Stats & Facts Name: Robert "Bobby" Brontus Titles: Race: Human Age: 32 Height: 6'1 Weight: 240lbs Affiliations: Blackguard Allies: Enemies: Accomplishments: Has been kicked out of almost every bar in Vinterheim and is on his way to repeating the task in Elexia. Appearance: Bobby doesn't exude good manners or fine sensibilities, he is overweight, bearded and usually looks like he could use a shower. Despite being from Vinterheim, his skin is a few shades darker than is typical for that region, approaching more of an olive hue. His hair is jet black and kept just past shoulder length and due to a lack of care is frizzy, almost approaching dreadlock. His beard is of the same color and long, falling down to his chest is a completely unkempt free flowing fashion. His large round face and small, slightly squinty almost black eyes would make him seem even more aloof however with his large build and noticeable stomach he can't help but come across as jovial. Apparel: Bobby likes to keep his dress simple and dawns no jewelry or other ornamentation. His pants are of a simple cloth material and are a simple grey, usually with a smattering of what could be blood, grease or booze smeared across them. He almost always wears a simple white shirt with similar stains and always has a black leather vest on over it, oddly the vest is usually in pretty decent shape. Background: Bobby grew up in Vinterheim, the child of two artisans who spent more time on their crafts then with their children. While most of his siblings did well enough in this environment, Bobby was constantly getting in trouble for fighting and spending whatever money he had at bars and brothels. Tired of the constant harassment from his family and Vinterheims authorities, the man moved to Elexia at age 17. While initially he struggled to make it in the big city, Bobby found enough gigs working as freelance "protection" for shipments coming into the ports. It was here that he also discovered a passion for fighting, taking his habitual drunken brawls into what can almost be considered an artform. Skills and Abilities Bar Room Brawler
Bobby may look like a big drunken fool whose about to stumble over and pass out at any moment but this couldn't be further from the truth. No matter how much Bobby drinks he is actually quite acrobatic and can easily perform a standing backflip and react quickly to threats around him. Blackguard
More menacing than most thieves. Menacing! Red Deck
Dirty Reputation - You develop a fearsome reputation.
Lvl 1. Intimidation effect against people that know your name or your likeness. Fred
A particularly cute ivory white polar bear cub with pale blue eyes. Will grow into a huge, faithful ally. Bobby's best friend and constant companion, nothing will start a fight with Bobby faster than messing with Fred. Drunken Fist
The art of fighting through mimicry of inebriation, using feigned unbalance and extremely fluid movements to fool, disorient, and surprise your opponents.
Lvl 1. Though practice you greatly enhance your balance, allowing you to more easily maintain it even when you appear to be on the verge of teetering over.
BP: 9
Spells:
Lvl 1. Empower, Strengthen, Slash Weapons:
> A solid steel four foot long pole, roughly 9 inches in around. At the top of the pool is a solid sphere roughly 1 foot and a half in diameter. Strapped across the mans back.
> Speaker Blade - A blackened kunai throwing blade. Under most circumstances the blade produces no sound no matter what it impacts against, however the wielder may cause dagger to produce a high pitched whistling or screeching sound at will. Items:
> A flask of Garrish Whiskey
> A Crumpled pack of cigarettes
> Book of matches
Stats & DescriptionsName – Kumiko Race - Jakari Age - 18 Height -5’3” Weight -120 lbs Affiliations - None Appearance & Apparel – Kumiko has golden eyes and a face as dark as charcoal, save for her chin. Even blacker still are her long, thick whiskers. Contrasting her face and ears is a crop of short but thick flame colored hair that almost matches the glow of her feline eyes. By day, her eyes appear more human while by night, the pupils form slits and her irises glow like that of a feral cat.
Another patch of black covers her shoulders and back, as if she was wearing a jacket with one sleeve long and the other short, cut off just below the shoulder to reveal a pale arm. Meanwhile, on the right side, the jacket extends down to her knee, covering all but the inside of her thigh. If the black jacket failed to completely cover any part of her back or sides, spots of orange finished the job. This makes her midsection and hind quarters appear almost symmetric, save for the fact that her right leg has orange fur where her left leg is black. Her left arm, unlike her right one, has the same white fur as her belly and neck.
On her farthest extremities, her coloration makes her appear as if she is wearing a different garment on each limb. A black patch on the back of her left paw looks like a fingerless glove on top of the pale fur of her arm. On the bottom, she seems to be wearing a black leg warmer on her left leg and an orange ankle-length sock on the right foot. However, she never wears any clothing, for her tricolored fur serves that purpose perfectly well. Her tail has alternating rings of black, orange, and white. Where she is not covered in orange or black, white fur dominates. Overall, she appears to be a calico cat with human proportions standing on hind legs.
Personality & Background – Kumiko was a Jakari potionist who chanced upon the ancient food brick in an open tomb while gathering ingredients for potions. Convinced that this was a sign of a greater destiny, she set out from her home to learn more about the brick and herself.
Skills/Weaknesses
Is physically fit and agile.
Level 1 potioning
Relic of Legend – The Food Brick
A mysterious brick of foodstuffs that is not fruit, and is not cake, but rather a monstrous melding of the two*. An enormous, round, unholy pastry, with great globules of red and green and what looked like they might be raisins, yet aren’t*. Where did it come from? How did it come to be? Why does cutting it sound so much like the wailing of a thousand dead upon a dark wind? Kumiko doesn’t know. But she will find out.
*Description from other source.
Weapons
Bow
Arrows
Iron machete
Non-Weapon Items
> Void Bag with separate sections for potion ingredients, the food brick, and miscellaneous things like edible food.
> Quiver
Stats & Facts Name: Rysa Hawksbank Titles/Aliases/Nicknames: Sex: Female Race: Elf Age/Height/Weight: 17/5'6"/124 lbs. Appearance: Raven hair swept back and tied into interweaving plaits, creating a single heavy midnight black braid. Lovely jade eyes that are smokey and vaporous, constantly beset by rings of dark shadow from nights spent out of doors awake on some hunting stake or scouting mission. The typical knife-edged ears of her race, both pierced by an earring: the left is a quartz charm of a what appears to be a cyclone; the right ear is pierced along the helix by a series of golden hoops. A small thin nose, bone straight and slightly pointed. A smooth and fair complexion, unblemished and perfect. Small laugh lines appear at the corners of a face that seems made to smile, complete with distinguished cheekbones and a very petite chin that fits Rysa rather well. Slender throughout her frame, remarkably athletic, with tightly packed abs and corded muscles but still retaining the curves of womanly form. On the back of her left hand is a stylized Bakaran map tattoo in electric blue ink of rather astonishing detail with all the major landmarks and a small X somewhere in the Kurrian Islands. A scent of the forest, the dirt of fresh earth mixed with wild berries and fauna, mingled with a sweet smelling fragrance that smells of Summer. Apparel: A dark green thigh-length eelskin jerkin, reinforced with leather and inlaid with cloth of gold, close fitting and snug through the hips. The same small pauldrons of steel-stiffened leather Makeda wears, except crested with feathers of red, gold and green. A thick scarf of breathtaking tiger fur wrapped around her neck in loose folds, capable of being pulled up as a hood to protect from the elements or to find a touch of shade. A long-sleeved under tunic of gray wool with studded leather across the arms, tucked into eelskin bracers. Studded brown leather breaches of tough cowhide. Dark green and leather kneepads protect her knees, with calves covered and reinforced with horlin scale greaves that cut off at the ankles to leave her nimble feet bare. A large brown sash crisscrossing her waist, cinched together by a golden rectangle belt buckle and attached with a number of brown utility pouches both large and small. Deerhorn hunting knives sheathed in wood and leather, a gift from Makeda. Background: On her own growing up, a refugee elf on the streets of Elexia not finding any solace in the Port City, Rysa soon hitched a sail and was scrapping out a living in the Kurrs; an urchin, tramp, and all around island vagabond eking out survival on the strength and cleverness of her own skill. How long the elf maid could have lasted in that life is unsure, as a chance encounter between the now twelve year old Rysa and a young Elexian noblewoman turned mercenary by the name of Lupin saw Rysa informally adopted by Makeda's band of fortune seekers and tumble-roughs. With a shrewd captain like Lupin as an adoptive older sisters and a horde of doting uncles made up of Bakara's toughest sellswords combined with the skills she earned surviving in the wilds, Rysa has blossomed into a peerless scout and capable mercenary in her own right. Affiliations: The Boys; Sentinels
Skills/Attributes Feathers Falling From The Sky
Growing up in the wilderness one picks up a few skills. Hunting your own food, for example, becomes essential to your well being but so too does hiding from the more dangerous predators or finding a safe spot to rest your weary head. For Rysa, climbing trees become tantamount to her survival. Whether it was outrunning a territorial three-horned boar sow of Barbudas or just hiding from island toughs on Bon Vivant after knicking food, she was to climbing as a leaf to a tree. Surefooted and dexterous, Rysa has yet to encounter a tree in Bakara she hasn't been able to conquer or sleep in. The Wild Hunt(Hunter's Prowess Level: 0; Score: 0)
There is a skill so ancient and respected it has become a rite of passage in all Bakaran cultures across the East. Old before the the advent of cities or villages it was revered by both gods and mortals, all possessing their own traditions and names for it: The Weald, Herlechin's Troop, The Horsman's Dance, but more readily to modern scholars, what was to become known as The Wild Hunt. Rysa gazed deeply into the true nature of Bakara during her wild youth, and Bakara gazed back. Neither has thus far found the other wanting. Rysa is a full member of the Sentinels Society, with all the duties and responsibilities that implies. Edges of the Weald Minor Barefoot, Fleetfoot
Weapons Mundane Hawkeye - A peculiar Ironwood bow Rysa has created: a special recurve longbow equipped with a circular augment that utilizes a pulley to string the bow. 1. WindCutter Aug: Augment allows for increased and extended pull with less leverage allowing arrows to fly faster and hit at a higher velocity. Shots taken with this bow are Strong
> Beautiful twin steel hunting knives with deer horn handles
> Dressing knife
Animals Alerion - A rare white gray-spotted Alogean Falcon, Alerion is Rysa's Bondmate. Regal creatures, with fantastic wingspans but smaller than most of their kin, having to survive the threat of larger prey such as Storm Drakes, the falcons of the Alogeans are resourceful and intelligent, able to understand simple commands and even the emotions of their owners to an extant. As a bondmate, Alerion is noble and protective, from the little she has gleaned of her past, she has a close connection to the animus of all living things. Rysa uses her for tracking, reconnaissance, and to help scout for The Boys. They are constant companions.
Accessories Mundane
> A silver star pendant on a mithril chain with the initials: RBH
> An old portrait of a happy Makeda and Rysa surrounded by a motley crew in an island bar front
> Chamois Quiver of wooden arrows strung from the hip, wrapped with The Boys standard: A very detailed Map of Bakara marked with Stars gold defiant on a cerulean field: Pueris Bakara Futatrix
> Falconer's gauntlet
> Archer's tab and leather bracer
> Several bowstrings
> Numerous animal hides with bed roll and furs
> Cured deer jerky and rouse meat for extended time in the wilderness
> A standard company survival package containing trail rations, flint and tinder, a supply of water, and most everything else needed to survival on the march.
This is a great first character. I really like what you've done with his emergence, it shows that you've spent a lot of time reading the guide and put a lot of thought into your character.
Buzz-kill, as a general rule we don't allow players to make their own levels for the custom LSSes. What you have here does give me a great idea of what you were aiming for with his Inner Spirit though, so I'll definitely use it to figure out something less 'Christov-esque'.
Other stuff is just nit-picky.
- You unlock whatever levels of your LSS you have spirit spell for in that level, so to have level 1 unlocked you need a level 1 spirit spell. (You can start with low level spells already bought out of your 200 gold)
- Throwing weapons are just that. You can generally assume that your character collects their throwing weapons after a fight unless they're in a huge rush or they're damaged in some way. (Obviously things like potion vials or machinist shrapnel bombs will be used up when thrown.)
- Is Ciaran a Sentinel, a Thief, neither or both? You lose 25 gold per guild/society at start but you get the associated benefits of those groups. Sentinels get a bondmate and a starting Edge, Thieves get 1 chip so spend on thief skills.
Let me say again this is a fantastic first profile. Ciaran will be ready to go once we've got these things cleared up and I will get to work on at least the first few levels of his Emergence.
[b]Name[/b]: [B]Ciaran Dorchadas [/B]
[b]Race[/b] - Elf
[b]Age[/b] - 21
[b]Affiliations[/b] - Sentinels and Thieves' Guild
[b]Appearance[/b] - Straight, thick, jet black, undercut hair with strings of fringes on the left side of his forehead. Illustrious white skin with no trace of pallor. Strong jawbones and chin frame his lower face. Fierce eyebrows adorn his glowing brown eyes. Medium build and a height of 5'7".
[b]Apparel[/b] - Wears a common, Greevan-made, long-sleeved dark brown tunic, fine leather pants and suede shoes. Fitted white gloves made from some sort of fine fabric dangling from his pants' right pocket. A ring on his finger. A brown leather rucksack with side pouches with some fur on top.
[b]Personality & Background[/b] - Born to Dorchadas family, Ciaran belongs to the once-powerful family of Dorchadas which owned several parts of Greevan Forest from some centuries ago to a decade ago. When Ciaran turned 21 last week, the Dorchadas family is far beyond its former glory, as Ciaran was left with nothing but a deed to a huge but old, run-down mansion and huge but old, unpaid debts. These debts, most of which were from gambling, were owed by his parents, who the Greevan Runner reported a few weeks ago in a small corner of a page to have died due to "mysterious choking".
Some other events of Ciaran's life which include the word "mysterious" includes: "mysterious disappearance of Dorchadas' most loyal butler"; "mysterious contrabands found in Dorchadas' mansion"; "mysterious murder of Dorchadas' head of family"; "mysterious election of new Dorchadas' head of family"; "mysterious deaths of Dorchadas' elder family members"; "mysterious sales of Dorchadas' lands"; "more mysterious contrabands found in Dorchadas' mansion"; "mysterious wealth of Dorchadas family"; "mysterious debts of Dorchadas family"; and "mysterious affairs of the Dorchadas", which was the most complete story published a decade ago by Greevan Runner about the Dorchadas.
A few moments after his parents' death, while looting his own mansion for anything worthy of selling, Ciaran stumbled upon an old family signet ring stored in his great grandfather's box. It was quite ornate, the box, but not the ring itself. It was quite simple, full of rust and dust. Unfortunately, when Ciaran tried it on, he passed out in an instant and for a brief moment. It was so brief, it was only a second after the loud thud resonated around the mansion that he woke up. And he woke up from a nightmare.
These recent and some less recent events have bestowed Ciaran with borderline paranoia, elevated degrees of introversion, some cynicism, and occasional strong convictions.
--
Today, as soon as Ciaran auctioned the house, sold the furnitures, his, his mysteriously choked parents', his grandparents' clothes, box of jewellery, other mundane and not too mundane items and then paid all the debts, he went on to sign up with the Sentinels in Greevan Forest.
This is due to his unrelenting desire to escape the city of Greevan, or any city in general. Probably. Even Ciaran doesn't know exactly why. Yet.
Also, there were some shady people near the city's gate said that they were from Thieves' Guild and told Ciaran that the Guild welcomes him as much as it welcomed his father. Morbid, but this got him his next destination: Elexia.
As soon as he set foot on Elexia, Jade Dragon Tea House became his first stop. He figured he needed work since he was practically a drifter.
[b]Skills/Weaknesses[/b]
[B]Introvert[/B] - It's actually quite hard to tell what Ciaran is feeling and thinking.
[B]Legacy of Darkness [B](Emergence - Spirit)[/B] - The mysterious bloodline of Dorchadas turns out to come with something more than Ciaran expected. As Ciaran delves into his inner spirit, he discovers things only a few Dorchadas know.
Level 1[/B] - Ciaran took a glimpse of his inner spirit and saw something dark, and it whispered lies.
When others attempt to look within him they find there is nothing to see. Techniques that read emotions or intent simply do not work on Ciaran, though this doesn't guarantee his lies will be believed.
[B]Level 2[/B] - Ciaran delved further inside his spirit and felt dread as he discovered his Darkness.
When exposed to natural or magical light, Ciaran becomes irritable, easily agitated. While surrounded by shadows most of Ciaran's senses are boosted, allowing him to feel, smell, taste and hear more sharply than the average man.
[B]
[B]Level 3[/B] - Ciaran tried to suppress his Darkness, his inner spirit, as it whispered desire.
Ciaran can more easily resist his irritation in natural light. However, while in the shadows his mind is calmed and his vision becomes keener, allowing him to spot things others would miss.
[B]Level 4[/B] - Ciaran is enraged by his Darkness as it whispered mockery to him.
He is now able to cast Incite on himself as [B]Incite Darkness[/B], which causes him to grow angry and violent, while improving his Physical Strength by two levels and engulfing him in shadows. This effect may be maintained for up to 3 (three) posts but will exhaust him afterwards for each post it was maintained, rendering him unable to attack or cast spells.
**Incite must be learned.
[B]Level 5[/B] - Ciaran confronts his Darkness and they fought, intending to destroy one another.
He is now able to cast Inner Champion as [B]Dark Champion[/B], turning him into a murderous warrior spirit, allowing him to move faster, leap higher, perpetually engulfed in shadows and may only cast Shadowform and Incite, but requiring a target to cast. This form will end if and only if the target has been destroyed or it is dispelled.
**Inner Champion must be learned. Shadowform and Incite are considered learned during form.
[B]Level 6[/B] - Ciaran has subdued his Darkness, deliberately absorbing some of its magical powers.
He is now able to cast an additional Shadow or Spirit spell per post while in shadows.
[B]Level 7[/B] - Ciaran nurtures his Darkness, making it another source of his power.
He is now able to tap into his Darkness to allow him cast Shadow Clone, which is cast independently from his spells per post. This may only be done once per encounter.
[B]Level 8[/B] - Ciaran embraced his Darkness, making peace with it.
His embrace to Darkness allow his mind and emotions to be completely at peace while in shadows, no longer alterable by any harmful magical effects.
Now [B]Incite Darkness[/B] no longer cause anger and violence, while [B]Dark Champion[/B] no longer require a target.
His shadow also becomes stronger as it can no longer be illuminated and will always exist in either brightness or darkness.
[B]Level 9[/B] - Ciaran learned to master his Darkness, allowing it to manifest more of its power.
He is able to cast [B]Manifest Darkness[/B], calling forth an avatar of Darkness from his own shadow. The avatar is a Very Strong solid shadow and is not maintained. The strength, shape and size of the avatar is decided upon first cast (up to 6 ft) and whenever Ciaran achieves an epic accomplishment (up to 12 ft and Prodigious). When it would be destroyed or dispelled, the avatar disappears into its own shadow. The spell may only be cast once every 6 (six) posts.
[B]Level 10[/B] - Ciaran finally merged with his Darkness, allowing him to utilize shadows as proficient as his Darkness.
He is now able to disappear into his own shadow in 1 (one) post and reappear from any shadow within 50ft in the post after. Disappearing heals him from any minor wounds such as cuts, bruises and bleeding, while reappearing disorients him, preventing any movement for that post.
While not in an encounter, he will also regenerate his body at an accelerated rate, similar to the effects of Heal.
[B]Crafts[/B]
[B]Herbalism[/B] - Basic Truly, Ciaran never knew that grass could taste so heavenly.
[B]Class[/B]
[B]Guiding Bondmate[/B] - [B]Preach [/B](Forest Raven) Preach was a seasoned hunter several centuries ago. He/it said he/it has slain and skinned some of the thickest creatures and thieves of old. He/it said he/it was actually a preacher and Preach was his/its nickname. He/it also said he/it was a single father and, surprisingly, a disgruntled elf.
As a Forest Raven, Preach is not only able to pick up small objects with claws and beak, but also utilize them intelligently and psychically talk more than an average bondmate.
[B]Basic Tracking[/B] - May pick out and follow traces of people and animals. Ciaran began his Sentinel training by sniffing out everything on the ground. His olfactory memory has become too absurd. Was it something in the dust?
[B]Edges[/B]: None yet.
[B]Word on the Street[/B] - Access to underground information and Thieves' Guild jobs. Ciaran just cannot even try to not to listen to the gossips echoing constantly throughout the Guild's halls.
[B]Well Connected[/B] - Access to certain contacts. Ciaran was not entirely sure how he got into the Thieves Guild, but it appeared that it was partly (or mostly) because his father was a member, and so was his grandfather, and his great grandfather, and so on.
[B]The Red Deck:[/B]
Wet Work - Level 1 - "As it turned out, Grandpa has correctly taught me how to cut garlic and manage my knives."
[B]Battle Posts: 3[/B]
[b]Spells[/b]
[B]Spirit
Level 1[/B]
[B]Soothe[/B] - Calms a target. Effect diminishes the stronger the target's emotions are.
[B]Level 2[/B]
[B]Incite[/B] - Causes a target to get very angry and even violent.
[B]Items[/B]
[b]Weapons[/b]
Throwing Cook's Knives - "My dead old cook used these to slaughter, chop, and cook meat." Iron. Modifier 3.
[B]Armors[/B]
Fine Dark Brown Tunic - "Been wearing this for three years, among other fine tunics, which were now sold, so only this now." Made from Fabric. No pockets.
Fine Leather Pants - "It was a bit dusty, taken from Grandpa's wardrobe, which was also sold, but still fits quite nicely." Made from Leather. Has left and right pockets.
Fitted White Cloth Gloves - "My dead favorite butler's favorite. He hated dust." Made from Fabric. Occasionally worn.
Suede Shoes - "My favorite." Made from Leather. Doesn't really protect. No pockets. [B]Miscellaneous Items[/B]
Brown Leather Rucksack - "Been using this for more than three years. Had no other rucksacks." Has a large rucksack container and two side pouches. Filled with assorted leftover foods.
Cropped Bear Fur Carpet - "It was always too big. I like it now." Tied over rucksack. Used as bedroll. Or blanket.
Cow Leather Drinking Pouch - "Almost like sucking a cow." Filled with drinking water. Tied tightly to belt.
Dorchadas' Family Signet - "A simple blackened copper ring engraved with a beautiful elvish letter for "D" and a fading Dorchadas' family motto, which is "Persevere, or Disappear .." I think?" Worn on left hand middle finger.
Level 1 - Ciaran looks inside himself and see nought but darkness and lies. When others attempt to look within him they find their is nothing to see. Techniques that read emotions or intent simply do not work on Ciaran, though this doesn't guarantee his lies will be believed.
Level 2 - Ciaran looks inward and finds fear in the emptiness, driving him to seek the shadows. While surrounded by shadow Ciaran's senses are boosted, allowing him to feel, smell, taste and hear more sharply than the average man.
Level 3 - The darkness within Ciaran refuses to be contained, to be ignored. When exposed to natural or magical light Ciaran becomes irritable, as if he hasn't eaten in days. Conversely, while in the shadows his mind is completely calm and he is more likely to notice the presence of trinkets worth stealing.
Name: Vanir Firesteel Race - Dwarf Age - 23 Affiliations - Warrior and Machinist Appearance - Taller than most dwarves at 5', Vanir is very mistakable for a human halfbreed with developed muscles. He has shoulder-length, messy dirty blonde hair with beard that is less thick than an average dwarven beard. His other features include: fine eyebrows with gold-colored eyes; long and particularly strong fingers, not just hands; and killer smile with miscellaneous handsome features. Also, he has some pretty interesting symmetrical, runic birthmarks on his trapezii, up to his upper arms, in vague shapes of flames.
Apparel - Wears a ragged, white cotton undershirt under a ragged, thick woolen sleeveless jacket. Stitched leather pants is his current choice of crotch guard. Carries a number of small bags which are firmly stuck to his thick, bronze-buckled, leather belt. Also, a brown leather sling bag is always tightened to his back. His multi-purpose semi-sledgehammer tends to fling around when he is bored.
Personality & Background -
Formir Firesteel was a just leader, brave general, good husband and a loving father. His combat prowess was almost legendary and his mighty stature only complemented it. His wife, Moira Firesteel, was one of the most talented blacksmith of the Scionic Mountains. Her crafts were often considered the pinnacle of dwarven craftsmanship and known throughout Bakara. But they have died almost a hundred winters ago, in the war. The Dwarven War. The youngest of the three Formir's sons, Munir Firesteel, was sent away to the Eastern Islands before any harm would come upon him. He was only sixteen years old then.
When Munir arrived at the city Sylvan along with his three dwarven escorts, he quickly decided that they must settle there. And just as quickly, he fell in love with the youngest of his warrior escorts, Milika. And then, they were married. She eventually gave birth twenty three autumns ago to a son, who was born not only with strong physique, but also strange, reddish mark on his back. Munir realized it was the legendary mark of fire, or "Firebrand," which his ancestors supposedly had. And he was afraid.
The Firebrand was a legend to the common dwarves of Scionic Mountains, taken as a mark of absolute control over fire and steel. But Munir knew better, because it was the story of his ancestors.
Aeons ago, there was a great demon who reigned in terror over Bakara. The demon wielded a weapon so powerful and evil that it gained sentience. When the demon was finally defeated, the triumphant heroes ignorantly took its weapon as their trophy. And thus, the heroes soon fell prey to the evil influence of the weapon and murdered each other.
Munir's ancestors, already known as great smiths of Scionic Mountains, took the weapon and purified it in runic flames, a dwarven magic so ancient that it rivaled the demon's malice. In the process, his ancestors were burned, leaving rune markings on their bodies, The Firebrand, which drained them off their magic and prevented them from casting any magic for the rest of their lives.
The weapon was eventually purified and then named The Firesteel, which then became their family name, and it was just as powerful as it once was. However, their descendants soon found out that they did not succeed completely, as the weapon almost brought destruction to their family and homeland. It was then they knew, the weapon only answers to those marked with The Firebrand. And so they sealed it away, deep under the Scionic Mountains.
But Munir didn't tell his wife about it, or anyone for that matter. He didn't care about any of it as long as his wife and son are happy and healthy. He didn't want to distort their lives. But day after day, every time he saw his son, he is reminded of his parents and thought about the great destiny his son have. And so, ultimately, he went to search for The Firesteel artifact.
Milika, Munir's beautiful and strong, but soft and loving wife, knew about his husband's quest. After she allowed him with the heaviest of hearts, he went on numerous journey alone. Often for more than a month. But whether his husband was around or not, there was never a day she spent without teaching Vanir about life and compassion. On the rare moments that he spent with his son, Munir would leave words of wisdom for his son to hold onto. Eventually, around nine winters ago, Munir went away on a journey with his other two escorts. He has never been seen again since. And Milika, who was already sick since two winters ago, passed away last winter.
And for the first time ever, their son felt very much alone. But not for long, because apparently, he still have two families: the Machinists and the Warriors of Sylvan.
The son's name is Vanir Firesteel.
For as long as he could remember, Vanir could never cast any spell. Even though his father was quite an expert firemage and his mother was no amateur at Body magics, Vanir still wasn't able to burn a paper without matches or stitch a cut without needles. It infuriated him greatly for a while.
Fortunately, his mother have always calmed him down and told him that there are still uncountable wonders beyond magic in the world. Eventually, Vanir gave up on magic and tried to live normally, as normal as a magicless person could.
Then, on one sunny day ten summers ago, Vanir went with her mother to the market. When they arrived, a spectacle on the market square instantly grabbed his attention: demonstration of a prototype electrical wagon. It was a miniature, sure, and it has three thick cables connected to its back, true, but it amazed Vanir. It sent him gazing at it for an hour before the generator eventually ran out of power and his mother called upon him. But before he returned to his mother, he finally asked a man, who have also gazed at the wagon during the last hour, about how could such a thing be created. "Machinery, kid. Magic is not our future," said the man before smiling, tapping Vanir on the head and heading off towards the demonstrators. Vanir was frozen for a moment there. He, who has never been an adept at magic, was drowned in his thought. He, who have only heard stories about these wonders beyond magic, finally witnessed the power of machines. And just like that, right then, he decided that he wanted to become a machinist.
His mother approved of this recent aspiration of his, but she reminded him that he must still train with his uncles at Olde Hyperion Theatre. His uncles, Gorin and Hrurin, was the two other warrior escorts of Munir. They joined the Warriors' Brotherhood in Sylvan ever since Munir decided to settle on Sylvan and no longer able to provide for them. Munir also left Vanir to the care of these two, not just his wife. The old and seasoned warriors, who have directly served under Munir's father, were responsible to train his son in combat, which is a part of Firesteel's tradition. However, Vanir often snuck away from his training, only to secretly attempt tinkering on his own and failing quite miserably. When Gorin and Hrurin went to escort Munir on the next winter, Vanir completely abandoned his training ..
.. until now.
After Vanir was officially accepted as a Machinist, a letter from the Brotherhood was sent to him, summoning him to the Olde Hyperion. There, he was appointed as a member, apparently due to his uncles leaving a will regarding it. Which meant that the Brotherhood has already considered them dead..
But before he began to drown in sadness thinking about his father, a courier stopped by his house and delivered to him a rather heavy package. It was covered in rugged cloth. The message reads,
"Our family began with this, and now you shall begin with it .. --M.F."
Vanir shed two tears and opened the package. It's a plain old hammer. But he smiled nonetheless.
Battle Posts: 0 Legend Points: 0
Physical Strength:Very Strong
Skills/Weaknesses The Firesteel (Relic of Legend) - Vanir received an old and plain hammer from his father. It's about one feet long and weighing about seven pounds at its head. Seems to be made of steel.
Level 1 - DAK Level 2 - PLEASE Level 3 - LET Level 4 - ME Level 5 - HAVE Level 6 - A Level 7 - FIERY HAMMER Level 8 - OF Level 9 - UTTER Level 10 - PWNAGE
The Firebrand - As the Firesteel unravels its secrets, so does the Firebrand.
The Firebrand allows Vanir to wield the Firesteel. This prevents him from being harmed by the Firesteel, while giving him resistance against heat, embers and cinders. Flames will still hurt him on areas without the Firebrand.
___________________________ Magic Ineptitude - Vanir has never been able to learn spells. Every single time he tries to cast one, nothing happens. Trusting - Vanir has strong compassion towards others, but this causes him to always presume the best intentions from other people.
Crafts Tinkering Vanir can disassemble, maintain, and repair machinist stuffs rather quickly because hammers are awesome. Gunsmithing Vanir has always been fascinated with the black powder. Firing up things has never been easier. Smithing Vanir knows how to hammer molten metals and melt said metals.
Class Warrior's Pilgrimage - Able to take on a journey to perfect chosen Warrior's Technique when peaked. (Not yet taken) Someday, someday. Warrior's Technique: Fire - Rush Down
_Level 1 - Vanir has learned how to expertly maintain his footing in motion, allowing him to fight more easily while moving. Warrior's Arms - Access to exotic weapons' trade. Vanir was not impressed with what he saw at the Crag Colosseum. No, not exotic enough. Weapon Augmentation: None yet.
Tools of the Trade - A complete Machinist Toolkit. Vanir rarely unbuckle nowadays. A Taste of the Future - A free Apprentice Machinist device. (Ballistic) Portable Incinerator - Actually a portable furnace fueled by black powder and coal, but practically used to burn non-metal things by other machinists. Schools of Machinery: Ballistics - Level 1
Spells
Unable to learn.
Items Weapons
Plain Old Hammer - "From my father." Steel (?). Modifier 4. One handed, if not tired. Can be used as a semi-sledgehammer. Armors
Worker's Undershirt - "Beyond ragged. Beyond stained." Made from Fabric. Thin Fabric. Absorbs sweat and water.
Thick Woolen Sleeveless Jacket - "Preventing burnt pecs and singed abs." Made from Fabric. Two inner pockets. Slightly fireproof. Almost cold resistant.
Stitched Leather Pants - "Mostly fireproof. And hey, now it's properly tanned." Made from Leather. Has left and right pockets. Good enough against furnaces.
Fingerless Leather Gloves - "Nothing beats fingertips grip. But I like to keep my palms soft." Made from Leather. Doesn't protect much.
Thick Leather Boots - "My toenails shiver without it." Made from Leather. Modifier 1. Strong against mud and cinders.
Black Blacksmith Apron - "For a hammer time." Made from Leather. Doesn't protect against non-molten weapons. Folded, not worn. Miscellaneous Items
Machinist Goggles - "Note to self: I haven't tinkered with this." Standard-issue goggles. Good against dust, sparks, and excessive light.
Brown Leather Sling Bag - "Closer than my hammer." Medium sized container. Optimal mobility. Contains various kinds of jerky and Black Blacksmith Apron. Worn on back.
Iron Stein - "Gets cold fast. Gets hot faster." Filled with drinking water. Or Mead, when stocked. Tucked tightly to belt.
Sturdy Tool Belt - "Paid last month." Made of Thick Leather. Bronze Buckle. Has small bags which contains Machinists' Kit.
Stats & Facts Name- Waire Race- Greel Age- Unknown Height- 3'11" Appearance and Apparel- Waire is a short, slouching creature with a hooked nose and drooping eye-lids. His grey skin is marked with innumerable scars of various shapes and sizes. His sharp teeth are surprisingly white and light up when he smiles. His pale blue eyes speak of many years of suffering but don't seem to carry any bitterness within their depths. When Waire came to Sylvan with his second master he was dressed in rags that barely kept out the cold and the rain, now his attire is almost regal. A silver shirt with a ruffled collar sat underneath a gorgeous navy waistcoat. What would have been shorts on a normal person suited Waire as loose fitting trousers in a rich grey that offset the brightness of his shirt. Capped off with black leather boots and a belt with a silver wolf-head buckle. Background- Deep in the mountains, some of the old traditions still hold. Old traditions like the systematic and unthinking subjugation of an entire people for little more than convenience. Waire has learned to appreciated servitude and all its intricacies after a lifetime of ignorance and abuse. His second owner brought him to the city of the night in the low lands and traded him for scraps of cloth. That was embarassing, but not nearly so bad as being told by his third owner that he was acquired 'accidentally'.
Skills, Abilities and Quirks Unreasonable Loyalty - Despite being told several times to 'just sod off and take your damn whistling wolf-stick with you' Waire refuses to leave his master's side. Wherever his master goes Waire will follow. Burden of Servitude - Waire's first and second owners were not kind men. Like many greel in similar positions, he has learned to protect himself from the messages his body sends him. The urge to run, to cry out in pain, these are the compulsions that get people like Waire killed, so he has learned to completely shut them down. Waire feels no pain and does not naturally feel fear. Puppy Dog Eye - One of Waire's eyes has been magically replaced by that of an intelligent wolf-like creature, making him a little more like his Subersu companion. The presence of this eye allows Waire to tap into a set of canine instincts that grow with battle experience. [0 BP]
Lvl 1 - Waire's canine eye allows him to seem more intimidating, allowing him to strike fear in the easily stricken and allowing him to learn warrior techniques more efficiently.
Lvl 2 - Greel gains tracking instincts, allowing him to easily tell different scents apart and track creature through cities and wilds. (55bp)
Lvl 3 - When Waire or Vivian's lives are truly on the line, Waire is able to shed his normally pleasant demeanour and become more like a wild animal. He becomes a little stronger, faster and little more ruthless then he otherwise would be.(120bp)
Conjurations and Special Effects Dark
1 - Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows.
2 - Night's Hold - Bring your hands together and give the darkness there a sticky, tar-like substance. Bring them apart and the sticky darkness remains.
3 - Nightstalker - Animate your shadow. It becomes an intangible copy of yourself composed of utter blackness.
Companions and Pets Greel's Best Friends - Waire's constant companion is a three headed wolf with black fur and glowing silver eyes. One day it will grow into a large, fearsome beast. Stands 2'7" to the shoulder and 3 and half feet long not counting the tail. Shadow in Daylight - The subersu is immune to light magics and its gazes naturally draw attention, the world around can seem to darken in their presence. Voices in the Dark - The three heads are each individuals with a shared purpose. Puppy is happy and a little obsessed with food. Wolf is somber and seeks combat. Doggy would really rather be sleeping, constantly, preferably in front of a fire.
Payments, Prizes and Hand-Me-Downs Wolf Totem - A pale wooden wand with three canine teeth embedded around its head and strung with wiry hair, carved with the countenance of a wolf. This totem was used by previous masters to summon Waire to their side by emitting a high pitched whistling noise. His current master bequeathed it to him as a gesture that he was not to be summoned like a slave.
Stats & Descriptions
Name - Iago (Eventual last name)
Race - Oscaran
Age - 26
Affiliations - None. Definetely not the Oscarans.
Appearance & Apparel - Looks Oscaran
Background - Iago was ejected from Oscaran society along with his brother when his brother fell in love with a human woman. Iago tried bringing his brother and sister-in-laws severed heads home, but it didn't work. He is stuck in the lowlands for the rest of his miserable life.
Skills/Weaknesses
None mentionable
Strength: Very Strong
Spells
None
Weapons - Mundane
Scaros
Weapons - Magical
TIDAL LASH - A whip or scourge of white galoth leather with a hilt and tip(s) of nevermelt ice. Able to channel and absorb water magics. Length varies.
Lvl 1. The lash can't be burnt or harmed by flame.
Lvl 2. The lash's leather can be transformed into water and absorbed into the hilt for easy storage.
Lvl 3. When transformed into water, the lash can flow around objects in its path and reconnect on the other side.
Lvl 4. The lash's hilt can generate an 15" blade of ice for close combat.
Lvl 5. The lash can spontaneously sprout razor sharp ices shards all along it.
Lvl 6. The lash can flow into itself and turn to ice, trapping anything its wrapped around.
Lvl 7. Once ever you can pour a potion into the water lash, granting it a permanent ability based on that potion's nature.
Lvl 8. The crack of the lash will either release a dagger-like shard of ice (whip) or a shower of dart-like ice shards (scourge).
Lvl 9. The lash will generate ice over a small area wherever its tip or tips make contact.
Lvl 10. The lash can absorb a little of a defeated foes blood and incorporate it into the fluid of the lash. The weapon gains an ability based on that person's race and heritage. You may only keep three abilities in the lash before one needs to be flushed out to make room.
Epic World! Because seriously! It's the awesome!
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Appearance & Apparel - Shalin is short and skinny except around her legs--other than having strong leg muscles, there's nothing to her. The strength of her legs comes from her love of riding animals. Her thin, blonde hair is easly thrown about by wind, and she typically wears solid green. However lightly or heavily dressed, it's gotta be green.
Personality & Background - Shalin is a carefree, lackadaisical elf--much more free-spirited than stereotypical society would indicate. In general, Shalin does not understand why rules are the way they are, and doesn't like following them unless she knows why they exist, often making the mistake that is the very reason for such rules. She needs to have the purpose behind the rules explained to her, or she will ignore them if she thinks she knows a better or more entertaining way to do something.
Shalin's most distinctive trait is her love of riding animals. She finds mundane mounts such as horses very boring, and as such, loves unusual mounts. Whether they're land, sea, or sky, giant or small, cooperative or wild, she'll try riding any creature she thinks can support her weight and would be exciting to hop onto. One of her favorite uses of magic is to create a harness of thick, strong vines, using it to strap onto creatures normally too strong or wild to stay aboard.
Skills/Weaknesses
Wild Rider - Shalin is blessed with a natural affinity for wild creatures, she is drawn to them as much as they to her. In practice this affinity makes her more likely to bump into wild or tamed creatures during tasks and quests and (should she choose) any attempts at mounting and controlling these beasts is more likely to be successful.
Ride Wilder - Once per encounter, when casting a summoning spell Shalin may choose to instead summon a completely altered version of that summon. The altered spell produces a single summon which is increased in size to about that of a horse, allowing Shalin to ride it. The creature loses any predatory instincts it may have in favour of the empathy required of a loyal mount. Does not allow a mount to fly until LSS Level 7.
CRYPTOMANCY - Your knowledge of the summoning arts allows you to summon the rarest of creatures with unique abilities.
Lvl 1. Summon Gorions - Summon a trio of crystal eating beetles from the Alogean Mountains, their diet of Alogean crystals having granted them elemental attributes. You choose crystal type on learning.
Lvl 2. Summon Coatl - Summon a winged venomous serpent from the caves of the Oscaran regions of the Alogean Mountains.
-------
Lvl 3. Summon Nynx - Summon an extremely intelligent and stealthy black cat from the Chakosan forest. Has an extremely long prehensile tail.
Lvl 4. Summon Cockatrice - Summon a bizarre creature from deep within the Sekoran Forest, with the body of an iguana, ostrich-like neck, and wings, talons and head of a rooster. Its crow causes panic and its gaze is mesmeric.
Lvl 5. Summon Torsyr - Summon a rare lizard from the Isle of Nadra. It stands 3' tall, and walks on its hind legs akin to a raptor. Its scales are an extremely dark shade of green. Its tail and head resembles a viper with catfish whisper. Its fangs and whispers drip with poison and it has the ability to mimic human speech.
Lvl 6. Summon Galoth - Summon a monstrous mammoth-like creature from the Northern Tundra. These beasts have reddish fur that is resistant to spells 4 and below, and long tusks that chill and freeze. They stand about 10' tall, weighing nearly 9 tons.
Lvl 7. Summon Hippogriff - Summon an extremely rare creature with the body of a white stallion and the head, talons, and wings of an eagle.
Lvl 8
. Summon Windreavers - Summon a trio of rare and feared predators from the Lutharin Mountains. They are the size of large wild boars, six legged and hunchbacked, with red skin the texture of stone and almost as tough. Their heads are stubby cylinders with no jaw, just an ever open maw, 2' in diameter, in which a pair of fang studded tongues constantly writhe and churn. They eat by lashing out with these tongues, wounding and/or ensnaring their prey, then pulling it into their grinder of a mouth. The name comes from the howling wind sound their mouths make they run, which they can do extremely fast.
Lvl 9. Summon Harpies - Summon six horrible creatures rumored to haunt the swamps that border the Greevan forest to the west. They have the torsos and faces of wild, feral women, but the legs, razor talons and wings of leprous vultures. Their black feathers cove]r most of their torso but are as hard and as sharp as blades.
Lvl 10. You may go on a once in a lifetime quest to seek out an extremely rare creature. Once found, you will gain the ability to summon it.
Weapons
> Ironwood Lance
Non-Weapon Items
> Exotic riding tack
> Adventurer's kit (lantern, rope, trail rations, etc...basically, common sense stuff for a wilderness adventurer to have)
Spells
Bestial
L1 - Summon Rat - Summon forth a rat to follow your commands.
L2 - Summon Roadrunner - Summon forth a roadrunner to follow your commands.
Well she's got an interesting set off abilities, but from what I can tell it was intended to add versatility to the character and I think it avoids giving her a combat edge. Add a note to Ride Wilder saying that it doesn't allow flight until you've reached level 7 of your LSS and edit your LSS to reflect what current level of it you are are and you're approved.
Please let me know if I missed anything! Thank you.
Stats & Descriptions Name - Khrys Destoyvich Race - Human Age - 29 Affiliations - Peackeeper Appearance & Apparel - Khrys has beautiful hazel eyes. She wears light pink gloss. She is overly conscious of her morals, which are slightly longer and sharper than her other teeth. Her tastes in clothing are fashionable yet pragmatic: a navy skirt, black leggings and leather flats. Her skirt is star patterned with a glitter outline. In the light it sparkles, and at night it shimmers. She has a light metallic crown, it looks handmade. On her non-glove hand she wears several bracelets and a ring on her index finger. Her gauntlet goes halfway down her arm. At her wrist there is a an open grey iris. The pattern of the rest of the glove is random, like wind. Her sandals
Personality & Background - Khrys has ventured off from her family to live her own life. She rejects the conventional 'male/female' dynamic and believes she can enjoy life in her own way rather than follow a tired old script. With enough money to start her journey she left her home to find her own way. She arrived in Epicrin because that seemed liked a better place than any to begin an adventure. Khrys has a love of architecture, art and music. She enjoys exploring new places, and the company of friends. She can manage on her own but will not turn down good companionship especially if it leads to an adventure or two.
Skills/Weaknesses
Nautral Charisma
Average Strength
Flickers of Memories Past
During a conversation with a NPC, a random image/word may appear to Khrys (Effect controlled by WM).
HAND OF WILL -
A gauntlet, tailored to the style of your choosing, capable psychic enhancement. Made of a bronze-tough silver alloy veined with amethyst.
Lvl 1. The touch of the gauntleted hand has a charisma effect.
Lvl 2. Touching an item with the gauntleted hand will can give you a mental impression of the most recent people to have touch it.
Weapons Rod of Encouragement- Originally a diviner's rod, it was retooled when it never found a basin of water after several uses. A four foot staff with an obsidian orb attached at the tip.
>The staff is steel strength but not made of metal. The orb gives off a feint hum when someone is frightened.
Doesn't look like you missed anything. Although the there is the issue of the Race. The event that was going to make Dhamipyrs a viable PC race never actually got off the ground because the mod in charge went MIA and it wasn't picked up by anyone else.
So I'd say switch over to Human for now and when I get round to picking up that plotline I'll make sure Khrys gets a chance to have the change.
Edit: Also, Epic City is called Epicrin this time round. Who are you?
Not for approval, posting a Mausinaries PC for records purposes. Deceased - See Miko Wyberg
Name – Ginko Zhong Race - Human Age – 21 Height – 5’7” Weight – 115lb Appearance – Was Decent. Looked a bit worn out though. Her garb was downright pedestrian - pants, shirt, cloak, satchel, etc. She had other clothing tucked away for less kindly weather. Or fancier weather, should she have ever been invited to a party she couldn't get away from (She never was). Background – In a distant land, across the sea, there lay a farming village whose spirit had been broken by endless plagues and drought. But all was not lost, for a more literal spirit offered its favor. For a price. And so began the offering of sacrifices to the powerful spirit in exchange for prosperity. Cows, sheep, maidens, anything the spirit wanted was freely given year after year. Ginko was unsurprised to learn she was no exception to this rule. She was bound; dutifully held in place until the searing maw of the spirit or slow consumption by its newly-created young scrubbed her from this world. Her fate was revealed to be the later. Many victims would curse the attached young spirits from the altar, but Ginko decided that was pointless. It’s not like the newborn things had any say in this manner. So she tried talking to it to instead. The tiny spirit could not talk back, but it did seem to enjoy listening so she continued the practice. Days turned into weeks as Ginko’s frequent conversations with the growing spirit child slowly became sparser and sparser. One day Ginko didn’t open her eyes at all. The time to finish it had come, and the spirit child was at least smart enough to know what came next. Severing the attachment, shifting mastery of the bindings, shaking Ginko awake, and leading the frail woman away from the village was the obvious choice, it felt. Some treasures were worth any measure.
Four years later the duo arrived in Bakara.
Accomplishments!
> Was hired to kill the regular king (as opposed to, say, an ancient god-king of monsters) of a foreign country!
> Was captured while doing the above, resulting in her being sentenced to death by elixirfication.
> Failed to escape before processing was complete.
> [Post Death]- The elixir was gifted to a unfavored noble as an insult. The noble, in turn, gave the elixer to a trader under the guise of showing the king's powers abroad. The trader was, of course, given secret orders to sell the Elixir to something suitably insulting. A demon, perhaps.
> [Post Death] - The trader received a tip off regarding a half-demoness that was the perfect mix of finery and common blood for his purposes. He might have researched her exact condition a bit better though...
Other Stuff
Skills, Weaknesses, and Magics Whittled Candle- Ginko’s experience on the altar did not leave her unscathed. Her starting strength is Weak and her endurance is similarly lacking.
Wanderer – Ginko has picked up many little skills since escaping her village, becoming a virtual encyclopedia of basic survival both in cities and without.
Little Wisdoms – Although she isn’t sure why, Ginko’s ordeal left her with the uncanny ability to find reading materials on her person. These books, scripts, notes, and other bits of writing are usually little more than treatises on the commonly known affairs of the area but occasionally a how-to guide or even a map finds itself on her person. These materials remain only so long as they are needed before vanishing as mysteriously as they appeared.
[color=goldenrod]Spirit Child (Spirit Guide) – A new, more mutual bond has formed between Ginko and the child in the wake of the severed attachment. The child itself can be described thusly: A virtually neckless body and head made of puffy clouds with a clockface embedded into its back. The symbols the clock hands point at change from time to time, and are never numbers (They do, however, tend to depict Ginko). The spirit's eyes are bubbles of water, a few leaves are its hair, and its tail is a golden harvest of wheat. Its 'wings' are bleach white bones strung with ribbons, hair, paper talismans, the occasional feather, and little rabbit feet on chains. All except the feet are continually blown back as though in a windy tunnel. The spirit itself floats through the air with ease. Occasionally little toddler-like limbs made from clouds emerge from the body; the spirit otherwise goes without arm and foot. The spirit’s mouth, which is more accurately the parting of its face-cloud in a vaguely mouth-like fashion, reveals teeth of broken glass and pebbles. The spirit can make gurgling noises that sound much like a cow at the bottom of a lake, but it does not speak. It does, however, appear to understand Ginko. Starts 4” tall, 5” long (not including the tail), with a wingspan of 7”. Starting limb strength is Below Average.
<Levels currently under construction – nothing is final! Nothing! Bwhahahahahah>[/color]
Level 1 – The child can enter the spirit realm at will, although it can only return to the living realm once per encounter. The latter manifestation dazes the child for a post. (8” Tall, 10” long, 1’3” Wingspan) Level 2 – The child develops a bony half-mask on the upper half of its face whose eye holes can expand, contract, twist and turn in bizarre ways. Its bite becomes as powerful as an alligator of its size. (1’4” Tall, 2’ long, 3’ wingspan) Level 3 – Lunar Binding: Once every 9 posts the spirit can choose a target, a starting moon phase, and a one of four traits (Strength, Speed, Agility, Endurance). The starting phase cannot be ‘new’ or ‘full’. Using this ability causes the clock on its back to have 8 symbols, each somehow representing a different moon phase. Once begun the clock hand cycles through one phase per post, possible boosting or reducing the effected trait. For example, strength + full moon would increase the target’s strength by 2. Quarter(half lit) moons have no effect. The ability lasts 8 posts and cannot be ended prematurely. (2’8” Tall, 3’6” long, 5’ wingspan)[/color][color=silver] Level 4 – The fat puffiness of the child gives way to a more toned maturity. The spirit’s body is now as durable as stone and its gullet becomes capable of safely digesting most materials and toxins. (3’6” Tall, 5’ long, 7’ wingspan) Level 5 – The liquid eyes of the child can now glow whatever color(s) it desires. Once per encounter the spirit can flap its wings to create a transient gust that flows through others. The spirit may either grant great or terrible luck to all so effected. Luck effect lasts until end of encounter. (4’ Tall, 8’ long, 12’ wingspan) Level 6 – The spirit child can form any number of limb pairs along its bottom side, but no pair may be closer than a foot to any other. The limbs' horizontal range of motion is limited. The wheat tail splits, becoming more like a weevil’s.) (4”6” Tall, 12’ long, 18’ wingspan) Level 7 – The spirit child can freely grow and lengthen its limbs, up to a maximum equivalent of a Strong adult human. Numerous Twigs, leaves, and wheat emerge from the top of the child's back like a mane of hair. (5’ Tall, 14’ long, 21’ wingspan) Level 8 – The child can have up to three lunar bindings in effect at the same time so long as none of them share a target, starting moon phase, or trait choice. The glass shards within the child's maw become as tough as iron. Level 9 – The child’s Lunar Binding gains two new trait options. The first, Magic, increases or decreases spells per post. The second, regeneration, either greatly increases healing rate or causes injuries to worsen much more quickly. Level 10 – The child gains another concurrent use of lunar binding, except it creates a 100’ aura instead of effecting a specific target. All within the aura benefit/suffer from the effect, even if they are being effected by another binding. The child is not immune to the aura.[/color]
Magics – Spells Ginko picked up during her travels. Storm
>>Lvl 1 - Whisper - While speaking in a whisper, you can manipulate the air to carry it to the ear of anyone within your sight. Spirit
>>Lvl 1 - Divine - Sense if any spirits are in the area and their general mood.
>>Lvl 2 - Peer - You are able to see and decipher other people's auras, revealing their emotions.
>>Lvl 3 - Anchor - Tether a target's life-force to their current location, causing them to feel a psychic pull towards that spot and weakening them the further they move from that location. Only lasts five posts and can only be cast on each target once per encounter.
Weapons
Sacrificial Bindings – A 20’ long 2” think ironwood rod with a pair of 4” thick cylinders at the end. Two dozen Ironwood rings, each 1” thick and 1” wide, hug the pole tightly and can, with effort, be pushed around the bar as though on an abacus. The sacrificial bindings are enchanted with the equivalent of a sapphire imbue, a jasper imbue, and managed animation. Since her escape with the spirit child the bindings have mindlessly obeyed Ginko’s will, showing no initiative of their own whatsoever.
Other Gear
> Various clothes.
> Waterproof void satchel that won’t be mentioned again as no one keeps track of encumbrance or general non-quest food/water acquisition. >> Basic Survival Gear + Dried food + Waterskin.
Stats & Facts Name – Miko Wydberg Race – Human(Foreign)/Fenette Demon Hybrid Age – 21 Height - 5'7" Appearance – A build far less lithe than that of a full fennette, her curves adorning a more average frame. Long, waist-length hair whose color alternates between thick bands of black and silver. Pale ocher skin that is otherwise typical of the luminous fennettes. Irises that swirl with brown and gunmetal grey. A woman who smirks often, smiles honestly, and grins once in a blue moon. Apparel – Miko wears a long black vest, jet black trousers, a silver sash with 1" black zig-zaging lines at the ends, and a striped shirt that alternates the black of a starless sky with a deep tyrian purple. On the vest's back is a stylized sun consisting of an inner purple spiral and disconnected silver lines with a distinctive brushed look. Her black boots are pretty average looking. A leather voidsatchel is perpetually at her side. Affiliations – Artificer (Mage/Machinist) Background - Twenty one years ago, two babies were born. The first cried out in the dark, but would only find warmth beneath the sunless sky. The second, born across the sea, could have taught the first what it meant to be cold; even beneath that blazing orb. But opportunities arise, and tragedies occur. The first would develop a power beyond her control, one that threatened her very existence. The second would finally find warmth when she needed it the most. Both would set out. The first needed to find control, a nervous noncombatant pushing herself into the heat of adventure in hopes of being forged in that fire. The second, tempered long ago, knew only where she didn’t want to be.
Fortune returned to its former state – the first found allies that pushed her forward in spite of her own weakness, while the second would find disaster on her first real mission. And so it appeared that it would end as it began – the first well on her way to returning to her ordinary life of warmth and companionship, and the second to be gripped in the pale of death until even her spirit was subsumed by another.
Only then did the two meet, the first unknowingly consuming the second … only to be consumed herself.
Hum of the Universal Thought – Misty’s Bane, and Ginko’s savior.
> Miko can feed on emotions via prolonged physical contact, mentally exhausting the subject while giving her sustenance. This ability takes a few minutes and, although pleasurable to the victim, is easily resisted. The 'taste' and amount of sustenance depends on the strength and type of emotion(s) the victim was experiencing.
> The negative aspects of this ability, and the ability to feel out the emotions of everyone within the general vicinity, appear to have been mostly burned out. That said, Miko still occasionally suffers from headaches in very large groups.
Tarnishing grasp - Although nowhere near as strong as an actual Fenette demon’s touch, metal objects Miko frequently come into contact with tarnish over time. This doesn’t happen quickly enough for combat unless she is fighting some manner of clockwork glacier. She usually wears gloves and the like when working with her machinist devices.
My favorite animal is steak. – A remnant of Misty’s, Miko has found herself in possession of rather fantastic cooking cooking skills. The former demonness had aspired to be a chef, after all.
If you ever need a helping hand, you'll find one at the end of your arm – Ginko lived with only the dependent spirit child as her companion, and Misty was a wealth of trivial skills. Thus, it should come as no surprise that Miko possesses a variety of little skills and wisdoms – such as “Sowing skills that are okay but not anything to write home about” and “knows what you need when trekking across the desert”.
THE LINK - Establish a lifelong mental link with a single person of your choice, allowing the two of you to share information, skills and awareness. Once established with a person this link cannot be broken to moved to another. Other person does not need to have The Link.
Lvl 1. You and your linkmate can share each others emotions.
Lvl 2. You and your linkmate can share each others senses.
Lvl 3. You and your linkmate can share each others thoughts.
Lvl 4. You and your linkmate can share each others nonmagical skills.
Lvl 5. You and your linkmate can share each others level 5 and lower spells.
Lvl 6. You and your linkmate can temporarily extended a portion of The Link to other party, sharing emotions, thoughts and senses with up to two willing other participant for ten posts or forcing them on a single unwilling participant for three posts. These limits are per person per encounter.
Lvl 7. You and your linkmate can share each others magical skills
Lvl 8. You and your linkmate can combine your wills to splice together a spell each of you knows into a single hybrid spell. Can be done four time per encounter. Uses one of your spells each.
Lvl 9. You and your linkmate can share all of each others spells.
Lvl 10. You and your linkmate can extend this link to a third person.
Artificer benefits: Tinkering & Gunsmithing – Helping a device become whole again, the slow yield of progress beneath her hands, that satisfying 'click' when everything fits together.. Miko would recommend tinkering to anyone.
Clockworks – The art of transferring energy by passing it through a number of spinning components. Spinning, spinning, spinning... Lvl 1 - You can build pre-designed Novice Level devices. Build two to level up. Lvl 2 - You can Invent Novice Level devices. Invent two to level up. Lvl 3 - You can build pre-designed Apprentice Level devices. Build two to level up. Lvl 4 - You can Invent Apprentice Level devices. Invent two to level up. Lvl 5 - You can build pre-designed Journeyman Level devices. Build two to level up. Lvl 6 - You can Invent Journeyman Level devices. Invent two to level up. Lvl 7 - You can build pre-designed Expert Level devices. Build two to level up. Lvl 8 - You can Invent Expert Level devices. Invent two to level up. You can also now move into an additional school of technology. Lvl 9 - You can build pre-designed Masterpiece Level devices. Build two to level up. Lvl 10 - You can Masterpiece Novice Level devices. Invent two to level up.
WildGear Savior – A summon granted to Misty via a pact with a guardian spirit that self-summons and self-maintains whenever Misty is helpless and unable to defend herself. Misty cannot otherwise call upon it. The summon remains until Misty is safe [or dead].
For some reason the Savior continues to come to Miko’s aid, as though it has set itself to at least protect what little of the former woman lives on in this new one.
The Savior has a bear’s body with a Gorilla's limbs sewn onto it, its joints ripped out and replaced by clockwork springs and gears. The Bear-rilla bleeds slowly from its joints, including a plainly metal spine that pokes out of its back at regular intervals. Its stomach cavity has been hollowed out and replaced with a storage area.
>The savior’s flesh as tough as leather.
> Crafter’s Armory: Inside its body is a Swiss-army-knife of machinist tools, such as screwdriver, hammer, saw, that sort of thing.
> Sealed Mind: The Savior's mind is not effected by mind influencing/altering effects and abilities that would be effected by its mental presence act as though it isn't there.
Communication is what gets through, not what is sent. - Miko can allow any of her summonings to share her senses, allowing them to better orient themselves and potentially alert them to dangers.
Spells and Magics Mind
1 - Retain - Anchors a memory or thought in your mind, ensuring you do not forget it or be made to forget it unless you will it. Does not need to be maintained, but retaining too many things at once can lead to confusion. Misty’s previous retainment has been wiped away.
2 - Veil - You can't be directly targeted by spells for the next two posts. Cast only once per encounter.
3 - Self-Aware - Passive. You are instantly alerted to any attempts to alter your thought processes or emotions. Does not prevent the effect, just makes you aware of them to try and deal with the influence.
4 - Daze - Disrupt a target's mind, dazing and disorienting them.
5 - Summon Mind Aspect - Summon an owl with feathers of silver and eyes of gold. Its gaze, if met, is mesmeric.
Spirit(From Link with Christov)
1 - Soothe - Calm the emotions of another, the more intense the emotions, the less effective this spell is.
2 - Vibe - Send out a wave of spirit energy that can sense the general direction of any hostility aimed at you.
3 - Hado - Release a blast of spirit energy from your hand, a baseball sized projectile that hits with the force of a punch. Color depends on your mood.
4 - Inner Champion - When Misty used this it caused her to grow taller, lither, and resemble her ‘mother’ even more. Her telekinetic talents manifested in aura that acted like leather armor, stone-hard around her hands and feet, and a homeguide effect on all her possessions. She could not cast or maintain other spells or summonings as long as this is in effect or for a post afterwards.
5 -Hado-Ken - Release from your hand a projectile forged from your life-force. For Misty this projectile WAS a translucent silver in the shape of her head, hair trailing behind it like a comet tail. It hits with the force of a very strong punch and marks then with an emotional link to Miko that accelerates the effects of her emotional feeding.
Force (From Link with Christov) Empower - Magically augment the force created by your movements, effectively increasing your physical strength level by one. You can only have one instance of this effect placed on your body at once, or else the unnatural stress it puts on your body will cause severe injury
Weapons Magical
> Eternal Crossbow – An ironwood crossbow capable of secreting sap that hardens into a bolt about as quickly as reloading a normal crossbow. The bolts deteriorate after about an hour. The bolts created by the crossbow gain the benefits of any enchantments on the crossbow itself.
> Mind Dagger - A steel rapier dagger with a silver guard and navy silk wrapped hilt. Parrying a weapon with this dagger instills a subtle suggestion in that weapon's wielder's mind that the weapon is useless. The more you parry any given weapon, the strong the compulsion to stop using it and switch to another weapon or fight unarmed. Miko is very careful to not touch the metal bits, having the guard wrapped in silk as well as the hilt.
> The Cleaver -An enchanted self-cleaning crystalline cleaver with a finely-crafted ironwood grip. Designed for cooking, not killing. But it is passable at the latter.
Mundane
> A wooden staff.
Non-Weapon Items - Accessories
Soul Genesis Habiliment(Worn) - An outfit consisting of a long black vest, jet black trousers, a silver sash with 1" black zig-zaging lines at the ends, and striped shirt that alternated the black of a starless sky with a deep tyrian purple. On the vest's back was a stylized sun consisting of an inner purple spiral and disconnected silver lines with a distinctive brushed look. The outfit also included a pair of long socks whose colors matched the shirt, but they wouldn't be visible on the boot-wearing Miko. Soulidification - If so willed, the garment saps the energy from its wearer leaving them weak and unable to cast spells regardless of other effects for the rest of the encounter. The wearer's soul manifests a powerful creature that will guard it's creator fiercely, possibly against friend as well as foe. Soulspiration - The wearer can imprint their soul onto any imbueable item(e.g. Lutharin Crystals) they own, prisming its abilities to the wearer's true nature. This process is extremely taxing and leaves the wearer too wearied to move with any speed or strength or cast spells, regardless of other effects for a considerable period (2 weeks real time).
> Traveler's Cloak(Worn)- A midnight blue hooded cloak made of thick, dense wool. Impervious to wind and rain, and also to Water-based magic. Also allows the wearer to blend into the shadows undetectably, even deeper than a shroud spell.
> Voidstachel(Worn)
> A Nice Coat - A belted half-trench jacket with a fur lined hood for colder ventures.
> Miscellaneous Traveling Clothes
Non-Weapon Items - Miscellaneous Magical Magenta Cooking Gear: A set of self-cleaning crystalline cooking implements with ironwood grips. A gift to Misty from her parents. Includes knives, but aside from the cleaver Miko would have to be desperate to try using any of them in battle.
Magic Tea Cup: - Pour in an Herbalist Tea and it will refill with it at the beginning of each encounter. It is possible to fill it with a new tea thereafter change the type. Autumn Spice Rack
>The spice rack allows anyone who eats meals prepared with its contents the ability to gradually weaken plants and wooden structures with prolonged contact. In addition the spices can be used offensively by throwing them into a person's face. The experience is as unpleasant as it sounds, prompting coughing and tears.
> Chronicler - A faded, but regal looking book of various magentas and violets. The colors unite in the center of the spiral that marks the front. The chronicler details the history of the person it was written for, continuing to expand and update itself with the original owner's tale till the day they die. Or possibly beyond it, if their ghost does anything page worthy. For some reason this book, designed only for Misty, continues to tell Miko’s tale – and now possesses a record of Ginko’s as well. Miko cares little about her own record, but it pleases her to know that the spirit child won’t be forgotten.
> Transference Seal
Mundane
>Machinist Toolkit - Contains a hammer, nails, screws, a screwdriver, pliers, wire, bolts, nuts, a crankdrill, grease, rags, oil, and a soldering stone that can be used to slowly heat metals for bonding. She presumably has non-metallic versions of these items.
Race - Nadrask Nickname - He used to go by Mend, but after the incident, prefers to be called Lich. Age - 40 Height & Weight - 5’10 & 150 lbs Strength - Average Affiliations - Initiates Hidden Name - Corpse
Appearance/Apparel - Lich has a very skull like face. The burns that he suffered through caused him to lose most of his nose as well as his lips. Although he once sported jet black hair, long in the front with the back completely shaved, hair no longer grows from his head. Lich’s skin is pale and taught due to scarring. He wear’s light clothing so as to not overheat and generally wears bandages wrapped about his lower face to cover up his most disturbing features. His Gatahara, although damaged in the fire, are still recognizable as a perfectly round eye, half closed.
Personality/Background - After Mend told the wrong man that misfortune was coming his way while telling his fortune, the Nadrask’s home was set ablaze late at night. During the fire, Mend’s wife, Abigail, was killed and he was horribly disfigured. Mend had also come close to dying but was brought back from the brink by healers that had been summoned to the scene. Sadly the fire was unnatural and the damage it had caused to Mend’s face and skin could not be fully reversed. The horrible incident caused something in Mend’s mind to change and he no longer saw the world, himself, or others the same. Due to his disfigurement and the fact that he himself believes that he has died and is being forced to suffer through both hell and separation from the woman that he loved as punishment, Mend now prefers to be called Lich.
Strengths & Weaknesses
Special Abilities & Personal Faults
The Deck Knows - Lich’s family had always been known to be con-men, pretending that they could tell the future with a simple deck of cards. Lich can use any deck as a tarot deck with great skill and ability.
The Flames of Perdition - Lich is very afraid of fire, both those that are natural and those that are magical in nature.
Walking Corpse Syndrome - AWAKENING - As your mind’s power is awakened through the advancement of your Mind magics, its personal idiosyncrasies and traits become magnified. Your self image and any fears, neuroses, strengths, and character traits you possess magnify and manifest as abilities and/or physical changes. - After being brought back from the brink of death, learning of the loss of Abigail in the fire, and seeing his own ghoulish face for the first time, Mend's mind couldn't handle the stress. The only thing that made sense to him was that he was dead and in a hellish version of the world that he had used to live in. Nothing can convince Lich otherwise and the only reason that he continues to go through the motions of the living is that maybe he can one day gather enough strength to escape the horrible world he's become trapped in.
Lvl 1. Lich's near death experience unlocked his latent psychic potential. His fears and belief in his delusions manifest themselves in his own perceptions of others. Lich sees people with ill intentions as horribly disfigured in his peripheral vision and sometimes when he blinks.
Lvl 2. Lich's complete belief in his new reality has caused his psychic field to start to effect others as well. Lich speaks the language of the dead, which is universally understood. Others always hear Lich speaking in their native tongue.
SPELLS MIND
Lvl. 1 - Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking.
Lvl. 2 - Veil - You can't be directly targeted by spells for the next two posts. Cast only once per encounter.
Society & Guild Requirements, Limitations, and Benefits Fear of the Eye Oath of Dominion Cipher The Uninitiated Cabal Therapy The Power of Knowledge Forbidden Truths - Cold Reading - When Lich works with a deck of tarot cards, he pays no attention to the cards in front of him, even though his attention seems focused on them. His focus is actually on whoever's fortune he is reading gauging their reactions and gaining glimpses of insight into their past and personality. Shadow Trade Inquisition Might and Magic - Magic Initiate - All initiates start out at this rank. You are given a glimpse of knowledge that allows you a minor ability.
>4 points
PETS
ITEMS
WEAPONS
Magical Card Sharp - A set of normal looking and feeling playing cards, their mass and modifier amplified by earth magics to turn them into viable throwing weapons.
Mundane Ironwood Bludgeon
ARMOR
Magical
Mundane Leather Vest Leather Cloak
NON-WEAPON/ARMOR ITEMS
Magical
Mundane Deck of Cards - A normal deck of cards that Lich keeps with him always. Backpack - Filled with various sundries.
NAME - Morian'yeth(rain) RACE - Nadrasks AGE - 25 AFFILIATIONS - Machinists Guild, Warriors Brotherhood APPEARANCE AND APPAREL - Rain is 6'2",With shorter black hair and blue eyes. He wears a pair of welding goggles with adjustable focus for doing detailed work as well as brown leather pants and a white shirt. on his right hand he wears a a brown glove made of sturdy but flexible leather. His entire left hand is a hollow metal shell if a hand that functions in the most basic functions and will be improved upon in the future. He has a pack that he carries on one shoulder containing the basic tools of a machinist as well as leather battle attire. He wears sturdy leather boots made for walking. PERSONALITY AND BACKGROUND - Rain is a very reserved person who is prone to sitting back and pondering each move carefully . He tends not to charge into battle without planning each point carefully .During the early years of his life his hand was badly injured causing him to lose all fingers and half of his hand as well as all feeling. This deformity began spurring him to find a use of his superior intellect to construct a clock work hand, even though the one he has now functions only in the most basic of respects. While doing this he discovered the thrill of being able to combine man and machine. This new found obsession has led to him to be condemned by certain people for the unnatural abomination he seeks to make him self. His ultimate goal is to create the perfect blend of man and machine ,with a body that will never age and that can be repaired and augmented at whim.
SKILLS Thoughts Like Clockwork - Rain has always had a certain affinity for mechanical objects, understanding them better than most. Where other people see a clock Rain sees a whirring mechanism of interconnected pieces, none of them worth a copper without the rest. (Awakening)
Lvl 1 - Ticking - Everywhere he goes, no matter the distractions around him, Rain hears a slow, steady ticking. This constant ticking allows him to keep perfect time and can be focused on in order to help resist or overcome mind altering effects. Intuitive Analysis - Rain's knack for analyzing machines extends into the realms of physical combat. Rain is slowly becoming a master of a combat style that prioritizes understanding yourself and your opponent for maximum efficiency. [Battle Posts: 0]
Lvl 1 - Nothing escapes the steel trap that your mind has become, you can recall the specific details of everything that happens during a fight. Elbow Grease - Rain is a fully fledged member of the Machinist's Guild, specializing in the Clockworks field. This currently allows him to build Novice level devices. (Clockworks Level 1: Build 2 Novice Devices to Advance)
smithing WEAKNESSES
He is weak to fire and is not a strong swimmer due to his heavy metal hand. If the metal on his body becomes wet or muddy it must be cleaned soon or else it will start to rust. Which in the future will cause gears to stop working.
WEAPONS
Basic spear made of iron and with a wooden shaft
NON WEAPON ITEMS
Machinist Tool Kit - Basic machinist tool kit as well as a small amount of gears springs and sprockets that can be use to repair or build new contraptions .
Void Sack- a bag seemingly infinite space
Clockwork Tool - A crank tool geared to magnify force and movement, has saw and drill attachment GOLD - 150
Unearned levels of Thoughts Like Clockwork
Lvl 2 - Tocking - The ticking of clockworks are like a language to Rain. So long as he can spend a few moments listening to the ticking of a machine, he can determine how the machine works, if not what it is for.
Lvl 3 - Clockwork Grasp - Rain wakes up in the middle of the night, dripping with sweat and abuzz with inspiration. Within the hour he has found everything he needs to produce a set of blueprints and committed the fruits of his dream to paper. The result it the blueprint for a clockwork hand, perfectly tailored to himself. Rain also finds himself able to interface with clockwork technology almost flawlessly, where any other person would struggle to get his hand twitching, Rain could play the piano.
Lvl 4 - Winding - rain's grasp of the nature of clockworks extends to an understanding of the most efficient configuration of cogs and gears. Any clockwork created or worked on by name becomes more efficient in some way.
Lvl 5 - Grinding - The Clockwork Grasp may be upgraded to incorporate a set of grinding gears in its palm. These gears can be used to crush stone or shred flesh.
As yet unlearned Blueprints from Thoughts Like Clockwork
Clockwork Grasp - An intricate lattice of iron in the approximate shape of a human hand, possessed of three equally sized fingers and one thumb. The inside of the lattice is filled with innumerable brass cogs, wheels and chains. The hand has all the dexterity and movement range of a normal hand. Though it can apply slightly less pressure than a normal hand, its mechanisms can be willed to jam in place, preventing any of the joints from moving at all. This allows the hand to have a nearly unbreakable grip and deliver resoundingly solid attacks. (The hand must be wound up occasionally, though it can run for extended periods.) [40 Gold in Materials. Requires the ability to produce Apprentice level devices.]
> Grinding Grip - A set of balanced and countersunk gears that rotate at an intense speed built into the palm of the Clockwork Grasp. These grinding gears are made of steel and covered in jagged spikes and hooks to caused as much damage as possible. A slow grind can be maintained for a long period of time, making grips with the hand more uncomfortable as they tear at the skin and caused damage over time. Bursts of intense grinding will cause more serious wounds and have the capacity to break through stone or damage weapons, two of these bursts is enough to deplete the stored tension in the Grasp for the encounter. [30 Gold in Materials. Requires the ability to produce Journeyman level devices.]
Unlearned levels of Intuitive Analysis
Lvl 2. Your ability to dodge, block or deflect a specific attack increases with each repetition of that specific maneuver.
Lvl 3. Note the stress points of your opponent's armor, effectively increasing the material modifier of your attacks by one when determining whether their armor is damaged or disabled.
Lvl 4. Attacks on your mind or emotions only work once, after which you become immune to that manipulation until end of encounter.
Lvl 5. Note the weak points in your opponent's defenses, giving you an effective strength level against a single opponent at a time.
Lvl 6. Analysing the environment grants you a perfect mental landscape. Without looking you are completely aware of the physical layout of the area, allowing you to fight over and around obstacles seamlessly.
Lvl 7. Once per encounter you may choose a physical ability a target has used an analyse it completely, your body instinctively counters or dodges that maneuver, allowing you to focus on other things.
Lvl 8. Your ability to notice stress points improves, noticing the weak points of your opponent's weapons as well as their armor and increasing the material modifier of your attacks by another level when determining whether their weapons or armor are damaged or disabled.
Lvl 9. Once per encounter you may choose a magical ability (spell, ability, specific LSS level) a target has used and analyse it completely, so long as the ability affects the physical world your body instinctively counters or it, allowing you to focus on other things.
Lvl 10. Thrice per encounter, you may devise a devastating counter-attack to a previously seen maneuver or tactic. This counter-attack is unblockable but cannot be deadly.
It's a Barnum and Baily world,
... just as phony as it can be,
But it wouldn't be make-believe
...... if you believed in me
....... "It's Only a Paper Moon,"
— Billy Rose and E. Y. "Yip" Harburg
Stats & Facts Name: Loire Eiriko Titles/Aliases/Nicknames: Eiri Sex: Female Race: Human (Eastern Islander) Age/Height/Weight: 17/5'4"/116 lbs. Appearance: Exotic and strikingly beautiful, almost disturbingly, though the kind of beauty that isn't derived from any kind of sexual desire, yet there is something about Loire that is plainly arousing and attractive. A small, slightly built and slender framed girl, in proportion to which her full breasts are ridicuously eye catching, and gorgeously shaped, they can be quite distracting. Pale yet warm skin, soft and smooth as silk. Her hair is straight and never-ending, of a black so dark it is darker than jet, with matching finely trimmed eyebrows. Eyes that are slightly off-set, and peculiarly mismatched, one a honeyed amber flecked with green and the other a turquoise flecked with gold. Girlishly thin lips, rosy pink and lacking any ornament or rouge. Lastly, a really charming scent of bamboo, and notes of orange blossoms, somehow mixed with a summer breeze fresh off of the Elexian coast. Apparel: A multi-tiered mage robe, split along each shoulder, where seperate layeres of cloth fall to her legs; it is a lovely pale green, threaded throughout with whirling cloth-of-silver patterns. The center tier has a matching hood, which Loire pulls up on occasion to protect her face from the elements, or just when she feels like it. Worn underneath her robes is a simple white cotton blouse, form fittingly warm. Learning from Myrdrinn that not all magic could be studied from the comfort of a candlelit archive, Loire wears a well-worn pair of pleated tan riding pants, not your typical foppish, ninny mage. Lastly, dark chamois leather boots adorn her feet, with matching gloves. Of note, a single thin silver chain with clasped locket; a silver square ring beset with an abalone round-cut stone on her right ring finger; and a star pendant earring in her left ear, very similar to the Mage Sigil, but more archaic. Background: Loire hails from a distant border nation somewhere close to Cathay. Of royal birth, she was spirited away from her home when her family's lands were overtaken as hostilities erupted and a border war ensued between the larger surrounding lords. Arriving in Elexia with a few loyal retainers, Loire was entered into the Mage Academy when she was little older than an infant. All she has left of her heritage and home is what she could learn from her cadre of protectors, the few royal guard who stayed ashore with her in Bakara to see she was raised properly. Adapting quickly, she was soon a young prodigy, taking the interest of a particular Archmage, she florished under his tutleage, buried in studies of magical theory and history, Loire forgot her home for a time, but no more; finally achieving graduation, the neophyte Taskmage has determined her sojourn is at an end, and readies herself to seek passage home. Affiliations: Mage's Academy (Epicrin); Apprentice of the Archmage Myrdrinn (deceased).
Skills/Attributes Tomefaire
Loire refuses to buy any but the simplest of spells from the scroll peddlers of Bakara. Instead choosing to learn through experience and analysis. Loire has an acute understanding of the nature of any spell she witnesses or feels being cast, especially if those spells directly affect her. Scholarly Interest - Loire can purchase only Level 1 spells from spell shops. The enmity between her and the scroll sellers of Bakara is entirely mutual. (She may learn spells from rare scrolls, though it leaves an unpleasant taste in her mouth.) Blue Magic - Loire's study and erudtion has bestowed her with a canonical memory and commanding knowledge of the Twelve Arts. She can remember each spell during an encounter that she witnesses or experiences being cast. This experience leaves an indelible and permanent measurable effect on her understanding of those spells. The effective base cost of each individual spell is reduced by -2 for each encounter in which Loire has encountered it or by -4 for each encounter in which she was affected by it, down to a minium base cost of 25. Filtered Through Intellect - Loire may return to her study tucked away in the Mage Tower at any time in order to reflect on her experiences and any spell she has commited to memory. She may learn any normally available spell she's encountered by using resources that cost the same amount as the spell, taking into account any discounts given by said exposure. This analysis and close reading has effectively turned Loire's memory into a Legacy Journal for any spell learned in this manner. All other rules regarding learning spells, such as knowledge of lower level spells still apply. A Close Study
Loire's matriculation as a student mage afforded her little else but time to perfect and master the relationship between a caster and the nature of magic. A top student in her graduating class, she never saw the advantage of focusing on one area or Art of study, instead choosing to delve into the interconnectedness of Natural Magic in the Bakaran wilds. This has left her with a focus and deeper understanding of how magic is weaved and expelled through spellcraft. Incanter's Trick - Loire may cast an additional Level 1 Spell per post as long as it doesn't share an Art with any Spell cast during the Encounter. Myrdrinn's Gift(Taskemagery Level: 1; Score: 4)
Myrdrinn was a simple peasant born in the area around Epicrin almost 100 years ago; incredibly long lived, he would become a local folk hero of sorts, legendary Archmage and teacher within the academy. A wizened old codger, he noticed Loire's potential from early on, and was to become her mentor and closest thing to a father figure. It was his guidance that started her down Jhaeros' Path, and it is in her that Myrdrinn's passion for magical study lives on. Through the vast and varied study of learning as many spells across multiple arts as possible, Loire gains a deeper understanding and mastery of the true nature of magic.
- Lvl 1. So long as you know any level 1 spell, you can extrapolate your magical knowedge from that and skip other level 1 spells.
Spells Known Light
1 - Lantern - Create a floating ball of light before you that follows you and lights your way with the intensity of a candle. Earth
1 - Sandblast - Release a burst of rough, scouring sand from your hand. Mind
1 - Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking. Bestial
1 - Summon Ermine - Summons forth a white, short-tailed weasel to follow Loire's commands. She's taken to calling him Merlin, and he seems to have the disposition of an old man. Learned Researching
Weapons Magical
> Kusanagi - Loire's Mage Water dagger, a kujang dagger with a silver blade and smooth coral hilt. Can generate ice around its teardrop blade to turn itself into an ice-sword. Mundane
> Chrysalis - A peculiarly large wooden boomerang banded with leather on the tips. Loire carries this on her back, though she's unable to throw it as yet. (Modifier 1)
Various Sundries
- Thin silver chain possessing a clasped locket; contents unknown, Loire rarely opens the clasp, and only in the privacy of her study
- An interesting painted mask, of some sort of character, possibly used in theater
- Lovely green and black lace folded fan threaded with gold
- Base and pestel, along with miscellaneous herbs
- A sagemono which contains a writing brush and ink
- A small inro within her robes to carry her gold
- A beautifully lacquered wooden box with foreign pictograms and calligraphy: contains letters Loire received on her coming of age. Very personal (in her room).
Morian'yeth(Rain): Mechanically he is fine, and the awakening was already discussed in the aim. However, it is not currently possible to determine what level his leveled skills are at. Usually people either:
1) Use colors, having the levels they have achieved be the color of that art (or for artless forum standard), and have the levels they have not yet achieved be silver.
2) Put unreached levels in a spoiler block.
3) Only have the reached levels present on the PC sheet, store future levels elsewhere.
4) Only have the reached levels present, store all future levels and stuff in a spoiler block at the end of the post.
Also, he gets tinkering/gunsmithing for being a machinist (EW guns are pretty basic must-load-on-site, inaccurate, not-that-deadly guns. Very early gun tech, basically). He also gets a some free device or another for joining. I forget what his options are.
I think he could have another minor ability.. maybe? I'm not clear on what he currently has/does not have regarding his hand. Are those future blueprints? Or does he already have both of those?
EDIT: Reformatted PC looks fine. In fact, he could stand to have another minor ability.
----
Loire Eiriko:
Mechanics: I know the mechanics of her minors were worked out with DAK, but what does "effectively turned Loire's memory into a Legacy Journal for any spell learned in this manner." supposed to do for her? I mean, as opposed to just saying she learns the spells. nEW Legacy Journals don't posses the ability to have spells removed from them.
Fluff: I think you asked DAK about Cathay/Joseon but I don't know how Bane would feel about it. He was really against using real-world location terms.
Stats & Facts
Name: Robert "Bobby" Brontus
Titles:
Race: Human
Age: 32
Height: 6'1
Weight: 240lbs
Affiliations: Blackguard
Allies:
Enemies:
Accomplishments: Has been kicked out of almost every bar in Vinterheim and is on his way to repeating the task in Elexia.
Appearance: Bobby doesn't exude good manners or fine sensibilities, he is overweight, bearded and usually looks like he could use a shower. Despite being from Vinterheim, his skin is a few shades darker than is typical for that region, approaching more of an olive hue. His hair is jet black and kept just past shoulder length and due to a lack of care is frizzy, almost approaching dreadlock. His beard is of the same color and long, falling down to his chest is a completely unkempt free flowing fashion. His large round face and small, slightly squinty almost black eyes would make him seem even more aloof however with his large build and noticeable stomach he can't help but come across as jovial.
Apparel: Bobby likes to keep his dress simple and dawns no jewelry or other ornamentation. His pants are of a simple cloth material and are a simple grey, usually with a smattering of what could be blood, grease or booze smeared across them. He almost always wears a simple white shirt with similar stains and always has a black leather vest on over it, oddly the vest is usually in pretty decent shape.
Background: Bobby grew up in Vinterheim, the child of two artisans who spent more time on their crafts then with their children. While most of his siblings did well enough in this environment, Bobby was constantly getting in trouble for fighting and spending whatever money he had at bars and brothels. Tired of the constant harassment from his family and Vinterheims authorities, the man moved to Elexia at age 17. While initially he struggled to make it in the big city, Bobby found enough gigs working as freelance "protection" for shipments coming into the ports. It was here that he also discovered a passion for fighting, taking his habitual drunken brawls into what can almost be considered an artform.
Skills and Abilities
Bar Room Brawler
Bobby may look like a big drunken fool whose about to stumble over and pass out at any moment but this couldn't be further from the truth. No matter how much Bobby drinks he is actually quite acrobatic and can easily perform a standing backflip and react quickly to threats around him.
Blackguard
More menacing than most thieves. Menacing!
Red Deck
Dirty Reputation - You develop a fearsome reputation.
Lvl 1. Intimidation effect against people that know your name or your likeness.
Fred
A particularly cute ivory white polar bear cub with pale blue eyes. Will grow into a huge, faithful ally. Bobby's best friend and constant companion, nothing will start a fight with Bobby faster than messing with Fred.
Drunken Fist
The art of fighting through mimicry of inebriation, using feigned unbalance and extremely fluid movements to fool, disorient, and surprise your opponents.
Lvl 1. Though practice you greatly enhance your balance, allowing you to more easily maintain it even when you appear to be on the verge of teetering over.
BP: 9
Spells:
Lvl 1. Empower, Strengthen, Slash
Weapons:
> A solid steel four foot long pole, roughly 9 inches in around. At the top of the pool is a solid sphere roughly 1 foot and a half in diameter. Strapped across the mans back.
> Speaker Blade - A blackened kunai throwing blade. Under most circumstances the blade produces no sound no matter what it impacts against, however the wielder may cause dagger to produce a high pitched whistling or screeching sound at will.
Items:
> A flask of Garrish Whiskey
> A Crumpled pack of cigarettes
> Book of matches
Currency
20 Gold
Jack
Allona
Stoz
Race - Jakari
Age - 18
Height -5’3”
Weight -120 lbs
Affiliations - None
Appearance & Apparel – Kumiko has golden eyes and a face as dark as charcoal, save for her chin. Even blacker still are her long, thick whiskers. Contrasting her face and ears is a crop of short but thick flame colored hair that almost matches the glow of her feline eyes. By day, her eyes appear more human while by night, the pupils form slits and her irises glow like that of a feral cat.
Another patch of black covers her shoulders and back, as if she was wearing a jacket with one sleeve long and the other short, cut off just below the shoulder to reveal a pale arm. Meanwhile, on the right side, the jacket extends down to her knee, covering all but the inside of her thigh. If the black jacket failed to completely cover any part of her back or sides, spots of orange finished the job. This makes her midsection and hind quarters appear almost symmetric, save for the fact that her right leg has orange fur where her left leg is black. Her left arm, unlike her right one, has the same white fur as her belly and neck.
On her farthest extremities, her coloration makes her appear as if she is wearing a different garment on each limb. A black patch on the back of her left paw looks like a fingerless glove on top of the pale fur of her arm. On the bottom, she seems to be wearing a black leg warmer on her left leg and an orange ankle-length sock on the right foot. However, she never wears any clothing, for her tricolored fur serves that purpose perfectly well. Her tail has alternating rings of black, orange, and white. Where she is not covered in orange or black, white fur dominates. Overall, she appears to be a calico cat with human proportions standing on hind legs.
Personality & Background – Kumiko was a Jakari potionist who chanced upon the ancient food brick in an open tomb while gathering ingredients for potions. Convinced that this was a sign of a greater destiny, she set out from her home to learn more about the brick and herself.
Skills/Weaknesses
Is physically fit and agile.
Level 1 potioning
Relic of Legend – The Food Brick
A mysterious brick of foodstuffs that is not fruit, and is not cake, but rather a monstrous melding of the two*. An enormous, round, unholy pastry, with great globules of red and green and what looked like they might be raisins, yet aren’t*. Where did it come from? How did it come to be? Why does cutting it sound so much like the wailing of a thousand dead upon a dark wind? Kumiko doesn’t know. But she will find out.
*Description from other source.
Weapons
Bow
Arrows
Iron machete
Non-Weapon Items
> Void Bag with separate sections for potion ingredients, the food brick, and miscellaneous things like edible food.
> Quiver
Spells
Pets
Gold – 200
Name: Rysa Hawksbank
Titles/Aliases/Nicknames:
Sex: Female
Race: Elf
Age/Height/Weight: 17/5'6"/124 lbs.
Appearance: Raven hair swept back and tied into interweaving plaits, creating a single heavy midnight black braid. Lovely jade eyes that are smokey and vaporous, constantly beset by rings of dark shadow from nights spent out of doors awake on some hunting stake or scouting mission. The typical knife-edged ears of her race, both pierced by an earring: the left is a quartz charm of a what appears to be a cyclone; the right ear is pierced along the helix by a series of golden hoops. A small thin nose, bone straight and slightly pointed. A smooth and fair complexion, unblemished and perfect. Small laugh lines appear at the corners of a face that seems made to smile, complete with distinguished cheekbones and a very petite chin that fits Rysa rather well. Slender throughout her frame, remarkably athletic, with tightly packed abs and corded muscles but still retaining the curves of womanly form. On the back of her left hand is a stylized Bakaran map tattoo in electric blue ink of rather astonishing detail with all the major landmarks and a small X somewhere in the Kurrian Islands. A scent of the forest, the dirt of fresh earth mixed with wild berries and fauna, mingled with a sweet smelling fragrance that smells of Summer.
Apparel: A dark green thigh-length eelskin jerkin, reinforced with leather and inlaid with cloth of gold, close fitting and snug through the hips. The same small pauldrons of steel-stiffened leather Makeda wears, except crested with feathers of red, gold and green. A thick scarf of breathtaking tiger fur wrapped around her neck in loose folds, capable of being pulled up as a hood to protect from the elements or to find a touch of shade. A long-sleeved under tunic of gray wool with studded leather across the arms, tucked into eelskin bracers. Studded brown leather breaches of tough cowhide. Dark green and leather kneepads protect her knees, with calves covered and reinforced with horlin scale greaves that cut off at the ankles to leave her nimble feet bare. A large brown sash crisscrossing her waist, cinched together by a golden rectangle belt buckle and attached with a number of brown utility pouches both large and small. Deerhorn hunting knives sheathed in wood and leather, a gift from Makeda.
Background: On her own growing up, a refugee elf on the streets of Elexia not finding any solace in the Port City, Rysa soon hitched a sail and was scrapping out a living in the Kurrs; an urchin, tramp, and all around island vagabond eking out survival on the strength and cleverness of her own skill. How long the elf maid could have lasted in that life is unsure, as a chance encounter between the now twelve year old Rysa and a young Elexian noblewoman turned mercenary by the name of Lupin saw Rysa informally adopted by Makeda's band of fortune seekers and tumble-roughs. With a shrewd captain like Lupin as an adoptive older sisters and a horde of doting uncles made up of Bakara's toughest sellswords combined with the skills she earned surviving in the wilds, Rysa has blossomed into a peerless scout and capable mercenary in her own right.
Affiliations: The Boys; Sentinels
Skills/Attributes
Feathers Falling From The Sky
Growing up in the wilderness one picks up a few skills. Hunting your own food, for example, becomes essential to your well being but so too does hiding from the more dangerous predators or finding a safe spot to rest your weary head. For Rysa, climbing trees become tantamount to her survival. Whether it was outrunning a territorial three-horned boar sow of Barbudas or just hiding from island toughs on Bon Vivant after knicking food, she was to climbing as a leaf to a tree. Surefooted and dexterous, Rysa has yet to encounter a tree in Bakara she hasn't been able to conquer or sleep in.
The Wild Hunt (Hunter's Prowess Level: 0; Score: 0)
There is a skill so ancient and respected it has become a rite of passage in all Bakaran cultures across the East. Old before the the advent of cities or villages it was revered by both gods and mortals, all possessing their own traditions and names for it: The Weald, Herlechin's Troop, The Horsman's Dance, but more readily to modern scholars, what was to become known as The Wild Hunt. Rysa gazed deeply into the true nature of Bakara during her wild youth, and Bakara gazed back. Neither has thus far found the other wanting. Rysa is a full member of the Sentinels Society, with all the duties and responsibilities that implies.
Edges of the Weald
Minor
Barefoot, Fleetfoot
Weapons
Mundane
Hawkeye - A peculiar Ironwood bow Rysa has created: a special recurve longbow equipped with a circular augment that utilizes a pulley to string the bow.
1. WindCutter Aug: Augment allows for increased and extended pull with less leverage allowing arrows to fly faster and hit at a higher velocity. Shots taken with this bow are Strong
> Beautiful twin steel hunting knives with deer horn handles
> Dressing knife
Armor
> Eel-skin boiled leather and horlin scale greaves (modifier 3)
Animals
Alerion - A rare white gray-spotted Alogean Falcon, Alerion is Rysa's Bondmate. Regal creatures, with fantastic wingspans but smaller than most of their kin, having to survive the threat of larger prey such as Storm Drakes, the falcons of the Alogeans are resourceful and intelligent, able to understand simple commands and even the emotions of their owners to an extant. As a bondmate, Alerion is noble and protective, from the little she has gleaned of her past, she has a close connection to the animus of all living things. Rysa uses her for tracking, reconnaissance, and to help scout for The Boys. They are constant companions.
Accessories
Mundane
> A silver star pendant on a mithril chain with the initials: RBH
> An old portrait of a happy Makeda and Rysa surrounded by a motley crew in an island bar front
> Chamois Quiver of wooden arrows strung from the hip, wrapped with The Boys standard: A very detailed Map of Bakara marked with Stars gold defiant on a cerulean field: Pueris Bakara Futatrix
> Falconer's gauntlet
> Archer's tab and leather bracer
> Several bowstrings
> Numerous animal hides with bed roll and furs
> Cured deer jerky and rouse meat for extended time in the wilderness
> A standard company survival package containing trail rations, flint and tinder, a supply of water, and most everything else needed to survival on the march.
Currency
0
Buzz-kill, as a general rule we don't allow players to make their own levels for the custom LSSes. What you have here does give me a great idea of what you were aiming for with his Inner Spirit though, so I'll definitely use it to figure out something less 'Christov-esque'.
Other stuff is just nit-picky.
- You unlock whatever levels of your LSS you have spirit spell for in that level, so to have level 1 unlocked you need a level 1 spirit spell. (You can start with low level spells already bought out of your 200 gold)
- Throwing weapons are just that. You can generally assume that your character collects their throwing weapons after a fight unless they're in a huge rush or they're damaged in some way. (Obviously things like potion vials or machinist shrapnel bombs will be used up when thrown.)
- Is Ciaran a Sentinel, a Thief, neither or both? You lose 25 gold per guild/society at start but you get the associated benefits of those groups. Sentinels get a bondmate and a starting Edge, Thieves get 1 chip so spend on thief skills.
Let me say again this is a fantastic first profile. Ciaran will be ready to go once we've got these things cleared up and I will get to work on at least the first few levels of his Emergence.
[b]Race[/b] - Elf
[b]Age[/b] - 21
[b]Affiliations[/b] - Sentinels and Thieves' Guild
[b]Appearance[/b] - Straight, thick, jet black, undercut hair with strings of fringes on the left side of his forehead. Illustrious white skin with no trace of pallor. Strong jawbones and chin frame his lower face. Fierce eyebrows adorn his glowing brown eyes. Medium build and a height of 5'7".
[b]Personality & Background[/b] - Born to Dorchadas family, Ciaran belongs to the once-powerful family of Dorchadas which owned several parts of Greevan Forest from some centuries ago to a decade ago. When Ciaran turned 21 last week, the Dorchadas family is far beyond its former glory, as Ciaran was left with nothing but a deed to a huge but old, run-down mansion and huge but old, unpaid debts. These debts, most of which were from gambling, were owed by his parents, who the Greevan Runner reported a few weeks ago in a small corner of a page to have died due to "mysterious choking".
Some other events of Ciaran's life which include the word "mysterious" includes: "mysterious disappearance of Dorchadas' most loyal butler"; "mysterious contrabands found in Dorchadas' mansion"; "mysterious murder of Dorchadas' head of family"; "mysterious election of new Dorchadas' head of family"; "mysterious deaths of Dorchadas' elder family members"; "mysterious sales of Dorchadas' lands"; "more mysterious contrabands found in Dorchadas' mansion"; "mysterious wealth of Dorchadas family"; "mysterious debts of Dorchadas family"; and "mysterious affairs of the Dorchadas", which was the most complete story published a decade ago by Greevan Runner about the Dorchadas.
A few moments after his parents' death, while looting his own mansion for anything worthy of selling, Ciaran stumbled upon an old family signet ring stored in his great grandfather's box. It was quite ornate, the box, but not the ring itself. It was quite simple, full of rust and dust. Unfortunately, when Ciaran tried it on, he passed out in an instant and for a brief moment. It was so brief, it was only a second after the loud thud resonated around the mansion that he woke up. And he woke up from a nightmare.
These recent and some less recent events have bestowed Ciaran with borderline paranoia, elevated degrees of introversion, some cynicism, and occasional strong convictions.
--
This is due to his unrelenting desire to escape the city of Greevan, or any city in general. Probably. Even Ciaran doesn't know exactly why. Yet.
Also, there were some shady people near the city's gate said that they were from Thieves' Guild and told Ciaran that the Guild welcomes him as much as it welcomed his father. Morbid, but this got him his next destination: Elexia.
As soon as he set foot on Elexia, Jade Dragon Tea House became his first stop. He figured he needed work since he was practically a drifter.
[b]Skills/Weaknesses[/b]
[B]Introvert[/B] - It's actually quite hard to tell what Ciaran is feeling and thinking.
[B]Legacy of Darkness [B](Emergence - Spirit)[/B] - The mysterious bloodline of Dorchadas turns out to come with something more than Ciaran expected. As Ciaran delves into his inner spirit, he discovers things only a few Dorchadas know.
Level 1[/B] - Ciaran took a glimpse of his inner spirit and saw something dark, and it whispered lies.
When others attempt to look within him they find there is nothing to see. Techniques that read emotions or intent simply do not work on Ciaran, though this doesn't guarantee his lies will be believed.
[B]Level 2[/B] - Ciaran delved further inside his spirit and felt dread as he discovered his Darkness.
When exposed to natural or magical light, Ciaran becomes irritable, easily agitated. While surrounded by shadows most of Ciaran's senses are boosted, allowing him to feel, smell, taste and hear more sharply than the average man.
[B]Level 3[/B] - Ciaran tried to suppress his Darkness, his inner spirit, as it whispered desire.
Ciaran can more easily resist his irritation in natural light. However, while in the shadows his mind is calmed and his vision becomes keener, allowing him to spot things others would miss.
[B]Level 4[/B] - Ciaran is enraged by his Darkness as it whispered mockery to him.
He is now able to cast Incite on himself as [B]Incite Darkness[/B], which causes him to grow angry and violent, while improving his Physical Strength by two levels and engulfing him in shadows. This effect may be maintained for up to 3 (three) posts but will exhaust him afterwards for each post it was maintained, rendering him unable to attack or cast spells.
**Incite must be learned.
[B]Level 5[/B] - Ciaran confronts his Darkness and they fought, intending to destroy one another.
He is now able to cast Inner Champion as [B]Dark Champion[/B], turning him into a murderous warrior spirit, allowing him to move faster, leap higher, perpetually engulfed in shadows and may only cast Shadowform and Incite, but requiring a target to cast. This form will end if and only if the target has been destroyed or it is dispelled.
**Inner Champion must be learned. Shadowform and Incite are considered learned during form.
[B]Level 6[/B] - Ciaran has subdued his Darkness, deliberately absorbing some of its magical powers.
He is now able to cast an additional Shadow or Spirit spell per post while in shadows.
[B]Level 7[/B] - Ciaran nurtures his Darkness, making it another source of his power.
He is now able to tap into his Darkness to allow him cast Shadow Clone, which is cast independently from his spells per post. This may only be done once per encounter.
[B]Level 8[/B] - Ciaran embraced his Darkness, making peace with it.
His embrace to Darkness allow his mind and emotions to be completely at peace while in shadows, no longer alterable by any harmful magical effects.
Now [B]Incite Darkness[/B] no longer cause anger and violence, while [B]Dark Champion[/B] no longer require a target.
His shadow also becomes stronger as it can no longer be illuminated and will always exist in either brightness or darkness.
[B]Level 9[/B] - Ciaran learned to master his Darkness, allowing it to manifest more of its power.
He is able to cast [B]Manifest Darkness[/B], calling forth an avatar of Darkness from his own shadow. The avatar is a Very Strong solid shadow and is not maintained. The strength, shape and size of the avatar is decided upon first cast (up to 6 ft) and whenever Ciaran achieves an epic accomplishment (up to 12 ft and Prodigious). When it would be destroyed or dispelled, the avatar disappears into its own shadow. The spell may only be cast once every 6 (six) posts.
[B]Level 10[/B] - Ciaran finally merged with his Darkness, allowing him to utilize shadows as proficient as his Darkness.
He is now able to disappear into his own shadow in 1 (one) post and reappear from any shadow within 50ft in the post after. Disappearing heals him from any minor wounds such as cuts, bruises and bleeding, while reappearing disorients him, preventing any movement for that post.
While not in an encounter, he will also regenerate his body at an accelerated rate, similar to the effects of Heal.
[B]Crafts[/B]
[B]Herbalism[/B] - Basic
Truly, Ciaran never knew that grass could taste so heavenly.
[B]Class[/B]
[B]Guiding Bondmate[/B] - [B]Preach [/B](Forest Raven)
Preach was a seasoned hunter several centuries ago. He/it said he/it has slain and skinned some of the thickest creatures and thieves of old. He/it said he/it was actually a preacher and Preach was his/its nickname. He/it also said he/it was a single father and, surprisingly, a disgruntled elf.
As a Forest Raven, Preach is not only able to pick up small objects with claws and beak, but also utilize them intelligently and psychically talk more than an average bondmate.
[B]Basic Tracking[/B] - May pick out and follow traces of people and animals.
Ciaran began his Sentinel training by sniffing out everything on the ground. His olfactory memory has become too absurd. Was it something in the dust?
[B]Edges[/B]: None yet.
[B]Word on the Street[/B] - Access to underground information and Thieves' Guild jobs.
Ciaran just cannot even try to not to listen to the gossips echoing constantly throughout the Guild's halls.
[B]Well Connected[/B] - Access to certain contacts.
Ciaran was not entirely sure how he got into the Thieves Guild, but it appeared that it was partly (or mostly) because his father was a member, and so was his grandfather, and his great grandfather, and so on.
[B]The Red Deck:[/B]
Wet Work - Level 1 - "As it turned out, Grandpa has correctly taught me how to cut garlic and manage my knives."
[B]Battle Posts: 3[/B]
[b]Spells[/b]
[B]Spirit
Level 1[/B]
[B]Soothe[/B] - Calms a target. Effect diminishes the stronger the target's emotions are.
[B]Level 2[/B]
[B]Incite[/B] - Causes a target to get very angry and even violent.
[B]Items[/B]
[b]Weapons[/b]
Throwing Cook's Knives - "My dead old cook used these to slaughter, chop, and cook meat." Iron. Modifier 3.
[B]Armors[/B]
Fine Dark Brown Tunic - "Been wearing this for three years, among other fine tunics, which were now sold, so only this now." Made from Fabric. No pockets.
Fine Leather Pants - "It was a bit dusty, taken from Grandpa's wardrobe, which was also sold, but still fits quite nicely." Made from Leather. Has left and right pockets.
Fitted White Cloth Gloves - "My dead favorite butler's favorite. He hated dust." Made from Fabric. Occasionally worn.
Suede Shoes - "My favorite." Made from Leather. Doesn't really protect. No pockets.
[B]Miscellaneous Items[/B]
Brown Leather Rucksack - "Been using this for more than three years. Had no other rucksacks." Has a large rucksack container and two side pouches. Filled with assorted leftover foods.
Cropped Bear Fur Carpet - "It was always too big. I like it now." Tied over rucksack. Used as bedroll. Or blanket.
Cow Leather Drinking Pouch - "Almost like sucking a cow." Filled with drinking water. Tied tightly to belt.
Dorchadas' Family Signet - "A simple blackened copper ring engraved with a beautiful elvish letter for "D" and a fading Dorchadas' family motto, which is "Persevere, or Disappear .." I think?" Worn on left hand middle finger.
[b]Finances[/b] - [B]30 Gold[/B]
Also:
Level 1 - Ciaran looks inside himself and see nought but darkness and lies. When others attempt to look within him they find their is nothing to see. Techniques that read emotions or intent simply do not work on Ciaran, though this doesn't guarantee his lies will be believed.
Level 2 - Ciaran looks inward and finds fear in the emptiness, driving him to seek the shadows. While surrounded by shadow Ciaran's senses are boosted, allowing him to feel, smell, taste and hear more sharply than the average man.
Level 3 - The darkness within Ciaran refuses to be contained, to be ignored. When exposed to natural or magical light Ciaran becomes irritable, as if he hasn't eaten in days. Conversely, while in the shadows his mind is completely calm and he is more likely to notice the presence of trinkets worth stealing.
Race - Dwarf
Age - 23
Affiliations - Warrior and Machinist
Appearance - Taller than most dwarves at 5', Vanir is very mistakable for a human halfbreed with developed muscles. He has shoulder-length, messy dirty blonde hair with beard that is less thick than an average dwarven beard. His other features include: fine eyebrows with gold-colored eyes; long and particularly strong fingers, not just hands; and killer smile with miscellaneous handsome features. Also, he has some pretty interesting symmetrical, runic birthmarks on his trapezii, up to his upper arms, in vague shapes of flames.
Apparel - Wears a ragged, white cotton undershirt under a ragged, thick woolen sleeveless jacket. Stitched leather pants is his current choice of crotch guard. Carries a number of small bags which are firmly stuck to his thick, bronze-buckled, leather belt. Also, a brown leather sling bag is always tightened to his back. His multi-purpose semi-sledgehammer tends to fling around when he is bored.
Personality & Background -
When Munir arrived at the city Sylvan along with his three dwarven escorts, he quickly decided that they must settle there. And just as quickly, he fell in love with the youngest of his warrior escorts, Milika. And then, they were married. She eventually gave birth twenty three autumns ago to a son, who was born not only with strong physique, but also strange, reddish mark on his back. Munir realized it was the legendary mark of fire, or "Firebrand," which his ancestors supposedly had. And he was afraid.
Aeons ago, there was a great demon who reigned in terror over Bakara. The demon wielded a weapon so powerful and evil that it gained sentience. When the demon was finally defeated, the triumphant heroes ignorantly took its weapon as their trophy. And thus, the heroes soon fell prey to the evil influence of the weapon and murdered each other.
Munir's ancestors, already known as great smiths of Scionic Mountains, took the weapon and purified it in runic flames, a dwarven magic so ancient that it rivaled the demon's malice. In the process, his ancestors were burned, leaving rune markings on their bodies, The Firebrand, which drained them off their magic and prevented them from casting any magic for the rest of their lives.
The weapon was eventually purified and then named The Firesteel, which then became their family name, and it was just as powerful as it once was. However, their descendants soon found out that they did not succeed completely, as the weapon almost brought destruction to their family and homeland. It was then they knew, the weapon only answers to those marked with The Firebrand. And so they sealed it away, deep under the Scionic Mountains.
But Munir didn't tell his wife about it, or anyone for that matter. He didn't care about any of it as long as his wife and son are happy and healthy. He didn't want to distort their lives. But day after day, every time he saw his son, he is reminded of his parents and thought about the great destiny his son have. And so, ultimately, he went to search for The Firesteel artifact.
Milika, Munir's beautiful and strong, but soft and loving wife, knew about his husband's quest. After she allowed him with the heaviest of hearts, he went on numerous journey alone. Often for more than a month. But whether his husband was around or not, there was never a day she spent without teaching Vanir about life and compassion. On the rare moments that he spent with his son, Munir would leave words of wisdom for his son to hold onto. Eventually, around nine winters ago, Munir went away on a journey with his other two escorts. He has never been seen again since. And Milika, who was already sick since two winters ago, passed away last winter.
And for the first time ever, their son felt very much alone. But not for long, because apparently, he still have two families: the Machinists and the Warriors of Sylvan.
The son's name is Vanir Firesteel.
Fortunately, his mother have always calmed him down and told him that there are still uncountable wonders beyond magic in the world. Eventually, Vanir gave up on magic and tried to live normally, as normal as a magicless person could.
Then, on one sunny day ten summers ago, Vanir went with her mother to the market. When they arrived, a spectacle on the market square instantly grabbed his attention: demonstration of a prototype electrical wagon. It was a miniature, sure, and it has three thick cables connected to its back, true, but it amazed Vanir. It sent him gazing at it for an hour before the generator eventually ran out of power and his mother called upon him. But before he returned to his mother, he finally asked a man, who have also gazed at the wagon during the last hour, about how could such a thing be created. "Machinery, kid. Magic is not our future," said the man before smiling, tapping Vanir on the head and heading off towards the demonstrators. Vanir was frozen for a moment there. He, who has never been an adept at magic, was drowned in his thought. He, who have only heard stories about these wonders beyond magic, finally witnessed the power of machines. And just like that, right then, he decided that he wanted to become a machinist.
His mother approved of this recent aspiration of his, but she reminded him that he must still train with his uncles at Olde Hyperion Theatre. His uncles, Gorin and Hrurin, was the two other warrior escorts of Munir. They joined the Warriors' Brotherhood in Sylvan ever since Munir decided to settle on Sylvan and no longer able to provide for them. Munir also left Vanir to the care of these two, not just his wife. The old and seasoned warriors, who have directly served under Munir's father, were responsible to train his son in combat, which is a part of Firesteel's tradition. However, Vanir often snuck away from his training, only to secretly attempt tinkering on his own and failing quite miserably. When Gorin and Hrurin went to escort Munir on the next winter, Vanir completely abandoned his training ..
.. until now.
After Vanir was officially accepted as a Machinist, a letter from the Brotherhood was sent to him, summoning him to the Olde Hyperion. There, he was appointed as a member, apparently due to his uncles leaving a will regarding it. Which meant that the Brotherhood has already considered them dead..
But before he began to drown in sadness thinking about his father, a courier stopped by his house and delivered to him a rather heavy package. It was covered in rugged cloth. The message reads,
Vanir shed two tears and opened the package. It's a plain old hammer. But he smiled nonetheless.
Battle Posts: 0
Legend Points: 0
Physical Strength: Very Strong
Skills/Weaknesses
The Firesteel (Relic of Legend) - Vanir received an old and plain hammer from his father. It's about one feet long and weighing about seven pounds at its head. Seems to be made of steel.
Level 2 - PLEASE
Level 3 - LET
Level 4 - ME
Level 5 - HAVE
Level 6 - A
Level 7 - FIERY HAMMER
Level 8 - OF
Level 9 - UTTER
Level 10 - PWNAGE
The Firebrand - As the Firesteel unravels its secrets, so does the Firebrand.
The Firebrand allows Vanir to wield the Firesteel. This prevents him from being harmed by the Firesteel, while giving him resistance against heat, embers and cinders. Flames will still hurt him on areas without the Firebrand.
___________________________
Magic Ineptitude - Vanir has never been able to learn spells. Every single time he tries to cast one, nothing happens.
Trusting - Vanir has strong compassion towards others, but this causes him to always presume the best intentions from other people.
Crafts
Tinkering
Vanir can disassemble, maintain, and repair machinist stuffs rather quickly because hammers are awesome.
Gunsmithing
Vanir has always been fascinated with the black powder. Firing up things has never been easier.
Smithing
Vanir knows how to hammer molten metals and melt said metals.
Class
Warrior's Pilgrimage - Able to take on a journey to perfect chosen Warrior's Technique when peaked. (Not yet taken)
Someday, someday.
Warrior's Technique: Fire - Rush Down
_Level 1 - Vanir has learned how to expertly maintain his footing in motion, allowing him to fight more easily while moving.
Warrior's Arms - Access to exotic weapons' trade.
Vanir was not impressed with what he saw at the Crag Colosseum. No, not exotic enough.
Weapon Augmentation: None yet.
Tools of the Trade - A complete Machinist Toolkit.
Vanir rarely unbuckle nowadays.
A Taste of the Future - A free Apprentice Machinist device. (Ballistic)
Portable Incinerator - Actually a portable furnace fueled by black powder and coal, but practically used to burn non-metal things by other machinists.
Schools of Machinery:
Ballistics - Level 1
Spells
Unable to learn.
Items
Weapons
Plain Old Hammer - "From my father." Steel (?). Modifier 4. One handed, if not tired. Can be used as a semi-sledgehammer.
Armors
Worker's Undershirt - "Beyond ragged. Beyond stained." Made from Fabric. Thin Fabric. Absorbs sweat and water.
Thick Woolen Sleeveless Jacket - "Preventing burnt pecs and singed abs." Made from Fabric. Two inner pockets. Slightly fireproof. Almost cold resistant.
Stitched Leather Pants - "Mostly fireproof. And hey, now it's properly tanned." Made from Leather. Has left and right pockets. Good enough against furnaces.
Fingerless Leather Gloves - "Nothing beats fingertips grip. But I like to keep my palms soft." Made from Leather. Doesn't protect much.
Thick Leather Boots - "My toenails shiver without it." Made from Leather. Modifier 1. Strong against mud and cinders.
Black Blacksmith Apron - "For a hammer time." Made from Leather. Doesn't protect against non-molten weapons. Folded, not worn.
Miscellaneous Items
Machinist Goggles - "Note to self: I haven't tinkered with this." Standard-issue goggles. Good against dust, sparks, and excessive light.
Brown Leather Sling Bag - "Closer than my hammer." Medium sized container. Optimal mobility. Contains various kinds of jerky and Black Blacksmith Apron. Worn on back.
Iron Stein - "Gets cold fast. Gets hot faster." Filled with drinking water. Or Mead, when stocked. Tucked tightly to belt.
Sturdy Tool Belt - "Paid last month." Made of Thick Leather. Bronze Buckle. Has small bags which contains Machinists' Kit.
Finances - 150 Gold
Lose the strength bonus from the Firebrand, perhaps add a resistance to heat or somesuch andApproved.Name- Waire
Race- Greel
Age- Unknown
Height- 3'11"
Appearance and Apparel- Waire is a short, slouching creature with a hooked nose and drooping eye-lids. His grey skin is marked with innumerable scars of various shapes and sizes. His sharp teeth are surprisingly white and light up when he smiles. His pale blue eyes speak of many years of suffering but don't seem to carry any bitterness within their depths. When Waire came to Sylvan with his second master he was dressed in rags that barely kept out the cold and the rain, now his attire is almost regal. A silver shirt with a ruffled collar sat underneath a gorgeous navy waistcoat. What would have been shorts on a normal person suited Waire as loose fitting trousers in a rich grey that offset the brightness of his shirt. Capped off with black leather boots and a belt with a silver wolf-head buckle.
Background- Deep in the mountains, some of the old traditions still hold. Old traditions like the systematic and unthinking subjugation of an entire people for little more than convenience. Waire has learned to appreciated servitude and all its intricacies after a lifetime of ignorance and abuse. His second owner brought him to the city of the night in the low lands and traded him for scraps of cloth. That was embarassing, but not nearly so bad as being told by his third owner that he was acquired 'accidentally'.
Skills, Abilities and Quirks
Unreasonable Loyalty - Despite being told several times to 'just sod off and take your damn whistling wolf-stick with you' Waire refuses to leave his master's side. Wherever his master goes Waire will follow.
Burden of Servitude - Waire's first and second owners were not kind men. Like many greel in similar positions, he has learned to protect himself from the messages his body sends him. The urge to run, to cry out in pain, these are the compulsions that get people like Waire killed, so he has learned to completely shut them down. Waire feels no pain and does not naturally feel fear.
Puppy Dog Eye - One of Waire's eyes has been magically replaced by that of an intelligent wolf-like creature, making him a little more like his Subersu companion. The presence of this eye allows Waire to tap into a set of canine instincts that grow with battle experience. [0 BP]
Lvl 1 - Waire's canine eye allows him to seem more intimidating, allowing him to strike fear in the easily stricken and allowing him to learn warrior techniques more efficiently.
Lvl 2 - Greel gains tracking instincts, allowing him to easily tell different scents apart and track creature through cities and wilds. (55bp)
Lvl 3 - When Waire or Vivian's lives are truly on the line, Waire is able to shed his normally pleasant demeanour and become more like a wild animal. He becomes a little stronger, faster and little more ruthless then he otherwise would be.(120bp)
Conjurations and Special Effects
Dark
1 - Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows.
2 - Night's Hold - Bring your hands together and give the darkness there a sticky, tar-like substance. Bring them apart and the sticky darkness remains.
3 - Nightstalker - Animate your shadow. It becomes an intangible copy of yourself composed of utter blackness.
Companions and Pets
Greel's Best Friends - Waire's constant companion is a three headed wolf with black fur and glowing silver eyes. One day it will grow into a large, fearsome beast. Stands 2'7" to the shoulder and 3 and half feet long not counting the tail.
Shadow in Daylight - The subersu is immune to light magics and its gazes naturally draw attention, the world around can seem to darken in their presence.
Voices in the Dark - The three heads are each individuals with a shared purpose. Puppy is happy and a little obsessed with food. Wolf is somber and seeks combat. Doggy would really rather be sleeping, constantly, preferably in front of a fire.
Payments, Prizes and Hand-Me-Downs
Wolf Totem - A pale wooden wand with three canine teeth embedded around its head and strung with wiry hair, carved with the countenance of a wolf. This totem was used by previous masters to summon Waire to their side by emitting a high pitched whistling noise. His current master bequeathed it to him as a gesture that he was not to be summoned like a slave.
Voli Ursi, the Polar Bear Boy, 1, 2
Damek Ladislav, Doutaini's Reckoning, 1, 2
Akane, the Harlequin Jester, 1, 2, 3
"Bleu" Darkholm, the Human Supremacist
Illium, the Self-Proclaimed Guardian
Adskhan, the Drake Trainer
Name - Iago (Eventual last name)
Race - Oscaran
Age - 26
Affiliations - None. Definetely not the Oscarans.
Appearance & Apparel - Looks Oscaran
Background - Iago was ejected from Oscaran society along with his brother when his brother fell in love with a human woman. Iago tried bringing his brother and sister-in-laws severed heads home, but it didn't work. He is stuck in the lowlands for the rest of his miserable life.
Skills/Weaknesses
None mentionable
Strength: Very Strong
Spells
None
Weapons - Mundane
Scaros
Weapons - Magical
TIDAL LASH - A whip or scourge of white galoth leather with a hilt and tip(s) of nevermelt ice. Able to channel and absorb water magics. Length varies.
Lvl 2. The lash's leather can be transformed into water and absorbed into the hilt for easy storage.
Lvl 3. When transformed into water, the lash can flow around objects in its path and reconnect on the other side.
Lvl 4. The lash's hilt can generate an 15" blade of ice for close combat.
Lvl 5. The lash can spontaneously sprout razor sharp ices shards all along it.
Lvl 6. The lash can flow into itself and turn to ice, trapping anything its wrapped around.
Lvl 7. Once ever you can pour a potion into the water lash, granting it a permanent ability based on that potion's nature.
Lvl 8. The crack of the lash will either release a dagger-like shard of ice (whip) or a shower of dart-like ice shards (scourge).
Lvl 9. The lash will generate ice over a small area wherever its tip or tips make contact.
Lvl 10. The lash can absorb a little of a defeated foes blood and incorporate it into the fluid of the lash. The weapon gains an ability based on that person's race and heritage. You may only keep three abilities in the lash before one needs to be flushed out to make room.
Non-Weapon Items
None of note
Pets
None
Currency
275 Gold
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Name - Shalin Nariya
Race - Elf
Age - 19
Appearance & Apparel - Shalin is short and skinny except around her legs--other than having strong leg muscles, there's nothing to her. The strength of her legs comes from her love of riding animals. Her thin, blonde hair is easly thrown about by wind, and she typically wears solid green. However lightly or heavily dressed, it's gotta be green.
Personality & Background - Shalin is a carefree, lackadaisical elf--much more free-spirited than stereotypical society would indicate. In general, Shalin does not understand why rules are the way they are, and doesn't like following them unless she knows why they exist, often making the mistake that is the very reason for such rules. She needs to have the purpose behind the rules explained to her, or she will ignore them if she thinks she knows a better or more entertaining way to do something.
Shalin's most distinctive trait is her love of riding animals. She finds mundane mounts such as horses very boring, and as such, loves unusual mounts. Whether they're land, sea, or sky, giant or small, cooperative or wild, she'll try riding any creature she thinks can support her weight and would be exciting to hop onto. One of her favorite uses of magic is to create a harness of thick, strong vines, using it to strap onto creatures normally too strong or wild to stay aboard.
Skills/Weaknesses
Wild Rider - Shalin is blessed with a natural affinity for wild creatures, she is drawn to them as much as they to her. In practice this affinity makes her more likely to bump into wild or tamed creatures during tasks and quests and (should she choose) any attempts at mounting and controlling these beasts is more likely to be successful.
Ride Wilder - Once per encounter, when casting a summoning spell Shalin may choose to instead summon a completely altered version of that summon. The altered spell produces a single summon which is increased in size to about that of a horse, allowing Shalin to ride it. The creature loses any predatory instincts it may have in favour of the empathy required of a loyal mount. Does not allow a mount to fly until LSS Level 7.
CRYPTOMANCY - Your knowledge of the summoning arts allows you to summon the rarest of creatures with unique abilities.
Lvl 1. Summon Gorions - Summon a trio of crystal eating beetles from the Alogean Mountains, their diet of Alogean crystals having granted them elemental attributes. You choose crystal type on learning.
Lvl 2. Summon Coatl - Summon a winged venomous serpent from the caves of the Oscaran regions of the Alogean Mountains.
-------
Lvl 3. Summon Nynx - Summon an extremely intelligent and stealthy black cat from the Chakosan forest. Has an extremely long prehensile tail.
Lvl 4. Summon Cockatrice - Summon a bizarre creature from deep within the Sekoran Forest, with the body of an iguana, ostrich-like neck, and wings, talons and head of a rooster. Its crow causes panic and its gaze is mesmeric.
Lvl 5. Summon Torsyr - Summon a rare lizard from the Isle of Nadra. It stands 3' tall, and walks on its hind legs akin to a raptor. Its scales are an extremely dark shade of green. Its tail and head resembles a viper with catfish whisper. Its fangs and whispers drip with poison and it has the ability to mimic human speech.
Lvl 6. Summon Galoth - Summon a monstrous mammoth-like creature from the Northern Tundra. These beasts have reddish fur that is resistant to spells 4 and below, and long tusks that chill and freeze. They stand about 10' tall, weighing nearly 9 tons.
Lvl 7. Summon Hippogriff - Summon an extremely rare creature with the body of a white stallion and the head, talons, and wings of an eagle.
Lvl 8
. Summon Windreavers - Summon a trio of rare and feared predators from the Lutharin Mountains. They are the size of large wild boars, six legged and hunchbacked, with red skin the texture of stone and almost as tough. Their heads are stubby cylinders with no jaw, just an ever open maw, 2' in diameter, in which a pair of fang studded tongues constantly writhe and churn. They eat by lashing out with these tongues, wounding and/or ensnaring their prey, then pulling it into their grinder of a mouth. The name comes from the howling wind sound their mouths make they run, which they can do extremely fast.
Lvl 9. Summon Harpies - Summon six horrible creatures rumored to haunt the swamps that border the Greevan forest to the west. They have the torsos and faces of wild, feral women, but the legs, razor talons and wings of leprous vultures. Their black feathers cove]r most of their torso but are as hard and as sharp as blades.
Lvl 10. You may go on a once in a lifetime quest to seek out an extremely rare creature. Once found, you will gain the ability to summon it.
Weapons
> Ironwood Lance
Non-Weapon Items
> Exotic riding tack
> Adventurer's kit (lantern, rope, trail rations, etc...basically, common sense stuff for a wilderness adventurer to have)
Spells
Bestial
L1 - Summon Rat - Summon forth a rat to follow your commands.
L2 - Summon Roadrunner - Summon forth a roadrunner to follow your commands.
G: 170
Emille, Seven-Sting Dancer Shalin Nariya
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Stats & Descriptions
Name - Khrys Destoyvich
Race - Human
Age - 29
Affiliations - Peackeeper
Appearance & Apparel - Khrys has beautiful hazel eyes. She wears light pink gloss. She is overly conscious of her morals, which are slightly longer and sharper than her other teeth. Her tastes in clothing are fashionable yet pragmatic: a navy skirt, black leggings and leather flats. Her skirt is star patterned with a glitter outline. In the light it sparkles, and at night it shimmers. She has a light metallic crown, it looks handmade. On her non-glove hand she wears several bracelets and a ring on her index finger. Her gauntlet goes halfway down her arm. At her wrist there is a an open grey iris. The pattern of the rest of the glove is random, like wind. Her sandals
Personality & Background - Khrys has ventured off from her family to live her own life. She rejects the conventional 'male/female' dynamic and believes she can enjoy life in her own way rather than follow a tired old script. With enough money to start her journey she left her home to find her own way. She arrived in Epicrin because that seemed liked a better place than any to begin an adventure. Khrys has a love of architecture, art and music. She enjoys exploring new places, and the company of friends. She can manage on her own but will not turn down good companionship especially if it leads to an adventure or two.
Skills/Weaknesses
Nautral Charisma
Average Strength
Flickers of Memories Past
During a conversation with a NPC, a random image/word may appear to Khrys (Effect controlled by WM).
HAND OF WILL -
Lvl 2. Touching an item with the gauntleted hand will can give you a mental impression of the most recent people to have touch it.
Weapons
Rod of Encouragement- Originally a diviner's rod, it was retooled when it never found a basin of water after several uses. A four foot staff with an obsidian orb attached at the tip.
>The staff is steel strength but not made of metal. The orb gives off a feint hum when someone is frightened.
Non-Weapon Items
Peackeeper Sigil
Pscionic Papers
Spells
Mind
Translate
Poke
55g
So I'd say switch over to Human for now and when I get round to picking up that plotline I'll make sure Khrys gets a chance to have the change.
Edit: Also, Epic City is called Epicrin this time round. Who are you?
Deceased - See Miko Wyberg
Name – Ginko Zhong
Race - Human
Age – 21
Height – 5’7”
Weight – 115lb
Appearance – Was Decent. Looked a bit worn out though. Her garb was downright pedestrian - pants, shirt, cloak, satchel, etc. She had other clothing tucked away for less kindly weather. Or fancier weather, should she have ever been invited to a party she couldn't get away from (She never was).
Background – In a distant land, across the sea, there lay a farming village whose spirit had been broken by endless plagues and drought. But all was not lost, for a more literal spirit offered its favor. For a price. And so began the offering of sacrifices to the powerful spirit in exchange for prosperity. Cows, sheep, maidens, anything the spirit wanted was freely given year after year. Ginko was unsurprised to learn she was no exception to this rule. She was bound; dutifully held in place until the searing maw of the spirit or slow consumption by its newly-created young scrubbed her from this world. Her fate was revealed to be the later. Many victims would curse the attached young spirits from the altar, but Ginko decided that was pointless. It’s not like the newborn things had any say in this manner. So she tried talking to it to instead. The tiny spirit could not talk back, but it did seem to enjoy listening so she continued the practice. Days turned into weeks as Ginko’s frequent conversations with the growing spirit child slowly became sparser and sparser. One day Ginko didn’t open her eyes at all. The time to finish it had come, and the spirit child was at least smart enough to know what came next. Severing the attachment, shifting mastery of the bindings, shaking Ginko awake, and leading the frail woman away from the village was the obvious choice, it felt. Some treasures were worth any measure.
Four years later the duo arrived in Bakara.
Accomplishments!
> Was hired to kill the regular king (as opposed to, say, an ancient god-king of monsters) of a foreign country!
> Was captured while doing the above, resulting in her being sentenced to death by elixirfication.
> Failed to escape before processing was complete.
> [Post Death]- The elixir was gifted to a unfavored noble as an insult. The noble, in turn, gave the elixer to a trader under the guise of showing the king's powers abroad. The trader was, of course, given secret orders to sell the Elixir to something suitably insulting. A demon, perhaps.
> [Post Death] - The trader received a tip off regarding a half-demoness that was the perfect mix of finery and common blood for his purposes. He might have researched her exact condition a bit better though...
Other Stuff
Whittled Candle- Ginko’s experience on the altar did not leave her unscathed. Her starting strength is Weak and her endurance is similarly lacking.
Wanderer – Ginko has picked up many little skills since escaping her village, becoming a virtual encyclopedia of basic survival both in cities and without.
Little Wisdoms – Although she isn’t sure why, Ginko’s ordeal left her with the uncanny ability to find reading materials on her person. These books, scripts, notes, and other bits of writing are usually little more than treatises on the commonly known affairs of the area but occasionally a how-to guide or even a map finds itself on her person. These materials remain only so long as they are needed before vanishing as mysteriously as they appeared.
[color=goldenrod]Spirit Child (Spirit Guide) – A new, more mutual bond has formed between Ginko and the child in the wake of the severed attachment. The child itself can be described thusly:
A virtually neckless body and head made of puffy clouds with a clockface embedded into its back. The symbols the clock hands point at change from time to time, and are never numbers (They do, however, tend to depict Ginko). The spirit's eyes are bubbles of water, a few leaves are its hair, and its tail is a golden harvest of wheat. Its 'wings' are bleach white bones strung with ribbons, hair, paper talismans, the occasional feather, and little rabbit feet on chains. All except the feet are continually blown back as though in a windy tunnel. The spirit itself floats through the air with ease. Occasionally little toddler-like limbs made from clouds emerge from the body; the spirit otherwise goes without arm and foot. The spirit’s mouth, which is more accurately the parting of its face-cloud in a vaguely mouth-like fashion, reveals teeth of broken glass and pebbles. The spirit can make gurgling noises that sound much like a cow at the bottom of a lake, but it does not speak. It does, however, appear to understand Ginko. Starts 4” tall, 5” long (not including the tail), with a wingspan of 7”. Starting limb strength is Below Average.
<Levels currently under construction – nothing is final! Nothing! Bwhahahahahah>[/color]
Level 1 – The child can enter the spirit realm at will, although it can only return to the living realm once per encounter. The latter manifestation dazes the child for a post. (8” Tall, 10” long, 1’3” Wingspan)
Level 2 – The child develops a bony half-mask on the upper half of its face whose eye holes can expand, contract, twist and turn in bizarre ways. Its bite becomes as powerful as an alligator of its size. (1’4” Tall, 2’ long, 3’ wingspan)
Level 3 – Lunar Binding: Once every 9 posts the spirit can choose a target, a starting moon phase, and a one of four traits (Strength, Speed, Agility, Endurance). The starting phase cannot be ‘new’ or ‘full’. Using this ability causes the clock on its back to have 8 symbols, each somehow representing a different moon phase. Once begun the clock hand cycles through one phase per post, possible boosting or reducing the effected trait. For example, strength + full moon would increase the target’s strength by 2. Quarter(half lit) moons have no effect. The ability lasts 8 posts and cannot be ended prematurely. (2’8” Tall, 3’6” long, 5’ wingspan)[/color][color=silver]
Level 4 – The fat puffiness of the child gives way to a more toned maturity. The spirit’s body is now as durable as stone and its gullet becomes capable of safely digesting most materials and toxins. (3’6” Tall, 5’ long, 7’ wingspan)
Level 5 – The liquid eyes of the child can now glow whatever color(s) it desires. Once per encounter the spirit can flap its wings to create a transient gust that flows through others. The spirit may either grant great or terrible luck to all so effected. Luck effect lasts until end of encounter. (4’ Tall, 8’ long, 12’ wingspan)
Level 6 – The spirit child can form any number of limb pairs along its bottom side, but no pair may be closer than a foot to any other. The limbs' horizontal range of motion is limited. The wheat tail splits, becoming more like a weevil’s.) (4”6” Tall, 12’ long, 18’ wingspan)
Level 7 – The spirit child can freely grow and lengthen its limbs, up to a maximum equivalent of a Strong adult human. Numerous Twigs, leaves, and wheat emerge from the top of the child's back like a mane of hair. (5’ Tall, 14’ long, 21’ wingspan)
Level 8 – The child can have up to three lunar bindings in effect at the same time so long as none of them share a target, starting moon phase, or trait choice. The glass shards within the child's maw become as tough as iron.
Level 9 – The child’s Lunar Binding gains two new trait options. The first, Magic, increases or decreases spells per post. The second, regeneration, either greatly increases healing rate or causes injuries to worsen much more quickly.
Level 10 – The child gains another concurrent use of lunar binding, except it creates a 100’ aura instead of effecting a specific target. All within the aura benefit/suffer from the effect, even if they are being effected by another binding. The child is not immune to the aura.[/color]
Magics – Spells Ginko picked up during her travels.
Storm
>>Lvl 1 - Whisper - While speaking in a whisper, you can manipulate the air to carry it to the ear of anyone within your sight.
Spirit
>>Lvl 1 - Divine - Sense if any spirits are in the area and their general mood.
>>Lvl 2 - Peer - You are able to see and decipher other people's auras, revealing their emotions.
>>Lvl 3 - Anchor - Tether a target's life-force to their current location, causing them to feel a psychic pull towards that spot and weakening them the further they move from that location. Only lasts five posts and can only be cast on each target once per encounter.
Weapons
Sacrificial Bindings – A 20’ long 2” think ironwood rod with a pair of 4” thick cylinders at the end. Two dozen Ironwood rings, each 1” thick and 1” wide, hug the pole tightly and can, with effort, be pushed around the bar as though on an abacus. The sacrificial bindings are enchanted with the equivalent of a sapphire imbue, a jasper imbue, and managed animation. Since her escape with the spirit child the bindings have mindlessly obeyed Ginko’s will, showing no initiative of their own whatsoever.
Other Gear
> Various clothes.
> Waterproof void satchel that won’t be mentioned again as no one keeps track of encumbrance or general non-quest food/water acquisition.
>> Basic Survival Gear + Dried food + Waterskin.
Nervada - 98% fat free, high in fiber.
Eizen - Collected
Yack - Walking
Miko Wydberg
Tanya
Name – Miko Wydberg
Race – Human(Foreign)/Fenette Demon Hybrid
Age – 21
Height - 5'7"
Appearance – A build far less lithe than that of a full fennette, her curves adorning a more average frame. Long, waist-length hair whose color alternates between thick bands of black and silver. Pale ocher skin that is otherwise typical of the luminous fennettes. Irises that swirl with brown and gunmetal grey. A woman who smirks often, smiles honestly, and grins once in a blue moon.
Apparel – Miko wears a long black vest, jet black trousers, a silver sash with 1" black zig-zaging lines at the ends, and a striped shirt that alternates the black of a starless sky with a deep tyrian purple. On the vest's back is a stylized sun consisting of an inner purple spiral and disconnected silver lines with a distinctive brushed look. Her black boots are pretty average looking. A leather voidsatchel is perpetually at her side.
Affiliations – Artificer (Mage/Machinist)
Background - Twenty one years ago, two babies were born. The first cried out in the dark, but would only find warmth beneath the sunless sky. The second, born across the sea, could have taught the first what it meant to be cold; even beneath that blazing orb. But opportunities arise, and tragedies occur. The first would develop a power beyond her control, one that threatened her very existence. The second would finally find warmth when she needed it the most. Both would set out. The first needed to find control, a nervous noncombatant pushing herself into the heat of adventure in hopes of being forged in that fire. The second, tempered long ago, knew only where she didn’t want to be.
Fortune returned to its former state – the first found allies that pushed her forward in spite of her own weakness, while the second would find disaster on her first real mission. And so it appeared that it would end as it began – the first well on her way to returning to her ordinary life of warmth and companionship, and the second to be gripped in the pale of death until even her spirit was subsumed by another.
Only then did the two meet, the first unknowingly consuming the second … only to be consumed herself.
Achievements:
> Came into being from the remains of Misty Wydberg and Ginko Zhong.
Skills and Abilities
Hum of the Universal Thought – Misty’s Bane, and Ginko’s savior.
> Miko can feed on emotions via prolonged physical contact, mentally exhausting the subject while giving her sustenance. This ability takes a few minutes and, although pleasurable to the victim, is easily resisted. The 'taste' and amount of sustenance depends on the strength and type of emotion(s) the victim was experiencing.
> The negative aspects of this ability, and the ability to feel out the emotions of everyone within the general vicinity, appear to have been mostly burned out. That said, Miko still occasionally suffers from headaches in very large groups.
Tarnishing grasp - Although nowhere near as strong as an actual Fenette demon’s touch, metal objects Miko frequently come into contact with tarnish over time. This doesn’t happen quickly enough for combat unless she is fighting some manner of clockwork glacier. She usually wears gloves and the like when working with her machinist devices.
My favorite animal is steak. – A remnant of Misty’s, Miko has found herself in possession of rather fantastic cooking cooking skills. The former demonness had aspired to be a chef, after all.
If you ever need a helping hand, you'll find one at the end of your arm – Ginko lived with only the dependent spirit child as her companion, and Misty was a wealth of trivial skills. Thus, it should come as no surprise that Miko possesses a variety of little skills and wisdoms – such as “Sowing skills that are okay but not anything to write home about” and “knows what you need when trekking across the desert”.
> Linked to Christov Demain.
THE LINK - Establish a lifelong mental link with a single person of your choice, allowing the two of you to share information, skills and awareness. Once established with a person this link cannot be broken to moved to another. Other person does not need to have The Link.
Lvl 1. You and your linkmate can share each others emotions.
Lvl 2. You and your linkmate can share each others senses.
Lvl 3. You and your linkmate can share each others thoughts.
Lvl 4. You and your linkmate can share each others nonmagical skills.
Lvl 5. You and your linkmate can share each others level 5 and lower spells.
Lvl 6. You and your linkmate can temporarily extended a portion of The Link to other party, sharing emotions, thoughts and senses with up to two willing other participant for ten posts or forcing them on a single unwilling participant for three posts. These limits are per person per encounter.
Lvl 7. You and your linkmate can share each others magical skills
Lvl 8. You and your linkmate can combine your wills to splice together a spell each of you knows into a single hybrid spell. Can be done four time per encounter. Uses one of your spells each.
Lvl 9. You and your linkmate can share all of each others spells.
Lvl 10. You and your linkmate can extend this link to a third person.
Artificer benefits:
Tinkering & Gunsmithing – Helping a device become whole again, the slow yield of progress beneath her hands, that satisfying 'click' when everything fits together.. Miko would recommend tinkering to anyone.
Clockworks – The art of transferring energy by passing it through a number of spinning components. Spinning, spinning, spinning...
Lvl 1 - You can build pre-designed Novice Level devices. Build two to level up.
Lvl 2 - You can Invent Novice Level devices. Invent two to level up.
Lvl 3 - You can build pre-designed Apprentice Level devices. Build two to level up.
Lvl 4 - You can Invent Apprentice Level devices. Invent two to level up.
Lvl 5 - You can build pre-designed Journeyman Level devices. Build two to level up.
Lvl 6 - You can Invent Journeyman Level devices. Invent two to level up.
Lvl 7 - You can build pre-designed Expert Level devices. Build two to level up.
Lvl 8 - You can Invent Expert Level devices. Invent two to level up. You can also now move into an additional school of technology.
Lvl 9 - You can build pre-designed Masterpiece Level devices. Build two to level up.
Lvl 10 - You can Masterpiece Novice Level devices. Invent two to level up.
WildGear Savior – A summon granted to Misty via a pact with a guardian spirit that self-summons and self-maintains whenever Misty is helpless and unable to defend herself. Misty cannot otherwise call upon it. The summon remains until Misty is safe [or dead].
For some reason the Savior continues to come to Miko’s aid, as though it has set itself to at least protect what little of the former woman lives on in this new one.
>The savior’s flesh as tough as leather.
> Crafter’s Armory: Inside its body is a Swiss-army-knife of machinist tools, such as screwdriver, hammer, saw, that sort of thing.
> Sealed Mind: The Savior's mind is not effected by mind influencing/altering effects and abilities that would be effected by its mental presence act as though it isn't there.
Communication is what gets through, not what is sent. - Miko can allow any of her summonings to share her senses, allowing them to better orient themselves and potentially alert them to dangers.
Spells and Magics
Mind
1 - Retain - Anchors a memory or thought in your mind, ensuring you do not forget it or be made to forget it unless you will it. Does not need to be maintained, but retaining too many things at once can lead to confusion. Misty’s previous retainment has been wiped away.
2 - Veil - You can't be directly targeted by spells for the next two posts. Cast only once per encounter.
3 - Self-Aware - Passive. You are instantly alerted to any attempts to alter your thought processes or emotions. Does not prevent the effect, just makes you aware of them to try and deal with the influence.
4 - Daze - Disrupt a target's mind, dazing and disorienting them.
5 - Summon Mind Aspect - Summon an owl with feathers of silver and eyes of gold. Its gaze, if met, is mesmeric.
Spirit(From Link with Christov)
1 - Soothe - Calm the emotions of another, the more intense the emotions, the less effective this spell is.
2 - Vibe - Send out a wave of spirit energy that can sense the general direction of any hostility aimed at you.
3 - Hado - Release a blast of spirit energy from your hand, a baseball sized projectile that hits with the force of a punch. Color depends on your mood.
4 - Inner Champion - When Misty used this it caused her to grow taller, lither, and resemble her ‘mother’ even more. Her telekinetic talents manifested in aura that acted like leather armor, stone-hard around her hands and feet, and a homeguide effect on all her possessions. She could not cast or maintain other spells or summonings as long as this is in effect or for a post afterwards.
5 -Hado-Ken - Release from your hand a projectile forged from your life-force. For Misty this projectile WAS a translucent silver in the shape of her head, hair trailing behind it like a comet tail. It hits with the force of a very strong punch and marks then with an emotional link to Miko that accelerates the effects of her emotional feeding.
Force (From Link with Christov)
Empower - Magically augment the force created by your movements, effectively increasing your physical strength level by one. You can only have one instance of this effect placed on your body at once, or else the unnatural stress it puts on your body will cause severe injury
Weapons
Magical
> Eternal Crossbow – An ironwood crossbow capable of secreting sap that hardens into a bolt about as quickly as reloading a normal crossbow. The bolts deteriorate after about an hour. The bolts created by the crossbow gain the benefits of any enchantments on the crossbow itself.
> Mind Dagger - A steel rapier dagger with a silver guard and navy silk wrapped hilt. Parrying a weapon with this dagger instills a subtle suggestion in that weapon's wielder's mind that the weapon is useless. The more you parry any given weapon, the strong the compulsion to stop using it and switch to another weapon or fight unarmed. Miko is very careful to not touch the metal bits, having the guard wrapped in silk as well as the hilt.
> The Cleaver -An enchanted self-cleaning crystalline cleaver with a finely-crafted ironwood grip. Designed for cooking, not killing. But it is passable at the latter.
Mundane
> A wooden staff.
Non-Weapon Items - Accessories
Soul Genesis Habiliment(Worn) - An outfit consisting of a long black vest, jet black trousers, a silver sash with 1" black zig-zaging lines at the ends, and striped shirt that alternated the black of a starless sky with a deep tyrian purple. On the vest's back was a stylized sun consisting of an inner purple spiral and disconnected silver lines with a distinctive brushed look. The outfit also included a pair of long socks whose colors matched the shirt, but they wouldn't be visible on the boot-wearing Miko.
Soulidification - If so willed, the garment saps the energy from its wearer leaving them weak and unable to cast spells regardless of other effects for the rest of the encounter. The wearer's soul manifests a powerful creature that will guard it's creator fiercely, possibly against friend as well as foe.
Soulspiration - The wearer can imprint their soul onto any imbueable item(e.g. Lutharin Crystals) they own, prisming its abilities to the wearer's true nature. This process is extremely taxing and leaves the wearer too wearied to move with any speed or strength or cast spells, regardless of other effects for a considerable period (2 weeks real time).
> Traveler's Cloak(Worn)- A midnight blue hooded cloak made of thick, dense wool. Impervious to wind and rain, and also to Water-based magic. Also allows the wearer to blend into the shadows undetectably, even deeper than a shroud spell.
> Voidstachel(Worn)
> A Nice Coat - A belted half-trench jacket with a fur lined hood for colder ventures.
> Miscellaneous Traveling Clothes
Non-Weapon Items - Miscellaneous
Magical
Magenta Cooking Gear: A set of self-cleaning crystalline cooking implements with ironwood grips. A gift to Misty from her parents. Includes knives, but aside from the cleaver Miko would have to be desperate to try using any of them in battle.
Magic Tea Cup: - Pour in an Herbalist Tea and it will refill with it at the beginning of each encounter. It is possible to fill it with a new tea thereafter change the type.
Autumn Spice Rack
>The spice rack allows anyone who eats meals prepared with its contents the ability to gradually weaken plants and wooden structures with prolonged contact. In addition the spices can be used offensively by throwing them into a person's face. The experience is as unpleasant as it sounds, prompting coughing and tears.
> Chronicler - A faded, but regal looking book of various magentas and violets. The colors unite in the center of the spiral that marks the front. The chronicler details the history of the person it was written for, continuing to expand and update itself with the original owner's tale till the day they die. Or possibly beyond it, if their ghost does anything page worthy. For some reason this book, designed only for Misty, continues to tell Miko’s tale – and now possesses a record of Ginko’s as well. Miko cares little about her own record, but it pleases her to know that the spirit child won’t be forgotten.
> Transference Seal
Mundane
>Machinist Toolkit - Contains a hammer, nails, screws, a screwdriver, pliers, wire, bolts, nuts, a crankdrill, grease, rags, oil, and a soldering stone that can be used to slowly heat metals for bonding. She presumably has non-metallic versions of these items.
> Basic survival stuff.
Currency
0 Gold
Nervada - 98% fat free, high in fiber.
Eizen - Collected
Yack - Walking
Miko Wydberg
Tanya
Stats & Information
Race - Nadrask
Nickname - He used to go by Mend, but after the incident, prefers to be called Lich.
Age - 40
Height & Weight - 5’10 & 150 lbs
Strength - Average
Affiliations - Initiates
Hidden Name - Corpse
Appearance/Apparel - Lich has a very skull like face. The burns that he suffered through caused him to lose most of his nose as well as his lips. Although he once sported jet black hair, long in the front with the back completely shaved, hair no longer grows from his head. Lich’s skin is pale and taught due to scarring. He wear’s light clothing so as to not overheat and generally wears bandages wrapped about his lower face to cover up his most disturbing features. His Gatahara, although damaged in the fire, are still recognizable as a perfectly round eye, half closed.
Personality/Background - After Mend told the wrong man that misfortune was coming his way while telling his fortune, the Nadrask’s home was set ablaze late at night. During the fire, Mend’s wife, Abigail, was killed and he was horribly disfigured. Mend had also come close to dying but was brought back from the brink by healers that had been summoned to the scene. Sadly the fire was unnatural and the damage it had caused to Mend’s face and skin could not be fully reversed. The horrible incident caused something in Mend’s mind to change and he no longer saw the world, himself, or others the same. Due to his disfigurement and the fact that he himself believes that he has died and is being forced to suffer through both hell and separation from the woman that he loved as punishment, Mend now prefers to be called Lich.
Strengths & Weaknesses
Special Abilities & Personal Faults
The Deck Knows - Lich’s family had always been known to be con-men, pretending that they could tell the future with a simple deck of cards. Lich can use any deck as a tarot deck with great skill and ability.
The Flames of Perdition - Lich is very afraid of fire, both those that are natural and those that are magical in nature.
Walking Corpse Syndrome - AWAKENING - As your mind’s power is awakened through the advancement of your Mind magics, its personal idiosyncrasies and traits become magnified. Your self image and any fears, neuroses, strengths, and character traits you possess magnify and manifest as abilities and/or physical changes. - After being brought back from the brink of death, learning of the loss of Abigail in the fire, and seeing his own ghoulish face for the first time, Mend's mind couldn't handle the stress. The only thing that made sense to him was that he was dead and in a hellish version of the world that he had used to live in. Nothing can convince Lich otherwise and the only reason that he continues to go through the motions of the living is that maybe he can one day gather enough strength to escape the horrible world he's become trapped in.
Lvl 1. Lich's near death experience unlocked his latent psychic potential. His fears and belief in his delusions manifest themselves in his own perceptions of others. Lich sees people with ill intentions as horribly disfigured in his peripheral vision and sometimes when he blinks.
Lvl 2. Lich's complete belief in his new reality has caused his psychic field to start to effect others as well. Lich speaks the language of the dead, which is universally understood. Others always hear Lich speaking in their native tongue.
SPELLS
MIND
Lvl. 1 - Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking.
Lvl. 2 - Veil - You can't be directly targeted by spells for the next two posts. Cast only once per encounter.
Society & Guild Requirements, Limitations, and Benefits
Fear of the Eye
Oath of Dominion
Cipher
The Uninitiated
Cabal Therapy
The Power of Knowledge
Forbidden Truths - Cold Reading - When Lich works with a deck of tarot cards, he pays no attention to the cards in front of him, even though his attention seems focused on them. His focus is actually on whoever's fortune he is reading gauging their reactions and gaining glimpses of insight into their past and personality.
Shadow Trade
Inquisition
Might and Magic - Magic
Initiate - All initiates start out at this rank. You are given a glimpse of knowledge that allows you a minor ability.
>4 points
PETS
ITEMS
WEAPONS
Magical
Card Sharp - A set of normal looking and feeling playing cards, their mass and modifier amplified by earth magics to turn them into viable throwing weapons.
Mundane
Ironwood Bludgeon
ARMOR
Magical
Mundane
Leather Vest
Leather Cloak
NON-WEAPON/ARMOR ITEMS
Magical
Mundane
Deck of Cards - A normal deck of cards that Lich keeps with him always.
Backpack - Filled with various sundries.
Currency
0 Gold
Come on and check it out. You know you want to.
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
RACE - Nadrasks
AGE - 25
AFFILIATIONS - Machinists Guild, Warriors Brotherhood
APPEARANCE AND APPAREL - Rain is 6'2",With shorter black hair and blue eyes. He wears a pair of welding goggles with adjustable focus for doing detailed work as well as brown leather pants and a white shirt. on his right hand he wears a a brown glove made of sturdy but flexible leather. His entire left hand is a hollow metal shell if a hand that functions in the most basic functions and will be improved upon in the future. He has a pack that he carries on one shoulder containing the basic tools of a machinist as well as leather battle attire. He wears sturdy leather boots made for walking.
PERSONALITY AND BACKGROUND - Rain is a very reserved person who is prone to sitting back and pondering each move carefully . He tends not to charge into battle without planning each point carefully .During the early years of his life his hand was badly injured causing him to lose all fingers and half of his hand as well as all feeling. This deformity began spurring him to find a use of his superior intellect to construct a clock work hand, even though the one he has now functions only in the most basic of respects. While doing this he discovered the thrill of being able to combine man and machine. This new found obsession has led to him to be condemned by certain people for the unnatural abomination he seeks to make him self. His ultimate goal is to create the perfect blend of man and machine ,with a body that will never age and that can be repaired and augmented at whim.
SKILLS
Thoughts Like Clockwork - Rain has always had a certain affinity for mechanical objects, understanding them better than most. Where other people see a clock Rain sees a whirring mechanism of interconnected pieces, none of them worth a copper without the rest. (Awakening)
Lvl 1 - Ticking - Everywhere he goes, no matter the distractions around him, Rain hears a slow, steady ticking. This constant ticking allows him to keep perfect time and can be focused on in order to help resist or overcome mind altering effects.
Intuitive Analysis - Rain's knack for analyzing machines extends into the realms of physical combat. Rain is slowly becoming a master of a combat style that prioritizes understanding yourself and your opponent for maximum efficiency. [Battle Posts: 0]
Lvl 1 - Nothing escapes the steel trap that your mind has become, you can recall the specific details of everything that happens during a fight.
Elbow Grease - Rain is a fully fledged member of the Machinist's Guild, specializing in the Clockworks field. This currently allows him to build Novice level devices. (Clockworks Level 1: Build 2 Novice Devices to Advance)
smithing
WEAKNESSES
He is weak to fire and is not a strong swimmer due to his heavy metal hand. If the metal on his body becomes wet or muddy it must be cleaned soon or else it will start to rust. Which in the future will cause gears to stop working.
WEAPONS
Basic spear made of iron and with a wooden shaft
NON WEAPON ITEMS
Machinist Tool Kit - Basic machinist tool kit as well as a small amount of gears springs and sprockets that can be use to repair or build new contraptions .
Void Sack- a bag seemingly infinite space
Clockwork Tool - A crank tool geared to magnify force and movement, has saw and drill attachment
GOLD - 150
Unearned levels of Thoughts Like Clockwork
Lvl 2 - Tocking - The ticking of clockworks are like a language to Rain. So long as he can spend a few moments listening to the ticking of a machine, he can determine how the machine works, if not what it is for.
Lvl 3 - Clockwork Grasp - Rain wakes up in the middle of the night, dripping with sweat and abuzz with inspiration. Within the hour he has found everything he needs to produce a set of blueprints and committed the fruits of his dream to paper. The result it the blueprint for a clockwork hand, perfectly tailored to himself. Rain also finds himself able to interface with clockwork technology almost flawlessly, where any other person would struggle to get his hand twitching, Rain could play the piano.
Lvl 4 - Winding - rain's grasp of the nature of clockworks extends to an understanding of the most efficient configuration of cogs and gears. Any clockwork created or worked on by name becomes more efficient in some way.
Lvl 5 - Grinding - The Clockwork Grasp may be upgraded to incorporate a set of grinding gears in its palm. These gears can be used to crush stone or shred flesh.
As yet unlearned Blueprints from Thoughts Like Clockwork
Clockwork Grasp - An intricate lattice of iron in the approximate shape of a human hand, possessed of three equally sized fingers and one thumb. The inside of the lattice is filled with innumerable brass cogs, wheels and chains. The hand has all the dexterity and movement range of a normal hand. Though it can apply slightly less pressure than a normal hand, its mechanisms can be willed to jam in place, preventing any of the joints from moving at all. This allows the hand to have a nearly unbreakable grip and deliver resoundingly solid attacks. (The hand must be wound up occasionally, though it can run for extended periods.) [40 Gold in Materials. Requires the ability to produce Apprentice level devices.]
> Grinding Grip - A set of balanced and countersunk gears that rotate at an intense speed built into the palm of the Clockwork Grasp. These grinding gears are made of steel and covered in jagged spikes and hooks to caused as much damage as possible. A slow grind can be maintained for a long period of time, making grips with the hand more uncomfortable as they tear at the skin and caused damage over time. Bursts of intense grinding will cause more serious wounds and have the capacity to break through stone or damage weapons, two of these bursts is enough to deplete the stored tension in the Grasp for the encounter. [30 Gold in Materials. Requires the ability to produce Journeyman level devices.]
Unlearned levels of Intuitive Analysis
Lvl 2. Your ability to dodge, block or deflect a specific attack increases with each repetition of that specific maneuver.
Lvl 3. Note the stress points of your opponent's armor, effectively increasing the material modifier of your attacks by one when determining whether their armor is damaged or disabled.
Lvl 4. Attacks on your mind or emotions only work once, after which you become immune to that manipulation until end of encounter.
Lvl 5. Note the weak points in your opponent's defenses, giving you an effective strength level against a single opponent at a time.
Lvl 6. Analysing the environment grants you a perfect mental landscape. Without looking you are completely aware of the physical layout of the area, allowing you to fight over and around obstacles seamlessly.
Lvl 7. Once per encounter you may choose a physical ability a target has used an analyse it completely, your body instinctively counters or dodges that maneuver, allowing you to focus on other things.
Lvl 8. Your ability to notice stress points improves, noticing the weak points of your opponent's weapons as well as their armor and increasing the material modifier of your attacks by another level when determining whether their weapons or armor are damaged or disabled.
Lvl 9. Once per encounter you may choose a magical ability (spell, ability, specific LSS level) a target has used and analyse it completely, so long as the ability affects the physical world your body instinctively counters or it, allowing you to focus on other things.
Lvl 10. Thrice per encounter, you may devise a devastating counter-attack to a previously seen maneuver or tactic. This counter-attack is unblockable but cannot be deadly.
... just as phony as it can be,
But it wouldn't be make-believe
...... if you believed in me
....... "It's Only a Paper Moon,"
— Billy Rose and E. Y. "Yip" Harburg
Stats & Facts
Name: Loire Eiriko
Titles/Aliases/Nicknames: Eiri
Sex: Female
Race: Human (Eastern Islander)
Age/Height/Weight: 17/5'4"/116 lbs.
Appearance: Exotic and strikingly beautiful, almost disturbingly, though the kind of beauty that isn't derived from any kind of sexual desire, yet there is something about Loire that is plainly arousing and attractive. A small, slightly built and slender framed girl, in proportion to which her full breasts are ridicuously eye catching, and gorgeously shaped, they can be quite distracting. Pale yet warm skin, soft and smooth as silk. Her hair is straight and never-ending, of a black so dark it is darker than jet, with matching finely trimmed eyebrows. Eyes that are slightly off-set, and peculiarly mismatched, one a honeyed amber flecked with green and the other a turquoise flecked with gold. Girlishly thin lips, rosy pink and lacking any ornament or rouge. Lastly, a really charming scent of bamboo, and notes of orange blossoms, somehow mixed with a summer breeze fresh off of the Elexian coast.
Apparel: A multi-tiered mage robe, split along each shoulder, where seperate layeres of cloth fall to her legs; it is a lovely pale green, threaded throughout with whirling cloth-of-silver patterns. The center tier has a matching hood, which Loire pulls up on occasion to protect her face from the elements, or just when she feels like it. Worn underneath her robes is a simple white cotton blouse, form fittingly warm. Learning from Myrdrinn that not all magic could be studied from the comfort of a candlelit archive, Loire wears a well-worn pair of pleated tan riding pants, not your typical foppish, ninny mage. Lastly, dark chamois leather boots adorn her feet, with matching gloves. Of note, a single thin silver chain with clasped locket; a silver square ring beset with an abalone round-cut stone on her right ring finger; and a star pendant earring in her left ear, very similar to the Mage Sigil, but more archaic.
Background: Loire hails from a distant border nation somewhere close to Cathay. Of royal birth, she was spirited away from her home when her family's lands were overtaken as hostilities erupted and a border war ensued between the larger surrounding lords. Arriving in Elexia with a few loyal retainers, Loire was entered into the Mage Academy when she was little older than an infant. All she has left of her heritage and home is what she could learn from her cadre of protectors, the few royal guard who stayed ashore with her in Bakara to see she was raised properly. Adapting quickly, she was soon a young prodigy, taking the interest of a particular Archmage, she florished under his tutleage, buried in studies of magical theory and history, Loire forgot her home for a time, but no more; finally achieving graduation, the neophyte Taskmage has determined her sojourn is at an end, and readies herself to seek passage home.
Affiliations: Mage's Academy (Epicrin); Apprentice of the Archmage Myrdrinn (deceased).
Skills/Attributes
Tomefaire
Loire refuses to buy any but the simplest of spells from the scroll peddlers of Bakara. Instead choosing to learn through experience and analysis. Loire has an acute understanding of the nature of any spell she witnesses or feels being cast, especially if those spells directly affect her.
Scholarly Interest - Loire can purchase only Level 1 spells from spell shops. The enmity between her and the scroll sellers of Bakara is entirely mutual. (She may learn spells from rare scrolls, though it leaves an unpleasant taste in her mouth.)
Blue Magic - Loire's study and erudtion has bestowed her with a canonical memory and commanding knowledge of the Twelve Arts. She can remember each spell during an encounter that she witnesses or experiences being cast. This experience leaves an indelible and permanent measurable effect on her understanding of those spells. The effective base cost of each individual spell is reduced by -2 for each encounter in which Loire has encountered it or by -4 for each encounter in which she was affected by it, down to a minium base cost of 25.
Filtered Through Intellect - Loire may return to her study tucked away in the Mage Tower at any time in order to reflect on her experiences and any spell she has commited to memory. She may learn any normally available spell she's encountered by using resources that cost the same amount as the spell, taking into account any discounts given by said exposure. This analysis and close reading has effectively turned Loire's memory into a Legacy Journal for any spell learned in this manner. All other rules regarding learning spells, such as knowledge of lower level spells still apply.
A Close Study
Loire's matriculation as a student mage afforded her little else but time to perfect and master the relationship between a caster and the nature of magic. A top student in her graduating class, she never saw the advantage of focusing on one area or Art of study, instead choosing to delve into the interconnectedness of Natural Magic in the Bakaran wilds. This has left her with a focus and deeper understanding of how magic is weaved and expelled through spellcraft.
Incanter's Trick - Loire may cast an additional Level 1 Spell per post as long as it doesn't share an Art with any Spell cast during the Encounter.
Myrdrinn's Gift (Taskemagery Level: 1; Score: 4)
Myrdrinn was a simple peasant born in the area around Epicrin almost 100 years ago; incredibly long lived, he would become a local folk hero of sorts, legendary Archmage and teacher within the academy. A wizened old codger, he noticed Loire's potential from early on, and was to become her mentor and closest thing to a father figure. It was his guidance that started her down Jhaeros' Path, and it is in her that Myrdrinn's passion for magical study lives on. Through the vast and varied study of learning as many spells across multiple arts as possible, Loire gains a deeper understanding and mastery of the true nature of magic.
- Lvl 1. So long as you know any level 1 spell, you can extrapolate your magical knowedge from that and skip other level 1 spells.
Spells
Known
Light
1 - Lantern - Create a floating ball of light before you that follows you and lights your way with the intensity of a candle.
Earth
1 - Sandblast - Release a burst of rough, scouring sand from your hand.
Mind
1 - Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking.
Bestial
1 - Summon Ermine - Summons forth a white, short-tailed weasel to follow Loire's commands. She's taken to calling him Merlin, and he seems to have the disposition of an old man.
Learned
Researching
Weapons
Magical
> Kusanagi - Loire's Mage Water dagger, a kujang dagger with a silver blade and smooth coral hilt. Can generate ice around its teardrop blade to turn itself into an ice-sword.
Mundane
> Chrysalis - A peculiarly large wooden boomerang banded with leather on the tips. Loire carries this on her back, though she's unable to throw it as yet. (Modifier 1)
Various Sundries
- Thin silver chain possessing a clasped locket; contents unknown, Loire rarely opens the clasp, and only in the privacy of her study
- An interesting painted mask, of some sort of character, possibly used in theater
- Lovely green and black lace folded fan threaded with gold
- Base and pestel, along with miscellaneous herbs
- A sagemono which contains a writing brush and ink
- A small inro within her robes to carry her gold
- A beautifully lacquered wooden box with foreign pictograms and calligraphy: contains letters Loire received on her coming of age. Very personal (in her room).
Currency
15 gold
To live is to hope, and while we breathe, we hope and live.
1) Use colors, having the levels they have achieved be the color of that art (or for artless forum standard), and have the levels they have not yet achieved be silver.
2) Put unreached levels in a spoiler block.
3) Only have the reached levels present on the PC sheet, store future levels elsewhere.
4) Only have the reached levels present, store all future levels and stuff in a spoiler block at the end of the post.
Also, he gets tinkering/gunsmithing for being a machinist (EW guns are pretty basic must-load-on-site, inaccurate, not-that-deadly guns. Very early gun tech, basically). He also gets a some free device or another for joining. I forget what his options are.
I think he could have another minor ability.. maybe? I'm not clear on what he currently has/does not have regarding his hand. Are those future blueprints? Or does he already have both of those?
EDIT: Reformatted PC looks fine. In fact, he could stand to have another minor ability.
----
Loire Eiriko:
Mechanics: I know the mechanics of her minors were worked out with DAK, but what does "effectively turned Loire's memory into a Legacy Journal for any spell learned in this manner." supposed to do for her? I mean, as opposed to just saying she learns the spells. nEW Legacy Journals don't posses the ability to have spells removed from them.
Fluff: I think you asked DAK about Cathay/Joseon but I don't know how Bane would feel about it. He was really against using real-world location terms.
Nervada - 98% fat free, high in fiber.
Eizen - Collected
Yack - Walking
Miko Wydberg
Tanya