Wartov
Member
Age: ???
Race: Athar
Culture: ???
Sex: Male
Dress: Informal, snug-fitting leatherwear and a half-cape.
Occupation: Alchemist
Markus is a striking figure of mild inhumanity. Visage is naught but a marred canvas, branching black veins pervading 'cross the face, pulsing like rivers beneath pallid flesh.
These veins gnaw at his whole being, each heartbeat causing a shift, a tightening. A constriction, pulling against him, holding him prisoner.
Limbs ring similarly artificial. Legs, spindly and frail, rest beneath his form like twigs holding up a plank. Hands are feeble, blackened knuckles oftentimes clasped behind the back, hiding.
Yet, despite his frailty, his movements are deliberate: each shift of the body calculated, each footfall measured against the hesitation of ache.
Tier | HP | MS |
1 | 17 | 9 |
STR | CON | AGI | INT |
-1 | -2 | 5 | 4 |
Maneuvers:
Tier 1 - Dual Wield | Swift Action
No Cooldown | Attribute Requirements: 1 Agility | Weapon Requirements: Off-Hand Light Weapon & No Heavy Weapons
You can dual-wield FISTS?!
The Echo takes the Attack Action using their Off-Hand weapon, though does not apply Str or Agi Modifiers.
Tier 1 - Heel Kick | Swift Action
3 Round Cooldown | Attribute Requirements: 1 Strength or Agility | Weapon Requirements: None
Hey! I heard you're pretty strong!
The Echo makes an Attack up to a range of 3 Blocks using their Strength or Agility Modifier, dealing 1d2 + damage calculated by the chosen Attribute.
Tier 2 - Blood of Shindai | Passive
No Cooldown | Attribute Requirements: 4 Strength or 4 Agility | Weapon Requirements: None
Fists that hurt as much as an axe. Impressive.
The Echo calculates their Unarmed damage as 1d6 instead of 1d2, and they can count as light or medium weapons that can use STR or AGI for attack and damage calculation.
Thaumaturgy:
Tier:
Elder, Mutagens no longer required.
Passives:
Unholy Appearance:
A Mutant's blood rushes with toxin. As a result, veins are black and skin is pallid.
Toxic Blood:
That selfsame toxin induces significantly increased TOX. TOX is set and capped to 115, and fully regenerates after 12 hours.
Immunity to Toxin:
Mutants have immunity to mundane poisons, salves and potions. They need something much stronger in order for their body to react.
(Their TOX is, however, reduced by 50 upon initial injection of a venom. Regenerates after 1 hour.)
Knowledge of Forces:
Elementalists can sense differences between Wynd, Weld, and Wyrd.
Aer's Gift:
The element of Aer fused with the body of this Mutant. If he were to fall off a cliff, he would slowly float down, aided by meager weight and the guiding hand of Aer.
Immunity to all forms of fall damage.
Elemental Manipulation:
Elementalists can manipulate the four base elements: Terra, Aquae, Ignia, and Aer.
Aer can be turned to lightning, Aquae to ice and steam, and Terra to magma. Manipulation of Ignia requires a source of flame nearby.
Spells:
Elder, Mutagens no longer required.
Passives:
Unholy Appearance:
A Mutant's blood rushes with toxin. As a result, veins are black and skin is pallid.
Toxic Blood:
That selfsame toxin induces significantly increased TOX. TOX is set and capped to 115, and fully regenerates after 12 hours.
Immunity to Toxin:
Mutants have immunity to mundane poisons, salves and potions. They need something much stronger in order for their body to react.
(Their TOX is, however, reduced by 50 upon initial injection of a venom. Regenerates after 1 hour.)
Knowledge of Forces:
Elementalists can sense differences between Wynd, Weld, and Wyrd.
Aer's Gift:
The element of Aer fused with the body of this Mutant. If he were to fall off a cliff, he would slowly float down, aided by meager weight and the guiding hand of Aer.
Immunity to all forms of fall damage.
Elemental Manipulation:
Elementalists can manipulate the four base elements: Terra, Aquae, Ignia, and Aer.
Aer can be turned to lightning, Aquae to ice and steam, and Terra to magma. Manipulation of Ignia requires a source of flame nearby.
Spells:
Offensive [Melee] | Cantrip | 1d4 damage - Range: 2 blocks |
Offensive [Melee] | Tier I | 1d4+2 damage- Range: 2 blocks, optional AOE (2x2x2) - 4 round CD. |
Offensive [Melee] | Tier II | 1d6+4 damage - Range: 3 blocks, optional AOE (2x2x2) - Requires [2] emote wind-up. |
Offensive [Ranged] | Cantrip | 1d4 damage - Range: 10-20 blocks - 1 round CD |
Offensive [Ranged] | Tier I | 1d4+2 damage - Range: 10-20 blocks, optional AOE on target (2x2x2) - 6 round CD. Requires [1] emote wind-up. |
Offensive [Ranged] | Tier II | 1d6+4 damage - Range: 10-30 blocks, optional AOE on target (2x2x2) - Requires [2] emote wind-up. |
Defensive [Melee] | Cantrip | 1d4 damage reduction - Range: Immediate vicinity |
Defensive [Melee] | Tier I | 1d4+4 damage reduction - Range: 2 blocks, optional AOE (2x2x2) - 4 round CD. |
Defensive [Melee] | Tier II | 1d6+6 damage reduction - Range: 3 blocks, optional AOE (2x2x2) - Requires [2] emote wind-up. |
Defensive [Ranged] | Cantrip | 1d4 damage reduction - Range: 10-20 blocks - 1 round CD |
Defensive [Ranged] | Tier I | 1d4+2 damage reduction - Range: 10-20 blocks, optional AOE on target (4x4x4) - 4 round CD. |
Defensive [Ranged] | Tier II | 1d6+4 damage reduction - Range: 10-30 blocks, optional AOE on target (8x8x8) |
Utility [Melee] | n/a | Imbue: 4 emotes, self or target weapon - +2 damage - 4 round CD |
Utility [Melee] | n/a | Speed: 4 emotes, self or target. +4 blockspeed, +4 agility check - 4 round CD. |
Utility [Ranged] | n/a | Slow: 4 emotes, target. -4 blockspeed, -4 agility check - Range: 1-20 blocks - 4 round CD. |
Utility [Ranged] | n/a | Control: 2 emotes, target, stops initial reaction, and then movement - Range 1-20 blocks - 4 round CD. ([DC 16] to escape, uses action) |
Utility [Ranged] | n/a | Traversal: instant, teleportation - Range 1-20 blocks - 4 round CD. (Counts as bonus action, not action) (Can be used after an ability has been prepared.) |
Racial Abilities:
Inherent:
Athar's Resolve:
The Athar draws upon their internal resolve to gain advantage on an attack or defense roll, before making the initial roll.
[Cooldown: Once per day]
Born of Dawn:
The Athar is born from rays of light, granting +1 Dawn Resistance
Namer's Sight:
The Athar can see in darkness as if it were dim light, and dim light as if it were fully lit up to 10 blocks.
Evolutions:
Ethereal Light:
The Athar gains the Ethereal Weapon tag every 24 hours.
[Ethereal Weapon: You can choose to turn your weapon into a ghostly light, and turn a failed attack a successful one.]
Athar's Resolve:
The Athar draws upon their internal resolve to gain advantage on an attack or defense roll, before making the initial roll.
[Cooldown: Once per day]
Born of Dawn:
The Athar is born from rays of light, granting +1 Dawn Resistance
Namer's Sight:
The Athar can see in darkness as if it were dim light, and dim light as if it were fully lit up to 10 blocks.
Evolutions:
Ethereal Light:
The Athar gains the Ethereal Weapon tag every 24 hours.
[Ethereal Weapon: You can choose to turn your weapon into a ghostly light, and turn a failed attack a successful one.]
Loadout:
Accepted special permissions:
Attachments
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