Stats & Facts Name - Falthor Aranthime Race - Elf/Fey Age - Daring (Early Twenties/Ageless) Height - 5' 11" Appearance - Falthor is average height for an elf, with the natural litheness of his people more than evident in his form. His facial features are sharply defined and frame his piercing emerald eyes. His fey heritage is evident in his hair. Shock white, streaked with shades of jade and emerald, held in a perpetually lifted, tangled state by some force or other. His hands are calloused but dexterous and his skin has a healthy near-olive tan. Apparel - Falthor's plain clothes are fairly unremarkable. A white cotton vest and grey shirt cover his torso and arms down the the elbow, he wears a pair of black silk gloves which do not impede his fighting style. His grey cotton trousers are held up by a black leather belt and black leather boots adorn his feet. His wardrobe contains one of other piece or apparel however, which he wears when he feels the situation warrants it. Something he picked up in the feywild, a duster coat of silver silk, made matte in appearance by some unknown process but somehow retain all the luster and polish without the shine. Background - Falthor was born to an elven machinist and potioner, several generations ago. It was apparent rather shortly after his birth that he was not entirely elven. His hair was shock white with streaks of emerald jade and his eyes were a solid forest green. His mother had had a dalliance with a fey wanderer, a man who had swept her off her feet and left her with a strange child to deal with. Falthor was a incorrigable youth, filled with mischievous essence of his father and seemingly none of his mother's patience. As he grew older one of the facets of his fey nature became obvious... he was not aging. Falthor remained pubescent for what must have been a decade, causing trouble and starting fights as if it was his reason for living. His mother needed to drum some sense into him, sending him to apprentice with the Brotherhood of Warriors in Ash. The Guild City beat some sense into Falthor, after a few short months he seemed to mature from an Untamed boy-child into an Unseasoned student. Falthor spent almost as much time in Ash as he had in Greevan, devoting himself to becoming a disciplined warrior and making his mother proud. His features were beginning to harden and mature as his training advanced and he became an efficient and accomplished warrior. After making the decision to return to the south, Falthor's contact with Bakara ended... Affiliation - Enforcer (Peacekeeper/Warrior)
Skills and Abilities Discipline - Falthor spent years under the tutelage of the previous master of the brotherhood of warriors. Discipline, focus and timing were drummed into him such that he could lift a pony unaided and return from the wilderness precisely on the hour. More recently he joined the ranks of the Peacekeepers, making him an enforcer.
>>Falthor is a member of the Warrior's Brotherhood and Guild of Peacekeepers with all the benefits and requirements they entail, including any tokens.
>>Falthor possesses an almost perfect sense of timing.
>>Enhanced physical conditioning allows Falthor to detect subtle signs of crime & deceit and makes him keenly aware when someone around him is communicating with someone else.
>>Falthor's strength level is Strong. Disrupt and Damage - Falthor chooses to fight unarmed, relying on his own skills and abilities to see him through a fight. His fighting style employs the severing hand, a means of disrupting the flow of magic in his enemies. Though these are not the only techniques he employs. [75 BP]
>>Level 1 - By landing a precise blow to a target's hand, Falthor can inhibit their flow of magics and cut them off from casting level 1 spells for 4 posts.
>>Level 2 - By landing a precise blow to the side of the neck, you can cut off magical awareness, removing any sensing or sensory magics for 4 posts.
>>Confessor's Grip - A special technique nerve pinch that inhibits lying.
>>Bear Drills - At the beginning of each encounter, you can perform Bear style exercises focused on your midsection that help 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.
>>Fight or Feint - Learn to mimic the natural twitches and flexes present during the fight or flight instinct, causing people to think you are about to act. [Unlocks at 120BP] Feywild Sojourner - Falthor has an inherent tie to the Feywild, a vast wilderness that's part of the magical realm connecting to Bakara consisting of fantasmagoric prairies, fantastical vistas, grass plains, and humid forests dividing the lands Faërie in half, home to the fey and faerie courts. Through concentration of his spiritual energies he can draw energy from or make short leaps into the Feywild.
>>Level 1 - Falthor possesses a superb sense of balance, able to maintain his footing in all but the most extreme situations. At the cost of a spell, Falthor momentarily opens an aperture into the Feywild, creating a Flicker of himself that's a perfect illusory copy locked to his location at the time it was created.
>>Level 2 - Falthor's tendency to flit between two layers of existence gives him a keener sense of when others have done the same. He has a natural sense of the rough location and origin of fey, spirits and demons.
>>Level 3 - Falthor may open a slightly wider aperture to the feywild, giving him greater control over the flicker he creates. He may have the illusory copy hug tightly to him, blurring his movements and obscuring the exact timing of his attacks with a phantom feint or shadow.
>>Level 4 - Falthor's sense of the boundaries between layers of existence alerts him to the presence of any apertures or weak spots nearby. Falthor may reach into one of these gaps once per encounter to grant his hands a wreathe of energy based on the plane accessed.
>>Level 5 - Falthor's flicker gains an exact copy of his intellect and shares it completely with Falthor, this allows Falthor to focus on other things during battle or complete tasks such as translation or book reading in a fraction of the normal time.
>>Level 6 - The feywild is a realm steeped with knowledge and magic. Falthor may, once per encounter, look into the feywild and use what he sees their to divine information about his current situation. Whether that be knowledge of the past, the future or the present is impossible to control.
>>Level 7 - During calm moments, Falthor may step into the feywild. Though he cannot stay long he may take advantage of any differences between the two realms to avoid obstacles or discover other paths before stepping back into Bakara somewhere near his original location.
>>Level 8 - Falthor's flicker gains a measure of substance, crafted from feywild energy. This allows the flicker to be used as a shield to deflect magical projectiles and, when closely shadowing Falthor, can extend his physical strikes up to a foot further with all special abilities intact.
>>Level 9 - Falthor may now leap into the feywild, using it as bridge between points, effectively allowing him to teleport in battle. Falthor has complete control over the relative distance and manner of these jumps, but absolutely no control over the flow of time in the feywild. When using this ability roll a d8 to determine after how many posts his return triggers.
>>Level 10 -
Weapons, Armour and Apparel Hunter's Bite - A wrist-mounted miniature crossbow upon which rests a grey crystal in the shape of a shield. It is designed to fire tiny darts (Holds 12, free refills). Made in collaboration with the sentinels, the crystal allows the bite to display a limited amount of embedded information about anything or one it is pointed at on the crystal's surface.
>>Sleepy Time - Darts are coated in a herbal mixture which induces extreme tiredness and weakness. Just In Case - A machinist hand-cannon. An over-sized pistol of steel and oak with a capped barrel and an explosive trigger, both of which must be loaded in a precise manner out of combat. Once per encounter it can be drawn and fired, launching a tangerine sized sphere of metal at an opponent. Blackwind Blades - A pair of thin bladed throwing daggers with dark stained wood hilts. The blades are enchanted so that they slip through magically conjured material as if it were water. Carnwennan - An ancient short sword of rusted and pitted iron, somehow retaining its edge. The hilt is of ivory, surmounted by an amber crystal. Wrapped in yellow silk. Unbreakable, modifier 5.
>>Divine Shroud - As much ward against evil as weapon, the blade shrouds the wielder in divine mists, making him invisible to all but the most acute magical detection. This protection has its limits, however; it may only be maintained so long as the bearer does not intend harm onto another.
Items - Accessories Assassin's Spectacles - A pair of silver tinted spectacles with round frames, the very glass glints as if imbued with light. Allows Falthor to see perfectly by even the faintest light and renders him immune to blinding. Assassin's Pendant - An ebon and purple amulet, grants its wearer the ability to resist poisons of any kind. Repeated exposure allows immunities to be developed. Mathair- A pendant formed from blown crystal and forged steel, it takes the shape of an elven heart and is filled with an emerald green liquid the Falthor assumes was once a potion, before the years took away its power. He found the piece in his mother's home after returning to Bakara. Athair- A signet ring made from a silvery metal, veined with what seems to be liquid diamond. The ripples of crystal seem to have shift with each glance, but never move. A gift from Falthor's father.
Items - Miscellaneous Scionic Wildcat - A scionic amber trinket in the shape of a wildcat. Can be used to summon a living amber wildcat for three posts per encounter. The trinket can bare and amplify a pair of enchantments which is also relayed to the summoned creature. Loyal Locks - A set of locks and chains that can be willed open from up to half a mile away – but only by the person that locked them. The locks do not open any other way, and are made from steel. Key - Golden in appearance, taken from the incapacitated assassin known as Blackwind. Waterskin - Slung along his belt, enough for a liter of clean, fresh water. Burner Stone - Heats when pressure is applied, cools immediately upon release. Travel Wares - An iron cup, saucepan, and knife all enchanted to contract in size and become flexible as cloth for storage.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Stats & Descriptions Name - Beatrix Kincaid Race - Human Sex - Female Age - Early Twenties Affiliations - Witness (Thief/Cleric) Height - 5'10" Weight - 130 Appearance - Shoulder length, golden-blonde hair, kept religiously clean but nevertheless flecked with a small amount of dried blood. A small, shallow wound at the back of her skull that simply refuses to heal all the way through. Languidly blue almond-shaped eyes with an exotic cast and a world-weary gleam. An elegant face with well-defined cheekbones, quite attractive but consciously kept away from perfection with a somewhat proud nose and rather dark eyebrows. Full, pursed lips that could only be called sultry. Luminous, almost golden skin, the absolute picture of good health and bearing. A tall, leggy form that seems to be and has almost undoubtedly been sculpted to the requirements of an active sneak, limber and lithe with exactly enough flesh to draw eyes when necessary and not an ounce more. Nimble fingers. A very small Sun-In-Glory tattooed between two of the toes on her right foot. A small scar on her abdomen, looking to have been from a stab wound but incredibly well-healed. A quiet scent of lotus and peaches that flits away before you're even sure it was there at all. Apparel - A carefully wound and rewound mass of bandages on her head, nestled within her golden hair and occasionally stained with a bit of crimson. A dark, sleeveless bodysuit made of a thin, incredibly flexible material, a bit snug but uniquely suited to the needs of someone who can expect to walk a mile in numerous different bodies before the day is done. A highly flexible yet plain warghide curiass, split along the sides and tightly reattached with an elastic material. A hooded jacket accented in gray and cushioned with sable, its sleeves rolled up and lined with seemingly endless pockets. A bandolier looped around one arm. Flexible pants cropped at the mid-thigh. Thin cloth wrapped carefully around her feet and toes, cushioned by only the barest of slippers. Personality & Background - One of the targets during Torbal Lee's infamous revenge campaign, Beatrix Kincaid was supposed to have died two and a half years ago. Apparently, it didn't take.
Skills/Bonuses While Bakara Burns(Disguise: Lvl 1; Sneak: Lvl 3)
Beatrix Kincaid is not a holy warrior. She does not protect the weak, she does not comfort the sick, and she never prays. Beatrix Kincaid has one consuming goal, a goal that has brought her to become a criminal, join a religion and fake her own death for years: ferreting out the secrets of the arrogant and exposing them to the bright light of day. The paladins can smite evil. Kincaid will take from evil something much more dear. Kincaid is a Witness, with all the privileges and duties that membership implies. The Cryptic Miss Kincaid( Fleshflow: Lvl 2; Potioning: Lvl 2)
Beatrix Kincaid doesn't believe in direct confrontation. Sure, every now and then an alleyway bully needs a punch in the nose, and sometimes a barroom braggart just won't take the hint. But the important marks? The guild boss in his vault, the archivist in his tower or the high lord in his mighty keep? These call for subtlety. Finesse. A willingness to shape oneself utterly to a single goal. These call for someone willing to throw away the fact that they even exist in pursuit of an end. Kincaid is a student of the Fleshflow Technique, a skill that has kept nearly all of the Witness's deeds unremarked upon and unknown. In addition she is a competent potioner with an eye for experimentation, furthering her ability to uniquely adapt to any situation. However, while she is incredibly athletic and a competent hand to hand fighter, she will not even carry let alone wield a physical weapon. Why this is, Kincaid won't say. She doesn't seem to appreciate the topic. A Certain Low Cunning(Combat Technique: Lvl 1)
Lvl 1. Kincaid cannot be fooled, thrown off, dazed or confused by others movements or techniques (BPs: 10)
The Cookie Jar
> Forgewater: 4
> Profane Salt: 2
> Silver Dust: 2
Armor
> Warghide Curiass (modifier 2)
Spells Body
Lvl 1. Center
Lvl 2. Mask
Other
> A well-stocked, if somewhat old looking, Potioner's Kit.
> A small, creased ink portrait of her own face in incredibly minute detail, perfectly capturing an uncharacteristically apprehensive-looking Kincaid.
> A very dirty, bent Elexian trade ducat, the Wayfarer's Rose stained brown with very old blood.
> An Soluminian Pardon that has seen better days, its paper aging and a bit waterlogged.
> A stack of standard-issue survival packages containing fishtack, flint and tinder, water purifier and multiple copies of the same small book of philosophy. By this point, Kincaid has it memorized.
Ice to See You - Laroc is followed by a barely visible mist at any time he wishes. This mist can be expanded and frozen to create up to two Laroc decoys. A delicate lattice of ice crystals wrapped in a perfect illusionary replica of Laroc and filled with a slither of his intellect. The decoys are no physical or magical threat but possess all the quick wit and intelligence of Laroc himself. The delicate lattice of ice will shatter if touched with anything more than a caress and tend to melt after a short period.
Stats & Descriptions
Name - Gahmaan
Race - Greel
Age - 30
Height - 3'8"
Weight - 85
Affiliations - Stalker Appearance -Olive skinned and tan eyes. Gahmaan never really filled out. Gangly and almost green he fought teases for most of his life.
Apparel - A caped buffoon, caring not what others think. His other attire consist of things he have stolen off of others:
A maidens riding glove
A fedora
An eyepatch (Wait where the hell did he get an eyepatch from?)
Pants
Personality & Background - Never having a friend, he was surprised to find one. His bondmate, Rockee, the Rook (Actual name-). Gahmaan and Rockee are a mischievous duo.
Skills & Abilities - Dumb Luck- Gahmaan has a special coin. He can flip it to give him two directions, one is right and one is wrong. (Once per encounter, Gahmaan can ask a yes/no question. Tails is heads and heads is No. That can't be right, other way around.)
HUNTER'S PROWESS - Through your relentless tracking and slaying of beasts and monsters, you have gained a reputation as one of the premier hunters of the age, granting you fame, hushed respect and a larger than life reputation. Huntmaster is leveled by the collective levels of your successful hunts.
Lvl 1. You are skilled in the art of tracking, allowing you to spot clues to a monster or beast's whereabouts left by their movements through the wilderness.
Required Score: 4
Lvl 2. 10% increase in hunt payments.
Required Score: 8
Lvl 3. 10% discount at shops as a sign of respect and thanks.
Required Score: 14
Lvl 4. You are allowed to tackle level 4 hunts alone.
Required Score: 20
Lvl 5. You are invited to join one of the great Hunter's Leagues, fellowships formed by like-minded trackers and trophy-hunters, thereby granting you access to special skills, items, and options for ending Hunts.
Required Score: 28
Lvl 6. 20% increase in hunt payments.
Required Score: 36
Lvl 7. You are gifted with a special weapon in thanks for those you have saved from the predations of the world's monsters. This weapon and its properties reflect your deeds and the monsters you have slain over the course of your career.
Required Score: 46
Lvl 8. You are allowed to tackle level 5 hunts alone.
Required Score: 56
Lvl 9. Your signature weapon gains power from the blood of slain monsters, gaining a new power/trait after each successful Hunt.
Required Score: 68
Lvl 10. Drawing from your prodigious skills and repute as a mighty hunter of beasts, you may take it upon yourself to find and defeat one of the legendary monsters of Bakara that has faded into fearsome myth. Will require the assistance of others.
Required Score: 80
Herbalism
Wild Suite
Predator Lvl 1
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.
Cups
Acrobatics Lvl 1
Lvl 1. Your jumping range increases by 1'.
Blades
Torture Lvl 1
Lvl 1. You learn how to break bones and inflict pain in the most agonizing ways. Your attacks are more painful.
Weapons -
Rock Bottom- A void pack filled with endless rocks. No other items can be stored.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Stats & Descriptions Name - Asesino Mentir or Sin Race - Oscaran Age - 29 Affiliations - Blackguard Appearance- Tall and lithe, with the typical shaved head of an oscaran male that grew up through manhood in the tribe, complete with the ong braided black ponytail hanging from the base of his skull, tied with a ribbon of red silk. A thin pencil moustache, with handsom, charismatic features. Usually smiling, sometimes grin and eyes seem more mocking and happy. Apparel - Slate gray vigilante pants. White high stand collar dress shirt. Navy canvas double breasted vest. Black Carrington Frock Coat and John Bull Tophat. Silver ascot. Steel toed black brogan boot. Black Gloves. Personality & Background - Sin was taught by his tribes words to disdain all other races. Sin learned by his tribes actions to disdain them as well. Sin's considerable charm and easy smile hides a cold current of amused loathing for most everyone he meets. Sly and cunning, he takes great joy in fooling others, using them as catspaws and setting them up for a fall, even those who are supposed to be is allies. Exiled once from his people when one of his more ambitious schemes fell apart, he lived in the cities of man for a few years, amassing connections and influence, which he used to buy his way back into the tribe, not so much out of desire to be there as to make the chieftain swallow his own words. Now Sin has been exiled for a second time for another scheme, and the cycle starts all over again. Allies - Valtaire Bactan. A man of former influence and the valuable knowledge of the workings of Elexia, Valtaire is all to happy to have Sin around as muscle. Sin is just as happy to use Valtaire, partly for who and what he knows, partly as a walking waddling affirmation of just how loathsome humans are.
Skills/Weaknesses Knives and Knaves- Sin has spent countless hours perfecting his nimble fingers, his hand dexterity is top notch. Not one to play fair, you don't want to take your eyes off him at the poker table or in a dark alley.
Razor Grin - Sin's ever present smile is a versatile tool, with the smallest imperceptible change it can go from endearing to unnerving in an instant. Blackguard's intimidation. The Red Deck: Hearts - Grifting
Lvl 1. Trust-based charisma boost Student of the Game - Train yourself to focus on the details that matter, generating an advantage.
Lvl 1. Nothing escapes the steel trap that your mind has become, you can recall the specific details of everything that happens during a fight.
Spells Mind
Lvl 1. Charisma - A target you cast this on will find you more charming and impressive than normal. Lvl 2.Poke - Cause a target to hallucinate a firm but painless phantom touch.
Weapons Cane Sword Subtle Blade- An ordinary steel dagger. The hilt and sheath or the weapon are enchanted to be as malleable as clay to the wielder and pick up dyes more readily. Currently disguised to resemble his flask. Varonarma - A ceremonial dagger always carried by oscaran men, presented to them at ritual of manhood, baring their personal crest and the hilt wrapped in the hair cut from their head in the ritual shaving. Only used in ceremonial combat, the loss of this dagger is the greatest sin.
Non-Weapon Items - Magic Hand of Will - A single silver gauntlet, veined with amethyst. Thin and very form fitting. All of it save the palm and very undersides of the fingers is covered by a black cloth glove, hiding it but still allowing it to make contact with things he grabs or holds. 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.
Non-Weapon Items - Mundane 12 Poker Chips - Ceramic, edges tapered to razor edge.
Deck of Cards
Bone Dice
Pocket Watch
Tall Silver Flask
Coin Purse
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Stats & Descriptions Name - Arena Caminante Race - Oscaran Age - 40 Affiliations - None Appearance & Apparel - A bit squatter than most oscarans but not relative to humans, his head is shaved in the oscaran fashion with a braided black ponytail at the base of his skull, tied with a barbed length of wire. Arena's tail is shorter than most his age, the end of it having been burned off at some point. His face is hard worn and well lined, with a long moustache hanging past his chin. Arena wears the oscaran equivalent of leathers, made of a very tough chitin hammered thin and supple. His pants are made of this, died black. Blood red died chitin form his boots, vest. and the bands about his wrists and biceps. A dried scorpion hands from a leather thong about his neck. Personality & Background - Arena despises you. He wishes you would stop breathing. The only reason he hasn't done something about it is his desire to remain free so he can one day rejoin his tribe, who he was tricked into being exiled from by a hateful enemy within the tribe. Until that day all he can do is make his way through the cesspit that is nonoscaran society, try and regain some of the power he lost when he was stripped of his ancestral sword by the cheiftain and resist the urge to cave your ****ing skull in.
Skills/Weaknesses Blood of the One Race - A fine example of the superiority of the oscarans, Arena is Very Strong. Path of Tohil - The last of a long line of oscaran warriors, Arena has inherited three things. The ability to cast a rare Fire/Earth Spell, a sword containing his answers knowledge of earth and fire magics, and an inability to use magic beyond those two arts. The sword is gone now, taken upon his exile as a relic belonging to the tribe, but rest remains. The Dust of Hope - Arena's disdain for lesser beings gives him an anti-charisma effect for all non-Oscarans. Entire To Itself - Arena will not suffer the debasement of binding himself to any of the lower beings institutions. Arena cannot and will not join any guild or society.
Spells Earth
Lvl 2. Dirty Trick Dual: Fire/Earth Lvl 1. Tohil's Breath - Release a small blast of extremely hot dust and sand from your hand that scours, burns and chokes.
Weapons Iron Knuckles
Rasgar - An oscaran weapon consisting of 4' flattened ironwood wooden club, embedded with rows of razor sharp obsidian teeth along the narrow ends and wielded like a sword. Varonarma - A ceremonial dagger always carried by oscaran men, presented to them at ritual of manhood, baring their personal crest and the hilt wrapped in the hair cut from their head in the ritual shaving. Only used in ceremonial combat, the loss of this dagger is the greatest sin.
Non-Weapon Items
Scorpion Pendant
Hybrid Crystal - Ruby/Garnet
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Stats & Descriptions
Name - Ophelia Le Doux
Race - Human
Age - 21
Affiliations - Fraternity of Mages
Appearance & Apparel - Ophelia Le Doux is 5'9 120 pounds with long dark brown hair. She has piercing blue eyes and a strong jaw line was wears red lipstick. She wears a long black dress and a strapless black corset underneath. She wears long black boots similar to Liliana Vess.
Clothing
Face see attached photo
Personality & Background - Ophelia Le Doux is what people describe as Vixen or Femme fatale with her dark seductive and mysterious personality. She is very manipulative especially towards men and does not care truly about others except for her fellow witches. She does talks a lot in contrast to other people like her who does not talk very much and is never courteous to anyone. She can also be described as an Byronic hero because of her villainous ways, charisma and her ability to feel and relate to people on a personal level. She is not an ambitious person at all despite being a huge risk taker in life and can be described as lazy towards the minor things in life. Being a manipulative women she is very self controlled to which is able to adjust her personality slightly to better fit certain situations making her adaptable but also makes her lack a true and solid personality. She would be RBU.
Skills/Weaknesses
ABYSS - Your attunement to dark magics passively alters your body, stirring your inner darkness and turning you into an embodiment of ineffable shadows. 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 becomes dusky and as cold as a corpse. Your mind is filled with shadows and cannot be altered by external magics.
Lvl 2. You can see in darkness easily as light and cannot be blinded.
Weapons
Mage Guild weapon - A silver tanto with an ebony hilt. Its blade can be plunged into one shadow and emerge from another. You may define the general area from which the blade emerges perpendicular to the surface on which the shadow rests.
Non-Weapon Items
> Any Mundane Item Description
Any Special Item Name - Item Description
> Item Abilities
Onyx - Once per encounter they can be used to prism a Dark spell you focus through it into the art the crystal is alligned with (Prisming creates a similar effect but uses the means of another art, may not work for certain spell-art combinations.). Whole crystals and their crystal dust are used heavily in enchanting as well as power sources for machinist devices (In which case their prisming ability cannot be used.)
Spoiler:
Spells
Dark
Lvl 1. Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows
Lvl. 2 Shadowblade - By reaching into any unlit container, you can form the darkness within into an icy cold knight dagger of solid shadow. Dagger is maintained like a summoning.
Hey, thanks for showing an interest in Epic World. I see you've had a look through the guide and come up with a character concept you like. I just have a few points in order of importance. Please don't be daunted, I like to get everything sort in one fell swoop whenever I can.
- Language. Since this world project is effectively a collaborative story-telling experience, use of language is important. We don't come down hard on typos and the occasional ambiguity but it's important to try and make sure things read properly.
- Custom spells. We have a listing of commonly available spells in the guide and those are for the most part the only ones available.
- Starting Gold. Your 200 starting gold helps to cover the cost of any spells or guild and society memberships you have. A little leeway is given in this department for equipment but you can't start with spells up to level 3.
- Appearance and Apparel. Images are a great tool for helping people visualise things, but we like to have words to go with them.
- Increasing the power of a spell by 'one level' isn't really a defined effect, so you'd likely find that Swamp-Amber doesn't really do anything.
- Ophelia's background includes the phrase 'except her fellow vampires' I assume this is either a mistake or colourful turn of phrase. Vampires are not usually approvable as PCs and Bakaran vampires are not identical to most depictions of the race.
HEL'S JUDGMENT An iron sledgehammer, about four and a half feet long and with a head about the size of a cinderblock. The handle is a dark, richly grained wood whose finish has largely worn off, particularly at the points at which it is held. The head is plain, somewhat dented, and engraved with two small sunbursts on each side. This is a Relic of Legend, and will gain powers as Gram gains renown. (RELIC POINTS: 6) Level 1: Weapon of the Gods - The relic, forged by powers beyond understanding, is filled with their power. Its modifier is 4, and it is indestructible. Level 2: Chains of the Crone - Gram may at any time cause a length of heavy spike chain to erupt from the hammer's haft and wrap around one of his wrists, forearms and biceps, the spikes harmless to him. Can be done even if he is not holding the hammer, the chain shooting through the air between them then retracting to bring it to him. This chain can be dispelled at any time but makes the Judgment undisarmable while there. Level 3: Woe Be Unto Them - Those who feel hostility or ill intent towards Gram appear to his eye to have a phantom red-fanged noose about their neck, rising into the heavens and warning Gram of their intent, even at a distance if he scans the horizon carefully. Before battle is commenced, Gram may concentrate on one of these nooses and cause it to tighten, causing the brief sensation of hanging and biting and throwing the enemy off-guard. Level 4: Crone's Mark - The strike of the hammer imprints the stricken with an ouroboros gatahara for the next six posts. They lose a level of strength and grow increasingly sick for ever spell they cast. Level 5: Virtue of Strength - Hel's Judgment gains an agate imbue effect. If facing an opponent weaker than Gram, this effect is magnified by the difference in strength levels between them. Level 6: Siren's Laugh - The emblems on the sides of Judgment's head can be given a glowing red aura. This aura causes the sight of the hammer to make others hear a cackling laugh that brings forth memories of all their failures and shortcomings, stirring up sorrow and self doubt, shattering their confidence. Opponents gain a fear effect and any skill based abilities are weakened. Level 7: Trial by Combat - Driving the hammer's haft into the ground will cause it to become anchored there and change shape, transforming it into a massive set of black scales. While in this form, the Judgment can create an impenetrable field of force around Gram and an opponent, ensuring no-one can interfere with their battle. Level 8: The Wheat from Chaff - Once a week, while in scale form, Gram may place any two items onto a scales. They will judge the power and worth of the items. The weaker will be destroyed, and the greater will take its power. Level 9: Found Worthy - Gram gatahara becomes by a trio of them, one for Hel, one for Marot, one for Zirnitra. Each of these gatahara gives Gram some ability/augment based on the god and Grams existing abilities/resources. Level 10: The Fanged Gate - Once ever Gram may recite the names of the Nadrask Pantheon and slam Judgement into any rockface. When done, the rock will shatter and reveal The Fanged Gate, the mythical entrance to Hel's home, The Ebonhaus.
Sing lustily and with good courage.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
ERASMUS An exquisitely crafted mandolin, all polished spruce and maple with a deep, cherry-red-brown color, worn on a black leather strap slung across his back. Though apparently made only of wood, the instrument is marvelously resistant to damage; only a direct and intentional blow can damage it. This mandolin is a relic of legend, an item which, as Godwin becomes more well known for his exploits, will becomes his symbol. As he and the relic's fame grow, people's reaction to the relic will change and previously unknown properties of the relic will surface. (HL POINTS: 1) Level 1: The Eramas draws on some hidden inner magic to become even more durable, reaching modifier 6 and becoming immune to elemental forces like fire, cold, and lightning. Level 2: Inspiration flows from the Erasmus, helping Godwin write no matter how long after the event he does it. Godwin does not have to loot last even if he is creating a performance piece, though the LP reduction is still in place. Level 3: Life is an awfully big adventure, and the Erasmus inspires Godwin to write a personal magical performance piece about his life outside of quests and bounties, Level 4: Magic hidden within the strings of the Erasmus, made from the heartstrings of a dragon, allows Godwin to add fiery effects to any strings piece he plays or create a bank of low hanging smoke to any performance he accompanies creates an instinctual desire in enemies not to approach the performers. Level 5: Your time playing the Erasmus has greatly enhanced the skill, speed and dexterity of your fingers. You can extend songs with maximum lengths by a post and you gain your choice of full Sleight of Hand, Pickpocketing or Lockpicking skill. Level 6: The music of the Erasmus has a Collar effect, pacifying creatures it cannot outright control. Level 7: The ability of the Erasmus to influence animals extends to plants, giving its music a nurture effect. Once per month this effect can extend to nonliving plantlife like wood or coral, not growing it but instead influencing the nature of any innate magics it contains towards the fiery, beastial and offensive. Level 8: Whenever a performance piece with the Erasmus effects a person, you may have a Xi rune appear on their forehead for the rest of the encounter. By playing a specific chord, you can trigger an echo effect that hits everyone with a Xi rune with a lesser version of the piece that effected them and dispels existing runes. Level 9: The music of the Erasmus draws to you a rare creature, attuned to its sound, who you may take as a pet and/or follow back to its hidden den. Level 10: A red Xi rune begins to glow on the back of the Erasmus, one Godwin has seen before in the Bards Guildhouses, the sigil of their greatest hero and most epic tale.
Sing lustily and with good courage.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
Race: Nadrask Age: 34 Height/Weight: 6'4", 198 lbs Affiliations: Warrior Appearance: Tall and thin, but not skinny--in fact, quite muscular for his frame. Dark olive skin and black hair, shaved short. A long, angular face which seems broadly unfriendly and unpitying. Apparel: Black wool cloak, thick, going about to his thighs. Black leather tunic, loosely laced across his chest. Dark gray cotton pants, very dirty, and shapeless black leather boots.
Skills
Fine Specimen - Like every other fit Nadrask, Vent's muscles are toned and fit. As such, his strength level is Strong.
Certain Peculiar Skills - Vent is an expert in tanning, skinning, and general taxidermy.
The Most Dangerous Prey - There are many different types of animals in this world; some of them brutish and dumb, some of them sophisticated and cunning, all of them equally deserving of death. Vent isn't above hunting the savage monsters of the woods, but he derives no special pleasure from it. What pleases Vent is to hunt something that knows the difference between good and evil, that knows what's happening when a knife slips through its ribs. Vent likes to hunt man. His Hunter's Prowess can be leveled by bounties so long as he kills his target, whether that voids his reward or not. However, any hunts of beings of rudimentary intelligence--anything that doesn't know what's going on--only give him half their point value to his LSS, rounded up.
Creepy Bastard - There's no mistaking what Vent is, ultimately. There is a certain hardness in his eyes, a certain hesitancy in his manners which suggest that not everything is right with how he sees the world. He has a constant negative Charisma.
Hunter's Prowess
Through your relentless tracking and slaying of beasts and monsters, you have gained a reputation as one of the premier hunters of the age, granting you fame, hushed respect and a larger than life reputation. Huntmaster is leveled by the collective levels of your successful hunts or bounties, as outlined above. (Points: 0) Level One: 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. Level Two: 10% increase in hunt payments. Level Three: 10% discount at shops as a sign of respect and thanks. Level Four: You are allowed to tackle level 4 hunts alone. Level Five: 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. Level Six: 20% increase in hunt payments. Level Seven: 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. Level Eight: You are allowed to tackle level 5 hunts alone. Level Nine: Your signature weapon gains power from the blood of slain monsters, gaining a new power/trait after each successful Hunt. Level Ten: 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.
Stealth Combat
Learn to conceal your movements and sneak up on your prey. (BP: 0) Level One: You learn to soften your footfalls so they make no sound. Level Two: You learn how to hide weapons on your body in such a way their are undetectable and easily, quickly drawn. Level Three: Your environmental awareness allows you to quickly surmise if anyone else is around and alert you to others using stealth. Level Four: You learn now to fight without making a sound as well as a precise throat striking technique that will rend your opponent temporarily unable to make a sound. Level Five: When on an unprepared foe, your first attack on someone has a 80 percent chance to disarm them that is your aim. This is reduced to 50 percent if they have know a disarming technique as well. Level Six: While following a target you can synchronise your movements with theirs, matching every movement they make precisely in order to remain even harder to detect. Level Seven: Your awareness increases to give you a precise estimate of how a targets armor and accessories are connected to them. This allows you to make attacks against those straps and fastenings with much greater accuracy. Level Eight: Your ability to shadow a target extends to mirroring their movements when fighting in the open. Every physical move they make is exactly mirrored in perfect time. Level Nine: You learn a precision neck hold that will render the victim unconscious. Cannot be done if the person is tensed because they are expecting an attack. Level Ten: You are the epitome of silent movement and stealth. You may run, jump, roll and perform any number of actions while remaining silent and unseen unless you become a direct threat.
Spells
Dark
Level One: Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows.
Weapons
The Twenty Hands Blade - A handsome steel scimitar, long and keen with a silvery steel handle like twisted rope.
> Whenever the sword takes a life, it can absorb a bit of their essence, gaining a power based on them. The sword can contain only one such essence at any time.
Marot's Razor - A switchblade of silver with a black obsidian grip, from which can extend a six-inch razor-sharp one-sided blade.
Armor
The King's Salvation - Cloak of heavy black wool, extending to about his thighs, heavily stained with blood on the inside. The wool of the cloak is as hard as bronze.
Tunic - Simple tunic of black leather, laced loosely up his chest.
Other Items
Preservation Tools - The various instruments, tools, and ingredients which taxidermy requires, stored in a small black leather void pouch on his belt.
Trophy Ring - Length of rough rope, tied in loops at his upper arm and wrist and winding around his arm. From clasps on the rope hang lengths of hair, feathers, and other small trophies of bygone hunts.
Sundries - Knife, fork, bowl, flint, and other road necessities.
Sing lustily and with good courage.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
The one thing that stands out is that your character actually doesn't have level 3 Abyss yet; you have three spells, but the only way to take that Leveled Skill System to the third level is with a level 3 Dark spell.
Name - Falthor Aranthime
Race - Elf/Fey
Age - Daring (Early Twenties/Ageless)
Height - 5' 11"
Appearance - Falthor is average height for an elf, with the natural litheness of his people more than evident in his form. His facial features are sharply defined and frame his piercing emerald eyes. His fey heritage is evident in his hair. Shock white, streaked with shades of jade and emerald, held in a perpetually lifted, tangled state by some force or other. His hands are calloused but dexterous and his skin has a healthy near-olive tan.
Apparel - Falthor's plain clothes are fairly unremarkable. A white cotton vest and grey shirt cover his torso and arms down the the elbow, he wears a pair of black silk gloves which do not impede his fighting style. His grey cotton trousers are held up by a black leather belt and black leather boots adorn his feet. His wardrobe contains one of other piece or apparel however, which he wears when he feels the situation warrants it. Something he picked up in the feywild, a duster coat of silver silk, made matte in appearance by some unknown process but somehow retain all the luster and polish without the shine.
Background - Falthor was born to an elven machinist and potioner, several generations ago. It was apparent rather shortly after his birth that he was not entirely elven. His hair was shock white with streaks of emerald jade and his eyes were a solid forest green. His mother had had a dalliance with a fey wanderer, a man who had swept her off her feet and left her with a strange child to deal with. Falthor was a incorrigable youth, filled with mischievous essence of his father and seemingly none of his mother's patience. As he grew older one of the facets of his fey nature became obvious... he was not aging. Falthor remained pubescent for what must have been a decade, causing trouble and starting fights as if it was his reason for living. His mother needed to drum some sense into him, sending him to apprentice with the Brotherhood of Warriors in Ash. The Guild City beat some sense into Falthor, after a few short months he seemed to mature from an Untamed boy-child into an Unseasoned student. Falthor spent almost as much time in Ash as he had in Greevan, devoting himself to becoming a disciplined warrior and making his mother proud. His features were beginning to harden and mature as his training advanced and he became an efficient and accomplished warrior. After making the decision to return to the south, Falthor's contact with Bakara ended...
Affiliation - Enforcer (Peacekeeper/Warrior)
Skills and Abilities
Discipline - Falthor spent years under the tutelage of the previous master of the brotherhood of warriors. Discipline, focus and timing were drummed into him such that he could lift a pony unaided and return from the wilderness precisely on the hour. More recently he joined the ranks of the Peacekeepers, making him an enforcer.
>>Falthor is a member of the Warrior's Brotherhood and Guild of Peacekeepers with all the benefits and requirements they entail, including any tokens.
>>Falthor possesses an almost perfect sense of timing.
>>Enhanced physical conditioning allows Falthor to detect subtle signs of crime & deceit and makes him keenly aware when someone around him is communicating with someone else.
>>Falthor's strength level is Strong.
Disrupt and Damage - Falthor chooses to fight unarmed, relying on his own skills and abilities to see him through a fight. His fighting style employs the severing hand, a means of disrupting the flow of magic in his enemies. Though these are not the only techniques he employs. [75 BP]
>>Level 1 - By landing a precise blow to a target's hand, Falthor can inhibit their flow of magics and cut them off from casting level 1 spells for 4 posts.
>>Level 2 - By landing a precise blow to the side of the neck, you can cut off magical awareness, removing any sensing or sensory magics for 4 posts.
>>Confessor's Grip - A special technique nerve pinch that inhibits lying.
>>Bear Drills - At the beginning of each encounter, you can perform Bear style exercises focused on your midsection that help 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.
>>Fight or Feint - Learn to mimic the natural twitches and flexes present during the fight or flight instinct, causing people to think you are about to act. [Unlocks at 120BP]
Feywild Sojourner - Falthor has an inherent tie to the Feywild, a vast wilderness that's part of the magical realm connecting to Bakara consisting of fantasmagoric prairies, fantastical vistas, grass plains, and humid forests dividing the lands Faërie in half, home to the fey and faerie courts. Through concentration of his spiritual energies he can draw energy from or make short leaps into the Feywild.
>>Level 1 - Falthor possesses a superb sense of balance, able to maintain his footing in all but the most extreme situations. At the cost of a spell, Falthor momentarily opens an aperture into the Feywild, creating a Flicker of himself that's a perfect illusory copy locked to his location at the time it was created.
>>Level 2 - Falthor's tendency to flit between two layers of existence gives him a keener sense of when others have done the same. He has a natural sense of the rough location and origin of fey, spirits and demons.
>>Level 3 - Falthor may open a slightly wider aperture to the feywild, giving him greater control over the flicker he creates. He may have the illusory copy hug tightly to him, blurring his movements and obscuring the exact timing of his attacks with a phantom feint or shadow.
>>Level 4 - Falthor's sense of the boundaries between layers of existence alerts him to the presence of any apertures or weak spots nearby. Falthor may reach into one of these gaps once per encounter to grant his hands a wreathe of energy based on the plane accessed.
>>Level 5 - Falthor's flicker gains an exact copy of his intellect and shares it completely with Falthor, this allows Falthor to focus on other things during battle or complete tasks such as translation or book reading in a fraction of the normal time.
>>Level 6 - The feywild is a realm steeped with knowledge and magic. Falthor may, once per encounter, look into the feywild and use what he sees their to divine information about his current situation. Whether that be knowledge of the past, the future or the present is impossible to control.
>>Level 7 - During calm moments, Falthor may step into the feywild. Though he cannot stay long he may take advantage of any differences between the two realms to avoid obstacles or discover other paths before stepping back into Bakara somewhere near his original location.
>>Level 8 - Falthor's flicker gains a measure of substance, crafted from feywild energy. This allows the flicker to be used as a shield to deflect magical projectiles and, when closely shadowing Falthor, can extend his physical strikes up to a foot further with all special abilities intact.
>>Level 9 - Falthor may now leap into the feywild, using it as bridge between points, effectively allowing him to teleport in battle. Falthor has complete control over the relative distance and manner of these jumps, but absolutely no control over the flow of time in the feywild. When using this ability roll a d8 to determine after how many posts his return triggers.
>>Level 10 -
Weapons, Armour and Apparel
Hunter's Bite - A wrist-mounted miniature crossbow upon which rests a grey crystal in the shape of a shield. It is designed to fire tiny darts (Holds 12, free refills). Made in collaboration with the sentinels, the crystal allows the bite to display a limited amount of embedded information about anything or one it is pointed at on the crystal's surface.
>>Sleepy Time - Darts are coated in a herbal mixture which induces extreme tiredness and weakness.
Just In Case - A machinist hand-cannon. An over-sized pistol of steel and oak with a capped barrel and an explosive trigger, both of which must be loaded in a precise manner out of combat. Once per encounter it can be drawn and fired, launching a tangerine sized sphere of metal at an opponent.
Blackwind Blades - A pair of thin bladed throwing daggers with dark stained wood hilts. The blades are enchanted so that they slip through magically conjured material as if it were water.
Carnwennan - An ancient short sword of rusted and pitted iron, somehow retaining its edge. The hilt is of ivory, surmounted by an amber crystal. Wrapped in yellow silk. Unbreakable, modifier 5.
>>Divine Shroud - As much ward against evil as weapon, the blade shrouds the wielder in divine mists, making him invisible to all but the most acute magical detection. This protection has its limits, however; it may only be maintained so long as the bearer does not intend harm onto another.
Items - Accessories
Assassin's Spectacles - A pair of silver tinted spectacles with round frames, the very glass glints as if imbued with light. Allows Falthor to see perfectly by even the faintest light and renders him immune to blinding.
Assassin's Pendant - An ebon and purple amulet, grants its wearer the ability to resist poisons of any kind. Repeated exposure allows immunities to be developed.
Mathair- A pendant formed from blown crystal and forged steel, it takes the shape of an elven heart and is filled with an emerald green liquid the Falthor assumes was once a potion, before the years took away its power. He found the piece in his mother's home after returning to Bakara.
Athair- A signet ring made from a silvery metal, veined with what seems to be liquid diamond. The ripples of crystal seem to have shift with each glance, but never move. A gift from Falthor's father.
Items - Miscellaneous
Scionic Wildcat - A scionic amber trinket in the shape of a wildcat. Can be used to summon a living amber wildcat for three posts per encounter. The trinket can bare and amplify a pair of enchantments which is also relayed to the summoned creature.
Loyal Locks - A set of locks and chains that can be willed open from up to half a mile away – but only by the person that locked them. The locks do not open any other way, and are made from steel.
Key - Golden in appearance, taken from the incapacitated assassin known as Blackwind.
Waterskin - Slung along his belt, enough for a liter of clean, fresh water.
Burner Stone - Heats when pressure is applied, cools immediately upon release.
Travel Wares - An iron cup, saucepan, and knife all enchanted to contract in size and become flexible as cloth for storage.
Currency
115 Gold
Forgot to deduct your 25 gold guild starting cost
Change the handcannon from baseball to tangerine
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Stats & Descriptions
Name - Beatrix Kincaid
Race - Human
Sex - Female
Age - Early Twenties
Affiliations - Witness (Thief/Cleric)
Height - 5'10"
Weight - 130
Appearance - Shoulder length, golden-blonde hair, kept religiously clean but nevertheless flecked with a small amount of dried blood. A small, shallow wound at the back of her skull that simply refuses to heal all the way through. Languidly blue almond-shaped eyes with an exotic cast and a world-weary gleam. An elegant face with well-defined cheekbones, quite attractive but consciously kept away from perfection with a somewhat proud nose and rather dark eyebrows. Full, pursed lips that could only be called sultry. Luminous, almost golden skin, the absolute picture of good health and bearing. A tall, leggy form that seems to be and has almost undoubtedly been sculpted to the requirements of an active sneak, limber and lithe with exactly enough flesh to draw eyes when necessary and not an ounce more. Nimble fingers. A very small Sun-In-Glory tattooed between two of the toes on her right foot. A small scar on her abdomen, looking to have been from a stab wound but incredibly well-healed. A quiet scent of lotus and peaches that flits away before you're even sure it was there at all.
Apparel - A carefully wound and rewound mass of bandages on her head, nestled within her golden hair and occasionally stained with a bit of crimson. A dark, sleeveless bodysuit made of a thin, incredibly flexible material, a bit snug but uniquely suited to the needs of someone who can expect to walk a mile in numerous different bodies before the day is done. A highly flexible yet plain warghide curiass, split along the sides and tightly reattached with an elastic material. A hooded jacket accented in gray and cushioned with sable, its sleeves rolled up and lined with seemingly endless pockets. A bandolier looped around one arm. Flexible pants cropped at the mid-thigh. Thin cloth wrapped carefully around her feet and toes, cushioned by only the barest of slippers.
Personality & Background - One of the targets during Torbal Lee's infamous revenge campaign, Beatrix Kincaid was supposed to have died two and a half years ago. Apparently, it didn't take.
Skills/Bonuses
While Bakara Burns (Disguise: Lvl 1; Sneak: Lvl 3)
Beatrix Kincaid is not a holy warrior. She does not protect the weak, she does not comfort the sick, and she never prays. Beatrix Kincaid has one consuming goal, a goal that has brought her to become a criminal, join a religion and fake her own death for years: ferreting out the secrets of the arrogant and exposing them to the bright light of day. The paladins can smite evil. Kincaid will take from evil something much more dear. Kincaid is a Witness, with all the privileges and duties that membership implies.
The Cryptic Miss Kincaid ( Fleshflow: Lvl 2; Potioning: Lvl 2)
Beatrix Kincaid doesn't believe in direct confrontation. Sure, every now and then an alleyway bully needs a punch in the nose, and sometimes a barroom braggart just won't take the hint. But the important marks? The guild boss in his vault, the archivist in his tower or the high lord in his mighty keep? These call for subtlety. Finesse. A willingness to shape oneself utterly to a single goal. These call for someone willing to throw away the fact that they even exist in pursuit of an end. Kincaid is a student of the Fleshflow Technique, a skill that has kept nearly all of the Witness's deeds unremarked upon and unknown. In addition she is a competent potioner with an eye for experimentation, furthering her ability to uniquely adapt to any situation. However, while she is incredibly athletic and a competent hand to hand fighter, she will not even carry let alone wield a physical weapon. Why this is, Kincaid won't say. She doesn't seem to appreciate the topic.
A Certain Low Cunning (Combat Technique: Lvl 1)
Lvl 1. Kincaid cannot be fooled, thrown off, dazed or confused by others movements or techniques
(BPs: 10)
The Cookie Jar
> Forgewater: 4
> Profane Salt: 2
> Silver Dust: 2
Armor
> Warghide Curiass (modifier 2)
Spells
Body
Lvl 1. Center
Lvl 2. Mask
Other
> A well-stocked, if somewhat old looking, Potioner's Kit.
> A small, creased ink portrait of her own face in incredibly minute detail, perfectly capturing an uncharacteristically apprehensive-looking Kincaid.
> A very dirty, bent Elexian trade ducat, the Wayfarer's Rose stained brown with very old blood.
> An Soluminian Pardon that has seen better days, its paper aging and a bit waterlogged.
> A stack of standard-issue survival packages containing fishtack, flint and tinder, water purifier and multiple copies of the same small book of philosophy. By this point, Kincaid has it memorized.
Currency
55 gold
Name - Gahmaan
Race - Greel
Age - 30
Height - 3'8"
Weight - 85
Affiliations - Stalker
Appearance -Olive skinned and tan eyes. Gahmaan never really filled out. Gangly and almost green he fought teases for most of his life.
Apparel - A caped buffoon, caring not what others think. His other attire consist of things he have stolen off of others:
A maidens riding glove
A fedora
An eyepatch (Wait where the hell did he get an eyepatch from?)
Pants
Personality & Background - Never having a friend, he was surprised to find one. His bondmate, Rockee, the Rook (Actual name-). Gahmaan and Rockee are a mischievous duo.
Skills & Abilities -
Dumb Luck- Gahmaan has a special coin. He can flip it to give him two directions, one is right and one is wrong. (Once per encounter, Gahmaan can ask a yes/no question. Tails is heads and heads is No. That can't be right, other way around.)
HUNTER'S PROWESS - Through your relentless tracking and slaying of beasts and monsters, you have gained a reputation as one of the premier hunters of the age, granting you fame, hushed respect and a larger than life reputation. Huntmaster is leveled by the collective levels of your successful hunts.
Lvl 1. You are skilled in the art of tracking, allowing you to spot clues to a monster or beast's whereabouts left by their movements through the wilderness.
Required Score: 4
Lvl 2. 10% increase in hunt payments.
Required Score: 8
Lvl 3. 10% discount at shops as a sign of respect and thanks.
Required Score: 14
Lvl 4. You are allowed to tackle level 4 hunts alone.
Required Score: 20
Lvl 5. You are invited to join one of the great Hunter's Leagues, fellowships formed by like-minded trackers and trophy-hunters, thereby granting you access to special skills, items, and options for ending Hunts.
Required Score: 28
Lvl 6. 20% increase in hunt payments.
Required Score: 36
Lvl 7. You are gifted with a special weapon in thanks for those you have saved from the predations of the world's monsters. This weapon and its properties reflect your deeds and the monsters you have slain over the course of your career.
Required Score: 46
Lvl 8. You are allowed to tackle level 5 hunts alone.
Required Score: 56
Lvl 9. Your signature weapon gains power from the blood of slain monsters, gaining a new power/trait after each successful Hunt.
Required Score: 68
Lvl 10. Drawing from your prodigious skills and repute as a mighty hunter of beasts, you may take it upon yourself to find and defeat one of the legendary monsters of Bakara that has faded into fearsome myth. Will require the assistance of others.
Required Score: 80
Herbalism
Wild Suite
Predator Lvl 1
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.
Cups
Acrobatics Lvl 1
Lvl 1. Your jumping range increases by 1'.
Blades
Torture Lvl 1
Lvl 1. You learn how to break bones and inflict pain in the most agonizing ways. Your attacks are more painful.
Weapons -
Rock Bottom- A void pack filled with endless rocks. No other items can be stored.
Non-Weapon Items
Pets -
Rockee (The Rook)
Gold- 60
Behold, the power of :symu:!
Ask Me About:
The Epic World
You'll Be Glad You Did
Not That There's Anything Wrong With That
1. Is he naked besides the hat and glove?
2. What exactly does that coin do?
3. He should have Herbalism
4. No LSS?
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
2. Probably nothing
3. Indeed
4. My bad
Behold, the power of :symu:!
Ask Me About:
The Epic World
You'll Be Glad You Did
Not That There's Anything Wrong With That
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Behold, the power of :symu:!
Ask Me About:
The Epic World
You'll Be Glad You Did
Not That There's Anything Wrong With That
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Behold, the power of :symu:!
Ask Me About:
The Epic World
You'll Be Glad You Did
Not That There's Anything Wrong With That
Name - Asesino Mentir or Sin
Race - Oscaran
Age - 29
Affiliations - Blackguard
Appearance- Tall and lithe, with the typical shaved head of an oscaran male that grew up through manhood in the tribe, complete with the ong braided black ponytail hanging from the base of his skull, tied with a ribbon of red silk. A thin pencil moustache, with handsom, charismatic features. Usually smiling, sometimes grin and eyes seem more mocking and happy.
Apparel - Slate gray vigilante pants. White high stand collar dress shirt. Navy canvas double breasted vest. Black Carrington Frock Coat and John Bull Tophat. Silver ascot. Steel toed black brogan boot. Black Gloves.
Personality & Background - Sin was taught by his tribes words to disdain all other races. Sin learned by his tribes actions to disdain them as well. Sin's considerable charm and easy smile hides a cold current of amused loathing for most everyone he meets. Sly and cunning, he takes great joy in fooling others, using them as catspaws and setting them up for a fall, even those who are supposed to be is allies. Exiled once from his people when one of his more ambitious schemes fell apart, he lived in the cities of man for a few years, amassing connections and influence, which he used to buy his way back into the tribe, not so much out of desire to be there as to make the chieftain swallow his own words. Now Sin has been exiled for a second time for another scheme, and the cycle starts all over again.
Allies - Valtaire Bactan. A man of former influence and the valuable knowledge of the workings of Elexia, Valtaire is all to happy to have Sin around as muscle. Sin is just as happy to use Valtaire, partly for who and what he knows, partly as a walking waddling affirmation of just how loathsome humans are.
Skills/Weaknesses
Knives and Knaves - Sin has spent countless hours perfecting his nimble fingers, his hand dexterity is top notch. Not one to play fair, you don't want to take your eyes off him at the poker table or in a dark alley.
Razor Grin - Sin's ever present smile is a versatile tool, with the smallest imperceptible change it can go from endearing to unnerving in an instant. Blackguard's intimidation.
The Red Deck: Hearts - Grifting
Lvl 1. Trust-based charisma boost
Student of the Game - Train yourself to focus on the details that matter, generating an advantage.
Lvl 1. Nothing escapes the steel trap that your mind has become, you can recall the specific details of everything that happens during a fight.
Spells
Mind
Lvl 1. Charisma - A target you cast this on will find you more charming and impressive than normal.
Lvl 2. Poke - Cause a target to hallucinate a firm but painless phantom touch.
Weapons
Cane Sword
Subtle Blade- An ordinary steel dagger. The hilt and sheath or the weapon are enchanted to be as malleable as clay to the wielder and pick up dyes more readily. Currently disguised to resemble his flask.
Varonarma - A ceremonial dagger always carried by oscaran men, presented to them at ritual of manhood, baring their personal crest and the hilt wrapped in the hair cut from their head in the ritual shaving. Only used in ceremonial combat, the loss of this dagger is the greatest sin.
Non-Weapon Items - Magic
Hand of Will - A single silver gauntlet, veined with amethyst. Thin and very form fitting. All of it save the palm and very undersides of the fingers is covered by a black cloth glove, hiding it but still allowing it to make contact with things he grabs or holds.
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.
Non-Weapon Items - Mundane
12 Poker Chips - Ceramic, edges tapered to razor edge.
Deck of Cards
Bone Dice
Pocket Watch
Tall Silver Flask
Coin Purse
Currency
30 gold
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Name - Arena Caminante
Race - Oscaran
Age - 40
Affiliations - None
Appearance & Apparel - A bit squatter than most oscarans but not relative to humans, his head is shaved in the oscaran fashion with a braided black ponytail at the base of his skull, tied with a barbed length of wire. Arena's tail is shorter than most his age, the end of it having been burned off at some point. His face is hard worn and well lined, with a long moustache hanging past his chin. Arena wears the oscaran equivalent of leathers, made of a very tough chitin hammered thin and supple. His pants are made of this, died black. Blood red died chitin form his boots, vest. and the bands about his wrists and biceps. A dried scorpion hands from a leather thong about his neck.
Personality & Background - Arena despises you. He wishes you would stop breathing. The only reason he hasn't done something about it is his desire to remain free so he can one day rejoin his tribe, who he was tricked into being exiled from by a hateful enemy within the tribe. Until that day all he can do is make his way through the cesspit that is nonoscaran society, try and regain some of the power he lost when he was stripped of his ancestral sword by the cheiftain and resist the urge to cave your ****ing skull in.
Skills/Weaknesses
Blood of the One Race - A fine example of the superiority of the oscarans, Arena is Very Strong.
Path of Tohil - The last of a long line of oscaran warriors, Arena has inherited three things. The ability to cast a rare Fire/Earth Spell, a sword containing his answers knowledge of earth and fire magics, and an inability to use magic beyond those two arts. The sword is gone now, taken upon his exile as a relic belonging to the tribe, but rest remains.
The Dust of Hope - Arena's disdain for lesser beings gives him an anti-charisma effect for all non-Oscarans.
Entire To Itself - Arena will not suffer the debasement of binding himself to any of the lower beings institutions. Arena cannot and will not join any guild or society.
Spells
Earth
Lvl 2. Dirty Trick
Dual: Fire/Earth
Lvl 1. Tohil's Breath - Release a small blast of extremely hot dust and sand from your hand that scours, burns and chokes.
Weapons
Iron Knuckles
Rasgar - An oscaran weapon consisting of 4' flattened ironwood wooden club, embedded with rows of razor sharp obsidian teeth along the narrow ends and wielded like a sword.
Varonarma - A ceremonial dagger always carried by oscaran men, presented to them at ritual of manhood, baring their personal crest and the hilt wrapped in the hair cut from their head in the ritual shaving. Only used in ceremonial combat, the loss of this dagger is the greatest sin.
Non-Weapon Items
Scorpion Pendant
Hybrid Crystal - Ruby/Garnet
Currency
20 gold
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Name - Ophelia Le Doux
Race - Human
Age - 21
Affiliations - Fraternity of Mages
Appearance & Apparel - Ophelia Le Doux is 5'9 120 pounds with long dark brown hair. She has piercing blue eyes and a strong jaw line was wears red lipstick. She wears a long black dress and a strapless black corset underneath. She wears long black boots similar to Liliana Vess.
Clothing
Face see attached photo
Personality & Background - Ophelia Le Doux is what people describe as Vixen or Femme fatale with her dark seductive and mysterious personality. She is very manipulative especially towards men and does not care truly about others except for her fellow witches. She does talks a lot in contrast to other people like her who does not talk very much and is never courteous to anyone. She can also be described as an Byronic hero because of her villainous ways, charisma and her ability to feel and relate to people on a personal level. She is not an ambitious person at all despite being a huge risk taker in life and can be described as lazy towards the minor things in life. Being a manipulative women she is very self controlled to which is able to adjust her personality slightly to better fit certain situations making her adaptable but also makes her lack a true and solid personality. She would be RBU.
Skills/Weaknesses
ABYSS - Your attunement to dark magics passively alters your body, stirring your inner darkness and turning you into an embodiment of ineffable shadows. 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 becomes dusky and as cold as a corpse. Your mind is filled with shadows and cannot be altered by external magics.
Lvl 2. You can see in darkness easily as light and cannot be blinded.
Weapons
Mage Guild weapon - A silver tanto with an ebony hilt. Its blade can be plunged into one shadow and emerge from another. You may define the general area from which the blade emerges perpendicular to the surface on which the shadow rests.
Non-Weapon Items
> Any Mundane Item Description
Any Special Item Name - Item Description
> Item Abilities
Onyx - Once per encounter they can be used to prism a Dark spell you focus through it into the art the crystal is alligned with (Prisming creates a similar effect but uses the means of another art, may not work for certain spell-art combinations.). Whole crystals and their crystal dust are used heavily in enchanting as well as power sources for machinist devices (In which case their prisming ability cannot be used.)
Spoiler:
Spells
Dark
Lvl 1. Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows
Lvl. 2 Shadowblade - By reaching into any unlit container, you can form the darkness within into an icy cold knight dagger of solid shadow. Dagger is maintained like a summoning.
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
- Language. Since this world project is effectively a collaborative story-telling experience, use of language is important. We don't come down hard on typos and the occasional ambiguity but it's important to try and make sure things read properly.
- Custom spells. We have a listing of commonly available spells in the guide and those are for the most part the only ones available.
- Starting Gold. Your 200 starting gold helps to cover the cost of any spells or guild and society memberships you have. A little leeway is given in this department for equipment but you can't start with spells up to level 3.
- Appearance and Apparel. Images are a great tool for helping people visualise things, but we like to have words to go with them.
- Increasing the power of a spell by 'one level' isn't really a defined effect, so you'd likely find that Swamp-Amber doesn't really do anything.
- Ophelia's background includes the phrase 'except her fellow vampires' I assume this is either a mistake or colourful turn of phrase. Vampires are not usually approvable as PCs and Bakaran vampires are not identical to most depictions of the race.
An iron sledgehammer, about four and a half feet long and with a head about the size of a cinderblock. The handle is a dark, richly grained wood whose finish has largely worn off, particularly at the points at which it is held. The head is plain, somewhat dented, and engraved with two small sunbursts on each side. This is a Relic of Legend, and will gain powers as Gram gains renown. (RELIC POINTS: 6)
Level 1: Weapon of the Gods - The relic, forged by powers beyond understanding, is filled with their power. Its modifier is 4, and it is indestructible.
Level 2: Chains of the Crone - Gram may at any time cause a length of heavy spike chain to erupt from the hammer's haft and wrap around one of his wrists, forearms and biceps, the spikes harmless to him. Can be done even if he is not holding the hammer, the chain shooting through the air between them then retracting to bring it to him. This chain can be dispelled at any time but makes the Judgment undisarmable while there.
Level 3: Woe Be Unto Them - Those who feel hostility or ill intent towards Gram appear to his eye to have a phantom red-fanged noose about their neck, rising into the heavens and warning Gram of their intent, even at a distance if he scans the horizon carefully. Before battle is commenced, Gram may concentrate on one of these nooses and cause it to tighten, causing the brief sensation of hanging and biting and throwing the enemy off-guard.
Level 4: Crone's Mark - The strike of the hammer imprints the stricken with an ouroboros gatahara for the next six posts. They lose a level of strength and grow increasingly sick for ever spell they cast.
Level 5: Virtue of Strength - Hel's Judgment gains an agate imbue effect. If facing an opponent weaker than Gram, this effect is magnified by the difference in strength levels between them.
Level 6: Siren's Laugh - The emblems on the sides of Judgment's head can be given a glowing red aura. This aura causes the sight of the hammer to make others hear a cackling laugh that brings forth memories of all their failures and shortcomings, stirring up sorrow and self doubt, shattering their confidence. Opponents gain a fear effect and any skill based abilities are weakened.
Level 7: Trial by Combat - Driving the hammer's haft into the ground will cause it to become anchored there and change shape, transforming it into a massive set of black scales. While in this form, the Judgment can create an impenetrable field of force around Gram and an opponent, ensuring no-one can interfere with their battle.
Level 8: The Wheat from Chaff - Once a week, while in scale form, Gram may place any two items onto a scales. They will judge the power and worth of the items. The weaker will be destroyed, and the greater will take its power.
Level 9: Found Worthy - Gram gatahara becomes by a trio of them, one for Hel, one for Marot, one for Zirnitra. Each of these gatahara gives Gram some ability/augment based on the god and Grams existing abilities/resources.
Level 10: The Fanged Gate - Once ever Gram may recite the names of the Nadrask Pantheon and slam Judgement into any rockface. When done, the rock will shatter and reveal The Fanged Gate, the mythical entrance to Hel's home, The Ebonhaus.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
An exquisitely crafted mandolin, all polished spruce and maple with a deep, cherry-red-brown color, worn on a black leather strap slung across his back. Though apparently made only of wood, the instrument is marvelously resistant to damage; only a direct and intentional blow can damage it. This mandolin is a relic of legend, an item which, as Godwin becomes more well known for his exploits, will becomes his symbol. As he and the relic's fame grow, people's reaction to the relic will change and previously unknown properties of the relic will surface. (HL POINTS: 1)
Level 1: The Eramas draws on some hidden inner magic to become even more durable, reaching modifier 6 and becoming immune to elemental forces like fire, cold, and lightning.
Level 2: Inspiration flows from the Erasmus, helping Godwin write no matter how long after the event he does it. Godwin does not have to loot last even if he is creating a performance piece, though the LP reduction is still in place.
Level 3: Life is an awfully big adventure, and the Erasmus inspires Godwin to write a personal magical performance piece about his life outside of quests and bounties,
Level 4: Magic hidden within the strings of the Erasmus, made from the heartstrings of a dragon, allows Godwin to add fiery effects to any strings piece he plays or create a bank of low hanging smoke to any performance he accompanies creates an instinctual desire in enemies not to approach the performers.
Level 5: Your time playing the Erasmus has greatly enhanced the skill, speed and dexterity of your fingers. You can extend songs with maximum lengths by a post and you gain your choice of full Sleight of Hand, Pickpocketing or Lockpicking skill.
Level 6: The music of the Erasmus has a Collar effect, pacifying creatures it cannot outright control.
Level 7: The ability of the Erasmus to influence animals extends to plants, giving its music a nurture effect. Once per month this effect can extend to nonliving plantlife like wood or coral, not growing it but instead influencing the nature of any innate magics it contains towards the fiery, beastial and offensive.
Level 8: Whenever a performance piece with the Erasmus effects a person, you may have a Xi rune appear on their forehead for the rest of the encounter. By playing a specific chord, you can trigger an echo effect that hits everyone with a Xi rune with a lesser version of the piece that effected them and dispels existing runes.
Level 9: The music of the Erasmus draws to you a rare creature, attuned to its sound, who you may take as a pet and/or follow back to its hidden den.
Level 10: A red Xi rune begins to glow on the back of the Erasmus, one Godwin has seen before in the Bards Guildhouses, the sigil of their greatest hero and most epic tale.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
Race: Nadrask
Age: 34
Height/Weight: 6'4", 198 lbs
Affiliations: Warrior
Appearance: Tall and thin, but not skinny--in fact, quite muscular for his frame. Dark olive skin and black hair, shaved short. A long, angular face which seems broadly unfriendly and unpitying.
Apparel: Black wool cloak, thick, going about to his thighs. Black leather tunic, loosely laced across his chest. Dark gray cotton pants, very dirty, and shapeless black leather boots.
Skills
Level One: 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.
Level Two: 10% increase in hunt payments.
Level Three: 10% discount at shops as a sign of respect and thanks.
Level Four: You are allowed to tackle level 4 hunts alone.
Level Five: 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.
Level Six: 20% increase in hunt payments.
Level Seven: 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.
Level Eight: You are allowed to tackle level 5 hunts alone.
Level Nine: Your signature weapon gains power from the blood of slain monsters, gaining a new power/trait after each successful Hunt.
Level Ten: 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.
Level One: You learn to soften your footfalls so they make no sound.
Level Two: You learn how to hide weapons on your body in such a way their are undetectable and easily, quickly drawn.
Level Three: Your environmental awareness allows you to quickly surmise if anyone else is around and alert you to others using stealth.
Level Four: You learn now to fight without making a sound as well as a precise throat striking technique that will rend your opponent temporarily unable to make a sound.
Level Five: When on an unprepared foe, your first attack on someone has a 80 percent chance to disarm them that is your aim. This is reduced to 50 percent if they have know a disarming technique as well.
Level Six: While following a target you can synchronise your movements with theirs, matching every movement they make precisely in order to remain even harder to detect.
Level Seven: Your awareness increases to give you a precise estimate of how a targets armor and accessories are connected to them. This allows you to make attacks against those straps and fastenings with much greater accuracy.
Level Eight: Your ability to shadow a target extends to mirroring their movements when fighting in the open. Every physical move they make is exactly mirrored in perfect time.
Level Nine: You learn a precision neck hold that will render the victim unconscious. Cannot be done if the person is tensed because they are expecting an attack.
Level Ten: You are the epitome of silent movement and stealth. You may run, jump, roll and perform any number of actions while remaining silent and unseen unless you become a direct threat.
Spells
Weapons
Armor
Other Items
Gold: 0 Gold
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
Finished hopefully.
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)