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Welcome to The Platinum Hearts Scroller. Here you can find our most recent Of the Year and Of the Season winners. Happy Roleplaying! --- Member of the Year: Locke --- Character of the Year: Alastair Eisfluch --- New Characters of the Year: Mizu Morikawa and Igendai Gyakusuma --- Social Thread of the Year: A Letter for Hymn --- Combat Thread of the Year: Raise Your Spirits --- Member of the Season: Paradigm --- Characters of the Season: Byakuya Kuchiki and Klein Schwarzwotan --- Applications of the Season: Armina Willsaam and Klein Schwarzwotan --- Fight Thread of the Season: Search and Destroy --- Social Thread of the Season: Damage Assessment --- Event Thread of the Season: Midnight Assault
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JohnSeever
JohnSeever
Established Member
Joined : 2010-06-04
Posts : 277
Age : 47
Location : Missouri

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Fri Aug 06, 2010 3:03 pm
HUMAN


Souix Name: Paytah Wamblee
Souix Name Meaning: Fire Eagle
European Name: Marcus Fire Eagle
Alias: Fire Eagle
Age: 27

Appearance:
Paytah Wamblee Extreme WIP Shaman1

Background:

Personality:

Likes: White Man, Eagles, Wendigos, The Greater Spirits and Elementals
Dislikes: Hollows, Evil Magic, Evil Spirits
Fear: Not being faithful to the Great Spirits
Powers:
  • Skills: Break/tame wild horses, horsemanship: cowboy. horsemanship: exotic, trick riding, wilderness survival, land navigation, track animals, skin and prepare animal hides, sew, bower and fletching and preserve foods.
  • Magic: Paytah Wamblee knows some magical spells and he knows the following magical abilities:
    • Astral Projection: The incantation sends the spell caster's astral body into the astral plane, another dimension. This magic functions exactly like the psychic sensitive ability of the same name.
    • Sense Evil: The sense evil invocation will enable its spell caster to feel or sense the presence of supernatural evil. It will indicate approximately how many supernatural evil presences are within the 90ft (27.4m) area; one, a few (2-6), several (7-14), or many (15 or more). It can also register the intensity of the evil and pinpoint the general location of the source(s) to a particular room(s), possessed object, or person, or an approximate distance (very close, near, far, etc.). Evil emanations from human beings are much less distinct and can not be sensed unless the source/person has an immediate evil intention.
    • Call Totem: This spell actually summons the Shaman's Totem Spirit! The species specific protector will arrive at the ritual site within five minutes. Once summoned, the totem spirit can be asked to engage in combat for one minute per Teir of the summoner (Teir: 5-3 = 1 min; 4-3 = 2 min; 3-3 = 3 min, etc.), or it can be asked to perform one task. The request must be truly needed and worth the attention of such a powerful being, plus it must further the circle of life and the ways of Native Americans. The spirit can refuse to accept the task if the request is not worth its attention, but it cannot leave until the duration of the spell elapses.
    • Call Totem Spirit: This spell summons a single, ordinary-looking animal that appears to be the normal animal that represents the character's totem, but is actually supernatural. The animal has a human intelligence, but speaks only in its animal tongue. Full communication with it requires the Animal Speech spell, psionic powers or other suitable magic. Otherwise, it responds the same as the animal summoned with the Call Totem Animal spell, except it can understand and follow complex requests and tasks (i.e. find so and so, and help him to escape, and so on). The Totem Spirit Animal will serve the shaman who called it forth completely and faithfully. It will do everything it can to carry out its given tasks, even fighting to the death to save the life of the Shaman or innocent or important people.
    • Animal Speech: This spell allows the spell caster to converse with ordinary animals. He simply speaks, and the animal understands as if he had barked, chirped, growled, etc., in the animal's own tongue. Likewise, the spell caster can understand the animal as if it had spoken his language. Conversations are limited to the knowledge and intelligence of the animal, and the spell does not confer any kind of control over or cooperation from the animal, unless other magics are used (such as Call Totem Animal and Animal Companion). The spell only works on normal animals, or supernatural beings in an animal form. Only one animal per Teir of experience (Teir: 5-3 = 1 Animal; 4-3 = 2 Animals; 3-3 = 3 Animals, etc.) can be spoken to with this magic, and only the spell caster can so communicate — this spell cannot be cast upon others.
    • Contact Spirits: When this spell is cast, the Shaman enters into a partially detached, dream-like state in which he can hear voices around him. The voices are those of the spirits in the Astral Realm of the gods. The general type of spirit to be contacted is decided when the spell is cast, and includes animal, plant, or ancestor spirits, Nunnehi or other specific spirit race, greater spirits, or the gods themselves. Once the spell is successfully cast (see below), the Shaman can ask one question or converse with the spirit for one minute per level of experience. The spirit can tell only what it knows and may be unable to answer certain questions. Furthermore, the spirit will usually answer with a story, fable or parable and may speak in riddles, speak in generalities, be vague, or give a somewhat convoluted answer (i.e. a long-winded answer to a simple question). Likewise, it may warn a character that the answer may be unpleasant or that he may not understand or want to know the answer. In this case, the Shaman must prod the spirit to continue, and greater spirits and gods may refuse to answer if they wish.

      Secrets, privileged information, and spell knowledge cannot be gained from the use of this spell; a spirit quest is necessary in such cases. The Contact Spirit spell is used to get general information or specific knowledge about common things such as farming, building a canoe, hunting or trapping a particular animal, and relatively common information (past and present) about places, people, and events, or to get a story or piece of Native American history, law, beliefs or culture from the spirits. The spirits cannot reveal the future, read minds, teach spells, or speak of things they do not know about. While they seem to prefer to tell stories and talk about the past, their stories often contain hints, clues, omens and advice about the present and imminent future.

      When in contact with the spirit world, the character is oblivious to things occurring around him and cannot fight, cast magic, or defend himself without breaking contact with the spirits. Contact can be broken when the entranced Shaman is attacked (or he can ignore the attack and continue his talk with the spirits), or whenever he desires to do so. Only the character in contact with the spirits can hear them and ask them questions.
    • Spirit Quest: The Spirit Quest spell is a kind of minor Astral Projection that enables the Shaman to journey to the doorstep of the Spirit Realm of the Native American gods and spirits in order to seek new spell knowledge or the answers to questions. If a Shaman does not have this spell, he will have to physically journey to a sacred spirit cave to physically enter the Spirit Realm each new level to gain his new spells; requiring the Shaman to travel to the spirit caves for his first few levels, instead of having him start with the spell early on. It also provides the basis for small adventures involving the Shaman and perhaps his companions.

      The spell can be cast on other people, even non-Shamans and non-Indians. This way, the entire group could participate in an Astral Quest for whatever reason. The spirits will welcome the group's eagerness to work together, and will use the opportunity to start molding them into heroes. The actual quests change from visit to visit, and commonly require the shaman to trek through the woods to a remote location where an elder awaits with the spell knowledge he requires. Higher level spells or quests for lost or important information may require numerous tests and obstacles to challenge the quester, or he may be required to visit several elders, each in a more remote location than the last. A separate quest is not required for each new spell to be learned by the mystic, but the quest will likely contain elements of the spells sought (i.e., searching for the knowledge of a Fear spell might place the shaman in a frightening situation or require him to do the frightening, and a quest for a healing spell will definitely require attending to an injured person or animal). Once the quest is complete, the spirits bestow the spell knowledge upon the shaman.
  • Psionic:
    • Empathy: Empathy is a psi-ability that makes the psychic aware of, or feel, the emotions of other people, animals and supernatural creatures. The strongest emotions are easiest to sense: hate, anger, terror, love. Feeling for emotions can often be used to establish that somebody or something is nearby, but can not be used to pinpoint an invisible or hiding person/creature. Empathy can be especially helpful in recognizing and communicating with ghosts and other supernatural creatures.

      Questioning a person/being while using empathy can be very handy in establishing how they are reacting to you. In a limited sense, empathy can be used like a lie detector to see if the emotions match the verbal response. For Example: "Did you know the deceased?" The verbal answer is no, but there is a sudden flare of nervousness and fear (or hate). This doesn't mean the guy is the killer, but it might mean he is lying about knowing the dead man. Further questions might pull out a strong emotion such as anger or hate (or happiness), which may confirm the psychic's suspicions that this man might be involved in the murder. However, remember that this is, at best, circumstantial evidence and definitely inadmissible in court. Physical proof must be found, but the empathic readings may put characters on the right track. Also, remember that the empathic psychic is feeling the person's real emotions, but interpreting their significance. A very nervous person may always radiate fear or anxiety, while a cold-blooded, pathological killer may feel nothing at all and stay calm and cool as he lies through his teeth. The feeling of hate may mean that the person did know the murder victim, or knew of him, and hated him for any number of reasons. That does not mean he killed him. As you can see, interpreting emotions can be a tricky thing.

      Haunting ghosts and entities rarely mask their emotions. Thus, the psychic can easily tell if one or more is nearby (within 100ft/30.5m) and what it is feeling. "I sense great sorrow." or "Do as it says! It is angry, almost crazed. I think it will carry out its threat if you try to stop it."
    • Object Read: This uncanny ability enables the psychic sensitive to receive impressions and images from an object regarding its use, history and last owner. This is done by holding the object and concentrating on a specific line of thought or opening up to general impression (the latter is always more vague and random). Just as a psychic must open himself to sense evil or magic, he must open himself to the object. If successful, he will receive impressions and/or images revealing bits of information. Impressions include: General alignment of its last owner (good, selfish, evil), general emotional state of mind (anger, happy, sad, hate filled, confused, etc.), the object's general purpose (what it is used for), whether or not the last owner is living or dead, and whether the item has been used with/by magic or supernatural forces. Object read will also conclusively indicate whether the item is currently enchanted or contains a supernatural force/entity (as well as its alignment and emotions). If the item is possessed, an object read makes the reader totally vulnerable to psychic attack.
    • Mind Block: This is the ability to completely close or block oneself from all
      psychic/mental emanations. When intentionally closed to supernatural or psychic forces the character can not sense anything, can not use psychic abilities, nor be influenced by others. A mind block will prevent penetration of telepathy, empathy, hypnotic suggestion, and empathic transfer. It can be an invaluable protective mask when dealing with malevolent psychic forces.
    • Telepathy: The power of telepathy allows the psychic to eavesdrop on what a
      person is thinking at a particular moment. This is done by focusing on that one person and picking up on his or her surface thoughts. Surface thoughts are those thoughts and musings uppermost in a person's mind. A deep probe into memory is not possible. Although the psychic can read the thoughts of several people, he can only do so by focusing on one person at a time. Simultaneous, multiple mind reading is impossible for the character.

      Limited telepathic Limited telepathic communication is also possible. The telepath can send a directed thought message to one person at a time. The message must be as brief and clear as possible. Like, "John, I need you immediately. Hurry!" or "Stop! Don't do that." "Come here," "Look Out" or "Press the green button." However, two-way telepathic communication is not possible except between two telepathic psychics.

Totem Animal - Eagle:
  • Traits: Eagle is another totem that is greatly respected. He is a large, majestic predator, noble and strong in appearance and free to follow the wind. Eagle is a great hunter with keen eyes and sharp talons, always striking swiftly and cleanly — offering mercy in combat as quick death. Eagle represents strength, pride and hunting. This totem includes all types of eagles and condors.
  • Totem Skills: While in his Totem Form, he can fly at speeds up to 70 mph (112.6 km); has extraordinary sight allows him to see details up to two miles (3.2 km) away. And allows him to attack with either the Eagles beak or talons.
  • Assuming the Animal Totem Form - Eagle: This is the amazing ability to physically transform into the Totem Warrior's animal species. There are two versions of this amazing transformation. The first is turning into a normal size (for that animal) and normal looking animal of the totem species; i.e. a typical looking house cat. In this form, the character has the basic look and natural abilities of that animal, he retains his mental faculties, but none of the special Totem Powers are available to him. This ordinary, even inconspicuous looking appearance is typically used for spying, sneaking around, horse-play and escape.

    The second version of the Totem Warrior's animal transformation power is his most formidable weapon, turning into a giant version of his animal totem. Most medium and large animals are now two or three times the normal size of the real life animal, while small ones like mice and birds are 10 times larger (roughly the size of a collie or mountain lion). In this oversized form, the Totem Warrior gains all the special Totem Powers attributed to that animal . These giant powers and additional bonuses and abilities vary widely from animal to animal.

    However, Paytah Wamblee is still able to turn into his Totem, due to originally being a Totem Warrior before a Shaman, but he chooses not to unless it is needed.

Equipment Blessing: A Shaman's personal equipment is touched by the spirits and will only function for him. After he dies, or if the items are stolen from him, they will cease to function and/or break. The only way to prevent this is for the Shaman to willingly give them, or designate their being given, to someone before he dies. And then they only work for that specific individual.

Fetish Creation: As detailed earlier, Paytah Wamblee can create many fetishes, however, as a master of fetish magic and a War Shaman, his capabilities are greater than most. He is the only human known to be able to make some Legendary Fetishes, and are restricted to the following types: Spirit Weapon (any), Serpent Fetish, and Dragon Bone Armor. All these special Legendary Fetishes MUST be given away to other deserving heroes and champions! It is up to the Shaman to decide whether or not to make one of these incredible fetishes.
  • Fetish Creation & Disbursement — Rule of Thumb: Ultimately the spirits and gods can bestow any type of fetish upon anybody they like without limit (usually to or through their Shaman). However, while they like to aid, nurture and encourage man (typically the Red Man), they feel he must learn and earn things for himself. Thus, they are careful not to make things too easy for him, lest he become lazy, complacent, too aggressive and/or too dependent on the spirits. Generally, most Shamans can make and empower a total of five minor fetishes and two major/great fetishes per each level of experience, and are expected to give half of those away to other deserving people. Furthermore, it is the spirit who usually comes to the Shaman at a truly desperate time of need, rather than the Shaman coming to the spirit — so most Shamans do not overstep their bounds by asking for more than the usual number. Most Shamans never see more than two or three Legendary Fetishes in their lifetime. A Shaman never uses more than four Minor and four Great Fetishes for himself, all others are made and given away to other Native Americans and champions of life.
Personal Fetishes: Paytah Wamblee is awarded with special fetish gifts of body tattoos to better enable him to perform his duties, and to mark him as a Fetish Shaman. These are in addition to his normal allotment which he can make himself (half are given away). This means he can have as many as four minor and seven greater fetishes, plus one or more Legendary Fetishes, up to a total of three.
  • Minor Fetishes:
    • Porcupine Quill Fetish: A single porcupine quill with the spirit energy of a porcupine. It is used mainly as a tool in rituals for making greater tattoo fetishes as well as nonmagical tattoos/ decorations, piercings, and to sow/make other fetishes.
    • Heritage & Self: A fetish made of beads, turquoise, a feather and bits of bone and other items (arrowhead, coin, fragment of a blanket or toy, etc.). In this case, the charm serves as a reminder to the wearer of his/her family, clan, Native American heritage and personal values (alignment, beliefs, morals, ethics, honor, goals, loyalty to his tribe, traditions, etc.). In times of moral dilemma, indecision, and temptation, the fetish will remind the character of things that he holds important (alignment, honor, etc.). This should help the character to maintain his moral fortitude. This fetish however does not give the character an indomitable will, it only provides a means to remind the character of his past moral views, alignment and personal values. Ultimately it is the player who chooses what his character's actions will be; right or wrong, it is the player's choice for his character.
    • Tooth & Claw Fetish (minor): This fetish can be made from the teeth and/or claws of a predatory animal (usually both), from domesticated dogs and cats to weasels, badgers, wolves, bears and mountain lions. It calls up spirit claws and teeth that add to the damage a character can do in unarmed combat. These natural weapons are effectively spirit extensions of the individual that add extra damage to hand to hand combat and biting attacks. The fetish augments the natural abilities of the user, while the duration of this magic is one minute (4 melee rounds). This enhancement can be drawn upon whenever the character is in a serious fight or whenever he/she is angry. Its effects last as long as the situation remains serious or the anger persists.
    • Sure-Footedness Fetish: Typically made from the horns, hooves/feet, or pieces of bone from a deer, mountain goat, mule, or squirrel. When activated, the fetish makes the character surefooted: excellent balance and seldom stumbles, missteps, trips or falls, plus the character can leap farther than normal. This magic is activated whenever the character needs to be sure-footed or needs excellent balance and lasts as long as is necessary for the task.

  • Major Fetishes:
    • Great Body Fetish: This fetish is made from the hide of an elk, buffalo, bear or dinosaur. Its magic is activated whenever the character is in mortal danger or enters into combat. The fetish provides the user with a supernatural endurance. Its duration is three minutes (12 melee rounds) per level of the user. It can be drawn upon/activated as often as once per level of the user, per 24 hour period.
    • Medicine Bundle: A medicine bundle is a special collection of fetishes designed for use in rituals to help and protect an entire tribe, clan or group of people. Traditionally, a fetish collection is kept in the care of the oldest Shaman or tribal Chief, and is only used during very important ceremonies and festivals. The fetishes in a medicine bundle are usually wrapped in a number of protective layers of deerskin, hide, or cloth. While wrapped together, the bundle of fetishes become one large active magic item that provides bonuses and protection to all members of the tribe within 50 miles (80 km) of the community where the fetish is kept.

      The fetishes are unbundled and used during ceremonies. During such special occasions the fetishes have double their normal range, duration, and effect. These bonuses are only in effect while the fetishes are being used in the ceremony. When the ceremony ends, so do the fetish bonuses. A typical Medicine Bundle will contain one healing, heritage, song, porcupine quill, strength, luck and ear fetish and a Shapechange Fetish. These individual fetishes are all considered parts of a greater whole and never divided and given away. If separated, the Medicine Bundle has no special power and individual fetishes function at half strength.

  • Major Tattoo Fetishes:
    • Steady-Hand: The ingredients for the fetish are a dried pigment that is ground into a fine powder, then mixed in a liquid with mystic properties to create a special ink. The tattoo is applied during a magic ritual with a porcupine quill fetish and is active upon completion. The tattoo typically covers one hand, whichever one is dominant for the character; right or left, and is a series of larger dots or small circles, that run in a line from the nail of each finger, up the hand and ends with a line of dots or circles around the wrist like a bracelet or wristband.

      The magic of this fetish is constantly active and provides him with the steadiest of hands when it comes to activities involving the skills that require a "steady" hand, including sewing, skinning animal hides, carpentry, sculpting, climbing, and surgery (does not include palming or other Rogue skills). Moreover, this also gives him the ability to not weaver when he is wielding a weapon, rather it is a normal bow, tomahawk or a spirit weapon.
    • War: The ingredients for the fetish are a dried pigment that is ground into a fine powder, then mixed in a liquid with mystic properties to create a special (magical) ink. The tattoo is applied with a porcupine quill fetish and is active upon completion of the ritual and the tattoo. In this case, the permanent tattoo resembles the war paint patterns used by that particular tribe.

      The magic of this fetish is constantly active and provides him with uncanny abilities of dodging attacks better than most who are trained to dodge, striking and not missing an opponent, dealing damage to them to them no matter how great or minor it is. The initiative of being the first to strike in a fight over others in the fight, the pulling of punches to subdue someone and the ability to take hits and receive little damage in return.
    • Spirit-Sight: The ingredients for the fetish are a dried pigment that is ground into a fine powder, then mixed in a liquid with mystic properties to create a special (magical) ink. The tattoo is applied during a magic ritual with a porcupine quill fetish and is active upon completion. The tattoo is typically a series of (3-5) white, black or red triangles (sometimes black circles with white inside the circle) under the eyes and two on the sides/corners of the eyes, with the tops of the triangle pointed at the eyes.

      The magic of this fetish is constantly active and provides the to see Astral Beings and Astral Travelers, see the often invisible energy form of entities and other supernatural beings, and see Native American spirits, including spectral ancestors and elementals. However, this mystical sight does not enable the character to see things turned invisible by magic or any other means only spirits and similar spirit-like or energy beings.

  • Legendary Fetish:
    • Spirit Weapon Fetish - Spirit Bow: Fundamentally the same as the major Weapon Fetish except the weapon inflicts incredible amounts of damage, can be thrown 500 feet (152.3 m) and magically returns after it strikes or with a mental command. The Spirit Bow fires energy arrows, although they can fire normal arrows as well, and at double normal range. All that is needed to fire it is to draw back on the string, concentrate on the fetish and the target, and a shaft of pale blue energy will appear. The Spirit Bow is identical to a Quincy Bow, only not formed in the same way as a Quincy Bow, and the range of the Spirit Bow is 2000 feet (610 m) whether ordinary arrows or spirit arrows are unleashed.
Standard Equipment: Traveling clothes, ceremonial garments, ceremonial headdress, hooded cloak, soft moccasins, leather belt with three pouches, two small sacks, one large sack, backpack, saddle bag, bed roll, waterskin, flute, hand axe, skinning knife, blanket, rope (50 ft/15 m), one week's food rations (dried meat, fruits and nuts) and flint.

Weapons include a Spirit Bow, bow and arrows (24), tomahawk, hatchet, a silver plated knife, a mallet, 10 wooden stakes, and a silver cross. Other weaponry can be purchased as the player desires. Also see fetishes listed previously and an excellent quality riding horse.

Skill level: Hand to Hand: Beginner/Adept/Advanced/Master
Skill level: Speed: Beginner/Adept/Advanced/Master
Skill level: Powers: Beginner/Adept/Advanced/Master

Strengths:

Weakness:

RP Sample:
Tsubine
Tsubine
Ye Olde Guarde
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Sun Dec 12, 2010 9:35 pm
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Mon Apr 18, 2011 3:05 pm
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