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    1. Boomrocker 10 yrs ago

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I see no problem with bringing her along. A simple patch-up from Sophia should suffice until proper white magic can be used. And there is no reason why a healer should not be present in the town itself, if not the tavern. Healing can be handwaved to save time.
Well nevermind! Lady Tanya's dramatic outburst had summoned all manner of cheerful reprobates! In fact, from his position at the bar, Marc was able to witness two spirited competitors promptly demolish the table he had been sitting at only five minutes prior! Of course, he also had to listen to the innkeeper grumbling about yet another broken table, but that was beside the point. He clapped quite loudly. "Good show!" Oh, Lady Tanya was going to slap him for that. "Well done!"

But, now was not the time to tarry! The huge paladin disengaged from the table to greet the warriors that had utterly annihilated the table at which they had sparred. Ignoring the man with the staff for the moment, he spoke to the arm-wrestlers. "Spirited! Very spirited! Wonderful!" He was clearly pleased at the shattering of the table, though he knew later he would be the one to pay reparations to the tavern keeper. But that did not dissuade him! "Do you not agree, Lady Tanya? Though they are truly ruffians, I believe warriors of such merit should accompany us on our quest! What say you?"
@Boomrocker: While it does make sense, I would have liked if you asked before putting him in the same group to start with as Tanya. The only reason Sophia's there is because it was discussed beforehand.


My apologies. I was over-eager.
"Please, Lady Tanya," said the third occupant of the table. "Such behaviour will do little but draw the attention of unsavoury sorts!" he advised. He was tall, almost abnormally so, and his handsome face was framed by his longer-than-regulation hair. He had a small glass of a red liquid in front of him and had been sipping on it all eve. If he had earned the ire of his companions while doing so, well, he gave every indication that he didn't notice.

His name was Marc Ferrus, and he was also a Paladin. Armed with only his short sword and also out of his armor, he looked far more at ease here than his other paladin cohort did. Perhaps it was due to his gentle, easygoing nature. It wasn't hard to fit in with people. He had certainly made a lot of friends on the way here.

"Miss Sophia is right," Marc continued, nodding to their harpy friend. She was truly a noble ally in the fight for justice. "A gentle touch is required here. And perhaps a mite of shifty-ness." Did he really just say that? The honest, good natured Paladin who would never lie on his honour proposing something shifty? Well, he was standing up now, and moving towards the bar. Quiet words were exchanged between the barkeep man and the astonishingly tall paladin, before Marc turned to address the bar.

"Friends! We are embarking upon a great quest, but we have limited openings!" he boomed. "The first individuals we deem worthy for our quest will receive free drinks for the remainder of the eve! Truly a tempting offer, yes?"

That aught to get everyone's attention. Of course, all that talk about unsavoury sorts and Marc had forgotten it himself! Still, he'd see who rocked up.
Name: Marc Ferrus

Age: 22

Gender: Male

Race: Human

Class: Mayonite Paladin

Appearance:


Personality: Marc is a noble, proud man with nothing but kind words for everyone, even his enemies. All individuals are worth his time, as it is his duty to aid those in need. He possesses a deadpan sort of humour but is not snarky or given to jibes. Most of all, though, Marc is honourable, and willing to be fair and noble towards all and will never judge an enemy without hearing the full story. All can be redeemed in his eyes! He is, however, a little self-conscious about his height, being six foot five and towering over most people.

Brief Backstory: Born to the noble Ferrus family of Velt, Marc was encouraged early on to join the Holy Order of Mayon due to his peaceful and wise nature. While he was a studious, yet strong boy, the Moon Goddess appealed to him, and he found it a great honour to be in her service. As such, he became a Paladin of the Moon Goddess, sworn to uplold the peace in her name.

Equipment: Marc wears a suit of heavy armor to protect himself. It is not enchanted, instead being sturdy and solidly built and held up by Marc's exceptional strength. He also possesses a heater shield, embossed with the rose of Mayon, and enchanted to temporarily freeze any weapon that comes into contact with it. He does not use the traditional tower shield, though he is trained in its use, as it is too cumbersome for tight fighting environments. He wields a spear, Guardian, kept very sharp and pointy and enchanted with icy powers that are activated when the spear is impaled into an enemy, chilling them to the bone and, given a bit of time, freezing them solid. He also carries Protector, a very sharp arming sword with the same enchantment as his spear at his hip.

Abilities:
Trained Fighter - Marc is exceptionally skilled in the art of sword, shield and spear, leading him to a defensive yet rapid style of fighting where he wears the opponent down while remaining in top form.

Physical Powerhouse - Having trained for many years, Marc Ferrus is absolutely a walking tank, able to take blows in his armor while barely flinching. Despite this, he is not cumbersome, instead rather quick and precise, as he has trained in his armor and with his weapons for so long that they no longer encumber him. He may not move so much, but he rarely needs to.

Charismatic - Marc is a really nice guy. People tend to flock to him and he is perfectly happy to lend them his time.
@Boomrocker: That seems like a good start, write it up and we'll see how it goes.


Done. Please confirm no additional changes are required.
@Boomrocker: I know I've probably over-analyzed things previously and the whole paladin thing was a mistake since he is pretty different, but I was trying to suggesting alter the enchantment so it's more effective without being overpowered. I don't know, ice spikes on the spear or ejecting shards of ice into injuries caused by the spear.

I don't want people shifting their abilities around after the RP starts unless they come to me first, and I want your final(to start with) ability set to be in the bio when I start the RP. If you think that this is all nitpicking I'm sorry, but it's my stance as a GM. I want your abilities to be useful and I don't want people changing and editing things after their bio's accepted without talking to me about it first.

Judging your bio has not done anything to delay the RP. It will be starting today, relatively soon if everything goes as intended.


Perhaps adding an enchantment to the shield that freezes weapons that impact it, making them brittle and causing them to shatter until they unfreeze (which would only take a minute or so). At the same time, the icy enchantment on the spear is maintained and duplicated on the arming sword. That way it adds to the defensive flavour of the character, slowing down enemies and opening them up for a riposte.
We should just start the game and flesh out the details during role play. This nitpicking has already created significant delays.
Is it instantaneous on piercing any target?


No. It takes at least a few seconds for the actual chill to occur. It is a gradual freeze and requires constant contact.

EDIT: Character has been amended with this information.
Amendment made to add ice powers to Guardian.
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