Monday, April 15, 2013
About Aerimar -
Aerimar is a shadow elf, having hailed from the great forests of the Endless dark. He was born within the twisted darkness of the woods, and his family made a living by trading with a nearby lichus settlement. Aerimar's family consisted of his mother, father, two uncles and an aunt, five cousins, and his little sister, Isabella (Her name was actually given to her by a lichus guard who saw her shortly after her birth, and it took, so they kept it.). His Aunt and one of his Uncles died to the monsters of the woods when he was still young and his father made sure to teach him suitable combat skills, focusing on ranged weapons. Aerimar did his best to protect his family, but one day while making the trek to the nearby village his sister was snatched out of the darkness by.. something. Aerimar crashed into the woods to save her, but her body was dragged off into the darkness. After hours of searching, he eventually found the mangled remains of her body, but her head was never found. The tragedy of his family caused them to pick up there things and move as far away from the woods as possible, and his father thought that they could make a good living in Volasia, so they set out to make the long trek there. Aerimar warned them about the things in the darkness, about the monsters he had seen, but the rest of the family seemed to believe that outside the woods, they would be safe. It was not the case. The trek took several months, and during that time, one by one, every single one of his family members was dragged off into the night. Only Aerimar was left, though he felt that whatever was out there was keeping a watch on him. He awoke one night with an odd symbol resting near him, and realized it was a holy symbol of skisk, the god that he had been praying too to keep the monsters at bay. Aerimar made it to Volasia after that without incident, though he used all of his fathers trade goods to make the trek, and had barely any coin left as he entered the gates. Aerimar looked for honest work, though he was turned down for guard work, and for general labor. While looking for employment he also began to tell others to be more mindful of the dark, and the things inside them, but his statements were met with sneers and laughter, and a few times violence. Eventually some guards warned Aerimar that if he preached openly of Skisk within volasia he would be imprisoned. Aerimar kept his faith to himself, but unable to find employment, turned his skill set to a life of crime, something he found out he was incredibly good at. Aerimar eventually met some friends within his life style, though few seemed to be able to tolerate the odd elf for long. Regardless, to this day Aerimar wanders the streets, looking for some easy coin, and always keeping his eyes on the shadows. The people of Volasia might not believe in the monsters of the world, but he knows better. As of late he's picked up a good friend, one who seems able to tolerate his odd behavior, and someone who puts his skills to good use. This has given him a break from the loneliness that was overcoming him, and he's been able to come out of his shell a bit in the past several months.
Aerimar stands about 4'8" tall, and has shoulder length black hair, and pure black eyes. He has the marble white skin that all shadow elves have, and his ears are a bit thinner and longer than a standard wilder elves. Aerimar usually dresses in simple leather armor, and has a mostly empty back pack with him at all times. When formal he wears a dark vest with a white under shirt, and usually sticks with dark breeches. The only weapon he is usually seen with is a crossbow, as there easier to maintain than a bow.
Stats -
As far as his mental attributes go, Aerimar isnt much more intelligent than the next guy, nor is his reaction time that much better, though with his religion backing him he does have a slightly higher resolve than the average person. Physically he's fairly typical as well, not much stronger or healthier than the next creature, though the exception to this is his physical dexterity, which is probably better than most normal characters. Socially Aerimar displays a normal presence. He's not very handsome, and often comes off as creepy to some. As far as word play goes though, he's pretty good at bending conversations to his whims, probably a trait picked up from his father. And for composure, he seems to be nearly fearless, always seeming a bit unstable, but rarely actually losing his cool.
Skills -
Aerimar had a fairly basic education, his mother and aunt teaching him some history, religion, and basic academics. He was also had some first hand training, as well as some spoken lore about the various odd things that exist in the world, from fey magic and ley lines to rumors and tales of fantastical creatures and myths. A trait that Aerimar has recently picked up is the ability to investigate a scene, pick up on people, objects and other tells just by staking a place out for a bit. Physicaly Aerimar is fairly specialized. He's an excellent shot with a crossbow thanks to his fathers training and the area he lived in, and picked up a little bit about surviving the land for similar reasons. As far as hiding and remaining unnoticed goes, he's second to none, able to use the shadows and other concealment around him to ensure he remains that way. His time in his homeland also prepared him physically, and he is pretty good at climbing, running, swimming, and other forms of basic athletics that he puts to good use with his new profession. Finally he's been picking up the trade of picking locks, and he's pretty good at it now, applying his natural nimbleness to the skill with great effect. Socially he's not as skilled, though he's slowly gaining some practice thanks to his new friend. He's pretty good at spinning words the way he wants them, both to get what he wants, and to cover up what he doesnt want others to hear. He knows his way around a social setting, and has picked up at least a bit of skill in reading people, and in finding the right people to get what he needs.
Powers -
As a priest of Skisk Aerimar has some pretty amazing powers. Those that know him well know that he has some power over the darkness, able to create masses of it at a distance, or to produce a cloud of darkness around him if he so desires. He is also able to see perfectly in darkness, which makes him a useful addition to any night time heist's. A few also know that he seems to be able to manipulate things from afar when he's within the darkness, though some say it seems as if he's manipulating tendrils of darkness around him. A few say that he's also placed the curse of skisk on people before, driving them briefly insane, though with his power some believe that this is just a matter of a person overacting to his control of darkness.
Aerimar's hidden talents are known only to his closest friend. One, he can transform himself into a pool of gray slime, his body seemingly falling apart into clumps of the stuff until he is a mass of ooze. While in this form he can move along walls and ceilings, slip under doors, and move seamlessly atop bodies of water, and if he's on stone or a similar colored surface, appears as little more than wet stone. Another talent he's only used a few times in his life, is an attack that has ended the three he's used it on, though no one honestly knows what he does. Aerimar when cornered, can unleash a host of nightmares upon an opponent. Only the opponent sees the creatures, and only he can effect them. Likewise, the creatures can only effect the target of this ability. What people see when this ability is used on them is as follows:
-Grahl-Fester - This creature is a yellow skinned humanoid with a face similar to that of a hook worm. The creatures body is covered in a tumors, and its hands have two long claws instead of fingers. The thing has short stubby legs, but shambles forward rather quickly. When pressed to attack it rips its claws over its own flesh, puncturing its tumors which release streams of caustic acid that fly towards foes.
-Caleb the Raven-Fox - Caleb has a long black furred body, it has two large black bird like wings that sprout from its back. The creature has no legs, though it has a mass of small worm like tendrils which grow from its belly and propels it along, similar to how a centipede moves. It has a bestial face similar to that of a badger or similar creature, though the eyes are multifaceted black orbs, similar to an insect. It can attack with a mouth full of razor like fangs, or use its long black whip like tail which ends in a 1' long barb.
-Isabella - Isabella appears as a 6'6" naked female humanoid. The creatures flesh is a sickly pallor and has a worm like texture to it. There are cuts and gashes all over the creature, though it does not bleed. Isabella's hands end in massive black claws which she uses as her primary attack. Her head looks relatively normal, though its a bit disfigured, as if it had been dropped from a great height, and it seems small in proportion to the rest of the body, as if a young girls head was placed upon an adults body.
Wednesday, April 3, 2013
Mantle Stuff for Jacob and Turah
Jacobs and Turah's Awardments!
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Jacob - Gets a point of presence.
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Point Cost - 3xp a point -
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Good Intentions - Just like Mesta, Jacob has good intentions. He might not always be right in his decisions, but his belief in his decisions usually makes things ok.
1 - He adds an additional die when he expends willpower to increase his dice pool.
2 - He adds two levels to the health boxes healed by any of his own healing powers.
3 - He does not expend willpower when using powers to heal others.
4 - He adds an automatic success when he expends a point of willpower to increase his dice pool. He still gains the bonus to his dice pool as well.
5 - Jacobs priestly blessing does not cost willpower, though it can only effect a single target once per day. It adds 3 dice and one success to the roll.
//upgrade// 2 points cures an additional health box on his healing powers, this can be taken twice. / 3 points allows him to use his healing ability twice per day per person.
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Treasure Horde - Just like Mesta, Jacob believes in the sanctity and divinity of money. Theres no need to spend wealth, just having treasure is a power in and of itself.
1 - Jacob regains an extra point of willpower every day he sleeps within sight of his treasure horde.
2 - Jacob can add his treasure rating to a single skill roll once per scene.
3 - Jacob adds his treasure rating to his willpower rating. (maximum of 10 wp)
4 - Jacob gains a number of health boxes equal to his treasure rating.
5 - Jacob chooses a single attribute, that attribute is equal to his treasure rating +1 (this can take the stat above a 5).
//upgrade// 3 points allow jacob to gain a health box when sleeping by his treasure horde as well. / 1 point allows jacob to add his treasure rating an additional time in a scene to a skill. this can be taken twice.
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Forever Innocent - Jacobs imagination and youthful demeanor are his real strengths, and just like mesta, they need never be corrupted.
1 - Jacob doesnt age, though he can die normaly.
2 - Jacob is immune to negative energy damage and is immune to magical death effects.
3 - Jacob heals one health box per day, and is immune to disease.
4 - The first time jacob is knocked to 0 health in a session, he regains health equal to his presence score the following turn at the beginning of his turn if he is still at 0 health.
5 - Cannot be controlled by magical means, and is immune to mind effecting effects and fear effects.
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//Generic Upgrades// 3 points allow for a point of wits / 3 points allow for a point of resolve / 2 points allow for an extra health box, this can be taken 4 times /
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Turah Gets a point of Strength
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Point cost is 3 xp
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Great River Dragon - Turah likes herself allot. She likes being a river dragon, she likes being a wujen, and she likes the dragon she's turned out to be. Phaethon rewards those that believe and respect themselves, and Turah gains power for it.
1 - Turah can spend a willpower to turn into mist as a free action on her turn, and can transform back to normal form without expending willpower by taking a free action on her turn.
2 - Turah's breath produces a cloud of mist 10' around her that she can see through. The mist lasts until the start of her next turn.
3 - Turah's breath weapon does 6 levels of cold damage at its base, and requires a stamina check or creatures suffer a -2 dice penalty. This is the same as a wound penalty and can be negated with advantages and abilities that negate wound penalties. These wound penalties stack with other wound penalties. They last a scene.
4 - When in mist form Turah can expend a point of willpower to make a brawl attack as if she were in solid form.
5 - Turah can use her Water Wujen abilities or dragon breath ability while she is in mist form if she so chooses.
//upgrade// 2 points increase the mist cloud duration to three turns. /
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War Dragon - Turah likes fighting, but she wasnt as good as it as she professed. Phaethon would see her personal expectations met, with a bit of divine help.
1 - Add +1 to brawl and weaponry attacks Turah makes.
2 - Turah gains a point of physical damage reduction.
3 - Add a level of physical damage to the weaponry and brawl attacks that Turah makes.
4 - Turah can make one additional attack per scene. The attack must be either brawl or weaponry.
5 - Turah gains an automatic success on weaponry and brawl attacks.
//upgrade// 2 points adds an additional +1 to brawl and weaponry attack dice pools. 4 points allow for an additional free attack per scene, though it cannot be used in the same turn as another bonus attack.
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Dragon Friend - Turah likes her friends alot, and she doesnt want to see them come to harm if she can help it. Phaethon respects her honest dedication to what is important to her, and so grants her the ability to protect that which she loves.
1 - Allies riding turah get an automatic success on ride rolls and can breathe underwater with her.
2 - Allies riding turah when she turns into mist can also choose to turn into mist, or can instead fall harmlessly and slowly to the ground. Those turning into mist are subject to the rules of that power, and move with turah.
3 - Turah's wujen powers and dragon breath has no effect on her allies unless she wishes them too.
4 - While mounted she uses the higher defense between her and her ally. Her ally follows the same rule. Both gain a +1 to defense as well.
5 - Turah is immune to fear effects and mind affecting effects. Those riding turah get the same protection.
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//Generic Upgrade// 3 points increase strength / 3 points increase stamina / 2 points increase health. This can be taken 4 times. /
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Avatar Power -
The Avatar's power level has a rating from 1-5 and is equal to the lowest rating of the above mantle powers. An Avatar can only be summoned when its rating is 3 or higher. Summoning an Avatar requires the use of an Artifact associated with your god if the Avatar rating is 3. A level 4 Avatar can be summoned with an Artifact, or with the help of a Greater Angel. A level 5 Avatar can be summoned with a point of willpower.
An Avatar can only be summoned once.
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