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    WindStruck's Avatar

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    Jan 2012

    Default Re: World of Warcraft - Interbellum (OOC Thread)

    I think I finally was able to come up with an actual elf-like surname, by looking at other examples of Thalassian. But still, we could use them interchangeably, either Arkhana'skrit or Runescribe, as apparently we do have other names in use like Sunstrider or Windrunner.

    Spoiler: Isaera Arkhana'skrit (runescribe) - Large Portrait
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    Spoiler: Background
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    Isaera's family was well-to-do, living in the heart of Quel'Thalas. All of her family were quite skilled in the arcane arts, and she was no exception. She was slated for a boring life, perhaps even an unfulfilling one, nose stuck in books and repeating experiments which had been verified ten times over.

    Then the undead scourge hit, and razed her entire estate. Some of her family, including her father, were killed or had gone missing. Her mother, some siblings, and distant cousins managed to escape and sought refuge. They came back to desolation and had nothing...

    Now Isaera and what is left of her family are trying to pick up the pieces of their former lives. But hey, on the bright side, at least something interesting happened.. kind of like she had wished. Silently, she blames herself, as completely illogical as it is. As the old saying goes, be careful what you wish for. She wishes things were dull and boring as they were before.. and yet, a part of her doesn't. At least now, there is definitely a lot to do, and something new to study...


    Spoiler: Abilities - 4 CP
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    Strength: -2
    Stamina: -3
    Agility: -2
    Dexterity: 1
    Fighting: -3
    Intellect: 5
    Awareness: 4
    Presence: 4

    Racial boon: +1 intellect, +1 dexterity


    Spoiler: Defenses - 4 CP
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    Parry: 0 (-3)
    Dodge: 0 (-2)
    Toughness: -3
    Fortitude: 0 (-3)
    Will: 4 (8)


    Spoiler: Skills - 30 CP
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    Acrobatics: 0 (0)
    Athletics: 0 (-2)
    Close Combat: 0 (-3)
    Deception: 10 (+14)
    Expertise (alchemy): 9 (+14)
    Expertise (enchanting): 8 (+13)
    Expertise (history): 3 (+8)
    Expertise (literature): 2 (+7)
    Expertise (arcane magic): 9 (+14)
    Expertise (natural sciences): 3 (+8)
    Insight: 10 (+14)
    Intimidation: 0 (+4)
    Investigation: 9 (+14)
    Perception: 6 (+10)
    Persuasion: 10 (+14)
    Ranged Combat: 0 (+1)
    Sleight of Hand: 0 (+1)
    Stealth: 0 (-2)
    Technology: 1 (+6)
    Treatment: 0 (+5)
    Vehicles: 0 (+1)

    Crafting boons: +5 expertise (magic), +5 expertise (alchemy), +8 extra to enchanting
    Racial boons: Keen senses, +2 Perception


    Spoiler: Advantages - 5 CP
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    Assessment
    Artificer
    Attractive 2
    Ritualist


    Spoiler: Powers - 17 CP
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    Spoiler: Spell Array - 12 point cap - 5 options
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    Fire Bolt - magic, fire
    -Damage 6
    -Ranged 1

    Frost Bolt - magic, frost, resisted by fortitude
    -Damage 1
    -Ranged 1
    -Affliction 7 (dazed + hindered)
    ---Limited Degree 2
    ---Extra Affliction

    Arcane Missiles - magic, arcane
    - Damage 4
    - Ranged 1
    - Accurate 1
    - Homing 3

    Arcane Explosion - magic, arcane
    - Damage 2
    - Area Burst 1
    - Reduced Range 1
    - Selective
    - Fast Cast

    Magical Cantrips - magic, and other possible properties
    - Variable 1
    --- Free Action to change


    Spoiler: Supportive Spell Abilities
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    Feather Fall - 1 PP
    This is Flight rank 1 or 2 with the "levitation" and "gliding" flaws. But either way, behaves as expected.

    Frost Armor - 7 PP
    A linked effect with Protection 3 and Energy Aura 1.
    The energy aura doesn't deal damage, but rather inflicts afflictions (2 extra effects, and limited to only 1st degree).
    Enemies attacking Isaera in melee make DC 11 fortitude save or become dazed, hindered, and impaired.


    Spoiler: Complications
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    == Spellcasting ==
    Spellcasting is a difficult art which requires both hands free, freedom of movement, and the ability to intone arcane syllables clearly. If any of these conditions are hampered, an expertise (magic) roll is required. DC 15 for one hampered ability, 20 for two, 25 for all three. If both hands are occupied, you're completely bound, or unable to speak, you can't cast spells at all.

    Most spells also have a full casting time, triggering on the beginning of your next turn, unless specifically stated otherwise. If you take damage while casting, you need to make an expertise (magic) roll of the same toughness DC. But if you get stunned or incapacitated from taking damage, the spell fails anyway.

    Additionally, casting spells costs Mana. After prolonged use of these abilities, the character may need to expend extra effort to continue casting and become fatigued.

    == Story Complications ==

    Motivation: Seeking Knowledge - It's no secret that Isaera is a scholar. She might be willing to do some risky or even questionable things, if it's for the sake of discovery.

    Motivation: Peace - In the end, it isn't about doing good for the sake of goodness, or bringing down justice upon the evil. Isaera just wants to glue the pieces of the world back together so that it can heal, and so she and everyone else can get back to trying to live like normal, minding their own business, and trying to live in peace.

    Motivation: Manabread for the Family - With her family essentially being refugees, with little to no possessions and barely even a place to call home, they are struggling. Badly. Any resources that Isaera can send to her family, to her new home, would be a great help.

    Bad Blood: the relation between elves and the alliance are very strained. Quel'Thalas is fractured and crumbling, and in part, no thanks to the alliance which could not protect Silvermoon, and their precious Sun Well. Of course, the others had lost much to the scourge as well. But the rampant racism displayed in the alliance's upper ranks simply crosses the line. Tensions between human and elf are at an all-time high.. and for the stupidest of reasons.

    A Lot to Live Up to: magic has run strongly in Isaera's family. All of them skilled enchanters, runesmiths, and knowledgeable of the arcane. Even her father was some famous arch mage, gone missing and presumed dead or lost to the conflicts with the undead scourge. Isaera has a name for herself to uphold.. and unfortunately, she was best suited to do that in a lecture hall or a library, not on a dangerous adventure.

    Mana Addiction: Well. Some elves have it worse. A lot worse. To the point of being dangers to themselves and everyone else around them. Isaera and her family seem to have it all together for the most part.. but the pains and lethargy are still ever-present, slowly creeping upon their minds and bodies at all times. It can't be helped. Since her people had basically evolved basking in the Sun Well's power, physiological side effects from its absence would be inevitable.


    +

    Spoiler: Changes
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    8 skill points added to expertise: enchanting as per discussions related to the professions tweaks.

    Orcish will be learned by everyone for free now.

    8PP
    Adding Featherfall and Frost armor!
    Last edited by WindStruck; 2022-05-30 at 12:37 PM.
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