You can start having purchased thief chips and having spent those chips on skills. By my count Mellem has spent 25+25 for guild memberships, and 75+75 on the two thief chips necessary to acquire the level 2 pick-pocketing skill.
Stats & Facts Name - Theron Lee Race - Human (Elexian) Age - 19 Height - 5' 6" Appearance - Theron has a very expressive face with sharp features and a broad smile, though he rarely smiles. His eyes are a very pale green, bordering on grey and giving him a somewhat lifeless look when he stares. His pitch black hair is kept cropped short, and is almost perpetually untidy. Apparel - Grey shirt. Black jacket. Grey trousers. Black Boots. Background - Theron grew up being given the best of everything, riding on his father's success. He spent his nights drinking and spending time with friends of similar station. His father was the infamous Torbal Lee, better known to the people of Elexia as 'Big Smile' Lee for the unending grin the man wore from ear to ear no matter what he was doing. Torbal kept that expression even when he was disciplining his son for spending too much of the family money. He wore that grin when he beat his wife. He wore that grin when he met with his business associates. Theron hated that smile.
Like most young people in Elexia, Theron went through a somewhat rebellious phase. He ran with a couple of minor gangs, broke into a couple of shops before he found out he wasn't welcome among them when they found out who his father was. This discovery scared Theron, growing up in the port city he knew that most gangs would accept anyone as a member, but apparently not the son of Torbal Lee.
It was a little while after his seventeenth birthday, when his father decided he would start learning about the family business, that Theron learned the truth. After sitting through a rather boring discussion with a pair of nadrask gentlemen with moon shaped tatoos who worked with his father, he was dismissed so they could have drinks in private. Theron made sure his footsteps were heard walking away from the office and then crept back to the door to listen...
"She'll be at her sister's tonight, she knows too much." The only piece of conversation he could make out clearly, didn't make sense to him at the time.
The following morning at lunch, his father informed him that his mother and aunt had left for sudden holiday to the Kurrian isles. Theron's stomach hardened. His father's words from the night before echoed in his mind, and he connected the dots over the next few hours. The nadrask business partners were actually slavers, explaining the sudden disappearance of his mother and the rapid expansion of the business in recent years. Theron did the only thing he could think to do. He went to the Church of the Unfailing Light, he told them absolutely everything, from his past misdeeds to his current suspicions. The church took him in and what followed was a two year period of bloodshed and turmoil for the city. The church's witnesses found real evidence of his father's crimes, and in trying to silence those clerics, his father started a bloody war with the clerics.
Theron spent most of that time in isolation, not feeling like he could contribute on either side... not sure he could help bring down his father. Eventually Torbal went into hiding, his business associates and his business holdings completely toppled by the clerics, the thieves and the peacekeepers. When the dust settled Theron felt he might be able to do something for the church. He was asked to become a witness, after so many were lost uncovering his father's corruption. Theron reluctantly agreed.
Affiliation - Witness (Clerics and Thieves)
Skills and Abilities Red Deck Training - The various skills and training acquired by Theron from the Thieves' guild.
>>Vault of Memories - So long as a Theron concentrates closely on something he can recall it without error, regardless of how much the information interests or makes sense to him.
>>Sneak - While wearing light gear, your footfalls become soundless. (Level 1)
>>Lockpicking - Trained in the use of special picks to open locks, able to so even when otherwise confined. (Level 2) Sight Beyond Sight - As your knowledge of light advances, you are able to adjust your eyes to alter your sense of sight in various ways, only one sight alteration can be active at a time.
>>Level 1 - Foresight - Attune your sense of sight to extrapolate and determine the paths objects and projectiles will take.
>>Level 2 - Infrasight - Attune your sense of sight to pick up the infrared spectrum, allowing you to see heat.
>>Level 3 - Insight - Attune your sense of sight to sense stress, picking up on what parts of a person or object is bearing the heaviest load or the weakest.
>>Level 4 - Truesight - Attune your sense of sight to only see what is actually there, ignoring false imagery, enchantments, tricks of light and obscurances without substance. Does not effect illusions placed directly into your mind.
>>Level 5 - Allsight - Attune your sense of sight with your other senses, creating an internal visualization of everything within a 10' radius of you.
>>Level 6 - Secondsight - Attune your sense of sight to perceive the spirit world around you.
>>Level 7 - Hindsight - Attune your sense of sight to pick up brief flashes and flickers of imagery of what has happened in the area in the past. Clarity will vary by events and time elapsed.
>>Level 8 - Eversight - An variation of Allsight that gives you full visual awareness even if all but one of your senses is compromised.
>>Level 9 - Tricksight - Combine your Foresight and Allisight abilities with an ability to pick up the first minute precursors of coming motion to to allow you to counter an attack, physical or projectile, in such a way it will reflect/ricochet/interact with the environment in such a way it either turns back on the attack or triggers a chain reaction that endangers them. Can only be done three times per encounter.
>>Level 10 - You are able to attune your sense of sight into a custom sight-type. Lightning Flash - A streak of silver lines Theron's hair, a mark of the combination of storm and light magics. Theron passively generates around himself an imperceptible electrical field charged with light magic which he can manipulate at will.
>>Level 1 - Once per encounter, Theron can flash charge the field filing the area within five feet of him in every direction with extremely bright electricity. Anything within the radius is delivered a jarring shock and is blinded during their next post.
Spells and Magics Light
>>Level 1 - Gleam - Cause a target to become extremely shiny and eye-catching.
>>Level 2 - Blind - Scatter the light before a target's eyes, momentarily blinding them.
>>Level 3 - Corona Grasp - Focus the light around your hands into a blazing, burning aura.
>>Level 4 - Nova Morningstar - Summon to your hand a spiked ball and chain mace of ivory. It scatters the light as it moves, making it hard for others to accurately see and engage it. Dark
>>Level 1 - Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows. Storm
>>Level 1 - Drift - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.
Weapons Magical Mundane Cursed Bow - An ironwood crossbow liberated from the trophy room of an Epicrin hunter. Theron has been hearing a phantom wildcat since acquiring it. It contains the spirit of a vicious jungle cat, it wants to hunt, to find prey.
Clothes and Accessories Magical Silent Night - High black leather boots. Muffle your footfalls, making them near-totally silent. Stolen Lies - A collarless Sylvan shirt, tailored from a luxurious grey silk. Contains a hidden compartment at the breast for storing documents or similarly small items. Documents concealed within allow the wearer to speak with the voice or voices of their authors, either singularly or in chorus. Traveler's Cloak - A midnight blue hooded cloak made of thick, dense wool. Impervious to wind and rain, and also to Water-based magic. Also allows the wearer to blend into the shadows undetectably, even deeper than a swathe spell. Mundane
Black Jacket - Supple leather, expensive looking but grazed and scratched from hard wearing.
Grey Trousers - Simple cotton trousers, tailored in Sylvan. Breathable and unassuming.
Miscellaneous Items Magical Mundane Soluminian Pardon - A document from the church pardoning you of crimes you have been caught committing. Honored by law enforcement because of the aid the Clerics often give them. If the church discovers you have been using it regarding crimes that do not further the cause of truth, it can be revoked. Slides and Picks - Two sets of slim metal tools designed for delicately manipulating locks and prying open latches.
Stats & Descriptions Name - Alphonsine Chevalier (al-FON-seen chev-AL-e-ayr) Race - Human Age - 25 Affiliations - Cleric Defender Appearance & Apparel - Alphonsine is a man of average height, 5'7", with a strong, wide body perfectly built to carry the weight of armor. A round face with crew-cut dirty blond hair and meticulously kept goatee. He has Hazel eyes, a hawkish nose, and a nasty looking red scar across his neck that is a souvenir of a slit throat. His base clothing is pale blue shirt and white plants with hiking boots. However he is often wearing assorted armor over or instead of this so his apparel can vary greatly. Personality & Background - Alphonsine always dreamed of being a hero, a champion of truth and justice. A native Sylvanite by birth, he has a natural romanticizing streak and as soon as he was a man he moved to Elexia to become a Cleric Defender and guard that bastion of truth. However, after joining and volunteering to help guard the Church, he found himself doing very little actual defending. As time went on, he found himself spending more time doing more and more time losing himself in books and drink.
So when the day came when he was sigil went off, calling him to duty, he found himself both unarmed and unarmored in a bar across town. Out in the streets chaos was brewing, armed thugs and mercenaries everywhere. He rushed back to the Church and was told that people were moving against the families of certain church members and he was being sent to defend one of them. He grabbed his blade, not having the time to suit up, and ran for all he was worth to the address, only to find a trio of Nadrasks mercs already there, forcing their way in while a woman and child screamed within. Alphonsine did he best to fight off the blaggards, but he was out of breath, outnumbered and ill equipped. Before long he was laying on the ground, his leg broken and his throat slit.
Alphonsine only just barely survived, and when he regained consciousness, he was aghast to discover that the mercenaries had managed to break into the house and take the family hostage. When backup arrived not long after, things went south quickly and both the woman and her daughter had been slain.
Alphonsine lives to his day with the guilt of his failure, and it weighs on him daily. He was sworn to never again be caught unprepared. His is vigilance eternal.
Skills/Weaknesses Illadept - Alphonsine was born without the ability to cast spell. SPELLFORGING - The art of forging physical items out of raw magic, sacrificing your ability to cast a spell to turn it into an item. Cannot be done twice with the same spell. Lvl 1. Apparel Lvl 2. Item Augmenting Crystal
Dragonlancer A steel flamberge with an opalescent grip and fleur-de-lis pommel. A crimson crystal has been imbued into the blade, and a crescent of ebon claw into the guard. Dragon's Beath - Dragonlancer can be made to leave behind an arcing blade-thin firetrail. Strong swinging and flicking motions can be used to fling this trail out like projectile which impacts as though it was as dense as water. Dragon's Blood - Dragonlancer can have a fiery aura activated that feeds into it and Alphonsine. The sword becomes superheated and indestructible. Alphonsine's speed and reaction time are boosted.
Default Armor & Apparel Chevalier Armor - Iron plate armor set embossed with leonine heraldry.
> An iron barbute helm. - Enhances night vision.
> Midthigh length iron hauberk. - Enhances endurance and stamina, allowing him to wear armors indefinitely without them wearing him down.
> An ornate iron cuirass and fauld. - Grants armors he wears increased resistance to organic materials.
> Matched set of iron spaulders, cowters, ambraces and gauntlets. - Touch causes pain to vampires and the undead.
> Matched set of iron cuisses, greaves and sabotons. - Grant sure footing while running.
Other Armors & Apparel Rimelord Set
Rimelord Chestplate - Chestplate of silver and nevermelt ice. A frost dragon is raised from the surface, its long body and wings wrapping around the torso, its long neck coming over the left shoulder from behind and its head on the sternum, staring out with its jaws open wide.
> Allows Wearer to absorb any extreme heat or cold they are exposed to into a projectile of the opposite type that can be fired from the dragon's mouth once per post. Power of the projectile relative to severity of climate.
Ancient Helm - A silver elven helm engraved with ancient elvish.
> Wearer can communicate with a spirit bound to the helm, can sense hostility aimed and you and warn you of attacks to your blindsides
Ancient Cuisse - A set of silver cuisses (plate thigh armor) etched with ancient elvish writing.
> You gain Level 1 and 2 Ground and Pound Technique.
Ancient Greaves - A pair of silver elven greaves/boots engraved with stylized leaves.
> Half of all weight of items worn, held, lifted or supported by the wearer bypasses the wearer and goes directly into ground beneath them.
Lionheart Wrap - A short, simple, belted kilt of lionhide. The kilt pin's head is a real lion's claw. A lions tail hangs from the back.
> Allows the wearer to grow iron-like lion claws of their feet, allowing them to dig in for better footing and to help hold their ground.
> Lionheart Set
Tinder Gloves- A pair of sheer white gloves with a red flame embroidered into the palms. Contact with the gloves increases the temperature of items slowly and the material of the gloves can be clapped, rubbed or clicked together to produce searing sparks that ignite highly flammable materials. Estrella's Mask - A featureless dragonbone mask.
> Eye contact causes ones to become uncomfortably hot, sweaty and fatigued.
Fashion Plate - A silver pendant with an obsidian setting on a silver chain. Allows Alphonsine to blink-store any number of items of clothing, apparel, armor and the like he owns back at his room in the Church and instantly blink them back so he is wearing them.
Currency 40 Gold
Lvl 1. Ignite Lvl 2. Fireball Storm
Lvl 1. Drift Body
Lvl 1: Strengthen
You fell away, what more can I say?
The feeling's evolved; I won't let it out
I can't replace your screaming face
Feeling the sickness inside
Why won't you die?
Your blood in mine, we'll be fine
Then your body will be mine
So many words can't describe my face
This feeling's evolved, so soon to breakout
I can't relate to a happy state
Feeling the blood run inside
† System, Chester Bennington; Queen of the Damned soundtrack
Stats & Facts Name: Wilhildemina Martisse Titles/Aliases/Nicknames: Hilde, called the Souless One Sex: Female Race: Human (Westerner) Age/Height/Weight: 30/ 5'10"/132 lbs. Appearance: TBD Apparel: TBD Background: TBD Affiliations: Enforcer (Warrior+Peacekeeper)
Skills/Attributes Daemonic Beauty
Hilde is a foreign, red-haired warrior of rare beauty; however, her once proud countenance has now thinned, become sunken and hallow; the hazel in her eyes, once alight with green fire, is glossed over with an emptiness she can't escape, ringed by dark circles of sleeplessness; the voluptuousness and womanly form of her heritage has become waifish thin; her walk, once demure, has transformed into a predatory gait like that of a prowling cat. - Natural IntimidationThe Hunger
The need to feed within Hilde is always relentless, her inner self accompanied by a dark passenger that has come along for the ride. Whenever it goes unsatisfied for any given amount of time, Hilde becomes overwhelmed with a hunger she can barely contain. The need to satisfy this hunger becomes paramount, and she goes into a frenzied state of aggression that is hard to hone and must be quenched. Blood Haze: At the sight of blood, she enters this state. Lasts until she feeds. - Incite effectPhagean Curse
A 'gift' from a mysterious Scion perpetrator. Her right arm has transformed and mutated into a feral and clawed monstrous thing. Her fingers have elongated and grown razor-sharp nails; and from her palm and each side of her wrist, there lie nestled three dark crimson colored serpent-like appendages, each with a maw of vicious sharp teeth (Emergence - DAK)
- Lvl 1: The serpentine maws on Hilde's hand can sink their teeth into the flesh of almost any living being, draining blood to sate her new hunger. Hilde feels a sense of calm and euphoria as she feeds, cancelling out any negative emotion altering effects.
- Lvl 2: The call to feed overrides most of Hilde's other thoughts, when she enters the Blood Haze she feels no pain and almost completely loses her sense of touch.
Spirit - Severing Hand -A fighting style that uses precisely aimed blows to obstruct or disable your opponent's ability channel and interact with magics and the metaphysical. All effects last 4 posts. Lvl 1 - By landing a precise blow to the hand, you can inhibit their flow of magics and cut them off from casting level 1 spells. Lvl 2 - By land a precise block to the side of the neck, you can cut off magical awareness, removing any sensing or sensory magics. Lvl 3 - By landing a precise blow to the foot, you can alter the flow of internal energy, negating the effects of consumed substances. Lvl 4 - By landing a precise blow of the side of the abdomen, you can cut off the flow of life force, slowing healing. Lvl 5 - By landing a precise blow below the sternum, you can obstruct the flow of magics, causing them pain when they use spells. Lvl 6 - By landing a precise blow to the shoulder, you can cut off ability to interact with magics within other objects, removing their ability to activate magic abilities of items. Lvl 7 - By landing a precise blow to the collarbone, you can obstruct the flow of magics causing the next spell they cast to backfire on them. Lvl 8 - By landing a precise blow to the back of the neck, you can cut off their passive and inwardly focused spells. Lvl 9 - By landing a precise blow to the lower back, cutting off their ability to maintain summons. Lvl 10 - By landing a precise blow to the forehead, you can cut off their ability to cast spells.
- Lie To Me: Enhanced physical awareness allows you to detect subtle signs of crime and deceit.
- Confessor's Grip: A special technique nerve pinch that inhibits lying.
Spells Mind LEVEL 1 Retain - Anchors a memory or thought in your mind, ensuring you do not forget it or be made to forget it unless you will it. Does not need to be maintained, but retaining too many things at once can lead to confusion. - Retaining her humanity. Body LEVEL 1 Strengthen- Magically enhance your body's musculature, enhancing your physical strength by a level. Can only have one instance of this effect placed on your body at once or the distortion caused will be damaging when moving.
Spirit LEVEL 1 Mark- By contact you can mark a person's aura, which manifests in a glowing rune on their brow. Allows you to sense their presence. Can only have two people marked at a given time. LEVEL 2 Peer- You are able to see and decipher other people's auras, revealing their emotions.
> Akasha's Visage - Known as a Mask of the Paragon, a magical headpiece that resembles an unpainted bone Pharaoh's Mask.
1 - When dawned, grants Hilde marble smooth skin, an increased strength level, metallic hair and nails of razor sharpness. Lasts 7 posts. Weapon Items Non-Magical
> Hunter's Bite - A wrist-mounted miniature crossbow that fires tiny darts.
1 - 12 ammo Pets
Race: Human Age: 43 Height/Weight:5'7"/242 lbs Appearance: Short, squat, and muscular, with rough, pale skin and dark blonde hair receding but not all the way gone. His face is broad and angular, with a large nose and a poorly-kempt beard reaching below his neck. Apparel: Pale gray flannel shirt, fitted, thin, short-sleeved and collarless with buttons down to the middle of his chest, usually left open to reveal generous hair underneath. Dark gray woolen pants, a little worn in, belted high, and heavy solid black boots which look like they've seen better days. Overtop it all a knee-length black leather coat. Background: "Back in the day, it used to be that I made my living as a miner in the Alogeans, working my life away, making enough to drink on and a little besides to live, not thinking much about the future because the future doesn't matter much when you're in that kind of situation. Then I got drunk one night, mean drunk, and when I get drunk like that it puts me in a different sort of mind, makes me darker and harder than I am. I killed a man that night who looked at me wrong, beat him til he didn't get up again.
After a thing like that you can't stay around, not with the way people look at you--there were no police against me, no-one wanted to come forward--but the looks they gave, they were punishment in a right harder way. I had to run away, had to go. Where could I go? I came south, came to do whatever I can to get by. I hafta live."
>>Killed a guy once.
>>Field Trip, Part 1
>>Field Trip, Part 2
>>Field Trip, Part 3
Solid - With years of heavy labor and a brawler's build besides, Antoninus is stronger than most men, maybe just measure stronger than a normal man might be. (Empower effect)
A Quest for Redemption
Antoninus's ultimate goal is not glory or fame but social approval; to be seen by others the way he sees himself, as an upright and moral individual. The more adventures he undertakes, the more his legend grows, greatly effecting how others see him. Score: 10 Level 1: He has a natural Intimidation Effect. Level 2: He can tell tales of his exploits to charm, distract or impress people. When talking about his past adventures, his charisma, intimidation or other social skills are all enhanced and altered to suit his intentions. Level 3: Everything is on the house at any bar or inn. He will occasionally receive small gifts from adoring/thankful/impressed citizenry. Level 4: Quest leaders pay/give a small retaining fee/gift before quests as an inducement. Level 5: Any guilds or societies he is a part of will offer him a free item that bears their mark, making sure everyone knows he is among their number. Level 6: His fame attracts a squire, a secondary character that follows him everywhere he goes, seeking to learn from him in the ways of the hero. He does 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. Level 7: His experience gained questing gives him a sixth sense when looting, leading him hidden spaces where previously undiscovered treasures lies. (Bonus gold or loot item, up to quest runner) Level 8: His squire learns from him, gaining a new ability/spell/song/technique after each quest based on his exploits and their character type. Level 9: Shop merchants will give him items in return for your 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. Level 10: His exploits draw the attention of a villianous 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.
Level One: Pummel - Transmute his hands into living stone.
Level One: Center - Passive. Antoninus' body's mass shifts itself to alter his center of gravity, allowing him to keep his balance in most situations.
Level One: Empower - Magically augment the force created by his movements, effectively increasing his physical strength level by one.
Bertie - An immense, heavy, slow, two-bladed axe made of steel. The edges are long and curved like a crescent moon, with a battle scene inlaid in the blade, marvelous to behold: an army of centaurs battling with identical axes some horrible horde, all distorted and black, with the tumult of battle all about, and above them the gods sitting on high, swooping, laughing, staring calmly, all with an interest in the battle below, of such exquisite artistry that you'd think a god made it. The handle is some sort of reinforced wood, wrapped in heavy brown leather. Imbued with Halos Titan Hair, wrapping around the axe and handle in a silvery tracery.
> Modifier 5, 3 of 4 enchantment slots used.
> Blazes with Halos Fire, which burns and repels with equal force.
> Can absorb the blood it spills, turning red, growing harder by two, and gaining spikes, size, and whatnot as Antoninus prefers until the end of the encounter.
> Whenever the axe takes a life, it can absorb a bit of their essence, gaining a power based on them. The axe can contain only one such essence at any time.
> When the axe is thrown, it alters its arc and path to a limited degree as it seeks flesh.
Lindeza's Blade - A steel longsword with a hilt wrapped in black and silver fur. Shines with a violet sheen. The owner is immune to light magics and their gaze draws others attention by making the rest of the world seem to fade into darkness. The blade can be elongated into a bastard sword and granted a damagingly cold dark umbra.
Cultist Axe - An enormous golden axe with an ebon handle, as strong as iron. The axe acts much like a Seeker's Relentless Charm, suppressing when activated all emotions and doubts, be they magical or natural.
Ironhide Duster - A knee-length black leather trenchcoat, cut generously for a wide range of movement. Supple as leather but as hard as iron.
Stormclad Gloves - A pair of grey leather gloves with a scale pattern embroidered into them. Metal objects under three pounds can be pulled towards or repelled away from the wearer's hands.
Flagg's Eye - A perfect sphere of some strange pink crystal, glowing softly by its own light. This relic was found inside the Cradle of the Gods, where an ancient prophesy foretold his coming. This fact, and the Eye itself, deeply disturb Antoninus.
> Bloody Visions - Peering into the eye can show you moments of great evil. violence and hate related to places where you are, past and sometimes future, be it in your best interest or not.
> Wandering Eye - Peering into it can grant you the effects of a Projection spell. Your body is left frozen in whatever position it was in.
Mountainvale Medallion - A simple stone disk hung by a chain. The disk has a startlingly detailed etching of a mountain range on its face. More abilities will be unlocked as Antoninus's fame increases.
Level One - Once per encounter, Antoninus may have the stone of the disk flow around his body, granting him living stone flesh for three posts.
Void Pockets - The pockets of his pants are portals to a pocket dimension, allowing him to store a number of things in them.
Amber Trinket - A small amulet of Scionic amber carved into the shape of a very cute dog. Can be summoned for three posts.
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.
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.
Stats & Facts Name: Grehym Lyonbeth Titles/Aliases/Nicknames: Knight of Lyon Sex: Male Race: Human Age/Height/Weight: 22/6'2"/190 lbs. Appearance: Tall and gallant. Grehym is classically built with wide shoulders, a square jaw with a dimpled chin and high cheekbones. He has light skin, almost pale, with deep violet eyes of a brooding cast. Silvery blonde hair falls to either side of his face, reaching his eyebrows and stopping just behind his ears and at the base of his neck. By male standards he is beautiful, and has a pleasant disposition normally when not provoked to fight, then his temper can get the better of him and he'll draw his sword at a moment's notice. A scent that smells faintly of leather, musk, and a third smell that is fleeting but ever present and smells of the forest. Apparel: A light woolen white shirt, left loose and unstrung; over this a quilted jerkin of deep blue with buttons done up along the right side; and finally over top of this is a high collared mantle of white leather, its edges studded and stitched with silver. Deer-hide leather gloves, well worn from use. Trousers of comfortable wool, a dark brown; and lastly dark boots of chamois, that rise about calf height. Background: Hailing from a rural noble family north of Epicrin, Grehym left home at about 17, when a runaway dryad turned up on the borders of his land while he was hunting. Falling mutually in love, the two young lovers shared their feelings that night and exchanged vows of faithfulness. After the night passed, the girl informed him that she must return to her family, that it was her duty, and she bid him farewell but not before he bequeathed her his signet and vow to find her again. The very same day he set out in search of her, bidding his family and father goodbye in a letter. He has searched for his love ever since, taking up in Elexia for a time, following rumors, and now he thinks he has turned up a promising lead. Affiliations: Warrior's Brotherhood
Skills/Attributes Platinum Shadow
Although he has left behind a life of privilege and nobility that comes with being son of a lord, Grehym's handsome face and highborn features are widely recognized wherever he travels throughout the east. Sometimes he has taken to growing out his beard to see if that can mask his face but to no avail, the shadow of his former life seems to follow him everywhere. Pas d'armes - Charisma based on adventuring reputation Swordspoint(Man-At-Arms: Level 0)
"Once in a generation there comes a swordsman like Grehym. For him there is nothing more, it is all he wants out of life, and probably all he'll ever get."-- Every man lives his life at swordspoint. His life is the way of steel, he has chosen a life devoted to perfecting the use of a sword; being the best is all there his to him. Sword Master - A preternaturally gifted swordsman
Lvl 1. Your are able to put on a brief display of skill with your sword which has an Initimidate effect. BPs: (18/25) Warrior's Techniques Intuitive Analysis
Lvl 1. Nothing escapes the steel trap Grehym's mind has become, he is able to perfectly recall the specific details of everything that happens during a fight. BPs: (14/55) The Lion's Share - (Active: 1st Loot on next Quest)
Made from a little bit of everything and strong enough to turn hair gray, The Lion's Share somehow manages to be smooth and fine-tasting even as it pounds you straight into the dirt. The imbiber loots first after his or her next quest (unless the imbiber is a bard composing a spellsong).
Weapons Magical Azlan blade of the Silver-King - There is a legendary tale concerning this blade that speaks of the days of yore, during the founding of Epicrin and early settlements of man in the East. It tells of a Northern lord and his slaying of a mighty aslanyr, whose mane had silvered with age and majesty, that was terrifying the farmlands and homesteads north of the city. This lord, dubbed Llwyd Argent Le-Roi or the Silver-haired King hereafter in the annals of history, would go on to found one of the first lordly houses of Epicrin, House Lyonbeth. The noble longsword he used in the slaying of this beast has been passed down as the ancestral weapon of his kith and kin for generations since, in honor of the regal creature it slew, and to commemorate the story and legend of his line. A masterwork of surpassing craftsmanship and skill, the sword's like has never been seen again: a long tapering blade of about 90 cm, stronger than Corin's Alloy, of steel paler than pure Milkglass, it glows with a faint aura of unsullied light. The fuller is about half the blade length, and is good for either slashing or piercing. The blade itself issues from a crossguard made into a hexagonal star, the bars of the cross section are the front legs and rending paws of a mighty lion. The grip allows for occasional two-handed use or called a hand and a half grip, and is covered in the silver-gray leather of an aslanyr. Perhaps most pecuilar, the pommel is capped by a beautiful and glittering golden veined marble orb; this new addition, is the Relic known as Kaula's Voice, which Grehym has integrated into his sword's handle. 1. Silvered Majesty: -Modifier 7- 2. Prophet's Whisper - The beautiful honeyed orb in the blades hilt may speak to Grehym in a whispering voice, warning him of imminent danger and occasionally hidden secrets. 3. Words of Power - Amplify and augment your voice, allowing you to give a Screech effect that can be augmented by any special vocal traits, abilities, or skills. If you have none, it is dazing. 4. Silvered Essence Trait. Estrella's Varonarma - The blade of the fallen Oscaran, Estrella. It is a brass dagger with a hooked scorpion sting blade, a family crest on the guard and a hair wrapped hilt. The mark of manhood amongst Oscarans, only parted from them in death. 1. Innate Bloodstone Imbue effect, can be integrated into the hand as a trio of fine 6" blades extending from just above the base knuckles. 2. Grehym's leaping ability is increased by 100% of its base in height and distance, and he can perform wall jumps. Armor Sufferer's Mercy - A white leather mantle, its edges studded and stitched with silver. 1. When activated, the mantle will infuse the wearer with feelings of peace and contentment, blocking out all but the most extreme pain and negative emotions. 2. Saving Grace Set
Inventory Magical Jade Seal - Break over an item to grant it a random enchantment or magical ability. The more/stronger abilities the item already has, the more aligned to that/those ability/abilities the effect will be. Uses up one enchantment slot. Miscellaneous Elite Sigil - Presentable for a special dual class training or item at either of your guilds.
Name - Errol Wanderlust Race - Sekoran Dryad Height - 5'10 Appearance - A hair under six feet and lithely built, Errol wouldn't stand out much if it weren't for his rather obvious dryadic features. Jutting out from above his temples and forming a somewhat crown like shape are a pair of branching antlers. Almost jet black, they run in line with his scruffy mahogany hair and almost meet at the back of his head. His facial features are warm and inviting, his eyes an almost perfect leaf green. Apparel - Errol wears an open chested cotton shirt under an equally open emerald jacket made of some sort of intricately woven material with the firmness of leather and the feel of silk. His trousers are deep brown colour, almost matching his hair and are made of a slightly heavier layered cotton. His shoes are a little larger than normal, owing to his unique feet, but are cobbled with leather taken from a naturally passed deer. Background - Errol, being a sekoran dryad, unsurprisingly grew up in the sekoran forest. He spent a great deal of time with his sisters, who he loves dearly. He found something wanting in the life of the dryads though... he had an urge to wander and explore that comes over many male dryads. Before he departed to explore the world and all its waiting surprises, Errol's sisters crafted him some clothes to better blend in and a weapon with which to defend himself.
Errol took to the life of a wandering rogue almost immediately, falling in with the Guild of Thieves almost as soon as he first set foot in Elexia. He traveled to Ash a time later and found himself equally drawn to the Brotherhood of Warriors. So he became a Blackguard, a dashing warrior rogue, charming and deadly in equal measure... or at least that's how he presented himself to the woman of Bakara. Errol has broken his share of hearts and made his share of winnings in the various games of chance Bakara has to offer.
Errol's wandering took a turn towards adventuring when he was involved in a high stakes game against a particularly well renowned poker player. Rumour had it the man was almost physically incapable of losing a game of chance, that the gods watched over him somehow. The man included in his final bet, a strange bronze coin with indecipherable runes upon its faces. The look of pure shock on his face when Errol's flush of Blades trumped his flush of Hearts was a picture. Errol immediately took to running the coin over his knuckles as a matter of habit, and hasn't dropped or lost the coin since he won it... Affiliation - Thief
Skills and Abilities Heart of the Forest - Errol is a sekoran dryad, a creature with a profound link to the forces of nature, naturally graceful and appealing. Any social abilities or skills he acquires are naturally incorporated into his dryadic nature.
>>Constant - People are more likely to trust Errol than they otherwise would, his tie to nature making him seem somehow more constant. This consistence also allows Errol to manipulate a person's emotions more effectively the more time they spend together. (Level 2 Grifting) Touch of Moonlight - A gift from the Lord of Disorder, Erin. The world may be a messed up, ****ed up, chaotic place, but somehow you know how to find your place in the scheme of things a little better than most people. Things tend to go well for you, so that random chance events are tipped just that little bit toward your side. You're a little lucky to be alive, and you can feel it. Ageless Dream - Errol is somehow able to summon the spirit of Carnunos, an elder sekoran dryad. A broad, muscular creature with not only a crown but veritable headdress of antlers, Carnunos is usually dressed in animal hides. Errol's summoning does not truly wake the elder, it merely draws his attention and presence, the Stag-Lord yawns and stretches the entire time he is manifest, barely registering the world around him. Carnunos' mere presence causes the area to throb with dormant power, the collected energy of a thousand years of growth. Plant spells cast in his vicinity tap into this latent energy, growing in strength and gaining a semi-sentient aspect which can be used to guide them to their targets. Fiorana's Favor - Errol has drawn the eye of the Floral goddess of growth and possibility, becoming one of her favored few, he finds that throughout his endeavors, he comes out ahead. Fiora's Mark, the blooming Saproling bud blossoms on the back of his neck, a mark of future growth and possibility. Errol gains a 2.5% bonus in loot points on Quests for every 100 posts that Quest reaches, up to a maximum of 10%. Due to Fiora's influence, Errol is viewed within the guild as a blossoming rogue with a bright future. Errol has become known among some thieves as the Knave of Cups, a position that allows him a free Thief Chip for every 4 he earns or purchases.
>>Ree O' Roll of Fortune - Any ability or spell determined by a random out come, Errol may reroll that effect once ever per item/ability, redetermining a new Art and level, excluding the last out come. The Red Deck - Those skills learned through his association with the thieves of Elexia that are not subsumed by his dryadic nature.
>>Sleight of Hand - Errol is capable of picking up small objects with his hands and retrieving or depositing them in sleeves and pockets without notice. He is also able to shift items unseen from hand to hand. (Level 3)
>>Lockpicking - Errol is capable of using specially crafted picks to undo mechanical locks, even when restrained. (Level 2) Wild Glamour - Errol is possessed of the ability to conjure a number of illusory objects and creatures.
>>Level 1 - You can see through illusions and false images.
>>Level 2 - Errol may summon to his hands an illusory fireball. A burning ball of twigs, leaves and herbs who's flames flicker with flashes and streaks of green.
>>Level 3 - Illusions you create can inflict phantom pain as if made of fire.
>>Level 4 - Errol may summon to his hands a pair of illusory daggers. Crafted from a pale wood veined with lines of silver, the hilts appear to be formed from several layers of blackened leaves.
>>Level 5 - Choose a level 5 spell of any art that summons or creates something. At the cost of a spell you may create an illusionary version of that spell, customized in appearance.
>>Level 6 - Illusions you create can be given substance, half tough as the real thing. Any nonmaterial aspects of the illusionary spell will cause phantom pain.
>>Level 7 - Choose a level 7 spell of any art that summons or creates something. At the cost of a spell you may create an illusionary version of that spell, customized in appearance.
>>Level 8 - Choose a level 8 spell of any art that summons or creates something. At the cost of a spell you may create an illusionary version of that spell, customized in appearance.
>>Level 9 - You may take any of the illusionary spells you have created and alter it by adding aspects of another eligible spell of same level.
>>Level 10 - Choose a level 10 spell of any art that summons or creates something. At the cost of a spell you may create an illusionary version of that spell, customized in appearance.
>>Level 1 - Charisma - A target you cast this on will find you more charming and impressive than normal.
>>Level 2 - Sleight - Create an illusionary object of your choice in your hand. Must be small enough to actually sit in the palm of your hand.
>>Level 3 - Distraction - Compel a target to direct their focus onto you.
>>Level 4 - Psionic Chakrams - Summon to your hand a pair of steel throwing rings with an s-shaped crossbar of brass. When thrown you can mentally maintain their momentum and influence the angle of their ricochets.
Weapons Magical Heartwood Staff - A gift from his sisters, the staff stands as tall as he is. Crafted from the fallen branches of his own heart tree, the loose branches and twigs were woven together with powerful plant magics and then carved into an evenly weighted staff specifically for Errol.
>>From the Heart - Heartwood is naturally as strong as Ironwood.
>>Dryad's Care - So long as it remains in his possession, the staff mends itself naturally over time. Forest Blade - A silvered dagger with a dyed green leather hilt, floral patterns etched into its iron strength metal. Mundane
Items - Coins Elexian Silver - Used for buying food and drinks, tipping waiters and crossing the palm of fortune tellers. Silver is the currency of the everyman. Bakaran Gold - The main currency of adventurers in Bakara. Gold is used whenever the value of an item exceeds what you'd expect the average person to spend in a day. Coins come in varying sizes but their worth is quantified by relative size to the smallest gold piece. (40 Gold) Ageless Coin - A worn copper coin with a circular hole at its center. Any creature or spirit viewed through the hole looks as it did or will in its prime. Crafted objects viewed through the coin appear as they did when they were new. Erin's Boon - A small silver coin, on one side depicting Erin smiling and winking at you, on the other side an engraving, somehow, of the shapeless and formless chaotic void. Grants the skill "Touch of Moonlight." Odd's Maker - A silvery coin bearing a pair of scales on one side and a depiction of a mine on the other. Whoever carries one of these coins is blessed with exceptional luck when it comes to acquiring loot. On any quest exceeding 450 posts, they gain an additional 5 loot points for each Legend Point the quest is worth. Gambler's Fallacy - Errol's coin is ancient, and whatever means were originally used in its minting process are a mystery; though the bronze is cleary magical, there's little else he can decipher about the markings, or the coins origins. Inexplicably warm in his hands, the surface gives off a faint hum, and only he knows the exact balance of its weight. On the face, is the classic depiction of the lovely goddess Fortuna, displayed in profile, with her iconic Spoked-Wheel in her hands; she is covered in ethereally flowing drapery, that suggest the curves of sensuous flesh beneath their folds. She is the Mother of Fortune, called Lady Luck; her domain is the realm of destiny and chance. The reverse side, tails, holds her other sigil, the Chained Heart; it signifies the oppressive randomness of human destiny, that fate is neither good nor bad, it just is. (Relic of Legend: 7 Points)
>>Level 1 - Errol, for whatever reason, is tied to the Gambler's Fallacy; it is an artifact of Fortuna, and one of her symbols. Chance is a capricious creature, but anything is possible, if not probable; it only comes down to a matter of luck. The Fallacy belongs to Errol, and he to it, no matter what he does, he cannot get rid of it; always reappearing in his possession after a short while. There is an air of blessing around Errol while he handles Fallacy, all his social skills are enhanced with a preternatural confidence, the roguish dryad seeming just a little more wonderous and magnificent to people's eye.
>>Level 2 - The Fallacy is above all, the embodiment of luck, and the nature of luck is mutability. Being the master of Fallacy, he is able to control the appearance of his coin psionically, through sheer willpower. With the ease of clay, Errol can mold Gambler's Fallacy into an exact match of any common or magical coin, down to the smallest details. Fallacy still maintains all of its own powers and abilities in this form. While in the possession of another, Errol can pick up cues and nuances he otherwise wouldn't be privy to; along with being aware of where the Fallacy is, Errol can more readily pick out lies or deceit from that person.
>>Level 3 - The owner of the Gambler's Fallacy is the champion of Fortuna, the Fey goddess of fate, and embodiment of luck. Her followers begin to see the fates and potential outcomes of everything around them, as easily as salmon spawning through a meandering stream and river. Seeing the other potentialities in the release of magic, Errol can once per encounter per Art, prism a spell or ability he knows to a random Art for as long as that is the first time this encounter the Art has been Prismed by him.
>>Level 4 - Through his explorer's soul and adventurous exploits, the goddess Fortuna has become quite fond of Errol, he feels an approving and comforting presence watching him from time to time, always at the edge of his vision, fleeting. He is vaguely aware of a change to his coin, though it isn't physical or superficial, the nature of the Fallacy is somehow changing entirely, like it is aware of its owner, and becoming more apart of him. A flip of the coin materialised the possibilities of this change, granting him Fiorana's Favor.
Items - Miscellaneous No Snake Eyes - A pair of gold and silver dice in a black bag with the words "Good Luck" written on them. One of a handful that grant their barer an invitation to an upcoming exclusive Quest. Slides and Picks - Three sets of iron lock picks.
Pearl's Fine Silks - Bolts of silk, long and thick enough to produce a long dress, or any other items of similar size. Available in any colour, when crafted into a garment the silk gains a magical ability based on the colour choice and the garment. (Can be used to craft multiple separate garments, the overall power will be split between them.) Forest green.
Elixir of Magi’s Manifester - An inhalable potion. Rumor says it was brewed deep in the Scionic mountains. Fact says it’s incredibly awesome no matter where it was brewed. When used, choose a spell you know. That spell becomes spellforged.
STATS AND FACTS Race - Human (Shemite) Age - 33 Height - 5'1" Weight - 120 lbs Appearance/Apparel A miniscule man, no more than an inch over five feet tall. His face is slender, the skin a dark shade of olive tinged brown by the sun, and with a thin, jet black beard lining the angles of his face, culminating in a small curl at his chin. His hair is kept short, perhaps an inch long, and cropped facewards neatly. He is muscular to a degree; well toned, at the very least, and perhaps more limber than robust. Bleached blond silk drape from his shoulders in the shape of a very short-sleeved vest, loose buttons tying together the front flaps, while his matching pants droop down to his sandals. Background Affiliations - Allies - Enemies - Accomplishments
SPELLS AND ABILITIES Abilities Flight of the Dragonfly - By honing his skill and utilizing his small size, Roshem has become and elusive warrior with incredible reaction time (Untouchable. BP - 39). Lvl 1. Your physical control is heightened, preventing you from ever losing your balance in all but the most extreme of situations. Man-At-Arms - Roshem is trained in a great variety of weaponry (Not the LSS, just a coincidental name). Spells Dark Level 1 Stash - Quickly bring your hands together twice, fingers interlaced, then bring them apart, weaving a small bag of solid shadows to contain whatever you might need. Level 2 Shadowblade - By reaching into any unlit container, you can form the darkness within into an icy cold knight dagger of solid shadow. Dagger is maintained like a summoning. Fire Level 3 Summon Desert Oil Flail - Summon to your hands an obsidian flail, it's head soaked in a magical burning oil. The oil causes temporary burning to nearby people and items when the flail is spun wildly. Earth Level 1 Pummel - Transmute your hands into living stone. Level 2 Dirty Trick - With a sharp upwards gesture, cause dirt, dust and soil to fly up off the ground at a target's face. Level 3 Stoneblade - Drive your hand into the ground as if it were water and pull out a 3' long kopesh. You can only wield one of these at once. This sword will be reabsorbed into the earth on contact. Level 4 Nomads Kusarigama - Summon to your hands a single handed scythe of stone and iron, connected to a heavy stone weight by a 6' iron chain. When spun, you can have this chain extend itself link by link up to 20'. Beastial Level 1 Summon Insects - Summon multiple insects or arachnids. Species is up to caster upon learning. Number summoned is dependent on the size of the species chosen (Dragonflies).
INVENTORY Weapons Real weapons are for suckers - You heard me. Attilensis - A breathtakingly plain sword, long and straight steel with a rectangular cross guard and a hilt wrapped in brown leather. Somewhat dirty and pitted, as though it had been buried for a very, very long time.
> Unbreakable, modifier 5
> The Scourge of God: Unique among all weapons, Attilensis is a sword forged for one purpose, and one purpose only; to slay a god. The blade passes through the immortal flesh of the divines as though they were mortal, and produces wounds that cannot be healed through conventional magic. Against mortals, however, the sword is ordinary, even boring.
> Will to Power: The possession of this sword insinuates itself in the mind of its owner, becoming increasingly connected with his thoughts and ambitions. Increasingly his dreams turn to kingship and dominion, whatever his rank may be. Armor
Magical Items Nightbeast Horn - For imbuing. Results unknown. Flashbang Implacable Hammers Seal Vial of Icarian Elxir (2) - Drink to gain wings capable of flight for 7 posts. Vial of Arctic Compound - Throw to coat everything around the point of impact with a thick layer of ice. Vial of Scionic Solution - Apply to an item to amplify its effects for the next 10 posts.
Rope - 12' of rope, coiled and latched onto his waist. 1 Bag of Devil Dust - Throw handful at target, causes burning, painful sores wherever it touches skin, last five posts. 4 handfuls.
Waterskin - A 1/2 gallon waterskin.
Backup Waterskin - A 1/2 gallong waterskin.
Backup Backup Waterskin - A 1/2 gallon waterskin.
Race: Human Age: 41 Height/Weight: 5'11", 154 lbs Appearance: Tall and exceedingly thin, though not so much emaciated as simply slight of build. His skin is pale and delicate, clear enough to show his veins faintly. Brown hair, shortish but parted and slicked down, and a well-manicured Van Dyke beard. Piercing blue eyes, hidden behind thin pince-nez lenses. Apparel: Any of a variety of exquisite suits, as described when he appears. Typically a heavy navy flannel suit, three pieces, double-breasted, always worn closed and pressed with a starched white shirt and a tasteful navy silk grenadine tie. Background: Most people in Elexia will have heard of the Fitzhenry family; they are an ancient and noble clan, traditionally known for their integrity, piety to the Church, and immense wealth. All of those qualities may have at one time been true, but in recent years their wealth has dwindled, even if their social standing stands undiminished. Their prominence is partly accidental, and partly by design: much was fostered through reference to the many legendary moments of Elexian history in which members of the family played minor roles, roles which the family worked long hours to inflate in the popular imagination.
With the recent death of his father Lord Percival Fitzhenry, Lord Fitzhenry--as the only heir male of the family--has inherited an empire in near total collapse. The assets of the family have been reduced only to his small and aging townhouse in the Old City of Elexia, fully furnished but increasingly in need of repairs. His Lordship's mind, then, has increasingly become preoccupied with finding other means of finance.
>>Heir male of the Fitzhenry Family.
>>Theoretically entitled to be addressed as "Lord," though observance varies.
Noblesse - Lord Fitzhenry always puts great care in presenting himself as the perfect gentleman he is; his demeanor, appearance, and public actions are all carefully intended to maintain this appearance. Because of his years of practice, he has gained the ability to keep looking well-pressed and fresh at even the most stressful of occasions.
Unimpeachable Integrity - Because of the Fitzhenry family's reputation and his own impeccable appearance, his Lordship is trusted more than other men. How much effect this has varies: very little to a common elf in Greevan, but a great deal indeed to a fellow member of the world's high society.
The Party Circuit - Once in a while Lord Fitzhenry receives invitations to private cocktail parties, attended by some of the elite of civic life. This makes him eligible to attend nearly any highbrow event in the Eastern World, though at the host's discretion.
Cyrus can reach out with his Spirit magics channeled through his blood to specifically find the spirits of his ancestors and entreat them to give him aid. Level One: Cyrus can ask his ancestors for advice and guidance. Their answers will be helpful, though rarely entirely clear. Level Two: The late Lord Percival Williams Fitzhenry, a shrewd Fitzhenry ancestor with vast knowledge of the family's economic history, recounts to Cyrus events in which the family worked with the various Bakaran guilds. Cyrus may use these accounts to remind the guilds of his family's contributions, allowing him to, once a month, join a guild-only activity even if he is not a member of the guild. Level Three: Cyrus gains the ability to summon a minor ancestral spirit who will aid him in some way. This spirit does not require maintaining and vanishes after three posts. Level Four: Cyrus's ancestors faith in him as a true scion of their line strengthens and their advice becomes clearer, even when he don't really want it. Level Five: An ancestor manifests to teach/grant Cyrus a moderate ability. Level Six: Cyrus gains the ability to summon a lesser ancestral spirit who will aid him in some way. This spirit does not require maintaining and vanishes after five posts. Level Seven: An ancestral spirit will appear and guide Cyrus to a hidden item related to your family line. Level Eight: An ancestor manifests to teach/grant him a major ability. Level Nine: Cyrus gains the ability to summon a major ancestral spirit who will aid him in some way. This spirit does not require maintaining and vanishes after one post. Level Ten: Cyrus's ancestors bestow on him knowledge of a ritual spell. These spells require two spells to cast and maintain and are quite powerful. In addition, he is able extend your summoned ancestral spirits manifestations by maintaining them like summons.
Level One: Swathe - Cyrus can cover himself in a thin skein of utter blackness, allowing him to hide undetectably amongst shadows.
Level One: Charisma - A target Cyrus casts this on will find him more charming and impressive than normal.
Level One: Home - Cyrus has anchored his spirit to Fitzhenry Manor. By casting this spell he can reconnect with that bit of your spirit and sense what is going on in there. Level Two: Touch - Touching an object can give Cyrus a mental image of the person with the greatest connection to it. The clarity of this image is dependent on their personal connection to the item. Use once per encounter.
Rimelord Stave - A magesteel staff with an eastern style dragon of nevermelt ice spiraling up its length. At its head is the dragon's head, fanged mouth open wide. The dragon can exhale from its mouth a cloud of ice that will quickly solidify into a any of a variety of polearm blades, which are damagingly cold. The dragon may also limitedly animate to tilt itself head upwards. if the owner desires the ice blade to come from the top of the staff rather than the face of it. (Rimelord Set)
Dagger - A small stiletto dagger, the blade eight inches of thin tapering steel and the hilt made of fine silver, inlaid with the Fitzhenry family crest of two swans.
Key to the Manor - A small iron key which grants Lord Fitzhenry access to Fitzhenry Manor.
Sign of My Birth - A golden signet ring, given to Cyrus upon the death of his father. Bears the Fitzhenry family crest.
Jade Seal - Break over an item to grant it a random n enchantment or magical ability. The more/stronger abilities the item already has, the more aligned to that/those ability/abilities the effect will be. Uses up one enchantment slot.
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.
Stats & Facts Name: Vinny Guadagnino Titles/Aliases/Nicknames: Vgag, Sex: Male Race: Human Age/Height/Weight: Young/Tall/Scrawny Appearance: Looks like if a Guido had Storm spells Apparel: Hair always stands up due to electrical charge, Skin permanently orange due to sun damage Background: Affiliations: No one respectable
Whisper Accessories Non-Magical
A little machinist Amulet worn on a chain around the neck that occasionally produces a harmless but shiny electrical discharge.
“I am Sa’kagé a lord of shadows. I claim the shadows that the Shadow may not. I am the strong arm of deliverance. I am Shadowstrider. I am the Scales of Justice. I am He-Who-Guards-Unseen. I am Shadowslayer. I am Nameless. The coranti shall not go unpunished. My way is hard but I serve unbroken. In ignobility nobility. In shame honor. In darkness light. I will do justice and love mercy. Until the king returns I shall not lay my burden down.” Durzo-Blint
Nynx- named Sanzo
Resembles humans more than the average Jakari.
Blonde hair, naturally slightly spiked ant orange tipped. Amazingly softer than human hair.
His strongest feature are his eyes. Ice blue and turns distinctly feline at night.
Wears a black duster, heavily worn and taken care of. Tunic that shows his chest. Leather pants.
Arrogant, cold and a bit of a smarta**. But not a evil bone on his body. Insanely smart and cleaver but does not show that fact off.
Does not like to kill anything. He will take any other coarse to avoid killing.
Normally avoids using magic, just has a born distaste for it
Sokai had a tough life in his home town of Yugeis. his parents died at a young age. he lost interest in what they were teaching in school because it was too easy so he dropped out. sokai spent most of his nights at the library teaching himself about whatever interested him, mainly herbalism. he grew up in that library and in the surrounding forest hunting. he also made a lot of trouble in town thieving, fighting, and not stopping to think before his smart mouth said something often true but distasteful. at the age of twelve he grew bored of hunting with the standard weapons hunters use so he carved himself his blow dart gun he carries today. sleek metallic black and beautiful with etchings tattooed around it. using his skills as a herbalist he started to make poisons. started out not potent enough to harm anything bigger than a dog (which were a rare sight in Yugeis because of how hated they were, with the old fairy tales and the evil beasts called dogs). it took him until he was 18 but he finally created a poison very potent and very deadly. hunting became second nature with his darts, taking down prey ranging from rats and squirrels to hated underwurms. One night Sokai got very drunk and got into his usual aggressive mood. receiving threats from another not so sober male Sokai before he knew it had his dart loaded and fired off a dart straight into the mans open mouth. he died in seconds. Sokai now unwelcome in his home town and chased by the law spent his next few years wondering the Chokosan Forest visiting different tribes but never welcome. he honed his poisonous darts into weapons of defense and vowed to never kill again after he found out the man he killed had a wife and 3 kids. now after 5 years of self exile Sokai is moving onto new parts of the world, in search for some way to find peace with himself. Soon Sokai was found by a Nynx named Sanzo who became his bondmate with the sentinels, helping him through his journeys ahead.
Cat's Eyes - Sokai's eyes are a little more sensitive then most, allowing him to see relatively clearly in very dimly lit conditions.
Condensing - Sokai has a knack to make poisons more potent, not allowing to make more per use just able to make the amount of fluid needed to coat a dart potent enough to induce its effect.
Herbalism - The art of combining natural herbs, oils and other elements to brew potent recipes. (Level 3 - Elite Herbalism
You can make even tougher Teas, Supplements, Compresses and Poisons. You now can also create Balms, thick, viscous herbal compounds that can be applied to people and surfaces and have an effect on whatever they are applied to for as long as they are there.)
Untouchable - Hit and move, hit and move, this is the way the untouchable warrior. Never give them a chance to hit you. Keep moving, dazzle them, fool them, then move in quick and catch them unprepared. Equally handy for armed and unarmed fighters. (Current BP: 25)
Lvl 1. Your physical control is heightened, preventing you from ever losing your balance in all but the most extreme of situations.
Recycle, Reuse, Renew - Adapts learn how to break down any item that own that they could pawn for any usable materials.
Natural Invention - Adapts are able to replace certain manufactured components with naturally occuring alternatives.
Clockworks Lvl 1 - 0/2 creations, 0/2 inventions.
Blow Pipe - Carved by Sokai himself to facilitate administering of poisons. The pipe is about eight inches long carved of King's cane. A form of bamboo that grows along the coast near the Chakosan Forest, and is commonly uses by non-city jakari for armor and weaponry as it is as tough as iron
Stinger - A small tubular device, key-wound and spring-loaded to launch a dart. Small enough to be easily hidden in objects. (Hidden on his wrist under his coat)
---Singer is filled with one hellfire poison dart---
Thunderbluss –A machinist blunderbuss altered to launch potion vials rather than traditional ammo.
Plant Boomerang - Boomerang of undyed ironwood with vine bands. Just prior to impact can either be made to grow razor-sharp thorns along its edge or to sprout ensnaring vines, bind whatever it strikes.
Plant Hatchet - has an altered emerald imbue, instead of toxin they secret a mild acid that is much stronger against plantlife.
Voidsatchel - A simple satchel enchanted to have seemingly limitless capacity Used for storing all of Sokai's items and supplies.
Poisoner's Belt - A simple leather belt with 5 slots on one side for his poison vials filled with 3 poisonous needles. Each vial has enough to saturate 6 needles
Twilight Poison - A poison that blurs and dims eye-sight. Lasts for 5 posts after the last exposure.
Contanes 3 darts and 3 uses
Twilight Poison - poison that blurs and dims eye-sight. Lasts for 5 posts after the last exposure.
Contanes 3 darts and 6 uses
Viral Posion - Causes fever, vomiting and muscle spasms.
Contanes 3 darts and 6 uses
Hellfire Poison - Causes extreme burning pain.
Contanes 3 darts and 5 uses
Herbalists Kit- contains mortars and pestles, oil presses, gloves, pill presses, scalpels, cutting boards, vials and jars, burner stones and small kettles.
Right, first things first: Welcome to Epic World! Always nice to have fresh blood and you've got a good start here.
There's just a few things I'd like to deal with, just so you get off to the best possible start. In order of importance (as far as I'm concerned):
- Herbalism costs roughly 75 Gold to get to each successive level, and only Sentinels can achieve levels 3 and 4. (A lot of the crafting stuff is still being finalised.)
- Untouchable and other battle LSSes start with no skills unlocked, you achieve Level 1 after acquiring 25 Battle Posts.
- We prefer people to be specific about anything that might affect the game. Assorted books and parchments is fine, 'assorted poisons' and 'collected herbs' are less fine, since they allow you to decide what you have on the fly.
- What happened to your 200 Gold? Looks like some of it accounts for your Void Satchel, but you don't have enough here to warrant having only 10 gold left to my eye.
- Your background mentions becoming a master cutpurse and pickpocket, which are skills your character does not have (thieves can eventually become masters in these skills). This should be removed or toned down if you plan to have your character be a thieve's guild member.
- Your descriptions and background are a little sparsely described in general, which is totally fine. If and when you feel like it, might I recommend reading through other people's profiles to get a feel for the way they've approached those sections?
Feel free to message myself or any other WM by PM or AIM if you have any other questions. Again, welcome to Epic World.
Stats & Descriptions Name – Magnus Race – Human Age – 25 Affiliations – Mage Appearance & Apparel – Magnus is in good physical shape. 5’11” brown hair and gray eyes. Wears lots of magenta and blues. Has a cape and helmet. Personality – Magnus is emotionally distant. He pursues his goals even when others would question his sanity. He is a natural leader and extremely smart. Background – Magnus grew up in a tortured island where foreign races decided that the humans of the island were not good enough to be treated as equals. Growing up as little more than a slave with almost no free will, he behaved as a child. Unfortunately, one day his parents were taken away. He later found out that they were executed for trying to create a rebellion and reinstate the humans of the island as the race in charge. Furious, Magnus took up his parents cause. He led the rebellion and freed his island. This cemented his belief that humans really were the best race, and that all the others need to be put back in their place. So he set out with the only person from the island that he had actually befriended (Bleu), and made his way towards the mainland seeking to protect the human race there from being treated as a lesser race by anyone.
Skills/Weaknesses Extremist: When it comes to opinions of Magnus, there isn’t really a middle ground. After meeting Magnus, people’s opinions of him tend to be amplified towards the extreme. They are more inclined to either love him, or hate him with no real middle ground usually.
Stubborn: After years of fighting against his own oppression, Magnus has gained the ability to reject foreign thought. He is immune to external mind affecting magics.
ELECTROMAGNETISM - Learn to manipulate the electricity generated by your body and your storm magics so exerts influence over metallic objects. Lvl 1. You massively create a magnetic bond between yourself and any metal items you hold, making your grip on them unbreakable. Lvl 2. Your attunement to electromagnetic forces allows you to attune your senses to the fields generated magnetic north, electrical charges, and/or magnetized metals. Lvl 3. Generate a magnetic field around your hand and target metallic object, pulling it towards you with 20 lbs of force. Counts as a spell. Lvl 4. Generate a magnetic field very close around one of your hands, repelling any metallic object with just enough force to drastically decrease its momentum upon contact. Counts as spell.
The Three Pronged Bullet-A silver sai dagger with a crystal hilt. When thrown will channel air around it, propelling it faster and maintaining its path.
Imbued with a dual crystal of Agate/Amethyst:
Agate Imbue - Impact hitting or hit by the item are afterwards repelled with equal force.
Amethyst Imbue - The item can be made hard to notice or pay attention to.
Sai 1 - Topaz Imbue, Amethyst Imbue
Magical Forbidden Sigil – Spell in the art you know the most spells in have their base cost reduces by 5. If two or more arts are tied for first, has no effect. Not stackable.
Darkwood Ring - The touch of the ring causes intense, possibly debilitating pain to anyone of a different race than the wearer.
Ferrostone - A crystal that when imbued to an item can magnetize the item and/or, if the object is nonmetallic, make it effectible by magnetism.
Sack of metal ball bearings of various sizes and weights.
-5 about the size of a shooter marble ~1lb each
-5 about the size of a racket ball ~10lbs each
Storm Level 1:
Whisper: While speaking in a whisper, you can manipulate the air to carry it to the ear of anyone within your sight.
Drain - By touch you can drain the bodily electricity from a person, tiring them and causing a brief spasm of weakness.
Gust - With a thrust of your palm, channel the air into a gust of wind that will push back your target several feet or stop their forward momentum.
Level 4: Lightning Blast - Create a palm with your hand and vibrate the air in your palm to generate a ball of electricity the size of your fist. Can use air pressure to launch this ball from your hand. If double cast can use two hands together to form more powerful single blast. Gold 475 (Owe 75 to Gerr, 36 to Bleu)
Going to have to veto the stubborn helm, since it's just a reskinned version of a cleric only item. Also, 'Extremist' would need to be a tendency rather than a guarantee, since some people are born fence-sitters.