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Pending Miscellaneous Willam Cross

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WILL CROSS




FULL NAME
❖ Willam Thompson J. Cross
AGE

❖ 38

GENDER

❖ Male

HEIGHT

❖ 6'2

WEIGHT

❖ 192 lbs

EYE COLOR

❖ Red, Cat-like

HAIR COLOR

❖ Black

RACE

❖ Half-Human

HOMELAND

❖ Rhiskosa

JOB OR RANK

❖ Monster Slayer
VOICE CLAIM

❖ Jackie Earle Haley (Rorschach)



"I don't think people can change. No, We are what we are- what we have always been. Maybe we get roughed up along the way, punched in and out; makes us a little tougher, little angrier, but it doesn't change the animal that we've been birthed to be. A wolf will always be a wolf and all a wolf knows is how to hunt. The only time its not a wolf is when its dead."


Biography

A gutter rat turned criminal, turned monster hunter, Willam Cross is a man made by mischief itself. Born to a whore and an invisible father, who was likely a noble of sorts due to his magical heritage, Willam Cross began life struggling through to crowds, picking pockets as he did, to see the next morning. His mother became older, men in the brothels did not value her as so, and she tried to find work where she could as his son, unbeknownst to her, supported them in his own way. Incapable of going to school because he was too stupid and poor to enter with a scholarship or money and not being able to relate to other street urchins because he was a bit too clever and successful with his mischief, Willam found himself drawn to knowledge in the libraries of Rhiskosa, to which the kind librarian let him come and go in spite of the dirt on his collar. He studied to great lengths of monsters and magic, reading bestiaries and recorded journals of monster slayers in both fiction and non-fiction. Due to his magical heritage, he was capable of imitating some of the magic seen in the stories to some degree, though all it ever done for him in those years was help with his trouble-making. He spent years in that library, making it a second home of sorts. The librarian tutored him well on basic education, seeing such an eager learner but without the resources. He was an elderly old man named Barnham and had, by his own proclamation, read all the books to memory, even some of the naughty ones, though Willam could not exactly understand what he meant by 'naughty'. Willam tested his knowledge by asking about some of the books, to which Barham answered with uncanny accuracy. With a smirk, Barnham decided to do some more extracurricular studies with Willam. From literature, to musical and poetic works, and of course, expansion on his passion for monsters and their likeness. However, on the streets, growing older into his adolescent years, the world only got meaner. Willam started getting into fights with boys that formed gangs to rat the weak and the weirdos out. In the beginning, Willam fulfilled both of those qualities. In the end, after numerous fights where Barnham had to stitch him up, Willam pulled himself from his corner with his fists up. While he was still certainly a weirdo, weak wasn't something to call Willam.

Barnham's daughter, Beatrice, came along one day and met Willam as her father tutored him, and punished him for bloodying a few urchins throwing rocks at the door. Well, bloodying them far too much that is- Barnham was getting a bit tired of their yelling too. Beatrice found him reading in a planking position with multiple heavy books stacked upon him. She giggled a bit at the sight but suppressed her laughter. Willam still heard her laughter clear as day but decided to ignore it. It was only when he felt himself get lighter that he called out to her. She took a book off him and began reading it, and it was there that this little game of theirs began. Barnham continued to tutor Willam but on his off-time, he played with Beatrice. Beatrice, apparently, was a trained mage in her school. She taught him some spells and tricks she knew, and reignited Willam's will for learning the arcane arts. Together, they delved into the arcane sections of the library to expand upon their knowledge together. While Willam never had the chance to learn magic formally, the collaborative learning likely proved more effective than any teacher. She wanted to come over to their place, see what its like there, but Willam always avoided the notion, not wanting her to know that he lived in a small attic in the brothel his mother worked at. However, his mother came to them, and thanked them for teaching her child. It was at this time, at her age of forty-three and Willam's age of fourteen, that she kissed her son goodbye for the last time.

Willam found her body beneath a bridge a few nights after she disappeared, her heart cut out entirely. He used up all the money that he saved to get to a good school eventually to grant her more than a poorman's grave. Barnham, Beatrice, and one other unknown man were the only ones that attended her funeral. It was the death of a mere whore, after all. Not even the Gods cared enough to make it rain. Only three people in the world knew and cared that she existed. Other than whoever killed her, of course. Beatrice and Barnham offered him to join them at their home, willing to adopt him. Barnham was even willing to put him to the same, rather expensive and highly praised school with Beatrice, saying that he'll excel there. He said that he'll decide in the morning. The next morning, they found him gone, along with one of their knives.

Back in the brothel where he spent most of his younger days, Willam weaved through the stench of purple-flamed aromatic candles and sounds of rats fucking. He arrived at the pimp's door, knocking on it. He opened it up to see his former employee's kid and almost shut the door on instinct. Of course, shutting doors were a bit harder when you had a knife in your inner thigh and a hand on your mouth as you're being dragged towards the ground. Willam spoke with a cold, furious focus; "I'll be nice, Gaston. You've always been nice and tolerant to my mother and I," Willam said as he pulled out the blade from his leg, feeling the man shiver and moan in pain, unable to call for help as Willam kneed him on the ground. "I'll give you three chances, albeit painful chances, to not fuck this up." Willam thought back to the anatomy lessons he was given, the nerves of the human body. Gaston had violent encounters before, but he never had an encounter with Willam. When Willam asked if he had seen any one who had trouble with his mother, Gaston told him "about everyone, really. She was a dry bi-" which earned him a stab up a certain nerve just behind an eye socket, just above the eye itself. Even with his mouth covered, the scream could be heard from outside the room. This was a brothel though, and a disreputable one at that. Screams like that come and go like birdsong. In that blind pained rage, he wasted another chance. The knife went deeper. He complied on the third chance, giving him names to go off of. He asked what they did, and he described each one. There was a man that he compared to Willam. Willam asked why, and he replied he liked playing with knives. It took all he had to not stab him in the throat there. There was a man there that liked to hang his pets by the feet and start whipping them. There was a woman that came to her, a bit of a pyromaniac. Willam asked why Gaston let it happen but he just smiled and said, "business, kid, they're my best cutome-" and then he stabbed him through the throat.

Willam breathed raggedly as the blood sprayed on him, covering him in slick ichor as one of the bouncers came up and saw the sight. He drew his blade upon the boy immediately but just as Willam came to crawl back at the sudden threat, he heard a CRACK and the man's head was lobbed off. The man from the funeral was there, in the room. He was watching everything unfold. He stood tall, at least six feet and four inches, snow white hair that ended in a small beard that traced his chin messily. His eyes were covered in bandages but he could feel a cold stare from behind them. "Get up. We're leaving."

The man took him back to his inn room, covered him in his over-sized coat so no one can see the blood on his shirt. He ordered some food before running him a bath. "Know how to bathe yourself, street rat?", the man asked to which Willlam nodded in reply. Willam cleaned himself up and found new clothes by the door, fine ones, fit for a noble child. He guessed they were for him, no other children in the inn. Putting them on, he stepped out and was nearly killed by the dagger that was flung at his head. "Good with a knife, but are you good with daggers?"

The man was a close friend of Willam's mother when they were kids and didn't say anymore about it. His name was Fonroy Axehead, though Willam knew it was fake, and 'Fonroy' knew that he wasn't having that bullshit. He explained the he knew who killed his mother and is tracking him down too. His name was Han Arce, and with a bit of hesitation, he said that he was Willam's father. Willam, already having grown-up without him, didn't need him in his life, and now, he wanted his 'father' out. He offered to help Willam, saying that Gaston was small fish compared to the sharks he was about to face. Willam accepted, knowing full well that the journey he has to undertake won't be easy. And so for the next six years, Willam became Fonroy's disciple. Willam's background as a descendant of a noble of Rhisoksa gave him enhanced qualities, an overall improved human. He was stronger, tougher, and faster with an enhanced knack for kinesthesia and coordination. Added with the natural fighting instincts grated into him by his brawls on the streets, Willam learned fast under Fonroy's tutelage.

Willam and Fonroy worked from the bottom to the top of the ladder. They wanted him scared first, and Arce was pushed to use some of his abilities to call forth beasts from the Myst. Of course, Willam's extensive knowledge on all kinds of monsters proved enough of a counter to such beasts. It was until Willam's twenty-second year that they met face to face with Han Arce, a powerful Magi with great skill in the arts of Battle Magic. It was a hard fought battle, both Willam and Fonroy being injured. However, Willam struck the final blow, piercing into Arce's chest and whispered to him. "This is for my mother, Arce," he said but received a look of confusion. Looking into his eyes, his rage finally cleared, he saw himself in the cold reflection of his purple orbs. Violet, brown hair, and lips of snow ash. He didn't look like him at all. It was then he realized Fonroy was up, standing straight at the center of the room, throwing the broken bandage that once covered his eyes aside, revealing familiar cat-like eyes. He could tell everything from that look alone. Liar!

Eight years, he worked with him, playing his cards, to kill a Lord that had nothing to do with his mother! He knew he had to kill his father one day, and he knew it would revel in it. When he killed Arce there was nothing, but standing across from his real father, who used his blood lust to further his own plans, he knew that his blood would like nice running down his sword. He stood there as he pulled out an amulet from his chest that glowed a strong purple, resonating with the corpse of Arce, the Myst flowing from the cadaver into the amulet. Willam, of course, with rage seething through him once more, took the opportunity to strike him down, but with a mighty kick he was blown away, leaving cracks on the wall. As he got up, he saw his father transforming into a beast he could not recognize. It was some mix between an eagle, lizard, and wolf, a chimera of sorts. It didn't matter to Willam though. Picking up his whip and blade, he dashed forward with no regard for his life.

Willam woke up in a jail cell, stripped of his belongings. He swore vengeance once more on his father. Escaping the prison, causing a riot in his midst, Willam took his items, deciding to go on his hunt for that monster once more.

Personality

Willam Thompson J. Cross can be described by many as a crass, volatile, and displeasing man, along with words like apathetic, cynical, and overall violent. With his brooding nature, while a little cliche, comes with a lack of friends, which has never bothered him before, though, it isn't as tolerable without family and Barnham and Beatrice. In spite of his colder exterior that lead some to believe that he is as much of a monster as the beasts he slays, Will is fiercely loyal and caring to those he calls friends and family, almost blindingly so, willing to slay any monster, man or beast, for their purpose. Most would find with a little digging that he is rather the opposite of his facade. An amicable man with an appreciation for good taste and humor.

Will has a disdain for idealism with his rather pessimistic nature. Ironically, he does have a respect to resolute will, even in the face of great adversity and trials. He can relate to a man that is willing to do what he aims to do at any cost, not accepting any half-ass results. He believes that if you are not going all the way, then you might as well not have started at all. Willam is willing to lie, cheat, and even bet on his life for the things he strives for, even if it does cross into idealism. Willam never liked himself much anyways.

Will has a tendency to hold grudges, even over small ordeals. He is petty and has a thirst for vengeance whether big or small. He follows his own "Code of Vendetta" per se, and this leads to some rather unsavory scenes.

Skills & Abilities


❖ Predatory Instincts:

Will Cross displays an vast encyclopedic knowledge of monsters and their likeness. From their weaknesses and abilities to their social habits and rituals. Cross needs no books on recording their knowledge, though he does keep some around. He exhibits great prowess in tracking said beasts as well as showing great skills in a variety of other qualities that hunters often display such as stalking prey and dealings with nature. As such, Will's perceptive and investigatory abilities are nearing preternatural levels, which might be a byproduct of his enhanced physicality.


❖ Talent For Mischief:

Starting life out as a street rat with no coin to his name, the young Will Cross resorted to thievery, deception, and subterfuge. He is a naturally talented rogue, good with his hands and a sharp wit to go with it. He can pick any pocket or lock and can sneak through slews of alerted guards remaining completely unseen. Will has knack for deception, something he picked up from Fonroy to be a valuable asset among his skills in spite of his own hatred for the act being done against him. Did I mention Will is a tad bit hypocritical?


❖ Bookworm:

Having spent a large portion of his life studying in the large library of Barnham, Willam has accumulated an intellect, while surpassed in specificity, can easily be rendered one of the most vast on Avsolom. While not a master of any particular topic other than those that relate to Monster Hunting, Willam's knowledge remains of a very high standard in a variety of unrelated subjects from architecture to medicine. Most notably, among his other skills, he particularly excels in alchemy and biology. Willam is also quite the linguist. In addition to his skills as a scholar, in the Arcane realm, Willam has thoroughly studied the use of a variety of runes and sigils, allowing him to enchant his items to small degrees along with concocting a variety of materials through alchemy.


❖ Battlemaster:

Willam, under Fonroy's tutelage and his own natural aptitude, has mastered a variety of weapons and fighting styles. He has shown great promise in blades and an almost preternatural skill with a whip. He has displayed a crack-shot aim and a versatile mind-set, allowing him to adapt to a variety of situations that the monster he faces will put him in.


❖ Mounted Experience:

Willam, as a man who specializes in killing beasts, is... not particularly good with animals. After falling off his horse a few dozen times and hearing Fonroy's laughter echo in his head endlessly those days, Willam became a passable equestrian rider. His mutual hatred goes so far as to be able to communicate with horses his stinging words, which seems beneficial at times, but horses are arseholes.


❖ Enhanced Physiology:

Willam, inherited from whatever beast Fonroy was, bears great physical prowess. He displays great strength and endurance beyond human limitations, but most of all his is his speed and agility. He can easily punch through and be punched through stone without expending too much or receive major injuries as well as lift heavy loads for long treks without tiring as well as having a strong resistance to the elements. He often does not display reaction to pain at all. Even combat ready soldiers and mercenaries tend to receive broken bones with a single strike and if Willam truly is out for blood, he can drive his hand through them However, his speed and agility are his real gifts, being able to react to situations with lightning fast alertness. He can move as fast as a blur and outspeed his prey at times. He holds immense senses for kinesthesia and equilibrium, granting him agility few can rival. He seems to bear enhanced senses that allow him to see, hear, and smell better. Among these, his sense of smell is the strongest. He also bears a resistance to poison, disease, and venom, which allows him to take his Blood Tinges to further enhance his physicality.

Magic


❖ Pass Without Trace:

After muttering a few incantations, Willam can bless individuals (including himself) with the ability to better hide their presence. Their figure blurs, their scent ceases to trace the air, their sounds become near muted and their signatures within the mist disappears. This is very useful in situations where suddenly turning invisible makes you more noticeable, or where he has companions. However, it is dispelled when the creature Willam placed this on utilizes Myst.


❖ Mischievous Hand

Willam can create an invisible spectral hand within fifteen meters which can fly and move around. The hand can lift and grip with the force of two hundred kilograms, move at speeds about 9.2 meters per second, and move up until thirty meters away from Willam. Willam requires to at least see a location for the hand to go there, which is complemented by Familiar Bond as it allows him to see through the eyes of his familiars. All the while, Willam must gesture to what the hand is doing.

❖ Hunter's Mark:

Willam can mark any creature within sight with his Hunter's Mark, which allows him to gain useful information on it. For one, he knows the creature's current physical state, such as healthiness or much more specific details like blood-pressure or temperature, as well as various biological nuances such as whether or not if it has any poisonous glands. His senses sharpen against that creature, being able to smell it even when presented with a vast array of aromas, or see it even when obstructed by multiple objects or rendered invisible, though the latter only works if it is within twenty meters. Anything that the creature leaves behind, such as footprints, fingerprints, or shedded fur, will be highlighted by strange colors, allowing Willam to track it even easier. If the creature is more Mystical than physical, this changes to the better as Willam can track a line of what he calls "signatures" which the creature will leave behind through the air. Willam can only focus this on one creature at a time and must let go of one creature to refocus on another. This spell, though a rare one, can be removed with a ritual involving Geese blood, deer antlers, platypus venom, and shark shit.


❖ Death Ward:

Truly a last ditch attempt when mission's go awry, Willam places a spell on one creature that, as the spell says, wards them from death. For one whole minute, whatever happens to the creature, the creature cannot die. It still experiences pain and all the such, but it will not die no matter how fatal the wound until the spell ends. Willam can only cast this once a day and only on one creature, usually himself.


❖ Thunderous Roar:

Willam's only spell in the realm of battle magic is Thunderous Roar which is a rather versatile tool. Essentially, Willam channels energy through any object and if he were to hit something with it, a concussive force is released, essentially turning whatever object in hand into an explosive item. The item is not damaged in the explosion. The spell does not stop at the explosion though. Whatever the item hit receives more of the energy channeled into it which causes a stinging pain and injury which increases if whatever was damaged moves. The pain eventually dissipates after a few moments, allowing free movement. This is very useful when used for restraining his prey.


❖ Vicious Mockery:

Willam's crass personality somehow lead to the accidental creation of this spell. Willam himself is not conscious of it, and takes it as him being a real good punchliner. Essentially, Willam's insults cause psychic damage and robs focus and concentration.


❖ Prestidigation:

Willam can change the color, texture, temperature and taste of any object as well as create minor sensory effects, such as crying children, a breeze in the wind, or an odd taste of anything within thirty meters.


❖ Familiar Bond:

From beyond the Myst, Willam has made pacts with small Myst Born creatures that come to his aid when summoned. Ailmon the Dark Horse, Konnor the Wise Owl, Ember the Everburning, and Spectre the Abyss Gazer, are all his familiars, all of them with unique abilities, all allowing Willam to see through their eyes as well. Ailmon acts as a mount, and a fast one. If Willam cannot catch up to his prey, Ailmon certainly can. Ailmon runs at speeds about twice as fast as a normal horse by the time it starts moving, and does not stop accelerating and cannot tire. Konnor, a barn owl spirit, is arguably the best for recon missions where stealth isn't the most important factor. Konnor, while also being capable of flying at speeds similar to a peregrine's swoop, bears vastly enhanced senses which Willam can adopt when he looks through Konnor's perspective. Ember the Everburning is the only offensive familiar he has. Its a tortoise and, like all his animal based familiars, moves twice as fast as their real animal counterparts, which is... somewhat useful as a tortoise. Ember is a red-shelled and red-skinned tortoise with designs of flame on his shells. Ember's shell is incredibly durable, harder than diamond, making it a very hard familiar to destroy. Its only other trait is that it makes a rather large explosion when Willam chooses to dismiss it. Spectre the Abyss Gazer has a similar purpose to Ailmon. It cannot fly as fast, and its senses are actually rather dull but it makes up in one neat trait. It is completely invisible, scentless, soundless, and has no magical signature whatsoever, and can pass through solid objects like air. These familiars can be destroyed but it will only send them back into the Myst to be summoned again.

Gear


❖ Devil Whip:

A uniquely made Bullwhip constructed by Willam himself under Fonroy's tutelage made out of unique materials taken from slain monsters, alchemically mixed and enhanced, to make an incredibly durable weapon, resistant from the elements and wear. Due to Willam's enhanced physiology, he has the ability to wield much heavier weapons while still being capable of wielding them faster than normal humans. This whip is about ten kilograms in weight, eight meters in length and Willam can fling it five times as fast than normal humans could with ease. On its handle are runes that Willam carved in to give it some magical enhancements. Firstly, the whip can extend up to double its length and weight. Another rune prevents magic manipulation, such as telekinesis. The whip's last inscription allows it to cut like an incredibly sharp blade at Willam's will, rending through the flesh of beasts with little effort.


❖ Old-Timer:

A cutlass made of monster bones, which gives it incredibly durability and tenacity. It is as sharp as the enchantment on the Devil Whip and another enchantment allows it to let blood at profuse rates, causing immense bleeding.


❖ Claw-Bone Throwing Knives:

Knives with small feathers attached to them. These knives can be stringers together to create clever traps even in the middle of battle thanks to Willam's quick fingers.


❖ Blood Tinges:

Willam's alchemical prowess has earned him the ability to harness his darker sides, Fonroy's heritage, through ingesting mutagens he calls Blood Tinges, as it requires direct insertion into the blood-supply. These Blood Tinges enhance Willam's physical capacity and gives him other auxiliary abilities inherent to the chimera known as Fonroy Axehead. This comes at a price other than their production cost though. They cause temporary mutations in the body, causing immense pain or even damage at times, stripping Willam of endurance when he takes it or when the effects wear off. He injects them into his femoral artery so the effects can quicken. Due to its nature as activation of the latent abilities within Willam, they are not effective on anyone else. (OOC note: Assume he has at least one of each ready unless I say otherwise in their description)
✚ Healing Tinge: This Blood Tinge, while causing a very sharp pain, enhances Willam's healing capabilities, allowing him to regenerate even fatal wounds to survivable states. He has three of these on him at all times.​
✚ Rushing Tinge: This Blood Tinge decreases the pain Willam feels, essentially numbing him to everything, while increasing his strength and speed greatly. However, after the effects end in about two minutes, his endurance receives a massive lashing. He has at least two of these on him at all times.​
✚ Sensing Tinge: This Blood Tinge sharpens his senses to immense degrees, turning his eyes pitch-black and allowing him to see through any darkness as well as see for miles in great details. His hearing allows him to single out a pin drop in a water fall, the flap of a butterfly's wings in a marketplace. His sense of smell allows him to discern various health effects of whomever he is smelling. His preternatural sense truly shines, a sixth sense that allows him to sense the magical and through fissures reason. In return, these senses are highly sensitive to stack along with a stinging pain that comes with it. It last for one minute, and a flash of light could easily strip him of his sight.​
✚ Beast Tinge: An advanced version of the Rushing Tinge, the Beast Tinge offers even higher physical prowess and even alterations to the physique. During the one minute frame, Willam gains two feet in height and two hundred pounds more in weight after a transitional period of thirty seconds, each on painful. He becomes blindingly fast and deathly strong as well as toughened skin. Along with this, Willam attains fully fledged natural weapons, sharp claws as deadly as the sharpest of blades and a jagged row of teeth that could crunch through a thick plate of steel like nothing. However, Willam must fight for control during this, his will being lead by instincts, muffled by pain.​
✚ Affinity Tinge: This Blood Tinge gives Willam an affinity to certain environment, depending on the type. He can become truly capable in that type of environment, his body changing to fit it. For example, in the water, he can gain gills and webbed feet and hands to swim. This lasts a few hours, and be only carries two of these around at all times.​

❖ Armor-Set:

Willam bears lightly enchanted leather armor which protects him from the elements and damage further. As you can tell from his profession, he has the tendency to be slammed through things a lot. They also naturally regenerate, mending the damage, so Willam doesn't have to sew them back together.

❖ Assorted-Weapons:

Aside from his normal set of weapons, Willam bears an armory of sorts of multiple kinds, such as axes and spears which he uses when he faces a beast that he knows has a specific weakness.


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Panda98

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I like him and I wanna meet him. In terms of backstory, I can definitely see the Castlevania elements, but his personality reminds me of Geralt of Rivia from The Witcher.

I'm getting images of our characters' meeting and having some friction because of their opposing worldviews since mine is idealistic (though she forces herself to be like that).

TL;DR we must thread. :love:
 
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TL;DR we must thread. :love:
Sure ^^

I'm rather "new" so to say for Forum Roleplays, so I am not all that good at navigating this place and its function. I've been on and off on it for years, so I had some experience with the coding, but that is as far as I got. So, uh, apologies if I make mistakes in the future.
 
Snappy Multitask Boi

KinkyPrawn

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Ok so let's take this from the top.

❖ Enhanced Physiology:
I'm gonna have to ask you to tone it down. He's got the senses, speed and strength of a vampire, the senses of a werewolf, resilient to poisons, better lung capacity than the Dragonborn, and a hibernation factor that keeps him from dying. With all those plus points from all the other species on the site and no drawbacks whatsoever, I'm a little iffy on letting this slide.

❖ Shroud:
An individual of Willam's choice becomes completely invisible, though any other sensory qualities remain. Like Pass Without Trace, this is dispelled when the Myst is utilized.
I'd rather you remove this. You already got an ability that makes a person hard to spot, not only physically but through the myst as well. Having total invisibility is a little too much.

Also, with all of his abilities that can affect a player character, I'd like to see some acknowledgement that players can break free from his stuff or disrupt his abilities. Cuz right now it looks like the only person capable of breaking his spells is him alone.

❖ Vicious Mockery:
Willam's crass personality somehow lead to the accidental creation of this spell. Willam himself is not conscious of it, and takes it as him being a real good punchliner. Essentially, Willam's insults cause psychic damage and robs focus and concentration.
This isn't exactly a spell. Also, with the inflated egos characters have on the site(both PC and NPC), pissing them off and bruising their focus is as easy as a 'yo mama' joke😂

With his familiars, I'd like to see limitations on them as well. Like a limit on how many times a day he can call upon them or something like that. Also with that last one that is basically non-existent, can he move normal physical stuff through walls with him? For instance a knife or a very expensive and important artifact?


Keep in mind, these stuff are only concerns for major NPC's and fellow PC's. It's not so critical in normal RP with other players where you guys are doing your own thing.

Totally_Not_John_ Mulaney
 
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Thanks for getting to this. I'll get to it in the morning.

The Enhanced Physiology ones, I'll put limitations by putting some abilities into Mutagens, which will fulfill further the Witcher/Bloodborne-esque feel I wanted. Perhaps, with the limitations, I could expand my arsenal. Hm, yeah, that sounds better actually. Crafting potions and alchemical pieces to bolster his abilities and such. I could limit it further, not only based on use, but by having these potions having physiological backlashes like the Witcher mutagen that only 3 out of 10 survive.

I'll remove Shroud

I am keeping Vicious Mockery. I'm very adamant about that. Obviously, it is the most useful spell I have.

For being able to dispell his spells, the only one that needs to be particularly broken out of is Hunter's Mark, which I guess can be done with their own homebrew ritual. If its Thunderous Roar, I mentioned it wears off after a few mere moments. All you have to do is to not get hit.

The one that passes through things can get hit by magic and magical items. Two to three times sound good to you?
 
Snappy Multitask Boi

KinkyPrawn

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I am keeping Vicious Mockery. I'm very adamant about that. Obviously, it is the most useful spell I have.
No it really isn't. Not when you can essentially become a crossbred werewolf/vampire without the drawbacks. And keep in mind, a player can very easily simply ignore him or brush off his mental attacks.


Also I'm confused. Do the blood tinges add to the enhanced physiology? If that's the case, you did the exact opposite of what I asked. You can either get rid of the enhanced physiology and keep the blood tinges or get rid of the blood tinges and nerf the enhanced physiology like I asked.


The one that passes through things can get hit by magic and magical items. Two to three times sound good to you?
2-3 times a day? Not a chance. Once a day for each one I'm cool with. Also that invisible one can't carry stuff with him through walls, he can only move through them himself.
 
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Also I'm confused. Do the blood tinges add to the enhanced physiology? If that's the case, you did the exact opposite of what I asked. You can either get rid of the enhanced physiology and keep the blood tinges or get rid of the blood tinges and nerf the enhanced physiology like I asked
They do, but at a cost. I took some of the stuff from Enhanced Physiology and placed it into Blood Tinges, which can only be used a few times, and each time with painful and damaging repercussions. I did it so I could still have the stuff I want but at a cost.
 
Snappy Multitask Boi

KinkyPrawn

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They do, but at a cost. I took some of the stuff from Enhanced Physiology and placed it into Blood Tinges, which can only be used a few times, and each time with painful and damaging repercussions. I did it so I could still have the stuff I want but at a cost.
Dude, I'm not gonna let you have the combined powers of the strongest races on the site without any drawbacks. Either completely get rid of enhanced physiology or get rid of blood tinges and nerf it like I ask.

Edit: You can gain more power through RP and develop his abilities like that as you do plots and stuff
 
Snappy Multitask Boi

KinkyPrawn

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Carrying this over from the Discord server:

"Dude, if you wanna make a super powerful character with amazing endurance, healing factor, superhuman speed and strength...make a vampire. That's literally what sets them apart from all the other races. So like I said twice already, get rid of one or the other."
 
Snappy Multitask Boi

KinkyPrawn

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Since this charrie hasn't been touched in a while, I'm archiving him.

If you wanna work on him again then feel free to PM me or request to have him unarchived.
 

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