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17:27, 30th April 2024 (GMT+0)

CC: Thorfred.

Posted by Eight PointsFor group 0
Eight Points
GM, 9 posts
Wed 20 Jan 2021
at 21:47
  • msg #1

CC: Thorfred

Thread for all character discussion options for Thorfred
Eris
player, 4 posts
Fri 22 Jan 2021
at 04:10
  • msg #2

CC: Thorfred

I had a very hard time trying to decide what would be the first thing I wanted to try. I considered a Battlemage, Branchwych and a witch aelf. The Idoneth too were mighty tempting. There can be only one, as the saying goes so I will make a....

Battlemage

NAME: Eris Lightweaver
ARCHETYPE: Battlemage


DESCRIPTION:
Eyes: warm hazel eyes
Hair: Brown long hair
Age: 22
Height: 5' 5"
Distinguishing features: hums or sings quietly when nervous

ATTRIBUTES:
Body: 1
Mind: 4
Soul: 2

DERIVED ATTRIBUTES:
Melee: poor
Accuracy: average
Defence: poor
Toughness: 8
Wounds: 4
Initiative: 5
Natural Awareness: 3
Mettle: 1


RACIAL ABILITIES:
Adaptable

You gain one additional Talent. This can be any Talent that you meet the
requirements for from Chapter 4: Skills and Talents.

SKILLS:
Channeling (Training 2, Focus 2)
Arcana (Training 1)
Awareness (Training 1)
Lore (Training 1)
Medicine (Training 1)
Determination (Training 1)


TALENTS:

Spellcasting (Light/Hysh)

You have studied one of the Lores of Magic and are able to shape the arcane energy of the realms into powerful spells. When you gain this Talent, choose one of the Lores of Magic You learn the spells Arcane Bolt and Mystic Shield, and can choose 4 more spells from the Common Spell list and your Lore’s spell list.

Unbind

You have learned to quickly unravel the winds of magic and can unbind spells before they take effect. When a creature you can see within Long Range casts a spell, you can spend a point of Mettle to attempt to unbind it. This requires a Mind (Channelling) Test. The Difficulty of the Test is equal to the Difficulty of the spell, and the Complexity is equal to the total successes the caster achieved. If you succeed, the spell is unbound and has no effect. If you fail, the spell takes effect as normal.

Witch Sight

You are gifted with the ability to ‘see’ the magical energy that permeates the realms. For some, this manifests as coloured waves or motes of light in the air. Others perceive the thaumaturgical energies of the realms as distinct frequencies or musical notes, or as a scent in the air, or a touch on the skin.

Most wizards and spellcasters have some minor form of Witch-Sight, but you have trained yourself to discern the patterns and motes of magical energy around you. At the GM’s discretion you can use this ability to track and follow the flow of magic, though the realms are so pervasive with magical energy this can prove quite difficult. In fact, Witch-Sight can also be almost blinding in areas rich with magic, such as the edge of a realm or when staring directly at a piece of realmstone.

Despite this, this ability can prove highly effective in mapping magical ley-lines or tracking down powerful spells and artefacts. Spell Hunters have even been known to enlist people gifted with Witch-Sight when hunting an Endless Spell.


Forbidden knowledge (Arcana)

Somewhere along your journeys you have acquired ancient or lost knowledge. It can be in the form of a book or scroll you carry, something you learned or witnessed, or an artefact that allows you to see things others can not. Whatever the case, the knowledge is powerful — and dangerous. When you select this Talent, choose a Skill from Arcana, Lore, or Theology. When you make a Test relating to the chosen Skill, the dice gained from your level of Training are doubled. However, if you fail the Test, your carelessness brings something dark into the world. Doom increases by 1 and, at their discretion, the GM may introduce future plots and adventures caused by your reckless use of this forbidden knowledge.

Tactician

Your military acumen allows you to find tactical openings for your allies to exploit. As an Action, choose an ally within Medium Range. The target can make an Attack against a creature of your choice if they are able to do so and have a suitable weapon prepared. If they Attack, they add a number of bonus dice to their dice pool equal to your Mind. A creature can only benefit from this Talent once per round.

SPELLS:

Arcane bolt

DN: 4:1
Target: 1
Range: Medium
Duration: Instant
Overcast: +1 Damage per additional success

You launch a bolt of arcane energy at an enemy within Medium Range. The target suffers 1 Damage. Each additional success increases the Damage by 1.

Mystic Shield

DN: 5:1
Target: 1
Range: Medium
Duration: 1 round
Overcast: +1 round per additional success

You conjure a mystical shield for protection. Choose a creature within Medium Range. The target’s Defence increases one step until the start of your next turn. Each additional success extends the duration by 1 round.

Healing Glow
DN: 5:1
Target: Zone
Range: Self
Duration: Instant
Overcast: +1 Toughness per additional success

You channel the pure energy of Hysh, causing your allies' injuries to knit back together. You and allies in your Zone recover 1 Toughness. Each additional success increases the Toughness recovered by 1.

Swift Flight

DN: 5:1
Target: You
Range:
Self Duration: 1 minute
Overcast: +1 minute per additional success

You harness aetheric energies to grant yourself flight. Youmay manifest wings, be surrounded by swirling winds, or another effect suitable to your lore. You gain a Fly
(Fast) speed for 1 minute. Each additional success extends the duration by 1 minute.

Aetheric Net
DN: 5:2
Target: 1
Range: Long
Duration: 1 round
Test: DN 4:S Body (Might)
Overcast: +1 round per additional success

You conjure binding streams of light to hold an enemyin place. Choose a creature within Long Range. The target is Restrained until the start of your next turn. Each additional success extends the duration by 1 round. On its turn, the creature can use an Action to make a DN 4:S Body (Might) Test to break the chains. On a success, they are no longer Restrained.

EQUIPMENT:

Wizard’s staff (Quarterstaff), 1+S Crushing, Two-handed
Battlemage robes of your Lore (Light Armour)
an arcane focus,
a grimoire,
an Aqshian coal,
ink and quill,
chalk,
a number of small pouches with various oddities,
185 drops of Aqua Ghyranis.


GOALS:

Short term goal: heal someone by mundane or magical means
Long term goal: learn to master two lores of magic

THERE ARE STILL SOME PIECES MISSING, FOR EXAMPLE A SPELL OR TWO.
This message was last edited by the player at 06:53, Mon 15 Feb 2021.
Jamat
player, 7 posts
Fri 22 Jan 2021
at 10:57
  • msg #3

CC: Thorfred

Looking good :)
Thorfred
player, 7 posts
Fri 22 Jan 2021
at 18:32
  • msg #4

CC: Thorfred

I think the character is close enough to being finished that we can something out of her. I have to think about the spells still. I am considering creating a spell or two for myself, if the GM permits. I would like something to debuff enemies, causing stun, blinded, or otherwise lowering the attack capabilities of more important enemies. The printed spells have perhaps too good specs, which means they are harder to cast. No need to affect the whole zone, or to reach Long Range.

Anyway, what do you guys think?
Jamat
player, 10 posts
Fri 22 Jan 2021
at 19:02
  • msg #5

CC: Thorfred

 would look at aetheric net but instead of restraining the target you could say it blinds until your next turn the target makes a DN 4:m (awareness) roll test to break free and you get +1 rounds for extra success.

Also I'd look at flight its always a good one to have in a tight squeeze
Thorfred
player, 8 posts
Sat 23 Jan 2021
at 03:14
  • msg #6

CC: Thorfred

I might well take both of those. The last could be something that stuns a single target in Medium range. The biggest deal is, that stunning prevents target from using mettle. I have also been experimenting with a spell that lowers opponent's melee 2 or even three steps. Should not be too hard, especially if opponent gets a resist roll. Gotta think about it, sooooo many great options.
Thorfred
player, 10 posts
Tue 26 Jan 2021
at 19:49
  • msg #7

CC: Thorfred

Because I know the GM is in the middle of real life things, I decided I might as well answer at least some of the questions you have been answering. I will cover them 1 or 2 at a time, whenever I get a real chance to do so. The first part below took me almost two hours of thinking and typing before it was done.

So what do you think?
-----------------------------------------------------------------------------------------
What God sanctioned Eris to become a soulbound?

Eris is a worshiper of Sigmar, though a battlemage she might be

Why did Eris choose to become a Soulbound?

Eris did not actually choose to become soulbound by herself. It was forced on her, as a punishment for her mentor, Master Wizard Eberhardt Grimm. The Collegiate Arcane as an institution is not devoid of politics, quite the opposite and the College of Light is not an exception. Eris' mentor was somehow involved in a scheme, that ultimately blew into his face. Eris is not sure what it was about, if the transgression was great or small or even who the opposition was. Still there was a price to pay.

Eris Lightweaver was Eberhardt's most famous student, the rising star among the cadre of Master Grimm's students. She was not the most highly educated like Master Grimm's oldest student Luca Tharkos, or even the most powerful like the second oldest student Genet Segaro. Eris' specialty was experience in practical battle magic and working together with the Free Guild called Bloodhounds. Her exploits were steadily growing her renown, though in the academic circles it was almost as much infamy as it was fame.

In the end such questions were rather pointless, for Master Grimm's political failure left Eris with hard but simplistic question: Whether to offer herself to be soulbound on behalf of the College of Light and in practice abandon the college and her career in it or lose face and most of her opportunities to raise in the College hierarchy anyway?

That being said, the departure and the soulbinding were not exclusively negative things. Eris had already understood, that her proficiency in battle magic would not serve her all that well in the academic pursuits of the College. While she is a hard-worker and intelligent enough to study at the prestigious College of Light, the idea of spending decades in dusty chambers studying some esoteric subjects did not suit her mindset in the slightest. Thus Eris was secretly relieved, when she got the opportunity to leave. She wants to see and do as much as she wants to learn. Now she has the chance to do so and the souldbinding gives her all the time in the world, if only she can stay alive.

Another thing supporting Eris' decision to leave on the holy mission of Sigmar is the focus of her studies. Eris has decided that true path to power  and enlightenment lies in mastering multiple Lores of Magic, not just one. While it is not a heretical point of view, the branch of the college where Eris was enrolled in forbade such endeavours. It was seen as a hubristic course of action, one to bring ruin upon oneself and others. Eris had already been forced to keep her studies a secret, so leaving felt like a huge weight had been lifted from her shoulders.

-------------------------------------------------------------------------------------------

The part above interfaces with a couple of mechanical points and decisions. I have decided that Eris' long time goal is to master another Lore of Magic, and next one after that would most likely be to master a third one, so it ties to that. It also ties into the Forbidden Knowledge talent, which I linked to arcana. Eris has been collecting every scrap of knowledge she can about how to learn to wield multiple winds of magic. While it is not heretical in itself, her relative youth as a mage and lack of teacher on the matter have taken her on some dark roads. With such knowledge, there is often a price.
Dr. Schadenfreude
player, 9 posts
Tue 26 Jan 2021
at 23:14
  • msg #8

CC: Thorfred

Interesting. I think Nirva and Eris might have more than a little to bond over - bad relationships with their superiors and signing their souls away for more.

I do like how this leaves us with Stormbark seeking to atone for a mistake, Nirva having lived much of her life feeling the consequences of a past mistake, and Eris footing the bill for someone else's mistake.
Thorfred
player, 11 posts
Wed 27 Jan 2021
at 17:08
  • msg #9

CC: Thorfred

Eris is all for bonding, because she too has left everything familiar behind.  A warm Meal talent is great for that, though I still ache to switch it to Tactician talent, as I envision Eris greatedt achievement being taking control of unit of soldiers when their CO's died. I want more STUUUUUUF. Hard to decide whether Eris is a warm and mutual bonding type, or courageous battlefield veteran with tactical acumen.

EDIT: wanted to comment that Eris was on good terms with her mentor and had reasonably friendly relationship with the other apprentices. Outside of that circle... Not so much.
This message was last edited by the player at 18:19, Wed 27 Jan 2021.
Eight Points
GM, 15 posts
Mon 1 Feb 2021
at 22:05
  • msg #10

CC: Thorfred

Thanks for going ahead of the curve.

I'm guessing then your greatest ally is your mentor.

Who is Eris' greatest enemy?

What is the form of her forbidden lore?

Where did it come from?

What is her greatest achievement (in her own mind)?

And her greatest failing?
Thorfred
player, 13 posts
Fri 5 Feb 2021
at 16:48
  • msg #11

CC: Thorfred

The Greatest Ally

Eris' greatest ally would indeed be her mentor. While her mentor is a powerful mage, his strongest suit would be the politics and diplomacy. If persuaded, master Grimm would be of great help to secure passage on a vessel, to gain entry to places where lowly soulbound might not be appreciated otherwise, or perhaps to convince potential allies to support a cause.

On the opposite end, Master Grimm might be in need of help to explore dangerous locations, to retrieve rare artifacts, or locate elusive individuals. He rarely leaves to comfortable confines of his college, so most of the communication would be by proxy or correspondence.

The Greatest Enemy


Eris' greatest enemy thus far would be a chieftain of a marauding tribe of chaos worshiping barbarians. The chieftain, one named Korokhos Skull-splitter was leading hundreds of bloodthirsty marauders in multiple skirmishes against Starhammers, the freeguild regiment Eris was attached to. Time after time the marauders managed to strike heavily against the regiment, its patrols and the caravans operating in the area. Even when caught, the marauders would sell their lives for a steep price and Korokhos and his two lieutenants would vanish.

In the decisive battle between the marauders and the Starhammers, Korokhos used his battleaxe to decapitate the Captain of the regiment and only when Eris' took the command and rallied the remaining Starhammer soldiers, did they manage to repel the marauders.

The form of the forbidden lore and where it came from

Eris' forbidden knowledge is related to Arcana. She has deep knowledge of artifacts, spells, energies of the mortal realms and knows something about the chaos and its spawns as well. Everything she knows comes from the books of the College library, esoteric scrolls and writings Eris has encountered during her travels and from deciphering runes and pictograms from ruins of bygone eras. Eris has stored everything in her keen mind, for some things she has read would surely gather the interests of the Order of the Azyr and like-minded organisations, if Eris carried it in written form. Some of it Eris keeps locked deep in her mind, for to ponder the knowledge is to invite in nightmares and worse. One example of this sinister lore are the 18 Liturgies of the Arcane Augury, which can be used to better understand the arcane tapestry forming the mortal realms and the essence of demons.

The Greatest achievement


Eris considers her greatest achievement to be one time when she took the command of the Starhammers after Korokhos Skull-Splitter had slain the captain of the regiment. It was both her ability to rally the troops by her example and her bold use of light magic against the marauders that won the battle that day. If you can call losing over half of the regiment a victory. Still, it was the last time Korohkos managed to launch an attack, for his tribe suffered even greater losses than the Starhammers.

The Greatest Failure

After the above-mentioned battle and Eris' greatest triumph so far, she would soon taste the bitter taste of failure. When Korokhos fled the battle and his remaining marauders were scattered, Eris wasted no time. She beckoned a few of the veterans to her and they took off in the intent of catching the feeling chieftain. However there was one last trap waiting for them. The party was ambushed by Korokhos' huntmaster and his three bloodhounds, who had been waiting  hidden under a copse of trees. The desperate struggle that followed left two of the veterans lying on the grass, bodies ripped open and Eris herself suffered from a deep wound to her left side. The huntmaster and the hounds were slain, but Korokhos escaped. Eris and the two remaining veterans were not in shape to continue.

Eris was praised for her actions that day. Even the two veterans who survived, Ghyed and Matacus, hold no grudge and respect her genuinely. Still, Eris knows the truth: Korokhos escaped and she could not protect those under her command... and there is nothing preventing it from happening all over again.
This message was last edited by the player at 05:50, Sun 07 Feb 2021.
Thorfred
player, 17 posts
Sun 7 Feb 2021
at 05:56
  • msg #12

CC: Thorfred

I edited in the greatest failure Eris has faced. I tied it to her greatest achievement, trying to give more nuance to the situation.

I also chose one more spell: Flight. I modified it a bit, using the spell creation rules. I upped the difficulty to DN 5:1 and enhanced the speed to Fast. Now she will fly with the wings of light =D.

Third thing I did was to modify the skills. I dropped Insight training and Medicine focus to rise the channeling focus to 2. I know that it is a bit of min-maxing, but I could not resist it =D.
Eight Points
GM, 18 posts
Sun 7 Feb 2021
at 10:50
  • msg #13

CC: Thorfred

With a dn5:1 it's almost a guaranteed cast.  I'm a bit wary of spells (and homebrew in general) with aos (yes I did think some of the spell targets were a bit high) but i've experienced the dice pools that can be generated, especially with focus and 5:1 is really trivial for something that can potentially allow you to change zones.

EDIT: I will have to check my book. I was really worried that all the players would have more books than me, but as far as official releases go. There is still only the core book and the adventures. So I'm a bit more confident.
This message was last edited by the GM at 10:55, Sun 07 Feb 2021.
Thorfred
player, 18 posts
Sun 7 Feb 2021
at 14:27
  • msg #14

CC: Thorfred

I have been concocting spells for different lores every once in a while. I assure that I am not seeking anything game breaking. If I want something completely nee I will let you decide and write up the parts in it. Also if a spell will prove to be too good in game, the cost can of course be changed.

There is just the corebook, which is surprisingly good in my opinion, though I impatiently wait for Champions of Order to come out
Jamat
player, 19 posts
Sun 7 Feb 2021
at 15:11
  • msg #15

CC: Thorfred

Isn't the pdf out the end of this month?
Dr. Schadenfreude
player, 13 posts
Sun 7 Feb 2021
at 15:43
  • msg #16

CC: Thorfred

If it doesn't slip any further, yeah. They said sometime in the next few weeks on Thursday just gone.
Eight Points
GM, 19 posts
Sun 7 Feb 2021
at 16:34
  • msg #17

CC: Thorfred

Just checked my book. Flight as a generic spell is 4:1 even easier for something like that, but it doesn't specifically allow you to change zones or ranges.
Eris
player, 26 posts
Mon 15 Feb 2021
at 07:16
  • msg #18

CC: Thorfred

I edited my post. I added the Aetheric Net to my repertoire of spells.

For the last one, I would like to try to device a spell of my own. GM, please look through it and say if you are disinclined to approve of it.

Harmony of War

DN: 6:1
Target: zone
Range: self
Duration: 1 round
Overcast: +1 round per additional success

You weave the Hysh to imbue the allies in your zone with the clarity of mind to bolster their martial capabilities. Each ally in your zone increases their Melee and Accuracy by 2 steps until the start of your next turn. Each additional success extends the duration by 1 round.

Notes: The spell is by all means useful and strong. However, this spell, like the Healing Glow from the same lore affect the zone the caster is in. That means that they need to be cast right in the beginning of a battle, when the group is hopefully close to each other OR the mage needs to stay very close to the actual fighting, making her vulnerable unless another character protects her. Still the choice as always rests with the GM.

The mechanical bits making the spell are:

Increase Melee & Accuracy 2 steps (+2)
Range: self (+0)
Affects a zone (+3)
Duration of 1 round (+1)
This adds to 6, thus DN is 6:1
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