Stats & Descriptions Name - Blijk Blackwater (Blighk) Race - Ananke Age - Unknown Affiliations - Mage Appearance - An ananke, Blijk is naturally thickset, thick skinned, and thick featured. However, his attunement has altered his form, making him even broader, but giving his body bony appearance that makes him look like his bones are too thick for his body. This is especially notable on his strangely proportioned torso. His head, which is naturally snow white and hairless, looks even more like a skull than it would on a similarly attuned human, but with 2" hornlike white thorns growing from his brow and a pair of smaller ones on his chin. A trio of 2" thorns grown in a vertical line on each shoulder and singular equally long thorns appear at both elbow and knee, all piercing his clothing, and smaller ones throw from his fingertips and toes like talons. A black rotting vine is permanently entwined around his right forarm. A tattoo that mirrors the appearance of the vine is inked on his left forearm. Apparel - Blijk wears an ankle length black duster, tattered and frayed, his thorns piercing it at the shoulders, sleeves rolled up to his thorned elbows. He wears no shirt beneath it, exposing his bizarre torso and arms, a necklace of alligator teeth hanging across his broad yet skeletal chest. His gloves, boots and pants are all made from the same extremely dark green alligator hide, Personality & Background - Blijk is an outcast from the Ananke people, exiled for patricide. A dark soul from the start, Blijk previously harmless but very twisted interest in death caused his father, the chieftain, to "un-name" him, the ananke equivalent of disowning. They found Blijk the next day, sitting enthralled over his father's corpse. Blijk was exiled and came ashore in the swamp docks, and found a world he'd never dreamed of in the caves of the Adraestae. He spent the next several years living in the wild, fetid haven the fens afforded him, reveling in the cycle of death, decay and rebirth. Eventually he became so attuned to it he began to change. He finally left the fens for the five cities in search of answers as to why he was changing. Upon learning of his natural attunement, he resolved to stay so that he expand on his education of nature and the power that had laid dormant within him.
After brief consideration, he rejected the seeming obvious path of the Sentinels, who where far too obsessed with the life side of nature for his tastes, opting instead to join the mages, seeking the power they could afford him, for power is always the surest path to death.
Skills/Weaknesses Carving Potioning - Lvl 1
Scavenger - Blijk's left arm is capable of reaching into any plant and pulling out his choice of either a wooden weapon (set to a squared off, short but thick bat) or a blanket of dying leaves and moss that can be used for camouflage.TAPROOT - Blijk's attunement to plant magic passively alters his body, nurturing his inner growth and turning you into an an embodiment of nature, in his case a Yew Tree. Lvl 1. Blijk's form has become more yewlike. Widely build but angular and skeletal. Natural defenses of plants will not harm you, be they thorns, briars, spores, allergens or plant-based toxins. Lvl 2. Blijk gains a passive rooted stance effect. His connection to nature prevents you from ever becoming lost or disoriented. Lvl 3. Your skin pales and has a grained appearance. You grow thorns from your body. Locations and exact lengths (no more than 2") vary person to person. Withering Blade - Blijk has taken the essence of autumn into himself and has gained a new tool with which to navigate the decaying world.
Lvl 1. A dark vine winds around Blijk's right/left forearm, seeming to dig into the flesh and appearing for all the world to be rotten. From this vine sprouts a foot long shard of black wood, as strong as iron, in the form of an arm-mounted blade. The blade can be made to wither and shrink away into the vine for storage.
Lvl 2. The blade can grow to two feet long, allowing it to extend over a foot past Blijk's wrist.
Lvl 3. The blade drips with a rotten poison, nauseating animals and withering plant life.
Lvl 1. Encase - Cause a layer of sticky sap to seep from your hands and quickly harden into amber as hard as stone, armoring them but immobilizing your fingers.
Lvl 2. Razorleaves - Summon from your hand a trio of razor sharp leaves usable as throwing weapons.
Lvl 3. Vine Lash - Grow from your wrists a pair of six foot vines usable as whips.
Weapons Ontheiliging - An ironwood splitting maul, one side of the head shaped like a sledge, the other like a woodcutting axe. Ondergang - An ironwood machete with an amber inlaid hilt. Its edge can secrete a mild acid that withers plants and burns flesh.
Non-Weapon Items Funeral Coat - An ankle length black duster, tattered at the hems and collar.
> Protects the wearer from damage dealt by dark magics, the undead, and spirits.
> Deadman Set
Alligator Hide Clothing
Necklace of alligator teeth
Assorted seeds, nuts and berries. Containers
Lvl 4. The blade can be partially freed from Blijk's arm, connected by a dark vine as long as Blijk is tall, allowing him to use it as a terrifying whip.
Lvl 5. Wounds inflicted by the withering blade are more susceptible to infection and cannot be healed with magic, nature must be the cure.
Stats & Descriptions Name – Yack Race – Human Age – Unknown. Affiliations - Sentinels Appearance & Apparel – A disheveled beast of a man that wears the skull of a dragon-like reptile upon his head and rags of tanned flesh stitched together to form his cloths. Fetishes of bone, hair, and skin adorn his body, tied to his clothes with gut strings. His animal hide boots are well-worn but still holding out. He carries his belongings in a series of small sacks of stitched rag-flesh along with his club, axe, and knives. His tips of his fingers are thick and chitinous, each baring a little clattering claw. Personality & Background – Yack remembers little of what came before. He was important, he thinks. The voices told him so. The others died, but he did not. Because he was special. The voices told him so. But then they voices spoke no more. He climbed from the bloody pit and searched for his voices. He remembered them speak of “North”. Speak of "East". So he walked. Days turned into months as Yack wandered. He met others who stood like him. They knew not of voices and spoke of things men should not know. They knew.. something. Yack often forgets the words of the dead.
Months turned into years. The great cities of the east stood before him. Then they stood behind him and the ocean spat against his face with each wave. Should he swim? He swims! He sinks. It is too far. Where are the voices!? Where are the voices telling him he is special? He goes back to the towns where those who know too much live. Too many to kill. The voices must know the solution. They will forgive him for the knowledge he must learn. Because he is special.
The Wanderings of Yack
> Found some Mushrooms. > Went on a blood filled boat ride. Picked up stray mutant animal youths. > Took Cassie from the nest of her dead harpy mother. > Trekked through a desert, a cave, an acid lake, and another cave. > Joined sentinels. > Trekked through a swamp followed by yet another cave. > Traveled for some time with Diarnan (Most of Cassie's early childhood)
Worth of Men – Whenever a summon controlled by Yack kills a sentient being they breath deep of its essence like one sniffing the fine scent of proper stew. The essence of the deceased fuels the summon, allowing it to function without being maintained by Yack for a number of posts relative to the strength of the soul. When the soul escapes it releases an audible sigh that signals either the dispelling of the summon or Yack's need to fold it into his power.
Warm Smile of the Loving Masters – Whenever Yack personally kills a sentient being the victim erupts in a strangely colored fire that only burns its body and the flesh of the victim's allies/loved ones.
Clicking Digits - The nail on each of Yack's fingers have thickened and plumped into a hard chitin, tapered into a point. From the pad of each finger emerges a small crab-like pincer, which meets the tip of the nails. These miniature claws allow Yack to safely catch electricity or electrically charged projectiles and also make his grip quite painful.
CRYPTOMANCY - Your knowledge of the summoning arts allows you to summon the rarest of creatures with unique abilities. Lvl 1. Summon Ruby Gorions - Summon a trio of crystal eating beetles from the Alogean Mountains, their diet of Alogean crystals having granted them elemental attributes. They are about as big as a deck of cards. Ruby Gorions can fly and spit small fireballs. Lvl 2. Summon Coatl - Summon a winged venemous serpent from the caves of the Oscaran regions of the Alogean Mountains. Lvl 3. Summon Nynx - Summon an extremely intelligent and stealthy black cat from the Chakosan forest. Has an extremely long prehensile tail. Lvl 4. Summon Cockatrice - Summon a bizarre creature from deep within the Sekoran Forest, with the body of an iguana, ostrich-like neck, and wings, talons and head of a rooster. Its crow causes panic and its gaze is mesmeric. Lvl 5. Summon Torsyr - Summon a rare lizard from the Isle of Nadra. It stands 3' tall, and walks on its hind legs akin to a raptor. Its scales are an extremely dark shade of green. Its tail and head resembles a viper with catfish whisper. Its fangs and whispers drip with poison and it has the ability to mimic human speech. Lvl 6. Summon Galoth - Summon a monstrous mammoth-like creature from the Northern Tundra. These beasts have reddish fur that is resistant to spells 4 and below, and long tusks that chill and freeze. They stand about 10' tall, weighing nearly 9 tons.
Sentinel Edges Low Tier
> Best in Show
> Practiced Skinning
> Wild potential(Adjack)
> Wild potential(Cassie)
> Uplift the Beast
Spells Bestial Spells Lvl 1. Nocturnalize - Grant a creature or summoning you control night vision. Lvl 2. Amphibiate - Grant a creature or summoning you control gills. Lvl 3: Spider's Silk - Create, flying from your hand, a projectile blast of sticky spider webbing.
Lvl 4: Chitter - You are able to speak to animals and understand their speech. Does not increase intelligence of animal or give you any control over them. Lvl 5: Uncage- Target summoned creature no longer has to be maintained, but cannot be controlled. Lasts until end of encounter. Lvl 6(B): Meld - Break down two summonings you control and unite their magics to make a new, merged creation.
Weapons >Frosty – A dense wooden club with tinted frosted glass shards embedded into the thicker end. The glass of the enchanted club is as strong as stone and the club itself smokes with intangible fire matching the color of the glass whenever Yack hungers for the death of another. It’s been with him a long time.
>Ashes of the Damned - A small canvas bag filled with the ashes of a damned man. When thrown on a target their skin turns gray and they are flooded with the memories of the horrors he perpetrated and the crushing agony of the guilt. Lasts 4 posts, only effective on a given person once. Carries 3 uses. Refills at end of encounter.
>Searing Hand - A greenish red chitin glove. Ruby imbued. Worn on left hand. Has slits for his clicking digits.
>An axe of wood, stone, and string.
Other Magical Objects
Broodspewer’s Mark(Worn) - A brown leather choker inscribed with images of primordial pools filled with eggs, slime, and various beasts and monstrosities. Once every three posts the wearer can spew forth a jet of glowing murk with a force of a strong punch. The murk breaks apart and hardens into a miniature swarm of any one summon the wielder can cast that attacks the target. The swarm lasts for 2 posts and does not have to be maintained. The choker also grants the wielder the ability to normally summon a handful of flies.
Crab Carriage - Requires 4 hands or 2 crab claws to operate. Has six crab legs it walks on. Carries up to a ton of stuff. Can be folded up into a briefcase for storage. Climbs over rugged terrain far more easily than a regular carriage. This particular carriage has been augmented with alterable safety rails (Up to 3' tall, variable sections, sheeting in-between rails). Javier and Dickens tend to lounge about in it.
> Artificer Augment allowing mages to use an augmented metallic device.
Pets and Servants
Cassie, the Harpy Infant Child A 3' tall creature somewhere between cute and horrifying; a child's face, a mouth full of sharp fangs, the lower body/wings/body feathers of a black vulture, and a head of red hair both long and wild. Because she was taken from her mother at birth and raised without her milk, the infant child will never achieve her full growth. Remains, however, a formidable pet.
> Cassie's feathers are hard as bronze.
> Sharp claws!
> Flying! Whoosh! Hehehe.
> Cassie can speak! She has some trouble with big words and the like.
> The little harpy can sing a weakened version of an adult harpy's song, entrancing and depressing anyone who hears it. Gilt or Greatness(WP): Cassie has become something more than a monster, if not exactly adventurer herself. Her mind makes connections and sees opportunities that other, more bestial pets are utterly incapable of comprehending...though she may fall a bit short from time to time. Whenever Loot Points are awarded, Cassie is entitled to 15 LP which she spends in a randomly determined manner.
Cassie currently possesses:
Harpy's Mantle - A black cloak lined with midnight cotton, formed from the hide of an ancient chimeric beast. This cloak is designed so as to fold neatly over itself to swaddle an infant. Has wing slits. Protected - The cloak is as tough as leather, granting a measure of protection from external attacks. Blessed - Cassie's unique upbringing and relatively extensive experience with humans, combined with the amplifying life magics of the cloak, allow her (if she chooses) to use her song empathetically instead of mournfully. When the harpy sings, she can choose to modulate her song so that it instills a deep and meaningful sense of belonging in all who hear it, which is both pleasurable and greatly helps to defuse tense situations.
Scionic Vulture - A Scionic Amber trinket in the shape of a cinereous vulture. Can be used to summon a living amber cinereous vulture for three posts per encounter. The trinket can bare and amplify up to two enchantments which are also relayed to the summoned creature.
Lightbringer Moss - Gathered from an expedition by an eccentric merchant. When rubbed on an item the moss grants an non-enchantment luminous effect, allowing it to be used to light areas like a bright candle.
> The baby harpy is about a foot and a half long, and mostly helpless.
> The harpy grows to like Yack!
> The harpy has grown to be about two feet long. can walk on its own, and has begun to grow long, wild red hair.
> The harpy grows and becomes more intelligent, about two and a half feet. She can understand very basic commands, and occasionally squeaks out a pleasant-sounding reply.
> The harpy attains her maximum physical growth, about three feet tall. Her feathers become as hard as bronze. She can fly, has sharp claws, and can sing a weakened version of the harpy's song, entrancing and depressing anyone who hears it. Update: Cassie can speak a simplistic version of the common tongue.
Hyst, the Aye-Aye - Yack's bondmate. A black creature with a bushy tail that is larger than his body. Hyst has big eyes, slender fingers, and large, sensitive ears. Like all Aye-ayes, Hyst has pointed claws on all his fingers and toes except for his opposable big toes. His middle fingers are extremely thin and rather long. (He also has opposable thumbs)
Adjack, the Mutant landshark An eyeless, brownish-red scaled creature that looks like a cross between a shark, a lizard, and a snake. The landshark can be altered by his owner’s bestial magics as though it were a summon. He is 4' long and posses steel-strength scales. Adjack is tied to the bestial art rather than earth. For I Heard Of Voices - Adjack can use vibrations in place of the eyes it doesn’t have when in contact with the ground. And Became Their Vessel - Adjack is roughly as smart as a human, and is telepathically connected to Yack. Both in Earth, - Adjack can swiftly travel through the earth via rapid personal vibrations. And in Sky - Adjack can, after a post spent picking up speed, leap out of the ground to reach up to 10' above the ground. Amen. - Adjack's digestion process has been greatly improved, allowing it to break down nearly anything safely within its gullet. In addition, it can tunnel even more quickly through the earth, is immune to all magical and mundane toxins, and is less effected by negative non-projectile magic. (Wild Potential)
I Shall Not Hesitate, - Adjack's movement speed and reaction times are considerably enhanced as long as he has some sort of bare-skinned connection to the the earth or rooted plant life. (Barefoot, Fleetfoot) Nor Show Undue Mercy, - Nothing yet. For this life I live, I live for them. - Nothing yet.
Ajack is fully leveled and then some. Record of old levels:
> The baby landshark slithers around and can use vibrations in place of the eyes it doesn’t have when in contact with the ground. (2’ Long, Stone strength scales) > The baby landshark’s teeth finish forming, allowing it to make nasty bites. (3’ Long, Iron strength scales) > The baby land shark can swiftly travel through the earth via rapid personal vibrations. (4’ Long, Steel strength scales)
Javier, the Teenage Mutant Wine-Tasting Phyllomedusa bicolor (Giant Waxy Monkey Frog ["Giant" is like, 4 inches])
Wears a hat.
Dickens, the Teenage Mutant Banker Alligator.
Dickens is Banker through and through and a snooty one at that. If he got any mud on his tuxedo he'd be rather miffed. But don't think Dickens can't fight if he must. Someone has to keep the lower classes in line.
Bone crafting tools.
Some sort of Jerky
A piece of charred wood used for lighting fires.
An unlit torch.
Assorted seeds, nuts and berries.
A Jadpack - A magical spider.
A Darkwood Salad Bowl with tongs
Trueheart Oil - A vial of dark pink liquid capped with a stylized heart. May be poured over an item to alter its appearance and abilities to reflect the inner spirit of its owner.
Captain Ette's Miracle Dust - A bag of Captain Ette's potent powder, this handy reagent acts as a highly amplified Jasper Imbue against any spiritual foe it is thrown at. Bag contains enough for two large handfuls and refills at the end of encounter. Alternately, may be used in potions as an extremely powerful agent of banishment, though each time it is used as such it permanently reduces the Miracle Dust's uses per encounter by one, to a minimum of 0.
They that have power to hurt and will do none,
That do not do the thing they most do show,
Who moving others are themselves as stone,
Unmovèd, cold, and to temptation show;
They rightly do inherit heaven’s graces,
And husband nature’s riches from expenses;
They are the lords and owners of their faces,
Others but stewards of their excellence.
The summer’s flower is to the summer sweet,
Though to itself it only live and die;
But if that flower with base infection meet,
The basest weed outbraves his dignity:
For sweetest things turn sourest by their deeds.
Lilies that fester smell far worse than weeds. William Shakespeare, Sonnet 94
Stats & Facts Name: Annerire Constance de Angeli Titles/Aliases/Nicknames: Arbiter; the Dark Judge; Nerie (N-AIR-ee) Sex: Female Race: Human (Sylvanite) Age/Height/Weight: 20/ 5'2"/120 lbs. Appearance: Short bangs, and just a little longer bobbed pageboy haircut. The front is platinum blond, mixed with black, and the back from her ears and crown of her head is pure black. Annerire is sensuous and alluring, she possesses a classically androgynous face, with a small square chin that contains a very minute dimple. Black eye-makeup rings both her eyes like a foreign gypsy, two lines of black, one above and one below; her irises are tawny orbs of hazel flecked with green. They can be very accusing and suspicious, her eyes; or depending on the situation can exhibit a number of different emotions; one of her favorites being helpless innocence. Straight but aquiline nose, charmingly fierce. A silky complexion of Sylvan fairness, smooth as alabaster. Lovely breasts that remind you of twin pears, except twice the size, they are covered with tiny blond hairs you can see only in the correct light. A pulse quickening waist line, curving into hips that simply defy logic, with thighs and legs that seem to go on and on, connected to a posterior so impossibly profound that it leaves your throat dry. Faintly, her scent smells of vanilla, cocoa, and late nights mixed with the sweat of a lover. Apparel: A black leather vest left hanging open at the bust and midriff, black straps criss-crossing at the neck and across the stomach where a golden plate sits above Nerie's navel; it depicts a scene of fornication and pleasure between two lesbian lovers, one appearing to be a fenette demon. The entire surface of the vest has been bedazzled beyond belief, golden sequins forming aesthetic and symmetrical swirling patterns on both sides. Finger-less black leather gloves that reach all the way down her forearms; they have a number of golden rings hooked all along the arm from wrist to elbow. A very revealing black garter belt of similar style, connected to lace leggings that show above the knee, and down to the the calf, where they end in black and gold high heeled boots. Lastly, a simple white, gold, and black patterned silk dress shirt, cinched at the waste, is worn as a top on particularly cold nights. Background: Annerire grew up in the orphanage system of Sylvan: Les Orphelinats d'Innocents. As is the case with most orphans of the Night City, she often roamed the cities more seedier underbelly; the darkness of the perpetual dark seeping into her psyche permanently, and not for the better. Feeling a loneliness and abandonment the companionship of the other children just could not sufficiently fill, the young Nerie sought company on the avenues of the Southwest. She spent a number of years working the streets by herself, before falling in finally with a group of powerful fenette demons. This would prove to be a turning point in her life, where before she was driven to do what she did for survival, the short time with the demonettes and their leader, Veroníque, twisted her mind. The residual demonic ennui addled her emotions towards lust. Not just physical lust, but an appetite for causing pain, and receiving it. Veroníque had never seen the like, a human who had absorbed demonic energy. Now deeply entwined, the two became lovers, their insatiable appetites cutting a rapacious swathe through the proclivities of their clientele. Their quick rise to prominence would take the notice of one, Varney the Scion, and vampire proprietor of the Bat's Eyes. He snatched up the little demons and their human girl, and collected them for his business. Soon Annerire was providing a new service, she was the poisonous honey in the trap for the fools who thought it a good idea to cross a vampire in Sylvan. When this proved effective, Varney sought a new avenue of doing things, and Nerie became his top agent. She started to hunt down known criminals, especially ones who had a debt to pay. Affiliations: Arbiter (Mages+Peacekeepers)
Skills/Attributes Lilies That Fester
Darkly glamorous, she is a complete hedonist in the utmost sense; Annerire is dominating and manipulative, and as dangerous as she is alluring; a rose with blood tipped thorns. Completely amoral, she exudes the kind of adrenaline pumping appeal you know is bad for you but like a drug simply can't deny. She'll go to any lengths to achieve what she wants; a deeply troubled young woman who loves to play games, and derives pleasure from both inflicting and receiving pain, the physical kind as well as emotional. She prefers the fairer Sex, but has been known to use certain *ahem* means to capture her prey. Dark Charisma - Stronger against demons, thieves, knaves, rogues, working girls, and criminals.
For Sweetest Things Turn SourestLawkeeper - There is a fine line between the law and criminal underworld, and Annerire walks the edge of that line with a questionable balance. By tracking down and bringing to . . . eventual justice the criminal element of Bakara, she gains a reputation of great ability as a force for order, albeit a notorious one.
Lvl 1: Peacekeeper – 5% discount at shops as a sign of respect and thanks.
Lvl 2: No Pain No Gain – 10% increase in bounty payments.
Lvl 3: Tools of the Trade – Access to Peacekeeper items if not a member or free one if you are.
Lvl 4: Lone Wolf – You may tackle level 4 bounties solo.
Lvl 5: Private Eye – You have access to special Machinist law-keeping devices.
Lvl 6: Who Says Crime Doesn't Pay – 20% increase in bounty payments.
Lvl 7: Hell Hath No Fury – You receive a free level of training in a Warrior technique.
Lvl 8: Long Arm of the Law – You may tackle level 5 bounties solo.
Lvl 9: Lone Wolf and Cub – You receive a gift from the Sentinels of a special partner animal or a variety of herbal mixes if you so choose.
Lvl 10: The Price of Progress – Your fame and notoriety catches up with you: The criminal underworld puts out a lucrative contract on your head; every once in awhile you will be attacked by a criminal NPC in a random encounter. These assassins will be well equipped and have bounties on them.
Spells Dark Level 1 Shade - Create a thin veil of shadows over your eyes, weakening any light that passes through them.
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. Slash - Thicken and elongate your fingernails into talon-like claws.
> Lachrymosa - A suspiciously phallic pointed cylinder made of a smooth ebony, and shaped into a white haired demoness in a nuns habit, her long hair flowing to the base. It is about 6" in length. Magical
Weapon Items Non-magical
> Cat o’ Nine Tails: A dark leather multi-tailed whip with a baton handle about 30” in total length, with 9 knotted thongs making up it's ‘tails’. A vicious weapon used for both combat, punishment and perverse pleasure. Magical
> Backbiters: Wickedly sharp nails about an 1” long; they are black with golden glitter. 1. Emerald Imbue - Exude a sickening plant toxin.
> Yasha: A silver tanto with an ebony hilt. Its blade can be plunged into one shadow and emerge from another. You may define the general area from which the blade emerges perpendicular to the surface on which the shadow rests. (Mage)
> Blackjack: A 6" iron handle encased in black leather, with a lead weight the size of a goose-egg connected by an 1" long chain. Those stricken are cursed with extreme nyctophobia, becoming intensely afraid of the dark and are driven to seek open, well lit areas. (Arbiter)
Stats & Facts Name - Tobin'Dal Hidden Name - Shepard Race - Nadrask Age - 33 Height - 6'1" Appearance - Bind is a tall glass of tainted water. His blonde hair is usually shave completely off, making his high cheek bones and sharp features even more prominent. He cuts a lithe figure, the muscles of his heritage spread out over a thinner than average frame. His olive complexion and deep brown eyes have been known to be both unsettling and seductive. His gatahara, tattooed on his throat and wrists, is a full moon behind a chain of clouds. Apparel - The most prominent piece of apparel worn by Bind is his jacket. A knee length duster length of faded black leather, collared and lined with a silvery grey fur closed with polished iron buttons. His shirt and trousers are both of a light cotton material, powder blue and dark grey respectively. His hand are clad in leather gloves with iron knuckle studs and his footsteps softened by leather boots with iron toe caps and studs running up the sides. The outfit is topped off with a large navy scarf worn around Bind's neck, embroidered in silver thread with a repeating serpentine ouroboros design. Background - Tobin'Dal, known more formally as 'Bind' has had simple life by nadrask standards. His father died at a young age, leaving him to learn the family business from his mother and five older brothers. His mother captains a large vessel which the family uses to raid ships and collect loot in the form of both wealth and people. They sell these slaves on the black market as a way to boost the population of a number of isolated cult-communities and to provide additional labour for those jobs too unsavoury to efficiently pay people for. After making a mistake on a recent job, Bind was given the unenviable job of heading to the mainland. He will be allowed to return to the vessel and the life he once knew when he proves himself worthy. Little do his family know, or perhaps little do they care, that Bind has taken to life on the shore and is ill inclined to return to the waves. Still, family is family and he would hate to disappoint. Affiliation - Augur (Machinist/Initiate)
Skills and Abilities The Eyes That Pierce - A technique long forgotten by most, granted to Tobin by the church. By focusing his eyes on a target, Tobin can weigh the amount of guilt, regret and indecision a person feels and get a sense for how they feel about themselves.
>And Drain - Tobin is granted greater insight into reading other people's muscle memory and the micro expressions that people make. While focusing on people he can read their current emotional state and where their general skills lie. The Blades That Cut - Tobin is gifted in the use of blades, and knows exactly how to drag them through materials to create the effects he desires. This makes him an accomplished carver of goods as well as a capable torturer. The Ties That Bind - Tobin comes from a family of traders and pirates who specialise in trafficking slaves for indoctrination into cults or working in conditions that paid workers refuse. If Tobin can get a suitably incapacitated or beguiled person to any point along Bakara's coast, he can exchange their life for a reward dependent on their value as a slave. The Cogs That Turn - Tobin is a member of the guild of machinists. Privy to their training and their services and gifted with the resources necessary to both craft and invent wondrous machines.
>>Tinkering and Gunsmithing - The ability to maintain, repair and manage the installation of augments into all manner of machinist devices, including firearms.
>>Hidden Blueprints - As an augur, Tobin is able to access a greater depth of blueprints to create from, including other machinist's private blueprints.
>>Novice Creation - Electrics - Tobin is able to craft Novice level devices given time and the necessary supplies.
>>Novice Invention - Electrics - Tobin is able to invent Novice level devices, expending additional resources in their development and requiring field testing. (Create Two Novice Devices to Unlock)
>>Apprentice Creation - Electrics - Tobin is able to craft up to Apprentice level devices given time and the necessary supplies. (Create Two Novice Devices to Unlock)
Spells and Magics Beastial
>>1 - Summon Packrat - Summon a large nest making rodent, good at lifting objects and running with them. Also capable of scratching, biting and otherwise being an annoying rodent.
>>2 - Summon Lizard-Cuckoo - Summon a moderately sized lizard-catching bird, with mottled brown plumage and a larger bill. Capable of flying, pecking and smacking its bill against items.
>>3 - Toxify - Grant a creature or summoning you control venomous fangs.
Weapons Master's Crook - A pale white dragonbone crook, created by a veritable master of his craft. The staff if is imbued with powerful beastial magics that grow over time.
>>Wild Man - Tobin gains an aura of the wild about him, making animals far less likely to be alarmed by him.
>>Serpent Servant - The crook is able to transform into an albino snake (retaining its dimensions) that is completely loyal to Tobin.
>>Serpent's Snare - If you are able to hook a person, animal or item with the crook, you can partially transform it into its serpent form, having it wrap tightly around what it hooked, ensnaring it. Shock Rod - A short stave whose tip releases a short, painful and debilitating burst of electricity on contact. Uses 4/20 topaz charge.
Items - Miscellaneous Machinist's Toolkit - Contains, among other odds and ends, a hammer, nails, screws, a screwdriver, pliers, wire, bolts, nuts, a crankdrill, grease, rags, oil, and a soldering stone that can be used to slowly heat metals for bonding. Blood to Blood - A perfectly smooth, milky white stone. Turns red when squeezed tightly by Tobin'Dal or others who's blood was mixed in with them at creation. Used to signal his location when he has a trade to make. Ancient Sigil - Allows church members access to both guild magics and guild armaments. Banshee Silk - A semi-transparent, slick-looking silk. Emotion Resonance - The tint of the silk changes to reflect the emotions of the wearer. Once ever, while the wearer is experiencing a particularly strong emotion, the silk or an item made from it can be 'locked', maintaining that emotion's coloration and gaining two abilities based on the emotion in question (or items made from it will gain two abilities, if not yet an item). Negative emotions are far easier to lock than positive ones. Karmic Echo - Some Banshee silk items possess spiritual scraps for.. some reason or another. This can cause unpredictable effects. But full animation or even verbal communication is unheard of. Ghulian Gem - A small silver crystal that seems to be quietly screaming when you listen closely.
Appearance: Rasha stands tall and straight, his body is 200 lbs of pure muscle. His skin is darkened bronze and looks slightly weathered by the sun. His jet black hair is worn in a low ponytail that hangs mid back. His jaw is strong but angular, slightly pointed. His eyes are a brown so dark they almost appear black. He would be quite handsome if not for three large scars running perpendicular to each other from just above his left eye, down his face at an angle across his right cheek, which gave him a fierce appearance. He is wearing doeskin pants, and alligator skin boots dyed black. His shirt is a loose fitting cream colored v-neck and is complimented by a black leather vest. His black snakeskin gloves loosen at the ends and cover the ends of his shirt. He has a tiger skin bandanna tied around his right bicep. He also has a large strangely altered rifle in leather sling across his back.
Background: Rasha was born with a natural curiosity for animals and how they worked. He began hunting at a young age, little things like lizards and birds. At first this was viewed as a good thing by his elders. But as Rasha grew he became more and more enamored with hunting animals and stopped having any interest in anything else. He did not socialize with the other members of the group, but instead chose to spend his time out among his prey, learning their ways and how to better hunt them. As a man he forsook all the tenets of his people and decided to go his own way, searching the world for bigger and better game. When he decided to leave he had heated argument with his father, who wanted him to stay and become a warrior. The argument got physical and Rasha accidentally killed his father. After his father was buried, he decided to stay and care for his mother in his father's stead. But the leaders of the city came together and decided that Rasha would be banished from their ranks. He was given the surname Faen and cast out of his mountain home. He spent the next chapter of his life in and out of cities, learning how to handle a rifle from the machinists, which he eventually joined, and learning to summon creatures to help him in his hunting from the mages, who against their better judgement decided to allow him into their ranks. Now that Rasha has hunted most of the animals that he can, alone he has decided to further his study of magics and firearms to bring himself to a level of mastery that would make him unstoppable in the animal kingdom, even to the mighty dragon. And his lust for hunting has left him with a taste for adventure, which also seemed like a good way to finance his studies.
He is gruff but generally goodhearted, although he will do just about anything if it means not failing an objective. His time spent in isolation has left him somewhat lacking in interpersonal skills and he tends to be very blunt, almost always saying what he means. He can be subtle, when he tries... That just isn't very often.
Hunter - You are very proficient with rifles, and muskets.
Tinkering and Gunsmithing - The ability to maintain, repair and manage the installation of augments into all manner of machinist devices, including firearms.
Level1 Nocturnalize - Grant a creature or summoning you control night vision. Level 2 Serpent's Tooth - Summon to your hand a razor-sharp 8" dragon's tooth to be used as a weapon.
Cryptomancy Level 1 - Summon Bloodstone Gorions - Summon a trio of crystal eating beetles from the Alogean Mountains, when threatened they temporarily grow to the size of a fox. Level 2 - Summon Coatl - Summon a winged venomous serpent from the caves of the Oscaran regions of the Alogean Mountains. Level 3 - Summon Nynx - Summon an extremely intelligent and stealthy black cat from the Chakosan forest. Has an extremely long prehensile tail. Level 4 Summon Cockatrice - Summon a bizarre creature from deep within the Sekoran Forest, with the body of an iguana, ostrich-like neck, and wings, talons and head of a rooster. Its crow causes panic and its gaze is mesmeric. Level 5 Summon Torsyr - Summon a rare lizard from the Isle of Nadra. It stands 3' tall, and walks on its hind legs akin to a raptor. Its scales are an extremely dark shade of green. Its tail and head resembles a viper with catfish whisper. Its fangs and whispers drip with poison and it has the ability to mimic human speech. Level 6 Summon Galoth - Summon a monstrous mammoth-like creature from the Northern Tundra. These beasts have reddish fur that is resistant to spells 4 and below, and long tusks that chill and freeze. They stand about 10' tall, weighing nearly 9 tons. Level 7 Summon Hippogriff - Summon an extremely rare creature with the body of a white stallion and the head, talons, and wings of an eagle. Level 8 Summon Windreavers - Summon a trio of rare and feared predators from the Lutharin Mountains. They are the size of large wild boars, six legged and hunchbacked, with red skin the texture of stone and almost as tough. Their heads are stubby cylinders with no jaw, just an ever open maw, 2' in diameter, in which a pair of fang studded tongues constantly writhe and churn. They eat by lashing out with these tongues, wounding and/or ensnaring their prey, then pulling it into their grinder of a mouth. The name comes from the howling wind sound their mouths make they run, which they can do extremely fast. Level 9 Summon Harpies - Summon six horrible creatures rumored to haunt the swamps that border the Greevan forest to the west. They have the torsos and faces of wild, feral women, but the legs, razor talons and wings of leprous vultures. Their black feathers cove]r most of their torso but are as hard and as sharp as blades. Level 10 You may go on a once in a lifetime quest to seek out an extremely rare creature. Once found, you will gain the ability to summon it.
Weapons Field Inhibitor Rifle - Rifle that has been augmented to allow mages to use it without the danger of withering their magic. Derringer(in the void) - A pocket-sized, single-shot muzzle-loading pistol. Not very powerful or fast, really only damaging up extremely close.
jambiya - An iron dagger with a leather bound hilt. Can be transformed into a large (Cat sized) black squirrel
Items Void Pack - A doeskin pack with limitless storage. Machinist's Tool Kit - (In the void) Personal Effects Grab Bag - Gold 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. Trueheart Oil - Alters the powers and sometimes appearance any item it is applied to to reflect its owner.
Pets Fetch - A large black squirrel, that's actually the summon form of the dagger, but is generally in this form sitting on his shoulder.
The blossoms of the cherry tree already fall like snow. What more can the wind ask of them?
—Ohshikouchi no Mitsune
Stats & Facts Name: Okita Kikumi Matsudaira no Kaneyoshi Titles/Aliases/Nicknames: Kiku Sex: Female Race: Human (Wokou Pirate) Age/Height/Weight: 21/ 5'8"/136 lbs. Appearance: A face of soft girlish-charm, heart-shaped and serene, Kiku has a very pleasing disposition most the time, rarely if ever affected by the nature of her profession. The girl has a light cream complexion, peculiar for someone that has led a life at sea; gray eyes of remarkable clarity and hidden depths. Lips that look as if they were dipped in bright red blood, they are sensuous and enticing. Messy raven hair, with bangs falling matter-of-factly onto her face, the back is tied up into an equally messy improvised bun, held by a red ribbon that hangs down the right side of her face, tied with two pin feathers of a falcon. An athletic, lightly muscular build; a nicely toned torso and body; firm petite breasts, humble but not unnoticeable. A fragrance of sea salt, black powder, and the way the earth smells after a rainy day. Apparel: A very elegant silvery-gray cotton gappa travel cape Kiku wears like a shoulder scarf and cloak, wrapped around her throat, it billows behind her and can double as face mask if she pulls it up. A zukin hood of dark blue is tied around her neck, and can be pulled up for cover. White cloth wrap covers her upper body to the ribs, and worn over this is a black sleeveless cotton tank top. An extremely lightweight sleeveless katabira jacket of deep blue wool that it's almost black, is worn above this; small square wooden pleats sewn into it along the vital areas to offer light protection. Fishnet stockings of black cover her arms from hand to just above the bicep. Dark leather elbow pads on both arms, and lamellar vampraces with handguards of the same smoky gray color. A pair of haidate cloth leggings that are light weight, both sides of the hip area removed to mid thigh, for greater maneuverability and freedom; they match the color of her jacket; plates of leather are sewn into them to cover her knee areas, and lower thigh. For footwear, she employs soft tread split-toe boots of dark blue cloth, covered with gray leather shinguards. Background: When Kikumi was very young, her island village was attacked by a group of coastal raiders. They ransacked her village, demanding tribute from the chieftain and entire populace. When they refused, a number of women and children were taken as hostages, and she was among them. If fate hadn't intervened, Kiku likely would have found herself sold into slavery, but on the return voyage towards Elexia, the slavers fell prey to a raid of their own, falling right into the path of Kurrian Corsairs. Upon search of the pirate vessel, the Corsair Captain Andrea Castillo found a disheveled and dirty Kiku standing over the corpse of one of the pirates. In shock and covered in blood, it seemed the girl had come to her own defense against her barbarian attacker. Castillo saw something in her that day, and he took the girl for one of his own, raising her among his crew. There, she would grow up amidst a colorful collection of international fighters, bandits, killers and rogues, who became her closest family and teachers; as most of them were equally philosophers, poets, gamblers, and tacticians. You could call it a bit of classical education. Castillo himself took a personal interest in her abilities, replacing a father she had lost forever, Kiku saw and learned much under the old sailors tutelage; experiencing the known world as they ventured from the Elexian Coast and up and down the Eastern Sea. Soon that little frightened girl who had been captured that fateful day disappeared, replaced by a fierce young pirate and swashbuckler in every sense of the word. Knowing she would always have a home at Sea, and determined to make a name for herself on her own, she's set her sights on the shores of Bakara, and the ample opportunities that presented. Affiliations: Errant (Bard+Warrior); Kurrian Corsairs
Skills/Attributes Shakuhachi (Bardic Training: Woodwind, Dance)
Shakuhachi is the art of musical meditation. In the chaotic life of pirating, pilfering, pillaging and bloodshed, Kiku has found a peace of mind in the serene dissonant notes of her flute. Suizen - Kiku is an experienced flute player, woodwind performer and dancer. (Spellsongs Composed: 1) The Buccaneer Kunoichi
Well versed in the arts of killing and combat from an early age, Kiku has intimate knowledge of martial skills and know how in deploying, repairing, and handling Machinist devices and firearms. Hot Shot - Kiku is a lethal fighter. Agile, quick, and ambidextrous she is an experienced swordsman, and comfortable hand to hand combatant. Grants Gunsmithing and Tinkering. Polyglot - Kikumi has mastered Atarin, Chakosan, and the Elvish languages in the course of her travels, having acquired a talented ear for the trade talk in the ports and harbors of the Eastern Sea. Bard Sponsorship
- Due to your growing renown, you have begun to become something of a trope character in the minds of other bards (for better or worse). As a result, when other bards write songs and spellsongs, there is a chance that a fictionalized version of You will appear in them.
- The Bard Guildhalls are always open to you when you need a place to work, granting a sanctuary where you might compose masterpieces without distraction. When writing a spellsong, you may choose to write it at a Guildhall instead of on the field of battle. This allows you to loot third from last at the earliest rather than dead last. Beauty In Endless Hues - Due to your increasing stature amongst the guild, you have been given access to the works and notes of the greatest bards to have ever walked Bakara, information that has always been jealously guarded even among the initiated. This has expanded your knowledge of your arts in ways previously unimaginable, allowing you to add a unique Purview to two Performance Types you are trained. in. Warrior's Techniques(Level: 1; BPs to Next Lvl: 32/55) Stealth Combat — Theatricality, deception, and darkness, these are the powerful tools of an assassin. As Kiku's prowess grows in combat, she further perfects her ability to hide and attack without notice, the very shadows becoming her ally.
Lvl 1. Shadow Step: Your footfalls are softer than a whisper, their step creates no sound.
Heart Under Blade Ninjustu Utsusemi - A Flash Step technique, literally 'Cicada', You learn to perform explosive starts, going from still to full speed in a flash. BP: [32/70]
Weapons Mundane Barbarossa & Yagyu - Wrist mounted pepperbox pistols that can slide into her hands at the touch of a switch on her vambraces. Magical Kurogane and Kogitsune-Maru the Demon Blades Soul Blades — Beautiful twin iron katana swords of exquisite make and craftsmanship. The known Demon Blades are legendary; rumors speak of others, and they are said to be cursed, bringing only strife, bloodlust, and gruesome death in their wake. Both swords are forged in the famed Shosu Kitae method, or 'seven layers,' Kurogane or 'Black Steel'is the elder of the pair, an otherworldly blade of congealing darkness; it's about 32" long, with a moderate curve and full groove for a lighter swing; it has an elegant blood red wave pattern running just along the cutting edge that reminds you of a chorus of writhing souls; a circular, open handguard of peculiar silver depicting a swirling vortex; the hilt is covered by ray skin, battle wrapped with crimson silk cloth, and capped by a demonic ogre-headed copper pommel. The blade itself slumbers within a black scabbard that depicts an ancient battle scene of human and demonic forces in opposition. Kogitsune-Maru or 'Little-Fox'is the smaller more ethereal twin. A ghostly and mischievous white blade, about 24" long, it also has a full length groove and moderate curve, with a flowering wave pattern that falls along the blade like the leaves of a cherry tree. It has a pure white square open handguard much like a windowpane, with fallen blossoms cut out of it that look like snowflakes. This hilt is battle tied in teal silk cloth, and capped by a copper kitsari spirit pommel. The blade rests in a scabbard of pure white, like a fresh-fallen mask of snow on a mountainous face; it depicts a monastery and a nine-tailed kitsari being nursed back to health by a solitary monk. (Kurogane and Kogitsune-Maru are able to interact with the spirit world effortlessly, and gain abilities reflecting Kiku's inner nature.)
- Wounds from the swords can track the spirit of the wounded. Only works on most recent.
- By phasing into the Spirit Realm, the swords can harm ghosts as though the were corporeal.
> Nightsong Shuriken - An oversized shuriken made of a black metal. It is extremely hard to see and makes no sound when it flies. (Modifier 3) 1. When thrown it creates a wind decoy of itself, drawing the enemies attention to the decoy by the woodwind note it makes as it flies.
> Ryūkotsusei - A magnificently beautiful scarf and cowl of scaled umbral cloth, silvered black with a rippling aurora of dark blue and midnight purple that seems to gracefully dance across the cloth's surface. The flowing diaphanous material is of great tenuity, and fabled to have been crafted from bandied starlight. Defying possibility, it would appear to be floating on-the-wind, despite the lack of even a mild breeze. (Modifier 2) 1. The scarf grants the bearer incredible grace and speed, highly boosting their celerity and reaction time. 2. Spun Starlight: As the bearer moves through the air, the scarf can leave behind a fading trail of inky black and silvered light that somehow catches the air itself, granting them the ability to glide through the air.
Spells Spellsongs Woodwind - Phantom Melody, At The Run's End Dance - Flashdance Spirit
Level 1 - Divine - Sense if any spirits are in the area and their general mood.
Level 2 - Vibe - Send out a wave of spirit energy that can sense the general direction of any hostility aimed at you.
> Gennosuke - A fine crafted end-blown flute of bamboo wood. It has been lacquered with pearl white gloss and painted with swirling red clouds.
> Black Powder
> Tool Kit for upkeep and installation of augments and firearms
> Maps of known Bakara and Eastern Sea with paper weights
> Magnifying glass
> Compass and metal protractor
> Spyglass Magical
"If strength is justice, then is powerlessness a crime?" - Lelouch Lamperouge
Code Name: Sethos Name: Lazarus Sex: Male Race: Human Age: 25 Affiliations: Infiltrator (Initiate + Thief)
Appearance: Lazarus is a tall dark and mysterious type with powerful eyes that can subdue a lion. But underneath his clothing he is quite out of shape ..
Background: Lazarus had a normal childhood, perhaps too normal. He aged feeling powerless and small. And only the strong arise, so he became obsessed with power. Taking his life finally in his own hands he sought out his dream. Lazarus was no worrier of the body so he used his mind to gain any advantage he could.
Lazarus has a belief that life is a lot like chess and any conflict can be solved by a game of chess, whether on a board or not.
Trust is a Must - (Forbidden Truths) Lazarus has a cretin charm that makes suggestions made by him more appealing.
Faceless Mask - Infiltrators possess an uncanny ability when it comes to creating a spur of the moment disguise. Once per encounter they may alter their voice, accent, facial expressions, posture, gait and mannerisms to project a completely new identity. The persona created this way needs to be fictional, and can never be perfectly replicated due its improvisational nature. This affect is similar to the Impersonate spell, but entirely non-magical and arguably more convincing at concealing the user's true identity.
HAND OF WILL - A gauntlet, tailored to the style of your choosing, capable psychic enhancement. Made of a bronze-tough silver alloy veined with amethyst.
Lvl 1. The touch of the gauntleted hand has a charisma effect.
Lvl 2. Touching an item with the gauntleted hand will can give you a mental impression of the most recent people to have touch it.
Lvl 3. Prolonged physical contact with the gauntleted hand indued people to talk, the longer the contact, the less they filter themselves.
Lvl 4. Blows landed by the gauntleted hand are immediately followed by the phantom sensation of a second identical blow.
Lvl 5. The gauntlet is telekinetically augmented by your will, allowing it block or catch any blow harmlessly, despite the force involved.
Lvl 6. By moving your hand slowly side to side before someone's gaze as you speak, you can create a Suggestion effect. If the suggestion takes, you cannot use this effect on that person again this encounter.
Lvl 7. Run the glove across your face, momentarily obscuring it from view. The glove releases a burst of mind magics that have a greatly enhanced fade effect. Everyone in 20 feet forgets that you're there for two posts unless you do something to draw their attention.
Lvl 8. By grasping another person's face, you can temporarily create a powerful psychic link between the two of you that paralyzes you both for several moments. When the link breaks, you are both left woozy for a moment, but you have gained access to their spell knowledge for the next six posts.
Lvl 9. You gain passive telekenesis effect, but use of it is guided by the movement of the gauntleted hand.
Lvl 10. Place your hand on the head of a defeated but living enemy. You take the memory of their defeat and transform it into a spell that you can cast thrice per encounter. You may only hold the knowledge of three defeat spells and must forget one to replace it with a new one. These spells can be of any art but do not require knowledge of that art to cast.
The Red Deck - Grifting - Your rhetoric is easily convincing.
Lvl 1. Trust-based charisma boost
Lvl 2. You naturally manipulate the emotions of those you talk to. The strength of the manipulation is relative to the time spent with the mark.
Lvl 3. Once per encounter, can use a non-magical version of the mind spell Suggestion.
Strength of Mind - Lazarus relies on his intelligence to get him out of any situation, which includes a natural affinity for using improvised items effectively as weapons if needed.
Lvl 0 - Murder of Crows - bring an army of crows under the user's command. It doesn't do actually that. Oh, you'll be able to will all the of crows in the area to congregate in your vicinity. But the crows just sort of laze around. They won't even come if its dangerous or if you repeatedly abuse them.
- Spirit -
Lvl 1 - Soothe - Calm the emotions of another, the more intense the emotions, the less effective this spell is.
Lvl 2 - Veil - You can't be directly targeted by spells for the next two posts. Cast only once per encounter.
Mechanics pistol + Ammo
Accessories The Ebon Compass - An octagon shaped ebony compass, overlaid with the Lidless Eye. It will hum faintly and the needle will point out the general direction of nearby secrets and hidden objects. Multiples of either located in different spots, and the compass will hum more violently and the needle will spin inadvertently in all directions. FistMist Mask - A golden masquerade mask that covers the top half of the face. Once per encounter, the mask can cause the user’s spirit to explode out from their body into a 10’ radius cloud of translucent green smoke that lasts up five posts, leaving the body in a catatonic trance. Numerous green copies of the user’s hands as strong as the user freely form and disperse within the cloud, pummeling any foes within. The user does not control the green hands. In addition, two yellow copies of the user’s hands form within the cloud that can be controlled by the user. EyeGate Amulet – A quarts amulet bearing an eye symbol on a crystalline chain. Allows you to blink-store any number of items of clothing, apparel, armor and the like you own, and instantly blink them back so you are wearing them. Perfect for spur of the moment outfit changes. The amulet also possesses the ability to bend light to cloth you in illusionary copies of any items stored in the plate. Any such illusions fade away if they lose contact with you.
> Personal Truth Set. Meteor Balls – X4 - Iron Balls that speed up and burst into flame when thrown at a target. Each ball is useable once per encounter. Enders Knot - A tie formed from a frayed noose of old rope.
> Grants the user an artless form of the spell Vacuum that can be used 5x per encounter.
> Deadman Set Chro-Laz-icler - A magic book detailing the history of Lazarus. This book continues to expand and update itself with the original owner's tale till the day they die. Or possibly beyond it, if their ghost does anything page worthy. Soul Stone - Gradela Ryach-Leen -
Gradela's story is a simple one. She grew up in her tribe, showed promise, and was taught in the physical arts. As part of the brotherhood of wealth, she felt adventuring would be the ideal way to use her natural skills to further the tribe's goals. Along the way she learned she had a great talent for magic, voraciously consuming any new knowledge of the sort when she could find it but not to the extent that it interfered with her duty.
She entered the trials knowing the dangers. Her group was not foolhardy, nor was it particularly dysfunctional. They simply walked too far down the wrong hallway based off a well-reasoned, yet ultimately wrong, interpretation of a riddle.
Stats & Descriptions Name - Ash Ketchum (Or TBD when I come up with a cool name) Race - Human Age - 12 Affiliations - None Appearance & Apparel - Personality & Background - Ash is your regular happy-go-lucky kid, who has been sent off into the world to have a summoning related adventure. Because parents are always sending their kids away to go do whatever with extremely dangerous animals, right? Achievements in EW - Not dead yet
Skills/Weaknesses DR. F***in' Dolittle over here - Ash Ketchum is able to naturally cast Chitter, though this ability does not count as knowing the spell Chitter for purposes of leveling Dualmagery or buying future spells or spells per post (because it's always active). Everyone else who hears an animal speak to Ash just hears the animal saying its own name over and over. Dualmagery -
Spells Storm 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.
Beastial Summon Rodent - Summon forth a rodent to follow your commands. Species up to caster upon learning but will be no larger than a large weasel or small beaver.
> Has a kind of annoying girly voice, if that counts
> Void Ball - Specifically designed for catching animals, the Void Ball is similar to a Void Bag, but with a different mechanism for getting stuff in and out. You know what I'm talking about, it's a Pokemon ripoff!
You know there ain't no rest for the wicked,
Money don't grow on trees,
We got bills to pay
We got mouths to feed
There ain't nothing in this world for free.
Oh no we can't slow down,
We can't hold back
Though you know we wish we could.
Oh no there ain't no rest for the wicked,
Until we close our eyes for good.
The Grim Brothers
The Grim brothers are known for a few different reasons. They are always there to help anyone in a time of need no matter what is going on. they are protectors, they are the destroyers of evil. They are the Brothers Grim!
Race - Human
Age - 22
Affiliations - Cleric
Appearance & Apparel - Sam stands at 6'2" 210 pounds, and by no means is he fat. He is massive as far as it goes for most humans, being as solid as a rock and as built as a dwarf. He wears steel full plate armor, silver in color. Its the sword that really makes people step back though, its a massive two handed sword, the hilt and the hand guards are pure white steel that's been twisted into a spiral with the ends flatting out and curving back in giving it a Gothic look, the blade its self is massive its starts at the hilt as one blade and spits into two after a few inches, then comes back together at the end leaving a hole in the middle as a blood grove. Written on the blade in whatever language is readable to who ever looks at it, it says "And so it is said that when brother pits against brother, demons walk freely among man, and there is hell on earth, that he shale rise and with him the dogs of heaven will come forth and bring the destruction of the world". Even with all of this, he still makes people happy and gives them a rather worm felling when there around him. He is always smiling and is always helping people with what ever they need not matter how big or how small the task is.
Personality & Background - Though by looking at him you wouldn't know it but Sam didn't have the easiest of childhoods. the birthing of both him and his twin brother Dean almost killed there mother, and left her unable the bare children ever again because of complications during child birth. It wasn't until the age of 5 that things truly took a turn for the worst. Sam became terribly ill and wasn't given to much more time to live. though his mother and father did there best to keep him happy and give him the best childhood he could have with out making his sickness worse, he still spent most of his days in bed. His brother Dean was truly what made his younger years, for he never left his side. One extremely bad winter night when Sam was closest to death and all thought he wouldn't make it through the night, a man came to there home hopping to get shelter from the blizzard that was raging out side. He was a rather stocky man with a beautiful sword in the shape of a cross on his back. He was allowed to stay to keep out of the storm, and it was then that this man learned of Sam's condition. He pulled the sword off of his back and though his mother and father fought to stop the man fearing that his was going to kill Sam to free him of his misery. They could not stop him for something about the man was keeping them back. So they had to stand in horror as they watched this man raise is sword in the air, but to there refile he slammed it into the ground. He only said one thing to Sam, " I give to you life, and with it you shale be able to do great things. But because of the life I'm giving you isn't a normal life you will also be cursed! You will always have to carry it my child, for from this day forth the cross is your burden to bare, and yours alone.". And with that he was gone in a flash of bright white light. Sam Passed out and to the relief of everyone he was still alive. The next morning when his parents woke up they herd something that hadn't been herd in that house for meany months, the sound of children laughing and playing. when they when out side to see what was going to they seen both Sam and Dean playing out side. The sword what laying in the grass only a few feet away from where they were playing at. As time went on Sam became use to caring the sword. And just as his garden angle and his mother called him had said it was his burden to bare and he did with a smile on his face. By the age is 16 he was able to wield it and would spar with his brother using it. at the age is 18 he joined the Church as a cleric, he had become a Defender. And with the help of his closest friend and dear brother Dean, who by that time had became a peacekeeper, they set out to rid the world of evil beings and evil men. Its been 5 years since they started there quest, and there still going strong. For there ain't no rest for the wicked, wile the Brothers Grim are on there tail.
RELIC OF LEGEND-Two handed holy sword.-Sentient (Males voice.)
Sam has the ability to go on quests, job, bounty or another thing his brother goes on so long as he doesn't get paid for it.
Appearance & Apparel - Dean looks almost identical to his brother Sam, with only a few differences. Dean though he is also in full plate he doesn't wear a helm. His choice in weapon is also different he unlike his brother uses a warhammer, it doesn't look like much just a steel hammer two handed hammer, but its couldn't be more deadly. But like his brother he is always smiling.
Personality & Background - Dean has had the better life out of the two brothers though he still didn't think it was very good. when his younger brother was sick dean never left his side, and more often then not his parents would end up carrying him to his room and laying him in bed for he would pass out on the floor next to his brother. On the night that the strange man came to there house before he saved his brother Dean was the only one of his family to make it passed the man. though he will never know what he was able to make it passed him what he seen stopped him in his tracks for the man that saved his brother was an angle. Dean never told anyone about what he had seen for he believed that he owed that angel more then he could ever give. So from that day forth he knew that to repay that man he had to help the world and the good people of it. He spent many hears learning how to fight with his brother and found that the only way to stand a chance against him was with a warhammerl, so of course when he became older that was his weapon of choice. At the age of 18 Dean when and joined the Peacekeepers, this was the first step in his mind to start the quest to helping out the good people of the world. It just so happened that his brother Sam had the same thoughts and joined the church to became a cleric. so from that day forth the Grim brothers have worked together to keep people safe. Its been 5 years since they started and there still going strong and Sam and Dean still have there favorite saying. there ain't no rest for the wicked, wile the Brothers Grim are on there tail.
Dean has the ability to go on quests, job, bounty or another thing his brother goes on so long as he doesn't get paid for it.
Rest of fullplate is steel/ no helmet.
-Rope 50 feet
Stats & Descriptions Name - Olivar'Romov (Arro for short) Race - Nadrask Age - 27 Affiliations - Warriors Appearance & Apparel - Olivar has several Gatahara of arrows (Vine-wrapped and otherwise), hunters, Bows, and other things associated with the Nadrask Goddess Nulaji, his families patron deity. Olivar wears respectable attire. However, at night, when he goes hunting for the scum who have failed this city, He wears a vest made of Leaves and vines with a hood made of the same. And, presumably, Pants. Here is a Picture:
Personality & Background - Olivar was the son of extremely wealthy Nadrask mercenaries, who trained him in their ways but never required him to earn his living, allowing him to become a Ne'er do well. After his family was evicted from Greevan, he has seen first hand what a detriment corrupt ruling authorities (including crime syndicates) are to the citizens, and has decided to go outside the law to put a stop to it. Achievements in EW
Lvl 1: 0 BP
Lvl 2: 55 BP
Lvl 3: 90 BP
Lvl 4: 130 BP
Lvl 5: 175 BP
Lvl 6: 225 BP
Lvl 7: 280 BP
Lvl 8: 340 BP
Lvl 9: 405 BP
Lvl 10: 475 BP
Plant - Environment Combat - The art of fully perceiving and utilizing your environment in combat. Lvl 1. Your situational awareness increases, allowing you to notice possible improvised weapons laying around others might overlook.
Lvl 2. Your balance greatly improves, allowing you to stand steadily, even one legged, atop any item that will hold your weight. Lvl 3. Your agility increases, allowing you to leap and kick off parallel surfaces to perform aerial attacks. Lvl 4. Your coordination is enhanced, increasing your aim and allowing you accurately strike or kick objects so they fly in any given direction. Lvl 5. Your grip and leg strength are honed, allowing you to easily scale and bound around obstructions and landmarks. Lvl 6. Your sitational awarness increases again, allowing you to fight over and around obstacles seamlessly and improving your ability to dodge mindless hazards and adjust to their effect on the area (falling trees, undirected spells, etc). Lvl 7. You learn to create very well crafted improvised weaponry by combining available items with great skill, even in the midst of battle. Lvl 8. You become adept at innately understanding how your surroundings interact with each other, improving your ability to rebound thrown items, plot trajectories and predict and initiate chain reactions. Lvl 9. You achieve a state of oneness with everything around you, making it almost impossible to surprise you. Lvl 10. Once per encounter you can enhance the unity between yourself and what is not yourself, effectively allowing you "see" in all directions, even through obscuring objects, and predict what is going to happen moments before it does. Lasts for five posts.
THORNED BOW - A ironwood reflex bow strung with spidersilk. Capable of infusing wooden arrows notched in it with various plant magics for unique versatile projectiles. Usually half the user's height. Lvl 1. Upon firing you may have an arrow grow a mushroom at its tip that rapidly expands and hits with blunt rather than piercing force.
Lvl 2. Upon firing you may have an arrow grow a vine tether to the bow. Upon impact arrow will release powerful grasping roots, attaching onto whatever surface it hits. and allowing it to be used as like a grappling hook. Lvl 3. Upon firing you may have an arrow's tip grow a blade-like leaf as hard as steal. Lvl 4. Upon firing you may have an arrow grow vine buds that will, upon impact, release a number of vine tendrils and wrap tight around whatever it hits akin to bolas. Lvl 5. Upon firing you may have an arrow rapidly grow and splinter, becoming a triple shot arrow. Lvl 6. Upon firing you may have an arrow begin rapidly exude sap so that upon impact explodes in a gluey mess that rapidly hardens into amber. Lvl 7. Upon firing you may have an arrow grow blossoms that release a cloud of pollen on impact which induce extreme drowsiness in all that inhale it. Lvl 8. Upon firing you may have an arrow rapidly grow up to the size of a spear. Lvl 9. Upon firing you may have an arrow grow a combination of blossoms that mix on impact and form a powerful acid Lvl 10. Once per encounter you may have an arrow that has pierced a fallen foe leech the essence from that foe. This essence can be transferred back to the bow by contact, granting it an ability based on the foe's essence. The bow can only hold three such abilities at once, requiring you to give up old ones to gain new ones.
Lvl 1. Visage - Manipulate the shadows on your face to trick the eye into misjudging your facial features
Weapons Mage Dagger: Body - A silver katar dagger inlaid with bone with a bronze handle. Those wounded by the this dagger lose a level of strength for the rest of the encounter. Multiple wounds do not stack. Pair of Wooden Tonfas (used for self defense in case Ne'er do well Olivar needs them) Thorned Bow, duh (only used by his "Arro" persona) Arro's Charm - Allows to access a special void space, accessible from thin air. Inside is a clutch of a dozen special arrows, which restocks to a full dozen count at the beginning of each encounter. These arrows are iron, with a wolf head profile etched onto each arrowhead, the eyes for each one of the 12 arted crystals. The arrows create a wolf howl sound when fired, and on impact dissipate for an arted effect, mostly akin to those of the arbiter batons (with a few variations).
Non-Weapon Items Eyes of Justice - An enchanted set of dark tinted bifocals. Base Ability - Intimidation effect Domino Mask - Grant a Modulate and Mask effect while worn. (Worn by Arro when he is in his 'Arro' identity)
STATS AND FACTS Race - Jakari Age - 21 Height - 4'19" Weight - 167 lbs Appearance/Apparel A jakari of feline appearance, his fur a gray coat with tints of blue, with a broad face and deep blue eyes (the charms of which Rali is entirely oblivious to). His body is lithe and agile, his eighteen-inch tail normally dragging behind him as he walks. He wears sea-blue trousers woven by his mother, and a pair of plain sandals. Background Raised from birth to serve as a guard for jakari nobility, a prince a few years his elder. When his charge vanished a year back, the ruling class sent Rali in search of the prince, although it was no secret that the task was more a form of exile than duty. Affiliations - Warriors Allies - Enemies - Accomplishments
SPELLS AND ABILITIES Abilities Death from Above - Often Rali will initiate a combat by using his staff to vault himself through the air towards a foe. The sight of a flying cat, with its claws at a fierce ready, and its fur standing on edge, instills an intimidation effect in anyone in his path. Pole Pounding to Preposterous Pulp - Frequently overflowing with self-esteem, Rali often talks about his prowess with poles, and eager to demonstrate his skills to any onlookers. (Man-At-Arms - Staves) Beastial - The Way of the Animal - A novice Warrior, Rali is studying the various Animal Fighting styles of the kindir.
Lvl 1. At the beginning of each encounter, you can perform the Monkey style exercises, a series of reaching and grasping exercises that aid in circulation, boosting your stamina and self confidence. This allow you to, for the rest of the encounter, give on an implacable air of indestructiblity that grants you an intimidation effect.
Wooden Bo Staff - A plain wooden staff, exactly 1.818 meters long, because a proper pulp master wouldn't be caught with a staff of any other length, and Rali is a proper master of the Pulping Arts (Parts for short. Wait, does that work?)
A head-shaking amount of addictive catnip.
A deck of playing cards, the four suits styled as sun, wind, sand, and water.
A doll in the image of machinist leader Jacques da Vinci, down to his bone-and-coil arm. The arm is made from actual bone and coil, which is a discomforting thought, as a bone that size must have come from a baby...
A assortment of fruits.
A cloth bag, white with red stripes. Rali often suspends it form his Bo staff.
[b]STATS AND FACTS[/b]
[b]Aliases -[/b] Penumbra (Initiate hidden name)
[b]Race -[/b] Human
[b]Age -[/b] 27
[b]Height -[/b] 5'11"
[b]Weight -[/b] 162 lbs
[b]Appearance/Apparel -[/b] Tall and fair skinned, with an unremarkable build. Has a pronounced jaw and withdrawn cheekbones below hazel eyes. Attired in a tight, black tunic and matching breeches, and a cowhide shoes dyed the same dark shade. A short, black, silky scarf is wrapped around his neck. At one end of the scarf is embedded a white coin bearing the insignia of the Unblinking Eye. A pair of black gloves round out the set.
[b]Background -[/b] Brandon was born into an upperclass family of Epicrin. In his youth he would venture out through the city, exploring the alleyways and towers, leaving no nook or cranny unexamined. He always favored construction sites, where machinists and architects came together to erect towers and other structures of grandeur to add to Epicrin's evolved wonders. It never bothered him that these sites were off limits; somehow he still managed to sneak through the security, dancing through shadows and across elevated shafts and terraces.
Things went sour on one such little expedition, when he came across an Elexian gang with an Epicrin safe-house. They closed in around him, and two weeks and thrice as many beatings later, found himself in Elexia, a member of the Shanking Sharks Gang. He would use his talents to their aid, performing burglary and surveillance, bringing them coin and information. When the gang fell pray to a rival's tricks and went barking up the wrong tree, they provoked the local initiate branch into deadly conflict. The Shanking Sharks didn't survive the showdown. Most surviving members went their own way, but Brandon was taken in by the initiates. Still young and trained to obey, he was shaped into an unseen agent, a disciple of the Knight of Masks.
[b]Affiliations -[/b] Infiltrator (Initiate/Thief)
[b]SPELLS AND ABILITIES[/b]
[b]Shadowtwin -[/b] Your affinity for dark magics has granted your shadow its own sentience. As familiarity with darkness increases, your shadow becomes much much more.
Lvl 1. You cast no shadow except your "true shadow", which always exist, no matter how bright or how dark it is, and cannot be illuminated. This shadow has a mind of its own and moves of its own will. It has a mind and personality of its own, but as its life is tied to yours, your well being is its top concern.
Lvl 2. Your shadow can separate itself from you, if it does, it gains a third dimension. It remains insubstantial. It cannot wander more than 50' from you.
[b]The Red Deck -[/b] Skills obtained from the Thieves' Guild
-Disguise - Master the art of being someone else.
Lvl 1. You are able to easily blend into any crowd.
[b]Herbalism -[/b] Level 1
[b]Light[/b] Level 1 Tint - Alter the perceived coloration of a target or a section of a target. Glare - Cause a target to become extremely shiny and eye-catching.
[b]Dark[/b] Level 1 Visage - Manipulate the shadows on your face to trick the eye into misjudging your facial features. Level 2 Silhouette - You are able to read shadows, determining things about their caster (Use this and indicate the shadow, WM in charge will tell you what you can determine).
[b]A Black Scarf -[/b] Brandon's scarf seems commonplace, a smooth and featureless linen, black as a moonless night. In one end is embedded a white coin imprinted with the palmed eye of the initiates. Let the scarf's modest nature not deceive you, as in the right hands it functions as a more-than-capable garrotte.
[b]Black Knife -[/b] A simple bronze knife, its copper tones disguised by black paint.[/b]
A set of Lockpicks
Herbalism Kit (Kept at his personal space at the Lost Basilica)
Less Obvious Pockets