Name - Golan Trevize
Race - Human
Age - 19
Affiliations - Peacekeepers + Mages
Appearance & Apparel - Golan looks something like this, but he's wearing a T-shirt that says "I survived the Mine" signed by Makeda, the Merc Merchant.
Personality & Background - Golan was raised in Epicrin as the only child of his loving parents, until a few years ago they were killed during the (TBD) war/invasion/conflict. In the chaos that followed, and with no means of supporting himself, Golan turned to petty theft to survive. Chief Enforcer Orin found Golan, fed him, clothed him, and trained him to be a Peacekeeper.
The adventure Begins
The job turns Sour
And sadly grinds to a Halt
He tries The Artisan's Quarter
An Armorer
A Different Armorer
Back to the bar to follow up
The next step
They go to the Sylvan Peacekeepers for more information
They follow the lead to The Lightning Rectory
They come back to The Blind Lady to put two and two together
They find The Spook
Which leads them to Deathcloaks Cousin
Who tells them about Gauls Grave
Back to the Halls of Justice to find out more.
The learn about Goldwater
They follow the Goldstone lead to Smythe's Brewpub
And to The Grand Epicrin
Then to The Dreamer's Notions
they follow up a New Lead at the Grand Quarter
Which leads them to The Custodian Lead
He and Gamble meet up with the other Deathcloak seekers once again to compare notes
Finally, the Endgame
The Funeral (TBD?)
Skills/Weaknesses
Mantle - Your attunement to fire magics passively alters your body, stoking your inner fire and turning you into an embodiment of molten heat. 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 is ruddy and feverish. You quickly burn away poisons and potions.
Lvl 2. Your irises gain a flickering red glow. You are able to shift your perception to see heat.
Lvl 3. Your veins glow orange beneath your skin. Your touch is so hot it is painful for others to touch you.
Lvl 4. Your gaze causes a target to become warm and uncomfortably flush or feverish. This acts as an intimidation effect. This intimidation effect increases with your Mantle level.
Lvl 6. Your skin bakes and tans, becoming as tough as leather. Your breath becomes steam, your bodily fluids boiling hot.
Lvl 7. You can inhale nonmagical fire to boost the power of your next fire spell.
Lvl 8. Your hair catches fire but does not burn away. You can breath fire up to three feet. Your nails glow red hot.
Lvl 9. Your gaze can rapidly raise the temperature of what you look at in a precise spot. Moving objects are harder to heat precisely. Requires focus, costing you a spell.
Lvl 10. You learn to harness attunement for a custom ability based on your personality and fire.
Spells
Fire
1. Ignite - Snap your finger to cause a very small intense burst of heat in a spot you are looking at. Can be used to start a small fire if used on highly flammable materials
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.
3. Fire-Axe - Summon to your hand a throwing axe of solid flame.(Learned via the Legacy Journal)
3. Smokescreen - Burn a 7' diameter cloud of clinging smoke and choking ash into the air at a location within your sight.
4. Boil - Instantaneously turn up to ten gallons of water into expanding steam.
2. Snuff - Disrupt an existing non-magical flame. Can extinguish smaller fires and slow the burning of larger ones.
5. Unchained Heat - Channel your fire magics into any object that is looped, locked, tied or wrapped around you until they burn away, melt or break. Magical items will begin to mend as soon as you are free.
6A. Flamethrow - Release from one of your hands or your mouth a jet of fire, reaching out a maximum of 5'.
7A. Jet - Release explosive bursts of flame from your feet, launching yourself in whatever direction you aim your feet. You may extend this effect to your hands as well for sustained, stable flight.
Lvl 1. Lantern - Create a floating ball of light before yourself or another that moves with the target, glowing with the intensity of a candle. (Learned via the Legacy Journal)
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.(Learned via the Legacy Journal)
Unlvl. Revoke - An artless spell taught only to those mages who dedicate themselves to the path of order. Allows the Arbiter to dispel and negate any spell whose level is less than the highest level spell they know. That spell cannot be cast until after your next post. The same spell cannot be revoked twice in one encounter.
Weapons
PyreStar – A Stone Morningstar that can be willed to create a fiery, ghostly copy of its ball 5’ away that mimics the original’s movements. Despite its ghostly appearance the ball hits with the same amount of force as the Morningstar itself.
Non-Weapon Items
A Flask with an inscription on it
Legacy journal - Contains the spells: Fire Axe, Splint, and Lantern
Bloodied Coin - A gold coin stained with the blood of Deathcloak, proof of their role in bringing him down. Grants the wearer a Legend Point. Nontransferable.
Finances - 0 Gold - 2 PK Credit
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Lvl 1. - Christov's Inner Spirit is unbalanced, chaotic it thrashes against his soul fighting to find an accord with his human nature. His physical body is assualted by the demand of the Eternal Spirit in his blood, his eyes have become flushed with crimson, allowing him a deeper understanding and sense of a target's emotional state.
Lvl 2. - Christov's Body remains in a state of spiritual metamorphisis; his eyes having entered into a further state of change, his brow has become more rigid and sharply defined, and he finds that his pupils can now be dilated or contracted at will. This grants him perfect Night Vision in the dark or shadows, as well as 2x the normal range of vision. His eyes are more resistant to irritants and flash blindness.
Lvl 3. - The consant fluctuation within Christov has increased the Spiritual powers coursing through his blood and body. The Eternal Spirit has reinforced his musclature and strength giving him a natural level of Strong, and the strength in his limbs and leaping power has increased ¼ their normal limits.
Lvl 4. - Further changes begin to overtake Christov's physiology, and two leathery bone spurs have jutted from his shoulder blades. His natural bone structure has solidifed and hardened, Christov finding that he can manipulate and extend his skeletal structure in a Flesflow like nature. He may painfully draw from his skin Bone weapons relative to the area of his body they were drawn from. (Style and choice up to player at the time of drawing, Modifier 4).
Lvl 5. - Eternal Champion - Inner Champion must be activated. Christov feels a pull into the Spirit Realm, his spirit forming a tether to it. His body becomes entirely blurred and hard to focus on, flitting in and out of the Spirit realm. Eyes become luminescent (color choice), slitted and feral like a cats. In this form Christov is Very Strong, able to see into the Spirit Realm, and commune with the most recently dead spirits or any that are in the area. Once per post he may slip completely into or out of the Spirit Realm. You are considered Weak immediately following the end of this effect for as many posts as it was maintained; you cannot cast, maintain spells, or summonings following and for a post afterwards.
Lvl 6. - The tether now anchoring Christov's life force to the Spirit Realm has become so in tune with his Inner Spirit that he has gained some of its properties. At the cost of a spell may Gain a Semi-Solid Mist form that blends easily with other surfaces acting as a natural camouflage. While in this form you may not interact with the physical plane, and are more susceptible to Spiritual Magics, enchantments, and attacks.
Lvl 7. - The bone spurs and vestigial juts on Christov's back have fully sprouted, giving him a pair of wings that are now fully functional allowing for flight, two flesh-colored leathery bat wings extend from his shoulders, able to be retracted or extended at will and are tough as leather.
Lvl 8. - Soul Possession - While in Mist Form, Christov may possess weak willed, injured, or unsuspecting victims, taking over their bodies. This effect progressively grows weaker as they resist it more and more. Cannot exceed 10 posts of continued possession (Life threatening or mortal danger will end the possession prematurely).
Lvl 9. - Call Familiar - You may summon to your aid a Spiritual Familiar based on your Inner Spirit and personality. This creature will do your bidding, and is linked to your soul, each of you feeding strengthens the other. May be Soul Possessed, or act as a mount. Cannot be Colossal (eg a Dragon).
Lvl 10. - Spirit Cocoon - The final change Christov will undergo is a mystery, his spirit will enter a dormant state in which all of his powers are condensed and quiescent, while his Inner Spirit will feed and grow in the Spirit Realm gaining untold power. While in this form his Strength level is considered Mighty. (Notify Quo when you first start)
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Kiku - I told you I was sorry.
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Celia - Hey, no pushing!
... Josie - Have some dignity, you goons!
Kiku - ... I swear to the gods, I will bury my swords in the next person who touches my bum.
Viola - A lady is never late, but always perfectly on time.
Raine - Luck be a shiny new spell, I hope.
Nerie - I'm always up for a good spin!
Hilde - ...
Grehym - My lady, after you.
Sef - What a most embarrassing lot...
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When the signal was given and the fools started to charge mindlessly at them, he waited to see who would be foolish enough to engage him.**