ZIGGY | |||||||||||||||||||||||||||||||||
Name: Ziggy Vasile. Age: 64. Aliases/Nickname(s): Of Varisia, Truthseer, Angelkin, Crusader's Guide. Canon World: Pathfinder Canon Point: OC. Birthdate: April 10th. Zodiac: Aries. Reputation: Pathfinder society, adventurer, guidance, high-ranking official and advisor in his country of origin, Mendev. Species: Aasimar. Family: Three brothers, (unnamed, alive, one dead), Parents (unnamed, dead) Sexual Orientation: Bisexual. Occupation: Pathfinder, Oracle, Healer. Goals: To become the person he needs to be to erase Geb. Residence: Asgard ZIGGY STATS COMBAT 6/10 INITIATIVE 7/10 WITS 8/10 TEAMWORK 10/10 LEADERSHIP 8/10 PIERCING STARE 10/10 |
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"For the vision is yet for the appointed time; It hastens toward the goal and it will not fail. Though it tarries, wait for it; For it will certainly come, it will not delay." -Habakkuk 2:3 inventory | Starting Inventory: Combat Concealed Light Armor (Enchanted) Angelic Shield (Enchanted) Other Healing Kit Antiseptic Water Gloves Priestly Vestments (Pristine) Colorful Scarf Mysterious Vial Current Inventory: Combat Concealed Light Armor (Enchanted) Angelic Shield (Enchanted) Other Healing Kit Antiseptic Water Gloves Priestly Vestments (Pristine) Colorful Scarf Mysterious Vial Droplets within Mysterious Vial: 64 personality | A calm, composed dignitary with a gentle demeanor. Patient and kind, Ziggy possesses a keenly diplomatic and compelling manner, and can assume a leadership role, though he rarely falls into this naturally. After so many years of caring for people, he's attuned to the pain of others and is adept at both alleviating and understanding pain. With a bit of a self-sacrificing penchant with an inclination towards a messiah complex due to his angelic background, Ziggy often takes on the pain of others willingly. Ziggy often gravitates towards people who are compelled and strong-willed to stave away his own melancholy. Likes: High-quality food and drink, serenity, beautiful voices, ambitious people, artists, passionate people, cute things. Dislikes: Infighting great or small, wasted talent, food that's too mild. Quirks: His eyes glow a bright amber, setting him apart not necessarily in a positive manner. Many strange traits accrue from his ancestry, such as opening books exactly where he wants them to. His very nature is otherworldly. Emotes very little. history | Ziggy was reared in a Varisian caravan separate from his father, a Chelaxian colonist excellent at his craft. His mother was his main guardian, a Varisian caravaneer who had had a tryst with him with genuine feelings behind it but an inability to conform with his lifestyle. Ziggy's angelkin status elevated him in the eyes of his peers but caused endless spite and envy from his siblings, who resented his laidback lifestyle and the praise and gifts lavished upon him for a birthright they would never receive. Ziggy gained many talents and traits as he grow old, such as the ability to secrete naturally calming energy, as well as command the forces of positive and negative energy and otherworldly talents such as archaic magic unknown to most. Curious if his multitalented nature extended to martial pursuits, an esteemed warrior of his caravan attempted to teach him the ways of the sword, only to have his hands be engulfed in astral flame when he attempted to handle the weapon. Since then, he was never able to use his hands to hold tools of death. From there, his life proceeded well, due to his amiable personality and his innate angelic abilities. When he was of age, he began to experience visions and dreams of an enormous lodge in the city of Absalom, though he did not pursue this until he considered until many years later when he had expanded and perfected his talents, as well as a willingness to travel beyond his home to the city that was thousands of miles of treacherous territory to seek his destiny as many had before him. After finding the lodge, he discovered it to be borne of an institute called the Pathfinder Society, an amalgamation of specialized individuals in teams seeing to tasks both great and small within the region and beyond, especially involving the acquisition of knowledge and artifacts. Despite the rather blunt nature of his revelation, he decided to pursue the career laid in front of him, and remained among the society for many years, performing myriad tasks until several conflicts of interest caused him to become adrift and compelled him to leave the Pathfinders to seek himself alone. Afterwards, the Goddess of Life and Death, Pharasma, revealed to him in a vision that she had directed him to the lodge for the Test of the Starstone, a massive undertaking meant to bestow deific powers onto a select few worthy individuals. At this point, she informed him that as a keeper of Death, she had become appalled by the collective of undead organized into a full-fledged country by a despicable wraith known as Geb, and the menace and cruelty regularly engaged in by its deathless citizens. Many times had she attempted to blight these creatures with other envoys, but they had all failed, and she believed his immense talent would allow him to succeed where they had not. As had been tested many a time, next to none were capable of triumphing over the Test of the Starstone. Most crucially, she informed Ziggy that the positive energy he had shown so much natural affinity towards was a gift of hers, and not meant to bestow life as he had so often thought and made use of it as, but rather to finally bring death to this plague that had galled her so long. Ziggy was balked and shocked, being a pacifist and a lover of life by nature, knowing that his true gift was to deliver its opposite to an entire country. After much discussion, however, he was given no choice but to accept the Goddess's way of thinking, reluctantly agreeing to be her instrument of finality. He wandered for many years, attempting to cultivate the skill and energy to pass the test. Ziggy made attempts to destroy the undead as was his new duty, but found it revolting and soul-straining, and vowed to never do it again except to preserve life or when his eventual destiny was finally fulfilled. Resentment grew against his patron deity, and the inescapable contract she had over him. For even death would be no escape, as if he somehow found his way to the grave, she'd simply deliver him directly where he stood before and demand he keep going. As tensions grew and with decades of travel, he joined the crusaders of Mendev, and gave his aid to their quest against the demons that were swathing the region in blood and fire. After so long, they grew to rely heavily on this angelkin and his miraculous abilities. He rose both in rank and respect, and before long was a trusted and coveted adviser for the legion and their interests. Stress came with the myriad of responsibilities heaped upon him in addition to his duties in combat, and when the demons finally began to recede back into their blighted realm beneath the Worldwound, he decided it was once again time to move on. His newest and most important quest followed. skills & misc. | DETAILS ABOUT SKILLS, WEAPONS, ITEMS & ROOMS MAY GO HERE Skills: Channeling: Ziggy is able to command positive and negative energy, one of which distributes life and healing in a wide radius to all those around him, including. The ability is both selective and extensive, and can mend even the most minor of physical wounds. In contrast, negative energy acts as the exact opposite, serving as a withering effect in all its range. This ability is very rarely used and unpracticed, as Ziggy detests it. Sorcery: Ziggy has a large repertoire of spells to draw on, among the most potent of which are his fire-based sorceries. However, he refuses to make use of these in any way that would cause harm to any individual. In addition, he has several buffs and defensive augmentations to draw on. Curses: Ziggy is an adept in cursing, possessing many debilitating hexes that can afflict or even incapacitate, usually used to pacify or staunch violence. Misfortune: Ziggy has an ability that he can use once per day per individual which allows him to make an action succeed or fail where it would otherwise have the opposite effect. For example, he can make a shot miss when it would otherwise hit, or make a shot fire where it otherwise would jam. He cannot, however, completely alter fate or change an action profoundly. Aura Ziggy has a naturally calming aura. Appearance: This, but with a darker skin tone. Mundane Talents: Diplomacy, flirting, manipulation, anything involving people. Knitting, song, cooking, survival, directions, tactics, martial arts. Ziggy's Room. (ROOM 401): WHOOP. additional notes | Adjustments to this character's power level have been made. More may follow. Thank you for your patience. credit to splott at rp_tutorials | |
Aug. 2nd, 2017
(no subject)
Aug. 2nd, 2017 03:47 pmTAKA | |||||||||||||||||||||||||||||
Name: Taka Age: ??? Aliases/Nickname(s): The Quiet One Canon World: D&D Third Edition Canon Point: OC Birthdate: ??? Zodiac: N/A Reputation: Notorious capricious trickster in her previous life. Species: Tiefling. Family: None. Sexual Orientation: Heterosexual. Occupation: Adventurer, sort of. Goals: Discover who she is. Residence: Asgard TAKA STATS COMBAT 9/10 INITIATIVE 2/10 WITS 5/10 TEAMWORK 5/10 LEADERSHIP 2/10 FRIVOLOUS USE OF INVISIBILITY 10/10 |
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"I haven't been around long." Taka | |||||||||||||||||||||||||||||
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Starting Inventory: Combat Leather Armor (Magical) Other Teddie Bear Water Material Components Mysterious Vial Current Inventory: Combat Leather Armor (Magical) Other Teddie Bear Water Material Components Mysterious Vial Droplets within Mysterious Vial: 0 personality | Social anxiety is a massive understatement for Taka, who generally prefers the company of darkened corners and nothing more. She will avoid social interaction as much as is possible unless something massively catches her interest, favoring being an invisible wallflower otherwise due to her timid and cowardly personality. Beneath the caked-on layer of timidity lays a genuine fear due to her lack of understanding of both who she is and what her circumstances are, and beneath that lies a kind girl who just wants to get by in the world causing as little trouble for others as possible. Likes: Solitude, cake, comfort, quiet places, understanding. Dislikes: Confusion, pressing people, sour things. Quirks: Tends to be more trusting of other mages, though will recede if pressed. Her biggest fear is exploding without warning into a different person and her previous self ceasing to exist. history | Taka's earliest memory is only six months in the past due to the cycle of birth and rebirth, when her previous form exploded into bloody gibs and gave birth to her. skills & misc. | DETAILS ABOUT SKILLS, WEAPONS, ITEMS & ROOMS MAY GO HERE Skills: Sorcery: Taka is an incredibly potent mage, dealing particularly in lightning spells that shear through even the greatest of resistances. She also has a broad variety of invisibility spells. Appearance: Normal. Mundane Talents: ??? Taka's (ROOM 212): WHOOP. additional notes | Adjustments to this character's power level have been made. More may follow. Thank you for your patience. credit to splott at rp_tutorials | |
(no subject)
Aug. 2nd, 2017 06:39 pmFerrum the FERAL | |||||||||||||||||||||||||||||
Name: Ferrum. Age: 46. Aliases/Nickname(s): Northern Druid. Canon World: D&D Fifth Edition Canon Point: OC. Birthdate: December 29th. Zodiac: Capricorn. Reputation: Slayer of Asgarath the Demon Lord, Timeless Druid. Species: Human. Family: Northren Tribe (eradicated) Sexual Orientation: Heterosexual. Occupation: Nomad. Goals: Preserve balance and loyalty. Residence: Grey Manor. FERRUM STATS COMBAT 10/10 INITIATIVE 7/10 WITS 6/10 TEAMWORK 6/10 WISDOM 9/10 TREE EXPRESS 9/10 |
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"No matter how much a plane has suffered, there is always a way to restore it." -Ferrum | |||||||||||||||||||||||||||||
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Starting Inventory: Combat Dragonbone Armor (Magical) Other White Bearskin (aged) Boots Belt Mysterious Vial Current Inventory: Combat Dragonbone Armor (Magical) Other White Bearskin (aged) Boots Belt Mysterious Vial Droplets within Mysterious Vial: 0 personality | Ferrum's personality can be described like a quiet mountain cliff; distant, stoic, cold. Not cruel but simply direct and calm, as well as overwhelmingly blunt. Ferrum minces words never. Ferrum does have passion and cares for things, but it is veiled beneath many layers of cool passivity and a prediliction to allow things to be as they are. However, he will take steps to preserve the course of the natural if necessary. Likes: Leaves, seasons, fancy food. Dislikes: Overly obedient pets. Quirks: Good at talking like a pirate. history | Ferrum was raised in a northern tribe nestled far in the arctic. His tribe enraged an ancient enemy inadvertently by slaughtering its worm-like young, invoking the ire of a massive dragon which laid waste to his homeland. Ferrum and his father were scouting at the time, and thus were spared the bloody fate. However, his father would not live long as without the resources of his tribe he was helpless to save himself from hypothermia and eventual starvation. Ferrum only scraped by himself due to his natural affinity with the land and the elements, feeding off of small berries of the land until he could flee that wretched tundra. From there he traveled anywhere and everywhere, the natural pulse compelling him from place to place until his abilities as a druid reached a considerable height. At the age of 39 hearsay told him of magical pearls that could make the natural unnatural, causing untold devastation and discord in their wake. By sheer coincidence he encountered another group pursuing the pearls for a different reason, deciding to join himself to their cause temporarily until he could fulfill his own duties. He unintentionally forged strong bonds of friendship with the two adventurers he'd formed a tentative alliance with, travelling by their side for many months. Eventually, their journey led them into the path of a demi-god demon intent on dominating a small island on which he could spread his malefic influence onto the mortal plain. After barely triumphing over the demon with the help of Ferrum's monstrously powerful dragon form, they finally bade farewell, where after some time he was recruited by Lord Grey. skills & misc. | DETAILS ABOUT SKILLS, WEAPONS, ITEMS & ROOMS MAY GO HERE Skills: Magic of the Land: Ferrum is naturally attuned to magics of the land, giving him the ability to cast a variety of both powerful and useful spells. In addition, animals are naturally not hostile at all to him, though this precept does not apply to monsters or abominations. Treestride: The ability to phase through a plant of equivalent size of himself and pass into another appropriately sized plant he's seen on the world. Wildshape: Ferrum can assume the form and properties of any animal bear-sized or smaller at will. This ability has no restrictions beyond a mild transformation time. Shapechange: The ability to transform into any creature from his world temporarily, taking on its strengths. Appearance: Normal. Mundane Talents: Survival, crafting, song, bartering, weaving, hunting, foraging. Ferrum's Room. (ROOM X): WHOOP. additional notes | Adjustments to this character's power level have been made. More may follow. Thank you for your patience. credit to splott at rp_tutorials | |