BM: Bloodborn aren't playable. RPing them would be impossible and make little sense. There is currently one player with a 'Vampire' Emergence that was made prior to this, but he isn't a bloodborn, and I'm working on a story that involves vampire history and will offer a new playable offshoot, players will get to use with pre-approval.
Appearance/Apparel - His hairless, smooth, thick skin is close to the color of tropical waters, a beautiful aqua. Though his cheeks are almost always a flushed ruddy color. He has a thin nose and lips that match it. His eyes are usually ultramarine in coloration and, with their massive pupils and always fluctuating irises, difficult to tell where exactly they're looking. Most times he wears tan cotton pants and a light blue tunic. At his side, he wears his only prized possession, a large container made of nevermelt ice carved into the shape of gourd canteen. It's held in place by a chain made of nevemelt ice, attached to the canteen, that he wears over his shoulder across his body. This is usually filled with a alcoholic beverage unless he's not been to a bar in a short while.
Personality/Background
Marius's father was a young Gammatide Atarin that fell from his position among the Atarin people due to a growing problem with alcohol and left them to find a place where he might find living easier. While traveling to Epicrin, he met a young woman, an exiled Ananke, in Elexia. Feeling a connection with each other because of their having been abandoned by their own peoples, the kindred spirits traveled to Epicrin together and before long were married. But the young couple, being completely on their own in the world, found life a bit rough, especially after Marius was born. While he grew up, Marius's father had a difficult time making ends meet and drank very often. The Atarin slid into a depression that he hid fairly well from his family, always going out of his way to spend quality time with them and to keep their minds off of their situation. Marius and his mother were happy. During his twenty-fifth year, Marius's father died due to health problems caused by his many years of drinking. Both Marius and his mother were deeply saddened, but they had seen the signs of his failing health. Soon the son was following in the father's footsteps and was drinking more and more. He knew he had to find way to stop, or he'd soon find himself sick like his father. Then one day, he met a drunk, old man outside of a bar. The old man was being picked on by a couple of Nadrask thugs and before Marius could even think to offer his drunken help, the old man had dispatched the punks with some weird movements. Marius managed to form enough semi-sober thoughts to barely ask the drunkard how he had been able to do what he had done. The old man said, "It's easy when you drink, but not to get drunk." Marius asked what he meant, but the old man simply poked him in his forehead and punched him in his stomach, causing him to pass out. Once he awoke, Marius felt thirsty and had the worst hangover he had ever had, so he went to a bar and drank. He drank a lot, more than he had ever drank before, but he just wasn't getting drunk. Soon though, he noticed his hangover was going away. He quickly went to the clerics to see if they could explain what had happened to him. After putting him through a horrible alcohol fast of 2 days, in which he almost died, they could only tell him that his body had been changed and appeared to need alcohol worse than water. Since then, Marius has been drinking, training, and traveling, trying to find the old man again to ask him what he had done to Marius and to thank him for his gift.
He always appears to be in a pleasant mood, whether this is how he is naturally or merely a result of his impossibly constant drinking of anything and nearly everything alcoholic is known only to him and his closest friends.
Strengths & Weaknesses
Special Abilities & Personal Faults
Cure for What Ails You/The Drunken Master's Curse - Due to his encounter with the old man, it seems that Marius will never have to worry about any problems usually associated with being a drunkard, but it comes at a cost. If he goes even one encounter without drinking anything alcoholic, he suffers a debilitating form of withdrawal that saps his strength reducing it by one level and causing him to suffer from a Sicken like effect. These symptoms last until he is able to get some alcohol into his system.
A Toast... - Marius is blessed with a magical affinity with the state of inebriation. At the beginning of each encounter he can magically align the effects any imbibed alcohol will have on him. He may select any one of the following.
Pot-Valiant - Marius is filled with a sense of indestructibility in the face of horror. He is immune to fear and intimidation effects and feels significantly less pain.
Merriment and Joy - Marius bubbles over with light and life, becoming the life of the party. He gains a double charisma effect and may once per encounter initiate a drunken bet which bears the weight of a Suggestion spell.
Morose Rumination - Marius' actions slow right down, he finds himself slow to act but quick to brood. While in this depressed state Marius' mind is keener and more intuitive. This allows him a greater insight into other people's intentions and grants him a free clue on investigative bounties or quests.
Sleep it Off - Marius is blessed with the essence of Winter's hibernation. So long as he can get a few hours of uninterrupted sleep, he will find himself healed of any non-fatal wounds. The downside to this blessing is that Marius finds himself permanently on the verge of tiredness, yawns creeping in even when all around him is chaos.
Strange Waters - Marius's heritage has resulted in him having average strength.
UNTOUCHABLE - Hit and move, hit and move, this is the way the untouchable warrior. Never give them a chance to hit you. Keep moving, dazzle them, fool them, then move in quick and catch them unprepared. Equally handy for armed and unarmed fighters.
Lvl 1. Your physical control is heightened, preventing you from ever losing your balance in all but the most extreme of situations.
Required Battle Posts: 25
Lvl 2. If you should fall, you land on your feet, and if that isn't possible, you immediately roll to your feet.
Required Battle Posts: 55
Lvl 3. Your learn to step lightly and quickly, your footfalls making no noise.
Required Battle Posts: 90
Lvl 4. You learn you to bob and sway, feint and juke outside of range in a dance that can mesmerize and daze your opponent. This effect weakens over time.
Required Battle Posts: 130
Lvl 5. You learn to move with your opponents blows, lessening the force of their impact and effectively reducing their strength by a level.
Required Battle Posts: 175
Lvl 6. Your acrobatic ability and light steps allows you to perform short wall runs, both horizontally and vertically, or run on water or alike, for several steps.
Required Battle Posts: 225
Lvl 7. You can chain together wall runs or brief contact with surfaces to bound from surface to parallel/perpendicular surface.
Required Battle Posts: 280
Lvl 8. You learn to focus your attacks on your opponents joints and ligaments. Every time you land an attack on a specific joint it makes movement of that joint slower and more painful.
Required Battle Posts: 340
Lvl 9. By focusing all your concentration on it, you are able to enter a zen state of enhanced speed and agility in which you are able to dodge any and all attacks thrown at you and shrug off any magics that would directly harm or distract you. If you attempt to do anything other than dodge during a post you are using this effect, such as attack, your focus will shatter and you will become dazed and lose Untouchable for the rest of the encounter. Can only be done for three posts at a time and only twice per encounter.
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
SPELLS UNARTED
Lvl. 1 - Into Thin Air - You disappear and reappear. Once per encounter. You can't do anything else this post. WATER
Lvl. 1 - Chill - Rapidly freeze a liquid inside your mouth, turning it into an ice shard.
Lvl. 2 - Shards - Draw the water from the air around you and freeze it to form a trio of ice shards that can be thrown like blades.
Lvl. 3 - Transmute - Transform up to two cups of water into another non-magical liquid for two posts. Type chosen upon learning, though not all are possible. Can only be done twice a day. 190-proof neutral grain spirit distilled beverage(190-proof Everclear) chosen. EARTH
Lvl. 2 - Ferropathy - While maintained, you gain an awareness of metals within 10' of you and their movements.
Society & Guild Requirements, Limitations, and Benefits
Brotherhood Selfsworn Warrior's Pilgrimage Warrior's Arms Warrior's Technique - Water - Drunken Fist - The art of fighting through mimicry of inebriation, using feigned unbalance and extremely fluid movements to fool, disorient, and surprise your opponents.
Lvl 1. Though practice you greatly enhance your balance, allowing you to more easily maintain it even when you appear to be on the verge of teetering over.
Lvl 2. If you do fall, you can either immediately go into a roll to your feet or land in a precisely aim your where and how you land.
Lvl 3. You learn to use and distort your body in ways that make you virtually double jointed.
Lvl 4. Your balance allows you to launch striking attacks precisely while your back is to your opponent, either by bending backwards and lashing out with an arm or leaning forward and lashing out with a kick.
Lvl 5. While on the ground you can go into a roll and spring out of it into a flying mule kick.
Lvl 6. You gain an intuitive understanding of fluid dynamics, any liquids you spray or throw either tightly spiral or spread out as you wish. Liquids also hit with extra strength.
Lvl 7. While in close combat with an opponent, you can latch onto a limb or joint and then seem to pass out, dropping to the floor like a dead weight and throwing your foe with great strength in a random direction.
Lvl 8. You become so pliant and flexible that blunt attacks against you are reduced in their effective strength by one level.
Lvl 9. Any loose items around you are available at a moment's notice to deflect ranged attacks or effect impromptu ranged attacks of your own. Any items are thrown with such intuitive technique that they act as though crafted for the task.
Lvl 10. Your sloppy seaming attacks lull your opponents into a false sense of security and their unpredictability only further the issue. Your attacks are extremely difficult to block or deflect effectively.
Battle Posts = 27
PETS
ITEMS
WEAPONS
Magical
Mundane Calabash - A, 1' long, 6" in diameter, container made of nevermelt ice carved into the shape of gourd canteen. An 8' foot long chain of nevermelt ice with both ends attached to it. This allows for it to be like a slungshot with 4' reach. Can hold close to a gallon of a liquid and is currently filled with 11 drinks of vodka.
ARMOR
Magical
Mundane
NON-WEAPON/ARMOR ITEMS
Magical The Lost Banner - A tattered cloak made from a black ship's flag attached to a pair of tasseled epaulets with The Black Tom, a symbol in the shape of a jakari-eared skull, marked boldly on its fluttering back. This is the long-lost banner of the Admiral of the Black, the now-defunct title of the ruler of the Kurrs and all waves east of Bon Vivant.
1. Charisma Boost
2. Symbol alters to the personal mark of the bearer. The Black Tom has shifted into a wide skull with large eye orbits and two bottles above it pouring a stream of liquids through the skull's open mouth and out its bottom.
3. Scour the world and plunder its riches, and always remember: The Black will have its cut. Ghostly Bumboo - A flask of the potent booze favored passed around in the celebration after the dead were finally put down, this bumboo has gained mystic powers as a result of that night. When drunk this concoction will wash away all negative effects, from hostile magic to snake toxin, from the drinker. Refills at the end of encounter. Amulet of Tides - A silver and sapphire pendant hung from a silver chain, made in the shape of a rolling wave. Enhances the wearers control over water. Doubles the amount of water controllable by spells like Flow and causes small bodies of water to part on command. TWO A Good Night's Sleep - A shaggy looking bear pelt, tingling with dark, water and spirit magics. One ever a person may choose to sleep under the pelt for one night or more, when they awake they will be refreshed and have gained a new power. BOTH USED
Mundane Normal Backpack
- A blanket
- A few spare changes of clothing
- Jerky and Bread
- What Happens In Tresidas, Collapses In Tresidas - You gain a spell based on your exploits within the mine. The spell is level 1 and unarted.
LOOT Eldritch Chitin - The carapace of the spider legs of the Chimera. Contains potent creation magic. Can be forged into magical armor. Modifier 4. A small bottle of deep blue perfume
"Eau du L'esprit"
"Mental Seduction."
The scents of bergamot, tangerine, and superiority
While worn grant every spell, in addition to its normal effect, a Charisma Effect. Effect lasts til end of the encounter. 12 uses worth.
BM: Bloodborn aren't playable. RPing them would be impossible and make little sense. There is currently one player with a 'Vampire' Emergence that was made prior to this, but he isn't a bloodborn, and I'm working on a story that involves vampire history and will offer a new playable offshoot, players will get to use with pre-approval.
Stats & Descriptions
Name - Sari
Race - Human
Age - 17
Affiliations - Warriors
Appearance & Apparel- A colorful blouse, the colors random yet beautiful. White sandals, open-toed.
Personality & Background- Her parents died after her birth. Sari is the youngest of 3 children. Her older brother left when she was young. She never met her other brother but she considers herself an only child, deservedly so. She escaped foster care when she was 12.
Warrior's Techniques-
Spirit - Severing Hand - A fighting style that uses precisely aimed blows to obstruct or disable your opponent's ability channel and interact with magics and the metaphysical. All effects last 4 posts.
Lvl 1. By landing a precise blow to the hand, you can inhibit their flow of magics and cut them off from casting level 1 spells.
UNTOUCHABLE - Hit and move, hit and move, this is the way the untouchable warrior. Never give them a chance to hit you. Keep moving, dazzle them, fool them, then move in quick and catch them unprepared. Equally handy for armed and unarmed fighters.
Lvl 1. Your physical control is heightened, preventing you from ever losing your balance in all but the most extreme of situations.
Required Battle Posts: 25
Weapons-
Sari's Scimitar-
A) Steel
B) Ruby Imbued
C) Blood red gem (Glows when hostility is directed at her)
- The blade could become insubstantial so long as as Sari remained moving, allowing her to more easily dodge attacks without worrying about the positioning of her weapon. It could also, thrice per encounter, become as hard as dragonbone and vibrate audibly. This hardening and vibration would allow the blade to parry most physical attacks, casting them to one side or another.
Chain Whip (Corin's Alloy) - The chain whip was a weapon comprised of a several short piece of metal, connected with links. The final link in the chain was slightly longer than the others and sharpened at both ends.
Kusargami (Nevermelt Ice) - a single-handed scythe connected to a short handle by a two-three foot length of chain. So long as the blade is not illuminated by magical light, it's exact dimensions become almost impossible to judge. This makes the blade more difficult to parry or narrowly dodge.
Aegis Staff - A staff made of gnarled but polished oak, stripped clean of bark and about six feet long. At the top, ensnared in branches, is a smooth black crystal sphere pulsing with red energy. Powers unknown. Aegis set.
Stats & Facts Name - Tecuixin (TE-quee-sheen) Race - Ogofta (Nzumbe) Age - 40 Height - 6'12" Appearance and Apparel - Tecuixin is a picture of Ogoftan fitness, lithe and tanned to a near olive complexion. He is thinner than the majority of Ogoftans, his legs slightly more muscled than the rest of his body. His black hair is kept short and twisted into a number of small bunches at the back of his head, safe for the straight fringe at the front, almost coming down to meet his grey eyes. His manner of attire is probably the most startling thing about him, however. His pants and boots are simple brown leather, culled from some creature or other. His torso is covered in an off white armour that appears to be made of numerous layers of padded cotton, leaving his arms bare. Finally, draped over his shoulders and often pulled over the top of his head is a shocking cloak. It is the hide of a massive alligator, head included. It hangs around him as if it belongs their, even the head, with the lower jaw removed but the teeth in the upper jaw still intact, falls to meet his fringe perfectly. Background - Etalpalli the Alligator was a contented hunter in the home of the Ogofta. He hunted by the river with his life's companion, a great alligator of unbelievable size. While many Ogofta had companions that could only be considered pygmies, Etalpalli was blessed to have a mighty beast by his side. This was what killed them both however. One day while out on a hunt he became temporarily separated from his companion... and that was the poachers struck. Driving a spear right through the throat of the mighty alligator, the pain of the attack ripped through Etalpalli. As his life long partner was subdued and skinned, Etalpalli felt its pain and was destroyed by it. To hear Tecuixin tell it, Etalpalli died that day and he found himself left behind.
Tecuixin awoke to a dull aching pain and an utter certainty of what he had to do. He lifted Etalpalli's weapon and set off through the jungle, tracking down the movements of the alligator and his slayers. He found the trio of poachers still in the process of carving up the alligator and set upon them with a deadly precision that they were utterly unprepared for. It was some time before Tecuixin could bring himself to leave the jungle, having taken the skin of the alligator and chosen a name for himself to honour the deceased. Affiliation -
Skills and Abilities Legacy of Etalpalli - Etalpalli the Alligator was naturally Strong, a skilled tracker and gifted runner. Tecuixin retains these gifts, applying to them to his new duty. My Life, My Duty - Ever since the death of Etal, Tecuixin has found himself committed to honouring the deceased. Be they in need of vengeance, redemption or merely understanding. As he becomes more in tune with his spirit his ability to provide for the departed will naturally increase.
Level 1 - To be determined.
Spells and Magics Body
1 - Strengthen - Magically enhance your body's musculature, enhancing your physical strength by a level. Can only have one instance of this effect placed on your body at once or the distortion caused will be damaging when moving.
Spirit
1 - Divine - Sense if any spirits are in the area and their general mood.
Weapons Rasgar - A weapon consisting of 4' flattened wooden club, embedded with rows of razor sharp obsidian teeth along the narrow ends and wielded like a sword.
Armour Cotton Armour - Tecuixin's armour covers his torso and consists of several layers of thick cotton soaked in brine and then dried in the sun. It has a slightly glittery appearance in some light.
Strength of Salt - The bulk of Tecuixin's armour is filled with salt crystals, this gives it a surprising level of durability. The armour is effectively leather strength to blunt attacks and iron strength to attempts to pierce of slash through the armour.
Non-Weapon Items Waterskin - Keeps about a liter of fresh water.
Appearance
Lithe, muscular build with skin the color of night, covered with almost imperceptible black hair and sightly pointed ears. Mostly human looking but with the diamond yellow eyes of a feline.
Background
Checkered Personality
Gruff but endearing. I'm the kitty everyone loves to hate.
Skills/Attributes
UNTOUCHABLE- Hit and move, hit and move, this is the way the untouchable warrior. Never give them a chance to hit you. Keep moving, dazzle them, fool them, then move in quick and catch them unprepared. Equally handy for armed and unarmed fighters.
Lvl 1. Your physical control is heightened, preventing you from ever losing your balance in all but the most extreme of situations.
Required Battle Posts: 25
Lvl 2. If you should fall, you land on your feet, and if that isn't possible, you immediately roll to your feet.
Required Battle Posts: 55
Lvl 3. Your learn to step lightly and quickly, your footfalls making no noise.
Required Battle Posts: 90
Lvl 4. You learn you to bob and sway, feint and juke outside of range in a dance that can mesmerize and daze your opponent. This effect weakens over time.
Required Battle Posts: 130
Lvl 5. You learn to move with your opponents blows, lessening the force of their impact and effectively reducing their strength by a level.
Required Battle Posts: 175
Lvl 6. Your acrobatic ability and light steps allows you to perform short wall runs, both horizontally and vertically, or run on water or alike, for several steps.
Required Battle Posts: 225
Lvl 7. You can chain together wall runs or brief contact with surfaces to bound from surface to parallel/perpendicular surface.
Required Battle Posts: 280
Lvl 8. You learn to focus your attacks on your opponents joints and ligaments. Every time you land an attack on a specific joint it makes movement of that joint slower and more painful.
Required Battle Posts: 340
Lvl 9. By focusing all your concentration on it, you are able to enter a zen state of enhanced speed and agility in which you are able to dodge any and all attacks thrown at you and shrug off any magics that would directly harm or distract you. If you attempt to do anything other than dodge during a post you are using this effect, such as attack, your focus will shatter and you will become dazed and lose Untouchable for the rest of the encounter. Can only be done for three posts at a time and only twice per encounter.
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
Light - Manipulative Tactics - Deceive your opponents with your every move, keeping them guessing.
Lvl 1. Learn to move blend into crowds without drawing attention, helping you to flee or approach your opponent unnoticed.
Lvl 2. Learn to mimic the natural twitches and flexes present during the fight or flight instinct, causing people to think you are about to act.
Lvl 3. Learn to catch the light with any reflective weapons or armor you have to compromise your opponent's vision.
Lvl 4. You learn how to move in such a way to convince your opponent you are wearier or more injured than your truly are, feigning weakness to get them to drop their guard.
Lvl 5. Your movements are so alien to other's eyes that any abilities or effects that require reading your movements or expressions no longer work on you.
Lvl 6. Learn to move deceptively, causing your enemy's aim to lose any real precision.
Lvl 7. Learn to perform very effective feints, tricking the enemy into reacting to an attack that is not really coming.
Lvl 8. You learn to chain a pair of attacks so that the second is masked by the first and more likely to hit if the first is dodged or blocked in a certain way.
Lvl 9. Learn to catch and focus light with any reflective weapons or armor you have with such precision the that you temporarily flare an opponent's blind spot and seem to disappear from view. This only works on one target at a time and diminishes as the item is moved.
Lvl 10. Fighting against you is an exercise in frustration. You learn to layer feints and jukes on top of each other. You may add a second feint to any attack and your foes are automatically dazed when fighting you.
Weapons Blood Letters - A pair of custom made steel bracers wrapped in black leather with 12" corin's alloy hidden blades. The blades extend using hydraulics with the force of a very strong punch. Once extended the blades may be retracted by pulling a hidden lever which re-pressurizes the hydraulics.
Magical Items Worn
Items Void Pack - A leather pack with limitless storage.
Black, Leather Armor with silver etching (worn)
Black Leather Boots
Friends – He counts any animal lover as a friend, until proven otherwise Acquaintances - Frenemies - Enemies - All other, non Parratide, Atarin and anyone who is cruel to animals.
Appearance & Apparel
Skin the blue color of artic ice and hair so deep a green most would mistake it for black. His hair hangs past his shoulders in hundreds of flattened braids and resembles wide leather straps. The eyes, a set of icy pools that can un-nerve the strongest men and charm the most experienced women.
I thin, pearl white scar runs from the base of his left jaw down into his neckline.
Personality
Quiet and mysterious but not afraid to speak his mind. Uncommonly blunt, when he does speak he tends to be thought rude due to his not liking to fence speech.
Background
At a young age, Mazeym split his time training animals and shadowing Beryl, a master swordsmith and bodyguard to a Betatide lord. By the age of 20 he found himself in the middle of an assassination attempt on the lord Beryl was protecting. He managed to help slay the attackers but not before Beryl and the Betatide merchant were murdered and himself sliced from chin to hip. Covered in blood and no way to explain what happened he fled his home, becoming Parratide and hunted. He spent the last 4 years learning a new skill; magic. His skill with a blade and faithful companion Amynd have allowed him to make a decent living while avoiding his kin.
Requirements/Limitations Forsake Steel - Because most metals create an electromagnetic field that, through prolonged direct exposure, interferes and with a person's ability to sense and draw on magics, leaving them incapable of fueling spells level 8 and higher, mages are forbade from using metallic weapons and armor, save for certain items, like mage daggers, that are made from special alloys that do not have this effect. However, mages with the Electromagnetism LSS can carry metallic weapons so long as they are no more than 1' in diameter, as this natural ability cancels out the field put off by smaller metallic objects.
Skills VINTERHEART BEAR - A polar bear cub with pale blue eyes. Will grow into a huge, faithful ally. Starts 4" tall to the shoulder and 9" long Lvl 1. The bear is immune to extreme cold, heat and most extreme climates. (1'1" tall, 2'1' long) Lvl 2. The bear gains a passive Scent effect. (1'10" tall, 3'5" long)
Lvl 3. When digging or attacking, the bear gains a variation of a Scour effect on its paws, the rapidly shifting currents of water produced are filled with sharp ice crystals.
(2'7" tall, 4'9" long) Lvl 4. The bear's roar unleashes a gust effect combined with numbing cold and a light flurry of snowflakes. (3'4" tall, 6'1" long) Lvl 5. The bear can shake its fur as if drying off, obscuring you and it in heavy flurry of large snowflakes 20' in diameter. (4'1" tall, 7'5" long) Lvl 6. The bear develops a passive glacial path ability. (4'10" tall, 8'9" long) Lvl 7. The bear can draw the air around it in and freeze it, forming icy armor over itself and its rider. (5'9" tall, 10' long) Lvl 8. The bear's scent effect is magnified exponentially, allowing it to track almost anyone it remember by smell and determine emotions by smell. It also gains the ability to smell one other thing decided by the player (eg, rare herbs, mages, embalming fluid. WM approval required) Lvl 9. The bear can take a potion or poison onto its mouth and hold it there briefly, riming its teeth with the stuff before it spits it out. Its bite and gust breath gain an effect based on the last fluid it did this with. Lvl 10. The bear's flurry shake ability creates a much larger cloud of snow that reaches out 50' and refracts and bends the light, disorienting and confusing though caught within it.
Spells Level 1 (Water) 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. (Dark) Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows.
Level 2 (Water) Shards - Draw the water from the air around you and freeze it to form a trio of ice shards that can be thrown like blades
Weapons Mage Blade - A kujang dagger with a silver blade and smooth coral hilt. Can generate ice around its teardrop blade to turn itself into an ice-sword.
Non-Weapon Items
Lutharin Crystal Amulet – Black leather thong with a medium sized Sapphire setting and ringed in Onyx
Black, sharkskin hooded cloak etched with non-magical deep blue runes and matching boots, pants and vest
Deep blue sharkskin belt with 4 medium black pouches
Pets
Amynd – Polar Bear cub with a silver coat and startlingly intelligent blue eyes. She stands at 4" tall to the shoulder and 9" long.
Race: Half-Elf Age: 26 Gender: Female Height/Weight: 5'7", 118 lbs Appearance: Consider the rose. What is it that makes a rose preeminent above all other flowers, that makes a man rejoice in his heart when he leans down to greet it? Surely it is not the beauty of the flower alone, for though a rose has great charm, it is neither the most vibrant nor the most delicate. Nor can it be its pleasant scent, for that beguiling odor is yet surpassed by the fragrances of other blossoms. Even a rose's thorns cannot provide the answer, for no man loves entirely for the pain it may inflict. The answer indeed must be in their subtle combination; though no element stands on its own, it is the rose's unique privilege to have all the favored qualities in perfect moderation.
So too it is for Astrid. There are women with more pleasant faces or prettier smiles, yet hers is a countenance in which a man could lose himself. There are women with fairer hair, with fuller curves or brighter eyes, but no man has ever wanted more than at the sight of her. Astrid stands above all other women not because she is perfect, but because she is the perfect combination of imperfections. Apparel: Typically a light, gauzy dress of light blue silk, armless and backless, which though far from form-fitting does nothing to conceal her abundant graces. This outfit sometimes changes, for which see Skills. Background: Astrid is a child of two worlds. The Valentine family is an old Sylvanite family, if much decayed, but the unfortunate circumstances of her birth made it impossible for her to ever truly belong among its ranks. She was raised by her human mother, herself somewhat of a black sheep; her father, though obviously a man of the woods, remains mysterious even to her.
Skills
This Old Thing? - All of Astrid's outfits are in fact magically constructed, summoned using a very old spell which has passed down in her family since time immemorial. This allows her to change her clothes virtually at will, though since the process leaves her briefly in the nude, and requires some amount of concentration besides, it is not to be tried in the midst of an encounter.
That Certain Something - Astrid has a disarming, pleasant sort of charm which makes her hard for most people to dislike. This manifests as a natural Charisma effect.
Call It a Gift - Astrid has a certain kind of luck at getting into private parties, exclusive functions, and other glittering social events.
Spells
Mind
Level One: Charisma
Spirit
Level One: Soothe
Weapons
Just in Case - A small pistol, made of a dark metal with a textured ivory handle. Holds one shot.
Other Items
The Queen of Hearts - An amulet in the shape of a swan with wings outstretched, all of silver and worn on a thin silver chain. In the center of the swan's chest sits a single large ruby, delicately carved into the shape of a many-faceted heart. Astrid stole the pendant from her grandmother's house upon her death, and wears it constantly, raising the ire of her extended family. This amulet is a Relic of Legend, and will reveal its properties with time. Absorbed into her body, leaving a design on her chest where it sat.
Ammo - A reasonable supply of ammunition to reload her pistol.
Flask - Small round silver flask, about half-full with gin.
Jewelry - Rings, earrings, bracelets, and whatever else is necessary for her current outfit--much of it likely stolen.
Sing lustily and with good courage.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
Stats & Descriptions
Name - Thrace Cranford
Race - Human
Age - 26
Affiliations - Invoker (Mage/Bard)
Height - 5'10"
Weight - 175 lbs
Achievements
1.
2.
3.
4.
Friends: Aquaintences: Frenemies: Enemies:
Appearance & Apparel
Thrace is completely ordinary looking, his features are neither handsome, nor ugly. The same is true with his body, he is neither muscular nor feeble. He is the epitome of average and no one would look at him twice if they didn't know who he was. And yet when he speaks people feel compelled to listen.
Background
When Thrace was a mere boy of seventeen he was on a hunting trip, attempting to provide for his family during the long winter. While he was out he met a man named Quogat Keebansen. They hunted together and then traveled back to his home to spend the winter. When they arrived, young Thrace went out to meet his family, only to find a group of brigands had murdered them and had taken up quarters in his home. Enraged the young man attacked without thinking and was captured. The brigands cut out his tongue and tied him up once they grew tired of his furious ravings. Quogat had wisely hidden and waited for nightfall. When Quogat struck he moved through the house in a deadly dance of beauty and violence, every brigand was struck down before they realized what was even happening. Before Keebansen and Thrace parted ways the mysterious warrior gifted an enchanted artifact to the young man, a silver tongue that replaced his old one. Thrace was overcome with gratitude and wrote out the tale, telling it to anyone who would listen. From that day forth Thrace devoted his life to telling the stories of other great figures in the history of Bakara, whether they be forces for good or evil. He found that he had the power to increase the fame of those he wrote about and so he continued to do so for those he considered worthy.
Personality
Thrace is the kind of person who can get along with almost anyone. He is easygoing and intelligent, but he prefers to let others do the decision making, while he takes note of their every move. Thrace is well aware of his ability to make other people famous and he loves the perks of being a well known writer. When he does speak out, people tend to listen.
Skills/Bonuses
Teller of Conquests and Failures - Thrace has joined the bards guild and has become trained in spoken word.
Chronicler of Heroes and Vagabonds - When Thrace writes a performance piece it always focuses on the acts of another person instead of his own. The person who is the focus of his piece receives one additional point towards any leveling of their repute based LSS.
Shadow of the Mighty - Thace has spent so much time in the background that he has become a part of it. Unless he is openly threatening, his enemies are much more likely to attack someone other than him.
Dual Magery- Shine a PositiveLight on the Situation (Beacon/Charisma) -Create a small floating orb of light, bound with psychic energy. Light can shine from the orb in any one direction at a time, carrying with it a field of mental influence. Lvl 1. Shine the light on a person or object to illuminate them and make them appear more physically appealing, smoothing off rough patches and blemishes.
Lvl 2. Shine the light on a person or item to make them more desirable, more attention being drawn to their positive characteristics.
Lvl 3. Shine the light into a target's eyes, causing them to lose their current train of thought unless they are strongly committed to it.
Lvl 4. You may now shine the light over a wider area, targeting multiple people or a broad area.
Lvl 5. Shine the light to dispell any illusions and highlight inconsistencies in texture and material.
Lvl 6. Shine the light into a target's eyes, causing them to lose track of their mental processes for a moment. This causes them to drop any actively maintained spells they have and makes them less likely to continue with a planned attack.
Lvl 7. Once per encounter you may detonate the positive light source, creating a 50' field of sparkling light that makes everything and everyone within it appear shiny. For the next 5 posts all thoughts of hostility are banished from people's minds. You may not resummon the light for 7 posts.
Lvl 8. Shine the light on a person, object or area to make it appear as a perfect version of itself. Areas seem completely safe, people seem charming and unbeatable, objects appear rare magical and indestructible. This appearance grants temporary powers to the target, based on how they are perceived.
Lvl 9. Shine the light into a target's eyes, causing them to lose their train of thought and implanting a strong suggestion of your own. The degree to which this suggestion is followed depends on the factors you would expect.
Lvl 10. You learn to shine a negative light on things. You may level Positive Light again with new spells in either Light or Mind, unlocking a negative version of each ability.
Performance Pieces
Witty Maxim - Starter - A short and amusing bit of speech that, while making no actual sense, is phrased and intoned precisely to seem logical and impressive. Creates a charisma effect that lasts for the rest of the encounter.
Guild/Society Bonuses Superstar - Each month the Bard will receive gifts of gold based on the number and variety of their public performance and, just as if not more importantly, the quality of their interactions with the public. These offerings will be left for you in the care of the local guildhouse. Undergarments will not be accepted.
Harmony - You can accompany other Bard's performance pieces so long your accompaniment is of a different type than any other accompaniment (unless otherwise noted). If you are skilled in two types that can be done simultaneously, you can accompany yourself. Accompaniments are a reaction to the primary song and do not have to be composed ahead of time.
One Song, Glory - After each major encounter (quests, bounties level 3 or higher, some jobs) Bard will gain as part of their reward the ability to compose a new Performance Piece, based off their experiences in the encounter, in one of their trained performance types. This piece's general type of effect is determined by the type and its precise effects are determined by the events of the encounter and your actions during those events. (This will be entirely designed by the WM who ran the encounter.) The strength of the effect is determined by the scope of the encounter, your participation in it, and the your skill as a composer (the larger your repertoire, the stronger we are likely to make the effect.). You do not have have to create a Performance Piece this way each encounter. Each time you choose to do so, it comes at the cost of looting last and receiving less gold/loot points. This penalty starts at 30% but is reduced by 3% each time you create a song until it hits the mimum 5%. (Current Penalty: 30%)
Archmage - Mages are allowed to buy and cast level 8, 9, and 10 spells.
Guild/Society Requirements/Limitations
Forsake Steel - Because most metals create an electromagnetic field that, through prolonged direct exposure, interferes and with a person's ability to sense and draw on magics, leaving them incapable of fueling spells level 8 and higher, mages are forbade from using metallic weapons and armor, save for certain items, like mage daggers, that are made from special alloys that do not have this effect. However, mages with the Electromagnetism LSS can carry metallic weapons so long as they are no more than 1' in diameter, as this natural ability cancels out the field put off by smaller metallic objects.
Public Eye - Your face is more well known and recognizable, so be careful.
Morals Clause - The bards rely on the goodwill and faith of their audiences, and as such cannot afford to have their names dragged through the mud. If you insist on illicit activity, it cannot be against the general public or use your performance pieces.
Spells Level 1 Beacon - Create a bright ball of floating light that soars high into the air and hangs there stationary until the end of the encounter or until you will it to vanish. Does not require maintaining. Charisma - A target you cast this on will find you more charming and impressive than normal. Level 2 Blind - Scatter the light before a target's eyes, momentarily blinding them. Jibe - The target will take offense at what they are hearing. Level 3 Skepticism - The target will experience a surge of disbelief at what they are hearing.
Magical Items in Use The Silver Tongue - Augments Thrace's voice to become more charismatic strengthening positive effects on his allies.
>Thumogenic - Mind -When used, the instrument grants a limited form of telepathy allows you to perform spoken pieces (primarily or as accompaniment) without requiring use of your mouth, the words echoing directly into a target's mind. This allows you to perform spoken pieces without being noticed or when your mouth is otherwise occupied. You cannot be accompanied by other bards if you use this for your primary performance as they cannot hear what they are accompanying. Oculus Enigma - An ivory cane, about three-and-a-half feet long, topped with a large but relatively subtle clear crystal sphere. Has four buttons along the top portion, of a similar ivory.
> If a light spell is cast through the cane while Thrace is telling a story, the crystal can project figures like holograms into the world, illustrating in detail the stories Thrace is unfolding. The size and complexity of the projection increases as the level of light spell increases; level one is a handful of smaller than life-size figures, but at [whatever the highest level Thrace could attain] the projection is more engrossing, throwing out a vision of the entire world in its complexity. This gives Thrace a unique accompaniment effect to his performance pieces, varying depending on the level of spell and the piece.
> Once ever, Thrace may smash the cane head first into the ground, crushing its essential crystal. What happens next, who can say?
Weapons Opponent of Sanity - A steel rapier dagger with a silver guard and navy silk wrapped hilt. Parrying a weapon with this dagger instills a subtle suggestion in that weapon's wielder's mind that the weapon is useless. The more you parry any given weapon, the strong the compulsion to stop using it and switch to another weapon or fight unarmed.
Non-Weapon Items Void Pack Leather pack with a limited opening but unlimited storage. Torches Flint & Steel Leather Armor - Form fitting plain leather armor.
Positive Light - Create a small floating orb of light, bound with psychic energy. Light can shine from the orb in any one direction at a time, carrying with it a field of mental influence.
Lvl 1. Shine the light on a person or object to illuminate them and make them appear more physically appealing, smoothing off rough patches and blemishes.
Race - Elf/Dryad Age - 21 Height & Weight - 6' & 166 lbs Strength - Average Affiliations - None
Appearance/Apparel - Saol is relatively tall, thin and has a very handsome face, his pointed ears being a major feature that seem to fit its angular nature perfectly. His eyes are a dark hazel that faintly glows. Being part Dryad, he has a short pair of antlers, similar in size and shape of a muntjac or barking deer's, on the sides of his head. He combs his shoulder length hair of varying shades of beautiful greens, back and between these antlers. He wears cotton shirts and pants of varying shades of brown.
Personality/Background - One day in Greevan, a handsome male Dryad swung through town. There he met an Elf woman and they fell in love. Some time later, Saol was born and soon his father felt the taste of wanderlust again. Luckily he was a good man and left Saol's mother enough gold to never need to worry about living with young child on her own. Saol grew up raised by his loving mother, an Elf that had a knack for helping plants and animals grow and live. She passed down this knowledge to Saol. She also taught Saol about what his father was an expert in, the magics that could alter a person's own body. Saol is generally a nice guy to be around and tries to avoid getting on people's bad sides. He doesn't enjoy killing and doesn't eat meat unless absolutely necessary for survival. He also has a tendency to fall head over heels for any woman with a good personality and decent looks.
Strengths & Weaknesses
Special Abilities & Personal Faults
Forest's Blood - Saol's Dryadic father gave him many gifts through his birth, that although aren't quite as strong due to his Elven mother's blood, still have an effect on him. Although he's not absolutely immune to suffering illness and disease, Saol is resistant to becoming unhealthy. Due to his heritage, Saol is very handsome, giving him a natural charisma effect on most people.
Dualmagery Fionnachrith - Center & Raise Cultivorian - Draw from the very center of your body a spider formed from the stray bone, cartilage and flesh within your form. This spider bursts out from your skin, ready for action. Lvl. 1 - The spider is 6 inches long, has a painful bite and can scuttle along any surface, from solid stone to running water. Lvl. 2 - The spider's legs can stretch and twist, becoming sinewy tendrils that allow it to wrap around a target. The sinews are strong but a good yank causes them to dislodge with a wet snapping sound.
Lvl. 3 - Your spider summons are made of your flesh and blood and cannot be dispelled by enchantments or spells designed to do so. They have to be killed.
Lvl. 4 - The spider's boney mandibles now drip with a hallucinogenic venom, bites cause the victims to experience visually distracting hallucinations of random colours and shape.
Lvl. 5 - The spider you summon can now be two foot across, at the cost of only having one summoned at a time. Limited resources and all that.
Lvl. 6 - Choose an organ. You may now summon a version of the spider which uses that organ as its morbid center, gaining a unique ability based on the choice. The act of summoning it literally rips that organ from inside you, triggering a rapid regrowth of the organ but leaving you vulnerable to a degree dependent on the organ.
Lvl. 7 - Through greater efficiency of magics you may now summon two of the two foot across version of your spiders.
Lvl. 8 - The hallucinogen on the spider's mandibles increases in potency, now triggering auditory hallucinations, and adding a sense of paranoia and vertigo. Victims tend to see and hear things that make them want to run and hide.
Lvl. 9 - You learn to add summoned flesh and plant-life into your spider, allowing you to summon a spider with the same mass as you, formed from flesh, bones and cartilage as well as leaves, branches and moss. You may have only one spider the same size as you active at once.
Lvl. 10 - Choose a body system or process. You may now summon a version of the spider which is formed with that system at its core. You will undoubtedly be rendered unconscious as your body tries to regenerate from the fatal trauma inflicted upon it. The spider will have incredibly impressive powers based on the chosen system (ie. nervous, endocrine, digestive) and will defend you with fierce loyalty and human intelligence.
SPELLS BODY Lvl. 1 - Center - Passive. Your body's mass shifts itself to alter your center of gravity, allowing you to keep your balance in most situations.
Lvl. 2 - Unhinge - Make yourself double-jointed. PLANT Lvl. 1 - Raise Cultivorian - Summon from the earth a mouse-sized, spider-shaped plant creature with tendrils for legs, thorns for mandibles and a nut for a body.
Lvl. 2 - Razorleaves - Summon from your hand a trio of razor sharp leaves usable as throwing weapons.
Lvl. 3 - Harden - Thicken and toughen your skin into a leathery armor.
Lvl. 3 - Sapling - Cause a slender and flexible sapling to erupt from the ground before you, as tall as you are. Can be plucked from the ground and used as a staff weapon.
Lvl. 4 - Heal - By touch, accelerate a target's healing processes within a body part. Instantly heals bleeding and minor cuts. Will close more serious gashes over the next few posts. Will heal in a day what would normally take weeks. Once cast will keep healing that injury until done without requiring maintaining.
Lvl. 4 - Heartwood Hatchets - Summon to your hands a pair of ironwood hatchets. Grow will allow you to enlarge these to fire-axe or battleaxe size, even after being thrown.
Lvl. 5 - Leap - Augment the musculature of your legs to give yourself the ability to jump superhuman heights and distances.
Lvl. 5 - Raise Plant Aspect - Summon a cat-sized spider with thorn mandibles and twig-legs. It can rapidly spin a sticky sap webbing.
Lvl. 6 - Osmose - Transform the magics composing a summoned creature you control into body magics, then absorb them into yourself. Your form alters in a way unique to the summoning for as long as this spell is maintained.
Lvl. 6 - Raise Forestguard - Summon from the earth a humanoid plant creature with hair of leaves and skin of birch bark. Hardened amber clings to it like plate armor and from its arm, elongated and bent, in the semblance of a hand holding a sword.
Lvl. 7 - Titan - Double a target's size for as long as this spell is maintained. Includes apparel and items because it just does.
Lvl. 7 - Raise Heartwood - Summon out of the earth a custom mobile plant creature, no larger than a bear. Must be mod approved.
Lvl. 8 - Bounce - Target's flesh becomes extremely resilient and flexible, making them extremely bouncy and rubbery as well as resistant to blunt force damage.
Lvl. 8 - Raise Thornrippers - Summon out of the earth a half dozen lupine-like plant creatures with musculature of vines, fringes of moss fur, and thorns for claws, fangs and and forming a ridge along its back.
Lvl. 9 - Fission - Cause your body's mass to rapidly double and then split, creating an identical copy of yourself. This copy is clothed and armed with leather and bone copies of your own equipment. You and this copy share a mind and any use of spells or abilities by the copy count towards limits as your own.
Lvl. 9 - Raise Oakenfist - Summon out of the earth a 12' tall treefolk with two massive branch arms and root feet.
Lvl. 10 - Remake - Transform your flesh into a living version of any solid material your hand is touching.
Lvl. 10 - Raise Plant Avatar - Summon from the earth a powerful plant creature in the form of an 8' tall antlered centaur, made of vines, bark, branches, leaves and thorns. It can rearrange its component parts to shapeshift itself into plant versions of mundane wild animals.
Society & Guild Requirements, Limitations, and Benefits
PETS
Omni - A huge gorion the size of a terrier. Its carapace is hard as stone and has a tiger stripe coloration. Its eyes and venomous mandibles resemble emerald, as do its wings which allow it to glide. A friendly little bugger, but when its threatened it temporarily grows to the size of a wolf and sprouts spikes. He likes to eat garnets, emeralds, and bloodstones.
ITEMS
WEAPONS
Magical Diúgaire - A dark wooden club, slightly spiked on one side, its handle capped with a rounded tiger-eye. The club can turn into a leech of equal size which can either drain blood or toxins from a target, causing harm or healing illness.
>Testing for Milo Jade Longsword - Can create a duplicate of itself out of stone, with half-strength versions of any enchantments placed upon it. Can only have one at any given time. Modifier 3.
Magical 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. Grants the skill "Touch of Moonlight." Touch of Moonlight - The world may be a messed up, ****ed 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.
Spell-bomb Jar - A large cumbersome potion in a fragile glass jar, unlikely to be carried around for long without breaking accidentally. A pinch of crystal dust turns this potion into a spell-bomb. When broken a spell-bomb floods the area with energy of the chosen art, mixed with all sort of other elements, the result is that standard spells and magical effects using that art are destroyed and block for three posts. (Must be used on the first quest or task it is physically taken on.) Deathly Ichor - A nauseating potion that can be applied to weapons or slipped into food. Bypasses resistances and immunities somehow. (2 uses.) Grounding Rig - Wire and lead augmented boots and belt. Used to channel any harmful electricity that your body comes into contact with into the ground, protecting you. Requires no battery.
Mundane Normal Backpack
- Multiple days worth of turnips, potatoes, and beets
- 5 Changes in Clothing & a Comb
- Other simple sundries not worth listing
Who is this Woman that beckoneth and warneth me from the Place where she is, and in whose Eyes is Woeful remembrance?
I guess who she is — "memorials of a love that has departed, has been — the record of a sorrow that is...."
from Thomas De Quincy's, Suspiria de profundis
Stats & Facts Name: Levana Titles/Aliases/Nicknames: Levana le Fay Sex: Female Race: Human/Fey (½-Wild Fey) Age/Height/Weight: Pernicious (ageless adult) /5'9"/105 lbs. Appearance: A Dark woman. Dusky hair enfolds her head as if it were a death shroud, tenebrae tresses manifesting like pure darkness, and caressingly falling to her waist; teased into a coiffure of regality and a single Sylvan-style plait of sheer silky magnificence. Of an age that is impossible to place; she at times appears old enough to be your mother, other times appearing maidenly enough to be a youthful crush, the effect is quite unnerving. She is a sprite, an apparition appearing human but with a presence that is unsettlingly real. Ghostly pale, and eerily surreptitious. Eyes that are a band of liquid jealousy, green and clear as crystalline glass; elegant hands with long spindly fingers naturally sharp-nailed. Levana smells faintly of burnished oils, a more pronounced fragrance of anise, and a spike of crushed Faëblossom, and the scent of a jealous lover. Apparel: Bedraped from head to foot in black finery. A tremendous gown, with a torso hugging, strapless velvet bodice, her shoulders are wrapped in a shimmering silvery drape with the fluidity of flowing water where it sits atop her bosom; intertwined on her left shoulder with the pelt and mane of an aslanyr. A giant circular silver belt buckle is nestled at her pelvis, its surface etched with tiny faces of faeries hidden in the foliage and underbrush. Her hips are ensnared by a pastel purple sash embroidered with a number indecipherable runes, it falls all down to her feet and runs around her back to cinch back into her belt buckle. The gowns train is completely sheer, a mass of pleated folds that when moved reveal her legs underneath. Black laced sandals, open-toed and free, golden charms run up and down the thong and clasp at her ankle. Background: The girl known as Daria is a former house slave of the Seelíe Court. Fathered by a human man on a minor fey, he was either an adventuresome fool, or a passing mage of tremendous irresponsibility, or both. Whatever the case, he saw fit to abandon his family and the newly pregnant mother of his child. Left at the mercy of the royal court, Daria grew up confined in their service. Watching her mother slowly waste away from overwork and neglect. There is little and less known about her life after her mother passed away. However, upon discovering a natural penchant of magical abilities, for a short while at least, she was adopted and raised by one of the noble families of the Seelíe Queen herself. But after this, following a string of disasters, and unexplained deaths, Daria disappeared, along with a few significant items of note. That was many years ago. Affiliations: Oathbreaker (Mage/Thief); her personal sigil is a black rose held by a pale bleeding hand.
Skills/Attributes Woeful Remembrance
Flowers are naturally beautiful. They grow, and they bloom under Mother Nature's grace, carefully cultivated by her hand into flourishing petaled-rainbows. But when the steward's hand that guides is bent towards malevolence, what form is left the resulting blossom to assume? Fleur du Mal - 2x Negative Charisma based on unsettling aura and fear. Solitude In Childhood
Daria saw years of abandonment and malnutrition, which destroyed much of any nurturing comforts and the natural growth of childhood. Mistrust, and cleverness were her allies. She led a life of solitude, and when she could, took comfort in reading anything that fell into her hands or anything that wasn't tied down. However, the oppressed can only remain oppressed so long, eventually something gives. In her case, she chose to live. And ever carefully formed a daring plan of escape, and patiently waited for the day in which she could break her bonds. Demoiselle - Weak; Immune to Emotion altering spells and effects. The Witching Hour(Lockpicking: Lvl 1)
Dark deeds, darkly answered: Levana's obsessions and compulsive-level of interest in acquiring the most obscure of arcanery and magical artifacts has lead her down a shadowy path of endless pursuit, one that has crossed paths with the Criminal Underworld of the Elexian Thieves guild; bringing her ever closer to achieving the covetous wish that is her heart's desire--utter supremacy over magical sovereignty. Eye of Avarice - Ability to sense items with strong magics within your visual range, they give off an aura of orange light.
Goetia: Spells and Sorceries Artless
Lvl 1. Void - Passive. Creates a pocket dimension you can access at any time, allowing you to seem to store or retrieve items from thin air. 1. Contains The Grim Grimoire Bestial
1 - Chakosan Moths - Summons a dozen flittering insects that trail irritating glowing golden dust motes which cause watery and allergic eye irritation.
2 - Fen-tailed Raven - Almaric: Summon a glossy black bird native to the Elexian coast, medium sized with a razor-sharp beak. It blends easily with shadows, and is intelligent enough to retrieve small items. Body
1 - Center Passive. Your body's mass shifts itself to alter your center of gravity, allowing you to keep your balance in most situations. Fire
1 - Ignite - Snap your finger to cause a very small intense burst of heat in a spot you are looking at. Can be used to start a small fire if used on highly flammable materials.
Malleus Maleficarum Magical The Grim Grimoire(Score: 0; Relic: 0)
The magical Tome stolen by the girl feyling, Daria from the Seelíe Court. However, it is clearly a mortal item, an immense Spellbook inscribed with an Elvish legend: Suspiria de profundis. The volume's origins are unknown, as well as how it ended up in the hands of the Fey. It is magnificently old, and quite dusty, possibly hundreds of years old. Leather bound in deep black, the cover itself possesses a mercurial nature: mutable, it will most oft appear pitch black, but if watched for a time, becomes marked with strange eldritch symbols of five alternating powers cycling into an array of 12 different colored glyphs. It is clasped by a silvered archaic version of the Mages sigil.
1 - Velleity & Reality: Spell scrolls can be absorbed into the Grimoire, making it a Legacy Journal. This prevents mind altering effects from inhibiting Levana's ability to remember or cast spells. Required Score: 1
2 - A New Mimesis: The tome's pages begin to reveal their secrets, and a chapter regarding one of the first attempts at creating the Modern Arts becomes legible. Levana may choose Sun, Flesh, Intangible, Realm, Unseen, or Fluid Magics. She learns a corresponding ancient spell from the chosen Lost Art, encompassing aspects of multiple Modern Arts. Required Score: 3
3 - Quickening: Three times per encounter Levana may Prism a spell stored in the Grimoire to one of the Lost Arts whose chapter has so far appeared. Increasing its strength and adding various Arted aspects. Required Score: 5
4 - Proto-Energies: A second chapter regarding one of the first attempts at creating the Modern Arts becomes legible. Levana may choose one of the five yet chosen arts, learning an ancient spell from that school. Required Score: 7
5 - Sources of Magic: More becomes clear to Levana, and a middle chapter regarding the first attempts at creating the Modern Arts becomes legible. Levana may choose one of the four yet chosen Lost Arts, learning an ancient spell from that school. Required Score: 9
6 - Deep Knowledge: The books dissection of the working of the Modern Arts allows Levana to extrapolate and apply that knowledge to non-spell ends. Any level 5 or higher spell stored in the Grimoire grants Levana access to one of the two skills or recipes in the matching tome. Required Score: 11
7 - Portals, Gateways & Dimensionality: A central chapter regarding one of the first attempts at creating the modern arts becomes legible. Levana may choose one of the three yet unchosen Lost Arts, learning an ancient spell from that school. Required Score: 13
8 - Arcane Insights: An obscure chapter regarding one of the first attempts at creating the Modern Arts becomes legible. Levana may choose one of the two yet unchosen arts. She learns an ancient spell of one the two remaining Lost Arts. Required Score: 15
9 - Leylines & Focii: The penultimate chapter regarding one of the first attempts at creating the Modern Arts becomes legible. Levana learns an ancient spell of the remaining unchosen Lost Art. Required Score: 17
10 - Abjuration & Protection: The very final chapter of the Grimoire becomes legible, regarding the casting aside of the Ancient Magics and need for Modern Arts. What is revealed here is beyond even Levana's direst dreams. Required Score: 19
Palimpsest de Magique — A single manuscript torn from a magical Tome, rolled and placed onto a scroll. The page is lined with overlapping script that has long since faded into obscurity. Each is a line of power, pulsing with a constant thrum of forgotten magic. The page acts like a Zircon, and natural medium for Entwining magics. The Palimpsest can absorb a single spell that is repeatedly cast into it, to be released at a later time. Whatever Art was last charged, leaves behind a trace of magic, which prisms the next absorbed spell. 1. Seal: Ignite 2. Memory Imprint - Fire
Weapons Magical Occuria - Spirit dagger. 'Our Lady of Sighs' is a bronze kila dagger, hilt and pommel resembling a hand holding a black rose. Those wounded with it bleed not only blood, but life-force, weakening and tiring them over time, even if their body is healed, dependent on the severity of the wound. The effect lasts until the end of the encounter.
Items of Significance Magical
> Eldritch Chitin – The carapace of the spiderlegs of the Chimera. Contains potent Creation magic. Can be forged into magical armor. Modifier 4. Mundane
> A set of lock picking tools
To live is to hope, and while we breathe, we hope and live.
Stats & Information
Race - Ananke/Atarin
Age - 30
Height & Weight - 5'9" & 160 lbs
Strength - Average
Affiliations - Warrior's Brotherhood
Appearance/Apparel - His hairless, smooth, thick skin is close to the color of tropical waters, a beautiful aqua. Though his cheeks are almost always a flushed ruddy color. He has a thin nose and lips that match it. His eyes are usually ultramarine in coloration and, with their massive pupils and always fluctuating irises, difficult to tell where exactly they're looking. Most times he wears tan cotton pants and a light blue tunic. At his side, he wears his only prized possession, a large container made of nevermelt ice carved into the shape of gourd canteen. It's held in place by a chain made of nevemelt ice, attached to the canteen, that he wears over his shoulder across his body. This is usually filled with a alcoholic beverage unless he's not been to a bar in a short while.
Personality/Background
Strengths & Weaknesses
Special Abilities & Personal Faults
Cure for What Ails You/The Drunken Master's Curse - Due to his encounter with the old man, it seems that Marius will never have to worry about any problems usually associated with being a drunkard, but it comes at a cost. If he goes even one encounter without drinking anything alcoholic, he suffers a debilitating form of withdrawal that saps his strength reducing it by one level and causing him to suffer from a Sicken like effect. These symptoms last until he is able to get some alcohol into his system.
A Toast... - Marius is blessed with a magical affinity with the state of inebriation. At the beginning of each encounter he can magically align the effects any imbibed alcohol will have on him. He may select any one of the following.
Pot-Valiant - Marius is filled with a sense of indestructibility in the face of horror. He is immune to fear and intimidation effects and feels significantly less pain.
Merriment and Joy - Marius bubbles over with light and life, becoming the life of the party. He gains a double charisma effect and may once per encounter initiate a drunken bet which bears the weight of a Suggestion spell.
Morose Rumination - Marius' actions slow right down, he finds himself slow to act but quick to brood. While in this depressed state Marius' mind is keener and more intuitive. This allows him a greater insight into other people's intentions and grants him a free clue on investigative bounties or quests.
Sleep it Off - Marius is blessed with the essence of Winter's hibernation. So long as he can get a few hours of uninterrupted sleep, he will find himself healed of any non-fatal wounds. The downside to this blessing is that Marius finds himself permanently on the verge of tiredness, yawns creeping in even when all around him is chaos.
Strange Waters - Marius's heritage has resulted in him having average strength.
UNTOUCHABLE - Hit and move, hit and move, this is the way the untouchable warrior. Never give them a chance to hit you. Keep moving, dazzle them, fool them, then move in quick and catch them unprepared. Equally handy for armed and unarmed fighters.
Lvl 1. Your physical control is heightened, preventing you from ever losing your balance in all but the most extreme of situations.
Required Battle Posts: 25
Lvl 2. If you should fall, you land on your feet, and if that isn't possible, you immediately roll to your feet.
Required Battle Posts: 55
Lvl 3. Your learn to step lightly and quickly, your footfalls making no noise.
Required Battle Posts: 90
Lvl 4. You learn you to bob and sway, feint and juke outside of range in a dance that can mesmerize and daze your opponent. This effect weakens over time.
Required Battle Posts: 130
Lvl 5. You learn to move with your opponents blows, lessening the force of their impact and effectively reducing their strength by a level.
Required Battle Posts: 175
Lvl 6. Your acrobatic ability and light steps allows you to perform short wall runs, both horizontally and vertically, or run on water or alike, for several steps.
Required Battle Posts: 225
Lvl 7. You can chain together wall runs or brief contact with surfaces to bound from surface to parallel/perpendicular surface.
Required Battle Posts: 280
Lvl 8. You learn to focus your attacks on your opponents joints and ligaments. Every time you land an attack on a specific joint it makes movement of that joint slower and more painful.
Required Battle Posts: 340
Lvl 9. By focusing all your concentration on it, you are able to enter a zen state of enhanced speed and agility in which you are able to dodge any and all attacks thrown at you and shrug off any magics that would directly harm or distract you. If you attempt to do anything other than dodge during a post you are using this effect, such as attack, your focus will shatter and you will become dazed and lose Untouchable for the rest of the encounter. Can only be done for three posts at a time and only twice per encounter.
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
SPELLS
UNARTED
Lvl. 1 - Into Thin Air - You disappear and reappear. Once per encounter. You can't do anything else this post.
WATER
Lvl. 1 - Chill - Rapidly freeze a liquid inside your mouth, turning it into an ice shard.
Lvl. 2 - Shards - Draw the water from the air around you and freeze it to form a trio of ice shards that can be thrown like blades.
Lvl. 3 - Transmute - Transform up to two cups of water into another non-magical liquid for two posts. Type chosen upon learning, though not all are possible. Can only be done twice a day. 190-proof neutral grain spirit distilled beverage(190-proof Everclear) chosen.
EARTH
Lvl. 2 - Ferropathy - While maintained, you gain an awareness of metals within 10' of you and their movements.
Society & Guild Requirements, Limitations, and Benefits
Brotherhood
Selfsworn
Warrior's Pilgrimage
Warrior's Arms
Warrior's Technique - Water - Drunken Fist - The art of fighting through mimicry of inebriation, using feigned unbalance and extremely fluid movements to fool, disorient, and surprise your opponents.
Lvl 1. Though practice you greatly enhance your balance, allowing you to more easily maintain it even when you appear to be on the verge of teetering over.
Lvl 2. If you do fall, you can either immediately go into a roll to your feet or land in a precisely aim your where and how you land.
Lvl 3. You learn to use and distort your body in ways that make you virtually double jointed.
Lvl 4. Your balance allows you to launch striking attacks precisely while your back is to your opponent, either by bending backwards and lashing out with an arm or leaning forward and lashing out with a kick.
Lvl 5. While on the ground you can go into a roll and spring out of it into a flying mule kick.
Lvl 6. You gain an intuitive understanding of fluid dynamics, any liquids you spray or throw either tightly spiral or spread out as you wish. Liquids also hit with extra strength.
Lvl 7. While in close combat with an opponent, you can latch onto a limb or joint and then seem to pass out, dropping to the floor like a dead weight and throwing your foe with great strength in a random direction.
Lvl 8. You become so pliant and flexible that blunt attacks against you are reduced in their effective strength by one level.
Lvl 9. Any loose items around you are available at a moment's notice to deflect ranged attacks or effect impromptu ranged attacks of your own. Any items are thrown with such intuitive technique that they act as though crafted for the task.
Lvl 10. Your sloppy seaming attacks lull your opponents into a false sense of security and their unpredictability only further the issue. Your attacks are extremely difficult to block or deflect effectively.
Battle Posts = 27
PETS
ITEMS
WEAPONS
Magical
Mundane
Calabash - A, 1' long, 6" in diameter, container made of nevermelt ice carved into the shape of gourd canteen. An 8' foot long chain of nevermelt ice with both ends attached to it. This allows for it to be like a slungshot with 4' reach. Can hold close to a gallon of a liquid and is currently filled with 11 drinks of vodka.
ARMOR
Magical
Mundane
NON-WEAPON/ARMOR ITEMS
Magical
The Lost Banner - A tattered cloak made from a black ship's flag attached to a pair of tasseled epaulets with The Black Tom, a symbol in the shape of a jakari-eared skull, marked boldly on its fluttering back. This is the long-lost banner of the Admiral of the Black, the now-defunct title of the ruler of the Kurrs and all waves east of Bon Vivant.
1. Charisma Boost
2. Symbol alters to the personal mark of the bearer. The Black Tom has shifted into a wide skull with large eye orbits and two bottles above it pouring a stream of liquids through the skull's open mouth and out its bottom.
3. Scour the world and plunder its riches, and always remember: The Black will have its cut.
Ghostly Bumboo - A flask of the potent booze favored passed around in the celebration after the dead were finally put down, this bumboo has gained mystic powers as a result of that night. When drunk this concoction will wash away all negative effects, from hostile magic to snake toxin, from the drinker. Refills at the end of encounter.
Amulet of Tides - A silver and sapphire pendant hung from a silver chain, made in the shape of a rolling wave. Enhances the wearers control over water. Doubles the amount of water controllable by spells like Flow and causes small bodies of water to part on command.
TWO A Good Night's Sleep - A shaggy looking bear pelt, tingling with dark, water and spirit magics. One ever a person may choose to sleep under the pelt for one night or more, when they awake they will be refreshed and have gained a new power. BOTH USED
Mundane
Normal Backpack
- A blanket
- A few spare changes of clothing
- Jerky and Bread
- What Happens In Tresidas, Collapses In Tresidas - You gain a spell based on your exploits within the mine. The spell is level 1 and unarted.
LOOT
Eldritch Chitin - The carapace of the spider legs of the Chimera. Contains potent creation magic. Can be forged into magical armor. Modifier 4.
A small bottle of deep blue perfume
"Mental Seduction."
The scents of bergamot, tangerine, and superiority
While worn grant every spell, in addition to its normal effect, a Charisma Effect. Effect lasts til end of the encounter. 12 uses worth.
Currency
50 gold
Come on and check it out. You know you want to.
If it's a quest (hopefully!), sign me up!
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 - Sari
Race - Human
Age - 17
Affiliations - Warriors
Appearance & Apparel- A colorful blouse, the colors random yet beautiful. White sandals, open-toed.
Personality & Background- Her parents died after her birth. Sari is the youngest of 3 children. Her older brother left when she was young. She never met her other brother but she considers herself an only child, deservedly so. She escaped foster care when she was 12.
Accomplishments-
Completed Tresidas Quest
Completed Tresidas bounty
Skills/Weaknesses-
Warrior's Techniques-
Spirit - Severing Hand - A fighting style that uses precisely aimed blows to obstruct or disable your opponent's ability channel and interact with magics and the metaphysical. All effects last 4 posts.
Lvl 1. By landing a precise blow to the hand, you can inhibit their flow of magics and cut them off from casting level 1 spells.
UNTOUCHABLE - Hit and move, hit and move, this is the way the untouchable warrior. Never give them a chance to hit you. Keep moving, dazzle them, fool them, then move in quick and catch them unprepared. Equally handy for armed and unarmed fighters.
Lvl 1. Your physical control is heightened, preventing you from ever losing your balance in all but the most extreme of situations.
Required Battle Posts: 25
Weapons-
Sari's Scimitar-
A) Steel
B) Ruby Imbued
C) Blood red gem (Glows when hostility is directed at her)
- The blade could become insubstantial so long as as Sari remained moving, allowing her to more easily dodge attacks without worrying about the positioning of her weapon. It could also, thrice per encounter, become as hard as dragonbone and vibrate audibly. This hardening and vibration would allow the blade to parry most physical attacks, casting them to one side or another.
Chain Whip (Corin's Alloy) - The chain whip was a weapon comprised of a several short piece of metal, connected with links. The final link in the chain was slightly longer than the others and sharpened at both ends.
Kusargami (Nevermelt Ice) - a single-handed scythe connected to a short handle by a two-three foot length of chain. So long as the blade is not illuminated by magical light, it's exact dimensions become almost impossible to judge. This makes the blade more difficult to parry or narrowly dodge.
Aegis Staff - A staff made of gnarled but polished oak, stripped clean of bark and about six feet long. At the top, ensnared in branches, is a smooth black crystal sphere pulsing with red energy. Powers unknown. Aegis set.
Non-Weapon Items-
Odds Maker
Glassworks (Earrings)
Crystal fragments (Light)
Spells-
Gold- 275
[BP] 42
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 - Tecuixin (TE-quee-sheen)
Race - Ogofta (Nzumbe)
Age - 40
Height - 6'12"
Appearance and Apparel - Tecuixin is a picture of Ogoftan fitness, lithe and tanned to a near olive complexion. He is thinner than the majority of Ogoftans, his legs slightly more muscled than the rest of his body. His black hair is kept short and twisted into a number of small bunches at the back of his head, safe for the straight fringe at the front, almost coming down to meet his grey eyes. His manner of attire is probably the most startling thing about him, however. His pants and boots are simple brown leather, culled from some creature or other. His torso is covered in an off white armour that appears to be made of numerous layers of padded cotton, leaving his arms bare. Finally, draped over his shoulders and often pulled over the top of his head is a shocking cloak. It is the hide of a massive alligator, head included. It hangs around him as if it belongs their, even the head, with the lower jaw removed but the teeth in the upper jaw still intact, falls to meet his fringe perfectly.
Background - Etalpalli the Alligator was a contented hunter in the home of the Ogofta. He hunted by the river with his life's companion, a great alligator of unbelievable size. While many Ogofta had companions that could only be considered pygmies, Etalpalli was blessed to have a mighty beast by his side. This was what killed them both however. One day while out on a hunt he became temporarily separated from his companion... and that was the poachers struck. Driving a spear right through the throat of the mighty alligator, the pain of the attack ripped through Etalpalli. As his life long partner was subdued and skinned, Etalpalli felt its pain and was destroyed by it. To hear Tecuixin tell it, Etalpalli died that day and he found himself left behind.
Tecuixin awoke to a dull aching pain and an utter certainty of what he had to do. He lifted Etalpalli's weapon and set off through the jungle, tracking down the movements of the alligator and his slayers. He found the trio of poachers still in the process of carving up the alligator and set upon them with a deadly precision that they were utterly unprepared for. It was some time before Tecuixin could bring himself to leave the jungle, having taken the skin of the alligator and chosen a name for himself to honour the deceased.
Affiliation -
Skills and Abilities
Legacy of Etalpalli - Etalpalli the Alligator was naturally Strong, a skilled tracker and gifted runner. Tecuixin retains these gifts, applying to them to his new duty.
My Life, My Duty - Ever since the death of Etal, Tecuixin has found himself committed to honouring the deceased. Be they in need of vengeance, redemption or merely understanding. As he becomes more in tune with his spirit his ability to provide for the departed will naturally increase.
Level 1 - To be determined.
Spells and Magics
Body
1 - Strengthen - Magically enhance your body's musculature, enhancing your physical strength by a level. Can only have one instance of this effect placed on your body at once or the distortion caused will be damaging when moving.
Spirit
1 - Divine - Sense if any spirits are in the area and their general mood.
Weapons
Rasgar - A weapon consisting of 4' flattened wooden club, embedded with rows of razor sharp obsidian teeth along the narrow ends and wielded like a sword.
Armour
Cotton Armour - Tecuixin's armour covers his torso and consists of several layers of thick cotton soaked in brine and then dried in the sun. It has a slightly glittery appearance in some light.
Strength of Salt - The bulk of Tecuixin's armour is filled with salt crystals, this gives it a surprising level of durability. The armour is effectively leather strength to blunt attacks and iron strength to attempts to pierce of slash through the armour.
Non-Weapon Items
Waterskin - Keeps about a liter of fresh water.
Currency
120 Gold
Name: Hakori
Sex: Male
Race: Jakari
Age/Height/Weight: 28/5'12/185 lbs
Affiliations: Warrior
Freinds None
Aquaintences None
Frenemies Dogs
Enemies Cats
Accomplishments
1.
Appearance
Lithe, muscular build with skin the color of night, covered with almost imperceptible black hair and sightly pointed ears. Mostly human looking but with the diamond yellow eyes of a feline.
Background
Checkered
Personality
Gruff but endearing. I'm the kitty everyone loves to hate.
Skills/Attributes
UNTOUCHABLE - Hit and move, hit and move, this is the way the untouchable warrior. Never give them a chance to hit you. Keep moving, dazzle them, fool them, then move in quick and catch them unprepared. Equally handy for armed and unarmed fighters.
Required Battle Posts: 25
Lvl 2. If you should fall, you land on your feet, and if that isn't possible, you immediately roll to your feet.
Required Battle Posts: 55
Lvl 3. Your learn to step lightly and quickly, your footfalls making no noise.
Required Battle Posts: 90
Lvl 4. You learn you to bob and sway, feint and juke outside of range in a dance that can mesmerize and daze your opponent. This effect weakens over time.
Required Battle Posts: 130
Lvl 5. You learn to move with your opponents blows, lessening the force of their impact and effectively reducing their strength by a level.
Required Battle Posts: 175
Lvl 6. Your acrobatic ability and light steps allows you to perform short wall runs, both horizontally and vertically, or run on water or alike, for several steps.
Required Battle Posts: 225
Lvl 7. You can chain together wall runs or brief contact with surfaces to bound from surface to parallel/perpendicular surface.
Required Battle Posts: 280
Lvl 8. You learn to focus your attacks on your opponents joints and ligaments. Every time you land an attack on a specific joint it makes movement of that joint slower and more painful.
Required Battle Posts: 340
Lvl 9. By focusing all your concentration on it, you are able to enter a zen state of enhanced speed and agility in which you are able to dodge any and all attacks thrown at you and shrug off any magics that would directly harm or distract you. If you attempt to do anything other than dodge during a post you are using this effect, such as attack, your focus will shatter and you will become dazed and lose Untouchable for the rest of the encounter. Can only be done for three posts at a time and only twice per encounter.
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
Light - Manipulative Tactics - Deceive your opponents with your every move, keeping them guessing.
Lvl 1. Learn to move blend into crowds without drawing attention, helping you to flee or approach your opponent unnoticed.
Lvl 3. Learn to catch the light with any reflective weapons or armor you have to compromise your opponent's vision.
Lvl 4. You learn how to move in such a way to convince your opponent you are wearier or more injured than your truly are, feigning weakness to get them to drop their guard.
Lvl 5. Your movements are so alien to other's eyes that any abilities or effects that require reading your movements or expressions no longer work on you.
Lvl 6. Learn to move deceptively, causing your enemy's aim to lose any real precision.
Lvl 7. Learn to perform very effective feints, tricking the enemy into reacting to an attack that is not really coming.
Lvl 8. You learn to chain a pair of attacks so that the second is masked by the first and more likely to hit if the first is dodged or blocked in a certain way.
Lvl 9. Learn to catch and focus light with any reflective weapons or armor you have with such precision the that you temporarily flare an opponent's blind spot and seem to disappear from view. This only works on one target at a time and diminishes as the item is moved.
Lvl 10. Fighting against you is an exercise in frustration. You learn to layer feints and jukes on top of each other. You may add a second feint to any attack and your foes are automatically dazed when fighting you.
Weapons
Blood Letters - A pair of custom made steel bracers wrapped in black leather with 12" corin's alloy hidden blades. The blades extend using hydraulics with the force of a very strong punch. Once extended the blades may be retracted by pulling a hidden lever which re-pressurizes the hydraulics.
Magical Items Worn
Items
Void Pack - A leather pack with limitless storage.
Black, Leather Armor with silver etching (worn)
Black Leather Boots
Battle Posts:20
Gold
275
WUB Sharuum the Hegemon, the Destroyer of Darksteel
BGW Teneb, the Harvester, my Pimped Out Reanimator
GUB The Mimeoplasm Ooze-Mill
GWU Rafiq the Exalted
Thanks! I did it all myself with absolutly NO help from Trabant
WUB Sharuum the Hegemon, the Destroyer of Darksteel
BGW Teneb, the Harvester, my Pimped Out Reanimator
GUB The Mimeoplasm Ooze-Mill
GWU Rafiq the Exalted
Name – Mazeyrn Parratide
Nickname - Mayz
Race - Atarin
Age - 24
Height – 5’8”
Affiliations - Mage (Water/Dark)
Friends – He counts any animal lover as a friend, until proven otherwise
Acquaintances -
Frenemies -
Enemies - All other, non Parratide, Atarin and anyone who is cruel to animals.
Appearance & Apparel
Skin the blue color of artic ice and hair so deep a green most would mistake it for black. His hair hangs past his shoulders in hundreds of flattened braids and resembles wide leather straps. The eyes, a set of icy pools that can un-nerve the strongest men and charm the most experienced women.
I thin, pearl white scar runs from the base of his left jaw down into his neckline.
Personality
Quiet and mysterious but not afraid to speak his mind. Uncommonly blunt, when he does speak he tends to be thought rude due to his not liking to fence speech.
Background
At a young age, Mazeym split his time training animals and shadowing Beryl, a master swordsmith and bodyguard to a Betatide lord. By the age of 20 he found himself in the middle of an assassination attempt on the lord Beryl was protecting. He managed to help slay the attackers but not before Beryl and the Betatide merchant were murdered and himself sliced from chin to hip. Covered in blood and no way to explain what happened he fled his home, becoming Parratide and hunted. He spent the last 4 years learning a new skill; magic. His skill with a blade and faithful companion Amynd have allowed him to make a decent living while avoiding his kin.
Requirements/Limitations
Forsake Steel - Because most metals create an electromagnetic field that, through prolonged direct exposure, interferes and with a person's ability to sense and draw on magics, leaving them incapable of fueling spells level 8 and higher, mages are forbade from using metallic weapons and armor, save for certain items, like mage daggers, that are made from special alloys that do not have this effect. However, mages with the Electromagnetism LSS can carry metallic weapons so long as they are no more than 1' in diameter, as this natural ability cancels out the field put off by smaller metallic objects.
Skills
VINTERHEART BEAR - A polar bear cub with pale blue eyes. Will grow into a huge, faithful ally. Starts 4" tall to the shoulder and 9" long
Lvl 1. The bear is immune to extreme cold, heat and most extreme climates. (1'1" tall, 2'1' long)
Lvl 2. The bear gains a passive Scent effect. (1'10" tall, 3'5" long)
(2'7" tall, 4'9" long)
Lvl 4. The bear's roar unleashes a gust effect combined with numbing cold and a light flurry of snowflakes. (3'4" tall, 6'1" long)
Lvl 5. The bear can shake its fur as if drying off, obscuring you and it in heavy flurry of large snowflakes 20' in diameter. (4'1" tall, 7'5" long)
Lvl 6. The bear develops a passive glacial path ability. (4'10" tall, 8'9" long)
Lvl 7. The bear can draw the air around it in and freeze it, forming icy armor over itself and its rider. (5'9" tall, 10' long)
Lvl 8. The bear's scent effect is magnified exponentially, allowing it to track almost anyone it remember by smell and determine emotions by smell. It also gains the ability to smell one other thing decided by the player (eg, rare herbs, mages, embalming fluid. WM approval required)
Lvl 9. The bear can take a potion or poison onto its mouth and hold it there briefly, riming its teeth with the stuff before it spits it out. Its bite and gust breath gain an effect based on the last fluid it did this with.
Lvl 10. The bear's flurry shake ability creates a much larger cloud of snow that reaches out 50' and refracts and bends the light, disorienting and confusing though caught within it.
Spells
Level 1
(Water) 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.
(Dark) Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows.
Level 2
(Water) Shards - Draw the water from the air around you and freeze it to form a trio of ice shards that can be thrown like blades
Weapons
Mage Blade - A kujang dagger with a silver blade and smooth coral hilt. Can generate ice around its teardrop blade to turn itself into an ice-sword.
Non-Weapon Items
Lutharin Crystal Amulet – Black leather thong with a medium sized Sapphire setting and ringed in Onyx
Black, sharkskin hooded cloak etched with non-magical deep blue runes and matching boots, pants and vest
Deep blue sharkskin belt with 4 medium black pouches
Pets
Amynd – Polar Bear cub with a silver coat and startlingly intelligent blue eyes. She stands at 4" tall to the shoulder and 9" long.
Pet Abilities
See Level Starting Skills
Gold
15
WUB Sharuum the Hegemon, the Destroyer of Darksteel
BGW Teneb, the Harvester, my Pimped Out Reanimator
GUB The Mimeoplasm Ooze-Mill
GWU Rafiq the Exalted
Race: Half-Elf
Age: 26
Gender: Female
Height/Weight: 5'7", 118 lbs
Appearance: Consider the rose. What is it that makes a rose preeminent above all other flowers, that makes a man rejoice in his heart when he leans down to greet it? Surely it is not the beauty of the flower alone, for though a rose has great charm, it is neither the most vibrant nor the most delicate. Nor can it be its pleasant scent, for that beguiling odor is yet surpassed by the fragrances of other blossoms. Even a rose's thorns cannot provide the answer, for no man loves entirely for the pain it may inflict. The answer indeed must be in their subtle combination; though no element stands on its own, it is the rose's unique privilege to have all the favored qualities in perfect moderation.
So too it is for Astrid. There are women with more pleasant faces or prettier smiles, yet hers is a countenance in which a man could lose himself. There are women with fairer hair, with fuller curves or brighter eyes, but no man has ever wanted more than at the sight of her. Astrid stands above all other women not because she is perfect, but because she is the perfect combination of imperfections.
Apparel: Typically a light, gauzy dress of light blue silk, armless and backless, which though far from form-fitting does nothing to conceal her abundant graces. This outfit sometimes changes, for which see Skills.
Background: Astrid is a child of two worlds. The Valentine family is an old Sylvanite family, if much decayed, but the unfortunate circumstances of her birth made it impossible for her to ever truly belong among its ranks. She was raised by her human mother, herself somewhat of a black sheep; her father, though obviously a man of the woods, remains mysterious even to her.
Skills
Spells
Weapons
Other Items
Gold: 120 Gold
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
Name - Thrace Cranford
Race - Human
Age - 26
Affiliations - Invoker (Mage/Bard)
Height - 5'10"
Weight - 175 lbs
Achievements
1.
2.
3.
4.
Friends:
Aquaintences:
Frenemies:
Enemies:
Appearance & Apparel
Thrace is completely ordinary looking, his features are neither handsome, nor ugly. The same is true with his body, he is neither muscular nor feeble. He is the epitome of average and no one would look at him twice if they didn't know who he was. And yet when he speaks people feel compelled to listen.
Background
When Thrace was a mere boy of seventeen he was on a hunting trip, attempting to provide for his family during the long winter. While he was out he met a man named Quogat Keebansen. They hunted together and then traveled back to his home to spend the winter. When they arrived, young Thrace went out to meet his family, only to find a group of brigands had murdered them and had taken up quarters in his home. Enraged the young man attacked without thinking and was captured. The brigands cut out his tongue and tied him up once they grew tired of his furious ravings. Quogat had wisely hidden and waited for nightfall. When Quogat struck he moved through the house in a deadly dance of beauty and violence, every brigand was struck down before they realized what was even happening. Before Keebansen and Thrace parted ways the mysterious warrior gifted an enchanted artifact to the young man, a silver tongue that replaced his old one. Thrace was overcome with gratitude and wrote out the tale, telling it to anyone who would listen. From that day forth Thrace devoted his life to telling the stories of other great figures in the history of Bakara, whether they be forces for good or evil. He found that he had the power to increase the fame of those he wrote about and so he continued to do so for those he considered worthy.
Personality
Thrace is the kind of person who can get along with almost anyone. He is easygoing and intelligent, but he prefers to let others do the decision making, while he takes note of their every move. Thrace is well aware of his ability to make other people famous and he loves the perks of being a well known writer. When he does speak out, people tend to listen.
Skills/Bonuses
Teller of Conquests and Failures - Thrace has joined the bards guild and has become trained in spoken word.
Chronicler of Heroes and Vagabonds - When Thrace writes a performance piece it always focuses on the acts of another person instead of his own. The person who is the focus of his piece receives one additional point towards any leveling of their repute based LSS.
Shadow of the Mighty - Thace has spent so much time in the background that he has become a part of it. Unless he is openly threatening, his enemies are much more likely to attack someone other than him.
Dual Magery- Shine a Positive Light on the Situation (Beacon/Charisma) -Create a small floating orb of light, bound with psychic energy. Light can shine from the orb in any one direction at a time, carrying with it a field of mental influence.
Lvl 1. Shine the light on a person or object to illuminate them and make them appear more physically appealing, smoothing off rough patches and blemishes.
Lvl 2. Shine the light on a person or item to make them more desirable, more attention being drawn to their positive characteristics.
Lvl 4. You may now shine the light over a wider area, targeting multiple people or a broad area.
Lvl 5. Shine the light to dispell any illusions and highlight inconsistencies in texture and material.
Lvl 6. Shine the light into a target's eyes, causing them to lose track of their mental processes for a moment. This causes them to drop any actively maintained spells they have and makes them less likely to continue with a planned attack.
Lvl 7. Once per encounter you may detonate the positive light source, creating a 50' field of sparkling light that makes everything and everyone within it appear shiny. For the next 5 posts all thoughts of hostility are banished from people's minds. You may not resummon the light for 7 posts.
Lvl 8. Shine the light on a person, object or area to make it appear as a perfect version of itself. Areas seem completely safe, people seem charming and unbeatable, objects appear rare magical and indestructible. This appearance grants temporary powers to the target, based on how they are perceived.
Lvl 9. Shine the light into a target's eyes, causing them to lose their train of thought and implanting a strong suggestion of your own. The degree to which this suggestion is followed depends on the factors you would expect.
Lvl 10. You learn to shine a negative light on things. You may level Positive Light again with new spells in either Light or Mind, unlocking a negative version of each ability.
Performance Pieces
Witty Maxim - Starter - A short and amusing bit of speech that, while making no actual sense, is phrased and intoned precisely to seem logical and impressive. Creates a charisma effect that lasts for the rest of the encounter.
Guild/Society Bonuses
Superstar - Each month the Bard will receive gifts of gold based on the number and variety of their public performance and, just as if not more importantly, the quality of their interactions with the public. These offerings will be left for you in the care of the local guildhouse. Undergarments will not be accepted.
Harmony - You can accompany other Bard's performance pieces so long your accompaniment is of a different type than any other accompaniment (unless otherwise noted). If you are skilled in two types that can be done simultaneously, you can accompany yourself. Accompaniments are a reaction to the primary song and do not have to be composed ahead of time.
One Song, Glory - After each major encounter (quests, bounties level 3 or higher, some jobs) Bard will gain as part of their reward the ability to compose a new Performance Piece, based off their experiences in the encounter, in one of their trained performance types. This piece's general type of effect is determined by the type and its precise effects are determined by the events of the encounter and your actions during those events. (This will be entirely designed by the WM who ran the encounter.) The strength of the effect is determined by the scope of the encounter, your participation in it, and the your skill as a composer (the larger your repertoire, the stronger we are likely to make the effect.). You do not have have to create a Performance Piece this way each encounter. Each time you choose to do so, it comes at the cost of looting last and receiving less gold/loot points. This penalty starts at 30% but is reduced by 3% each time you create a song until it hits the mimum 5%.
(Current Penalty: 30%)
Archmage - Mages are allowed to buy and cast level 8, 9, and 10 spells.
Guild/Society Requirements/Limitations
Forsake Steel - Because most metals create an electromagnetic field that, through prolonged direct exposure, interferes and with a person's ability to sense and draw on magics, leaving them incapable of fueling spells level 8 and higher, mages are forbade from using metallic weapons and armor, save for certain items, like mage daggers, that are made from special alloys that do not have this effect. However, mages with the Electromagnetism LSS can carry metallic weapons so long as they are no more than 1' in diameter, as this natural ability cancels out the field put off by smaller metallic objects.
Public Eye - Your face is more well known and recognizable, so be careful.
Morals Clause - The bards rely on the goodwill and faith of their audiences, and as such cannot afford to have their names dragged through the mud. If you insist on illicit activity, it cannot be against the general public or use your performance pieces.
Spells
Level 1
Beacon - Create a bright ball of floating light that soars high into the air and hangs there stationary until the end of the encounter or until you will it to vanish. Does not require maintaining.
Charisma - A target you cast this on will find you more charming and impressive than normal.
Level 2
Blind - Scatter the light before a target's eyes, momentarily blinding them.
Jibe - The target will take offense at what they are hearing.
Level 3
Skepticism - The target will experience a surge of disbelief at what they are hearing.
Magical Items in Use
The Silver Tongue - Augments Thrace's voice to become more charismatic strengthening positive effects on his allies.
>Thumogenic - Mind -When used, the instrument grants a limited form of telepathy allows you to perform spoken pieces (primarily or as accompaniment) without requiring use of your mouth, the words echoing directly into a target's mind. This allows you to perform spoken pieces without being noticed or when your mouth is otherwise occupied. You cannot be accompanied by other bards if you use this for your primary performance as they cannot hear what they are accompanying.
Oculus Enigma - An ivory cane, about three-and-a-half feet long, topped with a large but relatively subtle clear crystal sphere. Has four buttons along the top portion, of a similar ivory.
> If a light spell is cast through the cane while Thrace is telling a story, the crystal can project figures like holograms into the world, illustrating in detail the stories Thrace is unfolding. The size and complexity of the projection increases as the level of light spell increases; level one is a handful of smaller than life-size figures, but at [whatever the highest level Thrace could attain] the projection is more engrossing, throwing out a vision of the entire world in its complexity. This gives Thrace a unique accompaniment effect to his performance pieces, varying depending on the level of spell and the piece.
> Once ever, Thrace may smash the cane head first into the ground, crushing its essential crystal. What happens next, who can say?
Weapons
Opponent of Sanity - A steel rapier dagger with a silver guard and navy silk wrapped hilt. Parrying a weapon with this dagger instills a subtle suggestion in that weapon's wielder's mind that the weapon is useless. The more you parry any given weapon, the strong the compulsion to stop using it and switch to another weapon or fight unarmed.
Non-Weapon Items
Void Pack Leather pack with a limited opening but unlimited storage.
Torches
Flint & Steel
Leather Armor - Form fitting plain leather armor.
Currency
115
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Positive Light - Create a small floating orb of light, bound with psychic energy. Light can shine from the orb in any one direction at a time, carrying with it a field of mental influence.
Lvl 1. Shine the light on a person or object to illuminate them and make them appear more physically appealing, smoothing off rough patches and blemishes.
The rest is in the guide.
Stats & Information
Race - Elf/Dryad
Age - 21
Height & Weight - 6' & 166 lbs
Strength - Average
Affiliations - None
Appearance/Apparel - Saol is relatively tall, thin and has a very handsome face, his pointed ears being a major feature that seem to fit its angular nature perfectly. His eyes are a dark hazel that faintly glows. Being part Dryad, he has a short pair of antlers, similar in size and shape of a muntjac or barking deer's, on the sides of his head. He combs his shoulder length hair of varying shades of beautiful greens, back and between these antlers. He wears cotton shirts and pants of varying shades of brown.
Personality/Background - One day in Greevan, a handsome male Dryad swung through town. There he met an Elf woman and they fell in love. Some time later, Saol was born and soon his father felt the taste of wanderlust again. Luckily he was a good man and left Saol's mother enough gold to never need to worry about living with young child on her own. Saol grew up raised by his loving mother, an Elf that had a knack for helping plants and animals grow and live. She passed down this knowledge to Saol. She also taught Saol about what his father was an expert in, the magics that could alter a person's own body. Saol is generally a nice guy to be around and tries to avoid getting on people's bad sides. He doesn't enjoy killing and doesn't eat meat unless absolutely necessary for survival. He also has a tendency to fall head over heels for any woman with a good personality and decent looks.
Strengths & Weaknesses
Special Abilities & Personal Faults
Forest's Blood - Saol's Dryadic father gave him many gifts through his birth, that although aren't quite as strong due to his Elven mother's blood, still have an effect on him. Although he's not absolutely immune to suffering illness and disease, Saol is resistant to becoming unhealthy. Due to his heritage, Saol is very handsome, giving him a natural charisma effect on most people.
Dualmagery
Fionnachrith - Center & Raise Cultivorian - Draw from the very center of your body a spider formed from the stray bone, cartilage and flesh within your form. This spider bursts out from your skin, ready for action.
Lvl. 1 - The spider is 6 inches long, has a painful bite and can scuttle along any surface, from solid stone to running water.
Lvl. 2 - The spider's legs can stretch and twist, becoming sinewy tendrils that allow it to wrap around a target. The sinews are strong but a good yank causes them to dislodge with a wet snapping sound.
Lvl. 3 - Your spider summons are made of your flesh and blood and cannot be dispelled by enchantments or spells designed to do so. They have to be killed.
Lvl. 4 - The spider's boney mandibles now drip with a hallucinogenic venom, bites cause the victims to experience visually distracting hallucinations of random colours and shape.
Lvl. 5 - The spider you summon can now be two foot across, at the cost of only having one summoned at a time. Limited resources and all that.
Lvl. 6 - Choose an organ. You may now summon a version of the spider which uses that organ as its morbid center, gaining a unique ability based on the choice. The act of summoning it literally rips that organ from inside you, triggering a rapid regrowth of the organ but leaving you vulnerable to a degree dependent on the organ.
Lvl. 7 - Through greater efficiency of magics you may now summon two of the two foot across version of your spiders.
Lvl. 8 - The hallucinogen on the spider's mandibles increases in potency, now triggering auditory hallucinations, and adding a sense of paranoia and vertigo. Victims tend to see and hear things that make them want to run and hide.
Lvl. 9 - You learn to add summoned flesh and plant-life into your spider, allowing you to summon a spider with the same mass as you, formed from flesh, bones and cartilage as well as leaves, branches and moss. You may have only one spider the same size as you active at once.
Lvl. 10 - Choose a body system or process. You may now summon a version of the spider which is formed with that system at its core. You will undoubtedly be rendered unconscious as your body tries to regenerate from the fatal trauma inflicted upon it. The spider will have incredibly impressive powers based on the chosen system (ie. nervous, endocrine, digestive) and will defend you with fierce loyalty and human intelligence.
SPELLS
BODY
Lvl. 1 - Center - Passive. Your body's mass shifts itself to alter your center of gravity, allowing you to keep your balance in most situations.Lvl. 2 - Unhinge - Make yourself double-jointed.
PLANT
Lvl. 1 - Raise Cultivorian - Summon from the earth a mouse-sized, spider-shaped plant creature with tendrils for legs, thorns for mandibles and a nut for a body.Lvl. 2 - Razorleaves - Summon from your hand a trio of razor sharp leaves usable as throwing weapons.
Lvl. 3 - Harden - Thicken and toughen your skin into a leathery armor.
Lvl. 3 - Sapling - Cause a slender and flexible sapling to erupt from the ground before you, as tall as you are. Can be plucked from the ground and used as a staff weapon.
Lvl. 4 - Heal - By touch, accelerate a target's healing processes within a body part. Instantly heals bleeding and minor cuts. Will close more serious gashes over the next few posts. Will heal in a day what would normally take weeks. Once cast will keep healing that injury until done without requiring maintaining.
Lvl. 4 - Heartwood Hatchets - Summon to your hands a pair of ironwood hatchets. Grow will allow you to enlarge these to fire-axe or battleaxe size, even after being thrown.
Lvl. 5 - Leap - Augment the musculature of your legs to give yourself the ability to jump superhuman heights and distances.
Lvl. 5 - Raise Plant Aspect - Summon a cat-sized spider with thorn mandibles and twig-legs. It can rapidly spin a sticky sap webbing.
Lvl. 6 - Osmose - Transform the magics composing a summoned creature you control into body magics, then absorb them into yourself. Your form alters in a way unique to the summoning for as long as this spell is maintained.
Lvl. 6 - Raise Forestguard - Summon from the earth a humanoid plant creature with hair of leaves and skin of birch bark. Hardened amber clings to it like plate armor and from its arm, elongated and bent, in the semblance of a hand holding a sword.
Lvl. 7 - Titan - Double a target's size for as long as this spell is maintained. Includes apparel and items because it just does.
Lvl. 7 - Raise Heartwood - Summon out of the earth a custom mobile plant creature, no larger than a bear. Must be mod approved.
Lvl. 8 - Bounce - Target's flesh becomes extremely resilient and flexible, making them extremely bouncy and rubbery as well as resistant to blunt force damage.
Lvl. 8 - Raise Thornrippers - Summon out of the earth a half dozen lupine-like plant creatures with musculature of vines, fringes of moss fur, and thorns for claws, fangs and and forming a ridge along its back.
Lvl. 9 - Fission - Cause your body's mass to rapidly double and then split, creating an identical copy of yourself. This copy is clothed and armed with leather and bone copies of your own equipment. You and this copy share a mind and any use of spells or abilities by the copy count towards limits as your own.
Lvl. 9 - Raise Oakenfist - Summon out of the earth a 12' tall treefolk with two massive branch arms and root feet.
Lvl. 10 - Remake - Transform your flesh into a living version of any solid material your hand is touching.
Lvl. 10 - Raise Plant Avatar - Summon from the earth a powerful plant creature in the form of an 8' tall antlered centaur, made of vines, bark, branches, leaves and thorns. It can rearrange its component parts to shapeshift itself into plant versions of mundane wild animals.
Society & Guild Requirements, Limitations, and Benefits
PETS
Omni - A huge gorion the size of a terrier. Its carapace is hard as stone and has a tiger stripe coloration. Its eyes and venomous mandibles resemble emerald, as do its wings which allow it to glide. A friendly little bugger, but when its threatened it temporarily grows to the size of a wolf and sprouts spikes. He likes to eat garnets, emeralds, and bloodstones.
ITEMS
WEAPONS
Magical
Diúgaire - A dark wooden club, slightly spiked on one side, its handle capped with a rounded tiger-eye. The club can turn into a leech of equal size which can either drain blood or toxins from a target, causing harm or healing illness.
>Testing for Milo
Jade Longsword - Can create a duplicate of itself out of stone, with half-strength versions of any enchantments placed upon it. Can only have one at any given time. Modifier 3.
Mundane
Whak - A 3'6" long ironwood shillelagh.
ARMOR
Magical
Mundane
Leather Breastplate
Leather Vambraces
Leather Greaves
NON-WEAPON/ARMOR ITEMS
Magical
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. Grants the skill "Touch of Moonlight."
Touch of Moonlight - The world may be a messed up, ****ed 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.
Spell-bomb Jar - A large cumbersome potion in a fragile glass jar, unlikely to be carried around for long without breaking accidentally. A pinch of crystal dust turns this potion into a spell-bomb. When broken a spell-bomb floods the area with energy of the chosen art, mixed with all sort of other elements, the result is that standard spells and magical effects using that art are destroyed and block for three posts. (Must be used on the first quest or task it is physically taken on.)
Deathly Ichor - A nauseating potion that can be applied to weapons or slipped into food. Bypasses resistances and immunities somehow. (2 uses.)
Grounding Rig - Wire and lead augmented boots and belt. Used to channel any harmful electricity that your body comes into contact with into the ground, protecting you. Requires no battery.
Mundane
Normal Backpack
- Multiple days worth of turnips, potatoes, and beets
- 5 Changes in Clothing & a Comb
- Other simple sundries not worth listing
Currency
196 gold
Come on and check it out. You know you want to.
Stats & Facts
Name: Levana
Titles/Aliases/Nicknames: Levana le Fay
Sex: Female
Race: Human/Fey (½-Wild Fey)
Age/Height/Weight: Pernicious (ageless adult) /5'9"/105 lbs.
Appearance: A Dark woman. Dusky hair enfolds her head as if it were a death shroud, tenebrae tresses manifesting like pure darkness, and caressingly falling to her waist; teased into a coiffure of regality and a single Sylvan-style plait of sheer silky magnificence. Of an age that is impossible to place; she at times appears old enough to be your mother, other times appearing maidenly enough to be a youthful crush, the effect is quite unnerving. She is a sprite, an apparition appearing human but with a presence that is unsettlingly real. Ghostly pale, and eerily surreptitious. Eyes that are a band of liquid jealousy, green and clear as crystalline glass; elegant hands with long spindly fingers naturally sharp-nailed. Levana smells faintly of burnished oils, a more pronounced fragrance of anise, and a spike of crushed Faëblossom, and the scent of a jealous lover.
Apparel: Bedraped from head to foot in black finery. A tremendous gown, with a torso hugging, strapless velvet bodice, her shoulders are wrapped in a shimmering silvery drape with the fluidity of flowing water where it sits atop her bosom; intertwined on her left shoulder with the pelt and mane of an aslanyr. A giant circular silver belt buckle is nestled at her pelvis, its surface etched with tiny faces of faeries hidden in the foliage and underbrush. Her hips are ensnared by a pastel purple sash embroidered with a number indecipherable runes, it falls all down to her feet and runs around her back to cinch back into her belt buckle. The gowns train is completely sheer, a mass of pleated folds that when moved reveal her legs underneath. Black laced sandals, open-toed and free, golden charms run up and down the thong and clasp at her ankle.
Background: The girl known as Daria is a former house slave of the Seelíe Court. Fathered by a human man on a minor fey, he was either an adventuresome fool, or a passing mage of tremendous irresponsibility, or both. Whatever the case, he saw fit to abandon his family and the newly pregnant mother of his child. Left at the mercy of the royal court, Daria grew up confined in their service. Watching her mother slowly waste away from overwork and neglect. There is little and less known about her life after her mother passed away. However, upon discovering a natural penchant of magical abilities, for a short while at least, she was adopted and raised by one of the noble families of the Seelíe Queen herself. But after this, following a string of disasters, and unexplained deaths, Daria disappeared, along with a few significant items of note. That was many years ago.
Affiliations: Oathbreaker (Mage/Thief); her personal sigil is a black rose held by a pale bleeding hand.
Skills/Attributes
Woeful Remembrance
Flowers are naturally beautiful. They grow, and they bloom under Mother Nature's grace, carefully cultivated by her hand into flourishing petaled-rainbows. But when the steward's hand that guides is bent towards malevolence, what form is left the resulting blossom to assume?
Fleur du Mal - 2x Negative Charisma based on unsettling aura and fear.
Solitude In Childhood
Daria saw years of abandonment and malnutrition, which destroyed much of any nurturing comforts and the natural growth of childhood. Mistrust, and cleverness were her allies. She led a life of solitude, and when she could, took comfort in reading anything that fell into her hands or anything that wasn't tied down. However, the oppressed can only remain oppressed so long, eventually something gives. In her case, she chose to live. And ever carefully formed a daring plan of escape, and patiently waited for the day in which she could break her bonds.
Demoiselle - Weak; Immune to Emotion altering spells and effects.
The Witching Hour (Lockpicking: Lvl 1)
Dark deeds, darkly answered: Levana's obsessions and compulsive-level of interest in acquiring the most obscure of arcanery and magical artifacts has lead her down a shadowy path of endless pursuit, one that has crossed paths with the Criminal Underworld of the Elexian Thieves guild; bringing her ever closer to achieving the covetous wish that is her heart's desire--utter supremacy over magical sovereignty.
Eye of Avarice - Ability to sense items with strong magics within your visual range, they give off an aura of orange light.
Goetia: Spells and Sorceries
Artless
Lvl 1. Void - Passive. Creates a pocket dimension you can access at any time, allowing you to seem to store or retrieve items from thin air.
1. Contains The Grim Grimoire
Bestial
1 - Chakosan Moths - Summons a dozen flittering insects that trail irritating glowing golden dust motes which cause watery and allergic eye irritation.
2 - Fen-tailed Raven - Almaric: Summon a glossy black bird native to the Elexian coast, medium sized with a razor-sharp beak. It blends easily with shadows, and is intelligent enough to retrieve small items.
Body
1 - Center Passive. Your body's mass shifts itself to alter your center of gravity, allowing you to keep your balance in most situations.
Fire
1 - Ignite - Snap your finger to cause a very small intense burst of heat in a spot you are looking at. Can be used to start a small fire if used on highly flammable materials.
Malleus Maleficarum
Magical
The Grim Grimoire (Score: 0; Relic: 0)
The magical Tome stolen by the girl feyling, Daria from the Seelíe Court. However, it is clearly a mortal item, an immense Spellbook inscribed with an Elvish legend: Suspiria de profundis. The volume's origins are unknown, as well as how it ended up in the hands of the Fey. It is magnificently old, and quite dusty, possibly hundreds of years old. Leather bound in deep black, the cover itself possesses a mercurial nature: mutable, it will most oft appear pitch black, but if watched for a time, becomes marked with strange eldritch symbols of five alternating powers cycling into an array of 12 different colored glyphs. It is clasped by a silvered archaic version of the Mages sigil.
1 - Velleity & Reality: Spell scrolls can be absorbed into the Grimoire, making it a Legacy Journal. This prevents mind altering effects from inhibiting Levana's ability to remember or cast spells.
Required Score: 1
2 - A New Mimesis: The tome's pages begin to reveal their secrets, and a chapter regarding one of the first attempts at creating the Modern Arts becomes legible. Levana may choose Sun, Flesh, Intangible, Realm, Unseen, or Fluid Magics. She learns a corresponding ancient spell from the chosen Lost Art, encompassing aspects of multiple Modern Arts.
Required Score: 3
3 - Quickening: Three times per encounter Levana may Prism a spell stored in the Grimoire to one of the Lost Arts whose chapter has so far appeared. Increasing its strength and adding various Arted aspects.
Required Score: 5
4 - Proto-Energies: A second chapter regarding one of the first attempts at creating the Modern Arts becomes legible. Levana may choose one of the five yet chosen arts, learning an ancient spell from that school. Required Score: 7
5 - Sources of Magic: More becomes clear to Levana, and a middle chapter regarding the first attempts at creating the Modern Arts becomes legible. Levana may choose one of the four yet chosen Lost Arts, learning an ancient spell from that school. Required Score: 9
6 - Deep Knowledge: The books dissection of the working of the Modern Arts allows Levana to extrapolate and apply that knowledge to non-spell ends. Any level 5 or higher spell stored in the Grimoire grants Levana access to one of the two skills or recipes in the matching tome. Required Score: 11
7 - Portals, Gateways & Dimensionality: A central chapter regarding one of the first attempts at creating the modern arts becomes legible. Levana may choose one of the three yet unchosen Lost Arts, learning an ancient spell from that school.
Required Score: 13
8 - Arcane Insights: An obscure chapter regarding one of the first attempts at creating the Modern Arts becomes legible. Levana may choose one of the two yet unchosen arts. She learns an ancient spell of one the two remaining Lost Arts. Required Score: 15
9 - Leylines & Focii: The penultimate chapter regarding one of the first attempts at creating the Modern Arts becomes legible. Levana learns an ancient spell of the remaining unchosen Lost Art.
Required Score: 17
10 - Abjuration & Protection: The very final chapter of the Grimoire becomes legible, regarding the casting aside of the Ancient Magics and need for Modern Arts. What is revealed here is beyond even Levana's direst dreams.
Required Score: 19
Palimpsest de Magique — A single manuscript torn from a magical Tome, rolled and placed onto a scroll. The page is lined with overlapping script that has long since faded into obscurity. Each is a line of power, pulsing with a constant thrum of forgotten magic. The page acts like a Zircon, and natural medium for Entwining magics. The Palimpsest can absorb a single spell that is repeatedly cast into it, to be released at a later time. Whatever Art was last charged, leaves behind a trace of magic, which prisms the next absorbed spell.
1. Seal: Ignite
2. Memory Imprint - Fire
Weapons
Magical
Occuria - Spirit dagger. 'Our Lady of Sighs' is a bronze kila dagger, hilt and pommel resembling a hand holding a black rose. Those wounded with it bleed not only blood, but life-force, weakening and tiring them over time, even if their body is healed, dependent on the severity of the wound. The effect lasts until the end of the encounter.
Items of Significance
Magical
> Eldritch Chitin – The carapace of the spiderlegs of the Chimera. Contains potent Creation magic. Can be forged into magical armor. Modifier 4.
Mundane
> A set of lock picking tools
Currency
0 gold
To live is to hope, and while we breathe, we hope and live.
Also, Hrod's guy, yeah. I forget nothing!
I will graciously accept this pre-emptive approval. I'm thinking a man with 9 LSSes.