Character sheet Name: Mirage Silverspine Age: 17 Race: Human
Subject: Rha'Lusk of the Barkmane Fri Jun 04, 2010 7:12 pm
Character Reference Picture
Spoiler:
"Us not sure if der gon' be Lusk o' da Barkmane."
Name & Title Rha'Lusk of the Barkmane, Barkmane Shaman
Age 20
Gender Female
Race Gnoll
Birthplace Few kilometers away from Surna, in the local gnoll camp.
___________________________
Skills
General
Herbalism Animalia [Language] Gnoll [Language] Broken Common [Language] Sophistication, more or less
Spoiler:
Intelligence <{ | | | | | | - - - - }>
Rha is fairly intelligent, being a Shaman, although some would likely beg to differ.
Strength <{ | | | | - - - - - - }>
While Rha isn't the strongest person around, living in the forest does pay back - assuming you stay alive long enough.
Agility & Dexterity <{ | | | | | - - - - - }>
Rha can be very agile and quick, should need be, especially in the forest which she knows well.
Perception <{ | | | | | | | - - - }>
Rha, being a Gnoll, has rather keen senses and thus, good perception.
Stamina & Endurance <{ | | | | | | | - - - }>
You can't be in too bad of a shape if you've lived in the forest for your entire life.
Willpower & Fortitude <{ | | | | | | - - - - }>
Rha's willpower and metal fortitude are both fairly developed due to her being a shaman.
Combat Skills
Spoiler:
Unarmed <{ | | | | | - - - - - }>
While she likely won't win a hand-to-hand fight with more stronger or skilled foes or no other options are available, she can defend herself with fang and claw - literally.
Staves <{ | | | | | | - - - - }>
She has learned to defend herself with the staff while out in the forest, but is far from mastering the skill.
Other Small Weaponry <{ | | | | - - - - - - }>
While she can use other small weapons, such as daggers, clubs, small maces, shortswords etc., she is a novice when it comes to using them.
"The Spellbook"
The three following spell schools are her "primary" schools. The spells that fall under these three categories are the only spells she can master. Rha'Lusk cannot advance further than the [Rank 5] with minor spell schools until she becomes an Elder Shaman. Even then she can only become an adept with using them.
Major Spellschools
Storm Magic
Spoiler:
Thundershock [Offensive spell]
The caster summons a bolt of elecricity which they can then send at their foes at literally lightning speed. The shock is not lethal under [Rank 5] but can stun enemies very well. When the caster becomes an adept, the shock can be used to kill if it has been charged enough. Upon mastering the spell, the charge becomes increasingly powerful and can shock up to three people around the initial target. The secondary shock will not be lethal, but will possess a tazing/paralyzing ability.
<{ | | | | | | - - - - }>
Lightning/Thunder Barrier [Defensive spell]
The caster calls down a bolt of lightning that will create a shield around them. The shield will shock anything in it's vicinity, especially anything that is metal such as armors and weapons. The charge of the shield lasts up to five minutes but grows more powerful as the caster becomes more skilled. Caution should be exercised when using this spell, as it can harm friendlies as well as foes. The effective range of the shield is one meter. At [Rank 8] when the caster becomes an adept, the shield becomes more powerfully charged Thunder Barrier, which can block some attacks entirely. When the caster masters the spell [Rank 10] they can shield others aswell, making it a powerful defensive/offensive tool.
<{ | | | | | | - - - - }>
Hurricane [Defensive/Utility spell]
The caster is able to summon increasingly powerful gusts of wind on will through the ranks 1 and 9 of the spell. However, whenever the spell is mastered, the caster becomes capable of summoning a small, localized hurricane around them. This hurricane could reach up to 15-20 meters in diameter and could be sustained for up to five minutes. The caster and their allies would be safe in the eye of the storm while the intense winds would knock off and redirect nearly any projectiles thrown at the caster.
<{ | | | - - - - - - - }>
Cloudburst [Utility spell]
The knowledge of the tribe's elders allows the caster to summon clouds over an area that will rain down enchanted water. This rain is more efficient in fighting fire, has increasingly noticeable rejuvenating effects on plantlife and is more revitalizing than normal water when drank.
<{ | | | | - - - - - - }>
Enhancement & Spirit Magic
Spoiler:
While the Enhancement spell schools have only three ranks, becoming more skilled in them is far different from other spells and skills. To progress with a spell, Rha'Lusk must advance from Younger Shaman to a full-fledged Shaman and then to Elder Shaman to unlock the true potential of these spells. The progress will not be quick and might never happen, but the upside is that all the Enhancement spells will increase in power as she advances, so they don't need to be "trained" individually.
Spirit Lash [Offensive spell]
The caster gains the ability to create a burst of mystical energy to attack the Sacred Field of their adversary. A successful attack of the spell will cause the opponent to experience considerable amounts of pain and temporarily hinder their ability to weave spells. The spell cannot cause physical harm, and as thus, will ignore elemental resistances and physical protection excluding protective magical metals. As the caster progresses, the spell becomes increasingly stronger and harder to counteract. When the spell is mastered, they can generate a blast of the spiritual energy around them to harm anyone surrounding them. Alternatively, when the caster reaches ranks 5, 8 and 10 of the spell, it can be used to summon one, two or three of their tribe's spirits to aid them, respectively. For as long as the spirits remain in the physical plane aiding the caster, the spell cannot be re-cast.
<{ | | | | - - - - - - }>
Ursa's Vigor [Enhancement spell]
The caster imbues their target with the strength and endurance of the ursa, making them physically more capable by a notable amount. Only one enhancing spell can affect one target at a time. Lasts up to thirty minutes.
<{ | | - }>
Feline's Guile [Enhancement spell]
The caster enhances their target with the nimbleness and guile of the feline, increasing their perception, speed and agility by a notable amount. Only one enhancing spell can affect one target at a time. Lasts up to thirty minutes.
<{ | | - }>
Owl's Wisdom [Enhancement spell]
The caster opens the mind of their target, allowing them a more fluent access to the weave, thus granting them notably better potential in casting spells. Only one enhancing spell can affect one target at a time. Lasts up to thirty minutes.
<{ | | - }>
Blessing of the Barkmane [Defensive/Special ability]
The caster infuses themself with the nature's energies to make their skin as tough as bark, enhancing their overall endurance towards attacks and spells for roughly ten minutes. When the skin turns to more bark-like, the user will become more vulnearble to fire, but healing and regeneration (natural healing, spells, salves, ointments, etc.) will be increased. Requires a piece of a tree's bark to use. Only usable on the caster themself.
<{ | | - }>
Nature & Healing Spells
Spoiler:
Healing Touch [Restorative spell]
The caster draws energies from their surroundings to cure minor wounds and small cuts on the target. When the caster becomes an adept [Rank 8] with the ways of using this spell, it can cure moderate wounds (such as flesh wounds and fractures). When this spell is mastered it can ultimately heal even heavier wounds to some extent, but will not save from life-threathening injuries.
<{ | | | | | | - - - }>
Essence of Regrowth [Restorative spell]
The caster draws energies from the weave and nature, and infuses some of their own essence to heal a wounded target. The spell has far greater healing powers than Healing Touch. When the caster becomes an adept [Rank 8] in the ways of using the spell, they can cure even life-threathening wounds, provided the victim can still be saved. Upon mastering the spell, the caster can use a large portion of their own essence to restore an ebbing person or animal, as long as they are not truly dead yet.
<{ | | | | | | - - - - }>
Spirits' Sanctuary [Restorative spell]
The caster draws a circle of up to a few meters in diameter and settles in the middle, and asks for aid from the spirits of their tribe. The spirits will replenish the stamina and energies of the caster and their allies for as long as they remain within the sanctuary and it remains undisturbed. At rank 5, the sanctuary will accelerate any healing process and slightly amplify positive effects on it's occupants. At rank 8, it gains slight direct healing abilities. Whenever the spell is mastered, the spirits themselves can act as guards for the sanctuary and attempt to repel any who seek to harm it's occupants. The sanctuary can be maintained for as long as the caster remains focused and undisturbed. At rank 1, the possibility of summoning the spirits is 45% and the chance increases by 5% each consecutive rank, ultimately reaching 90% success rate. [Current Summoning Chance: 65%]
<{ | | | | - - - - - - }>
Constricting Vines [Offensive/Defensive spell]
The caster summons several strong vines from the ground that attempt to entangle their victim and either simply immobilize them or strangle them. The spell can only be cast if there is soil available (= not in cities). The vines become more numerous and stronger as the caster becomes more skilled.
<{ | | | | | | - - - - }>
Insect Swarm [Offensive spell]
The caster summons a swarm of angry insects to harass and attack their foes. The insects can be anything ranging from mosquitoes to horseflies [Rank 5] to poisonous wasps [Rank 8]. Upon mastering the spell, there is a chance that locusts may come with the wasps. If the insects cannot find anyone to attack, there is a chance they will attack the caster and their allies instead. The swarm will become more numerous and relentless as the caster grows stronger.
<{ | | | | | | - - - - }>
Minor Spellschools
None known yet.
___________________________
Physical Description
Height 160 cm OR 5'2'' ft
Weight 55 kg OR 121.2 lbs
Build Slender but quite strong build.
Eye Color Bright Blue
Fur Color Mostly dark brown with lighter spots and patches here and there.
Rha'Lusk was born in the tribe of Barkmane gnolls, one of the more peaceful tribes around. The tribe centered mostly on hunting, agriculture and collecting things unlike most of the aggressive tribes or clans that seeked battles, skirmishes and such. Her affinity for magic was noticed fairly soon by the Elder Shaman of the tribe who took her under his training. As only a young cub, she could conjure enough magic powers to heal scratches or small cuts, which pleased the Elder and her parents.
As Rha'Lusk grew, she became a better healer and learned new ways of the nature quickly. The Elder taught her and a few of the younger shamans the secrets of herbalism, such as what herbs are poisonous, which have healing qualities and which are edible and so forth. Rha'Lusk was mostly interested in the healing part and was destant to become one of the tribe's healers. She would often join the hunting party with a more experienced shaman so she could train and hone her skills.
The tribe was not extremely territorial but would retaliate against threats, especially against those who would try to defile their land. Such as humans. This ultimately lead to the destruction of the tribe as Surna's lumberjacks tresspassed on their territory and chopped down several of their trees. Angered by this the tribe launched an attack against the mill, driving off any of the workers that didn't get killed in the initial assault. The workers and few guards had no chance against the enraged gnolls and were swiftly taken down. As they occupied the mill and plundered it, the Surna guards were not pleased by their deed. They soon hired a group of skilled adventures who were to drive the gnolls out of the mill. The group was indeed successful and proceeded to the gnoll camp the scouts had located earlier. The gnolls retaliated swiftly and aggressively, but were ultimately taken down with their Elder and Chieftain. Their camp was raided and destroyed, the ground caked with fresh blood.
Rha'Lusk was away during the attack with a few other gnolls, looking for herbs and food for the tribe. They returned from the remote camp they had set up only a day before the main settlement was raided. They were greeted by a grim sight instead of the welcoming cheers of their fellow kin. The surviving few gnolls were devastated by what they saw; their mates, parents, everyone was dead. As much as it pained them, the bodies were blessed and buried by the lead of Rha'Lusk as she was taught. After the gruesome mass burial they salvaged what little was left of the camp equipment and reluctantly left what was remaining of their former home which now was filled with only death and silence.
The few remaining gnolls now dwell the forest of Surna, trying to find a new home for themselves.
Alignment Neutral Good "Her tribe, the Barkmanes was not an aggressive tribe, instead preferring to hunt and collect rather than warfaring, much unlike several other tribes. As Rha'Lusk was taught the ways of nature and shamanism, she would rather use her powers to help what she believes to be good-willed entities than cause havoc with them. She will not be afraid to use them should someone threaten her, her tribe or those who she trusts and wishes to protect."
Favored Enemy Defilers of the nature. Ill-willed entities.
Favored Weapon Her staff. Her claws. Her spells.
Deity Silvanus.
Current Tasks
Completed
Spoiler:
Make contact with humans. - Complete
Find people of trust and make friends. - Complete
Find those who slaughtered her tribe. - Complete "Finally us find da guilty on's."
"On the Spirits' Trail" Find the tribe's old camp and items that belonged to the elders. - Completed
Advance her shamanistic powers. - Completed
Ongoing & Pending
Spoiler:
Master the shamanistic powers. - Ongoing
Train Kale. - Ongoing
Hunt down the slayer of her tribe. - Ongoing
Learn more about anything and everything. - Ongoing
Cancelled & Failed
Spoiler:
Make Zack Flame pay with his blood. - Cancelled "If ya come back alive from dere, ya owe us big favour."
Milestones
Spoiler:
Progress
Quests
General
Last edited by Markka on Fri Jun 03, 2011 9:58 pm; edited 70 times in total
Fuzzy Wolfy
Posts : 454 Join date : 2010-04-23 Age : 30 Location : Under your bed.
Subject: Re: Rha'Lusk of the Barkmane Fri Jun 04, 2010 7:15 pm
I approve, we've discussed this for a while and I like it.
Guest Guest
Subject: Re: Rha'Lusk of the Barkmane Fri Jun 04, 2010 7:20 pm
You no take candle!
Markka Moderator
Posts : 916 Join date : 2010-04-29 Age : 31
Character sheet Name: Mirage Silverspine Age: 17 Race: Human
Subject: Re: Rha'Lusk of the Barkmane Fri Jun 04, 2010 7:21 pm
TheGrayFox wrote:
You no take candle!
They're kobolds! Kobolds! KOBOLDS DAMNIT, NOT GNOLLS!
Guest Guest
Subject: Re: Rha'Lusk of the Barkmane Fri Jun 04, 2010 7:23 pm
What's the difference?
Markka Moderator
Posts : 916 Join date : 2010-04-29 Age : 31
Character sheet Name: Mirage Silverspine Age: 17 Race: Human
Subject: Re: Rha'Lusk of the Barkmane Fri Jun 04, 2010 7:34 pm
Spoiler:
TheGrayFox wrote:
What's the difference?
Learn the f***ing difference!
Kobold
Gnoll
-Softsnip, the message is there but irrelevant to anything anymore-
Last edited by Markka on Wed Oct 20, 2010 6:10 am; edited 6 times in total
Kain
Posts : 1427 Join date : 2009-03-24 Location : Somewhere Pat doesn't want me to be
Subject: Re: Rha'Lusk of the Barkmane Fri Jun 04, 2010 7:57 pm
Looks good.
Psycheandromida He Who Wears Sunglasses at Night
Posts : 1503 Join date : 2009-09-25
Subject: Re: Rha'Lusk of the Barkmane Fri Jun 04, 2010 8:16 pm
For clarification. WoW does not follow proper canon when it comes to Kobolds. Or Trolls, for that matter. Kobolds are a subrace of dragons, they are not rats.
That being said, general magic like this is underrated, underused and frankly as a result, puts characters who are adept at resisting general magic to out of use. This gets my accept.
Markka Moderator
Posts : 916 Join date : 2010-04-29 Age : 31
Character sheet Name: Mirage Silverspine Age: 17 Race: Human
Subject: Re: Rha'Lusk of the Barkmane Fri Jun 04, 2010 8:18 pm
Wat? Dragons? I always thought they were like rats or something!
And nobody tells me!
Psycheandromida He Who Wears Sunglasses at Night
Posts : 1503 Join date : 2009-09-25
Subject: Re: Rha'Lusk of the Barkmane Fri Jun 04, 2010 8:31 pm
REGARDLESS. I want final opinions on the character, I'd like to hurry up and move this to the normal characters section.
Krug
Posts : 1397 Join date : 2010-01-20 Age : 31 Location : England
Subject: Re: Rha'Lusk of the Barkmane Fri Jun 04, 2010 8:39 pm
I say move it. Nothing to complain about.
Accept in my books.
Psycheandromida He Who Wears Sunglasses at Night
Posts : 1503 Join date : 2009-09-25
Subject: Re: Rha'Lusk of the Barkmane Fri Jun 04, 2010 9:22 pm