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    1. IncredibleBee 11 yrs ago

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Alice Loftheart strolled in from outside, a gust of icy air following her. Not because of a frost spell, but because it was really cold outside. Hence why she was shivering heavily, massaging the chill off her arms.

"You don't need wall of flame, it doesn't work as well as you'd hope, they said. You'd cause too much property damage, they said." she muttered to herself. Looking up, she eyed the demon, and her eyes lit up.

Demons could be really strong Summons.

Turning around for a moment, she nervously straightened her hair and dusted off her dress. Coughing, she stood upright, and put on her most serious face before approaching the horned man.
"I trust you came to have words with me?" she asked.
@IncredibleBee I think your character doesn't have quite strong enough spells for what I'm looking for. It works out though. I haven't built a lot of fluff around wizards or a mages guild/academy, but for future players, I'm going to say there are multiple different schools that compete with each other. It'll be like High School rivalries though, so unless you're into wizard sports, you could care less about the other schools. Also, you're totally accepted.


In retrospect, would it be alright to request a few more spells?

Originally I was going to have a simple ice and lightning attack, but during character creation I was worried I'd be asking for too much. I'd like to re-add them if it's not a problem.
Name: Alice Loftheart
Gender: Female
Age: 12
Race: Humans
Character Concept: Young Prodigy Wizard

Physical Appearance: A slight young girl, Alice has fair blue eyes and blond hair reaching to her hips; the choppy bangs reach only to her eyes. Her skin is rather fair, and her thin, delicate body suggests she's unused to physical labor.
Alice primarily wears a long, comfy dress, made of a soft fabric, and a very deep shade of blue. The sleeves are loose and wide, allowing precise hand movements. It's held to her waist by a wide sash, and elaborate patterns border the hems of the sleeves, collar, and bottom. A large hood is incorporated into the dress. Around her waist is a belt containing various pouches, including a large rectangular one, just the right size for a spellbook. She wears tiny boots on her tiny feet.
Equipment: Mage Staff - This gnarled branch is actually a focus for Alice to work her spellery
Spellbook - Though mostly empty, this magical tome records every spell Alice knows.
Gold - A meager amount of coins, enough to stay at an inn for a few nights
Rations - Various cured meats and sweets in her various pouches, enough to last a few days
Tea - A large tin of loose tea leaves
Healing Potion - Swiped from the alchemical labs before she left, this can restore a healthy body. Tastes of mushrooms and salt.
Familiar: Lesser Skeleton - A sentient femur, loyal to Alice. It can roll around and stuff. It's not the strongest creation, but it's hers so she keeps it.

Personality: Alice's two defining traits are a sense of pride and haughtiness from being an advanced mage, and her innate childishness. The former derives from her prodigal skill; despite her age she's on par with any graduate from the mage academies. The latter causes her to forget she's only on par with a graduate, even if she's advanced.
She's developed a slight god complex and tries to act ladylike, but oftentimes she's just putting on airs. In private, she's more willing to give in to childish impulses.
She also tends to have a greedy streak. If gold or sweets are left in the open, she'll lay first claim to them.
Goals: Alice wishes to assert her rightful place as grand ubermage arch-wizard, with extreme prejudice. She's gonna have a cool floating wizard tower, and familiars, and potions and all that neat stuff. All she needs is a lot of capital and several hundred years of experience.
Beliefs: List some things your character has strong opinions on. (Optional)
Background: Alice has neither a long nor complicated history. At a young age it was discovered she had a high aptitude for magic, and was admitted to a local university. However, she managed to advance more quickly than most other students, graduating several years early. Her formal education complete, she's begun to set out on a "Practical Exam" of sorts- that is, to explore the world while honing and researching her magic. If she lives, she'll be a good wizard.

Racial Traits: Humans have the trait of being the best in any setting even without advanced ancient alien technology or biological super-abilities.
Known Skills: Alice is rather well-read, and knowledgeable in most things relating to the arcane, from basic cantrips to complicated rituals. Beyond that, however, she's unskilled, having spent most of her efforts learning spells to do work for her.
Known Spells/Powers: Alice is actually a quite skilled novice mage, and is capable of learning new spells relatively quickly, provided she has a teacher or guidebook. Her current spell list is as follows:
Magic Missile - A magical projection of force, equivalent to getting struck with a strong punch. Not the most effective at damaging enemies, but good for smacking things far away.
Grease - Covers the nearby area in a slick, oily, flammable substance. Good for making people slip all over themselves. Alice was sent to the dean's office twice because of this spell.
Mage Hand - A spectral hand capable of manipulating objects from a distance. It's only as strong as Alice's actual hand.
Fireball - Launches a small projectile of fire at the enemy. It doesn't strike with actual force, but it's made of fire, so you know.
Ice - Causes several spikes ice to violently erupt from the ground. Uses the power of cold to harm foes, but also hits them with spikes.
Lightning - Causes a tongue of lightning to strike from above, zapping foes.
Fog - Creates a thick, dense fog over a small area, obscuring vision
Douse - Shoots forth a small torrent of water, drenching foes.
Safety Alarm - Quickly casts a large, burst of neon pink paint, while also sounding off a large noise.
Light - Causes the end of Alice's staff to glow with the strength of a lantern
Create Comfy - Materializes an overstuffed recliner chair, blanket, and warm beverage
Summon: Grrz'rak the Indomitable - A sacred pact allows for Alice to call for the aid of a mystical bear martial artist to smite foes. Unfortunately, she is only allowed to summon him once per day. After summoning, she must offer a salmon as soon as she's able, or risk breaking the contract.
@IncredibleBee I think your character doesn't have quite strong enough spells for what I'm looking for. It works out though. I haven't built a lot of fluff around wizards or a mages guild/academy, but for future players, I'm going to say there are multiple different schools that compete with each other. It'll be like High School rivalries though, so unless you're into wizard sports, you could care less about the other schools. Also, you're totally accepted.


That's cool. I added a learning thing, so even if my spells aren't up to snuff now, there's room for her to improve and add more spells as the game goes on.

Until then, I'll just have to be resourceful.
Name: Alice Loftheart
Gender: Female
Age: 12
Race: Humans
Character Concept: Young Prodigy Wizard

Physical Appearance: A slight young girl, Alice has fair blue eyes and blond hair reaching to her hips; the choppy bangs reach only to her eyes. Her skin is rather fair, and her thin, delicate body suggests she's unused to physical labor.
Alice primarily wears a long, comfy dress, made of a soft fabric, and a very deep shade of blue. The sleeves are loose and wide, allowing precise hand movements. It's held to her waist by a wide sash, and elaborate patterns border the hems of the sleeves, collar, and bottom. A large hood is incorporated into the dress. Around her waist is a belt containing various pouches, including a large rectangular one, just the right size for a spellbook. She wears tiny boots on her tiny feet.
Equipment: Mage Staff - This gnarled branch is actually a focus for Alice to work her spellery
Spellbook - Though mostly empty, this magical tome records every spell Alice knows.
Gold - A meager amount of coins, enough to stay at an inn for a few nights
Rations - Various cured meats and sweets in her various pouches, enough to last a few days
Tea - A large tin of loose tea leaves
Healing Potion - Swiped from the alchemical labs before she left, this can restore a healthy body. Tastes of mushrooms and salt.
Familiar: Lesser Skeleton - A sentient femur, loyal to Alice. It can roll around and stuff. It's not the strongest creation, but it's hers so she keeps it.

Personality: Alice's two defining traits are a sense of pride and haughtiness from being an advanced mage, and her innate childishness. The former derives from her prodigal skill; despite her age she's on par with any graduate from the mage academies. The latter causes her to forget she's only on par with a graduate, even if she's advanced.
She's developed a slight god complex and tries to act ladylike, but oftentimes she's just putting on airs. In private, she's more willing to give in to childish impulses.
She also tends to have a greedy streak. If gold or sweets are left in the open, she'll lay first claim to them.
Goals: Alice wishes to assert her rightful place as grand ubermage arch-wizard, with extreme prejudice. She's gonna have a cool floating wizard tower, and familiars, and potions and all that neat stuff. All she needs is a lot of capital and several hundred years of experience.
Beliefs: List some things your character has strong opinions on. (Optional)
Background: Alice has neither a long nor complicated history. At a young age it was discovered she had a high aptitude for magic, and was admitted to a local university. However, she managed to advance more quickly than most other students, graduating several years early. Her formal education complete, she's begun to set out on a "Practical Exam" of sorts- that is, to explore the world while honing and researching her magic. If she lives, she'll be a good wizard.

Racial Traits: Humans have the trait of being the best in any setting even without advanced ancient alien technology or biological super-abilities.
Known Skills: Alice is rather well-read, and knowledgeable in most things relating to the arcane, from basic cantrips to complicated rituals. Beyond that, however, she's unskilled, having spent most of her efforts learning spells to do work for her.
Known Spells/Powers: Alice is actually a quite skilled novice mage, and is capable of learning new spells relatively quickly, provided she has a teacher or guidebook. Her current spell list is as follows:
Magic Missile - A magical projection of force, equivalent to getting struck with a strong punch. Not the most effective at damaging enemies, but good for smacking things far away.
Grease - Covers the nearby area in a slick, oily, flammable substance. Good for making people slip all over themselves. Alice was sent to the dean's office twice because of this spell.
Mage Hand - A spectral hand capable of manipulating objects from a distance. It's only as strong as Alice's actual hand.
Fireball - Launches a small projectile of fire at the enemy. It doesn't strike with actual force, but it's made of fire, so you know.
Fog - Creates a thick, dense fog over a small area, obscuring vision
Douse - Shoots forth a small torrent of water, drenching foes.
Safety Alarm - Quickly casts a large, burst of neon pink paint, while also sounding off a large noise.
Light - Causes the end of Alice's staff to glow with the strength of a lantern
Create Comfy - Materializes an overstuffed recliner chair, blanket, and warm beverage
Summon: Grrz'rak the Indomitable - A sacred pact allows for Alice to call for the aid of a mystical bear martial artist to smite foes. Unfortunately, she is only allowed to summon him once per day. After summoning, she must offer a salmon as soon as she's able, or risk breaking the contract.
The long and short of it, Vita, is I like me some games, and you do not post games hard enough. Two days of radio silence is a bad sign, and means you need something to catch your player's attention. I did the timeskip thing because I feel like if I didn't, the game will probably just die as players silently drop out of boredom or disinterest because you're still in the tavern.

There's also a lot of other weird design decisions I don't get or don't agree with.

Adios, muchachos.
But if I don't GM, who will? You?

I was giving the game a short time skip so we'd all know each others' names and could start doing the point of the game. Why would you so harshly reject my help like this?
Well you know, I wouldn't have to take over as GM if you'd bothered getting us there and letting us dungeon crawl.
Don't jump the gun. Considering you held everyone up for two days so Raineh could tell us stuff that was already on the table, I figured the game could use a kick start.
The sound of bending metal groaned from inside, until with a sudden wrench the door cracked open several inches, forced off its locks.

"We did it!" Al cheered. Sticking his fingers between the doors, he pried the door open the rest of the way. Several large cogs fell out from behind the hinges, and an auto-crossbow fell to the ground.

"Guess we must have broke the trap. Cool." the swordsman smiled, placing his hands on his hips. Turning aside, he pet the Hundi that just helped him open the way in.
"Thanks for the help by the way."
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