@ Mouse: Clerics and Initiates have subclasses depending on whether you prefer magic or physical combat. Magic is Exalters or Shades. Physical is Defenders or Evincars.
@Crow - The armor is form isn't custom, just the melee weapon. And I do not think that constitutes a melee weapon.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Sing lustily and with good courage.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
Wish we didn;t have to include guild stuff in profiles because my god it makes it hard to spot nonguild stuff...
If I am reading this right all you have is guild stuff, an LSS and an irritating sword. That is fine, though you might want to change your initiate ability or your level 1 dark spell since they do the exact same thing.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Question. im new to this subforum... before i post anywhere on the threads out there, do i need to create a character here and have it approve by the world mods?
Private Mod Note
():
Rollback Post to RevisionRollBack
A team should be as happy as a meal - TEAM HAPPYMEAL
EDH - UWGrand Arbiter Agustin IV UBW Oloro, Ageless Ascetic Modern - Mono U tron / Polymorph / NFTW (ninja for the win)GR tronGR
Buy All the planeswalkers!!!
Buy All the Dual Lands!!!
Buy All the fetches!
Create tons of EDH Decks!!!
Eat Nothing but Oats!! (LOL, not true)
Train MMA!!!
Marry My girlfriend!!!
Get her Pregnant only Once!
Teach my Son/Daughter Sports and magic cards!!!
Continue my legacy son!!!/Daughter!!
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Name - Simay-Lostpool Nickname - C.T. Hidden Name - Maphisto Race - Saaur Affiliations - Inquisitor Appearance & Apparel - This short guy is actually very tall for his race, standing at 5' exactly. Ironically he wears dark clothing while he studies light magics. His scales are a beautiful orange and crimson, but he does not care for them as much as he should so they are duller than they should be.
Personality & Background - Simay's life was very grey... His mother was a healer and father a criminal. Who is to say he would have ended up any differently if he had different parents? He grew up not having a full understanding what was right and wrong and now as an adult he keeps the law with the peacekeepers but always following the initiates way of life. He is colorful yet grey down to the core.
Skills/Weaknesses
Last Breath's Bounty - By breathing deeply of the air around a corpse, C.T. can take in the essence of their last breath. This allows him to see, hear, taste and smell what that person experienced moments before death, depending on the time since they died, the strength of the person's spirit and the strength of the body's odor.
Keeper's Wrap - A roll of sticky yellow wrappings marked with the Peacekeeper sigils. 12 uses. Free refills.
Base Ability - When strung upon around an area, will ward off interference.
Investigation - When strung upon around a crime scene, will draw to its border any nearby with knowledge regarding the crime.
Tracking - If any evidence left behind is stuck to it, can be used to scry for the offender's location using a weight and map.
Subdual - Those bound in the wraps are greatly weakened.
Oblivion Stones - A special charm given to Inquisitors, worn as pedants, on bracelets or as pins or rings. The crystal in this charm will capture the soul of any bounties who happen to be killed during apprehension. The Initiates will pay Inquisitors to hand over these souls for questioning at any Inquistor's location.
Soulgaze - By maintaining prolonged eye contact with another close at hand, an Inquisitor can trigger an enhanced state of awareness between the two, allowing each to see a vision of the other's true nature and soul. Is not full access to their mind and must be used sparingly, as it leaves you just as vulnerable as the other person and what is seen this way cannot be forgotten. Can only be used one per encounter, and only once on a given person ever.
PRISMATICISM - Learn to alter the wavelength of the light created by your spells, causing them to gain unique properties.
Lvl 0. Redlight - a dull crimson color, shining calmly but burning twice as hot.
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.
Lvl 5. Slowlight - This light that reflects more slowly than normal light. If it is the only thing illuminating an object, (or the object is make up of this light) it will appear to move slower than it really does. If other light sources are involved, it will generate a distorting after-image.
Lvl 6. Hearthlight - A golden light that instils warmth and comfort in those exposed to it, bolstering their immune system and healing for as long as they are exposed.
Lvl 7. Deeplight - A blue light that can penetrate solid matter. Clarity depends on thickness
Lvl 8. Dreadglow - A yellowish green light that causes people to become sicker the longer and more closely they are exposed.
Lvl 9. Hardlight - Light with physical substance. Hard as wood.
Lvl 10. Choose a previous level of Prismaticism and suggest an alteration of that level. A WM will create a level 10 version of that light for your use, taking into consideration your suggestion.
Weapons
Shadow-core Bowie Knife - Iron weapon whose wounds cause no pain and draw no attention from the wounded, making them unable to compensate for the wounds they are unaware they have.
- Thoughtcaster Crystal - Can prism a spell to dark once per encounter and another spell to mind once per encounter. The item can be turned to shadow and reshaped into other forms by its owner, it can be given an illusionary skein to make it appear as if where made of different materials. Cannot be broken up or increased in mass, though it can be reduced in mass. Changing it requires considerable mental effort, and as such takes a few moments, not instantly, and not in such heated battle situations as mid attack or parry.
Spells Light
- Lvl 1 - Tint - Alter the perceived coloration of a target or a section of a target.
- Lvl 2 - Seeker Lantern - Create a glowing ball of light, with twice the intensity of a candle, that follows you around and will seek out nearby sources of light when desired. Handy if lost or searching in darkness.
- Lvl 3 - Corona Grasp - Focus the light around your hands into a blazing, burning aura.
- Lvl 4 - Nova Morningstar- Summon to your hand a spiked ball and chain mace of ivory. It scatters the light as it moves, making it hard for others to accurately see and engage it.
- Lvl 5 - Blink - Freeze the light in a 10' radius around you for a moment, preventing anything happening during that moment from being seen, even by you. The brain will automatically compensate for and not register this gap if things seem relatively unchanged afterwards.
Stats & Descriptions Name - Gamble Highgrove Race - Human Age - Early Thirties Height - 5'11 Weight - 155 Appearance - Rumpled, inky black hair, carelessly tousled in the sort of way only achieved by utter detail obsession. Laughing grey blue eyes. A somewhat androgynous face, lined around the mouth and eyes nearly as much by scowls as grins these days. An easy smile, the vault that contains every swear word and dirty joke known to the Eastern World. Sun-browned, wind-whipped skin marked several small scars. An almost overly relaxed pose, the poise of a man desperate to appear emotionally bulletproof. A long, deep scar running down the left side of his torso, much too straight for it to have been accidental, with tiny phrases in dark oscaran script outlining it. The scent of today's promises and yesterday's mistakes. Apparel - A wide brimed, flat-topped hat, a silvered circlet wrapped around its crown.. A dark gray undershirt, laced at the neck with leather. A long blue and gray scarf. A dark blue, collarless jacket reinforced with leather at the shoulders and around the ribs. Elegant plated-glove gauntlets, oddly dexterous and giving. Simple brown pants, reinforced with small amounts of leather. A multitude of sashes binding his pants up, patterned with what are definitely not grinning jakari. Flexible boots of leather and steel. A silver locket on a thin chain, the word "Therese" etched with a knife on the inside. Personality & Background - A rogue with a penchant for reinvention, "Gamble Highgrove" is a disgraced Sylvan Noble, truth-seeking lawman on the lamb, all-powerful demi-being and greatest lover in the Eastern World. Or at least he has been at various times and places. Other than his talent for getting into places he doesn't belong, few people know many hard facts about Highgrove.
Skills/Weaknesses This One Good Man(Level: 7; LPs: 17)
Gamble Highgrove does not exactly live a charmed life, but the important thing to remember is that despite it all he has continued to go on living his decidedly uncharmed life against all odds. But Fate never stops trying, and when Stupid Fat Fate starts throwing Its weight around it's Good Men like Highgrove who wind up crushed. Gamble is naturally craftier and more charismatic than your average Eastern Joe, all in service of staying one step ahead of Fate's dumpy stride. Saturday's Lady(Level: 2; Gold: 430)
All men have dreams. Some dream of being slayers of dragons, or delvers of the arcane, or conquerors of empires. Gamble Highgrove wishes them luck. But as far as Gamble is concerned, those dreams are behind him. All he wants now is to retire to a crappy bar in some rundown city corner, filled with patrons with no money and maybe a few waitresses who barely tolerate him. Such are the dreams of legend. > Charisma Boost
> 20% Discount When Buying in Bulk Takesies-Backsies on That Blood-Oath, Okay?
Ugh, what the hell did we mix last night? Garrish whiskey and crushed gorions? Light my head...huh? We swore...what? To who?....uh...oh. I'ma...I'ma just step out for some smokes...Yeah.... The Red Deck Wet Work - Knife-Point Diplomacy
Lvl 1. May draw and attack in the same fluid motion. Lockpicking - Can't keep a Good Man out.
Lvl 1. Trained in the use of lockpicks. Appraisal - Knick-knacks, odds and ends, et cetera.
Lvl 1. Able to estimate the standard gold value of most items.
Weapons Magical
> Sword - A surprisingly simple-looking shortsword of some green metal, double edged with a shallow fuller, its crossguard plain and its grip wrapped in simple leather. Gamble made a point of keeping his sword plain, not wanting to put too much ornamentation into something made solely for violence. His dagger doesn't count. That's an "I Carry This in Memory of a Lost Comrade" type thing. Don't get him started. 1. Wounds made with the blade visible leak shadows which flow towards the sword like water. This effect makes the afflicted feel a little shaky and twice per encounter any positive effects on them are transferred into the blade, converted into appropriate enchantments that last a dozen posts.
2. Every time this blade clashes with another it takes on a single aspect of that blade, replacing whatever effect was there previously.
3. Envious Power
- Modifier 4 -
> Frenemy - A serrated combat knife with a blade of mage-friendly metal and a darkwood hilt. Has Gaul's name and winged skull gatahara burned into the wood. 1. The knife may flay the light from objects, people and surfaces like skinning an animal, creating a skin of their appearance and details while leaving them blank and featureless. Over the next dozen posts this skin gradually fades and the flayed object regains its appearance.
2. Drains damaged enemies.
3. Shadowcore Enchantment.
4. Jasper Imbue.
- Modifier 3 - Pretty Magical
> Awesome Putdowns
> Genre Savvy
> Just Not Giving a Damn
Armor
> The Gray Mantle - A dark blue, collarless jacket reinforced with leather at the shoulders and around the ribs. In certain lights the dark blue of the jacket glints with flecks of white and purple, the material soaked with crystal dust. Is not gray, at all. Gamble tries to explain that Gray is more a reference to taking a narrow path between extremes? Or something? But come on. You're wearing the Blue Mantle, buddy. 1. Tough as leather, even in the non-reinforced areas.
2. Dark and Light Crystal Incored.
3. The Gray Mantle is infused with life magics that feed off of Gamble's spirit. Like him, it is incredibly adaptable in the face of fate and chance. The mantle will alter itself to fit whatever is needed at the moment. It will harden in combat to modifier 3 armor, its pockets will become voided and widen if you need to carry large objects, and change its tailoring/shape if Gamble needs it, be it a disguising hooded cloak or summery tanktop. Changes dependent on Gamble's knowledge of the situation.
> Single Minded Solution - A thin silver circlet, dark and ringed with archaic markings, with a tiny scowling face displayed on the front. 1. Greatly enhances the wearer's eyesight, allowing him to see well in low light and telescopically.
2. Allows the wearer to see through up to a few inches of organic material as if it wasn't there.
(Lord's Accoutrements set)
> Four Mile Boots - A pair of dark leather boots, reinforced along the sides with dark plates of steel. Silver mouldings cap the toes, shaped like stylized faces. 1. Can be used twice per encounter to give the wearer a short burst of intense forward speed, about twice their normal running speed.
2. Increases the wearer's natural stamina, allowing him to maintain top normal running speed indefinitely.
(Lord's Accoutrements set)
> Five Fingered Fantasy - Gauntlets made from dark rune-inscribed gloves, plated with segmented gray steel to provide both protection and maneuverability. The plates on the backs of the hands are designed to look like fiercely-scowling faces. 1. Greatly increase the wearer's manual dexterity, allowing him to learn a level of a Red Deck skill involving hands for free so long as they are worn.
2. Greatly increases the wearer's dexterity again, allowing for dazing weapon displays.
(Lord's Accoutrements set)
Other Items Magical
> The Blue Bend(Relic of Legend) - An fist-sized orb the inky blue color of an Elexian night, dabbled with small shimmering specks of silver. A personal gift from a love-sick Priestess, Gamble likes to keep it close. Or did he find it in the skeletal ruins of an ancient shipwreck? No no, that wasn't it...Oh right! Left with baby Gamble in his basket on the steps of an orphanage, Highgrove holds this simple trinket very dear. Probably not. Either way, it is one of the only things of value Highgrove owns and he is loathe to part with it.
> Valor Líquido - A golden flask in the oscaran style, a bit tarnished with age but otherwise in excellent condition. Its stopper is a small cup carved in the sharp of a horned lion, its eyes made from gems that currently glint indigo. (Current Infusion: Amethyst) 1. May be infused with a crystal powder to alter its effect to a new Art. Refills once an encounter.
2. Current Effect: May be splashed out, causing the liqueur to instantly ignite in a torrent of indigo flame, or drunk to grant a fiery grasp. Either flame may be controlled through mental command.
> Shard of Unity - A silvery irregular shard of some strange metal 5" long. 1 Can be imbued to an item without enchanting and removed. The item gains an effective Homeguide and its owner can project their senses through it. (Scattered Blade set) Mundane
> A well used set of lock picks
> Bags of Lutharin Crystal Dust (Onyx, Amethyst and Emerald)
> Manjor-bone dice
> Flint and steel
> Several aging maps, a bit out of date but still rather accurate and heavily marked with notations.
> A small carving of a man's head, its features worn smooth
> What appears to be an extreme old warrant for his own arrest
> Small packets of jerky
Stats & Descriptions Name - Legato Race - Human Age - 33 Affiliations - Warriors Height - 6'0" Weight - 165 Appearance - Chin length gray hair prematurely drained of color, sometimes tied back with a small ribbon but usually left loose. Oval-shaped light green eyes, either catlike or snakelike depending on the viewer. An aristocratically Sylvan face, a bit life-worn yet oddly handsome, with a longish nose and gaunt cheeks. One mostly missing ear, neatly snipped off close to the head. A somewhat smirking grin, occasionally pulling back to reveal slightly yellowed teeth and a single pointed canine. Light, unscarred skin, the luminous pale of a true Sylvanite. The lithe build of a dancer, tight cords of muscle seemingly relaxed but ready to explode into action at a moment's notice. Heavily calloused hands with long, clever fingers. A clean, vaguely linen-scented cologne. Apparel - A thin sleeveless swordsman's shirt, tight around the chest and waist. A scalemail cuirass made from overlapping silver and gray scales. A single gilascale and leather bracer attached to a black swordsman's gloves. A cunningly segmented vambrace and gauntlet of pale grey alloy, its nimble fingers slightly pointed. A bright green gauzy scarf tied neatly around the right bicep, smelling faintly of flowers. A leather girder cinched tightly around the waist, armored in the front with incredibly bright red and green gilascale. A heavy mantle made from the sable pelt of a Western Greatcat wrapped around his upper body, polished stone and exotic opals glittering within the silvered black fur. Carefully mended leggings, restitched with green and gray thread. A trio of curious-looking rings. Two scabbards, one empty and the other ancient, lashed to his side by a surprisingly strong black ribbon. High black boots with steel heels and toes. Personality & Background - Unknown
Skills/Bonuses A Little Night Music(Man-At-Arms: Lvl 8)
A battlefield is in a sense an orchestra, with many disparate players and pieces coming together to create something more than their parts. But it takes more than the providence of fate to bring the music out of a battle. It takes a master vision, a guiding hand. A conductor. Legato is such a visionary, composing a symphony with every sword stroke. Legato qualifies for ranks in Man-at-Arms and Intuitive Analysis one level early and can reach an eleventh level in each system. Lvl 1. Intimidating Weapon Displays
Lvl 2. Empowered While Wielding Swords
Lvl 3. Accurate Prediction of Foe Sword Techniques
Lvl 4. +1 Sword Material Modifier
Lvl 5. Dazing Weapon Maneuvers
Lvl 6. Disarming Attacks
Lvl 7. Intimidating, Will-Draining Cuts
Lvl 8. Ability to Technique Channeling Warrior's Techniques Intuitive Analysis
Lvl 1. Nothing escapes the steel trap of Legato's mind, allowing him to recall the specific details of everything that happens during a fight.
Lvl 2. Legato's ability to dodge, block or deflect a specific attack increases with each repetition of that specific maneuver.
Lvl 3. Legato may note the stress points of your opponent's armor, effectively increasing the material modifier of his attacks by when attacking armor.
Lvl 4. Attacks on Legato's mind or emotions only work once, after which he become immune to that manipulation until end of encounter.
Lvl 5. Legato may note the weak points in his opponent's defenses, giving him an effective strength level against a single opponent at a time.
Lvl 6. Analyzing the environment grants Legato a perfect mental landscape. Without looking he is completely aware of the physical layout of the area, allowing him to fight over and around obstacles seamlessly.
Lvl 7. Once per encounter Legato may choose a physical ability a target has used an analyze it completely. His body instinctively counters or dodges that maneuver, allowing him to focus on other things.
Lvl 8. Legato's ability to notice stress points improves, noticing the weak points of his opponent's weapons as well as their armor and increasing the material modifier of his attacks by another level when determining whether their weapons or armor are damaged or disabled. (BPs: 305/130) Honored Among Mountains
Legato is a Sponsored Champion of Ash, the Guild City. As is such, he is entitled to the following bonuses and benefits: - Ash is the City of Guilds, but it is also the ancestral home of the Kindirin People. While they often choose not to take an active hand in the rule of Ash, they do take an active interest in those individuals honored as champions of Ash. As a result, Legato is closer to the hearts and minds of the kindirin people than most living in the Guild City, if not a brother than at the very least a favored cousin of the mountain tribes.
- To most of the world, Ash is the Guild City and the gate to the North, one of the foremost centers of civilization in the world. But to the foothill villages of the Alogeans, Ash might as well be the center of everything, the one shining beacon of adventure and excitement amongst their lives of sheep-sheering and turnip farming. As a champion of Ash, Legato is as close to a living legend as it gets among the sons and daughters of these farming villages, and often finds overflowing with gushing notes of adoration and tokens of esteem after his various triumphs.
- Ash was founded on the principle of the Guilds of Bakara working together towards their common goals, but it can sometimes seem like those "common goals" are few and far between. That is why the sponsored champions of Ash have been charged to foster further unity between the Guilds and Societies, acting as ambassadors of sorts between groups that often seem to have nothing in common. As a result, Legato's working relationship with officials of any Guild or Society will always start from a positive position. In addition, he may access Guild-Restricted job and quest content regardless of guild/society affiliation.
Weapons Magical Serious Moonlight - An atarin longsword made in the ancient style, single edged and gently curving. The weapon is not young to say the least; her white-steel blade streaked and marred in places by the years, the white leather cradling her grip somewhat tattered and the gold studs embedded within her tarnished with age. Still, her grip is sure, her balance is perfect and her edge is as sharp as if she had been forged yesterday. Her sheath seems to be carved from ancient ivory, a simple waved etching barely visible through the yellowed material and ravaged of time. A charm has been attached to the sheath by a tassel, shaped like a cheeky looking rat in cavalier garb. 1. Unbreakable.
2. Whenever Legato spares the life of someone injured by this blade, he may choose one of their skills or abilities. The blade absorbs a little of their essence through their blood, granting him a randomly prismed mirror of that skill or ability. Can hold three such abilities at any one time.
3. The charm may be activated to give this weapon a rat emblem etched onto its blade. While it has this emblem, whenever it comes into contact with an enemy weapon it will gain all magical abilities and enchantments on that weapon until the end of the encounter.
- Modifier 5 - Loup Garou - In truth an elegant atarin longswod of Corin's Alloy, Legato's second sword is more often worn as a gauntlet and its sheath left empty. Loup Garou is formed of serpentine segments pieced together so cunningly that the armor impedes Legato's movements in no way, from the upper bicep all the way to the rather sharp-looking points of its finger guards. A charms has been attached to the gauntlet by a tassel, shaped like a rather sad-looking crab. 1. Battleforged - Loup Garou absorbs the energy from every clash, the warmth from all the blood it spills, the heat from every battle its involved in deep into itself.
- The weapon can be reshaped like a Firemage Dagger
- May be formed into a swordsman's gauntlet and back again. While a gauntlet, Loup Garou counts as sheathed.
- May be turned intangible, passing through bodies and armor. Bodies it passes through have their body heat drained into Loup Garou, causing disorientation and shivering chills.
- The touch of the Loup Garou can perfectly cauterize wounds without doing further damage.
2. +1 Modifier for every battle post beyond the first the weapon remains sheathed. Modifier Bonus lasts for one post after drawing. Maximum of +4
- Modifier 6 - Mundane
> A simple but extremely sharp carving knife, balanced well enough for combat use. But why would you want to?
Armor Magical Pelt of The Old Bastard - The pelt of what must have been a massive Western Greatcat, its fur an unusual sable hue with off-white stripes. The hide has been treated expertly, its eyes replaced with opals and its claws replaced with glittering onyx, polished gemstone studded into fur that still glistens and shines as if it was alive. Designed to be worn as a mantle, this hide practically pulses with the essence of The Old Bastard, a monstrous Greatcat who terrorized the Western Alogeans for decades. 1. Casual Tyranny: Each attack by Legato removes a positive effect, magical or otherwise, from its target. Some effects may be too powerful to remove with one attack, or at all.
2. Bastards Never Die: Legato may cast a non-magical Restore effect on himself once per encounter.
3. This World Is Mine: Legato may leave a special mark upon any one city in the world, a reminder to all of who is the final authority whether they realize it or not. While within his territory Legato is slightly stronger, faster, smarter and just plain better than he would otherwise be. He also gain a double strength respect-based Charisma effect.
- Modifier 3 - Mundane
> Scalemail Cuirass (Modifier 3)
Non-Weapon Items Magical Ring of The Inferno - A silver ring set with a triangular green stone. 1. Once per post it can release a fireball the size of a cantaloupe that hits with the consistency of wet clay.
2. Unlock: The fireball created by the ring flies forward with greater speed/force and ignites the air in its wake, creating a beam of flame
3. Hand of Elements Set Ring of The Tundra - A silver ring set with three ovoid blue-white stones. 1. Once per post can hit a target with a burst of intense cold, dazing them and leaving a trail of frost along the ground between the wearer and the target. Effect amplified if user is wet.
2. Unlock: The cold blast creates a path of ice rather than frost. The dazing blast of cold now is accompanied by a flash of intense pain all over the body, and lingering numbness and shivering afterwards that inhibits dexterity. Effect still amplified if target is wet.
3. Hand of Elements Set Ring of The Vortex - A silver ring set with a circular azure crystal. 1. Can create a shielding vortex of wind before the wearer's hand that slows and/or redirects attacks.
2. Unlock: The vortex created by the ring can be extended forth into a 3' long funnel originating from the ring. This vortex can push back others and lift objects under 50 lbs in weight.
3. Hand of Elements Set Essence Stone - A rather plain, roughly egg-sized stone with a hole bored through the middle of it. 1. May increase the bearer's strength by two for one post or instantly heal a non-fatal wound. One per encounter. Mundane
> A pair of odd, very old gold coins, depicting a beautiful woman with her eyes closed. They smell of death.
> A soft, dark red swordsman's cloth
> A small oval oilstone
> A book of musings that seems to have had multiple different authors.
> Several small carvings in various states of completion.
> A few packs of travel rations, mostly mushrooms.
> A small bag of maple candy.
Stats & Facts Name - Adelmo Orrin Race - Kindir Age - 18 Height - 5' 8" Appearance - Adelmos is a round faced kindir with a shaven head, giving him a somewhat infant like appearance. This effect is offset somewhat by his hypnotic amber eyes and the scar running down his right cheek. He is built athletically, as most kindir, but carries a little bit of loose weight around his midsection. Apparel - Adelmos is clad almost exclusively in the hides of creatures he had hunted and harvested himself. His trousers and gloves rouse-hide, his jerkin made from gyre scale. Ordinary boiled leather protects his feet and hold his garments in place. The focuses of his outfit are undoubtedly the necklace of teeth around his neck and the brown bear pelt, rubies embedded in the eyes, worn around his shoulders. Background - Adelmos is a shaman in training, intending to one day help guide his people in matters of spiritualism while tending to the wounds of great warriors. When he was old enough he journeyed deep into the mountains in search of something that pulled at him, called him. He found Lore, a fledgling phoenix with whom he formed an immediate connection. Seeking the guidance of existing shamans, Adelmos soon found himself wandering Bakara. Now he travels Bakara, unsure of what will come next. Affiliation - Sentinel
Skills and Abilities Path of the Shaman - Adelmo is committed to a path that will eventually allow him to take a position among his people as a respected healer and spiritual adviser. As such he has an expansive knowledge of the flora, fauna and spirits of Bakara. Gifts of the Shaman - Adelmo considers himself somewhat of an apothecary, focusing his attention on the magical and natural ingredients that will benefit him on his path.
>>Potioning - Adelmo can craft potions by adding a pair of ingredients to the base concoction, creating more lasting potions of differing effects. (Level 2)
>>Herbalism - Adelmo possesses the knowledge to craft teas, supplements, compresses and poisons from natural ingredients. (Level 2) Skills of the Sentinel - Adelmo has joined the society of Sentinels, hoping to improve his connection to nature and making him a better shaman.
>>Tracking - Adelmo is capable of tracking beasts and men through the wilds of Bakara. Elder's Gift - A gift carried on the dying breath of a Kindir elder Adelmo met in a vision. Allows Adelmo to commune with the spirits who died in the area or in a particular person's past, gaining a broad sense of what happened to them and the nature of their problems. How clear this sense is depends upon the strength of Adelmo's relationship to the place or person.
Spells and Magics Spirit
>>1 - Soothe - Calm the emotions of another, the more intense the emotions, the less effective this spell is.
>>2 - Vibe - Send out a wave of spirit energy that can sense the general direction of any hostility aimed at you.
>>3 - Hado - Release a blast of spirit energy from your hand, a baseball sized projectile that hits with the force of a punch. Color depends on your mood.
Weapons and Armour Eight-Branched Serpent - A beautiful scimitar made of marvelous, slightly glowing steel with a brass guard and handle in the shape of a coiled snake, two emeralds on the tips of its fangs like glistening poison. When slicing through the air it makes an intimidating hissing sound, and can be made to coil around something it hits almost in the manner of a sapphire imbue. Blazing Bearskin - The bear skin slung eternally over Adelmo's back and shoulders is that of a large brown bear, its eyes have been replaced by two chunks of ruby crystal. The entire pelt is as tough as leather and can burst into damaging flames that do not hurt Adelmo.
Items Healer's Kit - A combination of Potioner's Kit and Herbalism Kit, with a few extras thrown in for good measure. Adelmos keeps the kits in a rouse-hide satchel, kept round his shoulder at all times. Herbal Mixtures
>>One flask of Brighteye Mix tea. Mixed Potions
>>One vial of Phoenix Folly. Loose Ingredients
>>Phoenix Ash- 1. Arcane Powder- 1. Liquid Amber Vial- 1 Shaman's Totem - A wooden totem, carved to resemble a great bear.
Pets and Companions Lore the Phoenix - Lore is a beautiful example of her species, a living symbol of life and light.
As a baby bird, a fledgling, she is a little ball of crimson fluff with expressive black eyes and an ashy grey beak. Her talons are equally ashen, useful for standing. As a firebird, she possesses a collection of red and orange feathers that reach out a foot in either direction, her fluffy fledgling fur falling out.
>>Level 1 - Should the worst happen, Lore will persevere due to her nature as a phoenix. When Lore suffers a wound that would kill her, she explodes into a pile of ash. She will be reborn from this ash as a fledgling either at the end of the encounter, or once the ash is exposed to air if it is gathered up.
>>Level 2 - The ash from which Lore is reborn can be used in potions and herbal compounds. It serves as an element of regeneration, rebirth and longevity. Two uses per rebirth.
>>Level 3 - Lore grows to become a more of a bird, capable of short flights. After death, it takes one task or quest for Lore to grow into her firebird form. Xiomar, the Coonhound - A former kindirin sentinel, Xiomar was reborn to Bakara as a redbone coonhound. Lithe and muscular with a keen sense of scent, the dog hunts now as he did then.
Recipes Elixirs
>>Phoenix Folly - An unappealing grey potion, flecks of black visible in its depths. After consumption, the next non-fatal wound suffered by the drinker instantly heals itself. (Greevan Lake Water, Arcane Powder, Phoenix Ash)
Currency
35 Gold (+60 toward next potioning or herbalism level.)
Stats & Descriptions Name - Dany MacElroy Race - Human Sex - Female Age - 19 Affiliations - Bards/Sentinels Height - 5'6" Weight - 120 Appearance - Strawberry blonde hair cropped very short, probably by herself and probably with a knife. Bright chestnut eyes, twinkling and mischievous. A pretty heart-shaped face with arched eyebrows and a dainty nose that would have been delicately girlish on anyone besides Dany, who doesn't close her mouth when she chews and often has dirt up her nose. Pale, creamy skin flushed with ruddy red. A slender build with a somewhat slight figure and long legs, accustomed to loping across fields, swimming in streams and inventing mocking dances when the moment calls for really rubbing it in. A small scar under her right eye that is nearly always hidden by a smear of blue paint. A very deep but very cleanly healed series of scars on the back of her right hand forming a somewhat bestial symbol. Half finished songs, overly bawdy jokes and somewhat rambling stories written up and down her arms in charcoal pencil, cleaned off and replaced in a cycle ending with a bath and beginning afresh with boredom. The smell of lavender soap, and sometimes animal stink. Apparel - A hooded surcoat in mossy green and burnished gold, detailed in chocolate brown with the Triumphant Lamb stamped over the right breast. A long-sleeved white traveling shirt of soft wool with a high collar. A short sleeved mail shirt made of small links of silvery blue metal, reaching mid thigh. A small woven sheath at her side. A hand-made belt with a tarnished brass buckle. Snug light brown leggings, slitted at the thighs and then tied with catgut. Soft elk leather mountain slippers, broken in and incredibly tough . Clean wrappings around her, elbows, chest, and wherever she might happen to have any sort of minor injury. Personality & Background - Dany MacElroy seems like a typical young woman from a typical Alogean village where everyone has the typical interests in sheep herding, small harvest dances and advances in the fields of either. However she, unlike nearly everyone she has ever known, has gleefully left the mountains for the greater Eastern world, merely telling her incredulous friends and family that "he'd promised".
Skills/Bonuses Village Idol
Dany is everything the perfect Alogean girl should be. She can shear a sheep, plow a field, mend a dress then birth a cow and still be ready to dance all night while singing her lungs out. She can run, swim, climb and fight as long and hard as any one else she's ever known and then do it again tomorrow while simultaneously minding a herd of surly goats. As a result she is highly athletic and most animals tend to fall in love with her on sight. Troubador(Bardic Training: Spoken, Song)
The Alogeans are not as far along as most of the Eastern World, and many villages still receive most of their news from someone singing it in the town square. Dany was apprenticed to one such minstrel, possessing a bright, clear voice and quick, clever wit. As a result of her particular training, any performance she creates can also fall within the folio of Knowledge, Experience and Insight. In addition she is a member in full of the Bard's Society with all the privileges and duties that implies. (Spellsongs Composed: 2) Sentinel Edges > Low Tier (Wild Potential, Best in Show)
> Mid Tier (Shared Soul) Shining Sunrise(Hero's Legend: Lvl 3, LPs: 5)
Dany didn't leave the mountains to stand by the sidelines, not by any means. The first twenty years of her life were decidedly adventure free, and Dany is going to do everything in her prodigious power to see that change. > Charisma Effect
> When talking about her passed adventures, Dany's charisma and other social skills are all enhanced and altered to suit her intentions
> Everything is on the house at bars and inns, and Dany will occasionally receive small gifts from adoring/thankful/impressed citizenry
Weapons Magical
> Abacae's Rite - An ancient-looking sword of some dark, almost primitive metal, its long blade curving in waves towards its tip. Its round guard is of bronze and stamped with Dany's sigil, the Triumphant Lamb, and the grip is tightly wrapped in vibrant reddish blonde hair. This is one of the twelve Cradle Relics, and Dany is sometimes not entirely certain of her fitness as its wielder. 1. Rite of Pnuema - The sword weakens that which binds spirits to this world. Any who are killed with it will pass on immediately; their spirits will not linger behind in this realm. The more damage dealt by the sword to spirits and objects with spirits bound to them, the more likely those spirits are to pass on.
2. Rite of Sarx - By activating the crest, Dany can cause a warhorse of soil, earth and stone to rise out of the ground, animated by life magics and loyal to her. A formidable ally in battle and mount if her own is not at hand or an ally needs one. Mundane
> A leather shepard's sling, the paint on the cradle faded to obscurity.
> An assortment of well-rounded river stones.
Armor Magical The Cloud Coat - A perfectly-crafted suit of silvery mail with a blue opalescence. 1. Contains a latent magnetic charge aligned with that of the earth. This field repels it from the earth, making it seem to weight nothing at all and actually lightening Dany's steps, allowing her to run faster and jump twice as high or far. Can be amplified further by electrical charging.
2. Modifier 4. Lamb of Victory - A beautiful moss green hooded surcoat stamped with the Triumphant Lamb, a banner wielding haloed lamb, Dany's personal sigil. 1. +1 Strength when fighting to defend another.
2. If the blood of a person she is fighting beside or defending is spilled, Danny gains a full body Diamond Imbue effect.
Pets
> Capreo - Dany's Aurevel
> Squawk - A small chestnut-colored squirrel that serves as Dany's bondmate, Squawk seems far more despondent than a fluffy tree critter probably should be.
Other
> A rather nice mandolin carved from some dark wood with a woven, mossy green strap. She is terrible at playing it.
> A tall hardwood shepard's staff, its head arguably hand carved but more accurately chipped and whittled in an utterly haphazard way.
> A small, extremely well worn novel that has been rebound twice and apparently had at least ten of its pages rewritten by memory and replaced.
> A small seashell, wrapped with extreme care in a linen cloth.
> A small package of dried jerky, a village loaf and a woefully small pot of butter, doled out in miserly bits.
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 - Dirk (Clouseau) Dupin Race - Human Age - 53 Affiliations - Formerly Peacekeeper Appearance & Apparel - Dirk Dupin wears a Cloak and a Hat and smokes a pipe. Personality & Background - Dirk was formerly a Peacekeeper, and was quite successful at catching Bounties. He was eventually promoted to a key investigator in the department of the interior, investigating the Peacekeepers for corruption. This didn't earn him a lot of love from his peers, and wound up making him bitter. He did his best to promote the well being of the Peacekeeper Organization and therefore of the cities it serves, but he was despised by all, and criminals just continued to criminate, even within the Peacekeepers. Eventually, his faith caved and he just couldn't do it anymore. He left the Peacekeepers and went to pursue more extreme methods of stopping criminals, and acquiring fame. The chronicles of Dirk -
TASKMAGERY - A vast and varied school of study, by learning as many spells across multiple arts as possible, you gain a deeper understanding and mastery of the true nature of magic.
> Each spell you learn increases your Taskmage Score by a number equal to that spell's level. Learning spell with the same art AND level as a spell you already know does not increase your score. Current score: 38
Lvl 1. So long as you know any level 1 spell, you can extrapolate your magical knowedge from that and skip other level 1 spells.
Lvl 2. The base cost of spells is reduced by 5 gold.
Lvl 3. You may combine your level 1 spells with other level 1 spells, creating non-levelable dualmagery spells. Component spells are still known and castable.
Lvl 4. For each art you know, you may prism a spell you know to that art once per encounter. Cannot be done more than X+1 times per encounter, where X is your Taskmagery level.
Required Score: 40
Lvl 5. The base cost of spell is reduced by an additional 5 gold.
Required Score: 60
Lvl 6. You may now combine your level 1 spells with any other spells you know, but can only be done three times per encounter.
Required Score: 84
Lvl 7. You can cast an additional spell each turn if none of the spells cast that turn share the same art.
Required Score: 112
Lvl 8. Once a month you may delve into the magics of a magical item you own, unmaking it but creating a spell based on it. Art and level of this spell vary according to the item.
Required Score: 144
Lvl 9. You may permanently combine three spells you know of any combination of levels and arts into a single powerful spell.
Required Score: 180
Lvl 10. Deep in the Greevan Forest lies a forbidden cave known as The Path of Jhaeros. Only those who have truly mastered the core fundamentals behind a vast array of varying magics may enter, devoid of items, where their resourcefulness and judgment will be tested in a centuries old trial.
Required Score: 230
Weapons
> A sword, mainly for appearances.
> Cultist Dagger A golden dagger with a black leather bound hilt. Modifier 3. Fire created by your spells can be Halos Fire. This is a green flame that does not burn but inflicts pain and has more physical force to it.
> Arena's Bane - A dagger of crimson magesteel and crimson scale. Dropped by the warrior when bitten and left behind in his rage. Acts as a pseudo-randomized Legacy Journal. Grants knowledge of the spells Daylight, Mistral Fans, and Aphase.
Non-Weapon Items
> An excellently crafted pipe for smoking
> Esmina's Mantle – A cloak made of vibrant red satiny material with a golden cord. Disruption – The wearer can augment a projectile spell they know with destruction magic, causing it break down magical constructs far more effectively than normal and be far far more effective against summoned creatures and materials.. Elemental Chaos – Twice a month Dirk can use raw destruction magic to break down an item into its raw elemental components and energies, then smash them back together into a random new thing. Does not work on LSS items, Set items or certain mystic item whose unmaking would be disastrous. Must own item or have permission of item's owner.
> A small bottle of deep brown perfume
"Eau du Bête"
"Bring Out Your Inner Animal."
Scent of squirrel, turtle, wombat
All spells, in addition to their usual effects, create a small arted summon.
Effect lasts til end of the encounter. 12 uses worth
Spells - Lvl 1 Lantern - Create a floating ball of light before you that follows you and lights your way with the intensity of a candle Stash - Quickly bring your hands together twice, fingers interlaced, then bring them apart, weaving a small bag of solid shadows to contain whatever you might need. Scour - Generate a thin film of very rapidly moving water over your hand. That film will scour and scrub anything your hand touches. Etch - Your index fingertips can carve through stone as if it were lose clay. Whisper - While speaking in a whisper, you can manipulate the air to carry it to the ear of anyone within your sight. Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking. Strengthen - Magically enhance your body's musculature, enhancing your physical strength by a level. Can only have one instance of this effect placed on your body at once or the distortion caused will be damaging when moving. Lvl 2 Fireball - Summon into your hand a semi-solid ball of flame that does not burn you and can be thrown. On impact it hits with the consistency of water. Ferropathy - While maintained, you gain an awareness of metals within 10' of you and their movements. Listen - Increase the sensitivity of the air around you, magnifying any sounds you hear. Feel - Boost your body's physical sensitivity, enhancing your sense of touch. Tip - Generate short force constructs on your fingertips, be they claws, thick cushions, or any other short tool-like shape. Lvl 3 Read - Boost your ability to pick up on micro-expressions and minute body language to gauge a persons truthfulness and emotional state. Lvl 4 Daylights - Release an intense beam of sunlight from your hands. Will cause a painful sunburn on exposed skin. Sun-sensitive races will be effected more severely. Range is approximately 6'. Mistral Fans - Summon to your hands two bladed fans of silver and blue silk. When swung hard enough, can release a gust effect with a sharp edge that can cut as well as a wooden blade. Heal - By touch, accelerate a target's healing processes within a body part. Instantly heals bleeding and minor cuts. Will close more serious gashes over the next few posts. Will heal in a day what would normally take weeks. Once cast will keep healing that injury until done without requiring maintaining. Lvl 5
N/A Lvl 6 B. Aphase - Temporarily disrupt a target's ability to use or understand spoken language. Lasts three posts. Can only be used on a target once per encounter.
Currency: 0 Gold
List of Spells future Dirk will buy.
Lens, Summon Light Aspect
Silhouette, Bump in the Night, New-Moon Hooks, Summon Dark Aspect
Torch, Boil, Summon Fire Aspect
Scent, Diffusion,
Obstruct, Nomads Kusarigama, Summon Earth Aspect
Summon Storm Aspect
Leap, Osmose
Raise Cultivorian, Trellis, Level 3, Warp, Summon Plant Aspect
Nocturnalize, Amphibiate, Toxify, Chitter,
Contain, Summon Force Aspect
Epic World! Because seriously! It's the awesome!
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
STATS AND FACTS Race - Human Age - Mid thirties Height - 6'1" Weight - 176 lbs Appearance/Apparel - Tall and lean, no more muscular than a typical farmhand. An angular face, with a chiseled jaw and pronounced cheekbones, and an occasional smile that reminds you that no, no, there isn't problem here, why do you ask? Deep-set eyes the color of mint, some times hidden behind parched, jaw-length black hair that you can't tell is actually a periwig. Clad in sleeveless poet shirt, the v-neck cutting down to his navel, showing the short sleeved cotton tunic underneath, its shade matching his eyes. His breeches, falling to just below the knee, are only a slightly darker shade of green. Background - Born in a village along the Sekamoth, Odwian was forced to flee his home in his late teenage years when a local peacekeeper found him in bed with his new adolescent wife. Catching a ride with a passing trade caravan, Odwian never looked back... Until the traveling merchant realized Odwian held no skills to profit from and dumped him in Eshazar, a city deep within the far reaches of the Southern Waste.
After several starving weeks he found himself part of a police service, chasing down stray children hunting for food, and more often then not letting them go out of pity. Inefficient in his job, he was soon reassigned to an archery unit, who's most significant duty included putting on exhibitions for the public, performing trick shots and other feats of bow and arrow wonder. Odwian has a natural knack for archery, it turned out, and he soon became a crowd favorite. This was unfortunate, as when the crowd cheered him into a competition against the monarch's son, his victory was so void of humility that the embarrassed prince had him locked away.
Released some years later, Odwian spared no time leaving Eshazar. He claimed a bow from a poorly guarded barracks, snatched a compass that was left unattended in a window, and began his way north. Now he spends his days around the east, fooling around whenever the Thieve's guild has nothing for him to do. Affiliations - Thief Allies - Enemies - Accomplishments
SPELLS AND ABILITIES Abilities Keenest Eye in the East - People often praise Odwian for his skill with the bow. His shots hit with such precision that onlookers frequently insist there is some degree of sorcery involved. Well, they aren't entirely wrong. Odwian hasn't sold his soul to any devil, but his ability to gauge his arrows' paths was never entirely natural. (Sight beyond sight)
Lvl 1. Foresight - Attune your sense of sight to extrapolate and determine the paths objects and projectiles will take.
Lvl 2. Infrasight - Attune your sense of sight to pick up the infrared spectrum, allowing you to see heat. Potioning - Level 1 potioning. Thief Skills 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.
Spells Light Level 1 Lantern - Create a floating ball of light before you that follows you and lights your way with the intensity of a candle. 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 Lens - Manipulate the light before your eyes, granting you telescopic vision.
INVENTORY Weapons Eshazarian Longbow - A composite bow ...given to Odwian during his time in Eshazar. The bulk of the body is shaped from a local tree that grows around Eshazar's oasis, a glistening mahogany colored wood (not to be confused with actual mahogany). Tusks of sandboar are used for the belly and necks of the bow, and it is reinforced with sinew where appropriate. The tip of each end is shaped like the head of a snake, the bowstring caught in its mouth. 30 regular arrows in a quiver at the left of his hip.
15 custom made arrows with screw-like ends, capable of being attached to special-made potion vials, kept in another quiver at the left of his hip.
Armor Leather Limb Armor - Shin bracers and forearm bracers made from weathered black leathers.
Non-magical Items Potioner's Kit - Includes pots, burner stones, funnels, vials, mortars and pestles, scalpels and cutting boards. Some Yet To Be Determined Potioning Ingredients - Because a lot of this stuff is still in the works. 3x Arcane Powder
A foreign board game, consisting of a board and two sets of marbles, one set ivory and the other obsidian.
A flask of Western White, vintage year 441.
12' of silky rope.
A silver coated compass, "For Maleek" engraved on its back. Odwian has no idea who Maleek is.
Containers
A haversack with voidpocket innards, slung from a shoulder stap around his neck.
A pair of quivers at his hip.
Its been a year since the Lee incident, and as every day passes I grow more and more certain that we made a terrible mistake. When Irenes'Gul was pulled in for questioning, I was sure from all I had heard about him that he was nothing more than a low level petty thug, a hard drinking violent oaf whose brains were cooked by too much booze and adrenaline. So no one doubted it when he fed us a tale of a know nothing muscle working for his infamous cousin when things went to hell. We finally had a shot at Gaul, and why question Ire's story, he was too dumb to make up the story and not crack under interrogation.
But now, I keep seeing Ire's name in reports, and it doesn't seem quite so random anymore, so thoughtless. His name is appearing where his cousin's would have before, and even the old reports now are starting to look like misleading glimpses of a larger image. I fear Ire was never what he appeared to be, not entirely, and is a much more dangerous man than we ever gave him credit for. I think he played us and got away with it. The locals of course think I am just being paranoid, but I saw the brute in the street the other day....and I swear to the gods the bastard winked at me.
- From the Journal of Captain Petruh'Kael
Stats & Descriptions Name - Ire aka Irenes'Gul {EAR-en-ays GUL} Race - Nadrask Age - 49 Affiliations - Warrior Appearance & Apparel - Tall and beefy, around 6'3 with thick, mostly undefined slabs of muscles and some fat, the look a man used to heavy physical exertion but little self discipline. His face is exceedingly square, with a stubbled brick of a chin, thick lips, and a blocky nose that appears to have been broken a dozen times or so. His hair is an extremely wide black mohawk only an inch or so long. His Gatahara is a sword, blade pointing down, its pommel splitting on either side and curving up and down. Ire commonly wears black leather plants and a dark purple demonhide vest with matching boots, the latter toed and heeled with iron. A pair of short iron bracers cover his thick, scar strewn forearms. Personality & Background - The eldest son of a mid-level Nadrask family, Ire has worked all his life as muscle-for-hire, an enforcer and leg-breaker. He is a brute and a thug, crude and often cruel. He is extremely skilled as his work, but has an impulsive nature that can often undermine his competence. A brutal and vicious man by nature, he's rarely had an assignment that he gave a second thought to. A fact that would end up biting him in the ass.
There are two things the Nadrask discourage their members from engaging in. The first is human trafficking/slaving a messy business some Nadrask families do nonetheless. The other is drawing the anger of the guilds, which has caused massive problems for their race in the past. Ire managed to do both when he and his cousin Ephlak'Gul signed on as top enforcers for an Elexian merchant who was selling people along with marble.
When the merchant was found out by some Clerics, Ire was put in charge of making sure they never passed the information on to the authorities. Things got very bloody and in the end Ire was only able to escape the frying pan by tossing his cousin into the fire, hanging it all on him and leaving him to hang, quite literally. Now Ire is on his own and on the outs with the Nadrask elders and other families on Nadra.
The only work Ire would find was from his own family, namely his mother, who was in charge of the family in the new outpost in Greevan. A vicious old woman, Ire strove to prove himself to her, only for his plans to backfire badly for him and his crew. Now humiliated and stripped of his crew and resources, Ire is utterly on his own. God help anyone that gets in his way.
Skills/Weaknesses BP - 27 Brute - Ire normal strength level is Strong Let's Burn the World - A Hero's Legend that cannot be leveled by normal means. However, at the end of any quest, Ire receives one point towards the LSS for every million gold's worth of property damage he personally caused. Heavy Hitter- Subtly is for the weak. Your way is to wade into battle and start swinging. Train in this specialty and you will become a true juggernaut. Equally handy for armed or unarmed fighting types. Lvl 1. Your balance and musculature grow and adapt, especially in your legs. You cannot be knocked or driven back except by extreme force. Warrior's Technique - Rush Down Lvl 1. You learn how to expertly maintain your footing while in motion, allowing you to more easily fight on the move.
Spells Dark Lvl 1. Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows. Lvl 2. Shadowblade - By reaching into any unlit container, you can form the darkness within into an icy cold knight dagger of solid shadow. Dagger is maintained like a summoning. Body Lvl 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.
Weapons Magni - A bone warhammer, 3' long with a black silk wrapped handle. Modifier 4. Hangs from his belt.
> Can be anchored magically in place, even in midair.
> Once per encounter can be made supernaturally threatening, drawing attention of all those who can see it and form them to acknowledge Ire's presense. Modi - An iron battleaxe. 3' long with a black silk wrapped handle and Ire's gatahara etched and burned into its head. Is strapped to his back. A soul crystal is imbued in its blade.
> Enlighten animated with the spirit of an earthmage named Thoselrod, a coarse, wine loving peasant who was forced into the service of a tyrant and died serving him, only to now find himself in the service of a worse one.
> Modi can blunt itself by collecting a thick layer of dust and/or dirt at the edges. While so blunted each hit with the axe renders the stricken increasingly drunk.
> Once per encounter can be made supernaturally threatening, drawing attention of all those who can see it and form them to acknowledge Ire's presense.
Non-Weapon Items Nightmare King - A blood red scaled vest, made of mutant gilahide, lined with black silk. Tough as steel, slightly luminous.
> The jacket can be made at will to exude a thick shadow that cling's to Ire, obscuring his features from view but causing his eyes to take on the same slightly red glow as the scale. This shadowy mantle sinks into him, increasing his height by a foot and doubling his leaping ability. He may also extend out the shadow in the form of featureless tendrils, these tendrils cannot physical effect anything but contact with them creates the sensation of painful freezing.
"Eau du L'âme" - "The Scent of You" - A spirit magic perfume Ire won in the lottery. Is what granted him Let's Burn the World Kept in case it comes in handy.
Small side satchel
Iron flask
Cigars
Flint and Steel
Jerky
Dice
Cards
Whittling Knife
Small Sticks
Currency 6 Gold Burglary Note - The who, where and when for a potentially lucrative criminal enterprise. Results may vary
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 - Tryst aka Trystira'Gul (tris-TIER-a GUL) Race - Nadrask Age - 27 Affiliations - Stalker Appearance & Apparel - Just under 6' tall with a swimmer's build. Her heart shaped face and small nose and mouth might be considered pixie-sh if not for the hard edge to her eyes and silver stud in her nose. Her mohawk is striped black and pink and lays down over the right side of her head and face. Her Gatahara is a heart gripped by fangs. She favors black leather plants, black died mocassins and a red or pink silk top. Over this she always wears a hooded but form-fitting black leather jacket that can be quickly pulled and and closed up for stealth. Personality & Background - Tryst is the youngest of the Gul family. Unlike most of her relatives, she has always preferred stealth and style to brutality, though she is not in the least bit shy about spilling blood. She is a cutthroat by profession, an assassin, though she tends to be picky about the targets she accepts, supplementing her income in the meantime with more mundane thievery. She just recently moved permanently to the mainland to become an official member of the Thieves Guild and a Sentinel as well, usually preferring the company of animals to people (though she is starting to suspect that might have something to do with growing up with other Nadrasks). Tryst is ruthlessly clever and utterly self assured.
Skills/Weaknesses Hush - Tryst has learned how to move amongst animals, even trained ones, without causing them alert or alarm. Herbalism - Level 1 Red Deck Training 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. Sentinel's Edge - Low Tier Wild Potential - Unlock some of the innate potential in one of your pets or animal companions, granting them an ability based on the type of creature they are. Once per pet, may be taken multiple times. This is for Ohtkaz.
Spells Dark Lvl 1. Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows. Lvl 2. Shadowblade - By reaching into any unlit container, you can form the darkness within into an icy cold knight dagger of solid shadow. Dagger is maintained like a summoning. Lvl. 3: Shadowcrawler - Shape and animate your shadow into a summoned mink of living, solid darkness, icy and swirling.
Weapons Ashes - A half dozen steel throwing knives with black leather grips, kept secreted about her body. Dust - A long curved steel dagger with a red leather grip, designed for slitting throats. Sheathed on her thigh. Reaper - A 6' long scythe of tarnished silver and ebon wood which is as hard as iron.
> Half the scythe's mass can be reduced to a shadowy aura around it, transforming it into a single hand scythe.
> All of the scythes mass can be reduced to semisolid shadows, allowing it to be put and kept in a closed pouch, bag or sac.
> The scythe's blade develops an umbra of damagingly cold shadow.
Non-Weapon Items Poisoners Ring - A silver ring baring her Gatahara. Its thick face can be flipped open to reveal a tiny compartment. Borgias Ring - A silver ring baring her Gatahara. A very short needle juts from the face Warrior's Fetish - A small curved bone with two barbed hooks in one end, can be firmly pierced through any part of a person's body. When worn, the wearer's muscles are increased in efficiency in such a way that sudden bursts of strength such as punches, kicks and strong shoves are increased by an effective strength level. Cannot be used with Strengthen spell. Void-Pouch
Herbalist Kit
Compass
Spyglass
Timepeice
Piano Wire
Kibble
Waterskin
Bread
Personal Care Products.
Pets Ohtkaz - Tryst's bondmate, a quick and agile black cat with a personality much like her own.
> The Bond is Deep - The connection between Sentinel and Bondmate is made stronger, allowing the two to share far more than thoughts and emotions. Any one beneficial effect at a time placed upon Tryst may also effect Ohtkaz. In addition, any one negative effect at a time may be shared between the two, effectively halving its effectiveness.
Yarast - Tryst's pet Subersu. Current size: (1'10" tall, 2'5" long)
Lvl 1. It gains an immunity to light magics Lvl 2. Its eyes take on a silver glow. Its gazes draws your attention by making the rest of the world seem to fade into darkness. Lvl 3. All of the subersu's heads gain the power of speech, each with their own distinct personalities. (2'7" tall, 3'6" long)
Paragovori - A highly intelligent Rook. Tryst's Stalker pet.
Currency 115 Gold
Marker from Yaarg for help on a job
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 - "Sombra" Race - Oscaran Age - 21 Affiliations - Errant Appearance & Apparel - Tall and gangly as any oscaran, Sombra never underwent the rites of manhood and as thus has long black hair down to his shoulders. He looks older than his 21 years thanks to his life time of slavery and combat. His squared jaw is constantly stubbled, his face long but strong. and his eyes are a pale gray rather than the usual black of his people. He favors crimson shirts with dark brown pants, dark red snakeskin boots and a long black leather duster. His swords hang at either side beneath his duster, and either a satchel or a guitar is usually slung across his back. Personality & Background - Born with another name, Sombra was the bastard child of the corrupt and cruel chieftain of his tribe. A monster who forced himself on Sombras mother and then had her shunned for supposedly fraternizing with other races, he himself was in business with a nonoscaran, an Elexian businessman and secret slave trafficker by the name of Lee. He would advise Lee's men where and when they could find Shunned Oscarans who would not be mixed, and then make sure they met no resistance when sneaking onto Oscaran lands to take them. Sombra's mother has taken, and he was born into slavery. His mother was working as a servant for Lee himself at the time, locked inside his manor and hidden from the world like many others. Sombra was put to work helping the other servants as soon as he was big enough. He had some friend, a couple of other children of servant, and even became slightly friendly with Lee's son. But one day the son, angry with his father for some reason, lost his temper and verbally tore into Sombra's mother. Sombra lost it and struck the boy. The next day Sombra was sold, and would never see his mother again, or find any answers as to what became of her.
Sombra's new owners were the Cult of Magni, and before long Sombra found himself fighting for his life in the gladiatorial games held in secret in the Lutharins for the glory of the nadrask turned god. Each year he would be trotted out before bloodthirsty crowds, but each year he manage to survive, and each year he did better. He began to do more than survive, he began winning. He went from group battles to one on one matches, and started to draw attention. His 21st year he won the tournament and was presented with a prize, a pair rare and valuable swords that changed in form to reflect their owner and would be his signature weapons from each battle on. But he was still a slave.
But the following week a Nadrask came to visit Sombra is his cell. His name was Grimoire'Yeth, and while not a cult member he his wife's family was and he had been trusted with the secret of the tournaments and attending them for years. He told Sombra he had made a fortune over that time betting on Sombra, having seen the oscaran's strength and determination since his first fight. But as of late his conscious had been weighing on him, and after consulting with a close family member he had decided to cut ties with his wife and her family and the cult altogether. To try and assuage some of his guilt, he had bought Sombra and was freeing him. Sombra was given the swords he was won, a guitar Grim had won betting on him, and whatever clothing and supplies he might need. Grim took him with him Elexia and the two parted ways, one seeking redemption, the other renewal.
Sombra never found out what happened to his mother, Lee's empire had fallen just two years prior and he found no trace of her. Sombra, with no direction, sought it in guilds and societies, joining the warriors to put his years of experience to work and the bards so to learn how to use Grim's gift.
Skills/Weaknesses Dance Training, Strings Training
Tempered Voice - Errants more potent performance pieces tend more towards self effecting physical reactions, any purely magical effects being limited in power akin to their spell limitations. Gladiator - Sombras years of forced combat have worn and honed his body. He is very skilled at combat, but his body is heavily scarred and often pains him. Living with his pain has increased his ability to deal with pain however. Warrior's Technique: Deadly Grace - 13th unarted Warrior's Tech option. - The use of dance training and conditioning applied to combat, making you a more agile, unpredictable and dangerous foe.
Lvl 1: Confidence - Your footfalls are unerring and sure, naturally fall where they need to in order to compensate for unevenness or instability.
Spells Spirit
Lvl 1. Soothe - Calm the emotions of another, the more intense the emotions, the less effective this spell is. Lvl 2. Peer - You are able to see and decipher other people's auras, revealing their emotions. Lvl 3.Succor - You can perceive the auras of those in distress, which shine so brightly they light up the area around them like a bonfire from a distance. Lvl 4. Inner Champion - Sombra's form and bearing seem to shift dramatically without actually changing at all, the already tall oscaran changing to loom intimidatingly over everyone around him as the hair falling before his face completely shadows his features to create a nameless, faceless and utterly terrifying warrior. While in Champion Form, Sombra naturally Intimidates anyone opposing him. In addition, his speed and reaction time increased by half a level for every Intimidation effect he imposes on his enemies, up to three times his normal swiftness.
Performance Pieces Strings C-Sharp - A pluck of ones strings that shoots a dark-like projectile of solid air, modifier 1, at a target. Dance
Flashdance - A flashy, impressive bit of footwork that is rather flashy and eyecatching, drawing attention..
Weapons Agonia y Extasis - A matching pair of iron espada ropera, rapier-like swords capable of slashing as well is piercing. The intricate guards and crossbars of the swords form gilt domes, web-like nets of twisted and curved golden metal, the gaps in one forming a teardrop, the gaps in the other forming a heart. The pommels of the swords are highly polished red and blue stone, the hilts and sheaths, which hang as his sides, wrapped in matching died leathers. These swords are able to interact with the spirit world in gain abilities reflecting Sombra's nature. Lvl 1. Upon wounding a living being, the sword learns the essence of their spirit and can be used to track them. Lvl 2. The Soul Blade can be phased closer to the spirit realm, allowing it to harm spirits as if they were flesh and bone.
Lvl 3. Apoyando - Sombra may deliver an Apoyando, or 'Rest Stroke', to carefully maintain his body's pacing and keep himself running at peak condition. Using this technique, an otherwise normal strike, boosts Sombra's vitals in such a way that his body is able to burn away a negative effect that has been placed on it. Three times per encounter. Particularly powerful effects might take multiple uses of Apoyando to remove, or may not be removable at all. Lvl 4. You are able to slash a part in the veil between this world and the spirit world that will harmlessly swallow up any projectile that enters it.
Non-Weapon Items Libertad - A guitar gifted to Sombra by Grim upon his release. Joined the bards to primarily to make the most of this treasured gift.
Water Skin
Assorted Rations and Snacks
Tin Cup
Collection of flat, rounded stones.
Flint and Steel
Bed Roll
Tent
Void Satchel
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
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@Crow - The armor is form isn't custom, just the melee weapon. And I do not think that constitutes a melee weapon.
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
This guy's finished/ready to review now.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
If I am reading this right all you have is guild stuff, an LSS and an irritating sword. That is fine, though you might want to change your initiate ability or your level 1 dark spell since they do the exact same thing.
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
EDH - UWGrand Arbiter Agustin IV
UBW Oloro, Ageless Ascetic
Modern - Mono U tron / Polymorph / NFTW (ninja for the win)GR tron GR
Buy All the Dual Lands!!!
Buy All the fetches!
Create tons of EDH Decks!!!
Eat Nothing but Oats!! (LOL, not true)
Train MMA!!!
Marry My girlfriend!!!
Get her Pregnant only Once!
Teach my Son/Daughter Sports and magic cards!!!
Continue my legacy son!!!/Daughter!!
That's generally how it works, yes. If you'd like to know more about how things work, I'd have a read through the All-Encompassing Epic World Guide.
Its gives a good explanation of the world we're playing in and the rules we use to do it.
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
Nickname - C.T.
Hidden Name - Maphisto
Race - Saaur
Affiliations - Inquisitor
Appearance & Apparel - This short guy is actually very tall for his race, standing at 5' exactly. Ironically he wears dark clothing while he studies light magics. His scales are a beautiful orange and crimson, but he does not care for them as much as he should so they are duller than they should be.
Personality & Background - Simay's life was very grey... His mother was a healer and father a criminal. Who is to say he would have ended up any differently if he had different parents? He grew up not having a full understanding what was right and wrong and now as an adult he keeps the law with the peacekeepers but always following the initiates way of life. He is colorful yet grey down to the core.
Skills/Weaknesses
Last Breath's Bounty - By breathing deeply of the air around a corpse, C.T. can take in the essence of their last breath. This allows him to see, hear, taste and smell what that person experienced moments before death, depending on the time since they died, the strength of the person's spirit and the strength of the body's odor.
Keeper's Wrap - A roll of sticky yellow wrappings marked with the Peacekeeper sigils. 12 uses. Free refills.
Base Ability - When strung upon around an area, will ward off interference.
Investigation - When strung upon around a crime scene, will draw to its border any nearby with knowledge regarding the crime.
Tracking - If any evidence left behind is stuck to it, can be used to scry for the offender's location using a weight and map.
Subdual - Those bound in the wraps are greatly weakened.
Oblivion Stones - A special charm given to Inquisitors, worn as pedants, on bracelets or as pins or rings. The crystal in this charm will capture the soul of any bounties who happen to be killed during apprehension. The Initiates will pay Inquisitors to hand over these souls for questioning at any Inquistor's location.
Soulgaze - By maintaining prolonged eye contact with another close at hand, an Inquisitor can trigger an enhanced state of awareness between the two, allowing each to see a vision of the other's true nature and soul. Is not full access to their mind and must be used sparingly, as it leaves you just as vulnerable as the other person and what is seen this way cannot be forgotten. Can only be used one per encounter, and only once on a given person ever.
PRISMATICISM - Learn to alter the wavelength of the light created by your spells, causing them to gain unique properties.
Lvl 0. Redlight - a dull crimson color, shining calmly but burning twice as hot.
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.
Lvl 5. Slowlight - This light that reflects more slowly than normal light. If it is the only thing illuminating an object, (or the object is make up of this light) it will appear to move slower than it really does. If other light sources are involved, it will generate a distorting after-image.
Lvl 6. Hearthlight - A golden light that instils warmth and comfort in those exposed to it, bolstering their immune system and healing for as long as they are exposed.
Lvl 7. Deeplight - A blue light that can penetrate solid matter. Clarity depends on thickness
Lvl 8. Dreadglow - A yellowish green light that causes people to become sicker the longer and more closely they are exposed.
Lvl 9. Hardlight - Light with physical substance. Hard as wood.
Lvl 10. Choose a previous level of Prismaticism and suggest an alteration of that level. A WM will create a level 10 version of that light for your use, taking into consideration your suggestion.
Weapons
Shadow-core Bowie Knife - Iron weapon whose wounds cause no pain and draw no attention from the wounded, making them unable to compensate for the wounds they are unaware they have.
- Thoughtcaster Crystal - Can prism a spell to dark once per encounter and another spell to mind once per encounter. The item can be turned to shadow and reshaped into other forms by its owner, it can be given an illusionary skein to make it appear as if where made of different materials. Cannot be broken up or increased in mass, though it can be reduced in mass. Changing it requires considerable mental effort, and as such takes a few moments, not instantly, and not in such heated battle situations as mid attack or parry.
Iron knife
Non-Weapon Items
Void pockets
Leather chest plate
Handcuffs
Rope
Mirror
10 vials of Corona Grasp droplight
1 vial of Seeker Lantern droplight
Spells
Light
- Lvl 1 - Tint - Alter the perceived coloration of a target or a section of a target.
- Lvl 2 - Seeker Lantern - Create a glowing ball of light, with twice the intensity of a candle, that follows you around and will seek out nearby sources of light when desired. Handy if lost or searching in darkness.
- Lvl 3 - Corona Grasp - Focus the light around your hands into a blazing, burning aura.
- Lvl 4 - Nova Morningstar- Summon to your hand a spiked ball and chain mace of ivory. It scatters the light as it moves, making it hard for others to accurately see and engage it.
- Lvl 5 - Blink - Freeze the light in a 10' radius around you for a moment, preventing anything happening during that moment from being seen, even by you. The brain will automatically compensate for and not register this gap if things seem relatively unchanged afterwards.
Gold
100
Vi - Apollo - Armory - Sokai - Kylar - Gerr - CT -Dmitri
Amaya - Lilith - Lazarus - Yoko the Fox - Eli
Assume Nothing."
Stats & Descriptions
Name - Gamble Highgrove
Race - Human
Age - Early Thirties
Height - 5'11
Weight - 155
Appearance - Rumpled, inky black hair, carelessly tousled in the sort of way only achieved by utter detail obsession. Laughing grey blue eyes. A somewhat androgynous face, lined around the mouth and eyes nearly as much by scowls as grins these days. An easy smile, the vault that contains every swear word and dirty joke known to the Eastern World. Sun-browned, wind-whipped skin marked several small scars. An almost overly relaxed pose, the poise of a man desperate to appear emotionally bulletproof. A long, deep scar running down the left side of his torso, much too straight for it to have been accidental, with tiny phrases in dark oscaran script outlining it. The scent of today's promises and yesterday's mistakes.
Apparel - A wide brimed, flat-topped hat, a silvered circlet wrapped around its crown.. A dark gray undershirt, laced at the neck with leather. A long blue and gray scarf. A dark blue, collarless jacket reinforced with leather at the shoulders and around the ribs. Elegant plated-glove gauntlets, oddly dexterous and giving. Simple brown pants, reinforced with small amounts of leather. A multitude of sashes binding his pants up, patterned with what are definitely not grinning jakari. Flexible boots of leather and steel. A silver locket on a thin chain, the word "Therese" etched with a knife on the inside.
Personality & Background - A rogue with a penchant for reinvention, "Gamble Highgrove" is a disgraced Sylvan Noble, truth-seeking lawman on the lamb, all-powerful demi-being and greatest lover in the Eastern World. Or at least he has been at various times and places. Other than his talent for getting into places he doesn't belong, few people know many hard facts about Highgrove.
Skills/Weaknesses
This One Good Man (Level: 7; LPs: 17)
Gamble Highgrove does not exactly live a charmed life, but the important thing to remember is that despite it all he has continued to go on living his decidedly uncharmed life against all odds. But Fate never stops trying, and when Stupid Fat Fate starts throwing Its weight around it's Good Men like Highgrove who wind up crushed. Gamble is naturally craftier and more charismatic than your average Eastern Joe, all in service of staying one step ahead of Fate's dumpy stride.
Saturday's Lady (Level: 2; Gold: 430)
All men have dreams. Some dream of being slayers of dragons, or delvers of the arcane, or conquerors of empires. Gamble Highgrove wishes them luck. But as far as Gamble is concerned, those dreams are behind him. All he wants now is to retire to a crappy bar in some rundown city corner, filled with patrons with no money and maybe a few waitresses who barely tolerate him. Such are the dreams of legend.
> Charisma Boost
> 20% Discount When Buying in Bulk
Takesies-Backsies on That Blood-Oath, Okay?
Ugh, what the hell did we mix last night? Garrish whiskey and crushed gorions? Light my head...huh? We swore...what? To who?....uh...oh. I'ma...I'ma just step out for some smokes...Yeah....
The Red Deck
Wet Work - Knife-Point Diplomacy
Lvl 1. May draw and attack in the same fluid motion.
Lockpicking - Can't keep a Good Man out.
Lvl 1. Trained in the use of lockpicks.
Appraisal - Knick-knacks, odds and ends, et cetera.
Lvl 1. Able to estimate the standard gold value of most items.
Weapons
Magical
> Sword - A surprisingly simple-looking shortsword of some green metal, double edged with a shallow fuller, its crossguard plain and its grip wrapped in simple leather. Gamble made a point of keeping his sword plain, not wanting to put too much ornamentation into something made solely for violence. His dagger doesn't count. That's an "I Carry This in Memory of a Lost Comrade" type thing. Don't get him started.
1. Wounds made with the blade visible leak shadows which flow towards the sword like water. This effect makes the afflicted feel a little shaky and twice per encounter any positive effects on them are transferred into the blade, converted into appropriate enchantments that last a dozen posts.
2. Every time this blade clashes with another it takes on a single aspect of that blade, replacing whatever effect was there previously.
3. Envious Power
- Modifier 4 -
> Frenemy - A serrated combat knife with a blade of mage-friendly metal and a darkwood hilt. Has Gaul's name and winged skull gatahara burned into the wood.
1. The knife may flay the light from objects, people and surfaces like skinning an animal, creating a skin of their appearance and details while leaving them blank and featureless. Over the next dozen posts this skin gradually fades and the flayed object regains its appearance.
2. Drains damaged enemies.
3. Shadowcore Enchantment.
4. Jasper Imbue.
- Modifier 3 -
Pretty Magical
> Awesome Putdowns
> Genre Savvy
> Just Not Giving a Damn
Armor
> The Gray Mantle - A dark blue, collarless jacket reinforced with leather at the shoulders and around the ribs. In certain lights the dark blue of the jacket glints with flecks of white and purple, the material soaked with crystal dust. Is not gray, at all. Gamble tries to explain that Gray is more a reference to taking a narrow path between extremes? Or something? But come on. You're wearing the Blue Mantle, buddy.
1. Tough as leather, even in the non-reinforced areas.
2. Dark and Light Crystal Incored.
3. The Gray Mantle is infused with life magics that feed off of Gamble's spirit. Like him, it is incredibly adaptable in the face of fate and chance. The mantle will alter itself to fit whatever is needed at the moment. It will harden in combat to modifier 3 armor, its pockets will become voided and widen if you need to carry large objects, and change its tailoring/shape if Gamble needs it, be it a disguising hooded cloak or summery tanktop. Changes dependent on Gamble's knowledge of the situation.
> Single Minded Solution - A thin silver circlet, dark and ringed with archaic markings, with a tiny scowling face displayed on the front.
1. Greatly enhances the wearer's eyesight, allowing him to see well in low light and telescopically.
2. Allows the wearer to see through up to a few inches of organic material as if it wasn't there.
(Lord's Accoutrements set)
> Four Mile Boots - A pair of dark leather boots, reinforced along the sides with dark plates of steel. Silver mouldings cap the toes, shaped like stylized faces.
1. Can be used twice per encounter to give the wearer a short burst of intense forward speed, about twice their normal running speed.
2. Increases the wearer's natural stamina, allowing him to maintain top normal running speed indefinitely.
(Lord's Accoutrements set)
> Five Fingered Fantasy - Gauntlets made from dark rune-inscribed gloves, plated with segmented gray steel to provide both protection and maneuverability. The plates on the backs of the hands are designed to look like fiercely-scowling faces.
1. Greatly increase the wearer's manual dexterity, allowing him to learn a level of a Red Deck skill involving hands for free so long as they are worn.
2. Greatly increases the wearer's dexterity again, allowing for dazing weapon displays.
(Lord's Accoutrements set)
Other Items
Magical
> The Blue Bend (Relic of Legend) - An fist-sized orb the inky blue color of an Elexian night, dabbled with small shimmering specks of silver. A personal gift from a love-sick Priestess, Gamble likes to keep it close. Or did he find it in the skeletal ruins of an ancient shipwreck? No no, that wasn't it...Oh right! Left with baby Gamble in his basket on the steps of an orphanage, Highgrove holds this simple trinket very dear. Probably not. Either way, it is one of the only things of value Highgrove owns and he is loathe to part with it.
> Valor Líquido - A golden flask in the oscaran style, a bit tarnished with age but otherwise in excellent condition. Its stopper is a small cup carved in the sharp of a horned lion, its eyes made from gems that currently glint indigo. (Current Infusion: Amethyst)
1. May be infused with a crystal powder to alter its effect to a new Art. Refills once an encounter.
2. Current Effect: May be splashed out, causing the liqueur to instantly ignite in a torrent of indigo flame, or drunk to grant a fiery grasp. Either flame may be controlled through mental command.
> Shard of Unity - A silvery irregular shard of some strange metal 5" long.
1 Can be imbued to an item without enchanting and removed. The item gains an effective Homeguide and its owner can project their senses through it. (Scattered Blade set)
Mundane
> A well used set of lock picks
> Bags of Lutharin Crystal Dust (Onyx, Amethyst and Emerald)
> Manjor-bone dice
> Flint and steel
> Several aging maps, a bit out of date but still rather accurate and heavily marked with notations.
> A small carving of a man's head, its features worn smooth
> What appears to be an extreme old warrant for his own arrest
> Small packets of jerky
Currency
63 Gold
Gamble - Highly anticipated! And approved.
Name - Legato
Race - Human
Age - 33
Affiliations - Warriors
Height - 6'0"
Weight - 165
Appearance - Chin length gray hair prematurely drained of color, sometimes tied back with a small ribbon but usually left loose. Oval-shaped light green eyes, either catlike or snakelike depending on the viewer. An aristocratically Sylvan face, a bit life-worn yet oddly handsome, with a longish nose and gaunt cheeks. One mostly missing ear, neatly snipped off close to the head. A somewhat smirking grin, occasionally pulling back to reveal slightly yellowed teeth and a single pointed canine. Light, unscarred skin, the luminous pale of a true Sylvanite. The lithe build of a dancer, tight cords of muscle seemingly relaxed but ready to explode into action at a moment's notice. Heavily calloused hands with long, clever fingers. A clean, vaguely linen-scented cologne.
Apparel - A thin sleeveless swordsman's shirt, tight around the chest and waist. A scalemail cuirass made from overlapping silver and gray scales. A single gilascale and leather bracer attached to a black swordsman's gloves. A cunningly segmented vambrace and gauntlet of pale grey alloy, its nimble fingers slightly pointed. A bright green gauzy scarf tied neatly around the right bicep, smelling faintly of flowers. A leather girder cinched tightly around the waist, armored in the front with incredibly bright red and green gilascale. A heavy mantle made from the sable pelt of a Western Greatcat wrapped around his upper body, polished stone and exotic opals glittering within the silvered black fur. Carefully mended leggings, restitched with green and gray thread. A trio of curious-looking rings. Two scabbards, one empty and the other ancient, lashed to his side by a surprisingly strong black ribbon. High black boots with steel heels and toes.
Personality & Background - Unknown
Skills/Bonuses
A Little Night Music (Man-At-Arms: Lvl 8)
A battlefield is in a sense an orchestra, with many disparate players and pieces coming together to create something more than their parts. But it takes more than the providence of fate to bring the music out of a battle. It takes a master vision, a guiding hand. A conductor. Legato is such a visionary, composing a symphony with every sword stroke. Legato qualifies for ranks in Man-at-Arms and Intuitive Analysis one level early and can reach an eleventh level in each system.
Lvl 1. Intimidating Weapon Displays
Lvl 2. Empowered While Wielding Swords
Lvl 3. Accurate Prediction of Foe Sword Techniques
Lvl 4. +1 Sword Material Modifier
Lvl 5. Dazing Weapon Maneuvers
Lvl 6. Disarming Attacks
Lvl 7. Intimidating, Will-Draining Cuts
Lvl 8. Ability to Technique Channeling
Warrior's Techniques
Intuitive Analysis
Lvl 1. Nothing escapes the steel trap of Legato's mind, allowing him to recall the specific details of everything that happens during a fight.
Lvl 2. Legato's ability to dodge, block or deflect a specific attack increases with each repetition of that specific maneuver.
Lvl 3. Legato may note the stress points of your opponent's armor, effectively increasing the material modifier of his attacks by when attacking armor.
Lvl 4. Attacks on Legato's mind or emotions only work once, after which he become immune to that manipulation until end of encounter.
Lvl 5. Legato may note the weak points in his opponent's defenses, giving him an effective strength level against a single opponent at a time.
Lvl 6. Analyzing the environment grants Legato a perfect mental landscape. Without looking he is completely aware of the physical layout of the area, allowing him to fight over and around obstacles seamlessly.
Lvl 7. Once per encounter Legato may choose a physical ability a target has used an analyze it completely. His body instinctively counters or dodges that maneuver, allowing him to focus on other things.
Lvl 8. Legato's ability to notice stress points improves, noticing the weak points of his opponent's weapons as well as their armor and increasing the material modifier of his attacks by another level when determining whether their weapons or armor are damaged or disabled.
(BPs: 305/130)
Honored Among Mountains
Legato is a Sponsored Champion of Ash, the Guild City. As is such, he is entitled to the following bonuses and benefits:
- Ash is the City of Guilds, but it is also the ancestral home of the Kindirin People. While they often choose not to take an active hand in the rule of Ash, they do take an active interest in those individuals honored as champions of Ash. As a result, Legato is closer to the hearts and minds of the kindirin people than most living in the Guild City, if not a brother than at the very least a favored cousin of the mountain tribes.
- To most of the world, Ash is the Guild City and the gate to the North, one of the foremost centers of civilization in the world. But to the foothill villages of the Alogeans, Ash might as well be the center of everything, the one shining beacon of adventure and excitement amongst their lives of sheep-sheering and turnip farming. As a champion of Ash, Legato is as close to a living legend as it gets among the sons and daughters of these farming villages, and often finds overflowing with gushing notes of adoration and tokens of esteem after his various triumphs.
- Ash was founded on the principle of the Guilds of Bakara working together towards their common goals, but it can sometimes seem like those "common goals" are few and far between. That is why the sponsored champions of Ash have been charged to foster further unity between the Guilds and Societies, acting as ambassadors of sorts between groups that often seem to have nothing in common. As a result, Legato's working relationship with officials of any Guild or Society will always start from a positive position. In addition, he may access Guild-Restricted job and quest content regardless of guild/society affiliation.
Weapons
Magical
Serious Moonlight - An atarin longsword made in the ancient style, single edged and gently curving. The weapon is not young to say the least; her white-steel blade streaked and marred in places by the years, the white leather cradling her grip somewhat tattered and the gold studs embedded within her tarnished with age. Still, her grip is sure, her balance is perfect and her edge is as sharp as if she had been forged yesterday. Her sheath seems to be carved from ancient ivory, a simple waved etching barely visible through the yellowed material and ravaged of time. A charm has been attached to the sheath by a tassel, shaped like a cheeky looking rat in cavalier garb.
1. Unbreakable.
2. Whenever Legato spares the life of someone injured by this blade, he may choose one of their skills or abilities. The blade absorbs a little of their essence through their blood, granting him a randomly prismed mirror of that skill or ability. Can hold three such abilities at any one time.
3. The charm may be activated to give this weapon a rat emblem etched onto its blade. While it has this emblem, whenever it comes into contact with an enemy weapon it will gain all magical abilities and enchantments on that weapon until the end of the encounter.
- Modifier 5 -
Loup Garou - In truth an elegant atarin longswod of Corin's Alloy, Legato's second sword is more often worn as a gauntlet and its sheath left empty. Loup Garou is formed of serpentine segments pieced together so cunningly that the armor impedes Legato's movements in no way, from the upper bicep all the way to the rather sharp-looking points of its finger guards. A charms has been attached to the gauntlet by a tassel, shaped like a rather sad-looking crab.
1. Battleforged - Loup Garou absorbs the energy from every clash, the warmth from all the blood it spills, the heat from every battle its involved in deep into itself.
- The weapon can be reshaped like a Firemage Dagger
- May be formed into a swordsman's gauntlet and back again. While a gauntlet, Loup Garou counts as sheathed.
- May be turned intangible, passing through bodies and armor. Bodies it passes through have their body heat drained into Loup Garou, causing disorientation and shivering chills.
- The touch of the Loup Garou can perfectly cauterize wounds without doing further damage.
2. +1 Modifier for every battle post beyond the first the weapon remains sheathed. Modifier Bonus lasts for one post after drawing. Maximum of +4
- Modifier 6 -
Mundane
> A simple but extremely sharp carving knife, balanced well enough for combat use. But why would you want to?
Armor
Magical
Pelt of The Old Bastard - The pelt of what must have been a massive Western Greatcat, its fur an unusual sable hue with off-white stripes. The hide has been treated expertly, its eyes replaced with opals and its claws replaced with glittering onyx, polished gemstone studded into fur that still glistens and shines as if it was alive. Designed to be worn as a mantle, this hide practically pulses with the essence of The Old Bastard, a monstrous Greatcat who terrorized the Western Alogeans for decades.
1. Casual Tyranny: Each attack by Legato removes a positive effect, magical or otherwise, from its target. Some effects may be too powerful to remove with one attack, or at all.
2. Bastards Never Die: Legato may cast a non-magical Restore effect on himself once per encounter.
3. This World Is Mine: Legato may leave a special mark upon any one city in the world, a reminder to all of who is the final authority whether they realize it or not. While within his territory Legato is slightly stronger, faster, smarter and just plain better than he would otherwise be. He also gain a double strength respect-based Charisma effect.
- Modifier 3 -
Mundane
> Scalemail Cuirass (Modifier 3)
Non-Weapon Items
Magical
Ring of The Inferno - A silver ring set with a triangular green stone.
1. Once per post it can release a fireball the size of a cantaloupe that hits with the consistency of wet clay.
2. Unlock: The fireball created by the ring flies forward with greater speed/force and ignites the air in its wake, creating a beam of flame
3. Hand of Elements Set
Ring of The Tundra - A silver ring set with three ovoid blue-white stones.
1. Once per post can hit a target with a burst of intense cold, dazing them and leaving a trail of frost along the ground between the wearer and the target. Effect amplified if user is wet.
2. Unlock: The cold blast creates a path of ice rather than frost. The dazing blast of cold now is accompanied by a flash of intense pain all over the body, and lingering numbness and shivering afterwards that inhibits dexterity. Effect still amplified if target is wet.
3. Hand of Elements Set
Ring of The Vortex - A silver ring set with a circular azure crystal.
1. Can create a shielding vortex of wind before the wearer's hand that slows and/or redirects attacks.
2. Unlock: The vortex created by the ring can be extended forth into a 3' long funnel originating from the ring. This vortex can push back others and lift objects under 50 lbs in weight.
3. Hand of Elements Set
Essence Stone - A rather plain, roughly egg-sized stone with a hole bored through the middle of it.
1. May increase the bearer's strength by two for one post or instantly heal a non-fatal wound. One per encounter.
Mundane
> A pair of odd, very old gold coins, depicting a beautiful woman with her eyes closed. They smell of death.
> A soft, dark red swordsman's cloth
> A small oval oilstone
> A book of musings that seems to have had multiple different authors.
> Several small carvings in various states of completion.
> A few packs of travel rations, mostly mushrooms.
> A small bag of maple candy.
Currency
193 Gold
Name - Adelmo Orrin
Race - Kindir
Age - 18
Height - 5' 8"
Appearance - Adelmos is a round faced kindir with a shaven head, giving him a somewhat infant like appearance. This effect is offset somewhat by his hypnotic amber eyes and the scar running down his right cheek. He is built athletically, as most kindir, but carries a little bit of loose weight around his midsection.
Apparel - Adelmos is clad almost exclusively in the hides of creatures he had hunted and harvested himself. His trousers and gloves rouse-hide, his jerkin made from gyre scale. Ordinary boiled leather protects his feet and hold his garments in place. The focuses of his outfit are undoubtedly the necklace of teeth around his neck and the brown bear pelt, rubies embedded in the eyes, worn around his shoulders.
Background - Adelmos is a shaman in training, intending to one day help guide his people in matters of spiritualism while tending to the wounds of great warriors. When he was old enough he journeyed deep into the mountains in search of something that pulled at him, called him. He found Lore, a fledgling phoenix with whom he formed an immediate connection. Seeking the guidance of existing shamans, Adelmos soon found himself wandering Bakara. Now he travels Bakara, unsure of what will come next.
Affiliation - Sentinel
Skills and Abilities
Path of the Shaman - Adelmo is committed to a path that will eventually allow him to take a position among his people as a respected healer and spiritual adviser. As such he has an expansive knowledge of the flora, fauna and spirits of Bakara.
Gifts of the Shaman - Adelmo considers himself somewhat of an apothecary, focusing his attention on the magical and natural ingredients that will benefit him on his path.
>>Potioning - Adelmo can craft potions by adding a pair of ingredients to the base concoction, creating more lasting potions of differing effects. (Level 2)
>>Herbalism - Adelmo possesses the knowledge to craft teas, supplements, compresses and poisons from natural ingredients. (Level 2)
Skills of the Sentinel - Adelmo has joined the society of Sentinels, hoping to improve his connection to nature and making him a better shaman.
>>Tracking - Adelmo is capable of tracking beasts and men through the wilds of Bakara.
Elder's Gift - A gift carried on the dying breath of a Kindir elder Adelmo met in a vision. Allows Adelmo to commune with the spirits who died in the area or in a particular person's past, gaining a broad sense of what happened to them and the nature of their problems. How clear this sense is depends upon the strength of Adelmo's relationship to the place or person.
Spells and Magics
Spirit
>>1 - Soothe - Calm the emotions of another, the more intense the emotions, the less effective this spell is.
>>2 - Vibe - Send out a wave of spirit energy that can sense the general direction of any hostility aimed at you.
>>3 - Hado - Release a blast of spirit energy from your hand, a baseball sized projectile that hits with the force of a punch. Color depends on your mood.
Weapons and Armour
Eight-Branched Serpent - A beautiful scimitar made of marvelous, slightly glowing steel with a brass guard and handle in the shape of a coiled snake, two emeralds on the tips of its fangs like glistening poison. When slicing through the air it makes an intimidating hissing sound, and can be made to coil around something it hits almost in the manner of a sapphire imbue.
Blazing Bearskin - The bear skin slung eternally over Adelmo's back and shoulders is that of a large brown bear, its eyes have been replaced by two chunks of ruby crystal. The entire pelt is as tough as leather and can burst into damaging flames that do not hurt Adelmo.
Items
Healer's Kit - A combination of Potioner's Kit and Herbalism Kit, with a few extras thrown in for good measure. Adelmos keeps the kits in a rouse-hide satchel, kept round his shoulder at all times.
Herbal Mixtures
>>One flask of Brighteye Mix tea.
Mixed Potions
>>One vial of Phoenix Folly.
Loose Ingredients
>>Phoenix Ash- 1. Arcane Powder- 1. Liquid Amber Vial- 1
Shaman's Totem - A wooden totem, carved to resemble a great bear.
Pets and Companions
Lore the Phoenix - Lore is a beautiful example of her species, a living symbol of life and light.
As a baby bird, a fledgling, she is a little ball of crimson fluff with expressive black eyes and an ashy grey beak. Her talons are equally ashen, useful for standing. As a firebird, she possesses a collection of red and orange feathers that reach out a foot in either direction, her fluffy fledgling fur falling out.
>>Level 1 - Should the worst happen, Lore will persevere due to her nature as a phoenix. When Lore suffers a wound that would kill her, she explodes into a pile of ash. She will be reborn from this ash as a fledgling either at the end of the encounter, or once the ash is exposed to air if it is gathered up.
>>Level 2 - The ash from which Lore is reborn can be used in potions and herbal compounds. It serves as an element of regeneration, rebirth and longevity. Two uses per rebirth.
>>Level 3 - Lore grows to become a more of a bird, capable of short flights. After death, it takes one task or quest for Lore to grow into her firebird form.
Xiomar, the Coonhound - A former kindirin sentinel, Xiomar was reborn to Bakara as a redbone coonhound. Lithe and muscular with a keen sense of scent, the dog hunts now as he did then.
Recipes
Elixirs
>>Phoenix Folly - An unappealing grey potion, flecks of black visible in its depths. After consumption, the next non-fatal wound suffered by the drinker instantly heals itself. (Greevan Lake Water, Arcane Powder, Phoenix Ash)
Currency
35 Gold (+60 toward next potioning or herbalism level.)
Stats & Descriptions
Name - Dany MacElroy
Race - Human
Sex - Female
Age - 19
Affiliations - Bards/Sentinels
Height - 5'6"
Weight - 120
Appearance - Strawberry blonde hair cropped very short, probably by herself and probably with a knife. Bright chestnut eyes, twinkling and mischievous. A pretty heart-shaped face with arched eyebrows and a dainty nose that would have been delicately girlish on anyone besides Dany, who doesn't close her mouth when she chews and often has dirt up her nose. Pale, creamy skin flushed with ruddy red. A slender build with a somewhat slight figure and long legs, accustomed to loping across fields, swimming in streams and inventing mocking dances when the moment calls for really rubbing it in. A small scar under her right eye that is nearly always hidden by a smear of blue paint. A very deep but very cleanly healed series of scars on the back of her right hand forming a somewhat bestial symbol. Half finished songs, overly bawdy jokes and somewhat rambling stories written up and down her arms in charcoal pencil, cleaned off and replaced in a cycle ending with a bath and beginning afresh with boredom. The smell of lavender soap, and sometimes animal stink.
Apparel - A hooded surcoat in mossy green and burnished gold, detailed in chocolate brown with the Triumphant Lamb stamped over the right breast. A long-sleeved white traveling shirt of soft wool with a high collar. A short sleeved mail shirt made of small links of silvery blue metal, reaching mid thigh. A small woven sheath at her side. A hand-made belt with a tarnished brass buckle. Snug light brown leggings, slitted at the thighs and then tied with catgut. Soft elk leather mountain slippers, broken in and incredibly tough . Clean wrappings around her, elbows, chest, and wherever she might happen to have any sort of minor injury.
Personality & Background - Dany MacElroy seems like a typical young woman from a typical Alogean village where everyone has the typical interests in sheep herding, small harvest dances and advances in the fields of either. However she, unlike nearly everyone she has ever known, has gleefully left the mountains for the greater Eastern world, merely telling her incredulous friends and family that "he'd promised".
Skills/Bonuses
Village Idol
Dany is everything the perfect Alogean girl should be. She can shear a sheep, plow a field, mend a dress then birth a cow and still be ready to dance all night while singing her lungs out. She can run, swim, climb and fight as long and hard as any one else she's ever known and then do it again tomorrow while simultaneously minding a herd of surly goats. As a result she is highly athletic and most animals tend to fall in love with her on sight.
Troubador (Bardic Training: Spoken, Song)
The Alogeans are not as far along as most of the Eastern World, and many villages still receive most of their news from someone singing it in the town square. Dany was apprenticed to one such minstrel, possessing a bright, clear voice and quick, clever wit. As a result of her particular training, any performance she creates can also fall within the folio of Knowledge, Experience and Insight. In addition she is a member in full of the Bard's Society with all the privileges and duties that implies.
(Spellsongs Composed: 2)
Sentinel Edges
> Low Tier (Wild Potential, Best in Show)
> Mid Tier (Shared Soul)
Shining Sunrise (Hero's Legend: Lvl 3, LPs: 5)
Dany didn't leave the mountains to stand by the sidelines, not by any means. The first twenty years of her life were decidedly adventure free, and Dany is going to do everything in her prodigious power to see that change.
> Charisma Effect
> When talking about her passed adventures, Dany's charisma and other social skills are all enhanced and altered to suit her intentions
> Everything is on the house at bars and inns, and Dany will occasionally receive small gifts from adoring/thankful/impressed citizenry
Spells
Spellsongs
Singing - Lulling Tune
Spoken - Witty Maxim, Mira's Ruse, Blunt Words
Weapons
Magical
> Abacae's Rite - An ancient-looking sword of some dark, almost primitive metal, its long blade curving in waves towards its tip. Its round guard is of bronze and stamped with Dany's sigil, the Triumphant Lamb, and the grip is tightly wrapped in vibrant reddish blonde hair. This is one of the twelve Cradle Relics, and Dany is sometimes not entirely certain of her fitness as its wielder.
1. Rite of Pnuema - The sword weakens that which binds spirits to this world. Any who are killed with it will pass on immediately; their spirits will not linger behind in this realm. The more damage dealt by the sword to spirits and objects with spirits bound to them, the more likely those spirits are to pass on.
2. Rite of Sarx - By activating the crest, Dany can cause a warhorse of soil, earth and stone to rise out of the ground, animated by life magics and loyal to her. A formidable ally in battle and mount if her own is not at hand or an ally needs one.
Mundane
> A leather shepard's sling, the paint on the cradle faded to obscurity.
> An assortment of well-rounded river stones.
Armor
Magical
The Cloud Coat - A perfectly-crafted suit of silvery mail with a blue opalescence.
1. Contains a latent magnetic charge aligned with that of the earth. This field repels it from the earth, making it seem to weight nothing at all and actually lightening Dany's steps, allowing her to run faster and jump twice as high or far. Can be amplified further by electrical charging.
2. Modifier 4.
Lamb of Victory - A beautiful moss green hooded surcoat stamped with the Triumphant Lamb, a banner wielding haloed lamb, Dany's personal sigil.
1. +1 Strength when fighting to defend another.
2. If the blood of a person she is fighting beside or defending is spilled, Danny gains a full body Diamond Imbue effect.
Pets
> Capreo - Dany's Aurevel
> Squawk - A small chestnut-colored squirrel that serves as Dany's bondmate, Squawk seems far more despondent than a fluffy tree critter probably should be.
Other
> A rather nice mandolin carved from some dark wood with a woven, mossy green strap. She is terrible at playing it.
> A tall hardwood shepard's staff, its head arguably hand carved but more accurately chipped and whittled in an utterly haphazard way.
> A small, extremely well worn novel that has been rebound twice and apparently had at least ten of its pages rewritten by memory and replaced.
> A small seashell, wrapped with extreme care in a linen cloth.
> A small package of dried jerky, a village loaf and a woefully small pot of butter, doled out in miserly bits.
Currency
1 Gold! Oh man!
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 - Dirk (Clouseau) Dupin
Race - Human
Age - 53
Affiliations - Formerly Peacekeeper
Appearance & Apparel - Dirk Dupin wears a Cloak and a Hat and smokes a pipe.
Personality & Background - Dirk was formerly a Peacekeeper, and was quite successful at catching Bounties. He was eventually promoted to a key investigator in the department of the interior, investigating the Peacekeepers for corruption. This didn't earn him a lot of love from his peers, and wound up making him bitter. He did his best to promote the well being of the Peacekeeper Organization and therefore of the cities it serves, but he was despised by all, and criminals just continued to criminate, even within the Peacekeepers. Eventually, his faith caved and he just couldn't do it anymore. He left the Peacekeepers and went to pursue more extreme methods of stopping criminals, and acquiring fame.
The chronicles of Dirk -
He Takes a bounty
First he helps save the children
They resume the trip in four carriages
But it isn't too long before things turn sour
Quite sour indeed
But they start to look up after a bit
And then all this happens
Skills/Weaknesses
TASKMAGERY - A vast and varied school of study, by learning as many spells across multiple arts as possible, you gain a deeper understanding and mastery of the true nature of magic.
> Each spell you learn increases your Taskmage Score by a number equal to that spell's level. Learning spell with the same art AND level as a spell you already know does not increase your score.
Current score: 38
Lvl 1. So long as you know any level 1 spell, you can extrapolate your magical knowedge from that and skip other level 1 spells.
Lvl 2. The base cost of spells is reduced by 5 gold.
Lvl 3. You may combine your level 1 spells with other level 1 spells, creating non-levelable dualmagery spells. Component spells are still known and castable.
Required Score: 40
Lvl 5. The base cost of spell is reduced by an additional 5 gold.
Required Score: 60
Lvl 6. You may now combine your level 1 spells with any other spells you know, but can only be done three times per encounter.
Required Score: 84
Lvl 7. You can cast an additional spell each turn if none of the spells cast that turn share the same art.
Required Score: 112
Lvl 8. Once a month you may delve into the magics of a magical item you own, unmaking it but creating a spell based on it. Art and level of this spell vary according to the item.
Required Score: 144
Lvl 9. You may permanently combine three spells you know of any combination of levels and arts into a single powerful spell.
Required Score: 180
Lvl 10. Deep in the Greevan Forest lies a forbidden cave known as The Path of Jhaeros. Only those who have truly mastered the core fundamentals behind a vast array of varying magics may enter, devoid of items, where their resourcefulness and judgment will be tested in a centuries old trial.
Required Score: 230
Weapons
> A sword, mainly for appearances.
> Cultist Dagger A golden dagger with a black leather bound hilt. Modifier 3. Fire created by your spells can be Halos Fire. This is a green flame that does not burn but inflicts pain and has more physical force to it.
> Arena's Bane - A dagger of crimson magesteel and crimson scale. Dropped by the warrior when bitten and left behind in his rage. Acts as a pseudo-randomized Legacy Journal. Grants knowledge of the spells Daylight, Mistral Fans, and Aphase.
Non-Weapon Items
> An excellently crafted pipe for smoking
> Esmina's Mantle – A cloak made of vibrant red satiny material with a golden cord.
Disruption – The wearer can augment a projectile spell they know with destruction magic, causing it break down magical constructs far more effectively than normal and be far far more effective against summoned creatures and materials..
Elemental Chaos – Twice a month Dirk can use raw destruction magic to break down an item into its raw elemental components and energies, then smash them back together into a random new thing. Does not work on LSS items, Set items or certain mystic item whose unmaking would be disastrous. Must own item or have permission of item's owner.
> A small bottle of deep brown perfume
"Eau du Bête"
"Bring Out Your Inner Animal."
Scent of squirrel, turtle, wombat
All spells, in addition to their usual effects, create a small arted summon.
Effect lasts til end of the encounter. 12 uses worth
Spells - Lvl 1
Lantern - Create a floating ball of light before you that follows you and lights your way with the intensity of a candle
Stash - Quickly bring your hands together twice, fingers interlaced, then bring them apart, weaving a small bag of solid shadows to contain whatever you might need.
Scour - Generate a thin film of very rapidly moving water over your hand. That film will scour and scrub anything your hand touches.
Etch - Your index fingertips can carve through stone as if it were lose clay.
Whisper - While speaking in a whisper, you can manipulate the air to carry it to the ear of anyone within your sight.
Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking.
Strengthen - Magically enhance your body's musculature, enhancing your physical strength by a level. Can only have one instance of this effect placed on your body at once or the distortion caused will be damaging when moving.
Lvl 2
Fireball - Summon into your hand a semi-solid ball of flame that does not burn you and can be thrown. On impact it hits with the consistency of water.
Ferropathy - While maintained, you gain an awareness of metals within 10' of you and their movements.
Listen - Increase the sensitivity of the air around you, magnifying any sounds you hear.
Feel - Boost your body's physical sensitivity, enhancing your sense of touch.
Tip - Generate short force constructs on your fingertips, be they claws, thick cushions, or any other short tool-like shape.
Lvl 3
Read - Boost your ability to pick up on micro-expressions and minute body language to gauge a persons truthfulness and emotional state.
Lvl 4
Daylights - Release an intense beam of sunlight from your hands. Will cause a painful sunburn on exposed skin. Sun-sensitive races will be effected more severely. Range is approximately 6'.
Mistral Fans - Summon to your hands two bladed fans of silver and blue silk. When swung hard enough, can release a gust effect with a sharp edge that can cut as well as a wooden blade.
Heal - By touch, accelerate a target's healing processes within a body part. Instantly heals bleeding and minor cuts. Will close more serious gashes over the next few posts. Will heal in a day what would normally take weeks. Once cast will keep healing that injury until done without requiring maintaining.
Lvl 5
N/A
Lvl 6
B. Aphase - Temporarily disrupt a target's ability to use or understand spoken language. Lasts three posts. Can only be used on a target once per encounter.
Currency: 0 Gold
Lens, Summon Light Aspect
Silhouette, Bump in the Night, New-Moon Hooks, Summon Dark Aspect
Torch, Boil, Summon Fire Aspect
Scent, Diffusion,
Obstruct, Nomads Kusarigama, Summon Earth Aspect
Summon Storm Aspect
Leap, Osmose
Raise Cultivorian, Trellis, Level 3, Warp, Summon Plant Aspect
Nocturnalize, Amphibiate, Toxify, Chitter,
Contain, Summon Force Aspect
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
STATS AND FACTS
Race - Human
Age - Mid thirties
Height - 6'1"
Weight - 176 lbs
Appearance/Apparel - Tall and lean, no more muscular than a typical farmhand. An angular face, with a chiseled jaw and pronounced cheekbones, and an occasional smile that reminds you that no, no, there isn't problem here, why do you ask? Deep-set eyes the color of mint, some times hidden behind parched, jaw-length black hair that you can't tell is actually a periwig. Clad in sleeveless poet shirt, the v-neck cutting down to his navel, showing the short sleeved cotton tunic underneath, its shade matching his eyes. His breeches, falling to just below the knee, are only a slightly darker shade of green.
Background - Born in a village along the Sekamoth, Odwian was forced to flee his home in his late teenage years when a local peacekeeper found him in bed with his new adolescent wife. Catching a ride with a passing trade caravan, Odwian never looked back... Until the traveling merchant realized Odwian held no skills to profit from and dumped him in Eshazar, a city deep within the far reaches of the Southern Waste.
After several starving weeks he found himself part of a police service, chasing down stray children hunting for food, and more often then not letting them go out of pity. Inefficient in his job, he was soon reassigned to an archery unit, who's most significant duty included putting on exhibitions for the public, performing trick shots and other feats of bow and arrow wonder. Odwian has a natural knack for archery, it turned out, and he soon became a crowd favorite. This was unfortunate, as when the crowd cheered him into a competition against the monarch's son, his victory was so void of humility that the embarrassed prince had him locked away.
Released some years later, Odwian spared no time leaving Eshazar. He claimed a bow from a poorly guarded barracks, snatched a compass that was left unattended in a window, and began his way north. Now he spends his days around the east, fooling around whenever the Thieve's guild has nothing for him to do.
Affiliations - Thief
Allies -
Enemies -
Accomplishments
SPELLS AND ABILITIES
Abilities
Keenest Eye in the East - People often praise Odwian for his skill with the bow. His shots hit with such precision that onlookers frequently insist there is some degree of sorcery involved. Well, they aren't entirely wrong. Odwian hasn't sold his soul to any devil, but his ability to gauge his arrows' paths was never entirely natural. (Sight beyond sight)
Lvl 1. Foresight - Attune your sense of sight to extrapolate and determine the paths objects and projectiles will take.
Lvl 2. Infrasight - Attune your sense of sight to pick up the infrared spectrum, allowing you to see heat.
Potioning - Level 1 potioning.
Thief Skills
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.
Spells
Light
Level 1
Lantern - Create a floating ball of light before you that follows you and lights your way with the intensity of a candle.
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
Lens - Manipulate the light before your eyes, granting you telescopic vision.
INVENTORY
Weapons
Eshazarian Longbow - A composite bow ...given to Odwian during his time in Eshazar. The bulk of the body is shaped from a local tree that grows around Eshazar's oasis, a glistening mahogany colored wood (not to be confused with actual mahogany). Tusks of sandboar are used for the belly and necks of the bow, and it is reinforced with sinew where appropriate. The tip of each end is shaped like the head of a snake, the bowstring caught in its mouth.
30 regular arrows in a quiver at the left of his hip.
15 custom made arrows with screw-like ends, capable of being attached to special-made potion vials, kept in another quiver at the left of his hip.
Armor
Leather Limb Armor - Shin bracers and forearm bracers made from weathered black leathers.
Non-magical Items
Potioner's Kit - Includes pots, burner stones, funnels, vials, mortars and pestles, scalpels and cutting boards.
Some Yet To Be Determined Potioning Ingredients - Because a lot of this stuff is still in the works.
3x Arcane Powder
A foreign board game, consisting of a board and two sets of marbles, one set ivory and the other obsidian.
A flask of Western White, vintage year 441.
12' of silky rope.
A silver coated compass, "For Maleek" engraved on its back. Odwian has no idea who Maleek is.
Containers
A haversack with voidpocket innards, slung from a shoulder stap around his neck.
A pair of quivers at his hip.
Currency -
15 Gold
Stats & Descriptions
Name - Ire aka Irenes'Gul {EAR-en-ays GUL}
Race - Nadrask
Age - 49
Affiliations - Warrior
Appearance & Apparel - Tall and beefy, around 6'3 with thick, mostly undefined slabs of muscles and some fat, the look a man used to heavy physical exertion but little self discipline. His face is exceedingly square, with a stubbled brick of a chin, thick lips, and a blocky nose that appears to have been broken a dozen times or so. His hair is an extremely wide black mohawk only an inch or so long. His Gatahara is a sword, blade pointing down, its pommel splitting on either side and curving up and down. Ire commonly wears black leather plants and a dark purple demonhide vest with matching boots, the latter toed and heeled with iron. A pair of short iron bracers cover his thick, scar strewn forearms.
Personality & Background - The eldest son of a mid-level Nadrask family, Ire has worked all his life as muscle-for-hire, an enforcer and leg-breaker. He is a brute and a thug, crude and often cruel. He is extremely skilled as his work, but has an impulsive nature that can often undermine his competence. A brutal and vicious man by nature, he's rarely had an assignment that he gave a second thought to. A fact that would end up biting him in the ass.
There are two things the Nadrask discourage their members from engaging in. The first is human trafficking/slaving a messy business some Nadrask families do nonetheless. The other is drawing the anger of the guilds, which has caused massive problems for their race in the past. Ire managed to do both when he and his cousin Ephlak'Gul signed on as top enforcers for an Elexian merchant who was selling people along with marble.
When the merchant was found out by some Clerics, Ire was put in charge of making sure they never passed the information on to the authorities. Things got very bloody and in the end Ire was only able to escape the frying pan by tossing his cousin into the fire, hanging it all on him and leaving him to hang, quite literally. Now Ire is on his own and on the outs with the Nadrask elders and other families on Nadra.
The only work Ire would find was from his own family, namely his mother, who was in charge of the family in the new outpost in Greevan. A vicious old woman, Ire strove to prove himself to her, only for his plans to backfire badly for him and his crew. Now humiliated and stripped of his crew and resources, Ire is utterly on his own. God help anyone that gets in his way.
Skills/Weaknesses
BP - 27
Brute - Ire normal strength level is Strong
Let's Burn the World - A Hero's Legend that cannot be leveled by normal means. However, at the end of any quest, Ire receives one point towards the LSS for every million gold's worth of property damage he personally caused.
Heavy Hitter - Subtly is for the weak. Your way is to wade into battle and start swinging. Train in this specialty and you will become a true juggernaut. Equally handy for armed or unarmed fighting types.
Lvl 1. Your balance and musculature grow and adapt, especially in your legs. You cannot be knocked or driven back except by extreme force.
Warrior's Technique - Rush Down
Lvl 1. You learn how to expertly maintain your footing while in motion, allowing you to more easily fight on the move.
Spells
Dark
Lvl 1. Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows.
Lvl 2. Shadowblade - By reaching into any unlit container, you can form the darkness within into an icy cold knight dagger of solid shadow. Dagger is maintained like a summoning.
Body
Lvl 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.
Weapons
Magni - A bone warhammer, 3' long with a black silk wrapped handle. Modifier 4. Hangs from his belt.
> Can be anchored magically in place, even in midair.
> Once per encounter can be made supernaturally threatening, drawing attention of all those who can see it and form them to acknowledge Ire's presense.
Modi - An iron battleaxe. 3' long with a black silk wrapped handle and Ire's gatahara etched and burned into its head. Is strapped to his back. A soul crystal is imbued in its blade.
> Enlighten animated with the spirit of an earthmage named Thoselrod, a coarse, wine loving peasant who was forced into the service of a tyrant and died serving him, only to now find himself in the service of a worse one.
> Modi can blunt itself by collecting a thick layer of dust and/or dirt at the edges. While so blunted each hit with the axe renders the stricken increasingly drunk.
> Once per encounter can be made supernaturally threatening, drawing attention of all those who can see it and form them to acknowledge Ire's presense.
Non-Weapon Items
Nightmare King - A blood red scaled vest, made of mutant gilahide, lined with black silk. Tough as steel, slightly luminous.
> The jacket can be made at will to exude a thick shadow that cling's to Ire, obscuring his features from view but causing his eyes to take on the same slightly red glow as the scale. This shadowy mantle sinks into him, increasing his height by a foot and doubling his leaping ability. He may also extend out the shadow in the form of featureless tendrils, these tendrils cannot physical effect anything but contact with them creates the sensation of painful freezing.
"Eau du L'âme" - "The Scent of You" - A spirit magic perfume Ire won in the lottery. Is what granted him Let's Burn the World Kept in case it comes in handy.
Small side satchel
Iron flask
Cigars
Flint and Steel
Jerky
Dice
Cards
Whittling Knife
Small Sticks
Currency
6 Gold
Burglary Note - The who, where and when for a potentially lucrative criminal enterprise. Results may vary
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 - Tryst aka Trystira'Gul (tris-TIER-a GUL)
Race - Nadrask
Age - 27
Affiliations - Stalker
Appearance & Apparel - Just under 6' tall with a swimmer's build. Her heart shaped face and small nose and mouth might be considered pixie-sh if not for the hard edge to her eyes and silver stud in her nose. Her mohawk is striped black and pink and lays down over the right side of her head and face. Her Gatahara is a heart gripped by fangs. She favors black leather plants, black died mocassins and a red or pink silk top. Over this she always wears a hooded but form-fitting black leather jacket that can be quickly pulled and and closed up for stealth.
Personality & Background - Tryst is the youngest of the Gul family. Unlike most of her relatives, she has always preferred stealth and style to brutality, though she is not in the least bit shy about spilling blood. She is a cutthroat by profession, an assassin, though she tends to be picky about the targets she accepts, supplementing her income in the meantime with more mundane thievery. She just recently moved permanently to the mainland to become an official member of the Thieves Guild and a Sentinel as well, usually preferring the company of animals to people (though she is starting to suspect that might have something to do with growing up with other Nadrasks). Tryst is ruthlessly clever and utterly self assured.
Skills/Weaknesses
Hush - Tryst has learned how to move amongst animals, even trained ones, without causing them alert or alarm.
Herbalism - Level 1
Red Deck Training
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.
Sentinel's Edge - Low Tier
Wild Potential - Unlock some of the innate potential in one of your pets or animal companions, granting them an ability based on the type of creature they are. Once per pet, may be taken multiple times. This is for Ohtkaz.
Spells
Dark
Lvl 1. Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows.
Lvl 2. Shadowblade - By reaching into any unlit container, you can form the darkness within into an icy cold knight dagger of solid shadow. Dagger is maintained like a summoning.
Lvl. 3: Shadowcrawler - Shape and animate your shadow into a summoned mink of living, solid darkness, icy and swirling.
Weapons
Ashes - A half dozen steel throwing knives with black leather grips, kept secreted about her body.
Dust - A long curved steel dagger with a red leather grip, designed for slitting throats. Sheathed on her thigh.
Reaper - A 6' long scythe of tarnished silver and ebon wood which is as hard as iron.
> Half the scythe's mass can be reduced to a shadowy aura around it, transforming it into a single hand scythe.
> All of the scythes mass can be reduced to semisolid shadows, allowing it to be put and kept in a closed pouch, bag or sac.
> The scythe's blade develops an umbra of damagingly cold shadow.
Non-Weapon Items
Poisoners Ring - A silver ring baring her Gatahara. Its thick face can be flipped open to reveal a tiny compartment.
Borgias Ring - A silver ring baring her Gatahara. A very short needle juts from the face
Warrior's Fetish - A small curved bone with two barbed hooks in one end, can be firmly pierced through any part of a person's body. When worn, the wearer's muscles are increased in efficiency in such a way that sudden bursts of strength such as punches, kicks and strong shoves are increased by an effective strength level. Cannot be used with Strengthen spell.
Void-Pouch
Herbalist Kit
Compass
Spyglass
Timepeice
Piano Wire
Kibble
Waterskin
Bread
Personal Care Products.
Pets
Ohtkaz - Tryst's bondmate, a quick and agile black cat with a personality much like her own.
> The Bond is Deep - The connection between Sentinel and Bondmate is made stronger, allowing the two to share far more than thoughts and emotions. Any one beneficial effect at a time placed upon Tryst may also effect Ohtkaz. In addition, any one negative effect at a time may be shared between the two, effectively halving its effectiveness.
Yarast - Tryst's pet Subersu. Current size: (1'10" tall, 2'5" long)
Lvl 1. It gains an immunity to light magics
Lvl 2. Its eyes take on a silver glow. Its gazes draws your attention by making the rest of the world seem to fade into darkness.
Lvl 3. All of the subersu's heads gain the power of speech, each with their own distinct personalities. (2'7" tall, 3'6" long)
Paragovori - A highly intelligent Rook. Tryst's Stalker pet.
Currency
115 Gold
Marker from Yaarg for help on a job
Future Pet Names
Dapryasiya
Prenyatia
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 - "Sombra"
Race - Oscaran
Age - 21
Affiliations - Errant
Appearance & Apparel - Tall and gangly as any oscaran, Sombra never underwent the rites of manhood and as thus has long black hair down to his shoulders. He looks older than his 21 years thanks to his life time of slavery and combat. His squared jaw is constantly stubbled, his face long but strong. and his eyes are a pale gray rather than the usual black of his people. He favors crimson shirts with dark brown pants, dark red snakeskin boots and a long black leather duster. His swords hang at either side beneath his duster, and either a satchel or a guitar is usually slung across his back.
Personality & Background - Born with another name, Sombra was the bastard child of the corrupt and cruel chieftain of his tribe. A monster who forced himself on Sombras mother and then had her shunned for supposedly fraternizing with other races, he himself was in business with a nonoscaran, an Elexian businessman and secret slave trafficker by the name of Lee. He would advise Lee's men where and when they could find Shunned Oscarans who would not be mixed, and then make sure they met no resistance when sneaking onto Oscaran lands to take them. Sombra's mother has taken, and he was born into slavery. His mother was working as a servant for Lee himself at the time, locked inside his manor and hidden from the world like many others. Sombra was put to work helping the other servants as soon as he was big enough. He had some friend, a couple of other children of servant, and even became slightly friendly with Lee's son. But one day the son, angry with his father for some reason, lost his temper and verbally tore into Sombra's mother. Sombra lost it and struck the boy. The next day Sombra was sold, and would never see his mother again, or find any answers as to what became of her.
Sombra's new owners were the Cult of Magni, and before long Sombra found himself fighting for his life in the gladiatorial games held in secret in the Lutharins for the glory of the nadrask turned god. Each year he would be trotted out before bloodthirsty crowds, but each year he manage to survive, and each year he did better. He began to do more than survive, he began winning. He went from group battles to one on one matches, and started to draw attention. His 21st year he won the tournament and was presented with a prize, a pair rare and valuable swords that changed in form to reflect their owner and would be his signature weapons from each battle on. But he was still a slave.
But the following week a Nadrask came to visit Sombra is his cell. His name was Grimoire'Yeth, and while not a cult member he his wife's family was and he had been trusted with the secret of the tournaments and attending them for years. He told Sombra he had made a fortune over that time betting on Sombra, having seen the oscaran's strength and determination since his first fight. But as of late his conscious had been weighing on him, and after consulting with a close family member he had decided to cut ties with his wife and her family and the cult altogether. To try and assuage some of his guilt, he had bought Sombra and was freeing him. Sombra was given the swords he was won, a guitar Grim had won betting on him, and whatever clothing and supplies he might need. Grim took him with him Elexia and the two parted ways, one seeking redemption, the other renewal.
Sombra never found out what happened to his mother, Lee's empire had fallen just two years prior and he found no trace of her. Sombra, with no direction, sought it in guilds and societies, joining the warriors to put his years of experience to work and the bards so to learn how to use Grim's gift.
Skills/Weaknesses
Dance Training, Strings Training
Tempered Voice - Errants more potent performance pieces tend more towards self effecting physical reactions, any purely magical effects being limited in power akin to their spell limitations.
Gladiator - Sombras years of forced combat have worn and honed his body. He is very skilled at combat, but his body is heavily scarred and often pains him. Living with his pain has increased his ability to deal with pain however.
Warrior's Technique: Deadly Grace - 13th unarted Warrior's Tech option. - The use of dance training and conditioning applied to combat, making you a more agile, unpredictable and dangerous foe.
Lvl 1: Confidence - Your footfalls are unerring and sure, naturally fall where they need to in order to compensate for unevenness or instability.
Spells
Spirit
Lvl 1. Soothe - Calm the emotions of another, the more intense the emotions, the less effective this spell is.
Lvl 2. Peer - You are able to see and decipher other people's auras, revealing their emotions.
Lvl 3.Succor - You can perceive the auras of those in distress, which shine so brightly they light up the area around them like a bonfire from a distance.
Lvl 4. Inner Champion - Sombra's form and bearing seem to shift dramatically without actually changing at all, the already tall oscaran changing to loom intimidatingly over everyone around him as the hair falling before his face completely shadows his features to create a nameless, faceless and utterly terrifying warrior. While in Champion Form, Sombra naturally Intimidates anyone opposing him. In addition, his speed and reaction time increased by half a level for every Intimidation effect he imposes on his enemies, up to three times his normal swiftness.
Performance Pieces
Strings
C-Sharp - A pluck of ones strings that shoots a dark-like projectile of solid air, modifier 1, at a target.
Dance
Flashdance - A flashy, impressive bit of footwork that is rather flashy and eyecatching, drawing attention..
Weapons
Agonia y Extasis - A matching pair of iron espada ropera, rapier-like swords capable of slashing as well is piercing. The intricate guards and crossbars of the swords form gilt domes, web-like nets of twisted and curved golden metal, the gaps in one forming a teardrop, the gaps in the other forming a heart. The pommels of the swords are highly polished red and blue stone, the hilts and sheaths, which hang as his sides, wrapped in matching died leathers. These swords are able to interact with the spirit world in gain abilities reflecting Sombra's nature.
Lvl 1. Upon wounding a living being, the sword learns the essence of their spirit and can be used to track them.
Lvl 2. The Soul Blade can be phased closer to the spirit realm, allowing it to harm spirits as if they were flesh and bone.
Lvl 3. Apoyando - Sombra may deliver an Apoyando, or 'Rest Stroke', to carefully maintain his body's pacing and keep himself running at peak condition. Using this technique, an otherwise normal strike, boosts Sombra's vitals in such a way that his body is able to burn away a negative effect that has been placed on it. Three times per encounter. Particularly powerful effects might take multiple uses of Apoyando to remove, or may not be removable at all.
Lvl 4. You are able to slash a part in the veil between this world and the spirit world that will harmlessly swallow up any projectile that enters it.
Non-Weapon Items
Libertad - A guitar gifted to Sombra by Grim upon his release. Joined the bards to primarily to make the most of this treasured gift.
Water Skin
Assorted Rations and Snacks
Tin Cup
Collection of flat, rounded stones.
Flint and Steel
Bed Roll
Tent
Void Satchel
Currency
0 Gold
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