@Epsir I appreciate the suggestions. I've been working on Discord with the fine GMs, and what I have currently is considered fine, but I might make that set of changes regarding magic and the like. Haversack I looked at, and it is pretty nice tbh. All the items the Artificer can make are.
Also the boat is always useful. Think about it, its a perfect base when you need one. And you can have the strongman of the party, if they're strong enough, throw one of the forms at an enemy. Or turn it into a land boat, for one of those antics. But yeah, I totally getcha.
A programming savant, technology was always Jyu-ni's expertise. Born the daughter of two head electronic engineers for South Korea's largest chaebol, it was obvious her path in life lead to becoming one herself. Her upbringing was rather proper, if not lonely. Her parents were stuck at work all too often. They had little time to raise their child. As such, Jyu-ni was raised by dozens of caretakers. Each one only lasted a few months before finding a different child to take care of. It wasn't her fault, either. Jyu-ni was a decent child. It was just how it went with busy parents. They didn't look for anyone who would stick around.
In her loneliness, Jyu-ni went hard on studying. If she couldn't get a friend in her lonely household, couldn't she just make one? Rather than the warm embrace of her mother, she embraced cold servos. Rather than serious talks with her father, she talked like a child to anonymous people online and chat bots. In order for her to get the most appropriate upbringing, she was sent to South Korea's most prestigious schools. Extremely strict schools. Friendship was discouraged. It was all about studying and knowledge. Even though she studied her heart out and scored number one, she received no approval from faculty, peers, or even her parents. It was just as expected. Even if she created an important robot that saved lives at the age of 16, it was only as expected. If she created a neural network that could restore scans of priceless images, it was as expected. Nothing she did gave her any approval.
She hated it. No matter what she did, she was still lonely. Robots and anonymity couldn't do a thing to stifle it. When she was picked to join Kurtzpel University, she decided to complete her path in life. She wasn't meant to be a genius with technology. No, that was only as expected. Her path in life was to make some friends!
Turns out, her path in life was 'dead in a bus crash' and waking up in another world. Maybe she could finally make some friends there.
EXTRAS
As much as Jyu-ni wants it, golems do not count as friends.
𝚃𝚑𝚎 𝙲𝚘𝚗𝚜𝚝𝚛𝚞𝚌𝚝𝚘𝚛
LEGEND
Born of the golems, the Dwema forged masterworks that pushed the boundaries of what could be done. However, no Dwema could manage to forge the very life that created them. They said it couldn't be done, but the constructor rose to the challenge. Forging a facsimile of life, the constructor created a golem. It was nothing more than a puppet compared to their ancestors, but it was the breath of life required to forge an army to face the darkness.
NOTABLE ITEMS
Armaments of the Creator — Formed of metal and magic, they take the form of two massive arms that float behind the wielder. They act as sword, shield, forge, and hammer in order to protect their master and create. They are freely controllable as if they were simply a second set of arms. By acting as a conduit for magic, they are able to bend and warp metal and inscribe life upon them.
STA5 STR3 DEX3 INT12 FAI2
PHYSICAL ABILITIES
Dwema Physique — Jyu-ni looks tougher than she looks. She can easily eat a few blows without crumbling into a mess, but she still feels it the next day. Short — Cursed with the eternal height of 4', Jyu-ni is able to easily pick things up from the floor while being unable to reach the top shelf.
MAGICAL ABILITIES
Magic Condensing — Jyu-ni is able to condense raw mana into semi-volatile crystals. This allows for the usage of large spells to be cast without leylines, the powering of golems and other automatons, and improvised explosive devices. In the case of powering golems, Jyu-ni is able to inscribe "directions" on it, forming a makeshift computer of raw mana in order to act as the golem's brain and heart. Manaforge Metallurgy — Using raw mana, Jyu-ni is able to turn metal into liquid without heat. From there, she can shape it how she chooses. Infusing it with a small amount of her magic, she's able to give metal simple orders to follow. Metal already infused with magic, be it her own or an enchanted weapon, is immune to the manaforge.
Biological Age: 15 Former Age: 17 Gender: Female Race: Elfa
Background
Phann wasn’t born into the best of circumstances, her mother had died giving birth to her and her father had never forgiven her for that. There wasn’t ever a time that her father showed any kind of love towards Phann and when he got drunk, he used to do things to hurt her. She was 6 years old when her father finally went too far, lashing out at her in a drunken rage and permanently marking her face and body.
After that Phann was taken away from home and at the orphanage where she was kept her academic prowess was discovered. Over the next few years she would take to science and philosophy, particularly the latter developing an ethics model in her head and at some point, deciding to stop caring about other people’s judgment and start acting like a crazy person, reasoning that it caused no harm and anyone who would judge her for such behavior or the scars on her face was unworthy of her opinion.
Unfortunately for Phann, as smart as she was, no one wanted to adopt a child so horribly scared, especially not one that spent most of their time in public acting like a lunatic and eventually she ended up applying for a scholarship at Kurtzpel. After some debate as to whether it would be more damaging for the university to accept a crazy person or for Phann to publicize her entrance exam results and tell the public she was denied entry, Phann was begrudgingly accepted into the school. Needless to say, in a high-class university filled with stuck up rich kids Phann didn’t make many friends.
Phann was not expecting anything beyond death, she finds the idea that even life isn't sacred rather amusing.
Legend: The Crimson Jester
Phann had watched the hijackers go about their business wanting to do something but for whatever reason finding herself unable to do anything but stare, she saw as the truck sped towards them and in the moments before the eight-wheeler collided with the bus time seemed to slow for Phann as she flinched slightly, she wasn’t really that afraid of dying, she’d long since come to terms with death, in fact, living seemed like a scarier prospect if anything and as far as Phann knew no one would miss her, still she was worried it might hurt a little.
Notable Items
Crimson Jesters Garbs: The Crimson Jesters Garbs are a set of magical vestments, always appearing as a many-pocketed jesters costume colored in some combination of red and black or white. The garb itself has a number of magical properties, making it worthy of the Jester’s legend. Firstly, it has many of the standard features of a legendary magical item, including being very hard to destroy or permanently damage. And secondly, the outfit has transformative abilities that seemingly operate off a mind of its own. Other than completely changing how it appears almost daily it will often make minor alterations to its appearance, like changing a glove or inverting its pattern, when observers, particularly those unaware of this feature, look away. Seemingly the only purpose for this is to confuse and infuriate onlookers.
An Assortment of Props: The Jester is armed with a large assortment of props that one would expect to be found in a novelty store or held by a stage performer. While this seemingly limitless supply is all high quality and durable it lacks any magical capabilities.
Dirty Fighter: Phann doesn’t see any innate good in honour and as such doesn’t practice it. In a fight Phann utilises deception and trickery, prioritising debilitating and crippling her enemies in a fight, all things she excels at. Nimble: Small, flexible and nimble Phann uses all of these traits to their fullest extent, weaving in and out of enemies and allies alike in combat and constantly running around both in and out of a fight. Performer: As the Crimson Jester Phann is gifted in just about every type of stage performance or party trick, particularly favouring magic tricks, acrobatics and theatrics. Skulduggery: Phann is naturally skilled in stealth, subterfuge and deception.
Magical Abilities
Hammer Space: Phann has the ability to place objects non-living objects into a personal hammerspace by removing them from perspective. Due to the way this ability works she must move the object she is trying to store, and no one can be visually observing it at the point it is stored. Heamomancer: Though Phann still requires access to a leyline to catalyze her magic once she’s going, she burns through lifeforce rather than drawing mana from leylines themselves. The advantage to this is that even in areas where leylines are weak she can use her power at full potency and spells that would take other casters time to gather energy for she can do so near instantaneously, with the drawback being the use of one's own lifeforce being a risky endeavor. Novice Blood Mage: In spite of having the potential to become a potent spellcaster Phann has very little knowledge on spellcraft itself, with the exception of being an average illusionist and having the unique capability to manipulate her own blood through magic.
Phann fighting style focuses on melee-ranged spell casting.
Phann prefers to take cheap wins than engage in a fair fight.
Though she can hold her own for a while, Phann is poorly suited for engaging in a fair one on one fight usually opting to run away in such a scenario.
Biological Age: 15 Former Age: 17 Gender: Female Race: Elfa
Background
Phann wasn’t born into the best of circumstances, her mother had died giving birth to her and her father had never forgiven her for that. There wasn’t ever a time that her father showed any kind of love towards Phann and when he got drunk, he used to do things to hurt her. She was 6 years old when her father finally went too far, lashing out at her in a drunken rage and permanently marking her face and body.
After that Phann was taken away from home and at the orphanage where she was kept her academic prowess was discovered. Over the next few years she would take to science and philosophy, particularly the latter developing an ethics model in her head and at some point, deciding to stop caring about other people’s judgment and start acting like a crazy person, reasoning that it caused no harm and anyone who would judge her for such behavior or the scars on her face was unworthy of her opinion.
Unfortunately for Phann, as smart as she was, no one wanted to adopt a child so horribly scared, especially not one that spent most of their time in public acting like a lunatic and eventually she ended up applying for a scholarship at Kurtzpel. After some debate as to whether it would be more damaging for the university to accept a crazy person or for Phann to publicize her entrance exam results and tell the public she was denied entry, Phann was begrudgingly accepted into the school. Needless to say, in a high-class university filled with stuck up rich kids Phann didn’t make many friends.
Phann had watched the hijackers go about their business wanting to do something but for whatever reason finding herself unable to do anything but stare, she saw as the truck sped towards them and in the moments before the eight-wheeler collided with the bus time seemed to slow for Phann as she flinched slightly, she wasn’t really that afraid of dying, she’d long since come to terms with death, in fact, living seemed like a scarier prospect if anything and as far as Phann knew no one would miss her, still she was worried it might hurt a little.
Phann was not expecting anything beyond death, she finds the idea that even life isn't sacred rather amusing.
Legend: The Crimson Jester
The Crimson Jester, bringer of madness, killer of kings. One of the better-known legends, if the details are a little unclear. The Crimson Jester is said to be a potent hemomancy and schemer of epic proportions, that parades as a jester and often appears shortly after the emergence of great evil, particularly the emergence of tyrants or similar, from here they are said to go about orchestrating some elaborate scheme to bring their adversary down in some dramatic fashion.
Stealth and subterfuge are the Crimson Jesters weapons, known for spending years formulating complex multi-layered schemes ending in a dramatic and often humiliating loss for their quarry. More than a few times the has the Crimson Jester masqueraded as an ordinary fool, infiltrating corrupt kingdoms and collapsing them from the inside. While they love to put on a good show historically the Jester has shown no need to be in the spotlight, leading a number of scholars to speculated that the Jester has appeared many more times than are recorded and has simply gone unnoticed.
As for the Jesters true nature, there is a great divide in opinion. Some say that they’re a champion of the people, fighting for what he believes is right and bringing joy to those in need. Others would say they’re a scoundrel, devoid of honour and utterly insane. In actuality it’s a combination of both.
Notable Items
Crimson Jesters Garbs: The Crimson Jesters Garbs are a set of magical vestments, always appearing as a many-pocketed jesters costume colored in some combination of red and black or white. The garb itself has a number of magical properties, making it worthy of the Jester’s legend. Firstly, it has many of the standard features of a legendary magical item, including being very hard to destroy or permanently damage. And secondly, the outfit has transformative abilities that seemingly operate off a mind of its own. Other than completely changing how it appears almost daily it will often make minor alterations to its appearance, like changing a glove or inverting its pattern, when observers, particularly those unaware of this feature, look away. Seemingly the only purpose for this is to confuse and infuriate onlookers.
An Assortment of Props: The Jester is armed with a large assortment of props that one would expect to be found in a novelty store or held by a stage performer. While this seemingly limitless supply is all high quality and durable it lacks any magical capabilities.
Dirty Fighter: Phann doesn’t see any innate good in honour and as such doesn’t practice it. In a fight Phann utilises deception and trickery, prioritising debilitating and crippling her enemies in a fight, all things she excels at. Nimble: Small, flexible and nimble Phann uses all of these traits to their fullest extent, weaving in and out of enemies and allies alike in combat and constantly running around both in and out of a fight. Performer: As the Crimson Jester Phann is gifted in just about every type of stage performance or party trick, particularly favouring magic tricks, acrobatics and theatrics. Skulduggery: Phann is naturally skilled in stealth, subterfuge and deception.
Magical Abilities
Hammer Space: Phann has the ability to place objects non-living objects into a personal hammerspace by removing them from perspective. Due to the way this ability works she must move the object she is trying to store, and no one can be visually observing it at the point it is stored. Heamomancer: Though Phann still requires access to a leyline to catalyze her magic once she’s going, she burns through lifeforce rather than drawing mana from leylines themselves. The advantage to this is that even in areas where leylines are weak she can use her power at full potency and spells that would take other casters time to gather energy for she can do so near instantaneously, with the drawback being the use of one's own lifeforce being a risky endeavor. Novice Blood Mage: In spite of having the potential to become a potent spellcaster Phann has very little knowledge on spellcraft itself, with the exception of being an average illusionist and having the unique capability to manipulate her own blood through magic.
Phann fighting style focuses on melee-ranged spell casting.
Phann prefers to take cheap wins than engage in a fair fight.
Though she can hold her own for a while, Phann is poorly suited for engaging in a fair one on one fight usually opting to run away in such a scenario.
Wally was a simple individual and had only one dream, to be obnoxiously wealthy. He believed he had the skills to achieve this and the only thing left was the opportunity to make use of what he had. Wally had learned of Kurtzpel University and immediately realized that this was what he was waiting for. Unfortunately, his talents were said to have not been on par with the university's standard. Destiny, though, seemed to be on his side. Apparently, he had the right connections and knew the right people. He was given one last chance to prove himself, but little did he know, he wouldn't get the chance to do so. The bus crashing was the last thing on his mind, but it didn't matter anymore since he's dead. At least, that's what he thought.
Extras:
Wally wasn't the tallest of guys, so turning into a Dwema wasn't all that displeasing to him. Currently, he's around five feet tall and weighs close to two hundred pounds. Yeah, he's quite the stocky guy.
The mark of the goddess is located over his chest; exactly in the middle, between his nipples. You know, just like a classy tattoo and not like one of those tramp stamps.
He enjoyed the occasional gathering get together a little too much.
Hero Class: The Insatiable Legend:
Once upon a time, famine ravaged the lands of Twintania, sparing no one and leaving mounds of lifeless bodies in its wake and thousands starving. From the restless souls of deceased, came forth an entity of pure savagery and hunger said to have devoured anything and everything that crossed it's path. Deemed a threat that could not be ignored, an unlikely hero took on the responsibility and bested the the insatiable monster. A nomadic runesmith, wielding the most mystic of symbols and ancient artifacts, traded his life to seal the ravenous beast inside the very weapon he used to defeat it.
King of Karaoke: Wally has amazing vocal range; an angelic falsetto to a jaw dropping baritone, his vocal prowess knows no bounds.
Whittling Wizard: What initially was a hobby, has turned into his best party trick. Even with a bar of soap and a plastic knife, Wally can make something truly artistic.
Magical Abilities:
Consume - When eating, everything good about food is enhanced. Honey would taste sweeter and meat more savory. Likewise, everything off putting will be lessened; foul odors are nullified and anything spoiled becomes more tolerable. Also, on rare occasions, it grants the user the ability to assimilate what he has eaten into his body, be it a physical feature or another ability entirely.
Background: One would be forgiven for thinking that Kurtzpel University would only house the best of the best in there. That only greatest of them all would pass the exams, and that within its walls there would only be young men and women only interested in honoring the good name of the institution. After all, its reputation precedes it and only the most capable are welcome to this educational VIP club. However, even within the pinnacle of academic social hierarchy one can find that it has its own brand of delincuents lurking about, the kind of students that gave a reason of being to the behavioral rules and the disciplinary committees.
Enter Uriel Bertolini: the heir of a prestigious italian insurance company renowned for how reliable it is. Such a reputation was earned through hard work: subterfuge, bribes, blackmailing and the ocassional sabotage operation were the methods very few dared to report to the public as they'd soon be staring at either an airplane ticket to settle in a third world warzone due to a sudden need of personnel that part of the globe or other elaborate ways of offering a noose to hang oneself. Not only that, but there were urban legends that envoys of the company approached new businesses just opening up near their offices and casually commented on how flammable it all appeared to be before offering up a business card.
Uriel's position as the son of the founder gave him quite a bit of clout where he lived, and he got accostumed on getting what he wanted through the use of his name, threats and, when it wasn't enough, beating down those who wronged him alongside the thugs that served as his bodyguards. However that all changed when his father told him that he was going to enroll in the Kurtzpel University. Strings were pulled and favors were called in so that he had a squeaky clean past in the official records, and Uriel was thrusted into a place where he no longer had his usual power over his peers. Even if he was smart enough to pass the exams, Uriel found difficulties in keeping up with the demands of the academy as he was accostumed to teachers foregoing from giving him a bad grade out of fear of the consequences.
Nevertheless, even amidst these descendants of large fortunes and intellectual prodigies there were a few others similar to Uriel: young folk who came from other shady backgrounds and unscrupulous families. Even whilst adhering to the university's strict code of conduct, this group of students served as a method of communication and negotiation between the heads of the several families in whichever deals they took part in, something that was always done away from the eyes of the institution's authorities as to avoid legal repercutions. One of such encounters was gonna happen in Glasgow, however fate seemed to have other things in mind for Uriel and others. One of those things appeared to be reincarnating him into a woman.
Extras:
Due to their circumstances, they tend to give a lot of thought to gender related trivialities, such as which bathroom should they use when given options.
They cannot really distinguish tastes.
Legend: The Desert Wind
A child left to the elements of the merciless desert to die a quick and cruel death by parents that couldn't care for her, yet the Goddess willed it for her to live long enough to find an oasis and survive. Alone, she grew and learned how to surpass the gigantic hurdles of the neverending sands. She learned to survive with little to eat or drink, and to fight monsters with her bare hands without expending much energy. The struggles hardened the girl in such a way that a tribe of wandering Orca, stopping by her oasis to replenish their supplies for their long trek, mistook her for a avatar of the sands. In awe of her strength, she was welcomed as one of their own and taken to civilization, her martial prowess honed with technique. And, when she left them to reunite with her kind, the nomads swore that they had been left naked to face the sands. Now, she who became the desert was on seeing the ones that abandoned her, and to show them the rewards of the struggles she went through
Notable Items:
Crown of the Scorpion King: A headpiece made of gold that floats above Uriel's head. Whoever wears this will see good fortune when travelling the desert, and such a blessing is passed to those the wearer deems their companions. Desert dwelling Orca also recognize the origin of the crown, and will always greatly favor its wearer.
••• Sta: 8 Str: 6 Dex: 7 Int: 4 Fai: 0 •••
Physical Abilities:
Blessing of the Sands: As per the legend, Uriel can survive on much less nourishment than a normal person. Their body is also much more resistant to very high or very low temperatures, poisons and disease.
Martial Arts: A particular style focused on defense, its aim is to outlast the opponent; dodging any strikes coming Uriel's way whilst mercilessly punishing any mistake. The movements are reminiscent of the movements of common desert critters, like snakes or scorpions.
Magical Abilities:
Scorching Sun, Frosting Moon: The Desert Wind has an innate magical capability that shifts in focus to the current present celestial body: During daytime, Uriel is able to channel fire through their limbs, whilst during night time they can channel frost.
Just wanted to check that you guys where aware of the discord server (link in main post). Most of the OOC stuff is being posted in there so it might be worth joining. @RC3@SubjectVision