Avatar of Pyro V
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    1. Pyro V 11 yrs ago
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Character Sheet


Name: Issala
Race: Tal-Vashoth
Age: Thirty-Four
Faction Loyalty: N/A

Appearance:

Issala stands at a mere six-foot-three-inches, a moderate height for her people. Her shoulders are broad and her muscles thin and lithe, though she seems to slouch slightly forward. Her skin is the common grey color, while her hair compliments it by being a bright silver in color, reaching just to her shoulders. Golden irises peer out from behind a cracked, broken mask that covers the top half of her face, the lower half marred by scars, the most prominent being the ones left by the stitches that bound her lips shut. Her horns seem to be broken off halfway out, leaving the ends rough and jagged.

Class: Saarebas
Class Description: The Qunari treat the Saarebas like war hounds; though, at least the latter is allowed moments of respite. Teachings emphasized with pain have aided the Saarebas in their combat prowess, but their skill in any magic other than combat magic is limited, if there at all.
Weapons: A curved steel dagger that she is adequately skilled with, and a metal staff with phrases in Qunlat etched in it.
Armor: Reinforced Saarebas robes. The metal from her collar has been expanded into her robes, armoring her previously bare chest in an iron breastplate, her shoulders with pauldrons, and a set of gauntlets that cover most of her forearms.

Special Skills: Fairly skilled at etching runes.
Personality: N/A

Biography: The Saarebas that later became known as Issala was always one that questioned the Qun. Other Saarebas, like most of the Qunari, were devout in their beliefs. And it was not uncommon for her to see them set themselves ablaze to keep themselves from the "corruption" that they were susceptible to. It all disgusted her, but her thoughts were her own. It would only invite reeducation or death upon her.

Her time came when she, her Arvaarad, and the group of Karasaad they were escorting was jumped by a group of particularly violent Tal-Vashoth. As was her duty, Issala fought alongside the Karasaad and her Arvaarad, but in the end, only Isala and one of the Karasaad remained. Rather than allow herself to be slain for a religion she did not believe in, she electrocuted the Qunari, grabbed the rod that acted as her leash, and hijacked a boat run by human traders to get as far away as possible. Which is how she turned up in Fereldan.

The moment Issala touched foot in Fereldan, she was on the run from the Chantry. Not only was she an apostate in their eyes, but a heathen that would spread the Qun amongst the Maker-fearing populace of Fereldan. Even if she thought she could convince them otherwise, she would not have tried - her brief time on the ship had allowed her to hear of many rumors about how brutal the Templars could be to mages.

However, she found refuge amongst a group of apostates that had escaped the Templars through one mean or another, and had congregated in the Brecilian Forest. The hodgepodge of human and elvish mages, among sympathizers from both races and some dwarves, were keen to bring a Qunari into the fold. It was them that cut the stitches that had kept her mouth shut all those years, and healed the wounds as best they could. Issala was grateful, and remained with them for some time. However, the moment she heard the words "blood magic", she excused himself from the conversation and never returned.

Through much eavesdropping and more than a few close encounters with the Chantry, Issala was able to hear about the Grey Warden meeting in Ostagar. Everyone had heard the legends of the Wardens. And it was a shame that no Qunari or Tal-Vashoth had ever been one. So, she stole a few supplies from a tavern and headed down south to drop in on the meeting, and convince them to let her tag along. Or, at the least, die trying.
It is indeed a bat.
I think it would be interesting if the Architect was still alive and had his army of followers once more, and he could be his own little side plot at some point.

Also, have you reached a verdict on my CS?
So long as the person isn't lawful good and doesn't mind your shenanigans, you could possibly be allies with nearly anyone.
Tuujaimaa said
Slightly evil schmightly evil. :PEvil's evil!


Character up.
I see we have a Khorne berserker. I see.

But, great characters so far, will post mine this afternoon.
Name: Tal'Vara
Nickname/Alias:
Race: Demon
Gender: Female

Age: One-Hundred-Seventy-Six
Age Appearance: Twenty-Three
Birthplace: Beneath the Earth

Elemental Affinity: Death

Alignment/Affiliation: Neutral Evil; Her only loyalty is to Herself.

Rank/Occupation: Thief, Mugger, Graverobber

=========================================

Weapons/Items:
- The Widow Maker
- Tombraider's Shroud
- A Really Strange Rock
- Skeleton Key

Generic Items:
- Water Skin
- Large Coin Pouch
- Rucksack
- Shovel

====================

Name of Weapon or Item: The Widow Maker

Description: A simple, curved dagger that doesn't seem all that impressive. However, it has quite the potent enchantment on it. While most blades would meet resistance when cutting through flesh and bone, The Widow Maker knows not what this resistance is, cutting through the flesh of mortals like a hot knife through butter. However, this does not apply to anything other than flesh and bone.
Appearance:

Name of Weapon or Item: Skeleton Key

Description: A simple little key to a complex lock that leads to the base of the Thieves Guild beneath the city of Gestalt.
Appearance:

Name of Weapon or Item: Tombraider's Cloak

Description: A seemingly simple piece of cloth, of a sickly green color with ragged edges, clearly aged. The exact effects are not clear on first contact, however, if one were to see the wearer without the cloak on, they would notice a striking difference. The cloak makes the wearer seem darker than they normally are, as if wrapped in shadows, growing more and more potent the darker the area the wearer is in. On a dark night, one would likely not notice the wearer until they were right on top of them.
Appearance: A simple, ragged cloak, the color a sickly green, that covers her shoulders and hides her arms - if she didn't have horns, it would be hard to tell she wasn't human with it hiding her body.

Name of Weapon or Item: A Really Strange Rock

Description: A stone that was discovered in a tomb raiding expedition south of the Abandoned Reliquary. The exact effects of the stone are unknown, but it is clearly of a magical nature, if not of a magical origin. Tal'Vara keeps it around for luck, even if she doesn't know a practical use for it.
Appearance: A smooth, round stone, with intricate carvings along the entire surface. Occasionally, they will let off a soft blue glow.

=========================================

Appearance:
Personality: Tal'Vara has a blatant disregard for the lives of anyone but herself. Even her own kind are seen as expendable tools for her to use if need be, though she hasn't ever gone on a killing spree just for the hell of it. She doesn't even seem to be greedy, despite her current job. No one is quite sure where the money goes once she has taken it. However, it is not uncommon to for her marks to turn up dead in gutters, stripped of all they had on them.

Despite this seemingly cruel outlook, she is rather easy going. Rarely does she ever seem angry or depressed. In fact, it is rare to find her without a smile on her face; or, at least, a smirk. Good humored and good natured among fellow thieves, the only time one would see her become dark and gloomy would be when discussion of the Goddess or Her City, Gestalt. Then, one better be ready to hear the brunt of her rage.

History:


=========================================

Strengths:
- Quick on her feet
- Good with a knife
- Dirty fighting
- Running
- Lockpicking
- Stealthy

Weaknesses:
- Not very strong
- Fragile
- Unimposing

=========================================

Tal'Vara’s Magic/Techniques:

Name of Magic/Technique: The Rot
Rank: Rudimentary
Range: Personal
Type: Magic
User(s): Necromancers; Demons
Element Affinity: Death

Description: Her right arm, the most blatant show of her demonic heritage, is tainted by a foul magic. The mere touch of it on most objects has a corrosive effect, causing the offended item to slowly rot. This effects all organic material and most unenchanted metals. The only living thing immune to this effect is herself.

Weakness: The effect is slow and only lasts as long as the arm is in contact with the material. To rot something to the bone, she'd have to be holding onto it for several minutes.

====================

Name of Magic/Technique: Raise Corpse
Rank: Intermediate
Range: Ten Feet
Type: Magic
User(s): Necromancers
Element Affinity: Death

Description: Tal'Vara can raise up corpses to act as her servants. The corpses can think, to an extent, and move about without express orders.

Weakness: The corpses are, unfortunately, simple-minded. They cannot complete complex tasks assigned to them, nor can they comprehend complex orders given to them by their summoner. The process also takes nearly a minute to cast, meaning it is out of the question to summon in the heat of combat without sufficient protection in the form of bodies in the way.

====================

Name of Magic/Technique: Open Lock
Rank: Intermediate
Range: One Foot
Type: Magic
User(s): Magically inclined thieves
Element Affinity (If Applicable): N/A

Description: With a short incantation, a number of locks can be opened in a matter of seconds, where it might take minutes for someone using lockpicking tools.

Weakness: Only simple locks or ones that did not age well (unhealthily rusted) can be opened with this spell.

====================

Name of Magic/Technique: Miasma
Rank: Cryptic
Range: Two Miles
Type: Magic
User(s): Long dead Necromancers/Liches
Element Affinity: Death/Plague

Description: The Miasma is a long lost spell of unimaginable destruction, capable of wiping out entire cities and their surrounding area. It is a cloud of the worst kind of plague, eating at the very flesh of those caught within. Any inorganic material is coated in a sticky, paste-like material that, in great quantities, corrodes anything that it gets on. Bones are the only material unaffected by the Miasma, strangely enough. The Miasma can coat an area for decades, though will eventually fade off, leaving behind an area of death and decay. The substance left behind eventually soaks into the ground, going deep until it isn't even noticeable nearly a decade after the Miasma fades. The casters are also immune to the Miasma, allowing them an escape from the destruction.

Weakness: The Miasma takes nearly an hour of sustained chanting and channeling to power, and takes enough power to require several mages to power correctly. Even so, the mere attempt to use that much mana can kill several of the chanters, and one slip up can cause the death of all involved. It is a very risky spell to use, but the result is one worth the price. However, with sufficient tools and enough space, one can create a hex to aid in channeling the mana, allowing a single person to cast the spell.
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Name:
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Age:
Age Appearance:
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Alignment/Affiliation: (A Guild/Army/Nation ETC, Obviously not required.)

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Description:
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History:

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_____________’s Magic/Techniques:
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Rank:(Rudimentary, Intermediate, Advanced, Cryptic, Arcana)
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Name of Magic/Technique:
Rank: (Rudimentary, Intermediate, Advanced, Cryptic, Arcana)
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Element Affinity (If Applicable):

Description:

Weakness:
6/10, giggled.
I am lurking here, sent OP a PM with a character. Hope this gets off.
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