I'm back, I got a new Halloween-ish avatar, and I'm ready to catch up on writing~
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likes
2 mos ago
Is there any better feeling than tsumo after a kan, and the dora turns out to be the four tiles you just called? I think not.
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1 yr ago
It's so fun to make random OCs for an RP I will probably never run
6
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1 yr ago
"As usual, I've been doing online roleplay, and having a blast with women in their 30's exhausted from working too much."
15
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1 yr ago
Went to an fan convention yesterday after a three year break from them. I forgot how much I love seeing people's creativity, and how fun making even a simple costume is!
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Bio
If you're on my page, check out the RP World of Light! ___________________________________________________________________
Hello! I'm Yankee. I'm usually down for pretty much anything: action, adventure, romance, horror, taboo, comedy, smut, gore, slice-of-life, etc. I like cute, fun stories just as much as dark, gross, traumatic (for character) stories. I enjoy creating original characters for RP, but I get as much enjoyment writing as canon characters in fandom-based games! On that note I like comic books, cartoons, and videogames. I'm also very into cosplay and art!
I am a very slow writer, so my preferred posting pace is once per week or less. I usually post on weekends. I like to have fun while writing, so I prefer relaxed partners who don't take things too seriously. Remember: fiction =/= reality.
Feel free to PM me to chat! However I do not check PMs immediately. Might take me a day or two... or ten to get back to you.
Abilities: Power Attack Actively consume SP while preparing for an attack; unleash for increased damage on attack. Combat Stance Passive. Increase STR, END, or DEX by 10% at will. Five second cooldown. Double Strike Active. 25% SP cost. Attack twice with your weapon, dealing incremental bonus damage based off SP consumed. Can be combo'd into from Power Attack. Sundering Blow Active. 40% SP cost. Strike downwards, causing a burst of energy around you and dealing damage to all enemies. May inflict Stun. Range increases by 5 meters for every 100 SP consumed, starting from a radius of 10 meters. Can be combo'd into from Power Attack.
Funds: 5883 Rishi
Item Pouch (Common):
Wargtooth Halberd
Ankle Bells
Equipment
Main Hand: Adventurer's Sword C
No extra effect.
Off Hand: Adventurer's Buckler C
No extra effect.
Head: Battlerider's Cowl R +50 HP +10 AGI
Increase [Charge] attack damage by 20%. Increase [Riding] proficiency by 10%.
Armor:
Arms:
Legs:
Shoes:
Accessory: Divining Rattlebones C +8 LCK
No extra effect.
Accessory: Banner of the Raid Chief R +30 SP +15 STR +10 DEX
x% chance of increasing ally’s damage by 10% when they attack. X equals 5 x the amount of party members. This effect does not stack.
Accessory:
Accessory:
Perception: Fantastic Gore: Pixelated Pain Setting: 40% Clothing Damage: On Nudity Censor: Personal Profanity Censor: Off Combat Action: Stylish Spell Incantations: Stylish
aмeѕ aмeѕ
_________________ Ari's explanation of the game's death mechanic was surprisingly... lackluster. Huh. I would have thought you'd be teleported to the underworld or something. Meet the grim reaper. Weird. Oh well, Ames got her answer and so she supplied Ari of her own: "Some shops take the ore chunks but there are some exchange places over in the market area," she explained. She was happy to hear that both she and Mags wanted to hit up the marketplace, because Ames also wanted to do that. The rishi was burning a hole in her proverbial pocket. A hole in her item pouch. "I wanna shop too, gimmie a sec and I'll join you guys."
She went over to the Keystone, placing her hand on it and getting some more class queries out of the way. She wasn't too far from the rest of the group so she overheard Amulak's plan and furrowed her brows. What the hell... "I don't think you should be killing kids, even if they are NPCs. That's like, really bad karma!" Ames called over her shoulder. Business with the stone done, she walked back over in time to hear the end of Lew's spiel and see his departure yet again. She looked at Amulak. "I'm in for the tunnel thing too, but seriously recommend against the kid thing. If you do it, do it really far away from, okay? Okay, shoppin' time! Let's go!"
in collaboration with Erode
Once everyone hit the market, they mostly split up with a promise to meet again as soon as they were all done getting what they wanted. For Ames, the first stop was the clothing district. The starting clothes were kind of lame, she wanted something... well, better looking. She also had a very specific question in mind that she wanted an answer to: was transmogrification in CaCo? The search for fashion was one that was brutal and harsh. While certainly craftsmen created things that looked good, or even great, they were still physical objects, things that had to replace one's current equipment to visually replace them too. Some accessories, however, looked to be large enough to at least cover up the red-headed warrior's mismatched outfit. There were cloaks, loose fitting outer robes, and even fursuits (which looked suspiciously like some copyrighted characters...), but as far as equipment which cast an illusionary attire over its wearers, no one had any clue, and the Riens didn't even think it was possible.
It looked like, for the time being, Ames would have to settle for coordinating carefully or purchasing paint and customizing her equipment the old-fashioned way. It was disappointing, but she supposed it made sense. Realism and all. Ah, wait... if she bought something nice and it got torn up she'd feel bad. Then maybe one of those cloaks to cover most of it up? Yeah, let's go with that. After a few more minutes of perusing Ames picked up a rich red colored cloak an put it on, enjoying the swish of it. Okay, what's next...? The red head thought for a few moments, standing off to the side of the street. She wanted to unlock a bunch of classes, open a lot of options for her next class. So... probably something to help with that. In her most recent class search, "bard" came up. That class intrigued her, so she began wandering toward the specialty shops.
Compared to illusionary clothing that only exhibitionists would wish to wear, instruments were much easier to find, and Ames found himself at the storefront of a rather promising shop. Unlike many of the other stalls at the marketplace, this was a proper brick-and-mortar establishment, run by a young man with dark green hair and a wide, easy smile. Though merely a Rien, he had constructed many of the instruments that Immortals were familiar with, as well as an array of musical instruments that Ames was less familiar with. Crystal-powered electric guitars were a popular item, and more than a dozen other humans were milling about the shop when Ames entered.
The price tags on the more 'modern' instruments were quite hefty though. Traditional instruments, such as erhus and shakuhachis, thankfully only cost around 15,000 to 20,000. It was pricey still, of course, but the quality was priceless.
Ames entered, keeping an eye on the shopkeeper as she milled about the store. She couldn't help but think he was kind of cute. Still, she was hear as a customer, not a suitor! After a few moments perusing the wares alongside the others in the store, Ames approached the cute shop keep. While browsing, it was clear whenever Ames' gaze landed on something that piqued her interest, only for the sparkle in her eyes to dim a bit at the price tags. It wasn't so much the price itself, but the fact she'd be basically out of money afterward. But before that there was something important Ames had to find out.
"Hello," she said to young man, offering him a smile. "You have some really nice pieces. I was wondering if you let customers try out an instrument before purchase and if you do... Uh, do you have anything for beginners? I wouldn't want to... I mean. Just in case, haha..."
"You break it, you buy it," the young man replied in a lilting tone. "But yes, feel free to experiment! For those just wishing to start on their musical journey though... hm... you are a warrior, yes? Are you the type that moves around a lot, or the type that stays in one place?"
"Ah..." Yup, Ames expected that traditional shop keep philosophy, and it made his smile quiver a little.
"Yeah, I am a warrior. So far I've been moving around a lot."
"Hm, perhaps ankle bells then? Though not necessarily pure instruments, a performative art is wonderful to witness too." The shopkeeper pivoted, then pulled out a red leather strap, from which a multitude of small bells were attached. They rang as he shook them slightly. "Other than that, I can imagine that a smaller instrument, able to hang from your neck, would work. Perhaps a lyre, flute, or taiko drum?"
"Oh, neat! They're cute!" She handled the bells carefully, thumbing over the metal. She placed it on the front counter and looked back at the man. "A drum might be good too. I'm going to give some of the instruments a try before I decide, but what are we looking at here as far as price goes?"
"Simpler instruments like these would only cost 10,000 rishi per. Though if you're looking for something of finer craft to make your artistic debut with, that'll run you up around 50,000 or more."
"While that would be nice, it's not really in my budget," Ames chuckled. "Thanks, let me try some stuff out."
With the shopkeeper's blessing, Ames picked up one of the string instruments, the lyre the man had recommended. In real life, Ames could barely play the few childhood songs she remembered learning on her family's piano. She put all her energy into sports, so she couldn't handle an instrument at all. However, in CaCo... was it possible to use her "stylish" mode to play one? It helped her in combat, would it help her in other situations too? Gingerly she picked the lyre up and plucked some of the strings.
"..." She plucked a few more, attempted to actually play it and... found that she couldn't. Some of the patrons gave her a skeptical look, and Ames sheepishly returned the instrument to it's place. Well, that answers that question... bummer.
In the end, Ames paid for the ankle bells and put them into the item pouch alongside the halberd that magically fit inside. Speaking of, she opened her menus and sent a message directly to their giant friend Klein. If he wasn't interested in it, she could probably sell it and get some chump change. Maybe put it towards some healing potions that Amulak was berating them over party chat for not buying.
Farren grew up as part of the secretive druidic order of Ireland. This particular group of magi, called druids, used thier magecraft to commune with and learn the secrets of nature, and had been doing so for thousands of years. For Farren, the knowledge limited to what the order knew wasn't enough. As he got older he fully braced his patron animal, the spider, and grew interested in learning as much information about the world as he could. From children's gossip to government secrets, he was happy to learn anything. So once he'd learned all there was to know at home, he ventured out, getting into contact with the Mage's Association. Some in the association were glad to trade knowledge for knowledge, which Farren had no issue with. Rather than keep everything he'd learned for himself, it was more fun to share with others. Naturally the druidic order didn't take kindly to that, as they preferred to keep thier history and methodology a secret to outsiders. So Farren was branded a traitor to the order, never allowed to return.
"Well, not that I was going to anyway. I have all I need from there."
From then on Farren studied across all of the British Isles and Europe, taking in any piece of information he could. This involved scouring libraries, speaking with elders, and at times stealing secrets. Sometimes other magi would seek him out to learn what he knew, sometimes assassins tried and failed to dispose of him for specific knowledge he possessed. Most of the time he was left to his own devices. He became known as a traveling druid, a man with no ties or allegiances save his pursuit of information.
And there is a wealth of information to be gained from a gathering of magi and heroic spirits.
Personality:
A free spirit, as cliche as that sounds when applied to a man of nature. Farren doesn't like being tied down, he goes where his whims take him. Given the choice between taking responsibility and enjoying himself... well, who would choose former anyway? He is selfish in that he only truly cares about himself, but he isn't unkind. He very much enjoys talking with others, sharing experiences and debating philosophy. He is very generous with knowledge, and will spread any secrets around freely - save ones that will directly endanger his own life of course. Many take this to mean he is untrustworthy. Well, maybe he is. In his pursuit of knowledge he'll side with anyone so long as they teach him something new.
Magecraft: Quality of Circuits: C
Quantity of Circuits: A
Elemental Affinity: Earth
Attribute: Absorption
Druidcraft
Farren can attune himself to nature, in particular flora. With some minor concentration he can hear the whispers of plants and insects to gain information from them. Once he is on the same wavelength, Farren can coax the nature around him to act in his favor. In addition, with preparation he can take some attributes of the nature he is attuned to: enhance his senses, hardening his skin, photosynthesis to reduce his need to eat and drink, the ability to breath through his skin, etc.
General Magecraft
Learned after leaving his druidic order and integrating himself into modern magus society. Besides nightvision, self-healing and bounded field creation, he is basically a novice with the basics of magecraft according to the Mage's Association.
Advanced Familiar Creation
The pride and joy of Farren's sect of his order, one that he seems to have perfected: the breeding of a particular type of creature specifically for the purpose of serving as specialized familiars... the Mana Weaver Spider.CW: spider lol These spiders are cultivated inside the druid's own body, with the spiderlings raised feeding on their prana. As adults completely in sync with their parent druid, the spiders make excellent scouts and supporters. The webs they lay down can cover vast areas, giving Farren a rough knowledge of everything contained in and around those webs - let alone what the spiders see and sense themselves. With the strengthened threads it's possible to bind things together and even ensnare others that stumble into them, in which case hostile victims will be set upon by the brood of spiders, but in most cases they aren't used offensive. It's also possible for Farren to impart a fragment of his own mind into a spider or spiders, but this has obvious danger associated with it.
Absorption
This is done through the use of Farren's spider familiars. The mana weavers can break down matter directly into prana, storing it inside the spikes on their body. It can be "harvested" safely from them, but in a pinch Farren can simply consume the spiders for a quick boost.
Weave Language
Drawing from the concept that the spider is the originator of the ogham (and all written language), Farren can decipher spells, codes, and foreign languages so long as it's through a physical medium (i.e. not spoken aloud). Likewise he can send messages along through his spider's webs.
Mystic Codes:
Ocular Brood Room
A specialized crystal right eye. Inside are where the mana weaver breeder pairs, eggs, and spiderlings stay until they reach adulthood. Not only does it serve as a safe, inconspicuous space for the spiders, but the Brood Room also doubles as an automatic transfer of consciousness. Through this eye alone, Farren can see what all of his individual spiders see, their experiences refracted in crystal to lessen the burden of thousands of perspectives on his brain - that is, thier experiences are displayed separately in each face of the crystal. It's akin to watching flicking through several security feeds at once.
Silk Record
A relatively new mystic code for Farren, of his own design. It's an extremely... extremely tiny record, the sum of all of his knowledge. It's constantly being woven by the spiders under his command, in ancient ogham text so small that only an insect or arachnid could read it - or one that could see through those small eyes. In function it's like a miniature library of Alexandria, or even a primitive magic crest. It collects and records all the knowledge Farren learns in micro.
General: Farren is very much a "lie in wait" type of magus. He prefers casting his web and letting everything else come to him. He is efficient at managing his mana. His ability to function without expending much energy combined with his familiars' ability to generate and contribute extra mana to him make Farren the ideal partner for servants with a high mana cost. Or at least that was the idea.
Non-Magecraft Abilities/Items: Farren has an eidetic memory, as he commits information to his brain like weaving threads together. Other than that, none to speak of.
𓇓𓏏𓊵𓏙𓊩𓁹𓏃𓋀𓅂𓊹𓉻𓎟𓍋𓈋𓃀𓊖𓏤𓄋𓈐𓏦𓎟𓇾𓈅𓏤𓂦𓈉
Class:
Berserker
Team:
Blue (Trojans)
True Name:
Tutankhamen
Title(s):
The Boy Pharaoh, King Tut, Beloved of Amen-Ra
Gender:
Male
Alignment:
Lawful Evil
Attribute:
Man
Biography:
(Obviously very abridged) Berserker was a young pharaoh of Ancient Egypt, taking the throne after the death of the previous pharaoh at age eight. His father, Akhenaten the previous-previous pharaoh, left the country in turmoil. He let the military and the populace degrade in favor of usurping the Egyptian pantheon and installing his own god: "Aten." The effects of Akhenaten's reign were immense, so most of Berserker's reign was spent reversing decisions his father made and reinstating religion and places of worship that had been neglected. Although at this point the citizens had lost some of their faith that the "pharaoh" was as divine as they thought, Berserker's actions made him popular leader with both these citizens as well as foreign dignitaries - he often received gifts of all kinds. Berserker's reign even saw Egypt reclaim some of it's lost territory. Although trained in archery and magics, Berserker was a small, frail boy and did not directly participate in the few battles that took place during his reign. Things seemed to be going well within the Kingdom of Egypt, and slowly but surely the god Amun reclaimed his throne in the eyes of the people. However, there some that couldn't forgive Berserker. Whether the scattered remains of Aten's few devoted, or the priests of Amen whose hatred for Akhenaten extended to all who shared his blood, Berserker did have his enemies. And, after ten years of ruling Egypt, he died suddenly and mysteriously.
Much later on, archaeologists discovered his tomb, sparking widespread interest in Egyptology. Even after his death, it seemed that Berserker was a popular Pharaoh. His death legacy of magic items, gold and jewels was eventually overshadowed by something else found his tomb: an alleged curse. This "curse" captured the mind of people around the world, claiming that those that angered a Pharaoh's spirit would soon die a mysterious death just as Berserker did. This curse, whether it was real or not, became entwined with Berserker's legend. Because of this, when Tut is summoned into the Berserker class, the curse will begin to consume his Saint Graph and rewrite his personality.
Personality:
A boy that wears the facade of a man. Berserker is someone that desperately clings to the image of the ideal Pharaoh: dignified, wise and powerful. Although he tries to embody these traits, he is fully aware of the curse attached to his Spirit Origin - and since he was already a sensitive soul in life, the knowledge of his curse makes him into a... depressing person. Although pessimistic, he is devout and will follow any order his master gives him. He will try to remain a stoic, noble personality for as long as possible, but as time goes on his facade will crack and fade. He will be prone to sarcastic comments, angry teenage outbursts, and bear genuine feelings on the outside.
Armaments & Fighting Style:
An ornate bow of gold: though Berserker is proficient with it, he is no match for an Archer.
The meteoric dagger: a gift sent from the heavens, yet it's true power appears to be sealed.
Berserker's preferred fighting style changes as his madness increases. Ideally he would not see combat at all, as he is a weak existence. With his mind intact he prefers to fight at a distance with his bow and magecraft, supporting a thought out strategy. As his Spirit Origin is devoured, he shifts into a close range fighter, lashing out with his dagger and fists to experience death firsthand. He uses his Noble Phantasm to survive and counter heavy blows.
Parameters:
STR: D | END: D | AGI: E | MGI: C | LCK: D
Class Skills:
Mad Enhancement EX
The class skill of Berserker. As the Pharaoh's Curse takes over his Saint Graph over the course of the war, the rank of Mad Enhancement itself will increase appropriately. It's base rank is equivalent to D+, and boosts only his STR and END by one rank (already reflected). As the rank increases, each of his parameters see an increase. When an enemy specifically makes a slight against Egyptian Pantheon which Berserker worked so hard to restore in life, the ranks of Mad Enhancement are further increased by one more when engaging said enemy.
Personal Skills:
Cursed Body A
A skill that both helps and harms Berserker. Cursed Body makes it so that any spells that can be considered 'curses' have no effect on Berserker. If he is so inclined, Berserker can consume the curse (transforming it into mana) or counter it with his own. On the flip side, this skill also represents the binding of the 'Pharaoh's Curse' to Berserker's legend, a source of dismay for him. Eventually the curse will completely take over his body and spirit, increasing his madness.
Divinity C
A pharaoh presides over both man and gods, and are considered the offspring or reincarnation of gods themselves. In his purest form Berserker would have had a higher rank of this skill as the "incarnation of Amen", but his corrupted legend along with his father's destruction of the Pharaoh's legacy has decreased it. Divinity makes it possible to break through skills that grant divine protection.
Egyptian Magecraft D+
As a frail child king, Berserker was instructed by his court mages in the ways of dark magecraft. In life Berserker was very skilled with magecraft, but as a "servant of rage" it's rank is significantly lowered. Ironically, or perhaps not, he is proficient with curses. When handling a certain Noble Phantasm of his, he is better able to focus on magic and sees a slight boost.
Noble Phantasms:
Name: Urt-Heka Ma Kheru Title:Divine Sounds of Destruction Rank: C Type: Anti-Army Range: 1~50 Targets: 100 Description: Seshen, the silver horn of magic. Maahes, the bronze horn of war. Two magic artifacts found among the treasures in Berserker's tomb, whose power was revealed to the world in modern times. It's said that when the horns were stolen from the Cairo, they were quickly returned by the thief who couldn't bear to be close to them; and whenever the pair were sounded, war soon broke out.
These pair of trumpets were gifted to Berserker as the commander of Egypt's armies. Despite what effect they may have had in life, as a servant infected with the "Pharoah's Curse" and the mysterious controversy surrounding them in the modern era, the trumpets also take on a corrupted effect. Each are considered mental interference and can be resisted by a sufficiently high rank, but those that suffer their effects suffer them deeply, like maddening music seeping into their heads.
The bronze horn, credited with the signaling of war and originally calling warriors to battle, now sparks bloodlust and temporary insanity in enemies who hear it.
The silver horn, originally meant to boost the magic and morale of Egypt's forces with a spell, now disrupts magic in the area it sounds in. As a general wide range disruptor, it's effectiveness is limited.
Name: Nebkheperure Ẋer Ausȧr Title:Gilded Mask of Death Rank: A Type: Anti-Army Range: - Targets: 999 Description:
The shame of Tutankhamen, the invocation of one of the most famous curses in the world, the crystallization of the so-called Pharaoh's Curse phenomenon. Activating this Noble Phantasm wraps Tutankhamen's famed death mask around his head, instantly revealing his identity. An aura of dread radiates from the mask, and cloths emerge from it to wrap about Berserker's body in stereotypical "mummy" fashion. The wrappings can be used to ensnare enemies, but provide no defense - however the mask, inscribed with a protective spell, raises his END and MGI by one rank. When the mask is on, Berserker is once again safe in his tomb - and any who disturb and "desecrate" the body of the pharaoh must pass a steep LCK check or become cursed. That is, any who attack, touch, or are touched by Berserker. The curse's effects are amplified each time a "desecration" occurs.
The Pharaoh's Curse is one of misfortune. It takes effect as soon as a "desecration" occurs, and it's power grows stronger when Berserker is in close proximity to the cursed. Once the curse is applied, it can only be removed by an extremely powerful mage on the level of the Age of Gods - not even Berserker can remove it. It's effect is this: those cursed see their parameters other than LCK steadily decline. As the curse grows strong, either through amplification or proximity to Berserker, it also drains away their mana and life essence. The more the curse has been amplified against the target, the faster the drain becomes. This NP is especially deadly for humans. Berserker's master is not immune to it, so they should take care not to touch him while the NP is active.
Activating this Noble Phantasm also as an adverse effect on Berserker. While the mask is on, it speeds up the rate at which his own curse devours his spirit and increases his madness. Berserker can deactivate this NP at any time (though this does not stop those cursed from feeling it's effects), but the higher his madness level is, the less likely he is to do so. At a sufficiently high level of madness, it may even take the use of a command spell to deactivate.
Word Count: 733 (+1 exp) Level: 6 - Total EXP: 16/60 Location: Edge of the Blue
Although only a few of the group took up the fishing challenge, it didn't lessen the Cadet's enjoyment of it. After hauling up the mass of bass with his net - and being thoroughly pleased with himself about it - he switching the rod that Brineybeard was kind enough to lend them. He didn't get many chances to improve his angling skill back home, let alone here in the mishmash-ed world. Although soon enough the school of fish dispersed, especially after Junior's thunderous plan, but the hunter didn't have many more catches after switching over to the rod anyway. He kept his line in the water regardless until Shippy pulled into port. Then, the Cadet set his eyes upon the city.
"Wow, it's huge!" he exclaimed, swiveling his head about to take it all in. It was maybe twice the size of Port Tanzia, his only real frame of reference for big seafaring cities. Limsa was definitely taller at the very least. Much, much taller. The white brick of the city's construction made it hard to look at coupled with the shining sun and the reflection of light in the water around it.
Ace Cadet was excited to explore the place. He packed up his fishy haul, inspecting them a bit more closely to see if they could be of practical use... besides for eating, that is. Were their spines particularly sharp? Were their scales sensitive enough to violently burst apart? ...didn't seem like it. Just fish for eating then. He pulled two of the bass from the pile and presented them to Briney - who'd been appointed judge by Kamek, apparently - with a bright smile. "Here ya go. Thanks for giving us a ride."
It was weird that there were no other ships around at all. The captain said as much earlier, but it was still so strange, what with the place completely surrounded by water. He hadn't seen any airships around either, come to think of it. How do people get around? Ultimately he didn't take much time thinking about it. He was just eager to see the city, even if they wouldn't be able to leave it very easily.
Peach flagged down some strange looking girls, and Cadet was glad she did otherwise the whole group would be totally lost with where to start. They claimed to be ships but... well, they were the cutest ships he'd ever seen. "They kind of remind me of Poppi," Cadet thought aloud as he watched Shropshire zip away. Now, to commit what she'd said to memory... or at least the important stuff. Bulkwark Hall led to the Admiral's office, where they would find the woman in charge. Hawker's Alley and Seventh Sage for shopping... and a Hatchery would sounded like it could be pretty cool.
He waved Junior and Kamek off as they left, Cadet himself not very interested in where they housed the fleet of "ships." He had a bunch of fish that were gonna be stinking pretty soon after all, so his plan was to pawn them off for some spending money, maybe pick up some cool new items! He was about to do just that when Sakura piped up about responsibility. The Cadet folded his arms and nodded to himself. She was right, it might be better to meet with the Admiral as soon as possible, even if part of the group had already broken up. After all, they could explore to their hearts' content once they had to go find people to feed to The Maw...
...but then Geralt spoke his plan of heading to Hawker's Alley, and the Cadet's eager curiosity won out.
"I want to check out Hawker's Alley too!" Cadet said, raising a fist straight up into the air. "And the import place. I bet there are all kinds of stuff there that could help us, can't be too prepared right?" He smiled at the ladies. "Since Kamek and Junior already went on ahead, it's probably better to look around rather than wait an hour for them to get back, so we don't have to repeat anything we learn from the Admiral to them."
The Cadet was about to invite everyone to come along with him, crowding poor Geralt's shopping trip, but a sudden thought came to mind when he thought about meeting back up with everyone.
"Maybe we should find out where Bulkwark Hall is first though, heh."
Word Count: 416 (+1 exp) Level: 2 - Total EXP: 1/20 Location: Sandswept Sky
Off they went, half of the group flying directly towards the towering camel while the others sat ready and waiting inside the car. The vehicle carried them straight underneath the beast, making harsh turns when needed. By now Primrose was getting used to the bumpy ride, and she clutched her seat tightly as they drove forward. When she could no longer see their flying companions from the car's window, Primrose looked at Fox, letting her eyes linger for a moment before she nodded. "Copy," she replied to him.
Primrose stood up, keeping a firm hold on the seat's back. Although at the moment she still suspected she would be of little help, she had to consider all of her options. Morgana... the car was a living being. Perhaps her Panther Dance could speed him up and help them all keep out of harm's way. On the other hand, a boost to attack power or defensive might also serve the group well——
A sudden jerk of the steering wheel very nearly knocked Primrose off of her feet. She quickly gathered herself again and bit her lip, clenched her fist. This was no condition to be dancing in.
If I had my magic... she thought to herself, glancing out of the windows at the camel's hooves and the weaknesses the keen Fox pointed out. Even the teens were doing their best to battle Naboris. Primrose tightened her fist. If I...
A familiar feeling spread from between her fingers. At first, Primrose though she'd broken through the skin of her palm with her nails, but as she slowly brought her hand up to look she realized what it really was. She loosened her fingers one by one, and dark swirling energy unfolded from around them. Whether it was the influence of the others or the danger of battle, her magic had returned to her. A small smile spread on the dancer's face and she moved to the back of the car.
"Not quite as useless as I thought," she murmured to herself. Magic gathered in one hand, and with the other knocked on Morgana's interior. "Open the back," she instructed of the feline thief. Once open the hot wind hit Primrose, but it was nothing she wasn't used to. She focused the dark magic in her hold until they were close enough to one of the machine's hooves. "Here, my Moonlight Waltz!" She thrust her arm out letting loose the bolt of magic, and shot forward toward her target.
The man Till's explanation seemed honest for what it was worth. Even with Oscuro's stand pointing a gun to his head, he gave his breif backstory without hesitation. All right, so his story was most likely true - but that did little to lessen Taras' suspicion of him. Coupled with the fight they'd just had against him and his own stand, all it really confirmed was that the fucking Nazis had made him into mind slave somehow. Further, he still could be enslaved to their will. Though he was conscious now, functionally, he could very well be a sleeper agent. And that didn't sit well with Taras at all.
"He's fine now," Taras said, leveling his eyes at Yonaka. "That might not always be the case. His mind is now vulnerable. Who is to say when he is taken control of again?"
Taras blinked at Till, the Russian's face an unsympathetic wall. However, Lindemann still lived, so that was something. "We will keep a close eye on him." Ideally Taras would love to drop the man off at Stalingrad, pass him along to the covert research department and let them handle it. Sadly, they were still far from the motherland.
He was about to tell Yonaka that Lilliane was going after the escaped enemy when another obstacle presented itself, though this one was much less dire. A poor civilian or some such, if she wasn't she would probably already have shot.
< She does not speak French. I do not know about the other two. > Taras reiterated to the woman. His own French was fluid, but his Slavic accent made it clear he wasn't a native speaker - if his imposing size and Russian features didn't make that obvious already. < Put your weapon away. The threat is already gone. >
Farren grew up as part of the secretive druidic order of Ireland. This particular group of magi, called druids, used thier magecraft to commune with and learn the secrets of nature, and had been doing so for thousands of years. For Farren, the knowledge limited to what the order knew wasn't enough. As he got older he fully braced his patron animal, the spider, and grew interested in learning as much information about the world as he could. From children's gossip to government secrets, he was happy to learn anything. So once he'd learned all there was to know at home, he ventured out, getting into contact with the Mage's Association. Some in the association were glad to trade knowledge for knowledge, which Farren had no issue with. Rather than keep everything he'd learned for himself, it was more fun to share with others. Naturally the druidic order didn't take kindly to that, as they preferred to keep thier history and methodology a secret to outsiders. So Farren was branded a traitor to the order, never allowed to return.
"Well, not that I was going to anyway. I have all I need from there."
From then on Farren studied across all of the British Isles and Europe, taking in any piece of information he could. This involved scouring libraries, speaking with elders, and at times stealing secrets. Sometimes other magi would seek him out to learn what he knew, sometimes assassins tried and failed to dispose of him for specific knowledge he possessed. Most of the time he was left to his own devices. He became known as a traveling druid, a man with no ties or allegiances save his pursuit of information.
And there is a wealth of information to be gained from a gathering of magi and heroic spirits.
Personality:
A free spirit, as cliche as that sounds when applied to a man of nature. Farren doesn't like being tied down, he goes where his whims take him. Given the choice between taking responsibility and enjoying himself... well, who would choose former anyway? He is selfish in that he only truly cares about himself, but he isn't unkind. He very much enjoys talking with others, sharing experiences and debating philosophy. He is very generous with knowledge, and will spread any secrets around freely - save ones that will directly endanger his own life of course. Many take this to mean he is untrustworthy. Well, maybe he is. In his pursuit of knowledge he'll side with anyone so long as they teach him something new.
Magecraft: Quality of Circuits: C
Quantity of Circuits: A
Elemental Affinity: Earth
Attribute: Absorption
Druidcraft
Farren can attune himself to nature, in particular flora. With some minor concentration he can hear the whispers of plants and insects to gain information from them. Once he is on the same wavelength, Farren can coax the nature around him to act in his favor. In addition, with preparation he can take some attributes of the nature he is attuned to: enhance his senses, hardening his skin, photosynthesis to reduce his need to eat and drink, the ability to breath through his skin, etc.
General Magecraft
Learned after leaving his druidic order and integrating himself into modern magus society. Besides nightvision, self-healing and bounded field creation, he is basically a novice with the basics of magecraft according to the Mage's Association.
Advanced Familiar Creation
The pride and joy of Farren's sect of his order, one that he seems to have perfected: the breeding of a particular type of creature specifically for the purpose of serving as specialized familiars... the Mana Weaver Spider.CW: spider lol These spiders are cultivated inside the druid's own body, with the spiderlings raised feeding on their prana. As adults completely in sync with their parent druid, the spiders make excellent scouts and supporters. The webs they lay down can cover vast areas, giving Farren a rough knowledge of everything contained in and around those webs - let alone what the spiders see and sense themselves. With the strengthened threads it's possible to bind things together and even ensnare others that stumble into them, in which case hostile victims will be set upon by the brood of spiders, but in most cases they aren't used offensive. It's also possible for Farren to impart a fragment of his own mind into a spider or spiders, but this has obvious danger associated with it.
Absorption
This is done through the use of Farren's spider familiars. The mana weavers can break down matter directly into prana, storing it inside the spikes on their body. It can be "harvested" safely from them, but in a pinch Farren can simply consume the spiders for a quick boost.
Weave Language
Drawing from the concept that the spider is the originator of the ogham (and all written language), Farren can decipher spells, codes, and foreign languages so long as it's through a physical medium (i.e. not spoken aloud). Likewise he can send messages along through his spider's webs.
Mystic Codes:
Ocular Brood Room
A specialized crystal right eye. Inside are where the mana weaver breeder pairs, eggs, and spiderlings stay until they reach adulthood. Not only does it serve as a safe, inconspicuous space for the spiders, but the Brood Room also doubles as an automatic transfer of consciousness. Through this eye alone, Farren can see what all of his individual spiders see, their experiences refracted in crystal to lessen the burden of thousands of perspectives on his brain - that is, thier experiences are displayed separately in each face of the crystal. It's akin to watching flicking through several security feeds at once.
Silk Record
A relatively new mystic code for Farren, of his own design. It's an extremely... extremely tiny record, the sum of all of his knowledge. It's constantly being woven by the spiders under his command, in ancient ogham text so small that only an insect or arachnid could read it - or one that could see through those small eyes. In function it's like a miniature library of Alexandria, or even a primitive magic crest. It collects and records all the knowledge Farren learns in micro.
General: Farren is very much a "lie in wait" type of magus. He prefers casting his web and letting everything else come to him. He is efficient at managing his mana. His ability to function without expending much energy combined with his familiars' ability to generate and contribute extra mana to him make Farren the ideal partner for servants with a high mana cost. Or at least that was the idea.
Non-Magecraft Abilities/Items: Farren has an eidetic memory, as he commits information to his brain like weaving threads together. Other than that, none to speak of.
And here's the boy, finally:
𓇓𓏏𓊵𓏙𓊩𓁹𓏃𓋀𓅂𓊹𓉻𓎟𓍋𓈋𓃀𓊖𓏤𓄋𓈐𓏦𓎟𓇾𓈅𓏤𓂦𓈉
Class:
Berserker
Team:
Blue (Trojans)
True Name:
Tutankhamen
Title(s):
The Boy Pharaoh, King Tut, Beloved of Amen-Ra
Gender:
Male
Alignment:
Lawful Evil
Attribute:
Man
Biography:
(Obviously very abridged) Berserker was a young pharaoh of Ancient Egypt, taking the throne after the death of the previous pharaoh at age eight. His father, Akhenaten the previous-previous pharaoh, left the country in turmoil. He let the military and the populace degrade in favor of usurping the Egyptian pantheon and installing his own god: "Aten." The effects of Akhenaten's reign were immense, so most of Berserker's reign was spent reversing decisions his father made and reinstating religion and places of worship that had been neglected. Although at this point the citizens had lost some of their faith that the "pharaoh" was as divine as they thought, Berserker's actions made him popular leader with both these citizens as well as foreign dignitaries - he often received gifts of all kinds. Berserker's reign even saw Egypt reclaim some of it's lost territory. Although trained in archery and magics, Berserker was a small, frail boy and did not directly participate in the few battles that took place during his reign. Things seemed to be going well within the Kingdom of Egypt, and slowly but surely the god Amun reclaimed his throne in the eyes of the people. However, there some that couldn't forgive Berserker. Whether the scattered remains of Aten's few devoted, or the priests of Amun whose hatred for Akhenaten extended to all who shared his blood, Berserker did have his enemies. And, after ten years of ruling Egypt, he died suddenly and mysteriously.
Much later on, archaeologists discovered his tomb, sparking widespread interest in Egyptology. Even after his death, it seemed that Berserker was a popular Pharaoh. His death legacy of magic items, gold and jewels was eventually overshadowed by something else found his tomb: an alleged curse. This "curse" captured the mind of people around the world, claiming that those that angered a Pharaoh's spirit would soon die a mysterious death just as Berserker did. This curse, whether it was real or not, became entwined with Berserker's legend. Because of this, when Tut is summoned into the Berserker class, the curse will begin to consume his Saint Graph and rewrite his personality.
Personality:
A boy that wears the facade of a man. Berserker is someone that desperately clings to the image of the ideal Pharaoh: dignified, wise and powerful. Although he tries to embody these traits, he is fully aware of the curse attached to his Spirit Origin - and since he was already a sensitive soul in life, the knowledge of his curse makes him into a... depressing person. Although pessimistic, he is devout and will follow any order his master gives him. He will try to remain a stoic, noble personality for as long as possible, but as time goes on his facade will crack and fade. He will be prone to sarcastic comments, angry teenage outbursts, and bear genuine feelings on the outside.
Armaments & Fighting Style:
An ornate bow of gold: though Berserker is proficient with it, he is no match for an Archer.
The meteoric dagger: a gift sent from the heavens, yet it's true power appears to be sealed.
Berserker's preferred fighting style changes as his madness increases. Ideally he would not see combat at all, as he is a weak existence. With his mind intact he prefers to fight at a distance with his bow and magecraft, supporting a thought out strategy. As his Spirit Origin is devoured, he shifts into a close range fighter, lashing out with his dagger and fists to experience death firsthand. He uses his Noble Phantasm to survive and counter heavy blows.
Parameters:
STR: D | END: D | AGI: E | MGI: C | LCK: D
Class Skills:
Mad Enhancement EX
The class skill of Berserker. As the Pharaoh's Curse takes over his Saint Graph over the course of the war, the rank of Mad Enhancement itself will increase appropriately. It's base rank is equivalent to D+, and boosts only his STR and END by one rank (already reflected). As the rank increases, each of his parameters see an increase. When an enemy specifically makes a slight against Egyptian Pantheon which Berserker worked so hard to restore in life, the ranks of Mad Enhancement are further increased by one more when engaging said enemy.
Personal Skills:
Cursed Body A
A skill that both helps and harms Berserker. Cursed Body makes it so that any spells that can be considered 'curses' have no effect on Berserker. If he is so inclined, Berserker can consume the curse (transforming it into mana) or counter it with his own. On the flip side, this skill also represents the binding of the 'Pharaoh's Curse' to Berserker's legend, a source of dismay for him. Eventually the curse will completely take over his body and spirit, increasing his madness.
Divinity C
A pharaoh presides over both man and gods, and are considered the offspring or reincarnation of gods themselves. In his purest form Berserker would have had a higher rank of this skill as the "incarnation of Amun", but his corrupted legend along with his father's destruction of the Pharaoh's legacy has decreased it. Divinity makes it possible to break through skills that grant divine protection.
Egyptian Magecraft D+
As a frail child king, Berserker was instructed by his court mages in the ways of dark magecraft. In life Berserker was very skilled with magecraft, but as a "servant of rage" it's rank is significantly lowered. Ironically, or perhaps not, he is proficient with curses. When handling a certain Noble Phantasm of his, he is better able to focus on magic and sees a slight boost.
Noble Phantasms:
Name: Urt-Heka Ma Kheru Title:Divine Sounds of Destruction Rank: C Type: Anti-Army Range: 1~50 Targets: 100 Description: Seshen, the silver horn of magic. Maahes, the bronze horn of war. Two magic artifacts found among the treasures in Berserker's tomb, whose power was revealed to the world in modern times. It's said that when the horns were stolen from the Cairo, they were quickly returned by the thief who couldn't bear to be close to them; and whenever the pair were sounded, war soon broke out.
These pair of trumpets were gifted to Berserker as the commander of Egypt's armies. Despite what effect they may have had in life, as a servant infected with the "Pharoah's Curse" and the mysterious controversy surrounding them in the modern era, the trumpets also take on a corrupted effect. Each are considered mental interference and can be resisted by a sufficiently high rank, but those that suffer their effects suffer them deeply, like maddening music seeping into their heads.
The bronze horn, credited with the signaling of war and originally calling warriors to battle, now sparks bloodlust and temporary insanity in enemies who hear it.
The silver horn, originally meant to boost the magic and morale of Egypt's forces with a spell, now disrupts magic in the area it sounds in. As a general wide range disruptor, it's effectiveness is limited.
Name: Nebkheperure Ẋer Ausȧr Title:Gilded Mask of Death Rank: A Type: Anti-Army Range: - Targets: 999 Description:
The shame of Tutankhamen, the invocation of one of the most famous curses in the world, the crystallization of the so-called Pharaoh's Curse phenomenon. Activating this Noble Phantasm wraps Tutankhamen's famed death mask around his head, instantly revealing his identity. An aura of dread radiates from the mask, and cloths emerge from it to wrap about Berserker's body in stereotypical "mummy" fashion. The wrappings can be used to ensnare enemies, but provide no defense - however the mask, inscribed with a protective spell, raises his END and MGI by one rank. When the mask is on, Berserker is once again safe in his tomb - and any who disturb and "desecrate" the body of the pharaoh must pass a steep LCK check or become cursed. That is, any who attack, touch, or are touched by Berserker. The curse's effects are amplified each time a "desecration" occurs.
The Pharaoh's Curse is one of misfortune. It takes effect as soon as a "desecration" occurs, and it's power grows stronger when Berserker is in close proximity to the cursed. Once the curse is applied, it can only be removed by an extremely powerful mage on the level of the Age of Gods - not even Berserker can remove it. It's effect is this: those cursed see their parameters other than LCK steadily decline. As the curse grows strong, either through amplification or proximity to Berserker, it also drains away their mana and life essence. The more the curse has been amplified against the target, the faster the drain becomes. This NP is especially deadly for humans. Berserker's master is not immune to it, so they should take care not to touch him while the NP is active.
Activating this Noble Phantasm also as an adverse effect on Berserker. While the mask is on, it speeds up the rate at which his own curse devours his spirit and increases his madness. Berserker can deactivate this NP at any time (though this does not stop those cursed from feeling it's effects), but the higher his madness level is, the less likely he is to do so. At a sufficiently high level of madness, it may even take the use of a command spell to deactivate.
[center][img]https://img.roleplayerguild.com/prod/users/8fb8f456-882a-426c-a680-b47401f20c22.png[/img]
[b]If you're on my page, check out the RP [url=https://www.roleplayerguild.com/topics/193061-world-of-light-the-endless-now-the-ultimate-vg-crossover-rp/ooc]World of Light[/url]![/b]
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[h3][sub][color=gray]♤[/color] 21+ [color=gray]|[/color] UTC-5 [color=gray]|[/color] Casual Roleplayer [color=gray]|[/color] 1x1's: [b]Closed[/b] [color=gray]♤[/color][/sub][/h3]
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Hello! I'm [color=springgreen]Yankee[/color].
I'm usually down for pretty much anything: action, adventure, romance, horror, taboo, comedy, smut, gore, slice-of-life, etc.
I like cute, fun stories just as much as dark, gross, traumatic (for character) stories. I enjoy creating original characters for RP,
but I get as much enjoyment writing as canon characters in fandom-based games!
On that note I like comic books, cartoons, and videogames. I'm also very into cosplay and art!
I am a very slow writer, so my preferred posting pace is [color=springgreen]once per week[/color] or less. I usually post on [color=springgreen]weekends[/color].
I like to have fun while writing, so I prefer relaxed partners who don't take things too seriously.
[b]Remember[/b]: fiction =/= reality.
Feel free to PM me to chat!
However [color=tomato]I do not check PMs immediately.[/color] Might take me a day or two... or ten to get back to you.
[img]https://i.ibb.co/P4wPy1C/st-small-507x507-pad-600x600-f8f8f8.png[/img]
Forward all complaints to [@stone]
and remember,
[img]https://i.imgur.com/fOFItBP.png[/img][/center]
[right][sub][sub][url=https://www.roleplayerguild.com/topics/179862-yankees-characters-past-present/ooc]Character Storage Locker.[/url][/sub][/sub][/right]
<div style="white-space:pre-wrap;"><div class="bb-center"><img src="https://img.roleplayerguild.com/prod/users/8fb8f456-882a-426c-a680-b47401f20c22.png" /><br><br><span class="bb-b">If you're on my page, check out the RP <a href="https://www.roleplayerguild.com/topics/193061-world-of-light-the-endless-now-the-ultimate-vg-crossover-rp/ooc">World of Light</a>!</span><br><font color="gray">___________________________________________________________________</font><br><div class="bb-h3"><sub><font color="gray">♤</font> 21+ <font color="gray">|</font> UTC-5 <font color="gray">|</font> Casual Roleplayer <font color="gray">|</font> 1x1's: <span class="bb-b">Closed</span> <font color="gray">♤</font></sub></div><br><font color="gray">___________________________________________________________________</font><br><br>Hello! I'm <font color="springgreen">Yankee</font>. <br>I'm usually down for pretty much anything: action, adventure, romance, horror, taboo, comedy, smut, gore, slice-of-life, etc.<br>I like cute, fun stories just as much as dark, gross, traumatic (for character) stories. I enjoy creating original characters for RP, <br>but I get as much enjoyment writing as canon characters in fandom-based games!<br>On that note I like comic books, cartoons, and videogames. I'm also very into cosplay and art!<br><br>I am a very slow writer, so my preferred posting pace is <font color="springgreen">once per week</font> or less. I usually post on <font color="springgreen">weekends</font>. <br>I like to have fun while writing, so I prefer relaxed partners who don't take things too seriously.<br><span class="bb-b">Remember</span>: fiction =/= reality.<br><br>Feel free to PM me to chat! <br>However <font color="tomato">I do not check PMs immediately.</font> Might take me a day or two... or ten to get back to you.<br><br><img src="https://i.ibb.co/P4wPy1C/st-small-507x507-pad-600x600-f8f8f8.png" /><br><br>Forward all complaints to <a class="bb-mention" href="/users/stone">@stone</a><br><br>and remember,<br><br><img src="https://i.imgur.com/fOFItBP.png" /></div><br><br><div class="bb-right"><sub><sub><a href="https://www.roleplayerguild.com/topics/179862-yankees-characters-past-present/ooc">Character Storage Locker.</a></sub></sub></div></div>