Current Players:Name: Cyperus
Gender: Something other than male or female
Core: A paper swan.
Aspects: Paper, Bird, Crafted, Decoration, Art.
Description: A child made out of paper. Their whole body is made out of crumpled, bleach white paper, formed into the image of a small human with what seems to be a bowl haircut. Of course, this means they look very geometric and unnatural. They can fold themselves to look different, but it's pretty difficult. They are pretty fragile, but a little less so than being made of paper would imply.
Background: Cyperus is an orphan raised on the streets, poor and without guidance. From the street magicians, they learned magic and the ability to craft scrolls. From the meanness of the slums, they learned quickly how to improvise crafting useful tools and weapons. Becoming an adventurer is simply the newest way for them to get by. Despite this, though, they are still quite dainty and consider themselves much higher class than they actually are.
Additionally, they quest for the Four Treasures of the Study, a set of four artefacts that, when combined, can be used to create a scroll that cannot be depleted, being a source of theoretically infinite magic.
Stats:
Efficiency: 1d4
Perfectionism: 1d1
Improvisation: 2d7
Hastiness: 1d5
Skills:
> Melee: P:0 T:0
Combat > Ranged: P:0 T:0
> Magic: P:2 T:2
> Problem-solving: P:4 T:4
Adventuring > Travelling: P:0 T:0
> Wisdom: P:0 T:0
> Crafting: P:6 T:6
Science > Analysis: P:0 T:0
> Utility: P:0 T:0
Equipment:
Weapon:
Name: Cyperus' Fountain Pen
Aspects: Crafted, Stolen, Ink, Metal, Tool.
Type: Melee
Qualities: Stolen (Can't be sold in shops) Writing (Can be used to write on suitable materials with, in this case, ink)
Description: A regular fountain pen stolen from someone in an incident involving several ounces of chicken (also stolen), a set of chattering teeth (also stolen) and a carriage (money used to ride in was stolen). Cyperus is pretty possessive of it. Filled with ink.
Armor:
Name: Vellum Suit
Aspects: Paper, Purple, Clothing, Dapper, Crafted.
Type: Light
Qualities: Classy (Looks nice.) Flammable (Easily burned) Flimsy (Easily ripped) Wettable (Easily soiled)
Description: A large amount of lavender paper folded, through many, many hours of hard work, into a wearable suit. Wearable if you're the size of a child, that is.
Inventory: Spare paper: For making scrolls with.
Loose change: Spare money, stolen from unwary folk.
Two bouncy balls: One red, one slightly darker red. To be frank, even Cyperus doesn't know why they have these, but they might be useful.
GeneralName: Armis Bellator
Gender: [You receive a feeling of confusion.]
Core: A steel-blue crest, small enough to fit in the palm, shaped like a shield with four points. An image of a crescent moon is set in the center, and that moon glows dimly at night.
Aspects: Steel, Nightly, Knightly, Lunar, Medieval.
Description: Currently, Armis consists of a silver breastplate with shoulder guards, faulds, and a cloth skirt hemmed in blue, floating in midair. It has managed to find sets gauntlets and greaves, as well as a blue-plumed helmet, that match its original color quite well. Its general appearance is that of someone invisible wearing an incomplete set of armor (though it can move these "limbs" independent of one another if it so chooses). When it is in a humanoid shape, it is about six-and-a-half feet tall. Strangely, the gaps in its armor where a body normally would occupy are voids of grey-blue light, like that of the moon. Is what lies beneath its faceplate the same...?
It is unknown if Armis is capable of verbal communication, but it is certainly able to hear normally. Its preferred method of communication appears to be transmitting thoughts, feelings and images to the "listener". Strangely enough, the normal laws and limitations of verbal speech apply, and it is able to "whisper" or "yell" as needed.
Background: It explains to you, quite simply...
[Nothingness. Then it Is. New, strange things. Sight but not seeing. Sound but not hearing. Touch but not feeling. Protected, but bare, incomplete. Need wholeness. Searching... for very long... success, over time. New limbs, new face. Then a weapon. Then comes to now. The tavern.]
Stats Efficiency: 2d6
Perfectionism: 1d8
Improvisation: 1d4
Hastiness: --
Skills:
> Melee: P:8 T:8
Combat > Ranged: P:0 T:0
> Magic: P:0 T:0
> Problem-solving: P:2 T:2
Adventuring > Travelling: P:2 T:2
> Wisdom: P:0 T:0
> Crafting: P:0 T:0
Science > Analysis: P:0 T:0
> Utility: P:0 T:0
EquipmentPale GreatswordAspects: Huge, Knightly, Unique, Metal, Leather, Crafted.
Type: Melee
Qualities:
-Gigantic: This sword is easily seven feet long. It has incredible range in combat but it is awkward and difficult to store on the back, even without the normal limitations imposed by such a method.
-Hand and a Half: Designed for use with two hands, Armis can wield it this way for increased damage without any penalty.
-Supernaturally Light: To Armis, the sword might as well be a cloth sack, and it can swing the weapon with incredible ease.
Description: A normal, if impressively large, claymore. Its blade is silvery-white and the grip is made of a blue-dyed leather. It has a tassel on the pommel, also blue. The guard and hilt are golden.
Armis' LimbsAspects: Enchanted, Metal, Crafted, Timeless, Medieval, Knightly.
Type: Heavy
Qualities:
-Imperishable: This armor is very durable, even more so when possessed by Armis. The pieces have, can, and will last quite a long time to come.
-Supernatural Animation: Armis seems to inhabit their other armor pieces with a strange, blueish energy. The pieces can move independently of one another within fifteen feet, possess far more strength than a normal Shell, and can be inhabited or disinhabited at will. However, if separated from the center of Armis' body (including by its death), its pieces will instantly be disinhabited and inert, requiring it to find them again - or perhaps new ones.
Special - allows Armis' Limbs to take on Qualities of any compatible armor they inhabitDescription: One pair of silver gauntlets, one pair of silver greaves, and a helmet possessing a blue feather plume.
Inventory: A small collection of smooth stones in various shades of blue and white.
A large backsheathe for the Pale Greatsword.
A single morning-glory stored within its center.
Name: Erevandis Lux "Eva" Nova
Gender: Female
Core: Rabbit
Aspects: Living, Mammalian, Digitigrade, Agile, Furred.
Description: Eva appears as a five foot, four inch anthropomorphic rabbit--four appendages, with two being digitigrade and used for locomotion, basically humanoid, and having a light covering of light brown fur, overlapping a whitish skin predominantly showing around the eyes, tips of her ears, and ends of her appendages. Dark brown hair covers her head, while her eyes appear to shift between two colors near the "irises": dark brown and light green, and in all aspects, she is purely biological, and her personality traits conform to an individualistic variance than a species-wide description: She is analytical in nature, studious in intent, and quite given to an introspective perspective of life, showing in her mannerisms and her actions. Species-wise, communal behavior adapts to survival and maintenance in the short-term, giving people of her species physical traits built for agility, dexterity, and movement, of using with the terrain around them rather than forcing it to work with them. Her metabolism is quite high in comparison [to humans as a baseline], and she is given more to quick spurts of speed and endurance rather than strength; her musculature, in turn, conforms in this manner.
Her 'irises' are actually an eye membrane which appears to be focused around the pupil area, utilized to help in low-light situations alongside aiding vision in normal lighting.
She is clothed in simple layers of refined plant fibers from the neck until the near-end of her extremities, wearing a simple set of worked metallic and (chitinous?) hide armor.
Background: Eva, named after a combination of her names and surname, preferring nobody to know her actual names rather than her nickname, is a biological sapient born and raised on this very planet itself--born, however, to the harshness of the wilderness and the ever-changing environment that categorizes her birth area as "Suitably Dangerous; Caution advised for travelers--do not enter without official guidance. Death awaits the unweary"--she was raised as a mechanic and technician, educated purely by field duty and raised with the spark of wonder in the world and all life around. Her birth-area consisted of several square miles of a combination of several similar mountainous climates, changing with the moons and sun in the planet's habitable zone, frequenting drops of temperature combined with the cool airs of the mountains, and having quite a view of the surroundings--in contrast, the clouds and atmospheric phenomena provided their own beauty and dangers to add; the colorful rains (ranging from natural, clear, potable water, to a pinkish coloration of evaporated materia only found on the highest of said mountains) acted both as a boon and a bane, forcing most inhabitants, sapient or otherwise, to manage by a mix of technology and adaptation. Her being a mechanic relied on above-ground and below-ground measures, as the mountains were home to an open-cavern system which provided against the harsh temperature drops, alongside providing quite the variety of underground fauna and flora, alongside a studious education of several scientific aspects of geology and geography. The local fauna were conspicuously predatory, as the mountains were primarily a migration point of several different areas, and thus provided quite an array of game animals and other creatures.
Raised since young as an apprentice, while she was not brought up as a hunter or a more 'practical' role in her community, she was found to have acumen in skills that benefited over the long-run, skills that 'contrasted' with her personality as while she excelled in technology and adapting raw materia to usable materials and devices, she has quite a stubborn mindset on 'short-term' usability. Contrasting further, while her species has a knack for an especially strong memory cycle--both short and long-term--her concerns lie fairly within the field of science and development, relying on her devices for protection or even self-defense, preferring to not get into a fight or have something in between her and anything dangerous. Her role as a technologist was a niche in her community, and in a quick summary of her life: Her choice of adventuring was quite the turnabout, promising a risk of large gains over large dangers, with anything gained in turn being given back to her community--whether it be her development of the self, or any special 'artifacts' mentioned in legend and lore.
Stats: [24/24 sides used]
Efficiency: 1d6
Perfectionism: 1d2
Improvisation: 2d4
Hastiness: 2d4
Skills: [12/12]
> Melee: P:1 T:1
Combat > Ranged: P:0 T:0
> Magic: P:0 T:0
> Problem-solving: P:2 T:2
Adventuring > Traveling: P:1 T:1
> Wisdom: P:1 T:1
> Crafting: P:2 T:2
Science > Analysis: P:3 T:3
> Utility: P:2 T:2
Equipment:
Weapon:
Name: Hadenium Survival Knife
Aspects: Metal, Crafted, Tool, Strong, Survivalist.
Type: (Melee)
Qualities: Very Durable; Sharp; Utilitarian (Can be used alongside an assortment of utility purposes)
Description: A foldable or 'winged' knife, this object (exclusive from the handle) is as long as a hand in length and covering is made from the most durable metals found in Eva's birthplace--its structure made from durable alloys needing the minimum of maintenance for sharpness, and generally used as a utility item, although it could be strapped or improvised into a spear or otherwise. The blade has a curved spine, curving towards a blunted tip with one straight end meant for cutting, while the handle is hollowed to provide a minor compartment for material.
Armor:
Name: Pioneer's Vest
Aspects: Survivalist, Tool, Crafted, Modifiable, Hybrid, Storage, Metal.
Type: (Light)
Qualities: Very Durable; Flexible; Utilitarian
Description: Eva's Pioneer's Vest is moreso an amalgam of a rigidly combined 'tech' harness for storage of a multitude of tools and mixtures, an integrated 'toolbox' set into its weaves and construct to enable various crafting capabilities, and a slotted torso region sporting an area for either protective or medical padding, or inserting armored plating--in this case, the plated alloy of Haderite, named after the mythological depths of Hades, being quite time-intensive to make alongside requiring thorough refining; the metal plate is kept thin enough to not encumber the user while providing protection by discharging received forces, alongside being able to be swapped out (with a few modifications) to be used as an improvised shield. The harness also aids by distributing carried weight equally to the wearer, useful in climbing or spelunking situations where it was originally built to serve in.
Inventory:
> "DIY Crafting Book" [Book]
> Personal Toolbox [Tool]
> (Several rolls) Duct Tape [Tool]
Name: Alec Wilholm
Gender: male
Core: A massive, solidified crystal of a purple material known only as Plasma, which constantly emits a gas form of itself, and when in a gas or liquid state, is incredibly flammable.
Aspects: Plasma, Crystalline, Alien, Purple, Self-emitting.
Description: A purple tinted, heavily Plasma infused skeleton, covered in a skin like film of Plasma, containing practically mummified sacks of flesh that hold the organs, a large one in the torso area, to hold almost all of them, and a small one within the skull to hold the brain, eyes, and inner ears, this all put together gives him very high pain tolerance.
His eyes glow bright yellow due to the Plasma reactions constantly happening inside his body, and he is constantly emitting a thin cloud of Unstable Plasma gas, which ignites on contact with oxygen. He has two severe weaknesses however, being that he is made of Unstable Plasma thus igniting on contact with oxygen, and must breath Stable Plasma to live. Luckily the stuff isn't very rare.
Background: Alec Wilholm is a type of being known as Plasmids, beings that are physically made of the strange material that has adopted the name of the fourth state of matter, Plasma. This leaves them like mummified corpses or skeletons made mostly out of the stuff, though what they actually are varies, there have been plasmid cats, dogs, fish, alligators, unnamable horrors, and even humanoids. Alec himself is a humanoid plasmid, who mostly learned everything he knew from the non plasmid beings that occasionally visited his underground home wearing thick environmental suits. He had a habit of collecting random interesting junk he found, or that was given to him by visitors. Some of this stuff he brought with him when he left his Plasma filled home. He lost most of THAT stuff when he ignited two steps into the oxygen filled atmosphere of the outside world.
Since then hes managed to acquire a fragile full body jumpsuit to stave off the oxygen from most of his body, and then a sturdy helmet, made to intake oxygen from tanks, but easily used for Plasma instead.
Stats:
Efficiency: 2d5
Perfectionism:1d4
Improvisation: 1d6
Hastiness: 1d4
Skills:
> Melee: P:3 T:3
Combat > Ranged: P:1 T:1
> Magic: P:0 T:0
> Problem-solving: P:2 T:2
Adventuring > Travelling: P:2 T:2
> Wisdom: P:0 T:0
> Crafting: P:2 T:2
Science > Analysis: P:0 T:0
> Utility: P:2 T:2
Equipment:
Weapon:
Name: Plasma filled Oxygen tank
Aspects: Titanium, Container, Heavy, Plastic, Tool, Crafted.
Type: Melee
Qualities: Robust(it is quite good bludgeoning tool due to its weight), durable(it's not going to be broken or penetrated any time soon),
Plasma leak(has two valves, only one of which has the tube attached to his helmets intake, the other can be opened to release stable plasma into the air, which can be ignited with any sort of fire and burns very well)
Description: Mostly made of titanium, it is a sort of capsule shape in the center, surrounded by a larger cylindrical orange casing of reinforced plastic which opens outwards on one side to allow the insertion and removal of tanks, but is tight enough to not allow them to fall out without deliberate effort. The release valves are also built into this outer casing.
It's primary use is to provide Alec with a portable source of breathable air, however in combat it can be used as a heavy bludgeoning weapon, swung around wildly like a very large club or used more precisely to deliver blows with crushing power.
Armor:
Name: Orange enviro-suit helmet
Aspects: Tool, Crafted, Container, Isolationist, Heavy, Filtering.
Type: Heavy
Qualities: durable(has to be to stop him from lighting up), air tight(no gasses can get in through this helmet), air intake valve(unless they are ALLOWED in through this, which is connected to his Air tank by a tube)
Description: An orange(obviously) full head helmet, made to form an airtight seal to your average full body jumpsuit, or a full sized environmental suit. It looks kinda like an upside down childrens bucket in shape, the front of it is a very thick purple visor to cancel out the yellow from his glowing eyes, said glow is visible from outside the helmet, but none of his actual face., it has a horizontal purple stripe going all the way around it, and the air intake valve directly at the mouth area for a tube to plug into and pump gasses into the helmet. Currently sealed onto his orange jumpsuit, and connected to his plasma tank via tube.
Inventory: Orange jumpsuit(Clothing, its important to mention because he needs this to stop himself from going up in flames in almost any location)
Lighter(Tool)
Strange artifact - maybe it does something, or maybe its just a fancy paperweight, who knows, Alec sure doesn't, and neither do I.
Name: Raith (no known last name)
Gender: Male
Core: A mysterious, deep sea creature dredged up from the darkest depths of the ocean. Its corpse remains rotting forever in the ruins of the empire it devastated with its poisonous, festering flesh.
Aspects: Necrotic, Watery, Poisonous, Eldritch, Rotting.
Description: Raith's frame is immediately reminiscent of a starved, long dead corpse. The skin is drawn tightly over all-too visible bones; in fact, the ribs are very nearly poking out of his chest. However, the resemblance with a dead human body ends there. His face is composed of a multitude of pale eyes, clouded as a stale fish’s but each with a piercing, glowing blue center, and an maw filled with rows of sharp teeth stretches occupies the bottom. While it looks a normal size at first, Raith can pull back his lips very far to reveal an impossibly large mouth. Instead of hair, a mass of thick tentacles sprouts from the crown of his head, the longest reaching down near his waist. Glowing, electric blue streaks run down their lengths like veins, filled with some alien fluid. His face is strangely void of ears, but he can still communicate effectively. He possesses unusually long and lean arms and legs, with patches of skin missing as if they have rotted away. Despite his overall thin nature, it is clear that he possesses more strength than a normal being should. Powerful, coiled tentacles are visible through the rotting patches on his limbs, entwined among the yellow bones. His arms and legs end in long and abnormally sharp digits, with skin stretching between them like webbing on a duck's foot. A pair of small, withered arms rest underneath his main upper limbs, and seem mostly useless, with two thin fingers and thumbs on each hand. Most Shells he meets are immediately repulsed by his distorted, cadavre-like appearance. Despite his form being created through powers greater than he, he does not have much skill in magic.
While you would suspect that a figure such as his would be covered in leathery, rough skin, unpleasant to the touch, the material that covers his body is very different to what you would imagine. It is infinitely smooth, and is covered in a clear, oil-like fluid that is continuously secreted by invisible pores, making it very difficult to get a grip on his skin. The exceptions to this are his hands and feet, which are covered in coarse skin and have no film of smooth oil.The hue of his skin ranges from a deep, dark blue to an ink black, with colors generally getting darker (but only slightly) as its location grows further away from the center of his body. However, most of his body structure and the state of his skin is covered loose robes and a large hood, which he typically wears whenever he moves about outdoors. Despite making him look exceedingly suspiclous, many Shells he meets have been known to frown with disgust at his figure or be too frightened to speak normally.
His bile and saliva are highly corrosive, and so is his skin oil, though to a much lesser degree. Any items he wants to be using for a long time need proofing against this (un)natural mechanism. Some materials are easier to proof, such as metals, and, as long as Raith doesn't spit on them, will last as long as equipment normally would.
Background: Algon was the name of a mysterious patron of a fledgeling empire. It is said that Algon could be communed with through strange rituals, and in the tales of old it is said that Algon reached into the waking world with his incorporeal hands to guide each new ruler into yet another age of prosperity. Under his eternally wise guidance, the people enjoyed an era of plenty, where the working class and the nobility alike could be assured of food on their tables and a long life. The empire made great strides in science and in magic, and their neighbors they conquered with abandon.
However, this state of affairs could not last. The nobility, growing lustful for their patron gods power, seeked to elevate themselves to the status of godhood. Depleting their safes in a vain attempt to give themselves power, they grew ever more curious, and looked where they should not have looked, doing things they should not have done. As they grew ever closer to the terrible secrets that lay at the heart of their mystery, the thin fabric that lay between the waking world and theirs was slowly eaten away, and strange creatures emerged that should have never seen the light of day.
Slowly, the inhabitants of the empires major cities were either driven mad by the secrets they discovered or killed by creatures that now stalked the night. Those who weren't quickly learned to keep their doors locked and fastened shut at night, or fled to safer areas, generating a massive amount of refugees that could not be handled by the increasingly corrupt and destabilising government. Eventually, the only people left in the coastal capital city were those who were mad and fanatical enough to still want a scrap of godhood, who now worked towards the insane goal of procuring a gods flesh; to eat, of all things.
The ritual they used to summon the great beast was so terrible it was told to children for several years afterwards to frighten them. A great many of those who had attempted to flee had bern rounded up and kept just for this purpose. One by one, the great priests tore out the throats of those who once stood among themselves, and threw their bodies into the lake. They turned the harbor red with the blood of hundreds, such was their zeal. The fanatics chanted an ancient hymn who's meaning has now been forgotten, and never should have been remembered again. The fishers dredged up a great carcass from the red waters, and the crowd leaned forward to get a glimpse of the catch. It was a terrible, wretched beast. Its face was a plethora of eyes and mouths, all inside one massive maw, and a long, bloated, sluglike body stretched back from its head. Barbed tentacles of a variety of lengths trailed back from its heaving, gasping abdomen, and as the beast was dragged onto land it let out a small noise, at once like the cry of a baby and the full throated wail of a woman mourning. Immediately the priests sent butchers to cleave the beast in twain, carving up the flesh so that it could be eaten. The flesh was presented raw on delicate white plates, staining the plate blue-brown with its blood. However, there was one man among the mad crowd who refused to take part in the feast. Despite his insanity, despite his fanatic belief, his primal instincts dictated that the meat was too unwholesome to eat. Indeed, despite coming from a freshly killed beast, the meat was riddled with maggots and felt as if it had been lying in a cellar for several months.
The man who refused to eat wandered out shortly afterwards, as the rest sat down to their meal, feeling a faint throbbing between his eyes. As he leaned his rapidly weakening body down against a wall, he heard a multitude of cacaphonic voices coming from the hall. At first he thought that he had missed ascension for want of good food, the thing he had been working at for several years. However, he soon realized that the calls were not of ecstasy, but of agony. He peeked through the door to the feasting hall, and what he saw terrified him so much he still does not speak of it today. He ran from room to room, whimpering and trembling with fear as the screams and beckoning calls of his former friends grew closer. He ran all the way to the great gates out of the city, but they were closed and bolted fast, as they had been for so long. In desperation he begged for mercy once again from Algon, clasping his hands in fevered prayer.
Just before the sources of the screams reached him, he felt a white-hot pain in the pit of his stomach. He felt his body changing shape, felt his bones cracking and re-fusing. His fingers and toes grew longer, his hair fell out and was replaced by tentacles, and tentacles stretched underneath his skin and ate at his muscles. It was excruciating, but at the same time he felt euphoric. In his ears, which had become simple holes in the sides of his head, he heard a voice which sounded like a choir of voices both young and old, telling him: "Even in your madness and pride, you had the nerve to pray to me, the one you wanted to overcome. Very well. For my own entertainment, I have become your saviour. Your god-given mission is to guard this forsaken place with your life, and never let anybody looking for the secrets here inside so long as the city exists. Some secrets should remain undiscovered." As he heard this, the great gates were flung open, and he dashed outside. Before the indescribable host could follow, the gates were shut and barred by a mysterious power, and the capital city was shut off from the rest of the world from the inside.
For many a year the beast, who could no longer be reliably called a creature of this world, sat alone on a smooth rock just outside the gates, occasionally hearing an ear-splitting guttural roar and banging from inside. At last, the treasure hunters Algon spoke of started appearing, filled with grand misinterpretations of the tale of ascension. Every time the beast who sat alone on the rock would fight them off. At first, he would only just manage to beat them due to his natural ability, being beaten to within an inch of his life as he ended each battle. As he became more skilled stories about "the Beast at the Gates" started becoming more well circulated than "the Elixer of God-Kings". Those who travelled in his direction all hoped to best him in single combat, though adventurers only came from relatively local cities. One day, an old man named Orgo appeared and challenged the beast to battle without an obvious motive, wielding an impressively lengthy glaive. His prowess with the weapon was evident, but his age held him back from a decisive victory. He managed to keep the beast out of range with the glaives superior reach and dealt a multitude of tiny blows, aiming to bring his adversary down with a thousand cuts. However, the beasts unnatural constitution allowed him to continue fighting long after Orgo had expected to overcome him. As they both grew exhausted, they called a truce and sat down together under the shade of the rock, bonded for a moment by battle. The man named Orgo propped himself up by the beast, who sat with his legs folded, and said "What's your name, boy? I haven't had to fight with so much effort in such a very long time." As if unused to speaking, the beast slowly pulled apart his lips into a many toothed equivalent of a smile, blinking his many eyes, and said, in a deep and surprisingly melodious voice: "Raith". The beast hadn't had such friendly company in a very long time, either. Just before Raith fell into a deep sleep, he heard Orgo telling him "Remind me to give this glaive to you, eh? It's served me well, but it will serve me no longer."
The next day, Raith found that the old man would not wake up, despite his persistent shaking. Shaking his head sadly, he stood up, stretched, and looked behind him. To his great surprise, the gate had disappeared, replaced by a layer of solid stone similar to the rest of the city walls. He could no longer hear the terrible noises he had slept next to, day after day. In his ears he once again heard a choir of voices, which he had not heard for a several years.
"Your service is done; you may go where you please. You are forgiven." Raith felt the powers that had allowed him to beat all of these mighty warriors despite their skill flowing out of his body, leaving him almost as weak as a normal human being but still possessing his grotesque bodily characteristics and some of his skill in combat. He picked up the glaive that the old man had insisted he take, and left for the rest of the world. He had been sitting on that stone for so long, and had forgotten much of the world. It was time to find a new purpose.
Stats:
Efficiency: 1d8
Perfectionism: 1d2
Improvisation: 1d7
Hastiness: 1d7
Skills:
> Melee: P:0 T:7
Combat > Ranged: P:0 T:0
> Magic: P:0 T:0
> Problem-solving: P:0 T:0
Adventuring > Travelling: P:1 T:1
> Wisdom: P:2 T:2
> Crafting: P:0 T:0
Science > Analysis: P:2 T:2
> Utility: P:0 T:0
Equipment:
Orgo's glaive (weapon)
Aspects: Metal, Crafted, Ancient, Heavy, Memorial, Otherworldly.
Type: Melee
Qualities:
Increased Range: Orgo's Glaive is lengthy enough to permit attacking at a distance shorter weapons are unable to reach.
Durable: Whatever strange material it was forged from gave it impressive durability. It does not react to Raith's corrosive skin oil, and does not bend unless it is distorted by great physical stress.
Description: A heavy blade made of some black metal, about 50 centimeters long, forged onto a two meter pole of the same material. It is slightly longer than Algon is tall. Though the weapon is heavy, Algon's slender frame handles it with ease, his fighting style revolving around broad, sweeping slashes accompanied by swift stabs, keeping all enemies at bay. It is sparsely ornamented, but features light pink gold hammered into the metal of the blade and handle in delicate patterns, reminiscent of a cherry tree's blossoms. It is named for the legendary warrior who wielded it long ago.
Cuirass (armor)
Aspects: Metal, Crafted, Heavy, Ancient, Otherworldly, Modified.
Type: Medium, Torso
Qualities:
Durability: Being made out of the same metal as the glaive, the Cuirass is very durable.
Non-restrictive: This armor allows Raith to most fully make use of speed in combat, and rarely obstructs his movement in any way.
Storage: Several pouches allow Raith to quickly access materials he needs to use, such as medical equipment or stimulants. Also provides a bit of extra storage without too much encumbrance.
Description: The main body of this piece of armor consists of a breastplate connected to a backplate, with layered belts of metal underneath to provide flexibility and protection to the lower torso. There are also pauldrons and vambraces included to protect the shoulders and forearms. It is forged from the same material the glaive Raith wields is made from, giving it impressive durability. The armor provides fair protection against most blows, but certain compromises are made in order to allow Raith to use his speed and skill most effectively in battle, resulting in imperfect protection for more combat effectiveness. A few small pouches are strung across the the armor on belts to allow for quick and easy access to materials in stressful situations.
Inventory:
- Bladed weapon maintenance equipment.
- An almost empty satchel of common medicinal herbs, as well as more exotic ones. Raith has knowledge of the use of herbs but he does not remember why.
- Silver flute. Raith's actually fairly good at playing it.
Name: Lilly Rose-Thorn
Gender:Female
Core: A small Crest. It is roughly two inches wide and could be described to float about happily and excitedly. It is a mixture of a vibrant silver green and indeed a beautiful red a symphony of colors showing a beautiful thorned rose with deep red petals and silver thorns. It seems to let out little jitters and excited call's constantly and often. The thing that despite it's size will bravely and perhaps foolishly try to defend people from anything it perceives as incredibly dangerous. It seems to manifest a inner desire a inner parental instinct for the young and meek. A friend to the helpless a friend to the meek. Something that despite it's size it seems to be able to come out on top against dangerous foes to the meek. To the weak. A hero that lashes out with silver thorn's. If you can call something like this a hero.
Aspects: Living, Noble, Royal, Metal, Crafted.
Description: Lilly is a little girl almost definitely appearing to be at maximum the age of 15. They have long deep red hair which appears to be rather silky in appearance. Their skin is a pale green color and their eyes a radiant Silver. They have long elf like ear's it seems. Throughout their small appearance roughly 4ft6 small vines seem to flicker about her body and flower's of various color's grow in her hair. They appear lithe overall and their body if examined closely appears to be rather strangely connected like fused branches twigs and vines all together to form a humanoid body. They truly do appear as if they could have grown straight out of the ground. With a warm bright silver smile and a green complexion this plant like girl is eager for an adventure and eager to make her noble parent's proud of her despite their quite different appearance's.
Background:From a rather minor noble family Lilly is of the house Rose-Thorn. It is a small noble house that has existed for roughly the past hundred year's and grew to prominence due to her grandparent's intelligence wits and bravery. It is located deep in the forest's usually far from most civilization's hey clearly prefer the quiet of rurality and even isolation over the hustle and bustle of an inner city. The crest of House Rose-Thorn could be said to both have come from the rich silver mine's the family had exploited and grown rich off of and the beauty of the isolation and wild nature of their manor's and homes. House Rose-Thorn bloom's and it shine's a bright silver light in the sky. Lilly eager to strike out on her own and with her parent's blessing's decided to become an adventurer and seek glory fame and bring honor to her house. Now if only her family wasn't so isolated her name would actually mean anything.
Stats:
Efficiency:1d7
Perfectionism:1d4
Improvisation:1d8
Hastiness:1d5
Skills:
> Melee: P:4 T:4
Combat > Ranged: P:0 T:0
> Magic: P:2 T:0
> Problem-solving: P:2 T:2
Adventuring > Travelling: P:0 T:0
> Wisdom: P:0 T:0
> Crafting: P:2 T:2
Science > Analysis: P:1 T:1
> Utility: P:1 T:1
Equipment:
Weapon:
Name: Noble Silver Saber.
Aspects: Crafted, Metal, Noble, Royal, Shiny.
Type:Melee
Qualities: Dazzling: This weapon glimmer's beautifully in the sun and in the moon. Even in low light illuminated area's. It can make stealth difficult but it does inspire a bit of awe in those who see it.
Exotic: This weapon is not commonly used and is clearly something a noble would wield this clearly shows her social status and could set her up for people wishing to rob her which actually did happen to her money pouch and why it is slit and nearly empty.
Description: Made of Rose-Thorn silver with a solid mahogany handle it is clearly a saber of clearly expensive and noble mean's. The blade shines beautifully in the light and is usually very clean. It is used to slice apart unarmored foes and also get through kinks in armor and slice of limbs through vulnerable joint's.
Armor:
Name: Weaved Rose-thorn robes
Aspects: Noble, Natural, Spiky, Plant, Floral.
Type:Medium
Qualities: Prickly: It is covered in thorns really trying to attack this with melee can be damaging and hurt those who are attacking her.
Forest camo: In a forest Lilly has an advantage at hiding or trying to blend in with her surroundings with this armor not to mention her natural appearance and she can blend in with any heavily forested area like a piece of cake.
Description: Made outta various rose stems and various other vines reeds and material's it is covered with prickly rose's at key body points to deter attack such as the neck. The elbows and the groin. The vines themselves are rather tough to cut through but with enough effort would be destroyed. It could easily be used to blend in a particularly forested area.
Inventory: Small Journal plus writing supplies, A few money pouches that have been slit by pickpockets and only a scant few currency items remain. Sword maintenance equipment. Fire starting tools. Several small bags.