Darbison Jackson Esquire
Race: Human
Gender: Male
Age: 32
Height: 5'9
Weight: 175
Strength: Average
Physical Description: Darby shares some facial features with those of a well known wealthy family.
Apparel: Darby wears a crimson cloak that strains the eyes slightly to look at. A battered studded leather vest, shirt and pants in dire need of repair, and a slender sheathe complete the ensemble.
Backstory: Darby left his wealthy home in a fit of youthful disillusionment, thinking he would use his skills as an acrobat and mage to make the world a better place. After doing a certain amount of real fighting, and seeing the results and consequences of such, he now begrudgingly uses his skills as an acrobat and mage to find a meal.
The Story of Darby: None yet
Affiliations and Contacts: None yet
Skills and Abilities
True Mage
Regardless of how you came to it, you were trained in the ways of a true mage and earned the right to call yourself such by manipulating the basest force of Avarka.
Your natural talent has the following benefits:
Warrior Prodigy
You are a punch-kick mc-stab-shooter. You are good at the violence.
Your natural talent has the following benefits:
Storm – Leaping Dervish - It's harder to hit a moving target. You have learned the art of continuous movement while fighting.
Lvl 0. The leaping dervish style relies heavily on the maneuverability of its practitioner. As such, novices of of the leaping dervish style first master basic acrobatics (superb balance, simple maneuvers, etc). You are no exception, and thus possess the equivalent of basic acrobatics training.
Lvl 1. You master the art of moving stances – ways of constantly dancing about in a small area that do not hinder your ability to attack or defend.
Lvl 2. Any solid surface provides a perfect anchor for you to launch from, you may use any surface no matter how sturdy to help launch you skyward as if it were a springboard.
Lvl 3. You gain the benefits of mastering either advanced acrobatics or the flowing form warrior technique.
Lvl 4. Your mastery of leg motions enable you to move, kick, and the like while fully concentrating on other things.
Lvl 5. Your leaping ability is twice its original distance/height.
Lvl 6. Learn to do a sudden rolling dodge designed throw the attacker off balance with the momentum of their own attack. This gambit grows less likely to succeed against a specific enemy the more often you use it against them
Lvl 7. Your train in perfecting a custom, staff approved, attack that involves maneuvering in some way, such as involving jumping or flipping, granting that one maneuver an additional effective strength level and making it second nature to you.
Lvl 8. You have a home field advantage above the ground. When you collide with an opponent in the air you may expertly throw them to the ground beneath you with incredible force.
Lvl 9. Once per encounter, you may utilize your mastery of motion to perform a single maneuver or dodge that truly strains any notion of reasonable movement. Make the 'technically not impossible' the 'this is actually a thing that I just did' flawlessly.
Remember that you still can’t control other characters.
Lvl 10. You develop a custom, staff approved technique that represents your personal take on this style.
Spells
Body
Level 1
Itch - Target experiences strong, persistent and annoying itchiness.
Level 2
Numb - Cause a target to reduce blood flow to their extremities, soothing surface pain and bleeding but also reducing manual dexterity.
Level3
Weaken - Command a target's blood to avoid their muscles, lowering their strength and causing them to ache. Can only be used once on a person at any given time.
Level 4
Arena Champion - You become a foot taller and more muscular. Your strength increases by a level and injuries that would take hours to heal seal up in minutes. You cannot cast or maintain Spells or summonings as long as you maintain this effect or for a post after.
Primal/Mage Talent
Level 1
Minor Telekinesis - You can manipulate any unattended object in sight that weighs at most 5lb, or push/pull any target with just enough force to lift 5lb. Capable of fine and precise movements. If the object is later grabbed this spell does not end (if maintained).
Shield - Raise your hand, palm out, to generate a barely visible construct of applied force, circular with a 1ft radius, in the air inches from your palm. Acts as a suspended shield, modifier 1. It is frozen in place until you stop maintaining it or recast it elsewhere (is not a summon).
Foothold - The next step you take meets equal upward force, allowing that step to land on a surface level with the last step you took, granting you an extra step or two over open air or liquid.
Level 2
Tip - Generate short force constructs on your fingertips, be they claws, thick cushions, or any other short tool-like shape.
Level 3
Repel - A variation on the Shield Spell. Raise your hand palm out to generate a barely visible construct of applied force, circular and 4' in diameter in the air inches from your palm. Then apply raw force to it, driving back anything before it. Maximum push-back range is 10'.
Weapons and Armor
Slender sword: A Steel sword that comes to a very sharp point. Good for piercing deep, difficult to break, miserable at slashing. Has the following Runes:
Call to Glory - The slender sword faintly glows and grows warm whenever someone within 500' of it desperately yearns to be saved. This might be from an attacker, from their horrible life, etc. Depression alone doesn't trigger this - it needs to be terror/crushing depression/etc.
Earth Rune - The item becomes much tougher, effectively increasing its modifier by 2. This rune counts as 3 runes for determining how many the item can bear. Furthermore, the item can temporarily increase the weight any part of it by as much as 100% (effect lasts as long as desired).
Alpha Boots Darby's boots posses the ability to momentarily bind themselves to surfaces with magical force, allowing the wearer to walk on vertical surfaces and even upside down. The binding is very quick - if the wearer stops moving at a brisk pace they will fall.
TL;DR: Darby can walk up walls and on ceilings, but only if he keeps moving
Cloak of Swooshing: The crimson cloak emits an aura about it that slightly disturbs the air in its vicinity. Whenever the cloak is rapidly moved (such as when its wearer runs) this effect strengthens, causing the wind rushing past the cloak to become powerful enough to deflect or greatly weaken most physical projectiles and other attacks moving against the wind (so if the wearer runs it protects them from being attacked from behind).
TL;DR: Darby can run around pointlessly during fights without worrying too much about cover
Other Posessions
A bag that appears to be made of velvet that happens to have enveloping runes.
Gold: 0
Keeping track of Minors here:
1 Alpha Boots
2 Call to Glory / Enveloping Runes bag
3 Earth Rune Sword
B1 Cloak of Swooshing
B2 Cloak of Swooshing Cont.
WP Advanced Acrobatics
Race: Human
Gender: Male
Age: 32
Height: 5'9
Weight: 175
Strength: Average
Physical Description: Darby shares some facial features with those of a well known wealthy family.
Apparel: Darby wears a crimson cloak that strains the eyes slightly to look at. A battered studded leather vest, shirt and pants in dire need of repair, and a slender sheathe complete the ensemble.
Backstory: Darby left his wealthy home in a fit of youthful disillusionment, thinking he would use his skills as an acrobat and mage to make the world a better place. After doing a certain amount of real fighting, and seeing the results and consequences of such, he now begrudgingly uses his skills as an acrobat and mage to find a meal.
The Story of Darby: None yet
Affiliations and Contacts: None yet
Skills and Abilities
True Mage
Regardless of how you came to it, you were trained in the ways of a true mage and earned the right to call yourself such by manipulating the basest force of Avarka.
Your natural talent has the following benefits:
- You can learn primal magic, the art of raw force and direct manipulation of magic. Primal magic spells cost 30g per spell level to learn.
- You automatically learn the Minor Telekinesis and Shield spells.
- You can learn the highest level spells (8+) of every art.
- Chose a single non-primal magic art.This art is your "focus". *Body*
- Whenever you learn a 2nd level or higher spell of your focus art, you can learn any lower level primal spell for free (e.g., if your focus is Fire and you buy a level 3 fire spell you can learn a level 2 primal spell for free)
- Once per post, you can cast a 2nd level or lower Primal spell without it counting against your spell per post (For example, you could cast shield and another spell in the same post).
Warrior Prodigy
You are a punch-kick mc-stab-shooter. You are good at the violence.
Your natural talent has the following benefits:
- You learn the following Leveled Skill: Leaping Dervish This skill is leveled by the number of Battle Posts (BP) you have accrued. Each post spent acting in combat is a Battle post. Each of these skills offers an alternate way to level the art-based LSs granted by other aspects (I.E. without having to learn spells), with each skill tied to a different art (For example, Enlightened Combat is tied to Vital)
- You possess the equivalent of the Martial Stances and Techniques basic training (I.E. You already "completed" the training [no BP/Gold needed]).
- You gain an additional minor. This minor must be somehow related to your LS or otherwise be physical in nature (Acrobatic ability, increased starting strength, a fighting technique, etc). *Advanced Acrobatics - Requires you already have basic acrobatic capabilities. Develop incredible acrobatic capabilities and the ability to perform stunts without needing to concentrate on them. (OOC: e.g. Watching gymnast competitions and then having your PC do that stuff while punching people, etc)*
- The number of times you need to use warrior techniques to master them is halved.
Storm – Leaping Dervish - It's harder to hit a moving target. You have learned the art of continuous movement while fighting.
Lvl 0. The leaping dervish style relies heavily on the maneuverability of its practitioner. As such, novices of of the leaping dervish style first master basic acrobatics (superb balance, simple maneuvers, etc). You are no exception, and thus possess the equivalent of basic acrobatics training.
Lvl 1. You master the art of moving stances – ways of constantly dancing about in a small area that do not hinder your ability to attack or defend.
Lvl 2. Any solid surface provides a perfect anchor for you to launch from, you may use any surface no matter how sturdy to help launch you skyward as if it were a springboard.
Lvl 3. You gain the benefits of mastering either advanced acrobatics or the flowing form warrior technique.
Lvl 4. Your mastery of leg motions enable you to move, kick, and the like while fully concentrating on other things.
Lvl 5. Your leaping ability is twice its original distance/height.
Lvl 6. Learn to do a sudden rolling dodge designed throw the attacker off balance with the momentum of their own attack. This gambit grows less likely to succeed against a specific enemy the more often you use it against them
Lvl 7. Your train in perfecting a custom, staff approved, attack that involves maneuvering in some way, such as involving jumping or flipping, granting that one maneuver an additional effective strength level and making it second nature to you.
Lvl 8. You have a home field advantage above the ground. When you collide with an opponent in the air you may expertly throw them to the ground beneath you with incredible force.
Lvl 9. Once per encounter, you may utilize your mastery of motion to perform a single maneuver or dodge that truly strains any notion of reasonable movement. Make the 'technically not impossible' the 'this is actually a thing that I just did' flawlessly.
Remember that you still can’t control other characters.
Lvl 10. You develop a custom, staff approved technique that represents your personal take on this style.
Spells
Body
Level 1
Itch - Target experiences strong, persistent and annoying itchiness.
Level 2
Numb - Cause a target to reduce blood flow to their extremities, soothing surface pain and bleeding but also reducing manual dexterity.
Level3
Weaken - Command a target's blood to avoid their muscles, lowering their strength and causing them to ache. Can only be used once on a person at any given time.
Level 4
Arena Champion - You become a foot taller and more muscular. Your strength increases by a level and injuries that would take hours to heal seal up in minutes. You cannot cast or maintain Spells or summonings as long as you maintain this effect or for a post after.
Primal/Mage Talent
Level 1
Minor Telekinesis - You can manipulate any unattended object in sight that weighs at most 5lb, or push/pull any target with just enough force to lift 5lb. Capable of fine and precise movements. If the object is later grabbed this spell does not end (if maintained).
Shield - Raise your hand, palm out, to generate a barely visible construct of applied force, circular with a 1ft radius, in the air inches from your palm. Acts as a suspended shield, modifier 1. It is frozen in place until you stop maintaining it or recast it elsewhere (is not a summon).
Foothold - The next step you take meets equal upward force, allowing that step to land on a surface level with the last step you took, granting you an extra step or two over open air or liquid.
Level 2
Tip - Generate short force constructs on your fingertips, be they claws, thick cushions, or any other short tool-like shape.
Level 3
Repel - A variation on the Shield Spell. Raise your hand palm out to generate a barely visible construct of applied force, circular and 4' in diameter in the air inches from your palm. Then apply raw force to it, driving back anything before it. Maximum push-back range is 10'.
Weapons and Armor
Slender sword: A Steel sword that comes to a very sharp point. Good for piercing deep, difficult to break, miserable at slashing. Has the following Runes:
Call to Glory - The slender sword faintly glows and grows warm whenever someone within 500' of it desperately yearns to be saved. This might be from an attacker, from their horrible life, etc. Depression alone doesn't trigger this - it needs to be terror/crushing depression/etc.
Earth Rune - The item becomes much tougher, effectively increasing its modifier by 2. This rune counts as 3 runes for determining how many the item can bear. Furthermore, the item can temporarily increase the weight any part of it by as much as 100% (effect lasts as long as desired).
Alpha Boots Darby's boots posses the ability to momentarily bind themselves to surfaces with magical force, allowing the wearer to walk on vertical surfaces and even upside down. The binding is very quick - if the wearer stops moving at a brisk pace they will fall.
TL;DR: Darby can walk up walls and on ceilings, but only if he keeps moving
Cloak of Swooshing: The crimson cloak emits an aura about it that slightly disturbs the air in its vicinity. Whenever the cloak is rapidly moved (such as when its wearer runs) this effect strengthens, causing the wind rushing past the cloak to become powerful enough to deflect or greatly weaken most physical projectiles and other attacks moving against the wind (so if the wearer runs it protects them from being attacked from behind).
TL;DR: Darby can run around pointlessly during fights without worrying too much about cover
Other Posessions
A bag that appears to be made of velvet that happens to have enveloping runes.
Gold: 0
Keeping track of Minors here:
1 Alpha Boots
2 Call to Glory / Enveloping Runes bag
3 Earth Rune Sword
B1 Cloak of Swooshing
B2 Cloak of Swooshing Cont.
WP Advanced Acrobatics


