The mind is it's own place and can make heaven of hell, and hell of heaven. The Raven Queen is not Evil. Let me start by saying that. Her domain is a natural part of the Great Cycle. People die and they replenish the world with thierselves. People die. It is the way of the world. To keep that cycle balanced is the duty of the Dark Lady's followers. It is not mindless death, it is harmony between what has come and what will come. If you follow the Raven Queen you do not go about in black, with painted eyes and gaunt skin. You aren't some mallgoth. There's no ban on healing. The Raven Queen doesn't want people to die, she wants people to stay dead. Death has meaning, and to take that meaning away is sickly and wrong. As her loyal follower, it is your duty to give death meaning. Ana Maria Villalonga de la Sierra Spirit 20 Favor 218 Boyish Sexy Maid Athletics 3 Affection 2 Skill 1 Cunning 2 Luck 2 Will 2 Elf ears Gynoid Imaginative Distant Relative of the master Uses a whip You Fight Like A Cow Stress Explosion: Stealing Brown Eyes Purple Hair Grey Uniform | Stats - 1 Ath; 3 Aff; 3 Skl; 4 Cng; 1 Lck; 2 Wil | Maid Types - Pure (Affn +1 Cng -1); Cool (Skl +1 Aff -1) | | Maid Colors - Dress Blue; Hair Green; Eyes Rainbow | SQs - Sickly; Actually A Guy; Shapeshifter (Spider); Tragic Love (Former Prostitute); | Maid Roots - Slave | Stress Explosion - World For Two | Maid Weapon - Shuriken/Kunai Born into the shadowy Spider Clan of Gensokyo, sold into prostitution, 'rescued' (bought) by Remelia. Used as a suck monkey. 26 Battle Einherjar uses what's known as "Random Battles". In battle, there are two rows, the back row and the front row. Each one has it's own benefits and drawbacks. When fighting normally, the characters on the front row are able to use all types of attacks, but can also be damaged by any attack. The characters in the back row are protected from melee attacks, but they can only do ranged attacks and cast spells. However, this is only a mechanical trait. If your Storyteller says that there's a table nearby, you can flip it, unless it's on the other side of the room. Skill levels Lvl | roll this 1 | 1d 3 | 1d+1 5 | 1d+2 7 | 2d 9 | 2d+1 11 | 2d+2 13 | 3d-1 15 | 3d 17 | 3d+1 19 | 3d+2 21 | 4d-1 23 | 4d 25 | 4d+1 27 | 4d+2 29 | 5d-1 Spirit - Rolled when healing, keeping conviction, or resisting magical or mental effects. Strength - rolled when beating something, exerting physical prowess, or resisting physical effects. Intellect - rolled when dealing with memory and brainpower. Agility - rolled when attacking and dodging, as well as doing things with your body. Essence - Strength+Spirit/2+3 - how much longer you have to live. An Einherji is a spirit that has had life returned to it, and essence is what keeps it tied to creation. A loss of Essence means an Einherji ceases to exist, at least temporarily. Essence is a combination of Health and Mana, as well as the very concept of a person. Attacking someone's concept is just plain mean. Chiyoko (Child of one thousand generations) Chinatsu (1000 Summers) Chiyuki (1000 Winters) Hiharu (1000 Springs) Chiaki (1000 Autumns) Hanako (Flower Child) Hikaru (light) Hitomi (pupil/eye) Hotaru (firefly) Momoe (100 blessings/rivers), Sachiko (Happy child) Shinju (pearl) Sora (Sky) Tsukiko (moon girl) Yuriko (lily child) Yukiko (Snow child) 11 16 14 16 14 13 Str 11; Con 14; Dex 16; Int 14; Wis 13; Cha 17 Fort 3 Ref 7 Will 5 [Cantrips] Mage Hand Prestidigitation Ghost Noise Summon Instrument Detect Magic [Level One] Disguise Self Summon Monster 64 SP Perform 8 Bluff 8 Disguise 8 Slight of Hand 5 Hide 6 Diplomacy 3 2745 Alluriel was born in a far-away land that doesn't actually matter. She was the youngest daughter of a rich land-owner or minor baron or some such, maybe even a king. Whatever it was, the past is past. She grew up being taught the ways of the courts, and ladylike things like sewing and singing and teaing. It didn't take long for her to realize how little she liked the life, and the final straw came when she was 12. She was to be married off for political reasons. She left her home that day and never looked back. She started dressing as a boy, something that her parents had hated, and since then has become more inclined to disguise herself as a man and let everyone assume she was one. He made his trade in taverns, swapping stories with travelers (most of which he made up) and learning the trade of the Bard. After a few years, he eventually settled in [CITY NAME HERE]. He's lived a life of lies and trickery, lying and cheating. He doesn't do it so much for the money, which he could have gotten had she stayed in her homeland and been married off for politics. Instead, Alluriel, or "Duenan", does things for the challenge. Currently, he has his sights, and heart, set on winning the heart of a drow merchant-queen's daughter, a rather icy woman, who secretly feels far too held down by her mother's position. A person much like Alluriel was, all those years ago. As such, Duenan has decided to win the girl's affections with a daring plan. Steal an airship. One docked in the town recently, to trade with her father, no doubt. It's small, but it's got enough room for his needs, and it's always more interesting to build your way up. A perfect plan will be set in motion. And of course, there's always the chance to start a new religion... <@Murmur> Encounters: P, 17, 13, 7 <@Murmur> Dailies: 15, 9, 5 <@Murmur> Utilities: P, 16, 10, 6, 2 Aegis of Shielding Swordmage Feature You create an arcane link between you and an enemy, allowing you to blunt its attacks against your allies. At-Will ✦ Arcane Minor Action Close burst 2 Target: One creature in burst Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If your marked target makes an attack that doesn’t include you as a target, it takes a –2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an immediate interrupt to reduce the damage dealt by that attack to any one creature by an amount equal to 5 + your Constitution modifier. At 11th level, reduce the damage dealt by 10 + your Constitution modifier. At 21st level, reduce the damage dealt by 15 + your Constitution modifier. Sword Burst Swordmage Attack 1 A sweep of your sword blasts those around you with force. At-Will ✦ Arcane, Force, Implement Standard Action Close burst 1 Target: Each enemy in burst Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier force damage. Increase damage to 2d6 + Intelligence modifier at 21st level. Lightning Lure Swordmage Attack 1 You lasso your foe with a leash of lightning and pull it into range of your blade. At-Will ✦ Arcane, Implement, Lightning Standard Action Ranged 3 Target: One creature Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier lightning damage, and you pull the target to the nearest unoccupied space adjacent to you. Increase damage to 2d6 + Intelligence modifier at 21st level. Special: If you cannot pull the target to an adjacent square, this power fails and deals no damage. _____________________________________________________________ Flamewall Strike Swordmage Attack 7 With a mighty sweep of your blade, dancing tongues of arcane fire rise from the ground at the feet of your foes. Encounter ✦ Arcane, Conjuration, Fire, Implement Standard Action Area wall 3 within 1 square Effect: You conjure a wall of contiguous squares filled with leaping flames that lasts until the start of your next turn. The wall can be 3 squares long and no more than 1 square high. Only 1 square of the wall must be within 1 square of you. Any creature that enters the wall’s space or starts its turn there takes 1d8 + Constitution modifier fire damage. Seed of Fire Swordmage Attack 13 Your attack leaves a glowing mote of arcane power in your enemy’s wound. You kick your foe free of your blade and watch it erupt in a blossom of hellish flames. Encounter ✦ Arcane, Fire, Weapon Standard Action Melee weapon Primary Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier damage, and you push the target a number of squares equal to your Constitution modifier + 2. Make a secondary attack. Secondary Target: Each creature within 2 squares of the primary target’s new location Secondary Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier fire damage. Aegis of Shielding: The secondary attack affects only enemies. Ice Cage Swordmage Attack 17 As your blade lances into your foe, ice erupts from the wound, winding around your enemy’s limbs in a crushing embrace. Encounter ✦ Arcane, Cold, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. Fortitude Hit: 1[W] + Intelligence modifier damage, and the target is weakened until the end of your next turn. If the target attacks while it is weakened, it takes cold damage equal to 5 + your Constitution modifier. Transposing Lunge Swordmage Attack 3 You thrust at your enemy, a flash engulfs it, and it suddenly appears elsewhere. Encounter ✦ Arcane, Teleportation, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier damage, and you teleport the target into a space adjacent to you. Aegis of Shielding: When you use your aegis of shielding immediate interrupt, you can use this power against the target as part of the interrupt, even if the target is beyond your reach. Firesoul Combustion Wildfire Genasi Attack 11 Searing gouts of flame roar from your body, rolling over nearby foes. Encounter ✦ Fire Standard Action Close burst 5 Target: Each enemy in burst Attack: Strength + 4 vs. Reflex, Dexterity + 4 vs. Reflex, or Constitution + 4 vs. Reflex Increase the bonus on attack rolls to +6 at 21st level. Hit: 3d6 + Strength modifier or Constitution modifier fire damage, and the target gains vulnerable 5 fire until the end of your next turn. _____________________________________________________________ Frost Backlash Swordmage Attack 1 As your enemy swings for the kill, your warding suddenly turns to ice and lashes out at your foe with the fury of winter. Daily ✦ Arcane, Cold, Weapon Immediate Interrupt Melee weapon Trigger: An adjacent creature hits you Target: The creature that hit you Attack: Intelligence vs. Reflex Hit: 3[W] + Intelligence modifier cold damage. Miss: Half damage. Deep Freeze Swordmage Attack 5 Driving your blade home, you hiss a word of power, and white bone-chilling mist begins to seep from your foe’s body. Daily ✦ Arcane, Cold, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. Fortitude Hit: 2[W] + Intelligence modifier damage. Effect: Until the end of the encounter, any enemy takes 1d10 cold damage when it moves adjacent to or starts its turn adjacent to the target. Glamor Blade Swordmage Attack 9 As you cut into your foe, the air shimmers around you for a split second, and then two of you stand before the enemy. Daily ✦ Arcane, Conjuration, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier damage. Effect: You conjure a duplicate of yourself in any unoccupied square adjacent to the target. The duplicate can be attacked and damaged normally. (It has the same game statistics as you do.) You and the duplicate share the same pool of hit points. Your duplicate can do anything that you can do. However, any actions taken by your duplicate come from your normal allotment of actions. (It doesn’t grant you any extra actions.) You can divide your actions between you and your duplicate as you see fit. For example, on your turn you could shift into a flanking position (a move action) while the duplicate draws a weapon (minor) and uses a standard action to attack with one of your powers. If you make an opportunity attack against a creature, your duplicate can’t also make an opportunity attack during that creature’s turn. If you end any turn more than 5 squares away from your duplicate, the duplicate disappears. Otherwise, the duplicate lasts until the end of the encounter or until you drop to 0 hit points or fewer. Inferno’s Sword Swordmage Attack 15 With a daring flourish of your blade, you unleash a blast of fire that dances madly about, setting your foes aflame. Daily ✦ Arcane, Fire, Implement Standard Action Close blast 3 Target: Each creature in blast Attack: Intelligence vs. Reflex Hit: 2d10 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing damage. Firesoul Conflagration Wildfire Genasi Attack 20 You reach out with your power and set an enemy’s blood aflame inside its body. Daily ✦ Fire Standard Action Close burst 5 Target: Each enemy in burst Attack: Strength + 5 vs. Reflex, Dexterity + 5 vs. Reflex, or Constitution + 5 vs. Reflex Increase the bonus on attack rolls to +7 at 26th level. Hit: 4d6 + Strength or Constitution fire damage, and ongoing 10 fire damage and the target is dazed (save ends both). Miss: Half damage, and ongoing 5 fire damage (save ends). Special: This attack ignores fire resistance and fire immunity. _____________________________________________________________ Utilities Dimensional Warp Swordmage Utility 2 You reach out with arcane power, and two of your nearby allies suddenly wink out and reappear in each other’s places. Encounter ✦ Arcane, Teleportation Minor Action Close burst 3 Targets: You and one ally in burst or two allies in burst Effect: Each target teleports into the other’s space. Both targets must occupy the same size space, or the power fails. Silversteel Veil Swordmage Utility 6 You raise a magical ward of thin, wispy silver mist. It seems no more tangible than warm breath on a frosty morning, but it gathers under enemy blows and turns them aside. Encounter ✦ Arcane, Force Minor Action Close burst 1 Targets: You and each ally in burst Effect: All affected creatures gain a +2 bonus to AC and Reflex defense until the end of your next turn. Bolstering Warding Swordmage Utility 16 The warding around you emits a soothing glow, restoring your vitality. Daily ✦ Arcane, Stance Minor Action Personal Effect: At the end of each turn, before making saving throws, remove one effect on yourself that a save can end. Embers of Life Wildfire Genasi Utility 12 Within your wounds, a lively flickering flame glows and surges. Ribbons of fire seal your wounds. Daily ✦ Healing Immediate Interrupt Personal Trigger: You take damage that would reduce you to 0 hit points or fewer Effect: Spend a healing surge. _________________________________________________________________________________ Music list "Hard to concentrate" Red Hot Chili Peppers