this strap are pouches that hold various trinkets as well as a set of clothing: thin hide boots and lightweight, silken green robes. As a student of druidic magic, Feinier has the ability to change her shape, and her favored shape is that of a human woman. Feiner's human form is tan and elongate of features. Her face has a stretched, fittingly wolfish quality and her light brown hair falls in waves to her chest, which can be seen to be quite large through her loose clothes. She maintains the same lively, gold-brown eyes in this humanoid form as her true self. Info: Feinier is a former druidic companion awakened to humanlike intelligence and gifted the power of speech through magic. Her former master and, in a sense, her creator was the enigmatic Nemo Feinier, a spellcaster well known yet little seen on their shared homeworld of Fawqunya. She too has not seen the eccentric mage since, but she considers him her father and thus took his family name as her own. The newly dubbed Feinier pursued the druidic arts herself, hoping to one day find Nemo through them and ask him to give her a first name, but it seems she has long since given up on that goal, using her magic to defend and entertain herself instead. Personality: To anyone who knows her true nature, it is obvious Feinier lives in the midst of an identity crisis. She does not think of herself as a wolf. Instead, she acts as if she were human. Despite being very outgoing, mischievous and talkative to extremes that often grate the nerves of others, she is secretive of her true self. She spends every possible moment in her human form, trying to deny her born form. She is distraught when her true self is discovered, but tries to disguise it with jokes and quick talk. All pleasantries fall away if she is called an animal though. Feinier hates being called anything like, "beast" or, "dog" and instantly becomes hostile when such words are directed at her. She is not a violent soul and would not attack or bite someone for mere words, but she will rapidly fire back her own foul ones in retribution. Just as she is exceedingly friendly, she can be egregiously cruel. This duality has left her with few longtime friends, so, unlike many, she has embraced the move to Lemuria as new world to play in. Her only companion at the moment is Bes, who once caught her pinching food. While Feinier has grown accustomed to the idea of material belongings, currency is still beyond her grasp. She prefers to slip back into her true form and 'borrow' whatever she needs. Feinier acts rather disdainfully towards normal animals, but she has a soft spot for other canines. In fact, she can grow quite infatuated with any handsome hound. Varuls have become of particular interest to her. If she were to be anything besides human, she would likely chose a tak. Abilities: Exclusive to true form:
- Augmented animal: Though she is physiologically identical to a wolf, Feinier can no longer be considered an animal. There is magic in her brain and vocal cords that allows her to speak and think like a human. Spells that specifically target animals do not affect her.
- Speed: Because she is biologically a wolf, Feinier is capable of incredible feats of athleticism. Over short distances, she can move over thirty-five miles per hour. In her human form though, she cannot reach even half that.
- Natural attack: Although she wishes she were human, Feinier is as quick to bite as any wolf when she is defending herself. She can crunch down with 550 pounds per square inch. This is over one-and-a-half times stronger than the average bite force of a powerful domestic dog such as a Rottweiler.
- Darkvision: Feinier's wolf eyes can distinguish shades of gray far beyond what human eyes can, giving her stellar nocturnal vision. - Scent: Feinier's sense of smell is a hundred times greater than a human's. In ideal conditions, she can detect scents that originate one-and-three-quarters miles away.
Active in all forms:
- Nature sense: Due to both her animal roots and druidic training, Feinier has keen a knowledge about and instinct for surviving in the wild. The reasons she is not caught stealing more often is that she usually does not need to thanks to foraging.
- Trackless step: As if favored by nature itself, Feinier leaves no trails when she moves through any sort of natural environment.
- Resist nature's lure: Because both their powers are ultimately drawn from nature, Feinier is highly resistant to the illusions and compulsions of fair folk.
- Magic: Like Nyvanna, Feinier is a druid who can summon the might of nature to empower herself or smite her foes. There is a huge variety of spells she may cast with the proper preparation, but she favors those below: - Feinier can affect the attitudes of unaugmented animals within seventy-five feet of her. She can either pacify or even charm other living things without humanlike sentience. Most creatures are helpless to resist, but particularly willful animals can shrug the effect off.
- By wrapping herself in buffering magic, Feinier and her belongings can exist comfortably in conditions between -50 and 140 degrees Fahrenheit. This barrier does not protect her from direct elemental attack however.
- Feinier can call upon up to 200 square feet of thorny, tough brush or vines to rise from the earth and block or entangle her enemies.
- For up to twenty minutes at a time, Feinier can summon the powers of all the world's fastest creatures into her, increasing the top speed of her true self to over fifty-five miles per hour and her human form's to almost twenty-five miles per hour.
- Feinier can wrap her fangs in a shell of force, making them better able to penetrate tough skin and even armor.
- By emulating tree bark or stone, Feinier can harden her skin against attack for over three hours or until it is pierced, which strips it away.
- For over three hours, Feinier can enchant her paws to cling to any sort of surface like those of an insect.
- Feinier can ethereally enter and move between trees within 3,000 feet of each other. This takes the entirety of her concentration however.
- Accumulating the fury of the sky, Feinier can conjure a small, highly localized electrical storm anywhere within 1,2000 feet of her. She can call down up to fifteen lightning bolts from this storm, at which point the sky clears and it dissipates.
- By calling upon the good will of aquatic life to fill her, Feinier can breath freely underwater for over three hours.
- Feinier can assume the form of a cloud-like mass of vapor and fly up to sixty miles per hour. While she is in this misty, translucent form, she is insubstantial and cannot be harmed, but she also cannot access any of her other magic. The gaseous form is also incapable of any sort of psychical attack.
- At distances of up to 1,2000 feet, Feinier can raise or lower the level of up to 12,000,000 gallons of water by a maximum of forty feet in either direction, allowing her to part rivers, let watercraft float over otherwise insurmountable obstacles, and anything else imaginable. Changes she makes to bodies of water last for over three hours.
- Splitting the sky with heat, Feinier can hammer foes with a pillar of divine fire from up to 300 feet away. Because these flames are supernatural, they have an effect, albeit a muted on, on enemies normally immune to heat damage.
- Feinier can send a centralized ice storm to any place she wants within 1,2000 feet of her, pounding a 1,250 square foot plus area with huge hailstones.
- Feinier can manipulate up to 7,500 cubic feet of malleable earth as far as 1,200 feet away. This included dirt, loam, and sand, but not solid rock. With this magic, she can collapse existing strictures, create walls, dig troughs, or anything else that she can conceive. Any structures she creates remain permanent unless physically or magically destroyed.
- Wild shape: Her most prized druidic ability, Feinier can change her physical form to mimic that of another creature while maintaining her mental capabilities. She can take on the shape of an enormous number of creatures. Examples include animals such as despots, giant durukulis, robbers, and tyrants, humanoids such as androtaurs, borans, damons, elves, gargoyles, goblins, harpies, Homo parvus, huacephali, humans, lebrans, varuls, dwarves, and warals, ghuls such as ogres and trolls, and arthropods. She can become as small as a foot long and a pound in weight or as large as sixteen feet tall and two tons. Feinier can speak in any form she takes and has access to all her magic no matter her appearance. No shape she takes can be maintained for more than twenty hours. Though her shapeshifting is essentially unlimited besides the size restrictions, she has a strong preference for bipeds. Some common forms not or rarely seen on Lemuria are outlined below: - Hag, a ghoulish, deep-bodied, long-limbed, feminine giant with sharp claws and surprising capacity for stealth. The typical hag is about eight feet tall and weighs approximately 325 pounds. A hag can lift over one-and-a-half tons off the ground.
- Centaur, a well-known hybrid creature composed of a human torso on a horse's body. Centaurs can attack with both hand and hoof and are capable of running almost thirty miles per hour for long periods of time. A typical Fawqunyan centaur is about 7 feet tall and 2,100 pounds
- Gigantopithecus, an enormous ape that can stand ten feet tall and weight over a quarter-ton. It has a powerful bite and can lift more than a half-ton well over its head.
- Jotunn, a two-headed giant with excellent coordination and reflexes due to its doubled computing power and sensory intake. Its rhino-like hide is well armored and it can stand at thirteen feet tall and weigh some 5,200 pounds. A jotunn of this size can lift well over a ton.
- Surtr, a fire giant with bright orange hair and an incredibly burly chest, nine feet around in some cases. A surtr is immune to flames, vulnerable to cold, and can lift roughly three tones. An average surtr stands twelve feet tall and weights 4,000 pounds.
- Ymir, a frost giant with bluish or yellowish eyes and hair. An adult can stand around fifteen feet tall and weighs approximately 2,800 pounds. A ymir is unbothered by the cold, weakened by heat, and can lift almost three tons.
- Giant eagle, a majestic bird of prey with a wingspan of up to twenty feet. Enormous even grounded, it stands about ten feet tall and can weight 500 pounds. It can carry as much as 300 pounds in its talons on on its back and stay airborne.
- Giant praying mantis, an enormous, predatory insect that walks on four legs and uses its raptorial forelimbs to firmly seize prey. Its complex chewing mouth parts are quite dangerous too. It is about ten feet long and over 265 pounds in weight.
- Emperor tamarin, a tiny monkey normally native to the southwest Amazon Basin, east Peru, north Bolivia, and west Brazil. This agile, scampering little creature is excellent for infiltration and spying, but also deliver a nasty nip.
- Nokken, an aquatic giant with a hunched, lopsided gait that can swim in bursts of up to eighteen miles her hour. Nokkens have mottled gray or green skin and dark-tinted hair. Despite their uneven stance, they are agile and can attack with their claws and teeth as viciously as a tiger. Nokkens can lift over a ton off of the ground and more than a half-ton over their heads.
- Venom immunity: Feinier's body is now acclimated to all forms of natural toxins, though inorganic poisons can still affect her.
Weaknesses- Feinier has a short attention span and is rather easily distracted even at dire times.
- Because the magic that awakened Feinier is divine in nature, it cannot be permanently dispelled, but it is housed in very physical parts of her anatomy and can therefore be temporarily repressed or sealed by anti-magic techniques. This renders her into a simple animal, just as she hates and fears being called.
- In exchange for the breathtakingly wide variety of spells available to Feinier, she can only cast so many per day: twenty-five to be exact.
- Similar to the limitation on her spells, Feinier can change shapes only fifteen times a day.
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Bevy
Sept 15, 2020 17:39:58 GMT
Post by Stage on Sept 15, 2020 17:39:58 GMT
Name: Katya Zilva Homeworld: Mundus Age: Mid 30s (equivalent to mid 20s) Height: 2'11'' Weight: 36 lb Description: Katya is a Homo parvus, one of the little people of the jungle. While most H. parvus are quite squat, Katya is from a group of H. parvus called the tall-fellows. Tall-fellows are said to be far taller than other H. parvus, four feet or more in height, but this is a myth that arose from their association with hinnies, parvus-human hybrids who reach similar sizes. Most hinnies are the children of tall-fellows because they have the most human proportions among H. parvus. Katya is as small as other parvus, but has soft, elongated features rather than wide, compressed ones. She is tanned-skin and has freckles on her cheeks, forehead, and nose. Dark, reddish brown hair falls thickly across her shoulders. Pale, raised scars mar her scalp and neck. Her eyebrows are high and arching and her eyes are wide and lively brown. Katya wears black leggings, a silvery white tunic, hide boots, a silver scale mail shirt with whitish trim, and a broad, silvery cloak. She carries a small wooden shield and three-foot staff for protection. Several slings and a pouch of sling-bullets hang from the backside of her shield. Info: Katya is special among even Lemurian magicians. She is not especially powerful or skilled, actually quite the shrinking violet, but she can do what only the Vounorians were previously known to: heal injuries spontaneously. This makes her highly valuable to warlike societies such as goblins, who captured and enslaved her. Eventually ending up in the clutches of Gerd of Hugelandstrich, an especially heinous and brutal hobgoblin with a thick coat of woolly, yellowish fur, after many raids, trades, and spy duels, Katyva was treated like a trophy rather than a person, forced to wear a collar and tend to the many wounds Gerd received due to his angry, reckless nature. She lived like this for years, a novel pet belonging to a cruel monster, but she was found and freed by a band of huacephali led by a spearman who escorted her to their capital Aadina and their leader Aad. The warlord greeted her with kind words and sympathies, but Katya senses something predatory in the way the tyrant saw her abilities and feared she would be made a slave again, so she fled in the middle of the night and spent months inching her way through hyenaman territory, dodging patrols and caravans without ever being sure she was being pursued. Now finally clear of Aad's land, Katya seeks only a peaceful place to live quietly and unmolested for the rest of her days. Personality: Katya is equal parts kind and cowardly. She is a caring individual who dislikes seeing others suffer and will employ her healing abilities, attention-grabbing as they are, to mitigate suffering, but she is also extremely anxious and prone to panic. She was always a nervous person, the child who refused to leave her parents' side, but this aspect of her personality has worsened since her imprisonment. It now overrides her inclination to help others, sending her running for cover instead of to the injured when trouble breaks out. She has not yet fully abandoned someone in need, hiding nearby rather than leaving them entirely to their fate, but her cautious attitude is still severely hampering the good she could do with her powers. Katya is nervous around most people, but she has a particular distrust for huacephali and a downright phobia of goblins. She is socially awkward, talking either too little or far too much as a defense mechanism. Abilities: - Dexterity: As a H. parvus, Katya is agile and hard to hit. She also has rather keen aim, particularly with thrown weapons and slings. The latter is her favored weapon.
- Tall-fellow: As a tall-fellow, Katya has sharp senses, usually able to hear or see potential threats coming before they discover her. She is also skilled at discovering obscure paths and hidden escape routes.
- Favored enemy: Because she spent a great deal of time avoiding and escaping huacephali, Katya is very familiar with their habits. She can exploit their weaknesses to fight them more effectively than any other type of foe, even the goblinoids who held her captive for several years. - Wild empathy: Although other people unnerve Katya, she likes animals and seems to have a way with them, able to calm frightened beasts far better than she can sooth herself. - Combat style: Katya is a skilled slinger who can fire two sling-bullets up to fifty feet away within six seconds. - Magic: Katya is among the native-born Mundeans with innate access to magic. - By merely touching an object, Katya can cause it to emit light with a radius of twenty to sixty feet for over two hours.
- Katya can make whole an object or objects taking up up to 130 cubic feet of space from any form of damage short of complete deconstruction. So while she can repair an object cut in half or shattered to pieces, she cannot restore something that has been melted or disintegrated. This power extends over fifty feet from her fingertips.
- Katya can raise a spherical, polychromatic shield of dancing force around herself. This shield is not a solid barrier, but a shell of ethereal fluid that slightly deflects missiles such as arrows and bullets, making her difficult to hit from a distance.
- Katya is able to manipulate earth and stone. She can cause sling bullets to strike with more than double their normal force, soften up to 130 square feet of ground into clay, mud, or sand from over fifty feet away, mold up to 130 cubic feet of solid stone into any crude shape she pleases, raise up to 260 square feet of stone spikes from up to 230 feet away, and create a wall of stone with a surface area of up to sixty-five square feet from up to 230 feet away.
- Most notably, Katya can instantaneously heal the afflictions and injuries of any creature she physically touches. She can vanquish vision damage, dizziness, hearing damage, disease, exhaustion, and all forms of poison.
Weaknesses: - Katya is physically weak even for her small size. There are few contests of brute strength she can win. - Katya is an easily frightened person who tries to avoid combat. Being attacked can severely shake her.
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