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Spooky Mittens

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About Spooky Mittens

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  1. Spooky Mittens

    Need someone to beat my friend with a stick

    You can try, @Pink Fluffy Cutiefly, but I won't just roll over and take it ;3 Unless you buy me off with candy.
  2. Spooky Mittens

    Need someone to beat my friend with a stick

    We're gonna bust em all up, just come at me with whatever. We'll say Tirkas has one that's 30 inches long to start and see where that gets us. @Fierach I will at least give everyone a good sticking! Preferably on the buttocks. @Deus Ex Aizen
  3. Spooky Mittens

    Need someone to beat my friend with a stick

    For SHAME! Double wide is the only thing that can satisfy my craving. @Narcissa And yes! He must have his dreams dashed so that he can realize that love is the best gift after all ;3 @Fierach
  4. Spooky Mittens

    Church On The Hill [Currently: Feast Event!]

    [CotH: The Feast Bonfire] It took almost no time at all for a challenger to step forward and dispute Tirkas' claim to the stone. The elf smiled at the boy, more of a bemused expression on his face as he leveled his neon green gaze at the other's light blonde hair. He was a strong young man, ready to take a wife and raise a family. He was probably eager to prove himself in some expression of his manhood, and a public contest over a pretty prize was something people talked about. Something this boy's people would respect. Tirkas didn't know the boy's inner turmoil, but if he did then he would have been sure that Ruska would win the heart of his lady love soon. He didn't need some paltry trinket for that. "Aye, a good name. I am Tirkas Leafglint. A good duel to you, young sir." The Green Knight answered, his voice a sweet sounding tenor. He lifted the stick before his face and swiped across his front from left to right in a crescent motion, ending with the stick pointing down and to his right side. A salute of sorts. Then he changed. His pleasant, soft exterior shifted to a mood that did not match the tone of his voice. His eyes no longer easy, but sharpened beams of green. He looked not just at Ruska, but through him. He lips unfurled from their coy smirk into a flat line, devoid of any feeling or sensation. He leveled his implement before him, gripping the base of his stick such that his fingers curled along the shaft at a slight angle and his thumb rested firmly on the back side. He pointed this mock-sword at Ruska's neck and bent his arm very slightly. He tucked his free left hand behind his back, curling his wrist and letting his fingers close loosely. He placed the outer side of the crook of his wrist against the top of his pelvis. His legs slipped apart just so, finding the ground to be favorable for traction. This boy was athletic and practiced. Their fight would be a good one, Tirkas dreamed. "At your leave, lad." Tirkas finished, awaiting the boy's signal that he was ready. @Fierach@Vansin
  5. Spooky Mittens

    Need someone to beat my friend with a stick

    Not nearly thicc enough @Narcissa
  6. Spooky Mittens

    Need someone to beat my friend with a stick

    The answer is yes. @Fierach
  7. Spooky Mittens

    Church On The Hill [Currently: Feast Event!]

    [CotH: The Feast Bonfire] In his waiting, Tirkas observed. Open tents shielding people from the rain. In these areas, the common folk feasted to celebrate some event related to a religion. Even over the smell of petrichor kicked up by the rain, Tirkas could smell their food and found it palatable. Still, he had no desire for eating at the moment so his eyes wandered away to the next attraction. A bonfire, some distance away but not far enough that the elf's keen eyes could make out what was happening around it. He no longer made any attempt to mask himself from view, and the noise of his sabatons clattering with each step became prominent around him. He moved with haste to get a better look at what kind of men gathered around this bonfire. When he arrived, they had already calmed down a bit to take a breath, but one man still stirred in the middle of everyone. He was loud and commanding, asking for another fight. By the way he looked Tirkas assumed he didn't mean between a challenger and himself, but rather any number of the twenty off fellows gathered to watch. Tirkas was one such fellow. A pair of sticks had been tossed to the grass, and Tirkas looked to them with interest. Swordsmanship is my forte, after all. He thought to himself as he patted the pommel of the sword at his hip. Though, I have nothing to prove to these people. He finished the thought, thinking that he should probably not make it known that he was a good swordsman. When you boast your strength, it is more likely that someone will come along to challenge you for some petty reason. That was when something else caught the elf's eye. A green mineral, glimmering in the firelight. Tirkas' own green eyes locked onto it as his lips formed a circle in surprise. It was uncut, sure, but with some care, it could be turned into quite a pretty piece. Tirkas had to have it, there was no way he was going to let such a bauble slip through his grasp without at least trying for it. So, The Green Knight stepped forward and took up one of the sticks laid out in the grass. "I will accept your challenge to lay claim to that gem, sir." Tirkas spoke as he leveled the stick towards the gem in the man's grasp. Would any come to dispute him? @Vansin
  8. Spooky Mittens

    Church On The Hill [Currently: Feast Event!]

    The Church on the Hill It was a simple enough name for a village. Descriptive, easily remembered and identified. Easily forgotten too. For the minds of men do wander so, it is easy for things of old to seemingly vanish. For an elf, though, such feats of memory were alien. It was hard for him or his people to forget anything. What humans might lose track of in a few generations, elves take millennia. What secrets did this ruined little church hold? What lies? No one alive probably remembered, but such things were an interest to "The Green Knight" Tirkas. So when he heard the name and story attached it was only natural that the restless elf had to come and see for himself. The Church on the Hill was going to become a place that this elf, in particular, would never forget. He just didn't know it yet. He approached the site of a feast with all of the caution and quiet of a cat sniffing out a new room. Though his body was clad in steel his movements were quiet. His approach was masked by the rain and the dark of twilight. An elf wore the wilds like a mask, obscuring themselves when they didn't want to be seen. Tirkas was no different. He was clad in gray cloth and steel, his head quaffed in silvery white. His pointed ears peeked out around the wetted strands, decorated with black jewelry. One might expect his steel greaves to clatter loudly as he walked, and yet Tirkas made barely a sound apart from the ruffling noise of his robes. The light of torches and campfires reached Tirkas' face where he stood, barely, illuminating his bright green eyes. Their bright neon color made even more extreme by his reflective retinas.
  9. Spooky Mittens

    Spooky's Spooks

    General Info Name: Tirkas Leafglint Alias: Green Knight Tirkas Age: 350 Gender: Male Species: Thuraan Elf Description Tirkas appears as an elf often does, of fair face and light skin. He is about six feet tall and of athletic, limber build. His hair is cropped fairly short and is a mixture of silver and black. His eyes are a saturated neon green with very slight reflective qualities, from which he derives his title "Green Knight". Starting from his finger and toe tips, and radiating in towards his core with diminishing visibility are traces of elven magic. This magic manifests as green tinted veins, akin to those seen in leaves, just below his skin surface. In low light conditions, these glow very slightly. Tirkas prefers to wear flexible armor and garments in monochromatic colors. Primarily he wears black, followed next by grey. Very rarely will he ever wear white except as an accent on other garments. Physical Characteristics Height: 6' Wingspan: 73" Weight: 180lbs Carry/Lift & Drag: 180/360 Sprint Speed: 30 Feet Per Second Handedness: Right Eyes: Green Hair: White/Black Scars: None Markings: Green tinted vein-like discolorations on his skin at the edges of his extremities. Personality Though Tirkas is young for an elf he is already wary of the world. Not content to simply sit around and watch as his brethren do nothing, and neither content to sit and watch as mortal races ruin the world around them, Tirkas is determined to change the minds of men. Mannerisms Tirkas is quiet, soft-spoken. He will rarely interrupt someone when speaking and in a conversation, he will yield ground freely. This presents a few problems when it comes to his stated goals in life, but Tirkas is a firm believer in action over words and leads by example. He lives by a code that dictates the course of action he should take, though if his code conflicts with the greater good he may choose to ignore it (though it brings him grief to do so). He much prefers the music and society of his own people, and so he is very slow to join if he joins at all. Quirks Tirkas is not terribly prone to deviant behavior, but he does have a few quirks to speak of. Being an elf means living for a very long time, and so Tirkas' manner of speaking might seem quite outdated. In fact, it's several centuries old. He will sometimes try to relate to modern speech but this usually comes out as a misuse of slang. Flaws Time is different for an elf. What seems like a long time to a human is only a blip to an elf proper, since most elves (such as Tirkas' species) stop aging after they reach maturity. Due to this quality, Tirkas is prone to hold a grudge easily for the entire lifetime of your average human. Mistreated once, Tirkas is incredibly slow to forgive. Tirkas has a weakness for a good song and wine, especially the sort that reminds him of home. He is easy to ply for information when he's drunk, and it's easy to get him drunk if you play the right kind of music. Good cheese helps too. Strengths Tirkas is fairly mentally stable. Being able to live for such a long time has allowed him to learn to tame his emotions. He can be honest with his feelings, while also maintaining self-control in public. It is incredibly difficult to affect Tirkas mentally either through deed or insult. Being so aged, Tirkas is decent at reading the motivations of others. He's less likely to fall into a trap or a scam due to a healthy dose of skepticism (though some would call him a cynic). Garb and Equipment Clothing. . . Thuraan Underlayer: The Thuraan Underlayer is a simple piece of clothing worn under all other garments that Tirkas wears. It is a single garment that covers the torso and lower body akin to a onesie or wetsuit. It extends down to Tirkas' elbows and knees. It's stretchy and skin-tight, padded very lightly in certain areas to reduce chaffing from armor. This is a traditional undergarment worn by Thuraan warriors. Thuraan Robes: Ceremonial cloth robes worn under soft armors. They are rather thin, plain robes. This particular set has a gray exterior with white interior and hem. It hangs down to about his ankles in the front and back forming four sash-like strips of fabric. It's held closed at the waist by a black sash. Breeches: Single leg pants, black in color, strapped onto the body at the waist via leather belts. A codpiece is worn in the middle of these breeches to cover Tirkas' genitals. The legs of these breeches are very loose and baggy down to the knee, where an elastic sleeve holds them closed. Thuraan Neck Gaiter: A scarf-like garment worn around the neck. It can be lifted or lowered to form a mask or a scarf. Tirkas' gaiter in particular is worn to disguise his neck armor, but the front of the mask is equipped with a specialized type of Thuraan filter membrane. This membrane allows Tirkas' to withstand up to thirty seconds of toxic gas before adverse effects start taking root. Trapeze Gaiters: A pair of garments worn on the legs that offer support for the arch of the foot and ankles. Tirkas' gaiters are white and slip over the elastic sleeve of his breeches. Tall Boots: Knee high boots made from leather, stained almost-black. There are fittings on these boots to facilitate attaching armor pieces. Long Gloves: Black gloves in the same vein as his Trapeze gaiters and underlayer. The garments slip over the arms all the way up to the shoulder, offering compression on the forearm. Strings are visible at the elbows where jack-chain might be attached. Armor. . . Brigandine Jacket: A long coat that has been fitted on the inside with overlapping metal plates. Rivets can be seen on the exterior of the jacket where the plates have been affixed. This offers protection about as good as a breastplate save for the fact that it is more flexible, offering worse protection again against blunt force than a solid breastplate. Concealed Gorget: This armor piece is worn around the neck like a collar. The belt buckle used to secure this item to Tirkas' neck doubles as the forward-most plate. Unlike some gorgets, this one does not extend to the collar bones so as to limit the restriction to head movement. Greaves and Sabatons: A set of metal shin and foot guards designed to attach to Tirkas' long boots. The greaves protect his shins and calves, while the sabatons protect his toes and insteps. Vambraces: Forearm and very slight hand protection. The fingers are uncovered, leaving only the back of the hand and knuckles armored. The vambraces extend from the wrist to the elbow, coming to a narrow point. Pauldrons: Shoulder guards. These one protect the top of each shoulder with sliding plates guarding the outside of the arm. A contact point sits just under the sliding plates to attach jack-chain. Jack-Chain: Normally worn on gambeson, rather than with proper arm protection, these thin metal plates attach to the outside of Tirkas' long gloves to guard the outside of his biceps and elbows against slashing. Weapons. . . Thuraan Sword: A wooden arming sword with a shorter, stockier blade. The total length of the blade itself is about thirty inches, while the grip itself is about six inches. The pommel accounts for another inch and a half, comprised of a disc that is tilted slightly off-center. This blade is dual-fullered to reduce the weight down to a hefty two pounds. The cross guard curves away from the hand very slightly with the outer edges of the quillons hammered flat. The sword gradually tapers to a narrow point. In all the sword appears as a type fourteen arming sword of the medieval period in Europe. It is crafted from a type of elven wood devised by the Thuraan people. The properties of Thuraan Wood allow the weapon to self-heal when it is submerged in earth or subject to Tirkas' Invigoration magic. While unable to become as sharp as a metal blade, the wooden Thuraan Sword is able to channel Tirkas' Druidic Magic to conjure razor-sharp leaf blades along its edge temporarily. The sword itself also enhances aspects of Tirkas' Symbiotic Transmutation. Thuraan Spear Dagger: Part dagger, part spear. The Thuraan Spear Dagger looks like a decorative knife with a broad leaf-like blade and an unusually long handle at first glance. The grip in dagger form is about a foot long, the blade accounting for an extra eight inches in length. By grasping the grip with both hands and pulling apart the spear may be magically expanded, bringing it up to seven feet and eight inches. The weapon is attuned to the wielder and will not answer the command gestures of a stranger. Unlike with the Thuraan sword, the spear dagger has a metal blade tip. Natural Abilities Essentially this is a list of physical traits that differentiate a Thuraan elf from a human. Some of these traits are magical in origin, but they are intrinsic to Tirkas' Biology. Vigor: Among Tirkas' race, physicality comes naturally. For a Thuraan elf it is slightly easier to build and maintain muscle and endurance due to an in-born healing factor. This factor is so minute that it is nearly imperceptible, but it means that Thuraan elves experience less fatigue and have a shorter recovery time than even highly athletic humans. Wounds that are potentially fatal for humans are less so for Tirkas. Damage to his heart or brain can still be just as lethal, but damage to his internal organs or hemorrhaging has a much higher threshold. Reflex: Tirkas and his ilk experience heightened awareness and quick reflexes as a matter of fact. On average a human has a reaction speed around 250 milliseconds. The average Thuraan Elf has a reaction speed around 100 milliseconds, with the highest end reaction speeds nearing 50 milliseconds. Tirkas has a reaction speed of 100 milliseconds. He is also naturally gifted in gymnastics, having very flexible double jointed limbs. Thuraan elves have a higher average level of balance when compared to humans, but their highest end examples are roughly equivalent to humans. Keen Senses: Tirkas has superior night vision due to his reflective retinae. He has a sense of smell as keen as that of a black bear, and a sense of hearing as acute as a bat. When down-wind, Tirkas is able to pick up a scent from up to 18 miles away. In total blackness, Tirkas' hearing is strong enough for him to traverse a space via echo location. Very strong smells and very loud noises have an adverse effect on Tirkas' body, causing him to feel nausea more easily or to experience pain at a lower sound threshold. Over time, Tirkas' hearing and smell adjust, but the initial shock can be enough to disable him for minutes at a time. Photosynthesis: The strange magical glow around Tirkas' limbs actually serves a purpose. When he is resting in the sunlight, Tirkas is able to sprout tiny branches and leaves along his limbs and the top of his head. He can use these to photosynthesize, allowing him to subsist on just water for as much as a month at a time. Eventually his body will run out of nutrient reserves, so he does have to go back to eating regular food eventually. Powers and Skills A list of magical powers and trained skills. Druidic Magic Druidic Magic is a catchall term used by Tirkas to describe miracles and spell craft associated with nature or the gods of nature. Thuraan elves practice a kind of sorcery that draws upon an inborn link between their bodies and plant life. As such, Thuraan Druidic Magic is more powerful in verdant locales, and less powerful in "dead" locales. Tirkas draws out his magic by exerting his will upon the magical force within and around his body. He can use this exertion of will to manifest his magic as a physical thing in most cases, with more ephemeral forms of magic being more difficult or impossible. Symbiotic Transmutation Tirkas is able to conjure fourth ten foot vines from his arms or legs. The number of vines he is able to summon depends on how much will he is able to focus. Tirkas is able to maintain his focus on up to one vine beyond the first turn they are active. He may do this for up to one minute, unless he decides to focus on another form of transmutation or any other kind of magic ability. In addition to the vines, Tirkas may conjure a magic blade of grass. This grass is sharp on the edges and can be thrown via gesture. It will spin rapidly, cutting through soft armors and flesh with ease, and extending out up to sixty feet from the point of origin. Hard materials will either catch, or deflect the blade, rendering it useless. After the blade reaches its distance, or one second after it makes contact with an object, it will dissolve back into magic energy. The blade cannot move faster than fifty feet per second. When wielding his Thuraan Sword, Tirkas may use his Symbiotic Transmutation to give the wooden blade a sharp edge. At the cost of some of his magic power and a bit of focus, Tirkas can use his magic to enhance the range of an attack up to three extra feet. This can be done on both cuts and thrusts. Lastly, Tirkas can use his natural magic to transmute his breath into a noxious gas. He can breathe this gas out up to ten feet away. Upon inhalation, the gas's poison gets to work in the victim, causing them to grow tired over time. Targets with weak vigor will often fall asleep for as long as one hour, while stronger opponents will experience reduced reaction speeds and a difficulty keeping their eyes open for as long as the poison remains active. The poison is nonlethal, magical in nature, and it can be counteracted by inflicting pain on one's self. Invigoration Tirkas is able to transfer some of his own magical energy into living being around him. This can have several effects such as enhancing the natural abilities of the recipient in some way or closing a wound. Tirkas is not very good at this, especially with people. It takes him a very long time to heal wounds or to cure poisons or disease, requiring hours or even weeks in some cases. Primarily, Tirkas uses this ability on plant life. While not useful for fighting, Tirkas can pour his Druidic Magic into plants to enhance their rate of growth and general health. In essence, he is a magical gardener. In battle, Tirkas can use Invigoration magic to allow an ally to move at his speed, or to obtain one of his enhanced senses so long as Tirkas remains focused on the link. Martial Combat Simply put, Tirkas is an expert in sword and spear combat. He is trained in the use of bows and shields, and he can ride horseback while fighting with no real issues. Cooking Tirkas has spent a lot of time in the field, alone. He has learned to cook for himself out of necessity. While his food is nothing fancy, it is tasty at least. Survival Another skill of necessity, Tirkas had to learn how to build shelter for himself, as well as how to find food and clean drinking water. He is proficient in these areas.
  10. Spooky Mittens

    [Ravenspire] Finally.

    Still outside, meandering about The Gardens, Arklar tried to isolate the scent of his companion amongst all the others. There were so many fragrant flowers, fragrant people, and the scent of many kinds of food also filled the air. This all worked to mask the trail Skitt had left behind, but given enough time Arklar would eventually sniff it out. For now, he decided to make use of his other senses and tools. Namely the ability to ask questions. He squatted in a bush to wait for someone to pass. He couldn't very well just walk up to people as they seemed to be avoiding him. A woman and a man happened near Arklar's hiding spot some moments later, oblivious to the imposing seven-foot tall shaman. His snakelike scales slithered out behind the pair, and he stood to his full height. His body blocked out the sun from the pair, causing them to turn, startled. The man and woman both gasped, but quickly tried to save face. "Oh, sorry, we didn't see you there." The woman said as she fanned herself with her hand. She seemed the more reasonable of the pair as the man had put up his fists out of instinct. Arklar merely snorted at him. "C-can we help you with something?" She asked, eager to back away from the reptilian-looking meat mountain. " A Hunchback, about ye' high." Arklar replied, holding out a hand at roughly Skitt's height when he was in disguise. "He will be cloaked, sneaking about." Arklar pantomimed Skitt's mannerisms to the pair, holding his hands like a pair of mantis pincers and shuffling about with his knees bent. "Like so. Seen him?" It took a moment for the pair to recover from stifling their own laughter. On the one hand they didn't want to offend the imposing figure before them, but on the other, they couldn't take him terribly serious either. "Yes, I think we did see him. He's in there." She answered, pointing to the building. It wasn't unlikely that she'd have been lying since compared to the rest of the party Skitt would have looked quite out of place. He'd have been somewhat easier to remember than another generic man in a suit. Arklar sighed as he turned to look where she pointed. He had suspected as much, but now he was certain that he had to wade into this wedding reception in full. "Thank." Arklar offered as he started jogging off.
  11. Spooky Mittens

    [Ravenspire] Finally.

    Outside in The Garden , an interloper appeared. A muscular man wandered in from the streets, tipping his head and sniffing the air every few paces. He was covered in a sleek skin of shimmering blue scales with elaborate plumage around his head, plumage which reflected every color of the rainbow depending on what angle the light hit it. His forearms and calves were exposed, however, appearing drab olive in color. His waist was lined with pouches and he carried a small paper bag in his right hand. His face was obscured by the giant skull of a serpent, fashioned into a mask, save for a faint spiritual glow around the eye sockets. Arklar barged into the Garden as though he had no concept of private property or closed events. Or perhaps he was chasing something more important than simple privacy? He was following a scent, the scent of a particular youngling. A creature that Arklar had raised, and one which often found himself mixed up in mischief. Arklar was aimlessly chasing the faint smell that Skitt left behind. It was only as he attracted a few puzzled gasps from random passersby that Arklar realized that he had wandered into some event or another. The humans here wore such fine garb, and there were armed guards that Arklar could spot off in the distance. ". . . Grr." He grumbled with a reptilian flair in his throat. "Must he always test me so?" Arklar lamented as he squeezed his hand tighter on the bag in his right hand. Those of the acutest sense of smell would be able to tell that this bag held pastries inside. It would seem Skitt had more grandiose dreams in mind. How was Arklar ever to find his tiny companion within this crowd? Even on his worst day, Skitt was a natural born master of skulking.
  12. Spooky Mittens

    Spooky's Spooks

    Arklar The Hidebound Arklar tu’Catek ta’Can “The Hidebound” is part of a long line of orcish shamans who all give up their family names to attain a title. Arklar is known as “The Hidebound” because of his connection with the skin of a coatl he had to slay during his ascension rites. As a paragon of orcish health, he must be an exemplar of orcish physiology. With slate black skin covering a rippling mountain of muscle, Arklar stands seven and a half feet tall. His hair is long and pitch black. His massive square jaw houses a pair of enormous tusk-like canine teeth. His beady yellow eyes are set deep in his stone-like brow. Hide of the Coatl Arklar is only half of who he was before his rites of ascension were completed. Now, he houses the spirit of a winged serpent creature, granting him magic on par with a beast of the gods. To acquire this hide, Arklar had to fight the serpent in single combat while his worldly sins were plied against him. Had he given into the weight of his guilt, the serpent would have consumed him. Instead, he consumed the serpent. Wrapped around his person at all times is a garment stitched of the whole skin of a Coatl, a mythological winged serpent resembling descriptions of the Aztec god Quetzalcoatl. It covers his head with a hood, and wraps around his whole body down to just above his knees and elbows, leaving only his forearms and legs uncovered. It’s scales are a sleek multi faceted blue. Feathery plumage lingers along the hood and back of the garment, depicting every color of the rainbow when the sun touches it (but otherwise it is a dull gray). The jaws of the coatl make up a mask that Arklar wears to hide his true face, it’s fangs periodically dripping with venom even still. While the Coatl’s physical body may have been eaten and burned by Arklar, it still lives. The snake skin hide he wears is a living thing, drawing nutrients from within Arklar’s body and protecting him from harm. It can heal itself over time, and it still produces poisons. In addition to Arklar’s already formidable Orcish physique, the coatl skin enhances his durability and athleticism to untold heights. However, Arklar’s actions are partially controlled by the plumed serpent spirit that has consumed half of his own soul. While Arklar would normally fall into the Chaotic Neutral alignment, the serpent soul within alters his sense of morality and judgement, guiding him to fall closer to Lawful Neutral. The hide follows Aztec theming in respect to the Coatl Daysign. The hide causes Arklar to shirk self-interest. He cannot feel pleasure from acquiring wealth, fame, or power. Arklar is driven to help his tribe, or his party, and the only way he may feel gratified is by being of use to them. The Hide gives him the tools he needs to do this. Class If you had to pin Arklar into a “classification” of adventurer, he would best be described as a “combat healer”. He is a formidable fighter in his own right (as are most orcs), but his ability to heal and protect his allies makes him more valuable in a support role. Arklar leaps into the fray, and while dealing moderate damage he will assist his allies with healing magic and debuffing poisons. Personality Arklar is an orcish shaman. His role within the tribe is as a healer, a consultant, a counselor of a sort. He is a selfless member of the tribe, sacrificing his personal interest and even his own family name to become a tool for his chief or his raiding party. Arklar is only half of the personality he once was, and he has a dualistic split due to the Coatl spirit possessing him. Like all orcs, he has a certain amount of blood lust. He will never run from any fight, even if it brings him death. He will never turn down a challenge, even if his foe is stronger. He will never abandon an ally, the Plumed Serpent won’t allow it. He will favor healing over damage, the Plumed Serpent demands it. Because Arklar does not value material possessions or fame, he is valued in any orcish raiding party. He will always turn down the spoils of war, save what he needs to survive. Instead, Arklar gives his share to his comrades to further strengthen the rest of his tribe. Arklar’s sense of purpose is directly tied to the success of his tribe, family, or friends. He can only feel fulfillment if he has helped someone else achieve glory. He feels no sense of accomplishment when he acquires glory for himself. In his mind, all glory is to better his tribe, and Arklar will always take a back seat in order to boost an ally to higher achievements. Magic of the Plumed Serpent Akrlar’s Coatl hide, as I’ve described, is a living entity that forms a symbiotic relationship with it’s host. Arklar gave half of his soul to the spirit of the hide, and in exchange the Coatl gave him it’s body. Because half of his soul is that of the Coatl, Arklar is able to wield the magic of the Coatl. Arklar’s magic represents The Eternal Waters. Lifeforce may flow through him from “The Shadow Soul” and into others. In this way, Arklar is able to heal the wounds of his allies with a touch. While in battle, Arklar accumulates stacks of Endless Water. He can accumulate a maximum of five at one time, gaining a single stack at the beginning of each turn. For one prep, Arklar can consume any number of Endless Water stacks to perform a feat of healing magic equivalent to the stacks he has spent. One Stack; Arklar may touch an ally and heal them of one minor wound. A minor wound is something like a superficial cut or bruise, or minor bone fractures. Two Stacks; Arklar may touch an ally and reduce the severity of one moderate wound to a minor wound. A moderate wound is something like a deep tissue laceration, a moderate bone fracture, or an eye gouge. Three Stacks; Arklar may touch an ally and reduce the severity of a major wound to a moderate wound. Examples of major wounds are broken bones, internal bleeding, and severe head trauma. Four Stacks; Arklar may touch an ally and reduce the severity of a fatal wound to a major wound. A fatal wound is something like a severed limb, a slit throat, a burst organ, or disembowelment. Five Stacks; Arklar may bring a fallen ally back to life, so long as they haven’t been dead for more than one minute. He may do this only once in a day. The target must be willing to return to life. Arklar is unable, in any capacity, to use this method of healing on himself. Instead, the Plumed Serpent affords him a basic healing factor detailed below. One small quirk afforded by the Hide’s magic is the ability to communicate telepathically with snakes, Coatls, and Nagas within sixty feet. Physiology of the Plumed Serpent In addition to healing magics, Arklar has an above-average healing factor for an orc. He is able to reduce the severity of wounds inflicted over his Hide by one stage once every three turns. One wound is selected and healed. Wounds given to his face, forearms, and his legs below the knee are not healed by the Plumed Serpent hide. Wounds that penetrate below the hide and into his orc flesh are only healed on the surface and continue to bleed under the hide. The hide is roughly one half inch thick. Arklar is able to push himself beyond his own formidable physical limitations by the grace of his coatl hide. He is able to sprint for twice the distance of a normal orc, leap three times as high, and his natural senses are enhanced by a thermal-sensory organ embedded within his hood and taste/smell receptors on his palate. Arklar has a long forked tongue. By consuming some of his magic, Arklar can enhance these top condition feats into forms that rival a demigod. If out of combat and uninterrupted, Arklar may sprint indefinitely, leap absurdly far, and track prey up to three hundred feet away or one mile downwind with his sense of taste. Once he enters an active combat area, he loses these benefits. For one prep, Arklar may restore one of these benefits for one turn. He may spend additional preps to continue channeling the benefit until interrupted. Every day, Arklar produces a small amount of Coatl venom. This venom can be severely crippling in moderate doses, or deadly in high doses. Arklar only produces enough to temporarily paralyze medium or large sized creatures, or to stun huge or larger creatures for one round. For one prep, Arklar can part the jaws of his Coatl Hide and bite a creature with it’s fangs to inject the venom. This can only be done once per day. On top of his already rhino-like hide, Arklar is protected by hard snake scales all around his head and core. He is more resistant, as a result, to the claws and teeth of wild animals. Steel blades can still slice through these scales as well as they could his normal thick orc skin, but because of the Coatl’s Endless Waters magic, he can heal from these wounds over time. While Arklar can heal from cutting and surface wounds to his skin, he cannot recover from internal damage. Blunt force trauma is therefore the most lasting damage type against him. Akrlar is highly susceptible to magical Fire and Cold damage, but natural heat and chill is not a bother to him. Shamanistic Medicine Arklar engages in shamanistic medicine, using rituals and poisons to cure his allies of ailments or to enhance their attributes. Arklar brews several potions and creates various totems to give his allies help in times of need. Equipment Arklar carries around several pieces of equipment to engage in his shamanistic medicine. These include containers, alcohols, and magical reagents. Component Pouches; Arklar carries three component pouches. One pouch is for “bodies”, or base materials. These come in the form of pieces of dried animal flesh, living twigs, or insects. The second pouch is for catalysts, or activators. These come in the form of chemical powders or pastes that are applied to bodies or mixed with alcohol to make tinctures. The third pouch contains pieces of magic, or spell components. These pieces of magic can take the form of the feathers or hair from magical creatures, cursed idols, or magical metals. Pieces of magic are mixed with bodies or catalysts to create totems and potions. It is presumed that Arklar has every component he needs at any given time within the pouch, but once a pouch is punctured Arklar is only able to recover up to three specific components for later use. Totems Arklar may spend time in battle to construct a totem from components found in the many pouches hanging from his body. It requires a body, a catalyst, and a piece of magic to complete, taking a prep to apply each stage of the totem. Once complete, Arklar my give the totem to an ally, or place it down on the ground to apply an area of effect, depending on the purpose of the totem. If a totem is removed from a person or otherwise destroyed, it’s effects are immediately lost. Totem of the Jaguar; Totem of the Jaguar is applied to an ally to grant them three turns of enhanced speed and the ability to leap up to thirty feet into the air with a running start. Totem of the Serpent; Totem of the Serpent is applied to an ally to grant them a venomous magical aura. When they land their next melee attack against an enemy (within three turns), a festering magic takes hold in the wound causing it to become necrotic. This wound throbs painfully and paralyzes the local muscle for three turns, or until cured. Totem of the Eagle; Totem of the Eagle is applied to an ally, granting them uncanny accuracy on their next attack within the next three turns. It allows the affected ally to make one accurate ranged attack without having to take the time to properly aim. Totem of The Endless Waters; Totem of The Endless Waters is applied to the ground and grants a thirty foot diameter sphere of effect. Allies within the area are able to spend a prep to obtain healing as though Arklar had spent two charges of Endless Waters to heal them. The Totem lasts for three turns, but can only be used by each person once. Totem of Sacrifice; Totem of Sacrifice is applied to an ally. While the ally (henceforth known as Totem Bearer) carries the Totem of Sacrifice, damage is shared between Arklar and the Totem Bearer. Whenever the Totem Bearer receives damage, that damages is reduced in severity by one stage, but an equal wound appears on Arklar. Tincture By dissolving catalysts and pieces of magic in an alcohol, Arklar can create curative tinctures on the fly. Arklar has as many as eighteen one ounce doses of alcohol for the purposes of mixing tinctures, allowing him to make up to eighteen. Vitality Tincture; This tincture allows a target to ignore the effects of a debuff for a single turn, or to reduce the effects of an attack landed against them by one stage at any point within the next five turns. Side effects are a lack of coordination for one turn. Arklar must spend two preps to mix this tincture. Savagery Tincture; This tincture allows a target to recover from a crowd control effect immediately. Examples of crowd control are slows, hamstrings, roots, stuns, and paralysis. The tincture may need to be applied by an ally depending on the effect. Side effects are reduced inhibitions for one turn. It takes three preps to mix this tincture. Basilisk Tincture; This tincture cures a target of being turned to stone, so long as it is applied within one minute. Side effects are arthritic pains for one turn. It takes three preps to mix this tincture. Clotting Tincture; This tincture, once consumed, immediately stops bleeding wounds. It takes only one prep to mix this tincture. Side effects are a burning sensation in the mouth. Potions Differing from tinctures, potions do not contain alcohol, and mixing potions together can create volatile and dangerous situations. Potions are prepared ahead of time, and thus don’t require any preparation in combat. Arklar may only carry up to three potions prepared for combat, but their effects are strong to compensate. Health Potion; The most iconic of potions, a health potion can reduce the severity of a major wound to that of a minor wound. A creature who drinks a health potion cannot drink another potion for the next five turns. Rabid Potion; The Rabid Potion, once drank, will enhance the blood lust and healing factor of its beneficiary for three turns. Each turn, the one who drank the potion may reduce the severity of any one wound they have received by one stage. In addition, they must attack the nearest creature at least once each turn. Iron Body Potion; Drinking this potion will make your skin as tough as iron for a limited amount of time. For the next three turns, it is possible for someone under the effects of this potion to shrug off the effects of any physical attack that lands against them. It does not stop magic or directed thermal or electrical energy. Antidote; A cure-all potion for poisons and toxins. Using strong magical components Weapons Arklar carries a few different weapons. Combat Pickaxes: A pair of matched pickaxes. The handles are two feet long, tipped with a hooked spike ten inches in length. The back side of the bit has a pear shaped counter-weight to help accuracy in the swing, or to use as a bludgeon if need be. Each pick weighs two pounds, and the hafts have a slight S curve. Bolo: An agricultural knife, not unlike a machete. This bolo is the sort with a long leaf-shaped blade. It starts narrow near the grip, bulges out in the middle, and comes to a fine point. Arklar's bolo is twenty inches long with a ten inch horn grip. Used mostly for utilitarian purposes, but it makes a fine backup weapon if Arklar loses his picks. Blowgun: While Tanaoran Orcs definitely have the technology to make a mechanical spring gun, or a gas powered dart gun, Arklar adheres to an old style of thought. He uses a hollow wooden blow gun to shoot poisoned darts. He can carry up to thirty darts at a time in a pouch on his waist. The blow gun itself is one meter long. Arklar uses a pumiliotoxin on his darts, taken from the skin mucus of poisonous frogs. When he scores a hit with his poisonous dart it applies the poison to the local area, causing the muscle therein to become sluggish for a limited number of turns (between 1 and 3 depending on the target’s healing factor)
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