Bloodrose
06-19-08, 02:20 PM
LVL 6 Updates and Additions in gold!
Level 5 Profile (http://www.althanas.com/world/showthread.php?t=14225)
Biographical Information:
Name: Teric Bloodrose
Titles: Company President, Grandmaster of the Dajas Pagoda
Age: 52
Race: Human
Hair Color: Silver
Eye Color: Blue
Weight: 176 lbs
Height: 6'0"
Occupation: Fighter
Personality:
Teric has been described before as a truly neutral party, lacking both political and personal loyalties. He's the sort of stray radical that adheres to only a modest personal code of conduct, and as a mercenary can be persuaded to do just about anything for the right price. Of late the old sellsword has developed a sort of melancholy that is likely related to his current dissatisfaction with the direction of his life. Feeling burnt out and hungry for a larger purpose, most people who have talked to Teric lately would describe him as seeming distracted and distant from those around him...
Physical Description:
Teric is relatively unremarkable appearance-wise, but his straight back and muscular frame betray a level of fitness not often seen in men his age. He keeps his silvery hair cropped close to his head, and maintains a neatly trimmed beard to try and hide the wrinkles and scars he does have; a look that might attract women with a thing for older gentlemen. His blue eyes have been described as non-descript, but seem to fit, and the old warrior has begun to develop something that could pass for a healthy skin tone.
While he has reclaimed some of the muscle mass that made him a threat in his youth, it's still Teric's clothing that's most likely to draw a person's attention in a crowd. His overwhelmingly black wardrobe, splashed with a bit of crimson here and there, is well tailored and bit higher-class than what you'd normally find on a career fighter. His coat especially, with it's ermine collar and the professional fit, does it's part to attract wandering eyes to the warrior wherever he goes.
Skills: (Passive)
After nearly thirty-two years of rigorous training, intense combat, and having faced nearly every trick, attack, spell, or illusion ever conceived by man, Teric Bloodrose is a veritable master of armed and unarmed combat. Unfortunately, though, decades of wear, tear, injuries, and wounds take a hefty toll on the human body. Thus, while he still retains a fairly impressive knowledge of various fighting styles, weapons, and combat tactics, he is only able to perform but a mere handful of the feats he learned in his youth...
Current Fighting Style: Waterdancing
Waterdancing is a fighting style heavily rooted in light-armed combat, and focuses primarily on speed, agility, and balance. As he has grown older, and the brute strength of his youth waned, Teric slowly began to develop this style of fighting as a replacement. Now perfected, this style enables Teric to perform an extensive catalog of swordplay attacks and parries, and teaches the old fighter how to move in ways that give the appearance of grace and speed without actually having to heighten his abilities in these areas. By comparison you could equate Teric's fighting skill here to a Legendary level of skill in other schools of fighting.
Pros: While the fighting style itself is not specifically designed to abnormally or superficially enchance speed and agility, it does encourage practitioners to develop in these areas. That said, it is not uncommon for Waterdancers to excel in these areas after practicing the style for a good period of time.
1) Overall Speed: Teric is now approximately 5x faster than the average warrior.
2) Increased Agility: Teric can now comfortably evade normal attacks from people of advanced skill. This is to say that an advanced swordsman would have a difficult time striking Teric, while a master swordsman would not have the same level of difficulty. His increased agility also affords him the ability to perform skilled acrobatic feats such as short wall runs, somersaults, and tumbles.
Cons: Since speed and agility are the core tenants of the Waterdancing style, doing things that would impede the practitioner in these areas can carry some serious penalties.
1) Heavy Armor: Wearing heavy armors (plate mail, scale mail, or any other stiff/rigid torso armor crafted from heavy materials) will negate almost all of the benefits garnered from the Pros.
Sixth Sense
As he's become reacquainted with the battlefield, Teric's so-called 'Sixth Sense' has started to come back to him. Essentially the 'Sense' can be summarized as the decades of past battle experiences Teric had cataloged in the back of his mind. When you've fought as many people as Teric has, you begin to notice and pick out particular movements and stances - and can sometimes guess what an opponent is going to do next based on these markers.
At this level Teric has a 15% chance of correctly anticipating what an opponent is going to do - before they do it - so long as his opponent drops some hints through his body language (assumes a particular stance, holds their weapon a particular way, etc).
Works best against: Other swordsmen/swordswomen, as Teric has fought this type of opponent the most.
Works least against: Fighters with unorthodox or unpredictable fighting styles, as the clues they drop are generally vague or unfamiliar.
Doesn't work on: Magi, as it's generally impossible to guess what kind of magic is going to be flying at you next.
Peak Physical Conditioning
For all intensive purposes, despite its aged and worn appearance, Teric possesses the body of a man not even half his age. Rigorous training and a knack for finding himself in physically violent situations have toned and shaped the warrior's body into top form; even by the standards of men in their twenties. This level of fitness affords Teric the ability to strenuously exert himself for long periods of time and to lift, carry and/or throw up to 5x his body weight fair distances. This superior level of stength lends itself passively to Teric's sword attacks as well, making his strikes all the more deadly and difficult to defend against. It would not be inappropriate the say that Teric can cleave through light armors (cloth of Leather strength of below) with relative ease, assuming that he wields a weapon strong enough to deliver such a blow. It would also be appropriate to believe that physically weaker opponents would have a difficult time parrying Teric's strikes.
Dense Skeleton
The hundreds and thousands of micro-fractures Teric has suffered over decades of being beaten and pummeled have slowly compacted his bones and made them denser. By virtue of this phenomenon, Teric's bones are now roughly as strong as Delyn. While this makes Teric's bones more difficult to break, it also adds the disadvantage of making his bones brittle as well. When they do break, they tend to break badly rather than just fracture or crack.
As an added result of his skeletal durability, it is much more difficult to damage Teric's organs or vitals with regular blows alone. For example, a blow powerful enough to give the average fighter a concussion would likely be strugged off by Teric without difficulty, and it would be far more difficult to knock the wind out of his body with a blow to the ribs.
Veteran's Aura
As a result of his experience and reputation, Teric seems to exude an air of confidence and strength capable of unnerving even the most stalwart opponents. This aura that seems to follow Teric wherever he goes has a subtle, subconcious effect on those around him, bolstering the confidence of his allies while diminishing that of his opponents. Indeed, individuals fighting Teric in battle will find that this subconcious toll reduces slightly the effectiveness of their attacks on Teric's mind or body. Magical spells, since they can require intense focus, are especially reduced in potency.
Opponents 4 or more levels below Teric's level: -15% Spell Potency / -5% Damage from Physical Attacks
Opponents 2 or more levels below Teric's level: -10% Spell Potency / -0% Damage from Physical Attacks
Opponents one less, of, or above Teric's level: No Modifier
Techniques: (Non-Passive)
Cross-Slash
One of the few techniques Teric can still perform at his current level of fitness. "Slash" refers to both the method and result of the technique, with Teric whipping the blade of his weapon through the air at such a speed that it rends the air for several feet in an arc, following the trail of the blade. The technique now also creates a second arc that travels perpendicular to the first. The effectiveness of this technique is directly tied to the range at which it is used, and the effectiveness drops exponentially the farther away Teric is from his target.
At a range of 0 - 10 feet the arc can damage persons or objects as if they had been struck by a Delyn blade. The force of the blow is such that the arc can pierce Dehlar.
At a range of 10 - 21 feet the arc loses its cutting edge, but retains enough blunt force to dent Dehlar.
At a range of 21 - 32 feet the arc will begin to dissipate, and the target will feel a strong gust of wind blow past them. This wind gust is powerful enough to disrupt the trajectory of projectiles in flight.
After 32 feet the arc is completely dissipated.
Teric can use this ability up to 4 times per thread.
Devastating Strike:
Building off his Cross-Slash technique, and utilizing his speed and strength to their fullest, Teric has found that he can deliver individual blows with tremendous power. These "Devastating Strikes" are essentially blows like any other, except that they contain the same potent force utilized to create the air-blades in a Cross-Slash. In this case that force sticks to the edge of the weapon rather than fanning outward in an air-blade, and the force is released in a concussive blast as soon at the weapon being used makes contact with a solid object.
The force of the blow is easily enough to snap through objects made of Plynt or lesser material, and the directed concussive force of the strike is enough to disorient and stun lesser opponents.
Teric can use this ability up to 1 time per thread.
A Player's permission would be required to break any object owned by a PC, and the magnitude of the stunning and/or disorienting effects of the blow would be up to whoever is on the receiving end.
Quick Step:
While already significantly faster than the average fighter, Teric has found that he can greatly increase his movement speed by focusing his will to do so. The result is something akin to a teleportation spell - meaning that Teric can propel himself in a given direction so fast as to appear to vanish and reappear somewhere else. Movement in such a manner is restricted to straight lines on flat, horizontal planes, and Teric must have a clear path to travel along. Unlike a teleportation spell, the veteran's body actually travels physically from Point A to Point B, and he will collide with anything that intercepts his path of travel.
At this moment Teric can quick step a distance of 10 or less feet, and has to focus on skidding to a stop in order to prevent falling over as a result of his extra momentum. While currently having practiced enough to utilize this feat at a second's notice, Teric cannot string multiple quick steps together, nor can he perform the feat more than 3 times without exhausting himself.
Double-Take:
This skill, when activated, causes anyone looking directly at Teric to suffer a mild to negligible hallucination. Some have described the effects of said hallucination to be like crossing your eyes so that you momentarily see double, while others have described it as Teric's shadow coming to life. Whatever the influence, which plays heavily on the type of opponent and their personal resistances to illusionary tricks, the overall effect is essentially the same. The Double-Take does exactly what's its name implies: it plays with a person's vision just long enough to make them doubt what they are seeing, forcing them to take a second look...a double-take.
Activation time: Instantaneous
Duration: 1/2 a second
Teric can currently use this ability 1 time per thread.
How a PC is influenced by the Double-Take is entirely up to them. Characters resistant or immune to illusions or hallucinations are not likely to be affected at all, while simple-minded or inexperienced characters are likely to suffer some form of momentary visual 'freak out'.
Flashbang:
This is an old shock-and-awe tactic Teric picked up from a street magician turned street fighter in his youth. While normally performed using an explosive powder or similar medium, this particular magician had found a way to recreate the results using a low-level fire cantrip. It is essentially a fireball spell minus the fireball, and allows Teric to quickly conjure up a flash of bright light accompanied by a loud banging noise as the magics normally used to condense the fireball rapidly expand and escape Teric's palm.
Anyone looking directly at Teric at the time of casting is subject to the blinding and/or stunning influences of the flashbang. The flash of light is also now accompanied by a shockwave capable of stunning weaker opponents for several seconds. Teric is immune to the stunning effects of the shockwave.
Whether or not PC's are affected by the light or sound is entirely up to them. Can be cast within the time period of 1 post.
Teric can use this ability 2 times per thread, and needs to close his eyes when casting to prevent blinding himself.
Equipment/Inventory:
Mythril Haubergeon: A short-sleeved chainmail shirt crafted from Mythril. The light weight and incredible strength of the material it is crafted from make this armor extremely useful and valuable, despite the fact that the armor bears no enchantments. [Acquired here (http://www.althanas.com/world/showthread.php?t=12902)]
Mythril Fencing Sword w/Prevalida Basket Hilt: A Mythril fencing saber with a Prevalida Basket Hilt. It is an extemely durable and capable weapon, despite the fact that the weapon bears no enchantments. [Acquired here (http://www.althanas.com/world/showthread.php?t=12902)]
Uncanny Satchel: A non-descript brown satchel bag, complete with shoulder strap. It is constructed of burlap with leather reinforcing the edges, and is closed with a simple steel clasp. The bag would be completely unremarkable if it were not for the enchantment placed upon it. The enchantment allows the Uncanny Satchel to carry up to five times the normal volume such a bag should be able to carry, and has the added effect of reducing the weight of items contained within it. The bag cannot stetch to accomodate larger items, however, and only items that would normal fit into the satchel can be placed inside. [Acquired here (http://www.althanas.com/world/showthread.php?t=12585)]
Eklan Buckler: A small, rounded buckler crafted of Eklan. It is of average quality, and slightly used. This item bears no enchantments or enhancements of any kind.
Plynt Dagger: A dirk-like, guardless plynt dagger with leather bound handle that Teric stole from a Quan merchant when visiting the Docks in Scara Brae. It is of average quality, and he typically keeps the blade tucked into his boot. This item bears no enchantments or enhancements of any kind.
Enchanted Boots: Iron-shod black leather boots with iron plates across the three buckles in front, protecting the shin up to the knee. The boots are specifically designed for Teric to hug his feet, ankles, shins, and calf muscles like a second skin. This helps support his lower leg, and prevents him from spraining or twisting his ankles. The boots are also enchanted so as to maintain traction on any solid surface, allowing Teric to - for example - run across ice as easily as he might run across dirt or a wooden floor. [Acquired here (http://www.althanas.com/world/showthread.php?p=123572)]
Clothing: A deliberate selection of black and crimson clothing that almost completely conceal the decades of aging scar tissue that mar his skin. Black vlince breeches, a crimson vlince shirt with black vest, a heavy black leather belt, underclothes, and the signature piece of his wardrobe: a heavy black coat tailored to his chest and arms that descends to just above his knees. The hem of the coat and its high collar is lined with black ermine fur with silver buttons, and there is a blood red rose embroidered over the heart.
Red Ribbon: A simple, foot-long ribbon made of red silk. A trophy of sorts, and one that Teric has taken to wearing tied around his left bicep for good-luck.
History:
I removed this to clean things up while the "Spoiler" tags aren't working correctly, and because I'm trying to condense the sprawling history into a short, easy to read version. Anyone really interested in knowing some Teric backstory at this point can contact me or read the history in previous character profiles.
NPC: Milo
"Milo" is a larger mixbreed of Drave and Coyote heritage. He stands about thigh-high at the shoulder, and is easily identified as a fairly unremarkable canine.
Related Items:
Collar of Empathy: A black leather dog collar complete with silver pyramid studs. From the size of the collar, it is obviously intended to be worn by larger breeds. There is an enchantment on the collar that creates a mild empathetic link between an animal and its master. This link enables the animal to understand given commands without prior training, and allows the master to 'feel' what the animal feels on a minor level. [Aquired here (http://www.althanas.com/world/showthread.php?t=12585)]
The "Pet Store Package": A large tin food bowl, green and white cotton collar, and a cotton leash approximately 6 feet in length.
Milo and associated items aquired here (http://www.althanas.com/world/showthread.php?t=12613)
Level 5 Profile (http://www.althanas.com/world/showthread.php?t=14225)
Biographical Information:
Name: Teric Bloodrose
Titles: Company President, Grandmaster of the Dajas Pagoda
Age: 52
Race: Human
Hair Color: Silver
Eye Color: Blue
Weight: 176 lbs
Height: 6'0"
Occupation: Fighter
Personality:
Teric has been described before as a truly neutral party, lacking both political and personal loyalties. He's the sort of stray radical that adheres to only a modest personal code of conduct, and as a mercenary can be persuaded to do just about anything for the right price. Of late the old sellsword has developed a sort of melancholy that is likely related to his current dissatisfaction with the direction of his life. Feeling burnt out and hungry for a larger purpose, most people who have talked to Teric lately would describe him as seeming distracted and distant from those around him...
Physical Description:
Teric is relatively unremarkable appearance-wise, but his straight back and muscular frame betray a level of fitness not often seen in men his age. He keeps his silvery hair cropped close to his head, and maintains a neatly trimmed beard to try and hide the wrinkles and scars he does have; a look that might attract women with a thing for older gentlemen. His blue eyes have been described as non-descript, but seem to fit, and the old warrior has begun to develop something that could pass for a healthy skin tone.
While he has reclaimed some of the muscle mass that made him a threat in his youth, it's still Teric's clothing that's most likely to draw a person's attention in a crowd. His overwhelmingly black wardrobe, splashed with a bit of crimson here and there, is well tailored and bit higher-class than what you'd normally find on a career fighter. His coat especially, with it's ermine collar and the professional fit, does it's part to attract wandering eyes to the warrior wherever he goes.
Skills: (Passive)
After nearly thirty-two years of rigorous training, intense combat, and having faced nearly every trick, attack, spell, or illusion ever conceived by man, Teric Bloodrose is a veritable master of armed and unarmed combat. Unfortunately, though, decades of wear, tear, injuries, and wounds take a hefty toll on the human body. Thus, while he still retains a fairly impressive knowledge of various fighting styles, weapons, and combat tactics, he is only able to perform but a mere handful of the feats he learned in his youth...
Current Fighting Style: Waterdancing
Waterdancing is a fighting style heavily rooted in light-armed combat, and focuses primarily on speed, agility, and balance. As he has grown older, and the brute strength of his youth waned, Teric slowly began to develop this style of fighting as a replacement. Now perfected, this style enables Teric to perform an extensive catalog of swordplay attacks and parries, and teaches the old fighter how to move in ways that give the appearance of grace and speed without actually having to heighten his abilities in these areas. By comparison you could equate Teric's fighting skill here to a Legendary level of skill in other schools of fighting.
Pros: While the fighting style itself is not specifically designed to abnormally or superficially enchance speed and agility, it does encourage practitioners to develop in these areas. That said, it is not uncommon for Waterdancers to excel in these areas after practicing the style for a good period of time.
1) Overall Speed: Teric is now approximately 5x faster than the average warrior.
2) Increased Agility: Teric can now comfortably evade normal attacks from people of advanced skill. This is to say that an advanced swordsman would have a difficult time striking Teric, while a master swordsman would not have the same level of difficulty. His increased agility also affords him the ability to perform skilled acrobatic feats such as short wall runs, somersaults, and tumbles.
Cons: Since speed and agility are the core tenants of the Waterdancing style, doing things that would impede the practitioner in these areas can carry some serious penalties.
1) Heavy Armor: Wearing heavy armors (plate mail, scale mail, or any other stiff/rigid torso armor crafted from heavy materials) will negate almost all of the benefits garnered from the Pros.
Sixth Sense
As he's become reacquainted with the battlefield, Teric's so-called 'Sixth Sense' has started to come back to him. Essentially the 'Sense' can be summarized as the decades of past battle experiences Teric had cataloged in the back of his mind. When you've fought as many people as Teric has, you begin to notice and pick out particular movements and stances - and can sometimes guess what an opponent is going to do next based on these markers.
At this level Teric has a 15% chance of correctly anticipating what an opponent is going to do - before they do it - so long as his opponent drops some hints through his body language (assumes a particular stance, holds their weapon a particular way, etc).
Works best against: Other swordsmen/swordswomen, as Teric has fought this type of opponent the most.
Works least against: Fighters with unorthodox or unpredictable fighting styles, as the clues they drop are generally vague or unfamiliar.
Doesn't work on: Magi, as it's generally impossible to guess what kind of magic is going to be flying at you next.
Peak Physical Conditioning
For all intensive purposes, despite its aged and worn appearance, Teric possesses the body of a man not even half his age. Rigorous training and a knack for finding himself in physically violent situations have toned and shaped the warrior's body into top form; even by the standards of men in their twenties. This level of fitness affords Teric the ability to strenuously exert himself for long periods of time and to lift, carry and/or throw up to 5x his body weight fair distances. This superior level of stength lends itself passively to Teric's sword attacks as well, making his strikes all the more deadly and difficult to defend against. It would not be inappropriate the say that Teric can cleave through light armors (cloth of Leather strength of below) with relative ease, assuming that he wields a weapon strong enough to deliver such a blow. It would also be appropriate to believe that physically weaker opponents would have a difficult time parrying Teric's strikes.
Dense Skeleton
The hundreds and thousands of micro-fractures Teric has suffered over decades of being beaten and pummeled have slowly compacted his bones and made them denser. By virtue of this phenomenon, Teric's bones are now roughly as strong as Delyn. While this makes Teric's bones more difficult to break, it also adds the disadvantage of making his bones brittle as well. When they do break, they tend to break badly rather than just fracture or crack.
As an added result of his skeletal durability, it is much more difficult to damage Teric's organs or vitals with regular blows alone. For example, a blow powerful enough to give the average fighter a concussion would likely be strugged off by Teric without difficulty, and it would be far more difficult to knock the wind out of his body with a blow to the ribs.
Veteran's Aura
As a result of his experience and reputation, Teric seems to exude an air of confidence and strength capable of unnerving even the most stalwart opponents. This aura that seems to follow Teric wherever he goes has a subtle, subconcious effect on those around him, bolstering the confidence of his allies while diminishing that of his opponents. Indeed, individuals fighting Teric in battle will find that this subconcious toll reduces slightly the effectiveness of their attacks on Teric's mind or body. Magical spells, since they can require intense focus, are especially reduced in potency.
Opponents 4 or more levels below Teric's level: -15% Spell Potency / -5% Damage from Physical Attacks
Opponents 2 or more levels below Teric's level: -10% Spell Potency / -0% Damage from Physical Attacks
Opponents one less, of, or above Teric's level: No Modifier
Techniques: (Non-Passive)
Cross-Slash
One of the few techniques Teric can still perform at his current level of fitness. "Slash" refers to both the method and result of the technique, with Teric whipping the blade of his weapon through the air at such a speed that it rends the air for several feet in an arc, following the trail of the blade. The technique now also creates a second arc that travels perpendicular to the first. The effectiveness of this technique is directly tied to the range at which it is used, and the effectiveness drops exponentially the farther away Teric is from his target.
At a range of 0 - 10 feet the arc can damage persons or objects as if they had been struck by a Delyn blade. The force of the blow is such that the arc can pierce Dehlar.
At a range of 10 - 21 feet the arc loses its cutting edge, but retains enough blunt force to dent Dehlar.
At a range of 21 - 32 feet the arc will begin to dissipate, and the target will feel a strong gust of wind blow past them. This wind gust is powerful enough to disrupt the trajectory of projectiles in flight.
After 32 feet the arc is completely dissipated.
Teric can use this ability up to 4 times per thread.
Devastating Strike:
Building off his Cross-Slash technique, and utilizing his speed and strength to their fullest, Teric has found that he can deliver individual blows with tremendous power. These "Devastating Strikes" are essentially blows like any other, except that they contain the same potent force utilized to create the air-blades in a Cross-Slash. In this case that force sticks to the edge of the weapon rather than fanning outward in an air-blade, and the force is released in a concussive blast as soon at the weapon being used makes contact with a solid object.
The force of the blow is easily enough to snap through objects made of Plynt or lesser material, and the directed concussive force of the strike is enough to disorient and stun lesser opponents.
Teric can use this ability up to 1 time per thread.
A Player's permission would be required to break any object owned by a PC, and the magnitude of the stunning and/or disorienting effects of the blow would be up to whoever is on the receiving end.
Quick Step:
While already significantly faster than the average fighter, Teric has found that he can greatly increase his movement speed by focusing his will to do so. The result is something akin to a teleportation spell - meaning that Teric can propel himself in a given direction so fast as to appear to vanish and reappear somewhere else. Movement in such a manner is restricted to straight lines on flat, horizontal planes, and Teric must have a clear path to travel along. Unlike a teleportation spell, the veteran's body actually travels physically from Point A to Point B, and he will collide with anything that intercepts his path of travel.
At this moment Teric can quick step a distance of 10 or less feet, and has to focus on skidding to a stop in order to prevent falling over as a result of his extra momentum. While currently having practiced enough to utilize this feat at a second's notice, Teric cannot string multiple quick steps together, nor can he perform the feat more than 3 times without exhausting himself.
Double-Take:
This skill, when activated, causes anyone looking directly at Teric to suffer a mild to negligible hallucination. Some have described the effects of said hallucination to be like crossing your eyes so that you momentarily see double, while others have described it as Teric's shadow coming to life. Whatever the influence, which plays heavily on the type of opponent and their personal resistances to illusionary tricks, the overall effect is essentially the same. The Double-Take does exactly what's its name implies: it plays with a person's vision just long enough to make them doubt what they are seeing, forcing them to take a second look...a double-take.
Activation time: Instantaneous
Duration: 1/2 a second
Teric can currently use this ability 1 time per thread.
How a PC is influenced by the Double-Take is entirely up to them. Characters resistant or immune to illusions or hallucinations are not likely to be affected at all, while simple-minded or inexperienced characters are likely to suffer some form of momentary visual 'freak out'.
Flashbang:
This is an old shock-and-awe tactic Teric picked up from a street magician turned street fighter in his youth. While normally performed using an explosive powder or similar medium, this particular magician had found a way to recreate the results using a low-level fire cantrip. It is essentially a fireball spell minus the fireball, and allows Teric to quickly conjure up a flash of bright light accompanied by a loud banging noise as the magics normally used to condense the fireball rapidly expand and escape Teric's palm.
Anyone looking directly at Teric at the time of casting is subject to the blinding and/or stunning influences of the flashbang. The flash of light is also now accompanied by a shockwave capable of stunning weaker opponents for several seconds. Teric is immune to the stunning effects of the shockwave.
Whether or not PC's are affected by the light or sound is entirely up to them. Can be cast within the time period of 1 post.
Teric can use this ability 2 times per thread, and needs to close his eyes when casting to prevent blinding himself.
Equipment/Inventory:
Mythril Haubergeon: A short-sleeved chainmail shirt crafted from Mythril. The light weight and incredible strength of the material it is crafted from make this armor extremely useful and valuable, despite the fact that the armor bears no enchantments. [Acquired here (http://www.althanas.com/world/showthread.php?t=12902)]
Mythril Fencing Sword w/Prevalida Basket Hilt: A Mythril fencing saber with a Prevalida Basket Hilt. It is an extemely durable and capable weapon, despite the fact that the weapon bears no enchantments. [Acquired here (http://www.althanas.com/world/showthread.php?t=12902)]
Uncanny Satchel: A non-descript brown satchel bag, complete with shoulder strap. It is constructed of burlap with leather reinforcing the edges, and is closed with a simple steel clasp. The bag would be completely unremarkable if it were not for the enchantment placed upon it. The enchantment allows the Uncanny Satchel to carry up to five times the normal volume such a bag should be able to carry, and has the added effect of reducing the weight of items contained within it. The bag cannot stetch to accomodate larger items, however, and only items that would normal fit into the satchel can be placed inside. [Acquired here (http://www.althanas.com/world/showthread.php?t=12585)]
Eklan Buckler: A small, rounded buckler crafted of Eklan. It is of average quality, and slightly used. This item bears no enchantments or enhancements of any kind.
Plynt Dagger: A dirk-like, guardless plynt dagger with leather bound handle that Teric stole from a Quan merchant when visiting the Docks in Scara Brae. It is of average quality, and he typically keeps the blade tucked into his boot. This item bears no enchantments or enhancements of any kind.
Enchanted Boots: Iron-shod black leather boots with iron plates across the three buckles in front, protecting the shin up to the knee. The boots are specifically designed for Teric to hug his feet, ankles, shins, and calf muscles like a second skin. This helps support his lower leg, and prevents him from spraining or twisting his ankles. The boots are also enchanted so as to maintain traction on any solid surface, allowing Teric to - for example - run across ice as easily as he might run across dirt or a wooden floor. [Acquired here (http://www.althanas.com/world/showthread.php?p=123572)]
Clothing: A deliberate selection of black and crimson clothing that almost completely conceal the decades of aging scar tissue that mar his skin. Black vlince breeches, a crimson vlince shirt with black vest, a heavy black leather belt, underclothes, and the signature piece of his wardrobe: a heavy black coat tailored to his chest and arms that descends to just above his knees. The hem of the coat and its high collar is lined with black ermine fur with silver buttons, and there is a blood red rose embroidered over the heart.
Red Ribbon: A simple, foot-long ribbon made of red silk. A trophy of sorts, and one that Teric has taken to wearing tied around his left bicep for good-luck.
History:
I removed this to clean things up while the "Spoiler" tags aren't working correctly, and because I'm trying to condense the sprawling history into a short, easy to read version. Anyone really interested in knowing some Teric backstory at this point can contact me or read the history in previous character profiles.
NPC: Milo
"Milo" is a larger mixbreed of Drave and Coyote heritage. He stands about thigh-high at the shoulder, and is easily identified as a fairly unremarkable canine.
Related Items:
Collar of Empathy: A black leather dog collar complete with silver pyramid studs. From the size of the collar, it is obviously intended to be worn by larger breeds. There is an enchantment on the collar that creates a mild empathetic link between an animal and its master. This link enables the animal to understand given commands without prior training, and allows the master to 'feel' what the animal feels on a minor level. [Aquired here (http://www.althanas.com/world/showthread.php?t=12585)]
The "Pet Store Package": A large tin food bowl, green and white cotton collar, and a cotton leash approximately 6 feet in length.
Milo and associated items aquired here (http://www.althanas.com/world/showthread.php?t=12613)