You'll notice we don't have a controller. This is mostly because one of the controller apps wasn't complete last I checked, and the other may have been a little too off the wall.
Controller is the one role a party can be safe without, so I'm not concerned. And depending on the builds, other characters may be able to pick up the controller slack.
Name: Lt. Col. Vallo Sabedoria
Paragon Path: Spell Commander
Home Plane: Futuristic and wealthy, the galaxy itself is nameless. The realm is ablaze with war between the Githzerai and the Githyanki, arcane power being used as fuel for massive armadas of warships.
Equipment: Vallo carries an arcane energy rifle, which he charges with magical energy to fire at opponent or comrade, depending on the spell. Hence, on my sheet I'm carrying a superior crossbow. It's a 1d10 crossbow with no special properties (other than magic item effects). For sake of reskinning, I'll be RP'ing that the ammo will be "charges" of magical energy that is limited in Vallo's body. The only issue I see is me purchasing ammo in low-fantasy realms. If you'd like to add anything to that (brutal, high crit, whatever you think would add to a future magician with a pulse rifle, I did take a feat for proficiency in it. ) I leave that up to you.
Appearance: Tall and green skinned, the Githyanki resemble what some might refer to as "reptilian elves". Vallo has sharp ears and an upturned nose, his eyes are deep-set and striking. His head, neck and back are implanted with wires, each pulsating with arcane power. The wires lead down his right arm, and interface with the trigger of his weapon.
Personality: Serious and sometimes brash, Vallo also has a sense of humor and camaraderie. He's a focused man, give him a task and he's off to do it, be damned if you're in his way. He's somewhat of an outcast in his clan, his argumentative manner and problem with authority prominent during his military life.
Background: Vallo grew in the training and service of the Githyanki Assault CruiserGAC Jabitha, a powerful warship commanded by the Sabedoria clan. Vallo filled many roles in his time with the Jabitha, training as a gunner, a pilot, and one of the best ground commanders the ship had ever seen. His father, Meluse, was the captain of the ship, and they were feared by the entire Githzerai high command. At present time, the Jabitha and her crew are hiding in the tail of a comet, orbiting a small world called Melchom. On Melchom hides a Githzerai deserter of some repute. He had been recaptured by a small cadre of renowned Githzerai soldiers, and Vallo has been ordered to extract him, so that their interrogators could find out what he had that the githzerai had sent 18 of their best units to recapture one man. A pod breaks off from the Jabitha, headed for Melchom and carrying seven men...
Last edited by NCSamurai; 10-16-2011 at 03:45 PM.
Paragon Path: Darkstrider [MP2]
Equipment: Sniper Rifle
Irvine, Drow Ranger 11 [Darkstrider, MP2], Escaped Slave
Str: 9 [8 +1 (Level 11)]
Dex: 22 [17 +2 Racial +1 (Level 4) +1 (Level 8) +1 (Level 11)]
Con: 15 [14 +1 (Level 11)]
Int: 9 [8 +1 (Level 11)]
Wis: 20 [15 +2 Racial +1 (Level 4) +1 (Level 8) +1 (Level 11)]
Cha: 11 [10 +1 (Level 11)]
Initiative: +13 [+5 Lvl +6 Dex +2 Feat]
AC: 26 [10 +5 Lvl +6 Dex +5 Armor]
Fortitude: 20 [10 +1 Ranger +5 Lvl +2 Con +2 Cloak]
Reflex: 24 [10 +1 Ranger +5 Lvl +6 Dex +2 Cloak]
Will: 22 [10 +5 Lvl +5 Wis +2 Cloak]
Hit Points: 77 [27 (1st) +50 (Lvls)]
Healing Surges/Day: 8
Amount Healed: 19
Frost [+2] Sniper Rifle:
Attack: +18 [+5 Lvl +6 Dex +3 Proficiency +2 Feat +2 Magic]
Damage: 1d12+10 [+2 Magic +2 Item (Bracers) +3 Feat (Cold) +1 (Cold, Shard) +2 (Cold, Gloves)] +6 (Dex); Brutal 1
Attack: +7 [+5 Lvl -1 Str +3 Proficiency]
Attack: +7 [+5 Lvl -1 Str +3 Proficiency]
+2d6 Dmg vs. Quarry once/rnd
+8 Dmg when Hidden
+3 to Dmg with Crossbows if haven't moved since end of last turn
+1 Atk if closer than allies
Ignore partial/superior cover with crossbows
Any target hit with a cold power gains cold vulnerability 5 until the end of your next turn
Gain Combat Adv. vs enemies vulnerable to cold with cold powers
+2 Dex, +2 Wis
+2 Intimidate, Stealth
Fey Origin [Considered Fey]
Trance [Extended Rest on 4 hours, fully aware]
Lolthtouched [Cloud of Darkness or Darkfire 1/encounter]
Hunter Fighting Style: Quick Draw as Bonus Feat; Sheath as a Free Action; +4 to AC vs Opportunity Attacks for making a ranged attack.
Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target
Darkstrider Paragon [MP2]:
Dark Action: When you spend an action point to take an extra action, gain a +4 bonus to all defenses until end of next turn.
Darkstrider Edge: At the beginning of an encounter, gain combat advantage against any creatures who have not acted yet. Weapon attacks against creatures from which you are hidden deal 3+Wis  extra damage
1: Weapon Proficiency (Sniper Rifle)
Bonus (Ranger): Quickdraw [Draw Weapons/Items as part of same action used to attack/use the object, +2 Feat Init]
2: Speed Loader [PHB2] [Load a minor load crossbow as a free action]
4: Crossbow Expertise [HotFK] [+2 Feat to Attack with Crossbows, Ignore Partial/Superior Cover]
6: Steady Shooter* [+3 to Dmg with Crossbows if haven't moved since end of last turn]
8: Silvery Glow [Drg 386] [+3 Feat to Dmg with cold/radiant powers]
10: Wintertouched [Gain combat advantage against creatures vulnerable to cold when using a cold power]
11: Lasting Frost [Any target hit with a cold power gains cold vulnerability 5 until the end of your next turn]
*Denotes a feat that was Retrained
Acrobatics: +10 [+5 Lvl -1 Armor +6 Dex]
Arcana: +4 [+5 Lvl -1 Int]
Athletics: +10 [+5 Lvl +5 Training -1 Armor -1 Str +2 Shadowdancer's Garb], +2 when Climbing
Bluff: +10 [+5 Lvl +5 Training]
Diplomacy: +5 [+5 Lvl]
Dungeoneering: +15 [+5 Lvl +5 Training +5 Wis]
Endurance: +11 [+5 Lvl +5 Training +2 Con -1 Armor]
Heal: +10 [+5 Lvl +5 Wis]
History: +4 [+5 Lvl -1 Int]
Insight: +10 [+5 Lvl +5 Wis]
Intimidate: +5 [+5 Lvl]
Nature: +10 [+5 Lvl +5 Wis]
Perception: +15 [+5 Lvl +5 Training +5 Wis]
Religion: +4 [+5 Lvl -1 Int]
Stealth: +21 [+5 Lvl +5 Training -1 Armor +6 Dex +2 Racial +2 Shadowdancer's Garb +2 Criminal Background]
Streetwise: +5 [+5 Lvl]
Thievery: +17 [+5 Lvl +5 Training -1 Armor +6 Dex +2 Shadowdancer's Garb]
ARMOR: Predator's Hide [+2] [AV2] (3,400 gp) [+1 Defense vs. Quarry until end of next turn after hitting Quarry]
1. Frost [+2] Sniper Rifle [d12, Brutal 1, Superior Crossbow] (3,400 gp)
-Siberys Shard of Merciless Cold, 2 [EPG] (520 gp) [+1 Damage with cold powers]
2. Longsword (15 gp)
3. Shortsword (10 gp)
ARMS: Bracers of Archery, 6 [AV] (1,800 gp) [+2 Item bonus to Damage]
HANDS: Gloves of Ice [AV2] (9,000 gp) [+2 Damage with cold powers or ignore cold resistance 5]
HEAD: Shadowdancer's Mask [AV2] (5,000 gp) [Reroll Stealth/Bluff once per day]
NECK: Shadowdancer's Cloak [+2] [AV2] (4,200 gp) [Hide after an attack once per day]
Darkskull [AV] (4,200 gp)
Climber's Kit (11 gp)
Sniper Rifle Bullets x100 (5 gp)
Potion of Healing x2 (100 gp)
Bending Bullet [AV2] (50 gp)
Firestorm Bullet x3 [AV2] (90 gp)
Freezing Bullet x3 [AV2] (90 gp)
Surprise Bullet x3 [AV2] (90 gp)
31,981 gp spent
19 gp left
At Will Powers:
Attacks: Twin Strike [S], Nimbler Strike [S], Frost Weapon (Cold Damage) [F]
Utility: Designate Hunter's Quarry [Mn], Persistent Tail [Mv]
Attacks: Two Fanged Strike [S], Disruptive Strike [I], Biting Volley [S], Darkstrider Ambush [S], Hidden Strike [F]
Utility: Invigorating Stride [Mv], Weave Through they Fray [I], Darkskull [Mn], Cloud of Darkness/Darkfire [Mn]
Attacks: Attacks on the Run [S], Frost Weapon (Bonus Cold Damage, Slow) [F], Bracers of Archery (Ignore Cover) [Mn]
Utility: Shadowdancer's Mask (Reroll) [F], Shadowdancer's Cloak (Remain Hidden) [F]
Stances: Skirmishing Stance [Mn], Flying Steel [Mn]
Powers per Level:
1 At Will: Twin Strike, Nimble Strike
1 Encounter: Two Fanged Strike
1 Bonus (Escaped Slave) Encounter: Hidden Strike [Drg 390]
1 Daily: Split the Tree
2 Utility: Invigorating Stride [MP2]
3 Encounter: Disruptive Strike
5 Daily: Flying Steel [Drg 383]
6 Utility: Weave Through the Fray
7 Encounter: Biting Volley [MP]
9 Daily: Attacks on the Run
10 Utility: Persistent Tail (Stealth) [PHB3]
11 Paragon Encounter: Darkstrider Ambush
Cloud of Darkness
Encounter, Minor Action, Close Burst 1
The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are Immune to these effects.
Encounter, Minor Action, Ranged 10
Wisdom +4 vs. Reflex
Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.
Once per turn as a minor action, you can designate the enemy nearest to you as your quarry.
Once per round, you deal an extra +2d6 damage to your quarry. If you can make multiple attacks in a round, you decide which attacks to apply the extra damage to after all the attacks are rolled. This remains active until the end of the encounter, the quarry is defeated, or you designate a different target as your quarry.
At Will, Standard, Melee/Ranged
Str vs. AC (melee main and off hand) or Dex vs. AC (ranged), two attacks
Hit: 1[W] per attack
At Will, Standard, Ranged
Shift 1 square before you attack
Dex vs. AC
Hit: 1[W] +Dex
Two Fanged Attack:
Encounter, Standard, Melee/Ranged
Str vs. AC (melee main and off hand) or Dex vs. AC (ranged), two attacks
Hit: 1[W] +Str (melee) or +Dex (range) per attack, +Wis if both hit
Encounter, Free Action
Trigger: You make an attack
Effect: Make a Bluff check. If you succeed vs. passive insight of creatures observing you, they believe something else was the source of the attack and treat you as invisible until the start of your next turn.
Split the Tree:
Daily, Standard, Ranged
Dex vs AC, two attacks against two targets within 3 squares (1 each). Take highest result and apply to both targets.
Hit: 2[W] +Dex
Shift Wis Mod squares , must not end adjacent to an enemy. You can use your second wind.
Encounter, Immediate Interrupt, Melee/Ranged
Trigger: You or an ally is attacked by a creature
Target: The attacking creature
Str vs. Ac (melee) or Dex vs. AC (ranged)
Hit: 1[W] +Str (melee) or +Dex (ranged), Target takes penalty to Atk roll of 3+Wis
Daily, Standard, Ranged
Target: One creature
Dex vs. AC
Hit: 2[W] +Dex
Effect: Until end of encounter, if target ends its turn without cover from you, you can make a ranged basic attack as an immediate reaction. Effect also ends if target has cover from you at the end of your turn.
Weave Through the Fray:
Utility, Encounter, Immediate Interrupt, Personal
Trigger: An enemy moves adjacent to you
Effect: Shift Wis squares
Encounter, Standard, Ranged
Dex vs. Reflex, two attacks, crit range 18-20 for each
Hit: 1[W] +Dex per attack
Attacks on the Run:
Daily, Standard, Melee/Ranged
You can move your speed. At any point during your move, make two attacks, Str vs AC (melee) or Dex vs. AC (ranged).
Hit: 3[W] +Str (melee) or +Dex (ranged) per attack
Miss: Half Dmg per attack
At Will, Move Action, Close Burst 20
Target: One creature in burst that you can see and have cover or concealment against.
Effect: the first time the target moves before the start of your next turn, you can move your speed as an immediate reaction. If you end the movement with cover or concealment against the target, you can make a stealth check to become hidden.
Encounter, Standard, Melee/Ranged
Target: One creature granting combat advantage to you
Str vs. AC (melee) or Dex vs AC (ranged)
Hit: 3[W] +Str (melee) or +Dex (ranged), target is dazed until end of next turn
Item Power Descriptions:
At Will, Free Action
All Damage dealt by this weapon is cold damage.
Daily, Free Action
Trigger: Hit an opponent
Effect: Target take +1d8 cold damage, slowed until end of next turn
Bracers of Archery
Daily, Minor Action
Ignore cover on next attack
Daily, Free Action
Trigger: Make a Bluff or Stealth check and dislike the result.
Effect: Reroll the check with a +3 Bonus and use either result.
Daily, Free Action
Trigger: Hit or miss an opponent you're hiding from
Effect: Make a stealth check vs. passive perception to remain hidden from it. No longer hidden from other creatures.
Encounter, minor action
You cause all active light sources within 10 squares of you to be suppressed until the end of the encounter. Light sources activated after you use this power function normally.
The genetics of the Drow have been strictly maintained for millennia, and Irvine's body and face are very similar to his ancestors who lived before. His skin is a dark purple, almost black, covering a lean and muscular body, and his hair is platinum white. His clothing, however, reflects both Drow and human cultures, favoring tans and browns, including a heavy overcoat, light pants, a tunic, and a variety of belts and pockets for a variety of purposes. Slung across his back is an exquisite and expensive rifle, including many magical and mundane modifications of his own, signaling his impressive skill.
Irvine is generally light hearted and easy going, very rarely getting upset. Even in the middle of a firefight he maintains an almost perpetual calm, generally with a smile on his face- a sharpshooter, after all, cannot get too excited. Considering that, he is similarly easy-going about the taking of life, or rather, any life except his own. He is quick to make a joke, even in the most dangerous of situations, looking down upon those who take things too seriously, and almost always prefers to make things easier on himself.
In Irvine's world, the Drow have eliminated all other subterranean races, and most of the above-ground races as well. They are perhaps the most dominant race on the planet, seconded only by the humans who live above ground. Nearly all other races have fallen to or are on the brink of extinction, hunted down by Drow raiding parties or given up to the Drow by any human who feels his pockets are too light.
The Drow and Humans live in separate yet harmonious worlds, engaging in relatively peaceful trade of the resources between their two respective environments. Humanity's ingenuity and inventiveness have given the Drow many wondrous technologies, including firearms and some steam-based technologies (though military demand has hastened the development of the former), and most of the metals and minerals required for such creations are supplied by their subterranean counterparts. While the advancement of firearms has eliminated most other ranged weapons, they are too expensive for most of the populace, so swords and their like are still relatively common. A respectful alliance has held strong for hundreds of years, and their cultures have blended somewhat.
Irvine rested in absolute stillness, watching his target through the eye of his scope: A human this time. While he rarely turned down a job, he had a certain distaste for the killing of his own kind, and was glad to accommodate that preference. While in some lines of work the reason behind a kill was kept secret, for nefarious reasons or not, this was a simple bounty; a man whom the law of the land had decided was worth just as much dead as alive after his crimes.
Irvine watched a bit longer; the were two others beside his main target, presumably the accomplices the bounty had discussed. They had prices too, but it would be difficult to get all three before they could get to him. Still need to fork over the cash for that silencer, he thought. That would have helped.
Putting the issue behind him, he refocused, lining up his crosshairs with the main man's head. Aaaanndd… check. The sound he himself heard was muted, his ears trained to deaden the sound of his own gunshots by his trigger pull, but through the scope the man's head exploded satisfyingly. Irvine didn't blink as he reloaded. He moved slightly to the left; the first accomplice was running toward him, sword in hand, moving too erratically for a headshot- damn. His center of mass shot took the man in his side; the man spun and fell, but got up and kept running at him- the second was much closer. Jumping to his feet, Irvine started walking backwards, reloading; he was too close, but he couldn't miss. Ten feet away Irvine sent a bullet through the man's chest.
The first was on him- Irvine didn't have time to reload. Regardless of his wound, the man swung his blade with adrenaline fueled speed, and Irvine barely managed to sidestep it, losing a bit of his clothing in the process. Now. The world around them exploded in darkness, blotting out the sun, and Irvine heard his target gasp in surprise- though he saw him gasp as well. The man spun, swinging blindly in the enveloping cloud of black, and Irvine calmly stepped back and reloaded; aimed. Gotcha.
As the haze dissipated, Irvine had already reloaded once more, and slung his rifle back over his shoulder. He looked down at the slice in his clothing on his arm, there was blood; a lot of it based on how quickly it was spreading through his shirt. He laughed. "Shirt first, silencer second I guess. There's always something."
Last edited by tiluvias99; 11-06-2011 at 12:54 PM.
Name: Seven, formerly Jozin Karadon
Character Sheet: link
Paragon Path: Soul Thief
A small metal badge embossed with a blazing sun and a stern moon split down the middle by a sword. It was his sign of rank long ago that he'd been lucky enough to recover on patrol one day. The minor magics imbued into it had kept it from rusting in the desert all those years, and he'd felt a connection to it upon recovering. Perhaps it was the proximity to his body when he returned, or maybe just sentimental value. Regardless, it felt like a connection to his past and a light for his future at the same time.
During the course of his travels the badge became an actual link to his divine and shadow powers. It is a combination Ki Focus(untyped at the moment) and Symbol of the Champion's Code(adds enhancement bonus to Divine Challenge/Sanction damage). Given it's personal nature it'd be most effective if Seven didn't find new badges but instead the badge grew in power when he would have found a new one. It could be a reflection of his own growing power, or as a result of a particularly powerful soul he'd absorbed(Soul Theft feature).
Seven creates the weapons he needs from the shadows that make up his power. He can create any weapon that he is proficient with as a minor action(the same as drawing a real one), which looks like a generic version of that weapon made of jet-black material. This includes being able to throw Shadow Spikes(effectively daggers). He can also produce a length of shadow-string that serves as rope. He needs his badge to accomplish these effects.
Home Plane/Home Time Period: Faerun - Zombie Apocalypse
Physical Description: Seven stands fairly tall at an even 6 feet, though the imposing frame he once possessed has withered away. His hair, kept short and orderly in life, has grown to over a foot in length and lost all color. Oddly it grows no longer than this, and attempts to trim it are futile as it returns to it's preferred length within a few days time. His skin and eyes also bear the mark of his Return, both fading to a pale white.
I had a life once.
My name was Jozin Karadon. I was a guard in the Sehid city militia, a favorite to succeed the current guard captain upon retirement, and content in my service to the Morninglord. I had a wife, Shia, and a son, Grem. I had a life. That was nearly three hundred years ago.
There isnt alot of precedent for what I am now, though Ive certainly heard enough names for it. Half-dead by those trying to be polite, rotwalker by those that arent. I prefer the term a wandering priest used. 'Revenant', one who has returned from a long journey. All I know is one day I had a family, a job, and a pulse; and then I didnt. I can remember my life up until a few days before the records say I dissappeared. And that's all the records say. 14th of Frostmoon, Jozin Karadon MIA and presumed dead. Well they sure nailed that last part.
A few hundred years later I wake up in the shade of a dune about a mile into the desert with a sore shoulder and a headache that might have killed me had it gotten there first. Everything felt slightly off as I walked back to town. How had I gotten there? Why was my uniform torn apart? It only got stranger as I got closer. When the wall came into view the guards on duty began milling about and calling to others. Had I been gone long enough to cause this kind of commotion? As I got closer I noticed a unit exiting the gate heading directly towards me. This was getting rediculous. I was raising my hand to hail them when they fanned out and surrounded me, pikes leveled. Someone yells something at me. The words no longer matter, but he's angry. I start to speak, to question them pointing weapons at thier second-in-command, but my throat is dry and Ive swallowed more than a little sand on the walk back. It comes out as a choking gurgle.
Looking back on it now, I dont blame them for how they reacted. If it had been me holding the weapon, I wouldnt have waited for the gurgle. They charged, weapons leading. The quality of soldier had certainly declined since my day. I managed to convince them it was in thier best interest to reconsider thier tactics...by knocking a few on thier asses. After that they fell back and we had a calm and rational discussion. By which I mean they called for back-up and I got knocked out.
When I woke up for the second time that day I was chained to the wall of a cell and my headache had grown worse. After a while a soldier I didnt recognize comes in. Identifies himself as Lieutenant Faraday, second-in-command of the Sehid Guard, and demanding to know who I am. So I tell him. Lieutenant Karadon, second-in-command of the Sehid Guard. Kinda funny when you think about it. Neither of us laugh. Priests prod and poke me for about a week, a few mages spout thier gibberish and throw thier powders, and finally it's the accountant that figures it out. 14th of Frostmoon, Jozin Karadon MIA and presumed dead. For three hundred years. I...didnt take the news well.
But life, such as it is, goes on. I dont know how I got here or what Im supposed to be doing with my life, but that's not so different from most people. I even got my old job with the guard back. They couldnt legaly give me my name or property back, so I pretty much live in the barracks. The new recruits have taken to calling me 'Bunk Seven', or Seven for short. The ones that'll talk to me, that is. Not that I blame them. Ever since I came back I can barely feel the divine light that once guided my life. But I can certainly feel the shadows...
A little over a year after Seven's Return the Captain of the guard was gravely wounded and forced to retire, with former Lieutenant Faraday taking up the position. Faraday has always considered Seven to be an abomination and a disgrace to the guards, a sentiment that many of the ranking officials shared. Only the former Captain's intervention kept him safe.
Shortly after assuming command Faraday began making life difficult for Seven. Assigning him the most dangerous patrols with the least trained cadets and then holding him personally responsible for injuries and deaths. Changing his assignments last moment and reprimanding him for failure to adhere to Command's schedule. Even going so far as to make up charges and then claim insubordination when confronted on them.
At the same time rumors began circulating in the town. That the guards keep him chained in the dungeons when he's not on patrol because he ate a recruit his first week. That he feeds on stray animals to feed his undead bloodlust.
Soon those villagers that kept him at a distance became aggressive or afraid, and those that once treated him with compassion grew distant. The few that still associated with him became the targets of their own rumors and harassment. The guard cadets grew fearful of being assigned to his patrols. Before long he had a room in the barracks to himself as those willing to sleep near 'that monster' grew fewer. Villagers ran at the sight of him in town, and it wasnt long before he was under orders to only leave the barracks at night. "So as not to disturb the peace". This only led to further rumors and fear as people began associating him with the night. Still, he persevered. He was protecting his home, and that was important to him. It was all he had left from his past.
The breaking point finally occurred after three months of this treatment. Only two people still spoke to him with any shred of warmth, the owner of the Rusted Nail Tavern and his daughter. He only went once a week, and in the latest hours, because he knew his presence would drive away business. It was the one indulgence he allowed himself.
The common room was empty when he walked in. Of course. People knew he would be there. He could hear the old man cleaning in the next room. He called a greeting out to him, and walked towards the bar. No sooner had he sat down than the owner's daughter jumped up from behind the bar, quickly transitioning from the rest she had been taking to her usual childish exuberance. He had once asked why she was allowed to be awake at such a late hour. Her response was that this was the hour he came. She loved to hear his stories of long ago, and he loved having someone to talk to. She was a kind and gentle girl, with golden hair and bright green eyes. He knew that she would grow up to be beautiful.
He was just about to greet her when he thought he heard a sound coming from the door. The owner was in the next room and his daughter before him, who else would come around when he was here? He stood to check when all of a sudden there was a flare of light. A torch was lit, then a second. In seconds there was a line of torches illuminating hooded figures.
The word that had defined his life for over a year, screamed with fury and intent. Finally it had invaded his last refuge. He could already see what they planned to do. The tavern was empty but for himself, the old man, and the girl. 'Sympathizers'. They would burn the place to the ground and consider themselves heroes for it. A rock breaks open the front window and a torch quickly follows it. More follow, along with bottles of alcohol to crash and spread the flames. He shouted for the old man to run, and yanked the girl up from behind the bar.
Rushing for the back exit he almost convinced himself that everything would be ok. They would escape, those responsible would be arrested, and life would return to normal. Ahead of him the old man yanked open the door leading outside, then suddenly stops. He turns, tries once to speak, then falls. Three arrows pierce his chest. The girl in Seven's arms screams and tries to go to him. He holds tight. They are taking no prisoners, and they are sparing no innocents. As the upper floors of the building catch fire the glow reflects on rows of steel armor a dozen paces outside the door, and from one very distinctive helmet. These are not lone vigilantes or a crazed mob that can be tried and jailed. Outside the door, leveling a dozen finely crafted longbows at the single exit, stand the city guard and their Captain.
The child weeps in his arms, not knowing what to do. The man weeps in his heart, knowing what he MUST do. He MUST escape, if only long enough to keep her alive and deliver her to the safety of her mother's arms. He turns back towards the common room, looking for any avenue of escape. The room is half ablaze now, and flames can be seen from the stairs leading to the second floor. The front door lies open, but he knows already that trained archers lay in wait.
As he stands and casts about in indecision another bottle flies in through the window and lands on the bar. The flames lick at it, and it explodes. The shrapnel and burning liquid fly and catch the girl across the side of her face, changing her grieved sobbing to a scream of anguish. Quickly Seven uses his ragged shirt to wipe away the liquid and bind the wound. She falls unconscious, unable to cope with the situation any longer. Finally he finds his route. Covering the girl's body as best he can in rags and holding her close, he rushes for the remaining unbroken window and leaps.
As he lands outside amid the glass shouts of surprise and alarm erupt around him. Ignoring the pain from the shards in his arms and face he pulls upright and runs, through the mob holding torches that draw back at his appearance and past the guards that had been aiming at the door. Unable to clearly see him in the dark with their torch-light adjusted eyes he manages to reach an alleyway and is away.
Half an hour later he crouches at the backdoor to the girl's home, and takes a moment to examine her wounds. There is a cut on her forehead and a few slashes on her back where the rags did not completely protect her, but those time will heal. The burn, however...
The tip of her ear seemed shrunken and the skin above it badly burned. It was likely that these injuries would be long lasting. He wept for her. She should have grown up beautiful and kind and loved. Now she would be scarred, she would know hurt and she would learn spite. And it was all his fault...
Not his fault...
THEIR fault! Faraday's fault!
They chose to attack innocents to kill the monster that had wanted no more than to protect them. They had robbed him of his comforts, then his companions, and now they had stolen a little girl's future life.
Very well then, he decided. I shall be your monster. I shall embrace the shadows, even if doing so finally extinguishes this last spark of light left in me.
He bunched up the rags behind her head and lay her before the door, then pounded twice. He was gone before the door opened. He did not wish to see the accusing eyes or hear her pained cries. He would get enough of both in his dreams. For now he had a debt to collect, and he knew who owed this one more than any other...
Seven tracks down Faraday and beats him half to death, but cant bring himself to kill him. He leaves a few distinctive scars as a reminder though. Afterward Seven leaves the town to travel and find a place where he can belong. As time goes on he hears news of more and more like himself, mostly at the head of undead hordes ravaging the countryside. Before long every city he travels to is either at the mercy of the dead and their half-living generals or has become a heavily fortified, and extremely paranoid, stronghold.
At first he's suspected of being yet another Revenant General, but over time as he frees cities from them he becomes known as a possible savior from the End of Days. This also makes him a target of the Revenant Generals. He confronts them from time to time, and learns of a common point of origin. Near his old home, in the direction he awoke.
Ten years after he left he returns to find the city demolished. There are survivors however, who evade the undead roaming the land under the direction of their leader. The girl that Seven rescued from the inn. Together they strike into the heart of the undead lands and find the source, a lunatic imbued with a shard of Orcus's power that discovered the secret to creating loyal Revenants and binding armies of undead warriors to their service. They learn that Seven was one of the first attempts, but that he was unable to completely remove the influence of the soul to bend the resulting creature's will to Orcus's service. His new Revenants rise amoral and devoted to their lord, Orcus.
With the girl's help Seven defeats the lunatic, but not before he infects the girl with the disease he used to create the Revenant Generals. Not wanting to rise as a soulless monster, she begs Seven to destroy her body so that nothing can Return. Reluctantly he does so. Because of the loss of a body at the moment of turning and her deep connection to Seven the girl's soul does not pass on and instead stays by Seven's side, though only he can see her. She is the source of his Soul Thief powers.
*Seven vaguely feels the presence of his former god, Pelor, but cant commune like he knows he could in his former life. Considering Pelor's stance on the undead he hasn't tried consulting the church for answers, but theorizes that the Orcus-derived disease that created him has blocked direct contact.
*His partially necrotized flesh doesn't fully transmit pain. He doesnt notice non-extreme temperature changes(my background benefit grants 2/3/5 resistance to Fire, Cold, and Thunder).
*Seven has become rather knowledgeable on Revenants, but general religious knowledge continues to elude him. He knew far more during life, and has attempted to relearn parts of it, but it always slips away from him. He knows Revenants are usually associated with the Raven Queen but, possibly because of how he was created, he doesn't feel any particular loyalty towards her.
Seven leaned over breathing heavily, the non-stop waves of enemies begining to take their toll on even his unnatural fortitude.
"What gives...killing the big bad...is supposed to be the end of it...right? That freak is dead, I made sure of it.
They were raised for Orcus, not that lunatic. His death means nothing to them.
Helena's spirit stood over him protectively, still unable to come to terms with the fact that she could not directly affect anything on this side of the veil.
On your feet, company's coming.
With a sigh he stood upright, reforging his shadow blade just as the door burst inward. Several skeletons fanned out to surround him, and an annoyingly familiar face walked in with a confident swagger.
"And here I thought a zombified ogre was going to be the ugliest thing on the menu today."
Former Captain of the Sehid Guards turned Revenant General of Orcus stood before them, the long scars Seven had left on his face becoming even more hideous with his decaying skin peeling back at the seams.
"Yessss...you. I remember you...the master takes away so much, but the hate? Oh the hate he leaves, the hate he fosters...the hate he lets make me strong! This day makes all the pain worth it, all the suffering. This day I will kill you and feast on your rotting flesh."
This time...kill the ugly prig.
"Who are you talking to? Have you accepted your death at my hands? Hah! Don't make it so easy, Lieutentant Karadon! I want to see you struggle! I want to see you beg! I WANT TO SEE YOU SUFFER!"
Seven glances to either side as the skeletal guards begin to advance on him.
"Hel, you're not gonna like this one. Think you can handle a little strain?"
Make him scream and I'll call it even.
He nods grimly, then focuses on the shadows coursing through his veins. With a scream of rage he releases them in a shockwave, overwhelming the pathetic specimens Faraday had brought. Helena leaps into action, snatching at the whisps of ethereal residue left behind by the magic that had animated them and latching them onto Faraday to strengthen the curse Seven was even then laying on him. With his hand outstretched, palm facing forward, Seven summoned the cold at the core of his soul to collect in his fingertips before releasing them as lancing shadows to pierce Faraday. Much to Faraday's, and moreso Seven's, amazement the beams of cold energy that should have come were instead spears of brilliant light that ripped gaping holes in the Revenant General's body.
Before he could recover from the shock Seven appeared over him, eyes blazing with a dark and ominous flame reflecting off of the dark blade in his hands. Once again the oppressive weight of Seven's ire weighed down Faraday's bleeding body.
"Scream for the lady...monster."
Free Action: Assassin's Shroud on Faraday(2 shrouds - Killer's Insight)
Minor Action: Close burst 2(Skeleton 1~5 + Faraday)
7 Cold damage. Creates a zone that lasts until the end of your next turn. While in the zone, enemies take a -2 penalty to attack rolls and all defenses.
+5 Soul Shards(Total: 5)Deathly Aura
Free Action: Dark Reaping(trigger: Any of the skeletons)(+1 Shroud on Faraday(Total: 3) - Grave Dust Advantage)
Free Action: Soul Shard - +1 Shroud on Faraday(Total: 4)
*ACTION POINT - Soul Thief's Action. +2+Shards(4) Attack/Damage until end of turn*
Standard Action: Three attacks. If any hit, resolve as a single hit. All must miss for the attack to miss.
Dice * Shadow Darts v Reflex:
Dice * Shadow Dart damage:
Dice * Dark Reaping + Grave Dust Assassin:
Dice * Assassin's Shroud:
Dice * If Crit:
If Crit: Solitaire(Quartz Lens) - Encounter(Free Action): Attack deals Radiant or fire damage in addition to it's normal damage types.Shadow Darts + Shrouds on Faraday
Move-Minor: Resist 10 All. Creatures that hit with a melee attack take 10 fire and necrotic damage. You can use your Assassin's Shroud power as part of this action. This does not count against the limit on the number of times per round you can use that power.Black Flame Form. Assassin's Shroud on Faraday(Total: 1).
Free Action: Soul Shard x3 - +3 Shroud on Faraday(Total: 4)(Shards: 1)
Standard Action: Before the attack, teleport 5 squares to a square adjacent to your Assassin's Shroud target.
Dice * Inescapable Shadow v AC:
Dice * Inescapable Shadow damage:
Dice * Assassin's Shroud:
Inescapable Shadow + Shrouds
Dice * If Crit:
Free Action: Enjoy the screaming.
Last edited by AximusLokar; 10-17-2011 at 09:33 PM.
Name: Albrek Port
Race: Human, though stat wise Shadar-kai states and abilities
Class: Hybrid Swordmage and Warlock
Paragon Path: Feytouched
Equipment: Nothing crazy, anything that helps with teleportation or concealment.
Home Plane/Home Time Period: Originally from a distance future earth, but most recent home would be the Shadowfell.
Physical Description: Although he was originally Human Albrek appears more like the Shadar-kai who finally took him in. His hair is pitch black falling just below his ears in thin wisps. He usually wears shadowy black leather armor that seems to be touched by the Shadowfell in someway. His Black cloak whose edges seem to flicker as your eyes catch them. A small dagger and treacherous rapier hang on his belt. On the exposed surfaces of his skin you can see scars that don’t always seem to be in the same place the last time you looked.
This is all of course if you can get a good look at him in the first place. Its not that he is constantly moving but more that he at time he seems to have almost a flicker about him like he might just slip into another plane or who knows where.
Brief Background: In a distant past that Albrek has long since lost hope in reclaiming his name was Albert Portson and he was the top in his field, that field being quantum dynamics and teleportation. It was a sad day for all in the great science city of Ultrine when a tragic accident ended the life of the up and coming scientist. Albrek wishes that is all that happened that day. Instead of dieing peacefully in the space-time shattering explosion Albert was cast off into what he has determined was probably the Far-realm as people seem to call it. Albrek doesn’t remember much of it and he wishes he did not know anything to begin with. As far as he can determine his body became displaced and for some time he was constantly shifting through time and space. Unfortunately he seemed to shift more in and out of the Feywild and the Far-realm and this had left a lasting scar on his soul and sanity.
Luckily Albrek finally stopped shifting and landed in the Shadowfell where he was taken in by the Shadar-kai. They had an interest in his most unique experiences and powers. They were able to calm his mind and teach him enough to survive his new home.
Brief Roleplay Sample:
A rogue shadow hound had been seen prowling around the gloomy village Albrek was passing through in the Shadowfell. Having not particular urgency to his travels he offered to take care of the beast as he left town.
A day later he found it. Albrek figured he’d have a little fun with this. Pulling out his weapons and preparing himself Albrek let out a shard whistle. The shadow hound spun around sniffed the air and let out a low growl and then it was gone.
A smile crept onto Albreks face when he saw the hound disappear and smelt the crisp burning smell of plasma coming from behind him, and with that Albrek was gone as well just as the hound appeared behind him and slashed at empty air.
There was a moment of confusion for the hound, but only a moment as a shard stab came from behind as Albrek reappeared flickering rapier in hand.
After that the fight was blur of flickering bodies and slashes of blade and claw. After several minutes of frenzy teleporting it was over.
“Ahh, that stings!" Albret let out a small yelp as he dealt the final blow to the shadow hound and his rapier sent a volt of purple lightning through his arm. “I’m going to have to figure out how to fix these quantum feedback waves,” hearing the words he just said Albrek looked up quizzically as memories seemed to slip in and out of his mind, “what?...”
Fey pact warlocks and others who like to teleport choose these floating orbs of light as familiars.
Speed fly 8 (hover)
* You gain a +2 bonus to Stealth checks.
* When you teleport, add 1 to the distance you teleport.
Wisp’s Escape: The first time the arcane wisp is attacked in an encounter, it can teleport 5 squares as an immediate interrupt.