Accomplishments
1. Fought for Greevan
2. Issued her first warriors challenge.
3. Fought a landshark and other strange beasts.
4. Freed a town from an evil mining company.
5. Hunted down the scapegoat of an evil mining corp.
6. Had an epic sea battle
7. Competed in the Greevan Forest Arena
Appearance
Sum'era is tall and well muscled, her body is the epitome of fitness. Her skin is pale and smooth as if it were made of alabaster (was bronze), but is accented with coral along her cheeks, and breasts. Majestic white wings are sprouting from her back. She has large pure white (were black) eyes that have a bright glow to them. Her hands are surrounded by a golden aura. Her long hair is in thin dreads tied into a ponytail, and is a lustrous platinum (was deep green). She is a striking beauty. She is clothed in tight fitting brown leather pants, Swashbucklers boots, a tight black blouse that is only seen at the sleeves as she wears a tight fitted black brigandine. She wears leather gloves and her arms have iron vambraces strapped to them along with matching iron greaves strapped to her legs. She wears two swords strapped across her back, noth hilts extending over her right shoulder, and carries a large mirrored shield.
Background
Sum'era's father was a Dryad that had taken to wandering. He fell in love with an Oscaran woman and they had a secret love life. The secret eventually became known to her tribe, and she was shunned. The tribe acted as though the girl didn't exist. Though it pained her greatly the woman left the tribe and went into the forest to live with her lover. They had a good life and she became pregnant. The result was Sum'era, She grew up among the forest, but she knew it wasn't her home. Her blood thrilled at the thought of glory and combat. She wanted to go out into the world and make a name for herself. One day she stumbled upon an ancient shrine in the forest, the tomb of some long forgotten warrior. The shrine bore the symbol of the light. She entered and at it's center she found two things. A diamond ring that sparkled with light and a Beautiful shield. The shield was perfectly round and polished so well that it was as if looking into a mirror. She put the ring on, and it formed itself to her finger, she picked up the shield and it seemed to stretch to fit her size. She knew that it was destiny and that now was her time.
Personality
Her blood is constantly at war with itself, she is lighthearted and generally carefree, however when she is angered she will quickly turn to combat as a means to resolve the issue. She usually doesn't concern herself with what's right or wrong, if it leads to glory and honor, but if she sees nothing of glory or honor in an act, then she might take issue with it.
Limitations/Requirements
Half-breed - She will immediately find herself at odds with almost any other Oscaran she encounters, as she is a byproduct of their cardinal sin.
A Warrior's Legacy - Sum'era has sworn at least 1/4 of her estate to further Gradela's cause.
Gradela's story is a simple one. She grew up in her tribe, showed promise, and was taught in the physical arts. As part of the brotherhood of wealth, she felt adventuring would be the ideal way to use her natural skills to further the tribe's goals. Along the way she learned she had a great talent for magic, voraciously consuming any new knowledge of the sort when she could find it but not to the extent that it interfered with her duty. She entered the trials knowing the dangers. Her group was not foolhardy, nor was it particularly dysfunctional. They simply walked too far down the wrong hallway based off a well-reasoned, yet ultimately wrong, interpretation of a riddle.
The Contract: First, half the proceeds of the sale will be used to construct a fund for the Ryach-Leen. I have heard we are all dead, but If I remain in this world I may not be alone. Second, whoever purchases me must agree to put the Ryach-Leen clan fund in their will; leaving no less than 1/4 their estate to the clan.
Skills/Attributes
Oscaran Birthright - Sum'era has the blood of the hardy Oscarans running through her veins, and as a result she is strong.
Dryadic Blood - Illness and disease have a lesser effect on her, and because of her Dryadic beauty she has a natural charm to her especially when looking into another person's eyes.(Charisma effect)
Forest Born - Because she spent her childhood running in the forests she has uncanny balance and even if she loses her footing she can tumble quite well.
SHINING SHIELD - A circular shield capable of being thrown. Made of silvery alloy, tough as bronze, which is as reflective as a mirror. Can he use it to gather, reflect and scatter light. 25" in diameter. Lvl 1. The shield can reflect light-based magics and attacks. Lvl 2. The shield can be turned into light, capable of storage within any clear, mundane crystal. Most users of the shield wear one in an accessory. Lvl 3. When thrown, the shield develops an aura of burning light. Lvl 4. The shield leaves a little of itself into the last crystal it was stored in, allowing its bearer to call the shield to them from a distance. In exchange, the shield gains some of the crystal's hardness, becoming steel hard. Lvl 5. When thrown, the shield can momentarily become formed of light, then revert back. This can be used to preserve its speed over long distances, flow around narrow obstructions, or allow it to pass through clear or translucent materials. Lvl 6. The shield can store the scenes it reflects, holding up to 2 minutes worth of reflections for later viewing. The scenes can be shown, fast forwarded, paused, etc as the wielder desires. Lvl 7. The shield can negate the force of a single attack in an encounter, storing the reflection of that attack in the surface of the shield. At will you can release the reflection, projecting a light construct that imitates the attack directly outwards from the shield with equal force.
Lvl 8. The shield can steal the image of someone reflected in it. Once it has, you can take on the false appearance as that person. Can only store 2 images at a given time, one must be sacrificed to learn a new one. Lvl 9. The shield can project an image of an object it is reflecting or has stored, no greater than the size of the shield, creating a solid light construct of it. This construct does not have any of the objects special abilities that cannot be easily replicated with light. Lvl 10. The shield can store the image of any defeated enemy within it. At the end of each encounter you may choose one of the images stored this way this encounter and keep it permanently, stored within a crystal that forms along its perimeter. This image does not counts towards the level 8 ability limit. You may sacrifice this image at any time to grant the shield a permanent ability based on that enemy. The shield can only have three of these abilities at any given time, and can replace old ones with new ones as you desire.
Light - Manipulative Tactics - Deceive your opponents with your every move, keeping them guessing. Battle Posts:294 Lvl 1. - Learn to move blend into crowds without drawing attention, helping you to flee or approach your opponent unnoticed. Lvl 2. Learn to mimic the natural twitches and flexes present during the fight or flight instinct, causing people to think you are about to act. Lvl 3. Learn to catch the light with any reflective weapons or armor you have to compromise your opponent's vision. Lvl 4. You learn how to move in such a way to convince your opponent you are wearier or more injured than your truly are, feigning weakness to get them to drop their guard. Lvl 5. Your movements are so alien to other's eyes that any abilities or effects that require reading your movements or expressions no longer work on you. Lvl 6. Learn to move deceptively, causing your enemy's aim to lose any real precision. Lvl 7. Learn to perform very effective feints, tricking the enemy into reacting to an attack that is not really coming.
Lvl 8. You learn to chain a pair of attacks so that the second is masked by the first and more likely to hit if the first is dodged or blocked in a certain way. Lvl 9. Learn to catch and focus light with any reflective weapons or armor you have with such precision the that you temporarily flare an opponent's blind spot and seem to disappear from view. This only works on one target at a time and diminishes as the item is moved. Lvl 10. Fighting against you is an exercise in frustration. You learn to layer feints and jukes on top of each other. You may add a second feint to any attack and your foes are automatically dazed when fighting you.
Weapons Asphodelia - A sword of white iron, long and thin with strange hooked spikes protruding at odd angles, and a hilt of darkened bronze patterned with leaves and thorns. Smells constantly of sweet flowers.
> Unbreakable, modifier 5
> Feeds off the soul of the wielder, what it does depends on the one who holds it. Mountain Power - Asphodelia can cleave through naturally formed stone as though it were made of wood, allowing boulders, caves and mountainous regions to be navigated as the wielder sees fit. Woodland Respect - Asphodelia cannot be brought to bear against the forest. Naturally grown and living plants give no resistance to the blade, allowing it to pass as if through water.
Niven's Legacy – A steel sword Soulprinted with the essence of Niven, an elven ancestor. (3/4 Enchantments).
> Prisms all enchantments on it to light.
> Light Prismed Homeguide - The item transforms into a beam of light, traveling to and reforming in your hand.
> Can be swung in an arc, leaving a trail of light in its wake up to 2' long. The trail solidifies into a frail, one sided mirror that hangs in the air. You may choose which side is reflective. Dissolves into nothingness at the start of your next post.
>Upon impact Niven's Legacy may release a small burst of light that hardens into a 3" radius mass of glass that hardens around the point of contact (mod 0). The glass can by attached to both Sum'era's sword and the bound target, or just the target. If used in direct sunlight the mass of glass is instead as strong as brass and can be shaped by Sum'era.
> Allows owner to cast a unique Level 4 light spell, Niven's Champion
Niven Champion - You grow a foot taller, your ears and features becoming more elven, your eyes a white luminance and wild glint. In this form you can concentrate for a post to absorb sunlight for a Heal effect and your voice is deeper and has an intimidate effect, which is amplified against creatures and beings that work and thrive in the night. While in this form, you are also haunted by extremely persuasive whispers only you can hear, which spur you on to destroy all darkness and its denizens. You cannot cast or maintain spells or summonings as long as you maintain this effect or for a post after.
Magical Items Worn
Dawnbringer's Form - A golden amulet with a yin/yang symbol on it, one half containing a sun, the other a moon. Upon choosing dark or light, that side will engulf the talisman and it will grant a Rare Dual Art MiniLSS. (Sun Chosen) Lvl 1: Your eyes turn entirely white and you hair grows long and platinum. Your eyes can see through false images and illusions. Lvl 2: You gain an Enforcers ability to read the truth in body language. Your white eyes glow. You grow 15% taller and your body is more well defined. Lvl 3: Your hands develop an aura of golden light that can be made searing hot at your will. Your skin becomes like alabaster. Lvl 4: Your voice becomes unnaturally resonant and booming, it soothes the pain of allies that hear it and relieves them of weariness, poison and negative bodily effects. Lvl 5: You grow a pair of white wings capable of flight.
Token of Glory - A ribbon of golden silk, as long or as short as the owner wishes it to be, with glittering tassels at either end.
> Grants a natural charisma effect.
> Each time the wearer defeats a powerful enemy in single combat, a token will appear woven into the ribbon. These tokens will give powerful effects depending upon the peculiar characteristics of the defeated. Can store up to five tokens. Crustacean Heart - A rainbow-colored crab token made of chitin.
Sum'era gains the ability to freely change her body (and back!) in the following ways:
> Change one or both hands into claws (One larger than the other).
> Cause chitinous plates to emerge on the back of her arms, over her chest/midsection, on her back, on the back of her neck, and/or on back/top/sides of head (Melds with her hair in a way that looks pretty neat).
> Morph her legs into eight chitinous crab legs.
All changes absorb/fuse worn/held objects. Any powers that could reasonably function in the new form (or with very slight alteration, like making a claw shiny) still function. The chitin is mod three.
The first time she uses this ability each encounter she can choose one of the two additional benefits:
> All chitin she forms this encounter is empowered by a random incore.
> One of her changes is empowered by the incore of her choice (like "one claw")
Dawn's Guardian - Black leather Brigandine w/ iron plates. Custom wing slots have been tailored into the back with bright white stitching.
>iAs heavy and restrictive as sunlight, which is to say not at all. Anyone that damages it becomes blinded for one to two posts.
Items Void Pack - A leather pack with limitless storage.
Iron Vambraces(worn)
Iron Greaves(Worn) Diamond ring(worn) Soul Gem - Gradela Ryach-Leen - Can communicate with the person that holds them and, if imbued into an item, can posses that item giving it something akin to an enlightened animation in addition to granting it a power based on the soul's personality, life, and desires.
Spells Level 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. Level 2 Unhinge - Make yourself double-jointed. Level 3 Harden - Thicken and toughen your skin into a leathery armor. Level 4 Heal - By touch, accelerate a target's healing processes within a body part. Instantly heals bleeding and minor cuts. Will close more serious gashes over the next few posts. Will heal in a day what would normally take weeks. Once cast will keep healing that injury until done without requiring maintaining.
Body Tome Vol. 5 - Incl. Devil Dust Recipe and Supradermal Limb Augment Blueprint.
Appearance/Apparel - Those who know him recognize him for his long, well kept black hair, his surprising height and lack of a beard for a dwarf, although he does have a sweet walrus mustache, and the short black cloak that matches the black pants he wears at most times instead of a shirt. His dark clothing and hair accent his dark blue eyes and tanned skin. His most abnormal features are his wolf ears and wolf tail.
Personality/Background
5 Years ago
"Alright Dad, I'll lock up after you leave. Yes, I won't let anyone beside you or Barrow in. Have a good time at Barrow's." A young Heulen called to his father, as the Dwarf headed to the local tavern. Heulen had enjoyed the peaceful time he had to himself when his father went out to visit his old war buddies in the evenings. He loved his father, but sometimes he felt the need to get out from under his overprotective eye. It was only recently that he had convinced his father that he would be fine alone at home for a few hours each evening, so that his father could leave to drink and talk at Barrow Dragheel's tavern. He understood his father's actions though. His mother died during his birth, leaving him as the only thing his father had left of the woman that he had met and fallen in love with during battle.
"Heulen, open up quick, it's Barro'! Your Da', he's been hurt and the local healer can't close the wound!" Yelled a Dwarf of larger stature than Heulen's father. "What happened Barrow?" Heulen asked as he opened the door and ran outside, only to be met with a thud behind his head. As he regained consciousness, Heulen heard two strange voices talking along with sound of a cart being pulled by horse. "I can't believe he fell for that cheap illusion, stupid dwarf. Although, I have to say that for a young one, he is rather tall." "It was pretty easy tricking his stupid father as well. I just had to tell him his son had been attacked by some bandits, and he ran off to die by your flame as you waited in the trees. I can't wait to see what they'll pay for him on the market." As he heard the last part of his captors' plans, the cart stopped and Heulen could hear the sounds of fighting outside. "Heulen, it's Barro' and the lot from the tavern. We took care of them, you can come on out." Said a familiar voice, but Heulen couldn't trust it, not after what had gotten him into this situation in the first place. "If it's really you Barrow, how'd you get your limp and how'd my dad lose an eye?" "You know the story boy. We had a duel over your dear Ma, ta see who'd have the right to ask her if she'd fancied them. I won, but she preferred your Da'." After hearing an answer only Barrow, his now deceased father, and he knew come out of Barrow's mouth he answered with, "Well now that I know you're you, could you help me out, I seem to be restrained with some shackles."
After being rescued by his father's friends, Heulen asked Barrow if there was anyway he could repay them for their help. "Well Heulen, your Da' left you in our care if he were to die before he thought you were ready to leave on your own. But knowing Brav, he'd have kept you here well into your adult years, unless you spoke up to him of course. We've decided to let you decide on either working at the tavern and staying here, or you can choose what you want to do with you life." After hearing Barrow's suggestion of he himself deciding what he'd like to with his life, Heulen's mind was already made up. "I'd like to follow in Dad's footsteps."
After having taken a few years to prepare, Heulen finally joined the Warriors Society and has grown to be a powerful fighter known for his surprising strength and skill at hand to hand combat. Because of his past experience with magic leading to his capture and the death of his father, he has begun to train his body and spirit in being able to resist and deny his enemies the ability to use it against him. Heulen can frequently be found eating, as he needs to constantly fill his body to power it for his intense training which leaves him ravenous.
Strengths & Weaknesses
Special Abilities & Personal Faults
Primal Essence
Canidae - Heulen gains wolf ears and tail. His sense of smell and night vision are vastly increased. Your balance is enhanced, allowing you to recover easily from most any instability and land safely reliably.
Ursidae - Heulen grows 15% taller and becomes somewhat more hirsute. His healing rate increases when he is still.
Odobenidae - Heulen gains a walrus mustache and his canines lengthen. Heulen is now resistant to extreme cold and able to hold his breathe for extremely long periods of time.
Steady Hands, Swift Work - When Heulen completes the exercises of the Bear Style he also gains an unshakable stillness, no matter the injury or distraction, Heulen's hands will hold still and move delicately when needed. This ability also allows Heulen enough tailoring knowledge to incorporate the pelts of any animal into other garments or armouring, preserving any of the hide's qualities in the process.
Glimpse of Greatness - Bear Drills - At the beginning of each encounter, you can perform Bear Style exercises focused on your midsection that help your body digest and process energy, boosting mental acuity and focus. This allows you to notice clues and signs of danger more intuitively for the rest of the encounter.
Distrust in the Unseen - Due to his past, Heulen has a difficult time trusting those with an affinity toward the magics that mess with peoples heads. This leads to disagreements often and outright fights occasionally.
Dwarven Blood
Heulen's father's blood runs strong through his veins, giving him the full strength of a Dwarf.
OPPOSITION - Your body becomes an impenetrable shield against magic, shielding you from its effects.
Lvl 1. You are immune to level 2 or lower magics that would directly effect your mind or body.
Lvl 2. Magically created/animated projectiles of lever 2 or lower are dispelled/stopped upon hitting you.
Lvl 3. You are immune to level 4 or lower magic that would directly effect your mind or body.
Lvl 4. Magically created/animated projectiles level 4 or lower are dispelled/stopped upon hitting you.
Lvl 5. You are immune to level 6 or lower magic that would directly effect your mind or body.
Lvl 6. Magically created/animated projectiles level 6 or lower are dispelled/stopped upon hitting you.
Lvl 7. Your blood will instantly dispel any summoning that draws it.
Lvl 8. Level 8 or lower magics cannot effect your body or mind and projectiles created or animated by those magics are dispelled/stopped upon hitting you.
Lvl 9. You may land hands upon an object to undo any magics affecting it.
Lvl 10. You can intensify and project this effect outwards. While you are doing so, spells and summonings that come within a foot of you are dispelled, but you cannot use spells or maintain summonings. You can't activate or deactivate this effect the same turn you use a spell.
Predator's Claws - SOUL BLADES - A pair of hand claws that are strapped to the back of the hand and wrist using thick leather from a rather large, unknown beast. The four claws on each appear to have been harvested from the same unknown beast and extend out 4" from the knuckles. The materials gathered from this beast are as strong and durable as iron and appear to be fused together permanently.
Lvl 1. Upon wounding a living being, the sword learns the essence of their spirit and can be used to track them like a divining rod. Only works upon the most recently wounded being.
Lvl 2. The Soul Blade can be phased closer to the spirit realm, allowing it to harm spirits as if they were flesh and bone.
Lvl 3. - An Animal Rips - Heulen's claws want to rip magic apart. By slashing an incoming magical projectile, Heulen's claws rip the magic holding it together apart, causing the projectile to split into two equal pieces, which curve around him and continue on passed him.
Lvl 4. You are 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. Your blade is physically incapable of harming you. If the blade would ever harm you in any way it instead phases slightly into the spirit realm while it overlaps you. This not only protects you from having your weapon turned against you but allows for unorthodox avenues of attack.
Lvl 6. The Soul Blade gains a more powerful custom attack based on user's spirit.
Lvl 7. Drive Soul Blade into the ground to create a spectral ring of blades that rise up out of the ground around you, protecting you. These blades have the appearance and effects of your Soul Blade.
Lvl 8. The Soul blade can be transformed, taking on new a form that reflects your inner spirit even more. This new form can be a weapon or even a creature. Once transformed it will last that way for 7 posts then revert, unable to turn back for another 10 posts.
Lvl 9. The Soul Blade gains a final, ultimate custom attack based on the user's spirit than can only be done in its transformed state.
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.
SPELLS BODY
Lvl. 1 - Itch - Target experiences strong, persistent and annoying itchiness.
Lvl. 2 - Numb - Deaden a target's physical sensitivity, soothing surface pain but also reducing their manual dexterity.
Lvl. 3 - Weaken - Reduce a target's strength level by one. Can only be used once on a person at any given time
Lvl. 4 - Sicken - Disrupt a target's bodily processes, making them feel severely ill, with cramping, feverishness, and vomiting.
Society & Guild Requirements, Limitations, and Benefits
Brotherhood Selfsworn Warrior's Pilgrimage Warrior's Arms Warrior's Technique - Spirit - Severing Hand - A fighting style that uses precisely aimed blows to obstruct or disable your opponent's ability to channel and interact with magics and the metaphysical. All effects last 4 posts.
Lvl 1. By landing a precise blow to the hand, you can inhibit their flow of magics and cut them off from casting level 1 spells.
Lvl 2. By landing a precise blow to the side of the neck, you can cut off magical awareness, removing any sensing or sensory magics.
Lvl 3. By landing a precise blow to the foot, you can alter the flow of internal energy, negating the effects of consumed substances.
Lvl 4. By landing a precise blow to the side of the abdomen, you can cut off the flow of life force, slowing healing.
Lvl 5. By landing a precise blow below the sternum, you can obstruct the flow of magics, causing them pain when they use spells.
Lvl 6. By landing a precise blow to the shoulder, you can cut off ability to interact with magics within other objects, removing their ability to activate magic abilities of items.
Lvl 7. By landing a precise blow to the collarbone, you can obstruct the flow of magics causing the next spell they cast to backfire on them.
Lvl 8. By landing a precise blow to the back of the neck, you can cut off their passive and inwardly focused spells.
Lvl 9. By landing a precise blow to the lower back, you can cut off their ability to maintain summons.
Lvl 10. By landing a precise blow to the forehead, you can cut off their ability to cast spells.
Battle Posts = 187
ITEMS
WEAPONS
Magical Predator's Claws - SOUL BLADE - A pair of hand claws that are strapped to the back of the hand and wrist using thick leather from a rather large, unknown beast. The four claws on each appear to have been harvested from the same unknown beast and extend out 4" from the knuckles. The materials gathered from this beast are as strong and durable as iron and appear to be fused together permanently.
Mundane 1 Left Handed Gauntlet - Leather with Sharpened Steel Thumb-and-Fingertips 1 Right Handed Gauntlet - Leather with Sharpened Steel Thumb-and-Fingertips
ARMOR
Magical Okar's Mask – A wooden mask of a boar with light pale green glass eyes.
>Primal Form - Allows the wearer to transform into a massive wild boar, 4' tall with 6” tusks that retain the power of their weapons. This form has durable hide, thick skull and fast, sure feet.
>Primeval Form - Allows the wearer to transmute their flesh to any organic material they are touching. The greater the amount of that material they are touching, the greater area of their body that will change. Any innate magical traits of the material carry over in some form. Primal Shoulders - A pair of bear fur pauldrons with bearclaw catches.
> When activated you become a foot taller, your hair grows longer and fuller, and you get +1 strength in your arms.
> Walker Set Primal Boots - A pair of boots made from the fur of a large jungle cat.
> When activated, the wearer becomes slightly hunched, their legs more sinewy and feline in structure. Their speed and agility is greatly increased, allowing them to run very quickly and surefootedly, as well do wall runs and jumps.
> Walker Set
Mundane
NON-WEAPON/ARMOR ITEMS
Magical Primal Essence - Choose an order of the class Mammalia. This vial of strange liquid will grant you a few traits and minor abilities based on animals in that order - Has been Consumed
Mundane Backpack Locket - Contains a picture of his mother and father.Given to Leretta
Sumer'a APPROVED: go forth and be a lovely Battlemaiden.
Heulen - : Edit - He has room for a starting weapon(s) or some armor. A nice profile though, Hrodvitnir, have you played EW before? Did you have any questions? It seems like you know a lot already. But there are a few things. His Arted LSS is a Body art and will only level up to Lv4 with Spells as a Warrior, and then you'll have to do it by buying magical Tomes, since you took a Spirit fighters technique which normal levels your arted LSS too, but only as long as they're the same art. If you're cool with these then he is good to go.
No, I haven't been a part of EW before, but all the Guide and the characters that the WPL have created helped a remarkable amount.
Okay, I understand the LLS needing to be leveled using tomes do to choosing a different art's Warrior's Technique. I am fine with that, so Heulen will keep this LLS and Warrior's Technique set up.
Also I added in two weapons, gauntlets. I had difficulty finding weapon prices, but I feel that 175 Gold should cover the pair. If there are any other changes I should make or edits needed due to the added weapons please let me know. If Heulen looks up to snuff now, thanks for your help. Also if anyone has suggestions on where might be a good place for me to start, I'm all eyes.
Awesome! You have comprehended a whole lot already! As for the prices of weapons/armors, Elexia and Epicrin are currently the places with Forges - found here Golden Horizon, and here - Hearth of Steel.
Heulen is Approved But as for your gold, weapons like that and armor are usually accounted for in starting Character Strength, you can keep the 175 for some spells or additional armaments to buy. That aside, Look at the City Papers for Tasks, Bounties, and Quests to go on. You can always join a Guild for a dual combo, or just feel free to RP. Leaving and Entering cities is done by the main gates.
“If you have given up your heart for the Tower, Roland, you have already lost. A heartless creature is a loveless creature, and a loveless creature is a beast.”
— Susan's voice (as Roland's conscious)
Name: Robin Sex: Male Race: Human Age: 32 Affiliations: Errant (Bard + Worrior)
Appearance: Dark haired man that looks more aged than he is. He has a beard that is unkept and shaggy. The most depressing is his eyes, they look empty.
Background: Robin met Allie when he was 22, young, optimistic and in the prime of his life. Allie was beautiful, adventurous, and the most loving person he could every imagine. Two years later was their wedding, a beautiful ceremony at the old cathedral. They built a cabin in the edge of the Southern Forest. Soon they had a a loving son with another on the way and a pet squirrel named Chipper.
Life was a living dream, but that's when disaster struck.
Rob was returning home late from a trek into town to get supplies. It was storming pretty badly but he needed to go out that night. When he was returning that's when he saw the fire. He dropped everything and ran through the burning forest, weaving through falling burning trees and dangerous flames licking at his sides. But he was too late, he arrived at a completely destroyed house, that was later discovered with two bodies inside. The wildfire was contained and damage remained relevantly small, said the reporters.
The next few months was a blur. There was no revenge nor anger, for lightning was the culprit. Soon the pain faded and all he felt was emptiness. That emptiness sent him on a hike to a cliff in the Lutharin Mountains. The suicidal man was about to leap, the sound of his wife's and sons voice and his crying baby running though his head. But Rob realized that there was no baby in his life anymore, that was a real child's cry.
On a ledge right below him was a wrapped up baby, his morals guided him down the cliff face to save the baby. When he got the baby and was back on solid ground once again the crying has stopped. The seemingly Garr child of only a few months found comfort in Rob's strong grasp. Rob stayed at that spot all day and night, rocking the crying baby while in tears himself. Once off the mountan Rob headed into town, and spent all of his savings on some food and items for the child. This suicidal man now has a purpose. Is it a gift or a burden? He does not know.
Skills/Attributes
Intuitive Analysis - Train yourself to focus on the details that matter, generating an advantage.
Lvl 1: 0 BP
Lvl 2: 55 BP
Lvl 3: 90 BP
Lvl 4: 130 BP
Lvl 5: 175 BP
Lvl 6: 225 BP
Lvl 7: 280 BP
Lvl 8: 340 BP
Lvl 9: 405 BP
Lvl 10: 475 BP
Lvl 1. Nothing escapes the steel trap that your mind has become, you can recall the specific details of everything that happens during a fight.
Lvl 2. Your ability to dodge, block or deflect a specific attack increases with each repetition of that specific maneuver.
Lvl 3. Note the stress points of your opponent's armor, effectively increasing the material modifier of your attacks by one when determining whether their armor is damaged or disabled.
Lvl 4. Attacks on your mind or emotions only work once, after which you become immune to that manipulation until end of encounter.
Lvl 5. Note the weak points in your opponent's defenses, giving you an effective strength level against a single opponent at a time.
Lvl 6. Analysing the environment grants you a perfect mental landscape. Without looking you are completely aware of the physical layout of the area, allowing you to fight over and around obstacles seamlessly.
Lvl 7. Once per encounter you may choose a physical ability a target has used an analyse it completely, your body instinctively counters or dodges that maneuver, allowing you to focus on other things.
Lvl 8. Your ability to notice stress points improves, noticing the weak points of your opponent's weapons as well as their armor and increasing the material modifier of your attacks by another level when determining whether their weapons or armor are damaged or disabled.
Lvl 9. Once per encounter you may choose a magical ability (spell, ability, specific LSS level) a target has used and analyse it completely, so long as the ability affects the physical world your body instinctively counters or it, allowing you to focus on other things.
Lvl 10. Thrice per encounter, you may devise a devastating counter-attack to a previously seen maneuver or tactic. This counter-attack is unblockable but cannot be deadly.
MAN-AT-ARMS - Yours is the way of steel. You devote your life to perfecting the use of weapon type of your choice and are unstoppable with one in your hand. Favored by duelists, swordsmen and anyone with a strong affection for a certain weapon type.
Lvl 1. Your are able to put on a brief display of skill with your weapon of choice which as an Initimidate effect.
Required Battle Posts: 25
Lvl 2. You have an empower effect when attacking with the weapon type of your choice.
Required Battle Posts: 55
Lvl 3. Your mastery of your weapon of choice allows you to more accurately predict the tactics of others using the same type of weapon.
Required Battle Posts: 90
Lvl 4. Your skill with your weapon of choice boosts its effective modifier in combat by 1.
Required Battle Posts: 130
Lvl 5. The grace and speed with which you wield your chosen weapon is difficult to grasp, dazing those who try to follow too closely.
Required Battle Posts: 175
Lvl 6. You're able to use a disarming attack with your weapon of choice on an armed foe with 75% accuracy. This effect does not work if the weapon has an effect that prevents loss of grip or they also know a disarm technique.
Required Battle Posts: 225
Lvl 7. Your grace and speed cause wounds inflicted by your chosen weapon to be intimidating, each time you wound your opponent, however lightly, they lose a little will to fight.
Required Battle Posts: 280
Lvl 8. You may choose any ability you know and channel it into your chosen weapon's combat style. The ability is lost and replaced with a WM created technique for your chosen weapon based off of the chosen ability.
Required Battle Posts: 340
Lvl 9. Your mastery of your chosen weapon flows out of your every pore. Drawing your weapon amplifies fear felt by those who would oppose you and causes those who fight with you to feel a surge of confidence that makes them intimidating. In the face of this challenge, cowards and weaklings will likely flee in terror.
Required Battle Posts: 405
Lvl 10. Your experience allows you to develop your own custom special technique or maneuver employing this fighting style.
Required Battle Posts: 475
Weapons
Sword of Truth - A blade destined to be weilded by the honest man. The blade picks up on any uncertainty of its wielder. When about to harm someone you are not completely sure is deserving of your wrath, the blade sheaths itself in an aura that dulls the blade and anchors it in place.
- Sharpened - A enchantment put on the blade to keep it magically sharper than the sharpest common steel blade.
Accessories Guqin - His trusty musical instrument, he can channel his expressions perfectly in lovely song with this beautiful instrument.
Over the back baby harness - for Eli
Voidsac - has a good amount of baby supplies in it at the moment.
Partner
Eli - A Garr baby that looks about 3 months old
His favorite toy is a small wooden club, around 3 feet long.
Stats & Descriptions Name – Splursh Race – Greel Age – 31 Affiliations – Adapt Appearance & Apparel – Barely four feet tall and with a large hump in his back, Splursh is ugly even by Greel standards. The man's skin is a tannish green color giving a sickly look about him. His fingers are long and curved, much like his large nose. His skin is covered in bumps and boils, helping distract people from his wirey grey tufts of hair which come off the back of his head. His ears are long and pointy, almost bat like and his eyes are a sickly yellow color. Personality – Splurrt is twitchy and obsessive, he will rant endlessly about virtually any subject he knows even a marginal amount about. The Greel typically scares easily and is more likely to run than stand his ground and fight. Splurrt has an unusual obsession with human anatomy and will often talk endlessly about manipulating body parts, very few take him seriously. Background– Splurrt grew up in Sylvan, his race putting him amongst the underclass which barred much opportunity to the man. From an early age, he learned to gauge which people were to be avoided and which people to let abuse his surprising intellect, never aspiring for much more than that. While many Greel find odd things to obsess about, Splurts interest in deconstructing living creatures had always set him apart. More likely than not insane, The Greel grew up in a region where death was common place and never had much pity or remorse in taking a life. Splurrts only true friends are the creatures he builds himself, a methodology he spent years tinkering with before finally perfecting his craft with some machinist training.
Skills/Weaknesses Cryptomancy - Your knowledge of the summoning arts allows you to summon the rarest of creatures with unique abilities.
Lvl 1. Summon Gorions - Summon a trio of crystal eating beetles from the Alogean Mountains, their diet of Alogean crystals having granted them elemental attributes. You choose crystal type on learning.
Lvl 2. Summon Coatl - Summon a winged venemous serpent from the caves of the Oscaran regions of the Alogean Mountains..
Weak: Like All Greel.
Electrician
Lvl 1
Criminally Insane: Splursh is insane for a lack of better words, he feels no remorse for his actions and thinks its oh so fun to kill and reassemble bodies. However, being a Greel, few catch on.
Rend Flesh: A slight alteration on the skills typically possessed by advants, Splursh can disassemble corpses of any variety and reanimate them using machinist tools and his knowledge of electricity. The cost varies and is up to WM decision. Weapons
> A bloody hacksaw made of iron.
> An iron stiletto.
Items Splursh's workshop: Unlike most machinist, Splursh cannot conduct his experiments out in the open. Rather he has a very small apartment in Sylvan devoted to this purpose with all of the restraints and tools necessary to reanimate his cyborg hybrids.
Electric Survo
Machinist kit
Pets Yippy (Adapt Pet): A basset hound corpse with the teeth of a phagrel vampire, the legs of a racing dog and the torso of a wolf. All parts are sewn together on the outside, secured with bolts on the inside and animated with electricity. His face is as cute as a basset hound's should be. Fred (Bondmate): A very large black rat with a mangled tail, looks like he's seen a few rat fights in his day.
Stats & Facts Name - Sam Bailey Titles - Race - Human Age - 24-25 Height - 5'9" Weight- 158 lbs.
Physical Appearance - Sam Bailey is a fairly tall human, standing a (somewhat) imposing 5'9". Most of her body is muscled. Not the muscles of a bodybuilder, but the wiry muscles of someone that uses their strength for a living and isn't afraid of it. Occasional scars over her arms, front, and back indicate that she's lived a life where danger and damage are known. Most notable is the lack of a flesh and blood right arm, and a large scar that crosses over her right eye. While the left eye is a piercing arctic blue, the right is a milky white that looks as if it can hardly see at all. The actual scar there isn't a clean cut of a blade, but several cuts of something a little more devastating. Most women would wear their hair long to cover such a problem. Sam's is cut short, military style, so there's little to grab hold of in combat. Her jet black hair has grown to the point of looking somewhat unruly while still not being long enough to be classified as a 'woman's' haircut. No makeup adorns her face, and she's more likely to be found wearning a frown or a scowl than anything else. When it comes to bearing, she's often going to be mistaken for a man in the way she stands and acts. She routinely binds her chest to keep it from being a problem and, between her stance, bodylanguage, short haircut, and general attitude, there's little to show her as a woman at all. Just the way she intends.
Several 'surgical' augmentations have been applied to her body, namely at the point of her right temple and her right shoulder. In both places a metal 'dock' has been attached to her flesh for something else to be attached. For her eye, a small aparatus consisting of a clockwork motor and multiple lenses has been installed so that she can still see through it. She has to manually change lenses depending on distance, and some will add up for close or long range viewing. There is also a dark lens for bright days. Attached to her shoulder is something much more elaborate; a mechanical arm. Sam spent all of her life savings to have multiple master machinists of each branch design and create a working arm for her. While it isn't perfect and needs a lot of upgrades to be as useful as the woman would like, she can use it for the normal life requirements of eating and fighting. Just don't trust her to drink anything with it without spilling, and she can't do up her shoelaces with the damned thing.
Apparel - Sam tends to dress a little contrary to what a woman would normally wear, coming across more as a dandy than anything. A white button up shirt is worn over a bound chest, her right sleeve rolled up to roughly shoulder length to give her mechanical arm room to work. Should that sleeve be rolled down, it'll usually get snagged or ripped over the gears of her arm. She'll occasionally wear a brown vest over that, button up as well, with a red kerchief in her breast pocket. Brass gear cufflinks on the one cuff rolled down. Brown slacks on her bottom half tuck into brown leather jackboots and are held up by a dark leather belt with a brass buckle. The one appeal to 'interesting' in her outfit would be the black smoked eyeglass she has occasion to wear. Since her right eye is usually covered by a lens anyways, the eyepiece has only one arm to go over her ear and rests comfortably on her nose, covering only the one eye. The other eye has a built in smoked glass lens that drops over the normal lenses when needed.
Background - Sam grew up in some of the rougher areas of Elexia. Rough enough that a 'dainty' girl was supposed to be seen but not heard, if she'd exist at all. This type of thing didn't settle well with Sam, and she spent much of her formative years getting in brawls with the neighborhood kids. There was a small gang she'd run with, and she was known as someone that could take a hit and keep on coming. In the small gang 'wars' that would occur, kids would take up arms and fight each other, leaving bruises and bloody kids in their wake. Sam was known for starting with wooden swords, like most kids, but giving up on the weapon early on in favor of her fists. This love of a fight carried through until her 18th year, training with steel weapons where she could but punching things where able. When she came of age, it was suggested that she quit her job as a bouncer for a bar and instead try to get hired on as a guard for some VIP. This the girl did, with gusto, and got herself hired for Captain Gerald Bastion, former leader of the Elexian city guard.
Her employment for the Captain went well for a number of years, helping to turn a few attacks and living fairly well for herself. With little to want for, she saved up most of her pay with the hopes of buying herself a bar or something to that effect. Perhaps getting an underground arena of some sort so she could put her fighting to the test and still make a living. This dream was cut short during her 21st summer. Another attempt on the Captain's life was made. While the attempt was short-lived, and Sam was fairly instrumental in keeping it that way, the end of the fight was the end of her career and almost the end of her life. A ruby-cored weapon was able to melt through her own sword as she guarded from an overhead slash and, without much ado, cut her right arm cleanly off. The girl would have to be lucky that the extreme heat instantly cauterized the wound, otherwise she would have bled to death. The tip of her own weapon fell over the right side of her face, the melting metal not only searing a line over her eye but almost blinded it in the process. Before the pain became apparent, the bodyguard lifted her broken weapon from her dismembered arm and ran the assailant through. And then passed out herself.
Thus ended Sam's job as a bodyguard. Captain Bastion gave her his condolances, but a bodyguard with only one arm wasn't of much use to him. She received a fair amount of severance pay in thanks for services rendered, especially her sacrifice. More valuable was the hint of a few machinists that may be able to do something for her. A little bit of tracking lead Sam to those same machinists, a group of masters in their craft that were researching ways to replace lost limbs. Sam volunteered for some rather painful experimentation so that way she could get that arm back. A few years were needed, and almost all of her saved up money was spent, but an arm was made that could work to her expectations. While fiddly work wouldn't happen with the initial prototype, it'd be able to do most gross manipulation that the woman could want, and would also be usable in a fight. A metal punch to be recognized for sure. With a little more work they were also able to create a mechanical eyepiece for her, a series of lenses on arms that Sam could manipulate to bolster her failing right eye.
With a new limb to master, a new interest in tinkering to try to upgrade it to fully replicate her lost arm's functionality, and almost no money to her name, Sam's now trying to find a new living. If it involves punching things? So much the better.
Natural Abilities and Skills
- Wild Arm - Sam's right arm has been replaced with a steel and bronze mechanical arm that combines multiple machinist doctrines to be fully functional, while not a perfect replica of a flesh and blood limb. (Modifier 3, considered 'enchanted' due to embedded crystals
- Wild Eye - The clockwork 'eyepiece' that helps correct the vision in her right eye has multiple lenses. When combined, this can give her a slight binocular effect for distance vision, and a slight magnifying effect for close-up work.
- Friends in High Places - Sam has a unique connection with the guard of Elexia, having saved their then Captain's life at great cost to himself. This sacrifice is a tale well known among most guards, and afford Sam a measure of respect and deference. Sam can call in this connection for small favors from time to time.
Leveled Skills Titan Armor
- A side effect of the imbued crystals in Sam's arm has left her the ability to call up armor over her body. Given that it started out as a gauntlet for her unarmed hand, Sam has become appreciative of the ability. She has to hope that the ability will grow stronger with time.
Spells
Weapons
- Respectable Punch - Sam's right arm is made of bronze and steel and is often used as a weapon as well as a rudimentary 'shield'. The built-in crystals give it a self-restorative effect over time, but it isn't affected by healing magic. The prototype has room for improvement and modifications if a tinkerer should choose to do so.
Stats & Descriptions Name - Nadim Raeburn Race - Human Age - 26 Affiliations - Warrior, Joie De Vivre Gentlemen's Club, The League of Red Headed Gentlemen Appearance & Apparel - Standing 6'4" tall, slender but deceptively strong. Wide and pale faced, with a rounded jaw and impossibly wide smile usually plastered on it below some faint mustache stubble. A ginger with incredibly vibrant orange-red hair down to his neck, usually some hanging in his eyes. Dresses in an impeccably and impossibly white suit, gloves and shoes over a pale blue shirt with a matching white tie. Personality & Background - Disowned noble and man-about-town, he decided to apply his hard-earned skill at handling himself in the various drinking establishments of Bakara towards adventuring to help fund his regular and prolonged visits to said establishments.
Skills/Weaknesses Potioning - Lvl 1
Warrior's Technique - Drunken Fist -The art of fighting through mimicry of inebriation, using feigned unbalance and extremely fluid movements to fool, disorient, and surprise your opponents. BP: 19 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.
Spells Water Lvl 1: Chill - Rapidly freeze a liquid inside your mouth, turning it into an ice shard.
Lvl 2: Shards - Draw the water from the air around you and freeze it to form a trio of ice shards that can be thrown like blades. Lvl 3.Transmute - Transform up to two cups of water into another non-magical liquid for two posts. Type chosen upon learning, though not all are possible. Can only be done twice a day.
Weapons Tidal Lash - A whip of white galoth leather with a hilt and tip of nevermelt ice. Able to channel and absorb water magics. Length varies. Lvl 1. The lash can't be burnt or harmed by flame. Lvl 2. The lash's leather can be transformed into water and absorbed into the hilt for easy storage. Lvl 3. When transformed into water, the lash can flow around objects in its path and reconnect on the other side. Gracie - A finely crafted walking cane of nevermelt ice inlaid with ivory. Designed so that the Tidal Lash can attached to one end as a grip.
> Can be blinked to Nadim from anywhere within his sight.
> Once per encounter Nadim can blink to the cane. Eenie, Meenie, Miney - A set of three throwing darts. Not really intended to be used as weapons as much for gaming, but probably qualify as the former.
Non-Weapon Items Fancy Man's Finery - s white clothing are all enchanted to be impervious to stains and reknit if damaged. In addition the gloves protect his hands from extreme temperatures. Eye of Mania - Gold ring set with a large sapphire carved in the shape of a heavily-lidded eye.
> Once per encounter, can be used to give a target a momentary burst of mindbending frenzied ecstacy, which the target can either suppress (to their distraction) or enjoy and cultivate.
> Eyes of the World Set Jade Seal - Break over an item to grant it a random enchantment or magical ability. The more/stronger abilities the item already has, the more aligned to that/those ability/abilities the effect will be. Uses up one enchantment slot. Trueheart Oil
>Potioner's Kit
>Various and sundry flasks and bottles of assorted liquors and even water.
>Many many many small bags of discretely taken bar snacks.
>Book of Sylvan Poetry
>Book of Elexian Limericks
>Deck of cards
>Roll of worthless small foreign coins.
>Assorted matchbooks from various bars. Containers
Voidpurse
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Stats & Descriptions Name - Lumarin Atreyu (loo-MAR-in a-TRAY-u) Race - Human Age - 34 Affiliations - Seeker, Defender Appearance & Apparel - Around 6' tall, wide shouldered and athletically built. Cleft chinned with a square nose and well-lined silver-blue eyes. Hair is tawny blond and down to his shoulders, usually swept back behind his ears. He wears white-washed leather armor passed down through his family, with plate of highly polished steel on the shoulders, forearms, and outer thighs, as well as a matching steel sun emblem on his chest. Personality & Background - Lumarin is the last in a long line of Clerics, and before that a long line of Lum-katar, the militant branch of the old church. His grandfather was Lord Defender decades ago, and his father a Malakhim to the next to Lords after that, including Soltara. All were loyal servants of The Truth, and all died in service to the church. Lumarin is the only remaining member of his family, his sister Kaltara and niece Sara having died a few years ago, innocents caught up in a bloody bit of church business with an Elexian crimelord. He is a steadfast and true man, completely devoted and implacably determined. Allies & Friends - Legato, Galla Accomplishments
> Fought bravely in the war to reclaim Greevan
> Proved himself worthy in the Adventurer's Run and saved the event from a rogue team.
Skills Public Trust - People automatically trust you more and are more genial, unless they have a personal reason to dislike the church. Annointed - Your show of valor and excellence has led to you being Annointed, leaving you with a special mark that gleams golden upon your brow at your will. This signals you out as a champion of Truth to others I See You - Through direct extended eye contact, Lumarin may cause his own eyes to flare up in a golden light that connects the cleric with his target for a brief moment, briefly connecting the two in an intangible but profound way. Mechanically, this functions almost identically to the Soul Gaze ability. However, this ability cannot be used discreetly and is far more taxing on the user. The Truth Must Be Known - You have been singled out as a champion of truth, and that is not a laurel one rests upon. So potent is your quest to shine a clarifying light upon the world that you are drawn to even the most secretive of happenings. This allows you to attend any Item-Only Quest regardless of whether you have a the requisite item or not. A Long Shadow - After the events at The Adventurer's Run, Lumarin has earned a ally and admirer in the young atarin girl Galla. She is now following his adventuring career with interest, and after events of note may send him a letter and potentially even a token of esteem.
Spells Light Lvl 1. Lantern - Create a floating ball of light before you that follows you and lights your way with the intensity of a candle Lvl 2. Lens - Manipulate the light before your eyes, granting you telescopic vision.
LSS Weapons Luminatis - A longsword of silvery steel with a fullered blade, lionshead pommel and a guard shaped like brahma horns. Passed down through the generations of Lumarin's family. Worn in a leather sheath on Lumarins back. (Relic of Legend: LP = 4) Lvl 1: Luminatis is forever infused with the memory of its own forging, making the relic Unbreakable.
Lvl 2. Forged to serve as an eternal embodiment of all who ever wielded it, Luminatis is no less a monument to Lumarin as well. Luminatis may infuse itself with the essence of one of Lumarin's deeds, giving the weapon a Moment Imbue.
Sheathed in....
Righteous Fury - A sheath for Luminatis, forged from magical crimson glass veined with white glowing diamond in runic patterns. A silver disk inlaid with a golden lightning bolt is set in one face of it. Flares of white fire sometimes flash and flicker across its surface an on occasion out over Lumarin's armor.
> The sheath is inset with a lightning amulet that allows Lumrin to cast Lightning Bolt once per post without using a spell per post.
> Any single weapon at a time that has been carried in this sheath is enveloped in a white fire that has the effects of a combined Diamond, Ruby, Topaz and Jasper Imbue. Once per encounter, this fire may be shot from its weapon, sacrificing it to create a powerful elemental of light, flame and lightning based on the bearer's inner spirit.
> White flames lightly wreath the sheath, occasionally licking across Lumarin's body and gear with harmless fire. These flames allow Lumarin to give one of his items at a time a Managed Animation.
Other Weapons
Dawnforger - A sledge with an squared off oversized iron head and foreshortened ivory shaft. (Almost as oversized and foreshortened and mjolnir but not quite) Hangs from Lumarins right hip.
> Light-prismed topaz imbue effect.
Tascarthan - A very well-made jade knight's dagger in an expertly crafted sheath of jade and ivory etched with elvish runes. > May transform itself into the material of any weapon an opponent owns until the end of the encounter, as long as that material is inorganic. Lawgiver - An ebony baton with a shiny crystaline polish.
> Indestructible while blocking.
Items Relentless - A silver charm of a sowrd against a sun in glory. Worn on a chain around Lumarins neck, beneath is armor.
> When activate it suppresses all emotions and all doubt, be it magical or natural Unceasing - A silver charm of a brahma bull head against a sun in glory. Worn on a chain around Lumarins neck, beneath is armor.
> When activated, a blazing symbol of the head of a brahma bull appears on Lumarin's chest. Whlle this symbol is active, Lumarin has a variation of a managed animation effect over his own body, fueled by his indomitable will. This control will counteract any outside attempts to alter, impede or control Lumarins movements. It also allows him to maintain is normal skill, speed and agility despite any injury so long as he remains at all conscious, though his strength level will suffer the more badly his in injured, down to Weak level.
> Back satchel
> Old well-worn book
> Small wooden puzzle box
>.Dried Fruits
> Flint and steel
> Bed roll
> Small wood hatchet
Currency 30 Gold
Property Duskstar Abbey - Once a small abbey near the Fens that had languished for years before falling into disuse. Uninhabited and unused for years, this building is never the less still a sturdy and defensible building. It was gifted to Lumarin upon being Annointed.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Epic World! Because seriously! It's the awesome!
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Race - Human Age - 18 Height & Weight - 5'10" & 155 lbs Strength - Average Affiliations - Arbiter
Appearance/Apparel - Juris is a little tall for his age, but so were both of his parents when they were teens. He has piecing slate eyes and fair skin. He wears his sandy blonde hair, medium length and parted down the middle. Can usually be seen wearing a grey short-sleeved cotton shirt and dark brown cotton pants. Over this he generally wears his leather armor.
Ulrich set to work, starting with the coloring of the meteor. The ink responded wonderfully as he laid on layers of orange and red to create the effect of a blazing hunk of rock. A few dots of brown around it gave the impression of flaking debris. Thin lines of black outlined the shape of the meteor before he moved on to the lightning. Electric blue streaks arced up Juris's back, tapering into impossibly thin lines. Contrasting the black outline of the meteor, Ulrich lined the underside of the crackling lightning with white, throwing a few stray line in to hint at the oscillating nature of the element.
Personality/Background - Juris is as friendly a person as anyone ever met. While growing up, he lived in with his parents above their spell shop in Epicrin. One day, both the business and their home were robbed but fortunately no one was hurt. Even more luckily, the local Peacekeepers were able to track down the thieves and successfully returned most of the items stolen. From that day on, Juris had decided to use his magical abilities to stand up for what is right and went on to join the Peacekeepers in their fight for what's right.
Strengths & Weaknesses
Special Abilities & Personal Faults Static Coat - Juris's skin toughens to become as strong as wood and just as difficult to split, his back and shoulders studded with numerous small, round, metal studs. At will, Juris may cause these studs to blaze alive with electrical energy, trails of lightning arcing between them to create a net over his back, shoulders, and head that blocks metals and crystals as effectively as crystal armor. These studs also give him a magnetic sense of the area around him, granting him excellent balance and warning of any impending seismic shifts.
Meteor Strike - While moving through the air (falling, flying, diving, jumping either vertically or horizontally) Juris's momentum is magically increased, greatly increasing the force of any impact and creating a scalding hot red and white aura around him.
Dualmagery Lightning Gloves - Pummel & Spark - Surround your hands in a malleable conductive stone that allows you to deliver shocking blows to your enemies. Lvl. 1 - Your chosen hand becomes covered in a 1'' thick layer of malleable electrically charged stone. Strikes from that hand cause a lingering pain and mild twitching in the area hit. Lvl. 2 - Strikes from that hand can now instead cause short but intense spasms in the area hit. Lvl. 3 - You may now transform both your hands with a single casting of the spell. Clapping your hands together produces a deafening boom that leaves those who hear it feeling unsteady. Lvl. 4 - Your hands themselves become transformed into conductive stone, adding extra weight to your charged blows. Lvl. 5 - There is a constant charge flowing between the two transformed hands. Small metallic items can be held aloft in this field before being launched outwards with the force of a very strong punch. Requires both hands free. Lvl. 6 - The charge between your hands can be amplified, making a visible web of arcing lightning threads between them. This web can be used to catch projectiles that are metallic or energy based. This webbing also holds a powerful electric charge which can be used to shock your foes. Lvl. 7 - Machinist items caught between your hands are influenced by the electric webbing. This allows you to charge up depleted power sources or create the potential for catastrophic malfunctions and overloads. Lvl. 8 - You may extend out the electrical webbing between your hands into a five foot square net, lined with thin iron wire. This netting can be spiraled for use as a painfully shocking whip or thrown to trap a target in a potentially paralytic snare. Lvl. 9 - Projectiles caught using your electric webbing can be supercharged with electrical energy and launched at a new target. This effect adds a topaz imbue to a physical projectile or doubles the size of an energy projectile. Lvl. 10 - Once ever you may run your transformed hands over and around an item you own, allowing the power of your dual mage spell to flow through it, filling it with power.
SPELLS EARTH Lvl. 1 - Pummel - Transmute your hands into living stone.
Lvl. 2 - Tread - The earth beneath your feet naturally shifts and shapes itself to give you solid, even footing in all the but most extreme terrain.
Lvl. 3 - Earthen Escape - Rare Earth Spell. A desperate surge of earth magic causes the ground beneath you to swallow you whole. You are deposited back on the surface anywhere within sight of your original location, a little dazed. Cast only once per encounter or risk entombing yourself.
Lvl. 4 - Landscape - Transform a patch of ground 4' in diameter into another form of earth, such as soil, stone, scree, mud, or quicksand. Type chosen upon learning. Sand chosen. STORM Lvl. 1 - Spark - Release a small arc of your bodily electricity from your fingertip. It's enough to startle and cause brief pain, as well at ignite highly flammable materials.
Lvl. 2 - Drain - By touch you can drain the bodily electricity from a person, tiring them and causing a brief spasm of weakness.
Lvl. 3 - Charged Grasp - Rapidly vibrate the air around your hands to generate a field of damaging electricity around them. Electricity will channel into any metal weapons you are holding.
Lvl. 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.
Lvl. 5 Upturn - An advanced form of Tremble, a 5' patch of ground beneath the target shakes so violently that it buckles and cracks, edges of rock erupting up at random.
Lvl. 5 Updraft - Create an upwards wind that will slow your fall and, if you present enough surface area, allow you to drift or even glide.
Lvl. 6 Stonewall - Raise your arms to cause a wall of stone 6" thick, 4' long and as tall as you are, to shoot up out of the ground before you.
Lvl. 6 Whirlwind - Bring your arms close to your body and cause air to circle tightly around you faster and faster until it creates a protective tornado that will deflect anything that passes through it.
Lvl. 7 Footfall - The earth aids your every step. Your steps leave no footprints a make no sound. The earth pushes you as you jump and run, boosting your leaping power and speed.
Lvl. 7 Hurricane Strike - Generate a whirlwind around you that will carry you around up to two feet off the ground, spinning you in place at great speed in whatever position you are in while casting it.
Lvl. 8 Entrap - Raise your hands and clap them together to cause a dozen 10' tall, 2" thick spires of stone to erupt from the earth encircling a target.
Lvl. 8 Resistance - Magically part the air before you as you move, removing any resistance it would cause and enhancing your speed. This air wake also augments the force of your strikes as if you were wearing armor.
Lvl. 9 Pillar of the Earth - Raise your hands and cause a massive pillar of stone, 10' tall, golden runed, and encircled by a spiraling iron ridge, to rise from the ground behind you. This pillar transforms the earth around it into mud, the closer to the pillar, the deeper and muddier it becomes (save for the ground beneath your feet). The pillar begins rotating, drilling into the earth and pulling the mud it has created towards the hole it is making. The closer to the pillar one is, the harder to escape the mud and the faster the mud pulls those caught in it towards the pillar. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
Lvl. 9 B. Plllar of Stillness - Raise your hands and cause a massive pillar of worn stone, 10' tall, surrounded by spiraling winds, and etched with glowing azure runes, to rise from the ground behind you. The closer one gets to the pillar, the greater the air resists movement. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
Lvl. 10 Arid Realm - Cause the ground in a 100' radius around you to become deep, loose sand, making movement within that area arduous and difficult.
Lvl. 10 Tempestuous Realm - Create a massive storm of chaotic, whirling wind gusts and eddies, engulfing an area with a 100' radius around your place of casting. While in this radius, everyone can move though the air as if it were water.
Society & Guild Requirements, Limitations, and Benefits
Forsake Steel Archmage Alchemy Student Mage's Dissertation Mage Dagger - Earth The Brass Oath Who Watches the Watchmen Bakara's Most Wanted The Brass Bond Forearmed and Forewarned - Lawgiver Arbiter Nightstick - Earth
ITEMS
WEAPONS
Magical Mastermind Cane - A crystaline cane of brilliant nonmagical topaz containing a core of magical topaz. Violently shocks those its tip touches, inflicting pain and spasming. Crystal has a modifier of 5, and core is not an imbue so it does not take up an enchantment slot. Once belonged to a genius criminal noted for taunting his many blackmail victims with riddles and luring them into deadly situations.
Mage Dagger - Earth - A steel-like billao dagger with a marble hilt. Can pass through stone or metal as if it were not there. Mage Dagger - Storm - A silver sai dagger with a crystal hilt. When thrown will channel air around it, propelling it faster and maintaining its path. Arbiter Nightstick - Earth - A tan stone truncheon. Blows cause the flesh in the stricken area to become stony and stiff. The more hits on that area, the stiffer the flesh. Lawgiver - An ebony baton with a shiny crystaline polish.
- Indestructible while blocking.
Magical Orrician Ink - A magical ink that can take on any color. When drawn on the skin will sink and can form a tattoo of whatever has been drawn. Grants that person an ability based on what is drawn and the person. USED Peacekeepers Sigil Three Cubes of Earth Cheddar- Earth Cheddar gives the eater the ability to see mineral deposits in earth and bones. This allows hidden passages, weaknesses and sometimes even crystals to be discovered if you look in the right places. - Half a block lasts until the end of an encounter or when the WM determines enough time has passed. Individual cubes last 3 posts. Trueheart Oil - Alters the powers and sometimes appearance of any item it is applied to to reflect its owner.
Were the Lightning Gloves your own creation? They're pretty much dead on.
I'd prefer to amend them to read "Your chosen hand becomes covered in a 1'' thick layer of malleable electrically charged stone. Strikes from that hand cause a lingering pain and mild twitching in the area hit." though, brings it more in line with other Level 1 Dualmagery spells.
Yeah after a few hours of thinking about it, that's what I came up with. Change made. I like this version more actually, I don't know why I didn't think of it.
Race: Human Age: 31 Height/Weight:6'1"/214 lbs Appearance: Tall, thin but well-muscled, with sharp features under pale skin. Dark blonde hair, parted on the right and worn just long enough to need a cut. Blue eyes, hard, with more wrinkles than a man of his age ought to have. Apparel: Covered from the neck down in a supple tan-brown leather armor, under which he wears white linen garments to absorb any sweat. On top of his armor he wears a loden wool cloak, about knee-length, with a hood which is rarely worn up. Background: All he'll tell you is that he isn't from around here.
Skills
Life of the Sword - Alec is broadly familiar with hand-to-hand fighting and with swordplay, though hardly an expert at either.
Touch of Moonlight - The world may be a messed up, ****ed up, chaotic place, but somehow he knows how to find his place in the scheme of things a little better than most people. Things tend to go well for him, so that random chance events are tipped just that little bit toward his side. He's a little lucky to be alive, and he can feel it.
Wind Dancer - An imperceptibly whirling field of air surrounds Alec at all times, forming a 10' perimeter around him. By punching the air he can cause the air at the end of this field to mirror the action. This allows him to land phantom punches on targets exactly 10' away.
Electromagnetism
Alec learns to manipulate the electricity generated by his body and his storm magics to exert influence over metallic objects. Allows him to passively weaken the magic-effecting electromagnetic field put off by metals, allowing mages and others too carrying metal weaponry so long as it does not exceed 1' in diameter. Level One: You passively create a magnetic bond between yourself and any metal items you hold, making your grip on them unbreakable. Level Two: Your attunement to electromagnetic forces allows you to attune your senses to the fields generated magnetic north, electrical charges, and/or magnetized metals. Level Three: Generate a magnetic field around your hand and target metallic object, pulling it towards you with 20 lbs of force. Counts as a spell. Level Four: Generate a magnetic field very close around one of your hands, repelling any metallic object with just enough force to drastically decrease its momentum upon contact. Counts as spell. Level Five: Use a magnetic field to repel a metal object you throw, increasing the force and speed you impart to them. Level Six: Control the movements of a metallic object up to 10 lbs in weight under your control using magnetism. Counts as a spell Level Seven: Generate a powerful electromagnetic field close around your body which will deflect any metal that comes in contact with it. Counts as a spell. Level Eight: Generate a powerful magnetic field around yourself, repelling your body from the natural metals present in the earth and granting yourself flight. Not usable over water. Counts as a spell. Level Nine: Use a magnetic field to repel a metal object you are holding in one hand from your body, launching it from your palm at great velocity. {Velocity is inverse to the size of the object.} Counts as a spell. Level Ten: Control the movements of a metallic object up to 100lbs in weight under your control using magnetism. Counts as a spell.
Spells
Storm
Level One: Drift - Alec can thicken the air beneath him just enough that if he is falling he can slow his decent and have a soft landing. Level Two: Drain - By touch Alec can drain the bodily electricity from a person, tiring them and causing a brief spasm of weakness. Level Three: Charged Grasp - Alec can rapidly vibrate the air around his hands to generate a field of damaging electricity around them. This electricity will channel into any metal weapons he is holding. Level Four: Lightning Blast - Create a palm with your hand and vibrate the air in your palm to generate a ball of electricity the size of your fist. Can use air pressure to launch this ball from your hand. If double cast can use two hands together to form more powerful single blast. Level Five: Summon Storm Aspect - Summon a swarm of glowing lightning bugs with electric bites.
Weapons Champ - A rather plain-looking steel broadsword, four feet long and sturdily constructed, with a plain rectangular crossguard and worn black leather wrapping the hilt. Sheathed in a scabbard made of black-lacquered wood with a golden crab design about halfway down, itself strong as steel.
> For each battle post during which Alec's sword remains sheathed, it gains an additional level of hardness, which is retained for one post after it is drawn.
> When the sword draws blood, Alec may choose to summon a creature based on the spirit of the person it wounded. The strength and size of this summon depends on the number of blows struck and the severity of these blows, with blows through the heart being the most potent. Can store the blood of one opponent so wounded at a time. Counts as a spell. Boomerang - Boomerang of cherry-stained ironwood with crystal inlay. When thrown you can either create a stone copy of itself that flys off at a different angle and shatters on impact, or have it stir up a small cyclone of sand and dust that follows in its wake and engulfs what it hits.
Armor The Martial Life - A full-body set of tan-brown leather armor, including bracers, greaves, boots, and pauldrons. Studded decoratively with bronze. Knight of the Flowers - A cuirass made out of iron-strength jade, carved with a large oak on the front. The cuirass has the ability to animate plant-life it comes in contact with and incorporate it into its protection. At any one time, one piece of plant-life may become rooted in the armor and will animate to defend Alec from harm. Flashsteel Gloves - A pair of dark brown leather dueling gloves, plated with bronze armor on the back of the hand and fingers, which flicker with multicolored sparks within the metal. Grant weapons held in them an agate imbue effect that is stronger on impact with metal. Other Items
Void Pockets - The pockets of his pants are portals to a pocket dimension, allowing him to store a number of things in them.
Medallion - Small iron medallion, about an inch and a half in diameter, with a worn-down relief of a goddess in three-quarters view. Worn on a leather thong underneath his armor.
Food Supply - About half a loaf of bread, and some cheese.
Cutlery - Knife, spoon, fork, all very simply made of pewter.
2x Keening Tab - Boost a single one of your senses for the entire encounter.
Ferrostone - A crystal that when imbued to an item can magnetize the item and/or, if the object is nonmetallic, make it effectible by magnetism.
Binding Shard - Shards of the sword which was used to bind Erin, a shiny gold-colored iron. When made into a weapon, it phases into the spirit world, attacking the target's spirit rather than their body. Blows with such weapons do not damage their body, but makes them increasingly sluggish and tired until they fall unconscious. Mortal blows with the weapon will leave them in a sort of stasis so long as it remains in their body.
Erin's Boon - A small silver coin, on one side depicting Erin, the ancient Elvish god of disorder, smiling and winking at you, on the other side an engraving, somehow, of the shapeless and formless chaotic void. Grants the skill "Touch of Moonlight."
Pets Sam, the Baby Griffin - Seemingly descended from both kittens and birds, this animal is the epitome of cuteness. It gives Alec a certain sot of Charisma, and may be targeted by Beastial spells as though it were a summoning. Level One: The baby griffin is teething, giving it a bite attack which can grip people and cause pain. Also, the baby griffin is easily distracted by lights, and sometimes chases bright spots because it doesn't understand the difference between colors and objects! How cute! Level Two: The griffin learns to fly, reaching a maximum height of ~10 feet. The downside to this is it still isn't potty trained. NOT CUTE, GRIFFIN Level Three: The baby griffin grows to be about 2 feet tall at the shoulder with a wingspan of 8 feet. It's maximum flight height is about 20 feet, and its claws sharpen so it can hunt with dive bombs and generally scratch people. It's still cute though. Gold: 156
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.
Please check the first post for a list of character names, so far we have an Lucian and Lucien, an Alec and Aleck, and two Sams, and thats just off the top of my head. Not scolding or forbidding or anything, just to prevent confusion it might be best to avoid names so similar if possible.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
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.
I am going to Un-Exist Rob... The more i look at him the more i dont like how he turned out. Background story is great but thats not enough to hold my imagination for long.
"In dreams — his, at least — the bad guys, the scary guys, never have complex emotions" - Callahan
Name - Unknown Calling Card - Nick Morsing Race - Human Age - 28 Affiliations - Initiate
Appearance & Apparel - Nick is a tall lanky man that wears nothing but black, including a hooded black cloak.
Personality & Background - Nick back-story is vague, unknown even to him. He once stated that he just someday lost who he was and became his new self. Helped by the Initiates and Guided by his own emptiness, following down a arid dry path to a unknown destination.
Skills
SPELLFORGING - The art of forging physical items out of raw magic, sacrificing your ability to cast a spell to turn it into an item. Cannot be done twice with the same spell. Metal items created by spellforging do not put off the same field as normal mentals and thus can be used by mages.
Lvl 1. Apparel
Lvl 2. Item Augmenting Crystal
Lvl 3. Armor Piece
Lvl 4. Small Pet
Lvl 5. Weapon
Lvl 6. Gadget/Tool
Lvl 7. Armor Set
Lvl 8. Greater Weapon
Lvl 9. Greater Pet
Lvl 10. Magical Squire
Crimson Eye - (Forbidden Truths) Nicks vision is enchanted in such a way that he is able to track the paths of projectiles, increasing his chances of dodging, deflecting or catching them. Once per encounter Nick may focus this ability on a single catchable projectile to effortlessly snatch it from the air.
Enchanting
This is the skill of bonding magics to an object so that these magics are self sustaining and anchored.
- Bonding - Enchantments requiring the physical bonding of an object with magical attributes to an object.
Weapons
Thrust - A elegant shadowcore rapier
- Flame imbue (Fireball imbue) - A crimson crystal that can imbued into an item to grant it the following enchantment: The weapon or item can be made to leave behind a trail of flame in the shape of the enchanted item. Strong swinging and flicking motions can be used to fling this trail out like projectile which impacts as though it was as dense as water.
Parry - A steel rapier dagger with a silver guard and navy silk wrapped hilt.
Non-Weapon Items
Black leather armor
Voidpockets
Torch x 3
Spellforgery Fire
- Char Ring (AKA - Charing) - A crimson ring that can fling a small burst of red hot cinders at will
- Flame imbue (Fireball imbue) - A crimson crystal that can imbued into an item to grant it the following enchantment: The weapon or item can be made to leave behind a trail of flame in the shape of the enchanted item. Strong swinging and flicking motions can be used to fling this trail out like projectile which impacts as though it was as dense as water. Body
- Center - Passive. Your body's mass shifts itself to alter your center of gravity, allowing you to keep your balance in most situations.
Gold
15
For future use
Thrust - A Shadowcore rapier with a rotational cylinder just above the hilt and below the blade. The cylinder has 6 slots allowing for enchanted imbues to be inserted. Rotation of the cylinder allows one imbue to be in use at a single moment.
- Slot 1 - Flame imbue (Fireball imbue) - A crimson crystal that can imbued into an item to grant it the following enchantment: The weapon or item can be made to leave behind a trail of flame in the shape of the enchanted item. Strong swinging and flicking motions can be used to fling this trail out like projectile which impacts as though it was as dense as water.
- Slot 2 -
- Slot 3 -
- Slot 4 -
- Slot 5 -
- Slot 6 -
Name: Sum'era Korlash
Sex: Female
Race: Oscaran/Dryad
Age/Height/Weight: 27/6'11/175 lbs
Affiliations: Warrior
Freinds -Arl, Colt, Legato, Amaya
Aquaintences -Juris, Alec, Odd, Kherren
Frenemies -Bree
Enemies -
Accomplishments
1. Fought for Greevan
2. Issued her first warriors challenge.
3. Fought a landshark and other strange beasts.
4. Freed a town from an evil mining company.
5. Hunted down the scapegoat of an evil mining corp.
6. Had an epic sea battle
7. Competed in the Greevan Forest Arena
Appearance
Sum'era is tall and well muscled, her body is the epitome of fitness. Her skin is pale and smooth as if it were made of alabaster (was bronze), but is accented with coral along her cheeks, and breasts. Majestic white wings are sprouting from her back. She has large pure white (were black) eyes that have a bright glow to them. Her hands are surrounded by a golden aura. Her long hair is in thin dreads tied into a ponytail, and is a lustrous platinum (was deep green). She is a striking beauty. She is clothed in tight fitting brown leather pants, Swashbucklers boots, a tight black blouse that is only seen at the sleeves as she wears a tight fitted black brigandine. She wears leather gloves and her arms have iron vambraces strapped to them along with matching iron greaves strapped to her legs. She wears two swords strapped across her back, noth hilts extending over her right shoulder, and carries a large mirrored shield.
Background
Sum'era's father was a Dryad that had taken to wandering. He fell in love with an Oscaran woman and they had a secret love life. The secret eventually became known to her tribe, and she was shunned. The tribe acted as though the girl didn't exist. Though it pained her greatly the woman left the tribe and went into the forest to live with her lover. They had a good life and she became pregnant. The result was Sum'era, She grew up among the forest, but she knew it wasn't her home. Her blood thrilled at the thought of glory and combat. She wanted to go out into the world and make a name for herself. One day she stumbled upon an ancient shrine in the forest, the tomb of some long forgotten warrior. The shrine bore the symbol of the light. She entered and at it's center she found two things. A diamond ring that sparkled with light and a Beautiful shield. The shield was perfectly round and polished so well that it was as if looking into a mirror. She put the ring on, and it formed itself to her finger, she picked up the shield and it seemed to stretch to fit her size. She knew that it was destiny and that now was her time.
Personality
Her blood is constantly at war with itself, she is lighthearted and generally carefree, however when she is angered she will quickly turn to combat as a means to resolve the issue. She usually doesn't concern herself with what's right or wrong, if it leads to glory and honor, but if she sees nothing of glory or honor in an act, then she might take issue with it.
Limitations/Requirements
Half-breed - She will immediately find herself at odds with almost any other Oscaran she encounters, as she is a byproduct of their cardinal sin.
A Warrior's Legacy - Sum'era has sworn at least 1/4 of her estate to further Gradela's cause.
The Contract: First, half the proceeds of the sale will be used to construct a fund for the Ryach-Leen. I have heard we are all dead, but If I remain in this world I may not be alone. Second, whoever purchases me must agree to put the Ryach-Leen clan fund in their will; leaving no less than 1/4 their estate to the clan.
Skills/Attributes
Oscaran Birthright - Sum'era has the blood of the hardy Oscarans running through her veins, and as a result she is strong.
Dryadic Blood - Illness and disease have a lesser effect on her, and because of her Dryadic beauty she has a natural charm to her especially when looking into another person's eyes.(Charisma effect)
Forest Born - Because she spent her childhood running in the forests she has uncanny balance and even if she loses her footing she can tumble quite well.
SHINING SHIELD - A circular shield capable of being thrown. Made of silvery alloy, tough as bronze, which is as reflective as a mirror. Can he use it to gather, reflect and scatter light. 25" in diameter.
Lvl 1. The shield can reflect light-based magics and attacks.
Lvl 2. The shield can be turned into light, capable of storage within any clear, mundane crystal. Most users of the shield wear one in an accessory.
Lvl 3. When thrown, the shield develops an aura of burning light.
Lvl 4. The shield leaves a little of itself into the last crystal it was stored in, allowing its bearer to call the shield to them from a distance. In exchange, the shield gains some of the crystal's hardness, becoming steel hard.
Lvl 5. When thrown, the shield can momentarily become formed of light, then revert back. This can be used to preserve its speed over long distances, flow around narrow obstructions, or allow it to pass through clear or translucent materials.
Lvl 6. The shield can store the scenes it reflects, holding up to 2 minutes worth of reflections for later viewing. The scenes can be shown, fast forwarded, paused, etc as the wielder desires.
Lvl 7. The shield can negate the force of a single attack in an encounter, storing the reflection of that attack in the surface of the shield. At will you can release the reflection, projecting a light construct that imitates the attack directly outwards from the shield with equal force.
Lvl 9. The shield can project an image of an object it is reflecting or has stored, no greater than the size of the shield, creating a solid light construct of it. This construct does not have any of the objects special abilities that cannot be easily replicated with light.
Lvl 10. The shield can store the image of any defeated enemy within it. At the end of each encounter you may choose one of the images stored this way this encounter and keep it permanently, stored within a crystal that forms along its perimeter. This image does not counts towards the level 8 ability limit. You may sacrifice this image at any time to grant the shield a permanent ability based on that enemy. The shield can only have three of these abilities at any given time, and can replace old ones with new ones as you desire.
Light - Manipulative Tactics - Deceive your opponents with your every move, keeping them guessing.
Battle Posts:294
Lvl 1. - Learn to move blend into crowds without drawing attention, helping you to flee or approach your opponent unnoticed.
Lvl 2. Learn to mimic the natural twitches and flexes present during the fight or flight instinct, causing people to think you are about to act.
Lvl 3. Learn to catch the light with any reflective weapons or armor you have to compromise your opponent's vision.
Lvl 4. You learn how to move in such a way to convince your opponent you are wearier or more injured than your truly are, feigning weakness to get them to drop their guard.
Lvl 5. Your movements are so alien to other's eyes that any abilities or effects that require reading your movements or expressions no longer work on you.
Lvl 6. Learn to move deceptively, causing your enemy's aim to lose any real precision.
Lvl 7. Learn to perform very effective feints, tricking the enemy into reacting to an attack that is not really coming.
Lvl 9. Learn to catch and focus light with any reflective weapons or armor you have with such precision the that you temporarily flare an opponent's blind spot and seem to disappear from view. This only works on one target at a time and diminishes as the item is moved.
Lvl 10. Fighting against you is an exercise in frustration. You learn to layer feints and jukes on top of each other. You may add a second feint to any attack and your foes are automatically dazed when fighting you.
Weapons
Asphodelia - A sword of white iron, long and thin with strange hooked spikes protruding at odd angles, and a hilt of darkened bronze patterned with leaves and thorns. Smells constantly of sweet flowers.
> Unbreakable, modifier 5
> Feeds off the soul of the wielder, what it does depends on the one who holds it.
Mountain Power - Asphodelia can cleave through naturally formed stone as though it were made of wood, allowing boulders, caves and mountainous regions to be navigated as the wielder sees fit.
Woodland Respect - Asphodelia cannot be brought to bear against the forest. Naturally grown and living plants give no resistance to the blade, allowing it to pass as if through water.
Niven's Legacy – A steel sword Soulprinted with the essence of Niven, an elven ancestor. (3/4 Enchantments).
> Prisms all enchantments on it to light.
> Light Prismed Homeguide - The item transforms into a beam of light, traveling to and reforming in your hand.
> Can be swung in an arc, leaving a trail of light in its wake up to 2' long. The trail solidifies into a frail, one sided mirror that hangs in the air. You may choose which side is reflective. Dissolves into nothingness at the start of your next post.
>Upon impact Niven's Legacy may release a small burst of light that hardens into a 3" radius mass of glass that hardens around the point of contact (mod 0). The glass can by attached to both Sum'era's sword and the bound target, or just the target. If used in direct sunlight the mass of glass is instead as strong as brass and can be shaped by Sum'era.
> Allows owner to cast a unique Level 4 light spell, Niven's Champion
Magical Items Worn
Dawnbringer's Form - A golden amulet with a yin/yang symbol on it, one half containing a sun, the other a moon. Upon choosing dark or light, that side will engulf the talisman and it will grant a Rare Dual Art MiniLSS. (Sun Chosen)
Lvl 1: Your eyes turn entirely white and you hair grows long and platinum. Your eyes can see through false images and illusions.
Lvl 2: You gain an Enforcers ability to read the truth in body language. Your white eyes glow. You grow 15% taller and your body is more well defined.
Lvl 3: Your hands develop an aura of golden light that can be made searing hot at your will. Your skin becomes like alabaster.
Lvl 4: Your voice becomes unnaturally resonant and booming, it soothes the pain of allies that hear it and relieves them of weariness, poison and negative bodily effects.
Lvl 5: You grow a pair of white wings capable of flight.
Token of Glory - A ribbon of golden silk, as long or as short as the owner wishes it to be, with glittering tassels at either end.
> Grants a natural charisma effect.
> Each time the wearer defeats a powerful enemy in single combat, a token will appear woven into the ribbon. These tokens will give powerful effects depending upon the peculiar characteristics of the defeated. Can store up to five tokens.
Crustacean Heart - A rainbow-colored crab token made of chitin.
> Change one or both hands into claws (One larger than the other).
> Cause chitinous plates to emerge on the back of her arms, over her chest/midsection, on her back, on the back of her neck, and/or on back/top/sides of head (Melds with her hair in a way that looks pretty neat).
> Morph her legs into eight chitinous crab legs.
All changes absorb/fuse worn/held objects. Any powers that could reasonably function in the new form (or with very slight alteration, like making a claw shiny) still function. The chitin is mod three.
The first time she uses this ability each encounter she can choose one of the two additional benefits:
> All chitin she forms this encounter is empowered by a random incore.
> One of her changes is empowered by the incore of her choice (like "one claw")
Dawn's Guardian - Black leather Brigandine w/ iron plates. Custom wing slots have been tailored into the back with bright white stitching.
>iAs heavy and restrictive as sunlight, which is to say not at all. Anyone that damages it becomes blinded for one to two posts.
Items
Void Pack - A leather pack with limitless storage.
Iron Vambraces(worn)
Iron Greaves(Worn)
Diamond ring(worn)
Soul Gem - Gradela Ryach-Leen - Can communicate with the person that holds them and, if imbued into an item, can posses that item giving it something akin to an enlightened animation in addition to granting it a power based on the soul's personality, life, and desires.
Spells
Level 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.
Level 2
Unhinge - Make yourself double-jointed.
Level 3
Harden - Thicken and toughen your skin into a leathery armor.
Level 4
Heal - By touch, accelerate a target's healing processes within a body part. Instantly heals bleeding and minor cuts. Will close more serious gashes over the next few posts. Will heal in a day what would normally take weeks. Once cast will keep healing that injury until done without requiring maintaining.
Body Tome Vol. 5 - Incl. Devil Dust Recipe and Supradermal Limb Augment Blueprint.
Pets
Gold
3
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Stats & Information
Race - Beast-man (Caniformia Altered Dwarf/Human)
Age - 21
Height & Weight - 6'1" & 240 lbs
Strength - Very Strong
Affiliations - Warriors' Brotherhood
Appearance/Apparel - Those who know him recognize him for his long, well kept black hair, his surprising height and lack of a beard for a dwarf, although he does have a sweet walrus mustache, and the short black cloak that matches the black pants he wears at most times instead of a shirt. His dark clothing and hair accent his dark blue eyes and tanned skin. His most abnormal features are his wolf ears and wolf tail.
Personality/Background
5 Years ago
"Alright Dad, I'll lock up after you leave. Yes, I won't let anyone beside you or Barrow in. Have a good time at Barrow's." A young Heulen called to his father, as the Dwarf headed to the local tavern. Heulen had enjoyed the peaceful time he had to himself when his father went out to visit his old war buddies in the evenings. He loved his father, but sometimes he felt the need to get out from under his overprotective eye. It was only recently that he had convinced his father that he would be fine alone at home for a few hours each evening, so that his father could leave to drink and talk at Barrow Dragheel's tavern. He understood his father's actions though. His mother died during his birth, leaving him as the only thing his father had left of the woman that he had met and fallen in love with during battle.
"Heulen, open up quick, it's Barro'! Your Da', he's been hurt and the local healer can't close the wound!" Yelled a Dwarf of larger stature than Heulen's father. "What happened Barrow?" Heulen asked as he opened the door and ran outside, only to be met with a thud behind his head. As he regained consciousness, Heulen heard two strange voices talking along with sound of a cart being pulled by horse. "I can't believe he fell for that cheap illusion, stupid dwarf. Although, I have to say that for a young one, he is rather tall." "It was pretty easy tricking his stupid father as well. I just had to tell him his son had been attacked by some bandits, and he ran off to die by your flame as you waited in the trees. I can't wait to see what they'll pay for him on the market." As he heard the last part of his captors' plans, the cart stopped and Heulen could hear the sounds of fighting outside. "Heulen, it's Barro' and the lot from the tavern. We took care of them, you can come on out." Said a familiar voice, but Heulen couldn't trust it, not after what had gotten him into this situation in the first place. "If it's really you Barrow, how'd you get your limp and how'd my dad lose an eye?" "You know the story boy. We had a duel over your dear Ma, ta see who'd have the right to ask her if she'd fancied them. I won, but she preferred your Da'." After hearing an answer only Barrow, his now deceased father, and he knew come out of Barrow's mouth he answered with, "Well now that I know you're you, could you help me out, I seem to be restrained with some shackles."
After being rescued by his father's friends, Heulen asked Barrow if there was anyway he could repay them for their help. "Well Heulen, your Da' left you in our care if he were to die before he thought you were ready to leave on your own. But knowing Brav, he'd have kept you here well into your adult years, unless you spoke up to him of course. We've decided to let you decide on either working at the tavern and staying here, or you can choose what you want to do with you life." After hearing Barrow's suggestion of he himself deciding what he'd like to with his life, Heulen's mind was already made up. "I'd like to follow in Dad's footsteps."
After having taken a few years to prepare, Heulen finally joined the Warriors Society and has grown to be a powerful fighter known for his surprising strength and skill at hand to hand combat. Because of his past experience with magic leading to his capture and the death of his father, he has begun to train his body and spirit in being able to resist and deny his enemies the ability to use it against him. Heulen can frequently be found eating, as he needs to constantly fill his body to power it for his intense training which leaves him ravenous.
Strengths & Weaknesses
Special Abilities & Personal Faults
Primal Essence
Canidae - Heulen gains wolf ears and tail. His sense of smell and night vision are vastly increased. Your balance is enhanced, allowing you to recover easily from most any instability and land safely reliably.
Ursidae - Heulen grows 15% taller and becomes somewhat more hirsute. His healing rate increases when he is still.
Odobenidae - Heulen gains a walrus mustache and his canines lengthen. Heulen is now resistant to extreme cold and able to hold his breathe for extremely long periods of time.
Steady Hands, Swift Work - When Heulen completes the exercises of the Bear Style he also gains an unshakable stillness, no matter the injury or distraction, Heulen's hands will hold still and move delicately when needed. This ability also allows Heulen enough tailoring knowledge to incorporate the pelts of any animal into other garments or armouring, preserving any of the hide's qualities in the process.
Glimpse of Greatness - Bear Drills - At the beginning of each encounter, you can perform Bear Style exercises focused on your midsection that help your body digest and process energy, boosting mental acuity and focus. This allows you to notice clues and signs of danger more intuitively for the rest of the encounter.
Distrust in the Unseen - Due to his past, Heulen has a difficult time trusting those with an affinity toward the magics that mess with peoples heads. This leads to disagreements often and outright fights occasionally.
Dwarven Blood
Heulen's father's blood runs strong through his veins, giving him the full strength of a Dwarf.
OPPOSITION - Your body becomes an impenetrable shield against magic, shielding you from its effects.
Lvl 1. You are immune to level 2 or lower magics that would directly effect your mind or body.
Lvl 2. Magically created/animated projectiles of lever 2 or lower are dispelled/stopped upon hitting you.
Lvl 3. You are immune to level 4 or lower magic that would directly effect your mind or body.
Lvl 4. Magically created/animated projectiles level 4 or lower are dispelled/stopped upon hitting you.
Lvl 5. You are immune to level 6 or lower magic that would directly effect your mind or body.
Lvl 6. Magically created/animated projectiles level 6 or lower are dispelled/stopped upon hitting you.
Lvl 7. Your blood will instantly dispel any summoning that draws it.
Lvl 8. Level 8 or lower magics cannot effect your body or mind and projectiles created or animated by those magics are dispelled/stopped upon hitting you.
Lvl 9. You may land hands upon an object to undo any magics affecting it.
Lvl 10. You can intensify and project this effect outwards. While you are doing so, spells and summonings that come within a foot of you are dispelled, but you cannot use spells or maintain summonings. You can't activate or deactivate this effect the same turn you use a spell.
Predator's Claws - SOUL BLADES - A pair of hand claws that are strapped to the back of the hand and wrist using thick leather from a rather large, unknown beast. The four claws on each appear to have been harvested from the same unknown beast and extend out 4" from the knuckles. The materials gathered from this beast are as strong and durable as iron and appear to be fused together permanently.
Lvl 1. Upon wounding a living being, the sword learns the essence of their spirit and can be used to track them like a divining rod. Only works upon the most recently wounded being.
Lvl 2. The Soul Blade can be phased closer to the spirit realm, allowing it to harm spirits as if they were flesh and bone.
Lvl 3. - An Animal Rips - Heulen's claws want to rip magic apart. By slashing an incoming magical projectile, Heulen's claws rip the magic holding it together apart, causing the projectile to split into two equal pieces, which curve around him and continue on passed him.
Lvl 4. You are 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. Your blade is physically incapable of harming you. If the blade would ever harm you in any way it instead phases slightly into the spirit realm while it overlaps you. This not only protects you from having your weapon turned against you but allows for unorthodox avenues of attack.
Lvl 6. The Soul Blade gains a more powerful custom attack based on user's spirit.
Lvl 7. Drive Soul Blade into the ground to create a spectral ring of blades that rise up out of the ground around you, protecting you. These blades have the appearance and effects of your Soul Blade.
Lvl 8. The Soul blade can be transformed, taking on new a form that reflects your inner spirit even more. This new form can be a weapon or even a creature. Once transformed it will last that way for 7 posts then revert, unable to turn back for another 10 posts.
Lvl 9. The Soul Blade gains a final, ultimate custom attack based on the user's spirit than can only be done in its transformed state.
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.
SPELLS
BODY
Lvl. 1 - Itch - Target experiences strong, persistent and annoying itchiness.
Lvl. 2 - Numb - Deaden a target's physical sensitivity, soothing surface pain but also reducing their manual dexterity.
Lvl. 3 - Weaken - Reduce a target's strength level by one. Can only be used once on a person at any given time
Lvl. 4 - Sicken - Disrupt a target's bodily processes, making them feel severely ill, with cramping, feverishness, and vomiting.
Society & Guild Requirements, Limitations, and Benefits
Brotherhood
Selfsworn
Warrior's Pilgrimage
Warrior's Arms
Warrior's Technique - Spirit - Severing Hand - A fighting style that uses precisely aimed blows to obstruct or disable your opponent's ability to channel and interact with magics and the metaphysical. All effects last 4 posts.
Lvl 1. By landing a precise blow to the hand, you can inhibit their flow of magics and cut them off from casting level 1 spells.
Lvl 2. By landing a precise blow to the side of the neck, you can cut off magical awareness, removing any sensing or sensory magics.
Lvl 3. By landing a precise blow to the foot, you can alter the flow of internal energy, negating the effects of consumed substances.
Lvl 4. By landing a precise blow to the side of the abdomen, you can cut off the flow of life force, slowing healing.
Lvl 5. By landing a precise blow below the sternum, you can obstruct the flow of magics, causing them pain when they use spells.
Lvl 6. By landing a precise blow to the shoulder, you can cut off ability to interact with magics within other objects, removing their ability to activate magic abilities of items.
Lvl 7. By landing a precise blow to the collarbone, you can obstruct the flow of magics causing the next spell they cast to backfire on them.
Lvl 8. By landing a precise blow to the back of the neck, you can cut off their passive and inwardly focused spells.
Lvl 9. By landing a precise blow to the lower back, you can cut off their ability to maintain summons.
Lvl 10. By landing a precise blow to the forehead, you can cut off their ability to cast spells.
Battle Posts = 187
ITEMS
WEAPONS
Magical
Predator's Claws - SOUL BLADE - A pair of hand claws that are strapped to the back of the hand and wrist using thick leather from a rather large, unknown beast. The four claws on each appear to have been harvested from the same unknown beast and extend out 4" from the knuckles. The materials gathered from this beast are as strong and durable as iron and appear to be fused together permanently.
Mundane
1 Left Handed Gauntlet - Leather with Sharpened Steel Thumb-and-Fingertips
1 Right Handed Gauntlet - Leather with Sharpened Steel Thumb-and-Fingertips
ARMOR
Magical
Okar's Mask – A wooden mask of a boar with light pale green glass eyes.
>Primal Form - Allows the wearer to transform into a massive wild boar, 4' tall with 6” tusks that retain the power of their weapons. This form has durable hide, thick skull and fast, sure feet.
>Primeval Form - Allows the wearer to transmute their flesh to any organic material they are touching. The greater the amount of that material they are touching, the greater area of their body that will change. Any innate magical traits of the material carry over in some form.
Primal Shoulders - A pair of bear fur pauldrons with bearclaw catches.
> When activated you become a foot taller, your hair grows longer and fuller, and you get +1 strength in your arms.
> Walker Set
Primal Boots - A pair of boots made from the fur of a large jungle cat.
> When activated, the wearer becomes slightly hunched, their legs more sinewy and feline in structure. Their speed and agility is greatly increased, allowing them to run very quickly and surefootedly, as well do wall runs and jumps.
> Walker Set
Mundane
NON-WEAPON/ARMOR ITEMS
Magical
Primal Essence - Choose an order of the class Mammalia. This vial of strange liquid will grant you a few traits and minor abilities based on animals in that order - Has been Consumed
Mundane
Backpack
Locket - Contains a picture of his mother and father.Given to LerettaLOOT
Currency
90 Gold
Come on and check it out. You know you want to.
Heulen - : Edit - He has room for a starting weapon(s) or some armor. A nice profile though, Hrodvitnir, have you played EW before? Did you have any questions? It seems like you know a lot already. But there are a few things. His Arted LSS is a Body art and will only level up to Lv4 with Spells as a Warrior, and then you'll have to do it by buying magical Tomes, since you took a Spirit fighters technique which normal levels your arted LSS too, but only as long as they're the same art. If you're cool with these then he is good to go.
To live is to hope, and while we breathe, we hope and live.
Arro is begrudgingly allowed to exist.
Okay, I understand the LLS needing to be leveled using tomes do to choosing a different art's Warrior's Technique. I am fine with that, so Heulen will keep this LLS and Warrior's Technique set up.
Also I added in two weapons, gauntlets. I had difficulty finding weapon prices, but I feel that 175 Gold should cover the pair. If there are any other changes I should make or edits needed due to the added weapons please let me know. If Heulen looks up to snuff now, thanks for your help. Also if anyone has suggestions on where might be a good place for me to start, I'm all eyes.
Come on and check it out. You know you want to.
Heulen is Approved But as for your gold, weapons like that and armor are usually accounted for in starting Character Strength, you can keep the 175 for some spells or additional armaments to buy. That aside, Look at the City Papers for Tasks, Bounties, and Quests to go on. You can always join a Guild for a dual combo, or just feel free to RP. Leaving and Entering cities is done by the main gates.
To live is to hope, and while we breathe, we hope and live.
Name: Robin
Sex: Male
Race: Human
Age: 32
Affiliations: Errant (Bard + Worrior)
Appearance: Dark haired man that looks more aged than he is. He has a beard that is unkept and shaggy. The most depressing is his eyes, they look empty.
Background: Robin met Allie when he was 22, young, optimistic and in the prime of his life. Allie was beautiful, adventurous, and the most loving person he could every imagine. Two years later was their wedding, a beautiful ceremony at the old cathedral. They built a cabin in the edge of the Southern Forest. Soon they had a a loving son with another on the way and a pet squirrel named Chipper.
Life was a living dream, but that's when disaster struck.
Rob was returning home late from a trek into town to get supplies. It was storming pretty badly but he needed to go out that night. When he was returning that's when he saw the fire. He dropped everything and ran through the burning forest, weaving through falling burning trees and dangerous flames licking at his sides. But he was too late, he arrived at a completely destroyed house, that was later discovered with two bodies inside. The wildfire was contained and damage remained relevantly small, said the reporters.
The next few months was a blur. There was no revenge nor anger, for lightning was the culprit. Soon the pain faded and all he felt was emptiness. That emptiness sent him on a hike to a cliff in the Lutharin Mountains. The suicidal man was about to leap, the sound of his wife's and sons voice and his crying baby running though his head. But Rob realized that there was no baby in his life anymore, that was a real child's cry.
On a ledge right below him was a wrapped up baby, his morals guided him down the cliff face to save the baby. When he got the baby and was back on solid ground once again the crying has stopped. The seemingly Garr child of only a few months found comfort in Rob's strong grasp. Rob stayed at that spot all day and night, rocking the crying baby while in tears himself. Once off the mountan Rob headed into town, and spent all of his savings on some food and items for the child. This suicidal man now has a purpose. Is it a gift or a burden? He does not know.
Skills/Attributes
Intuitive Analysis - Train yourself to focus on the details that matter, generating an advantage.
Lvl 1: 0 BP
Lvl 2: 55 BP
Lvl 3: 90 BP
Lvl 4: 130 BP
Lvl 5: 175 BP
Lvl 6: 225 BP
Lvl 7: 280 BP
Lvl 8: 340 BP
Lvl 9: 405 BP
Lvl 10: 475 BP
Lvl 1. Nothing escapes the steel trap that your mind has become, you can recall the specific details of everything that happens during a fight.
Lvl 2. Your ability to dodge, block or deflect a specific attack increases with each repetition of that specific maneuver.
Lvl 3. Note the stress points of your opponent's armor, effectively increasing the material modifier of your attacks by one when determining whether their armor is damaged or disabled.
Lvl 4. Attacks on your mind or emotions only work once, after which you become immune to that manipulation until end of encounter.
Lvl 5. Note the weak points in your opponent's defenses, giving you an effective strength level against a single opponent at a time.
Lvl 6. Analysing the environment grants you a perfect mental landscape. Without looking you are completely aware of the physical layout of the area, allowing you to fight over and around obstacles seamlessly.
Lvl 7. Once per encounter you may choose a physical ability a target has used an analyse it completely, your body instinctively counters or dodges that maneuver, allowing you to focus on other things.
Lvl 8. Your ability to notice stress points improves, noticing the weak points of your opponent's weapons as well as their armor and increasing the material modifier of your attacks by another level when determining whether their weapons or armor are damaged or disabled.
Lvl 9. Once per encounter you may choose a magical ability (spell, ability, specific LSS level) a target has used and analyse it completely, so long as the ability affects the physical world your body instinctively counters or it, allowing you to focus on other things.
Lvl 10. Thrice per encounter, you may devise a devastating counter-attack to a previously seen maneuver or tactic. This counter-attack is unblockable but cannot be deadly.
MAN-AT-ARMS - Yours is the way of steel. You devote your life to perfecting the use of weapon type of your choice and are unstoppable with one in your hand. Favored by duelists, swordsmen and anyone with a strong affection for a certain weapon type.
Lvl 1. Your are able to put on a brief display of skill with your weapon of choice which as an Initimidate effect.
Required Battle Posts: 25
Lvl 2. You have an empower effect when attacking with the weapon type of your choice.
Required Battle Posts: 55
Lvl 3. Your mastery of your weapon of choice allows you to more accurately predict the tactics of others using the same type of weapon.
Required Battle Posts: 90
Lvl 4. Your skill with your weapon of choice boosts its effective modifier in combat by 1.
Required Battle Posts: 130
Lvl 5. The grace and speed with which you wield your chosen weapon is difficult to grasp, dazing those who try to follow too closely.
Required Battle Posts: 175
Lvl 6. You're able to use a disarming attack with your weapon of choice on an armed foe with 75% accuracy. This effect does not work if the weapon has an effect that prevents loss of grip or they also know a disarm technique.
Required Battle Posts: 225
Lvl 7. Your grace and speed cause wounds inflicted by your chosen weapon to be intimidating, each time you wound your opponent, however lightly, they lose a little will to fight.
Required Battle Posts: 280
Lvl 8. You may choose any ability you know and channel it into your chosen weapon's combat style. The ability is lost and replaced with a WM created technique for your chosen weapon based off of the chosen ability.
Required Battle Posts: 340
Lvl 9. Your mastery of your chosen weapon flows out of your every pore. Drawing your weapon amplifies fear felt by those who would oppose you and causes those who fight with you to feel a surge of confidence that makes them intimidating. In the face of this challenge, cowards and weaklings will likely flee in terror.
Required Battle Posts: 405
Lvl 10. Your experience allows you to develop your own custom special technique or maneuver employing this fighting style.
Required Battle Posts: 475
Weapons
Sword of Truth - A blade destined to be weilded by the honest man. The blade picks up on any uncertainty of its wielder. When about to harm someone you are not completely sure is deserving of your wrath, the blade sheaths itself in an aura that dulls the blade and anchors it in place.
- Sharpened - A enchantment put on the blade to keep it magically sharper than the sharpest common steel blade.
Accessories
Guqin - His trusty musical instrument, he can channel his expressions perfectly in lovely song with this beautiful instrument.
Over the back baby harness - for Eli
Voidsac - has a good amount of baby supplies in it at the moment.
Partner
Eli - A Garr baby that looks about 3 months old
His favorite toy is a small wooden club, around 3 feet long.
Gold
150
Vi - Apollo - Armory - Sokai - Kylar - Gerr - CT -Dmitri
Amaya - Lilith - Lazarus - Yoko the Fox - Eli
Assume Nothing."
Name – Splursh
Race – Greel
Age – 31
Affiliations – Adapt
Appearance & Apparel – Barely four feet tall and with a large hump in his back, Splursh is ugly even by Greel standards. The man's skin is a tannish green color giving a sickly look about him. His fingers are long and curved, much like his large nose. His skin is covered in bumps and boils, helping distract people from his wirey grey tufts of hair which come off the back of his head. His ears are long and pointy, almost bat like and his eyes are a sickly yellow color.
Personality – Splurrt is twitchy and obsessive, he will rant endlessly about virtually any subject he knows even a marginal amount about. The Greel typically scares easily and is more likely to run than stand his ground and fight. Splurrt has an unusual obsession with human anatomy and will often talk endlessly about manipulating body parts, very few take him seriously.
Background– Splurrt grew up in Sylvan, his race putting him amongst the underclass which barred much opportunity to the man. From an early age, he learned to gauge which people were to be avoided and which people to let abuse his surprising intellect, never aspiring for much more than that. While many Greel find odd things to obsess about, Splurts interest in deconstructing living creatures had always set him apart. More likely than not insane, The Greel grew up in a region where death was common place and never had much pity or remorse in taking a life. Splurrts only true friends are the creatures he builds himself, a methodology he spent years tinkering with before finally perfecting his craft with some machinist training.
Skills/Weaknesses
Cryptomancy - Your knowledge of the summoning arts allows you to summon the rarest of creatures with unique abilities.
Lvl 1. Summon Gorions - Summon a trio of crystal eating beetles from the Alogean Mountains, their diet of Alogean crystals having granted them elemental attributes. You choose crystal type on learning.
Lvl 2. Summon Coatl - Summon a winged venemous serpent from the caves of the Oscaran regions of the Alogean Mountains..
Weak: Like All Greel.
Electrician
Lvl 1
Criminally Insane: Splursh is insane for a lack of better words, he feels no remorse for his actions and thinks its oh so fun to kill and reassemble bodies. However, being a Greel, few catch on.
Rend Flesh: A slight alteration on the skills typically possessed by advants, Splursh can disassemble corpses of any variety and reanimate them using machinist tools and his knowledge of electricity. The cost varies and is up to WM decision.
Weapons
> A bloody hacksaw made of iron.
> An iron stiletto.
Items
Splursh's workshop: Unlike most machinist, Splursh cannot conduct his experiments out in the open. Rather he has a very small apartment in Sylvan devoted to this purpose with all of the restraints and tools necessary to reanimate his cyborg hybrids.
Electric Survo
Machinist kit
Pets
Yippy (Adapt Pet): A basset hound corpse with the teeth of a phagrel vampire, the legs of a racing dog and the torso of a wolf. All parts are sewn together on the outside, secured with bolts on the inside and animated with electricity. His face is as cute as a basset hound's should be.
Fred (Bondmate): A very large black rat with a mangled tail, looks like he's seen a few rat fights in his day.
Spells
Beastial
Level 1: Nocturnolize
Level 2: Amphibiate
Gold
30
Jack
Allona
Stoz
Name - Sam Bailey
Titles -
Race - Human
Age - 24-25
Height - 5'9"
Weight- 158 lbs.
Physical Appearance - Sam Bailey is a fairly tall human, standing a (somewhat) imposing 5'9". Most of her body is muscled. Not the muscles of a bodybuilder, but the wiry muscles of someone that uses their strength for a living and isn't afraid of it. Occasional scars over her arms, front, and back indicate that she's lived a life where danger and damage are known. Most notable is the lack of a flesh and blood right arm, and a large scar that crosses over her right eye. While the left eye is a piercing arctic blue, the right is a milky white that looks as if it can hardly see at all. The actual scar there isn't a clean cut of a blade, but several cuts of something a little more devastating. Most women would wear their hair long to cover such a problem. Sam's is cut short, military style, so there's little to grab hold of in combat. Her jet black hair has grown to the point of looking somewhat unruly while still not being long enough to be classified as a 'woman's' haircut. No makeup adorns her face, and she's more likely to be found wearning a frown or a scowl than anything else. When it comes to bearing, she's often going to be mistaken for a man in the way she stands and acts. She routinely binds her chest to keep it from being a problem and, between her stance, bodylanguage, short haircut, and general attitude, there's little to show her as a woman at all. Just the way she intends.
Several 'surgical' augmentations have been applied to her body, namely at the point of her right temple and her right shoulder. In both places a metal 'dock' has been attached to her flesh for something else to be attached. For her eye, a small aparatus consisting of a clockwork motor and multiple lenses has been installed so that she can still see through it. She has to manually change lenses depending on distance, and some will add up for close or long range viewing. There is also a dark lens for bright days. Attached to her shoulder is something much more elaborate; a mechanical arm. Sam spent all of her life savings to have multiple master machinists of each branch design and create a working arm for her. While it isn't perfect and needs a lot of upgrades to be as useful as the woman would like, she can use it for the normal life requirements of eating and fighting. Just don't trust her to drink anything with it without spilling, and she can't do up her shoelaces with the damned thing.
Apparel - Sam tends to dress a little contrary to what a woman would normally wear, coming across more as a dandy than anything. A white button up shirt is worn over a bound chest, her right sleeve rolled up to roughly shoulder length to give her mechanical arm room to work. Should that sleeve be rolled down, it'll usually get snagged or ripped over the gears of her arm. She'll occasionally wear a brown vest over that, button up as well, with a red kerchief in her breast pocket. Brass gear cufflinks on the one cuff rolled down. Brown slacks on her bottom half tuck into brown leather jackboots and are held up by a dark leather belt with a brass buckle. The one appeal to 'interesting' in her outfit would be the black smoked eyeglass she has occasion to wear. Since her right eye is usually covered by a lens anyways, the eyepiece has only one arm to go over her ear and rests comfortably on her nose, covering only the one eye. The other eye has a built in smoked glass lens that drops over the normal lenses when needed.
Background - Sam grew up in some of the rougher areas of Elexia. Rough enough that a 'dainty' girl was supposed to be seen but not heard, if she'd exist at all. This type of thing didn't settle well with Sam, and she spent much of her formative years getting in brawls with the neighborhood kids. There was a small gang she'd run with, and she was known as someone that could take a hit and keep on coming. In the small gang 'wars' that would occur, kids would take up arms and fight each other, leaving bruises and bloody kids in their wake. Sam was known for starting with wooden swords, like most kids, but giving up on the weapon early on in favor of her fists. This love of a fight carried through until her 18th year, training with steel weapons where she could but punching things where able. When she came of age, it was suggested that she quit her job as a bouncer for a bar and instead try to get hired on as a guard for some VIP. This the girl did, with gusto, and got herself hired for Captain Gerald Bastion, former leader of the Elexian city guard.
Her employment for the Captain went well for a number of years, helping to turn a few attacks and living fairly well for herself. With little to want for, she saved up most of her pay with the hopes of buying herself a bar or something to that effect. Perhaps getting an underground arena of some sort so she could put her fighting to the test and still make a living. This dream was cut short during her 21st summer. Another attempt on the Captain's life was made. While the attempt was short-lived, and Sam was fairly instrumental in keeping it that way, the end of the fight was the end of her career and almost the end of her life. A ruby-cored weapon was able to melt through her own sword as she guarded from an overhead slash and, without much ado, cut her right arm cleanly off. The girl would have to be lucky that the extreme heat instantly cauterized the wound, otherwise she would have bled to death. The tip of her own weapon fell over the right side of her face, the melting metal not only searing a line over her eye but almost blinded it in the process. Before the pain became apparent, the bodyguard lifted her broken weapon from her dismembered arm and ran the assailant through. And then passed out herself.
Thus ended Sam's job as a bodyguard. Captain Bastion gave her his condolances, but a bodyguard with only one arm wasn't of much use to him. She received a fair amount of severance pay in thanks for services rendered, especially her sacrifice. More valuable was the hint of a few machinists that may be able to do something for her. A little bit of tracking lead Sam to those same machinists, a group of masters in their craft that were researching ways to replace lost limbs. Sam volunteered for some rather painful experimentation so that way she could get that arm back. A few years were needed, and almost all of her saved up money was spent, but an arm was made that could work to her expectations. While fiddly work wouldn't happen with the initial prototype, it'd be able to do most gross manipulation that the woman could want, and would also be usable in a fight. A metal punch to be recognized for sure. With a little more work they were also able to create a mechanical eyepiece for her, a series of lenses on arms that Sam could manipulate to bolster her failing right eye.
With a new limb to master, a new interest in tinkering to try to upgrade it to fully replicate her lost arm's functionality, and almost no money to her name, Sam's now trying to find a new living. If it involves punching things? So much the better.
Natural Abilities and Skills
- Wild Arm - Sam's right arm has been replaced with a steel and bronze mechanical arm that combines multiple machinist doctrines to be fully functional, while not a perfect replica of a flesh and blood limb. (Modifier 3, considered 'enchanted' due to embedded crystals
- Wild Eye - The clockwork 'eyepiece' that helps correct the vision in her right eye has multiple lenses. When combined, this can give her a slight binocular effect for distance vision, and a slight magnifying effect for close-up work.
- Friends in High Places - Sam has a unique connection with the guard of Elexia, having saved their then Captain's life at great cost to himself. This sacrifice is a tale well known among most guards, and afford Sam a measure of respect and deference. Sam can call in this connection for small favors from time to time.
Leveled Skills
Titan Armor
- A side effect of the imbued crystals in Sam's arm has left her the ability to call up armor over her body. Given that it started out as a gauntlet for her unarmed hand, Sam has become appreciative of the ability. She has to hope that the ability will grow stronger with time.
Spells
Weapons
- Respectable Punch - Sam's right arm is made of bronze and steel and is often used as a weapon as well as a rudimentary 'shield'. The built-in crystals give it a self-restorative effect over time, but it isn't affected by healing magic. The prototype has room for improvement and modifications if a tinkerer should choose to do so.
Armor
Currency:
200 gold
My helpdesk should you need me.
I'm pretty sure the Sentinels would take issue with the Dr. Frankenstein greel. Referring Splursh to Dawn.
Name - Nadim Raeburn
Race - Human
Age - 26
Affiliations - Warrior, Joie De Vivre Gentlemen's Club, The League of Red Headed Gentlemen
Appearance & Apparel - Standing 6'4" tall, slender but deceptively strong. Wide and pale faced, with a rounded jaw and impossibly wide smile usually plastered on it below some faint mustache stubble. A ginger with incredibly vibrant orange-red hair down to his neck, usually some hanging in his eyes. Dresses in an impeccably and impossibly white suit, gloves and shoes over a pale blue shirt with a matching white tie.
Personality & Background - Disowned noble and man-about-town, he decided to apply his hard-earned skill at handling himself in the various drinking establishments of Bakara towards adventuring to help fund his regular and prolonged visits to said establishments.
Skills/Weaknesses
Potioning - Lvl 1
Warrior's Technique - Drunken Fist - The art of fighting through mimicry of inebriation, using feigned unbalance and extremely fluid movements to fool, disorient, and surprise your opponents. BP: 19
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.
Spells
Water
Lvl 1: Chill - Rapidly freeze a liquid inside your mouth, turning it into an ice shard.
Lvl 2: Shards - Draw the water from the air around you and freeze it to form a trio of ice shards that can be thrown like blades.
Lvl 3. Transmute - Transform up to two cups of water into another non-magical liquid for two posts. Type chosen upon learning, though not all are possible. Can only be done twice a day.
Weapons
Tidal Lash - A whip of white galoth leather with a hilt and tip of nevermelt ice. Able to channel and absorb water magics. Length varies.
Lvl 1. The lash can't be burnt or harmed by flame.
Lvl 2. The lash's leather can be transformed into water and absorbed into the hilt for easy storage.
Lvl 3. When transformed into water, the lash can flow around objects in its path and reconnect on the other side.
Gracie - A finely crafted walking cane of nevermelt ice inlaid with ivory. Designed so that the Tidal Lash can attached to one end as a grip.
> Can be blinked to Nadim from anywhere within his sight.
> Once per encounter Nadim can blink to the cane.
Eenie, Meenie, Miney - A set of three throwing darts. Not really intended to be used as weapons as much for gaming, but probably qualify as the former.
Non-Weapon Items
Fancy Man's Finery - s white clothing are all enchanted to be impervious to stains and reknit if damaged. In addition the gloves protect his hands from extreme temperatures.
Eye of Mania - Gold ring set with a large sapphire carved in the shape of a heavily-lidded eye.
> Once per encounter, can be used to give a target a momentary burst of mindbending frenzied ecstacy, which the target can either suppress (to their distraction) or enjoy and cultivate.
> Eyes of the World Set
Jade Seal - Break over an item to grant it a random enchantment or magical ability. The more/stronger abilities the item already has, the more aligned to that/those ability/abilities the effect will be. Uses up one enchantment slot.
Trueheart Oil
>Potioner's Kit
>Various and sundry flasks and bottles of assorted liquors and even water.
>Many many many small bags of discretely taken bar snacks.
>Book of Sylvan Poetry
>Book of Elexian Limericks
>Deck of cards
>Roll of worthless small foreign coins.
>Assorted matchbooks from various bars.
Containers
Voidpurse
Currency
25 gold
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Name - Lumarin Atreyu (loo-MAR-in a-TRAY-u)
Race - Human
Age - 34
Affiliations - Seeker, Defender
Appearance & Apparel - Around 6' tall, wide shouldered and athletically built. Cleft chinned with a square nose and well-lined silver-blue eyes. Hair is tawny blond and down to his shoulders, usually swept back behind his ears. He wears white-washed leather armor passed down through his family, with plate of highly polished steel on the shoulders, forearms, and outer thighs, as well as a matching steel sun emblem on his chest.
Personality & Background - Lumarin is the last in a long line of Clerics, and before that a long line of Lum-katar, the militant branch of the old church. His grandfather was Lord Defender decades ago, and his father a Malakhim to the next to Lords after that, including Soltara. All were loyal servants of The Truth, and all died in service to the church. Lumarin is the only remaining member of his family, his sister Kaltara and niece Sara having died a few years ago, innocents caught up in a bloody bit of church business with an Elexian crimelord. He is a steadfast and true man, completely devoted and implacably determined.
Allies & Friends - Legato, Galla
Accomplishments
> Fought bravely in the war to reclaim Greevan
> Proved himself worthy in the Adventurer's Run and saved the event from a rogue team.
Skills
Public Trust - People automatically trust you more and are more genial, unless they have a personal reason to dislike the church.
Annointed - Your show of valor and excellence has led to you being Annointed, leaving you with a special mark that gleams golden upon your brow at your will. This signals you out as a champion of Truth to others
I See You - Through direct extended eye contact, Lumarin may cause his own eyes to flare up in a golden light that connects the cleric with his target for a brief moment, briefly connecting the two in an intangible but profound way. Mechanically, this functions almost identically to the Soul Gaze ability. However, this ability cannot be used discreetly and is far more taxing on the user.
The Truth Must Be Known - You have been singled out as a champion of truth, and that is not a laurel one rests upon. So potent is your quest to shine a clarifying light upon the world that you are drawn to even the most secretive of happenings. This allows you to attend any Item-Only Quest regardless of whether you have a the requisite item or not.
A Long Shadow - After the events at The Adventurer's Run, Lumarin has earned a ally and admirer in the young atarin girl Galla. She is now following his adventuring career with interest, and after events of note may send him a letter and potentially even a token of esteem.
Spells
Light
Lvl 1. Lantern - Create a floating ball of light before you that follows you and lights your way with the intensity of a candle
Lvl 2. Lens - Manipulate the light before your eyes, granting you telescopic vision.
LSS Weapons
Luminatis - A longsword of silvery steel with a fullered blade, lionshead pommel and a guard shaped like brahma horns. Passed down through the generations of Lumarin's family. Worn in a leather sheath on Lumarins back. (Relic of Legend: LP = 4)
Lvl 1: Luminatis is forever infused with the memory of its own forging, making the relic Unbreakable.
Lvl 2. Forged to serve as an eternal embodiment of all who ever wielded it, Luminatis is no less a monument to Lumarin as well. Luminatis may infuse itself with the essence of one of Lumarin's deeds, giving the weapon a Moment Imbue.
Sheathed in....
Righteous Fury - A sheath for Luminatis, forged from magical crimson glass veined with white glowing diamond in runic patterns. A silver disk inlaid with a golden lightning bolt is set in one face of it. Flares of white fire sometimes flash and flicker across its surface an on occasion out over Lumarin's armor.
> The sheath is inset with a lightning amulet that allows Lumrin to cast Lightning Bolt once per post without using a spell per post.
> Any single weapon at a time that has been carried in this sheath is enveloped in a white fire that has the effects of a combined Diamond, Ruby, Topaz and Jasper Imbue. Once per encounter, this fire may be shot from its weapon, sacrificing it to create a powerful elemental of light, flame and lightning based on the bearer's inner spirit.
> White flames lightly wreath the sheath, occasionally licking across Lumarin's body and gear with harmless fire. These flames allow Lumarin to give one of his items at a time a Managed Animation.
Other Weapons
Dawnforger - A sledge with an squared off oversized iron head and foreshortened ivory shaft. (Almost as oversized and foreshortened and mjolnir but not quite) Hangs from Lumarins right hip.
> Light-prismed topaz imbue effect.
Tascarthan - A very well-made jade knight's dagger in an expertly crafted sheath of jade and ivory etched with elvish runes.
> May transform itself into the material of any weapon an opponent owns until the end of the encounter, as long as that material is inorganic.
Lawgiver - An ebony baton with a shiny crystaline polish.
> Indestructible while blocking.
Items
Relentless - A silver charm of a sowrd against a sun in glory. Worn on a chain around Lumarins neck, beneath is armor.
> When activate it suppresses all emotions and all doubt, be it magical or natural
Unceasing - A silver charm of a brahma bull head against a sun in glory. Worn on a chain around Lumarins neck, beneath is armor.
> When activated, a blazing symbol of the head of a brahma bull appears on Lumarin's chest. Whlle this symbol is active, Lumarin has a variation of a managed animation effect over his own body, fueled by his indomitable will. This control will counteract any outside attempts to alter, impede or control Lumarins movements. It also allows him to maintain is normal skill, speed and agility despite any injury so long as he remains at all conscious, though his strength level will suffer the more badly his in injured, down to Weak level.
> Back satchel
> Old well-worn book
> Small wooden puzzle box
>.Dried Fruits
> Flint and steel
> Bed roll
> Small wood hatchet
Currency
30 Gold
Property
Duskstar Abbey - Once a small abbey near the Fens that had languished for years before falling into disuse. Uninhabited and unused for years, this building is never the less still a sturdy and defensible building. It was gifted to Lumarin upon being Annointed.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Stats & Information
Race - Human
Age - 18
Height & Weight - 5'10" & 155 lbs
Strength - Average
Affiliations - Arbiter
Appearance/Apparel - Juris is a little tall for his age, but so were both of his parents when they were teens. He has piecing slate eyes and fair skin. He wears his sandy blonde hair, medium length and parted down the middle. Can usually be seen wearing a grey short-sleeved cotton shirt and dark brown cotton pants. Over this he generally wears his leather armor.
Strengths & Weaknesses
Special Abilities & Personal Faults
Static Coat - Juris's skin toughens to become as strong as wood and just as difficult to split, his back and shoulders studded with numerous small, round, metal studs. At will, Juris may cause these studs to blaze alive with electrical energy, trails of lightning arcing between them to create a net over his back, shoulders, and head that blocks metals and crystals as effectively as crystal armor. These studs also give him a magnetic sense of the area around him, granting him excellent balance and warning of any impending seismic shifts.
Meteor Strike - While moving through the air (falling, flying, diving, jumping either vertically or horizontally) Juris's momentum is magically increased, greatly increasing the force of any impact and creating a scalding hot red and white aura around him.
Dualmagery
Lightning Gloves - Pummel & Spark - Surround your hands in a malleable conductive stone that allows you to deliver shocking blows to your enemies.
Lvl. 1 - Your chosen hand becomes covered in a 1'' thick layer of malleable electrically charged stone. Strikes from that hand cause a lingering pain and mild twitching in the area hit.
Lvl. 2 - Strikes from that hand can now instead cause short but intense spasms in the area hit.
Lvl. 3 - You may now transform both your hands with a single casting of the spell. Clapping your hands together produces a deafening boom that leaves those who hear it feeling unsteady.
Lvl. 4 - Your hands themselves become transformed into conductive stone, adding extra weight to your charged blows.
Lvl. 5 - There is a constant charge flowing between the two transformed hands. Small metallic items can be held aloft in this field before being launched outwards with the force of a very strong punch. Requires both hands free.
Lvl. 6 - The charge between your hands can be amplified, making a visible web of arcing lightning threads between them. This web can be used to catch projectiles that are metallic or energy based. This webbing also holds a powerful electric charge which can be used to shock your foes.
Lvl. 7 - Machinist items caught between your hands are influenced by the electric webbing. This allows you to charge up depleted power sources or create the potential for catastrophic malfunctions and overloads.
Lvl. 8 - You may extend out the electrical webbing between your hands into a five foot square net, lined with thin iron wire. This netting can be spiraled for use as a painfully shocking whip or thrown to trap a target in a potentially paralytic snare.
Lvl. 9 - Projectiles caught using your electric webbing can be supercharged with electrical energy and launched at a new target. This effect adds a topaz imbue to a physical projectile or doubles the size of an energy projectile.
Lvl. 10 - Once ever you may run your transformed hands over and around an item you own, allowing the power of your dual mage spell to flow through it, filling it with power.
SPELLS
EARTH
Lvl. 1 - Pummel - Transmute your hands into living stone.Lvl. 2 - Tread - The earth beneath your feet naturally shifts and shapes itself to give you solid, even footing in all the but most extreme terrain.
Lvl. 3 - Earthen Escape - Rare Earth Spell. A desperate surge of earth magic causes the ground beneath you to swallow you whole. You are deposited back on the surface anywhere within sight of your original location, a little dazed. Cast only once per encounter or risk entombing yourself.
Lvl. 4 - Landscape - Transform a patch of ground 4' in diameter into another form of earth, such as soil, stone, scree, mud, or quicksand. Type chosen upon learning. Sand chosen.
STORM
Lvl. 1 - Spark - Release a small arc of your bodily electricity from your fingertip. It's enough to startle and cause brief pain, as well at ignite highly flammable materials.Lvl. 2 - Drain - By touch you can drain the bodily electricity from a person, tiring them and causing a brief spasm of weakness.
Lvl. 3 - Charged Grasp - Rapidly vibrate the air around your hands to generate a field of damaging electricity around them. Electricity will channel into any metal weapons you are holding.
Lvl. 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.
Lvl. 5 Upturn - An advanced form of Tremble, a 5' patch of ground beneath the target shakes so violently that it buckles and cracks, edges of rock erupting up at random.
Lvl. 5 Updraft - Create an upwards wind that will slow your fall and, if you present enough surface area, allow you to drift or even glide.
Lvl. 6 Stonewall - Raise your arms to cause a wall of stone 6" thick, 4' long and as tall as you are, to shoot up out of the ground before you.
Lvl. 6 Whirlwind - Bring your arms close to your body and cause air to circle tightly around you faster and faster until it creates a protective tornado that will deflect anything that passes through it.
Lvl. 7 Footfall - The earth aids your every step. Your steps leave no footprints a make no sound. The earth pushes you as you jump and run, boosting your leaping power and speed.
Lvl. 7 Hurricane Strike - Generate a whirlwind around you that will carry you around up to two feet off the ground, spinning you in place at great speed in whatever position you are in while casting it.
Lvl. 8 Entrap - Raise your hands and clap them together to cause a dozen 10' tall, 2" thick spires of stone to erupt from the earth encircling a target.
Lvl. 8 Resistance - Magically part the air before you as you move, removing any resistance it would cause and enhancing your speed. This air wake also augments the force of your strikes as if you were wearing armor.
Lvl. 9 Pillar of the Earth - Raise your hands and cause a massive pillar of stone, 10' tall, golden runed, and encircled by a spiraling iron ridge, to rise from the ground behind you. This pillar transforms the earth around it into mud, the closer to the pillar, the deeper and muddier it becomes (save for the ground beneath your feet). The pillar begins rotating, drilling into the earth and pulling the mud it has created towards the hole it is making. The closer to the pillar one is, the harder to escape the mud and the faster the mud pulls those caught in it towards the pillar. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
Lvl. 9 B. Plllar of Stillness - Raise your hands and cause a massive pillar of worn stone, 10' tall, surrounded by spiraling winds, and etched with glowing azure runes, to rise from the ground behind you. The closer one gets to the pillar, the greater the air resists movement. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
Lvl. 10 Arid Realm - Cause the ground in a 100' radius around you to become deep, loose sand, making movement within that area arduous and difficult.
Lvl. 10 Tempestuous Realm - Create a massive storm of chaotic, whirling wind gusts and eddies, engulfing an area with a 100' radius around your place of casting. While in this radius, everyone can move though the air as if it were water.
Society & Guild Requirements, Limitations, and Benefits
Forsake Steel
Archmage
Alchemy Student
Mage's Dissertation
Mage Dagger - Earth
The Brass Oath
Who Watches the Watchmen
Bakara's Most Wanted
The Brass Bond
Forearmed and Forewarned - Lawgiver
Arbiter Nightstick - Earth
ITEMS
WEAPONS
Magical
Mastermind Cane - A crystaline cane of brilliant nonmagical topaz containing a core of magical topaz. Violently shocks those its tip touches, inflicting pain and spasming. Crystal has a modifier of 5, and core is not an imbue so it does not take up an enchantment slot. Once belonged to a genius criminal noted for taunting his many blackmail victims with riddles and luring them into deadly situations.
Mage Dagger - Earth - A steel-like billao dagger with a marble hilt. Can pass through stone or metal as if it were not there.
Mage Dagger - Storm - A silver sai dagger with a crystal hilt. When thrown will channel air around it, propelling it faster and maintaining its path.
Arbiter Nightstick - Earth - A tan stone truncheon. Blows cause the flesh in the stricken area to become stony and stiff. The more hits on that area, the stiffer the flesh.
Lawgiver - An ebony baton with a shiny crystaline polish.
- Indestructible while blocking.
Mundane
ARMOR
Magical
Mundane
Leather Helm
Leather Breastplate
Leather Vambraces
Leather Greaves
NON-WEAPON/ARMOR ITEMS
Magical
Orrician Ink - A magical ink that can take on any color. When drawn on the skin will sink and can form a tattoo of whatever has been drawn. Grants that person an ability based on what is drawn and the person. USED
Peacekeepers Sigil
Three Cubes of Earth Cheddar- Earth Cheddar gives the eater the ability to see mineral deposits in earth and bones. This allows hidden passages, weaknesses and sometimes even crystals to be discovered if you look in the right places. - Half a block lasts until the end of an encounter or when the WM determines enough time has passed. Individual cubes last 3 posts.
Trueheart Oil - Alters the powers and sometimes appearance of any item it is applied to to reflect its owner.
Mundane
Currency
30 gold
2 Peacekeeper Credits
Come on and check it out. You know you want to.
I'd prefer to amend them to read "Your chosen hand becomes covered in a 1'' thick layer of malleable electrically charged stone. Strikes from that hand cause a lingering pain and mild twitching in the area hit." though, brings it more in line with other Level 1 Dualmagery spells.
With that done, Juris is approved.
Come on and check it out. You know you want to.
Race: Human
Age: 31
Height/Weight:6'1"/214 lbs
Appearance: Tall, thin but well-muscled, with sharp features under pale skin. Dark blonde hair, parted on the right and worn just long enough to need a cut. Blue eyes, hard, with more wrinkles than a man of his age ought to have.
Apparel: Covered from the neck down in a supple tan-brown leather armor, under which he wears white linen garments to absorb any sweat. On top of his armor he wears a loden wool cloak, about knee-length, with a hood which is rarely worn up.
Background: All he'll tell you is that he isn't from around here.
Skills
Level One: You passively create a magnetic bond between yourself and any metal items you hold, making your grip on them unbreakable.
Level Two: Your attunement to electromagnetic forces allows you to attune your senses to the fields generated magnetic north, electrical charges, and/or magnetized metals.
Level Three: Generate a magnetic field around your hand and target metallic object, pulling it towards you with 20 lbs of force. Counts as a spell.
Level Four: Generate a magnetic field very close around one of your hands, repelling any metallic object with just enough force to drastically decrease its momentum upon contact. Counts as spell.
Level Five: Use a magnetic field to repel a metal object you throw, increasing the force and speed you impart to them.
Level Six: Control the movements of a metallic object up to 10 lbs in weight under your control using magnetism. Counts as a spell
Level Seven: Generate a powerful electromagnetic field close around your body which will deflect any metal that comes in contact with it. Counts as a spell.
Level Eight: Generate a powerful magnetic field around yourself, repelling your body from the natural metals present in the earth and granting yourself flight. Not usable over water. Counts as a spell.
Level Nine: Use a magnetic field to repel a metal object you are holding in one hand from your body, launching it from your palm at great velocity. {Velocity is inverse to the size of the object.} Counts as a spell.
Level Ten: Control the movements of a metallic object up to 100lbs in weight under your control using magnetism. Counts as a spell.
Spells
Level Two: Drain - By touch Alec can drain the bodily electricity from a person, tiring them and causing a brief spasm of weakness.
Level Three: Charged Grasp - Alec can rapidly vibrate the air around his hands to generate a field of damaging electricity around them. This electricity will channel into any metal weapons he is holding.
Level Four: Lightning Blast - Create a palm with your hand and vibrate the air in your palm to generate a ball of electricity the size of your fist. Can use air pressure to launch this ball from your hand. If double cast can use two hands together to form more powerful single blast.
Level Five: Summon Storm Aspect - Summon a swarm of glowing lightning bugs with electric bites.
Weapons
Champ - A rather plain-looking steel broadsword, four feet long and sturdily constructed, with a plain rectangular crossguard and worn black leather wrapping the hilt. Sheathed in a scabbard made of black-lacquered wood with a golden crab design about halfway down, itself strong as steel.
> For each battle post during which Alec's sword remains sheathed, it gains an additional level of hardness, which is retained for one post after it is drawn.
> When the sword draws blood, Alec may choose to summon a creature based on the spirit of the person it wounded. The strength and size of this summon depends on the number of blows struck and the severity of these blows, with blows through the heart being the most potent. Can store the blood of one opponent so wounded at a time. Counts as a spell.
Boomerang - Boomerang of cherry-stained ironwood with crystal inlay. When thrown you can either create a stone copy of itself that flys off at a different angle and shatters on impact, or have it stir up a small cyclone of sand and dust that follows in its wake and engulfs what it hits.
Armor
The Martial Life - A full-body set of tan-brown leather armor, including bracers, greaves, boots, and pauldrons. Studded decoratively with bronze.
Knight of the Flowers - A cuirass made out of iron-strength jade, carved with a large oak on the front. The cuirass has the ability to animate plant-life it comes in contact with and incorporate it into its protection. At any one time, one piece of plant-life may become rooted in the armor and will animate to defend Alec from harm.
Flashsteel Gloves - A pair of dark brown leather dueling gloves, plated with bronze armor on the back of the hand and fingers, which flicker with multicolored sparks within the metal. Grant weapons held in them an agate imbue effect that is stronger on impact with metal.
Other Items
Pets
Sam, the Baby Griffin - Seemingly descended from both kittens and birds, this animal is the epitome of cuteness. It gives Alec a certain sot of Charisma, and may be targeted by Beastial spells as though it were a summoning.
Level One: The baby griffin is teething, giving it a bite attack which can grip people and cause pain. Also, the baby griffin is easily distracted by lights, and sometimes chases bright spots because it doesn't understand the difference between colors and objects! How cute!
Level Two: The griffin learns to fly, reaching a maximum height of ~10 feet. The downside to this is it still isn't potty trained. NOT CUTE, GRIFFIN
Level Three: The baby griffin grows to be about 2 feet tall at the shoulder with a wingspan of 8 feet. It's maximum flight height is about 20 feet, and its claws sharpen so it can hunt with dive bombs and generally scratch people. It's still cute though.
Gold: 156
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.
Approved.
Please check the first post for a list of character names, so far we have an Lucian and Lucien, an Alec and Aleck, and two Sams, and thats just off the top of my head. Not scolding or forbidding or anything, just to prevent confusion it might be best to avoid names so similar if possible.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
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.
Vi - Apollo - Armory - Sokai - Kylar - Gerr - CT -Dmitri
Amaya - Lilith - Lazarus - Yoko the Fox - Eli
Assume Nothing."
Name - Unknown
Calling Card - Nick Morsing
Race - Human
Age - 28
Affiliations - Initiate
Appearance & Apparel - Nick is a tall lanky man that wears nothing but black, including a hooded black cloak.
Personality & Background - Nick back-story is vague, unknown even to him. He once stated that he just someday lost who he was and became his new self. Helped by the Initiates and Guided by his own emptiness, following down a arid dry path to a unknown destination.
Skills
SPELLFORGING - The art of forging physical items out of raw magic, sacrificing your ability to cast a spell to turn it into an item. Cannot be done twice with the same spell. Metal items created by spellforging do not put off the same field as normal mentals and thus can be used by mages.
Lvl 1. Apparel
Lvl 2. Item Augmenting Crystal
Lvl 3. Armor Piece
Lvl 4. Small Pet
Lvl 5. Weapon
Lvl 6. Gadget/Tool
Lvl 7. Armor Set
Lvl 8. Greater Weapon
Lvl 9. Greater Pet
Lvl 10. Magical Squire
Crimson Eye - (Forbidden Truths) Nicks vision is enchanted in such a way that he is able to track the paths of projectiles, increasing his chances of dodging, deflecting or catching them. Once per encounter Nick may focus this ability on a single catchable projectile to effortlessly snatch it from the air.
Enchanting
This is the skill of bonding magics to an object so that these magics are self sustaining and anchored.
- Bonding - Enchantments requiring the physical bonding of an object with magical attributes to an object.
Weapons
Thrust - A elegant shadowcore rapier
- Flame imbue (Fireball imbue) - A crimson crystal that can imbued into an item to grant it the following enchantment: The weapon or item can be made to leave behind a trail of flame in the shape of the enchanted item. Strong swinging and flicking motions can be used to fling this trail out like projectile which impacts as though it was as dense as water.
Parry - A steel rapier dagger with a silver guard and navy silk wrapped hilt.
Non-Weapon Items
Black leather armor
Voidpockets
Torch x 3
Spellforgery
Fire
- Char Ring (AKA - Charing) - A crimson ring that can fling a small burst of red hot cinders at will
- Flame imbue (Fireball imbue) - A crimson crystal that can imbued into an item to grant it the following enchantment: The weapon or item can be made to leave behind a trail of flame in the shape of the enchanted item. Strong swinging and flicking motions can be used to fling this trail out like projectile which impacts as though it was as dense as water.
Body
- Center - Passive. Your body's mass shifts itself to alter your center of gravity, allowing you to keep your balance in most situations.
Gold
15
For future use
- Slot 1 - Flame imbue (Fireball imbue) - A crimson crystal that can imbued into an item to grant it the following enchantment: The weapon or item can be made to leave behind a trail of flame in the shape of the enchanted item. Strong swinging and flicking motions can be used to fling this trail out like projectile which impacts as though it was as dense as water.
- Slot 2 -
- Slot 3 -
- Slot 4 -
- Slot 5 -
- Slot 6 -
Vi - Apollo - Armory - Sokai - Kylar - Gerr - CT -Dmitri
Amaya - Lilith - Lazarus - Yoko the Fox - Eli
Assume Nothing."