Since there have been no objections to sprites, let us proceed!
Maart3n/Amras Culnámo[0] Amras was on the hunt. A petty mob boss this time, with the hit placed on him by a member of the city guard who lost his family thanks to the mob. The poor fool didn't know that he was being tracked as Amras creeped across the rooftops. As he turned to his home to put the key in, Amras had his chance. He jumped from the roof of the boss's own home, conjuring a dagger as he fell forward. He slammed into the spine of the boss who, with a scream, fell forward, the blade digging into his flesh, then disappearing. Amras must've hit an artery as the blood poured from his body.
He turned to leave, but for some reason the sky must've been dark for he saw only darkness. Stepping forward cautiously, he reappeared in another place with a number of people he didn't recognize. Never to mind the black ball distorting light with weird dots around it.
Race : Elf
FactionsSikhari Elves,
InventoryClothes - Equipped.
Traits Blade Dancing I - Ignore an enemy's shield when attacking. This ability is toggled on and off. Excessive use in long bursts can result in fatigue. With time, you'll get used to the excessive demands required of it and the fatigue penalty will lessen.
Conjuration Magic I - You can summon an assortment of items. They'll remain stable for thirty or so seconds. They aren't very powerful, but with practice Conjuration will increase in strength.
AbilitiesSummon Weapon I - You can summon a weapon at any time you need. They won't be too deadly, but they'll get the job done. They'll last thirty or so seconds.
Summon Armour I - If needed, you can summon weak armour which'll last only a short time. Still, it will help if you are about to be attacked.
Summon NPC I - Sometimes you just need a distraction. You can conjure a weak creature to fight at your side for a short time.
StatsHealth : Good
Kebbit/Bitter Pill the Observing[0] Bitter Pill hovered and looked at the book. That is if you can consider gazing upon an object while you have no eyes to be looking. It drifted over to it and looked within itself to see if it knew what this book was.
No, it did not. That meant only one thing.
It must be learnt.
The Wraith drawed the book into the inside of it's form and rapidly flipped through the pages, learning all from it's cover. The book was titled, "A Beginners guide to Music," but what was music? What was a beginner? What is a guide?
Bitter Pill must learn this. Devouring the knowledge of the book, it learnt swiftly. Sound. Sound is music. Music is good. Bitter Pill could create music.
Bitter Pill then turned it's attention to trying to create what it learnt. It created sound. A harsh, deafening wail, fluctuating in pitch from high to low. Bitter Pill was proud.
Bitter Pill had learnt and created music. It sensed more knowledge nearby, in a strange construct of wood filled with more books in the room next to this one. Bitter Pill however, sensed something more odd.
It sensed nothing. A black void next to it. It glided over to this strange nothingness to learn of it's emptiness.
Within an instant, Bitter Pill was somewhere else, surrounded by the unknown.
Race : Wraith
FactionsObservers,
KnowledgeSound I - The knowledge of what sound is. You can produce ear ruining wails of sound. Or you can create low hums. A you learn more about sound you'll be able to control sound better, perhaps even be able to talk like the physicals can.
Traits Observer I - You are an Observer, a Wraith in the physical plane. You are noncorporeal and lack a physical form in the traditional sense. But you can still be harmed. You gain power and size by learning of new things. Explore the world, read books and more to gain more power. You can create the things you learn, but some things can only be learned by a greater Observer.
Form Shifting I - Whereas conjurers create items, you become them. Your power is not increased by the transition, it is just represented differently. You can hold the shifted form indefinitely, but the quality of your transition will increase as you gain power, as well as by practice.
AbilitiesBecome Weapon I - If desired, you can become a weapon that other people can use. At your current strength, you are quite weak but it would still be better than fighting bare handed. As your size and skill increases, so will the power of your weapon form.
Become Armour I - When you become armour, the armour is truly alive. Do not fear, though, if the armour is struck you won't take damage, instead, the stability of your armour form will decrease. For now, your armour is weak, but you can cover the entire body of a person by spreading out.
Formshift I - Whenever you want, you can turn into anything you have learnt. The power of that form is linked to your own power. Only with practice and growth will you become truly great.
Observer Projection I - Once you have learnt something, you can create it as needed. For now, the quantity is small and the quality poor...But time improves all things.
Observer Mindbreak I - By forcing yourself onto the senses of a sentient being, you can show them flashes of the true forms of things you have learnt. As you learn more things, your ability to break minds will only improve.
StatsIntegrity - Good
TorrentHKU/Amboss Symphonian[0]
"It's alive! IT'S ALIVE!" Amboss rejoiced as the Lead Golem he had just created took it's first steps around the lab. It had already recognized him as it's creator and now it was his willing and eager servant. It was barely even sentient however, more like a dog than a dwarf. Still, it could carry the other things around. He sent it off to grab another dozen bars of lead. They were heavy to carry but thankfully the Golem could carry dozens of them. Dumping them into the furnace to melt and getting another mold ready, he was about to create another one.
He turned to his work bench and saw his Lead golem staring at a strange dark void in the air. The golem, instinctively trying to protect his master, punched the void. The void however, simply pulled the golem in by the hand. Amboss too was pulled in and thrown out on top of his golem in a forested clearing with a number of other people and a flying dark ball.
Race : Dwarf
FactionsThe Deeplands,
InventoryClothes, - Equipped
GolemsLead Golem I - Status : Intact, Quality : Average, Attack power - 6 to 12.
Traits Affinity for Machinery I - All dwarves have the ability to glance at a machine and guess how it works. But some are more gifted at it than others. Your natural affinity for machinery means that you can dismantle and recreate objects that you have seen. Of course, practice makes perfect and this is no exception.
Golemworks I - Creating a golem, a living machine, is a difficult task. Only few are capable, and fewer still are truly great at it. For now, you can produce simple cast-metal golems. But the more you create, the better they'll get!
AbilitiesCreate Golem I - With the proper resources at hand as well as the proper tools and with your expertise, you can create a golem. All you need is the materials and a half decent forge. Still, they are quite crude. For now, anyway.
Create/Dismantle machine I - When glancing at an object, it can be quite clear how that object came into existence. A few screw holes here, a weld there all tell the story of how an object came to be. It also says how an object can be taken apart. As you practice dismantling objects, you'll get more usable parts from the dismantled ones and the created ones will be better.
StatsHealth : Good,
CaveCricket48/Paladin Amelia Oaks[0] Amelia gazed across the empty fields. There was nothing left for her here but questions and memories. The family she knew and loved when young was gone, long gone now. Why did the Gods forsake her service? Were they displeased at her?
She started to walk back to Terrisar, contemplating why her Gods, the Gods that she swore to fight for, the Gods that were kind and generous in all the stories, had abandoned her family in their hour of need. Surely if the Gods were kind, which they were, they'd have helped her? She looked up to the heavens and asked, "Why have you abandoned me?"
As if on cue, a darkness overtook her. She immediately started to pray for mercy from the gods, but no smiting came, nor any visions of miracles like the priests. Or anything for that matter. Her trained senses betrayed her, there was truly nothing around. Then she was thrown forward, landing in some forest clearing surrounded by others and a young Wraith that must've only manifested a short time ago.
Race : Human
FactionsThe Kingdom of Terris,
The Order of Paladins,
InventoryClothes - Equipped
Paladin Surcoat - Equipped.
Traits Robust I - Humans are famed across the world for their sheer survivability. Blows that would stop other species dead in their tracks will in most cases only cripple a human. All damage taken is down by one, in addition to above average injury healing and partial immunity to instant kill attacks. To improve this trait, you must train your body by being hurt.
Holy Reading I - The Order of the Paladin's has always taught the ancient art of Holy Reading, the ability to see into other people's thoughts so as to find out the truth behind their words. For those without practice, however, the thoughts can be clouded and in some cases, they can resist the reading altogether.
AbilitiesHoly Reading I - Some may question the offensive usage of Holy Reading. After all, how is reading a person's mind useful in a fight? The answer is that it allows you to know what their next action will be before they do it. An early warning you can pass onto your team mates, for instance.
Offendo/Ashurbanipal III[0] Ashi took a look at his latest creation. It was a sword commissioned by a local lord. It was strong and well decorated for a lord of importance. A large ruby sat in it's pommel, a display of wealth from the Lord. Still, it was a good sword, balanced and hardy. He took a few steps back and fell into...something?
Or nothing?
Ashi looked around, desperately thinking that something bad may have happened. He was surrounded in a black darkness and falling constantly. What was this?
The strange darkness released it's grasp on him and he saw the light again, this time in a forested clearing far from home. A group of people were here, none of them he recognized. That, and a similar darkness to the one that took him, this one hovering in the air and distorting all the light he saw.
Race : Dwarf
FactionsGlinrock Mountain
InventoryClothes - Equipped
Glasses - Equipped
Traits Affinity for Machinery I - All dwarves have the ability to glance at a machine and guess how it works. But some are more gifted at it than others. Your natural affinity for machinery means that you can dismantle and recreate objects that you have seen. Of course, practice makes perfect and this is no exception.
Smithing Excellence I - You have started on the long path of excellence that is metal working. You can already craft
Common gear like a professional and never have to worry about a
Poor piece of work. Indeed, you can create strong weapons and armour with suitable material, as well as repairing anything
Uncommon or below!
AbilitiesCreate/Dismantle machine I - When glancing at an object, it can be quite clear how that object came into existence. A few screw holes here, a weld there all tell the story of how an object came to be. It also says how an object can be taken apart. As you practice dismantling objects, you'll get more usable parts from the dismantled ones and the created ones will be better.
Repair item I - With time, things break or wear down. Swords aren't as sharp as they used to be, armor plates become loose or other problems. With some care, it is possible to repair items in the field with simple tools. In the case of a
Poor item, it is upgraded back to Normal quality. Other items when repaired will stop any quality decay.
Create Item I - The functional side of Smithing Excellence allows you to create an item if you have the materials and the tools available. As with all other things, practice makes perfect and with time you'll be able to produce truly legendary weapons and armour.
StatsHealth : Good,
Foa/Orange the Deftdancer[0] Orange was walking through the forest. She was comfortable in her natural form, not having to be cramped up in the strangeness that is only two legs. Still, it was nice to be away from Skaxin for a short time. Whereas the Worker caste were chemically bound to stay near the Hive, the Hunters, Warriors and Mages were free to wander. Orange had decided to go and see this forest. It was a relaxing place, not tight or cramped like the Hive, but open and green. She took a look around.
A beautiful flower, large and white, just in front of a great tree. She stepped forward to pick it.
Then the darkness took her. The light forest was replaced by an eternal darkness. Which inturn was replaced with a forest once more, this time however she was surrounded by a group of unknown people, a strange ball of...something and that she was in her human form.
Race : Axin
FactionsSkaxin
InventoryClothes - Equipped,
Traits Mage Caste I - The caste system of the Axin is a key defining feature of their society, and you are a member of the Mage Caste. You have the natural ability to channel magical energies freely. Where as the Warriors and Hunters might be bigger, you are small, but with the ability to cast spells, just as deadly. The Mage caste tend to have small bodies and be lightly armoured, but are well suited to fighting from the rear of the party. The caste system cripples any physical development past the constraints of your caste, but each caste member comes fairly well developed. No one knows how a caste member develops... Except you, a member of that caste.
Channeling I - Whereas the other magical races create new energies, you use what is already there. At the roots of it all, every object is slightly magical. By channeling the existing magic power of an object, you can wield their power to smite your foes. For example, a humble torch on the wall of a castle is magical, but only very faintly. With it's power channeled, it can become a roaring blaze to turn your adversaries to ashes. Practice this ability well and be prepared for changing situations.
Pacts I - Be cautious, for the Pacts are truly dangerous. No one knows how the Axin learnt of them, but a few whisper of demonic sorcery and blood magic. You have the unique ability of creating one of these pacts and reaping the rewards. But remember, each pact comes with a price. Pacts are passive buffs. Accepting the pact means accepting the potential consequences of your actions. The pacts are a ladder, but how deep does the ladder go? All pacts are permanent - once you seal a deal you can not back out.
Acrobatic I - Describing an Axin as acrobatic is something of a mistake, but it's the only word we have in our language for the physical feats that a Axin is capable of. At this level, you can walk on walls and stay on them. Ceilings however, are just out of your reach. You can sprint at a high speed for a long time and can climb steep cliffs.
AbilitiesChanneling I - You can take the inherent magical power of the land around you and coerce it into doing your bidding. Simply put, you can get the world to do your bidding. But at this point, it will only do a little of what you ask. You must practice and grow to be able to force the world to heed your commands.
Form Toggle - You can switch in and out of your humanoid form at any time you want. There is no cool down or other things associated with this ability.
PactsPact of Blood - By sealing this pact, you gain the ability to take the life force of an enemy and redirect it to your team-mates or yourself whenever you deal damage. The price for this isn't inflicted on you, but on the people you harm who forever lose a part of themselves for all eternity.
Pact of Steel - If you seal this pact, you can with but a touch warp the items of those around you, or direct the curse from a distance. These items are a dark mirror of their normal version. Who knows what might happen when used? Those who wield this dark equipment will themselves start to warp with time, for good or ill.
StatsHealth - Good,
Game EventsThe six people have been brought to some unknown forest by a strange portal. What has brought them here is unknown, but Bitter Pill senses something nearby. A container of wood and iron, with a note.
Game Map