faderifting: (Default)
Fade Rift Mods ([personal profile] faderifting) wrote2017-04-24 09:52 pm

Rifter Applications


RIFTER APPLICATIONS

"Rifters" refers to characters who are from outside of the canon Dragon Age setting and arrive via rift, including canon characters and fandom OCs from other canons as well as fully original characters from their own native worlds. Because rifters arrive via specific events—and because we need to time those based on other events happening in game—apps are open approximately every three months but may be timed differently depending on plot needs.

You can find the most up-to-date information on rifter app periods by checking the dates at the top of the most recent mod post! During arrival months, rifter applications are open from the 1st (12:01 a.m. Eastern) to the end of the 5th (11:59 p.m. Eastern).

Fade Rift has a cast cap for rifters. The cast cap is currently six characters per canon/franchise. Canons/franchises currently at the cast cap are: None. Any changes to the cap and to cast totals will be finalized one week before each application period.

Before applying, please read the FAQ and the Rules. In addition to a lot of other useful information, the Rules page details the caps and restrictions in place for certain character types.

APPLICATION FORM

Please link to your application rather than pasting it into the comment. The subject line of your comment should include your character's name and canon. If you need help with samples, check the the test drive meme for prompts. And note that we do enforce our word count limits, even if you're only a little over!

PLAYER

Name:
Age:
Contact:
Other Characters:
Interests: What sort of RP are you hoping for in Fade Rift? Are there particular aspects of the world you're hoping to dig into? Types of plots or threads you're excited about? Do you love action scenes? Political intrigue? Rescuing lost animals? This doesn't have to be long or complex and there is no right answer—it's to help us make sure our plots stay in line with people's interests.

CHARACTER

Name:
Canon/OC:
Canon Point:
Journal:
Age:

Canon World

In no more than 500 words, please describe the world your character comes from. Don't try to cover everything, just focus on the key points that an unfamiliar reviewer would absolutely have to know in order to understand your character and their abilities.

History

Please provide a summary of key points in your character's history in no more than 500 words. Bullet points are fine. If there is a wiki history for your character available, please also provide a link in addition to your summary.

Personality

Please describe your character's personality in 300-500 words. No need to touch on every aspect of their being, but do hit the key traits and motivations (as you see them) and demonstrate balance.

Strengths & Weaknesses

Basically, what are they best at, and what are they worst at? Where can they help and where will they be a liability? Give us a general idea of areas of expertise and level of ability. While this needn't be 100% exhaustive, any powers/magic/significant areas of expertise not listed here cannot later be used in game.

If your character has superhuman abilities, please describe these abilities in plain terms. Although Fade Rift is based on a video game, we don't write about abilities or attacks as if they are occurring in a video game. For example, characters will not have an ability called "Whirlwind" that enables them to spin in a circle and strike things with a sword. Just tell us they can use a greatsword and they're agile.

Suggested Nerfs

Many (if not most) abilities from other canons will be nerfed or adapted to place them on par with native abilities -- we want rifters to be unique and retain what makes them fun to play, but not so overpowered that they render native characters superfluous to missions. A list of universally applied power limits is in the FAQ (http://faderifting.dreamwidth.org/966.html#nerfs). These nerfs will apply to all rifters unless we discuss a specific exception with you. Additionally, we may place other limits on rifters' abilities to prevent them from being too powerful compared to natives. If you have a high-powered character, we encourage you to use this section of the app to suggest your own nerfs or let us know what's most and least important to you about their powerset so we can take it into consideration when we establish limits.

Arrival Inventory

What will your character have with them in the dream they arrive from? Please go ahead and list weapons, technology, and magical artifacts, though they may disappear in the passage through the Fade. And please note that we do mean what they have with them in their dream; they can arrive in plainclothes with their usual belongings from a dream about buying groceries, or they can arrive in a gorilla suit with a deflated hot air balloon from a dream that was a little less mundane.

'Human'ization

Please describe any ways that your character differs from a normal real world human. Characters who don't closely resemble humans/dwarves/elves/Qunari will be shifted into one of those forms by their passage through the Fade, so if the rules require that your character exit the rift in a different form, what form would you like that to be?

Fit

Is there a reason you think this character would be particularly interesting in this setting? Are there particular aspects of the world you're hoping to dig into? Things about your character you think Thedas will help you explore? Will they have a personal connection to an issue, or act as a foil to another character/group/opinion? Give us a sense of what you think your character will bring to the game world and what you think they might take away from it. Basically, why did you choose this character in this game? This shouldn't be more than 300 words.

SAMPLES

Please provide 2 samples. It doesn't matter if they're written or linked and we don't care if you prefer brackets or normal punctuation, but at least one must take place in the game world, and at least one must be a log rather than network tags (or their setting-appropriate equivalent). They can be of any length, as long as they provide a sense of your character's voice and internal narrative. If we feel they aren't sufficient, we'll ask you for more.



CANON UPDATES

Once in Thedas, rifters don't return to their home universes unless they are dropped and later reapped by the same person. However, your character may acquire new memories from time after their originally apped canon point while asleep and traveling in the Fade. (If your character is a dwarf, please contact us for alternate options.) Your character will not change physically--no new scars, no overnight aging--but the memories will feel as real as if they've experienced them directly. This option is available to both canon and original rifter characters.

If you would like to use this mechanism to update your character, you can do so by submitting the following form as a comment during the rifter application period.



APPING PREVIOUSLY PLAYED CHARACTERS

We allow reapps of dropped characters by both the previous player and new players. Unless killed off by their players prior to dropping, dropped rifters will have disappeared mysteriously from Thedas. Previously played rifters may be reapped by their previous players with their in-game memories intact, or by both previous and new players with a clean slate.

pati: (031. ❚)

Kara Line | Original Character | Reserved

[personal profile] pati 2018-04-01 11:30 pm (UTC)(link)

Re: QUESTIONS

[personal profile] pati - 2018-04-09 01:23 (UTC) - Expand

Re: ACCEPTED + NOTE

[personal profile] zombra - 2018-04-09 00:51 (UTC) - Expand

(no subject)

[personal profile] wolfslayer - 2018-04-09 03:19 (UTC) - Expand
thirtysilver: (Default)

Judas Iscariot | Jesus Christ Superstar (2000)

[personal profile] thirtysilver 2018-04-05 11:14 pm (UTC)(link)

(no subject)

[personal profile] thirtysilver - 2018-04-09 03:05 (UTC) - Expand
the_cleric: (04)

jester lavore || critical role campaign ii

[personal profile] the_cleric 2018-04-06 02:13 am (UTC)(link)
hello_there: (Default)

Obi-Wan Kenobi | Rifter (returning)

[personal profile] hello_there 2018-04-06 03:07 am (UTC)(link)
thunderproof: ᴀʟʟ ɪᴄᴏɴs ʙʏ METAHUMANS. ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ. (Default)

CANON UPDATE | ADALIA

[personal profile] thunderproof 2018-06-01 05:19 am (UTC)(link)
Character: Adalia
New Canon Point: After Alacruun releases her from their deals
Synopsis:
  • For two months, Alacruun is quiet. Adalia gets used to having her head to herself again, she raises her new dragon son, life is fine. She's constantly waiting for the other shoe to drop, but it's fine.

  • The party investigates a missing tiefling, who turns out to have been kidnapped by cultists of Alacruun's. While it appeared that they found the tiefling in time, it turns out that Alacruun has possessed the tiefling's body. This distresses Adalia, but she convinces herself telling the party wouldn't be a good idea.

  • Over the next few weeks, Adalia and Alacruun grow closer. As the only person who treats her nicely, she gravitates to him, and his attention makes her feel special. This culminates in a battle where Adalia nearly dies to keep Alacruun alive.

  • In the aftermath of her near-death experience, Adalia figures out that Alacruun is in love with her. Though she doesn't verbally reciprocate his feelings, she kisses him. This is absolutely going to end poorly, but she seems to be the only one out of the two of them who realizes that.

  • Not long after, the party reenters civilization. Finally able to relax and let her guard down, Adalia nearly has a panic attack. It's stopped in its tracks by Alacruun, distraught at seeing her so upset, giving her back her soul and her future. Adalia pleads with him to give up his stupid world domination idea and live by the seaside with her, but Alacruun demurs, and Adalia cries. They fall asleep together, and Adalia wakes back up in Thedas.

Key Character Developments:
Adalia develops further in her magical ability. In D&D terms, she hits level ten in the sorcerer class, and also unlocks some spells inherent to her as a storm sorcerer. Also, since she's been traveling with Alacruun, and has learned a bit from watching him, she has taken the Magic Initiate feat, learning a few wizard spells.

New Spells:
PRESTIDIGITATION — Adalia can do one of the following: cause an instantaneous, harmless sensory effect; light or snuff out a small fire; instantaneously clean or soil a small object; chill, warm, or flavor up to one cubic foot of nonliving material for an hour; make a color, small mark, or symbol appear on an object or surface for an hour; create a nonmagical trinket or illusory image that can fit in her hand, which lasts for six seconds.

MENDING — This spell repairs a single break or tear in an object no bigger than one foot in any dimension that Adalia touches. It can physically repair a magic item or construct, but the spell can't restore magic to such an object.

MAGE HAND — A spectral, floating hand appears at a point within thirty feet of Adalia. It can be used to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. The hand can't attack, activate magical items, or carry more than 10 pounds.

FOG CLOUD — Adalia creates a 20-foot-radius sphere of fog centered on a point within 120 feet which spreads around corners and whose area is heavily obscured. It lasts for an hour or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

RAY OF SICKNESS — Adalia sends a ray of sickening greenish energy toward a creature within sixty feet of her. If the creature can't fight off the energy, they are poisoned.

ALTER SELF — Adalia assumes a different form. When she casts the spell, she chooses one of the following options, the effects of which last for an hour. While the spell lasts, she can end one option in order to gain the benefits of another.
Aquatic Adaptation. Adalia adapts her body to an aquatic environment, sprouting gills and growing webbing between her fingers.
Change Appearance. Adalia transforms her appearance, including height, weight, facial features, sound of her voice, hair length, coloration, and distinguishing characteristics, if any. She can make herself appear as a member of another race, though her basic shape stays the same. At any time for the duration of the spell, she can change her appearance in this way again.
Natural Weapons. Adalia grows claws, fangs, spines, horns, or a different natural weapon of her choice.

PYROTECHNICS — Adalia chooses an area of nonmagical flame within 60 feet of her that fits within a five-foot cube, extinguishing the fire in that area and creating either fireworks or smoke from the process.
Fireworks. The fire explodes with a dazzling display of colors. Each creature within ten feet of the target must shield their eyes or become blinded for a short period.
Smoke. Thick black smoke spreads out from the target in a twenty-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for a minute or until a strong wind disperses it.

GUST OF WIND — A line of strong wind sixty feet long and ten feet wide blasts out from Adalia. Each creature that starts its turn in the line must brace themself or be pushed fifteen feet away from her in a direction following the line. Traversing the line takes double the effort moving the same distance otherwise would. Adalia can change the direction of the wind while the spell is in effect. The gust disperses gas or vapor, and extinguishes candles, torches, and similar unprotected flames in the area. Protected flames, such as those of lanterns, dance wildly and might extinguish.

LEVITATE — Adalia chooses one creature or object within sixty feet of her and raises it vertically, up to twenty feet, where it remains suspended for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that braces themself is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. Adalia can change the target's altitude by up to twenty feet up or down.

MINDSPIKE — Adalia reaches into the mind of a creature within sixty feet of her. If it cannot fight off her influence, it takes a moderate amount of psychic damage. She also always know the target's location as long as she concentrates until the spell ends. While she has this knowledge, the target can't become hidden from her.

ELECTRIFIED ARROWS — Adalia touches a quiver containing arrows or bolts. When a target is hit by a piece of ammunition drawn from the quiver, the target takes extra lightning damage. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

CALL LIGHTNING — Adalia conjures a storm cloud in the shape of a ten foot tall cylinder with a sixty-foot radius 100 feet directly above her. If she is in stormy conditions when this spell is cast, the spell gives her control over the existing storm instead of creating a new one. The spell fails if she can't see a point in the air where the storm cloud could appear (for example, if she's in a room that can't accommodate the cloud). A bolt of lightning flashes down from the cloud to a point of Adalia's choosing. Each creature within five feet of that point must dodge or take lightning damage. If the spell was cast during a storm, the damage is more severe. Until the spell ends, Adalia can use her action to call down lightning in this way again, targeting the same point or a different one.

TIDAL WAVE — Adalia conjures up a wave of water that crashes down on an area within 120 feet of her. The area can be up to thirty feet long, up to ten feet wide, and up to ten feet tall. Each creature in that area must dodge or take bludgeoning damage and be knocked down. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within thirty feet of it, and then it vanishes.

CONTROL WATER — Due to the trip through the Fade, Adalia can only cast this spell once a month, and it completely drains her power for the day to do so. She controls any freestanding water inside an area she chooses that is a cube up to 100 feet on a side. She can choose from any of the following effects when she casts this spell, repeating the same effect or choosing a different one as desired over an hour.
Flood. Adalia causes the water level of all standing water in the area to rise by as much as twenty feet. If the area includes a shore, the flooding water spills over onto dry land. If she chooses an area in a large body of water, she instead creates a twenty-foot tall wave that travels from one side of the area to the other and then crashes down. Boats in the wave's path are carried with it to the other side and have a chance of capsizing. The water level remains elevated until the spell ends or she chooses a different effect. If this effect produced a wave, the wave repeats on the start of her next turn while the flood effect lasts.
Part Water. Adalia causes water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or she chooses a different effect. The water then slowly fills in the trench over the course of the next six seconds until the normal water level is restored.
Redirect Flow. Adalia causes flowing water in the area to move in a direction she chooses, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as she directs it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction she chose until the spell ends or she chooses a different effect.
Whirlpool. Due to the trip through the Fade, Adalia can only cast this spell once a month, and it completely drains her power for the day to do so. This effect requires a body of water at least fifty feet square and twenty five feet deep. Adalia causes a whirlpool to form in the center of the area. The whirlpool forms a vortex that is five feet wide at the base, up to fifty feet wide at the top, and twenty five feet tall. Any creature or object in the water and within twenty five feet of the vortex is pulled ten feet toward it. A particularly robust creature can swim away from the vortex, but it's difficult. When a creature or object enters the vortex, it must manage to swim against the tide or take bludgeoning damage, and it is caught in the vortex until the spell ends. A creature caught in the vortex can try to swim away from the vortex, but it is very difficult.

TELEKINESIS — Adalia can exert her will on one creature or object that she can see within 60 feet of her, causing the appropriate effect below. She can switch targets mid-spell, but if she does so, the prior target is no longer affected.
Creature. Adalia attempts to move a creature 15 by 15 feet or smaller, though they can resist the spell's effect if they're strong enough. She can move the creature up to 30 feet in any direction, including upward but not beyond the range of the spell. The creature can't move and is easier to hit when restrained in her telekinetic grip. A creature lifted upward is suspended in mid-air.
Object. Adalia can move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, she automatically moves it up to 30 feet in any direction, but not beyond the range of the spell. If the object is worn or carried by a creature, they can attempt to hold onto the item and prevent Adalia from moving it. Adalia can exert fine control on objects with her telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

CONTROL WINDS — Adalia takes control of the air in a 100-foot cube that she can see within 300 feet. The effect she chooses lasts for an hour, unless she switches to a different effect. She can also temporarily halt the effect or restart one she's halted.
Gusts. A wind picks up within the cube, continually blowing in a horizontal direction Adalia designates. The wind can be calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through the cube may be blown astray. If the wind is strong, any creature moving against the wind must struggle against the wind in order to move forward.
Downdraft. Adalia causes a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it may be blown astray. A creature which flies within the cube will struggle to stay aloft and may be knocked to the ground.
Updraft. Adalia causes a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

MAELSTROM — A swirling mass of five foot deep water appears in a 30 foot radius centered on a point Adalia can see within 120 feet. The point must be in a body of water. Until the spell ends, that area is difficult to swim through, and any creature that attempts to do so must swim against the tide or be violently dragged 10 feet toward the center.


This expanded spell list is meant to serve as a way to give Adalia more utility spells outside of combat, as at present she's a bit of a one-trick lightning and thunder pony, barring her haste and polymorph spells.

At level ten Adalia also learns a new metamagic feature, this one being Extended Spell, allowing her to expend some of her own power reserves (sorcerer points) to double the duration of a spell.

Additionally, since when I apped Adalia I wasn't thinking of things that would work well in terms of written rp as opposed to just plain porting her character sheet over wholesale with no edits, I was hoping I could switch out an element of her design poorly suited for written rp for one that works better. Specifically, I would like to switch her Empowered Spell metamagic (in D&D used to reroll damage dice, in written rp pretty much useless) for Careful Spell metamagic (used to avoid damaging up to five people with AoE spells). If I'd been thinking more clearly about how her metamagic choices would be useful in written rp, this is a change I would have made when apping her, but since I apped her in with the Empowered Spell I wasn't about to change it just because I wanted to.

(no subject)

[personal profile] thunderproof - 2018-06-05 07:59 (UTC) - Expand
wolfslayer: (Default)

Willem Bassey | Original Character | Reserved

[personal profile] wolfslayer 2018-06-01 05:30 am (UTC)(link)
Ever see, ever be, ever know my heart.

OOC Note: Major changes from the last one include adding a last bullet in his History just briefly summarizing what he was doing when I fucked up my AC. I also added a few more sentences about the corrupting influence of Wolfslayer, and fleshed out "Suggested Nerfs" based on the approval instructions last time, but I'm happy to take on more edits of course.
ipseite: (078)

petrana de cedoux | canon update

[personal profile] ipseite 2018-06-01 06:13 am (UTC)(link)
Character: Petrana de Cedoux
New Canon Point: la reine du malheur

Synopsis:
  • At the time of her arrival in Thedas, Petrana was traveling to a secluded manor where she would be housed out of sight and in safety while her husband pursued military operations. She remains here for six months, during which time it becomes apparent she is not pregnant. She exchanges letters with her husband, but expects as a result to be left behind.
  • He captures and conquers a port city-state. A new wardrobe arrives along with a peremptory summons; Petrana is outfitted in the finest style of what is to be her new home and escorted there with all due haste, where she receives a mixed welcome. They are crowned together in a joint ceremony, and he installs her with a council of his choosing as Queen Regent.
  • Popularly, he remains known as l'Duc, or less popularly as that renegade; Petrana is snidely referred to in Lamorran circles or those less amenable to the new regime as the queen of misfortune. They publicly declare their holdings to be a sanctuary to all those accused of witchcraft, whether the accusation was accurate or otherwise, and as Queen Regent Petrana passes these protections into law. It is largely considered to be a symbolic gesture.
  • Until it begins to more definitively swell the ranks of his army, and Petrana's new court. The balance of power shifts, within and without her small kingdom; what had begun as the mercenary army of a warlord increasingly becoming the dedicated following of a charismatic revolutionary. As the palatable public face of his conquest, Petrana reaches out to academics and theologians known to have an interest in religious reform, as well as raising several witches to prominence in her court.
  • While Marius acts as king and conqueror, Petrana makes diplomatic overtures to the outer kingdoms, with particular focus on those who've been known for religious unrest or dissatisfaction with centralized Lamorran rule. Her purpose is twofold; luring them to their cause with the implication that a peaceful joining will allow them more sovereignty in the future, and the political capital gained from having heads of state recognise her as their equal on behalf of her husband. Several alliances are cemented this way, and Marius acts as benevolent liege-lord in lending his swords to their various squabbles, sealing the pacts in the blood of mutual enemies.
  • Lamorre can no longer ignore or downplay what's happening as Marius and Petrana take chunks of their empire. War is officially declared on the de Lamorraines. Known former associates of theirs in Lamor City and the court of the Arciduc are detained; the Marquis de Cedoux is executed, though the specific reasons are never publicized and rumor runs rampant.
  • In retaliation, Marius begins taking advantage of the Arciduc's tendency to farm out his relations to key political roles; he targets those locations, and variously kills or captures his cousins, though it isn't until he lays hands on a former mistress of his uncle, Alysse Desmarais that he lets it be known he's willing to consider a prisoner exchange and an opportunity to come to the table, diplomatically. The talks are a shitshow, all posturing and threats, but the trade-off happens and Petrana welcomes her mother to her court, stoic in the face of the Marquise's inconsolable grief and blame.
  • The Arciduc is assassinated by his former lover, and Marius seizes the city in the chaos. Rumors travel swiftly of Alysse's subsequent suicide, but no direct witnesses survive to corroborate and reports are stamped out. She is remembered, for a time, as a hero of the revolution.
  • The independent city of the church is brought to heel and the work begins to dismantle the church's power across the empire. Making a statement with his choice of title the reign of Empereur Marius IX begins, crowning his wife empress consort, and is jointly celebrated with the healthy delivery of the imperial couple's second and only surviving child, Crown Princesse Thaïs de Lammorraine. The Marquise de Cedoux is given the position of governess, overseeing Thaïs's household, in an effort on Marius's part to bring the surviving royal family into some semblance of peace.
  • The early years of his rule are turbulent in the establishment and exertion of power, the rise of magic and violent shifts in the status quo. Tyranny is presented as the necessary measures for peace; Petrana is the gentler, softer face of an increasingly brutal regime. Her public appearances are tightly controlled, while behind closed doors she pushes back, arguing with Marius and wringing concessions from him wherever she can and leveraging her popularity with their subjects into influence she can exert in court and policy.
  • Petrana is thirty-five when she attempts to take Thaïs, a little older than her sister had ever been, and flee—aided by a loyal handmaiden (raised to the role from the peasantry, remembered by Petrana for kindnesses during their exile) and a former church knight, Davidias. The attempt fails, Petrana separated from her allies and their fates unknown to her.
  • Marius imprisons her and binds her magic, though he delays sentencing and refuses to discuss the matter, despite a council urging response to treason; those who owe their positions to his power, concerned by a potential symbol for resistance and unrest. Publicly, the only comment for questions regarding her whereabouts are that she is unwell.
  • She makes several increasingly desperate escape attempts, coming close enough to success to be seen struggling, beginning (increasingly wild in speculation) rumors of her incarceration. Graffiti paintings of her spread through the capitol and surrounding cities, with her old epithet: la reine du malheur.
  • Petrana will never know the particular motivations or identities of those involved in her last day in Lamorre. She wakes in the grasp of two strangers, who drag her from her cell up the stairs to the top of the tower, and from there she's unceremoniously flung from its edge to her death.


Key Character Developments:
  • Generally speaking, Petrana will be a little older and a little wiser—mentally if not physically—and have a bit more significant experience under her belt in governance. She'll bring new confidence in her skills there to the work she does in the Inquisition, and the urgency of having personally experienced the high cost of high stakes.
  • Relatedly: not super keen on towers any more.
  • This is an opportunity to confront head on the fact that she never actually wanted to return home; that the realisation she couldn't had been a comfort to her more than just because it meant she didn't have to think about whether or not she did want to. She'll have a lot to work through in the aftermath, but grieving that life—grieving the fact that some version of herself never knew anything but that life—will give her some more space with the resolve she's had to shape her own future in Thedas and allow her to let go of some of what she has held onto in spite of herself. She'll grieve the separation from her second daughter, and the unanswered questions she's going to have to live with, but this marks a clear end-point that makes Thedas inarguably, from every angle, her present and future. She's definitely not considering herself married any more.
  • While what Marius did next wasn't great, she is going to allow the thought to percolate that she's already dismantled one church (or at least begun the crossgenerational process of dismantling one church) and therefore it isn't impossible to do. Does the mage rebellion have a suggestion box.
  • Through the work she did with the witches she raised to the aristocracy, she's become a more confident and experienced practitioner of witchcraft. Her direct action combat magic skills have somewhat atrophied, as a result of Marius's increased discouragement of her using them and subsequent binding of her magic altogether, but she became proficient in complex spellwork and the binding of enchantments to objects. So she's even less useful in a fight than she was before, but given time and preparation she can enchant objects more permanently, creatively design glyph triggers, work intricate wards. Support magic and magic of the 'pure esoteric nerd shit' stripe. She's taken an interest in enchanting art to hide information.

(no subject)

[personal profile] ipseite - 2018-06-05 06:18 (UTC) - Expand
rathercommon: (tickled)

Kitty Jones | The Bartimaeus Series | Not reserved

[personal profile] rathercommon 2018-06-01 02:27 pm (UTC)(link)
shri: (Default)

rani lakshmi bai | the order 1886 | Reserved

[personal profile] shri 2018-06-01 05:03 pm (UTC)(link)

(no subject)

[personal profile] shri - 2018-06-04 05:23 (UTC) - Expand
swordproof: (015)

CANON UPDATE | SIX

[personal profile] swordproof 2018-06-02 03:48 am (UTC)(link)
Character: Six (Cecilia)
New Canon Point: Almost four years after Adrian's death
Synopsis:
  • Six is now 25 years old.
  • After Adrian's death, Six travelled for a few months doing whatever work she could find with her new Paladin skills. She made a few new friends and allies along the way but mostly kept to herself, doing whatever she could to bring good to the world and help. It's lonely, but she does what she can.
  • About a year into her journey, Six manages to find Adrian's family. She explains to them what happened - that he had trained her, that he had given her the gift of learning about Sarenrae and that he had died to protect her. They were furious with her at first but eventually tell her that there's nothing for her to feel sorry for; knowing their son he would have died to protect someone he cared about. Six does not tell them that they loved one another.
  • After meeting his family, Six finally manages to bury Adrian's hilt and put him to rest, though she wears the pommel around her neck.
  • She travels for a few more years, honing her skills and going where Sarenrae directs her in dreams, nudges and with whatever quest and contrast she can pick up. She's still lonely, but she's content with her place in the world.
  • After almost two years go by, Sarenrae visits Six in a dream. She tells Six that she needs to go and meet someone who is losing themselves to the darkness and needs to be redeemed and brought back to the light. Sarenrae also tells her that this person is going to be important to her. That's enough for Six to go and find her.
  • Six finds Adalia drunk in a campsite. After confronting her - with a great deal of stress and panic on Six's side - Adalia explains that she's searching for a way to kill a god because one has entered the prime material plane, that it was her fault and she needs to fix it.
  • They travel together for a short while before they come across a clairvoyant. The man tells Adalia about her hometown - the people, the house she was born in and tidbits of her family - which matches what Six knows of her own home and family. The two discover they're sisters. Six allows the clairvoyant to read her and he narrates aloud the abuse she suffered at the hand of her father.
  • Key Character Developments:
  • Six is less stern than she was when she first arrived in Thedas, but her lack of time spent around with a great deal of people still makes her appear standoffish and awkward. She hasn't had much in the way of interaction with people canonly because of her travelling nature.
  • She's happier now than she was when she first arrived because she has finally laid Adrian to rest. She's prepared to move on and make something of a life for herself compared to the heartache and anger that she was feeling when she was first apped.
  • Six now knows for certain that Adalia is her younger sister and has had parts of her heart bared to her sister - which she has accepted with as much strength as she can.
  • Her devotion to Sarenrae is even stronger than it had been initially, with Sarenrae being the one to gently guide her through the world and bring her to her sister in the end.
  • Over the past three, almost four years, Six has grown into her strength. In the terms of her D&D development, she's grown four levels in her Paladin class (making her a level 4 Fighter and a level 8 Paladin, so level 12 overall). Her updated character sheet, if you'd like it for reference, is here. The skills she's gained are as follows:
    — She's gained one ability upgrade, making her Strength 19 and her Charisma 20. Essentially, she's just stronger physically and her spells have a touch more power to them.
    — She has gained the ATHLETE skill. This makes her Strength 20 and gives her the following benefits: When you are prone, standing up uses only 5 feet of your movement. Climbing doesn’t cost you extra movement. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. She can run and climb fast!
    AURA OF PROTECTION Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. (People around her/in her aura are able to dodge the effects of spells, but only within ten feet of her and not always successfully).
    AURA OF DEVOTION She and friendly creatures within 10 feet of her can’t be charmed while you are conscious. (Possible nerf: spells have a chance of not charming/ the charms are weaker rather than 100% resistance).


    She's also gained some new spells as part of her Paladin levelling. She has seven spell slots - four at first level and three at second level, but can prepare nine spells - her charisma modifier plus half her paladin level, rounded down (5+4):

    1st LEVEL: THUNDEROUS SMITE The first time that Six hits something with a melee weapon attack it makes a thunderous boom that spans 300 feet from her. The attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from her and knocked prone.

    2nd LEVEL: FIND STEED Six can summon a steed of her choosing (warhorse, pony, camel, elk, or mastiff). It's considered a Fey creature and has the D&D statistics of the form she chooses. It's a mount and any spells that target her also target her steed. When it's within a mile of her she can communicate with it telepathically and she can only have one steed at a time.

    2nd LEVEL: BRANDING SMITE The next time she hits a creature with a weapon attack, it deals an extra 2d6 radiant damage. The target becomes visible if it's invisible, and they shed dim light in a 5-foot radius. They can't become invisible until the spell ends. The attack becomes stronger if she uses a higher level spell slot.

    2nd LEVEL: LESSER RESTORATION She can touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. The condition has to be something from a poison/spell, it can't be a long-lasting medical effect like a disability.

    2nd LEVEL: ZONE OF TRUTH Six can create a 15 foot sphere centred where she chooses. Until the spell ends creatures cannot speak a deliberate lie while within the sphere. If the person knows the sphere is there they can avoid answering questions. A creature entering the sphere makes a Charisma save: on a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on its save. (NERF: This would require opt-in from players and it can "fail" on those that don't want it to work on them for IC/OOC reasons in order to make this workable in an ingame setting).

    2nd LEVEL: PROTECTION FROM POISON She can touch a creature and if it is poisoned, she can neutralize the poison. If there's more than one poison, she neutralizes one you know is present, or one at random. For the duration (one hour), the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.


    The spells that Six had in game but didn't have access to weren't described in her app, but I was hoping that through her canon update she might have some access to them in the same way that other D&D characters do. They're all listed here! This would turn her into a powered/spell casting Rifter, so she would now count towards the cap for powered Rifters - I'd have two native mages (Hanzo and Solas) and one powered/mage Rifter (Six). I know this is a lot of spells/magic/D&D stuff so if you'd like any more explaination/nerfing please let me know!

    Re: REVISIONS

    [personal profile] swordproof - 2018-06-05 19:16 (UTC) - Expand

    (no subject)

    [personal profile] swordproof - 2018-06-06 17:23 (UTC) - Expand
    disfavouring: ᴀʟʟ ɪᴄᴏɴs ʙʏ BATHAUS. ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ. (Default)

    NUADA | HELLBOY II: THE GOLDEN ARMY | RESERVED

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    notacrow: (Default)

    Myira ♠ Original Character ♠ Not reserved

    [personal profile] notacrow 2018-06-04 02:49 pm (UTC)(link)

    Re: QUESTIONS

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    rk80051: (Default)

    Connor | Detroit: Become Human

    [personal profile] rk80051 2018-08-01 04:33 am (UTC)(link)
    Would've posted this half an hour ago but I was trying to catch escaped rabbits.
    Edited (even harder to remember to add title when posting from mobile) 2018-08-01 05:33 (UTC)

    (no subject)

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    Re: ACCEPTED + NOTE

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    earthbones: (Default)

    canon update; Brónach

    [personal profile] earthbones 2018-08-02 06:15 pm (UTC)(link)
    Character: Brónach
    New Canon Point: post-Dawnguard and Dragonborn DLCs, post-Civil War (Stormcloak victory)
    Synopsis:
    Civil War
    Stormcloaks
    Dawnguard; sided with the Vampires
    Dragonborn


  • Joined the Stormcloaks after defeating Alduin as the ceasefire negotiated to deal with Alduin ended. Stormcloaks due to the Imperials being too involved with the Thalmor. She fought in multiple battles to liberate regions and holds, leading the men into battle from Whiterun all the way to the final battle at Solitude where General Tullius was slain at her hand.
  • Fate was very much not done with her, and upon returning to Whiterun an orc asked her to join the Dawnguard, an ancient order of vampire hunters. She went with him to their fort, even went off on a quest to ask what a group of vampires in Dimhollow Crypt were after.
  • She found Serana there, an ancient pure-blood vampire, and an Elder Scroll. They left to Castle Volkihar and Serana's father Harkon.
  • Brónach accepted the gift of his blood to become a vampire and all that followed including locating a Bloodstone Chalice that had her attacked by those who wished to overthrow Harkon as well as abducting a Moth Priest so he could read Serana's Elder Scroll.
  • The Elder Scroll revealed visions of a weapon called Auriel's Bow and that two more Scrolls were required, Dragon (already possessed by Brónach) and Blood.
  • The Blood Scroll was found in Oblivion, in the hands of Serana's mother Valerica, in the Soul Cairn. They fought a dragon to reach Valerica who named Brónach Vanquisher, but they did gain the Scroll and learnt that Valerica wouldn't leave Oblivion until Harkon was dealt with.
  • Unfortunately reading the first Scroll had blinded the Moth Priest, so Brónach left to the Ancestor Glade to figure out another way, experiencing visions herself of the Bow and that she must complete the Tyranny of the Sun - a prophecy of day and night becoming one - before Harkon. The Tyranny was revealed to have been created as revenge on Auriel by one of the last living snow elves (who themselves became the Falmer) since Auriel rebuked him when he was turned into a vampire. Possessing Auriel's bow, he only needed the blood of a pure vampire to complete the Tyranny.
  • Serana, of course, was in danger thanks to him, so Brónach killed him and took the bow.
  • Returning to the castle, the pair killed Harkon together.
  • (Brónach very much cured her vampirism after this.)
  • Instead of retiring, enter: the cultists.
  • Shouting about Miraak and pretenders, Brónach killed them, took a letter about all that business, and set sail for Solstheim where the Dunmer lived amongst the ash and the local Skaal people were building a great temple to Miraak, completely lost to his will.
  • Alongside a local woman, Frea, they searched his temple and found a strange book that transported Brónach elsewhere where Miraak bent her to her knees to show he was alive and that he would return soon. They took the book back to Frea's village in hopes of stopping him.
  • As she set about freeing the people of Miraak's influence, Brónach sought the help of a Dunmer wizard to find more of the strange books in ruins. Books belonging to the Daedric Prince Hermaus Mora. He of forbidden knowledge. Eventually upon reading them she was transported to Apocrypha where she found the counterpart to one of the books she had read and Hermaus Mora himself appeared to teach her the second Word of Power to the Bend Will shout that she had started to learn after finding the first on her travels. She would only learn the third in exchange for the 'secrets of the Skaal'.
  • The Skaal shaman (Frea's father) agreed. He read the book when Brónach returned. Hermaeus Mora killed him. But he did teach Brónach the third Word of Power so…
  • Knowing all the Bend Will shout, Brónach tamed Miraak's own dragon and flew to his temple where she fought and killed him, and at last the Last Dragonborn was dead, unable to threaten Solstheim again.
  • (Also there was her, roaming Apocrypha to gain hidden knowledge because one would think she would know better but no, she does not.)

    Key Character Developments:
  • More paranoid than she was before given that there's a hell of a lot more she's been exposed to, sorry about that. She knows truths about her world that aren't commonly known such as the Falmer were once snow elves since the Falmer are literally considered to be a beast race, and that's hard for her to accept and to deal with. She was a vampire for a while and even if that hasn't physically happened to this body, knowing that she did it is going to be difficult for her to accept and deal with.
  • There was that time she strolled through a place worse than the Fade so she might be screaming more than a little about it because how does one deal with Apocrypha?
  • Learnt more about the nature of what it is to be the Dragonborn from the supposed last Dragonborn before her who happened to be a dragon priest which...does things to a person's mental state, and really, she wasn't that great to begin with. When the killing blow was struck, she claimed his soul and since a violent shout is taken into a person, and that you certainly don't claim Alduin's soul, knowing that somewhere she has Miraak, the Last Dragonborn and a Dragon Priest's soul and understanding within her is going to be a terribly bitter thing for her to swallow in all honesty.
  • Currently she has nine shouts, I'd like (if possible) for her to learn a tenth/final shout which is learnt as part of the Dragonborn quest; Bend Will. Having limits on it is totally cool, especially with dragons since Thedas dragons and Skyrim dragons are both extremely different creatures.
  • Guess what Thedas did you think the deranged philosophy chats were bad before, oh just you wait, they get much much worse now.
  • Auriel's Bow! Auriel's Bow carried by Auri-El aka King of the Aldmer aka Infinite Looping Time. The bow carried into battle against Lorkhan in the ancient and mythic times! She held it! The most important bow ever to be fired in the whole of history! No equal in craftsmanship and the comfort and honour she will take in knowing that she has this bow is enormous, I think it'll settle so much inside her, honestly, even not physically having the bow but just the knowing. (This bow is the bow that fired Lorkhan's traitor trickster heart right off and away to form a goddamn mountain so I mean...this bow is basically the most revered bow you could ever imagine to an elf.)
  • She really does have more reason to sit down and prove that she can be part of getting this whole war thing done because look she fought in a civil war and won it so maybe listen to her? (Or not, whatever floats your boat.) But it'd probably be a good thing for her to have been part of these other fights where she's had real tangible wins rather than just the chewtoy of destiny as much as she's been previously, at least as far at the civil war goes.
  • connorrk800: (Default)

    Connor 60 (AKA Red Connor, Machine Connor) | Detroit: Become Human

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    Re: ACCEPTED + NOTE

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    lil_lion: (war)

    Anduin Llane Wrynn | Warcraft

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    Re: QUESTIONS

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    Re: QUESTIONS

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