Avatar of Sypherkhode822
  • Last Seen: 4 mos ago
  • Joined: 9 yrs ago
  • Posts: 720 (0.21 / day)
  • VMs: 1
  • Username history
    1. Sypherkhode822 9 yrs ago

Status

Recent Statuses

5 yrs ago
Current School: Out. Sun: Out. I'm: Playing FF7
3 likes
6 yrs ago
how much interest do y'all think there'd be for a climate change nation rp?
6 yrs ago
Me: Finally caught up on all my Rps. "Hmmm. Maybe I should join another one"
4 likes
6 yrs ago
im sleepy and dumn
1 like
6 yrs ago
Y'all ever do well in life just to get revenge on everyone you went to highschool with
2 likes

Bio

Functioning cog in some great machine.

Most Recent Posts

Name: Morris Cohen

Age: 43

Ethnicity: German Jew

Occupation/Place in the Combination: Ward Boss of the Jewish West Side

Personal History: Having emigrated to America as a child, Morris was raised in Central's 'Uptown' West Side. He had an ordinary upbringing in the German Jewish community, attending synagogue regularly. Morris was always a sociable fellow, and belonged to numerous clubs and organizations, fundraising among the German Jewish community for sponsoring a group of 'poor Russians' to immigrate to Ottoman Palestine and settle an agricultural commune there. Morris is especially talented at persuasion, quoting from the Torah and Talmud to convince others to give money. Although the commune folds two years after it's founding due to continued ideological grievances between the anarchist and the social democratic factions of the commune, Morris counts it as a personal success. Leaving the dry goods store to his brother, Abraham, Morris takes up politics as his profession, integrating himself into the Combination. Morris is successful with courting the German Jewish vote, handily winning their votes for the Combination. With the growing trend of new Russian immigrants arriving from the Pale, Morris has had to start to adapt, but so far his strategies have proven effective. The only other politics these greenhorns know about is socialism, but that's such a joke that nobody is ever going to listen to that except for a few bozos, right? Besides, all Morris has to do is play up his faithfulness to the new Orthodox crowds, convince a couple factory owners to let them have Saturday off instead of Sunday, and they love him!
Made a person! She's probably the most out-there character I've tried in a while, but it should be fun.
(I also imported Jocasta Nuts from the other Rp I'm playing. They're a trans-dimensional schedule II narcotic.)
EDITED FOR: Reduction of Godmoder-y, more coherence, and general good taste

Username: Sypherkhode822

Character Name: Marguerite 'Mags' Stassen
Race/Species: Human Southlander (Vrettonian)

Gender: Lady

Age: 19

Career/Class: Hedge mage, Scavenger

Weapons:
  • Burnished copper dagger
  • necklace of assorted charms


Physical Description: A short, lithe girl dressed in wrapped rags, Mags has tightly curled hair that floats around her head in a messy halo. She has a wide mouth and a snub nose. Her skin is heavily tanned, and her face is dotted with freckles. She wears a lapis lazuli bracelet shaped like an eye. Around her neck is a necklace of numerous charms made of bone and wood. Each one is carved with a different glyph. She has a bronze dagger strapped to her thigh. She wears a large elven made knapsack which is stuffed with ancient pottery fragments, scraps of spell parchment, and other artifacts.

Armor: Mags' physical armor is practically nonexistent, her clothing barely maintaining her decency. Her magical armor is more sophisticated, as most of the charms she wears have some lingering traces of protection spells laid into them. Individually, they wouldn't be able to stop a stiff magical breeze, but taken as a whole, they offer a not inconsiderable defense to magic of all stripes.

Equipment/Other: Mags' has a backpack filled with basic survival equipment, a small leather bag of Jocasta Nuts. She carries with her archeological tools. The lapis lazuli bracelet she wears absorbs light and heat from the sun, and can reproduce it after reciting a short spell. She has a small spellbook wrapped in oilskin, along with numerous spell scrolls and pottery fragments.

Mental Description/Personality: Growing up in a small settlement in the wilderness doesn't lend towards demureness, and Mags has often been described as a free spirit. Going into crypts and and ruins has hardened Mags, and is rarely disturbed by anything she encounters. Having chosen to remain in the wilderness instead of joining her family in Riverhope, Mags is a fierce individualist. In spite of everything else, Mags is bright and intelligent, able to make intuitive leaps of reasoning many others would miss. Although she wouldn't think to describe it as such, Mags is heavily addicted to magic, and is compelled to seek deeper and more powerful spells, just for the rush of casting them.

Goals: Obsessed with discovering the existence of a long lost civilization that she has found a few passing references to in Praelorian accounts. She has heard that there is a Dragon who might know something, and is trying to find the Dragon.

Background/History:
  • Parents were members of an archeological expedition sponsored by an eccentric Vrettonian mage going to study a Praelorian ruin in the South.
  • Born in the small settlement that had grown up around the archeological dig, the settlement was considered a bastion of civilization in the wilderness. Her parents are both scholars, tasked with translating the artefacts found.
  • Mags is the first child born in the settlement, and is doted upon. From an incredibly young age, she is taught the basics of reading old Praelorian and other ancient scripts.
  • Mags shows a natural inclination towards magic, and the mage takes it upon himself to tutor the girl, training her to become his assistant.
  • With the assistance of Mags, the mage successfully casts an ancient navigation spell, revealing what the stars looked like a thousand years ago. This is a breakthrough, signaling that the research is coming to a close.
  • Mags shows interest in uncovering new ruins, and accompanies the mage when he examines a crypt a few miles south of the settlement.
  • Mags starts going out into the wilderness by herself, exploring and practicing her spellcraft in novel situations.
  • With the research completed deemed complete, the settlement slowly begins to disband.
  • Mags is the last to leave the settlement, having told her parents she would join them in Riverhope when they left a month previous.
  • Mags- going through the leftover journals in the settlement, comes across a translated Praelorian history describing an abandoned civilization that had once rivaled the gods in it's magic.
  • Mags sets off to find the long civilization, going to other ruins in search of more clues.
  • Mags builds up her ward necklace and her knowledge of spells, determined to become stronger and find the civilization.
  • Hearing about the existence of a Dragon nearby, Mags determines to speak with it and discover what it knows.


Spells:

Specialty: Mago-archeology. Mags excels in drawing out the magic of ancient artefacts and making them work again. Her training has mostly been focused on uncovering and mastering a disparate range of spells with little dedication to a specific type of magic. This means that while she lacks in magical strength or technique, she is able to quickly learn new and often unusual spells that would take others a longer time to grasp.

  • Excellent Prismatic Spray- A specialty of her tutor, this creates a spray incandescent magical flechettes, striking and puncturing.
  • Lasnatza's Dismal Veil- causes water droplets in the air to condense and obscure the vision of it's target, magically clinging to them and making everything appear from within a deep fog. The spell naturally dissipates after 30 minutes.
  • Dunexan's Gentle Protector- Creates a cushion of air to appear and slow anything rapidly approaching- slowing an arrow, resisting the stab of a blade, slowing a fall, etc.
  • Agelghug's Characteristic Jump- Causes target to rocket upwards several feet into the air suddenly, and then coming crashing down again.
  • Aznai's Tacky Hold- Magically fastens an object to another, making it impossible to remove without the counterspell or the application of saltwater under moonlight.
  • Phaflasta's Predatory Fusillade- Animates several nearby light objects, levitating and launching them at the targets.
  • Olbrelts Way Finder- Magnetizes a twig, making it point north.
  • Ainth's Misanthropic Assemblage- Summons a small floating globule of a sticky goo which can be launched. Once the goo strikes, splattering, it will emit a scent that becomes irresistible to all nearby insects, who will be drawn to whatever the goo has latched onto. The scent fades within 15 minutes, or can be removed with all vinegar's except apple cider vinegar.
  • Symai's Ebullient Gust- Originally meant for providing wind for sailboats, this spell has been adapted to create a focused gust of air.
  • Malvolio's Deciphering Prism- Able to uncover otherwise hidden magic, revealing traps, wards, and veiled enchantments. When used in a place flooded with magic (a mage's workshop, etc.) it becomes overwhelmed.
  • Padli's Academic Litany- Gain eidetic (photographic) memory for a brief period of time. This recollection can be then transmitted to other people through a short ritual. The memory itself fades soon after.
  • Marguerite's Incantation of Minor Mending- A self created spell, this simply repairs something small that has been broken. When there are missing pieces, it draws on the surrounding environment to rebuild it. This only works on nonliving things.
I feel myself mentally retooling my character to be super nice in response to how petty and awful some of the other characters are. I'm not going to name names, but I think Pieter's new thing is always being nice to the servants.
@Darkraven so 90% of mages would likely travel from the North.


Yeah, she would have been born in a small village in the South colonized by some humans from the north, and she would have learned her magic from the village mage. She would then have sorta roamed around in the South, visiting ruins and studying all the freaky-ass spells there, picking up all sorts of magical odds and ends that she would use.

Her magical knowledge would have these massive gaps in it, since the majority of what she does know was either from a subpar mage who taught her some spells and then from what little she was able to grasp of the spellwork found in crypts and ruins and spooky things.
I'm down for a discord- I have enough troubles managing my IRL skype as it is- I don't want to even dream of trying to make a second one.

ALSO

What are the colors and the emblem of the House Delorano?

Like, we've all made vague references to it, but it would be cool to know what they are.
Solid, excellent introduction!

I'm low-key going to steal using that banner- it's so awesome on so many levels.
Hey all!

This looks like a really cool game, and it looks like it's been running for a while (which means it'll probably keep going for another 3 years), and I was wondering if I could join the adventures of the gang?

I'm playing with the idea of being a Southlander and/or a hedge mage, whichever one works best.
Hey Big D, just curious- what age did Lorenzo arrive in House Delorano?

Because if he was old enough to get some poor girl pregnant, I'm going to have to go out on a limb and say he was at least in his early teens.
Awesome!

I'm still playing with character ideas right now. I'll have something soon enough to start grafting like mad playing with!
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