Stats & Descriptions
Name - Kurt
Race - Human
Age - 23
Height - 6'9"
Weight - 225
Affiliations - Warden Appearance - Kurt stands out in a crowd. His stature did not afford him the luxury of remaining unnoticed. Apparel - Tan fedora w/ black strap. Aged brown trench coat, belt, holster. Loose fitted slacks, boots. Personality & Background - Kurt grew up w/ two obsessive parents. The path they chose for him was not the way he wanted to live life. One morning he was sent out for water but he never came back. He sold his possessions that tied him to his old life and took on a new monicker. Completing the transition on a new life; a fresh start.
Completed Kloirn bounty
Fixed the Sewers in Elexia
Completed Wild Ones bounty
Skills & Abilities
Herbalism Lvl 3
Natural Laws - Wardens have exclusive access to special bounties, men whose crimes are as much against nature as man.
LAWKEEPER - By tracking down and bringing to justice the criminal element of Bakara, you gain a reputation as a force for order and man of great ability. This effects how the local law, shops, societies and especially criminals, treat you. Lawkeeper is leveled by the collective levels of the bounties you have brought in.
Lvl 1. 5% discount at shops as a sign of respect and thanks.
Required Score: 4
Lvl 2. 10% increase in bounty payments.
Required Score: 8 (10)
Lvl 3. Access to Peacekeeper items if not a member, free one if you are.
Required Score: 14
Lvl 4. You are allowed to tackle level 4 bounties alone.
Required Score: 20
Lvl 5. You have access to special Machinist law-keeping devices.
Required Score: 28
Lvl 6. 20% increase in bounty payments.
Required Score: 36
Lvl 7. You get a free level of training in a Warrior's technique.
Required Score: 46
Lvl 8. You are allowed to tackle level 5 bounties alone.
Required Score: 56
Lvl 9. You receive a gift from the Sentinels of either a special partner animal. If not wanted, can opt for a variety of herbal mixes instead.
Required Score: 68
Lvl 10. The criminal underworld puts a contract on your head. Every once in awhile a criminal NPC will attack you in a random encounter. These assassins will be well equipped and have bounties on them.
Required Score: 80
The Long Arm - An ironwood rod, 4" long, tipped with a sharp clinging curved thorn.
Base Ability - A length of vine, covered in thorns, can be shot out of the thorned end of the rod, using the thorns to cling to a target.
Saaurian Spear - A pale wooden spear of unassuming make, the wood is hard as iron and very pliant. The spear can be made to extend outwards up to 15 feet, maintaining a level of force and momentum as if it were thrown by a strong man.
An iron shield, body sized.
Thermos- Can hold 5 cups boiled fresh water. (5/5)
Riot Shield is an issue, if only because you haven't explained what it actually IS in a fantasy setting. Is it crystal? Toughened glass? Is it magical? As far as you post is concerned its a modern day plastic riot shield, which is not alright.
Also, he has a ridiculous amount of ingredients. What's the gold worth of all that?
Stats & Descriptions Name - Drecken'Mal, aka Dreck Race - Nadrask Sex - Male Age - 25 Affiliations - Machinists Height - 6'1" Weight - 170 Appearance - Long grayish silver hair, shaved on one side and tied in the back. Greenish oval eyes, darkly lined and piercing. A youthful, sharp featured face with expressive eyebrows and a truly masterful scowl. Lightly olive tanned skin, lighter than the normal Nadra tone. A tall frame that has just barely clawed its way out from gangly into lithe. Sooty fingers with blackened nails. Gatahara tattoos of a crumbling skull. The smell of brine, cigar smoke and ginger. Apparel - A dark teal sleeveless shirt overlaid with a mesh pattern. A single arm-length bracer made of an entire skinned bilge eel, attached around the right wrist and upper bicep by scrimshawed rings. A tiger fur arm sheath attached around his left bicep with storage compartments for a knife and several machinists' tools. A large skull-shaped ring of carved bone. A heavy belt with numerous compartments, fitted together with a chunk of inert topaz and adorned with patches of tiger fur. Durable pants reinforced in several places with manjor hide. Flexible eel leather boots with toughened heels. Personality & Background - Not the strongest, fastest, most ruthless or even very smartest son of Nadra, Drecken'Mal (or Dreck) does see himself as something ultimately much more valuable: visionary. Able to see value where others see scrap and possibilities where others see failure, the dark clockwork of Dreck's mind constantly churns for new ways to turn any situation into a personal opportunity.
Skills/Bonuses Bad Science(Electrics: Lvl 5)
Dreck was born with an instinctive understanding of how things fit together only matched by his understanding of how things can come apart. A gifted machinist, he has a particular talent for disabling and co-opting the machinery and inventions of others. Sometimes this calls for discreet and delicate use of fine tools. Sometimes this calls for blowing the damn thing up. In addition he is a full member of the Machinists' Guild with all the privileges and duties that implies. Like Clockwork(Lvl 2; Gold: 460)
Dreck has never been one to pass on an opportunity, and the fact that others are too small-minded to see all the moving pieces just leaves more for the Man with the Plan. Dreck takes advantage of these opportunities as they arise, adding more and more gears to the machine that fuels his Infamy. > 5% Discount at Shops
> Enhanced City Manuvering
> A machinist's Flintlock Pistol fitted with a eyeglass sight
> A machinist's Shock Rod
> Shock Augmented gloves
> A steel utility knife
> A Machinist's Toolkit
> Two electro-servos
> Telemote and Televator
> A topaz core tinderbox (Prototype)
> A servo-wire (Prototype)
> Several hardtack and fish biscuits
> A rather dirty compass
> A machinist's lighter
> A large quantity of the very rare King Kurrian cigars
TO BE FORMATTED
> Well Dressed Man Gloves/Hat
> Darkwood Lady Sculpture
> Burglary Note
Stats & Descriptions Name - Pheegrl (FEE-grul) Race - Greel Age - 18 Affiliations - Ascetic Appearance & Apparel - Pheegrl is small and skinny, barely 4' tall with pale tan skin, large kind eyes, and a constant wary smile. He wears khaki short pants and matching vest over a silvery shirt. Dozens of pockets and compartments cover his clothing and belt. Personality & Background - Not long ago Pheegrl was a member of one of the last greel tribes to be freed slavery by a cruel tribe of Eghris-leen garr. His family, now living in small greel commune outside Greevan, had never known anything but brutality and abuse. A sensitive and kind soul, Pheegrl felt the agony of his people more than anyone. Now Pheegrl has devoted his life to alleviating pain and suffering, using whatever natural and/or magical means can can. He is a healer, in act and at heart.
Skills/Weaknesses Meekling - Pheegrl has below average in strength.
Serf's Burden - A life of brutality and taught Pheegrl to block out pain. Sextuple Threat - Woodwind World Voice - You are 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 your emotions and boosts your senses in noncity environments. Hebalism - Level 1 Sentinel's Edge - Low Tier Barefoot, Fleetfoot - So long as you have some sort of bare skinned connection to the earth or rooted plant life, your reaction time and speed are considerably enhanced. Opposition - Your body becomes an impenetrable shield against magic, shielding you from its effects. Lvl 1. You are immune to level 2 or lower magics that would directly effect your mind or body. Lvl 2. Magically created/animated projectiles of lever 2 or lower are dispelled/stopped upon hitting you.
Lvl 1. Itch - Target experiences strong, persistent and annoying itchiness. Lvl 2. Numb - Deaden a target's physical sensitivity, soothing surface pain but also reducing their manual dexterity.
Woodwind Phantom Melody - An eerie, haunting piece that ripples the air around a target, making their features and exact movements visually indistinct.
Weapons Ward - An extendable/collapsible iron staff, helpful for keeping baddies out of reach and, in Pheegrl's hands, not much else.
Non-Weapon Items The Pipes - A set of panpipes crafted for Pheegrl by his father.
Phoress Moss - A small supply of florescent white moss from the Lutharins that prevents infections and aids in healing to a small degree. Claret - A couple vials of bitter liquid than can quickly calm and soothe the drinker.
Balls of Yarn
Pets Kitty - An adorably soft and fluffy tabby cat with a grandmotherly personality. Pheegrl's bondmate. Pretty - An excitable peacock whose attention drawing actics help Pheegrl do his duties without drawing the attention of mean men.
Rule 1. Never Loudly Announce That You Are A Thief
Stats & Descriptions Name - Lord Bwahworth VonWolfenstuff aka Bwah Race - Greel Age - 23 Affiliations - Stalker Appearance & Apparel - A slender greel of unusually good posture, with skin the color of granite and green eyes. Dresses in a finely tailored gray herringbone suit with a pale teal dress shirt with spats and black gloves. Personality & Background - Bwah was abandoned as a child in the southern forest, forced to survive on his own. He'd sneak into Elexia time and time again, stealing what he needed and bringing it back to a den in the forest. One day he had the fortune of stealing the wallet of Reggie Leer, gentleman thief and master of crime. He took a shine to the young greel and saw a raw natural talent him. He decided to train the youth in the art of thievery, and Bwah was a good student. Now out on his own, Bwah emulates his mentor, combing his lessons with the animalistic skills he picked up in the wild to maximum effect.
Skills/Weaknesses Herbalism - Lvl 1 Red Deck - Coin Suit Lockpicking - Using tools to pick through locks.
Lvl 1. Trained in the use of lockpicks. Sentinels Edges - Low Tier Primal Stealth - You have a greater understanding of the interconnectedness of things, allowing you to more easily sneak and stalk. While this is more effective within the wilderness, it is still functional while inside urban environments.
Spells Dark Swathe
Body/Summoning Dual Spell - Center/Summon Rodent
Not a Creature Was Stirring - Passive. Through careful melding of beastial and body magics, grant yourself the traits and abilities of ground dwelling creatures.
Lvl 1. Your balance is perfect, allowing you to traverse even the thinnest of structures. your weight is treated as being half what it is when determining if a structure will hold it.
Weapons Gentleman's Gentleman - A special cane given to Bwah by his mentor. One end has a stilleto blade secreted in it, the other end contains an iron hook that folds and locks out. Both triggered by a button on the other end.
Non-Weapon Items Void Wallet
Collapsible Grappling Hook
Pets Sir Reginald Longtail - Bwahs nyx bondmate Sir Aleister Shinyeyes - Bwah's stalker magpie
Passive. Through careful melding of beastial and body magics, grant yourself the traits and abilities of ground dwelling creatures.
Lvl 1. - Your balance is perfect, allowing you to traverse even the thinnest of structures. your weight is treated as being half what it is when determining if a structure will hold it.
Race: Human Age: 36 Height/Weight: 6'0", 175 lbs Affiliations: Mage Appearance: Tall and thin and fidgety, with nervous blue eyes set deep into a thin, pale face. Shiny, straight black hair, worn somewhat long and parted to the right. Thin moustache, pitch black, above an unsmiling mouth. Apparel: Midnight-blue suit, cut very fashionably, with highly polished black captoe shoes and a brilliant white shirt. Tie of the same color, but a fine silk.
He Knows Not What He Does - Because of his tenuous grip on reality and myriad fears, Henry has learned to enter a sort of dissociative state, where he ignores the moral consequences of his actions and acts entirely according to his urges.
Bad Sign - A perception of weakness, moral and intellectual, follows Henry. Depending on the person this manifests as sort of a pity-based charisma or an opportunity-based incite for those who want to take advantage of him.
Vessel of the Nightmare Lord (Awakening)
Henry's mind is haunted and possessed by the constant presence of his nightmares, and most particularly of one in particular, the shadowy figure he calls the Nightmare Lord. This is a figure who appears to him only in the deep shadows in the peripheries of his vision, never speaking, thin and gaunt and all black, with a face whose eyes are empty pits and whose mouth is a horrifying grimace. This presence is slowly taking over Henry's subconscious, manifesting itself in various ways as he grows more powerful. Level One: Henry's nightmares appear sometimes at the edge of his perception, whispering secrets in his ears. These are couched in mysterious language and are difficult to interpret, if they are true at all. Level Two: The limits of Henry's perception reach further, sharpening his hearing and sense of movements around him, but also making him more aware of the nightmares he knows surround him. Level Three: Henry's eyes become foggy, his voice sometimes becoming entirely distant and indistinct. By focusing hard on a particular fear or anxiety, Henry can channel that feeling into physical form, manifesting temporarily in a minor Nightmare summon whose form reflects his fear. Counts as a spell, and each Nightmare takes a summoning slot. Level Four: Once per encounter in times of stress Henry can call upon his Lord for aid, gaining for up to three posts his appearance and form. This grants him a double intimidation effect, a foot of height, and razor-sharp claws. However, he is unable to use any spells or items while maintaining this effect, and he is unable to remember what goes on in this form. Level Five: His understanding of the nature of reality begins to warp, giving everything around him a feeling of off-ness which makes the presence of his hallucinations seem increasingly normal. He becomes immune to the emotion-altering spells and abilities of others. Level Six: His mind begins to reach out, seeking to add other terrors to his collection. Once per encounter semi-involuntarily he can enter the mind of someone in close proximity, extracting a deeply-held fear from their mind. While this process takes place the target will be deeply distracted, but equally so will Henry. Length of effect depends on the memory and the person's desire to break free of it. Doing this adds another Nightmare summon to his inventory (see Level Three), up to a maximum of four. Level Seven: The Nightmare Lord begins to inhabit Henry's body more completely. His skin becomes ashen pale, and his voice gains a disturbing second voice, as though two were speaking at once. He can move with disturbing speed, rushing upon people much faster than is normal while emitting an intimidating screech. Level Eight: His eyes become unnaturally dark, the irises swirling with dark patterns. His ability to channel his fears is augmented, allowing him to manifest them as moderately-powerful summons. Counts as a spell. Level Nine: His view of the world becomes totally fractured, a nightmarish parody of the real in which all are equally credible. This gives him a unique understanding of the world, allowing him to sense where the attention of those around him will fall, giving him the ability to maintain himself at the edges of perception as long as he is not overtly aggressive. Level Ten: The influence of the Nightmare Lord upon his fractured mind becomes total. His original voice at times totally drops away, replaced by the discordant second. He is able to enter into the form of the Nightmare Lord indefinitely, and can move almost instantaneously through connected shadows, though he cannot attack for a post after he moves in this way.
Level One: Retain - Anchors a memory or thought in your mind, ensuring you do not forget it or be made to forget it unless you will it. Does not need to be maintained, but retaining too many things at once can lead to confusion. Level Two: Poke - Cause a target to hallucinate a firm but painless phantom touch. Level Three: Distraction - Compel a target to direct their focus onto you.
Weapons The Night's Claw - A steel rapier dagger with a silver guard and navy silk wrapped hilt. Parrying a weapon with this dagger instills a subtle suggestion in that weapon's wielder's mind that the weapon is useless. The more you parry any given weapon, the strong the compulsion to stop using it and switch to another weapon or fight unarmed. Armor Shaper's Hands - A pair of magebronze gauntlets, covered in twisting designs of clouds and moaning faces. When the wearer is near a sleeping man, they can be used to "sculpt" his dreams, changing key details like a man working semiwet clay. (Dreamer's set) Other Items
Cigarillos - An effectively endless supply of thin, sweet-smelling cigarillos, which he is constantly smoking.
Lighter - Small machinist contraption in the shape of a box. When flicked open creates a weak flame.
Sundries - Miscellaneous little things.
Crystal Fragments - Fragments of the transport stones they found at the end. Can definitely be imbued.
Trueheart Oil - A vial of dark pink liquid capped with a stylized heart. May be poured over an item to alter its appearance and abilities to reflect the inner spirit of its owner.
Nightmares Powell's Nightmares are the various fears and phobias which inhabit his mind, slowly taking control of more and more of his functions. Some of these have particular names and can even manifest in the waking world, with Powell's participation.
The Nightmare King - The lord of Powell's nightmarish menagerie, and increasingly of Powell himself. A seven-foot-tall figure of shadow and black robes, skeletally thin and elongated, with an ashen-pale face that seems all one horrific grimace and eyes like pits of night.
Sing lustily and with good courage.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
Appearance/Apparel - Talbot isn't necessarily bad, but he's definitely no good. And if you take the time to look at him long enough, this fact will stand out to you. His skin is a light olive in tone. His face isn't ugly, but it does stand out as not being handsome, it might have to do with his toothiness. He's got clean, short hair, the color of which is hard to tell other than it being very dark and he wears it in an intentionally fairly matted way. The feature that would be considered the most off-putting about him are his hands. They just look too big for his body, and even more noticeable than that, his fingers end in claws instead of fingernails. Usually can be seen wearing a blue flannel shirt and pair of brown denim pants.
Talbot grew up having a relatively normal childhood being raised by his single mother. A short while after he had turned 14, he noticed his hands were starting to become an abnormal size for his body and that his fingernails were starting to change shape. He asked his mother about these changes and that's when she told him about his father and his father's father. His grandfather had been a Fyarl that had been changed by a spell and one day met and swept his paternal grandmother off of her feet. They made plans about becoming a family, but when Talbot's father was born a horrible Fyarl/Human hybrid, Talbot's grandmother died from the birth and his grandfather took and raised Talbot's father on his own, unable to return to the Fyarl looking as he did. One day his father, now an adult that had grown to look less horrifying and could pass as a more normal being, set out to live amongst the different peoples of Bakara and met Talbot's mother. It would seem that his father had inherited his grandfather's way with women, and soon they married. His mother finished the story by telling him that his father had died due to his Fyarl blood. He had been walking home from a bar, and a person familiar with tales of his grandfather's race could tell what his father was and killed him thinking he was keeping others safe from a demon-spawn.
Talbot is always getting himself into trouble, mainly due to his obnoxious mouth and bad temper, two personality changes that started to manifest alongside the transformation of his hands. Because of his lack of a fellow part Fyarl to teach him how to handle the feral feelings he has, he's angry all of the time. Luckily he's focused his issues into words aimed at others instead of blows. He's been trying to work on his anger issues though, mainly by learning about others' feelings, but it hasn't helped him grow much emotionally.
Strengths & Weaknesses
Special Abilities & Personal Faults
Bad-mouthing Son of a ***** - Talbot is constantly talking bad about those around him, except for those he considers true friends and sometimes even they can't escape one of his tongue's truly terrifying tirades. (Used sparingly, which isn't likely, can cause an intimidation effect on those around him. Used too much, which will often be the case, others will be incited to act against him.)
Button Pushing Bastard - Talbot's been talking **** about others for so long, he can figure out just what to say and when to say it to get them going. On the other hand, he also knows when it would be best for himself to get just out of reach of their throttling range.
Fyarl's Grandson - From his father's father, Talbot inherited a few things. His bad attitude and anger, his hair and teeth, and most noticeable at a glance, his large, clawed hands.
OI, **** OFF!(EMERGENCE) - Your demonic heritage, and its inherent aggressiveness and form, show more and more as you learn to enjoy its influence. Lvl 1. - The combination of the anger in his Fyarl blood and Talbot's almost beautiful talent of aggravating everyone all of the time, sends out a natural aura, that if others are around for too long, causes an Incite Effect directed at Talbot. Lvl 2. - The feral nature of his heritage has begun to show more physical signs on Talbot's body and the claws on his hands have lengthened and hardened. Unarmed attacks he makes with his hands have a modifier of 2 now. Lvl 3. -
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 - Peer - You are able to see and decipher other people's auras, revealing their emotions.
Lvl. 3 - Anchor - Tether a target's life-force to their current location, causing them to feel a psychic pull towards that spot and weakening them the further they move from that location. Only lasts five posts and can only be cast on each target once per encounter.
Society & Guild Requirements, Limitations, and Benefits
Brotherhood Selfsworn Warrior's Pilgrimage Warrior's Arms Warrior's Technique - Force - Counter Maneuvers - The art of using your opponent's force against them, focusing on blocking and avoiding attacks, finding victory through throws and letting your opponent hurt or tire themselves out.
Lvl 1. You learn to steel yourself against blunt melee attacks, causing the force of landed blows to reverberate back and cause stinging pain to the attacker when they hit you. This pain is magnified if the strength of the blow has been unnaturally augmented by basic or alike.
Lvl 2. Your blocking gets an effective strength increase of one level.
Lvl 3. Each close up attack that is successfully landed on you give you the opening to successfully land a responding light attack on your opponent.
Lvl 4. Learn to turn into attacks so to deflect some of the force and reduce the damage down to you.
Lvl 5. Learn to effectively redirect striking attacks safely towards the ground so long as they have no upwards momentum. This move grows less likely to succeed against a specific enemy the more often you use it against them.
Lvl 6. Learn to do a sudden rolling dodge designed throw the attacker off balance with the momentum of their own attack. This gambit grows less likely to succeed against a specific enemy the more often you use it against them.
Lvl 7. When doing a full body dodge of an attack, you can perform a fleeting strike on them whose damage scales with the attacker's momentum.
Lvl 8. You may counter a charging attack into a backrolling throw using your legs to launch them powerfully into the air behind you.
Lvl 9. Your ability to redirect force extends to ranged attacks, any thrown or launched items large enough to handle may be shifted downwards or aside. You cannot catch fire, lightning or any other projectile with contact rather than impact based damage.
Lvl 10. Once per encounter you can channel all your strength and all the force of your opponent's attack into one throw of incredible strength in the direction of your choice.
Battle Posts = 2
Magical The Hecklers - Two identical teal ironwood tonfas. The more often an attack is successfully blocked using these tonfas, the more the attacker begins to become focused on the tonfas' owner and trying to defeat them before being able to focus on something else.
Magical I'll Miss You Least Of All, The Richard - The Richard might have been the least interesting Richard, but he was still had some tricks to teach. By using a shard of The Richard's Sword of Light, you may craft a piece of armor for yourself. This armor, Mage-friendly and modifier 3, can burst into a golden flame that does not burn the bearer at will once per encounter for four posts.
STATS AND FACTS Race - Human Age - Mid thirties Height - 5'8" Weight - 160 lbs Appearance/Apparel Appalling, simply. This ranges from his wide-eyed, crazed stares to the metallic implants across his body. His hollow, hazel eyes are in constantly dilated, and twitch around nonstop, as if expecting some surprise. His face is roundish, with fluffy cheeks, just a hint of a chin, a nose that appears somewhat askew. Thinning brown hair falls around to his jaws, poorly hiding a collection of small metallic plates embedded into his skull. His body is lanky, his limbs frequently twitching uncontrollably. He wears a baby blue tunic that falls below his waist, a pair of worn through black pants, and some old brown shoes. And small steel discs stitched into his skin at his forearms, feet, chest and back, hollowed out at the center but plugged in with small corks. Background Giving up the farm life in his late teens to move to Sylvan, Roger found himself very unaccustomed and upreared for city life. He quickly fell in with poor company and poor habits, spending far too much time in the slums of the southwestern district. The need for gold to maintain his lifestyle drove him to some less-than-glorious trades and outstanding debt. He found an easy solution to this: The Dreamer's Fangs was always searching for willing subjects, and were always keen on something more than desperate phage. A few simpler sessions paid his debts, but the easy gold was too much for Roger to resist, and his visits to the Fangs became more frequent. One the last occasion, he never came out. Not fully, at least.
For seven years he was trapped in the Fangs before finding a way to escape. When he did, he was hardly recognizable, scarred both mentally and physically by the touch of the Mad Mages. He rarely, if ever, talks about his time in their company. Affiliations - Artillerist (Warrior/Machinist) Allies - Enemies - Accomplishments
ABILITIES and ODDITIES Abilities Gunsmithing Tinkering Novice Electrics I can't keep tabs on my mind, it's really quite a joke - Roger has some... mental deficiencies. Although the earth dust infusions give him enough self control and thinking power to function as a normal being, he is still incapable of casting spells. Severing Hand - A fighting style that uses precisely aimed blows to obstruct or disable your opponent's ability channel and interact with magics and the metaphysical. All effects last 4 posts. Lvl 1. By landing a precise blow to the hand, you can inhibit their flow of magics and cut them off from casting level 1 spells.
Oddities The Electric Circus - - Roger's most notable physical oddity is the electric wiring coursing through his body, planted into his muscle and bone through years of experimentation and surgery at the hands of the mad mages. There are two central locations where the wires meet, once in the brain and again right below the heart, where a topaz crystal supplies them with power. The wires have several outlets across his body, one in each forearm, one at the bottom of each foot, one in the chest and one on his back. When he escaped from the Fangs, the lack of proper treatment caused the topaz to overload and send increasingly stronger voltage through his body, adding further strain to his already worn down sanity. (Relic of Legend) Level 0: Roger must occasionally infuse his system with Garnet Dust in order to keep the electric currents in a safe range.
INVENTORY Weapons Machinist Pistol
5 uses of Garnet Dust, rationed out for infuses.
Short and small-framed, there's practically nothing to her. Wears a solid green outfit designed to reduce wind resistance. A little farsighted. Right-handed.
Shalin is carefree and often doesn't consider the full consequences of her actions; she's somewhat of a mental klutz. Very much chaotic good in terms of D&D alignment; her heart is always in the right place, but her actions or words don't always match her intent. She's rather sociable and open-minded, and it shows in her willingness to try new ideas. Almost always upbeat, she's the kind of person who could be friends with just about anyone.
Herbalism - Level 1
Septuple Threat - Song
World Voice - You are 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 your emotions and boosts your senses in noncity environments.
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.
L2 - Peer - You are able to see and decipher other people's auras, revealing their emotions.
Dual Spell - Soulwing Dragonfly - Insect/Home
Lvl 1 - Summon a dragonfly the size of pigeon with wings of stainglass with a pattern that reflects the inner nature of the caster. This summon contains a bit of the caster's spirit, granting it a personality and will of its own, but it is similar to the caster's and thus loyal. Memories from cast summonings of it carry over.
Lvl 2 - The spark of your spirit within the summon allows the caster to share its senses and making it real enough to not be effected by summon dispelling magics. Can be summoned as its original size or the size of a tabby cat.
Lvl 3 - The buzz of the dragonfly takes on the sound of the casters voice. It can fluctuate this sound to mimic your speech like a parrot for the purpose of either throwing it or communicating. Can be summoned as its original size or the size of a fox.
Lvl 4 - The bite of the dragonfly mixes a trace of of the summons's shared spirit with your own. Your emotions and thoughts now effect theirs, causing their personality to shift slightly more into align with the caster's. Can be summoned as its original size or the size of a labrador.
Pet - Male Anna's Hummingbird "Doug" - Playful around Shalin and highly protective of her. His curiosity can get him in trouble, poking his head in places where it shouldn't be. Generally respectful of others, but is easily provoked.
Pet - Cheetupine - A cheetah with countless quills protruding from its back and sides. Slightly larger than most similar-looking cats, Shalin can ride it, though its size is on the small end of the range for doing so. She keeps sections of its back very well-groomed, namely where she holds on with her legs and hands while riding. Its experience as a mount makes it less likely to become exhausted after a run, and can put on bursts of speed more frequently than ordinary cheetahs.
Free Ascetic Pet - Peacock (Its stunning, eyecatching presence makes others less likely to notice your presence)
Weapon: Bow of Grace - Fires arrows of solid light.
Stats & Descriptions Name - Jon Cardenas Race - Human (Mostly) Age - 25 Affiliations - None Appearance & Apparel -
Personality & Background - Jon's name is Jon because his parents didn't care enough about him to write an entire name on his birth certificate. Jon Cardenas is utterly resigned. Whatever he wants to do, Fate seems to have other ideas. So recently he has given up on wanting or doing anything in particular, instead just going along with whatever seems to be happening at the time.
Skills/Weaknesses LIVING WEAPON - You reject the need for steel and iron. You rely on your hands and feet to deal out punishment. A handy school of training for boxers, brawlers, street fighters and martial artists.
BP = 0
Lvl 1. Your strikes when attacking unarmed have an effective modifier of 2.
Required Battle Posts: 25
Lvl 2. You gain an effective strength increase of 1 when attacking unarmed.
Required Battle Posts: 55
Lvl 3. You can launch strikes with your legs and feet as dexterously and precisely as with your arms and fists and walk on your hands as easily and your feet.
Required Battle Posts: 90
Lvl 4. Your strikes when attacking unarmed have an effective modifier of 3.
Required Battle Posts: 130
Lvl 5. Fighting unarmed and unencumbered you a greater chance of successfully dodging the attacks of those relying on weaponry.
Required Battle Posts: 175
Lvl 6. You're able to use a disarming attack with your hands 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. A combination of calluses and/or precision you become as capable of blocking and deflecting weapons with your hands unharmed as you would be with a weapon.
Required Battle Posts: 280
Lvl 8. Thrice per encounter through sheer skill and fluidity of movement, you can catch a projectile in your hands and launch it with equal speed in the direction of your choice. Massive, magical attacks may trump this ability.
Required Battle Posts: 340
Lvl 9. Your strikes when attacking unarmed have an effective modifier of 5.
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
Fates Twists - When Jon Cardenas learns a spell, after buying it, it becomes a different spell of a different art of the same level. He uses This Website to roll the dice to determine which art and which spell in that art (D12, D4)
If Jon Cardenas puts five different potions in the same jar and chugs it, it permanently alters his body or abilities or both in a way that is based on the potions used (Or not, whatever).
Stats & Descriptions
Name - James
Race - Human
Age - 21
Affiliations - Mage
Appearance & Apparel- James has defined features. As a bodyguard he has sculpted his physique. His clothing is that of a commoner.
Personality & Background- James is loyal to his friends, family and employer. He won the favor of the king when he was homeless. The King left him to protect his daughter in his will.
James cannot take on a Quest, Bounty, Job or Task without Jamie's approval.
King's Favor- James' status is of royal servitude.
Dualmagery (Attractive Exoskeleton)
Level 1: this spell creates a musculature of force around you that enhances your strength level by 1, and attunes itself to the minds of nearby looky-loos so that it appears to them in an attractive shape, increasing your charisma level by 1. As this spell advances the exoskeleton becomes more attractive and gains different capabilities.
Level 2: You may change the armors Charisma bonus to an Intimidate bonus. The armor behaves much like the Splint spell, reinforcing your limbs whenever you push stuff away so that when you do that, you gain an additional empower effect.
Force - A steel cleaver. Can generate a force construct copy of itself in your other hand. Copy vanishes when it leaves your grip.
Lvl 1- Charisma
Lvl 2- Veil
Lvl 1 - Empower
Lvl 2- Skein
Stats & Descriptions
Name - Jamie
Race - Human
Age - 20
Appearance & Apparel- Jamie is a single, outgoing and active gal. She wears only the finest linens.
Personality & Background- Jamie's father was an important figurehead. Before his disposal, she was sent out of town w/ James as her protector.
Royalty- Jamie can join any Quest, Bounty, Job or Task.
Level 1 - Apparel
Home - A tattered old scarf that smells like one location of your choice. By smelling the scarf and looking off into the distance, you can sense what is going on in that area as though reliving fond old memories.
Level 2 - Item Augmenting Crystal
Peer - A purple crystal that can imbued into an item to grant it the following enchantment: The enchanted item can be surrounded in a thin aura of energy that changes colour depending on the mood of either the person holding it or a target of their choice.
Level 3 - Armour Piece
Hado - A spiked gauntlet of slightly purple-tinted steel, knuckles studded with clear gems. The gems change colour to reflect the mood of the wearer and can launch pebble sized bursts of energy of the same colour.
Steel Hair-clip - Metal knife
Jamie's Necklace- Male NPC's are more likely to agree with her.
Appearance/Apparel - Tall and well built, Odd has the deep tanned skin that many other Kindir sport. He has pale grey eyes that are almost white and hair that is long and black. The only other defining feature he really has is a large scar crossing his neck over his Adam's apple. Due to the incident that caused the scar, he doesn't have much of a voice and if he speaks it's in an almost silent, forced whisper. His usual outfit is a pair of black pants and a black shirt, worn under a reddish black cloak with a scale pattern.
Personality/Background - Odd is a reserved individual and very much keeps to himself. If he's on a job, getting it done, and done right, is his top concern over everything else besides Dracanis. He seems overly calm on the outside at almost all times, but that's not what's going on on the inside. Inside of Odd's head and heart is a hatred so concentrated it keeps him from losing his focus on his immediate goals, so that he might one day accomplish his ultimate, final goal. He seems to enjoy the company of his dracon, Dracanis.
A few personal thoughts, written down on a piece of parchment that Odd keeps close to his heart at all times.
Hate the fact that you were weak
Hate the fact that you can not change what happened
Hate the fact that you were alone
Hate the others that have not felt tragedy
Hate the others that have felt tragedy but have gotten over it
Hate the others that have felt tragedy but have not dedicated their lives to vengeance
Hate the way the world is
Hate that you can not change it
Strengths & Weaknesses
Special Abilities & Personal Faults
Whistling Doom - Having a very difficult time getting an audible word to pass his lips, Odd has developed a way of communicating through whistle calls to Dracanis.
Guarded by Hatred - Odd is fueled by an almost unyielding hatred that is focused like a destructive force of nature. Only one thing appears to bring him any other emotion, either naturally or magically, and his name is Dracanis. (It is very difficult for someone to alter Odd's emotional state through most means.)
Guided by Hatred - Odd's true goal can only be found and achieved at the end of a long harsh road that only he and his dracon can travel down, preventing him joining any societies, guilds, or even a band of allies. (Odd will not ask another PC for help and I will not make plans OOC for another Player's PC to join him on a job, bounty, hunt, or quest.)
Dracanis - SPIRIT GUIDE - A small red eyed puppy-like dracon with soft black scales all over his body and flat tail, with white fur on his neck, spine, and front limbs. Will grow into a large, destructive wolf-like dracon covered in a shroud of reddish black draconic energy. Starts 4 inches tall to the shoulder and 6 inches long excluding his tail. Level 1. - Gains a passive boost to all senses. (1 foot 2 inches tall, 1 foot 6 inches long) Level 2. - When agitated, the dracon may envelop itself in a skin-tight shroud of damaging energy. (1 foot 10 inches tall, 2 feet 6 inches long) Level 3. - The hunting instincts of the dracon further hone, refining the skills that will one day make it a master predator. The dracon may mark one enemy per encounter as its Prey, instilling an Intimidate effect against that enemy. (2 feet 6 inches tall, 3 feet 10 inches long) Level 4. - The dracon's retractable claws grow to 4 inches and create a temporary Mark effect on anything from which they draw blood. (3 feet 4 inches tall, 4 feet 10 inches long) Level 5. - (4 feet 2 inches tall, 6 feet long) Level 6. - (4 feet 8 inches tall, 7 feet 2 inches long) Level 7. - (5 feet tall, 8 feet 6 inches long) Level 8. - Level 9. - Level 10. -
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.
Lvl. 3 - Hado - Release a blast of spirit energy from your hand, a baseball sized projectile that hits with the force of a punch. Color depends on your mood.
Lvl. 4 - Inner Champion - Hatred's Shrouded - Odd's clothing is transformed into reddish black draconhide, giving it a modifier of 3 and in addition causing it to give off a shroud of reddish black draconic energy. Odd has full control over this shroud and can appear to become one with it, making it difficult to know if he's been hit by an attack unless the attacker actually makes contact with their weapon in hand. You cannot cast or maintain other spells or summonings as long as this is in effect or for a post afterwards.
Society & Guild Requirements, Limitations, and Benefits
Dracanis - SPIRIT GUIDE - A destructive wolf-like dracon covered in a shroud of reddish black draconic energy. He's Odd's best and only friend.
Magical Hatred's Bite - A 45 inch long Mortuary Sword with a blade length of 40 inches and a reddish black tinted basket designed to look like a set of fangs coming together. It was forged from steel that was quenched in a mixture of oil and Dracanis's blood. It gives off a reddish black shroud, the size of which depends on the size of the shroud of reddish black draconic energy that Dracanis currently gives off, whenever it draws blood. (Gives off a small shroud that clings to the blade.) It is usually stored in its black scabbard that has a strange scale pattern.
Magical Hatred's Visage - A mask made out of some strange reddish-black wood, looking to all the world as though it were heavily stained in blood, with the visage of a snarling warrior.
- When worn, the mask gives Odd a natural double intimidation effect.
- Once per encounter, Odd may roar into the mask, awakening forces buried deep within it. The mask will begin to glow, and a suit of armor made out of the same material as the mask will form over the entirety of Odd's body, bronze-strength and covered in blood-dripping, poisonous spikes. At the same time this armor gives him a natural Empower effect.
- Once ever, Odd may rip the mask off of his face and snap it in half, sending whatever lives inside screaming into the Underworld. The consequences of this cannot be foreseen.
Magical Covetous Heart - A crystal sphere of pale crimson emanating with a constant glow of warmth, its center made of a bright rose core, inviting and sweet as a peach. The sphere may prism a spell to Fire and one to Spirit once per Encounter. Once ever, the owner of this crystal may be compelled to smash the orb, completely and utterly destroying it. Voice Aug - (machinist microphone) - A voice aug mounted on a small choker. Allows others to hear Odd speak.
Mundane Extra Large Backpack
- Some dried meat and bread
- A few changes in clothes
- Some parchment, ink, and a quill.
Name - Viridiana Sovari (Otherwise known as Vi) Race - Human Age - 18 Affiliations - Theif+Mage (Oathbreaker) Appearance - a slender yet curvaceous body, flaming red hair and green eyes. Although her hair is naturally red, she often wears high quality wigs to change disguises and personas. When on a mission she has it done up in a pony tail. She wears normal popular clothing of girls her age, a dark low cut top, small leather jacket, and a magical anime skirt that never lets guys see her panties. Personality & Background - she sees herself as a cold-hearted witch, intelligent, as well as well-versed in the language of meat—both killing and sexual. However others see her is vastly Talented, without manners and decorum, beautiful and as some may put it "an emotional cripple".
Vi was stolen from her parents right after birth. Stolen by a psychopath who thought it was his responsibility to prepare kids to be a sort of... Super thief. His name was Hu Gibbit and he was driven by greed and some sort of god complex. Hu often defiled her, and this crushed her respect for her physical self, allowing herself to unashamedly seduce and use her femininity to meet her ends.
All of his recruits were put to a trial at the age of 13, forced to hunt down and kill their birth parents. Vi cold heatedly killed them before she realized it was wrong. Soon after Hu was caught and Vi was forced to live with some goody tu shoe family or on the streets. She chose the streets and is learning the hard way how life really is.
Pickpocketing - The ability to lift items from persons unnoticed.
Lvl 1. Can lift a small item without being noticed. You must know where the item is.
Acrobatics - The ability to access hard-to-reach places.
Lvl 1. Your jumping range increases by 1'.
Disguise - Master the art of being someone else.
Lvl 1. You are able to easily blend into any crowd.
Forgery - Creation of items to fool and confound.
Lvl 1. You become familiar with the necessary materials for most forgeries.
Lvl 2. You become adept at mimicking handwriting and syntax
Sneak - Moving without notice.
Lvl 1. While wearing light gear, your footfalls become soundless.
Lockpicking - Using tools to pick through locks.
Lvl 1. Trained in the use of lockpicks.
Eye of Avarice - Ability to sense items with strong magics within your visual range, give off an orange aura.
Parkour - Vi is a daring and experienced parkour runner, she trained most of her life in this art filled street acrobatics.
INFAMOUS - By proving your skills as a thief, criminal and all around untrustworthy fellow, you gain a far-reaching reputation that earns you special treatment, dangerous notoriety, and a general improvement of your dastardly skills.
Lvl 1. 5% discount at shops in return for not robbing them.
Gold "Earned": 100 gold
Lvl 2. Experience enhances your ability to climb walls and maneuver through the cities.
Gold "Earned": 300 gold
Lvl 3. Access to Thieves items if you are not a member, free one if you are.
Gold "Earned": 600 gold
Lvl 4. You are able to create an Alter Ego. This is a different character you are able to turn into using advanced skill with makeup and costuming. Character gets its own profile within your profile. You can take on the appearance of this Alter Ego if you are able to avoid being seem for two posts.
Gold "Earned": 1000 gold
Lvl 5. You learn the hiding place of a high-level guild/society member's hidden lockbox. You choose the group. Suggested you bring a partner to tackle the job.
Gold "Earned": 1500 gold
Lvl 6. Your shop discount is increased to 20%.
Gold "Earned": 2100 gold
Lvl 7. While on quests your thieving experience helps you notice the telltale signs of hidden safes, trapdoors and caches along the way where people likely stashed valuables.
Gold "Earned": 2800 gold
Lvl 8. You are a master of escape, allowing you to free yourself from most any restraints as long as you are conscious.
Gold "Earned": 3600 gold
Lvl 9. You gain a partner in crime, an NPC with a specialty of your choice that you can go to for information or hire to aid you on quests and big jobs.
Gold "Earned": 4500 gold
Lvl 10. Using your accrued skills and criminal connections, you set out to pull the crime of the century, and the biggest score of your life. Requires others to pull off.
Gold "Earned": 5500 gold
Nightingale - A perfect dark-tinted ironwood bow of unknown origins.
- Onyx Imbue - The item can be stored away in a compact shadowform. -
Silvereye - A silver tanto with an ebony hilt. Its blade can be plunged into one shadow and emerge from another.
Quiver - 16 steel tipped arrows , 2 silver tipped arrows, 2 blunted arrows.
Arrow assisted grapple-hook with ample supply of rope
Long golden wig
Spunky brunette wig
Elegant black wig
Level 1 - Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows.
Level 2 - Shadowblade - By reaching into any unlit container, you can form the darkness within into an icy cold knight dagger of solid shadow. Dagger is maintained like a summoning.
Level 0 - 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.
Crimes committed so far
Morbid public display
Taking a kid hostage
Appearance/Apparel - Vilhjalmr, even outside of his armor, strikes an imposing figure. He's a massive and muscular man with a heart to match. His face bears many faded scars from his younger years, but they add a charm to his ruggedly handsome face. He has beautiful deep grey eyes and long, shaggy dark grey hair that reaches his shoulders. His skin, covered all over with faint scars, is of a light apricot tone common where he is from. When he's not wearing his armor, Vilhjalmr generally wears sweaters of varying light colors and denim pants of varying shades of tan.
Vilhjalmr was always large for his age growing up, and because of this, he was always told my his mother and father to never use his great size to harm others if he could help it. They especially urged him to be a protector of those weaker and smaller than himself. Vilhjalmr loved his parents very much and always did his best to make them proud, so he made sure to guard all those that needed protecting, and soon he grew to love protecting others even if it led to himself being hurt. But Vilhjalmr was never discouraged by this, and eventually he came to be how he is today, a wandering warrior whose main purposes in life are to help others in times of need and to defeat those that would cause undue suffering or misfortune.
Vilhjalmr is the type of man that never seems to let anything get him down. He's always friendly, if not polite, and bears no ill will toward even the most heinous of his enemies. He'd rather no one die in battle, but he knows and accepts that sometimes death is unavoidable and that he may be the one that does the killing in the end. He enjoys a good conversation about anything other than violence.
Strengths & Weaknesses
Special Abilities & Personal Faults
- Your expanded profile among the warriors of Bakara has given you a distinction no one but a fellow Warrior would find appealing. Fellow fighters from across the East are more drawn to you than ever, and are more likely to challenge you to tests of strength so they they might match their mettle against a brother strong enough to earn a sponsorship.
- Bakara is often a tumultuous, war-torn place, and sometimes a warrior needs a place of serenity to hone their martial craft. The Warrior's Society is the steward of such places, but they are all in higher demand than can be met. You, however, are a sponsored champion of the Warrior's Society, and have free access to any of these special training areas at your leisure. While sparring within these special places, you earn 1 free BP for every 9 BP earned naturally.
>The Master's Path - Due to your increased standing without the Warrior's Society, you are invited to a special session with a renown master of your Warrior's technique, increasing your knowledge of your chosen martial style and granting you a unique ability based on it. Available upon reaching Lvl 6.
You Should Have Seen The Other Guy - Vilhjalmr gained new insight into the phasing ability of his Soul Blades through use in the field during the events of the Run, allowing the use of the following ability.
>Begone From This World - Three times an encounter Vilhjalmr may release an arc of spirit energy from the blade of his sword, dealing damage equal to the force of a strong punch. Extreme increase in effectiveness against ghosts, elementals and other incorporeal beings.
The Strength Granted to Those that Protect Others - Although he is very large and in great shape, Vilhjalmr likes to believe he is truly strong because he chooses to use his strength to help those that need it. Vilhjalmr is naturally Strong.
His Body as a Shield - If a choice has to be made on who must suffer the most for a plan to work, Vilhjalmr will always be ready to make the sacrifice.
Domrsvelgr - SOUL BLADE - Translation: Doom Devourer - A mighty zweihänder, consisting of a 5 foot long black blade and a hilt made up of a silver cross-guard both ends of which have a wolf head with an open mouth, a 1 foot long grip wrapped in wolf leather, and a round silver pommel containing the fangs of a wolf. It weighs 7 pounds. When not being used, the blade is wrapped in a black cloth bearing the image of a massive silver wolf, covered in plate armor, with its mouth open wide. The blade is as tough as iron.
Lvl 1. Upon wounding a living being, the sword learns the essence of their spirit and can be used to track them like a divining rod. Only works upon the most recently wounded being.
Lvl 2. The Soul Blade can be phased closer to the spirit realm, allowing it to harm spirits as if they were flesh and bone.
Lvl 3. - Biting Guard - As long as Vilhjalmr turns his blade away from the enemy, he may use the hilt of Domrsvelgr for a quick, jab-like strike with precision that would normally be impossible with a zweihänder.
Lvl 4. You are able to slash a part in the veil between this world and the spirit world that will harmlessly swallow up any projectile that enters it.
Lvl 5. Your blade is physically incapable of harming you. If the blade would ever harm you in any way it instead phases slightly into the spirit realm while it overlaps you. This not only protects you from having your weapon turned against you but allows for unorthodox avenues of attack.
Lvl 6. - Crunching Block - Vilhjalmr's ability to strike quickly and precisely with Domrsvelgr has grown to include attacks made with the flat of the blade while the zweihänder is held in any position.
Lvl 7. Drive Soul Blade into the ground to create a spectral ring of blades that rise up out of the ground around you, protecting you. These blades have the appearance and effects of your Soul Blade.
Lvl 8. - The Shield Wolf - Domrsvelgr can be transformed into a somewhat large, silver wolf dressed in a suit of black steel plate armor, much like Vilhjalmr's own, designed for the wolf's form. This armor's weight slows the wolf down such that it can only move as fast as the average person and its helmet prevents it from being able to bite. Once transformed it will last that way for 7 posts then revert, unable to turn back for another 10 posts.
Lvl 9. - Cast Aside - Once per encounter while transformed into its wolf form, Domrsvelgr may phase into the Spirit Realm, escaping its armor and unleashing a barrage of bites and claw attacks on the spirit of one of its opponents. These attacks do no physical damage to that opponent, but render their movements with affected limbs sluggish and imprecise. When this is finished, the wolf reverts to its weapon form for the rest of the transformation. The waiting period between transformations is reduced by the number of posts that were left in the transformation when this attack is used. (So if it is used during the the last post of the transformation, there is no reduction, but if it is used in the first post, the waiting time until the next transformation is only four posts.)
Lvl 10. Upon the slaying of a person or spirit, the sword(s) absorbs a a part of their essence. At the end of the encounter it will produce a soul crystal someone on the weapon(s) based on the soul of one of those it had slain that encounter, granting it an ability based on that
person's inner spirit. The blade(s) can only contain three of these soul crystals at once, and one must be sacrificed to add a new one after that.
Lvl. 1 - Soothe - Calm the emotions of another, the more intense the emotions, the less effective this spell is.
Lvl. 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.
Lvl. 3 - Succor - You can perceive the auras of those in distress, which shine so brightly they light up the area around them like a bonfire from a distance.
Society & Guild Requirements, Limitations, and Benefits
Brotherhood Selfsworn Warrior's Pilgrimage Warrior's Arms Warrior's Technique - Body - Kammad Nerve Strikes - The art of landing extremely precise blows at pressure point to induce certain effects. Can only be done unarmed and will not work through armor or on garr. Lvl 1. Learn a striking technique that will increase the pain caused by your strikes. Lvl 2. Learn the precise location, angle and technique to strike the lower back that will cause the victims emotions to run out of control for a couple posts. Lvl 3. Learn the precise location, angle and technique to strike the middle of the back to cause temporarily blindness for a post. Lvl 4. Learn the precise location, angle and technique to strike a blow to the back between the shoulders that will leave the victim stunned, gasping and momentarily unable to breath. Lvl 5. Learn the precise location, angle, and technique to land a strike to the liver that will cause gastrointestinal distress, resulting in vomiting and...the reverse.... Lvl 6. Learn the precise location, angle and technique to land an abdominal blow that tricks an opponents body into thinking its blood pressure has suddenly skyrocketed. The resulting reactionary drop of blood pressure will cause the target to become woozy and weakened. Lvl 7. Learn the precise location, angle and technique to land a strike to the back of the ankle that will weaken, and possibly cause loss of control in, the arms for a couple of posts. Lvl 8. Learn the precise location, angle and technique to land a stomp to the foot that will weaken and possibly cause the leg become paralyzed for a couple posts. Lvl 9. Learn the precise location, angle and technique to apply a nerve pinch at the neck that will render a person unconscious. Cannot be done if the persons muscles are tensed, meaning they must not be suspecting an attack. Lvl 10. Learn the precise location, angle and technique to land a blow that can break the floating ribs with a single blow, causing great pain and internal injury.
Battle Posts = 29
Magical Domrsvelgr - SOUL BLADE - Translation: Doom Devourer - A mighty zweihänder, consisting of a 5 foot long black blade and a hilt made up of a silver crossguard both ends of which have a wolf head with an open mouth, a 1 foot long grip wrapped in wolf leather, and a round silver pommel containing the fangs of a wolf. It weighs 7 pounds. When not being used, the blade is wrapped in a black cloth bearing the image of a massive silver wolf, covered in plate armor, with its mouth open wide. The blade is as tough as iron. The Asi - A long, strikingly thin double-edged sword of golden metal, the edges blazing with all the fires of creation.
> Unbreakable, modifier 5
> Divinely forged in the fires of righteousness, the blade is an instrument that knows its own purpose. The blade will irresistibly refrain from harming the just and true of heart, but its force is redoubled against the agents of wickedness. The blade cannot harm the good, but increases the wielder's strength by three levels against evildoers.
Mundane Shield Wolf Plate Armor - All pieces of this suit of armor are solid black except for the image of a silver wolf, in armor, with its mouth open enblazoned on the front of the cuirass.
> A steel sallet with bevor.
> A steel hauberk.
> A steel cuirass with steel faulds.
> Matched set of steel spaulders, cowters, rerebraces, and gauntlets(that have leather fingers and thumbs).
> A pair of steel chausses.
> Matched set of steel cuisses, poleyns, schynbalds, and solerrets.
- Some bread and dried meat
- 3 Full Waterskins
- 4 Changes worth of Clothes
LOOT Zookeeper’s Saddle - A comfortable-looking saddle made with black leather that magically alters itself to fit any animal it is placed upon. The saddle uses force magics to significantly decrease the amount of weight borne by the animal when the rider sits on it.