Name – Astavyastamaina Marpunu [He just goes by Asta][And yes, that is a made up name, he made it up himself! it even has a meaning.] Age – Unknown Gender – Male Sexuality – Undefined Land of Origin – He doesn't remember where he came from before. Covenant – Marpu yokka margam [The path of Change] Title of Government - None yet! Appearance – He's a rather odd looking person, seemingly not an inch of his body is actually visible, fairly tall and covered from head to knee's in a strangely fibrous looking white material that appears to be done up in a cloak of sorts. There is clearly something worn under it, as there are thick leather sleeves protruding from it, though they look needlessly wide and they terminate in a pair of gauntlets that are attached to the sleeve's outer edges and almost seem as if they are sealing them. These gauntlets appear to be made of some form of chitinous material, as if they were made from the pieces of some over-sized bug monster, the boots might be similar, though there is some slightly obscuring mist lingering at the base of his cloak that blurs the view beneath it.
More note-worthy still is the helmet, also wrapped in the strange white stuff and comprised of a large green orb whose surface creates the illusion of a giant eye that turns in whichever direction it is viewed from.
Personality: Personality – Asta comes across as a bit of a loon, not a violent one, just a real odd-ball, with strange mannerisms and an equally strange language that joins his speech from time to time. He often seems to take nothing as seriously as anyone he meets, but the smart traveler of Lordran would easily consider that, like countless other things in this land, there is more to him than meets the eye.
He bears strong beliefs about the undeadening, some which differ intensely from most groups and, while he may not have personal problems against certain groups, some of them may have issues with 'him', particularly since he is not shy about sharing his strange philosophy with whoever will listen, though he still refrains from wanton preaching.
Backround - He doesn't remember where he came from, and only a few tidbits of who he used to be that he decided were worth recreating, mainly some personality traits, especially those that set the foundation for his philosophy, skills, and useful knowledge. Otherwise, he considers his 'old self' to be dead and gone in favor of the new self, in standing with his philosophy, the process of becoming undead was simply the death of his old life, which he released to oblivious in favor of going head-long into forging a new life, one full of change rediscovery.
He does not view the undeadening as a curse, but simply another stage in life that gives him the chance to become a whole new person! In fact, he came to Lordran seeking adventure, and prophecies tended to be great guides to finding exactly that! The interesting people sure don't hurt the experience either.
What he 'does' remember is that since becoming undead, he has never felt freer, letting the old slip away in order to discover the new, ever changing as he forges new memories, finds new knowledge, and learns new skills to play with... He can't imagine why anyone would be afraid of new things!
Weapons, spells, armor, other equipment go here: Arsenal –
Bone Greatbow - An almost comically large bow, formed of surprisingly flexible bones from some unknown creatures, with skulls of some other creatures fused to it. It is surprisingly durable for it's rickety appearance and often used as a make-shift shield if anything gets too close while he has it out.
Bone Great Arrows - Giant Arrows made from the bones of some large creatures, shaped similar to lances and useless on anything less than a great bow, can also be used in melee if one doesn't mind something being more fragile than a proper weapon.
Screen of Marpu - The strange helmet worn by a mysterious man, the unusual shaping of it's giant crystal eye, though appearing solid from the outside, provides the wearer with a refracted view that shows all before him, allowing unhindered vision despite being a full helmet. It also has the added effect of being remarkably creepy to the onlooker.
Fibrous Cloak - A cloak made of an unknown fibrous material, though it appears fragile, it is surprisingly effective at 'catching' sharp objects such as arrows or lighter swords and appears to be resistant to Fire, Electrical currents, and Cold weather. It can in-fact be used to store small objects or lighter weapons by setting them amidst the odd material. Deep contents - Estus Flask, Several healing poultices, a couple of smoke bombs, some snack meats, a couple of rusty old broken swords he usually throws at things for the hell of it.
Gauntlets and Sabatons of Marpu - A Similar set of gauntlets and boots that appear to be made from the remains of some giant insect, fashioned into clawed hand protectors and sharpened boots, they are useful for climbing and clinging, as well as improvised melee, while the boots seem to exude a strange mist that the Muffles sounds of contact with various surfaces. It is possible that, like their wearer, there is more to these things than what is visible on the surface.
Magical Traits –
Magic Imitation? - There are several 'spells' he uses that resemble others while not being literally a learned/attuned spell in the same way other's know them.
Combustion - It behaves identically to it's actual pyromancy counter-part, producing a blast of flame from the hand, yet where a pyromancer is untouched by their own flame, his seems to leave his gauntlets singed and smoking.
Soul Infusion - It has an affect similar to Resonant weapon and other infusion spells, however, rather than empowering a weapon with a particular element it infuses it with a non-elemental boost. Ironically, this does not work with most 'equipped' weapons, and in-fact can only be used while un-armed, using simple natural weapons, or those with special properties such as being made of bone or 'designed' to channel it. As this uses his gathered souls, repeated use is costly, however he can choose how much to use in each strike and can even do so with 'single souls', although the out-put of power is directly proportional to how much is 'paid'. [Hint: His bone-greatbow counts and he can form soul arrows for it, but naturally this is costly in souls.]
Poison Mist/Acid Surge/Flash Sweat - Acid, poison, and sweat have been a few things he frequently displays the ability to produce in large quantities without afflicting himself with their negative side-effects, whether as a cloud or a spray, or simply 'washing' himself in it for one reason or another [like resisting fire], and interestingly enough this is one of his spells that does not appear to have a drawback that works against him when using it. [Hint: There's a reason for that :3] [Note:When I think of acid and poison, I usually imagine that different things produce different kinds, and while immune to their own, they may not be immune to different kinds of such from a different sources, perhaps resistant though.]
Iron guard - Technically speaking this one behaves exactly like 'Iron Flesh', Except that it focuses on specific portions instead of the whole body, thus restricting his mobility less than the original spell, but this is solely because there is less 'metal' by comparison, and as such less protection. In addition to 'still' restricting his mobility somewhat the 'iron flesh' is actually thin enough that it will simply break against heavier blunt or piercing strikes instead of protecting him. [Note: By specific portions, I'm referring to his 'Gauntlets' and 'boots', so body blows will still be un-hindered by the metal addition.]
Paragon of Change - Little is known about this strange power, one needs to see it for themselves to grasp it, and even then they may not realize what it means, though interestingly enough, it is actually the source of his other so called 'spells'. [There's several things under this category I would use, I'll detail them when Asta reveals them =3 but they won't even be relevant until then.]
Any relations?: Many, forgotten and not. [though in the context of the current group, I'll let everyone else decide if they want to do that XD]
Additional skills: Soul Transmutation [Specialization - Spells? Armor? Effects?], Crafting [Variety, Weapons, Armor, Accessories. Restriction - Primal materials, bones, chitin, hide, etc.], Climbing, Archery, Joke Telling, Acrobatics, Chaotic Melee... Also knows all the emotes, and Praises the sun whenever he pleases!
Personality: As armored warriors go, Delphine is highly irregular. Battle, gore, and the second-to-second rush of combat not only fail to enrapture her, but they truly displease her. If not for her station, she would have been glad to never see the battlefield at all. At the same time, however, she is resigned to the woeful age befallen the lands; cruelty and violence cannot shock her, and she understands that slaughter is the way of the world. Despite this, Delphine holds out hope, contained within her ideals: she wishes desperately for a age of light, where the misery of the world melts away and there can be rest and joy at last. All she truly wants is to be in the light. In the meantime, however, she is pleasant enough to those she encounters, polite even if others are stern. She is curious at times and bookish most frequently.
Background: Tucked away in a stormy, hilly land in the west is a great port known as Eigenalle, and surrounding the city is its vast Drenched Hinterland, a region of meadows and dells set above winding rivers, lakes, and swamps. Confined to its large but distant island, Eigenalle flourished as a paradise compared to the accursed continents to the east, but thirty years ago the rains came in the spring and it never stopped. In the ensuing floods, thousands died, muddying the waters with festering corpses of man and beast alike. The rising waters spared only the highest portions of the city and the Hinterland, including Lasteph Abbey where a baby Delphine wept and wondered where the sun had gone. Even when the rains dwindled to an everpresent trickle, the clouds remained, and from the fetid waters of the drowned city the dead walked again. The Darksign had come to Eigenalle.
At first, the people were shocked and delighted to find that they lived again, and that despite the tragedy the gods saw fit to give them a second chance. However, death lost its consequence. Be it due to misfortune, malice, or negligence, the people lived and died and lived again, ignorant of the hollowing. In her early teens Delphine discovered during an errand to a nearby shantytown that the villagers wore few clothes, wallowed mindlessly in the muck with the leeches, and treated one another with savage malice. Seeing the insanity in their eyes, she fled back to the Abbey, and after a brief inquiry the holy place locked its doors. Before long a second storm came to Eigenalle, but one of blood, not rain. The last vestiges of humanity in the thousands of people surviving in the city or its Hinterlands broke away, and the region devolved into slaughter. Out of the entire Hinterlands, only two forts, a walled settlement afterward known as Flinthaven, and Lasteph Abbey survived. The Abbey revived its militants, pressing all those who lived in it to be trained in combat, and Delphine showed a gift for keeping the undead outside. Years spent inside the compound’s walls affected her less than most, but she knew as well as the others that a real life could not be spent in a single cluster of buildings. In the dead of night she fled with four friends: two nuns, a war monk, and an archeress who’d been a refugee in the Abbey from the beginning. They made it to a boat unbothered, and set sail for another land.
Days later, they discovered three undead stowed away on the ship. Terrified of the curse, the escapees prepared to kill them and toss them overboard, but were persuaded by one of the undead –a sage from another land- to let them be, telling them that only death triggered the Darksign. Delphine tentatively agreed to let the undead alone. That night she awoke to a clamor to find her companions and an undead fighting, and one of the nuns lying dead. Enraged, she grabbed her blade and killed all three with the help of the war monk, despite the protests of the sage telling that he had no part in the murder. Within an hour, the ship made land, and the clerics disembarked. After getting rid of the undead, they resolved to bury their comrade at the edge of a cliff in the morning, but when the dawn broke they found the nun alive again. Delphine and the monk agreed that their now undead ‘friend’ could go insane and attack at any moment, and that she should be dealt with. The other nun cried bitterly but did not lift a finger to stop her. When the monk, weeping also, steeled himself to do the deed, the archeress raised her bow and shot him. As he gurgled on his own blood, she revealed herself to have been undead all along. “You so blindly follow your doctrine of despise that you leap at the chance to slay your own holy sister,” she declared, nocking another arrow. “I will reward your hatred in kind. Die, and live, so that I call kill you again.” Before she could make good on her promise, however, the undead nun threw herself in the way of the arrow, crying, “No matter what we are, we both love the light. I’m her Sister still!” Stunned, Delphine could only watch as the nun and the archeress tumbled off the cliff to the water far below. The remaining nun, overcome with grief, collapsed, and Delphine could not awaken her. Now weeping greatly herself, the Prioress took her things and left, her heart aching woefully. She wandered the new land, fighting when she had to and collecting books when she could, eventually stumbling upon this group.
Weapons, spells, armor, other equipment: Mendicant’s Greatneedle, a ultra-thin and lightweight greatsword with superior thrusting potential. The Llewelyn Shield, a small iron parrying shield crafted from geisteel, with remarkable absorption. Prioress Cowl, a voluminous black-and-white hood that frames a faithful face. Prioress Armor, a specially-tailored cuirass overlaid with a white-striped black cloth. Prioress Gauntlets, smooth black gauntlets with no armor on the fingers. Prioress Leggings, a set of smooth black greaves meant to deflect blades. Great Heal, an epic tale of the gods, that heals her and those close by. Blessed Weapon, a miracle of distant Lothric, that increases her weapon’s attack power and gradually heals her. Great Magic Defense, a tale of the dragonfoe Havel the Rock, that protects Delphine against sorcery.
Any relations: Mother Adeline of Lasteph Abbey Warbrother Hugh Sister Felicity Sister Camille Hawkeye Vivian
Talents: Though a passable fighter, Delphine is more talented as a scribe and scholar, reading and passing on knowledge—particularly Miracles.
I'll have the Ic and my character up by the end of this week.
WELL! you must be a very busy man! I've seen RPs die before they even start from a moderate wait like that, though hopefully the crew here is nice and patient!
I've seen RPs die before they even start from a moderate wait like that, though hopefully the crew here is nice and patient!
Would have really been cool to have already started, but having finals in a week, so I don't mind it. And hopefully the slower pace will bring out the quality of the game.