The Adventuring Guild of Fair-River (RP-Recruiting)
A bit bare bones on the story/background aspect there, but other wise a perfectly sound character. Approved. Though I am guessing this is a dude yes? Alex is a genderless nick-name to most and there's no he's or she's anywhere in this~
- 08 June 2011 - 05:33 PM
- 08 June 2011 - 05:37 PM
The following takes place 25 years after the current events in the Fair River guild. It sadly must be declared non-canon due to the changing nature of relationships in this game.
Due to the increasing mortality rate in the guild, the Guildmaster has put a test in place. New members may only join once per year, and only a limited amount may join at this time. This year, the limit was set to 5. After the five have been chosen by a series of mental and physical tests, a large scale exhibition battle occurs. This battle consists of all the new members competing to the “death” (there are precautions set in place to ensure death is only simulated) against equal number of veteran guilders.
1: All of the characters have to be new, and they have to be original. Although you are encouraged to make children of current guilders (Your own characters please, unless you have permission) this is not required. Especially for the newbs.
2: The battle will be a 5 vs. 5 fight using standard Battle! rules. This means fighting to 0HP and not 1/3 as some spars are done.
3: To avoid swamping Bribri for this, I will be approving characters, just PM them to me either here on the forums or on IRC. I would appreciate no overly complicated custom quirks or SMs when you’re likely to use them only once.
After the battle if people feel like it you can play around with the characters a little, and others can join in if they feel like it and they have characters made for it.
If this is especially popular I may make it 6 on 6, but no more.
ALMOST FORGOT!!! Sunday June 19th @12:00 EST is the time and day.
Come on people, need a few Newbies.
1: MiwAuturu (Khenti Kells; approved)
2: Susan (Helena Gaige; approved)
3: Rasputin (Nicole Gaige; approved)
4: Rukral (Myrick Kells; approved)
5: TurnerClassicNinja (Daniel Kentan; approved)
1: Vinsionnary (Alexandra Maximus; approved)
2: Scarfy (Derian; approved)
3: Kou (Jasmine Seinders; approved)
4: ILB (Real Shantoo; approved)
5: SushiJaguar (Jean Lapluie; approved)
All slots are full!!
This post has been edited by MiwAuturu: 18 June 2011 - 10:18 PM
- 11 June 2011 - 05:22 AM
- 11 June 2011 - 05:27 AM
nevermind, its dead
This post has been edited by the wii anonymous: 22 June 2011 - 11:32 AM
- 22 June 2011 - 11:27 AM
- 22 June 2011 - 05:34 PM
also id like to say i have the worst sleeping schedule ever
- 25 June 2011 - 07:40 PM
Species: Alsatian (Canine)
Non Combat Stats:
Second Wind *Determination*
Rufus continues fighting despite his injuries, Shutting out physical pain and forcing himself on through sheer grit and determination.
Second Chance *Last Stand*
When severely injured, Rufus will summon as much of his remaining strength as he can, forcing himself to fight on, despite his injuries..
Lead the Charge *Rallying Charge*
Rufus lets out a rallying battlecry before rushing his opponent head on, aiming to run them through with his sword.
Close Combatant *Swordsman*
Rufus has only ever used his sword and has become very proficient with it, but as a result, lacks any training with ranged weaponry.
Critical Strike *Reckless*
Rufus is a very skilled swordsman, able to severely damage opponent's when the opportunity arises. However his over-confident nature and reckless, self-taught style, occasionally cause him to make severe errors in judgement, often with disastrous results.
When Injured, Rufus becomes enraged, his strikes becoming much faster and more powerful. However, in this state he becomes careless and much less focused on defence.
HP:21 A:7 D:5 V:7
A:5 B:7 C:9 I:3 P:6
Rufus, a 6'1, Handsome solid black Alsatian with deep brown eyes. He has a toned physique with a few scars. He wields a Longsword typically resting on his back; and wears mostly black clothing with steel armor hidden underneath, with a long-coat on-top.
Rufus was born far up north, in a hamlet that doesn’t appear on most maps, partially due to its small size and also due to the frequent number of snowstorms in the area. The people there were suffering from a terrible plague, mortality rates were high, and the already small population was falling fast. Bodies lay in the street, preserved only by the fierce cold.
A desperate cry of pain, punctuated the desolate village. Inside one of the small houses a woman struggled both against the plague, and the agony of child birth. While she succeeded in giving birth, not long after holding her baby for the first time, she passed away. The father, stricken with grief, named the child Rufus as they agreed and after burying his wife in a small, marked grave, immediately set off from the hamlet, the child wrapped up in as many blankets as he could manage. He was determined to take the child as far away from his plague stricken home as he possibly could.
Whilst his haste was a heroic gesture, it was also an irrational one, the child remained reasonably warm in his sea of blankets but the snowstorms ravaged the unfortunate father’s body. Forced on by sheer determination, he walked for what felt like days before eventually collapsing in the snow. He was found by a band of mercenaries who were travelling the road. The father was too far-gone to be saved and begged the leader to look after his child. After the Mercenary leader agreed the father had enough strength to give the boys first name before passing on.
The Mercenary leader, lacking a son, raised Rufus as his own, but didn’t give the child his family name, as a gesture of honouring the father who brought Rufus to him. His band only participated in relatively honest work, mainly involving protection and rescue. By the age of five Rufus received a sword of his own. The sword was for a full sized adult and was near impossible for Rufus to wield. Displaying the same foolhardy determination as his real father, Rufus practiced everyday with the sword, by 10 he was training with the other mercenaries, by the age of 21 he had become one of his adopted fathers most prized fighters.
Unfortunately whilst travelling along one of Caignwell’s highroads, The Mercenary band was ambushed by assassins hired by a rival mercenary band, whilst the assassin’s were driven off, they had succeeded in their mission. Rufus’s adopted father was killed.
Filled with Murderous rage and a desire for vengeance Rufus abandoned his Mercenary brothers, aiming to track down the assassin’s who murdered his Father, his only clue being the small crest engraved on the dagger that was embedded in his fathers back. After travelling for some time, questioning just about every person he met about the crest, Rufus learned that the assassin’s main base of operations was somewhere in FairRiver. He set out immediately.
After arriving Rufus quickly delved into the criminal underworld of FairRiver, aiming to build bridges and gather information about the assassin’s. However, by the age of 24, after three years of shady work, assassinations, interrogation and theft, Rufus’s rage cooled and his conscience returned. This was not how his father would have wanted to be avenged, and by doing it this way, he was no better than the men he was hunting down.
Rufus, still small-time in the criminal underworld and a relative unknown to law enforcement, cut ties with everyone except his most trusted contacts who agreed to continue chasing leads on the assassins. Hungry for more honest work, Rufus made for the FairRiver Adventurer’s guild. His vengeance would come, but until then, he was willing to wait.
With few battle-scars barring a few small ones on his arms, legs and chest (which aren't visible when he's fully clothed), well maintained gear, and the strong, well toned body of a professional swordsman, Rufus is relatively pleasant to look at, if a little scruffy at times. He wears a tight fitting steel chainmail vest, covered by a steel chestplate, which is further covered by a black leather long coat. He wears black, form fitting trousers, a black leather belt with a small satchel attachment and black leather boots.
He is lover of fine ale and has taken to smoking a pipe, both pastimes of his adopted father; he often scents the tobacco with spices or oils in order to give the smoke a more pleasant aroma. He speaks with a deep tone, polite yet masculine, accompanied by a thick British accent.
Rufus is relatively friendly in conversation, years of practice communicating with, and learning from extremely dangerous people has made him very convincing in the arts of persuasion and deception. However being a mercenary most of his life and a criminal the rest, he lacks any type of formal education beyond basic reading, writing and arithmetic.
Rufus’s adopted father, being a Staffordshire Bull, was clearly of no relation to Rufus and made no attempt to lie to his son on this matter. Rufus was told of his true fathers suffering, and he is sure his true parents loved him, but it was his adopted father that raised him, and that is the father he acknowledges. As long as he survives as his true father demanded, he knows that his true parents are satisfied.
Rufus is plagued with guilt over many things, his failure to protect his adopted father, the abandonment of his mercenary comrades, and his dark dealings with the criminal underworld. He only shares this kind of information with his most trusted friends and will often become very reserved and evasive if his past is brought into question by anyone else, especially if in public. Sometimes he will resort to lying or even aggression if pressured on the subject. He still carries the dagger that killed his father in his satchel, as a permanent reminder of of his goal.
Deep down, Rufus is a good soul, more out for redemption than revenge (even though he doesn’t realise this). His desire for an honest life clouded by a hunger for vengeance.
This post has been edited by Ucro: 31 August 2011 - 09:31 PM
- 13 July 2011 - 11:20 PM
Can't see anything that wouldn't let me approve of this. So yeah:Approved. Have fun gaming ;p
This post has been edited by Bribri: 13 July 2011 - 11:31 PM
- 13 July 2011 - 11:31 PM
Wieght: 210 pounds
Race: Dog (Samoyed)
Combat Stats: Hit Points:27 Attack:5 Defence:5 Vitality:9
Non-Caombat Stats: Agility:5 Body:9 Charisma:7 IQ:4 Perception:5
Fate Points: 0
Frenzy (Berserk) - While he plays the role of defender pretty well, this samoyed is still very much influenced by his northern background, specifically the fearsome rage they can plunge into when they are provoked.
Heal (Medicine) - Life in the mountains wasn't simply wars. A lot of illnesses, a long with war injuries aplenty, have made some of Relincha's clan expert healers. A knowledge he shares to some extent.
Protect (Insolence) - Relincha adopts a provoking stance and taunts his enemies, attracting their attention from other party members.
Practiced Attacker : Whenever you make an attack check roll three times, discard the highest and lowest roll making your rolls far more reliable. This Quirk must be taken separately for attack and defence. Fatepoint rerolls ignore this Quirk..
Close Combatant: +1 more stats point to spend, can't use any sort of ranged attack. Having trained to be a hardy warrior from his clan infantry unit, Relincha cannot make use of any sort of ranged attack, mainly because his aim is deplorable.
Flexible Defender: When using the assist other action you may only boost DEF rolls but choose the -target- of your assist at any time rather then on your turn, even stacking ‘unused’ assists between turns if so desired.
Quick Info: HP:27 ATT:4 DEF:5 VIT:9 | A-5 B-8 C-7 IQ-5 P-5
Relincha believes it's better to wear heavy armour than no armour. Thus he is often found "encased" in his fine heavy steel breastplate, with a full set to acompany it. Under that he wears a simple white shirt and a pair of light trousers for more comfort. A basic steel helmet covers his white head and a backpack with several, personal and general, items can always be found in his person. His set of armour is only missing the boots, which ne replaced with a hardy fur pair he himself crafted, as a memento of his home. Relincha's signature weapon is a trusty and reliable spear made entirely of iron. He uses it to attack his opponets with cirurgical strikes, and can throw it at them too. However, the most important part of his combat apparatus is his shield. A large, round piece of wood covered with metal and adorned with the banner of his clan (the image of a huge being, that appears to be a werewolf, howling at the moon, drawn in black over the light blue of the shield) is his most valuable companion in combat, in offence as well as defence. He also has a backup longsword he carries on his back, which he occasionally uses instead of his shield to fight his enemies.
(Very) Brief History: Relincha came from the North, seeking to help the clan by helping suply his small hometown with the necessary goods for it's survival. His gigantic stature made the people from the South suspicious and afraid at first, but his lively nature and social drinking habits soon made those feelings disapear. He was just a normal caravan guard, hired to protect the trade between the Southern cities and the Northen villages, but he also loved to explore. While out searching a forest close to the capital city for game, he stumbled upon a cave, which he couldn't resist taking a look at it. Upon entering, a wave of nostalgia and bitting cold greeted him: the cave was unaturally cold for the local temperatures and this made him feel at home again. As he went deeper into it, he noticed that ice was actually forming on the walls, and a mild fog surrounded him gently. After a while, the cave simply ended up and Relincha noticed something glitering on the floor. He picked it up, intrigued, and upon closer inspection he was able to distinguish that it was a white golden ring, covered in mold, that had a beautiful saphire incrusted. Out of instinct, he put in on his finger and it simply felt... right. Like that ring had always belonged to him. Upon exiting the cave, he noticed the temperature around hadn't changed, even though the sun was shinning brightly. He imediatly knew it was because of the ring, and rushed back to the city in order to have it observed by someone with knowledge in magic. A historian and arcane master told him that the ring once belonged to a very old clan of the North, now extinct, but Relincha couldn't simple pass the opportunity for adventure, and he has been his search of this mythical clan ever since, shirking his duties to his own people, much to their dismay.
This post has been edited by Ciclopotis: 24 December 2011 - 03:05 AM
- 15 July 2011 - 02:20 PM
1: We don't use percentage here, so you're better off having Man of the North be +1(or 2) DEF against cold and -1(or 2) DEF against heat or fire.
2: Good person is unbalanced in your detriment, for a total -2 you can get a total +2, so you can give yourself +2 CHA or another +1 elsewhere.
- 15 July 2011 - 03:59 PM
Okay then lets take a look here. Only a few minor knit picks honestly.
First off the special moves: While you didn't break any rules here for the sake of effectiveness I'd suggest replacing Disable with 'Freeze' and 'Defense boost' with 'Omni-Boost' They're both in the SM list and are similar to the SM's you've chosen but are better suited for your stats. Remember the names are only place holders:they can be re-fluffed into whatever you want them to be.
Second your Quirks: The Charisma bonus from Good person should only apply to -positive- interactions with people. Diplomacy, negation. Not intimidation or bluffs. While the IQ penalty for 'Religious' should be raised to -2, with the bonus staying at +1. Until Soleil finishes her adorable automaton army I'm afraid magic and the divine are -much- more common int he setting then machines, meaning the IQ bonus to these checks is far more common then the penalty.
With those little fixes and he should be fine to go.
This post has been edited by Bribri: 15 July 2011 - 05:47 PM
- 15 July 2011 - 05:44 PM
- 15 July 2011 - 08:17 PM
The specific SM's are:
Freeze: Select one opponent. Your opponent cannot attack their next turn, even if using a special move.
Omni Boost: Roll an attack or for defense, adding two sides to your die roll, as if the appropriate score was two points higher. Your next Attack and defense rolls also gain this benefit.
- 16 July 2011 - 12:16 AM
EDIT: Nevermind, I think i got it.
This post has been edited by Ciclopotis: 16 July 2011 - 01:27 AM
- 16 July 2011 - 01:25 AM
- 16 July 2011 - 04:54 AM
- 16 July 2011 - 12:15 PM
Or, that's what'll happen if anyone GMing decides to metagame a little. The temptation is always there, after all.
- 17 July 2011 - 12:37 PM
- 17 July 2011 - 03:13 PM
- 17 July 2011 - 11:46 PM
Character: Garrett Roberts; Charismatic Somali Swashbuckler.
ATT:6 DEF:10 VIT:3
Attack Boost 'Lady's Scorn': Adds +2 ATT to his attack. His next 2 attacks also gain +2 ATT.
Garrett asks Lady Luck for a boon in combat, allowing him to hit harder knowing his lady is watching.
Reflect 'Lucky Strike': Roll DEF as normal. If your DEF roll exceeds your opponent’s ATT roll, your opponent immediately takes the difference as damage.
Upon dodging an attack gracefully, Garrett uses the momentum to return the attack against his opponent.
Second Chance 'Playing The Odds': If your special move is available when you are reduced to 0 HP, on your next turn, you may make a die roll with a number of sides equal to your VIT score. You immediately re-enter combat, with the resulting roll as your HP total. You can only use this ability once per combat.
Just when it seems like Garrett is about to be defeated, Lady Luck lends him a helping hand.
Swordsman: Being trained for close combat, he gains an extra combat point, but cannot make ranged attacks.
Duellist: Chooses a single enemy to attack, and pursues them in a duel till they are bested. If they do not attack him, he gets +2 ATT to his next roll against them. If he changes his target without defeating them, he suffers -2 ATT for the shame of not finishing off his duel. (This is ignored for the first round of combat.)
Cuts Both Ways: Whenever his DEF roll results in a 1, he must re-roll. This causes his opponent's SMs to immediately recharge as he scrambles to escape their attack. (If the attacker has no SMs, or unlimited SMs, the attacker then instead gets +1 ATT on their next attack against Garrett.)
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
Garrett is a handsome and charismatic Somali Swashbuckler who appears to be about 25, despite actually being closer to 30. He dresses in the clothes of nobles, keeping his appearance that of a high class adventurer, despite not actually coming from high society. His usual attire consists of a collared white button up shirt which he perpetually leaves the top button or two undone on, a pair of black slacks that seem to fit him perfectly, leaving him unrestricted in his movements, a maroon sash around his waist, and a pair of black polished boots, custom made to give the impression of being dress shoes, but are actually designed for adventuring along difficult terrain.
While the above is his preferred outfit due to it's simplistic nature and the fact that it allows him to move easily, he does tend to wear more appropriate clothing depending on the situation, such as a more formal attire when blending into high society, and darker clothing when visibility is an issue.
His sash is for more than just fashion, as it also conceals his tool belt. This belt is filled with little trinkets and whatnot that allow him to pick locks, set traps and also holds small gadgets that allow him to be as effective as possible when it comes to his trade. It also hides a small dagger which allow him to be armed even when he is not carrying his trademark cutlass, though his fighting style is not nearly as refined without it.
Being a swashbuckler, and a former pirate, he is motivated mostly by money, and while he does think himself to take the moral high ground most of the time, enough gold clinking together can potentially sway his stance.
Born in the small coastal town of Bravucón, Garrett was raised to be a fisherman like his father before him. His family was not rich, but they were hardly poor. Still however, Garrett always found himself entranced by the beautiful women of the upper class who lived inside the walls of the castle. He worked hard, and on the side he played with his friends, fighting with sticks and pretending to be pirates and grand adventurers.
As he grew older, he started to make his games more elaborate, and further, more dangerous. He would sneak into the castle and explore the docks well after curfew. It all seemed like fun and games, until one night, a ship he was exploring was shanghaied by pirates with him aboard. He was discovered early into the trip, and almost tossed overboard. However, using his wit and his charismatic charm, he convinced the pirates to take him under their wing, though this mainly consisted of him performing all the menial tasks that the others didn't want to do.
With time, the captain grew to admire his bravado, and taught him how to fight properly with a cutlass, and just what it took to be a successful sailor, and a damn good pirate. Garrett's life under the watchful eye of the captain was far more exciting than the one he had left behind, and so he stayed aboard and spent many years with the crew.
Eventually, as all is the fate of most pirates, his captain was killed by another pirate, and the crew was scattered. Garrett escaped with his life, but found himself marooned for a few months on a small island with limited resources, though the way he tells it, it was a desert island and he almost died. He was rescued after a time by a passing merchant ship, and after making it back to land, he set out to become an adventurer, tracking down the adventuring guild of Fair River.
This post has been edited by Maverik: 20 July 2011 - 12:23 AM
Reason for edit: Balancing "Cuts Both Ways"
- 19 July 2011 - 07:33 AM
- 19 July 2011 - 01:28 PM
Never really did anything with him as I didn't really get into the RP. Giving it another try, I decided to re-work him a bit first before starting over. So I posted it again for approval.
- 19 July 2011 - 02:01 PM
Character: Roanin Frostcoat, Siberian Husky.
Roanin Frostcoat. A Husky from a remote village in the Frozen North. Often seen clad by a hooded traveler's cloak to protect from the elements. Wields a Longsword and an enchanted Claymore in battle.
A:8 D:5 V:6
B:7 A:8 I:5 P:5 C:5
Winter's Embrace (Freeze): Select one opponent. Your opponent cannot attack their next turn, even if using a special move.
Imbued with powers gifted to him from the Goddess of Winter, Roanin grabs a nearby enemy and afflicts them with debilitating cold.
Cross Slash (Double Attack): Attack the same opponent twice in one turn. Your opponent must roll defense against these two attacks separately, and any defensive special moves only apply to one of the attacks.
Roanin cleaves his opponent downwards and then slashes across with his Claymore in a cross pattern.
Death's Repose (Offering): You may sacrifice your own hit points in order to heal another. Subtract any number of hit points from your current total, up to a maximum of your VIT score. One ally immediately recovers hit points equal to the amount you sacrificed, or all allies heal 1/2 that amount.
Roanin heals those around him by offering a portion of his own life to Skadi as payment for the boon.
Elemental Attunement Ice: Add +2 DEF against all Ice-based attacks but take -2 DEF against Fire-based attacks.
The frigid climate of the north has given Roanin a natural resilience to the cold, however this weakens him to extreme heat.
Close Combatant: You gain an additional point to spend on your combat stats - however, you are completely unable to make ranged attacks.
Roanin has trained extensively with blades most of his life. He has no skill in ranged weaponry.
Tall and physically impressive, Roanin stands at a height of 6' 5" and is toned and muscular though not excessively. He is clad in a suit of black leather and covered with a hooded traveler's cloak to help against the weather during his adventures. At his side is a Longsword and a dagger sits sheathed on the small of his back. His fur is predominately black though he has white masking upon his face.
Another noteworthy feature is that his eyes are different colors, one dark brown and the other a piercing ice-blue.
Roanin was born in a small village in the north that experienced winter weather most of the year, the frigid cold made the residents of the village hardy and resilient. The village was peaceful and isolated, though Roanin grew up with stories about his forefathers, proud and strong warriors who once traveled to far off lands in search of battle and glory. Regaled with such stories, Roanin searched the records for more information about those times of adventure, and stories of the deities of his ancestors.
It was during one of his trips to the hall of records that he happened upon a tome detailing Skadi the Goddess of Winter and Death, and after reading with great interest found himself enamored with Skadi. Roanin sought yet more stories from the village elders about the gods and was particularly interested in hearing that a mortal could be invited to the realm of the gods if they were devout enough to gain a particular deity's notice. From that moment Roanin vowed to himself that he would earn a place at Skadi's side and began training in the way of the sword and studying the Goddess' teachings.
The law of Skadi was that death was not something to be feared but something to be celebrated, it was just another aspect of life. Those who would go against the natural order and raise the dead, undead creatures and those who thought themselves to be too important to obey the laws of death, Roanin vowed to end them all. He would bring a swift end to all who defied Skadi and earn her favor and love.
This post has been edited by Wraith: 09 August 2011 - 11:10 AM
- 19 July 2011 - 02:24 PM
Hmm well the DEF quirk needs one little change:If the opponents SM doesn't -need- to recharge (Some bosses have unlimited SM's, while some Mooks have -no- SM's) their next attack against Garret is made at +1 ATT.
Looks fine! I will say your ATT is good enough that disable might be a better choice over freeze, though freeze is still the more reliable of the two. But approved none the less.
This post has been edited by Bribri: 19 July 2011 - 03:18 PM
- 19 July 2011 - 03:01 PM
It's like hillbilly convention club
- 19 July 2011 - 10:02 PM
Combat Stats: Hit Points:27 Attack:4 Defence:5 Vitality:9
Oh, you called ?
Bari can help !
- 19 July 2011 - 11:17 PM
It's like hillbilly convention club
*Plays the banjo*
- 19 July 2011 - 11:33 PM
Hmm well the DEF quirk needs one little change:If the opponents SM doesn't -need- to recharge (Some bosses have unlimited SM's, while some Mooks have -no- SM's) their next attack against Garret is made at +1 ATT.
Added the change and edited my last post rather than re-posting.
- 20 July 2011 - 12:24 AM
Here it is again without the S, along with some Quick Info:
Bari Drastel, cinnacot hedgehog bookworm with a penchant for charged linguistic arcrobatics.
A:3 D:7 V:6 B:4 G:4 I:9 P:7 C:4~8
Also Blazer: a berserker defender ? Interesting idea !
This post has been edited by bugQ: 20 July 2011 - 09:29 PM
- 20 July 2011 - 06:00 PM
Character: Kaladis Falithas, Russian Shorthair
Kaladis Falithas, a Russian shorthair from the countryside of Caignwell, he is usually found in a royal blue traveller's cloak with a plain dark blue linen outfit under it.
A:9 D:6 V:3
B:4 A:4 I:8 P:8 C:6
Alight (Aggravated Damage) If the attack hits, the person takes on 1 additional damage now and the start of their next 3 turns.
Kaladis conjures and coats the enemy in a magical fire.
Wildfire (Multi-attack) He can make an attack against every enemy he can hit
Kaladis conjures a fire that spreads around the area chaotically
Outburst (Disable) If the attack connects, the enemy cannot act next turn even with a special ability
Kaladis conjures a fire that bursts close to the enemy
Unrefined caster +1 ATT when using wildfire, -2 ATT when using Alight or Outburst
Kaladis hasn’t gained complete control of his powers so he can’t focus on controlling fire for too specific things.
Kaladis Falithas stands at an average height of 5,9 donned in a royal blue traveller’s cloak with a plain dark blue linen outfit with brown shoes, which he picked so it doesn’t clash with his dark blue fur.
This post has been edited by knaelidos: 21 July 2011 - 10:49 PM
- 21 July 2011 - 12:52 PM
Well most of the mechanics seem fine, though your quick ref/actual stats don't match so I'd fix that. I assume the above bunch is the actual one yeah?
As for the quirk, neh, I'm not sure. I'm more worried about the semi-MinMaxish slant too it. Making your character extra good with one attack and always using it. It helps that this is Multiattack which, while very handy when fighting 3+ dudes, is pretty crappy on 2 or less.
For now consider yourself approved -with- the quirk. But we might have to remove it later.
Also:Anyone reading this don't start grabbing a similar quirk just because I okay-ed this one. I'll murder you <3~
Your character is also quite young, so don't be surprised if he gets treated as a 'kid' by the other PC's who are mostly in their 20's.
This post has been edited by Bribri: 21 July 2011 - 04:40 PM
- 21 July 2011 - 04:37 PM