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Feb. 25th, 2024 11:50 pmPLAYER
Player Name:
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YOURNAME
Current Characters:
Triggers: I would like CWs provided for ...
Pronouns:
Are you over 18?
Contact:
Current Characters:
Triggers: I would like CWs provided for ...
STATISTICS
Character Name: Percival de Rolo III
Character Canon: Critical Role: Vox Machina
Character Age: mid/late 20s
Canon Point:
Link to History: Link
Skills:
Abilities: (Superhuman, from canon — not including new monster form.)
Curse Mark:
Character Canon: Critical Role: Vox Machina
Character Age: mid/late 20s
Canon Point:
Link to History: Link
Skills:
- Clever: Percy is sharply intelligent, able to quickly grasp theory and concepts and put them into practice. He's always be interested in how things tick - literally, in some cases. Once upon a time, he thought he'd be a clockmaker. He's well-educated and a deft hand at research when he has the resources. His cognitive skills are also expressed in his ability to make and carry out plans - he's one of the better tacticians in the group.
- Tinkerer: All that intelligence works best with some application. Percy is a capable blacksmith and whitesmith (able to work with gold, silver, pewter, or the finishing steps of fine steel) with a mind for design and the ability to create what he's envisioned. He constantly creates new weapons and devices, usually uniquely suited to the people who will use them. He also has a penchant for giving his inventions/weapons clever names like "Bad News" (nothing travels faster) and "Diplomacy" (a glove that holds an electric charge).
- Persuasive: Though there are more charming people in Vox Machina, Percy is the one who can form and deliver convincing arguments. Raised in a noble family, Percival won't hesitate to use all of his wit, charm, and snobbery to get what he needs or what others want, and he will not hesitate to use all of it to put other people in their place if he thinks they've crossed a line. He has a particular fondness for undercutting snobbier nobility.
Abilities: (Superhuman, from canon — not including new monster form.)
Curse Mark:
CHARACTERIZATION
FORMATIVE EXPERIENCES:
PHILOSOPHY: Aim for 100-200 words.
DESIRES: Aim for 100-200 words.
FEARS: Aim for 100-200 words.
- FIRST EVENT: - Description.
- SECOND EVENT: - Description.
- THIRD EVENT:In fact, we’ll be keeping your weapons, your armor and, I believe, your pride. - Description.
- FOURTH EVENT:You're the face I saw when murder entered my heart. This is your doing. - Description.
- FIFTH EVENT: I do not want to die who I am. I would like to live long enough to be someone else.- Description.
PHILOSOPHY: Aim for 100-200 words.
DESIRES: Aim for 100-200 words.
FEARS: Aim for 100-200 words.
GAMEPLAY