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I haven’t got around to reevaluating Alum yet, although he will take a backseat in the new Era and focus on his scholarship (if he survives). My new one is rather sparse on history, but I’ve got a voice and a concept.

Spoiler

Name:  Jale Sertes

Description: 42-year-old Scadrian male.

Appearance: Just about average height (5ft 8), and heavily built.  Dark hair and eyes with the beginning of wrinkles, usually wearing leather or nondescript clothing.

Family: A single mother in Elendel.

Investiture: A single Breath, gifted to him by his mother. It provides no tangible use, but he keeps it for sentimental value.

Gear: Jale keeps a single six-shooter in a shoulder holster, and a knife sheathed in his boot.

Strengths: Jale is intelligent, although completely lacking in scholarship skills. His intelligence instead aids his observation and ‘common sense’. Jale is average with both projectile and melee weapons as part of his training, but an expert in hand-to-hand combat, where his talent lies.

Weaknesses: He has a great distrust of magical medicine, as he believes it to be the thing that killed his father, and will not use it even if it leads to his death. As a result, any and all wounds that he sustains during combat are permanent, at least until such time that they would be adequately healed due to the amount of rest he has sustained. (He has found a doctor living in the city that is willing to treat his wounds scientifically, by setting broken bones, etc.)

History: His mother was a passing Worldhopper who fell in love with his father and settled with her in Elendel, which soon resulted in him. When his father grew ill, his mother asked a fellow Worldhopper (an Elantrian) to heal him. However, he died regardless, and a distraught Jale privately denounced magical medicine, and refused medical care throughout the rest of his young life, which nearly killed him on multiple occasions due to illness. Despite learning of the possibilities of magical medicine later in life, and understanding his naïveté, he still refuses to use magical medicine to heal himself as a matter of principle.

When Jale was old enough he joined the constabulary, and managed to work his way up the ranks, gaining a fair amount of experience. After a decade working in the field, he was offered a desk job, which he declined. Jale instead left the force, choosing to go Worldhopping, and as he left his mother gave him a Breath, which he still treasures.

During his travels, he came upon the Alleyverse, which he deemed his new home.

Basicallly, he’s a nonmagical-noir-cop-antivaxxer (sort of - I wouldn’t stoop that low) with perma-injury. If you punch his arm, he’s going to have a sore arm for the rest of the era.

A note on intelligence - I’ll be RPing him about the same as Alum, although without his comprehensive knowledge - I’m not sure whether you’d count that as “intelligent” or “genius”, as the ranking system is a little fuzzy on that.

Edited by MetaTerminal
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10 minutes ago, MetaTerminal said:

A note on intelligence - I’ll be RPing him about the same as Alum, although without his comprehensive knowledge - I’m not sure whether you’d count that as “intelligent” or “genius”, as the ranking system is a little fuzzy on that.

That's fine. Even with high estimates, he's not OP. I really like that weakness. It's awesome. 

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2 hours ago, MetaTerminal said:

I haven’t got around to reevaluating Alum yet, although he will take a backseat in the new Era and focus on his scholarship (if he survives). My new one is rather sparse on history, but I’ve got a voice and a concept.

  Reveal hidden contents

Name:  Jale Sertes

Description: 42-year-old Scadrian male.

Appearance: Just about average height (5ft 8), and heavily built.  Dark hair and eyes with the beginning of wrinkles, usually wearing leather or nondescript clothing.

Family: A single mother in Elendel.

Investiture: A single Breath, gifted to him by his mother. It provides no tangible use, but he keeps it for sentimental value.

Gear: Jale keeps a single six-shooter in a shoulder holster, and a knife sheathed in his boot.

Strengths: Jale is intelligent, although completely lacking in scholarship skills. His intelligence instead aids his observation and ‘common sense’. Jale is average with both projectile and melee weapons as part of his training, but an expert in hand-to-hand combat, where his talent lies.

Weaknesses: He has a great distrust of magical medicine, as he believes it to be the thing that killed his father, and will not use it even if it leads to his death. As a result, any and all wounds that he sustains during combat are permanent, at least until such time that they would be adequately healed due to the amount of rest he has sustained. (He has found a doctor living in the city that is willing to treat his wounds scientifically, by setting broken bones, etc.)

History: His mother was a passing Worldhopper who fell in love with his father and settled with her in Elendel, which soon resulted in him. When his father grew ill, his mother asked a fellow Worldhopper (an Elantrian) to heal him. However, he died regardless, and a distraught Jale privately denounced magical medicine, and refused medical care throughout the rest of his young life, which nearly killed him on multiple occasions due to illness. Despite learning of the possibilities of magical medicine later in life, and understanding his naïveté, he still refuses to use magical medicine to heal himself as a matter of principle.

When Jale was old enough he joined the constabulary, and managed to work his way up the ranks, gaining a fair amount of experience. After a decade working in the field, he was offered a desk job, which he declined. Jale instead left the force, choosing to go Worldhopping, and as he left his mother gave him a Breath, which he still treasures.

During his travels, he came upon the Alleyverse, which he deemed his new home.

Basicallly, he’s a nonmagical-noir-cop-antivaxxer (sort of - I wouldn’t stoop that low) with perma-injury. If you punch his arm, he’s going to have a sore arm for the rest of the era.

A note on intelligence - I’ll be RPing him about the same as Alum, although without his comprehensive knowledge - I’m not sure whether you’d count that as “intelligent” or “genius”, as the ranking system is a little fuzzy on that.

Just wondering, if there was something my characters did that Alum would die to, is that fine? Because the monk will try everything in his disposal.

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Spoiler

Name: Mackc

Investiture: He can play theme music inside of everyones head, regardless of distance or how many mental blocks that they have. This isn't a physical phenomenon, its all mental 

That's all he can do. The songs have to be published officially, and he has to know them.

His weakness is his own voice. Any sound produced by his vocal cords will negate his powers. (This has to be his voice/scream/laugh. Not a recording. The movement of his vocal cords is the weakness). (30)

Special skills: He can move completely silently. As if he weren't there. (50? Idk hes not OP)

Weakness: His own vocal cords moving. 

History: He was gifted with these powers by calamity and worked for an epic in the united states. They wanted to hear cool theme music all the time. They forbade him from making any sound, because they didn't understand his weakness. He quickly learned to make as little sound as possible, because basically he was a normal person, and normal people don't make epics mad.

He found that he enjoyed being stealthy, so never really stopped. He eventually began world hopping and found his way to the DA, where the no nonsense little talking attitude suited him. He got a lot of spikes detailing nearly all the music in the multiverse. (10?)

This increased his insanity, and occasionally he considers cutting out his vocal cords and burning them. He could get a cool mask like some sith do, and his weakness wouldn't affect him any more.

The completion of the Mac gang for Era 3. Hes not OP. at all.

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9 minutes ago, MacThorstenson said:
  Reveal hidden contents

Name: Mackc

Investiture: He can play theme music inside of everyones head, regardless of distance or how many mental blocks that they have. This isn't a physical phenomenon, its all mental 

That's all he can do. The songs have to be published officially, and he has to know them.

His weakness is his own voice. Any sound produced by his vocal cords will negate his powers. (This has to be his voice/scream/laugh. Not a recording. The movement of his vocal cords is the weakness). (30)

Special skills: He can move completely silently. As if he weren't there. (50? Idk hes not OP)

Weakness: His own vocal cords moving. 

History: He was gifted with these powers by calamity and worked for an epic in the united states. They wanted to hear cool theme music all the time. They forbade him from making any sound, because they didn't understand his weakness. He quickly learned to make as little sound as possible, because basically he was a normal person, and normal people don't make epics mad.

He found that he enjoyed being stealthy, so never really stopped. He eventually began world hopping and found his way to the DA, where the no nonsense little talking attitude suited him. He got a lot of spikes detailing nearly all the music in the multiverse. (10?)

This increased his insanity, and occasionally he considers cutting out his vocal cords and burning them. He could get a cool mask like some sith do, and his weakness wouldn't affect him any more.

The completion of the Mac gang for Era 3. Hes not OP. at all.

Agreed. I've added him. Cool character idea.

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3 hours ago, Ark1002 said:

Just wondering, if there was something my characters did that Alum would die to, is that fine? Because the monk will try everything in his disposal.

I mean, you don’t appear to be holding back so far. But don’t prevent him from opening the barrier.

1 hour ago, AxeliustheGreat said:

have six characters just in case mayhem ensues.

Or you can make one very squishy character with the full awareness that you’ll probably have to make another one before the end of the era.

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Era 3 Characters:

-Already gave the Bio for Tars

-Max (updated)

Spoiler

Name: Max Tenira

Age: 29

Investiture: A-Zinc, F-Nicrosil Twinborn. A Rioter and a Soulbearer [+75]

Occupation: Head of Operations at the Canton of Combat

Weakness: Lots of suppressed trauma (Seven Day War, going insane, Rioting Oasis, Devaan’s death, Mara’s death, the Solace incident). He’s tried to control it in day to day scenario, but a single emotional Allomancer who knows what to do could probably use it to incapacitate him. [-15]

Special Skills: Twinborn combination allows for very powerful Rioting. Skilled – Melee weapons (staff and sword) [+50]

Weapons: Max carries and is highly proficient in wielding a long wooden staff, with an aluminium core. A hidden wooden button in the staff also triggers a spring which pops out two small detractable alumium blades on either side of the staff. Also carries a glass knife as a memento, sometimes uses it.

He now also wields Sethramir, a sword Devaan made. Operates like a Shardblade, but when it hits a person it causes lasting spiritual damage (can be healed) and prevents the victim from using spiritual Investiture as long as the damage is there. The limit is that Max cannot use spiritual Investiture while holding it (so he can’t use his nicrosilminds). [+25]

Appearance: Black hair, brown eyes, reasonably built for a 29 year old. Slightly shorter than average, but not by much. Often dresses in trousers and a grey fluffy coat.

Family: Doesn't remember any of his biological family, except for his twin sister, Mara, who he grew up with. Only very faintly remembers his mother's face. Has a wife, Althea, who he loves.

Home: AlleyCity (the Alleyverse).

Personality: Generally, a happy and adventurous person, though he knows how to keep cool and collected in times of stress. Can somewhat control his emotions to a degree. Knows the meaning of responsibility and knows what it means to be responsible.

History: Raised in the Alleyverse until eight by his parents. His parents fought and were killed in the Seven Day War, and Max and his sister Mara were left alone to the Abominations. He Snapped that night and was saved by Rashan Caer. Was raised from eight by Devaan Sheonar.

With Mara, they both found Aonic armors. Joining a 2v2 duel with Mara, Max saw his sister die in front of his eyes. He slowly began to go insane. He began to don an Aonic armor that was a fusion of his and his sisters, and couldn’t take it off, otherwise his insanity would take over. The culimination of his insanity ended up in him Rioting the entire of Oasis and killing hundreds of people. He was healed by Solace, who turned evil.

With Althea Tenira, they searched for Solace and saved him from his evil Epic powers. He fell in love with Althea, and after Solace was dealt with he married her.

-Alask: Same bio, just want to transfer it to next era.

-New Character (Redatrick):

Spoiler

Name: Noel Redatrick (goes by last name)

Age: 31

Investiture: Nicrosil Misting (Nicroburst)

Occupation: Ex-Bandit/Worldhunter

Weakness: New to the Cosmere. Spent his entire life on the Roughs of Scadrial, and only appeared in the Alleyverse about five minutes before the start of Era 3. As such, he only knows the Metallic Arts, and has no knowledge on Realmatics, Shards, Investiture or any non-Scadrial things. He has heard glimmers from dying worldhoppers, and has seen small uses of foreign Investiture from Worldhoppers he’s hunted, but has no idea how it works. Also, has his old gang ruthlessly hunting him down. His first name brings up traumatic memories of his childhood, and he does not use his nicroburst power much.

Special Skills: Proficiency with a shotgun and a little skill with hand to hand combat. Knows how to rob people and has had experience in torture tactics. Has experience in tracking and hunting down a target. Experience in leadership, as he used to lead a gang back when he was a Worldhunter. His fighting style is much like boxing, with no kicks and a lot of blocks and punches. But that’s when he’s not using his shotgun, which is his go-to for a lot of problems.

Weapons: A knife which he has no idea how to use and a shotgun he’s kept for his entire career and is experienced in using. He also has his fists if all else fails.

Appearance: He wears cheap light brown trousers, and a similarly brown vest made from animal hide, on top of a dirty grey shirt with the sleeves rolled up. A vibrant red bandana covers his face from the nose to the chin, and he dons a classic cowboy’s hat and brown leather boots.

Family: His mother and father are both alive, though both are senior members of the Worldhunter gang and despise him for leaving it. Has a older brother who ran away when Redatrick was a little kid, and that made his father increase his grip and control over Redatrick through his childhood. For this reason Redatrick has even more hate towards his father, though he doesn’t feel much hate to his mother.

Home: Northern Roughs, Scadrial.

History: The Worldhunter gang was a gang of bandits in the Northern Roughs who despised Worldhoppers and thought they were invaders. They specialized in torturing and killing Worldhoppers who they could get their hands on. The group of bandits grew over time to a small secret community, with multiple gangs so they could hunt in more than one place. Redatrick was born to his parents, and when his brother left the gang his father ( a leader of one of the gangs) increased his control over Redatrick and made sure he wouldn’t leave again. When it was discovered Redatrick was a Nicroburst (at age 10), his father took him to hunt Worldhoppers with his gang, and abused Redatrick throughout his entire childhood, making him nonstop Nicroburst the entire gang.

When Redatrick grew up, he became the leader of another Worldhunter gang, with the Bandit name Bloody Red, alongside Lucky Jarret (chromium ferring), Prowling Pell (bronze ferring), Money Mickey, Crossbow Cameron, Shaker Sam (lurcher) and Knife-eye Jones. He was the leader of the gang for a while, killing Worldhoppers, and Redatrick stifled his personality to become ruthless, and promised to not use his Allomancy because it brought back memories.

One day, a Worldhopper revealed a way to travel to other planets, something the Worldhunters had been looking before. Redatrick, realizing this was his way to escape the gang, left and was labelled a traitor. He was hunted down ruthlessly by his old gang and in the nick of time managed to get intoa  perpendicularity to the Alleyverse, five minutes before Era 3.

Personality/Psychology: Redatrick is naturally a giver. He always found enjoyment in giving things to others, whether it as donations, giving skills. His Allomancy fit this, giving power enhancements. He’d always wanted to be a doctor or a similar profession, because it was giving healing to others.

After his father’s abuse of his Allomancy, Redatrick closed up, becoming desensitized to killing and began taking. Whether it was taking lives, or taking money, it was a side effect of him closing down his natural personality because of his father. He stopped using his Allomancy for this reason. He has a natural personality of wanting to give to others, but has been raised as a Bandit, and abuse has caused him to close up and stifle his natural inclination. He is trying to go against his upbringing now, trying to bring out his original personality, but it brings too much pain of his childhood.

Current Objective: While Redatrick found the secret to Worldhopping, his gang did too. He is now chased across the Alleyverse by his old gang, determined to kill him. His objective is to escape them and get them off his trail.

-Lusk: If no one kills him by the end of the era I'm going to have him die in the timeskip due to liver failure.

 

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Hey archer, how would Silphio and Astiel fit in the index? They are two out of the three canton leaders right now, so they have to be strong. But I don't want them too OP.

@Archer

Silphio:

Spoiler

Name: Silphio Shamus

Species: Half Siah Amian and Half Herdazian.

Investiture, three hemalurgic spikes, one giving him a spren bond to a luckspren, giving him freeform flight. the second giving him allomatic bronze and the third giving him a bond to an unknown spren. It's the same type of spren that a whitespine bonds to, as a result, his Amian body magic can summon bone plating as armour or weaponry. He has had 17 years of training with all of these.

Skills: Silphio was Devaan's first pupil in the training ground and trained under him for 16 years before working as a roughs bounty hunter. He's good at tracking people and staying hidden in urban and rural environments, He learnt to fight from Devaan, and is proficient in most weapons, but has mastered the Staff and a variation of Devaan's Iron-way. In hand to hand combat he can clad his fist in the bone plating to increase his punches damage and shield himself from attacks.

He also has three pets. They all Help Silphio in fights.

An Aviar that grants cognitive shielding and emotional stability, helping him be more resistant to soothing and rioting. He calls it Sula, she's a black falcon-like bird.

His Laarkin, Kara-Kara. A mischievous creature that enjoys staring at Silphio while slowly pushing things off of his desk. 

His pet whitespine, Fluffy. Who is not actually fluffy, SIlphio has raised the whitespine from a baby and now they fight together, along with his Larkin and Aviar.

Weaknesses: Silphio has a phobia of running out of oxygen. He first discovered this when he moved to Nalthis when he was a teenager, the lower oxygen there seriously scared him, so he can't fly to high up in the air or he'll seize up and fall to the ground. His pets are also unruly, sometimes they like to sulk and might not help Silphio. Making them unpredictable. He also doesn't take things as seriously as he should. 

Do note that his phobia has lessened from living in the Seran range for 16 years.

Astiel: (This is the first time I've posted this character sheet so I'll do the whole thing)

Spoiler

Name: Astiel Sheonar.

Age: 24 years old

Investiture: A full mistborn, and a second oath Dustbringer. He and his spren doesn't like each other very much so they don't really talk.

Skills: An expert in Daggers, knives, pikes and shortswords. Not very good with heavy weapons or ranged weapons. Incredibly good with steel and iron, decent with pewter and tin, a horrible soother/rioter and doesn't really get bronze. 

Weaknesses: Has been diagnosed with bipolar disorder and very mild schizophrenia. But he doesn't share this with anyone, he also is very socially inept and doesn't make friends well.

Backstory: The son of Devaan and Melania Sheonar. Astiel was born in Elendel when Devaan was thinking of settling down. Melania then died in childbirth, Devaan left Astiel at the doorstep of house Tekiel, with a couple thousand boxings and a note saying 'He is powerful, take care of him. His name is Astiel'

Growing up in house Tekiel was not a nice environment. The Lord of the manor did inquiries and discovered who Astiel's parents were, a Devaan and Melania sheonar were both metal born. That was the only reason they let Astiel live, they were sliverists, and believed that Astiel was full-blooded skaa. So they abused and mistreated him until he was 15 years old, when the local constulbury found Lord and Lady Tekiel with coins embedded in their throats. Investigations were made, but none found a suspect. Astiel had been raised in secret, after all. He traveled scadrial, searching for his father. As he searched his resentment grew until he joined what he thought was a roughs thieving band called the Panthers. He fought his way up the ranks and was introduced to the cosmere, where he became leader of the panthers, Chasing Devaan across the cosmere as every Panther leader had before. Until he found him atop the Seran range. 

 

Edited by Nohadon
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12 hours ago, MetaTerminal said:
15 hours ago, Ark1002 said:

 

I mean, you don’t appear to be holding back so far. But don’t prevent him from opening the barrier.

I've been making sure he has some way out, if a slim one.

I won't stop him from opening the barrier.

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12 hours ago, I think I am here. said:

Era 3 Characters:

-Already gave the Bio for Tars

I wasn't sure what to do about Tars. The idea was for him to be a powerful villain character, right? I feel it might be better to stick him in his own special section of the list since he's being used differently than the average person's character, but I wanted to check with you about how you want to RP him. 

9 hours ago, Nohadon said:

Hey archer, how would Silphio and Astiel fit in the index? They are two out of the three canton leaders right now, so they have to be strong. But I don't want them too OP.

@Archer

Silphio:

  Hide contents

Name: Silphio Shamus

Species: Half Siah Amian and Half Herdazian. [+10]

Investiture, three hemalurgic spikes [-10], one giving him a spren bond to a luckspren, giving him freeform flight. [+40] the second giving him allomatic bronze [+35] and the third giving him a bond to an unknown spren. It's the same type of spren that a whitespine bonds to, as a result, his Amian body magic can summon bone plating as armour or weaponry. [+20] He has had 17 years of training with all of these. 

Skills: Silphio was Devaan's first pupil in the training ground and trained under him for 16 years before working as a roughs bounty hunter. He's good at tracking people and staying hidden in urban and rural environments, He learnt to fight from Devaan, and is proficient in most weapons, but has mastered the Staff and a variation of Devaan's Iron-way. In hand to hand combat he can clad his fist in the bone plating to increase his punches damage and shield himself from attacks. [+~100]

He also has three pets. They all Help Silphio in fights.

An Aviar that grants cognitive shielding and emotional stability, helping him be more resistant to soothing and rioting. He calls it Sula, she's a black falcon-like bird. [+10]

His Larkin, Kara-Kara. A mischievous creature that enjoys staring at Silphio while slowly pushing things off of his desk. [+something. re: Investiture sucking]

His pet whitespine, Fluffy. Who is not actually fluffy, SIlphio has raised the whitespine from a baby and now they fight together, along with his Larkin and Aviar.

Weaknesses: Silphio has a phobia of running out of oxygen. [-20] He first discovered this when he moved to Nalthis when he was a teenager, the lower oxygen there seriously scared him, so he can't fly to high up in the air or he'll seize up and fall to the ground. His pets are also unruly, sometimes they like to sulk and might not help Silphio. [-5] Making them unpredictable. He also doesn't take things as seriously as he should. [-10]

Do note that his phobia has lessened from living in the Seran range for 16 years.

Astiel: (This is the first time I've posted this character sheet so I'll do the whole thing)

  Hide contents

Name: Astiel Sheonar.

Age: 24 years old

Investiture: A full mistborn, and a second oath Dustbringer. He and his spren doesn't like each other very much so they don't really talk.

Skills: An expert in Daggers, knives, pikes and shortswords. Not very good with heavy weapons or ranged weapons. Incredibly good with steel and iron, decent with pewter and tin, a horrible soother/rioter and doesn't really get bronze. 

Weaknesses: Has been diagnosed with bipolar disorder and very mild schizophrenia. But he doesn't share this with anyone, he also is very socially inept and doesn't make friends well.

Backstory: The son of Devaan and Melania Sheonar. Astiel was born in Elendel when Devaan was thinking of settling down. Melania then died in childbirth, Devaan left Astiel at the doorstep of house Tekiel, with a couple thousand boxings and a note saying 'He is powerful, take care of him. His name is Astiel'

Growing up in house Tekiel was not a nice environment. The Lord of the manor did inquiries and discovered who Astiel's parents were, a Devaan and Melania sheonar were both metal born. That was the only reason they let Astiel live, they were sliverists, and believed that Astiel was full-blooded skaa. So they abused and mistreated him until he was 15 years old, when the local constulbury found Lord and Lady Tekiel with coins embedded in their throats. Investigations were made, but none found a suspect. Astiel had been raised in secret, after all. He traveled scadrial, searching for his father. As he searched his resentment grew until he joined what he thought was a roughs thieving band called the Panthers. He fought his way up the ranks and was introduced to the cosmere, where he became leader of the panthers, Chasing Devaan across the cosmere as every Panther leader had before. Until he found him atop the Seran range. 

 

Unfortunately, Astiel is OP for Era Three. They power of their investiture and skills is not sufficiently decreased by the weaknesses. The character's much more powerful than the average character in this era. 

Silphio is a little bit OP too in my opinion. I did a really quick scoring and it came out over. What put him over was the amount of skills. 

If you could, I'd like you to revisit both of these. They're good characters, but more powerful than I'd like for E3.  

Edited by Archer
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49 minutes ago, Archer said:

I wasn't sure what to do about Tars. The idea was for him to be a powerful villain character, right? I feel it might be better to stick him in his own special section of the list since he's being used differently than the average person's character, but I wanted to check with you about how you want to RP him. 

Unfortunately, Astiel is OP for Era Three. They power of their investiture and skills is not sufficiently decreased by the weaknesses. The character's much more powerful than the average character in this era. 

Silphio is a little bit OP too in my opinion. I did a really quick scoring and it came out over. What put him over was the amount of skills. 

If you could, I'd like you to revisit both of these. They're good characters, but more powerful than I'd like for E3.  

One good restriction is forcing them to remain at the Canton, like how Devaan was extremely powerful, but never really restricted characters who weren't at the canton.

Also, aren't skills separate from investiture points?

Edited by Ark1002
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1 hour ago, Archer said:

If you could, I'd like you to revisit both of these. They're good characters, but more powerful than I'd like for E3.  

Yeah ok. Astiel has already been introduced, as has Silphio so I don't think a retcon would be right for either. But I could balance out Silphio more and make Astiel more restricted in his movements, choosing to remain either at the canton or on intelligence missions but never really in the forefront, as Ark suggested earlier.

For Silphio, it's the skills that are the problem. How about Silphio is novice in most weapons, proficient in the staff and still the same skill with hand to hand combat? Would that work?

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Here we go! I hope none of these characters die before Era 3 starts. @Archer

Fred: (I know you already have this, but I'm just posting it here for a reference)

Spoiler

Name: Frederick Fortarn the Third. Goes by ‘Fred’. As far as he knows, only three people know his true name: himself, Nei’an (his butler back in Scadrial, who Fred does not know is dead), and a not-so-dead Inquisitor.

Gender: Male

Investiture/Powers: Hereditary Allomantic Pewter (+45)

Appearance:

- Tall, just over 6ft, muscular, broad-shouldered, and a smallish head covered with a mop of unruly brown hair. (+5 [height and build])

- Looks to be about 20 years old.

- He doesn’t have any arms. There aren’t even stumps. The shoulders end so abruptly that he just looks like a rectangle. (-30)

- He likes to wear tough brown pants and an armless, open vest. His Pewter keeps him warm.

Non-Investiture Abilities:

- Has mastered the sacred art of ‘Giraffe fighting’. This method, the art of swinging your head at your enemy like a mace, is his preferred style of combat. (+30 [hand to hand combat])

- Plays the kazoo

- Can do a headstand. It’s a very impressive feat (pun intended) without arms to help stabilize. However, he cannot maintain it for long without burning Pewter for balance.

- He has some experience in the Thieving industry, but because of his lack of grace, he’s only adequate. (+25)

Equipment: He commonly carries several vials of Pewter and whiskey. He also has a kazoo.

Psyche:

- He is of slightly above average intelligence, something of a slow thinker, (-5) but able to comprehend pretty complicated concepts. (+15)

- He puts on a happy, carefree attitude, but it is a sham. He not only suffers from PTSD, but from several minor and major concussions due to banging his face around. (-15)

- He also seems to have a phobia of running water, which has preceded his PTSD. This phobia does not include oceans, lakes, or even underwater currents specifically. The phobia includes faucets and drainage, but in a minor way. The major players are rivers, which he will not cross unless properly conditioned. (-5)

Guild Affiliation: Ghostbloods

History:

Fred had known Nei’an personally. Fred was a full-blooded nobleman from Scadrial, owning a large sum of money and a lavish keep. Ever since he had been a young man, Nei’an had been around as the Fortarn butler, and, almost immediately, a close friend to Fred.

One day, Nei’an vanished. Fred waited for Nei’an to return. It never happened.

On Scadrial, Fred did some poking around. Nobody nearby knew where Nei’an had gone, so Fred went on a journey that started as a week-long ride to some of the outer parts and turned into a month-long trip. He found out many things about the nature of Scadrial, some of it questionable, but also discovered that Nei’an wasn’t 100% Scadrian. During his search to find out what this meant, he happened upon the Scadrian entrance to the Alleyverse. He did not enter, however, for he had been away from home for too long and wished to go back to his normal lifestyle.

However, back at his keep he was met with a stunning reality: koloss raids. His keep, being out of the protection of any major city, had fallen to the koloss while he had been gone. Nobody remained of his family, or of his friends or servants. The keep was broken and looted, and the only living beings in sight were several larger koloss prowling the area.

Fred attacked, using nothing more than a dueling cane, his Pewter, and his anger, and killed three koloss before an Inquisitor arrived, and did away with Fred’s arms, but didn’t have the chance to kill him. He escaped, was bandaged up, and finally crossed into the Alleyverse, there being no more reason for him to remain on Scadrial. The experience never left him, however.

This was one year before the beginning of Era 3. Since his arrival, he made contact and joined, the Ghostbloods, putting on a cheerful face to cover up the boiling mass of anger, regret, and loss underneath.

Score: +45 magic points +70 skill points - 50 weakness points = 65

6

Xena:

Spoiler

Name:

-Xena Uzasny

-Goes by ‘Xena’. She insists on her first name being used by everyone.

Gender:

-Female

Age:

-23 counting by her years

-4 ½ counting by normal years.

Investiture/Non-Cosmere Connections:

-Can hear the spelling and grammar that people or AIs use when they talk (+15)

-Smells delicious to dragons (Only natural, non-hemalurgic dragons) (+10)

-Is subject to a number of genetic modifications. (Points determined below)

Special Talents:

-Can play the Oboe really well. The way her throat and lungs are modified allows for a larger and stronger exhale (+10)

-Can throw herself at the ground and miss. Due to a bad experience earlier in her life, falling has always been one of her greatest fears. Thus, if she trips, stumbles, or falls in any way, her subconscious will subtly alter her trajectory so she will hit another object on the way down.

-She is also able to eat stick dynamite without exploding; she only gets stomach aches. This is because, for some reason, her stomach was altered and thus formed from a very tense tissue, stronger than even her bones. However, the tissue is worthless at anything other than being a stomach, so that is where the new tissue is. Because her saliva glands are impaired, her mouth and throat are perpetually dry, allowing for the which of the dynamite to pass into her stomach unquenched, but when the dynamite explodes she is generally fine. Why this modifications only applies to stick dynamite is because dynamite is the only explosive that is easily swallowed; Looney Tunes is a prime example of this. (+15)

-Can dance really well, which is surprising because of one of the items below. Her balance is slightly increased, at the cost that her academic intelligence is slightly decreased.

Appearance:

-Kinda shaped like an oboe. At 5’7”, she could be described as ‘tall and slender’, with a head that looks just a little too big for her neck.

-Her face makes her look young and innocent to the point of ridiculous underestimation. Her looks are modified to portray the exact traits that are most dismissal by the average human being. (+15)

-Really likes cutting off the dress part of havahs and wearing the tops with pants. This is her most common choice of clothing, her uniform.

-Oh, also, she literally has two left feet. Whether this alteration is on purpose or on accident, both of her feet are left-oriented, although her foot arches still both form inward. She wears mismatched shoes and socks because of this, but despite the common saying, she is still a great dancer. (+5)

Quirks:

-Gerbil snorts. Ug.

-Skips to the last page in books. UG!

-Wears mismatched socks. … She has a good excuse for this, so it’s not so bad.

-Ages five times faster than the average human (-20)

Psych:

-A type of mild paranoia where she frequently imagines mistakes she could make that would lead to her death; keep in mind this is not like Aviar, and is limited by her imagination; it doesn’t cause fear, per se, but she can’t really control it. This dysfunction can’t tell the future, and most of the ‘deaths’ she imagines are quite far-fetched

-Whenever she feels self-conscious, she mumbles the word ‘potato’ over and over.

-She is pretty smart and is able to comprehend abstract and complicated concepts. (+30) However, when it comes to social skills, she has a long way to go. (-5)

Emotional Stability:

-General stable, but if anyone mentions the word ‘cockapoo’ she breaks down into hysterics (-5)

Physical Capabilities:

-Isn’t very muscular, hardy, or enduring, and is quite used to the perks of a middle class (-20)

-Can’t use any weapon to save her life. She pretends she is capable with her fists, but that’s just a lie she tells herself. (-60)

Items:

-Oboe, with an atomic-explosion proof case. She cares more about its survival than her own, or at least she thinks she is more durable than her instrument. (+5)

-Several cans of dragons-repellent. Instead of saving these for a dragon, she uses them as a body spray, and thus always has a particular garlic stench about her. (+5)

-A potato. Once the one she carries gets old, she trades it out. But she never eats them.

-A Herdazian Rhyming Dictionary

-A cool rock, which she is convinced holds ‘Sandlight’. She is also convinced that she is destined to become a ‘Lightbringer’.

-And, of course, a Type IV awakened action figure that looks like a Potato. It’s command is to “Pretend to be the real potato”. She switches it and the real potto around so often that it is hard to tell which is which. (+90)

Guild Affiliation:

-Diagramists, Gilded Rose Society (?)

History:

-Xena was born in the Centrifugal Earth, born in a lab. Her ‘father’ was a deranged genetic scientist who wanted to experiment with her embryo. Her ‘mother’, or the scientist's wife, had been from Lukarvia and carried a Knack. However, she had died several years previously, leading to the scientist's madness. He kept his wife’s body frozen, and added part of her DNA to Xena’s, and thus gave Xena a Knack. However, some of his modifications were random and pointless, but this can be attributed to the fact that the scientist was, indeed, quite mad. It should be noted that he owned a cockapoo.

Xena aged extremely quickly, with five of her years passing every one. However, even though she grew quickly, she never lost her youthfulness. Her ‘father’ committed suicide shortly after her 1st birthday, after she had developed to the point of a kindergartener. Alone, she set off, barely more than a baby, but growing more capable every day. After a week of wandering and slowly dying, she found refuge in a GMO potato field, a harvest that was programmed to survive under the worst conditions and still grow large and juicy. Because the potatoes could manage on their own, the farmer in charge left his crop alone.

Thus, Xena was able to survive for months in the potato field, using the potatoes for food and a nearby filtered ‘stream’ for water. However, when the famer returned, he chased Xena away, but not before she was able to gather dozens of potatoes and take them with her.

She wandered yet again, soon running out of every potato except one, which she never ate, saving it for an emergency. On her voyages, she found a cool rock, an oboe, and a seemingly magical portal to a strange place.

She ignored that last one. Aging very quickly, she reached her second birthday by scavenging and hiding.

However, one day, when she had reached the maturity of a twelve-year-old, she needed to cross a whitewater river. She entered in, but was swept away. She was almost drowned again and again as she desperately tried to escape the currents, but to no avail. The river hit a series of rocks, forming mini-waterfalls. Xena was slammed into the boulders and tossed down the falls, choking and bleeding, only her genetically-enhanced bones keeping her alive. She was carried miles, for hours, smashing against rocks and falling, over and over again. Finally, she blacked out once the river carried her over an edge in the largest waterfall yet. She hit and water and fell unconscious.

She woke up in the Alleyverse a year later.

+100

13

Vesuvius:

Spoiler

Name:

-Vesuvius

Gender:

-Male

Investiture Non Cosmere Connections:

-A Full Member of the Scrivener's Bones (+15)

Appearance:

-A spanking’ half his body is Alivened, golden metal. His alivened arm is very long and bulky, going down to his knees, providing a nice contrast with his very normal flesh half

-Over 7 ½ feet tall, thin for his height (+5 [height])

-Wears a trench coat designed to cover only his flesh half. Underneath, he wears normal clothing, but you only see them on his Alivened side

-He has a direct, intimidating air about him, with a dramatic tendency to loom and leans forward slightly as he walks

Psych:

-Due to the Alivening process, Vesuvius lacks the ability to empathize, provide mercy, and feel happiness in general. This last one may classify Vesuvius as Depressed, but instead of feeling depressed, Vesuvius generally just feels angry. All the spankin’ time. (+5)

-He also has a mild form of ‘organisational’ OCD, ‘mild’ meaning he can put it aside if provided with enough adrenaline.

Capabilities of Flesh half:

-The flesh half of his body is well-muscled and firm, strong enough to support his metal side while he moves around (+5)

-He has an uncanny, but not investiture-related, ability to predict his enemy’s attacks in relation to combat; in other words, he has a keen eye for combatant intention (+30 [Intelligence])

Weaknesses of Flesh Half:

-Although his muscles are strong, his bones are, genetically, more brittle and frail than the average human’s (-5)

-He has a hard time seeing the big picture in non-combatant situations, because of his direct nature

Capabilities of Alivened Half: (+30)

-His Alivened half is made up of a solid titanium structure, with each piece covered in a gold leaf (a material that soaks up emotion easily). The design is based off clockwork, and has many functions that are made possible with gears, latches, and smoothly-fitting machinery. These functions include:

--Limb Length Adjustment: He is able to lengthen or contract his Alivened limbs at least a foot difference either way. It should be noted that when he stretches, material that had been on the inside is pushed out, thus making the limb more vulnerable, as there is less material per square inch. The opposite is true for retracting. In fact, if one of his limbs are in danger, he retracts them several inches in order to strengthen them.

--’Muscular’ Improvement: Due to the clockwork mechanism, muscular responses that used to be governed by tendons or muscles are improved by the shear strength of gears and latches. The opening or closing of his hand, for example, are improved by this change. His ability to compress materials is many times stronger than the average human’s. Another part of his Alivened parts where this comes into play is his knee, where he is able to kick, jump, or recover from landing far more efficiently than his flesh side.

--’Muscular’ Lockdown: Similar to the function above, this trait allows for him to lock any of his joints in place where they are, freezing them with amazing integrity and strength. This can be utilized from as small as locking the joints of his finger to create a deadly punch, to freezing his entire Alivened side to brace against a large impact. He also uses this with the Limb Length adjustment, elongating his leg just slightly and locking it to take strain off his flesh side.

--Limb Detachment: He is als able to detach his outermost Alivened parts (His hand and foot). This can be used if his hand or foot is damaged, or in combat (For example, catching a blade mid swing and detaching his hand, deflecting the blade). Likely because he detaches his limbs relatively often, he has installed small knife blades into his wrist and ankle, so that if he detaches either he still has a weapon.

--Structural Pivot: An impressive feat of mechanical clockwork, this feature allows certain parts of his Alivened half to twist or spin around on an axis. These places include the ankle, the knee, the shoulder, the elbow, and the wrist. These joints can spin independently of the others, but is the speed of the spin is directly proportional to the length of the limb. If the limb is contracted, the twist is slower, but if it is lengthened, the twist is faster.

Weaknesses of Alivened Half:

-There is absolutely no investiture-related shielding on it. It doesn’t technically pierce the body (?) so it can be influenced by allomancy. Also, it is meltable, freezable, crushable, and if an important gear gets damages, the entire thing stops working. Also, shardblades have no trouble going chopping off his Alivened limbs (-35)

-All someone has to do to defeat him is to pry off the Alivened eye on the Alivened half. This won’t kill him, but it will render him unable to move his Alivened half. (-10)

-His Alivened half is literally coated with pure allomantic gold. As if, a Gold feruchemist could store health in Vesuvius’s body, then tap it every time Vesuvius punches. IDK.

Fighting Style:

-Picture the Winter Soldier, but with a metal leg too. Direct and brutal. He’s trained in assassination (+40) and hand-to hand combat. (+50)

Guild Affiliation:

-Rogues

History:

Was born to a high-ranking Liebrarian family working in the Wardens of the Standard. One day, while Vesuvius was at daycare, his entire family's memory of him was wiped by a Liebrarian mind-wiping toad epidemic. He was taken in by the Scrivener's Bones, and trained to become one of them. He graduated and, over the course of a year, replaced half of his body with Alivened material. He served as an assassin for several years, tracking down Smedries and Occulators. However, one day, he simply decided to go Rogue, if you will, and he killed the Dark Occulator who had employed him, and used the Occulator’s blood to make two blood-forged Lenses, but he later destroyed them. He went on the run, and while he was being chased he happened upon the Earthian entrance to the Alleyverse and entered.

Since then, knowing that there was nothing except imprisonment or death back home, Vesuvius took the chance to explore this strange new place.

+130

20

I'll be happy to hear any improvement I could make from anyone!

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3 hours ago, Ark1002 said:

One good restriction is forcing them to remain at the Canton, like how Devaan was extremely powerful, but never really restricted characters who weren't at the canton.

Also, aren't skills separate from investiture points?

Yes, but weaknesses can apply to either. When I scored that bio in the quote, I assumed people could tell which was which. 

2 hours ago, Nohadon said:

Yeah ok. Astiel has already been introduced, as has Silphio so I don't think a retcon would be right for either. But I could balance out Silphio more and make Astiel more restricted in his movements, choosing to remain either at the canton or on intelligence missions but never really in the forefront, as Ark suggested earlier.

For Silphio, it's the skills that are the problem. How about Silphio is novice in most weapons, proficient in the staff and still the same skill with hand to hand combat? Would that work?

Restrictions on movements are tricky to score if they're vague. I like specifics. So if you go with that, I encourage you to set explicit boundaries. And remember, there's an important difference between being non-combatant and having limited freedom of movement. The former gets a bye, the latter just counts as a weakness. 

The Index (see the second post in this thread) bases skill's power level on years of experience. So that would give them a lower score, especially as their long range weapons score would drop dramatically. They'd still get a bunch for having both hand to hand and melee weapons skill (but I'd cut down the latter by at least half since it's only with the staff). 

@erbiL ohcnaG I like Xena's bio, except for this part:

Quote

She can also throw herself at the ground and miss. Due to a bad experience earlier in her life, falling has always been one of her greatest fears. Thus, if she trips, stumbles, or falls in any way, her subconscious will subtly alter her trajectory so she will hit another object on the way down.

I feel it goes beyond the limits of genetic modifications and is more of a Talent. 

Did you make any changes to Vesuvius, or is the version I've already got on the list up to date? If it's not, it's no problem to swap it out. 

Edited by Archer
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Finally got around to updating my character for era 3.

Spoiler

Name: Nogard (assumed name)

Investiture: Elsecaller powers w/o a spren. He requires less stormlight than usual at transfer from or to the Cognitive Realm, but is far weaker at Soulcasting. He has trouble with anything much larger than a sword, although he can mix Essences in unusual ways to form “blasts” of air or fire. By using this carefully, he can “fly” although only for very short periods of time, as it depletes his energy.

Weakness: Nogard's power comes from a deal with the Nightwatcher. His bane is insatiable wanderlust. Every location he has ever been in has a "scent" left behind. The stronger the scent in a location, the stronger his desire to leave is. The scent starts off strong, then fades in steps: once almost immediately, another in about a day, and again after about a year. It is additive, however, so even though it has been twelve years since he has been on Roshar, he cannot return, as he spent the entire life there prior to his visit to the Nightwatcher. Staying in one place without moving is unbearable. Living in one place for an extended period of time is impossible.

Special skills and Weapons: Nogard has, along the way, picked up a jacket studded with gemstones that hold extra Investiture.

Physical characteristics: A human male with brown hair and dark brown eyes.

Family: A father and mother, one brother, and two sisters. He has not seen any of them for over twelve years.

Home: Roshar.

History/Biography: When Nogard was about twelve years old, he travelled to the valley to meet with the Nightwatcher. He asked for the powers of a Radiant. He received the Elscaller powers, but not a spren. He was also given the ability to metabolize food into stormlight because of his bane. He wandered the worlds for twelve years, picking up general knowledge about all different kinds of magic. He realized that hemalurgy, one of those magic systems, might be just what he needed- a way to remove his bane, and go home again.

 

Nogard attended the Ghostblood ball, hoping to find answers, but left when things became too chaotic. Acting on a tip from someone he met at the ball, he traveled to TUBA headquarters. He was dismayed when he was informed that, while spike-outs are possible, and can even be done without killing the donor, they leave the soul forever torn. He joined TUBA, deciding to see and do what he could on this world before the bane forced him to leave.

 

Nogard participated in a limited role during the Great Game, doing nothing much beyond sitting tight in the Fiend while everyone else duked it out outside. When the Fiend was transported to the mountains, he was transported with it. Worried that he would not be able to make it on his own, he hitched a ride on Kodeka, a passing island. Unfortunately, the flock of shadow-birds that the island was fleeing caught up midflight, leading to a pitched battle in the skies. Nogard bonded to the island and fought with all that he had at his disposal, but it wasn’t enough. The island came very near to falling to the deadly avians, but were saved by a pair of storms that came to destroy them. While the storms were not overly picky about who they were hitting, both Kodeka and Nogard were able to emerge largely unscathed. Freed of his pursuers, Kodeka returned home to the North, and Nogard went with him, deciding that he had had enough of the Alleycity.

 

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2 hours ago, xinoehp512 said:

Finally got around to updating my character for era 3.

  Reveal hidden contents

Name: Nogard (assumed name)

Investiture: Elsecaller powers w/o a spren. He requires less stormlight than usual at transfer from or to the Cognitive Realm, but is far weaker at Soulcasting. He has trouble with anything much larger than a sword, although he can mix Essences in unusual ways to form “blasts” of air or fire. By using this carefully, he can “fly” although only for very short periods of time, as it depletes his energy.

Weakness: Nogard's power comes from a deal with the Nightwatcher. His bane is insatiable wanderlust. Every location he has ever been in has a "scent" left behind. The stronger the scent in a location, the stronger his desire to leave is. The scent starts off strong, then fades in steps: once almost immediately, another in about a day, and again after about a year. It is additive, however, so even though it has been twelve years since he has been on Roshar, he cannot return, as he spent the entire life there prior to his visit to the Nightwatcher. Staying in one place without moving is unbearable. Living in one place for an extended period of time is impossible.

Special skills and Weapons: Nogard has, along the way, picked up a jacket studded with gemstones that hold extra Investiture.

Physical characteristics: A human male with brown hair and dark brown eyes.

Family: A father and mother, one brother, and two sisters. He has not seen any of them for over twelve years.

Home: Roshar.

History/Biography: When Nogard was about twelve years old, he travelled to the valley to meet with the Nightwatcher. He asked for the powers of a Radiant. He received the Elscaller powers, but not a spren. He was also given the ability to metabolize food into stormlight because of his bane. He wandered the worlds for twelve years, picking up general knowledge about all different kinds of magic. He realized that hemalurgy, one of those magic systems, might be just what he needed- a way to remove his bane, and go home again.

 

Nogard attended the Ghostblood ball, hoping to find answers, but left when things became too chaotic. Acting on a tip from someone he met at the ball, he traveled to TUBA headquarters. He was dismayed when he was informed that, while spike-outs are possible, and can even be done without killing the donor, they leave the soul forever torn. He joined TUBA, deciding to see and do what he could on this world before the bane forced him to leave.

 

Nogard participated in a limited role during the Great Game, doing nothing much beyond sitting tight in the Fiend while everyone else duked it out outside. When the Fiend was transported to the mountains, he was transported with it. Worried that he would not be able to make it on his own, he hitched a ride on Kodeka, a passing island. Unfortunately, the flock of shadow-birds that the island was fleeing caught up midflight, leading to a pitched battle in the skies. Nogard bonded to the island and fought with all that he had at his disposal, but it wasn’t enough. The island came very near to falling to the deadly avians, but were saved by a pair of storms that came to destroy them. While the storms were not overly picky about who they were hitting, both Kodeka and Nogard were able to emerge largely unscathed. Freed of his pursuers, Kodeka returned home to the North, and Nogard went with him, deciding that he had had enough of the Alleycity.

 

Looks good. I like the gemstones on the jacket idea. I'll add it. 

2 hours ago, King Taravangian said:

I like what you've done with voidus's post.  It looks nice.

Thank you! I'm glad you like it. 

27 minutes ago, Sunbringer said:

I was wondering, are you able to later on acquire things like grand bows or warriors lenses through playing or buying the stuff.

When giving your character items in the RP, my guideline is to consider

a) how common an item is. The more common an item is, the easier time you should have acquiring it. If it's unique or very rare (eg. atium) consider asking.

b.) how powerful it is. The less an item does to increase your character's power, the more acceptable it is. If it increases their power level (eg. anything on the list) consider asking, either by updating your PM or in a group discussion. I believe we agreed to have people ask before upgrading power levels. But before you get to that point, you should be putting an appropriate amount of RPing into 'finding' or 'making' the object. The rarer/more powerful, the more RPing it should take. 

Grand bows are what I'd consider an easy to acquire object. Warriors lenses grant magical abilities (making them powerful), so that makes them rarer. I'm not sure how I'd treat them, probably err on the side of caution and ask anyway. 

But remember, the point of the RP isn't t collect points. It's to have fun. I'd encourage you to not let stuff like this bog you down in your pursuit to have a good time and write good stories. Regulate yourself. Got a new lens? Work in a counter-balance, like losing another lens. That's how I'd do it. The bios aren't meant to be restrictive of good gameplay. 

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