This thread is for the posting of new characters both for approval by the World Moderators and future reference. Once a character posted here has been approved, we ask to keep a link to your character profiles in your signature.
Dmitri..............Human...............Cleric.......................Relic of Legend
Errol..................Dryad................Thief......................Relic of Legend
Gamble..............Human...............Thief......................Relic of Legend
Gerr...................Greel................Machinist.................Relic of Legend
Dmitri................Human............Cleric........................Relic of Legend
Sam..................Human.............Cleric.......................Relic of Legend
Lumarin..............Human............Seeker......................Relic of Legend
Jebediah............Human.............Advent......................Relic of Legend
Theron...............Human.............Witness....................Sight Beyond Sight
Snake................Jakari..............Infiltrator..................Relic of Legend
Alexis.................Jakari.............Inquisitor..................Hand of Will
Alexis................Jakari..............Inquisitor..................Hand of Will
Lumarin..............Human.............Seeker.....................Relic of Legend
Acelin - Total 6
Voli...................Human.............Mage........................Relic of Legend
ayatola - Total 2
Alexis................Jakari..............Inquisitor..................Hand of Will
Bluemage - Total 1
Cheese315 - Total 3
Sam..................Human................Cleric.....................Relic of Legend
DarkAbyssKeeper - Total 10
Errol.................Dryad................Thief.......................Relic of Legend
Theron...............Human...............Witness....................Sight Beyond Sight
Ulrich.................Kindir.................Errant.....................Hand of Will
Nai - Total 2
PequitoJim - Total 2
Quo - Total 10
RaikouRider - Total 1
Rin - Total 1
Seacucumber - Total 1
Senori - Total 7
Godwin..............Human.............Ascetic.....................Relic of Legend
Gram.................Nadrask...........Warrior.....................Relic of Legend
Trabant777 - Total 7
Snake................Jakari.................Infiltrator..................Relic of Legend
Udo - Total 7
Jebediah............Human.............Advent........................Relic of Legend
Riesig.................Human..............,Mage.......................Lord of Flames
Godwin..............Human.............Ascetic.....................Relic of Legend
Gram.................Nadrask...........Warrior.....................Relic of Legend
Wayland.............Human.............None.......................Relic of Legend
Stats & Descriptions Name - Golan Trevize Race - Human Age - 19 Affiliations - Peacekeepers + Mages Appearance & Apparel - Golan looks something like this, but he's wearing a T-shirt that says "I survived the Mine" signed by Makeda, the Merc Merchant. Personality & Background - Golan was raised in Epicrin as the only child of his loving parents, until a few years ago they were killed during the (TBD) war/invasion/conflict. In the chaos that followed, and with no means of supporting himself, Golan turned to petty theft to survive. Chief Enforcer Orin found Golan, fed him, clothed him, and trained him to be a Peacekeeper.
Skills/Weaknesses Mantle - Your attunement to fire magics passively alters your body, stoking your inner fire and turning you into an embodiment of molten heat. Through concentration you can. if necessary, cause these changes to demanifest temporarily, though doing so drains your focus and ability to use spells. Lvl 1. Your skin is ruddy and feverish. You quickly burn away poisons and potions. Lvl 2. Your irises gain a flickering red glow. You are able to shift your perception to see heat. Lvl 3. Your veins glow orange beneath your skin. Your touch is so hot it is painful for others to touch you. Lvl 4. Your gaze causes a target to become warm and uncomfortably flush or feverish. This acts as an intimidation effect. This intimidation effect increases with your Mantle level.
Lvl 5. Wounds inflicted on you cauterize themselves. Lvl 6. Your skin bakes and tans, becoming as tough as leather. Your breath becomes steam, your bodily fluids boiling hot. Lvl 7. You can inhale nonmagical fire to boost the power of your next fire spell. Lvl 8. Your hair catches fire but does not burn away. You can breath fire up to three feet. Your nails glow red hot. Lvl 9. Your gaze can rapidly raise the temperature of what you look at in a precise spot. Moving objects are harder to heat precisely. Requires focus, costing you a spell. Lvl 10. You learn to harness attunement for a custom ability based on your personality and fire.
Spells Fire 1. Ignite - Snap your finger to cause a very small intense burst of heat in a spot you are looking at. Can be used to start a small fire if used on highly flammable materials 2. Fireball - Summon into your hand a semi-solid ball of flame that does not burn you and can be thrown. On impact it hits with the consistency of water. 3. Fire-Axe - Summon to your hand a throwing axe of solid flame.(Learned via the Legacy Journal) 3. Smokescreen - Burn a 7' diameter cloud of clinging smoke and choking ash into the air at a location within your sight. 4. Boil - Instantaneously turn up to ten gallons of water into expanding steam.
Spells I plan to buy, for my own remindering: 2. Snuff - Disrupt an existing non-magical flame. Can extinguish smaller fires and slow the burning of larger ones. 5. Unchained Heat - Channel your fire magics into any object that is looped, locked, tied or wrapped around you until they burn away, melt or break. Magical items will begin to mend as soon as you are free. 6A. Flamethrow - Release from one of your hands or your mouth a jet of fire, reaching out a maximum of 5'. 7A. Jet - Release explosive bursts of flame from your feet, launching yourself in whatever direction you aim your feet. You may extend this effect to your hands as well for sustained, stable flight.
Not Fire Lvl 1. Lantern - Create a floating ball of light before yourself or another that moves with the target, glowing with the intensity of a candle. (Learned via the Legacy Journal) Lvl 3. Splint - Magical force reinforces your limbs, neck, and head, preventing them from moving in ways or suddenly moving at speeds that would be damaging, guarding against limb-breaks, joint dislocations or concussions. Can also be used to help hold already broken or injured body parts in place to allow movement.(Learned via the Legacy Journal) Unlvl. Revoke - An artless spell taught only to those mages who dedicate themselves to the path of order. Allows the Arbiter to dispel and negate any spell whose level is less than the highest level spell they know. That spell cannot be cast until after your next post. The same spell cannot be revoked twice in one encounter.
Weapons PyreStar – A Stone Morningstar that can be willed to create a fiery, ghostly copy of its ball 5’ away that mimics the original’s movements. Despite its ghostly appearance the ball hits with the same amount of force as the Morningstar itself.
A Flask with an inscription on it Legacy journal - Contains the spells: Fire Axe, Splint, and Lantern Bloodied Coin - A gold coin stained with the blood of Deathcloak, proof of their role in bringing him down. Grants the wearer a Legend Point. Nontransferable.
Wow, thank you for being so excited. I'm glad I could help.
New players can keep in mind that golan started with an LSS, a sword, a flask, and paid 25 Gold to join the Peacekeepers. This is a little underpowered. You can start with those things, and a useful skill like Enchanting, or make up your own stuff and use those in place of an LSS. Also, remember to wait for a moderator to approve your character before you start posting with him/her.
Also, when EW is open you will see posts from moderators on this thread saying things like "Your character is approved" and "Bluemage, you're an idiot".
Name - Kherren Titles - 'The Mountain' Race - Garr Age - 28 Height - 8'10 Weight - 320lbs Appearance - Kherren is a tall and broad garr, with especially pronounced facial ridges. His deep brown eyes sit in the middle of a face that rarely changes from its discontent half frown. His hair is moderately short and allowed to fall back and to the side naturally. Apparel - Kherren's attire is simple, an uncomfortable looking leather cuirass over a soft hide jerkin, and hide pants. Both splattered with mud and blood and both sporting signs of continuous wear. Around his waste, tied in a loose knot is a length of iron chain. Kherren refuses to wear gloves or shoes at any time. Background - Kherren is a member of the Torga-leen tribe, venturing away from his homelands to prove himself stronger than his brotherhood. Getting any more of his history out of him will take some convincing. Affiliations - Warrior's Brotherhood Strength - Overall (Mighty), Stone-Shatterer/Legs (Prodigious)
Overall Striking Downward (Prodigious), Stone-Shatterer/Legs Striking Downward (Superhuman) Job - Allies - Torga-Leen Garr Enemies - Accomplishments
Skills and Abilities Born of the Earth - Kherren is a member of the garrish race, and as such, is stronger and tougher than most men, possessing a strength level of Very Strong. His stone skin makes him resistant to being cut or burned. In addition to this, Kherren is a very patient and determined individual. He is also, due in part to this, a very good fighter. Mountain's Mark - A ruddy red marking wrapped around Kherren's right wrist, formed from the old garrish runes for 'mountain' and 'patience' interwoven to form a knot like pattern. The ink for this tattoo was distilled from the tentacle of an ancient horror, imbuing it and by extension Kherren with a touch of destruction magic.
>Stone-Shatterer - Hard blows landed by the tattooed arm can shatter and pulverize stone in a large area around the point of impact. The resulting rubble flows around the arm forming a much larger replica of the arm formed of jagged shattered stone and held together by crimson glowing energy. This arm gains an additional strength level and knockback effect.
>Will-Shatterer - The longer during a battle your opponent goes without landing a blow on you, the more they afflicted by an increasing incite effect and become more reckless and frantic with their attacks. The Mountain's Peak - Kherren believes himself, and likely other members of the garrish race, have the potential to become even greater examples of their people than they already are. He is a natural monolith, resilient and unstoppable.
>Level 1: Kherren cannot be stunned or knocked unconscious by head trauma.
>Level 2: Kherren's eyes have the appearance of emeralds. He can sense ground-based movements around him through vibrations in the ground.
>Level 3: Kherren's base strength level increases by one.
>Level 4: Kherren's hair and nails are now razor sharp and metallic.
>Level 5: Kherren's bones become metal and much harder to break, as well as channeling electricity harmlessly through him.
>Level 6: The body's rigidity prevents outside forces from influencing it. Kherren gains immunity to outside magics that would alter his body and his connection to the earth means he cannot be moved against his will.
>Level 7: Kherren grows a foot taller, towering high above most men.
>Level 8: Kherren can vein his arms in lutharin crystal, charged with the art of your choice, strengthening them and granting them the imbue effect of that crystal. Can only be done three times per encounter. For every post he maintains this effect, he must wait that long before its next use, maximum of five posts per use. Crystal type chosen upon reaching this level.
>Level 9: Twice per encounter Kherren can root himself to the ground and turn into a true monolith of immobile, unmovable, indestructible stone, completely aware but incapable of movement. Can only last for three posts.
>Level 10: Kherren learn to harness his attunement for a custom ability based on his personality and earth. Warrior of the Earth - A series of techniques taught by the Warrior's Brotherhood of Bakara, characterised by techniques that allow for grappling and beating down foes. [332 BP]
>Level 1: You learn to be unmovable so long as both your feet are planted firmly on the ground.
>Level 2: You gain a strength level exclusively in your legs.
>Level 3: You learn to immediately and protectively roll your feet when landing or while on the ground.
>Level 4: You learn how to perform tripping and hip tossing maneuvers while grappling your opponents to take them to the ground.
>Level 5: You gain an effective level of strength while executing downwards strikes.
>Level 6: You master the technique of sweeping your opponent's legs out from under them, leg sweeps and trips are harder for your opponents to dodge or disrupt.
>Level 7: You become impossible to knock unconscious with blows to the head while learning the correct technique for performing devastating headbutts.
>Level 8: The higher you tower above your opponent, the more your very presence is both intimidating and dazing.
>Level 9: Your shoves, pulls and grapples gain an additional effective level of strength so long as you remain mostly stationary.
>Level 10: You are a master of beating down your enemies, each impact from fist or foot induces a sense of increasing vertigo. You are able to effortlessly incorporate shoving, pulling or tripping into your attacks.
Spells and Magics Earth
>Level 1: Align - Focus on the iron in your body to find magnetic north.
>Level 2: Ferropathy - While maintained, you gain an awareness of metals within 10' of you and their movements.
>Level 2: Dirty Trick - With a sharp upwards gesture, cause dirt, dust and soil to fly up off the ground at a target's face.
Weapons The Grass-Cutting Blade - A beautiful two-handed scimitar with curious green patterns forged into the blade. Several exotic-looking charms dangle from the grip by a cord, creating a curious chiming sound. Due to its unique properties, any enchantment may be placed on this weapon for a 25% reduced fee. Modifier 5.
>Gains the following special effect based on the Kherren's Warrior's Technique.
>Cow the Weak - Twice per encounter, Kherren may draw the full might of his brutal training into the Grass Cutting Blade to deal a terrible crushing blow to an opponent, a blow that utterly shatters any strength they may have left. This attack leaves its target Weak for three posts. Grounded - An eight foot length of chain composed of heavy, impossibly dense black iron, each link a subtly different shape. The ends can fuse together at Kherren’s will, allowing him to use the chain to easily bind things.
>Defeated - If whatever is bound by the chain struggles or tries to break free, the chains will grow progressively tighter; slowly at first, but faster and faster until whoever or whatever is bound will be crushed inside them.
Non-Weapon Items - Armour and Accessories Master's Flesh - A cuirass of strange, steel-strength leather, covered in a silver filigree. Strangely uncomfortable to look at. Can merge to the wearer’s body at will, leaving its silver tracing embedded into the skin.
>Uncomfortable - While merged into their flesh, the wearer gains a double Intimidation effect.
>Unstoppable - When absorbed, can spread over the wearer’s entire body, covering them in silver filigree. They gain the equivalent of levels 1-4 of Adonis, though prolonged use is profoundly tiring and can be deadly in extreme length. Mask of the Paragon - A bone and ebony guy fawkes mask, that once per encounter can be worn to grant the wearer the power of an Adonis for seven posts. This increases their strength level and allows them to control the sensations created by their touch.
Non-Weapon Items - Miscellaneous Imperfect Shard - A shard of orange metal, remnants of the partially forged chestplate Deathcloak was creating upon their entrance, now shattered. No where near as powerful as Deathcloak's armor, it is modifier 2, has an amplifying and truehearting effect on enchantments, and items formed from it repair much more rapidly. Shards are at their longest 1' long and 3" wide as their widest end.
Worn Notebook - A leather bound notebook that looks like it's barely staying together.
>Secrets of the Pit - The words are foreign to any who have not reached level ten in a warrior technique, but once you do it calls out to you. You may choose to gain knowledge of a combat based LSS prismed to the art of your current technique. (This is leveled normally). Strength Orb - A glassy orb filled with a pulsating peach colored light. When crushed in a person's hand they feel their strength being increased by a level for the rest of the encounter. Can be used in conjunction with Strengthen or Empower but not both.
Pets and Servants Whaghren - A variant of wurm known to some as a landshark, this infant beast is loyal to Kherren. Its natural home is under the earth and Kherren's link to the earth resonates with it. The beast is 4 foot long and just over a foot wide, with a dangerous maw full of sharp teeth. Its steel strength skin is rough and vibrates in a manner that allows it to practically swim through the earth as it burrows effortlessly. It can sense vibration through the earth, allowing it to see despite the lack of illumination underground.
From Blank to Blank—
………..A Threadless Way
I pushed Mechanic feet—
To stop—or perish—or advance—
If end I gained
It ends beyond
I shut my eyes—and groped as well
‘Twas lighter—to be Blind——
Emily Dickinson, poem 761
Stats & Facts Name: Celia Alexandriane Daedalea Justine Le Borges-Tertius Titles/Aliases/Nicknames: Sex: Female Race: Human (Elexian)--resides in Epicrin Age/Height/Weight: 26/5'4"/96 lbs. Appearance: Bespecaled and bookish; a scholarly demeanor that tends to hide her girlish charm. Eyes that are cool pools of blue-green like the serene waters of the Elexian Sea. Pale from too much time spent indoors--mostly in libraries or the dusty halls of a storage dungeon--her skin tone is dream-like, enchanting as freshly fallen snow. A scent of rose water follows her everywhere, a result of an overindulgence in bubble baths. An absolutely elaborate coiffure of mahogany hair, tied into a top bun; two flounces of bangs falling to either side of her forehead. Apparel: A very rare silver pair of pence-nez, C-bridged reading glasses with half moon frames that Celia absolutely adores; she never goes without them. Always in some different shade of blue, she has a plethora of mage robes, some of thick wool, fine wool, and finer silks. Currently: A deep royal blue robe of silk chiffon, belted with a silver cord. The sleeves flow magnificently, strewn about with starry constellations of the night sky in Autumn. Her foot wear are an extremely comfortable pair of dark leather moccasins, good for travel. Background: An Elexian noble. Celia is from an old merchant family with heavy political ties that has recently fallen to near extinction. Beloved by her father, she was his world, her Sylvan mother having died of a consuming illness soon after giving birth. Accompanying him on his affairs of state and other ventures, she learnt at his side. Always a quick mind, her childhood was spent much of the time in the presence of adults. So when she became a teenager she was already well versed in political intrigue and counter-intrigue, coupled with a sharp mind for seeing between the lines. Unexpectedly, and to her horror, one day her father was murdered, and it would be her who discovered his body. The work of some assassination plot, the homicide would go unsolved, and young Celia was left alone with guardians who cared little for her. Luckily, she found solace in reading, and proceeded to bury herself in academics and magical study, all the while looking into her father's murder. Shortly before receiving a full scholarship for study with the Mages in Greevan, and leaving Elexia for what would turn out to be for good, Celia had worked out the details and those responsible for the assassination. On her last night in Elexia, a whole estate belonging to a top official in the government burned to the ground, none survived the fire. The next morning Celia was on her way to Epicrin to start her studies; she was 18 years old. Affiliations: Mage
Skills/Attributes Hey! I Am A Girl, Ya Know?
Though quirky, with her head always buried in some tome or other, and a particular rapid-fire way of speaking over you, as well as herself, her errant thoughts floating to the surface like detritus, Celia is still somehow completely charming. She is naturally more charismatic than an average person. The Mage As Thinker: She Unnames Them (Awakening)
What we are, that only can we see: Widely considered the most individual thinker and one of the best minds of magical learning to appear in the modern Eastern World. Celia possesses a consciousness bereft of all passivity: it is always, incessantly active. She must reconceptualize everything she learns for herself, at once and immediately. Perhaps cursed with a heightened sensibility, “The ruin or blank that we see in nature is in our own eye,” in a world ripe with magic and the possibility of untold omnipotence, she is all too aware of the passing of things, and their ephemeral existence—and this arbitrary and hypocritical nature of mortality—manifests itself as a crisis of her magical nature, which she fears above all else. Cognitively original even to those in the academic community, her colleagues and peers are too often confounded by her intellectually complex demands. But Celia knows that on all sides we are besieged by perspectives; caged within the learning of our precursor’s foreknowledge: What she seeks is to think and invent her way out of those perspectives, those laws that govern all magic, to gain a new direction as if no one had perceived or set the boundaries before her.
Lvl 1. Another Way to See – Celia's mind magics carry a touch of her consciousness with them, Celia feels a faint trace of any mental effect she uses on another. This allows her to know immediately if a spell is resisted or ineffective.
Lvl 2. Another Way to Feel – Celia's sense of touch is enhanced in such away that she can determine color, taste, and scent using her skin. This has the side-effect of allowing her to focus on that synesthesia when in pain, blocking it out almost entirely.
Lvl 3: A Better Way to Walk - Celia's Mind magics buffer her self confidence and surety, subtly altering her walking gait. When she walks at a brisk speed or holds any sort of tome, notebook or clipboard, Celia generates an aura of mind magic that radiates out to others, granting her a weaker Perception effect based on perceived authority. Mistress of Divination Divine Understanding - Celia is able to divine the nature and abilities of items by touch as well as gaining an understanding of the nature of their magical crafting. By touching an enchanted item or potion, she will gain permanent understanding of that type of enchanting or basic potioning. Phoenix Flare - Celia may draw on the essential magics of a magical item she owns, ripping them out of the item into her hands, where she is able to reforge them into a temporary but far more powerful magical effect or spell based on that item. The item is destroyed, but will be magically recreated at the end of the encounter, powers intact. Dead Leaves on the Ground - Celia can draw on the essential magics of a magical item she owns and push it into a state of decay. The item rapidly breaks, flakes and shatters until all that remains is a cloud of fragments, shards and flakes. These fragments drift to the ground and create a fifty foot diameter territory in which Celia gains a passive ability based on the powers the item had. The item is destroyed, but will be magically recreated at the end of the encounter, powers intact.[/P]
Level 1 - Fade - When cast on a target, it inhibits their ability to remember faces unless they actually focused on a face.
Level 2 - Poke - Cause a target to hallucinate a firm but painless phantom touch. Earth
Level 4 - Armor - Deep blue clay etched with silver arabesques flows up from the ground around your body and transforms into a ceramic chest plating, gorget, crested pauldrons, fauld, tassets, and greaves as hard as iron. (From Jade Circlet)
Accessories Magical A Practical Demonstration of Elemental Magicks, by Archmage Saleyani:
A practically bound leather volume containing theoretical explanations for the way in which each magical art produces energy. At the end of each chapter is a runic inscription that allows for a demonstration. By channeling a spell into these runic inscriptions, the reader can produce a directed blast of the energy covered in that chapter. > Elemental Blast: Once per encounter per art, produces a level 2 projectile in the art of your choice (Counts as a spell). Deep Jade Circlet - Grants the wearer the Earth Spell Armor. Athena Charm: Once per encounter the charm can be activated to summon to your aid an owl, who will drop into your hands a special scroll that will grant you knowledge of the level 3 spell of your choice. The scroll vanishes once you've read it and the knowledge of the spell vanishes after 10 posts. Autumn Stone - Stored the energy from the temple in one of the white stones you recovered from the dark elf interlopers. This allows you to switch to a seasonal form at will.
Weapon Magical Mind Dagger: A steel rapier dagger, with a silver basket guard wrapped in navy-colored silk. Parrying a weapon with this dagger instills a subtle suggestion in that opponent’s mind that their weapon is useless. The more you parry any given weapon, the stronger their compulsion is to switch weapons or fight entirely unarmed. Void-Tracer - A boomerang of navy-dyed ironwood with silver bands. When thrown can either generate a half dozen illusory copies of itself or lock onto a moving target. Mist Dagger - When thrown, the dagger can explode into a cloud of pollen that irritates the eyes and causes coughing, and will reform in his arm sheath in two posts. (Modifier 3)
Items - Miscellaneous Curious Dice - A pair of gold and silver dice in a black bag with the words "Good Luck" written on them. One of a handful that grant their barer an invitation to an upcoming exclusive Quest. Season Stone - A foot cubed block of white stone, imbued with the power of the seasons. Can be carved to unlock darkwood like powers related to one of the seasons at random. Dusk Ink - A small vial of the fluid contained within the sphere of dusk. Use as you will.
> A number of small pewter mage figurines, one of each of known races. Have mysterious Mind magics that can't be IDed, will have to wait and see.
Celia’s very own collection—compendiums, books, volumes, and personal essays; papers she has slowly built up over time, and what she considers her greatest treasures. While a few may be on her person at any given time, most of them are kept within her shelves at the Mage Spire. Common Books The Wildlife of the Eastern World An Anthology of Country Houses A Machinists Guide to Building The Eastern Canon: The Books and School of the Ages Rare Books The Faeries‘ Parliament, by Johann Crowley. A peculiar little novel that is very dear to Celia. It is elegantly bound, and it tells the entire sordid history of a family plagued with knowledge of being related to the Fae, how their lives are a long tale in the telling, and that somehow their destiny is tied up and may be connected to Faerie itself. Numerology and Gramatica, by Archmage Flavia. In beautiful bound blue vellum tooled with gold, it is a mint condition copy of poetical mathmatics, and particular eminence. Flavia was a famed Arithmancer who Celia deeply admires, though considered unfortunately homely, she was a genius without peer in relating magic to numbers. (carrying) An Easter World Almanac, edited by Valerian Hollis. An out of date edition of a record of the Eastern World, it's a handsome copy written by one of Celia's favorite scholars. The pages that are earmarked for reference are completely innumerable and some of the cover may have faded. University Press. is embossed on the inside title page. (carrying) An Anthology of Eastern Poetry, edited by Katherine Talbert. A thick anthology of Eastern Poetry that contains everything from soldiers‘ songs to epic romances. Tlön, Uqbar, Orbis Tertius, by George Lois Borgia. A parabolic short fiction of particular brilliance that Celia suspects was written by a distant relation. The pages have yellowed with age and withered, but it is still in decent condition. Just A Noblewoman, A rare collection purely aesthetic in value of personal epistles of the most intimate, written by a rather beloved, and notorious noble lady from Sylvan who some would say possessed a rather high opinion of herself, though it was far from undeserved. (carrying) The Breaking of the Vessels: Commentaries on the Mind and Mortal Essences and their Transference into Non-Living Constructs. Ad astra per aspera, by Celia Le Borges-Tertius. A treatise Celia is currently writing, bound in simple brown deerskin and tied with a cord. It's written in a cypher only she knows.(on her at all times)
Stats & Facts Name: Robert "Bobby" Brontus Titles: Race: Human Age: 22 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
>TBA, insert coming skills. 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.
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. Items:
> A flask of Garrish Whiskey
> A Crumpled pack of cigarettes
> Book of matches
Stats & Descriptions
Name - Leef
Race - Drow
Age - 27
Weight- 150 Appearance- A slender elf, Leef isn't physically intimidating. Leef doesn't seem like much but his lack of a defining feature is often enough to gain the upper hand. His physical talent is raw because he had never been trained. Apparel- His clothing reflects his passions, navy casters robes. He wears boots and gloves. Personality & Background- Originally from Greevan, Leef has always showed an affinity for magic. He desires to learn as much as he can about the arts. Like his idol, Coab, he wants to become a great Mage at any cost. Affiliations- Mage
-Survived 'The Wild Ride'
-Avoided an elven war in 'Chain Reaction'
-Brought a Cult Leader to justice
Skills/Bonuses Let there be Night!- Leef can see at night and in darkness.
Speed Burst- Because of his build Leef is naturally quicker than most.
Going the Distance- Leef has medium proficiency with long range weapons.
LSS - Taskmagery
A vast and varied school of study, by learning as many spells across multiple arts as possible, you gain a deeper understanding and mastery of the true nature of magic.
> Your Taskmagery level is determined by the total number of spells you know around all arts. Multiple spells of the same art and level do not count.
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.
Required Score: 3
Lvl 2. The base cost of spell is reduced by 5 gold.
Required Score: 12 (15)
Lvl 3. You may combine your level 1 spells with other level 1 spells, creating non-levelable dualmagery spells. Component spells are still known and castable.
Required Score: 24
Lvl 4. For each art you know, you may prism a spell you know to that art once per encounter. Cannot be done more than X+1 times per encounter, where X is your Taskmagery level.
Required Score: 40
Lvl 5. The base cost of spell is reduced by an additional 5 gold. You now have access to any spells sold, despite normal guild restrictions or alike.
Required Score: 60
Lvl 6. You may now combine your level 1 spells with any other spells you know, but can only be done three times per encounter.
Required Score: 84
Lvl 7. You can cast an additional spell each turn if none of the spells cast that turn share the same art.
Required Score: 112
Lvl 8. Once a month you may delve into the magics of a magical item you own, unmaking it but creating a spell based on it. Art and level of this spell vary according to the item.
Required Score: 144
Lvl 9. You may permanently combine three spells you know of any combination of levels and arts into a single powerful spell.
Required Score: 180
Lvl 10. Deep in the Greevan Forest lies a forbidden cave known as The Path of Jhaeros. Only those who have truly mastered the core fundamentals behind a vast array of varying magics may enter, devoid of items, where their resourcefulness and judgment will be tested in a centuries old trial.
Required Score: 230
Bow - Handcrafted and passed down from his father. Made from oak.
Mage Dagger -
Mind - 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.
Rope (25ft, cotton)
A black crystaline key - Use unknown
Trueheart Oil- A vial of dark pink liquid capped with a stylized heart. May be poured over an item to alter its appearance and abilities to reflect the inner spirit of its owner.
Eye of Clarity - Amulet in the shape of a heavily-lidded red eye, hung from a golden chain. Once per encounter, the wearer can focus on a target to have that person, in a burst of inspiration, completely understand their intentions and motivations, in some cases to the point where they will flee or lay down their arms. (Eyes of the World set)
Essence Stones - One of the few Fey-ling gifts. These stones contain a minute essence of the Fey's magical abilities. Once per encounter the holder of the stone may draw out the essence granting them either a strength increase of 2 modifiers for one post or draw the essence into a non-fatal wound of yours or someone you are in contact with, healing it instantly.
Fellearth - Arena dirt mixed with the blood of gladiators. Said to be a potent potion and imbueing ingredient.
Yes, playing the daughter of the guy that was my primary PC in old EW. Stats & Descriptions Name - Arl Lotreab (+ Cee Lotreab) Race – Practically Human Age – 13 [12ish at start] Height - 4’5" [4'3" at start] Weight: 76lbs Affiliations – Enforcer (Warriors/Peacekeepers) Appearance : A smallish pre-teen with light-tan skin, a toned but slender build, a medium-sized nose, and a thin mouth. Her hair consists of many short, straight rainbow-colored strands. The color is natural, but few people assume that. Her eyes are the same color as her hair. She also has a rather elaborate tattoo (Lotreab's Marks) that is visible or invisible as she wills it; invisible is the usual choice. Apparel : Arl wears brown-green leather armor whose colors have begun to fade from heavy, virtually non-stop use. The rest of her gear is far nicer looking, but that is simply a side effect of her garb being entirely determined by what magical items prove the most functional (and affordable!). Garb like the lionhide cloak with a maned hood and golden paw shaped clasps she wears over her armor, or the golden lion buckle that adorns the silk salmon-colored sash around her waist. Her golden bracers are likewise decorated with lion-themed engravings, as is the golden lion-head clasp holds together the black silk choker that hugs her neck. The enforcer's chitin boots are more subdued in their coloration. An exception to her drab armor is the finely made leather cuirass protecting her upper body. The girl also wears an amulet beneath her armor, although it usually cannot be seen. Her guild/society sigils are worn with pride. A Freepara (Kinda like a parrot, only a bit smarter) with an oddly shaped beak travels with her. She sometimes carries a black backpack as well. Background - Long version:
Currently fixing this up, the old page-long thing was a bit of a mess.
Used to be a bird, was turned into a human by a magical explosion of sorts in My’Kurr, worked with a Peacekeeper, left My’Kurr for Bakara when the Peacekeeper retired to Greevan. Joined the warrior's society.
Friends – Colt Wyrmbane, Voli, Jebidiah, Doc, Sum'Era, Celia Acquaintances - Bree, Herschell, Thrace, Laroc, Wayland, Bjilk, Gilascale Mysterio, Strom, Alexis, Juris Enemies – Accomplishments -
>Captured the Wine Thief Tomas Babbot
>Captured the Illegal Arms Dealer Thorin Gossel
>Convinced Colt to be her teacher.. sorta.
>Captured the Crimson Smile Gang along with Colt, Doc, and Bree
>Was in the Greeven War
>First growth spurt.
>Found a little Rasa Chimera a good home. So cute!
> Slew Lord Lautremont. Failed in many other ways.
> Tried and failed to locate Colt after Lautremont bounty.
> Fixed an ancient Horoscope Temple!
> Helped free several ancient elven deities under duress.
> Helped protect a ship from pirates, did other minor things.
> Fought in several pit matches (She WILL get to the bottom of that)
> Put a stop to Faalon's slave pit fighting ring (different from the above).
> Became 13.
> Put an end to the serial killer Garotte. Or at least the puppet known as Garotte. Can't really call this one a success.
> Captured Loghain with Juris' help.
> Found Colt!
> Convinced a group of assassins sent by Faalon's lover to not kill her and say they did.
Skills/Weaknesses Strong for a little girl isn’t very Strong - Arl has below-average strength.
Not fond of dying- Arl has a natural knack for redirecting the momentum of an opponent’s blows, and can contort her body to minimize damage. Melee attacks against her are effectively reduced in strength by one level.
Pointy Side Out- You might wonder how a child who spent most of her life without opposable thumbs would know how to wield a weapon at all, much less be good with one. Fortunately, the magical explosion that turned Arl into a human also gave her a natural talent for fighting with stuff. Swords, spears, fish, sacks of potatoes - you name it, Arl can fight with it.
> Arl is considered to be reasonably proficient with any weapon she fights with.
The voices in my head say I’m fine- Arl believes that her “father” speaks in her mind every now and then. Where he is or why this is the case is unknown - he usually only does this while Arl is semi-conscious or sleeping. He doesn't know anything beyond what is reasonable for him/Arl to know. And Aro was a hermit so his advice is.. of limited use.
Unusual Heritage- For all effects pertaining to/based on race/blood, Arl counts as a Freepara/Human hybrid.
Origami Swords (SOUL BLADES) - A pair of swords made out of folded, multicolored paper. Light, very sharp, and somehow as strong as Iron. The blades are also resistant to heat, flames, and water damage. Able to interact with the spirit world to gain abilities reflecting Arl’s nature.
1: 2: 3: Soul(Warrior Aug): The blades can be blinked to Arl's hands across any distance. Furthermore, Arl's soul blades are surrounded in a paper thin aura of silvery energy. The aura can fold itself around the blades, causing them to shrink away and transform into pure energy diffusing into any part of Arl's body. That body part gains all the origami blade's powers, including the ability to fold and knit itself into a new shape, though this is uncomfortable. The body part also gains the material modifier of the blades. While the blades are with Arl her spells per post are reduced by one.
Lvl 1. Upon wounding a living being, the swords learn the essence of their spirit and can be used to track them. Lvl 2. The Origami Swords can be phased closer to the spirit realm, allowing them to harm spirits as if they were flesh and bone. Lvl 3.Paper Armory - The Soul Blades can re-fold themselves into other weapons/shields. This takes a few moments and conserves mass with larger weapons temporarily folding both blades together and possibly having hollow sections. She cannot split the blades into more than two weapons. Lvl 4. Arl is able to slash a part in the veil between this world and the spirit world that will harmlessly swallow up any projectile that enters it. Lvl 5. Arl's blade is physically incapable of harming her. If the blade would ever harm her in any way it instead phases slightly into the spirit realm while it overlaps her. This not only protects Arl from having her weapon turned against her but allows for unorthodox avenues of attack. Lvl 6. Hostility Lens - Arl may at any time imbue her blades with a glowing aura of any hue she chooses, the color scheme of the paper swords shifting to reflect it. This aura will spread to each object or being the swords strike, quickly spreading to envelop an up to 3' area around the point of impact. This aura causes any hostile actions or attacks made by the stricken to phase harmlessly through any living being except Arl. Each of these auras last until the end of the encounter or until Arl desires otherwise. Lvl 7. Arl may drive her Soul Blade into the ground to create a spectral ring of blades that rise up out of the ground around her, protecting her. These blades have the appearance and effects of her Soul Blade. Lvl 8. Rainbow Luminary - The blades dissolve in an eruption of harmless, incorporeal light. Some of this light solidifies into a single multi-colored blade of light that has all of Arl’s other soul blade abilities except it is capable of transforming and self-repairing at a vastly swifter rate. The rest of the light combines to form an insubstantial, Arl-sized fenghuang. Any attack that passes through the incorporeal and translucent bird will harmlessly phase through all but Arl. This transformation lasts for 7 posts before the blades revert to their former state, unable to dissolve again for another 10 posts. Lvl 9. Scrap Festival - Arl may choose a theme and will the Fenghuang to dissolve into a massive, faintly glowing cloud of swirling paper scraps. The bits of paper phase through unwilling creatures and their carried possessions. Arl can choose to control the scraps within 50ft of her, causing them to form whatever she desires as long as it fits the theme. The solidified scraps can handle small details on their own, for example if Arl created a staircase the paper would make it suitably old and rickety-looking for a “shipyard” or exquisitely carved for a “Moonlit Ball”. Undirected scraps and out-of-range scraps form whatever props/structures fit the theme, as though directing a play starring Arl as the hero. Objects/Structures created in this way are solid and have the same modifier as her soulblades. The Fenghuang's transformation lasts for the remaining duration of Rainbow Luminary and cannot be ended prematurely, although the cloud follows Arl if she leaves its sizable area. Lvl 10. Upon the slaying of a person or spirit, the sword(s) absorbs a a part of their essence. At the end of the encounter it will produce a soul crystal someone on the weapon(s) based on the soul of one of those it had slain that encounter, granting it an ability based on that person's inner spirit. The blade(s) can only contain three of these soul crystals at once, and one must be sacrificed to add a new one after that.
Silent Protector - Thanks to a member of the underworld she... helped out of a tight spot... Arl has gained access to several trainers that specialize in stealth. How she uses that training is her own business.
> While wearing light gear, Arl's footfalls are soundless.
> Arl can hide in shadows and behind objects to greater effect.
> Once per 5 posts, Arl is able to perform an intense movement (running, acrobatic leap, etc) without being detected (within reason. Someone looking right at her will still see her, etc.).
Warrior’s Guild Technique: Plant - Environment Combat -The art of fully perceiving and utilizing your environment in combat. BPs: 303 / 225 Lvl 1. Your situational awareness increases, allowing you to notice possible improvised weapons laying around others might overlook. Lvl 2. Your balance greatly improves, allowing you to stand steadily, even one legged, atop any item that will hold your weight. Lvl 3. Your agility increases, allowing you to leap and kick off parallel surfaces to perform aerial attacks. Lvl 4. Your coordination is enhanced, increasing your aim and allowing you accurately strike or kick objects so they fly in any given direction. Lvl 5. Your grip and leg strength are honed, allowing you to easily scale and bound around obstructions and landmarks.
Lvl 6. Your situational awareness increases again, allowing you to fight over and around obstacles seamlessly and improving your ability to dodge mindless hazards and adjust to their effect on the area (falling trees, undirected spells, etc). Lvl 7. You learn to create very well crafted improvised weaponry by combining available items with great skill, even in the midst of battle. Lvl 8. You become adept at innately understanding how your surroundings interact with each other, improving your ability to rebound thrown items, plot trajectories and predict and initiate chain reactions. Lvl 9. You achieve a state of oneness with everything around you, making it almost impossible to surprise you. Lvl 10. Once per encounter you can enhance the unity between yourself and what is not yourself, effectively allowing you "see" in all directions, even through obscuring objects, and predict what is going to happen moments before it does. Lasts for five posts.
Springtime of Youth - Blessed with the energy, strength and vitality of spring, Arl is able to channel her life-force into a tenacious martial style.
BPs = EA - 66
> Arl may project her spirit downwards, hooking it into the very earth itself. So long as she does not move, she cannot be torn from her anchored spot by any ordinary force. Required BP: 30
> In times of dire need, Arl's spirit itself can be used as a weapon. If she is fights without the aid of her weapons Arl's strength is one level higher. Required BP: 60
> Arl may open within herself a font of spirit magics which fills her with power. Once per encounter, for no longer than 6 post her Arl's strength is considered increased a further level and her skin becomes painful to touch. Her sweat turns to light as it evaporates, giving her shimmering white aura. Required BP: 100
> Arl's spirit lifts her up and guides her movements. Her arms and legs become interchangeable for all acts of violence and locomotion. Allowing her to walk on her hands and deliver fantastically dexterous kicks. Required BP: 150
> After opening the first font but before its effects end, Arl may open a second. While this font is open her sweat burns blue on the surface of her skin. She feels no pain and her hands and feet are considered to be as hard as iron. This effect lasts five posts and extends the previous effect to match. Required BP: 200
The Golden Palm Fighting Technique - You learn how to channel your lifeforce into your hands when fighting unarmed, altering your aura so that it takes on a visible golden hue around your hands and reacts violently with the lifeforce of others. Blows to other people now are more painful and have a knockback effect. Arl CAN use this ability while wearing her gloves.
Lotreab's Marks - Magical tattoos that can be visible and active or invisible and inactive as Arl wills them. Each color has a separate power. (Primal Paints Set). >Black Twelve circles lie on Arl's back, each one a representation of the modern magical arts. From the middle of her back swirl tentacles of varying lengths, their arms slicked in shadowy feathers; the appendages violently bisect each of the twelve rings of Arl's tattoo, a monstrous writhing mass; each one having smaller tributaries of arms branching out like a network of trees, all different sizes and lengths. Eight curve around to her front; two of them moving over each of her shoulders, two under her upper chest, a fifth and sixth near her belly button, and two at the base of her hips. Two tendrils flow about 6" down each of her arms and one flows up the back of her neck; splitting into two tentacles that become thinner as each of them terminates in a trio of black lines on each cheek. A final tentacle moves down her back, splits, and continues on about 6" down each leg.
Powers -When active, Arl's mouth becomes a howling void space, allowing her to store stuff. She also gains the ability to distort and suck in magical/magically created projectiles.
Enforcer Bonuses Enhanced Physical Awareness - Detect subtle signs of crime & deceit Special Technique - Confessor's Grip - A special nerve pinch that inhibits lying.
>The origami blades
> Wooden Tonfas
> 2 bone throwing knives.
> Lautremont's Knife - Made of crystal and as sharp as a scalpel.
Peacekeeper Sigil(Worn) : Monitors Arl for illegal behavior. It can sense if she is in imminent life threatening danger and will send out a call for backup if deemed necessary.
Lionheart Cowl(Worn) - A lionhide cloak with maned hood and golden paw shaped clasps that grip to each other or whatever top you wear.
> +1 Strength Level in battle against those with ill intent
> King(Set) - The cloak and cowl are as resilient as chitin and lessen the wearer's ability to feel pain or fear.
> Lionheart Set
Lionheart Bracers(Worn) - A pair of golden bracers, mod 2, the inside and ends lined with lion fur and the surface engraved with leonine heraldry.
> Allows the wearer to grow iron-like lion claws from their fingertips.
> Ferocity(Set) - In close up combat your ferocity dazes your opponents for the first two posts you engage them in for a given encounter.
> Lionheart Set
Lionheart Collar(Worn) - A black silk choker with half a bisect golden roaring lion medallion at each end that snap together as a clasp. > The wearer's voice has a natural intimidation effect on the wicked. It can be heard clearly by any in the wearer's sight, despite distance, volume or environmental noise.
> Roar(Set) - You can unleash a mighty roaring leonine war cry, shaking up your opponents to the point their aim becomes horrible and greatly increasing the ability of your intimidation effect, effecting all and profoundly effecting the wicked.
> Lionheart Set
Lionheart Buckle(Worn) - A golden buckle engraved with the head on view of a pouncing lion, claws reaching out before it.
> The wearer's jumping ability is doubled in height or distance.
>Pounce(Set) - Your leaping ability increases by another 50%. Airborne attacks gain another effective strength level.
> Lionheart Set
Cuirass of the Proud (Worn) - A segmented 'leather' cuirass, strong as brass, stitched together with magic thread. The crest of the Lotreab family is prominently displayed on the back (although it is usually covered up by Arl's cloak. Eh, the voice doesn't mind.)
> Harmony - Grants Arl an affinity with animals so strong that no wild animal will attack her unless provoked. Felines and arachnids automatically consider her as their friend even if summoned. (Mutant Hide power)
> Resolve- The cuirass has a very high modifier regarding inorganic materials. It can't be cut or pierced by metal or stone and is capable of warping/wearing at such items given proper pressure and/or friction. (Silver thread power)
The Lazarus Shroud(Worn) - A long, lustrous strip of thin salmon-colored silk, with stars and crescent moons embroidered along the edges.
> On Arl, it is a pretty body wrap, and thus grants her a natural charisma effect.
> Once per encounter, Arl may wrap another [not herself] in her wrappings, mummifying them for a moment from head to toe. A person so wrapped will emerge from the cocoon miraculously healed, and none the wiser that they were ever injured. Cannot be used on all wounds, and sometimes simply will not work at all (when the WM wishes otherwise).
> Once ever, Arl may wrap the shawl around a corpse and light it on fire. The wrapping will be destroyed utterly, but the dead man will emerge from the shroud alive again. The full effects of this remain a mystery.
LightRune Boots(Worn) – A pair of finely crafted chitin boots. Once every three posts the boots can create a runic circle of light beneath them (or one of them) that is intangible to everyone and everything except for the boots themselves. The circle, which lingers for one post, can have a radius of up to 5’ and can be at any angle depending on the relative angle of the boots.
External Internal Clock(Worn) - A fine watch crafted from the silvery bones of foreign beast. Besides keeping the time, the watch can be used to change the wearer's age. Any changes made with the watch last 10 posts. Usable once per encounter. Warning: The mind IS effected.
Binding Bracelets(Worn) - A pair of golden leg bracelets which grow or shrink in size depending on the needs of the wearers. Arl wears one, Cee wears the other. Each one is inscribed with the word προστατεύω.
> The wearers of the bracelets may choose to share any wounds equally; what would be a devastating wound for one may be reduced to a bad wound for both, and so forth. Cannot prevent a killing blow.
Signet of the Master(Void) - A weathered steel ring with crossed swords stamped into the metal.
> Grants the wearer knowledge of an eleventh level of their initial warrior technique. The 11th level takes an additional 75bp to master.
Psionic Paper (Peacekeeper Item) - A leatherclad pad of paper that reacts to the thoughts and mental state of others. Images created on the paper can be erased by your will. > Appears to others as official paperwork/credentials they are looking for/susceptible to. Handy in gaining entry during investigations. Does not work on the psychically attuned. Well kept secret tool. Even those that know about it usually think they are too smart for it to work on them, so they rarely question it. > The paper can draw on the knowledge of those around you to create layouts and maps of your surrounding area. (Tracking upgrade)
Weilon's Amulet(Worn beneath armor) - A dragonbone amulet engraved with the image of a vicious crocodile erupting from the water. On the back is written "Fen's Champion".
> When used : Arl grows a foot taller and muscular, her tan skin tinges green and softly scaled with patterns of crimson throughout. Her eyes become reptilian, her teeth fangs and her fingers clawed. Smoke drifts from her mouth and nostrils. Her bird tail becomes a lizard one and less easily concealed.
Arl now has a natural Strong base strength and is immune to flames and emotional magics. She can hold her breath for hours at a time and breath a 2' gout of fire. She cannot cast or maintain spells while using this ability.
Earth Key(Void) - A guardless dagger of silvered steel, a perfect garnet adorning its hilt. May be sunk into any type of earth and removed to produce a longsword of your own design, formed of a condensed combination of whatever material makes up the ground in that area. It may alternatively be sunk into the ground and turned like a key during quiet moments to open up a vault in the ground, whose contents magically travel to wherever the vault is opened.
Ghostly Bumboo(Void) - A flask of potent booze passed around in celebration after the dead were finally put down in a dark night on Bon Vivant, this bumboo has gained mystic powers as a result. When drunk this concoction will wash away all negative effects, from hostile magic to snake toxin. Refills at the end of encounter.
Oathen Heart(Carried) - A knarled bit of wood that looks suspiciously like a human heart. Becomes a clear crystal when an oath is made. Upon the fulfillment of the oath the crystal shatters; its power flowing into the oathmaker to grant them a special ability. The nature and strength of the power depend on the oath and the difficulty of completing it. Note: The difficulty is determined after the fact I.E. how difficult the oath actually ended up being to fulfill. USED, but not yet fullfilled
Void Backpack(Vault) - A black leather pack with limitless storage. The (void) tag is for Arl's tattoo, the contents of this pack are listed under (Nonmagical).
Non-Weapon Items (Nonmagical)
> Leather Armor(Worn)
> A water-resistant brown cloak
> A warrior's Sigil(Worn)
> A pair of brown sheaths for her swords (No longer worn).
> A pretty nice Satchel (no longer used)
> The following items are contained in Arl's voidpack:
>> Lautremont's Journal - A book written by the crazed sylvan lord before he went insane. The final entry mentions a hunting trip to the Scionics.
>> Thorin Gossel's Key: A non-magical key with no distinguishing marks that once belonged to the illegal arms dealer Thorin Gossel. Arl has no idea what this is the key TOO.
>> Firebird Feather - The remains of a feather of a probably sapient bird that turned out to have been tricked into fighting Arl to the death by Garrote. She wasn't good enough to defeat it without killing it...
>> An exquisitely crafted glass figurine of a feepara, orange in color.
>> A Concise History of History, by Bilbo Ebert. An old, leather bound volume that gives a brief description of all sorts of things. The author appears to have been strongly opinionated.
>> Reading, Writing, and saving the world from the forces of darkness that threaten to consume us ALL, by Lightmage Mongolia. Somewhat controversial. Has some really nice pictures.
>> Interpretive Dance for Dummies; A guide for the rest of us, by Boso Noso.
>> How to Not Die Horribly in the Woods – A short but very informative book on basic woodland survival. Author unknown.
>> Origami, The Art of Folding Paper, by M. Passerby., A dry but highly informative guide to Origami.
>> A very thin book written in the bizarre chicken-scratch that passed for the Mage’s notes. Probably really important. Totally not a grocery list.
>> A silver-colored ducky toy, barely tinted with green. Has emerald-colored eyes that may or may not be actual emeralds. Not magical this time around, and definitely not for sale.
>> A bunch of mutli-colored paper and some bottles of dye.
>> Flint and steel, Gillnet, A small mirror, a compass, goggles, snare wire, whistle
Spells & Tomes Artless > Lvl 0 -Detect Magical Object - Causes every enchanted item the caster can see to appear to glow. This is an illusion that only the caster can see. It doesn't tell the caster what the enchantment does, and doesn't reveal enchanted items to them that they cannot see normally. It also doesn't Detect Illusions or other magic that is not attached to an item, nor will it reveal magic effecting living things, like possession. Spirit >Lvl 1 - Soothe - Calm the emotions of another, the more intense the emotions, the less effective this spell is. >Lvl 2 - Touch - Using this while touching an object will give you a mental image the person with the greatest connection to it. Clarity of this image is dependent on their personal connection to the item. Use once per encounter. >Lvl 3 -Succor - You can perceive the auras of those in distress, which shine so brightly they light up the area around them like a bonfire from a distance. >Lvl 4 - Paper Knight(Inner Champion): Arl becomes clad in a chest plate and helmet of folded paper identical in strength to her swords. The chest plate and helmet can refold and reposition themselves into vambraces, greaves, pauldrons or any other individual or paired armour pieces. While in this form Arl is able to leap further but not higher as she almost glides through the air. You cannot cast, maintain other spells, or summonings for as long as you maintain this effect and for a post afterwards.
Vol. 5 - Incl. Ritual of the Guide and Ghost Dust Recipe. Vol. 6 - Incl. Rite of the Kami and The Golden Palm Fighting
Technique. Vol. 7 - Incl. Spectral Iron Smithing Technique and Flashstep Compound Recipe. Vol. 8 - Incl. Some Stuff.
Pets.. and Brother
A colorful Island bird, a little more than 2' long if you count his rainbow-hughed tail. Cee’s beak is longer and pointier than other Freepara's, whom have parrot-like beaks. Cee also has a number of black, dusky feathers with a purple tinge scattered here and there across his body. The most notable of these feathers is the area around his right eye, which is also abnormally colored for a Freepara. He also wears a tiny golden bracelet on his left leg.
> Twisted Voice: Although Cee can still speak despite the change in beak shape, his voice is now innately magical in nature. This allows him to throw his voice.
> Smarter than the Average Bird: Cee has the mental facilities of a 10yr old boy, making him a genius among freeparas.
Mirth - A Freepara that came to Arl when she performed the ritual of the guide. Mirth is as smart as a normal freepara and has normal beak. Mirth does not usually travel with Arl, instead preferring to fly around the landscape looking for interesting stuff to show her.
> Spirit Echo: Twice per encounter Mirth can scratch someone with his talons, allowing him to take the form of that person's spirit animal instead for the next 5 posts.
5 PK Credit
Old Man’s place: A house in Old Elexia that Arl can stay at whenever she wants to. The Old Man’s current hobby is collecting survival gear, so Arl sometimes brings him back stuff.
Stats & Facts Name: Alexis Renier Titles: Race: Jakari Age: 24 Height: 5'8 Weight: 140lbs Affiliations: Inquisitor Allies: Enemies: Accomplishments: Has tracked down a few felons. Appearance: Despite choosing the path of a law-woman, Alexis is average in height with a build that could be described as medium at best, fit and toned but not particularly muscular. While she is clearly Jakari, as evidenced by her wide and stout face, foot long tail, pointed ears and yellow cats eyes with pitch black irises, her caramel colored skin has almost no hair on it, save for a set of elongated whiskers. The woman's black hair is kept braided and tied together in the back, in a fashion that is vaguely reminiscent, although not quite amounting to, cornrows. While save for her tail she could pass as a dark skinned human from the neck down, her facial expression carries that distinctly mischievous look common amongst the cat people. Apparel: Alexis tends to wear the best clothing that she can afford. Her pants are a snug grey made out of fine satin and fall down to her cherry colored leather boots. She almost always wears a brown trench coat, double buttoned all the way up and needlessly sashed around the waist. When the situation calls for it, beneath her overcoat one can see a dark navy blue silk blouse, ruffled around the neck. On her left hand is an ornate silver glove adorned with amethyst chain markings, tipped on each finger with a razor sharp ebony point. Background: Unlike many Alexis did not join the initiates due to some harbored hatred of sentient races nor a desire for world domination but rather as a rejection of the values she grew up around. Raised by devout cleric parents, the young jakari was forced to expose every intimate detail of her life, exposing her earliest crushes and juvenile discrepancies to the public, transforming the entire adolescent experience into an adjudication in which she felt judged and humiliated. As soon as she could pass for of age, the woman went to Sylvan to indulge in all of the excesses that were forbidden to her and loved every minute of it. Alexis believes that law abiding people who don't harm others have the right to live life to the fullest and keep whatever secrets they deem fit from public exposure. After moving from Elexia to Sylvan at 18 the woman has lead what many would call a hedonistic lifestyle, however, it is one that is completely within the confines of the law. After several years of running with a fast crowd she learned the dangers of what can happen when one rejects all limitations and saw many fall victims to the criminal element of the world. For the past few years the woman has sought to strike a balance between the two extremes, living her life to the fullest while trying to stop those who gain pleasure in harming others. While not something she openly admits, her pursuit of justice coupled with her religious leanings have allowed for the indulgence in once hidden sadistic tendencies. While publicly she is a fun loving person who can border on charming in the right scenario, she makes no qualms in her opinion that those who harm others have forsaken their humanity and deserve to be treated accordingly.
Skills and Abilities Interrogator
Her cool, calm and icy demeanor exhibited while subjecting criminals to severe acts of interrogation add a fear based charisma effect in such scenarios. Inquisitor Soulgaze Oblivion Stones
Hand Of Will
A bronze strength glove that grants Alexis psychic ability. It is an ornate polished silver adorned with amethyst chain markings around the wrist, tipped on each finger with a razor sharp ebony point.
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.
> A single shot pistol with a mahogany hilt and sterling silver barrel with a dwarven inscription running down it. While the weapon appears to be of a high quality, it is no more effective than any other single fire pistol.
> A black leather cigarette case with gold trim.
> A grappling hook attached to 20 feet of rope.
> A small lipstick like container that when unscrewed has a flat plate of metal inside of it with an extremely small and weak ruby behind it, serves as a cigarette lighter. Eyes of Justice
Stats & Facts Race - Human Age - 32 Height - 6'2” Weight - 198 lbs Background - Very little is known of Alacritas in the Eastern World, and what isn't known he keeps to himself. He arrived on a ship shining in a brilliant white. He lost most of his minor fortune playing cards at the Flush (playing being an exaggeration; he didn't seem to understand the rules all to well), and has been reduced to using his skills as a swordsman to earn his meals.
The short, fat and stiff sailor eyed the man before him. Tall and fit with lean muscle, as he ought to be himself. “Boarding cost is 60 silver, paid in full and in advance.”
Alacritas considered his belongings. A coat of redwolf hide, a thick silver bracelet lined with three rubies on each of its sides, Falcon's Fury, a golden locket hanging from a necklace of silver threads, a handful of bird seed, compressed dirt clinging to his boots, and the stench of a sweating horse. The bracelet he could do without, as well as the coat. He would never dare abandon Fury in the hands of another, and the locket... A look at the pendant's portrait would anger and upset him, but the thought of leaving it behind infuriated him even more.
As he shuffled through his pockets, the sailor before him noticed the brooch pinned to the exquisite coat. It was bright gold, a sun-in-glory with its uppermost rays forming into three fleurs-de-lis, not unlike a crown. His eyes widened as he looked up at Alacritas. “You're a firstseed...M'lord?” Alacritas shifted his gaze to the sailor, his expression becoming still and cold. He curbed the desire to scold him. As much as he was bothered by it, he was a firstseed. The sailor was appropriate to mention it. The sailor glanced at his gray eyes, confirming his suspicion. “Come aboard, m'lord! No need to charge a firstseed for a voyage. 'tis an honor to have you on our ship, it is,” he exclaimed loudly, for all to hear.
What an upstanding citizen, Alacritas thought bitterly, brushing a fist against his chiseled chin. Alacritas nodded to the sailor as he walked past. Under any other circumstance he would have refused the service, but now he stood tired and hungry, and with little time to spare for semantics.
The ship's captain had provided him with a personal room, though Alec refused to use it. He only spent enough time in the quarters to remove his beard and shorten his hair. His long locks of auburn hair were objects of jealousy across the kingdom, but the need for anonymity greatly outweighed the need for style. Shoulder length would do; he could not part with it fully. He sold his bracelet to a merchant in the neighboring room, and his coat to another. The plump trader noted the sword at the firstseed's waist, narrowing his green eyes. “And I'll pay double for such craftwork. Forged by a smith of Ad, if I'm not mistaken!”
Alec shifted in place, placing a hand on the weapon's hilt, fingers tracing the grooves cut into the grip. With the other hand he felt at the neck of his shirt, finding the shape of the locket beneath.“It is not for sale,” he uttered. The trader raised his bid to triple, with no influence on the matter.
The commoners' cabins were crowded; many a body were sailing to Elexia. Alacritas found this to his comfort, and spent the nights sleeping among the rabble. None here recognized him, nor cared to try. No self respecting firstseed would ever sleep in a commoner cabin. The waste-filled floor dirtied his maroon tunic and matching trousers, almost fading them into a shade of brown. A foul smell filled the cabins, though the stench that Alacritas brought with him was just as unbearable. He regretted not taking a bath in his private room while the opportunity was there.
On the fourteenth day of the journey he was awakened half way through the night. Startled, he reached for Falcon's Fury, half expecting to find it stolen. The blade was still at his side. Across from him was a young child, malnourished and wide eyed. “Sorry to wake you, mister,” said the boy. “But me and my brother, we were trying to sleep. But you were speaking in yours, mister. Louder than usual. We couldn't sleep.”
This seemed to trouble Alacritas. “I was speaking? My apologies, boy. I hadn't realized.” He turned onto his side and shut his eyes, but the urge to slumber had gone from him. He sat up in his cot, searching for the child. “Boy? Boy, what did I speak of?”
“Much of it was mumbled, sir. It sounded like threats. You spoke with anger.”
“And that is all? Nothing else?”
“You mentioned a name. Juliana, I think. Something about her being well, I think.” Before he knew it, Alacritas had leapt from his cot, violently shoving the boy from him. The child fell onto his back, crying in terror. Realizing himself, Alacritas looked away in shame.
“Sorry, boy. I... I lost control of myself.” The child looked at him with a frightened expression, tears welling in his eyes. Alacritas watched him for a moment, then climbed to his feet and left the cabin.
Finding a comfortable spot along the ship's bannister, Alacritas Peregrine Firstseed looked out onto the sea. It shined a deep blue, subtle waves reflecting fractures of the moon. In the distance there was a dark shape forming. Bakara, Alacritas thought. By midday they will be docking in Elexia, and the running would end. He would no longer need fear the Ageless.
Appearance/Apparel - A slender face with no time for laughs, sunken cheeks and shallow jaw, but pronounced chin with a stubble. A low hanging brow gives his gray eyes a slender, angular look, usually set with a look of distrust. Shoulder length auburn hair. Handsome, but void of any boyish looks. He has a muscular build, clearly the product of a tested warrior trained by the elite, and well toned for athletic feats. He dresses in matching tunic and trousers of dark reds, once extravagant, but that time had passed. Above this he wears a shirt of mail bearing the imagery of a maroon falcon on the chest, with its wings spread wide. Black leather boots tightened with a clasped strip above the ankle. Falcon's Fury is always ready at his hip. Affiliations - Warrior Allies - Enemies - Accomplishments
Skills Escape No Life, No Death from Shame - Although haunted by personal ghosts and running from the Ageless, Alacritas seems unable to keep a low profile. His poorly maintained anonymity in a new land seems to be shrinking every day. (Hero's Legend) Aerialism - The storm-based warrior's technique.
Lvl 1. Your learn how to always land on your feet.
Inventory Weapons Falcon's Fury - A hand-and-a-half sword forged from Nephach Steel, as strong as dragonbone. Nearly a yard and a half long from pommel to tip. The grip is just over a foot long, encased in rosewood, and etched with flowing curves akin to currents of wind. The pommel, an inch long, is shaped like a falcon's tail. The yard long blade is sharpened on both edges, and the tip tapers into a fine point. The cross-guard is fixed with a pair of quillons (see below). Total Hardness: 8 Enhancements:
-The blade seems to have pull on the mind of the winds, able to manipulate them to its advantage. Because winds seem to solidify on its edges, it gains two extra hardness points and hits with one more strength than otherwise. The blade can also seem to "slice" through the air, creating a portal which powerfully sucks everything around it for a few moments.
Falcon's Talons - The quillons of Falcon's Fury are encased in rosewood, branching out 10”, terminating in sharp pommels decorated as a falcon's talons. Each quillon can be detached from the cross-guard about half way down the shaft, pulling out to reveal a stiletto with an 8” blade, thin and four-sided.
Armor Mail Shirt - A steel shirt of mail with a selection of rings painted before being linked, adding the imagery of a maroon falcon to the chest, its wings open wide and claws reaching forward in a threatening manner
Magical Items Staked Steps - A pair of tall black boots, lined up the front of each with three silver buckles, now blacked by soot and ash.
> The wearer is more resistant to damage caused by fire can transfer any pain or sensation of heat that would normally be caused to him by fire onto a target other being.
> Taker Set
Non-magical Items Clothing
Maroon Tunic and trousers, slightly lavish but worn through. Golden Pendant
A golden locket hanging from a necklace of silver threads. Alacritas has never been seen to look at the picture inside, but the pendant remains around his neck night and day, through sleep and through battle.
Name: Known only to those who've proven trust worthy. Goes by "Her" or other names she makes up on the spot, none of which ever stick. Race: Human Age: 23 Affiliations: Infiltrator
Appearance: Slender build, relatively short at 5'3", Long and wavy brown hair, olive skin. Though her appearance is quite fetching, her best feature is her emerald green eyes. She has relied on her looks quite often to get her the things her silver tongue or swift hands could not. She also has a tattoo of her true identity on her back, she has only herself to keep an eye on it.
Apparel: Though her natural beauty is one of her best assets, she more often than not dresses in attire as to not bring attention to her. Sometimes leaving her hair untamed and face dirty. She refuses to wear identifying symbols on any of her clothing unless it is to elude those of her real identity or motive. Life has shown her the best way to stay safe is to stay hidden, and the best way to stay hidden is to be among those she would intend on keeping hidden from.
It is uncertain to most people (though they rarely know) what her true personality and motives are. She is however she needs to be. She can be kind, or rude, seductive or uninviting, calm or livid. The only true aspect of her personality that is always the same is her sense of humor. She can never hold back her quirky grin to hide her appreciation for a clever joke, and never passes up an opportunity to be silly or sarcastic. She is great at masking her motives or behavior, yet can never convince someone who is not funny that she thinks they are. It has been her downfall at times, but she is working on that.
She grew up with everything a child could want, loving, successful and generous peacekeeper parents. Her Mother, Aconia, who was the beauty of her hometown was also polite, and intelligent. Best of all, her patience was great making her a wonderful mother, and her trusting in others even greater, making her friend to all. However, if someone managed to break it, her hot temper would take over. Her lack of ability for forgiveness was her ultimate downfall.
When Aconia's daughter reached 13 years of age, all of the town were joyous to attend her birthday celebration. Aconia and her husband, Antoni, had spared no expense for they're daughter. The best Music, Food, and Drink the town had to offer... And plenty of drink there was. Late into the evening, Aconia went to fetch her handsome husband for a dance. He couldn't be found. Aconia kept searching believing she would find him in a drunken sleep from all the drink he had indulged in. She found him, making love to another woman. Her rage heated so quickly and furiously. She raised her hands, the wind became cold. Dark clouds began to appear above her head, and she quickly called upon a bolt of lightning to strike at the other woman, ending her. She called upon the lightning again to strike at her husband, but before she could even muster the words, her slender neck was in his powerful hands, and broken.
Antoni carried his lover into the center of the celebration cradled in his arms. Confessing to everyone(including his daughter) what had happened, and begged to be arrested and punished. His daughter screamed "How could you carry her in here and not your wife? Where is she!?" She left him no time to respond. Confused, and overcome by grief at the loss of her mother she ran, Leaving her home town and never looked back.
Alone and without any coin, she did what she had to do to get by, going from town to town pick pocketing, stealing and cheating. The everyday trials and tribulations she was faced with made the days go by quickly, turning to weeks and months and eventually years. Being able to cast aside her emotions hand memory, she was able to become who ever she wanted, and get whatever she wanted. She learned the best way to treat her grief was laughter. She let go of everything else, or burried it somewhere deep in herself, except laughter... It was her lock to a door that she had no intent on opening ever again.
Has years of experience with luring men into secluded locations to strip them of their dignity, and perhaps a few coins. When conversing with men she has an enhanced charisma effect based on sexual appeal and temptation.
Cat or Mouse?
She is able to mimic the walk, talk, and expressions of those around her, making her able to easily blend in with almost any group. She can even look and sound to be a Male human when in the appropriate clothing.
ELECTROMAGNETISM - Following in her Mother's Love of Storm, and her insatiable love for all things shiny, She has the ability to manipulate the electricity flowing through her veins to have influence over metallic objects. Lvl 1. She massively creates a magnetic bond between herself and any metal items she holds, making her grip on them unbreakable. Lvl 2. Her attunement to electromagnetic forces allows her to attune her senses to the fields generated magnetic north, electrical charges, and/or magnetized metals.
Dual Kris'. Steel. Over the years she has had practiced her ability to wield small piercing weapons. Her favorite of all is the Kris in all its wavy goodness. She goes almost no where without them.
Non Weapons Spring loaded Kris Holsters Discovering her fancy for the Kris, she commissioned a custom made holster set. She wears this discretely under her clothing, making concealment and withdrawal of her Kris' quick and easy. Having one side (the left) that also coats her blade with a poison when needed. The poison can only be used once before it needs to be refilled again. Giving the tedious nature of the refilling of the poison, she usually doesn't use it but for the deadliest of foes. Suitcase of Suits
Has a number(TBD) of different apparel of different groups/guilds acquired from her Heartbreaker ability over the years. Though some have become out of fashion and need to be replaced to match with the current trends, styles, and uniforms. The Ebon Compass - An octagon shaped ebony compass, overlaid with the Lidless Eye. It will hum faintly and the needle will point out the general direction of nearby secrets and hidden objects. Multiples of either located in different spots, and the compass will hum more violently and the needle will spin inadvertently in all directions. Faceless Mask- Infiltrators possess an uncanny ability when it comes to creating a spur of the moment disguise. Once per encounter they may alter their voice, accent, facial expressions, posture, gait and mannerisms to project a completely new identity. The persona created this way needs to be fictional, and can never be perfectly replicated due its improvisational nature. This affect is similar to the Impersonate spell, but entirely non-magical and arguably more convincing at concealing the user's true identity. Training Armor Coupon - Redeemable at Heart of Steel for a set of gauntlets and greaves, design up to redeemer, that have are made of a special alloy that is hard as iron but much heavier. While this reduces the wearer's speed and agility, they condition the wearer, earning them an additional BP for every 10 they get while wearing them. Spells Level 1 Spark - Release a small arc of your bodily electricity from your fingertip. Its enough to startle and cause brief pain, as well at ignite highly flammable materials.
Level 2 Drain-By touch you can drain the bodily electricity from a person, tiring them and causing a brief spasm of weakness.
Stats & Descriptions Name - Artemis Quinn Race - Human Age - 26 Affiliations - Oathbreaker Appearance & Apparel - A tall and lean man, around six feet. His hair is dark brown and lank, ear length, brushed to one side. His face is lean, with a thin sharp nose, large brown eyes, dimpled chin and large, full-lipped mouth. Face is marked by a shadow of a thin mustache. He typically wears a pale blue-gray shirt, dark brown plants and a tan leather vest, once fine but obviously having seen better days. Has a silver pendant necklace and bracelet. His black belt bares a steel owl belt buckle. Personality & Background - Quinn was born the bastard child of an Elexian Councilman and one of his maids, who was quickly fired, discredited and blacklisted as a golddigging liar. He and his mother grew up in poverty, doing whatever they could to get by. At a very young age Quinn, who knew better than most the devastating power of lies and the impotence of the law, became a Witness. He supported his mother until she passed away, and then moved into the Church, eventually becoming the cleric's top Witness. It was there that he met Lumarin and his sister Kaltara. Before long Quinn and Kaltara, an Invoker, were married and had a daughter, Sara. They moved out into the city and were very happy.
But then came the day that Quinn was assigned to lead the team of Witnesses to gather some information on the seemingly law abiding magnate Torbal Lee. When they managed to get their hands on evidence of Lee's real business, slave trading, they just barely managed to escape with it. They were forced to go into hiding before they could pass it on the evidence, Lees men having flooded the streets. When they were finally able to emerge from hiding, they discovered Lee had taken several of his teams family members hostage and when the church had responded things had gotten bloody. Kaltara and Sara had been slain by a gang of Nadrask mercenaries.
Quinn was destroyed. At a church meeting to mourn the losses, Quinn broke the silence and lashed out at Soltara. "Are you satisfied? Was my family's life worth it?" When the guildleader answered the only way he could from upon the white throne, with a truthful "Yes". Quinn quit the Clerics upon the spot, cursing out Soltara and the entire guild. He stuck around Elexia just long enough to see Ephlak'Gul, the man who had apparently led the attack on his family, executed, and headed to Epicrin, where he joined the mages in honor of his late wife. These days he uses his thieving skills for his own good, with no real concern for truth, and spends the rest of his time losing himself in drink and women.
Skills/Weaknesses Eye of Avarice - Ability to sense items with strong magics within your visual range, give off an orange aura. The Red Deck: Blades
Wet Work - Dexterous blade work.
Lvl 1. Your familiarity with blades of all shapes and sizes allow you to draw them instantly, attacking in the same fluid movement.
Spells Mind Lvl 1. Charisma - A target you cast this on will find you more charming and impressive than normal. Lvl 2. Sleight - Cause a target to think they see an object of your choice in your hand. Must be small enough to actually sit in your palm of your hand. Lvl 3.Psy-Arm - Generate an illusionary weapon in your hand, no larger than 3' long. This weapon passes through objects without doing harm but triggers illusionary pain. Artless Lvl 0: Void - Passive. Creates a pocket dimension you can access at any time, allowing you to seem to store items in, and retrieve items from, thin air.
Quinn's Main Daggers Huginn and Muninn, The Awakened Blades - A pair of steel scramseax daggers, single edged and guardless. The hilts and sheaths are formed from a polished black wood with gleams of blue. The hilts and sheath are etched with feather patterns, the hilts terminating in a pair of carved ravens heads with amethyst eyes. Lvl 1. Whenever Huginn or Muninn draw blood, you gain a flash of insight into the mind of the wounded, possibly their motivation, tactics, sensory perspective or intended next move. Lvl 2. Huginn and Muninn can be granted an amethyst imbue effect, their eyes glowing faintly. Lvl 3. Shattered Mirror - If Huginn or Muninn is held up directly in front of an enemies eyes, they will see a reflection of their face, except haggard and miserable. All their failiures and shortcomings will flash before their eyes in a moment. This effect leaves them miserable and forlorn and mimics the effects of drunkeness for the next three posts.
Quinn's Dagger Collection Biter - An ironwood poinard dagger. Lightmage Dagger - A silver rondel dagger with an ivory hilt. Can be made to appear as harmless other item of similar size and shape. Firemage Dagger - An iron kris dagger with an obsidian hilt and a dragons-head pommel. As long as the blade is not in contact with a body, it can rapidly heat and reforge itself into any shape you can visualize. This does not change its mass. Watermage 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. Mindmage 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. Body - A silver katar dagger inlaid with bone with a bronze handle. Those wounded by the this dagger lose a level of strength for the rest of the encounter. Multiple wounds do not stack. Spiritmage Dagger - A silver kila dagger inlaid with bone with a bronze hilt. The face on the hilt is not his, but that of a beautiful woman. Belonged to Quinn's late wife. Those wounded with it bleed not only blood buy life-force, weakening and and tiring them over time, even if their body is healed, dependent on the severity of the wound. Effect ends at end of encounter. Multiple wounds do not stack. Aguijon's Sting - A ceremonial oscaran dagger. The blade has an innate emerald imbue effect and can be explosively shattered into three projectile poisonous shards that can be homeguided to back to the dagger the next post. Cadena's Sting - A ceremonial oscaran dagger. The bottom 75% of the dagger's blade can transform into a fine but durable steel chain, making it into a blade tipped chain whip. The wielders arms becomes double jointed and quicker.
Magical Items Eldrich Feather – A feather from the raven wings of the Chimera. Contains potent divination magic. If used in any type of potion will create a permanent magical effect or change, nature dependent on type chosen.
The Chimeric Eye – A crystalline orb around the size of a tangerine, roughly shaped like an eye and filled with a twisting rainbow of glittering color. What Is... - The bearer is able to identify the traits and properties of magical items and materials without the use of further tools. ...and What Might Be - Allows the bearer to see not what is, but what could have been, picking out new threads of possibility and bringing them briefly into reality. Whenever the bearer identifies one of their items, they may also choose to see a ghostly after image of what the item might have been. This is determined using precisely the same methods as determining the results of the original identification, but with new randomization. Twice per encounter the bearer may pull one of these alternate effects into reality, allowing them to replace an items usual properties with its alternate properties for the rest of the encounter.
> Spool of fine wire
> A few well worn novels
> Old battered and broken flute
> Flint and steel
> Deck of Cards
> Bag of Dice
> Two identical silver necklaces, one worn, one not.
> Two full wine-skins
> Bag of assorted scavenged nuts and berries
Pets Nevermore - A black scionic raven with blue highlights. Will grow into a powerful familiar. Has been fed Pygmy Root to keep it a normal size. Lvl 1. The raven's touch strengthens the mind and will counteract any mental magics being used on you by others.
Lvl 2. The raven's glare induces uncertainty and unease. Lvl 3. You can the raven can perfectly understand each others' speech.
Lvl 4. Huginn and Muninn can be crossed before Quinn to help focus his will into a telekinetic equivalent of a shield spell, slightly larger, and in the shape of a spread winged crow. Lvl 5. Huginn and Muninn refuse to hurt you and will draw on your minds power to prevent that from happening. They will use a form of telekinetic animation to redirect themselves if they would hurt you and attack anyone that tries to use them against you. Lvl 6. I Still See Your Ghost - The effects of the Mirror magics is amplified. It now causes a flash of intense head pain and causes them to see the phantom image of those they wronged, failed and lost for the duration. Lvl 7. Quinn may throw the Soul Blades into the air, where they will appear to vanish he will be surrounded by an illusionary flock of countless cawing crows, spiraling around him. Anyone and anything that tries to pass through this flock will be set upon by the firsts, their talons and beaks telekinetic constructs that carry Huginn and Muninns powers. Quinn cannot move from that spot without dispelling the effect, Huginn and Muninn reforming at his hips. Lvl 8. The Woman - Huginn and Muninn can be transformed, uniting and taking the form of a pale blond mute woman with regal features and sad eyes, dressed in robes of white and gold. A silver necklace hangs from her long neck, a silver kila dagger at her waist. A pair of black crows circling above her head. She skin pale perfect skin is tough as brass armor and she has Strong level strength despite her slight and feminine frame. Once transformed she will remain this way for 7 posts then revert, unable to turn back for another 10 posts. Lvl 9. The Words - Once for each transformation, The Woman may speak. Her voice is sorrowful and deafening and has the effect of a Gale Force spell. Those caught in her vicious recriminations and any hostility or ill intent they felt towards Quinn is redirected inwards, sometimes to the extent of harming themselves, until Quinn gives them a reason to be hostile, which breaks the effect. Lvl 10. Upon the slaying of a person or spirit, the sword(s) absorbs a a part of fading mind. At the end of the encounter it will produce a thought crystal someone on the weapon(s) based on the personality or knowledge of one of those it had slain that encounter, granting it an ability based on them. The blade(s) can only contain three of these thought crystals at once, and one must be sacrificed to add a new one after that.
Race - human Age - 14 (nearing 2 years in bear form) Strength - average (human form); strong (bear form, as a cub) Affiliations - Sentinel Society; considers Jebidiah and Arl friends Appearance & Apparel -
Human form: crystal blue eyes; fair skin; white-blonde hair, roughly 5'
Bear form: 430lb cub (a lot of baby fat, mixed with growing muscles), golden-white colored fur, crystal blue eyes , 3.5ft at the shoulder and roughly 6' when standing on his hind legs; 1, 2
Cub < 2 years
Juvenile 2 to 5 years
Adult 6 to 20 years
Elder 22 > years
Note: Voli will be done aging in Bear form when he reaches age 18.
Personality & Background - Voli remembers nothing from his early childhood. He doesn't recall his parents or what happened to them. Or perhaps he just tried very hard not to remember. When he was 9, a traveling cleric named Jebidiah found him and saved him from a life of surviving off of squirrels in the forest. However, because he spent so much of his time in animal form, he feels more comfortable as a bear. He continues to follow Jebidiah, fiercly loyal. He has an understanding of how society functions, but sometimes his temper overwhelms him and he acts out in temper tantrums. He means well and wants to do good to make Jebidiah proud. One day on their travels, they found themselves on My'kurr where they came across a group of men stuffing a small girl into a sack. Jebidiah's presence caused the men to abandon their plot and leave the girl Arl (and her bird) in his care for a short time.
Herbalism (lvl 1of 4) - You are able to manufacture basic Teas and Supplements. These are herbal compounds that one takes regularly (at the very beginning of each quest or bounty) to enhance their functions. Teas effect you mentally. Supplements effect you physically.
Tracking - All sentinels are given rudimentary training in picking out and following the traces and signs left by the passage of people and animals
LSS - Relic of Legend: Voli's Bear Totem - An ancient totem carved from some strange dark wood. It is in the form of a rearing bear, its paws reaching out. The veins of rot run through it but my some magic do not spread, weaken it or come away. Believed to be a kindir relic of some sort.
Lvl 1. Curse of the Bear - The totem is cursed, binding itself to its owner until willfully taken and twisting the owners, both body and mind. Their body is trapped in the form of the bear, their mind warped to reject their human essence However, the rot seems that somehow affected the curse, allowing Voli's spirit to taint it. As such Voli has, through practice, gained the ability to transform from bear to human and from human to bear, though only once each per encounter. Sadly, the mental toll of the curse remains, causing Voli to be uncomfortable in his own true form.
Lvl 2. Eyes of the Bear - If not under stress or duress, by standing still, closing his eyes and focusing, Voli and astrally project into the totem, where he can communicate with The Great Bear Spirit bound within the totem, who will help you on what you have seen and heard and offer advise regarding your goals.
Lvl 3. Voice of the Bear - While communing with the Great Bear Spirit, it will teach Voli The Voice of the Bear, a deafening roar that has a repel effect before Voli.
Lvl 4. Right of The Bear - Beasts of the wild recognize the touch of The Great Bear Spirit within you and will not harm you unless you act aggressively towards them.
Lvl 5. Bond of The Bear - The rot in the totem spreads slightly, allowing scraps of spirit energy to osmose in and out. Each encounter Voli may choose an ally. That ally will gain a scrap of The Great Bear Spirit's essence, gaining a strength level, sharpened nails and intimidation effect. Voli gains something based on that persons spirit.
Lvl 6. Cry of The Bear - Once per encounter, Voli may infuse the Voice of the Bear with some of the raw power of the curse. The target of the Voice will temporarily lose all sapience, their mind becoming that of a wild, feral beast. They cannot cast spells or use learned skills while this effect is in place. Lasts for five of their posts.
Lvl 7. Court of the Bear - You may summon forth an animal spirit(s) native to the area you are in to aid you. Costs a spell to do and takes up a summoning slot.
Lvl 8. Might of the Bear - Once per encounter Voli may channel a part of The Great Bear Spirit's essence, creating a massive bear formed from spirit magics, hard as wood and the size of an elephant, which carries Voli inside it and moves as he moves. Can only be done for a maximum of ten posts.
Lvl 9. Favor of the Bear - Using the Voice Of The Bear, you may call forth of the other Great Animal Spirits and be bestowed a gift from them.
Lvl 10. Path of the Bear - The Great Bear Spirit appears in the real world, intangible and bound to the totem. Once ever this spirit may guide Voli on a journey into the mountains, seeking the origins of the totem and the curse that binds them both.
Relic point total: 3
Weapons Human form:
Claws of the Wolverine - Dermite (Mod 3 can be absorbed along with enchantments into the flesh) gloves with three 12" iron claws attached between the knuckles. Once the gloves have been absorbed the blades can be retracted into the forearm. No spells may be cast on posts in which you extend or retract the claws.
Bite - can break bones
Swipe - can break bones
Pendant of Linguistics - A gem strung on a thin leather cord that allows the wearer to speak and to comprehend a target/targets; magical
Leather armor - Voli wears a leather armor for protection in battle, on his head, arms, and chest (stored with Jeb)
Flesh of the Father - A green leather trench-coat, made from a surprisingly thick material, the pattern resembles leaves woven together. Includes a set of gloves that match the jacket. They are warm and supple inside with a pattern resembling a bear paw sewn over the back of the gloves to make it appear you have bear paws instead of hands. Along the seams is a detailed pattern of lightning , and it all seems to be flowing towards the hands or feet. The belt of the jacket also has lightning streaming along its center.
A First Impression - The suit surrounds the wearer with a commanding aura. Important people are more likely to assume that you are the leader of any group of people you are with. Lesser enemies may find themselves choosing an easier target, while more confident foes will be more likely to single you out. A Second Skin - Flesh of the father's mod 1 leather grows into its wearer's skin on a microscopic level, literally becoming part of them for as long as they wish to wear it. The suit will change its outward appearance to fit with whatever shape its wearer might take on. Additionally, the material of the suit can be willed to grow over the wearer's entire body, covering otherwise vulnerable flesh. A Third Eye - Flesh of the Father generates a mild electrical field that can send feedback into the wearer's body, giving them a directional awareness of most living things within ten feet of them.
Gold: 120 (held onto by Jebidiah)
Hybrid Crystal - Choose Two Arts
Life Chisel - Grants the owner a rare Dual-Art miniLSS: Sillicite Sculptor
Lvl 1: Call forth from the ground a stone statue of a mole rat, 6" long with razor sharp teeth, imbued with beastial summoning magics that give it life that is maintained like a summoning.
Lvl 2: Call forth from the ground a stone statue of a mole, 8" long and capable of burrowing through the earth rapidly, imbued with beastial summoning magics that give it life that is maintained like a summoning.
Lvl 3: Call forth from the ground a four 7" tall stone statues of squirrels , imbued with beastial summoning magics that give it life that is maintained like a summoning.
Lvl 4: Call forth from the ground a stone statue of a giant hedgehog, 30" long and able to role into a spike stone ball, imbued with beastial summoning magics that give it life that is maintained like a summoning.
Lvl 5: Call forth from the ground a stone statue of a giant porcupine, 40" long capable of shooting out stone shard spines once every three posts, imbued with beastial summoning magics that give it life that is maintained like a summoning.
Herbalists Kit - These contain mortars and pestles, oil presses, gloves, pill presses, scalpels, cutting boards, vials and jars, burner stones and small kettles.
Lv 1. Spark - Release a small arc of your bodily electricity from your fingertip. Its enough to startle and cause brief pain, as well at ignite highly flammable materials.
Lv 2. Drain - By touch you can drain the bodily electricity from a person, tiring them and causing a brief spasm of weakness.
Lv 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.
Lv 1. Strengthen - Magically enhance your body's musculature, enhancing your physical strength by a level. Can only have one instance of this effect placed on your body at once or the distortion caused will be damaging when moving.
Lv 1. 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.
Rasa Chimera - An adorable foxy-squirrely ball of fluff and love, the non-leveling Rasa Chimera is about the size of a grapefruit, nearly all of it a burst of golden brown fur. It is both squirrelly and foxy, with large delicate ears and a puppy-like face. It also has a short pink-scaled tail and tiny dragon wings that flap futilely at the air.
You are no stranger to the most ancient and effective combat strategy of all time: Bleed your foe, and then run them into the ground. When you attack a foe that is already bleeding, your strength is increased by one level. This effect fades if your strength exceeds Mighty.
Stats & Descriptions Name – Jebidiah Badash Race – Human Age – 25 Affiliations – Cleric & Machinist Appearance & Apparel – 6’ tall. Simple cloth robes. Thick enough for cold weather, but breezy enough to not get overheated in warm weather. Has a gentle face with lots of laugh lines. Piercing, deep blue eyes. Thick golden blonde hair, about shoulder length and combed back. He has a shield slung across his back, a bone dagger under his outer robes on his hip, and a beautiful dragon bone bow over his shoulder. He wears a nice pair of gloves.
Personality – Kind soul, willing to listen to all points of view, even the ones that are wrong. Wants to heal the wounds in people’s bodies, minds, and souls. He will bring all to the light, in time. A triat from his father, anytime he starts to get passionate about something he begins speaking with the accent of southern bible-belt preacher.
This is the short version.
At a young age in a land across the sea his father killed the residents of his home town in the name of the Light. He then wandered around as a medic for several years spreading word of the Light and offering his services. On his way he met his friend Voli, and together they helped save Arl and deliver he to the Peacekeepers.
This is the ridiculously long version that happened when I just kinda started writing and didn't stop.
Long ago, across the sea, the sun shone brightly on a grove of trees as the birds sang softly in the background. Jebidiah looks around at the bountiful forest near his town, driven to say a quick prayer of thanks to the light above by its beauty. Thanks that his father, known as The Brilliant Flame, raised him to pursue his talent for mending not just people, but machines as well. Thanks for instilling in him the ability to see the Light of faith all around him and never to cower in the darkness of sin. For a moment, he thought he had been praised for his prayer by a bright white light flashing in the distance; he quickly realized this was not the case. His town was under attack. And his father was defending it with his brilliant white fire.
Jebidiah dropped the medicinal herbs he had been gathering and raced back to town. He was young, but knew that it was his duty to defend the Light of truth, just like his father. He could hear the screams of men and women being burned to death. “By the light,” he thought “who would attack us? We have nothing of value and no enemies…” His thoughts were violently interrupted by the visions he saw as he got near the town border; he saw the townspeople themselves ablaze!
“Why father? What madness has consumed you to do such a thing?” He muttered aloud as his neighbor let out his final scream of agony as the fire finished him off. He raced through town passing sights of his friends dead or dying around him as he sought his father. Everywhere he looked he saw the white scorches of his fathers’ flame outlining what looked like shocked or terrified people. It wasn’t hard to find him though, he just followed the screams…
There he stood; at the fountain in the center of town looking down a man retreating from him, trying to back away but hitting the fountains edge instead. “Please, don’t! We never meant for it to go this far! We started doing this just to see if we could…” The rest of his words would never be heard, for his father had struck him down with brilliant fire. Lying there outlined in white scorch marks, his face frozen in fear, he seemed almost sad.
“FATHER! What have you done?”
“My son, I am sorry you had to see this. I tried to take care of this in every other way, but you have to believe me when I say they had to be purged…” His father had said his last words. For with that he fell over onto the fountain, turning the water red with the blood that flowed so freely from his many wounds. As Jebidiah came closer, he saw that none of the wounds looked like they came from any weapon of man. He grabbed his father and shook him, weeping for his lost friends and his lost father. As he held his father a note fell out of his pocket:
Son, I am sorry for what has happened to the town. If you are reading this then either I died in my fight, or I had to leave from failure. I hope it is the former. In either case, this village is lost. I have been monitoring the flow of magic for some time, and have been noticing signs of Death magic rise steadily. I confronted the townspeople about it, and none came forward. So I followed them one night, and found them performing some dark ritual. What it did, I didn’t know but I could feel the evil flowing from it. After they left, I destroyed the site. They found out it was me, and came after me. Small at first, but it kept escalating. So I waited until you were out of town. And I engaged them all before they could do me any more harm, or even worse you. So I am sorry I have left you, but I am not sorry for what I did. I have defended the Light from those that wished to destroy it. Never forget my son, of all the things and people that will come and go through life, you must never lose sight of the light and always know where the dark is hiding.
With this he set out from his village after burying his father. He chose to travel the lands in search of places that need him. He started by helping a nearby village by being their priest and healer. They loved him there, for he brought with him a passion for life and the Light that few others here could match. After some time, though, he felt as though he needed more and left.
Expand for backstory adventure
The next time he stopped his wandering was when he stumbled into a turf war between two angry families. When he first arrived, they tried to kill him. Each side thinking he was a spy for the other. They only stopped trying to kill him after he walked into the middle of a fight and started stitching up the wounds of both sides. Anytime they tried to persuade him to join just one side of the feud, they all walked away in a sense of contentment, many of them just stopping to fight the battle anymore. Instead those few would begin trying to stop the fighting. When asked why they suddenly changed their minds, they would always respond “If you had heard him speak, you would feel the same. He just has so much passion for the lives that we are wasting in this war…”
Upon hearing this enough times, they began to pressure Jebidiah into speaking to both families at the same time, perhaps even ending this feud. Eventually he gave in.
Children of the Light! Why do you fight? You say it is because each family has been wronged, yet there is nothing more wrong than killing without need. By killing each other so casually, and with such malice, you bring into your lives the darkness of sin that destroys the Light in your hearts. Can you not FEEL the Light all around you? Do you not SEE what more your lives could be if you stopped killing each other? Do you not CARE that the lives you lead breed only sorrow and despair for your children? That they must grow up in a world where seeing their family dead and dying is an everyday occurrence? Why? Why do you continue this feud? Were any of you who still live the ones that were wronged? What do you lose by letting go of this hate and living in peace with your neighbor? What do you gain if they die? So please my children, lay down your weapons and banish hate from your hearts; instead open your arms, minds, and souls to the Light all around, the love of your families, and the joys of friendship. And finally you too may know PEACE!
After this speech, the families considered his words. They would not instantly know peace, but they would now consider peace at least. And so he left, sure that his presence would provide no further assistance here.
He wandered for a long time offering his services as a medic to any who needed it. He cared not for which sides he helped because with every patient he learned more about the way people think. Many of them he got to see the light, but others would not listen. He spent this time trying to find his purpose in life. And so his dedication would be set. He would travel the lands and bring to all to the Light, one way or another.
Possibly the most interesting thing that happened on his travels, was the day he met his friend Voli. While walking through a clearing in spring time, Jebidiah found a polar bear cub. Not sure why the bear was there or how it had gotten there, he approached. “Hello?” he said. He was surprised when the bear turned its head and said “Hi, got any food?” Perplexed, Jebidiah tossed out some jerky for the bear. Voli raced forwards, what would be a terrifying vision was diminished by the young male voice saying “Wow thanks!” After he devoured the food, Voli claimed “Wow, haven’t eaten in a while. Can I get some more?” “Uh, sorry. No more with me. I got some more back in town, if you wanna follow me.” And after that Voli followed me through my adventures. Learning about the Light and the glory of life as they went.
Before he finally left to go to a new place and help more people, he paid a visit to his fathers’ grave. Unexpectedly though, he found something on the tomb. He found a small leather bag with the initials J.B. on a small plaque. Inside he found a small supply of medical supplies. He did not know where this came from, but he knew it was meant for him.
Upon reaching the new lands, he saved a small female child-bird (Arl) from some less reputable people. After which he helped her meet the old man who helped her join the Peacekeepers. They remain good friends.
Skills/Weaknesses Relic of legend: Badash Bag–Level 1 LP=4
You receive 1 Legend point for each quest you undertake and an additional 1 point is the quest goes over 450 posts. The quest runner has the option of awarding a third point depending on the role you play in the quest.
Jebidiah's Badash Bag - An ancient split top portmanteau bag, made from soft cracked and faded black leather, baring a small bronze plaque that always bares the owner's symbol or initials (J.B.). The inside is lined with countless pockets.
(1) Lvl 1: The bag reads and emanates the intent of the owner, in Jebidiah's case his desire to heal and render aid, giving him a natural charisma effect.
(3) Lvl 2. The bag and its pockets become voided. its owner finds some small items in them that reflect their intent and nature. In Jebidiah's case, he find a half dozen healing bandages.
(5) Lvl 3. The bag gains a strange weight/mass to it. It is very heavy, making it very hard to steal or move once on the ground, except to its owner, and a handy weapon in a pinch. If dropped, it can pop open and spit one of the items it contains up into the air for its owner to grab.
(7) Lvl 4. Once ever, when in danger, the owner of the bag may reach inside and find exactly the sort of item he needs.
(9) Lvl 5. By storing an item in the pocket marked with an omega, you will imprint that item on the pocket. If by using that item you destroy it or use it up, another copy of that item will spawn at the beginning of each future encounter. Will not work on some item, such as those which permanently and fundamentally alter a person or item.
(11) Lvl 6. If raw materials such as wood or ingots are stored in the bag, the become inundated with the intent and nature of the owner. When removed, they will have been formed into an item to reflect that intent and nature, and variable or random abilities innate to the material skewed to match.
(13) Lvl 7. The inside of the bag gains a glow. Thrice per encounter this glow can be intensified, releasing a beam of light from bag's mouth. This light will have a color and effect based on the intent and nature of the owner. In Jebidiah's case, it is golden light with effects akin to the cleric spell Restore.
(15) Lvl 8. Items stored in the bag become inundated with the intent of the owner and altering it. In Jebidiah's case, once a week it can prism any aggressive or offensive abilities to protective or healing ones.
(17) Lvl 9. By holding up the bag before him as he moves, it becomes a beacon of the owner's intent and nature. For Jebidiah it will ward off any aggression or hostility directed at him from living sapient beings, allowing him to pass through. This effect will end the moment Jebidiah even contemplated acting violently or harmfully towards any of them.
(19) Lvl 10. In one of the bags pockets there appears a strange key that may lead you to the answers you seek.
Cannot be Silenced: Jebidiah cannot be forcibly silenced by any means, magical or mundane. The good word will never fall silent.
Innate Surgeon: He has an inherent knack for performing basic medical procedures (sutures, setting bones, applying ointments, etc.) on any anatomy. Some have even said they have seen him do it in his sleep…
Tinkering - This is the base skill of Machinists. Those with it can personally handle the upkeep, maintenance and repair of any machinist devices as well as the installation of any augments, however they cannot build their own devices. They also have enough understanding of machining to know how to interfere with their workings. This training is available to everyone at the Machinists Guild for a price and is given free to Guild Members.
Gunsmithing - Those with this skill can handle the repair, cleaning and maintenance of machinist firearms and artillery and the installation of augments on them. This training is available to everyone at the Machinists Guild for a price and is given free to Guild Members.
Eye for Detail - Your ability to see to the truth of things allows you to see possible faults in your designs more clearly and reduces the chance of your prototypes failing.
Self-Taught Genius - School: Electrics=Level: 3 Creations: 2 Pre Designed Novice, 3 Invented Novice
(Everything here except the Bow, Silk Dagger, and Shield are currently in the voidspaces of his Bag.)
Eternal Flame Bow - A beautiful dragon bone recurve bow carved with intricate depictions of dragons breathing fire. When the user draws the string a dragon bone arrow appears knocked on the bow. Any enchantments on the bow transfer to the arrows. The arrows fired disappear after two posts.
Silk Snare Dagger - A curved dagger of hardened bone, tiger-eye run down its hilt, can be transformed into a sticky webbing at will and just as quickly turned back again.
Wooden Quarterstaff/Walking stick
Shield of Recrimination - An iron shield with an agate affixed in the center. Impacts by and against this shield cause pain in the mind of the attacker.
Magehook - A rope and grappling hook, the latter forged from wind and fire mage daggers, allowing it to fly farther, faster and truer and reshape itself to grab onto whatever is being grappled.
Free Machinist device:
Shocker Gun (Mod 3): This handheld device uses electricity and and the power of electromagnets to charge and fire a dart at a foe. The dart is attached to the gun by an iron cable. There is a spring loaded mechanism on the gun that can retract the dart and reload it. Retracting and reloading takes a post. Reattaching a dart to the cable takes a post to do.
Any foe hit by this dart is subject to a burst of electricity that causes an effect akin to the Drain spell in the area hit. This effect is maintained as long as the dart remains in contact with the body and the cable is intact.
Attachment: Magna Reloader: This device is an attachment for the Shocker Gun. It allows for any darts fired by the gun to be pulled back to the gun without the cable.
A large amount of basic medical supplies.
3xLesser Bandage - Stops bleeding and somewhat speeds the healing of the injury where applied.
3xGreater Bandage - Stops the bleed and greatly accelerates the healing of the injury where applied.
Wooden walking stick/Quarterastaff
Holy symbol pendant of the Unfailing Light
Food and water.
PrototypeEverytool: A block with a handle that has a number of tools along the four sides. At the push of a button near each tool the tools will be pulled into the top part. There they will be held in place and able to be used.
Non special Tips for this unit: Screwdriver, Adjustable Wrench, Pliers, Metal File, Bottle Opener, Small Knife, Chisel.
Special tips: Small Electromagnet tip for picking up things like screws. Flashlight. Vocamper. A small electric servo that can attach to file things and make them smooth.
PrototypeSurgeon's Saw: A sawlike blade that is pulled by oscillating electromagnets in a spiral motion. This saw will be handheld looking kind of like θ with the line being the handhold with a hookup for the Conduit vest to power it from here, and the O being the track the blade spins around. Not strong enough to use as a weapon, but with some time can cut through bone. (Made of mostly Iron)
Conduit Vest - A leather vest lined and studded with wires, leads and ports. When a topaz battery is plugged into it, can be used to power any electric devices you have all off that one central batter, rather than needing to have multiple ones for multiple devices or spend the time switching one from device to device.
Grounding Rig - Wire and lead augmented boots and belt. Used to channel any harmful electricity that your body comes into contact with into the ground, protecting you.
Creeper Keepers - a pair of chitin gloves with a tigereye imbue that can transform into a pair of hand-sized 5 legged spiders.
These Are The Things All Wise Men Fear Name Hartigan de la Valse Age/Weight/Height 22/ 149 lbs./ 5'9" Appearance Somewhat gaunt, but not too frail, Hart stands at a decent height among human men. His face is irregularly handsome, though sharp with high cheekbones. His eyes are a bright gold, seemingly metallic. His hair, walnut in color with grey streaks throughout, is combed, but left with some volume (in a Captain America way). His nose is a bit sharp, but he makes do. His lips curl into a thin line, though he remains oddly amiable. His body is lithe, toned but not overly muscled. He has a tattoo covering his shoulders of an odd runic pattern or schema. He does not talk about it. His left arm is scarred, almost seemingly burnt. There is a terrible shadow clasped to his arm, almost as if it will eat him at any moment. It does not frighten him. Apparel Crisp but flexible white button-up with a high collar. The buttons are made of a blackened gem, subtly sparkling in all lights. The collar reaches up to his jaw, shielding his neck from daylight. Midnight colored trench coat, with a similar high collar as the shirt and military epaulets. It has glimmering specks, almost as if they were stars. He keeps the belt of the trench tied behind him. Left shirt sleeve is rolled up. The trench sleeve is folded back and pinned. Dark navy slacks, held up with a black leather belt marked with a tarnished silver buckle. It’s difficult to make out what was on the buckle before time and weather wore away at the silver. Slacks are tucked into mid-calf black leather boots. Three silver rings at the top of his right ear. Onyx stud earrings. Golden signet on his right hand, marked with the crest of House Valse, a stylized V with thorns. History Hartigan crossed the veil of worlds through an old ring of stones, woken by a stolen relic. He seeks a servant of his, an apprentice who fled his service when the price of power came due. As he entered this world, this realm of Epic heroes, he found that his darkness had fled. He shed the majority of his powers to gain entry, though he found different magics clinging to him. His arm, once injured in a terrible battle against a demon, now seeps a similar hatred and darkness, growing as Hartigan grows, much to his liking. He seeks his apprentice to recover his lost possessions.
Skills and Abilities Unbound, Unbidden, the Night Goes On: Hart may not join any guilds or societies as they and he shun each other. The Sea at Storm: Hart’s presence is unsettling. Upon meeting Hart, the disconcertion cannot be easily attributed.
A Moonless Night: Hartigan’s spirit takes the form of a vile creature. This soulbeast feeds on the spirit energies that surround and emanate from Hartigan, growing into something sinister.The creature writhes around Hartigan’s arm, mostly composed of pure shadow. It is wrapped tightly, almost tethered to him, rooted around the burn mark which has long since scarred over. From most perspectives, it looks to be a serpent, though on closer inspection, its body bears many tentacles wrapped around the arm. Its head has a gaping maw with many small jagged teeth; when staring directly at the open mouth, the teeth seem to move, almost as if it were a grinder. The soulbeast has piercing onyx eyes, almost as if it were subtle light from a moonless night, glimmering from Hartigan’s arm.
Level 1: The soulbeast can flatten itself into a gauntlet of solid shadow around Hartigan’s arm. The fingertips are fanged, and it bends almost with the quality of leather. It speaks lies.
Level 2: The shadow beast writhes furiously when it draws close to a foe. When Hartigan seizes a foe with the gauntlet, the beast lashes out with everything it can, each lash and hiss amplifying the seized target's fear.
0 - Mistrust - Target feels the seeds of distrust toward Hartigan.
1 - Divine - Sense if any spirits are in the area and their general mood.
2 - Incite - Cause a target to grow angrier and potentially violent.
Weapons The Soul Beast, the Moonless Night Poetry: Steel shortsword, polished mirror bright. The hilt is wrapped in black leather; the crossguard bears a large circular jade.
Misc. Orrisia: A small crystalline sphere about the size of Hartigan’s fist. When peering into the cloudy glass, Hart can sometimes make out the shape of terrible creatures.
1. If Hart peers deeply enough into the sphere, he can call out an echo of a creature he once strongly controlled in his homeland. Once summoned, this creature is bound to the sphere and can be resummoned at will in the manner of a Lesser Link.
Just a note to newer players, the only time you should use spoiler tags in your profile is if you want to include some insanely long flavor stuff. Only spoilers I see that are necessary is the long version of Udo's backstory.
And for LSSs, just can list the levels you have reached and edit new ones in when you get them.
Race: Human Age: 45 Height/Weight:6'2"/212 lbs Appearance: Tall and reasonably muscular, with a smooth olive complexion and dark hair, graying significantly all over, cut short and parted on the left. His eyes are a violent blue, and his mouth, whose lips are perhaps a little large, is obscured by a thick and bushy moustache without any of the signs of age which have struck the rest of him. Powerful, rough hands curiously bereft of any scars, a wide chest, and moderately athletic arms and legs. Apparel: A three-piece suit of navy worsted flannel, cut fashionably but still wide enough to preserve his range of movement, purchased new but quickly showing wear characteristic of the road. Underneath a white shirt, worn without a tie, somehow always sparkling white and new. On his feet are smooth, shiny dark brown derby boots, moderately pointed but blunted at the ends, with captoes and double leather soles, which obviously cost quite a lot when they were new. Background: From his accent you'd say Elexia, but he'll look at you suspiciously if you ask, which means you probably shouldn't.
>Some Sort of History
>>Has mentioned having children, and a wife.
>>Found some "buried treasure"
>>Helped remove some pests from the sewers of the Grand Epicrin. Incidentally, banned for life.
>>Helped kill a bunch of mercenary thieves in an Elexian warehouse.
>>Was in a tournament, until it wasn't.
>>Helped kill Deathcloak
Fleet-Footed - Lucian knows enough about fighting to know how to keep his balance under duress; it's difficult to trip him or knock him down, especially when he knows to be on his guard.
The Life of the Sword - Lucian has some experience and training with most kinds of weapons--not enough to be a master with most except his sword, but well enough to hold his own. This training has imparted him with knowledge, but left him with a lack of flexibility; he finds it difficult to use more than one weapon at once, a disability he justifies by calling it dishonorable.
The Code of Chivalry - Lucian strives to present himself as, essentially, an upright and honorable citizen, the kind of person you'd be willing to trust your gold and your life to. How this happens in practice... varies.
His Own Man - Lucian, for reasons of his own, will not join guilds or societies--nor would some have him if he tried.
Lucian's attunement with body magics passively alters his body, awakening his inner potential turning him into a an embodiment of physical perfection. Level 1: Lucian's skin is clear and flawless, unscarred or marked by blemish or time. His immune system quickly deals with any illness, disease or pathogen. Level 2: Lucian's eyes are clear and piercing, his irises a brilliant shade of blue. His hearing is enhanced. Level 3: Lucian's body rapidly burns excess fat and builds his musculature to maintain a perfect balance. He can control the type of physical sensation touch causes. Level 4: Lucian's strength level naturally increases by a level. His leaping ability doubles. Level 5: Lucian's body seeks to maintain its perfection, shaping his flesh to superficially close any wounds or breaks while they heal. Level 6: Lucian's body's efficiency is optimized. Effects that would weaken or fatigue him do nothing. His maximum potential running speed increases to 30 mph and can be maintained indefinitely. Level 7: Lucian's body automatically resists all attempts to harm it, reacting to attacks by reinforcing his flesh into a subdermal armor. Level 8: If Lucian can observe the use of a physical ability on three seperate instances during an encounter, he can mimic that technique for the remainder of the encounter. He may only mimic two abilities at a time and must purge one from muscle memory before analyzing another. Level 9: Should someone cleave away a part of Lucian's perfection, it will grow back in time as good as new. Time to regrow back missing parts depends on the level of dismemberment. His heart and brain need to be connected for the effect to trigger. Level 10: Lucian reverts in age to his physical and mental peak, becoming ageless. He gains an ability based on his experiences until this point.
A fox pup with golden eyes. Will grow into a large, majestic ally. Stands 4" to the shoulder and just under 6" long not counting the tail. Level 1: The kitsari can, when not under duress or stress, move between the sizes of any of the levels it has reached.. (1'1" tall, 1'5" long) Level 2: The kitsari's eyes take on a golden glow. Its gaze draws your attention by dulling all your other senses. (1'10" tall, 2'5" long) Level 3: The kitsari learns to speak. (2'7" tall, 3'6" long) Level 4 Effects that increase its owners strength are mirrored in the Kitsari. (3'4" tall, 4'7" long) Level 5: The kitsari is now just as fleetfooted as Lucian, able to dodge much more adeptly and can fight with a blade held in its mouth is necessary. When it reaches level 6 it has Lucian's level of skill with a blade in human form, and when it reaches level 8 this skill extends to its tails. It grows a second tail. (4'1" tall, 5'8" long) Level 6: The kitsari has the ability to transform back and forth between its normal form and a humanoid form based on its owner. (4'10" tall, 6'9" long in primal form, varies in humanoid form) Level 7: The kitsari can open its mouth and absorb into it in any magical projectile or magically created projectile attack coming at it. If it does, it gains for the next three posts a physical buff or ability determined by the art of the projectile . Can only catch 5 projectile attacks per encounter. (5'6" tall, 7'10" long in primal form, humanoid form remains unchanged in size) Level 8: The kitsari grows a third tail. These tails can be controlled with prehensile precision and extend out up to three times their normal length. The kistari can gain a physical trait or skill of anyone who these tails ensnare, sharing it with you. Level 9: The kitsari's may, through eye contact with an opponent, use one of your spells her post to create a Puppeteer effect. Damage dealt to the target of this effect will mirror in the kitsari while it is maintained. Level 10: While in humanoid form, you an the kitsari may physically rift, combining into a greater, stronger form. Your consciousnesses, personalities and wills will remain separate.
Level One: Whisper - While speaking in a whisper, Lucian can manipulate the air to carry it to the ear of anyone within his sight.
Level One: Charisma - A target Lucian cast this on will find him more charming and impressive than normal.
Level One: Strengthen - Magically enhance Lucian's body's musculature, enhancing his physical strength by a level. Level Two: Unhinge - Lucian can make himself double-jointed. Level Three: Read - Boosts his ability to pick up on micro-expressions and minute body language to gauge a persons truthfulness and emotional state. Level Four: Arena Champion - You become a foot taller and more muscular. You gain a passive strengthen effect and can shape your arms into a variety of bone melee weapons. You cannot cast or maintain spells or summonings as long as you maintain this effect or for a post after. Level Five: Leap - Augment the musculature of your legs to give yourself the ability to jump superhuman heights and distances.
Weapons Michelle - Long, thin steel rapier with thin, silvery traces running along the length of the blade. The hilt is elaborate but tarnished bronze, covered in a brown leather which is cracked and seeing its last days. On the very butt is what looks to have once been an initial, but which has been scratched thoroughly into illegibility. Sheathed at his side in a scabbard of brown leather and brass similar to that of the sword. The Chorus - A pair of brass knuckles, well-worn. Wooden Staff - Tall staff made out of a dark, richly-grained wood, topped with an elaborate carving of a nymph slowly emerging from the wood. Has the properties of a sapphire imbue, allowing it to be made as stiff or flexible as Lucian desires at will, without the presence of any actual sapphires. Armor Security Policy - Underneath his shirt is worn a thin, form-fitting bronze plate over his chest and lower back, just enough to deflect a casually thrust dagger. Other Items
Correspondance - Letters and notes, some by him, some by others, along with a generous amount of blank parchment.
Diary - Black, heavily-worn, dirty book, small enough to fit in his hand but thick.
Void Pockets - The pockets of his suit are portals to a pocket dimension, allowing him to store a number of things in them, though they still weigh him down.
Sundries - Ivory comb; various colognes; a fragment of glass.
Imperfect Shard - A shard of orange metal, remnants of the partially forged chestplate Deathcloak was creating upon their entrance, now shattered. No where near as powerful as Deathcloak's armor, it is modifier 2, has an amplifying and truehearting effect on enchantments, and items formed from it repair much more rapidly. Shards are at their longest 1' long and 3" wide as their widest end.
Sing lustily and with good courage.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
If an item has a listed price, you can buy it from me for that price no questions asked. Just post the transaction on Herschells Shoppe Thread (Currently Here). If you want it cheaper, haggle with me.
A list of Herschells items is available Here, in his shoppe Thread!
Stats & Descriptions Name - Herschell Ratliff Race - Human Age - 30-something Affiliations - None Appearance & Apparel - He definitely wears a vest. Personality & Background - Herschell is a merchant through and through. All of Herschell's items have an Asking Price listed after their entry in the profile, indicating how much Herschell would be willing to sell it for. Achievements in EW
Business slow, Herschell reduces himself to "Work". How bad can it be?
It goes Pleasantly at first
But proves to be utterly Regrettable
Skills/Weaknesses Merchant's Pact > Is leveled by profit, counting all and only gold made from selling items or altering items for others. Requirements count gold over since starting, not since last level.
Gold earned: 1825
Lvl 1. Natural charisma effect.
Lvl 2. You gain a 20% discount when buying in bulk. (4 or more of the same thing)
Lvl 3. You get a shop in the city of your choice.
Lvl 4. You broker a deal with the Machinists for access to a rare merchants only item from the machinists.
Lvl 5. You can undertake a special trade mission quest to one of the rarely seen corners of Bakara to gain access to a new supply of ingredients or goods.
Lvl 6. Your acquire a bodyguard, a secondary character that follows your merchant everywhere they go, they do not take up an extra slot on quests.. These characters start at regular starting character strength, but with no gold. Pay is lodging and an appropriate item a month of suitable value.
Requires: 2100 gold profit.
Lvl 7. Quests you go on must include amongst their loot a means by which you can gain access to a supply of items or ingredients with a defined amount per week. Requires: 2800 gold profit.
Lvl 8. Your shop gets a staff, allowing it to keep doing business while you are off. There are NPCs of your design and under your control. Pay is lodging a popular place to sell their own goods and services. (Any goods and services they sell happen out of posts and only to NPCs, you have no access to their goods or gold) Requires: 3600 gold profit.
Lvl 9. You can occasionally sell your rarest items to the appropriate shops. Requires: 4500 gold profit.
Lvl 10. You can undertake a special trade mission quest to across the eastern sea to gain access to a new supply of extremely rare ingredients or goods.
Requires: 5500 gold profit.
> Elexia Sponsorship
- As a champion of Elexia you have gained a degree of fame among the good people of the Home of the Wayfarer. From the snooty merchant-nobles to the filthy dock trash they share a mutual hatred with, you are the only other thing they agree on as good besides the Elexian Forceball Team and tea. You are great.
- Elexian Champions have no more important issues weighing their minds than what to wear, where to eat, when to sleep, why to bathe and how to clean up this awful mess. That is why Elexian Champions have Valets. Your Valet is Waterbury, an ageless man with the manners of a prince and the discretion of an angel who will never speak a word out of turn, will accept any order with dignity and grace, and will sponge bathe you should it be required.
- The Finest Things - Elexia has its own way of doing things, and its own way of treating its champions. Namely, the best way possible. The Home of the Wayfarer likes to send it its Best and Brightest off with an Elexian tradition known as the Fortune's Feast, honoring the widely held belief that if you are going to risk your life, you might as well get some nice food out of the deal. Before doing on any sort of quest, you (and up to two guests) may take part in a sumptuous meal at the prestigious Bai Hai Club. Over the course of said feast, each character will make menu choices in a manner not unlike using a Loot List, creating a unique meal. These choices will combine together to give the character a unique boost that will last for the duration of their next quest.
> Eye for Talent
His experiences during the events of The Run taught Herschel a very valuable lesson: Hiring someone else to do all your fighting for you is amazing and also great. As a result, the merchant has developed an even keener eye for the diamonds in the rough, giving all mercenaries he hires boosted abilities.
> Richard. Just Richard
There was something off about the Richard known only as 'Richard'. He's dead now, and you shouldn't have to worry about him any longer, but nevertheless you can't help but feel like you're being...watched? Like there is something still out there, biding its time? It might just be paranoia, but you know one thing. If anything does come up, you intend to be ready. Screw you, Richard.
> Number One Fan
Having witnessed your feats of derring-do and the way you exploded that one guy first hand, you now have a dedicated fan in Galla. She is now following your adventuring career with interest, and after events of note may send you a letter and potentially even a token of esteem. (Gala wrote down the wrong address. She writes the letters to Lumarin, but Herschell receives them. Herschell has not yet seen fit to remedy this.)
Spells Stash - Quickly bring your hands together twice, fingers interlaced, then bring them apart, weaving a small bag of solid shadows to contain whatever you might need. Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking.
A Lifetime to Master - The field of magical learning is as wide and diverse as it is deep and powerful, a person can spend their whole life dedicated to a single magical art and not become a true master. Thus it is either intense hubris or boundless optimism that fuels those mages who pursue mastery of every magical art. Morgan LaChance is one of those few, seeking to learn as much as she can about every magical art. Taskmagery - 32 Points
1 - Intuitive Leap - So long as you know any level 1 spell, you can extrapolate your magical knowledge from that and skip other level 1 spells.
2 - Loyal Customer - The base cost of spells is reduced by 5 gold.
3 - Duality - You may combine your level 1 spells with other level 1 spells, creating non-levelable dualmagery spells. Component spells are still known and castable.
Common Bakaran Spells - The Eastern World has a great wealth of magical knowledge which has been codified and categorised such that anyone with sufficient aptitude and a little gold to their name can influence reality itself. Morgan has spent more than a little gold. Light
2 - Blind - Scatter the light before a target's eyes, momentarily blinding them. Dark
1 - Shade - Create a thin veil of shadows over your eyes, weakening any light that passes through them.
4 - Midnight Champion* - Your skin becomes ebon and runed with silver, with a mist of roiling shadows around you. You can leap as if you weighed a third of what you do. This shadowmist can flow over your weapons and armor, forming spikes and shards of solid blackness. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards. Fire
1 - Thaw - By touch raise an object's temperature to room temperature instantly. Earth
1 - Pummel - Transmute your hands into living stone. Storm
4 - Blowback* - Create a spiraling whirlwind around one of your hands that will drive the next thing you hit backwards with the force of a hurricane wind, spinning if it becomes airborne. Mind
1 - Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking. Body
1 - Strengthen - Magically enhance your body's musculature, enhancing your physical strength by a level. Can only have one instance of this effect placed on your body at once or the distortion caused will be damaging when moving.
2 - Numb - Deaden a target's physical sensitivity, soothing surface pain but also reducing their manual dexterity.
2 - Unhinge* - Use body magics to limber and loosen your muscles and tendons, making yourself double-jointed.
3 - Weaken - Reduce a target's strength level by one. Can only be used once on a person at any given time. Plant
1 - Blossom - Cause a plant to rapidly blossom and bear an edible, tasty fruit. Fruit does not stay fresh for more than an hour. Beastial
1 - Summon Rodent - Summon a four-toed Jerboa to aid you. It has long hind legs, short front legs, and long ears about the length of its head. Its fur is the color of the sand it burrows in, with a white underbelly. Force
1 - 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. Spirit
1 - Mark - By contact you can mark a person's aura, which manifests in a glowing rune on their brow. Allows you to sense their presence. Can only have two people marked at a given time.
2 - Peer - You are able to see and decipher other people's auras, revealing their emotions.
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. * Granted by Legacy Journal.
Rare and Exotic Spells - Some spells in Bakara are known by only a select few, they requiring special training, have been long forgotten or in some cases are completely unique. Artless
0 - Revoke - Dispel and negate any spell whose level is less than the highest level spell you know (currently 4). That spell cannot be cast until after your next post. The same spell cannot be revoked twice in one encounter. Plant
3 - Summon Flytrap Buckler - Summon to your hands an ironwood buckler shield, emblazoned with the symbol of a beautiful flower, the outer edge rimmed with jagged tooth-like protrusions. When used to block a strike which damages ironwood the shield clamps shut like a venus flytrap, trapping the offending weapon or limb like a vice.
Combined and Altered Spells - Taskmages develop an unmatched ability to alter their own magical abilities, they learn to weave spells together to form new spells and even channel common spells through the lens of another art. Duality
1 - Shadow Glass - Summon before your eyes a glass-like band of shadows which shields your eyes from bright light and provides you with information drawn from the minds and shadows around you. When people around you speak in a language you do not understand, their words are subtitled within the band, allowing you to read their meaning in your own tongue. (Shade/Translate)
1 - Power Pummel - Turn your hands into living, crystal-studded stone, coursing with force magics. When transformed your hands are as strong as stone and their movements are reinforced with force magics, increasing the strength of your grip and allowing you to deliver powerful blows. (Pummel/Empower)
1 - Gift of Nature - Take hold of a nearby plant, the plant will bear an edible fruit. Eating the fruit grants increased strength, equivalent to the effects of the Strengthen spell, until the end of the encounter. Cast only once per encounter. (Blossom/Strengthen)
1 - Summon Soulbond Browler - Summon a badger sized mammal with long fine soft hair and golden eyes. The browler is a creature of peace and loyalty, once summoned it forms a spirit bond with a target and can track them to the ends of the earth through scent and soul. (Summon Rodent/Mark)
Pain surged through Servius's head as the rock struck his temple. “Get back into your cave, drow,” the children shouted in a chorus. The dark elf spat a cuss in their direction as he continued across the foliage laden ground. The taunting lessened as the younglings disappeared into one of the titanic Greevan trees.
“I swear to Regus, someday I'll show the fáviti a shade of respect.” Servius felt at his temple, searching for any marks of a bruise. His dry, milk-colored skin didn't seem harmed in any way. Relieved, he tucked his silky ebony hair, falling just shy of his neck, behind his tipped ears. He regularly fixed his hair when becoming agitated.
Up ahead loomed Svart, the tree housing the Mage's Guild. A large stump was planted about thirty feet away from the guildhall's entrance, a wooden hatch fitted to its hollowed surface. Servius pulled it open and climbed inside, lowering into his clan's chambers. He was growing tired of the descent into darkness; he could never feel comfortably at home underground, despite having lived there for as long as he could remember.
Pulling a metallic bauble from the pockets of his brown trousers, the dark elf fixed his shirt. The shirt button-up shirt, cobalt blue, hung open over his chest. The left sleeve reached the entire length of his arm, terminating in a broad open cuff. The right sleeve finished before the elbow, the threads on the fringe suggesting that it had been cut short. He lowered the bauble onto a table at his side, and found a place for himself in an adjacent chair.
His father, sitting in the corner, sighed in his usual heavy tone. “Servius, Annar leikfang? Heppinn fyrir þig höfðingjar koma aldrei á gólfið. Þeir myndu að skammast sín.” A lifetime servant to the Second Council, he only ever saw things from their perspective. His tasks held no dignity in them; the Elvish Lords would commonly hand him degrading chores for their own amusement. His father never cared that he served for their amusement, always imagining himself to be a high-serving drow. There was some truth to this, as no drow served the Lords at a higher level than he.
Servius rolled his pine green eyes. It wasn't the first time his father talked down to him. But something about this incident, as casual and inconsequential as it was, seemed to trigger something in Servius. Snatching the bauble, he raised himself and climbed out from the hatch, heading towards the city gates.
Skills Battery and Assault Servius was blessed with the ability to control electrics to a degree. Having an affinity for both Force and Storm, he found himself capable of fusing the two, creating electrical storage units. (Dualmagery: Spark/Contain)
Lvl 1: Summon into your palm a spherical force ball, the size of a thumb, charged with electricity. Metals can tap into the electricity, channeling through small to medium objects over 5 posts, or a large object through 1 post, powering them. The sphere dissipates when the charge is emptied. Counts as a spell, usable once every five posts.
Spells Storm Level 1 Spark - Release a small arc of your bodily electricity from your fingertip. Is enough to startle and cause brief pain, as well at ignite highly flammable materials. Force Level 1 Contain - Generate in your hand a "jar" construct of solid force, 6" in diameter and 8" tall. Can close off the top when you wish.
Inventory Weapons Stiletto Stinger
A contraption strapped onto his right arm, bearing a pair of spring loaded iron blades, 1' long. With the press of a button, the contraption releases the blades, launching them in a scissor-like arc, cutting through everything in their path. Once deployed, they can be used as a Katar, and must be reloaded by hand. At the axis where the blades meet is a small hole, perfectly fitted for one of Servius's batteries. Charged effect: When charged, the blades of the Stiletto Stinger begin to rotate clockwise, acting as a low powered saw. Bronze Quarterstaff
An unremarkable quarterstaff made of bronze, 6' long.
A myriad of small pockets sown into his left sleeve.
Stats & Descriptions Name - Yaagh Race - Greel Age - An appropriate age for an immature Greel Affiliations - None Appearance & Apparel - Yaagh looks grubby, even by Greel standards. Personality & Background - Yaagh was held by Garr as a slave very recently and resents any kind of control over him, even sometimes misunderstanding things like contractual terms and consentual authority. But when he came across a Breaker Kanabo and some Force Scrolls, everything changed for Yaagh. Achievements in EW -
Skills/Weaknesses Able-bodied - Yaagh is normally at Average strength, not Weak (the Average for Greel) Breaker Kanabo - A large, thin ironwood club studded with rounded iron knobs used to shatter shields, blades and bones. Stands three quarters as tall as user. Has steel chain wrist strap. Lvl 1. The kanabo's inner force magics reduce its weight, but only to you, allowing you to wield it much more easily without reducing its power. Lvl 2. The kanabo's modifiers increase by one. Lvl 3. Upon impact, the kanabo releases a burst of raw repelling force for a powerful pushback effect. Lvl 4. The kanabo can be recalled to your hand from anywhere and cannot be forcibly removed from your grip.
Lvl 5. The kanabo's knobs can generate short force construct spikes from each of them. Once per encounter it can launch five of these spikes as projectiles. Lvl 6. Thrice per encounter, if you use the Kanabo to parry or block an attack, your next unarmed melee attack gains empower effect whose magnitude is dependent on the force of the attack blocked. Lvl 7. Slam the kanabo into the ground to cause an shockwave of upwards force all around you reaching out 10 ft around you. Upwards force is equal to the force of the hit. Lvl 8. Kanabo can be spun and thrown, propelling forward by force magics. If the user's wrist remains in the strap, he can regrab the kanabo upon throwing and be carried through the air behind it. Lvl 9. Whenever the kanabo strikes a nonliving object, that object's weight doubles. Can only be done twice per object per encounter. Effect ends at end of encounter. Lvl 10. Once per encounter the kanabo can store within the memory of the attacks landed against it by a defeated foe. The nature of these attacks grant it an ability. The kanabo can only store the memory of three foes attacks and is limited to three such abilities. You can trade out an old ability for a new one when you gain it.
L1 - 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.
L2 - Enlighten - Halve the weight of an object you are in contact with.
L3 - Splint - Magical force reinforces your limbs, neck, and head, preventing them from moving in ways or suddenly moving at speeds that would be damaging, guarding against limb-breaks, joint dislocations or concussions. Can also be used to help hold already broken or injured body parts in place to allow movement.
L4 - Force Blast - Launch a softball sized teardrop shaped projectile of concentrated force from your fist or palm. It hits with the force of a very strong punch.
Weapons Breaker Kanabo. Yaagh's Kanabo was stolen from another user, and stands 5 feet tall. It is currently Modifier: 4 Arbiter Baton. Body - A jade mere club. While weilded, it feeds on the adrenaline of your enemies, boosting your strength dependent on the aggression of your enemies.
Finances - 000 Gold - Coupon for three free item identifications from Feyrus - 0 Other form of Currency
Stats & Descriptions Name - Atropos Race - Ananke Age - 26 Affiliations - Adapt Appearance & Apparel - Typically Ananke, wideset, paper white and thick featured. Has startlingly blue eyes with large irises. Wears a maroon shirt with light tan breaches and dark brown boots and longcoat. Usually has a canvas pack worn on his back while traveling, a gun at one hip and a sword at the other. Personality & Background - Atropos was born with the absolute worst possible characteristic for an Ananke to have, wanderlust. He naturally seeks new horizons and exploration, which is a pretty deadly trait for a member of a highly territorial race living in an enclosed cave systems. It came to a head when one of his fits of exploration triggered an attack that wiped out most all of his tribe. He was exiled and his haunted to this day by the consequences of his actions.
Skills/Weaknesses Adapt's Guile - Is able to substitute natural elements for mechanical components in his machinist devices. Tinkering - The art of maintaining, repairing and installing augments to nonfirearm machinery as well as how to disrupt the working of most machinery. Gunsmithing - The art of maintaining, repairing and installing augments to firearms as well as manufacturing ammunition for them. Herbalism - Level 1. Clockworks Hachining - Lvl 2 Sentinels Edge - Low Tier Blood in the Water - You are no stranger to the most ancient and effective combat strategy of all time: Bleed your foe, and then run them into the ground. When you attack a foe that is already bleeding, your strength is increased by one level. This effect fades if your strength exceeds Mighty. Hero's Legacy - Your reputation as an adventurer precedes you, and was you undertake more and more epic quests, your legend grows, greatly effecting how others see you/ LP = 3 Lvl 1. You have a natural Charisma Effect. Lvl 2. You can tell tales of your exploits to charm, distract or impress people. When talking about your past adventures, your charisma, intimidation or other social skills are all enhanced and altered to suit your intentions.
Lvl 1. Pummel - Transmute your hands into living stone. Lvl 2. Ferropathy - While maintained, you gain an awareness of metals within 10' of you and their movements. Body
Lvl 1. Strengthen - Magically enhance your body's musculature, enhancing your physical strength by a level. Can only have one instance of this effect placed on your body at once or the distortion caused will be damaging when moving. Force
Lvl 1. 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. Lvl 2. Enlighten - Halve the weight of an object you are in contact with.
Weapons - Mundane Vera - A machinist pepperbox Atropos discovered in a back-alley in Elexia when he first came to the mainland. Inspired his interest in machining. Old Nameless - An iron cavalry sword with a golden hilt, flashes of red and orange crystal visible at its pommel. Sheathed at Atropos' hip.
> The iron of the blade is highly allergenic to anyone but Atropos, creating a persistent itching sensation in all that come into contact with it.
> Impacts from the blade carry a touch of binding force magics. After being struck a target must put a little more effort into their next movement to push through the binding. This effect is additive until the target move
Weapons - Magical Vel - A beautiful jade green hatchet set into a sturdy handle of black wood, its head etched with curving designs.
> You may be constantly surrounded by a cloud made from particles of the materials around you: dirt, stone, metals, anything. You have a rough control over this cloud equivalent to a more powerful Earth-Based Flow spell and may draw it close to protect against attacks, shape it to lash out against your foes, or explode it outwards to repel attacker among other things. Prolonged manipulation of this cloud is highly taxing. Oogsten - An elegantly crafted jade hand sickle with a dark, slightly curved handle and a rather old looking blade that is nevertheless keenly sharp
> May cause a growth of vines, lichen and moss to burst around your torso, creating a protective, incredibly flexible bodysuit of plant life. Modifier 3.
Non-Weapon Items Oddsmaker - A silvery coin bearing a pair of scales on one side and a depiction of a mine on the other. Whoever carries one of these coins is blessed with exceptional luck when it comes to acquiring loot. On any quest exceeding 450 posts, they gain an additional 5 loot points for each Legend Point the quest is worth. Javier's Map - Once ever an adventurer may, while on a quest and at the quest-runner's discretion, go on a side adventure. This side adventure happens concurrently with the rest of the quest, representing some period of time in the quest when you slipped of to follow the map.
> Machinist Toolkit
> Full Waterskin
> Dried Edible Seaweed
> Black Powder
Pets Bob - A large, sarcastic badger. Atropos's bondmate.