'Fraid not. The closest thing you're able to do is an Emergence, and that's usually mod-guided.
There have been exceptions made for what are known as 'Loot Point Modifiers', which essentially let you trade loot points for custom items, but I don't think I'll be doing that anytime soon.
Appearance: Teitar has long blond hair that is always seen tied back into a ponytail that reaches a little past his waist, hazel eyes, and a clean-shaven face. Teitar also possesses a lean and muscular body, allowing him both graceful and powerful movements for his dances. His attire consists of a heavy white fur coat over a simple grey tunic, along with a matching pair of heavy white trousers over a much lighter pair of grey pants. He also has a pair of white snow boots. Teitar is a rather good-looking Aesinian. However, due to his apathetic nature, few people have ever seen him betray any emotion on his often expressionless features.
Background: Born in Vinterheim, Teitar was immersed in a culture of art from an early age. Unfortunately, much to the chagrin of his parents, the young Teitar was less proficient than his peers in every single artform he tried. That is, until he tried dancing. He discovered the art by watching some dancers in a local plaza. When the young Teitar asked the performers how they managed to move in such a beautiful way, they explained the mechanics of their dances without explaining the basics, only to be surprised when the child managed to flawlessly perform the complicated maneuvers for them the next day.
He finished the rest of his childhood and continued into his adolescence honing his skill, obsessively pursuing mastery over his form of expression. Eventually, he was noticed by a battle-mage, who thought Teitar's athleticism could be put to another use and convinced him to spend a few days in training. Over the course of several days, Teitar proved a proficient caster and martial artist, but in the end, he decided to eschew their magic and weaponry, preferring his own style of movement. Wanting to show Teitar he could not rely on his skill in his art alone, he challenged Teitar to fight against the other trainees. Improvising, Teitar managed to use his knowledge and experience to turn his dance into a personal martial art, managing to defeat not only every other trainee, but also two low-ranking officers.
Teitar was pleased with his victory, but now he was unsatisfied. He had just invented a new martial art, but it was still rather crude and underdeveloped. He had to learn more, and when the day came he decided he learned all he could in Vinterheim, he took his first steps of his journey into the world.
Personality: Teitar does not care about many other things aside from his goal. The things he does care about for though, he cares for greatly, with a burning passion. Because of this, he is usually apathetic, appearing reserved and aloof. He tends to be brusque and direct, prefering not to waste time whenever possible. He does not try to be unfriendly, but his astounding focus on his goal prevents him from seeing how uncharismatic he is.
Like other Aesinians, Teitar seeks balance in all things. He will not pick a side in any conflict, preferring to watch how it plays out. However, he does not zealously pursue balance and will only intervene if the balance of things is severely threatened.
Lastly, Teitar has a special reverence for the wind, which he sees as the medium through which the world's messages are conveyed. As a result, his style of dance is heavily influenced by how the wind itself moves.
Natural Abilities: Cold Resistance - As an Aesinian, Teitar has natural resistance to cold, and his healing is accelerated by heat.
Skills Emergence based on meditative development of serenity and insight Emergence
Level 0: Eye of the Storm - A natural dancing and fighting stance that facilitates Teitar's style. Whenever he remains still, even in battle, his mind is calmed (as the spell Soothe).
Level 1: Evasive Draft - Teitar's awareness of his surroundings is sharp enough that when attempting to dodge an incoming attack his speed almost doubles.
Level 2: Vital Breathe - Through careful attention to the rhythm of his own body Teitar is able to control it. Attempts to fatigue or suffocate Teitar take much longer than normal.
Accomplished Dancer
Teitar has lived in Vinterheim until he decided he could learn nothing more about dancing in the city of arts. As a result, before he left, he was regarded as one of the best dancers in Vinterheim. Futhermore, due to his experience, he is able to recognize others with talent for the art and is able to make informed critiques of other dancers.
Spells: Spirit Level 1
- Gan-har: Create a mirror image of yourself. It copies what you do but is incorporeal and cannot cast spells or interact physically. Level 2
- Den-day: Releases a burst of energy by touch that focuses on the inner energy of yourself or a target. This energy calms and accelerates healing 7 fold.
Weapons:
None. Teitar will do his best to avoid conflict, but when that is not possible, he prefers to fight unarmed.
Non-Weapon Items - Miscellaneous: Magical Non-Magical
- Heavy fur coat, heavy second pair of pants, and snow boots, all made for the harsh winters in the north. Teitar will take these articles of clothing off before combat and in warm climates.
- Other clothes, hair bands.
Level 0: Eye of the Storm - A natural dancing and fighting stance that facilitates Teitar's style. Whenever he remains still, even in battle, his mind is calmed (as the spell Soothe).
Stats and facts:
Name- Gd'elran
Title- none
Race- Human
Age- 25
Weight: 155 lbs
Height: 5'9"
Appearance: Wears black robes with gashes all over. Slightly hunched over and has deep brown eyes. Usually has a lazy, dazed expression. Has a red hat made out of felt that is missing a corner or two.
Background:
Born in a time of war in the great city of Farth'luren his family was forced to sell him to a meager merchant.
Saving spot. Please tell me if this is somewhat right.
Things look all right so far. I'd suggest having a skim through the guide before continuing, though. It covers everything you need to get started, has a suggested layout for the character profile and explains a few things about the world.
Only minor nitpick so far would be that 'the great city of Farth'luren' isn't really something that exists in the world. Backgrounds don't need to be epic tales of tragedy and adventure, that's the story that comes next.
Look forward to seeing the completed profile! If you have any questions post them here or in the OOC discussion thread.
So can the background be just a bit of personal info with out specific names of places? Also can the weapon be anything? And I am lost about the emergence LSS
Background: Try taking a look at other profiles that have been approved, pretty much all of them have a decent level of detail and length. A summary of where the character's been and how they got where they are.
Weapon: Anything reasonable, mainly depends on what kind of material its made of and whether or not it makes sense for the character.
Emergence: If you don't have a decent idea for emergence, maybe another LSS would be a better fit? Emergence is simply one of many options. What fits the character best will depend on whether he's going to be a mage, a fighter or something in between.
The Details of a Sordid Fellow Name Corrigan Race Mostly Human Age/Weight/Height 26/164 lbs./6'3" Appearance Waif to the eye, Corrigan stands at a decent height above most men but thinner than most would expect. His gait is sprightly but almost deceptively so, for he moves slowly and with conviction. Corrigan is lightly toned, having shown the fruits of labor, though none as laborious as a city builder. He keeps his medium-length mahogany toned hair tied back in a ponytail, marked with a band of ivory fragments. His eyes are a glacial blue, quick to dart around and understand, though often not betraying his motives. He stands proper, with gentlemanly posture and often looks down on those who do not. Apparel A stiffly starched collared moss green shirt with black enamel buttons, top two buttons undone, French cuffs rolled up. Black canvas breeches, with a white leather belt looped through. A hair band of ivory fragments. A silver signet ring marked with an opal disc, accented in gold with the letter H. White leather boots, Chelsea style. Silver pocketwatch with three smaller faces, denoting strange symbols. Background He's the great grandson of someone sinister. History Going Forward We'll see where he makes his mark.
Spells
Dark
0 - Mistrust - Causes the target to feel slight mistrust another person in the vicinity. The secondary target is random.
The Darkness That Is Emergence: One Hand to Bind
Corrigan's spirit is bound to the ruby-like crystalline gauntlet he inherited from his great grand-father. It bears an uncanny link to shades and dire spirits. Level 0: Grim, the Imp
Weapons Black: A clawed gauntlet of dark ruby crystal, with black-tainted gold running down its length. Set into the palm of the glove is an embossed symbol- a pair of curved horns encircling a triangular spiral.
Misc.
A small ragged doll with a crystal run through its chest. The crystal is cracked.
Linked
Grim, the Imp
Grim is an ashen skinned imp, standing at about two feet in height including his bat-like wings. He is covered head to toe in an almost black-red fur and has obsidian nails and teeth. His large child-like eyes are a deep maroon colour and he has small white horn spurs jutting from his forehead. He constantly wears a crimson shirt and black jacket in a style similar to Corrigan's own attire.
Grim comes from a species of benevolent demonic creatures who are incorporeal in all worlds but their own, able to slip from world to world acting as guides and consultants to those who know to ask them.
>My Master: Due to the nature of his ability, Corrigan is the only physical thing in many worlds who can physically interact with Grim. As a result Grim treats any attention from Corrigan as praise and values it dearly, treating Corrigan as a surrogate father figure.
>My Brothers: When Corrigan's abilities extend to reach other sentient beings from other worlds, Grim will be able to travel to those worlds to be with them.
>My Duty: Being unable to perform any physical tasks for his master, Grim uses his natural ability to bridge worlds instead. Grim can create a portal up to two feet in diameter for Corrigan to store any non-living thing he chooses to deposit there.
Level 0: Grim - Grim is a cheerful imp, drawn to Corrigan by the shared nature of their powers. Grim is the only one of Corrigan's links who may always remain in the world with him, regardless of the presence of another link.
Grim
Grim is an ashen skinned imp, standing at about two feet in height including his bat-like wings. He is covered head to toe in an almost black-red fur and has obsidian nails and teeth. His large child-like eyes are a deep maroon colour and he has small white horn spurs jutting from his forehead. He constantly wears a crimson shirt and black jacket in a style similar to Corrigan's own attire.
Grim comes from a species of benevolent demonic creatures who are incorporeal in all worlds but their own, able to slip from world to world acting as guides and consultants to those who know to ask them.
>My Master: Due to the nature of his ability, Corrigan is the only physical thing in many worlds who can physically interact with Grim. As a result Grim treats any attention from Corrigan as praise and values it dearly, treating Corrigan as a surrogate father figure.
>My Brothers: When Corrigan's abilities extend to reach other sentient beings from other worlds, Grim will be able to travel to those worlds to be with them.
>My Duty: Being unable to perform any physical tasks for his master, Grim uses his natural ability to bridge worlds instead. Grim can create a portal up to two feet in diameter for Corrigan to store any non-living thing he chooses to deposit there.
Name: William McMillon Height: 4'10" Age: 15 Weight: 134 lb. Race: Human
Appearance: William has black hair and brown eyes. He has very pale skin. Basically, he looks like any old kid, except for the fact that he wears unusually large glasses for his eyes.
Background: By age 14, William had progressed through school faster than any of his colleagues in the local secondary school. So much so that his professors felt that he should challenge himself in other ways. However, magic was the one thing William never had aptitude for, to the point that all attempted magic he attempted would backfire. Therefore, William studied alone in his house, perfecting a different sort of magic: Alchemy.
Personality: William is very calculating in his actions, almost to a fault. He appears very cold to anyone who he deems "lower than him" in intelligence. However, if people start ridiculing his intelligence, he becomes very child-like and tantrum-prone.
Natural Abilities:
Multi-Linguistic - Literate in all common languages and dialects. These do not include undocumented languages, as William learned all there is to know about this subject from books.
Photographic Memory - William can remember all things he has seen in astonishing detail, and can accurately re-articulate what he has seen. (In game, this allows William to "quote" posts made by others, assuming that he was present in the conversation/scenario.)
Others To be Editted in
Skills Emergence based on Alchemic study of potions and transmutation. Emergence - Transmutation
Level 0: Alchemic Study - William carries a reduces chemistry kit with him at all times. With it, he can accurately determine the composition of any non-magic material he examines after 2 posts of experimenting.
Weapons:
None. As a child, people wouldn't sell him weapons. He instead throws flasks of corrosive chemicals at his enemies. However, he must take 1 hour to create a new flask.
Armor:
Cloth Armor
Equipment:
Backpack:
2 Homemade Health Potions (50% effective)
Reduced Alchemy/Chemistry Kit
2 Corrosive Chemical Flasks.
1 Alchemy "CookBook"
We don't use dice here, so the Calculating Parry needs a different effect. That type of effect is usually considered 'cheap', since there is a PVP element in the EW.
I'd need you to PM me some details on what you expect of the Alchemy emergence and the flasks. That's a little too nebulous to start with.
Stats & Facts
Name - Keryi Jhall
Titles -
Race - Greel
Age - 17
Height - 3' 4''
Weight - ~80 lbs
Appearance - Grey skin, grey eyes, very long arms, knife scar on left side of face
Apparel – Grey cloak,
Background - Used to be a slave to the Gaar (worked as a blacksmith), but was in a non-favored party. After being severely beaten (hence the knife wound) he ran away into the city.
Since then, Keryi has become a blacksmith as it is the only trade he knows. However, in such a big city, there are other blacksmiths and much competition. Unable to completely be financially secure, he started stealing with the few other Greel he knows. He primarily steals high-quality metalwork as he can easily sell that away, but will steal anything of value to resell it on a black market.
Keryi's family, who he helped escape with him, still require his help. His younger sister, who was born two years ago, is his legal daughter. He raises her and takes care of her.
Affiliations - Often seen with a group of petty thieves of the same race
Job - Blacksmith
Allies - Other (escaped or born in city) of the same race
Enemies - Garr, rival blacksmiths
Accomplishments - Led a small revolt against a corrupt group of Garr succesfully
>
Any Character images
Natural Abilities
Very agile so can climb well. Very fast and compact; well developed muscles.
Skills
Basic blacksmith skills.
Spells
Non-magical being
Art
Levels -
Level 0 - Sand Mouse (Silicites)
Armor -
Magical
Non-Magical
metal plates on forearm, helmet
Less being late! Deus, you still need to change calculating parry. We don't use dice that way.
Iheartred: You're starting with way, way too much. YHou could start with a single lockpick, but no way will a skeleton key fly. Nix the hidden blades, they're too good. Choose any two of your armor, but not all three. Choose one of the four skills, the others you'll learn later. We'll go from there.
I admit that the other ability was a bit of a stretch, and then I realized that William doesn't have any combat experience, so, flavorwise, it doesn't fit either. I scrapped that.
I added some skills that make sense for a teenager, as well as a scientific genius.
Private Mod Note
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Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
I edited it the way you wanted, but can he be nerfed in some way to have both blacksmith abilities *and* pickpocketing? Maybe less $$?
Also, can you explain the "arts" thing a bit more? I read the guide but still don't understand it.
Not to begin with. Blacksmithing is useless when you start, but can become very useful later on. Pickpocketing is the opposite. You can learn the other later on, but it's too powerful to have both to start.
Arts are simply flavors of magic. Water, Fire, Light, Dark, Force, Earth, Storm, etc. They just refer to a school of magic in Epic World.
Hey, it's been a while since I've done any role-playing games so I'll definitely be a little rusty. Anyways, tell me if I need to fix or add anything, I'll be happy to oblige.
Name – Maor Hotenh Titles – None Race – Kindir Age – 24 Height – 6'5" Weight – 237 lbs Personality –Maor has a short attention span and is a strange combination of violent and lazy. He is also not very bright prefering to rely on the most direct way to solve any problem he is presented with. While Maor loves combat, he does not take may chances he sees as unnecessary. The only real redeeming quality of Maor is his acute awareness of his own limitations, he knows exactly how slow he is and does not pretend to be able to do anything he knows he cannot.
Fortunately, Maor's heart is in the right place. Even if he doesn't always make the best choices the choices he does make are usually intended to help those around him, in a gruff slightly awkward way.
Appearance – Coming from the high, harsh Alogean mountains, Maor is understandably wild looking. He has a sharply angled face, bisected by a blade-like nose and piercing blue eyes, set deep in his skull. His heavy lanturn jaw is peppered with uneven stubble, tamed only by a few daily swipes of his razor-sharp axes. Maor's hair is arranged into literally hundred of black-brown microbraids. In terms of physique Maor is massive. He is taller by a great deal than most others that he meets and significantly more heavily muscled. His skin is a deep bronze and fletched with coarser, darker hair than that on his head.
Apparel – Maor wears a pair of cotton trousers, reinforced at the thigh, knees and shins with leather pads. The many pockets on his trousers are filled with miscellaneous object of negligible value such as interesting rocks and sharp slivers of metal. His feet are dressed in heavy hiking boots with a steel plated toe. On his upper body all that he usually wears is two leather belts crossing from his shoulders down to his waist where he attatches his axes. Maor is not without some sense of fashion and wears three necklaces of increasing size that are strung with teeth, claws, bones and small shiny rocks that he picks up.
Background – Maor's tribe has lived in high secluded reaches of the Alogean mountains, away from the more densely populated valleys that the other Kindir make their home in. They call themselves the La'saad and are always found whenever a major conflict breaks out within the mountains, each family supporting one side or the other. There are twenty-two families in the La'saad, a number which is strictly maintained. Each family may only have one child and that child, when he or she reaches the age of maturity is expected to leave the La'saad, find a suitable mate, and return to rear their children in the way of the Tribe. This way the number of La'saad families and the general number of members in the tribe is kept the same.
Each family has its own weapon or weapon system that is passed down from generation to generation with a great deal of ceremony. Maor's weapons, named Vaalor and Kaimon are the ancestral weapon of the Hotenh family of the La'saad and his most treasured possessions.
Maor was raised as all children in the La'saad are. Spellcraft, combat, art and poetry are taught with near-religious intensity. Maor look well to the spellcraft and combat but found that he was both too impacient for art or poetry. Because his nacent deficiency he was drilled harder and harder on them building a great deal of frustration in him.
Eventually he figured out how to fix his problem. There was another La'saad, only a year younger than he, who excelled at all the things that he failed at and failed at all the things in which he excelled. With this girl, whose name was Qui, Maor proposed a deal. She would guide him with art and poetry and he would train her in combat and spellcasting. In the end, Qui ended up simply doing his poetic and artistic duties for him. Maor held up his end of the bargain and sparred with her whenever they had a free moment. Together they both became fierce warriors in their own right, although Maor never did get better than "rubbish" at the subtler arts.
Years passed as they tend to do. Maor and Qui both reached the age of choosing mates at roughly the same time and, looking around, saw eachother as the perfect choice. When they presented their decision to the elders of the La'saad they recieved a rather different opinion. Both were sedated, trussed up in bags and dragged away. Maor woke up in the Middle of the Eastern Plains with absolutely no idea how to get home or, more importantly, where Qui was. All he had was his axes, a few whetstones, the clothes on his back, some food and a note that read "Return to this spot in four years with a suitable mate. We'll be waiting."
That was half a year ago, Maor has wandered about and finally found his way into Epicus. The world, he has decided, is too big a place for one person to find another. With that in mind Maor has decided to amass as much fame, fortune and glory as possible, to spread his name as far and as wide as it will go, in the hopes that one day it will reach Qui's ears.
Natural Abilities –
Size: Maor is very large and very, very strong. He can lift heavier object, swing weapons with more force and is harder to push over than most other characters.
Dim-witted: Maor is rather stupid. Complex problems seem to him like magic of a higher order than even he can perform. Simple logical leaps that other characters make often take Maor significantly longer. On the whole, Maor leaves decision-making up to his companions. It is very, very easy to trick Maor.
Dual Wielding: Maor was raised wielding two axes. When he swings them they are simply extensions of his hands. What he lack in intellectual acumen his size and proficiency with the axes makes up for. The flashing of his axes is almost beautiful, almost graceful and utterly terrifying to those unfortunate enough to be on the recieving end of it.
Skills –
Awaken:
Level 0: Reduced air friction on you increases your speed and leaping ability 25%.
Spells –
Armor –
Padded Trousers
Steel-toed Boots
Weapons –
Twin Axes: Vaalor and Kaimon. Vaalor and Saxos are two identical axes that have been in Maor's family for as long as he can remember. Both axes fall under the category of "hand-axe" but have longer handles better suited to Maor's and his ancestor's large hands. The heads were once gilt but the gold filligree has amost entirely chipped off and whatever shape they were engraved in is now long lost. All that remains in its original condition are the razor sharp edges that Maor carefully maintains.
Accessories –
Miscellaneous Items –
A small box filled with at least a dozen whetstones of varying degrees of coarseness and use.
Containers –
Pockets, extra holsters across back.
Pets –
None
Currency –
200 Gold Pieces
Edit: I was wondering if I could start with my spells already known and no gold just cause part of his lore is growing up casting spells. I don't see how ot would be determental to anything. The spells I'd take if you allowed it would be Empower, Quicken and Mark of Force. I'm almost positive that adds up to two hundred.
Having two weapons like that immediately is a bit much if you combine armor. I'd drop the steel-toed boots for that.
Now, the problem is that the 'very very strong' has a defined statement. That is, he's got an extra .5 empower, or an extra 1 empower. Problem is, that's a very strong ability. Being 'dimwitted' is a roleplaying drawback, and thus isn't really one in the slightest. He'd need something to make up for it.
For the stupid thing I was planning on him literally believing everything he is told, misunderstanding allies plans and not being able to find literally anything on his own. Like, he thinks he is in a different country right now. But instead maybe he isn't that dumb and instead... Occasionally has ridiculous hallucinations (feel free not to tell me when they start) as a result of a series of concussions as a child. If that's an appropriate drawback then you can decide the exact value of the empower.
Private Mod Note
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A silent evil where there shouldn't be another.
This awesome signature is tbe work of DNC at Heroes of the Plane Studio!
PM me that dropped weapon, the remaining levels of the LSS, and any other relevant information for Vault-ing. Then you'll be approved.
My helpdesk should you need me.
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
There have been exceptions made for what are known as 'Loot Point Modifiers', which essentially let you trade loot points for custom items, but I don't think I'll be doing that anytime soon.
My helpdesk should you need me.
Sex: Male
Age: 20
Height: 6'2"
Weight: 168 lb.
Race: Aesinian
Appearance: Teitar has long blond hair that is always seen tied back into a ponytail that reaches a little past his waist, hazel eyes, and a clean-shaven face. Teitar also possesses a lean and muscular body, allowing him both graceful and powerful movements for his dances. His attire consists of a heavy white fur coat over a simple grey tunic, along with a matching pair of heavy white trousers over a much lighter pair of grey pants. He also has a pair of white snow boots. Teitar is a rather good-looking Aesinian. However, due to his apathetic nature, few people have ever seen him betray any emotion on his often expressionless features.
Background: Born in Vinterheim, Teitar was immersed in a culture of art from an early age. Unfortunately, much to the chagrin of his parents, the young Teitar was less proficient than his peers in every single artform he tried. That is, until he tried dancing. He discovered the art by watching some dancers in a local plaza. When the young Teitar asked the performers how they managed to move in such a beautiful way, they explained the mechanics of their dances without explaining the basics, only to be surprised when the child managed to flawlessly perform the complicated maneuvers for them the next day.
He finished the rest of his childhood and continued into his adolescence honing his skill, obsessively pursuing mastery over his form of expression. Eventually, he was noticed by a battle-mage, who thought Teitar's athleticism could be put to another use and convinced him to spend a few days in training. Over the course of several days, Teitar proved a proficient caster and martial artist, but in the end, he decided to eschew their magic and weaponry, preferring his own style of movement. Wanting to show Teitar he could not rely on his skill in his art alone, he challenged Teitar to fight against the other trainees. Improvising, Teitar managed to use his knowledge and experience to turn his dance into a personal martial art, managing to defeat not only every other trainee, but also two low-ranking officers.
Teitar was pleased with his victory, but now he was unsatisfied. He had just invented a new martial art, but it was still rather crude and underdeveloped. He had to learn more, and when the day came he decided he learned all he could in Vinterheim, he took his first steps of his journey into the world.
Personality: Teitar does not care about many other things aside from his goal. The things he does care about for though, he cares for greatly, with a burning passion. Because of this, he is usually apathetic, appearing reserved and aloof. He tends to be brusque and direct, prefering not to waste time whenever possible. He does not try to be unfriendly, but his astounding focus on his goal prevents him from seeing how uncharismatic he is.
Like other Aesinians, Teitar seeks balance in all things. He will not pick a side in any conflict, preferring to watch how it plays out. However, he does not zealously pursue balance and will only intervene if the balance of things is severely threatened.
Lastly, Teitar has a special reverence for the wind, which he sees as the medium through which the world's messages are conveyed. As a result, his style of dance is heavily influenced by how the wind itself moves.
Affiliations: None.
Job: None.
Allies: None.
Enemies: None.
Accomplishments: None.
Natural Abilities:
Cold Resistance - As an Aesinian, Teitar has natural resistance to cold, and his healing is accelerated by heat.
Skills
Emergence based on meditative development of serenity and insight
Emergence
Level 0: Eye of the Storm - A natural dancing and fighting stance that facilitates Teitar's style. Whenever he remains still, even in battle, his mind is calmed (as the spell Soothe).
Level 1: Evasive Draft - Teitar's awareness of his surroundings is sharp enough that when attempting to dodge an incoming attack his speed almost doubles.
Level 2: Vital Breathe - Through careful attention to the rhythm of his own body Teitar is able to control it. Attempts to fatigue or suffocate Teitar take much longer than normal.
Accomplished Dancer
Teitar has lived in Vinterheim until he decided he could learn nothing more about dancing in the city of arts. As a result, before he left, he was regarded as one of the best dancers in Vinterheim. Futhermore, due to his experience, he is able to recognize others with talent for the art and is able to make informed critiques of other dancers.
Spells:
Spirit
Level 1
- Gan-har: Create a mirror image of yourself. It copies what you do but is incorporeal and cannot cast spells or interact physically.
Level 2
- Den-day: Releases a burst of energy by touch that focuses on the inner energy of yourself or a target. This energy calms and accelerates healing 7 fold.
Weapons:
None. Teitar will do his best to avoid conflict, but when that is not possible, he prefers to fight unarmed.
Armor:
None.
Non-Weapon Items - Accessories:
Magical
Non-Magical
Non-Weapon Items - Miscellaneous:
Magical
Non-Magical
- Heavy fur coat, heavy second pair of pants, and snow boots, all made for the harsh winters in the north. Teitar will take these articles of clothing off before combat and in warm climates.
- Other clothes, hair bands.
Containers:
- A simple brown rucksack
Currency:
- 120 Gold
Pets:
None.
Markers and Tickets:
None.
WReya DawnbringerWGBounteous KirinGRUrabrask the HiddenR
Level 0: Eye of the Storm - A natural dancing and fighting stance that facilitates Teitar's style. Whenever he remains still, even in battle, his mind is calmed (as the spell Soothe).
Stats and facts:
Name- Gd'elran
Title- none
Race- Human
Age- 25
Weight: 155 lbs
Height: 5'9"
Appearance: Wears black robes with gashes all over. Slightly hunched over and has deep brown eyes. Usually has a lazy, dazed expression. Has a red hat made out of felt that is missing a corner or two.
Background:
Born in a time of war in the great city of Farth'luren his family was forced to sell him to a meager merchant.
Saving spot. Please tell me if this is somewhat right.
Things look all right so far. I'd suggest having a skim through the guide before continuing, though. It covers everything you need to get started, has a suggested layout for the character profile and explains a few things about the world.
Only minor nitpick so far would be that 'the great city of Farth'luren' isn't really something that exists in the world. Backgrounds don't need to be epic tales of tragedy and adventure, that's the story that comes next.
Look forward to seeing the completed profile! If you have any questions post them here or in the OOC discussion thread.
Weapon: Anything reasonable, mainly depends on what kind of material its made of and whether or not it makes sense for the character.
Emergence: If you don't have a decent idea for emergence, maybe another LSS would be a better fit? Emergence is simply one of many options. What fits the character best will depend on whether he's going to be a mage, a fighter or something in between.
Name Corrigan
Race Mostly Human
Age/Weight/Height 26/164 lbs./6'3"
Appearance Waif to the eye, Corrigan stands at a decent height above most men but thinner than most would expect. His gait is sprightly but almost deceptively so, for he moves slowly and with conviction. Corrigan is lightly toned, having shown the fruits of labor, though none as laborious as a city builder. He keeps his medium-length mahogany toned hair tied back in a ponytail, marked with a band of ivory fragments. His eyes are a glacial blue, quick to dart around and understand, though often not betraying his motives. He stands proper, with gentlemanly posture and often looks down on those who do not.
Apparel A stiffly starched collared moss green shirt with black enamel buttons, top two buttons undone, French cuffs rolled up. Black canvas breeches, with a white leather belt looped through. A hair band of ivory fragments. A silver signet ring marked with an opal disc, accented in gold with the letter H. White leather boots, Chelsea style. Silver pocketwatch with three smaller faces, denoting strange symbols.
Background He's the great grandson of someone sinister.
History Going Forward We'll see where he makes his mark.
Spells
Dark
0 - Mistrust - Causes the target to feel slight mistrust another person in the vicinity. The secondary target is random.
The Darkness That Is
Emergence: One Hand to Bind
Corrigan's spirit is bound to the ruby-like crystalline gauntlet he inherited from his great grand-father. It bears an uncanny link to shades and dire spirits.
Level 0: Grim, the Imp
Weapons
Black: A clawed gauntlet of dark ruby crystal, with black-tainted gold running down its length. Set into the palm of the glove is an embossed symbol- a pair of curved horns encircling a triangular spiral.
Misc.
A small ragged doll with a crystal run through its chest. The crystal is cracked.
Linked
Grim comes from a species of benevolent demonic creatures who are incorporeal in all worlds but their own, able to slip from world to world acting as guides and consultants to those who know to ask them.
>My Master: Due to the nature of his ability, Corrigan is the only physical thing in many worlds who can physically interact with Grim. As a result Grim treats any attention from Corrigan as praise and values it dearly, treating Corrigan as a surrogate father figure.
>My Brothers: When Corrigan's abilities extend to reach other sentient beings from other worlds, Grim will be able to travel to those worlds to be with them.
>My Duty: Being unable to perform any physical tasks for his master, Grim uses his natural ability to bridge worlds instead. Grim can create a portal up to two feet in diameter for Corrigan to store any non-living thing he chooses to deposit there.
Currency
200 Gold
世界中で一人のあなたを守るよ
There is a rule that allows for descendants or, in some cases, still-alive versions of old characters, Mel.
The character's fine. Not sure what to do for the actual skill. This reads almost like a darkness-summoning?
My helpdesk should you need me.
This is more like death-links.
世界中で一人のあなたを守るよ
Grim
Grim is an ashen skinned imp, standing at about two feet in height including his bat-like wings. He is covered head to toe in an almost black-red fur and has obsidian nails and teeth. His large child-like eyes are a deep maroon colour and he has small white horn spurs jutting from his forehead. He constantly wears a crimson shirt and black jacket in a style similar to Corrigan's own attire.
Grim comes from a species of benevolent demonic creatures who are incorporeal in all worlds but their own, able to slip from world to world acting as guides and consultants to those who know to ask them.
>My Master: Due to the nature of his ability, Corrigan is the only physical thing in many worlds who can physically interact with Grim. As a result Grim treats any attention from Corrigan as praise and values it dearly, treating Corrigan as a surrogate father figure.
>My Brothers: When Corrigan's abilities extend to reach other sentient beings from other worlds, Grim will be able to travel to those worlds to be with them.
>My Duty: Being unable to perform any physical tasks for his master, Grim uses his natural ability to bridge worlds instead. Grim can create a portal up to two feet in diameter for Corrigan to store any non-living thing he chooses to deposit there.
One dark servant.
Name: William McMillon
Height: 4'10"
Age: 15
Weight: 134 lb.
Race: Human
Appearance: William has black hair and brown eyes. He has very pale skin. Basically, he looks like any old kid, except for the fact that he wears unusually large glasses for his eyes.
Background: By age 14, William had progressed through school faster than any of his colleagues in the local secondary school. So much so that his professors felt that he should challenge himself in other ways. However, magic was the one thing William never had aptitude for, to the point that all attempted magic he attempted would backfire. Therefore, William studied alone in his house, perfecting a different sort of magic: Alchemy.
Personality: William is very calculating in his actions, almost to a fault. He appears very cold to anyone who he deems "lower than him" in intelligence. However, if people start ridiculing his intelligence, he becomes very child-like and tantrum-prone.
Natural Abilities:
Multi-Linguistic - Literate in all common languages and dialects. These do not include undocumented languages, as William learned all there is to know about this subject from books.
Photographic Memory - William can remember all things he has seen in astonishing detail, and can accurately re-articulate what he has seen. (In game, this allows William to "quote" posts made by others, assuming that he was present in the conversation/scenario.)
Others To be Editted in
Skills
Emergence based on Alchemic study of potions and transmutation.
Emergence - Transmutation
Level 0: Alchemic Study - William carries a reduces chemistry kit with him at all times. With it, he can accurately determine the composition of any non-magic material he examines after 2 posts of experimenting.
Weapons:
None. As a child, people wouldn't sell him weapons. He instead throws flasks of corrosive chemicals at his enemies. However, he must take 1 hour to create a new flask.
Armor:
Cloth Armor
Equipment:
Backpack:
2 Homemade Health Potions (50% effective)
Reduced Alchemy/Chemistry Kit
2 Corrosive Chemical Flasks.
1 Alchemy "CookBook"
Gold: 200
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
I'd need you to PM me some details on what you expect of the Alchemy emergence and the flasks. That's a little too nebulous to start with.
My helpdesk should you need me.
Name - Keryi Jhall
Titles -
Race - Greel
Age - 17
Height - 3' 4''
Weight - ~80 lbs
Appearance - Grey skin, grey eyes, very long arms, knife scar on left side of face
Apparel – Grey cloak,
Background - Used to be a slave to the Gaar (worked as a blacksmith), but was in a non-favored party. After being severely beaten (hence the knife wound) he ran away into the city.
Since then, Keryi has become a blacksmith as it is the only trade he knows. However, in such a big city, there are other blacksmiths and much competition. Unable to completely be financially secure, he started stealing with the few other Greel he knows. He primarily steals high-quality metalwork as he can easily sell that away, but will steal anything of value to resell it on a black market.
Keryi's family, who he helped escape with him, still require his help. His younger sister, who was born two years ago, is his legal daughter. He raises her and takes care of her.
Affiliations - Often seen with a group of petty thieves of the same race
Job - Blacksmith
Allies - Other (escaped or born in city) of the same race
Enemies - Garr, rival blacksmiths
Accomplishments - Led a small revolt against a corrupt group of Garr succesfully
>
Any Character images
Natural Abilities
Very agile so can climb well. Very fast and compact; well developed muscles.
Skills
Basic blacksmith skills.
Spells
Non-magical being
Art
Levels -
Level 0 - Sand Mouse (Silicites)
Armor -
Magical
Non-Magical
metal plates on forearm, helmet
Weapons
Magical
Non-Magical
Small dagger
Non-Weapon Items - Accessories
Magical
Non-Magical
Non-Weapon Items - Miscellaneous
Magical
Non-Magical
Lockpick
Containers
Pets
Currency
200
Markers and Tickets
Any other images
Where The Items Are Kept
Sash around shoulders
From Disappointing Signet Inc.!
Generation 16: First time you see this, change the number up 1 and copy into sig. It's a social experiment.
Iheartred: You're starting with way, way too much. YHou could start with a single lockpick, but no way will a skeleton key fly. Nix the hidden blades, they're too good. Choose any two of your armor, but not all three. Choose one of the four skills, the others you'll learn later. We'll go from there.
My helpdesk should you need me.
I added some skills that make sense for a teenager, as well as a scientific genius.
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
My helpdesk should you need me.
Also, can you explain the "arts" thing a bit more? I read the guide but still don't understand it.
From Disappointing Signet Inc.!
Generation 16: First time you see this, change the number up 1 and copy into sig. It's a social experiment.
Arts are simply flavors of magic. Water, Fire, Light, Dark, Force, Earth, Storm, etc. They just refer to a school of magic in Epic World.
My helpdesk should you need me.
Name – Maor Hotenh
Titles – None
Race – Kindir
Age – 24
Height – 6'5"
Weight – 237 lbs
Personality –Maor has a short attention span and is a strange combination of violent and lazy. He is also not very bright prefering to rely on the most direct way to solve any problem he is presented with. While Maor loves combat, he does not take may chances he sees as unnecessary. The only real redeeming quality of Maor is his acute awareness of his own limitations, he knows exactly how slow he is and does not pretend to be able to do anything he knows he cannot.
Fortunately, Maor's heart is in the right place. Even if he doesn't always make the best choices the choices he does make are usually intended to help those around him, in a gruff slightly awkward way.
Appearance – Coming from the high, harsh Alogean mountains, Maor is understandably wild looking. He has a sharply angled face, bisected by a blade-like nose and piercing blue eyes, set deep in his skull. His heavy lanturn jaw is peppered with uneven stubble, tamed only by a few daily swipes of his razor-sharp axes. Maor's hair is arranged into literally hundred of black-brown microbraids. In terms of physique Maor is massive. He is taller by a great deal than most others that he meets and significantly more heavily muscled. His skin is a deep bronze and fletched with coarser, darker hair than that on his head.
Apparel – Maor wears a pair of cotton trousers, reinforced at the thigh, knees and shins with leather pads. The many pockets on his trousers are filled with miscellaneous object of negligible value such as interesting rocks and sharp slivers of metal. His feet are dressed in heavy hiking boots with a steel plated toe. On his upper body all that he usually wears is two leather belts crossing from his shoulders down to his waist where he attatches his axes. Maor is not without some sense of fashion and wears three necklaces of increasing size that are strung with teeth, claws, bones and small shiny rocks that he picks up.
Background – Maor's tribe has lived in high secluded reaches of the Alogean mountains, away from the more densely populated valleys that the other Kindir make their home in. They call themselves the La'saad and are always found whenever a major conflict breaks out within the mountains, each family supporting one side or the other. There are twenty-two families in the La'saad, a number which is strictly maintained. Each family may only have one child and that child, when he or she reaches the age of maturity is expected to leave the La'saad, find a suitable mate, and return to rear their children in the way of the Tribe. This way the number of La'saad families and the general number of members in the tribe is kept the same.
Each family has its own weapon or weapon system that is passed down from generation to generation with a great deal of ceremony. Maor's weapons, named Vaalor and Kaimon are the ancestral weapon of the Hotenh family of the La'saad and his most treasured possessions.
Maor was raised as all children in the La'saad are. Spellcraft, combat, art and poetry are taught with near-religious intensity. Maor look well to the spellcraft and combat but found that he was both too impacient for art or poetry. Because his nacent deficiency he was drilled harder and harder on them building a great deal of frustration in him.
Eventually he figured out how to fix his problem. There was another La'saad, only a year younger than he, who excelled at all the things that he failed at and failed at all the things in which he excelled. With this girl, whose name was Qui, Maor proposed a deal. She would guide him with art and poetry and he would train her in combat and spellcasting. In the end, Qui ended up simply doing his poetic and artistic duties for him. Maor held up his end of the bargain and sparred with her whenever they had a free moment. Together they both became fierce warriors in their own right, although Maor never did get better than "rubbish" at the subtler arts.
Years passed as they tend to do. Maor and Qui both reached the age of choosing mates at roughly the same time and, looking around, saw eachother as the perfect choice. When they presented their decision to the elders of the La'saad they recieved a rather different opinion. Both were sedated, trussed up in bags and dragged away. Maor woke up in the Middle of the Eastern Plains with absolutely no idea how to get home or, more importantly, where Qui was. All he had was his axes, a few whetstones, the clothes on his back, some food and a note that read "Return to this spot in four years with a suitable mate. We'll be waiting."
That was half a year ago, Maor has wandered about and finally found his way into Epicus. The world, he has decided, is too big a place for one person to find another. With that in mind Maor has decided to amass as much fame, fortune and glory as possible, to spread his name as far and as wide as it will go, in the hopes that one day it will reach Qui's ears.
Affiliations –
Job –
Allies –
Enemies –
Accomplishments –
Natural Abilities –
Size: Maor is very large and very, very strong. He can lift heavier object, swing weapons with more force and is harder to push over than most other characters.
Dim-witted: Maor is rather stupid. Complex problems seem to him like magic of a higher order than even he can perform. Simple logical leaps that other characters make often take Maor significantly longer. On the whole, Maor leaves decision-making up to his companions. It is very, very easy to trick Maor.
Dual Wielding: Maor was raised wielding two axes. When he swings them they are simply extensions of his hands. What he lack in intellectual acumen his size and proficiency with the axes makes up for. The flashing of his axes is almost beautiful, almost graceful and utterly terrifying to those unfortunate enough to be on the recieving end of it.
Skills –
Awaken:
Level 0: Reduced air friction on you increases your speed and leaping ability 25%.
Spells –
Armor –
Padded Trousers
Steel-toed Boots
Weapons –
Twin Axes: Vaalor and Kaimon. Vaalor and Saxos are two identical axes that have been in Maor's family for as long as he can remember. Both axes fall under the category of "hand-axe" but have longer handles better suited to Maor's and his ancestor's large hands. The heads were once gilt but the gold filligree has amost entirely chipped off and whatever shape they were engraved in is now long lost. All that remains in its original condition are the razor sharp edges that Maor carefully maintains.
Accessories –
Miscellaneous Items –
A small box filled with at least a dozen whetstones of varying degrees of coarseness and use.
Containers –
Pockets, extra holsters across back.
Pets –
None
Currency –
200 Gold Pieces
Edit: I was wondering if I could start with my spells already known and no gold just cause part of his lore is growing up casting spells. I don't see how ot would be determental to anything. The spells I'd take if you allowed it would be Empower, Quicken and Mark of Force. I'm almost positive that adds up to two hundred.
This awesome signature is tbe work of DNC at Heroes of the Plane Studio!
Magic Wars: DaesseclusMagic Wars Reboot Race:Emesmaa
Orammis Bhasir
Asirri Rokhane
Ursinus Koliel
Now, the problem is that the 'very very strong' has a defined statement. That is, he's got an extra .5 empower, or an extra 1 empower. Problem is, that's a very strong ability. Being 'dimwitted' is a roleplaying drawback, and thus isn't really one in the slightest. He'd need something to make up for it.
My helpdesk should you need me.
This awesome signature is tbe work of DNC at Heroes of the Plane Studio!
Magic Wars: DaesseclusMagic Wars Reboot Race:Emesmaa
Orammis Bhasir
Asirri Rokhane
Ursinus Koliel
Perhaps defining his lack of intelligence will work better. Putting distinct lines on what he can and cannot do mentally.
My helpdesk should you need me.