Thank you very much, I looked through it thinking something like that might have been the issue, but I must have not been able to catch the offending tags due to the great number of bolds I tend to use. Now that I know that this happens, I shouldn't really have another issue like this.
Appearance/Apparel - Heinrich wears a tan leather duster over a plain white shirt and khaki jeans. He has a fairly handsome face, with a straight nose and square chin, both of which bare a few scars from near failed escapes from danger. He has amber eyes and short brown-oak colored hair. He is always seen wearing a pair of gold, square wire-framed eyeglasses.
Personality/Background - When Heinrich was a young boy, his mother used to tell him stories about his father and his father's father. How they were professional treasure hunters and about the amazing things they discovered during their lives before he was born. And when they'd return from their most recent excursions, they'd always have a present for the boy and his mother. Sadly, the thrill of the find led both men to an early grave just before Heinrich turned 16. Although he never once mentioned it while his mother was still alive, Heinrich had always felt that he should take up the family business. Now that his mother has passed on, now that he's a man, now that he's finally made enough gold to get the business started back up, Heinrich's gonna do it.
Strengths & Weaknesses
Special Abilities & Personal Faults
Treasure Hunter's Way - MERCHANT'S PACT - The tracking down of lost relics, the recovery of legendary items, the discover of unknown creations. These are the things in life that Heinrich Handel values more than can be represented with all the gold in the world. Instead, he engages in trade with others that have gotten their hands on similar goods, in an attempt to put all of the treasures in the world where they belong. (Heinrich's Merchant's Pact is leveled through the value of the Loot that he collects himself, and only after he successfully trades it for other items of worth. If Heinrich successfully trades away all Loot he claimed from any given quest, if he did not Loot any gold during that quest, he gains a bonus of 10 LP Worth of Gold.)
Lvl 1. Natural charisma effect.
Requires: 100 gold profit.
Lvl 2. You gain a 20% discount when buying in bulk. (4 or more of the same thing)
Requires: 300 gold profit.
Lvl 3. You get a shop in the city of your choice.
Requires: 600 gold profit.
Lvl 4. You broker a deal with the Machinists for access to a rare merchants only item from the machinists.
Requires: 1000 gold profit.
Lvl 5. You can undertake a special trade mission quest to one of the rarely seen corners of Bakara to gain access to a new supply of ingredients or goods.
Requires: 1500 gold profit.
Lvl 6. Your acquire a bodyguard, a secondary character that follows your merchant everywhere they go, they do not take up an extra slot on quests. These characters start at regular starting character strength, but with no gold. Pay is lodging and an appropriate item a month of suitable value.
Requires: 2100 gold profit.
Lvl 7. Quests you go on must include amongst their loot a means by which you can gain access to a supply of items or ingredients with a defined amount per week.
Requires: 2800 gold profit.
Lvl 8. Your shop gets a staff, allowing it to keep doing business while you are off. There are NPCs of your design and under your control. Pay is lodging and a popular place to sell their own goods and services. (Any goods and services they sell happen out of posts and only to NPCs, you have no access to their goods or gold)
Requires: 3600 gold profit.
Lvl 9. You can occasionally sell your rarest items to the appropriate shops.
Requires: 4500 gold profit.
Lvl 10. You can undertake a special trade mission quest to across the eastern sea to gain access to a new supply of extremely rare ingredients or goods.
Requires: 5500 gold profit.
SPELLS Void - Passive. Creates a pocket dimension you can access at any time, allowing you to seem to store items in, and retrieve items from, thin air. Can only be used with items you are physically holding and requires a extending and retracting of the arm to use. Cannot intentionally be used on living entities. FORCE
Lvl. 1 - Hold - Use weak force magics to hold an object in place. Any moderate application of force, including gravity if the object is heavy, will be able to dislodge it.
Society & Guild Requirements, Limitations, and Benefits Forsake Steel Archmage Alchemy Student Mage's Dissertation Mage Dagger - Force Conflict of Interest Burden of Independence Word on the Street Well Connected The Red Deck
Cups
>Acrobatics - The ability to access hard-to-reach places.
Lvl 1. Your jumping range increases by one foot. Coins
>Appraisal - The ability to evaluate and qualify items.
Lvl 1. Able to estimate the standard gold value of most items that are worth enough to care about.
>Lockpicking - Using tools to pick through locks.
Lvl 1. Trained in the use of lockpicks.
Eye of Avarice Void
PETS
ITEMS
WEAPONS
Magical Mage Dagger - Force - A steel-like cleaver. Can generate a force construct copy of itself in your other hand. Copy vanishes when it leaves your grip.
Mundane
ARMOR
Magical
Mundane Leather Duster
NON-WEAPON/ARMOR ITEMS
Magical Altgold - A pair of gold, square wire-framed eyeglasses. The last gift Heinrich recieved from his father and grandfather.
>Enchanted to be Homeguided as well as Unbreakable.
Mundane Backpack - Filled with various sundries.
-Two Sets of Lock Picks
Race - Nadrask Nickname - He used to go by Mend, but after the incident, prefers to be called Lich. Age - 40 Height & Weight - 5’10 & 150 lbs Strength - Average Affiliations - Initiates Hidden Name - Corpse
Appearance/Apparel - Lich has a very skull like face. The burns that he suffered through caused him to lose most of his nose as well as his lips. Although he once sported jet black hair, long in the front with the back completely shaved, hair no longer grows from his head. Lich’s skin is pale and taught due to scarring. He wear’s light clothing so as to not overheat and generally wears bandages wrapped about his lower face to cover up his most disturbing features. His Gatahara, although damaged in the fire, are still recognizable as a perfectly round eye, half closed.
Personality/Background - After Mend told the wrong man that misfortune was coming his way while telling his fortune, the Nadrask’s home was set ablaze late at night. During the fire, Mend’s wife, Abigail, was killed and he was horribly disfigured. Mend had also come close to dying but was brought back from the brink by healers that had been summoned to the scene. Sadly the fire was unnatural and the damage it had caused to Mend’s face and skin could not be fully reversed. The horrible incident caused something in Mend’s mind to change and he no longer saw the world, himself, or others the same. Due to his disfigurement and the fact that he himself believes that he has died and is being forced to suffer through both hell and separation from the woman that he loved as punishment, Mend now prefers to be called Lich.
Strengths & Weaknesses
Special Abilities & Personal Faults
The Deck Knows - Lich’s family had always been known to be con-men, pretending that they could tell the future with a simple deck of cards. Lich can use any deck as a tarot deck with great skill and ability.
The Flames of Perdition - Lich is very afraid of fire, both those that are natural and those that are magical in nature.
Walking Corpse Syndrome - AWAKENING - As your mind’s power is awakened through the advancement of your Mind magics, its personal idiosyncrasies and traits become magnified. Your self image and any fears, neuroses, strengths, and character traits you possess magnify and manifest as abilities and/or physical changes. - After being brought back from the brink of death, learning of the loss of Abigail in the fire, and seeing his own ghoulish face for the first time, Mend's mind couldn't handle the stress. The only thing that made sense to him was that he was dead and in a hellish version of the world that he had used to live in. Nothing can convince Lich otherwise and the only reason that he continues to go through the motions of the living is that maybe he can one day gather enough strength to escape the horrible world he's become trapped in.
Lvl 1. Lich's near death experience unlocked his latent psychic potential. His fears and belief in his delusions manifest themselves in his own perceptions of others. Lich sees people with ill intentions as horribly disfigured in his peripheral vision and sometimes when he blinks.
Lvl 2. Lich's complete belief in his new reality has caused his psychic field to start to effect others as well. Lich speaks the language of the dead, which is universally understood. Others always hear Lich speaking in their native tongue.
SPELLS MIND
Lvl. 1 - Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking.
Lvl. 2 - Veil - You can't be directly targeted by spells for the next two posts. Cast only once per encounter.
Society & Guild Requirements, Limitations, and Benefits Fear of the Eye Oath of Dominion Cipher The Uninitiated Cabal Therapy The Power of Knowledge Forbidden Truths - Cold Reading - When Lich works with a deck of tarot cards, he pays no attention to the cards in front of him, even though his attention seems focused on them. His focus is actually on whoever's fortune he is reading gauging their reactions and gaining glimpses of insight into their past and personality. Shadow Trade Inquisition Might and Magic - Magic Initiate - All initiates start out at this rank. You are given a glimpse of knowledge that allows you a minor ability.
>4 points
PETS
ITEMS
WEAPONS
Magical Card Sharp - A set of normal looking and feeling playing cards, their mass and modifier amplified by earth magics to turn them into viable throwing weapons.
Mundane Ironwood Bludgeon
ARMOR
Magical
Mundane Leather Vest Leather Cloak
NON-WEAPON/ARMOR ITEMS
Magical
Mundane Deck of Cards - A normal deck of cards that Lich keeps with him always. Backpack - Filled with various sundries.
Appearance/Apparel - Burkhard is a bit shorter and wider than most other Kindir his age, but that's due to the where he grew up and he happens to actually be taller than both his mother and father. He has light brown hair and bright, almost glowing green eyes. Most of his clothing is made of mountain goat leather and fur and he carries with him one of the special shovels from the mountain. He's not very talkative and tends to take his time getting to know other people, but is more apt to befriend those with animal companions. His thought on the matter being, "If an animal thinks they are nice enough to get along with, then they might make a good friend."
Personality/Background - Burkhard comes from a long line of Kindir that made their homes inside of the mountain they lived on. They used special shovels, Earth magics, and their strong bodies to dig large homes into their mountain. Their homes stayed warmer in the winter and cooler in the summer due to their location and left them with plenty of land on the mountain to grow their own food and to hunt without traveling too far up or down the mountain. When Burkhard was a little over 20, his parents asked him if he had ever wanted to explore the land below the mountain. He was honest with them and said that he had always been curious. They told him that he could travel with their blessing if he wanted to and could return anytime he felt he needed to. Burkhard felt a strong pull toward Epicrin and after traveling to the city, he ended up joining the Sentinels and meeting his Guiding Bondmate Adahy.
Strengths & Weaknesses
Dualmagery Sarcokinetic - Align & Heel - You are able to use your earth magics to influence the trace metals in the bodies of living creatures. For the sake of this spell, creatures means nonsapient organic living beings. Lvl. 1 - While maintained, you are able to sense the presence of creatures around you and may focus the brunt of your focus on a given creature you sense. You draw that creatures attention. Lvl. 2 - Your ability to sense creatures increases, allowing you to read more about the creatures you are sensing. Your can draw the attention of a focused creature away from you as well as to you. Lvl. 3 - You may inhibit the movement of metals in the body of a focused creature, weakening them. Lvl. 4 - You may cause the metal in the body of a focused creature to multiply and shift, turning parts of its body into iron while this is maintained, either giving it armor or enhancing fangs/claws. Lvl. 5 - You may shift the metal in the body of a focused creature, causing a flare of great pain and weakening making it much easier to be dispelled if it is a summoning. Lvl. 6 - While maintained, you may focus your will against the metals in bodies of creatures to push them away and hold them off from getting close to you. Lvl. 7 - The magnetic field of a focused creature repels it from the ground and grants it flight. Lvl. 8 - Metal aspects granted to a focused creature may be made into crystal instead, granting those parts an imbue effect of whatever crystal is chosen. Choose type upon reaching level. Lvl. 9 - Your ability to inhibit the movement of metals in a focused creature is increased, weakening if not outright locking up their movements, depending on size and strength. Lvl. 10 - The sapience limitation of this spell is removed.
SPELLS EARTH Lvl. 1 - Align - Focus on the iron in your body to find magnetic north. BEASTIAL Lvl. 1 - Heel - Will call to heel animals that are already familiar with you (presuming they don't hold a grudge), despite any distractions.
Society & Guild Requirements, Limitations, and Benefits Tithing Guiding Bondmate - Adahy - Burkhard's Guiding Bondmate. Burkhard found this pangolin buried under ground as he dug through one of the animal preserves of the Sentinels. The two talked about things and Adahy told Burkhard all that he could remember about himself before his reincarnation. He used to gather lots of different plants, which makes him think he was a herbalist. Herbalism Tracking Sentinel Walkabout Sentinels Edges
>Low Tier
-Barefoot, Fleetfoot - So long as you have some sort of bare skinned connection to the earth or rooted plant life, your reaction time and speed are considerably enhanced.
-In Your Element - When in a natural setting, all of your senses are effectively heightened as your familiarity with the way things should be colors your perception of what is. This enhances everything you do imperceptibly, making you generally just a little better at everything when surrounded by nature and slightly more likely to succeed in whatever you attempt.
PETS
ITEMS
WEAPONS
Magical Graben - A special shovel from the mountain Burkhard lived on. He grew up using it and is an expert with it in more than just digging through the side of a mountain. The important piece of it is the 10" long by 6" wide steel spade-shaped head.
-The handle on Graben can be easily replaced with an appropriatly sized wooden pole. Currently has a 4' long oak handle.
-The spade head has a version of the Etch spell enchanted onto it. This allows it to dig though stone as easily as loose clay.
Mundane
ARMOR
Magical Wyldlife Suit - A well made tweed, single-breasted three button blazer that was dyed a dark yellow-olive color, with two pockets on the lower right and lower left and a left breast pocket. The tweed single-breasted six button waistcoat was colored olive drab and had two pockets on each side. The ensemble was completed by a pair of tweed, plain-front trousers that were a shade of sienna. Party like a Ranger - The suit magically generates an aura of nature around its wearer, connecting them to the earth. They are always considered in a natural setting and barefoot for all intents and purposes. Well Dressed Sap - There are trace amounts of magical sap in the material of the suit that hardens to iron strength upon any significant single point impact. The sap also emits a pleasing smell that soothes those that smell it, calming them.
Mundane Goat Leather Vest
NON-WEAPON/ARMOR ITEMS
Magical
Mundane
Storage Bag - Filled with a variety of sundries.
Race - Human(Elexian) Age - 31 Height & Weight - 5'10" & 170 lbs Strength - Average Affiliations - Bards
Appearance/Apparel - Ian has long, dark brown hair and a very nicely grown and groomed horseshoe mustache. He also sports the type of face that can pull off a horseshoe mustache. He has hazel eyes that tend to appear more green than brown. He wears dark blue denim pants and white shirts with a black leather vest over them. Strapped to his back is his beautiful and trusty ironwood bass guitar, Heavy.
Personality/Background - Ian grew up rather poor in Elexia, but his dream of one day becoming a Bard and traveling the world kept him happy. Eventually, Ian saved up enough money and was able to join their guild. He began to travel and gained an interest in telling the tales heroic adventures, but he found difficulty getting the right emotions through with his words, so he decided that the only way to fix that was to live through some adventures himself. Ian is a good guy, willing to have a friends back in a fight even if he isn't really cut out for it himself and also to help out those in need if he can.
Strengths & Weaknesses
Special Abilities & Personal Faults
HERO'S LEGACY - Your reputation as an adventurer precedes you, and as you undertake more and more epic quests, your legend grows, greatly effecting how others see you.
> You receive 1 Legend point for each quest you undertake and an additional 1 point if that quest went over a total of 450 posts. The quest runner has the option of awarding a third point depending on the role you play in the quest.
Lvl 1. You have a natural Charisma or Intimidation Effect, your choice upon achieving. (Charisma)
Required Score: 1
Lvl 2. You can tell tales of your exploits to charm, distract or impress people. When talking about your passed adventures, your charisma, intimidation or other social skills are all enhanced and altered to suit your intentions.
Required Score: 3
Lvl 3. Everything is on the house at any bar or inn. You will occasionally receive small gifts from adoring/thankful/impressed citizenry.
Required Score: 5
Lvl 4. Quest leaders pay/give a small retaining fee/gift before quests as an inducement.
Required Score: 7
Lvl 5. Any guilds or societies you are a part of will offer you a free item that bears their mark, making sure everyone knows you are among their number.
Required Score: 9
Lvl 6. Your fame attracts a squire, a secondary character that follows your hero everywhere they go, seeking to learn from them in the ways of the hero. They do not take up an extra slot on quests but can be used as an extra person on bounties. These characters start at regular starting character strength, but with no gold and they do not get their own loot on quests.
Required Score: 11
Lvl 7. Your experience gained questing gives you a sixth sense when looting, leading you hidden spaces where previously undiscovered treasures lies. (Bonus gold or loot item, up to quest runner)
Required Score: 13
Lvl 8. Your squire learns from you, gaining a new ability/spell/song/technique after each quest based on your exploits and their character type.
Required Score: 15
Lvl 9. Shop merchants will give you items in return for your endorsement. Can only be done once for each shop. Up to WMs discretion what you get. Gifts can be traded to PCs but not pawned to other shops.
Required Score: 17
Lvl 10. Your exploits draw the attention of a villianous Arch-nemesis, an NPC who sets out to take you down, literally and metaphorically. He will strike seeming at random, employing anything from personal attacks to henchman to ludicrous machinations, depending on their style.
Required Score: 19
Legend Points=2
SPELLS MIND
Lvl. 1 - Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking. BODY
Lvl. 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. PLANT
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.
Society & Guild Requirements, Limitations, and Benefits
Superstar Harmony Septuple Threat - Strings Public Domain - Strings
-C-Sharp - A pluck of ones strings that shoots a dark-like projectile of solid air, modifier 1, at a target. One Song, Glory - After each major encounter (quests, bounties level 3 or higher, some jobs) Bard will gain as part of their reward the ability to compose a new Performance Piece, based off their experiences in the encounter, in one of their trained performance types. This piece's general type of effect is determined by the type and its precise effects are determined by the events of the encounter and your actions during those events. (This will be entirely designed by the WM who ran the encounter.) The strength of the effect is determined by the scope of the encounter, your participation in it, and the your skill as a composer (the larger your repertoire, the stronger we are likely to make the effect.). You do not have have to create a Performance Piece this way each encounter. Each time you choose to do so, it comes at the cost of looting last and receiving less gold/loot points. This penalty starts at 30% but is reduced by 3% each time you create a song until it hits the minimum 5%.
PETS
ITEMS
WEAPONS
Magical
Mundane
ARMOR
Magical Cream Coat – A belted trench coat of creamy white leather, tastefully adorned with deep reds and delicious blues.
> The coat magically warms/cools the wearer as needed. Twice per encounter the wearer can call upon the coat’s powers to magically clean themselves and their possessions.
> Arctic Wonderment Set A creamy white scarf tastefully adorned with deep reds and delicious blues.
Mundane Black Leather Vest
NON-WEAPON/ARMOR ITEMS
Magical Heavy - Ian's beautiful and trusty ironwood bass guitar.
>Fast and Loud - Once per encounter, when Ian performs a self-composed performance piece using Heavy, the number of individuals the piece can target is doubled, but the number of posts the piece can be performed is reduced to 1 and the piece can not be played again for 4 posts. Noon Ink - Possesses a combination of magical arts that incline this ink towards seasonal seeming magic. The Noon Ink was aligned with Summer, achieved through a melding of light and fire magics with traces of other arts. Midnight Ink - Possesses a combination of magical arts that incline this ink towards seasonal seeming magic. The Midnight Ink was aligned with Winter, achieved through the melding of dark and water magics with traces of other arts.
Race - Elf/Dryad Age - 21 Height & Weight - 6' & 166 lbs Strength - Average Affiliations - None
Appearance/Apparel - Saol is relatively tall, thin and has a very handsome face, his pointed ears being a major feature that seem to fit its angular nature perfectly. His eyes are a dark hazel that faintly glows. Being part Dryad, he has a short pair of antlers, similar in size and shape of a muntjac or barking deer's, on the sides of his head. He combs his shoulder length hair of varying shades of beautiful greens, back and between these antlers. He wears cotton shirts and pants of varying shades of brown.
Personality/Background - One day in Greevan, a handsome male Dryad swung through town. There he met an Elf woman and they fell in love. Some time later, Saol was born and soon his father felt the taste of wanderlust again. Luckily he was a good man and left Saol's mother enough gold to never need to worry about living with young child on her own. Saol grew up raised by his loving mother, an Elf that had a knack for helping plants and animals grow and live. She passed down this knowledge to Saol. She also taught Saol about what his father was an expert in, the magics that could alter a person's own body. Saol is generally a nice guy to be around and tries to avoid getting on people's bad sides. He doesn't enjoy killing and doesn't eat meat unless absolutely necessary for survival. He also has a tendency to fall head over heels for any woman with a good personality and decent looks.
Strengths & Weaknesses
Special Abilities & Personal Faults
Forest's Blood - Saol's Dryadic father gave him many gifts through his birth, that although aren't quite as strong due to his Elven mother's blood, still have an effect on him. Although he's not absolutely immune to suffering illness and disease, Saol is resistant to becoming unhealthy. Due to his heritage, Saol is very handsome, giving him a natural charisma effect on most people.
Dualmagery Fionnachrith - Center & Raise Cultivorian - Draw from the very center of your body a spider formed from the stray bone, cartilage and flesh within your form. This spider bursts out from your skin, ready for action. Lvl. 1 - The spider is 6 inches long, has a painful bite and can scuttle along any surface, from solid stone to running water. Lvl. 2 - The spider's legs can stretch and twist, becoming sinewy tendrils that allow it to wrap around a target. The sinews are strong but a good yank causes them to dislodge with a wet snapping sound.
Lvl. 3 - Your spider summons are made of your flesh and blood and cannot be dispelled by enchantments or spells designed to do so. They have to be killed.
Lvl. 4 - The spider's boney mandibles now drip with a hallucinogenic venom, bites cause the victims to experience visually distracting hallucinations of random colours and shape.
Lvl. 5 - The spider you summon can now be two foot across, at the cost of only having one summoned at a time. Limited resources and all that.
Lvl. 6 - Choose an organ. You may now summon a version of the spider which uses that organ as its morbid center, gaining a unique ability based on the choice. The act of summoning it literally rips that organ from inside you, triggering a rapid regrowth of the organ but leaving you vulnerable to a degree dependent on the organ.
Lvl. 7 - Through greater efficiency of magics you may now summon two of the two foot across version of your spiders.
Lvl. 8 - The hallucinogen on the spider's mandibles increases in potency, now triggering auditory hallucinations, and adding a sense of paranoia and vertigo. Victims tend to see and hear things that make them want to run and hide.
Lvl. 9 - You learn to add summoned flesh and plant-life into your spider, allowing you to summon a spider with the same mass as you, formed from flesh, bones and cartilage as well as leaves, branches and moss. You may have only one spider the same size as you active at once.
Lvl. 10 - Choose a body system or process. You may now summon a version of the spider which is formed with that system at its core. You will undoubtedly be rendered unconscious as your body tries to regenerate from the fatal trauma inflicted upon it. The spider will have incredibly impressive powers based on the chosen system (ie. nervous, endocrine, digestive) and will defend you with fierce loyalty and human intelligence.
SPELLS BODY Lvl. 1 - Center - Passive. Your body's mass shifts itself to alter your center of gravity, allowing you to keep your balance in most situations.
Lvl. 2 - Unhinge - Make yourself double-jointed. PLANT Lvl. 1 - Raise Cultivorian - Summon from the earth a mouse-sized, spider-shaped plant creature with tendrils for legs, thorns for mandibles and a nut for a body.
Lvl. 2 - Razorleaves - Summon from your hand a trio of razor sharp leaves usable as throwing weapons.
Lvl. 3 - Harden - Thicken and toughen your skin into a leathery armor.
Lvl. 3 - Sapling - Cause a slender and flexible sapling to erupt from the ground before you, as tall as you are. Can be plucked from the ground and used as a staff weapon.
Lvl. 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.
Lvl. 4 - Heartwood Hatchets - Summon to your hands a pair of ironwood hatchets. Grow will allow you to enlarge these to fire-axe or battleaxe size, even after being thrown.
Lvl. 5 - Leap - Augment the musculature of your legs to give yourself the ability to jump superhuman heights and distances.
Lvl. 5 - Raise Plant Aspect - Summon a cat-sized spider with thorn mandibles and twig-legs. It can rapidly spin a sticky sap webbing.
Lvl. 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.
Lvl. 6 - Raise Forestguard - Summon from the earth a humanoid plant creature with hair of leaves and skin of birch bark. Hardened amber clings to it like plate armor and from its arm, elongated and bent, in the semblance of a hand holding a sword.
Lvl. 7 - Titan - Double a target's size for as long as this spell is maintained. Includes apparel and items because it just does.
Lvl. 7 - Raise Heartwood - Summon out of the earth a custom mobile plant creature, no larger than a bear. Must be mod approved.
Lvl. 8 - Bounce - Target's flesh becomes extremely resilient and flexible, making them extremely bouncy and rubbery as well as resistant to blunt force damage.
Lvl. 8 - Raise Thornrippers - Summon out of the earth a half dozen lupine-like plant creatures with musculature of vines, fringes of moss fur, and thorns for claws, fangs and and forming a ridge along its back.
Lvl. 9 - Fission - Cause your body's mass to rapidly double and then split, creating an identical copy of yourself. This copy is clothed and armed with leather and bone copies of your own equipment. You and this copy share a mind and any use of spells or abilities by the copy count towards limits as your own.
Lvl. 9 - Raise Oakenfist - Summon out of the earth a 12' tall treefolk with two massive branch arms and root feet.
Lvl. 10 - Remake - Transform your flesh into a living version of any solid material your hand is touching.
Lvl. 10 - Raise Plant Avatar - Summon from the earth a powerful plant creature in the form of an 8' tall antlered centaur, made of vines, bark, branches, leaves and thorns. It can rearrange its component parts to shapeshift itself into plant versions of mundane wild animals.
Society & Guild Requirements, Limitations, and Benefits
PETS
Omni - A huge gorion the size of a terrier. Its carapace is hard as stone and has a tiger stripe coloration. Its eyes and venomous mandibles resemble emerald, as do its wings which allow it to glide. A friendly little bugger, but when its threatened it temporarily grows to the size of a wolf and sprouts spikes. He likes to eat garnets, emeralds, and bloodstones.
ITEMS
WEAPONS
Magical Diúgaire - A dark wooden club, slightly spiked on one side, its handle capped with a rounded tiger-eye. The club can turn into a leech of equal size which can either drain blood or toxins from a target, causing harm or healing illness.
>Testing for Milo Jade Longsword - Can create a duplicate of itself out of stone, with half-strength versions of any enchantments placed upon it. Can only have one at any given time. Modifier 3.
Magical 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, ****ed up, chaotic place, but somehow you know how to find your place in the scheme of things a little better than most people. Things tend to go well for you, so that random chance events are tipped just that little bit toward your side. You're a little lucky to be alive, and you can feel it.
Spell-bomb Jar - A large cumbersome potion in a fragile glass jar, unlikely to be carried around for long without breaking accidentally. A pinch of crystal dust turns this potion into a spell-bomb. When broken a spell-bomb floods the area with energy of the chosen art, mixed with all sort of other elements, the result is that standard spells and magical effects using that art are destroyed and block for three posts. (Must be used on the first quest or task it is physically taken on.) Deathly Ichor - A nauseating potion that can be applied to weapons or slipped into food. Bypasses resistances and immunities somehow. (2 uses.) Grounding Rig - Wire and lead augmented boots and belt. Used to channel any harmful electricity that your body comes into contact with into the ground, protecting you. Requires no battery.
Mundane Normal Backpack
- Multiple days worth of turnips, potatoes, and beets
- 5 Changes in Clothing & a Comb
- Other simple sundries not worth listing
Appearance/Apparel - His hairless, smooth, thick skin is close to the color of tropical waters, a beautiful aqua. Though his cheeks are almost always a flushed ruddy color. He has a thin nose and lips that match it. His eyes are usually ultramarine in coloration and, with their massive pupils and always fluctuating irises, difficult to tell where exactly they're looking. Most times he wears tan cotton pants and a light blue tunic. At his side, he wears his only prized possession, a large container made of nevermelt ice carved into the shape of gourd canteen. It's held in place by a chain made of nevemelt ice, attached to the canteen, that he wears over his shoulder across his body. This is usually filled with a alcoholic beverage unless he's not been to a bar in a short while.
Personality/Background
Marius's father was a young Gammatide Atarin that fell from his position among the Atarin people due to a growing problem with alcohol and left them to find a place where he might find living easier. While traveling to Epicrin, he met a young woman, an exiled Ananke, in Elexia. Feeling a connection with each other because of their having been abandoned by their own peoples, the kindred spirits traveled to Epicrin together and before long were married. But the young couple, being completely on their own in the world, found life a bit rough, especially after Marius was born. While he grew up, Marius's father had a difficult time making ends meet and drank very often. The Atarin slid into a depression that he hid fairly well from his family, always going out of his way to spend quality time with them and to keep their minds off of their situation. Marius and his mother were happy. During his twenty-fifth year, Marius's father died due to health problems caused by his many years of drinking. Both Marius and his mother were deeply saddened, but they had seen the signs of his failing health. Soon the son was following in the father's footsteps and was drinking more and more. He knew he had to find way to stop, or he'd soon find himself sick like his father. Then one day, he met a drunk, old man outside of a bar. The old man was being picked on by a couple of Nadrask thugs and before Marius could even think to offer his drunken help, the old man had dispatched the punks with some weird movements. Marius managed to form enough semi-sober thoughts to barely ask the drunkard how he had been able to do what he had done. The old man said, "It's easy when you drink, but not to get drunk." Marius asked what he meant, but the old man simply poked him in his forehead and punched him in his stomach, causing him to pass out. Once he awoke, Marius felt thirsty and had the worst hangover he had ever had, so he went to a bar and drank. He drank a lot, more than he had ever drank before, but he just wasn't getting drunk. Soon though, he noticed his hangover was going away. He quickly went to the clerics to see if they could explain what had happened to him. After putting him through a horrible alcohol fast of 2 days, in which he almost died, they could only tell him that his body had been changed and appeared to need alcohol worse than water. Since then, Marius has been drinking, training, and traveling, trying to find the old man again to ask him what he had done to Marius and to thank him for his gift.
He always appears to be in a pleasant mood, whether this is how he is naturally or merely a result of his impossibly constant drinking of anything and nearly everything alcoholic is known only to him and his closest friends.
Strengths & Weaknesses
Special Abilities & Personal Faults
Cure for What Ails You/The Drunken Master's Curse - Due to his encounter with the old man, it seems that Marius will never have to worry about any problems usually associated with being a drunkard, but it comes at a cost. If he goes even one encounter without drinking anything alcoholic, he suffers a debilitating form of withdrawal that saps his strength reducing it by one level and causing him to suffer from a Sicken like effect. These symptoms last until he is able to get some alcohol into his system.
A Toast... - Marius is blessed with a magical affinity with the state of inebriation. At the beginning of each encounter he can magically align the effects any imbibed alcohol will have on him. He may select any one of the following.
Pot-Valiant - Marius is filled with a sense of indestructibility in the face of horror. He is immune to fear and intimidation effects and feels significantly less pain.
Merriment and Joy - Marius bubbles over with light and life, becoming the life of the party. He gains a double charisma effect and may once per encounter initiate a drunken bet which bears the weight of a Suggestion spell.
Morose Rumination - Marius' actions slow right down, he finds himself slow to act but quick to brood. While in this depressed state Marius' mind is keener and more intuitive. This allows him a greater insight into other people's intentions and grants him a free clue on investigative bounties or quests.
Sleep it Off - Marius is blessed with the essence of Winter's hibernation. So long as he can get a few hours of uninterrupted sleep, he will find himself healed of any non-fatal wounds. The downside to this blessing is that Marius finds himself permanently on the verge of tiredness, yawns creeping in even when all around him is chaos.
Strange Waters - Marius's heritage has resulted in him having average strength.
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
SPELLS UNARTED
Lvl. 1 - Into Thin Air - You disappear and reappear. Once per encounter. You can't do anything else this post. WATER
Lvl. 1 - Chill - Rapidly freeze a liquid inside your mouth, turning it into an ice shard.
Lvl. 2 - Shards - Draw the water from the air around you and freeze it to form a trio of ice shards that can be thrown like blades.
Lvl. 3 - Transmute - Transform up to two cups of water into another non-magical liquid for two posts. Type chosen upon learning, though not all are possible. Can only be done twice a day. 190-proof neutral grain spirit distilled beverage(190-proof Everclear) chosen. EARTH
Lvl. 2 - Ferropathy - While maintained, you gain an awareness of metals within 10' of you and their movements.
Society & Guild Requirements, Limitations, and Benefits
Brotherhood Selfsworn Warrior's Pilgrimage Warrior's Arms Warrior's Technique - Water - Drunken Fist - The art of fighting through mimicry of inebriation, using feigned unbalance and extremely fluid movements to fool, disorient, and surprise your opponents.
Lvl 1. Though practice you greatly enhance your balance, allowing you to more easily maintain it even when you appear to be on the verge of teetering over.
Lvl 2. If you do fall, you can either immediately go into a roll to your feet or land in a precisely aim your where and how you land.
Lvl 3. You learn to use and distort your body in ways that make you virtually double jointed.
Lvl 4. Your balance allows you to launch striking attacks precisely while your back is to your opponent, either by bending backwards and lashing out with an arm or leaning forward and lashing out with a kick.
Lvl 5. While on the ground you can go into a roll and spring out of it into a flying mule kick.
Lvl 6. You gain an intuitive understanding of fluid dynamics, any liquids you spray or throw either tightly spiral or spread out as you wish. Liquids also hit with extra strength.
Lvl 7. While in close combat with an opponent, you can latch onto a limb or joint and then seem to pass out, dropping to the floor like a dead weight and throwing your foe with great strength in a random direction.
Lvl 8. You become so pliant and flexible that blunt attacks against you are reduced in their effective strength by one level.
Lvl 9. Any loose items around you are available at a moment's notice to deflect ranged attacks or effect impromptu ranged attacks of your own. Any items are thrown with such intuitive technique that they act as though crafted for the task.
Lvl 10. Your sloppy seaming attacks lull your opponents into a false sense of security and their unpredictability only further the issue. Your attacks are extremely difficult to block or deflect effectively.
Battle Posts = 27
PETS
ITEMS
WEAPONS
Magical
Mundane Calabash - A, 1' long, 6" in diameter, container made of nevermelt ice carved into the shape of gourd canteen. An 8' foot long chain of nevermelt ice with both ends attached to it. This allows for it to be like a slungshot with 4' reach. Can hold close to a gallon of a liquid and is currently filled with 11 drinks of vodka.
ARMOR
Magical
Mundane
NON-WEAPON/ARMOR ITEMS
Magical The Lost Banner - A tattered cloak made from a black ship's flag attached to a pair of tasseled epaulets with The Black Tom, a symbol in the shape of a jakari-eared skull, marked boldly on its fluttering back. This is the long-lost banner of the Admiral of the Black, the now-defunct title of the ruler of the Kurrs and all waves east of Bon Vivant.
1. Charisma Boost
2. Symbol alters to the personal mark of the bearer. The Black Tom has shifted into a wide skull with large eye orbits and two bottles above it pouring a stream of liquids through the skull's open mouth and out its bottom.
3. Scour the world and plunder its riches, and always remember: The Black will have its cut. Ghostly Bumboo - A flask of the potent booze favored passed around in the celebration after the dead were finally put down, this bumboo has gained mystic powers as a result of that night. When drunk this concoction will wash away all negative effects, from hostile magic to snake toxin, from the drinker. Refills at the end of encounter. Amulet of Tides - A silver and sapphire pendant hung from a silver chain, made in the shape of a rolling wave. Enhances the wearers control over water. Doubles the amount of water controllable by spells like Flow and causes small bodies of water to part on command. TWO A Good Night's Sleep - A shaggy looking bear pelt, tingling with dark, water and spirit magics. One ever a person may choose to sleep under the pelt for one night or more, when they awake they will be refreshed and have gained a new power. BOTH USED
Mundane Normal Backpack
- A blanket
- A few spare changes of clothing
- Jerky and Bread
- What Happens In Tresidas, Collapses In Tresidas - You gain a spell based on your exploits within the mine. The spell is level 1 and unarted.
LOOT Eldritch Chitin - The carapace of the spider legs of the Chimera. Contains potent creation magic. Can be forged into magical armor. Modifier 4. A small bottle of deep blue perfume
"Eau du L'esprit"
"Mental Seduction."
The scents of bergamot, tangerine, and superiority
While worn grant every spell, in addition to its normal effect, a Charisma Effect. Effect lasts til end of the encounter. 12 uses worth.
Race - Saaur Age - 27 Height & Weight - 4'8"(actual height is 5' but is hunched) & 130 lbs Strength - Average Affiliations - Fraternity of Mages
Appearance/Apparel - Cek is a Yesil Saaur with scales the color of dark khaki cloth and yellow spines. He has a thick, slightly hunched over frame, neither fat or highly muscular, most of his width is located in his bones and, as a result, he has a nicely shaped, wide snout and head. Usually wears a sleeveless shirt and wide-legged pants made of simple burlap lined with linen. Contrasting his simple clothing, he sports a khaki backpack with a shining golden plate on the back to be used as a mirror.
Personality/Background
Cek grew up on an island, almost an islet, near My'Kurr Island. The local Saaurs refer to the place as Sandwave Isle, mainly due to the way the wind moves the sand on the beach almost mirroring its effect on the the sea's waters. When he was younger, Cek loved to play in the sand on the isle, which luckily for him was and is most of it. The village lived off of a steady diet of root vegetables which luckily loved the soil, and growing up Cek had a good childhood. The only time Cek couldn't be found in or on the sand was when the weather turned cloudy. This was a sign of definite storms that would cause the isle to suffer through a powerful sandstorm due to the intense wind. But thankfully, these storms never last very long. After becoming an adult, Cek was given the job of protecting the isle's food supply during storms, the same job his father had before he grew to be a little too old to handle the wind. So every time the clouds would appear in the sky, Cek would put on some thick clothing and a full head mask covered in cloth dunked in water and would head out to cover the vegetables patches with a weighted cloth to keep the sandstorm from uprooting the villages food. Nothing particularly bad ever happened while Cek did his work, a few times he was trapped near the vegetables as the winds picked up high enough to make trying to walk through the storm a worse idea than waiting it out, but he was never harmed or injured. Although it has become apparent, possibly from the years of being exposed to the sandstorms, that Cek has a natural affinity with both the wind and static electricity common during the powerful whether phenomenon. He asked his father about this, who told him that he had also experienced the same thing during his time working in the sandstorms. But his father said that he could leave the isle to learn more because of his new family. His father then suggested that he head to the mainland and learn more about his discovery. When Cek went to argue that he needed to stay to continue his work, both of his parents told him that there were other men on the isle that could do the job and that he would be fine to leave the isle in another's care. And so after a wonderful going away party, filled with all varieties of tubers and even some strawberries that had been imported and successfully grown that year, Cek was on his way to learn more about himself on the mainland of Bakara.
Cek is a laid-back individual, unless the weather is turning toward a storm, then he can be pretty excitable.
Strengths & Weaknesses
Special Abilities & Personal Faults
Wind Blows & Static Clings - Cek can, once per encounter, call upon the winds in the air to blow faster, coating everything within 6' of himself with a strong static charge. This action takes his full concentration.
DYNAMO - Your attunement to storm magics passively alters your body, awakening your inner power and turning you into an embodiment of thunderous wrath. Through concentration you can. if necessary, cause these changes to demanifest temporarily, though doing so drains your focus and ability to use spells.
Lvl 1. Your skin has a very faint glow. You can shut out pain. (Height)
Lvl 2. Your irises glow yellow. You can sense disturbances in the air in a 6 foot radius around.
Lvl 3. Tiny electrical sparks flicker at random beneath your skin. If your skin is broken, electricity will course from you into the implement.
Lvl 4. Your nerves fire quicker, boosting your muscle and reaction speed.
Lvl 5. You are able to absorb electricity to accelerate your own healing. Electricity must be generated by nature or your spells, not come from within.
Lvl 6. Your hair stands on end. Your inner electricity generates a static field that wakens strikes from metal implements.
Lvl 7. You can now shape and direct electricity.Your static field strengthens your grip and allows your hands and feet to adhere to objects and surfaces strong enough to support you weight.
Lvl 8. Your voice naturally booms and echoes, making you hard to ignore. You can use this ability to draw all attention to yourself. More directly your scream is deafening to your enemies, dulling their sense of hearing when you cry out.
Lvl 9. Your nerves fire even quicker, increasing your mind's speed and allowing you to cast an extra spell each turn.
Lvl 10. You learn to harness your attunement for a custom ability based on your personality and storm.
SPELLS STORM
Lvl. 1 - 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.
Lvl. 1 - Drift - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.
Lvl. 1 - Whisper - While speaking in a whisper, you can manipulate the air to carry it to the ear of anyone within your sight.
Lvl. 2 - Drain - By touch you can drain the bodily electricity from a person, tiring them and causing a brief spasm of weakness.
Lvl. 3 - Charged Grasp - Rapidly vibrate the air around your hands to generate a field of damaging electricity around them. Electricity will channel into any metal weapons you are holding.
Society & Guild Requirements, Limitations, and Benefits
Magical Stormclad Spear - A spear made of black ironwood tipped with painful electricity. The spear returns to the wielder unless it hits its mark.
>Piece of the Stormcaller Set
Mage Dagger - Storm - A silver sai dagger with a crystal hilt. When thrown will channel air around it, propelling it faster and maintaining its path.
Mundane King's Cane Practice Sword - A sword made of king's cane, resembles a shinai.
ARMOR
Magical
Mundane
NON-WEAPON/ARMOR ITEMS
Magical
Mundane Cek's Backpack - A large khaki backpack with polished golden plate on the outside.
- Empty water skin
- 10' in rope
- Some pieces of cloth
- Some rutabagas and potatoes
- A Delicious Mango
Appearance/Apparel - Vilhjalmr, even outside of his armor, strikes an imposing figure. He's a massive and muscular man with a heart to match. His face bears many faded scars from his younger years, but they add a charm to his ruggedly handsome face. He has beautiful deep grey eyes and long, shaggy dark grey hair that reaches his shoulders. His skin, covered all over with faint scars, is of a light apricot tone common where he is from. When he's not wearing his armor, Vilhjalmr generally wears sweaters of varying light colors and denim pants of varying shades of tan.
Personality/Background
Vilhjalmr was always large for his age growing up, and because of this, he was always told my his mother and father to never use his great size to harm others if he could help it. They especially urged him to be a protector of those weaker and smaller than himself. Vilhjalmr loved his parents very much and always did his best to make them proud, so he made sure to guard all those that needed protecting, and soon he grew to love protecting others even if it led to himself being hurt. But Vilhjalmr was never discouraged by this, and eventually he came to be how he is today, a wandering warrior whose main purposes in life are to help others in times of need and to defeat those that would cause undue suffering or misfortune.
Vilhjalmr is the type of man that never seems to let anything get him down. He's always friendly, if not polite, and bears no ill will toward even the most heinous of his enemies. He'd rather no one die in battle, but he knows and accepts that sometimes death is unavoidable and that he may be the one that does the killing in the end. He enjoys a good conversation about anything other than violence.
Strengths & Weaknesses
Special Abilities & Personal Faults
Warrior Sponsorship
- Your expanded profile among the warriors of Bakara has given you a distinction no one but a fellow Warrior would find appealing. Fellow fighters from across the East are more drawn to you than ever, and are more likely to challenge you to tests of strength so they they might match their mettle against a brother strong enough to earn a sponsorship.
- Bakara is often a tumultuous, war-torn place, and sometimes a warrior needs a place of serenity to hone their martial craft. The Warrior's Society is the steward of such places, but they are all in higher demand than can be met. You, however, are a sponsored champion of the Warrior's Society, and have free access to any of these special training areas at your leisure. While sparring within these special places, you earn 1 free BP for every 9 BP earned naturally.
>The Master's Path - Due to your increased standing without the Warrior's Society, you are invited to a special session with a renown master of your Warrior's technique, increasing your knowledge of your chosen martial style and granting you a unique ability based on it. Available upon reaching Lvl 6.
You Should Have Seen The Other Guy - Vilhjalmr gained new insight into the phasing ability of his Soul Blades through use in the field during the events of the Run, allowing the use of the following ability.
>Begone From This World - Three times an encounter Vilhjalmr may release an arc of spirit energy from the blade of his sword, dealing damage equal to the force of a strong punch. Extreme increase in effectiveness against ghosts, elementals and other incorporeal beings.
The Strength Granted to Those that Protect Others - Although he is very large and in great shape, Vilhjalmr likes to believe he is truly strong because he chooses to use his strength to help those that need it. Vilhjalmr is naturally Strong.
His Body as a Shield - If a choice has to be made on who must suffer the most for a plan to work, Vilhjalmr will always be ready to make the sacrifice.
Domrsvelgr - SOUL BLADE - Translation: Doom Devourer - A mighty zweihänder, consisting of a 5 foot long black blade and a hilt made up of a silver cross-guard both ends of which have a wolf head with an open mouth, a 1 foot long grip wrapped in wolf leather, and a round silver pommel containing the fangs of a wolf. It weighs 7 pounds. When not being used, the blade is wrapped in a black cloth bearing the image of a massive silver wolf, covered in plate armor, with its mouth open wide. The blade is as tough as iron.
Lvl 1. Upon wounding a living being, the sword learns the essence of their spirit and can be used to track them like a divining rod. Only works upon the most recently wounded being.
Lvl 2. The Soul Blade can be phased closer to the spirit realm, allowing it to harm spirits as if they were flesh and bone.
Lvl 3. - Biting Guard - As long as Vilhjalmr turns his blade away from the enemy, he may use the hilt of Domrsvelgr for a quick, jab-like strike with precision that would normally be impossible with a zweihänder.
Lvl 4. You are able to slash a part in the veil between this world and the spirit world that will harmlessly swallow up any projectile that enters it.
Lvl 5. Your blade is physically incapable of harming you. If the blade would ever harm you in any way it instead phases slightly into the spirit realm while it overlaps you. This not only protects you from having your weapon turned against you but allows for unorthodox avenues of attack.
Lvl 6. - Crunching Block - Vilhjalmr's ability to strike quickly and precisely with Domrsvelgr has grown to include attacks made with the flat of the blade while the zweihänder is held in any position.
Lvl 7. Drive Soul Blade into the ground to create a spectral ring of blades that rise up out of the ground around you, protecting you. These blades have the appearance and effects of your Soul Blade.
Lvl 8. - The Shield Wolf - Domrsvelgr can be transformed into a somewhat large, silver wolf dressed in a suit of black steel plate armor, much like Vilhjalmr's own, designed for the wolf's form. This armor's weight slows the wolf down such that it can only move as fast as the average person and its helmet prevents it from being able to bite. Once transformed it will last that way for 7 posts then revert, unable to turn back for another 10 posts.
Lvl 9. - Cast Aside - Once per encounter while transformed into its wolf form, Domrsvelgr may phase into the Spirit Realm, escaping its armor and unleashing a barrage of bites and claw attacks on the spirit of one of its opponents. These attacks do no physical damage to that opponent, but render their movements with affected limbs sluggish and imprecise. When this is finished, the wolf reverts to its weapon form for the rest of the transformation. The waiting period between transformations is reduced by the number of posts that were left in the transformation when this attack is used. (So if it is used during the the last post of the transformation, there is no reduction, but if it is used in the first post, the waiting time until the next transformation is only four posts.)
Lvl 10. Upon the slaying of a person or spirit, the sword(s) absorbs a a part of their essence. At the end of the encounter it will produce a soul crystal someone on the weapon(s) based on the soul of one of those it had slain that encounter, granting it an ability based on that
person's inner spirit. The blade(s) can only contain three of these soul crystals at once, and one must be sacrificed to add a new one after that.
SPELLS SPIRIT
Lvl. 1 - Soothe - Calm the emotions of another, the more intense the emotions, the less effective this spell is.
Lvl. 2 - Touch - Using this while touching an object will give you a mental image of the person with the greatest connection to it. Clarity of this image is dependent on their personal connection to the item. Use once per encounter.
Lvl. 3 - Succor - You can perceive the auras of those in distress, which shine so brightly they light up the area around them like a bonfire from a distance.
Society & Guild Requirements, Limitations, and Benefits
Brotherhood Selfsworn Warrior's Pilgrimage Warrior's Arms Warrior's Technique - Body - Kammad Nerve Strikes - The art of landing extremely precise blows at pressure point to induce certain effects. Can only be done unarmed and will not work through armor or on garr. Lvl 1. Learn a striking technique that will increase the pain caused by your strikes. Lvl 2. Learn the precise location, angle and technique to strike the lower back that will cause the victims emotions to run out of control for a couple posts. Lvl 3. Learn the precise location, angle and technique to strike the middle of the back to cause temporarily blindness for a post. Lvl 4. Learn the precise location, angle and technique to strike a blow to the back between the shoulders that will leave the victim stunned, gasping and momentarily unable to breath. Lvl 5. Learn the precise location, angle, and technique to land a strike to the liver that will cause gastrointestinal distress, resulting in vomiting and...the reverse.... Lvl 6. Learn the precise location, angle and technique to land an abdominal blow that tricks an opponents body into thinking its blood pressure has suddenly skyrocketed. The resulting reactionary drop of blood pressure will cause the target to become woozy and weakened. Lvl 7. Learn the precise location, angle and technique to land a strike to the back of the ankle that will weaken, and possibly cause loss of control in, the arms for a couple of posts. Lvl 8. Learn the precise location, angle and technique to land a stomp to the foot that will weaken and possibly cause the leg become paralyzed for a couple posts. Lvl 9. Learn the precise location, angle and technique to apply a nerve pinch at the neck that will render a person unconscious. Cannot be done if the persons muscles are tensed, meaning they must not be suspecting an attack. Lvl 10. Learn the precise location, angle and technique to land a blow that can break the floating ribs with a single blow, causing great pain and internal injury.
Battle Posts = 29
PETS
ITEMS
WEAPONS
Magical Domrsvelgr - SOUL BLADE - Translation: Doom Devourer - A mighty zweihänder, consisting of a 5 foot long black blade and a hilt made up of a silver crossguard both ends of which have a wolf head with an open mouth, a 1 foot long grip wrapped in wolf leather, and a round silver pommel containing the fangs of a wolf. It weighs 7 pounds. When not being used, the blade is wrapped in a black cloth bearing the image of a massive silver wolf, covered in plate armor, with its mouth open wide. The blade is as tough as iron. The Asi - A long, strikingly thin double-edged sword of golden metal, the edges blazing with all the fires of creation.
> Unbreakable, modifier 5
> Divinely forged in the fires of righteousness, the blade is an instrument that knows its own purpose. The blade will irresistibly refrain from harming the just and true of heart, but its force is redoubled against the agents of wickedness. The blade cannot harm the good, but increases the wielder's strength by three levels against evildoers.
Mundane
ARMOR
Magical
Mundane Shield Wolf Plate Armor - All pieces of this suit of armor are solid black except for the image of a silver wolf, in armor, with its mouth open enblazoned on the front of the cuirass.
> A steel sallet with bevor.
> A steel hauberk.
> A steel cuirass with steel faulds.
> Matched set of steel spaulders, cowters, rerebraces, and gauntlets(that have leather fingers and thumbs).
> A pair of steel chausses.
> Matched set of steel cuisses, poleyns, schynbalds, and solerrets.
NON-WEAPON/ARMOR ITEMS
Magical
Mundane Backpack
- Some bread and dried meat
- 3 Full Waterskins
- 4 Changes worth of Clothes
LOOT Zookeeper’s Saddle - A comfortable-looking saddle made with black leather that magically alters itself to fit any animal it is placed upon. The saddle uses force magics to significantly decrease the amount of weight borne by the animal when the rider sits on it.
Appearance/Apparel - Tall and well built, Odd has the deep tanned skin that many other Kindir sport. He has pale grey eyes that are almost white and hair that is long and black. The only other defining feature he really has is a large scar crossing his neck over his Adam's apple. Due to the incident that caused the scar, he doesn't have much of a voice and if he speaks it's in an almost silent, forced whisper. His usual outfit is a pair of black pants and a black shirt, worn under a reddish black cloak with a scale pattern.
Personality/Background - Odd is a reserved individual and very much keeps to himself. If he's on a job, getting it done, and done right, is his top concern over everything else besides Dracanis. He seems overly calm on the outside at almost all times, but that's not what's going on on the inside. Inside of Odd's head and heart is a hatred so concentrated it keeps him from losing his focus on his immediate goals, so that he might one day accomplish his ultimate, final goal. He seems to enjoy the company of his dracon, Dracanis.
A few personal thoughts, written down on a piece of parchment that Odd keeps close to his heart at all times.
Hate the fact that you were weak
Hate the fact that you can not change what happened
Hate the fact that you were alone
Hate the others that have not felt tragedy
Hate the others that have felt tragedy but have gotten over it
Hate the others that have felt tragedy but have not dedicated their lives to vengeance
Hate the way the world is
Hate that you can not change it
Strengths & Weaknesses
Special Abilities & Personal Faults
Whistling Doom - Having a very difficult time getting an audible word to pass his lips, Odd has developed a way of communicating through whistle calls to Dracanis.
Guarded by Hatred - Odd is fueled by an almost unyielding hatred that is focused like a destructive force of nature. Only one thing appears to bring him any other emotion, either naturally or magically, and his name is Dracanis. (It is very difficult for someone to alter Odd's emotional state through most means.)
Guided by Hatred - Odd's true goal can only be found and achieved at the end of a long harsh road that only he and his dracon can travel down, preventing him joining any societies, guilds, or even a band of allies. (Odd will not ask another PC for help and I will not make plans OOC for another Player's PC to join him on a job, bounty, hunt, or quest.)
Dracanis - SPIRIT GUIDE - A small red eyed puppy-like dracon with soft black scales all over his body and flat tail, with white fur on his neck, spine, and front limbs. Will grow into a large, destructive wolf-like dracon covered in a shroud of reddish black draconic energy. Starts 4 inches tall to the shoulder and 6 inches long excluding his tail. Level 1. - Gains a passive boost to all senses. (1 foot 2 inches tall, 1 foot 6 inches long) Level 2. - When agitated, the dracon may envelop itself in a skin-tight shroud of damaging energy. (1 foot 10 inches tall, 2 feet 6 inches long) Level 3. - The hunting instincts of the dracon further hone, refining the skills that will one day make it a master predator. The dracon may mark one enemy per encounter as its Prey, instilling an Intimidate effect against that enemy. (2 feet 6 inches tall, 3 feet 10 inches long) Level 4. - The dracon's retractable claws grow to 4 inches and create a temporary Mark effect on anything from which they draw blood. (3 feet 4 inches tall, 4 feet 10 inches long) Level 5. - (4 feet 2 inches tall, 6 feet long) Level 6. - (4 feet 8 inches tall, 7 feet 2 inches long) Level 7. - (5 feet tall, 8 feet 6 inches long) Level 8. - Level 9. - Level 10. -
SPELLS SPIRIT
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 - Incite - Cause a target to grow angrier and potentially violent.
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.
Lvl. 4 - Inner Champion - Hatred's Shrouded - Odd's clothing is transformed into reddish black draconhide, giving it a modifier of 3 and in addition causing it to give off a shroud of reddish black draconic energy. Odd has full control over this shroud and can appear to become one with it, making it difficult to know if he's been hit by an attack unless the attacker actually makes contact with their weapon in hand. You cannot cast or maintain other spells or summonings as long as this is in effect or for a post afterwards.
Society & Guild Requirements, Limitations, and Benefits
PETS
Dracanis - SPIRIT GUIDE - A destructive wolf-like dracon covered in a shroud of reddish black draconic energy. He's Odd's best and only friend.
ITEMS
WEAPONS
Magical Hatred's Bite - A 45 inch long Mortuary Sword with a blade length of 40 inches and a reddish black tinted basket designed to look like a set of fangs coming together. It was forged from steel that was quenched in a mixture of oil and Dracanis's blood. It gives off a reddish black shroud, the size of which depends on the size of the shroud of reddish black draconic energy that Dracanis currently gives off, whenever it draws blood. (Gives off a small shroud that clings to the blade.) It is usually stored in its black scabbard that has a strange scale pattern.
Mundane
ARMOR
Magical Hatred's Visage - A mask made out of some strange reddish-black wood, looking to all the world as though it were heavily stained in blood, with the visage of a snarling warrior.
- When worn, the mask gives Odd a natural double intimidation effect.
- Once per encounter, Odd may roar into the mask, awakening forces buried deep within it. The mask will begin to glow, and a suit of armor made out of the same material as the mask will form over the entirety of Odd's body, bronze-strength and covered in blood-dripping, poisonous spikes. At the same time this armor gives him a natural Empower effect.
- Once ever, Odd may rip the mask off of his face and snap it in half, sending whatever lives inside screaming into the Underworld. The consequences of this cannot be foreseen.
Mundane
NON-WEAPON/ARMOR ITEMS
Magical Covetous Heart - A crystal sphere of pale crimson emanating with a constant glow of warmth, its center made of a bright rose core, inviting and sweet as a peach. The sphere may prism a spell to Fire and one to Spirit once per Encounter. Once ever, the owner of this crystal may be compelled to smash the orb, completely and utterly destroying it. Voice Aug - (machinist microphone) - A voice aug mounted on a small choker. Allows others to hear Odd speak.
Mundane Extra Large Backpack
- Some dried meat and bread
- A few changes in clothes
- Some parchment, ink, and a quill.
Appearance/Apparel - Talbot isn't necessarily bad, but he's definitely no good. And if you take the time to look at him long enough, this fact will stand out to you. His skin is a light olive in tone. His face isn't ugly, but it does stand out as not being handsome, it might have to do with his toothiness. He's got clean, short hair, the color of which is hard to tell other than it being very dark and he wears it in an intentionally fairly matted way. The feature that would be considered the most off-putting about him are his hands. They just look too big for his body, and even more noticeable than that, his fingers end in claws instead of fingernails. Usually can be seen wearing a blue flannel shirt and pair of brown denim pants.
Personality/Background
Talbot grew up having a relatively normal childhood being raised by his single mother. A short while after he had turned 14, he noticed his hands were starting to become an abnormal size for his body and that his fingernails were starting to change shape. He asked his mother about these changes and that's when she told him about his father and his father's father. His grandfather had been a Fyarl that had been changed by a spell and one day met and swept his paternal grandmother off of her feet. They made plans about becoming a family, but when Talbot's father was born a horrible Fyarl/Human hybrid, Talbot's grandmother died from the birth and his grandfather took and raised Talbot's father on his own, unable to return to the Fyarl looking as he did. One day his father, now an adult that had grown to look less horrifying and could pass as a more normal being, set out to live amongst the different peoples of Bakara and met Talbot's mother. It would seem that his father had inherited his grandfather's way with women, and soon they married. His mother finished the story by telling him that his father had died due to his Fyarl blood. He had been walking home from a bar, and a person familiar with tales of his grandfather's race could tell what his father was and killed him thinking he was keeping others safe from a demon-spawn.
Talbot is always getting himself into trouble, mainly due to his obnoxious mouth and bad temper, two personality changes that started to manifest alongside the transformation of his hands. Because of his lack of a fellow part Fyarl to teach him how to handle the feral feelings he has, he's angry all of the time. Luckily he's focused his issues into words aimed at others instead of blows. He's been trying to work on his anger issues though, mainly by learning about others' feelings, but it hasn't helped him grow much emotionally.
Strengths & Weaknesses
Special Abilities & Personal Faults
Bad-mouthing Son of a ***** - Talbot is constantly talking bad about those around him, except for those he considers true friends and sometimes even they can't escape one of his tongue's truly terrifying tirades. (Used sparingly, which isn't likely, can cause an intimidation effect on those around him. Used too much, which will often be the case, others will be incited to act against him.)
Button Pushing Bastard - Talbot's been talking **** about others for so long, he can figure out just what to say and when to say it to get them going. On the other hand, he also knows when it would be best for himself to get just out of reach of their throttling range.
Fyarl's Grandson - From his father's father, Talbot inherited a few things. His bad attitude and anger, his hair and teeth, and most noticeable at a glance, his large, clawed hands.
OI, **** OFF!(EMERGENCE) - Your demonic heritage, and its inherent aggressiveness and form, show more and more as you learn to enjoy its influence. Lvl 1. - The combination of the anger in his Fyarl blood and Talbot's almost beautiful talent of aggravating everyone all of the time, sends out a natural aura, that if others are around for too long, causes an Incite Effect directed at Talbot. Lvl 2. - The feral nature of his heritage has begun to show more physical signs on Talbot's body and the claws on his hands have lengthened and hardened. Unarmed attacks he makes with his hands have a modifier of 2 now. Lvl 3. -
SPELLS SPIRIT
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 - Peer - You are able to see and decipher other people's auras, revealing their emotions.
Lvl. 3 - Anchor - Tether a target's life-force to their current location, causing them to feel a psychic pull towards that spot and weakening them the further they move from that location. Only lasts five posts and can only be cast on each target once per encounter.
Society & Guild Requirements, Limitations, and Benefits
Brotherhood Selfsworn Warrior's Pilgrimage Warrior's Arms Warrior's Technique - Force - Counter Maneuvers - The art of using your opponent's force against them, focusing on blocking and avoiding attacks, finding victory through throws and letting your opponent hurt or tire themselves out.
Lvl 1. You learn to steel yourself against blunt melee attacks, causing the force of landed blows to reverberate back and cause stinging pain to the attacker when they hit you. This pain is magnified if the strength of the blow has been unnaturally augmented by basic or alike.
Lvl 2. Your blocking gets an effective strength increase of one level.
Lvl 3. Each close up attack that is successfully landed on you give you the opening to successfully land a responding light attack on your opponent.
Lvl 4. Learn to turn into attacks so to deflect some of the force and reduce the damage down to you.
Lvl 5. Learn to effectively redirect striking attacks safely towards the ground so long as they have no upwards momentum. This move grows less likely to succeed against a specific enemy the more often you use it against them.
Lvl 6. Learn to do a sudden rolling dodge designed throw the attacker off balance with the momentum of their own attack. This gambit grows less likely to succeed against a specific enemy the more often you use it against them.
Lvl 7. When doing a full body dodge of an attack, you can perform a fleeting strike on them whose damage scales with the attacker's momentum.
Lvl 8. You may counter a charging attack into a backrolling throw using your legs to launch them powerfully into the air behind you.
Lvl 9. Your ability to redirect force extends to ranged attacks, any thrown or launched items large enough to handle may be shifted downwards or aside. You cannot catch fire, lightning or any other projectile with contact rather than impact based damage.
Lvl 10. Once per encounter you can channel all your strength and all the force of your opponent's attack into one throw of incredible strength in the direction of your choice.
Battle Posts = 2
PETS
ITEMS
WEAPONS
Magical The Hecklers - Two identical teal ironwood tonfas. The more often an attack is successfully blocked using these tonfas, the more the attacker begins to become focused on the tonfas' owner and trying to defeat them before being able to focus on something else.
Mundane
ARMOR
Magical I'll Miss You Least Of All, The Richard - The Richard might have been the least interesting Richard, but he was still had some tricks to teach. By using a shard of The Richard's Sword of Light, you may craft a piece of armor for yourself. This armor, Mage-friendly and modifier 3, can burst into a golden flame that does not burn the bearer at will once per encounter for four posts.
Race - Human Age - 15 Height & Weight - 5'3" & 130 lbs Strength - Below Average Affiliations - Stalker
Appearance/Apparel - Laelaps is of average height for his age and of a sinewy build. His hair is his most defining feature, for it covers his whole body much like an animal's fur. His hair is straight and its color varies throughout his body shifting from dark brown over most of him to a deep black on his limbs and is around 3" long over most of his body and head. He has eyes that are so dark as to be practically black in color. Laelaps usually wears an old, beat up short sleeved cotton shirt and a pair of shorts in a similar condition because they breathe well and remind him of Gramps.
Personality/Background - When he was born, Laelaps's parents were horrified at the newborn covered in hair and soon abandoned him in the Sekoran Forests to be eaten by either wild animals or taken by the "ghosts" that haunt it. Luckily for Laelaps, he was found by an old man before either of those things happened and raised him as his own grandchild. For most of his life Gramps, as Laelaps always called him, only referred to Laelaps as Boy. One day as Laelaps followed his caretaker into the forests without the man's knowledge, he noticed Gramps had lost track of a boar he was hunting. Laelaps decided to show himself so that he could help his grandfather and pointed out a twig that was bent slightly out of place. As Gramps began to berate him for following him into the dangerous forest, the man realized that he was right about where the boar had headed. Soon Gramps began to teach Laelaps how to hunt and track, and it became very obvious that the boy was almost unnaturally orientated toward the two skills. When Laelaps turned 10, Gramps decided that he was no longer just a boy and gave him the name Laelaps after a story that his own grandfather had told him. Within the same year, Gramps passed on from old age leaving Laelaps to survive on his own in the forest. Over the next few years, Laelaps practically became animal like in his way of living, having no human contact at a young age can do that to you sometimes. Eventually tired of being alone, Laelaps decided to leave the forest and see what the world of man was like.
Strengths & Weaknesses
Special Abilities & Personal Faults
Natural Predator - Once Laelaps sets his mind to finding a living creature, nothing can distract him from the hunt.
(While tracking, Laelaps is resistant to emotion and mind altering effects.)
He's Just a Kid - Although a capable hunter and muscular for his age, Laelaps is still just a kid and has only Below Average Strength
Savage Animus - Looking into Laelaps's eyes has a mesmerizing effect for wild animals, rendering them docile toward him so long as he maintains eye contact.
He Who Fights Monsters - By killing a monster you learn its tricks and absorb part of its essence, allowing you to adopt a Style based on that monster that is part martial and part mystical. A Style will grant the Sentinel a passive bonus to his or her attacks, to his defensive capabilities, and some special utility skill that may be used a certain amount of times per encounter. Only three Styles may be kept at a time, and only one may be active. Styles only come into effect during combat, and may not be changed once combat has started. Styles learned from particularly powerful monsters may fill more than one slot.
>Slot One
>Slot Two
>Slot Three
Hunter's Prowess - Through your relentless tracking and slaying of beasts and monsters, you have gained a reputation as one of the premier hunters of the age, granting you fame, hushed respect and a larger than life reputation. Huntmaster is leveled by the collective levels of your successful hunts.
Lvl 1. You are skilled in the art of tracking, allowing you to spot clues to a monster or beast's whereabouts left by their movements through the wilderness.
Required Score: 4
Lvl 2. 10% increase in hunt payments.
Required Score: 8
Lvl 3. 10% discount at shops as a sign of respect and thanks.
Required Score: 14
Lvl 4. You are allowed to tackle level 4 hunts alone.
Required Score: 20
Lvl 5. You are invited to join one of the great Hunter's Leagues, fellowships formed by like-minded trackers and trophy-hunters, thereby granting you access to special skills, items, and options for ending Hunts.
Required Score: 28
Lvl 6. 20% increase in hunt payments.
Required Score: 36
Lvl 7. You are gifted with a special weapon in thanks for those you have saved from the predations of the world's monsters. This weapon and its properties reflect your deeds and the monsters you have slain over the course of your career.
Required Score: 46
Lvl 8. You are allowed to tackle level 5 hunts alone.
Required Score: 56
Lvl 9. Your signature weapon gains power from the blood of slain monsters, gaining a new power/trait after each successful Hunt.
Required Score: 68
Lvl 10. Drawing from your prodigious skills and repute as a mighty hunter of beasts, you may take it upon yourself to find and defeat one of the legendary monsters of Bakara that has faded into fearsome myth. Will require the assistance of others.
Required Score: 80
Total PP: 21
SPELLS BEASTIAL
Lvl. 1 - Heel - Will call to heel animals that are already familiar with you (presuming they don't hold a grudge), despite any distractions.
Lvl. 2 - Call - Turn your voice into a perfect imitation of any given animal's call.
>Laelaps's Inspired Calls
>Kurrian River Tyrant, Legrasse
>Supreme Alpha Warg, Spartan
>Lutharin Hydra, Muratan
>Giant Ironrock Spider, Stink Rock
Lvl. 3 - Lure - Release a pulse of Beastial magic that draws the attention of animals in the area like a beacon.
Lvl. 4 - Savage Claws - Summon a pair of Dragonbone clawed-knuckles over your hands. Blood drawn with these claws becomes irresistible to carnivorous animals in the area, marking the wounded as prey.
Society & Guild Requirements, Limitations, and Benefits
Tithing Guiding Bondmate - Streep - Laelaps's Guiding Bondmate. He believes he was a hunter who's life was cut short while hunting for a monster that was terrorizing a large village. He was reincarnated as a coatl, a winged venomous serpent from the caves of the Oscaran regions of the Alogean Mountains. He's a brilliant shade of green that runs through to blue, the size of a large garden snake, and has wings with blue and green plumage. Alchemy Student Tracking Sentinel Walkabout Sentinels Edges
>Low Tier
-Practiced Skinning - You learn the proper methods for honoring the hide or pelt of a deceased animal. You can now skin them far better than those with no or basic training, producing unscathed materials. These are tougher, lighter or more flexible depending on the creature.
-Blood in the Water - You are no stranger to the most ancient and effective combat strategy of all time: Bleed your foe, and then run them into the ground. When you attack a foe that is already bleeding, your strength is increased by one level. This effect fades if your strength exceeds Mighty.
-Ensnaring - Sentinels are masters at using their surroundings to their advantage, and you are no exception. You can craft a variety of traps using whatever is to hand given enough time.
-Voice of Experience - You learn to help your Bondmate focus their mind on their past life as a Sentinel, bringing to the surface lost memories of people, events and super secret handshakes. Offers a unique alternative to the thieves network or clerics archives.
>Mid Tier
-Slice to the Bone - Your in-depth knowledge of the way bestial bodies work allows you to sneak attacks through the plating and armoring of your foes, ignoring any natural armor with one attack every four posts. This only effects armor and hide that is actually growing or integrated within an opponent.
-Predatory Harvest - You have learned to never waste a potential resource and have trained yourself to spot valuable parts of monsters that may have been missed by a less insightful hunter. You may harvest rare materials from defeated monsters. Some items may only be harvested from a beast's corpse while others may only be harvested from a living, relatively unharmed beast.
>Top Tier
-He Who Fights Monsters - By killing a monster you learn its tricks and absorb part of its essence, allowing you to adopt a Style based on that monster that is part martial and part mystical. A Style will grant the Sentinel a passive bonus to his or her attacks, to his defensive capabilities, and some special utility skill that may be used a certain amount of times per encounter. Only three Styles may be kept at a time, and only one may be active. Styles only come into effect during combat, and may not be changed once combat has started. Styles learned from particularly powerful monsters may fill more than one slot.
Conflict of Interest Burden of Independence Word on the Street Well Connected The Red Deck - Wild Suit - Predator - Learn to track and hunt like the animals of the forest.
Lvl 1. Learn to discern the scents and tastes of various wild animals, allowing you to determine which species have recently been in an area. Nature's Vengeance Stalker's Pet Wild Card
PETS
ITEMS
WEAPONS
Magical Javelin of the Dawn Huntress - A 5’ javelin with a wooden shaft, iron head and leather throwing strap. Made for use by the Dawn Huntress it is, and fit only for such a robust and acute sportsman such as yourself. Don’t be caught hunting without it, lest your prey get away. Throwing the spear will send a summoned spear in the actual spear’s stead, while the actual spear will remain in hand. The summoned spear maintains all properties and qualities of the original spear, and dissipates after impact.
Mundane Gramps's Machete - A machete made from sharpened Ironwood that Laelaps inherited from Gramps.
ARMOR
Magical
Mundane Thick Leather Vest
NON-WEAPON/ARMOR ITEMS
Magical Extended Horizons - A golden pendant of a setting sun. Grants the bearer an 11th level to their LSS. Requirements to reach that level depend on LSS. Golden Favor - A beautiful etched golden ring, a trinket given to you by very intelligent browler after you stopped the destruction of a tree that was burrow by overzealous invaders during the war. Contains potent but mysterious beastial magics.
- In times of great danger, once per encounter, you may call upon the power of the ring to bring the wild to your aid and defense. The nature of this help will vary from situation to situation. Void Pack
> Knife - Was stuck in Photon's flank.
> Muratan's Tooth
> Spartan's Skull with Teeth
> 1/2 pound of Dried Meat
> Salted and Dried Deer Meat
> Deer Pelt
> 20 Feet of Rope
> 3 Large Blocks of Salt
Race - Human Age - 60, Appears to be in his 40's Height & Weight - 6'1" & 200 lbs Strength - Very Strong Affiliations - None
Appearance/Apparel - Wayland has long, dark brown, straight hair that is kept pulled back. He aslo has deep brown eyes that give off a sense of great understanding. His hard face, with its short but thick beard and mustache, gives the impression of great wisdom, and speaks with a gruff voice. His skin is tanned a deep shade but not from the sun, instead it has gained this color from the heat and light of the forge. His arms bare many scars from years of working metal and other materials from their natural forms into their predestined shapes. He wears a silver metal band to keep his hair in place, especially while working. Usually wears a white cotton shirt to keep cool and thick black, denim pants for safety and comfort. He wears brown leather gloves at most times, the same ones he uses while smithing. Finally, a black leather smithing apron, with a grey denim lining, is the one piece of clothing he will never be seen without.
Personality/Background - Wayland has one true love, smithing. He's been using a hammer and anvil for all his life and he'll die forging. He's not a loner, but he does give off the feeling of deep solitude. He travels and searches for, not treasure, but new, better, or strange materials to forge into weapons, armor, jewelry, art, or whatever he feels inspired to smith it into. He can be gruff, but, all in all, he's a good person.
Strengths & Weaknesses
Special Abilities & Personal Faults
Strength from the Forge - Decades of swinging a hammer tends to make one Stonger than the Average man. Wayland is now Very Strong.
Smithing - Wayland is a blacksmith, deep down in every fiber of his being. He feels most alive when standing over an anvil holding a hammer.
Carving - Wayland is very proficient in carving. He uses the skill often when making handles.
Tailoring - Wayland picked up this skill while learning to forge swords and knives. He uses it to fashion scabbards and sheaves of different varied materials.
Pride of the Blacksmith - Will not use weapons, shields, or metal armor he did not create himself.
Relic of Legend - You possess a one of a kind item of mysterious origins that, as you become more well known for your exploits, becomes your symbol. As you and the relic's fame grow, people's reaction to the relic change and previously unknown properties of the relic surface.
> You receive 1 Legend point for each quest you undertake and an additional 1 point if that quest want over a total of 450 posts. The quest runner has the option of awarding a third point depending on the role you play in the quest. The Adamantine Heart
A dark, black anvil. Made of a strange, amazingly hard, and incredibly heavy material. It was a gift to Wayland from an older blacksmith, a Dwarf, when he was recognized for his skills. He uses it when he smiths as, in his own words, "No other anvil can even be compared." Lvl 1. Wayland gains access to The Kor Crucible, an strange forge that exists parallel to space and time. While inside the Crucible, any forging that would take a matter of days instead takes a matter of hours. Required Score: 1 Lvl 2. The Adamantine Heart has become further infused with the power of the Kor Crucible and in turn imparts a fragment of that power on anything forged upon it. All items forged with the Adamantine Heart are one additional modifier strength higher than they would normally be. Required Score: 3 Lvl 3. The implacable essence of the Adamantine Heart has further stabilized the world around it, pulling more of the Kor Crucible into existence. The Crucible's slack basin is now fed from an unending source of Silvered Essence, a lightly gleaming oil lost to modern knowledge. Any item forged upon the Adamantine Heart will, after being dunked into the Essence, gain a new power or trait based on the item's material, form and function. Required Score: 5 Lvl 4. As much as Wayland forges within the Kor Crucible, so does the Kor Crucible forge the smith. Wayland's strength is improved by one level and his stamina is almost inexhaustible. Required Score: 7 Lvl 5. The implacable essence of the Adamantine Heart has further stabilized the world around it, pulling more of the Kor Crucible into existence. The reality around the Crucible ripples, pulling an ornate smelting furnace into existence. By using blood as a flux, once ever per person a bar of special metal may be smelted within the furnace, its traits and abilities based on the inner spirit of the person who's essence went into its creation. Required Score: 9 Lvl 6. The Adamantine Heart has become further infused with the power of the Kor Crucible and in turn imparts a fragment of that power on anything forged upon it. All items forged with the Adamantine Heart are one additional modifier strength higher than they would normally be. In addition, frequent use of the Kor Crucible improves Wayland's skills in ways that are strange and wondrous, allowing works of skill and finesse almost unheard of. Ingots worked upon the Adamantine Heart may be forged into pliable, workable thread, allowing bars of pure metal to be turned into fully workable cloth. Required Score: 11 Lvl 7. The implacable essence of the Adamantine Heart has further stabilized the world around it, pulling more of the Kor Crucible into existence. As the outline of the Crucible begins to fill in,an ornate chest appears in the corner of the room. Within lie the plans for an incredibly complex forging process, its steps varied and highly mutable. What it will create is a mystery, but one thing is sure: it shall never be used by the hands of its creator. Required Score: 13 Lvl 8. The Kor Crucible churns with the power of pure Creation, a fire that knows no end. Once a month, the essence of everything ever forged upon the Adamantine heart will coalesce within the Kor Crucible, creating a single ingot of any material ever forged within it. Some materials may not be replicable. Required Score: 15 Lvl 9. The implacable essence of the Adamantine Heart has further stabilized the world around it, pulling more of the Kor Crucible into existence. Something deep below the forge is pulled into existence, causing the Adamantine Heart to glow with a faint, pulsing aura. Once every month an item may be placed upon the anvil and engraved, turning it into the sixth capstone piece of a set its owner already owns five pieces of. Required Score: 17 Lvl 10. With a thumming pulse, the Kor Crucible finally pulls itself completely into existence. With the exception of the door. It is up to the smith who has slaved over and poured everything into the Adamantine Heart to lay this final work upon the forge, creating a portal that will lead to Wayland's destiny. Required Score: 19 LEGEND POINTS: 8
SPELLS
Society & Guild Requirements, Limitations, and Benefits
PETS
ITEMS
WEAPONS
Magical
Mundane Wrath - The only weapon Wayland has forged for himself. A steel, one-handed sword with a cross guard. Scabbard Shield - A steel steel shield with a scabbard for Wrath built in that Wayland forged.
ARMOR
Magical Mutant Gila-Scale Apron - A black-smith's apron of blood red scale, tough as steel and slightly luminous, glowing faintly in the dark, and lined with dark grey hazard cloth which is enchanted with a modified version of the filter and cleanse spells, causing the air and water within a few inches of them to be clean and fresh. The gila-scale occasionally seems to glimmer a little more translucently. Once per encounter, if struck by a hostile projectile, the scale can phase the offending item into the spirit world, where it will be consumed by a voracious beetle. After six such consumptions, Wayland will be able to summon forth the creature through the gila-scale. It is hostile to any and everyone it sees, including Wayland. Its carapace is magical and can be forged like metal. Hazard Cloak - A cloak of a dark grey coloring. The cloth the cloak is made from is enchanted with a modified version of the filter and cleanse spells, causing the air and water within a few inches of them to be clean and fresh.
Mundane Leather Gloves Damaged Black Leather Apron - Lined with damaged grey denim.
NON-WEAPON/ARMOR ITEMS
Magical Relic of Legend - The Adamantine Heart
A dark, black anvil. Made of a strange, amazingly hard, and incredibly heavy material. It was a gift to Wayland from an older blacksmith, a Dwarf, when he was recognized for his skills. He uses it when he smiths as, in his own words, "No other anvil can even be compared."
The Adamantine Heart had been fitted into a solid rock pedestal with easy access to every smith's tool that Wayland had ever seen and then some. A slack tub rested near by, filled with a silvery oil of some sort. Emerald green veins of power seemed to be flowing out from the anvil, through the floor and into a massive, awe-inspiring forge of black crystal and silver stone. Within its belly, vivid green energies churned with a power greater than any furnace Wayland had ever seen.
Void Pack
>Strange Glowing Green Ore - Used to transport Wayland to the Kor Crucible. Can not be used under duress.
>Odds Maker - A silvery coin bearing a pair of scales on one side and a depiction of a mine on the other. Whoever carries one of these coins is blessed with exceptional luck when it comes to acquiring loot. On any quest exceeding 450 posts, they gain an additional 5 loot points for each Legend Point the quest is worth.
>Multiple Hammers and other Smithing Tools - Different shapes and uses, none of which would make a good weapon, not that Wayland would.
>Tongs
>Bellows
>Flint - For starting fires.
>3 Fist-Shaped Chunks of Iron Ore
>3 Changes of Clothing
LOOT Tideheart Ore - A raw chunk deep blue ore that seemed to slowly churn on the inside, as dark and mysterious as the blackest ocean depths. Contains powerful magics of relentless strength and stamina.
Life Chisel - Grants the owner a rare Dual-Art MiniLSS: Sillicite Sculptor SILLICITE SCULPTOR
Lvl 1. Call forth from the ground a stone statue of a mole rat, 6" long with razor sharp teeth, imbued with Beastial summoning magics that give it life that is maintained like a summoning.
Lvl 2. Call forth from the ground a stone statue of a mole, 8" long and capable of burrowing through the earth rapidly, imbued with Beastial summoning magics that give it life that is maintained like a summoning.
Lvl 3. Call forth from the ground four stone statues of squirrels, each 7" tall, imbued with Beastial summoning magics that give them life that is maintained like a summoning.
Lvl 4. Call forth from the ground a stone statue of a giant hedgehog, 30" long and able to role into a spike stone ball, imbued with Beastial summoning magics that give it life that is maintained like a summoning.
Lvl 5. Call forth from the ground a stone statue of a giant porcupine, 40" long and capable of shooting out stone shard spines once every three posts, imbued with Beastial summoning magics that give it life that is maintained like a summoning.
Come on and check it out. You know you want to.
Come on and check it out. You know you want to.
Stats & Information
Race - Kindir
Age - 32
Height & Weight - 6'3 & 190 lbs
Strength - Strong
Affiliations - Oathbreaker
Appearance/Apparel - Heinrich wears a tan leather duster over a plain white shirt and khaki jeans. He has a fairly handsome face, with a straight nose and square chin, both of which bare a few scars from near failed escapes from danger. He has amber eyes and short brown-oak colored hair. He is always seen wearing a pair of gold, square wire-framed eyeglasses.
Personality/Background - When Heinrich was a young boy, his mother used to tell him stories about his father and his father's father. How they were professional treasure hunters and about the amazing things they discovered during their lives before he was born. And when they'd return from their most recent excursions, they'd always have a present for the boy and his mother. Sadly, the thrill of the find led both men to an early grave just before Heinrich turned 16. Although he never once mentioned it while his mother was still alive, Heinrich had always felt that he should take up the family business. Now that his mother has passed on, now that he's a man, now that he's finally made enough gold to get the business started back up, Heinrich's gonna do it.
Strengths & Weaknesses
Special Abilities & Personal Faults
Treasure Hunter's Way - MERCHANT'S PACT - The tracking down of lost relics, the recovery of legendary items, the discover of unknown creations. These are the things in life that Heinrich Handel values more than can be represented with all the gold in the world. Instead, he engages in trade with others that have gotten their hands on similar goods, in an attempt to put all of the treasures in the world where they belong. (Heinrich's Merchant's Pact is leveled through the value of the Loot that he collects himself, and only after he successfully trades it for other items of worth. If Heinrich successfully trades away all Loot he claimed from any given quest, if he did not Loot any gold during that quest, he gains a bonus of 10 LP Worth of Gold.)
Lvl 1. Natural charisma effect.
Requires: 100 gold profit.
Lvl 2. You gain a 20% discount when buying in bulk. (4 or more of the same thing)
Requires: 300 gold profit.
Lvl 3. You get a shop in the city of your choice.
Requires: 600 gold profit.
Lvl 4. You broker a deal with the Machinists for access to a rare merchants only item from the machinists.
Requires: 1000 gold profit.
Lvl 5. You can undertake a special trade mission quest to one of the rarely seen corners of Bakara to gain access to a new supply of ingredients or goods.
Requires: 1500 gold profit.
Lvl 6. Your acquire a bodyguard, a secondary character that follows your merchant everywhere they go, they do not take up an extra slot on quests. These characters start at regular starting character strength, but with no gold. Pay is lodging and an appropriate item a month of suitable value.
Requires: 2100 gold profit.
Lvl 7. Quests you go on must include amongst their loot a means by which you can gain access to a supply of items or ingredients with a defined amount per week.
Requires: 2800 gold profit.
Lvl 8. Your shop gets a staff, allowing it to keep doing business while you are off. There are NPCs of your design and under your control. Pay is lodging and a popular place to sell their own goods and services. (Any goods and services they sell happen out of posts and only to NPCs, you have no access to their goods or gold)
Requires: 3600 gold profit.
Lvl 9. You can occasionally sell your rarest items to the appropriate shops.
Requires: 4500 gold profit.
Lvl 10. You can undertake a special trade mission quest to across the eastern sea to gain access to a new supply of extremely rare ingredients or goods.
Requires: 5500 gold profit.
SPELLS
Void - Passive. Creates a pocket dimension you can access at any time, allowing you to seem to store items in, and retrieve items from, thin air. Can only be used with items you are physically holding and requires a extending and retracting of the arm to use. Cannot intentionally be used on living entities.
FORCE
Lvl. 1 - Hold - Use weak force magics to hold an object in place. Any moderate application of force, including gravity if the object is heavy, will be able to dislodge it.
Society & Guild Requirements, Limitations, and Benefits
Forsake Steel
Archmage
Alchemy Student
Mage's Dissertation
Mage Dagger - Force
Conflict of Interest
Burden of Independence
Word on the Street
Well Connected
The Red Deck
>Acrobatics - The ability to access hard-to-reach places.
Lvl 1. Your jumping range increases by one foot.
Coins
>Appraisal - The ability to evaluate and qualify items.
Lvl 1. Able to estimate the standard gold value of most items that are worth enough to care about.
>Lockpicking - Using tools to pick through locks.
Lvl 1. Trained in the use of lockpicks.
Void
PETS
ITEMS
WEAPONS
Magical
Mage Dagger - Force - A steel-like cleaver. Can generate a force construct copy of itself in your other hand. Copy vanishes when it leaves your grip.
Mundane
ARMOR
Magical
Mundane
Leather Duster
NON-WEAPON/ARMOR ITEMS
Magical
Altgold - A pair of gold, square wire-framed eyeglasses. The last gift Heinrich recieved from his father and grandfather.
>Enchanted to be Homeguided as well as Unbreakable.
Mundane
Backpack - Filled with various sundries.
-Two Sets of Lock Picks
Currency
0 Gold
0 Chips
Come on and check it out. You know you want to.
Stats & Information
Race - Nadrask
Nickname - He used to go by Mend, but after the incident, prefers to be called Lich.
Age - 40
Height & Weight - 5’10 & 150 lbs
Strength - Average
Affiliations - Initiates
Hidden Name - Corpse
Appearance/Apparel - Lich has a very skull like face. The burns that he suffered through caused him to lose most of his nose as well as his lips. Although he once sported jet black hair, long in the front with the back completely shaved, hair no longer grows from his head. Lich’s skin is pale and taught due to scarring. He wear’s light clothing so as to not overheat and generally wears bandages wrapped about his lower face to cover up his most disturbing features. His Gatahara, although damaged in the fire, are still recognizable as a perfectly round eye, half closed.
Personality/Background - After Mend told the wrong man that misfortune was coming his way while telling his fortune, the Nadrask’s home was set ablaze late at night. During the fire, Mend’s wife, Abigail, was killed and he was horribly disfigured. Mend had also come close to dying but was brought back from the brink by healers that had been summoned to the scene. Sadly the fire was unnatural and the damage it had caused to Mend’s face and skin could not be fully reversed. The horrible incident caused something in Mend’s mind to change and he no longer saw the world, himself, or others the same. Due to his disfigurement and the fact that he himself believes that he has died and is being forced to suffer through both hell and separation from the woman that he loved as punishment, Mend now prefers to be called Lich.
Strengths & Weaknesses
Special Abilities & Personal Faults
The Deck Knows - Lich’s family had always been known to be con-men, pretending that they could tell the future with a simple deck of cards. Lich can use any deck as a tarot deck with great skill and ability.
The Flames of Perdition - Lich is very afraid of fire, both those that are natural and those that are magical in nature.
Walking Corpse Syndrome - AWAKENING - As your mind’s power is awakened through the advancement of your Mind magics, its personal idiosyncrasies and traits become magnified. Your self image and any fears, neuroses, strengths, and character traits you possess magnify and manifest as abilities and/or physical changes. - After being brought back from the brink of death, learning of the loss of Abigail in the fire, and seeing his own ghoulish face for the first time, Mend's mind couldn't handle the stress. The only thing that made sense to him was that he was dead and in a hellish version of the world that he had used to live in. Nothing can convince Lich otherwise and the only reason that he continues to go through the motions of the living is that maybe he can one day gather enough strength to escape the horrible world he's become trapped in.
Lvl 1. Lich's near death experience unlocked his latent psychic potential. His fears and belief in his delusions manifest themselves in his own perceptions of others. Lich sees people with ill intentions as horribly disfigured in his peripheral vision and sometimes when he blinks.
Lvl 2. Lich's complete belief in his new reality has caused his psychic field to start to effect others as well. Lich speaks the language of the dead, which is universally understood. Others always hear Lich speaking in their native tongue.
SPELLS
MIND
Lvl. 1 - Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking.
Lvl. 2 - Veil - You can't be directly targeted by spells for the next two posts. Cast only once per encounter.
Society & Guild Requirements, Limitations, and Benefits
Fear of the Eye
Oath of Dominion
Cipher
The Uninitiated
Cabal Therapy
The Power of Knowledge
Forbidden Truths - Cold Reading - When Lich works with a deck of tarot cards, he pays no attention to the cards in front of him, even though his attention seems focused on them. His focus is actually on whoever's fortune he is reading gauging their reactions and gaining glimpses of insight into their past and personality.
Shadow Trade
Inquisition
Might and Magic - Magic
Initiate - All initiates start out at this rank. You are given a glimpse of knowledge that allows you a minor ability.
>4 points
PETS
ITEMS
WEAPONS
Magical
Card Sharp - A set of normal looking and feeling playing cards, their mass and modifier amplified by earth magics to turn them into viable throwing weapons.
Mundane
Ironwood Bludgeon
ARMOR
Magical
Mundane
Leather Vest
Leather Cloak
NON-WEAPON/ARMOR ITEMS
Magical
Mundane
Deck of Cards - A normal deck of cards that Lich keeps with him always.
Backpack - Filled with various sundries.
Currency
0 Gold
Come on and check it out. You know you want to.
Stats & Information
Race - Kindir
Age - 29
Height & Weight - 5'7" & 170 lbs
Strength - Strong
Affiliations - Sentinels
Appearance/Apparel - Burkhard is a bit shorter and wider than most other Kindir his age, but that's due to the where he grew up and he happens to actually be taller than both his mother and father. He has light brown hair and bright, almost glowing green eyes. Most of his clothing is made of mountain goat leather and fur and he carries with him one of the special shovels from the mountain. He's not very talkative and tends to take his time getting to know other people, but is more apt to befriend those with animal companions. His thought on the matter being, "If an animal thinks they are nice enough to get along with, then they might make a good friend."
Personality/Background - Burkhard comes from a long line of Kindir that made their homes inside of the mountain they lived on. They used special shovels, Earth magics, and their strong bodies to dig large homes into their mountain. Their homes stayed warmer in the winter and cooler in the summer due to their location and left them with plenty of land on the mountain to grow their own food and to hunt without traveling too far up or down the mountain. When Burkhard was a little over 20, his parents asked him if he had ever wanted to explore the land below the mountain. He was honest with them and said that he had always been curious. They told him that he could travel with their blessing if he wanted to and could return anytime he felt he needed to. Burkhard felt a strong pull toward Epicrin and after traveling to the city, he ended up joining the Sentinels and meeting his Guiding Bondmate Adahy.
Strengths & Weaknesses
Dualmagery
Sarcokinetic - Align & Heel - You are able to use your earth magics to influence the trace metals in the bodies of living creatures. For the sake of this spell, creatures means nonsapient organic living beings.
Lvl. 1 - While maintained, you are able to sense the presence of creatures around you and may focus the brunt of your focus on a given creature you sense. You draw that creatures attention.
Lvl. 2 - Your ability to sense creatures increases, allowing you to read more about the creatures you are sensing. Your can draw the attention of a focused creature away from you as well as to you.
Lvl. 3 - You may inhibit the movement of metals in the body of a focused creature, weakening them.
Lvl. 4 - You may cause the metal in the body of a focused creature to multiply and shift, turning parts of its body into iron while this is maintained, either giving it armor or enhancing fangs/claws.
Lvl. 5 - You may shift the metal in the body of a focused creature, causing a flare of great pain and weakening making it much easier to be dispelled if it is a summoning.
Lvl. 6 - While maintained, you may focus your will against the metals in bodies of creatures to push them away and hold them off from getting close to you.
Lvl. 7 - The magnetic field of a focused creature repels it from the ground and grants it flight.
Lvl. 8 - Metal aspects granted to a focused creature may be made into crystal instead, granting those parts an imbue effect of whatever crystal is chosen. Choose type upon reaching level.
Lvl. 9 - Your ability to inhibit the movement of metals in a focused creature is increased, weakening if not outright locking up their movements, depending on size and strength.
Lvl. 10 - The sapience limitation of this spell is removed.
SPELLS
EARTH
Lvl. 1 - Align - Focus on the iron in your body to find magnetic north.BEASTIAL
Lvl. 1 - Heel - Will call to heel animals that are already familiar with you (presuming they don't hold a grudge), despite any distractions.Society & Guild Requirements, Limitations, and Benefits
Tithing
Guiding Bondmate - Adahy - Burkhard's Guiding Bondmate. Burkhard found this pangolin buried under ground as he dug through one of the animal preserves of the Sentinels. The two talked about things and Adahy told Burkhard all that he could remember about himself before his reincarnation. He used to gather lots of different plants, which makes him think he was a herbalist.
Herbalism
Tracking
Sentinel Walkabout
Sentinels Edges
>Low Tier
-Barefoot, Fleetfoot - So long as you have some sort of bare skinned connection to the earth or rooted plant life, your reaction time and speed are considerably enhanced.
-In Your Element - When in a natural setting, all of your senses are effectively heightened as your familiarity with the way things should be colors your perception of what is. This enhances everything you do imperceptibly, making you generally just a little better at everything when surrounded by nature and slightly more likely to succeed in whatever you attempt.
PETS
ITEMS
WEAPONS
Magical
Graben - A special shovel from the mountain Burkhard lived on. He grew up using it and is an expert with it in more than just digging through the side of a mountain. The important piece of it is the 10" long by 6" wide steel spade-shaped head.
-The handle on Graben can be easily replaced with an appropriatly sized wooden pole. Currently has a 4' long oak handle.
-The spade head has a version of the Etch spell enchanted onto it. This allows it to dig though stone as easily as loose clay.
Mundane
ARMOR
Magical
Wyldlife Suit - A well made tweed, single-breasted three button blazer that was dyed a dark yellow-olive color, with two pockets on the lower right and lower left and a left breast pocket. The tweed single-breasted six button waistcoat was colored olive drab and had two pockets on each side. The ensemble was completed by a pair of tweed, plain-front trousers that were a shade of sienna.
Party like a Ranger - The suit magically generates an aura of nature around its wearer, connecting them to the earth. They are always considered in a natural setting and barefoot for all intents and purposes.
Well Dressed Sap - There are trace amounts of magical sap in the material of the suit that hardens to iron strength upon any significant single point impact. The sap also emits a pleasing smell that soothes those that smell it, calming them.
Mundane
Goat Leather Vest
NON-WEAPON/ARMOR ITEMS
Magical
Mundane
Storage Bag - Filled with a variety of sundries.
Currency
70 gold
Come on and check it out. You know you want to.
Stats & Information
Race - Human(Elexian)
Age - 31
Height & Weight - 5'10" & 170 lbs
Strength - Average
Affiliations - Bards
Appearance/Apparel - Ian has long, dark brown hair and a very nicely grown and groomed horseshoe mustache. He also sports the type of face that can pull off a horseshoe mustache. He has hazel eyes that tend to appear more green than brown. He wears dark blue denim pants and white shirts with a black leather vest over them. Strapped to his back is his beautiful and trusty ironwood bass guitar, Heavy.
Personality/Background - Ian grew up rather poor in Elexia, but his dream of one day becoming a Bard and traveling the world kept him happy. Eventually, Ian saved up enough money and was able to join their guild. He began to travel and gained an interest in telling the tales heroic adventures, but he found difficulty getting the right emotions through with his words, so he decided that the only way to fix that was to live through some adventures himself. Ian is a good guy, willing to have a friends back in a fight even if he isn't really cut out for it himself and also to help out those in need if he can.
Strengths & Weaknesses
Special Abilities & Personal Faults
HERO'S LEGACY - Your reputation as an adventurer precedes you, and as you undertake more and more epic quests, your legend grows, greatly effecting how others see you.
> You receive 1 Legend point for each quest you undertake and an additional 1 point if that quest went over a total of 450 posts. The quest runner has the option of awarding a third point depending on the role you play in the quest.
Lvl 1. You have a natural Charisma or Intimidation Effect, your choice upon achieving. (Charisma)
Required Score: 1
Lvl 2. You can tell tales of your exploits to charm, distract or impress people. When talking about your passed adventures, your charisma, intimidation or other social skills are all enhanced and altered to suit your intentions.
Required Score: 3
Lvl 3. Everything is on the house at any bar or inn. You will occasionally receive small gifts from adoring/thankful/impressed citizenry.
Required Score: 5
Lvl 4. Quest leaders pay/give a small retaining fee/gift before quests as an inducement.
Required Score: 7
Lvl 5. Any guilds or societies you are a part of will offer you a free item that bears their mark, making sure everyone knows you are among their number.
Required Score: 9
Lvl 6. Your fame attracts a squire, a secondary character that follows your hero everywhere they go, seeking to learn from them in the ways of the hero. They do not take up an extra slot on quests but can be used as an extra person on bounties. These characters start at regular starting character strength, but with no gold and they do not get their own loot on quests.
Required Score: 11
Lvl 7. Your experience gained questing gives you a sixth sense when looting, leading you hidden spaces where previously undiscovered treasures lies. (Bonus gold or loot item, up to quest runner)
Required Score: 13
Lvl 8. Your squire learns from you, gaining a new ability/spell/song/technique after each quest based on your exploits and their character type.
Required Score: 15
Lvl 9. Shop merchants will give you items in return for your endorsement. Can only be done once for each shop. Up to WMs discretion what you get. Gifts can be traded to PCs but not pawned to other shops.
Required Score: 17
Lvl 10. Your exploits draw the attention of a villianous Arch-nemesis, an NPC who sets out to take you down, literally and metaphorically. He will strike seeming at random, employing anything from personal attacks to henchman to ludicrous machinations, depending on their style.
Required Score: 19
Legend Points=2
SPELLS
MIND
Lvl. 1 - Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking.
BODY
Lvl. 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.
PLANT
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.
Society & Guild Requirements, Limitations, and Benefits
Superstar
Harmony
Septuple Threat - Strings
Public Domain - Strings
-C-Sharp - A pluck of ones strings that shoots a dark-like projectile of solid air, modifier 1, at a target.
One Song, Glory - After each major encounter (quests, bounties level 3 or higher, some jobs) Bard will gain as part of their reward the ability to compose a new Performance Piece, based off their experiences in the encounter, in one of their trained performance types. This piece's general type of effect is determined by the type and its precise effects are determined by the events of the encounter and your actions during those events. (This will be entirely designed by the WM who ran the encounter.) The strength of the effect is determined by the scope of the encounter, your participation in it, and the your skill as a composer (the larger your repertoire, the stronger we are likely to make the effect.). You do not have have to create a Performance Piece this way each encounter. Each time you choose to do so, it comes at the cost of looting last and receiving less gold/loot points. This penalty starts at 30% but is reduced by 3% each time you create a song until it hits the minimum 5%.
PETS
ITEMS
WEAPONS
Magical
Mundane
ARMOR
Magical
Cream Coat – A belted trench coat of creamy white leather, tastefully adorned with deep reds and delicious blues.
> The coat magically warms/cools the wearer as needed. Twice per encounter the wearer can call upon the coat’s powers to magically clean themselves and their possessions.
> Arctic Wonderment Set
A creamy white scarf tastefully adorned with deep reds and delicious blues.
Mundane
Black Leather Vest
NON-WEAPON/ARMOR ITEMS
Magical
Heavy - Ian's beautiful and trusty ironwood bass guitar.
>Fast and Loud - Once per encounter, when Ian performs a self-composed performance piece using Heavy, the number of individuals the piece can target is doubled, but the number of posts the piece can be performed is reduced to 1 and the piece can not be played again for 4 posts.
Noon Ink - Possesses a combination of magical arts that incline this ink towards seasonal seeming magic. The Noon Ink was aligned with Summer, achieved through a melding of light and fire magics with traces of other arts.
Midnight Ink - Possesses a combination of magical arts that incline this ink towards seasonal seeming magic. The Midnight Ink was aligned with Winter, achieved through the melding of dark and water magics with traces of other arts.
Mundane
Backpack - Filled with various sundries.
Currency
0 Gold
Come on and check it out. You know you want to.
Stats & Information
Race - Elf/Dryad
Age - 21
Height & Weight - 6' & 166 lbs
Strength - Average
Affiliations - None
Appearance/Apparel - Saol is relatively tall, thin and has a very handsome face, his pointed ears being a major feature that seem to fit its angular nature perfectly. His eyes are a dark hazel that faintly glows. Being part Dryad, he has a short pair of antlers, similar in size and shape of a muntjac or barking deer's, on the sides of his head. He combs his shoulder length hair of varying shades of beautiful greens, back and between these antlers. He wears cotton shirts and pants of varying shades of brown.
Personality/Background - One day in Greevan, a handsome male Dryad swung through town. There he met an Elf woman and they fell in love. Some time later, Saol was born and soon his father felt the taste of wanderlust again. Luckily he was a good man and left Saol's mother enough gold to never need to worry about living with young child on her own. Saol grew up raised by his loving mother, an Elf that had a knack for helping plants and animals grow and live. She passed down this knowledge to Saol. She also taught Saol about what his father was an expert in, the magics that could alter a person's own body. Saol is generally a nice guy to be around and tries to avoid getting on people's bad sides. He doesn't enjoy killing and doesn't eat meat unless absolutely necessary for survival. He also has a tendency to fall head over heels for any woman with a good personality and decent looks.
Strengths & Weaknesses
Special Abilities & Personal Faults
Forest's Blood - Saol's Dryadic father gave him many gifts through his birth, that although aren't quite as strong due to his Elven mother's blood, still have an effect on him. Although he's not absolutely immune to suffering illness and disease, Saol is resistant to becoming unhealthy. Due to his heritage, Saol is very handsome, giving him a natural charisma effect on most people.
Dualmagery
Fionnachrith - Center & Raise Cultivorian - Draw from the very center of your body a spider formed from the stray bone, cartilage and flesh within your form. This spider bursts out from your skin, ready for action.
Lvl. 1 - The spider is 6 inches long, has a painful bite and can scuttle along any surface, from solid stone to running water.
Lvl. 2 - The spider's legs can stretch and twist, becoming sinewy tendrils that allow it to wrap around a target. The sinews are strong but a good yank causes them to dislodge with a wet snapping sound.
Lvl. 3 - Your spider summons are made of your flesh and blood and cannot be dispelled by enchantments or spells designed to do so. They have to be killed.
Lvl. 4 - The spider's boney mandibles now drip with a hallucinogenic venom, bites cause the victims to experience visually distracting hallucinations of random colours and shape.
Lvl. 5 - The spider you summon can now be two foot across, at the cost of only having one summoned at a time. Limited resources and all that.
Lvl. 6 - Choose an organ. You may now summon a version of the spider which uses that organ as its morbid center, gaining a unique ability based on the choice. The act of summoning it literally rips that organ from inside you, triggering a rapid regrowth of the organ but leaving you vulnerable to a degree dependent on the organ.
Lvl. 7 - Through greater efficiency of magics you may now summon two of the two foot across version of your spiders.
Lvl. 8 - The hallucinogen on the spider's mandibles increases in potency, now triggering auditory hallucinations, and adding a sense of paranoia and vertigo. Victims tend to see and hear things that make them want to run and hide.
Lvl. 9 - You learn to add summoned flesh and plant-life into your spider, allowing you to summon a spider with the same mass as you, formed from flesh, bones and cartilage as well as leaves, branches and moss. You may have only one spider the same size as you active at once.
Lvl. 10 - Choose a body system or process. You may now summon a version of the spider which is formed with that system at its core. You will undoubtedly be rendered unconscious as your body tries to regenerate from the fatal trauma inflicted upon it. The spider will have incredibly impressive powers based on the chosen system (ie. nervous, endocrine, digestive) and will defend you with fierce loyalty and human intelligence.
SPELLS
BODY
Lvl. 1 - Center - Passive. Your body's mass shifts itself to alter your center of gravity, allowing you to keep your balance in most situations.Lvl. 2 - Unhinge - Make yourself double-jointed.
PLANT
Lvl. 1 - Raise Cultivorian - Summon from the earth a mouse-sized, spider-shaped plant creature with tendrils for legs, thorns for mandibles and a nut for a body.Lvl. 2 - Razorleaves - Summon from your hand a trio of razor sharp leaves usable as throwing weapons.
Lvl. 3 - Harden - Thicken and toughen your skin into a leathery armor.
Lvl. 3 - Sapling - Cause a slender and flexible sapling to erupt from the ground before you, as tall as you are. Can be plucked from the ground and used as a staff weapon.
Lvl. 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.
Lvl. 4 - Heartwood Hatchets - Summon to your hands a pair of ironwood hatchets. Grow will allow you to enlarge these to fire-axe or battleaxe size, even after being thrown.
Lvl. 5 - Leap - Augment the musculature of your legs to give yourself the ability to jump superhuman heights and distances.
Lvl. 5 - Raise Plant Aspect - Summon a cat-sized spider with thorn mandibles and twig-legs. It can rapidly spin a sticky sap webbing.
Lvl. 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.
Lvl. 6 - Raise Forestguard - Summon from the earth a humanoid plant creature with hair of leaves and skin of birch bark. Hardened amber clings to it like plate armor and from its arm, elongated and bent, in the semblance of a hand holding a sword.
Lvl. 7 - Titan - Double a target's size for as long as this spell is maintained. Includes apparel and items because it just does.
Lvl. 7 - Raise Heartwood - Summon out of the earth a custom mobile plant creature, no larger than a bear. Must be mod approved.
Lvl. 8 - Bounce - Target's flesh becomes extremely resilient and flexible, making them extremely bouncy and rubbery as well as resistant to blunt force damage.
Lvl. 8 - Raise Thornrippers - Summon out of the earth a half dozen lupine-like plant creatures with musculature of vines, fringes of moss fur, and thorns for claws, fangs and and forming a ridge along its back.
Lvl. 9 - Fission - Cause your body's mass to rapidly double and then split, creating an identical copy of yourself. This copy is clothed and armed with leather and bone copies of your own equipment. You and this copy share a mind and any use of spells or abilities by the copy count towards limits as your own.
Lvl. 9 - Raise Oakenfist - Summon out of the earth a 12' tall treefolk with two massive branch arms and root feet.
Lvl. 10 - Remake - Transform your flesh into a living version of any solid material your hand is touching.
Lvl. 10 - Raise Plant Avatar - Summon from the earth a powerful plant creature in the form of an 8' tall antlered centaur, made of vines, bark, branches, leaves and thorns. It can rearrange its component parts to shapeshift itself into plant versions of mundane wild animals.
Society & Guild Requirements, Limitations, and Benefits
PETS
Omni - A huge gorion the size of a terrier. Its carapace is hard as stone and has a tiger stripe coloration. Its eyes and venomous mandibles resemble emerald, as do its wings which allow it to glide. A friendly little bugger, but when its threatened it temporarily grows to the size of a wolf and sprouts spikes. He likes to eat garnets, emeralds, and bloodstones.
ITEMS
WEAPONS
Magical
Diúgaire - A dark wooden club, slightly spiked on one side, its handle capped with a rounded tiger-eye. The club can turn into a leech of equal size which can either drain blood or toxins from a target, causing harm or healing illness.
>Testing for Milo
Jade Longsword - Can create a duplicate of itself out of stone, with half-strength versions of any enchantments placed upon it. Can only have one at any given time. Modifier 3.
Mundane
Whak - A 3'6" long ironwood shillelagh.
ARMOR
Magical
Mundane
Leather Breastplate
Leather Vambraces
Leather Greaves
NON-WEAPON/ARMOR ITEMS
Magical
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, ****ed up, chaotic place, but somehow you know how to find your place in the scheme of things a little better than most people. Things tend to go well for you, so that random chance events are tipped just that little bit toward your side. You're a little lucky to be alive, and you can feel it.
Spell-bomb Jar - A large cumbersome potion in a fragile glass jar, unlikely to be carried around for long without breaking accidentally. A pinch of crystal dust turns this potion into a spell-bomb. When broken a spell-bomb floods the area with energy of the chosen art, mixed with all sort of other elements, the result is that standard spells and magical effects using that art are destroyed and block for three posts. (Must be used on the first quest or task it is physically taken on.)
Deathly Ichor - A nauseating potion that can be applied to weapons or slipped into food. Bypasses resistances and immunities somehow. (2 uses.)
Grounding Rig - Wire and lead augmented boots and belt. Used to channel any harmful electricity that your body comes into contact with into the ground, protecting you. Requires no battery.
Mundane
Normal Backpack
- Multiple days worth of turnips, potatoes, and beets
- 5 Changes in Clothing & a Comb
- Other simple sundries not worth listing
Currency
196 gold
Come on and check it out. You know you want to.
Stats & Information
Race - Ananke/Atarin
Age - 30
Height & Weight - 5'9" & 160 lbs
Strength - Average
Affiliations - Warrior's Brotherhood
Appearance/Apparel - His hairless, smooth, thick skin is close to the color of tropical waters, a beautiful aqua. Though his cheeks are almost always a flushed ruddy color. He has a thin nose and lips that match it. His eyes are usually ultramarine in coloration and, with their massive pupils and always fluctuating irises, difficult to tell where exactly they're looking. Most times he wears tan cotton pants and a light blue tunic. At his side, he wears his only prized possession, a large container made of nevermelt ice carved into the shape of gourd canteen. It's held in place by a chain made of nevemelt ice, attached to the canteen, that he wears over his shoulder across his body. This is usually filled with a alcoholic beverage unless he's not been to a bar in a short while.
Personality/Background
Strengths & Weaknesses
Special Abilities & Personal Faults
Cure for What Ails You/The Drunken Master's Curse - Due to his encounter with the old man, it seems that Marius will never have to worry about any problems usually associated with being a drunkard, but it comes at a cost. If he goes even one encounter without drinking anything alcoholic, he suffers a debilitating form of withdrawal that saps his strength reducing it by one level and causing him to suffer from a Sicken like effect. These symptoms last until he is able to get some alcohol into his system.
A Toast... - Marius is blessed with a magical affinity with the state of inebriation. At the beginning of each encounter he can magically align the effects any imbibed alcohol will have on him. He may select any one of the following.
Pot-Valiant - Marius is filled with a sense of indestructibility in the face of horror. He is immune to fear and intimidation effects and feels significantly less pain.
Merriment and Joy - Marius bubbles over with light and life, becoming the life of the party. He gains a double charisma effect and may once per encounter initiate a drunken bet which bears the weight of a Suggestion spell.
Morose Rumination - Marius' actions slow right down, he finds himself slow to act but quick to brood. While in this depressed state Marius' mind is keener and more intuitive. This allows him a greater insight into other people's intentions and grants him a free clue on investigative bounties or quests.
Sleep it Off - Marius is blessed with the essence of Winter's hibernation. So long as he can get a few hours of uninterrupted sleep, he will find himself healed of any non-fatal wounds. The downside to this blessing is that Marius finds himself permanently on the verge of tiredness, yawns creeping in even when all around him is chaos.
Strange Waters - Marius's heritage has resulted in him having average strength.
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
SPELLS
UNARTED
Lvl. 1 - Into Thin Air - You disappear and reappear. Once per encounter. You can't do anything else this post.
WATER
Lvl. 1 - Chill - Rapidly freeze a liquid inside your mouth, turning it into an ice shard.
Lvl. 2 - Shards - Draw the water from the air around you and freeze it to form a trio of ice shards that can be thrown like blades.
Lvl. 3 - Transmute - Transform up to two cups of water into another non-magical liquid for two posts. Type chosen upon learning, though not all are possible. Can only be done twice a day. 190-proof neutral grain spirit distilled beverage(190-proof Everclear) chosen.
EARTH
Lvl. 2 - Ferropathy - While maintained, you gain an awareness of metals within 10' of you and their movements.
Society & Guild Requirements, Limitations, and Benefits
Brotherhood
Selfsworn
Warrior's Pilgrimage
Warrior's Arms
Warrior's Technique - Water - Drunken Fist - The art of fighting through mimicry of inebriation, using feigned unbalance and extremely fluid movements to fool, disorient, and surprise your opponents.
Lvl 1. Though practice you greatly enhance your balance, allowing you to more easily maintain it even when you appear to be on the verge of teetering over.
Lvl 2. If you do fall, you can either immediately go into a roll to your feet or land in a precisely aim your where and how you land.
Lvl 3. You learn to use and distort your body in ways that make you virtually double jointed.
Lvl 4. Your balance allows you to launch striking attacks precisely while your back is to your opponent, either by bending backwards and lashing out with an arm or leaning forward and lashing out with a kick.
Lvl 5. While on the ground you can go into a roll and spring out of it into a flying mule kick.
Lvl 6. You gain an intuitive understanding of fluid dynamics, any liquids you spray or throw either tightly spiral or spread out as you wish. Liquids also hit with extra strength.
Lvl 7. While in close combat with an opponent, you can latch onto a limb or joint and then seem to pass out, dropping to the floor like a dead weight and throwing your foe with great strength in a random direction.
Lvl 8. You become so pliant and flexible that blunt attacks against you are reduced in their effective strength by one level.
Lvl 9. Any loose items around you are available at a moment's notice to deflect ranged attacks or effect impromptu ranged attacks of your own. Any items are thrown with such intuitive technique that they act as though crafted for the task.
Lvl 10. Your sloppy seaming attacks lull your opponents into a false sense of security and their unpredictability only further the issue. Your attacks are extremely difficult to block or deflect effectively.
Battle Posts = 27
PETS
ITEMS
WEAPONS
Magical
Mundane
Calabash - A, 1' long, 6" in diameter, container made of nevermelt ice carved into the shape of gourd canteen. An 8' foot long chain of nevermelt ice with both ends attached to it. This allows for it to be like a slungshot with 4' reach. Can hold close to a gallon of a liquid and is currently filled with 11 drinks of vodka.
ARMOR
Magical
Mundane
NON-WEAPON/ARMOR ITEMS
Magical
The Lost Banner - A tattered cloak made from a black ship's flag attached to a pair of tasseled epaulets with The Black Tom, a symbol in the shape of a jakari-eared skull, marked boldly on its fluttering back. This is the long-lost banner of the Admiral of the Black, the now-defunct title of the ruler of the Kurrs and all waves east of Bon Vivant.
1. Charisma Boost
2. Symbol alters to the personal mark of the bearer. The Black Tom has shifted into a wide skull with large eye orbits and two bottles above it pouring a stream of liquids through the skull's open mouth and out its bottom.
3. Scour the world and plunder its riches, and always remember: The Black will have its cut.
Ghostly Bumboo - A flask of the potent booze favored passed around in the celebration after the dead were finally put down, this bumboo has gained mystic powers as a result of that night. When drunk this concoction will wash away all negative effects, from hostile magic to snake toxin, from the drinker. Refills at the end of encounter.
Amulet of Tides - A silver and sapphire pendant hung from a silver chain, made in the shape of a rolling wave. Enhances the wearers control over water. Doubles the amount of water controllable by spells like Flow and causes small bodies of water to part on command.
TWO A Good Night's Sleep - A shaggy looking bear pelt, tingling with dark, water and spirit magics. One ever a person may choose to sleep under the pelt for one night or more, when they awake they will be refreshed and have gained a new power. BOTH USED
Mundane
Normal Backpack
- A blanket
- A few spare changes of clothing
- Jerky and Bread
- What Happens In Tresidas, Collapses In Tresidas - You gain a spell based on your exploits within the mine. The spell is level 1 and unarted.
LOOT
Eldritch Chitin - The carapace of the spider legs of the Chimera. Contains potent creation magic. Can be forged into magical armor. Modifier 4.
A small bottle of deep blue perfume
"Mental Seduction."
The scents of bergamot, tangerine, and superiority
While worn grant every spell, in addition to its normal effect, a Charisma Effect. Effect lasts til end of the encounter. 12 uses worth.
Currency
50 gold
Come on and check it out. You know you want to.
Stats & Information
Race - Saaur
Age - 27
Height & Weight - 4'8"(actual height is 5' but is hunched) & 130 lbs
Strength - Average
Affiliations - Fraternity of Mages
Appearance/Apparel - Cek is a Yesil Saaur with scales the color of dark khaki cloth and yellow spines. He has a thick, slightly hunched over frame, neither fat or highly muscular, most of his width is located in his bones and, as a result, he has a nicely shaped, wide snout and head. Usually wears a sleeveless shirt and wide-legged pants made of simple burlap lined with linen. Contrasting his simple clothing, he sports a khaki backpack with a shining golden plate on the back to be used as a mirror.
Personality/Background
Strengths & Weaknesses
Special Abilities & Personal Faults
Wind Blows & Static Clings - Cek can, once per encounter, call upon the winds in the air to blow faster, coating everything within 6' of himself with a strong static charge. This action takes his full concentration.
DYNAMO - Your attunement to storm magics passively alters your body, awakening your inner power and turning you into an embodiment of thunderous wrath. Through concentration you can. if necessary, cause these changes to demanifest temporarily, though doing so drains your focus and ability to use spells.
Lvl 1. Your skin has a very faint glow. You can shut out pain. (Height)
Lvl 2. Your irises glow yellow. You can sense disturbances in the air in a 6 foot radius around.
Lvl 3. Tiny electrical sparks flicker at random beneath your skin. If your skin is broken, electricity will course from you into the implement.
Lvl 4. Your nerves fire quicker, boosting your muscle and reaction speed.
Lvl 5. You are able to absorb electricity to accelerate your own healing. Electricity must be generated by nature or your spells, not come from within.
Lvl 6. Your hair stands on end. Your inner electricity generates a static field that wakens strikes from metal implements.
Lvl 7. You can now shape and direct electricity.Your static field strengthens your grip and allows your hands and feet to adhere to objects and surfaces strong enough to support you weight.
Lvl 8. Your voice naturally booms and echoes, making you hard to ignore. You can use this ability to draw all attention to yourself. More directly your scream is deafening to your enemies, dulling their sense of hearing when you cry out.
Lvl 9. Your nerves fire even quicker, increasing your mind's speed and allowing you to cast an extra spell each turn.
Lvl 10. You learn to harness your attunement for a custom ability based on your personality and storm.
SPELLS
STORM
Lvl. 1 - 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.
Lvl. 1 - Drift - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.
Lvl. 1 - Whisper - While speaking in a whisper, you can manipulate the air to carry it to the ear of anyone within your sight.
Lvl. 2 - Drain - By touch you can drain the bodily electricity from a person, tiring them and causing a brief spasm of weakness.
Lvl. 3 - Charged Grasp - Rapidly vibrate the air around your hands to generate a field of damaging electricity around them. Electricity will channel into any metal weapons you are holding.
Society & Guild Requirements, Limitations, and Benefits
Archmage
Alchemy Student
Mage's Dissertation
Mage Dagger - Storm
PETS
ITEMS
WEAPONS
Magical
Stormclad Spear - A spear made of black ironwood tipped with painful electricity. The spear returns to the wielder unless it hits its mark.
>Piece of the Stormcaller Set
Mage Dagger - Storm - A silver sai dagger with a crystal hilt. When thrown will channel air around it, propelling it faster and maintaining its path.
Mundane
King's Cane Practice Sword - A sword made of king's cane, resembles a shinai.
ARMOR
Magical
Mundane
NON-WEAPON/ARMOR ITEMS
Magical
Mundane
Cek's Backpack - A large khaki backpack with polished golden plate on the outside.
- Empty water skin
- 10' in rope
- Some pieces of cloth
- Some rutabagas and potatoes
- A Delicious Mango
Currency
79 Gold
Come on and check it out. You know you want to.
Stats & Information
Race - Human(Foreign)
Age - 35
Height & Weight - 6'6" & 210 lbs
Strength - Strong
Affiliations - Warrior's Brotherhood
Appearance/Apparel - Vilhjalmr, even outside of his armor, strikes an imposing figure. He's a massive and muscular man with a heart to match. His face bears many faded scars from his younger years, but they add a charm to his ruggedly handsome face. He has beautiful deep grey eyes and long, shaggy dark grey hair that reaches his shoulders. His skin, covered all over with faint scars, is of a light apricot tone common where he is from. When he's not wearing his armor, Vilhjalmr generally wears sweaters of varying light colors and denim pants of varying shades of tan.
Personality/Background
Strengths & Weaknesses
Special Abilities & Personal Faults
Warrior Sponsorship
- Your expanded profile among the warriors of Bakara has given you a distinction no one but a fellow Warrior would find appealing. Fellow fighters from across the East are more drawn to you than ever, and are more likely to challenge you to tests of strength so they they might match their mettle against a brother strong enough to earn a sponsorship.
- Bakara is often a tumultuous, war-torn place, and sometimes a warrior needs a place of serenity to hone their martial craft. The Warrior's Society is the steward of such places, but they are all in higher demand than can be met. You, however, are a sponsored champion of the Warrior's Society, and have free access to any of these special training areas at your leisure. While sparring within these special places, you earn 1 free BP for every 9 BP earned naturally.
>The Master's Path - Due to your increased standing without the Warrior's Society, you are invited to a special session with a renown master of your Warrior's technique, increasing your knowledge of your chosen martial style and granting you a unique ability based on it. Available upon reaching Lvl 6.
You Should Have Seen The Other Guy - Vilhjalmr gained new insight into the phasing ability of his Soul Blades through use in the field during the events of the Run, allowing the use of the following ability.
>Begone From This World - Three times an encounter Vilhjalmr may release an arc of spirit energy from the blade of his sword, dealing damage equal to the force of a strong punch. Extreme increase in effectiveness against ghosts, elementals and other incorporeal beings.
The Strength Granted to Those that Protect Others - Although he is very large and in great shape, Vilhjalmr likes to believe he is truly strong because he chooses to use his strength to help those that need it. Vilhjalmr is naturally Strong.
His Body as a Shield - If a choice has to be made on who must suffer the most for a plan to work, Vilhjalmr will always be ready to make the sacrifice.
Domrsvelgr - SOUL BLADE - Translation: Doom Devourer - A mighty zweihänder, consisting of a 5 foot long black blade and a hilt made up of a silver cross-guard both ends of which have a wolf head with an open mouth, a 1 foot long grip wrapped in wolf leather, and a round silver pommel containing the fangs of a wolf. It weighs 7 pounds. When not being used, the blade is wrapped in a black cloth bearing the image of a massive silver wolf, covered in plate armor, with its mouth open wide. The blade is as tough as iron.
Lvl 1. Upon wounding a living being, the sword learns the essence of their spirit and can be used to track them like a divining rod. Only works upon the most recently wounded being.
Lvl 2. The Soul Blade can be phased closer to the spirit realm, allowing it to harm spirits as if they were flesh and bone.
Lvl 3. - Biting Guard - As long as Vilhjalmr turns his blade away from the enemy, he may use the hilt of Domrsvelgr for a quick, jab-like strike with precision that would normally be impossible with a zweihänder.
Lvl 4. You are able to slash a part in the veil between this world and the spirit world that will harmlessly swallow up any projectile that enters it.
Lvl 5. Your blade is physically incapable of harming you. If the blade would ever harm you in any way it instead phases slightly into the spirit realm while it overlaps you. This not only protects you from having your weapon turned against you but allows for unorthodox avenues of attack.
Lvl 6. - Crunching Block - Vilhjalmr's ability to strike quickly and precisely with Domrsvelgr has grown to include attacks made with the flat of the blade while the zweihänder is held in any position.
Lvl 7. Drive Soul Blade into the ground to create a spectral ring of blades that rise up out of the ground around you, protecting you. These blades have the appearance and effects of your Soul Blade.
Lvl 8. - The Shield Wolf - Domrsvelgr can be transformed into a somewhat large, silver wolf dressed in a suit of black steel plate armor, much like Vilhjalmr's own, designed for the wolf's form. This armor's weight slows the wolf down such that it can only move as fast as the average person and its helmet prevents it from being able to bite. Once transformed it will last that way for 7 posts then revert, unable to turn back for another 10 posts.
Lvl 9. - Cast Aside - Once per encounter while transformed into its wolf form, Domrsvelgr may phase into the Spirit Realm, escaping its armor and unleashing a barrage of bites and claw attacks on the spirit of one of its opponents. These attacks do no physical damage to that opponent, but render their movements with affected limbs sluggish and imprecise. When this is finished, the wolf reverts to its weapon form for the rest of the transformation. The waiting period between transformations is reduced by the number of posts that were left in the transformation when this attack is used. (So if it is used during the the last post of the transformation, there is no reduction, but if it is used in the first post, the waiting time until the next transformation is only four posts.)
Lvl 10. Upon the slaying of a person or spirit, the sword(s) absorbs a a part of their essence. At the end of the encounter it will produce a soul crystal someone on the weapon(s) based on the soul of one of those it had slain that encounter, granting it an ability based on that
person's inner spirit. The blade(s) can only contain three of these soul crystals at once, and one must be sacrificed to add a new one after that.
SPELLS
SPIRIT
Lvl. 1 - Soothe - Calm the emotions of another, the more intense the emotions, the less effective this spell is.
Lvl. 2 - Touch - Using this while touching an object will give you a mental image of the person with the greatest connection to it. Clarity of this image is dependent on their personal connection to the item. Use once per encounter.
Lvl. 3 - Succor - You can perceive the auras of those in distress, which shine so brightly they light up the area around them like a bonfire from a distance.
Society & Guild Requirements, Limitations, and Benefits
Brotherhood
Selfsworn
Warrior's Pilgrimage
Warrior's Arms
Warrior's Technique - Body - Kammad Nerve Strikes - The art of landing extremely precise blows at pressure point to induce certain effects. Can only be done unarmed and will not work through armor or on garr.
Lvl 1. Learn a striking technique that will increase the pain caused by your strikes.
Lvl 2. Learn the precise location, angle and technique to strike the lower back that will cause the victims emotions to run out of control for a couple posts.
Lvl 3. Learn the precise location, angle and technique to strike the middle of the back to cause temporarily blindness for a post.
Lvl 4. Learn the precise location, angle and technique to strike a blow to the back between the shoulders that will leave the victim stunned, gasping and momentarily unable to breath.
Lvl 5. Learn the precise location, angle, and technique to land a strike to the liver that will cause gastrointestinal distress, resulting in vomiting and...the reverse....
Lvl 6. Learn the precise location, angle and technique to land an abdominal blow that tricks an opponents body into thinking its blood pressure has suddenly skyrocketed. The resulting reactionary drop of blood pressure will cause the target to become woozy and weakened.
Lvl 7. Learn the precise location, angle and technique to land a strike to the back of the ankle that will weaken, and possibly cause loss of control in, the arms for a couple of posts.
Lvl 8. Learn the precise location, angle and technique to land a stomp to the foot that will weaken and possibly cause the leg become paralyzed for a couple posts.
Lvl 9. Learn the precise location, angle and technique to apply a nerve pinch at the neck that will render a person unconscious. Cannot be done if the persons muscles are tensed, meaning they must not be suspecting an attack.
Lvl 10. Learn the precise location, angle and technique to land a blow that can break the floating ribs with a single blow, causing great pain and internal injury.
Battle Posts = 29
PETS
ITEMS
WEAPONS
Magical
Domrsvelgr - SOUL BLADE - Translation: Doom Devourer - A mighty zweihänder, consisting of a 5 foot long black blade and a hilt made up of a silver crossguard both ends of which have a wolf head with an open mouth, a 1 foot long grip wrapped in wolf leather, and a round silver pommel containing the fangs of a wolf. It weighs 7 pounds. When not being used, the blade is wrapped in a black cloth bearing the image of a massive silver wolf, covered in plate armor, with its mouth open wide. The blade is as tough as iron.
The Asi - A long, strikingly thin double-edged sword of golden metal, the edges blazing with all the fires of creation.
> Unbreakable, modifier 5
> Divinely forged in the fires of righteousness, the blade is an instrument that knows its own purpose. The blade will irresistibly refrain from harming the just and true of heart, but its force is redoubled against the agents of wickedness. The blade cannot harm the good, but increases the wielder's strength by three levels against evildoers.
Mundane
ARMOR
Magical
Mundane
Shield Wolf Plate Armor - All pieces of this suit of armor are solid black except for the image of a silver wolf, in armor, with its mouth open enblazoned on the front of the cuirass.
> A steel sallet with bevor.
> A steel hauberk.
> A steel cuirass with steel faulds.
> Matched set of steel spaulders, cowters, rerebraces, and gauntlets(that have leather fingers and thumbs).
> A pair of steel chausses.
> Matched set of steel cuisses, poleyns, schynbalds, and solerrets.
NON-WEAPON/ARMOR ITEMS
Magical
Mundane
Backpack
- Some bread and dried meat
- 3 Full Waterskins
- 4 Changes worth of Clothes
LOOT
Zookeeper’s Saddle - A comfortable-looking saddle made with black leather that magically alters itself to fit any animal it is placed upon. The saddle uses force magics to significantly decrease the amount of weight borne by the animal when the rider sits on it.
Currency
0 -25 gold (In debt to Strom)
Come on and check it out. You know you want to.
Stats & Information
Race - Kindir
Age - 18
Height & Weight - 6' & 170 lbs
Strength - Strong
Affiliations - None
Appearance/Apparel - Tall and well built, Odd has the deep tanned skin that many other Kindir sport. He has pale grey eyes that are almost white and hair that is long and black. The only other defining feature he really has is a large scar crossing his neck over his Adam's apple. Due to the incident that caused the scar, he doesn't have much of a voice and if he speaks it's in an almost silent, forced whisper. His usual outfit is a pair of black pants and a black shirt, worn under a reddish black cloak with a scale pattern.
Personality/Background - Odd is a reserved individual and very much keeps to himself. If he's on a job, getting it done, and done right, is his top concern over everything else besides Dracanis. He seems overly calm on the outside at almost all times, but that's not what's going on on the inside. Inside of Odd's head and heart is a hatred so concentrated it keeps him from losing his focus on his immediate goals, so that he might one day accomplish his ultimate, final goal. He seems to enjoy the company of his dracon, Dracanis.
Hate the fact that you were weak
Hate the fact that you can not change what happened
Hate the fact that you were alone
Hate the others that have not felt tragedy
Hate the others that have felt tragedy but have gotten over it
Hate the others that have felt tragedy but have not dedicated their lives to vengeance
Hate the way the world is
Hate that you can not change it
Strengths & Weaknesses
Special Abilities & Personal Faults
Whistling Doom - Having a very difficult time getting an audible word to pass his lips, Odd has developed a way of communicating through whistle calls to Dracanis.
Guarded by Hatred - Odd is fueled by an almost unyielding hatred that is focused like a destructive force of nature. Only one thing appears to bring him any other emotion, either naturally or magically, and his name is Dracanis. (It is very difficult for someone to alter Odd's emotional state through most means.)
Guided by Hatred - Odd's true goal can only be found and achieved at the end of a long harsh road that only he and his dracon can travel down, preventing him joining any societies, guilds, or even a band of allies. (Odd will not ask another PC for help and I will not make plans OOC for another Player's PC to join him on a job, bounty, hunt, or quest.)
Dracanis - SPIRIT GUIDE - A small red eyed puppy-like dracon with soft black scales all over his body and flat tail, with white fur on his neck, spine, and front limbs. Will grow into a large, destructive wolf-like dracon covered in a shroud of reddish black draconic energy. Starts 4 inches tall to the shoulder and 6 inches long excluding his tail.
Level 1. - Gains a passive boost to all senses. (1 foot 2 inches tall, 1 foot 6 inches long)
Level 2. - When agitated, the dracon may envelop itself in a skin-tight shroud of damaging energy. (1 foot 10 inches tall, 2 feet 6 inches long)
Level 3. - The hunting instincts of the dracon further hone, refining the skills that will one day make it a master predator. The dracon may mark one enemy per encounter as its Prey, instilling an Intimidate effect against that enemy. (2 feet 6 inches tall, 3 feet 10 inches long)
Level 4. - The dracon's retractable claws grow to 4 inches and create a temporary Mark effect on anything from which they draw blood. (3 feet 4 inches tall, 4 feet 10 inches long)
Level 5. - (4 feet 2 inches tall, 6 feet long)
Level 6. - (4 feet 8 inches tall, 7 feet 2 inches long)
Level 7. - (5 feet tall, 8 feet 6 inches long)
Level 8. -
Level 9. -
Level 10. -
SPELLS
SPIRIT
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 - Incite - Cause a target to grow angrier and potentially violent.
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.
Lvl. 4 - Inner Champion - Hatred's Shrouded - Odd's clothing is transformed into reddish black draconhide, giving it a modifier of 3 and in addition causing it to give off a shroud of reddish black draconic energy. Odd has full control over this shroud and can appear to become one with it, making it difficult to know if he's been hit by an attack unless the attacker actually makes contact with their weapon in hand. You cannot cast or maintain other spells or summonings as long as this is in effect or for a post afterwards.
Society & Guild Requirements, Limitations, and Benefits
PETS
Dracanis - SPIRIT GUIDE - A destructive wolf-like dracon covered in a shroud of reddish black draconic energy. He's Odd's best and only friend.
ITEMS
WEAPONS
Magical
Hatred's Bite - A 45 inch long Mortuary Sword with a blade length of 40 inches and a reddish black tinted basket designed to look like a set of fangs coming together. It was forged from steel that was quenched in a mixture of oil and Dracanis's blood. It gives off a reddish black shroud, the size of which depends on the size of the shroud of reddish black draconic energy that Dracanis currently gives off, whenever it draws blood. (Gives off a small shroud that clings to the blade.) It is usually stored in its black scabbard that has a strange scale pattern.
Mundane
ARMOR
Magical
Hatred's Visage - A mask made out of some strange reddish-black wood, looking to all the world as though it were heavily stained in blood, with the visage of a snarling warrior.
- When worn, the mask gives Odd a natural double intimidation effect.
- Once per encounter, Odd may roar into the mask, awakening forces buried deep within it. The mask will begin to glow, and a suit of armor made out of the same material as the mask will form over the entirety of Odd's body, bronze-strength and covered in blood-dripping, poisonous spikes. At the same time this armor gives him a natural Empower effect.
- Once ever, Odd may rip the mask off of his face and snap it in half, sending whatever lives inside screaming into the Underworld. The consequences of this cannot be foreseen.
Mundane
NON-WEAPON/ARMOR ITEMS
Magical
Covetous Heart - A crystal sphere of pale crimson emanating with a constant glow of warmth, its center made of a bright rose core, inviting and sweet as a peach. The sphere may prism a spell to Fire and one to Spirit once per Encounter. Once ever, the owner of this crystal may be compelled to smash the orb, completely and utterly destroying it.
Voice Aug - (machinist microphone) - A voice aug mounted on a small choker. Allows others to hear Odd speak.
Mundane
Extra Large Backpack
- Some dried meat and bread
- A few changes in clothes
- Some parchment, ink, and a quill.
Currency
0 gold
Come on and check it out. You know you want to.
Stats & Information
Race - Mostly Human(25% Fyarl Demon)
Age - 24
Height & Weight - 5'10" 165 lbs
Strength - Average
Affiliations - Warriors' Brotherhood
Appearance/Apparel - Talbot isn't necessarily bad, but he's definitely no good. And if you take the time to look at him long enough, this fact will stand out to you. His skin is a light olive in tone. His face isn't ugly, but it does stand out as not being handsome, it might have to do with his toothiness. He's got clean, short hair, the color of which is hard to tell other than it being very dark and he wears it in an intentionally fairly matted way. The feature that would be considered the most off-putting about him are his hands. They just look too big for his body, and even more noticeable than that, his fingers end in claws instead of fingernails. Usually can be seen wearing a blue flannel shirt and pair of brown denim pants.
Personality/Background
Strengths & Weaknesses
Special Abilities & Personal Faults
Bad-mouthing Son of a ***** - Talbot is constantly talking bad about those around him, except for those he considers true friends and sometimes even they can't escape one of his tongue's truly terrifying tirades. (Used sparingly, which isn't likely, can cause an intimidation effect on those around him. Used too much, which will often be the case, others will be incited to act against him.)
Button Pushing Bastard - Talbot's been talking **** about others for so long, he can figure out just what to say and when to say it to get them going. On the other hand, he also knows when it would be best for himself to get just out of reach of their throttling range.
Fyarl's Grandson - From his father's father, Talbot inherited a few things. His bad attitude and anger, his hair and teeth, and most noticeable at a glance, his large, clawed hands.
OI, **** OFF!(EMERGENCE) - Your demonic heritage, and its inherent aggressiveness and form, show more and more as you learn to enjoy its influence.
Lvl 1. - The combination of the anger in his Fyarl blood and Talbot's almost beautiful talent of aggravating everyone all of the time, sends out a natural aura, that if others are around for too long, causes an Incite Effect directed at Talbot.
Lvl 2. - The feral nature of his heritage has begun to show more physical signs on Talbot's body and the claws on his hands have lengthened and hardened. Unarmed attacks he makes with his hands have a modifier of 2 now.
Lvl 3. -
SPELLS
SPIRIT
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 - Peer - You are able to see and decipher other people's auras, revealing their emotions.
Lvl. 3 - Anchor - Tether a target's life-force to their current location, causing them to feel a psychic pull towards that spot and weakening them the further they move from that location. Only lasts five posts and can only be cast on each target once per encounter.
Society & Guild Requirements, Limitations, and Benefits
Brotherhood
Selfsworn
Warrior's Pilgrimage
Warrior's Arms
Warrior's Technique - Force - Counter Maneuvers - The art of using your opponent's force against them, focusing on blocking and avoiding attacks, finding victory through throws and letting your opponent hurt or tire themselves out.
Lvl 1. You learn to steel yourself against blunt melee attacks, causing the force of landed blows to reverberate back and cause stinging pain to the attacker when they hit you. This pain is magnified if the strength of the blow has been unnaturally augmented by basic or alike.
Lvl 2. Your blocking gets an effective strength increase of one level.
Lvl 3. Each close up attack that is successfully landed on you give you the opening to successfully land a responding light attack on your opponent.
Lvl 4. Learn to turn into attacks so to deflect some of the force and reduce the damage down to you.
Lvl 5. Learn to effectively redirect striking attacks safely towards the ground so long as they have no upwards momentum. This move grows less likely to succeed against a specific enemy the more often you use it against them.
Lvl 6. Learn to do a sudden rolling dodge designed throw the attacker off balance with the momentum of their own attack. This gambit grows less likely to succeed against a specific enemy the more often you use it against them.
Lvl 7. When doing a full body dodge of an attack, you can perform a fleeting strike on them whose damage scales with the attacker's momentum.
Lvl 8. You may counter a charging attack into a backrolling throw using your legs to launch them powerfully into the air behind you.
Lvl 9. Your ability to redirect force extends to ranged attacks, any thrown or launched items large enough to handle may be shifted downwards or aside. You cannot catch fire, lightning or any other projectile with contact rather than impact based damage.
Lvl 10. Once per encounter you can channel all your strength and all the force of your opponent's attack into one throw of incredible strength in the direction of your choice.
Battle Posts = 2
PETS
ITEMS
WEAPONS
Magical
The Hecklers - Two identical teal ironwood tonfas. The more often an attack is successfully blocked using these tonfas, the more the attacker begins to become focused on the tonfas' owner and trying to defeat them before being able to focus on something else.
Mundane
ARMOR
Magical
I'll Miss You Least Of All, The Richard - The Richard might have been the least interesting Richard, but he was still had some tricks to teach. By using a shard of The Richard's Sword of Light, you may craft a piece of armor for yourself. This armor, Mage-friendly and modifier 3, can burst into a golden flame that does not burn the bearer at will once per encounter for four posts.
Mundane
Teal Leather Vambraces
Hardened Leather Cuirass
NON-WEAPON/ARMOR ITEMS
Magical
Void Pack
Normal Backpack
-Hair Comb
-Nail File
-Some dried meat
Mundane
Currency
0 gold
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Heulen Magebreaker
Fast as lightning, hard as stone.
Juris Aiolos
Slow to get started, but once it gets going, get out of the way.
Laghairt the Monitor
None is forged of stronger material than he, no anvil harder than his.
Wayland
Try as you might to escape, you were trapped as soon as you caught his attention.
Laelaps
He'd worry about all the enemies he's made, but he doesn't usually worry when a group of pissants bites at his ankles.
Talbot Mallory
A heart filled with hatred, who shall fall by its call.
Odd Draconshroud
The resolute protector whose swords stand against the oppressive.
Vilhjalmr Liulfr
Bir fırtına gerçek rüzgar önce tüm yay.
Yelgerçek Sandwave
If only the world's waters were whiskey or wine, for then he would drink them and always be fine.
Marius Parrahtide
A lover of all the world's living things, especially the ones that creep and crawl.
Saol Saothraithe
The only real way to listen to a song's story is to feel it through your bones.
Ian Kilms
Digging deep throughout the world, but not as deep as within himself.
Burkhard Badgerclaw
Stuck forever in a living hell, his mind can't handle the strain.
Mendeli'Chel
There is no greater thrill than discovery, especially when your life is on the line.
Heinrich Handel
Come on and check it out. You know you want to.
Stats & Information
Race - Human
Age - 15
Height & Weight - 5'3" & 130 lbs
Strength - Below Average
Affiliations - Stalker
Appearance/Apparel - Laelaps is of average height for his age and of a sinewy build. His hair is his most defining feature, for it covers his whole body much like an animal's fur. His hair is straight and its color varies throughout his body shifting from dark brown over most of him to a deep black on his limbs and is around 3" long over most of his body and head. He has eyes that are so dark as to be practically black in color. Laelaps usually wears an old, beat up short sleeved cotton shirt and a pair of shorts in a similar condition because they breathe well and remind him of Gramps.
Personality/Background - When he was born, Laelaps's parents were horrified at the newborn covered in hair and soon abandoned him in the Sekoran Forests to be eaten by either wild animals or taken by the "ghosts" that haunt it. Luckily for Laelaps, he was found by an old man before either of those things happened and raised him as his own grandchild. For most of his life Gramps, as Laelaps always called him, only referred to Laelaps as Boy. One day as Laelaps followed his caretaker into the forests without the man's knowledge, he noticed Gramps had lost track of a boar he was hunting. Laelaps decided to show himself so that he could help his grandfather and pointed out a twig that was bent slightly out of place. As Gramps began to berate him for following him into the dangerous forest, the man realized that he was right about where the boar had headed. Soon Gramps began to teach Laelaps how to hunt and track, and it became very obvious that the boy was almost unnaturally orientated toward the two skills. When Laelaps turned 10, Gramps decided that he was no longer just a boy and gave him the name Laelaps after a story that his own grandfather had told him. Within the same year, Gramps passed on from old age leaving Laelaps to survive on his own in the forest. Over the next few years, Laelaps practically became animal like in his way of living, having no human contact at a young age can do that to you sometimes. Eventually tired of being alone, Laelaps decided to leave the forest and see what the world of man was like.
Strengths & Weaknesses
Special Abilities & Personal Faults
Natural Predator - Once Laelaps sets his mind to finding a living creature, nothing can distract him from the hunt.
(While tracking, Laelaps is resistant to emotion and mind altering effects.)
He's Just a Kid - Although a capable hunter and muscular for his age, Laelaps is still just a kid and has only Below Average Strength
Savage Animus - Looking into Laelaps's eyes has a mesmerizing effect for wild animals, rendering them docile toward him so long as he maintains eye contact.
He Who Fights Monsters - By killing a monster you learn its tricks and absorb part of its essence, allowing you to adopt a Style based on that monster that is part martial and part mystical. A Style will grant the Sentinel a passive bonus to his or her attacks, to his defensive capabilities, and some special utility skill that may be used a certain amount of times per encounter. Only three Styles may be kept at a time, and only one may be active. Styles only come into effect during combat, and may not be changed once combat has started. Styles learned from particularly powerful monsters may fill more than one slot.
>Slot One
>Slot Two
>Slot Three
Hunter's Prowess - Through your relentless tracking and slaying of beasts and monsters, you have gained a reputation as one of the premier hunters of the age, granting you fame, hushed respect and a larger than life reputation. Huntmaster is leveled by the collective levels of your successful hunts.
Lvl 1. You are skilled in the art of tracking, allowing you to spot clues to a monster or beast's whereabouts left by their movements through the wilderness.
Required Score: 4
Lvl 2. 10% increase in hunt payments.
Required Score: 8
Lvl 3. 10% discount at shops as a sign of respect and thanks.
Required Score: 14
Lvl 4. You are allowed to tackle level 4 hunts alone.
Required Score: 20
Lvl 5. You are invited to join one of the great Hunter's Leagues, fellowships formed by like-minded trackers and trophy-hunters, thereby granting you access to special skills, items, and options for ending Hunts.
Required Score: 28
Lvl 6. 20% increase in hunt payments.
Required Score: 36
Lvl 7. You are gifted with a special weapon in thanks for those you have saved from the predations of the world's monsters. This weapon and its properties reflect your deeds and the monsters you have slain over the course of your career.
Required Score: 46
Lvl 8. You are allowed to tackle level 5 hunts alone.
Required Score: 56
Lvl 9. Your signature weapon gains power from the blood of slain monsters, gaining a new power/trait after each successful Hunt.
Required Score: 68
Lvl 10. Drawing from your prodigious skills and repute as a mighty hunter of beasts, you may take it upon yourself to find and defeat one of the legendary monsters of Bakara that has faded into fearsome myth. Will require the assistance of others.
Required Score: 80
Total PP: 21
SPELLS
BEASTIAL
Lvl. 1 - Heel - Will call to heel animals that are already familiar with you (presuming they don't hold a grudge), despite any distractions.
Lvl. 2 - Call - Turn your voice into a perfect imitation of any given animal's call.
>Laelaps's Inspired Calls
>Kurrian River Tyrant, Legrasse
>Supreme Alpha Warg, Spartan
>Lutharin Hydra, Muratan
>Giant Ironrock Spider, Stink Rock
Lvl. 3 - Lure - Release a pulse of Beastial magic that draws the attention of animals in the area like a beacon.
Lvl. 4 - Savage Claws - Summon a pair of Dragonbone clawed-knuckles over your hands. Blood drawn with these claws becomes irresistible to carnivorous animals in the area, marking the wounded as prey.
Society & Guild Requirements, Limitations, and Benefits
Tithing
Guiding Bondmate - Streep - Laelaps's Guiding Bondmate. He believes he was a hunter who's life was cut short while hunting for a monster that was terrorizing a large village. He was reincarnated as a coatl, a winged venomous serpent from the caves of the Oscaran regions of the Alogean Mountains. He's a brilliant shade of green that runs through to blue, the size of a large garden snake, and has wings with blue and green plumage.
Alchemy Student
Tracking
Sentinel Walkabout
Sentinels Edges
-Practiced Skinning - You learn the proper methods for honoring the hide or pelt of a deceased animal. You can now skin them far better than those with no or basic training, producing unscathed materials. These are tougher, lighter or more flexible depending on the creature.
-Blood in the Water - You are no stranger to the most ancient and effective combat strategy of all time: Bleed your foe, and then run them into the ground. When you attack a foe that is already bleeding, your strength is increased by one level. This effect fades if your strength exceeds Mighty.
-Ensnaring - Sentinels are masters at using their surroundings to their advantage, and you are no exception. You can craft a variety of traps using whatever is to hand given enough time.
-Voice of Experience - You learn to help your Bondmate focus their mind on their past life as a Sentinel, bringing to the surface lost memories of people, events and super secret handshakes. Offers a unique alternative to the thieves network or clerics archives.
>Mid Tier
-Slice to the Bone - Your in-depth knowledge of the way bestial bodies work allows you to sneak attacks through the plating and armoring of your foes, ignoring any natural armor with one attack every four posts. This only effects armor and hide that is actually growing or integrated within an opponent.
-Predatory Harvest - You have learned to never waste a potential resource and have trained yourself to spot valuable parts of monsters that may have been missed by a less insightful hunter. You may harvest rare materials from defeated monsters. Some items may only be harvested from a beast's corpse while others may only be harvested from a living, relatively unharmed beast.
>Top Tier
-He Who Fights Monsters - By killing a monster you learn its tricks and absorb part of its essence, allowing you to adopt a Style based on that monster that is part martial and part mystical. A Style will grant the Sentinel a passive bonus to his or her attacks, to his defensive capabilities, and some special utility skill that may be used a certain amount of times per encounter. Only three Styles may be kept at a time, and only one may be active. Styles only come into effect during combat, and may not be changed once combat has started. Styles learned from particularly powerful monsters may fill more than one slot.
Burden of Independence
Word on the Street
Well Connected
The Red Deck - Wild Suit - Predator - Learn to track and hunt like the animals of the forest.
Lvl 1. Learn to discern the scents and tastes of various wild animals, allowing you to determine which species have recently been in an area.
Nature's Vengeance
Stalker's Pet
Wild Card
PETS
ITEMS
WEAPONS
Magical
Javelin of the Dawn Huntress - A 5’ javelin with a wooden shaft, iron head and leather throwing strap. Made for use by the Dawn Huntress it is, and fit only for such a robust and acute sportsman such as yourself. Don’t be caught hunting without it, lest your prey get away. Throwing the spear will send a summoned spear in the actual spear’s stead, while the actual spear will remain in hand. The summoned spear maintains all properties and qualities of the original spear, and dissipates after impact.
Mundane
Gramps's Machete - A machete made from sharpened Ironwood that Laelaps inherited from Gramps.
ARMOR
Magical
Mundane
Thick Leather Vest
NON-WEAPON/ARMOR ITEMS
Magical
Extended Horizons - A golden pendant of a setting sun. Grants the bearer an 11th level to their LSS. Requirements to reach that level depend on LSS.
Golden Favor - A beautiful etched golden ring, a trinket given to you by very intelligent browler after you stopped the destruction of a tree that was burrow by overzealous invaders during the war. Contains potent but mysterious beastial magics.
- In times of great danger, once per encounter, you may call upon the power of the ring to bring the wild to your aid and defense. The nature of this help will vary from situation to situation.
Void Pack
> Knife - Was stuck in Photon's flank.
> Muratan's Tooth
> Spartan's Skull with Teeth
> 1/2 pound of Dried Meat
> Salted and Dried Deer Meat
> Deer Pelt
> 20 Feet of Rope
> 3 Large Blocks of Salt
Mundane
Currency
7-35 Gold (Debt to Binxy)
0 Chips
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Stats & Information
Race - Human
Age - 60, Appears to be in his 40's
Height & Weight - 6'1" & 200 lbs
Strength - Very Strong
Affiliations - None
Appearance/Apparel - Wayland has long, dark brown, straight hair that is kept pulled back. He aslo has deep brown eyes that give off a sense of great understanding. His hard face, with its short but thick beard and mustache, gives the impression of great wisdom, and speaks with a gruff voice. His skin is tanned a deep shade but not from the sun, instead it has gained this color from the heat and light of the forge. His arms bare many scars from years of working metal and other materials from their natural forms into their predestined shapes. He wears a silver metal band to keep his hair in place, especially while working. Usually wears a white cotton shirt to keep cool and thick black, denim pants for safety and comfort. He wears brown leather gloves at most times, the same ones he uses while smithing. Finally, a black leather smithing apron, with a grey denim lining, is the one piece of clothing he will never be seen without.
Personality/Background - Wayland has one true love, smithing. He's been using a hammer and anvil for all his life and he'll die forging. He's not a loner, but he does give off the feeling of deep solitude. He travels and searches for, not treasure, but new, better, or strange materials to forge into weapons, armor, jewelry, art, or whatever he feels inspired to smith it into. He can be gruff, but, all in all, he's a good person.
Strengths & Weaknesses
Special Abilities & Personal Faults
Strength from the Forge - Decades of swinging a hammer tends to make one Stonger than the Average man. Wayland is now Very Strong.
Smithing - Wayland is a blacksmith, deep down in every fiber of his being. He feels most alive when standing over an anvil holding a hammer.
Carving - Wayland is very proficient in carving. He uses the skill often when making handles.
Tailoring - Wayland picked up this skill while learning to forge swords and knives. He uses it to fashion scabbards and sheaves of different varied materials.
Pride of the Blacksmith - Will not use weapons, shields, or metal armor he did not create himself.
Relic of Legend - You possess a one of a kind item of mysterious origins that, as you become more well known for your exploits, becomes your symbol. As you and the relic's fame grow, people's reaction to the relic change and previously unknown properties of the relic surface.
> You receive 1 Legend point for each quest you undertake and an additional 1 point if that quest want over a total of 450 posts. The quest runner has the option of awarding a third point depending on the role you play in the quest.
The Adamantine Heart
A dark, black anvil. Made of a strange, amazingly hard, and incredibly heavy material. It was a gift to Wayland from an older blacksmith, a Dwarf, when he was recognized for his skills. He uses it when he smiths as, in his own words, "No other anvil can even be compared."
Lvl 1. Wayland gains access to The Kor Crucible, an strange forge that exists parallel to space and time. While inside the Crucible, any forging that would take a matter of days instead takes a matter of hours.
Required Score: 1
Lvl 2. The Adamantine Heart has become further infused with the power of the Kor Crucible and in turn imparts a fragment of that power on anything forged upon it. All items forged with the Adamantine Heart are one additional modifier strength higher than they would normally be.
Required Score: 3
Lvl 3. The implacable essence of the Adamantine Heart has further stabilized the world around it, pulling more of the Kor Crucible into existence. The Crucible's slack basin is now fed from an unending source of Silvered Essence, a lightly gleaming oil lost to modern knowledge. Any item forged upon the Adamantine Heart will, after being dunked into the Essence, gain a new power or trait based on the item's material, form and function.
Required Score: 5
Lvl 4. As much as Wayland forges within the Kor Crucible, so does the Kor Crucible forge the smith. Wayland's strength is improved by one level and his stamina is almost inexhaustible.
Required Score: 7
Lvl 5. The implacable essence of the Adamantine Heart has further stabilized the world around it, pulling more of the Kor Crucible into existence. The reality around the Crucible ripples, pulling an ornate smelting furnace into existence. By using blood as a flux, once ever per person a bar of special metal may be smelted within the furnace, its traits and abilities based on the inner spirit of the person who's essence went into its creation.
Required Score: 9
Lvl 6. The Adamantine Heart has become further infused with the power of the Kor Crucible and in turn imparts a fragment of that power on anything forged upon it. All items forged with the Adamantine Heart are one additional modifier strength higher than they would normally be. In addition, frequent use of the Kor Crucible improves Wayland's skills in ways that are strange and wondrous, allowing works of skill and finesse almost unheard of. Ingots worked upon the Adamantine Heart may be forged into pliable, workable thread, allowing bars of pure metal to be turned into fully workable cloth.
Required Score: 11
Lvl 7. The implacable essence of the Adamantine Heart has further stabilized the world around it, pulling more of the Kor Crucible into existence. As the outline of the Crucible begins to fill in,an ornate chest appears in the corner of the room. Within lie the plans for an incredibly complex forging process, its steps varied and highly mutable. What it will create is a mystery, but one thing is sure: it shall never be used by the hands of its creator.
Required Score: 13
Lvl 8. The Kor Crucible churns with the power of pure Creation, a fire that knows no end. Once a month, the essence of everything ever forged upon the Adamantine heart will coalesce within the Kor Crucible, creating a single ingot of any material ever forged within it. Some materials may not be replicable.
Required Score: 15
Lvl 9. The implacable essence of the Adamantine Heart has further stabilized the world around it, pulling more of the Kor Crucible into existence. Something deep below the forge is pulled into existence, causing the Adamantine Heart to glow with a faint, pulsing aura. Once every month an item may be placed upon the anvil and engraved, turning it into the sixth capstone piece of a set its owner already owns five pieces of.
Required Score: 17
Lvl 10. With a thumming pulse, the Kor Crucible finally pulls itself completely into existence. With the exception of the door. It is up to the smith who has slaved over and poured everything into the Adamantine Heart to lay this final work upon the forge, creating a portal that will lead to Wayland's destiny.
Required Score: 19
LEGEND POINTS: 8
SPELLS
Society & Guild Requirements, Limitations, and Benefits
PETS
ITEMS
WEAPONS
Magical
Mundane
Wrath - The only weapon Wayland has forged for himself. A steel, one-handed sword with a cross guard.
Scabbard Shield - A steel steel shield with a scabbard for Wrath built in that Wayland forged.
ARMOR
Magical
Mutant Gila-Scale Apron - A black-smith's apron of blood red scale, tough as steel and slightly luminous, glowing faintly in the dark, and lined with dark grey hazard cloth which is enchanted with a modified version of the filter and cleanse spells, causing the air and water within a few inches of them to be clean and fresh. The gila-scale occasionally seems to glimmer a little more translucently. Once per encounter, if struck by a hostile projectile, the scale can phase the offending item into the spirit world, where it will be consumed by a voracious beetle. After six such consumptions, Wayland will be able to summon forth the creature through the gila-scale. It is hostile to any and everyone it sees, including Wayland. Its carapace is magical and can be forged like metal.
Hazard Cloak - A cloak of a dark grey coloring. The cloth the cloak is made from is enchanted with a modified version of the filter and cleanse spells, causing the air and water within a few inches of them to be clean and fresh.
Mundane
Leather Gloves
Damaged Black Leather Apron - Lined with damaged grey denim.
NON-WEAPON/ARMOR ITEMS
Magical
Relic of Legend - The Adamantine Heart
A dark, black anvil. Made of a strange, amazingly hard, and incredibly heavy material. It was a gift to Wayland from an older blacksmith, a Dwarf, when he was recognized for his skills. He uses it when he smiths as, in his own words, "No other anvil can even be compared."
>Strange Glowing Green Ore - Used to transport Wayland to the Kor Crucible. Can not be used under duress.
>Odds Maker - A silvery coin bearing a pair of scales on one side and a depiction of a mine on the other. Whoever carries one of these coins is blessed with exceptional luck when it comes to acquiring loot. On any quest exceeding 450 posts, they gain an additional 5 loot points for each Legend Point the quest is worth.
>Multiple Hammers and other Smithing Tools - Different shapes and uses, none of which would make a good weapon, not that Wayland would.
>Tongs
>Bellows
>Flint - For starting fires.
>3 Fist-Shaped Chunks of Iron Ore
>3 Changes of Clothing
Mundane
Crafting Supplies
Cotton - 5 yards
Leather - .5 yards
Linen - 2 yards
Silk - 2 yards
Sewing Kit - Assorted needles and thread
LOOT
Tideheart Ore - A raw chunk deep blue ore that seemed to slowly churn on the inside, as dark and mysterious as the blackest ocean depths. Contains powerful magics of relentless strength and stamina.
Life Chisel - Grants the owner a rare Dual-Art MiniLSS: Sillicite Sculptor
SILLICITE SCULPTOR
Lvl 1. Call forth from the ground a stone statue of a mole rat, 6" long with razor sharp teeth, imbued with Beastial summoning magics that give it life that is maintained like a summoning.
Lvl 2. Call forth from the ground a stone statue of a mole, 8" long and capable of burrowing through the earth rapidly, imbued with Beastial summoning magics that give it life that is maintained like a summoning.
Lvl 3. Call forth from the ground four stone statues of squirrels, each 7" tall, imbued with Beastial summoning magics that give them life that is maintained like a summoning.
Lvl 4. Call forth from the ground a stone statue of a giant hedgehog, 30" long and able to role into a spike stone ball, imbued with Beastial summoning magics that give it life that is maintained like a summoning.
Lvl 5. Call forth from the ground a stone statue of a giant porcupine, 40" long and capable of shooting out stone shard spines once every three posts, imbued with Beastial summoning magics that give it life that is maintained like a summoning.
Currency
70 gold
Come on and check it out. You know you want to.