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Messages - Luctus

Pages: 1 2 3
1
Applications / Re: Setau
« on: February 05, 2019, 01:18:08 PM »
I noticed a lack of the usual werewolf weaknesses. Being intimately familiar with all World of Darkness systems, I'm well aware that garou do, in fact, have all of the usual weaknesses in addition to a few that are not commonly seen in other venues. Of course, this isn't WoD, so I'm not going to balance it against that. At any rate, I'm guessing you didn't mention those simply because they're kind of assumed by the system. I would ask that you do elaborate on the character's other weaknesses at least a bit for the sake of the rest of the mod team. We would also appreciate it if you could include information on what "gifts" the character possesses as well as what each one does, as it is likely I am the only person currently on staff with sufficient knowledge to make an appropriate ruling otherwise.

2
Gendarme Applications / Gendarme Application: Alrekr
« on: December 04, 2018, 05:45:59 PM »
(OOC)

Do you have IC experience role-playing combat?
Yes.

Are you familiar with the dreams systems for combat, mundane and magical, as well as all other dream rules?
Very.

Will you be around regularly?
Yes.

What is your timezone?
Eastern.

(IC)

Name: Alrekr
Age: 19
Gender:  Male
Species: Human

Prior Military Experience: None
Prior rank(s) held, if any: None
Weapon Focus: None

Do you have any experience training others?
No.

Are you willing to teach? If so, what subject?
No.

Do you have any non combat related training that could benefit the Gendarme? If so, please briefly state what.
Hunting and tracking.

Are you willing to teach others this knowledge?
Yes.

I, Alrekr, from this day henceforth, swear to abide by and uphold the laws of Eileadora and her Queen. I swear to be honorable, dutiful, and disciplined, to protect the citizenry of the island by any means within my power.

~ To be filled out by Gendarme Proctor ~
(Proctors - PM or Whisper Alhsom with the information so the appropriate edits can be made. Thank you!)

Proctor Name:

Combat Prowess: Adequate ________ Workable but needs Improvement ________ Fail ________
Proctor Notes:
Emotional Stability: Adequate ________ Workable but needs Improvement ________ Fail ________
Proctor Notes:
Mental Cognizance: Adequate ________ Workable but needs Improvement ________ Fail ________
Proctor Notes:

Approved By:

Date Approved:

3
Character Sheets / Re: Maise
« on: December 01, 2018, 10:42:43 PM »
Approved.

4
Character Sheets / Attilius
« on: November 14, 2018, 12:38:44 AM »
Basics / Biography Data
Furcadia Name: Attilius
Character Name (if different): Caius Noctis Attilius
Alias(es): Siegfried Liechtenauer
Species: Human
Subspecies/Race: Vampire
Age: 2808
Apparent Age: 34
Gender: Male
Height: 6'2"
Weight: 202 lbs.
Build: Athletic
Fur/Skin Color: Pale
Hair Color/Style: Black
Eye Color: Blue (Red)
Markings/Scars: None
Appendages:
Handedness: Ambidextrous
Primary Class: Warrior
Secondary Class (optional): Mage
Profession: Aristocrat
Appearance (Furcadia Description): Shoulder length hair of jet black hue framed an undeniably handsome face. Complexion was quite fair, yet not quite so lacking in pigment as to leave one bereft of color. Silvery-blue irises contrast strongly with such dark hair, and perhaps even more strongly still with the red tint occasionally taken on by this breathtaking fellow's otherwise ordinary pupils. Features were pronounced, simply put, possessed both of excellent bone structure and distribution of facial muscles to back that up. Such a prestigious and noble fellow surely wore attire of matching prestige: All began with the waistcoat woven from the finest of available materials available; coloration was of primarily black, but the clothing article had been given some intricate golden patterning down the center from neck all the way down to waistline. Whereas a simple white shirt was worn underneath, a twin-tailed long coat lie above. Again sticking to the black theme, its colors deviated only in that lapel presented with an almost marble-like patterning of different shades of purple. Each of the coat's cuffs were rigid, almost as if they'd had some sort of solid material woven into them to maintain shape, and ruffled quite cloth protruded slightly forward from beneath both, covering the wrists. Pants and riding boots were of course black, with the latter possessing a distinct golden ring around the exact point where boot ends and pants begin. The last major piece of clothing consisted only of a large, heavy looking high-collared black cape with dark purple inline; a silver chain latched one side to the other and maintained it in place. He'd little in the way of ornamentation save a ruffled, white cravat and the pure silver cross hanging via chain from the dark purple sash wrapped about his waist.

Personality
Demeanor: Redacted
Likes: Redacted
Dislikes: Redacted
Phobias (if any): Redacted
Alignment: Neutral Evil (Malefactor)
Description: A purely selfish type, with no concern for other people or the law, but without as much lust for killing as Chaotic Evil characters. Example: Case (from Neuromancer by William Gibson).
Cribnote: Society's rules don't pertain to me, but I'm no criminal.

Statistics
Strength (STR): High
Dexterity (DEX): Medium-High
Constitution (CON): Medium
Intelligence (INT): High
Wisdom (WIS): Medium
Charisma (CHA): Low

(Strengths / Resistances) / Weaknesses
Strengths / Resistances
  • Strength / Resistance: Immortality
    Description: As a vampire, Attilius is very hardy; he is resistant to most forms of injury, immune to most if not all diseases, does not age, and cannot die as a result of natural causes. Injuries he sustains heal quickly even by vampire standards, but this is dependent on having enough blood in his system to facilitate the repairs.
  • Strength / Resistance: Vampire Physiology
    Description: As a predatory creature of the night—a truly ancient vampire—Attilius boasts truly immense physical and mental parameters. He may perform feats of strength comparable with those of many greater demons, move faster than the elven eye can see, and withstand blows that would surely shatter the bones of ordinary vampires. His brain, nervous system, and five primary senses function many times more quickly and efficiently than those of a human, enabling him to effortlessly and accurately perceive the world around him even whilst utilizing his natural speed to its fullest. As he is undead, the vampire does not need to breathe or consume any form of sustenance other than blood.
Weaknesses
  • Weakness: Burning
    Description: Fire can be deadly. The flesh burns somewhat more readily than a living human's and doesn't take quite as long to properly ignite. The vampire possesses some resistance to burning if well fed, but fire remains an excellent tool for bringing him down none the less.
  • Weakness: Holy Symbols
    Description: These may be used to repel if brandished with faith and even cause burns if applied directly to exposed flesh. The vampire is not, however, compelled to flee at the sight of a faithfully presented holy symbol, though he does find the sight of them unpleasant. Symbols presented without faith are utterly useless.
  • Weakness: Magic Weapons
    Description: Most enchanted items offer no more risk to the elder than they would a live target. Some, however, specifically target vampires—these function well against Attilius, though their effects tend to be lessened to a point that they often require repeated hits or grievous injury to pose an immediate threat to the old beast's millennia long unlife.
  • Weakness: Reflection
    Description: Or rather a lack thereof. There is no known method of overcoming this flaw.
  • Weakness: Running Water
    Description: Submersion in running water can be the undoing of the common vampire. It leaves them motionless and powerless, suspended in liquid and carried upon currents until decay finally claims them. As an ancient, Attilius is instead only weakened and slowed if fully submerged. Water could be used as a means of containment, but it cannot by itself destroy the vampire.
  • Weakness: Shadow
    Description: Once again a lack thereof. The vampire casts no shadow even in direct sunlight.
  • Weakness: Sunlight Exposure
    Description: Direct sunlight causes the flesh to dry out and crumble away like dust, though the process is notoverly quick or immediately life-threatening. It can reduce the elder little more than a mummified corpse in a relatively short period of time.
  • Weakness: Sunlight Sickness
    Description: Indirect sunlight poses a problem all its own. It will not burn the vampire, but it does greatly weaken him for so long as he is exposed. Additionally, remaining active during daylight hours can be quite taxing. Doing so repeatedly can leave the elder drained of his powers and crippled by exhausted, most likely leaving him vulnerable.
  • Weakness: Thirst
    Description: No vampire is exempt from their appetite for blood. Attilius must consume one quart of blood per week in order to maintain his vitality. Failing this, his powers will steadily decrease until he falls into a coma-like state much deeper and more terrifying than even involuntary torpor. Dietary requirements may increase during periods of increased activity and when recovering from severe injury.
  • Weakness: Torpor
    Description: Otherwise referred to as the sleep of ages. The vampire may enter it willingly or unwillingly, depending on circumstances. Torpor can be forced by inflicting catastrophic physical damage that falls just short of being lethal, wherein the elder is driven into to a sleeping state for a period of not less than one month to recuperate. Voluntary torpor may be shaken off at will. In either case, the vampire retains only partial awareness of his surroundings whilst in this state. His ability to perceive danger remains, but the time it takes to rouse oneself from this state makes for great vulnerability if not hidden away or protected.
  • Weakness: True Faith
    Description: Faith is a powerful tool even without being focused through a symbol. Beings possessing truly magnificent faith of a goodly sort may simulate the effects of brandishing a holy symbol without actually possessing one, although it will not be as effective as if they were.
  • Weakness: Wooden Stake
    Description: A stake through the heart will not immediately slay the elder. He is instead driven into a sleep-like state similar to (but also quite different from) torpor, wherein much of his flesh crumbles and what remains takes on an extremely emaciated appearance. Failure to fully pierce the heart with the stake is likely to only stun and enrage the vampire.

Possessions
Weapons
  • Weapon: Misericorde
    Description: Coming soon
  • Weapon: Longbow
    Description: Coming soon
  • Weapon: Longsword
    Description: Coming soon
  • Weapon: Lucerne Hammer
    Description: Coming soon
  • Weapon: Rapier
    Description: Coming soon
Armor
  • Armor: Maximillian Armor
    Description: Coming soon
  • Armor: Modified Kite Shield
    Description: Coming soon
  • Armor: Reinforced Buckler
    Description: Coming soon
  • Armor: Steel-banded Round SHield
    Description: Coming soon
Trinkets / Items (owned or worn):
  • Item: Bloodstone
    Description: A dull red stone set in an amulet that is often kept hidden in one of the vampire's many pockets. Believed by some to be an example of the fabled philosopher's stone, it is in fact the crystallized blood of a long-dead mortal lover from long ago. The stone allows its owner to walk in open sunlight for a period of not longer than one hour each day if worn openly on the neck but has no effect if concealed.
  • Item: Heartstone
    Description: A black stone set within a silver ring frequently worn upon the vampire's right middle finger. The ring appears to have no practical use outside of its function as a sort of skeleton key. With concentration, the elder may utilize this ring to unlock virtually any door or object he may come across. What few realize is the curse also carried by the ring. Deep within its black core is a tiny piece of a regretful woman's heart. Her spirit has passed on, but a shade of it remains with her corporeal remnant. It will attempt to manipulate any whosoever should wear the ring other than the man she had so loved in life.

Abilities
Natural Abilities
  • Ability: Darkvision
    Description: Like most of his kind, Attilius has no difficulty in seeing even in conditions of total darkness. Visual acuity, range, and even depth perception remain completely unaffected by light level, though direct sunlight is far more painful to stare at than it would be for a human.
  • Ability: Empathy
    Description: A natural empath, the elder can get a clear sense of emotions and surface thoughts running through the people and animals around him. He may choose to attempt to alter those emotions to suit his ends, though success is determined on a case by case basis. Animals commonly associated with death and the night are far more susceptible and tend to feel a sort of natural kinship with the vampire even without coercion. Persons whose blood the vampire consumes become much more vulnerable to this ability, and those who drink of him in turn are robbed almost completely of their capacity to resist.
  • Ability: Psychokinesis
    Description: The psychic ability to influence a physical system without apparent physical interaction. A versatile ability, it may be used to lift or levitate objects, to grasp or crush, and even to create a strong repulsive force. Typically channeled via gestures rather than thought alone, the vampire's psychokinesis requires proper concentration in order to achieve its full potency.
  • Ability: Reliquary
    Description: Creatures slain by fang or claw remit their souls into the vampire's custody. These unfortunate beings are forced to dwell within a chaotic realm of blood and eternal night for so long as they are owned, and the more time they spend there the less of their original selves remain. Be they animal or man, the outcome is always the same: transfiguration of the spirit into something more malleable—unholy servants bound only to the ancient vampire's will. Particularly powerful or noteworthy individuals may yield a new ability or trait once absorbed, but seizing the opportunity to gain something new does prevent victimized spirits from being turned into familiars.
  • Ability: Shape-shifting
    Description: Possible forms include mist, various creatures of the night (bats, insects, ravens, wolves, etc.), essentially any mortal appearance the vampire can concoct, and the shape of an enormous bat-like creature which some believe to be the vampire's true self. All abilities are greatly augmented whilst the elder is in monstrous form, but it does cause him to metabolize blood more quickly.
Learned Abilities:
  • Ability: Martial Training
    Description: The vampire is an adept unarmed combatant, being well adapted to it through a combination of potent vampiric gifts and in-depth understanding of humanoid anatomy. He's developed his own unique martial art revolving around maximizing the effective use of his claws and heavily punishing an opponent's mistakes. He possesses additional knowledge of swordsmanship, specifically the combination of a weapon in one hand and a slightly modified shield in the other.
  • Ability: Polylinguist
    Description: Attilius can fluently speak the following: English, French, Gaelic, Greek, Latin, Norn, Norwegian, Romanian, Spanish
  • Ability: Polymath
    Description: The old vampire's long life has granted him sufficient time to become a brilliant philosopher and scientist, gaining great understanding in the following fields: astrology, chemistry, engineering, history, religion, and even magic.
  • Ability: Sorcery
    Description: Scions of inherently magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess. It is from the former the vampire draws his magical proficiency, with rebirth as a creature of the night having served only to enhance and awaken the innate potential in his blood. Practitioners of sorcery typically possess a very limited number of spells, but they compensate for this by being able to cast them on the fly; no forethought, material components, or books of spells are required. Unique to Attilius is the ability to acquire new spells by drinking the blood of other magic users.

Other
RPR Profile (or other website) URL (optional):
Other pertinent info:

5
Character Sheets / Re: Thyst Lodagi
« on: October 08, 2018, 05:06:09 PM »
Approved.

6
Character Sheets / Re: Riona Britta
« on: September 19, 2018, 09:39:20 AM »
Approved.

7
The Silver Dragon / Warding
« on: May 03, 2018, 05:01:06 PM »
--Fire Warding--
Measures have been taken to safeguard the tavern and its contents from threat of destruction by flame. All substances therein behave as if they are completely flame retardant, preventing ignition and greatly decreasing the risk posed by sources of intense heat.

--Phase Proofing--
The walls, floor, and ceiling of the tavern have been warded against matter phasing and planar bypass; individuals wishing to enter or exit must do so like plain old civilized folk, through the doors.

--Sound Proofing--
Enchantments upon and around the walls, ceiling, and floors of the private rooms prevent noise from reaching one to the next. This does not, however, change the way sound would otherwise behave; e.g. sound within the rooms themselves is completely unhindered.


8
Character Sheets / Re: Laetans
« on: April 26, 2018, 01:48:08 AM »
Approved on the condition that the stone is not in fact a lich's phylactery.

9
Character Sheets / Re: Nanase Young
« on: April 26, 2018, 01:23:26 AM »
Approved.

10
Character Sheets / Baelgrim Bloodhammer
« on: April 21, 2018, 12:59:19 AM »
Basics / Biography Data
Furcadia Name: Baelgrim
Character Name (if different): Baelgrim Bloodhammer
Alias(es):
Species: Dwarf
Subspecies/Race:
Age: 249
Apparent Age: 200
Gender: Male
Height: 5'0"
Weight: 375 lbs.
Build: Stocky
Fur/Skin Color: Caucasian
Hair Color/Style: White
Eye Color: Red
Markings/Scars: Concealed
Appendages: Beard
Handedness: Right
Primary Class: Warrior
Secondary Class (optional): Other: Runelord
Profession: Runesmith
Appearance (Furcadia Description): Gotta write a new one. This will be here soon enough.

Personality
Demeanor: Boastful, boisterous, cheerful
Likes: Booze, fights, and food
Dislikes: Children, loudmouths
Phobias (if any):
Alignment: Lawful Neutral (Judge)
Description: They are disciplined and believe that adhering to and enforcing laws and traditions is the most important thing. They will not generally go out of their way to help others but will intervene to stop crime.Example: Asimovian robots .
Cribnote: Follow the rules and don't get involved.

Statistics
Strength (STR): High
Dexterity (DEX): Low
Constitution (CON): High
Intelligence (INT): Medium-High
Wisdom (WIS): Medium-High
Charisma (CHA): Low
Overall Evaluation: (72) Very Strong

(Strengths / Resistances) / Weaknesses
Strengths / Resistances
  • Strength / Resistance: Endurance
    Description: As a dwarf, Bargrim is exceptionally well equipped to deal with foreign agents introduced to his body. Even the nastiest of poisons or most virulent of pathogens stand little chance of lasting more than a few days at the most against his immune system, and their effects will be greatly decreased even then. He is not immune, however - enough poison could still kill, and a severe enough illness could simply overwhelm his immune system to the point of collapse.
  • Strength / Resistance: Heat Resistance
    Description: Though not immune, Baelgrim is well adjusted to intense heat. A combination of dwarven heritage, a handful of warding runes, and a great deal of time spent in the forge have endowed him with great tolerance. Heat and fire--whether magical or natural--are 25% less effective against Baelgrim. He'll not be sticking his hands in any raging hot magma anytime soon, but he could walk quite near it without the slightest bit of discomfort.
  • Strength / Resistance: Magic Resistance
    Description: Spells that would act directly upon Baelgrim have their effects halved; potency, duration, and after-effects are reduced thusly. Teleportation magic still works, but anyone wishing to transport him in this way must put forward twice the normal amount of effort. Area of effect magic works normally with the exception of having its impact on Baelgrim greatly reduced.
Weaknesses
  • Weakness: All-consuming Grudge
    Description: Less of a direct weakness and more of a heavily exploitable personality flaw. Baelgrim is the sort that will form and hold grudges quite readily. Even a minor slight could result in the immediate termination of a lifelong friendship, while a particularly egregious slight may inspire frightening levels of hatred in the dwarf; he could hunt a man theoretically forever, or at least until his natural life reached its end. So potent are these grudges that a truly magnificent offense may inspire spite enough for the dwarf to cling to life for years past his due date simply to see it through, although there is a limit to how far that can go.
  • Weakness: Cold Vulnerability
    Description: Being well adjusted to heat has left Baelgrim rather lacking when it comes to coping with the cold. Anything below freezing leads to immediate discomfort on the dwarf's part. The decrease in strength and stamina when very cold are fairly noticeable even early on, and the effects only worsen from there. Ice-based magic is 25% more effective against Baelgrim.
  • Weakness: Magic Resistance
    Description: Magic Resistance Beneficial magical effects directed at Baelgrim are halved across the board just like harmful ones. Area-wide or large scale beneficial effects function normally with the exception that their impact on Baelgrim is reduced appropriately.
  • Weakness: Small Stature
    Description: A dwarf is a dwarf. Baelgrim is on the taller end of things for his species, being 5'0", but he is none the less left at a considerable disadvantage against larger opponents. Being short brings with it a distinct lack of reach that can prove rather damning in many combat situations. Short legs also limit movement speed.

Possessions
Weapons
  • Weapon: Dwarven Fire Pistol
    Description: A handgun carried on Baelgrim at most times. Rather than utilizing gunpowder and bullets, the weapon condenses magic from fire and air runes, compresses it into dense balls of swirling flame, and discharges it at a rate of speed comparable to bolts from a crossbow. The resulting projectiles do explode on impact, but the blast isn't powerful enough to cause significant injury. Only the area of initial impact is likely to suffer severe burns.

    The weapon's significant drawback is a propensity for overheating. Rather than requiring numerous rounds to recharge once depleted or having to be reloaded, the weapon retains more and more heat after each use. Mechanically it can only be fired every two rounds, but the fifth consecutive shot risks the weapon overheating to the point that it actually explodes in the user's hand. The overheat is severe enough at four to risk burning of the hands even through Baelgrim's native resistance to heat. It has about the same effective range as any other pistol of the era.
  • Weapon: Dwarven Fire Spitter
    Description: This curious weapon requires two hands to use instead of one. The right hand supports much of its weight by grasping the trigger at the back while the left provides stability and aiming by grasping the handle roughly half way down the unusually wide barrel. It's a bit unwieldy--brandishing it lowers maneuverability to a noticeable degree.

    The weapon functions by drawing power from a combination of fire and air runes to release short-lived gouts of searing hot flame at targets immediately in front of the user. It may be charged further for increased range and duration, though doing so very slightly reduces the overall intensity of the flames produced. Each round spent allowing the weapon to charge up equates to a round that it can be fired, an extra five feet of range, and the aforementioned slight yet cumulative drop off in temperature of the flames. The weapon must be charged for at least one round before it can be fired.

    Each use of the Dwarven fire spitter rapidly builds heat, and each round spent charging makes this problem that much worse. The weapon will reach critical heat levels at five exactly as the pistol above; it is both far more likely to explode and capable of far more damage if it does than the pistol. The heat generated at four is already severe enough to risk burning Baelgrim's hands and arms quite badly.
  • Weapon: Rune-imbued Axe
    Description: A bearded axe sized appropriately for a human male of average size. The ironwood haft adds a degree of lasting power that lesser woods may lack. And the blade--wrought of a little known metal of comparable strength to adamantine--affords it great durability and bite. The bladed on this particular bearded axe is just a little thicker and a little longer in the `beard` than the norm, but the difference isn't enough to offset its balance to any meaningful degree. A modestly sized spike is secured to the top of the weapon.

    Three runes appear on this weapon; a half-circle with three lines slanted lines running upper left to lower right going through its center on the left face, a triangle with one missing corner and something resembling an inverted Z running through its middle on the right face, and one resembling an F tipped on its side with a curved line connecting the bottom prong to the bottom of the letter and a secondary line running through both prongs. The first rune allows the axe to become wreathed in flames at the wielder's behest, the second can be used to temporarily alter the weapon's weight, and the third allows it to be called back into the wielder's hand if thrown or disarmed.
  • Weapon: Rune-imbued Shield
    Description: A-typical for a round shield; this is an example of full metal construction. This tool is wrought from the same metal as the head of Baelgrim's axe, and it is every bit as durable. The substance used affords it a level of durability comparable to that of adamantine, although it is thankfully a tad bit more flexible. The shield's design is very simple and straightforward; it lacks significant ornamentation other than runes and a bit of dwarven heraldry. Parts of the shield's rim have been sharpened.

    The shield's three runes take the form four circles; three smaller ones spread evenly amongst the shield conjoined by a large one that forms a sort of border between the shield's rim and its interior. The first circle is home to what could be described as a tilted A with a missing leg, the second houses something resembling a horizontal H superimposed on a regular V, and the final circle contains a backwards C pierced top to bottom by three lines and left to right by one more. All this runework allows the shield to be called to its owner's hand within a limited range, to completely absorb the force of one blow every five rounds, and to discharge that absorbed force back into an opponent via shield bash if the user should elect to do so.
Armor
  • Armor: Rune-imbued Armor
    Description: A single suit of armor wrought of the same metal as Baelgrim's axe and shield; its durability is second to none. The armor consists of your typical components: bevor, pauldrons, cuirass, couter, plackart, vambraces, faulds, gauntlets, cuisses, poleyns, greaves, and sabatons. One curious adjustment made was an allowance for the mail shirt worn beneath the armor to hang down and form what is essentially a metallic kilt.

    The runes on this armor are on the inside and therefore invisible to the naked eye. Baelgrim's sabatons have been imbued with the ability to greatly increase his movement speed in short bursts and his gauntlets a passive increase to his already impressive physical strength.
  • Armor: Rune-imbued Helmet
    Description: A helmet forged to perfectly compliment the suit of armor for which it was made; it is both aesthetically and functionally ideal. The helmet veers slightly away from the function-over-form design of the armor in that a pair of horns have been added to it and a small set of crossed golden hammers were placed at the center of the forehead. The lower face is also left open to accommodate the dwarf's mightiest trait of all: his beard.

    Like his suit of armor, the runework of Baelgrim's helmet is hidden on the inside. This piece contains a single rune with two possible effects: it may call nearby foes to focus their attacks upon the dwarf for a limited time, or it may rally allies to fight with renewed vigor for as long as their bodies can physically sustain the effort. In either case, the rune may not be activated again for at least three rounds.
Trinkets / Items (owned or worn):
  • Item:
    Description:
  • Item:
    Description:

Abilities
Natural Abilities
  • Ability: Darksight
    Description: Baelgrim sees quite well even in near-total darkness. Even the slightest bit of light is adequate enough for him to readily discern his surroundings almost out to the same range he might when out in board daylight.
  • Ability: Spatial Awareness
    Description: Like many dwarves, Baelgrim remains innately aware of his position relative to his surroundings at all times. He is also always aware of each cardinal direction relative to his location, up and down relative to his orientation, and his current elevation.
Learned Abilities:
  • Ability: Armored Combatant
    Description: Countless years spent on the front lines left Baelgrim well adjusted to wearing a full suit of armor. The weight of such a suit in no meaningful way impacts his movement, speed, or even his stamina. He may behave almost normally even whilst marching into battle in all but the heaviest of armors.
  • Ability: Combat Proficiency
    Description: The dwarf possesses more than a passing knowledge of unarmed combat, though it is largely limited to striking techniques. Where he excels is in the use of any combination of a weapon and a shield, two axes or hammers sized appropriately for dual-wielding, and the handling of various types of crossbows and firearms.
  • Ability: Gunsmithing
    Description: Baelgrim far more well versed in the construction and maintenance of firearms than he is their use. His knowledge is complete enough to allow him to adequately upkeep almost any firearm he may come into contact with, and he could conceivably learn new builds through simple disassembly and a few minutes to a few hours of study.
  • Ability: Runesmithing
    Description: This dwarf was taught from an early age how to forge magic into objects by adding specialized Dwarven runes. Almost any enchantment one can think of may be added to an item or individuals brave enough to receive runes in tattoo form. Some of these runes may be used to channel spells in a more conventional manner as well, though using them in such a way is likely to require a short recharge period before one may do so again. Baelgrim's great skill as a runesmith permits him to quickly analyze and understand virtually any type of rune magic he may come into contact with. Perhaps most impressive of all is the dwarf's ability to temporarily enhance the effect of any runes on his own equipment in exchange for temporarily losing their effects after a set period of time.

    Lastly, runesmiths of Baelgrim's school must adhere to the following rules:
    Rule of Three - No single item may have more than three runes. It is virtually impossible to forge an item capable of bearing the strain of such power, and even those that can would eventually fail. A suit of armor is considered one item for the purposes of this rule.
    Rule of Form - Weapon runes can only be inscribed on weapons, armor runes can only be inscribed on armor, and banner runes can only be inscribed on standards; each rune is uniquely purposed to the item for which it is intended.
    Rule of Pride - No two items made by the same runesmith may carry the same combination of runes except under the most dire of circumstances. Moreover, a runesmith may not copy the works of another runesmith except during their apprenticeship, and even that must be limited to the works of their instructor.
    Rule of Jealousy - No master rune may be used more than once per army, and no more than one master rune can be inscribed on an item. Master runes are so powerful that they cannot be combined together on the same item or used together on the same battlefield. Catastrophic consequences await those that attempt any of these things.

Other
RPR Profile (or other website) URL (optional):
Other pertinent info:
WIP. Just putting this here in case my net dies. Don't want to have to redo the whole thing in the sheet generator again.

11
Character Sheets / Re: Krisuvial Moonshadow [alt]
« on: March 27, 2018, 06:46:32 PM »
That magic resistance also interferes with helpful spells as well, yeah? Just wanted to ask real quick for confirmation on that.

12
Character Sheets / Re: Nixa Bruid
« on: March 27, 2018, 06:42:57 PM »
Approved.

13
Character Sheets / Re: gelu
« on: January 13, 2018, 02:52:02 PM »
Approved.

14
Character Sheets / Re: (Alt) Lagoy
« on: January 03, 2018, 03:18:08 AM »
Hey there. It was brought to my attention that your character is listed as being undead but does not appear to have the weaknesses thereof. Would you be willing to amend that?

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Character Sheets / Re: Strijder
« on: December 12, 2017, 10:41:54 PM »
Approved.

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