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Whitelist Request - TaylorSpry

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Taylor Spry
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Whitelist Request - TaylorSpry

Post by Taylor Spry »

Your SS14 Username: TaylorSpry

Your Discord Username (NOT REQUIRED):

Briefly describe the background and/or personality of a character you enjoy playing (Can be SS14, DND, or a character you just made up!):
In my DND group when I was making my character I wanted a character that could hold the team together while also having an aspect of the character that was against the party's interests while just not being an ass.
I also wanted a pure physical fighter since last campaign (which lasted like a year or so) I was an illusion witch human named Eiyera who was a medically a psychopath that came up from a childhood of thievery after escaping their disappointed alcoholic father with the backup illusion spellbook their mother left behind.
I eventually got to the point where I could make illusion spells that were physical, which made me have to hold back a lot so I wouldn't ruin any encounters with the power of imagination.
She also only stayed around the party because it was always beneficial for her (bc psycho) and eventually learned that being a good person to people got her what she wanted.
That accumulated to when the campaign ended she made an entire civilization with her illusion powers in order to serve her for the years to come called Yurelians (or magic people) before she died around 250 yrs old.
The Yurelians basically worshiped her like a god so once they died their belief combined with their magic power created a non-corporeal deity made of magic that was also called Eiyera, but Eiyera has already died and this deity is not the same person, instead, it acts in the way Eiyera's believers saw her as (which wasn't a psychopath).
This deity answers the wishes of those who truly want that have created a connection to the deity (Yurelians automatically have this connection due to their bloodline, though it's not hard to create a pact with it otherwise).
This whole deity strand is here to create the base of my next character's special attributes while also making a ground work for an interesting plotline and unique character attribute possibilities.
The deity basically allows it's followers or people connected to it to create binding vows from JJK, at the extra cost of having to spend a mana amount small enough to slip by the god's sight in order to gain more power.
The deity's true nature is a mass that only hungers to have it's influence increase and it's mana amount to be plenty, though character development is possible as it's a purely neutral thing otherwise.
To wrap things up I'll explain how this connects to my 2nd campaign character, Fathom. My DM made the 2nd campaign happen like 400~ years after the first campaign ended, which is why the aftermath is so extensive.
The guidelines I made for myself were: Butcher Vanity Inspired, Dragonborne, Melee Fighter. Apparently, when I brought it up my DM said that Dragonbornes were Barbarians that "came from a thunderbolt" called the stormbringers or smth and my character being a Barbarian with a Sailor background so that lined up nicely into Fathom being a viking there. I'll paste the background here and elaborate afterward a lil'

They were a normal viking brought up by a dragonborn that had affairs with a magic woman. They never saw their mother and were brought up to be strong by their father to aid in the viking's endless pursuit of glory. At around 100 years old, they fell in battle, but alas, they had an ability they were never aware of until now, the ability to walk the living after death. But in the situation they were currently in, they'd rather have not discovered it. Bodies, bodies filled their vision, the walls stained with the blood of their allies and the sky just out of reach, restricted by an iron gate. In this moment, despite the terror, the terror great enough to make even the most battle hardened dragonfolk quiver, they had a desire. The desire for sustenance, the desire for survival, and most importantly, the desire to have even one more adventure with comrades.

Something took over them, something that couldn't be held back. It happened so suddenly, so quickly, they had not realized what they had done until it was too late. No longer did corpses fill their vision, it was now filled with skeletons, the sky, no longer within reach. After every pain, after every sorrow, after E V E R Y O N E........

It was good, delightful even, no.. the GREATEST thing to have ever happened to them. And they desired... more, More, MORE. With their newfound strength, they teared the barrier between them and the sky apart, leaving terror in their wake.

When Fathom enters the new campaign they will probably be getting drunk because of the sadness of losing their party. If only there was promise of adventure with a new gang... yes, they drink. What? did you expect a dragonborn viking NOT to be an alchoholic?

Personality:
Fathom has a strong sense of comradery and does their best to keep their comrades alive. They have developed to barely feel grief once a comrade is too far gone since they are used to gaining and losing comrades quickly. It depends on the person though and how connected they were but it's generally lower.
Fathom will play the "Eager for adventure and glory" brute that desires to become stronger to face more challenges. Basically, they actively want to get their tail beat to test their mettle.
As the brute they are, they rough house and joke a bit inconsiderately.
Since they've died physically many times and been through many harsh battles and situations, their pain tolerance is unnatural to the point where getting put into a meatgrinder would be like a sprained ankle to them and having their arm chopped off would be a bad papercut.
They have a Rampaging mental state acquired from starvation that throws all care about glory or honor aside with pure desire for flesh and gleeful greed. They're often mistaken as a crazy animal in this state as almost no attributes of a rational thinking creature is shown. This state is always there subconsciously and it's influence grows with their hunger.
Fathom likes and has a good relationship with their Rampaging side but knows it's a double edged sword; wary of it being slashed at anyone undeserving.

Their "2nd life" state had a lot of thought into it in order for it to be interesting and not v e r y busted, they're supposed to be the guy in the party that the DM can throw absurd things at as the party's anchor and being a pure fist fighter in a world where things like guns could be in play make up for it. (AND the fact that most in the party weren't exactly fighters made them be able to play with Fathom filling the role)

This is a long read that doesn't rlly matter but it cements my point that I put a lot of thought into making things interesting:

Fathom\124~ yrs old\Path of the Berserker\ LV3\AC14
STR3\DEX2\CON2\INT-1\WIS1\CHA1
STRSAVE5\ATHLETICS7\DEXSAVE4\ACROBATICS6
STEALTH4\CONSAVE4\PERCEPTION3\SURVIVAL5
INTIMIDATION5
SPEED 50FT\SIZE 9FT
28.5 physical hp/28.5 magical hp\14.25 temp magical hp
(stats and important specialties)
Dragonborn:Black

Tall------------------------------------
Your digitigrade legs add to your height and give you +20 speed if trained.

Darkvision of 60 Ft

Acid Damage Resistance

Draconic Flight takes 3 Magic HP for the equivalent of one jump

Defy Death-------------------------
You gain proficiency bonus on death saving throws and rolling on an 18-20 counts as rolling 20.
Rolling a 20 will trigger Magic Shock detailed in Last Stand. Once the Magic Shock is triggered it can only be triggered again this way after a short rest . Rolling a 20 when this Magic Shock is not available will instantly stabilize instead.

Magic Person

Summary:
1.5X Health but it is split into Health and Magic.
You receive 1.5X damage and healing magic.
Has high resistance to sudden attacks. Is extremely weak to magic spells.
If only physical damage is taken then you have 112.5% HP compared to normal.
If only magic damage is taken then you have 90% HP compared to normal.
If you only have Magic HP you have 37.5% HP compared to normal, so good luck trying to abuse Arcane Surge!

No reproduction :(-----------------
It would be terrible for world building if these beings were common, kinda like witchers!

Tall------------------------------------
Overtime your height increased due to unnatural healing.

Skillful--------------------------------
You gain proficiency in any combination of three skills or tools of your choice.

Versatile------------------------------
Gain an Origin Feat of your choice.

Arcane Touch-----------------------
You can interact with the weave with your magical body, potentially able to brute force weave constructs; can only interact with the weave with the Magic body concentrated. In order to brute force a magic construct, You have to make a Strength Check against spell level multiplied by 2 + enemy attack modifier, if it succeeds and is an attack spell, take the spell's attack bonus multiplied by 5 and take that percent of Magic damage compared to your Magic Max HP.

Arcane Vitality----------------------
HP is 1.5X BUT it is halved into Magic and Physical HP, making effective Physical HP 0.75X
Magic HP can go over 100% to 150% max Magic HP safely but any further will deal 2 Physical HP damage for every 1 Magic HP gained.
You regain both Physical and Magic HP naturally over time, this factor has to be discussed with the DM since calculating HP overtime would be a pain and is only really included to make sense for other abilities; Cannot be a factor in combat.
Death saving throws can only be done when Magic and Physical HP go below zero; Magic HP will keep you "alive" despite if your body is dead. (Elaborated on in Last Stand) Physical HP can go below 0, but Magic HP can't.

Arcane Susceptible---------------
All healing and Magic damage is taken by 100% to Magic HP and 50% to Physical HP. If Magic HP is full, heal 150% to Physical HP; it's the same in reverse.

Arcane Mind-----------------------
You don't sleep with your abnormal mind. You can only get knocked out when Magic HP is 0. If sleep is forced, get disadvantage on dexterity checks for the duration. You will regain consciousness if Magic HP reaches 100%.

Arcane Sight-----------------------
Detect Magic is always active.
Cantrips CAN be learnt purely by watching other people cast them and you will always succeed when trying to replicate them.

Arcane Surge-----------------------
You gain advantage on constitution, strength, dexterity, intimidation, perception and checks and get disadvantage on Intelligence, wisdom and charisma checks AND saving throws against magic in general. You also get +10 Speed
FOR DURATION! ^
If your Physical HP is below 0 on your turn, activate Arcane Surge. Out of combat, it’s activated immediately. Rage is activated for free when triggered. You take double damage to Magic HP when Physical HP is zero or below and all damage is taken by Magic HP. You lose the ability to do a rest or long rest while Arcane Surge is active. Arcane Surge is deactivated once Physical HP is above zero. If Magic HP drops to 0 and you have Physical HP left, it's converted to Magic HP and the remaining damage is dealt to Physical HP. Arcane Surge's effects are canceled once Last Stand is triggered, can only activate again once Physical HP is above 0.

Last Stand-------------------------
When both Magic and Physical HP are zero, Last Stand activates. Magic HP cannot be damaged by Damage Over Time until rest. You are stable for 1d4 hours and you will trigger a Magic Shock once time is up, setting your Magic HP to full and gaining excess Magic HP equal to your max Physical HP (You take Physical damage equal to max Physical HP from going over the cap), speed is set to 10, and you fail every dexterity and constitution roll that doesn't involve stealth until Physical HP goes above 0 (Excess Magic HP stays until long rest); you also have advantage when you act dead, until Physical HP goes above 1.. If you take Magic damage before the Shock, death saving throws will roll. Last Stand's Magic shock can only happen once every Long Rest. If Magic Shock is triggered when it was already used before a Long Rest, death saving rolls will be thrown again.

This safety net is for Fathom to A, have a reason why they haven't died yet despite their recklessness and B, let my DM to crazy stuff against them. It WAS planned for Fathom to be a bossfight of a session but everyone else ALWAYS had a problem with time constraints which really sucked. This was possible bc Fathom could have their HP go to 0 and come back from it.
What made you join Funky Station?:
i watched acornanut (or peash) and eventually came to funky station bc of good word

 

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Last edited by Taylor Spry on Sun Jul 19, 2026 1:39 pm, edited 2 times in total.
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IdemFromidemland
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Re: Whitelist Request - TaylorSpry

Post by IdemFromidemland »

It would appear you've forgotten to fill in the questions, please fill them in so your whitelist can be reviewed. Thank you in advance!

 

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Taylor Spry
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Re: Whitelist Request - TaylorSpry

Post by Taylor Spry »

I just took a while..

 

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IdemFromidemland
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Re: Whitelist Request - TaylorSpry

Post by IdemFromidemland »

Sorry about that! I see why it took so long, I think it’s very unsurprising to say your whitelist has been accepted. Have a great time on funky!
(Also remember to accept funky’s themes where you linked your account)
Also also, this is probably the longest whitelist I’ve ever seen. Looking forward to seeing you on funky!

 

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