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Dues ex Entente NPC's

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Post by JerriLeah7 14th January 2018, 3:44 pm

Dues ex Entente NPCs
RPM: JerriLeah7
RPH: JulietHasAGun

You can post below any and all characters that are NPC's within the role-play.  If you submit an NPC, you are also stating that you're okay with them being used by an RPM or RPH when needed, should it become necessary to use them in a plot, sub-plot, etc.  You are allowed to create NPC's that are relevant to your PC's only.  The layout below is the same as the character layout for registration except that there is no font color.  Other than that, they hold the same age & AP limits as regular characters do.

Code:
[b]Name:[/b]
[b]Age:[/b]
[b]Sex/Gender:[/b]
[b]Appearance:[/b]

[b]Current Occupation:[/b]
[b]Past Occupations (If Any):[/b]
[b]Non-Combat Skills:[/b]
[b]Hobbies/Talents:[/b]

[b]Covenant:[/b]
[b]Sigil Size & Location:[/b]
[b]Covenant Standing:[/b]
[b]Caster Level:[/b]

[b]Blessing Domain:[/b]
    ●
[b]Boon Domains:[/b]
    ●
    ●

[b]Stats:[/b]
[b]Notable Equipment:[/b]
[b]Physical Skills:[/b]
[b]Magical Abilities:[/b]

[b]Trial Story (If Any):[/b]
[b]Character History:[/b]
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Post by JerriLeah7 14th January 2018, 5:50 pm

Name: Athalros Forevsca
Age: 224 Years
Sex/Gender: Male; Bisexual
Appearance: Long, Blonde Hair; Golden Eyes; 5'10 & 175lbs
Athalros is generally seen in golds and silks, particularly of lighter colors.  Rarely seen in a shirt or any kind of obstructive clothing.  Additionally, he is always seen in jewelry of some kind, mostly in golds.
Athalros & Phoseeh:

Current Occupation: Hollowstar Oathbound Ascendant, Covenant Summons
Past Occupations (If Any): Bard Orator, Covenant Questor
Non-Combat Skills: (21 AP Total)
  ● [ II ] Iodenian Politics (3AP) ● [ II ] Orator Performance (3AP) ● [ V ] Leadership (15AP)
Hobbies/Talents: Political Debate, Flute Playing, Storytelling, & Poetry

Covenant: Hollowstar Oathbound
Sigil Size & Location: Entire Back from neck to lower spine
Covenant Standing: Alpha
Caster Level: Ascendant

Ascendant Ability:
   ● Command: An ascendant can cast this ability upon any individual, where they will be given a command or edict that they will be bound to against their will, regardless of how they feel about it. This is generally done with a person's cooperation, but is also used against criminals and other similar persons against their will. As such, it does not have an incredibly fantastic reputation. When under the command of an ascendant, the target is required to fulfill the edict or otherwise experience crippling pain and weakness until the edict is obeyed.
Blessing Domain:
   ● Blessing of Life: Through the blessing of life, you will receive an animal companion, a companion that must be first approved by an RPM or RPH. With this animal companion, you will have an empathic link and will be able to communicate via emotions. Various animal companions can be used for assistance in battle or other situations and are generally their own personality while also being bound to you and your goals. This does not mean, however, that they are subjugated--this ability is by a willing connection that is earned only.
Boon Domains:
   ● Boon of Charm: This passive boon allows your voice to naturally sway those that hear it, improving abilities in matters of persuasion as well as attempts to made to shift their attitude towards you. This includes both methods of intimidation and diplomacy and the effect is greater and improves with your caster level.
   ● Boon of Death:  When battling, this passive ability makes it more likely for an enemy or foe to bleed out and to take massive damage when a critical or majorly damaging blow is successfully made against an enemy.

Stats: (48 AP Total)
  ● [ II ] Strength (6AP) ● [ III ] Endurance (12AP) ● [ V ] Agility (30AP)
Notable Equipment: No Visible Armor or Weapons
Animal Companion: Phoseeh, the High, Dire Tardigrade
Physical Skills: (60 AP Total)
  ● [ V ] Duel Wielding (15AP) ● [ V ] Acrobatics (15AP) ● [ V ] Short Sword Proficiency (15AP) ● [ V ] Chain Fighting (15AP)
Magical Abilities: (46 AP Total)
  ● [ IV ] Blade Cast (10AP): Athalros summons dual short swords made of a translucent, golden, and crystalline material with his magic to fight with.  These blades aren't as sturdy as natural, physical weapons are and can shatter with more ease.  However, they are just as easy to cast again and take only a second to materialize.  These blades are always incredibly and dangerously sharp and are prone to "break up" into pieces that are left within a wound to poison an enemy.  This is not a natural poison, but a poison that effects a foe's mana pool and limits it's capabilities up to a day if a lot of pieces are left within them for too long.
  ● [ V ] Chain Cast (15AP): With his magical ability, Athalros summons forth a golden chain made of a translucent, yet metallic substance that he battles with to trip, disarm, distract, etc. his foes.  This chain can be broken with magical attacks, but physical attacks cannot harm it.  Additionally, this chain does take five seconds to materialize with its general, fifteen foot length.  Longer or shorter chains will vary on materialization time.
  ● [ V ] Cover Cast (15AP): Through this ability, golden, translucent plate of floating armor materialize around Athalros' body as any natural armor would.  It is located a few centimeters from his skin and each plate is located a few centimeters apart.  This armor has the same weak points as any normal armor has, though it does protect against magical attacks, rather than only physical ones.  Level five magics can cause this armor to shatter, but it can still be materialized once more.  However, this armor generally takes ten seconds to materialize over his entire body.
  ● [ III ] Anchor Cast (6AP): With the appearance of magical circles or "glyphs" of gold with the Hollowstar Oathbound's sigil within them, these small anchors literally anchor a subject to their own gravity when being stepped on.  They can be placed in a path vertically upon a wall, ceiling, or even in a stair-like pattern within the air to allow one to climb or have the appearance of walking upwards along walls, etc.  

Athalros loves to use this ability to allow for additional maneuverability around his enemy, circling around them and gaining higher ground when he deems it necessary. These platforms or anchors cannot hold more than one subject at any given time and there is no selectiveness regarding who can step on them.

Ascendance Story: As a man with suave talents, many meet Athalros and assume that he reached his ascendance by either one of two means:  Nepotism or something shady.  However, neither of these are the case.  Athalros earned his ascendance via hard work and many years of service to his covenant with loyalty and his ability to assist others in morale and as a summons.  There truly is nothing overly special about his ability to ascend other than his absolute dedication to Reinhold, but he does like to add to his ascendance story with some grand decoration or two each time that he tells it.  Most don't know if anything that he says is true.

Character History: Some of this character's history is known.  He was born in a wealthy family and fought in the Gauntlet many times before he ever considered to use it as a trial.  When he joined the Covenant over a hundred years ago, he was only mildly dedicated to any particular duty that was given to him within the new "family," but after his life was saved by his close friends within Hollowstar, his attitude towards the Covenant and its Progenitor slowly shifted and he became more of a covenant kind of man.  What anyone will know of him is his reputation.  His reputation consists of someone that is summoned rather frequently by his fellow covenant members that have the blessing selected.  He is diligent, but he doesn't always provide the results that the summoner would most desire.  

Regardless of this, he is powerful and he is not known to be compassionate, especially if you have displeased him at any given time.  However, he is fun and he loves to party.  He is known to visit with anyone within the Hollowstar, regardless of their standing, so that they will recognize him under the circumstances that he is summoned.  Due to the frequency he is summoned, he is flighty, difficult to make appointments with, and often has haphazard, hurried speech.


Last edited by JerriLeah7 on 6th March 2018, 6:37 pm; edited 1 time in total
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Post by JulietHasAGun 18th February 2018, 6:59 pm

Name: Kal'Yhak-Est
Age: 139
Sex/Gender: Female
Appearance:
Spoiler:

Current Occupation: Ascendant, Scion Of Castor, Diviner
Past Occupations (If Any): Survivalist, Urchin
Non-Combat Skills:
  • [V] Hunting (15 AP)
  • [IV] Tracking (10 AP)
  • [V] Survivalist Training (15 AP)

Hobbies/Talents: Weaving, star-mapping, making pendants, befriending animals

Covenant: Shadowcast Diviners
Sigil Size & Location: Kal's sigil is displayed proudly upon her chest, large, and impossible to ignore.
Covenant Standing: Alpha
Caster Level: Grandmaster

Blessing Domain:
● Earth: (1x Caster Level/Day) - With this blessing, you can move through tunnels and caves with ease. You can move across any stone surface as if you were a spider, your hands and feet adhesive and allowing for travel, even upside down. While under the effects of this ability, you can temporarily see in natural darkness, but not magical darkness. This lasts for up to an hour.
Boon Domains:
● Darkness: Through this passive boon, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness--you see as you normally would, but in black and white, rather than in color.
● Knowledge: (2x Caster Level/Day) - You momentarily link your mind with the target and share a single memory of no longer than ten minutes. You can show the target one of your memories, show the target one of its own memories, or view one of the target's memories.

Stats:
  • [III] Endurance (12 AP)
  • [II] Perception (6 AP)
  • [ I ] Strength (2 AP)

Notable Equipment: Seriated knife, hunting dagger, wooden recurve bow.
Physical Skills: [V] Hand To Hand Combat (15 AP) [IIV] Bow Proficiency (6 AP)
Magical Abilities:
[V] Beastheart (15 AP): Kal transforms herself into a large, black direwolf, capable of blending in with the wilderness. Due to her increase in size and maintained mental faculties, this ability is namely useful for reconnaissance and stealth. She can be forced out of this state by grievous physical damage or magical intervention from those with magical abilities equal to her own.

Trial Story (If Any): Kal's trial was simple, easy for her. She had spent years in the wild fending for herself, with no weapons to speak of.
Character History: Kal was born into a nomadic tribe, a free spirited, but deeply devout people- dedicated to spirits and the unspoken knowledge of the divine. They followed centuries old starmaps, and practiced divination in all its forms. Her mother, a particularly gifted mystic, imbibed her with a deep respect and reverence for that which lied just beyond the realm of tangible understanding. Her father was a celestial map-maker, tracing the patterns and movements of the stars, believing that these celestial bodies were communicating with humanity from beyond the great expanse.

When Kal was very young, her tribe was venturing dangerously close to the Iodenian border; many towns spit at their feet, and expressed open hostility towards them- they tried to avoid conflict and danger by veering away from civilization.

They underestimated the danger of the Inanis.

This would be their final mistake.

A group of rogue Inanis fell upon their caravan- and the tribe, none of them mages, were quickly overwhelmed- despite their small numbers.

Kal's mother barely managed to grab her and escape with their lives- the whole time, Kal, young and terrified, screamed for her father, until her mother, tears in her eyes clamped her hand over the young ones mouth. Kal's mother ran as fast as her legs would carry her, and even then she urged them onward, not releasing her daughter from her arms. After what seemed, to Kal, to be hours of running, they came to a small outpost tone. Kal's mother thundered into the first building she saw, a tavern- falling to her knees with her child in her arms and tears in her eyes- begging them for help. Words of what had happened tumbling recklessly from her mouth in a waterfall of horror- her white face paint, a signature of her status as her tribes chief diviner, smearing down her face.

That was Kal's second lesson in blood; human's- human's could be just as cruel as the Inanis.

To this day, Kal does not speak of what the town did to her mother, and what they did to her. The only detail known is they ripped her mothers gemstone pendant from her neck- a badge of honor from her tribe- after they had killed her, gawking at it, hanging it from their necks, parading around with it like a gaggle of stupid monkeys.

Kal escaped, running into the wilderness, with a newfound hunted look in her eyes, and a violent mistrust of humans.

The young Kal found herself alone, without a friend in the world, stranded within the wilderness. She learned quickly, however- the wilds were now her only friend, and they would protect her from the monstrous world of men. For years she carved out a life for herself in the splintering wood of the forest- having learned how to hunt and safely prepare meat from the older members of her tribe. Other things, she had to learn on her own- but while the wild was a cruel teacher, she was a quick study.

Years passed, with Kal never so much as speaking to another human- until she was found by a being to whom the wilderness was an old friend. None other than the Progenitor, Castor, found the wildling girl, with blood around her mouth and a feral look in her eye. Her hair, barely recognizable as hair, and the dirt and blood under her fingernails allowed him to deduce that she had been in this straight for a rather sizable chunk of time.

At first, Kal was mistrustful of him, not letting him near her fresh kill, thinking him set to steal it. But Castor spoke the language of the wild- and Kal could see the familiarity in him. But what vexed her most was his eyes. Strange, white, inhuman- a definite plus. After a time of observing him from a distance, him abundantly aware of her presence, she grew closer, and closer, and closer. Finally staring up into his vacant, white gaze with her eyes large, childs eyes made from amber and gold.

Castor, and his covenant, as is rather unlike him- took her in.

And on that day, he sealed an unknown pact with one of his most powerful and loyal scions.

From that day onward, Kal dedicated herself to Castor's cause, dedicated herself to the progenitor himself. No one within the Diviners has so much of a whisper of a doubt as to her loyalty, and Kal consistently positions herself firmly as Castor's right hand. She respect's his privacy, and respect's his wishes should he tell her to go. But if he is ever in need of an ally, she jumps at the cal.
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Post by Luna 6th March 2018, 8:28 pm

Name:Brendan Settin
Age:104
Sex/Gender: Male/straight
Appearance: 5'9, 145 pounds, dark skinned man, brown eyes, wears business attire usually unless he's out of town then he's in his traveling clothes.

Current Occupation: Works at Alwin's armorsmithing shop as the business man and accountant.
Past Occupations (If Any): accountant
Non-Combat Skills: cleaning, diplomacy, book keeping, money management, persuasion
Hobbies/Talents: Card games, Poker is his favorite, gambler, Collects Jewelry

Stats:
Strength II
Agility II
Endurance II
Perception III
Persuasion IV
Notable Equipment: Daggers at his waist. He has leather equipment when he's out of town and wears business attire when he's in town doing business.
Physical Skills: Daggers IV
Magical Abilities: N/A

Trial Story (If Any): N/A
Character History: Brendan learned accounting from his mother when he was young and worked with her for part of his life before deciding to leave and start a business of his own. On his travels he meets Alwin where they decide to start a business together, with Alwin making Armor and Brendan running the shop. He's very good with business matters. They decide to go in fifty fifty. Brendan can be all about the money at times but he's not a complete snob.
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Post by xenolion 6th March 2018, 9:02 pm

Name: Zarrick
Age: 128
Sex/Gender: Male
Appearance:

Spoiler:

Current Occupation: Lord
Past Occupations (If Any): None
Non-Combat Skills: (12ap)
Diplomacy (lvl IV 10ap)
Lute (lvl III 6ap)
Bartering (lvl III 6ap)

Hobbies/Talents: He loves music and plays the lute. He also travels between Capatan and Hathe for business. He is somewhat restless and does not like to be alone doing nothing.

Covenant: Cardinal Crow Company
Sigil Size & Location: 2 in. in the middle of his back
Covenant Standing: Delta
Caster Level: Apprentice

Blessing Domain:
● This passive ability allows for allies within sight range of you to be significantly less likely to be disarmed, tripped, or knocked prone.
Boon Domains:
● (Unlimited Use) - You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time.
● (3x Caster Level/Day) Upon activation, this blessing summons a swarm of a randomized type of creatures, which will be unknown to the caster until the swarm appears. This swarm can be commanded to attack and will last until it is destroyed in mass or until the selected target has been defeated. The swarm summoned can be wasps, rats, bats, centipedes, army ants, bees, spiders, beetles, scarabs, scorpions, and so on.

Stats: (24 ap)
Notable Equipment: A long sword, his lute, usually have a book or two
Physical Skills: Longsword (Lvl 2 – 3ap), self defense, (lvl 2 – 3ap), agility (Lvl 2 6ap), Persuasion (Lvl 2 6ap), and Perception (Lvl 2 6ap)
Magical Abilities:
Zone of Silence Lvl2 (3AP): He can cast up to 15 ft area of silence around him. The larger the area the shorter the duration. It lasts until he runs out of mana.
Invisibility Lvl2 (3AP): He can turn invisible to the eye. He will still leave impressions in any mud, water, and any smoke will outline his body. If he moves too fast he will leave ripples. He can turn others invisible, but he has to be touching them. However the duration will be lessened.
Trial Story (If Any): He helped the Cardinal Crow company get set up in Capatan. They have a small compound where their members can stay for free and can even get discounts at some merchants.
Character History: Zarrick is the current Lord of Capatan. His mom is the Duchess. He is incredibly in touch with the people of the town though. Although he does have a tendency to avoid the poorer parts. When he was younger, he would go around with his mom to visit the shopkeepers to see how they were doing. He was annoyed by it then, but now is thankful for it. He loves to play the lute and will even make appearances at the local pub. He does like to wear some jewelry.

His father is not spoken about much. He died in an attack when Zarrick was a young boy. As a child he softly rebelled against the normal status quo, as seen with his hair and attire. However instead of it being rebellious it was seen as a newer trend.

He has taken over his mother’s duties now that she is the Duchess and takes them more seriously. He is on first name basis with most of the shopkeepers and tries his best to keep them profitable. He is proud that Capatan is known as a trade center. He has established a trading group with the business owners that meets once a month to ‘check in’ with them.

He is a genuinely nice person who is used to the finer things. He had the best of schooling, the best weapons, but still appears to be able to interact with the common people. He is currently single, and not actively looking.

Welcome to Capatan.

Capatan is a bustling town. It is a trade hub for outlying areas. As such a lot of merchants set up shop as well as travel to drop off things. Here you will find it all from food to jewelry, weapon and armor, and other trinkets. The population has been growing slowly as most just stop over on their way to Hathe city, but a few people have set down roots here as well.

The houses are simple and made of brick, wood and stucco. Most of the houses are either 1 or two stories. The plots are big enough to have a little bit of a yard, though some are smaller. Just outside of town there is a mine. Most of the ‘poorer’ people work there.

Duchess Pascalina is the current ruler. Her father recently passed away. There are some that are testing her rule. For those who are not involved in politics it is business as usual. She was well taught by her father.

In addition to being a center for trade, Capatan is also located in the center of livable Iodenia. The wealthier people live in the center of town, surrounded by the market district, then the poorer district. The people will be teleported to the market district when using the teleportation.
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Post by JulietHasAGun 6th March 2018, 10:38 pm

Name: Aenewyn Grissom
Age: 256
Sex/Gender: Female, Pansexual
Appearance:
Aenewyn in full armor:

Current Occupation: Ascendant, Trainer
Past Occupations (If Any): Knight Errant
Non-Combat Skills:

  • Oration [IV] (10 AP)
  • Fasting [IV] (10 AP)
  • Unit Tactics [IV] (10 AP)


Hobbies/Talents: Training her covenant mates, horseback riding, checking in on nearby towns, reading trashy romance novels and smutty literature.

Covenant: Noblesse Oblige
Sigil Size & Location: Aen's sigil is large, brazen, sprawling out across most of her back and shoulders.
Covenant Standing: Alpha/Ascendant
Caster Level: Ascendant

Blessing Domain:
● Nobility: (1x Caster Level/Day) - For a short time, you can increase the morale of your allies that can see and hear you. This increases their attack, bolsters them from fear, and reduces damage that they take. However, you must remain conscious, cannot be taken captive, and you cannot suffer damage or you will lose this effect.
Boon Domains:
● Glory: Upon activation, you are the beacon of hope and all allies within 120ft of you cannot lose their hope or determination, regardless of the state of a fight, even if it would normally be hopeless.
● Community: An individual that selects this boon will be able to passively detect, within 120ft around them, when a person is near their breaking point. Whether it be something little, like that they've just had too much strife during the day and they cannot handle any more things going wrong or something large, like the loss of a loved one.

Stats:
  • Strength [IV] (20 AP)
  • Endurance [V] (30 AP)


Notable Equipment:

Physical Skills:

  • Longsword Proficiency [V] (15 AP)
  • Armor Training [V] (15 AP)
  • Horseback Riding [V] (15 AP)
  • Archery [III] (6 AP)
  • Running [IV] (10 AP)
  • Disarming [IV] (10 AP)
  • Shield Proficiency [II] (3 AP)


Magical Abilities:

  • Magic Melding [V] (15 AP): With this ability the caster can meld and manipulate metal by coming in contact with it. The melding itself takes time, depending on size; with smaller objects and projectiles being able to be melted down instantly depending on caster level.
  • Healing Magic [III] (6 AP): With this magic once can heal wounds obtained by themselves or another by magical contact. The severity of the wounds that can be treated increases based on training and caster level.


Trial Story (If Any): Luckily for Aen, her many storied deeds proved enough evidence towards her trial; and the community service that remained she happily volunteered towards, eager to assist those in need.

Character History: Born the daughter of an extortionist and a brigand; Aenewyn's father pillaged, destroyed, and razed homesteads and villages as it suit him. He forced villagers and mayors of towns to pay ludicrous 'protection fees' to ensure his cruel eye would not be cast down upon their village. Aen, suitably disgusted and abhorred by her fathers behavior- even from an early age, left home as soon as she was able, at the tender age of 24, with nothing but the sword on her back.

But her departure was not for long. She trained, studying, practicing; honing her skills in combat. Fighting bandits, brigands, and cocky whelps with shiny swords and too much confidence. When she finally thought she was ready, she returned to her father- and challenged him to a duel.

As it always was with her father, he demanded it be a duel to the death. Aenewyn, despite knowing who and what her father was, was hurt that he seemed so eager to kill her for the sake of vindication and his tainted 'honor'. But still, she met her father in the ring.

To her fathers endless surprise and horror, she bested him; and, as he lay prone on the ground before her, he surprised her in turn- by begging for his life.

As a flash of compassion for her father flickered in Aen's heart; she remembered all the people he had butchered, all the innocents who had begged for their lives, who he had laughed and sneered at as he slaughtered them. She reminded him of these instances, these images seared into her brain as she brandished her blade down at him.

She knew if she let her father go, he would not be a changed man, he'd kill, and pillage, just as he always had.

With that truth stuck in her heart; she raised her blade, and killed her father.

From him, she took her armor, that she still wears to this day- and set out on the path of a Knight Errant. Righting wrongs, saving lives, and roved out in search of truth, justice and love.

She found two of those things.
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Post by JulietHasAGun 16th March 2018, 10:45 pm

Name: 'Brine'
Age: 172
Sex/Gender: Female, Lesbian
Appearance: Standing at a tall, lean, 5'11, Brine is statuesque- with sharp, harsh features and a meat look about her- displaced only by her friendly, jovial demeanor. She has a long, jagged scar cutting diagonally across her face- which she creates outlandish lies as to the origin of. She has a concophony of sailors tattoos across her entire body, and enough piercings to melt down and forge a small dagger. She possesses short, choppy red hair, shaved close on the sides.

Current Occupation: Ascendant, Sailor, Scoundrel

Past Occupations (If Any): Sailor, 'Pirate', Professional Rover

Non-Combat Skills:
  • Sailing [V] (15 AP)
  • Swimming [V] (15 AP)
  • Medical Training [II] (3 AP)
  • Map Making [II] (3AP)
  • Repair Training (Unsophisticated) [III] (6 AP)
  • Diving [III] (6 AP)
  • Leadership [IV] (10 AP)


Hobbies/Talents: Singing drunken sea shanties, ribbing the new-bloods, spouting outlandish lies, showering her wife in bizarre but heartfelt gifts

Covenant: Aquarian Gloria
Sigil Size & Location: Large, sprawling across her back
Covenant Standing: Alpha
Caster Level: Ascendant

Blessing Domain:
● Destruction: This blessing allows the magi the ability of a berserker like rage. Giving them partial resistance to physical attacks, and doubling their strength and speed. They cannot think clearly, their mentality lowering to that of a rabid animal, and the duration of this ability is determined by the users caster level; though it never breaches a span of ten minutes.

Boon Domains:
● Water - Magi with this boon gain the passive ability to breathe underwater. Its effectiveness has no limit, though it takes some practice to get used to. Initial recruits will find themselves only able to hold their breath for thirty minute intervals, due to the alien sensation.

● Protection - Magi with this boon gain a passive protection ability- they may enchant one item, and item they hold very dearly, and pass it onto another- granting them minor magical protections. They could just as well keep the item for themselves, but it is more often used as a protection between comrades.


Stats:
  • Strength [III] (12 AP)
  • Agility [III] (12 AP)
  • Persuasion [III] (12 AP)

Notable Equipment:

Physical Skills:
  • Ship To Ship Combat [V] (15 AP)
  • Hand To Hand Combat [IV] (10 AP)

Magical Abilities: Manipulate Matter [V] (15 AP0: Mages with this ability can change the consistency and weight of their bodies. From metal, to wood, to algae, ones physical appearance stays the same- but the consistency, texture, weight and buoyancy of their bodies alters. Similarly, if one turns into a specific material frequently, they may experience 'growths' such as mold, leaves or algae; which they will need to shave off.

Trial Story (If Any): 'Brine', having gone by another name, from another time, at the point of her trial- was eager to be cast out to sea. Thinking it would be a cake-walk for someone with as much sea faring experience as her.

It was not.

She descended into madness, growing feverish and frantic in the month and a half she was at sea. Growing ill from eating raw fish and being forced to drink seawater when rain was not available. Once she finally touched land, and was brought before Polluexia, she was a blabbering mess.

'I heard it talking!' She blithered, over, and over, and over, unable to stand on her own- wild eyed. 'I heard them all talking! Talking to me! Talking to me! The faces under the waves! The waves called my name, called my name! The salt, under my skin, under my skin! It talks to me- it burns..' Polluexia merely smiled- ordering her covenant members to nurse her back to health.

From that day onward, 'Brine' as she was christened, had a newfound fear, respect, and dash of suicidal wonder for the ocean.

Character History: Little is known about Brine's past, few even know her birth name. What is known is that she is a former pirate, brigand- who had grown tired of the foul taste raiding enemy ships left in her mouth.

Currently, she's a married woman- with a beautiful, shipwright wife, who she dotes on hand and foot, and lavishes in gifts and compliments. With a beautiful, adopted daughter- whom she also dotes on, despite her bizarre quirks.

She takes her duties as an ascendant seriously- and, despite screwing with the newbies with her outlandish lies, is dedicated to her covenant mates.
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Post by JulietHasAGun 17th March 2018, 4:57 am

Name: Roibyn 'Valhalla'/'Val' Raithim
Age: 145
Sex/Gender: Male, Bisexual
Appearance: Standing at 5'10, Valhalla is of muscular, but slender build. He possesses dark skin, amber eyes, and strong but gentle features. His hair is braided, tied back out out of his face, and is of medium length. He is always seen in billowy, black armor, and what little armor he wears is gold.

Current Occupation: Ascendant, Bodyguard
Past Occupations (If Any): Gladiator
Non-Combat Skills:
  • Scouting [III] (6 AP)
  • Medical Training [II] (3 AP)

Hobbies/Talents: Playing the piano, writing (bad) poetry, reading, studying, meditating, training House Of Repose members in basic combat

Covenant: The House Of Repose
Sigil Size & Location: Large, Sprawling across his back, around his wings
Covenant Standing: Alpha
Caster Level: Ascendant

Blessing Domain:
● Fire - (x1 Caster lvl Per Day) The magi summons smothering ash to turn against their enemies. It decreases visibility for all in the effected area and can be used to wound enemies, and as a shield to defend allies. The effected area and amount of ash summoned grows higher based on caster level. This ability can affect and maim allies; caution is advised.

Boon Domains:
● Death - This boone grants the magi the benefit of Deaths Embrace. The magi can heal instead of taking damage from channeled negative energy. The amount restored gets higher based on caster level.

● Healing - Magi with this boone gain the ability of Restorative Touch- Magi with this boone are granted minor healing capabilities. The magi's touch can remove minor physical wounds, fatigue, and some illnesses. Grandmasters possess the ability to remove more ailments, novice magi and limited to minor physical ails.

Stats:
  • Strength [IV] (20 AP)
  • Agility [III] (12 AP)
  • Endurance [III] (12 AP)
  • Perception [II] (6 AP)

Notable Equipment:
Physical Skills:
  • Spear Proficiency [V] (15 AP)
  • Disarming [III] (6 AP)


Magical Abilities: Magical Wings [V] (15 AP): Magi with this ability sprout physical, bird like wings, capable of supporting them and allowing them to take flight. Controlling them for flight requires a high base strength, agility, and endurance stat.

Trial Story (If Any):
Hollowstar Oathbound: Having been a prior contestant in Reinhold's arena- Valhalla, known then as Roibyn, made the decision to compete as a prospective Covenant member. A lifetime scrapper, who had only grown accustomed to fighting beasts in the past few years- Roibyn managed five rounds- earning himself both Glory, entrance into the covenant, and a new name- 'Valhalla'.

The House Of Repose: Seeing as how his entrance into the covenant was...Different, one might assume Valhalla didn't have to go through the month long vetting process. True, it did not last nearly as long as others might have- but Valhalla was still sent to the far reaches of Iodenia to test his compassion, and assist the sick and wounded. Though awkward, and unversed in gentleness and soft compassion, he still proved himself to have a kind heart, and a penchant for helping others.

Character History: Born to a lower-middle class family, Roibyn was born as merely another leaf on a tree, another cog in a greater machine. Small and skinny for his age; he was also constantly picked on- having to grow into a scrapper to not only protect himself, but his younger siblings not so physically gifted.

He dreamt of purpose, making a mark upon the world- being somebody. He found that purpose within Reinhold's arena, fighting for honor until he saw that he could fight for purpose. Once he joined; he became famous for his neverending determination- his tenacity. His dedication to winning. To him; winning was everything. The only thing.

Until he died.

One day, in Reinhold's arena, he was participating in a friendly bout with a fellow covenant member, an ice mage. They were having fun with it, show boating, dodging and parrying- until a missfire of magic sent a shard of ice through his heart.

He lay there, dying, on the sandy floor of Reinhold's arena- until a guest, a guardian angel; gave him a second life.

Nyx, Progenitor of The House Of Repose, had been there to bear witness to his untimely demise- and descended upon the arena like an angel of mercy. He remembered not being able to tell whether the crowd was cheering or screaming in horror as he slipped away- only to be pulled back to in the infirmary.

He now owed Nyx a life debt, and, having parted ways, respectfully, with Reinhold- whom he would always respect and hold in high regard, he went to serve his new lady. Swearing fealty to her, and finding a new purpose, and set of morals, in life.
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Post by JulietHasAGun 17th March 2018, 6:33 pm

Name: Kirst
Age: 146
Sex/Gender: Female, Asexual
Appearance:
Kirst (Left):

Current Occupation: Assistant to Vaelus, book-keeper, Ascendant, Head Of Research for The Artifice Precept
Past Occupations (If Any): Farmhand, Student, Model
Non-Combat Skills:
  • Law Training [V] (15 AP)
  • Interrogation [II] (3 AP)
  • Historical Studies [II] (3 AP)
  • Calligraphy [II] (3 AP)
  • Information Gathering [II] (3 AP)
  • Leadership [IV] (10 AP)
  • Politics [IV] (10 AP)


Hobbies/Talents: Fashion, Studying, Book-keeping, Accompanying Vaelus, Researching Relics

Covenant: The Artifice Precept
Sigil Size & Location: Three inches in diameter at the front and center of her neck.
Covenant Standing: Alpha
Caster Level: Ascendant

Blessing Domain:
● Artifice: Magi with this blessing can give life to inanimate objects.
They imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever they initially designate.

An animated object can be of any nonmagical material. Novice's can animate small objects, intermediates can animate medium objects, Grandmasters can animate large objects.

Boon Domains:
● Rune: Those with this boone are able to read and decipher languages after a brief period of time with them. This ability's effect becomes more efficient depending on caster level, and registers as a passive on most languages; most not including magical languages and 'dead' languages.

● Law: (x2 Caster lvl per day) This boon allows the caster to 'hold' an Inanis in a paralysis like state by their voice. Caster level determines how long it can be held, and the target must remain within vocal speaking range. For example; a novice caster could hold an Inanis for a few seconds at most- whereas a master could hold the same Inanis for 10, 20 minutes at a time depending on the subjects willpower.

Stats:
  • Persuasion [IV] (20 AP)
  • Perception [III] (12 AP)


Notable Equipment:

Physical Skills: None

Magical Abilities: Electricity Magic [V] (15 AP): Kirst turns herself into an electrical conduit, being able to create and conduct electricity and either channel it directly into something she touches, or lash it out in a bolt like form- calling it down with the weather, or exorcising it from her fingertips.

Trial Story (If Any): Kirst, a child prodigy, joined Vaelus' school at a young age- earning both the respect and awe of her peers. She graduated top of her class, and, once within the covenant, quickly worked her way up to being Vaelus' right hand woman. She proved herself thorough, dedicated, and an intellectual force to be reckoned with.

Character History: Born to the life of a farmhand- from a young age, Kirst's parents knew she was different. She took no interest in the outdoors- instead dissecting books, taking apart simple tools, making gadgets- expressing a very passionate interest in magic and science. They cobbled together what money they could, once she was older, and sent her off to The Artifice Precept, knowing whatever life awaited her there would suit her much better than the life of a simple farmhand.

She maintains history and contact with her family, sending them a large chunk of the money she earns from her life as an Ascendant- however, her duties at TAP occupy most of her time.
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Post by Vye 25th March 2018, 9:24 pm

Name: Demetress Apolloios
Age: 132 years
Sex/Gender: Female/Bisexual
Appearance:
Spoiler:

Current Occupation: Convoy guard
Past Occupations (If Any): Archery competitor, Town guard, Border patrol
Non-Combat Skills:
Intimidate [III]
Leadership [II]
Singing [I]
Hobbies/Talents: Poetry, Board games, Card games, Fencing, Singing folk songs

Covenant: Shadowcast Diviners
Sigil Size & Location: Right upper arm about an inch and a half across
Covenant Standing: Gamma
Caster Level: Master

Blessing Domain:
   ●Divination (1x Caster Level/Day) - With great concentration, you can activate this blessing and peer into a target to analyze their aura. This allows for you to, over time, glean information regarding that target. You will find that you will be able to see their overall health, magic capabilities, emotion(s), and their overall moral disposition.
Boon Domains:
   ● Darkness - Through this passive boon, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness--you see as you normally would, but in black and white, rather than in color.
   ● Earth  - (2x Caster Level/Day) - You can re-shape an existing piece of stone, sand, or earth into any shape that suits your purpose and it will flow slowly from one structure into another. While it's possible to make crude coffers, doors, and so forth with this ability, fine detail isn't possible without spending many hours and days upon a single creation.


Stats:
Strength [II]
Persuation [I]
Notable Equipment: Wooden, short recurve bow, quiver of arrows with saliva-coated arrowheads, a small pouch of darts made from magical saliva
Physical Skills:
Archery [V]
Close Quarters Combat [III]
Magical Abilities:
Saliva [IV]
Fireball [IV]
Healing Blood [II]
Shadow Sneak [II]
Trial Story (If Any):
Character History:
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Post by JerriLeah7 3rd April 2018, 8:55 pm

Name: Ansara, AKA "The Caretaker of the Dead" or just "Caretaker"
Age: 337
Sex/Gender: Non-binary; Pansexual
Appearance: Red Hair, Hazel Eyes, 5'7 Tall, 137lbs.
Ansara is a medium build, pale girl with fair, freckled skin and an incredibly soft and comforting voice.  Despite her lack of size and presence within a room and her overall ability to rather blend in with a crowd and vanish within a busy room, she's also very kind and most that meet her have a positive first impression.  She is often seen in dresses, skirts, horse riding gear, or a surgeon's uniform.  
Ansara at Age 120:

Current Occupation: Active Covenant Medic & Ascendant, House of Repose Memorialist
Past Occupations (If Any): Covenant Nurse, Battle Carrier, Hathe City Memorialist
Non-Combat Skills: (56 AP Total)
● [ III ] Business Administration (6AP) ● [ IV ] Medical Training (10AP) ● [ I ] Soldiering (1AP) ● [ III ] Traditional Memorialism (6AP) ● [ III ] Diplomacy (6AP), ● [ IV ] Oration (10AP) ● [ IV ] Carpentry (Coffin Creator & Designer) (10AP) ● [ III ] Fan Dancing (6AP) ● [ I ] Musical Training (1AP)
Hobbies/Talents: Shadow Puppetry, Babysitting/Child Entertaining, Writing Poetry, Fan Dancing Ceremonies, Composing Music, Visiting with Friends

Covenant: House of Repose
Sigil Size & Location: 6in. Tramp Stamp
Covenant Standing: Alpha
Caster Level: Ascendant

Ascendant Ability:
       ● Ephemeral Phoenix: Ability description & capabilities are unknown.
Blessing Domain:
       ● Blessing of Repose: (x2 Caster lvl Per Day) This Blessing allows the user a Ward Against Death; making all in a 30 foot area immune to death effects. Such as energy drain and negative life effects. It does not negate or get rid of effects already in place, nor does it have any dispelling effects. The higher ones caster level, the longer this effect remains active.
Boon Domains:
       ● Boon of Repose: (x3 Caster lvl Per Day) This Boone grants the user the ability of Gentle Rest, they can touch any living being and fill it with lethargy.
       ● Boon of Healing: Magi with this boone gain the ability of Restorative Touch- Magi with this boone are granted minor healing capabilities. The magi's touch can remove minor physical wounds, fatigue, and some illnesses. Grandmasters possess the ability to remove more ailments, novice magi and limited to minor physical ails.

Stats: (72 AP Total)
 ● Strength [ IV ] (30AP) ● Endurance [ V ] (30AP) ● Agility [ III ] (12AP)
Notable Equipment: None
Physical Skills: (22 AP Total)
 ● [ III ] Battle Fan Proficiency (6AP) ● [ III ] Running (6AP) ● [ IV ] Porting (10AP)
Magical Abilities: (21 AP Total)
 ● [ V ] Element Air - Air Touch (15AP): Ansara uses this magic to manipulate the air and winds around her.  She can increase or decrease wind, change its direction, or shift its forces within as many degrees as she sees fit within a matter of seconds.  She can create tornadoes of varying sizes, air vacuums, shift gusts of air blasts for simple attacks, etc.
 ● [ III ] Element Air - Name (6AP): With this ability, Ansara can use a powerful exhale to thicken the air around her within a 10ft radius around her body.  This air becomes so thick and heavy that any approaching individual will find it difficult to move and breathe, as if they are attempting to move in rising water.  This ability also grants her a powerful inhale, which grants her the ability to, through a swift kiss, pull the oxygen out of an individual's lungs--but only for as long as her lips remains in physical contact with theirs and allows for all air to remain cut off.  

Character History & Trial Story: Serving as the Mortician of Hathe City for a number of years, Ansara began her adult life straight out of medical school as someone who tended to the dead.  Protecting the bodies for those that have passed, respecting the wishes of those left behind, and creating memorials most memorable--this was her calling.  As a mere human, this was a simple and mundane style of life, one that suited her.  It did not take long, however, for those of the outer rim to request her services.  These poor people needed her help and they desperately needed the Sending far more than any within the City of Hathe.  This realization really struck a chord with Ansara and it made her sad, so she did what she could to help as she traveled to the outer edges to give free services to those that could not afford the Sending while paying magi to protect her while she did.

Eventually, this way of life was not affordable.  Ansara couldn't afford to keep helping the poor without taking care of herself.  She couldn't even afford to pay for the protective services of those that had become good friends.  It was then that Ansara decided it was time to Bind herself to a Progenitor, so that she may become strong enough to travel and protect herself.  Her business was booming within the middle and central rings, but the outer ring of Iodenia still needed the Sending and she refused to let the poor go without.  

She quit her job as the Hathe City Memorialist, but not without leaving behind her own Protege and finding her way to the House of Repose--the only place that would ever suit her to her core.  Upon bringing her needs to the Covenant and expressing her desire to help the people, she begged Nyx for a chance to prove that she is worthy of the Progenitor's soul, so that she may provide the services of a mortician, a memorial services holder, and more to all of those that could need it.  Due to her heart's obvious desires and her past good deeds, she was admitted into the Covenant, slowly rising up into the ranks until she became the Covenant's official Sender or "Memorialist," sending souls to rest in peace, creating personalized coffins, hosting memorials and funerals, and much, much more.

She is well loved within her Covenant, well known, and respected.  Her reputation speaks of someone who is kind, forgiving, patient, and wise.  Additionally, little is known about her magical capabilities, other than the fact that she is a wind mage of some kind.  She very rarely uses her magic and only then, generally in cases of emergency.  Despite her abilities now, she's most frequently within the Guild or out on the outer rim with covenant allies as she provides services that are required during her free time in the Covenant's name.
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