Avatar of Lotrix Molick
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Morrigan and Flemeth are tied for me.


Character name: Rasie a "Witch of the Wilds"

Race: "Kossith" (Qunari prior to the Qun)

Age: "21" looks and is physically about 21, but she is technically centuries old.

Class: Shapeshifter/Arcane Warrior (Restrictions noted in skills and talents)

Skills and talents: (Is unable to access spells from the creation, primal, and spirit trees. i.e. can only use entropy and arcane spells in addition to specialization spells)
Spider Form-The shapeshifter can transform into a giant spider, gaining a large bonus to nature resistance as well as the spider's Web and Poison Spit abilities. The caster's spellpower determines how powerful the form is.
Combat Magic-While this mode is active, the arcane warrior channels magic inward, trading increased fatigue for an attack bonus and the ability to use Spellpower to determine combat damage. Additionally, regardless of whether the mode is active, an arcane warrior who has learned this spell may use the magic attribute to satisfy the strength requirement to equip higher-level weapons or armor.
Drain Life-The caster creates a sinister bond with the target, draining its life energy in order to heal the caster.
Disorient-The caster engages in subtle mental manipulation that disorients the target for a short time, making the target a less effective combatant by inflicting penalties to attack and defense.

Skilled in Runecrafting and Herbalism.

Items: Iron Heavy Armor, Iron crossbow

Bio: Born long before the current time, Rasie grew up during the First Blight. At approxomately -390 Ancient, her village was invaded by darkspawn. She had long since become a mage trained as an Arcane Warrior and jumped into the fray. In the midst of the battle, a massive magical blast erupted. To this day, Rasie doesn't know the origin. All she knew was that she was shunted into a form of extradimensional stasis, stuck between the Fade and physical realm. In this state, she lay physically immobile but mentally active. She was buffeted and bombarded by forces from both sides, her mind scoured by the competing forces. She felt her grasp of certain magic slipping away and her skills dulling to that of a novice. She knew she would lose it all, including her sanity, if she couldn't do anything. Her last ditch effort was to expend all the magical energy she could muster to try and break free. It worked but not without cost. To escape, she had to sever most of her magical connections. She lost the ability to form and manipulate elements, create effects, and harness spirit powers.

Her escape was met by the most pleasurable faceplant any mortal has ever experienced. Her face in the mud was plastered with a pained but wide grin as she barely dragged herself onto her feet. She took only a few steps before the backlash of her magic slammed into her. Another fall ensued, leaving her out cold in the Korcari Wilds. Rasie awoke to find a rather odd woman tending to her. The woman mentioned her name, but Rasie couldn't remember it until she spoke it a second time. Flemeth had apparently saved her from the wolves for whatever reason. She assumed it came from the relative grandeur of her reappearance into normal flowing time. At any rate, the Kossith woman was grateful and asked what she could do in return. In usual fashion, Flemeth was cryptic and evasive, though she did mention wanting to discover her potential. Rasie latched onto that and offered to demonstrate what power she had left if Flemeth might help her improve her now limited abilities.

What came after was a few grueling months of relearning basics and rehoning her magic. Flemeth seemed to know more about what had happened to Rasie than what she spoke, but her pupil was far too busy trying to perfect the training to realize. Flemeth realized what magic Rasie had to lose to return to the world and instead altered the training, teaching her to observe and become powerful creatures. Rasie took to this magic surprisingly well and mastered the spider form quickly. She also mastered a couple entropic spells again. Flemeth finished the introductory training and told Rasie to seek out heroes as, "The world will change again. Make sure we all have a place in it still."

With that, Rasie left. She began a small career as a mercenary just long enough to buy her crossbow and armor. Afterwards, she became a wandering adventurer, seeking new places and working for coin. Her travels led her to meet what she thought was more Kossith, but their mannerisms were utterly alien and she left before they attempted to turn her into a saarebas. She eventually also found that no one knew of the Kossith. They assumed she was like her cousins, the Qunari. As much as she tried to explain, only a few scholars and mages could understand her reasoning.

As Rasie learns of this new age and travels, she still seeks the heroes and sincerely hopes she can revive the Kossith line, free of the Qun.

Quirks: The scouring of her mind for so long has given her persistent headaches. She is never not in mental pain from these headaches, though it has become more of a dull ache for her anymore. Occasionally, when she is in the presence of a highly saturated area of Fade energy, she will enter what she calls a "scour echo" where she essentially gets a crippling migraine and is sluggish to move. During this time, she radiates a buffeting aura of mana that she cannot control. This leads to her always camping away from others and avoiding physical contact in some cases if she feels an increase in ambient magical energy.

Personality: Flippant in many cases, much to her mentor's delight and entertainment, Rasie is kind in general to those who are not treating her badly. She is hateful of the Qun, especially what it dictates must be done to mages. As such, she tends to try and free saarebas whenever it is feasible. Unlike her actual kin, she does not worship animist spirits as her time in stasis led her to lose faith. She is instead an atheist and follows her personal code of conduct and honor.
I am interested then. The flexibility will be nice
The arrow that stuck in her seemed to simply piss her off as she stepped closer to the leader. As she took her step, a vial came out of her robes and she popped the top and downed it in one gulp. Her body reacted instantly to the mutagen and it grew in bulk and height, adding a few inches while making her look far more like a warrior's physique. Her skin toughened and despite the increased bulk, her reflexes and fluidity seemed to reach far beyond her normal limits. Her mask fur grew longer and shaggier as her nails grew into pseudo claws. She glared at the goblin leader and laughed. "Looks like you gave me a good target, little man."

I am not confident in GMing it.
I'm interested as well.
So, what is the general premise for characters? Also, what is the status of high fantasy elements?
I guess I could put my two copper into the pot.

I am not opposed to death in RPs. I like someone dying if it fits the bill. However, I avoid RPs and never make RPs where the GM has exclusive rights to end a character life at any given time. I am of the stance that RPing and Tabletop gaming are collaborative efforts. Thus, if you want to kill someone or see it as highly likely, I find it courteous to communicate with the other person. This even opens up more creative cooperation to make the death even more impressive, silly, heroic, grand, etc.

On the topic of no death clauses, I find those tacky at best and outright distasteful at worst. If you must include a pseudo no death clause, at least make it a talk to me before attempting to kill my character clause. That seems a good way to prevent issues where a GM is a bit too liberal with killing or a player is too attached to their character.

All of this assumes a good working relationship among the players and GM of course.
The ratfolk woman saw an opportunity to ruin Gawg's day and happily obliged by maneuvering behind it, flanking it with Yobi. As she moved, she adjusted her grip and readied to use her sledge on the unsuspecting goblin. "Hey Gawg! Time to drop the hammer!" She swung low, arcing it vertically into the goblin's chin. She hoped it would at least break the jaw, if not the skull as well. That would at least teach this one a lesson for trying to taunt professionals. She looked at the leader and scoffed at him. "Hands off the fox! We intend to keep our fur intact and in place."

Seems we are using 4th. My help would be limited as I needed some help getting going, but if you need some answers, I'll do what I can to answer them.
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