[Redacted] Character Application

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Username: [Redacted]

Have you read the rules? Yes

Character Name: Arddwyn Derwinthir

Character Source: OC

Starting Location: Erde Nona

Character Behavior:
Intellectual Bard (Wildheart)

Arddwyn is bookish - which is pretty standard for bards and keepers of lore - though her interests lie far more on studying nature than history. Some might call her more of a druid. Her bardic magic presents in reflection of her love of nature. Though not unfriendly, she delights in quiet, peaceful places (both within civilization and without) and discovering new species along her travels.

Unless someone's life is in jeopardy, she will try to avoid direct combat or find an alternate solution when faced with confrontation. Her combat abilities are geared towards evasion, controlling or disarming opponents, and enhancing herself or others.

Physical Description:

Arddwyn is a half-elf of a medium-slight build about 5'2" in height, with medium skin tone, silvery hair and brown eyes. She's about 28 (give or take a few years, she likes to say)

Character History:
Arddwyn was born on another world: one whose name she cannot say due to the nature of her very brief planewalking experience. Wherever she came from, she's been happily wandering Erde Nona for about six months, soaking in new experiences and adventures.

What starting Affinity does your character have? Specialized

Abilities/Skills:

Master Skill: Craft (Music), rank 3; Knowledge (Nature), rank 1 [200e]
Applying specialized affinity to indirect modifier

- Abilities are based upon instrument used. They either require Arddwyn to be continually playing the instrument (concentration) or in order to activate the effect -

Flute: An instrument of air, storm and water that can invoke a peaceful spring at one moment and the power of a raging squall the next.
Spring songs evoke the peace of bubbling springs and pleasant breezes to bring tranquility to those who hear it. This effects anything and anyone who can hear the song within 20 feet of Arddwyn, friend and foe alike. This functions as a pacification spell, but is limited to sentient beings who are not already antagonistic to the point of attacking. May not break up a bar fight, but a great tool for negotiation and easing agitated people and animals. Arddwyn must concentrate on playing the song for the effect to sustain.

  1. Debuff rank 2 (200):
    • indirect - within hearing range (0)
    • ongoing - effect continues while song is played (+200)
    • ranged - song (+100)
    • multiple (+100)
    • concentration - must be continually played to maintain effect (-100)
    • limited - cannot be extremely aggressive, must be sentient (-100)
    • indiscriminate - targets friends and foes (-100)
    • removable - instrument can be disabled (-100) [200e total]
Summer songs temporarily allow a target to ride the winds, granting them extra speed overland. Like the wind, the spell is chaotic and can send the target in directions they aren't anticipating. Arddwyn must concentrate on the song to maintain this. This spell can only affect one target at a time.
  1. Speed rank 1 (200):
    • indirect - within hearing range (0)
    • ongoing - lasts as long as song is played (+100)
    • ranged - song (+50)
    • self/other (+25)
    • concentration - must be continually played to maintain effect (-50)
    • removable - instrument can be disabled (-50)
    • chaotic - effect prone to random outcomes (-50) [225e total]
Autumn songs speak to the water. Arddwyn can call forth about a liter of clean water from surface water, moist soil or air, or between spaces in rocks that can be pulled into an available container. If no container is available, the water will pool around her. Arddwyn must concentrate on this song for the entirety of the effect. She cannot summon water if there is no water available.
  1. Variable Creation rank 1 (200):
    • indirect - area within 150 ft (0)
    • ranged - song (+50)
    • concentration - must be continually played to maintain effect (-50)
    • removable - instrument can be disabled (-50)
    • limited - water availability (-50) [100e total]

Winter songs Arddwyn can call forth tiny amounts of frost crystals and snow (mostly around her instrument) similar to the Autumn songs in usability and limitations. She hasn't discovered a practical use for this yet. (no combat ability)

Lute or Harp: The chords of life vibrate through every string, invoking the power of living, growing things in all their forms.
Spring songs call forth roots, vines, branches and other plant material to snare and hobble any land-bound creatures in a 20ft area. Any plants in this radius will be stimulated to overgrowth proportions, and will attempt to grasp onto objects and creatures. Once the growth finishes, tiny creatures will be completely encased in vines or woody growth, small creatures will be half-encased (unable to move, may be temporarily disarmed as appropriate to story), and medium creatures will be entangled (limits or prevents movement while stuck in the growth, with a potential to be temporarily disarmed as appropriate to story). Larger creatures cannot be disabled by this effect. This song must be played to initiate the effect, but not maintained afterwards. Requires living plants to be present to function; the type of growth will depend on available plants. The growth itself is more resilient than normal vegetation, but can be destroyed with weapons or spells that would normally affect wood/plants.

  1. Debuff rank 2 (200):
    • ranged - song (+100)
    • indirect - within hearing range (0)
    • multiple (+100)
    • ongoing - plant growth continually ensnares once created (+200)
    • Indiscriminate - affects friends and foes (-100)
    • removable - instrument can be disabled (-100)
    • limited - must be plants in area (-100) [300e total]
Summer songs can be used to create a spark of fire (about a match worth), enough to light a torch, campfire, or anything flammable. (no combat ability)

Autumn songs are songs of decay that can rot objects made of wood or other plant matter within 20 ft of Arddwyn. Can be used to rapidly decompose obstacles such as a door, flooring or wooden weapon parts. This effect begins as soon as Arddwyn starts playing the song, but takes about 10 seconds to completely decompose an object (less time if the object is already partially decayed, more time for very large/strong objects such as a redwood tree or a castle door - as appropriate to story). This ability has no effect on wooden objects that are enchanted or otherwise magically protected.

  1. Damage rank 2 (200):
    • indirect - within hearing range of 20 ft(0)
    • ranged - song (+100)
    • multiple (+100)
    • ongoing - once begun, decay continues until target is completely rotted (+200)
    • activation - takes time for objects to decompose to brittle state (-100)
    • removable - instrument can be disabled (-100)
    • limited - can only affect wooden objects (-100)
    • weakness - non-magical wooden objects only (-50) [250e total]
Winter songs mimic the restorative powers of hibernation, increasing a target's innate self-healing ability. Though it is not powerful enough to put something to sleep if it wants to be awake, it can make the target feel drowsy and slow while healing them over time. The length of time needed depends on the severity of the wounding (Can only affect friendly targets). This has no effect on things that don't normally sleep (i.e. undead). Arddwyn must continue playing for the duration.

  1. Healing rank 1 (200):
    • ranged - song (+50)
    • indirect - within hearing range (0)
    • self/other (+25)
    • ongoing - heals over time (+100)
    • side effect - causes lethargy in target (-50)
    • weakness - target must naturally sleep (-50)
    • concentration - must be continually played to maintain effect (-50)
    • limited - friendly targets only (-50)
    • removable - instrument can be disabled (-50) [125e total]

Drum: The rhythms of the deep earth, changing little between seasons; the rhythms of beating hearts and pounding feet are forever guarded by the drum.
Rhythm of the Earthshield: The drumbeat calls upon the power of the stones to form a shield of hardened crystals that can be wielded like a normal shield to block attacks. This is a ritual that takes about 1 minute to cast, and can only be performed in an area with minerals to draw from. The shield lasts 1 hour before cracking and falling apart and can be destroyed by anything strong enough to destroy stone.

  1. Protection rank 2 (200):
    • transferable - can be used by an ally (+100)
    • finite - lasts one hour (-100)
    • removable - can be disarmed as a normal shield/can be destroyed by strong enemies (-100) [100e total]
  2. Variable creation rank 1 (200):
    • ongoing - shield persists once created (+100)
    • activation - ritual takes time to create item (-100)
    • removable - instrument can be disabled (-50)
    • limited - requires available stone (-50) [100e total]
[Σ = 200e]

How much Essence did you spend?
1600

How much Essence do you have left? 400

Were you referred by an existing member? No

What is your Discord name? [Redacted]
 
Last edited:

Elise

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Greetings, and welcome to Multerra!

All of your character's personal details look fine, so let's focus on your abilities. I can tell you gave the rules a good hard read, but our system does take a little getting used to, and there are some overhauls to be done before I can cut Ardwynn loose. We're here to help though, so take your time, ask questions, and don't panic.

We're happy to have you!

Now then...

Spring Songs:
Based on the modifiers you've chosen, this ability indiscriminately affects any applicable target within 20 feet. You should specify that in the description, just so everyone one is on the same page. Additionally, I'm not sure how Finite applies to the ability. Is there something stopping her from playing this song multiple times?

Summer Songs:
I'm not sure you necessarily need ranks of Movement for this ability to be valid, and certainly not 2. That would imply the song imbues the target with the ability to, say, both climb on walls and swim like a fish. If it's just extra alacrity over difficult terrain, consider Agility instead. Additionally, modifiers and negative modifiers apply to each Effect individually for a given ability, rather than the whole sum. By my calculations, Summer Songs would price out like this:

Movement 2 (400)
- Indirect (200)
- Ongoing (200)
- Ranged (0)
- Affects Multiple (100)
- Self/Other (100)
- Concentration (-100)
- Chaotic (-100)

Speed 1 (200)
- Indirect (100)
- Ongoing (100)
- Ranged (0)
- Affects Multiple (50)
- Self/Other (50)
- Concentration (-50)
- Chaotic (-50)
---
TOTAL: 1,200

Autumn Songs: Although this may SEEM like a non-combat ability, consider it's utility in fighting an enemy who sets things on fire, or surviving in desert conditions. I'd say it has one rank of Sense and one rank of Variable Creation, modified to your liking.

Winter Songs: Fine as is.


Spring Songs (Harp): If the effect persists after the song ends, it needs Ongoing. Also, the use of Finite here is vague again: do the plants get used up?


Summer Songs (Harp): How much fire we talkin? If this is just a glorified lighter or tinderbox, that's fine. Just be more clear when you say 'create a small fire'.


Autumn Songs (Harp):
I like this ability, but it needs more clarification. The use of indirect implies that she can target any door or shrub within earshot of her music, I suppose? The tactical applications are neat, but they need to be further outlined. Once again, not sure how Finite figures in here: the Finite negative modifier implies that Arddwyn can only use this ability a limited number of times before needing some sort of 'reload' or downtime.

If the song continually deals damage so long as she sings, it needs ongoing. If the damage only happens after she's done concentrating on the song, you could technically apply the Activation negative modifier. Or you could do both? Again, it's hard to go into *too much* detail on these kinds of abilities.


Winter Songs (Harp)
I price this out at 75 Essence, rather than 100. This is mostly good, as is, but it needs an important clarification; can it be used to put enemy targets to sleep, even at the cost of healing them? If so, the ability becomes more nuanced. You would removed the 'side effect' of drowsiness, and replace it with one rank of Debuff, with all relevant modifiers. If it can only be used on friendly targets, you can add that as a Limitation.

Also, you either need Ongoing (if it heals continuously during the song) or Activation (if the song must run its course before the effect resolves.)


Rhythm of the Earth Shield:
This is almost good as is, but has a few hidden nuances that need to be examined. Again, the separate Effects (Protection and Variable Creation) need to have modifiers applied separately. And this is an excellent example of why:

The Variable Creation Effect would require all of the modifiers of casting it (Activation, Self/Other, Ongoing), and the Protection Effect would require all of the modifiers for the actual usage (Transferable, Finite).

I would also consider the following modifiers:

- Not sure that Self/Other is necessary without a Ranged component. If Arddwyn isn't directly 'casting' the stone shield on other people, conjuring it and passing the shield off would only require transferable.

- Consider taking Limited: Needs Rocks on the Variable Creation component.

- If something is Transferable, it is almost by definition also Removable, so you can throw that onto the Protection effect...unless the shield somehow magically binds to the user and cannot be forcibly taken, in which case, neato...but you should emphasize that perk.

Overall, this is a very good first draft. Just consider going into more 'tactical' detail about exactly how your abilities manifest and function. Giving examples can be very helpful!

Also consider a slightly different annotation system for separating which effects get which modifiers. It can be a bit obtuse at first, I know, but once you get the hang of things the system provides a lot of flexibility! (Itemizing things also makes keeping track of the math easier.)

Just let us know when your next edits or draft is posted!
 

Elise

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Wow, excellent work! This is almost good to go, there are just a few more minor tweaks and notes.

Spring Songs (Harp): Removable should probably specify that she needs the instrument, which is removable, to conjure the vines. The ability to break free or counteract abilities (such as breaking free of them) is just inherent to the system.

Autumn Songs (Harp): Should also have removable for a little extra discount.

Rhythm of the Earth Shield:

Not sure that the Protection effect needs Ongoing. This is a small fiddly detail in our system, but since a shield requires the user to actively wield and defend with it, this instance of Protection wouldn't be considered continual (although Variable Creation still needs it to keep the shield manifested). Something like armor would use Ongoing, since it's always protecting the user, whether they're aware of attack or not.

The Variable Creation effect should lose Transferable: Arddwyn can't 'give' people her ability to make the shield; she can only give the shield over once it's been made, which is why Transferable applies to the Protection effect. Likewise, her ability to create the shield does not need to be 'reloaded', so Finite does not apply here either. Removable does, however, apply to this Effect since she needs her drum to do it; sorry if that wasn't clear in my first notes.



With those final edits, I think Ardwynn will be ready to go!
 

Elise

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Looks good to me. You're approved!

Your forum name has been changed to match your character. Head over to the Character Profiles forum to post your roster, and then you can get started anywhere you want!

Welcome to the Crossroads!
 
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