Clyvelle
Memorial Mob
Theme: Fourth of July by Sufjan Stevens
I Think I Saw a Ghost - One Hope
Rp'er Name: Clyvelle
Post Frequency: Daily to Weekly
Discord Name: Clyvelle#4402
Current RP: --
Goals:
- Return to normal life in Ryken
Escort the Leilosis monks to new home
Height: 5' 9"
Weight: 130 lbs.
Backstory: Jareth lived in seclusion with his parents, who were former zealots. They were eventually found out and murdered by their fanatical brethren. Jareth, along with a handful of other children, was captured and used in a ritual to the zealot order's deity. Before the ritual could be fully realized, a militia hired by a local noble stormed the area, stopped the ritual, and rescued the children. Jareth was taken with the others back to Ryken where he was placed in an orphanage. He was thought to be insane as he was reasonably not himself after the murder of his parents and involvement in a horrendous ritual. It wasn't until a glassmaker caught his attention that anyone realized how normal Jareth could be. He showed great promise in the art, and soon became an apprentice at the artisan's shop.
Current Life: Having established himself as an apprentice, Jareth lives a comfortable, albeit meager, life. Most of his days are spent running errands for his master, Nolan Isthmus, while perfecting his own skills when there's time. He actively avoids spiritual places, such as temples and even graveyards. The trauma is now years behind him, but the nightmares still haunt his pillow at night. He also has learned to walk the other way when certain individuals are approaching. Some of the adults trained their children to avoid the ones involved in the ritual, fearing any number of supernatural disasters. This instilled avoidance evolved naturally, yet aggressively, into unadulterated hatred for the "omen children".
- Frequently finds sand on or around him
- Befriended elderly neighbor named Boris
- Working on a telescope
- Apprentice to Master Nolan Isthmus
- Main antagonist is Osman, another omen child, and his cohorts Ban and Trent
- Despised by noblewoman Audrey Antoinette Delarue (Lady Delarue) for reasons unknown
- The omen children have allegedly suffered ill fates, one disappearing entirely
- Avoids involving guards when he gets bullied by Osman
- Gore can initiate panic attacks due to associated memories
- Personality shift: Anger/Self-preservation
- Human
- Eyeglass Adept - D-grade artisan
- Scorned - Your character is seen as a pariah by the general public. You'll have increased chances of drawing the aggression of those around you. You'll also have increased chances of drawing the aid and support of characters that witness your hardship.
- Ryken Adventurer D - character knows all the basics, has been on some adventures, and shows themselves to be competent. They are only missing experience and a specialty that sets them apart in the guild. They are considered a full fledged member and can be called upon for most standard missions even if just as a supporting role.
- MIA - character has been reported missing and faction(s) have mobilized to find them. More NPC's and PC's may invade threads of character wearing this title to try and find them.
- Sandman - character's body is made of sand. Is likely to leave sand behind wherever they go. Has an easier time staying together in moist environments and less windy days. Even when solid, can give off the impression they may blow away at any moment.
- On the Wind - character is considered missing or actively avoiding being found. Can make it more difficult to establish trust with those they come in contact with. Those that know them already will not immediately recognize them.
- Maze Runner - character has ran for their life in a confusing and trying place and situation. Character is more likely to perform better in confusing settings in the future where passive senses are not sufficient for getting through something under pressure. Increases ability to think on ones feet and improvise. More prone to finding themselves in similar difficult situations.
- Comrade - character has proved themselves to be a good ally and approachable. Character will have easier time convincing others to team up with their cause or to allow her to join theirs. More likely to join a cause that isn't worth joining too, however.
- Student of School of Earth F - Enables rps as a student without the need for an enrollment rp.
- Magic Graduate of School of Earth D - Enables rps where character may provide magic services or instruction at various institutions without need to rp employment first. May also provide grounds to run rps establishing magic institutions.
- [Champion of The West] - Character has been named a Champion of the Eastern Empire, imbued the strength of the earth. Champions are fierce defenders of the Eastern Empire, called upon in times of need to fight for the survival and honor of their people. Though not as rare as Heroes, Champions hold great respect and admiration among their kin, and their strength, that of a crashing wave, is a beacon of hope in times of conflict.
- Champions are bound by duty to protect the Eastern Empire, especially when their elemental strength is needed in battle. They are drawn to conflicts where their powers are most potent and are known for their fierce resilience and ability to turn the tide of battle. While not invincible, a Champion’s fall is a grave loss for the Eastern Empire, for their strength weakens with their absence.
- Champions have limited sway over fate, but when they fight for their people, their presence is enough to inspire courage and unity in those around them.
- The Eastern Empire honors their Champions, granting them freedom to come and go, and providing for them in times of peace. In turn, the Champions are expected to rise whenever their people call, answering the summons of battle with the fire that burns within them
Points Earned: 568
Points Spent: 616
Points Not Spent: 57
Strength - D (14)
Precision - B (28)
Intelligence - C (21)
Vitality - A (35)
Speed - D (14)
Character Grade - C
Movement (0)
- #Special Movement [Earth walk] F (14 points)
DOMAIN POWER
Type: Ability!, Auxiliary!
Pre-req: Precision! one grade higher
Note: Some movements may be deemed to cost extra. Movements such as Flight, jumping, teleport, tunneling, and swimming are covered in other skills.
Character has the ability to move in a way other than normal 2 legged stride that is safer than if they attempted them without this skill.
Grade of skill can typically overcome the challenges and hazards of same grade as deemed appropriate by narrator. The following is a list of examples and not a completed list of possibilities.
Earth Walk - creature has the ability to meld into and move through earthen surfaces
- -
- -
- [type] #Affinity (7 points)
Type: Augmenter!
Pre-req: Intelligence! one grade higher than skill- Element [Earth] D (21)- This affinity gives basic control over element of choice. Does not replace the need for other skills, but enables basic usage. Changes base damage type of offensive spells to type of Element chosen.
- Blind Fighter (7) - Character has the ability to use magic in melee range in dim or no light situations as if they could see. (does not upgrade)
- Breaker D (21) - Damage dealt to specific materials takes double damage. Grade of breaker affects what materials are susceptible. Grade of Breaker is effective against equal grade objects. Refer to Material grades for more information. This bonus does not apply to constructs directly but may be applied to their natural weapons and armor if narrator approved.
- Contact F (7) - an affinity for overcoming a target's individual resistance types. Each grade of Contact nullifies one resistance type whose grade is less than or equal to the grade of the resistance of same type. Contact does not stack with itself. May be taken multiple times, but must specify a different damage resistance type each time.
- Continuing F (7) - the attack has a means of causing ongoing damage. An acid or fire burn. The poison that courses through veins. This technique only applies to sources of damage in an attack and not other special effects. This technique can be used to inflict long term ongoing effects like diseases or curses or short term effects like pain. Affected targets take a point of damage on each of their posts after being afflicted once per round for duration until spell ends or they are otherwise cured of the affliction.
- Deflect F (7) - Action: 1 - used to create abilities to deflect attacks that have enough physical component to them that hitting them is possible. Narrator discretion on what counts as solid enough to be deflected. Each grade of deflect further reduces stat contribution to effectiveness of attack against you. Can be combined with Vorpal affinity to apply to attacks that are not physical.
- Indirect D (21) - Must be assigned after a Ranged technique is acquired - hit targets beyond cover and other obstacles through unique attacks that can come from other directions.
- Irritant F (7) - Action: 1 - a potent smell or itch that distracts the target and/or partially blinds them for a time among other possible effects (see Hindrances). While under the effects of Irritant, target has effectiveness of actions reduced by 1. Grade of tech core can effect creatures of equal or lesser grade.
- Knockback D (21) - Action: 1 - this technique specializes in sending targets flying. The greater the grade of technique, the greater the potential distance a target may be force moved. See optional knockback rules for knockback table and other details.
- Penetrating D (21) - spell reduces item effectiveness of a target's action by 1 per grade of Penetrating.| F-grade: 1 grade | E-grade: 2 grade | D-grade: 3 grade | C-grade: 4 grade | B-grade: 5 grade | A-grade: 6 grade | S-grade: ??? |
- #Componentless Magic F (21 points)
Type: Augmenter!
Pre-req: Magic skill same grade
Note: Only effective for abilities of the same or lower grade.
Character can perform magic without performing chants or gestures or requiring catalysts or some combination of the ability components. This also removes the restriction of not moving in the same post as casting spells. Grade of skill replaces grade of catalyst in effectiveness calculations for spells. - Magic D (21)
Prereq: Intelligence one grade higher
Character has become aware of the mana in their body and can now learn to channel it. May be combined with other skills to create magical spells and abilities. Required to cast spells. Requires Catalyst item. This skill must be higher than any of the other magical skills acquired to enhance a spells effects. Ex: Duration, Targets, Area, Range, etc - Magic #Domain [Earth] F (7 points)
Type: Ability!, Suite!, Narrator!
Pre-req: Magic School one grade higher, 5x affinities not in Magic School F (may include spell range, duration, targets, aoe)
Note: Limited to 1 Domain. When making abilities, include magic skill and magic domain skill and magic school.
The character is a scholar of magic that has specialized and generalized in a particular area. It has allowed them to develop or learn an area of magic to the point where they can twist and mold it to accomplish their whims within the limits of their domain, as opposed to the mundane limits of typical magic.
Spell Mastery - spells of this domain may include one iteration of any affinity not already part of the domain or school for free at grade of domain. may also include spell range, duration, targets, aoe if not already bought.- Title/Asset gained - [Magic Graduate of (IH school Name) D] Enables rps where character may provide magic services or instruction at various institutions without need to rp employment first. May also provide grounds to run rps establishing magic institutions.
- Domain Power - character receives an additional 49pts they may use to add one or more skills to domain. These skills will always be same grade as grade of domain.
- Special Movement [Earth Walk] (14)
- Undetected [Sight] F (14)
- Duration Reduction F (7)
- Pocket Dimension F (14)
- Magic #School: [School of Earth] D (21 points)
Type: Ability!, Suite!
Pre-req: Magic skill same grade, 5x affinities F (may include spell range, duration, targets, aoe)
Note:- When making abilities, include magic skill and school of magic skill.
- The 5x affinities chosen for the school become the core of the school and will be required to level with school
- The 5x affinities cannot include more than one of the following affinities: Penetrate, Linked, Homing, Deflect, Accurate
User selects a name for their school of magic and the type of magic studied. This skill is for those that want their character to feel like they have had a more structured learning experience with magic.
User must also describe the school of magic with what spells are common in the teachings and the ideas beyond those teachings. - Asset/Title gained - [Student of (list Ih school) F]. Enables rps as a student without the need for an enrollment rp.
- Meta Magic - apply or upgrade range, duration, targets, or aoe 1 grade per grade of school to a spell. A skill added or upgraded in this way may not exceed grade of school with this feature alone. Spells augmented with meta magic maintain original cooldowns and power.
- Energized E (14)
Prereq: Intelligence! one grade higher than skill
Note: Only applies to abilities of equal or lesser rank
Reduce post cooldown of abilities by 1
- Supersense [Tremorsense] E (14)
Prereq: Intelligence! one grade higher than skill
Character has an additional sense. Upgrading the skill increases effective range of the sense. Each time the skill is taken, a new sense may be added. Some senses possible with this skill: echolocation, tremorsense, x-ray vision, microscopic vision, etc...
Tremorsense - A Creature with Tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground.
F - 10ft radius
E - 100ft radius
D - 1000ft radius
C - 1 mile radius
B - 10 mile radius
A - 100 mile radius
- Change State F (21)
Prereq: Vitality E
Character can change their state of being to a different state of matter for a limited amount of time. While changed, they may ignore certain physical requirements like breathing or eating. When they turn back into their regular forms, any damage or fatigue accrued that has not been resolved will impact the body.- Change State F - can change into a liquid. cannot pickup solid objects. Cannot apply force greater than a gentle wave. Takes half the damage normally incurred as appropriate by narrator.
- Change State E - can change into a gas. cannot affect things with more than a gentle wind. Is only minorly affected by attacks that don't affect the entirety of the character as determined by narrator.
- Change State D - can become Incorporeal. Like a ghost, the character loses physical substance. Can pass through solid objects and is immune to physical types of harm. Can't interact with the physical world despite still being visible.
- Change State C - can become a type of energy. Light, sound, electricity to name a few. At narrator discretion, more abstract forms of 'energy' are possible.
- Change State B - allows for stronger abilities made with the skill
- Change State A - allows for stronger abilities made with the skill
- Change State S - allows for stronger abilities made with the skill
- #Duration Reduction F (7 points)
DOMAIN POWER
Type: Defensive!, Passive!
Pre-req: Vitality! one grade higher than skill
Per grade of this skill, reduce the effective grade of the duration skill in the ability/effect character is under.
Ex: E-grade duration (1hour) on ability to weaken target will only last a minute due to duration reduction F skill on character. - Resistance [Physical] E (42)
Pre-req: Vitality! one grade higher than skill
Note: While immunity is not possible for fairness, if the skill and vitality are high enough, it's as good as in most cases.
Character takes reduced damage/pain/debuffs/setbacks when hit by an attack, technique, or hazard using same/similar element - Regeneration D (21)
Pre-req: Character! one grade higher than skill
Character automatically starts to heal itself if the character is not killed and the body is not destroyed. Does not apply to Mental 'damage'. This includes regrowing severed appendages. Character regains all their HP after a cooldown on Regeneration expires. The cooldown on regeneration begins as soon as the character takes damage. Cooldown on regeneration shrinks as the regeneration skill is upgraded. Out of combat, the cooldown only applies at narrator discretion. Cooldown is not reduced by Energize.
Cooldown:
F - 6 posts
E - 5 posts
D - 4 posts
C - 3 posts
B - 2 posts
A - 1 post - Resilient [Fatigue (caused by hunger, thirst, lack of sleep); Suffocation] E (14)
Pre-req: Vitality! one grade higher than skill
Character's body is adapted to survive in a hostile environment or condition. May choose a new environment or condition each time skill is upgraded or taken. Examples: space, underwater, desert, Aging, Fatigue (caused by hunger, thirst, lack of sleep) etc - #Undetected [Sight] F (14 points)
DOMAIN POWER
Type: Ability!, Defensive!, Stealth!, Utility!
Pre-req: Precision! one grade higher than skill
Character can cloak themselves through some means to become undetectable by a sense. Each rank of skill allows an additional sense to hide from as well as overall effectiveness of the presence suppression. Common senses: Vision, Touch, Smell, Hear, Taste. Aside from common human senses, you can also choose special super and 6th senses options. It should be noted that although the skill makes someone undetectable by the sense chosen, it does not actually erase the character's parts like turning into a ghost or vapor might. A character that cannot be touched can't walk through walls with that skill alone. Sonar and Infrared are 2 examples of senses that may reveal an undetectable character despite their blocks to various senses. Should not be confused with stealth, which enables characters to move/act in a way that reduces chances of detection, this skill eliminates chance of direct perception by sense stated, but does not hide the character. Invisible characters still leave footprints or make sounds when splashing in water, for example.
- Companion F (35)
Note: Companions are prohibited from taking the Companion or Minion Skills.
The character has acquired, created, or met one or more companions. Companions are npc's controlled by the narrator of any given rp. They are generally allies of the Character that spawned them but have their own minds and goals. Common examples: Childhood friend, Pokemon, Digimon, Butler, etc
The rp'er has 70 points with which to create their companion(s) by either investing all of them into one or splitting them up between multiples. Creatures created in this way must have a minimum of one stat above F grade or one skill acquired. Creatures are assumed to be a humanoid base with F's for stats until skills and stat upgrades are applied.
For each Grade of Companion, the companion(s) may improve with a shared 35 points per grade after F. - #Pocket Dimension F (14 points)
DOMAIN POWER
Type: Ability!, Stealth!, Utility!
Pre-req: Intelligence! one grade higher than skill
Character can store items in an alternative space as large as 1 foot radius. They can freely retrieve any items from or add items to the space so long as there is room. Additionally, the item cannot be destroyed in order for it to fit. If character with this skill is killed/dies, the pocket dimension pours out its contents upon the ground. Items poured out do not include resources generated by the pocket dimension. Creatures can be stored inside as well but at narrator discretion. Each time the pocket dimension is upgraded, the character can set what the dimension is. Ex: C grade pocket dimension is styled like a small sports stadium. B grade pocket dimension is styled like a village.
Where you enter the pocket dimension, assuming its big enough to enter, is where you exit it if you wish to leave.- F - 1ft radius
- E - 10ft radius
- D - 100ft radius
- C - 1000ft radius
- B - 1 mile radius
- A - 10 mile radius
- S - ???
- Artisan (Eyeglass) D (21)
Pre-req: Precision! one grade higher than skill
Artisan's are skilled professionals that can take materials and turn them into products. Generally artists and craftsmen, they gain tools necessary to perform the trade/craft and can craft items of the same grade for free. A starting asset an artisan may have is a Master npc and Shop with which they may practice their craft. Ex: Artisan Blacksmith F can craft F grade swords. Orichalcum and Mithril items get a 7 point deduction to purchase at F grade and a 7 point deduction per upgrade. - Focus D (21)
Pre-req: Character! one grade higher than skill
Note: Each grade of Focus enables a character to use 1 additional magic item at a time.
The ability to concentrate in stressful situations, and the knowledge of techniques to center the mind and spirit. Can be an important skill for mages and marksmen. Allows character to ignore varying degrees of distraction as it levels up to improve ability effectiveness even while moving or under threat.
Offensive
- Palm Strike - Magic E - Jareth performs mana-infused palm strikes to deliver melee magic damage - Grade E - 1 Post Cooldown
- Sand Whip - Magic E, Domain F (AOE 10ft radius), Focus E - Jareth conjures a tentacle of sand that lashes out at target within radius - Grade E - 1 Post Cooldown
- Spike (air) - Magic E, Domain F (Range 10ft, AOE 10ft radius), Focus E - Jareth conjures spiked projectiles of sand that launch out in a radius - Grade E - 1 Post Cooldown
- Spike (ground) - Magic E, Domain F (Range 10ft, AOE 10ft radius), Focus E - Jareth causes spikes that extend up to 10ft to erupt from the ground at a point within range - Grade E - 1 Post Cooldown
- Muddle - Magic E, Domain F (Range 10ft, Duration 1 minute), Focus E - Jareth casts a cloud of sand at his opponents eyes to obscure their vision - Grade E - 1 Post Cooldown
- Scatter - Magic F, Change State F, Focus F, Energized F - Jareth utters the command word and disperses into sand - Grade F - 0 Post Cooldown
- Mage Armor - Magic E, Domain F (Duration 1 minute), Focus E - Jareth surrounds himself with densely packed sand for the duration - Grade E - 1 Post Cooldown
- Wonderwall - Magic E, Domain F (Range 10ft, AOE 10ft, Duration 1 minute), Focus E - Jareth raises a wall of sand for the duration - Grade E - 1 Post Cooldown
- Tremorsense - Supersense [Tremorsense] E, Focus E - Jareth passively senses vibrations in the ground within 10ft/100ft radius while being aware of surroundings - Grade E - 1 Post Cooldown
- Earth Walk - Magic E, Domain F (Duration 1 minute), Focus E - Jareth melds into an earthen surface and moves about its area freely - Grade E - 1 Post Cooldown
- Sand Garden - Magic E, Domain F (AOE 10ft), Tremorsense E, Focus E - Jareth creates a layer of sand on the ground centered on him within range as he actively perceives creatures in contact with the area - Grade E - 1 Post Cooldown
- Sweep - Magic E, Domain F (Range 10ft, AOE 10ft radius), Focus E - Jareth conjures a tentacle that sweeps horizontally across the field, batting creatures and objects aside - Grade E - 1 Post Cooldown
- Dust in the Wind - Magic E, Domain F (Range 10ft), Focus E - Jareth disperses into sand then reforms at a point within range - Grade E - 1 Post Cooldown
- Sling E (14)
- Catalyst D (21)
- [Goop Resistant]. All corrosive-type damage is reduced by 1 point.
- Natural Armor (Heavy) C (28)
- -
- Dumpy Cottage
- Access to eyeglass workshop from Eyeglass Artisan title
Change Log: (list here links to thread posts where the character received awards/points from moderator. Also list point expenditures whenever the points are used to buy or upgrade something and what the points were used for.)
ex:
ex:
- Prologue: Is that sand on your shoulder?
- +25 points
- Acquired title [Scorned] - Your character is seen as a pariah by the general public. You'll have increased chances of drawing the aggression of those around you. You'll also have increased chances of drawing the aid and support of characters that witness your hardship.
- Point Expenditure
- Sling F (-7)
- Precision C (-7)
- Vitality D (-7)
- Title Change: Equipped [Scorned]
- The Birds and the Horned Rabbits
- +28 points
- Acquired title [Ryken Adventurer F] - character is an adventurer of the ryken adventurer guild. known for being proficient in a number of terrains including water, Ryken adventurers tend to be diverse and capable. F grade characters are still learning the basics. They may not be fully equipped or able to handle many quests by themselves.
- Point Expenditure
- Precision B (-7)
- Vitality C (-7)
- Artisan (Eyeglass) D (-7)
- Sling E (-7)
- Title Change: Eyeglass Apprentice changed to Eyeglass Adept
- Lens of Truth
- +23 points
- Acquired title [MIA] - character has been reported missing and faction(s) have mobilized to find them. More NPC's and PC's may invade threads of character wearing this title to try and find them.
- Point Expenditure
- Change State F (-21)
- Respite From the Truth
- +22 points
- Grouped individual physical resistances into one item "Resistance [Physical] F (21)"
- Point Expenditure
- Regeneration F (-7)
- Resilient [Fatigue] F (-7)
- Supersense [Tremorsense] E (-14)
- Summer Writing Prompt
- +7 points
- Added ability "Scatter" and "Tremorsense".
- Changed character picture.
- Chapter 1: Metamorphose
- +100 points
- Acquired titles [Sandman] - character's body is made of sand. Is likely to leave sand behind wherever they go. Has an easier time staying together in moist environments and less windy days. Even when solid, can give off the impression they may blow away at any moment.
- [On The Wind] - character is considered missing or actively avoiding being found. Can make it more difficult to establish trust with those they come in contact with. Those that know them already will not immediately recognize them.
- Point Expenditure
- Magic E (-14)
- Domain [Earth] F (-70)
- Energized F (-7)
- Catalyst E (-14)
- Added several abilities divided into 'Offensive', 'Defensive', and 'Utility' sections.
- [9/24/22]Chapter 2: A Red Wind Blows in the Desert, Part 1
- +36 points
- Acquired title [Maze Runner] - character has ran for their life in a confusing and trying place and situation. Character is more likely to perform better in confusing settings in the future where passive senses are not sufficient for getting through something under pressure. Increases ability to think on ones feet and improvise. More prone to finding themselves in similar difficult situations.
- [10/20/22]The Threads Gather
- +40 points
- [10/22/22] Cosmetic changes to skills, added explanations and prerequisites of skills
- [10/27/22]World RP Wager
- +28 points
- [11/22/22]Point expenditure
- Magic E=>D (-7)
- Domain F=>E (-70)
- Catalyst E=>D (-7)
- [11/26/22]Chapter 2: A Red Wind Blows in the Desert, Part 2
- +34 points
- Point Expenditure
- Companion F (-35)
- Natural Armor (Heavy) D (-21)
- [12/20/22]Project 10
- +15 points
- Acquired title [Comrade] - character has proved themselves to be a good ally and approachable. Character will have easier time convincing others to team up with their cause or to allow him to join theirs. More likely to join a cause that isn't worth joining too, however.
- [1/16/23]The Postlude
- +11 points
- Acquired title [Sun Kissed] - character has a new found fascination with the Leilosis faith. Will suffer in social situations with those that despise the followers of the Sun God. Will excel in social situations with Sun God followers.
- [4/7/23]February Event
- +4 points
- [8/16/23]Worlds Training - Foresight, Flowers, Bugs and The Invasion
- +97 points
- Asset [World Certification] - character has experienced a world rp or a world training and can participate in World Rp's and their various kinds. Unlike the common populace, the character has faced death and has grown in their abilities and teamwork.
- Title [Ryken Adventurer E] - character is an adventurer of the ryken adventurer guild. known for being proficient in a number of terrains including water, Ryken adventurers tend to be diverse and capable. Grade E - character has shown promise for the life and is no longer required to participate in basic training or mundane odd jobs. While they still have a ways to go, they at least know the basics now.
- [8/17/23]Reformatted changelog to make point gains/expenses more visible
- [8/19/23]Point Expenditure
- Strength F=>D (-14)
- Vitality C=>A (-14)
- Energized F=>E (-7)
- Regeneration F=>D (-14)
- Resistance [Physical] F=>E (-21)
- Resilient [Suffocation] F=>E (-7)
- Focus E=>D (-7)
- Natural Armor (Heavy) D=>C (-7)
- [9/18/23] Updated Current RP
- [11/17/23]Golden Path
- +74 points
- Title [Ryken Adventurer D] - character knows all the basics, has been on some adventures, and shows themselves to be competent. They are only missing experience and a specialty that sets them apart in the guild. They are considered a full fledged member and can be called upon for most standard missions even if just as a supporting role.
- [8/31/24]Refunded points from Magic Domain [Earth] E
- +140 points
- Affinities for Magic School
- Element [Earth] (-7) (133/140)
- Breaker F (-7) (126/140)
- Indirect F (-7) (119/140)
- Knockback F (-7) (112/140)
- Penetrating F (-7) (105/140)
- Magic School [School of Earth] F (-7) (98/140)
- Acquired asset/title [Student of School of Earth F] - Enables rps as a student without the need for an enrollment rp.
- Meta Magic - apply or upgrade range, duration, targets, or aoe 1 grade per grade of school to a spell. A skill added or upgraded in this way may not exceed grade of school with this feature alone. Spells augmented with meta magic maintain original cooldowns and power.
- Affinities for Magic School
- Element [Earth] E (-7) (91/140)
- Breaker E (-7) (84/140)
- Indirect E (-7) (77/140)
- Knockback E (-7) (70/140)
- Penetrating E (-7) (63/140)
- Magic School [School of Earth] E (-7) (56/140)
- Affinities for Magic School
- Element [Earth] D (-7) (49/140)
- Breaker D (-7) (42/140)
- Indirect D (-7) (35/140)
- Knockback D (-7) (28/140)
- Penetrating D (-7) (21/140)
- Magic School [School of Earth] D (-7) (14/140)
- Affinities for Magic Domain
- Blind Fighter (-7) (7/140)
- Contact F (-7) (0/140, refunded points spent)
- Continuing F (-7) (103/110, points earned)
- Deflect F (-7) (96/110, points earned)
- Irritant F (-7) (89/110, points earned)
- Magic Domain [Earth] F (-7) (82/110, points earned)
- Spell Mastery - spells of this domain may include one iteration of any affinity not already part of the domain or school for free at grade of domain. may also include spell range, duration, targets, aoe if not already bought.
- Title/Asset gained - [Magic Graduate of School of Earth D] - Enables rps where character may provide magic services or instruction at various institutions without need to rp employment first. May also provide grounds to run rps establishing magic institutions.
- Domain Power- character receives an additional 49pts they may use to add one or more skills to domain. These skills will always be same grade as grade of domain.
- +49 points
- Special Movement [Earthwalk] - allows one to meld into and move along earthen surfaces (-14) (35/49)
- Undetected [Sight] F (-14) (21/49)
- Duration Reduction F (-7) (14/49)
- Pocket Dimension F (-14) (0/49)
- +49 points
- Componentless Magic F (-21) (61/110, points earned)
- [9/1/24] Miscellaneous edits
- Adjusted equipped titles
- Copied descriptions to titles listed in Acquired Titles
- Points Earned/Spent edited to reflect purchases made on 8/31
- Populated skill section with purchases made on 8/31
- Added description of supersense [tremorsense]
- [10/10/24] System Update
- Paid difference for Natural Armor price increase (-28)
- [10/14/24] Added new theme song
- [11/3/2024] Updated goals
- [11/6/2024] [Worlds Low tier Combat] Bombers or Face huggers?
- +24 points
- Title [Champion of The West] - Character has been named a Champion of the Eastern Empire, imbued the strength of the earth. Champions are fierce defenders of the Eastern Empire, called upon in times of need to fight for the survival and honor of their people. Though not as rare as Heroes, Champions hold great respect and admiration among their kin, and their strength, that of a crashing wave, is a beacon of hope in times of conflict.
- Champions are bound by duty to protect the Eastern Empire, especially when their elemental strength is needed in battle. They are drawn to conflicts where their powers are most potent and are known for their fierce resilience and ability to turn the tide of battle. While not invincible, a Champion’s fall is a grave loss for the Eastern Empire, for their strength weakens with their absence.
- Champions have limited sway over fate, but when they fight for their people, their presence is enough to inspire courage and unity in those around them.
- The Eastern Empire honors their Champions, granting them freedom to come and go, and providing for them in times of peace. In turn, the Champions are expected to rise whenever their people call, answering the summons of battle with the fire that burns within them
- Eastern Empire Champion Boon – Upgrade Speed to B, Intelligence to B, Catalyst D to C (when upgrading, also increase earned points by 28) – An Eastern Empire Hero that knows their allies are among the divine shows no fear in the face of adversity. They stride with confidence knowing no greater power could stand before them.
- Equipment upgrade Acquired – Jareth’s Catalyst has been affected by its time in the hive, the item now takes reduced damage from corrosive sources, earning the effect
"[Goop Resistant]. All corrosive-type damage is reduced by 1 point." - Acquired Asset – Bug Egg – A glowing floating egg from the bug hive that defies gravity. What can come of this? Who knows but probably nothing good.
Fleet
Goals: (list short or long term goals you have for the character with a minimum of one goal.)Equipped Titles: Construct, Fabriken
Height: Variable
Weight: Variable
Backstory: Fleet was created in the early days when construction of the manor had just begun. He was utilized for mining and constructing and given morphing abilities to suit these purposes. Eventually the master of the house left after a tragedy befell his wife and daughter, leaving the Fabrikens masterless. Fleet was made to dig and build, so he continued doing so in the master's absence. First, he dug underneath the manor and fashioned a crypt to lay his master's dead wife and child to rest. Time passed as Fleet continued his work expanding the labyrinthine tunnels and maintaining their structures.
Eventually, a miracle occurred when the Lady was seen wandering around the manor. Then another when her daughter was discovered elsewhere in the manor. Both were blackened and dispersed sporadically at first. They resembled the fabrikens moreso than humans now. Even so, the remaining fabrikens rallied to them, eager to serve their purposes for their masters once more.
Fleet was taken with a curiosity, however, and investigated the tomb he had laid her and her daughter in. There he discovered a black residue much like his own body. Upon interacting with it, he became autonomous, no longer bound to the Lady or his former purposes. Unsure of what to do with his newfound freedom, he brought other fabrikens down to the residue and had them interact with it, resulting in similar liberation each time. It was Fleet's friend Bode, who took to studying the residue.
Life went on in the manor. Some of the liberated fabrikens left but most stayed.
Bode's studies eventually revealed that the fabrikens could not stray far from the residue in the tomb after interacting with it. They began performing tests to see if they could bind with other creatures and escape that way. They had no success until the red storm began.
The red storm injected mana into the atmosphere that caused all sorts of strange effects on the wildlife. One such anomaly was the being they called Pincer, which wandered the labyrinth above them. Another was a noticeable change in the Lady of the house, who began behaving oddly, apparently losing memory and asking strange questions of the fabrikens. Lastly and most important, the storm changed the nature of the fabrikens' bodies, allowing them to bind at a molecular level with certain creatures. This success was only temporary, however, as the effects of the red storm seemed to wear off, creating more fabriken casualties after a time.
Bode speculated that they needed one who was borne of the storm, having that same strange mana flowing through its veins. Thus the search for one touched by the storm began. After weeks of waiting and watching, Jareth and Achu stumbled into their labyrinth and were subsequently taken in by the fabrikens. Their salvation had come it seemed. But all was not right with the Lady and even her daughter, Cecilia, seemed to be coming under the influence of this change in character.
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Eventually, a miracle occurred when the Lady was seen wandering around the manor. Then another when her daughter was discovered elsewhere in the manor. Both were blackened and dispersed sporadically at first. They resembled the fabrikens moreso than humans now. Even so, the remaining fabrikens rallied to them, eager to serve their purposes for their masters once more.
Fleet was taken with a curiosity, however, and investigated the tomb he had laid her and her daughter in. There he discovered a black residue much like his own body. Upon interacting with it, he became autonomous, no longer bound to the Lady or his former purposes. Unsure of what to do with his newfound freedom, he brought other fabrikens down to the residue and had them interact with it, resulting in similar liberation each time. It was Fleet's friend Bode, who took to studying the residue.
Life went on in the manor. Some of the liberated fabrikens left but most stayed.
Bode's studies eventually revealed that the fabrikens could not stray far from the residue in the tomb after interacting with it. They began performing tests to see if they could bind with other creatures and escape that way. They had no success until the red storm began.
The red storm injected mana into the atmosphere that caused all sorts of strange effects on the wildlife. One such anomaly was the being they called Pincer, which wandered the labyrinth above them. Another was a noticeable change in the Lady of the house, who began behaving oddly, apparently losing memory and asking strange questions of the fabrikens. Lastly and most important, the storm changed the nature of the fabrikens' bodies, allowing them to bind at a molecular level with certain creatures. This success was only temporary, however, as the effects of the red storm seemed to wear off, creating more fabriken casualties after a time.
Bode speculated that they needed one who was borne of the storm, having that same strange mana flowing through its veins. Thus the search for one touched by the storm began. After weeks of waiting and watching, Jareth and Achu stumbled into their labyrinth and were subsequently taken in by the fabrikens. Their salvation had come it seemed. But all was not right with the Lady and even her daughter, Cecilia, seemed to be coming under the influence of this change in character.
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Current Life: Fleet has managed to leave the manor behind after binding to Jareth's body. As Jareth allows, Fleet is able to grant his body new properties and seems to synergize well with Jareth's sand powers. For the most part, Fleet nestles into Jareth's shoulder, beholding the wider world for the first time from his perch.
Points Earned: 70
Points Spent: 70
Points Not Spent: 0
Strength - F
Precision - F
Intelligence - E (7)
Vitality - B (28)
Speed - F
Mental (0)
- (placeholder: telepathy)
- Feature: Amorphous - Creature is composed of a malleable substance such a liquid or gas and can change its form freely.
- Change State E (21) - Limiter 1: Permanent - The skill is always active in an ability at all times.
Pre-req: E Grade Vitality!
Character can change their state of being to a different state of matter for a limited amount of time. While changed, they may ignore certain physical requirements like breathing or eating. When they turn back into their regular forms, any damage or fatigue accrued that has not been resolved will impact the body.- Change State F - can change into a liquid. cannot pickup solid objects. Cannot apply force greater than a gentle wave. Takes half the damage normally incurred as appropriate by narrator.
- Change State E - can change into a gas. cannot affect things with more than a gentle wind. Is only minorly affected by attacks that don't affect the entirety of the character as determined by narrator.
- Educated F (7) - Stonemason: Architecture, Engineering, Mining
Pre-req: E Grade Character!
Note: This skill may only be taken once
Character has lived a life where they have first hand experience of using specific skills and knowledge on a regular basis. Pick 3 skills from the secondary skills list that are not artisan when taking this skill. Add those skills to your sheet and group them with some job or background title to show what life experience nurtured those skills for the character. Whenever this skill is upgraded, all 3 chosen skills will automatically upgrade to match. Skills that are a part of this skill may still be individually upgraded beyond the grade of Educated, but they will then no longer benefit from this skill being updated until its grade surpasses theirs.- Architecture F
Pre-req: E Grade Intelligence!
Note: It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without woodworking tools
Character has knowledge of construction methods, architectural drafting, and more. A successful use of this Skill can also find weak points in constructions. - Engineering F
Pre-req: E Grade Intelligence!
Note: It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without woodworking tools
The use of scientific principles and experimental data to design and build equipment, structures, and useful devices. - Mining F
Pre-req: E Grade Intelligence!
Note: It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without woodworking tools
The knowledge of the processes and techniques to extract minerals and gemstones from dense rock formations.
- Architecture F
- Investigation F (7)
Pre-req: E Grade Intelligence!
Note: It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without woodworking tools
The talent for detective work – searching around for clues and making deductions based on those clues. Includes spotting the location of a hidden object and discerning from the appearance of a wound what kind of weapon dealt it.
- Super Awesome Ability Name - Skill 1 F, Skill 2 E, Skill 3 F - Causes super awesome stuff to happen - Grade F - 0 Post Cooldown
- Super Awesome Ability Name - Skill 1 F, Skill 2 E, Skill 3 F - Causes super awesome stuff to happen - Grade F - 0 Post Cooldown
Equipment:
- N/A
- N/A
- N/A
Change Log: (list here links to thread posts where the character received awards/points from moderator. Also list point expenditures whenever the points are used to buy or upgrade something and what the points were used for. Be sure to include dates of the updates in the log.)
ex:
ex:
- Creation: +70 points
- Point Expenditure
- Intelligence F=>E (-7)
- Vitality F=>B (-28)
- Change State F (-21)
- Limiter 1: Permanent applied to companion's Change State skill increasing Grade F=>E
- Educated: Stonemason - Architecture, Engineering, Mining (-7)
- Investigation (-7)
- [1/3/23]Documented Fleet having mapped the keep and grounds of Baron Highgrove
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