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Melaushav Uthros

"I'll become stronger than he ever was."

0 · 205 views · located in Xhiana

a character in “Xhiana: Impurity Of The Rose”, as played by Diarmuid O'Dyna

Description

WIP

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”Someday I will return. I promise you that.”




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Gender: Male

Place Of Birth: Oelivert

Weaponry:
The White King- Longsword

Age: 19

Zodiac: [] Leo (jul 23 – aug 22)
Key Traits: Proud, romantic, charismatic, ambitious, self-assured, idealistic, cruel, conceited, childish.

Blood Type: Type AB
Key Traits: Cool, controlled, rational, outgoing, popular, emphatic, aloof, critical, unforgiving, indecisive.



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Attributes


Strength: 19
Vitality: 23
Agility: 25
Speed: 17
Magic: 10
Spirit 21


Powers & Abilities


Mind's Eye
Type:Passive
Spell: No
Description – Through years of intense training, Melaushav has learned a certain type of battle technique. The Mind's Eye technique allows the user to know what move his enemy is going to use next, and allow the user the chance to appropriately act on that knowledge. It is sort of like a sixth sense acquired from many fights with strong opponents. The downside of this ability is that it is not always right, as there are many opponents who have fought against this technique and figured out a way to best it. The Mind's Eye also doesn't work against weak opponents, as it was developed to help shorten the distance in skill between the user and a stronger enemy. Unfortunately, this ability also will have a lot of trouble in Xhiana for the fact that their styles are different.

Knight
Type:Passive
Spell: No

Description – It is said that a samurai fights for himself while a knight fights for others. Temporarily raises defensive power when protecting others.



Skill Points: Use this to keep track of how much skill points you have used up or have much you have left. Delete this once done. (These are for Skills below)

Skills


ACTING- 8
Default Attribute: Spirit (SPR) Type: Intuitive
A character with this Skill has the training to fake emotions and devise new personalities for himself. With a successful Task Check, the character may attempt to use Acting to bluff, improvise, impersonate, or con. If the target has the Awareness Skill, resolve the attempt through an Opposed Task Check; a Botch will always expose the character's ruse.

ART- 16
Defaults Attribute: Spirit (SPR) Type: Learned
This Skill embodies a general appreciation and knowledge of the arts: painting, sketching, sculpture, architecture, and all techniques and practices associated with the like. A character with this Skill may create her own art, attempt to identify the works of others, or even forge an existing piece to pass off as the original.

DANCING- 18
Defaults Attribute: Agility (AGI) Type: Intuitive
A character with this skill can tell a waltz from a gavotte, and knows enough of the general etiquette and required steps to avoid mashing people’s toes in the process.

SINGING- 18
Default Attribute: Spirit (SPR) Type: Intuitive
While not everyone is born with the voice of an angel, careful training can make all the difference. Characters with this Skill know all about projection and range, and have at least a few melodies memorized at any given time.

ACROBATICS- 12
Default Attribute: Agility (AGI) Type: Intuitive
A character with this Skill is flexible and coordinated enough to execute complex acrobatic maneuvers. A single Task Check is required for a set of maneuvers or feat of balance. Conditional Modifiers depend on both the complexity of the manuevers and the circumstances. The consequences for failure hinge on the feat being attempted.

AWARENESS- 8
Default Attribute: Magic (MAG) Type: Intuitive
This Skill measures a character’s collective sensory awareness. In the field, it is mainly used to spot hidden items, secret passages, and other incongruities that might not be noticeable at first glance. At higher levels, Characters with this Skill gain a certain sixth sense when it comes to spotting potential dangers or noticing when something isn’t quite right – a con-man attempting to swindle the party out of its Gil with counterfeit Elixirs is just as likely to get the neck-hairs tingling as a dozen slavering beasts waiting in ambush around the corner. (As a GM I will be the one to say if those with this skill realize anything)

LANGUAGE-
Default Attribute: Spirit (SPR) Type: Learned
With this Skill, a character can understand and communicate in a particular language – at lower levels, fluently enough to converse with others, at higher levels with the proficiency of a skilled orator and writer. The languages are :

Oelivertian Tongue - 15 . The standard Human tongue of Oelivert. Most, if not all, adventurers will be fluent in this language to one degree or another. This Skill is given to ALL starting characters, regardless of Job. 

ETIQUETTE- 18
Default Attribute: Spirit (SPR) Type: Intuitive
This Skill gives a character the ability to act and speak diplomatically regardless of the circumstances, observing and respecting the sensibilities of others. A successful Task Check allows a character to discern the most appropriate code of conduct in a given situation, and act accordingly; a failure results in the character misinterpreting the situation, with potentially disasterous results. Botches will almost always result in a diplomatic gaffe of the first order.

INTIMIDATION- 17
Default Attribute: Spirit (SPR) Type: Intuitive
Intimidation and browbeating are powerful tools if used correctly, establishing the character as a force to be reckoned with – even if they aren't. A successful Task Check is required to intimidate a target, after which the character can make her demands; failure means the target is unimpressed. A Botch, on the other hand, could potentially result in a nasty turnabout. 

LEADERSHIP- 16
Default Attribute: Spirit (SPR) Type: Intuitive
A character with this Skill knows how to coordinate large groups of people effectively, be it in engineering, business, or battle. A successful Task Check is required to carry out a given activity, such as a construction effort, battle plan, or project. Multiple Task Checks may be needed for long-term collaborations. In addition, a character can use his Leadership Skill to motivate or encourage others; this does not necessarily have to be restricted to those under the character's direct control.

NEGOTIATION- 12
Default Attribute: Spirit (SPR) Type: Intuitive
The fine art of getting your way. A character with this Skill can use their powers of persuasion to do anything from bartering for an item to convincing that troublesome Captain of the Guard that, no, they really aren’t an Imperial sympathizer, thank you all the same. Negotiation is always used in form of an Opposed Task Check; when making her Task Check, the player must first declare her 'offer' to the other party, who in turn roll against either their own Negotiation Skill or an appropriate Skill Default – the weight of the character's offer will determine the basic CoS.

SMOOTH TALK- 8
Default Attribute: Spirit (SPR) Type: Intuitive
This Skill allows a character to use pure charisma to persuade an unwitting victim to do his bidding. One successful Task Check is required to ensnare the target; additional Task Checks may be required depending on what the character requests of his victim. If the target has the Skill Awareness, resolve the attempt through an Opposed Task Check. Any failure breaks the character's hold over the target, forcing him to start anew; a Botch ruins the attempt entirely, and may alert the target to the fact that they are being manipulated.

BRAWL- 15
Default Attribute: Agility (AGI) Type: Intuitive
Brawl is basic unarmed combat. Inelegant but effective in a pinch, it allows the character to rely on their bare hands in a fight if no other weapons are available.

SWORDS- 23
Default Attribute: Agility (AGI) Type: Intuitive
This Skill covers larger bladed weapons, including Light Swords, Swords, Greatswords, and Katanas.

CLIMBING- 11
Default Attribute: Strength (STR) Type: Intuitive
Whether it's light free-climbing or full-fledged mountaineering, a character with this Skill can scale vertical surfaces with a reasonable degree of success. One or more Task Checks may be needed for a successful ascent; in the event of a failure, no progress is made. A Botch will always result in a fall, with consequences depending on the severity of the drop.

NAVIGATION- 8
Default Attribute: Magic (MAG) Type: Intuitive
By using landmarks, the stars, and other environmental features, a character with this Skill can travel from location to location without losing his way. In addition, the character's well-honed sense of direction can be a valuable asset in mazes and other confusing locales. One Task Check is required for the character to find his way; subsequent Task Checks may be required in the case of particularly long or complex routes.

RIDING- 18
Default Attribute: Agility (AGI) Type: Intuitive
A character with this Skill knows the basics of staying on and controlling a mount like a Horse. One Task Check is required to mount up and begin riding; depending on the conditions, additional Task Checks may need to be made during the course of the ride. The animals you're able to ride isn't just Horse but also Camel. There are some exotic animals to but that all depends on where you're from.

SURVIVAL-8
Default Attribute: Magic (MAG) Type: Intuitive
A character with this Skill is able to locate drinking water, forage food and avoid natural hazards that could easily take the life of an inexperience traveller. One successful Survival Task Check is required for each day a character attempts to sustain herself in the wilderness; if the character is foraging for others, additional Task Checks may be needed. Survival can also be used to weather natural hazards. (As a GM – I will keep you informed of course)

SWIMMING- 11
Default Attribute: Vitality (VIT) Type: Intuitive
A character with this Skill has the training to float, swim, and dive in water and other liquids. Normal swimming requires a successful Task Check to stay afloat and get to a destination, while more Task Checks may be required for long or difficult stretches of swimming. Failed Swimming rolls leave the character in danger of drowning – he must make another Task Check with additional modifiers to pull himself back up. If he fails the second Test, outside intervention may be necessary. Botches always have disasterous consequences. Diving requires a Task Check if a character is attempting to reach a particular location underwater, if he remains submerged for longer periods of time, and if he attempts to take an action underwater.



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Nobility
Effect: Noble blood runs through the character’s veins, placing them a few notches above the average adventurer. Characters with this kind of background may not always have kingdoms and other holdings to call their own; in some cases, they may be illegitimate heirs or outcasts from their own domain.

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Ally
Effect: The character has an ally – a partner, a mentor, a loyal servant, or simply a good friend – they can lean on in times of trouble. A friend and knight, this ally is one who would lay down his life for the protection of his old friend.

Araliwin Clarak, the legendary spear-wielder. His speed and deadly accuracy are known throughout the world. He is the peerless wielder of Aigthaas, a spear made from the bone of a terrible sea monster. This ally supports Melaushav from the shadows; wherever Melaushav is, Araliwin is never too far.

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Nemesis
Effect: Overzealous stalkers, hard-headed military men with a grudge, purple octopi with attitude – whatever their identity, the character’s Nemesis just keeps popping up to cause trouble.

Bellamour, A noble knight has been sent on a mission to kill Melaushav. He's been tracking his whereabouts for a year, and has finally found him. Being the lead knight of the King's Guard, this knight is powerful, very powerful. This warrior carries two swords sheathed to his back, two spears in each hand and is a master of all four weapons. Bellamour is a dangerous opponent in more ways than one. He is enchantingly good looking to the point of it being almost a curse, his charisma is that of what you would expect from a leader and his near-perfect physical fitness allows him to track his enemies for days on end.

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Outcast
Effect: The character has managed to make himself highly unwelcome somewhere – to such an extent that he is banned outright from entering, or would risk life and limb in doing so.

Oelivert has banished Melaushav from the land and has commanded that he can never return. He was banished for the false accusation of murdering Oelivertt's king, Melaushav's father. His own older brother, Naramonde, who had become King because of his father's death, had commanded that Melaushav be spared from execution and suffer exile.

Stigma
Effect: The character belongs to a group that faces active discrimination in society at large. Whether for racial, religious, or class reasons, the reality is that there’s plenty of people willing to make the character’s life unpleasant. Being a foreigner leaves Melaushav open to racist remarks, and he would suffer even more discrimination if others knew he was an exiled prince. In addition, Xhiana people do not know or take kindly to the Western World, they will if not always watch you when you're around.

Obligation
Effect: The character has to split her world-saving activities with another obligation – a sickly sister, the security of a small village, personal favors owed to a monarch. Decide the nature of the character’s obligation when choosing this Trait. This could go away depending on character/story progression. If you reach a point to where your character just wont move for whatever reason then tell yourself its time to make a new character... Melaushav has promised to return to Oelivert to protect it from his own family. He has two years until he must return.

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Beauty
Effect: While the definition of 'attractive' continues to be hotly debated in pubs the world over, a character with this Advantage taps into some timeless, universal standard of beauty that never quite goes out of fashion.

Charismatic
Effect: Whether it’s through good looks, riveting oratory, or blind animal magnetism – a Charismatic character has the uncanny ability to wrap people around her little finger in no time flat.

Straight Arrow
Effect: The character has unusually upstanding moral values and disarming honesty – the kind of man who prides himself on being able to read another’s character off the basis of a handshake.

Vengeance
Effect: The character has sworn revenge on someone – or something – and will not rest until she gets it. Vengeance without the instinct to kill whomever the target of this revenge is seems to be rare now-a-days. Melaushav has no interest in killing his target of vengeance, he just wants them to answer for what they've done. Naramonde Uthros will be put to trial for the act of treason. It doesn't matter to Melaushav if that trial is held in court or at the end of a sword. Justice will show through.

Grand Entrance
Effect: Some characters have a knack of arriving at just the right
moment.



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Appearance

Describe how you look, height, weight, body type, hair color, eye color. In addition List what your character carries, what she wears, How does her weapon look. 
Personality

Describe your character's personality. How he/she is alone, with others, when in battle etc. What does this character like/dislike. Be sure to use your skills, Traits, Blood type and Zodiac to help you define your character's personality.
History

Give a descriptive history explaining what your character has been doing over the years... How she became the job she/he is, what she has done over the years. Be sure to use your character's Race, Traits and skills in this to define your character... Realize you have a lot to go off of so it will be a lot of information.

So begins...

Melaushav Uthros's Story