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 Of the Night OOC

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True Night
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PostSubject: Re: Of the Night OOC   Thu Jan 30, 2014 12:22 am

Go for it.

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ViperaUnion
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PostSubject: Re: Of the Night OOC   Thu Jan 30, 2014 11:49 pm

Okay, here's my witch character. It took some time to make her sheet, but I'm overall very happy with it.

General Information

Name/alias: Morgan
Race: Immortal Human/Witch
Gender: Female
Age: 273 (Physically 21)

Appearance: Morgan’s physical appearance is completely misleading in regards to people who try to determine her age by looks. Standing at a tall 5’8”, with a shapely, hourglass figure, and lean, well-defined muscles, she appears to be a young woman at the peak of her physical ability. With flawless fair skin that is so fine and unblemished that it appears to be porcelain, most find it difficult to believe she lives the lifestyle that she has. Other witches and warlocks, however, will notice that if she stands under moonlight, faint shadows of dark marks shaped like a variety of wounds will appear on her skin, indicating that her apparently flawless healing was aided partly by magic, the marks being the remnants of it, and therefore in their own way serving as scars. Because of this, most will think Morgan has never been hurt in her life, while others who practice witchcraft will see under moonlight that she is in fact covered with hundreds of scars, as though she had been through a terrible accident, assaulted, or mauled by wild animals on multiple occasions and barely survived. She has long, thick, straight dark-auburn hair that has a remarkable shine and lack of broken hairs that falls mid-way down her back, and unlike the general norm for society, Morgan does not keep it tied up, braided, or covered. She has an oblong-oval face with softer features, further making her appear like a porcelain doll, though this does not conceal her fuller, darker lips, perfectly shaped eyebrows, and her striking almond-shaped eyes, which have long, dark eyelashes, larger pupils, and irises that are a startling shade of emerald-green, with dark limbal rings around the outer edges that are almost black, making her seem genuinely youthful, as normally even the most youthful-looking of older people lose limbal rings in their eyes as they age.

For clothing, Morgan wears attire that screams of her identity as something either different or supernatural, and almost certainly indicates she is a witch. With an almost masculine form of dress, Morgan wears a pair of black trousers that go down just past her ankles, covering the tops of her thick, black-leather boots, with reserved, rounded toes that protect her feet. Morgan wears a modest black tunic that falls mid-way to her hip. Like the rest of her attire, she also wears a cloak, which does not have a hood, and falls to her mid-calf. Around her neck Morgan wears a charm that rests comfortably over her heart, strung on silvery-white threads that appear to be woven from spider webs. This charm, resting among a series of small, plain wooden beads carved from rich brown rowan wood, appears to be in the shape of a sitting bird, most likely a dove, and is made from a white hawthorn burl. The bird’s eyes reflect light in such a way that they appear to be made of small quartz crystals. This is the only ornamentation Morgan wears. Morgan carries a brown leather satchel with a square shape draping over her shoulder to her left side, resting on her hip, and she often keeps a variety of different magical ingredients or potions in it. She also keeps the trademark of most witches hidden in this satchel during the daytime, only wearing it when she’s out at night tending to her garden of magical plants, or brewing something on a kettle. She keeps her plain black pointed witches’ hat, which often goes limp near the middle of the point and hangs down her head to one side, hidden around others, though her identity as a witch is still rather obvious.

Personality: A serious, cautious person by nature, Morgan has learned to be very careful about anything she does as a witch, and generally will try to take time to ponder any hard decision that she must make. Because she is a human made immortal by witchcraft, though not of the Satanic kind, she often finds that she does not seem to fit among any fixed group of people, other witches typically being some sort of magical creature, or sworn to evil forces, and other humans being mortal, and often monster hunters that may not hesitate to kill witches. Supernatural and immortal beings often don’t fully trust Morgan because of her human heritage, and Morgan can’t fully trust humans with her identity because they may leap to the conclusion that she has an allegiance to an evil master. Overall, Morgan lives trapped in a seemingly endless cycle of mistrust and friendlessness. Even on rare occasions when she finds people of any sort that she makes friends with, her rather deceptively youthful appearance, combined with her actual incredible old age, puts her at odds with them, often quickly dissolving any sort of bond formed.

This inability to be fully-open with people set aside, Morgan is generally a friendly witch, and often bears no harmful intentions. Her incredible knowledge of magic, ranging from special plants and animal parts, to circle rituals, sympathetic bonds, and poppets, comes from years of experience that came first hand, and she has often openly told other witches that much of the reason for her incredible skill, as well as her extremely youthful and beautiful appearance, is because she was taken under the wing of a witch at such an early age that her growth and development overall was influenced by magic. When people ask her about her mentor, however, Morgan becomes tight-lipped, and often falls quiet, or grows upset and demands that they not speak of the topic, suggesting something traumatic. In regards to mythical rivalries, Morgan is neutral, and despite her kind-heartedness towards most people, often takes heavy precautions to ensure she is not made into a victim, as she is still human, regardless of her immortal status, and does not want to be bitten by a vampire or werewolf.

Relationships with intelligent beings set aside, Morgan wears a special charm (Polynesia charm), which allows her to communicate with animals, although it does have limitations. Generally, animals aren’t the best conversation, and some simply aren’t worth conversing with, or are unable to do so. More often, Morgan can communicate with mammals, birds, reptiles, and amphibians, but is sometimes unable to talk to fish, and is completely unable to speak to bugs. Much of this has to deal with the relative brainpower of the animal she tries to talk to, as smaller, simpler ones may not possess the ability to communicate. This power the charm grants her lasts as long as she wears it, or carries it on her person, and also allows her to communicate with mythical creatures that generally lack speech, including transformed werewolves, vampires, and a wide variety of other things. The only animal she does not need her charm to communicate with is her familiar, an animal inhabited by a wandering errant spirit that Morgan is bonded to through a sympathetic link.

Another noteworthy thing, Morgan is very careful to pick all the hair out of her hairbrush and burn it, along with whatever nail clippings she might have, as these things can possibly be dangerous if found by other witches.

Alignment: Neutral

Affiliation: The Witches Circle of Natural Alignment (Normally not present, but meetings are sometimes called on larger issues, consists of witches that draw their power from nature, versus those that serve supernatural masters)

Bio/history: Morgan was born over two and a half centuries ago, into a family that was relatively isolated in a small now-nonexistent village, which was wiped out shortly after the end of the Dark Ages by a plague. Morgan’s mother died when she was at the age of 5, from a bout of tuberculosis, and as a result, Morgan was for the most part raised solely by her father. Because her father did not know women’s chores, he was only able to teach his daughter work normally reserved for men, such as how to chop wood, hunt, fish, and also several valuable skills, such as carpentry and building. The only feminine skills Morgan’s father could teach her was how to mend rips and tears in clothing (Sloppy, but helpful), and a bit of cooking, which was somewhat mediocre, and nothing extraordinary. This led to Morgan behaving in a very un-lady-like fashion, as she began to develop a preference for men’s clothing against restrictive women’s attire, and often didn’t make friends because of her social deviance. Most adults disapproved of her, and children often adopted this same degree of scorn.

Eventually, however, Morgan’s father became friends with the village’s local Healer, who in secret was actually a witch specializing in nature magic, and therefore was not linked to any sort of supernatural or evil master, but was regardless capable of performing incredibly powerful spells and brewing strong potions for a variety of purposes, mainly helping the people living around her. This old, elderly-looking healer, named Anca, volunteered to take Morgan under her wing, and teach her all the skills of a woman, so that Morgan would not be crippled later in life, and unable to take a suitable husband when she was of marrying age, if she chose to marry, as her father did not seem as concerned about his daughter being married, and did not care if she chose to remain single. Beginning at the age of seven, Anca taught Morgan how to sew and embroider, using fragile materials said to be made from cobwebs, and taught her how to cook, as well as how to clean a home. Among these things, Anca also began teaching Morgan the skills of her trade, such as how to plant a proper garden filled with herbs, and even how to properly harvest certain ones that were dangerous when not carefully handled (Mandrake is a prime example). Upon reaching puberty at the age of ten, Anca finally confessed to Morgan, now having been her pupil for three years, that she was a witch, but Morgan, unable to see anything evil about what Anca did, continued under her tuition, this time openly accepting and seeking to learn witchcraft. She began learning magical materials and what they did, parts of animals that had significance, and how to brew potions, one being a special one that could halt the aging process and make the one who drank it immortal.
Anca, however, did not permit Morgan to drink the potion, as she did not want her student to be a young girl forever, and instead told her that she was not to drink it until the age of twenty-one, when she would be regarded as a mature woman, but still in the prime of her youth, Anca explaining that she didn’t learn how to make the potion until she was 64. It was also noted that Morgan never drank any potions to alter her appearance, but her dabbling in magic actually influenced her as she grew up, resulting in her greatly exceeding the attractiveness and beauty of either one of her parents, to the point that most couldn’t easily tell she resembled her father or her mother (paintings, for reference).

Many years later, when Morgan was at the age of eighteen, and by far the most attractive woman in the village, suitors began to call on her, around the same time that people began to grow suspicious of Anca. They began prying into Morgan’s business, and Morgan, disliking the intrusions, often rejected the men trying to woo her. A year later, Anca was found guilty of witchcraft, and to Morgan’s horror, her beloved mentor was burned at the stake, treated as a servant to the devil, though the witch did not serve an evil master. Morgan’s father was soon found under suspicion, as well, and fearing that he would soon be executed, as well, leaving Morgan to eventually fall under the same fate, ordered his nineteen-year-old daughter to flee. Morgan, though greatly loving her father, knew he did not lie to her, and therefore fled, but not before stopping at the abandoned hut where Anca had once lived, and taking as many precious magical items as possible. Among these things, Morgan took a special enchanted bottle, in which she had managed to contain the fairy spirit that had been inhabiting Anca’s familiar, which was a dog. Because of the sympathetic bond witches and cunning folk share with their familiars, the dog died when Anca did.

Later, after fleeing far from the village, Morgan settled down, and built a hut out in the middle of a large island, surrounded by a dense, swampy area. Because of the large amount of natural things around her, Morgan was able to harness a lot of natural energy, as was the art of people like her, and was able to lure in an animal, which she then captured, and bonded to her as a familiar, the spirit inhabiting it being the fairy spirit that had belonged to Anca’s dog. Although overall, Morgan’s familiar was a completely different personality than Anca’s dog, it gives the witch comfort to know that she has a part of her mentor with her.

Since then, Morgan has drunk the special potion, which fixed her age at 21, and has become a powerful witch in her own right, now having discovered the art of making Polynesia charms, which allows her to communicate with animals. Being an older witch (Human witches often don’t live long, thanks to witchcraft trials), she is greatly respected as a member of the Witches Circle of Natural Alignment as having power, but due to only having recently managed to track them down in the past year, most of the witches don’t know much about her.

Tactical Information

Skills: Morgan, as a naturally aligned witch several centuries old, has incredibly strong capabilities to perform magic, though nothing of the sort where one would wave about a wand and scream a magical spell, where the incantation would cause a different effect depending on what was said. Morgan’s work in magic strongly revolves around using special materials to brew potions, distill essences, and perform spells, the strength of spells relying heavily on the power of nature to function properly (Very strong around where she lives, swamps are filled with life), and the strength of brews depending on the same principle, though they do not lose power if there is a lack of life where they are used, the brews’ effectiveness being determined by where they were brewed. The obtaining of essences depends on whatever Morgan extracted them from, so some essences are rarer than others, because she has to find things that contain them, first. Morgan has extensive knowledge of magical plants and animal parts, so it is not strange that she works with such odd things as dog tongues, bat wool, toad feet, spider silk, and leeches. The garden that she keeps, filled with curious plants, can sometimes be regarded as dangerous to unskilled people, as one may improperly harvest a plant, or attempt to do so at the wrong time, which can cause a variety of terrible effects.

This set aside, Morgan does have several noteworthy abilities. She is capable of creating special tools that when used properly can have a variety of effects, such as making twigs that can harness a certain element, such as water, fire, air, or even lightning, serving as a kind of wand, though they eventually burn out. She can create a spring that can transmute certain objects into something else if proper ingredients are used, so seeing plants that can snap closed on small animals without killing them (There is also a killing variant) are not uncommon, nor is it strange that there are some enchanted vines around her home that will grow up when something approaches and snare it. There is even a mutated plant seed that when used can grow up into a small, moving plant that will attack its target, though these special plants move rather slowly, and don’t cause much more injury than perhaps a shallow paper cut-like injury from the sharp edges of their leaves, they mostly just annoy and impede people when they’re trying to move. The power Morgan does possess that most people will heavily fear, is that if she can obtain some sort of taglock from an individual (Taking the form of blood, hair, or nail clippings), she can use it to make a poppet representing that person, and once such a poppet is made, Morgan can either bless or curse that individual, depending on whatever purpose she assigns the poppet. The only way do destroy such effects is to get rid of the poppet. Morgan also has a magical broomstick that she can ride, and due to the nature of her familiar, which influences how she works with magic, she is especially skilled, and can easily make fast turns, and stop almost instantly.

Equipment: Morgan at all times carries with her a collection of potions in her satchel when she is away from home. These potions include a vial of healing potion, which can seal even the most severe of wounds and eliminate scarring, a potion that causes pain (for defensive purposes), a potion that can cause sleep, and a potion that makes her invisible. These are most often used when Morgan is unfortunate enough to come across dangerous creatures, such as wild bears. Although the effects of the healing potion are permanent, the rest work only as a temporary measure, and often work just long enough for Morgan to escape danger, as she isn’t violent. Morgan also wears her Polynesia charm, which makes it possible for her to speak with certain animals, as well as certain mythical creatures. She carries about three plant seeds that will generate small, aggressive, semi-sentinent plants that can walk and will attack what she wants them to target, though they don’t do much damage. Morgan does, however, carry three separate taglock kits in her satchel, small vials with needles that allow her to collect taglock from people or creatures, if she decides to make a poppet for any purpose. This fact alone makes Morgan someone most people do not want to fight or cross, as she doesn’t behave in a hostile manner, and won’t make a poppet unless she ultimately decides that there is a good reason for it. Morgan will also carry outside her satchel her magical broomstick, which she can use to fly, though she doesn’t do it during the daytime, as flying a broomstick in broad daylight is rather obvious. Aside from a small bag of dried meat, and a canteen in her satchel, Morgan may at any given time carry some sort of magical ingredient.

Mount/pet: Morgan as a witch, has one creature that serves as familiar to her with a sympathetic link. A familiar is an animal that has been bonded through its witch by being inhabited by a spirit, in the case of Morgan’s, a fairy spirit that belonged previously to Anca, and inhabited a dog. Morgan’s familiar, a large male barn owl named Myrick, is a pet, guardian, and companion that she often speaks to, though Myrick rarely says anything back, and is generally a very quiet owl, overall. Myrick, being magical, has a unique appearance that distinguishes him as different from a normal owl. He has the typical white heart-shaped face and dark eyes, which look like a mask, but instead of his feathers being brown or having a brownish cast, most of them are a slate grey, with paler grey on the down feathers that is speckled black. Myrick is also notably not a fragile owl. He generally heals from injuries much faster than a normal creature, and lost feathers rapidly re-grow. His talons and beak also notably bypass the damage reduction of certain magical creatures, and the owl can carry far more than what a normal one can. He is notably more difficult to kill, and all of this results from Myrick’s supernatural qualities. Although the familiar’s owl form is about 253 years old, the fairy spirit that makes it a magical creature is estimated to be much, much older.

Home: Morgan’s home consists of a small hut made out of mud brick centered in the middle of a large, solid patch of land that is surrounded on four sides by water, the only way to reach it being across a narrow strip through the water. Scattered all throughout the surrounding area of this land is a dense swampland, throughout which Morgan has scattered a variety of traps, some that deter intruders, and others that allow her to catch certain small animals, alive or dead, depending on the intended purpose they serve. These traps take the place of vines like bear traps with touch triggers, along with vines that will rapidly grow up and ensnare whatever touches them. There are also small flowers that will shoot black ink at people and blind them, though it doesn’t always hit their eyes. Morgan’s hut has a chimney built into it, and a kettle can be hung over a fire to either cook or brew potions. There is also a special oven, and a special distillery device that can collect the essence of things. Morgan’s hut is filled with oddities, from the patchwork rug that appears to be made out of different furs from small animals, to the large array of charms carved from burl wood. Out back behind her hut, Morgan has a large, cleared area that appears to be a circular patch of dried clay, smooth, and perfect for drawing out circles to hold rituals. To the west of her home, Morgan has a medium-sized garden with a wide array of strange plants growing in it. It is highly advisable that one not mess with them, because the garden is extremely dangerous if you don’t know how to harvest the plants growing in it.

Power: As an immortal human witch, Morgan has relatively no special powers without her potions and magical artifacts. She does, however, gain certain special benefits from having an owl as her familiar. Morgan has incredibly strong night vision not linked to any charms she carries with her, and her sense of hearing is enhanced, as well. Her sense of smell has no unique qualities about it. These powers are the only ones that are abnormal for a human to have.

Weaknesses/limitations/drawbacks: As a human witch that relies on nature magic instead of Satanic, Morgan has no supernatural weaknesses, such as silver or holy artifacts, but she also has all the vulnerabilities of a human. She doesn’t have any damage reduction, armor, or real weapons to speak of, and is only dangerous as long as she has potions with her. However, she does have one great weakness, having to deal with her familiar, Myrick. Because of the sympathetic bond that she shares with the owl, their life forces are also linked. This means that when one of them is hurt, so is the other, although to a lesser degree. This means that while the bond makes both of them a bit stronger, if one dies, the other does, too. This means that they are both very protective of one another. Sanguine.

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True Night
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PostSubject: Re: Of the Night OOC   Fri Jan 31, 2014 12:16 am

Accepted.

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ViperaUnion
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PostSubject: Re: Of the Night OOC   Fri Jan 31, 2014 8:35 pm

Glad, does anyone want to interact with my new character? I can't really have her doing witch-ey stuff during the daytime, but it could be a bit comical if someone stepped on one of her enchanted wildflowers in the swamp and got ink shot into their eyes...it's not lethal, but it does kind of temporarily blind you.

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Maxx
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PostSubject: Re: Of the Night OOC   Sat Feb 01, 2014 4:12 am

She could swing by Grinda's...

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"How strange it is to be anything at all." -In the Aeroplane Over the Sea, Neutral Milk Hotel

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PostSubject: Re: Of the Night OOC   Sat Feb 01, 2014 5:05 am

My character isn't affiliated with Grinda, Maxx.

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PostSubject: Re: Of the Night OOC   Sat Feb 01, 2014 5:32 am

Could have a minor rivalry with Dark's witch, Asyla. That's my best idea for somebody for you both to interact with.

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PostSubject: Re: Of the Night OOC   Sat Feb 01, 2014 2:37 pm

Well, the main issue is that while I want to have character interaction, it's difficult for me to portray my character already knowing someone else' character. Maybe we can say nobody knew she lived in the swamp, and someone was nearby, so they heard something when something happened. I was thinking that maybe we could pretend sunlight didn't penetrate the swamp's trees immediately after it came up, so we could say my character tried harvesting mandrake during the daytime. She would think it was still nighttime, and then the mandrake she pulled up would wake up and start screaming extremely loud, because she didn't harvest it at night. I don't want to say it's lethal, but it would probably make you feel really sick to your stomach and give you a splitting headache at close range. Others would have no trouble hearing it from a long distance away, and it would be easy to run up and find out where she lives while she's trying to put the mandrake back in the ground.

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PostSubject: Re: Of the Night OOC   Sat Feb 01, 2014 7:57 pm

That could work, but I'm not sure who would be nearby to hear it.

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PostSubject: Re: Of the Night OOC   Sat Feb 01, 2014 8:05 pm

Don't even have to be close, a mandrake scream is really loud...

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PostSubject: Re: Of the Night OOC   Sat Feb 01, 2014 8:08 pm

We need a map...

Maxx's witch, since their swamps could very likely be near each other

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PostSubject: Re: Of the Night OOC   Sat Feb 01, 2014 8:13 pm

Why can't your character have an affiliation with Grinda? They're both witches and both live in swamps.

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PostSubject: Re: Of the Night OOC   Sat Feb 01, 2014 8:48 pm

Well, they might know each other, but I can't say they would be actual friends, considering they're different kinds of witches, and my character doesn't exactly trust others. It's hard for me to portray my characters already knowing someone.

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PostSubject: Re: Of the Night OOC   Sun Feb 02, 2014 5:51 pm

If anyone is interested, Asyla is open for interaction.

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Canis_dirus
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PostSubject: Re: Of the Night OOC   Sun Feb 02, 2014 9:47 pm

I suppose I can come that way

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PostSubject: Re: Of the Night OOC   Mon Feb 10, 2014 2:02 am

Dark, I think you're stepping outside of your power range. You need to detail all your character can do in your sheet.

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PostSubject: Re: Of the Night OOC   Mon Feb 10, 2014 2:24 am

I personally always thought I could make it where my character knew really powerful spells, but the thing is, I mentally added the limitations where the ingredients needed to cast them or make the potion were really rare and hard to find, or common, but difficult to obtain because of some other factor, like if you wanted to create a potion that when used could cause a blizzard to start up, you would need the heart of some creature that was frozen solid when you put it in the kettle...obviously, hearts are easy to obtain, because lots of things have hearts, but the fact that it's frozen solid means you have to get it that way, first, and that you have to keep it that way until you put it in the brew. They didn't have refrigerators, back then...

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PostSubject: Re: Of the Night OOC   Mon Feb 10, 2014 5:33 am

I don't need everything to the letter to be spelled out, but there needs to be at least a hint that your character can do it. It's the early stages, so I'll accept reasonable additions.

Maxx had to do just that with Grinda, and you should consider doing the same, Dark. Everything you've done is fine, it's just come as a surprise to me and to Canis is all. I'm mostly referring to the necrotic minions.

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PostSubject: Re: Of the Night OOC   Mon Feb 10, 2014 8:14 pm

I'll get a post in this week. Sorry; I kinda forgot about this.

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PostSubject: Re: Of the Night OOC   Thu Feb 13, 2014 5:09 am

I'll get in a post tomorrow. Waiting on you Maxx for the most important thing going on at the moment.

Also need to post a perspective for Catalina sometime.

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PostSubject: Re: Of the Night OOC   Thu Feb 13, 2014 2:10 pm

Again, mandrake scream, could be heard from miles away....

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