Appearance & Apparel
Edge Is tall and wiry, with salt and pepper hair that is worn in a slightly unkempt combover. He has a perpetual stubble on his strong chin, and piercing blue eyes. Age and time spent in the sun have left his skin weathered and wrinkled around the eyes. He has a trio of tattoos on his throat, and each of his wrists that are of two crossed pistols. He is wearing black pants, with leather chaps, and long black boots with silver riding spurs, a black shirt and brown leather vest, and a black wide brimmed hat. He wears two pistols holstered, one on each hip and he has two underarm holsters the left one holds another pistol and the right one is currently empty, A blunderbuss and a rifle are strapped across his back in a holster that gives him access to them by reaching over his right shoulder.
Edge is gruff and not very personable. He has no tolerance for disrespect of ladies, or himself. He has no code of rules to live by, and makes his way through life doing what he chooses, whenever he chooses to do it. He is very stubborn and once he has his mind set on something it's hard to change it.
Edge grew up in a small town on Nadra. His father was a hard man, a down on his luck pirate who took a little too well to drinking, and used to beat him and his mother. When he was 16 his father literally beat his mother to a pulp, he immediately went to the local store and purchased his first gun and went home and executed his father. After the murder he knew that he could not stay in the town. He packed up his things, and began making a living, as a wandering mercenary, going from small town, to small town, picking up jobs to get the money to buy what he needed, and when he couldn't find work, he took what he needed, often at gunpoint, from those more fortunate than he was. He has finally decided to wander into the larger cities seeking greater challenges, and greater rewards, hoping to avoid petty thievery.
Traumatized Gentleman - Cannot ignore the maltreatment of women
Quickdraw - Edge can draw his weapons almost instantly and attack in the same movement, allowing him to attack the same post he draws them. This also lets him switch between weapons with great speed.
Pistolero - Able to wield and aim two pistols at once effortlessly.
Gunsmithing & Tinkering
UNTOUCHABLE - Hit and move, hit and move, this is the way the untouchable warrior. Never give them a chance to hit you. Keep moving, dazzle them, fool them, then move in quick and catch them unprepared. Equally handy for armed and unarmed fighters.
Lvl 1. Your physical control is heightened, preventing you from ever losing your balance in all but the most extreme of situations.
Required Battle Posts: 25
Lvl 2. If you should fall, you land on your feet, and if that isn't possible, you immediately roll to your feet.
Required Battle Posts: 55
Lvl 3. Your learn to step lightly and quickly, your footfalls making no noise.
Required Battle Posts: 90
Lvl 4. You learn you to bob and sway, feint and juke outside of range in a dance that can mesmerize and daze your opponent. This effect weakens over time.
Required Battle Posts: 130
Lvl 5. You learn to move with your opponents blows, lessening the force of their impact and effectively reducing their strength by a level.
Required Battle Posts: 175
Lvl 6. Your acrobatic ability and light steps allows you to perform short wall runs, both horizontally and vertically, or run on water or alike, for several steps.
Required Battle Posts: 225
Lvl 7. You can chain together wall runs or brief contact with surfaces to bound from surface to parallel/perpendicular surface.
Required Battle Posts: 280
Lvl 8. You learn to focus your attacks on your opponents joints and ligaments. Every time you land an attack on a specific joint it makes movement of that joint slower and more painful.
Required Battle Posts: 340
Lvl 9. By focusing all your concentration on it, you are able to enter a zen state of enhanced speed and agility in which you are able to dodge any and all attacks thrown at you and shrug off any magics that would directly harm or distract you. If you attempt to do anything other than dodge during a post you are using this effect, such as attack, your focus will shatter and you will become dazed and lose Untouchable for the rest of the encounter. Can only be done for three posts at a time and only twice per encounter.
Required Battle Posts: 405
Lvl 10. Your experience allows you to develop your own custom special technique or maneuver employing this fighting style.
Required Battle Posts: 475
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.
Lvl 1 - You can build pre-designed Novice Level devices. Build two to level up.
Lvl 2 - You can Invent Novice Level devices. Invent two to level up.
Lvl 3 - You can build pre-designed Apprentice Level devices. Build two to level up.
Lvl 4 - You can Invent Apprentice Level devices. Invent two to level up.
Lvl 5 - You can build pre-designed Journeyman Level devices. Build two to level up.
Lvl 6 - You can Invent Journeyman Level devices. Invent two to level up.
Lvl 7 - You can build pre-designed Expert Level devices. Build two to level up.
Lvl 8 - You can Invent Expert Level devices. Invent two to level up. You can also now move into an additional school of technology.
Lvl 9 - You can build pre-designed Masterpiece Level devices. Build two to level up.
Lvl 10 - You can Masterpiece Novice Level devices. Invent two to level up.
front loader rifle
front loader pistol X3
A large tin of cheap cigars.
A tin of chewing tobacco.
Machinist tool kit
Stats & Facts Name - Ulrich Serpent-Tongue Race - Kindir Age - 22 Height - 6' 1" Appearance - Ulrich has the fiery red hair of his father, pulled back into pony tail for battle, but hanging down past his shoulders when performing for a crowd. His features are sharp and angular, drawing attention to his steel blue eyes, not inviting but authoritative. He is as lithe and tanned as one would expect from any kindirin warrior, and bears a small collection of scars on his arms. Apparel - A sleeveless rouse hide jerkin protects Ulrich's chest while displaying his strength. Loose cotton trousers protect the warrior's modesty without restricting his movements. Snakeskin boots and belt support him in his travels. He carries a blade slung on his left hip, an elongated satchel on his right. His left hand half way up his forearm his covered in a silver scale gauntlet, with silver mail wrapped around his palm and fingers. Background - Ulrich was born among Ash's warriors, within the Crag Colosseum itself, screaming at the top of his little lungs as his father inspected him. As Ulrich grew up he became fascinated with stories, listening to every tale the Brothers and Sisters would tell over drinks. He started memorising the tales himself, and soon enough the young child was given the honour of telling some of the warrior's stories for them. Noting his son's fascination with fanciful and the exaggerated gifted him a book of kindirin proverbs. Ulrich devoured the book and took the meaning of his father's gesture well, he immersed himself in the teachings of his people, alongside his martial training and eventually committed every proverb to memory. One evening he corrected his father on the use of a proverb after a sparring match, since then their sparring matches came to include ethical and philosophical discussion in unison with physical blows. Once he was much older, Ulrich found himself compelled to leave Ash and explore the rest of Bakara. In time he found that in addition to his training his knack for telling tales was a commodity he could tap into as well, he joined the Bard's Guild and officially became a wandering Errant. Affiliation - Errant (Bard/Warrior)
Skills and Abilities Blood of the Kindir - Ulrich is a born and bred kindirin warrior, possessing the strength and knowledge of his people. His strength level is Strong. Teller of Tales and Truths - Ulrich has always been fascinated with stories, enraptured by anyone who could weave a good tale with only the power of their words. It was only natural that once he struck out on his own he developed his own talent and joined the Bard's Guild. Ulrich has all the benefits of Bard's guild membership, including the ability to create spell songs and receive gifts of gold from any fans he might have.
>>Natural Story-Teller - Ulrich has the natural ability to adjust his intonation and cadence to make his spoken words resonate with others. Upon joining the Bard's guild he developed this knack into an actual skill.
>>Dedicated Harper - Upon joining the Bard's Guild, Ulrich studied their woodwind techniques and selected a harmonica as his chosen instrument.
>>Errant's Grace - Upon becoming an Errant, Ulrich was taught how to incorporate his battle agility into something more elegant. He is able to dance. Intuitive Analysis - Ulrich has trained from a young age to not allow any detail to escape his notice, his fighting style relies on focus and analysis. [29 BP]
>>Level 1 - Nothing escapes the steel trap that your mind has become, you can recall the specific details of everything that happens during a fight.
Performance Pieces Spoken Word - Ulrich's spoken performances, ranging from telling tales to wise proverbs and clever turns of language.
>>Witty Maxim - A short and amusing bit of speech that, while making no actual sense, is phrased and intoned precisely to seem logical and impressive. Creates a charisma effect that lasts for the rest of the encounter.
>>Troll Logic - A twisting, curving, disorienting argument that fills a target with self-doubt.
>>Gwendolyn My Dear - A moving ballad, mostly spoken-word with woodwind accompaniment between verses, in D minor. Speaks of the love of Gwendolyn and her man, an elf who went to war for Greevan and met an unfortunate end, and her ensuing grief and suicide. Has an inciting effect upon those who hear it, ally and enemy alike, making them fiercer and more determined, but also more at times erratic and emotional. Woodwind - Woodwind performances, played with Ulrich's harmonica.
>>Phantom Melody - An eerie, haunting piece that ripples the air around a target, making their features and exact movements visually indistinct.
>>Through The Fire - A fast, driving song on Ulrich's harmonica, it wards an attacking target against all pain, fear and doubt, boosting their reserves of stamina to fight through whatever it thrown at them no matter what. Does not actually prevent any damage or injury, so the target may be spurred on to victory or too blind to their impending doom. Dance - Physical performances, using the body to entertain visually.
>>Flashdance - A flashy, impressive bit of footwork that is rather flashy and eyecatching, drawing attention.
Weapons and Armour Serpent's Fang - A gila-bone baselard dagger hard as steel, one foot long with a blackened wood hilt. The blade is scored along either side, preventing it from getting slick with blood and the hilt is carved to resemble a snake's mouth, with the blade coming out from it and small emerald for an eye. This weapon was a gift from his father upon venturing out on his own.
>>Emerald Imbue - The blade can be made to exude a sickening plant toxin. Serpent's Grasp - An intricate gauntlet of bronze-tough silvery metal, lined with amethyst and bearing the power of the mind. The fingers and palm are composed of a silver mail, the rest of the gauntlet of segmented plates in the style of scales with glints of violet visible below.
>>Level 1 - The touch of the gauntleted hand has a charisma effect. Bewaker's Shield – An eelskin glove with a coral plate on the back of the hand. Ulrich received this artifact of creation from the Cradle of Life. It is one of twelve such items, supposedly predestined to be involved in the fate of Bakara.
>>Reinforce - The gloves can create a thin but strong layer of sealing, binding coral to grow over a surface where you touch it, provided it isn't moving or resisting. Can be used to bandage, reinforce, seal or bind.
>>Greater Shield - Can hold the gloved hand, plate outwards before you, to create a wall of coral anchored to the ground before you, 6” thick, 4' wide and as tall as the wearer. Only one of these walls can be maintained at a time.
Items and Accessories Death Organ - A steel harmonica, dented and worn from years of use. Embedded deeply into the upper most plating of the mouth organ is the fang of an ancient chimeric abomination.
>>Dance of the Dead - The music of the harmonica can exhibit influence over dead organic matter. The extent of his control and size/amount/portion of the matter controlled vary from target to target for a variety of reasons, from warping to influencing movement to outright animation or reanimation. Basically up to event runners discretion. Artist's Tools - A collection of quills, inks, charcoals and pastes for use in writing and illustrating Ulrich's books.
Books, Tomes and Parchments Verstand kommt mit den Jahren - A book of kindirin proverbs, Ulrich's copy has been lovingly worn over time and has obviously been rebound in fresh leather at least once. Book of Grudges - A blackened leather bound book with 'Auch der kleinste Feind ist nicht zu verachten.' inscribed into its face. Contains a list of hand written names alongside a description of grievances against them. Untold Tales - A collection of simple hide wrapped tomes, completely blank, waiting to be written in.
Stats & Facts Name - "Allona" Race - Jakari Age - 24 Appearance - Standing at around five and a half feet tall, Allona is a rather attractive Jakari woman with a thin layer of silver hair covering her entire body. The woman is curvy and has a sinister look about her face, exaggerating almost all of her cat like features. Her eyes are yellow with black pupils and her silver hair is kept braided, extending halfway down her back. The woman wears a tight brown leather corset which is covered by a powder blue blouse and a long navy blue jacket with black buttons going from top to bottom. She typically wears grey pants and no hat. She has a jade pendant necklace and a gold earing going through the cartridge of each at like ear. Background - Allona never knew her parents and was passed around from orphanage to orphanage as a child. With Elexia being the place that it is, namely no place for a child to grow up, the young woman often had to fend for herself. While her level of supervision varied from abusive quartermasters who barely had time to look after half the children they had to the strict confines of the clerics, the girl was often kicked out after short stays, in large part to her self sufficiency. Refusing to abide by rules that would see her either starve or get robbed on the mean streets of Elexia, the young jakari adopted brutal tactics of self defense, often tormenting those who started fights with her to set an example. In this world for no one other than herself, Allona quickly set her own guidelines and set out on her own path, believing that those who harm others deserve the pain she so enjoys inflicting, having surrendered their rights as humans while attempting to make the world a better place for those who break no laws, wanting to protect them from physical harm and the mental anguish she associates with religious zealots and the slavery that comes from having to have every facet of ones life known. Allona is the name the woman took upon joining the initiates, her birth name is known by few. Affiliation - Inquisitor
Skills and Abilities Cat Like Reflexes: Allona is fast on her feet, giving her slightly heightened reflexes and quicker leg power to lunge out of dangers path. Ruthless (Minor Initiate Ability): Through practice and study the woman has come to learn how to inflict the most pain possible when given the opportunity. While this largely comes down to creativity during interrogations, any shot landed on an unsuspecting foe will also be more painful than usual. Soul Gaze Feared: Being both a peacekeeper and an intiate cause most to be uneasy or anxious around Allona, has mixed results.
STEELHORN RAM - A young tan billy with oversized metallic looking horns and hooves. Will grow into a large, fearless ram. 6" tall and 8" long.
Lvl 1. The ram's skeleton and horns are as durable as iron and extremely resistant to damage. (1'3" tall, 1'8" long)
Lvl 2. The ram's hooves can adhere to the ground, giving it stable footing on most any terrain and slope. (2' tall, 2'9" long)
> A small iron arm mounted crossbow which can launch six inch steel bolts, quick to reload yet relatively weak compared to most other crossbows.
> Lawgiver baton with base ability
> Phantom Blades
>Brutale A stiletto knife with a hilt of orange metal and a 4" blade of black. Modifier 3. Whenever the blade draws blood, it grows 6" longer and grows hotter. Bloodbond Blade - Scimitar. An unsanctioned attempt to recreate the Warriors Blood Augment, this blade's hilt is covered in burs that pierce the flesh of its hold, drawing and absorbing their blood and turning the blade crimson. Cannot be pried from grip and its burs badly slash the hands of others who would hold it. It gain an ability based on the heritage and race of the wielder, though not as strong as the warrior's.
Items and Accessories
> Oblivion Stones
> Pack of Smokes
Stats & Facts Name – Misty Wydberg Race – Human/Fenette Demon Hybrid Age - 21 Height - 5' 5" Appearance – Clearly taking after her Fenette mother, Misty is a lithe and curvaceous woman with long silvery hair. Her skin, although pale and luminous, is more human-like in feel and her eyes are gunmetal grey instead of the icy blue associated with Fenettes. Apparel – Misty typically wears a white camisole beneath the plunging V neckline of her electric blue blouse. The silk blouse is sashed and bell-sleeved, the vibrant color nicely contrasting her muted charcoal-colored trousers. Her boots have clearly been designed for long-distance travel. She often wears a midnight blue cloak. A leather voidsatchel is perpetually at her side. Affiliations – Artificer (Mage/Machinist) Background - *Ahem* "Long ago in the city of Sylvan there was a beautiful Fenette demon who fell in love with a kind-hearted human gravedigger. Their family members tried to pull them apart but they eloped! They overcame every challenge, resisted every foe, and even convinced Grandma to quit hounding them! (Trust me, that’s legendary). Eventually they worked everything out and started a family at the edge of town where they live today. Then they had me! Everything was perfect until my.. powers… started to develop. I don’t like talking about this but you’ve been so nice hearing me out like this..so..um.. you know how a fennette demon can slightly alter their personality and looks based on the emotions they feed on? My power is a little like that, except I can’t control it and the personality alteration becomes stronger over time. If..if I stay near anyone for too long I fear.. I think “I” will disappear. Even my parents…even you. It was nice meeting you though! I’m sure we’ll meet again in the future! I travel all the time!
> Found the Book Of Knowledge!
> Helped free a bound divinity of Chaos!
> Let a trader talk her into buying a very dangerous elixir.
Skills and Abilities
Cursed Hum of the Universal Thought – Misty has inherited the emotion feeding abilities of her mother, but it’s all messed up!
Positive(can be shared with linkmate)
> Misty can feed on emotions via prolonged physical contact, mentally exhausting the subject while giving her sustenance. This ability takes a few minutes and, although pleasurable to the victim, is easily resisted. The 'taste' and amount of sustenance depends on the strength and type of emotion(s) the victim was experiencing. Negative(is not and cannot be shared with linkmate)
> Even when not actively feeding Misty picks up the emotions of everyone within the general vicinity of her, giving her a headache in very large groups. This ability is not fine-tuned, and is usually a muddled background hum unless one emotion is being felt VERY strongly. The headache usually recedes once a sync occurs.
> Large group or not, Misty will begin to “sync” with an individual if near them for any significant length of time – or a random one if more than one individual qualifies (IC random – OOC MK can choose). This can take hours or minutes (Again, only random IC). Misty more strongly feels their emotions and starts picking up their quirks. Misty usually plays up these quirks into all-out caricatures because she is frankly terrified of subtle changes to her personality. Overtime her looks begin to change as well and she starts to become more like the person although it would take a long time (more than a few days) for her to be more like them than like herself. The synced individual may or may not feel any different at the discretion of whoever is controlling them.
>> Misty cannot sync to her linkmate in this fashion. This means that he is, in truth, the only person she can safely be around indefinitely. Misty obviously doesn’t know this.
Tarnishing grasp - Although nowhere near as strong as an actual Fenette demon’s touch, metal objects Misty frequently come into contact with tarnish over time. This doesn’t happen quickly enough for combat unless she is fighting some kind of clockwork… glacier. She usually wears gloves and the like when working with her machinist devices.
Noticeable lack of telekinesis and emotion-controlling powers – Misty didn’t inherit these from her mother, it seems.
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”.
> Linked to Christov Demain. The link (whose true nature she does not know) terrifies Misty, as she considers it some aspect of her condition that follows her all the time now. Even when she's alone. It hasn’t consumed her yet.. and SHE WON’T LET IT!
THE LINK - Establish a lifelong mental link with a single person of your choice, allowing the two of you to share information, skills and awareness. Once established with a person this link cannot be broken to moved to another. Other person does not need to have The Link.
Lvl 1. You and your linkmate can share each others emotions.
Lvl 2. You and your linkmate can share each others senses.
Lvl 3. You and your linkmate can share each others thoughts.
Lvl 4. You and your linkmate can share each others nonmagical skills.
Lvl 5. You and your linkmate can share each others level 5 and lower spells.
Lvl 6. You and your linkmate can temporarily extended a portion of The Link to other party, sharing emotions, thoughts and senses with up to two willing other participant for ten posts or forcing them on a single unwilling participant for three posts. These limits are per person per encounter.
Lvl 7. You and your linkmate can share each others magical skills
Lvl 8. You and your linkmate can combine your wills to splice together a spell each of you knows into a single hybrid spell. Can be done four time per encounter. Uses one of your spells each.
Lvl 9. You and your linkmate can share all of each others spells.
Lvl 10. You and your linkmate can extend this link to a third person.
Artificer benefits: 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. Lvl 2 - You can Invent Novice Level devices. Invent two to level up. Lvl 3 - You can build pre-designed Apprentice Level devices. Build two to level up. Lvl 4 - You can Invent Apprentice Level devices. Invent two to level up. Lvl 5 - You can build pre-designed Journeyman Level devices. Build two to level up. Lvl 6 - You can Invent Journeyman Level devices. Invent two to level up. Lvl 7 - You can build pre-designed Expert Level devices. Build two to level up. Lvl 8 - You can Invent Expert Level devices. Invent two to level up. You can also now move into an additional school of technology. Lvl 9 - You can build pre-designed Masterpiece Level devices. Build two to level up. Lvl 10 - You can Masterpiece Novice Level devices. Invent two to level up.
WildGear Savior – A summon granted to Misty via a pact with a guardian spirit that self-summons and self-maintains whenever Misty is helpless and unable to defend herself. Misty cannot otherwise call upon it. The summon remains until Misty is safe [or dead].
The Savior has a bear’s body with a Gorilla's limbs sewn onto it, its joints ripped out and replaced by clockwork springs and gears. The Bear-rilla bleeds slowly from its joints, including a plainly metal spine that pokes out of its back at regular intervals. Its stomach cavity has been hollowed out and replaced with a storage area.
>The savior’s flesh as tough as leather.
> Crafter’s Armory: Inside its body is a Swiss-army-knife of machinist tools, such as screwdriver, hammer, saw, that sort of thing.
> Sealed Mind: The Savior's mind is not effected by mind influencing/altering effects and abilities that would be effected by its mental presence act as though it isn't there.
Inverted Bond - Misty's affinity for the world around her can be partially reversed, allowing any of her summonings to share her senses, allowing them to better orient themselves and potentially alert them to dangers.
Spells and Magics Mind
1 - Retain - Anchors a memory or thought in your mind, ensuring you do not forget it or be made to forget it unless you will it. Does not need to be maintained, but retaining too many things at once can lead to confusion. Misty “Retains” a written description of who she is at all times lest she forget.
2 - Veil - You can't be directly targeted by spells for the next two posts. Cast only once per encounter.
3 - 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.
4 - Daze - Disrupt a target's mind, dazing and disorienting them.
5 - Summon Mind Aspect - Summon an owl with feathers of silver and eyes of gold. Its gaze, if met, is mesmeric.
Spirit(From Link with Christov)
1 - Soothe - Calm the emotions of another, the more intense the emotions, the less effective this spell is.
2 - Vibe - Send out a wave of spirit energy that can sense the general direction of any hostility aimed at you.
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.
4 - Inner Champion - Misty grows taller, lither, and resembles her mother even more. Her telekinetic talents manifest in aura that acts like leather armor, stone-hard around her hands and feet, and a homeguide effect on all her possession. She cannot cast or maintain other spells or summonings as long as this is in effect or for a post afterwards.
5 -Hado-Ken - Release from your hand a projectile forged from your life-force. For Misty this projectile is translucent silver in the shape of her head, hair trailing behind it like a comet tail. It hits with the force of a very strong punch and marks then with an emotional link to Misty that accelerates the effects of her emotional feeding.
Force (From Link with Christov)
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
> Eternal Crossbow – An ironwood crossbow capable of secreting sap that hardens into a bolt about as quickly as reloading a normal crossbow. The bolts deteriorate after about an hour. The bolts created by the crossbow gain the benefits of any enchantments on the crossbow itself.
> Mind Dagger - A steel rapier dagger with a silver guard and navy silk wrapped hilt. Parrying a weapon with this dagger instills a subtle suggestion in that weapon's wielder's mind that the weapon is useless. The more you parry any given weapon, the strong the compulsion to stop using it and switch to another weapon or fight unarmed. Misty is very careful to not touch the metal bits, having the guard wrapped in silk as well as the hilt.
> The Cleaver -An enchanted self-cleaning crystalline cleaver with a finely-crafted ironwood grip. Designed for cooking, not killing. But it is passable at the latter.
> A wooden staff.
Non-Weapon Items - Accessories > Traveler's Cloak(Worn)- A midnight blue hooded cloak made of thick, dense wool. Impervious to wind and rain, and also to Water-based magic. Also allows the wearer to blend into the shadows undetectably, even deeper than a shroud spell.
> A Nice Coat - A belted half-trench jacket with a fur lined hood for colder ventures.
> Miscellaneous Traveling Clothes
Non-Weapon Items - Miscellaneous Magical Magenta Cooking Gear: A set of self-cleaning crystalline cooking implements with ironwood grips. A gift to her from her parents. Includes knives, but aside from the cleaver Misty would have to be desperate to try using any of them in battle.
Magic Tea Cup: - Pour in an Herbalist Tea and it will refill with it at the beginning of each encounter. It is possible to fill it with a new tea thereafter change the type. Autumn Spice Rack
>The spice rack allows anyone who eats meals prepared with its contents the ability to gradually weaken plants and wooden structures with prolonged contact. In addition the spices can be used offensively by throwing them into a person's face. The experience is as unpleasant as it sounds, prompting coughing and tears. Darkwood Salad Bowl
>The bowl is infused with storm magics that cause the actions of the tongs to be reflected in the greater world. Once per encounter, Misty may use the tongs to perform the motions of tossing a salad in the bowl for up to four posts. For that period of time a single target is buffeted by bursts of upward wind that mirror those actions, distracting, harassing and potentially lifting them for the duration of the effect.
> Chronicler - A magic book detailing the history of the person it was written for. Unlike the non-magical texts in the water lock area, 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. This particular book was written for Misty, but it hasn't settled on a design yet. > Erin's Boon - A small silver coin, on one side depicting Erin smiling and winking at you, on the other side an engraving, somehow, of the shapeless and formless chaotic void. Grants the skill "Touch of Moonlight." Touch of Moonlight - The world may be a messed up, effed up, chaotic place, but somehow you know how to find your place in the scheme of things a little better than most people. Things tend to go well for you, so that random chance events are tipped just that little bit toward your side. You're a little lucky to be alive, and you can feel it.
> Transference Seal
>Machinist Toolkit - Contains 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. She presumably has non-metallic versions of these items.
Race: Human Age: 34 Height/Weight:6'2"/187 lbs Affiliations: Initiate/Peacekeeper (Inquisitor) Appearance: Tall, extremely lanky to the point of being skeletal, with extremely pale and thin skin stretched over his frame. Angular face with prominent cheekbones and dark blue eyes sunk deep into his face. Short, greasy black hair, swept back out of his face. Large, beaked nose. Apparel: Dirty white linen shirt, open to his sternum, tucked into narrow black pants. Black leather boots, thin and tapering with a slightly rounded toe. Black wool trench coat with small flecks of red and blue.
Secret of the Dark - Re'as has learned the art of concealment, allowing him to blend virtually indistinguishably with deep shadows.
Shadow Trade - Black Market discount.
The Brass Oath - Cannot commit crimes.
The Brass Bond - If Re'as's life in in imminent mortal danger, his 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 him.
Fear of the Eye - Being an Initiate carries with it a natural paranoia of Re'as by the public. They automatically feel a distrust around him, and are more guarded, unless they have a personal reason to trust him.
Oath of Dominion - Re'as is oath bound to keep the church's secrets. Lying to do so is permitted but he is required to keep all secretive or otherwise discovered information pertinent and vital to the church hidden from unworthy and non-Initiate eyes. Likewise, concealing, hiding, or keeping perilous secrets from the church or spilling vital secrets is possible but the consequences of doing so are grave.
Bakara's Most Wanted - Access to special Peacekeeper only Bounty lists.
Soulgaze - By maintaining prolonged eye contact with another close at hand, Re'as can trigger an enhanced state of awareness between the two, allowing each to see a vision of the other's true nature and soul. This is not full access to their mind and must be used sparingly, as it leaves him just as vulnerable as the other person and what is seen this way cannot be forgotten. Can only be used one per encounter, and only once on a given person ever.
Cabal Therapy - Each month Re'as must report to a local branch of the church and confess to them all secrets he have learned or kept. They in turn will determine if he get to keep that knowledge, or else withdraw it from his memory.
Re'as's attunement to dark magics passively alters his body, stirring his inner darkness and turning him into an embodiment of ineffable shadows. Through concentration he can, if necessary, cause these changes to demanifest temporarily, though doing so drains his focus and ability to use spells. Level One: His skin becomes dusky and as cold as a corpse. His mind is filled with shadows and cannot be altered by external magics. Level Two: He can see in darkness easily as light and cannot be blinded. Level Three: Your skin develops swirling, shifting patterns of darkness beneath the skin. Your grasp creates the sensation of being bitten by a hundred tiny mouths. Level Four: Your hair becomes inky black seems to sway and move independently from your head's movements. By touching a wall or the ground, you can create a shadow there, in your shape and dimensions, anchored to that surface. This shadow cannot be dispelled by normal light and causes icy damage to any that touch it. Can only have three of these active at once. Only last an hour. Level Five: If wounded, the darkness beneath your skin gain substance, biting into your flesh and skin to stitch, suture, and staple it back together This is not painless. Level Six: Some of your subdermal darkness moves to the surface, taking the appearance of strange runic tattoos that constantly change and move. If you grab someone for more than a moment, some of these "tattoos" will move them to them. They remain until the end of the encounter, sapping the warmth and hope from them, weakening them by a level. Level Seven: Your inner shadows reduce your weight, giving a minor boost to your leaping ability and agility. The shadow "tattoos" that cover your body can bite and cling to surfaces, even through thin clothing, allowing you to stick to walls and ceilings like an insect. Level Eight: Your "tattoos" become more numerous. Shadows wisp occasionally from your mouth and nose like smoke. You can, once per encounter, spew your inner darkness out from your mouth to form an intangible, barely perceivable shadowclone of yourself, taking with it your consciousness. This leaves your body, now unchanged by the Shade ability, limp and helpless but allows you to travel in this shadowform anywhere within 200' of your body. You can cast a single spell each post through this shadowform. If your body is dealt any damage, this effect will end. Level Nine: You can use shadows you have anchored as portals between each other. Once every 7 posts. Level Ten: You learn to harness your attunement for a custom ability based on your personality and shadows.
Level One: Visage - Manipulate the shadows on your face to trick the eye into misjudging your facial features. Level Two: Silhouette - You are able to read shadows, determining things about their caster (Use this and indicate the shadow, WM in charge will tell you what you can determine).
Weapons Ku'achnon - A long scimitar made of blackened steel with a strange silvery glow, and a golden pommel, crossguardless, in the shape of a crouching tiger. Cuts made by its tip cause an itching, burning sensation for a number of minutes. Other Items
The Eyes of Justice - An enchanted set of dark tinted bifocals. Intimidation effect.
Oblivion Stone - A special charm given to Inquisitors, worn as a ring set in gold. The crystal in this ring will capture the soul of any bounties who happen to be killed during apprehension. The Initiates will pay Inquisitors to hand over these souls for questioning at any Inquisitor's location.
Peacekeeper Sigil - Small golden sigil, worn prominently on his cloak. Must be worn at all times.
Buried Treasure - A treasure map, marking a spot in the southern forest.
Sing lustily and with good courage.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
So, he's starting with an LSS, levels one + two (-120 gold), guild affiliations (-50 gold), linked to Misty in a way that's half-disadvantage, and Phantom Blades. Notice he doesn't have any real weapons (other than the one he can summon, I suppose); I don't know if that's enough of a tradeoff to get the Phantom Blades, but if not, maybe we can work something out.
Private Mod Note
Rollback Post to RevisionRollBack
Sing lustily and with good courage.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
Stats & Descriptions Name - Talasia the Bat Alias - Darktalon Race - Ogofta Age - 23 Affiliations - Enforcer Appearance & Apparel - 6'4" tall and extremely fit and muscular, though not overly so, with a very feminine shape. Dusky skinned, green eyed, with hair of a fiery, vibrant red that reaches down to the middle or her back. Small black and gold tattoos of bats in flight run up the sides of her arms and legs, a single larger bat tattooed on her sternum, wings spread over her collarbone. Black hose and undershirt. Dark steel-blue tailcoat with brass buttons and high collar, sans sleeves. Black leather boots and gloves. Black face paint about her eyes in a domino mask pattern. Personality & Background - Unknown
Skills/Weaknesses BPs - 36
Peacekeeper Credits - 1
Primal Might - Talasia has natural Strong strength level. Lie To Me - Enhanced physical awareness allows you to detect subtle signs of crime & deceit Confessor's Grip - A special technique nerve pinch that inhibits lying. 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. Warrior's Technique:Dark - Stealth Combat Lvl 1. You learn to soften your footfalls so they make no sound. TITAN ARMOR- See Spells
Spells Force Summon Titan Armor - Summon armoring formed from solid force, very dark purple in color and slightly translucent. It covers her toe to knee and hands to shoulders, with the feel and pliablity of plated leather. Bat insignias are inlaid into the back of the hands. Half a dozen hard fins run down the underside of the arms from wrist to elbow and, ribs running down the topside and along the fronts of the boots. While maintained, Talasia's grip cannot be forcibly broken, she gains +1 strength level, her feet can bond to surfaces and her jumping ability is doubled. 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 Tip - Generate short force constructs on your fingertips, be they claws, thick cushions, or any other short tool-like shape. Splint - Magical force reinforces your limbs, neck, and head, preventing them from moving in ways or suddenly moving at speeds that would be damaging, guarding against limb-breaks, joint dislocations or concussions. Can also be used to help hold already broken or injured body parts in place to allow movement. Dullen - By contact generate a film of force over a sharp object, effectively making it blunt for as long as this spell is maintained.
A half dozen throwing stars.
Non-Weapon Items Shifter Gloves - Supple leather gloves that are made up of a quilting of many small multicolored diamond shapes.
> Once per encounter, you may prism a spell into any art. You may not cast any other spells this post or the next.> Reckless Amplifications set
Tech Belt - A belt of many pockets, pouches and loops, meant to carry her various tools items. Firemane Collar - A leather collar with depictions of flames dancing all along it. Pet's wearing this can breathe a cone of intense fire 2' long Eyes of Justice - An enchanted set of dark tinted bifocals. . Base Ability - Intimidation effect
Pets Wayan - A large black bat that is never far from Talasia's side. Wears a leather collar with depictions of flames dancing along it which grants it the below ability.
> Can breathe a cone of intense fire 2' long
Name - Yoko the Fox Race - Ogofta Strength - Very Strong Age - 25 Affiliations -Warden (Sentinel + Peacekeeper)
Appearance & Apparel - Yoko is tall but not bulky like most of his brothern. Wears his hair long with a silvery blue tint to it. There is a look of fox ears emerging from his head but it is made up of hair, not actual ears.
Personality & Background - The day Yoko met his totem animal he became instantly in love with wildlife. He spent his time learning and becoming one with nature which alienated him from the rest of his tribe. Soon he met a beautiful owl in the wild. It reached out and connected with him and soon it became his bondmate. After a while in the woods and meeting two new friends his bondmate led him out into the world. He soon found his home in the world with the sententials and then meeting up with the Wardens. It was a natural fit as he became a protector of everything he beveled in. ...And he also is a fan of knock knock jokes
Level 1 - Basic Herbalism
You are able to manufacture basic Teas and Supplements. These are herbal compounds that one takes regularly (at the very beginning of each quest or bounty) to enhance their functions. Teas effect you mentally. Supplements effect you physically.
ASLANYR (Kuein)(female) - A six legged kitten with white fur and golden eyes. Will grow into a large, loyal lion. Starts 4" tall to the shoulder and 9" long not counting its tail.
Lvl 1. It gains an immunity to dark magics. (1'1" tall, 2'3" long)
Lvl 2. Its coat develops golden stripes and a faint glow that magically draws attention to it. (1'10" tall, 3'9" long)
Lvl 3. It develops a psychic link allowing you and it to speak to each other telepathically. Tail grows golden brush tip. (2'7" tall, 5'3" long)
Lvl 4. Claws grow to 4" and can be enhanced with a burning light aura. (3'4" tall, 6'9" long)
Lvl 5. It develops a roar that is deafening and scatters the light before it, disorienting others. Grows golden mane. (4'1" tall, 8'3" long)
Lvl 6. Its footfalls can give light momentary substance, allowing it chain up to four jumps together. (4'10" tall, 9'9" long)
Lvl 7. While charging, it can dart side to side, its aura causing its image to remain, creating a phantom aslanyr and leaving most unable to distinguish which is real. (5'9" tall, 11'3" long)
Lvl 8. It can unleash a roar with a Corona Beam effect once per post.
Lvl 9. Choose a Level 8 or lower light type from the Prismaticism LSS. The Aslanyr's mane can glow with that type of aura, illuminating the area around it.
Lvl 10. Once per encounter, the Aslanyr can unleash a mighty roar that engulfs it (and its rider) within a massive aslanyr avatar of living, solid light standing 16' tall and 30' long. Neither it nor its rider can use magical attacks while this is maintained. This effect lasts for a maximum of 5 posts.
The Long Arm - An ironwood rod, 4" long, tipped with a sharp clinging curved thorn.
Base Ability - A length of vine, covered in thorns, can be shot out of the thorned end of the rod, using the thorns to cling to a target.
Investigaton - The thorned tip exude a psychoactive poison that causes others to relive events from the previous day in their mind, allowing you to gather information from what they say.
Tracking - If left extended, the vine will react to contact with living beings by wrapping itself around them.
Subdual - The thorns can grow longer and sharper, causing a debilitating pain and spasming in anyone the vine clings to.
2 throwing hammers - very heavy only weldable by people of 'Very strong' strength levels or above
Herbalists Kit - 1 Keening Tab - Boost a single one of your senses.
Flint and steel
Landshark hide - A material for clothing. Makes cloaks and whatnot that are mod 4.
Grenii Ring - A rare golden ring with a red opal. Contain rare destruction magics. Once per encounter you have use these rings 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 Ephemeral Boundries - Tabula Rasa Set
Blank, yet oddly beautiful, sheets of creamy-white paper, a small spiral watermarked in the lower-right corner.
> Powers Unknown
- Lvl 1 - Tint - Alter the perceived coloration of a target or a section of a target.
- Lvl 2 - Seeker Lantern - Create a glowing ball of light, with twice the intensity of a candle, that follows you around and will seek out nearby sources of light when desired. Handy if lost or searching in darkness.
- Lvl 3 - Corona Grasp - Focus the light around your hands into a blazing, burning aura.
- Lvl 4 - Shining Champion - Your skin and hair turn ghost white, your eyes glow like lanterns. You are able to hover and fly around up to a foot off the ground. Weapons you wield gain a burning aura of intense light. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards.
- Lvl 5 - Photosynthesis - Passive. You are untiring and your strength level is increased by one, but only while in sunlight.
- Lvl 6 - Mirror Shield - Alter the light before you to generate an intangible mirror that will reflect back any projectile attacks composed of energy or non-substantive magic.
Pets (all will not usually travel with him at once)
Bondmate - Owl (David)(Male)
Totem animal - Fox (Kuronue) (Male)
Warden's Pet - Hawk (Yusuke) (Male)
Okay, Edge was an LSS, warrior tech, a couple of combat skills and guns, but you paid for the guns out or your starting gold it appears so I think thats fair. This issue is the fact that quickdrawing guns doesn't really help when all the guns are muzzleloaders. I suggest this as a replacement for your two abilities.
Coolhand - Years of practice have given Edge superior speed and dexterity with his hands, allowing him to load his firearms quicker than most and allowing him to shoot with either hand simultaneously and with equal skill.
Yoko has racial bonuses, an LSS, guild stuff, weapons, herbalist tabs, and an extra pet? That is a bit much I think.
Edit: Okay tabs and extra pet gone. Small for an ogofta. Should be okay.
Race - Ogofta Age - 26 Height & Weight - 8'4" & 408 lbs Strength - Overall(Mighty). Legs(Prodigious), First Attack(+1 Strength Level and an Intimidation Effect), Downward Strikes(+1 Effective Strength Level) Affiliations - Blackguard
Appearance/Apparel - Laghairt is 8'4" tall and 3' feet wide at the shoulders and is made of solid muscle. He has tanned olive skin and his hair is copper and midlength while his eyes are a deep dark orange. Laghairt usually wears a dark brown, dense, long sleeved woolen shirt and black tweed pants to keep himself and Gigan, as the monitor rides on his shoulders, warm.
Laghairt's entire back is a massive piece of art. Starting with his shoulders, one can see the hissing mouths of two large lizards eating his arms. The two lizards' bodies continue down and across his back intertwining at the center, with their claws digging into his back and sides. All around the two lizards are droplets of what one would assume is their saliva in a pattern, all falling into pools underneath the lizards' twisting tails. All of this has been tattooed in the darkest black possible.
Personality/Background - After leaving his parents' Tribe, Laghairt quickly found himself yearning to go out on his own into the wider world. Soon he had joined the Warriors' Brotherhood due in part to his large size and also because both he and Gigan enjoyed the way of life the Brotherhood represented. But quickly Laghairt discovered that the same size that had given him the idea to join the Brotherhood, led to nonmembers ostracizing him and he found it difficult to make money and live. This forced him to look to other, not so legal, ways to support him and his little brother Gigan.
Strengths & Weaknesses
Special Abilities & Personal Faults
Blood of the Tribe - Laghairt's great size and strength are owed to his race.
Heavy Hitter - Subtly is for the weak. Your way is to wade into battle and start swinging. Train in this specialty and you will become a true juggernaut. Equally handy for armed or unarmed fighting types.
Lvl 1. Your balance and musculature grow and adapt, especially in your legs. You cannot be knocked or driven back except by extreme force.
Required Battle Posts: 25
Lvl 2. Your skin calluses and weathers, becoming tougher and more resistant to slashes and stabs.
Required Battle Posts: 55
Lvl 3. Your natural base strength increases by a level.
Required Battle Posts: 90
Lvl 4. Your first strike each battle has an additional increased strength of one and an intimidate effect.
Required Battle Posts: 130
Lvl 5. Your body has further adapt to punishment, reducing the effect of blunt damage and teaching you to block out pain.
Required Battle Posts: 175
Lvl 6. Your are able to shrug off nonphysical aspects to attacks, making purely magical projectiles ineffective and even possible to swat away/back and preventing magics that would directly effect your body from taking hold.
Required Battle Posts: 225
Lvl 7. Your natural base strength increases by another level.
Required Battle Posts: 280
Lvl 8. Your melee experience and strength allow you to expertly wield two handed weapons single-handedly and increase the effective modifier of your weapons by one upon striking.
Required Battle Posts: 340
Lvl 9. You may channel all your rage and fury into an all or nothing attack. The attack will be made at Mythic strength and should it connect must be treated as potentially fatal. The limb and the weapon (if any) used to perform this attack are badly broken by the stresses placed on them. No limit on use beyond the sacrifice of functioning limbs.
Required Battle Posts: 405
Lvl 10. Your experience allows you to develop your own custom special technique or maneuver employing this fighting style.
Required Battle Posts: 475
Society & Guild Requirements, Limitations, and Benefits
Brotherhood Selfsworn Warrior's Pilgrimage Warrior's Arms Weapon Augmentation - Blood - Lavaforge Pole - The pole became wrapped at its center in what appeared to be an ancient bleached lizard's hide. When driving the end earthwards, Laghairt could choose, instead of pulling out a weapon, to have a creature burst forth from the earth. The creature was a monitor lizard, almost as large as his own totem animal, comprised of the same obsidian as the weapon pieces. He could have one obsidian monitor active at any one time and both he and Gigan were capable of extending their consciousness into the creation for greater control. The Lavaforge Pole cannot be forced from Laghairt's hands by any means and slips from the grip of all others who would try to wield it. While the Lavaforge Pole is with Laghairt his spells per post are reduced by one. Warrior's Technique - Earth - Ground and Pound
Lvl 1. You learn to be unmovable so long as both your feet are planted firmly on the ground.
Lvl 2. Your gain a level in strength exclusively in your legs.
Lvl 3. You learn to immediately and protectively roll your feet when landing or while on the ground.
Lvl 4. You learn how to perform tripping and hip tossing maneuvers while grappling your opponents so to take them to the ground.
Lvl 5. You gain an effective level of strength while executing downwards strikes.
Lvl 6. You master the technique of sweeping your opponent's legs out from under them, leg sweeps and trips are harder for your opponents to dodge or disrupt.
Lvl 7. You become impossible to knock unconscious with blows to the head while learning the correct technique for performing devastating headbutts.
Lvl 8. The higher you tower above your opponent, the more your very presence is both intimidating and dazing.
Lvl 9. Your shoves, pulls and grapples gain an additional effective level of strength so long as you remain mostly stationary.
Lvl 10. You are a master of beating down your enemies, each impact from fist or foot induces a sense of increasing vertigo. You are able to effortlessly incorporate shoving, pulling or tripping into your attacks.
Battle Posts = 242 Conflict of Interest Burden of Independence Word on the Street Well Connected The Red Deck - Blades - Dirty Reputation - You develop a fearsome reputation.
Lvl 1. Intimidation effect against people that know your name or your likeness. Blackguard's Menace Blackguard's Arms - Sanguine Blade
Gigan, the Bolt Monitor - A medium sized monitor lizard, weighing about 50 lbs and about 2' long without tail and almost 4' with it. He is 8" tall from foot to head and 2' tall standing on his hind legs. Gigan has bright silver scales. His short legs end in long sharp claws. He has a very strong and quick tail that is partially prehensile. Gigan has grown small wings and now has iron bones, though the rest of him is still squishy. He is excitable and usually doesn't like anyone Laghairt doesn't know.
>Magical Abilities - Gigan's small wings allow him to nimbly fly at 5 mph. Gigan's iron bones make him resistant to electricity.
>Mundane Abilities - Gigan can use his tail to perform tricks, such as standing on two legs or possibly tripping a distracted foe. Can run fairly fast when he is warm and can dig very well. Gigan has a good bite and slightly toxic saliva (Causes mild pain and swelling in the area affected). He usually drools it into the bite wounds he causes. Laghairt collects Gigan's drool for various... uses.
Magical Lavaforge Pole - A 10' long with a circumference of 10" dragonbone pole. When rammed into the earth, the pole converts a 2’ deep, 2’ long, 6” wide patch of ground into lava that rapidly cools into an obsidian axe-head, hammer, or other object that can be fastened to the end of the staff. This obsidian is treated as a part of the weapon for as long as it is attached to the pole, and as such effects of enchantments on the weapon extend to the obsidian. The obsidian can be commanded to shatter.
>Weapon Augmentation - Blood - The pole became wrapped at its center in what appeared to be an ancient bleached lizard's hide. When driving the end earthwards, Laghairt could choose, instead of pulling out a weapon, to have a creature burst forth from the earth. The creature was a monitor lizard, almost as large as his own totem animal, comprised of the same obsidian as the weapon pieces. He could have one obsidian monitor active at any one time and both he and Gigan were capable of extending their consciousness into the creation for greater control. The Lavaforge Pole cannot be forced from Laghairt's hands by any means and slips from the grip of all others who would try to wield it. While the Lavaforge Pole is with Laghairt his spells per post are reduced by one.
>Fiery Noble Jasper Imbue - The Lavaforge Pole may burst with an incorporeal flame that causes it to shift into the world of spirits. Any interactions with spirits made by the pole are pacifying rather than damaging.
>Fiery Noble Sapphire Imbue - The Lavaforge Pole may become superheated, causing it to melt on the inside, making it as flexible or malleable as Laghairt desires. The heat from this effect is painful to people other than Laghairt who are actively trying to harm others.
>Fiery Noble Bloodstone Imbue - The Lavaforge Pole may become an intangible flame that flows into Laghairt, fusing with a part of his body and granting that body part its powers until commanded to flow back out. Furthermore, Laghairt may have the pole instead fuse with any other willing ally. The pole must be touching any body parts it is to fuse with, and any body parts so enhanced are flushed red as though carrying a fire just below their surface.
>Fiery Noble Flesh of the Fallen Imbue - Uplifting Chorus - The Lavaforge Pole lets out an inspiring tune while in motion, the song becoming more mighty and complex the longer and faster it moves through the air. Moving the weapon in this way causes the weapon to smolder with an increasingly mighty aura of golden flames whose fires burn all who harbor ill intent towards others. The fire is intangible to Laghairt. If the aura grows particularly powerful - such as by charging with the weapon unsheathed - the aura is released upon hitting the target, surrounding them in a momentary whirlwind of blinding, searing flames. Anyone so effected has their vision suffer from modifications drawn from their hopes, dreams, and more righteous aspirations for 10 posts. Perhaps you will look particularly willing to listen to reason, a kind heart standing in the field of their dreams with the children they could yet have playing in the background instead of your true visage - that of a hardened mercenary - fighting them upon a war torn field with some buzzards pecking at the dead.
Mundane Sanguine Blade - A silvered dagger with grooves running through the blade and a pommel of hollow crystal. If the pommel is empty, the blade naturally drains the blood of those it wounds to fill it. If filled with a poison or other substance, the blade naturally runs with the liquid and introduces it to the blood of wounded foes.
- Currently filled with nothing.
Magical Collar of the Straight Path - A collar of polished bone, bleached with age.
> The wearer can always feel its presence around their neck, no matter the circumstances. The more the wearer’s ancestors feel that they are deviating from the Straight Path, the tighter it squeezes.
> Grants the wearer a remarkable ability based on their ancestors. Laghairt at all times feels the comforting weight of the traditions of his ancestors upon him, a constant reassurance of the order of the world and its rhythms. Through the power of the Collar, this weight is able to manifest itself physically in any one of three ways. (Only two per encounter, and one at a time).
> The Light of Tradition - A shroud of diffuse white light surrounds Laghairt, slowly concentrating into a traveler's cloak of the same diffuse substance. When a weapon enters this shroud it passes through the cloak and Laghairt harmlessly. Does not affect areas uncovered by the cloak. Laghairt cannot cast spells while maintaining this ability.
> Bones of the Forefathers - Laghairt can summon a bison of diffuse white light, which seems almost to steam off of the animal. When the creature is charging, its impact has an effect like an agate imbue.
> In Their Hands As In Mine - This same diffuse white light coalesces and solidifies, forming a dense blade of blazing white fire which floats above Laghairt's hand, 3' in diameter. Laghairt can throw this blade, which acts like a boomerang. Laghairt cannot cast spells while maintaining this ability.
Mundane Leather Breastplate
Magical Scionic Monitor - A Scionic Amber trinket in the shape of a monitor lizard. Can be used to summon a living amber monitor lizard for three posts per encounter. The trinket can bare and amplify a pair of enchantments which are also relayed to the summoned creature. Void Pack
>Chronicler - A magic book detailing the history of the person it was written for. Unlike the non-magical texts in the water lock area, 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.
-The design, narration style, actual titles, etc of the books are customized from person to person to fit their desires [describe it how you want]. The design/name can even change over extended periods of time (not fast enough to be used during a task/quest/etc). The book will not lie.
>Doll of Laghairt.
>Doll of Gigan.
>3 Glass Vials filled with Gigan Drool with Stoppers
>Noble Jasper - A beautiful piece of Jasper that looks like it is crisscrossed with veins of silver and gold. When imbued into an item, that item gains a more an unusually kind sort jasper imbue. Each other enchantment on the item is likewise engulfed with good will, becoming more heroic and benevolent versions of their former selves. This does not effect the base abilities of the item, and it can be used on LSS items. - IMBUED
>Sapphire Crystal - IMBUED
>Bloodstone Crystal - IMBUED
>Flesh of the Fallen - IMBUED Ancestral Heart - A silvery drake scale that may be made a permanent part of any reptile. Bonded to Gigan. Polarizing Serum - A concoction designed to exploit the principal of antagonistic magics. Once consumed a random portion of your magical abilities will be altered to reflect their polar opposite arts.
Mundane The Scrap of Paper - **The book slowly began to glow, flaring with a seething energy that etched out a large rune on the paper. It was unfamiliar to Laghairt, and was slowly beginning to fade. If he acted quickly, he might be able to copy it down before it vanished forever.**
LOOT Wheel of Ice and Fire – A simple four-winged boomerang of dark blue, almost black Nevermelt Ice.
>Heat-Stripping Twirl – The boomerang pulls in ambient heat as it spins through the air, growing brighter and redder as it chills its surroundings and pulls in flames. The boomerang stores this heat within itself; growing blisteringly hot after a long spin and/or after being thrown through particularly sweltering conditions
>Inferno Exhalation – The thrower can will the boomerang to release all of its stored heat in an explosion of flame relative to the amount of heat stored. This explosion does not harm the Wheel, but it probably stops its momentum.
Appearance & Apparel -Olus is a mountain of a man, his skin is so dark it's almost black, and is accented by his golden eyes, most of his body is covered in tattoos depicting panda bears both fierce and gentle. His head is shaved and his ears are pierced with golden hoops. He is wearing a white sleeveless shirt under his fitted white leather curiass, which has an odd portrusion behind the right shoulder for Pharaoh to grip with his hind legs. He is wearing soft black leather pants, tucked loosly into black boots that are accented with white leather straps. His hands and forearms are covered by black and white striped cestus that are studded with iron spikes.
Personality & Background - Olus is Jovial and generally loud, with a booming voice and laugh. He loves to laugh and have a good time. He loves all things magical and is extremely interested in learning every type of magic spell one could possibly learn. He loves Pharaoh his totem animal fiercely and it is his closest friend. Upon coming of age Olus decided he would set out across the water and learn about the world and find out the full glory of magic.
Skills Might of the Totem: Olus is a large Ogofta with a large totem animal which grants him a Very Strong natural strength level.
TASKMAGERY - A vast and varied school of study, by learning as many spells across multiple arts as possible, you gain a deeper understanding and mastery of the true nature of magic. Task Score:26
TASKMAGERY - A vast and varied school of study, by learning as many spells across multiple arts as possible, you gain a deeper understanding and mastery of the true nature of magic.
> Each spell you learn increases your Taskmage Score by a number equal to that spell's level. Learning spell with the same art AND level as a spell you already know does not increase your score. Lvl 1. So long as you know any level 1 spell, you can extrapolate your magical knowedge from that and skip other level 1 spells.
Required Score: 3 Lvl 2. The base cost of spell is reduced by 5 gold.
Required Score: 12 Lvl 3. You may combine your level 1 spells with other level 1 spells, creating non-levelable dualmagery spells. Component spells are still known and castable.
Required Score: 24
Lvl 4. For each art you know, you may prism a spell you know to that art once per encounter. Cannot be done more than X+1 times per encounter, where X is your Taskmagery level.
Required Score: 40 Lvl 5. The base cost of spell is reduced by an additional 5 gold.
Required Score: 60 Lvl 6. You may now combine your level 1 spells with any other spells you know, but can only be done three times per encounter.
Required Score: 84 Lvl 7. You can cast an additional spell each turn if none of the spells cast that turn share the same art.
Required Score: 112 Lvl 8. Once a month you may delve into the magics of a magical item you own, unmaking it but creating a spell based on it. Art and level of this spell vary according to the item.
Required Score: 144 Lvl 9. You may permanently combine three spells you know of any combination of levels and arts into a single powerful spell.
Required Score: 180 Lvl. 10 Deep in the Greevan Forest lies a forbidden cave known as The Path of Jhaeros. Only those who have truly mastered the core fundamentals behind a vast array of varying magics may enter, devoid of items, where their resourcefulness and judgment will be tested in a centuries old trial.
Required Score: 230
The Promise of Knowledge - The answer given by the book
Levana le Fey. Seek her.
She bares the knowledge you seek
Lost to the world save hidden in a volume
Even more dangerous than I.
Spells Level 1 Center - Passive. Your body's mass shifts itself to alter your center of gravity, allowing you to keep your balance in most situations. 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(North American Porcupine) Not a Creature was Stirring - Your balance is perfect, allowing you to traverse even the thinnest of structures. your weight is treated as being half what it is when determining if a structure will hold it. Level 2 Summon Owl - Summon forth a trained bird. Species up to caster upon learning but size will be no larger than a falcon. Unhinge - Make yourself double-jointed. Blind - Scatter the light before a target's eyes, momentarily blinding them. Level 3 Weaken - Reduce a target's strength level by one. Can only be used once on a person at any given time. Level 4 Heal - By touch, accelerate a target's healing processes within a body part. Instantly heals bleeding and minor cuts. Will close more serious gashes over the next few posts. Will heal in a day what would normally take weeks. Once cast will keep healing that injury until done without requiring maintaining. Level 5 Summon Body Aspect - Summon a monkey with physical characteristics dependent on the race of the caster. Spells that would effect your body effect the body of the summoning as well. Level 6 Osmose - Transform the magics composing a summoned creature you control into body magics, then absorb them into yourself. Your form alters in a way unique to the summoning for as long as this spell is maintained.
Magical Items Worn Spell-Hold Amulet - A clay amulet depicting a star held between open palms. The wearer of this album may use it to fuel any spell cast on them by themselves or another person. So long as the caster is within 20' of the wearer, they maintain any single spell without it counting towards their own limits.
Weapons Circle Staff – A 7' Ironwood staff with wider stone cylinders 6" in diameter built into each end. The cylinders are covered with silvery runes. The wielder may cast a spell that could be directly cast on someone else into the staff and slam it onto a nonliving surface, causing a wave of magic to radiate across that surface that forms a silvery runic circle. The next person besides the wielder to step on/touch the circle is effected by the spell for a post as the runes disperse with a flash. Circles created this way have a radius of at most 5’, at minimum 1’, and only last 30 minutes. Newer circles dispel older ones they overlap and no can more than 5 circles can be within 20ft of each other. 2x Cestus - Black and white leather with iron spikes all along them, these extend to cover his entire forearms.
Body dagger- 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.
Non-Weapon Items Leather curiass - white
Pygmy Panda(Pharaoh) - A 60 pound panda. He is lazy, and very friendly but ferocious when it comes to the safety of his master. He is the size of a panda cub but He is fully grown with fully developed musculature.
Playing As Ogofta - Most though not all Ogofta should be of exceptional size and be at least strong. All must have their brethren totem animal as a pet. This will eat up alot of your starting character's power.
This pet can be one of the LSS Pets but does not have to be, in fact those should be rare cases rather than the norm. You can have any actual animal as your totem animal (if not LSS must exist in real world) but if you choose a naturally enormous pet, you will get a pygmy version of it. Nothing much larger than say a springer spaniel. (This is null and void if it is an LSS pet.)
These totem animals are very smart, but not human level. You can communicate with them, but its more of a general sense of meaning then understanding actual speech and they understand your words with equal generality.
Stats & Facts Name - Stanislav "Stoz" Dorestky Minovich Race - Strigoy Age - 24 Appearance - Stoz is stands at a mighty five and a half feet tall, has little musculature and at first sight is far from intimidating. He has a round cherubic face which is sharply juxtaposed by the near black stubble all along his face and his baggy deep set piercing blue eyes. The man's skin tone is naturally a very dark olive hue and his hair is near black, typically worn in a bowl cut style. Stoz tends to wear expensive clothing, the man can usually be seen in a tight dark grey sweater that seems to cling to his skin and a pair of black leather pants which seamlessly meld into black ankle high combat boots. When he wears a jacket, it is black leather with an three red stripes on each sleeve and an "8" embroidered onto each shoulder. The man usually wears a gold chain around his neck and a thin platinum wristband. Background - Stoz's background is largely unknown, even to him. He never knew his parents and grew up being shuffled around the few other Strigoy who came East, mostly staying with regular's at Veny's and always treated well, a member of a small and close community who valued their culture. While unorthodox to many, Stoz has many fond memories drinking, smoking and gambling while on the road performing with his extended nonfamily and often stops by The Flytrap to catch up. From a young age, the man learned to become very proficient with the violin and was seen as something of a prodigy amongst his community, often being the youngest performer in any given ensemble. As soon as he had the name and the maturity to begin his solo career, Stoz gained a reputation as being something of a rebel, often performing his shows drunk, cursing at his audience, he even joined the initiates to bolster this persona. Despite his alcoholism, short temper and tendency to insult people, Stoz has a loyal following who enjoy both his musical abilities and his persona. Amongst those close to him, drunken yelling matches and humorous insults are par for the course and often taken as signs of affection. Affiliation - Whisperer
Skills and Abilities Speaker of Words
> Witty Maxim String Musician
> C Sharp
> Power Chord Stinging Barb (Minor Initiate Ability): Stoz insults a lot of people, usually in a joking matter and often enough in a manner which is clearly in jest. Once per encounter, he can say something that will truly be taken to heart, making the target doubt their ability or self worth in a given area. Strigoy: Being a Strigoy, essentially family at Veny's and an accomplished musician in a community full of them, most Strigoy know Stoz, for better or for worse. Gets free meals and board at Veny's.
SUMMONER'S AFFINITY - When summoning you are able to add a tiny portion of your lifeforce into your summonings, creating much greater bond between you and them.
> A foot long ironwood club shaped like a very small baseball bat.
> Dark Mage Dagger
Items and Accessories
> Flask of Vodka
> Pack of Smokes
> A fine oak violin with an old english finish
> Deck of cards Scoundrel's Tankard - A pewter beerstein with raised imagery of ships caught in a storm.
> Magically refills with ale. Drinking it grants Level 1 & 2 Drunken Master Warrior Tech
> Scoundrel's Set
Farfel: A mangy little dog that looks like he's seen some bad times before. The animal has course silver hair, small floppy ears and is probably a little too thin. Angry, loyal and about the size of a golden retriever.
Lvl 0: Good Dog: Stoz may maintain an effect from summoners affinity on a real animal loyal to him.
Stats & Descriptions Name - Ryot aka Koryot'Yeth (ko-RI-ot YETH) Hidden Name - Prometheus Race - Nadrask Age - 21 Affiliations - Whisperer, Shade Appearance & Apparel - Standing around 6' tall, thickly built but not as muscular as most nadrask, A bookish face with navy tinted spectacles and a silver mohawk worn down over the left side of his head. Wears a silk shirt of pale purple beneath a silver snakeskin vest. Black leather pants and fingerless gloves, both with silver rivets. Silver snakeskin boots. He often sports earring that bare small barbed silver rings.
He has the following Tattoos Barbed Circle - Throat, Inner Wrists Snake Tongue - Temples Hammer Cracking Skull - Forearms Personality & Background - The son of prominent dissidents on the isle of Nadra, Ryot was given the gatahara of the heretic as a form of punishment for his parents. Raised as a pariah, Ryot became came to resent the Nadrask elders and their religion of fear and manipulation more than any other nadrask. Upon becoming a man and moving to the mainland, Ryot devoted himself to studying the nadrask and their secrets, hoping to one day destroy the elders and challenge the so-called gods.
Skills/Weaknesses Forbidden Truth - Shifting Ink - With concentration, Ryot can alter the appearance of the tattoos on his body, changing them into whatever he wishes Shadow Trade - Black Market Discount Shade - Access to Initiate Only Spells Bard's Training - Spoken and Song Emergance - Zodiac- Ryot's attunement with his inner spirit manifests physically, bringing out his inner nature in the form of extra Gatahara tattoos, each unlocking an ability or change related to that symbol of the zodiac or its affiliated god. Lvl 1 -Snake - Riot's first new gatahara is the serpent tongue, a mark for the Crone upon his temples. It grants him a measure of Hel's gift, when he witnesses the passing of another mortal, he gains insight into their past actions. (Information revealed this way is determined by the WM and the amount Koryot concentrates on the dying.) Lvl 2 - Hammer - Riot's second new gatahara is a hammer cracking a madly grinning skull located upon his forearms. Once per encounter, after an enemy draws Riot's blood, the heretic can channel the power of Modi to enact vengeance upon them, gaining a level of strength while pursuing that goal. The effect ends when Riot diverts from the course of vengeance or it reaches its ultimate conclusion Lvl 3 - Mouth - Ryot's third new tattoo revealed itself to him only when he felt a throbbing in his mouth. The image of a pair of lips is stained into the inside of his bottom lip. Ryot becomes immune to any form of oral poisoning and can decipher the ingredients of almost anything by taste.
Lvl 1. Mark - By contact you can mark a person's aura, which manifests in a glowing rune on their brow. Allows you to sense their presence. Can only have two people marked at a given time. Lvl 2. Vibe - Send out a wave of spirit energy that can sense the general direction of any hostility aimed at you. Lvl 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.
Performance Pieces Song Lulling Tune - A short but sweet and lilting song that calms those that hear it can be sung up to three posts and lasts for any many posts afterwards. Hymn of Contemplation - A haunting song that causes those who hear it (including the singer) to recall and ponder the various events of their life and the choices they have made. Besides being distracting the song has a tendency to prompt new insights. The Tortured Hopeless Wail - A single melodious note of concentrated nihilism and misery that just seems to go on forever. A single target that listens to it is greatly distressed, with already worried targets breaking out into tears, possibly hurling, etc. The Wail can only be maintained for a up to three posts at a time, after which point the singer must rest their voice for twice as many posts. Spoken Witty Maxim - A short and amusing bit of speech that, while making no actual sense, is phrased and intoned precisely to seem logical and impressive. Creates a charisma effect that lasts for the rest of the encounter. Troll Logic - A twisting, curving, disorienting argument that fills a target with self-doubt.
Weapons Spellbreaker Whip – A Galoth-Hair leather Whip intertwined with bits of steel. The whip is immune to magics level 4 and below, and can dispel the effects of any such spells it comes into contact with. Priest - Brass truncheon used for killing fish, or breaking skulls. Dying Man - Silver Kukri knife
Non-Weapon Items - Magical Chronicler - A magic book detailing the history of the person it was written for. Unlike the non-magical texts in the water lock area, 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. Meteor Balls – An iron balls the size of a . Once per encounter when thrown it will speed up and burst into flame. Oathen Heart - A knarled bit of wood that looks suspiciously like a human heart. Becomes a clear crystal when an oath is made. Upon the fulfillment of the oath the crystal shatters; its power flowing into the oathmaker to grant them a special ability. The nature and strength of the power depend on the oath and the difficulty of completing it. Note: The difficulty is determined after the fact I.E. how difficult the oath actually ended up being to fulfill. His oath? To Kill One of the Gods of Nadra. Soul Crystal - Craban Dremodius [spoiiler]Are you familiar with that tired cliché? The self-absorbed servant-beating jerk noble? This guy. Snooty, fussy, snide, you name it he was it. He'd probably kick puppies if they didn't have the good sense to stay away. Ah, who are we kidding? He'd order someone else to do it. The only thing he ever did himself was learn the fighting arts; there was a certain appeal to it he just couldn't put his finger on. He even went so far as to secretly participate in numerous fighting tournaments – many of which he himself funded had under false name
Craben sought the book for personal glory, but his team of servants simply couldn't bear the weight of the man's ego. There were no survivors.[/spoiler]
Non-Weapon Items - Mundane
A handful of personal journals
A few books on Nadrask history and lore
Broken gold pocket watch
Quills and Ink
Deck of Nadrask playing cards
Flint and Steel