Kaizaell Songe

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Kaizaell Songe

New Member
Apr 3, 2020
16
0
1
Latens
406✦
Exa
⏆4,128
Bounty
⏈0
Dahlitium (⏆50 per)
0⌯
Bigatium (⏆100 per)
0⍨
Auritium (⏆300 per)
0⍫
Vitatium (⏆1200 per)
0⌭
Caelitium (⏆6000 per)
0⌬
Name: Kaizaell Songe


Age: 19


Race: Laicar (Terran)

Vigor: 1750

Latens: 160


Persona:


Kaizaell is dedicated, he has a goal that he will achieve and is willing to go to great lengths to do so. He’s sought out opportunities to find out what happened to his family, but he hasn’t found any clues so far which frustrates him to no end.


To those nearby he seems an upbeat kid with a smile always on his lips. He always has something to say, which has gotten him in trouble with the officers in the Army on more than one occasion. He enjoys magic, begging his mother to teach him when he was younger, and has learned a few tricks to help him. He’s fairly adept with a rifle, even so far as getting assigned to one of the few Sniper squads within the military. This has afforded him some leeway with the officers.


The young man has a soft spot for children, and is always willing to help out any kids he finds.


Physical Stature:


Kaizaell is a scrawny looking young Laicar. He has no facial hair to speak of, partially from the military lifestyle and partially because he can only grow a splotchy horror show of a beard if he lets it grow out. He keeps himself well groomed and takes pride in the neatness of his clothing and grooming when out in public. His hair is a dark brown color and he keeps it in a high-and-tight style, almost gone on the sides and only a few inches long on the top, despite some of the Sniper regiment allowing their members to grow their hair out longer and take less care of their uniforms.


He has hazel green eyes that sometimes make him look older than he should, but most of the time sparkle as if some unspoken joke is just about to burst forth. His skin is a pale color, almost looking pallid in a well lit setting. It has led to jokes about him being some type of Reaper, but he just shrugs it off.


He wears little jewelry, save for a plain silver earring from his mother for his coming of age and a pendant with a picture of his parents and older sister in it.


Biography:


In all honesty, Kaizaell’s childhood was unremarkable. Their family lived in the Southern Wastes, alongside about a dozen other families. His parents taught him and his sister, Eryka, how to survive within the barren lands. They learned weapons skills and magic, but other than that their life was very ordinary. Then, one night, something happened. When Kaizaell woke up in the morning his sister, his parents and all the other adults had disappeared, leaving the kids behind.


A month passed and a merchant found the village almost entirely abandoned. A handful of children, some of them almost gone feral, were found within the great hut at the center of the town. The news spread quickly as the children were taken back to the main continent to be sent to their respective families and an investigation was launched.


Kaizaell, having no immediate family that he knew of outside of his parents and sister, was taken to an orphanage. There he proved to be an inquisitive sort. He wanted to find out what happened and so, at the age of 15 took on a soldiers life to try and earn some coin and find out what happened to his family.


Character Skills:


School of Occultus
(The Hidden): Novice

School of Serpens(The Serpent): Novice

Way of Perspicax(The Sniper): Novice

Art of Terriculum(The Gunsmith): Novice

Art of Alchemia(The Alchemist): Novice

Discipline of Pugilus(The Brawler): Novice

Discipline of Battuentis(The Fencer): Novice

Current equipment:

Light Armor(Ranger's leather armor and waterproof cloak)
Dahlitium Sniper Rifle(Fathers' keepsake)
Dahlitium Skinner(A sharp knife with a silver edge)
A small silver earring(Non-magical[Mothers' keepsake])
A small photo and pendant(Non-magical[Sisters' keepsake])
Terriculum Fabricants(Toolset for adjusting and repairing guns)
Alchemia Alembicants(A set of tools and basic supplies for Alchemical Crafting)

Feats List:
Personal Feat: (1/1)

Personal Feat Name: Frigoris Accommodatio
Alternate Names: Cold Weather Adaptation

User: Kaizaell Songe

Description:
Kaizaell, growing up in the harsh and dangerous environment of the Southern Wastes, has adapted to the cold environment. This affords him a fair level of comfort when in an environment most would call frigid. However, having grown up surrounded by cold and snow, he struggles in hot environments, making him more likely to collapse since his body isn't able to take much in the way of heat stressors.

Effect:
Kaizaell gains resistance to the cold and cold damage, lowering the magnitude of them by 2. However, heat saps his endurance at a rate of 100 Vigor per tier of magnitude.
 
Last edited by a moderator:

Kaizaell Songe

New Member
Apr 3, 2020
16
0
1
Latens
406✦
Exa
⏆4,128
Bounty
⏈0
Dahlitium (⏆50 per)
0⌯
Bigatium (⏆100 per)
0⍨
Auritium (⏆300 per)
0⍫
Vitatium (⏆1200 per)
0⌭
Caelitium (⏆6000 per)
0⌬
Skills and Spells:

Racial Skills:

Adrenaline Rush(Laicar)
Of all the races, the laicar are easily the most tenacious. Their stubbornness at times makes it seem like they always appear to be right where they need to. Partly, this is due to the ability to push their muscles to their absolute potential in dire situations. Laicar are capable of calling on a burst of fight or flight energy, increasing their running speed significantly and allowing them to jump further or higher.

On solid ground, Laicar have a standard movement of 30m (or 60m if taking no other action) if they use the full amount in one burst. When using Adrenaline Rush, a running jump can go twice as far or high as normal. This does not cost vigor to use, but does not improve smaller movements like dodges or repositioning.

Character Skills:

Arcane Schools:

Max Spell Slots: 4

School of Occultus(The Hidden): Novice
+2 Spell Slots

Legerdemain of Occultus
Novice Tier
Cost: --
Frequency: 4 Round Cooldown
Magnitude: --
Occultus deals in the hidden and mysterious, and it quickly becomes difficult to discern what is real and what is fake. With illusions in play, one can never say whether the caster you see is the caster's true form.

With at least one persistent Occultus illusion of the caster active, the caster can affect a one-time swap with any illusion cast by themselves. This can be used in response to an attack or performed as needed. After use, four rounds must pass before the ability can be used again.

School of Serpens(The Serpent): Novice
+2 Spell Slots

Kiss of Serpens
Novice Tier
Cost: --
Frequency --
Magnitude: --
Held within the coils of the serpent, there is no escaping the venom.

If the user poisons a target bound by a Serpens spell, the duration of the poison effect will be doubled.

Spells:
Slots: 4/4 used
Familiar Stranger
School of Occultus, Novice Tier
Type: Intrinsic
Cost: 100/250/600/1,600/5,000 Vigor
Magnitude: 1
Description: Individuals who do not know the caster find them to be familiar, acting as if they've known their presence was always there. While it is ineffective against those who personally know the caster already, knowing of the caster by word of mouth or posters is not enough to be immune. The caster is seen as an old friend or acquaintance, enough so that asking for a name would be seen as embarrassing to most. This altered perception lasts for up to one hour, but can end early if the user acts suspiciously or performs an incriminating action.

At base level, Familiar Stranger affects only the first unfamiliar individual to lay eyes on the caster. When cast at higher magnitudes, the spell affects multiple targets:
  • Adept - up to three individuals
  • Skilled - up to six individuals
  • Master - up to twelve individuals
  • Grandmaster - any individual unfamiliar with the caster.

Glyph: Three strokes in the shape of a face silhouette.

Decoy:
School of Occultus, Novice Tier
Type: Focus
Cost: 200 Vigor per round
Magnitude: 2

Description: The user's hand -- used to weave the glyph -- becomes enshrouded by a light, localized fog that lasts until the spell has expired. For the following two rounds, the user is capable of generating a static image of themselves posed however they wish. This image is static and should only be expected to fool people or creatures briefly. The image disperses if touched or dismissed by the caster.

Focusing the spell has the following outcomes:

  • one round - one image is created, lasting up to 3 rounds
  • two rounds - up to two imaes are created, lasting up to 5 minutes
  • three rounds - up to three images are created, lasting up to 1 hour.


Glyph: Two strokes, parallel lines drawn by two fingers followed by two fingers forming a 'roof' over them.

Halt:
School of Serpens, Novice Tier
Type: Intrinsic
Cost: 100/250/600/1,600/5,000 Vigor
Magnitude: 1

Description: Spectral ropes spring up from the ground around the caster, chasing and wrapping around an enemy's limb, before anchoring it to the ground for the following round.

At base level, a single rope is conjured, targeting the limb of an enemy within 15m. When cast at higher magnitudes, the spell conjures additional ropes, at increasing ranges:

  • Adept - 2 ropes, 20m
  • Skilled - 3 ropes, 30m
  • Master - 6 ropes, 45m
  • Grandmaster - 10 ropes, 60m.


Flair: The caster curls one arm in until the hand is touching the shoulder and then slowly unfurls it, ending with a flick of the wrist.

Plague Breath
School of Serpens, Novice Tier
Type: Focus
Cost: 200 Vigor per round
Magnitude: 2
Description: The caster breathes out a black wave of smoke. Upon touching any exposed flesh (or metal in the case of demvir), the poison infects the victim. Affected targets are spiked with fever and are considered Burned for the following 3 rounds. Further, targets are considered Poisoned until cleansed. If the target ends their round within 5m of potential targets, excluding the caster, the spell infects the new targets. Secondary victims do not spread the poison further.

Focusing the spell has the following outcomes:
  • one round - the poison spreads in a cone 15m long and 9m wide, and can spread to one additional target
  • two rounds - the poison spreads in a cone 30m long and 18m wide, and can spread to up to three additional targets
  • three rounds - the poison spreads in a cone 45m long and 27m wide, and can spread to up to nine additional targets

Flair: The caster throws their head back and drops to their knees, hands held over their mouth. They look forward and pull their hands away.

Armament Credos:

Way of Perspicax
(The Sniper): Novice

Pinpoint

Novice Tier
Cost: 250 Vigor
Range: 500m
Frequency: 2 Round Cooldown
Magnitude: --
After studying their targets, Snipers are often able to predict their movements, even after they've moved out of sight. It's less effective the longer a target stays out of sight, though more experienced Snipers are better at this tracking.

This ability costs 250 Vigor per round. Marking a target within 500m, the Sniper can keep track of the target even if they move out of sight for as long as this ability is active. If the user's concentration lapses, it cannot be resumed unless the target comes into view again. Requires a sniping weapon.

Martial Disciplines:

Discipline of Pugilus
(The Brawler): Novice

Limitless
Novice Tier
Cost: 250 Vigor
Range: Self
Frequency: 2 Round Cooldown
Magnitude: +1
Practitioners of the Art of Pugilis have refined their own body into a weapon. Through rigorous training, it sometimes appears that it is almost impossible to keep a honed fighter down. However, fighting in such close range is both a blessing and a curse. While they are capable of overwhelming enemies with repeated, unrelenting strikes, the nature of their fighting style requires them to get into extremely close range. By calling upon a reservoir of hidden strength, they are able to break out of attempts to bind them.

By paying 250 Vigor and activating Limitless, the fighter uses their strength to rip through and free themselves from bindings both physical and magical. This is treated as a bonus unarmed attack against the binding, outright breaking out of weaker bindings. Two rounds must pass before this ability can be used again.

Discipline of Battuentis(The Fencer): Novice

Parry and Riposte
Novice Tier
Cost: 250 Vigor
Range: Melee
Frequency: 1 Round Cooldown
Magnitude: +1
The Discipline of Battuentis favors finesse over force. The most basic element of that is the parry, wherein the Fencer puts forth just enough effort to turn aside an opponent's attack, without engaging in a battle of strength. The next element of Battuentis is to capitalize on the moment. When an opponent is reeling or off-balance, following a parry or any action which leaves an enemy off-guard, the Fencer takes advantage of the opportunity and strikes.

This ability costs 250 Vigor for each step, Parry or Riposte. When parrying, a single melee attack of equal or lesser magnitude is deflected aside, and the opponent is considered off-guard. When riposting, the Fencer delivers a follow-up attack to an opponent that is off-guard; the enemy's defenses, if any, are reduced in magnitude by 2 for this attack. One round must pass before another parry or riposte can be attempted. Requires a light melee weapon.

Tradesman's Arts:

Art of Terriculum
(The Gunsmith): Novice

Sight In

Novice Tier
Learned: Tier 1 Recipes
Material Qualification: Dahlitium
Crafts per Week: 1
Anyone who owns a ranged weapon, whether it's an oak longbow or a revolver, knows at least some basics of maintenance, or else they won't have the weapon for long. Those who practice the art of Terriculum are much better than the average gunslinger, though. A ranged weapon is only useful if it can hit its target, and getting a weapon properly sighted in can make a noticeable difference in its effectiveness.

A Gunsmith may spend two full rounds, out of combat, to sight in any ranged weapon, making adjustments so that it functions best in a specific 10m band. Within the designated sweet spot, determined at the time the weapon is sighted in, the weapon's is increased by one tier in magnitude. The effects of sighting in last for up to 24 hours, and at least 8 hours must pass before adjusting the sights again.

Art of Alchemia(The Alchemist): Novice

Basics - Transmutation
A combination of pharmacology and mystical doctrine, the Art of Alchemia is the distillation of magical forces into a potent liquid form. Combining natural ingredients with Terra Regia in the right quantities and concentrations can evoke effects similar to, or identical to, those cast by students of the Arcane Schools. Stemming from medical doctrine as it does, Alchemia follows a similar philosophy of "Do no harm," and therefore the study only encompasses effects which benefit the imbiber. Creating potions of harmful effects is considered a taboo practice.

Working with each grade of Terra Regia requires the requisite skill in Alchemia. Drinking potions too quickly will negate the effects of earlier ones, so only one potion may be imbibed per round.

At its core, the art of Alchemia is the art of transmuting simple elements into something more valuable. It's a demanding skill, requiring understanding both the nature of the material components but also the energies that are being harnessed through using them as reagents. Alchemy begins with the study of salves, utilizing raw ingredients that can be applied topically. Chemical knowledge makes alchemists suited for creating explosives, as well. Brewing potions, which can be imbibed, is a higher order ability that requires Terra Regia to catalyze.

Potions can be created for any school the alchemist is at least a novice in, up to their skill in alchemy. Once distilled into a potion, the spell will remain dormant for as long as the potion bottle is sealed away. Upon opening, the spell must be imbibed immediately to avoid wasting it.

An alchemist may perform a number of transmutations per week determined by their prowess in Alchemia. All potions require at least some Terra Regia, and a batch of potions requires a chapter or collab of at least 1000 words to create, though a batch of salves does not.

Scrying
Novice Tier
Learned: Tier 1 Recipes
Material Qualification: Dahlitium
Crafts per Week: 1
An advanced application of Transmutation, scrying involves brewing a liquid medium, which can then be poured into any font -- a simple bowl will suffice, though more ornate fountains and basins are not uncommon -- to create a connection with another point in the physical world.

Scrying is very temporary, unfortunately, but allows the user to view a location surrounding a target or area the Alchemist is familiar with. It is even possible to communicate with the target while it is active, though the target is unable to see the scryer.

A connection will last for one minute, but can be extended with Terra Regia:


  • Normal - 1 Minute
  • Dahlitium - 5 Minutes
  • Bigatium - 30 Minutes
  • Auritium - 4 Hours
  • Vitatium - 24 Hours
  • Caelitium - Permanent

Once the connection ends, only water will be left in the font. The same location or target cannot be reached for 24 hours after the last scrying attempt.
 
Last edited by a moderator:

Kaizaell Songe

New Member
Apr 3, 2020
16
0
1
Latens
406✦
Exa
⏆4,128
Bounty
⏈0
Dahlitium (⏆50 per)
0⌯
Bigatium (⏆100 per)
0⍨
Auritium (⏆300 per)
0⍫
Vitatium (⏆1200 per)
0⌭
Caelitium (⏆6000 per)
0⌬
Last edited by a moderator:

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