Appearance - Corvus is tall and slender, but well-muscled. His skin is milky smooth and pale. His features are angular and handsome. His hair is jet black and tied into a ponytail. His eyes are an icy blue and intense, seeming to stare into the soul, catching everything. He wears black leather breeches and boots with black leather shin guards. His shirt is black at well and form fitting. He wears a dark blue open jacket with buckles and belts all over it. He has a scimitar sheathed on his left hip. There are two sheathed kris daggers placed diagonally on his chest with the hilts facing downward. There is also a snatch blade sheathed on his thigh.
Background - Covrus was born in a small forest village. When he was born he was immediately seen as a bad omen for the entire village as he was born with black hair. His parents barely raised him, keeping him at arms distance, mostly making him fend for himself. When he turned twenty, the elders of the village insisted that he leave for the good of the community. He has endured scorn from every elf he has ever known but has taken it all in stride. He knows that he was meant for greater things than the village could offer him and is determined to prove to himself that he is more than what his superstitious have made him out to be. He has dedicated himself to being the best he can possibly be. His upbringing did leave him slightly jaded however, and he has turned to a life of crime. He assumes that since the world has done him no favors, then neither should he abide by its laws.
Personality - Corvus is smooth, and cool. He is used to being viewed as an outsider and has built a mental buffer that keeps him from becoming easily offended. He is generally good natured and mostly goes with the flow, he is however very intelligent and not much slips past his keen mind. He is quick to smile and slow to anger, but few get close enough to him to really know him.
Omen of the Raven - Because of his black hair Corvus is generally avoided and held in open contempt of other elves.
Skills/Bonuses Awakening(Warrior of Intellect) - Corvus has a gift for combat, he learns techniques extremely easily, as he hones his mind, he will be able to implement the fighting styles of other warriors he has observed into his own, elevating his own prowess. Lvl 1. -Three times per combat encounter Corvus may analyze another warrior. Using this ability he can tell from that warrior's stance and posture the origin and style of their combat training. This reveals to Corvus what combat styles and warriors techniques they have, as well as what guilds and societies have trained them, allowing him to better react to their attacks. Lvl 2. - At the end of any combat encounter, Corvus may memorize any level 1 or 2 warrior's technique used by a warrior he has analyzed during that combat. he may only retain memory of one technique per level this way, discarding it to make way for the next. Lvl 3. - Once ever, after analyzing an opponent's level 3 technique Corvus may permanently commit a version of that technique to his repertoire, prismed to reflect intuitive analysis. (Not Used) Lvl 4. - Corvus may now commit two level one techniques to memory, and gains the capacity to analyse and commit to memory a single level 3 technique. Lvl 5. - Corvus now naturally analyses a warrior's stance the first time he meets them, allowing him to trigger his learning process immediately rather than at the end of an encounter.
Lvl 6. - Corvus may now commit two level two techniques to memory and may commit to memory a single level 4 technique. Lvl 7. - Once ever, after analyzing an opponent's level 4 technique Corvus may permanently commit a version of that technique to his repertoire, prismed to reflect intuitive analysis. (Unused) Lvl 8. - Corvus may now commit to memory a single level 5 technique. Lvl 9. - Once ever, after analyzing an opponent's level 5 technique Corvus may permanently commit a version of that technique to his repertoire, prismed to reflect intuitive analysis. (Unused) Lvl 10. - Once ever, Corvus may select one each of his level 1 and 2 techniques to be prismed to reflect intuitive analysis. These techniques will join with his other prismed techniques to be transformed into a more impressive suite of abilities not strictly limited by their origins.
Warrior of Intellect Learned Skills
Lvl 1 You learn how to expertly maintain your footing while in motion, allowing you to more easily fight on the move(Learned from Ire)
Lvl 2 You gain a level in strength exclusively in your legs.(Learned from peacekeeper on Crow task)
Lvl 3 - Winter's of Clarity - Corvus may, occasionally, use his powers of mental clarity and control to shutdown all cognitive functions not relevant to fighting. Once per encounter, for no more than 6 posts, Corvus becomes completely calm and emotionless, utterly focused on the current fight and what it will take to win. Corvus may effortlessly block any attack he has already seen his foe perform and cannot be fooled by feints, illusions or mental and emotional manipulation.
Intuitive analysis - Train yourself to focus on the details that matter, generating an advantage. Current BP:222 Lvl 1. Nothing escapes the steel trap that Corvus's mind has become, you can recall the specific details of everything that happens during a fight. Lvl 2. Your ability to dodge, block or deflect a specific attack increases with each repetition of that specific maneuver. Lvl 3. Note the stress points of your opponent's armor, effectively increasing the material modifier of your attacks by one when determining whether their armor is damaged or disabled.
Lvl 4. Attacks on your mind or emotions only work once, after which you become immune to that manipulation until end of encounter.
Lvl 5. Note the weak points in your opponent's defenses, giving you an effective strength level against a single opponent at a time.
Lvl 6. Analyzing the environment grants you a perfect mental landscape. Without looking you are completely aware of the physical layout of the area, allowing you to fight over and around obstacles seamlessly.
Lvl 7. Once per encounter you may choose a physical ability a target has used and analyze it completely, your body instinctively counters or dodges that maneuver, allowing you to focus on other things.
Lvl 8. Your ability to notice stress points improves, noticing the weak points of your opponent's weapons as well as their armor and increasing the material modifier of your attacks by another level when determining whether their weapons or armor are damaged or disabled.
Lvl 9. Once per encounter you may choose a magical ability (spell, ability, specific LSS level) a target has used and analyze it completely, so long as the ability affects the physical world your body instinctively counters or it, allowing you to focus on other things.
Lvl 10. Thrice per encounter, you may devise a devastating counter-attack to a previously seen maneuver or tactic. This counter-attack is unblockable but cannot be deadly.
Discipline is solitude's companion - Spending much of his time alone, Corvus has dedicated himself to improving his body, His reaction time is lightning fast, allowing him to react to unknown variables, and attacks faster than most people(At WM/Questleader discretion). He has also honed his muscles to Strong natural strength level.
Seed of Greatness - Somewhere rooted deep inside Corvus lies a seed of raw plant magics connected to the thief's spirit and combat prowess. This seed will grow over time if Corvus nourishes it with power. Cure for Lethargy - As long as Corvus is surrounded by plant-life, be it a fetid swamp or a verdant forest, the seed thrums within him. He is a little faster, a little stronger, a little better than he otherwise would be. While this effect is not necessarily a measurable increase, it might be the little push he needs to succeed. Poison Veil - Surround yourself in a barely perceptible field of toxic spores for the next two posts. These spores coalesce instantly in response to danger, causing any projectiles aimed at you to be deflected or decayed in such away that their impact is lessened. Use only once per encounter. Poison Coat - Once per encounter, Corvus may turn all his exposed flesh to a tough, densely needled cactus flesh. The spines with which Corvus is covered come away on contact with clothing, armour or skin, sticking into or onto whatever removed them. The needles are covered in a nauseating poison that causes the victim's muscles to ache with movement getting progressively worse with increased dosage. These needles do not grow back, and each patch of needles that leaves Corvus makes him angrier and angrier. Poison Tongue - Corvus is able to double or triple the amount of saliva naturally produced in his mouth and mix it with a little of his phlegm. The combination creates a solution that thickens on contact with the air, hardening after a second or two. The mixture causes inflammation on contact with skin and hardens in such a way that it can easily gum up locks or other mechanisms. Master of Toxins - Corvus' body is a living apothecary, capable of producing and combating any toxin or poison. He is immune to the effects of poisons and potions and can turn them against his foes. Any poison Corvus ingests or can produce may be funneled through one of these abilities in order to change its effects. These effects are temporary and can only be used for five posts per encounter.
Vulpes Incarnate - Powered by a combination of beastial and spirit magics, Corvus is possessed of the power of a kitsune. A mystical fox from another land, tracked in the Sekoran forest. Level 1 - Those closest to you are never out of reach. Through a combination of scent and spiritual connection you can always track down your closest friends and family.
level 2 - Your eyes' pupils turn to slits, allowing you to see spiritual and beastial energies in the air around you. This allows you to track spirits and alerts you to people who have high level spells in either art. Level 3 - When you are in imminent danger an itching, restless sensation at the base of your spine alerts you. The depth of the sensation lets you know whether it is threat of injury or death. Level 4 - Five bushy, foot long tails burst from the base of your spine. These tails possess a power based on your choice of light, lightning, fire or darkness. Level 5 - You may permanently cut off any of your tails in order to summon a servant to serve you or heal yourself of injury. The strength of the servant or degree of healing is inversely proportional to the number of remaining tails. Removing the final tail complete restores you to health and vitality no matter the injury, but removes this skill entirely.
Wet Work - Dexterous blade work. Lvl 1. Corvus's familiarity with blades of all shapes and sizes allow him to draw them instantly, attacking in the same fluid movement. Lvl 2. Develop the precision, balance and speed to throw all most any weapon, regardless of its weighting. Allows you to better improvise ranged projectiles and improves your accuracy with properly balanced weapons. Lvl 3. Learn the position and location of the body's major muscle groups and blood vessels. You gain the ability to control the lethality of your attacks by targeting or avoiding vulnerabilities.
Spells Level 1 Summon Japanese Giant Hornets - Summon multiple insects or arachnids. Species is up to caster upon learning. Number summoned is dependent on the size of the species chosen. Mark - By contact you can mark a person's aura, which manifests in a glowing rune on their brow. Allows you to sense their presence. Can only have two people marked at a given time. Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking. Level 2 Touch - Using this while touching an object will give you a mental image of the person with the greatest connection to it. Clarity of this image is dependent on their personal connection to the item. Use once per encounter.
Magical Items Worn Ignatius' Gem - A beautiful claw shaped ruby shard, worked into a shining steel earring. Pyrites - Allows the wearer to summon a pyrite snake, 1' long. Pyrites are living flame wrapped in a magical skin, burning from within. (B)Flame Consumes - You may instead summon a cold-burning frostfire pyrite Gecko, 18" long. Ellswen Vestments Set
Medusa's Eye - A petrified eye of solid stone, held on a thin chain. Medusa's Gift - Once every five posts, the wearer of this item may turn a part of their body to solid stone, making it resistant to damage and temporarily stopping bleeding. (Body part must be smaller than a foot cubed.) (B)Earth Endures - You may instead transform a part of your body into living crystal. Surface wounds patched up with a crystalline scab during the transformation. Ellswen Vestments Set
Delos' Wrappings - A deep brown silken cloak, lined with golden thread and bearing a steel clasp marked with concentric circles. Spirit's Shield - By sacrificing all movement, you may summon around yourself a bubble of iron tough energy that shields you from harm. May be used only once every five posts, for no more than two posts. (B)Spirits Protect - The spirit shield may be imbued with the power of one of the other arts, adding to its defense. Storm adds a crackling effect that repels metals. Earth summons a storm of sand that obscures you from view. Fire wreathes the shield in damaging flame. Water causes the shield to shatter and burst outwards if broken. Ellswen Vestments Set
Vizian's Hands - A pair of dark leather gloves, veined with shining steel. Wind Blades - Grants knowledge of the level 2 spell, 'Wind Blades'. Summon to your hand a trio of miniature tornadoes, fashioned into solid throwing blades.
Storms Gather - Grants knowledge of the level 3 spell, 'Attraction'. Release a burst of electromagnetic energy that tugs on all metals. All metallic items within 100' are shifted slightly to point towards you, compass needles especially so. Ellswen Vestments Set
Weapons Wraith - A long elegant scimitar finely crafted, with a deadly edge.Theblade is black and is veined with glowing red.
>Volatile Soul - Wraith is modifier 8, and impacts with or against it always have the possibility to damage the foreign object (rolled every time rather than WM discretion). Enchantments are limited to 4(1/4) due to the unstable nature of the blade.
>Sleight of Mind - Wraith can be blinked to Corvus's hand from anywhere he can see it. Once per encounter Corvus can blink himself to the sword wherever it is.
>Price of Power - If used to deliver or block a particularly powerful blow, the sword's energy will fluctuate wildly, causing severe damage to both weapons.
>The Eye of Corvus - The blade this pommel is attached to can be slashed across the ground at a target for a Dirty Trick effect. Once per encounter the pommel can allow the blade it is attached to to be dropped into the ground, passing into it like water. If this happens a sandstorm will erupt from the ground around a target, the bits of sand like thousand tiny bits of the swords slicing at the target, all carrying any magical properties of the blade. This storm will last for the opponents next post, then fly to your hand and reform the blade during your next post.
Non-Weapon Items Fitted leather armor - hidden under clothes Leather bracers(worn)
Leather shin guards(worn) Void Pack Pocket watch X Marks The Spot(35 LP invested) - An ancient scroll, the edges of its vellum tattered and crumpling and the ink marked upon it fading almost from sight. Still, the Kurrs are recognizable upon it, and it is impossible to miss that giant red X...
>Whenever Corvus is entitled to LPs, he may sacrifice any amount to the map instead of using them normally. Upon doing so, the map will reveal some or all of its treasures. Once 100 LP have been spent in this manner, the map will turn to ash.
Race - Human Age - 60, Appears to be in his 40's Height & Weight - 6'1" & 200 lbs Strength - Very Strong Affiliations - None
Appearance/Apparel - Wayland has long, dark brown, straight hair that is kept pulled back. He aslo has deep brown eyes that give off a sense of great understanding. His hard face, with its short but thick beard and mustache, gives the impression of great wisdom, and speaks with a gruff voice. His skin is tanned a deep shade but not from the sun, instead it has gained this color from the heat and light of the forge. His arms bare many scars from years of working metal and other materials from their natural forms into their predestined shapes. He wears a silver metal band to keep his hair in place, especially while working. Usually wears a white cotton shirt to keep cool and thick black, denim pants for safety and comfort. He wears brown leather gloves at most times, the same ones he uses while smithing. Finally, a black leather smithing apron, with a grey denim lining, is the one piece of clothing he will never be seen without.
Personality/Background - Wayland has one true love, smithing. He's been using a hammer and anvil for all his life and he'll die forging. He's not a loner, but he does give off the feeling of deep solitude. He travels and searches for, not treasure, but new, better, or strange materials to forge into weapons, armor, jewelry, art, or whatever he feels inspired to smith it into. He can be gruff, but, all in all, he's a good person.
Strengths & Weaknesses
Special Abilities & Personal Faults
Strength from the Forge - Decades of swinging a hammer tends to make one Stonger than the Average man. Wayland is now Very Strong.
Smithing - Wayland is a blacksmith, deep down in every fiber of his being. He feels most alive when standing over an anvil holding a hammer.
Carving - Wayland is very proficient in carving. He uses the skill often when making handles.
Tailoring - Wayland picked up this skill while learning to forge swords and knives. He uses it to fashion scabbards and sheaves of different varied materials.
Pride of the Blacksmith - Will not use weapons, shields, or metal armor he did not create himself.
Relic of Legend - You possess a one of a kind item of mysterious origins that, as you become more well known for your exploits, becomes your symbol. As you and the relic's fame grow, people's reaction to the relic change and previously unknown properties of the relic surface.
> You receive 1 Legend point for each quest you undertake and an additional 1 point if that quest want over a total of 450 posts. The quest runner has the option of awarding a third point depending on the role you play in the quest. The Adamantine Heart
A dark, black anvil. Made of a strange, amazingly hard, and incredibly heavy material. It was a gift to Wayland from an older blacksmith, a Dwarf, when he was recognized for his skills. He uses it when he smiths as, in his own words, "No other anvil can even be compared." Lvl 1. Wayland gains access to The Kor Crucible, an strange forge that exists parallel to space and time. While inside the Crucible, any forging that would take a matter of days instead takes a matter of hours. Required Score: 1 Lvl 2. The Adamantine Heart has become further infused with the power of the Kor Crucible and in turn imparts a fragment of that power on anything forged upon it. All items forged with the Adamantine Heart are one additional modifier strength higher than they would normally be. Required Score: 3 Lvl 3. The implacable essence of the Adamantine Heart has further stabilized the world around it, pulling more of the Kor Crucible into existence. The Crucible's slack basin is now fed from an unending source of Silvered Essence, a lightly gleaming oil lost to modern knowledge. Any item forged upon the Adamantine Heart will, after being dunked into the Essence, gain a new power or trait based on the item's material, form and function. Required Score: 5 Lvl 4. As much as Wayland forges within the Kor Crucible, so does the Kor Crucible forge the smith. Wayland's strength is improved by one level and his stamina is almost inexhaustible. Required Score: 7 Lvl 5. The implacable essence of the Adamantine Heart has further stabilized the world around it, pulling more of the Kor Crucible into existence. The reality around the Crucible ripples, pulling an ornate smelting furnace into existence. By using blood as a flux, once ever per person a bar of special metal may be smelted within the furnace, its traits and abilities based on the inner spirit of the person who's essence went into its creation. Required Score: 9 Lvl 6. The Adamantine Heart has become further infused with the power of the Kor Crucible and in turn imparts a fragment of that power on anything forged upon it. All items forged with the Adamantine Heart are one additional modifier strength higher than they would normally be. In addition, frequent use of the Kor Crucible improves Wayland's skills in ways that are strange and wondrous, allowing works of skill and finesse almost unheard of. Ingots worked upon the Adamantine Heart may be forged into pliable, workable thread, allowing bars of pure metal to be turned into fully workable cloth. Required Score: 11 Lvl 7. The implacable essence of the Adamantine Heart has further stabilized the world around it, pulling more of the Kor Crucible into existence. As the outline of the Crucible begins to fill in,an ornate chest appears in the corner of the room. Within lie the plans for an incredibly complex forging process, its steps varied and highly mutable. What it will create is a mystery, but one thing is sure: it shall never be used by the hands of its creator. Required Score: 13 Lvl 8. The Kor Crucible churns with the power of pure Creation, a fire that knows no end. Once a month, the essence of everything ever forged upon the Adamantine heart will coalesce within the Kor Crucible, creating a single ingot of any material ever forged within it. Some materials may not be replicable. Required Score: 15 Lvl 9. The implacable essence of the Adamantine Heart has further stabilized the world around it, pulling more of the Kor Crucible into existence. Something deep below the forge is pulled into existence, causing the Adamantine Heart to glow with a faint, pulsing aura. Once every month an item may be placed upon the anvil and engraved, turning it into the sixth capstone piece of a set its owner already owns five pieces of. Required Score: 17 Lvl 10. With a thumming pulse, the Kor Crucible finally pulls itself completely into existence. With the exception of the door. It is up to the smith who has slaved over and poured everything into the Adamantine Heart to lay this final work upon the forge, creating a portal that will lead to Wayland's destiny. Required Score: 19 LEGEND POINTS: 8
Society & Guild Requirements, Limitations, and Benefits
Mundane Wrath - The only weapon Wayland has forged for himself. A steel, one-handed sword with a cross guard. Scabbard Shield - A steel steel shield with a scabbard for Wrath built in that Wayland forged.
Magical Mutant Gila-Scale Apron - A black-smith's apron of blood red scale, tough as steel and slightly luminous, glowing faintly in the dark, and lined with dark grey hazard cloth which is enchanted with a modified version of the filter and cleanse spells, causing the air and water within a few inches of them to be clean and fresh. The gila-scale occasionally seems to glimmer a little more translucently. Once per encounter, if struck by a hostile projectile, the scale can phase the offending item into the spirit world, where it will be consumed by a voracious beetle. After six such consumptions, Wayland will be able to summon forth the creature through the gila-scale. It is hostile to any and everyone it sees, including Wayland. Its carapace is magical and can be forged like metal. Hazard Cloak - A cloak of a dark grey coloring. The cloth the cloak is made from is enchanted with a modified version of the filter and cleanse spells, causing the air and water within a few inches of them to be clean and fresh.
Mundane Leather Gloves Damaged Black Leather Apron - Lined with damaged grey denim.
Magical Relic of Legend - The Adamantine Heart
A dark, black anvil. Made of a strange, amazingly hard, and incredibly heavy material. It was a gift to Wayland from an older blacksmith, a Dwarf, when he was recognized for his skills. He uses it when he smiths as, in his own words, "No other anvil can even be compared."
The Adamantine Heart had been fitted into a solid rock pedestal with easy access to every smith's tool that Wayland had ever seen and then some. A slack tub rested near by, filled with a silvery oil of some sort. Emerald green veins of power seemed to be flowing out from the anvil, through the floor and into a massive, awe-inspiring forge of black crystal and silver stone. Within its belly, vivid green energies churned with a power greater than any furnace Wayland had ever seen.
>Strange Glowing Green Ore - Used to transport Wayland to the Kor Crucible. Can not be used under duress.
>Odds Maker - A silvery coin bearing a pair of scales on one side and a depiction of a mine on the other. Whoever carries one of these coins is blessed with exceptional luck when it comes to acquiring loot. On any quest exceeding 450 posts, they gain an additional 5 loot points for each Legend Point the quest is worth.
>Multiple Hammers and other Smithing Tools - Different shapes and uses, none of which would make a good weapon, not that Wayland would.
>Flint - For starting fires.
>3 Fist-Shaped Chunks of Iron Ore
>3 Changes of Clothing
LOOT Tideheart Ore - A raw chunk deep blue ore that seemed to slowly churn on the inside, as dark and mysterious as the blackest ocean depths. Contains powerful magics of relentless strength and stamina.
Life Chisel - Grants the owner a rare Dual-Art MiniLSS: Sillicite Sculptor SILLICITE SCULPTOR
Lvl 1. Call forth from the ground a stone statue of a mole rat, 6" long with razor sharp teeth, imbued with Beastial summoning magics that give it life that is maintained like a summoning.
Lvl 2. Call forth from the ground a stone statue of a mole, 8" long and capable of burrowing through the earth rapidly, imbued with Beastial summoning magics that give it life that is maintained like a summoning.
Lvl 3. Call forth from the ground four stone statues of squirrels, each 7" tall, imbued with Beastial summoning magics that give them life that is maintained like a summoning.
Lvl 4. Call forth from the ground a stone statue of a giant hedgehog, 30" long and able to role into a spike stone ball, imbued with Beastial summoning magics that give it life that is maintained like a summoning.
Lvl 5. Call forth from the ground a stone statue of a giant porcupine, 40" long and capable of shooting out stone shard spines once every three posts, imbued with Beastial summoning magics that give it life that is maintained like a summoning.
Corvus is pretty approvable, for the record. The wording of him being "really, really" fast is a bit too vague for my taste, though. The problem with things like that is it leads to a tendency to overplay the prowess of characters that are just starting out.
Sidenote, I'm not sure how much you and DAK have worked on it, but the Awakening rubric gives me pause as well. If, at level 2, he can copy any one level 1 or 2 ability of any technique, in essence gives him by leaps and bounds the best Technique ever. Now obviously LSSes are stronger than Techniques, which is why I'm hesitant in my criticism, but if I were to err on the side of caution I'd say it would be better to make it so at each level, he can copy an ability of one level lower. A level 2 at level 3, 5 at 6, so on so forth.
Race: Human Age: 41 Height/Weight: 5'11", 157 lbs Affiliations: Ascetic (Bard/Sentinel) Appearance: Tall, slight of build, with thin, rather wispy brown hair crowning his long head. Small mouth, long sharp nose, light brown eyes of normal size. Slight smile always lingering on mouth, with small but fine wrinkles radiating from his lips somewhat more than would be expected at his age. Apparel: Black three-piece suit, cut full but not overly generously, and highly polished black leather captoe boots. Underneath a stark white shirt and a small black bowtie, the collar slightly high on his neck. Background: In his past life, Godwin was a banker, a man whose business was money and whose life was his business. His father was a banker, and enjoyed the profession; so was his grandfather, and so on as far back as anyone could remember. So did Godwin, in his way. But his father died, and so did his mother, and in his isolation he began to wonder about the nature of things. In his attic he discovered a mandolin, and taught himself to play it; his performance at the bank became erratic; his mind turned ever more to what lay beyond its walls. Finally, he left, selling his house, outfitting himself, and giving himself to wandering.
>>Was actually a pretty good bank teller for a while.
Perfect Pitch - Through years of dedicated practice, Godwin has become an adept musician on his mandolin. Moreover, he has the normal Bard skills and rewards: he can accompany other bards on his mandolin, and occasionally receives monetary rewards.
World Voice - Godwin is attuned to the sounds of nature, able to hear and and understand their innate melody and beauty. This acts like a natural performance piece that calms his emotions and boosts his senses in noncity environments.
Basic Herbalism - Godwin is able to manufacture basic teas and supplements. These are herbal compounds that he takes regularly (at the very beginning of each quest or bounty) to enhance his functions. Teas affect him mentally, supplements affect him physically.
C-Sharp - A pluck of ones strings that shoots a dark-like projectile of solid air at a target.
Power Ballad - A stirring musical piece that evokes mental images of glory, rising to meet challenges, and determination. Its target gains a strength level for as long as this is played and is immune to fear or intimidation magics. Maximum five posts.
Greensleeves - This song has no magical effect. He just really loves to play it.
Carnivore - You may take on some of the spiritual power of other creatures by consuming their raw flesh. These bonuses are temporary and based on the vitality, age and rarity of the consumed creature. Hearts are known to be potent, though some may hold their power in other places.
Mind Level One: Charisma
Weapons Rapier - Steel rapier with a silvery spider-web filigree running up the back side of the blade, which at the handle multiplies into a tangled-looking mass that melts into the crossguard and haft. Concealed in a specially-designed void pocket in his suit jacket. Other Items Erasmus (Relic of Legend) - An exquisitely crafted mandolin, all polished spruce and maple with a deep, cherry-red-brown color, worn on a black leather strap slung across his back. Though apparently made only of wood, the instrument is marvelously resistant to damage; only a direct and intentional blow can damage it. This mandolin is a relic of legend, an item which, as Godwin becomes more well known for his exploits, will becomes his symbol. As he and the relic's fame grow, people's reaction to the relic will change and previously unknown properties of the relic will surface. Current level: 0 Herbalist Kit - Mortars and pestles, oil presses, gloves, pill presses, scalpels, cutting boards, vials and jars, burner stones and small kettles, all stored in his void bag. Diary - Small brown leather notebook, extremely hard-worn, with the leather ripped and torn and all the pages heavily stained with food and mud, as though it was often thrown away in frustration and later retrieved. Sundries - Small knife, cutlery, materials for making fire, a lot of pocket lint. Void Bag - Black leather satchel, rectangular and about 15 inches wide, held from a handle on the top. Can attach to the strap of his mandolin when necessary, both holding his instrument and protecting it. Contains a pocket dimension inside, allowing him to carry his items. Bolt of Reaver Leather - Modifier 2. Those who wear clothing of this material have increased running speed and create a haunting sound in their wake that has an intimidation effect. Soul Crystal - The soul of an atarin who was frozen to death, crystallized. Pets
Dafoe - An unusually large nightingale, half again as long as a normal specimen, perhaps nine inches in length. This nightingale is in fact the reincarnated form of a long-deceased Sentinel, who communicates to Godwin telepathically. Can also sing beautifully, providing (when needed) a woodwind accompaniment to his songs.
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 - Dar'jargo Race - Jakari Age - 25 Height - 6' Weight - 122 Lbs. Affiliations - None so far Appearance & Apparel - Dar'jargo's skin is a grey color, but is masked by his fur (see below). His face is almost feminine, narrow, and light-set. Dar'jargo's jowels are thin but long, almost down to his jawbone in typical khajit Jakari form. His eyes are mostly a brownish-red, with some white around the edges. He stands a fine 6 feet tall, but weighs a considerably less than expected 122 pounds. All of his skin is covered in a fine, smooth white fur which kept him warm during the nights as a cub. Currently, he wears a brown leather vest with two breast pockets. To cover his shoulders, he wears a pair of brown (also leather) metal-rimmed pauldrons. He also wears a pair of tan colored cloth pants, though he often rolls them up when his legs get warm. He rarely wears shoes or anything to cover his paws (feet), though when needed he carries with him a pair of heavy duty black shoes. Due to this, his paws (feet) are tough and calloused. He currently also wears a grey cape that slips over his head. A strung green stone is worn around his neck (see below).
Personality & Background - Dar'jargo is a curious Jakari. He hails from the north, and was raised as a single son by his mother. His father is unknown, and his mother refused to tell him. When he was just a cub, his mother gave him a small green stone with a notch in it. Dar'jargo does not know what it does, if anything, other than being a stone. The stone itself is very smooth, as he would often suck on it as a pacifier. Of course, when he turned five, he put the stone in a lockbox in his hut, and forgot about it until several years later. When he turned 13, he found the lockbox partially covered by some dirt outside his hut. He does not know how it ended up there, but he took out the stone and decided to chisel a small hole in it then string it. At 17, he left his village to head to the cities. When Dar'Jargo turned 19, the news came that his mother had contracted a deadly disease. He trekked all the way from the city back to his village. On the way there, he talked his way out of bandits, claiming he was a "government official" and was simply scouting out the path for the main group of tax collectors following his path. He continued on, but arrived at his village too late. To this day, he blames himself for his mother's death, not being able to arrive in time.
Skills/Weaknesses Carving - When he was bored, he would take a stick and carve into various things. He never kept any of the carvings.
-- Level 1 Herbalism - He often would collect herbs and plants for his mother to cook when he was a cub
-- Higher than average Charisma - He finds he can talk his way out of some situations, and people just seem to like him better
-- Low weight, thus low strength - Self explanatory
-- Calloused Paws - Dar'jargo has calloused paws, the skin is tougher than normal and allows him to go barefoot most of the time.
-- Lvl 1Harmony - Your mind is closely attuned to the network of plant life around the world, interconnected by vast networks of intertwining roots beneath the ground. This network is aware of your as well, and extends itself underground if you wander into lands usually devoid of roots. Certain effects will not be viable indoors, especially if there is another story below you. (Your harmony with the the root network reinforces your inner peace, giving you extreme emotional control, even in the face of magics.)
>A small knife-like dagger with a King's Cane handle, stored in a leather armband on his left arm, easily accesible to his right (dominant) hand
>A King's Cane longbow, strung with Creeping Faith
a. A small, very smooth, green stone amulet his mother gave him when he was just a cub
b. Herbalist's kit
c. A pouch of a homemade tea mix (Lotus Blossoms, Paradise Seeds)
d. A quiver of King's Cane arrows
e. A small thermos-like container, usually filled with tea
Pets Meejra - The green stone he wears around his neck, strung
> It's a stone
Stats & Descriptions Name - Laroc Betatide Race - Atarin Age - 31 Affiliations - Fraternity of Mages Height - 6'0" Weight - 160 Appearance - Long, very dark green hair, pulled back and clasped with a silver shell. Oval eyes of swirling violet and topaz, a curious mixture of languid and piercing. A prototypical atarin face with carefully sculpted eyebrows and a rather aquiline nose. A mouth normally held in a slight frown, occasionally twisting into what is less of a smirk and more of a triple smirk. Sleek light teal skin, unmarred and quite obviously moisturized on a very regular basis. An elegant, fit form, long-limbed and graceful without the benefit anything so crass as "exercise" or "honest labor." Neatly manicured fingernails of topaz coral, carefully trimmed into a squarish shape. A shimmering, nearly invisible aura of silvery mist that wafts quietly around the atarin's form. A rather nice smelling, but obviously far too expensive, cologne of cardamon, cedar wood and ginger. Apparel - A thin ceremonial circlet of silver set with amber. A black surcoat, knee-length with stiff shoulders, a high collar and rings of cloth-of-silver around the edges and neck. A soft long-sleeved undershirt of light teal cloth that has been very carefully mended, loose at the arms. Silver armbands at the bicep and wrist. A wide silken sash knotted with unnecessary precision around his waist, a foot left hanging smartly by his side. An ornate side-pouch, carefully slung to his side by a tooled leather bandolier. Teal tights in the atarin style, meaning far tighter than is really needed by anyone. Folded and buckled manjor-hide boots, tooled in silver. Personality & Background - Laroc is smarter than you.
Skills/Bonuses The Unkindest Cut
Laroc has never been one to mince words. He had seventeen different governesses as a lad, all quitting claiming emotional duress. His valedictorian's address from the Eastern Academy primarily dealt with the poor job the janitors had been doing. He gave his niece's play two thumbs up, but rated her performance in particular as "wooden". Charisma effects do nothing for Laroc. In fact they somehow make things worse, giving him instead an equivalent amount of Negative Charisma. So, yeah. Take that Dad. The Cold Shoulder
Laroc's has an aura that coild be rightfully described as icy at times, the atarin's wit freezing those who draw his attention to the bone. He also has a more literal aura that can literally freeze people to their literal bones. Literally. Laroc is followed by a barely visible mist of water vapor and ice particles that infuses any water Laroc Flows with chilling magics, Weakening anyone or anything that water touches. This mist can also be expanded and frozen to create up to two Laroc decoys, delicate lattices of ice crystals wrapped in perfect illusionary replicas of Laroc and filled with a slither of his intellect. The decoys are no physical or magical threat but possess all the quick wit and intelligence of Laroc himself. These delicate constructs will shatter if touched with anything more than a caress and tend to melt after a short period. Better Than You.
It's a simple fact. I don't even need to explain it, do I? The proof is right there for everyone to see, so if someone is too much of a dead-eyed monkey to figure it out themselves, that isn't Laroc's problem. Whenever applicable Laroc receives one extra LP, gold, or whatever else more than his fellow, less-excellent helpers would receive as a reward. He usually just leaves it on the ground. Oh, did you think he needed it? That is adorable. Hydro-Genius(Dualmagery: lvl 4
As part of his quest for Ultimate Knowledge (as well as the knowledge that everyone has knowledge of his Ultimate Knowledge), Laroc has crafted a spell merging the Water spell Filter and the Mind spell Retain. Purifying and strengthening his mental pathways, this brainpower-boosting spell gains strength as Laroc's knowledge of Mind and Water spells increases, creating an exponential thoughtstorm that top experts are describing as The Best. All Hydro-Genius levels are Passive.
Lvl 1. Laroc's sensory imput, no matter how fleeting, can be perfectly and utterly imprinted on his memory. These memories cannot be forgotten or forced from his memory. He may replay them later in his mind, reliving it all with perfect clarity and filtering out and focusing on any aspect he wishes.
Lvl 2. Laroc can filter and focus his sensory input, greatly enhancing one of his senses at the cost greatly reducing the others.
Lvl 3. Laroc's focus and control over his body is highly enhanced, allowing him to control his bodily functions, voluntary and involuntary and even slow bleeding.
Lvl 4. Laroc's senses can be fine tuned to incredible levels, allowing him to analyze materials and substances for mundane and magical traits without the use of tools.
Lvl 5. Laroc's refined intelligence is reflected even by his beverage choices. Teas have an amplified effect on Laroc. Water
Lvl 1. Filter
Lvl 2. Flow
Lvl 3. Soak
Lvl 4. Freeze
Lvl 5. Riptide Mind
Lvl 1. Retain
Lvl 2. Veil
Lvl 3. Skepticism
Lvl 4. Willful Champion
Lvl 5. Mindlash
> Water Dagger
Non-Weapon Items Magical
> An elegant mirror made from a skein of silvery water drawn and bound over a frame of carved whalebone upon which Laroc is able to display and read text.
> A beautiful map of Bakara painted onto a very thin, very tough hide of some sort with small cosmetic animations, tiny caravans moving up and down the trade routes and stylized beats prowling the wilds. It is beautiful but an informed glance reveals it is every decades out of date. Laroc doesn't care.
> A small pouch that slowly refills itself with dried seaweed.
> A coral comb, lightly enchanted with Force Magics to more easily work through Laroc's thick hair. Yes, even Laroc's comb is magical.
Stats & Descriptions Name - Valtaire Bactan (val-TAYR Bak-TAHN) Race - Human Age - 41 Affiliations - Artificer Appearance & Apparel - A short and rotund little man, standing 5'4" and shaped much like one of the manatees that sometimes beach themselves on the northern shore. His head is oblong, with a tall brow, deepset eyes, thick lips and several chins. His hair is thick and reddish auburn, worn slicked back but becoming unruly when Valtaire is agitated and his eyes are are a vibrant and hungry emerald. Wears loose brown cloth pants with a black leather belt and silver buckle depicting a grinning mouth, a crimson silk shirt, black leather shoes and a dark maroon coat. Personality & Background - Valtiare's life a story in seven parts Greed - One vice that was always marked Valtaire's existence is his greed, an unquenchable and blatant avarice. He grew up in the seediest bowels of Elexia's underwood, the son of big-time fixer and a madame who both spoiled him rotten and raised him with a keen intellect and insatiable appetite. Valtaire eventually became a fixer himself, replacing his father after the old man was found stabbed to death in a back alley. Lust - One day while frequenting a house of ill-repute, Valtaire was approached by an Elexian merchant by the name of Tybal Lee. He wanted to hire Valtaire away from his current boss and was filling to pay him well for it. The money, power and goods Lee could give Valtaire access to sparked his imagination and he could not refuse. Gluttony - Valtaire began indulging his every whim and desire, spiraling from amorality into immorality as boundaries fell by the wayside. Pride - Valtaire failed to realize that his overindulges were clouding and warping his judgement, paying more attention to his pleasure than his business and too prideful to listen to any questioning of his choices. Wrath - When Valtaires poor judgment finally came home to roost and he managed to leave damning evidence against his boss where Cleric Witnesses were able to find it, Valtaire reacted to his mistake with rage and wrath and ended up making an even bigger mistake. He ordered the his thugs and mercenaries to take the families and loved one of the Witnesses hostage. When the Clerics reacted things went to hell. Blood flowed in the streets and the crimelord's whole empire crumbled around him. Sloth - Valtaire was screwed and he knew it, the crimelords people were either on the run, dead, or in prison. None of those fit Valtaire's preferred lifestyle and he wasn't about to give that up, so he did the only thing he thought made sense. He blabbed his tiny, clogged little heart out to every cleric, peacekeeper and lawman he could, selling out what was left of the operation. He managed to get off free and clear, but with only 200 gold to his name. Envy - One thing that Valtaire failed to factor into his stool-pigeonery was the fact while he got out of jail time and wouldn't have to go on the run, his old life was none-the-less over as all the remaining crime operations knew he was a rat and no one would hire him as a fixer anymore. Now he is left to try and survive in a much harsher world than he is used to or equipped for.
Skills/Weaknesses Tinkering Gunsmithing
Ballistics Machining - Lvl 1 Wages of Sin - Earned by a life of sloth and gluttony, Valtaire's physique is illsuited to fighting or running, or walking or climbing stairs or bending over. His is rather slow, lacks stamina and has a Weak strength level. Persona-Non-Grata - Valtaire's mistakes have left him pretty much on the outs with the criminal community, both guilded and nonguilded. Twisted - Valtaire's mind is a debauched temple of excess and sin, and as such a twisted prism for his magics. When spellforging items, they come out different than normal spellforgers, warped sinful versions of what they should be. Spellforging - The art of forging physical items out of raw magic, sacrificing your ability to cast a spell to turn it into an item. Cannot be done twice with the same spell.
Forged Spells Plant Blossom Beastial
Weapons Forcemage Dagger - A steel cleaver. Can generate a force construct copy of itself in your other hand. Copy vanishes when it leaves your grip. Shockrod - A short, topaz powered stave whose tip releases a short, painful and sometimes debilitating burst of electricity on contact. Fitted with Field Inhibitor Augment.
Click - A miniaturized version of a machinist pistol, easily hidden but only effective at extremely close range. Kept hidden up his coat sleeve. Equipped with a Field Inhibitor Augment. Prick - A small needle-like bone dagger, its blade treated with a sickening poison. Kept in a small sheath pinned inside his other sleeve.
Non-Weapon Items - Accessories Seed of Desire - A black earring with a beautiful apple shaped golden charm hanging from it. Piercing the flesh of any plant material with the stem of the earring will cause a fruit to blossom into life from that point. The fruit is a glorious, perfect golden apple that causes those that look upon it to become more agreeable out of their desire for it, however the apples taste of lies and ash to all but Valtaire. Spiteful Strength- A steel medallion bearing the image of a large figure twisting another's arm. When worn, the wearer's ability to keep people in line is enhanced by magical energy. Actions which hold a target in place, push them around or force them down gain an effective strength level. Reckless Beauty - A sinister blown glass brooch in the shape of a locust. Can be shattered into a half-dozen solid glass insects, each of them so beautiful that those who see them are tempted to touch them despite their razor sharp edges. Voidpouch - Good for those too greedy to give anything up and slothful to bare the weight of it.
Non-Weapon Items - Miscellaneous Litter - A managed animated floating steel throne/platform. Unable to move fast or precise enough to be used as a weapon, primarily a personal conveyance.
Note of Favor - Free carriage rides anywhere in Bakara.
> Machinist Kit
> An assortment of novels, mostly unsuitable for young eyes and some with crude illustrations.
> Assorted and varied edibles
> Assorted wine skins
> Flint and Steel
> Papers, Inks and Quills
Currency 30 Gold
> Voucher for free forging service from Wayland.
Likely future Spellforgings
Ravenous Crystal - A clear silvery crystal that can imbued into an item to grant it the following enchantment: The enchanted item can generate a force copy of itself that remains in the position the item was when activated. The copy remains in place until dispelled or reactivated, its is a hollow shell of the original item, trapping anything that pierces it as though caught in a vice.
Once I had love.
But she caught the flu, caught the flu.
Then came a doctor,
To cure my true love.
There was naught he could do, naught he could do.
Then came my prized bull,
And charged the doctor,
That failed my true love.
It ran him through, ram him through.
Then came a slaughterer,
In search of the bull,
That overan the doctor,
That failed my true love.
That night he made a stew, made a stew.
Then came Rhionna, the Lady of Death,
And blessed the slaughterer,
That cooked my bull,
That overan the doctor,
That failed my true love.
That night his time was due, his time was due.
Now here am I,
Waiting for the Deity of Death,
That kissed the slaughterer,
That cooked my bull,
That overan the doctor,
That failed my true love.
Do you wait too, do you wait too?
-My One Love, part of a larger work entitled The Optimist's Triumph
Edwin White Though most call him Black Eddy
STATS AND FACTS Race - Elf Age - 27 Height - 5'8" Weight - 141 lbs Appearance/Apparel - Edd is a slender elf. People often remind him he need eat more, to which he replies that his soul is parched, not famished. His gaunt face has a round, unpronounced chin, and his faded cheekbones are barely visible. His big brown eyes peer through drooping eyelids (although usually peering at nothing in particular), and his thinning black hair leaves his forehead in clear view. He used to be a handsome man once, he claims, until a rabid prairie dog gave him a pox that kept him in bed for "as long as the second eternal council's been ruling". He wears a gray tunic that falls to his knees, the midpart wrapped around his waist with a black leather belt. Clasped around his back is a black cloak, and on his head is a wide-brimmed hat, its green color as dark as a thicket in twilight. His left shoe is completely intact (which is more than can be said for the right shoe). Background - Usually when presented with an opportunity to divulge into his personal history, Black Eddy simply responds with an anecdote of some melancholic time he passed that borders on amusing. Amusing to others, at least. While others might chuckle, Eddy simply sighs and stares off into "oblivion". Affiliations - Ascetic (Bard/Sentinel) Allies - Enemies - Accomplishments
SPELLS AND ABILITIES Abilities Dr. Sourpuss - Although claiming himself an optimist, all of Edd's songs and musical performances always carry depressing and morose overtones, even if playing a well known piece. As a result, any emotion-based spellsong he plays is prismed to "sad". Additionally, magical effects that would improve his emotional temperament seem to bounce right off of him, instead causing an opposite effect on its source. What a Poor Looking Soul... - A pity-based charisma effect. Bard Training Percussion (De)crescendo - Precisely times notes played in concert with a target's blows, manifesting a stoney aura around their fists. Song Dismal Tune - A short and sour song that bums out those that hear it, killing their vibe and reducing their motivation. Can be sung up to three posts and lasts for any many posts afterwards. (Prismed Lulling Tune) Operatic Crescendo - A booming, prolonged vocal note that causes the target to feel phantom pain, can shatter glass, cause nosebleeds, and brings hummingbirds to an existential crisis.
INVENTORY Weapons A Ritualistic Knife - An iron knife with a 7" blade. Several words in ancient elven are engraved onto the blade, though their meaning is as lost as Edd's purpose in life.
Non-magical Items A pair of castanets - Edd usually double clicks them during prolonged pauses in the more dispiriting moments of his songs.
Some wilted sunflowers.
A locket with no picture.
A pair of tweezers.
A journal with a lock entitled "The Optimist's Triumph".
Pets Shirley - Edd's peacock bondmate and ascetic companion. In a previous life she was part of a band with her children, and she occasionally mentions how inappropriate it is that she was reborn as a peacock.
Stats & Facts Name - Darla Delmane Race - Human (Elexian) Age - 20 Height - 6' 6" Appearance and Apparel - Darla is a tall young woman with an athletic build and body shape. Her mahogany hair is pulled back in a shoulder length pony tail, tied with a strip of black leather. This makes her sharp features seem a little sharper and causes her grey eyes to seem colder than they really are. Her normal apparel is a simple grey blouse, worn tight but made from a very breathable material. Her black cotton trousers obey a similar design sentiment, minimizing loose clothe without sacrificing breathability. Her boots and belt are both rather worn looking black leather, cracks visible in their frankly aging and battered surfaces. Darla's ensemble is capped with a short sleeved leather jacket in a shocking shade of purple and a pair of fingerless leather gloves in the same horrendous shade. Background - Darla had a fairly good childhood, all things considered. Her mother was a working girl in the Flush of Hearts, her father a competing mage in Elexia's arena. He made a good living competing against other mages, his combination of physicality and magic giving him a slight edge against other casters, if not a great deal of popularity among purists. Eventually he earned enough to buy a small home in the Old City for him and his pregnant sweetheart. They were not respected in the area they chose to live, but they were able to send their daughter to dance lessons, piano lessons, acrobatics lessons and even got her a place in a magic class. Only a couple of them really stuck, but that was alright, they gave her all the opportunities they could. Their little Darla didn't have to grow up on the end of town they did, didn't have to rough house with thugs and low-lives, she could live a life of privilege.
Like hell she could. Darla loved sneaking into the Warrens and getting in trouble, she had an itch that she just couldn't scratch with the myriad of lessons and social events her parents arranged for her. She picked up a couple of things from her magic lessons but didn't really consider herself mage material. As she grew older she grew more restless, eventually breaking the news to her parents that she intended to make her own way in the world. They were disappointed, but supportive, insisting she take some of their savings to get started. Darla reluctantly agreed, and promised to visit when she could. Affiliation - None
Skills and Abilities Grace of Youth - Due to a childhood practicing acrobatics and a degree of informal combat training with warren boys, Darla is a stronger and more flexible than most. Her natural strength level is Strong and she is better than average at acrobatic feats. Summoner's Affinity - Darla's summons carry with them a trace of her spirit, creating a profound bond between her and them.
>>Level 1 - Your summonings have greater understanding of your spoken commands, allowing you to give them more detailed orders.
>>Level 2 - You are able to share your senses with your summonings, granting them greater awareness of their surroundings without being told.
>>Level 3 - Your connection to your summonings helps you to slightly alter them occasionally. You can alter the species you chose upon learning the spell to a new one. Cannot be done more than once a week.
>>Level 4 - You are able turn your senses into any of your summonings' senses, seeing, hearing and smelling what they do (with the downside of losing awareness of your own surroundings.)
Spells and Magics Body
>>Level 1 - Strengthen - Magically enhance your body's musculature, enhancing your physical strength by a level. Can only have one instance of this effect placed on your body at once or the distortion caused will be damaging when moving. Beastial
>>Level 1 - Summon Dobson Flies - A summon a pair of gigantic water insects with ungainly teeth and expansive wings. These large, flying insects have eight inch wing spans and can inflict a venomous bite on their foes.
>>Level 2 - Rooted Serpent's Tooth - Summon to your hand a razor-sharp 8" dragon's tooth with studded with bloodstone shards to be used as a weapon. This makeshift dagger may be absorbed into the casters flesh at will.
>>Level 3 - Spider's Silk - Create, flying from your hand, a projectile blast of sticky spider webbing.
>>Level 4 - Summon Vinterheim Malamute - Summon a large, faithful dog with a thick winter coat and black and white markings. Malamutes hail from the tundra colony of vinterheim.
Weapons Magical Mundane
Non-Weapon Items - Accessories Mantle of Judgement - A hooded black chest length mantle with silver stitching. Hood can be lowered. Currently folded up and slipped in her satchel.
>>> If your blood is spilled by an intentional attack, you gain an empower and intimidation effect until you avenge yourself against the attacker.
>>> Judgement Set Champion's Pendant - A memento of her father, a silver pendant hung on a matching chain. A crown formed of five stars of the style featured in the sigil of mages. Champion's Promise - A gift from her mother, a simple, featureless silver ring. Given to her mother by her father when he was a struggling young mage, passed on to Darla for good luck.
Non-Weapon Items - Miscellaneous Electrical Remnant - The crystalline remains of the spirit of a garr put to death by electricity. It is imbuable. Royal Flush - A deck of gold-suited playing cards, in the Elexian style. Deck of Fate - A deck of ornately decorated tarot cards that Darla has no idea how to read, but quite likes the look of.
Class: Warrior/Bard (Errant)
Appearance: A long-haired redhead, Emille typically wears a red-and-white garment underneath her set of leathers, its colors matching the bright colors of her braided whip. Though she often has a scowl on her face, her personality doesn't match her face at all. Short and skinny, warriors who don't know her think she's easy pickings...until they figure out they can't land a blow.
Skills: Whip affinity, Deadly grace, Man-at-arms, Dance training
Whip Affinity (channeling) - When Emille is armed with a whip, it is an extension of her body. This allows Emille to have the whip be affected by any spell she casts that affects "you", and the tip of the whip counts as one of her hands for casting purposes.
Body, Motion, Awareness
Flashdance - Starter - A flashy, impressive bit of footwork that is rather flashy and eyecatching, drawing attention..
Methodic Rhythm- 70 Gold - An enthralling dance that either entices or enthralls those you make eye contact with, depending on their preferences, causing their heart to beat in time with your rhythms. The slower you dance, the calmer they get. Fast dancing speeds up their heart, causing disorientation and fear.
Dance of Defiance - 140 Gold - A strutting, confidence dance with repeated forceful stomps. You trail leaves behind glowing footprints which cannot be physically crossed by living beings, creating a barricade in your wake. Maximum 5 posts at maximum 6 feet of movement per post, lasts 2 posts after you end dancing.
Phantom Waltz - 210 Gold - A slow and graceful dance that gives off an air of being beyond worry and earthly concerns. While engaged in this dance you move lithely and effortlessly out of the way of any attack, but cannot attack.
Deadly Grace - 13th unarted Warrior's Tech option. - The use of dance training and conditioning applied to combat, making you a more agile, unpredictable and dangerous foe.
Lvl 1: Confidence - Your footfalls are unerring and sure, naturally fall where they need to in order to compensate for unevenness or instability.
Lvl 2: Strength - You gain a level in strength exclusively in your legs.
Lvl 3: Dexterity - You learn to shift and move your body in ways that make you virtually double jointed.
Lvl 4: Alertness - Your coordination is enhanced, increasing your aim and increasing the precision with which you can strike object through/from the air.
Lvl 5:Perserverence - Your strenuous training teaches you how to fight through pain and discomfort, allowing you to block out pain and keep performing despite taking punishment.
Lvl 6: Agility - Your ability to leap and bound is doubled as regarding distance and/or height
Lvl 7: Rhythm - Your fighting style can follows a rhythm and style all your own, one based on the music within rather than traditional tactics. As such enemies have great difficulty comprehending your unorthodox movments and your attacks have a dazing effect that fades over a few posts as they adapt.
Lvl 8: Flourish - When dodging attacks, you can perform a fleeting strike on the attacker whose damage scales with the power of the attack and severity of the dodge.
Lvl 9. Adaptiveness - Your understanding of movement allows you more easily learn and predict up to two attacks, magical or physical, your opponent uses, increasing you chance of dodging those attacks with each successive use.
Lvl 10: Artistry- Your fighting skill becomes increasingly difficult to deal with for most fighters, leaving them unable to differentiate attacks from dodges from all just plain dancing. Your opponents can be fooled into thinking you are attacking when you are not and the dazing effect you have on your opponents does not fade.
MAN-AT-ARMS - Yours is the way of steel. You devote your life to perfecting the use of melee weapon type of your choice and are unstoppable with one in your hand. Favored by duelists, swordsmen and anyone with a strong affection for a certain weapon type.
Lvl 1. Your are able to put on a brief display of skill with your weapon of choice which as an Initimidate effect.
Lvl 2. You have an empower effect when attacking with the weapon type of your choice.
Required Battle Posts: 55
Lvl 3. Your mastery of your weapon of choice allows you to more accurately predict the tactics of others using the same type of weapon.
Required Battle Posts: 90
Lvl 4. Your skill with your weapon of choice boosts its effective modifier in combat by 1.
Required Battle Posts: 130
Lvl 5. The grace and speed with which you wield your chosen weapon is difficult to grasp, dazing those who try to follow too closely.
Required Battle Posts: 175
Lvl 6. You're able to use a disarming attack with your weapon of choice on an armed foe with 75% accuracy. This effect does not work if the weapon has an effect that prevents loss of grip or they also know a disarm technique.
Required Battle Posts: 225
Lvl 7. Your grace and speed cause wounds inflicted by your chosen weapon to be intimidating, each time you wound your opponent, however lightly, they lose a little will to fight.
Required Battle Posts: 280
Lvl 8. You may choose any ability you know and channel it into your chosen weapon's combat style. The ability is lost and replaced with a WM created technique for your chosen weapon based off of the chosen ability.
Required Battle Posts: 340
Lvl 9. Your mastery of your chosen weapon flows out of your every pore. Drawing your weapon amplifies fear felt by those who would oppose you and causes those who fight with you to feel a surge of confidence that makes them intimidating. In the face of this challenge, cowards and weaklings will likely flee in terror.
Required Battle Posts: 405
Lvl 10. Your experience allows you to develop your own custom special technique or maneuver employing this fighting style.
Required Battle Posts: 475
Firecracker - Crafted and blessed by an avatar of war, this lightweight whip's business end is made out of two flexible, leather braids intertwined by pieces of steel. One is red as bright as a forge's flame, the other bleached in the color of divine light. More powerful than it looks, the Firecracker's source of strength is its great speed when swung--much greater than whips crafted by mankind.
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.
Firework - Launch from your fingertips into the air several small smoldering coals that explode in a beautiful display of pyrotechnics and a shower of sparks.
Torch - Release from your fingertip a 2" jet of intense flame capable of cutting through metal
Stats & Facts Name - Vivian deBourgh Race - Human (Sylvanite) Age - 36 Height - 6'1" Appearance and Apparel - A hair over six feet and fairly skinny, Vivian looks like he might be about to run off at any moment. His hair a deceptively messy looking tangle of locks, short around the ears. His brown eyes sit under expressive eyebrows, set into a kind looking face with the barest hint of sideburns. A navy blue two button suit sits underneath a brown duster jacket, with a pair of brown leather boots beneath them. Vivian's ensemble is topped off with the alterations to his loose fitting tie and scruffy hair, both currently appearing as if they are made of solid silver, but moving naturally. Background - Vivian was born to a well off, but not exactly high born family, straddling the line between the rich and the servants. They were traders, by trade, trading their wares at trading posts across Bakara. Vivian himself wasn't as sold on the wheel and deal aspect of his family's work, preferring to focus on the wares themselves. Once he was old enough to work, Vivian applied to work at one of Sylvan's most upmarket boutiques, working his way from cleaning floors, to washing hair to giving full treatments. As he grew more adept he found his attention being drawn to other things, he took up sewing and developed an interest in enchanting. Eager to combine the two crafts, Vivian developed a method of distilling enchantments into a usable dye. Unfortunately, this discovery was not what spurred his fame but instead what cost him his job. On a busy day, Vivian confused his unstable, in progress dye mixture for one of the boutique's own... the customer was displeased with the effect it had on her gorgeous locks, and made sure Vivian was summarily dismissed. A few weeks of wallowing followed before Vivian decided enough was enough, he came from a family of traders, he could work for himself. Affiliation -
Skills and Abilities Arts and Crafts - Vivian is skilled in the areas of tailoring and learning to ply his trade at enchantment. He also has a keen eye for fashion.
>>Tailor - All the myriad skills and experience necessary to turn bolts of cloth and thread into complete garments.
>>Enchanter - Vivian is an experienced enchanter, and is currently able to perform Bonding and Binding Enchantments. A Dyeing Art - Vivian has the unique ability to turn enchantments that he can make into coloured dyes, allowing them to be soaked into fabrics to enchant them. Some enchantments require extra consideration. (Crystal imbues require the crystal to be in close proximity to the dyed material to work, for example.) Dressed to the Nines - The pulsing, mutable energy within Vivian throbs just below his skin, infusing anything he wears in Ancient Magic. The clothing Vivian is currently wearing literally absorbs any other article of Vivian's clothing it comes into contact with and gains the ability to transform into that clothing in a manner similar to a Fashion Plate. From this point forward, any enchantment places on one piece of his current clothing applies to all absorbed pieces of that same sort of clothing. Trader's Lineage - Vivian has taken after his family, reluctantly at first but somewhat forced into it. As he earns gross profit, his notoriety as a merchant and trader will grow. (Profit: 2501 Gold)
>>Silver Tongue - Natural charisma effect.
>>Supply Chain - 20% discount when buying in bulk.
>>Doors Open - Vivian has opened deBourgh Alterations in Sylvan.
>>Engineered - Vivian has secured access to a supply of Extractors from the guild of machinists.
>>>>Extractor - 30 Gold - A one shot disposable device machinist syringe that when plunged into an item uses a burst of steam and clockwork pressure to extract its essential moisture and oils into a vial of extract. This can stretch out uses of ingredients and substances, concentrate and increase their potency, or just get them in handy fluid form.
>>Supply Line - Vivian has arranged a means of trade with the colony of vinterheim in the frozen tundra.
>>>>Galoth Hide - 100 Gold - When used as a furred lining this hide keeps the wearer almost magically warm, making it virtually impossible to die from exposure to the elements. When shaved down and properly tanned and cured, the reddish modifier 2 leather is highly resistant to magical projectiles level 4 and lower.
>>Guarded - Quite by accident, Vivian came into a bizarre partnership with a greel named Waire. Who refuses to leave.
Spells and Magics
'Weapons' Sage Implement - A 9" long wand of silver and brass with a small round topaz at the tip, clutched by three claws.
>>Sonic It - When pointed at a lock or machine and activated, the Implement will unlock most mundane locks or cause machines to malfunction. Strength and reliability of this can be effected by range. Activation caused the crystal to glow green and hum and the claws to open.
Accessories Dressed for Success - Vivian likes to try out use his skills to augment his own wardrobe, making himself a walking advertisement for his craft.
>>Always Current - Vivian's hair is soaked in a deep brown dye that carries a chameleon imbue, allowing it to take on the appearance of items it comes into contact with. Currently appear solid silver. Ingenious Tie - A very stylish, very cool burgundy bow-tie.
>>Listen To Me - Charisma Effect. Your suggestions sound like very good ideas, despite how insane.
Miscellaneous Items Always Prepared - A stylish void-satchel, slung over his back. Contains all of his other miscellaneous items. Bloodstone Needle - Fabric stitched with it becomes resilient as leather. Flesh stitched with it gains accelerated healing. Mystical Shears - A 10 inch pair of tailor's shears and matching sheath made from glossy black metal, surprisingly light yet incredibly hard. The metal has a curious resonance, letting out an oddly fluctuating trill if tapped.
>>Tailor Made - The shears draw out the power of any material they are used to cut and shape, crafting the bearer a permanent ability or trait based on that material. An old ability may be replaced with a new ability. Currently 'Dressed to the Nines'
>>Legendary Set Tools of the Trade - A collection of scissors, needles, thimbles, mortar and pestle, eye-droppers and other assorted equipment for tailoring purposes. Includes a small book which details among other things, a few variations on the Arcane Incantation.
>>Fabrics and Dyes - 10 Yards Silk, 5 Yards Leather, 3 Yards Cotton, Assorted Dyes (1 gold per use).
>>Enchanting Supplies - Large Arcane Powder Bag (3 uses), Large Phasing Powder Bag (2 Uses).
>>Enchanting Tools - Zircon Crystal Blending In - A selection of five locks of hair, tied with ribbons. One blonde, one black, one ginger, one brown and one grey. Extractor - A one shot disposable device machinist syringe that when plunged into an item uses a burst of steam and clockwork pressure to extract its essential moisture and oils into a vial of extract. This can stretch out uses of ingredients and substances, concentrate and increase their potency, or just get them in handy fluid form. 3 Extractors. Peacekeeper Token - Entitles bearer to a free peacekeeper item or upgrade. Description here. Echo-Hand Glove - A blueish-silver glove made from leather and chitin. A red X has been painted onto the back. The glove can create a force construct of the hand that can be extended up to 15ft away. The construct possesses the wielder’s strength and must be directed by the wielder’s hand/arm motions. The construct is dispelled if something obstructs its path to the glove. Galoth Hide - When used as a furred lining this hide keeps the wearer almost magically warm, making it virtually impossible to die from exposure to the elements. When shaved down and properly tanned and cured, the reddish leather is highly resistant to magical projectiles level 4 and lower. Two bolts.
There's a certain Slant of light,
That oppresses, like the Heft
Of Cathedral Tunes—
Heavenly Hurt, it gives us—
We can find no scar,
But internal difference,
Where the Meanings, are—
None may teach it—Any—
‘Tis the Seal Despair—
An Imperial Affliction
Sent us of the Air—
When it comes, the Landscape listens—
Shadows—hold their breath—
When it goes, ‘tis like the Distance
On the look of Death—
Emily Dickinson; Poem 258
Stats & Facts Name: Sefirat Leontine Marie Riven-Tremontaine Titles proper/Aliases: Lady Sef; Fira; Fi; Fany; (Seh-FEER-ah) Sex: Female Race: Human Age/Height/Weight: 20/5'11"/122 lbs. Appearance: Ubiquitous sun-gold hair, like thousands of differently faceted grains of sand were spun into glittering thread; lustrous tresses cascading in a mad rush down her waist, where their flittingly languorous ringlets hug about her frame. A heart-shaped face, so pure as to be without fault, incomparable to any mundane considerations, possessing features both lovely and handsome, and seemingly indifferent to the vagaries of time and mortality: designed simply but to perfection, lines forming planes and angles of impossible symmetry, that when put altogether strikes you suddenly with heartrending awe. A demeanor tightly composed; only spoiled by fits of self-amusement or sudden moods of icy stoicism rather easily. High-boned cheeks colored rosé, minute dimples, manifesting themselves only when Sef feels the need to grace you with any of her menagerie of smiles. A rather haughty and fierce nose, bold as you please: quite aquiline, but arrow straight, yet somehow remaining one of her most charming features: the bridge itself is sprinkled by an array of lighter brown freckles with a few falling off under her eyes. Luxuriously fair, peach-tinted skin; a glistening smooth complexion that has been massaged by a number of different oils and fragrance; it appears to have a faint glow, as if darkened in the sun and recently come under seclusion. Her skin temperature is an oddity, always giving off a sense of coolness, and always remaining cold whenever touched; this can make intimate situations a pleasure, or pleasantly uncomfortable. Lips like ripened plums, intoxicating and soft and quite simply made to be kissed well and often; they are tinged blood red. Dangerously zealous almond-shaped eyes, tilted slightly and imbued with feminine grace; they gleam a most brilliant viridian, adorned throughout with iridescent flecks of color. Finishing out her make-up and décor: her eyes are accentuated by gilded eye-shadow and vermilion powder, winged by charcoal eyeliner stylized to imitate various insects’ wings, which at present are dragonflies--an old Ancien royal custom incorporated from long ago. An elegant swan-like neck Sef is particularly proud of; a bosom that is, while small, plump and thoroughly buxom. A shapely figure and body sinuous in all the right places, it has flowered fully into womanhood; quite firm, lightly toned and slender about the torso, with a waist that is remarkably petite, and hips shaped perfectly hour-glass. Gracefully long legs, lithe and winsome; they make up most of her height. Uncharacteristically small feet for a girl of her size, they have an attractively high arch and are painted a pearlite opal which matches her fingernails. Last, and occasionally first, only because of its nature: a scent that is captivating, neither male nor female, it smells like a smoldering fire, mixed with a pleasing and familiar fragrance you have yet to smell, but can somehow remember. Apparel: A magnificently sheer black gown of brocaded velvet clings to her body like a second skin; teasing while revealing; the neckline being full, but for a diamond shaped cut-out just at her navel, where a nest of golden chains are connected to several golden rings piercing her belly button that connect up her torso like metallic serpents. Draped about her bare shoulders is a mantel of samite and lace, which seems to have been woven out of the night air. Strung throughout her sandy hair is a coiffure of netted seed pearls attached to a thin braided circlet; and lastly, her left little finger is adorned with a silver band inlaid with ivory and set with a single stone of lapis-lazuli. Background: Remains a mystery. Affiliations: House Ancien
Skills/Attributes Darkly Bright ... When most I wink, then do mine eyes best see,
For all the day they view things unrespected;
But when I sleep, in dreams they look on thee
And darkly bright, are bright in dark directed.
Then thou, whose shadow shadows doth make bright,
How would thy shadow’s form form happy show
To the clear day with thy much clearer light,
When to unseeing eyes thy shade shines so! Darklight — An embodiment of raw attractiveness and appeal: Sefirat is lasciviousness personified; if a flame can be said to flourish in utter darkness; dimming all others instead of illuminating, sucking their light to her like a vacuum. Even while under duress or anxiety, disheveled or dirty, her beauty is impossible to ignore; tearing through that break in the clouds like a slant of light. Sef is naturally more desirous and charismatic than an average person. Queen of Air and Darkness … Begins to shrill and cry,
‘O young man, O my slayer,
… To-morrow you shall die.’ Dualmagery — Capricious and a bit unruly, Sefirat has always been one to wear her emotions on her sleeve; a dark mantle she has inherited from her father, though with none of his mastery or control. This nature shows itself in her raiment, all of which is connected through her current mood. Sef has clothed herself from the very elements of Air and Darkness, crafting a new spell, she has fused the Storm spell Drift and the Dark spell Swathe into a completely new amalgamation. Dual Spell: Storm - Drift/Dark - Swathe 1 - Voidwalk: Sefirat's body partially fades into the dark, howling void that some containers and spells use for storage. Light cannot reach nor illuminate her, and gravity's hold is weakened by 1/3rd. 2 -
Spells Dark 2 - Silhouette - You are able to read shadows, determining things about their caster (Use this and indicate the shadow, WM in charge will tell you what you can determine). Storm 2 - Drain - By touch you can drain the bodily electricity from a person, tiring them and causing a brief spasm of weakness. Body 1 - Slash - Thicken and elongate your fingernails into talon-like claws.
Weapons Magical The Bloody Blade of Black Tom - 'Sef obtained this dastardly blade while on a supposed weekend getaway to Barbudas and the rest of the Kurrs, what ensued was anything but...' A surprisingly plain-looking steel cutlass, its blade razor sharp and dully gleaming despite having spent a hundred years buried in the ribcage of a crusty skeleton pirate. The sword's only ornaments are a large ruby set into its basket hilt and the slow trickle of ghostly blood that drips down its blade, everflowing and unending. (Modifier 4) 1. Gains a potent enchantment based on the blood of the race whose blood the blade last drew.
2. Attacks are Empowered against members of the race whose blood this weapon last drew. (Elf-kind) 3. Elfblood: Strikes from the Bloody Blade now drain a targets speed and agility up to half their normal levels, causing their movements to become stiffer while yours become more fluid. Spiteful Shiv - A pitted and rusty dirk of the risen dead, these weapons are far too dull and deteriorated to truly harm anything...though they have gained potent magics of their own over the long years stewing with the spite of the dead and restless souls. 1. When broken, release an explosion of magical energies whose strength and effects are based on the enchantments the Spiteful Arm bears. Has 3 Enchantment Slots.
2. Immediately repair at the end of any encounter.
Possessions Magical Astral Crystal - Once per encounter may prism a spell you cast to Body, and once per encounter to Spirit. When imbued into an item, the item may be partially phased into the spirit realm. In this partially phased form, the item may be fused into its owner's body or another item they control, adding aspects of it and its abilities into them. Damn Yer Eyes, Nemesis O' Mine - Pirates are a contentious lot, and it shouldn't be much of a surprise that many of the unearthed dead of Bon Vivant still clutched letters of spiteful rage addressed to their hated rivals. While it is almost assured that anyone who managed to raise such an ancient pirate's ire is long dead, maybe it would give your defeated, deceased foe a chuckle in the afterlife if you went and mucked up the grave of their detested enemy. Mundane
> Nazar: Hangs from the center of her circlet on a small silver chain,
directly touching her forehead.
Also known as an evil-eye stone, or Blue Eye, it is an amulet consisting of concentric circles: dark blue, light blue, white, dark blue.