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Rehtul Orlouge
09-02-15, 09:43 AM
(Updates in blue)
(Requesting Hysteria for this update, so I can set everything 100% to RoG standards)


Name: Rehtul Orlouge
Nickname/Alias: Frost
Age: 22
Race: Mystic
Height: 5’11’’
Weight: 196 lbs
Occupation: Freelance Adventurer, Magical Researcher, Elementalist, Citadel Combatant/Researcher, and member of the Ixian Knights
Personality: Rehtul, despite appearing quite mature, even for his age, has a bit of a childish streak due to his introverted nature and being sheltered for quite a long portion of his life. Despite to all intents appearing to be a cold, unfeeling sort who can calculate anything he desires down to the slightest detail, he’s yet to completely shed the recklessness of youth, a trait that shows most strongly within the Citadel itself.

Under normal circumstances, especially around people he does not yet know well, he will appear calm, reserved, and relatively soft spoken. This is actually quite counter to his true character, but until he knows someone, he tends to guard his personality. Around those he does know well, Rehtul shows his true colors, that of a sensitive, soft spoken young man with a rather twisted sense of humor and an empathetic streak that would make real empaths green with envy... or sympathy as the case may be.

He’s truly a kind individual, unwilling to hurt people unless driven to. He puts these morals on hold within the Citadel, as he understands the need to learn to fight for one’s self, and also understands that there’s not a single death in the Citadel’s many years of operation, making it the safest place in the world to do so.

He considers himself a stand up citizen, but will turn a blind eye to less lawful action so long as they do not directly interfere with his own unique set of morals. While normally quiet and soft spoken, when turned onto a topic he is particularly interested in or otherwise knowledgeable about, it will prove difficult to get him to shut the hell up and get around to the point. A gentle (or not so gentle) nudge in the right direction will help to get him to be a bit more succinct, however.

He is unsure of himself in battle, always second guessing his tactics while thinking about what his uncles or father would do in his shoes. He has not yet found his own signature style, something that he’s comfortable relying on for every battle. This makes him unpredictable, but also fairly easy to read if one knows what they’re looking for.

He considers himself a scholar, and will go to great lengths to learn the secrets of the universe, especially if it involves magic, particularly of the elemental variety, which he believes have been sorely underutilized by the great magical colleges of Raiaera. When chasing secrets, it’s often best to leave him to his own devices or not to question his intuition should you decide to join up with him.

His greatest pride is his hair, and he will go to nearly insane lengths to keep it managed properly. He will even go so far as to call a halt to any battle or practice session, much to the annoyance of his trainers, if he realizes that his pride and joy has been in some way damaged. He will spend hours fixing his hair after any notable damage, just to feel comfortable again.

History: Rehtul is the son of Succed Orlouge, second oldest brother of Sei Orlouge. His father is a master of the realm of elemental spells, and Rehtul hopes to follow in his footsteps. He often annoyed his father by asking questions of him while he was working on his newest, most revolutionary spell. As time passed, his questions became more probing and specific, and his father finally decided it was time to truly feed the young boy’s curiosity. He took him to a collection of books and began picking out a few of them. He handed the Rehtul five books containing Succed’s own research into elemental magic.

Through hours of rigorous study and practice, Rehtul was able to learn as much as he possibly could about elemental magic. He couldn’t master everything right from the beginning, but he knew that as time passed, he would eventually become as good as his father. Eventually, it was time for him to take the Light Trials. Like his father before him, he did it exceedingly well. He had gone out of his way to prepare and make his father proud.

When he passed, he walked out of the Light Trials with a new sense of self, a new confidence in his ability to use Light-based abilities. His father seemed to be proud of him, though he wouldn’t show it, and gave him a new book to study. This book was a tome titled Elemental Ice. Though a very plain leather tome, the book was full of information that was useful to a budding Elementalist. Rehtul devoured the book hungrily, his thirst for knowledge never quenched fully. As he practiced the spells in the book, he learned some very interesting techniques. He couldn’t master some of the more powerful spells yet, but he knew that with practice, any branch of magic could be bent to his will. All it took was patience, discipline, and perseverance.

He currently resides with his uncle, Sei Orlogue, where he has been helping keep house and working as an independent researcher on things that would help with his uncle’s goals. However, after the attack on Ixian Castle not too long ago, Rehtul has begun to question whether or not he's truly on the right side of anything, and has been looking for a way to understand the world around him and his own place in it, as it should be.

Appearance: His hair hangs down to the small of his back and is often brushed very neatly, straight down, almost as if the man obsesses over his hair being just right every minute of every day. He stands erect and has very good posture. His clothing is a mix of blues, whites, and blacks, and he seems to prefer those colors above all others, blue and white especially. He wears a silver ring on each of his index fingers, his right-hand ring capped with a garnet and his left hand capped with a sapphire. He often wears a blue cloth backpack in which he stores no less than five books at any time.

Skills: Ice Manipulation (Expert Level): Rehtul can create and manipulate up to 50 cubic feet of ice per day in any manner he chooses; at the moment, he cannot create or control anything larger than 10 cubic feet (about three spears or two shields) at any one time; common uses are: spears (3.3 cubic feet), shards (.5 cubic feet), rapiers (2 cubic feet), short swords (2.5 cubic feet); Rehtul can only control them up to 30 feet away from his body. Loss of focus causes the weapons to drop and melt, unless the weapon is held.

Light-Manipulation (Apprentice-Level): He can manipulate light to use standard healing spells. He does not pride his light skills as anything worthy of song, and uses it primarily to heal, both himself and others. He can heal minor to moderate cuts, bruises, and in some small cases regeneration (so far he can only regenerate something like a finger or a toe, but his skills are slowly improving).

Cold Resistance: Rehtul can exist comfortably in temperatures cold enough to kill most normal people. He can ignore extreme cold up to -100 degrees Fahrenheit, though beyond that his body starts to exhibit the usual signs.

Mystic Protection: Like most of his family, Rehtul employs the Mystic Protection ability. He has moderate control over this power, and thus can only use it up to twice per IC day or per battle. The ability protects him within a wall of glass until broken by a strong enough blow (any weapon iron strength or higher can break the shield at this point). When broken, it homes in on the person who shattered it and attempts to cut them. The shards attack with strength roughly equivalent to that of sharp window glass, and thus can only cut exposed parts of the person’s body. (the disappearance of a percentage of the shield has been removed)

Abilities: Weapons: Rehtul can use most melee weapons with a degree of ability slightly below average when compared to a trained soldier.

Equipment/Weapons: Clothing (usually colored white, blue, and black), a dagger with a white-blue blade (steel in strength), and his father’s book, Elemental Ice.

Arctic Beast Elementally Resistant gloves (acquired here (http://www.althanas.com/world/showthread.php?29315-A-New-Pair-of-Gloves)): Arctic Beast Leather Gloves, white, and enchanted to resist a majority of elemental energies for standard duration of handling. (Up to an hour straight.) Gloves cannot block or neutralize hostile spells, but may be used as a means to deflect or resist damages.

Hysteria
09-05-15, 08:56 AM
Okies, lets do this!

So first thing first, even though you have it down as an ice 'school', it will fall into more than one ability. The reason for this is two fold. The first is that sometimes the effects of the ability are so vastly different it doesn't make sense to lump them together. For example, the immunity to cold. The second reason is because it makes it easier to break it down and for the mods to understand. Sometimes a bunch of little abilities when combined would go above the allowable maxiumun, so splitting them also allows us to better gauge the strength. A good example is Roht Mirage's profile. Everything uses sand, but there are half a dozen abilities.

With that in mind, I think there are three abilities in the ice school:
1. Immunity to cold
2. Create and control weapons: small & medium
3. Create and control weapons: large, huge & gigantic

Abilities that create and control things (ice, fire, magical projectiles, etc) are considered quite a bit more powerful than being able to throw single attacks. Likewise, creating multiple is far more powerful than just one. As we go through this you might need to drop the strength down a bit.

For two abilities above where you create items, can you let me know:
How many can he make and control at once?
How long can he control them before needing to recast?
How many can he make in a day?

We can assume they are all Delyn strength at the moment.

Rehtul Orlouge
09-05-15, 12:12 PM
I've done my best to answer your questions, though I think that my description did leave them for the most part answered. I also added in some trivia. I am willing to downgrade the creation skills further in order to secure the "no time limit" part of the abilities, as keeping track of posts and/or minutes/hours is extremely tedious (not to mention these creations are Rehtul's main weapons. That dinky steel dagger ain't going to do much, let's be honest here).

So, lemme know what else I need to do, oh Lord of RoG.

Hysteria
09-12-15, 08:25 AM
Sorry about the delayed response.

You're correct on the ability point, you had covered most of what I said would define the strength. The reason I mention it is so that as we tweak it you can see what I'm using to judge the strength. At the moment your abilities are way too strong, even for a character of much higher level.

The highest possible ability we’d allow (in a high levelled character) would look something like this:

1. Grey can produce three Mythril-strength ice blades. These blades have no limit to how long they last and can be controlled kinetically with Grey’s mind with ease. He can move them with the force of a thrown spear. If these blades are destroyed (via large physical damage or extreme heat) he can summon up to four replacements (totalling seven) per day.

2. Grey can produce five Mythril-strength ice blades that he can control kinetically with ease. These blades will do as he desires for two posts before the power fades and the blades melt. He can cast this spell four times.

The more blades you can summon, the less control, or time, or strength they should be. If someone was able to shoot 20 ice blades of Delyn strength in a wide scatter shot five times a day I’d rate that as quite a high ability, so being able to control even half that amount constantly is too strong.

We can pull back your abilities so that they fall into an acceptable range, but you're going to be quite limited given you want to be able to control them all. If I were in your position I’d stick with a few distinct abilities to create a solid set. For example:

Summon Ice Creature – Steel strength creature of around the size of a horse. Lasts two posts, two uses.

Ice Doves – A dove of ice are created, they seek out the enemy with the same agility as their name sake and then exploding with enough force to knock a man off his feet or break bones. Six can be created a day, up to two at once.

Ice Guardian – Summon a spear of ice the strength of Delyn that can be controlled kinetically. The spear remains solid until it is destroyed by force or extreme heat. Two spears can be summoned a day, but only one at a time.

Morning Frost – Summons 20 shards of ice the strength of steel that spray towards a target. The area of effect is roughly five by five metres. Two used a day.

Ice Make – Creates any one or two handed melee weapon of Dehlar strength desired. Weapon lasts five posts or as long as it is wielded. Three weapons can be made a day.

Rehtul Orlouge
09-12-15, 09:55 AM
EDIT: Please ignore the unedited version of this post until such time as I have been able to work out a less emotional, more rational response. I apologize for my earlier tone, if you happened to be offended by it. I did not mean anything against you or the RoG staff, but personally feel I could have voiced by emotions better instead of simply going with my gut reaction.

I will make no excuses, but instead would like to sincerely apologize and take your advice, as well as that of others, into consideration while I deliberate on the best course of action to take with Rehtul from this point forward.

Rehtul Orlouge
09-13-15, 08:32 AM
With some help, I have re-tooled my Ice Magic once more. I have discarded the idea of increasing the strength of his ice until around next level, and would also request the ability to create larger ice constructs when not in battle, specifically during quests.

Hysteria
09-16-15, 07:56 AM
So, first thing. I didn't actually see your original post, so not sure what you said.... which means I don't understand what the issue was, which means I might be able to walk back into it.


The strength of the ice isn't so much the issue, it's the number that you can create and control. If you were in a fight against one of the highest level characters and you made two dozen ice spikes and chased them around the arena, it would cause issues for nearly everyone. The system is all about comparing abilities to ensure consistency with power. If you want compare the ability as it reads now (and forgive me if I’m not understanding something), you could create five large ice shields, a dozen ice spears and control all of them for as long as you desire.

That means as soon as you enter a fight you can overwhelm your opponent. Meanwhile, comparative abilities your opponents might have for your level would be useless.

The reason I put those ability examples in my last post was to give you an idea of how you can achieve different results by using more than one ability. As it is now, if you want to focus everything into a single ability it will be capped at the maximum ability level we allow, and the maximum you can have for level 4. If you only want to be able to make and control ice weapons/objects, then I’d ask that you limit how many you can make to be limited to four objects per day for a maximum of four posts or until they are destroyed (whichever is first).

Rehtul Orlouge
09-16-15, 12:21 PM
...Wow... Alright. My intention wasn't to be able to control quite that many at one time. Even I could tell that it's overpowered. 4 per day for four posts each sounds a little... underwhelming, though, to be quite honest. I'm willing to break it into multiple abilities (making each of those "bullet points" into separate abilities or redo them at this point).

I do want to work within the RoG rules to make this profile go as smoothly as possible, while still holding true to the core idea I had when I first built Rehtul back in... '09 or 2010, whichever. So, aside from the more... specific abilities you listed earlier, can you think of anything I can do to retain as much versatility as possible while also not being overpowered?

The original idea was to be able to create ice constructs that Rehtul can manipulate remotely (or wield if he so chooses), within the realms of reason. There should be a limit on the number he can create and control at a time, I agree, and it was my mistake for not putting that number in there, but... I'll wait for your response to do so, since it seems like I'm going to have to do more rewriting of the ability anyway.

EDIT: Alright, with a little (see: a lot of) help from Tony, I think I might have finally found a fair way to describe the ability to be fairer for my level, while still keeping more or less the versatility and control I wanted.

Hysteria
09-19-15, 10:17 PM
Cool, this looks good.

For your next updates if you're wanting to get some complimenty ice abilities I'd go for something like my Ink Heart ability. Obvsiouly you'd need to change the paramarters a bit to suit ice, but the core would stay the same. It would allow you to make animals, or similar that can act on their own for a post or two.


Ink Heart

Raw - Talen can manifest large amounts of a chemically inert black liquid that he calls ink. He can mould and use this ink somewhat like his shadow illusions to create black forms of his choosing. The forms last for two posts and can be up to the size of an elephant or the equivalent if broken up into multiple forms. They can emit large amounts of force by charging or smashing into something, equivalent to being hit by Talen directly (10x strength). This is proportional to size, with smaller creations weaker. A human for example would be closer to 2x human strength. Number distinct shapes is limited to three.
Addition - Adds volume (up to a large barrel-size) and force, and changes the substance to a liquid is most cases.
Uses – 4

Anyway, approved!

Hysteria
09-20-15, 12:08 AM
Re-opened, make your changes!