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Thread: A new earthy tomb - Seph level 14

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    Wide eyed & bushy tailed
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    A new earthy tomb - Seph level 14

    Sephtis ‘Seph’ Naschkatze


    Known as (Name): Seph ( ~ Sef)
    Known as (Trait): Thief, rogue, trouble maker, layabout

    Description
    Look
    Seph is a young man, just bordering on late twenties. He is slightly above average height, standing at 190cm and with a lean build. His heritage has given him tanned skin and light grey hair (which he is quite sensitive about). He has grown a small goatee which is slightly darker grey.

    Attire
    Seph takes pride in his appearance, walking a fine line between dirty and roguish. He attempts to pull of ‘casually handsome’, but often comes across shallow. He most often wears long sleeved, loose fitting shirts with a dark brown leather jacket. His pants are loose brown, often tucked into the top of his brown leather boots. He can be a bit more garish than some would like, with large shiny belt buckles and odd coloured satchels. Since acquiring the Sword of Flowers, Seph also has a thick leather strap and sheath that goes over his shoulder.

    Personality
    Seph can be quite cautious when planning or travelling on his own. However with other people around he tends to adopt the role of the fool. He also struggles with impulse control, doing whatever ever seems best in that moment with little thought of the future. His plans can come crashing down for something as simple as a piece of candy. Despite his attempts to play the callous ruffian, he has a soft spot, especially for children.

    History
    Somewhere back in Seph’s family history there was an earth planar touched. His family has always had traits related to earth to a more or lesser extent. Indeed many of his family have gone on to become expert earth mages or healers of great renown. With talent comes money, and there was no shortage of either in the Naschkatze family.

    Seph was born the fourth of seven to his father Arzt Naschkatze. His mother was a servant of the family, Blume Sonne. Seph wasn’t the only bastard in the family, two of his siblings were born in similar circumstances, and all three to different mothers. Like the other two, Seph was adopted into the family and his mother sent off with enough money to retire in the countryside. Seph did not blame his birth mother in the slightest, better he be raised the son of a rich nobleman than a jobless maid on the streets of Radasanth.

    Seph was one of seven children, and third youngest. The gift of magic came easily to his older siblings. His adopted mother’s family line intersected with the Naschkatze line a few times in generations passed and the children of his adopted mother and father had the benefit of two parents with a planar touched ancestor. It made sense that her and Seph’s father would produce children with the touch of their planar ancestry. Seph on the other hand found himself basically useless. Even the other bastard children displayed some level of magic. The two siblings with the strongest magic were his sister, Durre and the eldest son Brand. Brand from a young age was able to manipulate earth. His favorite trick would be to create walls around a few of his unsuspecting siblings and hurl mud at them from atop. Durre’s talents were with healing and she’d often be the one fixing the injuries her older brother caused.

    All of this left Seph far from the limelight. Try as he might he couldn’t move an ounce of dirt, or heal the tiniest scratch. As he aged, and his brothers grew more able to control their powers, and with it so did the pranks. A family of earth mages was able to set up elaborate pranks and easily clean up the aftermath before being caught. It was during his early teens that Seph did develop his first ability, Fjorgyn’s Sight. While relatively minor, it did allow the youth to learn to evade the mischievous earth magic of his siblings.

    All this isn’t to say that Seph had an unhappy childhood. His father was kind, if somewhat absent, and his adoptive mother treated him as one of her own. It was as much as any child could need. Even his siblings, mischievous as they were, were loving. The only thing that bothered Seph was that, despite it all, this wasn’t the life for him. As one of the younger children he could be assured some menial task within the family business. Without his own magic he couldn’t take on a more important role. His family money came from hiring out their talents, if you couldn’t use magic you were effectively a bookkeeper for the others.

    When Seph came of age the decision was an easy one. His siblings were already comfortable with their lives and making a name for themselves. At 16 Seph packed a small bag and set off to discover the world. He left a simple note for his family and disappeared.

    The next few years had their ups and downs. It was often a dirty and cold life, but Seph loved it. It was this freedom and isolation that allowed him to grow. Similar to how he developed his first magic ability, the struggles of traveling helped him develop his second ability, Arms of Hromagh. Unlike his siblings, Seph found his magic required a focused need. He couldn’t move tones of earth, or draw endless healing magic from around him. By learning this focus he developed his first real earth magic, Geirrod’s Fist. His personal growth and freedom hardened his resolve to live most of his life away from his family. The occasional visit was all he needed.

    Family
    Father: Arzt Naschkatze
    Mother (Biological): Blume Sonne
    Mother (Adoptive): Liebe Naschkatze

    Siblings (in age order):
    Brand (brother)
    Dreck (brother)
    Durre (sister)
    Erde (brother)
    (Seph)
    Meer (sister)
    Tulle (sister)

    Duality of Purpose

    Saph received the Sword of N’Jal during these events. However, he doesn’t truly understand what it is, nor what it means for him. He thinks the magic of the sword ensures that it is always close to him. In truth, the sword and he are far more bonded than he realises. The essence of Talen flows freely into Saph, affecting him in far more subtle ways than just having to carry the sword around with him. It affects his decisions, his impulses, pulls at the corner of his eyes and controls his dreams.

    While most of the time this power is dormant, it can flare up, driving him into conflict by subtle (and sometimes not so subtle) nudges. In those situations the laid back attitude of Saph can be tested to the extreme as the essence of Talen forces his own nefarious desires on him.

    Skills

    Lockpick - Seph has a decent skill with lockpicking. Larger, older locks are generally no trouble, however he often has to use more forceful means for the fancier locks from Alerar. If in a pinch he can also use Bonbon. The fire squirrel’s small paws come in handy.

    Deft Hands - A life of crime often builds certain skills. With Seph’s speed, his slight of hand comes easily.

    Lying - Seph can lie to someone’s face without giving the slightest hint at the untruth. He can walk the lines of true and false as easily as walking down the street.

    Cooking - A life on the run and many nights spent out under the stars causes a certain level of self-sufficiency. When one loves food as much as Seph does, it’s necessary to develop an ability to cook. Seph will generally keep different spices and herbs with him as he travels, and will not shy away from spending excessive amounts of time preparing meals.

    Smuggling - Got a spare cavity? Maybe that bag has a pocket somewhere you didn’t realise? Seph has spent most of his life carrying things he shouldn’t be carrying. He always has a place for that thing you shouldn’t have.


    Abilities

    Speed - 10x
    Seph’s endurance is matched with his speed. He can run at a breakneck speed that pushes him much faster than a normal person. He can cover a distance of 100 metres in two seconds when he’s at maximum speed.

    Agility - 10x
    Seph is exceptionally fast on his feet. He can move quickly to maneuver and react when needed. While someone else might take ten attempts to dodge an attack, he’ll make it on the first try. He can dodge, duck, dive and dodge with the best of the.

    Strength - 6x
    Seph is quite strong, but far from the strongest person in the room. He can lift and throw weights in excess of 50kg without too much effort and punch quite hard.

    Endurance - 10x
    A life on the run has given Seph an astounding amount of endurance. Once, while he was escaping from a group of bandits from whom he had liberated some finer pieces of jewelry, Seph ran and walked for three full days before stopping. He did however sleep for a full day afterwards.

    Willpower - 10x
    Seph has spent a lot of time being exposed to some quite straining things. His magic requires a lot of will to control and produce, and over time he has learned to focus and control his mind to an extreme degree. This has also come in handy when faced with some extreme circumstances such as resisting telepaths and withstanding torture.

    Arms of Hromagh
    Seph’s arms grow in size slightly (often ripping his shirts to his dismay) and harden to prevalida for up to eight posts (eight posts of total use, half posts (or less) count as a post).

    Geirrod’s Fist
    Seph only has one offensive earth ability, summoning five chunks of earth that take the form of large fists. Each fist is comparable to Delyn. By changing the form of the fists, Seph can slightly change their effect. Steph can summon the five fists twice a day (a total of ten). The fists will hover above him until fired off, destroyed or unsummoned. The types of strikes he can deliver are below:
    The types of strikes he can deliver are below:
    • Jab - The fingers on the fist extend forwards and create a rough point. While this lowers the chance of a direct hit slightly, it increases the ability of an attack to pierce its target. A pointed fist can break through Delyn. Being struck by a pointed fist directly would cause very serious injuries, with the attack able to pierce through flesh and bone easily.
    • Punch - Sacrificing much of the force behind a fist, Seph can cause it to explode on impact. The Pebble loses the force that allows it to puncture steel, but it causes large amounts of kinetic energy to be released outwards on impact. The result is enough to send very large opponents (in excess of 200kg) flying through the air. The downside is that the force is equally distributed, doing much less damage than normal. Being struck directly by an Punch would send an average person flying through the air several metres, but the damage inflicted depends on how they land and may vary from a broken bone to a few scrapes and bruises (with the latter more likely). The main force occurs within five metres from the impact, with anyone between five and ten metres pushed back (stumbled) slightly.


    Fjorgyn’s Sight
    Thanks to his earthen affinity, Seph is able to perceive stone and earth around. This means he can sense things like open cavities and hidden walls, underground paths, and the like, if they are made of stone or earth. His ability does work with wood, but it is much harder. He needs to focus and direct his attention (ie close his eyes and focus) to feel the wood. He cannot however feel any living things (with perhaps the exception of very large plants), and would not be able to use this to detect anyone.

    Jomil’s Kiss
    Healing magic for the Naschkatze line is about channeling the potential energy stored within dirt and using it to rapidly regenerate injury and sickness. Seph had failed to be able to heal anything more than light cuts and scrapes with raw earth magic, however he has learned to channel the stored energy within plants to a much greater effect. Regardless of what he is trying to heal, he is limited by what he had on hand. Even if he has access to the highest level healing resources, Seph is limited to the uses listed after each level. It should be noted that Seph often carries candy with him.
    • Large quantities of dirt/rock - Able to heal light wounds like cuts and scraps, or stabilize larger injuries so they are no longer life threatening. [5 uses]
    • Large plants, flowers or fruit - While plants survive, flowers or fruit are turned to dust as the energy is taken out. With it he is able to heal small bone fractures, moderate (inch deep) cuts and the like. [3 uses]
    • Fruit Candy - Generally toffee made from condensing the sugar from fruit, this holds far more energy than fruit. By sacrificing a piece, Seph is able to heal severe bone damage, attaching limbs back on (assuming a short passage of time after being severed) and other large wounds. [2 uses]


    Blood of the Earth
    Seph’s whole family is immune to poison thanks to their earthen heritage. After a concentrated effort, Seph has even learned how to condense the poison into one spot on his body before it is excreted. He can cut the small boil that forms and harvest any poison he is exposed too. (The second part of this is purely a plot device for requesting poison as spoils.) (100% resistance to poison and some diseases.)

    Jomil’s Thread
    Summoning the threads of fate is not an easy task. By calling forwards the threads of fate that link life and death, a target becomes entwined and trapped. Unlike normal traps that use a physical manifestation to hold a target, the threads are pure light magic and challenge the target’s willpower.
    • Four threads emerge from Septh’s hand and extend five metres and whip, wrap and entangle anyone caught in them.These last for two full posts, or until they touch someone.
    • [b]If the threads touch someone, they instantly wrap around the limb and their effects last two posts (regardless of how long they were emerging from Septh’s palm).
    • Only the limb that is touched by the thread is effected. The thread doesn’t affect another limb that may touch it once it has wrapped around one. For example, the thread wraps around someone’s arm, rendering it useless. The person grabs the thread and tries to pull it off with their other hand. The other hand remains unaffected despite touching the thread.
    • At the highest effect, the limb goes limp and is completely unable to move.
    • If the thread touches someone’s chest, neck, back, etc, that area becomes weak. For example, someone may be unable to hold his/her head up, nor speak properly if struck on the face (although they can still breath). They may not be able to punch/push properly if struck on the chest as their chest muscles are affected.
    • The entrapment will effect people up to a will power of nine or less. People with a willpower of 10 will be able to break it a moment or two after it takes effect. While it is not an exact science (ie, players still control their response as per normal attacks), a guide of the effects is below:
      • Willpower 9 to 7 - Slowed movement in the affected limbs, requires some concentration to move.
      • Willpower 6 to 5 - Much slowed movement, near uselessness of the limb.
      • Willpower 4 to 0 - No limb use under normal circumstances
      • Having more than one thread wrap around the same limb can increase the effect (player discretion)
    • In competitive threads, the threads of fate are severed from Seph’s palm once they strike someone. In non-competitive threads they can remain connected to his palm and he can pull people with it (requires approval from participants of non-competitive threads).
    • Three uses per day



    Talen, Sword of N’Jal - Golden Sword - Sword of Flowers
    An adamantine sword that contains the essence of Talen Shadowalker. The sword will appear on Seph’s person at the beginning of each post if it is more than a metre from him. Physically, the sword is double edged, somewhat the size of a falcon. Unlike many other weapons, the sword is a coppery gold colour, from hilt to blade. There are also a number of small flower emblems on the blade, and one on the hilt. (Received here)

    Upon receiving the sword, a number of abilities awoke within Seph. Most are variations on Talen’s magic, channelled and molded by Seph’s magic and character. Seph, despite his newfound power, is not as proficient in channelling the varied magic of Talen, the result is a much more limited range of effects. Like all magic used by Seph, they have rather complex rules that he needs to operate under in order to draw out as much power as possible.

    Dogpile
    An unusual channeling of the power in the Blade of Flowers allows Seph to create simplistic clones. These puppets appear as normal men/women, dressed in black and wearing steel gauntlets and boots (for the purpose of understanding damage). The clones have the strength of trained fighters, but lack the strength of many of the heroes of Althanas (1x all body statistics, 2x acrobatics). They are also quite simplistic, able to fight with kicks and punches, but unable to use any other weapons other than their boots and gauntlets. The particulars of this ability are as follows:
    • Able to summon between 1 and 10 shadow clones.
      • Each post a single clone is summoned counts as ‘one’ out of the allowed 15, meaning he can summon one clone for 15 posts, two clones for 7 posts, three clones for 5 and so on, up to the maximum of 10 clones for a single post (in the latter example he would be able to keep five of them for another post).
      • He can summon clones at different times (with, or without a gap) as long as does not exceed the totals.
    • The clones are considered ‘an average person’ for all statistics except for their acrobatics. They have no other abilities or powers.
    • The clones will disappear should they take fatal damage (a loss of a limb for example), and will react as normal for non-fatal damage, meaning broken bones, cuts, ect will slow them down. Likewise pain causing abilities affect them as normal.
    • While a clone is summoned, Seph cannot use any other of his activated abilities. Any other abilities in use (such as Arms of Hromagh and Jomil’s Thread) end.
    • If four or more clones are summoned, Seph can’t move from where he was standing (he can however move his arms and swing his sword)
    • Clones can’t be insta-summoned to block/take damage or similar cheap escape moves.


    Dance of Shadow Petals
    Black flower petals flow out of the Sword of Flowers and swarm around Seph for two full posts (ending on Seph’s third post assuming he cast it on the first). Seph can summon a ‘dance’ four times, and change the form of the dance once after he has summoned it. The petals are the strength of steel*, about an inch in length and very thin. People struck by a single petal will receive a long, but shallow cut to bare skin. Seph can use the petals in the following ways:
    • Swarm - Seph becomes the center of the swam, with petals spread out ten metres from him in a large circular rotation. At the edge only a few petals are likely to strike someone, however the closer to Seph the higher the density. Standing a metre from him would be life threatening, three metres would cause fairly serious wounds, while nine to ten only one or two cuts to unprotected skin. (note: the Swarm can only move with Seph at the speed of a walk. If he moves faster he’ll most likely cut himself.)
    • Impass - Seph can turn the swarm on the side, directing it in a cylinder spiral that stretched for 10 metres and is a metre wide. The petals are packed in a higher density than swarm, meaning trying to move through it would be a folly for most people. Once it has been placed it cannot be moved unless changed to one of the other two forms.
    • Spear - Seph condenses the all the petals into a spear, roughly two metres long and ten centimeters wide. It is however not solid, rather a mass of the rotating petals. Touching the spear is akin to touching a mass of rotating blades, the effect of which causing serious surface (skin) damage. The spear can be launched towards a target at the speed of a normal thrown weapon. While the spear could do extreme damage if it struck someone directly, it is more likely to graze or glance a target given its average speed. This spear really comes into its own against very large targets. If the spear is able to strike a target (anything above the size of three humans), the rotating petals will drill into the target, doing very large damage over the remainder of the time remaining. If Seph doesn’t launch the spear, he can manipulate it like a normal weapon (a small amount of petals cover his palms while using the spear to protect him).

    *It should be noted that the spear, while each part is steel, can cut through higher strength materials. Much like a drill, some of the petals might be destroyed in the process.

    Death Naschen
    Nashcen is the ability to call forth long dark limbs similar to tentacles. Seph doesn’t understand this magic very well, and it’s relationship to the dark god N’Jal. This is an evolution (or devolution) of Talen’s original ability, Arms of N’Jal. Seph can use Glied and Qualle a combined four times and Tragen twice. Regarding Glied and Qualle, the six black limbs the strength of prevalida are called forth. Each limb moves very quickly like bolt from a crossbow, and the tip is a sharp point, moving to the width of an average forearm. All versions of this ability are nearly useless in small spaces.
    • Glied - Seph casts Nashcen on on a surface, such as the ground or a wall. From a large (metre wide) glowing transmutation circle the six limbs burst out and extend 10 metres directly outwards*, before arching towards whatever target(s) Seph desires. Each limb can reach a further 30 metres. (Using pythagoras's theorem) Gives it an maximum range of about 28 metres should he cast it on the ground. The limbs last for three posts.
    • Qualle - Seph calls forth the true form of the Nashcen and it appears as a giant floating jellyfish. The movement of the body of the jellyfish is quite slow, making it not viable for chasing an able-bodied man. It can move at about the speed of a brisk walk. A Qualle’s limbs act much in the same way as Glied. The weakness of this ability is the large dark body that holds the tentacles. Should that be destroyed (and it has no special resistances), the creature will disappear. Destroyed in this sense means that at least 20% of it’s body is separated or destroyed. Lasts for three posts.
    • Tragen - In sacrificing the arms of Qualle, Seph can summon a much faster jellyfish. This is relatively useless in a combat situation (even ramming someone will prove ineffective thanks to its squishy body), but can be used for long distance flights. Two use per day.

    *The initial 10 metres is a weakness of the ability. It makes casting it close quarters hard, but also that the movements are exaggerated and for some easy to follow. The arms rely on their speed to make it a viable ability.

    Motoko
    Seph can create a shield of interconnected hexagons composed of solid shadow energy. The shield is invisible until an object attempts to enter it at a fast speed. For example, a thrown rock will bounce off the shield but someone moving at a slow walk would move through it unhindered. If the whole shield became visible it would look like a sphere composed of black hexagons about half a metre out from Seph. Impacts only trigger the immediate area to harden, and do not soften back to it’s default state until whatever triggered the attacks has gone. For example, a jet of water would strike Motoko and cause the front of the shield to harden. The back would remain invisible, and the front would only return to normal once any residual water had dripped off. Motoko can be summoned seven times a day, during which time it will completely block any attack(s) coming at Seph for a short period of four seconds (roughly a quarter to a third of a post). At the cost of two uses and sacrificing being able to use any other abilities for a post, Seph can have Motoko block all attacks for a single post. He would only ever be able to do this three times a day. Seph needs to activate this ability before the attack strikes, meaning he needs to know an attack is coming a few seconds prior to it hitting him. Motoko cannot block every type of attack there is. Below are some examples of where Motoko is effective and ineffective. (This doesn’t take into consideration combination attacks, or all types of attacks that lasts longer than four seconds, purely things that trigger Motoko’s shield [a jet of flame that lasts 10 seconds would trigger the shield, last longer than the shield is active and strike Seph].)
    Examples of what Motoko is effective against:
    • a fireball
    • an earthen/ice spike
    • an arrow
    • a sword strike
    • a sand storm
    • a blast of pure force

    Examples of what Motoko is ineffective against:
    • seeping (as in slow moving) gas
    • curses/hexes
    • telepathy
    • slow moving projectiles


    Dunkle (Dash)
    In a moment Seph covers a distance of ten metres. While this can be used as a sort of quick travel, it is limited to a direct line, and any physical barriers will have a disastrous effect. Seph can choose to strike with his sword or not, if he does, the strike forms a large crescent shape in front of his dash that slices anything in front of him. An attack with this method is extremely quick and powerful, able to cut down lesser foes in a single attack if it strikes. Seph is able to use these streaks six times in a fairly short succession before needing to rest (six a day).

    Dragon’s Rage
    Seph is able to summon the fire originally controlled by Talen. However, fire is at complete odds with Seph’s personality, to the point where he struggles to control the flames in their base form, and instead relies on a mixture of earth and fire to create lava attacks. Thanks to the peculiar magic that fuels the lava, it will not burn Seph should he touch it.
    • Spit - A rather simple attack, Seph channels the magic of the sword and his own innate earth magic and spits an arrow head size drop of lava at a target. While the attack is limited to a small surface area (and hence is unlikely to do fatal damage), it is incredibly quick and hot and can burn through most leathers (fire/heat resistance would be difficult) and thin amounts of steel and below (ie a dagger would be too thick). It can be cast with the same speed as one can spit, and will travel around five metres. Can be used ten times.
    • Serpent - Seph summons a long, thin stream of lava from the ground in similar dimensions to a snake. The serpent moves through the air much like a sea snake though water, travelling at roughly five times an average person’s run. The snake seeks to wrap around a limb of the target, doing quite severe burns the longer it is bound to the target. The heat of the serpent decreases after it is summoned, able to last for four posts, it can burn through wood and flesh easily on it’s first post, down to light skin burns on its fourth. Able to cast six times, with no limit to how many per post.


    Bonbon, the Fire Squirrel
    Fire squirrels are similar to their non-magical name sake in appearance. Instead of brown, fire squirrels are are a bright red, save for a large white patch on their stomachs. Males tend of have smaller patches of white, are larger than the females and have much larger tails. All fire squirrels have love of fire, and can sometimes be found sleeping in firepits amid the flames and embers. All fire squirrels have the same affinity for fire, but it manifests differently. They struggle with cold weather, and hate rain. Natives to Akashima, they can be, albeit rarely, found in greater Corone.

    Bonbon is a female fire squirrel, about the size of forearm from her nose to the tip of her busy tail. Like all fire squirrels, she loves warmth and fire, to the extent that she will often sleep in the embers of a dying fire (much to the dismay of Seph when she becomes covered in ash).

    Bonbon was found by Seph not long after he left home. One morning after sleeping on the road he found her curled up in his dying fire. The little squirrel had been separated from her parents and was too young to properly care for herself. Seph scooped her out of the fire and the rest is history. Bonbon is about 8 years old.

    Bonbon’s fire ability manifested not long after her second birthday, and Seph has named it Fire Bugs.

    Fire Bugs
    Dozens of small glowing embers filter into the air out of Bonbon’s coat. These spread out in an initial 10 metre circle, and expand an additional 10 metres each (of Seph’s) post. The bugs last a total of six (of Seph’s) posts and can spread out over an area of 130 metres (10 initial + (10 per post * 6)*2 (double as it extends 10 metres in every direction) = 130). The main purpose of this ability is to provide light, however it does have a slight offensive angle as well. The bugs can be directed towards a target within the expanding circle at any time during the six posts. The bugs move in onto the target in a matter of moments. Individually the bugs cause a slight burn, no bigger than a gold piece. Together they have the potential to cover a target in light burns, enough to cause serious pain and incapacitate a normal person. Bonbon can use this ability three times, however she cannot use it while another is active.


    Items

    Sword of Flowers
    An adamantine sword that contains the essence of Talen Shadowalker. The sword will appear on Seph’s person at the beginning of each post if it is more than a metre from him. Physically, the sword is double edged, somewhat the size of a falcon. Unlike many other weapons, the sword is a coppery gold colour, from hilt to blade. There are also a number of small flower emblems on the blade, and one on the hilt. (Received here)

    Abysmal Cutter: Aquired
    This falcon sword is made of Prevalida, but the enchantment has left it black as night. The sword has a white tassel at the end, with some white detail across the hilt. This sword is able to produce dark copies of itself that cut through the air towards their target. They strike with the force they were swung with, and will change direction slightly (two-three metres) to meet movements of the target. While only able to deliver normal sword strikes in the attack, the sword can perform the feat eight times a day.

    Angry Punch Gauntlets: Aquired
    Two damascus gauntlets that stretch up over each of Talen's arms to the shoulder. Each gauntlet has a sharp edge along the length of each finger and extending past the end as a claw. The gauntlets have fire magic imbued into them, allowing them to send blasts of fire from the fists four times (each gauntlet) every four hours. It is intended to be used with the punch connecting, but it will continue a foot from the edge of the gauntlet if it misses. The fire will do second degree burns if it strikes directly, or first degree burns if hit with the foot-long fire blast.

    Goggles: Acquired
    Calli Glass lenses, polarized to dim bright lights

    Solar Flare Shades: Acquired
    A special set of glasses with tinted glass. As well as protecting the eyes from powerful light sources, they also absorb this light and can release it with a flash of blinding light twice a day. This flash of light will dazzle anyone looking, making them temporary blind for a post afterwards in most cases.

    Leather Gloves: Acquired

    Magnifying Glass: Acquired

    Spiky Spikes: Acquired
    Six Damascus spikes, each 30cm long.

    Repeater Crossbow: Acquired
    A Crossbow with four shots before needing to be reloaded.

    Steal Chains (x2): Acquired
    Two ten metre steal chains.

    Elruiand's Light: Acquired
    Elruiand's Light can give off a fifty foot radius of pure light around it. It's not a good fighting technique other than blinding people, but the undead (low level NPCs) must stay on the borders of the light, considering where it's from. It's mostly just a makeshift flashlight.

    Iron Caltrops: Acquired
    40 little spiked shapes that when thrown will always land with one spike sticking up.

    General:

    The Bright Spark Aquired
    The Bright Spark is a small wrist contraption that sits under the forearm with straps around it much like a bracer. When the device is pulled in a certain direction the device emits a small bright spark for the distance to a foot (unless something stops it). The spark has little to no offensive ability but is useful for starting fires.

    Diary of Jane: Acquired
    This small nondescript black book allows anyone to read the thoughts of any women in the world. The book works as a receiver, picking up the thoughts and turning them to print on the pages. Can be resisted by people with mind protection abilities/spells or those of a higher level than the wielder.

    Medical Kit:
    A small kit with a few basic medical implements in it. It contains tweezers, a scalpel, scissors and a bandage.
    Last edited by Hysteria; 04-11-17 at 02:04 AM.

  2. #2
    Maul-Slayer
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    Working on this now, apologies for the wait.
    ... They fell to him as prey to bluefin
    for the Jya's warriors knew not how to swim...
    13-3-2

    I wrote a book! ~ Most Suave Character 2010

  3. #3
    Maul-Slayer
    EXP: 172,649, Level: 18
    Level completed: 14%, EXP required for next level: 16,351
    Level completed: 14%,
    EXP required for next level: 16,351
    GP
    16,175
    Breaker's Avatar

    Name
    Joshua Breaker Cronen
    Age
    Ageless (looks 28)
    Race
    Demigod (human)
    Gender
    Male
    Hair Color
    Light Brown
    Eye Color
    Hazel
    Build
    6 feet / 202 lbs.

    View Profile
    Congratulations, you are approved.
    ... They fell to him as prey to bluefin
    for the Jya's warriors knew not how to swim...
    13-3-2

    I wrote a book! ~ Most Suave Character 2010

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