Igramnovire Duggall

Discussion in 'Character Sheets' started by IreliaRamora, Aug 28, 2021.

  1. IreliaRamora

    IreliaRamora The 5.5 hour shitpost. Staff Member Lore2

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    [​IMG]

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    War is what I know. I was born for battle.

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    Character Information
    • Full Name: Igramnovire Kavaanibu Duggall (Igram, Igran, Iggy)
    • Race: Ksat (Pertua) - Rama (Kedua) Allar
    • Age: 48
    • Sex: Male
    • Gender: Male
    • Sexuality: Anyone with power. Bonus points if you give that power to him.
    • Eye Color: Golden Yellow
    Core Concept
    • Igram believes largely in Keyakinan, open to the ideas brought on by other religions and attempting to take pieces of it to use as his own. He has, however, taken a rather keen interest in the Power Arken as well as Qarrakh...
    • Igram is a beast of a warrior, with a smattering of pasttimes to keep him occupied. He has a twist of deviancy, dabbling into things that Allar society he shouldn't- or at least formerly. He toes the line of what is acceptable when it comes to using Magic, settling with Magitech engineering.
    Proficiency Information
    • Strength: 6
      • Melee: Warrior Pack
      • Melee: Demolisher Pack
      • Melee: Frenzy Pack
      • Melee: Fisticuffs Pack
      • Athletic: Breaker Pack
      • Athletic: Metabolism Pack
    • Constitution: 5
      • Defensive: Counterplay Pack
      • Defensive: Protectorate Pack
      • Defensive: Recovery Pack
      • Training: Ironheart Pack
      • Crafting: Metallurgy Craft
    • Wisdom: 1 (Arctech - Electrum W/ Red Magic)
      • Artificer: Tussling Pack
    1. Mechpet Patent
    2. Servo-Golem Patent
    • Dexterity: 0
    • Magic: 0
    • Charisma: 2
      • Language: South Linguist Pack
      • Pet Husbandry
    Abilities
    N/A

    Languages
    • Common (Free)
    • Pidato (Parent)
    • South Linguist Pack (Linguistics)
    Appearance Information
    • No mutations- but he's abnormally large, and has several scars on his face. Most notably are two claw-like scratch scars, one over his right side skull and the other over his left side eye.
    • Igram is a strongman-build, 7'2 snaggletoothed Ksat Allar with black scales and a long, thick tail with a crocodillian fan on the end. His head resembles that of a tyrannotitan, though the end of the maw flattens to something more alligator like. A small crown of horns accentuates his eye ridges, tapering off to two large horns flowing off his head, and he sports two short rapt-claws on his feet. A small smattering of feathers trails down from the back of his shoulder to his elbow, and down his spine. He typically wears robes made of red and gold cloth, with accents of purple.
    Life Story
    • Born in Hadaria's Hal Pormonth to Kavaana and Jofaaius Duggall, who raised him to be a warrior through and through.
    • Igram was found to be rather ruthless and reckless early on, often picking fights with others. His parents decided to send him off to Feer Drakken, where he spent ten years being straightened out and further trained in Greataxe skills under their strict regiment.
    • Upon returning home, he was given just a taste of Sorcery from his father, teaching him a simple spell prior to the Chrysant war. Igram served in the Chrysant war with his mother soon after.
    • After the war concluded, he picked up odd jobs as a mercenary, guard, or otherwise, eventually deciding to head to Regalia in pursuit of new opportunities to pass his time. Through his time in Regalia he gave up his pursuit of magic, deeming the practices too dangerous for his image. Instead he toes the line, practicing Magitech engineering instead.


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    Full Name: Igramnovire Duggall
    (E-grahmm-noh-vire Due-gall)
    Nicknames: Igram, Igran, Iggy
    Ailiases: None so far
    Age: 48
    Gender: Male Presenting
    Race: Rama/Ksat
    Sexuality: You got power? Neat. He's interested.


    Position
    Freshly new to Regalia and thrown fully into the chaos of the current sanguine plague, Igram is looking forward to the chance of battle on the horizon. Hopefully once the government settles back in, he can get a position as a guard or begin his own Digmann.

    Upbringing
    Igram is what you get when one person who raised you is a fierce warrior, and the other is a vindictive Sorcerer. Igram wasn't born to Kavaana or Jofaaiuss Duggall, but instead raised by them. They have a large family, full of warriors and void-aligned sorcerers, all of who were sent off to schooling at an early age to hone their combat-based potential.

    Goals
    Eventually become the leader of his own Digmann.
    Host a tournament for combat-related prowess.
    Own several businesses.

    A greataxe, double-bladed.
    A sack filled with a large amount of homemade jerky.
    A pouch of herbs and spices.
    A small knife for letter opening

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    Total Points: 50 + 10 Hobby + 5 Racial Boost (0 Remaining)

    Core Skills:
    Greataxe - 10
    Fist - 15 (10 + 5 Racial)

    Hobby Proficiencies:
    Pathfinding - 10
    Theatre Art - 10 (10 Hobby)
    Cooking Art - 4
    Hunting Art - 5




    Point-Buy:
    Schooling - 9 (9 + Honed Skill 3 Freebie)

    Offensive Combat School - School of Feer-Drakken - Red Dragon (Freebie)
    Statesman School - Hadrian College of Governance
    Finance School - Narlas College for Commerce
    Command School - Imperial Regalian Marshal Academy


    Sorcery - 6 - Void Aligned
    Wall Climb 3
    Element Brand 3

    Genetics - 3
    Voluism

    Linguistics - 3
    Zorraana


    Body Shape
    Physical Stat: (25 * 1) = 25 - 5 + Brawn Power 2 (25/2)= 32.5 [Capped at 30]
    Body Shape: Strongman Body Shape
    Body Fat: Built Body Fat

    Languages
    Common (Free)
    Zasta (Allar Language)
    Zorraana (Taught by Ssvanaldriin)

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    https://wiki.massivecraft.com/Allar#Cro-Allar
    Body Mend 2
    As long as the character's head is attached to their torso and heart is beating, they can regrow and heal lost limbs or organs over the course of 6 days. The character can choose if scars remain. The ability is Automatic.

    Brawn Power 2
    For every 2 Physical Stat gained from Proficiency Point Investment, the user gains an additional +1 Physical Stat on top. This does not breach racial Physical Stat Limit. Additionally, the Character has less of a reaction to Alcohol, requiring twice as much to get drunk.

    Great Force 1
    If at any point within 7 blocks of the user heavy objects are falling, the character can brace the falling objects and hold them up long enough for nearby others to escape and not be harmed, and also create an escape for themselves. This Ability cannot be used for any Combat Advantage.

    Honed Skill 3
    If the Character purchases at least 1 Pack from Schooling, either Admiral or Command Packs, then 3 points are refunded to be re-used in any other Proficiency Category as Skill Points. This can only be triggered once.

    Gate Smash 1
    The character can muster all their strength and smash through a metal or wodden gate or door that is locked or barred. This ability does also work on cell gates in the Regalian Prison. It can only be used once per day, and produces a lot of noise. (Must be used with the announce emote)

    Due to the size and bulk of the character, they are permanently incapable of dodging or side-stepping any Mundane or Ability based projectile attacks.

    Battle Sense 1
    The user may activate a Mobile Channel Control Power on anyone in range, giving the target +5 Proficiency Point in a Melee Combat Proficiency they have, potentially breaking the cap. The channeler may only only move at walking speed, must have the target in range and within viewing distance, and loses focus on the ability if attacked. The user gains a constant passive Omniaware 1 while this ability is active.

    The user cannot use any other abilities when this is active.

    https://wiki.massivecraft.com/Sorcery
    Sorcery
    Travel Abilites
    Wall Climb 3
    The user is able to near-instantly scale a vertical wall or barricade as long as it has a landing position at the top that is reasonably horizontal, thus allowing them to hop over walls and fortifications. This requires the user to be standing at the base of the vertical wall and be thrown up, landing safely at the top. Can be used four times every 12 hours. Can be used to safely travel down a wall, at the cost of a use.

    Enchant Abilities

    Element Brand 3
    Igram's weapon becomes coated with flickering flames, as if freshly pulled from the forge. Hits with the weapon cause greater pain, however do not impart more damage. It lasts for 30 minutes, and can only be used by the enchanter, otherwise the enchant falls off. No cooldown.

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    Eye Color: Yellow-Orange
    Hair Style: Long and Straight
    Scale Color: Black, Yellowish Underbelly
    Clothing: A red monk-like robe, patterned with gold hues. Leather pauldrons on his shoulder, and a purple sash at his hip.
    Height: 7ft 2in :)​

    Face
    His face is generally set into a stern, crocodilian-based expression, as scales are hard to express emotion with. Though- paying attention to his yellow/orange and slitted eyes would allow one to discern his mood at the time. He has several scars across his face, a particularly nasty one crossing from his left brow ridge and down to his cheek, crossing his eye. Teeth jut out from his jaw, going up and down on both sides. Down his head and neck are a scattering of blunt and short spines.

    Body
    Igram is absolutely shredded despite his Voluism. The genetic affliction causes some amount of thinning of his stature, but despite this he maintains a strongman based build. There are plenty of scars over his form as well, a bit more pronounced on his softer yellow underbelly. He has black claws on his slightly-webbed feet and hands, though the webbing doesn't help with swimming.

    Igram has a long crocodilian tail that scrapes on the ground behind him.

    Fashion / Items
    Igram likes to wear more breathable and movable clothes, particularly anything that will be suitable for random acts of combat. Though, where possible, he likes to have it somewhat fashionable, typically sticking to the colors of Red and Gold when possible.

    Voice
    Igram's voice is bassy and deep, with a good amount of gravel to it. In particular, he sounds a lot like Necross from Mune. (Link)

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    The Core List
    • Choose your Character Alignment
      • Lawful Evil
        • Igram does his best to put on a more humble front, taking up the normal Cro-Allar mantle of trying to seem more humble and harmless than his bulk suggests. However, in the back of his mind he is constantly searching for ways to grasp at more power, position himself better, his court stronger. He is most certainly corrupt- willing to bend laws where he can, employ criminals to help him gain further fervor... Anything to bolster his own position of power.
    • Choose your Character Personality Type
      • Commander - ENTJ-A
    • Choose your Character's Religion
    • (8/10) - The Great Alchzech
    • (3/10) - Void Arken Worship / Void Worship - Power Arken
      • He has some semblance of an idea of where to start, thanks to his father's teachings. The power Arken suits him well, and he wishes to continue to grasp for any and all power he can....
    Weaknesses (OPTIONAL)
    • Power Hungry - Igram constantly searches for power and strength. Anything to make him stand out better, stronger, and more secure in position. As such, he's capable of being tempted and lured into afflictions such as Sanguinism and Cahalism, or willing to make shady deals with those who will try to pull strings.

    Quirks
    • Igramnovire likes to introduce himself as "Igran" to most people he initially meets. It's one of the ways he actually discerns who is a friend and who isn't. Once he feels close enough to have someone as a friend, he will abruptly pull the carpet from under them and tell them to call him "Igram" instead. This is extremely amusing to him watching them flounder with the change.
    • A majority of the time, he bonks his head on almost every doorway he can manage. This is completely unintentional, and happens even on doorways that are tall enough for him to pass through.

    Skills

    • TBD

    Likes

    • Getting rowdy with friends in a tavern - especially after a spar.

    Dislikes

    • Cold weather and snow
    • Derogatory terms such as 'lizard' when referring to 'what he is'.


    Further Expansion - The Question List
    • How would your character express Happiness and Contentedness?
      • Igram has a habit of opening his mouth wide and letting out a barking laugh when happy. He's also likely to clasp a giant hand on someone's shoulder, especially that of a comrade.
    • How would your character respond to experiencing Fear?
      • He very much has a fight response, willing to hunker down and make himself as intimidating as possible to try to scare the threat off. If he can't? The claws and axes come out, and he fights with a vicious brutality.
    • How would your character respond to experiencing Stress?
      • Igram is a "quiet down and glare" type of responder to stress. Many things start going through his head, trying to twist the scenario to come out better on his end. If he can't? He begins resorting to anger, breaking things and throwing his weight around.
    • How does your character view Law and Authorities?
      • Laws are... Good to an extent. Laws of war exist for a reason, to protect the populace and combatants from unnecessary harm. But at the same time... Laws can be restrictive, and they deserve to be bent on occasion.
    • How does your character feel about Races other than their own?
      • He pays no mind to most races, as long as they're respectful. When it comes to Slizzar however... He recognizes the potential they have as his subordinates, though is internally wary about betrayal. He enjoys the ones who are more sure of themselves and their identities as Slizzar, and inherently distrusts those who attempt to keep their true identity a secret, seeing them as weak and dishonest.
    • How does your character feel about Religion for themselves, and other faiths?
      • He frankly doesn't care much for religions outside of the void-aligned ones, and generally looks down on those who criticize or put down others. Religion should be expressed freely, no matter what it is.
    • How does your character feel about the Arcane and Magical in the world?
      • Oh, he LOVES everything Arcane and Magical, and very much envies his father and some of his siblings for being more magically inclined than he is. Igram wants to use it to bolster the power of him and his court, and yearns to one day have something strong he can use.
    • How does your character feel towards their family?
      • Igram is largely prideful of his family! He feels that he came from a strong line of individuals, idolizing both his mother and father in their powerful pursuits. As the eldest sibling, he hopes to pave the way for his younger siblings to find their own ways to power.
    • What is your character the most proud of about themselves?
      • His martial prowess- he's very secure in his muscles. He prides himself in being one of the biggest and most brawny Cros to exist- but tries to downplay it when he can. Needs to make himself seem less threatening- at least until it matters.
    • What motivates your character to move forward and better their life?
      • Purely power. He wants it, needs it... Needs to best himself in all ways he can. If there is flaw- there is room for improvement.
    • What is your character's biggest insecurity?
      • TBD
    • What is your character's biggest fear?
      • Failing to make a name for himself in history - fading into nothingness and crumbling due to weakness.


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    WARNING: Spoilers on how Igram regards said relationships below!! View with caution.

    Friends
    Nynx Darrath (5/10) - Never has this Rama been yeeted by a little girl. That's the entirety of their friendship right there. She yote him.

    Szaralaszotl (4/10) - A rather interesting Allar.

    Mentors

    N/A


    Significant Others
    Ssvanaldriin (6/10)
    - Ooh, she's interesting. He finds himself attracted to her, loving the golden scales and aura of confidence she exhumes.

    Family Members
    Eevie (7/10) - "You have potential they didn't see. I'll help you shine." A little Cro-Allar that he found abandoned by her parents for being too small. He took to her immediately, going to pick her up and help her along. Now she's like a daughter he never had.


    Acquaintances
    Briareth (3/10)
    - A crazy void man, but interesting to be around. Shows potential as a fighter, and one of the first kindred spirits Igram found in Regalia.

    Isobel (3/10) - "You're gutsy. And a bit crazy. I like that." - Quite literally dangled her over a pit, and she had no fear. None. Neat.


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    • Igramnovire was an oddly large egg at birth, born to two unknown parents in Hadaria's Hal Pormonth. He was given to be raised by Kavaana and Jofaaiuss Duggall, hoping that the odd pair would turn him into a strong and dependable warrior.
    • Kavaana taught him the basics of greataxe combat, while Jofaaiuss taught him sorcery basics.
    • Igram began to get a very strong affinity for the power he held, beginning to enjoy throwing it around in whatever capacity he could.
    • At 14 and noting his capacity for trouble, Kavaana and Jofaaiuss sent him to be trained at the school of Feer-Drakken, hoping it would straighten him out and discipline him.
    • Igram was one of the youngest, but still one of the largest and most ruthless. Some of his instructors forced him to go unarmed in spars as punishment when he broke curfew or other strict rules of the school.
    • The scar over his left eye was gained as part of a rivalry during this time, where an older Rama Allar got frustrated at Igram's progress. During a hand-to-hand spar, this individual drew a dagger and tried to take Igram's eye. As a result, Igram tore the individual's arm off with his teeth.
    • After finishing the full 10 year course, specializing in Greataxes and Hand-to-Hand, Igram returned home to his parents. At this point, Jofaaiuss took him under his wing and started teaching him the first inklings of Sorcery, sparking the Rama's interest in magic.
    • Jofaaiuss honed the importance of keeping the magic secret, especially due to the societal implications of a Rama knowing magic. Simultaneous to his magical teachings, Jofaaiuss sought to teach Igram how to keep his worship of the Arken and his sorcery more quiet.
    • A year after coming back home, the Chrysant War started, which he and his family partook in. Igram found himself frustrated with some of the decisions of the general he served under, deciding that once the war was over he would eventually seek out Command school to become a general of his own, serving all the way to the fall of Essa.
    • After his graduation, he picked up odd jobs as a mercenary, guard, or otherwise, eventually deciding to head to Regalia in pursuit of new opportunities to pass his time. Through his time in Regalia he gave up his pursuit of magic, deeming the practices too dangerous for his image. Instead he toes the line, practicing Magitech engineering instead.


    Major spoilers below for IC items that happened! Welcome to the Trauma List

    None so far! :)


    This contains all items that Igram formerly had, whether it's vampiric forms, abilities, personality, or otherwise. Typically will be updated after MAJOR page overhauls, like achieving a new affliction.
     
    • Winner Winner x 3
    • Powerful Powerful x 1
    #1 IreliaRamora, Aug 28, 2021
    Last edited: Nov 29, 2022
  2. Caelamus

    Caelamus Sir Honeybear the chronic druid main

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    Hello I will be claiming this for staff review!
     
  3. Caelamus

    Caelamus Sir Honeybear the chronic druid main

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    Dragon Faith is not compatible with Arken Faith and Dragons also hate sorcery. If you want to adhere more to a primal niche you should remove such and Cro-Allar generally frown heavily on magic. Especially Void Magic.

    This sort of faith is a red flag in Allar culture, especially after recent Sendrassian wars.

    Tag me and highlight edits when you're done, but this character should be very careful in portrayal of their faith and their sorcery as a Cro-Allar as it's a dangerous thing to have. I would recommend Theatre Arts to better sell the deception.
     
  4. IreliaRamora

    IreliaRamora The 5.5 hour shitpost. Staff Member Lore2

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    Ah- Alright. Was going for more of a "raised as this, but interested in this" feeling, but I understand the clash between the two. I can nuke one or the other. Thinking of veering away from the primal niche with this character.

    Not exactly sure where the "Cro-Allar generally frown heavily on magic" comes from, but after re-reading the Allar page, I'm guessing it's largely from this part? :
    It's not explicitly stated per-se, but I'm assuming it's from the large opposition of Izu-Allar Sorcerers vs the Loyalist Cro-Allar? Alternatively, is it just seen as underneath them due to being a more Izu-Allar aligned trait? I would love some more insight on that particular note if possible.


    Might take me a bit to properly refactor this. I can factor in some Theatre Arts for deceptive purposes (Would at least 5 do well? Or should I aim for closer to 10?) But if the original idea for my character doesn't mesh well with lore I may need to refactor a decent bit.
     
  5. Caelamus

    Caelamus Sir Honeybear the chronic druid main

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    Allar were recently updated to a point where they can all technically use sorcery, but in the Caste system that is the foundation of Allar society, not all of them should. Magic in the caste system is reserved more often than not to the Izu-Allar which are far more naturally talented in it. A Maz or a Cro learning magic would be deviating from the social norms of their caste. You're basically a deviant if you're a Cro with spells. I'm not saying that they can't learn or can't use magic. I'm saying "Okay, you can do this but if you do the character is going to be portrayed as a social deviant for not adhering to the structure of the caste system."

    It opens up the niche however that they could be subtle about knowing sorcery or having magical talent/inclinations. However upon further review I've also deduced that this character is fairly combat heavy for a character who wants to evolve into being more of a ruler over others. You should lower Greataxe from 20 down to 15 and remove perception as it isn't integral to the character's niche and instead negates an area of roleplay. Use these points to instead be investing in proficiency that make more sense to the concept of the character and how a Cro would be raised. Invest in Statesman, there's an Allar one for this very reason and into probably put some points into finance as well because having a good economy means having a stronger state.

    Be careful of actually dipping so many points into mostly CRP related profs. It will actually limit the scope of what your character can actually do and your roleplay. You'll get bored of the character eventually because they have no longevity or other points that reinforce their concept.
     
  6. IreliaRamora

    IreliaRamora The 5.5 hour shitpost. Staff Member Lore2

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    Thank you for all the insight on this!

    I'm perfectly fine with playing the social deviant Cro, was going for a bit of that in general with the void worship. While I did want Igramnovire to be a bit more combat focused, I completely understand how flat he is as a result of his more largely combat-oriented build. I didn't think of placing more of his points into finance or Statesman, but I'll certainly take a look into it.

    I'll give his current proficiencies a bit more thought, and then I'll hopefully ping you sometime tomorrow with the update. Thank you again for all of the suggestions.
     
  7. IreliaRamora

    IreliaRamora The 5.5 hour shitpost. Staff Member Lore2

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    @Caelamus Bit later than expected, but I mushed some things around! Changes are in green.

    Major items of note are as follows:
    • Removed Magic Sight 1
    • Removed Draconic-worship Based religion
    • Removed Perception
    • Added Statesman and Finance Schooling
    • Bumped greataxe down to 10 in favor of adding Theatre and Cooking proficiencies
    • Modified backstory where needed
    • Removed Super Self 1 and replaced with Wall Climb 3

    EDIT: At some further deliberation, despite really wanting Super Self 1... Given it's nature of "Hit and immediately activate" I've decided to remove it from Igram's sheet, as it makes it nearly impossible to hide the fact he's a sorcerer during combat. Instead, I exchanged it for Wall Climb 3.
     
    #7 IreliaRamora, Sep 4, 2021
    Last edited: Sep 4, 2021
  8. Caelamus

    Caelamus Sir Honeybear the chronic druid main

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    Approved.
     
  9. IreliaRamora

    IreliaRamora The 5.5 hour shitpost. Staff Member Lore2

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    @Caelamus Made some changes to Igram's sheet. Most notably, gutted the pathfinding skill to allow him to learn Zorraana, and filtered the rest of the unused points into cooking/hunting arts. Additionally, made his main religion the Great Alchzech, with a minor interest in void worship.

    Changes in green.
     
  10. Caelamus

    Caelamus Sir Honeybear the chronic druid main

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    What is the motive for him learning the slizzar language? Equally you may want to add in some grounding or reasoning for it in backstory as Zorraana is arguably one of the hardest languages to find a teacher for.
     
  11. IreliaRamora

    IreliaRamora The 5.5 hour shitpost. Staff Member Lore2

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    It's twofold. He's currently dating a Slizzar, who agreed to teach him Zorraana if he teaches her Zasta. And secondly, given his more lax view on Slizzar (i.e. if they parade around the fact they're actually a snake, or don't hide it, he has less of an issue with them than normal allar) if he has Slizzar in his court at any point, it's better to know what they're saying if they decide to try to talk behind his back. Just because he's okay with the more Wilder type Slizzar doesn't mean that he inherently trusts them.

    I can still have him seek out a teacher in his backstory if that's needed.
     
  12. Caelamus

    Caelamus Sir Honeybear the chronic druid main

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    Approved.
     
  13. IreliaRamora

    IreliaRamora The 5.5 hour shitpost. Staff Member Lore2

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    @Caelamus Major sheet overhaul into new system. As well as:
    • Removed Element Brand 3. Even I love the spell, I never used it.
    • Fixed Honed Skill to new version
    • Re-allocated points that were sunk into the previous schooling system. Exchanged for Engineering and metallurgy.
    • Shifted some other points around here and there.
    • Added Progression Talents
     
  14. Caelamus

    Caelamus Sir Honeybear the chronic druid main

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  15. IreliaRamora

    IreliaRamora The 5.5 hour shitpost. Staff Member Lore2

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    Not pinging, but o7 Genetics. I still want Igram to be a bit taller than the average bear, so I placed him two points above the largest Cro height. (7'2 instead of 7'0)

    Replaced Genetics with another sorcery skill that I probably will end up using passively, Shadow Curse 1.
     
  16. IreliaRamora

    IreliaRamora The 5.5 hour shitpost. Staff Member Lore2

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    Yah YEET. Let's unbury this boi.
     
  17. Caelamus

    Caelamus Sir Honeybear the chronic druid main

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  18. IreliaRamora

    IreliaRamora The 5.5 hour shitpost. Staff Member Lore2

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    @Caelamus Well. Let's see if the unburial shovel is still sharp. Ping ping, brought this boy in line with new prof updates- which basically required a whole point overhaul. Still had Magitech engineering point buy....

    I don't foresee using him in progs anytime soon. So-- pure beeftank with a hobby it is.
     
  19. Caelamus

    Caelamus Sir Honeybear the chronic druid main

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    Let's sort of sit down here and have a little bit of a discussion about this character, Rama, Allar as they are and how this character functions. I want to express that from my perspective this is one of those characters you updated a lot for awhile, seemed very fond of but also I personally never saw you do a whole lot IG with the character. I'm not exactly sure of how I want to word it as I just woke up, but I have concerns of things like; Are you having a hard time finding roleplay and things to do on this character? Are you struggling with them IG?

    I thought about trying to play a Rama awhile back and tried to play one for a little while but the concept, while nice in my head, fell flat in actual practice because Rama with how Allar are written currently, isn't the sort of Allar that you want to see a lot of. Especially when there are very few other varieties of Allar that exist to begin with. The whole premise of playing a Rama is to be a leader but you might find it to be an uphill battle if you have no one to lead. The only Allar that I ever see on a regular right now is Siralli, Therris, Citra and Harta. One of them is a Rama and he is also having a sort of similar struggle right now in playing a charismatic leader character with no one to really lead.

    Rama is a cool concept on paper and it's fun to write them but playing them is a different story. It requires you to be a charismatic leader and very engaged with a crowd of people, it isn't an archetype that's easy to play or just pick up. My advice is that if you want to play a successful Rama, you should set up something with your friends to also play Allar with you and start up something like a noble family. Host server wide public events, get an estate. Be charismatic and draw a crowd to you. The current Allar might start to follow you, you might encourage more people to play Allar. You could also try to aspire to other positions of power. Join the Constables with the aim of becoming a Sergeant. Try to hold a government office. Etc.

    I'm going to approve the application though as it is right now there isn't anything wrong with it. But maybe you should consider if Rama is actually the type of Allar you want to play, or if you're only playing it because you want to be an anthro crocodile. You might have a lot more fun as an Allar just playing a Sang or literally any other caste that aligns more closely with what you want to do. Personally I found that I prefer playing Sang Allar because I enjoy the aesthetic that is similar to the Rama of being a big and intimidating shark man, but I also enjoy the personal freedom and how Sang allar are more fringe members of Allar society and are more reserved.

    If you want to sit down and have a more free flowing discussion about it, I don't mind if you DM me on discord and pick at my brain for advice/ideas.
     
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  20. IreliaRamora

    IreliaRamora The 5.5 hour shitpost. Staff Member Lore2

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    I would love to sit down and hash out a solid conversation with you regarding this character! I'll poke around in DMs in a little bit- but to at least start the notes to keep my calamari-fried brain coherent (as well as for future personal reference)...

    1) I do, thoroughly, love Igramnovire. I love his concept, I love his idea, and I absolutely adore the Allar community. It's one of the reasons why I keep attempting to come back and make things work, because those present in the Allar community are lovely people in general. They're one of my favorite groups on Massivecraft. HOWEVER. Igramnovire, as a character, is inherently flawed in his design as his design does not translate to Massivecraft Allar lore well. I say translate- because his design was originally partial to Dungeons and Dragons, and a character that I absolutely adored playing and wanted to get more of.

    2) Rama in particular are... an interesting subject. They're designed to play as a leader- but nobody necessarily wants to end up in the leader role. I know in my case, I tried to get the whole Digmaan aspect to work with him even with his flawed character design. I tried to make him a leader of sorts- or at least a General/Frontline Commander-esque character. He was, at a point, gunning for a more high-ranking role in the Guards before they became the Metro. But I took on too much too quick, didn't know how to properly handle or push forward with my ideas, and found out that I absolutely detest Nobility based roleplay, especially in it's old format. I tried the constable route too- but... Well, there are other reasons why I fell out of favor with that idea.

    Genuinely- me trying to push so much for the leader type role is a part of what killed the character for me. I got anxious, started thinking that I wouldn't live up to the proper expectations, and ended up ghosting the character because I couldn't handle it at the time. This also plays into my attempts at revival for the character- because I truly do want to play him. There are aspects of his character that I thoroughly enjoy, but I'm terrified of being forced back into that leadership role. I don't want it. I just want to play a big scary crocodile man with a soft spot for kids. I'm fine being a war general, but I don't want anything to do with being nobility. And the difficulty with changing him to something like Sang-- I don't like the aquatic creature design. I just want to Crocodile larp. So- I suppose part of it is desiring to do the crocodile anthro larp.

    There are pieces of the Allar lore that are so restrictive to the point where I cannot make this character work in every aspect desired. I keep trying, and I keep failing. And that's probably the most heartbreaking thing about this situation in my eyes. What's worse is that- I have him so intrinsically tied to being a Cro in behavior, how he carries himself, and how he thinks about things, and even how he reacts to conflict- that I don't think I could comfortable jump to being a Sang even if I wanted to. (Which- honestly, I'd rather avoid retconning to Sang anyways, at least if I can.)

    If I truly end up getting to the point where I wanted to delve into a leader type role with this character again-- I would have to get rid of my current Main. I work a 8-5 job IRL, and I'm doing my best not to feed into a literal Massivecraft addiction, as I have a hard time stopping the roleplay ball when it's rolling. Norr'aladryl is currently in the process of opening a shop, guild, and perhaps even going for Crookback Millitia Lead. I'm even rolling around the idea of trying to push for more cult based larp with her, and how to flavor that into her current ideals without absolutely overwhelming myself. I don't have the bandwidth to maintain Norr'a's machinations, a healthy IRL schedule, and a second character that requires the dedication necessary for a constable, leadership, or otherwise spear-head type role. I can choose two- but not all three. As such- Igram would be taking more of a lax, comfort character type role, or a role for me to absolutely hammer into someone with a Greataxe and powerful, stomping attacks. I am, indeed, a CRP goon. Whoops.

    I'm fine going for a more support-esque leadership position with him. An advisor of sorts. I know I was playing around with that idea and considering offering it to Esalb at some point back when the Cro to Rama lore was first applied, as Igram and Harta have some history. But it never came to fruition.

    TL;DR. It's complicated. But perhaps a dialog would benefit things- and perhaps some perceived flawed ideas both with the character and Allar as a whole could come to light.

    I'll poke you in your DMs now. :)
     
    #20 IreliaRamora, Nov 10, 2022
    Last edited: Nov 10, 2022
  21. IreliaRamora

    IreliaRamora The 5.5 hour shitpost. Staff Member Lore2

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    As per our conversation in DMs, Retcon from Rama-Ksat to Ksat-Rama. Updated appearance to be more Ksat-focused, with some Rama flavor.
     

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