Stats & Descriptions Name - Magneficus Nicknames: Magneficus the Magnificent, Maggie, Bodmin Race - Jakari Age - 36 Affiliations – Infiltrator, Shade Appearance & Apparel – A female low jakari with jet black fur and the features of a panther. 5' tall, very fit. She usually wears a sleeveless black silk cheongsam with silver trim and pines and a matching interlinking rink pattern down the sides. The sides are slit at the bottom to allow for ease of moment. Personality & Background – Born into the insular world of a circus performers, Magneficus is a secretive and closed off by nature. She covers this with shows of grandiosity and dramaticism, always playing to a crowd, even if its a crowd of one. She is clever and quick to speak, but her words are more often than not a maze meant to distract and mislead rather than impart real information or opinion. She was a member of the now Infamous Red Wagon Circus, the daughter of acrobats. She stayed in the life even after her parent fell to their death while performing and her older sister retired to run a business. Working as an acrobat and animal act, she stayed with the circus until it closed down following the arrest of much of its staff for a string of robbery murders. Her role in this is unknown, but she is a card carrying thief.
Skills Signifying Nothing - A master of quick talk, double speak and even at times triple speak, Magneficus can talk circles around others. Her initiate gift is a natural, lesser variation of a common bard trick, giving her a preternatural ability to distract and confuse others with her words. With the Greatest of Ease – The daughter of skill aerialists, high wire walkers and trapezists, Magneficus grew up being trained in acrobatics and has become quite adept at them. This include the use of a staff as a weapon and in her maneuvers. Red Deck – Cups Sneak: Lvl 1. While wearing light gear, your footfalls become soundless.
Spells Beastial
Lvl 1. Summon Deer Flies - Summon a swarm of flies with dark mothlike wings and a painful bite that feeds on blood. Lvl 2. Amphibiate - Grant a creature or summoning you control gills.
Weapons My Would I Name This? - An 5' ironwood bo staff, pliant but strong. Has a minor beastial enchantment that can coat the tips in spidersilk, making them sticky and more grippy.
Items The Ebon Compass - An octagon shaped ebony compass, overlaid with the Lidless Eye. It will hum faintly and the needle will point out the general direction of nearby secrets and hidden objects. Multiples of either located in different spots, and the compass will hum more violently and the needle will spin inadvertently in all directions.
Pets Queenie - A rasa chimera. currently resembling acalico-furred rabbit with the head of a dusky musk deer.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Stats & Facts Race - Dwarf Age - 30 Height - 4'2” Weight - 350 lbs Appearance/Apparel - Red pudgy cheeks hidden behind a turbulent mess of frazzled black facial hair, bending and striking out in all directions. Close inspection of his beard reveals some jade dye, the official color of his old team. His big brown eyes are just barely noticeable below his brows, which are so thick they actually blend into this hairline. His shirt, which looks to may have once been a sack (or two, maybe more) is the dusty red of earthenware clay, and his trousers are of a pale sand color. On his feet are a pair of open-toed sandals. Let's not mention his width here; he prefers to demonstrate its impressiveness through other means. Background - Gomor was on the verge of living his dream. That is, finally finding a form of acceptance. Always having been rotund, even for a dwarf, it wasn't until the introduction of a new dwarven pastime that let him utilize his bulk that the rest of dwarven kind would shower him with smiles (and blood). Unfortunately, the sport didn't last long. Deemed unsafe (and rightfully so), the authorities chose to cancel all events. Gomor, however, wasn't ready to return to the way things were, and chose to leave the dwarven camps in search of a more satisfying existence. Strength - Very Strong Affiliations - Bard Allies - Enemies - Accomplishments
Spells and Abilities Abilities Back in the Ring- As part of preparation for sparring, Gomor was given the standard ability to encase himself in protective force armor, which the dwarf took a liking to. Since the cancellation of the game left him without his suit, he took it upon himself to learn how to create and maintain his own, as well as finding new applications for it. (Titan Armor – Ō-yoroi) Lvl 1. The spell summon gauntlets over your hands and wrists. It is tough as brass. Lvl 2. The gauntlets extend to your elbows. Your grip cannot be forcibly broken. Spells Force Level 1 Foothold - The next step you take meets equal upward force, allowing that step to land on a surface level with the last step you took, granting you an extra step or two over open air or liquid. Level 2 Skein - Generate a paper-thin layer of force over your body. It is not strong enough to protect from slashes or blows but does prevent actual physical contact. Spellsongs Public Domain Brass War Anthem - Starter - A rousing martial tune that gears up those that hear it, making those that would normal shy from conflict confident, brave, focused and ready to fight.
Inventory Weapons The Paddle – A flat, tear-drop shaped club (see Mere) made of jade, a rarity from the old dwarven lands. Strong as iron.
Non-magical Items
Assorted traveler Knick-knacks
An unremarkable brass trumpet
Is this a Forceball reference? Forceball has been established as in-canon existing, albiet with absolutely no defining facts about it given. And I think we'd really prefer to keep it that way?
Other than that the character's clearly approvable.
Stats & Descriptions Name - Orric Runefist Race - Dwarf Age - 49 Affiliations - None Appearance & Apparel - A burly looking dwarf with a thick red beard, long red hair and dark deepset eyes. Black leather pants and vest, revealing a heavily tattooed chest and arms. Fingerless black leather gloves, a ruby ring on his left hand. Two spear halves usually strapped to his back and a void pack hanging at his hip. Personality & Background - Orric doesn't like to talk alot about his past, thought if one looks closely enough at the tattoos covering his body, they may be able to piece it together. Easy going but more than willing to fight for himself and whats his, Orric wants little more than to make his way through life untethered and as he chooses.
Limitations Illadept - Orric was born without the ability to cast spells. Free Agent - Orric will not join any guilds or societies, unwilling to take on the onus or responsibilities any such affiliations may bring upon him. Skills Potioning - Lvl 2 Free Hand - Orric is a skilled scribe and artist. Iron Trap - Orric has a perfect memory, able to remember with precise detail anything he sees, not matter how briefly.
Paved With Gold - Orric learned long ago that gold is the grease in the gears of freedom. Not a greedy man, he seeks it not for power but so that need for it will never force his hand again. A people person, he relies on his skill, guile and manner to amass his fortune, rather than thieving or chasing down monsters or evildoers. (Merchant's Guile - 30 Gold Earned)
Weapons
> A small brass dagger.
> An iron spear, usually broken down into two halves the screw together and strapped to his back. Has a zircon embedded in in its head.
Non-Weapon Items Indelible Inker - A magic rukh's feather quill. Whatever it writes or draws on, the ink, paint or whatever will sink in deep, marking it indelibly. Meanwhile the feather of the quill can erase most markings, including its own, assuming they are not physically etched into a surface. Inkling Powder - A thickening powder that can turn any liquid it is mixed into into a viable ink. Has four uses made. Effects this can have on magical liquids varies. Inkling Powder Recipe - Details the amounts and process for turning chameleon Moss, creeping Faith and ash bark into Inkling Powder. Tattoo Summoning Manual – A tome containing the secret art of creating magic tattoos that function likes seals, flowing off the body when willed to do so. All spells released in this way become Tattoo-Prismed and become summons as if effected by the Give Form spell (if they were not already summons). The amount of space a magic tattoo takes up is relative to the level of thespell used to create it. Still requires the use of arcane powder, a charge zircon and crushed ley cap.
> Bottles of Assorted Colored Inks
> Paper
> A few blank books
> Pewter Beer Stein
> A few bottles of Dwarvish Ale
> Void hip pack.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Stats & Descriptions Name: Tibert Race: Jakari Age/Height/Weight: 22 (15 Moons)/4'8"/90 lbs. Appearance: Tibs has a soft skinned face, that is lined with V marked fur and glows with a torquise mane. His main fur is duo-colored, but primarily black. When the moonlight shines upon his coat, you can notice the second color of silver at the ends of each strand of hair glistening, thus drawing your eye towards his face. The under-paws have a white deck shape of fur that may seem to have no significant evidence, until it's too late. Apparel: The dark leather jerkin upon the chest of Tibs fits closely against the fur. Upon the jerkin is yarn that flows across each side of the armor. Strands of the yarn seem to hang off, ready to be paw'd at will. The right vambrace is a dark tan skin that holds his Cat's Paw. On the other side you would see the dark tan bracer hiding his extension blade. Background: The oppression of the Jakari had gone far to long in Tibert's eyes. His bond-mate Prreah, drawn to Tibs' aura, set him on the path of a Sentinel. Tibert's thievery skills came to him by practice of survival. Being far away from his home, he sits in Elexia looking at his deck and playing with yarn around his nails. Affiliations: Stalker (Sentinel + Thief)
Skills/Attributes RELIC OF LEGEND—Lexia's Curio: A curious, somewhat seeming antique of the Elexian deck of cards, a particular and brilliantly wrought set of masterwork craftsmanship, if a bit faded from use. The Red Deck (The bread and butter of any Thief, the skills taught to them by the organisation that accepted them into their ranks.)
Lvl.1 Sleight of Hand - Capable of picking up small objects with your hand without notice. Jack of Knaves(Herbalism Lvl.1; Tracking) Chewing Leaves - Through increased exposure, you learn to gain effects from consuming herbalism ingredients in their raw form.
Lvl.1 Potions - Allows you to add a single ingredient, this will the nature of the effect, usually for a short duration.
Weapons Mundane
> Cat's Paw - Three 6" steel claws on a leather vambrace for the right hand, retractable from a forearm mechanism.
> Keen - A 6" hidden extension dagger under the left bracer.
Armor Mundane
> Dark Leather Jerkin (Modifier 2)
Non-Weapon Items
> Pouch
> Yarn of Luck - Ball of yarn that is usually always being played with.
Bond Mate
> Prreah - An adolescent Nynx kitten that was drawn to Tibert.
Spells Body
Lvl.1 Strengthen Mind
Lvl.1 Charisma, Fade
Trust your instincts. If mercy's your aim,
be relentless in your mercy. Be absolute. Be yourself, until you bleed.—
Stats & Facts Name: Susano no Makoto* (Assumed) Titles/Aliases/Nicknames: Susano (Hidden Name) Sex: Male Race: Human Age/Height/Weight: 33/6'0"/176 lbs. Appearance: Unnatural and foreboding locks of hair, tenebrous strands with indigo-dyed tips, like a sheen of living shadow, parted at the front to either side of his head. Pale, ashen skin that is snaked with swirling blood red tattoos, accentuating the musculature all along his shoulders, down his forearms and wrists. The most amazing eyes, orbs of the grandest mien, imbued with an unsullied, inextinguishable light. An extremely mask-like face, painted and adorned to look like a Han'nya, a ghostly demonic entity of unknown origins said to have haunted the Eastern Sea and Kurrian Islands. Dark purple markings line the bridge of his nose and brow. A stern mouth, with very animated lips found often in varying degrees of expression. Susano smells of the Elexian Sea during an autumn storm, wind, salt and gathering clouds. Apparel: A sleeveless haori jacket with a high collar that is always flared, and left open. Embroidered with a scene of storms: crests of crashing waves breaking under the dark clouds of a lightning-filled sky of rain and roaring wind. Underneath is a loose fitting, rare black linen kimono, completely sleeveless. Laced harem style trousers, strung but left loose through the leg. Calf-length boots, layered burlap of a dark blue, lacquered and sealed tight. A horned demon's-head belt buckle, a visage with a leering mouth and splayed tongue. Hands that are wrapped to the wrists with white linen cloth. A non-sheer silk sash, tied and bunny-eared to fall on either side of his waist. Background: It has been many years, but the man cristened Susano, was at first a foreigner in a foreign land, though it is thought that he hailed from somewhere in the Eastern Sea. Little to nothing else is readily known about him. However, one thing that is utterly clear, is his devotion to the Unblinking Eye. Susano possesses the true soul of an Initiate. Affiliations: Infiltrator (Thief/Initiate)
Skills/Attributes
The House of Black and White(Wet Work: Lvl 1; Sneak: Lvl 1)
Susano is one of the most devout. A religious man with a templar-like devotion, one who will put the good of the church before his own well being. It is his duty to see that the secrets of the Thane remain just that, secrets. And nothing is going to stand in his way from doing so, his life be damned. If that means becoming a master at brushing elbows with the criminal underbelly of the five cities, associating with the lowest and deadliest knaves, rogues, and jacks, then so be it. Susano is an Infiltrator, with all the duties and privileges that membership implies.
The Church of the Unblinking Eye is an institution with a clouded and sordid reputation. On the face of it, they are a shadowy and surreptitious order of warrior priests, clergyman, and zealous devotees with questionable motives, but truly, at the heart of their heart, they are protectors; their tenets and mission there to serve the good of Bakara at all costs, even if that means being looked at as bogeymen, manipulators, meddlers and schemers; their burden is to be a preemptive measure against the chaos of the unknown, the secretive plots which threatened to sow discord and dissension amongst the people; but to do this, they fight fire with fire: trading in information and secrets, walking the path between the path to wage their war in the shadows, out of the sight of their former brethren and the altruistic revelations of the Light. The Red Sparrow - The swirling and mercurial eldritch tattoos, blood red markings entwined all over Susano's entire body, radiate throughout his limbs and torso with unknown power. He has learned an indelible enchantment similar to Crystal Dust Incoring, where imbuing his body with the crystal dust gives him a related physical property of the art used. (Traits are limited to a single imbue at a time).
Kusanagi
Dual Spell — Susano is a devout Initiate, a true believer in the heart and essence of church doctrines, in truth, a faithful servant of the Unblinking Eye. Through loyalty and long service, he has been bestowed an exaltation: through ritualistic magic, he has been blessed with arcane power, by utilizing a hidden technique, Susano can summon a deadly rare sword from the murky depths of his inner darkness comprised entirely of the dual elements of Dark/Water, a blade of condensed freezing cold, razor sharp ice and impenetrable shadow.
Faceless Mask - Infiltrators possess an uncanny ability when it comes to creating a spur of the moment disguise. Once per encounter they may alter their voice, accent, facial expressions, posture, gait and mannerisms to project a completely new identity. The persona created this way needs to be fictional, and can never be perfectly replicated due its improvisational nature. This affect is similar to the Impersonate spell, but entirely non-magical and arguably more convincing at concealing the user's true identity.
Accessories Magical The Ebon Compass - An octagon shaped ebony compass, overlaid with the Lidless Eye. It will hum faintly and the needle will point out the general direction of nearby secrets and hidden objects. Multiples of either located in different spots, and the compass will hum more violently and the needle will spin inadvertently in all directions. Mundane
Woodwind Symphony No. 1—At The Run's End A deceptively complex piece that interweaves ten distinct voices, some heroic and proud while others are villainous and twisting. These themes blend together in a turbulent manner, voices dropping out and surging back in a maelstrom of music until at last the villainous leitmotifs have dropped out completely, leaving only the triumphant refrain of the Heroes' Theme.
> Grants Kiku and up to four other allies a regenerative shield for five posts, its strength boosted by the current level of danger they are facing. Once per encounter.
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. (Score: 1) Level One: The Queen of Hearts, without warning, fuses itself to Astrid, leaving the glowing emblem of the swan-in-flight marked directly over her heart. The brooch will slowly alter Astrid in form and poise based on her ideals, transforming her features and bearing to those benefiting a fairytale queen. As a result, she gains an additional natural Charisma Effect. The actual purpose of this transformation may be unknown to Astrid. But never mind. It is known to the Queen of Hearts. Level Two: The Queen of Hearts infuses Astrid with a seed of ancient memory, directing her to discover another ancient relic linked inextricably to the brooch's past and Astrid's future. Level Three: Due to the transformative nature of the Queen of Hearts, Astrid's beauty and glamour of regal authority are so great that they deeply affect how others interact with her, whether they realize it or not. Astrid never has to pay at any bar or inn and is granted a discount on all purchases equal to five gold for every natural Charisma Effect she has. This cannot reduce the final cost of a purchase by more than half of its original total. Level Four: The Queen of Hearts has now altered Astrid at an almost fundamental level, linking her body with her newly bestowed aura of otherworldy granduer in ways that are difficult to comprehend. Her natural Strength Level is now passively linked to her natural Charisma Level, though she may not naturally become stronger than Mighty. The Charisma spell now gains the functionality of the Empower spell for Astrid. The genesis behind this development may confuse Astrid. But never mind. It is known to the Queen of Hearts. Level Five: The Queen of Hearts infuses Astrid with another seed of ancient, insistent memory, directing her to discover a second ancient relic linked inextricably to the brooch's past and Astrid's future. Level Six: The Queen of Hearts fills Astrid's dreams with the faint, yet unshakable, memories of three abandoned locations in the world: An ancient tower in the Western Plains, a storm-swept island sanctuary in the Kurrs, and a long-abandoned mansion deep below Sylvan. Astrid may travel to one of these locations and claim it as her Sanctum, a unique hideaway she can call her own. Each potential Sanctum has its own qualities and benefits, though they may not always be clear to Astrid. But never mind. It is known to the Queen of Hearts. Level Seven: The Queen of Hearts has transformed Astrid's otherworldly grace into something more than just the combination of a well-featured face and well-shaped form. She has been completely changed into a being with the bearing of utter authority, a creature that is to be admired from a distance but not soiled with the grubby fingers and predations of the unworthy. Astrid's aura infuses any clothing she wears, increasing its armor modifier by a number of levels equal to her natural Charisma Level up to a maximum modifier of six. Level Eight: The Queen of Hearts infuses Astrid with another seed of ancient, obsessive memory, directing her to discover a third ancient relic linked inextricably to the brooch's past and Astrid's fate. Level Nine: Without having previously known of their existence, Astrid is abruptly approached by a small yet far-reaching group known only as The Queen's Men, a secret society that is apparently dedicated entirely to Her and Her Alone. The Queen's Men have been quietly observing Astrid for some time and are now ready to pledge themselves heart and souls to her whims. As a result of this newly gained resource, Astrid gains access to a Thieves' Network-like effect, an assortment of crafting skills, and a bodyguard-like hireling unit only she has access to. In addition, the Queen's Men will furnish and outfit her Sanctum according to her every desire, vastly improving its splendor and comfort while greatly improving one of the previous three effects. The ultimate goal of the Queen's Men may be unsettling and mysterious to Astrid. But never mind. It is known to the Queen of Hearts. Level Ten: Without the slightest warning the Queen of Hearts vanishes altogether, leaving Astrid with a deep feeling of emptiness and unbearable loss. It does not leave without passing along a final seed of memory, however: the location of an ancient tomb deep within the Lutharins where Astrid may find her missing brooch and its final compatriot relic. What Astrid will find in that tomb cannot be known by her. But never mind. It is known to the Queen of Hearts.
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.
Appearance/Apparel - Burkhard is a bit shorter and wider than most other Kindir his age, but that's due to the where he grew up and he happens to actually be taller than both his mother and father. He has light brown hair and bright, almost glowing green eyes. Most of his clothing is made of mountain goat leather and fur and he carries with him one of the special shovels from the mountain. He's not very talkative and tends to take his time getting to know other people, but is more apt to befriend those with animal companions. His thought on the matter being, "If an animal thinks they are nice enough to get along with, then they might make a good friend."
Personality/Background - Burkhard comes from a long line of Kindir that made their homes inside of the mountain they lived on. They used special shovels, Earth magics, and their strong bodies to dig large homes into their mountain. Their homes stayed warmer in the winter and cooler in the summer due to their location and left them with plenty of land on the mountain to grow their own food and to hunt without traveling too far up or down the mountain. When Burkhard was a little over 20, his parents asked him if he had ever wanted to explore the land below the mountain. He was honest with them and said that he had always been curious. They told him that he could travel with their blessing if he wanted to and could return anytime he felt he needed to. Burkhard felt a strong pull toward Epicrin and after traveling to the city, he ended up joining the Sentinels and meeting his Guiding Bondmate Adahy.
Strengths & Weaknesses
Dualmagery Sarcokinetic - Align & Heel - You are able to use your earth magics to influence the trace metals in the bodies of living creatures. For the sake of this spell, creatures means nonsapient organic living beings. Lvl. 1 - While maintained, you are able to sense the presence of creatures around you and may focus the brunt of your focus on a given creature you sense. You draw that creatures attention. Lvl. 2 - Your ability to sense creatures increases, allowing you to read more about the creatures you are sensing. Your can draw the attention of a focused creature away from you as well as to you. Lvl. 3 - You may inhibit the movement of metals in the body of a focused creature, weakening them. Lvl. 4 - You may cause the metal in the body of a focused creature to multiply and shift, turning parts of its body into iron while this is maintained, either giving it armor or enhancing fangs/claws. Lvl. 5 - You may shift the metal in the body of a focused creature, causing a flare of great pain and weakening making it much easier to be dispelled if it is a summoning. Lvl. 6 - While maintained, you may focus your will against the metals in bodies of creatures to push them away and hold them off from getting close to you. Lvl. 7 - The magnetic field of a focused creature repels it from the ground and grants it flight. Lvl. 8 - Metal aspects granted to a focused creature may be made into crystal instead, granting those parts an imbue effect of whatever crystal is chosen. Choose type upon reaching level. Lvl. 9 - Your ability to inhibit the movement of metals in a focused creature is increased, weakening if not outright locking up their movements, depending on size and strength. Lvl. 10 - The sapience limitation of this spell is removed.
SPELLS EARTH Lvl. 1 - Align - Focus on the iron in your body to find magnetic north. BEASTIAL Lvl. 1 - Heel - Will call to heel animals that are already familiar with you (presuming they don't hold a grudge), despite any distractions.
Society & Guild Requirements, Limitations, and Benefits Tithing Guiding Bondmate - Adahy - Burkhard's Guiding Bondmate. Burkhard found this pangolin buried under ground as he dug through one of the animal preserves of the Sentinels. The two talked about things and Adahy told Burkhard all that he could remember about himself before his reincarnation. He used to gather lots of different plants, which makes him think he was a herbalist. Herbalism Tracking Sentinel Walkabout Sentinels Edges
>Low Tier
-Barefoot, Fleetfoot - So long as you have some sort of bare skinned connection to the earth or rooted plant life, your reaction time and speed are considerably enhanced.
-In Your Element - When in a natural setting, all of your senses are effectively heightened as your familiarity with the way things should be colors your perception of what is. This enhances everything you do imperceptibly, making you generally just a little better at everything when surrounded by nature and slightly more likely to succeed in whatever you attempt.
PETS
ITEMS
WEAPONS
Magical Graben - A special shovel from the mountain Burkhard lived on. He grew up using it and is an expert with it in more than just digging through the side of a mountain. The important piece of it is the 10" long by 6" wide steel spade-shaped head.
-The handle on Graben can be easily replaced with an appropriatly sized wooden pole. Currently has a 4' long oak handle.
-The spade head has a version of the Etch spell enchanted onto it. This allows it to dig though stone as easily as loose clay.
Mundane
ARMOR
Magical Wyldlife Suit - A well made tweed, single-breasted three button blazer that was dyed a dark yellow-olive color, with two pockets on the lower right and lower left and a left breast pocket. The tweed single-breasted six button waistcoat was colored olive drab and had two pockets on each side. The ensemble was completed by a pair of tweed, plain-front trousers that were a shade of sienna. Party like a Ranger - The suit magically generates an aura of nature around its wearer, connecting them to the earth. They are always considered in a natural setting and barefoot for all intents and purposes. Well Dressed Sap - There are trace amounts of magical sap in the material of the suit that hardens to iron strength upon any significant single point impact. The sap also emits a pleasing smell that soothes those that smell it, calming them.
Mundane Goat Leather Vest
NON-WEAPON/ARMOR ITEMS
Magical
Mundane
Storage Bag - Filled with a variety of sundries.
Capreo
An Aurevel, a rare animal bred by the oscarans, Capreo very much resembles a horned mountain lion with the hoofed legs and body of a powerful stallion. Having bonded with the animal during a bit of unpleasantness in the Alogeans, Dany considers her regal friend a trusted steed, worthy ally and beloved friend that runs as fast as any horse and fights as fiercely as any lion. What Capreo considers Dany as is unclear, but he either trusts the young woman completely or is a total slave to ear scratches and cooing praise.
Skills/Abilities Eye of the Aurevel(Best In Show, Wild Potential, Shared Soul)
The oscarans breed aurevel to be reliable, sturdy mounts in the treacherous Alogeans, the sort of steed that can weather anything from an avalanche to a Gila attack. But Dany's bond with Capreo has taken the beast beyond what simple breeding and training can achieve. Call it bestial understanding, a farmgirl's insight, or even just the uplifting boon of friendship; whatever the reason, Capreo has become a king among beasts. - Capreo is incredibly nimble and agile. He usually lands on his feet and has stable footing in even the most unstable footing. His hooves grip briefly but strongly to stone, soil, brick and metal.
Armor Magical
> Horned Storm - A mastercraft set of barding crafted from a strangely swirled alloy of jade green and oddly prismatic brown. The champron and criniere carefully segment in an ingenious manner, granting Capreo unparalleled range of motion and vision, the croupiere and peytral partially covered by a blanket of green and gold wool with the Triumphant Lamb stitched onto it. 1. The sound of the Capreo's roar is amplified by storm magics, allowing him to roar incredibly loud and disorient enemies.
2. The armor has a weak magnetic field that weakens strikes and impacts from metal and stone objects and weapons.
3. Once per encounter, Dany may choose an naturally occuring animal type she's personally encountered. She may replace the the mountain lion, mountain goat, or horse in Capreo's makeup and replace it with the chosen animal type for the rest of the encounter.
4. Capreo's sensory organs alter, giving it Echolocation
- modifier 5 -
Stats & Descriptions
Name - Melissa (Mel)
Race - Human
Age - 22
Height - 5'7"
Weight - 134
Affiliations - Mage Appearance - Medium length light brown hair, perfect dimples and skin that fares well against the sun. She has dyed blue streaks in her hair. Apparel - Wool undergarments, leather arm and leg bracers. Dress attire has been ripped from adventuring. Mel's signature color is red. Personality & Background - Once as a baby she fell into her family's well. Days passed but she was rescued. Her neighbor and family friends held candlelight vigils. She fears drowning but embraces her past. Mel has a curious obsession with fire and water magics.
Skills & Abilities
STEAMKEEPER - Your innate water magics cause and pall of fine mist to passively form in a 10' radius around you. In normal mistkeepers this pall is merely water spread into a thin mist, Melissa's is instead rapidly cooled steam with an identical effect.
Lvl 1. You can control the shape and density of the mists within 10' of you. The more compacted it is, the more opaque. Can he shaped into intangible apparel if you want it out of the way.
Lvl 2. You are able to sense disturbances in the mists, giving you early warning if someone is trying to sneak up on you.
Fire
Lvl 1-Ignite
Lvl 2-Fireball
Water
Lvl 1-Dehydrate
Lvl 2-Rimeball
Weapons
Water Dagger
Non-Weapon Items
Mel's Necklace- (Ruby/Sapphire) Allows the wearer to prism a spell through fire or water once each per encounter.
Mel's Gloves- Allow Mel to touch and grasp objects of almost any temperature for short periods of time.
Stats & Facts Aliases - Blaze (Initiate hidden name - Defunct) Race - Human Age - 35 Height - 5’8” Weight - 157 lbs Appearance/Apparel - Coming Background - Raised in Ash during its construction, Elijah was born into a world run and maintained by the guilds and societies of Bakara, so it should be no surprise that his life story unfolded the way it had. In his youth, Elijah was an Ascetic, performing for the entertainment of the workers and guildspeople of the fledgling settlement. While off exploring with his bandmates the group stumbled upon the den of a seclusive cult, which took one of their members as captive. Elijah was able to convince the rest of his troupe to return in rescue of their friend, an effort that not only failed but cost the life of his bondmate. Elijah took the defeat hard. At first he only lost sleep over his loss, but soon he began to hallucinate that his deceased and disgruntled bondmate occasionally manifested to interfere in his affairs.
Some years later he decided to confront his ghosts head on and take charge of his life, beginning by abandoning his ties to the sentinels and bards and replacing them with the peacekeepers and initiates, seeking to gain the power and authority to make a difference and right the wrongs he made at the cultist’s hideout. He met his new guild responsibilities with utter fervency, though proving incapable of fully meeting the requirements of his affiliations. First he was cast out of the Initiates, on the grounds that he was too lax with preserving information. Next was his dishonorable discharge from the Peacekeepers, as he proved too lax with laws as well. Continuing his personal war, he threw himself in with the thieves and clerics, but his antics again led to dismissals. Over the years, Elijah has been a part of each guild and society in Bakara, leaving most in shame or denouncement. Affiliations - None Allies - Enemies - Accomplishments
Spells and Abilities Abilities Tricky Reputation - Elijah’s tendency to borrow first and ask later, as well and the occasional hand he’s needed getting out after getting deep, has left him in somewhat of a debt to many a person across Bakara. Even though he no longer belongs to any of the guilds or societies, they will sometimes call to collect when they need an extra body on a job. (May once in a while join a guild-only task. May only be done sparesly at first, but with greater frequency as his skill as a taskmage increases. ) Jack of all Magery - There’s one lesson you take to heart after having as an eclectic assortment of allegiances as Elijah’s: there’s no one proper skillset for a job. While some tricks will work wonders on one occasion, they’ll prove absolute crap in another. Sure, your mastery of earth magic was a marvel that one time you and your chums cornered those bandits in a cave, but fat lot of good they did you when pirates boarded your cruiseship. If you want to live to see another day, it’ll do you good to be ready with all sorts of tricks up your sleeve. (Taskmagery; Score: 5) Sentinel Edges Low Tier Voice of Experience - You learn to help your bondmate focus on their mind on their past life as a Sentinel, bringing to the surface lost memories of people, events and super secret handshakes. Offers a unique alternative to the thieves network or clerics archives.(Note: Bondmate deceased, rendering the edge useless) The Red Deck Dirty Reputation Level 1 -Intimidation effect against people that know your name or your likeness. An exasperating effect against people that know your name and likeness. Although not his original intent when developing a reputation on the street, most people that recognize Elijah’s name associate it with his burdening nature and knack for causing trouble.
Spells Light Level 1 Lantern - Create a floating ball of light before you that follows you and lights your way with the intensity of a candle. Dark Level 1 Visage - Manipulate the shadows on your face to trick the eye into misjudging your facial features. Fire Level 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. Storm Level 1 Whisper - While speaking in a whisper, you can manipulate the air to carry it to the ear of anyone within your sight. Spirit Level 1 Divine - Sense if any spirits are in the area and their general mood.
Inventory
Apparel Scoundrel's Coat - A large brown galleon coat with brass buttons and various faint stains.
1. Pockets contain 5 gold, matches, tobacco and a smoke pellet. Whenever any of these are used up or spent, the pockets will be replenished. (Free pellet each encounter, 5 gold discount on each purchase, unlimited matches and tobacco.)
2. Scoundrel Set
Magical Items Lucky Coin - A small, silver coin Elijah came by through chance. One side depicts a winking man eerily similar to Elijah in appearance, the other is a convoluted and confusing engraving of nothing. Things tend to go just slightly more in Elijah’s favor while it’s in his possession.
Non-magical Items Malfunctioning Vocamper - A machinist vocamper, Elijah’s first construct. Used to work, then suffered its way through some beatings, droppings, being thrown, and being crushed in frustration. It no longer functions, but smashing it into nearby walls serves as a great stress reliever. Empty bottles of Marks of Law - Once held the paints of the Peacekeepers, though they have long been empty.
Companions Emma - A hummingbird, once Elijah’s bondmate, but killed by a cult in the Alogeans. Elijah swears that she haunts him, claiming to occasionally see and hear her.(Deceased)
Favors Owed The Bards, The Clerics, The Initiates, The Machinists, The Mages, The Peacekeepers, The Sentinels, The Thieves, and the Warriors Darla - Part of the deal in which he received the Scoundrel's Coat.
Name - Magneficus
Nicknames: Magneficus the Magnificent, Maggie, Bodmin
Race - Jakari
Age - 36
Affiliations – Infiltrator, Shade
Appearance & Apparel – A female low jakari with jet black fur and the features of a panther. 5' tall, very fit. She usually wears a sleeveless black silk cheongsam with silver trim and pines and a matching interlinking rink pattern down the sides. The sides are slit at the bottom to allow for ease of moment.
Personality & Background – Born into the insular world of a circus performers, Magneficus is a secretive and closed off by nature. She covers this with shows of grandiosity and dramaticism, always playing to a crowd, even if its a crowd of one. She is clever and quick to speak, but her words are more often than not a maze meant to distract and mislead rather than impart real information or opinion. She was a member of the now Infamous Red Wagon Circus, the daughter of acrobats. She stayed in the life even after her parent fell to their death while performing and her older sister retired to run a business. Working as an acrobat and animal act, she stayed with the circus until it closed down following the arrest of much of its staff for a string of robbery murders. Her role in this is unknown, but she is a card carrying thief.
Skills
Signifying Nothing - A master of quick talk, double speak and even at times triple speak, Magneficus can talk circles around others. Her initiate gift is a natural, lesser variation of a common bard trick, giving her a preternatural ability to distract and confuse others with her words.
With the Greatest of Ease – The daughter of skill aerialists, high wire walkers and trapezists, Magneficus grew up being trained in acrobatics and has become quite adept at them. This include the use of a staff as a weapon and in her maneuvers.
Red Deck – Cups
Sneak: Lvl 1. While wearing light gear, your footfalls become soundless.
Spells
Beastial
Lvl 1. Summon Deer Flies - Summon a swarm of flies with dark mothlike wings and a painful bite that feeds on blood.
Lvl 2. Amphibiate - Grant a creature or summoning you control gills.
Weapons
My Would I Name This? - An 5' ironwood bo staff, pliant but strong. Has a minor beastial enchantment that can coat the tips in spidersilk, making them sticky and more grippy.
Items
The Ebon Compass - An octagon shaped ebony compass, overlaid with the Lidless Eye. It will hum faintly and the needle will point out the general direction of nearby secrets and hidden objects. Multiples of either located in different spots, and the compass will hum more violently and the needle will spin inadvertently in all directions.
Pets
Queenie - A rasa chimera. currently resembling acalico-furred rabbit with the head of a dusky musk deer.
Currency
30 Gold
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Stats & Facts
Race - Dwarf
Age - 30
Height - 4'2”
Weight - 350 lbs
Appearance/Apparel - Red pudgy cheeks hidden behind a turbulent mess of frazzled black facial hair, bending and striking out in all directions. Close inspection of his beard reveals some jade dye, the official color of his old team. His big brown eyes are just barely noticeable below his brows, which are so thick they actually blend into this hairline. His shirt, which looks to may have once been a sack (or two, maybe more) is the dusty red of earthenware clay, and his trousers are of a pale sand color. On his feet are a pair of open-toed sandals. Let's not mention his width here; he prefers to demonstrate its impressiveness through other means.
Background - Gomor was on the verge of living his dream. That is, finally finding a form of acceptance. Always having been rotund, even for a dwarf, it wasn't until the introduction of a new dwarven pastime that let him utilize his bulk that the rest of dwarven kind would shower him with smiles (and blood). Unfortunately, the sport didn't last long. Deemed unsafe (and rightfully so), the authorities chose to cancel all events. Gomor, however, wasn't ready to return to the way things were, and chose to leave the dwarven camps in search of a more satisfying existence.
Strength - Very Strong
Affiliations - Bard
Allies -
Enemies -
Accomplishments
Spells and Abilities
Abilities
Back in the Ring- As part of preparation for sparring, Gomor was given the standard ability to encase himself in protective force armor, which the dwarf took a liking to. Since the cancellation of the game left him without his suit, he took it upon himself to learn how to create and maintain his own, as well as finding new applications for it. (Titan Armor – Ō-yoroi)
Lvl 1. The spell summon gauntlets over your hands and wrists. It is tough as brass.
Lvl 2. The gauntlets extend to your elbows. Your grip cannot be forcibly broken.
Spells
Force
Level 1
Foothold - The next step you take meets equal upward force, allowing that step to land on a surface level with the last step you took, granting you an extra step or two over open air or liquid.
Level 2
Skein - Generate a paper-thin layer of force over your body. It is not strong enough to protect from slashes or blows but does prevent actual physical contact.
Spellsongs
Public Domain
Brass
War Anthem - Starter - A rousing martial tune that gears up those that hear it, making those that would normal shy from conflict confident, brave, focused and ready to fight.
Inventory
Weapons
The Paddle – A flat, tear-drop shaped club (see Mere) made of jade, a rarity from the old dwarven lands. Strong as iron.
Non-magical Items
Assorted traveler Knick-knacks
An unremarkable brass trumpet
Currency
55 gold
Other than that the character's clearly approvable.
Name - Orric Runefist
Race - Dwarf
Age - 49
Affiliations - None
Appearance & Apparel - A burly looking dwarf with a thick red beard, long red hair and dark deepset eyes. Black leather pants and vest, revealing a heavily tattooed chest and arms. Fingerless black leather gloves, a ruby ring on his left hand. Two spear halves usually strapped to his back and a void pack hanging at his hip.
Personality & Background - Orric doesn't like to talk alot about his past, thought if one looks closely enough at the tattoos covering his body, they may be able to piece it together. Easy going but more than willing to fight for himself and whats his, Orric wants little more than to make his way through life untethered and as he chooses.
Limitations
Illadept - Orric was born without the ability to cast spells.
Free Agent - Orric will not join any guilds or societies, unwilling to take on the onus or responsibilities any such affiliations may bring upon him.
Skills
Potioning - Lvl 2
Free Hand - Orric is a skilled scribe and artist.
Iron Trap - Orric has a perfect memory, able to remember with precise detail anything he sees, not matter how briefly.
Paved With Gold - Orric learned long ago that gold is the grease in the gears of freedom. Not a greedy man, he seeks it not for power but so that need for it will never force his hand again. A people person, he relies on his skill, guile and manner to amass his fortune, rather than thieving or chasing down monsters or evildoers. (Merchant's Guile - 30 Gold Earned)
Weapons
> A small brass dagger.
> An iron spear, usually broken down into two halves the screw together and strapped to his back. Has a zircon embedded in in its head.
Non-Weapon Items
Indelible Inker - A magic rukh's feather quill. Whatever it writes or draws on, the ink, paint or whatever will sink in deep, marking it indelibly. Meanwhile the feather of the quill can erase most markings, including its own, assuming they are not physically etched into a surface.
Inkling Powder - A thickening powder that can turn any liquid it is mixed into into a viable ink. Has four uses made. Effects this can have on magical liquids varies.
Inkling Powder Recipe - Details the amounts and process for turning chameleon Moss, creeping Faith and ash bark into Inkling Powder.
Tattoo Summoning Manual – A tome containing the secret art of creating magic tattoos that function likes seals, flowing off the body when willed to do so. All spells released in this way become Tattoo-Prismed and become summons as if effected by the Give Form spell (if they were not already summons). The amount of space a magic tattoo takes up is relative to the level of thespell used to create it. Still requires the use of arcane powder, a charge zircon and crushed ley cap.
> Bottles of Assorted Colored Inks
> Paper
> A few blank books
> Pewter Beer Stein
> A few bottles of Dwarvish Ale
> Void hip pack.
Currency
155 gold
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Name: Tibert
Race: Jakari
Age/Height/Weight: 22 (15 Moons)/4'8"/90 lbs.
Appearance: Tibs has a soft skinned face, that is lined with V marked fur and glows with a torquise mane. His main fur is duo-colored, but primarily black. When the moonlight shines upon his coat, you can notice the second color of silver at the ends of each strand of hair glistening, thus drawing your eye towards his face. The under-paws have a white deck shape of fur that may seem to have no significant evidence, until it's too late.
Apparel: The dark leather jerkin upon the chest of Tibs fits closely against the fur. Upon the jerkin is yarn that flows across each side of the armor. Strands of the yarn seem to hang off, ready to be paw'd at will. The right vambrace is a dark tan skin that holds his Cat's Paw. On the other side you would see the dark tan bracer hiding his extension blade.
Background: The oppression of the Jakari had gone far to long in Tibert's eyes. His bond-mate Prreah, drawn to Tibs' aura, set him on the path of a Sentinel. Tibert's thievery skills came to him by practice of survival. Being far away from his home, he sits in Elexia looking at his deck and playing with yarn around his nails.
Affiliations: Stalker (Sentinel + Thief)
Skills/Attributes
RELIC OF LEGEND—Lexia's Curio: A curious, somewhat seeming antique of the Elexian deck of cards, a particular and brilliantly wrought set of masterwork craftsmanship, if a bit faded from use.
The Red Deck (The bread and butter of any Thief, the skills taught to them by the organisation that accepted them into their ranks.)
Lvl.1 Sleight of Hand - Capable of picking up small objects with your hand without notice.
Jack of Knaves (Herbalism Lvl.1; Tracking)
Chewing Leaves - Through increased exposure, you learn to gain effects from consuming herbalism ingredients in their raw form.
Lvl.1 Potions - Allows you to add a single ingredient, this will the nature of the effect, usually for a short duration.
Weapons
Mundane
> Cat's Paw - Three 6" steel claws on a leather vambrace for the right hand, retractable from a forearm mechanism.
> Keen - A 6" hidden extension dagger under the left bracer.
Armor
Mundane
> Dark Leather Jerkin (Modifier 2)
Non-Weapon Items
> Pouch
> Yarn of Luck - Ball of yarn that is usually always being played with.
Bond Mate
> Prreah - An adolescent Nynx kitten that was drawn to Tibert.
Spells
Body
Lvl.1 Strengthen
Mind
Lvl.1 Charisma, Fade
Currency
30 gold
Stats & Facts
Name: Susano no Makoto* (Assumed)
Titles/Aliases/Nicknames: Susano (Hidden Name)
Sex: Male
Race: Human
Age/Height/Weight: 33/6'0"/176 lbs.
Appearance: Unnatural and foreboding locks of hair, tenebrous strands with indigo-dyed tips, like a sheen of living shadow, parted at the front to either side of his head. Pale, ashen skin that is snaked with swirling blood red tattoos, accentuating the musculature all along his shoulders, down his forearms and wrists. The most amazing eyes, orbs of the grandest mien, imbued with an unsullied, inextinguishable light. An extremely mask-like face, painted and adorned to look like a Han'nya, a ghostly demonic entity of unknown origins said to have haunted the Eastern Sea and Kurrian Islands. Dark purple markings line the bridge of his nose and brow. A stern mouth, with very animated lips found often in varying degrees of expression. Susano smells of the Elexian Sea during an autumn storm, wind, salt and gathering clouds.
Apparel: A sleeveless haori jacket with a high collar that is always flared, and left open. Embroidered with a scene of storms: crests of crashing waves breaking under the dark clouds of a lightning-filled sky of rain and roaring wind. Underneath is a loose fitting, rare black linen kimono, completely sleeveless. Laced harem style trousers, strung but left loose through the leg. Calf-length boots, layered burlap of a dark blue, lacquered and sealed tight. A horned demon's-head belt buckle, a visage with a leering mouth and splayed tongue. Hands that are wrapped to the wrists with white linen cloth. A non-sheer silk sash, tied and bunny-eared to fall on either side of his waist.
Background: It has been many years, but the man cristened Susano, was at first a foreigner in a foreign land, though it is thought that he hailed from somewhere in the Eastern Sea. Little to nothing else is readily known about him. However, one thing that is utterly clear, is his devotion to the Unblinking Eye. Susano possesses the true soul of an Initiate.
Affiliations: Infiltrator (Thief/Initiate)
Skills/Attributes
The House of Black and White (Wet Work: Lvl 1; Sneak: Lvl 1)
Susano is one of the most devout. A religious man with a templar-like devotion, one who will put the good of the church before his own well being. It is his duty to see that the secrets of the Thane remain just that, secrets. And nothing is going to stand in his way from doing so, his life be damned. If that means becoming a master at brushing elbows with the criminal underbelly of the five cities, associating with the lowest and deadliest knaves, rogues, and jacks, then so be it. Susano is an Infiltrator, with all the duties and privileges that membership implies.Apocryphal Learnings (Status: Initiate; Enchanting: Lvl 1)
The Church of the Unblinking Eye is an institution with a clouded and sordid reputation. On the face of it, they are a shadowy and surreptitious order of warrior priests, clergyman, and zealous devotees with questionable motives, but truly, at the heart of their heart, they are protectors; their tenets and mission there to serve the good of Bakara at all costs, even if that means being looked at as bogeymen, manipulators, meddlers and schemers; their burden is to be a preemptive measure against the chaos of the unknown, the secretive plots which threatened to sow discord and dissension amongst the people; but to do this, they fight fire with fire: trading in information and secrets, walking the path between the path to wage their war in the shadows, out of the sight of their former brethren and the altruistic revelations of the Light.The Red Sparrow - The swirling and mercurial eldritch tattoos, blood red markings entwined all over Susano's entire body, radiate throughout his limbs and torso with unknown power. He has learned an indelible enchantment similar to Crystal Dust Incoring, where imbuing his body with the crystal dust gives him a related physical property of the art used. (Traits are limited to a single imbue at a time).
Kusanagi
Dual Spell — Susano is a devout Initiate, a true believer in the heart and essence of church doctrines, in truth, a faithful servant of the Unblinking Eye. Through loyalty and long service, he has been bestowed an exaltation: through ritualistic magic, he has been blessed with arcane power, by utilizing a hidden technique, Susano can summon a deadly rare sword from the murky depths of his inner darkness comprised entirely of the dual elements of Dark/Water, a blade of condensed freezing cold, razor sharp ice and impenetrable shadow.Faceless Mask - Infiltrators possess an uncanny ability when it comes to creating a spur of the moment disguise. Once per encounter they may alter their voice, accent, facial expressions, posture, gait and mannerisms to project a completely new identity. The persona created this way needs to be fictional, and can never be perfectly replicated due its improvisational nature. This affect is similar to the Impersonate spell, but entirely non-magical and arguably more convincing at concealing the user's true identity.
Weapons
Magical
Kusanagi - Dual: Water/Dark
Lvl 1.
Spells
Water
Lvl 1. Chill
Dark
Lvl 1. Stash
Accessories
Magical
The Ebon Compass - An octagon shaped ebony compass, overlaid with the Lidless Eye. It will hum faintly and the needle will point out the general direction of nearby secrets and hidden objects. Multiples of either located in different spots, and the compass will hum more violently and the needle will spin inadvertently in all directions.
Mundane
Currency
25 Gold
To live is to hope, and while we breathe, we hope and live.
Symphony No. 1—At The Run's End
A deceptively complex piece that interweaves ten distinct voices, some heroic and proud while others are villainous and twisting. These themes blend together in a turbulent manner, voices dropping out and surging back in a maelstrom of music until at last the villainous leitmotifs have dropped out completely, leaving only the triumphant refrain of the Heroes' Theme.
> Grants Kiku and up to four other allies a regenerative shield for five posts, its strength boosted by the current level of danger they are facing. Once per encounter.
To live is to hope, and while we breathe, we hope and live.
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. (Score: 1)
Level One: The Queen of Hearts, without warning, fuses itself to Astrid, leaving the glowing emblem of the swan-in-flight marked directly over her heart. The brooch will slowly alter Astrid in form and poise based on her ideals, transforming her features and bearing to those benefiting a fairytale queen. As a result, she gains an additional natural Charisma Effect. The actual purpose of this transformation may be unknown to Astrid. But never mind. It is known to the Queen of Hearts.
Level Two: The Queen of Hearts infuses Astrid with a seed of ancient memory, directing her to discover another ancient relic linked inextricably to the brooch's past and Astrid's future.
Level Three: Due to the transformative nature of the Queen of Hearts, Astrid's beauty and glamour of regal authority are so great that they deeply affect how others interact with her, whether they realize it or not. Astrid never has to pay at any bar or inn and is granted a discount on all purchases equal to five gold for every natural Charisma Effect she has. This cannot reduce the final cost of a purchase by more than half of its original total.
Level Four: The Queen of Hearts has now altered Astrid at an almost fundamental level, linking her body with her newly bestowed aura of otherworldy granduer in ways that are difficult to comprehend. Her natural Strength Level is now passively linked to her natural Charisma Level, though she may not naturally become stronger than Mighty. The Charisma spell now gains the functionality of the Empower spell for Astrid. The genesis behind this development may confuse Astrid. But never mind. It is known to the Queen of Hearts.
Level Five: The Queen of Hearts infuses Astrid with another seed of ancient, insistent memory, directing her to discover a second ancient relic linked inextricably to the brooch's past and Astrid's future.
Level Six: The Queen of Hearts fills Astrid's dreams with the faint, yet unshakable, memories of three abandoned locations in the world: An ancient tower in the Western Plains, a storm-swept island sanctuary in the Kurrs, and a long-abandoned mansion deep below Sylvan. Astrid may travel to one of these locations and claim it as her Sanctum, a unique hideaway she can call her own. Each potential Sanctum has its own qualities and benefits, though they may not always be clear to Astrid. But never mind. It is known to the Queen of Hearts.
Level Seven: The Queen of Hearts has transformed Astrid's otherworldly grace into something more than just the combination of a well-featured face and well-shaped form. She has been completely changed into a being with the bearing of utter authority, a creature that is to be admired from a distance but not soiled with the grubby fingers and predations of the unworthy. Astrid's aura infuses any clothing she wears, increasing its armor modifier by a number of levels equal to her natural Charisma Level up to a maximum modifier of six.
Level Eight: The Queen of Hearts infuses Astrid with another seed of ancient, obsessive memory, directing her to discover a third ancient relic linked inextricably to the brooch's past and Astrid's fate.
Level Nine: Without having previously known of their existence, Astrid is abruptly approached by a small yet far-reaching group known only as The Queen's Men, a secret society that is apparently dedicated entirely to Her and Her Alone. The Queen's Men have been quietly observing Astrid for some time and are now ready to pledge themselves heart and souls to her whims. As a result of this newly gained resource, Astrid gains access to a Thieves' Network-like effect, an assortment of crafting skills, and a bodyguard-like hireling unit only she has access to. In addition, the Queen's Men will furnish and outfit her Sanctum according to her every desire, vastly improving its splendor and comfort while greatly improving one of the previous three effects. The ultimate goal of the Queen's Men may be unsettling and mysterious to Astrid. But never mind. It is known to the Queen of Hearts.
Level Ten: Without the slightest warning the Queen of Hearts vanishes altogether, leaving Astrid with a deep feeling of emptiness and unbearable loss. It does not leave without passing along a final seed of memory, however: the location of an ancient tomb deep within the Lutharins where Astrid may find her missing brooch and its final compatriot relic. What Astrid will find in that tomb cannot be known by her. But never mind. It is known to the Queen of Hearts.
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 & Information
Race - Kindir
Age - 29
Height & Weight - 5'7" & 170 lbs
Strength - Strong
Affiliations - Sentinels
Appearance/Apparel - Burkhard is a bit shorter and wider than most other Kindir his age, but that's due to the where he grew up and he happens to actually be taller than both his mother and father. He has light brown hair and bright, almost glowing green eyes. Most of his clothing is made of mountain goat leather and fur and he carries with him one of the special shovels from the mountain. He's not very talkative and tends to take his time getting to know other people, but is more apt to befriend those with animal companions. His thought on the matter being, "If an animal thinks they are nice enough to get along with, then they might make a good friend."
Personality/Background - Burkhard comes from a long line of Kindir that made their homes inside of the mountain they lived on. They used special shovels, Earth magics, and their strong bodies to dig large homes into their mountain. Their homes stayed warmer in the winter and cooler in the summer due to their location and left them with plenty of land on the mountain to grow their own food and to hunt without traveling too far up or down the mountain. When Burkhard was a little over 20, his parents asked him if he had ever wanted to explore the land below the mountain. He was honest with them and said that he had always been curious. They told him that he could travel with their blessing if he wanted to and could return anytime he felt he needed to. Burkhard felt a strong pull toward Epicrin and after traveling to the city, he ended up joining the Sentinels and meeting his Guiding Bondmate Adahy.
Strengths & Weaknesses
Dualmagery
Sarcokinetic - Align & Heel - You are able to use your earth magics to influence the trace metals in the bodies of living creatures. For the sake of this spell, creatures means nonsapient organic living beings.
Lvl. 1 - While maintained, you are able to sense the presence of creatures around you and may focus the brunt of your focus on a given creature you sense. You draw that creatures attention.
Lvl. 2 - Your ability to sense creatures increases, allowing you to read more about the creatures you are sensing. Your can draw the attention of a focused creature away from you as well as to you.
Lvl. 3 - You may inhibit the movement of metals in the body of a focused creature, weakening them.
Lvl. 4 - You may cause the metal in the body of a focused creature to multiply and shift, turning parts of its body into iron while this is maintained, either giving it armor or enhancing fangs/claws.
Lvl. 5 - You may shift the metal in the body of a focused creature, causing a flare of great pain and weakening making it much easier to be dispelled if it is a summoning.
Lvl. 6 - While maintained, you may focus your will against the metals in bodies of creatures to push them away and hold them off from getting close to you.
Lvl. 7 - The magnetic field of a focused creature repels it from the ground and grants it flight.
Lvl. 8 - Metal aspects granted to a focused creature may be made into crystal instead, granting those parts an imbue effect of whatever crystal is chosen. Choose type upon reaching level.
Lvl. 9 - Your ability to inhibit the movement of metals in a focused creature is increased, weakening if not outright locking up their movements, depending on size and strength.
Lvl. 10 - The sapience limitation of this spell is removed.
SPELLS
EARTH
Lvl. 1 - Align - Focus on the iron in your body to find magnetic north.BEASTIAL
Lvl. 1 - Heel - Will call to heel animals that are already familiar with you (presuming they don't hold a grudge), despite any distractions.Society & Guild Requirements, Limitations, and Benefits
Tithing
Guiding Bondmate - Adahy - Burkhard's Guiding Bondmate. Burkhard found this pangolin buried under ground as he dug through one of the animal preserves of the Sentinels. The two talked about things and Adahy told Burkhard all that he could remember about himself before his reincarnation. He used to gather lots of different plants, which makes him think he was a herbalist.
Herbalism
Tracking
Sentinel Walkabout
Sentinels Edges
>Low Tier
-Barefoot, Fleetfoot - So long as you have some sort of bare skinned connection to the earth or rooted plant life, your reaction time and speed are considerably enhanced.
-In Your Element - When in a natural setting, all of your senses are effectively heightened as your familiarity with the way things should be colors your perception of what is. This enhances everything you do imperceptibly, making you generally just a little better at everything when surrounded by nature and slightly more likely to succeed in whatever you attempt.
PETS
ITEMS
WEAPONS
Magical
Graben - A special shovel from the mountain Burkhard lived on. He grew up using it and is an expert with it in more than just digging through the side of a mountain. The important piece of it is the 10" long by 6" wide steel spade-shaped head.
-The handle on Graben can be easily replaced with an appropriatly sized wooden pole. Currently has a 4' long oak handle.
-The spade head has a version of the Etch spell enchanted onto it. This allows it to dig though stone as easily as loose clay.
Mundane
ARMOR
Magical
Wyldlife Suit - A well made tweed, single-breasted three button blazer that was dyed a dark yellow-olive color, with two pockets on the lower right and lower left and a left breast pocket. The tweed single-breasted six button waistcoat was colored olive drab and had two pockets on each side. The ensemble was completed by a pair of tweed, plain-front trousers that were a shade of sienna.
Party like a Ranger - The suit magically generates an aura of nature around its wearer, connecting them to the earth. They are always considered in a natural setting and barefoot for all intents and purposes.
Well Dressed Sap - There are trace amounts of magical sap in the material of the suit that hardens to iron strength upon any significant single point impact. The sap also emits a pleasing smell that soothes those that smell it, calming them.
Mundane
Goat Leather Vest
NON-WEAPON/ARMOR ITEMS
Magical
Mundane
Storage Bag - Filled with a variety of sundries.
Currency
70 gold
Come on and check it out. You know you want to.
Approved. I will defer to other minds for the DM so you don't just become a walking repository for my ideas.
An Aurevel, a rare animal bred by the oscarans, Capreo very much resembles a horned mountain lion with the hoofed legs and body of a powerful stallion. Having bonded with the animal during a bit of unpleasantness in the Alogeans, Dany considers her regal friend a trusted steed, worthy ally and beloved friend that runs as fast as any horse and fights as fiercely as any lion. What Capreo considers Dany as is unclear, but he either trusts the young woman completely or is a total slave to ear scratches and cooing praise.
Skills/Abilities
Eye of the Aurevel (Best In Show, Wild Potential, Shared Soul)
The oscarans breed aurevel to be reliable, sturdy mounts in the treacherous Alogeans, the sort of steed that can weather anything from an avalanche to a Gila attack. But Dany's bond with Capreo has taken the beast beyond what simple breeding and training can achieve. Call it bestial understanding, a farmgirl's insight, or even just the uplifting boon of friendship; whatever the reason, Capreo has become a king among beasts.
- Capreo is incredibly nimble and agile. He usually lands on his feet and has stable footing in even the most unstable footing. His hooves grip briefly but strongly to stone, soil, brick and metal.
Armor
Magical
> Horned Storm - A mastercraft set of barding crafted from a strangely swirled alloy of jade green and oddly prismatic brown. The champron and criniere carefully segment in an ingenious manner, granting Capreo unparalleled range of motion and vision, the croupiere and peytral partially covered by a blanket of green and gold wool with the Triumphant Lamb stitched onto it.
1. The sound of the Capreo's roar is amplified by storm magics, allowing him to roar incredibly loud and disorient enemies.
2. The armor has a weak magnetic field that weakens strikes and impacts from metal and stone objects and weapons.
3. Once per encounter, Dany may choose an naturally occuring animal type she's personally encountered. She may replace the the mountain lion, mountain goat, or horse in Capreo's makeup and replace it with the chosen animal type for the rest of the encounter.
4. Capreo's sensory organs alter, giving it Echolocation
- modifier 5 -
Name - Melissa (Mel)
Race - Human
Age - 22
Height - 5'7"
Weight - 134
Affiliations - Mage
Appearance - Medium length light brown hair, perfect dimples and skin that fares well against the sun. She has dyed blue streaks in her hair.
Apparel - Wool undergarments, leather arm and leg bracers. Dress attire has been ripped from adventuring. Mel's signature color is red.
Personality & Background - Once as a baby she fell into her family's well. Days passed but she was rescued. Her neighbor and family friends held candlelight vigils. She fears drowning but embraces her past. Mel has a curious obsession with fire and water magics.
Skills & Abilities
STEAMKEEPER - Your innate water magics cause and pall of fine mist to passively form in a 10' radius around you. In normal mistkeepers this pall is merely water spread into a thin mist, Melissa's is instead rapidly cooled steam with an identical effect.
Lvl 1. You can control the shape and density of the mists within 10' of you. The more compacted it is, the more opaque. Can he shaped into intangible apparel if you want it out of the way.
Lvl 2. You are able to sense disturbances in the mists, giving you early warning if someone is trying to sneak up on you.
Fire
Lvl 1-Ignite
Lvl 2-Fireball
Water
Lvl 1-Dehydrate
Lvl 2-Rimeball
Weapons
Water Dagger
Non-Weapon Items
Mel's Necklace- (Ruby/Sapphire) Allows the wearer to prism a spell through fire or water once each per encounter.
Mel's Gloves- Allow Mel to touch and grasp objects of almost any temperature for short periods of time.
Gold- 115
Behold, the power of :symu:!
Ask Me About:
The Epic World
You'll Be Glad You Did
Not That There's Anything Wrong With That
Behold, the power of :symu:!
Ask Me About:
The Epic World
You'll Be Glad You Did
Not That There's Anything Wrong With That
Stats & Facts
Aliases - Blaze (Initiate hidden name - Defunct)
Race - Human
Age - 35
Height - 5’8”
Weight - 157 lbs
Appearance/Apparel - Coming
Background - Raised in Ash during its construction, Elijah was born into a world run and maintained by the guilds and societies of Bakara, so it should be no surprise that his life story unfolded the way it had. In his youth, Elijah was an Ascetic, performing for the entertainment of the workers and guildspeople of the fledgling settlement. While off exploring with his bandmates the group stumbled upon the den of a seclusive cult, which took one of their members as captive. Elijah was able to convince the rest of his troupe to return in rescue of their friend, an effort that not only failed but cost the life of his bondmate. Elijah took the defeat hard. At first he only lost sleep over his loss, but soon he began to hallucinate that his deceased and disgruntled bondmate occasionally manifested to interfere in his affairs.
Some years later he decided to confront his ghosts head on and take charge of his life, beginning by abandoning his ties to the sentinels and bards and replacing them with the peacekeepers and initiates, seeking to gain the power and authority to make a difference and right the wrongs he made at the cultist’s hideout. He met his new guild responsibilities with utter fervency, though proving incapable of fully meeting the requirements of his affiliations. First he was cast out of the Initiates, on the grounds that he was too lax with preserving information. Next was his dishonorable discharge from the Peacekeepers, as he proved too lax with laws as well. Continuing his personal war, he threw himself in with the thieves and clerics, but his antics again led to dismissals. Over the years, Elijah has been a part of each guild and society in Bakara, leaving most in shame or denouncement.
Affiliations - None
Allies -
Enemies -
Accomplishments
Spells and Abilities
Abilities
Tricky Reputation - Elijah’s tendency to borrow first and ask later, as well and the occasional hand he’s needed getting out after getting deep, has left him in somewhat of a debt to many a person across Bakara. Even though he no longer belongs to any of the guilds or societies, they will sometimes call to collect when they need an extra body on a job. (May once in a while join a guild-only task. May only be done sparesly at first, but with greater frequency as his skill as a taskmage increases. )
Jack of all Magery - There’s one lesson you take to heart after having as an eclectic assortment of allegiances as Elijah’s: there’s no one proper skillset for a job. While some tricks will work wonders on one occasion, they’ll prove absolute crap in another. Sure, your mastery of earth magic was a marvel that one time you and your chums cornered those bandits in a cave, but fat lot of good they did you when pirates boarded your cruiseship. If you want to live to see another day, it’ll do you good to be ready with all sorts of tricks up your sleeve. (Taskmagery; Score: 5)
Sentinel Edges
Low Tier
Voice of Experience - You learn to help your bondmate focus on their mind on their past life as a Sentinel, bringing to the surface lost memories of people, events and super secret handshakes. Offers a unique alternative to the thieves network or clerics archives.(Note: Bondmate deceased, rendering the edge useless)
The Red Deck
Dirty Reputation
Level 1 -
Intimidation effect against people that know your name or your likeness.An exasperating effect against people that know your name and likeness. Although not his original intent when developing a reputation on the street, most people that recognize Elijah’s name associate it with his burdening nature and knack for causing trouble.Spells
Light
Level 1
Lantern - Create a floating ball of light before you that follows you and lights your way with the intensity of a candle.
Dark
Level 1
Visage - Manipulate the shadows on your face to trick the eye into misjudging your facial features.
Fire
Level 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.
Storm
Level 1
Whisper - While speaking in a whisper, you can manipulate the air to carry it to the ear of anyone within your sight.
Spirit
Level 1
Divine - Sense if any spirits are in the area and their general mood.
Inventory
Apparel
Scoundrel's Coat - A large brown galleon coat with brass buttons and various faint stains.
1. Pockets contain 5 gold, matches, tobacco and a smoke pellet. Whenever any of these are used up or spent, the pockets will be replenished. (Free pellet each encounter, 5 gold discount on each purchase, unlimited matches and tobacco.)
2. Scoundrel Set
Magical Items
Lucky Coin - A small, silver coin Elijah came by through chance. One side depicts a winking man eerily similar to Elijah in appearance, the other is a convoluted and confusing engraving of nothing. Things tend to go just slightly more in Elijah’s favor while it’s in his possession.
Non-magical Items
Malfunctioning Vocamper - A machinist vocamper, Elijah’s first construct. Used to work, then suffered its way through some beatings, droppings, being thrown, and being crushed in frustration. It no longer functions, but smashing it into nearby walls serves as a great stress reliever.
Empty bottles of Marks of Law - Once held the paints of the Peacekeepers, though they have long been empty.
Companions
Emma - A hummingbird, once Elijah’s bondmate, but killed by a cult in the Alogeans. Elijah swears that she haunts him, claiming to occasionally see and hear her.(Deceased)
Favors Owed
The Bards, The Clerics, The Initiates, The Machinists, The Mages, The Peacekeepers, The Sentinels, The Thieves, and the Warriors
Darla - Part of the deal in which he received the Scoundrel's Coat.
Currency
15 gold