Iron Kingdoms Character list
Moderator: B4UTRUST
- Cynical Cat
- Arch-Magician
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#1 Iron Kingdoms Character list
Could everyone post there characters here so it will be easy to find them.
Last edited by Cynical Cat on Sun Dec 09, 2007 9:02 pm, edited 1 time in total.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
- B4UTRUST
- Dance Puppets Dance
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#2
Name: Engas Iashy Tobar
Race/Nationality: Human/Caspian
Class: Arcane Mechanik, Aspiring Warcaster
Religion: Follower of Morrow
Abilities: Engas is and always has been a thinker and creator. While the labors of his job have left him in good physical shape he is more brains then brawn. As such he is less of a brawler then some of his fellow steel workers might be, and more geared towards design and imagining.
Major Skills and Powers: Engas' skills include an extensive knowledge of crafting in its varied forms, most geared towards the building of Mechanika constructs, some more wonderous then others. He is also versed in jack handling and has some ability in spell crafting.
Physical Description: Engas stands a shade over five foot. His skin has a healthy tan and his hair is a light golden-brown that matches his hazel eyes. His hair seems to have an almost golden root that naturally fades to the darker color, which is a bit at odds with the goatee he wears that appears to have flecks of red intermixed with the brown. His frame is a little on the skinny side though muscled.
Important Gear: Liber Mechanika, Tools of the Mechanikal trade, Caspian battle blade, lead-lined reinforced gloves, clockwerk arms pepperbox(with ammo), folding utility knife(with signs of wear and possible use as a pry bar) travel pack, couple of changes of clothes, travel rations, scraps of metal and clockwork pieces
Spells:
Resistance lvl 0
Mending lvl 0
Read Magic lvl 0
Repair minor damage lvl 0
Repair light damage lvl 1
Orb of Electricity, Lesser Lvl 1
Scramble lvl 1
Arcane Bullet lvl 1
Comprehend Languages lvl 1
Crush Construct lvl 2
Detect Cortex lvl 2
Overdrive lvl 2
Seize Gears lvl 2
Repair Moderate Damage lvl 2
Enhance Familar lvl 3
Repair Serious Damage lvl 3
Race/Nationality: Human/Caspian
Class: Arcane Mechanik, Aspiring Warcaster
Religion: Follower of Morrow
Abilities: Engas is and always has been a thinker and creator. While the labors of his job have left him in good physical shape he is more brains then brawn. As such he is less of a brawler then some of his fellow steel workers might be, and more geared towards design and imagining.
Major Skills and Powers: Engas' skills include an extensive knowledge of crafting in its varied forms, most geared towards the building of Mechanika constructs, some more wonderous then others. He is also versed in jack handling and has some ability in spell crafting.
Physical Description: Engas stands a shade over five foot. His skin has a healthy tan and his hair is a light golden-brown that matches his hazel eyes. His hair seems to have an almost golden root that naturally fades to the darker color, which is a bit at odds with the goatee he wears that appears to have flecks of red intermixed with the brown. His frame is a little on the skinny side though muscled.
Important Gear: Liber Mechanika, Tools of the Mechanikal trade, Caspian battle blade, lead-lined reinforced gloves, clockwerk arms pepperbox(with ammo), folding utility knife(with signs of wear and possible use as a pry bar) travel pack, couple of changes of clothes, travel rations, scraps of metal and clockwork pieces
Spells:
Resistance lvl 0
Mending lvl 0
Read Magic lvl 0
Repair minor damage lvl 0
Repair light damage lvl 1
Orb of Electricity, Lesser Lvl 1
Scramble lvl 1
Arcane Bullet lvl 1
Comprehend Languages lvl 1
Crush Construct lvl 2
Detect Cortex lvl 2
Overdrive lvl 2
Seize Gears lvl 2
Repair Moderate Damage lvl 2
Enhance Familar lvl 3
Repair Serious Damage lvl 3
Saint Annihilus - Patron Saint of Dealing with Stupid Customers
- LadyTevar
- Pleasure Kitten Foreman
- Posts: 13197
- Joined: Fri Jan 13, 2006 8:25 pm
- 18
- Location: In your lap, purring
- Contact:
#3
Teghe McArthan
Race/Nationality : Human(Thurian)/ Llael
Class : GunMage
Physical Description: A very clean-shaven young man who seems to work hard at his appearance. Average in size, some might consider him a fop. His short auburn-brown hair is neatly combed and tied back out of the clean hazel eyes, and almost delicate, long-fingered hands often caress the elegantly engraved and inscribed pistol at his side. His clothing is clean, but not overly fancy, giving the young man a much needed hint of bulk to his size.
Abilities: Teghe is very chrisimatic, and highly knowledgable about magic in general and his weapon in particular. Quick on his feet and sharp of wit, and calm in combat, Teghe is an asset to have around.
Major skills and powers : Totally bonded to his pistol, Teghe has reinforced it several times to all him to cast his particular brand of sorcery. Several of his bullets are runic, allowing him to cast a spell with greater accuracy. His spell list may be limited, but he does very well with those he's chosen.
Important Gear: Bonded MageLock Pistol*, ammo (10 spell-runed) reinforced longcoat, some leather for extra protection when he feels it's needed. One pair of comfortable socks, kept in a safe place. A jar of herbal facial cream, which he uses once a week to shave with and claims is a depiliatory that helps keep him cleanshaven.
*MageLock Abilities: Hardness +4, Alertness, Spell Link, Ranged Touch, Touch, Sighting Link.
Spells:
Per Day: 3, 3, 2, 1
Known : 6 4 4 2
O Lvl : Daze, Detect Magic, Light, Ray of Frost, Prestidigitation, Resistance
1st Lvl: True Strike, Ray of Enfeeblement, Cause Fear, Burning Hands
2nd Lvl: Sound Burst, Resist Elements, Mirror Image, Flaming Sphere
3rd Lvl: Lightning Bolt, Gust of Wind
Race/Nationality : Human(Thurian)/ Llael
Class : GunMage
Physical Description: A very clean-shaven young man who seems to work hard at his appearance. Average in size, some might consider him a fop. His short auburn-brown hair is neatly combed and tied back out of the clean hazel eyes, and almost delicate, long-fingered hands often caress the elegantly engraved and inscribed pistol at his side. His clothing is clean, but not overly fancy, giving the young man a much needed hint of bulk to his size.
Abilities: Teghe is very chrisimatic, and highly knowledgable about magic in general and his weapon in particular. Quick on his feet and sharp of wit, and calm in combat, Teghe is an asset to have around.
Major skills and powers : Totally bonded to his pistol, Teghe has reinforced it several times to all him to cast his particular brand of sorcery. Several of his bullets are runic, allowing him to cast a spell with greater accuracy. His spell list may be limited, but he does very well with those he's chosen.
Important Gear: Bonded MageLock Pistol*, ammo (10 spell-runed) reinforced longcoat, some leather for extra protection when he feels it's needed. One pair of comfortable socks, kept in a safe place. A jar of herbal facial cream, which he uses once a week to shave with and claims is a depiliatory that helps keep him cleanshaven.
*MageLock Abilities: Hardness +4, Alertness, Spell Link, Ranged Touch, Touch, Sighting Link.
Spells:
Per Day: 3, 3, 2, 1
Known : 6 4 4 2
O Lvl : Daze, Detect Magic, Light, Ray of Frost, Prestidigitation, Resistance
1st Lvl: True Strike, Ray of Enfeeblement, Cause Fear, Burning Hands
2nd Lvl: Sound Burst, Resist Elements, Mirror Image, Flaming Sphere
3rd Lvl: Lightning Bolt, Gust of Wind
Last edited by LadyTevar on Tue Dec 11, 2007 1:06 pm, edited 1 time in total.
Dogs are Man's Best Friend
Cats are Man's Adorable Little Serial Killers
#4
Rogan Doyle
Male Thurian (Human)
Height: 6'1"
Weight: 152 lbs
Hair: Bright Red, short with mutton chops
Complexion: Somewhat tanned but fair skin, often made darker by virtue of being covered in grease.
Rogan is a clever, if somewhat brash individual. Had he applied himself, he could have learned all manner of magical spells and "proper" mechanika techniques. During his studies, he was always more interested in seeing what he could patch together with spare parts, many of which ended up being "appropriated" from other students projects or local junkyards. One of his favorite pastimes involved sneaking into shops storing spare parts, bypassing any mechanika guards (and liberating useful parts as needed) and making off with what was needed.
After being kindly asked not to return to his apprenticeship, he started to take odd jobs for more questionable sources, often ending up with him having to get out of serious trouble by the skin of his teeth. A few people that know him think that he takes dangerous assignments just for the thrill of trying to get out of them.
The truth of the matter is that while he does love the thrill, there is a purpose to his reckless actions beyond just causing trouble. As a freelance bodger, he commonly finds himself doing odd jobs for little money. He tries to do jobs that help out honest folk that are being oppressed in some way. While the lure of other less than legal organiztions is tempting, Rogan walks the fine line of breaking the law as is needed to do good, rather than for personal gain.
This is a change from his previous behavior during his apprenticeship that resulted from an event that he usually does not like talking about with most people. Rogan has been on the move for a long time, changing locations when he's worn out his welcome. On occasion, he has been known to work with law enforcement to achieve his goals, but usually only when there has been someone that has gained his trust as being honest and of good intentioned.
Class: Rogue/Bodger
Major Skills and Powers
Bodging: Being able to scrounge for parts, create makeshift tools, weapons, or what have you, being able to jury-rig mechanika without all the right parts, and so on. Knowing where to hit a 'jack helps too.
Roguery: Disabling traps, getting about without raising attention, convincing magical things to work properly, and a quick wit. Taking advantage of a guard that's looking the other way helps a touch as well.
Important Gear
Short Bow, with a standard assortment of normal arrows, with several of the following arrow types:
-Grappling Arrows
-Screaming
-Flaming
-Message
-Rope Cutter
His wide selection of arrows and modest skill with the bow often help him pass as an archer from time to time as needed.
Mechanik's Wrench, Masterwork
This wrench is clearly of fine craftsmanship, though its age is apparent to any that care to look. This wrench is carried proudly by Rogan, though he keeps mind to hide it from sight near guild halls, just to be on the safe side.
The Tool Kit
A collection of various tools, all obviously scrapped together from various sets. Hidden in plain sight are other tools of the trade, fine bits of metal ostensibly used to repair fine clockworks...
The Belt
A belt used to hold all manner of alchemical potions. It is carefully cushioned to avoid accidents. After all, it would be awful if the healing elixirs broke in a nasty fall. Or if the stinging dust were to suddenly go off in everyone's eyes. Or if the mist piercer got wasted. Or the mossfoot got all over his waist, or, well, you get the idea.
Protection
Mechanik's Boots, a nice reinforced greatcoat, and a set of studded leather armor, just in case things get dicey. He also has a set of protective equipment for his hands and eyes whenever he's working on something dangerous, which is often. He also has a pendant of the Ascendant Rowan that he very rarely talks about.
Male Thurian (Human)
Height: 6'1"
Weight: 152 lbs
Hair: Bright Red, short with mutton chops
Complexion: Somewhat tanned but fair skin, often made darker by virtue of being covered in grease.
Rogan is a clever, if somewhat brash individual. Had he applied himself, he could have learned all manner of magical spells and "proper" mechanika techniques. During his studies, he was always more interested in seeing what he could patch together with spare parts, many of which ended up being "appropriated" from other students projects or local junkyards. One of his favorite pastimes involved sneaking into shops storing spare parts, bypassing any mechanika guards (and liberating useful parts as needed) and making off with what was needed.
After being kindly asked not to return to his apprenticeship, he started to take odd jobs for more questionable sources, often ending up with him having to get out of serious trouble by the skin of his teeth. A few people that know him think that he takes dangerous assignments just for the thrill of trying to get out of them.
The truth of the matter is that while he does love the thrill, there is a purpose to his reckless actions beyond just causing trouble. As a freelance bodger, he commonly finds himself doing odd jobs for little money. He tries to do jobs that help out honest folk that are being oppressed in some way. While the lure of other less than legal organiztions is tempting, Rogan walks the fine line of breaking the law as is needed to do good, rather than for personal gain.
This is a change from his previous behavior during his apprenticeship that resulted from an event that he usually does not like talking about with most people. Rogan has been on the move for a long time, changing locations when he's worn out his welcome. On occasion, he has been known to work with law enforcement to achieve his goals, but usually only when there has been someone that has gained his trust as being honest and of good intentioned.
Class: Rogue/Bodger
Major Skills and Powers
Bodging: Being able to scrounge for parts, create makeshift tools, weapons, or what have you, being able to jury-rig mechanika without all the right parts, and so on. Knowing where to hit a 'jack helps too.
Roguery: Disabling traps, getting about without raising attention, convincing magical things to work properly, and a quick wit. Taking advantage of a guard that's looking the other way helps a touch as well.
Important Gear
Short Bow, with a standard assortment of normal arrows, with several of the following arrow types:
-Grappling Arrows
-Screaming
-Flaming
-Message
-Rope Cutter
His wide selection of arrows and modest skill with the bow often help him pass as an archer from time to time as needed.
Mechanik's Wrench, Masterwork
This wrench is clearly of fine craftsmanship, though its age is apparent to any that care to look. This wrench is carried proudly by Rogan, though he keeps mind to hide it from sight near guild halls, just to be on the safe side.
The Tool Kit
A collection of various tools, all obviously scrapped together from various sets. Hidden in plain sight are other tools of the trade, fine bits of metal ostensibly used to repair fine clockworks...
The Belt
A belt used to hold all manner of alchemical potions. It is carefully cushioned to avoid accidents. After all, it would be awful if the healing elixirs broke in a nasty fall. Or if the stinging dust were to suddenly go off in everyone's eyes. Or if the mist piercer got wasted. Or the mossfoot got all over his waist, or, well, you get the idea.
Protection
Mechanik's Boots, a nice reinforced greatcoat, and a set of studded leather armor, just in case things get dicey. He also has a set of protective equipment for his hands and eyes whenever he's working on something dangerous, which is often. He also has a pendant of the Ascendant Rowan that he very rarely talks about.
Last edited by Hotfoot on Tue Dec 11, 2007 11:11 pm, edited 3 times in total.
- SirNitram
- The All-Seeing Eye
- Posts: 5178
- Joined: Thu Jun 30, 2005 7:13 pm
- 19
- Location: Behind you, duh!
- Contact:
#5
Race/Nationality: Human/Midlund.
Physical Description: At about five-and-a-half feet and athletic more than bulky, with ruddy skin and brown hair, Malkamar pretty much exemplifies the Midlunder build. Whether his head is actually made of solid steel remains untested.
Class: Paladin/Rifleman
Abilities: Agile and quick, and rather capable of inspiring others(Though perhaps not to his own people's legendary feats of stubbornness and foolhardiness), Malkamar prefers to leave the drawn out planning to others. If this was caused by too many blows to the head is not yet clear.
Major skills and powers: While most paladins prefer to ride into battle in enough armour to slow down even their mighty warhorses, Malkamar prefers quick repositioning and precision shots from his rifle. Blessed by Morrow, his shots are accurate, deadly.. And occasionally packed with a holy punch. His abilities to heal and tend to the well-being of others are practiced selflessly, and more than once he's had to suffer through the punishment of overuse of this power when he sees the suffering of others. With typical Midlunder fortitude and bull-headedness, he has thrown himself at the task of defending others... A task about as impossible as can be, but taken to with no less of the extreme dedication of his people.
Important Gear: A heavily customized rifle, designed for maximum accuracy at range, including the necessary adjustments to attach a baffle.. Should there not be reasonable expectations of taking an opponent into lawful custody. In addition, he typically wears a reinforced greatcloak over leather armour, affording maximum protection without sacrificing mobility. Beyond that, the majority of his belongings are simple tools for the maintenence of his gun, a (mostly) ceremonial longsword, and a specially crafted emblem of Markus, Ascendent Of Guards.
Religion: Morrow, member of the liberal Righteous sect, follower of the Ascendent Markus.
Physical Description: At about five-and-a-half feet and athletic more than bulky, with ruddy skin and brown hair, Malkamar pretty much exemplifies the Midlunder build. Whether his head is actually made of solid steel remains untested.
Class: Paladin/Rifleman
Abilities: Agile and quick, and rather capable of inspiring others(Though perhaps not to his own people's legendary feats of stubbornness and foolhardiness), Malkamar prefers to leave the drawn out planning to others. If this was caused by too many blows to the head is not yet clear.
Major skills and powers: While most paladins prefer to ride into battle in enough armour to slow down even their mighty warhorses, Malkamar prefers quick repositioning and precision shots from his rifle. Blessed by Morrow, his shots are accurate, deadly.. And occasionally packed with a holy punch. His abilities to heal and tend to the well-being of others are practiced selflessly, and more than once he's had to suffer through the punishment of overuse of this power when he sees the suffering of others. With typical Midlunder fortitude and bull-headedness, he has thrown himself at the task of defending others... A task about as impossible as can be, but taken to with no less of the extreme dedication of his people.
Important Gear: A heavily customized rifle, designed for maximum accuracy at range, including the necessary adjustments to attach a baffle.. Should there not be reasonable expectations of taking an opponent into lawful custody. In addition, he typically wears a reinforced greatcloak over leather armour, affording maximum protection without sacrificing mobility. Beyond that, the majority of his belongings are simple tools for the maintenence of his gun, a (mostly) ceremonial longsword, and a specially crafted emblem of Markus, Ascendent Of Guards.
Religion: Morrow, member of the liberal Righteous sect, follower of the Ascendent Markus.
Half-Damned, All Hero.
Tev: You're happy. You're Plotting. You're Evil.
Me: Evil is so inappropriate. I'm ruthless.
Tev: You're turning me on.
I Am Rage. You Will Know My Fury.
Tev: You're happy. You're Plotting. You're Evil.
Me: Evil is so inappropriate. I'm ruthless.
Tev: You're turning me on.
I Am Rage. You Will Know My Fury.
- Bloody Good
- Initiate
- Posts: 187
- Joined: Sat May 26, 2007 2:17 pm
- 17
- Location: The state of Denial
#6
Ardal Cormag
Male Trollkin
Ardal Cormag is a typical Fell Caller, meaning that he is a boozing, womanizing party animal. By trollkin standards. His ability to drink entire platoons under the table has earned him a bit of a reputation among bartenders, as has his tendency to get sloppily drunk and grossly over-tip after deciding that he's too hammered to figure out how much 10% of his tab is.
Abilities: All trollkin possess some level of regenerative powers. Ardal himself is larger than most trollkin and would boast many scars if it weren't for Dhunia's gift of healing to the trollkins. He is of average intellegence, and is the sort to bark orders and expect that they be followed. Often, those he shouts at find themselves jumping to follow his instructions before they realize what they are doing.
Class: Fell Caller
Major skills and powers: Being a Fell Caller, Ardal is able to wildly swing the outcome of battles just by singing. Like most trollkins, it's more bellowing loudly and in tune than actual singing, but it is still highly effective. His songs can bolster the courage of allies better than most forms of alcohol, while changing the pitch a bit turns the rowdy tune into a menacing chant promising a brutal death to enemies. Or at least a savage beating before he rummages through their pockets for beer money.
Another talent of the Fell Callers is the ability to fling themselves headlong into the fray and usually make it out all right. They can dish out the punishment, and Ardal is bigger than most, making him a real threat. Unfortunately, he's spent more time in the pursuit of booze and cute trollkin maids than he has in serious warfare. Bar stools to the back of the head, not a problem. Battleaxes to the gut, problem. He hasn't gone through the level of abuse that most kriel warriors have, so he doesn't stand up to it as well as one would think an overly large trollkin should.
Among his more mundane skills is a knack for putting odds and ends together to make something useful. While nowhere near the skill of a trained mechanic (either the arcane or mundane varieties), he can usually jury-rig something useful. He will probably never be able to repair a jammed gear in a warjack, but he could probably make some interesting weapons and armor out of the Warjacks too broken to repair.
Important Gear:
Ardal has always advocated scavenging battlefields so that the fallen can fund the survivors. If asked, he would say that the "dead bastards owe me that much, making me come all the way out here just to knock their 'eads in." As such, he's salvaged gear from a wide variety of foes.
His armor is built from steel plates taken from a light Cygnar Warjack, while his massive axe is clearly a Khador weapon. His scattergun has probably been owned by at least a dozen different trollkins before him, and given how solid its construction, it will probably go on to another dozen after him. The advantage of scatterguns is that you can stuff anything into them for use as ammunition as long as you have enough powder, so Ardal usually doesn't carry any actual lead shot with him, though he does have a handful of rusty nails he's been saving for a special occasion. A pair of swords, one of them clearly made for the Protectorate, serve as backup weapons for the axe.
Anyone looking through Ardal's stuff (hopefully when he isn't looking) would find bits of wire, firing mechanisms from dozens of guns, hilts and hafts from various weapons, odd cogs and gears he finds, between ten and thirty feet of rope and chain (usually in 5-foot pieces), and a fat notebook filled with names and descriptions so he can remember which angry fathers and husbands he's avoiding.
Male Trollkin
Ardal Cormag is a typical Fell Caller, meaning that he is a boozing, womanizing party animal. By trollkin standards. His ability to drink entire platoons under the table has earned him a bit of a reputation among bartenders, as has his tendency to get sloppily drunk and grossly over-tip after deciding that he's too hammered to figure out how much 10% of his tab is.
Abilities: All trollkin possess some level of regenerative powers. Ardal himself is larger than most trollkin and would boast many scars if it weren't for Dhunia's gift of healing to the trollkins. He is of average intellegence, and is the sort to bark orders and expect that they be followed. Often, those he shouts at find themselves jumping to follow his instructions before they realize what they are doing.
Class: Fell Caller
Major skills and powers: Being a Fell Caller, Ardal is able to wildly swing the outcome of battles just by singing. Like most trollkins, it's more bellowing loudly and in tune than actual singing, but it is still highly effective. His songs can bolster the courage of allies better than most forms of alcohol, while changing the pitch a bit turns the rowdy tune into a menacing chant promising a brutal death to enemies. Or at least a savage beating before he rummages through their pockets for beer money.
Another talent of the Fell Callers is the ability to fling themselves headlong into the fray and usually make it out all right. They can dish out the punishment, and Ardal is bigger than most, making him a real threat. Unfortunately, he's spent more time in the pursuit of booze and cute trollkin maids than he has in serious warfare. Bar stools to the back of the head, not a problem. Battleaxes to the gut, problem. He hasn't gone through the level of abuse that most kriel warriors have, so he doesn't stand up to it as well as one would think an overly large trollkin should.
Among his more mundane skills is a knack for putting odds and ends together to make something useful. While nowhere near the skill of a trained mechanic (either the arcane or mundane varieties), he can usually jury-rig something useful. He will probably never be able to repair a jammed gear in a warjack, but he could probably make some interesting weapons and armor out of the Warjacks too broken to repair.
Important Gear:
Ardal has always advocated scavenging battlefields so that the fallen can fund the survivors. If asked, he would say that the "dead bastards owe me that much, making me come all the way out here just to knock their 'eads in." As such, he's salvaged gear from a wide variety of foes.
His armor is built from steel plates taken from a light Cygnar Warjack, while his massive axe is clearly a Khador weapon. His scattergun has probably been owned by at least a dozen different trollkins before him, and given how solid its construction, it will probably go on to another dozen after him. The advantage of scatterguns is that you can stuff anything into them for use as ammunition as long as you have enough powder, so Ardal usually doesn't carry any actual lead shot with him, though he does have a handful of rusty nails he's been saving for a special occasion. A pair of swords, one of them clearly made for the Protectorate, serve as backup weapons for the axe.
Anyone looking through Ardal's stuff (hopefully when he isn't looking) would find bits of wire, firing mechanisms from dozens of guns, hilts and hafts from various weapons, odd cogs and gears he finds, between ten and thirty feet of rope and chain (usually in 5-foot pieces), and a fat notebook filled with names and descriptions so he can remember which angry fathers and husbands he's avoiding.
Remember: Die angry, and leave a heavy corpse.
"A + B = KNIFE!"
-Red Mage, Twinkin' Out, Issue 21
"A + B = KNIFE!"
-Red Mage, Twinkin' Out, Issue 21
- Comrade Tortoise
- Exemplar
- Posts: 4832
- Joined: Thu Jun 09, 2005 1:33 am
- 19
- Location: Land of steers and queers indeed
- Contact:
#7
Corey Hayden Ferris
Race/Nationality: Thurian/unaffiliated
Class: Wizard
Abilities: Is in decent physical condition, fairly hardy with average physical power and good hand-eye coordination. His mind is as sharp as a magically enhanced blade
Major skills and powers: Is a mercenary wizard, using what he earns to finance arcane and mundane research, and thus is trained for magical combat and in the acquisition of information both magical and mundane. Has a nearly sick fascination the biology of the various creatures he encounters and keeps extensive notes which he someday hopes to compile into a dissertation topic and several books. He knows well how to survive in the field for long periods, but is not nearly as skilled as a ranger or druid might be and knows the science of alchemy
Has an uncanny talent for magic, and casting spells while in combat, also knows how to siphon off power from his memorized lightning spells into small magical attacks, and create wonderous items.
Important Gear: Spellbook and component pouches, alchemy kit. Ink, paper (usable for scroll making and not) rations, a lantern, rope. A light crossbow with bolts, a collapsing staff, dagger, and a reinforced greatcoat. Also possesses a field glass. Has several large thread-bound notebooks filled with his notes. These are precious to him. He keeps rations but prefers living off the land. To that end, also has a tent and bedroll.
Alchemical list
1 flask bile brew
2 flasks chain breaker
5 cure all creams
2 balelights
3 clearmind
2 hotgrease
Physical Description: A lean figure standing a hair below two meters, he wears his dirty blond hair close cropped to avoid it being pulled and has blue eyes. He is almost never clean shaven but does not have a beard either, but exists in various degrees of scruffyness depending on whether it has been a day or six since he last shaved. He wears a reinforced greatcloak that has integrated component pouches. A collapsible staff is in a small holster near a dagger, and a crossbow is draped across his back on a pack that carries his other belongings. Always either wrapped around his arm, in his pack, or in a pouch, as temperature permits, is a small swamp viper (read:cottonmouth) named Totenzahn
Religion: Morrow, member of the liberal Righteous sect, follower of the ascendant Corben
Spells in spellbooks:
Cantrips-knows all cantrips
1st Level spells
Abjur
Alarm, Endure Elements, ironguts, nightshield, protection from alignment, shield, hold portal
Conj
grease, mage armor, hail of stone, wall of smoke, lesser electric orb, lesser sound orb
Div
Identify, Comp lang,
Ench
Sleep, shock and awe
Evoc
Burning hands, magic missile, floating disk, shocking grasp, persistent blade
illus
Disguise Self
Trans
Enlarge/Reduce person, featherfall
2nd Level Spells
Abjur
Protection From Arrows, Resist Energy,
Conj
Acid arrow, web, fog cloud
Div
See Invisibility
Ench
Ray of Stupidity
Evoc
Flaming Sphere, Scorching Ray, Darkness, Gust of Wind, blast of force, ray of ice
Illus
Invisibility, minor image, mirror image
Trans
levitate, rope trick, balor nimbus, spider climb, bull's strength, bull's endurance, cats grace, fox's cunning
3rd Level Spells
Abjur
protection from energy, dispel magic, reverse arrows
Conj
Mass mage, armor
Evoc
Fireball, lighting bolt, windwall, daylight, chain missile, manyjaws
illus
displacement, mirror image
trans
spell vulnerability, blink, fly, haste
4th level spells
Abjur
stoneskin minor globe, remove curse, ray of deanimation, mass resist energy,
conj
orb of electricity, globe of force, black tentacles,
Div
Assay spell resistance, scrying, detect scrying,
Evoc
wall of fire, ice storm, fire shield, explosive cascade, force missiles
trans
enlarge/reduce mass
Spells per day
4/6/5/3/2
Race/Nationality: Thurian/unaffiliated
Class: Wizard
Abilities: Is in decent physical condition, fairly hardy with average physical power and good hand-eye coordination. His mind is as sharp as a magically enhanced blade
Major skills and powers: Is a mercenary wizard, using what he earns to finance arcane and mundane research, and thus is trained for magical combat and in the acquisition of information both magical and mundane. Has a nearly sick fascination the biology of the various creatures he encounters and keeps extensive notes which he someday hopes to compile into a dissertation topic and several books. He knows well how to survive in the field for long periods, but is not nearly as skilled as a ranger or druid might be and knows the science of alchemy
Has an uncanny talent for magic, and casting spells while in combat, also knows how to siphon off power from his memorized lightning spells into small magical attacks, and create wonderous items.
Important Gear: Spellbook and component pouches, alchemy kit. Ink, paper (usable for scroll making and not) rations, a lantern, rope. A light crossbow with bolts, a collapsing staff, dagger, and a reinforced greatcoat. Also possesses a field glass. Has several large thread-bound notebooks filled with his notes. These are precious to him. He keeps rations but prefers living off the land. To that end, also has a tent and bedroll.
Alchemical list
1 flask bile brew
2 flasks chain breaker
5 cure all creams
2 balelights
3 clearmind
2 hotgrease
Physical Description: A lean figure standing a hair below two meters, he wears his dirty blond hair close cropped to avoid it being pulled and has blue eyes. He is almost never clean shaven but does not have a beard either, but exists in various degrees of scruffyness depending on whether it has been a day or six since he last shaved. He wears a reinforced greatcloak that has integrated component pouches. A collapsible staff is in a small holster near a dagger, and a crossbow is draped across his back on a pack that carries his other belongings. Always either wrapped around his arm, in his pack, or in a pouch, as temperature permits, is a small swamp viper (read:cottonmouth) named Totenzahn
Religion: Morrow, member of the liberal Righteous sect, follower of the ascendant Corben
Spells in spellbooks:
Cantrips-knows all cantrips
1st Level spells
Abjur
Alarm, Endure Elements, ironguts, nightshield, protection from alignment, shield, hold portal
Conj
grease, mage armor, hail of stone, wall of smoke, lesser electric orb, lesser sound orb
Div
Identify, Comp lang,
Ench
Sleep, shock and awe
Evoc
Burning hands, magic missile, floating disk, shocking grasp, persistent blade
illus
Disguise Self
Trans
Enlarge/Reduce person, featherfall
2nd Level Spells
Abjur
Protection From Arrows, Resist Energy,
Conj
Acid arrow, web, fog cloud
Div
See Invisibility
Ench
Ray of Stupidity
Evoc
Flaming Sphere, Scorching Ray, Darkness, Gust of Wind, blast of force, ray of ice
Illus
Invisibility, minor image, mirror image
Trans
levitate, rope trick, balor nimbus, spider climb, bull's strength, bull's endurance, cats grace, fox's cunning
3rd Level Spells
Abjur
protection from energy, dispel magic, reverse arrows
Conj
Mass mage, armor
Evoc
Fireball, lighting bolt, windwall, daylight, chain missile, manyjaws
illus
displacement, mirror image
trans
spell vulnerability, blink, fly, haste
4th level spells
Abjur
stoneskin minor globe, remove curse, ray of deanimation, mass resist energy,
conj
orb of electricity, globe of force, black tentacles,
Div
Assay spell resistance, scrying, detect scrying,
Evoc
wall of fire, ice storm, fire shield, explosive cascade, force missiles
trans
enlarge/reduce mass
Spells per day
4/6/5/3/2
"Nothing in biology makes sense except in the light of evolution."
- Theodosius Dobzhansky
There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid
The Holocaust was an Amazing Logistical Achievement~Havoc
- Theodosius Dobzhansky
There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid
The Holocaust was an Amazing Logistical Achievement~Havoc
- rhoenix
- The Artist formerly known as Rhoenix
- Posts: 7998
- Joined: Fri Dec 22, 2006 4:01 pm
- 17
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- Contact:
#8
Name: Zedrin Prasad
Race: Human
Nationality: Idrian
Class: Gunmage
Religion: Follower of Morrow
Bio: Zedrin was born in the forestland twenty-five summers ago, as his people count time. He had learned the skills to surviving and even thriving in the wild, by his wits, and had done so well. When the way of the gun called to him, voiced one winter by a traveling gunmage, he knew he had found his calling.
Physical Description: Tall compared to most he's met, he stands at almost exactly six feet tall. His build is slender, though well-muscled. His black hair seems well-complemented by his ice-blue eyes, which normally hold a twinkle - unless he's been run afoul of.
Attributes: Being born of the wild places, certain ways have not left Zedrin, despite easily learning to act "civilized" around most he encounters. Cool under fire, strong, a good tactician, charming when he chooses to speak, quick on his feet, and deadly with his rifle; Zedrin appears born to his chosen profession.
Major Skills: It is in what he knows that shows Zedrin's heritage. Light on his feet and able to melt into his surroundings seemingly at will, he is still an expert huntsman and tracker, even if he finds himself in a city.
Equipment of Note: His magelock rifle, a long sword, dagger, an extra change of clothes, reinforced greatcoat, wide-brimmed hat, rope, studded leather armor, gloves, and his high-quality (though not masterwork) gunsmithing kit.
Gunmage Talents: Arcane Focus, Bond with Pistol(Rifle), Reinforcing Runes, Cast Rune Bullet
Spells per Day: 3/3/2/2
Spells Known: (@Level 7: 6/4/4/2)
Level 0: Detect Magic, Disrupt Undead, Daze, Flare, Light, Read Magic
Level 1: Burning Hands, Mage Armor, True Strike, Magic Missile
Level 2: Invisibility, Silence, Blindness/Deafness, Blur
Level 3: Nondetection, Lightning Bolt
Race: Human
Nationality: Idrian
Class: Gunmage
Religion: Follower of Morrow
Bio: Zedrin was born in the forestland twenty-five summers ago, as his people count time. He had learned the skills to surviving and even thriving in the wild, by his wits, and had done so well. When the way of the gun called to him, voiced one winter by a traveling gunmage, he knew he had found his calling.
Physical Description: Tall compared to most he's met, he stands at almost exactly six feet tall. His build is slender, though well-muscled. His black hair seems well-complemented by his ice-blue eyes, which normally hold a twinkle - unless he's been run afoul of.
Attributes: Being born of the wild places, certain ways have not left Zedrin, despite easily learning to act "civilized" around most he encounters. Cool under fire, strong, a good tactician, charming when he chooses to speak, quick on his feet, and deadly with his rifle; Zedrin appears born to his chosen profession.
Major Skills: It is in what he knows that shows Zedrin's heritage. Light on his feet and able to melt into his surroundings seemingly at will, he is still an expert huntsman and tracker, even if he finds himself in a city.
Equipment of Note: His magelock rifle, a long sword, dagger, an extra change of clothes, reinforced greatcoat, wide-brimmed hat, rope, studded leather armor, gloves, and his high-quality (though not masterwork) gunsmithing kit.
Gunmage Talents: Arcane Focus, Bond with Pistol(Rifle), Reinforcing Runes, Cast Rune Bullet
Spells per Day: 3/3/2/2
Spells Known: (@Level 7: 6/4/4/2)
Level 0: Detect Magic, Disrupt Undead, Daze, Flare, Light, Read Magic
Level 1: Burning Hands, Mage Armor, True Strike, Magic Missile
Level 2: Invisibility, Silence, Blindness/Deafness, Blur
Level 3: Nondetection, Lightning Bolt
Last edited by rhoenix on Wed Dec 26, 2007 2:44 pm, edited 5 times in total.
"Before you diagnose yourself with depression or low self-esteem, make sure that you are not, in fact, just surrounded by assholes."
- William Gibson
- William Gibson
Josh wrote:What? There's nothing weird about having a pet housefly. He smuggles cigarettes for me.
#9
Name: Akina Zeitsev
Race/Nationality: Human/Umbrian
Class: Fighter, Aspiring Steam Knight
Religion: Follower of Morrow
Abilities: Akina is a strong and dirty fighter, able to take her share of a beating and keep on going she does her job well as a mercenary for hire. She knows lots about most martial weapons out there, be they melee, gun, explosive, or 'Jack. She's also smart enough to be a part-time assistant mechanik, having taken a shining to the trade, though she rarely displays this.
Major Skills and Powers: Akina is extremely skilled with many different weapons and knows how to take a blow when she needs to and give it back just as hard. Akina is brash and impulsive, but smart when the time calls for it, helping with planning assaults and defenses.
Physical Description: Akina stands at a tall 5'9", towering over many other people Akina takes great delight in this height advantage and uses it whenever she can. Akina is attractive by most standards, with only one scar on her face, a thin scar that runs along her forehead. Her dark brown hair is kept shoulder length and usually kept up in a short ponytail, her deep blue eyes are ever watchful for danger. Inside her armor Akina looks like any other soldier on the battlefield, on the occasions where she can be convinced to be out of armor, she strikes a rather womanly figure, though very muscular. A fact which has turned away a number of would-be suitors.
Important Gear: Serrec steel Umbrian Waraxe, claimed to have been passed down for generations in the family. Caspian Battleblade, throwing knives, Vanar Liberator, Two military pistols, Explosive grenades, Plate Armor and helm, Incendiary rounds for guns, Reinforced Greatcoat (For when she's relaxing), Mechanik's boots (probably stolen from a mechanik), field glass, goggles, gunner's kit, elixers, healing creams.
Race/Nationality: Human/Umbrian
Class: Fighter, Aspiring Steam Knight
Religion: Follower of Morrow
Abilities: Akina is a strong and dirty fighter, able to take her share of a beating and keep on going she does her job well as a mercenary for hire. She knows lots about most martial weapons out there, be they melee, gun, explosive, or 'Jack. She's also smart enough to be a part-time assistant mechanik, having taken a shining to the trade, though she rarely displays this.
Major Skills and Powers: Akina is extremely skilled with many different weapons and knows how to take a blow when she needs to and give it back just as hard. Akina is brash and impulsive, but smart when the time calls for it, helping with planning assaults and defenses.
Physical Description: Akina stands at a tall 5'9", towering over many other people Akina takes great delight in this height advantage and uses it whenever she can. Akina is attractive by most standards, with only one scar on her face, a thin scar that runs along her forehead. Her dark brown hair is kept shoulder length and usually kept up in a short ponytail, her deep blue eyes are ever watchful for danger. Inside her armor Akina looks like any other soldier on the battlefield, on the occasions where she can be convinced to be out of armor, she strikes a rather womanly figure, though very muscular. A fact which has turned away a number of would-be suitors.
Important Gear: Serrec steel Umbrian Waraxe, claimed to have been passed down for generations in the family. Caspian Battleblade, throwing knives, Vanar Liberator, Two military pistols, Explosive grenades, Plate Armor and helm, Incendiary rounds for guns, Reinforced Greatcoat (For when she's relaxing), Mechanik's boots (probably stolen from a mechanik), field glass, goggles, gunner's kit, elixers, healing creams.
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