While the character concept is great, we don't allow custom Leveled Skills, so unfortunately we cannot approve this character. The work you made for it is fantastic, and I imagine that someday we might ask you if you'd let us borrow it for a mainstream LS, but at the moment it is not a viable option.
Another note: Using a western theme doesn't exactly fit EW. It's a fantasy world, after all. If you'd like to have a cowboy like character, I would suggest making small modifications to the cowboy archtype to suit it better to a fantasy climate.
Fair enough it was fun enough, to play around with anyway! It probably wouldn't be that hard to alter Virgil to fit in, but I don't think any of the archetypes really fit him, so I guess he gets shelved.... As for borrowing from me I would love that
Appearance & Apparel
Feyrus Is tall but stooped, and is probably in his mid sixties, although it is sometimes hard to determine an exact age as his green eyes seem to burst with youth and intelligence. He is dressed in unassuming grey robes, with a black leather manpurse sitting on his left hip. Although he appears to hobble, he somehow moves at normal stride. He is generally stooped and stands about 6' tall, but if he were to pull himself to his full height he is really quite tall at 6'5". He has unkempt slightly curly white hair under a grey bent and pointed hat, and a white beard.
Although he appears outwardly doddering and a bit crazy, there is sometimes a look in his eyes that belies a vast intelligence and cunning.
He seems to blame everything bad that happens to him on an invisible monkey that won't leave him alone.EDIT: Feyrus recently went through a memory lapse and has reverted to a previous version of his consciousness.
Feyrus was once a very powerful, and dangerous archmage. He became very deeply obsessed with the fabric of magic and what it really was. As he craved more, and more power he began casting spells that delved into realms beyond the understanding of mere mortals. One dark evening Feyrus looked too far into the depths, and what he saw there drove him slightly mad, and stripped him of a great deal of his power. He no longer has a complete memory of his past life, but he can feel the power of magic course through his veins. He now spends his life wandering, doing whatever seems like a good idea at the time and slowly building his power back up. Although now he simply uses his magic because it's a part of him, an extension of himself rather than a tool with which to tear open the fabric of reality.
Feeble - Physical strength below average
Knowledge of ages - Long years studying magic allows you to discern the nature of magical items and their uses.
Unpredictable - Jerky movements and an odd mental state make your movements harder to predict, giving you a slightly better chance to dodge attacks.
Endearing - Because of your quirky nature and old age people seem more willing to befriend you (Naturaly high Charisma)
The Best Disguise is the Real Thing - Physical weakness, age, and apparent mental weakness usually makes him appear to be the least dangerous in a group when evaluated by a stranger.
Dual Magery Pyrebolt - Combine Ignite and Spark
Lvl 1 - Snap your fingers to send an arc of electricity flying from your fingertips to a spot which you can see and which there is a clear path to. This arc causes a jolt of pain, flare of heat, and burst of cinders where it hits. The spell will instantly ignite any highly flammable materials hit with it.
Lvl 2 - The bolt ignites the air around it, enclosing it in flames.
Lvl 3 - The bolt creates a thunderclap that deafens others in a close vicinity.
Voltaic Flame - Combine Fireball and Drain
Lvl 1 - Summon to your hands a ball of floating flame, held together by a crackling static charge.
Lvl 2 - The ball strikes with the consistency of water, imparting a burst of heat and electricity that wearies and weakens, causing sweating and a spasm of weakness.
Lvl 3 - When thrown the balls naturally curve towards sources of heat, making attacks under normal circumstances slightly more likely to connect. The shock becomes painful.
Lvl 4 - Those struck by the balls are stricken with a powerful electromagnetic charge that closely matches the effects of prolonged metallic contact. This effect prevents the casting of level 8-10 spells.
Spells Level 1 Ignite - Snap your finger to cause a very small intense burst of heat in a spot you are looking at. Can be used to start a small fire if used on highly flammable materials. Spark - Release a small arc of your bodily electricity from your fingertip. Its enough to startle and cause brief pain, as well at ignite highly flammable materials. Level 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. Drain - By touch you can drain the bodily electricity from a person, tiring them and causing a brief spasm of weakness. Level 3 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. Torch - Release from your fingertip a 2" jet of intense flame capable of cutting through metal. Level 4 Blowback - Create a spiraling whirlwind around one of your hands that will drive the next thing you hit backwards with the force of a hurricane wind, spinning if it becomes airborne.
Iron Kris - dagger with an obsidian hilt and a dragons-head pommel. As long as the blade is not in contact with a body, it can rapidly heat and reforge itself into any shape you can visualize. This does not change its mass.
Non-Weapon Items Ruck Sack - A void pack that is filled with a near infinite amount of freshly roasted beef and poultry. Also comes out warm and fresh, its odor irrestistable attractive to carnivorous and omnivorous animals.
Pets "Invisible"(Not really there) monkey named George.
Rupert the Garnet Gorion
Rupert hardens spikes when he's threatened. Gold
I have spoken to Trabant regarding his dualmage combination, as it wouldn't create the effect he was hoping (its already been made for a future character). He is currently reconsidering his dualmage combo spell.
—Richard Lovelace, To Althea, from Prison, fourth stanza
Stats & Facts Name: Joséphine Kyla del Sol (Jo-seh-FEEN) Titles/Aliases/Nicknames: Josie Sex: Female Race: Human (Elexian) – w/ some East Island admixture Age/Height/Weight: 18/5'9"/135 lbs. Appearance: A portrait of dark-haired beauty. Stylishly feminine pageboy locks, her black tresses wreath her head like a royal crown. Soft skin the color of warm peach; a haughty but attractive statuesque face, with lovely cheekbones; a nose that is overly bold but still charming; charcoal shadow dusted over heavy lidded eyes perpetually sleepy, they are mismatched colors of deep sapphire and brilliant liquid green. Young and athletic, a taut womanly body that exudes femininity, it can bend into the most impossible positions. Deliciously humble breasts like fully blossomed apples; and a scent of fresh strawberries that you simply can't get enough of. Apparel: Always in black. What is a chic evening gown open backed with a laced chocker collar and bodice cut in a narrow v-necked décolletage that leaves little to the imagination; it salaciously hugs the curvature of her body like a dark river; a shinier black belt of velvet cinches her waist. Black stiletto hills, the height of fashion in Elexia, they are 3" in length, and seriously killer. A single teardrop pearl necklace, it hangs right at the base of her windpipe, and right above her bust. Background: Orphaned on the streets of Elexia at a young age, you could say the city was to become her adoptive father; and if Elexia was her father, than it was the Thieves guild who would become her nurturing mother. Soon, under the tutelage of those liars, bastards, and thieves of ill-repute, she became one of them. Never a killer, Josie was the consummate charmer; her favorite con was playing the innocent, malnourished street urchin with a sharp wit and quick mind. After getting cleaned up and taken in, she would case the residence, and not long after the stooped noble would be robbed blind. However, the game couldn’t last forever, soon came adulthood, and she struck out on her own, now filled out in the full flower of beauty, and unrecognizable as the little street urchin, she was ready to make a name for herself. Affiliations: Thieves Guild
Sensuous, athletic, loquacious, elegant, resourceful and completely charming, Josie is an experienced confidence woman. She’s rubbed elbows with high society circles through out all of the five cities. Slowly building up a fine crafted reputation of benevolence and charitableness, the helpless saps of the upper crust can’t help but share their secrets with her Kitty Cat -- Charisma effect based on confidence. Adept flexibility.
The Devils in the Details
With a line always connected to the au courant society twitting, Josie is privy to when things go down. Works like a thieves-network but for potential lucrative social events.
Preternaturally gifted with a penchant for survival from a young age, Josie's body has naturally adapted to her environments over the years. She has learned how to manipulate this seemingly tangible ability to affect her surroundings to help assist in her endeavors, which often lead to her needing to save her own skin. (Attunement) - Your body passively generates an imperceptible field of force in a 10' radius around it, your awareness and control over this field increasing as your understanding of it grows. Lvl 1. The field guides movements through according to your will, giving you perfect aim with thrown objects. Lvl 2. You sense a disturbance in the force. You can sense any movement within 10' of you.
-Lvl 3. The field shifts to faintly guide and support your body as you move, greatly enhancing your agility and ensuring you always land on your feet.
-Lvl 4. The field intensifies closer to your body, creating a passive Skein effect.
-Lvl 5. The field enhances your body's movements, effectively increasing your strength level by one, increasing your running speed, and doubling your leaping ability.
-Lvl 6. Movements you make are echoed along the edge of the field with equal shape, solidity and force. By punching the air you can create a phantom punch 10' away.
-Lvl 7. You can shift the nature of the field to counteract gravity, making everything 1/6 their weight. Field becomes blue.
-Lvl 8. You can shift the nature of the field to enhance gravity, doubling the weight of everything within in. Field becomes yellow.
-Lvl 9. You can shift the nature of the field to counteract friction, increasing the potential speed of everything within it but also making everything extremely slick. Field becomes green.
-Lvl 10. You can shift the nature of the field to increase friction, making all movement within the field much more difficult. Field becomes red.
The Red Deck
The bread and butter of any Thief, the skills taught to them by the organisation that accepted them into their ranks.
Disguise - Master the art of being someone else.
Lvl 1. You are able to easily blend into any crowd.
Spells Force LEVEL 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. LEVEL 2 Tip - Generate short force constructs on your fingertips, be they claws, thick cushions, or any other short tool-like shape.
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.
Accessories Non-Magical Void Clutch - A very surreptitiously designed black velvet evening bag, made to look like an accessory. Void center.
>Pitons - steel spikes of varying sizes, used to assist a climber in progress of a climb, and to ensure against falls.
>Small rock hammer
>30 ft of climbing rope.
> Sack of marbles: 100 marbles of varying colors and sizes, none are bigger than 1"
Weapon Items Non-Magical
> Kunai: A dozen 6" razor sharp steel throwing daggers with a circular carbiner attatchment to attach to rope or belts.
Stats & Descriptions
Name - Lucian
Race - human
Age - 18
Affiliations - Peacekeepers-Warrior (Enforcer) [I]Appearance & Apparel[/I] - Lucian stands at 5' 8" and 179 Pounds, So as far as intimidation goes he's not really it. though he's strong his body is built more for speed and precise hits rather then to deal massive damage anywhere. His only armor is his clothing, a black with white edged kimono. He walks with his head held high and his back strait giving him a look as if nothing scares him. On his back he has a Tattoo of a large mountain range.
[I]Personality & Background[/I] - Lucian grew up only knowing his father, his mother died during child birth. His father was a good man and a good father, though he didn't really know how to raise a child. His father was a Peacekeeper, and being that there was no one really able to help with Lucian when his father was working he would bring him along. This lead to some of Lucian's first memories as a child helping his father work minor cases so that they had some gold for food and other needed items. As time when on Lucian started actually helping his father instead of just watching a shut door and locked door to make sure no one entered the crime scene, to looking for clues like foot prints out in the dirt and mud, or asking bystanders if they've seen anything. By the age of 15 Lucian salved his first murder with is fathers help of course, and at 17 he helped his father bring down the murderer for his first bounty. Though throughout his hole life the one thing Lucian never like was weapons, and he never really had a need for them for he had trained his body to be a weapon. On Lucian's 18th birthday and after 5 years of begging his father to let him join the Peacekeepers His father finally let him join so that he could protect people, and bring in the ones that hurt someone else so that they my have justice.
[I]LIVING WEAPON [/I]
Force - Counter Maneuvers[/I] - The art of using your opponent's force against them, focusing on blocking and avoiding attacks, finding victory through throws and letting your opponent hurt or tire themselves out.
Lvl 1. You learn to steel yourself against blunt melee attacks, causing the force of landed blows to reverberate back and cause stinging pain to the attacker when they hit you. This pain is magnified if the strength of the blow has been unnaturally augmented by basic or alike.
[I]Lie To Me[/I] - Enhanced physical awareness allows you to detect subtle signs of crime & deceit
[I]Confessor's Grip[/I] - A special technique nerve pinch that inhibits lying.
[I]Mark of the Unbound[/I] - A large mountain range tattoo given to Lucian by mentor in the Peacekeepers. Made from magical ink, when activated the tattoo will make Lucian's skin as tough and durable as leather armor.
REQUIREMENTS / LIMITATIONS
[I]The Brass Oath[/I] - Cannot commit crimes
[I]Who Watches the Watchmen[/I] - Must wear sigil at all times unless absolutely necessary. All Peacekeeper sigils are enchanted with potent magics that capture a visual record of everything that goes on before you. The images it records are stored within a massive enchanted seeing stone hidden deep within the Halls of Justice. They are checked at random and can be referred back to if the guild is given any reason to.
[I]Selfsworn[/I] - Warriors are inhibited from using any spells above level 4, relying only on minor magics to augment the their true power, discipline and skill.
[I]Brotherhood[/I] - Warriors are expected to show respect for their Brothers. Combat challenges from one another are often employed to resolve their differences and settle disputes. The terms of these challenges must be agreed by all involved and one's reputation with the Brotherhood is influenced by the terms they off and accept
Hunter's Bite - A wrist-mounted miniature crossbow that fires tiny darts. Comes with a dozen darts. Free refills.
Base Ability - Its a wrist mounted dart-gun, thats not enough?
Peacekeeper's sigil Worn around Neck
Working on your dualspell now, i assume you mean Ingite even though you kept Char's wording. Also, you have room for a minor ability/item or two or a minorly magical weapon, powerwise.
As talked about in the chat, should be fine, just three notes.
1. You don't seem to have included your "No Armor" drawback.
2. You have a random line that just says "Weapons" beneath your Watchman limitation.
3. If you are going to have Tailoring, which will be added to the skills section of the guide soon, you should drop carving. It will probably end up being just as valuable in the end.
Lucien - Cool you should be set, though the no armor should be under drawbacks and limitations rather than skills.
Feyrus - Limit the ID to what the items do rather than price and its okay. Appraisal is a thief skill tree rather not have it be half of one minor ability.
Pyrebolt - Snap your fingers to send an arc of electricity flying from your fingertips to a spot which you can see and which there is a clear path to. This arc causes a jolt of pain, flare of heat, and burst of cinders where it hits. THe spell will instantly ignite any highly flammable materials hit with it.
Stats & Descriptions Name – Jack Chom Race – Human (Elexian) Age – 23 Affiliations – Oathbreaker Appearance & Apparel – Jack has the charming appearance of smooth talking criminal. His face is sharp and angled, his skin an olive hue and his eyes a piercing green. The man chooses to wear his jet black hair long, almost shoulder length and usually keeps it slicked back. The man usually has a short mane of course stubbel around his cheeks and a slightly thicker growth of facial hair where a mustache and goatee would be, if he ever grew it out. His left hand is missing a pinky.
Jack likes to wear fancy clothes, for no reason other than the fact that he can. The man has a platinum chain around his neck with a clerics pendant on the bottom, and three gold hooped earnings in the cartridge of each ear, one of which bears the initiates insignia. The man wears a puffy white buttoned down silk shirt with a grossly exaggerated collar, a pinstriped vest over it and a pair of purple parachute pants. The man also wears black gloves on each hand, the left of which has a prosthetic device filling in where his pinky should be. His shoes are old, worn and falling apart because really, how often does someone look at a mans shoes?
Personality – Jack is an irreverent iconoclast who gets a perverse thrill from enraging the sensibilities of other people. With few deep held beliefs other than to enjoy life, Jack will use his intellect and go out of his way to challenge others deeply held values, partly because he enjoys the conversation and partly because he enjoys the reaction. Jack's silver tongue and great intellect cause many to fail to notice at first impression that he is a hypocrite and a liar.
Background– Jack's past varies depending on who hes talking to and what he wants from them, the man has convinced people he's an exiled prince and the simple son of a goat herder in the same evening. This may be in order to conceal the truth, one the man is remiss to revisit. Raised without parents in an orphanage, Jack quickly took to the life of crime, first as a petty thief but soon rising in the ranks of numerous small time organizations. Never content to remain a henchman, Jack was notorious for attempting to cause internal fractures in order to seize power, playing both sides against the middle. While the man usually managed to talk his way out of any accusations before skipping town, eventually his ways caught up to him, earning him a severe beating and his left pinky. Ever since then, Jack has kept his criminal exploits absent any formal organization (other than the thieves guild) with plans to one day make his own crew.
Skills/Weaknesses INFAMOUS - By proving your skills as a thief, criminal and all around untrustworthy fellow, you gain a far-reaching reputation that earns you special treatment, dangerous notoriety, and a general improvement of your dastardly skills.
Gold "Earned": 0
Lvl 1. Trust-based charisma boost
Love Me or Hate Me: An irreverent sense of humor and great skill in the arts of deceit grant a natural charisma effect to those who don't actually know Jack. In addition, his lies will fool all but the most astute observers.
Knows a Guy who Knows a Guy: Jack's time on the Elexian streets allow him to access all the contacts a thief would normally have and then some, through all his various associations, the man knows someone in almost every major street gang, whether or not they want him alive is another issue.
Eye of Avarice
> A plant mages ironwood machete.
Pack of cigarettes and a book of matches.
Tigerstone Gem 2 Starmetal Ingots - Powers Unknown, may surface if forged.
Certainly those determining acts of her life were not ideally beautiful.
They were the mixed result of young and noble impulse
struggling amidst the conditions of an imperfect social state,
in which great feelings will often take the aspect of error,
and great faith the aspect of illusion. For there is no creature
whose inward being is so strong that it is not greatly
determined by what lies outside it.
— George Eliot on her heroine, Dorothea Brooke
". . . and blessed be the first sweet suffering
that I felt in being conjoined with Love,
and the bow, and the shafts with which I was pierced,
and the wounds that run to the depths of my heart."
"The shepherd in Virgil grew at last
acquainted with Love, and found him a Native of the Rocks."
— Dr. Samuel Johnson
Stats & Facts Name: Violante Calvisio Fairfax Titles/Aliases/Nicknames: The enchantress of Sylvan; Lady Black Eyes; Viola Sex: Female Race: Human (Sylvanite/Bahaian) Age/Height/Weight: 28/5'7"/122 lbs. Appearance: Dismiss all notions of beauty you possess, and in their place is Viola, where before was mere ordinariness. Eyes the likes of which you've never seen: irises that are like Stygian planets, circles darker than any abyss, drawing in all light with unrivaled gravity. Her skin is the essence of Sylvan fairness; a luxurious white that is somehow whiter than white, in fact the whitest of whites, a virginal blanket of freshly fallen snow. A head of voluminous tresses, loose ringlets that curl to her shoulders where they are nestled like a nest of sinuous vipers. Lastly, but certainly not least, a fragrance that reminds you of Love: all of its joys, at once sublime and poignant and filled with nostalgia; and all of its pangs, lingeringly harsh with the rawness of a fresh wound. Apparel: A magnificently form fitting gown of golden samite and lace ocher; long sleeved, with a deep sloping neckline, the lace of the gown making running patterns in the dress like rising and falling peaks. Cinched at the waist by a dark golden band, the material itself is airy, and sheer. A confection of white laced petticoats is worn underneath, and black silk garter leggings beneath these. Flat slips of comfortable and durable golden chamois are worn on her feet. A single golden ring with a circular dial of gold in place of gem, it has a small, jewel of adamant at the center, depicting the Rook clutching a Worm, the sigil of house Fairfax; a signet ring worn on her right pointer finger. And of course, hanging around her neck, is a sphere of darkwood, the black gem at its heart pulsates with power. Background: The illegitimate daughter of adventurous Sylvan nobleman, tycoon of industry, and all around charmer Lord David Alexander Fairfax, and a local tribal chieftain’s daughter from Bahai. In all respects, a princess, Violante would grow up in Sylvan to general astonishment and awe. The local populace not knowing what to make of the foreign girl living in her father’s house, that he dotted on her like a legitimate child could not escape their notice, so they did what he did, and embraced her as one of their own. From the outset she grew up to be their prized jewel, the city becoming entranced by the spell she cast just as much as her father, and even moreso as much as her stepmother, who could find no fault in the girl for her parentage. So was it that the powers of Viola first started to manifest. Upon the death of her father, who outlived his wife by some years, she was made his sole heir and possessor of his considerable fortune. Now the scion of her house, she has endeavored to see much of the world like he did, and in the process track down her birth mother, and return to her other family. Affiliations: House Fairfax; Sylvan House of Lords
Skills/Attributes Aglais' SplendorIt is said that the favor of the Graces is a mark that a great beauty has been born. Ever since Viola was a baby she has held sway over the minds and hearts of those around her; as a toddler she was the quietest, most agreeable child, never crying or fussing; getting her way with a mere glance or innocent smile. It was soon whispered around Sylvan that the girl had been blessed by the favor of Algaea, one of the three Fey goddesses of charm, nature, fertility, and love. This tangible aura of loveliness manifested into her adolescent and teenage years, so that soon she was testing her considerable powers of charm on the populace of the Night City in earnest; but instead of inspiring the rest of the young girls to jealousy and enmity or the boys to outright rivalry for her hand, it had the opposite affect: they all dreamed about her in harmony or in the girls cases started to imitate her, following in Viola's footsteps, taking pointers from her successes, even going as far as to ask her advice on matters of dress, flirtation, love making, amorous letter writing--you know, all the common concerns young women might possess. The cult following of the enchantress of Sylvan, as she was hereto after known, had grown to encompass the entire population, right down to the meanest and nastiest spirit. It is this almost divine belief in her beauty, the surety of her smile, and the solidity of her elegance that strengthens and reinforces her charms. But because of the sheer effort and will maintaining such a powerful spell of enthrallment takes, her soul has become overburdened, weighed down by the hope of so many dreams. Charitian Beauty - At the end of any quest, Viola my exchange an amount of her LP for a new Enchantress power; these powers are similar to spells, except they take a certain amount of willpower, are physically draining and cannot be used as frequently. The cost of these abilities are exchanged for an amount that is 50% of her total LP after deductions.
Lady of Quality
A lady with qualities, which is to say, is the first requirement for becoming a Lady of Quality. Her power of companionship has become a thing of local folklore; an acute wit, a confidante and queen of conversation, an appetite for adventure; in short, a woman who has mastered her powers of intimacy. Paramour - Upon the start of any quest, Viola must have a patron or companion at the time of the quest’s undertaking. This companion my offer their protection to her, in exchange for her accompaniment and favor.
Sylvan’s Patron Saint - When receiving any LP as reward on quests, Viola is obliged to give back to her home town for all their love and adoration. When looting a quest, 10% of her LP goes to enriching the arts, and city of Sylvan. Upon reaching level 5 in Life of the Enchantress, this enrichment increases to 15%, and finally at level 10 a flat 20%.
Life of the EnchantressWitchcraft requires no potions, familiar spirits, or magic wands. Language upon a silvered tongue affords enchantment enough.
Sylvan’s queen of love and beauty; the spell of Viola’s physical presence is a tangible aura of magnetism, her pulchritude is an animate fragrance, a haze of mist that wraps itself around the hearts and into the minds of those she encounters; engendering feelings of, “parental, filial, carnal, and divine love. She is Beauty, more beautiful than mere beauty itself, all qualities that beauty ascribes to are relinquished, their power usurped, and given over to her possession.” As her adventures and travels grow in scope, so too does the legend of her enchantment and beauty, until finally it is known throughout all of Bakara.
- Lvl 1. You have a natural Charisma or Intimidation Effect, your choice upon achieving. Required Score: 1
- Lvl 2. You can tell tales of your exploits to charm, distract, impress people. When talking about your passed adventures, your charisma, intimidation or other social skills are all enhanced and altered to suit your intentions. Required Score: 3
- Lvl 3. Everything is one the house at any bar or inn. You will occasionally receive small gifts from adoring/thankful/impressed citizenry. Required Score: 5
- Lvl 4. Quest leaders pay/give a small retaining fee/gift before quests as an inducement. Required Score: 7
- Lvl 5. Any guilds or societies you are a part of will offer you a free item that bears their mark, making sure everyone knows you are among their number. Required Score: 9
- Lvl 6. Your fame attracts a squire, a secondary character that follows your hero everywhere they go, seeking to learn from them in the ways of the hero.They do not take up an extra slot on quests but can be used as an extra person on bounties. These characters start at regular starting character strength, but with no gold and they do not get their own loot on quests. Required Score: 11
- Lvl 7. Your experience gained questing gives you a sixth sense when looting, leading you hidden spaces where previously undiscovered treasures lies. (Bonus gold or loot item, up to quest runner) Required Score: 13
- Lvl 8. Your squire learns from you, gaining a new ability/spell/song/technique after each quest based on your exploits and their character type. Required Score: 15
- Lvl 9. Shop merchants will give you items in return for your endorsement. May only be done once for each shop. Up to WMs discretion what you get. Gifts can be traded to PCs but not pawned to other shops. Required Score: 17
- Lvl 10. Your exploits draw the attention of a villainous Arch-nemesis, an NPC who sets out to take you down, literally and metaphorically. He will strike seeming at random, employing anything from personal attacks to henchman to ludicrous machinations, depending on their style. Required Score: 19
A peculiar pointed cylinder made of a smooth ebony material, about 6" in length.
Books and Letters ~Viola's Letter Box Born To Die, by Lyanna Del Rey. A ballad of doomed love and loss, Viola sentimentally carries with her everywhere she goes. It is her favorite love story.
> A number of scrolls and quills.
Magical Charis of Qara Köz: An intricately carved bauble of darkwood hangs on a cord around her neck. It is shaped into a circular sphere with a hallowed out center containing a magnificently black gem that looks as if it's floating inside. 1. Possesses a magical ability Viola is unaware of.
Stats & Facts Name -Nesami Titles - Race - Human-ish Age - Seems teenaged, if anything. Height - 4'11 Weight- 104 lbs.
Physical Appearance - Terms of gender slide off Nesami like hooves on ice. The word 'he' only applies because "he" applies to all genders. The figure of Nesami is both feminine and masculine at once. The flat chest and slightly narrow hips make it believed that Nesami is male, while the soft features and lithe, as opposed to muscular, body alters views as well. In any case, Nesami has the body of a person that has spent many years training in such activities as dancing, swimming, or running. Not particularly muscular in look, but a lithe and flexible body that holds a different kind of strength. His skin is the color of ground bones, or perhaps chalk. The type of coloring you'd expect from an albino with a tan. His hair is a dirty blonde, baings and such falling messily over his face, braided from the base of his neck and falls down to the small of his back, a sharpened metal 'x'-shaped figure tied into the end of it. His eyes are the dark black of a moonless night, pupils fading into irises, making an effect much like a solar eclipse. His ears are a bit odd, quite pointed and half again as long as most ears are, giving him a slightly elven look. Nesami also wears red paint markings on his face. Two crescent moons over each eye, points towards his ears, and a reversed 'u' shape, the lines jagged like lightning, meets just under his nose and then drops down, over white lips, to either side of his chin.
Apparel -His apparel is as ambiguous as his appearance. All of his clothing is white, or so light a tan that it hardly matters. His legs are clad in form-fitting trousers, following every body movement with very little in the way of wrinkles, yet made of a light cotton that breathes and moves easily. The bottom of each leg is wrapped in a length of guaze-like material that tucks into snug boots. These boots, white brahma leather, are strapped on at the top, and over the ankle with belt-like buckles with brass fastenings. Around his torso is a shirt that looks more wrapped than anything. While he'd be the first to show you that it's truly a garment, it looks more like a two foot thick strip of cloth had been wound around his body multiple times, creating a layered effect. While the shirt does go over his shoulders next to his neck, his actual shoulders are bare. The hem of the shirt seems to be a mistake, as the right side is always completely over the waist of the pants while the left side habitually rises over it. His arms are clad in material as form-fitting as his pants and the same extremely light coloration as the rest of his clothing. He also wears something like a poncho, yet more oval in color that only goes down over his collarbone and, like the shirt, seems to lean to the right constantly. His hands are clad in white fingerless gloves. The gloves are the one garment with non-white color, with a black raindrop like shape with a curved tail holding a white circle in the bottom of the drop, and a black dot held in the curve as if a mother cat guarding her kitten. Last is a belt around his waist with two identical loops to carry his clubs.
Background - Quite a long time ago, there were two teenagers that were walking along. Each of them had a spellscroll with unstable magic contained therein. When they passed each other, the magic of one scroll interacted with another. This magic combined the two kids into one being. Nesami. It wasn't until several years later that a latent magical effect began to appear. Nes found himself drawn to those making futile requests to the air. A desire to help was welling up in him, strange and compelling. Eventually, a particularly old lady asked for healing. Prayed for it. And wished for it. Upon the third, Nes' fingers snapped. And the woman felt a sudden surge of healing and hope. It took Nes some time to figure out what happened, confused by seeing such an old woman stand with joy and leave a house of healing without her persistent cough. But upon finding a bottle, buried by debris near where he had originally, one he was drawn to and unable to leave alone... Nes found his fate. One hundred years later, Nes hasn't aged a day. He's spent a century hunting down information about himself. Still using the same dance-fighting that he's inherited since his prior lives, he's been adventuring hither and yon. He's been trying to figure out what he is. He has to hope that there are answers found where the adventurers go, because there aren't any answers around here.
Natural Abilities and Skills
- Spirit Dancer - Nes' body, and the dance-like fighting that he performs, has naturally increased his acrobatic ability, giving him better balance than most and allowing him to have a fighting style rather reminiscent of Capoeira.
- Djinni of the Bottle - Nes' bottle has fused with his spirit, binding him to it and vice versa. The practical upshot is that the bottle won't break unless Nes does. The downside is that he can't go more than a few feet away from the bottle without suffering spiritual pain.
Leveled Skills Mark of the Djinni (Emergence)
- Part of the rifting process has merged Nes' soul with the spirit world. He has become a djinn, a creature known to the Strigoy as a granter of wishes and maker of deals. The connection is not quite complete, however, and Nes is having to learn in a mere century what the legendary creatures have learned over lifetimes. As he makes a greater connection with his own spirit, he will be able to grant larger wishes for his allies. He will also slowly unlock some latent potential he can use for himself. Level 1:
-Physical Change: Nes' ears grow pointed. Any time his name is called, Nes' attention will, at least momentarily, be caught in that direction. Even if they're out of earshot.
-Djinni Power: Once every three posts, Nes may change his clubs into a pair of tonfa, a staff, or back into clubs.
-Wish: Nes may grant a wish for healing, healing minor illnesses and poisonings or small flesh wounds. He may only do this once per encounter per character, and may not use this ability on himself. Level 2:
-Physical Change: Nes' red facial paint becomes a permanent tattoo that glows red any time he grants a wish.
-Djinni Power: Nes may use his bottle as a voidbag, pulling items to and from it with a snap.
-Wish: Nes may grant a wish for protection, creating a skin-tight armor around his ally with the power of brass for three posts. He may only do this twice per encounter per character and may not use this ability on himself.
Level 1 Soothe - Calm the emotions of another, the more intense the emotions, the less effective this spell is. Level 2 Peer - You are able to see and decipher other people's auras, revealing their emotions.
- Tripudio Letum - A pair of clubs made of dark oak fused with white bone, swirls of blue-black metal flowing over the weapons in designs that catch the light and the eye. Around the handles are brown leather strips to enhance grip.
- The Bottle: Nes has a rather beautiful bottle, apparently made of glass blocks connected by a gray metal. It almost looks bejeweled. A chain keeps it connected to Nes' waist. The bottle cannot be broken as long as Nes is alive, so it can be used as a mace as he fights.
- Dancer's Vest - Nes' white top, not the most useful of protection.
- Dancer's Gloves - Nes' gloves protect his hands, but they don't really do much else.
I personally think Viola is fine, power-wise. Officially calling for a second opinion on Aglais' Splendour/Charitian Beauty, though.
I think it is over the top. Gaining an additional benefit on each level essentially amounts to a complete second LSS (and a custom one, at that). The reduced LP drawback is hefty, but considering the counter to it are abilities innate to the character, it is less a drawback and more of a trade, and as such loses much of its intended impact. In the long run she might be losing more raw power from the LP loss than gaining through the extra abilities, but the abilities will be tailored to Viola in a way the LP couldn't possibly match. Not to mention, the loss in LP is almost cancelled out by level 7 of Hero's Legend, essentially amounting to losing one level of Hero's Legend for 10 levels of a custom LSS that levels parallel to the first.
I would consider the character approvable if she lost the darkwood, and the LP loss was increased to 10%/25%/40%. I know that that is drastic, but that's what I consider fair under the circumstances. But in all honestly, I am still skeptical of this, as I dislike the idea of any character ability that generates custom skills for the character throughout play.
1. Saved an earth mage from cultists, but not before he went insane.
2. Took down the Riddler
3. Tracked down and helped kill a possessed Nadrask
Appearance He is well muscled, without an ounce of fat on his body, he appears to be about 25 years old. His skin is shockingly pale, and his veins can be seen underneath, and he has fearsome elongated canines, and all of his teeth are razor sharp. His face has a constant black stubble, his jaw is slightly elongated. His eyes are the color of blood mixed with honey. His short well kept black hair has a shock of pure white running through it on the top right, and his ears are slightly pointed. He wears black pants with a black ruffled shirt and a black vest inlaid with a white swirling pattern. He also wears a thick black cloak edged in white fur, the clasps of the cloak are the symbol of the clerics on the left side and the symbol of the peacekeepers on the right. He will often pull the hood of the cloak up when outside as long periods in the sun irritates his skin, while not actually damaging, it is uncomfortable. He also wears thick black leather gloves with white leather inlays on the backs of them matching the symbols from his cloak. He is almost always wearing dark sunglasses(the eyes of justice) to hide his nature.
Christov is somewhat of a paradox as he is half bloodborn vampire. His mother Lesandra, was a cleric of the unfailing light. She was in the upper leadership of the church, but even she could not stand against the seductions of the vampire Garrov, who's conquests were legendary, and his connections to the spirit strong. What neither of them knew, was the dire consequences of the dark liaison. Lessandra, when she was a child had gotten very sick, with an untreatable disease, and had come very near to passing on to the spirit realm. Her body had in fact died for several hours. Her parents had loved her very much and with love and wealth come a lot of options. They brought in a "death expert." A witch doctor, who used the blood of a scion in a magical spell to return the breath to Lessandra's lungs. The unexpected side effect allowed her to become impregnated by Garrov. When she learned of the abomination inside her, she flew into a righteous fury and struck down Garrov with all the power of a high ranked cleric of the light. Unfortunately the pregnancy left Lessandra weakened and frail. She knew that she was going to die. Even aware that her child would never be normal, she made arrangements for it to be taken care of, out of the eyes of her family and the church. Lessandra had ammased quite a large fortune and she gave it all for caring for her unborn child, and made her best friend Roland, a bard promise to take care of it if she couldn't. Christov was born, and he was the last thing his mother ever saw as her body simply could not handle the ordeal, and his name was the last thing on her lips. Roland and the servants doted on Christov as if he were a prince, He grew up in the world of money, where no rules applied. While he was not fully a bloodborn vampire, he stopped aging at 25 and he spent decades doing nothing but partying and drinking, unaware of his heritage and the reasons behind he agelessness. One night he was at a particularly rowdy party in a bar, and he got into a nasty fight. One of the patrons ran him through with a sword, so close to his heart that it left him breathless and barely able to move. Shocked at what he had done, the man leaned over to try to help him. A survival instinct arose in Christov and he felt a thirst like he had never felt before. He grabbed the man and fed on his blood, drinking until his heart beat no longer. Christov ran from the bar and spent the next week healing. Afterwords he was fit physically, but mentally he had broken, he craved human blood he craved it more than anything he had ever wanted and he gave in to the thirst, and he became addicted to it. He never had much use for finding out about his latent power all he wanted to do was pretend that he was not in control, that he had no choice but to be the killer that he was. He spent over a century terrorizing and murdering. Until he eventually became the object of obsession of local authorities who dubbed him "The Hunter" he rather liked the name, and unconcerned he continued his streak. But the hunter became the hunted and eventually he was cornered and starving. He entered a feral state and when he awoke from it he found himself bathed in the blood of a child. Terrified at what he had done, he finally sought help. He went to the church. At first he thought they would shun or kill him, but eventually they began to see his potential as a tool. They took him in and trained him to help him control the hunger, and got him an instructor to teach him the ways of the peacekeeper. As they thought discipline would help his self control. They were right, although the ring that they gave him also helped. eventually he was sent out on missions for the church, and out of gratitude for their mercy he donated his substantial fortune to them. He keeps the name "The Hunter" with the church as it reminds him of what he was and what he has become. He is not ashamed of his nature he understands and accepts it, he has even been known to drain the last bit of life force from an enemy to finish them off if he needs it to heal, but he is in control of the thirst. He now hunts for righteousness. He has been forged into a weapon for the light... Even if he cannot stand in it, for he knows what he is, a monster that is not among righteous, but a tool wielded by them.
Christov has become highly controlled, and displays quite a mastery over the thirst, but even when on a diet of bloody red meat, or the blood of animals he must constantly fight the desires boiling inside him, and being around human blood can cause him to act erratically on a weak day. there have still been... Accidents, and these haunt him, he knows that he is at risk for allowing his inner monster to roam the land again killing and fulfilling the desires he has repressed. He is generally cold and often rude to those around him. He must buffer himself from the world, and follow the path of control... The path of the spirit. Recently he has been feeling a strange pull at the edge of his consciousnesses he believes this to be a new manifestation of his vampirism and feels it needs to be suppressed and controlled
The Brass Oath - Cannot commit crimes
Who Watches the Watchmen - Must wear sigil at all times unless absolutely necessary. All times.
Honorbound - You are bound to help the church if asked.
Confessor - Must report any crimes or wrongs you commit against others to the church and your reasons for committing them. They will judge if they were for the greater good or not. See above regarding ramifications of failure to follow this rule.
Honest Soul - Cannot lie to guild members or withhold truth of a vital or perilous nature. Doing so is possible but the ramification of getting caught are not to be taken lightly
Guardian - You are to try and help resolve any observable physical conflicts, though only through violence if absolutely necessary.
Public Trust - Being a Cleric carries within it a natural assumption by others that you are devoted to the truth and honesty. They automatically trust you more and are more genial, unless they have a personal reason to dislike the church.
Burden of Innocence - If a seeker, while investigating a crime, comes across evidence of the target's innocence, they can turn it and the bounty over to the clerics, who will work to help clear them with local law enforcement. You receive the full bounty price plus a bonus if you do so
Indelible Truth - You can consult the extensive information archives the Clerics keep regarding countless matters in Bakara. Most helpful when researching bounties or specific people.
Fruits of Devotion - Free access to Cleric Public Services
The Clerics' Trials - Not yet taken
Sword or Sorcery - Defender
Bakara's Most Wanted - Access to special Peacekeeper only Bounty lists.
The Brass Bond - If your life in in imminent mortal danger, your sigil will send out a signal to any other Peacekeeper Sigils in the area, alerting them of a call for backup and glowing to guide them to you. This signal will continue until it senses you've been healed or until it senses another Peacekeeper in close proximity to you.
Fantastic Cooking Skills – What? Misty didn’t plan on becoming a traveling adventurer before her terrible power matured. Some people like the idea of professional chefdom. You should try her french onion soup, it’s delicious.
Mediocre skills one would expect someone that tries not to depend on others for anything would have – Including but not limited to “Sowing skills that are okay but not anything to write home about”, “Won’t die horribly in the woods”, and the ever popular “knows how to make fire”.
Tinkering & Gunsmithing – Misty honestly isn't sure when she’ll ever need gun smithing.. she just sorta wandered into the class during her “omg, bicycle!” euphoria.
Clockworks – The art of making mechanical friends that don’t threaten to destroy your mind. Also, bicycles! How cool is that? Super Cool! She’s totally going to make a bicycle! Lvl 1 - You can build pre-designed Novice Level devices. Build two to level up.
The Path of the Spirit(Emergence) -Your mixed heritage has caused your spirit to become unstable and chaotic. Your body has begun to undergo changes, bringing your vampiric nature to the surface. By following the Path of the Spirit laid out by your ancestors and kin, you will assume a higher form of evolution. Lvl 1. - Christov's Inner Spirit is unbalanced, chaotic it thrashes against his soul fighting to find an accord with his human nature. His physical body is assaulted by the demand of the Eternal Spirit in his blood, his eyes have become flushed with crimson, allowing him a deeper understanding and sense of a target's emotional state. Lvl 2. - Christov's Body remains in a state of spiritual metamorphosis; his eyes having entered into a further state of change, his brow has become more rigid and sharply defined, and he finds that his pupils can now be dilated or contracted at will. This grants him perfect Night Vision in the dark or shadows, as well as 2x the normal range of vision. His eyes are more resistant to irritants and flash blindness. Lvl 3. - The constant fluctuation within Christov has increased the Spiritual powers coursing through his blood and body. The Eternal Spirit has reinforced his musculature and strength giving him a natural level of Strong, and the strength in his limbs and leaping power has increased ¼ their normal limits. Lvl 4. - Further changes begin to overtake Christov's physiology, and two leathery bone spurs have jutted from his shoulder blades. His natural bone structure has solidified and hardened, Christov finding that he can manipulate and extend his skeletal structure in a Flesflow like nature. He may painfully draw from his skin Bone weapons relative to the area of his body they were drawn from. (Style and choice up to player at the time of drawing, Modifier 4). Lvl 5. -Eternal Champion - Inner Champion must be activated. Christov feels a pull into the Spirit Realm, his spirit forming a tether to it. His body becomes entirely blurred and hard to focus on, flitting in and out of the Spirit realm. Eyes become luminescent violet, slitted and feral like a cats. In this form Christov is Very Strong, able to see into the Spirit Realm, and commune with the most recently dead spirits or any that are in the area. Once per post he may slip completely into or out of the Spirit Realm. You are considered Weak immediately following the end of this effect for as many posts as it was maintained; you cannot cast, maintain spells, or summonings following and for a post afterwards.
Lvl 6. - The tether now anchoring Christov's life force to the Spirit Realm has become so in tune with his Inner Spirit that he has gained some of its properties. At the cost of a spell may Gain a Semi-Solid Mist form that blends easily with other surfaces acting as a natural camouflage. While in this form you may not interact with the physical plane, and are more susceptible to Spiritual Magics, enchantments, and attacks. Lvl 7. - The bone spurs and vestigial juts on Christov's back have fully sprouted, giving him a pair of wings that are now fully functional allowing for flight, two flesh-colored leathery bat wings extend from his shoulders, able to be retracted or extended at will and are tough as leather. Lvl 8. - Soul Possession - While in Mist Form, Christov may possess weak willed, injured, or unsuspecting victims, taking over their bodies. This effect progressively grows weaker as they resist it more and more. Cannot exceed 10 posts of continued possession. Lvl 9. - Call Familiar - You may summon to your aid a Spiritual Familiar based on your Inner Spirit and personality. This creature will do your bidding, and is linked to your soul, each of you feeding strengthens the other. May be Soul Possessed, or act as a mount. Cannot be Colossal (eg a Dragon). Lvl 10. - Spirit Cocoon - The final change Christov will undergo is a mystery, his spirit will enter a dormant state in which all of his powers are condensed and quiescent, while his Inner Spirit will feed and grow in the Spirit Realm gaining untold power. While in this form his Strength level is considered Mighty. (Notify Quo when you first start)
Child of the Night - Drinking blood accelerates your healing process, but can only be done once per encounter.
Spells Level 1 Soothe - Calm the emotions of another, the more intense the emotions, the less effective this spell is. Empower - Magically augment the force created by your movements, effectively increasing your physical strength level by one. You can only have one instance of this effect placed on your body at once, or else the unnatural stress it puts on your body will cause severe injury 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. Misty “Retains” a written description of who she is at all times lest she forget. Level 2 Vibe - Send out a wave of spirit energy that can sense the general direction of any hostility aimed at you. Veil - You can't be directly targeted by spells for the next two posts. Cast only once per encounter. Level 3 Hado - Release a blast of spirit energy from your hand, a baseball sized projectile that hits with the force of a punch. Color depends on your mood. Self-Aware - Passive. You are instantly alerted to any attempts to alter your thought processes or emotions. Does not prevent the effect, just makes you aware of them to try and deal with the influence. Level 4 (Inner Champion)Eternal Hunter - Christov becomes the embodiment of vampiric nature: His body takes on a palpable crimson aura that engenders dread and fear: All of his impulses fire at impossible rates, doubling his five senses, and his reaction times become feral and instinctual, reducing the kinetic force of physical blows against him. You cannot cast, maintain other spells, or summonings for as long as you maintain this effect and for a post afterwards. Daze - Disrupt a target's mind, dazing and disorienting them Level 5 Hado-Ken - Scarlet Fist of Mortal Flame - A narrow beam of scarlet energy launches from Christov's hand, desperately seeking out the life force of his foes. The more his target is hurt, the faster the beam will fly, hitting with a piercingly sharp pain. Restores life-force to Chrstiov for a moderate amount. Summon Mind Aspect - Summon an owl with feathers of silver and eyes of gold. Its gaze, if met, is mesmeric.
Sword of Truth - A long elegant Corin's alloy broadsword with a pure black blade and a hilt of bright gold fashioned in the shape of a cross, the center of the cross holds a multi-faceted rainbow gem with a star burst cut(Prism Rock). (Changes by owner)
> When your hand is in contact with the hilt, your natural anger and rage can be fed into the sword, calming your emotions and giving you a higher level of focus and keeping your mind clear. Blocks all mind altering magics.
> The sword can generate an aura of biting cold darkness. (Dark prismed ruby)
> Seekers' Set
Sword of the path(hilt resembles a cross) - Bastard sword Blackguard Bracer - An iron bracer skinned in black leather. Contains a thin, narrow guardless dagger that slides in and out of a slot at the wrist end.
Magical Items Worn Grenii Ring(worn) - A rare golden ring with a red opal. Contains rare destruction magics. Once per encounter you can use this ring to dispel/counter a magic spell targeting you or a magic effect/construct/summoning you are in physical contact with. That spell cannot be recast this encounter. Eyes of Justice - An enchanted set of dark tinted bifocals.
Base Ability - Intimidation effect Relentless Ring - (worn on left ring finger) A special charm given to Seekers, worn as pedants, on bracelets or as pins or rings. When activate it suppresses all emotions and all doubt, be it magical or natural. Gwen's Charm - onyx amulet depicting a roaring panther.
> casts a summon panther spell that automatically melds itself with another spell, summoning or not, being cast by the wearer thrice per encounter
Items Prism Rock(imbued)
A fused pile of innumerable crystals, including each of the known Lutharin varieties. When imbued into an item, that item gains the effects of an imbue of a randomly chosen art that is then prismed to another randomly chosen art. Each other enchantment on the item is likewise prisimed [each one being decided separately]. This does not effect the base abilities of the item, and it can be used on LSS items.
Peacekeeper Ring - Worn on right ring finger Void Pack - A black pack with limitless storage. Eye of the Enigma(1) - A puzzle box, indestructible, that contains ten hidden void draws. These open one at a time as the owner proves his intellect. This can be done by solving riddles, puzzles and making particularly impressive deductions. (As such they cannot be given any hints OOC.)
Honestly I have to ask, is it worth it to make a character a Bloodborne when it means you can't do most of the stuff in the EW because your broke and can't go out in sunlight.
I have a different take on the character for you.
What if you aren't a full bloodborne. What if you are child of one, something that should be impossible but somehow happened because of your mothers strong connection to spirit magics. You grew up, unaware of your lineage and well taken care of. You stopped aging in your 20s, and spent decades as an eternally young playboy until you were badly injured in a bar-fight. Out of instinct you fed on one of your attackers and it helped heal you, and it became a drug to you. You spent the next decade feeding riff-raff and ruffians to get your high, getting your Hunter name. Then one night the riff-raff put up a bigger fight then you expected, you were left mortally wounded and jonesing for blood. From there on its the same as yours, killed a child, went to church to repent, were taken in and rehabbed and make a tool of the church.
We do it so that you aren't an actual bloodborne, start with none of their traits except a thirst for blood and lack of aging. Then your Emergence would be your vampiric nature coming more and more to the surface as your spiritual power grows.
This way you don't have to have the drawbacks, You start with
> Vampire Emergence
> Drinking blood accelerates your healing, but not to insane amounts and with a per encounter limit explained by the fact that drinking more than that you fall off the wagon and go psycho.
> Your guild stuff.
"Wetboys are like assassins in the same way tigers are like kittens." Durzo-Blint
Name - Lilith Nickname Angel Race - Human Age - appears to be 12 Affiliations - None
Appearance & Apparel - Lilith has on a short black long sleeved dress with a wide skirt bottom and a huge blood red scarf that always seems to be blowing in the wind (even when there is no wind). Her eyes look like they can educe death with a single glare. she never smiles.
Personality & Background - Gruesome
Lilith was born into this world in the worst way possible. Her mother was a prostitute, a very selfish and greedy whore whom was very pregnant by some man in a bar who likes to beat and abuse women. She accepted a new client and was murdered then raped. Lilith was gruesomely birthed while the man was trying to dispose of the body. The man seeing profit took Lilith in and locked her up in a basement, renting her young body to men for whatever purposes they wanted.
Birthed by evil and raised by evil Lilith in a sense is very evil. The darkness was her life and soon extended its dark grasp to Lilith, gifting her a scythe of shadows and her outfit. She soon murdered her captor, brutally. Murder gave her the only satisfaction she has ever felt. Her murdering rampage soon came to an end by the peacekeepers.
The peacekeepers after a great deal of debating decided to use her to clear the streets of whom they deemed evil. Not liking to use the word assassin they labeled her 'Angel' to be sent out and smite the wicked. Lilith now being able to kill again is currently ok with her leash.
Deaths kiss - Once per encounter Lilith can blow a spectral kiss that chills the soul of a target. This induces crippling fear in the weak willed and indecisiveness in those made of sterner stuff.
Smells like fear - Lilith can smell fear, letting her follow any trail of any person whom is in a state of fear or panic.
Grimm - A large scythe of tarnished silver and ebon wood which is as hard as iron. It is attuned to shadows and able to interact with them in unique ways. Stands 6 feet tall.
Lvl 1. Half the scythe's mass can be reduced to a shadowy aura around it, transforming it into a single hand scythe.
Lvl 2. All of the scythes mass can be reduced to semisolid shadows, allowing it to be put and kept in a closed pouch, bag or sac.
Lvl 3. The scythe's blade develops an umbra of damagingly cold shadow.
Lvl 4. You may turn the scythe's handle into semisolid shadow that can stretch and flex, allowing it to be used like a scythe-tipped lash and extending its possible reach by 1/4th its length.
Lvl 5. The scythe leaves behind a residue of shadow in wounds it inflicts, preventing healing and clotting unless dispelled by magical light.
Lvl 6. You may condense the staff into a cloud of semisolid shadow and launch it in a direction. If you do, it reverts in midair, becoming a volley of blade shards and jagged ebony fragments. After impact, it turns back into shadow and slowly crawls back to you, taking two posts to do so.
Lvl 7. By driving the butt of the scythe's shaft into the ground, your shadow becomes eight shadows, stretching out by your height in every direction. These shadow will reach up and grab anything that touches them. Counts as a spell.
Lvl 8. Wounds inflicted on the shadows of people by the Shadow Scythe are reflected onto those people.
Lvl 9. Once per encounter you may animate your shadow, which wields its own, very real Shadow Scythe. Lasts 3 posts.
Lvl 10. The scythe can absorb the shadow of anyone it kills. At the end of each encounter, you may choose a person it has killed that encounter and grant the scythe a power based on that person, purging the other shadows. The scythe can only have three of these abilities at any given time, and you can sacrifice old ones for new ones as you desire.
Magic Shoes - A variation of independant animation allows the wearer to the wearer to perform Methodic Rhythm, trained in dance or not.
level 1 - Empower - Magically augment the force created by your movements, effectively increasing your physical strength level by one. You can only have one instance of this effect placed on your body at once, or else the unnatural stress it puts on your body will cause severe injury.
level 2 - Shield - Raise your hand, palm out, to generate a barely visible construct of applied force, circular and 3' in diameter, in the air inches from your palm. Acts as a suspended shield. It is frozen in place until you stop maintaining it or recast it elsewhere (is not a summon). Dark
level 1 - Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows.
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.
Okay, Crow. She's a bit gruesome... but I think is okay power wise. Smells Like Fear will be up to the WM in question on how effective it is at the time. As for your spells, without any guild/societies, 200 gold can only get you 3 level 1 and a level 2, but not two level 2s. - With changes: Lilith *Approved*.
Characters in limbo: Christov is still in need of approval, as is Viola. Sidenote: I'd like to discuss Christov's background with you Bane.