I'm in the midst of my history at the moment.
I'm in the midst of my history at the moment.Oh cool. The time difference must be really different if you're in history class right now. What're you in? Global history? US history? State history? Jewish history?
Oh cool. The time difference must be really different if you're in history class right now. What're you in? Global history? US history? State history? Jewish history?Character History 1101. Some say it's an elective, but I think it's pretty important.
For Equipment, what kind of items are you looking for? Mine's a Wanderer/Merc, so I"m pretty happy with... healing potions, mana potions - are we going down this kinda route? And currency.Those are fine. As for currency, everything is pretty much given to you in the Tavern. Think of the Tavern as a place that rejuvenates the vitality and magic power of your character and you can restock on things you are missing. Currency... is kind of invalid, mostly because it is far more difficult to keep track of the amount of money you have and the prices of items as well as selling prices. So! I'm rewarding folks with Karma instead. As well as an increase in Class. These are the rewards I will provide for missions.
I'm interested, I'll be making a rogue if that's fine with youThat's fine. Also, to let everyone know, due to the constant interruptions that occurred during my time of trying to set up the RP, I'll have to postpone the posting of it. I'll finish it and post it as soon as I can, hopefully after I wake up. Sorry for the inconvenience.
Those are fine. As for currency, everything is pretty much given to you in the Tavern. Think of the Tavern as a place that rejuvenates the vitality and magic power of your character and you can restock on things you are missing. Currency... is kind of invalid, mostly because it is far more difficult to keep track of the amount of money you have and the prices of items as well as selling prices. So! I'm rewarding folks with Karma instead. As well as an increase in Class. These are the rewards I will provide for missions.That makes a lot of sense in the context of the RP, but how is it explained as logical in the IC?
The people of the tavern and city won't accept anything but Karma, because all the currency was stolen from them in some long-ago war, and Karma is far harder to steal? idk. just one idea.Those are fine. As for currency, everything is pretty much given to you in the Tavern. Think of the Tavern as a place that rejuvenates the vitality and magic power of your character and you can restock on things you are missing. Currency... is kind of invalid, mostly because it is far more difficult to keep track of the amount of money you have and the prices of items as well as selling prices. So! I'm rewarding folks with Karma instead. As well as an increase in Class. These are the rewards I will provide for missions.That makes a lot of sense in the context of the RP, but how is it explained as logical in the IC?
IC Logic: The clients are technically paying the Tavern to send you all out to perform these missions. You're not getting paid, because you're kind of living there. So... think of it as a "You're working to stay here."Those are fine. As for currency, everything is pretty much given to you in the Tavern. Think of the Tavern as a place that rejuvenates the vitality and magic power of your character and you can restock on things you are missing. Currency... is kind of invalid, mostly because it is far more difficult to keep track of the amount of money you have and the prices of items as well as selling prices. So! I'm rewarding folks with Karma instead. As well as an increase in Class. These are the rewards I will provide for missions.That makes a lot of sense in the context of the RP, but how is it explained as logical in the IC?
I like it. Just... remove the history and PM it to me. Kinda want to keep her backstory a secret from everyone else.Name: Margaret von Eisenberg Race: Human Gender: Female Age: 30 Occupation: Witch, mercenary Appearance: Margaret is a huge woman, as all people from the cold north are. She stands some 185 centimeters tall and weighs just shy of 75 kilograms. As one who lives as a mercenary, she keeps her body in pretty good shape. As all Nords, her complexion is unusually pale. Perhaps her most stunning features are her eyes and hair, both an unnatural red color. Her eyes seem to glow ever so slightly in the dark. She keeps the hair loose and shoulder length. There is a scar on the right side of her face, stretching almost from the corner of her mouth over to the cheek. She wears a thick fur coat that covers her back and sides, as she keeps the front unbuttoned on most occasions. Below the coat are sturdy, leather pants and a jacket littered with pockets and belts to carry her stuff. She wears armor, but it is all hidden under her clothing. History: REDACTED Personality/Interests: Margaret is driven by two things: Greed for coin and lust for adventure. She is in her element when fleeing from angered guards after recovering a particularly valuable piece of art she will get paid handsomely for bringing back. She doesn’t shy from people, especially if they order a round of ale for her or come seeking use or just being interested in her craft. The witch is a good companion to have around, ready to help with whatever is needed just as long as she gets something from it in the long run. She is calm even when angered, and will usually punish the culprit through carefully planned humiliation rather than punching a few teeth out. She has somewhat grey morality as any merc would, but unless your deal is really lucrative, she tries to say on the good side of the law. Her lloyalty is not too firm though, as a better deal will always win, and if the deal ceases to be god during the mission, then the deal is off. Equipment: Margaret’s armor is relatively light and scarce, only protecting her vital areas and parts of her body she can attack with, such as shins and knuckles. The armor is made out of lighter alloy than steel, and albeit it is not as durable, it allows her to move more easily. She carries a satchel around that contains materials and some equipment necessary for her witchcraft. The satchel has a booby trapped lock to prevent greedy hands from taking some of her possessions from under her nose. Weapons: While she makes a hefty use of magic, it is not suited to all tasks. As such, Margaret carries a hunting crossbow with gravity loaded cartridges of five bolts each. It is equipped with a scope and bayonet lock which can mount her shortsword for close range encounters. The crossbow can also shoot a grappling hook and a signal flare. The shortsword is barely above the dagger category as far as length of blade goes. The blade has a slit in the middle which acts as a capillary to hold poison or other substances. Finally she has a stiletto knife in her boot as a last resort. Powers: As a parting gift from her alchemy teacher, Margaret’s eyes were enchanted to allow her to see a tiny bit into the infrared spectrum. It’s not enough to give her proper night vision, but it makes spotting living beings more easy. Abilities: Humans are the jacks of all trades masters of none, and as such Margaret doesn’t posess any special abilities. Talents: Growing up in the snowy, cold northern mountains, Margaret is resistant to the whims of weather. Despite wearing a fur coat all the time, she hardly ever feels hot, and yet can go on in a snowstorm if the wind speed is not high enough to make traveling by foot impossible. She has a great aim with her crossbow, being able to make a precision hit at 400 meters and safely hit the target at 600. When not using the scope, the distances are halved. While she is no weakling, she prefers a balance between offense and defense, and between strength and agility. Over the years of travelling, she built a decent stamina. Magic: Ah, her source of coin. Margaret is very skilled witch, versed in many things, none of which an esteemed magician or even a necromancer would have anything to do with. While she can not weave grand spells of destruction or raise an army of unliving servants, she can beat a stronger opponent through trickery and cunning. Fortune telling: Margaret carries magical cards with her. Aside from being able to enforce her other tricks with them, she can use them for telling fortunes. Her predictions are accurate, but the cards are not always easy to read and there can be a mistake in the interpretation. Wards and charms: A very useful technique, the witch can construct wards that affect the area around them. the effect can vary, from blocking magic to shocking people around with electric bolts. She is not as skilled as a full alchemist and can only dream of building animated constructs. Charms are personalized, small wards that only affect the person holding them. Alchemy and potion making: A skill that makes quite the portion of her income, Margaret can mix various concoctions, from medicines to ales. Her salves are taking effect over time though, unlike holy items that work instantly, however they are more potent if there is time to apply them properly. Spellcasting: As a witch, Margaret will nto be raining fire and ice shards on armies, even though she can still pull off a good fireball if she needs to. Instead, her magic is more focused on hexes and curses, made to hinder her opponent rather than neutralize them. These range from simply causing the target to lose balance into turning an unsuspecting man into a sheep for limited time. She can also prepare her spells and bind them to gemstones which can be used later without the need to spend her own mana on creating the spell, only the tiny bit required for activating it. Trivia:
- Voice: Tracy Scoggins
- Theme: Youtube
- Margaret has a huge appetite, and you will not satisfy her with vegetables and fruit either.
- She enjoys betting games, having an easy time winning some extra coin due to her swindles and witchcraft.
- The witch is a happy drunk.
I've read it. *shifty**Slaps Fillet with a red herring* Shame on you >=(
Is that a bother though if the character would share it if asked? :P Also remove it form the quote too then xDIf the character feels comfortable with telling someone, sure. But the whole point was to get people to at least interact with each other. Mostly because this RP relies on this. Removed it from the quote.