Couple of things about this guy. Drow, or dark elves, are distinguished by their pointed ears and trademark milk-white skin with jet colored hair. There's room for debate on the hair colour because of dyes but not so much the skin.
You also seem to have over spent on starting skills and spells. (Joining Each organisation, 25. Two extra thieves skills at 75 each. And two level 1 spells, 40 each. I make that 280.) You'd need to drop two thieves skills, a thief skill and a spell or both spells to come in at the 200 starting gold.
Finally, little nitpick, the appearance section mentions some sort of hand scythe that I don't see anywhere else.
It was hard to keep this up with work and never really getting to be on a computer.
Sorry for the mix up with skills, spells and the gold i miss read your running start and i thought they were only 25 gold each so i was like hell yea why not.
and hand scythe was from my first LLS
Stats & Descriptions Name - Tirger Trollsmiter Race -Dwarf Age - 18 Affiliations - Warrior
Appearance & Apparel - Standing at an astounding 3'7" 139 pounds Tirger is an amazing work of dwaven DNA. With his Helmetless full plate armor and his two handed battle axe, hes a force to fear. But thats not all he is also a looker with his Large red beard that goes all the way down to his belt, and his red hair the coming together to form one large braid that goes down his back, he is a charmer of the lady dwarves.
Background - For a Dwarf Tirget lived a rather easy life, he never worked the mines but he did help his father in the forge all the while being taught to become a smith. The only problem with this is that he like fighting and killing way too much to just sit around and be a smith. It showed in his weapons and armor too, most of the stuff he had some way to harm you or even kill you. Spiked armor and shields, he even tried to make a spiked chain whip but that one wasn’t really good for anyone but a dwarf or at least someone just as strong. But Tirget decided when he became old enough to start up his own forge that he would set out around the world and find something to kill and brave people to fight him and beside him. So he used all the gold he had to make his armor and weapon, then went out and bought some random thing he would need for the road.
Personality - Tirget is almost always smiling but you can’t see it much from under is beard, but he is always smiling when he is in a fight. Eating and drinking are as much a part of him as his beard is. A few of his favorite things to say are “Or I’m a bearded gnome!" "Bring more mead!" "Bring more whisky" "where is that winch with my drink!"
1. Joins warriors Society
2. Played the Game
Friends: Aquaintences: Frenemies: Enemies:
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: 280
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
Lvl 1. You learn how to expertly maintain your footing while in motion, allowing you to more easily fight on the move.
Lvl 2. Uneven or shifting terrain barely slows you down, your feet naturally fall where they need to in order to compensate for instability.
Lvl 3. You learn to perform explosive starts, going from still to full speed in a flash.
Lvl 4. You may perform diving tackles which knock the breath from your opponents, rendering them shocked and unable to speak for their next post.
Lvl 5. Your unstoppable momentum overrides any abilities that make people sure-footed or unmovable. Targets you knock to the ground become dazed.
Lvl 6. As long as you are moving forward, you gain an additional strength level.
Lvl 7. Train yourself to keep fighting through the most intense levels of fatigue, allowing virtually indefinite physical exertion with relatively little drop in ability. (Injuries are just as much an impediment as ever.)
Lvl 8. You learn to block pain from your mind and fill your heart with rage while you attack to prevent others from altering your emotions.
Lvl 9. Thrice per encounter you may shrug off all but the deadliest blows while charging, allowing you to create an unexpected opening in your opponent's defense.
Lvl 10. Once per encounter you can set yourself on a truly unstoppable course. For the next five posts, or until you halt your forward momentum, you gain an additional strength level and your skin tenses to provide steely protection.
Strength - Very Strong.
Steel Full Plate, With no helmet
Smith Tools - An iron smithing hammer and tongs.
Cotton Wraps - 5 feet
Flint and Steel - 1 set
Rope - 15 feet
Waterskin - 1
Compass - 1
Garrish Whiskey - 1
Bolts - 10
Not Worn - Crows Feet - Blackened leather pair of boots, indirect glances at the boots gives the illusion that the boot is made of black crow feathers.
>Blows landed by the boots are immediately followed by the phantom sensation of a second identical blow.
> Dark Thoughts set
Stats & Descriptions Name - Alice Morningstar Race - Human Age - 20 Affiliations - None Appearance & Apparel - Alice is a very beautiful young lady, though there is nothing really special about her. Most days she can be seen wearing a dress mostly blue or purple but on good days when the dust is not to bad she will put a white one on. She has Brown hair that goes to the center of her back and blue eyes as bright as the sky on a clear day.
Background - Alice has always loved the market, loved everything about it the sights the smells all the people. So of course she wanted to be a merchant when she grew up but that wasn’t as easy as she thought it would be. Its take 2 years to even get a foot hold in anything that is product to sell and that’s not even saying she can sell it. She will though, she will not stop till she has her own shops and then why stop there.
Personality - Alice is a happy go lucky kind of person. Although she is also very head strong and willing to work and fight for what she wants.
MERCHANT'S PACT -
Lvl 1. Natural charisma effect.
Requires: 100 gold profit.
Lvl 2. You gain a 20% discount when buying in bulk. (4 or more of the same thing)
Requires: 300 gold profit.
Lvl 3. You get a shop in the city of your choice.
Requires: 600 gold profit.
Lvl 4. You broker a deal with the Machinists for access to a rare merchants only item from the machinists.
Requires: 1000 gold profit.
Lvl 5. You can undertake a special trade mission quest to one of the rarely seen corners of Bakara to gain access to a new supply of ingredients or goods.
Requires: 1500 gold profit.
Lvl 6. Your acquire a bodyguard, a secondary character that follows your merchant everywhere they go, they do not take up an extra slot on quests.. These characters start at regular starting character strength, but with no gold. Pay is lodging and an appropriate item a month of suitable value.
Requires: 2100 gold profit.
Lvl 7. Quests you go on must include amongst their loot a means by which you can gain access to a supply of items or ingredients with a defined amount per week. Requires: 2800 gold profit.
Lvl 8. Your shop gets a staff, allowing it to keep doing business while you are off. There are NPCs of your design and under your control. Pay is lodging a popular place to sell their own goods and services. (Any goods and services they sell happen out of posts and only to NPCs, you have no access to their goods or gold)
Requires: 3600 gold profit.
Lvl 9. You can occasionally sell your rarest items to the appropriate shops.
Requires: 4500 gold profit.
Lvl 10. You can undertake a special trade mission quest to across the eastern sea to gain access to a new supply of extremely rare ingredients or goods.
Requires: 5500 gold profit.
Bolts - 5
Items to be sold from wooden cart.
Cotton Wraps - 2 Gold per Foot - 15 feet
Waterskin - 5 Gold each - 5
Rope - 1 gold per foot - 25 feet
Leather - 6 Gold per yard - 5 yards
Arrows - 3 gold for 3 - 45 arrows
Stats & Descriptions
Name- Kiban'Gul (Bang)
Appearance & Apparel- Kiban'Gul has dark olive skin. His ponytail has been dyed blue. He has Gull tattoos on both of his wrists. He wears a light shirt and a faded brown vest. His belt bears his families' crest. His pants are comfortable yet rugged. His boots are steel tipped.
Personality & Background- The 3rd of 3 brothers, Kiban'Gul grew up in the shadows of his brothers. When he was 15 there was an incident at his home and both of his brothers were killed. No culprits were found and Kiban'Gul was jailed without clear evidence. He was sentenced to 10 years in jail Kiban'Gul but got out in 5, he never adjusted to normal life. He told his family his desires to start over in a new place, which they supported.
Nickel and Dime- Kiban'Gul is Strong
Lvl 1 - You can build pre-designed Novice Level devices. Build two to level up.
Lvl 2 - You can Invent Novice Level devices. Invent two to level up.
Lvl 3 - You can build pre-designed Apprentice Level devices. Build two to level up.
Lvl 4 - You can Invent Apprentice Level devices. Invent two to level up.
Lvl 5 - You can build pre-designed Journeyman Level devices. Build two to level up.
Lvl 6 - You can Invent Journeyman Level devices. Invent two to level up.
'Gul Family Heirloom (Ring) (Relic of Legend)
Lvl 1: Any note or message sealed with wax by the ring cannot be opened or read by anyone save the intended recipient. (4)
Lvl 1- Stash
Blunderbuss - A machinist firearm with a short, wide barrel and flared muzzle. Uses buckshot. Single Shot. Muzzle Loaded Uses 1/8 bag black powder per shot.
Riot Bullet- When fired this bullet makes a deafening and excruciating noise. Anyone within earshot is deafened and distracted by pain for a post.
Tools of the Trade - You are given a free Machinist Toolkit, which contains a hammer, nails, screws, a screwdriver, pliers, wire, bolts, nuts, a crankdrill, grease, rags, oil, and a soldering stone that can be used to slowly heat metals for bonding.
Roman Candles - Distracting and dazzling display. Less intelligent beings will watch. Lasts 2 posts.
Smoke Bomb - A time delayed variation of the smoke pellet that creates even more smoke. (4)
Rocket - A black powder powered self contained projectile. Can have light payloads loaded into head, such as poison or potion vials or pellets. Reusable
Flashbang - An advanced form of a flash pellet that blinds, deafens and disorients everyone in the area. (5)
Stats & Descriptions Name - Peter Race - Human Age - 19 Affiliations - Fraternity of mages Appearance & Apparel - There really isn’t anything fancy about peter or anything that stands out, and it’s that, that one simple thing that makes people like him. He stands 5'9" tall with a slender build. He has just enough hair on his face to say he has a beard but it really just looks like a little more than a 5 o'clock shadow. He’s always wearing his brown robe with his two Sai daggers on either hip. He also walks around with a wooden staff though he will say it’s just his walking stick.
Background - Peter has always been a friendly person, everyone always seemed to like him. He never did anything to help anyone out just walked with a smile on his face. but for some reason people always seen him as an all-around good guy. It was true he really was, as he got older he started to see how much people needed help around the world so he slowly started helping people. Now this brought to light the dark side of the world the part of the world he had never seen. this is also when he learned about magic, and how useful it was to beating the darkness back. so he trained night and day to become a mage so he could help the people of this world. Now that he knows he can fight and defend not only himself but other people as well he won’t stop till the darkness is pushed back to the abyss that it came from.
Personalitypeter is always happy always ready to help someone need help. You will always see a smile on his face. He walks with his shoulders back and head held high ready to protect this world.
1. Peter helped Murphey take back his workshop from an evil cockatrice.
HERO'S LEGACY - Your reputation as an adventurer precedes you, and was you undertake more and more epic quests, your legend grows, greatly effecting how others see you.
> You receive 1 Legend point for each quest you undertake and an additional 1 point if that quest went over a total of 450 posts. The quest runner has the option of awarding a third point depending on the role you play in the quest.
Lvl 1. You have a natural Charisma or Intimidation Effect, your choice upon achieving.
Required Score: 1
Lvl 2. You can tell tales of your exploits to charm, distract or impress people. When talking about your passed adventures, your charisma, intimidation or other social skills are all enhanced and altered to suit your intentions.
Required Score: 3
Lvl 3. Everything is on the house at any bar or inn. You will occasionally receive small gifts from adoring/thankful/impressed citizenry.
Required Score: 5
Lvl 4. Quest leaders pay/give a small retaining fee/gift before quests as an inducement.
Required Score: 7
Lvl 5. Any guilds or societies you are a part of will offer you a free item that bears their mark, making sure everyone knows you are among their number.
Required Score: 9
Lvl 6. Your fame attracts a squire, a secondary character that follows your hero everywhere they go, seeking to learn from them in the ways of the hero. They do not take up an extra slot on quests but can be used as an extra person on bounties. These characters start at regular starting character strength, but with no gold and they do not get their own loot on quests.
Required Score: 11
Lvl 7. Your experience gained questing gives you a sixth sense when looting, leading you hidden spaces where previously undiscovered treasures lies. (Bonus gold or loot item, up to quest runner)
Required Score: 13
Lvl 8. Your squire learns from you, gaining a new ability/spell/song/technique after each quest based on your exploits and their character type.
Required Score: 15
Lvl 9. Shop merchants will give you items in return for your endorsement. Can only be done once for each shop. Up to WMs discretion what you get. Gifts can be traded to PCs but not pawned to other shops.
Required Score: 17
Lvl 10. Your exploits draw the attention of a villianous Arch-nemesis, an NPC who sets out to take you down, literally and metaphorically. He will strike seeming at random, employing anything from personal attacks to henchman to ludicrous machinations, depending on their style.
Required Score: 19
- Bonding - Enchantments requiring the physical bonding of an object with magical attributes to an object.
- Level 1 - Allows you to add a single ingredient, this will the nature of the effect, usually for a short duration.
A silver sai dagger with a crystal hilt. When thrown will channel air around it, propelling it faster and maintaining its path. Crystal Charge Staff - A mundane crystal staff with a smooth shaft, ending with a many faceted ball. The staff can change its color at the owners will.
>Once per encounter at the cost of a spell you may charge the staff with a damaging aura of any art you have level 1 knowledge in(This does not harm you). The charge lasts 2 posts.
Reckless Amplifications set
Light = Shining burning, Dark = Damaging cold, Fire= Searing flame, Water = damaging ice, Earth = scouring sand, Storm = crackling electricity, Mind = fear effect, Body = Sicken effect, Plant = choking spore cloud, Bestial = Does more damage to summons, Force = Pushback effect, Spirit = More damaging to creatures of the spirit realm
Stats & Facts Name - Jasper Gladstone Race - Human Age - 36 Height - 5'10 Appearance - A tangled mess of straw coloured hair sits atop an awkwardly angular face set with dirty brown eyes. A face that hardly inspires confidence would be bad enough, but Jasper also has the portly frame of a man who enjoys his food and drink just a little too much. Apparel - Jasper's clothes were all two sizes too big for him when he bought them, though they seem to be pinching a little more as time goes on. He wears a pair of worn leather boots, simple cloth trousers and shirt and a large fur coat which he keeps wrapped around him at all times. Background - To hear him tell it, Jasper had a wonderful childhood. Nothing strange ever happened to him, nothing ever went wrong and his mother and father loved him unreservedly. Anyone who has spent more than five minute's in Jasper's company should have reason enough to doubt this is actually the case. Affiliation -
Skills and Abilities Wrong Place, Wrong Time - Jasper longs for the simple life, but it seems the universe is set on the idea of throwing him into the life of an adventurer. Jasper does not join quests. He instead finds himself swept up in them, appearing at some point after the quest begins. (The nature of this appearance to be agreed with the quest runner but usually not good news for Jasper.) Complete and Utter Coward - When threatened, Jasper may phase into what is only known as The Jasper Zone, a strange state of being halfway between the spirit realm and a material manifestation of utter spinelessness. While in The Jasper Zone, Jasper is invisible, intangible, insubstantial, and all but invulnerable. Even the mind can no longer interact with Jasper, causing everyone around him to forget he ever existed. Unfortunately, as he is unable to interact with anything, even physics, whenever he enters the Jasper Zone he is unable to move or take nearly any action of any kind. In addition, he is tragically still vulnerable to any splash back magic that he might find himself caught in. Effect last for thirty of anyone's posts and may not be shortened by any means. The MisAdventures of Jasper Gladstone - The universe seems committed to putting Jasper in harm's way and his deeds echo through Bakara. His legend however, is not one of heroism but disaster, each level of his Hero's Legacy is slightly altered to reflect his terrible luck and tendency to be found in and cause the worst situations. (1 Point)
Level 1 - Jasper possesses a charisma effect based on pity. People are more likely to agree with or help him due in part to how pathetic he seems.
Spells and Magics Water Magics
1 - Filter - Wave your hand over up to a gallon of water to remove any minor impurities from it. Cannot undo potions, effect would be unpredictable.
2 - Flow - Allows the user to control and shape up to a gallon of water. Control is limited to sight and guided by hand and arm movements.
3 - Diffusion - Passive. By inhaling water, you can break it down inside your body, allowing you to breathe under water. Side-effect is the exhalation of hydrogen.
Weapons Walk Soft - A wooden stave, little more than a stick, really. Two inches thick and three feet long, useful for thwacking people inexpertly about the head and poking things that should be left untouched.
Accessories Bad Time - A barely functioning machinist time piece, constructed from rusted looking iron and hung from a matching chain.
Water-skin - A completely ordinary water skin filled with fresh spring water.
Wine-skin - A completely ordinary water skin filled with red wine.
Rum-skin - A completely ordi- never mind, drink?
Stats & Descriptions Name - Clare Race - human Age - 16 Affiliations - Errant (Warrior +Bard) Appearance & Apparel - Clare wears leather armor and leather boots, she is always smiling even as she watches the life leave someone’s eyes. She always has her bow either in hand or strung across her shoulders and her quiver on her back. If you watch closely you can see the bow and quiver pulse, almost as if its blood is being pumped by a heart.
Personality & Background - Clare use to be a sweat and kind girl, went to church with her folks did her school work and her chores. She was even a great shot with a bow, he father use to take her out hunting with him for as long as she had a bow in her hand they always came home with a good meal that night. One day as her and her father were out hunting she fell into a sinkhole that led into a cave, her father told her to wait while he went a found some rope but almost as soon as she had fallen she could hear someone calling to her, telling her to fallow the cave and see could find her way out. so she did what any child would do she went into the cave and fallowed the voice. She walked for hours listing and fallowing the voice, and it still called to her. After almost 3 hours of walking she found it, the voice that called to her. A bow was laying in what seemed like a broken pedestal and ugly and horrifying looking thing it was along with the quiver that was laying next to it. They both seem to pulse as she walked closer and closer. Then she picked them up the bow first then the quiver. That was the last she remembered then she was at her house she woke up just in time to hear her mother cry for her to shot. She released the arrow and watched it fly into her mother’s chest killing her slowly. even now thinking back on that night she still feels nothing just a strong since that she was meant to do it, that by killing or other people she became more powerful. The scary thing was she liked it.
Tempered Voice - Errants more potent performance pieces tend more towards self-effecting physical reactions, any purely magical effects being limited in power akin to their spell limitations.
Song As Primary
- Emotion, Sensation, Will
Lulling Tune - Starter - 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.
Dance As Accompaniment: Boosts primary performer's ability to keep performing despite fatigue or physical discomfort.
Plant - Environment Combat - The art of fully perceiving and utilizing your environment in combat.
Lvl 1. Your situational awareness increases, allowing you to notice possible improvised weapons laying around others might overlook.
Lvl 2. Your balance greatly improves, allowing you to stand steadily, even one legged, atop any item that will hold your weight.
Lvl 3. Your agility increases, allowing you to leap and kick off parallel surfaces to perform aerial attacks.
Lvl 4. Your coordination is enhanced, increasing your aim and allowing you accurately strike or kick objects so they fly in any given direction.
Lvl 5. Your grip and leg strength are honed, allowing you to easily scale and bound around obstructions and landmarks.
Lvl 6. Your situational awareness increases again, allowing you to fight over and around obstacles seamlessly and improving your ability to dodge mindless hazards and adjust to their effect on the area (falling trees, undirected spells, etc).
Lvl 7. You learn to create very well crafted improvised weaponry by combining available items with great skill, even in the midst of battle.
Lvl 8. You become adept at innately understanding how your surroundings interact with each other, improving your ability to rebound thrown items, plot trajectories and predict and initiate chain reactions.
Lvl 9. You achieve a state of oneness with everything around you, making it almost impossible to surprise you.
Lvl 10. Once per encounter you can enhance the unity between yourself and what is not yourself, effectively allowing you "see" in all directions, even through obscuring objects, and predict what is going to happen moments before it does. Lasts for five posts.
RELIC OF LEGEND -Bow and Quiver- You possess a one of a kind item of mysterious origins that, as you become more well known for your exploits, becomes your symbol. As you and the relic's fame grow, people's reaction to the relic change and previously unknown properties of the relic surface.
> You receive 1 Legend point for each quest you undertake and an additional 1 point if that quest want over a total of 450 posts. The quest runner has the option of awarding a third point depending on the role you play in the quest.
Lvl 1. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic.
Required Score: 1
Lvl 2. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic.
Required Score: 3
Lvl 3. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic.
Required Score: 5
Lvl 4. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic.
Required Score: 7
Lvl 5. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic.
]Required Score: 9
Lvl 6. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic.
Required Score: 11
Lvl 7. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic.
Required Score: 13
Lvl 8. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic.
Required Score: 15
Lvl 9. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic.
Required Score: 17
Lvl 10. You can, once ever undergo a quest to discover the origin of their relic, discovering its true nature and unlocking its ultimate potential. Cannot be undertaken alone.
Required Score: 19
Bow and Quiver, A black bow with red veins that seem to pulse every once in a wile. The grip and the arrow notch are inside a horned skull of a demon the arrow shots out of its mouth. the quiver looks almost the same as the bow its black leather and it also has veins that seem to pulse.
Leather armor and leather boots
-Flint and Steel
Stats & Descriptions Name- Strom Race- Garr Age- 35
Affiliations - Warrior
Weight- 225 Appearance & Apparel- Shaved head, dark coat and pants. Strom is large and muscular. His skin is tanned, his eyes black and his jaw strong.
Personality & Background- Eghris-leen tribe. Strom had a position in his tribes military. He left because he didn't approve of the tribes decision making. rumor had it that the village elders forced him out because they were scared of his popularity among the people and military. In non-combat situations Strom is often silent or few of words.
- Not every man needs a castle, but every champion needs a sanctuary. For weary adventurers all across the East, that place has often been Epcrin's much-beloved Drunken Ass. As a champion of the city itself you are given the royal treatment at this Bakaran institution, with your own private booth and access to Virgil's extensive private stores.
- Epicrin is the most progressive, technologically advanced city in Bakara, and as one of her sponsored champions you have access to the Epicrin's marvels. Due to a special deal worked out with the Machinist's Guild, you are able to purchase Machinist Items from the Tomorrow Forge for agreed upon prices and services rendered.
First, Foremost, Forever - Epicrin is the unofficial capitol of the East, and it should be no surprise that the city's sponsored adventurers are similarly seen as among the cream of Bakara's crop. Other city officials are often eager to work with such champions, and anyone putting together a quest would be thrilled to have such rarefied company. All Bounty and Hunt Payments are increased by %5, and you receive 10 additional LP after every quest.
Never Back Down
Over the course of The Run Strom was smashed by golems, sliced by swords, burned by elementals and at one point literally put to the boots by five extremely hostile Richards. Yet through it all it never once considered bowing out, facing his challenges without a thought for his increasingly broken body. Once Strom is already injured enough, he takes significantly reduced damage from all further attacks.
CRYPTOMANCY - Your knowledge of the summoning arts allows you to summon the rarest of creatures with unique abilities.
Lvl 1. Summon Gorions - Summon a trio of crystal eating beetles from the Alogean Mountains, their diet of Alogean crystals having granted them elemental attributes. You choose crystal type on learning.
Lvl 2. Summon Coatl - Summon a winged venemous serpent from the caves of the Oscaran regions of the Alogean Mountains.
Lvl 3. Summon Nynx - Summon an extremely intelligent and stealthy black cat from the Chakosan forest. Has an extremely long prehensile tail.
Lvl 4. Summon Cockatrice - Summon a bizarre creature from deep within the Sekoran Forest, with the body of an iguana, ostrich-like neck, and wings, talons and head of a rooster. Its crow causes panic and its gaze is mesmeric.
Lvl 5. Summon Torsyr - Summon a rare lizard from the Isle of Nadra. It stands 3' tall, and walks on its hind legs akin to a raptor. Its scales are an extremely dark shade of green. Its tail and head resembles a viper with catfish whisper. Its fangs and whispers drip with poison and it has the ability to mimic human speech.
Beastial - 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.
Summon Insects - Summon multiple insects or arachnids. Species is up to caster upon learning. (Fire Ants)
Summon Bird - Summon forth a trained bird. (Falcon)
Summon Lizard - Summon forth a scaly lizard. Species up to caster upon learning, but size will be no taller than 16" in diameter (not counting tail). (Gila Monster)
Summon Hound - Summon forth a loyal dog. Species up to caster upon learning but will be no larger than a doberman. (Rottweiler)
Summon Predator - Summon a large, wild feline or lupine creature to prey upon your foes. Species up to caster upon learning but will be no larger than an adult lion. (Sabertooth Tiger)
Richard. Just Richard -
There was something off about the Richard known only as 'Richard'. He's dead now, and you shouldn't have to worry about him any longer, but nevertheless you can't help but feel like you're being...watched? Like there is soemthing still out there, biding its time? It might just be paranoia, but you know one thing. If anything does come up, you intend to be ready. Screw you, Richard.
'The Run Bracers - This armor, mage-friendly and modifier 3, can be may burst into a golden flame that does not burn the bearer at will once per encounter for four posts.
They Call Me SIR Richard! -
The Mobile Man Mountain known as Sir Richard might have survived the events of the Run, but he left enough blood for five men behind in that trench. Now, you can own some of that blood. Though not precisely magical, Sir Richard's blood has some quality that seems to make it a potent potioning and enchanting agent with properties relating to brute power.
Number One Fan -
Having witnessed your feats of derring-do and the way you exploded that one guy first hand, you now have a dedicated fan in Galla. She is now following your adventuring career with interest, and after events of note may send you a letter and potentially even a token of esteem.
Stats & Descriptions
Name - Alanthea (Raven) Race - Elf Age - 18 Affiliations - Infiltrator (Initiate + Thief) Appearance & Apparel - Alanthea or Raven as she is called now, is an all-around beautiful even among the elves she is. She leather armor and boots and has a silver gauntlet veined with amethyst, with a Black eye in the palm of the gauntlet on her right hand. The only other think she has that could possible be dangerous is an iron Kama
Personality & Background - Raven was orphaned at a very young age. She lived her life in the city stealing food and water as she needed it. Her gauntlet was always on her hand it always seemed to help her and pull her to something greater. At the age of 16 she found the Church of the Unblinking Eye, to most people it was just some random place but her gauntlet was there sigil and this could not have been something random the hole she always felt growing up seemed to be filled when she became an Initiate. Two years have passed since she joined and she is finally ready to go back out into the world and find the secrets for the church and keep all of the churches secrets. The name raven was given to her by priestesses for her ability with mind magic, and her ability to find out secrets of the world and leaving little to no trace of her passing just like a bird that fly's overhead that no one notices.
HAND OF WILL - A gauntlet, tailored to the style of your choosing, capable psychic enhancement. Made of a bronze-tough silver alloy veined with amethyst.
Lvl 1. The touch of the gauntleted hand has a charisma effect.
Lvl 2. Touching an item with the gauntleted hand will can give you a mental impression of the most recent people to have touch it.
Lvl 3. Prolonged physical contact with the gauntleted hand indued people to talk, the longer the contact, the less they filter themselves.
Lvl 4. Blows landed by the gauntleted hand are immediately followed by the phantom sensation of a second identical blow.
Lvl 5. The gauntlet is telekinetically augmented by your will, allowing it block or catch any blow harmlessly, despite the force involved.
Lvl 6. By moving your hand slowly side to side before someone's gaze as you speak, you can create a Suggestion effect. If the suggestion takes, you cannot use this effect on that person again this encounter.
Lvl 7. Run the glove across your face, momentarily obscuring it from view. The glove releases a burst of mind magics that have a greatly enhanced fade effect. Everyone in 20 feet forgets that you're there for two posts unless you do something to draw their attention.
Lvl 8. By grasping another person's face, you can temporarily create a powerful psychic link between the two of you that paralyzes you both for several moments. When the link breaks, you are both left woozy for a moment, but you have gained access to their spell knowledge for the next six posts.
Lvl 9. You gain passive telekenesis effect, but use of it is guided by the movement of the gauntleted hand.
Lvl 10. Place your hand on the head of a defeated but living enemy. You take the memory of their defeat and transform it into a spell that you can cast thrice per encounter. You may only hold the knowledge of three defeat spells and must forget one to replace it with a new one. These spells can be of any art but do not require knowledge of that art to cast.
Faceless Mask - Infiltrators possess an uncanny ability when it comes to creating a spur of the moment disguise. Once per encounter they may alter their voice, accent, facial expressions, posture, gait and mannerisms to project a completely new identity. The persona created this way needs to be fictional, and can never be perfectly replicated due its improvisational nature. This affect is similar to the Impersonate spell, but entirely non-magical and arguably more convincing at concealing the user's true identity.
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.
Leather armor and boots.
A silver gauntlet veined with amethyst with a Black eye in the palm of the gauntlet
The Ebon Compass - An octagon shaped ebony compass, overlaid with the Lidless Eye. It will hum faintly and the needle will point out the general direction of nearby secrets and hidden objects. Multiples of either located in different spots, and the compass will hum more violently and the needle will spin inadvertently in all directions.
LVL 1 - 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.
LVL 2 - Veil - You can't be directly targeted by spells for the next two posts. Cast only once per encounter.
Lvl 1. The Blue Bend seeks new horizons and uncrossed paths, and as such its touch can undo most mundane locks. Lvl 2. With concentration, and thus not during battle, Gamble can call upon The Blue Bend while opening any door. If he does, the door opens not upon what it actually leads to but a large well appointed bedroom and attached water-closet that looks like it could belong in any high class inn in Bakara. The bookshelf is loaded with dozens of volumes of adventure fiction and an atlas containing maps of every place Gamble has ever heard and countless ones he never has or ever will again. A single window, unopenable and indestructible, looks out into an impenetrable fog bank. Gamble may store whatever he likes in this room and it will be there the next time he goes to use it. Whenever he leaves the room he will exit the door he used to access it. People he brings with him cannot open the exit door on their own but must be taken with him when he leaves. Lvl 3. When Exiting The Room, if you used a public building to access it, The Room can attune itself to the similarity of realities and bring you of any the door of a public building of the same type in any of the other cities, be it bar, spellshop, guildhouse, or whatever. Lvl 4. The Window in The Room can provide Gamble of a view from any doorway he's passed through in the last few days. Lvl 5. A key appears on the bed of The Room, to be given to someone you trust. This key will act as a level 2 Blue Bend, allowing them to access the room without you. The Bend will pulse if you do, letting you know if they do and allowing you to open the door and bring them through to wherever you are. Lvl 6. Gamble's familiarity with The Bend, allows Gamble to use it even during battle. Lvl 7. Once per encounter, The Blue Bend can open a door to one of the "Other Realms", allowing a spirit, faerie creature, or something even stranger to pass over. What appears, from where, and its temper are extremely hard to control and predict.
Stats & Descriptions Name - Leah Race - Human Age - 18 Affiliations - Seeker (Cleric + Peacekeeper) Appearance & Apparel - Leah stands at 5'5" and only 128 pounds, so she's not very big person. She has shoulder length brown hear and dark blue eye. She is normally walking around in her leathers with her twin scimitars at on either hip. She also has a peacekeepers Sigil that hangs around her neck and two small ear rings, one in each ear.
Personality & Background - Leah grew up on a small farm just outside of Elexia. She lived a nice life, always had food on the table and could even go out and buy a dress or two of the time was right. Besides the farm the only other place Leah went to was the church it was like a second home to her. she loved going there and hearing stories of times past and of all the secret places around the world. Once she was old enough though she started to help her mother and father in the fields, she found that she wasn’t very good at it. But one day at the church she was watching two new clerics train, one using a short sword and shield and the other two twin scimitars. The way the second man moved dazzled her and when they both left to get a drink and rest a bit after a day of training she picked up his weapons and started hitting a dummy that was set up. 30 minutes she went at this dummy without knowing that a cleric was standing behind her. After she stopped he came up and told her what she did wrong and how to fix it, he also told her that she should think about becoming a Seeker like he was. That night she went home and told her parents the news and what happened, though they were nerves that there daughter wanted to go this path they would support her no matter what. So she started her training at 14, and she was a fast learner. Her best weapon combo was Twin scimitars so that was what she used day in and day out, training and training from sun up till sun down and at 18 she finally was able to call herself a Seeker. On that day her father gave her, her own horse a pure white stallion who she named Abraxas.
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
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 Brass Oath - Cannot commit crimes
Who Watches the Watchmen - Must wear sigil at all times unless absolutely necessary. All Peacekeeper sigils are enchanted with potent magics that capture a visual record of everything that goes on before you. The images it records are stored within a massive enchanted seeing stone hidden deep within the Halls of Justice. They are checked at random and can be referred back to if the guild is given any reason to.
Bakara's Most Wanted - Access to special Peacekeeper only Bounty lists.
Relentless - A special charm given to Seekers, worn as pedants, on bracelets or as pins or rings. When activate it suppresses all emotions and all doubt, be it magical or natural. (Ear rings)
2 Iron Scimitars
Psionic Paper - A leatherclad pad of paper that reacts to the thoughts and mental state of others. Images created on the paper can be erased by your will.
Base Ability - Appears to others as official paperwork/credentials they are looking for/susceptible to. Handy in gaining entry during investigations. Does not work on the psychically attuned. Well kept secret tool. Even those that know about it usually think they are too smart for it to work on them, so they rarely question it.
Stats & Descriptions Name - Alexandria Kamonov Race - Human Age - 25 Height - 5'6" Weight - Don't Ask Affiliations - Errant Appearance & Apparel - Alexandria is a trendsetter. She is always looking for the newest style for her performances. A ponytailed blonde, she has a slender physique.
Personality & Background - Alexandria was destined to be a star. Her parents sent her to dance and performance experts. She was an instant success but she hardly saw any money. Confused,pshe approached her parents who told her the money she earned had been spent. Now she travels and performs, constantly seeking to improve her talents.
Tailoring - After each major encounter (quests, bounties level 3 or higher, some jobs) Bard will gain as part of their reward the ability to create a new Costume, based off their experience.
Costume Change- Alexandria can switch costumes instantaneously. (At the cost of a spell.)
Tempered Voice - Errants more potent performance pieces tend more towards self effecting physical reactions, any purely magical effects being limited in power akin to their spell limitations.
Offense, Power, Attack
C-Sharp - Starter - A pluck of ones strings that shoots a dark-like projectile of solid air, modifier 1, at a target.
Body, Motion, Awareness
Flashdance - Starter - A flashy, impressive bit of footwork that is rather flashy and eyecatching, drawing attention.
Lvl 1: Confidence - Your footfalls are unerring and sure, naturally fall where they need to in order to compensate for unevenness or instability.
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.
A steel 6 inch casing. Button releases a ribbon. Can be extended to a foot. (New ribbons and effects can be purchased from the Machinists [25g per ribbon]) 1. Green ribbon causes a target to focus on Alexandria
The body of the guitar now sported a wicked axeblade edging, and the neck and body had been given polished steel inlays, etched with some sort of runes, physically and magically reinforcing it to hold up to use in battle.
Non-Weapon Items -
Alexandria's ballet outfit. Black sequined leotard, white tights, pink slippers. Her dance effects can be prismed through darkness, once per encounter.