Upon being asked what the best gift she received was, Zavakri raised her left hand to show the ring finger, where a beautiful ring rested. She answered the group, "Cor! For me, it would be this," She seemed to not opt to explain why, but instead listened to the others answer the bugbear's question and Brutrumukk answer his own question.
The innkeeper seemed especially interested in Brutrumukk's words.
Out of all of the party, Aurora can hear Gabriel's singing from upstairs.
When there is a moment, the innkeeper spoke to Brutrumukk with a smile and a cheerful laugh, "Ahhh! So you're one of Lady Zybilna's godchildren!"
When she is met with confused looks and questions, she explains, "The woman you just described, young bugbear, was Lady Zybilna herself!"
For the most part, the information in the persona section largely pertains to your persona/when you are ysi g said persona. Though that's not to say that there isn't some overlap, at least after your persona awakens. Example, scrawny nerd who would realistically have a str of 8, generously, may suddenly find himself capable of superhuman feats of strength occasionally thanks to his barbarian persona. But that doesn't mean he can suddenly become an Ace football player if he still never bothers to physically improve his body to match his persona.
Just as well, even if your persona is a genius 20 Int Wizard, that doesn't make the user suddenly a genius capable of using magic in the real world. Indeed the more esoteric skills such as Arcana, History, Religion, and Nature would mostly come from said Persona, as oppose to the character themselves. Though in that instance the Persona is more akin to a computer: it may or may not have the information you seek, but it's still up to the user to make use of that data.
How Persona interacts with their users is something that will be explored IC, so I won't spoil too much ooc, but I do want to make clear that while the personas are an extension of yourself they are also their own entities as well. The more you are in sync with your persona, the more you and the persona basically act as the same person. But when you start going against your persona, funky stuff happens.
I thought that was might have been the case!
I was definitely thinking of having Rosalie start out as a very socially awkward, but improve her social skills as the game progresses.
Also, I definitely thought of the dynamic between Rosalie and Reminiscence being like this...
Rosalie: OK. It's another day! Time to do what's expected of me at school, and hopefully I'll make a friend. Maybe! Just gotta make sure I don't stand out too much or rock the boat...
Name: Rosalie Gretchen Bradford Age: 14 Ethnicity: Caucasian, German/French Favorite Color: Blue like the Sky... Appearance:
Background:Strange Student There isn't much to say about her background. She has parents who cared about her, even when her peers saw something wrong about her. She loved reading stories, and some of the fantasy books she read inspired her to become a writer herself one day. She is a dedicated and hard working young lady. She is also always willing to cooperate with others. However...she has noticed that her peers don't seem to want to be anywhere near her, or if they do, it's to make fun of her.
She really couldn't help but wonder what was wrong with her. Why did her peers call her stupid?
At some point, her parents decided to move the three of them from California to North Carolina to get Rosalie to a new school and away from the bullies.
Background Feature:Mysterious Rumors Considered one of the school's more notable students, even if not particularly popular or well-liked, your quirks and personality is already known to most at the academy. Most students and teachers will ignore some of your stranger behaviors as long as they aren't dangerous or threatening, to an extent. Some might even respect you more if your reputation resonates with their personal beliefs. Things that student and staff might overlook is asking strange questions, being in unexpected locations that isn't off-limits, drinking or smoking outside of class, and looking weird in general.
Reason for being at Bullworth: ....The reason why she is here is not something likes to talk about. If she were to give a reason, it would indeed be because of the fact that she was bullied relentlessly. Thankfully, it turns out a her uncle is part of the staff of Bullworth and was able to put in a good word for Rosalie and her parents to get her into the school. So she was able to transfer to get away from the bullying before it could escalate.
Rosalie has Auditory Processing Disorder. So making friends while growing up was difficult for her. Thankfully, her parents were able to get her speech therapy, so now Rosalie is better able to communicate. But, much to her frustration, there are still times when she doesn't understand another person's words right away.
She was often bullied because her peers thought that she was stupid. The elementary school staff knew of her condition because she had to be pulled out of class at times for speech therapy. But Rosalie can't really remember the staff's attitudes towards her, only how her peers treated her.
The staff at her middle school were not as privy to this condition as the staff at elementary school because she didn't need to go to speech therapy anymore by that time. But the bullying from her peers was especially relentless during that time.
Belongings: Books, Pencils and pens, wallet, cell phone, cash. Blue bicycle for transportation, with a bike lock. She also carries a journal where she pens out story ideas and character ideas should they come to mind.
Persona!
Persona: Reminiscence
Race: Marionette Doll (Reflavored Warforged)
Tarot: Hanged Man
Appearance:
Level: 3
Class: Bard, College of Creation
Equipment: Rapier, Dagger, Studded Leather Armor, Flute, Violin, School Uniform, Entertainer's Pack, Disguise Kit, Light Crossbow & 20 bolts. Leaving me with 5 GP.
You were created to have remarkable fortitude, represented by the following benefits: *You have advantage on saving throws against being poisoned, and you have resistance to poison damage. *You don't need to eat, drink, or breathe. *You are immune to disease. *You don't need to sleep, and magic can't put you to sleep.
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
Your body has built-in defensive layers, which can be enhanced with armor: *You gain a +1 bonus to Armor Class. *You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. *While you live, the armor incorporated into your body can't be removed against your will. *Specialized Design. You gain one skill proficiency and one tool proficiency of your choice. (Acrobatics) (Disguise Kit)
Languages: You can speak, read, and write Common and one other language of your choice. (Sylvan)
Free Feat: Fey Touched Your exposure to the Feywild's magic has changed you, granting you the following benefits: *Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. (CHA) *You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. (Silvery Barbs) You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Class Abilities:
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose. When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below: Ability Check. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment. Attack Roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die. Saving Throw. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point).
As an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create, see the equipment chapter of the Player's Handbook. Once you create an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes. The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Performance and Acrobatics) At 10th level, you can choose another two skill proficiencies to gain this benefit.
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Transmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: *You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. *You instantaneously light or snuff out a candle, a torch, or a small campfire. *You instantaneously clean or soil an object no larger than 1 cubic foot. *You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. *You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. *You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
1st-level evocation Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (tiny tarts and a feather that is waved in the air) Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
1st-level enchantment Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw Range: 60 feet Components: V Duration: Instantaneous
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
2nd-level transmutation Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute
You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration. Your walking speed increases by 10 feet. You don't provoke opportunity attacks. You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.