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    1. ThriceDefied 8 yrs ago

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Name: Jurin Maers "Jurin Deathward"

Age: 27

Race: Human

Appearance: 6'3", 230 lbs, balanced muscular build, short military-cut black hair, unslanted black eyes, sharp facial features, usually wears sleeveless dark-colored shirts and shorts.

Role: Bodyguard. Jurin's role is to keep everyone alive, rather than to do any of his own research.

Bio: Jurin had complications at birth. He was a very large foetus, and when it was time for him to come into this world, his head was away from the birth canal, and no amount of pushing would change that. In the end, his parents, who were wealthy minor nobility, solicited the services of a wizard, who cast a spell that would make Jurin want to survive and instinctively know what wouldn't work. Finally, he was birthed as a healthy baby boy, but the spell stuck to him forever. Later in life, much to the dismay of his parents, Jurin decided to essay his education into foreign languages, rhetoric, geography, philosophy, and politics (his parents were preparing him to become a royal ambassador) in order to make full use of his innate magic, as a bodyguard. He was chosen by the mages of Chaosera to go on the expedition to the new world because he is uniquely suited to assess the risk of a situation, regardless of how little experience he has with it. And naturally, nobody has any experience with the new world yet.

Skills: Beyond his obvious skill in hand to hand combat and most melee weapons (especially daggers), Jurin still retains some of his education as a diplomat, though he hasn't practiced much lately. He has rudimentary skills in nature survival (finding North, limited hunting, starting and kindling a fire, other basic things like that) but he's probably worse than most of the group at this. His understanding of science is limited.

Magic: Jurin has an ability called Death Ward, from which his nickname originates. This ability allows him to instinctively know if he has a greater than 50% chance of dying within five minutes or less if he doesn't change his own actions in a major way. This is a purely yes-or-no ability: he either feels like he's closer than a coinflip to death in the near future or he doesn't. This ability doesn't pinpoint the exact source of danger, or the possible cause or death, or the exact percentage. And in some cases, he may not start feeling threatened straight up 5 minutes before the potential death event, but less than that, if it was, for example, hovering around 40-45% lethality until then. His sense also doesn't trigger on the potential deaths of others, even if they are people he is deliberately trying to protect; for example, if the group is collecting highly poisonous mushrooms and planning to eat them, he won't sense the danger of this if he doesn't like mushrooms and won't be eating himself. One last thing is that Death Ward is, as the name suggests, a death-specific warning spell. If something is about to happen to Jurin that will horribly disfigure or maim him, or send him into a coma, but has a low chance of straight up killing him, he won't know.

Equipment: Machete, three 10 inch daggers, several cords of rope, bandaging cloth, flint, 300 grams of gold in 10 gram nuggets

Other: I would describe Jurin as reckless and not very brave at the same time. What I mean by this is that while his Death Ward is tingling, he will be extremely apprehensive about his surroundings and the source of danger and active about getting himself and the rest of the group out, rather than facing the danger head-on, but while his Death Ward is silent, he is perfectly willing and even happy to take risks, even though he knows that the potential for permanent injury is there. Just something I thought others should know about how he behaves.
@Yuuta Aye aye cap'n. I'll think of something else.
@ThriceDefied, my character may have something to say about someone else being in his/her body. Something along the lines of, "all you need to do is ask".


Since the requirement for explicit permission is mechanically inherent, we good :D.
@Yuuta: So here is my idea for a character, after seeing some of the other entries. So, basically, people are picking noncombatants, but the type of noncombatants that are not inherently super frail or vulnerable... just that don't have experience with combat specifically.

My character is a bodyguard with a lot of experience in hand-to-hand combat and one psychic ability: he can take over people's bodies. Some pointers to further explain the ability:

- The first time he takes over a body, he has to be in contact with the person. Afterwards, he can do it from up to five miles.
- The way the ability works mechanically is that the person feels a distinct pressure in the back of their skull (nothing debilitating or damaging, but clearly noticeable) and can then consent to my character taking over. Only explicit, deliberate consent allows him to take over bodies, he can't use this ability against opponents as is. The host will have his eye color changed to purple.
- While in another body, his original stays in a vegetative, sleep-hibernation type state.
- He does not have access to his host's memories and does not take on any of their personality traits.
- While he has to fight using his host's physical strength and shape, my character does retain his original muscle memory and reflexes.

Basically, the goal of his kit is to facilitate people sort of defending themselves in a way without physically being there.
My general take on magic is, for lack of a better word, Brent Weeks-ian. It's not as much about having access to a thesaurus of versatile multipurpose spells as it is being able to do one or two very specific, and clearly defined, things (that are not necessarily weak).

So if it's not necessarily raw power, but flexibility, that needs to be limited, that's perfect for me. As for what I specifically have in mind, that depends on how many people we get and what general direction they'd go in. Buuut I'm 90% leaning on something with mostly combat utility.
Interested depending on your definition of limited magic.

Is it about scope? (can't flatten buildings) The nature of the spells? (can't create matter out of nothing etc) Their primary use? (no specifically combat-focused spells)

I guess a better way to ask would be... when you say limited magic, are you asking us not to go overboard with anything too overpowered, or are you asking us to actively use as little as possible?
Well limited range wouldn't change a lot since you can just be in a nearby bunker, since you see through the giant's eyes anyway.

But I wasn't complaining, I was just making a statement that I find to be factual. I have no issue with different people having completely different power levels.
From a cursory glance, Melody seems a bit on the stronger side than the other characters, but that should be fine.
@KuramaaaZ

I sure hope they do. I can't actually play her if she's permabanned :(.
My only question is why doesn't he simply carry around those metals in his pocket all the time? That way he never loses their imprint??


He does, actually. Which is why his uniform, as described, is a cape-like longcoat: to make room for all the blades and plates and chains (the two of them, hehexd) he concealed carries. The imprint mechanic is simply there to prevent him from being able to just pull out the weapons away from the hands of his enemies or deflect bullets in mid-air or other similar things I would think are imbalanced.

Btw, his actual combat style, in a practical sense, is very similar to Irelia from League of Legends, if you know the game. Who actually inspired the character.

Btw2, just realized CS doesn't have a Personality category. I'll just add that in.
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