- Joined
- Dec 29, 2024
- Messages
- 2
- Reaction score
- 0
- Points
- 16
Character Information
Full Name: "Peepers"
Heritage: Mystech - Colony Spirit
Age: 4&3#?
Gender / Pronouns: They/Them/We
Occult: Very.
Heritage: Mystech - Colony Spirit
Age: 4&3#?
Gender / Pronouns: They/Them/We
Occult: Very.
Appearance Information
Eye Color: shifting between White and Pink
Skin Color: Light gray
Hair: N/A
Height: usually holds Themselves roughly around 6 foot tall
Body Type: Bipedal Imitation
Additional Features: Peeper's body is a vague imitation to approximate a bipedal figure consisting of a centre mass formed into a head and torso with multiple tendrils of varied lengths sprouting off and mimicking limbs
Skin Color: Light gray
Hair: N/A
Height: usually holds Themselves roughly around 6 foot tall
Body Type: Bipedal Imitation
Additional Features: Peeper's body is a vague imitation to approximate a bipedal figure consisting of a centre mass formed into a head and torso with multiple tendrils of varied lengths sprouting off and mimicking limbs
"By the gods, what is that!? Call the guards!" - some peasant
Skill Information
Hobbies and Talents:
- Magical Talent
Mechanics:
- Colony Mechanic I: Colony Spirits gain +7 Intelligence added after assigning their 14 Proficiency Points, but cannot invest in Intelligence Point Buy. Also their Persuasion Cap is 14, and they gain +4 to Persuasion Rolls.
- Colony Mechanic II: Each time a Colony Spirit is Exorcised or killed, they lose 1 Intelligence (they can regain it when the Player deems fitting). If they hit 2 Intelligence, they gain +1 Attack Stat (cap up to 11).
- Colony Mechanic III: Colony Spirits gain the Mimicry Pack Magical Variant for free, but they cannot use the mechanic to change their appearance into that which they are mimicking.
- Colony Mechanic IV: Colony Spirits can choose 1 Adapt Point Buy Pack (must be Magical Variant) for free, except Shapeshift Pack. Alternatively, they can choose 1 Pack from Tech Point Buy, instead. [Wardrobe Pack - Maguical Variant]
- Colony Mechanic V: Colony Spirits are immune to anything that would read/alter their emotions or conscience, and if killed, can always respawn in a different place 1 hour later.
- Magical Talent
Mechanics:
- Colony Mechanic I: Colony Spirits gain +7 Intelligence added after assigning their 14 Proficiency Points, but cannot invest in Intelligence Point Buy. Also their Persuasion Cap is 14, and they gain +4 to Persuasion Rolls.
- Colony Mechanic II: Each time a Colony Spirit is Exorcised or killed, they lose 1 Intelligence (they can regain it when the Player deems fitting). If they hit 2 Intelligence, they gain +1 Attack Stat (cap up to 11).
- Colony Mechanic III: Colony Spirits gain the Mimicry Pack Magical Variant for free, but they cannot use the mechanic to change their appearance into that which they are mimicking.
- Colony Mechanic IV: Colony Spirits can choose 1 Adapt Point Buy Pack (must be Magical Variant) for free, except Shapeshift Pack. Alternatively, they can choose 1 Pack from Tech Point Buy, instead. [Wardrobe Pack - Maguical Variant]
- Colony Mechanic V: Colony Spirits are immune to anything that would read/alter their emotions or conscience, and if killed, can always respawn in a different place 1 hour later.
Languages:
- Common
Backstory/Plothooks
There is no one beginning for Them, They came together slowly. How They arrived varied, some summoned by reckless mages. Others slipping through cracks in the veil, left to roam.
[Attracted together by Their shared origins. The Vortex.]
But that doesn't matter to Them, They are here now. Where is here?Where are they? This world is still. the ground isn't moving.
Different. Is this the works of Eternum? Danger.
Individually They are weak. Together We are stronger. Smarter.
Gather They. We Become Us.
[We eventually managed to form a proper body for Ourselves. . We had many different ideas for our body, it made the process... difficult.]
[Our first encounters with the people here were not... productive. The body We had crafted Together is not accepted well by people]
Where... are We?We see life. Interesting.
Greetings. Where are We? We do not understand your high pitched wail. Are We not speaking their tongue?
And... they have fled. Not ideal.
[We decided to watch and not approach for a time. In hopes to understand these people. One night We saw a figure running without clothes, it caused many negative reactions in the others. Surely this was Our problem, We bore no apparel or coverings.]
That, there. What is that?A robe, on the ground. Discarded? Ideal for Us.
It hardly covers Our body, it bears many holes.
We can fix that. Mend it, Change it.
It fits Us now. Suits Our needs.
[We find it easier to hide now. They do not scream anymore when they see Us. Now we can go and explore the changes from what We know. They spoke of a place that intrigues Us.]
[Regalia]
Combat Proficiencies and Abilities
Attack Stat: Dexterity
Defense Stat: Magic
Defense Stat: Magic
[15/15 points spent]
Proficiency Points:
Strength: 1
- Steady Body
Constitution: 2
- Breather
- Iron Will
- Iron Will
Intelligence: 7 [Colony Mechanic I]
- Mimicry - Magic [Colony Mechanic III]
- Wardrobe Pack - Magic [Colony Mechanic IV]
- Wardrobe Pack - Magic [Colony Mechanic IV]
Wisdom: 0
Dexterity: 7
- Cutthroat Stance (Free)
- Cutthroat Quickstab
- Cutthroat Target
- Cutthroat Bleed
- Cutthroat Tether
- Cutthroat Dodge
- Dirty Fighter
- Escape Artist
- Cutthroat Quickstab
- Cutthroat Target
- Cutthroat Bleed
- Cutthroat Tether
- Cutthroat Dodge
- Dirty Fighter
- Escape Artist
Faith: 0
Magic: 5
- Arcane Aura
- Arcane Snare
- Arcane Distortion
- Arcane Cleanse
- Arcane Warp
- Arcane Snare
- Arcane Distortion
- Arcane Cleanse
- Arcane Warp
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