Fish's Bag (Do not touch)
Dec 26, 2022 20:27:43 GMT -5
Post by Fish the Tinkerer on Dec 26, 2022 20:27:43 GMT -5
Renown: 28
Skills:
Marksmen - Exalted
Stealth - Exalted
Alchemy - Exalted
Earth - Master
Unarmed - Master
Skills/Spells: (20/20)
Alchemist's Satchel:
1 Fire Catalyst
1 Light Catalyst
1 Water Catalyst
1 Nightmare Dust
1 Crafting Reagent
1 Mimic Slime
1 Ooze Core
1 Pulsar Gem
Infinite Inventory:
Bottle of Starlings
-A round bottle of what appears to be never-melting snow... but tip the bottle and snowlings will pour out. Snowlings, little round snowballs with legs, roughly about the size of a golf ball, are eager to help perform tasks, chores, carry an item, or cause a distraction— but they have no combat abilities and cannot speak. The entire group of Snowlings may be assigned one type of task at a time.
Explosive Bolts - x5
These bolts are fitted with a small impact charge inside the shaft. Upon making contact with a creature or surface, the compound explodes causing the arrow to explode from within, this deals moderate piercing damage and minor fire damage to those it has touched or are near the impact.
Tool Pouch
Flash Flask (x2)
Smoke Flask (x2)
Explosive Cask (x1)
Dueling Cloak- A specially-crafted cloak made for duelists and other such people. This cloak has weights sewn into the seams along its edges, giving it a hefty swing. While providing no protection itself, the cloak can be swung by skilled fighters to parry or deflect incoming attacks. .
Blink Cape - An unassuming cape that allows it's wearer to teleport up to 30 feet to any spot they can see with their eyes. This can be used twice per topic.
Free Flowing Scarf -This accessory is remarkably adept at catching the wind quickly and reducing the speed of a fall to a safe velocity before the wearer has dropped more than ten feet. This enchantment can also assist the owner in similar feats of travel, like drifting across wide chasms that are uncrossable by jumping.
Parasite Poison
-A tiny glass bottle filled with lavender liquid. This liquid can be applied to objects or even applied directly to the target. When the liquid is applied to the skin, it will begin to eat away at the top layer of skin, almost like burning it away. This will expose the wound and make it vulnerable to more damage, as well as deal damage itself.
Liars Quill
-A small feather quill that comes with its own ink. Those who write with this quill find they can write in any language, can alter their hand writing and ever write words they do not understand. Also, anything written down with this quill is taken as the truth, no matter how much of a lie they are. This will not convince people to do things against their will, but will be considered to be the truth.
Storm Chocolate
A small piece of chocolate with a fluffy, white filling. When consumed, the eater will be able to cast Call Tornado once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
Sulphuric Smoke Bomb
-An enclosed, round glass bottle containing sulphuric gas. This vial may be thrown, and will spread in a 10 foot diameter around the impact zone; if exposed, targets will suffer from viewing impairment, burning lungs, and uncontrollable coughing. The gas can be ignited by introducing fire to it, which will cause it to erupt into a cloud of fire. The cloud will linger for two posts. After moving from the cloud, the poison will wear off on your next post.
Comes with one single use
God Fire
-A small container that holds purple fire which seems to never go out. This container can be shattered or thrown against something, coating the area around the broken container in the bright purple fire. Anything in a 5 foot radius of the broken container will be coated in the fire, however they will feel no heat nor physical burning. The flames will instead begin to burn at their soul, causing the afflicted to feel immense pain within their bodies. This allows you to inflict fire damage to a living creature without burning other objects around them and allows you to ignore things like armor or flame resistant effects. Contains enough for one use per topic.
Fish's God-Killer Poiosn
-A deeply noxious poison made from a mix of nearly every known poison that comes in a small, single use vial. It can be coated on a weapon or 1 piece of ammunition. When the poison enters the blood stream it can have a devastating effect, dealing minor poison damage, but worse than that is it causes the targets body to seize up. A creature hit by this poison is paralyzed for their next post and cannot be healed by novice or master level healing spells. When the poison runs its course or is healed, the target will still feel slow and sluggish for one post.
Seed of Doubt
-A sticky sapling from a toxic tree that can be attached to a persons clothing or body and is very hard to pull off, requiring a full action or the use of fire to remove. While the seed is attached to someone, any potion or consumable they eat will have no effect, positive or negative. The seed will absorb the effects, rendering them useless. After the effects of three consumables have been ignored, the seed will fall off on its own.
Trickster's Tonic
-The Trickster's Tonic is a unique mixture that can be used to help hide or reveal people. Inside the bottle is a liquid that looks like a shimmering oil slick, with glitter suspended throughout thanks to the creator's assistant. When the bottle is shattered that liquid quickly aerosolizes into a gas taking up a 15 foot sphere. The gas has 2 separate functions: those who are currently visible to the naked eye become translucent and those that are cloaking their presence become opaque. The targets must have a corporeal form to be affected. This effect lasts three posts before fading. During this time those impacted are unable to either make themselves seen or hide from sight.
Comes with one use per thread.
SHARPSHOOTER
Shooters Sense:
You have spent so much time behind a ranged weapon that you have started to form a sixth sense, able to read your enemies movements and predict the shot, even without being able to see them. You are now able to passively aim at your target, even if your sight is obscured by things like mist, smoke or even the darkness. Vision impairing abilities or effects no longer prevent you from shooting at your enemy.
Far Sight:
Your aim and range as a marksman has increased, making you even deadlier at long ranges while using a range weapon. You can see just as clear as normal but now at twice the distance, letting you track and see targets even at incredibly long distances. Your reach with a weapon has also increased, letting you fire a weapon twice as far as you normally would be able to.
Level Two
Quick Draw:
You now have become incredibly quick and agile with your weapons, allowing you to manipulate and use them faster than others. You now ignore the reload speed of any ranged weapon that uses ammo and can draw a ranged weapon from its resting place in twice the speed, letting you get more shots off or respond to enemies much faster than you normally could.
Blood Trail:
Damage done by your range weapons now cause the wounds to bleed even more, forcing excess blood from the wound. This will cause anyone who has taken damage to leave behind a blood trail, which you have trained to track. This bloodtrail will spatter the ground, leading you directly to your target. This makes it incredibly hard for your enemy to hide once you have damaged them.
Level Three
Piercing Shot
With the focus and patience of a true sharpshooter, you have gained the ability to charge a shot, holding back your strike for a short duration and building up tension. You can choose to super charge your next shot, giving it extra punching power. The charged shot will ignore things like armor, structures or walls and can be used to pierce things, ignoring the defensive capability of it. This allows you to shoot through a barrier or even hit an enemy directly, ignoring their armor. You only get two charged shots per topic.
Crippling Wounds
Damage with your range weapons now cause crippling wounds, wounds that sting and burn, lasting longer than normal. These wounds can not be healed by spells or abilities and take twice as long to heal naturally. This prevents others from healing the damage you dealt, allowing you to close in and truly finish off your prey.
Level Four
True Hunter
You have reached the top of ranged attacking, becoming so dangerous you no longer need to see your enemy to be able to take them out. You can now manipulate your ammo or weapon mid flight by launching it with great skill and style. You can now ricochet your shots off of solid surfaces, bouncing them of of walls or structures. This can be helpful in tricking your target or even hitting them at awkward or impossible angles. You also are able to bank your shots, causing them to curve around solid objects such as walls or structures. This allows you to hit an enemy even if they are hiding behind something or trying to use cover.
Skills:
Marksmen - Exalted
Stealth - Exalted
Alchemy - Exalted
Earth - Master
Unarmed - Master
Skills/Spells: (20/20)
Silent Step | You have trained and honed your body to be as quiet as it can be. Your foot steps now make no noise when stepping, walking or moving across surfaces. Your foot steps are muffled and silent, allowing you to move without being heard. This does not work if you are running however and can still be heard when moving at quicker speeds. |
Adrenaline Rush | A skill that allows you to summon forth an immense amount of energy from within your body, allowing you to increase your own bodies speed. You can use this ability to instantly dash in one single direction up to 15 feet. You remain physical and simply run at increased speeds for a burst of time. This allows you to close gaps or create gaps when needing to flee. You can still be hit while dashing but move three times your normal running speed. Can only be used twice per topic. |
Lock Pick | This skill gives you the ability to pick just about any lock using simple tools such as a piece of metal, or even natural items like a stick. You can expertly manipulate the item to find the tumblers and quickly unlock the object, be it a chest, door or even a jail cell. |
Dark Vision | Spending much of your time in the shadows and darkness your eyes have become adjusted to seeing in the dark. This allows you to see normally in any amount of darkness as if it was day time. This only works in natural darkness and does not apply to magical darkness or spells. |
Escaping Technique | A very useful skill to have for people who are use to getting caught or restrained. This skill gives you the knowledge and ability to free your self from normal restraints such as rope or manacles. You know the precise way to free yourself from bondage and can do so in a quick and quiet way. This does not help with magical binding or restraining effects. |
Surface Scaling | This technique makes you an expert climber or scaler, giving you the knowledge of how to climb and cling to surfaces. Almost like a spider you have gained the unnatural ability to hang onto walls or solid surfaces and climb up vertical surfaces that normal people could not. You have expert knowledge of hand holds and vertical movement, letting you reach higher places than normal. |
Cheap Trick | Your training in marksmanship has taught you that sometimes the best defense when a target gets to close is to rob them of them their sight, making you harder to hit in the process. You are armed with a collection of detritus of various forms you usually keep in a satchel. You can reach into this satchel at a moments notice and throw the contents in the direction of your attacker causing a blinding effect as it catches the light and if it gets in the target's eyes. This gives you a brief moment to retreat to safer ground unimpeded. |
Volley Shot | Overloading your Marksman weapon medium, you fire five shots/attacks at your target all at once and with pinpoint accuracy. You can attempt to strike at the same spot multiple times, or five different targets all at once. Can only be used twice per topic. |
Sound Throwing | By touching yourself, another person or even an object, you can cause the affected thing to let out any sound you desire. This can be used to alter your own voice or that of an allies. Can even be used to cause a random object to let out a sound, such as a chair talking like a person, or a tree giving off the sound of fire. These sounds are not real, but used to mimic and distract. |
Sand Prison | A spell that causes sand to swirl around a targets feet, stopping at their knees and then solidifying, locking them in place. You can target one enemy ten feet away from you, causing them to be unable to move their feet for their next post. During their next post, the effected can still use their upper body and cast spells, but they can not move or use spells/abilities that would move them, such as dashes and sprints. This spell has a three post cooldown. |
Back Stab | You are most deadly when unseen, and this skill allows you to strike at the perfect moment. As long as you are striking you enemy in the back or from an unseen position, you deal double damage with your strikes. You enemy must not be able to see you for this ability to work and it must come from behind them. However when these conditions are met, you are able to deal a large amount of damage. |
Arcane Glasses | When wearing these special glasses, one can easily see magic in effect. By focusing their gaze and concentration on an object they can discern permanent enchantments from temporary enchantments, and even one wholly unskilled in magic can discern magic effects. While looking at a spell or enchanted weapon, you learn everything about that spell or enchantment. You can also identify what kind of magical effect or enchantment is placed on a weapon or item. |
Create Spark | By snapping your fingers you can summon forth a small flame that dances on the ends of your finger tips. This flame can be used to ignite flammable material like straw or hay, can be used to heat food or ignite objects like camp fires or torches. While this does burn, it does not create enough fire to deal large amounts of damage. |
Lock Pick | This skill gives you the ability to pick just about any lock using simple tools such as a piece of metal, or even natural items like a stick. You can expertly manipulate the item to find the tumblers and quickly unlock the object, be it a chest, door or even a jail cell. |
Heat Object | By touching an item or object, you cause it to radiate heat and glow like magma. The object becomes hot to the touch, turning a bright red, regardless of the material it is made of. This causes anyone who touches the object to burn themselves, forcing them to drop the object if they are holding it. -Deals fire damage- |
Cat's Grace | Your reflexes and basic body movement become extremely agile and nimble, allowing you to move around without the fear of falling or tripping over something. As long as you are moving you can not be knocked over or knocked off of something. If you do fall you will take no damage, landing safely on your feet as long as you have fallen less than two hundred feet. (falling off a mountain does not help you) |
Deep Impact | By channeling your strength into a ranged attack, such as a weapon throw or bow pull, you can add more force into the attack, causing the ammo or weapon to lodge itself even deeper into a struck target. This will deal increased minor damage but will also be nearly impossible to remove, leaving the weapon lodged into the target for the next two post, causing discomfort and awkwardness in movement. |
Rogue's Riposte | To use this ability, you must have a small concealed weapon on your person, such as a knife or dagger. When you are subject to a melee attack, you may draw your concealed weapon and parry the attack with it, granting you a hit prevention against that attack. In addition, your next attack against your opponent in the same post will ignore physical armor (but not magical sources of armor). This ability can be used twice per topic, with 1 additional use if you have the Stealth Skill Quick Palm. |
Foreboding Presence | Casting this spell sends an aura out from your body, up to 100 feet from you. However this spell will only affect anyone in the area who can not see, detect or is unaware of your presence. If anyone in that range is unaware of you or can not see you they will fall under the spells effect. Those affected will get a sick sense of dread, like someone is watching them or stalking them. They will become fearful, nervous, anxious and start to panic, causing their problem solving skills and decision making to drop severely. This spell last for two post. |
Seismic Mapping | By closing your eyes you can send out a pulse through the earth, mapping the area and picking up on any living creature in the immediate area. You get a layout of the area, mapping any structures or objects in the location. You also get a sense of how many living creatures are in the area and what they are race wise. |
Eightfold Path Fist | A technique used to completely incapacitate a target, the Eightfold Path Fist targets specific nerve clusters to remove mobility and stun. Over the course of four posts, if the user hits the target they will stun the affected limb for a post, each successful hit adds an additional post to the initial duration of the technique; ex. A successful hit occurs on the second post, the duration goes from two more posts to three more. Can be used once per topic. |
The Azucena Counter | Upon a melee attack being launched at the user, the dodge hit prevention is activated. A sleek, minimalist dodge towards the opponent getting under and inside their reach, the Azucena Counter is the perfect setup to launch a counter offensive. This ability has a two post cool down before it can be used again. |
Fluency | The owner can cast this spell on themselves or on another target. Once under the effect of this spell the target can speak, understand, read and write any language, regardless of what it is. This allows them to speak to other beings who may not understand them, or read a language they might not know. This can not be used to speak to animals or beings that are not considered self aware. |
Alchemist's Satchel:
1 Fire Catalyst
1 Light Catalyst
1 Water Catalyst
1 Nightmare Dust
1 Crafting Reagent
1 Mimic Slime
1 Ooze Core
1 Pulsar Gem
Infinite Inventory:
Bottle of Starlings
-A round bottle of what appears to be never-melting snow... but tip the bottle and snowlings will pour out. Snowlings, little round snowballs with legs, roughly about the size of a golf ball, are eager to help perform tasks, chores, carry an item, or cause a distraction— but they have no combat abilities and cannot speak. The entire group of Snowlings may be assigned one type of task at a time.
Name | Type | Physical Description | Damage | Specialty | Enhancements | Size |
Light Crossbow | Marksman | A slick crossbow made of darkened wood and blackened metal to make it difficult to see at night. | Piercing | Range | Dual Shot + Blurring | Medium |
Throwing Knives | Marksman | A set of throwing knives styled in the shape of crow feathers. | Piercing | Range | None | Small |
Double Flintlock Pistol | Marksman | A flintlock pistol with an oak handle and polished steel barrel. | Piercing | Range | None | Medium |
Musket Rifle | Marksman | A long barreled gun with arcanatek markings that help it fold down to be more portable. | Piercing | Range | None | Large |
Kusarigama | Blade/Marksman | The Kusarigama is comprised of a Kama or Sickle, and long piece of chain with a weight attached at the other end. You can use this weapon to grapple people or objects and pull them towards you a short distance, as well as attack with the sickle or weighted side at range. | Slashing | Range | Off-Hand + Returning | Medium |
Folding Shuriken | Marksman | The folding Shuriken looks like a large talon like blade attached to a circular ring, with the blade being roughly the size of an adult human forearm and looks very similar to a hoof knife meant for the large stone Oxen found throughout the Crescent isles. The user however can unfold the blade into a four bladed star shaped throwing weapon, making it look like a comically large shuriken. These are typically used with rope or wire to redirect them once thrown and retrieve them easily. | Slashing | Range | Blurring | Medium |
Cold Iron Knuckles | Unarmed | A pair of darkened iron knuckles that can easily be mistaken for rings given their size. | Bludgeoning | Hand to Hand | Cold Iron |
These bolts are fitted with a small impact charge inside the shaft. Upon making contact with a creature or surface, the compound explodes causing the arrow to explode from within, this deals moderate piercing damage and minor fire damage to those it has touched or are near the impact.
Tool Pouch
Flash Flask (x2)
Smoke Flask (x2)
Explosive Cask (x1)
Dueling Cloak- A specially-crafted cloak made for duelists and other such people. This cloak has weights sewn into the seams along its edges, giving it a hefty swing. While providing no protection itself, the cloak can be swung by skilled fighters to parry or deflect incoming attacks. .
Blink Cape - An unassuming cape that allows it's wearer to teleport up to 30 feet to any spot they can see with their eyes. This can be used twice per topic.
Free Flowing Scarf -This accessory is remarkably adept at catching the wind quickly and reducing the speed of a fall to a safe velocity before the wearer has dropped more than ten feet. This enchantment can also assist the owner in similar feats of travel, like drifting across wide chasms that are uncrossable by jumping.
Parasite Poison
-A tiny glass bottle filled with lavender liquid. This liquid can be applied to objects or even applied directly to the target. When the liquid is applied to the skin, it will begin to eat away at the top layer of skin, almost like burning it away. This will expose the wound and make it vulnerable to more damage, as well as deal damage itself.
Liars Quill
-A small feather quill that comes with its own ink. Those who write with this quill find they can write in any language, can alter their hand writing and ever write words they do not understand. Also, anything written down with this quill is taken as the truth, no matter how much of a lie they are. This will not convince people to do things against their will, but will be considered to be the truth.
Storm Chocolate
A small piece of chocolate with a fluffy, white filling. When consumed, the eater will be able to cast Call Tornado once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
Sulphuric Smoke Bomb
-An enclosed, round glass bottle containing sulphuric gas. This vial may be thrown, and will spread in a 10 foot diameter around the impact zone; if exposed, targets will suffer from viewing impairment, burning lungs, and uncontrollable coughing. The gas can be ignited by introducing fire to it, which will cause it to erupt into a cloud of fire. The cloud will linger for two posts. After moving from the cloud, the poison will wear off on your next post.
Comes with one single use
God Fire
-A small container that holds purple fire which seems to never go out. This container can be shattered or thrown against something, coating the area around the broken container in the bright purple fire. Anything in a 5 foot radius of the broken container will be coated in the fire, however they will feel no heat nor physical burning. The flames will instead begin to burn at their soul, causing the afflicted to feel immense pain within their bodies. This allows you to inflict fire damage to a living creature without burning other objects around them and allows you to ignore things like armor or flame resistant effects. Contains enough for one use per topic.
Fish's God-Killer Poiosn
-A deeply noxious poison made from a mix of nearly every known poison that comes in a small, single use vial. It can be coated on a weapon or 1 piece of ammunition. When the poison enters the blood stream it can have a devastating effect, dealing minor poison damage, but worse than that is it causes the targets body to seize up. A creature hit by this poison is paralyzed for their next post and cannot be healed by novice or master level healing spells. When the poison runs its course or is healed, the target will still feel slow and sluggish for one post.
Seed of Doubt
-A sticky sapling from a toxic tree that can be attached to a persons clothing or body and is very hard to pull off, requiring a full action or the use of fire to remove. While the seed is attached to someone, any potion or consumable they eat will have no effect, positive or negative. The seed will absorb the effects, rendering them useless. After the effects of three consumables have been ignored, the seed will fall off on its own.
Trickster's Tonic
-The Trickster's Tonic is a unique mixture that can be used to help hide or reveal people. Inside the bottle is a liquid that looks like a shimmering oil slick, with glitter suspended throughout thanks to the creator's assistant. When the bottle is shattered that liquid quickly aerosolizes into a gas taking up a 15 foot sphere. The gas has 2 separate functions: those who are currently visible to the naked eye become translucent and those that are cloaking their presence become opaque. The targets must have a corporeal form to be affected. This effect lasts three posts before fading. During this time those impacted are unable to either make themselves seen or hide from sight.
Comes with one use per thread.
SHARPSHOOTER
Shooters Sense:
You have spent so much time behind a ranged weapon that you have started to form a sixth sense, able to read your enemies movements and predict the shot, even without being able to see them. You are now able to passively aim at your target, even if your sight is obscured by things like mist, smoke or even the darkness. Vision impairing abilities or effects no longer prevent you from shooting at your enemy.
Far Sight:
Your aim and range as a marksman has increased, making you even deadlier at long ranges while using a range weapon. You can see just as clear as normal but now at twice the distance, letting you track and see targets even at incredibly long distances. Your reach with a weapon has also increased, letting you fire a weapon twice as far as you normally would be able to.
Level Two
Quick Draw:
You now have become incredibly quick and agile with your weapons, allowing you to manipulate and use them faster than others. You now ignore the reload speed of any ranged weapon that uses ammo and can draw a ranged weapon from its resting place in twice the speed, letting you get more shots off or respond to enemies much faster than you normally could.
Blood Trail:
Damage done by your range weapons now cause the wounds to bleed even more, forcing excess blood from the wound. This will cause anyone who has taken damage to leave behind a blood trail, which you have trained to track. This bloodtrail will spatter the ground, leading you directly to your target. This makes it incredibly hard for your enemy to hide once you have damaged them.
Level Three
Piercing Shot
With the focus and patience of a true sharpshooter, you have gained the ability to charge a shot, holding back your strike for a short duration and building up tension. You can choose to super charge your next shot, giving it extra punching power. The charged shot will ignore things like armor, structures or walls and can be used to pierce things, ignoring the defensive capability of it. This allows you to shoot through a barrier or even hit an enemy directly, ignoring their armor. You only get two charged shots per topic.
Crippling Wounds
Damage with your range weapons now cause crippling wounds, wounds that sting and burn, lasting longer than normal. These wounds can not be healed by spells or abilities and take twice as long to heal naturally. This prevents others from healing the damage you dealt, allowing you to close in and truly finish off your prey.
Level Four
True Hunter
You have reached the top of ranged attacking, becoming so dangerous you no longer need to see your enemy to be able to take them out. You can now manipulate your ammo or weapon mid flight by launching it with great skill and style. You can now ricochet your shots off of solid surfaces, bouncing them of of walls or structures. This can be helpful in tricking your target or even hitting them at awkward or impossible angles. You also are able to bank your shots, causing them to curve around solid objects such as walls or structures. This allows you to hit an enemy even if they are hiding behind something or trying to use cover.