voidtransport: watching cityscapes turn to dust (you leapt from crumbling bridges)
Allumin Etsija ([personal profile] voidtransport) wrote2021-07-21 12:14 am
Entry tags:

fade rift app

PLAYER

Name: Oscar
Age: 29
Contact: subjectredacted#6534 on Discord or [plurk.com profile] assbanditkirk
Other Characters: N/A
Interests: With this particular character, I wouldn't mind the chance for some variety in experiences - some action would be fun to explore the conversion of Dungeons & Dragons spellcasting to what fits within the bounds of the setting and gameplay of Fade Rift. Exploring the lore of Dragon Age and things that would fall under the Research Division bracket definitely sounds fun to me as a player as well as things Allumin would seek out in Thedas. There's a lot I don't know yet about Dragon Age but it seems like there's a lot of rich world-building that I'd love the chance to explore alongside my character however that may manifest in in-game plots.

CHARACTER

Name: Allumin Etsija
Canon/OC: Canon? OC? Canon OC? He's one of my Dungeons & Dragons characters
Canon Point: Hopped into a teleporter heading somewhere with the rest of his adventuring party, but instead of ending up on the other side of the teleporter he winds up in Thedas
Journal: [personal profile] voidtransport
Age: 25

Canon World

A homebrew world for D&D with a lot of the standard fare, but tweaked a bit.

Roughly 200 years before Allumin was born, a cataclysmic event split the two opposing sides of the continent, at war at the time, of Eidekey in half - the left side of The Scar has a higher emphasis on magic and arcane studies, with a higher population of Tieflings and other non-human races than the right side of the scar which has more human and Aasimar residents in its population. The right side of The Scar also has a less intense focus on magic as a society and prefers technological advancements over magic.

Allumin was born and raised on the left side of The Scar, but sought further education on the right side at a location owned by the a noble family known as The Observatory, which resides upon their estate grounds. The Observatory is an academic institution for all ages of students that values all manner of knowledge whether it's arcane or scientific in nature.

The Feywild operates in some ways the same to classic D&D and different in others: The Four Cardinal Seasons of the Fey Courts exist in a parallel plane to the Material Plane that Eidekey resides on and inhabited by most standard fare Eladrin and fairy residents, whereas the Sun Court is technically a traveling space station that collects information across space and time and has a large population of xenomorph-looking fey creatures. The Moon Court manifests as a translocating Carnival that exists within its own pocket dimension and has all manner of residents from a variety of different worlds.

Prior to the formation of The Scar, there was an ancient city ruled by Aasimar royalty that had a library of vast resources with all sorts of books on pretty much everything that existed. One of its princes, in an attempt to stop the war, used a spell that destroyed the city and created The Scar. With the use of the spell, almost all traces of the city's existence were removed from reality as well, including its appearance in texts and people's memories. Recently, a book that was kept in a feywild-adjacent pocket dimension was found to have been an exception to this effect and still mentions the city, as well as a great black tower on the southern part of the continent parallel to the city.

There are also two different void planes, the White Void and the Black Void in short. The White Void has a great tower that can't be looked at too long and an endless field rolling across the horizon. It is always daytime there and time doesn't appear to exist there despite the passage of time in the Material Plane while one is in the White Void. The Black Void has a desert of black sand with a lightless sun in the sky, and a single city. It is also inhabited by terrible shadow creatures that hunt for those lost there.

History

✧ Grew up on the left side of The Scar with his family as a child. His parents have rich careers in their own personal passions and therefore encourage their children to pursue the same: for Allumin, already having a natural predilection towards magic, it's arcane studies.

✧ Around his mid-teens he goes east to study across The Scar at The Observatory. There, he meets the family that operate this particular institution of learning. Allumin becomes a mentor to a young diplomatic bard serving the family and they become good friends. (This person, Ezra, is important later.)

✧ In his early twenties, his studies become more specifically oriented around teleportation magic. This led to him working closely with an architect that specialized in building enchanted structures. Together they designed and built the first teleportation device in Eidekey. The technology is currently not widespread and only limited to the two prototypes, one at both of their homes, and the finalized device at The Conservatory.

✧ At 25, while studying alternative methods of arcane power sources to supplement his work, Allumin accidentally opens a portal to The Black Void in his dorm room - Allumin is lost in this plane for 13 years. He manages to send a frantic and vague letter about his discovery to Ezra before he disappears.

✧ The conditions of a hidden enchantment on the letter are met and in The White Void the letter is placed. A portal is opened over a few days, then Ezra pulls Allumin free from The Black Void. In the process of this, Allumin ends up with partial amnesia. He forgets most of the spells he's learned, his work and studies at the observatory, and his family, but remembers most memories connected to Ezra. This is because he unintentionally makes Allumin his thrall (for reasons) as he is pulled through the portal.

✧ Allumin and Ezra's adventuring party investigate some local rumors regarding a suspicious carnival, weather problems due to the northern village that control the weather, and necromancers upsetting local graves. They also attend a noble's birthday party where they discover the noble's parents are liches. A bad time is had.

✧ Ezra, having found out his father is secretly Asmodeus, writes a letter extorting him to fix the weather problems. This action has consequences later. They all go and investigate the carnival instead (The Moon Court). Allumin has nightmares about the void there.

✧ The party meets someone after who removes the thrall enchantment on Allumin. Because the connection is severed, Allumin is unaware when Ezra is kidnapped due to of being framed for the destruction of the weather village.

✧ Allumin and another party member plan a jailbreak but get Ezra acquitted instead (thanks Archfey of the Moon Court!). This happens on the same family estate as The Observatory, and Allumin finally reconnects with his family after meeting his brother since his disappearance while there. Slowly, some memories are coming back about his work and family.


Personality

Allumin is one of those "good" people that is not really all that good if you get to know him. He doesn't harbor malevolent will towards others, but he's not a selfless person who values the lives of others over his own either. He's been raised to be polite and have compassion but Allumin doesn't let his upbringing get in the way of standing up for himself if need be or being disagreeable if the situation calls for it. During his adventures he has made the decision before to stay behind for his own safety because he has disagreed with course of action of others in his party, one in multiple situations where he has been selfish and also steadfast once he's made a decision. If it means putting his own survival over the survival of others, he holds to that unless he has a deep enough emotional attachment to be selfless or a damn good reason to prioritize something greater than his own well-being.

His usual first impression is that of a shy, soft-spoken youth who is likely a pushover. This is because he's not particularly good with social situations, sometimes because he is too blunt or overshares to a great extent. He struggles a bit with empathy which also doesn't help when it comes to connecting with others and why he's on the self-absorbed side. Allumin is also incredibly vain, and will devote plenty of time to making sure that he's not only clean and presentable but hair styled, accessories and scent carefully picked out for the outfit and occasion, and if given his way then even his casual clothes are more lavish than the usual for running errands or adventuring.

Overall, he looks like an easy target in one way or another, despite the fact that if crossed he will not hesitate to drop any act and defend himself. Also, due to the nature of what's been happening in his adventure, he is not hesitant to kill people if need be. He may be haunted by it later but if it's him or the other guy, he does what's necessary even if it means shutting off his already poor empathy.

Past the surface, he does have a mischievous side and enjoys harmless pranks - the kind where no one ends up hurt (physically or emotionally) and just end up mildly annoyed or inconvenienced but you can laugh about it later. He also gets quite a thrill from the concepts of forbidden and/or ancient knowledge tucked into the restricted section of a library and the idea of sneaking inside to learn what secrets are being kept out of public reach. This is definitely a contributing factor in why he ended up trapped in another dimension for years, but if you asked if he regretted it he wouldn't feel that way. Because of his upbringing he values learning highly, and therefore even his bad experiences are important to him because he's learned something from them.

Strengths & Weaknesses

Allumin is a jack-of-all-trades type of wizard, choosing spells to learn based on utility than devoting to one school. A note on how wizards usually work, which would be interesting to adapt to Fade Rift if given the opportunity is how they learn spells: wizards will acquire spell scrolls or books written by others and then have to devote their own personal time to understanding the spell(s) they want to learn. In doing this, they transcribe it into their own spellbook. I personally interpret this as taking an existing spell concept and converting the method of casting to something tailored to yourself and your magic as wizards cast from the magic from their own bodies plus any additional material costs (or an arcane focus, which can be substituted for most materials).

(So, maybe further down the road if there's magic that's similar to what exists within D&D canon and he studies source material native to Thedas it could still translate to learning new spells the way he would in his canon if that's cool with the mod team.)

Onto his spells!

First, his cantrips - very easy magic. They're simple to cast and require very little energy - these have little to no material cost and are essentially infinitely cast-able, so they have very limited abilities.
Mage Hand, a spectral hand that can do anything a normal hand can up to 10lbs of weight/force up to one minute
Mending which can repair a single break or tear in an object of up to 1 foot of damage - m
Prestidigitation, which can do a variety of things from clean or soil up to 1 cubic feet of an object, light or snuff out a candle, chill, warm, or flavor a drink or small plate of food, and a couple other party trick-level little effects
Ray of Frost, a beam of ice cast up to 60ft that can cause mild frostbite
Fire Bolt, a ball of fire flung up to 120ft (nerf to 60) that can catch a flammable object on fire or singe/lightly burn non-flammable objects
Misty Step, a fine mist surrounds caster and they can teleport up to 30ft to an unoccupied space within sight (traditionally not a cantrip but was granted by DM because of his specialization with teleportation magic)

All of the spells beyond this are more complex and require more energy to use. Wizards in D&D are able to recover some energy once a day for casting magic when they take at least a one hour break, but otherwise they have a finite amount of energy they can use to cast spells until they get a full night's sleep, otherwise they can become over-exerted which has a negative impact on health.

Anything described as brief/briefly having an effect is up to one minute in duration, and those marked "c" require concentration while those marked "r" require a 10 minute casting ritual. All spells are sorted from least to most amount of energy required to cast with "Phantasmal Killer" being the strongest spell Allumin can cast. It can only be used once daily unless he rests, which would allow him to use it one more time in a day without consequences.

Attack Magic: Instant effect with no duration unless specified otherwise

catapult - throw a small object up to 90ft, if it hits someone then it definitely leaves a bruise, can throw a medium object but it uses more energy (but also hurts more)
scorching ray - three rays of fire hurled either all at one enemy or separate ones, each ray can burn skin badly on contact, burn through non-resistant clothing materials at contact, and heat metals with low-melt points on contact
snowball swarm - flurry of snowballs in a space of 5ft from origin point of choice, can cause mild frostbite on skin contact, if hitting clothes/armor makes them cold, icy, uncomfortable to wear - m
blindness/deafness - can briefly either blind or deafen someone, can be resisted by people with strong mental fortitude, can affect more than one person but requires more energy to cast
hold person - c - choose a target you can see within 60ft and they are briefly paralyzed - can be resisted by people with strong mental fortitude - m
bestow curse - c - can make someone less good at strength-based, skill-based, or mind-based tasks, or have difficulty attacking caster, or receive low necrotic damage in addition to other damage when attacked by caster - effect is brief, can be removed with "remove curse" or "dispel"
vampiric touch - c - hand becomes wrapped in shadows and if you touch someone you can take a low-med amount of health from them to heal yourself instead, effect is brief but can be used multiple times until effect ends - can be stronger but also takes more energy to cast
fear - c - project an image of creature's worst fears within a 30ft cone area in front of caster, can be resisted by people with strong mental fortitude, if successfully frightened then creature is compelled to run away immediately to somewhere safe - effect is brief - m
phantasmal killer - c - creature of choice within seeing range sees an illusion of their greatest fears - can be resisted by people with strong mental fortitude, if not resisted creature is frightened - if frightened, creature takes a moderate to immense amount of psychological damage - effect is brief

Defense Magic:

false life - caster just took a bunch of painkillers and had a red bull and is ready to go, lasts up to an hour or injured enough to negate effect, can be stronger but requires more energy - m (a bit of alcohol or distilled spirit, seriously considering giving him a flask for this one for the lols)
mage armor - touch willing person w/o armor & give them magic armor of moderate defense, lasts up to 8 hours or until person puts on physical armor (edit: OR when destroyed by damage) - m
shield - when hit, can summon magical defense barrier for a brief period of time that provides moderate defense (immune to magic missile in D&D so maybe spirit magic resistant (not immune) in fade rift?)

Environmental Magic:

alarm - r - designate a Door/Window/20ft Cubic area - a mental alarm alerts caster when any undesignated creature crosses through alarm space, lasts 8 hours - m
arcane lock - magic lock, can have a password programmed into it, can be broken with magical lock-picking spells, can be used on doors, windows, gates, chests, or other entrance-ways, lasts until dispelled or broken by magic - m (gold dust worth 25gp, consumed by spell, expensive)
fog cloud - c - 20ft radius of fog centered on a point within sight, obscures vision, unscented, med-strong wind can dispel it, lasts up to one hour, dispelled, or concentration is broken
darkness - c - magically darken a 15ft radius spherical area from an object or space within seeing range - if on an object, area moves with object and if object is covered then darkness is obscured - non-magical light cannot penetrate area of darkness, lasts 10 mins - m

Transmutation Magic:

alter self - c - can temporarily (up to one hour) change appearance, change physiology for swimming/breathing underwater, or have a single natural weapon of choice (fangs, claws, horns, etc.) that deals low-moderate damage relative to personal strength (only one effect at a time)
gaseous form - c - touch a willing creature and they, along with everything they are wearing & carrying, turn into a cloud of mist for up to an hour, mist can pass through holes, cracks, & narrow openings but not liquids - cannot talk or interact with anything while mist - m
fabricate - can take raw materials and craft an object no larger than the space of a 5x5ft cube, quality determined by quality of materials - objects can be things like clothes from cotton, flax, wool, etc, or a wooden bridge from trees, etc. - nerf by requiring caster to have knowledge of object construction for success/quality of finished product

Sensing Things Magic:

detect magic - c - r - sense if magic is present in a 30ft area, and if so what kind in loose terms (can penetrate non-magic-repellant barriers up to a certain extent depending on material)
identify - r - touch an object, know if there's magic attached to it, what kind, how it can be used - touch a person, know if they are affected by a spell and which one - m (a pearl worth at least 100gp and an owl feather, so, expensive but the pearl is not consumed at least)

Some other magic:

disguise self - illusion to make self, clothing, armor, and/or belongings look different as long as same basic shape doesn't change - physical inspection does give away illusion - lasts one hour or until dispelled
sending - can send a message of up to 25 words to someone you know mentally across a distance, person receiving message can reply up to 25 words - m (short piece of copper wire, which he may get so he has something Not A Staff to use to cast this)

Some other things that are unrelated to magic but are racial traits of half-elves and elves include darkvision, which allows him to see in dim light up to 60 ft as if it was a brightly lit space and the same distance in darkness as if it were dim light. Half-elves and elves also can't be put to sleep by magical means and are resistant to magical persuasion or charm.

He was also trained on how to use a rapier as well as daggers growing up because sometimes magic is simply not an option and you gotta be able to defend yourself. (There are other default weapon proficiencies for wizards in D&D but I'm not including them because I don't think he would have had the time for both magic studies and five different weapons training courses.)

Wrapping up strengths and moving on to weaknesses, Allumin has decent physical fitness for a person which means really good for a wizard BUT he is from a noble family and has lived an academic life with little combat experience outside of fencing classes so he is physically delicate and not used to dealing with pain or physical injury very well. He's also pretty clumsy so this doesn't translate well into situations where he'd need to defend himself from an attacker at close range. Outside of combat, he has a lot of nervousness despite being well-educated and this results in him being prone to social foibles or even avoiding challenging situations entirely. His lack of charisma affects his confidence a lot and it can hold him back from doing anything productive or helpful in a situation where he's needed due to fear of failure or disappointment. He also will avoid stepping up to bat if he doesn't have an emotional tether to a situation - he engages in casual altruism like money or food for a poor person he's passing in the street fine enough if he has the means because these acts don't require a lot of effort. However, if it's something that means he has to put a lot of time or work or his life on the line then he is resistant to volunteer unless someone he cares about is involved or it's something that interests him.

Suggested Nerfs

There are also some spells that he has when I play him in tabletop sessions that I don't think will translate well or at all (which include summoning his familiar to some more powerful teleportation spells to a magic person-sized hamster ball). He may mention them as things he could do in his home world but they won't be utilized at all in Thedas. There are some spells, like Sending or under certain circumstances Detect Magic, which don't require line-of-sight by nature of what they are but I'd be willing to remove or nerf these to fit the line-of-sight requirements. I'm also willing to remove "Gaseous Form" from his list of available spells if it seems outside of the realm of magic in Thedas. I'm also cool with removing his ability to use "Misty Step" seeing as teleportation magic doesn't exist under the laws of magic in Thedas, plus I've already removed his other more powerful teleportation spells from being included. (I just happened to see something similar to it on one of the DA wikis and so I'm not sure if it's okay or not. The lore is not consistent.)

Also I'm cool with adding a time limit to "Arcane Lock" and its effect or remove it from his spell list entirely if it's considered outside the realm of native magic, but I would also like to state that its material component is "gold dust worth at least 25 gold pieces" and is one of few that can't be substituted for an arcane focus, so if there is one) gold present in Thedas and two) it is hard to acquire that much in that amount with the sole purpose using in a spell instead of as currency then I think it nerfs itself in a way. I'm open to whatever y'all prefer though.

Certain spells listed above do require active concentration for him to cast them which means he can't cast another spell at the same time as that one, or he can't cast the spell and then try dueling someone while he's focused on the spell. If his concentration is broken then the spell ends immediately. The spells that require rituals to cast also mean that these can't just be cast freely and require time (and security). In this way, I feel like overall most of his spells are not overly powerful enough to require much tweaking if at all (aside from the ones previously mentioned).

There are some spells that have a long duration and I'd also be cool with nerfing the duration of those spells up to half of what they are normally.

Some spells require materials that are universal (ash, a twig, flower petals) and others have materials that may not be as universal (a lodestone, which may not be available if magnetic metals are not present in Thedas), in which case Allumin would require an arcane focus in order to substitute the material costs of these spells. Seeing as his wand is presumably going to be bricked when he arrives, he'll need to get a staff used by mages in Thedas in order to use these spells.

I'm also cool with nerfing his darkvision to half the range listed in D&D canon - the wiki I'm referring to for Dragon Age elves mentions being able to see better than humans in the dark so if it's cool for him to keep it but nerfed that'd be nice.

Arrival Inventory

Fully clothed with a belted pouch containing his spellbook, wand, an ink bottle, a glass dip pen, family signet ring made of silver, and coin purse with 10 platinum, 22 gold, 9 silver, and 5 copper pieces
A plain funnel cake on a plate, dusted lightly with powdered sugar
A plate of mashed potatoes
A lovingly drawn portrait sketch of this man standing behind a podium giving a lecture

Humanization

So technically in his source material he is a half-elf, but because of the distinction between elves and elf-blooded people in Dragon Age canon, he's just going to be an elf? His hair color is in his source a sort of pale white with blue undertones but seeing as that would be an unnatural color and because the PB I found that is Close Enough is blond, he is blond as well as a result of passing through the Fade. His height is 6'4" in his canon and if it's cool for him to just be super tall then that won't change. (If his height has to be nerfed though, that's fine.)

Fit

He likes learning about magic, including more forbidden concepts with the thought of "Hey, maybe there's a practical application for this that others haven't considered yet" and I think that could be neat considering some of the lore concepts for magic and history in Thedas. Prior to posting him to the test drive, I knew absolutely nothing about Dragon Age aside from Krem being Trans and Dorian is gay so I have been studying/consuming lore as much as I can without completely frying my brain in the process and I think that he'd have fun int the Research Division of Riftwatch, especially if it means checking out old elven ruins and/or access to restricted knowledge. That being said, as mentioned previously in his weaknesses, he's not inclined to selflessness if he doesn't have a personal attachment so it would be interesting to have some instances in which he says "No, I'm not getting involved" and people reacting negatively to this especially if he could be useful in a particular scenario or has up to a point been cooperative before.

SAMPLES


TDM Sample 1
TDM Sample 2





app acceptance notes
post-app note: adding m to mark spells that require materials to cast or a staff for arcane focus