So, edits to add (because spotty internet sucks sometimes)
Grimoire Classification: Fable
Delete: Horrific Presence, Fear Factor
Add:
Face the Unknown - A passive ability, FtU creates an aura of bolstering courage around Feil that scales with a combination of her willpower and her physical health. This can be spread to allies within 10 feet (3.05 meters) of her.
Shadow Weaver - With the ability to give herself and others around her the advantage of surprise, Feil can hide people from an area of combat, granted that they are away from the fight. Via this method, the person(s) are cloaked by visibility, but not by any other sensory effects, such as hearing or smell.
Mild Pyromancy - Able to light and snuff flames no larger than a pumpkin (I was craving pumpkin pie at the time of writing this) in size, Feil can control flames to a certain degree. Whether that is making flames take shape, lessening the sparks in her wings to hide, or to send bolts of flame to enemies, typically dealing no worse than a second degree burn.
I know character discussion might not be welcome here, but typing it out and conveying it to others helps?
I agree that the 'fear' part of Menda should go, considering the premise of "Magical Girl". Would it be too cliché for her to be based on the legend of the phoenix? As it seems I will need to find a different grimoire - or, if I am to keep the same grimoire, lower her power to Fable and try and interpret the powers differently than the villainistic approach that I seemed to have taken. I have a fable that refers to the concept of luck and good fortune, that is another alternative.
I am 100% okay with scrapping any parts of the sheet that you two would please. I am not well-versed in fairy tales/legends/myths, besides obvious ones such as Cinderella, Hansel and Gretel, Rapunzel, etc.
@Siber Just a heads-up that I hadn't asked you to post Tilda in the Characters tab quite yet. A couple of other people who did (I'm looking at you, Jasbraq) weren't supposed to either. Anyways, it's done now and I'm going to be asking everyone to post today. Unless you're especially attached to the last name, let's give our poor musical girl something that spunds properly Drudgunzean, hm? Perhaps Ulmer, Ulker, Ullhard, or Ullman, just to keep the general sound. Otherwise, you're good to go. Please wait for an announcement next time, though!
Also, now that you're in, it's time to join our discord. It's a fun community with a lot of extra resources and much quicker communication. I'm looking forward to seeing you there!
From black hair to her brown and darkened garbs, Tilda is lean and fit, and though she presents herself as someone to forget, her songs are to be remembered. With a small physique yet nimble limbs, she manages to glide through larger crowds when she wishes to be unnoticed, as the songs she creates are not born of solely her creativity, but rather her ancestors, heroes, and folk tales and their stories of courage, hope, and the reality of situations. Tilda is a bard that hopes to remind people of history, and that if they want change, only they can spark it - but not herself. Tilda sees herself as a messenger, an unimportant pawn to grow the view of both history and Ipté. Tilda is a constant traveler because of this, and she doesn't see reason in attention to herself. More importantly, Tilda wishes to uncover her purpose - why she was given The Gift and the talent of music and song in the first place.
Tilda finds value in understanding, and expresses empathy to those who are having a down day. Though it provides temporary comfort to herself, Tilda enjoys healing the souls of others, especially if it happens to be by song or tale. On the contrary, when the woman gets minimal opportunity to perform, a sickening lack of self consciousness, self respect, and self confidence starts to show itself. In this state, Tilda isolates herself from necessary conversation. Overall, Tilda is a sad and lost soul who tries to thrive on mending other souls.
B A C K G R O U N D__ _ _ _ _
Tilda was born to Henrue (80 years) and Drusae Ulmer (73 years) in Salterberg, raised alongside two older siblings (Grimoire and Denne, both age 39)and a younger sibling (Christoff, deceased). Born to a rural lifestyle, Tilda was not born to sow seeds or grow cattle - that would be left to Grimoire and Denne to do, with Christoff being the one to run the family market while Henrue and Drusae taught Tilda what they could - the stories of the past.
Tilda was not the only one who was given The Gift. Her father showed small blood magic, often using it to heal both plants and creatures. Her older twin sisters, Grimoire and Denne, showed small amounts of force magic. Christoff was the only one of the four without The Gift, and he often confided in Tilda - at least until she was given The Gift herself, that of medium force magic, at that.
In the hubbub of the region and trying to find others to talk to now that her brother had left her be, Tilda took interest in the traveling caravans that performed. One of the bards there, Thyra from Eskand took interest in the then teenage Tilda, and taught her what she knew of instruments and songs. Tilda trained 4 years under Thyra, watching and learning from her stories and performances in Salterburg. At her offer, though, Tilda refused to join her in her caravan - though she knew she would travel in her future, she felt as if her family needed her for a while. She wouldn't stop her interest in song, she just needed time to prepare herself for the world.
It was when she tried reconvening with her brother that an incident happened. A mistake, she told herself. An accident of nature, she told her parents. It wasn't her fault that the wood creaked under Christoff's feet the more he spewed words of twisted despise towards The Gift. It wasn't her fault that the bridge seemed to collapse over the river - she had tried to save him!
But her mana was all but spent. Not even her overexerting herself saved him. She was found by Denne a few hours later, passed out near the bank of the river, lucky enough not to have been dragged in as well.
Tilda spent many months in isolation, plucking away at her lute and often heard singing to herself. Occasionally, one could have seen her using her Force magic to enhance the song, per say. This was Tilda's first written song - of her brother, a story that her parents and sisters knew not completely, having been told white lies at the time of the incident. After a few more creations of folk heroes, Tilda performed for her first time.
From there, she traveled, trying to spread her parents', Thyra's, and her own stories. Tilda never made any songs about recent heroes, mainly because she believed that they were getting enough praise as is.
I N V E N T O R Y__ _ _ _ _
Longsword of Faiths - Said to have been passed down to the youngest daughter, this thin longsword requires dexterous hands to handle. For Tilda, it is more of a sentimental item than a weapon, though she will use it if she needs to in close-quarters. Etched into the handle are the symbols for Ipté, Chune, Oraphe, Echeran, and Dami, with an inscription on the blade that reads: "May the faiths guide you". Lute - A worn lute that has seen better days, Tilda uses this for performances. Viol (AKA: Viola/Fiddle) - A more pristine instrument that Tilda rarely takes out. Compass - Made herself, Tilda has a compass that has decorative vines and leaves carved into the exterior wood.
T H E G I F T__ _ _ _ _
Auditory - From the chirps of songbirds to the screams of the damned, Tilda can use noise to her advantage - whether to distract, enamor, encourage, or disturb others in combat or in performance. Telekinesis (Defensive) - As a reaction defense, Tilda can use her limited telekinesis to block an expected melee attack against her with her longsword. She can also use her telekinesis to play and make her instruments hover in the air. Support - Tilda can grant buffs to ally speed and power behind their melee or ranged strikes, granted that they are not magical. In addition, she can debuff an enemy by making their attacks harder to perform, as if their weapons had greater resistance. Five Wheel Rating: 2.5 Favored School: Force
S T R E N G T H S & S K I L L S__ _ _ _ _
❖ Tilda is a natural empath and a good listener. ❖ Tilda is forgiving and patient, allowing her to be a good advisor. ❖ Tilda is good at hiding her emotions when she wishes to be seen otherwise. She finds it most difficult to stay as a charismatic persona for a while.
W E A K N E S S E S & F L A W S__ _ _ _ _
❖ Tilda lacks a sense of self-worth, often putting others in front of herself to a fault. ❖ Tilda is not good at making decisions, nor being responsible for anything important. ❖ Tilda is visibly weary around bridges, whether they be around water or up high in mountains.
C O L O U R C O D E & O T H E R__ _ _ _ _
Your character's hex code and any other miscellaneous information. Feel free to use bullet points. ❖ Hex code 1: #08D4F7 ❖ Hex code 2: #F72B08
@Siber Hah, it wasn't a bad job. It was a good start.
Take 2? Added a little bit to "FORCE" and "PRESENCE", but the main edit happened in "CHRONICLE" - just me adding to her backstory, making Mal have a family and explaining her views a bit more. Unsure where exactly she would live name-wise, as in the beginning you mention this world having more than one moon so... :P
M A T I L D A "M A L" R E M N A ◄ 23 ▎ 5'4.5" ►
P R E S E N C E With dyed pink locks, Mal bears numerous small scars and scratches of her years in service. She often wears jeans and a simple, black T-shirt outside of work attire. Initially stubborn and blunt to a fault, Mal does care for the people around her, instead opting to push them away so as to not be harmed by a "minor casualty". Above all else, Mal is loyal to people whether they notice it or not. Should she ever be caught in the act, though, Mal will brush it off as much as possible.
Surprisingly enough, though Mal does not like plans, she is not the type of person to go into a mission guns a-blazing. In fact, Mal is the type of person to figure things out as the mission goes on, holding an air of caution about her until she is confident about the situation and the best move in the moment. Sometimes, things don't go according to plan - Mal lives on the ideal of 'winging it'. Outside of her soldier life, she can often be seen as a common street person, even chatting with the locals as if she were a normal person. Mal has the dream of returning to normality, but as long as Aeons existed, she thought, the Legion was sure to follow.
C H R O N I C L E Known to be a bit of a stubborn soldier, Mal works well when she is pointed to an enemy and told to fire. She isn't one to like working with others, and has gotten a slightly negative reputation from her not being afraid to speak her mind to others. Prior to this mission, in the 4 years of serving the UDF, Mal faced one of the Legion. In fact, that is what caused her to form metallic plates around a wound that it created on her arm. Mal refuses to speak of this incident, but it seems that, before then, she was an ambitious and positive soldier to be among the ranks.
Of course, that is what most people know of her. In actuality, Matilda came from a low-income family with her father (Andrew) and older sister (Samantha), 8 years Matilda's senior. Mal grew in a basic education system, though nothing special in terms of learning. She took to track well in her earlier years of what Matilda called her 'childhood' - before the comet had made itself a satellite of chaos to her world. Should she have had the choice, she would have sacrificed a hundred Archons to be rid of the Stigma and its source.
From the tragedy, the streets were more crowded and crime rates went up, as did the rate of people killed by either the new disease or a desperate criminal. Mal never understood statistics, but she knew that she would have become one if it were not for the spirits that found their way to her, attracted by her by pity or by potential, she never knew. The girl, then 17, was reckless and impulsive, doing just about anything for her family. At some points, Samantha would even question how she had gotten the family food for the night, or how she had fixed the hole in the roof while she and Andrew were out working. Mal often came up with a white lie - she didn't want to be shipped off to the UDF at her age - she didn't think she'd like it there, considering her beliefs of disarray, fluctuation, and her general dislike of strict people.
Alas, Matilda was not one to easily hide her secrets, and soon enough, when she was 19, Matilda was found out by her father, who had strong opinions for the UDF. To Mal, he saw them as a beacon of hope - and in truth, they were the only hope humanity had. So, after much pressure from her father and sister, Mal went to enlist in the UDF, showing proof of her element and its capabilities. She was a good soldier, keeping to herself most of the time, but she did her job well. Occasionally, she would hang around her fellow soldiers, and she was known to be a hearty, humorous, and wholesome soul amongst the group.
Sadly, her innocence as a soldier was subject to change as she prepared for her first real mission: to fight a band of Legions, back when the UDF was pairing Archons and Human soldiers together. Had it not been for the spirits, Mal's arm would have been torn of, and probably infected with the Stigma. The tragedy of that day hollowed the soldier as she understood now the risk of war, of fighting. Somehow, something else besides the old pressure of her family kept her going, something that Matilda didn't see within her: Dignity.
F O R C E Mal uses a standardized pistol (which she has named "Hamlet") when she isn't manipulating the metal around her. When not firing out on the range, she commonly uses metallic projectiles alongside Hamlet to cause a massive barrage of bullets and shrapnel to hit enemies from afar. From being an Aeon, her reaction time to threats has heightened to a degree that, if Mal concentrates, she can look out for danger that may target someone else other than her, though she has minimal experience with it.
In addition to her projectiles, Mal can use the metal of the earth to shield herself or allies, though this takes concentration and a deal of energy to pull off. Her ace up her sleeve, however, is her ability to 'reverse' her shielding affect, containing a singular enemy for as much as 30 seconds if not concentrating on it completely.
A black, scorching creature that resembles an owl bestowing feminine traits. Upon first inspection, even the strongest could be frightened of this mystical presence.
Description: From a middle-class family in Norway, Menda was a shy, yet free, spirit who often took her time reading literature, often learning languages so she could read even more. As much as she loved reading, this would soon be her downfall - at least, that is what she thought or it for a deal of time. After exploring the foreign languages section of the library, only ever repopulated once or twice every other month, she found a book in Latin that peaked her interest. It was a smaller book with a much smaller print, all in Latin. Thankfully, after some research and time, Menda learned what she would need for basic comprehension.
The book, Noctua, wasn't even very special at first glance, the spine having been worn into by many skim throughs. It was not until she had finished the book (about a week after acquiring it) that she was filled with the utmost fear. of what, she didn't know. It took her a while to understand her grimoire and its strengths, along with its weaknesses, for the two to accept one another and for Menda to be bound to the book in a sense.
She knew not of the Grand Ministry, and honestly, upon receiving an invitation to them, thought it was a prank - no one else could have been like her, stumbling across a simple book and being able to manipulate negative emotions...right? She was right, to a degree. In a sense, she would be an 'ugly duckling' in comparison to the more positive abilities that the other girls would have. This had her nervous, and it changed her attitude, where she would sever connections and isolate herself with her books, waiting until the fated day of class would begin.
Grimoire: • Title: Noctua ("The Owl" in Latin)
• Classification: Legend
• Description: Back when humans were not smart, a farmer mistook an owl that hid in his barn for a monstrous creature, some of the town that saw the owl saying that it was a dragon. The sight of the creature scared even the strongest of the town, until they finally burned the barn down, effectively killing the owl.
Abilities:
Burnt Flight - Feil can fly, but she cannot fly any higher than 100 feet off of the ground, else her wings be scorched or, if it is absolutely necessary, her life force be used for the energy required. After such a feat, Menda cannot turn into Feil without a large amount of energy delivered to Menda, a large amount of energy being given to her Grimoire, or 24 hours have passed.
Horrific Presence - Feil, when seen by others for the first time, can be mistaken for a dangerous monster. Menda knows not if there is a 'cure'. However, Feil can draw upon this energy and send it to a singular person, initializing a flight or freeze response. This does not work on those who are of incredibly strong will or those that possess a Grimoire.
Flash Fire - Offensively, Feil is able to flap her flaming wings to send bursts of flame to foes, inflicting them with a burning effect. Defensively, Feil can use her wings to shield herself from most ranged attacks.
Fear Factor - As one of her aces up her sleeve, Feil can rid the fears and woes of others and manifest them in bursts of dark energy that she can use to send projectiles and create weapons with that attack the psyche of foes. She can transfer the woes of others to another person, following the same rules as Horrific Presence, however, unlike Horrific Presence, she can transfer the fear to herself, enabling those unaffected by fears or negative emotions to be embued with confidence and hope. However, if Feil draws upon more than 5 people's fears to take upon herself, she is rendered useless for as little as 1 minute to as high as 10 minutes. To put it in perspective, the same amount of energy is used to:
- Take the fears of 1 person and transfer them to a foe. - Take the fears of 2 people and manifest them into a weapon/projectile. - Take the fears of 3 people to bestow upon herself.
It's a good start! I think I need a bit more, though. Check the character sheets from the other players here and try to match their caliber, to the best of your ability. Even if I'm pretty liberal with character sheets, it does require a little bit to get to know the writer behind it.
Late night Siber does not do a good job on CSs...noted. I'll get this done within a couple of days!