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Nuraku

Posted: Tue Jul 28, 2020 6:32 am
by Nuraku

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Nuraku

Details
Full Name: Nuraku
Birth Name: Alphonse Eriksen
Birth Race: Rathor (Rakura Beastalt)
Common Form: Black Wolf
Original Sex: Female / Feel free to mis-gender.
Original Height: 8' 2"
Original Weight: 350 Lbs
Age: 29

Birthdate: 48th of Glade, 491
Birthplace: Atinaw

Profession: Advanced Mercenary / Hunter
Housing: The Great Outdoors
Partners: None

Titles: None
Factions: The Black Remedy, The Bloodless Kin

Fluencies: Vithmi, Common
Conversationals: None
Ineptitudes: None

Appearance

Having lost her traditional form, Alphonse exists perpetually in the form of one animal or another. The most common among them is a large, jet black female wolf. It was the den mother to a pack of wolves, and its eyes are a bright silvery blue. Its paws are wide, suitable for a colder climate, its claws somewhat sharp, but thick and black. The wolf has two tall triangles for ears upon its head, and two rows of sharp ivories within its jaws. The wolf stands at about three feet by the shoulders, with another several inches should the head rise, and upon its hind legs it can easily stand taller than someone only about six feet tall. The wolf moves with a steady trot of spindly limbs, peering about for danger as it goes.

Another common one form is that of a male white ermine, a stoat. In this form, she is weasel-like, thirteen inches long from the tip of her nose to the tip of her tail, and covered in luxurious, soft and thick fur. The small size allows her to be nimble, and she can often be seen wielding a butter knife that glows red between her teeth. She moves with a hopping gallop wherever she goes as an ermine.

Formerly
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Quirks

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Personality

Having lost much of her coarseness in recent seasons, Nuraku is somewhat patient, if reserved. She has been humbled by her trials, and now has a very jaded view of the world. She is kind, and honorable, seeking to do the right thing no matter the cost. More than anything, she wants to make an impact upon the world, to cleanse Dranoch from Sil-Elaine and elevate the revolutionaries she supports. However, to do so she must contend with her own inadequacies.

Unlike other mages, Nuraku has been taught to actively buck the hubris and superiority that stems from power. She is weary, and conscious of psychological changes upon herself. The stubbornness she was born with has transitioned to a moral groundedness that she refuses to be swayed from, unless it is for the better. Even so, she understands the necessity of killing in warfare, and the gravity, even danger of the ideologies she has seen traveling Atharen.

Nuraku is playful, even proud of her stature should she dwarf another, and eagerly bullies others in a playful manner. She likes to nearly knock people off their feet with a pat, sometimes threatening before offering a smile and a laugh. Like a cat playing with its prey, only she really does tend to care about the people subjected to her torment.

When it comes to sciences, Alphonse struggles with mundane things like math, but more approachable subjects like biology and medicine appeal. It has to have a functional, active element for her to excel that she can clearly see. This is why she's pretty good about navigating the Marks of Control she was given, since cause and effect is very easy for her to learn from.


History

Origins
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Re: Alphonse Eriksen

Posted: Tue Jul 28, 2020 6:49 am
by Nuraku
Image

S K I L L S
SkillSkill LevelProficiency
Arcana(120)
Sigilic Pyromancy 32/100 Apprentice
Summoning 38/100 Apprentice
Malformity 74/100 Journeyman
Resonance 10/100 Novice
Remnant 10/100 Novice
Dexterity(0)
Acrobatics 0/100 Unskilled
Stealth 0/100 Unskilled
Strength(55)
Blades 15/100 Novice
Unarmed Combat 15/100 Novice
Running 15/100 Novice
Body Building 10/100 Novice
Perception(15)
Hunting 15/100 Novice
Meditation 0/100 Unskilled
Intelligence(0)
Tactics 0/100 Unskilled
Linguistics 0/100 Unskilled
Spycraft 0/100 Unskilled
Logistics 0/100 Unskilled
Law 0/100 Unskilled
Politics 0/100 Unskilled
Sociology 0/100 Unskilled
Craft(0)
Leadership 0/100 Smithing
Architecture 0/100 Construction
Science(0)
Architecture 0/100 Unskilled
Clockwork 0/100 Unskilled
Engineering 0/100 Unskilled
Charisma(0)
Leadership 0/100 Unskilled
Persuasion 0/100 Unskilled
Negotiation 0/100 Unskilled
Intimidation 0/100 Unskilled
Storytelling 0/100 Unskilled
Mercantilism(0)
Business 0/100 Unskilled
Finance 0/100 Unskilled
Agriculture 0/100 Unskilled
Mining 0/100 Unskilled
Artistry(0)
S K I L L - L E D G E R
ThreadPoints AwardedPoints SpentRunning Total
Starting Package+550 55
+15 Blades0 -15 40
+15 Unarmed Combat0 -15 25
+15 Running0 -15 10
+10 Body Building0 -10 0
+15 CS Approval+15 0 15
+15 Hunting0 -15 0
Caustic Candor+6 0 6
The Fire, It Burns+8 0 14
The Rose With All Its…+5 0 19
Mon Petit Ami+5 0 24
Monstre Et Monstre+5 0 29
Road to Nardothis+5 0 34
Admission or Admonishment+3 0 37
Of Feathery Words and…+2 0 39
Valran of Lady Garamont+2 0 41
Eight Arms and as Many…+2 0 43
Lost in the Feel+2 0 45
Feeling Eel+2 0 47
Eelectricity+2 0 49
The Promise, Part One+10 0 59
M A G I C - L E D G E R
ThreadPoints AwardedPoints SpentRunning Total
Starting Package+450 45
+25 Summoning0 -25 20
+20 Sigilic Pyromancy0 -20 0
+5 Sigilic Pyromancy+55 0
+5 Sigilic Pyromancy+55 0
+5 Summoning+55 0
+5 Malformity+55 0
+5 Malformity+55 0
+5 Remnant+55 0
+5 Remnant+55 0
+5 Transposition+55 0
+5 Transposition+55 0
+5 Malformity+55 0
+5 Malformity+55 0
+5 Malformity+55 0
+5 Malformity+55 0
+2 Sigilic Pyromancy+22 0
+8 Summoning+88 0
+5 Malformity+55 0
+5 Malformity+55 0
+3 Malformity+33 0
+2 Malformity+22 0
+3 Malformity+33 0
+3 Malformity+33 0
+3 Malformity+33 0
+4 Malformity+44 0
+3 Malformity+33 0
+3 Malformity+33 0
+5 Malformity+55 0
+5 Malformity+55 0

Re: Alphonse Eriksen

Posted: Tue Jul 28, 2020 6:50 am
by Nuraku
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K N O W L E D G E

Lores

ARC


Malformity [75]
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Sigilic Pyromancy [16]
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Summoning [18]
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Resonance [10]
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Remnant [11]
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Blood Magic [2]
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DEX


Stealth
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Acrobatics
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INT


Tactics [13]
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Linguistics [10]
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PER


Meditation [4]
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Hunting
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Survival
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STR

Blades [6]
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Flying [2]
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Unarmed Combat [4]
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Running [1]
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CRA


Necromancy
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Etherforging
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Scrivening
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SCI



CHA


Intimidation (1)
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Etiquette (5)
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Etiquette (3)
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MER


Animal Handling (1)
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ART



Other


Self
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People
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Locations
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Re: Alphonse Eriksen

Posted: Tue Jul 28, 2020 6:50 am
by Nuraku

I N V E N T O R Y

Items
1. Starter Package
  • 1 Set of Clothing w/ Cloak
  • 1 Waterskin
  • 1 Backpack which contains:
  • 1 Set of Toiletries
  • 10 days of rations
  • 1 Set of Eating Utensils (i.e. tin plate, cup, fork, spoon, knife)
  • Flint & Steel
  • 1 Set of Chainmail Armor


2. Foolsbane, a Steel Flamberge - Seven feet of thick, heavy steel fashioned for her specifically, given to Alphonse by the Black Remedy.
3.
4.
5.
6.
7.



Housing
400 Sq. Ft. Apartment, Lower Nivenhain, Lorien.

- 1 basic 20x20 single room cottage (400 sq. ft.) complete with a hearth (or heat source equivalent), bunk, chest, chair, small table and rug.


Ledger
1. Starting Gold, +15,000 df. 15,000 Total.
1. Steel Flamberge, Large, -7500 df. 7500 Total.

Re: Nuraku

Posted: Fri Nov 20, 2020 2:44 am
by Nuraku

R E L A T I O N S


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NPC: Vesta Marcella
Race: Rathari (Beastalt)
Age: 78 Years
Height: 5'8"
Weight: 130 Lbs

Occupation: Traveling Teacher
Relation to PC: Mentor
NPC Type: Personal NPC
Influence: 3

Description
Five feet and eight inches of rickety crone, Vesta is surprisingly limber for her age. Wearing an elaborate purple, shamanistic veiled robe with golden accents, she appears regal and seems to convey an aura of wisdom about her. The painted yellow markings upon her face give further credence to this quality. Beneath the shawl, she is a short-furred feline standing upon two legs, with thin spindly limbs and a narrow, waspish tail with claws she's not afraid to use on those who would dare not strike her back.

From a young age, Vesta was a wry, spry, traveling fry. Her exploits are countless, her stories detailed and without end. She has seen battles, fostered and lost loves, and explored her Purpose to the ends of the world and back. In her youth, Vesta had aligned herself with various organizations seeking to better the world with magickal occultism, only to find her efforts misguided--the corruption and hubris present within the hearts of mages tended to run afoul of the common folk. Her Purpose was to set free those oppressed beneath the boots of their greaters, and she has been pursuing this ever since. The only thing to change was how she pursued this; in her old age, she prefers to guide those who align with her philosophies, and Alphonse happened to be one such prospect.

Vesta had shared many stories with Alphonse many years prior, helping her to develop with empathy rather than being closed off to the world. Now, Alphonse values her council, and seeks out her opinion on many things she might be completely lost about resolving. She keeps many secrets, and while her knowledge is vast, she is far too old to be out fighting battles like her younger years.

Vesta spends much of her time as a traveling private tutor to young children, or helping to mediate in problematic situations where Alphonse's personality gets her in trouble. Preferring to stay on the road, she sometimes follows Alphonse to places that interest her, sometimes not. Regardless of Alphonse telling her where she is going or not, she and Vesta tend to meet on the road at random intervals, to the point that Alphonse feels the old lady is stalking her.

Skills
Intimidation - Expert
Meditation - Expert
Oath - Expert
Mentalism - Journeyman
Animus - Journeyman
Transposition - Journeyman
Remnant - Journeyman
Teaching - Journeyman
Tactics - Journeyman
Acrobatics - Apprentice


Image
Approved Here
Rakkis

Description
Aethereal and translucent, Rakkis is a small, swirling snake made of translucent glass. When floating away from the Summoner, it hovers in the air and moves with an undulating coiling motion, a being that is agile and incorporeal. Mundane strikes will not harm it, just as it can never harm in mundane ways. Within the center of its body, tiny wisps of flame fan out like veins, giving it a soft warm glow under an overcast sky. It is shy in contrast to its Summoner, preferring to stay hidden until called upon. To Rakkis, flesh is like a warm soup it can move through, and others feel it as a heated presence within the body when it enters.


Evolution

Apprentice: Rakkis is a support creature. It does not cause direct harm, just as most physical interactions cannot harm it. However, spells and effects like curses and wards that do not rely on physical touch definitely can. At this level, it can dart around at a decent pace, but it's nothing too hard to avoid. This creature possesses the innate ability to mark objects with Aetherial embers beneath the skin, appearing as a glowing patch that allows it to sense the location of any it has marked within the distance of one mile, as well as peering from the mark to spy upon its surroundings. When a marked individual that the Summoner cares about is visibly in danger, Rakkis can feel it and will communicate the fact. Up to eight individuals, locations, or objects can be marked this way.

Journeyman: At this point in its evolution, the Vestige's speed and reaction time grows, becoming far more difficult to avoid and even becoming a challenge to follow with the naked eye due to its small size and darting movements. At this stage, Rakkis is still serving a scouting function, but gains the ability to communicate clearly through telepathy. Its personality becomes a reflection of the Summoner's, able to draw upon the mage's ideas and help them with fresh perspectives, matching their intellect and serving as a separate mind to work out problems separately from the mage.

Expert: Rakkis becomes more opaque, its body becoming colorful and geometrically complex like the surface of bismuth. It gains the ability to take the shape of small to medium-sized objects Nuraku can imagine, becoming corporeal and capable of hovering. These are hard, like bismuth, but pretty to look at. While generally non-functional, Rakkis can serve as vessels for liquids in a pinch, become tools Nuraku is familiar with, or shape itself into keys that fit locks through careful trial and error. Given a minute of time and added aether by the mage, Rakkis can even become small furnishings such as anvils and chairs. While shifted, Rakkis can still communicate with Nuraku, but little else.

If shattered while hardened, the Vestige will be destroyed, disintegrating immediately.

Master: Rakkis becomes more hardy to magical tampering, its reality reinforced by Aetheric reserves. While it does experience yet again an up-tick in speed, the additional amount is only slight. Developing another ability of great use, Rakkis can now serve as a Summoning Conduit, allowing Nuraku to summon creatures at her Vestige's present location. Doing so increases the aether expenditure for vast distances, roughly doubling the cost at one mile, and doubling again for every mile thereafter. Nearby, the added cost is negligible.

Eidolon: Upon becoming an Eidolon, Rakkis develops two bright-blue eyes just above its narrow snout, and can begin to see the flows of Aether within the world. It can identify mages and their caliber with its sight, though not what type of power they may possess. Revealed mages and powerful spirits are especially bright, while gods and demigods may be truly blinding. By expending a small amount of Aether, Nuraku may briefly meld her sight with the Vestige, allowing her to utilize this sight through its eyes at a distance, or overlapping her own when Rakkis flows into her body. This ability may also help Nuraku to understand when items or creatures are more magical than others. Any details must be understood with advanced knowledge--something might flare brilliantly with the hue of a casted spell, but she wouldn't know what spell that is without indicators from her other senses.


Paradigms
Only one paradigm can be active at a time. As per Summoning's guidelines, switching consumes a minor amount of Nuraku's aether.

Viddashan

Becoming more aetherial and glowing a soft, blue light, Rakkis within this Paradigm begins to resemble the haunting ghost of an eel-like creature undulating through the air. It begins to cast off billowing, thick clouds of fog as naturally as breathing, quickly filling the area with a carpet of soupy, thick air that can hardly be seen through. Ascending into the sky, it can blanket an area of roughly one square mile in thirty foot deep fog in seconds before dissipating, necessitating that it must be summoned once more. This fog is dense and thick, leaving moisture upon the skin as a body moves through it. As it manifests, it appears to roll in from one direction like a swiftly approaching wave. Once re-summoned, Rakkis allows Nuraku to see through the fog via their shared aether-sight.

Irothar

By far Rakkis' most comfortable form, the Irothar paradigm causes the glass upon the Vestige's snake-like form to become more opaque and reflective akin to a mirror interspersed with plate-like, jagged scales. No less incorporeal than before, Rakkis merely enjoys the ability to become armor for others. By darting into a body, the Vestige may manifest an orange, surface-level glow of radiance, suffusing them from head to toe in its protective embrace.

This glowing aura upon the skin is akin to a suit of armor. The smooth, diffuse heat is extremely durable, yet vulnerable to high-impact attacks such as those from blunted weapons. When struck, it will harden into glass and crack, eventually chipping away like shards of ceramic that dissipate as they hit the ground. As more integrity is lost, the armor loses its cohesion, falling away in bigger plates. The armor may be repaired slowly by the Summoner by feeding it aether, causing the cracks to slowly revert, new material forming to replace the old.

Mirdun

The Paradigm of Mold, Rakkis dims a darkened green, casting off billowing blankets of sparkling spores into the air through a pair of siphon-like tubes forming upon its head like horns. These spores begin immaterial, only affected by the wind. As they come into contact with people, they solidify beneath clothing and armor alike. As they are inhaled, they cling to the throat and the sinuses, creating a powerful urge to sneeze when entering the airways. Upon the surface of the skin, the spores dig in, manifesting magical rashes that itch and scale, quickly rendering the average person rather miserable.

The rash may begin to crackle and split the skin, fungal roots spreading through the wound, necessitating that they must be pulled out as a painful, white series of threads. This can happen up to a minute after exposure begins, and the effect is more pronounced within ten feet of Rakkis, or within an enclosed space. After about five minutes of full exposure, the roots will begin to dig their way into joints and muscle tissues, causing rampant weakness and reducing the range of motion.

Diffusing the presence of spores can dramatically slow the progression of symptoms, but even light contact can cause the rash and sneezing effects. Unlike true fungus, the spores do not reproduce, and the malady will cease progressing once exposure to new spores ends.

Cordreyn

Sprouting feathers in a ridge down its tail and growing a beak, Rakkis takes on the appearance of a snake-shaped bird with rainbow-like feathered wings similar to a coatl when donning the Paradigm of Cordreyn. In this form, it becomes capable of melting into a pool of fungal sludge, emerging seconds later into smaller, equally intelligent copies of itself that may be assigned various tasks such as scouting or devising intellectual solutions to problems. Each of these may be interacted with as normal by Nuraku's abilities, and they are limited to eight in number.

While split apart, the group forms a council of squawking ghosts, capable of holding discussion and sharing ideas with one-another. They may also split up to various locales around the city, surfing through walls and spying from quiet corners. The council of Rakkis must be reformed to switch Paradigms once more, or else it will cost the same as summoning Rakkis anew, and each will vanish.

Tar'haen

Manifesting as vivid, woven sprigs of undulating leaves, the paradigm of Tar'haen allows Rakkis to become slow and corporeal, allowing Rakkis to bind an enemy in a series of hard, steel-like branches that expand and scathe across the skin with prickly thorns. This is usually done to targets that are already subdued, as Rakkis is slow and vulnerable with this Paradigm active.

Vesj'vakar

Embodying the mysteries of the depths, Rakkis takes on the paradigm of Vesj'vakar and darkens to a blackened, fish-like creature that is no less incorporeal. In this form, it may leap into the mouth of another, filling their throat and lungs with a strange, slimy shifting that yields them the ability to breathe underwater. Gradually adapting their physiology to the depths, this allows them to see vast distances across the ocean floor, withstanding enormous pressures from water while rendering them immune to the internal affects of swiftly changing pressures. Movements will displace far more water than usual, allowing the supported individual to swim with similar propulsion to a fish.

Rakkis' abilities cannot be borrowed with Ritual of Integration.


Re: Nuraku

Posted: Fri Jan 08, 2021 4:20 pm
by Nuraku
T H R E A D - L I S T

Lores