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OC Companion Meme - Sydni Tethviel


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RogueMoon

RogueMoon
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Like many of us do, I created a PC to play in a DA Journal/Forum roleplay. A meme was passed around to write up things for them as if they were a part of the game. As I am wont to do, I got really, really carried away with it and expanded on it so it would be tailored more for DA2. The meme incorporates some elements from DA:O/A as it was based on one for that game, but is mostly DA2 now. As the RP for this character takes place in Freleden (Vigil's Keep in 9:45), most of the mentions of locations will be around Fereleden.

Some background on this PC: Sydni was in the tower harrowing chamber when the Warden freed the circle and killed Uldred. He had been tortured, but did not break (he was very close, however). That incident and Cullen's actions during the time between then and the Final Battle convinced him he had to ge tout. He escaped from the Freleden Circle during the Battle of Denerim by breaking into the Chantry storehouse where they keep the Mage Phylacteries and destroying his along with a few other cases of them for good measure. After the battle, he ran away to Soldier's Peak and began staying with the Dryden's after claiming to be a Warden Recruit who was sent there to await orders. He was promptly given the task of sorting through what remained of the Grey Warden's possessions and Avernus' research (Avernus was executed in this setting, but his research saved. Sydni could easily have appointed himself the man's apprentice in another setting, however). After 15 years of study and 'waiting' for word from the wardens, Sydni finally got up the courage to write a letter to Vigil's keep containing an accounting of the false recruitment during the Battle and what he'd been doing since. He was accepted into the Warden's ranks after proving he could control his blood magic.
Also, he's a horrible gossip.

Without further ado, the meme:
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Appearance
Sydni stands at a respectable 5'4", and weighs in at 134lbs - a sturdy amount of that weight from muscles most
mages never develop. His body is built like a swimmer's with long, slim muscles rather than being bulky and rounded. A result born out of being elven rather than any particular exercise regime. Long, black hair
complements his slightly dusky skin. He has the typical aristocratic features of most elves: high cheekbones, long nose and arching eyebrows.He has developed callouses on his hands from hard labor - but takes great pains to ensure they do not interfere with the delicate handling of the limited alchemical formulas he works with. He also has a few burn scars along his arms and the right side of his body from accidents. Finally, up and down the length of his arms, are small knife scars obviously indicative of a 'cutter'. He usually covers those up with a pair of long, fingerless gloves that are easy to pull down when spilling his own blood is necessary.

Companion Armor (and 4-5 upgrades)
Avernus' Remnants
- (Default) What protective armor he has consist of enchanted Mage Robes formerly worn by Avernus, carefully modified to fit his frame and cut to allow greater freedom of movement than the standard Circle fare without destroying the magic gathered within them. They are lightly plated in the chest and back and leave his arms free of coverings other than his gloves. (Provides improved Willpower, Armor and Blood Magic)
Ancient Phylactery (Upgrade) Spellpower; Bought from 'The Wonders of Theadas'
Cloak of Night (Upgrade) Appearance; Automatic upon (full) completion of Companion Quest.
Lusacan's Sigil (Upgrade) Magic Resistance; Dropped by Malificar Boss during the "Stamping out the Bad Eggs" Chantry Board Quest.
Silverite Plating (Upgrade) Armor; Bought from the Vigil's Keep Armorer.
Grey Warden Tabbard (Upgrade) Health; Found in a smuggled goods crate in a Back Alley of Amaranthine.

Weapons
Before the Joining, Sydni has no weapons to call his own.
After the Joining, he acquires a basic bow (a Nevarran Lancer that may or may not be inspired by a certain Elf Warden) which is used predominately for hunting. He also acquires a basic Acolyte's Staff which he promptly and privately corrupts to better serve his needs. There are small, almost unnoticeable razor blades along the bottom edge of the staff and on the head of the two 'dragons' that cup the gem-stone in their mouths: very carefully
inserted for the purposes of cutting himself, or any enemies that come close, as discreetly as possible to power his blood magic. In his belt is a basic dagger for everyday usage and finally, he has a small knife tucked into the top of either boot as last-resort weapons.

Default accessories
Ring of Ruin - a basic ring improving blood magic found in Avernus' Tower.
The Irons - miner's safety harness common to Kirkwall, imported by the Dryden's.
Charm of Still Waters (pre-joining); Warden's Oath (post-joining)

What's in the Pack?
• Blanket and Bedroll
• Oiled Cloak
• Spare under-clothes and a single change of robes
• Hairbrush and small mirror
• Water Skin
• Mortar and Pestle
• A collection of glass vials of various sizes, carefully packed in a hardened leather case
• A small alchemy set consisting of a burner, tubes, and stands, also carefully packed in a hardened leather case
• Scissors
• Large herb pouch with a bundle of spare leather and cloth ties
• Heavy leather gloves
• A length of Silk Rope
• A set of 5 small notebooks (any writing is in Ancient Tevene)
• Writing set: two ink bottles, ink pen, drying sand, three charcoal sticks, sealing wax

Gifts
General Approval/Friendship
Items or books bearing the marks of the Old Gods or with subtle ties to Blood Magic (slightly higher approval for any such related to Lusacan).

Friendship/Rivalry Specific to Sydni #1
Denerim Alienage Census
- a copy of Census records for the Denerim Alienage covering the years 8:90-9:40 with notes on Family Names, births, deaths and re-locations (when known).

Friendship/Rivalry Specific to Sydni #2
The Failures of Religion
- a blasphemous book by most standards, it was written by a Rivani scholar in 7:82 as a study and comparison of the various known Religious Practices in Thedas - both current and extinct. It is a surprisingly fair accounting of each one he was even vaguely familiar with and rather than hold any of the religions as the right and proper or the worse possible, it took their beliefs, methods and practices at face value and simply laid them out as a dispassionate and un-opinionated reference. The book was not originally called 'The Failures of Religion', but the
title was changed to ****** off Religious Zealots after four different critics from four different faiths panned it on the basis that it did not paint their religion as better than the others. It is a relatively rare book because it has been out of print for decades and being so unpopular, is not likely to get re-published.

Speech
Battle Phrases
• “Couldn't you have waited until after I cast the spell to go diving in?”
• “I'm not going to heal that.”
• “Just a spoonful of blood makes the Darkspawn go down!”
• "They fall quicker than I expected."
• "Shouldn't 'In peace, vigilance' mean we don't have to fight?"

Knockout Phrases
• “I have failed my oath...”
• “Someone... hel-”
• “Please, finish what I could not..”
• “I didn't think 'In death, sacrifice' would apply so quickly... ”

Exiting Battle Phrases
• “I'm a little light-headed, could we stop for a moment?”
• “I didn't spi- get too much blood on me, did I?”
• “Rumor has it we're the best.”
• “Unsurprising our motto includes 'In war, Victory'...”

Random Ambient Phrases
• (ENTERING OSTAGAR) “I wonder if there's any artifacts left untouched by the war...”
• (ENTERING THE BRECILIAN FOREST) “Supposedly there are Tevinter Ruins at it's heart. Can we go there?”
• (ENTERING The BRECILIAN RUINS) “You can leave when you want, I think I'll stay and study a few months.”
• (ENTERING CIRCLE TOWER) “There are so many Templars here... Let's be very quick with our business, yes?”
• (ENTERING ORZAMMAR) “It's like the mines under Soldier's Peak... but with Lava and people shorter than me.”
• (ENTERING VIGIL'S KEEP) “I don't think this is what being home feels like, but it's probably close enough.”
• (ENTERING DENERIM ALIENAGE) “... could we not stay very long, please?”
• (ENTERING WARDEN'S KEEP) “I should speak with Levi and Adena. See if they need any help with anything, check on the girls..."

"Select Sydni" Phrases
• (Love [-100] - [-91]) “I hate you. I'm not lying."
• (Love [-100] - [-91]) “I... never mind."
• (Love [-100] - [-91]) “Could you at least stop the touching in public?"
• (Rivalry [-100] - [-91]) “What is it?"
• (Rivalry [-100] - [-91]) “Did you hear about the drunken Revered Mother?"
• (Rivalry [-100] - [-91]) “Fine."
• (Rivalry [-90] - [-76]) “I'm not doing this because you asked. I'm doing it because I want to."
• (Rivalry [-90] - [-76]) “This better be worth it."
• (Rivalry [-90] - [-76]) “Can't you leave me alone?"
• (Rivalry [-75] - [-51]) “Only if you make it up to me. You can start by begging."
• (Rivalry [-75] - [-51]) “I wasn't doing anything wrong."
• (Rivalry [-75] - [-51]) “I heard if you drink that you get boils."
• (Rivalry [-50] - [-26]) “You can't make me."
• (Rivalry [-50] - [-26]) “Knife? What knife?"
• (Rivalry [-50] - [-26]) “What is it now?"
• (Rivalry/Friendship [-25] - [25]) “Yes?"
• (Rivalry/Friendship [-25] - [25]) “What?"
• (Rivalry/Friendship [-25] - [25]) “Get to the point."
• (Rivalry/Friendship [-25] - [25]) “Make it quick."
• (Friendship [26] - [50]) “Suppose I say no?"
• (Friendship [26] - [50]) “Why should I care?"
• (Friendship [26] - [50]) “I don't know if it's true, but what I heard was..."
• (Friendship [51] - [75]) “Get on with it, then."
• (Friendship [51] - [75]) “What do you need?"
• (Friendship [51] - [75]) “Is that an order?"
•(Friendship [76] - [90]) “So! The Knight-Commander was in the stable with his pants around his ankles and you won't believe who walked in!"
• (Friendship [76] - [90]) “What have you heard?"
• (Friendship [76] - [90]) “I suppose I can help."
• (Friendship [91] - [100]) “Can't say I'm happy to, but I will."
• (Friendship [91] - [100]) “I trust your decision on the matter."
• (Friendship [91] - [100]) “As you like."
• (Love [91] - [100]) “I hate you... But I could be lying."
• (Love [91] - [100]) “Rumor has it I'd do anything for you. I won't prove it wrong today."
• (Love [91] - [100]) “I... It's nothing. What do you need?"

Racy Tent Acceptances
•"Just... try to keep quiet."
•"Only if you promise not to tickle."
•"You know that I hate you, don't you?"
•"So the whispers around camp are true..."

Racy Tent Rejections
•"No."
•"Rumor has it you caught something. I'm not going to risk my health."
•"Sorry, I can't. I have to brush my hair."

Character Approval Scales
Loyal Rivalry([-100]) | Loathing ([-99] - [-70]) | Disgust ([-69] - [-25]) | Dislike ([-25] - [25]) | Neutral ([25] - [40]) | Friendly ([41] - [80]) | Friendship ([81] - [99]) | Loyal Friendship ([100])

Sydni is difficult to get along with because of how judgmental he is on first impressions and his attempts to keep people at arms length. This covers the fact that he loves being around others and wants to be part of a group but is far too scared of getting hurt emotionally to do more than hang on the edges of a gathering and listen in. Making an effort not to judge him as quickly as he judges the world, include him in activities (or at least offer a pointed invitation), and to value his opinion (particularly in fields he is knowledgeable of) will get him to open up
more. Gossiping in general is also very well received.
As he is searching for something to believe in, anything pointing him to an introspective study of Religion rather than attempts to beat him over the head with a set of beliefs will be met with a surprising amount of approval.
If he doesn't like you, he'll be as polite as necessary while attempting to tear you down verbally at every turn. If you're a superior or Grey Warden, he will be less outright hostile. And if you're a Templar, he'll be incredibly polite and submissive out of abject fear whether he likes you or not.
He will not betray a Loyal Rivalry at a 'Breaking Point Decision' only if he is also in a Romance with the Decision Maker or they are a Grey Warden Superior. If he is not in a Romance with the Decision Maker or they are not a Grey Warden Superior, he will refuse to give aid until the problem is resolved and may even leave depending on
the situation: he will not actively fight unless his own life is at stake.
Sydni is romanceable for everyone but it will be a long and difficult process for those interested as Sydni does not give of himself easily. General flirting goes right over his head in the early stages and pointed attempts to romance him will often be met with him running away in some manner (changing the subject, leaving the room, insulting the character, etc). Persistence is more key than understanding. He's very emotionally cut off and needs time to work out how he feels.
Once he starts to respond, his need for acceptance and to be a part of something will drive him to try and make awkward amends and flirt back. He will also be incredibly jealous if you show an interest in others and
it will spur him into trying to prove he is worth your time unless you end it outright. It will not cause you to gain Rivalry because he does not think well of himself in that regard and is very pessimistic about his chances of keeping your interest in the first place. He will sleep with you sooner in a Rivalry Romance than a Friendship one, but it will always feel very much like he's doing it to punish himself. Because he is.

Companion Specific Specialization
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Lusacan's Call
Blood Like Water | (Passive. Requires: Friendship (unlocked at [50])) Sydni's focus on using blood magic for the betterment of the Wardens is held true and he is better able to resist the temptations such practices hold
while gaining increased power from spilled blood.
He gets a small boost to his Willpower and all items and effect that improve Blood magic grant an additional point of mana per point of health: doubling their potency.
Uldred's Legacy | (Sustained. Requires: Rivalry (unlocked at [-50)) Sydni says he wants to prove blood magic can be used exclusively for good, but somewhere along the way he lost his focus. He cannot see that he's becoming the very thing that he despises in other malificarum. And it may no longer matter to him.
He sacrifices finesse and control for sheer power: calling a random demon from the fade to fight on his behalf. The Demon remains until beaten. While Avernus' Apprentice is active, it doubles the cost of any non-blood magic spell the mage casts while it exists; if Avernus' Apprentice is not active, it triples the cost.
Avernus' Apprentice | (Sustained) Sydni has obtained an expansive knowledge of Blood Magic and Alchemy by studying the work of the Grey Warden Avernus, giving him a deeper understanding of the arts than most malificarum or Tevinter Magisters could ever hope to achieve. While this mode is active, he sacrifices his own health to obtain a deeper pool of energy for casting spells. When Avernus' Apprentice is in use, however, he cannot be healed by conventional spells or potions.
Measured Steps | (Upgrade to Avernus' Apprentice) Sydni draws on the blood of his enemies to fuel his spells. Any physical damage caused by Sydni's weapon is added to a health pool separate from Sydni's. Avernus' Apprentice draws power from this before Sydni's own health and allows him to cast spells with greater frequency. Damage to Creatures without blood cannot be added.
Fadestep
| Sydni is an Arcane prodigy and can draw deeply upon the power in the Fade to protect himself and enhance his spells. For a short time, Sydni thins the Veil within himself, becoming little more than a figment of a
dream and existing half in the Fade and half in reality. All attacks against him have a higher chance of missing and any Arcane spells cast while this is ongoing have a bonus to their effects.
Song of the Stars | (Passive) Sydni persistence has paid off: he has touched the mind of Lusacan while dreaming and gleaned secrets of magic from the contact, deeping his intuitive understanding. While little more than a drop in an ocean of the knowledge the Dragon possesses, it is far more than most mortal men can claim to have. Sydni gains a bonus to all resistances, attack and defense based on his remaining mana. The greater the
remaining mana, the higher the bonus.
Withered Dreams | Avernus was skilled at thinning the veil and drawing spirits from the Fade and Sydni has learned these secrets. He consumes the residual life force from nearby enemy corpses before their spirit is able to slip past the Veil, restoring his health. Ghosts and animated dead are, instead, actively damaged for an equal amount and Sydni gains no health from them. Because of his training, this healing is effective even when
Avernus' Apprentice is active.
From Thought to Flesh | (Upgrade to Withered Dreams) Withered Dreams now drains a small amount of health from living enemies as well, using that energy to heal Sydni.
Blood Purity
| Avernus' research focused on turning the tainted blood of a Warden into a weapon without having to draw on the power of a demon pact - and he was ultimately successful close to the end of his life. Sydni has
taken that research and refined it. This spell boils the blood of all foes in the targeted area, inflicting damage that bypasses armor and damage resistance. Darkspawn and tainted enemies take more damage and are paralyzed for a brief time. Creatures without blood and some more powerful Darkspawn are immune. (Avernus' Apprentice must be active.)
Puppeteer | Sydni forcibly takes control of a targeted foe's body, using its blood to control its actions and force it to fight for him for a short time. Creatures without blood are immune. (Avernus' Apprentice must be active.)

Handwriting

Posted Image
Companion Quest:
Sydni's quest revolves around his crisis of faith and conscience.

!-----SPOILER ALERT-----!
Sydni's quest is triggered by a conversation after you reach [-70] or [70]. Weather he likes you or not, he trusts you enough to broach the subject of his time under Uldred's 'Tender' care. It, and later, his part in the Battle of Denerim, have effected him more than he cares to admit and he needs real closure because he has no one else to turn to that might understand.
If you agree to hear him out and don't choose an option that 'talks down to' or insults him, he will tell you about the torture he endured - in detail if you let him (but is not required and will not gain extra approval or rivalry) - followed by confessing that the events have left him with a crisis of faith and that he'd like you to go with him to visit both the Tower Harrowing Chamber and the Denerim Chantry: in that order.
Agreeing to go is essential if you wish to Romance him.
In the Harrowing Chamber, be prepared for the party to be drawn into the Fade. During the climax of the otherwise short mission you can gain Rivalry ("Uldred was right") or Friendship ("But you didn't break"). Romance can only be pursued if you end the conversation before leaving the fade with "Rumor has it you died there."
At the Denerim Chantry, he will not go to pray, but will instead lead you off to one of the small alcoves filled with candles. It is here he will confess that he doesn't believe in the Maker anymore - not surprising if you've been paying attention to his story. If you condemn or insult him for this, the quest ends and you gain 20 Rivalry points. He is still romancable because you did complete the necessary steps to keep him interested. If you do not judge him for this, he will ask you if you'd like to know what he believes. Replying 'no' will end the quest and you gain 10
Rivalry or Friendship points (depending on your tract). Replying 'yes' will get him to tell you that he believes in the Old Gods. Not as actual gods, but as forces that move the world for good or ill. It is their call that drive the Darkspawn. It is a truth that is tangible and easy to see, easy to know and believe in. It cannot be denied. You can choose to condemn him for this or condone his belief, neither choice effect his disposition toward you. He then lights a candle and says a prayer, naming no one.
While it is not essential to finish the romance, taking it to the point of him offering a Prayer will grant you a bonus
scene: once his Rivalry or Friendship is 95 or over, he will ask you to go with him to the Denerim Alienage and once there place his fate in your hands: he will admit to having destroyed his own phylactery and lied about his recruitment to the wardens. Whatever choice you make, make sure he is Loyal if you want him to go through with it.

Modifié par RogueMoon, 23 juin 2011 - 01:55 .