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Harmonic Convergence
03-30-14, 04:15 PM
Account Name: Harmonic Convergence

Name: Arcana (Ari for short)
Race: Clockwork Soul
Age: 45
Height: 6’1
Weight: 125lbs.

History

The Clockwork Souls of Althanas is a unique race of creatures that have essentially transcended human/elf/dwarven/or other “flesh” to place their souls within a housing of arcane magic. These can take many shapes or styles. While traditionally, the vessels of the Clockwork souls are humanoid in shape, there have been known to be simple animalistic type houses, or even inanimate objects holding the ancient soul of these wizened individuals.

The process of transferring to a suitable vessel is not an easy task. It requires at least another caster who can guide your spirit into the vessel. Considering that you are putting your life in their hands, this bond must be with someone who is beyond the simple concepts of trust. This person will shepherd the soul into any inanimate object (So long as it has no soul, it can be a suitable host.) There are rumors of those who use the corpses of the dead, but that is Necromancy and not tolerated by members of the Underground order.

A suitable vessel to be animated must be arcane in nature. So animating a sword does literally nothing. It won’t float or be self aware and speak. It will merely still be a sword with a soul within it. However, should a suitable vessel be of arcane magics, than using that magic that holds the vessel allows the vessel to be animated. The trick however is that the animate object must still follow the rules given by natural law. It must be able to perform its own motor functions as pure magic will be far too much a strain on the user.

So the order created Clockwork Vessels. These Majika Makina are the perfect vessels for Soul Transference. When the souls awaken within the body, their magical spirit attunes with the runes of power, activating the clockwork mechanisms. They have a unique physiology, and everything about the vessel is built around all the parts working together to create a whole. By crude technological standards of other races, these vessels don’t even appear like clockwork, but instead metal bodies.

Vessels

To understand this character, a few rules must be clarified. Transference doesn’t mean immortality. It means that the vessel they hold within their body will not age like a normal race. If left out of combat and well cared for, a vessel can last for millennia. The oldest known clockwork vessel is over two thousand years old, and has been shared by several hosts who have been the leader of their order.

This body is shaped like a female angel. It has smooth, alabaster like skin of pure silver metal. It has been purified and refined to resist rust, and the exoskeleton is equal and strength to the metal of the other species. Her wings are also made of metal, and despite her frame and size, can be used for sustained flight.

The following Vessel Rules are in effect:
The stats of this body grant no additional bonuses to this character. Everything is considered to be 1.0X
This body’s metallic body is resistant to slashing, but not to blunt or piercing.
This body is considered to be Iron grade for purposes of battles, despite the many enchantments upon it. (Please consider any and all of those as cosmetic.)
There are no vital organs upon this vessel as you would perceive upon a normal body, but it does have key component parts housed within the body. As such, though it isn’t really a heart, her body still has a clockwork timing gear located there that for all intents and purposes is her heart.
Her vessel does not need food. Her mouth doesn’t open.
She does need time to rest, as her spirit still needs time to relax. So she will follow the same exhaustion rules as a human.
Her vessel is immune to poisons that effect bio-organisms, but acidic poisons, metal rot, and other metallic based acids and poisons affect her as normal.
Her body can be repaired by a blacksmith in the same manner as a medic can heal a human. The more severe the injury, the more skill is required to fix it.

Skills:
Flight: This creature can fly in the air like a graceful bird. In sunny, low breeze conditions she can keep this up for hours on end. In tested combat or heavy weather conditions, she can push herself to maintain control for up to three minutes before exhausting herself.
Swordplay: Proficiency in the blade is maintained even when passing to a new body, and her skill is still on par with a trained soldier. (Above Average.)
Hyper Intelligence: Ari can process information at an alarmingly high pace. Her comprehension is also highly respected and her understanding of technology, magic, and the space between is considered expert.

Abilities:
Due to her clockwork nature and the current vessel she is in, I’ll post all bonuses and penalties here as currently she has no abilities.

Flight: Three minutes under stressful conditions (Heavy weather, battle, etc.) Otherwise, normal human endurance of running for flight in normal weather. (Roughly twenty minutes.)

Poisons: No bio-based poisons affect her.

Weaknesses:
Poisons: Rust, acidic based poisons, and the such.

Items:
Metallurgy: The current Vessel Arcana is using is comprised of metal components – Tiered Iron as if it covered the body like plate-mail.

Hysteria
04-02-14, 06:14 AM
Howdy. You've don a great job splitting out your characters inherent traits into abilities. Umfortunatly however those abilities place you well over the starting level one strenght. To put it into perspective, a lot ofof level one abilities would be completely negated by your iron skin and immunity to poison.

First off, flying. How many posts would 3minutes translate to? Four?

Metallurgy: it recomend putting this back to leather toughness for now, the reduction would allow you to get poisons through as it is. Otherwise you can reduce it to copper and reduce poisions.

If you have any other ideas or questions, let me know.

Harmonic Convergence
04-03-14, 02:54 PM
What if we just consider her skin covered by platemail? That way she's not fully covered and her skin has "soft spots." I can also remove the resistance to slashing. Sound fair?

She's not biological in any sense. So...poisons don't affect her. I will happily change it to affect her normally, and just take the hit for power gaming when I ignore that.

Let's say she can Fly for three battle posts.

Also note she can weild a sword, but didn't start with one. That is because I was aware she had certain abilities with the iron skin.

If all is in accord good sir, then I will edit in the changes.

Hysteria
04-05-14, 08:03 PM
Sorry for the delayed response, struggling with a flu-thing.

So there are two ways we can handle your metal skin. The first is an ability, which will mean that you can upgrade with your levels and are capped at the strength of your level and other abilities. You can also go for full-plate mail as you said, in which case you can purchase upgrades in the bazzar for gold. This would mean you can upgrade your armour mid-level. Doing the later way would allow you to start with two abilities, the flying and poison.

Harmonic Convergence
04-05-14, 08:05 PM
Sorry your sick thing.

Let's roll with it as something I can buy up with gold. It makes sense to me.

If we do that, then am I at 3 abilities?

Hysteria
04-05-14, 11:55 PM
It'll be two abilities and a plate mail armour. Having two abilities allowing you to get by with the poison resistance. Are you able to shift the Metallurgy ability out of abilities into its own section and explain it as an item?

Harmonic Convergence
04-06-14, 12:16 AM
Ya. I'll do that and edit it in.

Harmonic Convergence
04-06-14, 12:24 AM
All good now. Thanks for the help!

Hysteria
04-06-14, 11:57 PM
Coolies, thanks for your patience!

Approved.