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PLAYER INFO
NAME: Janelle
CURRENT CHARACTERS, if any: Maya Fey/Medium, Maximum Ride/Hybrid, Edward Elric/Alchemy
CHARACTER INFO
CHARACTER NAME: Aideen Storm
PERSONALITY:
As a child born into renown and decent wealth, Aideen grew up barely wanting. Her early signs of uncontrollable magic set her apart from her family's more traditional, studied, controllable magic. She was treated as a special case and, so, grew up hard-headed. Her combination of lack of control and wealth meant she was used to being obeyed. A servant that displeased her was sent to find healing for the magical injuries she caused by a fit of rage. No matter the chiding, Aideen remained set in her ways: to act purely on the emotion felt at the time.
She found herself disliking being forced to study, although, she wasn't the type to wander into the streets of Ravensbluff. Instead, she forced herself to use her own magic in a style she preferred: perfecting the ability to hit, and hit well, by trial and error. More than a few times, Aideen left in a fit, refusing to practice magic for days on end.
Her family name, Storm, held pride for the girl as well. It was a mark of her past and a glimpse into her destiny. The name held sway, as well, and so Aideen was proud to bear it, and naturally, exploit it for its various uses as a name of importance. In addition, being trained within the elven nation of Myth Drannor, Aideen learned to socialize with people of various levels of society, vastly enjoying speaking with people and generally being a pretty girl in the center of attention.
Aideen hates being forced to labor, whether it be with a sword or moving bricks. Physical labor was for the poor, and Aideen was, by her own count, not the sort of girl who should be forced to act as a common hired hand. She has a grudge against fighting types for their failure to protect her and a wariness of ghosts or spiritual beings in general, grudge and fear both spawning from the same near-death experience.
OC BACKGROUND:
Aideen's grandfather is the true source of the family's wealth. His adventuring for years on end allowed him to accumulate massive amounts of wealth, and through it, provided for the lady elf he wed, Lady Alpha Brightstar. Alpha was a cleric of the goddess of magic, Mystra, and her husband, a wizard of the selfsame goddess. The family's strong ties to the goddess meant magic ran strong within the Storm bloodline. About a hundred years before Aideen was born, the Spellplague hit Faerun and ruined the world's magical supply. The Storm mansion, so painstakingly built and adjusted by Lord Storm, disappeared. Forty years after the Spellplague forced the mansion to vanish (about fifty years before Aideen's birth) Lord Storm was sent into a magical coma after declaring he had located the mansion. He was surrounded by a blue glow. He never aged and never seemed to need food.
In his absence, Lady Alpha raised their children in the former inn, purchased with some salvaged wealth, and, so, this mansion is where Aideen was born and raised. She grew up knowing her grandfather to be in a coma, knowing Mystra, her family's goddess, was dead. Stubborn as ever, she denied it. Such a devotion to a dead goddess would only increase with her discovery of her powerful magic. Toren and Mari Storm -her parents- ran a small magical trinkets shop across the road as a hobby. Aideen, then, grew up with her siblings, knowing her cousins and relatives as intimately as magical objects.
Early attempts to teach Aideen the simplest magic were all for naught as she refused to sit still long enough. Because of this almost inability to grasp wizardry, Aideen became something of an anomaly in her family. Though Toren attempted to teach her, nothing would stick, and she would retreat to her room to pout and play dress up. It was passing by her father's study that Aideen overheard her parents discussing her future. What would they do with a child that couldn't comprehend the basics of wizardry? Should they send her to the church and see if her abilities lay with the gods? Or should they send her to the captain of the Storm guards to see if it was with the sword that her ability lay? The last suggestion sent outrage through her. Fury became her fuel and the door was blown to smithereens by an explosion of a multi-colored blast. Aideen stared at it while the ball bounced around the room, destroying various things before being absorbed into
the wall.
"Sorcery" was the name of her magic, a spontaneous, uncontrollable sort ran through her veins. The words spoken out her mouth that day, "I am no fighter," would begin her distaste for physical combat, although the true bias would form later. It took until a robot-like servant made of metal and wood (called
warforged) lost an arm to an acid spell, when Aideen was ten, for Toren and Mari to decide to send her to Myth Drannor. Among the elves, her grandmother's people, she was to learn to control her magic. Impatience came far easily than contemplating the way magic flowed through the body. It was here Aideen either skipped classes or fell asleep. The former sent her wandering the campus grounds and taught her to speak with people she had never met. It was easy enough to exploit her beauty to both engage boys' attentions and garner the envy of other girls. Such
attention only fueled her self-centered behavior. At sixteen, Aideen removed herself from the lacking attention of the elves and returned home.
By then, she had grown strong enough within her own magic that simply firing magic upon unsuspecting servants had become a non-issue. Her reputation, too, served as a way to ensure obedience. Lady Alpha began employing her granddaughter in the rotating guard that served the Storm family. It was here, among the warforged, created by her grandfather, and various visitors to the mansion that Aideen learned of a wider world beyond that of Ravensbluff. Even of a world beyond that of the reclusive elves of Myth Drannor.
As Aideen spent more time guarding her family's house under Lady Alpha's orders, the girl grew more restless. Being removed from Ravensbluff for seven years had instilled a peculiar type of wanderlust - one that involved carriages and inns every night. When Tarl, her cousin, left the Storm house to pursue any hints of the mansion's whereabouts, Aideen chose to join him. It wasn't long before Tarl's wizardry was forced into Aideen's service: keeping her clothes perfectly clean. They kept company to rescue a kidnapped woman.
As Aideen ventured across the world of Faerun, she became more frustrated by how little importance was placed on the Storm name and her 'unique' form of magic when compared to the wider world. A hundred years, give or take a few, had passed between her grandfather's grand adventures, making the name fade into history. In addition, the wild Spellplague made uncontrollable magic the norm. After having special treatment from her family and her tutors for years, such insignificance ground on Aideen's nerves. Eventually the cousins parted ways; Aideen was off to prove to the world that her sorcery was a force to be reckoned with and Tarl would continue the search for their lost mansion. Naturally, Aideen would look for clues as well as a sign of devotion to her family name, but it wasn't her main goal.
Her drive to prove to the world that the Storm name was to be respected sent her into the far corners of Faerun. The idea that her brand of magic should be given wide berth sent traveling to the far nation of Aglarond. There, she accidentally entered the Feywild - the residence of the mystical fey (pixies, sprites, satyrs, and the like, both evil and good) - with a group and successfully diverted an attempt to corrupt it. The pixies near her adventuring area blessed her dagger with the ability to glow a pale blue, matching the dagger's frosty enchantment.
From there, she entered a tomb of an elven huntress by accident. Although she avoided being slain on the spot by the woman, she accepted a task to continue the hunt for demons and orcs. After it, she found herself accepting a job to search for a man called Darvin Surehand. In a combat in this adventure, Aideen was nearly killed by ghosts. This combat left her with a bitter dislike of warriors - it was them whom she blamed for the experience and their failure to protect her as a physically weaker combatant. Due to this, Darvin Surehand died as the group was unable to get to him in time, giving Aideen her first taste of failure. It was nothing to be proud of.
After the fight, she located and purchased magical robes to prevent any sort of interference with her spellcasting in the future. Her next adventure led her to meet back up with a Storm house servant, the warforged 'MBT 5190.' He was sent to be her bodyguard after a lengthy complaint letter was sent to Toren, her father. Having been around since before her birth (being created by her grandfather, Lord Storm), it was natural for Aideen to entrust him with her safety.
Eventually, though, Aideen and MBT had to part ways. Lost within the Storm mansion had been MBT's fellow warforged and so with a reassurance of her safety without him, they parted.
In Baldur's Gate, she was hired to locate the kidnapped daughter of the Scepter Lord Mazak al'Azeem, one of the rulers of Baldur's Gate's districts. This was successfully accomplished and she left her mark with the trust of the Scepter Lord. In Amn, she gained the favor of another noble: House Selemchant. This was gained through disrupting an evil ritual to summon highly intelligent, evil beings into the Material World (the plane of existence that people commonly live in). This disruption, though, caused her to be lightly tainted with the evil of the ritual. In Daggerdale, though, Aideen exposed a group known as the Zhentarum in their attempt to both cause attacks on Daggerdale and "protect" its citizens from these attacks. It was not well received by the group.
It was traveling through a desert and fighting bats that Aideen found another amusement: the warforged KillBot had an immense amount of difficulty attacking the flighty monsters while her magic ranged the battlefield. In Dragoncoast, she exposed a plot to destroy the city's poorest citizens, and eventually destroy the whole city, and left her name with the guards of the city.
Among the demon hunters of Lyrabar, Aideen rescued two farm families from demons and gained the respect of the demon-hunting Luminous Society after slaying a mezzodemon (a middling-level demon).
Aideen's wanderings took her all over the face of Faerun and after Lyrabar's demon hunts; after which, she entered Myth Drannor, her home for six years. There, she was hired to investigate some elven ruins. Among these, her group was ambushed and nearly killed; they managed to escape, but it was another dreadful blow to her ego. In some ways, she had never truly grown out of her self-confidence and had never really lost such an important battle.
Life moves on, though, and so Aideen left again, returning to Ravensbluff to do another round of guard duty for a few months under the direction of Lady Alpha. The months there taught her she had grown accustomed to the road. Though she still hated weary feet and cold nights, following adventure wherever it might be had become her passion.
ABILITIES:
Static:
Physical Ability: Aideen is unremarkable in strength and intelligence, neither is she incredibly wise. She can function, analyze a battlefield to determine the best person to attack, and, occasionally provide some sort of magical insight, but beyond that, has a hard time doing much academics or physical exercise beyond that of a normally fit human being. She can take a few hits, but is almost completely beaten without magical healing. Aideen’s magical capabilities lie in her force of personality, her charisma. Aideen is a very good-looking person, but her ability to speak and be heard, is the part, which gives her magic a “punch”. As a lightly armored character, her dexterity provides her with a way to dodge blows and a way to aim her ranged spells to the best possible spot; however, she can still stumble and flag behind a group when forced to do tricky physical maneuvering.
Wild Magic: Aideen wields a chaotic incarnation of magic, which is open to any and all races within the world of Faerun. It is an unstable form of magic with little regard for sides of a battle, sometimes tending to harm allies and help enemies.
Unfettered Power: As a Chaos mage, Aideen's magic tends to give her minor protection from a type of magic (Fire, Lightening, Thunder, Necrotic, Psychic, etc.) for a day at a time, altering daily to be a different type. In addition, her magic does extra damage when she scores a particularly strong strike (a .05% chance of happening) and can harm her allies if she doesn't hit properly (another .05% chance of occurring), sending them flying backwards from her. She cannot control when any of this happens. It simply comes from her style of magic. Occasionally, even, her missed strikes can send her flying, altering a spot with the foe, or even, turn around and hit, although the final only has a 16% chance of happening.
Chaos Power: She adds her dexterity modifier to her damage, representing the ability to aim well.
Minor Chaos: Due to her chaos magic, Aideen's hair, naturally platinum blonde, will occasionally take another color simply because chance wills it.
Feats:
Human Perseverance: Aideen’s human race allows her to better resist spells.
Implement Expertise: Aideen is best able to hit with her spells when wielding a dagger, her implement.
Arcane Reserves: When all encounter spells are expended, Aideen can hit harder with her at-will spells.
Dual Implement Spellcaster: Aideen is able to wield two magical daggers and use both to her advantage when casting spells.
Distant Advantage: Aideen can better direct her spells to hit an enemy when her allies are flanking an opponent.
Reaper's Touch: Aideen can use Dragonfrost and Acid Orb as a spell requiring her to just touch someone to activate. These spells can still be cast at range.
Sorcerous Reserves: When all Aideen’s daily spells are cast, she can better hit with other spells.
Devastating Critical: On a particularly hard hit, Aideen can deal extra damage to a foe.
Elven Heritage: Although Aideen is, for the sake of game mechanics, a human, her family has elven heritage, and thus, she speaks Elven and Common fluently. Aside from this, her heritage has little to do with her at all. She's somewhere between a quarter and an eighth elven.
Unlockable:
At-will spells - these can be cast as many times as she wants and are the easiest to cast:
Dragonfrost: A cold spell which can deal damage and the force of its blow pushes an enemy back five feet.
Chaos Bolt:A multi-color orb which attacks psychically, it has a 50/50 chance of bouncing off one enemy to hit a second.
Acid Orb: An orb of acid, this spell simply does acid damage.
Encounter spells - these can be cast once, then require a minimum of four hours’ rest to cast again, and are of a middle-level complexity to cast:
Mists of Disarray: This spell psychically damages anyone in a ten-foot diameter circle and has a 50/50 chance of moving opponents as Aideen directs.
Ice Dragon’s Teeth: Another ten-foot diameter cold spell, this spell also slows those hit by it.
Spark Form: A spell which turns Aideen into a bunch of sparks, she can move through other’s spaces and damage them.
Tempest Surge: This spell varies between a ten-foot diameter spell and a forty-foot diameter spell. It simply damages opponents, but Aideen can choose to exclude a random number between 1 and 4 people from the burst.
Focused Chaos: This is an add-on to spells where Aideen can force her chaos to obey her and get a desired result but is still an encounter ability.
Daily spells - these can be cast once, then require a minimum of eight hours’ rest to cast again, and are the most complex spells to cast:
Dazzling Ray: This spell does a lot of light-based damage and can temporarily hinder attacks against Aideen.
Slaad’s Gambit: When Aideen is attacked within twenty-five feet, she can choose to avoid the attack, teleport a maximum of twenty-five feet away, and return with an attack which does minor damage to the attacker.
Contagious Curse: This places an acidic spell on an opponent and can slide the attacker five feet. For a little while, it produces a magical “aura” which can damage the nearby enemies.
Chaotic Defense: As a very simple action, Aideen can choose to wield her magic so that it defends her. It can grant her extra hitpoints, raise her defenses, or produce an effect, which damages those who attack her. Each effect has a 25% chance of succeeding, and there is a 25% chance all three will activate.
Sorcerous Pulse: Once per day, Aideen can alter the type of damage made by a critical hit.
Torrent of Power: On a critical hit, Aideen can activate her magic to do an addition bit of damage, this too, is still only once per day.
GAME INFO
EDENSPHERE NAME: Chaos Grace
BIRTHDAY LOG: Yes please~
DREAM:
It is a swirl of colors that first greets her. It's never the same, altering colors and lighting as quickly as she blinks. She sits in it, reveling in the beauty of chaos, the unpredictability of it. Her eyes close and she delights in the changing sensations of the world around her. When they reopen, she's no longer in an altering flow of magic, but along a forested road.
Men and women walk around her, faceless entities, laughing and joking with one another. A few speak in a language she can't understand and has little will to even learn at all. Her booted feet crunch against the ground and she continues, joining at some points. She can sense they all had a similar purpose. She turns to one man. His face is familiar although she can't place it. The lines and intelligence sparkle in his eyes; she can feel herself nudge him with her elbow and joke, gesturing with a hand at the forest. Eventually both hands join into the gesture, slender fingers mimicking an explosion.
"True power, [static]! Some day you'll have it!" She can hear herself saying.
He gives her something of a look, slightly annoyed and slightly condescending, though he makes no verbal reply. She makes a pouting face and continues walking in the group.
"How far is it?" She says. The man she's teasing gives her another slightly annoyed look, as if he's heard this complaint before. The man next to her offers a slight insight into the distance, but all he earns is an annoyed look.
Brown eyes glance her way. "I suspect in a few years I will have mastered [static]. You are free to utilize my [static] at that time." she sticks her tongue out at him, prompting him to add, "Hardly ladylike."
She makes a hmphing noise and continues walking, backpack dragging at her back. In the front, though, her companions begin gesturing and drawing weapons. The woman reaches for her hips, drawing two daggers, one gleaming bright blue, the other, only glowing faintly yellow.
Her eyes level at the approaching orcs. It would serve as a reminder to them to not attack unsuspecting travelers. With one glance at her familiar companion, she feels herself summoning magic within her soul, fire burning at her fingertips, waiting to be expressed.
JOURNAL SAMPLE:
The greeter assured me that the lack of memory is normal for this place. I would like to inform the overseer for those so-called “greeters” that the way that we are to be “born” into this place is extraordinarily inappropriate and should be fixed quickly. I doubt I will be the last female so highly unamused at this entrance. In addition, the filth which I was “born” in was also unsuitable.
That aside, I was told I should introduce myself. While chaos was a theme within my dream, I feel as though such a name is inappropriate, and therefore, have chosen a more suitable name. I will call myself “Grace” until such a time as I remember my true name.
I am pleased to meet you all. I believe introductions are in order, although, I admit, the concept of meeting others over a scrap of paper is extremely foreign.
[a highly stylized “~ Grace” appears here]
ASPIRATIONS:
Aideen is naturally impatient and unwilling to study. Since her magic requires, well, study I think it would be interesting to essentially force her back through school as she'll have forgotten all the control she had gained through adventuring. Aside from that, I'd love to put her chaos-loving personality into the clearly chaotic world of Edensphere.
Note: The abilities described are equivalent to a 12th level, 4th Edition, Dungeons & Dragons character, similar to a shounen hero midway to three-quarters of the way through their series with their abilities simply more defined.
Her ability scores are as follows: Strength 11, Constitution 15, Dexterity 18, Intelligence 11, Wisdom 13, Charisma 21. The “basic” stat (strength, constitution, dexterity, etc.) for a 12th level character within the 4.0 edition of Dungeons & Dragons is 11, although a character’s strongest stat is usually between 19 and 21 for a 12th level character.
I doubt any of her magic items (magical daggers, armor, etc.) will ever be acquired in Edensphere, so the mention of them in the history is purely for record's sake to say that she had them once, not that I plan on having her reacquire them.