Reinhardt
huh
Character Creation
Now, we are at one of the most important parts of the rp, creating a character. In this section, I shall be giving you information on the different sections of the character sheet, which you will be making. This will cover things that will affect your character, such as what race he/she should be, what is his/her role in this story, etc.
Races
*Do not mind the guns.
Races. Usually, in fantasy-based stories, we tend to follow the stereotype wherein humans, elves, and dwarves exist together. But why should we stop there? Let's not exclude the orcs, trolls, gnomes, and other humanoid races. We aren't settling at that level, though. Any race, that would fit in the fantasy genre, can be used in this rp. Heck, you may even make up your own race, provided that you give the significant info on them, such as their appearance, culture, traditions, and other things that make them unique.
Although I have said that, I will still be checking the viability of your chosen race and the compatibility of it to this rp. That means if your race is just straight overpowered, then it won't be accepted as one.
Roles
Roles. To avoid everyone being able to survive on their own, which would make the story quite less interesting, I've decided to create roles, which then, will be filled in by your characters. I believe that using such a thing will allow not only me, but the players as well, to create twists and interesting events in the story. Now, off to the different roles, and their purposes. A team is required to have at least one of each role.
Fighter
- A fighter is a role whose main purpose is to engage enemies on combat. They are usually equipped with weapons and armors, and are quite skilled in the battlefield. Although they have much prowess in the physical form of battle, they are incapable of using magic, but still have a way of working against it.
Mage
- A mage is a role whose main purpose is to provide defense, offense, or utility, both in and out of combat, through magical means. Usually armed with an array of spells, a mage is a role that is the most versatile. However, their ability to use magic has prevented them to use weaponry, and they are the weakest in terms of physical stature.
Defender
- A defender is a role whose main purpose is to face front all opposers and cover their allies from harm. Their usual task is to protect those who are defenseless by shielding them with themselves, or simply take the attention of the enemies to them, giving their allies a chance to strike. They usually come in heavily armored outfits, which provides them high defenses not only to physical means, but to magic as well. However, they are quite slow, and are not as dangerous as the fighters and mages.
Supporter
- A supporter is a role whose main purpose is to provide support and utility to the other roles, both in and out of combat. Usually they posses a little bit of combat knowledge up to having none at all. This means that they will be the first to fall if left unattended, and that is why they are usually located in the back lines, where they safely provide support to their allies. Supporting can be done through magical and non-magical means. Supporters usually handles the healing of the other members of the team, fixing their morale, and setting up camps, checking maps, and more outside-of-combat based actions.
On Magic and Combat
Magic is a covers quite a large scope. That is why I will be stating here several types of magic which you can use, in order to avoid people one-shorting others with very powerful and complex magic. Remember, you can only use ONE type.
Types of Magic:
Elemental
- Be it generating flames, or manipulating the waters, elemental magic is the most common magic that is being used. Elemental magic is versatile, it can be used in defense, offense and utility. An average mage can use several elements which would be giving the same impact, or focus on one element and increase the effectivity of that element's spells.
Summoning
- Be it conjuring a small wolf, or calling upon a huge rock-like creature, summoning magic provides the mage a companion/s which he can use to his bidding. However, in some cases, the summoned creatures tend to disregard the mage as their master and eventually cause chaos. Summoned creatures may or may not have special abilities, which would depend on the mage's current knowledge. Summoned creatures will not exist permanently by the mage's side. Usually, they disappear once they have served their purpose or have gone through the time limit.
Shape shifting
- One of the rarest types of magic. Usually, it allows the mage to turn into a vicious creature, bestowing him new Abilties within a time limit. However, as the mage gains the creature's strength, he also gains its weaknesses. There are many problems with this type of magic, especially regarding the lack of clothing when one reverts to the original form. It is rumored that advanced knowledge in this magic allows a mage to shapeshift into another person as a whole.
Enchantment
- The common magic usually used by Supporters. This type of magic allows the mage to imbue a target with different kinds of energy, bestowing them heightened abilities, or simply shielding them from harm. Enchantment magic can also cure wounds, though not quite effective. The enchantments lasts only for a short moment, and can be dispelled by other enchantment spells.
Now, on combat. There are many things that a combat-based character can do, but not all. He can win most battles, but that is not a certainty. All are subjected to chance, and might not be able to be on the winning side of the fight. Heck, one can even die to a battle. But don't worry, if your character is to die, I'll make sure that you'd be informed of such a thing and asked for your approval before it happens. If your character dies, you can make another one, and catch up to the story, or simply go with another team.
On Skills and Abilties
Now, to one of the most crucial parts of character creation - the skills and abilities. I have classified them as skills, which are a character's out-of-combat capabilities, and abilities, which would be the in-combat credentials. Takes note that not all are recommended to have great skills and abilities right off the bat, for that could only cause a lot of complications during "judgement time".
Skills
- As said, skills are the things that the character can effectively do outside combat. Things such as map-reading, herbal knowledge, and more of that scale fall under here. Although they would seem to be quite boring, they hold much more impact than the Abilties. Trust me, the Undiscovered Lands isn't dangerous only because of the unknown creatures in it, but because of the unprepared venturers as well.
Abilities
- As said, abilities are the things that the character can do effectively in combat. Things such as swordsmanship, quick reflexes, magic spells, and more fall under here. Abilities, like skills, can grow and develop into more effective ones, however the time and process in doing so is quite long.
Equipment
Equipment is also an important part of character creation. You wouldn't want you character to be naked, and using nothing but an imaginary stick as a weapon right? Equipment in this story will be having a small take on the realistic part, though. There are certainly no guns here, since we are going to be playing in the medieval period. Also, an average person cannot carry a freakishly large weapon, when he simply doesn't have the means, and strength to do so. Mages, as said earlier, cannot equip weapons, but they can use magic tomes and staves to assist them in their spell casts. Having heavy armor will certainly slow you down, like the Defenders. A person cannot carry a large amount of items, and yet still move with ease. Do not turn your inventories as your portable banks.
There are more things that could be elaborated but I don't plan to take up too much time and space in doing so.
Character Feedback
Reviews and feedback on your character will be done before it is accepted. However, in order to keep the cs tab as order as it can, I will be doing such things in the OOC tab. Once your character has been approved, your post shall receive a like from me.
![ygww37.gif](/proxy.php?image=https%3A%2F%2Fj.gifs.com%2Fygww37.gif&hash=be58c39d68e79f60b4358a63abb661b5)
*Do not mind the guns.
Races. Usually, in fantasy-based stories, we tend to follow the stereotype wherein humans, elves, and dwarves exist together. But why should we stop there? Let's not exclude the orcs, trolls, gnomes, and other humanoid races. We aren't settling at that level, though. Any race, that would fit in the fantasy genre, can be used in this rp. Heck, you may even make up your own race, provided that you give the significant info on them, such as their appearance, culture, traditions, and other things that make them unique.
Although I have said that, I will still be checking the viability of your chosen race and the compatibility of it to this rp. That means if your race is just straight overpowered, then it won't be accepted as one.
Roles
Roles. To avoid everyone being able to survive on their own, which would make the story quite less interesting, I've decided to create roles, which then, will be filled in by your characters. I believe that using such a thing will allow not only me, but the players as well, to create twists and interesting events in the story. Now, off to the different roles, and their purposes. A team is required to have at least one of each role.
![vplY2p.gif](/proxy.php?image=https%3A%2F%2Fj.gifs.com%2FvplY2p.gif&hash=d6ea06bbb508ec84cdea314e706ecd21)
Fighter
- A fighter is a role whose main purpose is to engage enemies on combat. They are usually equipped with weapons and armors, and are quite skilled in the battlefield. Although they have much prowess in the physical form of battle, they are incapable of using magic, but still have a way of working against it.
![yNx1ZJ.gif](/proxy.php?image=https%3A%2F%2Fj.gifs.com%2FyNx1ZJ.gif&hash=6d1c875f308d6b15218ce3e09b61f8fd)
Mage
- A mage is a role whose main purpose is to provide defense, offense, or utility, both in and out of combat, through magical means. Usually armed with an array of spells, a mage is a role that is the most versatile. However, their ability to use magic has prevented them to use weaponry, and they are the weakest in terms of physical stature.
![vVYWoD.gif](/proxy.php?image=https%3A%2F%2Fj.gifs.com%2FvVYWoD.gif&hash=f156f7eb612d63d9f2b143b42818d5a1)
Defender
- A defender is a role whose main purpose is to face front all opposers and cover their allies from harm. Their usual task is to protect those who are defenseless by shielding them with themselves, or simply take the attention of the enemies to them, giving their allies a chance to strike. They usually come in heavily armored outfits, which provides them high defenses not only to physical means, but to magic as well. However, they are quite slow, and are not as dangerous as the fighters and mages.
![m2X0jP.gif](/proxy.php?image=https%3A%2F%2Fj.gifs.com%2Fm2X0jP.gif&hash=55c812bc9c0f6001c002d1c020c8966e)
Supporter
- A supporter is a role whose main purpose is to provide support and utility to the other roles, both in and out of combat. Usually they posses a little bit of combat knowledge up to having none at all. This means that they will be the first to fall if left unattended, and that is why they are usually located in the back lines, where they safely provide support to their allies. Supporting can be done through magical and non-magical means. Supporters usually handles the healing of the other members of the team, fixing their morale, and setting up camps, checking maps, and more outside-of-combat based actions.
On Magic and Combat
Magic is a covers quite a large scope. That is why I will be stating here several types of magic which you can use, in order to avoid people one-shorting others with very powerful and complex magic. Remember, you can only use ONE type.
Types of Magic:
Elemental
- Be it generating flames, or manipulating the waters, elemental magic is the most common magic that is being used. Elemental magic is versatile, it can be used in defense, offense and utility. An average mage can use several elements which would be giving the same impact, or focus on one element and increase the effectivity of that element's spells.
Summoning
- Be it conjuring a small wolf, or calling upon a huge rock-like creature, summoning magic provides the mage a companion/s which he can use to his bidding. However, in some cases, the summoned creatures tend to disregard the mage as their master and eventually cause chaos. Summoned creatures may or may not have special abilities, which would depend on the mage's current knowledge. Summoned creatures will not exist permanently by the mage's side. Usually, they disappear once they have served their purpose or have gone through the time limit.
Shape shifting
- One of the rarest types of magic. Usually, it allows the mage to turn into a vicious creature, bestowing him new Abilties within a time limit. However, as the mage gains the creature's strength, he also gains its weaknesses. There are many problems with this type of magic, especially regarding the lack of clothing when one reverts to the original form. It is rumored that advanced knowledge in this magic allows a mage to shapeshift into another person as a whole.
Enchantment
- The common magic usually used by Supporters. This type of magic allows the mage to imbue a target with different kinds of energy, bestowing them heightened abilities, or simply shielding them from harm. Enchantment magic can also cure wounds, though not quite effective. The enchantments lasts only for a short moment, and can be dispelled by other enchantment spells.
Now, on combat. There are many things that a combat-based character can do, but not all. He can win most battles, but that is not a certainty. All are subjected to chance, and might not be able to be on the winning side of the fight. Heck, one can even die to a battle. But don't worry, if your character is to die, I'll make sure that you'd be informed of such a thing and asked for your approval before it happens. If your character dies, you can make another one, and catch up to the story, or simply go with another team.
On Skills and Abilties
Now, to one of the most crucial parts of character creation - the skills and abilities. I have classified them as skills, which are a character's out-of-combat capabilities, and abilities, which would be the in-combat credentials. Takes note that not all are recommended to have great skills and abilities right off the bat, for that could only cause a lot of complications during "judgement time".
Skills
- As said, skills are the things that the character can effectively do outside combat. Things such as map-reading, herbal knowledge, and more of that scale fall under here. Although they would seem to be quite boring, they hold much more impact than the Abilties. Trust me, the Undiscovered Lands isn't dangerous only because of the unknown creatures in it, but because of the unprepared venturers as well.
Abilities
- As said, abilities are the things that the character can do effectively in combat. Things such as swordsmanship, quick reflexes, magic spells, and more fall under here. Abilities, like skills, can grow and develop into more effective ones, however the time and process in doing so is quite long.
Equipment
Equipment is also an important part of character creation. You wouldn't want you character to be naked, and using nothing but an imaginary stick as a weapon right? Equipment in this story will be having a small take on the realistic part, though. There are certainly no guns here, since we are going to be playing in the medieval period. Also, an average person cannot carry a freakishly large weapon, when he simply doesn't have the means, and strength to do so. Mages, as said earlier, cannot equip weapons, but they can use magic tomes and staves to assist them in their spell casts. Having heavy armor will certainly slow you down, like the Defenders. A person cannot carry a large amount of items, and yet still move with ease. Do not turn your inventories as your portable banks.
There are more things that could be elaborated but I don't plan to take up too much time and space in doing so.
Character Feedback
Reviews and feedback on your character will be done before it is accepted. However, in order to keep the cs tab as order as it can, I will be doing such things in the OOC tab. Once your character has been approved, your post shall receive a like from me.
CS Template:
[img=http://s18.postimg.org/b614sby0p/Rising_Phoenix.png]
The Rising Phoenix Guild
The Rising Phoenix Guild
INSERT IMAGE HEREName:
Role:
Race:
Age:
Gender:
Appearance: (Description only. Use imagefloat function if using a picture.)
Personality: At least a paragraph of five sentences.
Backstory: Describe your character's history before the expedition.
SkillsNon-combat capabilities.
AbilitiesCombat capabilities.
Include all equipment here. Weapons, misc. items, etc.
Code:
MIGRATED CSs (Accepted Only)
![Rising_Phoenix.png](/proxy.php?image=http%3A%2F%2Fs18.postimg.org%2Fb614sby0p%2FRising_Phoenix.png&hash=4d9295224fcc80c8fbbc83e4a989c19f)
The Rising Phoenix Guild
Name: Xedris Morteo
Role: Mage (Summoner)
Race: Lich
Age: Ancient
Gender: Male
Personality: Once he was cruel and ambitious, but now Xedris has lost most earthly desires and only seeks the contemplation of nature. He is an advocate of balance, in all its forms, and his soothing personality balances his innately terrifying undead presence. He sees his own nature as an opportunity to observe the world in ways mortal eyes cannot, but that could be just because he cannot remember ever not being an undead. He is as patient as a rock, and has about the same sense of time. If left alone he might very well we spend a few years admiring a beautiful pasture without noticing the passing of time.
Backstory: A very long time ago, Xedris Morteo was a powerful and evil necromancer intent on taking over the world. His undead armies and Xedris' own transformation into a lich made him one of the greatest calamities of his era. However, mighty heroes rose up against him in an effort to defeat him.
Although the heroes did not succeed in killing him, they did manage to steal his phylactery (soul jar, the source of his power) and seal him inside of a tomb.
There he remained for who-knows how long, alone in the dark. After a few centuries without the phylactery, he began to lose his powers and memories. When he finally escaped, he was a shadow of his former self with greatly diminished powers and no memory of his past. Chased away by mortals, he wandered the wilds alone. Gaining an affinity with nature despite his undead nature.
There was nothing left of the malevolent necromancer, Xedris became a philosopher obsessed with the balance between life and death, the nature of order and chaos, and other great mysteries.
When encountering mortals in the wilds, he would hide his face and help them in any way he could, until eventually his secret was discovered by the guild.
He has centuries of experience with the wilds and the spirits that dwell within, but even he will have a hard time understanding the undiscovered lands
Skills
Commune with nature spirits
Does not require sleep, food or air.
Abilities
As an undead, he is virtually immune to mental attacks and poisons, but he is very weak against physical force.
His speciality is the summoning of nature elemental to aid him in combat, and he might still know a few necromantic tricks.
He carries a staff carved from the tree that grew above his tomb, which gives him the perfect connection between his own undead self and the spirits of nature.
He wears a ragged robe that covers him almost completely, when in a civilized area he also wears a wooden mask to further hide his appearance.
His most important equipment is one he lost eons ago, his phylactery. As long as it exists somewhere, Xedris cannot truly die, but should he ever find it again, his ancient self might awaken to wreak havoc upon the world once again.
![Rising_Phoenix.png](/proxy.php?image=http%3A%2F%2Fs18.postimg.org%2Fb614sby0p%2FRising_Phoenix.png&hash=4d9295224fcc80c8fbbc83e4a989c19f)
The Rising Phoenix Guild
Name: Elith McCoy
Role: Mage (Weak Nature Manip. + Healing)
Race: Human
Age: 22
Gender: Female
Appearance: Elith usually wears men's clothing, due to her work in healing. She always wears her long leather coat, shown above, but isn't against wearing a dress. She always wears long leather gloves that go up to her elbow, and a long-sleeve undershirt. She has blue eyes, brown/red curly hair, usually kept in a bun, and pale skin. Overall, she's fairly pretty, but her attire, and oftentimes the streaks of dirt on her face, tends to counteract that, not that she cares. She has only one scar she keeps visible, which runs from just behind her left ear, to just below her collar bone. It is not very commonly noticed. She usually also carries her pack, and has an odd pack and shield holster system that allows her to carry either on her hip or back. Her height is about 5' 8".
Personality: Elith is nice and sweet in a very laid-back way. She is very much a mother-bear, putting everyone else's needs and wishes before her own. She keeps an open mind about everything, always wanting to learn more. She can be very excitable, but also very calm; she understands the value of solitude. She is funny and can put anyone at ease in moments. However, she can be sharp-tongued when she wishes.
She's very willing to protect at the risk of her own life. Elith has acted in what has been criticized as "reckless disregard for her own life." She always wants to help people, often going to lengths to hide her own physical or emotional pain for others. She tries to never kill, as she believes she is not judge or jury, but is willing to kill in defense of the third. When she cannot protect someone, or her friends or innocents are being hurt, she can snap; and when she's enraged as such, may the gods help her target.
Backstory: Elith was raised on the outskirts of Phaesa. Her parents had trouble keeping an eye on her, since she'd be off to learn anything new the second it was possible. As she got older, she'd still ask questions, but also began taking things apart, eventually rebuilding them. She grew up with a deep love of plants, and a fascination with herbs and their abilities. Despite how often she volunteered and worked with people, she was a loner, often declining invitations to parties to stay at home, and read or tinker. Her book knowledge is great, but she believes in learning things first-hand.
Her parents were killed when she was 17. They'd been camping and had strayed too close to the edges of the forest. (Leaving some to reveal) By dawn, Elith was left with her hand crippled, a wound to her neck and shoulder, and absolutely alone.
Elith runs into problems that aren't concerning her, and can't help but get involved; this has led to her helping the Guard on multiple occasions, prompting her to become battle-trained and have a reputation. She has some terrifying stories of raids she's been dragged on and the like, and their sometimes less than fantastic results, and she has the scars to prove it. This only has increased her protectiveness over innocents, especially children. She recently joined the Guild, happy for the adventure.
Skills
Non-combat capabilities:
Herbal knowledge: Knows many herbs for medicines just by sight. She can then turn these regents into medicine, if she's given the time.
"Miss Medic": Elith carries a very full medical pack with anything that could be necessary. She knows how to use it, too, and she knows how to use whatever may be around to jury-rig into a solution.
Abilities
Combat capabilities.
Healing: She has limits; she cannot easily mend a broken bone, but cuts and scratches are easy. To preserve energy, she will often heal a wound to the point of stability, then bind it using non-magical means. She must be in contact with the person. There's three classes to healing magic: Healing, Influential, and Diagonstic, each taking different amounts of energy. She can kill herself by healing another.
Plant manipulation: Elith can manipulate plants to grow, but she MUST have at least a seed. She can influence mutations in the plant, such as bioluminescence, however, this drains her energy. She has limits, and is not very strong in this area.
Hand-to-hand: Elith is good at fighting hand-to-hand defensively, using the opponent's weight against them.
Include all equipment here.
Medical pack: A large pack she carries that is full of medical miscellani, including a very small knife that cannot be used for fighting.
Leather jacket + gloves: She always wears them. Always.
![Rising_Phoenix.png](/proxy.php?image=http%3A%2F%2Fs18.postimg.org%2Fb614sby0p%2FRising_Phoenix.png&hash=4d9295224fcc80c8fbbc83e4a989c19f)
The Rising Phoenix Guild
Name: Stigr Ironhands
Role: Support
Race: Dwarf
Age: 75
Gender: Male
Personality: Like many of the people in his particular clan, Stigr is blunt to the point that casual passersby think he is extremely rude. While he doesn't mean to offend anyone most of the time, he'll also refuse to apologize in any instance where someone is offended, stating that their interpretation has naught to do with him. Stigr's views on most subjects are like that as well; Very rarely, he'll reveal his opinion on some matter, though the opinions are almost always about something wildly inconsequential like how many potatoes should be in a bowl of stew or why it's more important to keep your beard exposed while smithing rather than tucking it behind your apron. In his own way, however, Stigr does care about the well-being of others around him. As he told a cohort of his once, "If all of you died, who would buy my drinks? It ain't gonna be me." Due to his upbringing, Stigr also has an intense fondness for food and drink of all sorts and views sharing a meal with someone as the ultimate proof of acceptance between them.
Backstory: Stigr was born in deep in a cave between Cahan and Ridon to a couple that had newly joined the clan that occupied it, the plainsfolk. His parents never quite fit in, but simply made due until it was clear whether Stigr would be able to successfully integrate or not. Once it was clear that he'd be alright, his parents set about to actually building a life within the halls of the plainsfolk. Much of his life was uneventful until he began to show a natural aptitude for working the forge, at which point he was whisked away to apprentice under one of the master smiths deep in the cave system.
After fifteen years of making small crafts and mainly working the bellows, Stigr was finally given the chance to make an axe for one of the guard trainees. While not as high quality as something his master would have produced in the same situation with the same materials, it was forged well enough that one of the captains of the guard took it for himself rather than let a trainee wield it. It was at this point that Stigr decided to step out of the caves he'd spent his entire life in, at the relatively young age of 70, and ply his trade elsewhere. While he assured the elders of that it was just to learn new techniques and return with them once he achieved mastery, he had no intention of returning at all. While he has decent skill with a hammer and forge, Stigr knows that there is no real way of predicting what trials he'll encounter in the undiscovered lands.
Skills
Can forge and repair weapons and armor to a good extent.
Able to find rocks that stand up long enough for him to fix things in the field before they crumble.
Semi-competent cook.
Abilities
One of Stigr's hobbies was bare-knuckle brawling in the common hall after dark, but he was never incredibly good at it. While he could take a few hits, most of his wins were against people that wore themselves out against him. The closest thing he has to weapon proficiency is using his hammer, but neither the actual motion of smithing nor the hammer itself translates very well to fighting.
Stigr doesn't carry much with him while he travels: the weight of the tools of his trade somewhat limit what he can and can't bring with him even considering his stout nature. He carries his hammer, a small set of bellows for stoking flames, a pouch of tobacco, a pipe and sheets of thin paper, and a thick book full of everything he'd learned about smithing.
His clothing consists of a pair of thick leather boots, canvas breeches, and an apron. While he does have a shirt for more "civilized" areas, Stigr prefers not to wear one.
![Rising_Phoenix.png](/proxy.php?image=http%3A%2F%2Fs18.postimg.org%2Fb614sby0p%2FRising_Phoenix.png&hash=4d9295224fcc80c8fbbc83e4a989c19f)
The Rising Phoenix Guild
View attachment 158087
Fox Redtail
Role:Mage (Shapeshifter)
Race: Wildling
Age: 19
Gender:Female
Personality: The gentlest way to describe fox's complete lack of social graces and skills is to say that she is extremely quirky and prone to not paying attention to what others say. As an outcast from civilization fox rarely has any Idea of what town, city or life in general is like outside her forest home. In general though, shes like a big ol wolf, extremely affectionate and loyal to those she likes but obsessve and hateful to those she doesn't, with very little grey area in between.The other important aspect is, down to her bones, fox is a hunter, she has the black and white view of pray and not prey and can get very territorial when others try to poach on what's hers. While she values all life and nature, she values the kill or be killed mentality highly as part of it.Lastly,fox is half nature spirit and the clash between her mortal side and spirit half is constant. She cannot force herself into a normal life and become fully human or her spirit half will be pained and she cannot be a true part of nature or her mortality will slowly kill her. This causes massive conflict in her psyche constantly and Fox knows that if doesn't stop soon, it will kill her.
Backstory
In the town where fox was born, anything to do with nature spirits was considered at best bad luck and at worst a heresy worthy of burning..When Fox was born her mother saw her supernaturally glowing eyes and she left the girl for dead in the woods. Luckily the wildling was found by a wandering adventurer who took it upon himself to raise her right. He did so for seven years before he succumbed to a deadly poison and died, leaving Fox alone. The trauma from this snapped Fox and the young child shape-shifted for the first time. She spent the next twelve years on her own. learning to control her power and generally living a peaceful life.. That changed when a group of adventurers came looking for her foster father in the forest, after three days of hunting they cornered fox and after a series of tense questionings biting and a few black eyes the truth came out, they wanted Fox's father, a former master navigator for an expedition, and Fox volunteered to come in his place.
Skills
Communication with animals
Enhanced hearing and smell
Expert tracker and climber.
Abilities
Shape-shifting: Fox's shape shifting is an inborn ability given by her spirit half, it is limited to animals fox has encountered (Most forest species but few of other biomes) Her shoplifting has no time limit bu the longer she stays in animal form, the more animalistic she becomes, so she tries to set limits of a half hour at most before her sanity slips. Her favored forms are: Wolf, Hawk, Squirrel, Fox, Elk Snake and bear. She is slightly bigger than the averave speciman of her species in all forms and always has glowing yellow eyes. Her clothes remain intact when she shape-shifts from animal to human due to spiritual totems she sews into them
Fur/ leather armor with various trophies from animals attached (bones fangs etc) Bone carving knife (tool not weapon, used for skinning dead animals and marking paths
A wildling is born when A nature spirit possesses the body of an unborn child and becomes molded into the child's very being.They are half nature spirit half mortal and possess inborn ability given to them by their spirit parent. The abilities are dependent on the spirit that possessed the body in the first place. Fire spirits can make e a wildling able to control and create fire for example. Wildlings are extremely volatile and short lived beings as their spirit and mortal halves are in constant strife and more than one wildling has ended their lives to make the pain stop. On the other side of the equation at the end of their usually short lifespans a wildling can ascend to pure spirit hood or true mortality by forcibly splitting their hlves and destroying one, though the wildling that survives this process is rare. ((this will not happen in rps lifetime))
Fox is possessed by a hunt spirit, allowing her to transform into both ferocious predators and skilled prey.as well as giver her senses a massive boost, however the hunt spirit also makes fox more feral and bloodthirsty as a trade off.
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The Rising Phoenix Guild
Name: Maeric Tower-Stone
Role: Defender
Race: Dwarf
Age: 175
Gender: Male
Appearance: He is a stocky man, when he hasn't got his helmet on you can see his beard reaches halfway down his body and is plaited and braided where ever it isn't tied with copper rings and his face looks like it was chiseled out of a mountain.
Personality: Maeric has a love of two things, a good battle and good company, especially if either are aided by a good stiff drink. His personality reflects this completely as, for the most part, he is a very jolly little fellow happy to tell you stories of battles past and eager to listen to all you have to say as well. However if there is a smell of battle you can see the expression in his face harden like steel, his hands searching for an ever better grip on his hammer and his stance hunched, shield close in, as though expected a hammer much like his to impact his shield and send him flying. The thing with Maeric is that he loves a good battle, but if he is to be in one then he is going to win. Despite this he loves drink and often has a good pint or two before a battle, if there is any around o' course. The other interesting thing to note is that, while it's hard to offend him, its also hard to make peace with the man, that said if you manage he will happily forget what it was you did, especially if you offer him a drink.
Backstory: Maeric is of the Clan of the Grey-Beard and its minor clan Tower-Stone. It has long been tradition among those of the GreyBeards that stories be told of battles before and battles to be. The GreyBeards are a folk of mystery and folklore and, beyond their love of fighting, gather in great halls to partake in the great 'Story Smithing' where dwarves young and old would meet and tell stories, stories they had been told and stories that they had created or, often with the elders, stories they had lived. Maeric lived for these and, even as a young dwarfling, would travel for days to see an elder tell one of their finests stories. As soon as he was old enough to set a path for himself he set of during the warmer months in the hopes of finding adventure and inspiration and spent the cooler months telling and listening to great stories in the many halls of the GreyBeards and even beyond. His renown among the GreyBeards became so great that he was offered him a piece of Tower-Stone armour, Armour so rare even the great smiths of the clan TowerStone themselves knew not of the secrets that were once involved in making it. Maeric accepted it telling them he would travel far, seek the edges of all that is and find stories never before experienced and then, once he had done all this, he would return and take his place among the elders, with a long beard of grey and an infinite supply of impossible stories. This was back when he was a mere dwarf of 105.
Now after many years exploring all that was known to the world and making a trade telling tales and felling fiends he found his beard not grey and little more adventure to be had. Then he heard tell of the Rising Phoenix, it was told to him that they slew a dragon and that they sook to uphold a future of glory and justice, maintaining all that was good and proper and dissolving all that was dark and destructive. He travelled to them and told them of his life and his abilities and, moreover, or his search for adventure. This was some years ago now but they saw that his skill could amplify their deeds to the common people and that his strength was true. They had him go along on their most impressive feats so that he would go forth and recount them in story, telling the world how fantastic the guild was, how glorious and gracious. Then they told him of their plans for the undiscovered lands, now he had their respect so he was able to decline without loosing any standings among the guild at all but, he accepted saying that "If anything in this small world will give me tales never told before then that be it!"
Skills
Maeric's abilities with his tongue not only make him a fabled story teller but also aid him in acts of diplomacy and barter. As he turns any task, no matter how mundane into a feat worthy of a deity and spins all so that his way often sounds like the most glorious way though. His hammer is also very effective for clearing a path, not so useful for mining into a mountain but clearing a bolder or felling a tree? Its most likely he can solve such things with only a few pounds.
Abilities
He is not agile, he is not fast moving but he swings his sword like he has gone insane and holds his shield like he is a wall. His hammer will shatter most anything and it takes something special to cause him to move if you hit his sheild.
He travels 'light' for a man wearing half a goddamned mountain. Other then his TowerStone armor and weapons, which are crafted of stone made flexible yet strong though some combinations of enchantments and smithery, he carries a large flask full of Dwarven ale imported, by him, to the guild from his homelands and a weeks supply of dwarf bread, disgusting, rock solid bread better suited as a weapon then as edible food, however also very filling indeed. He also a giant shield, crafted of TowerStone but enchanted so that it can take impacts greater then any forged iron and is able to reflect most of the impact into the ground, should it be implanted into the ground
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The Rising Phoenix Guild
Name: Aldras Stone
Role: Fighter
Race: Human
Age: 19
Gender: Male
Appearance: (Description only. Use imagefloat function if using a picture.)
A tall young man with a muscled and lean body, his fringe is long and sometimes covers his eyes. He bandages his hands and legs but not the fingers and toes. His eyes and hair are both black and he has a long scar running from his right shoulder to
Personality: Aldras is an easy to talk to and friendly guy and will entertain others but never say much about himself. He is very independent and likes do things at his own pace. Aldras is a highly skilled fighter but cannot be bothered with everything else, often requiring others to clean up after him. In battle, he is very serious, intimidating, demanding and harsh, almost a different person from how he is outside of battle. A self centered, stubborn and lazy young man, he will not fight a battle he feels he isn't needed in but is very intense when he wants nothing more than to win. He has a bad habit of testing others and doesn't like orders. When it is concerning a matter important to him, he likes to handle it/work alone no matter how reckless or unreasonable it might be. He has a short temper when in a bad mood or discussing topics sensitive to him though he is otherwise calm and mischievous, disturbing others as and when he feels like it. He can be temperamental, happy when minute then moody the next. Despite his self centered behavior, he treasures his family greatly. Touch anything of his without his permission and he might just kill you. His obsession over the state, position and cleanliness of his equipment has often been considered unusual for a guy as lazy as him.
Backstory: He lost his mother to the Undiscovered lands when he was 10 but refused to believe she was dead, devoting the next 9 years of his life to training himself so that he could take them on. He did not want to join the Rising Phoenix Guild but was eventually convinced to by his father. As a gift to him, his father gave him the sword he now uses in battle. He killed the people he had determined responsible for his mother's venture into the Undiscovered lands. As a result of his mother having been betrayed by several of her close friends Aldras later killed, he has issues trusting others beyond a certain extent and is hostile to anyone he deems a threat. He made a name for himself as the Reaper from the killing sprees and took up jobs after that in order to train himself even more in preparation for his journey into the Undiscovered lands under this alias.
Skills
Non-combat capabilities.
A competent cook due to the loss of his mother early on, he is also able to sleep anywhere at will. He has a way with animals, often being able to befriend them to a certain degree but sometimes not at all. Being athletic capable and possessing good eyesight, he is good at scouting. As he had planned to venture into the Undiscovered lands for years, he has equipped himself with useful skills like basic first aid and finding good hiding spots or shelter. He is good at climbing and often uses it to aid him in his scouting or scale a tree to sleep in.
Abilities
Combat capabilities.
He is extremely agile and fast, possessing a near invisible swing speed. He rarely gets hit unless it is from a blind spot or he moves way too quickly. While he is fit and athletic, he lacks the strength for a sure kill move against an opponent defending against his attacks and does not work well in a team or with others.
He carries his beloved sword that his father gave him and a roll of bandages that he keeps tucked away in a black cloak and a small flask of water. He wears light plate armor underneath his cloak and carries two daggers on him.
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The Rising Phoenix Guild
Name: Rhassh Armer A.K.A. Shiryoku
Role: Fighter
Race: Considered a Human, although truly an Etherborn
Age: 31
Gender: Male
Appearance: Standing at 6'0, Rhassh can be easily spotted within small groups, not because of his size, nor his presence, but because of his appearance that resembles that of a ninja's. He wears lightweight yet sturdy clothing, which some parts are covered by mixed leather and metal armor. Most of his face is covered by a mask, leaving only his strangely glowing blue eyes revealed. His two main, and only, weapons are found strapped at his back, crossed against each other.
Personality: To many, Rhassh would be seen as a weird person, who's been too indulged in his own delusions. Why, you ask? There would be quite a lot of reasons, but what would be stated here would be the ones causing the most impact - his persistence of forcing others to call him by 'Shiryoku' and not by his real name, and his very intriguing yet strange mask, which for some apparent reason, must not be removed under any circumstance. Usually, he'd been seen at an isolated place silently meditating, which of course is quite strange, but since it was a common sight, others would usually ignore it. He also seldomly speaks in long sentences, and if someone would ask why he does so, he would reply with "I only speak what must be spoken."
However, despite these things, he still possess some good qualities. He is one of the very few fighters who doesn't charge head on, but prefers to act as a wall between his allies and enemies, like a defender. Heck, he would even use his own body as a shield to block any harm directed to his allies. Although it is rarely shown, he is quite a kind person.
Backstory: Rhassh cannot quite remember his past. Every time he tries to do so, whilst meditating, he could only see one memory, and even that was unclear. In the memory, he sees a person speaking to him, although he could not recognize the face for it was blurred as hell. Distorted sounds would fill his ears, then slowly fade into silence. After that, a clear statement can be heard.
"You must not reveal your identity. Not under any circumstance."
And after every time he would hear those words, he would snap out of meditation, and his chest would ache, for a reason he is yet to know. Those very words are the reason why he put himself in such an outfit, which hides his identity as a whole. It is also why he prefers to be called "Shiryoku", although that may be caused by an influence from the eastern lands he originated from, which he also has no memory of.
He arrived at the shores of Yislone at the age of 10, unconscious, covered in a wet cloak and a make-shift mask. One of the highest ranking members of the Rising Phoenix Guild, Brand LeBlanc, apparently found him during one of his patrols on the outskirts of the ports of Ridon. That man was the only one who saw his face, and his true identity. However, to Brand such a thing did not matter, he took in Rhassh as his own kin, fed him, bathed him, trained him, and even taught him how to control his 'ability'. The young lad grew under his care and authority. Soon enough, upon reaching the age of 18, he was introduced in the Rising Phoenix Guild, and was warmly welcomed. He showed excellence in several fields, seeing that Brand trained him. Upon being recognized and finally labeled as a fighter, he went on different missions under the guild.
After a while, Brand took him into his own team. The young man and his master were reunited once more. They took on several missions, which all varied in difficulty. They had fun, and was content with their lives in the guild. However, that changed on one fated day. The two were traveling alone in the outskirts of Phaesa, when they suddenly encountered a raging beast. It was unlike any other creature they have faced before. It was large, and unbelievably terrifying. Before they could even react, it charged towards them. A long and bloody battle occurred between them. After hours of steel and claws clashing against flesh, the fight had ended. Although the two ended up victorious, it cost them something irreplaceable - Brand LeBlanc's life. At the sight of his dying master, Rhassh was filled with guilt, anger, and regret. He was too focused on doing his role well that he didn't notice the state of his comrade. As his master gave his final breath, he vowed to make up for his lack of attention on his allies.
That began his new fighting style, that mimics that of a defender's moves. It took quite a long time before he could move on from his master's death, and live a life like he used to. Soon enough, he was once more, back in the field, acting as a fighter, but rather a unique one. Years after his master's death, the guild finally decided to siege and conquer the Undiscovered Lands. With a goal not only to avenge and bring justice to his master's death, but to show that he has improved over the years, he set off to the dreaded lands of mystery and danger - the Undiscovered Lands.
Skills
Due to his time spend in the guild, he's obtained the ability to cook and prepare food in a semi-competitive manner, which not only replenishes one's hunger, but gives quite a good taste as well.
He also has knowledge on several survival skills such as amateur fishing and hunting, fire creation, and locating spots safe for camping.
Abilities
Mana Sight: Seen as a blessing and curse by the Etherborn, this innate ability of theirs allows them to see the energy that flows around the world, which is commonly known as Mana, the source of most magic. Rhassh can clearly see them, and use them as an advantage on locating not only mages, but other things linked to it as well. He cannot toggle this on and off though, as it is permanently on, and it would sometimes hinder his sight.
Taunting Strikes: Although he moves and fights like the common fighter, there is still something that distinguishes him from others. His strikes, with weaponry or bare hands, give off quite an impact, that most who were hit, would turn their attention towards him.
Swordsmanship: Using either one or both of his curved swords, Rhassh fights in a well manner, and many would say that he is a formidable opponent. That, however, doesn't mean his swordplay is perfect.
Two Uchigatanas (Medium-length curved swords), each made of reinforced steel, and sheathed in hard leather cases. Somehow light, yet still gives enough impact to cut off an adult's head in one accurate, forceful slash. Although the damages it suffers are reduced in a drastic manner, it is still not immune from breaking. Occasional maintenance and repair is optional, but doing so will allow it to last much longer than expected.
The Etherborn
• The Etherborn are a long-forgotten race, not only because of their extremely reduced population, but also because of their hiding ever since the Second Racial War, which happened somewhere in a far land. They then, were also affected by the dreaded Mid-Sea War, which made a lot of different races migrate into other lands such as Yislone. They look much like the regular human being, however, they have something else. With glowing gems that differ in size as their hearts, these humanoids have a special connection to the energy that flows through the world, which is commonly known as Mana, the source of most magic, allowing them to see how it moves, and where it goes. Their eyes are of the same color of their gem-hearts, which also glow, like their hearts. Other than that, they are quite on par with the humans, regarding traditions, strength, technology, etc.
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The Rising Phoenix Guild
Name: Serah Silas
Role: Supporter
Race: Light Caster
Age: 22
Gender: Female
Appearance: Serah is standing at 5 feet and 4 inches with a slender body. Serah is seen to have long brown hair that is usually adorned with a big pink bow. Her hair is usually braided as two locks of hair are placed in the front of her face. She has bright green eyes. She wears a long pale pink dress along with a dark pink short jacket over it. Serah wears brown boots for walking, even during the summer, she finds it more comfortable to wear boots while journeying to wherever she is needed. Her pendant is her compass and is never seen without it on her neck. Not only does she wear a pendant, but she has bracelets on both of her wrist used to assist her in her spells.
Personality: Serah is light-hearted and has a cheerful personality. She is usually soft-spoken, unless she has been angered, however, she is rarely shown to be angry. Serah loves adventure and hates being bored. Her curiosity brings her great trouble since she trouble always somehow finds her. She will stand for what she believes in, even knowing if there are those who are against her. Her family believes she's naively brave and reckless. She's forgetful and is usually clumsy. Serah loves traveling and finding new places with comrades, she dislikes being alone and left to her thoughts. She loves taking care of plants and animals, and finds interest in learning about new species. Her goal is to finish reading every book that has ever been written by anyone and everyone. Serah finds interest in gaining knowledge and experience through the books she's read and adventures/ journies she's been on. Serah's heart will never be at peace, knowing there is a vast world out there, still waiting to be discovered and new discoveries that need to be made. As a Light Caster, Serah uses her magic for good, with no exceptions.
Backstory: As a Light Caster, Serah was born with magical abilities inside of her. However, as a child, she was always ill and her parents are protective of her well-being. Because of her childhood, Serah had always been curious of the outside world and yearns for adventure. As she grew up,a way from people and the city, Caham, it just made her want to rebel and see the world for herself. Her parents and the rest of her siblings, of course, were overprotective of her and denied her any rights of leaving the vicinity of their home, where the fields were always green, where the flowers always bloomed, and the area was safe and calm. Serah was always an obedient child, listening to her parents, playing with her siblings, and staying where they can always keep an eye on her. Her siblings had taught her how to control her magic and teach her, her abilities, of course, problems arised when they found out that, Serah's abilities have the power to take other's pain and inflict it on herself. Because of those abilities, her parents forbade her from ever using it and only focusing on simple spells.
As she grew up, she found herself not liking being left alone to her thoughts and finding comfort in books and being with her siblings. She's practice her magic and spells, but even that started becoming tiring. One day, enough was enough, she couldn't stand being taken away from the world. She wanted to see more and be something more than the "ill" girl her parents always believed her to be. She fought hard and told her side of the story and reasons why she wants to leave the nest. Finally, after so much begging and nagging, her family finally let her venture off, of course, there were rules. She always had to contact them through letters, never use her abilities that would cause her harm, and to never do anything reckless. Serah abided by those rules and soon enough, she was on her journey. On her path towards adventure and seeing new sights, she heard of a guild called The Rising Pheonix. She heard stories from the townsfolk about their good deeds and their most famous accomplishment: the slaying of a dragon. Because of her interest in the stories of this guild, she was curious to see who they were and what else they would accomplish. Serah's admiration and sense of justice was immeasureable as she continued on her journey towards the guild, they were well-respected and famous for all they have done for their city and people. At that, Serah traveled to where the guild was located and signed to become a member.
Skills
Non-combat capabilities.
Serah has the ability to treat wounds that are life-threatening, however, to treat those wounds, she will inflict the pain on herself instead of that person, to put it bluntly, she will die. Of course, she can treat smaller wounds with her magical power, however, again, those wounds will appear on her body instead. Because of that, Serah relies heavily on non-magical means to treat her companions.
Her cooking skills may not be first class, but it is enough to help her comrades get in a nutritional diet. As she always said, fruits like berries and proteins from any animals or insects will work wonders! Serah follows her magical pendant as a compass that will lead her to the place she wants to journey off to, however, because of the pendant's wishy-washy ways, she also relies on maps and tracking to find her way.
Lastly, for morale support, through her energetic and cheerful nature, she usually will try to make a joke or two and converse with her companions. Her love for music has no bounds and she will enjoy singing to her companions. Through her singing, she feels as if she can make the journey a bit more relaxing and help her teammates feel more at ease with one another. Serah also has the ability to play musical instruments that will be able to soothe her comrade's emotional distress and souls.
Abilities
Combat capabilities.
Enchantments: She uses spells to help enhance her teammate's abilities, providing background energy and support, whenever one's magical energy drops or physical strength weakens. However, she has a limit number of times when she can enhance her teammate since it takes a toll on her body. This spell uses her magical energy and transfer it over to her teammates.
Hand-to-hand combat: She only knows self-defense, which means, she can get away from her opponent, only if her opponent has little to no physical strength.
Cooking tools. Pendant compass. Spells. Medical kit. Musical instruments.
Casters
Casters is a generic term for supernatural beings who uses casting magic. Under Casters, there are Light and Dark Casters. Light Casters will only use their casting magic for the good of others. They are afraid of Dark fires and darkness. They can not use magic for dark deeds. On the other hand, Dark Casters use their casting magic for themselves and dark deeds. They can not be near pure and light magic.
Casting magic includes casting spells used for summoning, performing rituals, elemental magic, light, and dark magic. Casters normally have the ability to cast, perform rituals, and the ability to move objects with their mind. Besides Light and Dark Casters, there are other specific type of Casters such as evos, empaths, sirens, illusionist, necromancers, telepaths, and shifters.
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The Rising Phoenix Guild
Name: Nia Tereshi
Role: Defender
Race: She says she is human, but she's really an Ender (a strange race that live in a different universe from humans. They are all very tall and slender, with black hair and purple eyes. They have one portal though, and it leads to the universe where humans are. The king leads an army of them in to wreck havoc and then return using a map to the portal back home. All Enders have one human appearance that they can change into so they won't be killed by humans.
Age: 18
Gender: Female
Appearance: Nia is very tall and slender. She stands at over six feet with long blonde hair and blue eyes. This is the form she is almost always in. She doesn't want anyone to see her true form.
Personality: Nia tends to be a little cold hearted. She will still talk to others, though it will take a while for her to actually trust them. As a defender, she will still protect someone if they need it, though she tells then they have to be faster than they were. She does know that it hurts others, and it upsets her too. The entire mean thing is just an act. She is actually very nice and would have fun with people but she always thinks she will be shunned because of what she truly is.
Backstory: Nia is very well known among others Enders. She was royalty, after all. Her people, however, did not like the ways she thought. The idea to befriend humans did not appeal to them. They kidnapped her and brung her through a portal. She never knew or seen the map so she would not be able to come back easily.
She landed right outside the guild. Almost imediantly, she hid who she was so that people wouldn't go ahead and kill her for what her family did. She walked inside and was greeted and told all about the guild and how they would explore the Undiscovered Lands. She thought that could be where the portal was so she accepted the offer to join the guild, using a mean personality so she wouldn't cause suspicion.
Skills
Nia hunts for food for the people at the guild. Though she is very tall, she can be very stealthy. She also uses her special ability as an Ender which is also used in combat.
Abilities
Teleportation: As an Ender, Nia is able to teleport so she can help defend others, though she can only teleport short distances (10-15 feet). She is also a great climber because she can't teleport up or down but only across.
- Nia carries around a long staff. At any time she can convert it into a shield. It is very light, though harder than dragon scales. On her back she carries a long katana that can cut through almost anything (excluding rocks and stuff like that). Around her neck is a purple crystal that reminds her of who she really is.
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The Rising Phoenix Guild
Name: Chrys Stein
Role: Support
Race: Faux (see race tab)
Age: 49
Gender: Female
Personality: An upbeat and ready-for-action kind of girl. She does her best to be a positive influence. She's a devout follower of Faux teachings. She has a devious streak from her time with the thieves' guild, but hides it well. Overall, she's intelligent and easy to be around.
Backstory: Chrys' life has been just as strange as her parents themselves. Both fairly successful adventurers, they taught her their skills so that she may follow in their footsteps. Each hoped that she'd follow in their own path more strongly than the other's, but she took to both ability sets equally well in training. In practice, however, she found herself most useful as a support.
Once she struck out on her own, she was quickly taken in by a thieves' guild for attempting to pickpocket the guildmaster. Amused by her boldness, they accepted her among them, and she stayed for years. Her supportive abilities increased the guild's take exponentially, as did her ability to cook for the guild. She enjoyed her time with the guild greatly, but as the guild grew ever larger while her role remained much the same, the instinctive call for adventure inherited from her parents led her to leave the guild for more unexplored territories.
While on an adventure, she was critically injured and left for dead by her party. She was found by the Faux, who healed her and gave her a home while she recovered. They taught her of their culture and of their religion, to which she converted during her stay. She remained with the Faux for a few years afterward, hoping to find another adventurer to pass on the favor she'd been given. An elder among the Faux suggested that she leave to join an adventuring guild that she may more easily complete her goal, leading to her joining the Rising Phoenix guild.
Skills
Chrys is a good cook, making use of many herbs in the most unexpectedly delicious ways.
She is a spirited musician and can play the lute and the flute - but not both at once, of course.
Chrys' blessings from the Faux gods give her enhanced hearing and balance, along with a drive to succeed.
Chrys can enchant any object to emit light, providing vision in the area around it.
Her time with the thieves' guild improved upon her roguelike skills that she learned from her mother.
Abilities
Battle Style: Chrys uses throwing knives when forced into combat. Her parasol makes a good bludgeon weapon in close quarters, and can fire one poisoned dart in a pinch.
Multiply: She increases a physical attack's power by adding a magical followthrough. Melee attacks are multiplied consecutively (slash -> slash -> slash) while ranged attacks are multiplied physically (more arrows at once, for more chance of hitting a moving target). The larger the weapon enchanted, the less times Multiply's effect will take hold.
Cloak: Enchants armor or clothing to cause eyes to "slip" off the wearer. Essentially, the mind omits the enchanted from notice similarly to the eye's natural blind spot.
Reflect: Enchants metallic armor to respond to physical force by reflecting some of it back magically. This reduces the force that actually reaches the wearer and can disarm poorly gripped weapons.
Bag of Holding
Thief's Kit
Ruby Necklace
Belt with Throwing Knives
Parasol
The Faux
The Faux are less a race than they are a religion or cult. They get their reputation as a fake race by having members offer their racial traits to the Faux pantheon upon conversion. The Faux gods then bestow a blessing upon the new member, providing new racial traits depending on which gods are favored by the initiate.
Chrys' two favored gods are the god of goodwill and the god of strength.
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