Ras Couper

Discussion in 'Character Sheets' started by DrHasagi, Apr 22, 2021.

  1. DrHasagi

    DrHasagi Just a guy

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    Name: Ras Couper
    Age: 29
    Gender: Male
    Race: Ithanian Ailor | Drahl Lineage
    Archblood Allegiance: Exist
    Sexuality: This

    Preferred Weapon: Rapier

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    Points: 60 total (50 Core | 10 Hobby)

    Core
    +15 Rapier Combat (10 Core | 5 Racial Boost)
    +3 Fist Combat
    +3 Linguistics

    Roguery
    +3 Wall Climb 3
    +3 Rogue Gift 1
    +3 Sleight of Hand

    Talent
    +5 Strength Training

    Hobby
    +5 Baking Art
    +5 Brewing Art
    +5 Winemaking Art
    +5 Mixology Art

    Body Shape
    Physical Stat: 23
    Ripped Body Shape
    Average Body Fat
    Racial Cap (Drahl Ailor): 23

    Languages
    Common | Free
    d'Ithanie | Region Language
    Alt-Regalisch | Parent Language
    Modern Altalar | Fluent
    Wyrm Tongue | Archblood Language

    Special Traits/Spells/Mutations
    Wall CLimb III | Toggle Passive | Self: 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. This Ability can be used four times every 12 hours. This Ability can also be used to safely travel down a wall, but it does also take a charge each time downwards travel is used.

    Rogue Gift I | Constant Passive | Self: Should the character fail a dice roll for pickpocketing another character, they may roll a second time. This effect may only apply once per person being pickpocketed per day, but if a different person is targeted each time, it has no upper limit. The failed attempt is simply retconned.

    Sleight of Hand Pack: The Character can expertly perform sleight of hand games and other quick finger-based actions. This includes pick-pocketing. Your Character can attempt to pickpocket someone with a 60% success rate. /Dice 1 10, if you roll 4 or below, your Character gets caught. What is pick-pocketed is up to the player who is pick-pocketed, but they cannot say "there was nothing in the pocket", there always has to be something. A Character can only be pick pocketed once per day, but the pickpocket can make as many attempts as they like. This cannot be countered, except by Abilities that specifically mention this Pack, or by Perception.
    Battle Sense I | Control Power | Emote Distance: The user may activate this Control Power on anyone in range, attaching to them like a Mobile Channel. While it is maintained, the user may choose one of the target’s Melee Combat Proficiencies and increase it by +5 Proficiency Points that may break the Cap for Proficiency. The user may only move at walking speed, must have the target within viewing distance, and the user may also not be attacked themselves. Knocking over or otherwise removing the focus from the user on the target cancels the effect. Additionally, the user gains the Constant Passive Omniaware 1 while this Ability remains active. While Battle Sense 1 is active, the user may not use other Abilities.

    Spirit Familiar I | Toggle Passive | Self: The user must choose an animal from the Animals Page (barring Magus or Dragon) species. This choice is permanent, and must be mentioned on the Character Application. Once chosen, the user may choose to manifest and remove smaller visual and aesthetic changes to their body from the animal chosen, but never so thoroughly that it mimics a Werebeast, Allar, or Asha. Secondly, they may summon a magical looking familiar of the animal chosen that may never be larger than a domestic cat regardless of original size of the animal, but may also be smaller depending on the preference of the user. This familiar can carry a single object on them, but may never enter combat, and is disabled for 1 hour if hit by any Ability or Attack. If a Magical aesthetic is not desired, a Mundane creature can also appear to the Character in their childhood and stay with them, with this Ability applying to them, with all other rules. The Mundane creature gains a lifespan as long as the user.

    Honed Skill III | Constant Passive | Self: If the Character has at least 1 Pack from Schooling either Admiral Pack or Command Pack in the Point-Buy Proficiency Section, 3 points are refunded to the Character to be re-used in any other Proficiency Category as Skill Points. This refund can only trigger for one pack, and if this Ability is somehow removed from the owner, the Point refund is undone.
    Exist Carry | Teakwood
    Archblood Arsenal | Primal Power | Self: The Archblood is able to summon two (or one, or two different) of any weapon in hand made of cyan ghostly glass as strong as steel. Weapon Proficiency still dictates effectiveness with the weapon, and it cannot be handed to others. Thrown weapons will blink back to the hand of the Archblood, and any ranged weapons will have infinite ammunition that disappears shortly after landing on its target or missing, and all weapons are tough as steel. This weapon may also give off a faint colored trail as it is wielded, give off electrical sparks, and have Dragon runes inscribed on it that glow. Any projectiles used with this ability are classified as mundane.

    Archblood Healing | Constant Passive | Self: The Archblood can hear, speak, and understand Wyrm Tongue, or Dragonspeech, or Deathspeech from any distance.

    Archblood Overcharge | Primal Power | Emote Distance: The Archblood releases a cone of ice breath from their mouth, blasting back anyone in front of them by three blocks, unless hitting a solid object. This Ability does not cause any harm, but may leave behind some lightning particle or aesthetic effects on the user after use for several seconds. This Ability has a 5 minute cooldown.

    Archblood Repairs | Toggle Passive | Self: Any body part lost, save for the head, is replaced by slowly forming (over the period of 2 days) Exist-Demon body parts. These parts look like their regular body parts, but bone-white in color, with small spikes and claw-like fingers and toes if applied to limbs. These body parts also have thin glowing cyan lines in them like tattoos. Any scars the character has can also glow cyan. This is a Toggle Passive, meaning the Archblood can choose to not recover a lost limb or cause a scar to glow and heal, but after activated, cannot be reverted. If converting to another type of Archblood, the limb’s appearance changes. Only beheading can kill the Archblood. Re-cut off limbs will continue to regrow. Limbs lost before becoming an Archblood will also regrow if chosen. If for some reason the character ceases to be Archblood, they lose their regrown body parts.


    Archblood Mindwall | Constant Passive | Self: The Archblood is immune to Control Powers and Target Curses. This also includes Racial Spells that behave like Control Powers. They are also immune to Url Symbiosis. Inversely however, they can be mind controlled by Exist Arken.

    Archblood Landing | Toggle Passive | Self: Anytime the Archblood is to land from a high fall that would cause damage or death, instead, Exist-Demonic white wings sprout from their back, flap once to cushion the momentum into a graceful landing, and then disappear. This has no cooldown. The Archblood can carry items, and at maximum one person, but nothing more than once their bodyweight in heaviness. If the Archblood is twice as heavy as their natural self, the Ability will not trigger.

    Great Force I | Constant Passive | Self: If at any point within 7 blocks of the user heavy objects are falling (for example, a collapsing roof or beam, or a large boulder), the character can brace the falling objects and hold them up long enough for nearby others to escape or not be harmed, and also create an escape for themselves. This ability cannot be used for any combat advantages.

    Spirit Familiar | Mundane: Longtail Gryphon (Alina)

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    Eye Color: Silver with Cyan-Blue Sclera
    Hair Color (Natural): Auburn Brown
    Skin Color: Olive
    Clothing: Comfy near-form-fitting attire
    Height: 5'7"

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    Alignment: Chaotic Good
    Personality Type: The Protagonist (ENFJ-T)
    Religion: Agnostic (9/10)

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    Youth
    In a middle-class home in Ithania, Ras was born into the Leandre family, being raised along with his older brother, Lucas. In his youth, he was raised to maintain a good behavior and posture, as well as to perhaps someday journey into knighthood, extending his family’s knightly history. He managed well in regards to learning his manners, but he wished to simply explore, after having read tales of adventure at a local library, as he took up reading as a hobby, learning a new language from some of them. On one particular day, when he was around the age of five, when he got lost in the woods during a family picnic, a longtail gryphon that was about the size of a house-cat appeared before him, and helped guide him back to his family, and they proceeded to stick around even after Ras returned safely, despite his father’s denial. As a bit of a side-hobby, as well as getting some help from his mother, Alina, he learned how to brew, bake, and mix tea, before a struggle in marriage led to Alina’s departure from the family, and the Leandre name stripped from her.

    Adolescence
    By the time he was ten, Ras had progressed well in his combat training, favoring to go unarmed for the moment. But, he could not seem to come to agreement with religion, which disturbed his family, especially his father, Jacob. After Ras further thought things through, he discovered that he simply did not wish to become a knight, disagreeing with his father’s ways and knightly traditions. Not only was Jacob disappointed and rather angered by this decision, but his older brother Lucas felt that way as well, both choosing to neglect Ras as it was revealed that Alina left for those very reasons; disagreement with how Jacob wished to raise the family.

    About a few months passed by, and Ras’s life had become even more strict, essentially becoming a slave to his father and brother, as they deemed him unworthy of doing anything else for them as he denied their way of living. He tried fighting back, but the experience gap between him and his brother alone was simply too far, and was punished with more hard labor. But, fortunately for Ras in a strange way, after about a year, the home was broken into, but none of the riches were stolen. Vandalized, yes, but left. The only thing, or rather person, that was stolen was Ras. When he awoke, he appeared to be at a campsite, and his gryphon happened to be perched beside him. Across from them, sat his kidnapper and apparent rescuer, currently brewing tea. After it was finished, they unmasked themselves, and revealed themself to be Ras’s mother, Elena. Once their reunion was settled, Ras decided to take up his mother’s last name; Couper, and Elena began to train the boy, firstly by nursing him back into proper health, and by the time he reached eighteen, he was back in basic fighting condition.

    Adulthood
    Over the years, Ras learned that Alina had been surviving through pickpocketing, thievery, and mugging, which she had proceeded to teach her son. Though, of all forms of weaponry that he could have learned, the rapier proved to be his best bet, and by the time he reached twenty-five, he had become skilled enough to accompany Alina on her crimes, which he accepted that they were all for the means of survival, even if it meant getting in a few fights. They couldn’t stick around Ithania for long however, as they were running out of places in that region to run off to, so after a few years, by the time Ras was twenty-nine, they made plans to travel to a new land to explore, and eventually decided on Regalia. However, a few nights before they were to set off for the holy city, as they were making their way to the boat that would sail them to Regalia, they were halted by none other than Ras’s older brother; Lucas. It was clear they had not seen each other in ages, and it was also clear that Ras and Elena were responsible for the recent mischief in the area. And so, they sought to settle it via combat, and after a long battle, it was clear that over the years, Ras had slowly gained the upper hand over his brother. He would have spared him as well, if he did not slay his mother in the middle of their fight. Now alone, save for his gryphon that he had soon named Elena, he traveled to Regalia on his own.

    Arriving at Regalia on his own, he sought to start his own adventure in his new home, be it serving some tea for the locals, and perhaps causing a little bit of mischief.

    - After some months, he managed to obtain a stable career at the Parched Arch, making a handful of new friends, as well as a new relationship with its owner; Valora Helethyra.
    - He leaves for a moment to visit home, though the suddenness caused some drama between him and Valora, but things were quite quickly settled.
    - After taking a shortcut through the sewers, Ras finds himself encountering a sanguine, and after trying to defend himself and Valora, he ends up being fatally wounded, but after some time, found himself waking up as an Archblood. Later on, Valora takes him to become an Exist Archblood.
     
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    #1 DrHasagi, Apr 22, 2021
    Last edited: May 25, 2021
  2. Bellarmina

    Bellarmina Mirrors? Staff Member Lore2

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    Claimed for review!
     
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  3. Bellarmina

    Bellarmina Mirrors? Staff Member Lore2

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  4. DrHasagi

    DrHasagi Just a guy

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    @Bellarmina Heya! Ras has recently been turned into an Archblood, and was also made an Exist Archblood. Overall, any and all changes have been marked in this color!
     
  5. Bellarmina

    Bellarmina Mirrors? Staff Member Lore2

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