What is the difference between troll and man? Out there, where sky shines, humans say: 'To thyself be true.' In here, trolls say: 'Be true to yourself and to hell with the world.
--From the Hall of the Mountain King, Peer Gynt; Ibsen
Stats & Facts Name: Albrecht Orlandaio Furioso Titles/Aliases/Nicknames: Mad Orlandaio; dread-knight Sex: Male Race: Human Age/Height/Weight: Vaguely thirty-something or early forties/6'11"/264 lbs. Appearance: TBD Apparel: TBD Background: For the most part, his past has washed away in a haze of loneliness and sorrow. Raised by a now dead mother that he cannot remember; he is only aware of a deep, festering loss of something dear. All that drives him is a slow burning anger and fury that has replaced the huge void within; he's lost all sense of his true self. Affiliations:
Blood of the Old Lands
"The land through which we had gone, in spying it out, is a land that devours its inhabitants; and all the people whom we saw in it are men of great size. There also we saw the Nephilim; and we became like grasshoppers in our own sight, and so we were in their sight. They were the heroes of old, men of renown." Gyntian - Orlandaio is a son of giants, renowned heroes and legendary warriors of great strength and size. In his veins runs their blood, a people lost to time, long forgotten from an age come and past; he is the last of their kin. For as long as his feet touch the earth he is endowed with their strength, much greater than that of normal men.
- Accelerated healing.
- He may match the strength of others when it comes to tests of might, regardless of his actual strength level. (Damage from attacks still applicable. Will not effect some NPCs)
To Hell With The World
Known to be of a different ilk than that of man, Orlandaio has been shunned by the modern guilds and societies of Bakara, seeing him as an outsider and relic of the past, and a monstrous troll to humankind; and he in turn cares little for the likes of them. His wrath of destruction has utterly consumed him, leaving room for little else in the heart of his heart.
The rugged bloodline of Orlandaio has gifted him with powers and abilities long thought extinct, but it has also endowed within him certain limits. Predating the use of modern magics, it would seem his ancestors lack the impetus that powers spellcasting, something he has inherited. Unable to learn the magical arts as they are today, he has compensated with an outright disregard for their use, seeing them as a weak crutch that doesn't rely on ones own strength. Instead, with an utter show of supremacy, through transcendental will, Orlandaio can consume the raw magics many enchanted items possess, and take it within himself, a process that destroys the item out right. If it ain't broke, break it - By destroying magically enchanted gear, it will grant Orlandaio an ability/or skill of equal power based on that items nature, tinting it to reflect his heritage. Limit: Use only on Quests when looting; and only on items equal to 50% or more of the available LP.
Vis - A baleful, yet beautiful double-visor Greathelm, streaming with a red plume of dragonmane; flush with the crest, like some great eye, the crown of the plate helm is encrusted with a multifaceted ruby of sinister brilliance; two large bats' wings elegantly sweep back from the temples as if in flight; the visor itself coming to a slanting half-point, stylized in the form of a gaping reptilian maw. Crafted from a cavernous black metal that seems to be growing darker with each passing moment, and etched with ancient runes of a forgotten tongue, the look of Vis is pure fear. Legends say that it once belonged to a renowned dragonslayer and knight.
Titanite - Strong as Corin's Alloy.
Claymore - A monstrous black great sword, double-edged and deadly. The weight alone looks insurmountable by any normal means of wielding. While simply mundane, Orlandaio's sword has a reputation all its own. 48" in length and 1' wide; the blade thickens at the tip, arcing out at the very end to be broader; three fullers deeply incised, run from hilt to point. The arms of the crossguard are dragonbone dyed deep black, curving out and downwards away from the blade in wicked spikes; a thick, heavy hilt and grip wrapped in tooled black leather, it ends with a clawed pommel.
Titanite - Strong as Corin's Alloy.
> A golden chained locket that has been sealed shut.
> Various wilderness and traveling supplies:
a broken compass; maps with topography, trade routes, and individual ones of the five cities; tinder; 30' of hempen rope
> A belt knife Magical
I have two main problems with this. First, I'm not sure how I feel about the 'test of might' ability. Seems like it could be very broad and thus very powerful.
Second, the ability to eat items to turn them into abilities is a big deal. Bedrock Sledge has a similar ability at quite a high level. This guy can't cast spells or learn a warrior tech, but is immensely focused and can spend all of their gold on acquiring interesting items while Relic levels.
Yeah. As someone who had a character who could turn items into powers, I know first hand how degenerate it can become. Though it IS pretty cool that this can can effectively turn himself into a Relic of Legend.
Name - Apollo Skadi Drow'(Something? Im not sure about this part of dark elf naming system Race - Dark elf Age - 34 Affiliations - Stalker
Appearance & Apparel - Apollo looks well built for a dark elf under his dark worn leathers.
Personality & Background - Apollo is quite the broody hunter. He spent his life learning the ways of nature and became a hunter at a early age, feeding his family and clan. His son has now taken his place as family hunter so Apollo can now focus on bigger and tougher prey.
Nature's Vengeance - Stalkers have exclusive access to special contracts, criminal acts aimed at those whose actions harm nature but are beyond the touch of man's law.
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.
Lvl 2. Gain great experience in assessing the natural state of the environment, allowing you to track other's movements by the changes left behind by their passing.
Lvl 3. Further train your olfactory and gustatory senses so that you can memorise specific scents and tastes and use them to actively track your foe. Can hold in mind only a handful of scents or tastes before they begin to merge together.
Basic Herbalism - You are able to manufacture basic Teas and Supplements.
Hunter - 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
Weapons Elven Soul-bow - This masterfully crafted longbow was made specifically for Apollo, bonded with his blood and soul. Once per encounter Apollo can feed his magical and spirit energy into the bow, enhancing the next attack. This will be draining to Apollos strength for the rest of the encounter. How powerful the attack and how much it drains from Apollo is dependent on how long he concentrates his energy into the bow, each post increases the strength of the impact. This process will fail if Apollo is distracted during the process.
- 1 full post will lower his strength level for the rest of the encounter
- 2 full posts will lower his strength level by 2 and and leave him winded
- 3 full posts will leave him with feeble strength for the rest of the encounter.
Survival knife - iron
Anything mundane enough for a hunter to keep with him.
Quiver of arrows
Mephisto - Rook (Intelligent bird, capable of taking more complex actions than a normal bird) Stalkers pet
Chet - Ferret (Bondmate)
Name - Chase Blackwater (AKA: Armory) Race - Ananke Age - 36 Affiliations - Blackguard Appearance & Apparel - Chases rubbery skin didnt protect him from the scars he had all over his body. Chase was not pleasant to look at. He dresses pretty normally outside of his battle outfit, which so far consists of a deep black leather vest and dark brown trousers.
Personality & Background - Chase is pretty simple. He is a worrier, raised by worriers, learned about battle strategy as a kid. But he still does not know how to read very well.
Skills Weapons expert -
Lvl 1. Your familiarity with blades of all shapes and sizes allow you to draw them instantly, attacking in the same fluid movement.
Lvl 2. Develop the precision, balance and speed to throw all most any weapon, regardless of its weighting. Allows you to better improvise ranged projectiles and improves your accuracy with properly balanced weapons.
Lvl 3. Learn the position and location of the body's major muscle groups and blood vessels. You gain the ability to control the lethality of your attacks by targeting or avoiding vulnerabilities.
The Way of the Animal -
Lvl 1. At the beginning of each encounter, you can perform the Monkey style exercises, a series of reaching and grasping exercises that aid in circulation, boosting your stamina and self confidence. This allow you to, for the rest of the encounter, give on an implacable air of indestructiblity that grants you an intimidation effect.
Lvl 2. At the beginning of each encounter, you can perform the Bear style exercises, a series of exercises focused on your midsection that aid your body digest and process energy, boosting mental acuity and focus. This allows you to notice clues and signs of danger more intuitively for the rest of the encounter.
Lvl 3. At the beginning of each encounter, you can perform the Crane style exercises, a series of breathing and shoulder stretching exercises that aid in circulation, focusing your mind. This allows you to shrug off emotional magics and harsh climates for the rest of the encounter.
Lvl 4. At the beginning of each encounter, you can perform the Tiger style exercises, a series of bending and arm stretching exercises that aid in focusing your control over your body and its chi. This grants you the power to block out pain and resist effects that would weary or drain you for the rest of the encounter.
Lvl 5. At the beginning of each encounter, you can perform the Deer Style exercises, a series of twisting and tensing exercises that aid in the channeling of your essence. This grants you enhanced healing for the rest of the encounter.
Lvl 6. As you engage each new opponent, you can adopt the Crane form, a purely defensive unarmed style of combat marked by graceful, dancing evasions and light counterattacks designed to annoy and drive off rather than inflect serious damage. Blows use pinching beak hand shapes. While fighting in this style, pain dealt by your fleeting blows persists for the rest of the battle, building up over time in an increasing initimidation effect.
Lvl 7. As you engage each new opponent, you can adopt the Panther form, a unpredictable and aggressive combat style that seeks to confound and confuse the opponent with either hit and run tactics a seemingly chaotic unorthodox attacks. Master of close combat using every part of the body as a weapon, and when hands are used, the 2nd knuckle is extended to focus the force of the blow on one small point. While fighting in this style. your attacks have a dazing effect that fades over a few posts. You can renew this effect by avoiding combat for a few posts.
Lvl 8. As you engage each new opponent, you can adopt the Tiger form, a purely aggressive style of combat marked by tightly clawed hands, swiping blows and sudden, direct strikes and kicks. While fighting in this style, your strength level is increased by one and directly blocking your attacks wears down the blocking limb, weakening it.
Lvl 9. As you engage each new opponent, you can adopt the Snake form, an evasive combat style focusing on flexibility and complete control of the situation. Used to lure opponent into an attacking on your terms, twist, bob, bend and weave to avoid their attacks, then take them out with precise open hand fingertip strikes or damaging grapples and throws. White fighting in this style, you can trigger an incite effect on your opponent that increases the longer the battle goes.
Lvl 10. As you engage each new opponent, you can adopt the Dragon form, an internalized style of combat calm, fearlessness and conservation of energy. Its user flows with attacks rather than blocking them, evading through precise movements of the torso without shifting stance. Attacking uses circular movements to penetrate defenses and whipping waist movement to add momentum. Strikes and grabs use a loose clawed hand. When fighting in this style the first attack against you each battle is weakened greatly, with each following attack being progressively less weakened.
HEAVY HITTER -
Lvl 1. Your balance and musculature grow and adapt, especially in your legs. You cannot be knocked or driven back except by extreme force.
Required Battle Posts: 25
Lvl 2. Your skin calluses and weathers, becoming tougher and more resistant to slashes and stabs.
Required Battle Posts: 55
Lvl 3. Your natural base strength increases by a level.
Required Battle Posts: 90
Lvl 4. Your first strike each battle has an additional increased strength of one and an intimidate effect.
Required Battle Posts: 130
Lvl 5. Your body has further adapt to punishment, reducing the effect of blunt damage and teaching you to block out pain.
Required Battle Posts: 175
Lvl 6. Your are able to shrug off nonphysical aspects to attacks, making purely magical projectiles ineffective and even possible to swat away/back and preventing magics that would directly effect your body from taking hold.
Required Battle Posts: 225
Lvl 7. Your natural base strength increases by another level.
Required Battle Posts: 80
Lvl 8. Your melee experience and strength allow you to expertly wield two handed weapons single-handedly and increase the effective modifier of your weapons by one upon striking.
Required Battle Posts: 340
Lvl 9. You may channel all your rage and fury into an all or nothing attack. Thea attack will be made at Mythic strength and should it connect must be treated as potentially fatal. The limb and the weapon (if any) used to perform this attack are badly broken by the stresses placed on them. No limit on use beyond the sacrifice of functioning limbs.
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
Blackguard's Menace - Blackguards are naturally more unnerving than other thieves or warriors, possessing a natural intimidation.
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.
Bronze battle axe - one handed
2 Bronze hatchets
Bronze short sword
2 Bronze daggers
Bronze knuckled gloves
simple wooden short bow with arrows
Anything mundane enough for a person to carry with them
Stats & Descriptions Name - Makeda Hieronymus Lupin Race - Human Sex - Female Age - 29 Affiliations - Warriors Height - 5'7" Weight - 140 Appearance - Hair cut almost to the scalp along the sides and back, leaving a short shock of inky black hair on the top of her head. Oval shaped grey-green eyes, usually ringed by a combination of no sleep, battle-bruises and other equally questionable decisions. A dark featured, attractive face with strong eyebrows, a small sharp nose and an almost delicately pointed chin. A wide, full mouth, lined with what are equal parts laugh lines and screaming-battle-cries lines. Skin the color of milky tea, baring a few scars but otherwise smooth. A surprisingly womanly body that is pleasantly buxom in places while lean and tough everywhere else, a contrast in feminine curves and whipcord muscles. Strong, calloused hands. A stylized Bakaran map tattoo on her right wrist in rather astonishing detail with all the major landmarks and a small X somewhere in the Kurrian Islands. The smell of black orchid, lotus wood and intoxicating danger. Apparel - A long-sleeved eel-skin bodysuit enforced with horlin scale, brazenly snug yet flexible. Several red and green ward-seals of wax and linen. A steel gorget lined with wool, a stylized fox head inked on its front in auburn and green. Small round pauldrons of steel-stiffened leather, attached sturdy cord. Strips of runic-inscribed cloth bound firmly about her wrists. A massively wide belt cushioned by countless scarves of endless color, cinched tightly around her waist. Sturdy elk skin pants, bound tightly to the ankles by puttee made from rune-inscribed strips of cloth. Tough, flexible boots. Personality & Background - Makeda Lupin knows a few things for certain. One, nothing beats the Kurrs in summer. Two, the Sylvan Forceball team is rubbish and if you like them you are rubbish. And three, Bakara is a gluttonous monster that will never be satiated in its hunger for the broken bodies of warriors. In light of that ultimate truth, Makeda has begun to piece together an association of mercenaries from across Bakara in a company she calls simply called The Boys. After all, sometimes the best way to kill a monster is to bunch together in its gullet and choke it to death
Skills/Bonuses That Crimson-Cut Affair
Born the daughter of a lauded Elexian Privateer and a feared Kurrian Wardancer, Makeda was weaned on blood and vinegar. When other little girls were given dolls, she was given a sparring dummy. When other young girls received ponies, she received a warhose. When other young women attended Cotillion to learn proper manners, graceful dance and witty conversation...well, she did that too. Rather enjoyed it in fact. All the same, she is highly competent in battle and is familiar in the use of nearly all common Bakaran weapons. In addition, she is Strong and is a member of the Warrior's Society with all the duties and responsibilities that implies Warrior's Techniques(Level: 3; BPs: 91) Counter Maneuvers
Lvl 1: Makeda may steel herself against blunt melee attacks, causing the force of landed blows to reverberate back with stinging pain.
Lvl 2: Makeda's blocking Strength is increased by one level.
Lvl 3. Each close up attack that is successfully landed on Makeda gives her the opening to successfully land a responding light attack on her opponent. Quartermaster's Vow(Level: 5; Gold: 2241)THE BOYS
Bakara is a rough place; it's dangerous to go alone! Luckily for all you would be movers and shakers, The Boys are open for business. A mercenary company recently formed under the guidance of Makeda Lupin, The Boys are a motley collection of soldiers and sell-swords from all across Bakara. It is Makeda's fervent desire to forge The Boys from their humble beginnings into the premier All-Bakaran Fighting Force. Hirelings may be purchased from Makeda for a negotiable price, giving the player an NPC ally from the requested unit. This NPC will serve the employer faithfully to the best of his or her abilities until the end of their contract. Armies, however, march on their stomachs and not on their Captains lining their pockets. As is such, all gold Makeda earns from Hirelings (while it does level Pact) does not actually go to her but rather funds the company itself. In exchange, she is entitled to a new Hireling unit at upon each level of Merchant's Pact achieved. > Charisma Boost
> 20% discount when buying in bulk.
> Access to The Last Chancers' Club, Headquarters of The Boys
> Gains access to QuickAugs, a versatile weapon-enhancing device
> Ten-Thousand Tree Killer - A large two-handed forester's axe, appearing both ancient and primed for deadly use at all times. Its dark handle is set with time-stained grips in the old elvish style, cut deep into the wood and inlaid with soft leather. Its iron head is overly large and keenly sharp with glyphs depicting an ancient oak etched from the edge of the blade to stretch out over the weapon. According to the story, this is the very same axe that felled the first tree in the elvish woods at the dawn of time. 1. Eternally sharp.
2. Passes through armor and bark as if it wasn't there.
3. Exudes a sickening plant-based toxin.
4. Blows landed have a repelling effect of equal force
> Fat Clara - An ornate blunderbuss flintlock of Kurrian oldwood and bronze, its handle carved into the shape of a scantily dressed, rather portly woman with an excessively cheeky grin. Something has been engraved in the wood on the underside of the pistol's barrel, though age has worn it away to the point of illegibility. 1. May be packed with potioning ingredients instead of black powder in exactly the manner that potions are crafted, creating a magical shot similar to but somewhat different than a Compound of those ingredients. Mundane
> A sturdy entrenching tool of steel and oak
> Two steel throwing daggers
> Horlin scale and eel-leather mail (modifier 3)
> Nora - A large beer mug of steel, lovingly polished to a silvery sheen. The handle is shaped like a grinning, juvenile dragon, attached to the mug by its wings. On more than one occasion, Makeda has been asked why she gave her beloved stein the puzzling name of Nora. While the question is still as of yet unanswered, the question of whether or not Makeda likes being asked that particular question has been viciously, viciously answered several times now. 1. Mildly ferments anything non-alcoholic that manages to sneak its way in.
2. Outside of combat, May only be lifted by Makeda, an individual filling it with alcohol, or those particularly close to Makeda. Your best bet is probably the second thing.
> QuickAugs - An alternative to certain imbues, these devices attach to metal weapons quickly and can be easily moved from weapon to weapon. Inserting a topaz or ruby will swathe the item in electricity or scalding steam. Crystals can be switched out easily. Mundane
> An extensive collection of maps, ranging from a methodically detailed Elexian trade map to a beautiful dryadic living-moss map that shows no cities or roads, but rather the mystic connection of all trees to one another. One of these is more useful than the other.
> A methodically updated ledger signed by every sword sworn to The Boys. Owing to the somewhat lower than Bakaran average level of literacy amongst the company membership, some of these signatures tend to be rather odd and range from a simple X to an overly detailed doodle of what seem to be greel genitals.
> A beautiful bronze spyglass, "For My Darling Makeda" etched in flowing script on one side.
> A breathtaking array of booze ranging from foothills sweetmilk to atarin wine to greelish madcap malt.
> A standard company survival package containing trail rations, flint and tinder, a supply of water, and most everything else needed to survival on the march.
So, we have a damned good fighter, and one hell of a dancer? Brings back one sweet item to EW, and she reintroduces Forceball to Bakara through her background. I'd say the uniqueness of Pact is offset by the fact she doesn't get any of the profits. *Approved!* And the Boys are back in town, as they say.
"No, they aren't knights. No, they aren't airy-fairytale heroes. But you know what? I once saw one of my boys try to drown a warg with the blood gushing from his own severed arm. You ever read that in a fairy tale? No? Then let's talk contracts."
- Makeda Lupin
The Bakaran Irregulars Drawn from the slums of Elexia to the noble houses of Sylvan to the foothill villages, these men and women comprise the bulk of The Boys. Tough, skilled, and as close to fearless as can be reasonably expected, they are the solid foundation upon which the rest of the company is built Abilities - Tough and hardy, the Irregulars are the prototypical human mercenaries. Though not the equal of a true adventurer, they are capable combatants and will protect any employer to the best of their abilities. Equipment - Irregulars are either equipped with steel weapons, iron mail and two levels in a Warrior's Technique or up to level 3 in an Art of the employer's choice, chosen upon hiring. Starting Price - 30 gold
"During the Greevan Civil War, we got pinned down on a hill off the west flank. It looked pretty grim, but the Muur insisted that they stay behind so the rest of us could rejoin the main theater. Once the dust had settled, we went back for them. The last Ananke lived long enough to report they hadn't let a single foe past. We buried them there. The Boys held that hill, and they hold it still."
- Makeda Lupin
The Muur Korps Renown across Bakara for their fierce territorialism, the Ananke who make up the Muur Korps have trained themselves to recognize an employer's property and his or her person as territory that must be defended. Unflinching and unwavering, they swear solemn oaths to never take a step in retreat. Abilities - The top bodyguards The Boys have to offer, The Muur are experts at protecting their charges. Through the use of aggressive actions and long mastered battle techniques, the Muur try to draw all of the hostile focus of their foes onto their capable shoulders. As is such, as long as the employer is not taking hostile action against a foe, that foe is strongly incited to attack the Ananke instead. Equipment - The Muur Korps are equipped with armor made from steel mail and leather as well as protective skullcaps. They are trained in the use of short swords and the ananke "iron fist", a combination shield and gauntlet worn over the right hand. Starting Price - 40 gold
"I remember a year or so back, we were hired for the first wave assault on a redoubt in the Scionics. Strictly a meat grinder job. The place was supposed to be impregnable: the finest structural design, the rarest of materials, and the most expensive enchantments. Still, every wall has a secret. A weakness. You'd be surprised how often that secret is two shovels, one of my dwarf girls and one hundred pounds of blackpowder."
- Makeda Lupin
The New Mountain Lasses Like many Bakaran mercenary companies, the combat engineers of The Boys are almost exclusively dwarves. Uniquely, however, they are entirely young women. Denied opportunities within the entrenched, patriarchal dwarven machinist guilds, the sappers have joined The Boys for the chance to put their knowledge and theories to the test. By blowing things up. Abilities - Expert trench-diggers and wall-busters, the Lasses are experts in preparing and breaching nearly any form of fortification. In addition every member is a highly capable Machinist, able to construct and operate many technological devices. As a side result of their expertise, any prototype Machinist Device tested while employing a Lass is much more likely to succeed. Equipment - The Lasses are equipped with studded leather armor, including specially-crafted skullcaps fitted with protective goggles and crystal-fueled light sources. They are capable of using their entrenching tools in a stand up fight but are much more proficient in the use of their explosive charges and blackpowder bombs. Starting Price - 35 gold
"Once we'd been hired to clear out some Sylvan dissidents holed up in the Fens, and it turned out there were a lot more of them than we'd been told. They had us outnumbered two to one, but they told us to send out a champion to settled the thing honorably, the dumb bastards. They laughed when we sent out one of the Madcaps. That didn't last long."
- Makeda Lupin
The Madcaps The recipe for the infamous Madcap Malt is jealously guarded by the greel who brew it, and for good reason. Part shaman, part berserker and part living tornado, Madcaps drive themselves into a state of almost religious frenzy during battle. They are not the most subtle of tools, but when what you need destroyed is Everything, they are the tool for the job. Abilities - One of the unlikely powerhouses of The Boys, Madcaps are as close to a warrior ideal as greel can get. And that is even before imbibing their signature Malt. Normally skilled, clever warriors, the Malt transforms the Madcap into a whirling zone of blind destruction to be aimed and then avoided. Equipment - The madcaps are equipped with simple leather armor, preferring mobility over protection, and improbably massive ball-and-chain weapons. In addition, they come equipped with flasks of Madcap Malt, a rare and dangerous potion (increases strength to Very Strong, numbs all Pain while in effect, removes nearly all sense of control. Lasts five posts, once per encounter). Starting Price - 40 gold
"We were up to our waists in mud and gods know what else when the atarin finally reached us. We'd lost nearly all our gear outrunning the Darkhearts and he was there to re-outfit us, but I don't think he expected to find four half-naked ananke and a three-quarters naked me. He asked what we had to work with. I told him we had some cloth, one candle and as much horse dung as he needed. He said that'd do."
- Makeda Lupin
The Misura Regiment Companies like The Boys run on a shoestring budget, and a large part of their success has come from the Misura's ability to turn shoestrings into workable armor. Crafty and resourceful, the atarins who make up the Misura Regiment work miracles in paper and wax to keep The Boys on their feet and out of the grave. Abilities - The Misura are capable fighters but truly shine in their role as outfitters, the oil that keeps other adventurers working at peak performance. All Misura know Forging, Tailoring and Carving, and in addition are skilled in two schools of Enchanting (though they will not provide this service for free). In addition they are capable of crafting the small wax seals that many of The Boys use instead of armor, magically empowering their gear. A Misura will supply enough of these seals to their employer for them to increase the modifier of all of their armor or all of their weapons by 1 for the duration of their contract. Equipment - The Misura are lightly outfitted with curving daggers, small crossbows and enough seals to increase their uniforms to modifier 3, more of support combatants then frontline fighters. In addition, they are equipped with standard crafting equipment and supplies. Starting Price - 45 gold
"We had a neighbor in our first clubhouse; a sweet old lady who passed a year or so ago. She'd bring by apple crumble; gods I loved that stuff. One day she came by as pale as a sheet, first time I'd ever seen her like like. Turned out someone had broken into her house and stolen what little she had. Even hacked down her old apple tree for a laugh. One of the Chasers must have been listening in, because three days later they brought back everything that'd been stolen from her and planted her a new apple sapling. She never asked what happened to the thief, or how that new tree was so well fertilized. Crumble was as good as ever, either way."
- Makeda Lupin
The Chakosan Chasers In the dark parts of Bakara, it's not always possible to find law. But the Chasers can always find justice. Highly skilled trackers and investigators from the depths of the Chakosa, these jakari are equal parts peacekeeper and hunter who are able to follow even the smallest lead with dogged purpose. Abilities - Possessing equal prowess at tracking beast and man, the Chasers maintain a highly diverse skillset suitable for a vast array of missions. All Chasers possess Tracking training as well as two Low Tier Sentinel Edges. In addition, a Chaser is either outfitted with Peacekeeper's Tool with two unlocked abilities or a Mid Tier Sentinel Edge. While Chasers are more than willing to fully join any mission, they can also be hired as independent investigators. If this service is chosen, the Chaser will track down vital information related to an Investigation Bounty, Tracking Hunt, Task, or any other murky job and bring it back for the employer's edification. Equipment - Due to the vast differences in potential skills and trainings individual Chasers may posses, as well as their strong sense of individualism, they do not keep a standard unit gear outfit. However, their armor tends to be studded leather, their weapons tend to be steel, and should they have a pet Chasers favor the Chakosan Shadowcat, a stealthy predator. Starting Price - Negotiable price for information, 35 gold for personal assistance.
Name: Quentin, AKA Q.
Spells: Shade, Night's Hold, Abyssal Grasp
Personality: He could make a lot more money by being a private assassin for hire, but Q enjoys the legitimacy lent to him by mercenary work, and the challenge of strangling to death people who can fight back.
Spells: Filter, Shards, Staunch
Personality: Dammit Jim, I'm a Doctor, not a Machinist!
Spells: Char, Fireball, Smokescreen
Personality: War never changes. The best way to learn that is to fight in ALL of them.
Spells: Translate, Sleight, Psy-Arm.
Personality: She has something to prove, a tiny cruel streak, and a detectives instinct.
Spells: Sandblast, Ferropathy, Stoneblade
Personality: Jeffrey is a Reformed Thief. Well, depends on your definition of Reformed.
Spells: Glare, Tag, Window
Personality: Probably the spawn of satan. Can speak, but chooses to communicate via art pieces instead. Like an *******.
The Foul One
Spells Summon Insect (Roaches), Serpent's Tooth, Spider's Silk
Personality: Oh, what a creepy guy. Can often be found eating summoned Roaches, despite their lack of nutritional value. Covered in scars and strange tattoos that may or may not mean anything. When he speaks, you usually regret it.
Name: Dominic Turreto
Spells: Empower, Enlighten, Smash
Personality: Family is everything. That's why driving fast cars is so important.
Appearance & Apparel - Sly kinda looks like This Guy but with identical tattoos of a shark pierced with a pair of crossed needles on his throat and wrists. His left upper canine tooth is capped in white gold and his right in gold. The same is true in reverse on his lower teeth. He is dressed in a self-made deep black tweed suit with dark rainbow pinstripes. He has rainbow pocket square with a beautiful needle pinned through it in his right breast pocket. His vest underneath matches the material and pattern of his suit. His shirt is a white silk, with silver pinstripes and he wears a medium sized black bow-tie and a black top-hat that has a purposefully slightly worn look to it. Sly has a beautiful black guitar strapped on his back with a mother-of-pearl finish. Sly always wears cologne and anyone who comes near him will find themselves wondering what smells so good.
Background - In Sly's family the men are grifters and the women are escorts. There was no room for a young man who saw the world through rose colored glasses and wanted nothing more than to make beautiful clothes and make beautiful music. As soon as he was old enough Sly stole enough money from his father to buy the guitar of his dreams and skipped town, wandering and playing his music. He joined up with the bards to learn how to accompany his guitar through song. He also owns a beautiful sewing needle that he can't seem to remember acquiring... It seems the needle found him.
Personality - Sly is the artsy type, maybe a little strange at times, but overall a good person and a good friend. He would rather be around good people and be enjoying life on the road than living in a castle, although you might not guess it from how he is dressed. He uses his tailoring skill to express himself as well as his music.
Batter-up - Sly can give a magical boost to an object he throws, significantly increasing its force and speed.
The Eye of the Beholder(Relic of Legend) - A sewing needle made of some black alloy. The material is veined through with tiny streaks of faintly glowing lines that shift through the color spectrum.(XP:8) Lvl 1. The eye will magically generate its own thread, also perfect in color, durability and thickness for whatever is needed.This can be used to generate extremely durable chords for other uses. Lvl 2. Items sewn with the Eye come forever bound to its power by intangible invisible threads of magic, and are increased in modifier by one. Regular fabrics become as resilient as leather, leather as tough as brass, etc... Lvl 3. The sewing threads make by the eye grants the item an enchantment or magical trait determined by the color or combination of colors used. Lvl 4. In a pinch, the needle can grow in size to the size of a rapier (M5), the wrapped in thread to form its grip. The color of the thread, determined on first use each encounter, will determine the type of enchantment it gains in this form.
Lvl 5. Once ever by threading a persons hair through the needle, you give it the ability to generate a new magical thread which can be used to grant sewn items an enchantment or magical trait based on the person. Lvl 6. The touch of the needle can instantly resize any tailorable piece of clothing, with or against the wearer's will. Cannot shrink clothes to the point they cause serious internal damage, only to the point of pain and/or restriction. Lvl 7. Twice a month the needle can, by touch, unmake an tailored/tailorable item into a bolt or length of its raw fabric/material. This material, even if it has no innate abilities, gains one based on the abilities of the item it came from. Lvl 8. By sewing together any two similar tailorable items, you may rift them together. Lvl 9. Five times ever, you may sew your symbol into a piece of clothing. These five pieces of clothing become interconnected by intangible invisible threads of magic, making them into a set. Any powers they have will be altered to reflect the our four pieces. Will not add new power become the 3 and 5 item unlocks. Lvl 10. The needle feels a pull towards the place of its origin. By sticking in some cork and putting in a bowl of water, you can create a compass that will lead you there and reveal its mysteries.
White - The Sewn Item is as heavy and restrictive as sunlight, which is to say not at all. Anyone that damages it becomes blinded for one to two posts. Silver- Items sewn with it gain a very high modifier regarding inorganic materials. Can't be cut or pierced by metal or stone and capable of warping/wearing at it given proper pressure and/or friction. Dark Green - The thread pulses with plant magics. They will grow to patch any damage done to the item sewn with it and grow briars as a defense mechanism.
Tailoring - Those with this skill are able to turn leathers, fabrics and cloth into items of apparel. Handy for repairing and manufacturing. Certain rare materials have magical abilities when tailored by those with sufficient skill.
Deadly Grace - The use of dance training and conditioning applied to combat, making you a more agile, unpredictable and dangerous foe. (BP:9) Lvl 1: Confidence - Your footfalls are unerring and sure, naturally fall where they need to in order to compensate for unevenness or instability.
Lvl 2: Strength - You gain a level in strength exclusively in your legs. Lvl 3: Dexterity - You learn to shift and move your body in ways that make you virtually double jointed. Lvl 4: Alertness - Your coordination is enhanced, increasing your aim and increasing the precision with which you can strike object through/from the air. Lvl 5: Perseverance - Your strenuous training teaches you how to fight through pain and discomfort, allowing you to block out pain and keep performing despite taking punishment. Lvl 6: Agility - Your ability to leap and bound is doubled as regarding distance and/or height Lvl 7: Rhythm - Your fighting style can follows a rhythm and style all your own, one based on the music within rather than traditional tactics. As such enemies have great difficulty comprehending your unorthodox movments and your attacks have a dazing effect that fades over a few posts as they adapt. Lvl 8: Flourish - When dodging attacks, you can perform a fleeting strike on the attacker whose damage scales with the power of the attack and severity of the dodge. Lvl 9: Adaptiveness - Your understanding of movement allows you more easily learn and predict up to two attacks, magical or physical, your opponent uses, increasing you chance of dodging those attacks with each successive use. Lvl 10: Artistry- Your fighting skill becomes increasingly difficult to deal with for most fighters, leaving them unable to differentiate attacks from dodges from all just plain dancing. Your opponents can be fooled into thinking you are attacking when you are not and the dazing effect you have on your opponents does not fade.
String, Song, and Dance - Sly is trained in the use of string instruments, his voice and Dance, and as such can accompany himself. Song Accompaniment - Increases range/number of targets. Guitar Accompaniment - Add aggressive aspect to performance. Dance Accompaniment - Boosts primary performer's ability to keep performing despite fatigue or physical discomfort.
Life of Leisure - A life of doing nothing but playing music and making clothes has left Sly physically below average.
Songs to be Played C-Sharp - A pluck of ones strings that shoots a dark-like projectile of solid air, modifier 1, at a target. Swan Song for the Sierras - A strange, atonal song, played on the guitar and sung, detailing the binding of Erin and his subsequent centuries of captivity, up through his rediscovery. Those who hear the song, friend and foe alike, feel physically sick to their stomachs.
Songs to be Sung 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.
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: 27%
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.
Magical Items In Use Void Hat - Sly's black top hat with a purposefully worn look to it is a specially tailored void item. Erin's Boon - A small silver coin, on one side depicting Erin smiling and winking at you, on the other side an engraving, somehow, of the shapeless and formless chaotic void. Grants the skill "Touch of Moonlight." Touch of Moonlight - The world may be a messed up, ****ed up, chaotic place, but somehow you know how to find your place in the scheme of things a little better than most people. Things tend to go well for you, so that random chance events are tipped just that little bit toward your side. You're a little lucky to be alive, and you can feel it. Sly's Smile - Gold and white gold tooth caps that amplify the sound of sly's voice. Landshark Hide Suit - A mod 5 suit that has been crafted from the skin of a landshark. The hide is a deep brown and comfortable despite its durability. The suit is expertly crafted and sewn together with a dark green thread that's so lustrous it almost shines.
Weapons Sly Guitar - Beautiful black ironwood guitar with a mother-of-pearl finish. Impact hitting or hit by the guitar are afterwards repelled with equal force.
Non-Weapon Items Odds Maker - A silvery coin bearing a pair of scales on one side and a depiction of a mine on the other. Whoever carries one of these coins is blessed with exceptional luck when it comes to acquiring loot. On any quest exceeding 450 posts, they gain an additional 5 loot points for each Legend Point the quest is worth. Binding Iron - An ingot of shiny gold-colored iron. When made into a weapon, it phases into the spirit world, attacking the target's spirit rather than their body. Blows with such weapons do not damage their body, but makes them increasingly sluggish and tired until they fall unconscious. Mortal blows with the weapon will leave them in a sort of stasis so long as it remains in their body. Smell like music -Assorted non-magical colognes Scribbled Notes - Found on Cebar, they are nearly illegible but seem to include prices and crude maps of mountains(Leads to rare item shop).
Tailoring Supplies Sewing Kit - assorted needles and thread Cotton by color/yrds - black/3, white/3 Leather by color/yrds - black/2
A couple things
1. Training in additional schools past your first is 120 gold, 25 to join the bards, 70 for power ballad, thats 215 gold, not 170.
2. Not sure exactly why he's a nadrask when he's unnadrasky in physique and hair and his gatahara don't fit into any of the 12 types. Not saying he can't be, just sticks out a bit.
Ok, so I seem to remember Gato saying a couple of times that starting with a bit more gold than normal isn't a big deal(I probably should have mentioned I wanted to do this), if that is not the case or if just did too much I don't have a problem dropping something for now. He isn't Nadrasky because he has left that life to be a well dressed musical hobo. As far as the Gatahara I guess I just didn't realize there were certain things they needed to fit into, I have altered it to fit better. I would just make him a normal human, but I like the origin story better this way if it's still ok.
For the record I didn't specifically say it was no big deal? Rather I said that it is ultimately not as impactful as starting with abilities and usually wasn't a good use of your starting capabilities. That being said, I take no side on whether or not this can be approved since another WM has already thrown his hat in.
Race - Saaur Age - 27 Height & Weight - 4'8"(actual height is 5' but is hunched) & 130 lbs Strength - Average Affiliations - Fraternity of Mages
Appearance/Apparel - Cek is a Yesil Saaur with scales the color of dark khaki cloth and yellow spines. He has a thick, slightly hunched over frame, neither fat or highly muscular, most of his width is located in his bones and, as a result, he has a nicely shaped, wide snout and head. Usually wears a sleeveless shirt and wide-legged pants made of simple burlap lined with linen. Contrasting his simple clothing, he sports a khaki backpack with a shining golden plate on the back to be used as a mirror.
Cek grew up on an island, almost an islet, near My'Kurr Island. The local Saaurs refer to the place as Sandwave Isle, mainly due to the way the wind moves the sand on the beach almost mirroring its effect on the the sea's waters. When he was younger, Cek loved to play in the sand on the isle, which luckily for him was and is most of it. The village lived off of a steady diet of root vegetables which luckily loved the soil, and growing up Cek had a good childhood. The only time Cek couldn't be found in or on the sand was when the weather turned cloudy. This was a sign of definite storms that would cause the isle to suffer through a powerful sandstorm due to the intense wind. But thankfully, these storms never last very long. After becoming an adult, Cek was given the job of protecting the isle's food supply during storms, the same job his father had before he grew to be a little too old to handle the wind. So every time the clouds would appear in the sky, Cek would put on some thick clothing and a full head mask covered in cloth dunked in water and would head out to cover the vegetables patches with a weighted cloth to keep the sandstorm from uprooting the villages food. Nothing particularly bad ever happened while Cek did his work, a few times he was trapped near the vegetables as the winds picked up high enough to make trying to walk through the storm a worse idea than waiting it out, but he was never harmed or injured. Although it has become apparent, possibly from the years of being exposed to the sandstorms, that Cek has a natural affinity with both the wind and static electricity common during the powerful whether phenomenon. He asked his father about this, who told him that he had also experienced the same thing during his time working in the sandstorms. But his father said that he could leave the isle to learn more because of his new family. His father then suggested that he head to the mainland and learn more about his discovery. When Cek went to argue that he needed to stay to continue his work, both of his parents told him that there were other men on the isle that could do the job and that he would be fine to leave the isle in another's care. And so after a wonderful going away party, filled with all varieties of tubers and even some strawberries that had been imported and successfully grown that year, Cek was on his way to learn more about himself on the mainland of Bakara.
Cek is a laid-back individual, unless the weather is turning toward a storm, then he can be pretty excitable.
Strengths & Weaknesses
Special Abilities & Personal Faults
Wind Blows & Static Clings - Cek can, once per encounter, call upon the winds in the air to blow faster, coating everything within 6' of himself with a strong static charge. This action takes his full concentration.
DYNAMO - Your attunement to storm magics passively alters your body, awakening your inner power and turning you into an embodiment of thunderous wrath. 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 has a very faint glow. You can shut out pain. (Height)
Lvl 2. Your irises glow yellow. You can sense disturbances in the air in a 6 foot radius around.
Lvl 3. Tiny electrical sparks flicker at random beneath your skin. If your skin is broken, electricity will course from you into the implement.
Lvl 4. Your nerves fire quicker, boosting your muscle and reaction speed.
Lvl 5. You are able to absorb electricity to accelerate your own healing. Electricity must be generated by nature or your spells, not come from within.
Lvl 6. Your hair stands on end. Your inner electricity generates a static field that wakens strikes from metal implements.
Lvl 7. You can now shape and direct electricity.Your static field strengthens your grip and allows your hands and feet to adhere to objects and surfaces strong enough to support you weight.
Lvl 8. Your voice naturally booms and echoes, making you hard to ignore. You can use this ability to draw all attention to yourself. More directly your scream is deafening to your enemies, dulling their sense of hearing when you cry out.
Lvl 9. Your nerves fire even quicker, increasing your mind's speed and allowing you to cast an extra spell each turn.
Lvl 10. You learn to harness your attunement for a custom ability based on your personality and storm.
Lvl. 1 - Spark - Release a small arc of your bodily electricity from your fingertip. Its enough to startle and cause brief pain, as well at ignite highly flammable materials.
Lvl. 1 - Drift - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.
Lvl. 1 - Whisper - While speaking in a whisper, you can manipulate the air to carry it to the ear of anyone within your sight.
Lvl. 2 - Drain - By touch you can drain the bodily electricity from a person, tiring them and causing a brief spasm of weakness.
Lvl. 3 - Charged Grasp - Rapidly vibrate the air around your hands to generate a field of damaging electricity around them. Electricity will channel into any metal weapons you are holding.
Society & Guild Requirements, Limitations, and Benefits
Stats & Descriptions
Name - Amal'afein Baenana (Divine Executioner Blessed by The night)
Race - Drow
Age - 120
Affiliations - Blackguard (Warrior + Thief)
Appearance & Apparel - His skin color is White, his eyes are red, and his hair is Black as black as the night sky. He doesn’t seem to have much on him Just his leather armor, a cloak, a handle less dagger, he Keeps a short sword he keeps on his left hip
Personality & Background -Amal'afein has known only pain and sorrow. even amongst drow his family is shunned for the way they look. Though his family took the way they look as a curse for angering some god, he found it as a blessing. his skin gave him the ability to blend it with the shadows, He spent most of his life in the shadows stealing and killing if need be. It was because of this that he has started to turn into a shadow himself. though he sees what’s happening to him as yet another blessing this time from shadows them self’s. He's family left him for fear of what he has become, the fear that the darkness taking over him isnt really shadows at all but something far more sinister. The people that know of him call him the Executioner, The people that call him friend dont exist.
ABYSS - 1.Your skin becomes dusky and as cold as a corpse. Your mind is filled with shadows and cannot be altered by external magic’s.
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.
Torture - When words just aren't enough.
Lvl 1. You learn how to break bones and inflict pain in the most agonizing ways. Your attacks are more painful.
Dark - Stealth Combat -
Lvl 1. You learn to soften your footfalls so they make no sound.
Snatch Blade - A thin, guard less dagger of steel. The pommel bears an enchantment that magnetizes it on command, allowing you to lift small metal objects with it. This ability also allows it to be pulled to your hand from up to a foot away.
Short Sword Iron
Leather Cuirass and Boots
Black in color cloak with hood
LVL 1. Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows.