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Name:
Marguerite de Montsimmard

Prefferred Name/Nickname:
Margot ("Mar-go")

Race:
Human

Nationality/Birthplace:
Ferelden-Orlesian Heritage
Born in Val Royeaux, Orlais

Age:
17

Attributes:
Adaptive
Rebellious
Lithe

Appearance:

I claim no credit for the photo depicted above as work of my own. All rights belong to its respective owner.


Background:
Marguerite was born in Val Royeaux of Orlais to Comtess Odette and her husband, though unbeknownst to him, he was not her blood father. She lived a normal noble girls life, delighting in expanding her knowledge of herbs and such from a very young age. However, she was a dreamer and on the eve of her seventh birthday, she blasted her mother across the room during one of her nightly episodes. Her acting-father, enraged by the girls accident, ensured that she was taken by the Circle to the White Spire nearly within the same hour.

For the next two years, she expanded her knowledge and practiced innate control over her manifested abilities. She grew stronger, smarter and more cunning though her nightly dreams still plagued her. During her time in the Spire, she starts to receive Anonymous letter from one of the kinder Templar Guards. The anonymous author of these letters claimed to be her true father. Over the course of the next year and a half, the frequency of which she was exchanging letters to and from her father "Derrik" increased and they began to plot an escape. Derrik would be provided Templar gear and would go to Marguerittes room under the guise of escorting her to the First Enchanter, a new concern of her dreaming abilities having come up. From there, they would divert down into the PIts of the Spire, trudging through unexplored rooms filled with stagnant water and never before traveled passageways. They'd move cautiously through the winding halls until they reached the surface in Val Royeaux, far enough away from the Spire for safety.

The next few years, Marguerite became better known as Margot, a pet name her father had given her and they traveled far and wide to escape from the scrutinous eye of the Orlesian Templars. They traveled through Orlais towards Cumberland, diverting upwards from the marked path towards Nevarra. Before reaching their destination, Derrik diverted them East again to Wildervale in the Free Marches. It is there that a group of Templars catch up to them, cornering Margot and her father. With no other option, Margot is forced to use her control over the element of fire to battle the group of templars, killing two among the group of three. In a panic, the third templar flees for reinforcements and the father-daughter duo shift their path southwards to Kirkwall. Due to her fathers unease of magic, he arranges for hedgemages through out the Free Marches to assist Margot in training her abilities, causing her to travel throughout the Vimmark Mountains as far as Markham numerous times for training. This continues on for years, expanding her knowledge and grasp of her powers up until the age of twelve.

Derrik had done well to keep Margot out of the way of Templars, knowing that they would track her down eventually being that they had never been able to remove her blood from the Phylactery in Orlais. He did not, however, expect for them follow himself and Margot into the Vimmark Mountains on one of her newest travels. Again, Margot was forced into action, her merchant father suffering from old age and lack of practice in self defense. Again, she fought valiantly, using her new training and fought off the Templars. Her father insisted it was time to move to Denerim and, without doubt or delay, they began their journey. As they reached Denerim, Derrik persuaded Margot to hide her abilities and the pair began posing as Apothecary merchants, moving from place to place, never maintaining the same name or address for too long. She became very adept during the next two years at blending in and avoiding areas where Templars were thickest.

One morning as her father was setting up shop while Margot was performing a delivery into the Alienage, Derrik was approached by local gang members and they attempted a 'shakedown' of sorts, resulting in the mans death as he refused them. Upon finding out of her father death, Margot tracked the small group of lowlifes down and immolated all three of them. Immediately, she returned to the alienage and asked the few elven friends she'd made for hints to find the Dalish in the Brecilian Forest. Denerim was no longer safe for her.

She'd heeded the hints her elven friends had given her and sought out the Dalish in the Brecilian Forest. Upon finding a camp, she respectfully requested to speak with the Keeper. Margot explained openly that she was an apostate, a dreamer and an orphan and the Dalish allowed her to remain with them, introducing her to an herb that would prevent her from dreaming when she slept. Spending merely a year with the Dalish, Margot left at the age of sixteen to explore on her own, not wanting to risk the friends she'd made (and also having grown tired of being called a "Shemlen").

Recalling the places her father would always tell her about in his stories, she traveled to them to enjoy them as he would have always wanted her to, embracing the merchant her father had taught her to be to fund her journey along the way. As always, she did her best to hide her abilities and avoid the Templars whenever she could. However, as she grew closer to Orzammar, there was an unusually large group of Templars parading through the streets. Instinctively, she hid in a dark alleyway only to bump into a man and his Templar companion. Before she could begin to defend herself, as she had become so prone to doing, the man stopped her and pushed the Templar back from behind him , studying Margot for a long moment before invoking the rite of conscription. The man was a Grey Warden and now, she was to follow him to Ostagar.



Personality:
Margot is a confident young woman, sometimes even a bit brash and cocky. This does not go without reason as she is incredibly intelligent in both book and street smarts. She is incredibly persuasive, joking that she could make any merchant pay her for taking their wares from them. She is a persistent soul, known to repeatedly try her hand at new things until she has grasped the concept of the task. In the few occasions where she was not successful, she was still persistent in her attempts to learn.

Skills:
Appraisal, Survival (Forest), Streetwise, Herbalism, Geography and Reach Weapons (Staves).

Knack:
Appraisal. Time with her father has made her extremely knowledgeable on assessing the quality of the product in relation to the coin being asked for it.

Combat Style: Reach Weapons (Staves). Being on the run constantly from the Templars and having been exposed to many different mage teachers has made Margot incredibly proficient in the multiple uses of her staff.

Spells:
Margot is mainly a Primal school based mage, though she also has some very limited knowledge of Spirit spells.

Fireblast: The caster's hands erupt with a cone of flame, inflicting fire damage on all targets in the area for a short time.
Rock Armor: The caster's skin becomes as hard as stone, granting a bonus to armor for as long as this mode is sustained with mana.
Mind Blast: The caster projects a wave of telekinetic force that stuns enemies caught in the sphere.


Equipment:
× Luciole - A Red Steel Fire Staff (It's basic attack is fire-based)
× Healing Potion x 3
× Leather Satchel Bag slung over her shoulder
× Various herbs for potion making
× Water Skin equipped to belt
× 1 Sovereign (Gold)
× A Necklace her mother had given to her father years ago

Advantages:
Pyromancer: Long practice with wielding fire magics increases all fire damage that Margot inflicts, including the basic attacks from her fire staff.

Battlemage: Margot prefers to wade into the fray alongside her blade-wielding companions, close enough to read the fear in her opponents' eyes. Grants the Mage a Combat Style.

Specialization:
N/Y/A

Flaw(s):
Margot does not have a high affinity for Creation based magics. Her inability to cast any Creation spells demands that she always have a supply of health potions on hand.

Being that Margot is a dreamer, she must also maintain a constant supply of the herb that keeps her from dreaming while she sleeps. This sometimes makes her restless as it is a side effect of prolonged use of the herb. Margot despises being a dreamer and will do everything within her power to avoid slipping into the fade in her dreams.
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Wired said Huh, very interesting. I've never been in an RP where the GM hasn't had a specific character. This will be fun. :D


Yes, I've noticed it has become more prevalent. Makes it hard for me to find a game because it really drives me bonkers. CoGM god characters are the worst though because they still see themselves as players but can still bend the rules. It's like having fucking Neo in the party. Blah.
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@Zordon I like it. Really well done with the geography. My only issues are the following. Worldly is a really more of a skill because it implies learned knowledge so if you want that you should take geography or languages to reflect it. Also attributes should be one word only. Finally knacks must be noncombat skills. I see you want to play more of a battle mage so why don't we have your advantage of battle mage let you take a combat style like a nonmage would. Does that work?

I think you may be trying to squeeze a bit too much into one character here. You're a mage, you're an alchemist, you're a merchant, your a worldly traveler, you're an expert staff fighter. Remember these are supposed to be the equivalent to starting characters in origins.
Hidden 10 yrs ago Post by Argetlam350
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I'm interest but must ask would you accept a Qunari?
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Argetlam350 said
I'm interest but must ask would you accept a Qunari?


Yes definitely. We kind of need some non humans, non elves at this point actually.
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Perfect then I'll have the bio up shortly.
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Too Old 4 This said
@Zordon I like it. Really well done with the geography. My only issues are the following. Worldly is a really more of a skill because it implies learned knowledge so if you want that you should take geography or languages to reflect it. Also attributes should be one word only. Finally knacks must be noncombat skills. I see you want to play more of a battle mage so why don't we have your advantage of battle mage let you take a combat style like a nonmage would. Does that work?I think you may be trying to squeeze a bit too much into one character here. You're a mage, you're an alchemist, you're a merchant, your a worldly traveler, you're an expert staff fighter. Remember these are supposed to be the equivalent to starting characters in origins.


The statements in parenthesis were lamens terms for the Attributes. The attributes themselves are, in fact, one word. Also, "worldly" was not meant as a skill but more of her outlook on life, due to her background.

Are you saying being a Battlemage would allow me to change my existing "Knack", retitle it my Combat Style and then give myself another Knack in place of it?

It was not my intention to "squeeze too much into one character". While yes, this is a starting character for Origins, she had a life before Ostagar. I do not think she is too much or OP because, while she has an extensive background, her skills and spells are basic, just like everyone else. Those are the skills intended to be her "proficiencies", not everything mentioned in her background.
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Name: Tal-Vashoth Zeynep Sihir

Race: Qunari

Nationality/Birthplace: Par-Vollen

Attributes: Stubborn, Tactical, Merciless

Appearance (pic optional, if you use a starry eyed anime girl I will smite you):


Background (character origin and history up until Ostagar):
Zeynep was born Par Vollen and like all other qunari children, was sent to be raised by the Tamassrans of the capitol city, Qunandar. For a time she led the normal life that is expected of all qunari children, and of course would of more then likely have become one of the Tamassrans as well until the day came that she showed that she was cursed with the use of magic. When it was found out that she was plagued by this curse, she was removed from the care of the Tamassrans and placed in the care of an arvaarad, she became a saarebas. Those that she had come to know as brothers and sisters, the only form of family she would ever had, rejected her and she soon lost all contact to the world around her. Under the care of her arvaarad, she became nothing more then a social outcast due to the fear of magic that the Qun had. Zeynep learned to not speak at all after watching a fellow saarebas have his own tongue cut out of his mouth due to the accusation of that saarebas practicing magic while his arvaarad was not looking. She never spoke only gave nods and head shakes to questions or to show she was listening. She was lucky enough to be sparred from having her horns removed, making an agreement with her arvaarad that allowed her to keep her horns.

Zeynep eventually fooled them all that she was nothing more then a submissive servant, all the while she planned her escape. She might of not spoke but she secretly taught herself magic, it was never an easy task but she taught herself enough to have a means of escape. Eventually the time came where she could run, leave the Qun and become Tal-Voshoth. She never wanted to return to Par Vollen, there was nothing for here there to stay and she cursed the place for her exile from society and treatment which was no better then being an attack dog.

When the night came of her escape, she manage to slip by her arvaarad, asleep like a babe, never expecting that Zeynep would try such a feat. She would never know how long it took for them to discover her escape but it did not matter. She ran south, only stopping when necessary. She could not remain in one place for long, there was no knowing if she was being hunted down as she ran, if she was caught it would only mean death.

She ran for months on end, eventually finding herself in Kirkwall and then continued south by ship, entering Ferelden in secret and hid herself in the woods near Lothering, feeling that she would be safe now, that she had made it far enough south that those who would hunt her would of by then given up. Of course her hiding didn't go unnoticed and rumors spread of odd occurrences in the woods that were more then likely her doing.
She taught herself the language of what most of the world speaks once freed from Par Vollen. Though she still has trouble from time to time with words, she is for the most part a coherent speaker in the native tongues of those that live in Ferelden.

Personality: A stubborn woman who hardly ever smiles, though don't let that make you think she is miserable. Being treated like a guard dog for numerous years have left her with a lack of social skills and not knowing well how to express her emotions, so though she may not seem it, she could very well be happy despite her impassive appearance. She is rather envious of the other races, how they have free will for the most part in what they get to do in their life, even being willing to change professions, though it is rare to see. She's even envious of the mages in the realm of Ferelden and other realms outside Qunari control. For even though Templars rule over them they still have free will withing the walls of the Circle of Magi, more so then what she was accustomed to in Par Vollen. Hates all forms of control and will express it quite well if someone tries to control her.

Skills: Survival (Woods), Coercion, Tactics, Herbalism, Language, Reach Weapons

Knack: Reach Weapons. Having to fend for herself for a number of years have forced her to teach herself the ins and outs of her weapons making her deadly with it.

Spells (mages only):
Flame Blast
Rock Armor
Lightning

Equipment:
Lyrium Potions for restoring magic
Polearm that is her catalyst for dishing out her magic
A few herbs
Her clothes on her back.



Advantages: Is a Force Mage. Force mages are a fearsome sight on the battlefield, bending the laws of nature to crush, toss, and debilitate their foes. This specialization comes from Dragon Age 2 so I'll let you GM decide if it's all right or not.

Flaw(s): To the qunari she is an outlaw and if found would be taken, willingly or by force. Being a mage means Templars would view her as an apostate.
Still holds parts of the Qun close to her heart despite running away from it. Meaning she can be quite stubborn over certain matters.
Hates being controlled or in other words, following what she is told to do, due to it making her feel like she is back in Par Vollen and being treated like a dog once more.
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@argetlam350 Looks good so far. I like that you took the time to get the terminology down. It would be nice to have a little more explanation about what made her special that she would retain her individuality when born into the Qun, but if you just want to fall back on her nature that is acceptable. The only technical flaw I see is that you need to add your level one force spell from that specialization to your spells list. It would make no sense for you to have the specialization but lack the most basic spell in the school.

@Zordon Dude, you made a dreamer and I didn't even bat my eyes. Dreamers are arguably the most powerful entity in Thedas despite not having much control over that power. I'm letting it in because the whole spirit of this game is experimentation. My issues are all nit picky. The character is excellent if a tad over-stuffed.

The attribute thing has to stand because I already asked a player to make this change and I can not apply the rules differently to different people. The wordly thing also has to stand because being worldly is pure learned knowledge. Attributes must be partially innate. You could go with adaptive if you want, which implies she acclimates to new settings and cultures quickly. You are correct about the advantage. This lets you go the battlemage route you want without messing up game balance and you would of course still get your noncombat knack. The combat style was kind of my means of making nonmages more useful (it's a balance thing) so if you want in on that at the game's start as a mage, it would require an advantage so as to keep the balance.

I would recommend that if you still want to play as a worldly character you find a way to get geography in there as a skill, but it's your call. Remember, it's like you said skills represent proficiencies, they do not limit all a character knows or can do but rather define their focus of study.
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@All If people haven't noticed no character yet submitted has lockpick. For those last few trickling in, it would be helpful to have at least one character in the group with this skill. Trapcraft is also one you might want as I haven't noticed a character with it and you would need that to detect and disable traps.
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Edited, btw.
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@All I'm going to give stragglers a few days to get their characters in and then we'll start. Recruitment we'll stay open until we pass the ten mark which I find unlikely.

@Zordon You forgot to change worldly.
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I kept worldly because I added geography as a skill.
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Zordon said
I kept worldly because I added geography as a skill.


You misunderstood me. I recommended taking geography as a replacement for worldly. Worldly is not an attribute because it is completely dependent on experience. Attributes must be partially innate.
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@All IC is now officially open. To clarify only the recruits are coming in with Duncan. If you are not a recruit or are already a Grey Warden you are elsewhere and it's your decision as to how you introduce yourself.

I feel I need to emphasize again that my games are VERY player driven. You can do anything so long as it is within character and doesn't disintegrate the group. I encourage players to introduce or Godmode minor NPCs when they need to. You can construct whole subplots and story arcs if that's what you want. The Blight will of course demand the game has an overarching main plot and a certain momentum as the Horde marches, but how you deal with it is entirely up to you. Remember we are not playing a video game here so we have no need to limit options.
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@All I will put a posting guide up on the IC to help with IC posts. These are more like guidelines than rules. Also if anyone needs help working their character in or is blocked just ask for help in the OOC.
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Edited to "Adaptive".
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There we go, first post in an RP for nuguild. Hope I didn't do too terribly, as I'm a bit rusty.
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Zordon said
Edited to "Adaptive".


Thanks, sorry to be a hard ass for character creation rules. I promise I am the opposite when it comes to character choice and action in game.

rpg101 said
There we go, first post in an RP for nuguild. Hope I didn't do too terribly, as I'm a bit rusty.


Gratz! And thanks for the great help in setting the scene, but, be careful. This is a remix, not a repeat. Cailan was born a girl, Kayla, in this retelling, so Ferelden's ruler is a Queen not a King.

I'll make up our cast as people begin to post.
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Too Old 4 This said
Gratz! And thanks for the great help in setting the scene, but, be careful. This is a remix, not a repeat. Cailan was born a girl, Kayla, in this retelling, so Ferelden's ruler is a Queen not a King.I'll make up our cast as people begin to post.


Whoops, changed it to Queen's Camp. I was thinking what that specific area would be called and forgot to take that into account.
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