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PLAYER
Name: Chinatown
Age: 30+
Contact:
Other Characters: None, previously Marcel Gerard
Interests: I like action and investigation-oriented plots, as well as anything that involves intense/emotional CR or funny jokes.
CHARACTER
Name: Willem Bassey
Canon/OC: Original Character (Dungeons & Dragons)
Canon Point: Level 7 of D&Ds, freshly separated from his boyfriend and beginning the 'adventuring' that D&Ds tend to be about.
Journal:
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Age: 24 years
Canon World
Willem comes from a high fantasy world where the main continent is called New Briterica. Historically, it is commonly believed that overuse of divine magic (that draws from higher entities) led to a great period of darkness, the Time of Shadows, characterized by terrible war, plagues, massive memory loss, and the fall of civilization as it had been known. As a result, currently, celestial magic is heavily stigmatized-- arcane magic, in contrast, which involves a more "secular" manipulation of energy, is accepted. Effects may vary from illusions, conjuration, to blasting people/stuff to cause damage.
There are many classic types of high fantasy races and jobs (i.e., "adventuring") in New Briterica, including elves, ogres, angel-blooded and demon-blooded people, cultures that seem rather like anthropomorphic animals but having their own special cultures. Technology is more or less what you expect, with horse-drawn carts, looms for textiles, and intelligent use of physics to operate sewer systems.
History
- Willem was born on the impoverished outskirts of a small town to a human mother who had had an affair out of wedlock with an angel and gotten pergnant; as such, he was born Aasimar. Their main powers involve the ability to remove specific medical conditions (blindness, being crippled, etc. rather than accelerating healing of injuries to hitpoints), a small amount of actual injury healing (HP), as well as being very pretty, and being able to cast light.
- The first 16 years of his life were relatively ordinary, despite poverty. He made friends mostly because he looked cute, but he was not intelligent enough to be particularly threatening to his peers. He was a decent henchperson, rather than a particularly decent person, but mostly got around causing anybody actual harm despite being adjacent to a fair amount of criminal activity. Occasionally, Willem enacted some actual decency and snuck around helping the sick.
- A handsome and toxically ambitious young magical scholar, Isidor, blew into his shitty town with a small group of like-minded people. He caught on to Willem's performance of minor miracles and promptly sucked him into the troupe, mostly because he thought, with his adventures, he was likely to want healing and/or entertainment. left town together. Isidor was mean, manipulative rather than physically abusive, but technically they were dating as they also pursued arcane secret. (Mostly Isidor's idea.) Willem was very excited about all the terrible ideas on the table because he'd never been in love before.
- Arcane jackpot! One mystical evening, they were camped outside some ruins. Willem had a vision that seemed to be half from Ariel and half from something violent and worrisome, and he went until he found Wolfslayer, making a pact with it as warlock. He eagerly took it back to the troupe, only to find the tavern blown apart and Isidor missing among the dead and injured. (P.S. Isidor ended up making a pact with the Archfiend but Willem is Clueless.)
- Willem started off with his friends to search for Isidor then he gets zapped into this world oh no. He is 24 years old and a Level 7 warlock.
- Re-Application Note: Rather than having disappeared from Thedas during the month of HIS PLAYER'S FAILURE, Willem has been away for the past month helping with a mission as a healer and general support. The mission was a scouting and supply run, primarily, and very much helped Willem feel more settled in Thedas and with the Inquisition.
Personality
If the world was a perfect place, Willem would probably do quite well. He likes helping out communities and getting to know people. He finds qualities to admire, lovely moments. He's quite nurturing whenever he's allowed, and a life of safety and routine is honestly as appealing to him as one of happy thrills and luxury.
Unfortunately, the world is not perfect.
So to split the difference between survival and doing less harm, Willem a benevolent coward, mostly! It's not that he'll run away from the faintest trace of danger— he's as capable of participating in Adventures as much as the next person, but once fear is in the forefront of his head, it's very hard for him to argue with it. He gets by most days because fear is generally ambient. His world was a fairly ugly place, where people made small towns in the glaring bones of once-glorious magic cities, and the cost of rebuilding was paid mostly by the poor. He avoids thinking about this. He is good at avoiding thinking about things he'd rather not. He is very much a follower; moreso that than actually codependent. He needs people around, especially in times of violence or adventure. While not entirely gullible, he's likely to go along with bad plans just because... because!
Left to his own devices, he would certainly rather be healing, picking flowers, cooking, and doing the washing up. It's probably quite fortunate that he has both the Hexblade and Ariel (his angelic guide), as well as a libido and terrible judgement of character, to push him to more than all that.
Underneath the veneer of good cheer and amiability, Willem is a bit depressive. Melancholy might be more accurate. It doesn't exculpate him from his various personality defects, but it's inextricably connected to them. He lacks the optimism and passion required for the kind of courage that makes herooooes in this world or any other. But he has enough compassion for the world to be sad about it, and humility enough to admire those who are fired up enough to take it on.
Strengths & Weaknesses
Aasimar Abilities
These abilities are based on existing D&D canon materials for 'Variant Aasimar.' Aside from these, overall, Willem is the equivalent of an athletic human being with some fighting and healing experience.
- Healing Hands -- Once a day, Willem can touch another person (or use it on himself) and undo a minor injury or a small part of a major one. He would need a week to fully heal a broken bone.
- Lesser Restoration -- Once a day, Willem can touch an entity and remove one disease or condition, such as: blindedness, deafness, paralysis, or poison.
- Light Cantrip -- Willem can touch any object smaller than 10 feet in any direction and cause it to emit a gentle glow that extends about 20 feet. This lasts one hour. Pretty colors are possible.
- Daylight -- Willem can conjure a 60-foot sphere of bright light (and additional 60 foot of lower light) that has its center at any point of his choosing.
- Angelic guide -- As part of his heritage, Willem has a connection with a celestial being who takes the form of a wolf and sends him dreams, sometimes for guidance and other times for comfort. Its name is Ariel.
- Physiology -- He's due to live a little bit longer than the average human, he can see in the dark, it's harder for celestial or necrotic energies to harm him, and he's also very pretty.
Warlock Magic
Apart from the abilities of his race, as summarized above, Willem also has magic from being a warlock with a semi-sentient focus object, derived from a legendary sword called the Wolfslayer. Unlike Ariel, the nature of the Wolfslayer is quite amoral. The sword can move around a bit and exert its will, rather like Tolkien's One Ring; over time, its influence becomes more and more erosive on the wearer's spirit and original personality. Warlocks become obsessive about their thirst for magical knowledge, if not actually evil. The sword is unusually durable.
Using Wolfslayer, Willem can cast two types of magic. The first are 'cantrips,' which he has no limit on. The second are proper 'spells,' which he is limited to casting 2 approximately every hour (before he has to rest up).
Cantrips:
- Create Bonfire
- Eldritch Blast -- a 2-beam energy attack, could probably kill a horse in a single shot but having more difficulty with anything armored. Certainly a combat go-to!
- Prestidigitation -- a group of "parlor trick" noncombat magic effects, including generating sparkles or smells, lighting or snuffing a small campfire, cleaning or dirtying an object smaller than 1 cubic foot, chilling/warming/flavorfully cooking 1 cubic feet of inanimate material for an hour, creating a colored mark or symbol on a surface for an hour, or creating a hand-sized trinket or illusory image for a few seconds (e.g., coin pulled from child's ear)
Spells:
- Mage armor -- an hour's worth of light armor equivalent of forcefield armor/protection that only works if the wearer has no other armor.
- Armor of Agathys -- fortifying icy armor that lasts an hour, can shore up injuries until it expires.
- Suggestion -- spoken mind-control requests that last an hour or until the request is completed, can be resisted with willpower. Cannot include self-harm.
- Shatter -- a thunderous, sound/concussion blast that potentially damages all objects and people within a 10 foot radius, especially inorganic objects like stone or crystal. Willem can set it to sort of stun or hit like an axe, and damage may be halved by targets by tensing up/rolling with the punch/covering one's ears/etc.
- Fly -- can grant up to 3 beings 30 MPH flight for 10 minutes, with touch.
- Misty Step -- teleport up to 30 feet in a whiff of mist, like Batman but gassier.
- Dimension Door -- teleport up to 500 feet optionally with another passenger and enough to carry, causes significant concussive injuries if accidentally going [blind] into another object.
- Polymorph -- transform living target into a healthy animal for an hour, can be defended against by willpower/psychic defense. Doesn't work on shapeshifters or those at death's door.
Weaknesses
- He's not very intelligent. Subpar education/general fund of knowledge, not the best at puzzles or lateral thinking, though he can get by.
- Doormat! He is not good at standing up for himself, asserting his rights, etc., and he almost always avoids confrontation. He will definitely opt for even worse pain later over some pain now.
Suggested Nerfs
I'm happy to get rid of many spells as needed, but I don't think it will be necessary given the hokey/folky classic fantasy nature of D&D should be pretty close to Dragon Age? I apologize if I'm wrong!!
Per Past Approval: Willem's "status effect healing" (removing blindness, etc.) will only work on magically-induced conditions, rather than congenital issues, injuries, etc. Additionally, Ariel will not have come into the Fade Rift world— he will have dreams of the wolf that are purely based on imagination and recall.
Arrival Inventory
- Medieval clothing, very fitting for the setting!
- Light armor
- Hexblade/Wolfslayer, a big-ass sword
- Rucksack with rope, flint, waterskin, etc.
'Human'ization
Character appears human!
Fit
My favorite is intense personal CR (positive or negative), which I'm sure can be managed! I will enjoy exploring that by participating in some plots and missions (as a healer, fighter, whatever). The larger scope of politics and so on is likely to be lost on me, so I'll largely be following along other people's summaries of that and trying to broadly integrate that into the character's perceptions and understanding.
SAMPLES
- Ye olde TDM
- [willem bassey is picking flowers.
they don't have flowers like these where he comes from, but he doesn't think it's too much of a stretch to assume that, if they were private property, they'd be marked off the way that they were in the old world. he'd gotten into plenty of trouble with neighboring shops and residents back home, thieving away from their pretty fronts as a child, chased off with broomsticks. his mother had been made to pay for it later, sometimes. other times, he'd end up doing the planting, and found nearly enough pleasure in it to consider repeating his crimes.
but here, there's none of that. less of that? whatever. he's picking flowers. his armor is on the ground, leaving open the loops of his tunic fastenings so he can put the slender stems in. a boy going to prom. a boy going to twelve proms at the same time! but there are too many int his meadow. maybe he'll give them to--]
Hello. Would you like some flowers?