Accepted Walter, The Feral Farmer

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TheTJE

New member
➢ Basic Information
Name: Walter
Race:
Amyrian (Vampyr)
Age: 70
Gender: Male

➢ Visual Information
Physical Appearance:

Skin: Sickly Pale
Hair: Ginger
Eyes: Blue
Height: 6’0”
Weight: 140
Clothing: Glorified rags. Typically covers himself in old workman’s clothes and extra straps of cloth to cover his skin. Toting an umbrella and a pendant around his neck.

Additional Details:
Human:
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Vampyr (Darkflight): A large quadrupedal bat! Somewhat extended in size from his human form.
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Inventory Description:
Typical farming equipment including a scythe, and some basics for adventuring/moving towns: a candle, rope, a dagger, tinderbox, sleeping bag, etc.
Umbrella and a pendent around his neck with a drawing of his wife (spellcasting focus).



➢ Skills and Hobbies
Primary Skill:

Vampyrism:
After receiving the Blood Kiss, Walter became a full-fledged vampyr. Reaping the benefits of better physical shape, eye sight, and lack on illnesses, Walter feels and looks as though he is 20 again. However, the major draw back of the affliction being the lack of control he has in his fully vampyric state, essentially allowing himself to run wild once night falls. Combatively Walter has very limited control, either choosing to rely on his human form or flipping a switch for his vampyric form.


Secondary Skills:
Aeromancy:
Life on the farm is easier with a bit of magic! Mastering the basics over his longer life span, Walter moved air to pollinate and spread the seeds of crops. Learned it from one of the books his wife inherited from her family.

Green Thumb:
A lifetime of experience growing a multitude of crops in the rural areas of Amyria, Walter is confident in his ability to plant and grow any plant.

Animal Husbandry:
Later in life Walter’s farm expanded, giving him time to hone his ability in interacting with animals and livestock. He is quite effective at interpreting animal body language and has a general understanding of most common animals.


Abilities:
Vampyrism -
Base:

The Gift:
You no longer age, and you may reverse your physical age up to the peak physical age of your race. Your skin will become sickly pale, and your irises turn a deep crimson. You can see in mundane darkness. You have a vulnerability to silver, which burns you at the touch, and your skin shall burn in direct contact to sunlight. Your organs cease to operate and your heart no longer beats. As a result your body becomes cold to the touch. You cannot become ill via normal means. Despite this, you are still able to carry diseases and ailments as well as infect others with them. Any spells or other abilities you are able to perform outside of vampyrism, you are able to corrupt their aesthetics with a vampyric, gothic, crimson, or otherwise dark motif.

Blood Hunger:
You no longer require sustenance from food or drink. Instead, you must drink blood to survive. You may assume you are able to drink from 1 NPC per day to survive, but should strive to drink blood IC and RP it. You are able to drink animal blood, though it merely staves off the hunger temporarily, as drinking water on an empty stomach does. Vampyric blood does not sate your hunger. If held in confinement for several hours, you will begin to become feverish and delirious. These symptoms worsen, as your eyes begin to dull and your body withers. After a week, your mind will begin to recede and your thoughts will be completely filled with the urge to feed. After two weeks, you will have degenerated into a ghoul.

Enthrallment:
You are able to enthrall a single individual if they are willing, unconscious, or bound. A visual indication of your enthrallment appears upon the thrall. This may be any visual indication of your choice upon them (such as a collar, crown of thorns, or branding) but it must be stated on your character application and be consistent. You are able to speak commands as a bonus action to your thrall, who is compelled to comply. If they do not, they will begin to feel a burning sensation across their body and in their blood that amplifies with time, until they comply. They are only able to receive commands if they are able to hear you, though they will be urged to comply even outside of your presence until the task is completed. You are able to transfer ownership of a thrall to another vampyr if they are able to.

Blood Kiss:
As an action, you may attack with your vampyric fangs instead. You may choose to inflict the Blood Kiss upon your target if successful in breaking their flesh. If they are resisting, there is a 50% chance of being blessed with the Blood Kiss. If they are willing, they will be blessed with the Blood Kiss. Any who receive the blessing will begin their transformation over a 3 day period. Upon the first day, they will begin to feel a slight fever, which increases in intensity upon the third day, where delirium sets in. By the end of the third day into the night, the Bloodkissed will receive an overpowering craving for blood. Once they have fed upon an individual, they shall become a complete Vampyr.


Purchasable Traits (5/5):
Darkfight:
As an action, you can either turn into a humanoid-sized bat (with the same strength/properties of their past self), a swarm of bats, or grow a pair of bat wings on your back. They are able to fly at sprinting speed. Regardless of their form, they still may be attacked normally. You may revert to your normal form as a bonus action. If you are knocked unconscious, you will slowly recede back into your normal form.

Vampyric Resistance:
You are immune to curses, and are no longer vulnerable to silver weaponry. You are unable to have the Blood Kiss forcefully removed from you, and must be willing for any “curing” methods to be successful.

Vampyric Claws:
As a bonus action, you are able to retract or extend your nails into sharp claws. These claws can be extended to a maximum of 3 feet, and are as strong as iron. You are proficient with your claws, and have a +5 to any attacks with them, which does not stack with other proficiencies. Vampyric Claws are capable of ripping through wooden fences and unenforced wooden doors with a single slash. With several, they are capable of slashing through enforced wooden doors, or iron bars. You are unable to utilize your Vampyric Claws if your hands are bound.

True Sight:
You are capable of seeing through illusions, magical darkness, and are able to perceive invisibility. You are capable of sensing warm blood through walls. You can see the circulatory systems and beating hearts of creatures, given that their blood is warm, through walls up to two meters thick. You are unable to sense creatures in this way within consecrated areas such as holy sites or churches.

Bloodlust:
As a bonus action, you may give in to your vampyric urges, and turn into a frenzied state. While in this state, you gain superior strength and reflexes. You gain a +3 additional bonus to any rolls to attack or dodge. You are able to move twice as fast as normal (double your movement) and are incapable of feeling pain. Your body still takes damage as normal however, and you can be rendered unconscious in the same manner without any bonus to resistance or constitution. You are unable to differentiate between friend and foe in this state, and you must attack the nearest possible target. If you are unable to attack anyone by the end of your turn, or have been knocked unconscious, Bloodlust ends. Bloodlust may only be used once per day.


Aeromancy -
Gale Imbuement:
As a bonus action, the caster may imbue their next strike with an enhanced swiftness and gravity. Choose a held weapon, spellcasting focus, or your own hand, and the next strike made will move and land doubly as swift and hard as it normally would. This effect lasts for 5 turns or 10 minutes out of combat, or until used, whichever comes first.

Airblast:
As an action, the caster concentrates a powerful gale, before sending it forth to overpower their enemies within a 5 block radius. Choose one of two effects:
1. Choose up to 3 targets, and split the number 5 among them. The gale of wind will then push the targets backward equal to the number split among them.
2. Choose a target, and the gale of wind will thus push them 2 blocks in any direction of the caster’s choosing.

Cloudfog:
As an action, the caster may create a thick fog, mist or cloud which is 3x3x3 blocks large, choosing a point within a 5 block radius. Vision is heavily obscured within this area, with the exception of the caster who is able to see clearly through it. As a bonus action, Cloudfog may be moved 3 blocks in any direction. At the beginning of your next turn, Cloudfog disperses. Cloudfog may be channeled for up to 5 turns, or 10 minutes out of combat to lengthen its duration.


Hobbies:
Often cycles through hobbies to kill time during the day. Has a green thumb and enjoys making small gardens as he was a farmer. Easily convinced into trying new things.

Languages:
Common and Lower Amyrian


➢ Personal Information
Personality & Attributes:

Chaotic Neutral:
Walter is a self-made man. He does what he needs to get by, a state of mind made worse by the Blood Kiss. While typically quite relaxed during the day, Walter finds it compulsory to transform at night in order to satiate his need for blood.


Life Story:
In a small town in Amyria, Walter tends to his farm that he inherited from his father. At the ripe age of 70, Walter has nearly perfected his agricultural craft through raising mass fields of crops and successfully raising generations of livestock. This was further aided through his rereading of his wife's magical scriptures which she received as inheritance from her family. He knows his land in and out, which is why it came to his surprise that he began finding fences mangled with clumps of hair left behind. The vandalism slowly escalated as farming equipment was found broken in the morning, and further more as animals went missing. At this escalation, Walter chose to stake out overnight in order to catch the culprits. The night was cold and still, Walter often felt himself drifting off until he spotted the culprits behind his problems. Two silhouettes of wolf-like humanoids towered over one of his cows in the moonlight. Walter watched the cow get slaughtered in misbelief. He left first thing the next morning to get help in town. Unfortunately, the most Walter could get a hold of was the loan of a rusty dagger and strange looks. As the sun began to lower in the sky, Walter’s desperation for help began to show. He was approached by a strange, well dressed individual who said they could provide some help. Happy to accept anything, Walter follows the man into a dimly lit house. In the blink of an eye, the strange man bites into Walter’s flesh and Walter feels his life being drained from him. Walter has no memories of the next few days, waking up with his body aching and covered in a thin coating of blood. He walks back to his farm in a haze, the sun has just set and yet he has no problem seeing his way home. When he finally returns, he finds a window broken and the door ajar. The interior has been demolished, Walter quickly searches the premises for his wife. Simply the evidence of a struggle and a pool of blood remained, Walter felt defeated. Looking out over his farm, a similar state of destruction stretched to the horizon. All that he had created was gone, and in its place were the same two silhouettes standing in the fields. Enraged, with a new sense of energy, Walter rushed out to face the two beasts. With no understanding of how his body may have changed in the past few days, Walter willingly through himself head first at the two creatures, both of which seemed far smaller all of a sudden. Walter wakes up in the remains of his barn, two hair covered corpses laid disemboweled in close proximity. He has vague memories of the previous night. He sets out to try and tend to his crops, but recoils to the touch of the sunlight. Instead, he stayed within the barn for the day and tried to recall the memories of the past four or five days. Eventually piecing together what happened to himself, Walter leaves at dusk to live out his new existence.
 
Last edited:

1HoneyDragon

«monster makin' in progress»
Just a few things to clarify before we move onto accepting this app!​
Vampyrism:
After receiving the Blood Kiss, Walter became a full-fledged vampyr.
A little bit more explanation with this would be great, as you do not describe in your life story for Walter how he came to cultivate his skills

Aeromancy:
Life on the farm is easier with a bit of magic! Mastering the basics over his longer life span, Walter moved air to pollinate and spread the seeds of crops.
You'll need to include where, and how, this magic was learned in your life story for Walter. It doesn't need to be much, you could even say he picked up a book on it and began to develop his basics with it.
 

TheTJE

New member
Just a few things to clarify before we move onto accepting this app!​

A little bit more explanation with this would be great, as you do not describe in your life story for Walter how he came to cultivate his skills


You'll need to include where, and how, this magic was learned in your life story for Walter. It doesn't need to be much, you could even say he picked up a book on it and began to develop his basics with it.
It's been done! Sorry for taking a bit.

Vampyrism:
After receiving the Blood Kiss, Walter became a full-fledged vampyr. Reaping the benefits of better physical shape, eye sight, and lack on illnesses, Walter feels and looks as though he is 20 again. However, the major draw back of the affliction being the lack of control he has in his fully vampyric state, essentially allowing himself to run wild once night falls. Combatively Walter has very limited control, either choosing to rely on his human form or flipping a switch for his vampyric form.

Aeromancy:
Life on the farm is easier with a bit of magic! Mastering the basics over his longer life span, Walter moved air to pollinate and spread the seeds of crops. Learned it from one of the books his wife inherited from her family.

Life Story:
"...This was further aided through his rereading of his wife's magical scriptures which she received as inheritance from her family..."
 
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