"Play fair now, lads... There's enough Char to go around."
• Rules •
o1. Keep your posts out of my journal. o2. Don't mistake Charlotte's feelings for my feelings. She's going to be mean occasionally. Doesn't mean I don't like you or your character. Just means that she doesn't. o3. I'm pretty laid back, but lots of stuff grosses me out. I don't wanna RP porn, gore, extensive violence, or most things people find uncomfortable in general. o4. Love me anyway?
Posted: Sat May 02, 2015 11:26 am
"Whadaya mean 'anyone could do that?' Do I look like just 'anyone' to you?"
• Achievements •
June 2, 2015: Charlotte wins Sapphire Taming Jewel! June 2, 2015: Charlotte chooses her weapon and becomes a Mage. May 2, 2015: Journal set-up commences only a month late. April 1, 2015: Charlotte begins anew.
Likes: Sun, Sand, Outdoors, Rain, Mist, Meat, Sailing, Betting, Gambling, Racing, Shooting, Gold, Booty, Ladies, Gents, Gems, Jewelry, Pretend, Adventure, Excitement, Rainbows, Fish, Booze, Fancy cups Dislikes: Fruit, Vegetables, Tangled hair, Slow, Boredom, Meticulousness, Precision, Bossy people, Itchiness, Fishing, Know-it-alls, Birds, Smoke, Ash, Fur, 'Unnatural' smells, 'Too much' of nearly anything Strengths: Charlotte is a peppy, bubbly, cheerful, generally upbeat little lass. She dreams big, wants the best, but is nearly always just as enthused by whatever small kindness fate throws in her lap. She enjoys games, companionship, and parties and is as willing to be in the spotlight as she is to share it with someone else. She loves laughing, enjoys making others laugh, and bares no ill-will from being the brunt of a joke. She is outgoing, adventurous, eager-to-please and be pleased, and is very appreciative of a good competition.
Her competitive nature compels her to attract many 'friendly' adversaries in a great array of sports, games, and hunts. She practices versatility wherever she can (though successes and failures with most things tend to come out to a relative balance), and is always willing to try something new. She is neither sore winner, nor sore loser. Charlotte goes at everything with her best, and if that isn't enough, she'll just have to try again. She maintains her chipper demeanor only up to a point, though. Fortunately, her breaking point is pretty high-tolerance. Weaknesses: While normally difficult to upset, Char does have her triggers. If constant streams of effort in her endeavors continuously yield zero improvement, she is likely to lose her temper in a burst of high-pitched screeching and forgo further attempts permanently. Her tantrums generally last only a few moments but she does hold a grudge against activities that make her ugly side show. Stubborn pride keeps her from backtracking or feeling put-out for failure.
She is impulsive and impatient, wanting the things she wants when she wants them and not thinking about much else. Lack of proper schooling has left her pretty dim-witted. She doesn't think things through, doesn't consider consequences, and doesn't generally regret her actions until she's already being punished for them. Even then, she won't necessarily feel like she's in the wrong, just that someone else was more capable of enforcing their will. Efforts will be taken to prevent this in the future.
She's loud and rambunctious, quick to treat everyone like an ally, whether they are or not. She has little regard for the 'personal space' most people want, and sees everything just as it appears to be on the surface. She is easy to take advantage of, easy to manipulate, and easy to trick. While she appreciates jokes and games, she will turn her banshee-like rage on anyone who uses her unwitting self to hurt someone else. Particularly if that someone else seems undeserving of harm to her. Fears: Thunder, Lightning, Eels, Serpents (anything that 'writhes its way through the world'), Paralysis, Being trapped on a sinking ship, Degenerative sickness Quirks: Often clucks her tongue, hums, or otherwise fidgets to fill silences, Approaches even strangers as if they are close companions, Shows little regard for her own safety during dangerous tasks, while still being overly protective of others, High alcohol tolerance, but has a very low threshold for smoke, poisons, and drugs, Gets seasick while sitting still, yet not while active, Loves to 'play pretend' Speech Color: #FF1CC2
Posted: Sat May 02, 2015 11:27 am
"The past is the past. Put it behind you."
• History •
Charlotte has known only the ocean for as long as she can remember. Her mother and father are both pirates, with her old man captaining the vessel, The Rapana Whelk. As far as she can tell, her father had always been a pirate, or at least since he was very young. Her mother was a tavern wench that they picked up on their travels and adopted into the lifestyle. While Char isn't sure if her parents actually 'love' each other, they share a mutual respect of one another and try to collaborate where taking care of Char is concerned.
As a young lass, Char spends her days running amok aboard the ship. When they hit land, she is seldom allowed to go farther than the docks unless her mother or father expressly offer to take her into town. She's still pretty young, and doesn't have many responsibilities of her own, though she'll occasionally be recruited to help gut and scale and prepare food for mess. Otherwise, she spends her time with her crew mates, playing their games, singing their songs, and harping them when they don't want her around.
She's been granted a little more freedom now that she's a bit older and often peruses the ports on her own, stealing things from shops and passerby in the cover of night. She collects a great many things and hoards them in various stashes aboard the ship.
» Aedaun Abilities Skills: ● Gains Ability Holy Light - Create a holy barrier of light energy that heals you or anyone of your choosing for 30 LP for 2 turns. Usable 3 times per encounter and when INT > 20. Costs 15 Energy. ● Gains Ability Light Shell - Create a magical barrier around yourself, energizing you for 20 Energy instantly. If the time of the RP is morning or the fight is taking place in Serenia, it energizes for 30. Can only be used 1 time per encounter and when INT > 25. ● Gains Ability Reflect - Create a wall of light to reflect one attack back to the attacker. Usable 1 time per encounter and when INT > 30. Costs 10 Energy. ● Gains Ability Blinding Light - Blind your enemies for 2 turns, lowering their accuracy by 20 points. (ie: Apprentice Accuracy is 1-50 miss, 51-100 hit (they now have a miss from 1-70, and a hit from 71-100, etc). Usable 1 time per encounter and when INT > 35. Costs 20 Energy. ● Gains Ability Ball of Light - Turn yourself into a ball of light and move quickly through the air. Usable across bodies of water. This can only be used out of combat and during the day. When nightfall hits, you instantly turn back to your normal self. Usable when INT > 35.
» Weapon Specials Ivory Rose is the wand Charlotte chose from her father's armory. She is Char's Imprinted Weapon, and gives her access to the Aedaun magic abilities (note: Choosing the wand grants your character a permanent increase of +5 INT and then +10 INT at Master Stage).
» Physical Attacks Unarmed Attack - 5 ENG xxxxxAvailable when ATK > 0 xxxxxDMG per ATK point: 5 xxxxxCurrent ATK [5] x DMG [5] = 25 DMG Dealt Armed Attack - 15 ENG xxxxxAvailable when ATK > 20 and one has obtained their weapon xxxxxDMG per ATK point: 10 xxxxxCurrent ATK [5] x DMG [10] = 50 DMG Dealt
» Magical Attacks Initiate Magic - 10 ENG xxxxxAvailable when INT > 5, ATK > 5 xxxxxDMG per INT point: 5 xxxxxCurrent INT [35] x DMG [5] = 175 DMG Dealt Journeyman Magic - 15 ENG xxxxxAvailabe when INT > 15, ATK >10 xxxxxDMG per INT point: 10 xxxxxCurrent INT [35] x DMG [10] = 350 DMG Dealt Advanced Magic - 20 ENG xxxxxAvailable when INT > 30, ATK > 30 xxxxxDMG dealt: 10 points per INT + 2 points per ATK xxxxx(Current INT [35] x DMG [10]) + (Current ATK [5] x DMG [2]) = 360 DMG Dealt Master Magic - 50 ENG xxxxxAvailable when INT > 60, ATK > 60 xxxxxDMG dealt: 20 points per INT + 5 points per ATK xxxxx(Current INT [35] x DMG [20]) + (Current ATK [5] x DMG [5]) = 725 DMG Dealt
» Physical Defenses Basic Defense xxxxxAvailable when DEF > 0 xxxxxDMG warded per DEF point: 5 xxxxxCurrent DEF [20] x DMG [5] = 100 DMG Warded Moderate Defense xxxxxAvailable when DEF > 20 xxxxxDMG warded per DEF point: 10 xxxxxCurrent DEF [20] x DMG [10] = 200 DMG Warded Advanced Defense xxxxxAvailable when DEF > 40 xxxxxDMG warded per DEF point: 15 xxxxxCurrent DEF [20] x DMG [15] = 300 DMG Warded Master Defense xxxxxAvailable when DEF > 60 xxxxxDMG warded per DEF point: 20 xxxxxCurrent DEF [20] x DMG [20] = 400 DMG Warded
» Defensive Magic Initiate Magical Defense xxxxxAvailable when INT > 0, DEF > 0 xxxxxDMG warded per INT point: 5 xxxxxCurrent INT [35] x DMG [5] = 175 DMG Warded Journeyman Magical Defense xxxxxAvailable when INT > 15, DEF > 15 xxxxxDMG warded per INT point: 10 xxxxxCurrent INT [35] x DMG [10] = 350 DMG Warded Advanced Magical Defense xxxxxAvailable when INT > 30, DEF > 30 xxxxxDMG warded: 15 points per INT + 2 points per DEF xxxxx(Current INT [35] x DMG [15]) + (Current DEF [20] x DMG [2]) = 565 DMG Warded Master Magical Defense xxxxxAvailable when INT > 60, DEF > 60 xxxxxDMG warded: 15 points per INT + 10 points per DEF xxxxx(Current INT [35] x DMG [15]) + (Current DEF [20] x DMG [10]) = 725 DMG Warded
"Pretty rude to go peeking through a girl's diary."
• Roleplay Log •
Code: M = META, ORP = Open RP, PRP = Private RP, S = Solo /// ADV = Adventure, P = Profession, R = Ritual, T = Taming [Type of RP - Participants - Link to Journal Reflection] **Note: Solos do not have Journal Reflections
Apprentice [S - Charlotte - N/A] Ivory Rose - Done /// Words: 1020 [PRP - Charlotte/Karayan - JR] Only a Hero - Ongoing /// Words: ??? /// JR Words: ??? [PRP - Charlotte/Roseryn - JR] My Journey Begins - Ongoing /// Words: ??? /// JR Words: ??? [S - Charlotte - N/A] Daddy, Please! - Done /// Words: 681 -insert RPs with Roseryn here- [S - Charlotte - N/A] The Citadel's Lady - Done /// Words: 1251
Posted: Sat May 02, 2015 11:29 am
"I'd rather avoid a scuffle. At least while in the public eye."
• Battles and Hunts •
Code: M = META, ORP = Open RP, PRP = Private RP, S = Solo /// B = Battle, H = Hunt [Type of RP - Opponent - Outcome - Link to Journal Reflection]
Apprentice [PRP/H - VS 7 Kiandri - 7 Wins - JR] My Unexpected Endeavor - Done /// Words: 2142 /// JR Words: 168
"Don't be a whiner. Everyone's life sucks at some point."
• Plots •
o1. The Roseryn Arc:
-- After initial meeting, Char scurries back to her ship and complains to her father about being useless. He offers her the chance to choose a weapon (solo). -- Char confronts Rose and Quince in holding. Quince convinces her to convince her father to free them. Char admits they were going to be ransomed. Quince expresses a desire to stay. Rose freaks out (prp). -- Char convinces her father to release Rose and Quince (solo). -- Char introduces them to the crew and sets them to work (prp). -- They land in Soudul. Charlotte (being an Orderite) elects to stay on board. Rose, being extra hateful of Oblivionites, also decides to stay behind while Quince and others explore. Char questions Rose about his home life (prp). -- Rose adamantly pushes Char away from both himself and Quince while she's just excited to have someone near to her age along for the ride (prp). -- The ship docks on Ayr. Char wants to show her new friends how to have fun in the mountains (prp/hunt?). -- Char stumbles upon Rose while he's high as a kite. While the encounter is playful initially, it ends in sloppy make-out that Quince discovers (prp). -- On Serenia, Charlotte heads to see the Orderite's racial leader, Aevah Avi (solo). -- Rose bids Char and Cici farewell (prp).
o2. Magic Lessons:
-- At Aevah's suggestion, Char seeks out a proper magic instructor.
o3. Ermeda Bonding:
-- After seeing off her Dovaa companion, Char and her parents opt to spend the night on land, in a tavern in the lower rungs of Ashen City. While her parents sleep, she catches wind of an interesting trade taking place, and decides it's her civic duty to intercept it. Char steals the emerald egg. -- Weeks later, the egg hatches in a spew of light and magic and shrubbery. -- Back on the sea, Char begins to feel anxious for reasons she doesn't understand. Her stomach churns, and her head hurts, and she itches. She complains to her parents and crew, but they brush her off by calling it 'growing pains.' -- One night in her cabin, while speaking blindly to Ermeda, Char notices the young khehora scratching, rolling, and whimpering. She abruptly realizes the anxiety and discomfort is coming through the Bond. She questions her Dovaa/part-Dovaa crewmates about their magic. -- In an effort to relieve Ermeda's stress, Char decides they are old enough to set out on their own, at least until her bonded is old enough to fly or otherwise manage being on a ship. They depart the docks, and begin to explore Eowyn.
o4. Seareya Renewal:
-- Just outside the port city of Taliuma, Char and Meda come across a colorful khehora attempting to pillage/bargain the belongings of a moving caravan. They decide to aid her.
"Lookin' fer somethin' specific? I might know a guy..."
• Relationships •
◇ NPC | ◆ Player Character ☢ Hates | ✖ Dislikes | □ Indifferent Towards | ■ Acquainted | ✚ Likes | ♥ Loves | ❤ Mated To
◆■Karayan - heroic Dovaa - Gaili
"Char'sfeels Char'sfeels"
◆■Roseryn - snooty Dovaa - Ysali
"I met 'im and and 'is brother on a stop in Eowyn. He massacred a bunch of dragons in front o' me then expected me t' thank him for it. Quite a delusional lad... But he's prob'ly the most intimidatin' Dovaa I've ever met. 'E kept things intrestin', anyway. By the look o' things, we'll be seein' a good lot of each other ov'r th' comin' weeks."
Posted: Sat May 02, 2015 11:32 am
"'Wee?' Of course I'm 'wee!' Ya prefer a burly, hairy lass?"
• Growth Tracking •
Apprentice »»» Adept ::
-One Month Time [ ✔ ] | May 1st, 2015 -Completed Journal Setup [ ✔ ] -At Least Level 15 [ ✔ ] -Determined Stats [ ✔ ] -Determined Abilities and Skills [ ✔ ] -Choose Your Weapon - Ivory Rose [ ✔ ] -5 RPs (can be Solo, ORP or PRP)