Post by Ri Shiuba on Feb 15, 2013 6:36:46 GMT -5
Name: Ri Shiuba
Affiliation: Independent
Class: D
Age: 18
Height: 5’7
Weight: 180 lbs
General Appearance: Ri
Clothing:
Ri wears an outfit befitting of her status as The Druid. It's simple yet efficient, created only from materials from nature, given willingly. This outfit has gone through many different variations throughout Ri's years, the first crafted by the Lady of the Forest when she was a mere babe. It evolved through the years, turning from a mere shift, made from the soft fur taken from baby deer who died of natural causes, to what it is now; a simple yet elegant beaded outfit, fit for even the most beautiful of women.
A white cloak adorns her slight frame, hiding both her slight frame and garments she is wearing. This is a cloak weaved from silk-worms of her home. It's incredibly soft and durable, and made to be stain-resistant; dirt is easily knocked off it without leaving any mark it was there. It flows around her like water; a hood is stitched to it, normally worn underneath the paddy hat, obscuring her frightening features even more than normal. This cloak goes down to about three inches off the ground, hiding all but the back of her feet.
Yet this isn't some rich, designer cloak; there are obvious flaws, indication it was hand-made by somebody with minimal to no experience. It's of uneven length, looking more like a wave at the bottom than a straight edge. Here and there are various loose threads, evidence of wear and tear via poor design. There is no shape to the cloak, instead being what is essentially a slightly curved blanket attached to her shoulders by various strings. This cloak is rarely worn, only being donned when stealth and anonymity is more important than speed.
Ri doesn't wear a bra; her breasts aren't big enough to warrant it. In fact, what would pass as her bra is actually her main shirt. A simple piece of deer skin, worn over to protect and cover her breasts but not much and knotted in the back, is what she wears on her chest. It's a simple piece of flat cloth; nothing special, and it offers no additional protection; yet it offers movement of freedom, and this is essential. On her shoulders, to which is attached her white cloak, is a grey fur. It hangs on her easily, cut so it's put on like a shirt. It connect on her collarbone, the continuation hanging over her breasts. It covers her upper back, obscuring the knot of her top.
On her legs, covering the deer-skin shorts that pass as underwear, is a wrapped skirt. A single piece of cloth, fur covering her right leg. It's tied on her left thigh. The fur covered part, though it offers no protection, is very fluffy and light brown; it hangs past the rest, making the entire skirt angled down towards her lower thigh, about halfway to her knee. The rest of her upper thighs is covered in a flexible layer of deer-skin. Strung down from it are various fangs and claws from various animals. She wears nothing on her feet, going barefoot the majority of the time.
Over her waist is a most interesting belt; made of black fur, hanging loosely on her shapely hips, tilted towards the left side. On the belt are four pockets, each with a brass clasp. This belt was a gift from wandering nomads from saving them from a monster attack. It was masterfully done; though, being just a belt, it's not a super expensive piece of equipment. Though the make is done well, it's still a sub-par piece of equipment due to the fabric it's made with.
Yet this is not the only outfit The Druid has. This outfit, even to her, wouldn't be capable of blocking out the extreme cold the Elder Forest hits in the dead of winter. This is why she has her Wild Winters outfit. An outfit of padded, soft, warm black fur, worn for the cold winter nights; it's water proof, meaning snow and ice won't stay on it. And most importantly, it's amazingly warm.
First and foremost is the fur cloak. As long as the white one, but infinitely fluffier and warmer, it surrounds her entire body. It sweeps goes to her ankles, leaving the back of her boots exposed. This one attaches to her via clasps that can be attached to any outfit she's currently wearing. The entire fur outfit was taken from a mother bear who died in childbirth; this outfit has special meaning to her, as that mother bear fed her as a child. Clinging to them is the faintest scent of pine.
Her gloves and boots are similar; both cover are made of bear skin to cover the fingers and soles respectively, and black fur to cover the wrists and ankles. They're both incredibly durable, though they don't reduce damage taken; they're not armor. However, they do offer protection against natural elements, being both flexible and incredibly soft. Clinging to them is the faintest scent of pine.
Next is the jacket she dons to cover and arms. It's shaped in an hourglass figure, cinched with a leather belt underneath her breasts. It completely covers up her entire torso and arms, and ending at her upper thigh. It's of poor make, being a little baggy on her and weathered; but it's sturdy, and it's hers. Clinging to this jacket is the faintest hint of pine.
Finally is the fur skirt. This skirt, unlike the one she wears in moderate climates, is long, covering her entire legs and ankles. There's a rough hem around the edges, indicating rather poor craftsmanship; yet it's still beautiful. When worn with the rest of the Wilds Winter outfit, it casts her in a beautiful, mysterious light, accentuating her already beautiful features. Clinging to these pants is the slightest scent of pine.
No matter her outfit, their are several staples she always wears; first and foremost is her Hunter's Pack, a crude, one pocket pack that hangs low on her back. It's thin and formless, easily able to be hidden underneath her cloak. It has a single strap, meant to be worn over the dominant shoulder. The design of it, however, allows for quick movement, the pack not moving at all when she's moving. Inside is 25 feet of homemade hemp rope, kept in case of emergencies. She is almost always found with her homemade tent, her home away from home. A rather odd looking bundle - varying levels of fur wrapped up with different sizes of polished oak sticks - it is always worn high on her back, above her backpack. While her backpack is worn by a single shoulder strap, her tent has two, one for both shoulders. Rarely does she bring the tent though; it is almost always wrapped in the Wilds Winter outfit. Only when she must venture a long ways does she bring the pack. In her backpack is also a round, oddly shaped fur; unlike all the others, it's not shaped nor shaved. A huge, 6 foot bear fur is used as her blanket. This is almost always with her, though she almost never uses it as anything except a pillow.
On her neck hangs two things; first and most noticeable is a choker made of varying fangs and claws, varying between that of a wolf and that of what looked suspiciously like a humans. Each and every tooth is flawlessly, beautifully white. The second is a golden compass; only three inches in diameter, it nonetheless is a very effective, useful tool. It's saved her butt more than once.
Her belt was created for a reason; on it are three things. First and foremost is flint and steel, in a metal tin, in the front-most pocket on her right hip. The tin is worn and dented, evident of many uses throughout the years, and the flint and steel are very scratched. Yet they're both very useable. Secondly, there is a silver harmonica, found in the wilds; still in pristine condition, she is capable of creating beautiful songs on it. It is chained to the belt by a short cord with a latch.
Third, and most importantly, is the dagger Bokyo, gifted to her by the Queen of the Forest herself as a gift for her entrance into womanhood. The hilt is a rounded, polished bone wrapped in leather. The sheath is nothing special; fur lined and made of black leather, it's rather inconspicuous compared to her other equipment, namely Kamashi.
Kamashi is a 6 foot long, beautifully smelted spear, made of steel, not bone like her other's; this is not a weapon she cobbled together. It's a beautiful piece, carvings of vines entwining down the sharpened point, spiraling down the shaft. If one were to inspect it too closely, they would find that they match exactly the tattoos on her arms and legs. Kamashi is almost never put down; it has no holster nor hilt. If it needs to be set down, it is set butt first into the ground, or laid gingerly across her pack. It is far too precious to risk getting injured and scratch. Yet, she takes even more care of her bow, Himi, than the lance Kamashi.
Himi is a rather unique bow, least of all for it's design. It is gracefully curved, made of bone as the base; two metal hooks hang from the grip made of polished antler. This hooks aren't used for combat; rather, they are used to hook the strung bow onto the quiver; the dull hooks on handle of the bow - in which the forefinger is inserted into the middle, as the arrow is fired - allow for a quick draw, loops on the inside of the quiver allowing the bow to stay into place where it is, yet easily be lifted out if needed.
It's a beautiful creation, all swirling lines and graceful curves. A stylized tree is on the holder of the hilt. The majority of the bow is a pure, blinding white. Not like snow, but all a bleached bone, as if all life had been drained from it. The handle - a rich, earthy brown - is the opposite, as if all the life that had been taken from the bow was absorbed into the holder. If one were to hold the bow, they would hear a torrent of screaming, a cacophony of animals, as if a zoo had escaped. The quiver is a simple device; made of fur, it's in the crude shape of an open-ended cylinder. It has two loops on the inside.
Alignment: True Neutral
Personality:
Likes:
Dislikes:
Fighting Style:
Magic and Spells: "The Druid", did not come by her nickname on accident; Ri's magickal spells lend credit to the name. She uses Druidic Magic; in short, magic that is capable of borrowing the magic of nature itself. All that grows in the ground and sustains itself through the wilds is in her domain; all that is wild is within her power. Yet unlike most magicks, Druid magic doesn't force nature to bend to her whim; a Druid is a friend to all of Mother Earth. When a Druid uses magick, she isn't so much commanding the elements to obey; she's asking them, as a friend, to do a favor. This makes a world in difference, producing on average more powerful, long-lasting effects.
Yet a Druid does not only hold the natural world in her domain, but the spiritual as well. A Druid's true strength is in the spirits she can summon, ranging from the embodiment of an animal to the very King of the Forest himself. Yet there are complications with summoning spirits; unlike other summoners, such as Celestial Wizards, the spirits have their own free will; they aren't bound to do what the Druid commands. This is why communion and companionship with nature is important; if the Spirit is not friendly with the Druid, they will not obey her commands.
But how does a Druid gain the help of spirits, as humans cannot travel into the spirit world? This is where companionship with nature is most important. Quite simply, they must ask to use their power. The world is full of spirits, from low rank spirits embodying an animal to powerful spirits representing on entire element; it is these spirits whom a Druid musk ask. To gain the help of an animal spirit is simple; a Druid must simply ask that animal to lend it's power to her, to call upon when needed. This will allow the Druid to call upon the creatures Animal Spirit.
Yet gaining the help of more powerful spirits is far harder. For this, the Druid must travel to the spirit's sacred place, places where the spirit has particular sway. Normally these are far-away temples or specific trees in a forest where the spirit resides. Then she must go through a test; a test, created by the spirit, to determine whether or not she has the potential to wield their great power. But if she is deemed worthy, she will gain access to their summon.
Yet, this style of magic has it's share of drawbacks. First and foremost, and though this has been said, it bears reiteration; she does not control the creatures or nature she summons. The summons are living, breathing creatures; in now way is she their master. At any time, her summons may turn on her; this is why loyalty is important. Should any of her creatures decide to turn on her, she would have no warning, and no defense.
Druid's have other, less drastic, weaknesses. In civilized settings - anything larger than a village - accessing Nature magic is more challenging, requiring concentration to nurture and grow the nature where nothing has grown for ages. Most importantly, Druid's do not have all of nature at their disposal; weather, fire, lightning ... these are all beyond the Druid. Yet they do control the power of the wilds; mountains, forests, jungles, deserts. Wild streams, rife with beauty and life. Ferocious beasts ... this is what the Druid calls friends. This is the druids power.
Their magickal circle is as so.
Items:
Weaponry
Class: D
Price: 3000 Jewels
Physical Appearance: Himi is a special bow, crafted from the flexible bones of deer whom strayed too far to civilization. This bow embodies their pain. It's a rather simple weapon; a string made of catgut, tied end over end to make it strong and flexible. And a beautiful, elegant curve to the bow, polished until the bone shines. It's been died a light brown color. The "handle" of the bow is wood taken from felled saplings; it's strong and supple, capable of absorbing the snap of the string. The wood is dark black. The arrows to this are bone-and-iron. If one should touch the bow, they would feel a slight ringing, as if something was screaming very far away.
Passive Traits: None.
Special Attacks: As creatures perish before their time, their soul releases a lament; a harsh, joyless cry, bemoaning their short existence. This awful, discordant cry rips through the soul of whomever hears it macabre message. This one last message is one no lover of nature want's to hear; the ending of a beautiful life, far before it's time. Himi was created to exact revenge on the foul beasts who would murder a beast.
Himi has one unique skill, yet it is a fearsome one. This weapon embodies nature's vengeance, and how better than to use the dying screams of nature itself? When arrows are nocked onto the bow, a deep, low humming will emanate, as if the bow was vibrating. The arrow nocked is capable of absorbing this humming, turning the relatively average, flint-tipped arrow into screaming maelstroms of revenge. Every arrow fired will be screaming, a cacophony of horrid sounds, as if a zoo was being slaughtered.
While this is screaming is easily able to heard, making it perfect for distractions, it's not it's only useful technique. Upon impact, an arrow will shatter, not into wood shards, but into an unearthly, extremely loud torrent of screams. This screams will do damage equal to .5x her Soul, multiplied by the senses multiplier. It expands 10 feet from where the arrow hit, though the sound echoes much further.
Size: 3 foot bow, 30 inch arrows, 31 inc
Weight: 6 pounds
Notes:[/spoiler]
Clothing and Armor
Class: E
Price: 1000 Jewels (0 due to description)
Physical Appearance: Black Fur Overskirt
Black Fur Boots
Black Fur Gloves
Black Fur Jacket
Black Fur Cloak
Passive Traits: None.
Size: Each piece fitted for Ri; comes with cloak, jacket, skirt, boots, and gloves.
Weight: 1/2 lb.[/spoiler][/ul]
Other Equipment
Class: E
Price: 1,000 Jewels
Physical Appearance: See here.
Passive Traits: None
Size: 4 feet x 6 feet. 2 foot long and 1 foot thick bundle when packed.
Weight: 20 lbs[/spoiler]
Jewels:
Home:
Name of Location: Hollow Home
Size: Improvised Shelter; no storage space.
Population: 1
Noteworthy Residents: Ri
Noteworthy Locations: Elidora Stream
Elder Oak
Initial Stats:
Body: 10
Mind: 15
Soul: 25
HP: 150
Stamina 30
Senses 25
Traits:
Personality Traits
Bisexual
Alluring
Brave - Rank 5
Traveler - Rank 4
Scary - Rank 4
Physical Traits
Seduction - Rank 1
Intimidation – Rank 1
Mental Traits
Durable - Rank 3
Perform: Harmonica - Rank 3
Wilderness Survival - Rank 1
Wilderness Tracking - Rank 1
Trait-Adjusted Stats Unchanged
History:
Roleplaying Sample:
Affiliation: Independent
Class: D
Age: 18
Height: 5’7
Weight: 180 lbs
General Appearance: Ri
Clothing:
Ri wears an outfit befitting of her status as The Druid. It's simple yet efficient, created only from materials from nature, given willingly. This outfit has gone through many different variations throughout Ri's years, the first crafted by the Lady of the Forest when she was a mere babe. It evolved through the years, turning from a mere shift, made from the soft fur taken from baby deer who died of natural causes, to what it is now; a simple yet elegant beaded outfit, fit for even the most beautiful of women.
A white cloak adorns her slight frame, hiding both her slight frame and garments she is wearing. This is a cloak weaved from silk-worms of her home. It's incredibly soft and durable, and made to be stain-resistant; dirt is easily knocked off it without leaving any mark it was there. It flows around her like water; a hood is stitched to it, normally worn underneath the paddy hat, obscuring her frightening features even more than normal. This cloak goes down to about three inches off the ground, hiding all but the back of her feet.
Yet this isn't some rich, designer cloak; there are obvious flaws, indication it was hand-made by somebody with minimal to no experience. It's of uneven length, looking more like a wave at the bottom than a straight edge. Here and there are various loose threads, evidence of wear and tear via poor design. There is no shape to the cloak, instead being what is essentially a slightly curved blanket attached to her shoulders by various strings. This cloak is rarely worn, only being donned when stealth and anonymity is more important than speed.
Ri doesn't wear a bra; her breasts aren't big enough to warrant it. In fact, what would pass as her bra is actually her main shirt. A simple piece of deer skin, worn over to protect and cover her breasts but not much and knotted in the back, is what she wears on her chest. It's a simple piece of flat cloth; nothing special, and it offers no additional protection; yet it offers movement of freedom, and this is essential. On her shoulders, to which is attached her white cloak, is a grey fur. It hangs on her easily, cut so it's put on like a shirt. It connect on her collarbone, the continuation hanging over her breasts. It covers her upper back, obscuring the knot of her top.
On her legs, covering the deer-skin shorts that pass as underwear, is a wrapped skirt. A single piece of cloth, fur covering her right leg. It's tied on her left thigh. The fur covered part, though it offers no protection, is very fluffy and light brown; it hangs past the rest, making the entire skirt angled down towards her lower thigh, about halfway to her knee. The rest of her upper thighs is covered in a flexible layer of deer-skin. Strung down from it are various fangs and claws from various animals. She wears nothing on her feet, going barefoot the majority of the time.
Over her waist is a most interesting belt; made of black fur, hanging loosely on her shapely hips, tilted towards the left side. On the belt are four pockets, each with a brass clasp. This belt was a gift from wandering nomads from saving them from a monster attack. It was masterfully done; though, being just a belt, it's not a super expensive piece of equipment. Though the make is done well, it's still a sub-par piece of equipment due to the fabric it's made with.
Yet this is not the only outfit The Druid has. This outfit, even to her, wouldn't be capable of blocking out the extreme cold the Elder Forest hits in the dead of winter. This is why she has her Wild Winters outfit. An outfit of padded, soft, warm black fur, worn for the cold winter nights; it's water proof, meaning snow and ice won't stay on it. And most importantly, it's amazingly warm.
First and foremost is the fur cloak. As long as the white one, but infinitely fluffier and warmer, it surrounds her entire body. It sweeps goes to her ankles, leaving the back of her boots exposed. This one attaches to her via clasps that can be attached to any outfit she's currently wearing. The entire fur outfit was taken from a mother bear who died in childbirth; this outfit has special meaning to her, as that mother bear fed her as a child. Clinging to them is the faintest scent of pine.
Her gloves and boots are similar; both cover are made of bear skin to cover the fingers and soles respectively, and black fur to cover the wrists and ankles. They're both incredibly durable, though they don't reduce damage taken; they're not armor. However, they do offer protection against natural elements, being both flexible and incredibly soft. Clinging to them is the faintest scent of pine.
Next is the jacket she dons to cover and arms. It's shaped in an hourglass figure, cinched with a leather belt underneath her breasts. It completely covers up her entire torso and arms, and ending at her upper thigh. It's of poor make, being a little baggy on her and weathered; but it's sturdy, and it's hers. Clinging to this jacket is the faintest hint of pine.
Finally is the fur skirt. This skirt, unlike the one she wears in moderate climates, is long, covering her entire legs and ankles. There's a rough hem around the edges, indicating rather poor craftsmanship; yet it's still beautiful. When worn with the rest of the Wilds Winter outfit, it casts her in a beautiful, mysterious light, accentuating her already beautiful features. Clinging to these pants is the slightest scent of pine.
No matter her outfit, their are several staples she always wears; first and foremost is her Hunter's Pack, a crude, one pocket pack that hangs low on her back. It's thin and formless, easily able to be hidden underneath her cloak. It has a single strap, meant to be worn over the dominant shoulder. The design of it, however, allows for quick movement, the pack not moving at all when she's moving. Inside is 25 feet of homemade hemp rope, kept in case of emergencies. She is almost always found with her homemade tent, her home away from home. A rather odd looking bundle - varying levels of fur wrapped up with different sizes of polished oak sticks - it is always worn high on her back, above her backpack. While her backpack is worn by a single shoulder strap, her tent has two, one for both shoulders. Rarely does she bring the tent though; it is almost always wrapped in the Wilds Winter outfit. Only when she must venture a long ways does she bring the pack. In her backpack is also a round, oddly shaped fur; unlike all the others, it's not shaped nor shaved. A huge, 6 foot bear fur is used as her blanket. This is almost always with her, though she almost never uses it as anything except a pillow.
On her neck hangs two things; first and most noticeable is a choker made of varying fangs and claws, varying between that of a wolf and that of what looked suspiciously like a humans. Each and every tooth is flawlessly, beautifully white. The second is a golden compass; only three inches in diameter, it nonetheless is a very effective, useful tool. It's saved her butt more than once.
Her belt was created for a reason; on it are three things. First and foremost is flint and steel, in a metal tin, in the front-most pocket on her right hip. The tin is worn and dented, evident of many uses throughout the years, and the flint and steel are very scratched. Yet they're both very useable. Secondly, there is a silver harmonica, found in the wilds; still in pristine condition, she is capable of creating beautiful songs on it. It is chained to the belt by a short cord with a latch.
Third, and most importantly, is the dagger Bokyo, gifted to her by the Queen of the Forest herself as a gift for her entrance into womanhood. The hilt is a rounded, polished bone wrapped in leather. The sheath is nothing special; fur lined and made of black leather, it's rather inconspicuous compared to her other equipment, namely Kamashi.
Kamashi is a 6 foot long, beautifully smelted spear, made of steel, not bone like her other's; this is not a weapon she cobbled together. It's a beautiful piece, carvings of vines entwining down the sharpened point, spiraling down the shaft. If one were to inspect it too closely, they would find that they match exactly the tattoos on her arms and legs. Kamashi is almost never put down; it has no holster nor hilt. If it needs to be set down, it is set butt first into the ground, or laid gingerly across her pack. It is far too precious to risk getting injured and scratch. Yet, she takes even more care of her bow, Himi, than the lance Kamashi.
Himi is a rather unique bow, least of all for it's design. It is gracefully curved, made of bone as the base; two metal hooks hang from the grip made of polished antler. This hooks aren't used for combat; rather, they are used to hook the strung bow onto the quiver; the dull hooks on handle of the bow - in which the forefinger is inserted into the middle, as the arrow is fired - allow for a quick draw, loops on the inside of the quiver allowing the bow to stay into place where it is, yet easily be lifted out if needed.
It's a beautiful creation, all swirling lines and graceful curves. A stylized tree is on the holder of the hilt. The majority of the bow is a pure, blinding white. Not like snow, but all a bleached bone, as if all life had been drained from it. The handle - a rich, earthy brown - is the opposite, as if all the life that had been taken from the bow was absorbed into the holder. If one were to hold the bow, they would hear a torrent of screaming, a cacophony of animals, as if a zoo had escaped. The quiver is a simple device; made of fur, it's in the crude shape of an open-ended cylinder. It has two loops on the inside.
Alignment: True Neutral
Personality:
Likes:
Dislikes:
Fighting Style:
Magic and Spells: "The Druid", did not come by her nickname on accident; Ri's magickal spells lend credit to the name. She uses Druidic Magic; in short, magic that is capable of borrowing the magic of nature itself. All that grows in the ground and sustains itself through the wilds is in her domain; all that is wild is within her power. Yet unlike most magicks, Druid magic doesn't force nature to bend to her whim; a Druid is a friend to all of Mother Earth. When a Druid uses magick, she isn't so much commanding the elements to obey; she's asking them, as a friend, to do a favor. This makes a world in difference, producing on average more powerful, long-lasting effects.
Yet a Druid does not only hold the natural world in her domain, but the spiritual as well. A Druid's true strength is in the spirits she can summon, ranging from the embodiment of an animal to the very King of the Forest himself. Yet there are complications with summoning spirits; unlike other summoners, such as Celestial Wizards, the spirits have their own free will; they aren't bound to do what the Druid commands. This is why communion and companionship with nature is important; if the Spirit is not friendly with the Druid, they will not obey her commands.
But how does a Druid gain the help of spirits, as humans cannot travel into the spirit world? This is where companionship with nature is most important. Quite simply, they must ask to use their power. The world is full of spirits, from low rank spirits embodying an animal to powerful spirits representing on entire element; it is these spirits whom a Druid musk ask. To gain the help of an animal spirit is simple; a Druid must simply ask that animal to lend it's power to her, to call upon when needed. This will allow the Druid to call upon the creatures Animal Spirit.
Yet gaining the help of more powerful spirits is far harder. For this, the Druid must travel to the spirit's sacred place, places where the spirit has particular sway. Normally these are far-away temples or specific trees in a forest where the spirit resides. Then she must go through a test; a test, created by the spirit, to determine whether or not she has the potential to wield their great power. But if she is deemed worthy, she will gain access to their summon.
Yet, this style of magic has it's share of drawbacks. First and foremost, and though this has been said, it bears reiteration; she does not control the creatures or nature she summons. The summons are living, breathing creatures; in now way is she their master. At any time, her summons may turn on her; this is why loyalty is important. Should any of her creatures decide to turn on her, she would have no warning, and no defense.
Druid's have other, less drastic, weaknesses. In civilized settings - anything larger than a village - accessing Nature magic is more challenging, requiring concentration to nurture and grow the nature where nothing has grown for ages. Most importantly, Druid's do not have all of nature at their disposal; weather, fire, lightning ... these are all beyond the Druid. Yet they do control the power of the wilds; mountains, forests, jungles, deserts. Wild streams, rife with beauty and life. Ferocious beasts ... this is what the Druid calls friends. This is the druids power.
Their magickal circle is as so.
{Druidic Communion}Name: Druidic Communion
Class: E
Cost: 1
Effect: This is the basis for all Druidic Magic. By using this, they learn how Nature grows, how the connections between the millions upon millions of creatures interact and sculpt the very landscape. This is essential for every Druid, as this spell allows for communication with nature, which is essential for asking permission to call upon their spirit. The level of communication differs between the different levels of intelligence.
Near-sentient: Wild Dogs, Cats, Rats and their cousins. Near-sentient beasts are creatures who have a complicated social life when living wild, are not feral, and have a high intelligence. When using this spell with a Near-sentient beast, she is able to have a free-flow of communion between the two; it would be as if she were speaking to a 10-year old. Birds also fall into this category.
Smart Beast: These include most wild animals, like deer and bears. Smart Beasts are creatures whom, though they may have complicated social lives, they don't exhibit the same intelligence and cunning that Near-Sentient beasts do. This also includes Near-Sentient beasts whom have gone feral. When communing with a Smart Beast, the communication, though vocal, is much less precise and much more challenging. It's like talking to a five-year old.
Dumb Beasts: The majority of creatures, and Smart Beasts whom have gone feral. When communing with a Dumb Beast, there is no language; it's merely an exchange of thoughts, emotions, and desires, intent on expressing a desire. This includes insects and domesticated animals.
Plant-life: Plant-life is both the most complicated, and the most beautiful of creatures of whom Ri can communicate. Unlike when communicating with creatures, communing with plants are a slow, labourous process, as most plants don't wish to be disturbed from their ages long dance. When she does commune with one, there is no exchange of thoughts; instead, she herself feels herself growing down into the tree; she becomes one with the plant, spreading herself out along the roots. She maintains the "feelings", such as they are, of the plants; she would know if it were poisoned, and from where. Communing with plants requires near total silence and concentration, as it's incredibly difficult to commune with something that does not think.
Drawback: As with all Druidic Magic, casting it is twice as hard in a civilized setting. To cast the spell requires a minor amount of concentration; as already explained, if she wishes to commune with plants, it requires her to be in almost complete isolation; she can't be disturbed the entire time. Additionally, most animals don't wish to speak to a human; if she tries to approach, all but the cleverest will attack.
How to Perform: Ri must place their hand on which ever natural creature they wish to commune with. Once this is performed, Ri can communicate with this creature up to ten feet; any additional time she wishes to communicate with the same animal, she need not touch them again.
Class: E
Cost: 1
Effect: This is the basis for all Druidic Magic. By using this, they learn how Nature grows, how the connections between the millions upon millions of creatures interact and sculpt the very landscape. This is essential for every Druid, as this spell allows for communication with nature, which is essential for asking permission to call upon their spirit. The level of communication differs between the different levels of intelligence.
Near-sentient: Wild Dogs, Cats, Rats and their cousins. Near-sentient beasts are creatures who have a complicated social life when living wild, are not feral, and have a high intelligence. When using this spell with a Near-sentient beast, she is able to have a free-flow of communion between the two; it would be as if she were speaking to a 10-year old. Birds also fall into this category.
Smart Beast: These include most wild animals, like deer and bears. Smart Beasts are creatures whom, though they may have complicated social lives, they don't exhibit the same intelligence and cunning that Near-Sentient beasts do. This also includes Near-Sentient beasts whom have gone feral. When communing with a Smart Beast, the communication, though vocal, is much less precise and much more challenging. It's like talking to a five-year old.
Dumb Beasts: The majority of creatures, and Smart Beasts whom have gone feral. When communing with a Dumb Beast, there is no language; it's merely an exchange of thoughts, emotions, and desires, intent on expressing a desire. This includes insects and domesticated animals.
Plant-life: Plant-life is both the most complicated, and the most beautiful of creatures of whom Ri can communicate. Unlike when communicating with creatures, communing with plants are a slow, labourous process, as most plants don't wish to be disturbed from their ages long dance. When she does commune with one, there is no exchange of thoughts; instead, she herself feels herself growing down into the tree; she becomes one with the plant, spreading herself out along the roots. She maintains the "feelings", such as they are, of the plants; she would know if it were poisoned, and from where. Communing with plants requires near total silence and concentration, as it's incredibly difficult to commune with something that does not think.
Drawback: As with all Druidic Magic, casting it is twice as hard in a civilized setting. To cast the spell requires a minor amount of concentration; as already explained, if she wishes to commune with plants, it requires her to be in almost complete isolation; she can't be disturbed the entire time. Additionally, most animals don't wish to speak to a human; if she tries to approach, all but the cleverest will attack.
How to Perform: Ri must place their hand on which ever natural creature they wish to commune with. Once this is performed, Ri can communicate with this creature up to ten feet; any additional time she wishes to communicate with the same animal, she need not touch them again.
{Strangling Vines}Name: Strangling Vines
Class: D
Cost: 5 stamina (1 per each post)
Effect: Druidic Magic isn't about dealing damage to the opponent; Druid's walk among the wilds, talking to the trees, listening to the animals, protecting the remaining wilderland wherever they go. Yet there are times when the wilderness must protect the Druid.
This basic spell is a staple in every Druid's arsenal. This urges the growth of magickal vines beneath the earth. When used, vines rapidly grow, covering the ground in a five foot radius around the opponent. Vines will shoot out from underneath their feet, trapping their feet and lower legs in thick, steel-like vines. They will squeeze, causing damage to the opponent and holding them in place. This traps the legs, preventing movement, though it still allows for upper body movement.
Drawback: Like the majority of Plant spells, fire, ice, and air can easily destroy the vines. This spell isn't instantaneous; it takes four seconds to fully grow and entangle the opponent. If the opponent leaves the magickal circle within this time, they can easily avoid. Additionally, a higher Body stat than her Soul stat would be capable of breaking the vines. Any living creature - including animals - caught within the circle will be entangled.
How to Perform: Ri holds out a hand and wills nature to grow, for vines to sweep across the land and entangle the opponent. The magickal circle will appear over her hand and the opponent.
Damage: 0.5x
Strong Against: Diamond, Water, Rock
Weak Against: Fire, Ice, Air
Class: D
Cost: 5 stamina (1 per each post)
Effect: Druidic Magic isn't about dealing damage to the opponent; Druid's walk among the wilds, talking to the trees, listening to the animals, protecting the remaining wilderland wherever they go. Yet there are times when the wilderness must protect the Druid.
This basic spell is a staple in every Druid's arsenal. This urges the growth of magickal vines beneath the earth. When used, vines rapidly grow, covering the ground in a five foot radius around the opponent. Vines will shoot out from underneath their feet, trapping their feet and lower legs in thick, steel-like vines. They will squeeze, causing damage to the opponent and holding them in place. This traps the legs, preventing movement, though it still allows for upper body movement.
Drawback: Like the majority of Plant spells, fire, ice, and air can easily destroy the vines. This spell isn't instantaneous; it takes four seconds to fully grow and entangle the opponent. If the opponent leaves the magickal circle within this time, they can easily avoid. Additionally, a higher Body stat than her Soul stat would be capable of breaking the vines. Any living creature - including animals - caught within the circle will be entangled.
How to Perform: Ri holds out a hand and wills nature to grow, for vines to sweep across the land and entangle the opponent. The magickal circle will appear over her hand and the opponent.
Damage: 0.5x
Strong Against: Diamond, Water, Rock
Weak Against: Fire, Ice, Air
{Summon: Okami, The Spirit of the Wolf} Name: Summon: Okami, the Spirit of the Wolf
Class: C
Cost: 10 stamina (5 per post maintained)
Effect: Summons Okami
Drawback: Same as above.
How to Perform: To summon Okami, Ri must concentrate for a brief second, holding her hand out; the magickal circle will appear. The howl of a wolf will be heard. Through the circle with a mighty leap will out come Okami, his scarred muzzle snarling.
Notes:
Class: C
Cost: 10 stamina (5 per post maintained)
Effect: Summons Okami
Drawback: Same as above.
How to Perform: To summon Okami, Ri must concentrate for a brief second, holding her hand out; the magickal circle will appear. The howl of a wolf will be heard. Through the circle with a mighty leap will out come Okami, his scarred muzzle snarling.
Notes:
Items:
Weaponry
Class: D
Price: 3000 Jewels
Physical Appearance: Himi is a special bow, crafted from the flexible bones of deer whom strayed too far to civilization. This bow embodies their pain. It's a rather simple weapon; a string made of catgut, tied end over end to make it strong and flexible. And a beautiful, elegant curve to the bow, polished until the bone shines. It's been died a light brown color. The "handle" of the bow is wood taken from felled saplings; it's strong and supple, capable of absorbing the snap of the string. The wood is dark black. The arrows to this are bone-and-iron. If one should touch the bow, they would feel a slight ringing, as if something was screaming very far away.
Passive Traits: None.
Special Attacks: As creatures perish before their time, their soul releases a lament; a harsh, joyless cry, bemoaning their short existence. This awful, discordant cry rips through the soul of whomever hears it macabre message. This one last message is one no lover of nature want's to hear; the ending of a beautiful life, far before it's time. Himi was created to exact revenge on the foul beasts who would murder a beast.
Himi has one unique skill, yet it is a fearsome one. This weapon embodies nature's vengeance, and how better than to use the dying screams of nature itself? When arrows are nocked onto the bow, a deep, low humming will emanate, as if the bow was vibrating. The arrow nocked is capable of absorbing this humming, turning the relatively average, flint-tipped arrow into screaming maelstroms of revenge. Every arrow fired will be screaming, a cacophony of horrid sounds, as if a zoo was being slaughtered.
While this is screaming is easily able to heard, making it perfect for distractions, it's not it's only useful technique. Upon impact, an arrow will shatter, not into wood shards, but into an unearthly, extremely loud torrent of screams. This screams will do damage equal to .5x her Soul, multiplied by the senses multiplier. It expands 10 feet from where the arrow hit, though the sound echoes much further.
Size: 3 foot bow, 30 inch arrows, 31 inc
Weight: 6 pounds
Notes:[/spoiler]
{Byoki}
Item Name: D
Class: D
Price: 2000 Jewels
Physical Appearance: Byoki is a short, twelve inch long knife; it's main purposes is to skin dead animals (used only on animals whom have died naturally), yet it has been used many times as a weapon of war. It's carved out of a bone, with a black leather sheath. The blade is kept sharp, despite it's age. The handle is nothing more than a worn bone wrapped with leather. Yet there is obviously something special about the blade; it's carved with mysterious symbols that seem to wrap around each other in a never-ending game of tag. And most importantly, a slight greenish tinge permeates the edge ...
Passive Traits:
Special Attacks: None.
Size: Twelve inches long.
Weight: 1 lb
Notes:
Item Name: D
Class: D
Price: 2000 Jewels
Physical Appearance: Byoki is a short, twelve inch long knife; it's main purposes is to skin dead animals (used only on animals whom have died naturally), yet it has been used many times as a weapon of war. It's carved out of a bone, with a black leather sheath. The blade is kept sharp, despite it's age. The handle is nothing more than a worn bone wrapped with leather. Yet there is obviously something special about the blade; it's carved with mysterious symbols that seem to wrap around each other in a never-ending game of tag. And most importantly, a slight greenish tinge permeates the edge ...
Passive Traits:
Special Attacks: None.
Size: Twelve inches long.
Weight: 1 lb
Notes:
{Kamashi}
Item Name: Kamashi
Class: D
Price: 1000 Jewels
Physical Appearance: Kamashi is a straight, pitch black lance with a blade slanted so the point matches the staff. This spear, unlike all her other equipment, is made of metal and polished, treated wood, obviously the work of civilized man; yet this story couldn't be further from the truth. Made ages ago by an unknown magician from metals taken from abandoned buildings, this spear has been enchanted with an powerful enchantment. The blade of the lance is carved with the branches of a tree, the roots winding down across the shaft. If one would come close, or be downwind of this majestic spear, they would catch the slightest sent, of pine and honey, and of a spring meadow after a rain.
Passive Traits: Growth
Special Attacks: None
Size: 6 feet long
Weight: 6 lbs
Notes:
[/ul]Item Name: Kamashi
Class: D
Price: 1000 Jewels
Physical Appearance: Kamashi is a straight, pitch black lance with a blade slanted so the point matches the staff. This spear, unlike all her other equipment, is made of metal and polished, treated wood, obviously the work of civilized man; yet this story couldn't be further from the truth. Made ages ago by an unknown magician from metals taken from abandoned buildings, this spear has been enchanted with an powerful enchantment. The blade of the lance is carved with the branches of a tree, the roots winding down across the shaft. If one would come close, or be downwind of this majestic spear, they would catch the slightest sent, of pine and honey, and of a spring meadow after a rain.
Passive Traits: Growth
Special Attacks: None
Size: 6 feet long
Weight: 6 lbs
Notes:
Clothing and Armor
Class: E
Price: 1000 Jewels (0 due to description)
Physical Appearance: Black Fur Overskirt
Black Fur Boots
Black Fur Gloves
Black Fur Jacket
Black Fur Cloak
Passive Traits: None.
Size: Each piece fitted for Ri; comes with cloak, jacket, skirt, boots, and gloves.
Weight: 1/2 lb.[/spoiler][/ul]
Other Equipment
Class: E
Price: 1,000 Jewels
Physical Appearance: See here.
Passive Traits: None
Size: 4 feet x 6 feet. 2 foot long and 1 foot thick bundle when packed.
Weight: 20 lbs[/spoiler]
{Compass}
Item Name: Golden Compass
Class: E
Price: 700 Jewels
Physical Appearance: See here.
Passive Traits: None.
Size: Three inch radius with a foot long chain.
Weight: 1/2 lbs.
Notes: This compass is made to be worn on the neck. It's small but reliable.
Item Name: Golden Compass
Class: E
Price: 700 Jewels
Physical Appearance: See here.
Passive Traits: None.
Size: Three inch radius with a foot long chain.
Weight: 1/2 lbs.
Notes: This compass is made to be worn on the neck. It's small but reliable.
{Backpack}
Item Name: Fur Backpack
Class: E
Price: 200 Jewels
Physical Appearance: See here.
Passive Traits: None.
Size: One pocket, 3 feet of space of vertical space, 1 foot of horizontal.
Weight: 2 lbs.
Notes: Her rope, various foods she foraged, and interesting tidbits are stored in this pack.
Item Name: Fur Backpack
Class: E
Price: 200 Jewels
Physical Appearance: See here.
Passive Traits: None.
Size: One pocket, 3 feet of space of vertical space, 1 foot of horizontal.
Weight: 2 lbs.
Notes: Her rope, various foods she foraged, and interesting tidbits are stored in this pack.
{Silver Harmonica}
Item Name: Silver Harmonica
Class: E
Price: 200 Jewels
Physical Appearance: See here.
Passive Traits: None
Size: 6 inches long. Two inch chain.
Weight: 1 lbs
Item Name: Silver Harmonica
Class: E
Price: 200 Jewels
Physical Appearance: See here.
Passive Traits: None
Size: 6 inches long. Two inch chain.
Weight: 1 lbs
{Rope}
Item Name: Hemp Rope
Class: E
Price: 100 Jewels
Physical Appearance: See here.
Passive Traits: None.
Size: 2 foot vertically, 1/3rd foot horizontally. 25 feet unrolled.
Weight: 10 lbs.
Notes: I wasn't sure about the length unrolled. Will edit later.
Item Name: Hemp Rope
Class: E
Price: 100 Jewels
Physical Appearance: See here.
Passive Traits: None.
Size: 2 foot vertically, 1/3rd foot horizontally. 25 feet unrolled.
Weight: 10 lbs.
Notes: I wasn't sure about the length unrolled. Will edit later.
{Bedroll}
Item Name: Fur Bedroll
Class: E
Price: 100 Jewels
Physical Appearance: See here.
Passive Traits: None.
Size: 6 feet, 2 feet when rolled up.
Weight: 5 lbs.
Item Name: Fur Bedroll
Class: E
Price: 100 Jewels
Physical Appearance: See here.
Passive Traits: None.
Size: 6 feet, 2 feet when rolled up.
Weight: 5 lbs.
{Flint/Steel}
Item Name: Flint and Steel
Class: E
Price: 100 Jewels
Physical Appearance: See here.
Passive Traits: None
Size: Flint is 2 inches long. Steel is 2 inches. The case together is 4 inches long and an inch thick.
Weight: 1 lb.
Item Name: Flint and Steel
Class: E
Price: 100 Jewels
Physical Appearance: See here.
Passive Traits: None
Size: Flint is 2 inches long. Steel is 2 inches. The case together is 4 inches long and an inch thick.
Weight: 1 lb.
{Belt/Pouches}
Item Name: Leather Traveler's Belt
Class: E
Price: 100 Jewels
Physical Appearance: See here.
Passive Traits:None.
Size: Fitted for Ri. Two pockets can carry six inches of material; the other two can carry twelve.
Weight: 1/2 lb
Notes: Ri keeps Flint and Steel in one of the pockets; her dagger is attached to this belt, replacing one of four pockets.
[/ul]Item Name: Leather Traveler's Belt
Class: E
Price: 100 Jewels
Physical Appearance: See here.
Passive Traits:None.
Size: Fitted for Ri. Two pockets can carry six inches of material; the other two can carry twelve.
Weight: 1/2 lb
Notes: Ri keeps Flint and Steel in one of the pockets; her dagger is attached to this belt, replacing one of four pockets.
Jewels:
Home:
Name of Location: Hollow Home
Size: Improvised Shelter; no storage space.
Population: 1
Noteworthy Residents: Ri
Noteworthy Locations: Elidora Stream
Elder Oak
{Hollow Home}Ri, true to form, lives as close to to nature as one can get without sleeping under the stars. Hollow Home is a hollow she found when she was a child; though it was at first only a mere hang-out, a place she could talk and chat to the the wildlife, it quickly became her home. It's located in the middle of a giant oak, a portion of it burned away in some long ago fire. It's shaped in a dome. The only way to enter it is a small crack, barely large enough for even Ri to fit through and obscured by lichen and moss growing over the entrance.
Upon entering, mild signs of civilization could be seen. A small, 2 foot chest of drawers, containing roughly made furs, sits next to a bed of the same rough make; several down pillows with fur cases, made with animal bone, sun-dried and hardened, for a frame, and fur coverings, it's a very rough facsimile of a house. But it's home. There is barely enough room to walk around the bed, only a couple of feet to spare; she places her bow and belt on top of the chest; she sleeps with her spear next to her, in case of attack.
The floor is worn smooth by years of animal tracks, yet still possesses some roughness, allowing for tracton. Hollow Home is located right next to Elidora stream; Elidora is the Queen of the Wilds, one of the most powerful spirits in the worlds. Resting a mile up from Elidora is the Elder Oak, an massive, ancient oak tree whom - through some magic - has gained the gift of sentient thought and speech. Immediately outside is a forest full of creatures, many whom she is friends with. The forest floor is different depending on the season; sometimes it's snowy, sometimes it's grassy, other times it's full of the sounds of spring. But it's always home.
Upon entering, mild signs of civilization could be seen. A small, 2 foot chest of drawers, containing roughly made furs, sits next to a bed of the same rough make; several down pillows with fur cases, made with animal bone, sun-dried and hardened, for a frame, and fur coverings, it's a very rough facsimile of a house. But it's home. There is barely enough room to walk around the bed, only a couple of feet to spare; she places her bow and belt on top of the chest; she sleeps with her spear next to her, in case of attack.
The floor is worn smooth by years of animal tracks, yet still possesses some roughness, allowing for tracton. Hollow Home is located right next to Elidora stream; Elidora is the Queen of the Wilds, one of the most powerful spirits in the worlds. Resting a mile up from Elidora is the Elder Oak, an massive, ancient oak tree whom - through some magic - has gained the gift of sentient thought and speech. Immediately outside is a forest full of creatures, many whom she is friends with. The forest floor is different depending on the season; sometimes it's snowy, sometimes it's grassy, other times it's full of the sounds of spring. But it's always home.
Initial Stats:
Body: 10
Mind: 15
Soul: 25
HP: 150
Stamina 30
Senses 25
Traits:
Personality Traits
Bisexual
Alluring
Brave - Rank 5
Traveler - Rank 4
Scary - Rank 4
Physical Traits
Seduction - Rank 1
Intimidation – Rank 1
Mental Traits
Durable - Rank 3
Perform: Harmonica - Rank 3
Wilderness Survival - Rank 1
Wilderness Tracking - Rank 1
Trait-Adjusted Stats Unchanged
History:
Roleplaying Sample: