Stats & Descriptions
Name - Iago (Eventual last name)
Race - Oscaran
Age - 26
Affiliations - None. Definetely not the Oscarans.
Appearance & Apparel - Looks Oscaran
Background - Iago was ejected from Oscaran society along with his brother when his brother fell in love with a human woman. Iago tried bringing his brother and sister-in-laws severed heads home, but it didn't work. He is stuck in the lowlands for the rest of his miserable life.
Skills/Weaknesses
None mentionable
Strength: Very Strong
Spells
None
Weapons - Mundane
Scaros
Weapons - Magical
TIDAL LASH - A whip or scourge of white galoth leather with a hilt and tip(s) of nevermelt ice. Able to channel and absorb water magics. Length varies.
Lvl 1. The lash can't be burnt or harmed by flame.
Lvl 2. The lash's leather can be transformed into water and absorbed into the hilt for easy storage.
Lvl 3. When transformed into water, the lash can flow around objects in its path and reconnect on the other side.
Lvl 4. The lash's hilt can generate an 15" blade of ice for close combat.
Lvl 5. The lash can spontaneously sprout razor sharp ices shards all along it.
Lvl 6. The lash can flow into itself and turn to ice, trapping anything its wrapped around.
Lvl 7. Once ever you can pour a potion into the water lash, granting it a permanent ability based on that potion's nature.
Lvl 8. The crack of the lash will either release a dagger-like shard of ice (whip) or a shower of dart-like ice shards (scourge).
Lvl 9. The lash will generate ice over a small area wherever its tip or tips make contact.
Lvl 10. The lash can absorb a little of a defeated foes blood and incorporate it into the fluid of the lash. The weapon gains an ability based on that person's race and heritage. You may only keep three abilities in the lash before one needs to be flushed out to make room.
Epic World! Because seriously! It's the awesome!
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Name - Cuthbert Regulus Darbison Clermont AKA "Darby"
Race - Human
Age - 19
Affiliations - Bakaran Irregulars
Appearance & Apparel - Darby wears Leather Bracers and Greaves that are finely detailed, and clearly expensive, but not well taken care of.
Personality & Background - Darby was born with a Silver Spoon in a Sylvan family, but couldn't spend his life being idle with wealth and fortune after he visited Elexia and saw how people really live.
Skills/Weaknesses HERO'S LEGACY - Your reputation as an adventurer precedes you, and was 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.
Points: 5
Lvl 1. You have a natural Charisma or Intimidation Effect, your choice upon achieving.
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.
Lvl 3. Everything is on the house at any bar or inn. You will occasionally receive small gifts from adoring/thankful/impressed citizenry.
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
Weapons The Drakeling -
An elegant duelist's sabre, weighted for piercing thrusts yet with a single razor edge for vicious slashes. Its basket pommel is formed in the shape of a winged reptile, its tail sharpened to a cruel point. Modifier 4. 1. May be pulled apart into two identical blades.
2. The Drakeling can sheath itself or parts of itself in a thin film of black tar. The tar can either be slick, rendering the weapon almost frictionless, or sticky, binding materials together with up to mythic strength. The tar can be willed to dissolve at will, and different parts of the weapon can be different things at the same time. (Gear-Imp Tar imbue)
3. Twice per encounter, while pulling The Drakeling apart, the bearer may release an explosion of magical energy whose strength and effects are based on the enchantments The Drakeling bears. Current effect: Umbral Roar - The explosion unleashes a deluge of tar in the direction(s) of Darby's choice that hits with the force of a strong punch. The tar is as explosive or slick as Darby desires [up to the limitations of the imbue], and different directions can be diffent levels of stickyness. The tar created this way lasts until end of encounter or until Darby wills it to disperse.
Non-Weapon Items The Riotous Laugh(Worn) - A gauntlet made of unbreakable brass, covered in strange gears and cogs. Possesses a strange affinity for constructions and artifices. Machinist creations can temporarily or permanently fuse with the gauntlet, altering themselves in such a way as to fit their twin functions.
Taker-Of-Names(Worn) – A simple, black steel gauntlet lacking any sort of embellishments.
>Takin’ Names – Whenever Darby defeats a foe in battle (or graciously accepts their unconditional surrender) their name appears on the gauntlet in glowing, red letters. The tougher the foe, the brighter the letters. Any current names fade after the end of an encounter.
>Out of Gum – The gauntlet seemingly becomes more… intense with each name added to it, granting Darby an increasingly powerful intimidation effect based on the quantity and quality of the names it bares.
>No. – Once every 5 posts Darby may choose to have an attack, effect, insult, etc. that would otherwise be doing him a bad turn effect someone whose name is on this gauntlet instead of himself. They don’t even have to still be alive. Deal with it; it’s not Darby’s problem.
For example, a strike might phase through Darby while his last foe’s corpse is mysteriously cut in two. And no, names added to the gauntlet by other means don’t count.
Goo - Goo from the flesh monster. Can be imbued. Cult Icon of Archipiada - Delicately sculpted out of finest alabaster, with impossibly precise details and a remarkably lifelike quality. Glows softly in the dark. Can fuse with one person ever, endowing them with a Light-based LSS. Cannot be leveled by spells already purchased; for example, if player has a Light 1 and 2 spell, they must buy additional 1 and 2 spells to make it level.
Celestial Being Harness the inherent clarity of light to transform into a luminous being of celestial energy.
Level One - You begin to glow softly, illuminating the darkness around you with the strength of a strong candle.
Level Two - The light clears the mists from your eyes, allowing you to see clearly in the dark.
Level Three - Your skin turns papery white, shocking and beautiful at once. Your touch gives a soothing, relaxing sensation.
Level Four - Your hair begins to turn silvery white, just a few hairs and highlights at first, but more and more as time goes on, and your eyes turn a luminous light blue. Tracing your fingers in the air, you can create trails of solid light, up to a few feet in length, which hang in the air and glow brilliantly. These trails have a burning sensation on skin, though they cause real damage only with extended contact. Only three may be maintained at any given time.
Level Five - The light surges through your flesh, bursting out in an almost blinding ray wherever your skin is pierced. This light soon burns your wound shut, cauterizing it, a process not without pain. All your scars quickly fade and disappear.
Level Six - The glow around you grows brighter and slightly bluish. If you touch someone for more than a few moments, some of the aura will transfer to them, calming them and making you seem more sympathetic, the equivalent of two Charisma effects.
Level Seven - The light begins to alter your material nature, reducing your weight. You gain the ability to levitate a few inches above the ground, moving at normal speed but without the need for physical exertion.
Level Eight - Your consciousness merges with the light, granting you profound inner calm. Since your essence now resides within the light, you are able to make that light leave the body and move your perceptions anywhere within 200 feet of your body, which stands in its last position but remains utterly helpless until you return.
Level Nine - At any time you may leave a mark, a glowing rune, upon any surface. Once every seven posts you may flit between these marks at the speed of light. Max three marks at any given time.
Level Ten - You learn to harness your celestial energy for a custom ability based on your personality and the light.
The Universal Coin - A bag of coins, endlessly refilling. These coins cannot be used to purchase anything normally, but can be thrown, and the item serves as an invitation to a future quest.
Spells Force Lvl 1. Foothold - The next step you take meets equal upward force, allowing that step to land on a surface level with the last step you took, granting you an extra step or two over open air or liquid. Lvl 2. Tip - Generate short force constructs on your fingertips, be they claws, thick cushions, or any other short tool-like shape. Lvl 3. Splint - Magical force reinforces your limbs, neck, and head, preventing them from moving in ways or suddenly moving at speeds that would be damaging, guarding against limb-breaks, joint dislocations or concussions. Can also be used to help hold already broken or injured body parts in place to allow movement.
Epic World! Because seriously! It's the awesome!
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Epic World! Because seriously! It's the awesome!
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Epic World! Because seriously! It's the awesome!
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Epic World! Because seriously! It's the awesome!
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
The Murderer
Name: Quentin, AKA Q.
Spells: Shade, Night's Hold, Abyssal Grasp
Personality: He could make a lot more money by being a private assassin for hire, but Q enjoys the legitimacy lent to him by mercenary work, and the challenge of strangling to death people who can fight back.
The Medic
Name: Bones
Spells: Filter, Shards, Staunch
Personality: Dammit Jim, I'm a Doctor, not a Machinist!
The Veteran
Name: Samson
Spells: Char, Fireball, Smokescreen
Personality: War never changes. The best way to learn that is to fight in ALL of them.
The Interrogator
Name: Elizabeth
Spells: Translate, Sleight, Psy-Arm.
Personality: She has something to prove, a tiny cruel streak, and a detectives instinct.
The Slacker
Name: Jeffrey
Spells: Sandblast, Ferropathy, Stoneblade
Personality: Jeffrey is a Reformed Thief. Well, depends on your definition of Reformed.
The Mime
Name: Unknown
Spells: Glare, Tag, Window
Personality: Probably the spawn of satan. Can speak, but chooses to communicate via art pieces instead. Like an *******.
The Foul One
Name: TBD
Spells Summon Insect (Roaches), Serpent's Tooth, Spider's Silk
Personality: Oh, what a creepy guy. Can often be found eating summoned Roaches, despite their lack of nutritional value. Covered in scars and strange tattoos that may or may not mean anything. When he speaks, you usually regret it.
The Strongman
Name: Dominic Turreto
Spells: Empower, Enlighten, Smash
Personality: Family is everything. That's why driving fast cars is so important.
Epic World! Because seriously! It's the awesome!
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Stats & Descriptions Name - Jon Cardenas Race - Human (Mostly) Age - 25 Affiliations - None Appearance & Apparel -
Personality & Background - Jon's name is Jon because his parents didn't care enough about him to write an entire name on his birth certificate. Jon Cardenas is utterly resigned. Whatever he wants to do, Fate seems to have other ideas. So recently he has given up on wanting or doing anything in particular, instead just going along with whatever seems to be happening at the time.
Skills/Weaknesses LIVING WEAPON - You reject the need for steel and iron. You rely on your hands and feet to deal out punishment. A handy school of training for boxers, brawlers, street fighters and martial artists.
BP = 0
Lvl 1. Your strikes when attacking unarmed have an effective modifier of 2.
Required Battle Posts: 25
Lvl 2. You gain an effective strength increase of 1 when attacking unarmed.
Required Battle Posts: 55
Lvl 3. You can launch strikes with your legs and feet as dexterously and precisely as with your arms and fists and walk on your hands as easily and your feet.
Required Battle Posts: 90
Lvl 4. Your strikes when attacking unarmed have an effective modifier of 3.
Required Battle Posts: 130
Lvl 5. Fighting unarmed and unencumbered you a greater chance of successfully dodging the attacks of those relying on weaponry.
Required Battle Posts: 175
Lvl 6. You're able to use a disarming attack with your hands on an armed foe with 75% accuracy. This effect does not work if the weapon has an effect that prevents loss of grip or they also know a disarm technique.
Required Battle Posts: 225
Lvl 7. A combination of calluses and/or precision you become as capable of blocking and deflecting weapons with your hands unharmed as you would be with a weapon.
Required Battle Posts: 280
Lvl 8. Thrice per encounter through sheer skill and fluidity of movement, you can catch a projectile in your hands and launch it with equal speed in the direction of your choice. Massive, magical attacks may trump this ability.
Required Battle Posts: 340
Lvl 9. Your strikes when attacking unarmed have an effective modifier of 5.
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
Fates Twists - When Jon Cardenas learns a spell, after buying it, it becomes a different spell of a different art of the same level. He uses This Website to roll the dice to determine which art and which spell in that art (D12, D4)
If Jon Cardenas puts five different potions in the same jar and chugs it, it permanently alters his body or abilities or both in a way that is based on the potions used (Or not, whatever).
Epic World! Because seriously! It's the awesome!
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
I will rubber Stamp Gram, though I would like to point out that any restriction on spells, for a Warrior, that doesn't exclude Strengthen and Empower, is not much of a drawback. But you don't need it to be much of a drawback.
Epic World! Because seriously! It's the awesome!
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Epic World! Because seriously! It's the awesome!
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Stats & Descriptions Name - Mike Sorintino AKA "The Situation" Race - Human Age - 24 Affiliations - Appearance & Apparel - Mike is a terrifying freak whose muscles have been replaced by force constructs. So, not hard to spot in a crowd. Personality & Background - Mike was a deluded young man who relied on artificial enhancement to achieve anything. Probably due to low self esteem. Now, after his magical transformation, he is going to learn life lessons all over the place.
Strength level: Strong
Skills/Weaknesses
Dualmagery: By interweaving two level one spells of different arts, you are able to create a new more powerful dual art spell which will grow in power as you expand your knowledge of both arts. Might Personified - Empower + Strengthen - Your body's skin and musculature is replaced by a translucent force construct replica. Passive. Color up to player. Lvl 1. Your strength level is one above its normal level. Your skin is tough as leather.
Epic World! Because seriously! It's the awesome!
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
With Warrior Techs, you are trained in level 1 right away.
Please consider adding a space in your profile to record how many Battle Posts your character currently has. I recommend right above Deadly Grace.
You might consider using Spoiler tags instead of coloration for the Leveled Abilities you don't have yet. I do that with Colt and Golan and I like the way it looks. But of course it's optional.
Epic World! Because seriously! It's the awesome!
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Epic World! Because seriously! It's the awesome!
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Stats & Descriptions Name - Dirk (Clouseau) Dupin Race - Human Age - 53 Affiliations - Formerly Peacekeeper Appearance & Apparel - Dirk Dupin wears a Cloak and a Hat and smokes a pipe. Personality & Background - Dirk was formerly a Peacekeeper, and was quite successful at catching Bounties. He was eventually promoted to a key investigator in the department of the interior, investigating the Peacekeepers for corruption. This didn't earn him a lot of love from his peers, and wound up making him bitter. He did his best to promote the well being of the Peacekeeper Organization and therefore of the cities it serves, but he was despised by all, and criminals just continued to criminate, even within the Peacekeepers. Eventually, his faith caved and he just couldn't do it anymore. He left the Peacekeepers and went to pursue more extreme methods of stopping criminals, and acquiring fame. The chronicles of Dirk -
TASKMAGERY - A vast and varied school of study, by learning as many spells across multiple arts as possible, you gain a deeper understanding and mastery of the true nature of magic.
> Each spell you learn increases your Taskmage Score by a number equal to that spell's level. Learning spell with the same art AND level as a spell you already know does not increase your score. Current score: 38
Lvl 1. So long as you know any level 1 spell, you can extrapolate your magical knowedge from that and skip other level 1 spells.
Lvl 2. The base cost of spells is reduced by 5 gold.
Lvl 3. You may combine your level 1 spells with other level 1 spells, creating non-levelable dualmagery spells. Component spells are still known and castable.
Lvl 4. For each art you know, you may prism a spell you know to that art once per encounter. Cannot be done more than X+1 times per encounter, where X is your Taskmagery level.
Required Score: 40
Lvl 5. The base cost of spell is reduced by an additional 5 gold.
Required Score: 60
Lvl 6. You may now combine your level 1 spells with any other spells you know, but can only be done three times per encounter.
Required Score: 84
Lvl 7. You can cast an additional spell each turn if none of the spells cast that turn share the same art.
Required Score: 112
Lvl 8. Once a month you may delve into the magics of a magical item you own, unmaking it but creating a spell based on it. Art and level of this spell vary according to the item.
Required Score: 144
Lvl 9. You may permanently combine three spells you know of any combination of levels and arts into a single powerful spell.
Required Score: 180
Lvl 10. Deep in the Greevan Forest lies a forbidden cave known as The Path of Jhaeros. Only those who have truly mastered the core fundamentals behind a vast array of varying magics may enter, devoid of items, where their resourcefulness and judgment will be tested in a centuries old trial.
Required Score: 230
Weapons
> A sword, mainly for appearances.
> Cultist Dagger A golden dagger with a black leather bound hilt. Modifier 3. Fire created by your spells can be Halos Fire. This is a green flame that does not burn but inflicts pain and has more physical force to it.
> Arena's Bane - A dagger of crimson magesteel and crimson scale. Dropped by the warrior when bitten and left behind in his rage. Acts as a pseudo-randomized Legacy Journal. Grants knowledge of the spells Daylight, Mistral Fans, and Aphase.
Non-Weapon Items
> An excellently crafted pipe for smoking
> Esmina's Mantle – A cloak made of vibrant red satiny material with a golden cord. Disruption – The wearer can augment a projectile spell they know with destruction magic, causing it break down magical constructs far more effectively than normal and be far far more effective against summoned creatures and materials.. Elemental Chaos – Twice a month Dirk can use raw destruction magic to break down an item into its raw elemental components and energies, then smash them back together into a random new thing. Does not work on LSS items, Set items or certain mystic item whose unmaking would be disastrous. Must own item or have permission of item's owner.
> A small bottle of deep brown perfume
"Eau du Bête"
"Bring Out Your Inner Animal."
Scent of squirrel, turtle, wombat
All spells, in addition to their usual effects, create a small arted summon.
Effect lasts til end of the encounter. 12 uses worth
Spells - Lvl 1 Lantern - Create a floating ball of light before you that follows you and lights your way with the intensity of a candle Stash - Quickly bring your hands together twice, fingers interlaced, then bring them apart, weaving a small bag of solid shadows to contain whatever you might need. Scour - Generate a thin film of very rapidly moving water over your hand. That film will scour and scrub anything your hand touches. Etch - Your index fingertips can carve through stone as if it were lose clay. Whisper - While speaking in a whisper, you can manipulate the air to carry it to the ear of anyone within your sight. Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking. 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. Lvl 2 Fireball - Summon into your hand a semi-solid ball of flame that does not burn you and can be thrown. On impact it hits with the consistency of water. Ferropathy - While maintained, you gain an awareness of metals within 10' of you and their movements. Listen - Increase the sensitivity of the air around you, magnifying any sounds you hear. Feel - Boost your body's physical sensitivity, enhancing your sense of touch. Tip - Generate short force constructs on your fingertips, be they claws, thick cushions, or any other short tool-like shape. Lvl 3 Read - Boost your ability to pick up on micro-expressions and minute body language to gauge a persons truthfulness and emotional state. Lvl 4 Daylights - Release an intense beam of sunlight from your hands. Will cause a painful sunburn on exposed skin. Sun-sensitive races will be effected more severely. Range is approximately 6'. Mistral Fans - Summon to your hands two bladed fans of silver and blue silk. When swung hard enough, can release a gust effect with a sharp edge that can cut as well as a wooden blade. 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 5
N/A Lvl 6 B. Aphase - Temporarily disrupt a target's ability to use or understand spoken language. Lasts three posts. Can only be used on a target once per encounter.
Currency: 0 Gold
List of Spells future Dirk will buy.
Lens, Summon Light Aspect
Silhouette, Bump in the Night, New-Moon Hooks, Summon Dark Aspect
Torch, Boil, Summon Fire Aspect
Scent, Diffusion,
Obstruct, Nomads Kusarigama, Summon Earth Aspect
Summon Storm Aspect
Leap, Osmose
Raise Cultivorian, Trellis, Level 3, Warp, Summon Plant Aspect
Nocturnalize, Amphibiate, Toxify, Chitter,
Contain, Summon Force Aspect
Epic World! Because seriously! It's the awesome!
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Epic World! Because seriously! It's the awesome!
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Epic World! Because seriously! It's the awesome!
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
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Name - Iago (Eventual last name)
Race - Oscaran
Age - 26
Affiliations - None. Definetely not the Oscarans.
Appearance & Apparel - Looks Oscaran
Background - Iago was ejected from Oscaran society along with his brother when his brother fell in love with a human woman. Iago tried bringing his brother and sister-in-laws severed heads home, but it didn't work. He is stuck in the lowlands for the rest of his miserable life.
Skills/Weaknesses
None mentionable
Strength: Very Strong
Spells
None
Weapons - Mundane
Scaros
Weapons - Magical
TIDAL LASH - A whip or scourge of white galoth leather with a hilt and tip(s) of nevermelt ice. Able to channel and absorb water magics. Length varies.
Lvl 2. The lash's leather can be transformed into water and absorbed into the hilt for easy storage.
Lvl 3. When transformed into water, the lash can flow around objects in its path and reconnect on the other side.
Lvl 4. The lash's hilt can generate an 15" blade of ice for close combat.
Lvl 5. The lash can spontaneously sprout razor sharp ices shards all along it.
Lvl 6. The lash can flow into itself and turn to ice, trapping anything its wrapped around.
Lvl 7. Once ever you can pour a potion into the water lash, granting it a permanent ability based on that potion's nature.
Lvl 8. The crack of the lash will either release a dagger-like shard of ice (whip) or a shower of dart-like ice shards (scourge).
Lvl 9. The lash will generate ice over a small area wherever its tip or tips make contact.
Lvl 10. The lash can absorb a little of a defeated foes blood and incorporate it into the fluid of the lash. The weapon gains an ability based on that person's race and heritage. You may only keep three abilities in the lash before one needs to be flushed out to make room.
Non-Weapon Items
None of note
Pets
None
Currency
275 Gold
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Race - Human
Age - 19
Affiliations - Bakaran Irregulars
Appearance & Apparel - Darby wears Leather Bracers and Greaves that are finely detailed, and clearly expensive, but not well taken care of.
Personality & Background - Darby was born with a Silver Spoon in a Sylvan family, but couldn't spend his life being idle with wealth and fortune after he visited Elexia and saw how people really live.
Skills/Weaknesses
HERO'S LEGACY - Your reputation as an adventurer precedes you, and was 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.
Points: 5
Lvl 1. You have a natural Charisma or Intimidation Effect, your choice upon achieving.
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.
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: 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
Weapons
The Drakeling -
An elegant duelist's sabre, weighted for piercing thrusts yet with a single razor edge for vicious slashes. Its basket pommel is formed in the shape of a winged reptile, its tail sharpened to a cruel point. Modifier 4.
1. May be pulled apart into two identical blades.
2. The Drakeling can sheath itself or parts of itself in a thin film of black tar. The tar can either be slick, rendering the weapon almost frictionless, or sticky, binding materials together with up to mythic strength. The tar can be willed to dissolve at will, and different parts of the weapon can be different things at the same time. (Gear-Imp Tar imbue)
3. Twice per encounter, while pulling The Drakeling apart, the bearer may release an explosion of magical energy whose strength and effects are based on the enchantments The Drakeling bears. Current effect:
Umbral Roar - The explosion unleashes a deluge of tar in the direction(s) of Darby's choice that hits with the force of a strong punch. The tar is as explosive or slick as Darby desires [up to the limitations of the imbue], and different directions can be diffent levels of stickyness. The tar created this way lasts until end of encounter or until Darby wills it to disperse.
Non-Weapon Items
The Riotous Laugh(Worn) - A gauntlet made of unbreakable brass, covered in strange gears and cogs. Possesses a strange affinity for constructions and artifices. Machinist creations can temporarily or permanently fuse with the gauntlet, altering themselves in such a way as to fit their twin functions.
Taker-Of-Names(Worn) – A simple, black steel gauntlet lacking any sort of embellishments.
>Takin’ Names – Whenever Darby defeats a foe in battle (or graciously accepts their unconditional surrender) their name appears on the gauntlet in glowing, red letters. The tougher the foe, the brighter the letters. Any current names fade after the end of an encounter.
>Out of Gum – The gauntlet seemingly becomes more… intense with each name added to it, granting Darby an increasingly powerful intimidation effect based on the quantity and quality of the names it bares.
>No. – Once every 5 posts Darby may choose to have an attack, effect, insult, etc. that would otherwise be doing him a bad turn effect someone whose name is on this gauntlet instead of himself. They don’t even have to still be alive. Deal with it; it’s not Darby’s problem.
For example, a strike might phase through Darby while his last foe’s corpse is mysteriously cut in two. And no, names added to the gauntlet by other means don’t count.
Goo - Goo from the flesh monster. Can be imbued.
Cult Icon of Archipiada - Delicately sculpted out of finest alabaster, with impossibly precise details and a remarkably lifelike quality. Glows softly in the dark. Can fuse with one person ever, endowing them with a Light-based LSS. Cannot be leveled by spells already purchased; for example, if player has a Light 1 and 2 spell, they must buy additional 1 and 2 spells to make it level.
Harness the inherent clarity of light to transform into a luminous being of celestial energy.
Level One - You begin to glow softly, illuminating the darkness around you with the strength of a strong candle.
Level Two - The light clears the mists from your eyes, allowing you to see clearly in the dark.
Level Three - Your skin turns papery white, shocking and beautiful at once. Your touch gives a soothing, relaxing sensation.
Level Four - Your hair begins to turn silvery white, just a few hairs and highlights at first, but more and more as time goes on, and your eyes turn a luminous light blue. Tracing your fingers in the air, you can create trails of solid light, up to a few feet in length, which hang in the air and glow brilliantly. These trails have a burning sensation on skin, though they cause real damage only with extended contact. Only three may be maintained at any given time.
Level Five - The light surges through your flesh, bursting out in an almost blinding ray wherever your skin is pierced. This light soon burns your wound shut, cauterizing it, a process not without pain. All your scars quickly fade and disappear.
Level Six - The glow around you grows brighter and slightly bluish. If you touch someone for more than a few moments, some of the aura will transfer to them, calming them and making you seem more sympathetic, the equivalent of two Charisma effects.
Level Seven - The light begins to alter your material nature, reducing your weight. You gain the ability to levitate a few inches above the ground, moving at normal speed but without the need for physical exertion.
Level Eight - Your consciousness merges with the light, granting you profound inner calm. Since your essence now resides within the light, you are able to make that light leave the body and move your perceptions anywhere within 200 feet of your body, which stands in its last position but remains utterly helpless until you return.
Level Nine - At any time you may leave a mark, a glowing rune, upon any surface. Once every seven posts you may flit between these marks at the speed of light. Max three marks at any given time.
Level Ten - You learn to harness your celestial energy for a custom ability based on your personality and the light.
Spells
Force
Lvl 1. Foothold - The next step you take meets equal upward force, allowing that step to land on a surface level with the last step you took, granting you an extra step or two over open air or liquid.
Lvl 2. Tip - Generate short force constructs on your fingertips, be they claws, thick cushions, or any other short tool-like shape.
Lvl 3. Splint - Magical force reinforces your limbs, neck, and head, preventing them from moving in ways or suddenly moving at speeds that would be damaging, guarding against limb-breaks, joint dislocations or concussions. Can also be used to help hold already broken or injured body parts in place to allow movement.
Gold - 30
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
The Murderer
Name: Quentin, AKA Q.
Spells: Shade, Night's Hold, Abyssal Grasp
Personality: He could make a lot more money by being a private assassin for hire, but Q enjoys the legitimacy lent to him by mercenary work, and the challenge of strangling to death people who can fight back.
The Medic
Name: Bones
Spells: Filter, Shards, Staunch
Personality: Dammit Jim, I'm a Doctor, not a Machinist!
The Veteran
Name: Samson
Spells: Char, Fireball, Smokescreen
Personality: War never changes. The best way to learn that is to fight in ALL of them.
The Interrogator
Name: Elizabeth
Spells: Translate, Sleight, Psy-Arm.
Personality: She has something to prove, a tiny cruel streak, and a detectives instinct.
The Slacker
Name: Jeffrey
Spells: Sandblast, Ferropathy, Stoneblade
Personality: Jeffrey is a Reformed Thief. Well, depends on your definition of Reformed.
The Mime
Name: Unknown
Spells: Glare, Tag, Window
Personality: Probably the spawn of satan. Can speak, but chooses to communicate via art pieces instead. Like an *******.
The Foul One
Name: TBD
Spells Summon Insect (Roaches), Serpent's Tooth, Spider's Silk
Personality: Oh, what a creepy guy. Can often be found eating summoned Roaches, despite their lack of nutritional value. Covered in scars and strange tattoos that may or may not mean anything. When he speaks, you usually regret it.
The Strongman
Name: Dominic Turreto
Spells: Empower, Enlighten, Smash
Personality: Family is everything. That's why driving fast cars is so important.
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Name - Jon Cardenas
Race - Human (Mostly)
Age - 25
Affiliations - None
Appearance & Apparel -
Personality & Background - Jon's name is Jon because his parents didn't care enough about him to write an entire name on his birth certificate. Jon Cardenas is utterly resigned. Whatever he wants to do, Fate seems to have other ideas. So recently he has given up on wanting or doing anything in particular, instead just going along with whatever seems to be happening at the time.
Skills/Weaknesses
LIVING WEAPON - You reject the need for steel and iron. You rely on your hands and feet to deal out punishment. A handy school of training for boxers, brawlers, street fighters and martial artists.
BP = 0
Required Battle Posts: 25
Lvl 2. You gain an effective strength increase of 1 when attacking unarmed.
Required Battle Posts: 55
Lvl 3. You can launch strikes with your legs and feet as dexterously and precisely as with your arms and fists and walk on your hands as easily and your feet.
Required Battle Posts: 90
Lvl 4. Your strikes when attacking unarmed have an effective modifier of 3.
Required Battle Posts: 130
Lvl 5. Fighting unarmed and unencumbered you a greater chance of successfully dodging the attacks of those relying on weaponry.
Required Battle Posts: 175
Lvl 6. You're able to use a disarming attack with your hands on an armed foe with 75% accuracy. This effect does not work if the weapon has an effect that prevents loss of grip or they also know a disarm technique.
Required Battle Posts: 225
Lvl 7. A combination of calluses and/or precision you become as capable of blocking and deflecting weapons with your hands unharmed as you would be with a weapon.
Required Battle Posts: 280
Lvl 8. Thrice per encounter through sheer skill and fluidity of movement, you can catch a projectile in your hands and launch it with equal speed in the direction of your choice. Massive, magical attacks may trump this ability.
Required Battle Posts: 340
Lvl 9. Your strikes when attacking unarmed have an effective modifier of 5.
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
Fates Twists - When Jon Cardenas learns a spell, after buying it, it becomes a different spell of a different art of the same level. He uses This Website to roll the dice to determine which art and which spell in that art (D12, D4)
If Jon Cardenas puts five different potions in the same jar and chugs it, it permanently alters his body or abilities or both in a way that is based on the potions used (Or not, whatever).
Weapons
> Iron sword
Non-Weapon Items
> Bag of dice
Spells
Finances - 200
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Name - Mike Sorintino AKA "The Situation"
Race - Human
Age - 24
Affiliations -
Appearance & Apparel - Mike is a terrifying freak whose muscles have been replaced by force constructs. So, not hard to spot in a crowd.
Personality & Background - Mike was a deluded young man who relied on artificial enhancement to achieve anything. Probably due to low self esteem. Now, after his magical transformation, he is going to learn life lessons all over the place.
Strength level: Strong
Skills/Weaknesses
Dualmagery: By interweaving two level one spells of different arts, you are able to create a new more powerful dual art spell which will grow in power as you expand your knowledge of both arts.
Might Personified - Empower + Strengthen - Your body's skin and musculature is replaced by a translucent force construct replica. Passive. Color up to player.
Lvl 1. Your strength level is one above its normal level. Your skin is tough as leather.
Spells: Level 1
Body
Force
Weapons
> The power of his mind
Non-Weapon Items
Finances - 120 Gold
__________________
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
With Warrior Techs, you are trained in level 1 right away.
Please consider adding a space in your profile to record how many Battle Posts your character currently has. I recommend right above Deadly Grace.
You might consider using Spoiler tags instead of coloration for the Leveled Abilities you don't have yet. I do that with Colt and Golan and I like the way it looks. But of course it's optional.
Welcome to Epic World!
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
*Ahem* Wayland is approved.
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Name - Dirk (Clouseau) Dupin
Race - Human
Age - 53
Affiliations - Formerly Peacekeeper
Appearance & Apparel - Dirk Dupin wears a Cloak and a Hat and smokes a pipe.
Personality & Background - Dirk was formerly a Peacekeeper, and was quite successful at catching Bounties. He was eventually promoted to a key investigator in the department of the interior, investigating the Peacekeepers for corruption. This didn't earn him a lot of love from his peers, and wound up making him bitter. He did his best to promote the well being of the Peacekeeper Organization and therefore of the cities it serves, but he was despised by all, and criminals just continued to criminate, even within the Peacekeepers. Eventually, his faith caved and he just couldn't do it anymore. He left the Peacekeepers and went to pursue more extreme methods of stopping criminals, and acquiring fame.
The chronicles of Dirk -
He Takes a bounty
First he helps save the children
They resume the trip in four carriages
But it isn't too long before things turn sour
Quite sour indeed
But they start to look up after a bit
And then all this happens
Skills/Weaknesses
TASKMAGERY - A vast and varied school of study, by learning as many spells across multiple arts as possible, you gain a deeper understanding and mastery of the true nature of magic.
> Each spell you learn increases your Taskmage Score by a number equal to that spell's level. Learning spell with the same art AND level as a spell you already know does not increase your score.
Current score: 38
Lvl 1. So long as you know any level 1 spell, you can extrapolate your magical knowedge from that and skip other level 1 spells.
Lvl 2. The base cost of spells is reduced by 5 gold.
Lvl 3. You may combine your level 1 spells with other level 1 spells, creating non-levelable dualmagery spells. Component spells are still known and castable.
Required Score: 40
Lvl 5. The base cost of spell is reduced by an additional 5 gold.
Required Score: 60
Lvl 6. You may now combine your level 1 spells with any other spells you know, but can only be done three times per encounter.
Required Score: 84
Lvl 7. You can cast an additional spell each turn if none of the spells cast that turn share the same art.
Required Score: 112
Lvl 8. Once a month you may delve into the magics of a magical item you own, unmaking it but creating a spell based on it. Art and level of this spell vary according to the item.
Required Score: 144
Lvl 9. You may permanently combine three spells you know of any combination of levels and arts into a single powerful spell.
Required Score: 180
Lvl 10. Deep in the Greevan Forest lies a forbidden cave known as The Path of Jhaeros. Only those who have truly mastered the core fundamentals behind a vast array of varying magics may enter, devoid of items, where their resourcefulness and judgment will be tested in a centuries old trial.
Required Score: 230
Weapons
> A sword, mainly for appearances.
> Cultist Dagger A golden dagger with a black leather bound hilt. Modifier 3. Fire created by your spells can be Halos Fire. This is a green flame that does not burn but inflicts pain and has more physical force to it.
> Arena's Bane - A dagger of crimson magesteel and crimson scale. Dropped by the warrior when bitten and left behind in his rage. Acts as a pseudo-randomized Legacy Journal. Grants knowledge of the spells Daylight, Mistral Fans, and Aphase.
Non-Weapon Items
> An excellently crafted pipe for smoking
> Esmina's Mantle – A cloak made of vibrant red satiny material with a golden cord.
Disruption – The wearer can augment a projectile spell they know with destruction magic, causing it break down magical constructs far more effectively than normal and be far far more effective against summoned creatures and materials..
Elemental Chaos – Twice a month Dirk can use raw destruction magic to break down an item into its raw elemental components and energies, then smash them back together into a random new thing. Does not work on LSS items, Set items or certain mystic item whose unmaking would be disastrous. Must own item or have permission of item's owner.
> A small bottle of deep brown perfume
"Eau du Bête"
"Bring Out Your Inner Animal."
Scent of squirrel, turtle, wombat
All spells, in addition to their usual effects, create a small arted summon.
Effect lasts til end of the encounter. 12 uses worth
Spells - Lvl 1
Lantern - Create a floating ball of light before you that follows you and lights your way with the intensity of a candle
Stash - Quickly bring your hands together twice, fingers interlaced, then bring them apart, weaving a small bag of solid shadows to contain whatever you might need.
Scour - Generate a thin film of very rapidly moving water over your hand. That film will scour and scrub anything your hand touches.
Etch - Your index fingertips can carve through stone as if it were lose clay.
Whisper - While speaking in a whisper, you can manipulate the air to carry it to the ear of anyone within your sight.
Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking.
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.
Lvl 2
Fireball - Summon into your hand a semi-solid ball of flame that does not burn you and can be thrown. On impact it hits with the consistency of water.
Ferropathy - While maintained, you gain an awareness of metals within 10' of you and their movements.
Listen - Increase the sensitivity of the air around you, magnifying any sounds you hear.
Feel - Boost your body's physical sensitivity, enhancing your sense of touch.
Tip - Generate short force constructs on your fingertips, be they claws, thick cushions, or any other short tool-like shape.
Lvl 3
Read - Boost your ability to pick up on micro-expressions and minute body language to gauge a persons truthfulness and emotional state.
Lvl 4
Daylights - Release an intense beam of sunlight from your hands. Will cause a painful sunburn on exposed skin. Sun-sensitive races will be effected more severely. Range is approximately 6'.
Mistral Fans - Summon to your hands two bladed fans of silver and blue silk. When swung hard enough, can release a gust effect with a sharp edge that can cut as well as a wooden blade.
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 5
N/A
Lvl 6
B. Aphase - Temporarily disrupt a target's ability to use or understand spoken language. Lasts three posts. Can only be used on a target once per encounter.
Currency: 0 Gold
Lens, Summon Light Aspect
Silhouette, Bump in the Night, New-Moon Hooks, Summon Dark Aspect
Torch, Boil, Summon Fire Aspect
Scent, Diffusion,
Obstruct, Nomads Kusarigama, Summon Earth Aspect
Summon Storm Aspect
Leap, Osmose
Raise Cultivorian, Trellis, Level 3, Warp, Summon Plant Aspect
Nocturnalize, Amphibiate, Toxify, Chitter,
Contain, Summon Force Aspect
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!