Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.
<h1 id="title">Elliquiy Role Playing Forums</h1>
		<h2 id="linktree">Play-By-Post: Bondage, D/s, S&amp;M =&gt; Bondage: Exotic Small Groups =&gt; Topic started by: MadPanda on 11-09-2010, 18:43:32</h2>
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				Title: <strong>Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>MadPanda</strong> on <strong>11-09-2010, 18:43:32</strong>
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				Standard 5th Edition rules apply.&nbsp; You get to choose three paths.<br><br>When in doubt, ask!&nbsp; Your GMs and the other players will help you.&nbsp; And if you want to do something a little different, like changing out a weapon from your official path for one that makes more sense for your concept, by all means ask...but be prepared to hear 'yes'.&nbsp; We're lenient!<br><br>(will update with character sheet template shortly)
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				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>Drift</strong> on <strong>14-09-2010, 10:48:54</strong>
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				FIRST!&nbsp; (OK here's my summary) I haven't quite finished the full length character sheet yet.<br><br><span style="font-size: 18pt;" class="bbc_size">Viorica Iuliana Petran</span><br><table class="bbc_table"><tbody><tr><td><strong>Race/Culture:</strong> Sarista</td><td><strong>Paths:</strong> Initiate Witch, Con-Artist, Witch</td></tr><tr><td><strong>Gender:</strong> Female</td><td><strong>Age:</strong> 28 yrs</td><td><strong>Height:</strong> 5'4"</td><td><strong>Weight:</strong> 95lbs</td></tr><tr><td><strong>Hair:</strong> Black</td><td><strong>Eyes:</strong> Brown/Olive</td><td><strong>Skin:</strong> Topaz</td></tr></tbody></table><strong>Appearance:</strong> <br>(http://i12.photobucket.com/albums/a243/twilightcrescent/Elliquiy/Viorica.jpg)<br>Viorica has long hair, a slender body which might generally be thought of as attractively tan, though her skin tends more toward a honeyed-hue.&nbsp; She has elaborate tattoos down her back but none on her face.&nbsp; She frequently wears Sarista style jewelry but her clothing may vary.<br><strong>Background:</strong> <br>Viorica was raised in a very traditional fashion among her people.&nbsp; Her family was split in two parts.&nbsp; Her mother's side of the family tended to be greatly involved in witchcraft while her father's side of the family was enamored with life on the road and making a living through trade, craft and music.<br><br>Her grandmother chose her at a young age to begin studying the art of Witchcraft which she did, leaving her father's caravan to pursue several years in her grandmother's care.&nbsp; Her grandmother was somewhat elderly, but her advice and healing remedies were greatly sought after by a great many Sarista who knew of her.&nbsp; Viorica learned to respect and admire her grandmother's trade.<br><br>The time came that Viorica became homesick for her father's caravan though and so when they had returned to Silvanus her grandmother opted to join them in traveling east along the trade roads.&nbsp; Despite her years the old grandmother still enjoyed the company of her daughter and granddaughter.&nbsp; With the family all together they celebrated and laughed into the evenings.<br><br>Unfortunately their journey took them across Zandu and into the path of a witch hunter.&nbsp; The man trailed after their caravan for several weeks keeping the men on edge.&nbsp; It was commonplace when anywhere near Aaman to lie about Viorica's grandmother or anything to do with her trade and they did not allow for anyone to sell fortunes.<br><br>The witch hunter that followed them though had been studying the Sarista and he was quite corrupt, having allowed his sadistic desire to destroy witches to overrun his pious observation of his homeland's concept of spiritual purity. He managed to sneak into their camp late at night and murdered Viorica's grandmother in her sleep.<br><br>Viorica shared her grandmother's wagon and so she woke in alarm to see a man in the wagon.&nbsp; Before she could cry out the man silenced her and told her that she would have to repent her wicked ways or he would kill her too.&nbsp; She was but a novice witch then and was very fearful for her life.&nbsp; Seeing that Death would surely have her if she were to refuse, she agreed since sooner or later Fortuna would be on her side.<br><br>What followed was far from ideal in Viorica's mind.&nbsp; The witch hunter kidnapped her and brought her into the belly of Aaman.&nbsp; He made her dress in the fashion of his people and used her as an example of a good repented heathen.&nbsp; She thought he was a madman and played the role she was expected to follow, mostly through deception.&nbsp; She had to hide everything she knew of witchcraft.&nbsp; Her efforts to deceive worked far better than she could have hoped and within a year the man had decided to make her his wife.<br><br>His family was displeased with the choice, especially his younger brother.&nbsp; She was not of Aaman.&nbsp; She did not even belong there.&nbsp; The union took place however and Viorica endured the unhappy marriage long enough to learn the man's habits and to get close enough to him to take his life.<br><br>She had never murdered another person in her life but it was far easier to lay a hex on the man after she had lain in his bed.&nbsp; The hard part was not in the killing so much as in escaping from Aaman after the deed was done.&nbsp; She disguised herself quickly after the fact, took his money and supplies and made for the road once again praising Fortuna all the way.<br><br>It was over a year before she was able to reconnect with her family's caravan.&nbsp; They were in tears to see her alive and well after so long.&nbsp; They had believed that Death had taken her after they had discovered what had become of her grandmother.&nbsp; <br><br><br>Unfortunately, after all that had happened, she had seen too much of the world.&nbsp; She had killed a man, and she knew that her husband's younger&nbsp; brother, who had also been learning the ways of the witch hunter, was likely to come after her.&nbsp; If she remained in her father's caravan, then she was likely to be discovered.&nbsp; So instead she returned to Silvanus to meditate and learn ways to stay ahead of Death's dark intents.<br><br><strong>Order/Magical Modes</strong>: Witchcraft/Conjuration +1, Divination +4, Enchantment +1, Influence +1, Move +1, Transmutation +5, Ward +6<br><br><strong>Weapon Skills</strong>: Short Blade +1<br><br><strong>Additional Notes</strong>:<br>I haven't finished the long character sheet here (http://elliquiy.com/wiki/Private:Drift%27s_Character_Profiles#Viorica_Petran)&nbsp; I need to finish sorting out what spells she knows and figure out if I want to buy anything more with the starting money she gets from her racial background and paths.&nbsp; Currently her weapon skill was purchased with 2 skillpoints since I assumed short blade was not a preferred skill for her paths.&nbsp; (Seemed like some kind of blade should be for sarista with Tantara being a freebie but oh well).&nbsp; I think I've gotten most of this sorted out. 
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				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>Thufir Hawat</strong> on <strong>16-09-2010, 12:32:05</strong>
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				Adding the list of threads for ease of reference.<br>IC thread (http://elliquiy.com/forums/index.php?topic=82056.0)<br>Chargen thread (http://elliquiy.com/forums/index.php?topic=82053.0)<br>OOC thread (http://elliquiy.com/forums/index.php?topic=82054.0)<br>Recruitment thread (http://elliquiy.com/forums/index.php?topic=81598.0)<br>Have fun!<br><br>Isn't Tantara usually performed with a more sword-like blade, Drift?<br><br>I just sent my third character to Mad Panda for approval, and will definitely play one of those :P. So, guys and gals, which one would you rather have me play, the duelling student of magic, or the hedonistic Thaecian musician-wizard with negative skills in physical combat &gt;:)?<br><br><strong>Thalealius</strong><br>Thaecian - awaiting finishing touches<br>(i was consideringt Tharks Tharkas for a name :P Yeah, I am kidding)<br>Bio: Left Thaecia to see distant lands, do some foreign women, and get the money of foreigners who treasure art. He loves dancing, seduction, and using magic on the scene to enhance his skills, which fits well with a neophyte Wizard.<br>He travelled a lot, but the natural telempathy always warned him in time for the incoming dangers. He probably should be grateful to his distant relative who did said Muse...<br>At the beginning of the game, he is a traveller who is popular with the Sarista, and everybody else who likes a good time. Last time he was planning to visit Zandir, but some other fancy might yet strike him.<br>Appearance: 6’3”, 1750 lbs. Skin covered with fine silvery scales, deep blue eyes<br>Natural Telempathy +1<br>Base Attributes:<br>INT +2 PER +2 WIL -2<br>CHA +2 STR -1 DEX +1<br>CON +0 SPD +0<br>CR -2 RC -1 MR +3<br>Hit Points: 18<br>Skills: Language (Thaecian - native),<br>Language (High Talislan - fluent),<br>Language (Archaen - fluent),<br>Language - Low Talislan+2<br>Cultures (Thaecia) +5,<br>Seduction +6<br>Dance+4,<br>Music+4,<br>Haggle+2,<br>Swim +2<br>Influence Mode +1<br>Transmutation +1<br>Illusion +1 (+3 bonus from Order)<br>Divination +1<br>Enchant +2<br>Ward +1<br>Move +1<br>Arcane Lore +2<br>Quirks: Attractive, Order Quirk (Wizardry), Sensual Voice, Stunning, Dilute Telempathy, 2 negative quirks<br>Starting Equipment: Diaphanous gossamer robes; gossamer purse and shoulder pouch; Sturdy linen breeches and tunic; hide boots; leather boots; colorful garments; cloak;<br>domesticated animal, animal of choice (non-mount);<br>flask of Thaecian nectar; waterskin;<br>coin purse with 126 gl in pentacles, 100 g,l. in coins, gemstones (Thaecians don’t use currency themselves)<br>Starting Equipment: Spellbook (note: all spells are inscribed in "scroll" format); belt pouch containing various spell components; dagger; room at boarding house;<br>Quatterstaff<br><br>Spell list:<br><strong>Enchant mode:<br></strong>Enhance Musical Instrument<br>Mode: Enchantment<br>Duration: 3 minutes<br>Range: Touch<br>Casting Modifiers: -5 (level 3 base)<br>Upon casting this spell, the Wizard targets an instrument and causes it to glow faintly with green arcane force. The force increases the Skill of the wielder with the Musical instrument (+1) for the duration of the spell.<br><br>Arcane Dexterity<br>Mode: Enchantment<br>Duration: 3 minutes<br>Range: Touch<br>Casting Modifiers: -7 (level 5 base)<br>With this spell, the Magicians skin starts to glow bright green. The arcane forces present enhance the Magicians Dex (+1).<br><br><strong>Divination mode</strong><br>Hidden in the Folds (Conceal)<br>Mode: Divination<br>Duration: 1 minutes<br>Range: 50 feet<br>Casting Modifiers: +1 (level 1 base)<br>When cast, this spell allows the magician to hide an object somewhere on their person, usually within the folds of their robes. The object can be of any size that the magician can usually carry, although weight is not effected.<br><br><strong>Influence mode</strong><br>Trance<br>Mode: Influence<br>Duration: 5 rounds<br>Range: 5 feet<br>Casting Modifiers: -5 (level 1 base + duration)<br>Upon casting, the magicians eyes glow with a sparkling blue light, capturing the intended targets attention and sending them into a trance-like state, unable to act for 5 rounds.<br><br><strong>Transmutation mode</strong><br>Assan's Minor Healing of the Body’s Wounds<br>Mode: Transmutation (Heal)<br>Duration: Instant<br>Range: Touch<br>Casting Modifiers: -5 (level 5 base)<br>When this spell is cast, the Wizards hand glow faintly with a blue light. Upon touching an individual, 5 HP are restored as the targets wounds are healed through the power of arcane forces.<br><br>Incitement of the Spinning Sickness<br>Mode: Transmutation (Harm)<br>Duration: Instant<br>Range: Touch<br>Casting Modifiers: -10 (level 10 base)<br>Upon casting, the Wizards hands become covered in blue, green and black vortices. When the caster touches the target, the vortexes move up the body from the point of contact and swirl around the victims head. This causes the victim to suddenly become<br>afflicted with Spinning Sickness, luckily for the victim, this disease is not fatal and usually runs its course in a few days.<br><br><strong>Illusion mode</strong><br>Illuminating Globe<br>Mode: Illusion<br>Duration: 1 minute<br>Range: 50 feet<br>Casting Modifiers: -11 (level 1 base + duration +<br>magnitude)<br>With a gesture, the caster produces a small globe of light that will move as directed. The globe produces light as a torch, and can be used to blind opponents with a ranged attack roll using the Illusion Mode rating with a -7 aiming modifier, or enhance a performance.<br><br><strong>Ward mode</strong><br>Arcane Aura<br>Mode: Ward<br>Duration: 5 rounds<br>Range: Self<br>Casting Modifiers: -1 (level 1 base)<br>When cast, the Wizard glows with an amber light and is surrounded by crackling arcane energies, which will shield him from physical and magical attacks that might otherwise do damage.<br><br><strong>Move mode</strong><br>Arcane Fingers<br>Mode: Move<br>Duration: 1minute<br>Range: 50 feet<br>Casting Modifiers: -6 (level 1 base + duration)<br>A glowing hand of green arcane energy appears and moves at the discretion of the caster. The hand can pick up objects and move them slowly around within range.<br><br>Arcane Flight<br>Mode: Move<br>Duration: 1minute<br>Range: 50 feet<br>Casting Modifiers: -7 (level 1 base + SPD)<br>This spell covers the target in a purple glow and allows them to fly for a short period of time, at SPD –7 (30 feet per round). For the duration of this spell, the effected individual will be able to control their movements very precisely and will also be able to hover if so desired. Note that this spell must be cast at a high enough level to lift the targets weight.<br><br>Subjugating Force<br>Mode: Move<br>Duration: 1minute<br>Range: 50 feet<br>Casting Modifiers: -7 (level 1 base + area)<br>Shimmering forces slam down on those within a 6’x6’ area. This spell causes those within the area of effect to make a STR roll vs 1/3 the spells level, or<br>fall to their knees.<br><br><br><strong>Dinigorgeus,</strong> commonly shortened to <strong><em>Dingo</em></strong><br><strong>Cymrillian sword-wizard</strong><br>Cymril's wizard's schools<br>Are known for insolent pupils.<br>Here you meet a fine example!<br><br>In short, he was born in Cymril, went to wizard's school, and not hurrying with lessons. He devotes about half his time to studies and half to drinking, whoring and duels, which are in vogue.<br>He even duels for money sometimes. After all, these taxes don't pay themselves!<br>On the other hand, he got to meet lots of very interesting people. And now he's got to travel, after a duel he was paid to hurt his opponent ended with said opponent lying in&nbsp; a pool of his own blood...<br>He decided to try his luck in Zandu. Probably has something to do with the Certamentes :P.<br><br>Appearance: 6’3”, 155 lbs. Pale green skin and hair, golden eyes, slender build, handsome features; may alter appearance with magical enhancements.<br>Base Attributes:<br>INT +1 PER +0 WIL +0<br>CHA +1 STR +0 DEX +0<br>CON +0 SPD +0<br>CR +1 RC +0 MR +4<br>Hit Points: 20<br>Skills: Language (Low Talislan - native), Language (High Talislan - fluent), Language (Archaen -fluent), Cultures (Cymrilian) +5, Cultures (Seven Kingdoms) +3, Fashion (Seven Kingdoms) +5.<br>Streetwise+1<br>Swim+1<br>Large Blades +4<br>Small blades +4<br>Arcane Lore+1<br>Oratory+1,<br>Conjuration Mode+1<br>Enchantment Mode+2 (+3 bonus)<br>Move Mode+1<br>Transmutation mode +1<br>Ward Mode+2<br>Illusion mode+1<br><br>Literate, Pet, Attractive, Battle Magic, Zandir Swordsmanship, Sharp tongue, Wizardry (or Necromancy, but unlikely) Order<br>Starting Gear: linen tunic and breeches; sandals; cloth cap; high collared cloak, breeches and tunic of various colors; dyed leather boots; high collared cloak; leather boots; velveteen cloak; kneehigh boots; silver hair bands, ring and bracelets;<br>belt pouch; belt pouch 2; shoulder bag; minor magical trinket, well-looking Zandir sword; Zandir dueling sword and a dagger; dormitory room at Lyceum Arcanum; modest apartment in urban center; Equs with tack and saddle;<br>coin purse with 195 gl in gold pentacles.<br>Spangalor armor;<br>Spellbook (note: Transmutation spells are inscribed in scroll format)<br><br><strong>Conjuration Mode<br></strong>The Zandir Duelling Wizard’s Hope<br>Mode: Conjuration<br>Duration: 1 minute<br>Range: 50 feet<br>Casting Modifiers: -7 (level 1 base + duration)<br>Upon completion of this incantation, the Wizard conjures a blade made of sparkling energy, with a DR of 6, which disappears after 1 minute.<br><br>Main-Gauche In The Arcane Hands<br>Mode: Conjuration<br>Duration: 1 minute<br>Range: 50 feet<br>Casting Modifiers: -5 (level 1 base + duration)<br>Upon completion of this incantation, the Wizard conjures a blade made of sparkling energy, with a DR of 4, which disappears after 1 minute.<br><br><strong>Enchantment Mode<br></strong>Enhance Weapon<br>Mode: Enchantment<br>Duration: 1 minute<br>Range: Touch<br>Casting Modifiers: -3 (level 3 base)<br>Upon casting this spell, the Wizard targets a weapon and causes it to glow with blue arcane force. This force increases the DR of the weapon (+1).<br><br>Enhance Armor<br>Mode: Enchantment<br>Duration: 1 minute<br>Range: Touch<br>Casting Modifiers: -3 (level 3 base)<br>This incantation causes the touched armor to shimmer with a silver light, increasing the PR of the Armor (+1).<br><br>Arcane Strength<br>Mode: Enchantment<br>Duration: 1 minute<br>Range: Touch<br>Casting Modifiers: -5 (level 5 base)<br>With this spell, the Magicians skin starts to glow bright green. The arcane forces present enhance the Magicians STR (+1).<br><br>Arcane Dexterity<br>Mode: Enchantment<br>Duration: 3 minutes<br>Range: Touch<br>Casting Modifiers: -7 (level 5 base)<br>With this spell, the Magicians skin starts to glow bright green. The arcane forces present enhance the Magicians Dex (+1).<br><br><strong>Move Mode<br></strong>Arcane Fingers<br>Mode: Move<br>Duration: 1minute<br>Range: 50 feet<br>Casting Modifiers: -6 (level 1 base + duration)<br>A glowing hand of green arcane energy appears and moves at the discretion of the caster. The hand can pick up objects and move them slowly around within range.<br><strong><br>Transmutation mode</strong><br>Healing of the Body’s Wounds<br>Mode: Transmutation (Heal)<br>Duration: Instant<br>Range: Touch<br>Casting Modifiers: -10 (level 10 base)<br>When this spell is cast, the Wizards hand glow brightly with a blue light. Upon touching an individual, 10 HP are restored as the targets wounds are healed through the power of arcane forces.<br><br><strong>Ward Mode</strong><br>The Honourable Duel<br>Mode: Ward<br>Duration: 5 rounds<br>Range: Self<br>Casting Modifiers: -7 (level 1 base + area)<br>The caster creates a barrier of bright blue force big enough to encompass himself, and his opponent in an 2,5 m circle. This allows both combatants to focus on the duel without having to worry about friends that the other might have.<br><br>Wizards Wall<br>Mode: Ward<br>Duration: 1 minute<br>Range: Self<br>Casting Modifiers: -6 (level 1 base + duration)<br>This spell has been used for centuries to block off an escape, or to stop pursuers. By speaking a brief incantation and pointing at an area, the wizard creates a shimmering wall of arcane force that lasts for a single minute.<br><br><strong>Illusion mode</strong><br>Wizard's Cloak Of Decency<br>Mode: Illusion<br>Duration: 3 minute<br>Range: 50 feet<br>Casting Modifiers: -5 (level 1 base + duration)<br>This spell has been used for centuries by wizards having illicit affairs with married partners. In case the husband arrives, the wizard has to cast it real fast. When cast, the spell creates a cloak that covers the wizard, not allowing to notice that he might be naked. Some rumours speak of a wizard that uses a similar spell to hide he's wearing armour during a duel.<br><br>Illuminating Globe<br>Mode: Illusion<br>Duration: 1 minute<br>Range: 50 feet<br>Casting Modifiers: -11 (less?) (level 1 base + duration +<br>magnitude - how much for a spell that does the same in a limited area, and probably cannot blind opponents?)<br>With a gesture, the caster produces a small globe of light that will move as directed. The globe produces light as a torch, and can be used to blind opponents with a ranged attack roll using the Illusion Mode rating with a -7 aiming modifier.
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				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>MadPanda</strong> on <strong>16-09-2010, 16:54:12</strong>
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				Character Summary:<span style="font-size: 18pt;" class="bbc_size"> Adjia the Mask</span><table class="bbc_table"><tbody><tr><td><strong>Race/Culture:</strong> Rajan</td><td><strong>Paths:</strong> Urban, Assassin, Assassin</td></tr><tr><td><strong>Gender:</strong> Female</td><td><strong>Age:</strong> 23</td><td><strong>Height:</strong> 5'4"</td><td><strong>Weight:</strong> 110</td></tr><tr><td><strong>Hair:</strong> Black </td><td><strong>Eyes:</strong> Blood Red</td><td><strong>Skin:</strong> Dark Brown</td></tr></tbody></table><strong>Appearance:</strong> Horn-like protrusions from chin and forehead, wears her hair cut short and tied back with a thong, has (unenchanted) Djaffir mask cut around horns.&nbsp; Normally dresses like an Arimite.&nbsp; Beneath the mask, she's a bit plain (even considering her Rajan traits) and her training has left her boyishly slender.<br><strong>Personality:</strong> Adjia is quiet and observant, rarely offering her own two copper minims until she chooses to act...which she does with brutal efficiency.&nbsp; She is somewhat gregarious, and habitually nocturnal...which, in Zandu, is not a bad combination!<br><strong>Background:</strong> What very little is known of Adjia the Mask's life before she turned up in the West indicates that she was the daughter of a wealthy Rajan nobleman.&nbsp; The precise circumstances of her departure are unclear, but may have involved an arranged marriage...in any case, she fell in with a band of Arimite mercenaries and somehow convinced them to take her with them.&nbsp; In Arim, she fell under the wing of an independent woman who helped train her...and who turned out to be a member of the Revenants.&nbsp; Adjia is technically not a member of the cult, but may be working for them indirectly (even though she's got the worst cover possible for such a role).<br><strong>Weapon Skills</strong>: Small Blades, Thrown Blades<br><strong>Additional Notes</strong>:<br><br>Attributes<br>INT +0 PER +0 WIL +0<br>CHA -1 STR +0 DEX +1<br>CON +1 SPD +0<br>CR +2&nbsp; RC +1 MR +0<br><br>Hit Points: 21<br><br>Skills: <br>Culture (Rajan) +5<br>Doctrines (Black Mystic Cult) +4<br>Language (Rajanin - native)<br>Assassinate +3<br>Climbing +2<br>Evade +3<br>Disable Device +2<br>Search +2<br>Stealth +2<br>Swim +2<br>Blades, small +4<br>Blades, Thrown +3<br>Haggle +1<br>Language: Low Talislan +2<br>Streetwise +1<br>Swim +1<br><br>Quirks: Terrain Familiarity (desert), Nocturnal, Indebted, Arimite Knife Fighting, Stealthy<br><br>Starting Equipment: fur vest, hide boots, sackcloth breeches and shirt, black iron armbands and earrings; bottle of chakos, 3 daggers, deep blue silk shirt and pants, belt, backpack; short bow with ammunition; tent, rugged traveling clothes, bedroll; six glass vials of poison (paralytic poison, Venomwood resin, and Viper’s Blood), pouch of Morphius Powder (four doses); small apartment, wardrobe with 50 gl of disguises, heavy storage chest with lock; thieves’ tools; coin purse with 70 g.l. in assorted currency.<br><br>Aspects:<br>"You want him dead?&nbsp; Pay me."<br>Can't decline a good challenge.<br>I know a lot for someone this shy!
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				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>Thufir Hawat</strong> on <strong>17-09-2010, 05:14:25</strong>
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				I just want to remind you something, everybody ;)!<br>MadPanda said it best, and I'm too lazy to type it again.<br><br><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=81598.msg3643381#msg3643381">Quote from: MadPanda on 17-09-2010, 04:20:47</a></div></div><blockquote class="bbc_standard_quote">For the record, folks, if working through the Path system is taking too long, or if you have any trouble figuring some of this stuff out, feel free to snag one of the templates (section starts on page 242 and runs thorugh 252) to speed things along.&nbsp; &nbsp;:-)<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Also, you can customize the templates to some extent, so you are not just taking a "standard" character ;)!
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				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>Drift</strong> on <strong>18-09-2010, 04:09:17</strong>
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				well, the starting equipment she had was a short blade (daggers) :/&nbsp; So if you're recommending I go to a long blade I could but it might be better if I go to a cutlass and keep short blade proficiency... I dunno.&nbsp; The rules really didn't say anything to that effect.<br><br>Hey GM!&nbsp; Tantara (which adds your dance skill to parry/disarm) does it have to be a long blade?&nbsp; Seems to me you ought to be able to do it with short blades too (just would require getting in closer to your opponent methinks).<br><br>I'm ok with buying her some alternate weaponry.&nbsp; Her starting equipment made no sense in that respect... oh yeah witches get spears as a preferred weapon but start with quarterstaves and daggers :P&nbsp; I do need to finish working on her equipment list.
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				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>Thufir Hawat</strong> on <strong>18-09-2010, 09:25:50</strong>
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				I'm not "recommending" it, it just sounds like the classical option of dancing with swords :P.<br>Other than that, no, I don't object to it, and I'm not saying it should always be performed with a sword ;)! Use whatever you'd like to describe, if it's a knife, use a knife!
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			<dt class="postheader">
				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>BenedictWolfe</strong> on <strong>21-09-2010, 05:24:37</strong>
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			<dd class="postbody">
				<strong>Character Summary:</strong><span style="font-size: 18pt;" class="bbc_size"> Xionphan</span><table class="bbc_table"><tbody><tr><td><strong>Race/Culture:</strong> Xambrian</td><td><strong>Paths:</strong> Wandering, Wizard Hunter, Wizard Hunter</td></tr><tr><td><strong>Gender:</strong> Male</td><td><strong>Age:</strong> 32</td><td><strong>Height:</strong> 6'</td><td><strong>Weight:</strong> 185 lbs</td></tr><tr><td><strong>Hair:</strong> Black</td><td><strong>Eyes:</strong> Purple</td><td><strong>Skin:</strong> Off White</td></tr></tbody></table><strong>Appearance:</strong> This somber looking man of above average height and off white complexion holds himself with a quiet dignity in most situations. He is well built; toned but not bulky and his movement is easy and unhindered, if not quite as graceful as some of the lither races. His shoulder long hair is black and naturally curved, held in place by a silver circlet on his brow and his calm eyes are an unremarkable purple shade. He is clean shaven, leaving his hard featured face exposed and he dresses in black breeches, vest and cloak. What stands out are the pair of silver mail gauntlets that cover his hands and forearms, as well as the sword sheathed at his belt; too long for a longsword, but not big enough for a greatsword.<br><strong>Personality:</strong> Usually business like, Xionphan has little time for inane niceties or meaningless chatter. If he is not on a Calling he is easier in his manners and can even be pleasant when the mood strikes him, but if he is searching for a reincarnator he can be quite brusque.<br><strong>Background:</strong> Where he was born or who his blood parents were is unknown to Xionphan. He was reared as the youngest member of a Dracartan household in the city of Deadwood in the south of the Plains of Golarion. As the years passed he grew to realise that he was different from his his family, what with his completely different appearance and the strange sounds and images that had begun to visit his mind. As he approached his teens he lived in a twilight existence in which he could not be sure whether the visitations were true or of he was losing his mind, or which possibility was worse. But on his thirteenth birthday the makers of his visions came to him more clearly than ever and he told of the legacy of the Xambrians, of their sorrow and the oath they had taken to wreak vengeance upon the Torquaran reincarnators. That day he came to his foster parents and asked them to hand him his spiritblade. They were both surprised and disturbed at the request, for the boy's blood mother had predicted this very meeting and told them what they had to do. Presenting the sword his mother had left for him, they had to bid him fare well, unknowing if they would ever see their child again.<br><br>His ancestors were now his mentors and trainers, teaching him through their visions and voices the art of the blade and the Xambrians' innate gift of dispelling. Every time he stopped for the day he would train and every morning he would once more set out towards that place which beckoned to him, though he did not truly know where he feet were taking him. It took many weeks of hard travel and adventures may be told in some other story, but in the end he found himself at the foot of a great hill, three hundred feet high and composed primarily out of skulls. Xamrian skulls. The place was Omen; the Mountain of Skulls and he climbed its grim slopes to the summit where he made his camp that night. As the sun set he sat and waited for what he was sure to come, and he was not disappointed. That night he communed with his ancestors more clearly than ever and through their memories he experienced the former glory of his people and lived through the horror of their demise at the hands of the Torquarans. He witnessed the forging of the spiritblades and swearing of the oath. The next morning any hesitation he might have harboured had been dispelled. He would be a Wizard Hunter and he knew where to find his first foe, as directed by his ancestors. It was his first Calling and it took several years for him to achieve its success, but it would not be his last and in due time he grew to become an able Hunter and had his own pair of silver gauntlets forged to show his profession. He was not always on a Calling and would support himself as mercenary, bodyguard and freelance hunter of the occult.<br><strong>Weapon Skills</strong>: Large blades<br><strong>Additional Notes</strong>:<br><br><strong>Attributes:</strong><br>INT +1 PER +2 WIL +2<br>CHA -1 STR +1 DEX +0<br>CON +1 SPD +0<br>CR +3 RC +0 MR +3<br><br><strong>Hit Points:</strong> 20<br><br><strong>Skills:</strong><br>Arcane Lore <br>Blades, large +8 (+2)<br>Brawling +3<br>Cartography <br>Coerce <br>Conveyance <br>Cook<br>Culture (Xambrian) +2<br>Dispel Magic +6 (+4)<br>Geography <br>Haggle <br>Interrogation <br>Language (Low Talislan - native)<br>Language (Archaen - fluent)<br>Language (Xambrian - fluent)<br>Ride (Strider) +4<br>Tracking +2<br>Stealth +4<br>Swim <br><br><br><strong>Quirks:</strong> Spiritforce, Single Minded, Strong Willed, Threatening Voice<br><br><strong>Starting Equipment:</strong><br>57 g.l.<br>6 s.l.<br><br>Spiritblade<br>Xambrian Silver Gauntlets<br>Dagger<br><br>Leather vest, breeches and cloak of black strider hide<br>Belt (leather)<br>Boots (leather)<br>Headband (silver)<br><br>Large shoulder bag<br>Bedroll<br>Coin purse (2)<br>Scabbard (leather)<br>Grapnel (black iron)<br>Rope (100')<br>Tinder box<br>Torch (10)<br>Waterskin, small (2)<br><br>Strider<br>Saddle and tack<br>Saddle bag (2)<br><br>Road rations (4 weeks)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>MadPanda</strong> on <strong>21-09-2010, 19:33:26</strong>
			</dt>
			<dd class="postbody">
				One very important note:<br><br>There's a Sanguine moment or five in the char-gen process.&nbsp; <br><br><span class="bbc_u">Your first path should be one of the 'background' ones</span> that can only be taken once (Urban, Rural, Wanderer, et cetera).&nbsp; This modifies your starting 'racial' template and covers your background before you started adventuring.<br><br>It's implied in the way they built the templates that follow the path section, but not actually stated in the rules.&nbsp; Please double-check to make sure you've done this.&nbsp; (And apologies to all for not catching this one sooner.)<br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>Thufir Hawat</strong> on <strong>21-09-2010, 19:54:23</strong>
			</dt>
			<dd class="postbody">
				Drift's character used Initiate witch, which can only be taken once. Your character started with Urban, and my own started with Urban or Rural, accordingly.<br>And I remind everybody that the templates are still a legal choice in the 5th edition;).
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>Thufir Hawat</strong> on <strong>27-09-2010, 04:58:32</strong>
			</dt>
			<dd class="postbody">
				Everybody, the GMs decided the game will be starting Monday, somewhere in the evening. The important part is, if you are ready with a concept and race until then, <strong>you can even post alongside everybody!</strong><br><br>If you aren't ready with the mechanics of your characters yet, you have time until Friday to post them. If you need to roll before the character is posted in the chargen thread, your overall skill will be considered +1 before modifiers, though, with a +0 for attribute rolls ;).<br><strong>After Friday, only fully completed characters will continue in the game.</strong><br><br>I think this is the moment to remind you that if you get stuck for time, you can use a template character, which means you'd need all of 15 seconds to post the mechanics.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>Thufir Hawat</strong> on <strong>28-09-2010, 09:57:32</strong>
			</dt>
			<dd class="postbody">
				Adding the list of threads for ease of reference.<br>IC thread (http://elliquiy.com/forums/index.php?topic=82056.0)<br>Chargen thread (http://elliquiy.com/forums/index.php?topic=82053.0)<br>OOC thread (http://elliquiy.com/forums/index.php?topic=82054.0)<br>Recruitment thread (http://elliquiy.com/forums/index.php?topic=81598.0)<br>Have fun!
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>Zelric Miras</strong> on <strong>29-09-2010, 20:47:50</strong>
			</dt>
			<dd class="postbody">
				<strong>Character Summary: </strong>Kalaj (Raj-Kalas)<br><strong>Race/Culture:</strong> Jaka<br><strong>Paths: </strong> Wandering, Assassin, Hunter<br><strong>Gender:</strong> Male&nbsp;&nbsp;&nbsp;<br><strong>Age: </strong>34&nbsp;&nbsp;&nbsp;<br><strong>Height:</strong> 5’9&nbsp;&nbsp;&nbsp;<br><strong>Weight:</strong> 170 lbs<br><strong>Hair:</strong> Silvery-gray&nbsp;&nbsp;&nbsp;<br><strong>Eyes:</strong> Green with a bronze shine&nbsp;&nbsp;&nbsp;<br><strong>Fur:</strong> Black&nbsp;&nbsp;&nbsp;<br><strong>Appearance: </strong><br>Kalaj looks as the standard jaka except for a queue that reaches halfway down his back and is often concealed inside his clothes. Because of the nature of his mane, it is often hard to spot. He also has a kanjiko on his left shoulder, depicting a rajan scorpion, both product of a successful bet. He has broad shoulders and a toned body, with his height it is enough to deter those that aren’t trained from getting in a fight with him. He keeps his fur trimmed but long enough to protect him from the sun and rain and in the rare event, of cold. He keeps a calm expression and an affable demeanour. He only wears his mask when inside rajan settlements.<br><strong>Personality: </strong><br>Kalaj’s upbringing showed him that life can turn around in any moment. He tries to remain calm and regard each situation as a separate case, making sure to follow the decisions that best suit him. Although he can focus on a specific task when needed, when relaxed, his prone to getting distracted by sounds, sights or scents around him. Still he is quite keen and is capable on focusing on a conversation while methodically analyzing his surroundings. Distrustful to boot, he keeps his upbringing to himself and only reveals it when it is absolutely necessary. Overall, he is social and easygoing, except when he is alone since he dedicates his time to plot his next move. Everything he has done since his childhood was to follow the orders given to him, although he has found ways to involve his personal interests in their accomplishment. He might not be the brightest, but he is experienced enough to get his way when he needs to. <br><strong>Background:</strong><br>Kalaj’s mother was captured and sold in a brief transaction to an excentric rajan general. Much to his surprise, and discomfort, she happened to be pregnant. Unknown to the slave trader, she had been taken the night after one of the males had claimed her. Seeing the child as an unwanted burden, he talked with a contact he had amongst the rajin to take the boy away. Knowledgeable of the jaka’s fear of magic he thought it would eventually get him killed. Luckily for him, his mother had prepared an amulet for him when her master was not around so he had it when he was taken, she also taught him the ways of the jaka, in hope that he would one day return to his people.<br>&nbsp;Despite his lack of proficiency in magic, he excelled in the rest of his training and the general devised a new idea for him, he would finish his training and be sent to different countries to infiltrate and gather information on their costumes and military so the other rajin could use it against them. <br>His first assignment was amongst the Kang, again in a try to get him killed. By chance he happened to be in a bar and make a bet with an already drunk kang, a drinking game of course. Whoever passed away first would show the other the ways of his people. He was careful to add some narcoleptic on the kang’s drink to ensure his victory. Drunk, but conscious, he was taken to the kang’s home and learned their ways, from their language to getting a kanjiko as he stayed with them for a year. From his host, he got a recommendation later, again when he was drunk, to follow to his next target, an old ariane that had been travelling to acquire knowledge in his tamar and then return it to the obelisk. He travelled with him as bodyguard for a few months and when they were about to part ways he asked for an introduction letter to an arim trading group that was supposed to be around the place they were, killing him afterwards leaving a zorian hook he had stolen from his host stuck in his throat. He took the tamar and some arrows to conceal his next job.<br>roat.<br>The request had been sent by another revenant since this one had escaped the control of the cult. With the letter, he joined them and learned the arimite knife fighting in exchange for his knowledge in kang combat from the cult member, concealing the fact that he knew who he was. After getting another letter from the revenant cult member, he assassinated him with an ariane arrow which he drived into the when they were alone. He called for the others who took his body and the arrow as proof of his murder. Due to the lack of assignments, he went to live amongst the jaka and reunited with his father, who taught him about the wild beasts and the abilities of the hunters. From his father he acquired a nighthawk hatchling, which both trained together. Mustering his courage and after some years, he confessed his father his assassinations and what happened to his mother. He swore to rescuer her as soon as he had the funds or the name amongst the rajans.<br>Years later, he used the letter acquired from the arim to live amongst the gnomekin, his interest in them was to gain access the sarista, his job to kill a prominent figure that would be attending a wedding that would be celebrated in a few months. He didn’t stayed much, but got a few experiences against the subterranoids and helped around with dragging the crystals. He arrived at the wedding with&nbsp; gnomekin that was hired to create a crystal statue for the gardens.<br><br><strong>Weapon Skills:</strong><br>Small Blade +5<br>Large Blade +5<br>Bows +4<br>Thrown +4<br><br><strong>Base Attributes:</strong><br>INT 0 PER +5 WIL +1<br>CHA -1 STR +1 DEX +4<br>CON +1 SPD +3<br>CR +4 RC +3 MR +1<br>Movement: 200 feet<br>Encumbrance: 112,5 pounds<br>Hit Points: 23<br><br><strong>Special Abilities:</strong><br>Sixth Sense +5<br>Without their talismans jaka react to magic with INT -4.<br><br><strong>Skills:</strong><br>Language (Low Talislan - native) <br>Language(Rajanin-native)<br>Language(Sign) +2<br>Cultures (Jaka) +5<br>Cultures (Rajan) <br>Cultures(kang)<br>Stealth +2(+4) +6 [+5/+3, stealthy quirk bonus] +11/+9<br>Survival (forest) +2(+1) &lt;+3&gt;<br>Survival(desert) +2<br>Deception +2<br>Geography +2<br>Lip-Reading +6<br>Haggle +1(-1) 0<br>Assassinate +4<br><br><strong>Quirks:</strong><br>&nbsp;Night Vision, Soft Landing, Stealthy, Fear (magic), Magic Item: Luck Talisman, Acute sense(Smell), Fearless, Pain Tolerance, Strong Willed, Tireless, Arimite Knife Fighting, Pet(Nighthawk)<br><br><strong>Starting Equipment:</strong><br>Loincloth, vest &amp; arm and leg bracers (all boiled leather); hide shield, hide cloak, damaged tamar, linen tunic and breeches, leather boots, cloth cloak, hide cap, black silk shirt and pants, rugged traveling clothes, Rajan mask<br>Belt, 2 backpack, thieves’ tools, Luck Talisman<br>Dagger, short bow with ammunition, spear, falchion<br>Tent, 2 bedroll, 50’ rope, tinder box, 2 waterskin, lantern, pint of oil<br>Three glass vials of poison (paralytic poison, Venomwood resin, and Viper’s Blood), pouch of Morphius Powder (two doses); <br>Small apartment, wardrobe with 50 gl of disguises, heavy storage chest with lock; <br>Coin purse with 45 g.l. in assorted currency.<br>25 gl in skins, hides and other valuables.<br>Silvermane equs with saddle and tack<br>Trained Nighthawk (Yumeh)<br><br>Aspects:<br>Quick eye<br>Vengeance Is My Middle Name<br>Your nose gets you where your eyes couldn't go.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>Thufir Hawat</strong> on <strong>30-09-2010, 00:18:01</strong>
			</dt>
			<dd class="postbody">
				I see you haven't adjusted your blade and thrown skills yet, so I'm going to wait for a final version before checking it. You remember out-of-race quirks would be more expensive, right?<br><br>I think the beast lore quirk has to be repurchased if you want to speak with more than one species. In this case, you just add a new specie after the quirk.<br>However, if MadPanda has a better idea, I'd be inclined to adopt his ruling ;). He has definitely known the system and the setting far longer than I had.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>MadPanda</strong> on <strong>30-09-2010, 00:26:45</strong>
			</dt>
			<dd class="postbody">
				For a given value of the word 'known' since what's been on my bookshelf since the halcyon days of my nerdish youth was the ol' Second Edition.<br><br>Beast Lore is a Special Ability, not a Quirk (p 270) and is purchased like any other skill.&nbsp; I suspect a Sanguine moment in editing.&nbsp; (It was a skill in 4th Edition.)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>MadPanda</strong> on <strong>30-09-2010, 01:00:08</strong>
			</dt>
			<dd class="postbody">
				I have to wonder how, exactly, this fellow ended up with a Subterranoid weapon.&nbsp; I'm inclined to say 'no' since that's a wee bit like wandering about Rohan with an Orc blade in hand...and letting a friend and ally have one isn't really something the Gnomekin seem likely to do.<br><br>May I humbly suggest Kanquan instead of Arimite Knife Fighting?&nbsp; It seems to fit the backstory a bit better.<br><br>That's a whole lot of quirks you have listed.&nbsp; How many did you actually buy?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>MadPanda</strong> on <strong>30-09-2010, 02:20:39</strong>
			</dt>
			<dd class="postbody">
				Beast Lore is only available through the Beast Master path, which you haven't taken either.&nbsp; It would be taken as a skill (annoyingly enough it IS listed as a Quirk in your racial descrption, but as a special ability in the Path and in the Skills and Quirks chapter).<br><br>I'm iffy about allowing you the Assassin path, since it isn't open to Jaka, but even considering that Kanquan would make more sense than Arimite knife fighting.<br><br>Quirks (except any starting freebies for your race) cost two skill ranks apiece, one point if you take a negative quirk.&nbsp; Counting your negative quirk, that's still seventeen points out of a max of thirty starting points for your listed combination of paths.<br><br>I'm <em>really</em> not sure about the subterranoid weapon.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>Thufir Hawat</strong> on <strong>30-09-2010, 02:27:03</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=82053.msg3702272#msg3702272">Quote from: Leorobin on 30-09-2010, 02:04:51</a></div></div><blockquote class="bbc_standard_quote">Well he was wandering with the mentioned gnomekin when they were atacked. Since his perception rating and sixth sense allows him an edge on surpise attacks, over the gnomekin at least, he managed to avoid damage. The gonmekin was hurt though and after a combat with the subterranoid, they got help and the gnomekin was taken to get some medical assistance, he seized the chance and took the dead subterranoid's sword. So it is of recent acquisition. He kept it concealed, of course.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>Is there any reason why he would prefer that specific blade over others he doesn't have to keep concealed? And how do you keep a sword concealed?<br>The Highlander series makes it look easier than it is ;).
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>MadPanda</strong> on <strong>30-09-2010, 02:46:23</strong>
			</dt>
			<dd class="postbody">
				Consider the sword a 'no' at this point.<br><br>We may let you gain one in play, if things go the right way.<br><br>Yes, please, double-check your math.&nbsp; You seem to have either far too many skills or far too many quirks...and I'm not sure how many of the ones you get for being a Jaka should apply, given that your character wasn't really raised as one.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>MadPanda</strong> on <strong>30-09-2010, 04:51:14</strong>
			</dt>
			<dd class="postbody">
				You would not use the Rajan <em>anything</em>.&nbsp; Your character is Jaka.&nbsp; The question is how many of those starting quirks would not be available to a character not raised among Jaka.<br><br>Better PM me and Thufir with your math, then, because something's getting lost in translation.&nbsp; Please make clear how and where you spent what: if you AREN'T spending skill ranks on a skill, leave it off your sheet.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>Thufir Hawat</strong> on <strong>30-09-2010, 16:47:10</strong>
			</dt>
			<dd class="postbody">
				My spells and the names are ready. I think the Cymrillian should hate his parents ;D!<br><br>MP, would you check the spells, especially the changed Globe of light and the first spell of the Cymrillian?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>Petrosity</strong> on <strong>23-10-2010, 10:54:32</strong>
			</dt>
			<dd class="postbody">
				Character Summary:<span style="font-size: 18pt;" class="bbc_size"> Aevela Esurii Bashalde</span><table class="bbc_table"><tbody><tr><td><strong>Race/Culture:</strong> Sarista</td><td><strong>Paths:</strong> Urban, Gambler, Guide</td></tr><tr><td><strong>Gender:</strong> Female</td><td><strong>Age:</strong>25</td><td><strong>Height:</strong> 5'11"</td><td><strong>Weight:</strong> 120</td></tr><tr><td><strong>Hair:</strong> White </td><td><strong>Eyes:</strong> Midnight Blue</td><td><strong>Skin:</strong> Light Blue</td></tr></tbody></table><br><strong>Appearance:</strong> Unique among her race, Aevala stands apart from the Sarista with her hauntingly, beautiful aquamarine skin and stark white hair. She is tall and slender with a sense of Saristian style, adorned with ornate jewelry in vibrant clothing. Aevala proudly displays her Saristian heritage with confidence and pride every day. <br><br><strong>Personality:</strong> Aevala tends to be proactive, always keeping a keen eye on her surroundings. She tries to let nothing escape her notice, both in the gambler’s den and on the trail. She plays her little games well, but she knows that life is the real game, and she likes being ahead in the scores. She enjoys the thrill of cheating Death and seeing Fortuna‘s invisible hand turn events one way or another. Aevala tries to fill her days with excitement and interesting new places. She abhors boredom, and constantly seems to be doing something or other, which has developed some insomniac tendencies as she has a hard time relaxing.<br><br><strong>Background:</strong> Aevala is the daughter of a prominent Sarista merchant, Romigro Bashalde, and famous musician, Esumaraela Bashalde. Aevala spent most of her life moving between major towns as her father sold wares to the cities where her mother performed. As Aevala grew, it became obvious that she did not possess her mother’s talent for music nor her father’s business-like attitude. Aevala enjoyed spending money on shiny trinkets and couldn’t hold a tune in a bucket, but she could remember the path to anywhere they ever traveled. She was fascinated by the changing landscapes and other cultures, despite her parents’ warning against taking an interest in passing societies. Aevala never grew attached to any other culture besides her own beautiful culture of the Sarista, but she liked watching the other denizens, to see what made them tick, and how they could be used to benefit herself and others <br><br>It was a warm summer day when Aevala discovered a use for her love of paths and culture. A few miles outside of a Silvanus city making a crude map, Aevala happened upon a lost group of weary travelers. After a few minutes of overhearing the travelers’ conversation, Aevala gained the courage to ask the group if they would like a guide to the city. It took several more minutes to ease the travelers’ suspicions, but they finally agreed and Aevala showed the travelers to the city, carefully deciding which streets to lead them down. After showing the travelers to the beautiful city and the most affordable inn, the leader of the group kindly gave Aevala a silver piece for her service. Aevala gave a bright smile and small curtsy before walking off down one of the allies, knowing that the travelers lost far more than just one silver piece during their trip into the city.<br><br>Aevala ran home and told her parents of her splendid new enterprise, one that would both benefit the clan and herself. While sadden that their only daughter would not follow down either path of music or peddling, Aevala’s parents were happy that their daughter finally found her place within the Sarista society. Aevala soon began an apprenticeship with a&nbsp; guide and learned the ways of the land by day and the ways of the table by night. Aevala became well acquainted with gambling dens and inns, picking up new games quickly and pocketing a great deal of coin along her travels. <br><br>After several years of learning the trades, Aevala finally was released from her apprenticeship to become her own guide. At her informal graduation, Aevala was given two special gifts by her parents to aid her along her paths: a brilliant greymane and a family heirloom: a six foot long blade staff. Aevala was both profoundly grateful for the gifts and shocked by her parents generosity, but her parents insisted that Aevala keep the gifts, including the legendary blade staff that her great-great-great grand pappy had received by outwitting a Karsmarin into signing a contract to produce the elongated weapon. <br><br>Aevala was overwhelmed and elated, but scared. She had never truly been alone from other Sarista, but it was time for her to become her own guide and bring a steady flow of coin into her pockets and other Sarista. Nervous, but hopeful, Aevala left the next day on her new companion to guide a small caravan to Zandu’s capital city, Zanth. She left Silvanus uneasily, but soon gained knowledge and insight along her many travels.<br><br>It’s been two years since Aevala’s first duty as a guide, and she has found herself in that same city of Zanth once again. She enjoyed the city of Zanth, as they seemed to possess the same <br>Saristian appreciation for colorful fashion and a zeal for life.<br><br>Additional Notes: Due to Aevala’s skin condition, she tends to have a lot of scarves and hats that she carries with her. Also, the name of her Equ is Bright Storm, depicting her intelligent personality and her grey coat. <br><br><strong>Weapon Skills:</strong> Pole arms ( Blade staff )<br><br><strong>Attributes</strong>:<br><strong>Int:</strong> +1&nbsp; &nbsp;<strong>Per: </strong>+1 <strong>Wil:</strong> +0<br><strong>Cha:</strong> +3 <strong>Str:</strong> +0&nbsp; <strong>Dex: </strong>+2<br><strong>Con:</strong> +0 <strong>Spd:</strong> +1<br><strong>CR:</strong> +1&nbsp; <strong>RC:</strong> +1&nbsp; <strong>MR: </strong>+1<br><strong>Hit Points: </strong>20<br><br><strong>Skills</strong>:<br>Deception: +4<br>Gambling: +3<br>Gamecraft: +2<br>Evade:&nbsp; +3<br>Cartography: +1 <br>Guide: +2<br>Ride: +2<br>Search: +2<br>Survival (Forest): +1 <br>Survival (Swamp): +1<br>Weapon (Polearms): +2<br>Language (High Talislan): +2<br>Language (Low Talislan - Native)<br>Language (Sarisa - Native)<br>Cultures (Dhuna): +2<br>Cultures (Sarista) + 5<br>Cultures (Zandir) +2<br>Fashion (Sarista) +2<br><br><strong>Quirks: </strong> Acute Sense (Sight), Literate, Terrain Familiarity: Forest, Terrain Familiarity: Swamp<br><br><strong>Negative Quirks: </strong> Albino, Insomniac, Alcohol Intolerance<br><br><strong>Equipment</strong>:&nbsp; Quality garments, leather boots, 10 caltrops, unenchanted zodar deck, quatrillian deck, belt pouch, small metal mirror, silver earnings; Blade staff (weapon of choice), map &amp; charts, hide scroll case, back pack, bedroll, tent,&nbsp; leather armor, 50’ rope, greymane steed w/ saddle back (4) &amp; tack; linen tunic &amp; breeches, sandals, cloth cap, belt pouch, shoulder bag; aquavit bottles (2), chakos bottle (1), grog bottles (2), zandir wine bottle (1), lantern flowers (5), large waterskin, notebok, pick + shovel, hammer, sharpening stone, large glass vials (5),&nbsp; 5 weeks food rations, iron hip flask. 100 gl.<br><br><strong>Current GL:</strong> 25<br><br>Thanks for all the help.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>Thufir Hawat</strong> on <strong>05-04-2011, 17:16:27</strong>
			</dt>
			<dd class="postbody">
				Hi, Miroque, glad to have you on board!
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>Miroque</strong> on <strong>05-04-2011, 20:05:09</strong>
			</dt>
			<dd class="postbody">
				<div class="floatright">(http://i224.photobucket.com/albums/dd277/perhekorlee/hahmokuvia/Amiko.jpg)</div><span style="font-size: 14pt;" class="bbc_size"><span style="font-family: Courtier;" class="bbc_font">Name:</span> <strong><em><span style="font-family: Verdana;" class="bbc_font">Arathea</span></em></strong></span><br><span style="font-family: Courtier;" class="bbc_font">Age:</span> 23<br><span style="font-family: Courtier;" class="bbc_font">Occupation:</span> Dhura Witch of the White Covenant<br><span style="font-family: Courtier;" class="bbc_font">Social Class:</span> Slave<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Character Sheet</div><div class="spoiler_body"><strong>Attributes:</strong><br>INT&nbsp; &nbsp;+2&nbsp; &nbsp;PER +0&nbsp; &nbsp;WIL +2<br>CHA&nbsp; +8&nbsp; &nbsp;STR -1&nbsp; &nbsp; DEX +0<br>CON&nbsp; +0&nbsp; SPD +0<br>CR&nbsp; &nbsp; +0&nbsp; &nbsp;RC +0&nbsp; &nbsp; &nbsp;MR +4<br>Hitpoints: 18<br><br><strong>Skills:</strong><br>Language (Elder Tongue, Native)<br>Language (Low Talislanta, Fluent)<br>Cultures (Dhuna) +5<br>Cultures (Sarista) +1<br>Survival (Forest) +1<br>Herb Lore +3<br>Healer +4<br>Dance +4<br>Doctrines (Old Gods) +1<br>Song +4<br>Weapon (Spear) +1<br>Mode (Divination) +3 (+5)<br>Mode (Wards) +3 (+5)<br>Mode (Influence) +3<br>Mode (Transformation) +3 (+5)<br>Mode (Conjuration) +1<br><br><strong>Quirks:</strong><br>Dhura Kiss (Will roll, - characters CHA)<br>Attractive (+1 CHA with males)<br>Literate<br>Strong Willed (+2WIL vs mind effects and interogation)<br>Disease Immunity<br><br><strong>Negative Quirks:</strong><br>Destitude<br>Fear (Kang race)<br>Enemy (Jhang, Kang Warlord)<br><br><strong>Aspects:</strong><br>Blessed by the Old Gods<br><br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Appearance</div><div class="spoiler_body"> Arathea is youthful Dhura, 5´2 and lithe body weighting only 93 pounds. Her honey coloured eyes and sensual features cant be hidden. She´s walking dream of men and some women. Her black hair makes corona of darkness around her face, giving mystical allure. Around her throat, she has black metal collar that has ornates symbols on it. Collar is melted shut, making it extremely dangerous to remove.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Personality</div><div class="spoiler_body"> Arathea has been thru hell, and that has forged her into steal willed young woman. Her natural gift manifested fully, while being subjucated Jhang´s&nbsp; constant abuse.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Background</div><div class="spoiler_body"> Arathea was living with her clan, deep in the Werewood, living as Covenant Initiate. She was captured by slave hunters, when she was alone on trip to collect rare moon blossoms. Slavers sold her to Jhang, Kang Warlord of Wain-tra Clan, as his bedslave and comcubine, to follow him where ever he went.<br>She suffered years and years of constast abuse, her willpower allmost crushed, until one day, when the bastard Jhang was terrible wounded, and resting, she found an opening. She hide in travelling merchants wagon, and knew that she needed to get quickly away, as far as she could. She found that she was in Zandir, unknown city to her, where people spoke unfamiliar languages. Alone and without anything but clothes on her back, she started her new life.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Items</div><div class="spoiler_body"> Slave outfit she wears and black metal metal collar with Kang symbols on it. Money pouch (27 gold lumens)<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Dhuna Witchery</div><div class="spoiler_body">Dhuna Witching ways:<br>(+2 Divination, Warding, Transformation, -3 Attack)<br>Power of Binding (no range on spells, if close connection to target)<br>Limitation (Casting roll `13` allways fails)<br>Witch´s Curse (Transformation, gives 1 animal trait to target&nbsp; each day, until full animal for 7days)<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Second Sight</div><div class="spoiler_body">Second Sight<br>Mode: Divination<br>Duration: 5 minutes<br>Range: 100 feet<br>Casting Modifiers: +1 (level 1 base + Order bonus)<br>By concentrating on her inner self, and speaking softly to the forgotten gods, the witch may see into<br>the future. The player should be able to ask a specific question, and the GM should answer as truthfully<br>and as accurately as the spell level and success dictates, the higher the spells level, the more detailed<br>the information, the better the roll, the less cryptic the information will be.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Aura of Enchantment</div><div class="spoiler_body">Aura of Allurement<br>Mode: Enchantment<br>Duration: 5 minutes<br>Range: Touch<br>Casting Modifiers: -7 (level 3 base + duration)<br>Through the use of this enchantment the caster can make a designated subject appear more attractive<br>and alluring. In game terms, the spell adds to the beneficiary’s appearance, but does not effect leadership<br>or other facets of the Charisma attribute. Members of the same (or similar) race will usually respond<br>far more favorably to the subject for the duration of&nbsp; the spell.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Obsession</div><div class="spoiler_body">Obsession<br>Mode: Influence<br>Duration: 5 rounds<br>Range: 5 feet<br>Casting Modifiers: -5 (level 1 base + duration)<br>A simple curse, this spell enables the caster to afflict a subject with an overwhelming craving or desire of the caster’s choice.<br>&nbsp;For example: the urge to eat or drink to excess, affection for a particular person or creature, a fixation upon obtaining <br>some object of desire, or compulsive behavior of some sort. The subject may resist the spell with a WIL check at –1/2 the spells level.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Altered VIsage</div><div class="spoiler_body">Altered Visage<br>Mode: Transmutation<br>Duration: 5 minutes<br>Range: Touch<br>Casting Modifiers: -9 (level 5 base + duration)<br>With this spell, the Witch may assume the facial features of any member of the various cultures of man (Cymrillian, Aamanian, Dracartan, Sarista, etc). The Dhuna use this spell to great effectiveness for the purposes of traveling freely as well as other acts of deception.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Eldrich Healing</div><div class="spoiler_body">Eldritch Healing<br>Mode: Transmutation<br>Duration: Instant<br>Range: Touch<br>Casting Modifiers: -8 (level 10 base + Order bonus)<br>Calling upon the ancient god of healing, a witch can channel the energies of this god into heal herself or others. <br>The recipient of this spell will be healed of 10 points of damage and feel a warming sensation as the energies course through them.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Eldrich Barrier</div><div class="spoiler_body">Eldritch Barrier<br>Mode: Ward<br>Duration: 1 minute<br>Range: Self<br>Casting Modifiers: -6 (level 1 base + duration)<br>By speaking a brief incantation calling upon long forgotten gods, and pointing at an area, a witch can create a wall of <br>eldritch force that lasts for a single minute. This wall will appear as a shimmering barrier that is almost imperceptible at certain angles.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Eldrich Aura</div><div class="spoiler_body">Eldritch Aura<br>Mode: Ward<br>Duration: 5 rounds<br>Range: Self<br>Casting Modifiers: -1 (level 1 base)<br>By calling upon long forgotten gods, the Witch may envelope herself in the eldritch energies of those<br>beings. Green fire will swirl about her for the duration of the spell, protecting her from harm.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Ward agaist Hexes</div><div class="spoiler_body">Ward against Hexes<br>Mode: Ward<br>Duration: 3 minutes<br>Range: Touch<br>Casting Modifiers: -10 (level 10 base + duration + Order bonus)<br>Due to the nature of certain covens, the Dhuna teach this spell to all of the younger initiates in order to protect them. This spell will ensure that the recipient is untouched by any hex for a period of 3 minutes, although it is commonly used in enchantments.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Hide Magic</div><div class="spoiler_body">Hide Magic<br>Mode: Divination (Conceal)<br>Duration: 3 minutes<br>Range: 50 feet<br>Casting Modifiers: -1 (level 1 base + duration + Order bonus)<br>This spell allows the caster to disguise any enchanted object, artifact, creature, or being, causing it to appear to <br>be non-magical in nature. A PER roll using the spells level as a negative modifier must be&nbsp; made in order to see through the effect.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Open Witchgate</div><div class="spoiler_body">Open Witchgate (Unique)<br>Mode: Conjuration<br>Duration: 2 minutes<br>Range: Target<br>Casting Time: 13 rounds<br>Casting Modifiers: -13 (level 12 base + duration)<br>By casting this spell on a Witchgate, the caster opens a dimensional portal, enabling them to step through and reappear at another Witchgate. The second gate must be chosen when the spell is cast and cannot be changed for the duration of the spell. Dhuna covens guard the secret of this spell, as well as the location&nbsp; of the Witchgates, very closely so that the gates will not be destroyed, and so that others cannot use them against the Dhuna.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Cause Boils</div><div class="spoiler_body">Cause Boils<br>Mode: Transmutation (Harm)<br>Duration: Instant<br>Range: Touch<br>Casting Modifiers: -4 (level 6 base + Order bonus)<br>With this potent curse, the Witch calls upon dark forces that will cause boils and blisters to cover an individuals body with a touch. This affliction is extremely painful and the recipient suffers a –6 to all rolls requiring concentration until a cure has been&nbsp; affected.</div></div></div></div>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>Thufir Hawat</strong> on <strong>11-04-2011, 16:28:21</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=82053.msg4466769#msg4466769">Quote from: Miroque on 05-04-2011, 20:05:09</a></div></div><blockquote class="bbc_standard_quote"><div class="floatright">(http://i224.photobucket.com/albums/dd277/perhekorlee/hahmokuvia/Amiko.jpg)</div><span style="font-size: 14pt;" class="bbc_size"><span style="font-family: Courtier;" class="bbc_font">Name:</span> <strong><em><span style="font-family: Verdana;" class="bbc_font">Arathea</span></em></strong></span><br><span style="font-family: Courtier;" class="bbc_font">Age:</span> 23<br><span style="font-family: Courtier;" class="bbc_font">Occupation:</span> Dhura Witch of the White Covenant<br><span style="font-family: Courtier;" class="bbc_font">Social Class:</span> Slave<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Character Sheet</div><div class="spoiler_body"><strong>Attributes:</strong><br>INT&nbsp; &nbsp;+2&nbsp; &nbsp;PER +0&nbsp; &nbsp;WIL +2<br>CHA&nbsp; +8&nbsp; &nbsp;STR -1&nbsp; &nbsp; DEX +0<br>CON&nbsp; +0&nbsp; SPD +0<br>CR&nbsp; &nbsp; +0&nbsp; &nbsp;RC +0&nbsp; &nbsp; &nbsp;MR +4<br>Hitpoints: 18<br><br><strong>Skills:</strong><br>Language (Elder Tongue, Native)<br>Language (Low Talislanta, Fluent)<br>Cultures (Dhuna) +5<br>Cultures (Sarista) +1<br>Survival (Forest) +1<br>Herb Lore +3<br>Healer +4<br>Dance +4<br>Doctrines (Old Gods) +1<br>Song +4<br>Weapon (Spear) +1<br>Mode (Divination) +3 (+5)<br>Mode (Wards) +3 (+5)<br>Mode (Influence) +3<br>Mode (Transformation) +3 (+5)<br>Mode (Conjuration) +1<br><br><strong>Quirks:</strong><br>Dhura Kiss (Will roll, - characters CHA)<br>Attractive (+1 CHA with males)<br>Literate<br>Strong Willed (+2WIL vs mind effects and interogation)<br>Disease Immunity<br><br><strong>Negative Quirks:</strong><br>Destitude<br>Fear (Kang race)<br>Enemy (Jhang, Kang Warlord)<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Appearance</div><div class="spoiler_body"> Arathea is youthful Dhura, 5´2 and lithe body weighting only 93 pounds. Her honey coloured eyes and sensual features cant be hidden. She´s walking dream of men and some women. Her black hair makes corona of darkness around her face, giving mystical allure. Around her throat, she has black metal collar that has ornates symbols on it. Collar is melted shut, making it extremely dangerous to remove.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Personality</div><div class="spoiler_body"> Arathea has been thru hell, and that has forged her into steal willed young woman. Her natural gift manifested fully, while being subjucated Jhang´s&nbsp; constant abuse.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Background</div><div class="spoiler_body"> Arathea was living with her clan, deep in the Werewood, living as Covenant Initiate. She was captured by slave hunters, when she was alone on trip to collect rare moon blossoms. Slavers sold her to Jhang, Kang Warlord of Wain-tra Clan, as his bedslave and comcubine, to follow him where ever he went.<br>She suffered years and years of constast abuse, her willpower allmost crushed, until one day, when the bastard Jhang was terrible wounded, and resting, she found an opening. She hide in travelling merchants wagon, and knew that she needed to get quickly away, as far as she could. She found that she was in Zandir, unknown city to her, where people spoke unfamiliar languages. Alone and without anything but clothes on her back, she started her new life.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Items</div><div class="spoiler_body"> Slave outfit she wears and black metal metal collar with Kang symbols on it.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Dhuna Witchery</div><div class="spoiler_body">Dhuna Witching ways:<br>(+2 Divination, Warding, Transformation, -3 Attack)<br>Power of Binding (no range on spells, if close connection to target)<br>Limitation (Casting roll `13` allways fails)<br>Witch´s Curse (Transformation, gives 1 animal trait to target&nbsp; each day, until full animal for 7days)<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Second Sight</div><div class="spoiler_body">Second Sight<br>Mode: Divination<br>Duration: 5 minutes<br>Range: 100 feet<br>Casting Modifiers: +1 (level 1 base + Order bonus)<br>By concentrating on her inner self, and speaking softly to the forgotten gods, the witch may see into<br>the future. The player should be able to ask a specific question, and the GM should answer as truthfully<br>and as accurately as the spell level and success dictates, the higher the spells level, the more detailed<br>the information, the better the roll, the less cryptic the information will be.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Aura of Enchantment</div><div class="spoiler_body">Aura of Allurement<br>Mode: Enchantment<br>Duration: 5 minutes<br>Range: Touch<br>Casting Modifiers: -7 (level 3 base + duration)<br>Through the use of this enchantment the caster can make a designated subject appear more attractive<br>and alluring. In game terms, the spell adds to the beneficiary’s appearance, but does not effect leadership<br>or other facets of the Charisma attribute. Members of the same (or similar) race will usually respond<br>far more favorably to the subject for the duration of&nbsp; the spell.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Obsession</div><div class="spoiler_body">Obsession<br>Mode: Influence<br>Duration: 5 rounds<br>Range: 5 feet<br>Casting Modifiers: -5 (level 1 base + duration)<br>A simple curse, this spell enables the caster to afflict a subject with an overwhelming craving or desire of the caster’s choice.<br>&nbsp;For example: the urge to eat or drink to excess, affection for a particular person or creature, a fixation upon obtaining <br>some object of desire, or compulsive behavior of some sort. The subject may resist the spell with a WIL check at –1/2 the spells level.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Altered VIsage</div><div class="spoiler_body">Altered Visage<br>Mode: Transmutation<br>Duration: 5 minutes<br>Range: Touch<br>Casting Modifiers: -9 (level 5 base + duration)<br>With this spell, the Witch may assume the facial features of any member of the various cultures of man (Cymrillian, Aamanian, Dracartan, Sarista, etc). The Dhuna use this spell to great effectiveness for the purposes of traveling freely as well as other acts of deception.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Eldrich Healing</div><div class="spoiler_body">Eldritch Healing<br>Mode: Transmutation<br>Duration: Instant<br>Range: Touch<br>Casting Modifiers: -8 (level 10 base + Order bonus)<br>Calling upon the ancient god of healing, a witch can channel the energies of this god into heal herself or others. <br>The recipient of this spell will be healed of 10 points of damage and feel a warming sensation as the energies course through them.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Eldrich Barrier</div><div class="spoiler_body">Eldritch Barrier<br>Mode: Ward<br>Duration: 1 minute<br>Range: Self<br>Casting Modifiers: -6 (level 1 base + duration)<br>By speaking a brief incantation calling upon long forgotten gods, and pointing at an area, a witch can create a wall of <br>eldritch force that lasts for a single minute. This wall will appear as a shimmering barrier that is almost imperceptible at certain angles.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Eldrich Aura</div><div class="spoiler_body">Eldritch Aura<br>Mode: Ward<br>Duration: 5 rounds<br>Range: Self<br>Casting Modifiers: -1 (level 1 base)<br>By calling upon long forgotten gods, the Witch may envelope herself in the eldritch energies of those<br>beings. Green fire will swirl about her for the duration of the spell, protecting her from harm.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Ward agaist Hexes</div><div class="spoiler_body">Ward against Hexes<br>Mode: Ward<br>Duration: 3 minutes<br>Range: Touch<br>Casting Modifiers: -10 (level 10 base + duration + Order bonus)<br>Due to the nature of certain covens, the Dhuna teach this spell to all of the younger initiates in order to protect them. This spell will ensure that the recipient is untouched by any hex for a period of 3 minutes, although it is commonly used in enchantments.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Hide Magic</div><div class="spoiler_body">Hide Magic<br>Mode: Divination (Conceal)<br>Duration: 3 minutes<br>Range: 50 feet<br>Casting Modifiers: -1 (level 1 base + duration + Order bonus)<br>This spell allows the caster to disguise any enchanted object, artifact, creature, or being, causing it to appear to <br>be non-magical in nature. A PER roll using the spells level as a negative modifier must be&nbsp; made in order to see through the effect.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Open Witchgate</div><div class="spoiler_body">Open Witchgate (Unique)<br>Mode: Conjuration<br>Duration: 2 minutes<br>Range: Target<br>Casting Time: 13 rounds<br>Casting Modifiers: -13 (level 12 base + duration)<br>By casting this spell on a Witchgate, the caster opens a dimensional portal, enabling them to step through and reappear at another Witchgate. The second gate must be chosen when the spell is cast and cannot be changed for the duration of the spell. Dhuna covens guard the secret of this spell, as well as the location&nbsp; of the Witchgates, very closely so that the gates will not be destroyed, and so that others cannot use them against the Dhuna.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Cause Boils</div><div class="spoiler_body">Cause Boils<br>Mode: Transmutation (Harm)<br>Duration: Instant<br>Range: Touch<br>Casting Modifiers: -4 (level 6 base + Order bonus)<br>With this potent curse, the Witch calls upon dark forces that will cause boils and blisters to cover an individuals body with a touch. This affliction is extremely painful and the recipient suffers a –6 to all rolls requiring concentration until a cure has been&nbsp; affected.</div></div></div></div><br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Character is approved now. Miroque can take a point, or something, for getting it done in almost record time ;).<br><br>We'll give her some nice Aspects after we see her in play, right &gt;:)?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>Miroque</strong> on <strong>11-04-2011, 17:45:44</strong>
			</dt>
			<dd class="postbody">
				Aspect? (is lost....)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>Zelric Miras</strong> on <strong>13-04-2011, 05:27:44</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=82054.msg4117889#msg4117889">Quote from: Thufir Hawat on 11-01-2011, 16:51:41</a></div></div><blockquote class="bbc_standard_quote">[...]<br><br>First, I've been toying with the idea of introducing [ur=http://www.vsca.ca/Diaspora/diaspora-srd.html#aspects]Aspects[/url] that you can activate once per scene after a roll for a +1 or +2 bonus. Of course, that would mean they can be compelled, too 8-)!<br><br>Second, I'm considering to allow Death Gifts (https://sites.google.com/site/amagigames/the-death-gift) just in case a PC dies. No, I don't envision anyone dying, but it's always a possibility. Why not make it fun &gt;:)?<br>[...]<br><br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=82054.msg4130337#msg4130337">Quote from: Thufir Hawat on 14-01-2011, 09:35:38</a></div></div><blockquote class="bbc_standard_quote">[...]<br>As for aspects, adding to the roleplay is spot on, they tend to help that. I haven't decided whether to use Fate points, or just to give you a number of aspects, usable once per scene, and compellable once per scene, by the GM or anyone else ;). They don't refresh automatically, but when someone compels them against you.<br>Of course, you could refuse a compel, but it would use up your aspect for this scene, or if used already, impose you a penalty equal to the Aspect bonus for an appropriate action.<br>I kinda lean towards this one, mostly because it's easier to explain, but your thoughts would be welcome.<br><br>[...]<br><br>Aspects are not skills, so they don't get a rating. It's more like a quirk-lite, a distinguishing feature or descriptor that is not always useful. You get to benefit it only occasionally, and at times, people get to <br>For example, you could have an Aspect "Master Posteropiris taught me the bladestaff". It's still the same rating in Bladestaff, but once in a while, you could use one of his secret tricks.<br>Of course, if you hear said master is in danger, or someone insulting his honour and skills, you might be compelled to act upon it, or an enemy of said master could give you a penalty to your attack - because, you know, he wouldn't be here if he didn't know how to counter his tricks.<br>And yes, once you use an Aspect, it's no more useful for now. OTOH, if someone compels it, it refreshes, and you get to use it again! Like, the master is glad you defended his honour and teaches you a new trick - or maybe you affirm how important this skill is to you, and use it with abandon.<br>Yeah, I agree, it's often used in a quite meta-gamey manner, but it doesn't have to be.<br><br>Also, I plan to let you determine one of your aspects yourself, and the other two players determine one aspect each. You can start by picking an Aspect for yourself, and another for Kalaj and Adjia each ;).<br>I'll be writing the IC post when I wake up.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>I edited the bits that aren't related out. ( [...] ) I left the part about death gifts since it was talked about when you weren't around.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>Miroque</strong> on <strong>13-04-2011, 05:48:46</strong>
			</dt>
			<dd class="postbody">
				got it thanks. and I talked with Thufir Hawat about Aspects. I think I got them down. (it down...still waitting 2 more from you guys)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>Thufir Hawat</strong> on <strong>13-04-2011, 08:07:06</strong>
			</dt>
			<dd class="postbody">
				Yes indeed, I've got one of those two Aspects ready for her. Just waiting to see her in play, so I could make it fit the way the character is played.<br>Which reminds me that you should really tell me your plans if I am to move the IC thread ;D!
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Talislanta: Wild, Wild West!  Char-Gen and Cast Thread.</strong><br>
				Post by: <strong>Zelric Miras</strong> on <strong>30-04-2011, 04:30:17</strong>
			</dt>
			<dd class="postbody">
				Kalaj will try to get what information he can in the 'bar' while Yume scouts from the outside. He has some interest in the virago, more like amusement at her behaviour and also some commercioal interest due to her comment of getting a nighthawk. 
			</dd>
		</dl>
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