Name - "Bleu" Darkholm Race - human Age - 22 Strength - average Affiliations - Mage Society; Thief Guild Appearance & Apparel - Deep blue eyes, skin that is blue due to a genetic mutation; bright red hair
Personality & Background - Growing up in an island of oppresion, Bleu's opinions on racial identity were quickly solidifed. Because of a rare skin mutation that caused the pigments in her skin to be blue, she was one of the first humans imprisoned by the racial oppressors, who sought to imprison all those who were "beneath" them. After years of being imprisoned she rapidly joined the Human Supremacy movement on her island to retake the island from the oppressors when Magnus took over the movement from his parents. While there, she met and befriended Magnus; viewing him as a true visionary among the people. After their liberation of the island, Bleu set off with Magnus, eager to be the perfect example of humanity in his vision of the world.
Skills/Weaknesses
LSS - ADONIS - Your attunement with body magics passively alters your body, awakening your inner potential turning you into a an embodiment of physical perfection. Lvl 1. Your skin is clear and flawless, unscarred or marked by blemish or time. Your immune system quickly deals with any illness, disease or pathogen. Lvl 2. Your eyes are clear and piercing, your irises a brilliant shade of their color. A sense of your choice becomes enhanced. (Hearing) Lvl 3. Your body rapidly burns excess fat and builds your musculature to maintain a perfect balance. Your can control the type of physical sensation your touch causes.
Natural mimic - Bleu is able to mimic voices innately
Eye of Avarice - Ability to sense items with strong magics within your visual range, give off an orange aura. [mage + thief]
Thief Benefits
2 Thief Chips Disguise - Master the art of being someone else.
Lvl 1. You are able to easily blend into any crowd.
Weapons
Mage Dagger: Body - A silver katar dagger inlaid with bone with a bronze handle. Those wounded by the this dagger lose a level of strength for the rest of the encounter. Multiple wounds do not stack.
Dagger 1 - Diamond Imbue, Garnet Imbue
Dagger 2 - Draining, Tigereye Imbue
Non-Weapon Items
Fashion Plate - pendant that allows character to blink-store any number of items of clothing, apparel, etc that she owns.
Faces of Bakara - Allows wearer to take on the appearance and form of any of the (playable) Bakaran races. Does not grant racial traits (i.e. ogofta strength or garr resilience), just their form. Mask vanishes while in these other forms.
263 gp (Loaned 36 to Magnus.)
EyeGate Amulet – A quarts amulet bearing an eye symbol on a crystalline chain. Functions like fashion plate. The amulet also possesses the ability to bend light to cloth you in illusionary copies of any items stored in the plate. Any such illusions fade away if they lose contact with you.
> Personal Truth Set
Spells
Void - Free Oathbreaker Exclusive Spell - Passive. Creates a pocket dimension you can access at any time, allowing you to seem to store items in, and retrieve items from, thin air. Can only be used with items you are physically holding and requires a extending and retracting of the arm to use. Cannot intentionally be used on living entities.
Body
Lv 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.
Lv 2. Mask - Exert your will over the musculature and bone structure of your face, altering your facial appearance as you wish.
Lvl 3. Read - Boost your ability to pick up on micro-expressions and minute body language to gauge a persons truthfulness and emotional state.
Light
Lv 1. Tint - Alter the perceived coloration of a target or a section of a target.
"how can one love the light.. but live in darkness".. - Count Drake
Name - Kylar Race - Human Age - 18 Affiliations - peacekeeper
Appearance & Apparel - Black hair down to his eyes. Very handsome teen.
Personality & Background - Kylar grew up with a natural talent for magnetism. Being that his mother, Kahlan was a storm mage.
He grew up in the Mages Academy. His father Roland, who was coming and going all the time from doing his work as a peacekeeper.
Always stuck in school learning about magic, which he really only cared for what he was good at, playing with his magnetism. Spending as much time training (often with Roland) to be a strong knight just like his father.
One afternoon when Kylar was 12. his mother was missing, apparently Roland pissed off the wrong criminals. Rola
Headmaster Coab took in Kylar after the tragedy. To distract him he gave him special lessons to control his natural talent.
One year later at a pawn shop in town. Kylar found his fathers shield. A large round steel shield with sharpened edges. Still with a shine from his father polishing it every day. It took every bit of gold Kylar had but he didnt care.
Kylar spent the next couple years with the peacekeepers, training so one day he can find out the truth behind his parents death.
Right after his 18th birthday, Kylar sets off onto the world to fight for justice and live out his destiny.
Skills
ELECTROMAGNETISM - Learn to manipulate the electricity generated by your body and your storm magics so exerts influence over metallic objects.
Lvl 1. You passively create a magnetic bond between yourself and any metal items you hold, making your grip on them unbreakable.
Lvl 2. Your attunement to electromagnetic forces allows you to attune your senses to the fields generated magnetic north, electrical charges, and/or magnetized metals.
Lvl 3. Generate a magnetic field around your hand and target metallic object, pulling it towards you with 20 lbs of force. Counts as a spell.
Lvl 4. Generate a magnetic field very close around one of your hands, repelling any metallic object with just enough force to drastically decrease its momentum upon contact. Counts as spell.
Lvl 5. Use a magnetic field to repel a metal object you throw, increasing the force and speed you impart to them.
Lvl 6. Control the movements of a metallic object up to 10 lbs in weight under your control using magnetism. Counts as a spell
Lvl 7. Generate a powerful electromagnetic field close around your body which will deflect any metal that comes in contact with it. Counts as a spell.
Lvl 8. Generate a powerful magnetic field around yourself, repelling your body from the natural metals present in the earth and granting yourself flight. Not usable over water. Counts as a spell.
Lvl 9. Use a magnetic field to repel a metal object you are holding in one hand from your body, launching it from your palm at great velocity. {Velocity is inverse to the size of the object.} Counts as a spell.
Lvl 10. Control the movements of a metallic object up to 100lbs in weight under your control using magnetism. Counts as a spell.
Uncanny Attraction - Once per encounter Kylar may touch someone and give them an electromagnetic charge. This charges last for 7 posts and prevents them from throwing or dropping metal objects.
Jungle Mark - The tattoo on Kylar's chest was applied in the saaurian style, painted on with a selection of dyes that burned the pattern into his flesh. It depicted a stylised cave opening in deep brown, surrounded by leaf shaped flecks of green. Three times per encounter, Kylar could make himself completely incorporeal to wood and wooden items.
Weapons
Rolands shield- A large round steel sheild. Sharpened edges and very, very polished.
Armor
Steel Knight - a steel suit of armor lined with goliath hide that protects the wearer from even the harshest of climactic elements and are resistant to elemental magic.
Fashon plate worn on wrist, power ranger style. Items
Voidsatchel - A simple satchel enchanted to have seemingly limitless capacity. Used for storing all of Kylar's items and supplies.
Flint and Steel
Polish
8 Foot Metal Trip-wire
30 Foot Rope
Psionic Paper - A leatherclad pad of paper that reacts to the thoughts and mental state of others. Images created on the paper can be erased by your will.
Base Ability - Appears to others as official paperwork/credentials they are looking for/susceptible to. Handy in gaining entry during investigations. Does not work on the psychically attuned. Well kept secret tool. Even those that know about it usually think they are too smart for it to work on them, so they rarely question it.
Who Watches the Watchmen - Must wear sigil at all times unless absolutely necessary.
Greenprints- Allows you to duplicate a Machinist item even if you are not of that level or without the necessary parts.
Odds Maker - A silvery coin bearing a pair of scales on one side and a depiction of a mine on the other. Whoever carries one of these coins is blessed with exceptional luck when it comes to acquiring loot. On any quest exceeding 450 posts, they gain an additional 5 loot points for each Legend Point the quest is worth.
Dynamite - The explosion created by the dynamite is the size of a carriage, and carries the force of a Mighty shove in all directions. Fuse length.
1 3 second fuse
1 6 second fuse
1 15 second fuse
Spells
Storm
Lvl 1. Drift - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.
Lvl 2. Listen - Increase the sensitivity of the air around you, magnifying any sounds you hear.
Lvl 3. Charged Grasp - Rapidly vibrate the air around your hands to generate a field of damaging electricity around them. Electricity will channel into any metal weapons you are holding.
Earth
Lvl 3. Earthen Escape - A desperate surge of earth magic causes the ground beneath you to swallow you whole. You are deposited back on the surface anywhere within sight of your original location, a little dazed. Cast only once per encounter or risk entombing yourself.
“Her nudity is her armor. It blinded the drooling fools. They couldn't see anything else while they saw her body.” Durzo-Blint
Name - Gerr Race - Greel Age - 25 Height -3'11" Affiliations - Mechanist
Appearance & Apparel - A mix between Gollum and Danny Devito. wears fitted rags
Personality & Background - Gerr loves to dig, digging is gerrs favorite past time. you can find so many treasures digging. one day gerr dug up a old box, oddly coffin shaped. Gerr was overloaded with excitement, this was the biggest dig up he had yet! his meek little arms couldnt open it so he started tinkering with the sides and found a way to unhinge the hinges! Such a smart little Greel this one is. inside was a beautiful crossbow, it looked ancient and futuristic at the same time!
Gerr decided he liked crossbows and took this one out for a test drive. It was light and easy to shoot! Gerr shot his friend Yeeeggggrrr in the knee from so far away! Cool!
over the years Gerr began tinkering with the crossbow and customized two of his own. giving his very short attention span something to focus on. someday Gerrr wants to find a big and strong friend to hang out with all the time, they will be best friends!
Skills
RELIC OF LEGEND - 5 relic points - You possess a one of a kind item of mysterious origins that, as you become more well known for your exploits, becomes your symbol. As you and the relic's fame grow, people's reaction to the relic change and previously unknown properties of the relic surface.
TINKERING
This is the base skill of Machinists. Those with it can personally handle the upkeep, maintenance and repair of any machinist devices as well as the installation of any augments, however they cannot build their own devices. They also have enough understanding of machining to know how to interfere with their workings.
Porta-Turret Team-up
Whenever Gerr is mounted onto a teammate, His aim is unaffected by most movements
BALLISTICS - Powered by the explosive power of certain chemical mixes, Ballistics is the school of firearms, explosives and everything sudden and loud.
Lvl 1 - You can build pre-designed Novice Level devices. Build two to level up.
Lvl 2 - You can Invent Novice Level devices. Invent two to level up.
Lvl 3 - You can build pre-designed Apprentice Level devices. Build two to level up.
Lvl 4 - You can Invent Apprentice Level devices. Invent two to level up.
Lvl 5 - You can build pre-designed Journeyman Level devices. Build two to level up.
Lvl 6 - You can Invent Journeyman Level devices. Invent two to level up.
Lvl 7 - You can build pre-designed Expert Level devices. Build two to level up.
Lvl 8 - You can Invent Expert Level devices. Invent two to level up. You can also now move into an additional school of technology.
Lvl 9 - You can build pre-designed Masterpiece Level devices. Build two to level up.
Lvl 10 - You can Masterpiece Novice Level devices. Invent two to level up.
Weaknesses
Sometimes likes to eat gold
(Usually eats a couple each time he gets paid, or is hungry, or bored. About 3 each time)
Weapons
Gerr's Eagles Eye- A mysterious crossbow of massive proportions. The front shaped like a eagle with the bolts exiting the eagles mouth, the eagles eyes are 2 dark crimson gemstones. 5' long but as light as a hand crossbow. Capable of shooting accurately at massive distances. Has a elongated contraption of lenses on the top to magnify sight and assist aiming. It can only use specially designed elongated bolts that part the air for fast accurate strikes. Only four of these bolts were found with Eagle Eye and no smith has been able to replicate them. Takes two posts to reload.
Lvl 1. Eagles Eye eyes gain a dull glow, activating some subtle form of magnetism between it and its bolts. This subtle pull influencing lost bolts so that they eventually find their way back to Eagle Eye between encounters, popping up in odd, unexpected places. It even effects bolts Gerr never had, a new one seeming to pop up every month or so.
Lvl 2. Gerr discovers the Eagle Bolts heads can be adjusted so that they gather air before them as they fly, creating a blunt impact with less lethal force.
Lvl 3.The crossbows strange magnetism now generates a limited magnetic field in opposition to the earth below it, effectively reducing its weight to 5 or 6 lbs.
Lvl 4. Gerr dislodges a panel from Eagle Eye's stock, revealing a previously hidden wire wrapped topaz. By replacing the panel and pressing on it in the future, Gerr can electrify bolts loaded in Eagle Eye. These bolts will powerfully stun anything whose flesh they hit but don't kill and still slightly stun and hurt if are hit or graze metal touching flesh such as armor or a held weapon.
Lvl 5. Gerr's fooling around with the cross dislodges a previously undiscovered lever that had been lodged inside the stock. This lever aids in pulling the bow string and reduces reload time by a post.
Lvl 6. Gerr discovers that three per encounter he can press and hold the topaz panel to supercharge the crossbow's strange magnetism with its bolts. Doing so will create an incredible strong pull between Eagle Eye and a bolt it is pointing at. Whether this pulls Gerr to the bolt or the bolt to Gerr depends on if the bolt is securely lodged in something and the mass of said thing. Lvl 7. Quite by accident, Gerr discovers that the strange metal the boltheads are made of will absorb magics from substances if felt submerged or buried in them for awhile. This does not stack and once a bolt is set, it cannot be changed.
Lvl 8. Traveling through the woods one day, Gerr feels a strange tug on Eagle Eye. If he follows it, he discovers a small crater in the forest, in which are lodged three of the bolts and a few other strange new devices.
Lvl 9. The crystal eyes of the crossbow start to flash with a red glow. Some time later, a large eagle shaped mechanical glider homes in on it and lands near Gerr. On top is a mount for the crossbow. The crossbow must have once been a part of this device.It is a ridable mount for Gerr.
Lvl 10. Gerr discovers a hidden panel on the glider with a homing stone that will lead him to wherever it and the crossbow came from.
The Twins - a set of two customized hand crossbows, each with a spring-loaded clip of 3 bolts each. -takes 1 post to reload the Twins-
Rocket - A black powder powered self contained projectile. Can have light payloads loaded into head, such as vials or pellets. (used)
Cadena's Sting - A "rope dart" consisting of a fine 10' steel chain with a steel dart at one end and a handle at the other.
> Has a Draining Enchantment
Non-Weapon Items
24 spare bolts for the twins
Machinist Toolkit, which contains a hammer, nails, screws, a screwdriver, pliers, wire, bolts, nuts, a crankdrill, grease, rags, oil, and a soldering stone that can be used to slowly heat metals for bonding.
Customized Eagles Eye Voidsatchel - holds and protects the massive crossbow -wraps tight around the body when full or empty.
Porta-Turret harness - A harness that holds Gerr onto a strong bodied back for easy use of the Twins (can face front or backwards)
A Crapton of yummy coal (Currently at his home)
Staked Steps - A pair of tall black boots, lined up the front of each with three silver buckles, now blacked by soot and ash.
> The wearer is more resistant to damage caused by fire can transfer any pain or sensation of heat that would normally be caused to him by fire onto a target other being.
> Taker Set Jade Bolts
> 6 Rumble tumble - can be fired into the ground to cause to tremble and upturn.
> 6 Dust bust - create am obscuring dust cloud in their wake.
> 6 Sleep meep - act as tranquilizers on any animals they hit.
Gerr's Charm - A pendant in the shape of a kitty wearing a bandana holding a crossbow. Able to summon a greel assistant, very much like Gerr in appearance and personality. To skittish to attack or defend, but perfect for helping work/fix/load machinery or provide companionship.
Strange Bean -4x - Eating one has the effect of a restore spell.
Pets
Wormie- a intelligent (as smart as the average dolphin) worm that can answer to yes or no questions by the nod of his head
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Stats & Descriptions Name – Kage Race – Jakari Age – 19 Affiliations – Oathbreaker Appearance & Apparel – Kage is a pure dusky black, and has the look of a full panther on two legs. The hair around his head is arker than the rest of him, swaying to a breeze no one else can feel. He wears his body suit in addition to the Ledgewalker Cloak around his shoulders, but his bodysuit is typically in the pattern of his own fur. He is rather slender, and stands 5’7”. He has his B.O.S.S. sword 'sheathed' at his hip typically. Personality – Smooth talking, fast walking, thief. Always after a good challenge. Background– Kage is a thief for the sake of being a thief. He never grew up wanting much, and got bored with the life he had. He turned towards crime not because it was a good idea, but because it posed a challenge to him. Now he goes around doing things just to see if he can do them. Surprisingly, he has never been successfully caught by those that would seek to imprison him.
Skills/Weaknesses 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 gains substance, biting into your flesh and skin to stitch, suture, and staple it back together This is not painless.
Lockpicking - Using tools to pick through locks.
Lvl 1. Trained in the use of lockpicks.
Sneak - Moving without notice.
Lvl 1. While wearing light gear, your footfalls become soundless.
Lvl 2. You can hide in shadows and behind objects to greater effect.
Lvl 3. Once per 5 posts, you are able to perform an intense movement (running, acrobatic leap, etc) without being detected (within reason. Someone looking right at you will still see you, etc.).
Acrobatics - The ability to access hard-to-reach places.
Lvl 1. Your jumping range increases by 1'.
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.
Shaded Eye: Kage can have his inner darkness manifest around one of his eyes. By doing this, the eye socket is filled with darkness which occludes vision in that eye. Doing this makes a shadow eye that relays anything it sees back to Kage. Activating this ability counts as a spell. The eye has the normal field of view for an eye, but this field may be rotated. Only one eye may be effected at a time. The eye counts as a summoned object and must be maintained.
Eye of Avarice: Ability to sense items with strong magics within your visual range, they give off an orange aura.
Weapons
All items are stored in void space unless in active use. Magical Weapons
Dark - A silver tanto with an ebony hilt. Its blade can be plunged into one shadow and emerge from another.
Blade of Starless Skies (B.O.S.S.) – A black Nevermelt Ice blade with a dark navy crystalline grip. The blade can shroud itself with a black cloudy aura that forms a multitude of tiny swirling vortexes of darkness within an inch of it. The vortexes tear and crush any material weaker than steel they come in contact with, causing the aura to act like a highly corrosive mist except the damage is physical rather than chemical. The swirls linger for a post or until willed otherwise, making it possible to leave trails of innumerable little vortexes with each swing.
>Enhanced Soul Imbue: The soul of Kaia Alliel resides within the blade, controlling herself like an enlightened animation. She also gains the following ability:
>Kaia's Vengence: Once per encounter the blade can darken further, becoming a lightness vortex that dispels and drains all spells in the area. Even magic items are weakened, but the items return to normal strength after the moment passes. The vortex effect ends as suddenly as it begins, concluding its work with a large burst of icy smoke. The smoke, a dark nebula of blacks, purples, and blues, quickly dissipates; leaving behind a semi-solid, smoke-clothed woman of hardened nebula. The freezing-skinned summon is under Kaia's control and self-maintains itself for a period dependent on the amount of magic absorbed. The smoke, in all forms, feels warm to Kage instead of cold if Kaia feels like it.
Shards of Magumo: Bits and pieces of the massive mirror-monster.
Imbue powers: Any outside magical effects that would directly target / draw from the imbued weapon (such as telekinesis) fail to take hold and have no effect. Copying effects, targeted or not, have the additional result of whatever is trying to do the copying copying itself instead. Indirect effects (like being hit with a ball of fire) are not effected.
Furthermore, twice per encounter the imbued item can take on a silvery, mirror-like form that allows it to reflect all attacks it comes into contact with whether they be magical or physical. The weapon can only maintain this state for a single post, but can enter it quickly enough to be part of an immediate reaction.
Aegis Daggers - A set of three black mundane crystal throwing daggers in a thigh sheath. They will magically reappear in the sheath after two posts.
Piercing Sacrament - A fancy nevermelt-ice kila dagger. The dagger's blade is unusual in that it is both 6" long and four-edged instead of the three.
Flip of the Four Deadly Priests - The dagger's edges can be willed to open like a flower, tearing through anything in their way with Strong strength. The opening blades then proceed to lean against the hilt, sliding forward and flowing together in a drill-like motion as the blade regains its former shape. Lashing of the Master's Tongue - The blade can be willed to detach from the hilt, remaining connected by a nevermelt-ice chain that can be flowed into and out of the hilt to a maximum length of 3'. Willing the chain to completely flow back into the hilt reconnects the blade, as though it and the hilt were a single solid whole. Detaching the blade is not forceful, I.E. it doesn't shoot out like a gun, although swinging it while detaching it will obviously have an effect. Faithless Butterfly - The hilt's ornamentation reflects the antithesis of the religious beliefs of the last sapient creature whose living heart was torn asunder by the dagger's blade. Currently depicts lunar imagery combined with people and beasts of all shapes and sizes holding hands and happily dancing about.
Non magical
Wooden Cudgel
Non-Weapon Items
The Wanderers Suit
A suit of clothes whose appearance changes depending on the whim of the wearer.
> Grants Kage access to a parallel world known as the Land of Nod, a dangerous and chaotic place.
> Once per encounter, Kage may open a door into the Land of Nod, a swirling portal of darkness and despair. Kage may either enter into this portal and exist for as long as he needs in the space between worlds, or he may pull through a powerful demonic creature to this world. The creature will certainly be aggressive, but there is no telling whether it will attack Kage as well as his enemies. This creature lasts until the end of the encounter.
Ledgewalker Cloak - A navy coloured cloak with a feathery trim. When falling from any dangerous height, the cloak automatically fills with air like a parachute to protect the wearer from harm. The edges of the cloak can be pulled into shape to make it function more like a glider in these situations, if necessary.
Flameshaper’s Ring – A Dragonbone Ring inscribed with depictions of swirling flames. It allows the wearer to flow and shape fire within 1' of the ring. It does not create fire, only controls it.
Kaia Alliel-soulstone (imbued into the B.O.S.S. sword.)
The youngest of five, Kaia grew up poor and with little guidance. She hated it. She hated everything. She hated being so.. ignorable..so..unimportant. She would often go to the unmarked graves and glare at them under the light of the falling sun. Graves that belonged to people easily forgotten. She wasn't going to be one of them. She just couldn't.
As the girl entered womanhood her ambition only grew, until at the age of 19 let a rather suave young man convince her that she should join him and his friends on an adventure. The group had found the entrance to the trials in a half-submerged cavern facing the seas, the men having managed to learn just enough about it to dream. A book of knowledge! Whatever they wanted to ask!
The fools – and most of them were fools – took the first challenge as a celebratory prelude to their good fortune. Over half died in less than a minute. The others soon followed; only Kaia and the ringleader responsible for the fiasco had the wits and skills to make any headway in the tests. Although the book doesn't say exactly what happened in the end (the histories rarely do), its heavily implied she was simply overwhelmed in the dead city room. Her death was quick but far from painless.
Chronicler - A magic book detailing the history of the person it was written for. Unlike the non-magical texts in the water lock area, this book continues to expand and update itself with the original owner's tale till the day they die. Or possibly beyond it, if their ghost does anything page worthy.
The design, narration style, actual titles, etc of the books are customized from person to person to fit their desires [describe it how you want]. The design/name can even change over extended periods of time (not fast enough to be used during a task/quest/etc). The book will not lie.
This particular book was written for Kage, but it hasn't settled on a design yet.
Hydraulic Activator - A glove designed to hold a sapphire battery that can be used to power any hydraulic device its wearer holds. Prevents need for multiple batteries or swapping, and needed for any devices lacking room for their own battery.
Hydroburster - A high powered handheld squirt gun, capable of a sustained and powerful stream that can to scour surfaces and inflict pain.
A silver ring with a pearl setting. Given by Nagutilda and worn on a cloth band around his neck under his clothes.
Regenerative Orb - A glassy orb filled with a pulsating pink light. When crushed in a person's hand they are filled with healing energy, any wounds they suffer for the next seven posts seal up rapidly as if the Heal spell were used on them.
Strength Orb - A glassy orb filled with a pulsating peach colored light. When crushed in a person's hand they feel their strength being increased by a level for the rest of the encounter. Can be used in conjunction with Strengthen or Empower but not both.
Boots of the Observer – Boots created from fine leather and bits of crystal infused with powerful mind, spirit, and force magics. The wearer can choose to leave no footprints, regular footprints, or painfully obvious footprints as they desire. Various eye symbols are inscribed all over the boots in a fashionable pattern.
> Personal Truth Set
Loyal Locks – A set of locks and chains that can be willed open from up to half a mile away – but only by the person that locked them. The locks do not open any other way, and are made from steel.
A ceramic block which when split open appeared to be a mold for a guardless dagger
The Black Egg - A beautifully decorated marble ostrich sized egg with black gemstones covering its surface
Crowbar.
A roll of cloth.
A lot of glue.
A set of lockpicks.
Paper, ink, and quill.
A mirror on a stick.
Bag of Ruby Dust.
Spells
Artless
Void
Dark
Level 1: Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows.
Level 2: Shroud - Create a cloud of darkness around a target, 10' in diameter, that can't be pierced except by powerful magic light.
Level 3: Abyssal Grasp - Form an umbra of impenetrable shadow around your hands that is freezing, damagingly cold.
Level 4: Depth - Grant darkness limited substance (slightly less substantial than water, more than air) to you and you alone, slowing you when wanted and allowing you to gain fleeting purchase on it.
Level 5: Shadow Net - Bring your hands together then shove them forwards and draw them apart, splaying your fingers. You weave a web of solid tarry darkness that flies forth and briefly ensnares a target before reverting to insubstantial shadows.
Stats & Descriptions Name – Illu Sorisch Race – Human Age – 16 Affiliations – Arbiter Appearance & Apparel – Illu is 5’5” and average build, his hair is snow white and his skin is white. He wears simple white t shirt and light khaki slacks. He wears his sigil on a chain around his neck. Personality – Illu is very much a bright happy kid outwardly. He tends to want to correct the darkness in the world. Background – Illu grew up in a small town. It was a fairly simple life. His father was the town Peacekeeper and his mother was a Light mage. Growing up he was instilled with a deep care for the justice delivered by the Peacekeepers, while his mother nurtured his natural ability for Light magics. When he got comfortable enough in his own abilities, he set out from home eager to prove himself to his family.
Skills/Weaknesses PRISMATICISM - Learn to alter the wavelength of the light created by your spells, causing them to gain unique properties. Lvl 1. Shadowlight - Only illuminates objects to your eye. Lvl 2. Blacklight- The light does not illuminate but causes certain substances to glow different colors. These include chlorphyl (red), bodily fluids (blue), and crystals/crystal dust (assorted) and various chemicals. Lvl 3. Droplight - Light created by your spells has liquid substance. It can be stored in vials and kept with you for future use, keeping any special traits it has. It reverts to an unremarkable fluid when it moves more than 50' from you, making it useless to others. Lvl 4. Masklight - A light that carries a passive and micromanagable tint effect on everything it illuminates.
Refractive Influence – At the cost of a spell, Illu may, when activating a magical light source he owns or controls, alter the nature of its light using Prismaticism as it if were a light spell he was casting. The light remains altered until the source is deactivated.
Weapons
Magical Weapons
Justice Lamp - An 1' cylindrical ivory club, fatter at one end then the rest. Fat end can emit a beam of light is blinding at very close range and can illuminate
Justice Piercer – A silver rondel dagger with an ivory hilt. Can be made to appear as harmless other item of similar size and shape. (Default shape is a blank roll of parchment, worn at the hip in a small case.)
Non magical
Non-Weapon Items Rimelord Greaves - Greaves of silver and nevermelt ice, the toes and heels shaped into dragon claws. Grant Glacial Path ability. Rimelord Set
Psionic Paper - A leatherclad pad of paper that reacts to the thoughts and mental state of others. Images created on the paper can be erased by your will. Base Ability - Appears to others as official paperwork/credentials they are looking for/susceptible to. Handy in gaining entry during investigations. Does not work on the psychically attuned. Well kept secret tool. Even those that know about it usually think they are too smart for it to work on them, so they rarely question it.
Investigation - Images from the minds of those you question become drawn on the paper.
Peacekeeper Sigil
Backpack
-Spool of 50’ rope
-Bedroll
-Flint and steel
-Two unidentified potions from Blackwind
-An icd
Spells
Light
Level 1 Beacon - Create a bright ball of floating light that soars high into the air and hangs there stationary until the end of the encounter or until you will it to vanish. Does not require maintaining.
Level 2 Blind – Scatter the light before a target's eyes, momentarily blinding them.
Level 3 Corona Grasp - Focus the light around your hands into a blazing, burning aura.
Level 4 Daylights - Release an intense beam of sunlight from your hands. Will cause a painful sunburn on exposed skin. Sun-sensitive races will be effected more severely. Range is approximately 6'.
Stats & Descriptions Name – Riesig Brand Race – Human Age – 20 Affiliations – Mage Appearance & Apparel – His hair is dyed various reds and spiked to look like his head is on fire. He wears tye dyed clothes designed to look like he is on fire. Personality– Riesig is a hot head. Background– Riesig may have burned down his home. He may not have. The authorities still can’t decide. All you know, is he doesn’t have one anymore.
Skills/Weaknesses
Living Flame – Riesig’s hair seems to behave like an actual fire, although it isn’t hot and doesn’t produce light.
LORD OF FLAMES - Flames are your tools, your companions, your life. Where other people see a burning candle you see so much more.
Lvl 1. Natural flames, extreme heat and your own conjured fire refuse to hurt you, their master. You may take hold of non-magical flames with your hands and move them from place to place, your magic fuels them while held. Lvl 2. You may alter your fire spells to instead produce Phantom Flames. Bright red, phantom flames are twice the size of normal flames but burn with negligible heat. Lvl 3. You may alter your fire spells to instead produce Dark Flames. Pitch black, dark flames are slightly hotter than normal flames but give off no light as they burn. Lvl 4. Your mastery of non-magical flames is such that you can cause them to come free from their sources and flow through the air like water under your command. Flames removed from fuel sources will eventually be extinguished by this movement unless they find a new home. Lvl 5. You may alter your fire spells to instead produce Frostbite Flames. Bright cerulean, frosbite flames burn cold and are the perfect foil to heat resistant foes. Items and people burned with frostbite flames are coated in a thin layer of painfully cold frost. Lvl 6. You may alter your fire spells to instead produce Gel Fire. Silvery white, gel fire has a sticky, fluid substance to it. It strikes with more weight than flame and clings to surfaces, burning for longer than normal flames.
Weapons
Magical Weapons Fire 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 you can visualize. This does not change its mass. (Default shape is a small blunt dagger that can be hidden in his pocket.)
Mistilteinn - A sword hilt, clear glass flecked with gold flakes. At a thought, blazes with a blade of concentrated blue light.
> Unbreakable, modifier 5
> As an item of tremendous and mysterious power, Riesig's fate becomes inextricably intertwined with that of the weapon. This manifests gradually over time, as he gain renown for his deeds with blade at his side. (Mini-Relic: 0 relic points)
Level One: Something deep inside the weapon stirs as if for the first time in countless centuries, burdening Riesig with a terrible secret always at the edges of his memory. This feeling guides him to a forgotten cairn in the Alogeans, where he discovers an item of minor power. For a moment, his sense of dread is relieved. But Mistilteinn is waiting.
Level Two: The fire within the blade burns brighter, almost as though it were trying to leap fully out of the crystal from which it springs. The blade may extend twice as long at a thought, and otherwise gain projections and small embellishments at Riesig's sole will.
Level Three: That same anxiety grows stronger in Riesig, leading him eventually to a scorched and crumpled book in the oldest archives of Epicrin. From this tone he learns a spell of moderate power, whose magics are almost unfathomably strange. For a while, his thoughts return to happier times. But Mistilteinn is waiting.
Level Four: An aura of light spreads from the blade up Riesig's arm, hardening at a thought into an almost unbreakable piece of armor along his dominant arm.
Level Five: With a start, Riesig realizes the true nature of the blade, leading him to a moss-covered barrow deep in the Northern Tundra. What he will encounter there he can only dream to know; all he knows, in the depths of his heart, is that Mistilteinn is waiting.
Non magical
Non-Weapon Items
Voidsatchel
Hot Iron - A wrought iron fireplace poker. Any flames it comes into contact with spread and/or grow bigger.
Crystal shard of a flaming Greel.
Fashion Plate
-A lot of the same set of clothes.
Spells
Fire Level 1: Ignite - Snap your finger to cause a very small intense burst of heat in a spot you are looking at. Can be used to start a small fire if used on highly flammable materials. 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. Level 3: Torch - Release from your fingertip a 2" jet of intense flame capable of cutting through metal. Level 4: Firetrail - 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. Level 5: Flame Wreath - By quickly spinning 360 degrees you release a ring of fire that spreads out from around you, dissipating after 15'. Level 6: Flamethrow - Release from one of your hands or your mouth a jet of fire, reaching out a maximum of 5'.
Water Level 1: Dehydrate - Remove much of the water from non-living organic matter, often making it more flammable. Gold
6
Name - Illium Race - thinks he's an angel; human Age - looks to be about 25 Strength - average Affiliations - Mage; Peacekeeper Appearance & Apparel - His eyes are a vivid, shimmering gold, startling against black hair dipped in blue. He has wings that are blue, touched with silver. He wears a very fancy looking White silk Jacket. Illium's jacket was made from a brilliant white silk, trimmed with an equally sheer cotton thread. It was a long sleeved, waist length affair with a single row of black buttons. It possessed a sharp, angular collar and flared outwards at the bottom, giving the illusion of upward movement. The back had two perfectly hemmed slits through which Illium's wings fit comfortably.
Personality & Background - Illium is fascination with other races, finding the lives of others to be interesting. He' s dedicated to doing whats right, even if he has to use violence to get it done. He's teasing and lighthearted but is serious about his work. He believes he's a higher being destined to bring the darkness to the light. Restrictions:
Forsake Steel
The Brass Oath - Cannot commit crimes
Who Watches the Watchmen - must wear a sigil at all times
Skills/Weaknesses
For as long as he can remember, Illium has had feathery wings of the size that would be appropriate for a human to obtain flight. Unfortunately his wings are incapable of supporting flight, although they can move. They are blue touched with silver. He believes it's because he's transcended humanity; the real reason (if any exists) is unknown.
LSS -
ATTUNEMENT -Your body passively generates an imperceptible field of force in a 10' radius around it, your awareness and control over this field increasing as your understanding of it grows.
Lvl 1. The field guides movements through according to your will, giving you perfect aim with thrown objects.
Lvl 2. You sense a disturbance in the force. You can sense any movement within 10' of you.
Lvl 3. The field shifts to faintly guide and support your body as you move, greatly enhancing your agility and ensuring you always land on your feet.
Lvl 4. The field intensifies closer to your body, creating a passive Skein effect.
Weapons
Lightning - a crystal sword imbued with a diamond; the sword can be granted an aura of sunlight that illuminates all around it and make it painfully bright to look at; Illium has named it Lightning.
Arbiter Benefit - Force - An ironwood tonfa. Can fire a miniature spherical force blast, the size if a macadamia nut, from its tip. Hits with very painful force but rarely enough to do more than break the skin.
Mage dagger - Force - A steel cleaver. Can generate a force construct copy of itself in your other hand. Copy vanishes when it leaves your grip.
Hunter's Bite - A wrist-mounted miniature crossbow that fires tiny darts. Comes with a dozen darts. Free refills.
[p]Base Ability - Its a wrist mounted dart-gun, thats not enough?[/p]
[p]Tracking - Enchanted darts that cling to clothing or armor. The bow will glow to guide wearer towards these darts.
[p]Guild Credit - 1[/p]
Non-Weapon Items
Peacekeeper Sigil
Gold: 187
Swanky Jacket - A very nice white silk jacket (See Apparel). Due to the use of the bloodstone needle, it had remarkable strength (as leather), and also held its shape better than silk normally would.
Two unidentified potions from Blackwind.
An Icd
Spells Force
Lvl 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.
Lvl 2. Shield - Raise your hand, palm out, to generate a barely visible construct of applied force, circular and 3' in diameter, in the air inches from your palm. Acts as a suspended shield. It is frozen in place until you stop maintaining it or recast it elsewhere (is not a summon).
Lvl 3. Smash - Engulf your hands in a rippling aura of force magics, effectively giving them steel strength armoring.
Lvl 4. Force Blast - Launch a softball sized teardrop shaped projectile of concentrated force from your fist or palm. It hits with the force of a very strong punch.
Riesig's ability has no grounding in reality. If you want to have the character cart around spare changes of clothes and hair products, that's fine. I just don't want it to happen magically, EW is not a cartoon and I expect Riesig's wounds to still exist in the next scene.
Illium looks mostly fine, just want to be clear your wings and what you mean by nonfunctional. Are they completely vestigial? Unable to move? Not strong enough to provide flight but otherwise function like wings would? What's the wing span on them, are they tiny little things or the appropriate proportions to allow a human flight?
"...get up in three seconds or i'm going to nail you with a biscuit," Durzo-Blint
Name - Dmitri (Doc) Race - Human Age - 35 Affiliations - Cleric Exalter
Appearance & Apparel - Dmitri has a simple modern western style, not much on keeping up on normal appearances. Has a long brown duster and a crude smile.
Personality & Background - Dmitri spent his life learning about mundane non-magical medicine with the cleric's help. Trailing the world Dmitri encountered a mortally wounded man, in which he did everything he could for him. In death the only thing the man left behind was a strange ornate black gauntlet. In curiosity Dmitri slipped on the gauntlet, and in doing so the gauntlet formed perfectly to his hand. Dmitri felt strong and powerful, it was intoxicating. When trying to remove the glove it fused to his skin, his veins turned black crawling up his arm. It felt like something was trying to communicate with him, something powerful. Suddenly the power stopped and it was a normal gauntlet again. Ever since that day Dmitri set off to do more adventuring to eventually find out the origin of the gauntlet and the soul trapped within.
Skills
Medical Doctor- Has full education of non-magical medicine practices.
RELIC OF LEGEND (Gauntlet) 2 relic points - You possess a one of a kind item of mysterious origins that, as you become more well known for your exploits, becomes your symbol. As you and the relic's fame grow, people's reaction to the relic change and previously unknown properties of the relic surface.
POTIONING -This is the skill of combining varied ingredients with innate traits into a liquid to create a magical effect.
Level 1 - Allows you to add a single ingredient, this will the nature of the effect, usually for a short duration.
Hand Eye Coordination - Ability to do very precise movements with hands.
Weapons The Grim Grimoire (Relic of Legend) — The magical Tome stolen by the girl feyling, Daria from the Seelíe Court. However, it is clearly a mortal item, an immense Spellbook, inscribed with an Elvish legend: Suspiria de profundis. The volume's origins are unknown, as well as how it ended up in the hands of the Fey. It is magnificently old, and quite dusty, possibly hundreds of years old. Leather bound in deep black, the cover itself possesses a mercurial nature: mutable, it will most oft appear pitch black, but if watched for a time, becomes marked with strange eldritch symbols of five alternating powers cycling into an array of 12 different colored glyphs. It is clasped by a silvered older version of the Mages sigil.
Lvl 1. Spell scrolls can be absorbed into the Grimoire, making it a Legacy Journal. This prevents mind altering effects from inhibiting her ability to remember or cast spells.
Lvl 2. A chapter regarding one of the first attempts at creating the modern arts becomes legible. Levana may choose Sun, Flesh, Intangible, Realm, Unseen or Fluid Magics. She learns an ancient spell of one the chosen lost art, encompassing aspects of multiple modern arts.
Lvl 3. Three times per encounter Levnana may prism a spell stored in the Grimoire to one of the Lost Arts whose chapter has so far appeared. increasing its strength and adding various arted aspects.
Lvl 4. A chapter regarding one of the first attempts at creating the modern arts becomes legible. Levana may choose one of the five yet unchosen arts. She learns an ancient spell of one the chosen lost art.
Lvl 5. A chapter regarding one of the first attempts at creating the modern arts becomes legible. Levana may choose one of the four yet unchosen arts. She learns an ancient spell of one the chosen lost art..
Lvl 6. The books disection of the working of the modern arts allows Levana to extrapolate and apply them to nonspell ends. Any level 5 or higher spell stored in the Grimoire grants Levana access to one of the two skills or recipes in the matching tome.
Lvl 7. A chapter regarding one of the first attempts at creating the modern arts becomes legible. Levana may choose one of the three yet unchosen lost arts. She learns an ancient spell of one the chosen lost art.
Lvl 8. A chapter regarding one of the first attempts at creating the modern arts becomes legible. Levana may choose one of the two yet unchosen arts. She learns an ancient spell of one the two remaining lost arts.
Lvl 9. A chapter regarding one of the first attempts at creating the modern arts becomes legible. Levana learns an ancient spell of the remaining unchosen lost art.
Lvl 10. The final page of the Grimoire becomes legible, regarding the casting aside of the ancient magics and need for modern arts. What is revealed here is beyond even Levanas direst dreams.
Erosion Mace - An iron mace with a slick appearance that suggested coating in liquid and an emerald embedded in its hilt. The mace releases an acid that weakens metal and stone over time.
Allafane's Fall - An ironwood longbow that belonged to the fiercest defender of Greevan during the invasion, who felled or wounded countless invaders.
> Onyx Imbued
> Arrows fired from the fall make become miniature Abyssal Torrents.
Abyssal Torrent - Release a stream of condensed shadow from your hand, creating a torrent of freezing, damaging shadow. Its width is that of your fist and range is 70 yards.
> Six times per encounter, arrows fired from Fall may teleport between visible, nonenclosed shadows.
Items
Medical kit- a emergency bag to preform first aid and minor battle related surgery. Contains a handful of bandages, ointments (4 Paradise Seed solutions), gloves, tweezers, and a stitching needle with thread. 10 potent herbal healing bandages.
Voidsac - An beltable container with infinite holding capacity but a limited opening.
Potioners Kit - includes pots, burner stones, funnels, vials, mortars and pestles, scalpels, cutting boards, and a three uses worth of Arcane Powder.
Red's Magic Bag - A red velvet coin purse with unique void capabilities. Twice per encounter its owner can reach into it and pull a potion from Red's vast secret stockpile. Unfortunately as its a blind grab and you don't know whats stored where, the potion you get is completely random.
Mysterious Seeds - Found in the ruins of a potioner's shop. Nature and potential unknown.
Quiver holding 24 arrows.
Spells Light
Beacon - Create a bright ball of floating light that soars high into the air and hangs there stationary until the end of the encounter or until you will it to vanish. Does not require maintaining.
Lens - Manipulate the light before your eyes, granting you telescopic vision. Body
Itch - Target experiences strong, persistent and annoying itchiness.
Numb - Deaden a target's physical sensitivity, soothing surface pain but also reducing their manual dexterity.
Weaken - Reduce a target's strength level by one. Can only be used once on a person at any given time.
Heal - By touch, accelerate a target's healing processes within a body part. Instantly heals bleeding and minor cuts. Will close more serious gashes over the next few posts. Will heal in a day what would normally take weeks. Once cast will keep healing that injury until done without requiring maintaining.
Name - Adskhan Race - Saaur Age - 21 Strength - average Affiliations - Mage Appearance & Apparel - Nearing 5' tall with a hunched posture. His scaly skin is various shades of green marked lightly with rare crimson. With a head resembling an iguana more than any other lizard, including the spines, his body is thick with powerful arms and large (and clawed) hand. He has an awesome reptile tail that he likes to hit people with and pretend it's an accident. Personality & Background - He doesn't care what others expect/want; he's out for himself and cares more for the nature and animals around him than any one race. He's a survivalist through and through.
Restrictions:
Forsake Steel
Skills
For the cost of a spell, he can have his storm's magics carry his words to the ears of animals in a language they understand. The animals are still limited by the animal's natural intelligence. For example, asking a beetle which way Billy went would end poorly.
LSS - STORM DRAKE - A juvenile azure drakeling. Will grow into a soaring fullsized drake. Name: RuGaard
Current size: (4', 1" tall, 11'10" total length, 22' wingspan)
Lvl 1. The drake's metallic bones make it immune to electrical damage very durable.
Lvl 2. The drake can throw its shrieks, making them sound like they are coming from elsewhere.
Lvl 3. The drakes talons and fangs are iron, and it can hear you from any distance.
Lvl 4. The drake develops iron spikes on its tail which crackle with electricity.
Lvl 5. The drake can unleash a powerful shriek that has the power of a gust and cancels out all other sound.
Pets
A long-tail lizard that hangs out in a clear little pouch on Adskhan's hip. Its name is Wistala.
Weapons
Storm - A silver sai dagger with a crystal hilt. When thrown will channel air around it, propelling it faster and maintaining its path.
Fragarach - A scimitar, glittering gold with a vein of diamond running along the blade.
> Unbreakable, modifier 5
> The blade is sharper than the keenest razor, slicing through iron armor like butter and leaving wounds of almost artistic neatness. Wounds made by the blade do not bleed and do not hurt, but slowly grow larger and larger with exertion, eventually severing the limb unless immediately treated.
Non-Weapon Items
Gold: 150
Super Pet-O-Matic Bag - Put any number of items you own into it to combine their natures and turn them into a pet. One use, so save up your ingredients.
Crystal elven skull (probably imbueable)
Spells Storm
Storm
Lvl 1. Drift - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.
Lvl 2. Listen - Increase the sensitivity of the air around you, magnifying any sounds you hear.
Lvl 3. Gust - With a thrust of your palm, channel the air into a gust of wind that will push back your target several feet or stop their forward momentum.
Lvl 4. Lightning Blast - Create a palm with your hand and vibrate the air in your palm to generate a ball of electricity the size of your fist. Can use air pressure to launch this ball from your hand. If double cast can use two hands together to form more powerful single blast.
Lvl 5. Summon Storm Aspect - Summon a swarm of glowing lightning bugs with electric bites.
Beastial
Lvl 1. Summon Rodent - Summon forth a rodent to follow your commands. Species = fancy brown rat (10 in long; 10oz)
Stats & Descriptions Name – Aalish "Bree" Drow Race – Dark Elf Age – 23 Affiliations – Enforcer Appearance & Apparel – Standing just a few inches shy of six feet, Bree has always been noticeable amongst the woman of her race. While the woman's short black hair, cropped just above her ears, wiry musculature, dead set green eyes and the scar right below her left eye intimidate some, her natural physique, angled face and statuesque, almost slender, form attract many men with the courage to approach. Her skin tone is dark and murky, due to the magics which have always seemed to follow her.
A life of servitude has led Bree to desire the finer things in life. While not always affordable, the woman makes do. She typically wears black leather knee high boots, a V necked white blouse with a brown leather vest over it and fine linen pants. Her jacket is a black cotton trench coat with a sash that wraps around her waist and buttons that line the middle from top to bottom in two columns. Bree wears no jewelry except for a small jade hoop in each ear. Personality – Growing up in indentured servitude has led Bree to use humor as a defense mechanism. While her people were torn between anger and complacency, Bree took the middle ground, plotting her escape and hiding hatred all while putting on a friendly face. Her humor may be a bit dark for many she comes in contact with, and her deadpan delivery confuses many, however, anyone who knows Bree for more than a few minutes can generally catch on to the fact that she tries to make others smile. Despite her friendly, albeit it slightly macabre and irreverent disposition, the Drow can't help but put off the impression that anger lurks just below the surface. The woman puts many perceptive people on edge, like a dog whose been beaten one too many times, knowing her questions are usually not as benign as they seem. Background– Bree grew up in servitude to her elven masters under the supervision of her complacent father who seemed eager to please his boss, a mother who spent most of her time in a deep depression and several siblings. As farm workers for a prosperous land owner, Bree worked with many others of her kind and from a young age took it upon herself to bring some modicum of joy to her fellow servants. Upon reaching her teenage years, the woman's skill was utilized by her master who requested she use her diplomatic abilities to detect signs of unrest amongst the workforce. After refusing, the woman was assaulted by the elf in charge, scarring her face and leaving her without option. Unable to bear anymore, the woman falsified a small escape and while the guards were distracted, left silently into the night never looking back. Life on the outside was difficult at first, Bree never felt accepted amongst those who knew only freedom and spent many years bouncing from city to city, doing her best to aid the citizenry and enforce justice without recognition. She finally settled in Sylvan where the odd menagerie of beings made her feel like less of an outsider and the broad acceptance of harmless indulgence in pleasure was at least a fun way to spend her coin and pleasantly distant from the harsh reality she grew up in.
Skills/Weaknesses 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.
Ambidextrous: Can fight with the same fineness while wielding two weapons that most possess using only one.
Lie to Me
Confessor's Grip
Charming Creep: An irreverent sense of humor and sly smile mixed with a general aura of unease creates an eerie natural charisma effect, hard for people to tell whether or not its based on intimidation.
Shutter Punch: Locked until 80 BPs.
Stealth Combat -
Lvl 1. You learn to soften your footfalls so they make no sound.
Weapons
> A pair of steel katara, holstered at each side of the drow. The triangular blades extend to roughly a foot and a half beyond the woman's knuckles.
>Pair of Bloodstone Imbued iron Throwing Knives
Items Eyes of Justice
>Base Ability
Pack of cigarettes and a book of matches.
A monocle that belonged to her former master, never worn. Argent's Cloak - Grant wearer knowledge of with Distraction and Carry spells. Does not apply to buying spells in those arts. Can cast and maintain one of these spells for you. Jade Guard Breastplate - Bronze weapons and armor, 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).
> Sapphire Incore 2 Phantom Iron Ingots - Attacks with weapons made of (or limbs clad in armor made of) that are blocked, parried or stopped by armor still cause the phantom pain as if they had hit, though do no damage.
First and foremost, I want to applaud you on the depth of the character. Reading over your character, it shows that you put good effort into reading about the cities, races, and world lore, and as creators of said content, we all really appreciate that.:)
Your character looks great and ready to go.:) If you have any further questions, feel free to PM any of the world moderators, or join us in our AIM chat. Contact info can be found here.
Also, I must ask. You seem to have a very strong grasp on Epic World for someone who has just joined up. Have you participated in the old EW back in its day?
"my world isn't cut into black and white, right and wrong... yours shouldn't be either. our world has only better and worse, lighter shadows and darker..." Durzo-Blint
Name - Amaya Race - Human Age - 22 Affiliations - Machanist + Worrior
Appearance & Apparel - This Personality & Background - Quirky fun and playful. Amaya was always drawn to technology and spent her life at the Tomorrow forge. Well known for her Augment based technology and her quirky steampunk appearance. She may seem nice and playful but she is deadly in a fight and knows how to use her weapons well. Not much is known about her history besides always living in the Forge.
Skills
(No LSS)
Rush-Down - Learn to attack with explosive starts and raging ferocity.
Lvl 1. You learn how to expertly maintain your footing while in motion, allowing you to more easily fight on the move. (BP: 0)
Lvl 2. Uneven or shifting terrain barely slows you down, your feet naturally fall where they need to in order to compensate for instability. (BP: 55)
Lvl 3. You learn to perform explosive starts, going from still to full speed in a flash. (BP: 90)
Lvl 4. You may perform diving tackles which knock the breath from your opponents, rendering them shocked and unable to speak for their next post. (BP: 130)
Lvl 5. Your unstoppable momentum overrides any abilities that make people sure-footed or unmovable. Targets you knock to the ground become dazed. (BP: 175)
Lvl 6. As long as you are moving forward, you gain an additional strength level. (BP: 225)
Lvl 7. Train yourself to keep fighting through the most intense levels of fatigue, allowing virtually indefinite physical exertion with relatively little drop in ability. (Injuries are just as much an impediment as ever.) (BP: 280)
Lvl 8. You learn to block pain from your mind and fill your heart with rage while you attack to prevent others from altering your emotions. (BP: 340)
Lvl 9. Thrice per encounter you may shrug off all but the deadliest blows while charging, allowing you to create an unexpected opening in your opponent's defense. (BP: 405)
Lvl 10. Once per encounter you can set yourself on a truly unstoppable course. For the next five posts, or until you halt your forward momentum, you gain an additional strength level and your skin tenses to provide steely protection. (BP: 475)
Might and Machinery - Artillerist's warrior training grants them greater understanding of the working and capabilities of the human body, granting them bonuses when building/using certain specific devices and reduced prototype failure odds on certain types of inventions.
Gunsmithing
Those with this skill can handle the repair, cleaning and maintenance of machinist firearms and artillery and the installation of augments on them.
Smithing - Those with this skill can forge metals and other forgable materials into functional weapons, armor, parts or sculptures. Require use of hammer, heating medium and cooling medium.
Tinkering - This is the base skill of Machinists. Those with it can personally handle the upkeep, maintenance and repair of any machinist devices as well as the installation of any augments, however they cannot build their own devices. They also have enough understanding of machining to know how to interfere with their workings.
Amayas Laboratory Steamworks
Lvl 1 - You can build pre-designed Novice Level devices. Build two to level up. (2)
Lvl 2 - You can Invent Novice Level devices. Invent two to level up. (2)
Lvl 3 - You can build pre-designed Apprentice Level devices. Build two to level up.(2)
Lvl 4 - You can Invent Apprentice Level devices. Invent two to level up. (2)
Lvl 5 - You can build pre-designed Journeyman Level devices. Build two to level up.
Lvl 6 - You can Invent Journeyman Level devices. Invent two to level up.
Lvl 7 - You can build pre-designed Expert Level devices. Build two to level up.
Lvl 8 - You can Invent Expert Level devices. Invent two to level up. You can also now move into an additional school of technology.
Lvl 9 - You can build pre-designed Masterpiece Level devices. Build two to level up.
Lvl 10 - You can Masterpiece Novice Level devices. Invent two to level up.
Ethereal Augments - Amaya's mentor, a seasoned inventor by the name of Durzo, taught her everything she knew about machines. This includes the knowledge of how to construct and use Ethereal Augments. These augments are designed to be completely discharge the potential of a material or process, creating a unique effect but completely destroy the augment once it is depleted. Whenever Amaya goes selects loot on a quest, she can spend an amount of LP determined by the quest's mod to acquire the rare materials necessary for making Ethereal Augments or the inspiration to invent a new Ethereal Augment.
Steam Burst Augment - A simple cell-like copper tube, tightly compressed in such a way as to store water vapor within it. This augment uses no rare materials, and has an effective cost to produce of 10 gold per augment. Destryed after full use from strain put on the copper casing from heat
Much much much more powerful than the steamcartrage!!!
Crystalised Steam- A selection of rare crystals that break apart and float around as a suspension in water. When subjected to a source of heat the crystals sublimate into a gas creating twice as much pressure as normal steam. 6 Crystals. Can be used in producing steamworks devices. Highly likely to form the basis of enhanced cells. Can be looted in future for 5 LP per crystal.
Durzo's Steel (Modifier 5) - Appearing to be a simple, folded steel katana, this blade was passed to Amaya by her mentor. It is actually an intricate invention of clockworks and steamworks. The slightly enlarged hilt of the weapon is designed with a trigger and to accommodate the obscure style of augment used by Amaya and her mentor. You may have one Ethereal Augment installed at a time, it takes two posts to install an augment on the fly.
Bone - During the augmentation the weapon is drizzled with the warrior's blood. The blade of the katana, at its base becomes serrated on both sides, allowing it to be used to saw through tough materials.
- The weapon's material hardens without losing pliability, increasing its modifier by one.
- Durzo's steel may use the magic of its augmentation to fully deplete an attached ethereal augment, if it does so, it grants Amaya an extra strength level and the blade a damaging magical aura based on that cell for as long as she keeps moving or attacking.
- While the weapon is with you your spells per post are reduced by one.
Steam Burst - The blade of Durzo's Steel can release a burst of pressured vapor from vents along its edge, propelling it in such a way that its speed increases. For a single swing, the effective strength level of an attack made with Durzo's Steel is increased by one. Three uses of this ability depletes a Vapor Burst augment.
full
Durzo's Grip - A single gauntlet of bound copper and steel, designed to perfectly follow the movements of the hand beneath. The palm of the gauntlet has been designed to accommodate the obscure style of augment favored by Amaya and her mentor. You may have one Ethereal Augment installed at a time, it takes two posts to install an augment on the fly.
Steam Burst - The stored pressure in the augment may be released from the palm of the gauntlet, creating an impact equivalent to a Very Strong punch up to two feet away from the palm. Six uses of this ability depletes a Vapor Burst Augment.
5/6 left
Volcanic Sheath - A finely crafted sheath for a single handed blade, made of steel, lacquered cherry red, with polished steel ornamentation along the sides and end, engraved with dragon heraldry. Along one face of the sheath runs a pair of narrow pipes that emerge out of a circular steel dragon emblem and run into the sheath at three points along their length. A ruby is set in the center of the dragon emblem. Blades stored in the sheath are constantly bathed in a pressurized shroud of steam, cleaning and scouring them.
> Compatible with up to one Ethereal Augment at a time. Requires 2 posts to attach.
> Each post of battle Amaya engages in without having drawn the blade, the energy and fury of that battle feeds into the sheath, increasing the steams temperature and pressure and strengthening the blade within. When the blade is finally drawn, its heat ignites 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 heating, with a maximum possible modifier of 9. The pressure equalizes when battle ends.
> A hidden switch on the sheath will trigger a steam dump, the pressure ejecting the blade stored within. Allows for a lightning quick draw-and-swing of the blade, as well as ensuring anyone that attempts to draw the blade other than Amaya gets blasted with red hot steam.
> Holding the hidden switch down without drawing will launch the blade, hilt first, at a target within 10 feet with average strength, Use of the Vapor Burst Augment can amplify the steam launch effect, increasing the range to 25 feet and the launch force to very strong. This uses up 1/3 the Augment.
full
Items
Clockwork Stallion - A machinist mount, steered by stirrups and reigns but without a mind of its own.
Propulsion belt - A belt with vents along its rim, high pressures of steam with the help of the Steam-pack will allows it to vent its steam for a quick lateral burst of speed. controlled by a tiny joystick on her activator. Not as strong as Steam check, takes 2/20 use and only 1 post to rebuild steam pressure.
Steampack - A compact, lightweight water-tank backpack outfitted with valves and pipes. Uses to supply the steam for certain steamworks devices lacking room for their own reservoirs. Draws power from Activtor, does not noticibly drain ruby.
Thermal Activator - A glove/bracer designed to hold a ruby battery that can be used to power any steamworks device its wearer holds. Prevents need for multiple batteries or swapping, and needed for any devices lacking room for their own battery. Contains internal hose and attachment points to channel steam from pack to devices if needed. Interchangeable with Hydraulic Activator.
Steampopper - A steam powered mini-canon a few inches in diameter, designed to launch iron shafts an inch in diameter, though more designed for distance than penetration. Great for grappling hooks or projectiles with impact effective items at the end. Attachable to the thermal activator or vertical pivot over the shoulder with the steampack. Requires tank. Each shot uses 2/20 ruby charge and 1/20 tank. One iron slug or iron grapple hook.
Steamcheck - An augment for the Steampack that allows it to vent its steam for a quick lateral burst of speed forward. Takes a 5 posts to rebuild steam pressure needed to reuse. Uses 4/20 Pack per use. Does not use battery.
Reel Ascender - A steam powered device the shape of an extra thick record that winds in any rope or chain fed into it, pull to you (or you to) whatever is at the other end. Can be attached to a steamtank or activator. Requires tank. Uses 2/20 ruby charge and 1/20 tank per use.
2 extra steam augments
3 steel ignot
Onyx Imbue - The item can be stored away in a compact shadowform.
Garnet Imbue - The item's modifier is increased by 2. This does not apply to enchantment limits.
Anti-crab sheathe - Modifier 4 sheathe for a sword. For each battle post in which the sword remains sheathed, it gains +1 modifier. It keeps these stacks of hardness for one post after being drawn. If the swords modifier is double that of a mundane object it strikes, the object breaks automatically. If the swords modifier is triple that of a magic item it strikes, the item breaks automatically.
Krackens Grasp - A near twin to Durzo's Grip, except it holds an advanced Thermal Activator in addition to the Grip's abilities.
SheathPopper - Made with some minor edits from the Steampopper, this add on to any sheathe connects to the Steam pack giving the inside of the sheath pressure as the steampopper would have. Designed to launch one handed blades, hilt first, at a target for a blunt small to medium ranged strike. It can also help greatly with blade draw speed, allowing the wielder to draw and cut one smooth, blindingly fast movement. Activated by a trigger located near the top of the sheath. Steam augments can be attached for a much more powerful launch. 3 uses per augment, very strong punch.
Invention Ideas
HYDROLICS
Pocket Bow - A compact assortment of string, hinges, and metal that when used with the hydro-pack and Hydrolic Activator to unfold into a fully functional bow by use of hydrological pressure inside the bow itself (Apprentice)
BALLISTICS
Derrin'jab'er - Additions to Durzo's grip and Krackens grasp. These grip and trigger-less Derringers sit flush against the back of the gauntlets (Up to 2 on each gauntlet). These muzzle loading guns are triggered by small impact activated triggers on the fists knuckles, resulting on the first punch to be given to have a much more damaging effect.
Molotov Arrows - Modified arrows that are filled with a highly flammable liquid. Upon impact the shaft shatters, releasing the liquid and triggering a small blast cap that ignites the volatile liquid. (Apprentice)
Shells - A shell to be fired out of the E.P.L.. Back layer is black powder and front layer is filled with assorted funzies. (Novice)
- Salt - rock salt. used to fend off the unnatural inhabitants of EW
- Powdered Glass - Used to create a cloud of tiny shrapnal that is harmful to get in eyes or lungs.
- Pepper - Creates a cloud of pepper to temporary blind and burn the eyes and lungs of target
Black Powder Augment - an augment used with Durzos inventions made with a black powder mixture. Triggering causes a controlled explosion causing an effect on Durzos items. (LP UNLOCK)
Sniper rocket - A modification to the Rocket that adds on aerodynamic wings to better control accuracy and distance the rocket can fly. (Apprentice)
Buster - A shaped charge to be applied to a wall and triggered, creating an unexpected entrance. (Expert)
CLOCKWORKS
Mechanical Spider - A wind up spider that can walk forward and possibly carry a small item or device. Is compacted and carried around in the shape of a baseball (Novice)
Augment Loading Upgrade 1 - A Upgrade to Durzos design allowing augments to be changed out in one post instead of two. (LP UNLOCK)
Augment Loading Upgrade 2 - A Upgrade to Durzos design allowing augments to be changed out in one small movement instead of a full post. (LP UNLOCK)
Rollerblades - A set of wheels that can be deployed from the sides of a boot allowing a fun way of transportation. (Apprentice)
Binocular Goggle Toggle - A modification to Amayas current goggles that allows her to flip down a mounted set of compact binoculars see far distances. (Novice)
ELECTRIC
Headset - A modification to the Televoker making it more compact and sit around the ear and cheek, allowing your hands to be free while in use. (Apprentice)
Stun Grip - A addition to any glove or gauntlet sending a current of electricity through the arm and out the fingertips causing a short, painful and sometimes debilitating burst of electricity. (Journeyman)
Magnetic Grip - A addition to any glove, gauntlet or boot to use an Electromagnet. Allowing a clinging to any metal surface. (Novice)
Electro Blast Device - A small device that when triggered releases a Electromagnetic Blast disabling mechanical devices for 3 posts. One use per encounter. (Expert)
Reverse Magnetic Blast - A modification to the magnetic grip allowing for a repelling force of metal objects and projectiles. (Novice)
Night Vision Goggles - A modification to Amayas current goggles that allows her to see in the dark. Intensifying the image seen through the goggles to capture and amplify the electromagnetic radiation and allow better sight in the dark. does not work in complete darkness, needs some type of light to work. (Novice)
STEAMWORKS
A.M.A. - Assisted movement armor is a light body armored battle suit that uses pressurized blasts of steam out of directional vents to assist any and all movements.
- Propulsion belt - A belt with vents along its rim, high pressures of steam with the help of the Steam-pack will alter the coarse you are travailing in weather it be on ground or mid-air (Novice)
- Mechaplate - A light armored sleeved breastplate that has an advanced Steam-pack built in and has multiple hidden vents along its elegant surface. (Journeyman)
- Krackens Grasp - A near twin to Durzo's Grip, except it holds an advanced Thermal Activator and other inventions (apprentice)
- Supersonic-Pressurised Greaves - Light armored leggings that assist your movements using vents that can make sprints faster, jumps jumpier, and movements epicer. (Journeyman)
Steam Turbine - A device that extracts thermal energy from pressurized steam and uses it to do mechanical work on a rotating output shaft. Much larger and more powerful than the Steam Engine. (Masterwork)
Steam Rocket - A filled pressure vessel with hot water at high pressure, and open a valve leading to a suitable nozzle. The drop in pressure immediately boils some of the water and the steam leaves through a nozzle, giving a significant propulsive force, refillable with the steam pack (Apprentice)
SheathPopper - Made with some minor edits from the Steampopper, this add on to any sheathe connects to the Steam pack giving the inside of the sheath pressure as the steampopper would have. Designed to launch one handed blades, hilt first, at a target for a blunt small to medium ranged strike. It can also help greatly with blade draw speed, allowing the wielder to draw and cut one smooth, blindingly fast movement. Activated by a trigger located near the top of the sheath. (Apprentice)
Heat Gun - A Small device that emmits a low pressure jet of heated steam, used to melt ice and dry out damp wood. Used with Steam-Pack and Thermal Activator (Novice)
COMBINED TECHNOLOGY
Mechanical Horse - A robotic horse utilizing the fields of clockworks, hydraulics, steamworks, and electrics. A masterful clockwork device powered by a steam engine. The engine is modified with hydrological boosters that can be used to temporarily increase power. Electrical wires and triggers ensure the movements are coordinated. On the back of the horses head are two protruding handlebars that gives off a symmetrical antler appearance to steer.
Mechanical spider 2.0 - Modifications include: Larger size, Magnitised legs, Speaker for use with headset, 2 E.P.L. turrets, Micro Engine, Proximity sensor used to shoot the E.P.L. at the direction triggered.
E.P.L. Uncommon Projectile Launcher - Modifier to the Stinger able to fire a wider variety of things, not all are reliant on springs.
- Salt Shell -
- Powdered Glass Shell -
- Pepper Shell -
- Sniper Rocket -
- Rocket -
TECHNO-MAGIC
Void tank - Utilizing the voidsacs to create a much much larger tank of fuel for the various mechanical products. (Apprentice)
'Christine - A huge Steam turbine based engine that conducts massive levels of electricity into a Lutharin crystal. The crystal is enchanted with a powerful Force spell ( Hover - Use a combination of gravity manipulation and downwards force to grant yourself the ability to fly.) The massive injection of electricity into the crystal gives a controlled sustained power letting the spell be extended, amplified, and directed by technology. This device is so massive that it can only be used with massive constructs. (Masterwork - and a half)
BP
151
Gold
30
Durzo Blint (Just in case i ever need him)
Race - Human Age - 42 Affiliations - Artillerist Height - 6'2" Strength - Strong Appearance & Apparel - Durzo is one massive man. There is not a single day he skips his training. If he lived on earth people would mistake him for a wrestler on steroids, but of coarse he needs no drug to be stronger. His clothing style is nothing flashy. Just straight forward clothing to get the job done... to cover his parts. Personality & Background - Not too much is known about this rogue mechanic. Before Amaya he talked to no one and tried to avoid all contact with outside life. Just huddled in his cottage working on his wepons. His technology style is as strange as he is. Mostly focusing on weapons he ingenuously weaves mechanics with magic items to create contraptions that most can never figure out how they work.
Amaya was his only mentor and it is unknown why he chose her at such a young age. But she continued on with her own style of mechanics focusing on steam propulsion helping combat and movement.
Skills/Weaknesses
(No LSS)
Might and Machinery - Artillerist's warrior training grants them greater understanding of the working and capabilities of the human body, granting them bonuses when building/using certain specific devices and reduced prototype failure odds on certain types of inventions.
Gunsmithing
Those with this skill can handle the repair, cleaning and maintenance of machinist firearms and artillery and the installation of augments on them.
Smithing - Those with this skill can forge metals and other forgable materials into functional weapons, armor, parts or sculptures. Require use of hammer, heating medium and cooling medium.
Durzos mechanics - His own class of mechanics that weaves magical items into his contraptions.
Tinkering - This is the base skill of Machinists. Those with it can personally handle the upkeep, maintenance and repair of any machinist devices as well as the installation of any augments, however they cannot build their own devices. They also have enough understanding of machining to know how to interfere with their workings.
Durzos Cottage
(Clockworks)
Lvl 1 - You can build pre-designed Novice Level devices. Build two to level up.
Lvl 2 - You can Invent Novice Level devices. Invent two to level up.
Lvl 3 - You can build pre-designed Apprentice Level devices. Build two to level up.
Lvl 4 - You can Invent Apprentice Level devices. Invent two to level up.
Lvl 5 - You can build pre-designed Journeyman Level devices. Build two to level up.
Lvl 6 - You can Invent Journeyman Level devices. Invent two to level up.
Lvl 7 - You can build pre-designed Expert Level devices. Build two to level up.
Lvl 8 - You can Invent Expert Level devices. Invent two to level up. You can also now move into an additional school of technology.
Lvl 9 - You can build pre-designed Masterpiece Level devices. Build two to level up.
Lvl 10 - You can Masterpiece Novice Level devices. Invent two to level up.
Earth - Ground and Pound -
Lvl 1. You learn to be unmovable so long as both your feet are planted firmly on the ground.
Lvl 2. Your gain a level in strength exclusively in your legs.
Lvl 3. You learn to immediately and protectively roll your feet when landing or while on the ground.
Lvl 4. You learn how to perform tripping and hip tossing maneuvers while grappling your opponents so to take them to the ground.
Lvl 5. You gain an effective level of strength while executing downwards strikes.
Lvl 6. You master the technique of sweeping your opponent's legs out from under them, leg sweeps and trips are harder for your opponents to dodge or disrupt.
Lvl 7. You become impossible to knock unconscious with blows to the head while learning the correct technique for performing devastating headbutts.
Lvl 8. The higher you tower above your opponent, the more your very presence is both intimidating and dazing.
Lvl 9. Your shoves, pulls and grapples gain an additional effective level of strength so long as you remain mostly stationary.
Lvl 10. You are a master of beating down your enemies, each impact from fist or foot induces a sense of increasing vertigo. You are able to effortlessly incorporate shoving, pulling or tripping into your attacks.
Weapons Durzos Heart - a massive blade standing 6 feet tall and 2 feet wide. Its outer shell is constructed of Corin's Alloy. The blade is beautiful, crafted with pride. Inside this massive blade is a contraption that only the mind of Durzo could understand.
Durzos soul - is a masterful work of mechanics made with old and new magics located in the center of his blade. The core process of this contraption is to absorb energy into the core Neo-crystal (crystal with intricate clockworks woven into it). Any type of energy can be absorbed including magics, light, and sound waves (it only absorbs what part of the spell it comes in contact with) can be absorbed into the crystal. Once the battery crystal is filled (indicated by a gauge on the hilt. It takes a lot to fill) Durzo can activate the mechanics of the weapon. During this process the blade must be jammed into a location that will not move and must not be disturbed for 3 posts. No one knows what cataclysmic attack this will unleash because Durzo has never had the need to use it.
Blood - During the augmentation the hilt of the weapon is grasped by the warrior's bleeding hand. The hilt of the weapon transforms to better reflect the warrior's heritage, gaining wrapping and markings to that effect.
- 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.
- The weapon gains a unique enchantment effect based on your race or heritage.
- While the weapon is with you your spells per post are reduced by one.
Doomsday attack - The swords mechanics use its meticulous process to alter the flow of all the energy its magical crystal gained from the encounter. Transferring the energy directly into the user allowing for one post of mythic level strength and speed.
Non-Weapon Items
Smithing/invention kit- Contains basic mechanist components and materials
When you hear the whisper in the dark it is not me, for I am silent.
When you see movement in the night, it is not me for I am unseen.
To hear my voice is terror, and to look into my eyes is death.
In the heart of the night I reside, waiting to cleanse you of your hope.
Stats & Descriptions
Name - Snakeitsu
Nickname - Snake, HN-Viper
Race - Orochi (Used to be Jakari)
Age - 30
Height - 6'
Affiliations - Initiate/Thief - Infiltrator
1. Assassinated Kylar's parents
2. Murdered an unarmed man
3. Freed a queen spider
4. Kylar learns truth, become nemesis
5. Drank some blood that turned him into an Orochi
6. Promised the kindir Glaren a favor
7. Cut off his own left arm with a sarcanum blade
8. Grew a new demon arm
9. Fought as a gladiator against Oscarans
10. Killed Carrier the bog hydra
11. Gained a serpent form
Appearance & Apparel
Snakeitsu has become an Orochi. His skin is covered in tiny black scales. His eyes are very striking, with thin snake slit pupils, his irises take up the entire eye, they are Bright green with flecks of gold throughout. Despite the scales his face is still the same handsome and angular one he wore before, with a strong jaw, excepting that now if you see him smile you will see one and a half inch curved fangs in his mouth. Snake has a greenish opalescent left arm that is under demonic influence. Snake's hair is jet black, and he wears it draping over the right side of his face (So emo) He is dressed in black leather breeches tucked into his leather boots. He wears a black shirt with no sleeves, with a black leather vest, which is covered in belt-like designs. His hands are covered in thin leather wrappings that leave his fingers free. He has dual atarin short swords, the hilts of which are fashioned to look like coiling snakes strapped across his back.
Background
Snakeitsu was born into the iron paw tribe in the Chakosa. His mother adored him, but his father seeing this thing with no fur, except on it's tail, and the ugly human ears considered him a freak. On his fourth birthday he underwent the spirit walk, a spiritual ritual exclusive to his tribe, and received his spirit animal, a small viper he named shadow. The animal is a manifestation of his spirit and will always return to him. A short time after his fifth birthday his father took him hunting alone. They went farther than he had ever been before, but he was determined not to let his father down, and to make him proud. They came upon a well traveled road and sat at the side of it. "Will this trip make me a lion father?" he asked. "Let us say that after this you will no longer be considered a kit." came the reply. They heard the rumbling of a caravan coming around the bend, and suddenly Snakeitsu couldn't move, he felt himself bound and gagged so swiftly he couldn't understand where his attacker came from and how he had gotten past his father. He was hanging painfully upside down by his tail now. His father slowly rotated into view, it was father holding him, he was saved! His father spoke in a quiet growl. "You were never even a kit in the first place... You look more like our oppressors than us, so go join them!" With a swift movement he pinned the boy down and used his dagger to cut off his tail at the base, leaving not even a stump. He then kicked him out onto the path and was gone.
The traveler who was coming around the bend did in fact take the young Jakari in and tend to his wound. His life would not be one of ease however, for the one that took him in was a thief and a hard man by the name of Droban who lived in Elexia. Snakeitsu Spent most of his younger years as a servant to his surrogate father, preforming menial tasks as the man would not allow him to learn to read and write. But as he grew to know and maneuver Drobans schedules and moods, Snakeitsu eventually began to learn to read in secret from one of the human boys next door. And even though he hungered for more, he trusted Droban, the man had been hard, but he had never abandoned him and had saved his life in the past, and had even begun to teach him the ways of the thief.
When He was 18 years old he stumbled across Droban's journal while he was snooping. and the latest entry read as such "The little wretch has started to become more trouble than he's worth, always asking questions, I thought keeping him from reading would dull his curiosity but it isn't so. I think I'll go talk to Vess and see if he can find a buyer to get him off my hands. The boy hasn't the fur to sell, but his teeth should sell well."
Shocked and terrified the boy formulated and executed a quick plan, one that ended with a knife in Droban's back, and what coin he had on him in Snakeitsu's pocket. After the murder, He searched Droban's room and found a hidden Compartment that contained a pair of Kodachi blades like he had never seen, they were sheathed in simple matte black but the blades themselves were extremely sharp and the handles were made of black ivory fashioned in the form of snakes. There was a parchment inside that simply said Viper's Teeth.
He vowed that he would blindly trust no one ever again. That from now on he would be the one that held knowledge that others did not. He would dedicate his life to knowing everything that could possibly aid him, and that dedication brought him to the steps of the lost basilica, where he joined the church in the pursuit of knowledge, and power.
Personality
Snakeitsu is dark and brooding, a merciless killer. He rarely shows his emotions and has no one that he calls friend. He will occasionally crack the odd joke, but his humor is usually lost on those around him. Snake is dedicated to becoming an assassin of the church. He has preformed an odd assassination for them here or there, but he wants to be the best, the one that they turn to when they can trust no one else. He has high ambitions for himself in the church, but he keeps them secret, always the dutiful servant. Snake is not a good man, a fact that he does not deny.
Guild/Society Bonuses
Ranks of the Chosen - Not Taken
Might and Magic -Evincar
Inquisition - Occasional Special Interest tasks pertaining to Church business
Shadow Trade - Black Market Discount
The Power of Knowledge - Hidden name: Viper
The Ebon Compass - An octagon shaped ebony compass, overlaid with the Lidless Eye. It will hum faintly and the needle will point out the general direction of nearby secrets and hidden objects. Multiples of either located in different spots, and the compass will hum more violently
Faceless Mask - Infiltrators possess an uncanny ability when it comes to creating a spur of the moment disguise. Once per encounter they may alter their voice, accent, facial expressions, posture, gait and mannerisms to project a completely new identity. The persona created this way needs to be fictional, and can never be perfectly replicated due its improvisational nature. This affect is similar to the Impersonate spell, but arguably more convincing.
Word on the Street - Thieves' Guild members know who to talk to and what to watch out for when the darker side of Elexia wants a job doing. They have access to jobs that others do not, including Contracts on enemies of the Guild.
Well Connected - All Thieves can request information from their contacts. How useful this information is will depend on the given context but will more often than not be helpful in larger endeavors.
Guild/Society Restrictions
Fear of the Eye - Being an Initiate carries with it a natural paranoia of you by the public. They automatically feel a distrust around you, and are more guarded, unless they have a personal reason to trust you.
Oath of Dominion - You are oath bound to keep the church's secrets.
Cipher - Lying to do so is permitted but you are to keep all secretive or otherwise discovered information pertinent and vital to the church hidden from unworthy and non-Initiate eyes.
The Uninitiated - Concealing, hiding, or keeping perilous secrets from the church or spilling vital secrets is possible but the consequences of doing so are grave.
Cabal Therapy - Must confess any secrets and all discovered knowledge not of a personal nature to the Prelacy. They in turn will determine if you get to keep that knowledge, or else withdraw it from your memory.
Conflict of Interest - Members of the Thieves' Guild are forbidden from pursuing Bounties.
Burden of Independence - In all but the most extreme situations, the guild will not interfere if you get yourself imprisoned or get a bounty placed on your head.
Skills/Benefits
Agent Macabre
You possess the talent to become the ultimate mental vessel for ruthless combat. As you fight, you can allow your mind to slowly fade to the background, allowing yourself to become fully immersed as an agent of demising. Whenever you make a battle post, you may have it count towards this technique. Battle Posts for the technique are reset either when your opponent is killed or at the end of the encounter.
Level 1: You assume control of your mind. You know your purpose. The goal is clear. You become incredibly confident in your cause. Attempts to distract you, from friend or foe, magical or otherwise, have no effect. Required battle posts: 1
Level 2: You identify your foe. They become one with you. Your destinies are entwined. At the end, one of you will lie dead at the feet of the other. There are no acceptable alternatives. You may increase either your strength, speed, or agility by 1, but your opponent has a double incite effect on you (choice made anew each time the level is reached). Required battle posts: 3
Level 3: You grow comfortable with the task at hand. You lose all emotional connection to it. Any anger, malice, or bloodlust fades away. Combat loses all personal connections, becoming a process of reason and calculation. You become incredibly aware of your foe, capable of tracking them absolutely through peripheral vision, smell, or even the taste they leave in the air. They cannot hide from you through natural means, and once during the encounter you may respond to one of their actions as if you had advance knowledge of its happening. Attacks you make must be aimed to kill if possible. Required battle posts: 6
Level 4: Snake fades away, becoming only a distant echo. He is replaced by a new identity, more focused, more dedicated, more capable. You gain a new ability based on your preferred styles and/or weaponry until the end of the encounter (ability is determined when Agent Macabre is learned) Required battle posts: 10
Level 5: Snake disappears completely, leaving behind a cold blooded vessel. With any semblance of humanity vanished, the price for triumph is paid in full. You have become a true avatar of the Agency Macabre. Choose three abilities and/or items you possess. They each gain a Macabre Form, an enhanced version of itself that surfaces whenever this level of Agent Macabre is reached and remains so until the end of the encounter (Serpent Form, and Demonic Left Arm chosen). Instead of resetting to 0 this encounter, the BPs for this technique will be set to 5. Required battle posts: 15
Forbidden Truths - The knowledge granted by the initiates allows him to seek out what is hidden. His sense of taste has been enhanced well beyond what a normal human would be capable of. Even in complete darkness, Snake can gain a vague picture of his immediate vicinity by passing air over his tongue, this vague sense includes the position of any sources of heat around him.
> The Taste of Lies - By getting right up in a person's personal space and passing air over his tongue, Snake can get a taste of their current emotional state.
Demonic Left Arm - The new arm was more resistant to damage. Any wound suffered by his demonic arm would bleed at half the rate it would otherwise, infections would likewise be slowed. The skin itself was a wonder, possessing a toxin that would absorb into his foe's bloodstream with prolonged skin to skin contact. The toxin would build up in the body, increasing levels of adrenalin and causing Snake to seem more and more demonic as exposure increased.
Venom - Snake's fangs deliver a sickening toxin to those who are unfortunate enough to experience being bitten by him.
Night's Predator - Snake's transformation has improved him, his sense of smell is greater than average beings of the realm.
Ambidextrous: Can fight with the same fineness while wielding two weapons that most possess using only one.
Cobra's Gaze - Eye contact with Snake causes mild confusion and an inability to focus on his currently happening.
Parseltongue - Snake has the ability to speak to and understand reptiles.
Serpent Form - Snake can transform into a massive serpent, 12' long and a foot thick at its thickest. His items vanish into a void space until he returns to humanoid form. In his form he has a number of abilities based on his items and normal abilities. This transformation takes concentration to do and cannot be done mid-attack or as an evasion. Eyes- Eye contact with Snake causes mild confusion and an inability to focus on his currently happening. Teeth - Contain Sickening and Numbing Venom, cannot be felt. Those bitten by them have trouble focusing on Snake and following his movements. May gain more abilities. Tongue - Able to smell with such great sensitivity as to replace sight. Extremely durable, long and agile, can be used to ensnare limbs of throats if close enough. Body - Scales are resilient and exude a toxin that absorbs into the skill and creates a fear effect that grows stronger through build up of the toxin. His flesh bleeds and becomes infected half as quickly as normal. Any poison introduced into its system can be expelled by a venomous spit. He can move silently and quickly, his black body blending into darkness and able to squeeze through tight spots.
Relic of legend - Viper's Teeth -Twin ornate atarin steel short swords, the hilts of which are black ivory fashioned to look like coiling snakes, the blades extending from the snakes mouths. (Xp:6)
>Ghoul Jasper -Swords can be phased into the spirit world, allowing them to rip into spirits with greater ferocity. Each other enchantment on the Viper's Teeth is likewise perverted with ill intent, becoming a hateful mockery of its original form. This does not effect the base abilities of the item, and it can be used on LSS items.
>Eldritch Fang - Whenever Viper's Teeth takes a life, it may gains a power based on the darkest aspect of that person's essence. Any new ability added will remove the prior. These do not count towards enchantment limit. Lvl 1. Something about the sight of the Viper's Teeth strikes a familiar chord with the Underworld, granted extra effect when the bearer attempts to access the thieves' information network. Lvl 2. The Vipers teeth gain a shadowcore effect and exude a numbing venom from their blades. Lvl 3. Whenever the Vipers Teeth spill another's blood, they and their wielder gain an amethyst imbue effect. The first time in an encounter this happens, they also gain a Veil effect.
Lvl 4. The blades are able to slice through the air, opening a slit, facing the wielder, into a strange personal void space with a flickering red glow. Any organic materials stored in it, say the body of a victim, will burn away inside this space, leaving behind ash or possibly pyre ash.Inorganic materials stored in it may over weeks become firewarded. Lvl 5. Whenever Vipers Teeth land a killing blow, it grants its owner the ability to use a random spell or ability the victim knew for the next ten posts. Lvl 6. The Vipers Teeth grant their wielder a glimpse at the knowledge of their previous wielders. They gain the Stealth Combat warriors technique, without the gold cost. Lvl 7. Nearby the Jade Dragon, Snake notices symbol etched into the outside wall a large apartment complex. It resembles the hilt of the swords and is located above a slot in the wall. Using one of the blades as a key, you gain access to lost, hidden, private safe house room, complete with the items left behind in it. Lvl 8. The fame of the assassin with the Vipers Teeth spreads, causing mysterious enemies to emerge. Lvl 9. The blades thirst for blood becomes palpable, vibrating in the presence of both hidden or unseen hostility and occasionally in the presence of unknown opportunities to earn gold by doing some wet work. Lvl 10. The next time blood is spilled by the blades, the seep into previously unseen etchings, faded from view over time. A message is hidden hear, a clue to the origins of the Vipers Teeth.
Wet Work- 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.
Sneak - Moving without notice.
Lvl 1. While wearing light gear, your footfalls become soundless.
Lvl 2. You can hide in shadows and behind objects to greater effect.
Disguise - Master the art of being someone else.
Lvl 1. You are able to easily blend into any crowd.
Grifting - Your rhetoric is easily convincing.
Lvl 1. Trust-based charisma boost
Spells Level 1 Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows.
Weapons Viper's Teeth - Twin ornate atarin steel short swords, the hilts of which are black ivory fashioned to look like coiling snakes, the blades extending from the snakes mouths.
Aquijon's Bite - A whip of soft but tough black chitin, its length studded with iron razor barbs.
> Emerald imbued.
> If wielder becomes poisoned, they can purge through their mouth in a projectile poison spit.
Worn Magical Items Kurrian Vine Bracers - A pair of bone bracers, dyed black and carved with twisting artwork. Can create a vine between them with the strength of braided rope, black as the bracers themselves.
Non-Weapon Items The Golden Ticket - A pair of gold and silver dice in a black bag with the words "Good Luck" written on them. One of a handful that grant their barer an invitation to an upcoming exclusive Quest. Ichabod’s Journal - The journal of a member of the extinct Elexian gang
The Agency Macabre. The gang is best known for adapting their psyches for ruthless combat, tuning out distractions and narrowing their minds on the only thing that counts: triumph, no matter the cost. Imagine the secrets held inside! Previously unknown lore of Elexia’s underbelly. What fascinating subject matter read on, to learn from! (250 gold, Unique, one-time use) Strange Bean - A large round been found on Cerro. Eating one has the effect of a restore spell.(2 Remaining) Haaris's Path – A green orb taken from the crucible. Guardian's Grasp - Allows owner to blink any items he owns to his hand. Guardian's Reach - The hand and arm holding the Path can vanish, leaving the Path floating in midair maintaining its relative position to you. That arm can appear coming out of a nonliving surface of sufficient area within your sight. You have normal control over that arm, it cannot take any items with it either way. Silver Dagger
Pets Shadow - A small black glistening snake a little less than 2 feet long and only about and inch and a half around, that can obey un-complex mental commands. She is generally wrapped along Snakeitsu's right arm under his clothing.
Pet Abilities Viper's Kiss - Injects a small amount of venom into unsuspecting foes, while not deadly, it induces drowsiness in larger beings and sleep in smaller or weaker ones.
Ok, so I just had an idea for this guy, I'm totally ok with getting shut down if this is too crazy, but it was fun to make him anyway
Stats & Descriptions
Name - Virgil Vex
Nickname - Edge
Race - Human
Age - 39
Height - 6'1"
Affiliations - Desperado
Appearance & Apparel
Edge Is tall and wiry, with salt and pepper hair that is worn short and slightly unkempt. He has a perpetual stubble on his strong chin, and piercing blue eyes. Age and time spent in the sun have left his skin weathered and wrinkled around the eyes. He is wearing black pants, with leather chaps, and black cowboy boots, a black shirt and brown leather vest, and a black cowboy hat.
Personality
Edge is gruff and not very personable. He has no tolerance for disrespect of ladies, or himself. He has no code of rules to live by, and makes his way through life doing what he chooses, whenever he chooses to do it. He is very stubborn and once he has his mind set on something it's hard to change it.
He wears two pistols holstered, one on each hip, A musket and a rifle are strapped across his back in a holster that gives him access to them by reaching over his right shoulder.
Background
Edge grew up in a a small town in the middle of nowhere. His father was a hard man, who took a little too well to drinking, and used to beat him and his mother. When he was 16 his father literally beat his mother to a pulp, he immediately went to the local store and purchased his first gun and went home and executed his father. After the murder he knew that he could not stay in the town. He packed up his things, and began making a living, as a wandering mercenary, going from small town, to small town, picking up jobs to get the money to buy what he needed, and when he couldn't find work, he took what he needed, often at gunpoint, from those more fortunate than he was. He has finally decided to wander into the larger cities seeking greater challenges, and greater rewards.
Requirements/Limitations
Desperado - He cannot join any societies or guilds.
Wanted - More likely to have a bounty placed on his head
Traumatized Gentleman - Cannot ignore maltreatment of women
Specialist - Cannot use weapons other than firearms.
Skills/benefits
Quickdraw - Able to draw your weapons almost instantly, and attack in the same movement.
Pistolero - Able to wield two pistols at once effortlessly.
True Grit - Naturally more intimidating than normal
Gunsmith - You are a self-taught gunsmith, and with the proper blueprints and items you can modify firearms.
Desperado – You have dedicated your life to the way of the gun. In your eyes laws were made to be broken, and gathering together under the same name seems weak to you. As a result you cannot join any societies, or guilds, or use any weapons other than firearms.
Lvl 1. Lead Rain - Experience with your weapons has granted you the ability to switch between weapons very quickly, and attack in the same post.
Required Battle Posts: 25
Lvl 2. Power Loader -Your Firearms have an empower effect while attacking
Required Battle Posts: 50
Lvl 3. Speed Loader – Twice per encounter you may reload a firearm, and attack in the same post. If you are dual wielding you may reload both weapons and attack in the same post, but it takes up both uses.
Required Battle Posts: 90
Lvl 4. Gun Finesse - Your skill with firearms boosts their effective modifier in combat by 1
Required Battle Posts: 175
Lvl 5. Eagle Eye – Your effective range with firearms is increased by 15 feet,
Required Battle Posts: 130
Lvl 6. Called shot - You're able to use a disarming attack with any firearm on an armed foe with 75% accuracy. This effect does not work if the weapon has an effect that prevents loss of grip or they also know a disarm technique.
Required Battle Posts: 225
Lvl 7. Gunslinger - Your grace and speed cause wounds inflicted by your firearms to be intimidating, each time you wound your opponent, however lightly, they lose a little will to fight.
Required Battle Posts: 280
Lvl 8. Gun Brawler - Your increased dexterity allows you to wield two muskets at the same time with the same finesse as you would one, however this reduces their effective range by 15 feet.
Required Battle Posts: 340
Lvl 9. Gun Legend - Your mastery of Firearms flows out of your every pore. Drawing your weapon amplifies fear felt by those who would oppose you and causes those who fight with you to feel a surge of confidence that makes them intimidating. In the face of this challenge, cowards and weaklings will likely flee in terror.
Required Battle Posts: 405
Lvl 10. The Way of the Gun - Your experience allows you to develop your own custom special technique or maneuver employing this fighting style. (To be approved by WM)
Required Battle Posts: 475
Weapons
Front loader musket
front loader rifle
front loader pistol X2
Non-Weapon Items
A large tin of cheap cigars.
A small set of gunsmithing tools
Pets Midnight - A large black horse with a white mane and tail
Pet Abilities Tuned Ear - Will come from any distance to it's master's whistle. Void Saddlebags - Saddlebags that can store items.
Race - human
Age - 22
Strength - average
Affiliations - Mage Society; Thief Guild
Appearance & Apparel - Deep blue eyes, skin that is blue due to a genetic mutation; bright red hair
Personality & Background - Growing up in an island of oppresion, Bleu's opinions on racial identity were quickly solidifed. Because of a rare skin mutation that caused the pigments in her skin to be blue, she was one of the first humans imprisoned by the racial oppressors, who sought to imprison all those who were "beneath" them. After years of being imprisoned she rapidly joined the Human Supremacy movement on her island to retake the island from the oppressors when Magnus took over the movement from his parents. While there, she met and befriended Magnus; viewing him as a true visionary among the people. After their liberation of the island, Bleu set off with Magnus, eager to be the perfect example of humanity in his vision of the world.
Skills/Weaknesses
LSS -
ADONIS - Your attunement with body magics passively alters your body, awakening your inner potential turning you into a an embodiment of physical perfection.
Lvl 1. Your skin is clear and flawless, unscarred or marked by blemish or time. Your immune system quickly deals with any illness, disease or pathogen.
Lvl 2. Your eyes are clear and piercing, your irises a brilliant shade of their color. A sense of your choice becomes enhanced. (Hearing)
Lvl 3. Your body rapidly burns excess fat and builds your musculature to maintain a perfect balance. Your can control the type of physical sensation your touch causes.
Thief Benefits
2 Thief Chips
Disguise - Master the art of being someone else.
Weapons
Dagger 1 - Diamond Imbue, Garnet Imbue
Dagger 2 - Draining, Tigereye Imbue
Non-Weapon Items
Spells
Void - Free Oathbreaker Exclusive Spell - Passive. Creates a pocket dimension you can access at any time, allowing you to seem to store items in, and retrieve items from, thin air. Can only be used with items you are physically holding and requires a extending and retracting of the arm to use. Cannot intentionally be used on living entities.
Body
Light
Name - Kylar
Race - Human
Age - 18
Affiliations - peacekeeper
Appearance & Apparel - Black hair down to his eyes. Very handsome teen.
Personality & Background - Kylar grew up with a natural talent for magnetism. Being that his mother, Kahlan was a storm mage.
He grew up in the Mages Academy. His father Roland, who was coming and going all the time from doing his work as a peacekeeper.
Always stuck in school learning about magic, which he really only cared for what he was good at, playing with his magnetism. Spending as much time training (often with Roland) to be a strong knight just like his father.
One afternoon when Kylar was 12. his mother was missing, apparently Roland pissed off the wrong criminals. Rola
Headmaster Coab took in Kylar after the tragedy. To distract him he gave him special lessons to control his natural talent.
One year later at a pawn shop in town. Kylar found his fathers shield. A large round steel shield with sharpened edges. Still with a shine from his father polishing it every day. It took every bit of gold Kylar had but he didnt care.
Kylar spent the next couple years with the peacekeepers, training so one day he can find out the truth behind his parents death.
Right after his 18th birthday, Kylar sets off onto the world to fight for justice and live out his destiny.
Skills
ELECTROMAGNETISM - Learn to manipulate the electricity generated by your body and your storm magics so exerts influence over metallic objects.
Lvl 1. You passively create a magnetic bond between yourself and any metal items you hold, making your grip on them unbreakable.
Lvl 2. Your attunement to electromagnetic forces allows you to attune your senses to the fields generated magnetic north, electrical charges, and/or magnetized metals.
Lvl 3. Generate a magnetic field around your hand and target metallic object, pulling it towards you with 20 lbs of force. Counts as a spell.
Lvl 4. Generate a magnetic field very close around one of your hands, repelling any metallic object with just enough force to drastically decrease its momentum upon contact. Counts as spell.
Lvl 5. Use a magnetic field to repel a metal object you throw, increasing the force and speed you impart to them.
Lvl 6. Control the movements of a metallic object up to 10 lbs in weight under your control using magnetism. Counts as a spell
Lvl 7. Generate a powerful electromagnetic field close around your body which will deflect any metal that comes in contact with it. Counts as a spell.
Lvl 8. Generate a powerful magnetic field around yourself, repelling your body from the natural metals present in the earth and granting yourself flight. Not usable over water. Counts as a spell.
Lvl 9. Use a magnetic field to repel a metal object you are holding in one hand from your body, launching it from your palm at great velocity. {Velocity is inverse to the size of the object.} Counts as a spell.
Lvl 10. Control the movements of a metallic object up to 100lbs in weight under your control using magnetism. Counts as a spell.
Uncanny Attraction - Once per encounter Kylar may touch someone and give them an electromagnetic charge. This charges last for 7 posts and prevents them from throwing or dropping metal objects.
Jungle Mark - The tattoo on Kylar's chest was applied in the saaurian style, painted on with a selection of dyes that burned the pattern into his flesh. It depicted a stylised cave opening in deep brown, surrounded by leaf shaped flecks of green. Three times per encounter, Kylar could make himself completely incorporeal to wood and wooden items.
Weapons
Rolands shield- A large round steel sheild. Sharpened edges and very, very polished.
Armor
Steel Knight - a steel suit of armor lined with goliath hide that protects the wearer from even the harshest of climactic elements and are resistant to elemental magic.
Fashon plate worn on wrist, power ranger style.
Items
Voidsatchel - A simple satchel enchanted to have seemingly limitless capacity. Used for storing all of Kylar's items and supplies.
Flint and Steel
Polish
8 Foot Metal Trip-wire
30 Foot Rope
Psionic Paper - A leatherclad pad of paper that reacts to the thoughts and mental state of others. Images created on the paper can be erased by your will.
Base Ability - Appears to others as official paperwork/credentials they are looking for/susceptible to. Handy in gaining entry during investigations. Does not work on the psychically attuned. Well kept secret tool. Even those that know about it usually think they are too smart for it to work on them, so they rarely question it.
Who Watches the Watchmen - Must wear sigil at all times unless absolutely necessary.
Greenprints- Allows you to duplicate a Machinist item even if you are not of that level or without the necessary parts.
Odds Maker - A silvery coin bearing a pair of scales on one side and a depiction of a mine on the other. Whoever carries one of these coins is blessed with exceptional luck when it comes to acquiring loot. On any quest exceeding 450 posts, they gain an additional 5 loot points for each Legend Point the quest is worth.
Dynamite - The explosion created by the dynamite is the size of a carriage, and carries the force of a Mighty shove in all directions. Fuse length.
1 3 second fuse
1 6 second fuse
1 15 second fuse
Spells
Storm
Lvl 1. Drift - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.
Lvl 2. Listen - Increase the sensitivity of the air around you, magnifying any sounds you hear.
Lvl 3. Charged Grasp - Rapidly vibrate the air around your hands to generate a field of damaging electricity around them. Electricity will channel into any metal weapons you are holding.
Earth
Lvl 3. Earthen Escape - A desperate surge of earth magic causes the ground beneath you to swallow you whole. You are deposited back on the surface anywhere within sight of your original location, a little dazed. Cast only once per encounter or risk entombing yourself.
Gold
0
1 bounty token
Vi - Apollo - Armory - Sokai - Kylar - Gerr - CT -Dmitri
Amaya - Lilith - Lazarus - Yoko the Fox - Eli
Assume Nothing."
Name - Gerr
Race - Greel
Age - 25
Height -3'11"
Affiliations - Mechanist
Appearance & Apparel - A mix between Gollum and Danny Devito. wears fitted rags
Personality & Background - Gerr loves to dig, digging is gerrs favorite past time. you can find so many treasures digging. one day gerr dug up a old box, oddly coffin shaped. Gerr was overloaded with excitement, this was the biggest dig up he had yet! his meek little arms couldnt open it so he started tinkering with the sides and found a way to unhinge the hinges! Such a smart little Greel this one is. inside was a beautiful crossbow, it looked ancient and futuristic at the same time!
Gerr decided he liked crossbows and took this one out for a test drive. It was light and easy to shoot! Gerr shot his friend Yeeeggggrrr in the knee from so far away! Cool!
over the years Gerr began tinkering with the crossbow and customized two of his own. giving his very short attention span something to focus on. someday Gerrr wants to find a big and strong friend to hang out with all the time, they will be best friends!
Skills
RELIC OF LEGEND - 5 relic points - You possess a one of a kind item of mysterious origins that, as you become more well known for your exploits, becomes your symbol. As you and the relic's fame grow, people's reaction to the relic change and previously unknown properties of the relic surface.
TINKERING
This is the base skill of Machinists. Those with it can personally handle the upkeep, maintenance and repair of any machinist devices as well as the installation of any augments, however they cannot build their own devices. They also have enough understanding of machining to know how to interfere with their workings.
Porta-Turret Team-up
Whenever Gerr is mounted onto a teammate, His aim is unaffected by most movements
BALLISTICS - Powered by the explosive power of certain chemical mixes, Ballistics is the school of firearms, explosives and everything sudden and loud.
Lvl 1 - You can build pre-designed Novice Level devices. Build two to level up.
Lvl 2 - You can Invent Novice Level devices. Invent two to level up.
Lvl 3 - You can build pre-designed Apprentice Level devices. Build two to level up.
Lvl 4 - You can Invent Apprentice Level devices. Invent two to level up.
Lvl 5 - You can build pre-designed Journeyman Level devices. Build two to level up.
Lvl 6 - You can Invent Journeyman Level devices. Invent two to level up.
Lvl 7 - You can build pre-designed Expert Level devices. Build two to level up.
Lvl 8 - You can Invent Expert Level devices. Invent two to level up. You can also now move into an additional school of technology.
Lvl 9 - You can build pre-designed Masterpiece Level devices. Build two to level up.
Lvl 10 - You can Masterpiece Novice Level devices. Invent two to level up.
Weaknesses
Sometimes likes to eat gold
(Usually eats a couple each time he gets paid, or is hungry, or bored. About 3 each time)
Weapons
Gerr's Eagles Eye- A mysterious crossbow of massive proportions. The front shaped like a eagle with the bolts exiting the eagles mouth, the eagles eyes are 2 dark crimson gemstones. 5' long but as light as a hand crossbow. Capable of shooting accurately at massive distances. Has a elongated contraption of lenses on the top to magnify sight and assist aiming. It can only use specially designed elongated bolts that part the air for fast accurate strikes. Only four of these bolts were found with Eagle Eye and no smith has been able to replicate them. Takes two posts to reload.
Lvl 1. Eagles Eye eyes gain a dull glow, activating some subtle form of magnetism between it and its bolts. This subtle pull influencing lost bolts so that they eventually find their way back to Eagle Eye between encounters, popping up in odd, unexpected places. It even effects bolts Gerr never had, a new one seeming to pop up every month or so.
Lvl 2. Gerr discovers the Eagle Bolts heads can be adjusted so that they gather air before them as they fly, creating a blunt impact with less lethal force.
Lvl 3.The crossbows strange magnetism now generates a limited magnetic field in opposition to the earth below it, effectively reducing its weight to 5 or 6 lbs.
Lvl 4. Gerr dislodges a panel from Eagle Eye's stock, revealing a previously hidden wire wrapped topaz. By replacing the panel and pressing on it in the future, Gerr can electrify bolts loaded in Eagle Eye. These bolts will powerfully stun anything whose flesh they hit but don't kill and still slightly stun and hurt if are hit or graze metal touching flesh such as armor or a held weapon.
Lvl 5. Gerr's fooling around with the cross dislodges a previously undiscovered lever that had been lodged inside the stock. This lever aids in pulling the bow string and reduces reload time by a post.
Lvl 6. Gerr discovers that three per encounter he can press and hold the topaz panel to supercharge the crossbow's strange magnetism with its bolts. Doing so will create an incredible strong pull between Eagle Eye and a bolt it is pointing at. Whether this pulls Gerr to the bolt or the bolt to Gerr depends on if the bolt is securely lodged in something and the mass of said thing. Lvl 7. Quite by accident, Gerr discovers that the strange metal the boltheads are made of will absorb magics from substances if felt submerged or buried in them for awhile. This does not stack and once a bolt is set, it cannot be changed.
Lvl 8. Traveling through the woods one day, Gerr feels a strange tug on Eagle Eye. If he follows it, he discovers a small crater in the forest, in which are lodged three of the bolts and a few other strange new devices.
Lvl 9. The crystal eyes of the crossbow start to flash with a red glow. Some time later, a large eagle shaped mechanical glider homes in on it and lands near Gerr. On top is a mount for the crossbow. The crossbow must have once been a part of this device.It is a ridable mount for Gerr.
Lvl 10. Gerr discovers a hidden panel on the glider with a homing stone that will lead him to wherever it and the crossbow came from.
The Twins - a set of two customized hand crossbows, each with a spring-loaded clip of 3 bolts each. -takes 1 post to reload the Twins-
Rocket - A black powder powered self contained projectile. Can have light payloads loaded into head, such as vials or pellets. (used)
Cadena's Sting - A "rope dart" consisting of a fine 10' steel chain with a steel dart at one end and a handle at the other.
> Has a Draining Enchantment
Non-Weapon Items
24 spare bolts for the twins
Machinist Toolkit, which contains a hammer, nails, screws, a screwdriver, pliers, wire, bolts, nuts, a crankdrill, grease, rags, oil, and a soldering stone that can be used to slowly heat metals for bonding.
Customized Eagles Eye Voidsatchel - holds and protects the massive crossbow -wraps tight around the body when full or empty.
Porta-Turret harness - A harness that holds Gerr onto a strong bodied back for easy use of the Twins (can face front or backwards)
A Crapton of yummy coal (Currently at his home)
Staked Steps - A pair of tall black boots, lined up the front of each with three silver buckles, now blacked by soot and ash.
> The wearer is more resistant to damage caused by fire can transfer any pain or sensation of heat that would normally be caused to him by fire onto a target other being.
> Taker Set
Jade Bolts
> 6 Rumble tumble - can be fired into the ground to cause to tremble and upturn.
> 6 Dust bust - create am obscuring dust cloud in their wake.
> 6 Sleep meep - act as tranquilizers on any animals they hit.
Gerr's Charm - A pendant in the shape of a kitty wearing a bandana holding a crossbow. Able to summon a greel assistant, very much like Gerr in appearance and personality. To skittish to attack or defend, but perfect for helping work/fix/load machinery or provide companionship.
Strange Bean -4x - Eating one has the effect of a restore spell.
Pets
Wormie- a intelligent (as smart as the average dolphin) worm that can answer to yes or no questions by the nod of his head
Gold
89 (75 out on loan to magnus)
Vi - Apollo - Armory - Sokai - Kylar - Gerr - CT -Dmitri
Amaya - Lilith - Lazarus - Yoko the Fox - Eli
Assume Nothing."
(Note: Age of Actors Not Necessarily Current Age)
CAST
Alphonsine Chevalier - Lee Van Cleef
Epicrin - Around
Arena Caminante - Danny Trejo
Epicrin - Around
Artemis Quinn - Ryan Gosling
Epicrin - The Drunken Ass
Atropos - Tim Guinee
Epicrin - The Drunken Ass
Blijk Blackwater - Eugene Lipinski
Epicrin - The Drunken Ass
Bwah von Wolfenstuff- Dante Bosco (voice)
Elexia - Around
Darktalon aka Talasia The Bat - Gina Toress
The Forest - Terrible Lord Gaston
Gız and Zaz Peakshadow - Khary Peyton (voice)
Elexia - Around
"Ire" Irenes'Gul - Vinnie Jones
Greevan - The Forest Arena
Keslap Ironbough - Liev Shrieber
Western Plains - Whose Faith and Silence
Lumarin Atreyu - Michael Madsen
Elexia - Around
Megneficus - Amy Acker (voice)
Sylvan - Around
Mercy Betatide - Daniel Day Lewis
Epicrin - Around
Nadim Raeburn - Rupert Grint
Elsewhere - Le Belle Dame sans Merci
Orric Runefist -Sebastian Saraceno
Epicrin - The Drunken Ass
"Oz" Ausbund Redtalon - Chris Hemsworth
The Western Fens - Waist Deep and Wading
Pheegrl - Greg Cipes (voice)
Epicrin - Preservation of the Wrold
"Ryot" Koryot-Yeth - Aaron Taylor Johnson
Greevan - Bounty Hunting
"Sin" Asesino Mentir - Kuno Becker
Elexia - Around
Sombra - Tommy Dunster
Greevan - Around
"Tryst" Trystira'Gul - Ginnifer Godwin
Epicrin - The Drunken Ass
Valtaire Bactan - Paul Giamotti
Elexia - Around
.
Xander Rueso - Anas El Baz
A Dream - Bloodlines and Blurred Recollections
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
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
Name – Kage
Race – Jakari
Age – 19
Affiliations – Oathbreaker
Appearance & Apparel – Kage is a pure dusky black, and has the look of a full panther on two legs. The hair around his head is arker than the rest of him, swaying to a breeze no one else can feel. He wears his body suit in addition to the Ledgewalker Cloak around his shoulders, but his bodysuit is typically in the pattern of his own fur. He is rather slender, and stands 5’7”. He has his B.O.S.S. sword 'sheathed' at his hip typically.
Personality – Smooth talking, fast walking, thief. Always after a good challenge.
Background– Kage is a thief for the sake of being a thief. He never grew up wanting much, and got bored with the life he had. He turned towards crime not because it was a good idea, but because it posed a challenge to him. Now he goes around doing things just to see if he can do them. Surprisingly, he has never been successfully caught by those that would seek to imprison him.
Skills/Weaknesses
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 gains substance, biting into your flesh and skin to stitch, suture, and staple it back together This is not painless.
Lockpicking - Using tools to pick through locks.
Lvl 1. Trained in the use of lockpicks.
Sneak - Moving without notice.
Lvl 1. While wearing light gear, your footfalls become soundless.
Lvl 2. You can hide in shadows and behind objects to greater effect.
Lvl 3. Once per 5 posts, you are able to perform an intense movement (running, acrobatic leap, etc) without being detected (within reason. Someone looking right at you will still see you, etc.).
Acrobatics - The ability to access hard-to-reach places.
Lvl 1. Your jumping range increases by 1'.
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.
Shaded Eye: Kage can have his inner darkness manifest around one of his eyes. By doing this, the eye socket is filled with darkness which occludes vision in that eye. Doing this makes a shadow eye that relays anything it sees back to Kage. Activating this ability counts as a spell. The eye has the normal field of view for an eye, but this field may be rotated. Only one eye may be effected at a time. The eye counts as a summoned object and must be maintained.
Eye of Avarice: Ability to sense items with strong magics within your visual range, they give off an orange aura.
Weapons
All items are stored in void space unless in active use.
Magical Weapons
>Kaia's Vengence: Once per encounter the blade can darken further, becoming a lightness vortex that dispels and drains all spells in the area. Even magic items are weakened, but the items return to normal strength after the moment passes. The vortex effect ends as suddenly as it begins, concluding its work with a large burst of icy smoke. The smoke, a dark nebula of blacks, purples, and blues, quickly dissipates; leaving behind a semi-solid, smoke-clothed woman of hardened nebula. The freezing-skinned summon is under Kaia's control and self-maintains itself for a period dependent on the amount of magic absorbed. The smoke, in all forms, feels warm to Kage instead of cold if Kaia feels like it.
Shards of Magumo: Bits and pieces of the massive mirror-monster.
Imbue powers: Any outside magical effects that would directly target / draw from the imbued weapon (such as telekinesis) fail to take hold and have no effect. Copying effects, targeted or not, have the additional result of whatever is trying to do the copying copying itself instead. Indirect effects (like being hit with a ball of fire) are not effected.
Furthermore, twice per encounter the imbued item can take on a silvery, mirror-like form that allows it to reflect all attacks it comes into contact with whether they be magical or physical. The weapon can only maintain this state for a single post, but can enter it quickly enough to be part of an immediate reaction.
Lashing of the Master's Tongue - The blade can be willed to detach from the hilt, remaining connected by a nevermelt-ice chain that can be flowed into and out of the hilt to a maximum length of 3'. Willing the chain to completely flow back into the hilt reconnects the blade, as though it and the hilt were a single solid whole. Detaching the blade is not forceful, I.E. it doesn't shoot out like a gun, although swinging it while detaching it will obviously have an effect.
Faithless Butterfly - The hilt's ornamentation reflects the antithesis of the religious beliefs of the last sapient creature whose living heart was torn asunder by the dagger's blade. Currently depicts lunar imagery combined with people and beasts of all shapes and sizes holding hands and happily dancing about.
Non magical
Wooden Cudgel
Non-Weapon Items
> Grants Kage access to a parallel world known as the Land of Nod, a dangerous and chaotic place.
> Once per encounter, Kage may open a door into the Land of Nod, a swirling portal of darkness and despair. Kage may either enter into this portal and exist for as long as he needs in the space between worlds, or he may pull through a powerful demonic creature to this world. The creature will certainly be aggressive, but there is no telling whether it will attack Kage as well as his enemies. This creature lasts until the end of the encounter.
The youngest of five, Kaia grew up poor and with little guidance. She hated it. She hated everything. She hated being so.. ignorable..so..unimportant. She would often go to the unmarked graves and glare at them under the light of the falling sun. Graves that belonged to people easily forgotten. She wasn't going to be one of them. She just couldn't.
As the girl entered womanhood her ambition only grew, until at the age of 19 let a rather suave young man convince her that she should join him and his friends on an adventure. The group had found the entrance to the trials in a half-submerged cavern facing the seas, the men having managed to learn just enough about it to dream. A book of knowledge! Whatever they wanted to ask!
The fools – and most of them were fools – took the first challenge as a celebratory prelude to their good fortune. Over half died in less than a minute. The others soon followed; only Kaia and the ringleader responsible for the fiasco had the wits and skills to make any headway in the tests. Although the book doesn't say exactly what happened in the end (the histories rarely do), its heavily implied she was simply overwhelmed in the dead city room. Her death was quick but far from painless.
This particular book was written for Kage, but it hasn't settled on a design yet.
Spells
Artless
Void
Dark
Level 1: Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows.
Level 2: Shroud - Create a cloud of darkness around a target, 10' in diameter, that can't be pierced except by powerful magic light.
Level 3: Abyssal Grasp - Form an umbra of impenetrable shadow around your hands that is freezing, damagingly cold.
Level 4: Depth - Grant darkness limited substance (slightly less substantial than water, more than air) to you and you alone, slowing you when wanted and allowing you to gain fleeting purchase on it.
Level 5: Shadow Net - Bring your hands together then shove them forwards and draw them apart, splaying your fingers. You weave a web of solid tarry darkness that flies forth and briefly ensnares a target before reverting to insubstantial shadows.
Gold
116
Acelin's Characters (since her sig won't work).
Olo Eopia Link of Power - In a never ending tunnel...and dancing for some ale...and chasing a bounty
Jougo The Mad Grenadier - Following the whims of a card, trying not to kill the ones accompanying him and...hunting a monster
Magnus Humanity's Champion - Resting
Kage Darkness Rises - Seeking to destroy a 'god'
Illu The Light at the End of the Tunnel - Diving into art
Riesig The Firestarter - Resting
Acelin's Characters (since her sig won't work).
Name – Illu Sorisch
Race – Human
Age – 16
Affiliations – Arbiter
Appearance & Apparel – Illu is 5’5” and average build, his hair is snow white and his skin is white. He wears simple white t shirt and light khaki slacks. He wears his sigil on a chain around his neck.
Personality – Illu is very much a bright happy kid outwardly. He tends to want to correct the darkness in the world.
Background – Illu grew up in a small town. It was a fairly simple life. His father was the town Peacekeeper and his mother was a Light mage. Growing up he was instilled with a deep care for the justice delivered by the Peacekeepers, while his mother nurtured his natural ability for Light magics. When he got comfortable enough in his own abilities, he set out from home eager to prove himself to his family.
Skills/Weaknesses
PRISMATICISM - Learn to alter the wavelength of the light created by your spells, causing them to gain unique properties.
Lvl 1. Shadowlight - Only illuminates objects to your eye.
Lvl 2. Blacklight- The light does not illuminate but causes certain substances to glow different colors. These include chlorphyl (red), bodily fluids (blue), and crystals/crystal dust (assorted) and various chemicals.
Lvl 3. Droplight - Light created by your spells has liquid substance. It can be stored in vials and kept with you for future use, keeping any special traits it has. It reverts to an unremarkable fluid when it moves more than 50' from you, making it useless to others.
Lvl 4. Masklight - A light that carries a passive and micromanagable tint effect on everything it illuminates.
Refractive Influence – At the cost of a spell, Illu may, when activating a magical light source he owns or controls, alter the nature of its light using Prismaticism as it if were a light spell he was casting. The light remains altered until the source is deactivated.
Weapons
Magical Weapons
Justice Lamp - An 1' cylindrical ivory club, fatter at one end then the rest. Fat end can emit a beam of light is blinding at very close range and can illuminate
Justice Piercer – A silver rondel dagger with an ivory hilt. Can be made to appear as harmless other item of similar size and shape. (Default shape is a blank roll of parchment, worn at the hip in a small case.)
Non magical
Non-Weapon Items
Rimelord Greaves - Greaves of silver and nevermelt ice, the toes and heels shaped into dragon claws.
Grant Glacial Path ability.
Rimelord Set
Psionic Paper - A leatherclad pad of paper that reacts to the thoughts and mental state of others. Images created on the paper can be erased by your will.
Base Ability - Appears to others as official paperwork/credentials they are looking for/susceptible to. Handy in gaining entry during investigations. Does not work on the psychically attuned. Well kept secret tool. Even those that know about it usually think they are too smart for it to work on them, so they rarely question it.
Investigation - Images from the minds of those you question become drawn on the paper.
Peacekeeper Sigil
Backpack
-Spool of 50’ rope
-Bedroll
-Flint and steel
-Two unidentified potions from Blackwind
-An icd
Spells
Light
Level 1 Beacon - Create a bright ball of floating light that soars high into the air and hangs there stationary until the end of the encounter or until you will it to vanish. Does not require maintaining.
Level 2 Blind – Scatter the light before a target's eyes, momentarily blinding them.
Level 3 Corona Grasp - Focus the light around your hands into a blazing, burning aura.
Level 4 Daylights - Release an intense beam of sunlight from your hands. Will cause a painful sunburn on exposed skin. Sun-sensitive races will be effected more severely. Range is approximately 6'.
Guild Credits: 1
Gold
145
Acelin's Characters (since her sig won't work).
Name – Riesig Brand
Race – Human
Age – 20
Affiliations – Mage
Appearance & Apparel – His hair is dyed various reds and spiked to look like his head is on fire. He wears tye dyed clothes designed to look like he is on fire.
Personality– Riesig is a hot head.
Background– Riesig may have burned down his home. He may not have. The authorities still can’t decide. All you know, is he doesn’t have one anymore.
Skills/Weaknesses
Living Flame – Riesig’s hair seems to behave like an actual fire, although it isn’t hot and doesn’t produce light.
LORD OF FLAMES - Flames are your tools, your companions, your life. Where other people see a burning candle you see so much more.
Lvl 1. Natural flames, extreme heat and your own conjured fire refuse to hurt you, their master. You may take hold of non-magical flames with your hands and move them from place to place, your magic fuels them while held.
Lvl 2. You may alter your fire spells to instead produce Phantom Flames. Bright red, phantom flames are twice the size of normal flames but burn with negligible heat.
Lvl 3. You may alter your fire spells to instead produce Dark Flames. Pitch black, dark flames are slightly hotter than normal flames but give off no light as they burn.
Lvl 4. Your mastery of non-magical flames is such that you can cause them to come free from their sources and flow through the air like water under your command. Flames removed from fuel sources will eventually be extinguished by this movement unless they find a new home.
Lvl 5. You may alter your fire spells to instead produce Frostbite Flames. Bright cerulean, frosbite flames burn cold and are the perfect foil to heat resistant foes. Items and people burned with frostbite flames are coated in a thin layer of painfully cold frost.
Lvl 6. You may alter your fire spells to instead produce Gel Fire. Silvery white, gel fire has a sticky, fluid substance to it. It strikes with more weight than flame and clings to surfaces, burning for longer than normal flames.
Weapons
Magical Weapons
Fire 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 you can visualize. This does not change its mass. (Default shape is a small blunt dagger that can be hidden in his pocket.)
Mistilteinn - A sword hilt, clear glass flecked with gold flakes. At a thought, blazes with a blade of concentrated blue light.
> Unbreakable, modifier 5
> As an item of tremendous and mysterious power, Riesig's fate becomes inextricably intertwined with that of the weapon. This manifests gradually over time, as he gain renown for his deeds with blade at his side. (Mini-Relic: 0 relic points)
Level One: Something deep inside the weapon stirs as if for the first time in countless centuries, burdening Riesig with a terrible secret always at the edges of his memory. This feeling guides him to a forgotten cairn in the Alogeans, where he discovers an item of minor power. For a moment, his sense of dread is relieved. But Mistilteinn is waiting.
Level Two: The fire within the blade burns brighter, almost as though it were trying to leap fully out of the crystal from which it springs. The blade may extend twice as long at a thought, and otherwise gain projections and small embellishments at Riesig's sole will.
Level Three: That same anxiety grows stronger in Riesig, leading him eventually to a scorched and crumpled book in the oldest archives of Epicrin. From this tone he learns a spell of moderate power, whose magics are almost unfathomably strange. For a while, his thoughts return to happier times. But Mistilteinn is waiting.
Level Four: An aura of light spreads from the blade up Riesig's arm, hardening at a thought into an almost unbreakable piece of armor along his dominant arm.
Level Five: With a start, Riesig realizes the true nature of the blade, leading him to a moss-covered barrow deep in the Northern Tundra. What he will encounter there he can only dream to know; all he knows, in the depths of his heart, is that Mistilteinn is waiting.
Non magical
Non-Weapon Items
Voidsatchel
Crystal shard of a flaming Greel.
Fashion Plate
-A lot of the same set of clothes.
Spells
Fire
Level 1: Ignite - Snap your finger to cause a very small intense burst of heat in a spot you are looking at. Can be used to start a small fire if used on highly flammable materials.
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.
Level 3: Torch - Release from your fingertip a 2" jet of intense flame capable of cutting through metal.
Level 4: Firetrail - 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.
Level 5: Flame Wreath - By quickly spinning 360 degrees you release a ring of fire that spreads out from around you, dissipating after 15'.
Level 6: Flamethrow - Release from one of your hands or your mouth a jet of fire, reaching out a maximum of 5'.
Water
Level 1: Dehydrate - Remove much of the water from non-living organic matter, often making it more flammable.
Gold
6
Acelin's Characters (since her sig won't work).
Race - thinks he's an angel; human
Age - looks to be about 25
Strength - average
Affiliations - Mage; Peacekeeper
Appearance & Apparel - His eyes are a vivid, shimmering gold, startling against black hair dipped in blue. He has wings that are blue, touched with silver. He wears a very fancy looking White silk Jacket. Illium's jacket was made from a brilliant white silk, trimmed with an equally sheer cotton thread. It was a long sleeved, waist length affair with a single row of black buttons. It possessed a sharp, angular collar and flared outwards at the bottom, giving the illusion of upward movement. The back had two perfectly hemmed slits through which Illium's wings fit comfortably.
Personality & Background - Illium is fascination with other races, finding the lives of others to be interesting. He' s dedicated to doing whats right, even if he has to use violence to get it done. He's teasing and lighthearted but is serious about his work. He believes he's a higher being destined to bring the darkness to the light.
Restrictions:
Skills/Weaknesses
ATTUNEMENT -Your body passively generates an imperceptible field of force in a 10' radius around it, your awareness and control over this field increasing as your understanding of it grows.
Weapons
[p]Guild Credit - 1[/p]
Non-Weapon Items
Spells
Force
Riesig's ability has no grounding in reality. If you want to have the character cart around spare changes of clothes and hair products, that's fine. I just don't want it to happen magically, EW is not a cartoon and I expect Riesig's wounds to still exist in the next scene.
Illium looks mostly fine, just want to be clear your wings and what you mean by nonfunctional. Are they completely vestigial? Unable to move? Not strong enough to provide flight but otherwise function like wings would? What's the wing span on them, are they tiny little things or the appropriate proportions to allow a human flight?
Name - Dmitri (Doc)
Race - Human
Age - 35
Affiliations - Cleric Exalter
Appearance & Apparel - Dmitri has a simple modern western style, not much on keeping up on normal appearances. Has a long brown duster and a crude smile.
Personality & Background - Dmitri spent his life learning about mundane non-magical medicine with the cleric's help. Trailing the world Dmitri encountered a mortally wounded man, in which he did everything he could for him. In death the only thing the man left behind was a strange ornate black gauntlet. In curiosity Dmitri slipped on the gauntlet, and in doing so the gauntlet formed perfectly to his hand. Dmitri felt strong and powerful, it was intoxicating. When trying to remove the glove it fused to his skin, his veins turned black crawling up his arm. It felt like something was trying to communicate with him, something powerful. Suddenly the power stopped and it was a normal gauntlet again. Ever since that day Dmitri set off to do more adventuring to eventually find out the origin of the gauntlet and the soul trapped within.
Skills
Medical Doctor- Has full education of non-magical medicine practices.
RELIC OF LEGEND (Gauntlet) 2 relic points - You possess a one of a kind item of mysterious origins that, as you become more well known for your exploits, becomes your symbol. As you and the relic's fame grow, people's reaction to the relic change and previously unknown properties of the relic surface.
POTIONING -This is the skill of combining varied ingredients with innate traits into a liquid to create a magical effect.
Level 1 - Allows you to add a single ingredient, this will the nature of the effect, usually for a short duration.
Hand Eye Coordination - Ability to do very precise movements with hands.
Weapons
The Grim Grimoire (Relic of Legend) — The magical Tome stolen by the girl feyling, Daria from the Seelíe Court. However, it is clearly a mortal item, an immense Spellbook, inscribed with an Elvish legend: Suspiria de profundis. The volume's origins are unknown, as well as how it ended up in the hands of the Fey. It is magnificently old, and quite dusty, possibly hundreds of years old. Leather bound in deep black, the cover itself possesses a mercurial nature: mutable, it will most oft appear pitch black, but if watched for a time, becomes marked with strange eldritch symbols of five alternating powers cycling into an array of 12 different colored glyphs. It is clasped by a silvered older version of the Mages sigil.
Lvl 1. Spell scrolls can be absorbed into the Grimoire, making it a Legacy Journal. This prevents mind altering effects from inhibiting her ability to remember or cast spells.
Lvl 2. A chapter regarding one of the first attempts at creating the modern arts becomes legible. Levana may choose Sun, Flesh, Intangible, Realm, Unseen or Fluid Magics. She learns an ancient spell of one the chosen lost art, encompassing aspects of multiple modern arts.
Lvl 3. Three times per encounter Levnana may prism a spell stored in the Grimoire to one of the Lost Arts whose chapter has so far appeared. increasing its strength and adding various arted aspects.
Lvl 4. A chapter regarding one of the first attempts at creating the modern arts becomes legible. Levana may choose one of the five yet unchosen arts. She learns an ancient spell of one the chosen lost art.
Lvl 5. A chapter regarding one of the first attempts at creating the modern arts becomes legible. Levana may choose one of the four yet unchosen arts. She learns an ancient spell of one the chosen lost art..
Lvl 6. The books disection of the working of the modern arts allows Levana to extrapolate and apply them to nonspell ends. Any level 5 or higher spell stored in the Grimoire grants Levana access to one of the two skills or recipes in the matching tome.
Lvl 7. A chapter regarding one of the first attempts at creating the modern arts becomes legible. Levana may choose one of the three yet unchosen lost arts. She learns an ancient spell of one the chosen lost art.
Lvl 8. A chapter regarding one of the first attempts at creating the modern arts becomes legible. Levana may choose one of the two yet unchosen arts. She learns an ancient spell of one the two remaining lost arts.
Lvl 9. A chapter regarding one of the first attempts at creating the modern arts becomes legible. Levana learns an ancient spell of the remaining unchosen lost art.
Lvl 10. The final page of the Grimoire becomes legible, regarding the casting aside of the ancient magics and need for modern arts. What is revealed here is beyond even Levanas direst dreams.
Erosion Mace - An iron mace with a slick appearance that suggested coating in liquid and an emerald embedded in its hilt. The mace releases an acid that weakens metal and stone over time.
Allafane's Fall - An ironwood longbow that belonged to the fiercest defender of Greevan during the invasion, who felled or wounded countless invaders.
> Onyx Imbued
> Arrows fired from the fall make become miniature Abyssal Torrents.
Abyssal Torrent - Release a stream of condensed shadow from your hand, creating a torrent of freezing, damaging shadow. Its width is that of your fist and range is 70 yards.
> Six times per encounter, arrows fired from Fall may teleport between visible, nonenclosed shadows.
Items
Medical kit- a emergency bag to preform first aid and minor battle related surgery. Contains a handful of bandages, ointments (4 Paradise Seed solutions), gloves, tweezers, and a stitching needle with thread. 10 potent herbal healing bandages.
Voidsac - An beltable container with infinite holding capacity but a limited opening.
Potioners Kit - includes pots, burner stones, funnels, vials, mortars and pestles, scalpels, cutting boards, and a three uses worth of Arcane Powder.
Red's Magic Bag - A red velvet coin purse with unique void capabilities. Twice per encounter its owner can reach into it and pull a potion from Red's vast secret stockpile. Unfortunately as its a blind grab and you don't know whats stored where, the potion you get is completely random.
Mysterious Seeds - Found in the ruins of a potioner's shop. Nature and potential unknown.
Quiver holding 24 arrows.
Spells
Light
Beacon - Create a bright ball of floating light that soars high into the air and hangs there stationary until the end of the encounter or until you will it to vanish. Does not require maintaining.
Lens - Manipulate the light before your eyes, granting you telescopic vision.
Body
Itch - Target experiences strong, persistent and annoying itchiness.
Numb - Deaden a target's physical sensitivity, soothing surface pain but also reducing their manual dexterity.
Weaken - Reduce a target's strength level by one. Can only be used once on a person at any given time.
Heal - By touch, accelerate a target's healing processes within a body part. Instantly heals bleeding and minor cuts. Will close more serious gashes over the next few posts. Will heal in a day what would normally take weeks. Once cast will keep healing that injury until done without requiring maintaining.
Gold
53
Vi - Apollo - Armory - Sokai - Kylar - Gerr - CT -Dmitri
Amaya - Lilith - Lazarus - Yoko the Fox - Eli
Assume Nothing."
To live is to hope, and while we breathe, we hope and live.
Acelin's Characters (since her sig won't work).
Race - Saaur
Age - 21
Strength - average
Affiliations - Mage
Appearance & Apparel - Nearing 5' tall with a hunched posture. His scaly skin is various shades of green marked lightly with rare crimson. With a head resembling an iguana more than any other lizard, including the spines, his body is thick with powerful arms and large (and clawed) hand. He has an awesome reptile tail that he likes to hit people with and pretend it's an accident.
Personality & Background - He doesn't care what others expect/want; he's out for himself and cares more for the nature and animals around him than any one race. He's a survivalist through and through.
Restrictions:
Skills
Name: RuGaard
Current size: (4', 1" tall, 11'10" total length, 22' wingspan)
Pets
Weapons
> The blade is sharper than the keenest razor, slicing through iron armor like butter and leaving wounds of almost artistic neatness. Wounds made by the blade do not bleed and do not hurt, but slowly grow larger and larger with exertion, eventually severing the limb unless immediately treated.
Non-Weapon Items
Spells
Storm
Storm
- Lvl 1. Drift - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.
- Lvl 2. Listen - Increase the sensitivity of the air around you, magnifying any sounds you hear.
- Lvl 3. Gust - With a thrust of your palm, channel the air into a gust of wind that will push back your target several feet or stop their forward momentum.
- Lvl 4. Lightning Blast - Create a palm with your hand and vibrate the air in your palm to generate a ball of electricity the size of your fist. Can use air pressure to launch this ball from your hand. If double cast can use two hands together to form more powerful single blast.
- Lvl 5. Summon Storm Aspect - Summon a swarm of glowing lightning bugs with electric bites.
Beastial
Name – Aalish "Bree" Drow
Race – Dark Elf
Age – 23
Affiliations – Enforcer
Appearance & Apparel – Standing just a few inches shy of six feet, Bree has always been noticeable amongst the woman of her race. While the woman's short black hair, cropped just above her ears, wiry musculature, dead set green eyes and the scar right below her left eye intimidate some, her natural physique, angled face and statuesque, almost slender, form attract many men with the courage to approach. Her skin tone is dark and murky, due to the magics which have always seemed to follow her.
A life of servitude has led Bree to desire the finer things in life. While not always affordable, the woman makes do. She typically wears black leather knee high boots, a V necked white blouse with a brown leather vest over it and fine linen pants. Her jacket is a black cotton trench coat with a sash that wraps around her waist and buttons that line the middle from top to bottom in two columns. Bree wears no jewelry except for a small jade hoop in each ear.
Personality – Growing up in indentured servitude has led Bree to use humor as a defense mechanism. While her people were torn between anger and complacency, Bree took the middle ground, plotting her escape and hiding hatred all while putting on a friendly face. Her humor may be a bit dark for many she comes in contact with, and her deadpan delivery confuses many, however, anyone who knows Bree for more than a few minutes can generally catch on to the fact that she tries to make others smile. Despite her friendly, albeit it slightly macabre and irreverent disposition, the Drow can't help but put off the impression that anger lurks just below the surface. The woman puts many perceptive people on edge, like a dog whose been beaten one too many times, knowing her questions are usually not as benign as they seem.
Background– Bree grew up in servitude to her elven masters under the supervision of her complacent father who seemed eager to please his boss, a mother who spent most of her time in a deep depression and several siblings. As farm workers for a prosperous land owner, Bree worked with many others of her kind and from a young age took it upon herself to bring some modicum of joy to her fellow servants. Upon reaching her teenage years, the woman's skill was utilized by her master who requested she use her diplomatic abilities to detect signs of unrest amongst the workforce. After refusing, the woman was assaulted by the elf in charge, scarring her face and leaving her without option. Unable to bear anymore, the woman falsified a small escape and while the guards were distracted, left silently into the night never looking back. Life on the outside was difficult at first, Bree never felt accepted amongst those who knew only freedom and spent many years bouncing from city to city, doing her best to aid the citizenry and enforce justice without recognition. She finally settled in Sylvan where the odd menagerie of beings made her feel like less of an outsider and the broad acceptance of harmless indulgence in pleasure was at least a fun way to spend her coin and pleasantly distant from the harsh reality she grew up in.
Skills/Weaknesses
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.
Ambidextrous: Can fight with the same fineness while wielding two weapons that most possess using only one.
Lie to Me
Confessor's Grip
Charming Creep: An irreverent sense of humor and sly smile mixed with a general aura of unease creates an eerie natural charisma effect, hard for people to tell whether or not its based on intimidation.
Shutter Punch: Locked until 80 BPs.
Stealth Combat -
Lvl 1. You learn to soften your footfalls so they make no sound.
Weapons
> A pair of steel katara, holstered at each side of the drow. The triangular blades extend to roughly a foot and a half beyond the woman's knuckles.
>Pair of Bloodstone Imbued iron Throwing Knives
Items
Eyes of Justice
>Base Ability
Pack of cigarettes and a book of matches.
A monocle that belonged to her former master, never worn.
Argent's Cloak - Grant wearer knowledge of with Distraction and Carry spells. Does not apply to buying spells in those arts. Can cast and maintain one of these spells for you.
Jade Guard Breastplate - Bronze weapons and armor, 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).
> Sapphire Incore
2 Phantom Iron Ingots - Attacks with weapons made of (or limbs clad in armor made of) that are blocked, parried or stopped by armor still cause the phantom pain as if they had hit, though do no damage.
Spells
Body
Level 1: Strengthen
Level 2: Mask
Gold
33
Battle Posts
11
Bounty Points
1
Jack
Allona
Stoz
First and foremost, I want to applaud you on the depth of the character. Reading over your character, it shows that you put good effort into reading about the cities, races, and world lore, and as creators of said content, we all really appreciate that.:)
Your character looks great and ready to go.:) If you have any further questions, feel free to PM any of the world moderators, or join us in our AIM chat. Contact info can be found here.
Also, I must ask. You seem to have a very strong grasp on Epic World for someone who has just joined up. Have you participated in the old EW back in its day?
Name - Amaya
Race - Human
Age - 22
Affiliations - Machanist + Worrior
Appearance & Apparel - This
Personality & Background - Quirky fun and playful. Amaya was always drawn to technology and spent her life at the Tomorrow forge. Well known for her Augment based technology and her quirky steampunk appearance. She may seem nice and playful but she is deadly in a fight and knows how to use her weapons well. Not much is known about her history besides always living in the Forge.
Skills
(No LSS)
Rush-Down - Learn to attack with explosive starts and raging ferocity.
Lvl 1. You learn how to expertly maintain your footing while in motion, allowing you to more easily fight on the move. (BP: 0)
Lvl 2. Uneven or shifting terrain barely slows you down, your feet naturally fall where they need to in order to compensate for instability. (BP: 55)
Lvl 3. You learn to perform explosive starts, going from still to full speed in a flash. (BP: 90)
Lvl 4. You may perform diving tackles which knock the breath from your opponents, rendering them shocked and unable to speak for their next post. (BP: 130)
Lvl 5. Your unstoppable momentum overrides any abilities that make people sure-footed or unmovable. Targets you knock to the ground become dazed. (BP: 175)
Lvl 6. As long as you are moving forward, you gain an additional strength level. (BP: 225)
Lvl 7. Train yourself to keep fighting through the most intense levels of fatigue, allowing virtually indefinite physical exertion with relatively little drop in ability. (Injuries are just as much an impediment as ever.) (BP: 280)
Lvl 8. You learn to block pain from your mind and fill your heart with rage while you attack to prevent others from altering your emotions. (BP: 340)
Lvl 9. Thrice per encounter you may shrug off all but the deadliest blows while charging, allowing you to create an unexpected opening in your opponent's defense. (BP: 405)
Lvl 10. Once per encounter you can set yourself on a truly unstoppable course. For the next five posts, or until you halt your forward momentum, you gain an additional strength level and your skin tenses to provide steely protection. (BP: 475)
Might and Machinery - Artillerist's warrior training grants them greater understanding of the working and capabilities of the human body, granting them bonuses when building/using certain specific devices and reduced prototype failure odds on certain types of inventions.
Gunsmithing
Those with this skill can handle the repair, cleaning and maintenance of machinist firearms and artillery and the installation of augments on them.
Smithing - Those with this skill can forge metals and other forgable materials into functional weapons, armor, parts or sculptures. Require use of hammer, heating medium and cooling medium.
Tinkering - This is the base skill of Machinists. Those with it can personally handle the upkeep, maintenance and repair of any machinist devices as well as the installation of any augments, however they cannot build their own devices. They also have enough understanding of machining to know how to interfere with their workings.
Amayas Laboratory
Steamworks
Lvl 1 - You can build pre-designed Novice Level devices. Build two to level up. (2)
Lvl 2 - You can Invent Novice Level devices. Invent two to level up. (2)
Lvl 3 - You can build pre-designed Apprentice Level devices. Build two to level up.(2)
Lvl 4 - You can Invent Apprentice Level devices. Invent two to level up. (2)
Lvl 5 - You can build pre-designed Journeyman Level devices. Build two to level up.
Lvl 6 - You can Invent Journeyman Level devices. Invent two to level up.
Lvl 7 - You can build pre-designed Expert Level devices. Build two to level up.
Lvl 8 - You can Invent Expert Level devices. Invent two to level up. You can also now move into an additional school of technology.
Lvl 9 - You can build pre-designed Masterpiece Level devices. Build two to level up.
Lvl 10 - You can Masterpiece Novice Level devices. Invent two to level up.
Ethereal Augments - Amaya's mentor, a seasoned inventor by the name of Durzo, taught her everything she knew about machines. This includes the knowledge of how to construct and use Ethereal Augments. These augments are designed to be completely discharge the potential of a material or process, creating a unique effect but completely destroy the augment once it is depleted. Whenever Amaya goes selects loot on a quest, she can spend an amount of LP determined by the quest's mod to acquire the rare materials necessary for making Ethereal Augments or the inspiration to invent a new Ethereal Augment.
Steam Burst Augment - A simple cell-like copper tube, tightly compressed in such a way as to store water vapor within it. This augment uses no rare materials, and has an effective cost to produce of 10 gold per augment. Destryed after full use from strain put on the copper casing from heat
Much much much more powerful than the steamcartrage!!!Crystalised Steam- A selection of rare crystals that break apart and float around as a suspension in water. When subjected to a source of heat the crystals sublimate into a gas creating twice as much pressure as normal steam. 6 Crystals. Can be used in producing steamworks devices. Highly likely to form the basis of enhanced cells. Can be looted in future for 5 LP per crystal.
Durzo's Steel (Modifier 5) - Appearing to be a simple, folded steel katana, this blade was passed to Amaya by her mentor. It is actually an intricate invention of clockworks and steamworks. The slightly enlarged hilt of the weapon is designed with a trigger and to accommodate the obscure style of augment used by Amaya and her mentor. You may have one Ethereal Augment installed at a time, it takes two posts to install an augment on the fly.
Bone - During the augmentation the weapon is drizzled with the warrior's blood. The blade of the katana, at its base becomes serrated on both sides, allowing it to be used to saw through tough materials.
- The weapon's material hardens without losing pliability, increasing its modifier by one.
- Durzo's steel may use the magic of its augmentation to fully deplete an attached ethereal augment, if it does so, it grants Amaya an extra strength level and the blade a damaging magical aura based on that cell for as long as she keeps moving or attacking.
- While the weapon is with you your spells per post are reduced by one.
Steam Burst - The blade of Durzo's Steel can release a burst of pressured vapor from vents along its edge, propelling it in such a way that its speed increases. For a single swing, the effective strength level of an attack made with Durzo's Steel is increased by one. Three uses of this ability depletes a Vapor Burst augment.
fullDurzo's Grip - A single gauntlet of bound copper and steel, designed to perfectly follow the movements of the hand beneath. The palm of the gauntlet has been designed to accommodate the obscure style of augment favored by Amaya and her mentor. You may have one Ethereal Augment installed at a time, it takes two posts to install an augment on the fly.
Steam Burst - The stored pressure in the augment may be released from the palm of the gauntlet, creating an impact equivalent to a Very Strong punch up to two feet away from the palm. Six uses of this ability depletes a Vapor Burst Augment.
5/6 leftVolcanic Sheath - A finely crafted sheath for a single handed blade, made of steel, lacquered cherry red, with polished steel ornamentation along the sides and end, engraved with dragon heraldry. Along one face of the sheath runs a pair of narrow pipes that emerge out of a circular steel dragon emblem and run into the sheath at three points along their length. A ruby is set in the center of the dragon emblem. Blades stored in the sheath are constantly bathed in a pressurized shroud of steam, cleaning and scouring them.
> Compatible with up to one Ethereal Augment at a time. Requires 2 posts to attach.
> Each post of battle Amaya engages in without having drawn the blade, the energy and fury of that battle feeds into the sheath, increasing the steams temperature and pressure and strengthening the blade within. When the blade is finally drawn, its heat ignites 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 heating, with a maximum possible modifier of 9. The pressure equalizes when battle ends.
> A hidden switch on the sheath will trigger a steam dump, the pressure ejecting the blade stored within. Allows for a lightning quick draw-and-swing of the blade, as well as ensuring anyone that attempts to draw the blade other than Amaya gets blasted with red hot steam.
> Holding the hidden switch down without drawing will launch the blade, hilt first, at a target within 10 feet with average strength, Use of the Vapor Burst Augment can amplify the steam launch effect, increasing the range to 25 feet and the launch force to very strong. This uses up 1/3 the Augment.
full
Items
Propulsion belt - A belt with vents along its rim, high pressures of steam with the help of the Steam-pack will allows it to vent its steam for a quick lateral burst of speed. controlled by a tiny joystick on her activator. Not as strong as Steam check, takes 2/20 use and only 1 post to rebuild steam pressure.
Steampack - A compact, lightweight water-tank backpack outfitted with valves and pipes. Uses to supply the steam for certain steamworks devices lacking room for their own reservoirs. Draws power from Activtor, does not noticibly drain ruby.
Thermal Activator - A glove/bracer designed to hold a ruby battery that can be used to power any steamworks device its wearer holds. Prevents need for multiple batteries or swapping, and needed for any devices lacking room for their own battery. Contains internal hose and attachment points to channel steam from pack to devices if needed. Interchangeable with Hydraulic Activator.
Steampopper - A steam powered mini-canon a few inches in diameter, designed to launch iron shafts an inch in diameter, though more designed for distance than penetration. Great for grappling hooks or projectiles with impact effective items at the end. Attachable to the thermal activator or vertical pivot over the shoulder with the steampack. Requires tank. Each shot uses 2/20 ruby charge and 1/20 tank. One iron slug or iron grapple hook.
Steamcheck - An augment for the Steampack that allows it to vent its steam for a quick lateral burst of speed forward. Takes a 5 posts to rebuild steam pressure needed to reuse. Uses 4/20 Pack per use. Does not use battery.
Reel Ascender - A steam powered device the shape of an extra thick record that winds in any rope or chain fed into it, pull to you (or you to) whatever is at the other end. Can be attached to a steamtank or activator. Requires tank. Uses 2/20 ruby charge and 1/20 tank per use.
2 extra steam augments
3 steel ignot
Onyx Imbue - The item can be stored away in a compact shadowform.
Garnet Imbue - The item's modifier is increased by 2. This does not apply to enchantment limits.
Anti-crab sheathe - Modifier 4 sheathe for a sword. For each battle post in which the sword remains sheathed, it gains +1 modifier. It keeps these stacks of hardness for one post after being drawn. If the swords modifier is double that of a mundane object it strikes, the object breaks automatically. If the swords modifier is triple that of a magic item it strikes, the item breaks automatically.
Krackens Grasp - A near twin to Durzo's Grip, except it holds an advanced Thermal Activator in addition to the Grip's abilities.
SheathPopper - Made with some minor edits from the Steampopper, this add on to any sheathe connects to the Steam pack giving the inside of the sheath pressure as the steampopper would have. Designed to launch one handed blades, hilt first, at a target for a blunt small to medium ranged strike. It can also help greatly with blade draw speed, allowing the wielder to draw and cut one smooth, blindingly fast movement. Activated by a trigger located near the top of the sheath. Steam augments can be attached for a much more powerful launch. 3 uses per augment, very strong punch.
Invention Ideas
HYDROLICS
Pocket Bow - A compact assortment of string, hinges, and metal that when used with the hydro-pack and Hydrolic Activator to unfold into a fully functional bow by use of hydrological pressure inside the bow itself (Apprentice)
BALLISTICS
Derrin'jab'er - Additions to Durzo's grip and Krackens grasp. These grip and trigger-less Derringers sit flush against the back of the gauntlets (Up to 2 on each gauntlet). These muzzle loading guns are triggered by small impact activated triggers on the fists knuckles, resulting on the first punch to be given to have a much more damaging effect.
Molotov Arrows - Modified arrows that are filled with a highly flammable liquid. Upon impact the shaft shatters, releasing the liquid and triggering a small blast cap that ignites the volatile liquid. (Apprentice)
Shells - A shell to be fired out of the E.P.L.. Back layer is black powder and front layer is filled with assorted funzies. (Novice)
- Salt - rock salt. used to fend off the unnatural inhabitants of EW
- Powdered Glass - Used to create a cloud of tiny shrapnal that is harmful to get in eyes or lungs.
- Pepper - Creates a cloud of pepper to temporary blind and burn the eyes and lungs of target
Black Powder Augment - an augment used with Durzos inventions made with a black powder mixture. Triggering causes a controlled explosion causing an effect on Durzos items. (LP UNLOCK)
Sniper rocket - A modification to the Rocket that adds on aerodynamic wings to better control accuracy and distance the rocket can fly. (Apprentice)
Buster - A shaped charge to be applied to a wall and triggered, creating an unexpected entrance. (Expert)
CLOCKWORKS
Mechanical Spider - A wind up spider that can walk forward and possibly carry a small item or device. Is compacted and carried around in the shape of a baseball (Novice)
Augment Loading Upgrade 1 - A Upgrade to Durzos design allowing augments to be changed out in one post instead of two. (LP UNLOCK)
Augment Loading Upgrade 2 - A Upgrade to Durzos design allowing augments to be changed out in one small movement instead of a full post. (LP UNLOCK)
Rollerblades - A set of wheels that can be deployed from the sides of a boot allowing a fun way of transportation. (Apprentice)
Binocular Goggle Toggle - A modification to Amayas current goggles that allows her to flip down a mounted set of compact binoculars see far distances. (Novice)
ELECTRIC
Headset - A modification to the Televoker making it more compact and sit around the ear and cheek, allowing your hands to be free while in use. (Apprentice)
Stun Grip - A addition to any glove or gauntlet sending a current of electricity through the arm and out the fingertips causing a short, painful and sometimes debilitating burst of electricity. (Journeyman)
Magnetic Grip - A addition to any glove, gauntlet or boot to use an Electromagnet. Allowing a clinging to any metal surface. (Novice)
Electro Blast Device - A small device that when triggered releases a Electromagnetic Blast disabling mechanical devices for 3 posts. One use per encounter. (Expert)
Reverse Magnetic Blast - A modification to the magnetic grip allowing for a repelling force of metal objects and projectiles. (Novice)
Night Vision Goggles - A modification to Amayas current goggles that allows her to see in the dark. Intensifying the image seen through the goggles to capture and amplify the electromagnetic radiation and allow better sight in the dark. does not work in complete darkness, needs some type of light to work. (Novice)
STEAMWORKS
A.M.A. - Assisted movement armor is a light body armored battle suit that uses pressurized blasts of steam out of directional vents to assist any and all movements.
- Propulsion belt - A belt with vents along its rim, high pressures of steam with the help of the Steam-pack will alter the coarse you are travailing in weather it be on ground or mid-air (Novice)
- Mechaplate - A light armored sleeved breastplate that has an advanced Steam-pack built in and has multiple hidden vents along its elegant surface. (Journeyman)
- Krackens Grasp - A near twin to Durzo's Grip, except it holds an advanced Thermal Activator and other inventions (apprentice)
- Supersonic-Pressurised Greaves - Light armored leggings that assist your movements using vents that can make sprints faster, jumps jumpier, and movements epicer. (Journeyman)
Steam Turbine - A device that extracts thermal energy from pressurized steam and uses it to do mechanical work on a rotating output shaft. Much larger and more powerful than the Steam Engine. (Masterwork)
Steam Rocket - A filled pressure vessel with hot water at high pressure, and open a valve leading to a suitable nozzle. The drop in pressure immediately boils some of the water and the steam leaves through a nozzle, giving a significant propulsive force, refillable with the steam pack (Apprentice)
SheathPopper - Made with some minor edits from the Steampopper, this add on to any sheathe connects to the Steam pack giving the inside of the sheath pressure as the steampopper would have. Designed to launch one handed blades, hilt first, at a target for a blunt small to medium ranged strike. It can also help greatly with blade draw speed, allowing the wielder to draw and cut one smooth, blindingly fast movement. Activated by a trigger located near the top of the sheath. (Apprentice)
Heat Gun - A Small device that emmits a low pressure jet of heated steam, used to melt ice and dry out damp wood. Used with Steam-Pack and Thermal Activator (Novice)
COMBINED TECHNOLOGY
Mechanical Horse - A robotic horse utilizing the fields of clockworks, hydraulics, steamworks, and electrics. A masterful clockwork device powered by a steam engine. The engine is modified with hydrological boosters that can be used to temporarily increase power. Electrical wires and triggers ensure the movements are coordinated. On the back of the horses head are two protruding handlebars that gives off a symmetrical antler appearance to steer.
Mechanical spider 2.0 - Modifications include: Larger size, Magnitised legs, Speaker for use with headset, 2 E.P.L. turrets, Micro Engine, Proximity sensor used to shoot the E.P.L. at the direction triggered.
E.P.L. Uncommon Projectile Launcher - Modifier to the Stinger able to fire a wider variety of things, not all are reliant on springs.
- Salt Shell -
- Powdered Glass Shell -
- Pepper Shell -
- Sniper Rocket -
- Rocket -
TECHNO-MAGIC
Void tank - Utilizing the voidsacs to create a much much larger tank of fuel for the various mechanical products. (Apprentice)
'Christine - A huge Steam turbine based engine that conducts massive levels of electricity into a Lutharin crystal. The crystal is enchanted with a powerful Force spell ( Hover - Use a combination of gravity manipulation and downwards force to grant yourself the ability to fly.) The massive injection of electricity into the crystal gives a controlled sustained power letting the spell be extended, amplified, and directed by technology. This device is so massive that it can only be used with massive constructs. (Masterwork - and a half)
BP
151
Gold
30
Durzo Blint (Just in case i ever need him)
Race - Human
Age - 42
Affiliations - Artillerist
Height - 6'2"
Strength - Strong
Appearance & Apparel - Durzo is one massive man. There is not a single day he skips his training. If he lived on earth people would mistake him for a wrestler on steroids, but of coarse he needs no drug to be stronger. His clothing style is nothing flashy. Just straight forward clothing to get the job done... to cover his parts.
Personality & Background - Not too much is known about this rogue mechanic. Before Amaya he talked to no one and tried to avoid all contact with outside life. Just huddled in his cottage working on his wepons. His technology style is as strange as he is. Mostly focusing on weapons he ingenuously weaves mechanics with magic items to create contraptions that most can never figure out how they work.
Amaya was his only mentor and it is unknown why he chose her at such a young age. But she continued on with her own style of mechanics focusing on steam propulsion helping combat and movement.
Skills/Weaknesses
(No LSS)
Might and Machinery - Artillerist's warrior training grants them greater understanding of the working and capabilities of the human body, granting them bonuses when building/using certain specific devices and reduced prototype failure odds on certain types of inventions.
Gunsmithing
Those with this skill can handle the repair, cleaning and maintenance of machinist firearms and artillery and the installation of augments on them.
Smithing - Those with this skill can forge metals and other forgable materials into functional weapons, armor, parts or sculptures. Require use of hammer, heating medium and cooling medium.
Durzos mechanics - His own class of mechanics that weaves magical items into his contraptions.
Tinkering - This is the base skill of Machinists. Those with it can personally handle the upkeep, maintenance and repair of any machinist devices as well as the installation of any augments, however they cannot build their own devices. They also have enough understanding of machining to know how to interfere with their workings.
Durzos Cottage
(Clockworks)
Lvl 1 - You can build pre-designed Novice Level devices. Build two to level up.
Lvl 2 - You can Invent Novice Level devices. Invent two to level up.
Lvl 3 - You can build pre-designed Apprentice Level devices. Build two to level up.
Lvl 4 - You can Invent Apprentice Level devices. Invent two to level up.
Lvl 5 - You can build pre-designed Journeyman Level devices. Build two to level up.
Lvl 6 - You can Invent Journeyman Level devices. Invent two to level up.
Lvl 7 - You can build pre-designed Expert Level devices. Build two to level up.
Lvl 8 - You can Invent Expert Level devices. Invent two to level up. You can also now move into an additional school of technology.
Lvl 9 - You can build pre-designed Masterpiece Level devices. Build two to level up.
Lvl 10 - You can Masterpiece Novice Level devices. Invent two to level up.
Earth - Ground and Pound -
Lvl 1. You learn to be unmovable so long as both your feet are planted firmly on the ground.
Lvl 2. Your gain a level in strength exclusively in your legs.
Lvl 3. You learn to immediately and protectively roll your feet when landing or while on the ground.
Lvl 4. You learn how to perform tripping and hip tossing maneuvers while grappling your opponents so to take them to the ground.
Lvl 5. You gain an effective level of strength while executing downwards strikes.
Lvl 6. You master the technique of sweeping your opponent's legs out from under them, leg sweeps and trips are harder for your opponents to dodge or disrupt.
Lvl 7. You become impossible to knock unconscious with blows to the head while learning the correct technique for performing devastating headbutts.
Lvl 8. The higher you tower above your opponent, the more your very presence is both intimidating and dazing.
Lvl 9. Your shoves, pulls and grapples gain an additional effective level of strength so long as you remain mostly stationary.
Lvl 10. You are a master of beating down your enemies, each impact from fist or foot induces a sense of increasing vertigo. You are able to effortlessly incorporate shoving, pulling or tripping into your attacks.
Weapons
Durzos Heart - a massive blade standing 6 feet tall and 2 feet wide. Its outer shell is constructed of Corin's Alloy. The blade is beautiful, crafted with pride. Inside this massive blade is a contraption that only the mind of Durzo could understand.
Durzos soul - is a masterful work of mechanics made with old and new magics located in the center of his blade. The core process of this contraption is to absorb energy into the core Neo-crystal (crystal with intricate clockworks woven into it). Any type of energy can be absorbed including magics, light, and sound waves (it only absorbs what part of the spell it comes in contact with) can be absorbed into the crystal. Once the battery crystal is filled (indicated by a gauge on the hilt. It takes a lot to fill) Durzo can activate the mechanics of the weapon. During this process the blade must be jammed into a location that will not move and must not be disturbed for 3 posts. No one knows what cataclysmic attack this will unleash because Durzo has never had the need to use it.
Blood - During the augmentation the hilt of the weapon is grasped by the warrior's bleeding hand. The hilt of the weapon transforms to better reflect the warrior's heritage, gaining wrapping and markings to that effect.
- 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.
- The weapon gains a unique enchantment effect based on your race or heritage.
- While the weapon is with you your spells per post are reduced by one.
Doomsday attack - The swords mechanics use its meticulous process to alter the flow of all the energy its magical crystal gained from the encounter. Transferring the energy directly into the user allowing for one post of mythic level strength and speed.
Non-Weapon Items
Smithing/invention kit- Contains basic mechanist components and materials
Gold
Vi - Apollo - Armory - Sokai - Kylar - Gerr - CT -Dmitri
Amaya - Lilith - Lazarus - Yoko the Fox - Eli
Assume Nothing."
Adskhan is also approved, though most animals don't understand any language, so the carrying words ability isn't very useful.
Stats & Descriptions
Name - Snakeitsu
Nickname - Snake, HN-Viper
Race - Orochi (Used to be Jakari)
Age - 30
Height - 6'
Affiliations - Initiate/Thief - Infiltrator
Freinds -
Aquaintences -
Frenemies - Jougo, Akane
Enemies - Kylar
History
2. Murdered an unarmed man
3. Freed a queen spider
4. Kylar learns truth, become nemesis
5. Drank some blood that turned him into an Orochi
6. Promised the kindir Glaren a favor
7. Cut off his own left arm with a sarcanum blade
8. Grew a new demon arm
9. Fought as a gladiator against Oscarans
10. Killed Carrier the bog hydra
11. Gained a serpent form
Appearance & Apparel
Snakeitsu has become an Orochi. His skin is covered in tiny black scales. His eyes are very striking, with thin snake slit pupils, his irises take up the entire eye, they are Bright green with flecks of gold throughout. Despite the scales his face is still the same handsome and angular one he wore before, with a strong jaw, excepting that now if you see him smile you will see one and a half inch curved fangs in his mouth. Snake has a greenish opalescent left arm that is under demonic influence. Snake's hair is jet black, and he wears it draping over the right side of his face (So emo) He is dressed in black leather breeches tucked into his leather boots. He wears a black shirt with no sleeves, with a black leather vest, which is covered in belt-like designs. His hands are covered in thin leather wrappings that leave his fingers free. He has dual atarin short swords, the hilts of which are fashioned to look like coiling snakes strapped across his back.
Background
The traveler who was coming around the bend did in fact take the young Jakari in and tend to his wound. His life would not be one of ease however, for the one that took him in was a thief and a hard man by the name of Droban who lived in Elexia. Snakeitsu Spent most of his younger years as a servant to his surrogate father, preforming menial tasks as the man would not allow him to learn to read and write. But as he grew to know and maneuver Drobans schedules and moods, Snakeitsu eventually began to learn to read in secret from one of the human boys next door. And even though he hungered for more, he trusted Droban, the man had been hard, but he had never abandoned him and had saved his life in the past, and had even begun to teach him the ways of the thief.
When He was 18 years old he stumbled across Droban's journal while he was snooping. and the latest entry read as such "The little wretch has started to become more trouble than he's worth, always asking questions, I thought keeping him from reading would dull his curiosity but it isn't so. I think I'll go talk to Vess and see if he can find a buyer to get him off my hands. The boy hasn't the fur to sell, but his teeth should sell well."
Shocked and terrified the boy formulated and executed a quick plan, one that ended with a knife in Droban's back, and what coin he had on him in Snakeitsu's pocket. After the murder, He searched Droban's room and found a hidden Compartment that contained a pair of Kodachi blades like he had never seen, they were sheathed in simple matte black but the blades themselves were extremely sharp and the handles were made of black ivory fashioned in the form of snakes. There was a parchment inside that simply said Viper's Teeth.
He vowed that he would blindly trust no one ever again. That from now on he would be the one that held knowledge that others did not. He would dedicate his life to knowing everything that could possibly aid him, and that dedication brought him to the steps of the lost basilica, where he joined the church in the pursuit of knowledge, and power.
Personality
Snakeitsu is dark and brooding, a merciless killer. He rarely shows his emotions and has no one that he calls friend. He will occasionally crack the odd joke, but his humor is usually lost on those around him. Snake is dedicated to becoming an assassin of the church. He has preformed an odd assassination for them here or there, but he wants to be the best, the one that they turn to when they can trust no one else. He has high ambitions for himself in the church, but he keeps them secret, always the dutiful servant. Snake is not a good man, a fact that he does not deny.
Guild/Society Bonuses
Might and Magic -Evincar
Inquisition - Occasional Special Interest tasks pertaining to Church business
Shadow Trade - Black Market Discount
The Power of Knowledge - Hidden name: Viper
The Ebon Compass - An octagon shaped ebony compass, overlaid with the Lidless Eye. It will hum faintly and the needle will point out the general direction of nearby secrets and hidden objects. Multiples of either located in different spots, and the compass will hum more violently
Faceless Mask - Infiltrators possess an uncanny ability when it comes to creating a spur of the moment disguise. Once per encounter they may alter their voice, accent, facial expressions, posture, gait and mannerisms to project a completely new identity. The persona created this way needs to be fictional, and can never be perfectly replicated due its improvisational nature. This affect is similar to the Impersonate spell, but arguably more convincing.
Word on the Street - Thieves' Guild members know who to talk to and what to watch out for when the darker side of Elexia wants a job doing. They have access to jobs that others do not, including Contracts on enemies of the Guild.
Well Connected - All Thieves can request information from their contacts. How useful this information is will depend on the given context but will more often than not be helpful in larger endeavors.
Guild/Society Restrictions
Oath of Dominion - You are oath bound to keep the church's secrets.
Cipher - Lying to do so is permitted but you are to keep all secretive or otherwise discovered information pertinent and vital to the church hidden from unworthy and non-Initiate eyes.
The Uninitiated - Concealing, hiding, or keeping perilous secrets from the church or spilling vital secrets is possible but the consequences of doing so are grave.
Cabal Therapy - Must confess any secrets and all discovered knowledge not of a personal nature to the Prelacy. They in turn will determine if you get to keep that knowledge, or else withdraw it from your memory.
Conflict of Interest - Members of the Thieves' Guild are forbidden from pursuing Bounties.
Burden of Independence - In all but the most extreme situations, the guild will not interfere if you get yourself imprisoned or get a bounty placed on your head.
Agent Macabre
You possess the talent to become the ultimate mental vessel for ruthless combat. As you fight, you can allow your mind to slowly fade to the background, allowing yourself to become fully immersed as an agent of demising. Whenever you make a battle post, you may have it count towards this technique. Battle Posts for the technique are reset either when your opponent is killed or at the end of the encounter.
Level 1: You assume control of your mind. You know your purpose. The goal is clear. You become incredibly confident in your cause. Attempts to distract you, from friend or foe, magical or otherwise, have no effect.
Required battle posts: 1
Level 2: You identify your foe. They become one with you. Your destinies are entwined. At the end, one of you will lie dead at the feet of the other. There are no acceptable alternatives. You may increase either your strength, speed, or agility by 1, but your opponent has a double incite effect on you (choice made anew each time the level is reached).
Required battle posts: 3
Level 3: You grow comfortable with the task at hand. You lose all emotional connection to it. Any anger, malice, or bloodlust fades away. Combat loses all personal connections, becoming a process of reason and calculation. You become incredibly aware of your foe, capable of tracking them absolutely through peripheral vision, smell, or even the taste they leave in the air. They cannot hide from you through natural means, and once during the encounter you may respond to one of their actions as if you had advance knowledge of its happening. Attacks you make must be aimed to kill if possible.
Required battle posts: 6
Level 4: Snake fades away, becoming only a distant echo. He is replaced by a new identity, more focused, more dedicated, more capable. You gain a new ability based on your preferred styles and/or weaponry until the end of the encounter (ability is determined when Agent Macabre is learned)
Required battle posts: 10
Level 5: Snake disappears completely, leaving behind a cold blooded vessel. With any semblance of humanity vanished, the price for triumph is paid in full. You have become a true avatar of the Agency Macabre. Choose three abilities and/or items you possess. They each gain a Macabre Form, an enhanced version of itself that surfaces whenever this level of Agent Macabre is reached and remains so until the end of the encounter (Serpent Form, and Demonic Left Arm chosen). Instead of resetting to 0 this encounter, the BPs for this technique will be set to 5.
Required battle posts: 15
Forbidden Truths - The knowledge granted by the initiates allows him to seek out what is hidden. His sense of taste has been enhanced well beyond what a normal human would be capable of. Even in complete darkness, Snake can gain a vague picture of his immediate vicinity by passing air over his tongue, this vague sense includes the position of any sources of heat around him.
> The Taste of Lies - By getting right up in a person's personal space and passing air over his tongue, Snake can get a taste of their current emotional state.
Demonic Left Arm - The new arm was more resistant to damage. Any wound suffered by his demonic arm would bleed at half the rate it would otherwise, infections would likewise be slowed. The skin itself was a wonder, possessing a toxin that would absorb into his foe's bloodstream with prolonged skin to skin contact. The toxin would build up in the body, increasing levels of adrenalin and causing Snake to seem more and more demonic as exposure increased.
Venom - Snake's fangs deliver a sickening toxin to those who are unfortunate enough to experience being bitten by him.
Night's Predator - Snake's transformation has improved him, his sense of smell is greater than average beings of the realm.
Ambidextrous: Can fight with the same fineness while wielding two weapons that most possess using only one.
Cobra's Gaze - Eye contact with Snake causes mild confusion and an inability to focus on his currently happening.
Parseltongue - Snake has the ability to speak to and understand reptiles.
Serpent Form - Snake can transform into a massive serpent, 12' long and a foot thick at its thickest. His items vanish into a void space until he returns to humanoid form. In his form he has a number of abilities based on his items and normal abilities. This transformation takes concentration to do and cannot be done mid-attack or as an evasion.
Eyes- Eye contact with Snake causes mild confusion and an inability to focus on his currently happening.
Teeth - Contain Sickening and Numbing Venom, cannot be felt. Those bitten by them have trouble focusing on Snake and following his movements. May gain more abilities.
Tongue - Able to smell with such great sensitivity as to replace sight. Extremely durable, long and agile, can be used to ensnare limbs of throats if close enough.
Body - Scales are resilient and exude a toxin that absorbs into the skill and creates a fear effect that grows stronger through build up of the toxin. His flesh bleeds and becomes infected half as quickly as normal. Any poison introduced into its system can be expelled by a venomous spit. He can move silently and quickly, his black body blending into darkness and able to squeeze through tight spots.
Relic of legend - Viper's Teeth -Twin ornate atarin steel short swords, the hilts of which are black ivory fashioned to look like coiling snakes, the blades extending from the snakes mouths. (Xp:6)
>Ghoul Jasper -Swords can be phased into the spirit world, allowing them to rip into spirits with greater ferocity. Each other enchantment on the Viper's Teeth is likewise perverted with ill intent, becoming a hateful mockery of its original form. This does not effect the base abilities of the item, and it can be used on LSS items.
>Eldritch Fang - Whenever Viper's Teeth takes a life, it may gains a power based on the darkest aspect of that person's essence. Any new ability added will remove the prior. These do not count towards enchantment limit.
Lvl 1. Something about the sight of the Viper's Teeth strikes a familiar chord with the Underworld, granted extra effect when the bearer attempts to access the thieves' information network.
Lvl 2. The Vipers teeth gain a shadowcore effect and exude a numbing venom from their blades.
Lvl 3. Whenever the Vipers Teeth spill another's blood, they and their wielder gain an amethyst imbue effect. The first time in an encounter this happens, they also gain a Veil effect.
Lvl 5. Whenever Vipers Teeth land a killing blow, it grants its owner the ability to use a random spell or ability the victim knew for the next ten posts.
Lvl 6. The Vipers Teeth grant their wielder a glimpse at the knowledge of their previous wielders. They gain the Stealth Combat warriors technique, without the gold cost.
Lvl 7. Nearby the Jade Dragon, Snake notices symbol etched into the outside wall a large apartment complex. It resembles the hilt of the swords and is located above a slot in the wall. Using one of the blades as a key, you gain access to lost, hidden, private safe house room, complete with the items left behind in it.
Lvl 8. The fame of the assassin with the Vipers Teeth spreads, causing mysterious enemies to emerge.
Lvl 9. The blades thirst for blood becomes palpable, vibrating in the presence of both hidden or unseen hostility and occasionally in the presence of unknown opportunities to earn gold by doing some wet work.
Lvl 10. The next time blood is spilled by the blades, the seep into previously unseen etchings, faded from view over time. A message is hidden hear, a clue to the origins of the Vipers Teeth.
Wet Work- 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.
Sneak - Moving without notice.
Lvl 1. While wearing light gear, your footfalls become soundless.
Lvl 2. You can hide in shadows and behind objects to greater effect.
Disguise - Master the art of being someone else.
Lvl 1. You are able to easily blend into any crowd.
Grifting - Your rhetoric is easily convincing.
Lvl 1. Trust-based charisma boost
Spells
Level 1
Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows.
Weapons
Viper's Teeth - Twin ornate atarin steel short swords, the hilts of which are black ivory fashioned to look like coiling snakes, the blades extending from the snakes mouths.
Aquijon's Bite - A whip of soft but tough black chitin, its length studded with iron razor barbs.
> Emerald imbued.
> If wielder becomes poisoned, they can purge through their mouth in a projectile poison spit.
Worn Magical Items
Kurrian Vine Bracers - A pair of bone bracers, dyed black and carved with twisting artwork. Can create a vine between them with the strength of braided rope, black as the bracers themselves.
Non-Weapon Items
The Golden Ticket - A pair of gold and silver dice in a black bag with the words "Good Luck" written on them. One of a handful that grant their barer an invitation to an upcoming exclusive Quest.
Ichabod’s Journal - The journal of a member of the extinct Elexian gang
The Agency Macabre. The gang is best known for adapting their psyches for ruthless combat, tuning out distractions and narrowing their minds on the only thing that counts: triumph, no matter the cost. Imagine the secrets held inside! Previously unknown lore of Elexia’s underbelly. What fascinating subject matter read on, to learn from! (250 gold, Unique, one-time use)
Strange Bean - A large round been found on Cerro. Eating one has the effect of a restore spell.(2 Remaining)
Haaris's Path – A green orb taken from the crucible.
Guardian's Grasp - Allows owner to blink any items he owns to his hand.
Guardian's Reach - The hand and arm holding the Path can vanish, leaving the Path floating in midair maintaining its relative position to you. That arm can appear coming out of a nonliving surface of sufficient area within your sight. You have normal control over that arm, it cannot take any items with it either way.
Silver Dagger
Pets
Shadow - A small black glistening snake a little less than 2 feet long and only about and inch and a half around, that can obey un-complex mental commands. She is generally wrapped along Snakeitsu's right arm under his clothing.
Pet Abilities
Viper's Kiss - Injects a small amount of venom into unsuspecting foes, while not deadly, it induces drowsiness in larger beings and sleep in smaller or weaker ones.
Gold
41
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Stats & Descriptions
Name - Virgil Vex
Nickname - Edge
Race - Human
Age - 39
Height - 6'1"
Affiliations - Desperado
Appearance & Apparel
Edge Is tall and wiry, with salt and pepper hair that is worn short and slightly unkempt. He has a perpetual stubble on his strong chin, and piercing blue eyes. Age and time spent in the sun have left his skin weathered and wrinkled around the eyes. He is wearing black pants, with leather chaps, and black cowboy boots, a black shirt and brown leather vest, and a black cowboy hat.
Personality
Edge is gruff and not very personable. He has no tolerance for disrespect of ladies, or himself. He has no code of rules to live by, and makes his way through life doing what he chooses, whenever he chooses to do it. He is very stubborn and once he has his mind set on something it's hard to change it.
He wears two pistols holstered, one on each hip, A musket and a rifle are strapped across his back in a holster that gives him access to them by reaching over his right shoulder.
Background
Edge grew up in a a small town in the middle of nowhere. His father was a hard man, who took a little too well to drinking, and used to beat him and his mother. When he was 16 his father literally beat his mother to a pulp, he immediately went to the local store and purchased his first gun and went home and executed his father. After the murder he knew that he could not stay in the town. He packed up his things, and began making a living, as a wandering mercenary, going from small town, to small town, picking up jobs to get the money to buy what he needed, and when he couldn't find work, he took what he needed, often at gunpoint, from those more fortunate than he was. He has finally decided to wander into the larger cities seeking greater challenges, and greater rewards.
Requirements/Limitations
Desperado - He cannot join any societies or guilds.
Wanted - More likely to have a bounty placed on his head
Traumatized Gentleman - Cannot ignore maltreatment of women
Specialist - Cannot use weapons other than firearms.
Skills/benefits
Quickdraw - Able to draw your weapons almost instantly, and attack in the same movement.
Pistolero - Able to wield two pistols at once effortlessly.
True Grit - Naturally more intimidating than normal
Gunsmith - You are a self-taught gunsmith, and with the proper blueprints and items you can modify firearms.
Desperado – You have dedicated your life to the way of the gun. In your eyes laws were made to be broken, and gathering together under the same name seems weak to you. As a result you cannot join any societies, or guilds, or use any weapons other than firearms.
Lvl 1. Lead Rain - Experience with your weapons has granted you the ability to switch between weapons very quickly, and attack in the same post.
Required Battle Posts: 25
Lvl 2. Power Loader -Your Firearms have an empower effect while attacking
Required Battle Posts: 50
Lvl 3. Speed Loader – Twice per encounter you may reload a firearm, and attack in the same post. If you are dual wielding you may reload both weapons and attack in the same post, but it takes up both uses.
Required Battle Posts: 90
Lvl 4. Gun Finesse - Your skill with firearms boosts their effective modifier in combat by 1
Required Battle Posts: 175
Lvl 5. Eagle Eye – Your effective range with firearms is increased by 15 feet,
Required Battle Posts: 130
Lvl 6. Called shot - You're able to use a disarming attack with any firearm on an armed foe with 75% accuracy. This effect does not work if the weapon has an effect that prevents loss of grip or they also know a disarm technique.
Required Battle Posts: 225
Lvl 7. Gunslinger - Your grace and speed cause wounds inflicted by your firearms to be intimidating, each time you wound your opponent, however lightly, they lose a little will to fight.
Required Battle Posts: 280
Lvl 8. Gun Brawler - Your increased dexterity allows you to wield two muskets at the same time with the same finesse as you would one, however this reduces their effective range by 15 feet.
Required Battle Posts: 340
Lvl 9. Gun Legend - Your mastery of Firearms flows out of your every pore. Drawing your weapon amplifies fear felt by those who would oppose you and causes those who fight with you to feel a surge of confidence that makes them intimidating. In the face of this challenge, cowards and weaklings will likely flee in terror.
Required Battle Posts: 405
Lvl 10. The Way of the Gun - Your experience allows you to develop your own custom special technique or maneuver employing this fighting style. (To be approved by WM)
Required Battle Posts: 475
Weapons
Front loader musket
front loader rifle
front loader pistol X2
Non-Weapon Items
A large tin of cheap cigars.
A small set of gunsmithing tools
Pets
Midnight - A large black horse with a white mane and tail
Pet Abilities
Tuned Ear - Will come from any distance to it's master's whistle.
Void Saddlebags - Saddlebags that can store items.
Gold
0
Battle Posts
0
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together