Capstone/Invention Ideas
Combat: Polearms
Combat: Polearms: Enduring Wounds: Less valuable spears and polearms also tend toward being rusty, less clean, with jagged edges, awkward knots, and all around shoddy craftsmanship. As a strange consequence of this, he's able to exploit the inadequacy of his weapons to create wounds that are harder to heal or treat. A minor wound will be as difficult to treat as a moderate wound, a moderate wound as a severe wound, and a severe wound as a fatal wound.
Shields
Shields: Leatherback - As a scout, Clavam is no stranger to marching with his equipment on his back. When wearing his shield over his shoulder, on his back, ranged and thrown weapons will tend to hit the shield. If a marksman or peltast attempts to call a shot on any other part of his body, it will tend to veer toward the shield or miss entirely.
Shields: Quick Shield - While his shield is not held in hand, slung over his shoulder or otherwise not ready. As long as it's within reach, he can bring it up to block an attack at a trill's notice, as if he'd been holding it at the ready.
Shields: Shield Visor - (Related Skills: Detection) Clavam is so used to wielding a shield, that during combat or an advance, his own shield cannot obstruct his own vision or attacks regardless of how it covers him.
Shields: Quick Shield - While his shield is not held in hand, slung over his shoulder or otherwise not ready. As long as it's within reach, he can bring it up to block an attack at a trill's notice, as if he'd been holding it at the ready.
Shields: Shield Visor - (Related Skills: Detection) Clavam is so used to wielding a shield, that during combat or an advance, his own shield cannot obstruct his own vision or attacks regardless of how it covers him.
Tactics
Tactics: Rout to Victory - When falling back and feinting a rout from an opposing force, Clavam is able to pull off stragglers to give relentless pursuit. In the opposing forces eagerness to pursue him, they often will ignore dangers and obstacles that might otherwise give them pause. Traps will become more effective at catching them, and flanking maneuvers of surrounding troops will break them far more easily.
Tactics: The Upper Hand - Clavam has mastered the flow of a battlefield to such a degree that when fighting alone, he is able to increase the odds of his victory by only allowing one enemy at a time to engage him. Thus he creates a sort of mathematical bottleneck, against the enemy, to where they cannot gang up on him, so long as he himself only engages with one of their number at a time.
Tactics: The Fallacy of Numbers - Clavam has mastered the art of taking on numbers far greater than his own, and uses this to his advantage by turning multiple opponents against one-another through a combination of body-blocking, exploiting a lack of coordination, guerrilla tactics and careful positioning to draw out fights and gradually wear down numbers. As long as Clavam holds reasonable information on his surroundings and opponents, he is often capable of emerging from fights where he is vastly outnumbered, or the odds are heavily weighed against him. ~ Capstone idea by Squirrel
Tactics: Spoils of War (related skills: Tactics, Detection.) - After a significant victory over an opposing enemy or force, Clavam has become adept at sorting through and picking out the best loot from the leavings of the field. During a seasonal wealth thread (Once per season), he's able to gain an additional +5 wp for the seasonal wealth thread. It is not cumulative with other capstone bonuses to wp.
Tactics: Stall for Time - Clavam has dealt with many situations where they have limited time to accomplish the results they wish to. Thus now when they are dealing with a time-sensitive objective, they are able to stall the critical moment in attaining that objective, to the point where they have twice as much time to accomplish what they need to.
Capstone: Tactics: "It's a Trap!" (Related skills: Stealth, Design, Fieldcraft.) - By crafting several abnormalities in the environment and surroundings, Clavam can make it appear as if any of these abnormalities is a deadly trap, and thus prompt passersby to be careful or avoid it entirely. This allows him to misdirect them into one of his more well-hidden traps, or else safeguard an area with a smattering of false traps.
Tactics: The Upper Hand - Clavam has mastered the flow of a battlefield to such a degree that when fighting alone, he is able to increase the odds of his victory by only allowing one enemy at a time to engage him. Thus he creates a sort of mathematical bottleneck, against the enemy, to where they cannot gang up on him, so long as he himself only engages with one of their number at a time.
Tactics: The Fallacy of Numbers - Clavam has mastered the art of taking on numbers far greater than his own, and uses this to his advantage by turning multiple opponents against one-another through a combination of body-blocking, exploiting a lack of coordination, guerrilla tactics and careful positioning to draw out fights and gradually wear down numbers. As long as Clavam holds reasonable information on his surroundings and opponents, he is often capable of emerging from fights where he is vastly outnumbered, or the odds are heavily weighed against him. ~ Capstone idea by Squirrel
Tactics: Spoils of War (related skills: Tactics, Detection.) - After a significant victory over an opposing enemy or force, Clavam has become adept at sorting through and picking out the best loot from the leavings of the field. During a seasonal wealth thread (Once per season), he's able to gain an additional +5 wp for the seasonal wealth thread. It is not cumulative with other capstone bonuses to wp.
Tactics: Stall for Time - Clavam has dealt with many situations where they have limited time to accomplish the results they wish to. Thus now when they are dealing with a time-sensitive objective, they are able to stall the critical moment in attaining that objective, to the point where they have twice as much time to accomplish what they need to.
Capstone: Tactics: "It's a Trap!" (Related skills: Stealth, Design, Fieldcraft.) - By crafting several abnormalities in the environment and surroundings, Clavam can make it appear as if any of these abnormalities is a deadly trap, and thus prompt passersby to be careful or avoid it entirely. This allows him to misdirect them into one of his more well-hidden traps, or else safeguard an area with a smattering of false traps.
Trap-Making
Invention: Trap-Making: Slip Trap - A simple, improvised trap that can be deployed on the run. One side of it is slippery, the side facing the ground, while the other side of it is sticky, adhering with the foot of the quarry. For most bipedal creatures, this trap will cause them to slip and fall as they run over it.
Invention: Trap-Making: Rhythmic Proscription/Prescriptive Trigger - A complex and very sensitive trigger that fires when it detects rhythmic or arrhythmic vibrations in the ground, as if through footfalls. It can be set to not fire when it is triggered by rhythmic footfalls, or arrhythmic footfalls, depending on the quarry the trapper wishes to catch with his trap.
Invention: Trap-making: Weight Proscriptive/Prescriptive Trigger - A trigger that fires or doesn't fire based on the weight of those triggering it.
Capstone: Trap-Making: Everything is a Trap - Clavam can craft any basic quality trap within trills in the field, using whatever components or resources are at hand from his surroundings, such as rocks, twigs, branches, etc.. Once crafted, the trap can be deployed and activated within moments.
Capstone: Trap-Making: Trap Obedience (Related skills: Detection, Stealth, Tactics.) - Clavam can choose not to set off traps that he himself set or personally crafted. He can walk over them, trip them, or otherwise do all that's necessary to activate them, but they won't work unless he means for them to.
Invention: Trap-Making: Rhythmic Proscription/Prescriptive Trigger - A complex and very sensitive trigger that fires when it detects rhythmic or arrhythmic vibrations in the ground, as if through footfalls. It can be set to not fire when it is triggered by rhythmic footfalls, or arrhythmic footfalls, depending on the quarry the trapper wishes to catch with his trap.
Invention: Trap-making: Weight Proscriptive/Prescriptive Trigger - A trigger that fires or doesn't fire based on the weight of those triggering it.
Capstone: Trap-Making: Everything is a Trap - Clavam can craft any basic quality trap within trills in the field, using whatever components or resources are at hand from his surroundings, such as rocks, twigs, branches, etc.. Once crafted, the trap can be deployed and activated within moments.
Capstone: Trap-Making: Trap Obedience (Related skills: Detection, Stealth, Tactics.) - Clavam can choose not to set off traps that he himself set or personally crafted. He can walk over them, trip them, or otherwise do all that's necessary to activate them, but they won't work unless he means for them to.
Tanning
Capstone: Tanning: Iron Tanning Solution
Smithing
Capstone: Combat: Polearms: The Iron Standard: Clavam has become so accustomed to working with substandard equipment, that he is able to make them last and go the distance. Weapons and armor he makes of cheap materials such as iron never need maintenance, never break, and are always at peak sharpness and balance for their material/quality/type.
Leatherworking
Capstone: Leatherworking: Insert capstone here
NPC Ideas
Saul Provence
Name: Saul Provence
Race: Human
Birthday/Age: Cylus 24 675
Languages Spoken:
Fluent: Atvian
Broken: Common
Skills:
Appearance/Biometrics:
Hair: Shaven scalp, black mustache and beard.
Eyes: Red (Mutation related)
Complexion: Pale.
Build: Average.
Height: 5'11"
Personality: Saul is an intense and uncompromising individual. At times, he is as stubborn as the dominant abrogative spark that resides within him. He likes order and regimented life. Things falling out of place tend to upset him. He dislikes disheveled, disordered people, and failing any attempt at reforming them, he will go out of his way to intimidate them until they go away.
Backstory: Trained and brought up in the Imperial Arcane Academy in The Eternal Empire mountain territories, Saul's life path was laid out for him the moment he adopted the Abrogative spark. From then, he became obsessed with maintaining the status quo, and upholding the rightful rule of Raskalarn. In short, he is an Imperial fanatic. It was he who managed to locate the long-lost son of Raskalarn, Clavam, where he had gone to. He discovered that the son of their Immortal Empress had been sequestered at the Forbidden Post in Etzos, and it was under his auspices that he sent along Orania Sabello to go and extricate him from the fortress.
He awaits the return of Orania, in Rharnean Territory, where he will linger in hopes of seeing if the son of Raskalarn takes to the spark. He hopes to do this with the idea that Raskalarn will reward him for not only returning her son, but empowering him into the bargain.
In-Game History Thus Far:
Relationship to PC: Savior, and potential mentor. He sees Clavam as a way of serving his empress, and also serving his own interests in so doing. He hopes to earn a promotion in the Order of the Legion.
Race: Human
Birthday/Age: Cylus 24 675
Languages Spoken:
Fluent: Atvian
Broken: Common
Skills:
Skill Table
Skill | XP | Level |
---|---|---|
Abrogation | 76 | Master |
Attunement | 51 | Expert |
Teaching | 33 | Competent |
Tactics | 30 | Competent |
Discipline | 30 | Competent |
Shields | 30 | Competent |
Appearance/Biometrics:
Hair: Shaven scalp, black mustache and beard.
Eyes: Red (Mutation related)
Complexion: Pale.
Build: Average.
Height: 5'11"
Personality: Saul is an intense and uncompromising individual. At times, he is as stubborn as the dominant abrogative spark that resides within him. He likes order and regimented life. Things falling out of place tend to upset him. He dislikes disheveled, disordered people, and failing any attempt at reforming them, he will go out of his way to intimidate them until they go away.
Backstory: Trained and brought up in the Imperial Arcane Academy in The Eternal Empire mountain territories, Saul's life path was laid out for him the moment he adopted the Abrogative spark. From then, he became obsessed with maintaining the status quo, and upholding the rightful rule of Raskalarn. In short, he is an Imperial fanatic. It was he who managed to locate the long-lost son of Raskalarn, Clavam, where he had gone to. He discovered that the son of their Immortal Empress had been sequestered at the Forbidden Post in Etzos, and it was under his auspices that he sent along Orania Sabello to go and extricate him from the fortress.
He awaits the return of Orania, in Rharnean Territory, where he will linger in hopes of seeing if the son of Raskalarn takes to the spark. He hopes to do this with the idea that Raskalarn will reward him for not only returning her son, but empowering him into the bargain.
In-Game History Thus Far:
Relationship to PC: Savior, and potential mentor. He sees Clavam as a way of serving his empress, and also serving his own interests in so doing. He hopes to earn a promotion in the Order of the Legion.
Mutation Ideas
Necromancy
Theme: The Vanquished
Persona:
The Conquerer:
Hello, I wanted to redesign my victory domain. I don't believe he's used it yet. I'll include the old description as well as the new below. Thanks for taking a look!
Old Victory Domain
Victory: Trophy Hunter As the Mortalborn of Victory, Clavam collects his trophies like badges of honor. And so every trophy he collects can be used to ensure victory in his endeavors. The trophy can take the form of a trinket, a bauble, scalps, ears, or bits of teeth from the one he has vanquished. Whatever form it takes, he can assign only one trophy per victory, from one of the vanquished.
Once every ten trials, he can invoke the power of the domain to consume one of his trophies. This will protect him and his immediate allies from the method of defeat that his vanquished suffered, whether it be by wounds, getting outwitted, outmaneuvered, trampled underfoot, or being attacked by magic. The form of protection varies, but usually, it will bend luck to his favor in order to preserve him from defeat.
Once every ten trials, he can invoke the power of the domain to consume one of his trophies. This will protect him and his immediate allies from the method of defeat that his vanquished suffered, whether it be by wounds, getting outwitted, outmaneuvered, trampled underfoot, or being attacked by magic. The form of protection varies, but usually, it will bend luck to his favor in order to preserve him from defeat.
New Victory Domain
Victory: Glory Hound As the Mortalborn of Victory, Clavam is able to manifest a creature that feeds off of victory and is harmed by failure. This creature takes the form of a large barghest hound. It's strengthened by victory, and weakened by failure. Specifically Clavam's. The creature is impetuous and brash, and enjoys all forms of victory, whether it be games of chance, debates, social arguments, or battle. He's a contentious and ascerbic creature. He has several abilities, as follows:
Physical Manifestation: For several breaks of the day, the Hound can take on a physical form that is able to interact with the world around. It can be seen by other mortals while in this state, and is not only able to engage in combat, it relishes it. When its physical injuries become too much for it to bear, it will be dispelled, and require Clavam to gain more victories before it can manifest again. Usually Clavam's defeating an opponent is enough to return the Glory Hound to its physical state.
Fanfare: When Clavam enjoys victory, the Glory Hound is capable of enhancing Clavam or a close ally's endurance, to the point of restoring that ally's spent energy and stamina so that they can continue the fight. Every subsequent victory prompts another rush of energy, until final victory is achieved (In games, when on balance they've won more than they lost in a night, or in battle when they've defeated the enemy and put them to rout, or in a competition of some sort, and won the entire thing), at which point the recipient of this ability is granted complete convalescence as if they'd rested for eight breaks.
Guardian against Failure: Clavam can be preserved from failure by spending the physical form of the Glory Hound. This comes in the form of luck, the form of which is open to narrative interpretation, or to moderator discretion. Longer odds result in a greater injury to the Glory Hound in order to stave off defeat, through which the Glory Hound will have to feed on much more victory before it can re-manifest.