Pollux and Castor [Valla] [He/They] Character in HTML Wanderpus | World Anvil
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Pollux and Castor [Valla] [He/They]

Pollux and Castor [Valla] [He/They]

Hello, We are Pollux and Castor, 25 year old, 6'9 tall humanoid. We are the party's tapper as part of the communications department with a naturalist specialization. When people first see me they would take notice of my split body, feline ears and tail, and either my stern or excited look based on which head you see first. We wear a comfy coat, uniform hats and walk with a reliable pace.   Pose idea the best i can figure. Haven't added features simply cause unsure how to draw them but this pose should work...i think? Meant to be based off of Ingo [<- side] and Emmet [-> side] with some more feline features. body more based off the rutile twins but unlike the rutile twins each 'torso' still has 2 arms, the ones closest to eachother are just kept behind their back majority of the time.   Pinterest Board!   Despite being one being, each 'head' has its own distinct personality. Pollux, despite his stern look and stiff gestures, speaks excitedly and is very loud. He is very polite and tends to be Castor's impulse control. Castor, despite his excited look and wild/fluid gestures, speaks in short, blunt sentences with no filter. He doesn't realize what he says could be rude or mean, he simply speaks his mind without a care.   If trying to refer to both of them at the same time, they will generally respond to Caslux or Poltor

Physical Description

Special abilities

Ability Cost Freeze 0 or 2   [0] You blow cool air, creating freezing winds that swirl around a nearby creature or object. Affected creatures feel a deep chill in their bones and are hit for 1 HP. You can use the spell to snuff out small fires. [2] You freeze a nearby commoner, minion, or object, encasing it in ice until you leave the scene. If you freeze a creature, it cannot move or act. The ice shatters, and the creature is freed if it takes any additional damage.   Ability Cost Burn 0 or 1   [0] You blow hot air, creating scorching winds that swirl around a nearby creature or object. The heat is enough to make the creatures very uncomfortable but not enough to harm them. [1] You overcharge the spell and ignite the target in flame instead, hitting it for 2 damage and setting it ablaze.   Ability Cost Shock 4   [4] Choose a target creature or object you can see. A bolt of lightning strikes it from the sky or from your hands, dealing 8 damage and creating a deafening blast of thunder. If the creature has metal connected to their body, it becomes molten, hitting them for an extra 2 HP.   Ability Cost Fireball 5   [5] You shape an orb of fire suspended in the air in front of you and send it streaking in a straight line toward a target you can see. The fireball explodes on contact, dealing 6 damage to any creatures and objects it hits. You can shape the spell to avoid allies or creatures you do not want to harm. Roll the Die: 20: The explosion hits all creatures near the point of impact for double damage. 11-19: The explosion hits up to 4 creatures near the point of impact. 6-10: Choose one: the explosion hits you and up to 4 creatures near impact, or the fireball fizzles into a cloud of smoke. 2-5: The fireball misses and hits random targets of the Guide's choice. 1: It explodes in your face, hitting you and up to 3 nearby creatures.   Ability Cost Thorn 0   [0] You open your palm, conjuring a poisonous thorn that you shoot in a straight line toward a nearby target creature or object. The thorn hits for 2 HP. 20: The thorn's poison is amplified. If you hit an organic creature, its skin becomes swollen, it cannot see beyond its reach, and it can't speak or cast spells until the end of its next turn.   Ability Cost Wild Font 1     [1] You touch a container holding food, water, or oil. For the next minute, the container summons a surplus of its contents, spilling the excess material out generously. For example, if you touch a pitcher of water, it will overflow and cover the floor. Or if you touch a sack of grain, it will burst open, creating a large pile.   Ability Cost Evening Star 2   [2] You summon a wisp of light high in the sky directly above you. (You must be outdoors to cast this spell.) For the next hour, the wisp sheds light on a huge area, allowing you to see far in the distance. It matches your movement such that it is always located above you. The area the light touches looks as if it were lit by daylight.   Ability Cost Aurora 5   [5] Your eyes glitter like dancing wisps as you conjure a dazzling prismatic aurora above you in the sky. The aurora is visible to creatures up to a kilometer away and lasts for the next 10 minutes. [commoners.] Any common folk who can see the aurora are dazzled and stop what they are doing to stare at it. [minions.] Minions are also dazzled by the spell and stop what they are doing to stare at it. Hitting a minion frees them from the spell's effects. [bosses.] The Guide must roll the die. On a 2-10, bosses are dazzled and must choose between moving and acting during their turn. On a 1, they are stunned in place until the spell ends or if they are hit.   Ability Cost Echoes of Creation 6   [6] You hum a reverberating melody, summoning a coterie of magical wisps from the ages of creation. The wisps were powerful beings of light who once roamed the omniverse. Now, like dying stars, these ethereal remnants are burning the last of their energy. They are no longer sentient, but seem to sense the world around them. For the next minute, the wisps float about the area, restoring the hit points of all creatures and animating new plant life. Every creature in the scene stops what they are doing while the wisps are present and remain still with awe until they fade to the beyond.   Ability Cost Wild Aspect 1 or 2   [1 eagle.] You gain eagle-eye vision for the next minute. You can see anything in your line of sight clearly, even if it is far away, and you can detect faraway movement that would be imperceptible to a normal person. [2 cat.] You purr softly under your breath, imbuing up to 6 nearby creatures with the spirit of the cat. For the next hour, affected creatures gain the ability to see things nearby in complete darkness as if they were in a dimly lit room. The effect cannot pierce magical darkness. Affected creatures may occasionally feel the urge to stop what they are doing and clean themselves. [2 wolf.] You howl, imbuing up to 6 nearby creatures with haste. (Howl at the table.) For the next hour, creatures affected by the spell can outrun any other creatures while traveling by foot.   Ability Cost Prey Sense 1   [1] You sharpen your sense of danger for the next hour. You feel a subtle signal in your body whenever you will imminently be threatened by another creature. (The hair on your skin might raise, or you might feel a tingling in your bones.) This includes creatures that you can't see. If you detect a creature this way, your party cannot be ambushed. (If you detect a creature trying to attack you, your party gets the first round in combat.)

Hello, A 25 year old, 6'9 tall humanoid. I am a part of the communications department with a naturalist specialization. When people first see me they would take notice of my split body, feline ears and tail, and either my stern or excited look

View Character Profile
Age
25
Children
Gender
Male
Eyes
Light blue [Pollux] and Amber [Castor]
Hair
Black with flecks of color that seem to resemble stars.
Skin Tone/Pigmentation
Fair
Height
6'9
Weight
190 lbs

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