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« Last post by Faith on May 05, 2018, 08:56:41 AM »
Have you previously submitted an application/character sheet which has been approved? Yes Basics / Biography DataFurcadia Name: Ansitif Character Name (if different): Alias(es): Ansi, Sif, Species: Purebred Devil Subspecies/Race: Brachina Age: Eight Apparent Age: Eight Gender: Female Height: 4'2'' Weight: 58lbs Build: She's a child, so really? Fur/Skin Color: Light Grey Hair Color/Style: Silver with a lavender touch. Eye Color: Crystal green with a soft glow Markings/Scars: None Appendages: Horns, Wings Handedness: Left Primary Class: Child Secondary Class (optional): Profession: Appearance (Furcadia Description): ---Unavailable at this time--- PersonalityDemeanor: --- Rp to find out--- Likes: Violence, Blood, Demons/Demonic things, Dollies, Tea Parties, Adventures, Spirits/Ghosts/Ghouls/Remnants. Games Dislikes: Angelic/Celestial, Snobs, 'Holy than thou'/Better than you/Cheap talk/ Empty threats. Paper cuts- Bane of her existence. Phobias (if any): None for now 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. StatisticsStrength (STR): Medium Dexterity (DEX): Medium Constitution (CON): Medium Intelligence (INT): Medium Wisdom (WIS): Medium Charisma (CHA): Medium Overall Evaluation: (60) Average (Strengths / Resistances) / WeaknessesStrengths / Resistances: Weaknesses: PossessionsWeapons- Weapon: Claws
Description: -- Speaks for itself, don't it? -- - Weapon: Anything
Description: She'll pick up anything that is lying around, and use it as a weapon, because that's the fun thing to do.
Armor- Armor:
Description: - Armor:
Description: Trinkets / Items (owned or worn):- Item: Soul Doll
Description: Lylth: Porcelain doll , that in fact has a soul trapped inside. She is 'soul' and telepathically connected to Ansitif. visitors can't see pics , please register or login
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- Item: Necklace
Description: A simple silver chain with a ball and gem. visitors can't see pics , please register or login
AbilitiesNatural Abilities- Ability:
Description: - Ability:
Description: Learned Abilities:- Ability:
Description: - Ability:
Description: OtherRPR Profile (or other website) URL (optional): https://www.rprepository.com/site.php?char=110983Other pertinent info: Being a child, she hasn't grown into her abilities. I'll be updating the char sheet every so often as she grows and learns new things.
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« Last post by Luctus 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.
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« Last post by Arinalca on April 26, 2018, 02:30:03 AM »
Have you previously submitted an application/character sheet which has been approved? undefined Basics / Biography DataFurcadia Name: Marsuvees||Nahlst Character Name (if different): Alias(es): Species: Feline Subspecies/Race: Age: 28 Apparent Age: 24 Gender: Male Height: 6'3" Weight: 180 lb Build: Slim, Ektomorph Fur/Skin Color: Azure with Navy stripes Hair Color/Style: Crimson and braded, bound with a string with small bells. Eye Color: White Markings/Scars: Navy stripes Appendages: Tail Handedness: Ambidextrous Primary Class: Rogue Secondary Class (optional): Merchant Profession: Restauranteer Appearance (Furcadia Description): A crimson braid twists itself well below his shoulders, bound at the end with a small black string with two golden bells. His crimson mustache was waxed meticulously, sticking out nearly four inches to the side from either side above his upper lip. Atop his head rests a tall top hat, adding nearly two feet to his frame, with a purple, cotton coat buttoned from his collar bones down to below his waist, the remainder of the jacket folded out and buttoned open, hanging down to just a little below his knees, and the collar popped up so that it almost met with the brim of his had. 'Neath the coat a thin silken shirt was worn, buttoned down, with lace frills running from collar to waist, and a pair of black leather trousers, fit snugly, and tucked into black leather boots. With gold filigree embedded around the ankle, meeting with small, overlapping gold plates that issue a light jingle as he walks. His feline ears obscured, though his light azure fur gleams brightly in the light, and matching arming swords hanging from each hip. "Top O' de mornin' to ye," he'd offer with a friendly smile. PersonalityDemeanor: Outgoing, cheerful Likes: Fish, and Money Dislikes: Being broke, and having no food. Phobias (if any): Alignment: Lawful Evil (Dominator) Description: They respect the law, but have no concern for others, and tend to exploit the law to rise to power. Often they will engage in merciless, organised, planned killing. Example: Adolf Hitler. Cribnote: It's all part of the evil plan. StatisticsStrength (STR): Medium-Low Dexterity (DEX): Medium-High Constitution (CON): Medium-Low Intelligence (INT): High Wisdom (WIS): Medium Charisma (CHA): Medium-High Overall Evaluation: (70) Strong (Strengths / Resistances) / WeaknessesStrengths / Resistances: Ambidexterity, Cunning. Weaknesses: No magical ability PossessionsWeapons- Weapon: Twin adamantine Arming swords
Description: Both blades are inlaid with intricate designs of both cold iron and silver. - Weapon: Silver Dipped Rapier
Description: Steel Rapier coated with silver, with a very ornate iron basket around the hilt, with adamantine quillons. Armor- Armor: Padded Leather
Description: A tightly fit padded leather suite. - Armor:
Description: Trinkets / Items (owned or worn):- Item:
Description: - Item:
Description: AbilitiesNatural Abilities- Ability: Light of foot
Description: Is skilled at avoiding blows and running away if he has the option. - Ability: Fleet of hand
Description: Skilled at slight of hand Learned Abilities:- Ability: Dual Wielding
Description: Skilled in dual wielding arming swords. - Ability:
Description: OtherRPR Profile (or other website) URL (optional): Other pertinent info:
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« Last post by Luctus on April 26, 2018, 01:48:08 AM »
Approved on the condition that the stone is not in fact a lich's phylactery.
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« Last post by Luctus on April 26, 2018, 01:23:26 AM »
Approved.
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« Last post by Enma on April 25, 2018, 02:19:53 AM »
Have you previously submitted an application/character sheet which has been approved? No Tell us a bit about your RP experience to date: Nanase has posted up in the tavern, being acerbic and trying to make a few coins. She's pushed her myriad young-person problems onto Alhsom pretty heavily. She has recently spoken with Epitome about joining the Twin Drakes. In a more general sense, I am a 15 year veteran of Furc, one of the old guard of Imag. I've played the characters Ashimar the Black, Ashrin DrakeFlame, Enma Edoan, Rickard Beaunades, R'gyalpo, Lab'n Permos, Pelthaus Aug'drasol, and countless others through the history of Wayfarer's Tavern, Howling Oak, Harshlaw, Wyvern's Cove, Spire of Malfeasance, and others. Why are you interested in joining the dream? Etla is an active community! I want to RP again. I've been out of the game for a long time. Basics / Biography DataFurcadia Name: Nanase Young Character Name (if different): Alias(es): Nana Species: Furre Subspecies/Race: Snow lioness Age: 22 Apparent Age: 22 Gender: Female Height: 5'8" (172 cm) Weight: 165 lbs (75 kg) Build: Solid Fur/Skin Color: White Hair Color/Style: Dark red, short, practical Eye Color: Chocolate brown Markings/Scars: Lots of scars. Most distinguishing are the three scratch scars across her muzzle. Appendages: Handedness: Ambidextrous Primary Class: Warrior Secondary Class (optional): Ranger Profession: Bounty hunter Appearance (Furcadia Description): A broad-shouldered lioness with snow-white fur, Nanase wears a constant mocking smirk. Deep red hair, worn in a short, practical cut, paired with the three parallel scars crossing her muzzle, lend her the look of a fighter. Her upper body is covered by a short sleeveless blouse that leaves her muscular midriff bare. Leather fingerless gloves cover both hands, her right adorned with ridges on the knuckles. Spiked armor covers her left upper arm, and a similar spiked sleeve protects her right forearm. A bladed buckler shield hangs at her left hip. Loose, ratty pants cover her legs, her big digitigrade feet left bare. PersonalityDemeanor: Sarcastic, with a hint of paranoia Likes: Rare teas, people's dreams, getting into fights, hunting game, being the center of attention Dislikes: Being ignored, her mother, cowardice, barley tea Phobias (if any): Bees Alignment: Chaotic Good (Rebel) Description: Strong believers in freedom who like to make their own way and hate people who bully other people and try to push them around. They will often have a strong moral code which may not agree with the law. Example: Robin Hood . Cribnote: WE DON'T NEED NO STINKING BADGES! StatisticsStrength (STR): Medium-High Dexterity (DEX): Medium-High Constitution (CON): High Intelligence (INT): Medium-Low Wisdom (WIS): Medium-Low Charisma (CHA): Low Overall Evaluation: (61) Strong (Strengths / Resistances) / WeaknessesStrengths / Resistances: None in particular Weaknesses: None in particular PossessionsWeapons- Weapon: Right gauntlet:
Description: A fingerless leather glove, with small steel ridges on the knuckles designed to deliver greater pinpoint force. They do little to protect Nana's knuckles from the opposite and equal reaction. - Weapon: Bladed buckler
Description: A small wooden buckler, merely 8" across, not counting the sharp spikes protruding from the steel rim. These are essentially the same shape as broadhead arrows, made to puncture flesh, and rip it apart on the way out. While this shield has some minor defensive use, it is definitely a weapon, not armor. Armor- Armor: Spiked pauldron
Description: Nana's left shoulder and upper arm are protected by a boiled leather pauldron, dotted with thin spikes. This pauldron is designed to be used to gain an advantage while grappling, though the boiled leather is good at withstanding cutting attacks. - Armor: Spiked sleeve
Description: On her right forearm, Nana wears a supple leather sleeve with spikes dotting it in places. This sleeve is designed to be used to gain an advantage while grappling, and offers no defensive benefit otherwise. Trinkets / Items (owned or worn):- Item:
Description: - Item:
Description: AbilitiesNatural Abilities- Ability: Dream Walking
Description: The hallmark of the Young family, passed down from her grandfather, Christopher Young. Nanase is able to enter the dreams of others. This does not require the consent of the sleeping party (since they can't really give it), but once inside the dream, Nana is at the mercy of their dream. A dreamwalker who dies in a dream experiences all the sensations accompanying that death, and though it leaves no physical mark on them, it's quite a traumatizing experience. A dreamwalker can affect the outcome of a dream, but that's still limited to the scope of the dreamer's imagination. - Ability:
Description: Learned Abilities:- Ability: Martial arts
Description: Nanase is a skilled martial artist, trained by her father from a young age in a number of striking disciplines. While she has some grappling experience, she prefers to avoid it—but when forced into it, she'll use her claws and teeth as much as anything else. - Ability: Hunting and tracking
Description: Nana is skilled at living off the land, and is quite self-sufficient in the wild. OtherRPR Profile (or other website) URL (optional): https://www.rprepository.com/site.php?char=33816Other pertinent info:
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▚▚ [ ◬ ] ▞▞
Deep within the coils of Eileadora's stony bowels is an iron door recessed into the old masonry around it. Easily mistaken for a long forgotten dungeon or some obscure storage-place, a keener eye might spy the gleaming details that speak to the contrary: there's no rust and little wear, and there are words written in new brass letters on a bolted metal plate over the lintel.
A square slot screeches open where a peephole might have been. There is no glass and no eye on the other side, but instead two rows of straight and dingy teeth set into pale gums that seem, impossibly, stretched behind and into the metal around them.
"Good evening, VISITOR NUMBER #49," a perfectly cordial man's voice thrums from the mouth in the door, which appears to be equipped as well with a grayish tongue and a sickly-purple throat behind its surreal grimace. "Welcome to SOLVE ET COAGULA. My name is JANUS. In order to obtain entry, please look me STRAIGHT IN THE EYE."
There's an eye, alright, at the top of the door, just as worryingly fleshy as the mouth; damp and jaundiced with a pointed stare and a contracting pupil. Its gaze lingers for an awfully long time before it rolls up into its lids and disappears once more against the shadows on the iron around it.
"Thank you for your cooperation," clacks the mouth.
The slot slides shut again, almost loud enough to hide the sound of seven rapid-fire clicks before the door glides open on its hinges. Behind it is a modest interior lit by dimmed sunrods, its drab decorating and clinical presentation rather at odds with what sounds like muffled sobs coming from somewhere below. WHAT IS THIS? WHERE AM I?Either you've been invited here, or you've stumbled upon it--or maybe you were dragged here the last time you got drunk and lost. This is the office of one Herr Doktor Antonius, as well as his more general place of "business."
Excuse me--business.
What exactly that entails will vary significantly between clients and associates, but by all outward appearances, Solve et Coagula seems to be an eccentric private medical practice and alchemical dispensary.
Well, some outward appearances. After all, the door appears to be filled with talking meat. Perhaps it is best to leave it at that...? There are more eyes among the stones that make up the walls and ceiling, betrayed only by the glitter of the light on their damp membranes. So long as any visitor wanders about unattended, they watch, most attentively... On the desk facing the door is a thin leatherbound book containing a professional sampling of services and alchemical offerings. Herr Antonius's list of alchemical services includes the synthesis of custom concoctions, reagent appraisal, and substance identification at the rate of 2 silver per hour, or free if it can be identified at once by sight, smell or taste. Demonstrations of certain wares may be arranged via appointment.
His list of medical ones includes exams, testing, prescriptions, surgery, and augmentative surgery... whatever that means.
Critical cases and visitors suffering from particularly mundane afflictions are directed towards Eileadora's infirmary. The first page is covered in the colloquial names of potions and substances with obvious medical purpose; anesthetics and restoratives, blood replenishing brews and invigorating serums, and even one particularly miraculous concoction whose description claims that it can raise the freshly-dead, for an exorbitant price. The following spread is dedicated to more recreational things; potent absinthe and other spirits, the pleasantly drinkable reagent aqua vitae in three flavors, and no small number of substances practically designed for bored gentlemen in their smoking rooms. Among them is an entry for an expensive substance titled The Good Death, a drug which allows imbibers to flirt with their own demise; lethal, if not properly dosed. Here are alchemortars, substances which provide certain properties to the buildings to which they are applied; and spell bases, for magic users who like to have a bottled ace up their sleeve in a pinch... Fleischfäule, a substance that, it says, will permit one to sculpt flesh. Athanor Vitae, to deny a man the dulling of pain. Silence, a brew that will punish any scream. Aqua Mortis, the perfect poison; Butcher's Boon, a disfiguring disease that grows a deformed excess of flesh wherever it touches living blood. Antonius's Anticoagulant--a potion that ensures the steady exsanguination of any wounded man who is forced to drink it. Homunculi, bastardized sentient life. Oozes made of freshly deceased meat, skin and bone. All prices may be paid in blood at the rate of 1 silver per seven drams. Beside the book is a placard with a name on it: DR. H. M. H. ANTONIUS. There is a neatly folded page of vellum nearby, which perhaps belongs in a file in one of the drawers, labeled MITARBEITER. JANUS, REZEPTIONIST. GAIUS, ANÄSTHETIST. PAEAN, ASSISTENT DES CHIRURGEN. MAUL #94, REINIGUNG UND ENTSORGUNG. A second book with an accompanying pen is open beside the first, filled with times, but no names. Whisper ALCHEMIST, PM me here, or contact me on Discord: GRANDPA WITH CHAINSAW#7239
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« Last post by Fenrir on April 21, 2018, 10:48:01 PM »
Have you previously submitted an application/character sheet which has been approved? Not In This Iteration of the Forums, But Some Time Ago Tell us a bit about your RP experience to date: I have more years that I would actually care to count of experience RPing, though I took a very substantial hiatus (and can't entirely be certain how much time I can devote to it now-- but beside the point), notably I spent a lot of time here and even ran a Halloween event now many years ago. Why are you interested in joining the dream? Would like to contribute to what essentially remains of the "old guard" in the Imaginarium. Basics / Biography DataFurcadia Name: Laetans Tripudios Character Name (if different): Laetans Tripudios Alias(es): Sundry Species: Furre Subspecies/Race: Wildcat (Indeterminate Species) Age: 32 Apparent Age: 26 Gender: Male Height: 5'9'' Weight: Fluctuates Build: Dancer's Fur/Skin Color: Naturally White, Often Dye Fantastically Hair Color/Style: Coal Black, Long, Often Ornamented Eye Color: Green Markings/Scars: Ritual Scarification Over Old Whip Scars on Back Appendages: Arms, Legs, Tail Handedness: Right Primary Class: Other: Necromancer (Primarily Utilitarian and Performative) Secondary Class (optional): Other: Pyromancer Profession: Bard Appearance (Furcadia Description): The edge of artistic madness hangs over this figure. He stands just under six feet tall and bears all the marks of the most eccentric of bards. His unnatural hues glare from even the farthest distance, fine silken overcoat etched in flaming gold further complemented by fur dyed in eldritch shades. Eyes are easily drawn to his strangely bright green gaze, glaring out betwixt long coal-black hair- all further complemented by a polished actor's grin. Form fitted clothes cover his lower body, with fine boots and supple leather pants providing him with a surprisingly smooth dancer's gait. At his hips are belted twin curved blades, ivory handles polished for show but showing the wear of heavy use. A similar rod of ivory, tipped with the image of a phoenix, is almost always clutched in one paw; a showman's cane if ever there was one. The bards love for ivory ornamentation is capped with the large instrument case slung across his back: a mysterious object of pure black bone housing the tools of his trade. PersonalityDemeanor: Outwardly Garrulous Likes: Song, Dance, Hedonism, Good Chats With the Living and Dead Dislikes: Stoicism, Death, Bad Food, Boring People Phobias (if any): Death Alignment: Lawful Evil (Dominator) Description: They respect the law, but have no concern for others, and tend to exploit the law to rise to power. Often they will engage in merciless, organised, planned killing. Example: Adolf Hitler. Cribnote: It's all part of the evil plan. StatisticsStrength (STR): Medium-Low Dexterity (DEX): High Constitution (CON): Medium Intelligence (INT): Medium Wisdom (WIS): Low Charisma (CHA): High Overall Evaluation: (66) Strong (Strengths / Resistances) / WeaknessesStrengths / Resistances: Fire, Death Magic, Charismatic Weaknesses: Holy Magic, Low Willpower, Natural Cowardice PossessionsWeapons- Weapon: Twin Curved Swords
Description: Ivory handled, polished, sharp, and mildly enchanted for durability and shininess for sword dancing. - Weapon: Black Instrument
Description: An instrument attuned in much the same way as a Wizard's staff, acting as a focal point and enhancer for his casting. Notable necromantic aura. Armor- Armor: Pheonix Coat
Description: Fire-resistant, lightly enchanted defensive coat. - Armor: Leather Armor
Description: Though designed for show, his leathers can take a bit more of a beating than they look. Trinkets / Items (owned or worn):- Item: Nine-Lives Stone
Description: Typically hidden on his person, this stone represents his fear of death taken to extremes. Thoroughly flawed due to a lack of determination in its creation, this could be the beginning of a Lich's phylactery or little more than a mild buff to necromancy, depending on the needs of the plot and the interest of the GM. - Item:
Description: AbilitiesNatural Abilities- Ability: Pyromancy
Description: The bard has a natural knack for pyromancy that awakened through trauma. - Ability: Crafty Charisma
Description: Discovered through the course of a troubled youth, he has a natural flair for getting along with others and wiggling out of trouble. Learned Abilities:- Ability: Necromancy
Description: A terrible fear of death awakened a need to stave it off, causing the bard to delve deep into forbidden arts. He discovered purpose in it, however, and he largely tries to bend it towards his own selfish sense of "good," helping the dead find rest and giving them voice. - Ability: Bardic Mastery
Description: From performative magic to instrumentation and even blade dancing, he has honed his craft to act with the purpose to entertain while still offering utilitarian benefits.
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« Last post by Luctus on April 21, 2018, 12:59:19 AM »
Basics / Biography DataFurcadia 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. PersonalityDemeanor: 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. StatisticsStrength (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) / WeaknessesStrengths / 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. PossessionsWeapons- 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: AbilitiesNatural 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. OtherRPR 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.
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« Last post by Lady Idani on April 20, 2018, 11:31:32 PM »
Have you previously submitted an application/character sheet which has been approved? Yes Basics / Biography DataFurcadia Name: Lukas Drescher Species: Human Subspecies/Race: German Age: 37 Apparent Age: Gender: Male Height: 5'11" Weight: 140 lbs Build: Gangly Fur/Skin Color: White Hair Color/Style: Blonde Eye Color: Blue Markings/Scars: Many scars all over his body, namely seen upon his hands, arms, and a few on his face. Appendages: Two arms, Two legs, Two brains... wait. Handedness: Right Primary Class: Scholar Secondary Class: Doctor Profession: Scribe, Potion-maker, Healer Appearance (Furcadia Description): A twitchy individual, Lukas is a man who seems to not be able to sit still for more than a few minutes at a time. Whether he is flinching, shaking slightly, jiggling his leg when he sits, or drumming his fingers on a tabletop, he can't seem to keep his frenetic energy to himself. He is on the tall end of the spectrum at just shy of six feet in height and very thin, almost emaciated. He has wiry muscle on him, but not an ounce of fat, mostly because he forgets to eat quite often. His hands are decidedly delicate, long fingers and very good manual dexterity, the hands of a healer, a scribe, an artist. Lukas's hair is long and naturally thick, and he often pulls it back into a hasty ponytail for convenience. His eyes, soft blue-grey in color, are unnerving to say the least; the pupils are frequently contracted, as though he were in a complete panic, and he seems prone to making uncomfortable, prolonged eye contact with everyone he meets. Whether he realizes it or not remains to be seen. He has various faint scars that almost get lost in his natural pallor, scattered about his arms and torso as well as a few vaguely seen around his eyes. His expression is often a sneering grin or a knowing smirk. For all his strangeness, Lukas is a very fine dresser, taking great care to purchase finely dyed leathers and soft-woven fabrics for his clothing, favoring dark violet, soft brown, and gentle cream. Polished buckles on boots and coats almost always have rich engravings. PersonalityDemeanor: Intelligent, snide, manic, paranoid, morbid. Likes: Reading, painting, being too inebriated to function properly. Dislikes: Silence, children, sleep. Phobias (if any): Ṯ̴̖͉̹̼͍H̷͘͏͓̣̬͍̹É̗̖̹̣͈͍̟͎ ͓̩̲͇̭͞Ḑ̸̦̝͈͕̼̘̩̬͚͠A̷̮̭̟̫͔̼̠͢R͈̯̳͘͞͝ͅK̤̞̠͎̣̻̣ Alignment: Lawful Evil (Dominator) Description: They respect the law, but have no concern for others, and tend to exploit the law to rise to power. Often they will engage in merciless, organised, planned killing. Example: Adolf Hitler. Cribnote: It's all part of the evil plan. StatisticsStrength (STR): Low Dexterity (DEX): High Constitution (CON): Low Intelligence (INT): High Wisdom (WIS): Medium Charisma (CHA): Medium-Low Overall Evaluation: (57) Average (Strengths / Resistances) / WeaknessesStrengths / Resistances- Strength / Resistance: Handy
Description: Because of his great variety of subjects on which he is knowledgeable, Lukas has picked up several hobbies over the years and is a little bit of a jack-of-all-trades if you need simple repairs done or tasks managed of that sort. - Strength / Resistance: Dexterity
Description: For all he lacks in strength, he certainly makes up for in reflexes and fine manipulation. Weaknesses- Weakness: Mania
Description: Although he is sharply intelligent and skilled, Lukas is plagued by an almost inexplicable madness. Occasionally and seemingly without rhyme or reason, he can fall into a catatonic state, burst into hysterical laughter, or begin screaming in real, genuine terror at some invisible horror. - Weakness: Drug Addiction
Description: Lukas is a frequent consumer of opium, cocaine, and unwise amounts of alcohol. His health suffers as a result, but somehow he keeps himself going. - Weakness: Physically Weak
Description: This dude seriously couldn't fight his way out of a wet paper bag. PossessionsWeapons- Weapon: Flintlock Pistol
Description: A finely-crafted weapon of dark wood and polished steel, worn in a pistol holster under his vest. Armor- Armor: Leather Longcoat
Description: Not particularly special by any means aside from its quality, but still, a leather jacket does mitigate some damage. Trinkets / Items (owned or worn):- Item: Caligraphy Materials
Description: Inside a fine wooden case lies a set of even finer pens of all shapes and sizes with an impressive collection of nibs for all occasions. Several colors and types of ink in tightly sealed bottles can be found on his person as well as wax seals and stamps of several varieties. - Item: Leatherbound Journal
Description: A weathered-looking journal with sturdy clasps and a lock, it is built to be able to add and remove paper as it is used. - Item: Candles and Firestarter
Description: A bundle of simple beeswax candles tied with a sturdy cord along with a small metal contraption made to spark with ease. - Item: First Aid Kit
Description: A needle and several lengths of stitching gut, a roll of bandage, a vial of antiseptic and other such accoutrements. The basics for triage. - Item: Entertainment Paraphernalia
Description: A snuff box, several vials of opium powder, and a syringe. AbilitiesNatural Abilities- Ability: Eidetic Memory
Description: Lukas can remember the details of events and objects far longer than normal folk. He can recall a story he heard when he was a child, the face of a man he had sat next to at the opera, or the exact phylogeny of a rare and exotic plant. His knowledge, however, is not given up freely. In fact, it can cost an arm and a leg - a fact which he likes to quote with a straight face. - Ability: Intelligence
Description: With the above comes a wealth of knowledge both technical and theoretical. Learned Abilities:- Ability: Healing
Description: Possessing no natural magic, Lukas has learned to craft potions and other alchemical agents to assist him in the treatment of wounds and illnesses. He has also studied formal medicine, and shows great promise in the areas of surgery and emergency triage. - Ability: Scribing
Description: Lukas has fine handwriting and excellent speed when recording, and can routinely produce copies of books or scrolls of the highest quality. - Ability: Artist
Description: Trained from a young age, he is capable of painting with oils and working with charcoal. He excels most at anatomical drawings and landscape painting. OtherOther pertinent info: Music!
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