Odd the Wise Character Application

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Maghr Hu

User name: Odd the Wise

Have you read the rules? Yes

Character Name: Maghr Hu

Character Source: OC

Starting Location: Inverxe

Physical Tendencies:
Power (P): 10%
Toughtness (T): 10%
Quickness (Q): 25%
Skill (S): 55%

Personality Tendencies:
Aggression (A): 20%
Cunning (C): 25%
Diplomacy (D): 30%
Support (S): 25%

Physical Description:

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Maghr is a lanky fellow. He looks like he never so much as worked or exercised a day in his life, though this assumption is belied by the heavy equipment that he seems to lug around with relative ease. A giant chest sits on his back like one would carry a travelling bag, filled with what supplies he has, even more lamps, and a host of supplies to start a fire with He is naturally just shy of five-and-a-half feet, but the pair of stilts he walks around on all the time makes him seem at least two feet taller than he really is.. His skin is a dull grey, his hair a starch white, by all appearances he would be considered something akin to a drow.

He never removes the mask upon his face, something about showing one's face outside of highly intimate setting being taboo in his culture. Despite the lack of eye-holes, he appears to be able to see through it as if it were his own face. His most notable feature is the plethora of lanterns he carries with him He shines like a beacon in the night, and refuses to remove them even during the day. They are constantly alight, and rarely is he seen refueling any of them.

Character History:

(Non-Native)


Bzad was a dark world. There had once been the making of something great, but in some great calamity in ages past, the sun had been snuffed out, flickering in only embers of its once mighty glow. Eternal darkness. Somehow, perhaps through the blessings of some forgiving god, the forests and fields still bloomed with fruit and grain, and, so, while empires may have collapsed, and kingdoms gone without so much as a word, entire nations sundered in but a night, the world kept turning, and Man continued to crawl upon the surface of Bzad. This was the world that Maghr was born to. What was he born to, one could ask? He would never tell, or he told a lie, or perhaps once he told the truth. When he regales the tale, the claims that he was but the son of farmers , born to little and given only what love his parents could give. For him there was no grand story, for the world did not make men of great stories here, their immortal flames of legend snuffed out just as easily as a starved candle.

In truth he was born to nomads, a band of fortune-tellers, tricksters, and hucksters that deigned to earn their keep by taking it from the pockets of an unsuspecting fool, their paths lit only by the light of their lanterns and their prayers to whatever deity listened and gave their blessing. Bandits were of no concern in these times. To stay away from the light in this dark world was suicide, for the little fires of the torch and the lantern drove away those monsters and devils that lurked in the dark forests and empty, black plains. But among all men, there were those that braved the dark, that carried the lantern and guided the weary to their destination. Lamp-bearers, Lightbringers, Lantern Knights. They were known by many names, but they were an unorganized bunch, and never bothered to adopt one.

For many, it was suicide to travel without such a guide, but for as many more, it was not worth it to wait. It was one such journey, that a demon lay in wait on the middle of the path. It was on the eve of Maghr's fifteenth birthday. He was the first to spot the beast. It's glowing, eyes of dying flame piercing through the unending darkness that was around them. Tongues of dim radiance danced forth as it opened its jaw. Its demands were simple. To pass, and to live, one of fine stock had to be sacrificed and left behind. A meal so that the dying sun may burn just a little longer. None wanted to sacrifice themselves, none wanted to lose another, but in the face of certain doom, it would be Maghr that received the shortest stick.

Oh! How he pleaded for his family to come back, to save him! How he pleaded into the eternal night, to whatever gods might have been watching, but as the searing hands of the demon carried him further into the black woods, his hope smoldered into ash. He didn’t know how long the demon kept him, but every so often it would feast upon his flesh. Driving spikes through his hands and feet, the monster would pin him to a tree deep within the woods, like some kind of cruel crucifixion. It never moved after that moment, those glowing embers of eyes never once blinking as it watched him wither away, never once did it twitch as he begged for help from anyone that would listen. It just watched with a cruel smile on its face. Maghr didn’t know how long he was stuck to that tree. He nearly gave up, confining himself to this cruel fate until he saw the lantern light in the distance. All the energy he lost to the struggle suddenly returned with a vengeance. He struggled to break from his prison, opening wounds that had finally stopped bleeding, though try as he may to cry for help, his throat was tattered from his screams from before, but never once did that impede the one that would be his savior. The demon rose to meet her with a cry that set fire to the forest around it, it’s many limbs and tendrils pulsed with the color of a dying fire, and the woman said not a word. She brandished a blade made of demon-flesh and charged the monster. Minutes, seconds, Maghr was not sure, but in the end, the lady would send the demon’s head rolling to the ground, it’s fiery ichor setting blaze to the dead leaves around it. The moment that she tore Maghr down, he would pass out in her arms.

When he woke he was in a soft bed. His parched lips finally quenched, his hands and feet in bloody bandages. From that day forth, Maghr swore his life to the lamp-bearer that had saved him, Edris of Andr, a warrioress of a land far away, and in turn she made him her squire. He never pressed for more information from her, nor did she offer it. For years Maghr was nothing but her pack mule, a role that he served with as little disdain as he could manage, but she would train him in the ways of the lantern-bearer. How to fight, how to pray for the right paths, how to ward off the demons, how to guide others through the darkness. Under her guidance he would spend several more years fighting and warding against the demons that lurked in the darkest places, of which there were many, and, in time, he would grow to become a Lantern-bearer in his own right.

Their separation was without celebration or fanfare. A hug between them and a simple exchange of farewells, and they would their final goodbyes. For the first time Maghr took a job on his own to a land quite far away. He would take the lead of the small band of merchants out of the city gates and into the darkness that lie before him. He would take one last look back to see Edris in the distance, standing stalwart. Without a nod he would turn back around, carrying nothing but the pack on his back, the stilts on his legs, and the staff slung across his shoulders. After that, he would never see Edris again.

Decades passed beneath his feet, and the bones of monsters and demons crushed beneath his hands, now stained in their unholy ichor. Travellers both owed their lives to him, and others still forever lost because of mistakes that he had made, but still he carried on. The work of a lantern-bearer was never complete in this dark world until they are dead. But, now he stared death in the face, its fiery visage felt like it burned his very soul with just a look. The caravan that had hired him was nothing more than ashes now. Maghr was the last of them. All he could do was hold out his staff to ward off the giant demon, but it only smiled back at him, its visage burned in the darkness. In his heart, Maghr prayed a prayer not for strength, but for mere survival. His mind raced back to all those years ago as he was pinned to a tree, helpless as that demon waited for him to die. There was no savior this time. That was supposed to be his job now.. In an instant, the demon lunged at him, mouth agage, threatening to swallow him whole!

He thought his immolation would come quickly, at least, and that the pain would be over soon, but that feeling never came, instead, he felt a biting cold against his skin. He opened his eyes, only to be met with a brighter world, bathed in dim, white light, and a giant lavender orb hanging in the sky. Maghr could do naught but stare in amazement. For the first time since training, he lost his balance and fell to the ground. To imagine the afterlife would be so beautiful…. And cold. At least the heat of his lanterns warded off the freezing winds. Was this the punishment for his sins? He lifted himself back to his feet and looked around at the ice all around him. He could make out a brighter light in the distance. A city, perhaps? There was only one way to find out.

Abilities/Skills:

Blessing of the Lamp-Bearer
[300]
Effects
Adaptation to Incredible Cold Environments [Rank 2] - 200
Modifiers
Affects Multiple (100), Activation 1 minute (-200)

Adaptation to Starvation and Thirst [Rank 2] - 100
Modifiers
Affects Multiple (100), Activation 1 minute (-200)

Adaptation to Need for Sleep [Rank 2] - 100
Modifiers
Affects Multiple (100), Activation 1 minute (-200)

The Blessing of the Lamp-Bearer allows for those near the Lamp-Bearer to go without food, drink, or sleep, even through the coldest winters to expedite travel through the dark world of Bzad, for stopping to sleep and to rest is to invite dangers from the darkness. The liturgies are a simple prayer and a burning of a small mount of incense. The Lamp-Bearer recites a prayer to the God of the Wick for safe journeys and well-lit paths, for shelter when the roads become impassible, and for the comforts of a warm hearth on the other side. After a few short personal prayers for each member of the travelling party, the lantern-bearer consumes the smoldering ashes, meditates for a few brief moments, before dousing them with a swig of water and beginning the journey. Like other such ongoing effects, the ability must first be activated to give its benefits, and lasts until the end of the scene.


A Relic of the Wick [300]
Effect
Protection [Rank 3] - 300
Modifiers
Ongoing (300), Chaotic (-150), Removable (-150)

This blessed relic of the Wick God was once the left thumb of Saint Ristaf is vermeiled in holy silver smelted in an eternal pyre resting deep within the bowels of one of their holiest churches. It is warm and soothing to the touch. The God of the Wick favors the most pious of their servants, and smiles upon them kindly. This has granted Maghr an inane amount of luck. Blows that should have killed are instead grazing, an intuition will lead Maghr to move as to avoid attacks, and he can often find cover where others cannot. Though, the blessings of most gods can only go so far. This cannot work against hits that would otherwise be guaranteed, for little would be able stop a dagger being drawn across his neck.


Ha'Sunog, The Demon's Heart [500]
Effect
Damage [Rank 5] - 500
Modifiers
Ranged (250), Affects Multiple (250), Finite (-250), Removable (-250)

Powered by still-burning heart of a demon that he had once slain, the lantern on the end of his staff has become one of Maghr's most fearsome weapons. By evoking the name of its old owner, Ha'Sunog, he is able to summon forth the power of this once-mighty foe! Tongues of solar embers pour forth and bathe Maghr's foes in demon's fire! He is able to do this at most six times before the flames begin to sputter and weaken. To power Ha'Sunog's heart again, Maghr must spend time to refuel the the lantern with burning oils, pitch, or really any other traditional fire fuels. This can take anywhere from five to ten seconds to finish. Alternatively, the lantern can be left sitting in the sun for an hour or more, but that is a more recent discovery. The weapon is the lantern itself, the lantern, while he's relatively good keeping it in place the lantern can be knocked off its hook.


Tamuut, the Demon's Liver [500]
Effect
Healing [Rank 2] - 400
Modifiers
Ongoing (200), Removable (-100)

The Liver of Tamuut, the beast slain at Brindrgaat, smolders eternally within one of Maghr's many lanterns, it's gentle, radiant warmth seeps into muscle and bone of whoever holds it, sealing their wounds and giving temporary reprieve to their ailments. Many such a lantern is carried by Maghr's sort.


Hundun, the Demon's Tongue [400]
Effect
Damage [Rank 4] - 400

The prize of his first kill. Hundun is a black, flamberged sword that seems to have been tied to his very soul, smoldering flames dance on its surface, and heat the blade red-hot in some spots. The crossguard and hilt are made of the same metal, in fact, the entire sword seems to be forged from a single piece. Whenever, or wherever Maghr wills it, it will appear in his hand with a flash of flames. Strikes of this blade feel as if they burn the very soul within. The sword was forged from the Hundun's prodigious tongue, the lashings of which were said to be able to fell entire trees.

How much Essence did you spend? 2000

How much Essence do you have left? 0

Were you referred by an existing member? Morene Fellon
 
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Yuuka Kazami

Youkai Moe
Level 1
Joined
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Messages
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Essence
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Mostly looks good, just a couple things to note!

1. For your healing ability, I believe you don't need to have Transferrable+Indiscriminate if you already have Removable. It's kind of an obscure ruling, but the concept is we're not going to make you pay extra for a sword that theoretically an ally can grab from you just as much as an enemy can.

2. For The Wick's Miracle, I'm not really sure about the application of Limited on it. There's not necessarily a concept of a "sure-hit" move in our system, and it seems like for the surprise circumstances where it doesn't work, that's kind of already covered by Chaotic. I'd say you could maybe take one or the other, but not both. I haven't talked with every other mod though, just Jeff, so if someone else weighs in and says it's fine, then maybe it's fine.
 
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Maghr Hu

I have changed the Miracle of the Wick to A Relic of the Wick, and have made it a removable item. I have also removed Transferable and Indiscriminate modifiers from Tamuut, the Demon's Liver.
 
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