Approved Sheet Benjamin E. Beckett

Discussion in 'Character Applications' started by studsonsc, Oct 30, 2021.

  1. studsonsc

    studsonsc the only son.

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    It's a new day, in a new land and it's waiting for me.
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    〘 T H E M E 〙
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    "Hope is for the Hopeful, it's a Dream that never Fades.
    Faith is for the Faithful and I will not be Swayed."
    || Pinterest || Spotify Playlist ||

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    Basic Information

    ⇝ Full Name: Benjamin Elijah Beckett.
    ⇝ Age: Twenty-three.
    ⇝ Gender: Male.
    ⇝ Race: Heartland Ceardian Ailor.
    ⇝ Sexuality: Heterosexual.
    ⇝ Preferred Weapon: A Quarter-Puretek or flintlock rifle.
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    Religious Alignment: A firm Unionist, blinded by his devout faith.
    Searching for a hero to idolize; Feeling the pain as innocence dies.
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    Benjamin E. Beckett is a heavily devote follower of Unionism and as of late steadfastly follows after the God Emperor Almar; leading him to heavily chase after justice whether it be coincidence or fate through a balance scale's whims. The lay-priest also still leans into the Dogartan Schism and vowing a life of poverty to help those that may be considered unfortunate rather than glorify himself by seeking out riches. As well as notably an incredibly superstitious Heartlander primarily when it comes to aberrants and the afflicted due to his Unionist background.
    Core Characteristics: A Man following his Code and Heart
    I'm hoping and praying for a brighter day; I listen to my heart and I obey.
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    True to following his heart, the missionary is a dutiful individual that has dedicated his entire life and dreams to serving the civilians of the Empire. He is a man of unwavering faith and more likely than not align with the law of the land. Although, at times, he finds the compass of his heart pointing towards what he may view as right outside of the borders of the law, leading him to question if the lawful road is the most effective way to go about doing good. Or rather, what he views as good.
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    Strength | 3
    Melee Weapon Point Buy
    Unarmed Pack
    Long Blades Pack
    Improvised Weapon Pack
    Wisdom | 4
    Arcanology Point Buy
    Affliction Wisdom Pack
    Dimethist Wisdom Pack
    Engineered Movement Pack
    Dexterity | 6
    Firearms Point Buy
    Pistol Pack
    Longneck Pack
    Puretek Pack
    Donderbus Pack
    Roguery Point Buy
    Stealth Skill Pack
    Parkour Pack
    Constitution | 0
    N/A
    Magic | 0
    N/A
    Charisma | 1
    Husbandry Point Buy
    Mount Husbandry Buy
    Languages
    Common.
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    Abilities
    Firearms

    ⇝ Firearms | Pinning Shot | This Mundane Technique counts as a Channeled Ability, meaning no other Abilities can be used while it is being maintained. So long as the Target is not behind cover, they become unable to move. They can still use Abilities and be aware of their surroundings, they just cannot move. This Mundane Technique does no Damage, but can be upheld indefinitely. The user can move at walking speed while Channeling, but the Channel is interrupted if the user is Attacked or Displaced. The user cannot switch Targets and this Mundane Technique has a 1 minute cooldown after the Channel was Canceled.
    ⇝ Firearms | Purifying Shot | The user fires a Purifying Shot at a Target that prevents the Target from using any non-Mundane Technique Ability (including Racial, but not Artifact) for the next 3 minutes, and prevents Channel Abilities for the next 10 minutes. This shot does not harm the Target. This Mundane Technique has a 30 minute Cooldown.
    ⇝ Firearms | Paralyzing Shot | The user must kneel and take aim to pinpoint either the left arm or right arm of a Target. After aiming, the shot is fired, and that specific limb on that person is Paralyzed for 5 minutes and receives a bleeding wound. This Mundane Technique has a 1 Hour Cooldown.
    ⇝ Firearms | Belt Shot | The user rapidly loads and fires the weapon from the hip, causing a quick blow-out in short to medium range. Anyone in front of the user also in Emote Distance is forced to jump back 5 Blocks to avoid getting hit by the shrapnel. This Mundane Technique has a 5 Minute Cooldown.
    Melee
    ⇝ Melee Weapon | Unarmed Dodge | Unarmed Dodge allows the user to have 1 guaranteed Dodge Counter. A Dodge Counter can be consumed to avoid a Melee attack (Not a Melee Mundane Technique!) or Mundane Technique from the Ranged Weapon Point Buy Category. The 1 Dodge Counter refreshes at Server restart, but cannot refresh mid Combat Roleplay.
    ⇝ Melee Weapon | Technique Parry | Technique Parry allows the user to Counter an incoming Mundane Technique used on them from the Melee or Ranged Weapon Point Buy Categories. This Mundane Technique has a 60 minute cooldown.
    ⇝ Melee Weapon | Chuck and Run | Chuck and Run allows the user to instantly toss their improvised weapon as a distraction or obstacle against opponents, and then make a run for it. This Mundane Technique only works if the user is up against 2 opponents, if any more opponents are present, the user is unable to guaranteed run away. If however no more than 2 are present in a fight against the user, and this Mundane Technique is used, they escape guaranteed. When using this Mundane Technique, the user must run away and cannot turn back into conflict. This Mundane Technique has a 24 hour Cooldown.
    Ritualism
    Unionist Ritualism | Ritualistic Manifestation | The Ritualist is able to manifest certain aesthetic visual aids to their ceremonies, so long as whatever is produced is not physical, does not affect the world, does not aid in combat, does not obstruct in combat, and does not hamper other players in any way that they do not OOCly or ICly consent to. The Ritualist can summon any number or combination of sounds, of any volume, around them to either mimic their voice, or be completely conjured/unique. The Ritualist can also manifest moving images and pictures in smoke, fire, shadows, light, water, or directly into someone’s mind if they touch them. These images must be things the Ritualist thinks of/conjures, and not directly shared memories.
    Unionist Ritualism | Ritualistic Scripture | The Ritualist can apply faintly glowing, or flat, words or simple symbols onto their body, or any object that they own. If they do not own the object, permission from the object’s owner allows them to place it. (This also applies to giving that person tattoos/marks on their skin.) Color options are the following, and any variant in between them: black or white. Whatever is applied does not fade, but can be removed by the Ritualist, or the owner if they are no longer willing. Whatever is applied should only be religious text or preaching, and cannot ever carry usable messages or secret code. Additionally, the Ritualist or Owner can ‘toggle’ the glow by touching them, or ‘activating’ them with a specific trigger phrase.
    Unionist Ritualism | Ritualistic Crafting | The Ritualist, when crafting an object with a specific ritual, and under the following umbrellas: metallurgy, woodworking, thread-work/weaving, painting, or sculpting/carving. When making these objects, the Ritualist can apply the following: a faint glow, colored white/black/grey, a simple moving/repeating pattern, a change in material appearance to look like it is made of paper or uncolored stone. The Ritualist can give these objects to others freely once they are made, but they cannot be exceptionally large, and confer no tangible advantages or functional differences in their use.

    Unionist Ritualism | Light the Path | Unionist Ritualists can manifest a glowing eye of Unionism behind their head, or behind the head of any willing individuals within Emote Distance of them. Additionally, they can conjure detailed and realistic images of any God Emperors/Empresses for others to see, Divine Instruments, Heroes, or the Everwatcher in objects (such as smoke, mirrors, statues, water, etc) in order to impart lessons on their virtues. If there is already a depiction of any of these things near them, they can enhance the features of this depiction: such as making parts of a painting look like they’re moving, or temporarily clearing grime or imperfections off a statue while it’s in the light. The Ritualist can even have parts of this reflect on the person they’re speaking to, as long as they’re aware of it, in order to give a more personal lesson. None of these functions should be used combatively, competitively, or for advantages/instant solutions in events/progressions, and are just for general aesthetic flavor.
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    Abnormal Visual Traits

    From the top of his sun-bleached tricorne hat to the bottom of his well worn in boots, most everything regarding the missionary screams poverty whether it be the empty space of where a front tooth once was or the heavily patched and travel worn clothing he adorns; carrying nothing of his own. Hidden beneath his well worn shirt are ritualist Unionist scripts and symbols that are tattooed to run along his back, down the backs of his arms, as well as the back of his hands. Noteably, these can only be seen when triggered to appear as a white faint glow.
    Routine Wear
    Standing at the height of 6'4, pulled back and messed blonde locks of hair that is not often cleanly washed or brushed, and wearing nothing more than hand-me-down pieces of clothing, Benji is quite the unkept sight to low and behold.
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    Childhood
    Brought up on a ranch for cattle outside a frontier town among the scattered New Ceardian Colonies, Benjamin was raised by devout and conservative Unionist parents by the names of Benjamin & Hedwig Beckett; a bloodline that notably was familiar with superstition towards aberrants.
    Adolescence
    Raised in a family of tradition, Benjamin was named after his father, who was named after his father, who was also named after his own. Not only was his father's name passed along, but the young Beckett found himself following in the foot steps of those before him; a missionary's destiny to bring Paradise to Aloria.
    Young Adulthood
    Near towards his last few remaining years at his father's side, much of his early twenties were spent traveling across New Ceardian Colonies to help those who they deemed as lost; the afflicted especially so.
    Travels to Regalia
    With an enthusiastic grin, as well as a want to spread good and help those that can not save themselves, Benjamin set his sights on the Holy City of Regalia after the known Vampirism Occupation in hopes to assist in recovery with a destiny ahead of him to lead the lost to Paradise.
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    • Winner x 19
    • Immersive x 3
    • Powerful x 2
    • Educated x 1
    • Thank You! x 1
    • Agree x 1
    • Informative x 1
    • Useful x 1
    • Creative x 1
    #1 studsonsc, Oct 30, 2021
    Last edited: May 20, 2022 at 12:09 AM
  2. studsonsc

    studsonsc the only son.

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    A leather sun bleached Tricorne Hat sits on top of his head at all times, a gift from his father than was a gift from his. A Beckett family heirloom that has become an important staple piece to the young Heartlander as he is often far from the place he calls home.
    A particular white and brown feather is stuck into the folds of the hat.
    Due to not often keeping much material wealth due to his faith, and honestly quite broke, at all times he carries about Ten Regals to get himself through the day.
    This has led him to often take up work to earn what he needs rather than to burden himself with what could corrupt his soul.
    A copper hand-sized Pocket Watch can be found tucked away into his right boot, once again an heirloom that he treasures.
    A small box of rolled Garettes, only a humble amount due to lack of coin.
    A pouch of Hard Saltwater Taffy Candies are always kept on his persona at all times, why? Tastes good.
    If all fails, outside of his fists, the Heartlander falls back onto a rather old and well used iron Long Sword. Unalike to other blades, his own is rather simple and plain, although well taken care of.
    Around his neck is a humble Unionist Eye necklace, a trinket given to him by the eldest Benjamin.
    Carefully tucked away into the pocket of his coat, a Resealed Letter with Benjamin Elliot Jedediah Beckett written on the very front with the address Blücherwald Castle.
    At all times, the superstitious Heartlander carries a Rabbits Foot on him, tucked away in a pocket.
    A Quarter Puretek sits at his hip at all time. Despite the encouragement to not deface the appearance of Puretek, the base of the instrument has become littered with carvings of a familiar scene of a ranch far far off from Regalia.
    A Lasso is attached to his side at all times for the purpose of preventing another's escape [ Used for Rogue Wall Ability aesthetics, same function. ].
    Stuffed in a pocket, a Pouch of Powder is kept close by at all times. Often the Heartlander can be spotted massaging the powder into his already dirty hair.
    Lastly, he keeps a prized Harmonica on him as well.
     
    • Winner Winner x 3
    • Immersive Immersive x 2
    • Powerful Powerful x 1
    #2 studsonsc, Oct 30, 2021
    Last edited: Dec 23, 2021
  3. Volaie

    Volaie honk mi mi mi mi Staff Member Lore2

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    Claimed for review.
     
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  4. studsonsc

    studsonsc the only son.

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    @Volaie Will be requesting time to re-edit this application.
     
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  5. studsonsc

    studsonsc the only son.

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    • Immersive Immersive x 1
  6. Volaie

    Volaie honk mi mi mi mi Staff Member Lore2

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    bennie is that you?
    approved lol
     
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  7. studsonsc

    studsonsc the only son.

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    Did I bump off my approved tag and changed my prof points and racials to find out all Knight apps are on hold for review? Yes, yes I did. Please ignore me still a WIP. @Volaie
     
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  8. studsonsc

    studsonsc the only son.

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    @Volaie Alrighty until the Knight update does roll out, I've updated the formatting as well as shuffled around some proficiency points, lastly added Benji's new Ailor racial abilities.
     
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  9. Volaie

    Volaie honk mi mi mi mi Staff Member Lore2

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    Approved.
     
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  10. Bellorie

    Bellorie scale enthusiast

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    yeehaw
     
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  11. studsonsc

    studsonsc the only son.

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    @Volaie with the removal of Colonial culture, Benjamin has been switched over to Heartland Ceardian.
     
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  12. Volaie

    Volaie honk mi mi mi mi Staff Member Lore2

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    Get trashed. Approved.
     
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  13. studsonsc

    studsonsc the only son.

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    @Volaie Funny funny proficiency change! Before I start getting into CRP, I wanted to lean more into more knight-tier larp and wasn't feeling the bola for a Knight. Switched to Shields + added a couple of points, fixed the body stat as well.
     
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  14. Volaie

    Volaie honk mi mi mi mi Staff Member Lore2

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    Approved.
     
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  15. studsonsc

    studsonsc the only son.

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    @Volaie Did I just dump all of my points into Puretek Prof when Benji can't keep his for more than six hours?? Yes.
    • Updated according to the new Ailor update.
    • Skipping on the People of many Tongues racial for now because I can't see Benji knowing anything other than Common at the moment.
     
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  16. Volaie

    Volaie honk mi mi mi mi Staff Member Lore2

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    Country boyyyy I loooove youuu… Approved!
     
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  17. studsonsc

    studsonsc the only son.

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    @Volaie please approve me please please please
     
  18. Yurs

    Yurs real life catgirl Staff Member Lore2

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    APPROVED
     
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  19. studsonsc

    studsonsc the only son.

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    @Yurs Moved my points around a bit after having some time to role-play Benjamin again. Also re-did some of the application's personality bits. Please approve me, please please.
     
  20. Volaie

    Volaie honk mi mi mi mi Staff Member Lore2

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    mrow rmow meow morw morw meow mrow emowr moew mrow emow rmoew morewmo mrow emoew mrow moew

    (approved)
     
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