Accepted Characters: -Alula Class: Oracle Hp: 22/22 Gold: 0 pieces Inventory: Staff, Cloth Armor, Robes Powers: -Moonlit Script: "Once per night while you sleep, your hands produce mysterious writing that pertains to the future." Alula often awakes to find strange words written all around her, often in the dirt or on paper and even her skin. Sometimes she can read them but other time she cannot. -Lunar Prophetic Visionary: "Your oracular abilities give you a glimpse into the future." Alula can enter a deep trance to receive a vision of the future. The trance lasts for 10 minutes, during which time she can do nothing else. If she is interrupted, she must begin again. When she comes out of the trance, she will be extremely drowsy and difficult to communicate with. This can sometimes happen without Alula initiating it. -Moonbeam: "You can fire a ray of moonlight as a ranged touch attack at any creature within 30 feet. This ray may blind target creature can be used 10/day - Haze of Dreams: You fill an enemy's head with waking dreams, a reminder of the pleasures, delights, and terrors to be found in the dream world. While in this strange dream state, the target moves at half its normal speed. Can be used 5/day Skills: Navigation (Night-only), Heal, Perception Weaknesses: Walks with Limp, Slow Reflexes, Poor Memory -Kelvin Class: Engineer Hp: 28/28 Gold: 2 pieces Inventory: Repeater Crossbow, Backpack (4 torches, 20ft. of Rope, 5ft. of Cord, 10 metal stakes, 3 Sticks of Dynamite, Bucket, Canvas Tarp, Stack of paper, 10ft. of String, 1 Small keg of gunpowder, 15 crossbow darts), Toolbelt: (Hammer, 3 screwdrivers of different sizes, Shears, Flint & Steel, Chisel, Bear Trap, Pouch with 7 crossbow darts) Powers: needs 10 minutes to make a bomb of any kind Skills: Craft (Machinery), Craft (Explosives), Craft (Pyrogenics), Disarm Traps Weaknesses: Can't fight, deaf in one ear -Carver Class: Paladin Hp: 40/40 Gold: 10 pieces Inventory: Longsword, Greatsword, Heavy Steel Shield, Full Plate Armor Powers: Faith Skills: Diplomacy, Knowledge (Religion), Endurance Weaknesses: Can't lie, strict moral codes of paladin order, slow due to armor -Separ Kurel Class: Arcane Brawler Hp: 20/28 Gold: 0 pieces Inventory: Dagger, Cloth Armor, 4 Tents, Backpack, 8 Sleeping Bags, Medkit Powers: -Heated Hand (stance): By channeling mana into his hand, Separ can heat his hands up till they are as hot as a small campfire. The effect doesn’t last all that long, but it does hurt quite a bit if you get punched with it. Once activated, lasts until concentration is broken or caster ends it, can be used 4 times/day, must be concentrated on. -Gut-buster: Separ throws a strong punch towards an opponents gut and sends a small shockwave of energy through them. The shockwave itself doesn’t do any damage, but it does have the chance of causing nausea in the opponent. A particularly lucky strike may even have Separ’s adversary throw up on the spot. (slight damage increase, may cause nausea) Can be used 5/day, must be concentrated on -Flurry of blows (stance): Attacks an enemy rapidly at the cost of accuracy. Once activated, lasts until concentration is broken or caster ends it, must be concentrated on -Emotional Aura: Separ gains a bonus to his attack based on his current hp (percentage, higher is better), as well as the emotions he's feeling at the time. The stronger his emotions the better, though obviously if he does not want to fight at all his power will go down. The aura itself emits a low blue light that gives off his position in the dark, but doesn't actually illuminate anything more than a meter or so away. (passive) Skills: Unarmed Combat, Focus, Traverse Terrain Weaknesses: Weak against larger oppenents, fear of undead... (Bring out the Hulking Zombie) -Vis Starkweather Class: Rogue Hp: 16/20 Gold: 19 pieces Inventory: Rapier, Dagger, Knuckle Dusters, Leather Armor, Stag Leather Bag, rock, Sling, 8 loaves of stale bread, pornographic scroll named "Succubus Monthly", Raider's tunic Powers: Nope Skills: Stealth, Climb, Streetwise, Wordthrowing Weaknesses: Low Hp, Terrible Communicator, Blind and Partially Deaf on the left side, Face is wrecked on the left side, blind eye glows -Furnace: Class: Blight Druid Hp: 22/22 Gold: 140 gold Inventory: Broadsword, Smithing Hammer, Leather Apron, Net Powers: -Immolate: Furnace can naturally burn his own and readily available energy sources. The flames either fan out to scorch everything nearby or concentrate to melt metal. This requires concentration to manifest, but just energy or fuel to maintain. Can be used 5/day, requires fuel of some kind -Enervate: Furnace can force energy to become positively charged, if he infuses this into a living being it heals wounds and energizes the creature. Can be used 10/day, heals 10 Hp -Animate: He can also force energy to become negatively charged, this has the opposite effect as Enervate does. He doesn't know it, but he can use it to heal undead and temporarily animate corpses. Can be used 10/day, heals undead 10 Hp -Energy Conduit: Furnace can absorb energy directed at him or from his immediate surroundings and channel it trough himself. He must send this energy away again directly or risk overload. As he expels the energy it fuels another of his abilities. Increases energy based powers by 20%. Skills: Crafting, Spell-Craft, Appraise Weaknesses: Socially Awkward, Naïve, Bullied, Clingy -Suki Enkou (Calamity Queen) Class: Necromancer Hp: 12/18 Gold: 145 pieces Inventory: Doubled-edged Scythe, Cloth Armor Powers: -Necropolis: The mainstay of almost all necromancy, this allows her to summon up either skeleton or zombie creatures. Skeletons have the advantage of damage dealing, but are more brittle than their fleshier counterparts, who in turn, deal less damage. The more numerous/powerful the summon(s), the more it costs. 2 Skeles/Zoms = 6 Hp, 4 Skeles/Zoms = 10 Hp, 6 Skeles/Zoms = 16 Hp -Shadow Step: A more effective method of dodging attacks. Whenever an attack is about to hit, she will seemingly dissipate into the shadows, before appearing elsewhere. Can also be done for movement to a hard to reach location, or surprise attacks. Range and strength of natural shadows in the surroundings dictate how much life it costs. 10 ft = 8 Hp, 20 ft = 14, Bright light = +6 cost, light shade = +3 cost, Heavy shade = +0 cost, Darkness = -2 cost -Devouring Kiss: A seemingly simple spell, this is also one of the most important spells that allows Suki to stay alive. She basically kisses someone, regardless of gender, and can either drain them of energy, or their life. The former has the advantage of not killing the target, but the later is more efficient in sustaining her. Heals 5 Hp, Killing heals to full Hp but can only be done 1/week -Interweaving: A spell that is partially based on illusions and shadow play. Like how there are those people who attracts every gaze from the vicinity with their commanding aura or the like, there area hose who blend into the background. This ability does exactly that. It makes one more inclined to pass over Suki without noticing her. However, this does not work on those who've already noticed her. She would have to escape their line of sight, and mingle in the crowds, before they too become affected. Skills: Seducing, Stealth, Streetwise Weaknesses: Spells cost life, Can't dodge surprise attacks, Easily Flustered -Arastoph Class: Merchant Hp: 20/20 Gold: 165 pieces Inventory: Blunderbuss pistol, Stiletto Knife, Dagger, 2 handfuls of pellets, cloth armor, 10 glass vials Powers: Money (Mr. Krabs much) Skills: Persuade, Diplomacy, Appraise, Strategy Weaknesses: Weak, Reliant -Katya Class: none Hp: 8/8 Gold: 140 pieces (she took it from the cash register before the bakery was raided) Inventory: Cloth-wear Powers: None Skills: Climbing, Cooking, Stealth Weaknesses: Illiterate, Bratty, Rude, ill-tempered -Des Class: none Hp: 12/12 Gold: 0 pieces Inventory: Cloth-wear Powers: none Skills: none Weaknesses: Defenseless, Taken advantage of, Amnesia