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    Legend

    EXP: 127,650, Level: 15
    Level completed: 55%, EXP required for next Level: 7,350
    Level completed: 55%,
    EXP required for next Level: 7,350


    Philomel's Avatar

    GP
    14,025

    Name
    Philomel van der Aart (+ Veridian)
    Age
    30 (+10)
    Race
    Faun (+ Fox/Earth Spirit)
    Gender
    Female (+ Male)
    Location
    Corone

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    The Gilded Lily and Kenku Allied Forces

    WIP

    The Gilded Lily and Allied Forces

    Heroes:

    Philomel van der Aart - as per her level 12 profile
    Supreme Commander

    Stare Tsukaka - as per her level 9 profile will be using the following:

    Note: Stare is also connected to the god Vitruvion but he will not be providing his role as giving advice on weaknesses, but rather just provide general advice and banter.

    Flight:
    Quite unexpectedly, Stare has now grown wings. They are small and attached to her back and are usually hidden by a woollen cloak. She prefers to keep them this way. This is a product of a late adventure in which she met the god Galatirion, alongside Vitruvion, and the next stage of her people's evolution was imagined. She can fly a fair distance - currently for 100 metres at any distance from the ground. After this she needs to rest for a maximum of five seconds before being able to fly again.

    The Stare: 'Nightmare':
    Stare throws all of her fear into her stare. She must make direct eye contact with an enemy or victim. It causes them to relive the last nightmare that they had, in full blown imagery. The nightmare is dependent on each person and their ability to fight against it with will power. The times for the nightmare is as follows: four seconds or for one post, after the time that Stare has thrown it at them, regardless of their level. Stare can use this ability thrice a fight, and it allows her to cause a distraction long enough to strike a blow, or do what else she made need to do.

    The Stare: 'Deprivation':
    Using the emotion of fury, Stare can cause someone to lose a sense for a limited amount of time. This can be either blindness, deafness, the loss of taste or smell. This lasts the same time as darkness: for three seconds if they are a level below Stare, one and a half second if equal to or a level above and two seconds if they are more. Stare must choose one of the four to deprive them of. If they are subject to a secondary deprivation attack in the same fight, then the first will apply and also a second one will be stacked on top, to her choice. However, these two attacks must occur three whole Stare posts apart. She must make eye contact with the area she is depriving (eyes, ears, nose or mouth).

    Equipment:
    Delyn chainmail
    Delyn helmet
    A delyn dagger, received here.
    One yew and iron hand crossbow with a dozen iron bolts.
    A delyn gauntlet, worn on left hand (with sharpened 'claws')
    Two steel blades that attach onto her hind claws of her feet. (obtained here for both)

    Nevin - as per his level 9 profile will be using the following:

    Crimson Threads :
    Nevin has learned to summon threads and bands of blood from the ‘veins’ that run all across the surface of his skin. These ‘hungry’ threads come forth from a point he has decided - currently he is most skilled with summoning them from his hands - and depending on his desires, band together into a whip or remain as individual threads. This blood whip is quite clearly forged from blood, and has tearing/adhesive properties (The whip will stick to things and try to tear them free, causing strange wounds if landed on unprotected skin). This quality can be disabled if Nevin is not actively trying to hurt someone. Usable 4 Times in a combat thread. Current approximate strength/length: steel, can extend to six feet long.

    The ‘threads’ that Nevin summons are actually a part of himself, a remnant of the ritual that the Church of Crimson once performed to make him into an Avatar. He can feel things with the woven extremities.

    Blood Barrage:
    Nevin creates a blood ‘ball’ above one hand, using either free standing blood or his own blood. This ball then fragments depending on Nevin’s goal - either many small units, or progressively larger, and fewer, units. In either case, the results are then shot at Nevin’s target/s. These bullets/spikes of blood also possess the quality from ‘Like Calls to Like’, meaning that wounds that are caused by them cause excessive bleeding. Usable 4 Times A Day.
    Using his own blood for this technique rapidly drains Nevin, and each usage without free standing blood of some kind makes him progressively weaker, if he uses his own blood four times Nevin will pass out after the last usage of the ability.

    Blood Alchemy:

    Nevin’s primary ability, the one he discovered how to use first, and the mainstay of several other of his abilities. Nevin takes a portion of blood and refines it through his innate power into an ‘Essence’ potion. These potions capture a quality of the source of the blood and that can either be consumed, or utilized in another aspect of Alchemy to bestow the quality upon another item via a transmutative effect. Potions that have been drunk last only a short time before fading, and items that have been imbued with the quality last for a longer duration, but it is restricted to the item itself.

    Can be used to make: Healing potions, combat potions, transformative potions (at higher levels of power) and Ability Potions when blood is donated. Uses per day: Four

    Equipment:
    Drakescale Armor (Tier 3)
    A whip of magim beast hide and plynt

    The Units:

    Note; All commanders aside from the Heroes are presumed to have the same powers as their unit. If the character is an NPC of mine then the same can be assumed (e.g. Maverik). If the characters are PCs of mine (e.g. Vaeron) it can be assumed that they have the abilities NOT of their profile but of their unit. It is mostly for names only.

    GILDED LILY UNITS - Commander, Philomel

    The Gilded Lily army are all female. They can be assumed to be a mixture of races - mainly human, elf, dwarf, orc and halfling. However, for each of these in this unit, unless they are a hero or otherwise stated, it can be assumed that they are of a standard NPC build in terms of strength, speed etc, despite their race. They each wear magim beast hide (teir two) that covers the torso, arms and legs. This can be assumed to be shaped to fit their needs - i.e. if riding or marching long distance. They also each wear a steel helmet.

    Lily Brawlers - 1000
    Led by Celandine

    A standard Lily Brawler has all the armour described, as well as wields a steel mace and a crossbow with a dozen steel bolts. The brawlers can drop their crossbows and run if they need to. They are superbly strong and angry, with a great ferocity of heart. They do not fear to directly engage with the enemy
    Ability: A Brawler has twice the strength of a normal human. With this the impact of a crossbow bolt from one of them or a mace strike is extremely hard.

    Lily Infantry - 1250
    Led by Maverik

    The Lily Infantry are each armed with a steel sword and a cyper wood shield. They are of differing heights, but make up for this in making strong groups of 250 strong platoons. Each of these platoons is led by a single captain, and ultimately all of these are led by Maverik.
    Ability: Each of the infantry is trained for endurance, and they can each endure up to four times the amount of pain. After this they will suffer all of the effects of any damage they take.

    Lily Mounted Archers - 250 (worth 750)
    Led by Rameses Vaeron

    The Lily Mounted Archers each ride a horse that is hardy and strong. These horses and their riders are clothed in leather for ease of speed. Each of the Archers is armed with a cypher wood bow and a dozen steel-tipped arrows. These arrows will be collected and resupplied after each round/battle of the Gisela. They also have a steel spear. The Archers are fully capable of shooting while riding, and are trained to be focused, and the horses are trained for battle. They can split easily into various formations.
    Ability: The Lilies can fire two arrows at one time, or two volleys in a space of a single second. This gives them a high advantage

    Lily Mages - Fire Pikewoman - 1000
    Led by Gerta

    The Fire Pikewoman are standard pike units, armed with a steel and cypher halberd. They can use these in defence, and create a good wall if assailed by a cavalry or other. They can split into smaller groups if necessary, but are also all mages. They are strong, determined and act usually behind other lines or in defence.
    Ability: Each Fire Pikewoman has the ability to throw a single fire ball, capable of operating major burns from a distance of a hundred feet. This ability can be used three times in a battle, with no need for separation between each.

    Lily Mages - The Unseen - 250
    Led by Gosling

    The Unseen are an elite group of stealthy individuals, who bear simple steel punch daggers. They are trained in the art of silence, and are capable of staying still for long periods of time. They also are trained to, if necessary, separate and act upon their own. They are all trained assassins, and so are good in the art of silent killing.
    Ability: An Unseen is able to go invisible, along with their equipment, so long as they are entirely still. This does not include minor movements such as breathing or speaking. However, speaking will make noise, possibly alerting the enemy. Other conditions still apply - habitual needs etc.

    KENKU UNITS - led by Stare

    The Kenku are humanoid crows. Their society is complex and based on Akashiman principles. Each kenku is usually black of feather, aside from individual small markings, such as a grey 'hood'. They are feathered all over, down to the forearm and knee. The legs are similar to a natural birds, bending what would appear 'backwards' but they are still stable on foot. A standard kenku unit is clothed in magim beast hide, which is each to move in and is at teir two. They have sharp black eyes, and can be ruthless when challenged.

    Kenku Speakers - 1000
    Led by Stare

    The Kenku Speakers are an archer unit. They are each armed with a cypher wood bow and a dozen steel tipped arrows. They also bear a sword, and can switch between these easily, if necessary. These arrows will be collected and resupplied after each round/battle of the Gisela.
    Ability: The Speakers are able to utter an ear-splitting shriek, that sounds like a scream and will cause harm to the ear drum of anyone who is listening. This feels like a harsh sudden headache and lasts a single post. A subject needs to be within fifty metres, and the Speaker can direct these blasts in a direction.

    Kenku Airborne - 1250
    Led by Aron

    The Kenku Airborne are kenku who are able to fly. They have deep black wings that arch from their back and their armour is adjusted for this. They each wield a cypher wood longbow and a dozen steel tipped arrows. They are essentially archers who come from the skies. They are good fliers, and trained to shoot during mid air. These arrows will be collected and resupplied after each round/battle of the Gisela.
    Ability: The Airborne are capable of flight. They can each fly one hundred metres at a height of one hundred metres, spending as much energy as it would to jog. They must then land after flying this distance and rest for a post before taking off again the post after.

    Kenku Lancers - 250 (worth 750)
    Led by Avin

    The Lancers ride chocobos. The chocobo are six foot birds, that are similar to ostriches but not as stupid. They range in colour from black to grey to deep red, and are battle trained, and so will not run like a standard battle mount. They are fast and agile and can be presumed the speed of an average horse. They each are equipped with a ten foot steel lance, as well as three steel javelins attached to their mounts. These javelins can be thrown one hundred metres. Their mounts are covered in leather armour for minor protection on the body and head. They are fierce and will charge into battle with little worry about death.
    Ability: The Lancers are able to push magic into their weapons - lance or javelin. When the target is hit, then a small jolt of electricity will be forced through the weapon. This causes a minor stun, stunning the enemy for a matter of a single post.

    Kenku Infantry - 1250
    Led by Akka

    The Infantry are standard kenku foot soldiers, armed each with a steel tower-shield and a steel sword, suitable to the kenku's short size. They are good at running on foot, and are relatively cheery in terms of soldiers. They have been trained to give good judgement, and to trust each other well, and are capable of splitting into small groups of 250 warriors.
    Ability: The Kenku Infantry are able to form strong shield walls and testudo (tortoise) formation that are capable of staving off a direct attack from cavalry, by linking their shields together above and to all sides if the need arises. They can hold this for three posts, until their strength wears out and they must break it for a further two posts. They must, however, stay still with this formation.

    OTHER

    Healers - 450
    Led by Nevin

    The Healers are of mixed races but can be presumed to be all of standard human strength etc. They wear simple leather armour, but each wield steel daggers and throwing knives. They serve as the healing unit, and can usually be found at the back of the company. They are fast workers, and determined.
    Ability: Healers are able to minor wounds or stabilize one fatal wound per post.

    SPECIAL UNITS

    High Healers - 100 (worth 300)
    Led by Nevin

    The high healers are, again, of mixed race, drawn directly from the special forces of the Gilded Lily. They wear steel chainmail and are each equipped with a steel sword. They are very versatile fighters as well as healers. Each one is able to work on an injured warrior as well as fight off an army. They are strong, and determined.
    Ability: High Healers are able to heal one major wound per post each, and, if three are present, raise a person from the dead once per three posts. This person must have freshly died and they must (realistically) have been able to get to them within one post. Also must happen after battle and take into consideration the state of the body.

    The Drakes - 250 (worth 750)
    No commander

    The drakes are a wild group, who have been inspired by the one they call 'Grandson' - meaning, grandson of Drys, the tree goddess. This is none less than Delath, whom Philomel rides into battle. The Drakes are vicious and ferocious. They are unable to fly, but each stands at twenty foot long and five foot to the shoulder, and look like a large komodo dragon (real world) with the colours of brown and green. They are rather volatile, and it is a possibility that in a tight spot they will attack their own side. They have skin the natural strength of leather. Their weapons are claws and teeth.
    Ability: Drakes are able to bite through armour. That is, they are able to punch holes through any armour that is placed in their way, up to and including the level of steel.
    Last edited by Philomel; 01-22-2018 at 04:27 AM.
    *admin at your service*

    Matriarch of the Gilded Lily and of its brothels, associated establishments and the army.

    Characters:
    The family triplet: Philomel, Vaeron and Celandine.
    The god and kenku triplet: Stare, Avin and Vixen.
    The Primordials: Professor Charles and Moros.

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