kink list;;

Sep. 5th, 2024 03:45 pm
forsakenfate: (Default)
Key: ♥ = Favorite; ⇐ = Receiving; ⇒ = Giving; ⇔ = Both
Yes
• aftercare ♥ ⇔
• anal sex ⇔
• biting ⇐
• bloodplay ⇐
• bondage / bdsm ⇔
• breast / nipple play ⇒
• breathplay ⇒
• cock warming ⇔
• cuddling ♥ ⇔
• cum marking ⇔
• cunnilingus ⇒
• degradation / dirty talk ⇒
He does better with praise, but he would try it for a partner if they wanted.
• edging ⇒
• face-fucking ⇔
• femdom ⇐
• fingering ⇒
• foreplay ⇔
• frotting ⇔
• gore
• handjobs ⇔
• heat / rut ⇔
• oral fixation ⇒
• oral sex ⇔
• over-stimulation ⇔
• pegging ⇐
• praise kink ♥ ⇔
• rimming ⇔
• scratching ⇔
• sex toys ⇔
• somnophilia ⇔
• spanking ⇒
As long as he was allowed to administer aftercare
• throat penetration ⇒
• vaginal sex ⇒
• vanilla sex ⇔
• voyeurism ⇔
Maybe
• dub-con
• multiple partners
• polyamory
I'm fine with assumed poly, but playing it out would have to come with a lot of talking it out and planning. No hurt feelings allowed.
• tentacles
No
• age play
• cheating
• cuckolding
• food play
• incest
• non-con
• scat
• sex pollen
• sounding
• vomit
• vore
• watersports
forsakenfate: (Default)
PLAYER

NAME: Frames
CONTACT: [plurk.com profile] oopsallsadboys | discord: oopsallsadboys
ACTIVE TIMES/PACE: EST, my schedule varies, but if it's been a week, feel free to pm. feel free to add me on the socials, just let me know who you are.
BRACKETS/PROSE: Brackets, but will match
OFFENSIVE SUBJECTS & TRIGGERS: ehhh, not really but will let you know if something comes up.

IN CHARACTER

PHYSICAL AFFECTION: yes
PHYSICAL VIOLENCE: absolutely
RELATIONSHIPS: Interested in any companions/Tav or crosscanon, I love a slow burn and buildup.
☆ kink list ☆
PSYCHIC & PSIONIC INFORMATION: #tadpolelife
MAGICAL INFORMATION: see info for full list of spells
MEDICAL INFORMATION: he's a life domain cleric, he's got you
OFFENSIVE SUBJECTS & TRIGGERS: not really?

OUT OF CHARACTER

BACKTAGGING: yes absolutely, until the end of time
THREADHOPPING: sure
FOURTHWALLING: not really interested
NOT INTERESTED IN:
⋫ modern aus
⋫ love triangles (polyamory is a yes)
⋫ sexpollen/ x made them do it
⋫ purely sol

INTERESTED IN:
⋫ continuity of cr through memes or psls (multiple threads are also free real estate)
⋫ show seargent sad eyes the power of love and friendship
⋫ lost scenes betwixt companions or traveling
⋫ nonsexual intimacy (he is very physically affectionate)
⋫ mutual pining
⋫ #tadpolelife
⋫ post-canon, timeline aus, timeline shenanigans
⋫ slowburn romance through cr building (smut is on the table)
⋫ crosscanon shenanigans
⋫ I also love to indulge in your interests, let me check something off the rp list for you!

FIRST IMPRESSIONS

VISUAL: seven foot tall firbolg with wild red hair and all the freckles
AURAL: a soothing timber, he doesn't raise his voice very often
OLFACTORY: earthy, like he's been in a forest and the clinging smell of healing herbs
DEMEANOUR: despite his size, he tries not to take up much space and tries avoiding the spotlight

☆ code by kimmiserate

info

Aug. 8th, 2024 09:53 pm
forsakenfate: (Default)
name Andromedus
race Firbolg
age mid 30's
d o b Crowning Dawn
zodiac Pisces
pronouns he/him
class Cleric of Istus
domain Life
STR 14
CON 12
DEX 13
INT 12
CHA 17
WIS 8
Andromedus
Feature: All Eyes On You
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

INFP-T
Turbulent personality types are typically not comfortable with their current lives. They often use this dissatisfaction to try to become better people. However, when applied to Mediators, this Turbulent quality spins them in a distinct direction. They are likely to use a strongly idealistic filter to assess where and how they need to improve. This drive to correct what they decide are flaws often pushes them to work hard.

But idealism is a demanding standard. Turbulent Mediators are apt to ask too much of themselves and become overwhelmed. When they don’t meet their unyielding (perhaps at times unreasonable) goals, they are likely to be hard on themselves. Self-criticism rings true for any Turbulent individual. But, for these personalities, their imaginations and sensitivity may magnify the damage caused by negative self-talk. Even the smallest flaw may seem more significant than it is. They are more likely to see a mistake as a reason to doubt themselves.
personality
+
empathetic . generous . open-minded . passionate . idealistic
=
adaptable . faithful . selfless . trusting
-
self-isolating . emotionally vulnerable . too eager to please . self-critical
firbolgs
Firbolgs (pronounced: FEER-bolg) are a reclusive race of giant-kin who prefer to avoid contact with other sentient races. They are both magically intelligent and the most powerful of the giant-kin.
height 7'
build large
eyes green
hair red
cantrips
Toll the DeadYou point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage.
Spare the Dying You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Word of Radiance You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
Sacred FlameFlame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
Level I
Bless You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
Cure Wounds A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Healing WordA creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Guiding Bolt A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Level II
Aid Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
BlindnessChoose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is blinded for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
Lesser Restoration You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Spiritual Weapon You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. His weapon takes the form of a Celestial Warhammer.
Silence For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Level III
Beacon of HopeThis spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
Daylight If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
Remove Curse At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
Revivify You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Speak with DeadYou grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy.
Spirit Guardians You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage.
Spirit Shroud You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable. Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.
Level IV
Death WardYou touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
Guardian of Faith A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Greater Restoration You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: + One effect that charmed or petrified the target + One curse, including the target's attunement to a cursed magic item + Any reduction to one of the target's ability scores + One effect reducing the target's hit point maximum
Mass Cure WoundsA wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
racial traits
Detect MagicFor the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
Disguise Self You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
Dissonant Whispers You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you.
Hidden StepAs a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can’t use it again until you finish a short or long rest.
Misty Step Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Speech of Beast and Leaf You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
background
Andromedus grew up in a crowded but warm home in a treehouse-style encampment of Firbolgs deep within the Feywilds. He is the sixth of eight children and despite growing up in a large home and being close with most of his family members, he didn't have many friends. His twin brother Fornaxus died of an illness when they were both young and he had trouble connecting with people after that.

After coming of age, he helped tend to the elder members of the community or took on various jobs between his pilgrimages through the Feywilds. He became interested in research, documenting all the flora and fauna he came across. None of his siblings have the degree of wanderlust that he does, feeling more at home traveling alone, especially after the death of his twin brother.

He started having strange, cryptic dreams about intricate webs spun in gold and a whisper he couldn't quite make out. After being unable to get guidance and ignoring the dreams for being what they were, he receives a vision from the goddess Istus. Growing up, his community didn't worship gods so much as they worshiped nature and the natural order of the world. Naturally, he is reluctant to answer the call to become a cleric- especially to a goddess who is about Fate and Order.

Unable to ignore Istus' demands and knowing there is little he can do to dissuade her, Andromedus is resigned to the fact that he's now a cleric. Because he wasn't an acolyte of Istus, he didn't study in a temple as most Clerics do. Most of his knowledge of his abilities comes from texts he's found or dreams he's had, as well as through trial and error.

...Mostly through trial and error.

Once he started traveling on his own as a cleric, he tended towards smaller bands of adventurers, though most of those were temporary. He formed a few friendships with his companions, though they eventually parted ways as their paths always split. For this reason, he's had few romantic relationships that never lasted long. Though he's friendly with people, he tends to keep them at a distance.
player
frames
plurk [plurk.com profile] oopsallsadboys
discord
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