Should I just copy the others for character creation then?
Copy of application:
Name: Pietra Stonethrower
Age : 15
Gender : Female
Race : Human (nomad)
Class : Rogue
Power: The stars did not align upon her birth, angling themselves so no two stars ever overlapped towards the new child on its first cry. Labelled as "Un-Lattice", Pietra has an unbinding power over all forms of locks, catches, ties, and weaves. Anything she touches with her bare hands, should it be fastened in a mundane way, from knots to locks, comes apart. Unfortunately for herself, like many of the nomads, she was born with enhanced power, not control, and unlike those with spurts of randomness, chances at normalcy, her Unlattice is always active. Naturally, she cannot go into her family business, as she tends to break any stonemasonry tools she touches, being composite items.
Somewhat thought of as a cursed power, with no real utility, Pietra was considered a liability by her home tribe. The inability to interact with her hands has made her very cautious, and some may say slow, though because of care not to accidentally wreck anything. The power curses her appearance, personality, and societal worth, and also somewhat determined her career choice, as a vagabond. Control over her power, even down to a pair of gloves that don't unravel when put on to stop her power, are her goals.
Pietra takes the image of a very well-kept savage nomad. She wears only a single large strip of cloth made from a piece of whole skin of a large animal, with a few holes cut for head and arms, draped over herself. She is short and small from malnutrition as a youth, though also gives the image of being possibly not yet fully grown, development delayed for any number of reasons. Her skin is the deep dark tan of the uncivilized nomads, but through a quirk of her power, is deeply latticed with white scars, every wound inflicted scarring badly instead of knitting closed properly. These are plainly visible too, without any ability for dirt or dust to get any real traction onto her skin to better cover up the injuries. Her hair, too, is incredibly well-kept, a slight wave going down entirely knot and burr-free dark brown locks, falling down to about waist height (despite fears of giving opponents a handhold, unable to cut her own hair nor afford to pay another to do so).
Though she has frail arms, her leg muscles are incredibly well toned, both from preference of use. Pietra is always barefoot, to make use of longer than average toes for simple tasks such as opening doors. Her arms are generally held behind her back, clasped hands resting on her tailbone. A small amount of jewelery is present on her, two armbands, engraved lengths of copper, curled just above her elbows and left open, slightly ajar and not welded nor completely snapped shut, designed to stay on regardless of the presence of a clasp or not. Anklets of the same design rest atop her calf muscles. These match her eyes, large and doe-like, though getting a good look at them is difficult as she tends to skittishly look all about, ensuring no approaching danger.
Pietra has developed a self-blame and accident-prone persona. A doorknob falling off, a signpost collapsing, even if she is nowhere near the event, the nomad becomes very guilt-ridden and assumes she is somehow responsible. Whether or not she acts upon her guilt is dependent on the situation, as the young girl had become skittish ever since being unfairly blamed for a huge number of general misfortunes.
Outside of the public eye, however, Pietra's more internal strengths shine. The dedication required to travel the nomadic lands, the determination to do whatever is necessary to survive, and her bull-headed urge to go forward in spite of any danger mark her as a true child of the savage lands. Underneath these, jealousy lurks from people who are better gifted than herself. Unfortunately for others, this includes most powers that do not actively hinder their owner. She tries not to let this get to her, realizing that the powers rested with the stars, was a matter of circumstance, and leaves the more normal people alone, but when confronted with those who won the superpower lottery, Pietra goes through elaborate revenge plots in her mind, considering if causing them some misfortune may be worth it. Most of the time it isn't, and despite this slight mean-streak, her inner beliefs are to be as helpful as possible, since that gets allies for hard times.
The nomadic tribe of Stelhad prized ingenuity over power. The people were very defensive, working every day to make more engines of war, occasionally to take foods from the more prosperous cities, but also to defend against other rival groups in the area. Out of some quirk or knowledge in birthing, the families had identified most of the major celestial formations, and their movements, and passed it on generation through generation. From this, people could plan ahead, and with the aid of drugs and magic, postpone or speed up breeding to increase the population. It is unfortunate, of course, that nomads in particular were not the most biologically stable people, and accidents did sometimes occur.
Jèckkôn Stonethrower was a leader in making assault weapons and impromptu defensive structures, a controller of sedimentary rock, sovereign in a land of sandstone and silt. He led the tribe along with a star-reader, Sünsån. They birthed many children, timing them to try to fit into the tribe's needs. A few errors, but Sünsån's power was to suspend animation, fixing many problems other tribes would live through. Unfortunately, one day, twins were born. One was normal, Pédrò, birthed at the proper time to control sands, a power much akin to his father, and was favored in the village. However, unlike her brother, Pietra was born less than an hour later, the stars changing just barely in their positions, ruining the ceremony. Twins were always considered bad luck for this reason, the impossibility to predict things, causing more deaths and leaving small and infirm children. Pietra's de-lattice, however, made things even worse.
A childhood of difficult wounds, healing slower than others, and the inability to wear the stitched leather armor of the tribe, not even able to wield a spear without the bindings falling apart, Pietra was more a liability than a benefit. Strength disappeared from war machines, bad luck began to strike the nomadic tribe. Accidents began happening more often, the already high death toll was increasing to match that of other tribes despite their defensive abilities. Then, in the most inopportune moment, Sünsån died in childbirth, trying to pause herself too long, taking the life of both mother and child. They needed another, quickly, who could learn to read the star charts and the symbols of power.
The chart, as it were, was a tall brass winding and spinning artifact, suspended in the air like seven floating plates of brass, twisting, ebbing, and flowing, their interactions telling those with the gift for it what will generate which power, an incredible item that is much desired by most who know of its existence. The tribe went, one by one, to examine it, to see what they could see. Pietra tried, too, but as the misfortune upon the tribe was at the moment, her power, which had always been stable, unfortunate and difficult, but stable, flared upon touching the complex floating disks. A blinding flash of light. The magic unraveled. The plates fell to the sands. A moment passed in silence. The people knew their advantage in the wastes was gone. They could not even gather the urge to blame; such was life in the wastes, tribes grew and died, the successful people incorporated themselves into other tribes. Even one with history as their own would fall to pieces. Pietra knew all of this, even at her young age, knew the significance. She grabbed the fallen pieces, and ran. The secret being stolen could protect against the jealousy of others, and keep the tribe running a bit longer. The people could not afford to attempt to put back together an artifact long older than themselves. It would take a powerful mage with a power enhancing their magic to do anything to put it back together. Jèckkôn watched the girl run off, and hoped she would be successful, knowing deep down it was impossible. He set back to improving the stability of the tribe, his lack of parting words an effective outcasting of the girl.
A day off from travel, the slaps of brass, no longer magical, just very heavy, weighed on her arms in the pile. She could not carry them like this forever, it made her a liability even to herself. She left them out in the sun, warming them to a boiling hot temperature in the midday blaze of the desert, and then clamped them across her body, spreading the weight evenly, effectively welding the pieces into her skin. She screamed with pain upon each one, continuing each time, until they looked like mere engraved plates of decorations across her being, fancy brass baubles, with only a memory of the magic that once held them together in a floating column.
Being alone as a nomad is not a good idea, and Pietra learned quickly to use her skills and to blend in with any local populations, sneaking from large gathering to assault tribe, sneaking one to the other, breaking out of prisons and containments with ease whenever she was caught stealing food. She made her way for years, searching fruitlessly, for some way to reassemble the magic. The tribes don't know, she may one day need to face the walled murderers, those in the ivory towers and green lands, if she is to succeed. But how to do so?
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Good ol' Nzar laughingMar. 04, 2008, let it not be forgot.
"We may be off the map, but stay on course!"
Really kinda hard to work with. The high numbers landed in inopportune spots when restricted to Core, from a powergaming point of view (an archivist, dread necro (neither of which Pietra could be anyways) even a spellthief, they would love these)
Of course, I'm going to be avoiding some regardless, I can't cripple my character with a 5 in dex or int (I'd give her 5 STR...) So it's a equivalent to a very high point buy, I know, just not in ideal positions...
STR 07
DEX 13
CON 16
INT 11
WIS 18
CHA 15
This is the ideal stat distribution, it literally begs to be a Druid or Cleric...
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Good ol' Nzar laughingMar. 04, 2008, let it not be forgot.
"We may be off the map, but stay on course!"
Last edited by Eligre AiLoki; 07-07-2010 at 01:31 AM.
I wasn't sure what to do for gold, but I only bought two items (though one of those could be argued to have been stolen/trained along the way): Her leather tarp (treating it as Dragonhide for the AC), and also a heavy warcamel (treated as a heavy warhorse, but can walk on sand). I figure the latter one was a normal camel, and somewhere between levels 1 and 2, was trained into a warcamel.
Of course, no saddle, thing would fly apart in no time, so she takes a -2 to ride checks.
Well, a club too, but that's just a stick.
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Good ol' Nzar laughingMar. 04, 2008, let it not be forgot.
"We may be off the map, but stay on course!"
My apologies if it's somewhere I haven't noticed, but I don't see any links to that character sheet...
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Windows is a 32-bit extension and graphical shell for a 16-bit patch to an 8-bit OS originally coded for a 4-bit CPU, written by a 2 bit Company that can't stand 1 Bit of competition.
Windows is a 32-bit extension and graphical shell for a 16-bit patch to an 8-bit OS originally coded for a 4-bit CPU, written by a 2 bit Company that can't stand 1 Bit of competition.
Windows is a 32-bit extension and graphical shell for a 16-bit patch to an 8-bit OS originally coded for a 4-bit CPU, written by a 2 bit Company that can't stand 1 Bit of competition.