Rain is totally deserving of an additional minor ability, item or some such. He also needs to pick up his starting machinist item, which is a free Apprentice level device.
Dervish - A handheld throwing glaive, designed to be wound and then thrown, so that is scissors as it flies through the air for increased airtime and lethality. Artillerists can assemble with better balance and thus more accuracy.
Stinger - A small tubular device, key-wound and spring-loaded to launch a dart. Small enough to be easily hidden in objects.
I.C.F. - Intentional Catastrophic Failure. A small fragile sphere with internal springs. Winding creates such tension that it will fail and fly apart in shrapnel on impact. Only the spring can be salvaged after use. (Seems like a terrible choice, being single use.)
Clockwork Tool - A crank tool geared to magnify force and movement, has saw and drill attachments.
Springsnare - A 1' diameter folding disk device. Loads by unfolding. Anything that steps on it triggers a razorwire snare.
Stats & Facts Name - Lady Cassandra Elizabeth de Montferrat Race - Human (Sylvan) Age - 43 Height - 5' 3" Appearance and Apparel - Cassandra is a woman of average height with a slim build, dark, sloping features and retroussé nose. Her complexion is as pale and milky as any sylvanites. This pale skin causes her loosely curled shoulder length blonde hair to seem that little bit more golden than it otherwise would and draws attention to her hazel eyes. Her preferred outfit for most occasions is a high collared, knee length grey dress woven from silk, cinched at the center with a thin black leather belt. The ensemble is capped off with a sheer purple wrap which Cassandra keep draped off of at least one shoulder at all times and a small lotus flower adornment tucked above her left ear. Cassandra's shoes are hardly practical for anything other than walking swiftly, with their slightly thickened heels giving her the appearance of two inches more height. Background - Cassandra's life has been one of relatively little interest until recently. She was a Sylvan gossip but not highly stationed enough to truly learn the best gossip. She helped raised her young nephew Nicholas and eventually rode his coat tails into Sylvan aristocracy. Young Nicholas managed to find himself bequeathed with one of Sylvan's royal seats through his association and relationship with a powerful scion. This was when things started to get interesting for Cassandra; doors were opened and invitations extended. Let the games begin. Affiliation - Thieves Guild, Initiates' Order
Skills and Abilities Always Welcome, Never Expected - As the aunt to a holder of one of Sylvan's royal seats, Cassandra is technically welcome in almost any gathering of note across Bakara. Though the origins of this position are dubious enough to mean that getting in the door might be her only achievement of the night. This is enough however, for a reputation to develop. Cassandra may in some instances, earn relic points from participation in larger social gatherings. Shadows and Secrets - Cassandra is a member of the Church of the Initiates, burdened and buoyed by all the responsibilities and benefits that entails.
>Eye for Promise - Cassandra has a natural sense of the potential of weapons and items. If an object she looks at has some sort of unlockable ability or unique effect on enchantments she is alerted to that potential, though not its exact nature. Luck of the Draw - Cassandra was visited by Lady Cateri fairly late into her life, all things considered. Most new thieves are in the prime of their lives. Nonetheless, Cassandra is a thief, and has access to their networks and skills. 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.
Spells and Magics Dark Spells
1 - Visage - Manipulate the shadows on your face to trick the eye into misjudging your facial features.
2 - Silhouette. - You are able to read shadows, determining things about their caster (Use this and indicate the shadow, WM in charge will tell you what you can determine).
Weapons and Relics In Case of Bad Manners - A delicate looking parasol, three feet in length. Constructed from ivory and lace with a cloud-like pattern stitched into the fabric and etched into the handle. The very tip of the parasol is capped with an exceptionally sharp silver point. The accessory is more functional than it looks, enchanted to be as strong as iron but remain its normal weight. Mirror, Mirror - Cassandra has in her possession and artifact that may prove to be of some renown. An ancient hand mirror, carved from a beautiful black onyx, detailed with pressed ivory. The front of the mirror is flawless despite its age and the back bears the image of a lotus flower formed from overlapping shards of ivory and onyx. [RoL: Quo]
Accessories Void Clutch - A small, inobtrusive bag pitch black leather barely large enough to hold a knife. Contains a meticulously separated and organised series of void spaces to store any manner of items Cassandra wishes. Usually slung over her shoulder by a long silver thread. Ebon Compass - An octagonal 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, will cause the compass to hum more violently and point erratically in all directions.
Miscellaneous Letters of Note - A collection of letters detailing her nephews dealings for anyone impertinent enough to ask her business and stubborn enough to keep pressing. Letters of Import - Letters from her nephew, usually asking her to be somewhere at a certain time so she can report back to him.
Approved! At this rate, we're going to have to start a club for noble socialites.
Private Mod Note
Rollback Post to RevisionRollBack
Sing lustily and with good courage.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
I know this will not remain forever //
.... However, it's beautiful.
Your eyes, your hands, and your warm smile, they're my treasure //
.... It's hard to forget.
Stats & Facts Name: Rysa Hawksbank Titles/Aliases/Nicknames: Sex: Female Race: Elf Age/Height/Weight: 17/5'6"/124 lbs. Appearance: Raven hair swept back and tied into interweaving plaits, creating a single heavy midnight black braid. Lovely jade eyes that are smokey and vaporous, constantly beset by rings of dark shadow from nights spent out of doors awake on some hunting stake or scouting mission. The typical knife-edged ears of her race, both pierced by an earring: the left is a quartz charm of a what appears to be a cyclone; the right ear is pierced along the helix by a series of golden hoops. A small thin nose, bone straight and slightly pointed. A smooth and fair complexion, unblemished and perfect. Small laugh lines appear at the corners of a face that seems made to smile, complete with distinguished cheekbones and a very petite chin that fits Rysa rather well. Slender throughout her frame, remarkably athletic, with tightly packed abs and corded muscles but still retaining the curves of womanly form. On the back of her left hand is a stylized Bakaran map tattoo in electric blue ink of rather astonishing detail with all the major landmarks and a small X somewhere in the Kurrian Islands. A scent of the forest, the dirt of fresh earth mixed with wild berries and fauna, mingled with a sweet smelling fragrance that smells of Summer. Apparel: A dark green thigh-length eelskin jerkin, reinforced with leather and inlaid with cloth of gold, close fitting and snug through the hips. The same small pauldrons of steel-stiffened leather Makeda wears, except crested with feathers of red, gold and green. A thick scarf of breathtaking tiger fur wrapped around her neck in loose folds, capable of being pulled up as a hood to protect from the elements or to find a touch of shade. A long-sleeved under tunic of gray wool with studded leather across the arms, tucked into eelskin bracers. Studded brown leather breaches of tough cowhide. Dark green and leather kneepads protect her knees, with calves covered and reinforced with horlin scale greaves that cut off at the ankles to leave her nimble feet bare. A large brown sash crisscrossing her waist, cinched together by a golden rectangle belt buckle and attached with a number of brown utility pouches both large and small. Deerhorn hunting knives sheathed in wood and leather, a gift from Makeda. Background: Rysa was on her own growing up, a refugee elf on the streets of Elexia and not finding any solace in the Port City, she soon hitched a sail and was scrapping out a living in the Kurrs; an urchin, tramp, and all around island vagabond eking out survival on the strength and cleverness of her own skill. How long the elf maid could have lasted in that life is unsure, as a chance encounter between the now twelve year old Rysa and a young Elexian noblewoman turned mercenary by the name of Lupin saw Rysa informally adopted by Makeda's band of fortune seekers and tumble-roughs. With a shrewd captain like Lupin as an adoptive older sisters and a horde of doting uncles made up of Bakara's toughest sellswords combined with the skills she earned surviving in the wilds, Rysa has blossomed into a peerless scout and capable mercenary in her own right. Affiliations: The Boys; Sentinels
Skills/Attributes Feathers Falling From The Sky
Growing up in the wilderness one picks up a few skills. Hunting your own food, for example, becomes essential to your well being but so too does hiding from the more dangerous predators or finding a safe spot to rest your weary head. For Rysa, climbing trees become tantamount to her survival. Whether it was outrunning a territorial three-horned boar sow of Barbudas or just hiding from island toughs on Bon Vivant after knicking food, she was to climbing as a leaf to a tree. Surefooted and dexterous, Rysa has yet to encounter a tree in Bakara she hasn't been able to conquer or sleep in. The Wild Hunt(Hunter's Prowess Level: 0; Score: 0)
There is a skill so ancient and respected it has become a rite of passage in all Bakaran cultures across the East. Old before the the advent of cities or villages it was revered by both gods and mortals, all possessing their own traditions and names for it: The Weald, Herlechin's Troop, The Horsman's Dance, but more readily to modern scholars, what was to become known as The Wild Hunt. Rysa gazed deeply into the true nature of Bakara during her wild youth, and Bakara gazed back. Neither has thus far found the other wanting. Rysa is a full member of the Sentinels Society, with all the duties and responsibilities that implies. Edges of the Weald Minor Barefoot, Fleetfoot - So long as Rysa has some sort of bare skinned connection to the earth or rooted plant life, her reaction time and speed are considerably enhanced.
Weapons Mundane Hawkeye - A peculiar Ironwood bow Rysa has created: a special recurve longbow equipped with a circular augment that utilizes a pulley to string the bow.
1. WindCutter Aug: Augment allows for increased and extended pull with less leverage allowing arrows to fly faster and hit at a higher velocity. Shots taken with this bow are Strong
> Beautiful twin steel hunting knives with deer horn handles
> Dressing knife
Animals Alerion - A rare white gray-spotted Alogean Falcon, Alerion is Rysa's Bondmate. Regal creatures, with fantastic wingspans but smaller than most of their kin, having to survive the threat of larger prey such as Storm Drakes, the falcons of the Alogeans are resourceful and intelligent, able to understand simple commands and even the emotions of their owners to an extant. As a bondmate, Alerion is noble and protective, from the little she has gleaned of her past, she has a close connection to the animus of all living things. Rysa uses her for tracking, reconnaissance, and to help scout for The Boys. They are constant companions.
> A silver star pendant on a mithril chain with the initials: RBH
> An old portrait of a happy Makeda and Rysa surrounded by a motley crew in an island bar front
> Chamois Quiver of wooden arrows strung from the hip, wrapped with The Boys standard: A very detailed Map of Bakara marked with Stars gold defiant on a cerulean field: Pueris Bakara Futatrix
> Falconer's gauntlet
> Archer's tab and leather bracer
> Several bowstrings
> Numerous animal hides with bed roll and furs
> Cured deer jerky and rouse meat for extended time in the wilderness
> A standard company survival package containing trail rations, flint and tinder, a supply of water, and most everything else needed to survival on the march.
Appearance/Apparel - Heinrich wears a tan leather duster over a plain white shirt and khaki jeans. He has a fairly handsome face, with a straight nose and square chin, both of which bare a few scars from near failed escapes from danger. He has amber eyes and short brown-oak colored hair. He is always seen wearing a pair of gold, square wire-framed eyeglasses.
Personality/Background - When Heinrich was a young boy, his mother used to tell him stories about his father and his father's father. How they were professional treasure hunters and about the amazing things they discovered during their lives before he was born. And when they'd return from their most recent excursions, they'd always have a present for the boy and his mother. Sadly, the thrill of the find led both men to an early grave just before Heinrich turned 16. Although he never once mentioned it while his mother was still alive, Heinrich had always felt that he should take up the family business. Now that his mother has passed on, now that he's a man, now that he's finally made enough gold to get the business started back up, Heinrich's gonna do it.
Strengths & Weaknesses
Special Abilities & Personal Faults
Treasure Hunter's Way - MERCHANT'S PACT - The tracking down of lost relics, the recovery of legendary items, the discover of unknown creations. These are the things in life that Heinrich Handel values more than can be represented with all the gold in the world. Instead, he engages in trade with others that have gotten their hands on similar goods, in an attempt to put all of the treasures in the world where they belong. (Heinrich's Merchant's Pact is leveled through the value of the Loot that he collects himself, and only after he successfully trades it for other items of worth. If Heinrich successfully trades away all Loot he claimed from any given quest, if he did not Loot any gold during that quest, he gains a bonus of 10 LP Worth of Gold.)
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 and 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.
SPELLS Void - Passive. Creates a pocket dimension you can access at any time, allowing you to seem to store items in, and retrieve items from, thin air. Can only be used with items you are physically holding and requires a extending and retracting of the arm to use. Cannot intentionally be used on living entities. FORCE
Lvl. 1 - Hold - Use weak force magics to hold an object in place. Any moderate application of force, including gravity if the object is heavy, will be able to dislodge it.
Society & Guild Requirements, Limitations, and Benefits Forsake Steel Archmage Alchemy Student Mage's Dissertation Mage Dagger - Force Conflict of Interest Burden of Independence Word on the Street Well Connected The Red Deck
>Acrobatics - The ability to access hard-to-reach places.
Lvl 1. Your jumping range increases by one foot. Coins
>Appraisal - The ability to evaluate and qualify items.
Lvl 1. Able to estimate the standard gold value of most items that are worth enough to care about.
>Lockpicking - Using tools to pick through locks.
Lvl 1. Trained in the use of lockpicks.
Eye of Avarice Void
Magical Mage Dagger - Force - A steel-like cleaver. Can generate a force construct copy of itself in your other hand. Copy vanishes when it leaves your grip.
Mundane Leather Duster
Magical Altgold - A pair of gold, square wire-framed eyeglasses. The last gift Heinrich recieved from his father and grandfather.
>Enchanted to be Homeguided as well as Unbreakable.
Mundane Backpack - Filled with various sundries.
-Two Sets of Lock Picks
Sorry for the inconvenience! We made a change in our BBCode processor so that it won't render a select BBCode when there are more opening selectors than closing selectors (malformed code). This prevents posts from timing out or completely breaking the rendering. In this case, you had two instances where your bold closing tags were missing their /'s, so they were actually opening tags. I've gone in and fixed these. We're looking for a better solution to warn you when this happens in your post.
Thank you very much, I looked through it thinking something like that might have been the issue, but I must have not been able to catch the offending tags due to the great number of bolds I tend to use. Now that I know that this happens, I shouldn't really have another issue like this.
Appearance & Apparel
A low Jakari, his fur is the deepest of blacks. His Mane is streaked with veins of pure silver. There is a haunted look in his grey feline eyes. His muscles are lean but they ripple under his fur. The dangerous looking teeth are shockingly white against his fur. There is an air of danger mingling about him, hugging him like a lover.
Jakari had a name once, when he was among his people in the forest. He used to run free and hunt the beasts of his home. He took care of his family, his wife and two young daughters. One day when he was out hunting, trying to store up food for the coming winter, he injured his leg and had to return to his pride early. He discovered his home in flames. He searched frantically for his family and among the wreckage he found them. He found their burnt corpses lying under a fallen tree. Mad with rage he followed the trail left by the ones who had brought his family ruin. He discovered the group of nadrask slavers holed up in a cave not far away. They had taken the young men of his pride prisoner and had them shackled together. He attacked and killed several of the group but ultimately he was captured and his fight was in vain. He was transported with the rest across the sea. It was wonderful chance that the slavers came across a group of adventurers. The group killed the slavers, but he was the only one of his kinsmen left standing. He took a cutlass and a pistol from one of the slavers and headed out into the world. He had lost everything that he held dear. He was no longer a man, but a purpose. He would seek out wrongdoing and put an end to it wherever he could find it, and in whatever way he saw fit, laws be damned. Failing that he would hurt the ones that spread evil throughout the continent as well as he could. If he died in his cause so be it... He was dead inside anyway.
Jakari is fierce when he sees something he considers wrong, but most of the time he is calm and level. He's gruff and a bit off-putting to most people, likely as a way to keep from getting attached to anyone. He's got the heart of a hero, with his own set of morals.
Spring in Your Step - Jakari is currently filled with vim and vigor, his body resistant to disease and his injuries healing a bit faster than usual. Flowers occasionally pop out of the ground in the wake of his footsteps, becoming especially thick and beautiful in moments of joy or excitement. Grander still will be the flowers that blossom after a great success, this ability fading away with that final majestic bloom.
Wild Strength - Jakari has spent his life hunting in the wild. He is very strong and surefooted, he rarely becomes unbalanced.
Anti-Hero - Jakari doesn't always do the right thing, but he always does them for the right reasons. His reputation will still increase in a positive way even if it's through less than legal deeds.
Blackguard's Menace - Blackguards are naturally more unnerving than other thieves or warriors, possessing a natural intimidation.
Dirty Reputation - You develop a fearsome reputation. Lvl 1. Intimidation effect against people that know his name or your likeness. Lvl 2. Jakari's story has been embellished with retellings creating a rumor about him which has become widespread knowledge. There are whispers of the dangerous Jakari with no name. It's said that he was taken prisoner by ten slavers. The man waited for his chance and when the moment came, he sprung into action. They say he killed all ten of them with his bare hands. And after he was done with them he went back to their ship and lit it ablaze, burning the rest of the crew alive.
Torture - When words just aren't enough. Lvl 1. Jakari knows how to break bones and inflict pain in the most agonizing ways. His attacks are more painful.
Jakari's Revenge (Hero's Legacy) - Jakari will right the wrongs of this wretched world any way that he sees fit. Others may recognize his deeds how they please, but his purpose is his own, as is his revenge.
Lvl 1. Jakari's success has given him confidence in his future goals granting him an Intimidation Effect.
Required Score: 1 Lvl 2. Jakari can recount his exploits to charm, distract or impress people. When talking about his passed adventures, his charisma, intimidation or other social skills are all enhanced and altered to suit his intentions.
Required Score: 3 Lvl 3. Jakari is known to be a force of good in the world, everything is on the house at any bar or inn. He will occasionally receive small gifts from adoring/thankful/impressed citizenry.
Required Score: 5 Lvl 4. Quest leaders pay/give a small retaining fee/gift to Jakari before quests as an inducement.
Required Score: 7 Lvl 5. Any guilds or societies that Jakari is a part of will offer him a free item that bears their mark, making sure everyone knows he is among their number.
Required Score: 9 Lvl 6. Jakari's fame attracts a squire, a secondary character that follows him everywhere he goes, seeking to learn from him 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. Jakari's experience gained questing has granted him a sixth sense when looting, leading him to hidden spaces where previously undiscovered treasures lies. (Bonus gold or loot item, up to quest runner)
Required Score: 13 Lvl 8. Jakari's squire learns from his ways, gaining a new ability/spell/song/technique after each quest based on his exploits and their character type.
Required Score: 15 Lvl 9. Shop merchants will give Jakari items in return for his endorsement. Can only be done once for each shop. Up to WMs discretion what he gets. Gifts can be traded to PCs but not pawned to other shops.
Required Score: 17 Lvl 10. Jakari's exploits draw the attention of a villainous Arch-nemesis, an NPC who sets out to take him 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
Jakari's Fury -Jakari will learn to attack with explosive starts and raging ferocity. Lvl 1. Jakari has learned how to expertly maintain his footing while in motion, allowing him to more easily fight on the move.
Lvl 2. Uneven or shifting terrain barely slows Jakari down, his feet naturally fall where they need to in order to compensate for instability. Lvl 3. Jakari can perform explosive starts, going from still to full speed in a flash. Lvl 4. Jakari may perform diving tackles which knock the breath from his opponents, rendering them shocked and unable to speak for their next post. Lvl 5. Jakari's unstoppable momentum overrides any abilities that make people sure-footed or unmovable. Targets he knocks to the ground become dazed. Lvl 6. As long as he is moving forward, Jakari gains an additional strength level. Lvl 7. Jakari has trained himself 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. Jakari can block pain from his mind and fill his heart with rage while he attacks to prevent others from altering his emotions. Lvl 9. Thrice per encounter Jakari may shrug off all but the deadliest blows while charging, allowing him to create an unexpected opening in his opponent's defense. Lvl 10. Once per encounter Jakari can set himself on a truly unstoppable course. For the next five posts, or until he halts his forward momentum, he gains an additional strength level and his skin tenses to provide steely protection.
Magical Items in Use
Weapons Steel Cutlass - An ordinary steel cutlass Pistol - A machinist pistol holstered facing up and strapped across his chest.(This allows for the first shot to be pre-loaded) Snatch Blade - A thin, guard-less dagger of steel. The pommel bears an enchantment that magnetizes it on command, allowing you to lift small metal objects with it. This ability also allows it to be pulled to your hand from up to a foot away.
"If there's any guy crazy enough to attack me,
I'm going to show him the end of the world—close up.
I'm going to let him see the kingdom come with his own eyes. I'm going to... let the ashes of death rain all over him..."
— Aomame; 1Q84, pg. 164 'The Human Body Is A Temple'
Blood follow'd, but immortal; ichor pure,
....Such as the blest inhabitants of heav'n
....May bleed, nectareous; for the Gods eat not
....Man's food, nor slake as he with sable wine
....Their thirst, thence bloodless and from death exempt
— Iliad V. 364–382
Stats & Facts Name: Camillia du Calmet (keimiə) Titles/Aliases/Nicknames: Princess-Règle; Mia Sex: Female Race: Dhampir (half-vampire/half-human) Age/Height/Weight: Mid twenties (nearly 50; Immortal)/5'10"/140 lbs. Appearance: Remarkable eyes of cherry red with flecks of sapphire, their gaze is as intense as burning flame. They are decorated and covered with dusky eye-shadow and liner. Auburn brown hair, dark and lustrous, streaked with coppery strands at random, it is intermittently strewn with rubies of minuscule size. A heart-shaped face, with slender curving cheekbones and slightly pointed chin. A constant haughty demeanor and a head seeming to always tilt or be carried with a certain hauteur. Perfectly cream toned skin, unblemished and smooth. Fingernails painted with a shimmering moonstone white. Full lips, the shade of pink wildflowers. An alluring, confident scent, heavy and sensual with a bit of bite; a nighttime scent that proceeds Camia everywhere she goes. Apparel: A gown with a body-fitting black lace bodice, sleeveless and bare-shouldered, but lining her shoulders and flaring out into a high fan-like collar which sits above the shoulders and surrounds her neck. A blood red bustier top, squeezing and emphasizing her neckline and décolletage rather nicely. A single round-cut diamond jewel on a thin white-gold necklace hangs just at the throat of her neck. The train of her gown streams in long black silk folds to her feet, which are bare-foot but still remain incredibly clean. Her toes are also painted in white moonstone. A number of toe-rings adorn her feet, and a lone white-gold anklet adorned with moonstones is worn on her left leg. Lastly, a body chain of small golden links slinks up from around her hips and encircles her navel, running the length of her torso, and wrapping around her elegant, prettily slender neck. Background: Unknown at this time. Affiliations: house Calmet; Count Cardalu
Skills/Attributes Blood Canticle
Camillia is one of an extremely rare breed of vampire, a Dhampir (a half-human/vampire hybrid sired by a Scion on a human mother). Like other vampires, she must feed, though the need to do so is lessened. The original Scion vampires were thirteen mythical Archmages and their ilk who sought the Eternal Spirit so long ago. Whatever followed has fallen into shadow, but it is from this origin all modern vampires have sprung. Sharing a common lineage and bloodline, this resulting delineation connects upwards to their Scion ancestor: stems and capillary veins running off from a central heart. What is known to vampire-kind as a Blood Fountain. It is from this powerful source all vampires draw their gifts, the feats and powers that have fueled local legend, and become terrifying realities to the unsuspecting populace of Bakara. Anàthema
The modern guilds and societies have very few limits and tenants that cannot be met, however for a girl like Camia there is just no fun in following those rules. Burning that bridge a long time ago, she is barred from joining guilds or societies, and the feeling is mutual, finding the bonds of their institutions to be just too constricting. Erudition - At one time or other, Camillia was a member of the Fraternity of Mages, and she studied a great deal during that time. In possession of and has the required knowledge to cast spells of advanced levels: 8, 9, and 10. Through A Glass Darkly
Crazed, nihilistic and beautiflly distorted, Cami sees the world just a little differently than you do. Her demeanor will never betray her emotional state, though a coldly controlled anger seethes just beneath the surface always. Cold Flame - Within Camillia is a kiln of ardeur, willfulness and pride. She is aware to any foreign attempts to alter her equilibrium, instinctively raising her natural defenses. When emotionally agitated, her eyes flush deep crimson, and gleam with a cold light. Her bodily charm and magnetism increase, gradually raising her attractiveness and charisma. (The power of this charm is fueled by the Spells used against her). Vampire Lineage
Scion vampires and their kin are creatures of great mental and physical strength, drawing their powers from the spiritual well that runs within their blood and preternatural prowess gained from the Eternal Spirit. Camillia, like all vampires, wield the powers of their bloodlines. Over time a vampire becomes less and less human, and with age their inner spirit matures manifesting physical changes. Entering into a state of change and emerging with new powers or gifts. (Up to WM descretion, A vampire may forgo the act of looting altogether instead choosing to feed their hunger, increasing the spiritual potency and power of their blood). Bloodline Mastery
> Might of Cerberus - Camillia is endowed with great physicality, though nowhere near the levels of her Scion kin, her natural physical strength is Strong.
> Flame Thaumaturgy - Cami is a daughter of Carmilla, an elder Scion vampire and the head of house Calmet. Her clan are descendants of the Flame Alchemist, masters of fire and blazing heat. Pyrokinesis is their natural talent as Lords of Flame, their tool, companion and life's blood. Where people see a burning candle they see much much more.
1 - Natural flames, extreme heat and your own conjured fire refuse to hurt you, their master. You may take hold of non-magical flames with your hands and move them from place to place, your magic fuels them while held.
2 - You may alter your fire spells to instead produce Phantom Flames. Bright red, phantom flames are twice the size of normal flames but burn with negligible heat.
1 - Char - Release a small burst of red hot cinders from your hand.
2 - Fireball - Summon into your hand a semi-solid ball of flame that does not burn you and can be thrown. On impact it hits with the consistency of water.
> Sacrement - A billao dagger made of some dark red crystalline material. The blade is double-edged, leaf-shaped and asymmetrical. A handle made from the horn of a Latobius Bison, and wrapped in sheepskin, it is carved in the likeness of a hand gripping a bleeding heart as its pommel. -Modifier 3-
Stats Name - Dan Page Race - Human (Elexian) Age - 25 Height - 6' 1" Appearance and Apparel - Dan has a medium-large build, with broad shoulders and a wiry musculature. His eyes are a deep emerald green. His hair is nearly jet black and somewhat feathered, tapering back in layers down an even part. His skin is light brown, tanned from working security on the docks most days. He has about a half inch of stubble on his cheeks with thicker patching on his chin and lip. His face is sharp and angular. His eyes are usually a narrow slit. The man typically looks like he is deep in thought or bored depending on the observer. His fingers are long and thin. Dan tends to wear a loose fitting white satin shirt, tucked in and pouring out of a tight pair of black pants. Background - Dan always held the view that honest work was for suckers. His mother was a low priced prostitute who spent most of her days on the docks trying to earn money for her children. Dan does not know who his father is. The oldest of six children, the man always tried to earn extra money to help care for his younger siblings. After a few years doing various odd jobs for local criminal organizations, Dan found that he had a knack for physical combat. By the time he was 17, Dan became a full time enforcer for The Brook Family. Dan holds a firm belief that everyone is entitled to their own hedonistic pleasure so long as those acts don't harm others. While he has few moral qualms and will essentially do whatever is asked of him, Dan will not rob individual persons and tends to enjoy testing his combat prowess. Affiliation - Blackguard
Skills and Abilities Pole Dancer - Dan's aerial skills are greatly enhanced when wielding a polearm. When using such a weapon, the man is very skilled at planting the weapons staff into the ground and executing attacks with a lunge, or vaulting from the earth. Thieves Skills - Cups
Acrobatics Lvl. 1 Blackguards Menace Drunken Fist - The art of fighting through mimicry of inebriation, using feigned unbalance and extremely fluid movements to fool, disorient, and surprise your opponents.
Lvl 1. Though practice you greatly enhance your balance, allowing you to more easily maintain it even when you appear to be on the verge of teetering over. Glacier - Your attunement to water magics passively alters your body, plumbing your inner depths and turning you into an embodiment of cold perfection. Through concentration you can, if necessary, cause these changes to demanifest temporarily, though doing so drains your focus and ability to use spells.
Lvl 1. Your skin is pale, clear, and very cold to the touch. You are indifferent to extreme climates.
1 - Strengthen Water
1 - Chill
Weapons and Armor Sanguine Blade - A silvered dagger with grooves running through the blade and a pommel of hollow crystal. If the pommel is empty, the blade naturally drains the blood of those it wounds to fill it. If filled with a poison or other substance, the blade naturally runs with the liquid and introduces it to the blood of wounded foes. Parrahtide Protector - A double edged naginata that once belonged to a fierce Atarin warrior. The pole is five feet long and light green in color. At either end is an eighteen inch crescent blade, roughly eight inches wide at it's base and razor thin. Both blades taper off at the top to a vicious point. The blades are bright yellow.
Accessories and Miscellanea Pack of Smokes - A bad habit, comes with matches.
I thought I added that, sorry. Steel. Is that a problem? And no, all of my other PC's met at a random bar when they silently slipped off the various quests they were on. The bar caught fire and all were killed.
... The spider weaves the curtains in the palace of the Caesars
......the owl calls the watches in the towers of Afrasiab.
— Saadi; a major medieval Persian poet
Stats & Facts Name: Astarte /æˈsterra/ Titles/Aliases/Nicknames: Astera Faen; Dark-Star Sex: Female Race: Kindir Age/Height/Weight: 27/6'0"/156 lbs. Appearance: Green eyes of shocking clarity and depth, some have called them bewitching. The familiar sharp, long ears of her people. Ear-length locks of silvery-blond hair that it's almost white, short bangs touch her forehead, but for the most part, it's tied into a ritualistic top-knot and kept out of much of her face. A lengthy build and body of well-corded muscle, athletic but still maintaining a graceful manner. Aster has a smooth, listless way of speaking like slow dripping honey. Her gestures too, could be considered lackadaisical, but all of this to lull those around her into a false sense of safety and security. A single minuscule tattoo of a bleeding rose is inked on her neck right below the underside of her left earlobe. Wonderfully shaped cupid's bow top lip, with a full and voluptuous bottom, a touch of powder but mostly unadorned. A scent of roses with notes of mountain air mixed lightly with Aster's sweat, though altogether sweet smelling. Apparel: Hide and scale leather jerkin from an enormously large Gila, veined throughout by a blood-red pattern. A single gold earring that resembles a falling star. Sleek skintight pants of dark eel-skin. Soft and light stepping knee length black leather boots of form fitting snugness. Various pockets and compartments are sewn into her clothing all over her person. Background: There is little and less known about the vespertine warrior Aster, outside of the fact that she's an exiled tribesmen, her past shrouded in mystery. Her name in Kindirin, pronounced Aestera, means Star. Whatever the circumstances of her exile and lowlands sojourn, one thing is perfectly clear, tapped by the Lady herself, Aster is a rising star amongst the shadowy avenues of the underworld.
Skills/Attributes Darkstalkers(Wet Work: Lvl 1; Sneak: Lvl 2)
There are those criminals who are simply far too dangerous, depraved or deranged to be official marks for the general public to pursue. But amongst those who frequent the many locales, dens, and dives of ill-repute in Bakara there are whispers and whispers of whispers of a certain charter. A shadowy document whose contents contain certain information. Those few thieves who know of it simply call it, The List. Let the Law-Keepers fight the good fight, and the Peacekeepers coddle the masses, meanwhile Aster desires something of a far more personal nature. Astarte is a Blackguard, with all the privileges and duties that membership implies. Glint In The Shadows(Infamous: Lvl 0; Dirty Reputation: Lvl 1)
Aster is a criminal professional who survives on cool skill and a carefully crafted reputation alone. She is the consummate warrior thief, and to her, this life is far more than just a job or livelihood, but closely tied to her honor and exile. Her life is a shadow dance, forever following the twists and pitfalls of the Underworld. A life of infamy and fame that will one day carry her all the way to the top or, if she's uncareful, left behind in the dishonored shadows. Infamous criminals use their disparate skills, a larger-than-life persona and natural charisma to survive in the spaces between the light, following the murmurings of commoners and noblemen alike to exert influence and open doors that no one else can. (Gold: 0) Cool-Handed Killer(Combat Technique: Lvl 1)
Blackguards are naturally more unnerving than other thieves or warriors, Aster possesses a Double-Intimidation effect.
Lvl 1. Astera's situational awareness increases, allowing her to notice possible improvised weapons laying around others might overlook. (BPs: 0)
> Dark Gilascale Jerkin (modifier: 2)
> Fenris - A dagger of steel with a beautiful ram-horn handle. Fenris is etched with the face of a monstrous Jackal, a karambit single-edged blade crescent shaped and ending in an index finger ring handle.
> Sanguine Blade - A silvered dagger with grooves running through the blade and a pommel of hollow crystal. If the pommel is empty, the blade naturally drains the blood of those it wounds to fill it. If filled with a poison or other substance, the blade naturally runs with the liquid and introduces it to the blood of wounded foes.
Tools of the Trade
- A curious black ledger Aster keeps on her at all times. She's taken to charmingly calling it, "The Bingo Book"
- A large, but damaged bears tooth.
- Copper wire
- A single mysterious coin known as a, piece of eight. Has peculiar Kurrian marks denoting its time of minting.
- A long, silk crimson scarf tied in a sash around her waist
To answer your impending question: Yes, she's unfinished. lol
I STEPPED from plank to plank
A slow and cautious way;
The stars about my head I felt,
About my feet the sea.
I knew not but the next
Would be my final inch,—
This gave me that precarious gait
Some call experience.
— Emily Dickinson
Stats & Facts Name: Havana Beatriz Bernardt Titles/Aliases/Nicknames: Ana; Sarsaparilla Anne aka "Black Sass"; Letita; Tía Obeah; the Terror of Tortugos; or more commonly in various circles as, "That buccaneer wench!" and a popular favorite of hers, "You mean that scantily-clad scallywag!?" Sex: Female Race: Human (Elexian urchin/Sylvan-Kurrian admixture) Age/Height/Weight: 30/5'9"/126 lbs. Appearance: Tawny and beautiful, a complexion of light but still swarthy color. Eyes that are tempted with constant mischief and adventure, filled with playfullness most times but having that special air and quality of disparateness when Ana is roused to anger or a situation calls for a more serious nature. For pirate royalty, she doesn't like to wear a lot of jewels, except for her ears; her left helix is bedazzled, encrusted and pierced by an array of gold hoops and rings, the lobe is pierced by a skull-and-crossbones with one ruby and one sapphire gemmed eye; her right ear is tattooed on the upper scapha by a black 'P', and is pierced by a single large emerald, the gem set in a golden tortoise. Ana smells faintly of pine tar, mixed with an undercurrent of palm trees, a spike of pineapple, coconut, and bananas--and somehow, always one of the Eastern Trade-winds. Apparel: Background: Ana Bernardt was born on the streets of Elexia to poverty and destitution. Her mother was part Sylvan and part Kurrian, and was said to possess a bewitching exotic beauty. This was probably what led to Anne's birth, as her father was an Elexian lord of some repute, or so her mother always told her. Ana looked up to her mother tremendously, and as part of her childhood, her mother would tell her stories about her papa, and how he was a trader and seaman; but the stories she really loved were always about the history of the Kurrs. Originally hailing from Tortugos, and having studied under a vodun priestiess in her youth before coming ot the mainland, Ana's mum knew a lot of the lore and history of the Eastern Sea and Kurrian Isles. Most of these stories were filled with romance and adventure, tales of thieves, pirates, swashbucklers and buried treasure. More importantly, they kept a young Anne distracted from an empty belly, or from asking where her papa was, and why wasn't he with them? It wouldn't be until many years later, after the death of her mother, that she finally was to discover the truth, that her father was actually a respected Elexian noble and famous privateer; the rest of that story, however, has Ana kept locked away in her soul to this very day. Affiliations: the Kurrs; Kurrian Pirate-Lords, and smugglers and blackhearts everywhere.
Skills/Attributes (Black)heart of Gold
Pact of the Pirate-Lords(Pact: 0; Gold: 0)
Acquisitions and Merchandise - Contraband
> Hispaniola - This lucky little lady is a unique and very well-crafted and cared for flintlock pistol of surpassing beauty, Ana charmingly refers to as 'Niola'. The hammer is silvered brass, and in the shape of a mischevious winkining woman, sighing and writhing in orgiastic pleasure. The handle and barrel are beautiful solid oak, filigreed with brass scrollwork drawn as roiling waves of the sea. Lucky Sevens: A specially modified barrarel and firing mechanism combines black powder with 7 uniquely entwined firing seals, allowing the pistol to shoot modified magical projectiles once per post, and each seal oncer per encounter, unless otherwise noted. The seals will reform overtime (About Oncer per Encounter unless a WM discretion notes otherwise).
1. Damn Yer Eyes! -
2. Batten tha' Hatches -
3. As The Crow Flies -
4. Shiver-Me-Soul -
5. Powderkeg O' Monkeys -
6. Cardinal Rose -
7. Seven Hells -
> Puer Aeternus - Known as Pan's Blade, this is a very old sword, yet there is narry a nick in the metal, it remains fresh as the day it was forged. An intricate basket-hilt in the like of a seashell--legend has that its shimmering scale encrusted guard are the scales of mermaids. Exactly how it fell into the hands of a brigand pirate and blackheart like Ana is anyone's guess. It is a master worked sword, probably originally of atarin make, but with a straight double-edged rapier like blade, instead of the modern penne blades the cortegiano are famous for.
Plunder and Booty
> Majesty - A much faded, frayed but still beautiful blue pirate hat with a lighter blue feather jauntily stuck into it; golden tassels hanging back along the brim, with a tarnished silver circlet, which looks to be missing some jewels, sitting comfortably atop.
Stats & Descriptions
Name - Kaleb
Race - Human
Age - 35
Affiliations - Thieves
Appearance & Apparel - Kaleb is usually wearing a black longcoat, with a hood on the back, with black leather armour underneath. He maintains a goatee that is the same color as his unruly hair, dark brown. He has brown eyes, and a scar on his left cheek.
Personality & Background - Not exactly the nicest, Kaleb is usually in it for himself, but earn his respect, and He'd die for you. He's, for intensive purposes, he's an assassin, and a trained killer.
When Kaleb puts his hood up, It's hard to distinguish him in the night, and in the day he can't be picked out of a crowd.(Hows that sound?)
INFAMOUS - The mark of a truly great criminal is to work a lifetime and never earn a reputation. If you're going to earn a reputation though, its best to do so on your own terms. Infamous criminals use the murmurings of commoners and noblemen alike to exert influence and open doors.
Lvl 1. The natural push and pull of conversation is second nature to you. You gain a natural charisma effect and have the uncanny ability to trigger a specific conversation in a crowded room by nudging and whispering to the right people.
Required Gold: 100
Longsword(iron, 34" blade)While it is usual plain iron, a quick word and a flick of the wris and it becomes a black steel longsword with a 40" blade.
5 throwing knives(Iron)
I picked the wrong night to not check my other tabs, heh.
Looking good, although he doesn't seem to have any minors. Granted, he has a lot of iron weapons - which I guess you could consider a minor? - but even then he could still have one of those be magical. Or perhaps he could have some sort of ability?
Name - Vendetta
Race - Elf
Age - 102
Appearance & Apparel - 5”10 160lb very white skin
Scar right cheek and eye
Personality & Background - Left for dead in the middle of nowhere when Vendetta was a child, he learned to survive fast on his own never the biggest or strongest wherever he went he knew he had to find better means of getting what he wanted. Stealing and backstabbing whenever he needed something. But then one day he stole from the wrong person a mage that held him for many years. After being with the mage for so long the mage started to teach him the ways of magic. Picking up on it so fast Vendetta knew this is exactly what he needed to make his life what he wanted.
Skills Name -SHADOWTWIN - Your affinity for dark magics has granted your shadow its own sentience. As familiarity with darkness increases, your shadow becomes much much more.
Lvl 1. You cast no shadow except your "true shadow", which always exists, no matter how bright or how dark it is, and cannot be illuminated. This shadow has a mind and senses of its own, and moves of its own will. Although it has a mind and personality of its own its life is tied to yours, thus making your well being is its top concern.
> Enchanted Iron Dagger (2) (lighttouch)
Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows.
Visage - Manipulate the shadows on your face to trick the eye into misjudging your facial features