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Maestro Uidhir - The Wizard of Weathersky Isle
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Maestro Uidhir - The Wizard of Weathersky Isle
MAESTRO UIDHIR
The Wizard of Weathersky
Basic Biography |
Real Name: Quinn Mag-Uidhir Hero Name: Maestro Uidhir Title: Wizard Weathersky Alignment: Chaotic Good Age: 26 Gender: Male Race: Human Hair: Brown Eyes: Blue Height: 6' 2" Weight: 145lbs Blood type: O- |
The Looks |
|
The Legacy |
Personality: Quinn is jolly, if rather naive, young man. He has some trouble adjusting to the new world he has found himself but he can always find a reason why it's not such a bad place to be. He's not a big fan of sticking to all these new rules and laws that everyone seems to just go along with and he's not against bending and breaking them. History: Quinn Mag-Uidhir, the Wizard of Weathersky Isle, was born on a minuscule island of the coast of Ireland in the year of our lord 1465. The son of a local noble he was taken under the tutelage of Wizard Whatley, Wizard of Weathersky Tower, at a young age to become the next Wizard of Weathersky. He was taught his letters, riding, astrology, etiquette, history, philosophy and of course how to master the arcane arts. Quinn led a fairly uneventful life as the apprentice to Wizard Whatley, he fulfilled his apprenticeship and became a journeyman Wizard at the age of 16. He was nowhere near as strong as Wizard Whatley but he was still a proficient wizard. With his training complete he was sent out into the world in order to broaden his knowledge. He travelled to the four corners of the known world, dined with Sultans, did battle with pirates and delved into forgotten tombs in search of treasure. During his travels through the deserts of Arabia, he came across the tomb of the great philosopher King Al'Hazrad and his great library. He searched through the ruins of this once great monument in search of the hidden knowledge of the great king. Deep within the bowels of the library he came across a sword; a sword possessing great and terrible power, the rift cutter (قطع المتصدع, qate almutasaddie). The curved blade of the sword, held in beautifully engraved scabbard, was not of this world. It was said that the Great King Al'Hazrad married his most beautiful daughter to a djinn in return for the sword. When in its scabbard the sword does not inhabit this plain of existence and pulling the sword from its sheath rips the sword from its pocket dimension into this one. Quinn was a fool for picking up the sword from where it was set, in the hands of a statue of the King Al'Hazrad. As he took the sword in his hands a great wind tore through the room and the statue of Al'Hazrad began to move. The statue cracked and broke apart revealing beneath it the decaying body of Al'Hazrad himself, he was kept alive by some evil magic and he sought the return of his sword. The Great King had been imprisoned in the statue after being driven insane in his search for immortality. It seems that he found the secret of immortality but the gods were not pleased and sealed within his library trapped forever to live the rest of his days in pain and suffering. A magical battled ensued in which both combatants were evenly matched but Al'Hazrad did not fight fairly and summoned forth a horde of spectral warriors to fight Quinn. As Quinn battled the warriors Al'Hazrad saw his imminent defeat and so ripped open a portal which drew the warriors and Quinn into it. Hurtling through the portal and in between time and space, Quinn battled the spectral warriors as they fell down deeper into a howling abyss. Quinn felt as if his entire being was being torn apart piece by piece by the infernal winds of this evil portal. Before he thought he could take no more the howling winds stopped and the world grew silent. Quinn hit the ground with a dull thud, knocking him cold. He was awoken by a travelling caravan of nomads in the middle of desert storm who, after being paid, brought him to the nearest human settlement, however something was wrong. The buildings reached into the skies, metal carriages roamed the streets and ropes were strung from roof to roof that hummed with an invisible energy. Quinn was able to secure passage to Europe aboard a great iron boat as part of the crew. He landed in Spain and from their he took another boat to England and then finally to Ireland. He walked, for he was still startled by the roaring metal boxes on wheels, back to the shores of his island, Weathersky. What he found was a ruin. His village was gone and Weathersky tower was a crumbling wreck. Quinn broke down in tears at the sight. Moving through the fog that hung over the isle came a hooded, stooped figure. Throwing back his hood the figure revealed himself to be Wizard Whatley, far more aged than before but alive and well. Casting his hand over the ruin of Weathersky tower the Wizard revealed his illusion to Quinn. "You've been away a long time, my boy," chuckled Wizard Whatley as he brought Quinn inside the tower. Quinn was overjoyed that his master and his home were not gone, "How are you still alive, master?" he asked. "All in good time, my child. All in good time. You still have much to learn, even more so now." |
The Powers and Weaknesses |
Powers Spell Set 1: The Winds of Egoi - The user must have utter concentration while speaking the words of incantation: Egoi, jainkozko hegoaldeko haize zaindaria, utzi zure arnasa eraman ninduen eta bertan izango duzu. After speaking the words of incantation the user will be lifted up into the air and will be able to fly by moving their body in the direction they wish to travel. The incantation is more like a leaf being blown across the sky rather than a hawk diving to strike its prey. The incantation will last for one hour before the spell wears off and will be needed to be cast again. The user should be aware however not the abuse the powers granted to them by the god of the southern winds. Egoi is not to be trifled with and users should never attempt to cast this incantation ever hour on the hour. The Eyes of Argus - The user closes their eyes and utters the words of incantation: Argus ton ekató mátia , epitrépste mou na doúme me eidikés mátia sas . Upon opening their eyes the user will be able to see The Bindings of Kratos - Magical tendrils that bind a foe. Spell Set 2: The Hands of Andarta - Summons hands to tear apart obstacles. The Shield of Horus - Creates a magical barrier to shield the user from harm. The Wisdom of Ogma - Allows the user to speak and comprehend any language. Weakness(es) Weakness 1: Easily distracted by the vices of the modern world Weakness 2: Finds it very hard to understand the customs and laws of the 21st century and invariably ends up breaking them. Weakness 3: Makes off-colour comments the same way your grandparents do. RP Mechanics RP Mechanic(s): Items The Rift Cutter (قطع المتصدع, qate almutasaddie) The Rift Cutter is a one handed sword in the style and design of a talwar. It is richly embossed and engraved with Arabic writing across the handle, blade and scabbard. Legends say that the sword was given to the Great King Al'Hazrad by a mighty Djinn in exchange for his most beautiful daughter. While in the scabbard the sword is actually stored in a separate pocket dimension and is brought forth to this one when pulled from the scabbard. When pulling the sword from its scabbard or placing it back into its sheath a brilliant blue light emits from the top of the scabbard as the sword rips through the dimension. A blue smoke-like substance seems to emanate from the sword at all times, possibly a residue of the energy used to cut through into the pocket dimension. Being the magical product of a Djinn, known for their trickery, the sword does have an odd quirk to it. Seemingly of its own volition the sword my choose to not allow the user to draw it from its scabbard. One could speculate that the sword, or the Djinn who created the sword, does this for some sort of twisted humourous reason. It may lock itself within its scabbard at the most inopportune moment, as the nomads of the Hindu Kush say, for shits and giggles. Physical Priority Agility 3 Endurance 2 Reaction 1 Strength 4 |
Last edited by nattymags on August 17th 2016, 1:46 pm; edited 2 times in total
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Re: Maestro Uidhir - The Wizard of Weathersky Isle
Hi there natty, welcome to the site!
We don't get mage type characters often so I'm always excited to see a new addition. That said, there are a few edits that need done before you can start RPing with this guy.
First of all, how Quinn gets here is a little too similar to how Ash ends up back in time in Army of Darkness. Similar time period, same exact book, same man out of time scenario. Honestly if you changed it from the Necronomicon to something else I'd probably be okay with it so not too big of a deal.
Now on to the powers. We have a pretty simple system here on SHRP for how spell-casting works, for every three specific spells you can cast you need one good weakness. If this is the route you want to go, then you are going to need to come up with a list of every individual spell that Quinn can cast and then determine how many weaknesses he needs for that amount of spells. I know that means significantly more work on your part for creating this app. But it makes sure that we as staff know the full extent of your abilities and can be sure that all of them line up with what is acceptable for a character on the site. The more specialized and specific your spells are, the more likely we are to accept them. As a quick example of how this might work. You could have a fireball spell that shoots from the tip of your staff up to thirty feet in front of you. That would count as one spell, add in a cone of ice and a wind walking spell and they will collectively only need one weakness. Conversely if you decide you want Quinn to have magical control over the element of fire, that will count as an ability and will require its own weakness. Make sense?
If you have any questions please feel free to hop in the cbox or reply to this thread. Happy editing!
We don't get mage type characters often so I'm always excited to see a new addition. That said, there are a few edits that need done before you can start RPing with this guy.
First of all, how Quinn gets here is a little too similar to how Ash ends up back in time in Army of Darkness. Similar time period, same exact book, same man out of time scenario. Honestly if you changed it from the Necronomicon to something else I'd probably be okay with it so not too big of a deal.
Now on to the powers. We have a pretty simple system here on SHRP for how spell-casting works, for every three specific spells you can cast you need one good weakness. If this is the route you want to go, then you are going to need to come up with a list of every individual spell that Quinn can cast and then determine how many weaknesses he needs for that amount of spells. I know that means significantly more work on your part for creating this app. But it makes sure that we as staff know the full extent of your abilities and can be sure that all of them line up with what is acceptable for a character on the site. The more specialized and specific your spells are, the more likely we are to accept them. As a quick example of how this might work. You could have a fireball spell that shoots from the tip of your staff up to thirty feet in front of you. That would count as one spell, add in a cone of ice and a wind walking spell and they will collectively only need one weakness. Conversely if you decide you want Quinn to have magical control over the element of fire, that will count as an ability and will require its own weakness. Make sense?
If you have any questions please feel free to hop in the cbox or reply to this thread. Happy editing!
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Re: Maestro Uidhir - The Wizard of Weathersky Isle
Hey there Quinn, I hit your message and I see that you've made some edits here. First off thanks for changing the history. I'm much more comfortable with the Al'Hazrad reference as its been used in multiple, non-Cthulhu mythos stories.
That said we've still got some work to do with your spells.
First of all the "Rift Cutter" is an item not a power. You will need to list it under items, explain to us in detail what it does and include with it an item specific weakness.
There is a similar issue with your spells. While yes you have done them right as far as spell to weakness ratio I need you to do a little more work on them. One sentence is nowhere near enough to tell us what your spells do and currently I'm not even sure if these are spells or abilities. You will need to describe in detail, what each spell does, how it's cast, how long it lasts, how powerful it is, etc. This is all vital information to letting us know what you can do with each ability. By their nature spells need to me more limited than abilities (otherwise they'd get the same number of weaknesses as abilities). So it's common for them to only last for a set period of time and to require the character to do specific things or use up certain items to cast them. The specific of this will be up to you.
Finally your weaknesses are going to need to be actual weaknesses. All three that you have included currently all amount to one limitation stating that this man is not from our time. I wouldn't consider that a weakness against Thor and I don't consider a weakness for Quinn. You will need to come up with a different solid and preferably physical weakness for Quinn for every three spells that you give him. If for some reason you want any of these magical effects of his to be always active, they will be counted as abilities and will need their own specific weaknesses.
I hope this has helped. If you have any questions or hang ups as you move forward with editing your app, please feel free to hop in the cbox or comment on your app!
That said we've still got some work to do with your spells.
First of all the "Rift Cutter" is an item not a power. You will need to list it under items, explain to us in detail what it does and include with it an item specific weakness.
There is a similar issue with your spells. While yes you have done them right as far as spell to weakness ratio I need you to do a little more work on them. One sentence is nowhere near enough to tell us what your spells do and currently I'm not even sure if these are spells or abilities. You will need to describe in detail, what each spell does, how it's cast, how long it lasts, how powerful it is, etc. This is all vital information to letting us know what you can do with each ability. By their nature spells need to me more limited than abilities (otherwise they'd get the same number of weaknesses as abilities). So it's common for them to only last for a set period of time and to require the character to do specific things or use up certain items to cast them. The specific of this will be up to you.
Finally your weaknesses are going to need to be actual weaknesses. All three that you have included currently all amount to one limitation stating that this man is not from our time. I wouldn't consider that a weakness against Thor and I don't consider a weakness for Quinn. You will need to come up with a different solid and preferably physical weakness for Quinn for every three spells that you give him. If for some reason you want any of these magical effects of his to be always active, they will be counted as abilities and will need their own specific weaknesses.
I hope this has helped. If you have any questions or hang ups as you move forward with editing your app, please feel free to hop in the cbox or comment on your app!
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Thorgron- Mega Poster!
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