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Password: Doreteset
- Posts:
- 149
- Group:
- Snore Moderator
- Member
- #23
- Joined:
- Jun 3, 2014
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Character Template

Name: Veluhr Phere Isklaxon Alias: Phee, Pheevee, Uhr Age: 16 Gender: Male Race: Earthlander Guild: None? Rank:D |
Appearance: Veluhr is a fairly short and thin person. In fact, truly abnormally short. So short he can make quite a few kids happy. While being short and lanky, somehow, might be worrisome he has developed a way to survive through it through proper accessorization. On his head is a dark gray hat. with some tinges of neon pink, orange, and blue, that makes up a good third of his total height. This positively massive hat wraps into a tight curl and manages to maintain a loose tautness despite cloth's inability to support its own weight. The short sloping brim of Uhr's tall hat can sometimes cover his eyes as, even though it was a tailored and fitted accessory. it's at time loose and tilting on his head. He wears a long sleeved dark blue, tight shirt, with a tall collar jutting out from his neck under a thick denim-like vest that gives his torso some form. Around his hands are some surprisingly dextrous yet thick leather gloves that add thickness to his wrists and hands. For pants Phee wear's some large and loose pants, held up by a thick silver-buckled black belt, that seem to balloon a bit away from his body before the hem slips neatly into some rather large, perhaps comically so, shoes (they aren't for clowns though!). Phee's face is somewhat old for a 16-year old dwarf midget. Even still, he's oddly cute and some might not consider him human because of his movements.
Personality: Uhr isn't much of a talker, instead opting to head down the route of profound interruptions. He's a wise, calm, unnaturally collected individual who slips in an out of two modes of thought. The first, his preferred, is one of unrelenting reference to the famous book titled "Sapervio's Wisdoms". He'll constantly add a sly comment to any conversation to both show how well-read he is and how he understands a problem to be solved or a situation will play out. This first mode seems to involve a great deal of silent analysis and meditation that can leave many guessing as to what he's thinking, especially since his expressions are muted considerably. His second mode of thought can only be defined as relaxed, as if he's finally let his guard down. He display the proper, more than proper actually, amount of activity and optimism for a 16-year old with magic. Uhr generally prances around with a clumsy grace with great lapses and moments of fluidity while being able to barrage anyone willing to listen with his observations, thoughts, musings, and beliefs. While being vulnerable can be useful it is quite obvious that Veluhr would not approach everyone without his guard up. The main element that signifies his transformation is whether or not he pops his collar up (covering his face), or flattens it down.
History: The child of two mages, heroes by every right, and a magical prodigy at that. It wouldn't be wrong to say that Veluhr was almost spoiled as great things were expected out of him his entire life by his lackadaisical father and severe mother. His youth was dominated partially by magical training piled upon him by his mother and play time that was interjected in between harsh studying by his dad. A constantly shifting, nurturing, environment left a strong influence on the boy as his life progressed and he lived up to the title of prodigy well: forming masterful magic circles before most kids his age were doing long division. This led to the first stressful moment of his life. At the young age of seven, while out at a sports game with his father, Uhr attempted to use some of his pop's signature Titan Magic to grow his arm and catch a foul ball to keep. The spell was too advanced for him or maybe he'd just been too cocky. Either way, instead of catching the foul ball he ended up blowing up some bleachers, recklessly endangering some individuals, and permanently halting his growth.
His life afterwards shifted to a much more laid-back, but constant, studying in magic (a result of compromise) and it continued this way for a while. Before his height-fatal accident occurred, his parents ended up finding him a very unique babysitter named Fhaora. Her nanny-like approach to baby-sitting might have met some resistance by the young boy whenever his parents were away on hero-work or magus duties but the years they spent together let her strict but fair approach grow on him. He found a friend in one of the few people he ever met in his formative adolescence. Then Fhaora disappeared. It didn't help that his parents ended up agreeing to do a 10 year quest together at the same time. For the first time Veluhr had to live alone. He wasn't spoiled anymore and he had to adapt because of it. He achieved self-sufficiency quite quickly and clung to a book of morals that he deferred to for assistance while making decisions. This became the norm before he knew it and the little boy became a member of his small hometown's community.
Life alone ended up being too much, quite obviously, for the young boy. The stresses of fending for himself, feeding himself, washing his own clothes, managing his studies, managing his budget, socializing, and even giving advice to full-grown adults deprived him of his desired fun and selfishly "priveleged" fame. He thought he was owed more than a hard-working life since his parents were never worried. This all became too much and lead to a terrible, terrible situation. Pheevee blew up, again. This time an entire house was decimated, his parent's, and many more people were hurt. The incident became national news within days as a prodigy was thought to be "teeteering" between good and evil. Veluhr's stress only escalated. Then Fhaora appeared. In the middle of the night he was whisked away by the masked woman, soaked, screaming, and completely frightened he came to recognize who he was with and began to travel around Fiore as outcasts. His disappearance was a high-profile case that was never resolved.
Traveling around a magic-rich country in a magic-rich world left the young boy and his caretaker wrought with adventuring experience. One grand piece of adventuring experience cam in the unexpected form of a massive knight and his tale of loyalty, glory, and betrayal. These outcasts and outsiders eventually came to meddle in his affairs and the affairs of his king. In doing so they met the knight, Sir Gharland of Eight(sic?), and saved him from execution as the trio yet again found themselves running from the law, living in the wild, and enjoying true adventure. It got a bit awkward for Veluhr though as he seemed to be the only member of his team with an actual vocabulary.
When the portal to Fairyland opened, everything changed for these three wanderers. They had a chance to find a new life in a new world and make a new name for themselves. It was the obvious choice for outcasts to find redemption in a new start. Fairyland opened many more adventures to Veluhr, wonderful chances, and the potential for the fame he so craved. He might have come to this world as an outcast, a wanderer, and a dangerous prodigy. He planned to leave it a hero.
Magic: Holder's Magic: Recital, Sapervio's Wisdoms
Recital is a special form of Holder's Magic revolving around two concepts, one being a book and the world it contains and the other being a bond developed through familiarity. Recital magic allows its magician to form pieces of the world within a book in reality, pushing some of the work of creation onto the pre-made world within those pages. Sapervio's Wisdom is a millenium old book from Earthland written by a slave in ancient times (based off of this.) When used with Recital magic a magician can obviously form animals from within the book, items, and even some elements but Veluhr shifted his focus from the physical side of recital to the moral. Sapervio's Wisdom being a book focused on teaching morals through stories Uhr focuses his efforts on forming those very morals in reality.
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Combat:-
- Moral Dictate
The ability to form true morals was long practiced and developed for the sole purpose of changing the flow of a battle. With the power of morals Phee has focused on changing the options of his enemies instead of giving them the chance to act or react. He focuses on changing the rules, breaking what expectations there were of the situation, and picking up the pieces to earn a victory that was made possible by his meddling. While not capable of drastic shifts in power that a lightning storm might provide, or sweeping alterations that laws could enforce, Veluhr's morals offer slight changes that can mean the world in battle.
- Writ of Dorminus
Pheevee does not train his body, instead finding it very easy to throw all of his eggs into one basket and train his mind. Even then, he's naturally possessed some level of agility that can aid him when confrontations come. What he excels at best in terms of defense is using his Recital to form beasts that can take the burden of a blow for him. This technique of quickly forming a creature featured in Sapervio's Wisdoms to dull what damage an attack can do can even be applied to attacks that might not have hit him, essentially giving him a method of supplementing his allies' defenses assuming that such allies are willing to defend him.
- Prowess of the Lost
Attacking is another difficulty that, truly enough, does plague Veluhr. His focus on the mind does not make the tools he has to deal damage with any more powerful. He can only form animals or objects featured in his Recitals but all these beasts are limited by their natural strength. No matter how well Phee goes about forming a goat that goat will only be able to ram into something with the speed, strength, and hardness of a goat. Even still, what's limited by nature can be enhanced through quantity. Generally opting for the creation of a swarm or herd when he can. Independent animals can potentially be used to supplement an ally's attacks as well.
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Possessions: - One First Edition Copy of the Translated "Sapervio's Wisdoms," a Family Heirloom.
- Combat
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Stat Area
Stats:
Veluhr HP: 60/60 Mana:100/100 Strength: 13 Magic: 21 Speed: 19 Defense: 15
Traits
Storyteller: Veluhr's magical constructs deal 10% more damage, but Veluhr takes 10% more damage. Sharp-Witted: Veluhr takes 20% less damage from Slashing, but 20% more damage from Blunt. Learned: Veluhr takes 30% less damage from Dream, but 30% more damage from Bio.
The Living Story: Veluhr can create global non-weather effects called Wisdoms. Wisdoms cost Rank*2 mana each round to maintain for each one active, but can be ended on his turn for no cost or actions. Anyone may choose to defy a Wisdom, but doing so will cause them to gain a stack of Immersion.
Veluhr's Wisdom techniques possess (N) turn effects called Morals. These can only be activated by the effect of Immersion.
Stack - Immersion [X]: When this reaches 3 or more stacks, remove all stacks: Veluhr casts the Wisdom that was most recently violated by this character as an (N) action, targeting you.
Techniques
R0 - (T) Shoo Away (P | Melee) 0.5xStr, 0.8xSpd, No Cost (Veluhr Blocks at +0.1 EF against the target next round.) [Blunt]
R1 - (N) Read Elsewhere (P | Dodge) 0.8xSpd, -2 Mana (No Specials.) [None]
R1 - (N) Divert (P | Block) 0.8xDef, -2 Mana (May sacrifice one summoned animal to increase the EF by 0.4.) [None]
R1 - (T) Charge! (P&M | Ranged) 0.6xMag, 0.8xSpd, -4 Mana (Summons a Goat with HP equal to 0.2xMag. This summon disappears after one round.) [Blunt]
R2 - (T/N) Wisdom: The Doe and the Lion (M&P | Ranged) No EF, -6 Mana (Nobody may recover effective speed. Moral (N): Inflict 0.8xMag Slashing damage. Summons a Lion with HP equal to 0.3xMag. This summon disappears after one round.) [Aether/Slashing]
R2 - (T) Stampede! (M | Ranged) 0.2xMag, 1.0xSpd, -8 Mana (Increase EF by 0.2 for each of Veluhr's summons, up to a maximum of 4.) [Blunt]
R3 - (T/N) Wisdom: The Ox and the Frog (M | Ranged) No EF, -10 Mana (Nobody may apply a positive status to themselves or others. Moral (N): Inflict 1.0xMag Aether Damage and lose the remaining duration of all positive status. Summons an Ox with HP equal to 0.4xMag. This summon disappears after one round.) [Aether]
Equipment
Items Jewels: 0
Edited by Doret, May 8 2015, 01:16 AM.
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