So, this character essentially has a unique variant of the bards' ability in addition to the normal one, if I'm reading this correctly. I think that's an alright substitute for an LSS in this case, but the other stuff is a bit too much custom content.
So, keep the tailoring ability and the costume switch. Lose the existing costumes in favour of earning some WM made ones later. Finally, that baton needs major toning down, it has three relevant abilities.
Cinderhawks are really powerful; they aren't the sort of thing you can start with as a bondmate. Beyond that, the only remarks I have are that Stone is modifier 2 and you're probably going to have a lot of difficulty getting this guy into things with his drawbacks.
Stats & Descriptions Name - Apollyon Race - Garr Age - 24 Affiliations - Mages Appearance & Apparel - Ragnarok is 7'2" tall and 382 Pounds of pure muscle. he wears leather armor and has a steel billao dagger with a marble hilt on his hip. and An enormous hammer with a head of granite and haft of iron slung over his shoulder.
Personality & Background - Ragnarok, has only known one thing growing up the guy with the biggest weapon is the one that’s in charge. Well that was easy for him to learn since as long as he can remember he has always had his hammer and no matter how bad his life ever way he would never change it for fear of losing it. It wasn’t until the age of 18 did he find out that he could cast spells, now this was good and bad. It was good because he became even more powerful but bad because he didn’t have to fight using physical force any more since he could you use his mind mental and a lot of the people he worked with or above didn’t like this. So he went to the one place that would teach him how to become stronger with his mind, the mages.
Skills/Weaknesses
BEDROCK SLEDGE - An enormous hammer with a head of unbreakable granite and haft of iron. Able to alters landscapes with its power. Stands tall as user.
Lvl 1 . By driving the sledge's head into the ground or a stone surface, the sledge will become anchored there and unable to be removed by any means save your willing it.
Lvl 2 . If the sledge is to bulky or heavy for you carry, you can drop the sledge and have the earth swallow it up. If you do so, you can retrieve it at any time by plunging your hand into the ground and drawing it out. (Can be done anywhere on land, regardless of where you were when you dropped it.)
Lvl 3 . Your attunement to earth magics allow you to wield this hammer as if it were far lighter. Metal objects forged with this hammer are imbued with earth magics that increase their modifier by one.
Lvl 4 . A variation of the sledge's anchoring ability, you can drive the sledge's head into the ground or a stone surface then withdraw it, removing a section of the stone or earth with it, temporarily adding it to mass of the sledge's head. The next blow it lands dislodges this material.
Lvl 5 . You may tap or bang the haft of your weapon against the ground. As long as you remain still, the ground around you shakes and shudders in accordance with the speed and power of the impacts. Larger impacts cause the earth to crack on distort, more frequent impacts cause the earth to twist and shake.
Lvl 6. The Sledge is extra-effective against stone and/or metal armor. It can forge materials without needing to heat them.
Lvl 7. By slamming the head of the sledge down into the ground as hard as you can, you trigger the eruption of a ring of 10 huge stone shards (1' taller than you, 4' wide, and angled outwards) from the ground in a 6' radius around you.
Lvl 8. You may smash an item you own with the hammer to transfer its magical attributes to the hammer.
Lvl 9. Once a month you may forge an item with the bedrock sledge that permanently gains any number of its acquired abilities. The abilities chosen must have been gained by destroying items and not the ones natural to the sledge. Normal rules about the number of enchantments apply to the forged item.
Lvl 10. At the end of each encounter, you may use the hammer to destroy a personal possession of an enemy you defeated that encounter. Ifthat item has no magical attributes, the hammer draws in the essence of that person, granting it an ability based on that person's nature. The hammer can only hold three such abilities at once, so to add a new one you must sacrifice an old one.
Strong
Weapons
BEDROCK SLEDGE - An enormous hammer with a head of unbreakable granite and haft of iron. Able to alters landscapes with its power. Stands tall as user.
Earth - A steel billao dagger with a marble hilt. Can pass through stone or metal as if it were not there
Non-Weapon Items
Leather armor and boots. (no metal)
Spells Earth
LVL 1 - Sandblast - Release a burst of rough, scouring sand from your hand.
LVL 1 - Pummel - Transmute your hands into living stone.
LVL 2 - Dirty Trick - With a sharp upwards gesture, cause dirt, dust and soil to fly up off the ground at a target's face.
Okay. A few things, really. Ragnarok is a bit generic, maybe go for something comparably grandiose with similar connotations? As for the character, he's approvable, being a Garr, you need a drawback though.
Stats & Descriptions Name - Sylvia Race - Human Age - 17 Height - 5'6" Weight - 130 Affiliations - Cleric (Defender) Appearance & Apparel - Brown eyes and hair, often blushes. She wears a medium length ponytail. She wears simple garments, a white dress, sandals and leggings.
Personality & Background - Sylvia was born in a prison camp. Her mother helped her escape when she was nine. A young couple took her in after finding her in the woods. They gave her money and let her leave when she was older. Sylvia doesn't know much about her biological family. She has always held out hope that her mother escaped to safety or was rescued.
Skills/Weaknesses -
HERO'S LEGACY - Your reputation as an adventurer precedes you, and was you undertake more and more epic quests, your legend grows, greatly effecting how others see you.
Lvl 1. You have a natural Charisma or Intimidation Effect, your choice upon achieving. (Charisma) [1]
Free healing services, both magical and herbal.
Identification of items with unknown natures
Honor-bound - You are bound to help the church is asked.
Guardian - You are to try and help resolve any observable physical conflicts, though only through violence if absolutely necessary.
Honest Soul - Cannot lie to guild members or withhold truth of a vital or perilous nature. Doing so is possible but the ramification of getting caught are not to be taken lightly
Confessor - Must report any crimes or wrongs you commit against others to the church and your reasons for committing them. They will judge if they were for the greater good or not. See above regarding ramifications of failure to follow this rule.
Public Trust - Being a Cleric carries within it a natural assumption by others that you are devoted to the truth and honesty. They automatically trust you more and are more genial, unless they have a personal reason to dislike the church.
Indelible Truth - You can consult the extensive information archives the Clerics keep regarding countless matters in Bakara. Most helpful when researching bounties or specific people.
Fruits of Devotion - Free access to Cleric public services
Sword or Sorcery - (Sword)
Weapons -
Sylvia's Sword-
Iron
1. Homeguide
Truthcore Dagger - Steel
1. Dispels summonings
2. Up to 3 summons dispelled/killed by weapons owned by Sylvia can be stored in her mind at any given time. This storage gives her the knowledge of the spell that created the summon. When she casts the spell, she can maintain it as normal, but she can't cast it again unless she relearns it somehow. Sylvia can't use this ability on summonings she creates.
Non-Weapon Items -
Stillmind Helm - A steel helm that prevent magics from altering or effecting your mind or emotions. Comes in many styles [tiara]. (Cannot be sold or traded to nonguild members)
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!
Ahh, gotcha. I missed that earlier in the profile. Format it so it's a bit more definitive, as is you just have Strong with no explanation, at least Bold it and tell us what it is. Someone looking at a glance for reference will likely overlook it. Otherwise Apollyon is *APPROVED* And by my count he still has 15 gold left over.
I had a dream that I could fly
I can feel each moment as time goes by
We'd never be too far away
You would always be here I heard you say //
I never thought
Thought that it would be our last good bye
(our last good bye)
I still can dream
That one day love will fall out from the sky //
Do you still remember, all the time that has gone by
(Do you believe)
Do you still believe that, love can fall out from the sky
If from where your standing, you can see the sky above
I'll be waiting for you (I'll be waiting),
If you still believe in love
Stats & Facts Name: Aurelia Storm's Song Titles/Aliases/Nicknames: Drakeling; the Lightning-Maid Sex: Female Race: Human (Barbarian) Age/Height/Weight: 17/5'3"/101 lbs. Appearance: A feral beauty, fair skinned with a pretty heart shaped face. Wild windblown hair, so unruly and voluminous that its silvery-blond tresses float around her like a tenuous aetherial raiment. Large, innocuous eyes, pregnant with curiosity; they glow with a deep hazel light reptilian in nature. Eyebrows that have lost all semblance of order. A small, sharp nose that is slightly upturned; voluptuously handsome topaz-colored lips, that can possess the most devious grins. Slender as a willow reed about the waist, and as pliable; hips that are wide and accommodating, curving into long supple legs. Golden painted toes and fingernails. A scent that smells faintly of pollen and wildflowers, fresh rain, and a lightning-struck sky. Apparel: An azure blue diadem encrusted with a pyramidal green-topaz at its center crowns her head, two arcing wings sweep through her silver hair and behind her ears. A white silk bustier top, bare shoulders with flowing swept sleeves that connect to her middle fingers; with a black lace and banded copper bodice, enameled and inlaid with topaz, cinched tight through the waist. White silk baloon trousers, black wool through the seat and crotch, sewn with gold inlaid thread, with a section cutout from the side of the hips down to the thighs. A jeweled belt entwines her waist; while simple leather thong sandals cover her feet. Background: An Alogean barbarian-girl, little else is known about her. Affiliations: Warrior's Brotherhood
Skills/Attributes
Uncoúrude-trements
Clumsy, crude, and awkward. Unrefined, naïve, and boisterous. All these and more could be said about Aurelia, and she's hardly the idyllic idea of what a princess should be, but then she isn't just any run of the mill, two-bit fairy tale princess, she's a barbarian princess. So despite her unfamiliarity with civilization, and proper etiquette, all these factors only seem to further enhance her charm and magnetism to a more endearing level. So whether or not she started that drunken brawl with you, or smashed a pint over your head in the process, you somehow can't help but admire her gusto and vivacity.
Aurelia is the scion of a race of barbarian mountain clansmen -- drake worshipers, fire-eaters, moonsingers, sorcerer-kings, and prophetic oracles. She is tough, savage, and wild, albeit not without a rough elegance. Its said she was born amidst the din of a battle on the back of a Storm Drake, lightning heralding her birth, thus she was christened Storm's Song. War and fighting are in her blood, as much apart of her as breathing. She is a full-fledged member of the Warrior's Brotherhood, an experienced fighter, especially in the air, and adept with the use of her spear.
Drakeling
The clan rituals of Aurelia's people are meant to bring their warriors into a closer commune with their drakes. Constant training, and air-to-air fighting unite rider and beast as a single unstoppable force. But it is not unheard of for this bond between rider and drake to form naturally, almost akin to a spiritual symbiosis. As Aurelia and Dartwing grow together, her experience further enhances their relationship to a level akin to that of a bondmate. And it is quite possible that there will come a time when she can slip into the mind of her drake.
Wind Sense
Aurelia is adapted to all but the most extreme cold weather. She can also always tell which direction the air current is blowing, and the temperature of her surroundings as long as she's outdoors. Warrior's Techniques(Level: 1; BPs: 4) Storm - Aerialism
- Your learn how to always land on your feet.
Touch of Moonlight
The world may be a messed up, chaotic place, but somehow you know how to find your place in the scheme of things a little better than most people. Things tend to go well for you, so that random chance events are tipped just that little bit toward your side. You're a little lucky to be alive, and you can feel it.
Spells Nonlvl Rimeshield - Elia can concentrate and freeze the moisture in the air around her,
creating a thick layer of protective ice over one of her limbs or her torso. Takes a post to do, can only be on one limb at a time. Counts as a spell. Storm
Lvl 1. Spark
Lvl 2. Drain
Accessories Magical
> Traveler's Cloak - A midnight blue hooded cloak made of thick, dense wool. 1. Impervious to wind and rain, and also to Water-based magic. Also allows the wearer to blend into the shadows undetectably, even deeper than a shroud spell.
> Erin's Boon - A small silver coin, on one side depicting Erin smiling and winking at you, on the other side an engraving, somehow, of the shapeless and formless chaotic void. 1. Grants the skill "Touch of Moonlight."
> Binding Shard - A shard of the sword which was used to bind Erin. A competent smith can reconstitute it, turning it into a modifier 3 material with unique powers.
> Eggsac Ichor - Luminous gunk from the inside of the eggsacs. Useful in imbues and potions, but the latter only for your worst enemies.
Weapon Non-Magical Wyvern's Tail - A deadly 6' long shaft of silver ashwood hard as crystal; set with three 1' prongs issuing from the mouth of a shrieking drake picked out in opals. The blade and two reptilian wings in flight that form prongs to either side, glint with an azure brilliance. 1. Able to conduct electricity.
Pets Dartwing(Storm Drake) - A juvenile azure drakeling the size of a falcon. It will grow into a soaring full-sized drake. It stands 4" to the shoulder, with a 4" long body; 3" neck and head; and a 5" long tail, giving it a total length of 1', and a wingspan of 2'. It will maintain this ratio as its total length grows. Lvl 1. Dartwing's metallic bones make him immune to electrical damage, and his hide is very durable. (1'1" tall, 3'2" total length, 6' wingspan) Lvl 2. His voice and lungs have matured, now he can throw his shrieks, making them sound like they are coming from elsewhere. (1'10" tall, 5'4" total length, 10' wingspan)
Miscellaneous Non-Magical Books
Various lunar charts: Moon Phases - The Signs and Portents
The Book of Lost Books, with three annotated pages on the Origins of Dragons and Drakes, found by King Aerion Stormkite
Beginnings of Aeromancy, by Maerwyn Wyverntongue
> Sky-Ruine Diadem - An azure wingéd crowned signifying Aurelia as a descendant of the ancient line of Drake-Kings..
> An ancient petrified dragon's egg, scaled a deep scarlet it's almost black, veined with azure.
> an over-sized crystalline seeing lens.
> Topaz Gorion shell combs and hairpins.
> Various green-topaz jewels, the smallest no bigger than an acorn worn on her right ring finger in a bronze setting; two egg-sized jewels encrusted in bronze and ebony bracelets on both wrists; an armband on her left bicep of bronze and ebony with topaz and tigereye jewels; two topaz earrings of a serpent eating its tail.
> a drawstring pouch of Lutharin mountain soil. Magical
> Drakestone Cameo - a green-topaz crystal sphere Aurelia wears on a necklace. Its contents mirror the weather in the area.
Stats & Descriptions Name - Dana Initiate Name - Blossom Race - Human Age - 29 Height - 5'9" Weight - 175 Affiliations - Initiate (Evincar) Appearance & Apparel - Modestly outfitted, red headed, quaint. Short skirt, light jacket. Black ankle height boots. Dana has black hair, even though she is a natural blonde. Her eyes are a piercing and cold light blue.
Personality & Background - Dana joined the Initiates for their contacts. Her past is checkered and she wants answers. Dana always kept to herself, never being able to trust anyone with her feelings, ideas or fears. A loner for most of her life, Dana never really mastered making new friendships. Isolation doesn't scare her like opening up does. She hides her insecurities well, preferring to fight or insult others to cover her true feelings.
Accomplishments
LaChance retrieval
Skills/Weaknesses -
> Fear of the Eye - Being an Initiate carries with it a natural paranoia of you by the public. They automatically feel a distrust around you, and are more guarded, unless they have a personal reason to trust you.
> Oath of Dominion - You are oath bound to keep the church's secrets.
> Cipher - Lying to do so is permitted but you are to keep all secretive or otherwise discovered information pertinent and vital to the church hidden from unworthy and non-Initiate eyes.
> The Uninitiated - Concealing, hiding, or keeping perilous secrets from the church or spilling vital secrets is possible but the consequences of doing so are grave.
> Cabal Therapy - Each month you must report to a local branch of the church and confess to them all secrets you have learned or kept. They in turn will determine if you get to keep that knowledge, or else withdraw it from your memory.
BENEFITS
> The Power of Knowledge - Upon joining the Initiate Order, you are granted a Hidden Name of your choosing to replace your actual name in regards to church business. This name is your calling card, it is taken for your protection.
> Forbidden Truths - The Church of the Unblinking Eye are the keepers of apocryphal texts and chroniclers of all that is forgotten, they are the masters of powers that were better left undiscovered. Joining their ranks one is granted a modicum of this knowledge, gaining an individual skill or ability of minute power based off of your inner spirit.
Dana's ability- Dana is naturally resistant to truth inducing abilities, physical torture and interrogation methods.
> Shadow Trade - Black Market Discount
> Inquisition - Occasional Special Interest tasks pertaining to Church business. (Coming Soon)
> Might and Magic - Special items and spells Initiates have access to. Determined by your path within the guild.
Spoiler:
> Ranks of the Chosen - Ascending the ranks to the heights of the Initiates is one of trial and tribulations, a dangerous game of murky plots and hidden depths. At any time, once ever an Initiate my choose to join one of the three orders within the church. Only those whose body of work and past deeds of service are worthy are granted a special mission to prove themselves. Those who complete this special mission are raised to their desired rank and are duly rewarded power and respect befitting their new rise.
Weapons -
Poison Ivy- Iron Bow
1. Shadowcore
2. When Poison Ivy fires an arrow, the arrow gains a shadow trail, expanding outwards in all directions up to 6 inches and preventing projectiles from passing through it. The shadow dissipates instantly when the arrow strikes a surface.
Fly Trap - Iron Dagger
1. Shadowcore
2. Once per encounter, the Fly Trap can prism a spell that Dana casts to another art.
Honeycomb - Iron Knuckles
1. Shadowcore
2. Spells level 1-3 that target a single person cannot target Dana.
Weeping Willow - Iron Katana
1. Shadowcore
2. Truthcore
3. Has the abilities of other Shadowcore weapons you own.
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!
Stats & Descriptions Name - Lilim Race - Human/Fenette Age - 21 Affiliations - Warrior Appearance & Apparel - Lilim is extremely beautiful, some say Supernaturally beautiful. She has soft, pale, and luminous skin, hair is fine and silver and she has icy blue eyes. Everything about her screams supernaturally beautiful. She wears Leather armor and boots, with two Cestus one on each hand, and a Barbed leather Whip. She also has a black cloth clock that seems to always cast a shadow on her back.
Personality & Background -
Coming soon
Skills/Weaknesses
AWAKENING - As your minds power is awakened through the advancement of your mind magic’s, its personal idiosyncrasies and traits become magnified. Your self image and any fears, neuroses, strengths, and character traits you possess magnify and manifest as abilities and/or physical changes
LVL 1. ?
LVL 2. ?
Mind - Intuitive Analysis - Train yourself to focus on the details that matter, generating an advantage.
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.
Weapon
Leather Barbed Whip
2 Iron spiked Cestus
Non-Weapon Items
leather armor and boot
Black cloke with hood.
Spells
Mind
LVL 1 - Charisma - A target you cast this on will find you more charming and impressive than normal.
LVL 2 - Veil - You can't be directly targeted by spells for the next two posts. Cast only once per encounter.
Appearance & Apparel
Maren has the musculature of a human, and strong chizled features. The perpetual stubble on his jaw gives him a gritty look. His hair is kept reletively short with a thick texture and slightly curled. Maren's atarin blood is quite apparent however as his skin is a light blue along with his hair being dark green. His eyes are the striking ameboid of the atarins, constantly changing shape, however his left eye is always blue, and his right eye is always red. He is wearing black pants and boots with a long sleeved shirt that is half blue and half red(vertically) but it is only seen showing through his iron chainmail shirt. Maren constantly has an aura of mist flowing out from and around him.
Background
Maren grew up in his father's house and was quite an embarrasment to the alphatide governer, since his human nature cause him to often times clash with the weak morals of the atarins. Even among the adversity Maren lived among the atarins and loved his culture despite the greed he found detestable. At the age of thirty he spoke out against his government, his father running for office at the time could bear the embarrasment no longer and had his only son cast out from their society.
Personality
Maren has a strong moral compass, he longs to do good in the world and right the many atrocities that seem to run rampant. He is the type of man that would take on a dangerous task for little or no money. He also loves all things that have to do with machinery and constantly strives to better his understanding and mastery of such devices. Although he has a noble heart, when he does go into combat, he becomes a wild berserker attempting to beat anything in his path into submission.
Drawbacks
Grounded - Maren's affinities are so strong that he is weak against some others, storm and earth based attacks have an increased effect, often stunning or dazing him.
Skills/Bonuses
Hydrofinity - Because of his innate water affinity Maren has a 100% success rate on machinist devices he creates that are in the hydraulic and steamwork schools. (Once they are WM approved for him to create)
Flarefinity - Maren uses the motions of his body in a fiery bursting manner increasing the efficiency of his movements which grants him an effective very strong strength level.
Rocksteady - Maren's skin becomes tough as wood, studded with stone around his shoulders and across his back. His balance becomes impeccable, allowing him to remain stable even on rickety, flexible or moving terrain
Hydraulics - Devices powered by water, controlled and commanded through Lutharin Sapphire batteries. This school uses the noncompressable nature of water to exert and/or withstand great force, though in short, simple bursts of movement. Current Level: 5
Lvl 1 - You can build pre-designed Novice Level devices. Build two to level up.(2/2)
Lvl 2 - You can Invent Novice Level devices. Invent two to level up.(2/2)
Lvl 3 - You can build pre-designed Apprentice Level devices. Build two to level up.(2/2)
Lvl 4 - You can Invent Apprentice Level devices. Invent two to level up.(0/2)
Lvl 5 - You can build pre-designed Journeyman Level devices. Build two to level up.
Lvl 6 - You can Invent Journeyman Level devices. Invent two to level up.
Lvl 7 - You can build pre-designed Expert Level devices. Build two to level up.
Lvl 8 - You can Invent Expert Level devices. Invent two to level up. You can also now move into an additional school of technology.
Lvl 9 - You can build pre-designed Masterpiece Level devices. Build two to level up.
Lvl 10 - You can Masterpiece Novice Level devices. Invent two to level up.
Mistkeeper - Your innate water magics cause and pall of fine mist to passively form in a 10' radius around you. Lvl 1. You can control the shape and density of the mists within 10' of you. The more compacted it is, the more opaque. Can he shaped into intangible apparel if you want it out of the way. Lvl 2. You are able to sense disturbances in the mists, giving you early warning if someone is trying to sneak up on you.
Lvl 3. Thicken the mists and increase their opacity without compacting them, turning it into a cloud that totally obscures yourself from view. Lvl 4. Raise the temperature of a section of the mist so rapidly it expands in a burst of steam that repels and scalds anything anything before it. Steam quickly cools and reverts to your mists. Lvl 5. Condense the mists around a flame within its reach, extinguishing it. Doing so reduces the mist and as such can only be done so thrice per encounter. Lvl 6. You are able to flash freeze portions after of the mist momentarily, allowing it to be flowed into small spaces and frozen so it expands to pry or break them open. Lvl 7. Flash freeze the mists, turning them into a hard but thin protective shield/dome completely surrounding you. Lvl 8. Cause the mist before you to flashfreeze into several small projectiles that launch at your target in a storm of shrapnel. Lvl 9. Raise the temperature of all the mist so rapidly it expands in a burst of steam that repels and scalds anything everything around you. You may keep mists in this steam form, extending its range to 20' but limiting its abilities to simply causing extreme discomfort and fatigue to others within it. Lvl 10. Condense the mists around you, lifting you into the air at the centers of a large effigy of yourself made of mists, semisolid cloud and hardened ice. This effigy moves as you move and cannot be harmed except by large amounts of fire.
Fire - Rush-Down - Learn to attack with explosive starts and raging ferocity. BP:20 Lvl 1. You learn how to expertly maintain your footing while in motion, allowing you to more easily fight on the move.
Lvl 2. Uneven or shifting terrain barely slows you down, your feet naturally fall where they need to in order to compensate for instability. Lvl 3. You learn to perform explosive starts, going from still to full speed in a flash. Lvl 4. You may perform diving tackles which knock the breath from your opponents, rendering them shocked and unable to speak for their next post. Lvl 5. Your unstoppable momentum overrides any abilities that make people sure-footed or unmovable. Targets you knock to the ground become dazed. Lvl 6. As long as you are moving forward, you gain an additional strength level. Lvl 7. Train yourself to keep fighting through the most intense levels of fatigue, allowing virtually indefinite physical exertion with relatively little drop in ability. (Injuries are just as much an impediment as ever.) Lvl 8. You learn to block pain from your mind and fill your heart with rage while you attack to prevent others from altering your emotions. Lvl 9. Thrice per encounter you may shrug off all but the deadliest blows while charging, allowing you to create an unexpected opening in your opponent's defense. Lvl 10. Once per encounter you can set yourself on a truly unstoppable course. For the next five posts, or until you halt your forward momentum, you gain an additional strength level and your skin tenses to provide steely protection.
Tinkering - This is the base skill of Machinists. Those with it can personally handle the upkeep, maintenance and repair of any machinist devices as well as the installation of any augments, however they cannot build their own devices. They also have enough understanding of machining to know how to interfere with their workings. This training is available to everyone at the Machinists Guild for a price and is given free to Guild Members.
Gunsmithing - Those with this skill can handle the repair, cleaning and maintenance of machinist firearms and artillery and the installation of augments on them. This training is available to everyone at the Machinists Guild for a price and is given free to Guild Members.
Smithing - Those with this skill can forge metals and other forgable materials into functional weapons, armor, parts or sculptures. Require use of hammer, heating medium and cooling medium.
Guild/Society Bonuses
Might and Machinery - Artillerist's warrior training grants them greater understanding of the working and capabilities of the human body, granting them bonuses when building/using certain specific devices and reduced prototype failure odds on certain types of inventions.
Warrior's Pilgrimage - Once ever, upon reaching level 10 of their Fighter's Technique (see below), a warrior is, in order to help them find inspiration and personalize their training, given the location a reclusive Warrior Master. They may undertake a personal quest to find this master, traveling to a distant corner of the world and undertaking grueling psychical test to reach them, pushing themselves to their utmost limits and grant them new physical abilities. Upon reaching the Master, they will receive training in a new technique customized to their personal style and be given the title Master. They can now train others in this technique if they wish, charging if they want to.
Tools of the Trade - You are given a free Machinist Toolkit, which contains a hammer, nails, screws, a screwdriver, pliers, wire, bolts, nuts, a crankdrill, grease, rags, oil, and a soldering stone that can be used to slowly heat metals for bonding.
A Taste of the Future - Free apprentice level device of your choice upon joining, must be of the school of technology you plan on starting in.
Self-Taught Genius - Machinists are taught to build and design devices in various schools of technology and at assorted levels of sophistication. The more you build and invent, the more advanced devices you can make and the more schools of machining you can move into. Devices you build or invent can be sold to others (or back to the guild for a small amount of gold) except for dual-class only devices or augments or any devices specifically noting otherwise.
Guild/Society Requirements/Limitations
Selfsworn - Warriors are inhibited from using any spells above level 4, relying only on minor magics to augment the their true power, discipline and skill.
Brotherhood - Warriors are expected to show respect for their Brothers. Combat challenges from one another are often employed to resolve their differences and settle disputes. The terms of these challenges must be agreed by all involved and one's reputation with the Brotherhood is influenced by the terms they off and accept.
Spells Level 1 Filter - Wave your hand over up to a gallon of water to remove any minor impurities from it. Cannot undo potions, effect would be unpredictable. Level 2 Rimeball - Draw water out of the air into the palm of your hand and freeze it into a ball there. You control the density of this ball, from a softball sized snowball to a baseball sized ice ball.
Magical Items Worn Brightest Summer - A white stone marked with a sun rune in bright red colored ink. Grants the bearer a form and power based on noon and summer that they can shift in and out of at will. (Default on)
Your hair becomes streaked with countless lines of blond, glistening with a little sweat and you take on a healthy tan. While transformed you gained the following. Rise with the Sun - So long as the sun is high in the sky and the clouds are parted, the bearer's strength is increased by one. Furious Mantle - You may surround yourself in a cloak of flame which turns all your emotional responses toward rage and fury. Once per encounter you may release a three foot wide gout of flame from your mouth as an attack.
Weapons Fire Star - A steel morningstar that glows red hot. (Not hot enough to cause addtional damage without prolonged contact) Ice Star -A steel morningstar that glows icy blue with cold.(Not cold enough to cause additional damage without prolonged contact) Training Stars - Wooden morning star style weapons without the spikes (Only used for sparring) Hydro Bolas - Two 2" thick Iron balls, with ropes stored inside them. Balls are clipped to a small hydraulic cylinder that pushes them out the length of the ropes once thrown, causing spin. Must be charged by touching hydraulic activator just before thrown. Hydroblade(attached) - An attachment for the Hydraulic Activator, attached over the cuff part of the gauntlet. Appears like steel plate. When activated, piston causes a 2' flamberge blade to unfold and extend out over the back of the hand. Requires Activator and Hydrotank. Uses 2/20 sapphire charge to activate.
Non-Weapon Items Iron chainmail shirt - Short sleeved Leather Boots - Black Leather pants - Black Machinist tool kit Leather Gloves - Black Mist Master Reservoir Aug(Attached) - Altered Reservoir Aug that allows Maren to use his mists to constantly supplement his hydropack.(Attaches to Hydropack) Void Pack Hydropack(Worn) - A compact, lightweight water-tank backpack outfitted with valves and tubes. Uses to supply the water for certain hydraulic devices lacking room for their own reservoirs. Hydrostaff(Hangs from belt) - A collapsible steel staff. When activated its internal reservoir increases, extending it from 2' to 6' long, exerting and able to withstand incredible force and weight. Designed to be used with Hydraulic Activator. Hydraulic Activator Strap(Worn right hand) - A modified hydrolic activator that straps onto any glove or bare hand, designed to hold a sapphire battery that can be used to power any hydraulic device its wearer holds. Prevents need for multiple batteries or swapping, and needed for any devices lacking room for their own battery. Hydrolock - A steel half ring, when used with Activator will extend other half of ring, closing itself. 1" radius
Invention Ideas
Hydro Bolas - Two 2" thick Iron balls, with ropes stored inside them. Balls are clipped to a small hydraulic cylander that pushes them out the length of the ropes once thrown, causing spin. Must be charged by touching hydraulic activator just before thrown.
Stats & Descriptions Name - Raquel Race - Bloodborn Age - Ageless Height - 5'8 Weight - 165 Affiliations - Appearance & Apparel - She wears a striking outfit. Raquel loves the spotlight. It's a custom tailored, blue sequined dress. Accompanied by a pearl necklace and a silver bracelet, it is her favorite outfit. Pale skinned, ruby eyes. Personality & Background -
Raquel was turned in her teens. She doesn't remember much of the incident, it happened so fast.
Skills/Weaknesses -
Very Strong
Darkness- Permanent Swathe
ABYSS - Your attunement to dark magics passively alters your body, stirring your inner darkness and turning you into an embodiment of ineffable shadows. Through concentration you can, if necessary, cause these changes to demanifest temporarily, though doing so drains your focus and ability to use spells.
Lvl 1.Your skin becomes dusky and as cold as a corpse. Your mind is filled with shadows and cannot be altered by external magics.
Weapons -
A Sword (Steel)
Non-Weapon Items -
Raquel's bracelet - Touching it reminds her of her past humanity. Until the end of the encounter Raquel's strength drops to Average but any spell she casts that has a target can target multiples.
Something Blue - Raquel's dress inspires confidence in her. She gains an Intimidation bonus.
Pearls are a Girls 'BFF'- Raquel's necklace. It was given to her by an ex. Unpawnable, untradeable, worth 1,000g. She was a catch.
Stats & Descriptions Name - Thaddius Cornealeus VicVonovus Race - Human Age - 32 Affiliations -Warrior Appearance & Apparel - Thaddius is beaten batter and bruised he looks as if he has nothing left in this world and is just waiting to die, his armor is old and full of scrapes, nicks, and dents and is cape with his now gone house has seen better days. He is obviously broken. His sword and dagger on the other hand look as clean and sharp as the day he first received them. His horse seems to be just like him It walks with its head down and seem to be on its last leg even though it’s only a few years old. His body is covered is scares, and his has some on his face, and the worst one being on his neck.
Personality & Background -
Thaddeus’s story doesn’t start like everyone else’s nor does it start at the beginning, but rather in the middle of it. Thaddeus was a knight or banner men, take your pick they mean the same thing. He lived an easy life as far as gold went, but he worked for what he had. He’s main source of gold was battle, wither it was beast or man Thaddeus and his small group of 50 men could kill it. It was because of this that he grew in fame. It was because of this fame that he started to become hated. Thaddeus never really cared much for those who hated him, he had no reason to in his mind he had never wronged them so why worry about it. It was this naivety that landed him into trouble.
At first it was just a small group of thieves doing raids on the village close to his castle. Well He put an end to them rather fast, how could he rule over his lands without protecting the people on them. Over a few years the town was hit again and again, and each time he would kill or bring to justice all who had attacked the small village. Then one night he awoke to screams he jumped out of bed and seen the small village ablaze. He could hear there screaming and see them running from the blaze only to be killing by raiders as they ran. He grabbed as many men as he could and rushed to the city but by that time it was too late most of the people we slaughtered, and burned alive in thee own homes. Shortly after him and the small group of men that he had left found and killed every last raider and thief.
Seven years of piece and a new town that Thaddeus help pay for and build. Everything seemed right again, the people that he ruled over were safe and all was well. Three weeks after his 30th birthday, he heard screaming again. This time it wasn’t from the town, but from his house. As he ran down the stairs to see what the commotion he was hit and knocked unconscious from the blow. He awoke tied to a chair outside of his house looking at his wife, two sons, and his little girl tied to the side of the house. He struggled to get free but couldn’t move. Five men walked around the house laughing and joking.
They said nothing to him just walked up and lit the house on fire. They forced him to watch as his wife and kids burned alive, then they slit his throat. Thaddeus wake up four days later in that same little town that he had once built. He lost his entire house, his family, even his title was taken from him after he killed Max Deroga. They told him that he had killed him without any form of justice, just vengeance. So now Thaddeus does anything he can to get gold and even more to find the remaining four people on his list. And once he finds them he will kill each of them slowly just as he family died slowly.
Skills/Weaknesses
MAN-AT-ARMS - Yours is the way of steel. You devote your life to perfecting the use of melee 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
Mind - Intuitive Analysis - Train yourself to focus on the details that matter, generating an advantage.
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.
Weapons
Steel Broadsword
Steel knights dagger
Non-Weapon Items
Steel fullplate armor with Shield (Old and tarnished only X3 Mod)
Cloth cape with Iron ringmail backer, Falcon imbrodered on the cloth outside.
Stats & Descriptions Name - Keslap Ironbough Race - Garr/Dryad Age - 25 Affiliations - Seeker, Defender Appearance - The union of two oddly paired races, Keslap's appearance is a unique one. He is tall and extremely broad of shoulder and chest, but narrower of hip and legs than seems normal for his upper body. His skin is like polished sandstone, a coral tinted gray with streaks of orangish brown swirling through it like stone striations or wood grain. His head is squared and sharp featured, with long very dark green hair like dreadlocks of vines. His eyes have a faint silver glow. Most interestingly, the merge of his dryad antlers and garr foreheard spurs have resulted in short, black, backswooping ram-ish horns. Apparel - Keslap favors shirts of white silk and pants of dark emerald dyed cotton. He rarely wears any types of shoes, his harder than normal flesh combined with lifetime of barefoot wear making his soles plenty tough. Over his shirt he favors a long, thin hooded cloak of greenish gray. Over this is usually worn an old leather quiver. Personality & Background - Keslap is the child of General Khergarlin and Lor'aera of the Sekora, who were briefly married before her untimely death. Keslap was raised by his aunt is the Sekora at their insistence, Kergharlin too heartbroken to fight them upon it. Khergarlin often visited him though, and helps instil in Keslap his sense of honor and duty, counterpoints to his aunts belief in beauty and adventurousness. Combined Keslap became a seeker, a crusader for truth and justice and protector all that is good and beautiful in this world. Keslap is easy going man most of the time with a romantic nature, until you give him a reason not to be. Then you run.
Skills/Weaknesses Carving Root & Stone- Keslap's has a natural Strong level of strength, a result of his mixed heritage. His flesh is also tougher than a human's, but nowhere near as tough as a full garr.
Spells Plant
Lvl 1. Encase - Cause a layer of sticky sap to seep from your hands and quickly harden into amber as hard as stone, armoring them but immobilizing your fingers. Lvl 2. Razorleaves - Summon from your hand a trio of razor sharp leaves usable as throwing weapons.
Weapons Nutcracker - An ironwood mace with leaf etched flanges. Hunter's Bite - A wrist-mounted miniature crossbow that fires tiny darts. Comes with a dozen darts. Free refills. Thorned Bow - A ironwood reflex bow strung with spidersilk. Capable of infusing wooden arrows notched in it with various plant magics for unique versatile projectiles. Usually half the user's height. Lvl 1. Upon firing you may have an arrow grow a mushroom at its tip that rapidly expands and hits with blunt rather than piercing force. Lvl 2. Upon firing you may have an arrow grow a vine tether to the bow. Upon impact arrow will release powerful grasping roots, attaching onto whatever surface it hits. and allowing it to be used as like a grappling hook.
Non-Weapon Items Iron Knife - Short and thin, used exclusively for carving. Leather Quiver - Full of wooden arrows.
Relentless Ring - A silver ring with the emblem of an evergreen tree against the setting sun. When activate it suppresses all emotions and all doubt, be it magical or natural.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
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So, keep the tailoring ability and the costume switch. Lose the existing costumes in favour of earning some WM made ones later. Finally, that baton needs major toning down, it has three relevant abilities.
Behold, the power of :symu:!
Ask Me About:
The Epic World
You'll Be Glad You Did
Not That There's Anything Wrong With That
Behold, the power of :symu:!
Ask Me About:
The Epic World
You'll Be Glad You Did
Not That There's Anything Wrong With That
Name - Apollyon
Race - Garr
Age - 24
Affiliations - Mages
Appearance & Apparel - Ragnarok is 7'2" tall and 382 Pounds of pure muscle. he wears leather armor and has a steel billao dagger with a marble hilt on his hip. and An enormous hammer with a head of granite and haft of iron slung over his shoulder.
Personality & Background - Ragnarok, has only known one thing growing up the guy with the biggest weapon is the one that’s in charge. Well that was easy for him to learn since as long as he can remember he has always had his hammer and no matter how bad his life ever way he would never change it for fear of losing it. It wasn’t until the age of 18 did he find out that he could cast spells, now this was good and bad. It was good because he became even more powerful but bad because he didn’t have to fight using physical force any more since he could you use his mind mental and a lot of the people he worked with or above didn’t like this. So he went to the one place that would teach him how to become stronger with his mind, the mages.
Skills/Weaknesses
BEDROCK SLEDGE - An enormous hammer with a head of unbreakable granite and haft of iron. Able to alters landscapes with its power. Stands tall as user.
Lvl 1 . By driving the sledge's head into the ground or a stone surface, the sledge will become anchored there and unable to be removed by any means save your willing it.
Lvl 2 . If the sledge is to bulky or heavy for you carry, you can drop the sledge and have the earth swallow it up. If you do so, you can retrieve it at any time by plunging your hand into the ground and drawing it out. (Can be done anywhere on land, regardless of where you were when you dropped it.)
Lvl 3 . Your attunement to earth magics allow you to wield this hammer as if it were far lighter. Metal objects forged with this hammer are imbued with earth magics that increase their modifier by one.
Lvl 4 . A variation of the sledge's anchoring ability, you can drive the sledge's head into the ground or a stone surface then withdraw it, removing a section of the stone or earth with it, temporarily adding it to mass of the sledge's head. The next blow it lands dislodges this material.
Lvl 5 . You may tap or bang the haft of your weapon against the ground. As long as you remain still, the ground around you shakes and shudders in accordance with the speed and power of the impacts. Larger impacts cause the earth to crack on distort, more frequent impacts cause the earth to twist and shake.
Lvl 6. The Sledge is extra-effective against stone and/or metal armor. It can forge materials without needing to heat them.
Lvl 7. By slamming the head of the sledge down into the ground as hard as you can, you trigger the eruption of a ring of 10 huge stone shards (1' taller than you, 4' wide, and angled outwards) from the ground in a 6' radius around you.
Lvl 8. You may smash an item you own with the hammer to transfer its magical attributes to the hammer.
Lvl 9. Once a month you may forge an item with the bedrock sledge that permanently gains any number of its acquired abilities. The abilities chosen must have been gained by destroying items and not the ones natural to the sledge. Normal rules about the number of enchantments apply to the forged item.
Lvl 10. At the end of each encounter, you may use the hammer to destroy a personal possession of an enemy you defeated that encounter. Ifthat item has no magical attributes, the hammer draws in the essence of that person, granting it an ability based on that person's nature. The hammer can only hold three such abilities at once, so to add a new one you must sacrifice an old one.
Strong
Weapons
BEDROCK SLEDGE - An enormous hammer with a head of unbreakable granite and haft of iron. Able to alters landscapes with its power. Stands tall as user.
Earth - A steel billao dagger with a marble hilt. Can pass through stone or metal as if it were not there
Non-Weapon Items
Leather armor and boots. (no metal)
Spells
Earth
LVL 1 - Sandblast - Release a burst of rough, scouring sand from your hand.
LVL 1 - Pummel - Transmute your hands into living stone.
LVL 2 - Dirty Trick - With a sharp upwards gesture, cause dirt, dust and soil to fly up off the ground at a target's face.
Death takes us all
The Epic World
Family is more than just blood
To live is to hope, and while we breathe, we hope and live.
Name - Sylvia
Race - Human
Age - 17
Height - 5'6"
Weight - 130
Affiliations - Cleric (Defender)
Appearance & Apparel - Brown eyes and hair, often blushes. She wears a medium length ponytail. She wears simple garments, a white dress, sandals and leggings.
Personality & Background - Sylvia was born in a prison camp. Her mother helped her escape when she was nine. A young couple took her in after finding her in the woods. They gave her money and let her leave when she was older. Sylvia doesn't know much about her biological family. She has always held out hope that her mother escaped to safety or was rescued.
Skills/Weaknesses -
HERO'S LEGACY - Your reputation as an adventurer precedes you, and was you undertake more and more epic quests, your legend grows, greatly effecting how others see you.
Lvl 1. You have a natural Charisma or Intimidation Effect, your choice upon achieving. (Charisma) [1]
Free healing services, both magical and herbal.
Identification of items with unknown natures
Honor-bound - You are bound to help the church is asked.
Guardian - You are to try and help resolve any observable physical conflicts, though only through violence if absolutely necessary.
Honest Soul - Cannot lie to guild members or withhold truth of a vital or perilous nature. Doing so is possible but the ramification of getting caught are not to be taken lightly
Confessor - Must report any crimes or wrongs you commit against others to the church and your reasons for committing them. They will judge if they were for the greater good or not. See above regarding ramifications of failure to follow this rule.
Public Trust - Being a Cleric carries within it a natural assumption by others that you are devoted to the truth and honesty. They automatically trust you more and are more genial, unless they have a personal reason to dislike the church.
Indelible Truth - You can consult the extensive information archives the Clerics keep regarding countless matters in Bakara. Most helpful when researching bounties or specific people.
Fruits of Devotion - Free access to Cleric public services
Sword or Sorcery - (Sword)
Sylvia's Sword-
Iron
1. Homeguide
Truthcore Dagger - Steel
1. Dispels summonings
2. Up to 3 summons dispelled/killed by weapons owned by Sylvia can be stored in her mind at any given time. This storage gives her the knowledge of the spell that created the summon. When she casts the spell, she can maintain it as normal, but she can't cast it again unless she relearns it somehow. Sylvia can't use this ability on summonings she creates.
Non-Weapon Items -
Stillmind Helm - A steel helm that prevent magics from altering or effecting your mind or emotions. Comes in many styles [tiara]. (Cannot be sold or traded to nonguild members)
Spells -
Gold - 55g
Behold, the power of :symu:!
Ask Me About:
The Epic World
You'll Be Glad You Did
Not That There's Anything Wrong With That
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
no other skills and only strong, most garr are very strong. And ill change the name
(Changed name)
Death takes us all
The Epic World
Family is more than just blood
To live is to hope, and while we breathe, we hope and live.
Stats & Facts
Name: Aurelia Storm's Song
Titles/Aliases/Nicknames: Drakeling; the Lightning-Maid
Sex: Female
Race: Human (Barbarian)
Age/Height/Weight: 17/5'3"/101 lbs.
Appearance: A feral beauty, fair skinned with a pretty heart shaped face. Wild windblown hair, so unruly and voluminous that its silvery-blond tresses float around her like a tenuous aetherial raiment. Large, innocuous eyes, pregnant with curiosity; they glow with a deep hazel light reptilian in nature. Eyebrows that have lost all semblance of order. A small, sharp nose that is slightly upturned; voluptuously handsome topaz-colored lips, that can possess the most devious grins. Slender as a willow reed about the waist, and as pliable; hips that are wide and accommodating, curving into long supple legs. Golden painted toes and fingernails. A scent that smells faintly of pollen and wildflowers, fresh rain, and a lightning-struck sky.
Apparel: An azure blue diadem encrusted with a pyramidal green-topaz at its center crowns her head, two arcing wings sweep through her silver hair and behind her ears. A white silk bustier top, bare shoulders with flowing swept sleeves that connect to her middle fingers; with a black lace and banded copper bodice, enameled and inlaid with topaz, cinched tight through the waist. White silk baloon trousers, black wool through the seat and crotch, sewn with gold inlaid thread, with a section cutout from the side of the hips down to the thighs. A jeweled belt entwines her waist; while simple leather thong sandals cover her feet.
Background: An Alogean barbarian-girl, little else is known about her.
Affiliations: Warrior's Brotherhood
Skills/Attributes
Uncoúrude-trements
Clumsy, crude, and awkward. Unrefined, naïve, and boisterous. All these and more could be said about Aurelia, and she's hardly the idyllic idea of what a princess should be, but then she isn't just any run of the mill, two-bit fairy tale princess, she's a barbarian princess. So despite her unfamiliarity with civilization, and proper etiquette, all these factors only seem to further enhance her charm and magnetism to a more endearing level. So whether or not she started that drunken brawl with you, or smashed a pint over your head in the process, you somehow can't help but admire her gusto and vivacity.
Aurelia is the scion of a race of barbarian mountain clansmen -- drake worshipers, fire-eaters, moonsingers, sorcerer-kings, and prophetic oracles. She is tough, savage, and wild, albeit not without a rough elegance. Its said she was born amidst the din of a battle on the back of a Storm Drake, lightning heralding her birth, thus she was christened Storm's Song. War and fighting are in her blood, as much apart of her as breathing. She is a full-fledged member of the Warrior's Brotherhood, an experienced fighter, especially in the air, and adept with the use of her spear.Doe-Eyed Damse-aaargh!Scatch that: Doe-Eyed DemolisherDrakeling
The clan rituals of Aurelia's people are meant to bring their warriors into a closer commune with their drakes. Constant training, and air-to-air fighting unite rider and beast as a single unstoppable force. But it is not unheard of for this bond between rider and drake to form naturally, almost akin to a spiritual symbiosis. As Aurelia and Dartwing grow together, her experience further enhances their relationship to a level akin to that of a bondmate. And it is quite possible that there will come a time when she can slip into the mind of her drake.Wind Sense
Aurelia is adapted to all but the most extreme cold weather. She can also always tell which direction the air current is blowing, and the temperature of her surroundings as long as she's outdoors.Warrior's Techniques (Level: 1; BPs: 4)
Storm - Aerialism
- Your learn how to always land on your feet.
Touch of Moonlight
The world may be a messed up, chaotic place, but somehow you know how to find your place in the scheme of things a little better than most people. Things tend to go well for you, so that random chance events are tipped just that little bit toward your side. You're a little lucky to be alive, and you can feel it.Spells
Nonlvl
Rimeshield - Elia can concentrate and freeze the moisture in the air around her,
creating a thick layer of protective ice over one of her limbs or her torso. Takes a post to do, can only be on one limb at a time. Counts as a spell.
Storm
Lvl 1. Spark
Lvl 2. Drain
Accessories
Magical
> Traveler's Cloak - A midnight blue hooded cloak made of thick, dense wool.
1. Impervious to wind and rain, and also to Water-based magic. Also allows the wearer to blend into the shadows undetectably, even deeper than a shroud spell.
> Erin's Boon - A small silver coin, on one side depicting Erin smiling and winking at you, on the other side an engraving, somehow, of the shapeless and formless chaotic void.
1. Grants the skill "Touch of Moonlight."
> Binding Shard - A shard of the sword which was used to bind Erin. A competent smith can reconstitute it, turning it into a modifier 3 material with unique powers.
> Eggsac Ichor - Luminous gunk from the inside of the eggsacs. Useful in imbues and potions, but the latter only for your worst enemies.
Weapon
Non-Magical
Wyvern's Tail - A deadly 6' long shaft of silver ashwood hard as crystal; set with three 1' prongs issuing from the mouth of a shrieking drake picked out in opals. The blade and two reptilian wings in flight that form prongs to either side, glint with an azure brilliance.
1. Able to conduct electricity.
Pets
Dartwing (Storm Drake) - A juvenile azure drakeling the size of a falcon. It will grow into a soaring full-sized drake. It stands 4" to the shoulder, with a 4" long body; 3" neck and head; and a 5" long tail, giving it a total length of 1', and a wingspan of 2'. It will maintain this ratio as its total length grows.
Lvl 1. Dartwing's metallic bones make him immune to electrical damage, and his hide is very durable. (1'1" tall, 3'2" total length, 6' wingspan)
Lvl 2. His voice and lungs have matured, now he can throw his shrieks, making them sound like they are coming from elsewhere. (1'10" tall, 5'4" total length, 10' wingspan)
Miscellaneous
Non-Magical
Books
Various lunar charts: Moon Phases - The Signs and Portents
The Book of Lost Books, with three annotated pages on the Origins of Dragons and Drakes, found by King Aerion Stormkite
Beginnings of Aeromancy, by Maerwyn Wyverntongue
> Sky-Ruine Diadem - An azure wingéd crowned signifying Aurelia as a descendant of the ancient line of Drake-Kings..> An ancient petrified dragon's egg, scaled a deep scarlet it's almost black, veined with azure.
> an over-sized crystalline seeing lens.
> Topaz Gorion shell combs and hairpins.
> Various green-topaz jewels, the smallest no bigger than an acorn worn on her right ring finger in a bronze setting; two egg-sized jewels encrusted in bronze and ebony bracelets on both wrists; an armband on her left bicep of bronze and ebony with topaz and tigereye jewels; two topaz earrings of a serpent eating its tail.
> a drawstring pouch of Lutharin mountain soil.
Magical
> Drakestone Cameo - a green-topaz crystal sphere Aurelia wears on a necklace. Its contents mirror the weather in the area.
Currency
75 Gold
To live is to hope, and while we breathe, we hope and live.
Name - Dana
Initiate Name - Blossom
Race - Human
Age - 29
Height - 5'9"
Weight - 175
Affiliations - Initiate (Evincar)
Appearance & Apparel - Modestly outfitted, red headed, quaint. Short skirt, light jacket. Black ankle height boots. Dana has black hair, even though she is a natural blonde. Her eyes are a piercing and cold light blue.
Personality & Background - Dana joined the Initiates for their contacts. Her past is checkered and she wants answers. Dana always kept to herself, never being able to trust anyone with her feelings, ideas or fears. A loner for most of her life, Dana never really mastered making new friendships. Isolation doesn't scare her like opening up does. She hides her insecurities well, preferring to fight or insult others to cover her true feelings.
Accomplishments
LaChance retrieval
Skills/Weaknesses -
> Fear of the Eye - Being an Initiate carries with it a natural paranoia of you by the public. They automatically feel a distrust around you, and are more guarded, unless they have a personal reason to trust you.
> Oath of Dominion - You are oath bound to keep the church's secrets.
> Cipher - Lying to do so is permitted but you are to keep all secretive or otherwise discovered information pertinent and vital to the church hidden from unworthy and non-Initiate eyes.
> The Uninitiated - Concealing, hiding, or keeping perilous secrets from the church or spilling vital secrets is possible but the consequences of doing so are grave.
> Cabal Therapy - Each month you must report to a local branch of the church and confess to them all secrets you have learned or kept. They in turn will determine if you get to keep that knowledge, or else withdraw it from your memory.
BENEFITS
> The Power of Knowledge - Upon joining the Initiate Order, you are granted a Hidden Name of your choosing to replace your actual name in regards to church business. This name is your calling card, it is taken for your protection.
> Forbidden Truths - The Church of the Unblinking Eye are the keepers of apocryphal texts and chroniclers of all that is forgotten, they are the masters of powers that were better left undiscovered. Joining their ranks one is granted a modicum of this knowledge, gaining an individual skill or ability of minute power based off of your inner spirit.
Dana's ability- Dana is naturally resistant to truth inducing abilities, physical torture and interrogation methods.
> Shadow Trade - Black Market Discount
> Inquisition - Occasional Special Interest tasks pertaining to Church business. (Coming Soon)
> Might and Magic - Special items and spells Initiates have access to. Determined by your path within the guild.
Spoiler:
> Ranks of the Chosen - Ascending the ranks to the heights of the Initiates is one of trial and tribulations, a dangerous game of murky plots and hidden depths. At any time, once ever an Initiate my choose to join one of the three orders within the church. Only those whose body of work and past deeds of service are worthy are granted a special mission to prove themselves. Those who complete this special mission are raised to their desired rank and are duly rewarded power and respect befitting their new rise.
Weapons -
Poison Ivy- Iron Bow
1. Shadowcore
2. When Poison Ivy fires an arrow, the arrow gains a shadow trail, expanding outwards in all directions up to 6 inches and preventing projectiles from passing through it. The shadow dissipates instantly when the arrow strikes a surface.
Fly Trap - Iron Dagger
1. Shadowcore
2. Once per encounter, the Fly Trap can prism a spell that Dana casts to another art.
Honeycomb - Iron Knuckles
1. Shadowcore
2. Spells level 1-3 that target a single person cannot target Dana.
Weeping Willow - Iron Katana
1. Shadowcore
2. Truthcore
3. Has the abilities of other Shadowcore weapons you own.
Non-Weapon Items -
Spells -
Gold - 240
Behold, the power of :symu:!
Ask Me About:
The Epic World
You'll Be Glad You Did
Not That There's Anything Wrong With That
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Name - Lilim
Race - Human/Fenette
Age - 21
Affiliations - Warrior
Appearance & Apparel - Lilim is extremely beautiful, some say Supernaturally beautiful. She has soft, pale, and luminous skin, hair is fine and silver and she has icy blue eyes. Everything about her screams supernaturally beautiful. She wears Leather armor and boots, with two Cestus one on each hand, and a Barbed leather Whip. She also has a black cloth clock that seems to always cast a shadow on her back.
Personality & Background -
Skills/Weaknesses
AWAKENING - As your minds power is awakened through the advancement of your mind magic’s, its personal idiosyncrasies and traits become magnified. Your self image and any fears, neuroses, strengths, and character traits you possess magnify and manifest as abilities and/or physical changes
LVL 1. ?
LVL 2. ?
Mind - Intuitive Analysis - Train yourself to focus on the details that matter, generating an advantage.
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.
Weapon
Leather Barbed Whip
2 Iron spiked Cestus
Non-Weapon Items
leather armor and boot
Black cloke with hood.
Spells
Mind
LVL 1 - Charisma - A target you cast this on will find you more charming and impressive than normal.
LVL 2 - Veil - You can't be directly targeted by spells for the next two posts. Cast only once per encounter.
Death takes us all
The Epic World
Family is more than just blood
Name - Maren Parrahtide
Race - Atarin/Human
Age - 32
Affiliations - Artillerist (Warrior/Machinist)
Height - 6'
Weight - 195 lbs
Achievements
1.
2.
3.
4.
Friends:
Aquaintences:
Frenemies:
Enemies:
Appearance & Apparel
Maren has the musculature of a human, and strong chizled features. The perpetual stubble on his jaw gives him a gritty look. His hair is kept reletively short with a thick texture and slightly curled. Maren's atarin blood is quite apparent however as his skin is a light blue along with his hair being dark green. His eyes are the striking ameboid of the atarins, constantly changing shape, however his left eye is always blue, and his right eye is always red. He is wearing black pants and boots with a long sleeved shirt that is half blue and half red(vertically) but it is only seen showing through his iron chainmail shirt. Maren constantly has an aura of mist flowing out from and around him.
Background
Maren grew up in his father's house and was quite an embarrasment to the alphatide governer, since his human nature cause him to often times clash with the weak morals of the atarins. Even among the adversity Maren lived among the atarins and loved his culture despite the greed he found detestable. At the age of thirty he spoke out against his government, his father running for office at the time could bear the embarrasment no longer and had his only son cast out from their society.
Personality
Maren has a strong moral compass, he longs to do good in the world and right the many atrocities that seem to run rampant. He is the type of man that would take on a dangerous task for little or no money. He also loves all things that have to do with machinery and constantly strives to better his understanding and mastery of such devices. Although he has a noble heart, when he does go into combat, he becomes a wild berserker attempting to beat anything in his path into submission.
Drawbacks
Grounded - Maren's affinities are so strong that he is weak against some others, storm and earth based attacks have an increased effect, often stunning or dazing him.
Skills/Bonuses
Hydrofinity - Because of his innate water affinity Maren has a 100% success rate on machinist devices he creates that are in the hydraulic and steamwork schools. (Once they are WM approved for him to create)
Flarefinity - Maren uses the motions of his body in a fiery bursting manner increasing the efficiency of his movements which grants him an effective very strong strength level.
Rocksteady - Maren's skin becomes tough as wood, studded with stone around his shoulders and across his back. His balance becomes impeccable, allowing him to remain stable even on rickety, flexible or moving terrain
Hydraulics - Devices powered by water, controlled and commanded through Lutharin Sapphire batteries. This school uses the noncompressable nature of water to exert and/or withstand great force, though in short, simple bursts of movement.
Current Level: 5
Lvl 2 - You can Invent Novice Level devices. Invent two to level up.(2/2)
Lvl 3 - You can build pre-designed Apprentice Level devices. Build two to level up.(2/2)
Lvl 4 - You can Invent Apprentice Level devices. Invent two to level up.(0/2)
Lvl 5 - You can build pre-designed Journeyman Level devices. Build two to level up.
Lvl 6 - You can Invent Journeyman Level devices. Invent two to level up.
Lvl 7 - You can build pre-designed Expert Level devices. Build two to level up.
Lvl 8 - You can Invent Expert Level devices. Invent two to level up. You can also now move into an additional school of technology.
Lvl 9 - You can build pre-designed Masterpiece Level devices. Build two to level up.
Lvl 10 - You can Masterpiece Novice Level devices. Invent two to level up.
Mistkeeper - Your innate water magics cause and pall of fine mist to passively form in a 10' radius around you.
Lvl 1. You can control the shape and density of the mists within 10' of you. The more compacted it is, the more opaque. Can he shaped into intangible apparel if you want it out of the way.
Lvl 2. You are able to sense disturbances in the mists, giving you early warning if someone is trying to sneak up on you.
Lvl 4. Raise the temperature of a section of the mist so rapidly it expands in a burst of steam that repels and scalds anything anything before it. Steam quickly cools and reverts to your mists.
Lvl 5. Condense the mists around a flame within its reach, extinguishing it. Doing so reduces the mist and as such can only be done so thrice per encounter.
Lvl 6. You are able to flash freeze portions after of the mist momentarily, allowing it to be flowed into small spaces and frozen so it expands to pry or break them open.
Lvl 7. Flash freeze the mists, turning them into a hard but thin protective shield/dome completely surrounding you.
Lvl 8. Cause the mist before you to flashfreeze into several small projectiles that launch at your target in a storm of shrapnel.
Lvl 9. Raise the temperature of all the mist so rapidly it expands in a burst of steam that repels and scalds anything everything around you. You may keep mists in this steam form, extending its range to 20' but limiting its abilities to simply causing extreme discomfort and fatigue to others within it.
Lvl 10. Condense the mists around you, lifting you into the air at the centers of a large effigy of yourself made of mists, semisolid cloud and hardened ice. This effigy moves as you move and cannot be harmed except by large amounts of fire.
Fire - Rush-Down - Learn to attack with explosive starts and raging ferocity.
BP:20
Lvl 1. You learn how to expertly maintain your footing while in motion, allowing you to more easily fight on the move.
Lvl 3. You learn to perform explosive starts, going from still to full speed in a flash.
Lvl 4. You may perform diving tackles which knock the breath from your opponents, rendering them shocked and unable to speak for their next post.
Lvl 5. Your unstoppable momentum overrides any abilities that make people sure-footed or unmovable. Targets you knock to the ground become dazed.
Lvl 6. As long as you are moving forward, you gain an additional strength level.
Lvl 7. Train yourself to keep fighting through the most intense levels of fatigue, allowing virtually indefinite physical exertion with relatively little drop in ability. (Injuries are just as much an impediment as ever.)
Lvl 8. You learn to block pain from your mind and fill your heart with rage while you attack to prevent others from altering your emotions.
Lvl 9. Thrice per encounter you may shrug off all but the deadliest blows while charging, allowing you to create an unexpected opening in your opponent's defense.
Lvl 10. Once per encounter you can set yourself on a truly unstoppable course. For the next five posts, or until you halt your forward momentum, you gain an additional strength level and your skin tenses to provide steely protection.
Tinkering - This is the base skill of Machinists. Those with it can personally handle the upkeep, maintenance and repair of any machinist devices as well as the installation of any augments, however they cannot build their own devices. They also have enough understanding of machining to know how to interfere with their workings. This training is available to everyone at the Machinists Guild for a price and is given free to Guild Members.
Gunsmithing - Those with this skill can handle the repair, cleaning and maintenance of machinist firearms and artillery and the installation of augments on them. This training is available to everyone at the Machinists Guild for a price and is given free to Guild Members.
Smithing - Those with this skill can forge metals and other forgable materials into functional weapons, armor, parts or sculptures. Require use of hammer, heating medium and cooling medium.
Guild/Society Bonuses
Might and Machinery - Artillerist's warrior training grants them greater understanding of the working and capabilities of the human body, granting them bonuses when building/using certain specific devices and reduced prototype failure odds on certain types of inventions.
Warrior's Pilgrimage - Once ever, upon reaching level 10 of their Fighter's Technique (see below), a warrior is, in order to help them find inspiration and personalize their training, given the location a reclusive Warrior Master. They may undertake a personal quest to find this master, traveling to a distant corner of the world and undertaking grueling psychical test to reach them, pushing themselves to their utmost limits and grant them new physical abilities. Upon reaching the Master, they will receive training in a new technique customized to their personal style and be given the title Master. They can now train others in this technique if they wish, charging if they want to.
Tools of the Trade - You are given a free Machinist Toolkit, which contains a hammer, nails, screws, a screwdriver, pliers, wire, bolts, nuts, a crankdrill, grease, rags, oil, and a soldering stone that can be used to slowly heat metals for bonding.
A Taste of the Future - Free apprentice level device of your choice upon joining, must be of the school of technology you plan on starting in.
Self-Taught Genius - Machinists are taught to build and design devices in various schools of technology and at assorted levels of sophistication. The more you build and invent, the more advanced devices you can make and the more schools of machining you can move into. Devices you build or invent can be sold to others (or back to the guild for a small amount of gold) except for dual-class only devices or augments or any devices specifically noting otherwise.
Guild/Society Requirements/Limitations
Brotherhood - Warriors are expected to show respect for their Brothers. Combat challenges from one another are often employed to resolve their differences and settle disputes. The terms of these challenges must be agreed by all involved and one's reputation with the Brotherhood is influenced by the terms they off and accept.
Spells
Level 1
Filter - Wave your hand over up to a gallon of water to remove any minor impurities from it. Cannot undo potions, effect would be unpredictable.
Level 2
Rimeball - Draw water out of the air into the palm of your hand and freeze it into a ball there. You control the density of this ball, from a softball sized snowball to a baseball sized ice ball.
Magical Items Worn
Brightest Summer - A white stone marked with a sun rune in bright red colored ink. Grants the bearer a form and power based on noon and summer that they can shift in and out of at will. (Default on)
Your hair becomes streaked with countless lines of blond, glistening with a little sweat and you take on a healthy tan. While transformed you gained the following.
Rise with the Sun - So long as the sun is high in the sky and the clouds are parted, the bearer's strength is increased by one.
Furious Mantle - You may surround yourself in a cloak of flame which turns all your emotional responses toward rage and fury. Once per encounter you may release a three foot wide gout of flame from your mouth as an attack.
Weapons
Fire Star - A steel morningstar that glows red hot. (Not hot enough to cause addtional damage without prolonged contact)
Ice Star -A steel morningstar that glows icy blue with cold.(Not cold enough to cause additional damage without prolonged contact)
Training Stars - Wooden morning star style weapons without the spikes (Only used for sparring)
Hydro Bolas - Two 2" thick Iron balls, with ropes stored inside them. Balls are clipped to a small hydraulic cylinder that pushes them out the length of the ropes once thrown, causing spin. Must be charged by touching hydraulic activator just before thrown.
Hydroblade(attached) - An attachment for the Hydraulic Activator, attached over the cuff part of the gauntlet. Appears like steel plate. When activated, piston causes a 2' flamberge blade to unfold and extend out over the back of the hand. Requires Activator and Hydrotank. Uses 2/20 sapphire charge to activate.
Non-Weapon Items
Iron chainmail shirt - Short sleeved
Leather Boots - Black
Leather pants - Black
Machinist tool kit
Leather Gloves - Black
Mist Master Reservoir Aug(Attached) - Altered Reservoir Aug that allows Maren to use his mists to constantly supplement his hydropack.(Attaches to Hydropack)
Void Pack
Hydropack(Worn) - A compact, lightweight water-tank backpack outfitted with valves and tubes. Uses to supply the water for certain hydraulic devices lacking room for their own reservoirs.
Hydrostaff(Hangs from belt) - A collapsible steel staff. When activated its internal reservoir increases, extending it from 2' to 6' long, exerting and able to withstand incredible force and weight. Designed to be used with Hydraulic Activator.
Hydraulic Activator Strap(Worn right hand) - A modified hydrolic activator that straps onto any glove or bare hand, designed to hold a sapphire battery that can be used to power any hydraulic device its wearer holds. Prevents need for multiple batteries or swapping, and needed for any devices lacking room for their own battery.
Hydrolock - A steel half ring, when used with Activator will extend other half of ring, closing itself. 1" radius
Invention Ideas
Hydro Bolas - Two 2" thick Iron balls, with ropes stored inside them. Balls are clipped to a small hydraulic cylander that pushes them out the length of the ropes once thrown, causing spin. Must be charged by touching hydraulic activator just before thrown.
Currency
20
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
I am not happy with Hydrofinity, at all. I'm not setting the precedent for abilities that let you use alternate methods to level your skills.
Name - Raquel
Race - Bloodborn
Age - Ageless
Height - 5'8
Weight - 165
Affiliations -
Appearance & Apparel - She wears a striking outfit. Raquel loves the spotlight. It's a custom tailored, blue sequined dress. Accompanied by a pearl necklace and a silver bracelet, it is her favorite outfit. Pale skinned, ruby eyes.
Personality & Background -
Raquel was turned in her teens. She doesn't remember much of the incident, it happened so fast.
Skills/Weaknesses -
Very Strong
Darkness- Permanent Swathe
ABYSS - Your attunement to dark magics passively alters your body, stirring your inner darkness and turning you into an embodiment of ineffable shadows. Through concentration you can, if necessary, cause these changes to demanifest temporarily, though doing so drains your focus and ability to use spells.
Lvl 1.Your skin becomes dusky and as cold as a corpse. Your mind is filled with shadows and cannot be altered by external magics.
Weapons -
A Sword (Steel)
Non-Weapon Items -
Raquel's bracelet - Touching it reminds her of her past humanity. Until the end of the encounter Raquel's strength drops to Average but any spell she casts that has a target can target multiples.
Something Blue - Raquel's dress inspires confidence in her. She gains an Intimidation bonus.
Pearls are a Girls 'BFF'- Raquel's necklace. It was given to her by an ex. Unpawnable, untradeable, worth 1,000g. She was a catch.
Spells -
Darkness
Lvl 1- Swathe
160
Behold, the power of :symu:!
Ask Me About:
The Epic World
You'll Be Glad You Did
Not That There's Anything Wrong With That
Talk to quo about making bloodborn playable.
Name - Thaddius Cornealeus VicVonovus
Race - Human
Age - 32
Affiliations -Warrior
Appearance & Apparel - Thaddius is beaten batter and bruised he looks as if he has nothing left in this world and is just waiting to die, his armor is old and full of scrapes, nicks, and dents and is cape with his now gone house has seen better days. He is obviously broken. His sword and dagger on the other hand look as clean and sharp as the day he first received them. His horse seems to be just like him It walks with its head down and seem to be on its last leg even though it’s only a few years old. His body is covered is scares, and his has some on his face, and the worst one being on his neck.
Personality & Background -
At first it was just a small group of thieves doing raids on the village close to his castle. Well He put an end to them rather fast, how could he rule over his lands without protecting the people on them. Over a few years the town was hit again and again, and each time he would kill or bring to justice all who had attacked the small village. Then one night he awoke to screams he jumped out of bed and seen the small village ablaze. He could hear there screaming and see them running from the blaze only to be killing by raiders as they ran. He grabbed as many men as he could and rushed to the city but by that time it was too late most of the people we slaughtered, and burned alive in thee own homes. Shortly after him and the small group of men that he had left found and killed every last raider and thief.
Seven years of piece and a new town that Thaddeus help pay for and build. Everything seemed right again, the people that he ruled over were safe and all was well. Three weeks after his 30th birthday, he heard screaming again. This time it wasn’t from the town, but from his house. As he ran down the stairs to see what the commotion he was hit and knocked unconscious from the blow. He awoke tied to a chair outside of his house looking at his wife, two sons, and his little girl tied to the side of the house. He struggled to get free but couldn’t move. Five men walked around the house laughing and joking.
1.Jason Nightshade
2.Samuel Everbloom
3.Jake Trindel
4.Lance Trindel
5.
Max DerogaThey said nothing to him just walked up and lit the house on fire. They forced him to watch as his wife and kids burned alive, then they slit his throat. Thaddeus wake up four days later in that same little town that he had once built. He lost his entire house, his family, even his title was taken from him after he killed Max Deroga. They told him that he had killed him without any form of justice, just vengeance. So now Thaddeus does anything he can to get gold and even more to find the remaining four people on his list. And once he finds them he will kill each of them slowly just as he family died slowly.
Skills/Weaknesses
MAN-AT-ARMS - Yours is the way of steel. You devote your life to perfecting the use of melee 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
Mind - Intuitive Analysis - Train yourself to focus on the details that matter, generating an advantage.
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.
Weapons
Steel Broadsword
Steel knights dagger
Non-Weapon Items
Steel fullplate armor with Shield (Old and tarnished only X3 Mod)
Cloth cape with Iron ringmail backer, Falcon imbrodered on the cloth outside.
Pets
Falcon - Cain
Gold - 0
Death takes us all
The Epic World
Family is more than just blood
Name - Keslap Ironbough
Race - Garr/Dryad
Age - 25
Affiliations - Seeker, Defender
Appearance - The union of two oddly paired races, Keslap's appearance is a unique one. He is tall and extremely broad of shoulder and chest, but narrower of hip and legs than seems normal for his upper body. His skin is like polished sandstone, a coral tinted gray with streaks of orangish brown swirling through it like stone striations or wood grain. His head is squared and sharp featured, with long very dark green hair like dreadlocks of vines. His eyes have a faint silver glow. Most interestingly, the merge of his dryad antlers and garr foreheard spurs have resulted in short, black, backswooping ram-ish horns.
Apparel - Keslap favors shirts of white silk and pants of dark emerald dyed cotton. He rarely wears any types of shoes, his harder than normal flesh combined with lifetime of barefoot wear making his soles plenty tough. Over his shirt he favors a long, thin hooded cloak of greenish gray. Over this is usually worn an old leather quiver.
Personality & Background - Keslap is the child of General Khergarlin and Lor'aera of the Sekora, who were briefly married before her untimely death. Keslap was raised by his aunt is the Sekora at their insistence, Kergharlin too heartbroken to fight them upon it. Khergarlin often visited him though, and helps instil in Keslap his sense of honor and duty, counterpoints to his aunts belief in beauty and adventurousness. Combined Keslap became a seeker, a crusader for truth and justice and protector all that is good and beautiful in this world. Keslap is easy going man most of the time with a romantic nature, until you give him a reason not to be. Then you run.
Skills/Weaknesses
Carving
Root & Stone- Keslap's has a natural Strong level of strength, a result of his mixed heritage. His flesh is also tougher than a human's, but nowhere near as tough as a full garr.
Spells
Plant
Lvl 1. Encase - Cause a layer of sticky sap to seep from your hands and quickly harden into amber as hard as stone, armoring them but immobilizing your fingers.
Lvl 2. Razorleaves - Summon from your hand a trio of razor sharp leaves usable as throwing weapons.
Weapons
Nutcracker - An ironwood mace with leaf etched flanges.
Hunter's Bite - A wrist-mounted miniature crossbow that fires tiny darts. Comes with a dozen darts. Free refills.
Thorned Bow - A ironwood reflex bow strung with spidersilk. Capable of infusing wooden arrows notched in it with various plant magics for unique versatile projectiles. Usually half the user's height.
Lvl 1. Upon firing you may have an arrow grow a mushroom at its tip that rapidly expands and hits with blunt rather than piercing force.
Lvl 2. Upon firing you may have an arrow grow a vine tether to the bow. Upon impact arrow will release powerful grasping roots, attaching onto whatever surface it hits. and allowing it to be used as like a grappling hook.
Non-Weapon Items
Iron Knife - Short and thin, used exclusively for carving.
Leather Quiver - Full of wooden arrows.
Relentless Ring - A silver ring with the emblem of an evergreen tree against the setting sun. When activate it suppresses all emotions and all doubt, be it magical or natural.
Currency
30 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