Faerin Alderein

System

❮ Administrator ❯
Staff
Messages
663
Gold
0
Mastery
0
Valor
126
Event
0
Special
0
OOC
Storage
System
Normal

No death



Character


Alderein

Race: Faerin
Age: 90
Sex: Male

Sexuality: Bisexual
Relationship: Single

Height: 4'1"
Build: Slender and lithe.
Reference: Here
Player


Cian Tadgh Ronan

Nationality: Ireland
Age: 19
Sex: Male

Sexuality: Bisexual
Relationship: Single

Height: 6'0"
Build: Slender and lithe.
Reference: Here

Personality


Tadgh is a happy-go-lucky freeloader. He is very dramatic, owing to his upbringing by his actress single mother. Although he can be very flamboyant, he actually has a very calculative mind. Anyone who crosses him tend to find it difficult to navigate his mind games. Shame he rarely gets motivated to do anything for more than a few weeks, days even.

Positive: Charming, Confident, Creative, Dramatic, Imaginative, Witty
Negative: Aimless, Boisterous, Childish, Devious, Fickle, Hedonistic

Background


Born to a single mother who prioritized her mediocre acting career over raising him properly, Tadgh never even met his father. Throughout his childhood, he'd heard rumors of his old man being a big shot actor from his mom's actor friends, including the guys she brought over at their apartment when he was but a boy. Over the years, his mother stopped bringing random people over, though she continued trying her best to become an actress, even at her growing age. Tadgh can never find any fault with her, though, as he loves her so much that he'd forgive everything every damn time. When they finally moved to Maine, he found himself excited at the prospect of starting a new life.

Unfortunately, the town they moved to wasn't as big as New York or Los Angeles or any of the cities he had imagined. It wasn't that bad, though, and his mother found work as a regular actress at the town theater that once homegrew a big name or two. Tadgh wasn't really interested in any of that, though he could find some excitement with the whole flamboyant preening of it all. Although Tadgh was technically one of the more famous people in his university, mostly because of his looks and charm, he actually thought of himself as more of an outsider. His accent and name didn't help, though his peers still found him extremely attractive.

One of those flowering blossoms that took to him as if he were a bee was his best friend, an equally popular girl who was surprisingly more kindhearted than the stereotypes in movies. Most of the guys from their school sought her out, but she never showed any interest in any of them. She was the one who introduced Tadgh to Terrasphere. Always bored, he found the game and its infinite possibilities quite interesting, since then rarely putting it down. He'd always spend most of his time playing the game with his "friends," looking for the newest thing to do within that world, losing himself in the game, in the role he's playing. He may never admit it, but truth be told, he's more like his mother than anything.

Occupation: Actor (Theatre)
Special Skills: Acting (Theatre), Music

Out of Character


Played by: @Veilwalker
Player tag: @Alderein

UI-locked? No
Year 8

IG (Genshin Impact) Xiao
RL (Honkai Star Rail) Dan Heng



Afflictions

Death: 0

 
Last edited by a moderator:
Messages
27
Gold
0
Mastery
0
Valor
1
Event
0
Special
0
Build

Alderein's bond with his Mighty Swarm allows him to fight up close or far away. With Swarmkeeper Magic, he can disrupt enemies depending on the situation. His preferred offense relies on his Gathered Swarm. When not on the offense, Alderein inspires or hastes his allies with Writing Tide, using his swarm as a cover to keep them from getting distracted or as a means to move them hastily elsewhere, and then defending them further with Swarming Dispersal. All in all, Alderein and his swarm are a potent force in battle as well as helpful company to others. Just don't swat at his tinier troupe!

Equipment Tags


Stinger



Polearm

Alderein's Stinger (Polearm) is a pretty good starting weapon that suits his overall skills.

Armor



Medium Armor

Alderein's Armor (Medium) is a pretty good starting armor that suits his overall skills.



Trait Description

Mana Mantle. Alderein can materialize a translucent magical mantle that resembles a cloak of swarming insects. This item reduces his falling speed by five times. If he lands within one minute, he can negate any and all fall damage that he would have taken. The mantle leaves behind a highly visible magical trail when he glides or freefalls with it active.
 
Last edited:
Messages
27
Gold
0
Mastery
0
Valor
1
Event
0
Special
0
Skills

Descriptions & Shortcuts



Skill Slots

A swarm of insects has bonded itself to Alderein and can assist him in battle. Until he dies, the swarm remains in his space, crawling or flying and skittering around him within his space.

  • SHARP ATTACK (Offense) (Attack)
    Alderein performs a refined attack. This strike doubles MR and increases WR by 50%.

    Alderein's swarm hits a creature with an attack.

    MULTI ATTACK (Offense) (Attack) (Special)
    Alderein performs a maneuver that strikes twice. Each strike applies MR and WR at full value and adds an additional 50% bonus to extra modifiers. He gains the Vulnerable State.

    DUELIST (Bonus)
    Alderein deals more damage up close. As a Bonus Action, if he attacks an enemy in melee (while on their square, or an adjacent square if they are oversized), his attack gains 20 (D) 30 (B) 40 (S) extra damage.

    Immediately after he hits a creature with an attack (like a piercing thrust from his spear), the attack’s target takes more damage from the agitated swarm.

    PUSH (Bonus) (DM-Enabled)
    Currently unlisted. DM may enable this based on context. If a DM enables this action as an option, they may require players to leave an action slot empty. Costs a BA to use.

    Immediately after he hits a creature with an attack (like a piercing thrust from his spear), the attack’s target is moved by the swarm in a direction of his choice.

    MOVE (None)
    In combat, you may move and perform: 1 main action, 1 bonus action, and any number of free actions you have per post. Check out post cycle for more information.

    Immediately after he hits a creature with an attack (like a piercing thrust from his spear), he is moved by the swarm in a direction of his choice.


  • FAERIE FIRE
    Buff (Action) (Support): Alderein gives himself and allies a damage buff: (Single) gives one target a damage buff that lasts 3 posts while (AoE) gives three targets a damage buff that lasts for 1 post.

    Power Buff (Action) (Support) (Special): Alderein gives himself and allies a powerful damage buff, gaining the Vulnerable State: (Single) gives one target a damage buff that lasts 3 posts while (AoE) gives three targets a damage buff that lasts for 1 post.

    Parts of Alderein's swarm cling on a target and light up, outlining the latter in green light and forcing them to shed dim light, which makes the target easier to hit.

    MAGE HAND
    Inspire (Action) (Support): Alderein inspires himself and allies, giving 3 targets (self and/or allies) a 1d6 + (1d6 per MR) bonus to: checks, contribution, saves, buffs, or heals. Inspire lasts 1 cycle. If his target had posted before he inspired them, their inspiration will carry over to the next cycle. If his target performs an action that can use the bonus, it must be used. Otherwise, it will stay until they perform an action that can use it.

    Alderein's swarm condenses into a spectral, floating hand that assists himself and allies. He can control the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial, among other things.

    GASEOUS FORM
    Inspire (Action) (Support): Alderein inspires himself and allies, giving 3 targets (self and/or allies) a 1d6 + (1d6 per MR) bonus to: checks, contribution, saves, buffs, or heals. Inspire lasts 1 cycle. If his target had posted before he inspired them, their inspiration will carry over to the next cycle. If his target performs an action that can use the bonus, it must be used. Otherwise, it will stay until they perform an action that can use it.

    Haste (Action) (Support): Alderein increase his and others’ movements, rolling 1d6+2 and distributing the movement between up to 3 targets (self and/or allies). The bonus movement lasts 1 cycle. Haste may stack with boost and itself.

    Fly (Move) (None): Short-term Flight is possible with air (Aeromancy).

    Haste (Action) (Support): Alderein increase his and others’ movements, rolling 1d6+2 and distributing the movement between up to 3 targets (self and/or allies). The bonus movement lasts 1 cycle. Haste may stack with boost and itself.

    Boost (Bonus): Alderein increase his and others’ movements, rolling 1d6+2 and distributing the movement between up to 3 targets (self and/or allies). The bonus movement lasts 1 cycle. Haste may stack with boost and itself.

    Alderein transforms himself and/or allies, along with everything they're wearing and carrying, into his swarm. While in this form, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells until they willingly leave this transformation.

    WEB
    Disruptive (Free) (Bonus): Alderein's attacks disrupt enemies. As a Free Action, he deals 10 (D) 20 (B) 30 (S) flat SP damage when he attacks. As a Bonus Action, he doubles his disruptive damage.

    Alderein's mass traps the target in a makeshift webbing, attempting to restrain them.

    ARCANE EYE
    Sharpshooter (Free) (Bonus): Alderein deals more damage at range. When he attacks an enemy while not on their square (or 2 squares away when they are oversized), as a Free Action, his attack gains 5 extra damage (10 if you have Hyper Awareness), whereas as a Bonus Action, his attack gains 15 (D) 20 (B) 25 (S) extra damage in addition to the bonus above.

    Inspire (Action) (Support): Alderein inspires himself and allies, giving 3 targets (self and/or allies) a 1d6 + (1d6 per MR) bonus to: checks, contribution, saves, buffs, or heals. Inspire lasts 1 cycle. If his target had posted before he inspired them, their inspiration will carry over to the next cycle. If his target performs an action that can use the bonus, it must be used. Otherwise, it will stay until they perform an action that can use it.

    Alderein's swarm transform into a ranged magical eye that hovers, providing assistance to allies including with any relevant ranged attacks.

    INSECT PLAGUE
    Area Effect (Free) (Bonus): Alderein's attacks affects an area. As a Free Action, he distribute his damage in any amount to the targeted enemy and any other enemies adjacent to them, taking retaliation (if any) from each enemy he attacks this way. As a Bonus Action, he deals 1d20 (D) 2d20 (B) 3d20 (S) flat Damage to the targeted enemy and all other enemies adjacent to them. This BA does not trigger retaliation damage. When the battle map is not in use, he may target any enemies that are narrative close to one another.

    Disruptive (Free) (Bonus): Alderein's attacks disrupt enemies. As a Free Action, he deals 10 (D) 20 (B) 30 (S) flat SP damage when he attacks. As a Bonus Action, he doubles his disruptive damage.

    Alkderein's swarm stings everything they can get their stingers on.

  • HASTE (Action) (Support)
    Alderein increase his and others’ movements, rolling 1d6+2 and distributing the movement between up to 3 targets (self and/or allies). The bonus movement lasts 1 cycle. Haste may stack with boost and itself.

    BOOST (Bonus)
    Alderein increase his and others’ movements, rolling 1d6+2 and distributing the movement between up to 3 targets (self and/or allies). The bonus movement lasts 1 cycle. Haste may stack with boost and itself.

    FLY (Move) (None)
    Short-term Flight is possible with air (Aeromancy).

    Alderein condenses part of his swarm into a focused mass that lifts him up.

  • BUFF (Action) (Support)
    Alderein gives himself and allies a damage buff: (Single) gives one target a damage buff that lasts 3 posts while (AoE) gives three targets a damage buff that lasts for 1 post.

    POWER BUFF (Action) (Support)(Special)
    Alderein gives himself and allies a powerful damage buff, gaining the Vulnerable State: (Single) gives one target a damage buff that lasts 3 posts while (AoE) gives three targets a damage buff that lasts for 1 post.

    DUELIST (Bonus)
    Alderein deals more damage up close. As a Bonus Action, if he attacks an enemy in melee (while on their square, or an adjacent square if they are oversized), his attack gains 20 (D) 30 (B) 40 (S) extra damage.

    SHARPSHOOTER (Free) (Bonus)
    Alderein deals more damage at range. When he attacks an enemy while not on their square (or 2 squares away when they are oversized), as a Free Action, his attack gains 5 extra damage (10 if you have Hyper Awareness), whereas as a Bonus Action, his attack gains 15 (D) 20 (B) 25 (S) extra damage in addition to the bonus above.

    DISRUPTIVE (Free) (Bonus)
    Alderein's attacks disrupt enemies. As a Free Action, he deals 10 (D) 20 (B) 30 (S) flat SP damage when he attacks. As a Bonus Action, he doubles his disruptive damage.

    PUSH (Bonus) (DM-Enabled)
    Currently unlisted. DM may enable this based on context. If a DM enables this action as an option, they may require players to leave an action slot empty. Costs a BA to use.

    Alderein's Gathered Swarm grows mightier, with increased damage and the ability to knock their target prone!

  • HASTE (Action) (Support)
    Alderein increase his and others’ movements, rolling 1d6+2 and distributing the movement between up to 3 targets (self and/or allies). The bonus movement lasts 1 cycle. Haste may stack with boost and itself.

    BOOST (Bonus)
    Alderein increase his and others’ movements, rolling 1d6+2 and distributing the movement between up to 3 targets (self and/or allies). The bonus movement lasts 1 cycle. Haste may stack with boost and itself.

    Alderein discorporates into his swarm, avoiding danger. He just vanishes into his swarm and then teleport to an unoccupied space that you can see, where he reappears with the swarm.


Vortex Thrust

[Attack] (Base) (Offense) (Attack) Alderein performs a basic attack. He thrusts at his enemies, sometimes augmenting his attacks with aeromancy to keep them away. [Aeromancy] [Pierce Weapons]
Code:


Amiable Breeze

[Recover] (Base) (Action) Alderein recovers HP, doubling the recovery on a nat-20. He takes a breather, patches up a wound, drinks a potion, calms down, etc, anything to stay alive, stay alive, ah, ah, ah, ah, stay alive!
Code:


Whisper of the Wind

[Rush] (Base) (Bonus) Alderein doubles his total movement count this cycle. Even though he has tiny Faerin legs. Thank the gods for the wind, huh?
Code:
A swarm of insects has bonded itself to Alderein and can assist him in battle. Until he dies, the swarm remains in his space, crawling or flying and skittering around him within his space.

Gathered Swarm: Faerie Fire

[Sharp Attack] (Offense) (Attack) Alderein performs a refined attack. This strike doubles MR and increases WR by 50%.
Code:


Gathered Swarm: Insect Plague

[Multi Attack] (Offense) (Attack) (Special) Alderein performs a maneuver that strikes twice. Each strike applies MR and WR at full value and adds an additional 50% bonus to extra modifiers. He gains the Vulnerable State.
Code:


Writhing Tide: Gaseous Form

[Haste] (Action) (Support) Alderein increase his and others’ movements, rolling 1d6+2 and distributing the movement between up to 3 targets (self and/or allies). The bonus movement lasts 1 cycle. Haste may stack with boost and itself.

Alderein condenses part of his swarm into a focused mass that lifts him and his targets up, allowing them to fly or just hover. Alternatively, he and his targets can discorporate, vanish, into his swarm, mimicking the elusive properties of gas, only to reappear elsewhere.
Code:


Writhing Tide: Mage Hand

[Inspire] (Action) (Support) Alderein inspires himself and allies, giving 3 targets (self and/or allies) a 1d6 + (1d6 per MR) bonus to: checks, contribution, saves, buffs, or heals. Inspire lasts 1 cycle. If his target had posted before he inspired them, their inspiration will carry over to the next cycle. If his target performs an action that can use the bonus, it must be used. Otherwise, it will stay until they perform an action that can use it.

Alderein condenses part of his swarm into a focused mass that envelops his allies, allowing them to perform without any distraction. Alternatively, he can condense them into an eye-like construct infused with Spirit Magic to grant his allies and himself better vision.
Code:


Swarmkeeper Magic

[Disruptive] (Free) (Bonus) Alderein causes his Gathered Swarm to disrupt enemies. As a Free Action, he deals 10 (D) 20 (B) 30 (S) flat SP damage when he attacks. As a Bonus Action, he doubles his disruptive damage.

Alderein's swarm bothers his enemies, distracting them by being annoying, while he attacks them. They can light themselves up like they're fireflies as a distraction to his targets, condense into a floating hand to surprise them, render his target trapped like they were makeshift sticky webs, and most often, just plague his targets with their annoying numbers.
Code:


Mighty Swarm: Web

[Duelist] (Bonus) Alderein causes his Gathered Swarm to deal more damage up close. If he attacks an enemy in melee (while on their square, or an adjacent square if they are oversized), his attack gains 20 (D) 30 (B) 40 (S) extra damage. When he attacks an enemy with his spear, his swarm does its best to open up opportunities for him to deal more pain.
Code:


Mighty Swarm: Arcane Eye

[Sharpshooter] (Free) (Bonus) Alderein causes his Gathered Swarm to deal more damage at range. When he attacks an enemy while not on their square (or 2 squares away when they are oversized), his attack gains 5 extra damage as a Free Action, and as a Bonus Action, gains 15 (D) 20 (B) 25 (S) extra damage in addition to the aforementioned bonus. Alderein can throw his spear at an enemy and his swarm will augment the attack before they return the weapon to him.
Code:


Swarming Dispersal

[Guardian] (Free) Alderein's Gathered Swarm mitigates damage. As a Free Action, he can grant the target of his action or bonus action (self and/or allies) 5 (D) 10 (B) 15 (S) damage mitigation. If AoE was used, he distributes the mitigation in any amount between up to 3 targets in multiple of 5s.

Alderein and his allies discorporate into his swarm, avoiding danger.
Code:
Scourge of Evil

[Stable Attack] (Attack Action) Alderein performs a rudimentary and reliable attack. Donning a mask that sets gods and demons trembling, he unleashes a tactical strike, sometimes a rudimentary attack combo, with consistent and predictable damage on an enemy.

With the Splash Damage bonus action, this attack deals splash damage, dealing flat damage to all enemies adjacent to his target. This bonus action does not trigger the retaliation damage of secondary enemies nor other actions. [Aeromancy] [Pierce Weapons]
Code:


Evolution — Spreading of Ignorance

[Burst Attack] (Special Attack Action) Alderein performs a risky attack dealing ample amount of damages that add up but gains the Vulnerable State. Donning a mask that sets gods and demons trembling, he unleashes a combo chain with this spear and aeromancy combined.

With the Splash Damage bonus action, this attack deals splash damage, dealing flat damage to all enemies adjacent to his target. This bonus action does not trigger the retaliation damage of secondary enemies nor other actions. [Aeromancy] [Pierce Weapons]
Code:


Double Windmill

[Sneak Attack] (Attack Action) Alderein performs a sneak attack while on the enemy's square or on a square adjacent to them, which if successful, allows for extra damage. He lunges forward with a surprise attack.

With the Splash Damage bonus action, this attack deals splash damage, dealing flat damage to all enemies adjacent to his target. This bonus action does not trigger the retaliation damage of secondary enemies nor other actions. [Aeromancy] [Pierce Weapons]
Code:


Conquest - Expression of Wrath

[Critical Attack] (Special Attack Action) Alderein performs a risky attack with Advantage and an expanded critical range, which if successful, multiplies the damage by 3 (4 if it's a nat-100), but gains the Vulnerable state. He lunges forward with an attack that exposes the enemy's weak point, capitalizing on the enemy's mistake.

With the Splash Damage bonus action, this attack deals splash damage, dealing flat damage to all enemies adjacent to his target. This bonus action does not trigger the retaliation damage of secondary enemies nor other actions. [Aeromancy] [Pierce Weapons]
Code:
Devil Conqueror: Guardian

[Damage] (Passive) Alderein gains incredible power, with all attack actions gaining a bonus per alter mastery rank extra damage. His damage potential is increased by his connection to chaos and corruption.
Code:


Annihilation - Expansion of the Void

[Support] (Passive) Alderein's supportive abilities are greatly empowered, with all heal and buff actions gaining a bonus per alter mastery rank in extra modifier (before multipliers). His connection to chaos and corruption grants him a boost to his supportive abilities.
Code:


Transcendence — Extinguishing the Suffering

[Corruption] (Passive, Bonus Action) Alderein's corruption grants him power in exchange for his well-being. He can lose flat HP to gain the same amount as an extra modifier for attacks, buffs, or heals. Check, contribution, and save rolls gain half as much (divide the roll result by 2). If he does not use the extra modifier, it will expire at the end of the cycle. If the roll result is even, he does not lose that HP. Activate as Bonus Action to suppress the health cost.
Code:
Swarming Dispersal

A swarm of insects has bonded itself to Alderein and can assist him in battle. Until he dies, the swarm remains in his space, crawling or flying and skittering around him within his space.

[Harrier] (Bonus Action) Alderein causes his Gathered Swarm to spur allies forward, giving 3 targets (including himself) within range 1 extra movement this cycle. This movement may stack with Boost or Haste. If his target has already posted, the extra movement carries over to the next cycle. Alderein condenses parts of his swarm into focused masses that envelop his allies, allowing them to discorporate, vanish, into his swarm and reappear elsewhere with the swarm.
Code:


Gathered Swarm

A swarm of insects has bonded itself to Alderein and can assist him in battle. Until he dies, the swarm remains in his space, crawling or flying and skittering around him within his space.
  • [Push] (Bonus) (DM) Alderein causes his Gathered Swarm to push a non-boss enemy to an adjacent square away from him when he attacks. That enemy is immune to being moved for the rest of the cycle. Currently unlisted, DM may enable this based on context. If a DM enables this action as an option, they may require players to leave an action slot empty. Costs a BA to use.
Code:
 
Last edited:
Messages
27
Gold
0
Mastery
0
Valor
1
Event
0
Special
0
Storage

Flavor items



Stinger


Alderein's Stinger (Polearm) is a pretty good starting weapon that suits his overall skills. It's actually a shorter spear than normal because it's made for faerins but it does the job of poking and stabbing his enemies. What more could he ask for?

Is that a spear or a toothpick? Hey! Ow! Stop stabbing me, you tiny piece of turd! I was just kidding! Why are you like this?! Ow! Stop!



Armor


Alderein's Armor (Medium) is a pretty good starting armor that suits his overall skills. Yes, it looks like a bard's costume straight from a Halloween shop in the real world, but it does its job as well! He gets protected and stuff. Most of the time.

Is that a kid's costume? Hey! Ow! Stop stabbing me, you tiny piece of turd! I was just kidding! Why are you like this?! Ow! Stop!
 
Last edited:
Top