Just Some Guy's Satchel
Jul 15, 2022 12:59:43 GMT -5
Post by Ulrich Ambriz on Jul 15, 2022 12:59:43 GMT -5
Ulrich's Inventory
Reputation
Renown - 4
Skills
Arcana: Sky Domain - Exalted
Arcana: Sea Domain - Master
Unarmed - Exalted
Blade - Novice
Stealth - Exalted
Animal Handling - Exalted
Companions
Name | Descriptions | |
Lil' Frijole (Baby Drake Reflavor) β Gifted by Leni-Aura Thunderpaw β | A little Behir found by Ulrich, Leni, Astrid, and Nimbus on their quest to escort goods through the Lightning Fields. It had mistaken Ulrich for it's parent (or so we think) and has decided to stay together with the trio. It seems as though that the little Behir is not as dangerous as it's brethren. β Lightning Element β | 1 |
Aella, the Wind Pixie | A tiny, six inch, green pixie with wings that can fly. Pixie's are extremely loyal creatures that come from a mysterious realm, and will attach themselves wholly to their owner. The pixie will avoid most combat situations and chooses to remain by their owner's side at all times, hovering next to them or resting on their head or shoulders. Once per topic this Pixie can coat its owner in wind magic, which turns all damage the owner would do into wind damage, regardless of the damage type it was before. For the next two post, any source of damage from the owner will be only wind damage, going back to their normal damage types after the duration. β Wind Element β (Can cast Wind Cutter) | |
Alvis (Arcane Soul) | A mysterious dagger found down in the caverns of The Valley of the Pirate Kings. Upon first glance, it's appearance is nothing special. The leather scabbard is worn. It's handle is wrapped in thick cloth. Upon drawing the dagger, the blade is Obsidian with gold finishes and strange designs etched into the blade. It has been revealed that the magic felt within the dagger that was previously dormant was actually the soul of Alvis Worthington. A former great pirate hunter from long ago. He chased Marcia Calabran, "The Violet Eyed Deviless" across the seas before ultimately coming to his demise at the hands of another pirate. She bound his soul to this dagger which previously belonged to her. β Lightning Element β | 0 |
Xavier (Arcane Soul) β Tourney Favor β | A wooden toy hammer that was taken from the stolen wares of Kultta by Ak'ka, which she gifted to Ulrich. At first glance, it's outer appearance is that of a regular wood toy hammer. As it is a toy hammer, it does not do much physical damageβ if anyβ in combat, but it does emit a squeak when it is smashed against something. It was later found to house a soul within it, the same as the dagger that houses Alvis' soul. The soul's name is Xavier, and he is of the scholarly, wise old man type. It appears that he and Alvis share a good friendship, often bantering between each other. β Wind Element β β Lightning Element β | 0 |
Valz (The Moustache of Deceit) | This sentient piece of face fuzz, most often seen as an exquisite handlebar moustache complete with side curls, is actually a living creature. It thrives off of dead skin cells and as such will lovingly attach to one's face, warming the upper lip (or brow ridge if so inclined). Other than being extremely fashionable, and able to crawl around like an inchworm, the Moustache of Deceit has the ability to change one's voice into whatever the wearer chooses, mildly increasing one's ability to lie convincingly. In addition, when attached to a weapon, it gives the weapon the ability to speak to the wielder...Although, it often lies. | 1 |
Items
Mystical Archive Ticket(s) | Tickets used to purchase items from the Mystical Archive. (3) |
Sol Stone Shard | A tiny piece of the now shattered Sol Stone made of golden metal and etched with strange markings, the true nature of the stone has yet to be understood. This item can be used in our crafting system. When used to craft you can take one spell that you own and add its effects to the crafted item. Just like other crafted items, staff will work with you to clearly define how the spell works on the item. Once crafted, this material can not be used to craft again (you can keep the stone in character for story reasons). |
Wand Charm1 | A small item or trinket that can be made out of just about anything. Charms come in a variety of things, from small metal sigils, emblems or trinkets found in the wild. The charm is unique to its owner and sets the wand apart from others. The charm is normally attached to a chain or rope and hangs from the back of the wand, but some mages get creative with their charm placements. These charms further increase a spell casters magic and amplifies it, allowing them more magic. -Increases spell limit by 5 spells- |
Ring of Water Walking | A silver ring with a small blue water droplet etched into it. While wearing this ring you are able to walk across the surface of water as if it was solid ground. This includes lakes, ponds, rivers, oceans and even up bodies of water like waterfalls and streams. |
Necklace of Animal Speech β Gifted by Leni-Aura Thunderpaw β | A brown piece of cord or leather with silver designs of animals and vegetation etched into it. While worn this necklace allows its wearer to speak to animals as if they could speak common. This could be birds, cats, bears, any natural animal. This does not let you speak to summoned creatures by magical means, and speaking to an animal owned by someone else will not grant you any special features from them. |
Spells
(17/20)
Bare Hands | While most people can throw punches and kicks to attack, only those who have trained and mastered the art of hand to hand combat have truly turned their limbs into weapons. This upgrade gives bare hand users the edge, allowing their limbs to act like small clubs. -One enchantment slot- |
Gust Thrust π | You cause a large burst of wind to shoot out of one of your limbs, be it an arm or a leg. This burst of wind does not deal any damage, but is strong enough to push an object away from you, or even push your own body in the opposite direction. |
Push/Pull π | By summoning a large amount of wind energy, you can either cause the wind to pull towards you or push away from you. This will happen in one large gust. This spell will either pull all the loose objects in the area towards you, or push it all away from you. This can also effect other people or creatures. |
Step of the Wind π | Magic forms around your feet, creating small pads of wind that allow you to physically walk on air. This is not flying, but instead allow you to step up into the air as if a solid surface was there. This lets you cross ravines, scale walls or even use quick dodges in combat. |
Bullet Dash πβ‘ | By swirling wind and lightning around your person, you create enough of a charge to dash insanely quickly in any direction. Your body blurs forward, dashing at inhuman speeds for a very brief distance. This spell is a great gap closer or spell for dodging quick attacks. |
Flight π | The peak of sky domain movement, you can now fly, moving through the air as if it was nothing. You surround yourself with wind, lifting up into the air, making yourself able to fly short distances. You still cant soar very high or far, but it is great for battlefield movement. |
Lightning Bolt β‘ | By pointing your finger, you send forth a thin, quick beam of lighting shooting out. It will crackle and course through the air in a straight line, blasting through anything in the path of your finger. While it is a thin, easy to dodge beam, it delivers a high amount of damage. -Deals lightning damage- |
Chain Lightning β‘ | By clasping your hands together you form a large chain or whip of lightning. The lightning will course back and forth, giving you a medium length whip of pure energy. This whip can be used to strike enemies, shocking them and numbing limbs and can also be used to bind enemies limb, restraining and restricting them. -Deals lightning damage- |
Phase Blade β‘π | You create a medium sized rod of pure energy, pulsing with lightning and wind energy. This rod gives off a light transparent glow, like a saber of light, which can be held by its caster. The rod deals a medium amount of burning damage that stings and leaves a lasting wound. This rod however is able to pass through objects, such as other weapons or armor. It will phase right through objects dealing direct damage to anything behind it. This makes the weapon hard to defend against. -Deals lightning and wind damage- |
Ulrich's Static Charge β‘β‘ | You channel lightning magic through your forearms, causing them to illuminate and become charged with static energy. This can be done while holding other objects, such as a weapon. When you make a physical weapon attack, such as with a sword, hammer, bow or even your fist, you can cause the electric energy to discharge, flowing from your arms into the attack, attempting to shock and even paralyze your enemy. If the attack is successful it will deal heavy amounts of lightning damage and paralyze the limb struck, rendering that limb useless for the enemies next post. If the attack is blocked, such as with a shield, armor or other weapon, the enemy will still receive a medium shock but not be paralyzed. This spell has a three post cooldown when used. |
Electrically Charged Reflexes β‘β‘ | Supercharging his nervous system with electrical energy, Ulrich is capable of a brief moment of superhuman ability allowing him to bypass hit preventions for one post or to block all physical attacks with their blade for one post. Can only be used once per topic. |
Only 10% β‘β‘ | Once per topic you can go into an enhanced state, causing energy to pulsate across your body. Immense pressure builds up around you for the next three posts, causing the earth to crack and the air to buzz. While in this state, your speed and movement can not be negatively impacted or slowed, and you can not be restrained or held against your will. Your movements are quick and fluid, almost impossible to track with the normal eye. Your unarmed attacks now deliver a lightning bolt when you land a physical strike against an enemy, causing melee attacks to shoot lightning through the target and out the back, ignoring hit preventions from physical protections. At the end of the duration, the energy discharges outwards around you, stunning enemies caught in the radius, which prevents them from using martial abilities for the next post. |
Overcast β | A simple spell that can be used regardless of the time of day or the weather. When this spell is cast the sky will grow dark, much like a looking storm has formed overhead. This will blot out the sun and prevent from shadows from being cast by objects due to sunlight specifically. This can also be used to cool down the temperature or darken the area. |
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) |
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. |
Clone Self | You create an exact copy of yourself in your current version. What ever you currently look like, you create an exact clone of your image. This copy is an illusion, not having any physical form to it, unable to attack or interact with objects. The clone can however move away from your body and can speak, mimicking your voice in the state it was when formed. |
Fade From Memory | By touching a living creature you can completely erase any memory of you during that topic from that persons mind. If they met you in a previous topic it will not erase that memory, just the memory of anything you did or even your existence during that topic. The effected target will have no recollection of you being there or doing anything. |
Steel Catch | A scroll describing an unarmed technique. Fighters who learn this technique can, when necessary, catch an incoming blade with their bare hands while sustaining minimal damage. They clap their hands over the flat of an incoming blade with tremendous speed, halting its progress and momentarily trapping it between their hands. This technique takes a large amount of finesse and can only be used if the fighter was completely unarmed before the incoming attack even began. |
Scern's God Killer | Exalted level Dark Domain spell (Can be obtained/used without needing the domain skill) A very powerful spell that was crafted by Scern and used against Ziev in the battle over the Sol Stone. To cast this spell, you must have made no offensive actions on your last post (nothing that intended to deal damage, injure, hurt or afflict some kind of negative effect). When you cast this spell, you target one enemy you see within 20 feet causing red hot burning chains to burst from the ground and wrap around the target. The target will take medium amounts of fire damage and be unable to make movement or take any actions (including casting spells) for their next two posts. This spell can only be used once per topic and cannot be used against Player Characters (unless permission is given). |
Tattoo(s)
Bull's Strength | This tattoo increases your normal strength, making you twice as strong as you normally would. This is a latent tattoo that is always in effect, making you permanently strong. This tattoo does not stack with itself or other strength buffing items. |
Traits
Touch of Divinity | Your encounter with the divine has left its mark on you. A very tiny fraction of divine energy now pulsates from your body. Its effect on you has yet to be understood, but you can feel its presence lingering somewhere in the back of your mind. You can feel the world of the divine around you as its energy flows back into Charon (no mechanical effect). |