veritygyr: (Default)
2030-12-31 09:06 pm

Verity Gyr



Verity Gyr
I am comfortable with violence.


BASIC

NAME: Verity Gyr
CANON: D&D OC and/or BG3 Tav
AGE: mid-20s
DOB: unknown
GENDER: cis male
SPECIES: tiefling
ACTIVE: PSL, Memes

PLAYER: K
CONTACT: PM or [plurk.com profile] givemedargons
APPEARANCE

VISUAL: Here
HEIGHT: 6'0"
BUILD: athletic
HAIR: white, long, usually worn in a braid
EYES: blue with black sclera
FEATURES: sweeping horns, tail
DRESS: loose, comfortable, versatile, simple; usually in shades of gray, white, and black; wears red leather cords around his wrists to represent his devotion to the god Ilmater
VOICE: quiet, warm
STATS

CLASS: Monk
STYLE: Way of the Kensei
STRENGTH: 15 (+2)
DEXTERITY: 18 (+4)
CONSTITUTION: 14 (+2)
INTELLIGENCE: 10 (+0)
WISDOM: 16 (+3)
CHARISMA: 9 (-1)
reference
CHARACTER

ATTRIBUTES:
LIKES: quiet places, rain, watching people
DISLIKES: cruelty, ostentation
VIRTUES: considerate, observant, careful, generous
VICES: anger, violence
LANGUAGES: Common, Elvish, Infernal
OTHER PROFICIENCIES: Calligrapher's Supplies, Herbalism Kit, Smith's Tools; Martial weapons
RELATIONSHIP: Single (In BG3, favorite ships are with Halsin, Gale, and Karlach)
EXTRAS

SKILLS: Acrobatics (+4), animal handling (1),
arcana (0), athletics* (+5), deception (0),
history (0), insight* (+5), intimidation (0),
investigation (0), medicine (+3), nature (0),
perception (+3), performance (0),
persuasion (0), religion* (+2),
sleight of hand (+4), stealth* (+6),
survival (+3)
FEATS: Athlete: increase dexterity by 1; when prone, standing only uses 5 ft of movement; climbing doesn't cost extra movement; can make a running long jump or a running high jump after moving only 5 ft on foot rather than 10.
PERMISSIONS

BACKTAGGING:
THREADHOPPING:
FOURTHWALLING:
ROMANCE:
MINDREADING:
MANIPULATION:
INJURY:
FIGHTING:
KILLING: let's talk
feel free to contact for details



Tiefling Monk
I have promises to keep,
and miles to go before I sleep





PERSONALITY

Verity (noun): a true principle or belief, especially one of fundamental importance.

Verity tends to look for meaning. He wants it to be there. He wants to believe things happen for a reason and that he might be able to make a difference. But, like Revel, he becomes keenly aware that people see him as a mistake, an abomination, an aberration. Once he steps out of his structured life, he tends to rely more on intimidation to be left alone.

Verity seeks to alleviate suffering wherever he can. He is under no illusion that he will ever be able to end it. His general behavior swings between lawful good and lawful neutral. He is more beholden to the codes of his order than to the law of the land, but he tries to do good where he can.



BACKGROUND

Verity and his brother Revel are the result of latent fiendish bloodlines making their presence known in an otherwise human family. One was a mistake; two was a curse.

Revel was Verity's shield through his early years. When Verity was twelve, he came into contact with monks of Ilmater; he joined them, becoming an acolyte and later a swordsage in the order known as the Broken Ones. Members of the order were responsible for the defense of Ilmater's temples and shrines, as well as his followers; after his education, Verity joined a traveling group of the Broken Ones.



ABILITIES

Actions in Combat
Attack, Cast a Spell, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object

Stillness of Mind
You can use an action to end one effect on yourself that is causing you to be charmed or frightened.

Unarmed Strike
You can punch, kick, head-butt, or use a similar forceful blow and deal bludgeoning damage equal to 1 + STR modifier

Wholeness of Body
Once per long rest as an action, you can regain 30 HP.
Bonus Actions
Flurry of Blows
After you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmed Strike
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.

Spells
- Thaumaturgy (tiefling)
- Blade Ward
- Spare the Dying
- True Strike
Reaction
Actions in Combat
Opportunity Attack

Spells
- Spare the Dying
- Hellish Rebuke (1st)

Deflect Missiles
You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 +13. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with a range of 20/60.

Deflect Missiles Attack
If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon).

Slow Fall
You can use your reaction when you fall to reduce any falling damage you take by 50.
Other
Ki Points
You can spend Ki Points to fuel ki features. You have 10 points per short rest and your Ki save DC is 13.

Open Hand Technique
Whenever you hit with one of your Flurry of Blows attacks, you can impose one of the following effects on that target: fall prone if it fails a DEX saving throw (DC 13), get pushed up to 15 ft. if it fails a STR saving throw (DC 13), or it can't take reaction until the end of your next turn.

Stunning Strike
When you hit with a melee weapon attack, you can spend 1 ki point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 13).





BALDUR'S GATE 3 INFO


WORLD STATE (SPOILERS)

Last chance to turn back! There will be spoilers for most of Balder's Gate III in here. I'll keep it to a minimum. Below are some of the major decisions I made in this playthrough.

Act One
Emerald Grove
- Recruited all major companions (Shadowheart, Lae'zel, Astarion, Gale, Withers, Wyll, Scratch)
- Sympathized with tiefling refugees.
- Allowed Astarion to bite him. Defended his presence when other party members got weirded out.
- Had run-in with Auntie Ethel. No deal, killed her. Saved Mayrina, did not revive her husband.
- Investigated Kagha, exposed connection to Shadow Druids. Killed Kagha in the ensuing fight.
- Helped to find artifacts for Gale.
- Earned Loviatar's blessing from Abdirak; Verity is a follower of Ilmater so that was fun.
- Rescued owlbear cub and Volo.
- Rescued Halsin, slaughtered all goblins and leaders.
- Channeled the Weave with Gale; thought it was a wonderful night.
- Spent the night with alone after the celebration, despite offers from Lae'zel and Astarion and possible interest from Gale.

Underdark
- Cleared out the Duegars by the lake.
- Set dark gnomes free.
- Turned the mercenaries against Nere in Grymforge; delivered Nere's head to myconids.
- Allowed Omeluum to attempt to understand tadpole.
- Explored Selunite Temple and Arcane Tower.
- Stole Runepowder barrel from Philomeen; ended up killing her. Something is off about the Ironhands.

Githyanki Creche
- Let Lae'zel attempt the cure. Watched for one round, until other companions got concerned. Urged her to break out.
- Defeated Inquisitor Ch’r’ai W’wargaz.
- Did not kill guardian, pissed off Vlaakith.
- Decided to take Underdark route to Moonrise Tower.

Act 2
Shadowlands
- Helped He-Who-Was (then killed him when he realized what he was trying to do).
- Fought Karniss and the goblins in the Harper ambush.
- Helped Arabella find her parents.
- Told Araj to fuck off when she asked Astarion to bite her.
- Killed Gerringothe.
- Convinced Malus's nurses to stab each other; convinced Malus to kill himself.
- Fought Thisobald and killed him.
- Saved tiefling and gnome prisoners from Moonrise Towers.
- Reunited Oliver and Thaniel.
- If romancing Gale, it became official in the early part of the Shadowlands.
- Was appalled by what Mystra was asking Gale to do - which is pretty impressive considering his own god is a martyr.

The Gauntlet
- Completed Gunatlet of Shar.
- Fought Yurgir.
- Shadowheart spared Nightsong.

Moonrise Tower and the Colony
- Recruited Jaheria and headed into the mind flayer colony with her.
- Rescued Zevlor and Mizora.
- Fought and beat Ketheric and ended the Shadow Curse.
- Refused to let Gale go nuclear.
- Defeated the avatar of Myrkul.

Act 3
Rivington and Wyrm's Rock
- Helped the Emperor subdue Prince Orpheus, but really didn't feel good about it.
- Kept silent during Vlaakith confrontation; Lae'zel broke from her for good.
- Solved Temple murder.
- Collected Dribbles.
- Decimated Stone Lord's crew and helped the Guild.
- Threatened the abusive dog trainer when she demanded Scratch back, intimidated her into leaving the kennels.
- Told Gortash he didn't trust him but didn't outright refuse an alliance.
- Turned down Raphael's deal; is not intending to reconsider.
- Got increasingly annoyed with/resistant to the Emperor.
- Intervened after Astarion dragged Petras into the sun for information.
- Rescued Florick.
- If romancing Halsin, begins that in Act 3; does not do it with the bear. Verity is either a virgin or has very little experience by the time he's with Halsin and he's not ready for the bear.

Lower City
- Killed Lorroakan with Dame Aylin. Gale seemed really enthusiastic about exploring the tower so off they went; Gale and Astarion looted everything.
- Gave Gale the Annals of Karsus; gave Astarion The Tharchiate Codex; broke the curse on Astarion.
- Got really uncomfortable when Gale got so hyped about the Crown, worried about him (especially if romanced).
- Broke into the House of Hope; stole the Orphic Hammer and Mol's contract; killed Harleep; freed Hope.
- Made nice with the Guild, they seem like the lesser evil??
- Entered the Temple of Bhaal; killed Sarevok and the tribunal.
- Defeated Orin with prejudice.
- Fucked up Cazador. Astarion chose not to ascend; spawn spared.
- Rescued/recruited Minsc.
- Encouraged Wyll to break pact with Mizora.
- Rescued everyone from the Iron Throne; told Gortash to fuck off.
- Saved the Gondians, disabled the Foundry. Barcus Wroot takes over Ironhands.
- Killed Gortash; promised Karlach he'd be with her at the end.

End Game Conditions
- Refused to side with the Emperor and is so angry when he just flips and joins the Netherbrain.
- Orpheus became a mind flayer (in another playthrough, Verity sacrificed himself).
- Fought the Netherbrain with Lae'zel, Astarion, and Gale.
- Verity got killing blow on the Emperor.
- Lae'zel got finishing hit on Netherbrain.
- Gave Orpheus an honorable death (if he is a mindflayer).
- Encouraged Lae'zel to make her own decisions; she left to free the githyanki.
- Wyll convinced Karlach to go to Avernus with him.
- Gale decides to give the crown to Mystra; Verity is deeply relieved.
- Whether romancing Gale or Halsin, he stays with them.
- Owlbear joins the family.



RELATIONSHIPS

I welcome positive, neutral, and negative, but here are some details from my playthrough. We can change anything you want depending on what kind of scene we're going for. I'm putting up Gale and Halsin first since they are Verity's romanced companion in my playthroughs. I'd love to try him with Karlach too!

Gale: Verity didn't hesitate to help Gale, trusting him when he said he needed magical artifacts and hoping Gale would eventually tell him why; really hated that Mystra told him to blow up the Netherbrain; gave him the Book of Karasus; generally accepting/non-judgmental about his past; more resistant in some of Gale's "I could be a god" moments and frequently tried to steer him away from that, telling Gale (especially if romanced) that he likes him as the man that he is, not the god that he could be; encouraged him to give the crown to Mystra. **Gale was my original romance aim for Verity, but Verity is just oblivious when people are flirting with him and so it seems appropriate that he ended up in a friendship with Gale on the first time through. I'm very open to exploring romance or gen relationships.

Halsin: Rescued him from the goblin keep; brought him to help with Thaniel; played hide and seek with Thaniel; delighted by the things Halsin reveals in conversation, accidentally flirted at the tiefling party. **In original playthrough, after failing to pick up a relationship with Gale, Verity was very charmed by Halsin and shyly but enthusiastically entered into a romance with the druid. He likes that Halsin is so gentle but also has a strong, fierce sense of right and wrong.

Lae'zel: Made the tieflings leave and let her take the lead in questioning Zorru and didn't interfere, though he wasn't thrilled; gave her the Orpheus slates to read; let her take the lead with the Creche; agreed to free Orpheus; remained silent during the Vlaakith confrontation; generally supported Lae'zel branching out on her own for some more self-determination, but also respected her desire to pursue freedom for her people.

Shadowheart: Rescued her on nautaloid ship; ignored the Artifact; didn't care about her religion but did get really annoyed with the constant "ugh, Selune" dialogue; allowed her privacy, but was also annoyed that she was kind of a jerk about insisting on wanting details without giving any about herself; intervened when she and Lae'zel fight and told Shadowheart to back down, more or less taking Lae'zel's side but also wanting to make everyone work together; allowed her to take the lead during Gauntlet of Shar; let her choose what to do regarding Nightsong; helped her infiltrate the House of Grief; quietly and sadly explained what it was her parents were asking of her.

Astarion: Helped him when they first met; failed his perception check and ended up tackled to the ground; headbutted Astarion in the face to get free; kept Astarion from killing him while feeding; supported him in front of other companions; allowed him to feed on him at night - Verity's got a lot of compassion and if it helps Astarion, he's willing to do it; gave him the Necromancy of Thay; avoided Gandrel; not judgmental of Astarion's history and inclinations; tried to kindle a friendship but did not want a sexual relationship; accepted Raphael's deal to get information for Astarion about his scars; encouraged Astarion to seek revenge for the Gur; quietly argued that the spawn shouldn't have to die - Astarion got a chance, why shouldn't they?

Wyll: Admired Wyll's sense heroism, but was a little overwhelmed by how big the Blade of Frontiers personality is - he appreciated the desire to do good deeds and help people, but he's... quieter about it than Wyll is; defended Karlach against his threats and told him to stand down; helped break his deal; helped save his father. Turned down his romance (was obvious to Wyll's interest until the dance scene).

Karlach: Helped her kill the fake paladins; he got super flustered when she hit on him, but they remain friends; repaired her heart with Dammon twice; gave her a big hug; brought her to the Gortash coronation and was cold toward Gortash; promised Karlach they'd take care of him later; encouraged Karlach to meet with her friends in the Lower City, Fitz seems really great. Verity respected her desire to die on her own terms and promised to stay with her and comfort her at the end. Doesn't try to talk her out of going to Avernus with Wyll, telling her that it's her life and her choice. But he's quietly happy that she chooses hope.

Jaheira: Broke out of the vines and gained her trust by not attacking; was generally honest with her but was suspicious after correctly identifying the drugged wine - he doesn't drink it; followed her advice during the assault in the basement of Danthelon's; suggested the new Harper recruit might still have use as a Harper; brought her to the Guild and saved Minsc at her behest; generally positive after the Shadowlands, he likes her sense of humor.

Minsc: Weird guy, weirder hamster, but Verity likes how open and straightforward he is. It's a relief, actually. He likes Lae'zel and Karlach for the same reason.

Minthara: Killed her, but I'm game to explore the CR possible here.

Regardless of other world state options, Verity leans more lawful neutral in the sense that he follows the codes and tenants of his order, but will always follow those over any local law; he just tries to do what he feels is right. He has a pretty firm sense of justice.

Other canon relationships:

Raphael: Not amused by his cute rhymes; does not trust Raphael as far as he can throw him, but remains somewhat polite because devils; accepted the deal to get information for Astarion; broke into House of Hope; killed Raphael's incubus.

Ketheric: Had sympathy for Kethric and genuinely wanted him to repent; when it was clear he wouldn't, Verity was all in to kill him if it meant ending the curse.

Gortash: Hates this guy; cold and sharp with Gortash and avoids dealing with him again until he's ready to kill him with Karlach; he has some sympathy for what Gortash went through, but cannot abide everything he's done since. He used his power to hurt people.

Orin: Really hates her. She kidnapped Lae'zel and Verity rescued her as quickly as he could.

Isobel Thorm: Verity really likes Isobel, though he wishes he'd known more about Isobel's connection to Ketheric before getting into it; he is happy to invite her to join the camp to get to know her better.

Dame Aylin: Gosh, he thinks she's great. A little intense, but her approach (and her general mannerisms) make him smile. He definitely blushed and shyly looked away when she got all romantic with Isobel during the reunion, but he's very happy for them.

Rolan: Verity didn't understand why Rolan hated him so much and he tried to be polite, not wanting to make it worse; he really didn't like that Lorrokan was beating him; became allies after that fight and was happy to see Cal and Lia again.

Other Options: I think I covered everything, but if I missed something feel free to ask!

Assumed CR: Open to it! Let's talk.

Cross-Canon: I welcome cross-canon interactions and AUs! Just hit me up and we'll work it out.

veritygyr: (Default)
2024-06-07 02:28 pm

caldera

Player
Name: Kate
Contact: journal PM or [plurk.com profile] givemdragons
Over 18?: Oh yes
Current Characters: N/A
Link to permissions/opt out: here at the bottom of the page.

Character
Name: Verity Gyr
Canon: D&D-based OC
Canon point:
CRAU?: No
Age: early-mid 20s
History:
Personality:
Powers and abilities: Verity's abilities are outlined here; but in summary, he is a monk that has trained for over a decade in martial arts, meditation, and a handful of other practical skills. As a tiefling, he is able to inherently use a little bit of magic, but rarely does (and if he loses this upon arrival that's fine).
Chosen faction: Dryad

Sample
TDM thread with Winslow.

Questions, comments, and concerns: None right now! Thanks mods!
veritygyr: (Default)
2024-05-22 01:42 am

Verity Gyr

full name Verity Gyr
species tiefling
age mid 20s
d o b 21st of Mirtul
season The Melting
pronouns he/him
class Monk of Ilmater
class Rogue
tradition Way of the Kensai
specialty Inquisitive
str 14 (+2)
dex 20 (+5)
con 14 (+2)
int 10 (+0)
wis 15 (+2)
cha 9 (-1)
passive perception 17 (very observant)
passive insight 22 (reads people well)
Verity Gyr
personality
+
I seek to prove myself worthy of my god’s favor by matching my actions against his teachings.
=
Everything I do is for the common people.
-
I am suspicious of strangers and expect the worst of them.
this moment is all there isVerity (noun): a true principle or belief, especially one of fundamental importance.

Verity tends to look for meaning. He wants it to be there. He wants to believe things happen for a reason and that he might be able to make a difference. But, like Revel, he becomes keenly aware that people see him as a mistake, an abomination, an aberration. Once he steps out of his structured life, he tends to rely more on intimidation to be left alone.

Verity seeks to alleviate suffering wherever he can. He is under no illusion that he will ever be able to end it. His general behavior swings between lawful good and lawful neutral. He is more beholden to the codes of his order than to the law of the land, but he tries to do good where he can.
first impressions
Sight: Verity is a tall, athletic tiefling with white skin, white hair, and blue eyes with black sclera. His horns sweep back (which makes it difficult for him to sleep on his back) and his tail is slightly darker toward the end than the rest of him. He typically keeps his long hair in a thick braid. As a monk, Verity almost exclusively wears simple, practical clothes in shades of black and grey with some occasional pops of white. Around his wrists he always wears red leather cords.

Sound: His voice is a soft, lower tenor. He rarely raises his voice and speaks with a slight Thayan accent.

Scent: Clean linen, soap, sandalwood.

Demeanor: Verity tries to be unobtrusive: he doesn't want attention. He tends to take up as little space as possible and rarely fidgets; when he does, it's often with the cords around his wrists.
height 6'0"
build athletic, lean
eyes blue with black scelera
hair white
abilities
tiefling traitsAs a tiefling, Verity can see in the dark up to 60ft, though only in shades of gray. With his infernal heritage, he is resistant to fire damage. He is able to perform limited magic thanks to that same heritage, including the cantrip Thaumaturgy and the spells Burning Hands and Darkness.
monk abilities Deflect Missiles: Verity can snatch arrows and other ammunition out of the air to reduce the damage he takes; if he doesn't take any, he can expend a bit of extra energy to hurl the object back at his attacker.

Slow Fall: After considerable training, Verity has learned to slow his falling speed as much as possible to reduce damage.

Evasion: Verity is particularly adept at avoiding spell effects that hit a general area and can avoid damage if he's fast enough.

Stillness of Mind: The meditative practices of his order allow Verity to calm himself and fight off any emotion-altering effects like being charmed or frightened.

Unarmored Movement: As a monk, Verity is at his best when he isn't encumbered by armor. He can move up to 50ft per round of combat.

Ki: Through arduous training, Verity has learned to channel his energy to fuel more intense attacks, movement, or recovery.
  • Flurry of blows
  • Patient defense
  • Step of the wind
  • Stunning Strike
  • Quickened healing
feats Sentinel: Alert and quick in melee, Verity automatically strikes out at any creature that makes an attack against an ally within 5ft of him.

Athlete: Through rigorous training, Verity has improved his ability to climb and jump. He gets back to his feet faster than most.
background
Verity and his brother Revel are the result of latent fiendish bloodlines making their presence known in an otherwise human family. One was a mistake; two was a curse.

Revel was Verity's shield through his early years. When Verity was twelve, he came into contact with monks of Ilmater; he joined them, becoming an acolyte and later a swordsage in the order known as the Broken Ones. Members of the order were responsible for the defense of Ilmater's temples and shrines, as well as his followers; after his education, Verity joined a traveling group of the Broken Ones.
player kate
contact pm / [plurk.com profile] givemedragons
layout credit 10billionghosts
timezone gmt +5 (edt)


OOC
Back-Tagging
Yes; sometimes I can get slow and I'm happy to backtag for a few months. This may sometimes depend on the thread and I'm always open to boomeranging when my thread partner is available.

Thread-Hopping
Network-style threads: go for it!
Log-style threads: ask first, please.

Comments in the Subject Line
Sure! Nothing against it.

Fourth Wall Breakage
I'd prefer not unless there is a good plot/in-game reason.

Offensive Topics
I prefer not to read graphic descriptions of eye trauma, but other than that I can handle most things with a head's up or discussion.

Anything Else?
Verity is religious in the sense that he is devoted to the god Ilmater; this does not necessarily overlap with any real-world religions or practices, but please be aware he will occasionally make reference to it or his devotional practices. It's easy to avoid, Verity doesn't proselytize.

IC
Hugging
Verity easily accepts affection from children, people he knows well, or people he's helped; anyone else might find themselves hugging a stiff tiefling.

Kissing
Go for it, but it could be awkward depending on context.

Flirting
Flirt away! Verity might take a while to catch on, he does not expect people to flirt with him or just assumes they're trying to tease him and don't mean it.

Fighting
Bring it on. Verity is well-trained and while he rarely starts fights, he will finish them.

Injuring
Also fine, it comes with the territory.

Killing
Not off the table, but I'd like to discuss it first. Needs to have narrative reason.

Telepathy
Yes! Verity may or may not be aware and he has some trauma/has seen terrible and/or very sad things, so please be aware if your character tends to dig deep. He will also likely notice if someone is trying to pick up more than surface thoughts.

Magic
Verity has little magic himself but he isn't uncomfortable with it or characters who use it (unless he has reaosn to be).

Triggers
Few triggers in the sense that they will set off a trauma response. Verity reacts very strongly to cruelty, the neglect of others, and apathy.

Anything Else?
You are always welcome to contact me if you have questions about anything here or would like to talk something out!
veritygyr: (Default)
2022-01-19 01:49 pm

for orym






[art by Kent Davis]

Continued from Here