Stats & Descriptions Name - Nervada Eopia Race – Half-Garr Age – 24 Height – 6”4 Affiliations - Errant (Warrior/Bard) Appearance - A fit, muscular man with a medium frame; long in both face and limbs. His red veins greet the world, glowing beneath a metallic skin that shines like quicksilver. His hair is also silvery, but it is not sharp despite looking more a bunch of quills than hair. An omega mark glows on his throat and his eyes are a piercing, literally glowing red. Apparel - Nervada wears a tan umanori hakama (type of pants). His boots are a tough-looking tan that goes well with the hakama. He is currently shirtless. On his arm is a blue bandana adorned with depictions of white desert flowers. He carries a boomerang, a guitar, and a sledgehammer with him at all times. Personality - Nervada is the kind a guy that would totally juggle a cow if he was capable of doing that. <- What Nervada put down when asked this question by a traveling personality questionnaire giver (a subspecies of the noble quest giver). At least, Nervada claims that was what he was. He might have just been a drunk hobo waving some paper around. Background – Two dozen years ago, a baby was born. It cried quite powerfully. But not powerfully enough to please its Garr father. The next baby didn’t even cry as powerfully as the first one *fist in the air*. Thus did Nervada and his brother Olo enter the world. Determined to keep his place in the tribe at any cost, Nervada’s father claimed that having these half-children was simply a test to show that his blood was so mighty even Halflings would be as full-blooded Garr. To achieve this, the Garr secretly used the potioning knowledge of his lover to feed a bizarre mixture to both of his children. To his dismay, years of shoving unorthodox potions down his children’s throats turned Nervada into a silver-skinned freak and his brother into an amber-skinned freak. Rather than let himself be expulsed from the tribe, the elder Garr openly rejected the tribe and ran off into the mountains. He was never seen again, and the two kids (Age 14) were banished from the tribe and left to fend for themselves. For 10 years the duo eked out a living in the wilds, eventually learning enough from passing adventurers to decide that the mercenary business was the way to go. Teaming up with Damek, the trio sets off to make their fortunes!
Allies: Olo, Damek Accomplishments:
> Served as a bodyguard on a crazy field trip. The Best Trip!
> Fought in some pit matches.
> Located some old tome or another.
> Hunted a Dire Elk with Shalin. In a crazy magical Hedge Maze.
Skills/Weaknesses
I can’t believe it’s not Garr – Unlike his brother, the regiment of possibly toxic potions effected Nervada's growth in a postive manner. Thus, his starting strength is Very Strong and his silver skin protects him from slashes, cuts, and fire.
Silver is Forever – Whatever was done to Nervada not only caused his skin to turn silver, but causes it to revert back to that color over time if a spell/ability (even a permanent one) would change it to something else.
Eldritch Voice - Destruction magic flows into Nervada's words and unhinges the minds of those he speaks to; to most this is a general feeling of unease and intimidation. Four times per encounter this effect can be focused on someone to more seriously unhinge them, causing them to have a random one of the following effects at random: mental pain, confusion, emotional imbalance, or auditory/visual delusions.
Ruinous Blood - Wounding Nervada damages weapons and reduces their modifier by 2 for the rest of the encounter. Cannot reduce the modifier lower than 1. Nonmagical modifier 1 weapons will instantly shatter. Does not stack.
Laughing Valjaras Mark – A massive, odd-looking scar on Nervada’s back that only appears in his reflection, since his skin is umblemished. He's guessing this is because the universe decided he needed to have both flawless skin and have an impressive looking scar. Nervada is a very optimistic man.
> The Mark drives Nervada to new heights by blessing those that would challenge him. Anyone who fights Nervada alone gains a thematically appropriate fighter's technique whose level is equal to Nervada's Deadly Grace. They lose the technique as soon as they stop fighting him or receive aid.
ADONIS Nervada's attunement with body magics passively alters his body, awakening his inner potential turning him into a an embodiment of physical perfection. Level 1: Nervada's skin is clear and flawless, unscarred or marked by blemish or time. His immune system quickly deals with any illness, disease or pathogen. Level 2. Nervada's eyes are clear and piercing, his irises a brilliant shade of red. Nervada's hearing is enhanced.
Warrior Guild Technique: Unarted - Deadly Grace - The use of dance training and conditioning applied to combat, making you a more agile, unpredictable and dangerous foe. Lvl 1. Confidence - Your footfalls are unerring and sure, naturally fall where they need to in order to compensate for unevenness or instability.
BP: 69/55
Enchanted Armory - Nervada can at a touch imbue any item he owns (only one at any given time) with the effects of either, all or any combination of the following enchantments: Ruby Imbue, Topaz Imbue, Emerald Imbue, Jasper Imbue, Homeguide. This ability does not allow him to add more enchantments to an item than it's modifier allows.
Bardic Things
> Dance Training
> Strings Training
Tempered Voice - Errants more potent performance pieces tend more towards self effecting physical reactions, any purely magical effects being limited in power akin to their spell limitations.
Linked to Olo - Nervada's brother has The Link LSS, so Nervada can share some of his abilities and vice-versa in additional to sharing senses/thoughts/what have you.
Abilities gained from Olo:
Skills Mind over body Oath Maker Lighting Thief - Very powerful lighting bolt created via draining linkmates. Usable Spells
Mind
Lv 1 Charisma
Lv 2 Sleight of Hand
Lv 3 Distraction
Lv 4 Daze
Weapons Body Boomerang - A boomerang of crimson-dyed ironwood with bone inlay. On first impact of a throw you can choose to have it rebound to nearest enemy body or fuse to the body of the person it hits for a post, giving you control of that part of their body for your next post (control cannot override survival instinct, no forced suicide making them let you kill them.)
Cerro's Fist - A disk headed iron sledge with blackened iron haft. Grants Levels 1-5 of heavy hitter. Does not count preexisting bps. (Cerro's BP = Nervada's BP - 59)
Guitar - A wooden guitar enchanted to be as hard to break as bone! (Same modifier, but hey, magic guitar!)
Typically !Weapon items Subito's Rag(Worn) - A blue bandana with a pattern of white desert flowers. It's touch cools and offers protection from mind altering or influencing magics.
Watchful Clock – The seal from the Cask of Ages. Shrinks to palmable size. > Clockwise - While held in your right hand, your left hand can be given an Erode or Nurture effect up to three times per encounter each. The Erode effect can be maintained for up to four posts. > Counterclockwise While held in your left hand, your right hand can be given a Restore or Manifest/Phantasm effect, usable three times per encounter each. The spirit effect temporarily gives corporeal form as long as it lasts, which is a maximum of four posts. These effects are similar to the spells, but are modified to require touching the thing to be effected with the empowered arm (Close proximity for manifest/phantasm).
Eldritch Feather
That chest he acquired that one time, you know the one. Unless you don't. It's black or something?
> Basic survival gear.
Spells Void - Not acquired in the legitimate fashion. Level 3 -Restoring Flame - While maintained the caster is able to absorb fire to accelerate his own healing. Aquired via going nuts with item making items. Level 1 - Empower - Magically augment the force created by your movements, effectively increasing your physical strength level by one. You can only have one instance of this effect placed on your body at once, or else the unnatural stress it puts on your body will cause severe injury. Level 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. Lvl. 2 - Feel - Boost your body's physical sensitivity, enhancing your sense of touch.
Magical Perfomances Strings
C-Sharp - Common - A pluck of one's strings that shoots a dark-like projectile of solid air, modifier 1, at a target.
Dance
Flashdance - Common - A flashy, impressive bit of footwork that is rather flashy and eyecatching, drawing attention.
Stats & Descriptions Name – Olo Eopia Race – Appears Human (Half-Garr) Age – 24 Affiliations – Mage Stength - Strong Appearance & Apparel – 6’2” with amber skin and eyes. Short cropped auburn hair. He wears simple dress shirts of various colors and comfortable slacks. Personality – Makes a joke out of more things than he should. Generally lighthearted. Background – Two dozen years ago, a baby was born. It cried quite powerfully. But not powerfully enough to please its Garr father. The next baby didn’t even cry as powerfully as the first one *fist in the air*. Thus did Nervada and his brother Olo enter the world. Determined to keep his place in the tribe at any cost, Olo’s father claimed that having these half-children was simply a test to show that his blood was so mighty even Halflings would be as full-blooded Garr. To achieve this, the Garr secretly used the potioning knowledge of his lover to feed a bizarre mixture to both of his children. To his dismay, years of shoving unorthodox potions down his children’s throats turned Nervada into a silver-skinned freak and his brother into an amber-skinned freak. Rather than let himself be expulsed from the tribe, the elder Garr openly rejected the tribe and ran off into the mountains. He was never seen again, and the two kids (Age 14) were banished from the tribe and left to fend for themselves. For 10 years the duo eked out a living in the wilds, eventually learning enough from passing adventurers to decide that the mercenary business was the way to go. Teaming up with Damek, the trio sets off to make their fortunes!
Skills/Weaknesses
The Link – Linked to Nervada
Establish a lifelong mental link with a single person of your choice, allowing the two of you to share information, skills and awareness. Once established with a person this link cannot be broken to moved to another. Other person does not need to have The Link.
Lvl 1. You and your linkmate can share each others emotions.
Lvl 2. You and your linkmate can share each others senses.
Lvl 3. You and your linkmate can share each others thoughts.
Lvl 4. You and your linkmate can share each others nonmagical skills.
Lvl 5. You and your linkmate can share each others level 5 and lower spells.
Lvl 6. You and your linkmate can temporarily extended a portion of The Link to other party, sharing emotions, thoughts and senses with up to two willing other participant for ten posts or forcing them on a single unwilling participant for three posts. These limits are per person per encounter.
Lvl 7. You and your linkmate can share each others magical skills.
Lvl 8. You and your linkmate can combine your wills to splice together a spell each of you knows into a single hybrid spell. Can be done four times per encounter. Uses one of your spells each.
Lvl 9. You and your linkmate can share all of each others spells.
Lvl 10. You and your linkmate can extend this link to a third person.
Wait, you're a what?: Despite not having their traits Olo is a garr...if an odd looking weak one.
Mind over body: - A series of mental tricks, clever applications of leverage and understanding of torque allows the user to operate as though their strength level were strong, even if they are physically weaker. Stronger users of this skill gain an advantage in combat when grappling and have an easier time shifting heavy objects.
Oath Maker: If anyone makes a formal oath to Olo, "I, X, Swear Y" He will be immediately aware if the oath is fulfilled or broken, but not how.
Oaths:
Damek: I Damek swear to help Olo empower his link with Nervada by helping him become a powerful Mind mage in exchange for Olo to teach me this societies customs and extend his link to me once able to do so. IN PROGRESS
Standard Hiring Oath: I X swear that in hiring Olo Eopia for this job I have truthfully disclosed all information to him in regards to what is anticipated to happen on this job, what my expectations of him are, what he will be paid, and what the agreed upon tasks are. I hire him for the expressly mentioned tasks, and should I require others I will hire him for those separately. If I have not been completely truthful with the aforementioned information, I will be so now.
Lightning Thief - Once per encounter Olo may draw on the energy of his linkmate(s) lowering their strength by 1 and making them weary for a post. The energy is channeled into a ball of energy in his hands that shoots a powerful lightning bolt (lvl 6 ability) at as many targets as linkmates drained.
Shared Skills from Link
Deadly Grace - 13th unarted Warrior's Tech option. - The use of dance training and conditioning applied to combat, making you a more agile, unpredictable and dangerous foe.
Lvl 1: Confidence - Your footfalls are unerring and sure, naturally falling where they need to in order to compensate for unevenness or instability.
Training in String Instruments (Bard)
Training in Dance (Errant)
Enchanted Armory - Nervada can at a touch imbue any item he owns (only one at any given time) with the effects of either, all or any combination of the following enchantments: Ruby Imbue, Topaz Imbue, Emerald Imbue, Jasper Imbue, Homeguide. This ability does not allow him to add more enchantments to an item than it's modifier allows.
Shared Spells from the link:
Void - Not acquired in the legitimate fashion.
Level 3 - Restoring Flame - While maintained the caster is able to absorb fire to accelerate his own healing. Aquired via going nuts with item making items.
Level 1 - Empower - Magically augment the force created by your movements, effectively increasing your physical strength level by one. You can only have one instance of this effect placed on your body at once, or else the unnatural stress it puts on your body will cause severe injury.
Level 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.
Level 2 - Feel - Boost your body's physical sensitivity, enhancing your sense of touch.
Melded Spells from the link:
Olo and Nervada's spell melds:
Restoring Flame + Flight
Restoring Flight - Level 6 Mind/Fire - Wrap yourself in an aura of force magics that lifts you into and through the air, granting you the power of flight. The aura also absorbs heat caused by friction and flames, healing you at a speed relative to your flight speed or the intensity of any nearby flames.
Empower and Telekinesis
Forceful Telekinesis - Level 5 Mind/Force - Focus the power of your mind and magic on an object no greater than a foot in diamter to move it. These movements are buffered by force magics the more simple they are. Momentary shoves and pulls are carried out as if with Strong strength, while more delicate moves are barely touched by force at all.
Forsake Steel - Most metals possess a property that causes prolonged direct exposure to them to interfere with a person's ability to sense and draw on magics, leaving them incapable of fueling spells level 8 and higher. Because of this, mages are forbade from using metallic weapons and armor, save for certain items, such as items made from precious metals (gold, silver, etc) and items that are made from special alloys that do not have this effect (such as mage-daggers). However, mages with the Electromagnetism LSS can carry metallic weapons of any type so long as they are no more than 1' in diameter, as this natural ability also endows them with a resistance to metallic interference.
Weapons Magical
Earth - A steel billao dagger with a marble hilt. Can pass through stone or metal as if it were not there.
Mind Boomerang - Boomerang of navy-dyed ironwood with silver bands. When thrown can either generate a half dozen illusionary copies of itself or lock onto a moving target.
Mind Dagger - A steel-like rapier dagger with a silver guard and navy silk wrapped hilt. Parrying a weapon with this dagger instills a subtle suggestion in that weapon's wielder's mind that the weapon is useless. The more you parry any given weapon, the strong the compulsion to stop using it and switch to another weapon or fight unarmed.
Anti Crab Sheath (currently on Smile)
Each post of battle Olo engages in without having drawn the blade, the energy and fury of that battle feeds into the sheath, increasing the magical pressure and strengthening the blade within. When the blade is finally drawn, the magic releases, igniting the air around it around it giving it a ruby imbue effect for that post. For that post the blade's modifier is also increased by the number of posts it was absorbing energy, with a maximum possible modifier of 9. The magic equalizes when battle ends.
Ratsakh's Smile – An iron cutlass stained red with a bone hilt, guard and handguard, scrimshawed with sailing scenes. (Mage Friendly)
Bleeder - The blade acts as a Spirit Dagger and Body Dagger that also reduces any leveled skills or abilities of anything it hits by one for the rest of the encounter. Does not stack or reduce past level 1.
Grinning Thrall - The first enemy killed with the blade each encounter rapidly decays and becomes a zombie under your control for the rest of the encounter. It is far more fragile than it was in life but can keep going through most injuries in some manner or another..
Non Magical
Stone Dagger
Non-Weapon Items
Food and water.
Spare Clothes (x2)
Backpack.
Paper with "standard hiring oath" on it.
Spells
Mind
Lvl. 1: Charisma - A target you cast this on will find you more charming and impressive than normal.
Lvl. 2: Sleight - Create an illusionary object of your choice in your hand. Must be small enough to actually sit in the palm of your hand.
Lvl. 3: Distraction - Compel a target to direct their focus onto you.
Lvl. 4: Daze - Disrupt a target's mind, dazing and disorienting them.
Lvl. 5: Mindlash - Lash out at a target's mind with a psychic attack, causing them to experience a crippling stab of pain.
Lvl. 6d: Telekinesis - Focus the full power of your mind on an object no greater than a foot in diameter to move it. Cannot be used to launch or throw objects with that great a force. Most adapted for fine or precise movement.
Lvl. 7d: Flight - Passive. Your telekinesis spell is magnified when used on yourself, allowing you to levitate and move yourself through the air using just the power of your mind.
Lvl. 8d: Force Of Will - Passive. Your Telekinesis Spell can move two objects at once or one object twice the normal size.
Name - Damek Ladislav
Race - human (thinks he's a regular wolf; 50% Timber, 50% Mackenzie Valley Wolf) Strength - human form = strong; wolf form = very strong Age - 18 (2 years in wolf form) Affiliations - Olo & Nervada Appearance & Apparel
Human form: black hair, deep amethyst colored eyes, obsidian skin that is as smooth as marble; he wears only the highest quality clothes (usually black), ones that won't restrict movement
Wolf form: deep amethyst colored eyes, thick obsidian-colored fur, 151lbs, muscled, 4.1 feet at the shoulder; wears a wolf skull on top of his head; 1, 2
Personality & Background - In Damek's mind, he was born a wolf to the King of a powerful nation in Doutaini, a kingdom that controlled the earth itself. His mother was a brute, however, and he quickly executed a plan to remove her from the family by making his father turn on her for 'abusing' Damek and his brother, Raksha. Then he manipulated a weaker she-wolf named Aegean to become his father's new mate...but his father grew wise to his cunning nature and banished him to the allied nation (the Wind pack) to learn respect. Damek found himself with the opportunity to ask the Wind Alpha, Nikolai, to teach him how to hide his cruel nature. It was the death of his father (who worked himself to death in order to gain the Gods' favor) that fueled him to flee Doutaini. Before departing, Damek stole a necklace from the gods, one containing the powers that they granted only their most Blessed followers. He incorrectly believes it grants him the ability to shift into human form. In actuality it is the result of his lifetime exposure to magic. However, he finds his two-legged form weak and sticks to wolf body. A warning to all, he wears the skull of wolf atop his head in honor of the King of the Wind pack, Nikolai. It's a snug fit, as he's worn it since he was 6 months old.
Upon discovering the world outside of Doutaini, Damek wandered for quite some time, a lone wolf without a home. In his travels, he met a fellow she-wolf named Rai Dame who he found was born in Doutaini, as he was. Their pissing contest left them with the revelation that they were actually cousins. Damek wished her well but dismissed her and continued on his way. Eventually he ran into two mercenaries named Olo and Nervada. The harsh landscape left him desperate for water, so he attempted to take their canteens. They fought him off (two against one, of course, which was the only reason they could do so) and eventually Damek got some information from them on the magic system and their goals. He learned a bit of the human world as they made their way to the nearest town. Upon reaching it, Olo extended an alliance to him: help them on their missions and they would share the flow of gold...and power. Damek reasoned that even if they were lying (which they likely were), he could use their extra hands to get more gold so that he could buy stronger magics. He gave them 25gold as a show of 'good faith,' warning them that he could easily take it back if they dared try to trick him. In exchange for being taught the ways of humans (by Olo), Damek swore to join them in their quest to gain power and money. Both of which Damek also needs for himself to gain enough power to one day destroy Doutaini.
Damek is arrogant, chauvinistic, vain, charismatic, manipulative, rebellious, and power-hungry. He has no respect for woman (or anyone else really), unless they somehow prove themselves, and seeks to one day have a harem of his own. He's morally corrupt but he does possess some: he won't kill pups (children) or anyone who has not wronged him...but he won't go out of his way to help them either.
Skills/Weaknesses
Transformation - Damek can shift between human and wolf form, but this takes minutes to complete.
Apex Predator - While in wolf form Damek can activate the effects of nocturnalize, amphibiate, or toxify at any given time. (one at a time)
LSS - Monolith lv. 4
Lvl 1. Your skin is the color of the variety stone of your choice. (Onyx) You cannot be stunned or knocked unconscious by head trauma.
Lvl 2. Your irises take on the appearance of the crystal (Amethyst) of your choice. You can sense ground-based movements around you through vibrations in the ground.
Lvl 3. Your skin becomes marble smooth. Your base strength level increases by one.
Lvl 4. Your hair and nails becomes razor sharp and metallic.
Weapons Human form
Body Mage Dagger
Wolf form
Bite - a wolf's bite can crush/crack bones of mammals, even larger ones
Non-Weapon Items
Gem necklace- a green gem strung on a thin leather cord; Damek believes that this is the item that grants him the ability to shift into wolf form, it actually grants him the ability to speak in wolf form; magical
Leather pouch - strung around his underbelly that holds his gold
Gold: 100
Sannala's Diadem – A golden crown engraved the whole way around with scene of a massive dwarvish battle.
True Path - The wearer cannot be misled or deceived by most magics. Clear Path - You cannot be easily obstructed you are able to walk up walls and move reliable along unstable terrain and the trickiest of footing. When moving at full speed your horizontal jump distance is doubled and you gain an agate imbue effect. (average wolf jumping distance is 15', so 30' feet long, no appreciable height difference)
Darkwood Treat(Consumed) - The essence of a 1' darkwood block, extracted and infused into a edible treat. People or pets that eat this treat will be granted a random ability.
Ashshaper’s Ring – An unusually dusky dragon bone ring inscribed with depictions of lifeless skeletons and clouds of dust.
Strewn in Death – The wielder can manipulate formerly alive (but not undead) materials within 1’ of the ring via powerful telekinesis, equivalent to Mighty strength in force. This includes ash, if it came from burning the living. Extinguished Pyre – Enchantments on the ring are prismed to reflect the ring’s connection to detritus and ash instead of its connection to fire.
Spells Earth
Lvl 1. Etch - Your pointer fingertips can carve through stone as if it were lose clay.
Lvl 2. Dirty Trick - With a sharp upwards gesture, cause dirt, sail and soil to fly up off the ground at a target's face.
Lvl 3. Stoneshot - Stomp a foot on the ground to cause a chunk of stone to erupt into the air before you. By gesturing in a direction while the stone is in midair you can launch it in that direction. (a sphere, 1 foot in diameter)
Lvl 4. Iron Champion - Your skin becomes the color and sheen of bronze and your eyes pupilless silver. Your weight is increased by half but this does not effect your movements. Damage that would be dealt to you by stone or metal weapons is drastically reduced. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards.
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. Rooted Stance - Strong roots grip your feet to the ground beneath them, allowing you to remain surefooted on any terrain and preventing you from being pushed back.
On Dyfed’s richest valley,
Where herds of kine were browsing,
We made a mighty sally,
To furnish our carousing,
Fierce warriors rushed to meet us;
We met them, and o’erthrew them:
They struggled hard to beat us;
But we conquered them, and slew them.
As we drove our prize at leisure,
The king marched forth to catch us;
His rage surpassed all measure,
But his people could not match us.
He fled to his hall-pillars;
And, ere our force we led off,
Some sacked his house and cellars,
While others cut his head off.
We there, in strife bewildr’ing,
Split blood enough to swim in:
We orphaned many children,
And widowed many women.
The eagles and the ravens
We glutted with our foemen;
The heroes and the cravens,
The spearmen and the bowmen.
We brought away from battle,
And much their land bemoaned them,
Two thousand head of cattle.
And the head of him who owned them:
Ednyfed, king of Dyfed,
His head was borne before us;
His wine and beasts supplied our feasts,
And his overthrow, our chorus.
Thomas Love Peacock, The War-Song of Dinas Vawr
Stats & Facts Name: Eldaréon Cú Culainn Titles/Aliases/Nicknames: Hound-Slayer Sex: Male Race: Elf Age/Height/Weight: 30/6'0"/175 lbs. Appearance: A mien of sun-golden hair, plentiful as a lion’s mane, the full length falls to his shoulders in wind-tossed ringlets. It is braided along the hairline and pulled back behind his sharp pointed ears, tied into a leather-wrapped cord adorned by a legend of runic foliage. A face of stern angles, and high cheekbones, it is thin and angular. Storm-gray eyes that are like whirring skies on a cloud filled day, they are intensely contemplative. Deadly conditioning; a sleek, graceful and slender physique tightly corded in muscle. An unassuming demeanor, but one that some how is always poised to spring into violence at a pindrop. A sweet smell of earthen places and fauna follows him, punctuated by the pollen of wild flowers. Apparel: A sleeveless tunic with high-collar done in golden scroll work, quilted and dyed a deep blue, connected to a skirt addition of simple dark leather. Comfortable yet sturdy calf-high boots, covered with etched golden leather greaves; matching leather vambraces also of dark gold, cover his entire forearms to the elbow. A braided necklace strung with polished quartz, of deep viridian and mossy greens hangs from around his neck. Background: From one of the oldest elven families of Greevan, he has always felt a deep connection with the forest, and his martial spirit that was always familial in nature. Fostered with the Sentinels at a young age because he was such a fierce child, Eldaréon learned much of the forest and his family’s history with them; and he also learned survival, but more importantly a way to channel his lusts for battle into an oneness which focused his fury to a single, tempered point. The boy grew fast, and soon became a man, and much of his adult life has been as a fighter. He took a journey west in his adolescence but he doesn’t much speak of that. Upon returning, he has taken up a vow to be a pillar of strength for the elves, joining the Warrior society to further his path. Affiliations: Warrior's
Skills/Attributes Blessèd of the Elders
A child of the forest, Eldaréon was anointed from birth to a great destiny that would be as rampant and fecund as the ancient trees of Greevan. To be in his presence is to feel the wild pulse of nature itself; the towering shadow of a Sentinel tree reaching to the sky; the quiet compression of the trees at night bursting with the dance of life and death, though not a single creature be within your sight. He is a giant spirit, of a greater eminence and nobility than that of the most steadfast of heroes.
– Battle intimidation. Passive: Soothe-effect on allies.
– Natural Strength: Strong The Bond of War Runneth Deep and Doth Not Tireblood calls to blood Ancestral Bond(DAK) - Daréon is a prince of battle, descending from an ancient bloodline which dates back to that of the first elves, and the elders of his people. A ferocious warrior, whose fierceness and mastery in battle are only matched by his physical perfection. An aura of superiority surrounds him, causing lesser men to shrink from his presence. As his spirit grows fiercer and is fed in battle, his forerunners take notice of his prowess. They may appear to train and assist him, offering advice or granting boons of their ancient knowledge of war.
Level 1: Stygian Counsel – You can ask your ancestors for advice and guidance. Their answers will be helpful, though rarely clear.
Level 2: Aethelred - One of Eldaréon's ancestors; an ancient, grizzled looking elf, especially taciturn. He bears an eye-patch and the rags of what's left of a large tattered cloak. He is wielding a vicious looking quarterstaff, and two wickedly sharp long-knives. Taught Eldaréon a sharp lesson on balance. (Extended Body)
Level 3: You gain the ability to summon a minor ancestral spirit who will aid you in some way. That spirit does not require maintaining but vanishes after 3 posts.
Level 4: Your ancestor’s faith in you as a true scion of their line strengthens, and their advice becomes clearer, even when you don’t really want it.
Level 5: An ancestor manifests to teach/grant you a moderate ability.
Level 6: You gain the ability to summon a lesser ancestral spirit who will aid you in some way. That spirit does not require maintaining but vanishes after 5 posts.
Level 7: An ancestral spirit will appear, guiding you to a hidden item related to your family line.
Level 8: An ancestor manifests to teach/grant you a major ability.
Level 9: You gain the ability to summon a major ancestral spirit who will aid you in some way. That spirit does not require maintaining but vanishes after 1 post.
Level 10: Your ancestors bestow upon you the knowledge of a ritual spell. These spells require two spells to maintain and are quite powerful. In addition, you are able to extend your summoned ancestral spirit manifestations maintaining them like summons.
With a Burning Spear Between red death and radiant desire
With not one sound of triumph or of warning Rushdown - A cold singleness possesses Daréon when fighting, he is a relentless whirlwind of steel and fury.
- Level 1: You learn how to expertly maintain your footing while in motion, allowing you to more easily fight on the move.
Bonds of War
Techniques or otherwise trained abilities Eldaréon has been bestowed by his ancestral elven brothers.
> Extended Body - Your weapon is a part of you, and in all situations you should not be afraid to use it. When falling, being knocked back, or in anyway unbalanced, Eldaréon has trained his body to react instinctively with his weapon, allowing him to prop, wedge or vault himself into a better position. Greatly improves his balance, making it very hard to trip or topple him.
Spells Spirit Level 1 Divine – Sense if any spirits are in the area and their general mood. Level 2 Vibe – Send out a wave of spirit energy that can sense the general direction of any hostility aimed at you.
Accessories Non-Magical Magical
Armor Non-Magical
Weapon Items Magical
> Skye-piercer: A beautifully worked polearm of elven-craft. The shaft itself is 4’ of white ancient Scarwood, inlaid with twisting ivy-fringed vines; it may be extended to its full length of 9’ in total under the user’s will. The spear blade is 2’ in length, coming to a wicked recurving point in the shape of a broad-headed leaf etched with silver filigree like fallen snow. (6’ retracted; 9’ extended)
1. Strong as Steel; mends at accelerated rate.
2. May grow or shrink to its standard/full length under wielders control.
[U][B]Stats & Descriptions[/B][/U]
[B]Name [/B]-Jougo
[B]Race[/B] -Jakari
[B]Age[/B] -25
[B]Affiliations[/B] – Mage+Thief=Oathbreaker
[B]Appearance & Apparel[/B] – Jougo appears to be a man with a lions mane and eyes. He also has fur around his wrists and ankles. Jougo wears a tattered sportcoat over a vest and shirt, he also wears paints that seem to have no exact color from years of stains soaking into them. He stands 5’10” with an average build. He dyes his mane a green color with various natural dyes and paints his face in various stages of extreme laughter.
Personality– Quick to temper. Thinks everything is meant for his amusement. Likes flash and style.
[B]Background[/B]–Having never cared for the rules he grew up with as a child, Jougo wandered through the forests around his hometown frequently to avoid them. One day he met an odd female Jakari he hadn’t seen before. She painted her snow white fur to be half red. And she danced with lots of brash movement that jarred the bells she wore. If she was going for attention, she passed that point long ago. This was an artist seeking a worthy audience. And so to see if she was as useful as she was graceful, Jougo made a small fire at her feet. She quickly looked from the fire, to the forest then to Jougo. As she started to smother the fire, Jougo felt an interesting sensation. His head got lighter and he began to be happy. He shook his head to clear away this odd feeling, and he was surprised to see her standing by him when his head stopped moving. After a brief exchange, Jougo and [B]Akane[/B] became friends. They had a great many times playing with strangers who ventured too close to their camps, and not every one of the strangers lived through their “play.” When they got bored of the audiences available in their home towns, they left seeking the bigger world and the oddities it held.
[B][U]Skills/Weaknesses[/U][/B]
[B]Dualmagery[/B] (Contain+Ignite)
[B]Grenades[/B]
[B]Lvl 1:[/B] Summon a 3" diameter sphere of fragile force magics filled with a burning heat. On impact the sphere breaks and releases the heat in a small burst. Flammable materials are ignited by this effect and impact on people is uncomfortable.
[B]Lvl 2:[/B] The heat contained in the grenades combusts upon breaking, creating an expanding ball of fire that reaches the size of a canteloupe.
[B]Lvl 3:[/B] When the grenade breaks, its force spell reverts to force magic, releasing an expanding ball of repelling force along with the fire, reaching the same diameter and hitting the force of a shove (Average adult human strength).
[B]Lvl 4:[/B] The explosive range of the grenades is increased to three feet, though the force and heat diminish further from the epicenter of the blast.
[B]Ricochet Rocket Ride!:[/B] Projectiles that Jougo launches can be made to bounce undamaged off a single solid surface, they must follow a plausible trajectory as they bounce off the surface, retaining all their momentum.
[B]Thief Skills[/B]
Thief Chips=0
[list][*][U]Wet Work[/U] - Dexterous blade work.
Lvl 1. Your familiarity with blades of all shapes and sizes allow you to draw them instantly, attacking in the same fluid movement.
[*][U]Lockpicking[/U] - Using tools to pick through locks.
Lvl 1. Trained in the use of lockpicks.
[*][U]Sleight of Hand[/U] - The ability to nimbly use your hands and fingers in fleeting movements unnoticeable to the eye.
Lvl 1. Capable of picking up small objects with your hand without notice.
[B][U]Weapons[/U][/B]
Currently in void space.
[B]Magical Weapons[/B]
[list]
[*][B][COLOR="Indigo"]Tricksters Tip[/COLOR][/B]- A silver tanto with an ebony hilt. Its blade can be plunged into one shadow and emerge from another. (Dark mage dagger)
[*][B]Boxing Smasher[/B]- This oversized novelty looking sledgehammer is wieldable as though it were a normal sized mallet. In the mallet, there is a boxing glove on a self resetting spring that can be activated by the wielder.
(Think this: [URL="http://www.geekworldradio.com/pics/Comikaze2011/SuperMarioBros_MarioWithHammer.jpg"]reference pic[/URL])
[*][B]Soaring Eye[/B] – An Ironwood Boomerang inscribed with several eye symbols. When thrown you may have the boomerang fly towards whatever you are looking at, even altering its course mid-flight up until the boomerang hits something. Modifier 3.
[U][I]>Personal Truth Set[/I][/U]
[*][B]Dracoran Blade[/B] - A scimitar that passes through skin much like an Earth dagger passes through metal. Also Mage-friendly, like an Earth Dagger. Modifier 3.[/list]
[B]Non magical
Void Space[/B]
>Crossbow and quiver of bolts
>Baseball bat
[B]Non-Weapon Items[/B]
[list][*][B]Scoundrel's Boots[/B] - A pair of buckled seafarer's boots, the sole's stained with tar.
The wearers feet stay anchored to whatever surface they walk as long as its angle is less than vertical(or upside down.). A stomp of your foot can cause an incite effect on a target.
[I][U]Scoundrel Set[/U][/I]
[*][B]Scoundrel's Gloves[/B] - A pair of black fingerless gloves.
The wearer has sticky fingers. Their grip cannot be broken and even a glancing touch is enough to secure getting ahold of items, be they weapons or the contents of another mans pockets.
[U][I]Scoundrel Set[/I][/U]
[*][B]Can of Wyverns[/B] - A can that, when opened, unleashes a plume of smoke that takes the form of a dragon. The summon is self maintained, under no one's control, and very angry. Alas, the summon vanishes after a single post. Usable once per encounter.
[*][B]Skull Mask[/B] - The face part of a humanoid skull that has been separated from the rest of the skull and attached to a band that wears around the head. Living (or formerly living) things seen through the eyes of the mask are viewed as though they were at the peak of their life. Destroyed buildings and objects are perceived as though they were brand new and undamaged.[/list]
[B]Void Space [/B]
[list][*]Blank Scrolls - 2 scrolls - Write a spell you know down in a Blank scroll, and you will forget how to cast it. It behaves like a Scroll of that spell for the next person who reads it, teaching them the spell.
[*]Falseheart Oil 1 Vial - Alters the powers and sometimes appearance any item it is applied to to reflect THE OPPOSITE OF its owner.
[*]3 sets of spare clothes
[*]My gold
[*]Food + water
[*]Crowbar
[*]10 Decks of cards
[*]Grappling hook and 3x30’ rope
[*]Basic thieves tools
[*]Colorful Juggling balls
[*]A couple bowling balls
[*]Some medium sized rocks
[*]4 bottles of high proof alcohol[/list]
[B][U]Spells[/U][/B]
[B][U]Artless[/U]
Lvl 0.[/B] Void
[U][B][COLOR=red]Fire[/B][/U]
[B]Lvl 1. Ignite[/b]- 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.
[B]Lvl 2. Firework[/B] - Launch from your fingertips into the air several small smoldering coals that explode in a beautiful display of pyrotechnics and a shower of sparks.
[B]Lvl 3. Smokescreen[/B] - Burn a 7' diameter cloud of clinging smoke and choking ash into the air at a location within your sight.
[B]Lvl 4. Firetrail[/B] - Enrobe your feet with liquid fire. Leaves a fire trail along the ground as you walk or run and through the air as you jump or kick.[/COLOR]
[B][U][COLOR=teal]Force[/U][/B]
[B]Lvl 1. Contain[/b] - Generate in your hand a "jar" construct of solid force, 6" in diameter and 8" tall. Can close off the top when you wish.
[B]Lvl 2. Tip[/B] - Generate short force constructs on your fingertips, be they claws, thick cushions, or any other short tool-like shape.
[B]Lvl 3. Repel[/B] - A variation on the Shield Spell. Raise your hand palm out to generate a barely visible construct of applied force, circular and 4' in diameter in the air inches from your palm. Then apply raw force to it, driving back anything before it. Maximum push-back range is 10'.
[B]Lvl 4. Implacable Hammers[/B] - Summon to your hand a silver and iron war-hammer, the force of whose strikes can move harmlessly through one object and strike another object touching it.
[/COLOR]
[B][U]Gold[/U][/B]
227 (Lottery Number=105)
List tags are malformed.
Name - Akane (meaning: red dye) Race - Jakari Age - 23 Strength: Average Affiliations - Mages/Thief ==> Oathbreaker
Appearance & Apparel : She looks like an erectly walking snow leopard; white fur with black open rosettes on her body--with small spots of the same color on her head and larger spots on her tail and legs. Her tail is unusually long and thick. For any 'big performances' she must make, she paints the right half of her body bright red (with natural dyes); on occasion she also dyes the left side of her body black, to contrast with the red. Her eyes are a dull green. She's roughly 5'2'' and weighs 115lbs. Over all of that dyed fur, Akane wears as little clothing as possible. Her goal? To be as eye-catching and distracting as she can. Attention? She loves it. She likes to wear a simple jester hat with bells in addition to bells around her wrists and ankles. The clothing she does wear seems to be gypsy-like, silky and flashy and always a shade of black, white, or red. She's slender and (naturally) cats always land on their feet, so she doesn't easily lose her balance and is a natural gymnast; 1, 2, 3
Personality - quick to anger but also quick to get over it; seemingly never serious; all play; devoted to her mate and oblivious to any of his faults; she loves to dance and is quite the attention-seeker
Background - Ever the oddball with her erotic dancing and the obsession with painting her own fur unnatural colors, Akane knew it was fate when she met her darlin' Jougo. They even shared the same interests: extravagant displays and sadistic tendencies. It was love at first sight for Akane who has been at his side ever since their first 'play date'. Now that they've decided to take their show to the cities, Akane is certain they'll have even more fun with a wider audience.
Skills/Weaknesses
Ability to sense items with strong magics (thief)
Magical item: a small flower (worn just below the shoulder blade, in front) - can produce a stream of water in short sprats; the water is direct-able by aiming the flower
Eat all the berries: after years of eating the brightest, most toxic berries she could find, her body has grown a natural immunity to toxins and poisons.
The Red Deck:
0 Thief Chips
Joker's Suit
Sabotage
Lvl 1. You are given a form of tinkering training that applies exclusively to single and complex machinery, allowing you to quickly and precisely sabotage their workings. Suit of Hearts
Grifting
Lvl 1. Trust-based charisma boost
Lvl 2. You naturally manipulate the emotions of those you talk to. The strength of the manipulation is relative to the time spent with the mark.
LSS - Dualmagery (Cleanse + Soothe)Lithium(?)
Lv. 1. - Trasmute some of the air around a target's head into calming & mood-enhancing (happy) gas.
Lv. 2. - The gas takes the edge off most pain and dullens the target's sense of touch, inhibiting dexterity.
Lv. 3. - Transmute the air around a target's head into a calming, mood enhancing gas. It takes the edge off any pain and dulls their sense of touch, their dexterity, and their ability to read emotions. Their speech becomes slurred and mumbled.
Lv. 4. - Transmute the air around a targets head into a euphoria inducing gas that makes them obsessed with all things tactile. The feel of their own clothes, the weight of the blade in their hand, the feeling of their tongue on their own lips. The subject will find it difficult to focus on accomplishing any non-physical task, including talking and listening carefully.
Weapons
Mage Dagger: Dark - A silver tanto with an ebony hilt. Its blade can be plunged into one shadow and emerge from another; she keeps this strapped to her thigh
a hand-cross bow, in case someone needs an arrow in their ass; she keeps this in her void-pocket
2 stone daggers, strapped into the same fabric 'belt' as her mage dagger
A bone dagger
Snatch Blade - A thin, guardless dagger of steel. The pommel bears an enchantment that magnetises it on command, allowing you to lift small metal objects with it. This ability also allows it to be pulled to your hand from up to a foot away. (Voided)
Trick Sword - An ironwood longsword whose blade recedes into the void space in its hilt when pressure is applied to it. The sword also has the ability to blunt itself with force magics - it's otherwise very sharp. Modifier 3.
Non-Weapon Items
Abominable Comfort - A form-fitting knee-length coat, made from the trimmed and dyed pelt of a ferocious tundra beast, lined with red silk. The majority of the coat is trimmed and shaved down to the thinnest layer of fur, jet black and smooth to the touch. The coat is slit at the tail and left thigh to allow movement despite the tight fit. The wrists, and v-line neck of the coat are lined with fluffy red fur that seems almost fiery from a distance.
> The material of the coat is immune to fire magics and strong as steel.
> The wearer of the coat is effect by a constant, passive version of the Warm spell.
Two Baby Griffons, Bud and Lou - Descended from both kitties and birdies, this animal is the epitome if cuteness. It adds a level of charisma to its owner, and may be targeted by bestial spells as though it were a summoning. It also levels up like a mini-lss (Storm)!
1: The baby griffin is teething, giving it a bite attack which can grip people and cause pain. Also, the baby griffin is easily distracted by lights, and sometimes chases bright spots because it doesn't understand the difference between colors and objects! How cute!
2: the griffin learns to fly, reaching a maximum height of ~10 feet. The downside to this is it still isn't potty trained. NOT CUTE, GRIFFIN 3: the baby griffin grows to be about 2 feet tall at the shoulder with a wingspan of 8 feet. It's maximum flight height is about 20 feet, and its claws sharpen so it can hunt with dive bombs and generally scratch people. It's still cute though.
Void-space holds:
Counting Crow – A charred life-sized wooden carving of a crow with black marbles for eyes. Once per encounter the carving can allow itself to be possessed by the spirit of the most recent death in the area. While possessed the Crow gains an enlightened animation allowing it to move, fly, and caw (but not speak). Warning- some spirits have unfinished business. The possession usually ends at end of encounter. A faint light radiates from the marbles while the carving is possessed.
Hargannen Quill - With a thought, this quill can write in any book you own, on any page of that book, no matter where the book is or it's open/closed status.
Pendant of Civility - A steel amulet depicting a fancy noble drinking tea. Magically cleans the wearer on command, and makes the wearer immune to Wild Realm (Level 10 Beastial Spell). It also be used to make tea like a teabag (tea is not magical).
Blank Scrolls - 2 scrolls - Write a spell you know down in a Blank scroll, and you will forget how to cast it. It behaves like a Scroll of that spell for the next person who reads it, teaching them the spell.
Killing Joke - A bloodstained playing card. Can be turned in my a thief for a chip and access to a secret Joker's Suit of the Red Deck. (Used)
materials needed to make dyes
spare clothes, just in case!
extra fabric and sewing materials
rope & grappling hook
lock-pick
a giant, red toy mallet
a hand buzzer
red lipstick
loaded dice
Gold: 35
Spells Artless
Oathbreaker Spell : 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.
Storm
Lv. 1. Cleanse - Clear the air around your head, making it clean and clear of pollutants.
Lv. 2. Deafen - Completely still the air around a target's ears preventing any sound from reaching them. Use will rarely go unnoticed.
Lv. 3. Carry - Magnify your voice, from very loud to deafening.
Lv. 4. Blowback - Create a spiraling whirlwind around one of your hands that will drive the next thing you hit backwards with the force of a hurricane wind, spinning if it becomes airborne.
Spirit
Lv. 1. Soothe - Calm the emotions of another, the more intense the emotions, the less effective this spell is.
Lv. 2. Incite - Cause a target to grow angrier and potentially violent.
Lv. 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.
Lv. 4. Soul Daggers - Summon a pair of daggers whose exact appearance reflects your inner spirit. The more damage dealt by these daggers the more intense fear and panic they trigger.
Accomplishments in Thievery
Stole 10 gold from Robert "Bobby" Brontus
Made Randall leave his life and give up all of his possesions to a helpful agency that totally wasn't all thieves robbing him blind...
Trained her new baby griffons to steal 10 gold from Diarnan
Stats & Descriptions Name – Eizen Yigal (Changing Nervada’s last name, since Eizen had it first. *Steals*) Race - Dryad Age – Older than you are, younger than that guy over there. Height - 6'0'' Strength: Average Affiliations - Mage/Thief ==> Oathbreaker Appearance: Eizen is a dusky-skinned dryad with aged features. His swaying needle-like hair is inky black (was a sickly whitish green) and his skin looks gnarled and twisted. His teeth appear to be made out of a greenish amber, which is likewise the color of his eyes and nails. Apparel : Simple brown/black clothes and an equally simple black rope belt. He wears a brown clock with an ample hood. Personality – Eizen is a exceptionally calm individual. Don't let that fool you though - He can be anything from mildly content to somewhat disappointed! Background – Taking his name from a dying old man (no heirs and a history of good deeds = valuable name), Eizen has set out to acquire stuff. He joined some groups that did stuff he liked, and now he sets off to do and aquire more stuff. He's not very particular.
The Wanderings of Eizen > Was captured while trying to deliver goods, escaped death pit.
> Foiled attempt to trick him and employer into delivering some sort of grove-destroying weapon instead of regular goods.
> Somehow got caught up in the Greevan war (while trying to sell goods).
> Helped convince Herschell's rival that signing over every thing he owned and happily skipping town was a definitely a thing he should do.
> Somehow let the thieves guild talk him into helping a crew rob a mighty Scion family blind (and setting their mansion on fire). Worked out okay, at least.
Tranquil Night- Despite his looks, Eizen carries a serene yet distinguished air about him that aids him when interacting with others. (Racial Dryad Charisma effect)
Void Realm: Eizen has a special affinity for void-type effects. This affinity has enhanced his void spell, allowing him to stuff basically any object into the void, although larger objects take longer to push through. Once inside the void, the objects are held in stasis (they do not rot, etc) until he commands a specific object to be pushed out of the void space [Normal objects can be pulled out of thin air as normal, while larger ones take a few seconds]. His void space is less like a pocket and more like a warehouse dimension. Still cannot intentionally stuff living creatures into the void.
ABYSS - Your attunement to dark magics passively alters your body, stirring your inner darkness and turning you into an embodiment of ineffable shadows. 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 becomes dusky and as cold as a corpse. Your mind is filled with shadows and cannot be altered by external magics. Lvl 2. You can see in darkness easily as light and cannot be blinded. Lvl 3. Your skin develops swirling, shifting patterns of darkness beneath the skin. Your grasp creates the sensation of being bitten by a hundred tiny mouths. Lvl 4. Your hair becomes inky black seems to sway and move independently from your head's movements. By touching a wall or the ground, you can create a shadow there, in your shape and dimensions, anchored to that surface. This shadow cannot be dispelled by normal light and causes icy damage to any that touch it. Can only have three of these active at once. Only last an hour. Lvl 5. If wounded, the darkness beneath your skin gain substance, biting into your flesh and skin to stitch, suture, and staple it back together This is not painless. Lvl 6. Some of your subdermal darkness moves to the surface, taking the appearance of strange runic tattoos that constantly change and move. If you grab someone for more than a moment, some of these "tattoos" will move them to them. They remain until the end of the encounter, sapping the warmth and hope from them, weakening them by a level. Lvl 7. Your inner shadows reduce your weight, giving a minor boost to your leaping ability and agility. The shadow "tattoos" that cover your body can bite and cling to surfaces, even through thin clothing, allowing you to stick to walls and ceilings like an insect. Lvl 8. Your "tattoos" become more numerous. Shadows wisp occasionally from your mouth and nose like smoke. You can, once per encounter, spew your inner darkness out from your mouth to form an intangible, barely perceivable shadowclone of yourself, taking with it your consciousness. This leaves your body, now unchanged by the Shade ability, limp and helpless but allows you to travel in this shadowform anywhere within 200' of your body. You can cast a single spell each post through this shadowform. If your body is dealt any damage, this effect will end. Lvl 9. You can use shadows you have anchored as portals between each other. Once every 7 posts. Lvl 10. You learn to harness your attunement for a custom ability based on your personality and shadows.
Bark the Root Wolf - A small pup made of living wood, with black grass fur, that will grow into a fearsome companion as Eizen increases his understanding of dark and plant magic. Stands 4" at the shoulder and just under 6" long not counting the tail. (Can only be leveled to level 5)
Eye of Avarice (Oathbreaker benefit) - Items with strong magics within Eizen's visual range give off an orange aura (to him).
The Red Deck - The bread and butter of any Thief, the skills taught to them by the organization that accepted them into their ranks.
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.
Guild Restrictions
> Can't take bounties
> Can’t use metal weapons/armor.
Weapons
Jougo's Dagger (Fire Mage Dagger) - An iron kris dagger with an obsidian hilt and a dragons-head pommel. As long as the blade is not in contact with a body, it can rapidly heat and reforge itself into any shape Eizen can visualize. This does not change its mass.
2 bone throwing knives Eizen carries on his belt.
Non-Weapon Items
Void-space holds:
25 sets of spare clothes, all identical to his normal clothes.
A crowbar.
A bone toolbox
Eizen's definition of what counts as loot is quite... broad compared to the average person. Well, lets just say this section is going to get really long.
The loot hoard:
CLOTHING
> 1 burnt shirt that belongs to Golan, Firemage
> The shoes of a carriage driver that worked for Pearl.
FOOD
> One bowl of gourmet soup. As delicious as it is drugged.
TABLEWARE
> A spoon.
FURNITURE
> 8 beds. Decently made with straw mattresses.
> A luxurious mahogany chair with leather padded cushions on the seat and back.
> 2 human-sized Mirrors.
> 8 Writing Desks
MISC
> An empty crate
> 8 Lanterns
> A pile of newspapers soaked in some kind of alcohol (probably)
> 2 pieces of Coal
> 3 Journals written in Common, Kindir, and Garr respectively
Bodies
Felix's Hammer(Void) - An enchanted golden toolbox-sized hammer that, with a Tap, passes on its enchantedness to another object. This allows normal objects to regenerate as though they were magic items. Takes about 10 minutes. Once the item is repaired the effect ends and the hammer can be used again on another object. Made of some weird mage-friendly faux-gold (mod 4).
Falseheart Oil(void) - Alters the powers and sometimes appearance of any item it is applied to to reflect THE OPPOSITE of its owner.
Ritual of the Savior(Void) - A scroll made of some strange bluish material detailing how to use the material along with a pure-arted Lutharin crystal to form a pact with a guardian spirit, granting the user a powerful summon that will self-cast itself if the user is helpless and unable to defend themselves. The summon will remain until the user is safe [or dead]. The exact nature of the summon depends on the art of the crystal, the location the ritual is performed, and the inner spirit of the user. The user cannot cast the summon on their own. The scroll and the crystal are consumed by the ritual.
Jade Seal(Void)
Canopy Key(Void) - A guardless dagger of bleached wood, a perfect emerald adorning its hilt. The dagger can be sunk into any sizeable shadow to animate and grant control of that shadow. The level of animation, corporeality and control is wildly unpredictable, but is usually enough to be helpful (WM determined). It may alternatively be used to slice through any shadow larger than Eizen himself and open up a staircase into a personalised bedroom, whose location shifts to wherever the staircase is opened.
Guardian Oak(void) - The charred limbs of the oaks that barred their paths. The wood may carved to unlock a power based on living plant life, tinted with fire.
Refined Comb(Void) - Allows you to control the length of your hair and nails.
Ruby Imbued Chitin Glove(Worn)
Spirit Totem - Rudely carved marble figurine of a laughing man, which is clearly intended to be Erin. Grants knowledge of the rare unleveled spirit spell "Erin's Ward."
- Erin's Ward - Raise a protective dome of spirit energy around you, glowing softly with a rose light. This dome is as hard as iron, and painful to touch for those with ill intentions toward the caster.
> Erin's Boon - A small silver coin, on one side depicting Erin smiling and winking at you, on the other side an engraving, somehow, of the shapeless and formless chaotic void. Grants the skill "Touch of Moonlight." Touch of Moonlight - The world may be a messed up, effed up, chaotic place, but somehow you know how to find your place in the scheme of things a little better than most people. Things tend to go well for you, so that random chance events are tipped just that little bit toward your side. You're a little lucky to be alive, and you can feel it.
Spells
Dark Level 1 - Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows. Level 2 - Shroud - Summon forth a cloud of darkness around a target, 10" in diameter, that can't be pierced except by powerful magic light. Level 3 - Shadowcrawler(Spider Monkey) - Shape and animate your shadow into a summoned beast of living, solid darkness, icy and swirling, into the form of a Ateles fusciceps (Black-Headed Spider Monkey).
Level 4 - Midnight Champion - Your skin becomes ebon and runed with silver, with a mist of roiling shadows around you. You can leap as if you weighed a third of what you do. This shadowmist can flow over your weapons and armor, forming spikes and shards of solid blackness. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards. Level 5 - Summon Agate Bats - Summon a dozen of bats with wings of shadow. These bats can use shadows as portals and travel between them, and their bodies possess the benefits of an agate imbue (All objects/creatures hitting/impacting them are repelled with equal force, hits/impacts made by the bats themselves are doubled in force).
Artless 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 an extending and retracting of the arm to use. Cannot intentionally be used on living entities. (Void realm changes item limitations as noted above).
Tomes The Unlettered Caster(Dark) - A Tome that allows the bearer to create a 5th branch of one art (Chosen upon acquiring) with each level being picked from the spells of that level from the other branches. (For instance, you take 6A, 7B, 8C, 9D, 10A and copy them into a new 'E' branch)
Currency
42g
Markers Acquired from Herschell:
6-gold Markers from: Colt, Stoz
30 Gold Marker from Roshem
60 Gold marker from Yack
> Formatting here uses [ and ], not < and >. Also, could use some more use of bold and underline to distinguish titles and headers from text.
> Having some trouble reading your backstory. I can't really tell why you can shapeshift.
> Please do not use the names of real world proper nouns, even as names.
I believe you are a friend of Magikeeper and his friends. MK should be able to advise you as to just what I mean.
-------------------------------
On a more general note. It seems that alot people are making characters that transform into animals. I am not sure if this is just a way to get around the fact you can't play as sentient animals in the EW, but I rather we nip this trend in the bud. All the already posted ones including Rai can stay, but I ask people not make anymore new characters that turn into animals.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Even as one heat another heat expels,
Or as one nail by strength drives out another,
So the remembrance of my former love
Is by a newer object quite forgotten.
Stats & Facts Name - Morgan Lachance Race - Human (Elexian) Age - 21 Height - 5' 6" Appearance - Morgan is a charming young lady of an average height and of a lithe build. Her dark auburn hair is tied in a braid that falls between her shoulders. Two wisps of hair fall to frame her face making her sharp features seem a little softer than they otherwise might. Her eyes are a deep blue and dotted with flecks of whitish grey. Apparel - Morgan's choice of outfit is not just the first thing she grabbed before leaving home, but symbolic of the sense of freedom she gets from studying magic. Her riding clothes comprise boots, trousers, a blouse and jacket. All professionally tailored in Elexian style. The boots are soft, pliant brown leather with delicate embroidery around the tops. The trousers are a creamy colour, tight against the skin but incredibly flexible. The pale silvery silk of her blouse breathes enough to stop her getting too hot. Finally, her burgundy riding jacket is kept in a usable condition at all times, even if it does get a little dusty. In addition to this outfit, she also wears a silver locket around her neck constantly. Background - Morgan's father was an Elexian noble of reasonable standing, and in fact still is. Morgan was raised to be a proper lady and was courted by many who did not catch her eye in the slightest. Her mother passed away when she was relatively young, and though her father remarried a few years later Morgan never connected with the woman. Not that she had any ill will towards her, of course, she just wasn't her mother.
Morgan spent a lot of time going through her mother's old things, whenever she could sneak away from dance lessons or feign illness to avoid dinner with insufferable bores. It was on one such occasion that she found an old tome belonging to her mother, obviously magical in nature. Morgan spent all night reading about the energy manipulation of the twelve magical arts, and forgot she was supposed to be sick when her father caught her using it to summon a burst of wind. The esteemed Lord Lachance wouldn't have his daughter dallying with the magical arts when she should be entertaining suitors, so the book was locked away in his study. A year of frustration and curiosity went by as Morgan took every chance she could to either sneak a look at that tome or talk to anyone in Elexia who knew about magic.
One night, after her father went to sleep, she broke into his study and stole the book back into her possession. She left a note explaining that she was going to live her own life the way she wanted, she left Elexia behind her. Taking the book and her trusty mare with her she rode all the way to Greevan, acquiring a rudimentary knowledge of magics and joining the guild. Affiliation - Arbiter (Fraternity of Mages + Peacekeeper's Guild)
Skills and Abilities Fortune's Favour - Morgan's upbringing as the daughter of a nobleman has granted her a small selection of skills and manners that serve her well. Most notable among them, stitching, dance and equestrianism. A Moment to Learn - The field of magical learning is as wide and diverse as it is deep and powerful, a person can spend their whole life dedicated to a single magical art and not become a true master. Thus it is either intense hubris or boundless optimism that fuels those mages who pursue mastery of every magical art. Morgan LaChance is one of those few, seeking to learn as much as she can about every magical art. (Morgan's known spells and magical abilities.)
Makings of the War Mage A set of silvery metal war gear, etched with runes and studded with magical gems. Mage-metal is strong as iron and does not interfere with magical fields. The powers of Warmage Gear increase as the users magical knowledge base expands. Warmage Gauntlet - Right hand gauntlet made from a leather and plates of silvery mage metal, set with small gemstones and runes. Color of leather and gems reflect the art of their wearer's preferred magic.
>>Beastial Fusion - The Gauntlet can fuse and integrate into Morgan's, giving her hand exoskeletal plates of gem studded and runed bone. His fusing increases that arms strength by a level and the plates can be shifted to form talons, claws, spikes or alike.
>>Spirit Phasing - The Gauntlet can also phase into the spirit realm vanishing but giving her punches the ability to effect spirits more heavily. While phased the her hand gains runic tattoos and are warded against damage from magics. Phasing while fused is not suggested.
>>Shadow Fusion – The Gauntlet can transform into a runic black tattoos over the hand wearing it. While fused this way, your touch can spread spikes and shards of solid darkness over items and surfaces.
>>Primordial Hand – The touch of the gauntlet can be made electrified or toxic. The punch of the gauntlet can be made thorn knuckled or create deafening noise on impact. Warmage Familiar – A rainbow colored humanoid clay figure, 1' tall.
>>Take Form - The figure can transform into a strange chimera. Its has the tawny torso and head of a monkey, but with six arms, the wings of a bat, face of an owl, tongue of an anteater, hind legs or a subersu, and the spiked tail of a drake whose spikes glow. It has an incredible sense of hearing and is capable of speech.
>>Fierce Loyalty - This Familiar grows larger and fiercer the more hostile those around Morgan are towards her, up to Morgan's own size.
>>Share Alike - Whenever Morgan is effected by a friendly spell, it effects the homunculus as well Whenever you are effected by an hostile spell, the homunculus' paws gain a damaging aura determined by the art.
>>Taste the Rainbow - The familiar's tongue, which can reach out 2', can be coated in a variety of salivas. Burning cold darkness, sticky sap, electrified, or allergenic. Warmage Staive - A staive of silvery mage metal, etched with strange runes and wrapped about the middle with leather.
>>Mage Blade - Can create a 6" blade at its tip that secrets a burning organic acid and a venom that wearies and reduces the strength level of those it wounds by 1. While extended This effect grows over the rest of the encounter. While the blade is extended, the staive moves far faster and can pass between visible shadows like portals.
>>Mage Reaper Form – Can be transformed into a silvery steel two handed scythe, the blade etched with the runes, leather bound length, and several colors of silk ribbons trailing from the blade. It was the Mage Blade abilities, and the acid and venom secreted by the blade is now mixed with living shadow that actively works to prevent healing and clotting but makes the effect vulnerable to magical light.
>>Leyglider Staff Form – Can be transformed into a silver bo staff covered in runes. Can magically generate rainbow colored wings and tail fins so it can be used as a glider. The tail fins can be extended alone to create a fan blade weapon that as the Mage Blade powers and can be fanned to create a driving gust of wind.
>>Chimeric Bow Form – Can be transformed into a silver reflex bow strung with a chord of several entwined colors and every inch of which is etched with strange runes. Any wooden arrow notched in the bow can be temporarily granted a head that is a miniature version of the Mage Blade. These blades can be detonated into shrapnel on impact. The shards have randomly lesser or partial versions of the Mage Blade effects.
>>Fused Zhua Form - Can be absorbed into her non-gauntleted hand, giving her identical runed and bejeweled bone plates on that hand, but with clawed finger tips. It has the Mage Blade powers but also causes nausea and fevers as they grow weaker.
>>Soul Blade Form - Can be transformed into a steel strange sword with a 5' long, 1' wide black blade that curves on both sides to a spade-like point at the end, the both sides covered in runic writing. The guard is non-existent, the blade too wide to need one. The hilt is wrapped in white cloth. This sword is as light as if it were made of paper, making it each to wield for Morgan but also reducing the momentum it can built and thus the damage it can do. Has the Mage Blade abilities but also reduces the level of magic the wounded can call upon over time.
Weapons Frailty - A silver katar dagger inlaid with bone with a bronze handle. Those wounded by this dagger lose a level of strength for the rest of the encounter. Multiple wounds do not stack. Aggression - A jade mere club. While weilded, it feeds on the adrenaline of your enemies, boosting your strength dependent on the aggression of your enemies.
Non-Weapon Items - Accessories Eyes of Justice - An enchanted set of dark tinted bifocals, rimmed in circle of steel-like metal. The main lenses are enchanted to enhance any ambient light to the point where the wearer can see in all but the darkest of situations without giving away their position. The smaller lenses are more specialized, allowing the wearer to see various substances and traces of substances as glowing light. (e.g. blood, bodily fluids) Maternal Memory - A silver locket containing a picture of her parents on their wedding day.
Non-Weapon Items - Miscellaneous Ship in a Bottle - A surprisingly delicate model ship inside an ancient crystal bottle lined with spiderweb cracks, somehow still wholly in tact despite years of burial and a night of chaos. A thing of beauty found during that ghastly night, one cannot help but feel a sense of calm looking upon this dainty work of art.
>>The Portly Primoc - When broken the bottle summons forth a sturdy slip, broad, stable and crafted from oak. Its leather sails are dyed a perfect maroon colour and its prow is carved into the maw of a fish with more teeth than scales. Morgan may return the ship to its bottle at will. Legacy Journal - A leather bound tome with thick parchment-like pages. Bears a special enchantment that allows its owner to pen the names and associated learnings of spells into its pages. Once a spell has been committed to its pages, the knowledge is granted to whoever possesses the tome.
>>Contained Spells - Midnight Champion, Blowback and Unhinge. A Practical Demonstration of Elemental Magicks, by Archmage Saleyoni - A practically bound leather volume containing theoretical explanations for the way in which each magical art produces energy. At the end of each chapter is a runic inscription that allows for a demonstration. By channeling a spell into these runic inscriptions, the reader can produce a directed blast of the energy covered in that chapter.
>>Elemental Blast - Once per encounter per art, produces a level 2 projectile in the art of your choice. (Counts as a spell).
Pets and Companions Brave - A warmblooded chocolate coloured mare with a white star burst on its forehead.
>>Swift - Brave is not a hot blooded stallion by any means, but she is loyal to fault and fast enough to make travelling faster and less troublesome.
Stats & Facts Name: Moira'Inej Titles/Aliases/Nicknames: Raine Sex: Female Race: Human (Nadrask) Age/Height/Weight: 22/5'0"/106 lbs. Appearance: TBD Apparel: TBD Background: Raine has spent the past 6 years on the mainland, she left Nadra when she was 16 and has never looked back. Affiliations:
Skills/Attributes Calm Before the Storm
Raine's magical energy bubbles under the surface at all times, ready to be tapped and directed at her foes indescriminately. The first spell she casts each encounter is magnified in power, doubling its force, size or duration. A Practice of Elementary Thermodynamics
Taskmagery (score: 9) - Raine has a natural penchant for energy manipulation. Aeromancy, the study and control of the atmosphere, entropic discharge, pyrokinesis; she is an exercise in style, a force of nature: the eye of the storm.
Lvl 1: So long as you know any level 1 spell, you can extrapolate your magical knowledge from that and skip other level 1 spells.
Spells Fire Level 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. Storm Level 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.
Level 2 Listen - Increase the sensitivity of the air around you, magnifying any sounds you hear.
Water Level 2 Rimeball - Draw water out of the air into the palm of your hand and freeze it into a ball there. You control the density of this ball, from a softball sized snowball, to a baseball sized ice ball. Light Level 2 Blind - Scatter the light before a target's eyes, momentarily blinding them.
Accessories Non-Magical
Magical Trickster's Tear:
A jeweled pendant on a golden chain worn through the hair. The precious stone is a single teardrop of lapis which directly hangs onto her forehead. She utilizes it as a magical foci to amplify her spells. She's learned a modified Listen effect on remote conversations.
> Eavesdrop: Creates a link on the air to carry sound remotely to you, magnifying any sounds you hear and only to your ears. (Counts as a spell).
Weapon Items Non-Magical
> Ashe: A 6' tall quarterstaff of gray ash wood, the top is a gnarled knot of carved wood that looks like it may hold a lightsource.
Name – Rai Kashira Lyall-Dame Race - human (thinks she's a regular wolf; 50% Timber, 50% Mackenzie Valley Wolf) Age - Eighteen Affiliations - None Appearance & Apparel – Human form Red hair, brown ruddy skin, left eye: orange, right eye: purple, every so often her irises flicker to red, wears comfortable clothes that she can easily move in, scars littering her body (bite marks) Wolf form Russet upper coat, predominant white undercoat, left eye: orange, right eye: purple, every so often her irises flicker to red, 130 lbs, 3.5ft at the shoulder, scars littering her body Personality & Background – Rai believes that she was born as a wolf. Whelped into a twisted paligimist family, she was raised with love from her birth mother and taught how to fight and survive by her father as well as her second mother. Rai strives to be everything that her namesakes (her grandmother, Raisa, and her aunt, Kashira) had been and more. Stories from her mother about her great ancestors brought her to the place that she is now. She was also taught by her adopted mother about her father’s mother, the once great Jamaica Dame and her love of the ocean. True to be told, Rai seeks the power of all three elements that tie her to her ancestors. Raisa, her grandmother, the power of fire; Kashira, her aunt, the power of earth; Jamaica, her grandmother, the power of water; the lessons from her mother have set her up to be as ambitious as she can be.
She left her birth place with her family, only so she may continue her training. Her father wanted nothing more than to shape her into the next leader of the Dame family. Even though she had a brother, he believed that it was Rai that would take over what he had gained. While she has a sensible personality, she still has the temper of the very flames that she has come to accept as her own. She takes very little crap from anyone, and will put herself in harm’s way only to make her point known. Truly a spitfire, Rai is cunning and will do anything in her power to make her dreams come true. She wants nothing more than to make her dream a reality: to be supreme ruler of water, earth and fire. And nothing will stop her from this task. Not even the gods, whom she believed cursed her in an attempt to make her weak: forcing upon her the second form of a human.
Skills/Weaknesses
-Transformation - Rai can shift between human and wolf form, but this takes five minutes to complete.
LSS: Mantle lv 2
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.
Weapons
Bite - strong enough to crack bone
Non-Weapon Items
Pendant of Linguistics - A gem strung on a thin leather cord that allows the wearer to speak to/comprehend a target/targets
Gold: 0
Spells Fire
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.
Fireball - Summon into your hand a semisolid ball of flame that does not burn you and can be thrown. On impact it hits with the consistency of water.
Water
Chill - Rapidly freeze a liquid inside your mouth, turning it into an ice shard.
Earth
Sandblast - Release a burst of rough, scouring sand from your hand
On the Wind, Across the Sea Name Tuesday d’Etrienne Age/Weight/Height 28/ 133 lbs./ 5’7” Appearance At a moderate height for women, Tuesday is fairly thin compared to her family members. Her slight figure is the result of much running and exercise, tumbling with her brothers and neighbors. Her bosom is also slight, much to her chagrin, though she often makes up for it with full cinnabar-colored lips, a dimpled smile, and eyes of pale sky grey. Her almost dark ruby hair is kept long, colored by some magical Sylvan product. It’s a bit wavy, and to her delight, stays mostly glossy as well. Apparel She wears loose black cotton leggings, tied around her waist with an emerald green sash. The sash is adorned with many small pins and charms, often small timepieces, clouds, and moons. She has low heeled dark brown leather boots, stylized with numbers up to twelve repeating embossed into the upper lip. She wears a cream colored blouse, loose enough to move in, but still ready to show off her figure. Over her blouse, she has a cut-off dark green leather jacket. On her right wrist, she has a machinist timepiece that doesn’t seem to tell the time (if accurately). On her left hand, she has a silver signet marketed with the seal of her House. History One daughter of a prominent Sylvan family which has invested much time in the fine upbringing of their children, Tuesday is perhaps a touch more whimsical than her sister Sunday. She studied arts generally unstudied by the Etrienne family, focusing on the interesting connections between storm magics and force, and realized one day, that enough practice and power would allow her to basically fly... She now seeks a bit of adventure with that freedom, and maybe someone to share her adventures with.
Skills and Abilities Defender: Strikes made with her shield have an increased strength effect of one, though she is normally not much of a fighter herself. Warrior: Tuesday is a member of the Warrior’s society, training in the formidable art of Counter Maneuvers.
Level 1: When one of your blows are blocked, you may strike back lightly to inflict half the damage that your strike normally would deal.
Wind Walker: As a fledgling dual-ist, Tuesday’s grasp of storm and force magics allows her to master a spell that lets her step upon air as if it were actual stairs.
Level 1: Generate an upwards burst of wind and raw force beneath your, slowing your descent if you fall uncontrolled, or allowing you to make a controlled descent from any height as if walking down an invisible flight of stairs.
Spells
Storm
1 - Drift - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.
2 - Drain - Your touch can drain the bioelectricity from a person, tiring them and causing a brief spasm of weakness.
Force
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.
Dual Art (Storm/Force)
? - Windwalk - See above
Weapons Crest of the Moon: An old d’Etrienne relic, this kite shaped shield is made of a sturdy steel, polished to a mirror sheen on the outside. From the inside, various love notes have been carved into the shield over the years, by various amorous partners of the House d’Etrienne. Its edges are bladed.
Misc.
A silver locket with the picture of her favorite sister and brother
A white metal pocketwatch
Fighter’s sigil
Blarg He is a stuff talkin', foot step lickin' , magic stuff makin', stone drawin', and riddle speekin' crazy ol' coot and self proclaimed bad ass
Name Blarg Olcoot Race - Human Age - 68 Affiliations - none
Appearance & Apparel - A Scruffy but also muscular old man. With wirey gray hair with patches of red that age has yet to claim which seems to go in every direction. His left eye of his is quite bigger than the right and Blarg has lost a few teeth from misjudging the bitability of some dirt clumps in his day. Has a height of 6'2", but hunches down when standing, putting him usually around 5'5" tall. Wears tattered and dirty clothing, and has many diverse in color and shape beads in random places through out his person, in his hair, his clothes and shoes. The strange beads are not in any particular order, and appear as if he were splattered with sap and then tossed some beads which then decided to stay forever. Giving his hygiene, however, that may actually have been what happened.
Personality & Background - Who knows what it was in his history that has made him such a strange old man, but that is what is certain. He is a whacky, crazy old man. He tends to speak in riddles and frequently answers a question with another question. His favorite snack is dirt, yes dirt. His food was the first of the many non living things that ever talked to him, and boy did that turn him off of it. However, he does have to eat actual food to stay alive so he usually just adds dirt to whatever he consumes as if someone normal would add salt or other seasonings. Oh yes, he talks to inanimate objects. He can gather information from such things, but as it turns out things without minds, don't really have much useful information to offer half of the time, and are often very rude, not dirt though. Dirt is pretty much a go with the flow kinda thing.. it doesn't care much about very much, and its also tasty!
Skills Smithing and Tailoring Spellforging The art of forging physical items out of raw magic, sacrificing your ability to cast a spell to turn it into an item. Cannot be done twice with the same spell. Lvl 1. Apparel Lvl 2. Item Augmenting Crystal
Lvl 3. Armor Piece
Lvl 4. Small Pet
Lvl 5. Weapon
Lvl 6. Gadget/Tool
Lvl 7. Armor Set
Lvl 8. Greater Weapon
Lvl 9. Greater Pet
Lvl 10. Magical Squire
Stuff Talking Can hear voices from inanimate objects. The voices in his head block out mind magic
And if someone tries to read his mind they will get a confused mash of things
Like what the chair is thinking or
What his clothes have to say about the matter Footstep Tasting Eating dirt for such a long time, has showed him he can somewhat track people or animals by tasting the dirt that they walked in.
Weapons
A 6' Petrified Wooden Staff. Looks like a dead peace of wood, but is hard as stone. Also has a few beads here and there on it, though it is not obvious how they manage to stay on.
Non-Weapon Items #- indicates an item forged from a spell
#Sandblast Forged Cloak#
A hessian cloak of a light sandy brown. Flicks of the cloak release directed bursts of sand which are rough and scouring. The cloak can also release sand slowly to create or cover a trail. #Dowsing Crystal# - The imbued item acts as a dowsing rod for metal, or the largest piece of metal if there is alot around. This effect also orients the item, if used in combat, for more skilled blocks and parries. #Futures So Bright# - A pair of dark tinted glasses. You seem cooler and more competent to everyone that sees you.
Keeps a few slabs of stone about 12" x 12" x 1" in his pack both to keep his strength up and also to draw on. He sells his unique stone drawings to anyone willing to pay for them.
Total pieces of art sold: 3
Total pieces of art placed on display in front unwilling homes and businesses: 288.6
Spells#-Indicates a spell that has been forged into an item.
Level 1
#Sandblast#
Pummel
Etch
#Charisma#
Level 2
Dirty Trick
#Ferropathy#
Pets
Jar of Live Geckos. Who knows why he has these things..
Stats & Descriptions
Name - Aleck Morveau
Race - Human
Age - 30 Appearance-
Aleck has a medium build, blue eyes and pretty smile. He is approachable and easy on the eyes. Apparel- Aleck wears a dark green tunic with hood. He has matching bangles on each wrist, each with a symmetrical pattern. His pants are dark. He wears moccasins. Personality & Background- Aleck has a relatable personality and is very likable. His parents lived in Elexia and he lived there for most of his life. Often as a child Aleck would claim to have seen premonitions, even haven spoken to a few. His parents paid little attention to that but as he grew older they worried. Aleck has a connection to the spirit world and seeks out others with similar experiences.
Skills & Abilities Haunted Houses- Upon entering a city Aleck learns of a haunted property or a superstitious citizen (WM decides). Can only have knowledge of one per city.
Epic (Judge Gelm's)
Grave Conscriptions- Upon entering a city Aleck can divine who has most recently died.
LSS-
Merchant's Pact
> Is leveled by profit (150)
Lvl 1- Natural Charisma effect.
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 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.
Stats & Facts Race - Nadrask Age - 67 Height - 6'2” Weight - 247 lbs Appearance and apparel- Tall and kettle-bellied, a prime Nadrask that let himself go. A wide, brown-eyed face, cleft chin sprouting a slender bush of dark hair, which the top of his head seemed incapable of mirroring, no matter how hard it tried. Sturdy legs and stiff arms, once muscular but transformed into mush after years of disuse. Tattoos of a devilish horn split half way down the center, one on each wrist and another on his throat. Clad in tan breeches, a large brown tunic and a pair of open sandals. Background
Curls of smoke slithered from his parched lips and draped across the lightless room, creeping slowly towards the cracked window. Beyond loomed an aloof sliver of a moon, hung high in the midnight black. Creaking of the rocking chair echoed through the still room, its wood slowly warping under the nadrask's weight. Mauf'kael inhaled, and his head slowly tipped forward clumsily.
He shook himself awake with a shiver. The tiredness has been getting to him in these late days. He would fall asleep in his seat, without so much as a struggle. It was the dead of of night, he should be out in the world, parting a frightened noblemen from his purse with a hiss. Or beating a frail and unfortunate victim on behalf of some faceless figure with a wrath. Someone would pay him for it, definitely; lots of people are in need of giving a good beating. But Maufr'kael was always in it for the rush more so than for the pay. The look of horror on a chump's face as he watched the nadrask's own expression become twisted and misshapen would send a refreshing, warm shiver down Maufr'kael's spine. His mates could never understand the satisfaction he derived from instilling terror in people. “Freak's a freak,” they would say.
Now he sat alone, cold, an aging man in his rocking chair, barely able to stay awake after nightfall. Maufr'kael exhaled and lowered his cigar. His marriage ruined him. It snatched him from his natural domain, cut him from the threads of his life, and chained him into the grind of family. His wife Amerasha gave him two daughters before she offed herself and left him to care for the children. And his daughters became even bigger ****s they he was in his heyday. He couldn't help but feel disappointed in them, though he could not explain why. Fatherhood brought strange changes.
His eyelids were slipping shut as he watched the glow of his smoke. Another puff brought some life to him, and he muttered a curse. This still life was unfit for him. He was rusting, falling apart. He needed an escape. He listened to the silence, inviting its eerie wisdom. His body had become a shell, stuffed with fat and puss. His youth was long past, but he yearned to live it again. A shiver crept through him. To feel the sweltering thrill of filling a man with panic. To tear through a man and then tear through a whorehouse. Maufr'kael fought away at the sleep. He was unready for retirement. He wanted to return to his free youth, to the adventure and excitement. No, he didn't want to, he needed to. Maufr'kael wasn't ready to live like a dead man yet. Slowly, the darkness seized him...
The fire reflected wildly in Maufr'kael's eyes, as though possessed with the spirit of a provocative dancer. The sight of his home burning down tore through him, cutting deep, tears bleeding down his face. Oh well. He was never much of a father anyway. The thought oddly comforted him. Realizing what had just passed through his mind, Maufr'kael became sick, and not just figuratively. He fell to his knees, vomitted, and his senses faded out in an instant.
Maufr'kael ignored the taunt. He took another sip from his mug, ignoring the large, drunken brute that approached him.
“How's it feel to murder your own kin, Nadrask? Feel good? Made you feel strong?”
“I didn't murder no one,” Maufr'kael muttered. Every few weeks he would be confronted by some would-be holy vindicator, accusing him of putting his house to flames while his daughters were still inside. He would always deny the charge, though no one ever appeared convinced. The peacekeepers had even publicly announced him innocent of the crime. But then again, Maufr'kael was known for telling the occasional golden lie.
“You don't need to lie to us. We know what you did. You don't gotta hide that you killed them innocent girls of yours.” And then he added with a sly grin, “Well, maybe not innocent, hehe.” This wouldn't be the first time Maufr'kael was thrown out of the Drunken Ass.
In a momentary blurr, the nadrask hopped form his stool, smashing his mug into the drunken oaf's ear. He clawed at the man's face with his fingers, the nails having grown into capable talons. He gashed at his cheeks and sliced the nose. The attacks were brutal, but Maufr'kael was careful to leave the eyes untouched. He had to, or else he could not enjoy watching them widen slowly, as the oaf's just did. The man coughed up blood in an effort to utter a word of horror as he watched the nadrak's face twist and distort. His brows curled inwards towards the elongated, fierce eyes. The nose grew smaller while the mouth extended and widened into a cruel smile, the lips slit in the corners, and his cheeks seemed to thin and fade into the bones behind them.
“Fuh.... Fre...,” the oaf tried to speak, but a final brutal smash of a mug took his consciousness from him. Maufr'kael stood above him, breathing heavily. He felt reinvigorated, younger than he had felt in years. How he missed the sensation. The nadrask remembered giving a slight howl before something knocked into the back of his head, and everything went black.
A sound in the distance called to him, and Maufr'kael slowly woke to a horrible migraine. His vision was blurred, but he recognized the shapes of long iron bars. He was in a prison cell. Someone stood at the cell's entrance. Was the door open? He couldn't tell.
“Freak? You awake, freak? Get up, freak. We got something for you. Found it in the trash outside. Made us think of you.”
Maufr'kael limped on to his side. It was the best he could do. The figure lost its patience, and punted something on the ground. It landed on the nadrask's lap.
“Dont'cha see?” Asked the figure at the cell door. “We got a freak for the freak.” He erupted into a crude laughter. Other officers in the detention area joined along. As his vision cleared, Maufr'kael could see what was kicked at him: A small beastling, just over half a foot in length, scarred and malnourished, with half an ear missing, and shaggy gray fur blown out in all directions. It stared at Freak with a mixture of pity, awe, and disgust.
Abilities Nadrask Strength Thief skills Dirty Reputation - You develop a fearsome reputation.
Lvl 1. Intimidation effect against people that know your name or your likeness.
Spells Body Level 1
Slash - Thicken and elongate your fingernails into talon-like claws. Level 2
Mask - Exert your will over the musculature and bone structure of your face, altering your facial appearance as you wish.
Pets Junior A small beastling, just over half a foot in length, scarred and malnourished, with half an ear missing, and shaggy gray fur blown out in all directions. Freak originally named him Zoid, but the greater multitude of people have since branded him Junior instead. (Rasa Chimera).
Inventory Non-magical Items
A pouch which always appears of proper humidity for keeping cigars.
A seemingly endless flow of cigars.
A book of matches.
Currency
55 gold.
1 Thief chip, saved from a time long ago.
Name - Colt Wyrmbane Race - Human Age - 30 Height - 6'0, same height as his sword Appearance & Apparel - Colt looks very similar to This. He wears a Mail Hauberk, a Tasset Belt, a pair of Spaulders, and a set of Greaves. The armor is Bronze, rusted to a sea green color. Also some fine looking boots made from some sort of shimmering silver scale. In addition to regular person clothes, of course. Personality & Background - Colt was raised in a shrinking tribe of savages in a faraway land where Dragons are feared, revered, and only occasionally hunted. Colt was raised knowing that Dragon hunting was his heritage and his purpose, and despite being lost at sea and washing ashore in Elexia, he still intends to hunt dragons with his ancestral weapon. Affiliations - Warriors Society Allies - Arl Lotreab Enemies - Ne'er Do Wells Accomplishments
Skills/Weaknesses Warrior Technique Battle Posts: 80 Storm - Aerialism Lvl 1. You learn how to always land on your feet.
Lvl 2. (50 Gold, visit to Warriors) Any solid surface provides a perfect anchor for you to launch from, you may use any surface no matter how sturdy to help launch you skyward as if it were a springboard. Lvl 3. 90 BP Your leaping ability increases by 50% Lvl 4. 130 BP Attacks you perform in which your body leaves the ground gain an effective strength level. Lvl 5. 175 BP You learn how to move so you increase or decrease your wind-resistance while moving through the air, speeding you up or slowing you down. Lvl 6. 225 BP Your leaping ability is twice its original distance/height. Lvl 7. 280 BP Your train in perfecting a specific aerial-style attack, such as on involving jumping or flipping, granting that one maneuver an additional effective strength level. Lvl 8. 340 BP You have a home field advantage above the ground. When you collide with an opponent in the air you may throw them to the ground beneath you, knocking the air from their lungs and dazing them. Lvl 9. 405 BP You gain an additional effective strength level on any attack that originates more than ten feet above the ground. Lvl 10. 475 BP Train in perfecting another specific aerial-style attack, such as an involving jumping or flipping, granting that one maneuver an additional effective strength level.
HEAVY HITTER- Subtly is for the weak. Your way is to wade into battle and start swinging. Train in this specialty and you will become a true juggernaut. Equally handy for armed or unarmed fighting types. Lvl 1. Your balance and musculature grow and adapt, especially in your legs. You cannot be knocked or driven back except by extreme force. Lvl 2. Your skin calluses and weathers, becoming tougher and more resistant to slashes and stabs.
Lvl 3. 90 BP Your natural base strength increases by a level. Lvl 4. 130 BP Your first strike each battle has an additional increased strength of one and an intimidate effect. Lvl 5. 175 BP Your body has further adapt to punishment, reducing the effect of blunt damage and teaching you to block out pain. Lvl 6. 225 BP Your are able to shrug off nonphysical aspects to attacks, making purely magical projectiles ineffective and even possible to swat away/back and preventing magics that would directly effect your body from taking hold. Lvl 7. 280 BP Your natural base strength increases by another level. Lvl 8. 340 BP Your melee experience and strength allow you to expertly wield two handed weapons single-handedly and increase the effective modifier of your weapons by one upon striking. Lvl 9. 405 BP You may channel all your rage and fury into an all or nothing attack. The attack will be made at Mythic strength and should it connect must be treated as potentially fatal. The limb and the weapon (if any) used to perform this attack are badly broken by the stresses placed on them. No limit on use beyond the sacrifice of functioning limbs. Lvl 10. 475 BP Your experience allows you to develop your own custom special technique or maneuver employing this fighting style.
Heartseeker - The Heartseeker is a two handed double edged sword. It has three serrations on the right side, each one taking up about a third of the blades length, and one serration on the left side that goes half the blades length. Between the left serration and the hilt, the left side is dull so it can be held. The Pommel is barbed with spurs, and the Hilt is wrapped with crimson dragon scale, laced with a thick black substance that occasionally drips like blood. This weapon was painstakingly crafted by Colts distant ancestor and handed down from generation to generation of dragon hunters. It is as hard as Dragonbone but does not fire-prism enchantments placed on it, which Dragonbone would do.
Augments: Blood - The weapon cannot be forced from your hands by any means and slips from the grip of all others who would try to wield it.
- Heartseeker naturally points Colt towards any life-forces in the area, be they frolicking hares, looming bears or a mighty dragon, in a manner similar to a divining rod. The strength of the pull is dependent on the size and vitality of the life force. The black substance that runs from the hilt is dragon's bane toxin, a thick oil that inhibits healing in most creatures and is actively poisonous to reptiles.
- While the weapon is with you your spells per post are reduced by one.
Heartseeker can have up to 6 enchantments: 1: Planned: Garnet Imbue
2: Planned: Draining
3: Planned: Emerald Incore
4: Planned: Jasper Incore
5: Planned: Ruby Imbue
6: Planned:
Magic Armor Jade Guard Mail Hauberk - Bronze Hauberk, rusted to a bright sea-green. Each enchantment on it increases its hardness by 2 (this does not allow for further enchantments to be added). Enchanted with Lighttouch. Jade Guard Spaulders - Bronze Spaulders, rusted to a bright sea-green. Each enchantment on it increases its hardness by 2 (this does not allow for further enchantments to be added). Enchanted with Ruby Imbue. Jade Guard Tassets - Bronze Tassets, rusted to a bright sea-green. Each enchantment on it increases its hardness by 2 (this does not allow for further enchantments to be added). Enchanted with Agate Imbue. Jade Guard Greaves - Bronze Greaves, rusted to a bright sea-green. Each enchantment on it increases its hardness by 2 (this does not allow for further enchantments to be added). Enchanted with Garnet Imbue and Shieldward. Merleno's Boots - Fine looking boots made from some sort of shimmering silver scale. Can bind wearer's feet and stick to any surface.
Magic Items Shard of Emnity - A silvery irregular shard of some strange metal 5" long.
> Can be imbued to an item without enchanting and removed. Once the imbued item has drawn a foes blood, it is drawn to that foe, acting a dowsing rod and guiding strikes/throws for greater accuracy. Wounds inflicted cannot be healed by magic.
> Shattered Blade Set
Locket of the Cherished – A small locket of charred wood attached to an equally burnt necklace chain. Anyone who looks at the mirror inside the locket sees the reflection of the still-living person or creature they care about the most. Only the person looking inside the locket can see the reflection. If no creature, not even themselves, qualifies the viewer sees only a black, cracked mirror (mirror does not actually crack).
Also
Eyes ripped from the head of an Ironrock Spider
Natural Strength Level
Average While Leaping
Average
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 - Mellem Parrahtide
Race - Atarin
Age - 24
Height- 5'9"
Weight- 165
Affiliations - Blackguard Appearance- Aquamarine skin, dark green hair pulled into a ponytail. Her fingernails have been painted black.
Apparel- A hooded jacket, purple body suit, silver belt w/ buckle, gloves and leather boots.
Personality & Background- Mellem was born into a wealthy and powerful family. Well educated but she grew tired of sitting around and doing nothing. Instead of letting others collect her families debts, she took it upon herself. Her family cut ties with her to protect their image.
Skills & Abilities-
Enforcer- Mellem has average strength
Blackguard's Menace - Blackguards are naturally more unnerving than other thieves or warriors, possessing a natural intimidation.
Dark - Stealth Combat -
Lvl 1. You learn to soften your footfalls so they make no sound.
Red Deck:
Hearts-
Forgery - Creation of items to fool and confound.
Lvl 1. You become familiar with the necessary materials for most forgeries.
Lvl 2. You become adept at mimicking handwriting and syntax.
Coin-
Pickpocketing - The ability to lift items from persons unnoticed.
Lvl 1. Can lift a small item without being noticed. You must know where the item is.
Lvl 2. By looking at a person, you can tell where they might be carrying items according to bulges on their clothing.
Fallen Betatide (Infamous LLS)- By proving your skills as a thief, criminal and all around untrustworthy fellow, you gain a far-reaching reputation that earns you special treatment, dangerous notoriety, and a general improvement of your dastardly skills.
>Is leveled by the amount of gold you earn through your misdeeds.
Lvl 1. 5% discount at shops in return for not robbing them.
Gold "Earned": 100 gold
Lvl 2. Experience enhances your ability to climb walls and maneuver through the cities.
Gold "Earned": 300 gold (325g)
Lvl 3. Access to Thieves items if you are not a member, free one if you are.
Gold "Earned": 600 gold
Lvl 4. You are able to create an Alter Ego. This is a different character you are able to turn into using advanced skill with makeup and costuming. Character gets its own profile within your profile. You can take on the appearance of this Alter Ego if you are able to avoid being seem for two posts.
Gold "Earned": 1000 gold
Lvl 5. You learn the hiding place of a high-level guild/society member's hidden lockbox. You choose the group. Suggested you bring a partner to tackle the job.
Gold "Earned": 1500 gold
Lvl 6. Your shop discount is increased to 20%.
Gold "Earned": 2100 gold
Lvl 7. While on quests your thieving experience helps you notice the telltale signs of hidden safes, trapdoors and caches along the way where people likely stashed valuables.
Gold "Earned": 2800 gold
Lvl 8. You are a master of escape, allowing you to free yourself from most any restraints as long as you are conscious.
Gold "Earned": 3600 gold
Lvl 9. You gain a partner in crime, an NPC with a specialty of your choice that you can go to for information or hire to aid you on quests and big jobs.
Gold "Earned": 4500 gold
Lvl 10. Using your accrued skills and criminal connections, you set out to pull the crime of the century, and the biggest score of your life. Requires others to pull off.
Gold "Earned": 5500 gold
Weapons
Calestro- A small 3' steel case that can extend into a baton or grappling hook.
Switchblade- A collapsable knife
Snatch Blade - A thin, guardless dagger of steel. The pommel bears an enchantment that magnetizes it on command, allowing you to lift small metal objects with it. This ability also allows it to be pulled to your hand from up to a foot away.
It had to get done eventually, character assessments. Arranged alphabetically by username, then post order:
Acelin
-Voli is approved. The new version is much more in keeping with existing world elements, and is pretty cool.
-I want to talk to you guys about your link group given Acelin's comment a while back about swapping out Damek with someone else. (All three are otherwise fine mechanically.)
-Akane is approved.
Ayatola
-Bobby is approved.
-Alexis is approved.
Bluemage76
-Leef is not approved.
'Art of the Coveted' and 'Colorless' are both exceptionally powerful in the new environment. Colorless especially allows him to jump between all arts to no detriment.
-Aleck seems fine. I'd like some more flavour behind his abilities, but so long as the haunted house thing is social ability for digging up information and the 'who died' thing is a spirit magic ability, it should be fine.
-Mellem is approved, though she shouldn't still have a Thief chip left-over, I assume her starting chip went on Lvl 1 Pickpocketing.
DarkAbyssKeeper
-Kherren needs to be approved by someone else.
-Sling needs to be approved by someone else.
-Morgan needs to be approved by someone else.
Dawn_
-Alacritas is approved.
-Servius is approved.
-Freak is approved.
Magikeeper
-Arl is approved, but still weird.
-I want to talk to you guys about your link group given Acelin's comment a while back about swapping out Damek with someone else. (All three are otherwise fine mechanically.)
-Eizen is approved (pending any extra dryad stuff you need to sort out with Quo).
Melaia
-Hartigan is approved.
-Tuesday is approved.
PequitoJim
-'She' is approved.
-Blarg is approved. Not sold on his Sandblast gloves, need to check with Bane how Spellforging works for that. Oh, he should have access to level 2 spell forging, because of 'Dirty Trick' though, right?
Quo
-Celia is approved.
-Eldareon is approved.
-Raine is approved.
Rin
-Rai is approved.
Senori
-Lucian is approved.
Supermouse
-Golan is approved.
-Rameus is approved. Assuming he's mechanically finished?
-Yaagh is approved.
-Colt Wyrmbane is approved.
Udo
-Jebediah is approved.
-I want to talk to you guys about your link group given Acelin's comment a while back about swapping out Damek with someone else. (All three are otherwise fine mechanically.)
-Jougo is approved, assuming the crossbow and bat in his void space are of low quality.
Volraths Bane
-Quinn is approved. Of course.
-Atropos is approved. Obviously.
Link group remains unchanged, Acelin is keeping Damek. Jougo's crossbow and bat are of basic materials with some wear on them. Nothing special. Really just there if I need them for some terrible pun
Name - Nervada Eopia
Race – Half-Garr
Age – 24
Height – 6”4
Affiliations - Errant (Warrior/Bard)
Appearance - A fit, muscular man with a medium frame; long in both face and limbs. His red veins greet the world, glowing beneath a metallic skin that shines like quicksilver. His hair is also silvery, but it is not sharp despite looking more a bunch of quills than hair. An omega mark glows on his throat and his eyes are a piercing, literally glowing red.
Apparel - Nervada wears a tan umanori hakama (type of pants). His boots are a tough-looking tan that goes well with the hakama. He is currently shirtless. On his arm is a blue bandana adorned with depictions of white desert flowers. He carries a boomerang, a guitar, and a sledgehammer with him at all times.
Personality - Nervada is the kind a guy that would totally juggle a cow if he was capable of doing that. <- What Nervada put down when asked this question by a traveling personality questionnaire giver (a subspecies of the noble quest giver). At least, Nervada claims that was what he was. He might have just been a drunk hobo waving some paper around.
Background – Two dozen years ago, a baby was born. It cried quite powerfully. But not powerfully enough to please its Garr father. The next baby didn’t even cry as powerfully as the first one *fist in the air*. Thus did Nervada and his brother Olo enter the world. Determined to keep his place in the tribe at any cost, Nervada’s father claimed that having these half-children was simply a test to show that his blood was so mighty even Halflings would be as full-blooded Garr. To achieve this, the Garr secretly used the potioning knowledge of his lover to feed a bizarre mixture to both of his children. To his dismay, years of shoving unorthodox potions down his children’s throats turned Nervada into a silver-skinned freak and his brother into an amber-skinned freak. Rather than let himself be expulsed from the tribe, the elder Garr openly rejected the tribe and ran off into the mountains. He was never seen again, and the two kids (Age 14) were banished from the tribe and left to fend for themselves. For 10 years the duo eked out a living in the wilds, eventually learning enough from passing adventurers to decide that the mercenary business was the way to go. Teaming up with Damek, the trio sets off to make their fortunes!
Allies: Olo, Damek
Accomplishments:
> Served as a bodyguard on a crazy field trip. The Best Trip!
> Fought in some pit matches.
> Located some old tome or another.
> Hunted a Dire Elk with Shalin. In a crazy magical Hedge Maze.
Skills/Weaknesses
I can’t believe it’s not Garr – Unlike his brother, the regiment of possibly toxic potions effected Nervada's growth in a postive manner. Thus, his starting strength is Very Strong and his silver skin protects him from slashes, cuts, and fire.
Silver is Forever – Whatever was done to Nervada not only caused his skin to turn silver, but causes it to revert back to that color over time if a spell/ability (even a permanent one) would change it to something else.
Eldritch Voice - Destruction magic flows into Nervada's words and unhinges the minds of those he speaks to; to most this is a general feeling of unease and intimidation. Four times per encounter this effect can be focused on someone to more seriously unhinge them, causing them to have a random one of the following effects at random: mental pain, confusion, emotional imbalance, or auditory/visual delusions.
Ruinous Blood - Wounding Nervada damages weapons and reduces their modifier by 2 for the rest of the encounter. Cannot reduce the modifier lower than 1. Nonmagical modifier 1 weapons will instantly shatter. Does not stack.
Laughing Valjaras Mark – A massive, odd-looking scar on Nervada’s back that only appears in his reflection, since his skin is umblemished. He's guessing this is because the universe decided he needed to have both flawless skin and have an impressive looking scar. Nervada is a very optimistic man.
> The Mark drives Nervada to new heights by blessing those that would challenge him. Anyone who fights Nervada alone gains a thematically appropriate fighter's technique whose level is equal to Nervada's Deadly Grace. They lose the technique as soon as they stop fighting him or receive aid.
ADONIS
Nervada's attunement with body magics passively alters his body, awakening his inner potential turning him into a an embodiment of physical perfection.
Level 1: Nervada's skin is clear and flawless, unscarred or marked by blemish or time. His immune system quickly deals with any illness, disease or pathogen.
Level 2. Nervada's eyes are clear and piercing, his irises a brilliant shade of red. Nervada's hearing is enhanced.
Warrior Guild Technique:
Unarted - Deadly Grace - The use of dance training and conditioning applied to combat, making you a more agile, unpredictable and dangerous foe.
Lvl 1. Confidence - Your footfalls are unerring and sure, naturally fall where they need to in order to compensate for unevenness or instability.
BP: 69/55
Enchanted Armory - Nervada can at a touch imbue any item he owns (only one at any given time) with the effects of either, all or any combination of the following enchantments: Ruby Imbue, Topaz Imbue, Emerald Imbue, Jasper Imbue, Homeguide. This ability does not allow him to add more enchantments to an item than it's modifier allows.
Bardic Things
> Dance Training
> Strings Training
Tempered Voice - Errants more potent performance pieces tend more towards self effecting physical reactions, any purely magical effects being limited in power akin to their spell limitations.
Linked to Olo - Nervada's brother has The Link LSS, so Nervada can share some of his abilities and vice-versa in additional to sharing senses/thoughts/what have you.
Abilities gained from Olo:
Skills
Mind over body
Oath Maker
Lighting Thief - Very powerful lighting bolt created via draining linkmates.
Usable Spells
Mind
Lv 1 Charisma
Lv 2 Sleight of Hand
Lv 3 Distraction
Lv 4 Daze
Weapons
Body Boomerang - A boomerang of crimson-dyed ironwood with bone inlay. On first impact of a throw you can choose to have it rebound to nearest enemy body or fuse to the body of the person it hits for a post, giving you control of that part of their body for your next post (control cannot override survival instinct, no forced suicide making them let you kill them.)
Cerro's Fist - A disk headed iron sledge with blackened iron haft. Grants Levels 1-5 of heavy hitter. Does not count preexisting bps. (Cerro's BP = Nervada's BP - 59)
Guitar - A wooden guitar enchanted to be as hard to break as bone! (Same modifier, but hey, magic guitar!)
Typically !Weapon items
Subito's Rag(Worn) - A blue bandana with a pattern of white desert flowers. It's touch cools and offers protection from mind altering or influencing magics.
Watchful Clock – The seal from the Cask of Ages. Shrinks to palmable size.
> Clockwise - While held in your right hand, your left hand can be given an Erode or Nurture effect up to three times per encounter each. The Erode effect can be maintained for up to four posts.
> Counterclockwise While held in your left hand, your right hand can be given a Restore or Manifest/Phantasm effect, usable three times per encounter each. The spirit effect temporarily gives corporeal form as long as it lasts, which is a maximum of four posts. These effects are similar to the spells, but are modified to require touching the thing to be effected with the empowered arm (Close proximity for manifest/phantasm).
Eldritch Feather
That chest he acquired that one time, you know the one. Unless you don't. It's black or something?
> Basic survival gear.
Spells
Void - Not acquired in the legitimate fashion.
Level 3 - Restoring Flame - While maintained the caster is able to absorb fire to accelerate his own healing. Aquired via going nuts with item making items.
Level 1 - Empower - Magically augment the force created by your movements, effectively increasing your physical strength level by one. You can only have one instance of this effect placed on your body at once, or else the unnatural stress it puts on your body will cause severe injury.
Level 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.
Lvl. 2 - Feel - Boost your body's physical sensitivity, enhancing your sense of touch.
Magical Perfomances
Strings
C-Sharp - Common - A pluck of one's strings that shoots a dark-like projectile of solid air, modifier 1, at a target.
Dance
Flashdance - Common - A flashy, impressive bit of footwork that is rather flashy and eyecatching, drawing attention.
GOLD
0 Gold
Nervada - 98% fat free, high in fiber.
Eizen - Collected
Yack - Walking
Miko Wydberg
Tanya
Name – Olo Eopia
Race – Appears Human (Half-Garr)
Age – 24
Affiliations – Mage
Stength - Strong
Appearance & Apparel – 6’2” with amber skin and eyes. Short cropped auburn hair. He wears simple dress shirts of various colors and comfortable slacks.
Personality – Makes a joke out of more things than he should. Generally lighthearted.
Background – Two dozen years ago, a baby was born. It cried quite powerfully. But not powerfully enough to please its Garr father. The next baby didn’t even cry as powerfully as the first one *fist in the air*. Thus did Nervada and his brother Olo enter the world. Determined to keep his place in the tribe at any cost, Olo’s father claimed that having these half-children was simply a test to show that his blood was so mighty even Halflings would be as full-blooded Garr. To achieve this, the Garr secretly used the potioning knowledge of his lover to feed a bizarre mixture to both of his children. To his dismay, years of shoving unorthodox potions down his children’s throats turned Nervada into a silver-skinned freak and his brother into an amber-skinned freak. Rather than let himself be expulsed from the tribe, the elder Garr openly rejected the tribe and ran off into the mountains. He was never seen again, and the two kids (Age 14) were banished from the tribe and left to fend for themselves. For 10 years the duo eked out a living in the wilds, eventually learning enough from passing adventurers to decide that the mercenary business was the way to go. Teaming up with Damek, the trio sets off to make their fortunes!
Skills/Weaknesses
The Link – Linked to Nervada
Establish a lifelong mental link with a single person of your choice, allowing the two of you to share information, skills and awareness. Once established with a person this link cannot be broken to moved to another. Other person does not need to have The Link.
Lvl 1. You and your linkmate can share each others emotions.
Lvl 2. You and your linkmate can share each others senses.
Lvl 3. You and your linkmate can share each others thoughts.
Lvl 4. You and your linkmate can share each others nonmagical skills.
Lvl 5. You and your linkmate can share each others level 5 and lower spells.
Lvl 6. You and your linkmate can temporarily extended a portion of The Link to other party, sharing emotions, thoughts and senses with up to two willing other participant for ten posts or forcing them on a single unwilling participant for three posts. These limits are per person per encounter.
Lvl 7. You and your linkmate can share each others magical skills.
Lvl 8. You and your linkmate can combine your wills to splice together a spell each of you knows into a single hybrid spell. Can be done four times per encounter. Uses one of your spells each.
Lvl 9. You and your linkmate can share all of each others spells.
Lvl 10. You and your linkmate can extend this link to a third person.
Wait, you're a what?: Despite not having their traits Olo is a garr...if an odd looking weak one.
Mind over body: - A series of mental tricks, clever applications of leverage and understanding of torque allows the user to operate as though their strength level were strong, even if they are physically weaker. Stronger users of this skill gain an advantage in combat when grappling and have an easier time shifting heavy objects.
Oath Maker: If anyone makes a formal oath to Olo, "I, X, Swear Y" He will be immediately aware if the oath is fulfilled or broken, but not how.
Oaths:
Standard Hiring Oath: I X swear that in hiring Olo Eopia for this job I have truthfully disclosed all information to him in regards to what is anticipated to happen on this job, what my expectations of him are, what he will be paid, and what the agreed upon tasks are. I hire him for the expressly mentioned tasks, and should I require others I will hire him for those separately. If I have not been completely truthful with the aforementioned information, I will be so now.
Lightning Thief - Once per encounter Olo may draw on the energy of his linkmate(s) lowering their strength by 1 and making them weary for a post. The energy is channeled into a ball of energy in his hands that shoots a powerful lightning bolt (lvl 6 ability) at as many targets as linkmates drained.
Shared Skills from Link
Shared Spells from the link:
Melded Spells from the link:
Olo and Nervada's spell melds:
Weapons
Magical
Earth - A steel billao dagger with a marble hilt. Can pass through stone or metal as if it were not there.
Mind Boomerang - Boomerang of navy-dyed ironwood with silver bands. When thrown can either generate a half dozen illusionary copies of itself or lock onto a moving target.
Mind Dagger - A steel-like rapier dagger with a silver guard and navy silk wrapped hilt. Parrying a weapon with this dagger instills a subtle suggestion in that weapon's wielder's mind that the weapon is useless. The more you parry any given weapon, the strong the compulsion to stop using it and switch to another weapon or fight unarmed.
Anti Crab Sheath (currently on Smile)
Ratsakh's Smile – An iron cutlass stained red with a bone hilt, guard and handguard, scrimshawed with sailing scenes. (Mage Friendly)
Stone Dagger
Non-Weapon Items
Food and water.
Spare Clothes (x2)
Backpack.
Paper with "standard hiring oath" on it.
Spells
Mind
Lvl. 1: Charisma - A target you cast this on will find you more charming and impressive than normal.
Lvl. 2: Sleight - Create an illusionary object of your choice in your hand. Must be small enough to actually sit in the palm of your hand.
Lvl. 3: Distraction - Compel a target to direct their focus onto you.
Lvl. 4: Daze - Disrupt a target's mind, dazing and disorienting them.
Lvl. 5: Mindlash - Lash out at a target's mind with a psychic attack, causing them to experience a crippling stab of pain.
Lvl. 6d: Telekinesis - Focus the full power of your mind on an object no greater than a foot in diameter to move it. Cannot be used to launch or throw objects with that great a force. Most adapted for fine or precise movement.
Lvl. 7d: Flight - Passive. Your telekinesis spell is magnified when used on yourself, allowing you to levitate and move yourself through the air using just the power of your mind.
Lvl. 8d: Force Of Will - Passive. Your Telekinesis Spell can move two objects at once or one object twice the normal size.
Gold
0
Acelin's Characters (since her sig won't work).
Strength - human form = strong; wolf form = very strong
Age - 18 (2 years in wolf form)
Affiliations - Olo & Nervada
Appearance & Apparel
Human form: black hair, deep amethyst colored eyes, obsidian skin that is as smooth as marble; he wears only the highest quality clothes (usually black), ones that won't restrict movement
Wolf form: deep amethyst colored eyes, thick obsidian-colored fur, 151lbs, muscled, 4.1 feet at the shoulder; wears a wolf skull on top of his head; 1, 2
Personality & Background - In Damek's mind, he was born a wolf to the King of a powerful nation in Doutaini, a kingdom that controlled the earth itself. His mother was a brute, however, and he quickly executed a plan to remove her from the family by making his father turn on her for 'abusing' Damek and his brother, Raksha. Then he manipulated a weaker she-wolf named Aegean to become his father's new mate...but his father grew wise to his cunning nature and banished him to the allied nation (the Wind pack) to learn respect. Damek found himself with the opportunity to ask the Wind Alpha, Nikolai, to teach him how to hide his cruel nature. It was the death of his father (who worked himself to death in order to gain the Gods' favor) that fueled him to flee Doutaini. Before departing, Damek stole a necklace from the gods, one containing the powers that they granted only their most Blessed followers. He incorrectly believes it grants him the ability to shift into human form. In actuality it is the result of his lifetime exposure to magic. However, he finds his two-legged form weak and sticks to wolf body. A warning to all, he wears the skull of wolf atop his head in honor of the King of the Wind pack, Nikolai. It's a snug fit, as he's worn it since he was 6 months old.
Upon discovering the world outside of Doutaini, Damek wandered for quite some time, a lone wolf without a home. In his travels, he met a fellow she-wolf named Rai Dame who he found was born in Doutaini, as he was. Their pissing contest left them with the revelation that they were actually cousins. Damek wished her well but dismissed her and continued on his way. Eventually he ran into two mercenaries named Olo and Nervada. The harsh landscape left him desperate for water, so he attempted to take their canteens. They fought him off (two against one, of course, which was the only reason they could do so) and eventually Damek got some information from them on the magic system and their goals. He learned a bit of the human world as they made their way to the nearest town. Upon reaching it, Olo extended an alliance to him: help them on their missions and they would share the flow of gold...and power. Damek reasoned that even if they were lying (which they likely were), he could use their extra hands to get more gold so that he could buy stronger magics. He gave them 25gold as a show of 'good faith,' warning them that he could easily take it back if they dared try to trick him. In exchange for being taught the ways of humans (by Olo), Damek swore to join them in their quest to gain power and money. Both of which Damek also needs for himself to gain enough power to one day destroy Doutaini.
Damek is arrogant, chauvinistic, vain, charismatic, manipulative, rebellious, and power-hungry. He has no respect for woman (or anyone else really), unless they somehow prove themselves, and seeks to one day have a harem of his own. He's morally corrupt but he does possess some: he won't kill pups (children) or anyone who has not wronged him...but he won't go out of his way to help them either.
Skills/Weaknesses
Weapons
Human form
Non-Weapon Items
Clear Path - You cannot be easily obstructed you are able to walk up walls and move reliable along unstable terrain and the trickiest of footing. When moving at full speed your horizontal jump distance is doubled and you gain an agate imbue effect. (average wolf jumping distance is 15', so 30' feet long, no appreciable height difference)
Extinguished Pyre – Enchantments on the ring are prismed to reflect the ring’s connection to detritus and ash instead of its connection to fire.
Spells
Earth
Plant
Stats & Facts
Name: Eldaréon Cú Culainn
Titles/Aliases/Nicknames: Hound-Slayer
Sex: Male
Race: Elf
Age/Height/Weight: 30/6'0"/175 lbs.
Appearance: A mien of sun-golden hair, plentiful as a lion’s mane, the full length falls to his shoulders in wind-tossed ringlets. It is braided along the hairline and pulled back behind his sharp pointed ears, tied into a leather-wrapped cord adorned by a legend of runic foliage. A face of stern angles, and high cheekbones, it is thin and angular. Storm-gray eyes that are like whirring skies on a cloud filled day, they are intensely contemplative. Deadly conditioning; a sleek, graceful and slender physique tightly corded in muscle. An unassuming demeanor, but one that some how is always poised to spring into violence at a pindrop. A sweet smell of earthen places and fauna follows him, punctuated by the pollen of wild flowers.
Apparel: A sleeveless tunic with high-collar done in golden scroll work, quilted and dyed a deep blue, connected to a skirt addition of simple dark leather. Comfortable yet sturdy calf-high boots, covered with etched golden leather greaves; matching leather vambraces also of dark gold, cover his entire forearms to the elbow. A braided necklace strung with polished quartz, of deep viridian and mossy greens hangs from around his neck.
Background: From one of the oldest elven families of Greevan, he has always felt a deep connection with the forest, and his martial spirit that was always familial in nature. Fostered with the Sentinels at a young age because he was such a fierce child, Eldaréon learned much of the forest and his family’s history with them; and he also learned survival, but more importantly a way to channel his lusts for battle into an oneness which focused his fury to a single, tempered point. The boy grew fast, and soon became a man, and much of his adult life has been as a fighter. He took a journey west in his adolescence but he doesn’t much speak of that. Upon returning, he has taken up a vow to be a pillar of strength for the elves, joining the Warrior society to further his path.
Affiliations: Warrior's
Skills/Attributes
Blessèd of the Elders A child of the forest, Eldaréon was anointed from birth to a great destiny that would be as rampant and fecund as the ancient trees of Greevan. To be in his presence is to feel the wild pulse of nature itself; the towering shadow of a Sentinel tree reaching to the sky; the quiet compression of the trees at night bursting with the dance of life and death, though not a single creature be within your sight. He is a giant spirit, of a greater eminence and nobility than that of the most steadfast of heroes.
– Battle intimidation. Passive: Soothe-effect on allies.
– Natural Strength: Strong
The Bond of War Runneth Deep and Doth Not Tire blood calls to blood
Ancestral Bond (DAK) - Daréon is a prince of battle, descending from an ancient bloodline which dates back to that of the first elves, and the elders of his people. A ferocious warrior, whose fierceness and mastery in battle are only matched by his physical perfection. An aura of superiority surrounds him, causing lesser men to shrink from his presence. As his spirit grows fiercer and is fed in battle, his forerunners take notice of his prowess. They may appear to train and assist him, offering advice or granting boons of their ancient knowledge of war.
Level 1: Stygian Counsel – You can ask your ancestors for advice and guidance. Their answers will be helpful, though rarely clear. Level 2: Aethelred - One of Eldaréon's ancestors; an ancient, grizzled looking elf, especially taciturn. He bears an eye-patch and the rags of what's left of a large tattered cloak. He is wielding a vicious looking quarterstaff, and two wickedly sharp long-knives. Taught Eldaréon a sharp lesson on balance. (Extended Body) Level 3: You gain the ability to summon a minor ancestral spirit who will aid you in some way. That spirit does not require maintaining but vanishes after 3 posts. Level 4: Your ancestor’s faith in you as a true scion of their line strengthens, and their advice becomes clearer, even when you don’t really want it. Level 5: An ancestor manifests to teach/grant you a moderate ability. Level 6: You gain the ability to summon a lesser ancestral spirit who will aid you in some way. That spirit does not require maintaining but vanishes after 5 posts. Level 7: An ancestral spirit will appear, guiding you to a hidden item related to your family line. Level 8: An ancestor manifests to teach/grant you a major ability.
Level 9: You gain the ability to summon a major ancestral spirit who will aid you in some way. That spirit does not require maintaining but vanishes after 1 post. Level 10: Your ancestors bestow upon you the knowledge of a ritual spell. These spells require two spells to maintain and are quite powerful. In addition, you are able to extend your summoned ancestral spirit manifestations maintaining them like summons. With a Burning Spear
Between red death and radiant desire
With not one sound of triumph or of warning
Rushdown - A cold singleness possesses Daréon when fighting, he is a relentless whirlwind of steel and fury.
- Level 1: You learn how to expertly maintain your footing while in motion, allowing you to more easily fight on the move.
Bonds of War
Techniques or otherwise trained abilities Eldaréon has been bestowed by his ancestral elven brothers.
> Extended Body - Your weapon is a part of you, and in all situations you should not be afraid to use it. When falling, being knocked back, or in anyway unbalanced, Eldaréon has trained his body to react instinctively with his weapon, allowing him to prop, wedge or vault himself into a better position. Greatly improves his balance, making it very hard to trip or topple him.
Spells
Spirit
Level 1
Divine – Sense if any spirits are in the area and their general mood.
Level 2
Vibe – Send out a wave of spirit energy that can sense the general direction of any hostility aimed at you.
Accessories
Non-Magical
Magical
Armor
Non-Magical
Weapon Items
Magical
> Skye-piercer: A beautifully worked polearm of elven-craft. The shaft itself is 4’ of white ancient Scarwood, inlaid with twisting ivy-fringed vines; it may be extended to its full length of 9’ in total under the user’s will. The spear blade is 2’ in length, coming to a wicked recurving point in the shape of a broad-headed leaf etched with silver filigree like fallen snow. (6’ retracted; 9’ extended)
1. Strong as Steel; mends at accelerated rate.
2. May grow or shrink to its standard/full length under wielders control.
Pets
Gold
55
To live is to hope, and while we breathe, we hope and live.
[B]Name [/B]-Jougo
[B]Race[/B] -Jakari
[B]Age[/B] -25
[B]Affiliations[/B] – Mage+Thief=Oathbreaker
[B]Appearance & Apparel[/B] – Jougo appears to be a man with a lions mane and eyes. He also has fur around his wrists and ankles. Jougo wears a tattered sportcoat over a vest and shirt, he also wears paints that seem to have no exact color from years of stains soaking into them. He stands 5’10” with an average build. He dyes his mane a green color with various natural dyes and paints his face in various stages of extreme laughter.
Personality– Quick to temper. Thinks everything is meant for his amusement. Likes flash and style.
[B]Background[/B]–Having never cared for the rules he grew up with as a child, Jougo wandered through the forests around his hometown frequently to avoid them. One day he met an odd female Jakari he hadn’t seen before. She painted her snow white fur to be half red. And she danced with lots of brash movement that jarred the bells she wore. If she was going for attention, she passed that point long ago. This was an artist seeking a worthy audience. And so to see if she was as useful as she was graceful, Jougo made a small fire at her feet. She quickly looked from the fire, to the forest then to Jougo. As she started to smother the fire, Jougo felt an interesting sensation. His head got lighter and he began to be happy. He shook his head to clear away this odd feeling, and he was surprised to see her standing by him when his head stopped moving. After a brief exchange, Jougo and [B]Akane[/B] became friends. They had a great many times playing with strangers who ventured too close to their camps, and not every one of the strangers lived through their “play.” When they got bored of the audiences available in their home towns, they left seeking the bigger world and the oddities it held.
[B][U]Skills/Weaknesses[/U][/B]
[B]Dualmagery[/B] (Contain+Ignite)
[B]Grenades[/B]
[B]Lvl 1:[/B] Summon a 3" diameter sphere of fragile force magics filled with a burning heat. On impact the sphere breaks and releases the heat in a small burst. Flammable materials are ignited by this effect and impact on people is uncomfortable.
[B]Lvl 2:[/B] The heat contained in the grenades combusts upon breaking, creating an expanding ball of fire that reaches the size of a canteloupe.
[B]Lvl 3:[/B] When the grenade breaks, its force spell reverts to force magic, releasing an expanding ball of repelling force along with the fire, reaching the same diameter and hitting the force of a shove (Average adult human strength).
[B]Lvl 4:[/B] The explosive range of the grenades is increased to three feet, though the force and heat diminish further from the epicenter of the blast.
[B]Ricochet Rocket Ride!:[/B] Projectiles that Jougo launches can be made to bounce undamaged off a single solid surface, they must follow a plausible trajectory as they bounce off the surface, retaining all their momentum.
[B]Thief Skills[/B]
Thief Chips=0
[list][*][U]Wet Work[/U] - Dexterous blade work.
Lvl 1. Your familiarity with blades of all shapes and sizes allow you to draw them instantly, attacking in the same fluid movement.
[*][U]Lockpicking[/U] - Using tools to pick through locks.
Lvl 1. Trained in the use of lockpicks.
[*][U]Sleight of Hand[/U] - The ability to nimbly use your hands and fingers in fleeting movements unnoticeable to the eye.
Lvl 1. Capable of picking up small objects with your hand without notice.
[B][U]Weapons[/U][/B]
Currently in void space.
[B]Magical Weapons[/B]
[list]
[*][B][COLOR="Indigo"]Tricksters Tip[/COLOR][/B]- A silver tanto with an ebony hilt. Its blade can be plunged into one shadow and emerge from another. (Dark mage dagger)
[*][B]Boxing Smasher[/B]- This oversized novelty looking sledgehammer is wieldable as though it were a normal sized mallet. In the mallet, there is a boxing glove on a self resetting spring that can be activated by the wielder.
(Think this: [URL="http://www.geekworldradio.com/pics/Comikaze2011/SuperMarioBros_MarioWithHammer.jpg"]reference pic[/URL])
[*][B]Soaring Eye[/B] – An Ironwood Boomerang inscribed with several eye symbols. When thrown you may have the boomerang fly towards whatever you are looking at, even altering its course mid-flight up until the boomerang hits something. Modifier 3.
[U][I]>Personal Truth Set[/I][/U]
[*][B]Dracoran Blade[/B] - A scimitar that passes through skin much like an Earth dagger passes through metal. Also Mage-friendly, like an Earth Dagger. Modifier 3.[/list]
[B]Non magical
Void Space[/B]
>Crossbow and quiver of bolts
>Baseball bat
[B]Non-Weapon Items[/B]
[list][*][B]Scoundrel's Boots[/B] - A pair of buckled seafarer's boots, the sole's stained with tar.
The wearers feet stay anchored to whatever surface they walk as long as its angle is less than vertical(or upside down.). A stomp of your foot can cause an incite effect on a target.
[I][U]Scoundrel Set[/U][/I]
[*][B]Scoundrel's Gloves[/B] - A pair of black fingerless gloves.
The wearer has sticky fingers. Their grip cannot be broken and even a glancing touch is enough to secure getting ahold of items, be they weapons or the contents of another mans pockets.
[U][I]Scoundrel Set[/I][/U]
[*][B]Can of Wyverns[/B] - A can that, when opened, unleashes a plume of smoke that takes the form of a dragon. The summon is self maintained, under no one's control, and very angry. Alas, the summon vanishes after a single post. Usable once per encounter.
[*][B]Skull Mask[/B] - The face part of a humanoid skull that has been separated from the rest of the skull and attached to a band that wears around the head. Living (or formerly living) things seen through the eyes of the mask are viewed as though they were at the peak of their life. Destroyed buildings and objects are perceived as though they were brand new and undamaged.[/list]
[B]Void Space [/B]
[list][*]Blank Scrolls - 2 scrolls - Write a spell you know down in a Blank scroll, and you will forget how to cast it. It behaves like a Scroll of that spell for the next person who reads it, teaching them the spell.
[*]Falseheart Oil 1 Vial - Alters the powers and sometimes appearance any item it is applied to to reflect THE OPPOSITE OF its owner.
[*]3 sets of spare clothes
[*]My gold
[*]Food + water
[*]Crowbar
[*]10 Decks of cards
[*]Grappling hook and 3x30’ rope
[*]Basic thieves tools
[*]Colorful Juggling balls
[*]A couple bowling balls
[*]Some medium sized rocks
[*]4 bottles of high proof alcohol[/list]
[B][U]Spells[/U][/B]
[B][U]Artless[/U]
Lvl 0.[/B] Void
[U][B][COLOR=red]Fire[/B][/U]
[B]Lvl 1. Ignite[/b]- 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.
[B]Lvl 2. Firework[/B] - Launch from your fingertips into the air several small smoldering coals that explode in a beautiful display of pyrotechnics and a shower of sparks.
[B]Lvl 3. Smokescreen[/B] - Burn a 7' diameter cloud of clinging smoke and choking ash into the air at a location within your sight.
[B]Lvl 4. Firetrail[/B] - Enrobe your feet with liquid fire. Leaves a fire trail along the ground as you walk or run and through the air as you jump or kick.[/COLOR]
[B][U][COLOR=teal]Force[/U][/B]
[B]Lvl 1. Contain[/b] - Generate in your hand a "jar" construct of solid force, 6" in diameter and 8" tall. Can close off the top when you wish.
[B]Lvl 2. Tip[/B] - Generate short force constructs on your fingertips, be they claws, thick cushions, or any other short tool-like shape.
[B]Lvl 3. Repel[/B] - A variation on the Shield Spell. Raise your hand palm out to generate a barely visible construct of applied force, circular and 4' in diameter in the air inches from your palm. Then apply raw force to it, driving back anything before it. Maximum push-back range is 10'.
[B]Lvl 4. Implacable Hammers[/B] - Summon to your hand a silver and iron war-hammer, the force of whose strikes can move harmlessly through one object and strike another object touching it.
[/COLOR]
[B][U]Gold[/U][/B]
227 (Lottery Number=105)
List tags are malformed.
Acelin's Characters (since her sig won't work).
Race - Jakari
Age - 23
Strength: Average
Affiliations - Mages/Thief ==> Oathbreaker
Appearance & Apparel : She looks like an erectly walking snow leopard; white fur with black open rosettes on her body--with small spots of the same color on her head and larger spots on her tail and legs. Her tail is unusually long and thick. For any 'big performances' she must make, she paints the right half of her body bright red (with natural dyes); on occasion she also dyes the left side of her body black, to contrast with the red. Her eyes are a dull green. She's roughly 5'2'' and weighs 115lbs. Over all of that dyed fur, Akane wears as little clothing as possible. Her goal? To be as eye-catching and distracting as she can. Attention? She loves it. She likes to wear a simple jester hat with bells in addition to bells around her wrists and ankles. The clothing she does wear seems to be gypsy-like, silky and flashy and always a shade of black, white, or red. She's slender and (naturally) cats always land on their feet, so she doesn't easily lose her balance and is a natural gymnast; 1, 2, 3
Personality - quick to anger but also quick to get over it; seemingly never serious; all play; devoted to her mate and oblivious to any of his faults; she loves to dance and is quite the attention-seeker
Background - Ever the oddball with her erotic dancing and the obsession with painting her own fur unnatural colors, Akane knew it was fate when she met her darlin' Jougo. They even shared the same interests: extravagant displays and sadistic tendencies. It was love at first sight for Akane who has been at his side ever since their first 'play date'. Now that they've decided to take their show to the cities, Akane is certain they'll have even more fun with a wider audience.
Skills/Weaknesses
Weapons
Non-Weapon Items
Abominable Comfort - A form-fitting knee-length coat, made from the trimmed and dyed pelt of a ferocious tundra beast, lined with red silk. The majority of the coat is trimmed and shaved down to the thinnest layer of fur, jet black and smooth to the touch. The coat is slit at the tail and left thigh to allow movement despite the tight fit. The wrists, and v-line neck of the coat are lined with fluffy red fur that seems almost fiery from a distance.
> The material of the coat is immune to fire magics and strong as steel.
> The wearer of the coat is effect by a constant, passive version of the Warm spell.
Two Baby Griffons, Bud and Lou - Descended from both kitties and birdies, this animal is the epitome if cuteness. It adds a level of charisma to its owner, and may be targeted by bestial spells as though it were a summoning. It also levels up like a mini-lss (Storm)!
1: The baby griffin is teething, giving it a bite attack which can grip people and cause pain. Also, the baby griffin is easily distracted by lights, and sometimes chases bright spots because it doesn't understand the difference between colors and objects! How cute!
2: the griffin learns to fly, reaching a maximum height of ~10 feet. The downside to this is it still isn't potty trained. NOT CUTE, GRIFFIN
3: the baby griffin grows to be about 2 feet tall at the shoulder with a wingspan of 8 feet. It's maximum flight height is about 20 feet, and its claws sharpen so it can hunt with dive bombs and generally scratch people. It's still cute though.
Void-space holds:
Spells
Artless
Spirit
Accomplishments in Thievery
Stats & DescriptionsName – Eizen Yigal (Changing Nervada’s last name, since Eizen had it first. *Steals*)
Race - Dryad
Age – Older than you are, younger than that guy over there.
Height - 6'0''
Strength: Average
Affiliations - Mage/Thief ==> Oathbreaker
Appearance: Eizen is a dusky-skinned dryad with aged features. His swaying needle-like hair is inky black (was a sickly whitish green) and his skin looks gnarled and twisted. His teeth appear to be made out of a greenish amber, which is likewise the color of his eyes and nails.
Apparel : Simple brown/black clothes and an equally simple black rope belt. He wears a brown clock with an ample hood.
Personality – Eizen is a exceptionally calm individual. Don't let that fool you though - He can be anything from mildly content to somewhat disappointed!
Background – Taking his name from a dying old man (no heirs and a history of good deeds = valuable name), Eizen has set out to acquire stuff. He joined some groups that did stuff he liked, and now he sets off to do and aquire more stuff. He's not very particular.
The Wanderings of Eizen
> Was captured while trying to deliver goods, escaped death pit.
> Foiled attempt to trick him and employer into delivering some sort of grove-destroying weapon instead of regular goods.
> Somehow got caught up in the Greevan war (while trying to sell goods).
> Helped convince Herschell's rival that signing over every thing he owned and happily skipping town was a definitely a thing he should do.
> Somehow let the thieves guild talk him into helping a crew rob a mighty Scion family blind (and setting their mansion on fire). Worked out okay, at least.
Friends: Gerr
Associates: Kage/Kaia, Herschell, Jougo, Akane, Dreck, "Her", Golan, Pearl(NPC), Arl
Skills/Weaknesses
Dryad Immunities - Eizen is is disease-proof.
Tranquil Night- Despite his looks, Eizen carries a serene yet distinguished air about him that aids him when interacting with others. (Racial Dryad Charisma effect)
Void Realm: Eizen has a special affinity for void-type effects. This affinity has enhanced his void spell, allowing him to stuff basically any object into the void, although larger objects take longer to push through. Once inside the void, the objects are held in stasis (they do not rot, etc) until he commands a specific object to be pushed out of the void space [Normal objects can be pulled out of thin air as normal, while larger ones take a few seconds]. His void space is less like a pocket and more like a warehouse dimension. Still cannot intentionally stuff living creatures into the void.
ABYSS - Your attunement to dark magics passively alters your body, stirring your inner darkness and turning you into an embodiment of ineffable shadows. 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 becomes dusky and as cold as a corpse. Your mind is filled with shadows and cannot be altered by external magics.
Lvl 2. You can see in darkness easily as light and cannot be blinded.
Lvl 3. Your skin develops swirling, shifting patterns of darkness beneath the skin. Your grasp creates the sensation of being bitten by a hundred tiny mouths.
Lvl 4. Your hair becomes inky black seems to sway and move independently from your head's movements. By touching a wall or the ground, you can create a shadow there, in your shape and dimensions, anchored to that surface. This shadow cannot be dispelled by normal light and causes icy damage to any that touch it. Can only have three of these active at once. Only last an hour.
Lvl 5. If wounded, the darkness beneath your skin gain substance, biting into your flesh and skin to stitch, suture, and staple it back together This is not painless.
Lvl 6. Some of your subdermal darkness moves to the surface, taking the appearance of strange runic tattoos that constantly change and move. If you grab someone for more than a moment, some of these "tattoos" will move them to them. They remain until the end of the encounter, sapping the warmth and hope from them, weakening them by a level.
Lvl 7. Your inner shadows reduce your weight, giving a minor boost to your leaping ability and agility. The shadow "tattoos" that cover your body can bite and cling to surfaces, even through thin clothing, allowing you to stick to walls and ceilings like an insect.
Lvl 8. Your "tattoos" become more numerous. Shadows wisp occasionally from your mouth and nose like smoke. You can, once per encounter, spew your inner darkness out from your mouth to form an intangible, barely perceivable shadowclone of yourself, taking with it your consciousness. This leaves your body, now unchanged by the Shade ability, limp and helpless but allows you to travel in this shadowform anywhere within 200' of your body. You can cast a single spell each post through this shadowform. If your body is dealt any damage, this effect will end.
Lvl 9. You can use shadows you have anchored as portals between each other. Once every 7 posts.
Lvl 10. You learn to harness your attunement for a custom ability based on your personality and shadows.
Bark the Root Wolf - A small pup made of living wood, with black grass fur, that will grow into a fearsome companion as Eizen increases his understanding of dark and plant magic. Stands 4" at the shoulder and just under 6" long not counting the tail. (Can only be leveled to level 5)
Eye of Avarice (Oathbreaker benefit) - Items with strong magics within Eizen's visual range give off an orange aura (to him).
The Red Deck - The bread and butter of any Thief, the skills taught to them by the organization that accepted them into their ranks.
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.
Guild Restrictions
> Can't take bounties
> Can’t use metal weapons/armor.
Weapons
Jougo's Dagger (Fire Mage Dagger) - An iron kris dagger with an obsidian hilt and a dragons-head pommel. As long as the blade is not in contact with a body, it can rapidly heat and reforge itself into any shape Eizen can visualize. This does not change its mass.
2 bone throwing knives Eizen carries on his belt.
Non-Weapon Items
Void-space holds:
25 sets of spare clothes, all identical to his normal clothes.
A crowbar.
A bone toolbox
Eizen's definition of what counts as loot is quite... broad compared to the average person. Well, lets just say this section is going to get really long.
The loot hoard:
CLOTHING
> 1 burnt shirt that belongs to Golan, Firemage
> The shoes of a carriage driver that worked for Pearl.
FOOD
> One bowl of gourmet soup. As delicious as it is drugged.
TABLEWARE
> A spoon.
FURNITURE
> 8 beds. Decently made with straw mattresses.
> A luxurious mahogany chair with leather padded cushions on the seat and back.
> 2 human-sized Mirrors.
> 8 Writing Desks
MISC
> An empty crate
> 8 Lanterns
> A pile of newspapers soaked in some kind of alcohol (probably)
> 2 pieces of Coal
> 3 Journals written in Common, Kindir, and Garr respectively
Bodies
Felix's Hammer(Void) - An enchanted golden toolbox-sized hammer that, with a Tap, passes on its enchantedness to another object. This allows normal objects to regenerate as though they were magic items. Takes about 10 minutes. Once the item is repaired the effect ends and the hammer can be used again on another object. Made of some weird mage-friendly faux-gold (mod 4).
Falseheart Oil(void) - Alters the powers and sometimes appearance of any item it is applied to to reflect THE OPPOSITE of its owner.
Ritual of the Savior(Void) - A scroll made of some strange bluish material detailing how to use the material along with a pure-arted Lutharin crystal to form a pact with a guardian spirit, granting the user a powerful summon that will self-cast itself if the user is helpless and unable to defend themselves. The summon will remain until the user is safe [or dead]. The exact nature of the summon depends on the art of the crystal, the location the ritual is performed, and the inner spirit of the user. The user cannot cast the summon on their own. The scroll and the crystal are consumed by the ritual.
Jade Seal(Void)
Canopy Key(Void) - A guardless dagger of bleached wood, a perfect emerald adorning its hilt. The dagger can be sunk into any sizeable shadow to animate and grant control of that shadow. The level of animation, corporeality and control is wildly unpredictable, but is usually enough to be helpful (WM determined). It may alternatively be used to slice through any shadow larger than Eizen himself and open up a staircase into a personalised bedroom, whose location shifts to wherever the staircase is opened.
Guardian Oak(void) - The charred limbs of the oaks that barred their paths. The wood may carved to unlock a power based on living plant life, tinted with fire.
Refined Comb(Void) - Allows you to control the length of your hair and nails.
Ruby Imbued Chitin Glove(Worn)
Spirit Totem - Rudely carved marble figurine of a laughing man, which is clearly intended to be Erin. Grants knowledge of the rare unleveled spirit spell "Erin's Ward."
- Erin's Ward - Raise a protective dome of spirit energy around you, glowing softly with a rose light. This dome is as hard as iron, and painful to touch for those with ill intentions toward the caster.
> Erin's Boon - A small silver coin, on one side depicting Erin smiling and winking at you, on the other side an engraving, somehow, of the shapeless and formless chaotic void. Grants the skill "Touch of Moonlight."
Touch of Moonlight - The world may be a messed up, effed up, chaotic place, but somehow you know how to find your place in the scheme of things a little better than most people. Things tend to go well for you, so that random chance events are tipped just that little bit toward your side. You're a little lucky to be alive, and you can feel it.
Spells
Dark
Level 1 - Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows.
Level 2 - Shroud - Summon forth a cloud of darkness around a target, 10" in diameter, that can't be pierced except by powerful magic light.
Level 3 - Shadowcrawler(Spider Monkey) - Shape and animate your shadow into a summoned beast of living, solid darkness, icy and swirling, into the form of a Ateles fusciceps (Black-Headed Spider Monkey).
Level 4 - Midnight Champion - Your skin becomes ebon and runed with silver, with a mist of roiling shadows around you. You can leap as if you weighed a third of what you do. This shadowmist can flow over your weapons and armor, forming spikes and shards of solid blackness. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards.
Level 5 - Summon Agate Bats - Summon a dozen of bats with wings of shadow. These bats can use shadows as portals and travel between them, and their bodies possess the benefits of an agate imbue (All objects/creatures hitting/impacting them are repelled with equal force, hits/impacts made by the bats themselves are doubled in force).
Artless
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 an extending and retracting of the arm to use. Cannot intentionally be used on living entities. (Void realm changes item limitations as noted above).
Tomes
The Unlettered Caster(Dark) - A Tome that allows the bearer to create a 5th branch of one art (Chosen upon acquiring) with each level being picked from the spells of that level from the other branches. (For instance, you take 6A, 7B, 8C, 9D, 10A and copy them into a new 'E' branch)
Currency
42g
Markers Acquired from Herschell:
6-gold Markers from: Colt, Stoz
30 Gold Marker from Roshem
60 Gold marker from Yack
Nervada - 98% fat free, high in fiber.
Eizen - Collected
Yack - Walking
Miko Wydberg
Tanya
> Formatting here uses [ and ], not < and >. Also, could use some more use of bold and underline to distinguish titles and headers from text.
> Having some trouble reading your backstory. I can't really tell why you can shapeshift.
> Please do not use the names of real world proper nouns, even as names.
I believe you are a friend of Magikeeper and his friends. MK should be able to advise you as to just what I mean.
-------------------------------
On a more general note. It seems that alot people are making characters that transform into animals. I am not sure if this is just a way to get around the fact you can't play as sentient animals in the EW, but I rather we nip this trend in the bud. All the already posted ones including Rai can stay, but I ask people not make anymore new characters that turn into animals.
Thank you.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Another way—to see—
Grehym Lyonbeth
Privilege. Love. And the Sword
Kikumi Okita
Death and the Chrysanthemum
Levana le Fay
Spite, Disdain and Intellect rolled into a pretentious mage-like ball.
Loire Eiriko
A Study In Blue
Valióna Marie Serwyn
Summer Child Winter Heart
Sefirat Leontine Marie Riven-Tremontaine
Sanguinis-Règle
Camia du Calmet
Belle Irè
Astera Faen
Bathed In Shadow
Leukothèa Nereusia Galatine
Boundless As The Sea Is Infinite, As The Soul Is Deep
Alvina Adaeze
The Moon, she lights up well
To live is to hope, and while we breathe, we hope and live.
Name - Morgan Lachance
Race - Human (Elexian)
Age - 21
Height - 5' 6"
Appearance - Morgan is a charming young lady of an average height and of a lithe build. Her dark auburn hair is tied in a braid that falls between her shoulders. Two wisps of hair fall to frame her face making her sharp features seem a little softer than they otherwise might. Her eyes are a deep blue and dotted with flecks of whitish grey.
Apparel - Morgan's choice of outfit is not just the first thing she grabbed before leaving home, but symbolic of the sense of freedom she gets from studying magic. Her riding clothes comprise boots, trousers, a blouse and jacket. All professionally tailored in Elexian style. The boots are soft, pliant brown leather with delicate embroidery around the tops. The trousers are a creamy colour, tight against the skin but incredibly flexible. The pale silvery silk of her blouse breathes enough to stop her getting too hot. Finally, her burgundy riding jacket is kept in a usable condition at all times, even if it does get a little dusty. In addition to this outfit, she also wears a silver locket around her neck constantly.
Background - Morgan's father was an Elexian noble of reasonable standing, and in fact still is. Morgan was raised to be a proper lady and was courted by many who did not catch her eye in the slightest. Her mother passed away when she was relatively young, and though her father remarried a few years later Morgan never connected with the woman. Not that she had any ill will towards her, of course, she just wasn't her mother.
Morgan spent a lot of time going through her mother's old things, whenever she could sneak away from dance lessons or feign illness to avoid dinner with insufferable bores. It was on one such occasion that she found an old tome belonging to her mother, obviously magical in nature. Morgan spent all night reading about the energy manipulation of the twelve magical arts, and forgot she was supposed to be sick when her father caught her using it to summon a burst of wind. The esteemed Lord Lachance wouldn't have his daughter dallying with the magical arts when she should be entertaining suitors, so the book was locked away in his study. A year of frustration and curiosity went by as Morgan took every chance she could to either sneak a look at that tome or talk to anyone in Elexia who knew about magic.
One night, after her father went to sleep, she broke into his study and stole the book back into her possession. She left a note explaining that she was going to live her own life the way she wanted, she left Elexia behind her. Taking the book and her trusty mare with her she rode all the way to Greevan, acquiring a rudimentary knowledge of magics and joining the guild.
Affiliation - Arbiter (Fraternity of Mages + Peacekeeper's Guild)
Skills and Abilities
Fortune's Favour - Morgan's upbringing as the daughter of a nobleman has granted her a small selection of skills and manners that serve her well. Most notable among them, stitching, dance and equestrianism.
A Moment to Learn - The field of magical learning is as wide and diverse as it is deep and powerful, a person can spend their whole life dedicated to a single magical art and not become a true master. Thus it is either intense hubris or boundless optimism that fuels those mages who pursue mastery of every magical art. Morgan LaChance is one of those few, seeking to learn as much as she can about every magical art. (Morgan's known spells and magical abilities.)
Makings of the War Mage
A set of silvery metal war gear, etched with runes and studded with magical gems. Mage-metal is strong as iron and does not interfere with magical fields. The powers of Warmage Gear increase as the users magical knowledge base expands.
Warmage Gauntlet - Right hand gauntlet made from a leather and plates of silvery mage metal, set with small gemstones and runes. Color of leather and gems reflect the art of their wearer's preferred magic.
>>Beastial Fusion - The Gauntlet can fuse and integrate into Morgan's, giving her hand exoskeletal plates of gem studded and runed bone. His fusing increases that arms strength by a level and the plates can be shifted to form talons, claws, spikes or alike.
>>Spirit Phasing - The Gauntlet can also phase into the spirit realm vanishing but giving her punches the ability to effect spirits more heavily. While phased the her hand gains runic tattoos and are warded against damage from magics. Phasing while fused is not suggested.
>>Shadow Fusion – The Gauntlet can transform into a runic black tattoos over the hand wearing it. While fused this way, your touch can spread spikes and shards of solid darkness over items and surfaces.
>>Primordial Hand – The touch of the gauntlet can be made electrified or toxic. The punch of the gauntlet can be made thorn knuckled or create deafening noise on impact.
Warmage Familiar – A rainbow colored humanoid clay figure, 1' tall.
>>Take Form - The figure can transform into a strange chimera. Its has the tawny torso and head of a monkey, but with six arms, the wings of a bat, face of an owl, tongue of an anteater, hind legs or a subersu, and the spiked tail of a drake whose spikes glow. It has an incredible sense of hearing and is capable of speech.
>>Fierce Loyalty - This Familiar grows larger and fiercer the more hostile those around Morgan are towards her, up to Morgan's own size.
>>Share Alike - Whenever Morgan is effected by a friendly spell, it effects the homunculus as well Whenever you are effected by an hostile spell, the homunculus' paws gain a damaging aura determined by the art.
>>Taste the Rainbow - The familiar's tongue, which can reach out 2', can be coated in a variety of salivas. Burning cold darkness, sticky sap, electrified, or allergenic.
Warmage Staive - A staive of silvery mage metal, etched with strange runes and wrapped about the middle with leather.
>>Mage Blade - Can create a 6" blade at its tip that secrets a burning organic acid and a venom that wearies and reduces the strength level of those it wounds by 1. While extended This effect grows over the rest of the encounter. While the blade is extended, the staive moves far faster and can pass between visible shadows like portals.
>>Mage Reaper Form – Can be transformed into a silvery steel two handed scythe, the blade etched with the runes, leather bound length, and several colors of silk ribbons trailing from the blade. It was the Mage Blade abilities, and the acid and venom secreted by the blade is now mixed with living shadow that actively works to prevent healing and clotting but makes the effect vulnerable to magical light.
>>Leyglider Staff Form – Can be transformed into a silver bo staff covered in runes. Can magically generate rainbow colored wings and tail fins so it can be used as a glider. The tail fins can be extended alone to create a fan blade weapon that as the Mage Blade powers and can be fanned to create a driving gust of wind.
>>Chimeric Bow Form – Can be transformed into a silver reflex bow strung with a chord of several entwined colors and every inch of which is etched with strange runes. Any wooden arrow notched in the bow can be temporarily granted a head that is a miniature version of the Mage Blade. These blades can be detonated into shrapnel on impact. The shards have randomly lesser or partial versions of the Mage Blade effects.
>>Fused Zhua Form - Can be absorbed into her non-gauntleted hand, giving her identical runed and bejeweled bone plates on that hand, but with clawed finger tips. It has the Mage Blade powers but also causes nausea and fevers as they grow weaker.
>>Soul Blade Form - Can be transformed into a steel strange sword with a 5' long, 1' wide black blade that curves on both sides to a spade-like point at the end, the both sides covered in runic writing. The guard is non-existent, the blade too wide to need one. The hilt is wrapped in white cloth. This sword is as light as if it were made of paper, making it each to wield for Morgan but also reducing the momentum it can built and thus the damage it can do. Has the Mage Blade abilities but also reduces the level of magic the wounded can call upon over time.
Weapons
Frailty - A silver katar dagger inlaid with bone with a bronze handle. Those wounded by this dagger lose a level of strength for the rest of the encounter. Multiple wounds do not stack.
Aggression - A jade mere club. While weilded, it feeds on the adrenaline of your enemies, boosting your strength dependent on the aggression of your enemies.
Non-Weapon Items - Accessories
Eyes of Justice - An enchanted set of dark tinted bifocals, rimmed in circle of steel-like metal. The main lenses are enchanted to enhance any ambient light to the point where the wearer can see in all but the darkest of situations without giving away their position. The smaller lenses are more specialized, allowing the wearer to see various substances and traces of substances as glowing light. (e.g. blood, bodily fluids)
Maternal Memory - A silver locket containing a picture of her parents on their wedding day.
Non-Weapon Items - Miscellaneous
Ship in a Bottle - A surprisingly delicate model ship inside an ancient crystal bottle lined with spiderweb cracks, somehow still wholly in tact despite years of burial and a night of chaos. A thing of beauty found during that ghastly night, one cannot help but feel a sense of calm looking upon this dainty work of art.
>>The Portly Primoc - When broken the bottle summons forth a sturdy slip, broad, stable and crafted from oak. Its leather sails are dyed a perfect maroon colour and its prow is carved into the maw of a fish with more teeth than scales. Morgan may return the ship to its bottle at will.
Legacy Journal - A leather bound tome with thick parchment-like pages. Bears a special enchantment that allows its owner to pen the names and associated learnings of spells into its pages. Once a spell has been committed to its pages, the knowledge is granted to whoever possesses the tome.
>>Contained Spells - Midnight Champion, Blowback and Unhinge.
A Practical Demonstration of Elemental Magicks, by Archmage Saleyoni - A practically bound leather volume containing theoretical explanations for the way in which each magical art produces energy. At the end of each chapter is a runic inscription that allows for a demonstration. By channeling a spell into these runic inscriptions, the reader can produce a directed blast of the energy covered in that chapter.
>>Elemental Blast - Once per encounter per art, produces a level 2 projectile in the art of your choice. (Counts as a spell).
Pets and Companions
Brave - A warmblooded chocolate coloured mare with a white star burst on its forehead.
>>Swift - Brave is not a hot blooded stallion by any means, but she is loyal to fault and fast enough to make travelling faster and less troublesome.
Currency
0 Gold
Name: Moira'Inej
Titles/Aliases/Nicknames: Raine
Sex: Female
Race: Human (Nadrask)
Age/Height/Weight: 22/5'0"/106 lbs.
Appearance: TBD
Apparel: TBD
Background: Raine has spent the past 6 years on the mainland, she left Nadra when she was 16 and has never looked back.
Affiliations:
Skills/Attributes
Calm Before the Storm
Raine's magical energy bubbles under the surface at all times, ready to be tapped and directed at her foes indescriminately. The first spell she casts each encounter is magnified in power, doubling its force, size or duration.
A Practice of Elementary Thermodynamics
Taskmagery (score: 9) - Raine has a natural penchant for energy manipulation. Aeromancy, the study and control of the atmosphere, entropic discharge, pyrokinesis; she is an exercise in style, a force of nature: the eye of the storm.
Lvl 1: So long as you know any level 1 spell, you can extrapolate your magical knowledge from that and skip other level 1 spells.
Spells
Fire
Level 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.
Storm
Level 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. Level 2
Listen - Increase the sensitivity of the air around you, magnifying any sounds you hear. Water
Level 2
Rimeball - Draw water out of the air into the palm of your hand and freeze it into a ball there. You control the density of this ball, from a softball sized snowball, to a baseball sized ice ball.
Light
Level 2
Blind - Scatter the light before a target's eyes, momentarily blinding them.
Accessories
Non-Magical
Magical
Trickster's Tear:
A jeweled pendant on a golden chain worn through the hair. The precious stone is a single teardrop of lapis which directly hangs onto her forehead. She utilizes it as a magical foci to amplify her spells. She's learned a modified Listen effect on remote conversations.
> Eavesdrop: Creates a link on the air to carry sound remotely to you, magnifying any sounds you hear and only to your ears. (Counts as a spell).
Weapon Items
Non-Magical
> Ashe: A 6' tall quarterstaff of gray ash wood, the top is a gnarled knot of carved wood that looks like it may hold a lightsource.
Currency
0 gold
To live is to hope, and while we breathe, we hope and live.
Name – Rai Kashira Lyall-Dame
Race - human (thinks she's a regular wolf; 50% Timber, 50% Mackenzie Valley Wolf)
Age - Eighteen
Affiliations - None
Appearance & Apparel –
Human form Red hair, brown ruddy skin, left eye: orange, right eye: purple, every so often her irises flicker to red, wears comfortable clothes that she can easily move in, scars littering her body (bite marks)
Wolf form Russet upper coat, predominant white undercoat, left eye: orange, right eye: purple, every so often her irises flicker to red, 130 lbs, 3.5ft at the shoulder, scars littering her body
Personality & Background – Rai believes that she was born as a wolf. Whelped into a twisted paligimist family, she was raised with love from her birth mother and taught how to fight and survive by her father as well as her second mother. Rai strives to be everything that her namesakes (her grandmother, Raisa, and her aunt, Kashira) had been and more. Stories from her mother about her great ancestors brought her to the place that she is now. She was also taught by her adopted mother about her father’s mother, the once great Jamaica Dame and her love of the ocean. True to be told, Rai seeks the power of all three elements that tie her to her ancestors. Raisa, her grandmother, the power of fire; Kashira, her aunt, the power of earth; Jamaica, her grandmother, the power of water; the lessons from her mother have set her up to be as ambitious as she can be.
She left her birth place with her family, only so she may continue her training. Her father wanted nothing more than to shape her into the next leader of the Dame family. Even though she had a brother, he believed that it was Rai that would take over what he had gained. While she has a sensible personality, she still has the temper of the very flames that she has come to accept as her own. She takes very little crap from anyone, and will put herself in harm’s way only to make her point known. Truly a spitfire, Rai is cunning and will do anything in her power to make her dreams come true. She wants nothing more than to make her dream a reality: to be supreme ruler of water, earth and fire. And nothing will stop her from this task. Not even the gods, whom she believed cursed her in an attempt to make her weak: forcing upon her the second form of a human.
Skills/Weaknesses
-Transformation - Rai can shift between human and wolf form, but this takes five minutes to complete.
LSS: Mantle lv 2
Weapons
Bite - strong enough to crack bone
Non-Weapon Items
Spells
Fire
Chill - Rapidly freeze a liquid inside your mouth, turning it into an ice shard.
Earth
Name Tuesday d’Etrienne
Age/Weight/Height 28/ 133 lbs./ 5’7”
Appearance At a moderate height for women, Tuesday is fairly thin compared to her family members. Her slight figure is the result of much running and exercise, tumbling with her brothers and neighbors. Her bosom is also slight, much to her chagrin, though she often makes up for it with full cinnabar-colored lips, a dimpled smile, and eyes of pale sky grey. Her almost dark ruby hair is kept long, colored by some magical Sylvan product. It’s a bit wavy, and to her delight, stays mostly glossy as well.
Apparel She wears loose black cotton leggings, tied around her waist with an emerald green sash. The sash is adorned with many small pins and charms, often small timepieces, clouds, and moons. She has low heeled dark brown leather boots, stylized with numbers up to twelve repeating embossed into the upper lip. She wears a cream colored blouse, loose enough to move in, but still ready to show off her figure. Over her blouse, she has a cut-off dark green leather jacket. On her right wrist, she has a machinist timepiece that doesn’t seem to tell the time (if accurately). On her left hand, she has a silver signet marketed with the seal of her House.
History One daughter of a prominent Sylvan family which has invested much time in the fine upbringing of their children, Tuesday is perhaps a touch more whimsical than her sister Sunday. She studied arts generally unstudied by the Etrienne family, focusing on the interesting connections between storm magics and force, and realized one day, that enough practice and power would allow her to basically fly... She now seeks a bit of adventure with that freedom, and maybe someone to share her adventures with.
Skills and Abilities
Defender: Strikes made with her shield have an increased strength effect of one, though she is normally not much of a fighter herself.
Warrior: Tuesday is a member of the Warrior’s society, training in the formidable art of Counter Maneuvers.
Level 1: When one of your blows are blocked, you may strike back lightly to inflict half the damage that your strike normally would deal.
Wind Walker: As a fledgling dual-ist, Tuesday’s grasp of storm and force magics allows her to master a spell that lets her step upon air as if it were actual stairs.Level 1: Generate an upwards burst of wind and raw force beneath your, slowing your descent if you fall uncontrolled, or allowing you to make a controlled descent from any height as if walking down an invisible flight of stairs.
Spells
Storm
1 - Drift - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.
2 - Drain - Your touch can drain the bioelectricity from a person, tiring them and causing a brief spasm of weakness.
Force
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.
Dual Art (Storm/Force)
? - Windwalk - See above
Weapons
Crest of the Moon: An old d’Etrienne relic, this kite shaped shield is made of a sturdy steel, polished to a mirror sheen on the outside. From the inside, various love notes have been carved into the shield over the years, by various amorous partners of the House d’Etrienne. Its edges are bladed.
Misc.
A silver locket with the picture of her favorite sister and brother
A white metal pocketwatch
Fighter’s sigil
Currency
15 gold
世界中で一人のあなたを守るよ
These Are The Things All Wise Men Fear
Tuesday d'Etrienne
On the Wind, Across the Sea
世界中で一人のあなたを守るよ
He is a stuff talkin', foot step lickin' , magic stuff makin', stone drawin', and riddle speekin' crazy ol' coot and self proclaimed bad ass
Name Blarg Olcoot
Race - Human
Age - 68
Affiliations - none
Appearance & Apparel - A Scruffy but also muscular old man. With wirey gray hair with patches of red that age has yet to claim which seems to go in every direction. His left eye of his is quite bigger than the right and Blarg has lost a few teeth from misjudging the bitability of some dirt clumps in his day. Has a height of 6'2", but hunches down when standing, putting him usually around 5'5" tall. Wears tattered and dirty clothing, and has many diverse in color and shape beads in random places through out his person, in his hair, his clothes and shoes. The strange beads are not in any particular order, and appear as if he were splattered with sap and then tossed some beads which then decided to stay forever. Giving his hygiene, however, that may actually have been what happened.
Personality & Background - Who knows what it was in his history that has made him such a strange old man, but that is what is certain. He is a whacky, crazy old man. He tends to speak in riddles and frequently answers a question with another question. His favorite snack is dirt, yes dirt. His food was the first of the many non living things that ever talked to him, and boy did that turn him off of it. However, he does have to eat actual food to stay alive so he usually just adds dirt to whatever he consumes as if someone normal would add salt or other seasonings. Oh yes, he talks to inanimate objects. He can gather information from such things, but as it turns out things without minds, don't really have much useful information to offer half of the time, and are often very rude, not dirt though. Dirt is pretty much a go with the flow kinda thing.. it doesn't care much about very much, and its also tasty!
Skills
Smithing and Tailoring
Spellforging The art of forging physical items out of raw magic, sacrificing your ability to cast a spell to turn it into an item. Cannot be done twice with the same spell.
Lvl 1. Apparel
Lvl 2. Item Augmenting Crystal
Lvl 3. Armor Piece
Lvl 4. Small Pet
Lvl 5. Weapon
Lvl 6. Gadget/Tool
Lvl 7. Armor Set
Lvl 8. Greater Weapon
Lvl 9. Greater Pet
Lvl 10. Magical Squire
Stuff Talking Can hear voices from inanimate objects. The voices in his head block out mind magic
And if someone tries to read his mind they will get a confused mash of things
Like what the chair is thinking or
What his clothes have to say about the matter
Footstep Tasting Eating dirt for such a long time, has showed him he can somewhat track people or animals by tasting the dirt that they walked in.
Weapons
A 6' Petrified Wooden Staff. Looks like a dead peace of wood, but is hard as stone. Also has a few beads here and there on it, though it is not obvious how they manage to stay on.
Non-Weapon Items #- indicates an item forged from a spell
#Sandblast Forged Cloak#
A hessian cloak of a light sandy brown. Flicks of the cloak release directed bursts of sand which are rough and scouring. The cloak can also release sand slowly to create or cover a trail.
#Dowsing Crystal# - The imbued item acts as a dowsing rod for metal, or the largest piece of metal if there is alot around. This effect also orients the item, if used in combat, for more skilled blocks and parries.
#Futures So Bright# - A pair of dark tinted glasses. You seem cooler and more competent to everyone that sees you.
Keeps a few slabs of stone about 12" x 12" x 1" in his pack both to keep his strength up and also to draw on. He sells his unique stone drawings to anyone willing to pay for them.
Total pieces of art sold: 3
Total pieces of art placed on display in front unwilling homes and businesses: 288.6
Spells #-Indicates a spell that has been forged into an item.
Level 1
#Sandblast#
Pummel
Etch
#Charisma#
Level 2
Dirty Trick
#Ferropathy#
Pets
Jar of Live Geckos. Who knows why he has these things..
Currency
20 Gold
Her
Blarg Olcoot
Name - Aleck Morveau
Race - Human
Age - 30
Appearance-
Aleck has a medium build, blue eyes and pretty smile. He is approachable and easy on the eyes.
Apparel- Aleck wears a dark green tunic with hood. He has matching bangles on each wrist, each with a symmetrical pattern. His pants are dark. He wears moccasins.
Personality & Background- Aleck has a relatable personality and is very likable. His parents lived in Elexia and he lived there for most of his life. Often as a child Aleck would claim to have seen premonitions, even haven spoken to a few. His parents paid little attention to that but as he grew older they worried. Aleck has a connection to the spirit world and seeks out others with similar experiences.
Skills & Abilities
Haunted Houses- Upon entering a city Aleck learns of a haunted property or a superstitious citizen (WM decides). Can only have knowledge of one per city.
Epic (Judge Gelm's)
Grave Conscriptions- Upon entering a city Aleck can divine who has most recently died.
LSS-
Merchant's Pact
> Is leveled by profit (150)
Lvl 1- Natural Charisma effect.
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 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-
Spirit
Lvl 1
Divine
Lvl 2
Vibe
Touch
Lvl 3
Hado
Non-Weapon Items-
Dice
Taro Cards
Black Handkerchief
Talisman
Playing Cards
Broken Compass (Can not find True North, continually spins)
Journal
Matchbook
Flask
Pen
Trick coin (Always tails)
Trick candles (Never blow out)
Glass ball
Retractable blade
Gold- 380
(Herschell no longer owes Aleck )
Behold, the power of :symu:!
Ask Me About:
The Epic World
You'll Be Glad You Did
Not That There's Anything Wrong With That
Stats & Facts
Race - Nadrask
Age - 67
Height - 6'2”
Weight - 247 lbs
Appearance and apparel- Tall and kettle-bellied, a prime Nadrask that let himself go. A wide, brown-eyed face, cleft chin sprouting a slender bush of dark hair, which the top of his head seemed incapable of mirroring, no matter how hard it tried. Sturdy legs and stiff arms, once muscular but transformed into mush after years of disuse. Tattoos of a devilish horn split half way down the center, one on each wrist and another on his throat. Clad in tan breeches, a large brown tunic and a pair of open sandals.
Background
Curls of smoke slithered from his parched lips and draped across the lightless room, creeping slowly towards the cracked window. Beyond loomed an aloof sliver of a moon, hung high in the midnight black. Creaking of the rocking chair echoed through the still room, its wood slowly warping under the nadrask's weight. Mauf'kael inhaled, and his head slowly tipped forward clumsily.
He shook himself awake with a shiver. The tiredness has been getting to him in these late days. He would fall asleep in his seat, without so much as a struggle. It was the dead of of night, he should be out in the world, parting a frightened noblemen from his purse with a hiss. Or beating a frail and unfortunate victim on behalf of some faceless figure with a wrath. Someone would pay him for it, definitely; lots of people are in need of giving a good beating. But Maufr'kael was always in it for the rush more so than for the pay. The look of horror on a chump's face as he watched the nadrask's own expression become twisted and misshapen would send a refreshing, warm shiver down Maufr'kael's spine. His mates could never understand the satisfaction he derived from instilling terror in people. “Freak's a freak,” they would say.
Now he sat alone, cold, an aging man in his rocking chair, barely able to stay awake after nightfall. Maufr'kael exhaled and lowered his cigar. His marriage ruined him. It snatched him from his natural domain, cut him from the threads of his life, and chained him into the grind of family. His wife Amerasha gave him two daughters before she offed herself and left him to care for the children. And his daughters became even bigger ****s they he was in his heyday. He couldn't help but feel disappointed in them, though he could not explain why. Fatherhood brought strange changes.
His eyelids were slipping shut as he watched the glow of his smoke. Another puff brought some life to him, and he muttered a curse. This still life was unfit for him. He was rusting, falling apart. He needed an escape. He listened to the silence, inviting its eerie wisdom. His body had become a shell, stuffed with fat and puss. His youth was long past, but he yearned to live it again. A shiver crept through him. To feel the sweltering thrill of filling a man with panic. To tear through a man and then tear through a whorehouse. Maufr'kael fought away at the sleep. He was unready for retirement. He wanted to return to his free youth, to the adventure and excitement. No, he didn't want to, he needed to. Maufr'kael wasn't ready to live like a dead man yet. Slowly, the darkness seized him...
The fire reflected wildly in Maufr'kael's eyes, as though possessed with the spirit of a provocative dancer. The sight of his home burning down tore through him, cutting deep, tears bleeding down his face. Oh well. He was never much of a father anyway. The thought oddly comforted him. Realizing what had just passed through his mind, Maufr'kael became sick, and not just figuratively. He fell to his knees, vomitted, and his senses faded out in an instant.
“There he is. There's the babykiller.”
Maufr'kael ignored the taunt. He took another sip from his mug, ignoring the large, drunken brute that approached him.
“How's it feel to murder your own kin, Nadrask? Feel good? Made you feel strong?”
“I didn't murder no one,” Maufr'kael muttered. Every few weeks he would be confronted by some would-be holy vindicator, accusing him of putting his house to flames while his daughters were still inside. He would always deny the charge, though no one ever appeared convinced. The peacekeepers had even publicly announced him innocent of the crime. But then again, Maufr'kael was known for telling the occasional golden lie.
“You don't need to lie to us. We know what you did. You don't gotta hide that you killed them innocent girls of yours.” And then he added with a sly grin, “Well, maybe not innocent, hehe.” This wouldn't be the first time Maufr'kael was thrown out of the Drunken Ass.
In a momentary blurr, the nadrask hopped form his stool, smashing his mug into the drunken oaf's ear. He clawed at the man's face with his fingers, the nails having grown into capable talons. He gashed at his cheeks and sliced the nose. The attacks were brutal, but Maufr'kael was careful to leave the eyes untouched. He had to, or else he could not enjoy watching them widen slowly, as the oaf's just did. The man coughed up blood in an effort to utter a word of horror as he watched the nadrak's face twist and distort. His brows curled inwards towards the elongated, fierce eyes. The nose grew smaller while the mouth extended and widened into a cruel smile, the lips slit in the corners, and his cheeks seemed to thin and fade into the bones behind them.
“Fuh.... Fre...,” the oaf tried to speak, but a final brutal smash of a mug took his consciousness from him. Maufr'kael stood above him, breathing heavily. He felt reinvigorated, younger than he had felt in years. How he missed the sensation. The nadrask remembered giving a slight howl before something knocked into the back of his head, and everything went black.
A sound in the distance called to him, and Maufr'kael slowly woke to a horrible migraine. His vision was blurred, but he recognized the shapes of long iron bars. He was in a prison cell. Someone stood at the cell's entrance. Was the door open? He couldn't tell.
“Freak? You awake, freak? Get up, freak. We got something for you. Found it in the trash outside. Made us think of you.”
Maufr'kael limped on to his side. It was the best he could do. The figure lost its patience, and punted something on the ground. It landed on the nadrask's lap.
“Dont'cha see?” Asked the figure at the cell door. “We got a freak for the freak.” He erupted into a crude laughter. Other officers in the detention area joined along. As his vision cleared, Maufr'kael could see what was kicked at him: A small beastling, just over half a foot in length, scarred and malnourished, with half an ear missing, and shaggy gray fur blown out in all directions. It stared at Freak with a mixture of pity, awe, and disgust.
Allies -
Enemies -
Accomplishments
Abilities
Nadrask Strength
Thief skills
Dirty Reputation - You develop a fearsome reputation.
Lvl 1. Intimidation effect against people that know your name or your likeness.
Spells
Body
Level 1
Slash - Thicken and elongate your fingernails into talon-like claws.
Level 2
Mask - Exert your will over the musculature and bone structure of your face, altering your facial appearance as you wish.
Pets
Junior
A small beastling, just over half a foot in length, scarred and malnourished, with half an ear missing, and shaggy gray fur blown out in all directions. Freak originally named him Zoid, but the greater multitude of people have since branded him Junior instead. (Rasa Chimera).
Inventory
Non-magical Items
A pouch which always appears of proper humidity for keeping cigars.
A seemingly endless flow of cigars.
A book of matches.
Currency
55 gold.
1 Thief chip, saved from a time long ago.
Everything has value to someone.
Cassandra de Montferrat
Never trust a mirror; they never tell the truth unless you make them.
Damit
Real discovery comes from chaos, from going to the place that looks wrong and stupid and foolish.
Darla Delmane
Life's more fun when you take the chance that it might end.
Falthor Aranthime
May we meet again on the path, before we all meet in the clearing.
Kherren Torgaleen
No matter how the wind howls, the mountain can not bow to it.
Morgan Lachance
It's still magic, even if you know how it's done.
Theron Lee
If reassurances could dull pain, nobody would ever go to the trouble of pressing grapes.
Vivian deBourgh
I'd rather be dressed to the nines.
Race - Human
Age - 30
Height - 6'0, same height as his sword
Appearance & Apparel - Colt looks very similar to This. He wears a Mail Hauberk, a Tasset Belt, a pair of Spaulders, and a set of Greaves. The armor is Bronze, rusted to a sea green color. Also some fine looking boots made from some sort of shimmering silver scale. In addition to regular person clothes, of course.
Personality & Background - Colt was raised in a shrinking tribe of savages in a faraway land where Dragons are feared, revered, and only occasionally hunted. Colt was raised knowing that Dragon hunting was his heritage and his purpose, and despite being lost at sea and washing ashore in Elexia, he still intends to hunt dragons with his ancestral weapon.
Affiliations - Warriors Society
Allies - Arl Lotreab
Enemies - Ne'er Do Wells
Accomplishments
The Crimson Smile Bounty
Colt meets his disciple
Colt meets a potential love interest and takes on a bounty
Colt and his team investigate the crime scene
Colt's team makes a critical realization
Colt and gang take on the Crimson Smile
Greevan Invasion
Colt makes some new friends on the verge of battle
The invasion begins
But it eventually ended.
Colt goes back to Elexia, to train in the War-making arts.
Colt and his apprentice inquire about a new bounty.
The duo set out to attract Lord Lautremonts attentions.
The Hunt Begins
The Next Step
A depressed Colt Must find his own Mentor
This leads to Colt relearning everything he ever knew
Skills/Weaknesses
Warrior Technique
Battle Posts: 80
Storm - Aerialism
Lvl 1. You learn how to always land on your feet.
Lvl 3. 90 BP Your leaping ability increases by 50%
Lvl 4. 130 BP Attacks you perform in which your body leaves the ground gain an effective strength level.
Lvl 5. 175 BP You learn how to move so you increase or decrease your wind-resistance while moving through the air, speeding you up or slowing you down.
Lvl 6. 225 BP Your leaping ability is twice its original distance/height.
Lvl 7. 280 BP Your train in perfecting a specific aerial-style attack, such as on involving jumping or flipping, granting that one maneuver an additional effective strength level.
Lvl 8. 340 BP You have a home field advantage above the ground. When you collide with an opponent in the air you may throw them to the ground beneath you, knocking the air from their lungs and dazing them.
Lvl 9. 405 BP You gain an additional effective strength level on any attack that originates more than ten feet above the ground.
Lvl 10. 475 BP Train in perfecting another specific aerial-style attack, such as an involving jumping or flipping, granting that one maneuver an additional effective strength level.
Lvl 1. Your balance and musculature grow and adapt, especially in your legs. You cannot be knocked or driven back except by extreme force.
Lvl 2. Your skin calluses and weathers, becoming tougher and more resistant to slashes and stabs.
Lvl 4. 130 BP Your first strike each battle has an additional increased strength of one and an intimidate effect.
Lvl 5. 175 BP Your body has further adapt to punishment, reducing the effect of blunt damage and teaching you to block out pain.
Lvl 6. 225 BP Your are able to shrug off nonphysical aspects to attacks, making purely magical projectiles ineffective and even possible to swat away/back and preventing magics that would directly effect your body from taking hold.
Lvl 7. 280 BP Your natural base strength increases by another level.
Lvl 8. 340 BP Your melee experience and strength allow you to expertly wield two handed weapons single-handedly and increase the effective modifier of your weapons by one upon striking.
Lvl 9. 405 BP You may channel all your rage and fury into an all or nothing attack. The attack will be made at Mythic strength and should it connect must be treated as potentially fatal. The limb and the weapon (if any) used to perform this attack are badly broken by the stresses placed on them. No limit on use beyond the sacrifice of functioning limbs.
Lvl 10. 475 BP Your experience allows you to develop your own custom special technique or maneuver employing this fighting style.
Heartseeker - The Heartseeker is a two handed double edged sword. It has three serrations on the right side, each one taking up about a third of the blades length, and one serration on the left side that goes half the blades length. Between the left serration and the hilt, the left side is dull so it can be held. The Pommel is barbed with spurs, and the Hilt is wrapped with crimson dragon scale, laced with a thick black substance that occasionally drips like blood. This weapon was painstakingly crafted by Colts distant ancestor and handed down from generation to generation of dragon hunters. It is as hard as Dragonbone but does not fire-prism enchantments placed on it, which Dragonbone would do.
Augments: Blood
- The weapon cannot be forced from your hands by any means and slips from the grip of all others who would try to wield it.
- Heartseeker naturally points Colt towards any life-forces in the area, be they frolicking hares, looming bears or a mighty dragon, in a manner similar to a divining rod. The strength of the pull is dependent on the size and vitality of the life force. The black substance that runs from the hilt is dragon's bane toxin, a thick oil that inhibits healing in most creatures and is actively poisonous to reptiles.
- While the weapon is with you your spells per post are reduced by one.
1: Planned: Garnet Imbue
2: Planned: Draining
3: Planned: Emerald Incore
4: Planned: Jasper Incore
5: Planned: Ruby Imbue
6: Planned:
Magic Armor
Jade Guard Mail Hauberk - Bronze Hauberk, rusted to a bright sea-green. Each enchantment on it increases its hardness by 2 (this does not allow for further enchantments to be added). Enchanted with Lighttouch.
Jade Guard Spaulders - Bronze Spaulders, rusted to a bright sea-green. Each enchantment on it increases its hardness by 2 (this does not allow for further enchantments to be added). Enchanted with Ruby Imbue.
Jade Guard Tassets - Bronze Tassets, rusted to a bright sea-green. Each enchantment on it increases its hardness by 2 (this does not allow for further enchantments to be added). Enchanted with Agate Imbue.
Jade Guard Greaves - Bronze Greaves, rusted to a bright sea-green. Each enchantment on it increases its hardness by 2 (this does not allow for further enchantments to be added). Enchanted with Garnet Imbue and Shieldward.
Merleno's Boots - Fine looking boots made from some sort of shimmering silver scale. Can bind wearer's feet and stick to any surface.
Magic Items
Shard of Emnity - A silvery irregular shard of some strange metal 5" long.
> Can be imbued to an item without enchanting and removed. Once the imbued item has drawn a foes blood, it is drawn to that foe, acting a dowsing rod and guiding strikes/throws for greater accuracy. Wounds inflicted cannot be healed by magic.
> Shattered Blade Set
Locket of the Cherished – A small locket of charred wood attached to an equally burnt necklace chain. Anyone who looks at the mirror inside the locket sees the reflection of the still-living person or creature they care about the most. Only the person looking inside the locket can see the reflection. If no creature, not even themselves, qualifies the viewer sees only a black, cracked mirror (mirror does not actually crack).
Also
Eyes ripped from the head of an Ironrock Spider
Natural Strength Level
Average
While Leaping
Average
Gold - 245, Owes Herschell 6 Gold
Fight Scene A
Fight Scene B
Relaxed Conversational post
Montage of badassitude
Sad post
Tense, Suspenseful
Confusion
Totally calm
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 - Mellem Parrahtide
Race - Atarin
Age - 24
Height- 5'9"
Weight- 165
Affiliations - Blackguard
Appearance- Aquamarine skin, dark green hair pulled into a ponytail. Her fingernails have been painted black.
Apparel- A hooded jacket, purple body suit, silver belt w/ buckle, gloves and leather boots.
Personality & Background- Mellem was born into a wealthy and powerful family. Well educated but she grew tired of sitting around and doing nothing. Instead of letting others collect her families debts, she took it upon herself. Her family cut ties with her to protect their image.
Skills & Abilities-
Enforcer- Mellem has average strength
Blackguard's Menace - Blackguards are naturally more unnerving than other thieves or warriors, possessing a natural intimidation.
Dark - Stealth Combat -
Lvl 1. You learn to soften your footfalls so they make no sound.
Red Deck:
Hearts-
Forgery - Creation of items to fool and confound.
Lvl 1. You become familiar with the necessary materials for most forgeries.
Lvl 2. You become adept at mimicking handwriting and syntax.
Coin-
Pickpocketing - The ability to lift items from persons unnoticed.
Lvl 1. Can lift a small item without being noticed. You must know where the item is.
Lvl 2. By looking at a person, you can tell where they might be carrying items according to bulges on their clothing.
Fallen Betatide (Infamous LLS)- By proving your skills as a thief, criminal and all around untrustworthy fellow, you gain a far-reaching reputation that earns you special treatment, dangerous notoriety, and a general improvement of your dastardly skills.
>Is leveled by the amount of gold you earn through your misdeeds.
Lvl 1. 5% discount at shops in return for not robbing them.
Gold "Earned": 100 gold
Lvl 2. Experience enhances your ability to climb walls and maneuver through the cities.
Gold "Earned": 300 gold (325g)
Lvl 3. Access to Thieves items if you are not a member, free one if you are.
Gold "Earned": 600 gold
Lvl 4. You are able to create an Alter Ego. This is a different character you are able to turn into using advanced skill with makeup and costuming. Character gets its own profile within your profile. You can take on the appearance of this Alter Ego if you are able to avoid being seem for two posts.
Gold "Earned": 1000 gold
Lvl 5. You learn the hiding place of a high-level guild/society member's hidden lockbox. You choose the group. Suggested you bring a partner to tackle the job.
Gold "Earned": 1500 gold
Lvl 6. Your shop discount is increased to 20%.
Gold "Earned": 2100 gold
Lvl 7. While on quests your thieving experience helps you notice the telltale signs of hidden safes, trapdoors and caches along the way where people likely stashed valuables.
Gold "Earned": 2800 gold
Lvl 8. You are a master of escape, allowing you to free yourself from most any restraints as long as you are conscious.
Gold "Earned": 3600 gold
Lvl 9. You gain a partner in crime, an NPC with a specialty of your choice that you can go to for information or hire to aid you on quests and big jobs.
Gold "Earned": 4500 gold
Lvl 10. Using your accrued skills and criminal connections, you set out to pull the crime of the century, and the biggest score of your life. Requires others to pull off.
Gold "Earned": 5500 gold
Weapons
Calestro- A small 3' steel case that can extend into a baton or grappling hook.
Switchblade- A collapsable knife
Snatch Blade - A thin, guardless dagger of steel. The pommel bears an enchantment that magnetizes it on command, allowing you to lift small metal objects with it. This ability also allows it to be pulled to your hand from up to a foot away.
Non-Weapon Items
Lock pick
False identification papers
Some powder
1 Thief chips
Gold- 140
[BP] 5
Free hint on next Investigative bounty
Behold, the power of :symu:!
Ask Me About:
The Epic World
You'll Be Glad You Did
Not That There's Anything Wrong With That
To live is to hope, and while we breathe, we hope and live.
Behold, the power of :symu:!
Ask Me About:
The Epic World
You'll Be Glad You Did
Not That There's Anything Wrong With That
Acelin
-Voli is approved. The new version is much more in keeping with existing world elements, and is pretty cool.
-I want to talk to you guys about your link group given Acelin's comment a while back about swapping out Damek with someone else. (All three are otherwise fine mechanically.)
-Akane is approved.
Ayatola
-Bobby is approved.
-Alexis is approved.
Bluemage76
-Leef is not approved.
'Art of the Coveted' and 'Colorless' are both exceptionally powerful in the new environment. Colorless especially allows him to jump between all arts to no detriment.
-Aleck seems fine. I'd like some more flavour behind his abilities, but so long as the haunted house thing is social ability for digging up information and the 'who died' thing is a spirit magic ability, it should be fine.
-Mellem is approved, though she shouldn't still have a Thief chip left-over, I assume her starting chip went on Lvl 1 Pickpocketing.
DarkAbyssKeeper
-Kherren needs to be approved by someone else.
-Sling needs to be approved by someone else.
-Morgan needs to be approved by someone else.
Dawn_
-Alacritas is approved.
-Servius is approved.
-Freak is approved.
Magikeeper
-Arl is approved, but still weird.
-I want to talk to you guys about your link group given Acelin's comment a while back about swapping out Damek with someone else. (All three are otherwise fine mechanically.)
-Eizen is approved (pending any extra dryad stuff you need to sort out with Quo).
Melaia
-Hartigan is approved.
-Tuesday is approved.
PequitoJim
-'She' is approved.
-Blarg is approved. Not sold on his Sandblast gloves, need to check with Bane how Spellforging works for that. Oh, he should have access to level 2 spell forging, because of 'Dirty Trick' though, right?
Quo
-Celia is approved.
-Eldareon is approved.
-Raine is approved.
Rin
-Rai is approved.
Senori
-Lucian is approved.
Supermouse
-Golan is approved.
-Rameus is approved. Assuming he's mechanically finished?
-Yaagh is approved.
-Colt Wyrmbane is approved.
Udo
-Jebediah is approved.
-I want to talk to you guys about your link group given Acelin's comment a while back about swapping out Damek with someone else. (All three are otherwise fine mechanically.)
-Jougo is approved, assuming the crossbow and bat in his void space are of low quality.
Volraths Bane
-Quinn is approved. Of course.
-Atropos is approved. Obviously.
Acelin's Characters (since her sig won't work).