For this quest, there will be a maximum of 8 Characters, all of which will be BRAND NEW. There may or may not be any survivors at the end, and the loot may or may not be too good for EW, so don't get TOO attached to the characters you make.
Each character will start with:
One arted LSS (or Dualmagery Spell)
2 Level 1 spells
1 Level 2 spell
1 Level 3 spell OR a second Level 2 spell
1 Magic item that could be bought in an EW store. It can start out Modifier 3 (before its enchantments) Alternatively, if you don't want spells, you can have a battle lss leveled up to 4, and a custom skill slash technique slash mundane equipment equivalent in power to a level one spell.
No guilds, because a true merc can't be tied down by such fetters as 'affiliations'.
Here are some ideas about personality traits your character may have slash embody / represent. Also if you have an idea that doesn't fit neatly into an archetype throw it at me, these are to encourage inspiration, not kill it.
The Brawler - DAK
The Medic The Sniper - Pewple
The Grizzled Veteran The Walking Time-Bomb - Trabant
"The Prophet" (in quotes because they may or may not be a charlatan) The Stealthy One
The Taskmage (though not necessarily literally with the TM LSS)
The Summoner
The Stone Cold Killer
I am amenable to other ideas so if there's an archetype or a suggestion to change the Rubric you want to see, please or post it here or message me or just use Telepathy if that works for you. I'm also open to ideas about what quest they should go on and where. I have my own ideas but yours might be even better! Quest will begin once it looks like everyone who is going to make a character is done with theirs.
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!
Name: Alcid Race - Human (?) Age - Thirties Affiliations - Mercenaries Appearance - Alcid has medium built physique; dark hair, whose color and length isn't visible enough due to his hood; stern eyes with red irises, which are only partially exposed when he is aiming with his gun, also due to his hood; and tan skin. He is 5'8" tall.
Apparel - Alcid wears a black, hooded linen jacket with long sleeves, a leather brigandine under it, and a studded leather pants below it. His hood casts shadow to most of his face due to its design, exposing only his lower jaws. He also draped his shoulder with long, dark linen scarf, whose tip tends to wave when wind blows. A fitted leather gloves without ring and little fingers are always worn on his hands while a pair of dark leather boots cover his feet.
Personality & Background - Alcid is one of those silent type, only uttering words when absolutely necessary with his deep voice, especially when on a job. Most of the time, he would just communicate with his eyes, which isn't exactly frequent either, since they are usually hidden under his hood. And with his silence, comes a seemingly infinite composure, as naturally expected from a veteran mercenary. Despite this, he is still younger than [Enter the Grizzled Veteran's name?].
(More info needed regarding the Mercenaries)
Battle Posts: 90 Physical Strength: Average
Skills/Weaknesses Hawk's Eye - Alcid's hands and eyes move with the precision of a preying hawk.
(Whenever Alcid uses a ranged weapon, its accuracy is increased by at least a half and moving targets do not hinder his accuracy.) Untouchable - Alcid knows a little too well about the importance of avoiding contact, with ground, metals, or people. Lvl 1. Your physical control is heightened, preventing you from ever losing your balance in all but the most extreme of situations.
Required Battle Posts: 25 Lvl 2. If you should fall, you land on your feet, and if that isn't possible, you immediately roll to your feet.
Required Battle Posts: 55 Lvl 3. Your learn to step lightly and quickly, your footfalls making no noise.
Required Battle Posts: 90
Class
Mercenary (?)
Crafts Gunsmithing Alcid can maintain and repair his guns proficiently.
Spells Dark Level 1 - Swathe Force Level 1 - Foothold
Items Weapons
Customized Dwarven Rifle - Made of steel and oak with bronze plating. Exactly 4'6" long. Accurate up to 600 yards. Augmented with scope and bayonet.
Bayonet Rod - Attached to Rifle. Functions as ramrod. Detachable as a shortsword. Steel blade. Modifier 4. Armors
Linen Jacket. No Modifier.
Leather Brigandine. Modifier 1.
Fitted, Partially Fingerless, Leather Gloves. Modifier 1. Miscellaneous
Munitions Belt. Worn on belt. Contain four bags worth of black powder and a bag of bullets.
Name - Gravenit'Dal(Grave) Race - Nadrask Age - Thirties Height - 6' Weight - 189 Appearance - Grave stands tall and proud, his heavily tanned skin has been weathered by years spent on the open seas. He's dressed in leather breeches, a white lose fitting shirt, and a worn leather jacket. Light leather armorcan be seen poking through his shirt. A long iron gauntlet covers his whole left arm, and a wicked looking warhammer is slung across his back. He has a hard look about him, especially in the eyes. Background - Who the hell is asking?
Reasons Ways to kill people A Hard Knock Life - Grave has lived a life of pirating and pillaging, he knows his way around a fight, and is naturally very strong. If You're not First You're Last - Grave is a firm believer that the one who gets the first hit in wins. He can go from standing still to full speed in the blink of an eye. You Wouldn't Like me When I'm Angry - Grave relies on pure fury in combat, using his rage to fuel him. (Heavy Hitter/Fire prismed) Level 1 - Grave's fury cannot be quenched and it drives him forward. He cannot beknocked or driven back except by extreme force. Level 2 - Grave's body has adapted to his chemical reactions. When Grave is angry his skin hardens ,becoming more resistant to slashes and stabs. Level 3 - When Grave becomes angry his strength level increases by one. Level 4 - Grave's anger is explosive lending him an additional level of strength the first blow he lands in a fight, the ferocity of this attack intimidates his foes.
Weapons and Armour FireBrand - A long warhammer that can be used either one or two handed. The head of the hammer bursts into flames at its wielder's will. Iron Fist - An iron gauntlet that extends all the way up Grave's left arm. It's hinged in a way as to not hinder his movement. Leather Armor
Name - Brodin Tyrson Race - Dwarf Age - Old Enough Height - Five Weight - Heavy Enough Appearance - Brodin is heavily tanned for a dwarf, spending most of his time out under open skies and very little under any kind of shelter. He bears scars on his face and arms from hard-won battles and his blonde hair and beard both flow down below his neck in tightly bound braids. The only armouring the dwarf wears is a leather cuirass and matching slacks, pulled tight against his broad frame by numerous belts and straps. Background - Brodin Tyrson is the heir to a great line of dwarves who eskew their races natural propensity to the earth in favour of its polar opposite. Forgers of unmatched skill who use storm magics to aid in their craft, the aptly named storm-forgers are unique among dwarven kind. Brodin's father handed down to him the Storm Hammer, Vajramellt. Some time later his father died, and Brodin took to the life of a mercenary.
Skills and Magics Dwarven Lineage - Brodin is Strong and has an impeccable sense of direction both above and below ground. Dwarven Trade - Brodin is skilled in the craft of forging loose metals and ores into serviceable weapons and armour. Storm Magics - Brodin has trained to tap into the magics of wind and lightning to aid him in his endeavors.
>>Lvl 1 - Cleanse - Clear the air around your head, making it clean and clear of pollutants.
>>Lvl 1 - Drift - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.
>>Lvl 2 - Drain - By touch you can drain the bodily electricity from a person, tiring them and causing a brief spasm of weakness.
>>Lvl 3 - Charged Grasp - Rapidly vibrate the air around your hands to generate a field of damaging electricity around them. Electricity will channel into any metal weapons you are holding.
Weapons and Armour Vajramellt - A massive hand-sledge of unbreakable granite, veined with copper and pressed atop a haft of bronze half as tall as Brodin. This weapon calls to the skies and storms and bids them to do its bearers bidding.
>>Lvl 1 - Brodin may magnetically anchor the hammer in any location he wishes, making it unmovable to all but himself.
>>Lvl 2 - Brodin may hurl the hammer into the air and have it soar high above him, waiting to return. He may have the hammer return to him by holding his hand out and willing it to fly back to him.
>>Lvl 3 - Brodin's connection to storms allows him to call back the hammer at will as well as slightly increasing the force when thrown. Any items forged with Vajramellt are considered to weigh half as much and release electrical sparks on impact.
It was a clear day in Elexia, so the foreigner in front of the Flush of Hearts was clearly visible. Even in Elexia, where it seemed half the population was from somewhere else, this man covered in bandages, wearing a turban, bowing to every female, seemed particularly foreign. Especially when his eyes glowed. But that's not what made this man interesting. What made him interesting was the way he announced "How much money would you like to make?" to each person before they entered the bar.
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!
**The first man flails backward at the mention.** Man - "AAAAAAAH, oh! It's.. just.. heh, thought you were someone else. Sor- wait, money? How much money would I like to make? Tons of money! In fact, I would like to make exactly one ton -."
**The man is silenced by a book slamming against the back of his head.**
Man - "Ow! Why did you.." **Starts reading book**
Woman - "A book is a house of gold."
Man - "No it's not. I can't live in a book! Although I must admit 'The idiot's guide to haggling with strange Turban-wearing foreigners with glowing eyes' is oddly applicable to my current situation. Not that you're strange, turban man! People wanting to pay me to do stuff is completely not strange. They do it all the time, in fact. You want some of this. Err, by 'this' I mean 'me'. I MEAN MY EPIC SKILLS. At adventuring!"
Woman - "Clouds that thunder do not always rain."
Man - "That's, um, good to know! Why are you laying on the ground in the middle of the street, anyway?"
Woman - "If a wagon rolls on me, I will die."
Man - "... So! You were talking about money, wonderful turban man?"
The foreigner explained, as he would gladly explain to all the other applicants in case you want to hand-wave your way through this bit:
"My name is Jacques Dupree, and my country is in dire trouble. The monarchy has been deposed by a villain who uses unheard of magics to keep my country in a police state. We need the help of foreigners to kill him and replace him with the true heir to the throne."
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!
Jacques turned to the stealthy dwarf slightly surprised.
"Ah! Well, yes, of course. He is but 16 now, but he is unlikely to murder all who oppose him in a gory public display, or track his citizens comings and goings with a mutant freak of an oracle."
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!
"Oh, as much as you can dream of my friend. Since he came into power, the new king increased taxes seven fold. My associates and I have concluded that if this mission can successfully depose him, and we gain access to the treasury, we would gladly pay whatever you can carry to be rid of him."
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!
**There comes a time in every merc's life when adventure stands before them. A chance.. to be something more... a chance..**
Harper - "...a..." *Flees*
**It is not for everyone.**
Woman - "Discretion is the better part of valor. But too much of it is nothing at all." *Rolls over, puts hands on ground.* "I believe you, Dupree. When do we set off?"
So, this thread will be reserved for Merc profiles, and I will make two new threads: One for the adventure beginning, and one for Pre-quest chatter, because both are vital to a quests awesomeness but who wants to wait for the chatter to be done before starting the adventure?
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!
Name – Ginko Zhong Race - Human Age – 21 Height – 5’7” Weight – 115lb Appearance – Decent. Looks a bit worn out though. Her garb is downright pedestrian - pants, shirt, cloak, satchel, etc. She has other clothing tucked away for less kindly weather. Or fancier weather, should she ever be invited to a party she can’t get away from. 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.
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.
Each character will start with:
One arted LSS (or Dualmagery Spell)
2 Level 1 spells
1 Level 2 spell
1 Level 3 spell OR a second Level 2 spell
1 Magic item that could be bought in an EW store. It can start out Modifier 3 (before its enchantments)
Alternatively, if you don't want spells, you can have a battle lss leveled up to 4, and a custom skill slash technique slash mundane equipment equivalent in power to a level one spell.
No guilds, because a true merc can't be tied down by such fetters as 'affiliations'.
Here are some ideas about personality traits your character may have slash embody / represent. Also if you have an idea that doesn't fit neatly into an archetype throw it at me, these are to encourage inspiration, not kill it.
The Brawler- DAKThe Medic
The Sniper- PewpleThe Grizzled Veteran
The Walking Time-Bomb- Trabant"The Prophet" (in quotes because they may or may not be a charlatan)
The Stealthy OneThe Taskmage (though not necessarily literally with the TM LSS)
The Summoner
The Stone Cold Killer
I am amenable to other ideas so if there's an archetype or a suggestion to change the Rubric you want to see, please or post it here or message me or just use Telepathy if that works for you. I'm also open to ideas about what quest they should go on and where. I have my own ideas but yours might be even better! Quest will begin once it looks like everyone who is going to make a character is done with theirs.
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!
Name: Alcid
Race - Human (?)
Age - Thirties
Affiliations - Mercenaries
Appearance - Alcid has medium built physique; dark hair, whose color and length isn't visible enough due to his hood; stern eyes with red irises, which are only partially exposed when he is aiming with his gun, also due to his hood; and tan skin. He is 5'8" tall.
Apparel - Alcid wears a black, hooded linen jacket with long sleeves, a leather brigandine under it, and a studded leather pants below it. His hood casts shadow to most of his face due to its design, exposing only his lower jaws. He also draped his shoulder with long, dark linen scarf, whose tip tends to wave when wind blows. A fitted leather gloves without ring and little fingers are always worn on his hands while a pair of dark leather boots cover his feet.
Personality & Background - Alcid is one of those silent type, only uttering words when absolutely necessary with his deep voice, especially when on a job. Most of the time, he would just communicate with his eyes, which isn't exactly frequent either, since they are usually hidden under his hood. And with his silence, comes a seemingly infinite composure, as naturally expected from a veteran mercenary. Despite this, he is still younger than [Enter the Grizzled Veteran's name?].
(More info needed regarding the Mercenaries)
Battle Posts: 90
Physical Strength: Average
Skills/Weaknesses
Hawk's Eye - Alcid's hands and eyes move with the precision of a preying hawk.
(Whenever Alcid uses a ranged weapon, its accuracy is increased by at least a half and moving targets do not hinder his accuracy.)
Untouchable - Alcid knows a little too well about the importance of avoiding contact, with ground, metals, or people.
Lvl 1. Your physical control is heightened, preventing you from ever losing your balance in all but the most extreme of situations.
Required Battle Posts: 25
Lvl 2. If you should fall, you land on your feet, and if that isn't possible, you immediately roll to your feet.
Required Battle Posts: 55
Lvl 3. Your learn to step lightly and quickly, your footfalls making no noise.
Required Battle Posts: 90
Class
Mercenary (?)
Crafts
Gunsmithing
Alcid can maintain and repair his guns proficiently.
Spells
Dark
Level 1 - Swathe
Force
Level 1 - Foothold
Items
Weapons
Customized Dwarven Rifle - Made of steel and oak with bronze plating. Exactly 4'6" long. Accurate up to 600 yards. Augmented with scope and bayonet.
Bayonet Rod - Attached to Rifle. Functions as ramrod. Detachable as a shortsword. Steel blade. Modifier 4.
Armors
Linen Jacket. No Modifier.
Leather Brigandine. Modifier 1.
Fitted, Partially Fingerless, Leather Gloves. Modifier 1.
Miscellaneous
Munitions Belt. Worn on belt. Contain four bags worth of black powder and a bag of bullets.
Name - Gravenit'Dal(Grave)
Race - Nadrask
Age - Thirties
Height - 6'
Weight - 189
Appearance - Grave stands tall and proud, his heavily tanned skin has been weathered by years spent on the open seas. He's dressed in leather breeches, a white lose fitting shirt, and a worn leather jacket. Light leather armorcan be seen poking through his shirt. A long iron gauntlet covers his whole left arm, and a wicked looking warhammer is slung across his back. He has a hard look about him, especially in the eyes.
Background - Who the hell is asking?
ReasonsWays to kill peopleA Hard Knock Life - Grave has lived a life of pirating and pillaging, he knows his way around a fight, and is naturally very strong.
If You're not First You're Last - Grave is a firm believer that the one who gets the first hit in wins. He can go from standing still to full speed in the blink of an eye.
You Wouldn't Like me When I'm Angry - Grave relies on pure fury in combat, using his rage to fuel him. (Heavy Hitter/Fire prismed)
Level 1 - Grave's fury cannot be quenched and it drives him forward. He cannot beknocked or driven back except by extreme force.
Level 2 - Grave's body has adapted to his chemical reactions. When Grave is angry his skin hardens ,becoming more resistant to slashes and stabs.
Level 3 - When Grave becomes angry his strength level increases by one.
Level 4 - Grave's anger is explosive lending him an additional level of strength the first blow he lands in a fight, the ferocity of this attack intimidates his foes.
Weapons and Armour
FireBrand - A long warhammer that can be used either one or two handed. The head of the hammer bursts into flames at its wielder's will.
Iron Fist - An iron gauntlet that extends all the way up Grave's left arm. It's hinged in a way as to not hinder his movement.
Leather Armor
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Name - Brodin Tyrson
Race - Dwarf
Age - Old Enough
Height - Five
Weight - Heavy Enough
Appearance - Brodin is heavily tanned for a dwarf, spending most of his time out under open skies and very little under any kind of shelter. He bears scars on his face and arms from hard-won battles and his blonde hair and beard both flow down below his neck in tightly bound braids. The only armouring the dwarf wears is a leather cuirass and matching slacks, pulled tight against his broad frame by numerous belts and straps.
Background - Brodin Tyrson is the heir to a great line of dwarves who eskew their races natural propensity to the earth in favour of its polar opposite. Forgers of unmatched skill who use storm magics to aid in their craft, the aptly named storm-forgers are unique among dwarven kind. Brodin's father handed down to him the Storm Hammer, Vajramellt. Some time later his father died, and Brodin took to the life of a mercenary.
Skills and Magics
Dwarven Lineage - Brodin is Strong and has an impeccable sense of direction both above and below ground.
Dwarven Trade - Brodin is skilled in the craft of forging loose metals and ores into serviceable weapons and armour.
Storm Magics - Brodin has trained to tap into the magics of wind and lightning to aid him in his endeavors.
>>Lvl 1 - Cleanse - Clear the air around your head, making it clean and clear of pollutants.
>>Lvl 1 - Drift - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.
>>Lvl 2 - Drain - By touch you can drain the bodily electricity from a person, tiring them and causing a brief spasm of weakness.
>>Lvl 3 - Charged Grasp - Rapidly vibrate the air around your hands to generate a field of damaging electricity around them. Electricity will channel into any metal weapons you are holding.
Weapons and Armour
Vajramellt - A massive hand-sledge of unbreakable granite, veined with copper and pressed atop a haft of bronze half as tall as Brodin. This weapon calls to the skies and storms and bids them to do its bearers bidding.
>>Lvl 1 - Brodin may magnetically anchor the hammer in any location he wishes, making it unmovable to all but himself.
>>Lvl 2 - Brodin may hurl the hammer into the air and have it soar high above him, waiting to return. He may have the hammer return to him by holding his hand out and willing it to fly back to him.
>>Lvl 3 - Brodin's connection to storms allows him to call back the hammer at will as well as slightly increasing the force when thrown. Any items forged with Vajramellt are considered to weigh half as much and release electrical sparks on impact.
Behold, the power of :symu:!
Ask Me About:
The Epic World
You'll Be Glad You Did
Not That There's Anything Wrong With That
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!
Man - "AAAAAAAH, oh! It's.. just.. heh, thought you were someone else. Sor- wait, money? How much money would I like to make? Tons of money! In fact, I would like to make exactly one ton -."
**The man is silenced by a book slamming against the back of his head.**
Man - "Ow! Why did you.." **Starts reading book**
Woman - "A book is a house of gold."
Man - "No it's not. I can't live in a book! Although I must admit 'The idiot's guide to haggling with strange Turban-wearing foreigners with glowing eyes' is oddly applicable to my current situation. Not that you're strange, turban man! People wanting to pay me to do stuff is completely not strange. They do it all the time, in fact. You want some of this. Err, by 'this' I mean 'me'. I MEAN MY EPIC SKILLS. At adventuring!"
Woman - "Clouds that thunder do not always rain."
Man - "That's, um, good to know! Why are you laying on the ground in the middle of the street, anyway?"
Woman - "If a wagon rolls on me, I will die."
Man - "... So! You were talking about money, wonderful turban man?"
Nervada - 98% fat free, high in fiber.
Eizen - Collected
Yack - Walking
Miko Wydberg
Tanya
"My name is Jacques Dupree, and my country is in dire trouble. The monarchy has been deposed by a villain who uses unheard of magics to keep my country in a police state. We need the help of foreigners to kill him and replace him with the true heir to the throne."
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!
Brodin- And is the 'true heir' worthy of the throne?
"Ah! Well, yes, of course. He is but 16 now, but he is unlikely to murder all who oppose him in a gory public display, or track his citizens comings and goings with a mutant freak of an oracle."
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!
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!
Grave - "I hope you can make good on that because I can carry a Hell of a lot, and I don't like to be disappointed."
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
**There comes a time in every merc's life when adventure stands before them. A chance.. to be something more... a chance..**
Harper - "...a..." *Flees*
**It is not for everyone.**
Woman - "Discretion is the better part of valor. But too much of it is nothing at all." *Rolls over, puts hands on ground.* "I believe you, Dupree. When do we set off?"
Nervada - 98% fat free, high in fiber.
Eizen - Collected
Yack - Walking
Miko Wydberg
Tanya
So, this thread will be reserved for Merc profiles, and I will make two new threads: One for the adventure beginning, and one for Pre-quest chatter, because both are vital to a quests awesomeness but who wants to wait for the chatter to be done before starting the adventure?
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!
Name – Ginko Zhong
Race - Human
Age – 21
Height – 5’7”
Weight – 115lb
Appearance – Decent. Looks a bit worn out though. Her garb is downright pedestrian - pants, shirt, cloak, satchel, etc. She has other clothing tucked away for less kindly weather. Or fancier weather, should she ever be invited to a party she can’t get away from.
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.
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.
Nervada - 98% fat free, high in fiber.
Eizen - Collected
Yack - Walking
Miko Wydberg
Tanya