Name: z Character: Rand al'Thor Personal goal:Charm a local into paying for your room and board. He is going to be so BEMUSED how to do this, but will succeed mostly on accident by being himself. I'm happy to plan out shenanigans around this goal, whether Rand going ??? about how to fulfill it beforehand, or while he goes about completing it.
General plans for the mission: I'm super open to anything! Let's plot additional backstory/cover connections, investigations, etc! Rand will probably gravitate towards wanting to look around Elindes at first, but some Complicated Feelings about how much it reminds him of home will have him skedaddling sooner or later to investigate the other locations.
On a more personal level, Rand is going to be thrilled about losing canon abilities...at least at first! As time goes on, he'll probably feel weird about it and may start to confront that being a channeler is, for better or worse, a part of him. He'll use cantrips and spells experimentally, probably, interested despite himself in the ability to do magic that's highly normalized and doesn't have blowback that hurts him. I'd really like to dig into his complex feelings about having powers, so hmu if you'd be interested in doing something with that.
He'll probably bring his bow and arrows and his father's sword along with him.
"Jain Farstrider"
RACE: Human
● BONUS: (+) resistant to magic that manipulates the mind
CLASS: Paladin
● BONUS: (+) mastery of all weapons, (+) especially persuasive during interrogations
ALIGNMENT: chaotic good
CANTRIPS:
CANTRIP 01 — DANCING LIGHTS: Can create up to 3 torch-size lights that hover in the air for up to one minute and no further than 15ft around you. If your concentration is broken, the lights go out.
CANTRIP 02 — ELDRITCH BLAST: A beam of crackling energy can strike an enemy within 70ft of you. Has the possibility of missing.
CANTRIP 03 — SHOCKING GRASP: Lightening springs forth from your fingers to hit your target. Will always hit if target is wearing metal, but can miss if they are wearing cloth or leather armor. Can only travel 5ft.
SPELLS:
SPELL 01 — SEARING SMITE: After striking an enemy with your weapon, it will be imbued with a holy light and cause fire damage on each successful strike thereafter. Effects wear off within 3 minutes.
SPELL 02 — THUNDEROUS SMITE: When striking an enemy with your weapon, a horrendous ringing will sound. This will render the enemy immobile for 5 seconds. This has a high chance of effecting your team.
OPTIONAL INFORMATION:
Backstory/History: Grew up on a farm in mumblemumble with his half-elf half-brother, Len (who may or may not bear a stunning resemblance to McCoy)! He's left home because reasons, don't worry about it. He is very bad at coming up with cover stories,,,
no subject
Character: Rand al'Thor
Personal goal: Charm a local into paying for your room and board. He is going to be so BEMUSED how to do this, but will succeed mostly on accident by being himself. I'm happy to plan out shenanigans around this goal, whether Rand going ??? about how to fulfill it beforehand, or while he goes about completing it.
General plans for the mission: I'm super open to anything! Let's plot additional backstory/cover connections, investigations, etc! Rand will probably gravitate towards wanting to look around Elindes at first, but some Complicated Feelings about how much it reminds him of home will have him skedaddling sooner or later to investigate the other locations.
On a more personal level, Rand is going to be thrilled about losing canon abilities...at least at first! As time goes on, he'll probably feel weird about it and may start to confront that being a channeler is, for better or worse, a part of him. He'll use cantrips and spells experimentally, probably, interested despite himself in the ability to do magic that's highly normalized and doesn't have blowback that hurts him. I'd really like to dig into his complex feelings about having powers, so hmu if you'd be interested in doing something with that.
He'll probably bring his bow and arrows and his father's sword along with him.
● BONUS: (+) resistant to magic that manipulates the mind
CLASS: Paladin
● BONUS: (+) mastery of all weapons, (+) especially persuasive during interrogations
ALIGNMENT: chaotic good
CANTRIPS:
CANTRIP 02 — ELDRITCH BLAST: A beam of crackling energy can strike an enemy within 70ft of you. Has the possibility of missing.
CANTRIP 03 — SHOCKING GRASP: Lightening springs forth from your fingers to hit your target. Will always hit if target is wearing metal, but can miss if they are wearing cloth or leather armor. Can only travel 5ft.
SPELLS:
SPELL 02 — THUNDEROUS SMITE: When striking an enemy with your weapon, a horrendous ringing will sound. This will render the enemy immobile for 5 seconds. This has a high chance of effecting your team.
OPTIONAL INFORMATION:
Appearance: No changes!