“Greetings and Salutations! My name is Imre Dorothea Molnar, a local noble in The Republic. I’m contacting the Eon Tower to request an escort for a business trip I’m going on today. My destination is a large trading village that’s not too far from town. However, due to the increasing reports of monster attacks that seem to be springing up as of late, I’d feel safer about traveling if I had an escort to see that my trek there goes safely. I’ve heard you recently defeated a powerful abomination and purified the area, so I’m feel confident that you’re the right people for the job. I do hope to hear from you all soon! ”
Rana’s Notes
"Ah. Well, it seems that the previous mission I was involved with you on had garnered the Tower with some recognition. It’s probably good that someone affluent like this had taken notice, as they usually pay well for requests answered. If you’re wanting more funds, I’d definitely suggest taking this one. Of course, I can think of other reasons as to why Lanus perhaps would love to take this mission. "
_______________________________________________
Difficulty: ⭐ Reward: 1000G
Assigned Reavers
-- NPC(s):
Inventory: None
Description
The west back alleyways of The Republic are known to the locals and law enforcement as being the stomping grounds of a certain group of renegade Belua gang. They usually engage in common thievery, strong-arming the locals into their hair-brained schemes, and being general nuisances to the public. The local authorities would usually have no trouble in dealing with them, but because they’re so many of them it’s hard to stamp out their presence entirely. The local authorities have asked for assistance from Eon specifically to deal with them. Of note, the Belua that make up this gang all have characteristics similar to those of wild boars.
Brun hovered a bit over Rana, as she read and showed the report. ”Ms. Rana, in this part of the report, you as the organizer would leave your personal notes in this section. These can be helpful little tips given from your personal pool of knowledge or experience. Sometimes, this is also filled in by other members of the staff, but it would fall to you by default.”
”Oh? I see. I understand…”
Rana’s Notes
"I’ve heard of this gang of cronies a few times. I’ve never paid any attention to them, only seeing them as a bunch of idiots with too much freetime on their hands. I personally feel that they should just take up jobs as construction workers or delivery men, just something that would make use of their brawny qualities as a means of contributing to society. Also, it’s obvious that the local authorities have more interests in other cases and are just dumping this on us so that they don’t have to deal with it. Hmph! After all, it’s not like the Association would entertain such nonsense! "
_______________________________________________
Difficulty: ⭐⭐ Reward: 2000G
Assigned Reavers
-- NPC(s):
Inventory: None
Description
A couple of the local folk are reporting that their children have gone missing in the underground waterways below Morgenröte. Enough time hasn’t actually passed for the police to conduct a missing person search, but due to the concern of strange creatures being known to appear the parents are insisting that something be done to find the kids as soon as possible. The police state that the creatures that have appeared usually aren’t that dangerous to the populace, attempting to calm the concerns of the folk, but it hasn’t done much to persuade them. Hence, Eon has been requested. A photo of the kids has been provided.
Rana’s Notes
"I admit, I myself have also played in that old waterway back when I was little. You’d think they take better care in placing prohibitions from allowing youngsters to play there in the first place. I’ve never run into anything too dangerous down there that I can recall. Then again, I could still use magic even back then, and I presume these kids can’t since it wasn’t mentioned in the report. So, I’d say we should attend to this one as soon as possible if we’ve the manpower to spare. Especially since the so-called authorities don’t wish to be of help…"
Blessed by the Gods of Old, the world of Veylnostica was created through their majesty. Their offspring, the Advents, saw that the will of the divine was given shape and carried out. The Deities beseeched these Advents, also known as the Six Scons to enact their decree: Scion of The Elements, Thaumaturgy, Alchemy, Galdr, Mind, and The Void. Through these Advents, life was breathed into this land and with it eventually rose mortals. Born into this world through divine grace, mortals were to pay tribute to the divine hierarchy by upholding the laws set forth by them and honoring this world. There are a number of mortals who possess the ability to perform what the world has come to define as sorcery. Such individuals are referred to as Magus and are said to be physical descendants of the Advents.
Persons under this designation were to pay honor to the natural elements, maintain piety with the divine teachings, understand the laws of creation and matter, ensure the connection between the material and spectral realms were stable, to strive for mental acuity, and the the power of the unknown was well kempt and never misused.
This world is one that’s full of wonder, mystery, and ancient knowledge. However, there are also many dangers that lurk within the shadows. Magical beasts, monsters born from miasma, corrupt apparitions, and even other people who have fallen to greed and lust for power. To preserve the balance of these lands and to ensure the law is upheld, many Magus make it their life’s work to hunt and subdue these threats. The ones that venture on these undertakings are called Reavers.
“This is a simple reading from a scripture from the Magus Association. It details basic knowledge anyone should know, but it never hurts to skim over again once in a while. Always remember what you are and what’s expected of you.”
- A small note from Arteus of the Eon Tower.
Hello all, AzureKnight here. For a while I’ve decided to be a part of everyone else’s RP, so now I thought to try my hand at creating my very own. Welcome to the World of Veylnostica, one that is bound by a dogma upheld by six principles. A mainly fantasy world that has magitech elements to it, while a few minor religions exist in some remote areas, the main one for this setting will be the Creed of the Six Scions.
Players will be taking the role of magus, a catch-all term used to describe those who have dedicated their lives to the practice and study of magic. Your official titles will be those of reavers, magus who hunt dangerous beasts and criminals who pose threats to the common citizenry and the ruling powers. You’ll be doing so under the jurisdiction of the Magus Association, the central authority of magic for the realm. Located in the Republic of Morgenröte, you will be conducting your business as part of the Eon Tower, an independent sect of the Association that have a great deal of freedom with their doings.
Before we delve any further, let me briefly lay down some ground rules:
1. The setting will be PvE focused mainly. Battles will be reminiscent of Classic DMC and a bit of Bloodborne. You are free to deal with the lesser rabble however you wish, but when it comes to larger threats or opponents of greater interest I have the final say in what sticks and what doesn’t. In the rare event that a scenario of PvP does occur, I encourage you to settle it amongst yourselves. If that is not possible, I or the Co-GM will intervene and make a final decision.
2. This will be a relatively small RP, and I will be taking around 5-6 players at the most. That being said, I will make it a point to post an update weekly. However, I will give players around 2 weeks or so if they haven’t already posted within that timeframe. If some players still haven’t posted with that time, I will presume your character did nothing and continue onward with the story. Things always come up IRL, all I ask is that you let me know, I don’t like letting people go.
3. Be respectful to one another and try to avoid disputes and needles arguments among each other. If need be, reach out to Me and the Co-GM and we’ll see what needs to be done.
4. Try to only post once when interacting with a NPC or reacting to a situation. But please, feel free to post as many times as you’d like if interacting with other players directly.
5. The characters of players are expected to be quite powerful. You have been, after all, selected to be a part of a distinct sect and are expected to complete dangerous missions. Just no godmodding of course. I encourage all to be as creative and expressive with your abilities as you wish, just be sure it falls within the six presented categories. You can utilize at most two out of the six different divinations, any more and we’ll have to discuss it. Magictech weapons and tools are also encouraged, along with martial skills if it tickles your fancy~
6. Players can create up to two characters if they so desire.
7. Please do not post your completed CS in the Character tab until it is given the official pass. Which at that point, please do place it there at your earliest convenience.
Name:
Appearance:
Race:
Sex:
Age:
Magic Divination:
Abilities:
Equipment:
Brief Background: (Why you decided to become a Reaver)
Anything else we should know about you: (Personality, Quirks, Pet Peeves, Useless Trivia)
That's about it, honestly. Now then, we'll go into a bit more about the setting:
The World
The setting of this world is known to all as Velynostica, created by the Gods before history as the general populace knows it. Believed to have been given law and shape by their first offspring, the Advents, those who follow this belief also refer to the Advents as the Six Scions. This religion is known as Veyonism, and is one of the largest and most wide-practiced beliefs in the world. As magus believe themselves to be honoring these core principles as they practice magic, most members of this group also follow this religion. They feel that sorcery will help people learn more about the world and thus help them advance as a civilization to new heights.
The main areas of interest will be the country of Caigehn, which houses a few territories.
The largest one is known as the Theocracy of Flugell in the center. This kingdom is ruled by the Grand Cardinal of the Advent Church, whose political seats of power are held by high priests and other clergy. They possess a standard system of society hierarchy, based around nobles and commonfolk.
To the east lies the Republic of Morgenröte - which marks the headquarters of the Magus Association; this organization serves as the magical authority for the society at large and has branches and sects all over the country. Housed in the city is the Eon Tower, a newly formed sect made famous due in part to the powerful magus who have built it from the ground up. This will serve as the main hub area for the players. The Republic is highly industrialized and has magitech infrastructure quite above other cultures.
To the west of the Theocracy lies the Great Ithaca Forest, which houses the Kingdom of the Fae Folk, ruled by a queen. While small Fae communities can be found in various remote areas, most will be from this location. They mitigate interactions with human-based society and have a religion based mainly around Elementalism, Thaumaturgic, and Galdr practices.
Notable Organizations:
Church of the Advents
A huge religious sect which practices the other largest in the realm known as Licsuhianity. This belief system is similar to Veyonism, but the core difference is that followers firmly believe that magic should only be practiced by members of the church. This causes friction between them and the Magus Association, who believe anyone can practice magic so long as they truly wish to undertake the task or have a talent for it. But the peace is kept as the magus’ efforts to push back miasma and defend the innocent has aided the Church greatly. Still, behind the scenes the Church and the Association have been at each other’s throats for centuries.
Magus Association:
A large organization that serves as a counterbalance to the Church. It governs the laws of magical practice and is the prominent influence of Veyonism, in which it is believed the Scion brought forth the Six Principles to further help humanity advance. Having sects all over, their organization issues official licenses to practice to all magus and ensure they uphold the divine teachings and strive to better society in all ways. Responsibilities include making new scientific and magical discoveries, studying ways to preserve the environment, and hunting down various threats. The specific groups who actively hunt down monsters and criminals are known as Reavers. These are especially feared and loathed by the commonfolk and high priests of the Theocracy.
The Eon Tower:
Also nestled within the Republic is the Eon Tower. Compared to other existing sects, the Tower has only recently come into power. Despite this, the Reavers at the center of its making have established themselves as being among the best of their peers. Indeed, the staff have lead sterling careers in the field of hunting - capturing various criminals and slaying even the most vicious of monsters. It is currently headed by Arteus Navarre Irvin, a genius magus in his prime, along with some trusted allies he gathered during his time in the field.
Kingdom of the Fae:
The culture of the Fae is largely unknown to most normal people, for reasons mainly due in part to the Fae themselves. They make it a point to limit interaction with other cultures, feeling they have a very tentative relationship with nature unlike them and focus too much on industrialization. They have a loose relationship with the Association: they are staunch detractors of the the Magus’ need to expand urbanization, but are willing to deal and work with them from time to time due to having somewhat similar beliefs of magic.
The Six Principles:
The magic of this setting is bound by the 6 principles that make up this world
Elementalism (Element Magic) - Sorcery that involves the manipulation of the worldly elements: Fire, Water, Wind, Earth, and Lightning. Ice and Flora also exist, but are considered to be extensions of Water and Earth magic respectively.
Thaumaturgy (White Magic) - Magic that purifies decay and gives a person to perform miracles, such as healing and removing curses. This sorcery also specializes in dispelling miasma and slaying monsters. Often implored by members of the Church to punish sinners and as a form of divine worship.
Alchemy (Creation Magic) - A magical practice that involves the complete understanding of the matter that composes the world. Grants users the ability to breakdown substances, transmute the broken down matter into a different substance, then reconstruct it into something new. Also involves manipulating chemical reactions to achieve different results.
Galdr (Invocation Magic) - Essentially the power of one’s voice. A peculiar magic that involves envoking the aid of spirits and familiars in order to aid the user, whether it be in battle or everyday life. Practitioners can also use their voice to achieve various effects around them, such as restoring vitality to others and nature and revealing hidden mysteries. Requires extensive knowledge in incantation scriptures and a profound connection to the Spectral plane.
Espermancy (Mind Magic) - Magical energy that is generated from strength of one’s brainpower. Users are able to freely manipulate their surroundings and generate psychic waves to attack or defend. Some are also granted a pseudo-clairvoyance, giving them premonitions of future events, in addition to being able to hear the feelings of others. The power of this magic is heavily dependent on one’s mental state and sense of reasoning, in the worst cases it’s possible for misuse to end in madness.
Void Magic (Black Magic) - The final and often most misunderstood form of magic present in the world. It is a powerful and deep magic that involves invoking a dark energy to achieve various effects. The most apparent nature of this energy is to consume everything around it, even light. These shadows can inhibit vision and create illusions to confuse foes, but in addition The Void also causes slight distortions in space. Utilizing this power, users can teleport and create gravity wells that attract and repel.
Those magus who have mastered most if not all forms of this principles are given the title 'Sage' by the Association.
Races:
Humans: The most numerous race present in this realm, they have used their adaptive intelligence to build large-scale cities and have established different social structures. Compared to most races, they aren’t the strongest or the most magically inclined, acting as jacks of all trades. However, they are unmatched in determination and quick wittedness, and can master any skill with enough practice.
Fae: Spiritual beings born with innate high magical aptitudes. Physically, while being a tad bit more on the frail side, they are rather similar to humans in terms of appearance. Their distinct differences are marked by their pointed ears and lustery eyes that contain high mana concentrate. They often possess high talent with element and galdr magics, being able to communicate with spirits and having a strong connection to the natural world. They live in small forested communications away from normal society, but have been known to deal with humans from time to time.
Belua: Humanoid races that possess traits reminiscent of various types of animals, particularly those of bestial, avian, insectoid, and reptilian species. They usually possess high physical strength and stout constitutions, but often lag behind in certain magical aptitudes. Possessing animal characteristics, many are however born with innate skills in elemental abilities. They usually live in villages in different areas, but many have also fully integrated into human society.
Other Races:
Magical Beasts: Fauna that, in part due to the copious amounts of mana that have enveloped their biology, have been classified in a separate bracket from their usual species. While sometimes they pose no threat to the populus and are popular subjects of magus study, many are irrationally vicious and threaten not only innonects, but the very ecosystems they are a part of.
Monsters: Creatures woefully different from regular animals and even magical beasts, these are abominations born from a putrid aura known as miasma. Their disgusting bodies cause decay wherever they travel and pose an immediate threat to any vicinity they currently inhabit. Magical beasts, animals, and even other people who are attacked by these horrid creatures run the risk of being turned into monsters themselves.
Apparitions: Malevolent spirits born from the corruption of lost souls, and usually result from death caused by excess miasma. They pose a threat similar to monsters, but are often harder to deal with due to being ethereal creatures that are mainly weak to white magic.
Malfested: A term used to describe sapient beings who have been corrupted by exposure to miasma. The lucky victims are usually completely dissipated by the corrosive substance, however is some instances they are converted into horrid beings that have all but lost their former sense of self. They can sometimes be more dangerous than monsters and apparitions as they still possess a quasi form of sapience, and can therefore think and plan.
Important Terms:
Veyonism: One of the two largest mystic belief systems in the setting. It's core scriptures detail how the Scions shaped the world through the will of the Gods by forming it around six principles: Worldly Elements, Miracles, Creation, Spiritual Connection, The Mind, and The Void. It is believed that it is the duty of mortals to practice and uphold these values in their everyday lives, using them to further expand humanity to new heights to continually develop an understanding and appreciation for the world. Almost all Magus follow this belief.
Licsuhianity: The other major religion of the land, practiced mainly by members of the Theocracy. Similar to Veyonism only in the fact that both believe that the Advents had scioned the world as we've come to know it. There similarities diverge there, however, as they differ wholly on how magic should be practiced. Followers of this sect believe that sorcery should only be practiced by nobility and members of the clergy. Nobility is mentioned because in the Theocracy, all members of noble society are considered a part of the Church. The argument is that keeping magic out of the hands of commoners will reduce the chance of corruption and sacred knowledge falling into the wrong hands. It is said that both this and Veyonism were once the same belief system long ago, and had split apart at some point. Whether this is the case or not, the true has been lost to time.
Animism: A philosophical system of beliefs most commonly followed by the Fae folk. Not believing the Scions to be members of the divine hierarchy, followers feel that the Advents a simple representations of nature and should serve as guides as to how one should be one with nature. Also believes that all plantlife and fauna have souls that make up the world and should be honored.
The Spectral Realm: A plane of existence that runs parallel to our own. It is believe that souls enter this plane after passing on, their spiritual essence becoming part of a cycle of rebirth and thus balancing the material world. It is said that miasma disrupts this balance, as it corrupts all life and souls. Invokers ensure that the connection to this plane remains healthy, and is where familiars and partner spirits are summoned from.
The Divergent Plane: An unknown and strange world nothing like our own. It is believed that its origins predate even the Gods, indeed a world before their time. It is completely composed of miasma and is said to be where the substance originates from, in addition to monsters and apparitions.
Miasma: A disgusting, rotting aura that decays all life it comes into contact with. Life corrupted by it results in the making of more abominations that further spread the pestilence. If left to linger, it can even cause an imbalance to the spirit world.
This is all a further expansion of what was touched upon in the Int Check thread. I look forward to seeing all applicants. If you have any questions, feel free to reach out to me or the Co-GM @PaulHaynek. ^^
My app. I'll add an appearance once I'm done with my current work task
Name: Aldin Rei
Appearance: Stands at 6'1, weighing around 176 lbs, Aldin has dark purple hair and sharp blue eyes. He usually wears a jacket whose interior lining is plated with armor, and the outside has patches of leather on the back and cuffs, etched with the motif of a wolf. Wears his sword at his right hip.
Race: Human
Sex: Male
Age: 24
Magic Divination: Void Magic, Minor Divination aptitude
Abilities: Empty Sight - An ability to see the void in all things when focused. Rei is able to cut through powerful defenses and magic itself by seeing to these voids and attacking them directly using his second ability Empty Blade - Rei can imbue his weapon with Void Magic, allowing it to phase through armor and cut down magic, as well as cut more sharply than the state of his weapon might allow.
Equipment: Rune Blade - An old bastard sword whose blade is engraved from the hilt to the tip in magical script. In spite of being a fearful looking weapon, the blade itself is incredibly dull to the point of being unable to cut, with some parts even chipped away. The runes engraved into the blade allow it to be used as a focus for Rei's magic.
Brief Background: Rei grew up in his mother's care, his mother being a stern, powerful swordswoman. As a child, Rei was discovered to have a strong innate sense for void magic, and while it was recommended he be sent to the Magus Association in order to learn to use magic, he ironically was sent away due to not having any talent for traditional magic use or theory. So he spent his youth training under his mother, learning a form of swordsmanship that could cut, even without a proper blade. At 22, his mother grew ill, and Aldin took to mercenary work in order to earn money take care of her. His unique form of swordsmanship, and the underlying magic that powered it, gained the attention of the Eon Tower, who approached him to become a Reaver. Enticed by the salary and offering to put up his mother and take care of her health, Aldin gladly took up the position.
Anything else we should know about you: As mentioned, Aldin isn't very knowledgeable on the workings of magic, and while he understands his swordsmanship is augmented by magic, he considers himself a swordsman first and a magus second. Due to his slightly odd appearance, there's suspicion that his unknown father may have been fae or that he is somewhat faetouched, due to the more innate nature of his magical ability. He has no opinion on these matters. In combat he tends towards being a glass cannon, capable of devastating strikes, but his defensive capabilities are poor, due to being almost entirely based upon his own physical capabilities, rather than any magical augmentation.
And here's my application. Hope it's all good! I'm still thinking about specific abilities to go wild with but this is the base skills I'm thinking about.
"Let's see how long you can last!"
Name: Shavis "Shav" Namista
Appearance: Standing at a height of 6'1", standing near shoulder to shoulder with most of her older siblings, and with musculature that fits her constant training, Shav almost seems intimidating at first glance if not for the bright smile constantly on her face. A thick white mane with black accents flows all the way to her back. Two round, tiger ears sit atop her head, and a long tail akin to her hair protrudes from her tailbone— showing her Belua features with pride. Casually, Shav shows almost no shame in wearing a crop top or form-fitting tops and pants for easier movement. In more formal settings, however, she chooses to wear her Reaver-assigned cloak that she keeps buttoned up.
Race: Belua
Sex: Female
Age: 28
Magic Divination: Galdr Magic and Elementalism (Lightning-focused)
Abilities:
Invoke Famiiar: Like most users of Galdr magic, Shav is able to summon spirits from the Spectral Realm. This often manifests in her familiar, Shadar, who manifests as a full-sized white tiger that fights with Shav. Shadar has the ability to essentially split himself, allowing for more versatile attacks but each split is weaker than the original. He has been shown to be able to split himself into three and still be a formidable opponent. Shadar can also telepathically communicate with Shav, as per the contract they had signed even without Shadar being summoned.
Invoke Spirit: These spirits are often smaller and used for information gathering and quality of life than fighting. She can tap into their memories temporarily to gather what they have seen and heard while sneaking somewhere. These spirits take on different forms and have different functions.
Infuse Spirit: One of Shav's signature spells, she invokes the presence of the spirit and temporarily binds it with her own body, allowing for her to gain additional characteristics and abilities depending on the spirit summoned. This allows for more versatile fighting styles. She can only infuse one spirit at a time and she needs downtime to be able to cast the spell again.
Reveal: The incantation used by Galdrs to shift magic and deactivate any magic pertaining to making things invisible or hiding something from view. Success is often variable depending on how powerful the spell it's trying to undo is.
Lightning Strike: Infusing her attacks with a large charge of lightning, it greatly increases the damage output from a regular punch. When she pours more magical power into it, she can even stun something for a few seconds.
Lightning Charge: Charging herself with lightning, she can bolster her speed and slam into a target like an overgrown bullet.
Embodiment of Lightning: Her most powerful elementalist magic, she infuses her entire body with the element of lightning to increase her physical attributes. This burns through her magical energy far quicker than any other spell so Shav uses it only at the most desperate of moments.
Lightning Familiar: Combining her two types of magic into one, Shav is able to summon Shadar and imbue him with the power of lightning for a few minutes at the cost of a big chunk of mana.
Equipment:
Energy Gauntlets: The gauntlet that is more metal than magic, Shav had been given this equipment specifically due to her penchant for getting up close and personal. For each successive hit that the gauntlets make, it collects kinetic energy and allows Shav to release this collected energy for a more powerful attack. However, what truly sets it apart is its ability to also collect magical energy— specifically from elemental magic. While it cannot directly absorb an attack into nothingness but it is able to capture its essence so it can use other stored energy to mold the next release of energy into an elemental surge.
Cloak of the Reavers: She was originally given this as a sort of uniform to let her fit more with the Magus Association; however, as time passed and she was integrated into the Reavers, the cloak has been warded that gives her extra defenses to allow her the ability to keep her dexterity while also being defended.
Brief Background: Shavis, born near the Fae than the humans, had always been more in tune with the magical world. Her own small village consisted of mostly martial adept people but the elements had always been in tune with the Belua. Most of her elementalist spells were directed towards improving her martial prowess but it had been a Fae friend of hers, Patia, cheery and open and talked about their beliefs that Shavis soaked in. The two of them were near inseparable within the Great Ithaca Forest. Patia was the one who taught Shavis about the Spectral realm and was the one who helped her establish Shavis's link to it which aided her with Galdr magic.
And perhaps it was by chance, or it was fate, or if it was their own impulsiveness that Patia and Shavis found themselves leaving what they knew to head to the Republic of Morgenröte to join the Magus Association officially. It was Patia's thirst for knowledge and Shavis's loyalty to her friend that pushed them over that edge. Perhaps Patia didn't believe in what the Church spewed or what the Association believed in but it didn't quite matter in the face of knowledge, she had her own goals and no one else's beliefs can stop her. And to Shavis, this organization proved to be what she needed to become more versatile on the battlefield.
They hadn't grown apart, not quite, but they had their own duties to attend to. Shavis had shone just enough for the Eon Tower to invite her into the Reavers and she accepted after a long talk with Patia. Now, why would she wish to join a group so mocked by the commonfolk and Church alike? Simple. Reavers tackle the most dangerous jobs— monsters? Criminals? This can test her mettle and that was what pulled her into the group and she had been enjoying it ever since.
Extras:
Shav is most known for her martial prowess and her thirst for a challenge.
Shav is loyal to her peers among the Reavers and considers them as good friends.
She is a rambunctious soul, all smiles and cheers much like her best friend, and partakes in quite a bit of intoxicants when she's off duty.
She prizes both magic and martial prowess in equal levels— well aware that a master of either would be a powerful being indeed.
Despite not being an enchanter, Shav likes to tinker with her gauntlets- making sure that it won't break but to try and learn more at the same time.
Shadar was her contracted familiar that she had summoned at the Magus Association. She thinks of him as an ancestral spirit and a guide.
While Shav has quite an assortment of spirits to be able to call upon, she had a few particular spirits that aid her the most but she had never gotten a contract with them to be her familiars.
When given an extended period of free time, Shav can sometimes be found within the halls of the library, catching up with Patia.
Extremely physical in her show of affection.
Her knowledge of culture is more Fae-aligned than Human; though this doesn't affect her friendships, she does like to keep up with the Fae's current events.
My app. I'll add an appearance once I'm done with my current work task
Name: Aldin Rei
Appearance: Stands at 6'1, weighing around 176 lbs, Aldin has dark purple hair and sharp blue eyes. He usually wears a jacket whose interior lining is plated with armor, and the outside has patches of leather on the back and cuffs, etched with the motif of a wolf. Wears his sword at his right hip.
Race: Human
Sex: Male
Age: 24
Magic Divination: Void Magic, Minor Divination aptitude
Abilities: Empty Sight - An ability to see the void in all things when focused. Rei is able to cut through powerful defenses and magic itself by seeing to these voids and attacking them directly using his second ability Empty Blade - Rei can imbue his weapon with Void Magic, allowing it to phase through armor and cut down magic, as well as cut more sharply than the state of his weapon might allow.
Equipment: Rune Blade - An old bastard sword whose blade is engraved from the hilt to the tip in magical script. In spite of being a fearful looking weapon, the blade itself is incredibly dull to the point of being unable to cut, with some parts even chipped away. The runes engraved into the blade allow it to be used as a focus for Rei's magic.
Brief Background: Rei grew up in his mother's care, his mother being a stern, powerful swordswoman. As a child, Rei was discovered to have a strong innate sense for void magic, and while it was recommended he be sent to the Magus Association in order to learn to use magic, he ironically was sent away due to not having any talent for traditional magic use or theory. So he spent his youth training under his mother, learning a form of swordsmanship that could cut, even without a proper blade. At 22, his mother grew ill, and Aldin took to mercenary work in order to earn money take care of her. His unique form of swordsmanship, and the underlying magic that powered it, gained the attention of the Eon Tower, who approached him to become a Reaver. Enticed by the salary and offering to put up his mother and take care of her health, Aldin gladly took up the position.
Anything else we should know about you: As mentioned, Aldin isn't very knowledgeable on the workings of magic, and while he understands his swordsmanship is augmented by magic, he considers himself a swordsman first and a magus second. Due to his slightly odd appearance, there's suspicion that his unknown father may have been fae or that he is somewhat faetouched, due to the more innate nature of his magical ability. He has no opinion on these matters. In combat he tends towards being a glass cannon, capable of devastating strikes, but his defensive capabilities are poor, due to being almost entirely based upon his own physical capabilities, rather than any magical augmentation.
As I said in the interest thread, I like him.
And here's my application. Hope it's all good! I'm still thinking about specific abilities to go wild with but this is the base skills I'm thinking about.
Name: Shavis "Shav" Namista
Appearance: Standing at a height of 6'1", standing near shoulder to shoulder with most of her older siblings, and with musculature that fits her constant training, Shav almost seems intimidating at first glance if not for the bright smile constantly on her face. A thick white mane with black accents flows all the way to her back. Two round, tiger ears sit atop her head, and a long tail akin to her hair protrudes from her tailbone— showing her Belua features with pride. Casually, Shav shows almost no shame in wearing a crop top or form-fitting tops and pants for easier movement. In more formal settings, however, she chooses to wear her Reaver-assigned cloak that she keeps buttoned up.
Race: Belua
Sex: Female
Age: 28
Magic Divination: Galdr Magic and Elementalism (Lightning-focused)
Abilities:
Invoke Famiiar: Like most users of Galdr magic, Shav is able to summon spirits from the Spectral Realm. This often manifests in her familiar, Shadar, who manifests as a full-sized white tiger that fights with Shav. Shadar has the ability to essentially split himself, allowing for more versatile attacks but each split is weaker than the original. Shadar can also telepathically communicate with Shav, as per the contract they had signed even without Shadar being summoned.
Invoke Spirit: These spirits are often smaller and used for information gathering than fighting. She can tap into their memories temporarily to gather what they have seen and heard while sneaking somewhere. These spirits take on different forms.
Reveal: The incantation used by Galdrs to shift magic and deactivate any magic pertaining to making things invisible or hiding something from view. Success is often variable depending on how powerful the spell it's trying to undo is.
Lightning Strike: Infusing her attacks with a large charge of lightning, it greatly increases the damage output from a regular punch. When she pours more magical power into it, she can even stun something for a few seconds.
Lightning Charge: Charging herself with lightning, she can bolster her speed and slam into a target like an overgrown bullet.
Embodiment of Lightning: Her most powerful elementalist magic, she infuses her entire body with the element of lightning to increase her physical attributes. This burns through her magical energy far quicker than any other spell so Shav uses it only at the most desperate of moments.
Lightning Familiar: Combining her two types of magic into one, Shav is able to summon Shadar and imbue him with the power of lightning at the cost of a big chunk of mana.
Equipment:
Energy Gauntlets: The gauntlet that is more metal than magic, Shav had been given this equipment specifically due to her penchant for getting up close and personal. For each successive hit that the gauntlets make, it collects kinetic energy and allows Shav to release this collected energy for a more powerful attack. However, what truly sets it apart is its ability to also collect magical energy— specifically from elemental magic. While it cannot directly absorb an attack into nothingness but it is able to capture its essence so it can use other stored energy to mold the next release of energy into an elemental surge.
Cloak of the Reavers: She was originally given this as a sort of uniform to let her fit more with the Magus Association; however, as time passed and she was integrated into the Reavers, the cloak has been warded that gives her extra defenses to allow her the ability to keep her dexterity while also being defended.
Brief Background: Shavis, born near the Fae than the humans, had always been more in tune with the magical world. Her own small village consisted of mostly martial adept people but the elements had always been in tune with the Belua. Most of her elementalist spells were directed towards improving her martial prowess but it had been a Fae friend of hers, Patia, cheery and open and talked about their beliefs that Shavis soaked in. The two of them were near inseparable within the Great Ithaca Forest. Patia was the one who taught Shavis about the Spectral realm and was the one who helped her establish Shavis's link to it which aided her with Galdr magic.
And perhaps it was by chance, or it was fate, or if it was their own impulsiveness that Patia and Shavis found themselves leaving what they knew to head to the Republic of Morgenröte to join the Magus Association officially. It was Patia's thirst for knowledge and Shavis's loyalty to her friend that pushed them over that edge. Perhaps Patia didn't believe in what the Church spewed or what the Association believed in but it didn't quite matter in the face of knowledge. And to Shavis, this organization proved to be what she needed to become more versatile on the battlefield.
They hadn't grown apart, not quite, but they had their own duties to attend to. Shavis had shone just enough for the Eon Tower to invite her into the Reavers and she accepted after a long talk with Patia. Now, why would she wish to join a group so mocked by the commonfolk and Church alike? Simple. Reavers tackle the most dangerous jobs— monsters? Criminals? This can test her mettle and that was what pulled her into the group and she had been enjoying it ever since.
Extras:
Shav is most known for her martial prowess and her thirst for a challenge.
Shav is loyal to her peers among the Reavers and considers them as good friends.
She is a rambunctious soul, all smiles and cheers much like her best friend, and partakes in quite a bit of intoxicants when she's off duty.
She prizes both magic and martial prowess in equal levels— well aware that a master of either would be a powerful being indeed.
Despite not being an enchanter, Shav likes to tinker with her gauntlets- making sure that it won't break but to try and learn more at the same time.
Shadar was her contracted familiar that she had summoned at the Magus Association. She thinks of him as an ancestral spirit and a guide.
Looks good so far, if accepted I'm sure she'll be a fine addition.
Will withhold serious judging until some more applications come in. Also if enough people want it, we'll make a Discord for the RP.
@Polaris North Hey! Figured I'd ask. I wanted to make a character based on only Elementalist magic focused on Thunder and Lightning. Do you mind if I go with it still? Yours is close quarter, mine is like a more typical mage. Figured I'd ask before starting to work on something new since she's almost all done. :P
hope this is ok for a support and occasional glass cannon role.
Name: Tilnak "Purifier"
the figure on the left
Tilnak resembles that of a 7' 250 lbs. praying mantis. sporting a thick brown chitinous exoskeleton that layers over his body like a suit of armor, four arms two of which are best used for fine manipulation, and an insect like head with two antennae used for smelling and tasting, and two big black multifaceted compound eyes.
Normally he only wears his cloak with a few robe-like undergarments to hide his otherwise quite monstrous appearance the best he can, at least while he is in the city. some small multicolored baubles and trinkets can be found on his person as well as multiple large and small bags of seeds.
Magic Divination: Thaumaturgy and Elementalism particularly in earth and flora
Abilities:
- Terrakinesis, the ability to shape and mold earth to his whim. This skill is one of the ones he uses the most for bulk offensive and defensive power.
- HydroKenisis, the ability to gather and shape water. Although still powerful and effective, this power is used more in tandem with his efforts to purify and regrow contaminated areas
- Flora growth, influencing the growth rate of flora either in a small area to grow seeds or in a large area to promote growth. It is used as the last step in purifying an area.
- Shield of light, using the holy powers to bring about a holy shield and blinding light and push back the darkness of the miasma. a tool used for distraction, signaling, and to assist in the purification process. The shield is very pliable and can take heavy blows from a single direction or multiple light strikes from all directions.
- A Healing Hand, with the powers of light one can use it to heal almost any wound, subjugate toxins, or purify curses. He uses it as the main force in purifying an area of the miasma. He can also use it to heal others and is quite skilled in his ability.
- Judgement of the Gods, an ability he refuses to use on anyone or anything that is not corrupted by the miasma. a devastating ability using holy power given to him by the old gods to go against his nature and destroy life that the Miasma took for itself. it can leave him weak or stunned for a moment after using it as it is very powerful. usually effects an area around him but can also effect multiple creatures in a long line.
Equipment:
Elder wood Staff - a staff grafted from a dying ancient tree with a bulbus blue sphere of sapphire wrapped around the top of it. This acts as his spellcasting focus.
Reinforced Reaver Cloak - This cloak is a bit heavier than most and not just because of its size, thicker fabric was used in its construction to add another layer of protection. runes cover its surface to aid him in mana regeneration and capacity. The blessings on it also help him condense and control his holy powers. there always seems to be something growing on it.
Brief Background:
Tilak is not sure where he came from or who his original parents were. he does however remember the kind old man that raised him in the deep forest. Reaching maturity at the age of 3 the old man taught him for several years about the worth and weight of life no matter if it’s his own life to that of a blade of grass. All life is precious and it’s up to us to keep the balance. keeping the natural order of things and fighting back against the Miasma and corruption. he spent 6 years with the old man going through his teachings every day and training his abilities.
2 years ago, he found a trail of corruption and destruction through his patch of forest, following it and cleansing the corruption. As he went, he came upon a strange sight. There was a small team of fae, humans, and Belua, he knew what they were based off the old man’s description of the other races. The team was fighting a corrupt beast and losing. several were heavily injured or exhausted and the beast, although badly wounded had the upper hand. choosing his timing carefully Tilak acted swiftly, stepping out from the tree line and immediately barraging the beast with earth attacks caught all of them off guard. The beast charged him, but he turned the ground around it into mud and then hardened it to catch the beast.
stone pillars pined it down giving him enough time to step up to the wounded beast giving it a quick prayer as it started to break out of the stone and then ended it with a flash of holy light nearly cutting it in half. After purifying the area, he healed the others that were injured. The group seemed to be suspicious of him but were a bit more open about his presence after that. When he tried to leave, they stopped him and asked him to come back with them to their tower. It took some convincing, but Tilak eventually ended up at the tower finding a place where he can do better and help heal the world.
Anything else we should know about you:
He has trouble with verbal language and prefers to either gesture or use a type of sign language to communicate. Tilnak is aloof as he is still getting used to human society and behaviors, especially what they call sarcasm. Staying exceptionally quite in both speech and movement, he regards himself as a protector of life and will even heal brigands after they have been captured. to take a life is always a loss for him, the only exception is corruption. Putting someone or something down that is corrupted is merciful. Sometimes he can get tunnel vision when purifying areas of corruption to the point he won’t rest and/or completely ignore others.
Tilnak is quiet but not cold, always willing to help, and show others the beauty of nature. Even through his monstrous form he doesn't have much trouble earning the trust of non-sapient creatures. He can see quite well in the dark and one can often find him sleeping in strange positions and areas but he never sleeps for long. he is stronger than an average Belua but has about the same stamina, Tilnak also has a talent for climbing and stealth.
Do tell me if I've made him too strong or if there are any issues.
Name: Taltrus Olstelas
Appearance: Taltrus stands at a below average height of 5'8". He has loose and scraggly hair, like wild waves crashing into each other. Taltrus barely cares about his apperance, he wears his robe loosely, carelessly folding and draping over itself. Underneath his robes, he is relatively fit and toned compared to his looks. Taltrus trains under the strain of his own gravity so he is able to
Race: Human
Sex: Male
Age: 26
Magic Divination: Alchemy, Void
Abilities: Alchemy
Transmutation: Taltrus is able to alter the structure of matter and energy into another form. Performing Transmutation on the fly requires extensive calculations and knowledge of chemistry. Any mistakes or miscalculations results in failure, at best, or an explosion at worst. An example and more simplistic usage is transmutation of metallic balls (in his pouch) to form a mixture of aluminum and steel on top of his skins to absorb/deflect strikes or blows in an instant. Another favoured use is to make a sharp blade covering the top of his fists for combat purposes.
Potion Making: Stemming from his knowledge of Transmutation, Taltrus has an almost encyclopedic knowledge on creating different (Health, Mana, Energy, etc) potions. Taltrus is also known for making more effective and stronger potions than what is currently available but finds it boring to do so due to its monotony. He makes different potions with wavky and zany effects and self-tests on the regular.
Automaton Creation: Taltrus is able to make golems that assists him with his research and day-to-day work. The longer he works on a golem, the more complex it becomes, though can create relatively simplistic golems to assist him in battle should he require so.
Void
Crush: Using Void Magic, Taltrus creates a gravity well that increases the gravity in a given area, restricting or even outright immobilzing individuals in a given area. Though he avoids such usage, he is able to 'crush' those in the field should he choose to.
Reverse: Similarly, Taltrus can weaken the effects of gravity by shifting the gravity well to attract in a given area.
Attract/Repel: In a similar manner, Taltrus is able to attract and repel objects and individuals using a gravity well.
Portal: Using distortions in space, Taltrus is able to create a tear in space to teleport between distances. He needs concentration to maintain the portal.
Equipment: (Modified) Magitech Boots: Experimental boots modified by Taltrus to help him stick to walls using magnetism. With the supplementation of Void Magic Taltrus he is able to essentially walk on any surfaces with no issues. Plans to have the final version have no need for supplemental magic to be used by non-magical folks.
(Modified) Magitech Staff: A simple Magitech staff fashioned into a bo. Taltrus had embedded the staff with different materials to help with transmutation (alongside his pouch carrying miscellaneous materials). He uses the staff as a focus for both schools of divination.
Brief Background: Taltrus was born to Ostelas, a prestigious family of Alchemists. A family that strictly adheres to the basic form of Alchemy- potion making. They are one of the biggest suppliers and creators of potions and tonics across Velynostica. As expected, Taltrus Ostelas was born with an innate talent for Alchemy, seeming to mix and conjure potions with relative ease, its potency higher and concentrated compared to normal alchemists.
The boy would grow up to be a tinkerer of sorts. Taltrus seemed to much prefer transmutation to traditional potion making as he believed it to be formulaic and 'boring'. The boy took to taking apart and recreating any tech he could get his hands on, and soon he would use transmutation to make internal modifications to magitech equipment. Anything as simple as adding another functionality, or more likly, having the item blow up in his face as he failed to transmute the item.
Many of his friends during his youth were non-magical folk. Taltrus would develop a liking towards the non-magically inclined as many seemed to not have many ulterior motives compared to other magicians. Subconsciously he would develop magitech tools that would bridge the gap between magical and non-magical users.
Taltrus' relatively easy going life would soon face tragedy. Whilst out visiting a close friend to restock on some materials he required, a monster attacked the shop. Taltrus failed to use transmutation to defend himself and his friend. It was only after his friend was dealt a grievious wounds that he was able to tap into void magic. The monster was pinned to the floor, immobilized as Reavers arrived on the scene. Unfortunately, his friend was too far gone and despite white magic, he was in the process of turning into a monster.
It was this incident that would turn him to joining the Reavers, even despite his family's wishes. Taltrus become more secluded, while he still maintained his friendly demeanor, the experience would sour making closer relationships with others.
Anything else we should know about you: - Surprisingly strong and agile despite his looks. This is due to his personal training to withstand his own gravity wells. - Able to use weapons made with transmutation with relative adeptness, as it's his primary method of executing monsters and beasts. - Sought out for his potion making but is also well-known for tinkering with magitech and similar tech to add, often random and weird, functionalities to see what sticks. - Has a good head on his shoulders and is well studied due to transmutation and able to come up with quick calculations on the top of his head as it is (literally) life and death.
Question: Can a PC be Malfested and retain their sentience, in addition to their sapience? My character-in-progress is a recycled old Fate/Stay Master who would likely fit in here with her specialization in Alchemy alone, but I wanted to have a secondary idea, so I didn't just copy as paste her, which is that she opened a Door between her Alchemical Soul and the Unknowable Void... upon which she didn't knock, but she answered.
Since then, she's had a uniquely stronger connection to the Elements of Fire, Water, and Earth through Alchemy, leading people to believe she's more of an Elementalist than an Alchemist, if not for her consistent use of Transmutation Principles, and generally being an affront to Nature - most animals hate her or fear her, though vermin tend to gravitate to her, and food and water spoils when it touches her or she touches it.
hope this is ok for a support and occasional glass cannon role.
Name: Tilnak "Purifier"
the figure on the left
Tilnak resembles that of a 7' 250 lbs. praying mantis. sporting a thick brown chitinous exoskeleton that layers over his body like a suit of armor, four arms two of which are best used for fine manipulation, and an insect like head with two antennae used for smelling and tasting, and two big black multifaceted compound eyes.
Normally he only wears his cloak with a few robe-like undergarments to hide his otherwise quite monstrous appearance the best he can, at least while he is in the city. some small multicolored baubles and trinkets can be found on his person as well as multiple large and small bags of seeds.
Magic Divination: Thaumaturgy and Elementalism particularly in earth and flora
Abilities:
- Terrakinesis, the ability to shape and mold earth to his whim. This skill is one of the ones he uses the most for bulk offensive and defensive power.
- HydroKenisis, the ability to gather and shape water. Although still powerful and effective, this power is used more in tandem with his efforts to purify and regrow contaminated areas
- Flora growth, influencing the growth rate of flora either in a small area to grow seeds or in a large area to promote growth. It is used as the last step in purifying an area.
- Bringer of light, using the holy powers to bring about blinding light and push back the darkness of the miasma. a tool used for distraction, signaling, and to assist in the purification process.
- A Healing Hand, with the powers of light one can use it to heal almost any wound or purify curses. He uses it as the main force in purifying an area of the miasma. He can also use it to heal others and is quite skilled in his ability.
- Hand of judgment, an ability he refuses to use on anyone or anything that is not corrupted by the miasma. a devastating ability using holy power given to him by the old gods to go against his nature and destroy life that the Miasma took for itself.
Equipment:
Elder wood Staff - a staff grafted from a dying ancient tree with a bulbus blue sphere of sapphire wrapped around the top of it. This acts as his spellcasting focus.
Reinforced Reaver Cloak - This cloak is a bit heavier than most and not just because of its size, thicker fabric was used in its construction to add another layer of protection. runes cover its surface to aid him in mana regeneration and capacity. The blessings on it also help him condense and control his holy powers. there always seems to be something growing on it.
Brief Background:
Tilak is not sure where he came from or who his original parents were. he does however remember the kind old man that raised him in the deep forest. Reaching maturity at the age of 3 the old man taught him for several years about the worth and weight of life no matter if it’s his own life to that of a blade of grass. All life is precious and it’s up to us to keep the balance. keeping the natural order of things and fighting back against the Miasma and corruption. he spent 6 years with the old man going through his teachings every day and training his abilities.
2 years ago, he found a trail of corruption and destruction through his patch of forest, following it and cleansing the corruption. As he went, he came upon a strange sight. There was a small team of fae, humans, and Belua, he knew what they were based off the old man’s description of the other races. The team was fighting a corrupt beast and losing. several were heavily injured or exhausted and the beast, although badly wounded had the upper hand. choosing his timing carefully Tilak acted swiftly, stepping out from the tree line and immediately barraging the beast with earth attacks caught all of them off guard. The beast charged him, but he turned the ground around it into mud and then hardened it to catch the beast.
stone pillars pined it down giving him enough time to step up to the wounded beast giving it a quick prayer as it started to break out of the stone and then ended it with a flash of holy light nearly cutting it in half. After purifying the area, he healed the others that were injured. The group seemed to be suspicious of him but were a bit more open about his presence after that. When he tried to leave, they stopped him and asked him to come back with them to their tower. It took some convincing, but Tilak eventually ended up at the tower finding a place where he can do better and help heal the world.
Anything else we should know about you:
He has limited telepathy; he can’t read other people’s minds but projects his voice to others through their minds. Tilnak is aloof as he is still getting used to human society and behaviors, especially what they call sarcasm. Staying exceptionally quite in both speech and movement, he regards himself as a protector of life and will even heal brigands after they have been captured. to take a life is always a loss for him, the only exception is corruption. Putting someone or something down that is corrupted is merciful. Sometimes he can get tunnel vision when purifying areas of corruption to the point he won’t rest and/or completely ignore others.
Tilnak is quiet but not cold, always willing to help, and show others the beauty of nature. Even through his monstrous form he doesn't have much trouble earning the trust of non-sapient creatures. He can see quite well in the dark and one can often find him sleeping in strange positions and areas but he never sleeps for long.
Hmm. At first I meant for Belua to have their animal characteristics to be more 'tame' for lack of better word. But since it's natural for their appearances to vary in many ways, I believe it should be fine. Also, his telepathy would usually be considered mind magic, so I'm not too sure about that. Otherwise, I like the character.
Do tell me if I've made him too strong or if there are any issues.
Name: Taltrus Olstelas
Appearance: Taltrus stands at a below average height of 5'8". He has loose and scraggly hair, like wild waves crashing into each other. Taltrus barely cares about his apperance, he wears his robe loosely, carelessly folding and draping over itself. Underneath his robes, he is relatively fit and toned compared to his looks. Taltrus trains under the strain of his own gravity so he is able to
Race: Human
Sex: Male
Age: 26
Magic Divination: Alchemy, Void
Abilities: Alchemy
Transmutation: Taltrus is able to alter the structure of matter and energy into another form. Performing Transmutation on the fly requires extensive calculations and knowledge of chemistry. Any mistakes or miscalculations results in failure, at best, or an explosion at worst. An example and more simplistic usage is transmutation of metallic balls (in his pouch) to form a mixture of aluminum and steel on top of his skins to absorb/deflect strikes or blows in an instant. Another favoured use is to make a sharp blade covering the top of his fists for combat purposes.
Potion Making: Stemming from his knowledge of Transmutation, Taltrus has an almost encyclopedic knowledge on creating different (Health, Mana, Energy, etc) potions. Taltrus is also known for making more effective and stronger potions than what is currently available but finds it boring to do so due to its monotony. He makes different potions with wavky and zany effects and self-tests on the regular.
Automaton Creation: Taltrus is able to make golems that assists him with his research and day-to-day work. The longer he works on a golem, the more complex it becomes, though can create relatively simplistic golems to assist him in battle should he require so.
Void
Crush: Using Void Magic, Taltrus creates a gravity well that increases the gravity in a given area, restricting or even outright immobilzing individuals in a given area. Though he avoids such usage, he is able to 'crush' those in the field should he choose to.
Reverse: Similarly, Taltrus can weaken the effects of gravity by shifting the gravity well to attract in a given area.
Attract/Repel: In a similar manner, Taltrus is able to attract and repel objects and individuals using a gravity well.
Portal: Using distortions in space, Taltrus is able to create a tear in space to teleport between distances. He needs concentration to maintain the portal.
Equipment: (Modified) Magitech Boots: Experimental boots modified by Taltrus to help him stick to walls using magnetism. With the supplementation of Void Magic Taltrus he is able to essentially walk on any surfaces with no issues. Plans to have the final version have no need for supplemental magic to be used by non-magical folks.
(Modified) Magitech Staff: A simple Magitech staff fashioned into a bo. Taltrus had embedded the staff with different materials to help with transmutation (alongside his pouch carrying miscellaneous materials). He uses the staff as a focus for both schools of divination.
Brief Background: Taltrus was born to Ostelas, a prestigious family of Alchemists. A family that strictly adheres to the basic form of Alchemy- potion making. They are one of the biggest suppliers and creators of potions and tonics across Velynostica. As expected, Taltrus Ostelas was born with an innate talent for Alchemy, seeming to mix and conjure potions with relative ease, its potency higher and concentrated compared to normal alchemists.
The boy would grow up to be a tinkerer of sorts. Taltrus seemed to much prefer transmutation to traditional potion making as he believed it to be formulaic and 'boring'. The boy took to taking apart and recreating any tech he could get his hands on, and soon he would use transmutation to make internal modifications to magitech equipment. Anything as simple as adding another functionality, or more likly, having the item blow up in his face as he failed to transmute the item.
Many of his friends during his youth were non-magical folk. Taltrus would develop a liking towards the non-magically inclined as many seemed to not have many ulterior motives compared to other magicians. Subconsciously he would develop magitech tools that would bridge the gap between magical and non-magical users.
Taltrus' relatively easy going life would soon face tragedy. Whilst out visiting a close friend to restock on some materials he required, a monster attacked the shop. Taltrus failed to use transmutation to defend himself and his friend. It was only after his friend was dealt a grievious wounds that he was able to tap into void magic. The monster was pinned to the floor, immobilized as Reavers arrived on the scene. Unfortunately, his friend was too far gone and despite white magic, he was in the process of turning into a monster.
It was this incident that would turn him to joining the Reavers, even despite his family's wishes. Taltrus become more secluded, while he still maintained his friendly demeanor, the experience would sour making closer relationships with others.
Anything else we should know about you: - Surprisingly strong and agile due to his personal training to withstand his own gravity wells. - Able to use weapons made with transmutation with relative adeptness, as it's his primary method of executing monsters and beasts. - Sought out for his potion making but is also well-known for tinkering with magitech and similar tech to add, often random and weird, functionalities to see what sticks. - Has a good head on hi shoulders and is well studied due to transmutation and able to come up with quick calculations on the top of his head as it is (literally) life and death.
I see no problems with his abilities so far, he looks good right now.
Question: Can a PC be Malfested and retain their sentience, in addition to their sapience? My character-in-progress is a recycled old Fate/Stay Master who would likely fit in here with her specialization in Alchemy alone, but I wanted to have a secondary idea, so I didn't just copy as paste her, which is that she opened a Door between her Alchemical Soul and the Unknowable Void... upon which she didn't knock, but she answered.
Since then, she's had a uniquely stronger connection to the Elements of Fire, Water, and Earth through Alchemy, leading people to believe she's more of an Elementalist than an Alchemist, if not for her consistent use of Transmutation Principles, and generally being an affront to Nature - most animals hate her or fear her, though vermin tend to gravitate to her, and food and water spoils when it touches her or she touches it.
Malfested individuals usually can't intermingle with other people for...obvious reasons. Some are able to retain a level of sapience 9f varying degree, but their original desires and dispositions become warped, almost beyond recognition, and it's overtaken by predatory instinct.
Basically, it wouldn't quite fit for a PC unfortunately.
Malfested individuals usually can't intermingle with other people for...obvious reasons. Some are able to retain a level of sapience 9f varying degree, but their original desires and dispositions become warped, almost beyond recognition, and it's overtaken by predatory instinct.
Basically, it wouldn't quite fit for a PC unfortunately.
I had a feeling, so no worries there. So, my follow up question is: is there a way to have her still use that concept? I can elaborate more on details, if need be. Her character sheet is a WIP, and I'm just taking five at work to respond.