All Becomes Grey [SIGNUP AND OOC THREAD] [ROLEPLAY] [POSSIBLE MATURE CONTENT]

  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

Someone Else 37

Forum Addict
Feb 10, 2013
1,876
1,440
168
I have... vague ideas... for a zephyr mage character.

[[EDIT: Version 2 of this sheet is posted farther down this page, and is the one that will be receiving updates in the future. This post is deprecated.]]

Name: Linessa
Age: Late 20s
Magiks: Wind
Appearance (picture or description):
latest

Personality: [to be determined]
Backstory (You've always lived in Pert): [to be written]
Equipment: An ample supply of shurikens, some lightweight leather armor, and plenty of long, flowing silk robes to make herself less aerodynamic
Stats (25 total):

Health: 3
Armour: 2
Agility: 5
Strength: 1
Accuracy: 5
Magical skill: 5
Magical defence: 4

Magical abilities (3 total):
Assisted Throwing: Throws a shuriken at target opponent, propelling it in a gust of wind. Rolls magic skill against armor.
Sudden Gust: Summons a blast of wind strong enough to knock a man off his feet. Target opponent gets -3 agility and -3 accuracy for one turn. 1 turn cooldown.
Vortex Barrier: Summons a spinning vortex of fast-moving wind around Linessa, wrapping her robes tightly around her body and throwing off any attackers. For the next two turns, Linessa gets +1 armor while any attacks targeting her get -2 accuracy. 3 turn cooldown.
Also, for clarification: When an ability has a 3-turn cooldown, I assume this means that after the ability is used, there are three turns when it cannot be used before it can be used again, and NOT that the ability can be used at most every third turn. Is this assumption correct?
 
Last edited:
  • Like
Reactions: LivingAngryCheese

LivingAngryCheese

Over-Achiever
Aug 22, 2014
676
1,580
228
A place
I have... vague ideas... for a zephyr mage character.

Name: Linessa
Age: Late 20s
Magiks: Wind
Appearance (picture or description):
latest

Personality: [to be determined]
Backstory (You've always lived in Pert): [to be written]
Equipment: An ample supply of shurikens, some lightweight leather armor, and plenty of long, flowing silk robes to make herself less aerodynamic
Stats (25 total):

Health: 3
Armour: 2
Agility: 5
Strength: 1
Accuracy: 5
Magical skill: 5
Magical defence: 4

Magical abilities (3 total):
Assisted Throwing: Throws a shuriken at target opponent, propelling it in a gust of wind. Rolls magic skill against armor.
Sudden Gust: Summons a blast of wind strong enough to knock a man off his feet. Target opponent gets -3 agility and -3 accuracy for one turn. 1 turn cooldown.
Vortex Barrier: Summons a spinning vortex of fast-moving wind around Linessa, wrapping her robes tightly around her body and throwing off any attackers. For the next two turns, Linessa gets +1 armor while any attacks targeting her get -2 accuracy. 3 turn cooldown.
Also, for clarification: When an ability has a 3-turn cooldown, I assume this means that after the ability is used, there are three turns when it cannot be used before it can be used again, and NOT that the ability can be used at most every third turn. Is this assumption correct?

This assumption is correct. The only change needed to make to this sheet so far is assisted throwing needs a 1 turn cooldown.
 

LivingAngryCheese

Over-Achiever
Aug 22, 2014
676
1,580
228
A place
Okay going off of feedback.

Name: Erildus Oritun
Age: 27
Magiks: Fire
Appearance (picture or description): Human wearing a sort of clockwork device powered by a fire elemental that can shoot fire a short distance. Also wearing dark blue leather armor.
Personality: Sometimes hostile to others, but he always keeps a coin handy for children on the street. He hates the cold and any form of magic that revolves around it.
Backstory (You've always lived in Pert):

Erildus grew up in the center of Pert as an orphan. His parents died earlier than his memory, fighting to protect him. Typically a smaller child, Erildus was never left alone by the other orphans (of which there were many), so he often found himself alone, tinkering with small clockwork mechanisms. Around ten years old, Erildus discovered that he could manipulate fire to his liking. He used this to help fight off the hostile creatures that attacked the village almost everyday. During the down time he used his skill with small contraptions to set traps for enemies, before discovering that a device that makes a big display of flame is far more scary and effective. So with the help of a summoner and an enchanter, he trapped a small fire elemental in a magical cage, and channels its energy into a more projectile form of flame. During one of the many fights, he lost his best friend Merdia to an ice spike in the chest. As she died in his arms, he swore to hunt down her killer, but has so far been unable to find him. Ever since, he has always hated cold magic, and has never been quite the same.

Equipment: Leather armor, flamethrower (for lack of a better term), and a simple looking longsword with many hidden clockwork features. Also carries some equipment to make some simple traps.

Stats
Health: 4
Armour: 5
Agility: 3
Strength: 5
Accuracy: 3
Magical skill: 3
Magical defense: 2

Magical abilities (Italics represent spells/activated abilities, Bold represents a passive power):
Sense Heat (A sort of sixth sense, Erildus gets a strange feeling when anything hotter than boiling water is nearby)
Manipulate Flame (Erildus has an innate ability to manipulate flame into whatever form he desires, although larger amounts or long periods of time drain him)
Fire Resistance (Due to his familiarity with fire, Erildus has gained a slight resistance to it)

Some quick questions for @LivingAngryCheese

1. Where does the food come from? Is it all from hunted creatures?
2. About how many people are in the village?
3. Is the village a bunch of huts or are there more concrete stone buildings?

OK, firstly, the questions.
1. Farms and hunted creatures.
2. Uhh... four hundred? I'm not really sure how much there should be for what is essentially a mini society.
3. There are both.

OK, now corrections!
Magical abilities have to have something to do with stats, take a look at SE's for example.

There are no human summoners to help you find a fire elemental, you would have had to find one yourself.
 

erindalc

Popular Member
Mar 3, 2015
992
512
109
Steam
OK, firstly, the questions.
1. Farms and hunted creatures.
2. Uhh... four hundred? I'm not really sure how much there should be for what is essentially a mini society.
3. There are both.

OK, now corrections!
Magical abilities have to have something to do with stats, take a look at SE's for example.

There are no human summoners to help you find a fire elemental, you would have had to find one yourself.
Okay. I'll make a final post with changes tomorrow, any other feedback before then (and after I suppose) is welcome.
 
  • Like
Reactions: LivingAngryCheese

Padfoote

Brick Thrower
Forum Moderator
Dec 11, 2013
5,140
5,898
563
Okay, just because the thread says mature content, that doesn't mean go nuts and break the rules. Next time warnings are being handed out on top of nuking posts.

Sorry for the interruption, enjoy your game everyone.
 

Eruantien

New Member
Jul 29, 2019
1,181
0
0

THE CHRONICLES
OF THE ASPHODEL SISTERS
From the moment the twins Cynthia and Caitlin were first born, their father Dionysius Albrook disliked them simply for being twin girls. This distaste became even more prominent when their magiks manifested at the usual young age. “Weak” magiks he would call them, hoping out loud that at least one of the girls’ magik attunements would suddenly turn to a strong magik like earth or fire.

Nearly four years after the twins, a son was born, Ulsun Albrook, who immediately became the cherished child of the family. Aside from the fact that he inherited the powerful offensive magik of fire, he was also a male. This pleased Dionysius Albrook, and so he and his timid wife doted upon the newborn.

As Ulsun grew older, it became more and more apparent that he was the favored child; the girls were often shirked and despised by their family, or more often, simply left to fend for themselves. Cynthia in particular was frequently reprimanded for lacking any form of offensive magik, causing her to grow more timid than Caitlin. For her part, Caitlin became more resolute, in the hopes of one day finding a way to redeem themselves to their father. She would encourage Cynthia, and stand up for her meekness.

Upset and rightfully feeling neglected, the twins both began to train hard, in the hopes of impressing their father in the way Ulsun did. Each day they would read any book on magik they could find, and apply what they had learned to
whatever target was available. For the most part, although the world was a wide and dangerous place during their childhood, to say nothing of their teenage lives, these targets took the form of nothing larger than a training dummy. As they grew older, they began to take part in sparring matches, growing more and more skilled at combat with each match.

After a while, Caitlin came across an idea as her eyes fell on one of the Orc heads mounted on their wall, the trophy from their father’s latest raid. After convincing Cynthia, the two began plotting an unofficial raid of their own. If they could simply bring back the head of the Orc leader, maybe their father would finally pay Cynthia some respect. Additionally, perhaps their father would finally see that he was wrong; wrong about their strength, about their magik, and about their lives.

The raid began as planned, the explosive light show set off by Caitlin drawing the horde of Orcs away to allow a guerrilla-style attack on their leader. Everything seemed to go as planned, but the explosive rainboom that had ended many sparring matches did little but bruise the towering beast that had earned himself alpha status among the savage horde. That night, the holy magic that their father so despised was the only thing that kept the sisters from death as they ran for their lives, barely escaping through the thick forest.

Rather than return straight home, Cynthia made a proposal of her own, the thought of her father’s fury swirling in her mind. Resurrection magic: the ultimate form of holy restoration. Ordinarily used to restore one from death, anchoring their soul to their body for a time, it could theoretically be modified to restore their bodies to complete restoration. No one would need to know of their failure. Distraught from loss of blood and concentration, and loosely following a book on resurrection magic, Cynthia began to weave a spell around the two. Yet, even the most experienced of mages were still wise enough to follow resurrection magic to the letter... Cynthia began to realize her mistake, as her soul tore itself in half and partially infused into the object she was most focused on: the tome. The magical energy continued to swirl in a heavenly mist, with each pulse sending a new wave of agony through the two. This holy abomination continued for several minutes, until the flashing lights brought the nearby villagers to their location near the outskirts of town, along with a small raiding party of orcs that happened upon the girls at the same moment.

Although the orcs were dealt with swiftly by the town guard, when news of the incident reached the leaders of Pert, it was badly received. One of the village elders paid a visit to the Albrook residence with the intention of rebuking the twins for their recklessness; particularly Cynthia, for attempting to practice magik beyond her control. Dionysius Albrook was enraged. Not only had one of his petulant daughters made a “stupid, careless, heinously blasphemous mistake”, she had also done it in a manner so as to bring heavy dishonor upon the family name. The Albrooks were one of the families in Pert that had roots all the way back to its foundation, and it was completely unheard of for any Albrook to do anything as potentially catastrophic as this.

Dionysius Albrook decided he had to make a point, and make it quickly. The sisters took shelter in a habitual hiding place, as the following day passed without any incident, but the mood of the district was impossibly tense. Overmorrow, a formal announcement was quietly proclaimed in the courts: in the Albrook family tree, a name had ceased to exist - the person of Cynthia, formerly of the house Albrook, was summarily and officially disowned.

Devastated at the (as far as she was concerned) rightful disowning, the nameless girl clung to her grimoire, as if its very presence made her feel...whole. If not for her sister, she may have given into despair completely, but she was supportive as she always had been. Over time, she also began to realize the true potential of her grimoire. The part of her soul had given it the ability to absorb magical energy that was released on death, allowing her to use it as if it were her own. Perhaps some day, she could even absorb the offensive magic her father had always wanted her to have.

Although Caitlin was generally quietly resentful of her father, this time, he had gone much too far. Never one to take offenses against her twin at all lightly, Caitlin’s anger boiled over. Personally, she felt that she held much of the blame for her twin’s disowning; if she had never (forcefully) suggested their goblin raid, perhaps Cynthia would still be an Albrook. At this point, though, things had progressed too far for any chance at a peaceful resolution. There was no other way to make their father understand them, and no further requirement to remain in his house. Thus, Caitlin disappeared into the night, along with several personal possessions, funds and supplies from the household.

Meanwhile, Lexia has spent the past few years blessing her Spirit Tree. This tree acts as a familiar, supplying Lexia with food and power while Lexia strengthens its roots, provides nutrients, and boosts its growth. Over time, the tree had formed a living space inside of itself. It’s not a particularly large home, but it suite Lexia just fine. She installed an alchemical stove that heats the place using a bound fire elemental, and got the usual furnishings, like tables, chairs, and beds. It had become a cozy little home, and she lived in relative peace.
When she heard of what happened with the Albrook sisters, Lexia decided to invite them to live with her. She had more than enough food and she never used the bedroom anyways.

Today, nearly a year after the aforementioned incidents, the twins have begun a new life away from home, in Lexia’s treehouse. Ulsun, their younger brother, is essentially a spoiled brat by all accounts, due to his parents’ behavior. This is recognized by virtually all in the Albrooks’ immediate community, and popular opinion is that Dionysius acted rashly and in a manner unbefitting of a noble warrior. Nobody would ever voice this concern, of course, but Dionysius at times detects hints of contempt or disdain towards his remaining family. The former Albrook sisters continue to live as Sylvia and Fiona Asphodel.


ყʅʋια รթհօժεl

DT79eys.jpg

:|: ----------------------------------------------------------------------------------- :|:
Sylvia Asphodel | 17 | Holy | Lυɱαƈҽσɳ
“Huh? M-me? Are you sure you aren’t looking for my sister...?”
:|: ----------------------------------------------------------------------------------- :|:

Appearance
  • The identical twin to her sister, Sylvia is a near-perfect copy of her.
  • Sylvia is primarily set apart from her sister by her darker, thicker clothing and her hair, which covers much of her face.
Personality
  • Having been frequently cursed out by her father, often to the point of abuse, Sylvia is far less self-confident than her twin sister.
  • Sylvia is very soft-spoken and tends not to speak much at all, unless it’s with someone she’s very familiar with and trusts.
  • Despite it potentially being in her best interests for people around her to die, Sylvia is very loyal to her allies and attempts to heal them away from death wherever possible. That being said, she values certain lives above others, particularly her sister’s life.
  • While Sylvia is ordinarily very timid, she is extremely defensive of her book, to the point where attempting to take it away from her may be seen as an attack. Even so, she rarely takes such an incident personally.
Equipment
  • Soul Grimoire
    "The book on resurrection magik used by Sylvia in her greatest magical failure. Currently contains half of her soul, giving it the ability to absorb nearby magik energy when released from the death of another. Sylvia is never seen with this book any more than 5 feet away from her, as if it would cause her pain to part with it; perhaps it would."
Stats (25)
{These may change, I’m super indecisive…}
  • [HLT]: 5
  • [ARM]: 4
  • [AGL]: 1
  • [STR]: 1
  • [ACC]: 3
  • [MGS]: 7
  • [MGD]: 4
Magical Abilities (3)
  • Soul Library Grimoire
    “The Soul Grimoire is used to absorb nearby magic and infuse it into one as if it were their own magic.”
    • The user swaps one of their abilities for an ability in the Grimoire Library.
    • Ability swapping has a cooldown of 1 turn.
    • Whenever a target with an ability dies in the same battle as the user, the user chooses one of the target’s abilities, which is then permanently added to the user’s Grimoire Library.
    • The user’s magical abilities return to their default state after battle, even if this ability is replaced.
  • Bookmarking
    “The Soul Grimoire is filled with strategically placed bookmarks, allowing one to quickly find and infuse an opportune piece of magic.”
    • At the start of battle, Soul Library Grimoire may be automatically used to replace this ability, ignoring any status, turn order, or ability that may prevent it.
  • Fragmented Magic
    “Magic has been fragmented into the Soul Grimoire, making Sylvia’s innate magic inaccessible without using it.”
    • This ability does nothing, but may be replaced later via Soul Library Grimoire.
Starting Grimoire Library
  • Infusion of Determination
    “The user channels lifeforce to infuse a friendly target with skill they ordinarily don’t have.”
    • User chooses a target (can include the user) and rolls [MGS].
    • The result of the roll is added to a ‘determination’ pool, which caps at [MGS] * 10.
    • While the cap may temporarily change with buffs or debuffs, a determination pool is never reduced aside from using it.
    • A target’s determination pool may be used by them as an automatic roll in place of any of their own rolls. Doing so expends the determination pool.
    • Cooldown of 2 turns.
  • Holy Restoration
    “The user weaves a healing aura, restoring a friendly target to a healthy state.”
    • User rolls magical skill [MGS].
    • User receives x ‘restorations’ where x = [([MGS] roll)/15] (rounded down).
    • For each ‘restoration’ , the user may apply one of the following effects on any target (including the user):
      • Heal 1 hp.
      • Return one (non-health) stat to the target's base stat.
    • This ability may be used even if the user is silenced, however, 1 restoration must be spent to cure the user of silence in said case.
    • Cooldown of 2 turns.
  • Soul’s Sedation
    “The user floods an opponent with regret, forcing their soul into a state of regression.”
    • User chooses an ability owned by a target.
    • User rolls [MGS] vs target’s [MGD].
    • For every damage the roll would have made (pretending it was an attack), the cooldown counter of that ability is increased by 1.
    • Example: user rolls 43, opponent rolls 11. Would have dealt 2 damage, so instead of damaging, the targeted ability is inactive for 2 turns past what it normally would be inactive for. If it were usable now, it’d be locked their next turn and the one after that; if it was already waiting for a turn, it’s now waiting on 3 turns of inactivity.
    • Cooldown of 1 turn.
ισɳα รթհօժεl

Q2SYHSG.jpg

:|: -------------------------------------------------------------------------------- :|:
Fiona Asphodel | 17 | Light | Eɾυαɳƚιҽɳ
“Don’t come between me and my sister. You’ll regret it...”
:|: -------------------------------------------------------------------------------- :|:

Appearance
  • The Asphodel twins have dark amethyst hair, a curious color for human children. Some say that it is a sign of undiscovered power. Their eyes are a sharp green, and their brows are small but firm.
  • Fiona wears brightly colored, thin clothing, and many-colored bows in her hair. She has a slim build, but her muscles can be seen even while she is relaxing. She holds herself confidently but cautiously, and is always keen to watch for signs of trouble.
Personality
  • Belying her appearance, Fiona isn’t a “girly-girl”. She is much more serious, almost to the point of detachment. She is less reserved than her twin Sylvia, and often acts as her protector. She could almost be called brash, except that she doesn’t act thoughtlessly.
Equipment
  • Phylactery of Light
    "Fiona wears a necklace of three glowing vials. These supply her with limitless, albeit weaker light to use for magic, even in the darkness."
  • Luminescent Scepter
    "Fiona carries an ornate, metallic rod. It is partially hollowed out on both ends, but solid in the middle. Using light formation magic, Fiona can cause this rod to extend into a sword, a bow, a spear, a shield, or any number of other weapons or devices."
Stats (25)
  • [HLT]: 4
  • [ARM]: 1
  • [AGL]: 6
  • [STR]: 1
  • [ACC]: 4
  • [MGS]: 6
  • [MGD]: 3
Magical Abilities (3)
  • Rainboom
    “Fires odd chromatic spheres of intense light that explode for damage.”
    • Roll user’s [MGS]against a target's [ARM].
    • No cooldown.
  • Vindication
    “Strikes the opponent with a piercing beam of light, potentially draining their energy for a short time.”
    • Roll user’s [MGS] against a target’s [MGD].
    • Damage is applied as normal.
    • For each multiple of 10 that the [MGS] roll beats the opponent’s [MGD] roll, the user’s [MGS] increases by 1.
    • Buffs and debuffs last for 2 turns.
    • Cooldown of 3 turns.
  • Technicolor Dreamcoat
    “Wings of light descend upon a target and envelop them, protecting them from physical or magical harm. They’re exceedingly soft to a gentle touch, but impossibly hard against damage."
    • Roll user’s [MGS].
    • For each whole multiple of 10 that the [MGS] roll is divisible by, “X”, a target (can be the user) receives “+X” to either their [ARM] or [MGD] (determined by the user).
    • Buffs last for 3 turns.
    • Cooldown of 4 turns.
 
Last edited:

Someone Else 37

Forum Addict
Feb 10, 2013
1,876
1,440
168
This assumption is correct. The only change needed to make to this sheet so far is assisted throwing needs a 1 turn cooldown.
That's easy enough. I'm honestly surprised that the abilities didn't need more edits than that.
Do either of the other abilities look relatively underpowered?

Name: Linessa Vestrit
Age: Late 20s
Magiks: Wind
Appearance (picture or description):
5e859cbb0064085536fada3a4bab7a9a.jpg

Personality: Quick to act and to make decisions, Linessa follows her curiosity wherever it leads, all too often forcing her to use her magic to whisk herself out of tight situations. In her spare time, she likes to hone her magical abilities and occasionally tweak her outfit so as to best augment her magic.

Backstory (You've always lived in Pert): Linessa was born into the reasonably well-respected Vestrit family of zephyr mages, and lived a fairly mundane childhood as far as life in Pert goes. From a very early age, she bore a marked resemblance to her great grandmother, the famed zephyr mage Alexi, who used her potent wind magic to great effect back when the war had a purpose. For much of her childhood, Linessa's parents wondered if she would inherit Alexi's power as well as her likeness. They were not to be disappointed.

One day, when Linessa was about ten and her parents had briefly left the house for one reason or another, Linessa's curiosity finally got the best of her and she took her family's most prized possession, the staff Alexi had used to amplify her spellcasting, down from where it was displayed on the wall. The moment she touched the staff, something awoke in her. She could somehow sense what seemed like every single molecule of air in the room. She felt the air rising from the sunlit spot on the floor, and how it swirled around the walls and furniture. With a simple wave of her hand, she set all that air in motion, knocking over candlesticks and scattering papers everywhere.

Her parents returned to find a startled and, shortly thereafter, very embarrassed staff-weilding Linessa amid a rather large mess of scattered paperwork and clothing. Expecting to be grounded for causing the mess and for taking down the family heirloom (which was strictly off-limits), Linessa hung the staff back on the wall, walked into her room, and shut the door. Curiously, when the let go of the staff, her awareness of the air around her did not decrease at all, and she found that she could produce just strong a gust of wind with her bare hands as she could while holding the staff. The staff seemed to have simply awoken Linessa's own abilities; she realized that the power that had left the house in such disarray was entirely her own.

Linessa was a bit surprised when her mother came in and gave her a big hug, for truly she was Alexi reborn.

Equipment: An ample supply of shurikens, some lightweight leather armor, and plenty of long, flowing silk robes to make herself less aerodynamic
Stats (25 total):

Health: 3
Armour: 2
Agility: 5
Strength: 1
Accuracy: 5
Magical skill: 6
Magical defence: 3

Magical abilities (3 total):
Assisted Throwing: Throws a shuriken at target opponent, propelling it in a gust of wind. Rolls magic skill against armor. 1 turn cooldown.
Sudden Gust: Summons a blast of wind strong enough to knock a man off his feet. Target opponent gets -X accuracy and agility for one turn, where X is half of Linessa's Magical Skill stat, rounded down. 2 turn cooldown.
Vortex Barrier: Summons a spinning vortex of fast-moving wind around Linessa, wrapping her robes tightly around her body and throwing off any attackers. For the next two turns, Linessa gets +1 armor while any attacks targeting her get -2 accuracy. 3 turn cooldown.
 
Last edited:

Pyure

Not Totally Useless
Aug 14, 2013
8,334
7,191
383
Waterloo, Ontario
Cheese, people are submitting essentially novels for their characters. Imma bow out, this is a bit too hardcore for me atm (seriously I'll ruin it for ppl who give a shit)
 

goreae

Ultimate Murderous Fiend
Nov 27, 2012
1,784
2,649
273
Raxacoricofallapatorius
Cheese, people are submitting essentially novels for their characters. Imma bow out, this is a bit too hardcore for me atm (seriously I'll ruin it for ppl who give a shit)
It's really not that hardcore. Some people like to write a lot about their characters. Others don't. For me, my character's childhood can be described in three sentences."Her parents are farmers. She has growing magic that helped a lot. She befriended a rat monster." You don't need to write a novel for your backstory. As long as you have a clear idea of what happened in their past, the character should be perfectly cohesive in the present.
 

goreae

Ultimate Murderous Fiend
Nov 27, 2012
1,784
2,649
273
Raxacoricofallapatorius
Though yeah roleplaying is essentially live-action storywriting. You're gonna have to do some creative writing from the perspective of your character at some points. If that ain't you, then that ain't you.
 

erindalc

Popular Member
Mar 3, 2015
992
512
109
Steam
Final (I think?) pending feedback.

Name: Erildus Oritun
Age: 27
Magiks: Fire
Appearance (picture or description): Human wearing a sort of clockwork device powered by a fire elemental that can shoot fire a short distance. Also wearing dark blue leather armor.
Personality: Sometimes hostile to others, but he always keeps a coin handy for children on the street. He hates the cold and any form of magic that revolves around it.
Backstory (You've always lived in Pert):

Erildus grew up in the center of Pert as an orphan. His parents died earlier than his memory, fighting to protect him. Typically a smaller child, Erildus was never left alone by the other orphans (of which there were many), so he often found himself alone, tinkering with small clockwork mechanisms. Around ten years old, Erildus discovered that he could manipulate fire to his liking. He used this to help fight off the hostile creatures that attacked the village almost everyday. During the down time he used his skill with small contraptions to set traps for enemies, before discovering that a device that makes a big display of flame is far more scary and effective. With this in mind, he trapped a small fire elemental in a cage built to be fire resistant, and channels its energy into a more projectile form of flame. During one of the many fights, he lost his best friend Merdia to an ice spike in the chest. As she died in his arms, he swore to hunt down her killer, but has so far been unable to find him. Ever since, he has always hated cold magic, and has never been quite the same.

Equipment: Leather armor, flamethrower (for lack of a better term), and a simple looking longsword with many hidden clockwork features. Also carries some equipment to make some simple traps.

Stats
Health: 4
Armour: 5
Agility: 3
Strength: 5
Accuracy: 3
Magical skill: 3
Magical defense: 2

Magical abilities (Italics represent spells/activated abilities, Bold represents a passive power):
Flame Dart: Shoots a dart of fire at an enemy. Rolls Magical Skill against Magical Defense
Flame Wall: Creates a wall of fire approximately 10 feet high, with a length of up to 60 feet. 2 turn cooldown. (Opinions?)
Inherent Fire Resistance: Gains +2(?) Bonus when dealing with any type of damage due to fire.
 

RJS

New Member
Jul 29, 2019
487
-2
0
I only write so much because I feel the need to justify my character's existence and personality
 

LivingAngryCheese

Over-Achiever
Aug 22, 2014
676
1,580
228
A place
Cheese, people are submitting essentially novels for their characters. Imma bow out, this is a bit too hardcore for me atm (seriously I'll ruin it for ppl who give a shit)
You won't ruin it, honestly. If you started stopping it from being enjoyable I'd have a word with you about it But if this is because you simply don't really want to do it, that's fine. I'm sorry to see you go.
 

Lumaceon

Popular Member
Jul 23, 2014
312
607
118
Not Kansas
I feel mildly apologetic for how massive that backstory is, we started writing it and it ended up being fun so we kept going. And going. In all fairness though, it is the backstory of two characters put together. Needless to say, not every character needs 12 paragraphs of backstory.
 
  • Like
Reactions: LivingAngryCheese

the_j485

King of the Wicked
Dec 19, 2012
2,964
3,099
298
Look behind you
AND THEN A GIANT DINOSAUR STOMPED LENSCAS INTO THE DIRT.

srsly I'm not fit for it :p
Mate nobody needs that much. I just found myself writing a lot, honestly my backstories are normally just a few paragraphs.

Come on man, please at least just give it a go. Try the roleplay when it first starts, rather than before there's ever been any true proof that this isn't appropriate for you. If you don't like it, don't worry, nobody will mind an early drop.
Please, please just give it a try.
 
  • Like
Reactions: LivingAngryCheese