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Comment ID #84425

Awsome, so the custom SM is good too?

theJoustingJester August 31, 2010, 1:39 AM EST.

Comment ID #84432

Yeah it’s fine JJ~

Bribri August 31, 2010, 1:51 AM EST.

Comment ID #85351

Susan Rosehart

A white Turkish Angora.
Age: 19
Sex: Female
Job: Mage (Although she does fight often)
HP:18
FP: 2

Combat Stat:
ATK:6
DEF:5
VIT:6

Stats:
BOD:6
AGL:7
IQ:7
PER:6
CHR:6

SM:
Heal
Random Magic
Magic Punch: (Double Damage) Uses a ether charged punch to whack enemies.

Quirks:
Semi-Expert
Hidden Strength- When she is almost knocked out (5 HP or less) she gets more strength (ATK +3) but her body wont resist much hits (DEF - 1)

Fun Facts:
Cheerful and Loveful but she can be wild sometimes. (In many aspects *wink wink*…Lame Joke, I know) She simply loves weddings. She is most of the time happy, but she gets angsty for little stuff. She is skillful at many things. She can cook, mend and do stuff like all girls. She likes fish. And she loves Duruan.

Background:
She was born in the small village of Forestia, a mining town (or at least when she was young and the mine didnt shattered) Her brother was a Great Mage(RIP) , she learn many magic from him. She took care of Duruan as his small brother, eventually falling in love with him.She was suppose to marry Malcolm, Duruan’s Rival and the best guy in town. She escaped from the town. Hates Discussions. Loves Cooking. Gets unconfortable around many men.


(UPDATED THE CHAR SINCE I FORGOT SOME STUFF)

Caos September 1, 2010, 10:47 PM EST.

Comment ID #85374

Nantres Tamill

Age: 23
Gender: Male
Species: Korat (Cat)
Class: Corsair

Combat Statistics

Hit Points: 18/18
Fate Points: 2

Attack: 7
Defense: 5
Vitality: 6

Roleplaying Statistics

Body: 5
Agility: 8
IQ: 5
Perception: 5
Charisma: 7

Scarfy:
Nantres Tamill; is a 6’1” Korat with emerald colored eyes. He wears a dark blue seafaring attire, and wields a specially crafted flintlock pistol.
A:7 D:5 V:6
B:5 A:8 I:5 P:5 C:7

Specials

Piercing Round (Bypass): Nantres loads a specialized round into the barrel of his pistol that penetrates any defense.

Make it Count (Desperation Strike): Having suffered severe injuries in the battle, Nantres coats the rune on his bullet in his own blood, triggering a latent effect in the ruin. Upon firing the round, the velocity is increased, and impact is more violent than any prior shot he could make.

Last Stand (Parting Strike): In the last moments of consciousness, he loads one last round into his gun, in hopes to take his opponent down with him.


Quirks


Lady Luck:
For every roll he must make, he rolls 3 die, removing the highest and lowest die and taking the middle value as his final score. In the event of three evens, the effect backfires; in combat he takes a base 5dmg and out of combat no one believes him and he must wait till he can roll again before anyone will believe what he says again. In the event of three odds, double the effect of current action, cannot exceed limits set by GM.

Impulsive:
You can choose to gain a +4 bonus to your initiative roll, at the cost of being unable to use your special move until two turns of combat have passed.

Thor’s Flintlock (Elemental Attack):
Nantres wields a specially crafted flintlock pistol, the designs handed down to him by his mentor and captain. The runes creating the symbol for lightning when connected, sending a bolt of lightning down the barrel speeding the bullet along its path leaving in its wake a booming clap of thunder. +2 Lightning Element

Scarfy September 1, 2010, 11:56 PM EST.

Comment ID #85375

Description

Nantres Tamill is 6’1” with a slender physique. His fur is a soft shade of grey with a faint blue tint. His eyes are shimmering emerald in color. He considers himself to be an attractive cat, especially for the lifestyle he had led up to joining the adventurer’s guild. He has three silver ring piercings down his left ear, with an industrial piercing in his right.

With no recollection of his parents, Nantres only knows about his time in the Orphanage, for however long he was there to begin with. He constantly was scolded by the head’s of the facility for misbehaving; such as asserting his dominance amongst the other boys, and attempting to win the hearts of the girls. He ran away from the Orphanage when he was 10, living on his own for about a year, until he happened upon a harbor town. Here he found a ship, manned by an unruly bunch of miscreants all who seemed willing to slit your throat at a wrong glance. Finding an opportunity while they loaded their hull with goods from the town, he stowed away in one of the crates in an attempt to get further from his past home. While aboard the ship, he continually snuck out of his crate to grab bites to eat, having taken up residence in a tobacco crate as his temporary accommodations. After a week at sea, he came out to find something to eat, and was found by the captain of the ship. Using his quick wit and slick tongue he barely managed to convince the captain that he would be a worthy hand on deck.

Through the many years to follow, he worked his hands to the bone day in and day out, at first just bustling to keep up with the other crew, eventually surpassing them in an extraordinary manner. With time he grew a close bond with the captain, coming to find he was more than a mere pirate dog, but had an excellent mind; as well as knack with old magic. Unlike the rest of the crew with their flintlock pistols, the captain had a specially crafted beauty in his possession that he himself had forged. In the hammer of the pistol were engraved markings, though they seemed incomplete to those familiar with runic scripture. The captain had specially made rounds, with more markings etched into the bottoms, completing the runic marking in the hammer and once the two connected, created a concussive ignition, sending the round through the barrel with deadly force.

Nantres was entranced by this masterpiece his captain had in his possession. Pestering his leader relentlessly, wanting to learn more about it. This went on for years, until the day his Captain made him his first mate, with it unveiling the secrets to his prized weapon. With his ascension to first class the captain gave him the scrolls to make his own, as a sign of his faith in his new right hand man. Nantres gladly takes the scrolls and beginning immediately on the project at hand, spending several months perfecting his own craft to suit his style.

He continued his handy work under the captain for several more years, to his dismay the final years for his captain. The captain having come down with an indeterminable ailment, which no port seemed to have knowledge for to cure his plight. In the last of his few nights before passing, the captain gave Nantres one last scroll, telling him of a great treasure that no seafaring pirate would ever come upon in his journeys. The scroll held information to the whereabouts of what he sought after. In his final breaths, he gave him his vessel and crew, to do so as he pleased.

The last thing he wanted, knowing that one of the greatest treasures was out of reach to a man stuck at sea, he wanted no part of the ship or its crew anymore. With the captain laid to rest at sea, he relinquished command of the ship to one he could loosely call his friend, handing him the captains flintlock as token of his faith in him. When next they made port, he bid farewell to his lifelong companions of the sea and began his journey to find the greatest treasure any pirate could imagine. Here we find him, catching a ferry down the river further into the continent, in his hunt for the next score of riches.

Personality wise; Nantres is a jovial character, always in high spirits and out for a good time. Spending his earnings frivolously on cheap ale and women given the chance. Not to say that he doesn’t try to win with the ladies who can’t be bought, spending more time being of the gentlemanly sort when such a woman rouses his interest. His biggest flaw is his lust for gambling, always out to get rich quicker or go home broke. In his free time he can be found playing a flute he obtained in his journey’s with the captain, playing a spitefully happy melody.

Scarfy September 1, 2010, 11:57 PM EST.

Comment ID #85385

Hey Bri! Can this quirk work for Silvia? It’s so uncommon to happen and the reward is so low…. pllllleeeeassssseeee?

Overgrowth: When Silvia’s synchronization with nature is perfect, her fatigue and wounds seem meaningless compared to the flow of life around her- When max attack is rolle (aka: 5/5 or 7/7 if assisted, etc.) Silvia regains 1 hp.

Ace September 2, 2010, 12:27 AM EST.

Comment ID #85577

Can’t… Stop… Listening… Damn you FF.

Jacob83 September 2, 2010, 2:28 PM EST.

Comment ID #85835

Character : Kaim Idawara ; Strange cat who’se roots are unkwown
=Combat Stats=
HP:18/18 FP:2
ATT:7 DEF:5 VIT:6


=RP-Attributes=
Bod:5
Agi:8
IQ:6
Per:8
Cha:3


=Special Moves=
Feline Agility : Increase the current AGI roll and double it

Increasing Power : Increase the ATT by the number of ennemies present in front of him

Hurting Defense : Attributes two DEF points at every time he’s hitted


=Quirks=
Son of the senses: +3 PER when dealing with acts that needs concentration.

Overflowing Power : +3 BOD when dealing with acts who requires some power.

Kaim September 3, 2010, 8:14 AM EST.

Comment ID #85971

Lets see here then…

@Caos
The bonus to ATT, and penalty to DEF for hidden strength -must be equal-. +3/-1 is -not- going to work. Change it to +2/-2 or +3/-3 got it?

@Scarf
Already approved on IRC. So yeah. No need to tell you twice huh

@Kaim
Okay.. okay the numbers certainly add up… but.. the special moves and Quirks? Not so much. Lets see if I can’t help you out here.

First off you seem to have misunderstood the purpose of quirks. They aren’t just some typeless bonus that you get under certain situations at no cost. They are -give- and -take- traits. They need to have a -drawback- to balance them out. A +2 to this, for a -2 to that. Bonuses based on the situation.

If a quirk gives a +2 bonus to something in a certain situation, it must give an equal penalty in a -different- situation that’s just as common, or an even larger one in a situation that’s rarer.

Another common way to do it is a ‘Specialist’ quirk. Giving a penalty to an attribute at a certain Task, and a bonus on others. Like -2 BOD for purposes of health and sickness but +2 BOD for the purposes of actual strength.

So yeah. I can’t allow either of your quirks. Change them around, or pick something new yeah? Also keep in mind that Quirk bonuses -Can not raise an attribute above 9-. So your Son of Senses quirk wouldn’t have done anything more but raise Per one point as is.

Next we have your special moves. These need to be defined and balanced better. So lets give it a shot here. Feel free to argue against these changes if you wish. Moves that you can compare them to can be found here

Feline Agility-You may spend an SM to roll three times on an agility check, taking the highest result. If used out of combat your SM starts off uncharged once the next battle starts.

Increasing Power-Just… take ‘Attack boost’. It’s more practical and you won’t be screwed over in 1v1 Boss fights which are quite common. +2 ATT for two rounds should work fine to represent this. There’s no need to have -nothing- but custom SM’s.

Hurting Defense:Really Defense Boost works fine for this move as well, but if you must have something fancy? Let it function like DB but rather then +2 Def for two attacks make it:

“You gain a bonus to your next two defense rolls equal to the Number of attacks directed at your since your last turn times 1.5.”

Which would make it: (1 Attack=+1 Def. 2 Attacks=+3 Def. 3 Attacks=+4 Def.) Works fine no?

Bribri September 3, 2010, 3:27 PM EST.

Comment ID #85985

oh small typo with Feline Agility it should be taking the BEST result. Not ‘highest’. No matter ;p

Bribri September 3, 2010, 4:31 PM EST.

Comment ID #86123

Hidden Strength - When she is almost knocked out (5 HP or less) she gets more strength (ATK +2) but her body wont resist much hits (DEF - 2)

Caos September 3, 2010, 11:24 PM EST.

Comment ID #86284

FF-Cat for the win!

Augustin

Ratzmaus September 4, 2010, 5:52 PM EST.

Comment ID #86392

Okay! Seems there’s a popular trend with making characters beyond your first. I’d rather people earn these things a little bit so a new rule that’s now been introduced:

“CREATING A secondary character costs 2 Fate points. New characters beyond your first only start with 1 FP”

So what’s this mean to the people that already have multiple characters? Well follow the steps bellow:

-All your characters loose 1 Fate point with the exception of your primary character.

-If any of your ‘secondary’ characters have more then 1 FP remaining after this, transfer the extra FP to your primary character.

-All your ‘secondary’ characters will be rendered unusable until you spend the 2 FP cost for each one. You do not have access to your secondary characters FP until they have been bought.


Some of you might not be fond of this new rule but it’s pretty much required. I plan to see about inviting new people to the game as time passes, and if -everyone- is making 2-4 characters each managing it all will not be a fun ordeal. Particularly if each character is loaded up with custom SM’s and quirks. It will also be difficult to get to know other characters if they’re constantly being switched out all the time.

Bribri September 5, 2010, 12:52 AM EST.

Comment ID #86395

A quick note on the rule above:Even if you do have a bunch of secondary characters already you are not ‘required’ to spend the FP right away. Spending the FP simply allows you to start using the character.

Bribri September 5, 2010, 1:06 AM EST.

Comment ID #86408

Here it is, my character edit. Thanks for the help Bri’ =p

================================================== =========

Character : Thend Idawara ; Strange cat who’se roots are unkwown

=Combat Stats=

HP:18/18 FP:2
ATT:7 DEF:5 VIT:6


=RP-Attributes=

Bod:5
Agi:8
IQ:6
Per:8
Cha:3


=Special Moves=

Feline Agility : Roll three times an agility check and take the highest result. If used out of combat the SM starts off uncharged once the next battle starts

Attack Boost : Attack your opponent, adding two sides to your attack roll, as if your ATT score is two points higher. The next attack roll you make also gains this benefit.

Hurting Defense : Gaining a bonus to the next two defense rolls equal to the Number of attacks directed at him since his last turn times 1.5.


=Quirks=

Archer: You treat your ATT and DEF scores as two points higher when making attacks or defending from attacks from a distance. However, you treat them as two points lower when fighting in melee.

Overflowing Power : +3 BOD when dealing with acts who requires some power, but temporarily losing -3 AGI

=Description=

Thend is Nebelung cat with a long body, long legs, long tail, broad shoulders and a head with flat planes.

He has medium-long slender, silky black fur. His eyes are a vivid green.

He his gentle and shy, but loving and affective to the people he had the courage to talk and sympathize with. Thend may take a little extra time to adapt himself to new things.

Kaim September 5, 2010, 2:09 AM EST.

Comment ID #86413

Yeah that should work fine Kaim. I’d rephrase As Overflowing Power as such though:

Overflowing Power:Gain +3 BOD for one check, but suffering a -3 AGI on your next Agility check.

Don’t feel the need to repost just for that one detail though.

All I can really request is a ‘Quick ref’ description similar to the ones found here . Going to have to scroll down past the GM logs and the like though

Feel free to PM it to me on IrC and I’ll copy and paste it over there.

Bribri September 5, 2010, 2:16 AM EST.

Comment ID #88831

Okay! just for the record folks:I’ll be running a game in about 3 hours. Around 6pm Eastern time.

I won’t be officially recruiting people until 45 minutes before game time though. It all depends on who’s around you know?

Bribri September 9, 2010, 7:12 PM EST.

Comment ID #90128

Rosque September 13, 2010, 4:24 AM EST.

Comment ID #91333

Most of you guys have already read this, but I figured I would post it for anyone who I missed. I was terribly bored in class and w/ one of our quests on my mind, I wrote a small tale for you guys to enjoy.
Here is the Tale of the Golden Eyed Archer. I hope you have fun reading it as I did writing it ^_^

Rukral September 15, 2010, 2:03 AM EST.

Comment ID #92294

So, I’ve bothered a few people but I just want to post it here cause I’m one of them attention seekers.

I’m running a game tomorrow around 6PM CST. I have a few maybe and one solid but I was just letting it out there.
/ attention whoring done

Ace September 16, 2010, 8:27 PM EST.

Comment ID #94221

Wollt ihr die totale Quest?
Those words should tell you, that I want to GM a small quest tomorrow (23-24 hours). That means most likely 0:00 or 1:00 GMT+1 maybe even earlier, I don’t know how much I sleep. The quest won’t take asslong like the others but I hope it’s at least 3-4 hours long.

Ratzmaus September 21, 2010, 11:07 PM EST.

Comment ID #94231

Okay, I’ve got a new character to play as! Hopefully she’ll be better received than Maaka… >_>

=Player: TurnerClassicNinja=
Character: Evelyn Almasy
Race: Dog, Greyhound
Class: Wind Mage, Mezzer, Buffer, Attack

=Combat Stats=
HP: 12/12 FP: 1
ATT: 6 DEF: 6 VIT: 4

=RP Attributes=
Body: 4
Agility: 9
IQ: 9
Perception: 8
Charisma: 4

=Special Moves=
Restricting Gale (Disable): Evelyn hurls a strong gust of wind at her opponent, stopping him in his tracts. He cannot act during his next turn.
Razor Wind (Inspire): Blades of wind surround the weapons of Evelyn’s allies, raising the number of sides on their attack rolls by two for the next three turns. She cannot attack while Razor Wind is in effect, and the effect ends if she is rendered unconscious.
Uplifting Breeze (Shield): Evelyn casts a spell that makes wind surge around her allies, making them light as a feather. They will be able to dodge attacks far more easily, raising the number of sides on their defense rolls by two for the next three turns. She cannot attack while Uplifting Breeze is in effect, and the effect ends if she is rendered unconscious.

=Quirks=
Spellcaster: Gain a +2 bonus to ATT when attacking from a distance (Wind spells), but a -2 penalty when forced into melee (Staff).
Expert: Lose two points from Combat Stats. Gain four points in RP Attributes.
Elemental Attack: Evelyn’s attacks are wind-based. She gains a +2 bonus when this works to her advantage, and a -2 penalty when it doesn’t.

=Character Description=

Evelyn is somewhat frail looking and a bit on the short side, her thin body draped in a dark-green robe. She has long, grey hair down to her waist with eyes to match. She carries a wooden staff as long as she is on adventures. She’s a rather introverted individual, rather shy and nervous around people she’s just met, but she warms up to them quickly after she gets to know them. She swears a lot when she’s particularly flustered, a bad habit she picked up from her fiancée. Nevertheless, she’s very loyal to the people she’s grown attached to, ready and willing to do anything to help. This personality trait goes on overdrive when she’s on a quest, especially when the group is without a decent healer.
Her past, for the most part, isn’t anything special. A farmer’s daughter, she spent most of her youth out in the countryside with her family. That was, until she discovered that she had a great proficiency with wind magic. Leaving her idyllic rural lifestyle to continue her studies, she was easily overwhelmed by life in Castle Town. That…was when she met Adam, the love of her life. Their relationship was a whirlwind of adventure and romance, no one could overcome the combined might of his sword and her spells nor the intense passion between them.
Years passed, and they decided to settle down after one last adventure, a battle to bring down a powerful necromancer. It was the last battle that Adam would ever fight. Grief-stricken at his death, and enraged at herself from being unable to protect her beloved in his hour of greatest need, Evelyn spent the next year wandering the country, unsure whether she should go on with her life…or end it.
Thankfully, she chose the former, knowing that Adam would never forgive her for giving up like that. Not knowing what she should do next, she thought back to what brought her the most joy: her adventures with Adam. Wishing to feel that rush again, she traveled to the town of Fair-River, to join their renowned adventuring guild.

=Quick Info=
Evelyn Almasy, Introverted Greyhound wind mage, with long hair and a dark-green robe.
A:6 D:6 V:4
B:4 A:9 IQ:9 P:8 C:4

TurnerClassicNinja September 21, 2010, 11:55 PM EST.

Comment ID #94241

I’m still toying around with joining this RP but as it is now it’s a bit too complicated for me. I’d play as this guy if I were to join though.

And yes, he’s a total dick towards anyone but himself. His motivation is getting rich and getting laid.

Pixelnator September 22, 2010, 12:22 AM EST.

Comment ID #94517

@Everybody
I imagine you don’t all keep track of Canadian news BUT well Newfoundland got hit by a rather nasty storm. Likely not nasty at all compared to some of the stuff you guys get but yeah. My power is out, might be down for a few days given the state of things, posting from relatives presently. Don’t expect me to respond as quickly as usual.

@TCN
Nothing I can really see wrong. Standard issue character, nothing fancy I need to approve. So sure, it’s cool. As long as you spend the 2 FP required for secondary’s of course.

@Pixel
Honestly dude.. it looks complex.. but really? It’s pretty easy to understand once you get the hang of things. We’re talking Grade 2-3 Math here, it’s just wordy to avoid misunderstandings.

I mean for heavens sake: -Caos- has gotten the hang of this system now. Not.. sure if that’s a good or a bad thing for the rest of us…. heh ;p

Just ask Myself, TD, or Rukral to help you out with your first sheet and you should be able to join easy like, assuming you have the free time of course. Throw us a PM on IRC if you see us around dude~

Bribri September 22, 2010, 2:39 PM EST.

Comment ID #94519

Nothing gainst your char per se but I think Bri would say that a known exiled lord would not be accepted by the guild. You CAN hide his true identity but… playing a backstabbing son of a bitch? It’s even stated you shouldn’t play that sort of char.

Ratzmaus September 22, 2010, 2:46 PM EST.

Comment ID #94523

Hmm, I’d heard about the flooding, hope you get power back soon Bri!

MiwAuturu September 22, 2010, 3:04 PM EST.

Comment ID #94526

I wouldn’t say that plenty of reasons we can allow him

Like say…Exiled from -where-? Obviously it isn’t the lands we’re in.. so why would it matter? For that matter do we even know he’s this lord or just some beaten looking grouchy warrior? And.. who’s to say he’ll be backstabbing? He’s Ruthlessness will certain cause the occasional problem (Given our groups are full of goodie toe shoes) but that doesn’t mean he’ll stab those on his own side. He’s being paid to kill the same people you are after all.

I will say Ratz is right that true ‘player killer’ PCs are highly discouraged given the nature of the game. -But- that doesn’t mean you need to be a saint either. Gray morality is possible just don’t over do it you know? Moderation. Moderation~

On another note as you all know I may have trouble being online. Which means no Kenzie oh no! Someone will have to run a servitor bot in my place. Instructions and a download for it can be found here:

http://1d4chan.org/wiki/Servitor_Bot

Bribri September 22, 2010, 3:09 PM EST.

Comment ID #94700

Okay, since there are not enough people on who have time and because I’m tired as hell… My game is postponed to weekends. Probably friday or saturday around the same time. I hope I don’t fuck over any OTHER planned games.

Ratzmaus September 22, 2010, 10:55 PM EST.

Comment ID #94986

Just for the record folks:I will be running a game today. Likely somewhere between 2-4 hours from now depending on things. Nothing complex, and certainly nothing that will last more then one game this time (I promise! Really!)

You’re being called down south this time, to a lovely little arena that’s existed for centuries to face off against six other adventurer’s like yourselves. No deaths or monsters here, just simple fair (No Fate points, they have as good as stats as you) competition, and maybe a little mingling between the two groups while we’re at it~

Bribri September 23, 2010, 8:48 PM EST.

Comment ID #97069

Never mind. Problem solved. ¬¬

Vinsionary (iPhone) September 28, 2010, 2:24 AM EST.

Comment ID #97260

Well, I made a different character, female this time.

=Player: Icaras=
Character: Ia (feline | healer/ice mage)

=Combat Stats=
HP: 15 FP: 2
ATT: 7 DEF: 4 VIT: 5

=RP-Attributes=
Bod: 4
Agi: 7
IQ: 6
Per: 8
Cha: 5

=Special Moves=

Heal
Effect: Roll the target’s VIT stat; Heal target by that amount


Multi Attack- A blizzard sweeps over the battlefield, shredding enemies with shards of ice
Effect: Attacks all enemies

Ensnare- A frigid wind sweeps over an enemy, chilling them to the bone and slowing their reactions
Effect: Attack an enemy. If successful, that enemy cannot roll defense against the next attack targeting them

=Quirks=

Elemental Attack (Ice) - Fond of ice-based magic and spells.
Effect: Apply a +2 ATK bonus when Ice works to her advantage, -2 when it does not.

Healer - Heritage influences skills in healing magic
Effect: Lose two CS points. Gain the ability to use Heal without spending SM, healing only half the normal amount in exchange. However, when spending SM to use Heal, after rolling VIT of the target, add 2 to the result.


Bio:

Having been born the noble daughter of a family of healers, Ia was forced to follow in thier footsteps, and is thus proficient in healing magic. However, after her family discovered that she’d been practicing ice magic behind their backs, they disowned her. She joined the Fair River adventuring guild to earn some money to support herself, as she has been living without her parents’ support for only about half a year. Despite being somewhat shy, she is quite cheerful, and sometimes acts without thinking. She’s a fairly quick learner, the only problem being getting her to try new things. Her fur is “dirty white” (a color similar to Daisy, but a bit lighter). She dyed her shoulder-length hair pink once she was on her own to display she was free of her parents’ plans for her future; In reality, she needs their support more than she’s willing to admit. She’s fairly thin; where some people might call her lithe-looking, others would say she looks fragile. Despite not being “curvy” per se, most would consider her fairly attractive.
Her clothes look something like this:
Posted image

Thanks to Karo for drawing that for me :)

Icaras September 28, 2010, 10:36 PM EST.

Comment ID #97262

Hm this is the second ‘Former noble ice mage girl’ believe it or not, though yours seems to be of a different flavor. Given her healing abilities and the fact she was disowned rather then her father being -hanged for treason-.

Though they must be a real stuffy bunch to disown her over simply studying magic ehn? My Daughter has learned a practical skill?! OUT OUT I HATE YOU FOREVER! Oh well ;p

No real reason not to approve that I can see~ She seems fine. I’ll add her to the quick REF here.

Keep in mind any characters after your first cost 2FP to make, starting with one of their own. The only exception to this is if they’re meant as a replacement of course, in which case you just move the FP from your original character to the new one.

Also if you could there Icaras can you write up a QUICK REF for both Adrian and Ia here? It should look something like one of these:

Soleil Alonzey; Adorable Blue-eyed Dalmatian Engineer. She wears a Dark green bandanna, Primitive goggles, a Pocked Vest, Brown pants, worn white dress shirt, Gloves, Boots, and a Brownish-Red Backpack.
A:8 D:5 V:5
B:5/8 A:7 I:5/9 P:4 C:7

Kathrine; Siamese Scholar, she wears puffy attire with a gold band around her neck, wields a libram in a leather scabbard on her hip.
A:10 D:1 V:7
B:2 A:8 I:9 P:6 C:5

Garrett Roberts; Charismatic Somali Swashbuckler, with stylish hair and wears a white, collared, button up shirt, black nobles pants, a maroon sash, and black polished boots designed for all forms of terrain.
A:6 D:10 V:3
B:3 A:8 I:4 P:6 C:9



Sort of a short snapshot of the character so people can read it quickly at the beginning of quests ;p

Bribri September 28, 2010, 10:52 PM EST.

Comment ID #97328

Likely very different personalities too, considering who Liz is.

JoustingJester September 29, 2010, 1:23 AM EST.

Comment ID #97333

She’s a cold hearted bitch.
Xavier thinks she’s a good person, even if she deserves to have a mind crush.

Ace September 29, 2010, 1:29 AM EST.

Comment ID #97362

She’s the only character to fall under ‘evil’ if I’m not mistaken

JoustingJester September 29, 2010, 2:10 AM EST.

Comment ID #98107

Waaaaait Liz is evil? Since when?

Ratzmaus September 30, 2010, 4:30 PM EST.

Comment ID #98122

Since she convinced her father to try and start a rebellion, then convinced him to claim she knew nothing about it so he would be hung for it instead.

JoustingJester September 30, 2010, 5:18 PM EST.

Comment ID #100879

HEY GUYS

snoof October 6, 2010, 1:57 AM EST.

Comment ID #110029

Rage Quirk: +2 ATT and -2 DEF when an ally is reduced to 0 HP in your presence

Caoos (HappyFabian) October 23, 2010, 8:28 PM EST.

Comment ID #110388

Kimi Ra’avi
Female Irish setter
Light mage healer

Short description:
Kimi is a skinny canine, about 5’6”, who wears a white, all-covering robe. Her speciality is healing, for which she draws power from light.

Combat statistics:
Vit/HP - 6/18
Attack - 3
Defense - 7

Roleplaying statistics:
Agility - 7
Body - 3
Charisma - 6
IQ - 7
Perception - 7

Special moves:
Enveloping Light (Heal)
Kimi draws power from a light source, and surrounds herself or an ally with a shine that rejuvenates hit points, decided by die roll. This is equal to +2 of the target’s Vitality stat (see Quirks: Devoted Philantrope).

Empower (Enable)
An incandescent beam is directed towards an ally, allowing him/her to use a special move out of turn - without having to recharge extra before or afterwards.

Power Block (Nullify)
A selected opponent will be encased in a glow that disables his/her special moves for two more turns.

Quirks:
Devoted Philantrope
Kimi has sacrificed two of her Combat points, which enables her to cover somebody in light and restore their hitpoints instead of attacking. The amount healed will be only half the normal amount; however, if she uses the special move Enveloping Light it will gain +2.

Experimental
In her free time, Kimi dabbles in other ways of using her magic. She may, once per quest, use a special move that she normally cannot. If she attempts this, her initiative roll will be reduced to d4.

Further information:
A Caster and a Healer who prefers supporting others to going into the heat of battle herself. Her lack of fighting prowess and physical strength is one reason for this. Another other is her philanthropy, which is the main reason she had for joining an adventure guild - she wanted to provide help in the form of curing wounds. She is not against letting the end justify the means, however. If a greater good can be attained through violence, she does not oppose it, but she does not engage in it herself, either.

Physically, she can be described as either slender (if giving complimentss) or scrawny (brash honesty). Her white robe softens the impression, though, as it covers her from neck to toe. This contrasts somehow with the gleaming redness of her fur, but the effect is not directly unpleasant. The robe is not baggy, but a somewhat slim fit and tied up around the waist with an unflattering rope, which combines with her understated build to make her swift and agile. She does not care much for jewellery or similar decoration, except that she keeps her hair from overflowing by braiding it.

When she is with other people, she is open and forthcoming, but she also tends to be softspoken - especially when it comes to her own views and opinions. She is also reserved against physical contact, and advances that are clearly more than just platonic. While this sometimes does incapacitate her socially, her person is normally friendly and accessible. In her free time, she dabbles with other ways to employ her magic.

Her history, however, is a subject she rarely touches upon. From what people have been able to gather, she had an happy upbringing - until she had a fallout with her parents, the cause of which only she knows. After that, she left them and all ties behind to become a Healer, for reasons unknown. The details are shoddy, because she remains so silent about them.

—-

… Yes. Now; is it acceptable? I probably did a whole lot of things wrong with it. ^_^

ILB October 24, 2010, 6:39 PM EST.

Comment ID #110827

Oh lawd ILB is playing now.
We have corrupted the uncorruptable.

Ace October 25, 2010, 1:23 PM EST.

Comment ID #110836

I wouldn’t say so, you’ll notice her character is about as uncorrupted as they get.

MiwAuturu October 25, 2010, 1:38 PM EST.

Comment ID #110884

It’s not the character that I’m referring to, I mean, the character is cool and all, but it’s the player who doth be corrupted to our game.

Ace October 25, 2010, 3:05 PM EST.

Comment ID #110912

I have never expressed distaste or disdain with the game. And unless I am mistaken, the wanton parts of the RPG are as easily avoidable as Johnny’s jokes or the rather lewd pictures that everybody seems to post in the IRC. ^_^

ILB October 25, 2010, 4:16 PM EST.

Comment ID #110981

No complaints. Certain approved. You’re free to play whenever you wish~

Bribri October 25, 2010, 7:27 PM EST.

Comment ID #110984

Ah, magnificent. ^_^

ILB October 25, 2010, 7:33 PM EST.

Comment ID #111444

Well I’m just going to whore my quest out here, on Sunday October 31st at 3:00 EST I will be hosting a halloween themed quest, depite it not being the right time of year in game. So far I’m really happy on how the writing part is coming along, so won’t you come and join me?

I will be running it first-come first-served for who’s there at the time, so be there if you want in.

MiwAuturu October 26, 2010, 11:54 AM EST.

Comment ID #111465

AM? ^_^

ILB October 26, 2010, 2:30 PM EST.

Comment ID #111467

No, PM, I didn’t think it needed to be said

MiwAuturu October 26, 2010, 2:33 PM EST.

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