“I’m often hired as a procurer of fine items. I can’t tell you who my clientele is though, sorry.”
Personal Dossier
Name
Hanako Moriyama
Avatar
Rael
Age
19
Gender
Female
Visage
Hanako imagines herself as a more confident version of herself, with more flare and assertiveness — a fact that translated to her subconsciousness and her appearance in the world of Pariah. Whilst she still maintains the same petite frame, reddish brown hair and brown eyes, Hanako lacks the visual impairments of her real world appearance with no suggestions that away from Pariah she is nearly blind without corrective eyewear. Her hair is woven in a loose ponytail strung by a simple black linen band and her general appearance is not so flashy it is impractical with a dark red coat, white tunic, white leggings, and dark red boots. Many jokes have pegged Hanako’s avatar, Rael, for her preference of the color red; some of which that she has found endearing.
Personality
As her choice in fraternity may imply; Hanako’s personality, even when in character as Rael, is determined by self-interest and voracity.
As the product of a sheltered upbringing, Hanako hasn’t really had many opportunities to be socially adept especially considering the enormous shadow of her incredibly renowned and wealthy parents who coincidently were also immensely overprotective. Her father insisted on private schooling and strict regulations for socialization for the majority of her life and her mother saw their reputation as too dangerous for Hanako to have a life in the public sector so as a byproduct Hanako gathered few friends and fewer social experience. To describe her as “socially awkward” would not be entirely inaccurate; but within such social ineptitude Hanako ended up directing her emotional and mental energy into creative outlets such as video games, short stories, and augmented simulators and such efforts would eventually become immensely valuable.
It was through virtual social networking where Hanako felt like she could finally be social, and away from the eyes from her parents she could take her time away from her studies and finally act how she wanted to; and away from the expectations, rules, and restrictions she felt she could be herself without any filter to speak of. However such freedom could be seen as anarchic given as soon as Hanako immersed herself in the world of Pariah she chose quite possibly the most self-serving faction of the choices available: Draethir. In combination with that fact and her fanatical stance of being an “avid roleplayer” this has created a personality that represents Hanako’s avatar, Rael, as one who is an opportunist who while not unwilling to work with others is still all very cynical, greedy, loud, and arrogant.
As such in the world of Pariah, Rael is a wildcard and is notorious for that fact.
Background
Hanako Moriyama was born to an affluent family within the Tokyo Prefecture in Japan in 2094 CE, situated to be the prospective heir of the family’s wealth and legacy.
As a child, Hanako had few friends, a fact that led to her social anxieties and ineptitude regarding interaction due to the steadfast efforts of her parents to protect their interests by isolating their daughter from the public sector of life as much as they possibly could to minimize any potential defamatory gossip or public embarrassment to occur. This would not change as Hanako moved through adolescence, a fact that would often make Hanako feel claustrophobic, restricted, and inconvenienced. Within that childhood, Hanako found herself able to be creative and inspired despite lacking a lot of time in-between schooling, family expectations, and the few friends she spent trying to understand by socializing with. This creativity would lead to a variety of short stories and an interest in video games.
By the time of 2112 CE and Pariah’s launch, Hanako’s wealth allowed her easy access to the module and the rest is history.
Reputation
Rael is a name that has been one with the community of Pariah since the beginning of the immergence crisis where a variety of new residents came to settle within the confines of the realm from parts unknown. In the time since said crisis Rael has earned a reputation that is equal parts renown and infamy, a fact that has been a result of Rael’s arrogant brand of individualism, profession, ethics, and her record on not entirely playing well with other residents of the realm. However, this has not made issue with the fraternity that fostered her as the denizens of Draethir consider her living proudly by their pathos.
For those who are not denizens of Draethir or are disconnected with the socio-politics of the world at large, Rael is an arrogant opportunist who has connections to the illegal markets and their brokers. It is with this connection that led Rael to her current profession, that of a collector.
Serving as a middleman and agent of the illegal markets and their buyers, Rael has often been utilized as a purveyor of niche, exotic, and esoteric needs due to her skillful scavenging and looting of instances across the known territories; things such as lost artifacts, rare poultices, noteworthy items, and uncommon goods serve as Rael’s “specialty” and when tasking a dungeoneering group is too costly Rael’s services are usually acquisitioned. This can extend to her looting adventurer corpses before a cleric restores them, or even serving as a plant inside an adventuring party to swipe an item or three. Rael’s sense of guile and wit has often kept her alive in many instances.
Depending who you ask Rael can be seen as an expert in dungeoneering, a untrustworthy thief, a shrewd profiteer who works for the illegal markets, or a hardy combat rogue who is experienced with poisons.
Attribues & Additional Information
Role
Tank
Affiliation
Draethir
Profession
Collector
Weapon of Choice
Spear
Domain(s)
Lightning Enhancement
Benchmarks (Physical)
Acrobatic Reflexes: In addition to her abilities as an evasive combatant, Rael is uncanny with her movement around an enemy thus making it exponentially more difficult to strike her or maintain a full threat assessment of her party given her tendency to jump, weave, and duck in the midst of battle. This benchmark has given her increased polish to her dodging abilities.
Dirty Fighter: Rael has always incorporated cunning into her attacks and using the environment against monsters and even resident opponents in duels. After doing this consistently for an amount of time she has found herself good at analyzing the environment for utility in battle whether it is a section of dirt, loose rocks, or weakened building supports. This has earned her a passive increase to temporarily immobilize her enemies.
Duelist’s Ethos: Rael is not a tank who blocks but there comes a time where she needs to meet an opponent’s weapon over simply dodging. However, instead of blocking Rael chooses to misdirect and counter instead; using her spear to shift an enemy’s weapon to the left or right instead of taking the brunt force of its blow. As such precision-based techniques in clutch situations come easier to her.
Evasive Combatant: As a tank who doesn’t bear heavy armor or extensive enchantments, Rael has had to take a different approach to combat; after conditioning herself to be faster than most of her peers she has achieved an agile and dynamic skillset that allows her to perceive things quicker and react in kind.
Provocative Presence: Intending to keep the attention of their enemies away from their allies, the rogue-like user has proven to constantly shift the attention of their enemy to focus on them by being agile and persistent. Due to this Rael has found herself emitting an inherent aura when in the heat of battle that attracts the attention of dangerous foes even when in the company of more dangerous allies that should be prioritized.
Benchmarks (Mental)
Decadent Dungeoneer: Dungeons are dangerous places in Pariah full of monsters, traps, and great treasures. After some time exploring and plundering these ruins and crypts Rael has found herself quite adept at pinpointing the best way to circumnavigate the dangers of their contents.
Herbal Savant: For toxicologists and alchemists, herbalism is the key to understanding the world; for Rael she just rather know if a field of flowers are toxic, carnivorous, or a non-issue and while she has little interest in making potions, she does find the creation of poisons a bit more apt to her interests. As such Rael has a basic fundamental knowledge of the common and uncommon variants of herbs that grow throughout the world.
Prudent Profiteer: After extensive trading through “alternative” channels consistently, Rael has made enough of a mark on the black market to know how to maximize her profits, seek valuable items, and barter efficiently with dubious vendors.
Scrupulous Scavenger: If there is an item that is worth having it tends to be one from the many dungeons, crypts, ruins, and caverns in the world and Rael has shown that she is adept in the procurement of key items. Coupled with her abilities to plunder in these instances she can spot items quickly and pocket them without issue. Knowing the value of items is key.
Venomous Apprentice: The study of poisons is fundamentally to manipulating your opponent in the long term and Rael knows it. Whilst she has not put countless of months into the creation of poisons and other toxins, she has put some time into it and thus can create decent grades of the craft with some competency.
“If you want me to heal you, STAY WHERE I CAN @#$%ING HEAL YOU!”
O V E R V I E W
N A M E
Emma Ellison
A V A T A R
Elian Zefra (also answers to Elly, Zef, and a few other nicknames, including her unofficial title of Chaos Butterfly)
A G E
31
G E N D E R
female
V I S A G E
Emma is a fit young woman, her body shaped by years of dance classes. She is solidly built, not willowy, and if she isn't mindful of what she eats she gains weight. She's taller than most women, but this doesn't stop her from wearing heels if she wants to dress up a bit. Her dark hair is untamably curly and she keeps it cut very short so it is manageable. Her eyes are an unremarkable hazel, her brows thick, and her face rounded. Emma favors intense colors, be it vibrant crimson, royal purple, eye-searing green, or jet black. Outside of the dark and the bright, she also likes metallics, and a lot of her jewelry is metalwork, where it's not chunky modern-art plastic. Her fashion sense is a bit quirky, and she is just as likely to be wearing a blouse and a skirt as she is jeans and a T-shirt. One thing she does insist on is comfort -- if it bothers her too much she won't wear it, whether she's having a day in or a night out. Because she can't do much with her hair, Emma has a whole collection of hats, and she'll wear one more often than not.
Emma is very aware that her avatar is not herself. While she might embody Elian while she's logged in, and while MMOs are really not roleplay-heavy in most cases, outside of specific groups, her concept of Emma-as-Elian and Emma-irl are quite distinct. Since that is the case, it's not too surprising that Elain only somewhat resembles Emma herself. The build is the same, with perhaps a few extra inches of height, but her brown hair has darkened to jet and her eyes lightened to gold. Since it was an option, she elected to get her hair permanently straightened. It's still a shorter style, but now the back is completely off her neck while the very front reaches her collarbone. Her skin tone is slightly darker too, more bronzed than tanned, and she's come out with elfin ears, just pointed enough to have the tips show through her hair. She's traded her hats for a woven golden circlet, but her fondness for dark colors is still very much in evidence. Her favorite attire is three pieces of black velvet, a close-fitting tank top, a long-sleeved reversible jacket, and flowing pants. The pants might be mistaken for a skirt at a distance, cut loose in the leg and widening from hip to ankle. The waist is broad and snug, providing a bit of padding between her skin and a leather utility belt. Her jacket has no collar and only a single, small button near the top so it doesn't fly completely open. Unlike shirt and pants, this garment is covered in gold filigree, crafted so even the smallest movement is accompanied by sparkle and flash as the embroidery catches the sunlight. Leather boots with a slight heel finish off her outfit, with sturdy soles and metal reinforcement for the toes. She wears a light leather vest with a soft lining underneath her tank for defense, as well as bracers and kneeguards, but these are all hidden by her outfit. In addition to the utility belt, Elian often also carries a leather satchel strapped to her thigh to carry somewhat larger items. She does have a few other costumes, but primarily saves those for performing.
P E R S O N A L I T Y
Emma is generally kindhearted and compassionate. She's known among her friends for being a good listener and willing to lend a hand. She is mostly cheerful, with a good sense of humor, and fluent in sarcasm. She is willing to laugh at anything, including herself -- and all the inappropriate jokes as well. Her outlook tends to be a mix of optimism, pragmatism, and cynicism. She did well though not great in school, but she is particularly adept at puzzle-solving and thinking on her feet. She's mostly dependable and trustworthy, though she tends to have trouble learning names, and will forget when things are if she doesn't write them down. She enjoys a good party, so long as it's not too loud, and is perfectly at home among strangers. Emma is outgoing, eager to meet new people and make new friends. This desire for new experiences leads her to be the sort of gamer that enjoys exploration.
She's always had one foot in the virtual world, and the people she befriends online are just as real to her as those she knows in the physical one. She believes there are advantages to each sort of relationship. She's had a number of boyfriends over the years, some starting irl, some starting online, but she's yet to find the person she'd like as her permanent Player Two.
Emma is a huge geek, and acknowledges her various fandoms openly. She is also a dedicated gamer, though she does not play competitively. For her, gaming is a way to step away from any worries she might have and immerse herself in another world, a chance to be whoever and whatever she likes. It's not that she dislikes her life -- indeed, she is quite happy with it. But that doesn't mean there isn't time to let her imagination take the lead while chilling with whomever happens to be on.
Emma is quick to anger, but just as quick to forgive. She's mostly a good sport, though she never likes losing. She hates trolls and people who mess things up for others through sheer stupidity. It should be noted that kindhearted does not necessarily mean kind or polite. She tends to give those she likes a hard time, teasing, taunting, and being generally snarky. This verbal abuse is given with the greatest affection, a casual lack of concern for what's proper or polite that shows she's truly comfortable with that person. Of course, if she really hates someone she's likely to insult and mock sincerely, and this can be a bit confusing if one is not sure where one stands.
As a gamer, Emma tends to be a completionist, and she enjoys experimenting with what a game will let her do. She loves turning up secrets and the accompanying thrill of discovery. Her temper also shows in games, and there is a dent in one of her game room's walls where she once threw a controller a bit too hard after some idiot turned a challenging but doable boss run into a TPK. It's interesting to note that while she doesn't often yell at people in the real world, she has no such qualms in virtual combat and an impressive array of curses to boot. All of which she will unleash on...well, just about anyone. The guy that got the party killed. The camper that keeps killing her. The one that steals her kills. The teammate that ruined her perfect shot -- even the tank she was healing who moved out of range. But give her a brief break after a fight and she will settle down again.
Emma will play any class, but tends to favor melee DPS fighters and ranged DPS casters when playing alone. However, because she is very familiar with the shortcomings of MMOs, she knows that a healer and support caster will rarely lack for willing companions in dungeon runs, and these are the areas she chose to have Elian focus on.
B A C K G R O U N D
Emma's life has been nothing particularly exceptional. She grew up in midwest America, the elder of two siblings from an upper middle class family where affording the latest game system was never much of an issue. Both her parents had jobs dealing with computers, and Emma entered the world of the internet and video games young. She'd try just about anything, but has always gravitated toward puzzle games, rpgs, and open-world games. With a network of fellow gamers that spans the globe, it was no surprise that she heard about Pariah very early on. She had to tighten her budget and do some saving, since dance instructors don't exactly make a ton of money, but it was more than worth it when she first entered the world of Pariah.
A T T R I B U T E S
R O L E
caster (primarily healer and support)
A F F I L A T I O N
Tyhrien
A R C A N E / E L E M E N T A L D O M A I N S
Primary: healing - Elian specializes as a healer, and her most powerful spells fall under the discipline of healing. Secondary: enhancement - Well-suited to her role as a support caster, Elian has mastered a number of different buffs that improve the abilities of herself and those in her party. Tertiary: force - Whether knocking enemies back or forming barriers, force is highly versatile and Elian knows a few different applications for it, though she's restricted to effects centered on herself. She used this a lot before she settled into her role as a healer.
P R O F E S S I O N
healer, dancer
W E A P O N O F C H O I C E
Butterfly's Wings - Rather unconventional implements, the Butterfly's Wings are deadly weapons masquerading as ornate, ornamental fans. The ribs are quite sturdy, made of metal with wooden handles and extending beyond the dark fabric of the fans themselves. Those tips are sharpened, as well as the leading edges of the outermost ribs, designed to slice and stab as effectively as long knives. Each fan can open as far as a hundred and eighty degrees, revealing a bright swirl of butterflies on the fabric, and she can lock the fans in any position, to keep them from collapsing on impact when this is not desired. The hingepoint of each fan consists of a large gemstone, a magical focus allowing the wielder to cast much like with a wand or a mage's staff.
R O U G H V I R T U A L H I S T O R Y
Elian has been in Pariah since near the beginning, though she spent a good amount of time getting used to an entirely new system, and then playing with it. For Emma, the new system was almost counter-intuitive, given that she expected it to function like...well, a game. However, once she got the hang of it she immediately set off to see what she could do. A lot of time was spent exploring, whether by herself or with a party. A lot of solo explorations ended in death. Embarrassingly many, actually. While Emma is a dancer, she is not a fighter, and the lack of HUD and various other supposedly-necessary weasels of gaming made things harder. She still /likes/ solo exploration, as she does in just about any game, particularly the open-world ones, but Emma's learned that Elian's far better off travelling with a group in many cases. There was some benefit to all the dying, and it takes the form of Elian being able to actually land hits in melee combat and then get out of range. She can even do respectable damage for a character that isn't offensively oriented.
To the community of Pariah as a whole, Elian is known as a reliable healer who will do everything she can to take care of her party. She's known to be adventurous and not afraid of a challenge. She is, however, also known to be a real firecracker, between her habit of shouting profanity at friend and foe alike, as well as her low tolerance for fools. One rather interesting rumor says that after a particularly close call, the feisty healer ressed, killed, and then reressed her party's DPS archer multiple times in a row, since he'd drawn aggro on not only the mobs they were fighting but several more beside, and then failed to back off when he was told he was making a mess of things. The rumor isn't true, of course. Elian only killed him once. And she had help.
N O T E S
Graves - A tank she can insult with impunity, Graves may be a jerk but he's not so bad if you get to know him. He's arrogant and selfish, and more than once Elian has chewed him out for his lack of compassion. But she's heard some of the stories about him from before they met, and as long as he's not overtly nasty, she actually enjoys his company, not to mention his sharp wit.
Tiferet - Bards are awesome, and Tiferet is no exception. Elian loves the whole sugar-skull aesthetic and thinks it's great. The bard's general curiosity and desire to explore are a big reason why Elian enjoys teaming up with her. They first met when the dancer decided to find a concert at the local graveyard, and ended up not-quite-crashing it because she wanted to dance to the music. Upon finding out the other lady was a support caster, Elian was quick to find a reason to team up for something, and they've been friends since.
Landon - He's a pretty decent guy, even if his flirting is a bit over-the-top at times. But he seems genuinely nice underneath an initially prickly exterior, and between his helpfulness and humor, they get along well. Elian loves bantering, and tends to half-flirt, half relentlessly needle the older man. His inventions are pretty amazing, and some of his ideas are wild. One thing's for sure. Landon knows how to have a good time.
Vulcan - He made the blades for Elian's fans, and they've stayed in touch since. She'll visit his forge just to hang out on occasion, and they have teamed up in the past.
Ochre - Elian prefers his work to most others for armor, though she doesn't know him particularly well. She's partied with him a few times in exchange for services. He's /slow/, and she isn't fond of that, but he generally does what's needed. ...Eventually.
Redsky - It's hard not to know of Redsky if you've been within a hundred yards. The lady is bright and loud! Neither of these are much of a problem for Elian, and she actually likes the flashy fire magic quite a bit. They've talked a bit about adventures afield while in the same party, but they're only loosely acquainted.
Mirage - Elian has only just met Mirage, but she made an impression equal parts favorable and concerning.
Rael - Elian knows of Rael, though most of it is not flattering. She has heard that the bounty hunter will take advantage of others, and dislikes this greatly, especially since a few of those were friends, but she's also heard that if not specifically on some other assignment, the rogue can be a solid player for a mission.
Tessa - A big fat clanky NOPE. Elian hasn't had the dubious pleasure of partying with her, and she doesn't intend to. Hearing the stories was more than enough to make her decide to steer clear. Elian is here to have fun, and from what she's heard, Tessa is anything but.
“They say if you bring science into a fantasy setting, God kills a catgirl. I hate catgirls.”
O V E R V I E W
N A M E
Eileen Fang
A V A T A R
Ailanthus Altissima
A G E
32
G E N D E R
Female
V I S A G E
Under a dark suit of magical armor is the small, frail frame of Ailanthus Altissima. Though she could have been her ideal self, her PARIAH appearance is (other than being free of blemishes) unremarkable, normal, and bland. That is how she sees herself. She appears slightly younger than she actually is because society reminds her constantly that she hasn't matured because she's not married and still plays games. Her glasses form a very core part of her identity and followed her into PARIAH. When out of armor, she wears a white robe that acts as a closest approximation to a lab coat. She has no desire to 'stay in-character' or preserve 'immersion' for others, intentionally commissioning crafters to make her scientific- and futuristic-looking gear.
Below is her face, 90% of the time:
P E R S O N A L I T Y
Tessa is a single, middle-aged woman whose work- and social-life has her stressed to breaking point, causing her to indulge in escapist behavior with the aid of electronic media. In some circles, she might be called an 'otaku', which would be true; while others might call her a 'fujoshi', which would be technically incorrect. High-strung and irritable, Tessa has difficulty keeping her stress from flowing into her leisure activities, and is often accused of 'spoiling the mood'. Some question why she even plays games as she has a tendency to become frustrated easily, a trait that stems from performance anxiety.
Though Tessa has difficulty enjoying a game if things don't go her way, she is addicted to the rush of things going right. Despite her thorny and at-times belligerent behavior, Tessa has a deep sense of responsibility, a need to not only pull her own weight, but to go above and beyond. However, she not only holds herself to this level of perfectionism, she expects the same from anyone unfortunate enough to be her teammate.
B A C K G R O U N D
Urban China was all Eileen ever knew, from the robotic and highly-competitive educational system to the robotic and highly-competitive high-tech industrial work environment. She never stood out when it came to academic excellence, but she did stick her neck out just far enough to warrant being bullied and socially sabotaged by her peers. She went through life with jaded bitterness and social awkwardness.
She retreated daily to social media, illegally downloaded anime, manga, and games, becoming addicted to MMO's in particular. She was known as a rage gamer, logging on alone, joining teams of people she didn't know to participate in dungeons and other party activities. She even attempted forum RP once but only ended up arguing with others, pissing people off, and finally, rage-quitting for good.
Living in the high-tech center of ShenZhen, Eileen is an engineer in a bloated company that produces and sells cheap, barely-functional healthcare devices. Her life is a wreck and she was so caught up in securing her place in the world that her nearer relatives are now suddenly concerned that she will never get married and have kids. Her daily routine has not changed since school: wake up, wash up, commute, attend class/work, commute home, eat, leisure, sleep, repeat.
One day, the company's R&D division wanted to play with the idea of therapeutic VR, and got several PARIAH headsets for the researchers to toy around with. But due to lack of a perceivable market, the project was dropped and the headsets were put in permanent storage. Eileen asked to take one home and the lax inventory manager gave her the OK. She wasn't that interested in VR, but figured she'd give it a go. She figured that the worst that could happen was that she'd lose interest and leave it in a corner to gather dust, which it would have done anyways if she didn't take it.
A T T R I B U T E S
R O L E
Control Mage
A F F I L A T I O N
Queon
E L E M E N T A L D O M A I N
Metal
A R C A N E D O M A I N
Auras
P R O F E S S I O N
Enchanter
W E A P O N O F C H O I C E
Chains
R O U G H V I R T U A L H I S T O R Y
Ailanthus Altissima, the scientific name for a plant commonly called the 'tree of Heaven'. It is an invasive species with the ability to clone itself through its roots in a technique called 'suckering', and is, like the mythological hydra, difficult to exterminate. It is considered a noxious weed due to the foul-smelling odor it produces. The tree also resprouts vigorously when cut, making its eradication difficult and time-consuming. In many urban areas, it has acquired the derisive nicknames of "ghetto palm", "stink tree", and "tree of Hell".
No one knows, or cares, why Dr. Eileen Fang chose this name, and most refuse to say it in full, earning Eileen the nickname 'Tessa' from Altissima. Since logging on for the first time, Tessa has been like her namesake, invading parties and raising a stink. Her initial desire had been to party up and quest with others, but her belligerence always got in the way.
Eventually, she turned her focus to enchantments, seeing a need in the community for those who only had access to crafted gear to attain gear that could compete with rare drops. While her enchantments aren't that good, properly crafted and enchanted gear at least had a fighting chance against Rares and Epics, and sometimes, a fighting chance was all some adventurers needed. Tessa found her niche, but still needed to satisfy her urge to actually adventure, so she would take enchanting commissions, find out what materials she needed for her enchantments, and then demand the ones who commissioned her to take her with them when they went to farm said materials.
Due to forcing herself into parties in this way, Tessa adopted a flexible, albeit lazy, playstyle: a confusing, semi-immobile walking disaster area, essentially claiming a large portion of the battlefield as her own and manipulating the positions of her enemies, doing some status effects and some damage, while still survivable enough to hold her own.
Tessa has not achieved fame for her enchantments; she instead draws clients by under-sellng other enchanters, a practice that has gotten her in trouble with guilds on more than one occasion.
Andrew's defining trait is his height. Measuring in at six feet and four inches tall, he naturally draws in the eye with his towering height. His appearance is made all the more striking by just how thin his frame is. Gray can't count the number of times he's heard the 'how's the weather up there?' line, though he knows he gets it almost as much as the 'do you play basketball?' question. He finds his height to be obnoxious, more than anything- but the same can't be said for his weight. Lacking any muscle at all, Andrew's incredibly self conscious about just how thin he is. No one wants to appear weak.
That's where he and his avatar in Pariah differ.
While Graves and Andrew share equal height, his in-game persona possesses a far larger frame. A chest as broad as an ox and muscle like coiled iron, Graves is a force to be reckoned with. The imagined character was designed to compensate for it's designer's perceived flaws, granting Gray the physical strength he's only ever dreamed of wielding.
Other differences are more aesthetic in their reasoning. Andrew abandoned his painfully average dark hair in favor of a brighter, sleeker silver. It's equally as long, and often kept up in the same messy ponytail that Andrew has grown so accustomed to both in and out of game. His eyes remain the same shade of blue, though they're a great deal sharper and more confident when he's Graves, the legendary bounty hunter rather than Andrew, the gas station clerk.
Personality
Graves is everything that Andrew is not. Where Andrew is meek and quiet, Graves is confident and boisterous.
He is without inhibitions; unconstrained by societal norms or fear of reprisal from others. Graves does whatever he wishes and anyone that doesn't follow him can either get the hell out of his way or be ran over. Many consider this behavior to be destructive and backwards. His abrasive bluntness catches many off guard, and has on more than one occasion gotten Graves into a fight with someone who didn't wish to deal with his arrogance.
In his actual life, Andrew despises confrontation. In game, he thrives on it. Combat is visceral, and it allows him to live out every power fantasy he's ever craved. To be strong, to be confident, to have a place in the world. All of the pent up aggression and hostility that Gray has internalized for so long can be released in an act of savage violence.
He has little time to service others, caring for himself above all else. Graves doesn't waste time helping those who cannot offer him something in return. With an endless world of possibilities at his fingertips, there's far too much to do in Pariah to lose even an hour on something he cares little for. Someone else will come along to help; they always do.
One trait that Andrew shares with his counterpart is his love of solitude. Though Pariah is meant to be a shared experience, Graves spends much of it wandering the expansive environments alone. Companions slow him down. Party members falter and fail whenever Graves counts on them. When he's going solo, Graves doesn't have to worry about watching someone's back, and the blame for his failings can fall on his shoulders alone.
Background
Andrew was born in a little town in Ohio to two loving parents and eight siblings. He was unlucky enough to be one of the middle children, so it was no surprise when he was overshadowed by his more talented and capable siblings.
His town was small, and his high school even smaller- which meant finding friends and penetrating the normal clichés was quite difficult for someone that had gotten used to quietly observing. Gray wasn’t exactly an introvert. He could be loud, excitable and social- but he just…never got the chance to. He didn’t have many friends at all.
That is, until he had scrounged up enough cash for his first MMO. He used his low grade laptop to play the game at its lowest settings; it was choppy, constantly lagged and rather ugly…but he loved it. He loved everything about the game. Gray retreated from his less than stellar normal life into the world of a generic role playing game. He ignored his tanking grades, few acquaintances and boisterous family to play for hours on end.
He started off grinding on his own, as most do. But he chanced upon a party of likeminded individuals that needed a secondary tank. Andrew melded seamlessly into their company. They were all chill people, for the most part, and willing to help teach him how to play the game properly.
They continued to play together for months, the size of the group ever expanding as they built up a sizable guild of their own. Andrew became near addicted to raiding. Fighting bosses was the most visceral and exciting experience he’d ever had in a game.
Eventually Andrew was (somehow) able to graduate high school and purchase a real computer. All was well for him. His family only occasionally harassed him for being a bum. He had a steady job at a backwater gas station, making minimum wage for very little work. He had made a decent circle of friends for himself within the guild. Life was simple; it was good.
Things didn't stay that way forever.
It started off as something infinitesimally small. A couple of arguments over petty issues. Andrew tried not to get involved, most of the time; he just wanted to focus on playing the game and enjoying himself. But as time passed, the arguments grew in number. They got more serious. Issues between his friends grew; problems from a past that Andrew wasn't around for reared their ugly heads. All of it was stupid and inane, in his eyes. He did his best to act as a mediator when he could, but it rarely worked.
Things came to a head when a shouting match over voice comms ended with the guild's leader- and Andrew's closest personal friend- leaving the guild in the hand's of his second. Things fell apart from there as him stepping down only furthered the divides between the others. One by one, the original group Andrew had joined left. Contact became sparse, and then they all went radio silent. This thing that had consumed Andrew's life for the better part of a few years was now gone, and there was...a void.
Andrew hadn't felt this alone in a long time. He quietly retreated further into himself. Months passed with his life being little more than keeping to himself and working a dead end job with no future in sight. It wasn't until the local game store announced that they'd received a shipment of VR headsets and were planning to hold a giveaway to celebrate that things changed for him. Andrew entered the giveaway, and he won! A copy of one of the most hyped MMOs in history came with an equally desired piece of hardware worth obscene amounts of money. Andrew didn't waste any time throwing himself into the game.
Reputation
Graves is not a widely known name due to how much he keeps to himself. His infamy has been growing recently, however, among the more attentive members of the bounty hunting community. The profession is used by a large chunk of the player base; however, the few hundred or so individuals that claims to be 'professional bounty hunters' are a highly competitive and inclusive group. So when some no name young blood starts snatching up important contracts and taking down a high level bosses and esteemed players, the smarter heads start to turn. He's an above average raider that joins public groups, dominates his enemies and takes what he needs before disappearing again.
Andrew is above average at best. He's no professional, and lacks the experience or gear to take on the really big names.
Yet.
He's dedicated himself to becoming the absolute strongest hunter in the game, and he's going to do it by almost any means necessary. The only thing he's wary of is teaming up with other players. He's partied up a handful of times, but never long enough to get attached- he knows where that particular road leads.
However, there are some obstacles which cannot be overcome alone. Some enemies cannot be defeated through sheer force of will and hours of scrolling through guides and wikis online. On occasion, Graves has to team up with others- usually to do bosses or gank unsuspecting targets that he can't beat alone. His temporary help always gets a 'piece of the pie' so to speak; he makes sure they get something out of the effort, even if he doesn't plan to stick around for very long.
Attribues & Additional Information
Role
Tank
Affiliation
Sikth
Profession
Bounty Hunter
Weapon of Choice
A halberd he affectionately refers to as his 'pike'
Domain(s)
Water Drain
Benchmarks (Physical)
Tough Skin: Graves is naturally more durable than other non-tank characters. He doesn't wear particularly heavy armor; however, his naturally high health pool allows him to take incredible amounts of damage for a character with relatively low defense gear. The trade of for this is he's weighs a hell of a lot more than other classes, and is thus slower and can be kited by ranged or agile enemies. He gained this trait through hundreds of hours of getting the shit kicked out of him without armor on, which has led to increased durability without the need for heavy armors.
Potion Addict: Graves has been relying on potions for his tanking abilities since he started playing Pariah. After chugging down countless elixirs, his physiology has an easier time adapting to the ingested liquids. Potions last longer and are more potent on Graves than others. A small side effect being that Graves can’t function very well without them in his system. He usually carries potions for lifesteal, iron skin and healing- to make him even harder to kill.
Blood In The Water: Much like a shark, Graves gets a sort of sixth 'sense' whenever a target is bleeding. It allows him to track them within twenty five meters (doubles if he was the one that made them bleed); it's less like echo location and more like a compass that points him in their general direction. It won't reveal the exact position of a hiding enemy, nor does it tell Graves if they are above or below him- simply where they would be on a two dimensional field. Dozens of hours of trying to hunt down that last monster for his bounty hunting quest has made the tank a decent enough tracker.
Enhanced Strength: The weapons and armor used by a tank are heavy. Graves is required to have above average physical strength if he wants to use them effectively. This also means he's able to carry more (when not impeded by his regular gear) and hits slightly harder with unarmed attacks.
Executioner: Graves tends to fight harder when his enemy his on the back foot. He pushes his advantage and attempts to go for killing blows as often as possible. A slew of decapitated and mutilated foes behind him, Graves has learned how to more effectively hurt enemies that are already wounded. Enemies very close to death's door take more damage from Graves' attacks, although he also heals less off of them and takes more damage from them- so he has to be careful with certain monster types or enemies with 'deathrattles.'
Benchmarks (Mental)
Monster Bestiary: Graves has studied the average field and dungeons mobs extensively. He has a fairly good grasp on what most common enemies are capable of, what their weaknesses are, ect. More rare beasts, especially those he isn't high enough level to be fighting anyway, wouldn't apply.
Boss Bestiary: Graves is a raider at heart. He loves MMOs for the massive, titanic battles between huge parties and giant bosses. It's his favorite part of Pariah. Thus, he's invested quite a bit of time into learning some of the boss enemies in the game. The tougher, higher end leviathans that require teamwork, determination and raw power to defeat. Knowledge is power in these sort of encounters, and Graves has made sure he knows about the general workings of the bosses he's likely to face.
Meditative Healing: Since Graves' combat stance is entirely based on healing, he figured he could use an out of combat healing ability too. Essentially, Graves can sit down and focus his magic on repairing his wounds. How long it takes depends on the severity of his injuries. The stance is extremely taxing, takes awhile to start and takes forever to finish if he's hurt- and it can't heal things like broken bones or eviscerated organs. He'll need a real healer for that.
Metalworking: Required field to get to Weapons' Repair. He uses this as a source of income, creating very basic items and selling them either on the market or to NPCs. He would much rather get money from killing mobs all day and pawning off legendary raid items, but sadly working the marketplace is the only real way to get a stable source of income.
Weapons' Repair: Graves likes his Pike. It's his favorite weapon. He isn't very good with much else, and doesn't have a backup for when it breaks. So, instead of constantly paying vendors and other players to fix it for him, he decided to spec into Weapons' Repair and do the damn thing himself.
"Hey, chum - gimme a light, wouldja? Stop whining, I smoke in my workshop all the time, and there's only been one explosion!"
O V E R V I E W
N A M E
Watts Broker
A V A T A R
Landon Longcross
A G E
88 (visage appears much younger!)
G E N D E R
Male
V I S A G E
Though Watts is nearly ninety years old, he has always been more comfortable with younger people, for he is young at heart. This is why his avatar in Pariah is a representation of himself back during what he considered to be his prime, back when he was in the middle of establishing his fame and career.
His avatar, Landon Longcross, looks like a blonde-haired blue-eyed man in great shape. Though otherwise well-groomed, he leaves his hair a little spiky, and he has a thin omnipresent layer of rugged stubble around his jawline (he cannot seem to grow a mustache, which is a source of minor frustration). He stands about five foot ten, though he slouches a bit and this makes him look shorter than he is. He is rarely seen without something sticking out of his mouth - usually a cigarette, but sometimes a pen or tool. There is just a hint of tightness around his eyes that makes him appear severe at times.
He is usually dressed in a long brown coat of leather, with the sleeves rolled up to his elbows, over a simple white shirt with suspenders and a few buttons by the collar, sturdy multi-pocketed pants, a toolbelt with a few of his favorite tools, heavy steel-toed boots, fingerless brown leather gloves, and a pair of dark goggles worn around his neck or on his forehead. He often carries a light frame backpack for carrying extra gadgets and tools, or for carrying back supplies or treasure, and whenever combat is expected, he always has a quiver full of crossbow bolts of various types.
P E R S O N A L I T Y
Watts grew up with tinker toys and an interest in how things work, which has carried over from his youth into the rest of his life. Even before Pariah, he was always working on a project in his garage, whether it was a car or other vehicle, a new turbine for gathering wind power, or a lightbulb that absorbs sunlight and slowly releases it over time. He maintains a sense of wonder about the world that belies his age, and loves to share it with younger people around him. He tempers this with a streak of practicality, as he is interested in solutions and not dreams. Nevertheless, he is more than willing to combine the scientific knowledge of the real world with the unique magical resources of Pariah, and thus achieve results neither could accomplish alone. He glories in learning all he can about Pariah. Though immediately gruff and standoffish with strangers, he usually warms up once he gets to know someone, and those who know him quickly know that the prickly attitude is more bark than bite.
Though trained as a soldier, Watts doesn't strictly enjoy fighting - it always feels like an interruption to more productive, important things. And, truth be told, he is a bit of a coward. Nevertheless, he recognizes the need for combat even - and perhaps especially - in the world of Pariah, so he has built his own wrist-mounted crossbow to give him the tool he needs to end a fight quickly. He much prefers to fight in a party, where he can support the team from a distance with direct attacks, crowd control and debuffs for the enemy, or healing and strengthening his team with infusions in his crossbow bolts.
Watts came to Pariah to stave off his approaching death by stretching out the time he has left. But as he has stayed in the game, he is wondering if, just maybe, there might be a way to make a discovery in age reversal that could translate into a solution he could use outside of Pariah. He revels in the freedom and vitality he feels in Pariah, and is constantly motivated in his quest for immortality every time he is forced to return to his arthritis-ridden body after a gaming session. He has even considered the idea of attempting to upload himself into Pariah permanently, but as desperate as he is in his quest to defy death, he is cautious of any action that might have consequences worse than his present circumstances.
Watts regrets some things he missed out on during his busy life. One of these is that he never found the time to have a relationship with a member of the opposite sex. It wasn't because of a lack of interest, but because of a lack of time. Now that he has essentially gotten a "second life," Watts as Landon has become flirtatious. He tries to remain classy about it, but an eagerness to make up for lost time sometimes comes out in a pickup line or two. He has also picked up a smoking habit that he never would have started outside of Pariah, using it more for the extra edge to his image he presents than any other reason.
Oh, and he's a decent cook, too.
B A C K G R O U N D
Watts Broker is dying.
He had been a creative young man who had served in his country's military as a combat engineer, where he had to put his talents for on-the-spot solutions to the test as he disarmed mines and bombs. He then turned his talents to more productive ends with some inventions that harnessed the powers of alternative energy sources, eventually leading into a company that produced many of the world's most energy efficient technologies and left him wealthy. He was free to spend time with the young people of his community during his golden years, where he enjoyed their youthful exuberance...
...until Watts fell sick and became homebound. All the money in the world could not find a doctor or specialist who could help him. After all, even in the twenty-second century, humans had not achieved the technology to reverse the aging process.
Watts grew desperate. The truth is that, despite a long and fulfilled life, he was afraid to die. He felt there was too much he still could offer to the world - and he had regrets, things he meant to do left untried. He invested much of his remaining wealth into every possible solution to extend his lifespan and restore his vitality. Nothing worked. He could probably keep living for a few more years, but his health had deteriorated to the point he was bedridden. He was trapped in his own body.
This led to a dabbling in technologies to at least let him interact with the world electronically, and he heard about Pariah. His interest was piqued by Pariah's claim to allow players to experience time subjectively - he could literally extend his dwindling life and act for himself once again! He did not hesitate to spend the money on the system and its installation in his room for his convenience. The game exceeded his expectations, and has rekindled his hope.
Watts Broker is dying. But through Pariah, he may have the time he needs to discover the secret of immortality...and save himself.
A T T R I B U T E S
R O L E
Support
A F F I L A T I O N
Queon
P R O F E S S I O N
Gadgeteer
E L E M E N T A L D O M A I N
Water
A R C A N E D O M A I N
Alchemy
W E A P O N O F C H O I C E
Wrist-mounted Crossbow
R O U G H V I R T U A L H I S T O R Y
Landon Longcross is an accomplished member of the Queon pathos, having readily contributed several time-saving inventions that utilize magical power sources. Many of these inventions are now standard magic laboratory equipment. He is most known for these and for his eccentric habit of spending time with younger people from all the pathos groups - this is tolerated since he is usually sharing his inventions and insight with them, but there is a sizable contingent among the echelons of Queon that disdain entertaining children when the time could be better used for more science. Landon disregards these stuffy labcoat types entirely, except for the cuter women among them, who he makes passes at. In fact, he is regarded with a fond exasperation among women in general, and he has gotten used to getting turned down, just as nearly every female around has gotten used to his flirtatious advances.
And his talent for magical infusion and potion making has not gone unnoticed, either. There is a constant need for magical arrows or other projectiles for adventurers, not to mention the healing and curing potions so essential to a life of danger. Despite his contributions, however, he has managed to fade into the background of life in his pathos, which suits him fine since it lets him continue his studies in relative peace. And he earns enough from providing a steady supply of potions, magical ammo and the odd clockwork gadget that he lives comfortably enough, when he isn't acquiring loot more directly in field expeditions.
It is only those who know him best that can see past his kind and helpful persona to connect the dots of his desperate research into all things restorative. In every moment of time away from others, he is going through the collected libraries of his fellow pathos members, particularly the herbalists and magicians who specialize wholly in the discipline of healing and resurrection. He has even gone so far as to try to obtain ingredients and potions from the black market of Pariah, though he draws the line at knowingly purchasing or using anything derived from harming other human beings. Though how long he will continue to hold that standard depends on how long it takes for him to find what he is looking for...
“Not everything needs to happen all at once. Some things just need a little time.”
O V E R V I E W
N A M E
Maxwell Castillo
A V A T A R
Ochre
A G E
22
G E N D E R
Male
V I S A G E
Ochre can be identified as a lean, Caucasian male, who stands at a relatively average height of 166cm, displaying intriguing jade eyes and raven-black hair. While usually seen in light, leather cloth that boasts a bronze pauldron on the left shoulder, it would not be surprising to see him wrapped within a cloak, equiped with chainmail under scale armor, or donning full platemail while out in the field. His entire figure, despite his current state of movement, seems to be in perpetually sedated position, as if the state of affairs in the immediate world around him are merely just another second in time.
P E R S O N A L I T Y
Ochre is slow.
That is not an insult to his intelligence, despite the popular belief that he is mentally impaired as well. No, the description is used to describe him as a person. Everything he does, despite its true speed, seems downplayed in comparison to the actions of others. If a line of people moved at an equal pace, with the same tempo and in a perfectly straight line, the drill sergeant composing the practice would shout at him to pick up his pace. It is an almost instinctual reaction to his presence, to the lethargic air that seems to encompass his sphere of influence. Even in combat, as he moves throughout the field, setting traps on the fly and slicing at foes as quickly as any fighter, his allies have frequently noted that the man works less than the rest of them. It befuddles everyone around him, even those who are knowledgeable of his passionate side, of the man who would go far and beyond the call of duty to get a job done. If it wasn't for his similarly fervent attachment to the bonds between others, a close friend would think him more suited for Draethir than Sikth
This unhurried nature spreads to his mannerisms as well, having no sense of the word "Quickness" in his consistency of arriving late to every sort of function or meeting. Any person who knows of him understand to give him the time of a meeting up to thirty minutes earlier than the designated, as to make sure he shows up on time. Something to note about him is his patience, and while it may strengthen the idea of his unnatural sluggishness, it is probably one of the main reasons for his success in Pariah. Minutes, Hours, and once, even Days, he is capable of waiting out the perfect circumstance, springing a trap when the most optimal situation may appear. During special occasions, however, one would be amazed at the speed of his momentum, taking him from point A to point B in record time for the sake of his companions. But, as fitting of a Sikth, this sort of behavior is seen rarely, to the point where his closest friends may comment that "a blue moon is more common than seeing Ochre move quickly". There is a reason for his lifestyle, however, being the fact that he hates to waste energy in any way, shape, or form. If something is capable of being conveyed or accomplished with the least amount of effort possible, he will always try to use that method instead of any other.
Any who are capable of seeing past such idiosyncrasies would find a young man capable of extraordinary compassion, taking to heart any sort of problems a person may have and seeking to make it right, even complete strangers. Anger is not a word in his vocabulary, accompanying "Haste" in the mental garbage bin, though irritation is very likely to be present within a situation that isn't solved within the first few tries. Most of the time, however, he is usually laid back in his way of speaking, not usually taking offense to many things. Any mistakes or issues with his own person are corrected almost immediately, though retaining his amendments may take a few weeks. The only exception to this is his own skills, and a one track mind is set on developing the strongest set of armor in Pariah. While he is still far from reaching that goal, he gains another step closer everyday.
B A C K G R O U N D
Honestly, there's not much to say about his life. He lives in a modest apartment, graduated with a college degree in the past year, and even more recently found an internship as a business associate. His only sibling, his sister, is going through her freshman year in a university, sending him postcards from her little corner of the world. His parents, happy for his accomplishments, drive to see him every month to catch up, enjoy each others company, and generally live life in a joyous manner.
However, a few months ago, his sibling sent him a package instead of an envelope. Curious, he opened the container to find a copy of the latest hit "game", Pariah, and the regular postcard he usually received. Apparently, his parents and his sister had pooled money together in order to give him a congratulatory gift for his currently progressing life. Having forgotten to buy one for him on the day itself, it was agreed to procure a present more opulent than they otherwise would have. Touched by the gesture, he started up the program only minutes after receiving it.
He remembered to thank them for the gift a week later with a surprise visit to his sibling, and a big hug to his parents when they came for their routine visit to his home.
A T T R I B U T E S
R O L E
Support/ Tank
A F F I L A T I O N
Sikth
E L E M E N T A L D O M A I N
Earth
A R C A N E D O M A I N
Spell Trapping
P R O F E S S I O N
Armor Merchant
W E A P O N O F C H O I C E
Griffzungenschwert, though the use of a Hammer cannot be unfounded
R O U G H V I R T U A L H I S T O R Y
A peculiarity within the secretive Sikth, the name "Ochre" would have most people outside of the pathos scratching their heads. Who is that? Isn't that the name of a color? Inside, however, many know of the Blacksmith like one would a childhood friend. A numerous amount of those who know his name have some sort of equipment on their person created by the man, each of them vouching for his efficiency and the longevity of his works. A helmet here, an arm guard there, some have entire sets of armor that they could certify were molded by his hands. Although, many who browse his wares wonder how he procures materials for the durable pieces he makes, and are usually surprised by the answer.
He obtains them, himself.
Supporting large raiding parties, accompanying travelers, and sometimes on his own, each and every one of his creations were made with his tireless labor, both with the anvil and with the sword. Many may call him a fanatic, others a man to stick along side. Those who truly know him, and understand his rather unsightly habits... Don't want to deal with his perpetual down tempo.
“Man, y’all need to learn to have some fun. Live a little! Or don’t, as the case may be.”
O V E R V I E W
N A M E Allison “Allie” Márquez.
A V A T A R Tiferet.
A G E 19.
G E N D E R Female.
V I S A G E In-game, Tiferet stands at about 5’3” and 140 pounds, putting her on the petite side. However, this is far from the first thing one would probably notice about Tiferet, which instead is her rather morbid fashion sense; much of her gear is adorned with bones, crosses, and Day of the Dead-esque skeletons, and her face is often adorned with skull makeup as well. Even her fiddle is black and white. This all stems from Tiferet’s desire to know what exactly it’s like on the “other side”.
P E R S O N A L I T Y Allie is an… odd individual. Contrary to what one may expect, she’s very lively and gregarious, and absolutely loves trying out everything life has to offer. She’s driven by knowledge; specifically, wanting to know everything, including the unknowable, like “what happens after you die”, “what’s at the center of the universe”, and “does Finland really exist”. Most of the time, this involves buying (or stealing) anything she considers “neat”, exploring every little nook and cranny in a given place, and even doing drugs every so often (though she steers clear of the really bad ones; some things just aren’t worth experiencing). Her preoccupation with death is also rather unnerving, especially because she’s been heard to make a few nonchalant comments about breaking into morgues. (She’s probably joking. Probably.) However, this also means that Allie is really nosy; if she thinks someone’s saying or doing something that’s worth finding out about, she will try to discover more about the situation, whether through eavesdropping, a bit of petty thievery, or even just annoying someone into telling her.
Despite her strange clothing choices, obsession with death, and general creepiness, Allie is actually quite a nice person. It takes a lot to make her angry, and even then, she’s very quick to let things go. Sometimes, the person who attracts her ire will find themselves subject to some sort of semi-harmless prank, but that’s usually the extent of her “wrath”. Allie mostly plays Pariah for the social aspect, and loves partying up with people and running quests together. Of course, others may not want her around (you wouldn’t believe the number of people who get freaked out by the skull makeup), but they usually come around.
B A C K G R O U N D Allie’s life has always been pretty stable, if not particularly normal. She was born in New Orleans, Louisiana, to a Mexican father and an African-American mother. Her mom was a high-ranking executive in a prominent tech company, which brought in enough money to allow Mr. Márquez to stay home and raise Allie, and to pursue his dream - being a musician - on the side. Allie was always a very inquisitive child, constantly pestering her parents with questions, especially about their respective lines of work. “Mommy, whatsa headset?”, “Hey Daddy, how d’you play the thing that goes ‘BWAAAP’?”, and so on. Initially, the Márquezes were exasperated by their daughter’s need to know everything about everything, but they soon began to enjoy seeing their daughter taking an interest in so much.
Her school years progressed with little fanfare, and were soon left behind, though Allie seems to have retained a few things from her middle school goth phase - namely, her fashion choices and obsession with all things dark and deathly. At the moment, she’s pursuing a career as a mortician, using her violin skills as a backup. Normally, the salary of your average broke college student isn’t enough to buy Pariah, let alone a VR headset, but Mrs. Márquez was nice enough to get them both for Allie as a birthday present this year.
A T T R I B U T E S
R O L E Mainly support, but with a bit of utility.
A F F I L A T I O N Queon.
P R O F E S S I O N Wandering musician. Also necromancer, if you believe the rumors.
W E A P O N O F C H O I C E A fiddle. It’s specially-reinforced with steel to make beaning people with it feasible as a last resort, though Tiferet does also have a short sword on her, making the fiddle a last last resort. Tiferet also considers her voice a weapon.
E L E M E N T A L D O M A I N Earth.
A R C A N E D O M A I N Enhancement.
R O U G H V I R T U A L H I S T O R Y The name Tiferet is usually accompanied by a response of either “Who?” or “Oh yeah, the one skeleton chick, right?” She’s mostly known for her… interesting getup, which has gotten her a bit of admiration from the more fashion-oriented players. Another subset of players know her because they happened to come upon one of her “concerts”, which generally take place in some dark corner or other; a graveyard, an abandoned building, a graveyard, and suchlike. Yet another sliver know her as a fairly dependable support mage, and speak of her fondly. Finally, there are a few rumors making the rounds (mostly from veteran to newbie) about a ghostly woman with a violin, who sang the most beautiful, haunting song you’ve ever heard, then disappeared into the mist. Were one to ask Tiferet, she’d likely just drop a comment about “It’s a fiddle, actually” and then move on. All of these, taken together, make Tiferet known, at least, though she’s far from a household name.