Shelved Character Rhiannon Ad Doithwaite - Calm Before The Storm

Discussion in 'Character Sheets' started by SevenBirds, Jan 2, 2021.

  1. SevenBirds

    SevenBirds Phantasmal and Resplendent

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    Basic Information (Required)
    • Full Name: Rhiannon Daraire ad Doithwaite
    • Age: 21
    • Gender: Female
    • Race: Breizh Ailor - Nautilaan
    • Preferred Weapon: Shortsword
    Inventory Information (Optional)
    • Steel shortsword and kiteshield
    • Leather coin pouch with about 15-20 regals
    • Palm-sized carved stone sculpture in the shape of a dragon
    • Journal and writing utensils
    • Sewing kit and bits of stray cloth and cord
    • A compass with a Picaron inscription on the back - "Always find your way home."
    Skill Information (Required)

    Total Points: 5 + 21 (age) + 10 (talent) + 10 (hobby) = 46 points
    +5 Sailing Art (from Nautilaan)
    • +12 Sorcery - Element Control III, Element Brand II, Dueling Brand I
    • +10 Sword Combat (+5 from points, +5 Nautilaan bonus)
    • +6 Shielding Combat
    • +5 Sailing Art (from Favored by the Sea)
    • +5 Fabric Art (Hobby)
    • +5 Dancing Art (Hobby)
    • +5 Vocal Talent (Talent)
    • +5 Perception Training (Talent)
    • +3 Arcanology - Artifact Knowledge
    Body Shape
    • Physical Stat - 24
    • Body Shape - Athletic
    • Body Fat - Average
    Languages
    • Picaron - Native language
    • Common - Learned in childhood
    Special Traits/Spells/Mutations
    • Infallible Navigator - Nautilaan Racial Passive
    • Iron Gut - Nautilaan Racial Passive
    • Favored by the Sea - Nautilaan Racial Passive
    • Artifact Knowledge - Arcanology Pack
    • Elemental Control III - Magic Spell
    • Element Brand II - Object Enchant
    • Dueling Brand I - Object Enchant
    Infallible Navigator - Nautilaan Ailor has a photographic memory for star maps and cartographic maps (and maps only), allowing them to recall their contents with perfect accuracy. Nautilaan can always tell what polar north is as long as they have a map with them, or can see the starry night sky. They are also immediately able to tell errors in maps.
    Iron Gut - Nautilaan Ailor are exceptionally hardy, capable of surviving and functioning without food, drink, or sleep for up to a week. This makes them exceptionally suitable for dangerous coastal trips with few supplies, but also able to resist being starved out while imprisoned, or caught off guard while dozing off.
    Favored by the Sea - Nautilaan Ailor gain a permanent +5 Sailing Art, and the winds favor their ships on the sea, gaining them bonuses to rolls in the World System involving the movement of ships in both Battle and Non-Battle Progressions. Somehow, they always seem to get lucky with the direction of the wind striking them just right in the sails to give them an edge.

    Artifact Knowledge - Grants the Ability to visually identify Artifacts that have a Wiki page, being able to exposit their lore in roleplay. Additionally, any Artifact that does not have a Wiki page can be identified, meaning anyone with this Knowledge can identify what culture it comes from, and any potential religious or divine connections. A Character without Artifact Knowledge cannot ever visually identify or recognize an artifact, due to the in-lore wide variety of enchanted objects with various magical effects. Even in the case of someone telling them such, (i.e. "Behold, I have this Artifact"), they would require confirmation from someone with Artifact Knowledge, or have it themselves.

    Element Control III - The user gains a number of utility functions. They may clap their hands to produce Emote Range wide sounding thunder claps, they may use fire or lightning in their hand to light up an Emote wide area and become Immune to Darkness effects caused by Abilities. They may snap their fingers to ignite or douse candles, torches and fire places, and can Channel while inside a building to either remove or prevent fire from spreading into it. None of these smaller functions have Cooldowns.
    Element Brand II - This Ability allows the user to Enchant their melee weapon with a Nature or Wind enchant that makes the weapon either root-like or ethereal like a gust of mist. While this Enchant is active the user becomes immune to all Ranged Combat Category Mundane Techniques, except Power Shot, Percussion Shot and Overload Shot. Additionally, the weapon also becomes immune to any Ability that would decay, destroy or diminish the weapon’s quality. The Enchant lasts for 30 minutes and can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. This Ability has no Cooldown.
    Dueling Brand I - The user can use the Duelling Brand I Enchant on their melee weapon to enhance their duelling experiences. Duelling Brand I Enchant disables all previously placed Enchants, and prevents any other Enchants from being placed on the same weapon for the duration. This Ability can be used at the beginning or before a Duel, and remains active for however long the Duel lasts, and has no Cooldown beyond that. Firstly, when applied, any hits that this weapon lands on will be automatically healed in a matter of seconds, even deep cuts and dismemberment, quickly re-stitching body parts back together before they even have a chance to hit the ground. This still causes all the pain, but none of the long term damage as even scars disappear in a matter of minutes. Additionally, attacks made by this weapon into the arena itself (such as the walls or floor) cause exaggerated effects, like splitting the earth open or causing a large rock to jut out of the ground to jump from. These dramatic effects are limited to whatever the Duelling Arena is, and will instantly revert when the Duel is over. Additionally, the weapon can change into any other type of melee weapon, translating the user’s Proficiency along with it to that weapon, and finally, gravity can be optionally ignored when jumping, thus allowing much greater jumps and feats. The user may enchant two weapons, and hand one off to another duellist, however duels involving more than two duellists require more than one user of this Ability. The Enchant effects only occur when the Enchant is able to detect a Duel with another person wielding a weapon with the same Enchant, the moment a third party enters, the Enchants all disable.

    Visual Information (Required)
    • Eye Color: Grey
    • Hair Color: Dark brown, almost black
    • Hair Style: Long, but always pulled back in a braided bun when out and about
    • Skin Color: Tanned
    • Clothing: Simple blue and green tabard over sea-green shirt and dark brown pants; sturdy black leather boots; light brown belt and scabbard; blue and green cloth necklace
    • Height: 5'9"
    Personality (Required with Choice)
    • Alignment - Neutral Good
    • Personality Type - The Protagonist (ENFJ)
    • Religion - Unionism (Breizh Fae Religion) - 8/10
    Family Relationships
    Guinivere and Anarwd du Rennais - parents (unplayed)
    Owaine and Gwledig du Rennais - older brothers (unplayed)
    Marisa Morgann - cousin (Antimreoir)
    Gwyn Lupenzi - cousin (MolagBallin)
    The Solsti family - second cousins

    Life Story (Required)
    • Birth to Early Childhood
      • Born in the town of Doithwaite on the Kintyr coast to Guinivere and Anarwd du Rennais. From an early age, Rhiannon took naturally to the sea and winds, spending much of her time swimming, climbing on the rocks, and looking for shells in the sand.
      • Sent to train with the Fae Knights at the age of 7. Although she was scared of going away from her family, she was also excited by the stories she'd heard and by the opportunity to see a new place.
      • Began learning about weapons and magic from her instructors. A practical soul, she preferred the mundane weapons of sword and shield but developed an interest in elemental sorcery after having memories of watching storms roll over the sea.
    • Adolescence
      • Eager to prove herself and make her family proud, she pushed herself to great lengths to be the best she could be, becoming frustrated with the slowness of her methodical education and bucking against her elders' admonitions to be patient. At one point, she and a couple of other squires slipped off to a sepulcher alone to try to scout it out, but were found by raiders and badly injured before a Dame-at-Arms found them.
      • Spent weeks recovering from injuries and enduring lectures from the Knights about their recklessness and folly, reminding them that their experience proved the elders' words. At the encouragement of her mentor, Rhiannon began to dabble in spirit sorcery to aid in calming her stormy mind while her body healed, eventually forming a connection with the spirits of the red deer which frequented the Fae Shrines nearby.
      • Falling behind because of her misadventure, Rhiannon began to fall behind the others. As she grew bigger and stronger, she moved on from a buckler to a kiteshield, becoming a determined and stalwart, if still a bit reckless, defender.
    • Young Adulthood to Present
      • After training long and hard, she finally managed to just barely finish her training on schedule with the rest of the squires, becoming a Dame-at-Arms at the age of 21. When she was given her first assignment, she was both excited and overwhelmed by the thought of traveling to city of Regalia, where she would seek out the family that came there before.
     
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    #1 SevenBirds, Jan 2, 2021
    Last edited: Feb 26, 2021
  2. Caelamus

    Caelamus Sir Honeybear the chronic druid main Supremium

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    Approved.
     
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  3. SevenBirds

    SevenBirds Phantasmal and Resplendent

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    @Caelamus Might not be necessary since it's only three points, but just for transparency.
    I had a brain moment when I was making the sheet and forgot that I needed to buy an Arcanology pack for my Fae. So that's fixed now in blue!
     
  4. Caelamus

    Caelamus Sir Honeybear the chronic druid main Supremium

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    remains approved.
     
    • Thank You! Thank You! x 1
  5. SevenBirds

    SevenBirds Phantasmal and Resplendent

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    @Caelamus Updated to the new Sorcery Rework.
     

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