Spirits' Dawn (Open, Recruiting Players)

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EmperorZuma

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Jul 16, 2009
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Name: Whispral

Gender: Male

(True) Appearance: Whispral lacks a definite figure, instead appearing as a large (about 5 feet in circumference), glowing sphere of energy. Like a large will o'the whisp. The color of this energy is usually blue, but will change depending on Whispral's emotional state.

Note: Once he advances in his main domain, his body will grow to about 10 feet in circumference.

Personality: Inquisitive and logical, Whispral seeks understanding of the universe and the meaning of existence, of both himself and mankind. He is direct in his inquiries, not wanting to waste time with idleness. He also does not speak about areas of which he is not sure about, not even giving his opinion unless it is solicited.

Domain:

Magic [+4 (6)]- The methods of making the impossible possible, the power to perform them is what makes up Whispral's form. He is a magical spirit, and is especially aware of the many different ways the power that flows through him can be applied. So long as he exists, he can make the grandest of wishes come true, and wield the most awesome of powers.

Prospective Domain:

Phantasmal [+4]- Partly Whispral's nature, existing and non-existing at the same time, an illusion given physical form. At the same time, the physical form seems to only exist when its of use. When its use has temporarily expired, the entity returns to a visible, yet intangible state. Within this domain comes the obvious power to deceive, with convincing illusions to fool all but the most hardened minds; but also the power to protect, with keeping certain entities beyond the reach of powers that would harm them without having to seal them away from the world.

Psionic [+2]- The ability of the mind, to deceive, or be deceived, with mere words or body language, is a curious study. If developed to a logical endpoint, it pits minds against minds, allowing a personality to be someone's weapon and shield. Rather than a person being tested by their physical potential, they are tested by their mental acuity; something that is both easier, yet harder at the same time, to train.

Drawback:

Civilization [-2]- Being entirely a human invention, Whispral knows little about it; and even when he can understand a small portion of it, the humans then go about changing it! Because of this, Whispral is always behind the curve, and can do little to help the humans adjust their own system to his/their benefit.
 

booksv2

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Aug 17, 2012
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Name: Nadur
Gender: male
(True) Appearance: Tall humanoid spirit with rough brown bark skin and willow like hair, falling to halfway down his back. 12 point antlers standing from his head and wolf ears on top of his head. His face pushed out like a muzzle and having a black nose on the end, several fangs jutting down out of his lips. His eyes are slit vertically and wide. His arms are long and end in thick fingers that hide large bear like claws inside that he can sheath and unsheathe. Torso thick and solid it looks like an oak tree trunk has been put there. Thin long legs ending in the hooves of elk.
Personality: judgmental and quick to take those he sees at face value he always faces the strong and lets those weaker than him do as they want. Fiercely loyal to any he has taken into his pack and wary of all outside.

Domain
Death +4: The deaths in the wild, animal carcases and dead plants. Their use by the living to continue on as they themselves are dying. Taking them and helping their spirits pass on, either to the next life and reincarnation or into oblivion.

Bonds +2: The bonds that hold pack members together. That hold the flock, the swarm, the herd. He makes the weak bonds strong for those willing and the strong ones weak for those unwilling to keep them.

Nature +6: From the hot deserts to cool mountains to rolling plains to the thick forests. Everywhere were nature abounds is where he can be found, if you're willing to look hard enough. Starting and main domain.


Drawback:
Deception -2: Deception of others by words or actions. Nature has nothing of this so he doesn?t understand others doing it and can?t do it himself. Affecting anyone or anything doing this is harder than even affecting things outside his domain.


EDIT 1.1: Traded hunting/stalking for Death.
EDIT 1.1: Traded survival of the fittest for Humans.
EDIT 1.1: Traded strength for Bonds.

EDIT: 1.3: Traded humans for Deception

Final draft after talking with GM.
 

drmigit2

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Dec 25, 2008
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Name: Lysei, spirit of vengeance.

Gender: Identifies neither as male or female as it feels it has a universal message.

(True) Appearance: Lysei appears to all as an ever expanding and improving set of armor. Inside the armor is an amber flame that radiates outside of the armor. It seems likely that the core of Lysei is the flames, rather than the armor itself. Lysei's armor changes every age, but one constant is his left gauntlet lined with rubies. Razor sharp and a symbol for his followers.

Personality: Lysei has a deep connection with each mortal who falls under his followers. He seeks justice for all, but rarely trusts the judicial system, calling it corrupt and politicized. Lysei prefers that he and his followers take it into their own hands. If one is unjust, they must be stricken down. Lysei puts a high value on most life however, and is not a fan of wars without cause. Lysei will only aid those he feels are acting justly, so a war for resources would likely not fall into his favor when diplomacy exists.

Domains: Vengence +4 is his first and largest domain: Sometimes, the law simply fails, your loved ones are harmed and when all else has failed, Lysei steps in and grants mortals the power to seek the justice they deserve, through whatever means are necessary. This has led to the ruin of tyrants, the rise of noble kings and the destruction of unjust governments. (To become +6)

Later:

Diplomacy +4: As time goes on Lysei might realize that before war, diplomacy can avoid any and all suffering, but if it should fail, expect him to arrive in force.

Rebellion +2: When diplomacy fails, radical changes are needed and Lysei is not above a bloody revolution. Anything that breaks rules or goes against the established order falls into this domain.

Drawback:

Order -2: Lysei's actions bring about chaos. It is usually inevitable and as such, his attempts to build order are hindered by his own chaotic nature.

Edit notes:

Noticed Arrogancy took Chivalry already XD, replaced it with rebellion. Put Diplomacy as +4 and rebellion as +2

Also altered drawback to include more than just champion creation.
 

Malbourne

Ari!
Sep 4, 2013
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Name: Feffel

Gender: Inapplicable (easiest to refer to in the masculine)

True Appearance: A ratty and patchwork stuffed cat doll, the head of which is proportionally similar in size to the main body. The entirety of the fabric is of a dull, cobalt hue, and coarse to the touch. Stubby arms, legs, and a thin tail substitute as cartoonish imitations of actual limbs. How actual locomotion is performed is unexplainable, but the doll eerily hovers a yard off the ground and floats freely about. The doll's face is creased with a wide grin: rather than possessing a stitched mouth as most other dolls would, this mouth is wide open, always smiling, and in danger of spilling a seemingly infinite supply of rotting cotton. The "eyes" above appear as shiny, black buttons, and one of the ears has been torn off completely. No nose is present.

Personality: A reverent admirer of the stitched and broken, Feffel sees living subjects as errors in creation. Subjects willing to adhere to his ideas of "perfection" undergo his experimentations in order to become what he views as the ideal creatures. When interacting with other beings who he doesn't view as subjects, he comes off as dark, crude, and generally misanthropic.

Domains (Prospective):

Horror +6: Where humans quake with fear, Feffel finds his tools. Why control humans through lofty (and impractical) dreams of heroism when they are more reliably subjugated by fear? Primordial fears lurk in the back of every mind; all Feffel desires to do is dredge them to the front.

Abominations +4: Some living creatures are shunned by civilization for their appearance or uncouth behavior. Those monsters without a race to call kin trickle into the ranks of Feffel's family, where he can remake them according to the blueprints of his eclectic fancy.

Magical Artifice +2: The unnatural grafting of tools to human flesh is a gift, not a curse. The more ingenious of engineers are willing to go to any length to improve their natural bodies, and in doing so earn the love of Feffel.

Drawback:

Law -2: Given the amorphous nature of Feffel's rule, the domain of law lies outside his expertise.

Edit 1: I replaced the main domain with Horror, clarified the second, reworked the third, and changed the drawback to something more overarching.
Edit 2: Machinations changed to magical artifice (which makes more sense, TBH), weakness changed to compassion to counteract horror
Edit 3: Drawbacks, drawbacks...I'll get it eventually!
PostScript: Awesome! I'm glad the character turned out alright after all. RP ho!
 

SirPlindington

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Jun 28, 2012
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Name: The Vetae (Vee-Tae)

Gender: Any and all, but mostly female.

True Appearance: The Vetae appears as a beautiful woman with skin like silver and hair like a sheet of platinum, wreathed in a dress of warm golden silk. It's eyes are pure amber, open and laughing, and beneath it's dress is nought but smoke. It has six arms, all etched with white swirls and curves.

Personality: The Vetae is the sum total of all of the warmth, wisdom, and joy that has ever come out of human experience, so as you would expect, it is quite kind. Happy, smiling, sweet, wise, with never an unkind word, the Vetae is a doting grandmother mixed with the best friend you've ever known. The Vetae knows of pain and anger, of course. Such things are an ugly but necessary counterpoint to the good things in life. After all, without anger, there is no forgiveness, without sorrow, there is no acceptance, and most importantly, without the fall, there is no climb to the top. All the Vetae wants is happiness and prosperity, and it understands what must be done to accomplish these goals. The Vetae knows best, in the end. What must be done must be done, whatever the cost.

Domain

General Welfare +4 (+6): The Vetae wants happiness and satisfaction for everyone and anyone. It dreams of a world without unnecessary pain, soaring towers and busy streets housing rosy cheeked children and doting families. Great libraries with vast stores of knowledge, huge aqueducts supplying clean water to the whole world, massive courts of law to govern and settle any dispute, the works. To create this world is her one true goal, and her ultimate bliss.

Prospective Domains

Wisdom +4 Knowledge is a wonderful thing. It inspires sapient beings to make art, science, to change the world for the better. Any evil that comes out of knowing more will be ultimately balanced out by the good it will create.

Community +2 The greatest happiness is found with other people. The Vetae's power reflects that.

Drawbacks

Malice -2: The Vetae recognized that malicious actions must be done for the greater good, but committing such an act is difficult nonetheless. It finds this fact annoying, but little can be done to avoid it. It will do what it has to do.

Gone get in on dat godgame action.
 

Belmarc

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Nov 24, 2012
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@Terratina

You're starting and main domain switches names after it's upgrade. Doubt it was on purpose but just in case it was, upgrading it won't change it. (Again, if it was just an oversight, just pointing it out.)

Other than that, we need to talk about your Drawback. We'd like to avoid using phrases for domains and drawbacks. You remember how well that went with Ailish, right? Also, while it is a drawback, it also offers a different kind of bonus at the same time.

Yeah we kind of did swap, didn't we?

@Wenseph

I'm going to run under the assumption that your +6 is your main and starting domain from here on out, but I'd like your sheet to actually state those things.

Beastmaster rings out as more of a title than a domain. Beasts would probably fit better, since it seems to be more about beasts themselves, and not specifically the control of them.

Steampunk is a pretty specific domain, and it's unlikely to match up with the other advancing technologies as time goes on. Perhaps a more broad Technology would be more fitting. Speaking of Steampunk, this brings me to the appearance. Since you're playing spirit just born out of the aether from the will and needs of man, having an appearance of technology not just beyond the era, but beyond the current scope of thought doesn't seem to make much sense. Adding the appearance of clockwork at an appropriate age would be fine, it's just a bit far out for the first one.

Emotion as a drawback isn't viable, especially for Scarlet. Its practical application outside of inspiration is limited (I can't think of a way it would apply outside of that). Furthermore, your drawback can't have any exceptions to the rule inside of them. If your drawback was Emotion, it would be for all emotions, including Fear.

@Emperor Zuma

Your domain of Phantasmal is going to either need to be redefined or changed completely. As it stands, it's domain over willing things in and out of existence where a big part of the game is doing just that.

@drmigit2

No odd ranks on spirits at all. The only odd numbers to deal with should come from ranked items.

This drawback is way too specific, literally only applying to champion creation, which will come up three times at most in the entire game. Requires a redefinition or a complete change.

@Malbourne

Abominations as a domain is fine, but unfortunately it's the only one that isn't going to need work. Patchwork Anatomy, Unsettling, and Symmetry don't really constitute domains. To be honest, Abominations actually covers the other two domains you have in place, so not only are you probably better off without them, I'm going to have to ask that you change them.

As for the Drawback, this just tells us something Feffel hates, not that he is bad at dealing with it, not to mention that he would have to start with mostly symmetrical things to turn them into his abominations, correct? Regardless, this doesn't really work as a domain and will also need an overhaul.

@SirPlindington

Overall, nicely done. A few issues but that's all.

It might just be a personal thing, but Malice might fit better as a domain than Maliciousness. Since, like I said, this might just be a personal thing, there is no pressure on changing it, I just wanted to mention it.

Prosperity will not work as a domain the way you defined it. Prosperity is equivalent to the state of being successful in material or financial terms, and that doesn't really fit the image you've created for us, which seems to be more about a spiritual wealth and the complete fulfillment of basic needs. A slight tweak in the definition or domain name will be sufficient, whichever suits the direction you're looking to go better.
 

Arrogancy

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Jun 9, 2009
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@Malbourne: It's a significant improvement, but, as you said, there are still a few issues with it. "Machinations" doesn't really have to do with machinery, it's more about plotting and scheming, you'd be looking for a domain more like "Mechanical" or "Machinery" or something to that effect. Also, you'd want to change the definition a bit. As it stands, the definition you have for Machinations makes it redundant when you already have Abominations. Also, Bravery is still just a character flaw, not really a tangible domain over which Feffel doesn't have control.

@EmperorZuma: Ok, it's an improvement, but still a bit too broad. I get where you're going with this, and the caveat "temporarily" on the power, but even still your domain is literally about willing things in and out of existence on demand. The wording makes it very tricky, because either you have the power to will anything you want into existence for as long as you can claim to still use it, or the temporary addendum kicks in, and anything you craft with that domain is impermanent and fades. Personally, I'd recommend something more on the order of "Illusion" or "Deception," but that's just me. Feel free to edit it however you wish.

By the way, in case anyone was wondering, I'm co-GM, this isn't just a random character critique.
 

EmperorZuma

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Jul 16, 2009
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@Arrogancy: & @Belmarc: My attempt to make the description more than just a blunt explanation is probably coming back to bite me here. So I'll just try to explain in out of character context: I meant Phantasmal to mainly deal with stuff that is always at two levels of existence: half-here, half-not (stuff like ghosts, which have the power to effect the material plane while not entirely dwelling in it). I don't intend for it to be used as an excuse for everything Whispral makes to have a bonus applied to it. Rather it's meant to be Whispral starting to understand his nature as a Spirit, and how that nature can be applied to other entities (not to give them his spiritual power exactly, but just to give them the ability of intangibility and/or a formless appearance)

I don't know if that helps, but I'll close here by saying I don't think it can't really be morphed into Illusions because illusions can never be real, and Deception skews it in a direction that is...well, more deceptive than I intend for it to be. My mentioning of how the domain can be deceptive was more of an attempt to describe what the domain really does, not what Whispral intends to use it for.
 

drmigit2

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Dec 25, 2008
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Made some edits. Mostly to differentiate Lysei from Arrogancy's character. Also fixed the domains and expanded the drawback.
 

SirPlindington

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Jun 28, 2012
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Edits have been made, betterment has taken place. Thanks for suggesting 'malice,' by the way. Maliciousness is really awkward, but I couldn't think of anything better. And I get the issue with prosperity. It has been changed to something more suitable though possibly also a poor choice.
 

booksv2

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Aug 17, 2012
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Q: How many people do you want in the role play? And when do you plan on starting it?
 

Arrogancy

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Jun 9, 2009
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booksv2 said:
Q: How many people do you want in the role play? And when do you plan on starting it?
We don't have a definite number of people we want before the game can start. It's been our experience that games like this work with as large and diverse a group as possible. We're going to keep sign up open until Friday/Saturday and decide how to proceed from there.
 

RandomMan01

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Sep 18, 2012
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Here's another sheet

Name: Ailite-Craic

Gender: Male

Appearance: Appearing as a short, lithe humanoid, Ailte-Craic wears a suit of many different colors which swirl around each other in such a way that it is hard to figure out where one color stops and another begins. On his head lies a small, red, pointed cap surrounded by unkempt brown hair. He is always smiling, and has a swirl on the middle of his forehead.

Personality: Ailite-Craic can oftentimes be described as crazy. Not just slightly crazy, but full on insane. He is always giddy and loves nothing more than tricking humans and other deities. He is always smiling, saying that it helps to keep one feeling young (he also ignores the fact that he'll never actually age) which can make things a bit creepy when he does get upset. To make thing worse, he will sometimes enter a contemplative state during which a calmer, more straight-laced side will come out. He'll normally treat this state as a separate entity entirely. Nonetheless, Ailite-Craic is not actually bad. Sure, he is insane, but he does care about the well-being of his followers, and most of his tricks don't have an air of malice.

Domains: Trickery +4 (to become +6 later): Ailite-Craic's favorite pastime is tricks, and he passes this onto his followers. A good trick requires deception and illusion, so Ailite-Craic's abilities are best suited towards assisting those who use stealth and deception to get by in the world (for example, a thief)

Potential Domains:
Mirth +4: Ailite-Craic is a jovial sort of god. He uses his powers over mirth to cheer up the angry and downtrodden.
Deceit +2: Ailite-Craic's love of tricks make him privy to lies and other sorts of tricks of the tongue. Those who follow his ways won't just gain his help with lying, but also with revealing lies targeted at them.

Drawback: Vengeance: Those seeking Ailite-Craic's help in avenging a loss will find themselves sorely out of luck. Ailite-Craic has no idea what the point of vengeance is, and is thereby unable to work with it at all.

Edit: Edited for clarity
 

Belmarc

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Nov 24, 2012
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@Malbourne

Compassion as a drawback seems to be just a character flaw, so that needs to be changed or reworked somehow.

@drmigit2

Your drawback isn't a character flaw, exactly, but it stills seems like more of a narrative obstacle.

EDIT: I also noticed it's in the wrong format. The drawback should be the domain, and then the -2 is what makes them poor at it.
 

Dogmatic99

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Jun 24, 2012
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Name: Vuur
Gender: Unclear though mortals often refer to Vuur as male.

Appearance: A humanoid being made of fire and embers. The flames that make it up are constantly rippling with life butt they do very little to show any kind of details. The only real feature on Vuur's body is a bronze mask that it wears over where its face should be. The mask usually looks calm and neutral but it is capable of changing its expression to show Vuur's mood. No one has ever seen the mask actually change though, it's as if you blink and miss it.

Note: As civilization progresses and people begin to think of Vuur differently its appearance will change. Vuur's body will become adorned with armour and forms of clothing that represent the shifting nature of the world around it.

Personality: Like the fire it represents, Vuur can be warm and nurturing, it can be wild and untamable, it can rage and destroy and like the fire it embodies Vuur can get out of hand in an instant. That isn't to say that Vuur is mad or unpredictable. On the contrary it is usually very easy to read and readily responds to external stimulus. It's just that Vuur feels everything with everything it has. Nothing is felt by halves.

Starting Domain: Fire +4 The very element that makes up Vuur's being. Since human beings were able they gathered around their fires to keep them warm, to cook their food, to light their way. As capable of granting life as it is of taking it.

Potential Domains: War +4 This would be the more destructive nature of the flame. With a message that can so easily turn destructive it's easy to see why people would use Vuur as a symbol of violence but it can also be a symbol of bravery. A fire burns in everyone and it can drive them to commit great deeds if they are willing and able.

Willpower +4 That light that shines in all things. The will to survive, to strive. To protect and destroy. To build and conquer. To- well you get the drift, the indomitable mortal spirit is a great power for anyone to wield.

Drawback: Water -2 Does it really need explaining? The natural enemy of fire is water. So it is, so it always has been. In small doses the flame may be able to fight back but it takes a massive flame indeed to not fear smothering under the blue destroyer.

Opening draft! And my god game addiction grows stronger. Sock any feedback right at me!
 

Terratina.

RIP Escapist RP Board
May 24, 2012
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Name: Kala'pana

Gender: Female

(True) Appearance: She has no eyes, for she has no need of them. In their place, is a fleshly mockery of a dreamweaver. Tendrils of flesh extend from where normally there would be eyes, a forehead and a scalp to form a twisted halo of sorts. Below that it is as normal - a nose, a mouth, a chin and so on. Kala is as pale as moonlight, but stripes of red break up the white - dream against nightmare. Her neck is always craned, as she always seems to be trying to look at something, or be in deep concentration.

Note: Once she obtains the Blood Magic domain, the red stripes start to bleed, like blood. Based on this image [http://th00.deviantart.net/fs70/PRE/f/2012/274/1/1/dreamweaver_by_negativefeedback-d5gio9a.jpg].

Personality: She is as fickle as a fleeting dream, however, she is not an airhead. As Kala came into existence, she was touched by both dream and nightmare, after all. Kala is like a mother, kind but firm. She truly loves humanity and the gift of existence they have given her. Still, she is also aware of their faults and flaws. She is aware that, unlike the dream world, nothing comes without cost. Kala acts cautiously and prefers to act subtly, almost like a spider taking slow, methodical steps across its webs. Still, she is not without emotion and will act in accordance with them.

Domain(s):

Imagination [+4] - Dreams are made of this - made of pure undiluted imagination. So, is she, in a way. Ideas are born from its depths and Kala has power over it. Power to inspire and torment others, bringing their brightest ideas to the center of their mind or purging them into the deepest recesses of their souls. Power to bring forth and make the imagined real, from the ethereal realm of dreams to the corporeal realm of reality. Imagination also sleeps in the collective unconsciousness, and through that, she has power over it.

Note: Main domain, will be upgraded to [+6].

Prospective Domains:

Blood Magic [+4] - Blood has power, and flows through every living thing in some form or other. To mortals, it is precious and considered mystical - the embodiment of life force itself. Because of this belief, it has power and significance. This idea floated about in the collective unconscious of mortals-to-be and as Kala rose from it and then when she will rise to higher heights of power, she will choose this bloody branch of magic as a supplementary power, helping her to bring imagination to reality.

Secrets [+2] - Secrets also swim about in the collective unconscious and sometimes Kala couldn?t help but pluck them out. Knowledge is power, and whoever controls the knowledge, controls the power, after all. Whether it is just the location of a squirrel?s nest or a monarch?s shameful past. Kala can use her power to reveal secrets to others or to herself. She use this power to scry for hidden things, or make things hidden herself. Additionally, this domain can be used to help her followers perform clandestine actions.

Drawback:

Logic [-2] - Kala works in the abstract, in the unreal, and as such anything like logic and reason is anathema is to her. Logic shackles the mind, limiting it and constricting thought; therefore it limits imagination. Imagination is boundless and free and Kala sees no reason to tolerate silly rules such as those that logic brings to the table. Neither understanding nor utilizing logic is important to her. Kala does have a slippery grasp on it, after all.

Edit 3: The Editing, IN SPAACE.
 

Pappytech

Invested all my Souls into Res
Jun 7, 2011
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Unabashed theft of character concepts and names, ho!

Name: Araya-Shiki

Gender: Though Araya refers to itself and appears as a male when in mortal company, the spirit personally believes that it does not have a gender.

(True) Appearance: Araya's form is, in the purest sense of the world, disturbing. A silhouette that is only human in the loosest sense, lacking any distinguishing features and possessing long, painfully thin limbs and an emanciated torso, Araya's body is pierced by a countless number of swords, spears, and arrows. Each of the weapons, long since stained black with blood, is unique, and they seem to constantly shift and change form the longer one stares at them. At times, it is difficult to see the torn and ruined flesh that lies beneath the tools of war; one could be easily forgiven for believing that Araya's body is simply made out of infinite blades, without a single speck of flesh.

Needless to say, Araya detests its true shape, and will disguise itself when given the slightest opportunity.

Personality: The most apparent aspect of Araya's behavior is its sarcasm. Harsh and detrimental, the spirit will lash out verbally at anyone and anything it comes across, making fun of their weaknesses and mistakes endlessly. Though its words will lose most of their bite around people Araya actually likes, the spirit is almost incapable of delivering a genuine compliment or a bit of praise, choosing instead to focus on the negative.

In addition, Araya is consumed by a sense of loathing, both for itself and mankind as a whole. It constantly curses the circumstances and beings that have given it shape and form, and would like nothing better than to simply return to the aether from which it came. However, seeing no way to easily do so, Araya is forced to be content with simply fuming at the world.

However, regardless of all of its genuine hate and fury, the spirit is sincerely trying to act as a force of good. Despite the nature of its powers, Araya only wants to see a world of peace and prosperity, where all people can live in, if not total harmony, then controlled and nonviolent chaos. So long as it exists, Araya will pursue this goal, no matter how impossible it might be.

Domains:

Starting: Weapons [+4] (intended to become +12): Araya possesses an inherent affinity for tools of war, especially those meant solely to kill. Swords, spears, axes, arrows, the spirit can forge, enhance, wield, and destroy any of them with the utmost proficiency and skill. However, the types of weaponry that Araya can affect are limited to those already imagined and created by mankind.

Drawback: Peace [-2]: No matter how hard Araya may wish for peace, the simple fact of the matter is that it is an entity meant solely for fighting. There is no way to circumvent this truth, no matter how long or hard the spirit might search for one. Araya is a being that only belongs on battlefields, not in happy villages or homes.
 

Belmarc

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Nov 24, 2012
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Asclepion said:
Snip
This is a bit weird... your domains are all okay, and your drawback too, however...

You have only outlined +10, and while you won't be stuck exactly with what you've put on your character sheet, we'd prefer to see the currently planned +12. In addition, please include which domain will be your initial +4.

Another comment... you appear to wish to make your character immobile. While not exactly against the rules, you'd have a difficult time doing things, as you'd be rooted to directly affecting one place. It could be interesting, but it would put you at a disadvantage. What you decide is up to you. As for the reasoning... it gets a little paradoxy. He can't have actually been there so long that his body has become immobile, but if mortals believed that it was so in unison, it would create him so... it's a little strange. I don't know if I'm getting my point across right, but basically... he will not truly have been around long enough for this to be so, but it might still be true. If that makes sense.