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  • posted a message on [Player Travel] Great Roads and Hidden Paths
    Instinct took over as Locke quickly aroused from his groggy state to the sounds of voices getting closer. He stealthy hid behind the crates and barrels the wagon carried, and cast the "Swathe" spell to hide himself quietly amongst the shadows to help stay out of sight.
    Posted in: The Epic World
  • posted a message on [Player Travel] Great Roads and Hidden Paths
    Locke silently hid upon a Exelian merchant caravan headed toward Sylvan and his first job.
    Posted in: The Epic World
  • posted a message on The N.E.W. Character Profile Thread
    Made the appropriate edit and sweet!
    Posted in: The Epic World
  • posted a message on The N.E.W. Character Profile Thread
    Apologies for not responding for so long, but I have not had the time to be on my laptop as of late. Regardless, thank you both for your compliments and criticisms as I have taken them to heart and made some improvements on his abilities. I do hope they are not too powerful so that I may start RPing with you all very soon.
    Posted in: The Epic World
  • posted a message on The N.E.W. Character Profile Thread
    Name – Locke “the Whisper” Nemo Keye
    Race – Human
    Age – 18
    Height – 5'11”
    Affiliations – Mages and Thieves (Oathbreaker)
    Appearance – A spry and limber young man of average build, Locke is surprisingly pale due to working in the shadows and the later hours of the day. His unkempt brown hair usually hides his chocolate brown eyes hidden from view when his hood is not on.

    Apparel – A sturdy gray tunic and trousers accompanied by a set of leather boots and gloves. This is usually covered by his leather armor and a well worn cloak with which is used to weather the elements and conceal what lies beneath it.

    Personality – Slow to trust and loyal to a fault, Locke has never been strong in character. Introverted is a word best described about him, along with being quiet and shy. Despite his profession and abilities, he is actually quite squeamish and dislikes killing for that same reason, only doing so if no other option is available.

    Background – For as long as he could remember, Locke has lived the lonely life of an orphan on the streets of Elexia without even a name to go by. Scavenging for food, finding safe shelter, and avoiding the many other dangers were a part of daily routine for the young boy. This all changed the day he met the “Nice Lady”, as he came to call her. During the dead of night, dangerous people in a strange cloaks abducting many of the street orphans, and had the misfortune Locke of being cornered by them after accidentally knocking over a liquor bottle while he hid. Things were bleak and he was fairly certain he was all but doomed until they suddenly fell dead as a woman stepped out from the shadows.

    Though she gave neither her name nor reason why, but she fed the young boy and gave him shelter in what was one of her safe houses, even giving him a name (based off of a pun much to his chagrin). As Locke later found out, the “Nice Lady” had been following the cloaked kidnappers and had not even noticed the boy until she heard him cry for help once the strangers had cornered him. The woman admitted to having saved Locke solely for his ability and her desire to use it, but the orphaned boy only cared that she was the only person he had met that did not try to beat or kill him, gaining his absolute loyalty from that day on. Time pasted as the woman trained the boy in the ways of a thief and used him as a living bug, placing him places where individuals thought nobody else was listening and going completely unnoticed. As his prowess in thievery grew, he began to exhibit an aptitude in magic that was unusual for one so young and was sent to study with the Fraternity of Mages at the Pender's Arena to harness his latent talent.

    After years of training, Locke one day woke up to find a playing card placed by his side stating a welcoming to the Thieves' Guild in a generic font and handwriting. A shy smile adorned his face as he flipped the card to see a familiar chicken-scratch informing him of where his first job would be.

    Skills

    Out of Sight, Out of Mind (Minor) – Even as a child, Locke has had the strange trait of lacking any presence. So long as he is not seen sounds that he may make, such as knocking over a vase or stepping on a squeaky floorboard, are usually shrugged off as part of the hearer's imagination, a stray animal, or something else.

    Silent, But Deadly (Minor) – As the result of years of practice with the Mages' Guild and the necessity to remain unnoticed, Locke has learned the art of infusing a small amount of magic into his hands to silence what he touches, whether is be to open a squeaky door or unsheathing a blade without a sound.

    Alchemy (Student) – Student alchemists learn the very basic essentials of what elements in the world combine with and oppose each other, and how to use those to proper effect. They gain access to an alchemists tool kit, which contains all manner of tools for collecting and manipulating reagents and catalysts in addition to the all important alchemist's almanac.

    Eye of Avarice - Ability to sense items with strong magics within your visual range, give off an orange aura.

    Red Deck:
    Sneak – Moving without notice.
    Lvl 1. While wearing light gear, your footfalls become soundless.

    LSS
    SHADOWTWIN - Your affinity for dark magics has granted your shadow its own sentience. As familiarity with darkness increases, your shadow becomes much much more.
    Lvl 1. You cast no shadow except your "true shadow", which always exists, no matter how bright or how dark it is, and cannot be illuminated. This shadow has a mind and senses of its own, and moves of its own will. Although it has a mind and personality of its own its life is tied to yours, thus making your well being is its top concern.
    Lvl 2. Your shadow can separate itself from you, traveling across any kind of surface. It may flow back to its regular – attached – location in an instant, and does so automatically if any part of it would travel farther than 50ft from your person.


    Spells

    -Void - Free Oathbreaker Exclusive Spell - 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.

    Dark
    Lvl 1. - Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows.
    Lvl 2. - Night's Hold - Bring your hands together and give the darkness there a sticky, tar-like substance. Bring them apart and the sticky darkness remains.


    Weapons
    -Silence – A silver tanto with an ebony hilt. Its blade can be plunged into one shadow and emerge from another. You may define the general area from which the blade emerges perpendicular to the surface on which the shadow rests.

    -Sap – A small, easily-concealed club consisting of a leather-wrapped weight attached to the end of a leather-wrapped rigid shaft, with a lanyard or strap on the end opposite the weight.

    -Short Bow – A shortbow is made up of one piece of wood, about 3 feet in length. Fires arrows with non-metal heads, such as obsidian. Some are blunted to for non-lethal combat.

    Armor
    Leather Armor – A light weight armor designed to provide protection and flexibility.

    Misc.
    15 meter rope
    Herb Pouch
    Alchemist's Almanac
    Leather Bound Journal
    Feather Quill
    Bottle of Black Ink
    Quiver

    Currency
    30 gp

    BP: 0
    Chips: 0
    Posted in: The Epic World
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