1. Killed stonebeak
2. Pushed his luck with an irritable hunter and had his hair cut off.
3. Paid 40 gold for refined comb and regrew his hair.
4. Helped Klorin TDoF realize his true course in life.
5. Cleaned the Eleaxian sewers.
Friends: Aquaintences: Frenemies: Enemies:
Appearance - Kraven's hair is mostly a jet black, with the oddity of having strands of gold littered throughout it giving it a shining and beautiful appearance that he is quite proud of. He wears his long locks in a conglomeration of loose hair and braids held together with thick gold rings. Kraven's long thick beard meshes with his hair evenly and is worn in the same style. He wears a thick golden ring around his neck. He is dressed in simple leather breeches, and a green tunic, but he is wearing a black leather currias and black leather shin guards and arm guards. Kraven stands a foot taller than any other dwarf he has ever met. His body is thick and muscular, his arms bear the scars of long years spent at the forge. Kraven's eyes are a startling emerald green, his face is handsome and strong, but is set with deep lines of one that has faced many hardships.
Background - Kraven was considered a giant among his people, as he stands a foot taller than the tallest dwarf he has ever met. When he was young he was teased by his peers, they would accuse him of being half human. Once he realized that they were calling his mother a whore, the teasing stopped for good. His height still made other dwarves feel uncomfortable around him and as such he did not have many friends, and the ones that he did have distanced themselves even more when he started to show a love for magic that equaled his love of smithing. Kraven realized that he would not find his true place with his people and decided to set out into the world on his own. He gave up smithing as a profession but retained the skills he had possesed. He joined up with the fraternity of mages and set out to find adventure. He found that the outside world suited him just fine, but he had quite a hard journey from the mountains to the eastern world, during which he found his magical sledge hammer... But that is a story best left for another time.
Personality -Kraven is a rough and tumble sort of guy, he loves strong drink, brawling, singing, and anything that could be considered a good time. He does have a bit of a temper, but hey he is a dwarf after all. He ia a bit of an oddidty among dwarves in that he has chosen magic as an outlet for his love of stone and metal. Kraven does have a rough exterior, but he has a soft side underneath that sometimes shines through. He is not an evil man, but he does love gold, and all things magical and sometimes makes hard decisions in their persuit.
Smithing - Those with this skill can forge metals and other forgable materials into functional weapons, armor, parts or sculptures. Require use of hammer, heating medium and cooling medium.
Strength of Mountains - Kraven is a dwarf, and the strength of the mountains runs in his veins. He is Very Strong.
Spells Level 1 Allign - Focus on the iron in your body to find magnetic north. Level 2 Dirty Trick - With a sharp upwards gesture, cause dirt, dust and soil to fly up off the ground at a target's face. Level 3 Stoneshot - Stomp a foot on the ground to cause a chunk of stone to erupt into the air before you. By gesturing in a direction while the stone is in midair you can launch it in that direction. (A dwarf Fist) Level 4 Landscape - Transform a patch of ground 4' in diameter into quicksand.
Songs Lulling Tune - A short but sweet and lilting song that calms those that hear it can be sung up to three posts and lasts for any many posts afterwards.
Face Any Challenge(A Klorin Carol) - A powerful chant that lists the ridiculously superhuman feats of a mighty warrior. Inspires and empowers allies, allowing them to shrug off mental and emotional altering effects. Three times per encounter.
Heroes of the Sewer(Gutter Rat's) - A comical parody of the usual heroic ballad. It told the tale of brave group of adventurers, led by a young dwarf. The lyrics made it clear however that the disinterested water mage in the group was constantly saving their lives.
> Fills those that hear it with a sense of wry mirth and causes them to perceive Kraven as less of a threat.
Guild/Society Bonuses Superstar - Each month the Bard will receive gifts of gold based on the number and variety of their public performance and, just as if not more importantly, the quality of their interactions with the public. These offerings will be left for you in the care of the local guildhouse. Undergarments will not be accepted.
Harmony - You can accompany other Bard's performance pieces so long your accompaniment is of a different type than any other accompaniment (unless otherwise noted). If you are skilled in two types that can be done simultaneously, you can accompany yourself. Accompaniments are a reaction to the primary song and do not have to be composed ahead of time.
One Song, Glory - After each major encounter (quests, bounties level 3 or higher, some jobs) Bard will gain as part of their reward the ability to compose a new Performance Piece, based off their experiences in the encounter, in one of their trained performance types. This piece's general type of effect is determined by the type and its precise effects are determined by the events of the encounter and your actions during those events. (This will be entirely designed by the WM who ran the encounter.) The strength of the effect is determined by the scope of the encounter, your participation in it, and the your skill as a composer (the larger your repertoire, the stronger we are likely to make the effect.). You do not have have to create a Performance Piece this way each encounter. Each time you choose to do so, it comes at the cost of looting last and receiving less gold/loot points. This penalty starts at 30% but is reduced by 3% each time you create a song until it hits the mimum 5%. Next penalty: 24%
Archmage - Mages are allowed to buy and cast level 8, 9, and 10 spells.
Mage's Dissertation - Once ever, upon obtaining two level 10 spells, a mage is granted access to the most ancient volumes of the Mages' Library. What they find there will lead them on a personal quest to unearth hidden arcane knowledge. They must record and expound on what they uncover for prosperity and experiment with what they discover to create a new spell. This spell can be kept your own personal knowledge until the time of your death or sold to the spell shops allowing for public access. Upon completing this you attain the title of Archmage.
Guild/Society Requirements/Limitations Public Eye - Your face is more well known and recognizable, so be careful.
Morals Clause - The bards rely on the goodwill and faith of their audiences, and as such cannot afford to have their names dragged through the mud. If you insist on illicit activity, it cannot be against the general public or use your performance pieces.
Forsake Steel - Because most metals create an electromagnetic field that, through prolonged direct exposure, interferes and with a person's ability to sense and draw on magics, leaving them incapable of fueling spells level 8 and higher, mages are forbade from using metallic weapons and armor, save for certain items, like mage daggers, that are made from special alloys that do not have this effect. However, mages with the Electromagnetism LSS can carry metallic weapons so long as they are no more than 1' in diameter, as this natural ability cancels out the field put off by smaller metallic objects.
Magical Items Worn Kraven's Collar - A thick golden ring worn around the neck. Can amplify Kraven's voice to be twice as loud as normal. There is an earth crystal embued into it (Invoker Class Bonus) The sound of Kraven's voice can be tuned to resonate with a target area of stone, metal or glass, weakening and possibly shattering it.
Pathfinder Boots - They are steal toed doc martens. They leave glowing silver footprints that anchor the feet of those that step on them to the spot for a post.
Weapons Bedrock Sledge -An enormous hammer with a head of unbreakable granite and haft of iron. Able to alters landscapes with its power. Stands 5' tall Lvl 1. By driving the sledge's head into the ground or a stone surface, the sledge will become anchored there and unable to be removed by any means save Kraven's willing it. Lvl 2. If the sledge is too bulky or heavy for Kraven carry, he can drop the sledge and have the earth swallow it up. If he does so, he can retrieve it at any time by plunging his hand into the ground and drawing it out. (Can be done anywhere on land, regardless of where he was when he dropped it.) Lvl 3 . Your attunement to earth magics allow you to wield this hammer as if it were far lighter. Metal objects forged with this hammer are imbued with earth magics that increase their modifier by one. Lvl 4 . A variation of the sledge's anchoring ability, you can drive the sledge's head into the ground or a stone surface then withdraw it, removing a section of the stone or earth with it, temporarily adding it to mass of the sledge's head. The next blow it lands dislodges this material.
Lvl 5 . You may tap or bang the haft of your weapon against the ground. As long as you remain still, the ground around you shakes and shudders in accordance with the speed and power of the impacts. Larger impacts cause the earth to crack on distort, more frequent impacts cause the earth to twist and shake.
Lvl 6. The Sledge is extra-effective against stone and/or metal armor. It can forge materials without needing to heat them.
Lvl 7. By slamming the head of the sledge down into the ground as hard as you can, you trigger the eruption of a ring of 10 huge stone shards (1' taller than you, 4' wide, and angled outwards) from the ground in a 6' radius around you.
Lvl 8. You may smash an item you own with the hammer to transfer its magical attributes to the hammer.
Lvl 9. Once a month you may forge an item with the bedrock sledge that permanently gains any number of its acquired abilities. The abilities chosen must have been gained by destroying items and not the ones natural to the sledge. Normal rules about the number of enchantments apply to the forged item.
Lvl 10. At the end of each encounter, you may use the hammer to destroy a personal possession of an enemy you defeated that encounter. Ifthat item has no magical attributes, the hammer draws in the essence of that person, granting it an ability based on that person's nature. The hammer can only hold three such abilities at once, so to add a new one you must sacrifice an old one.
Billao Dagger - Can pass through stone or metal as if it were not there
Non-Weapon Items Dermite Gauntlets - Plate gauntlets. Can be absorbed into the hands, transferring to their flesh the dermite' s level 3 modifier and any enchantments. Leather Curias
Leather shin guards
Leather arm guards Blank Scroll Ghost Dust - A magical powder that can cause spirits that haven't manifested in physical form to do so and cause spirits that have manifested in physical form to become painfully immobilized. 3 Uses.
Okay, so everything that isn't given by your guilds (including voice aug in that instruments for your starting performance type is pretty much a free pass starting stuff wise) is....
Basic Armor and Pack
TM - Which means you can forge in most cities without needing your own anvil and forge.
What does everyone think? Is TM + Very Strong too much? It does raise the issue of forge and anvil access for interrent characters.
Just had the idea of possibly making one of the Machinists Public Services as use of their forges and Anvils for a cost. Would make interesting question of the long term value of buying smithing stuff vs renting it and will allow starting chars to smith more readily. Also does eat up ability power level room on smith characters.
Race - Human Age - 15 Height & Weight - 5'3" & 130 lbs Strength - Below Average Affiliations - Stalker
Appearance/Apparel - Laelaps is of average height for his age and of a sinewy build. His hair is his most defining feature, for it covers his whole body much like an animal's fur. His hair is straight and its color varies throughout his body shifting from dark brown over most of him to a deep black on his limbs and is around 3" long over most of his body and head. He has eyes that are so dark as to be practically black in color. Laelaps usually wears an old, beat up short sleeved cotton shirt and a pair of shorts in a similar condition because they breathe well and remind him of Gramps.
Personality/Background - When he was born, Laelaps's parents were horrified at the newborn covered in hair and soon abandoned him in the Sekoran Forests to be eaten by either wild animals or taken by the "ghosts" that haunt it. Luckily for Laelaps, he was found by an old man before either of those things happened and raised him as his own grandchild. For most of his life Gramps, as Laelaps always called him, only referred to Laelaps as Boy. One day as Laelaps followed his caretaker into the forests without the man's knowledge, he noticed Gramps had lost track of a boar he was hunting. Laelaps decided to show himself so that he could help his grandfather and pointed out a twig that was bent slightly out of place. As Gramps began to berate him for following him into the dangerous forest, the man realized that he was right about where the boar had headed. Soon Gramps began to teach Laelaps how to hunt and track, and it became very obvious that the boy was almost unnaturally orientated toward the two skills. When Laelaps turned 10, Gramps decided that he was no longer just a boy and gave him the name Laelaps after a story that his own grandfather had told him. Within the same year, Gramps passed on from old age leaving Laelaps to survive on his own in the forest. Over the next few years, Laelaps practically became animal like in his way of living, having no human contact at a young age can do that to you sometimes. Eventually tired of being alone, Laelaps decided to leave the forest and see what the world of man was like.
Strengths & Weaknesses
Special Abilities & Personal Faults
Natural Predator - Once Laelaps sets his mind to finding a living creature, nothing can distract him from the hunt.
(While tracking, Laelaps is resistant to emotion and mind altering effects.)
He's Just a Kid - Although a capable hunter and muscular for his age, Laelaps is still just a kid and has only Below Average Strength
Savage Animus - Looking into Laelaps's eyes has a mesmerizing effect for wild animals, rendering them docile toward him so long as he maintains eye contact.
He Who Fights Monsters - By killing a monster you learn its tricks and absorb part of its essence, allowing you to adopt a Style based on that monster that is part martial and part mystical. A Style will grant the Sentinel a passive bonus to his or her attacks, to his defensive capabilities, and some special utility skill that may be used a certain amount of times per encounter. Only three Styles may be kept at a time, and only one may be active. Styles only come into effect during combat, and may not be changed once combat has started. Styles learned from particularly powerful monsters may fill more than one slot.
Hunter's Prowess - Through your relentless tracking and slaying of beasts and monsters, you have gained a reputation as one of the premier hunters of the age, granting you fame, hushed respect and a larger than life reputation. Huntmaster is leveled by the collective levels of your successful hunts.
Lvl 1. You are skilled in the art of tracking, allowing you to spot clues to a monster or beast's whereabouts left by their movements through the wilderness.
Required Score: 4
Lvl 2. 10% increase in hunt payments.
Required Score: 8
Lvl 3. 10% discount at shops as a sign of respect and thanks.
Required Score: 14
Lvl 4. You are allowed to tackle level 4 hunts alone.
Required Score: 20
Lvl 5. You are invited to join one of the great Hunter's Leagues, fellowships formed by like-minded trackers and trophy-hunters, thereby granting you access to special skills, items, and options for ending Hunts.
Required Score: 28
Lvl 6. 20% increase in hunt payments.
Required Score: 36
Lvl 7. You are gifted with a special weapon in thanks for those you have saved from the predations of the world's monsters. This weapon and its properties reflect your deeds and the monsters you have slain over the course of your career.
Required Score: 46
Lvl 8. You are allowed to tackle level 5 hunts alone.
Required Score: 56
Lvl 9. Your signature weapon gains power from the blood of slain monsters, gaining a new power/trait after each successful Hunt.
Required Score: 68
Lvl 10. Drawing from your prodigious skills and repute as a mighty hunter of beasts, you may take it upon yourself to find and defeat one of the legendary monsters of Bakara that has faded into fearsome myth. Will require the assistance of others.
Required Score: 80
Total PP: 21
Lvl. 1 - Heel - Will call to heel animals that are already familiar with you (presuming they don't hold a grudge), despite any distractions.
Lvl. 2 - Call - Turn your voice into a perfect imitation of any given animal's call.
>Laelaps's Inspired Calls
>Kurrian River Tyrant, Legrasse
>Supreme Alpha Warg, Spartan
>Lutharin Hydra, Muratan
>Giant Ironrock Spider, Stink Rock
Lvl. 3 - Lure - Release a pulse of Beastial magic that draws the attention of animals in the area like a beacon.
Lvl. 4 - Savage Claws - Summon a pair of Dragonbone clawed-knuckles over your hands. Blood drawn with these claws becomes irresistible to carnivorous animals in the area, marking the wounded as prey.
Society & Guild Requirements, Limitations, and Benefits
Tithing Guiding Bondmate - Streep - Laelaps's Guiding Bondmate. He believes he was a hunter who's life was cut short while hunting for a monster that was terrorizing a large village. He was reincarnated as a coatl, a winged venomous serpent from the caves of the Oscaran regions of the Alogean Mountains. He's a brilliant shade of green that runs through to blue, the size of a large garden snake, and has wings with blue and green plumage. Alchemy Student Tracking Sentinel Walkabout Sentinels Edges
-Practiced Skinning - You learn the proper methods for honoring the hide or pelt of a deceased animal. You can now skin them far better than those with no or basic training, producing unscathed materials. These are tougher, lighter or more flexible depending on the creature.
-Blood in the Water - You are no stranger to the most ancient and effective combat strategy of all time: Bleed your foe, and then run them into the ground. When you attack a foe that is already bleeding, your strength is increased by one level. This effect fades if your strength exceeds Mighty.
-Ensnaring - Sentinels are masters at using their surroundings to their advantage, and you are no exception. You can craft a variety of traps using whatever is to hand given enough time.
-Voice of Experience - You learn to help your Bondmate focus 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.
-Slice to the Bone - Your in-depth knowledge of the way bestial bodies work allows you to sneak attacks through the plating and armoring of your foes, ignoring any natural armor with one attack every four posts. This only effects armor and hide that is actually growing or integrated within an opponent.
-Predatory Harvest - You have learned to never waste a potential resource and have trained yourself to spot valuable parts of monsters that may have been missed by a less insightful hunter. You may harvest rare materials from defeated monsters. Some items may only be harvested from a beast's corpse while others may only be harvested from a living, relatively unharmed beast.
-He Who Fights Monsters - By killing a monster you learn its tricks and absorb part of its essence, allowing you to adopt a Style based on that monster that is part martial and part mystical. A Style will grant the Sentinel a passive bonus to his or her attacks, to his defensive capabilities, and some special utility skill that may be used a certain amount of times per encounter. Only three Styles may be kept at a time, and only one may be active. Styles only come into effect during combat, and may not be changed once combat has started. Styles learned from particularly powerful monsters may fill more than one slot.
Conflict of Interest Burden of Independence Word on the Street Well Connected The Red Deck - Wild Suit - Predator - Learn to track and hunt like the animals of the forest.
Lvl 1. Learn to discern the scents and tastes of various wild animals, allowing you to determine which species have recently been in an area. Nature's Vengeance Stalker's Pet Wild Card
Magical Javelin of the Dawn Huntress - A 5’ javelin with a wooden shaft, iron head and leather throwing strap. Made for use by the Dawn Huntress it is, and fit only for such a robust and acute sportsman such as yourself. Don’t be caught hunting without it, lest your prey get away. Throwing the spear will send a summoned spear in the actual spear’s stead, while the actual spear will remain in hand. The summoned spear maintains all properties and qualities of the original spear, and dissipates after impact.
Mundane Gramps's Machete - A machete made from sharpened Ironwood that Laelaps inherited from Gramps.
Mundane Thick Leather Vest
Magical Extended Horizons - A golden pendant of a setting sun. Grants the bearer an 11th level to their LSS. Requirements to reach that level depend on LSS. Golden Favor - A beautiful etched golden ring, a trinket given to you by very intelligent browler after you stopped the destruction of a tree that was burrow by overzealous invaders during the war. Contains potent but mysterious beastial magics.
- In times of great danger, once per encounter, you may call upon the power of the ring to bring the wild to your aid and defense. The nature of this help will vary from situation to situation. Void Pack
> Knife - Was stuck in Photon's flank.
> Muratan's Tooth
> Spartan's Skull with Teeth
> 1/2 pound of Dried Meat
> Salted and Dried Deer Meat
> Deer Pelt
> 20 Feet of Rope
> 3 Large Blocks of Salt
Stats & Descriptions Name - Külağız Peakshadow or Giz Race - Saaur Age - 24 Affiliations - Oathbreaker Appearance & Apparel - A kamul saaur with scales the color of brick and crimson spines. Glints of glowing orange line the edges of his scales in places from the veins below. Long and narrow of snout, with a sleek serpentine build. Wears a loose open shirt and widelegged shorts both of black silk with red edging and stitching. A crimson belt with a silver belt buckle engrave with a dragon is about his waist, where is dagger is sheathed. Personality & Background - Giz and Zaz are twin brothers, born in a Saaur settlement deep in the Southern Wastes, sitting in the shadow of a vast, nameless mountain. Upon reaching manhood the two sought to prove themselves by being the first of their kind to reach the apex of "The Peak". They climbed and climbed, and were gone for weeks. When they returned, they had changed. They said they had both died, Zaz to the cold in the middle of the night, Giz in the volcanic caldera that that he found at the apex. No one knew if this was true, if they had actually died or not, if the mountain had changed them or awoken abilities already within them. The twins were seen as ill omens from that day on, and were force to resort to trickery and thievery as the saaur of local tribes refused to deal with them. Eventually they left the desert for the cities of man, where they could learn more of their gifts and leave behind the poisoned looks of their former brethren.
Skills/Weaknesses Double Dragon - Twins, the Giz and Zaz have only ever been separated once, by the shadow of death upon The Peak. They will not be parted again. Any bounty, quest or job on, the other just tag along. They only count as one person towards bounty levels, and must share loot/payments unless the job/quest is allowing players to use multiple PCs. Mark of the Dragons - Beyond the elemental abilities, the twins returned from the peak with one remarkable change, tiny vestigial wings upon their back. They are useless at now, but either of the twins may sacrifice a spell they know to cause these wings to grow larger and strong, to a degree dependent on the level of the spell. Currently they have a 3' wing spall, too small for flight or gliding but enough to help slow falls and aid jumps slightly. Where There's Smoke - Through sight and smell, Giz can determine an extraordinary amount from smoke. As long as he can see or smell smoke, he can tell the material and quantity of whatever is fueling it with astounding accuracy. This allows him to identify magical items by singing them. Red Deck - Cups
Acrobatics - The ability to access hard-to-reach places.
Lvl 1. Your jumping range increases by 1'. Eye of Avarice - Ability to sense items with strong magicswithin your visual range, give off an orange aura. MANTLE - Your attunement to fire magics passively alters your body, stoking your inner fire and turning you into an embodiment of molten heat. Through concentration you can. if necessary, cause these changes to demanifest temporarily, though doing so drains your focus and ability to use spells. Lvl 1. Your skin is ruddy and feverish. You quickly burn away poisons and potions. Lvl 2. Your irises gain a flickering red glow. You are able to shift your perception to see heat. Lvl 3. Your veins glow orange beneath your skin. Your touch is so hot it is painful for others to touch you.
Spells Artless Unlvl. Void - Passive. Creates a pocket dimension you can access at any time, allowing you to seem to store items in, and retrieve items from, thin air. Can only be used with items you are physically holding and requires a extending and retracting of the arm to use. Cannot intentionally be used on living entities. FIRE
Lvl 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. Lvl 2. Fireball- Summon into your hand a semi-solid ball of flame that does not burn you and can be thrown. On impact it hits with the consistency of water. Lvl 3. Smokescreen - Burn a 7' diameter cloud of clinging smoke and choking ash into the air at a location within your sight.
Weapons Firemage Dagger - An iron kris dagger with an obsidian hilt and a dragons-head pommel. As long as the blade is not in contact with a body, it can rapidly heat and reforge itself into any shape you can visualize. This does not change its mass. Yaz - A rosewood walking stick.
Currency 0 Gold
+5 LP on next Quest
Stats & Descriptions Name - Buzazadis Peakshadow or Zaz Race - Saaur Age - 24 Affiliations - Oathbreaker Appearance & Apparel - A kamul saaur with scales of a pale creamy blue and indigo spines. Long and narrow of snout, with a sleek serpentine build. Wears a loose open shirt and widelegged shorts both of navy silk with white edging and stitching. A white belt with a silver belt buckle engrave with a dragon is about his waist, where is dagger is sheathed. Personality & Background - Giz and Zaz are twin brothers, born in a Saaur settlement deep in the Southern Wastes, sitting in the shadow of a vast, nameless mountain. Upon reaching manhood the two sought to prove themselves by being the first of their kind to reach the apex of "The Peak". They climbed and climbed, and were gone for weeks. When they returned, they had changed. They said they had both died, Zaz to the cold in the middle of the night, Giz in the volcanic caldera that that he found at the apex. No one knew if this was true, if they had actually died or not, if the mountain had changed them or awoken abilities already within them. The twins were seen as ill omens from that day on, and were force to resort to trickery and thievery as the saaur of local tribes refused to deal with them. Eventually they left the desert for the cities of man, where they could learn more of their gifts and leave behind the poisoned looks of their former brethren.
Skills/Weaknesses Double Dragon -Twins, the Giz and Zaz have only ever been separated once, by the shadow of death upon The Peak. They will not be parted again. Any bounty, quest or job on, the other just tag along. They only count as one person towards bounty levels, and must share loot/payments unless the job/quest is allowing players to use multiple PCs.
Mark of the Dragons - Beyond the elemental abilities, the twins returned from the peak with one remarkable change, tiny vestigial wings upon their back. They are useless at now, but either of the twins may sacrifice a spell they know to cause these wings to grow larger and strong, to a degree dependent on the level of the spell.
Currently they have a 3' wing spall, too small for flight or gliding but enough to help slow falls and aid jumps slightly.
Red Deck - Blades Wet Work - Dexterous blade work.
Lvl 1. Your familiarity with blades of all shapes and sizes allow you to draw them instantly, attacking in the same fluid movement. Eye of Avarice - Ability to sense items with strong magicswithin your visual range, give off an orange aura. GLACIER - Your attunement to water magics passively alters your body, plumbing your inner depths and turning you into an embodiment of cold perfection. Through concentration you can. if necessary, cause these changes to demanifest temporarily, though doing so drains your focus and ability to use spells. Lvl 1. Your skin is pale, clear, and very cold to the touch. You are indifferent to extreme climates. Lvl 2. Your irises become pale blue and constantly changing shape. Your sense of smell becomes much more acute. Lvl 3. Your skin tints blue and becomes painfully cold to the touch.
Spells Artless Unlvl. Void - Passive. Creates a pocket dimension you can access at any time, allowing you to seem to store items in, and retrieve items from, thin air. Can only be used with items you are physically holding and requires a extending and retracting of the arm to use. Cannot intentionally be used on living entities. Water
Lvl 1. Dehydrate - Remove much of the water from non-living organic matter, often making it more flammable. Lvl 2. Rimeball - Draw water out of the air into the palm of your hand and freeze it into a ball there. You control the density of this ball, from a softball sized snowball to a baseball sized ice ball. Lvl 3. Diffusion - Passive. By inhaling water, you can break it down inside your body, allowing you to breathe under water. Side-effect is the exhalation of hydrogen.
Weapons Watermage Dagger - A kujang dagger with a silver blade and smooth coral hilt. Can generate ice around its teardrop blade to turn itself into an ice-sword. Kis - A white birch walking stick.
Non-Weapon Items Arctic Grace - A nevermelt ice swan statue about 8" tall. It can be submerged in any body of water, animating up to 2 liters of it and granting the owner the ability to flow, freeze and boil the water so long as the swan remains in contact with it.
2x Waterskin, one contains Ice Swan statue
Stats & Descriptions Name - Mike Sorintino AKA "The Situation" Race - Human Age - 24 Affiliations - Appearance & Apparel - Mike is a terrifying freak whose muscles have been replaced by force constructs. So, not hard to spot in a crowd. Personality & Background - Mike was a deluded young man who relied on artificial enhancement to achieve anything. Probably due to low self esteem. Now, after his magical transformation, he is going to learn life lessons all over the place.
Strength level: Strong
Dualmagery: By interweaving two level one spells of different arts, you are able to create a new more powerful dual art spell which will grow in power as you expand your knowledge of both arts. Might Personified - Empower + Strengthen - Your body's skin and musculature is replaced by a translucent force construct replica. Passive. Color up to player. Lvl 1. Your strength level is one above its normal level. Your skin is tough as leather.
Stats & Descriptions Name - Binxy Bittercup Race - Jakari Sex - Male Age - Young Enough. Affiliations - Warriors Height - 5'2" Weight - 140 Appearance - A mane of neck length, swept back dark brown hair, salted with gray and sprinkled with pink. A single hard, flinty-blue eye, permanently furrowed and filled with enough glaring power for seven full sets. A darkly featured face with sharp cheekbones, swathed with dark stubble and with two brown and pink striped kitten ears, features that individually could only be called cute but come together in a singularly authoritative manner. Skin that seemed tanned but is in fact lightly covered in a faint fuzz of fur. A lithe, highly muscled body, boiled and beaten by a lifetime of difficulties into pure jakari-shaped leather. Very clean hands. A brown and pink striped kitten tail that seems to have been half bitten off at some point in the past. A curving black and red rainbow tattoo that starts and his lower abdomen and twists down to end somewhere below his waist. A faintly coppery scent. Apparel - A black leather faceplate set with a gleaming pink gem cut in the shape of a heart, fixed over his left eye. A skin tight, sleeveless shirt of some black material with a white stripe on either shoulder. A tough strap of dark leather around either wrist. A black leather belt with numerous pouches and sheaths, tightly fitted around his waist with a tarnished steel buckle. Well-fitted pants covered in a swirling pattern of white, gray and black. A pair of tough underwurm hide boots with stiff guards reaching up the the knee, reinforced with protective plating at the kneecap, shin and toes. Personality & Background - Binxy Bittercup is a practiced slayer of men, beasts, beast-men and man-beasts, leaving both monster and marauder dead in his wake. And while his actions may make the world a better place, that is an auxiliary outcome of Binxy's quest to murder one of everything that lives in Bakara (as well as a few things that don't actually exist). And while he knows there may be some double-dipping before his quest is complete, Binxy doesn't mind. After all, anything worth doing is worth doing Genocidally.
Skills/Bonuses Cat Scratch Deathsplosion
Despite his small stature and ancillary adorableness, Binxy is the definitive answer to the all encompassing Murder Equation. He has strangled wargs, knifed garr, throttled shavir and on one surprisingly dangerous occasion garotted a unicorn. Binxy is a skill combatant, unarmed or otherwise, and is naturally Strong. In addition he is a member in full of the Warrior's Society, with all the benefits and duties that entails. Everything Bleeds(Lvl 4; PPs: 23)
And if it doesn't bleed, Binxy can make it bleed. > Nothing Escapes Binxy (Tracking and Hunting skills)
> 10% Hunt Payment Increase
> 10% Shop Discount
> May Take Level 4 Hunts Alone Warrior's Techniques(BPs: 161) Rushdown
Lvl 1: Binxy may expertly keep his footing while in motion
Lvl 2: Binxy is barely slowed down by shifting or uneven terrain.
Lvl 3: Binxy is capable of explosive starts, going from still to full speed in a flash.
Lvl 4: Binxy may perform diving tackles which knock the breath from his opponents, rendering them shocked and unable to speak for their next post.
> Survival of the Binxiest - A large Corin's Alloy survival knife, serrated along its back and honed to a fine edge along its front. The choil of the weapon is encrusted with a blood red crystal that makes it look as if it always has a little blood caught in it. The blade at first glance appears tarnished and stained, but is actually covered in an intricate forge pattern of deep reddish brown. The entire blade is encased in a dingy, faintly flickering greyish aura that is barely visible, flaring up in times of need to into a searing, viciously verdant green. 1. Glows faintly whenever hostility is directed at Binxy.
2. May be blinked to Binxy's hand from any distance.
3. Aura increases in strength and severity inversely proportional to Binxy's health; the more heavily he is injured the more energy and resolve he is filled with and the more damaging his blade becomes. Once per encounter, Binxy may channel an injury into the weapon to fully heal himself and drastically empower the blazing aura for four posts.
4. Cuts through natural skin and hide as if it were half as tough.
5. Beasts skinned using the blade retain the animal's essence, granting the hide a thematically appropriate trait or enhancement.
6. Spells per post reduced by 2.
- Modifier 6 -
> Dark Heart - A stiff faceplate of black, oddly rippled leather sized to fit neatly over the upper right quarter of Binxy's face. Precisely where his eye would be, a polished pink heart carved from bone or something like it has been placed. Whether there is an eye underneath or not is hard to say, but Binxy's vision is clearly not impaired and if anything improved by the quietly powerful decoration. 1. Lost Eye: When covering his left eye, Dark Heart grants Binxy a form of magical vision through the right. This vision is perfect, and can see fresh spirits as well as signs of weakness or injury.
2. Predator: The Lifeforce of the last living creature Binxy marked with his magical sight will be visible with his magic sight as a glowing shape wherever they are so long as they are still alive, despite any barriers between them. If they are too far to be seen, their general direction will marked by a glow on the horizon.
3. Dominance: Whenever Binxy kills a being that has harmed him, a surge of life and death magics will heal all damage that being did to him, but only damage dealt by that particular being.
4. Unyielding: Death will not claim Binxy so long as he wears the patch and his head is still attached to his body. This does not accelerate healing or prevent damage, simply keeps him from passing on.
Stats & Descriptions Name - Ausbund Redtalon aka Oz Race - Kindir Age - 32 Affiliations - Arbiter Appearance & Apparel - A perfect physical specimen of a kindir. Sculpted and defined musculature, skin the color of a tanned and oiled hide, short backswept hair of gold, and breathtakingly beautiful face that speaks of his races ancient kinship with the elves. Wears only fitted hide pants, bleached white, with a crimson belt and matching dyed linen wrappings about his feet. A very small pack his bound to the back of his belt. Wears his sigils on a golden chain about his neck. Personality & Background - Ausbund is a bit of an anomaly. At this heart he is a warrior, a man devoted reaching the apex of his potential in battle. However, he steadfastly refuses to join the Warriors' Society. He scoffs at them in fact, calling them spineless for encasing themselves in armor and hacking at each other at swords' length. Instead he chose to join the mages, forgoing armor and iron and embracing the potential that magics have to help him reach the apex of what his body is capable of. He is a confidant man, a bit of a braggart, and has never lost a fight...even the ones that ended him in bloody and unconscious at another man's feet. In battle he can be supremely ruthless, taking any advantage and employing any tactic, dirty or otherwise.
Skills/Weaknesses Sculpted - Oz is in peak condition, and maintains his body religiously. His strength level is Very Strong.
Purely Physical - Oz will not sully combat by using magics whose intent is not to augment or enhance his body or the bodies of allies. Undeniable Presence - Oz's immaculate physicality has a potent passive charisma or intimidation effect on others, depending on Oz's demeanor towards them.
Lvl 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. Lvl 2. Unhinge - Make yourself double-jointed
Lvl 3. Harden - Thicken and toughen your skin into a leathery armor. Lvl 4. Arena Champion - You become a foot taller and more muscular. You gain a passive strengthen effect and can shape your arms into a variety of bone melee weapons. You cannot cast or maintain spells or summonings as long as you maintain this effect or for a post after.
Weapons Arbiter's Arm- A jade mere club. While weilded, it feeds on the adrenaline of your enemies, boosting your strength dependent on the aggression of your enemies. Mage Dagger - A silver katar dagger inlaid with bone with a bronze handle. Those wounded by the this dagger lose a level of strength for the rest of the encounter. Multiple wounds do not stack. Savage Zhua- A staff weapon with a tensed, claw hand at the end. Made of bone with the hardness of iron. Bonds to user, becoming an extension of him. Stands tall as user. Lvl 1. While holding the zhua you are able to animate its claw and control it as if it were your own hand. Lvl 2. You are able to absorb the zhua into your body for easy storage, forming clawed bone armor fused to one of your hands and forearms. While the zhua is absorbed, all abilities it has instead apply to that hand and arm. Lvl 3. The Zhua/arm and anything it holds can pass through bodies. When they do, they pass through all the body, but only on a body by body basis. (You/they can pass through one body but interact with the one behind them. You cannot rip a body part out of a body. You can remove foreign objects from within a body, but you cannot turn off the ability while inside a body or leave objects inside bodies.) Lvl 4. You have have blows dealt by the zhua/arm to others heal them instead of hurt them, the strength of the healing relative to the power of the strike.
Void Purse - Hanging from back of beltWater Flask
Leather straps.Pair of inordinately heavy stones the size of large oranges. Eyes of Justice - An enchanted set of dark tinted bifocals.
Race: Nadrask Age: 45 Height/Weight: 6'2", 242 lbs Affiliations: Warrior Appearance: Tall and heavily muscled, with skin a dark olive color and short, greasy black hair shaved on the sides. Face short, round, a little flat, with a broad nose and a scar running the length of the left side. Apparel: Scuffed and dirty black leather boots, broad and solid and boring, laced up tight underneath somehow even dirtier khaki wool trousers with a high waist. His chest and arms are bare.
>>Strangled three wargs to death with his bare hands.
>>Mister MacFlintch's Wild Ride
>>Weak to the Alogeans
Buffed and Toned - As a Nadrask in peak physical condition and extensive training, Gram's strength is Very Strong.
Raw Skill - Gram forsakes all but the most minor spells as unbefitting of his art, only buying spells of levels one and two, and only then when they do not change the nature of a physical battle (ie. Strengthen, but not Blind).
Ill Omen - Misfortune favors Gram. His presence increases the chance of machinery malfunctioning, especially when he focuses on it. Random chance often seems to turn against his enemies. His movements make little to no sound, and he is much harder to see in the dark.
Ground and Pound - BP: 115
Level One: You learn to be unmovable so long as both your feet are planted firmly on the ground. Level Two: You gain a level in strength exclusively in your legs. Level Three: You learn to immediately and protectively roll your feet when landing or while on the ground. Level Four: You learn how to perform tripping and hip tossing maneuvers while grappling your opponents so to take them to the ground. Level Five: You gain an effective level of strength while executing downwards strikes. Level Six: You master the technique of sweeping your opponent's legs out from under them, leg sweeps and trips are harder for your opponents to dodge or disrupt. Level Seven: You become impossible to knock unconscious with blows to the head while learning the correct technique for performing devastating headbutts. Level Eight: The higher you tower above your opponent, the more your very presence is both intimidating and dazing. Level Nine: Your shoves, pulls and grapples gain an additional effective level of strength so long as you remain mostly stationary. Level Ten: You are a master of beating down your enemies, each impact from fist or foot induces a sense of increasing vertigo. You are able to effortlessly incorporate shoving, pulling or tripping into your attacks.
Level One: Empower
Weapons Hel's Judgment (Relic of Legend) - An iron sledgehammer, about four and a half feet long and with a head about the size of a cinderblock. The handle is a dark, richly grained wood whose finish has largely worn off, particularly at the points at which it is held. The head is plain, somewhat dented, and engraved with two small sunbursts on each side. This is a Relic of Legend, and will gain powers as Gram gains renown. (RELIC POINTS: 4) Marot's Vengeance - Simple steel shortsword, engraved with a crude drawing of a thin, jackal-faced man. Armor Slayer's Mantle - A simple gorget of boiled leather, a stylized beast embossed at the throat. (Slayer's Set). May transform the material any armor he are wearing into the hide of any animal or monster he has personally killed. May not be used while under duress. Other Items
Knife - Small knife, suitable for carving or cooking, not killing.
Sundries - The various minor things necessary when one lives on the road.
Drinking Buddy - A printed certificate baring MacFlintch's grinning face, this entitles the bearer to have a special drink with special effects created and named after them at any one bar in Bakara. They will always receive this drink for half-price.
Marot's Blessing - A dark mahogany statuette of a thin, jackalface man, sitting with his legs fold beneath him and with wings wrapped about him like a cloak, grinning demonically. Grants him the skill "Ill Omen."
Sing lustily and with good courage.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
I will rubber Stamp Gram, though I would like to point out that any restriction on spells, for a Warrior, that doesn't exclude Strengthen and Empower, is not much of a drawback. But you don't need it to be much of a drawback.
Stats & Descriptions Name - Mercy Betatide Race - Atarin Age - 45 Affiliations - Warrior Appearance & Apparel - Sturdier built that most Atarins, Mercy has the look of a man that has seen his far share of trouble. His periwinkle skin retains the slick smoothness that marks his race, but is nicked and scarred at the neck, the back of the right hand and, presumably, elsewhere. Most notable of his scars if his the one over his right eye, which looks to missing its pupil but has infact been replaced by a massive pearl. His head is bald and smooth, with a dark green moustache that reaches down to mid sternum. Wears a cream color shirt beneath a dark brown sleeveless jacket. Leather and bronze wristbands. Tan pants with darker tan leather boots. A bandolier crosses his chest, holding his spears and launcher on his back. Personality & Background - Mercy is a gregarious fellow, quick with a joke, those he can tend towards bluster and famous in certain circles for his wildly exaggerated tales. The son and brother of wealthy merchants, Mercy passed his time taking part in organized hunts for dangerous and rare sealife. As time went on he got bored, taking bigger and bigger risked, even losing an eye to the horn of a particularly nasty Mantor. Having bested every beast the sea could offer him, Mercy set forth to the try land to see what curiosities it could offer him.
Wolf Amongst Poodles - Mercy is stronger than most Atarins, which actually puts him at Average Strength.
Cost of Greatness - The horn that pierce Mercy's eye went a bit deeper than that, doing minor damage to his brain and destroying his ability to feel out and gather magic, he cannot use or learn spells. Warrior's Technique - Environment Combat -The art of fully perceiving and utilizing your environment in combat.
Battle Posts: 3 Lvl 1. Your situational awareness increases, allowing you to notice possible improvised weapons laying around others might overlook. Hunter's Prowess - Through your relentless tracking and slaying of beasts and monsters, you have gained a reputation as one of the premier hunters of the age, granting you fame, hushed respect and a larger than life reputation. Huntmaster is leveled by the collective levels of your successful hunts.
Current Score: 5 Lvl 1. You are skilled in the art of tracking, allowing you to spot clues to a monster or beast's whereabouts left by their movements through the wilderness.
Weapons Spear Launcher - A handcrafted device formed from a hollowed out whalebone with a rubber strap inside that is used to launch a spear from the barrel at the pull of the trigger akin to a crossbow. Has a lip on the bottom to be stepped on while redrawing the strap. Mercy is very experienced in its use, but the loss of his eye has reduced his eagle eye to something a bit less seasoned. Spear - A foreshortened harpoon with an iron head and bone shaft. Can be used as melee weapon.
> Mercy may at any point whisper a name into the spear and an aura will engulf it spear with silver light. When thrown/launched the spear will fly through the air indefinitely on its path until it reaches the named target or is called back to Mercy. The aura will die down only when the spear pierces its target.
Iron Hatchet - More a survival tool, it can be used in combat in a pinch.
Mantor Horn - Formed from the very horn that cost Mercy his eye and ability to use magic, When blown into it recreates the predatory call of the beast, having an intimidation effect on nonsapient minds. Void Purse - Hanging from the side of his belt.
Name - Eli Monpress Race - Human Age - 23 Affiliations - Blackguard
Appearance & Apparel - Eli eats, sleeps, and apparently dresses among the shadows. Usually in a black or grey tightly bound clothing's but he hates waring long sleeved shirts.
Personality & Background - Eli was not born as poor as he looks today. He was actually a pretty spoiled boy. Getting all the new magical toys and such when growing up.
His life was pretty great before the incident. His mother loved to smoke. Absolutely loved it, about 2 pouches of cigarettes a day. And the sickness she got from them is what killed her at such a young age. Depression soon got the dad, not in a direct way but gambling has a steep price sometimes.
So then Eli was alone... Right where he never wanted to be... He wished so hard to be close to his parents again, so hard that some mysterious source granted him his wish, but for a price. If Eli wanted to be close to his parents he had to be close to what killed his parents... Cigarettes. After every time he tried to contact them he must smoke, or else something bad would happen... Or so the vision said. He has yet to try not smoking afterwords. He hated smoking so badly...
His recent family history was pretty boring. His mother a simple enchantress and father a swords smith. Just the basic jobs to make money for a household. But they didn't know that both sides of their ancestral lines crossed paths quiet frequently. The most specific path they crossed at was the Church of the Sun. Before it fell Elis ancestors were a big part in the creation and keeping up with the Churlishly duties including helping with 'The fall' (The massive Garr attack the church provoked).
After the Church of the Sun fell, his mothers ancestors helped with the initiates vast library's of information while Elis fathers side worked in the Old Epicrin Library, otherwise known now as the House of Forgotten lore, before the Initiates took over.
Blackguard's Menace - Blackguards are naturally more unnerving than other thieves or warriors, possessing a natural intimidation.
Stealth Combat -
Lvl 1. You learn to soften your footfalls so they make no sound.
Lvl 2. You learn how to hide weapons on your body in such a way their are undetectable and easily, quickly drawn.
Lvl 3. Your environmental awareness allows you to quickly surmise if anyone else is around and alert you to others using stealth.
Lvl 4. You learn now to fight without making a sound as well as a precise throat striking technique that will rend your opponent temporarily unable to make a sound.
Lvl 5. When on an unprepared foe, your first attack on someone has a 80 percent chance to disarm them that is your aim. This is reduced to 50 percent if they have know a disarming technique as well.
Lvl 6. While following a target you can synchronise your movements with theirs, matching every movement they make precisely in order to remain even harder to detect.
Lvl 7. Your awareness increases to give you a precise estimate of how a targets armor and accessories are connected to them. This allows you to make attacks against those straps and fastenings with much greater accuracy.
Lvl 8. Your ability to shadow a target extends to mirroring their movements when fighting in the open. Every physical move they make is exactly mirrored in perfect time.
Lvl 9. You learn a precision neck hold that will render the victim unconscious. Cannot be done if the person is tensed because they are expecting an attack.
Lvl 10. You are the epitome of silent movement and stealth. You may run, jump, roll and perform any number of actions while remaining silent and unseen unless you become a direct threat.
Sleight of Hand - The ability to nimbly use your hands and fingers in fleeting movements unnoticeable to the eye.
Lvl 1. Capable of picking up small objects with your hand without notice.
Lvl 2. Capable of hiding items in your sleeves or pockets or withdrawing items from your sleeve or pockets without notice.
Lvl 3. Capable of shifting items from hand to hand, making them disappear by secreting them anywhere on your person.
ANCESTRAL BOND - Reach out with your spirit magics, channeled through your blood find specifically find the spirits of your ancestors and entreat them to give you aid.
Lvl 1. You can ask your ancestors for advice and guidance. Their answers will be helpful, though rarely entirely clear.
Lvl 2. The spirit of Eli's maternal grandfather appears to him, a skilled enchanter who'd passed his skills on to Eli's mother, he teached Eli how to identify the magical traits of most items visually, given sufficient, unharried, time.
Lvl 3. You gain the ability to summon a minor ancestral spirit who will aid you in some way. This spirit does not require maintaining and vanishes after three posts.
Lvl 4. Your ancestors faith in you as a true scion of their line strengthens and their advice becomes clearer, even when you don't really want it.
Lvl 5. An ancestor manifests to teach/grant you a moderate ability.
Lvl 6. You gain the ability to summon a lesser ancestral spirit who will aid you in some way. This spirit does not require maintaining and vanishes after five posts.
Lvl 7. An ancestral spirit will appear and guide you to a hidden item related to your family line.
Lvl 8. An ancestor manifests to teach/grant you a major ability.
Lvl 9. You gain the ability to summon a major ancestral spirit who will aid you in some way. This spirit does not require maintaining and vanishes after one post.
Lvl 10. Your ancestors bestow on you knowledge of a ritual spell. These spells require two spells to cast and maintain and are quite powerful. In addition, you are able extend your summoned ancestral spirits manifestations by maintaining them like summons.
Drag - After using any Ancestor power Eli must light up a cigarette. If during an encounter it must be done right afterwords.
Black Ice - The one thing of value Eli owns is his Ice. A blackened crystal blade, slender and senile. It is not made to block but to cut through almost anything with ease. (mundane crystal modifier 5)
Speaker Blade - A blackened kunai throwing blade. Under most circumstances the blade produces no sound no matter what it impacts against, however the wielder may cause dagger to produce a high pitched whistling or screeching sound at will.
Black Silver Dagger
Arctic Savior - A buckler of Nevermelt Ice. Can liquify and be absorbed into a coral bracelet that serves at its wrist strap. Enchantments remain if liquified and reformed (imbues move to bracelet)
lvl 1 - 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.
lvl 2 - Incite - Cause a target to grow angrier and potentially violent.
Stats & Descriptions Name - Xavier Rueso Race - Unclear Age - Unknown Affiliations - Invoker Appearance - Rueso is a man of unclear nature. He is tall and leanly muscular, with a tanned skin and slightly overlong limbs. His hair is black, ear length and rarely done up in the same way two days in a row. His ears hive a slight hint of a point to them. His eyes are a deep black and convey experience, but his skin unmarked by time. He shows various traits of human, kindir, oscaran, nadrask and ogofta heritage. Apparel - Usually wears black pants and blousy white shirt, but carries assorted other ensembles with him at all times. Personality & Background - Xavier Rueso, legend of stage (and what will eventually be screen if the damned Machinists ever get off their asses and listen to his suggestions and stop avoiding him), is one of the premier actors in all of Sylvan (according to his card). A skilled orator, he can totally encompass any role he takes. Range is his philosophy like, and hes training himself to be infinitely versatile, in performance and in the magics he uses to give them a kick.
Skills/Weaknesses Tailoring - Because real actor real actors make their own costumes. Acting! - A skilled Thespian, Rueso is naturally more convincing that most when he tries to be, allowing him to influence the emotions of others more effectively than most, but not in any magical way. TASKMAGERY - A vast and varied school of study, by learning as many spells across multiple arts as possible, you gain a deeper understanding and mastery of the true nature of magic.
> Each spell you learn increases your Taskmage Score by a number equal to that spell's level. Learning spell with the same art AND level as a spell you already know does not increase your score. Lvl 1. So long as you know any level 1 spell, you can extrapolate your magical knowledge from that and skip other level 1 spells. Required Score: 3
Lvl 1. Whisper - While speaking in a whisper, you can manipulate the air to carry it to the ear of anyone within your sight. Mind
Lvl 1. Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking. Lvl 2. Jibe - The target will take offense at what they are hearing
Performance Pieces Spoken Witty Maxim - A short and amusing bit of speech that, while making no actual sense, is phrased and intoned precisely to seem logical and impressive. Creates a charisma effect that lasts for the rest of the encounter. Weapons Lightmage Dagger - A silver rondel dagger with an ivory hilt. Can be made to appear as harmless other item of similar size and shape.
Non-Weapon Items Thaumaturgic Voice Aug - A pendant in the form of the comedy/tragedy masks about his neck. A black crystal is imbued to the back.
>Performances/accompaniments with the instrument gain a visual accompaniment in the form of a shadow play. This makes grants the primary performer a double intimidation effect. Wardrobe - A void purse that contains a variety of second hand clothing Rueso has gathered over the years and carries with him at all times, because you never know when you need to be in character. Also contains:
> Several Business Cards.
> Dried Noodles
> Spice Mix
> A Pot
> A Burner Stone
> A Bowl and Fork