Player Name: NPC
Screen Name: NPC
Date Character was Created: January 2009
Game Platform: The Middle Kingdom.
Name: Arcades (ar-cA-dEz)
Race: Deluvian Wauru (Werewolf)
Breed: deluvian werewolf, 1st Generation, Deluvian Father, Tiger Wolf Mother.
Combat Skills: epic martial spear (bladed) and duel wield martial swords, level 35
Paths: path of nature, telekinesis, metamancy
Subrace Appearance: mid twenties to early thirties, albino, handsome in a unique way, with red-orange eyes, long, straight, thick white hair with amber tinted tips owed to albinism, various scars on his body, Eurokai (ow-rO-kI - wolf lore) runes carved into his face and flesh as well. He has a smoothly contoured face and jawline, His nose is fairly wide even at the bridge which has a bump, and his lips are medium full.
Wolf Appearance: These wolves are not only the size of tigers, but are a burnt orange or tan with tiger stripes and a long cat-like tail. They are otherwise built like wolves, and have a long face with a broad head and narrower muzzle.
Location: Aiberon, the sea-side village north-north east of Sea-eagle Roost Island.
Pack: Sword Dancer Pack, 38 adult male members, 21 females, 15 children
Family: Deluvian Father, Lucian, believed deceased, Deluvian brother Wulfgar, Arcanon Grandfather, Nystori, Eldest Son, Colten Nystori, alpha of the Red Fang Pack.
Familiars: Toriku (Guardian Ancestor, albino tiger-wolf), His horse Warcloud
Allies: Lord Audaante Eleghir, a wealthy clan demon lord from Sugar Island whose demon-hood is unknown. Sugar Island is 100 miles west of Eredor's shores, and north-north-west of Castle Ereme. These two united adversaries wish Ereme to join their alliance, or to take his kingdom as their own. (NPCs). Red Fang Pack, the alpha is his son.
Enemies: The Windstorm Guild, a mob of unreasonable slayers pit against dark immortals of all sorts. The count vampires, devils, lycanthrope, fallen angels, all dark immortals as demons. Their members include humans, namas and elves, all of whom feel the demonic sort of population on Morashtar's sphere needs to be thinned. Some feel even more strongly that all demons should be exterminated altogether. They do not discriminate on what target they choose, so long as they are immortal or ageless preditors of some kind. Other enemies pending, potentially Ereme.
Full Moon Phases on Morashtar: 30th, 31st, 1st of every month.
Subrace Form: Deluvian-Human in appearance with orange-red eyes.
Animal Form: Tiger Wolf :: Waurser
Base Wolf Stats: Strength: 18, Stamina: 18, Bite-30, Claws-8. HP: 324.
Info: These wolves avoid humans, but will attack them if cornered, and are not aggressive unless hunting their herbivore prey, usually deer, boar, large birds, ect. They have small packs of between 5-7 wolves and are share large territories with other Tiger Wolves, 'swapping' juvinile dogs for future mates for their packs.
Crinos Form: Shift into part animal, part human/elven form.
Dire Form: Shift into very large tiger wolf the size of a large draft horse, animal stats doubled.
Weapons and Armour
Duel Martial Swords: +32 each, +1 HB balance
Epic Martial Spear: +45, bladed, +1 HB balance
Long Throwing Daggers: +16 each, set of 4
Hunting Knife: +15
Switchblade Vambraces: AC: 30, +12 damage
Leather and Plate: AC +45, includes pauldrons. vambraces, greaves, and skirt
Health Points: 1028
Duel Martial Sword: 35
Epic Martial Spear: 35
Martial Combat: 35
Mounted Combat: +2 HB while mounted
Counterstrike: 31, damage while blocking
Battle Tactics: +1 init
War Tactics: +1 init
Evasive Maneuvers: 36. dodge, evade, escape, and lead retreat
Regroup: -3 stamina to party, safe ground for three turns, +1 init on return, use 3 times during an encounter or engagement.
Alpha Leadership: 40, can boost will, courage, and constiution +1 per ace, for duration of +1 turns per ace.
Path of Nature: 30
Sixth Sense: 21
Overall Alertness: 26
Eurokai Lorecraft: use of runes, glyphs, scrolls, scribe, various elements, blood, and rituals to protect, conceal, lay traps, and ward
Alpha Leadership: can boost will, courage, and constiution +1 per ace, for duration of +1 turns per ace.
Hunting Adeptness: hunt, track, stealth, field dress
Climbing: trees, rocks, ropes, walls
Find and Make Shelter
Rope Adeptness: tie and use knots, climb rope, rope use, rope throwing, rope and hook, etc.
Tanning and Leathercraft
Herbology: harvesting and use of herbs, plants, and mushrooms
Escape Artist: +2 on all checks required to escape.
Exceptional Balance: +2 deterity
Quickness: +3 movement
Make and Play Harps
Courte Etiquete: he knows it well, he just doesn't always use it
Werwolf Abilities and Traits
(start with subrace checks)
Animal Instincts: They are very in-tuned with the natural world (+6 alertness and reflexes).
Improve with Age: As Lycanthrope age, they become much stronger in every way (+1 physical checks, Trait Gifts, Inborn Traits per five levels gained up to 30). The older a werewolf or werecat, the more adept they are at controlling their shift, and the stronger their inborn traits and gifts become, until they grow old and decrepit.
Shifting at Will: They cannot shift at will when young, but as they get older, they become especially adept at shifting. Lycanthrope between the levels of 1-6 can rarely control their shift, and shift mostly during a full moon. As they get stronger, they begin to learn to shift at will, +1 d6 per level (up to 40). 1 Ace  succeeds. Only when they gain superb control, can they restrain themselves from shifting when they see a full moon, 7 Aces [6s] must be rolled to succeed.
Innate Gifts: All of their gifts are 'innate,' and thus they learn them far more quickly than demons and vampires learn theirs (50% XP cost). Their Gifts all have to do with nature, their pack or themselves, all of which they are very in-tuned to, and learning their gifts comes quite naturally, it is having a good teacher, and perfecting them that makes the difference.
Senses of the Beast - Keen hearing, Sense of Smell, Eyesight, Tastebuds. +15 to split between these senses.
Form Shift - Humanoid form shifts into wolf. +2 levels in half shift or full shift. They can also perform partial shifts (claws, teeth and fangs, tough hide.) Young Lycanthrope have no control over shift and shift whether they want to or not when enraged or frightened. Lycanthrope 100 and older can shift at will at any time.
Dire Form - A very large embodiment of their animal some Lycanthrope can take, which compares to the size of a small horse, but in a Tigerwolf;s case, the size of a draft horse. Lycanthrope over age 200 can control their Dire shift at will. Lycanthrope under 100 cannot shift into Dire form. Strength, Stamina, Claws, and Bite are doubled in Dire form.
Telepathic - Rare. Only one out of a thousand Lycanthrope is born with this gift, while others can learn it.
Telekinetic - Ability to control telekinetic energy.
Call of the Wolf - Roar/Scream of the (bigcat) - Lycanthrope call to each other from miles away.
Animal Presence - Lycanthrope can exude a dominant, terrifying, calming or an inspirational presence.
Gift of Nature - Allows Lycanthrope to learn an elemental path of choice.
Physical Fortress - Great Strength: +10, Speed: +10, Stamina: +20, Stealth: +10, Dexterity: +5, Toughness: +5 Fortitude and Regeneration: +3 Regeneration, Far Leap: up to 6 d6 distance, Improved Balance: +16.
Night Vision - Lycanthrope can see through darkness as if they had infrared vision. When this is active, eyes reflect with a green reflection in light.
Flesh Runes: grant immunities to Possession, Domination and Charms
Good Voice: sings well and has pleasant voice
Strong Code of Honor
1-Silver - If enough gets into their blood stream it can kill them. Silver also slows regeneration to base level of 3, +20 aggravated damage until silver is removed. Elven, Moru, Morsaer, Angelic, and Demonic werebeasts do not react to silver.
2-Poison - Because of his Deluvian subrace, he is susceptible to poisons and unable to build up a resistance.
3-Wounds - If wounds are serious enough, and exceed regeneration rate, wounds can be fatal. Beheading, heart, jugular, and femoral artery wounds are usually deadly.
4-Arcane Power - All werebeasts are vulnerable to magic. Elven, Demonic, and Angelic breeds suffer double damage when hit by power opposing their arcane alignment.
5-Heirarchal Rule - Lycanthrope each have a rank in their pack or pride and are subject to that hierarchy. Consequences of defying the laws of hierarchy can be perilous.
6-Albinism - Sensitive to sunlight, skins burns easily when exposed to UV.
7-Healthy Diet-requires nutritious foods, lots of protien, health suffers without a proper diet.
7-Animalistic-has very animal like behavior which makes a lot of people nerous around him, which he instinctively picks up on.
7-Very Blunt-he is sometimes too honest and forward for his own good, as such he has a tendency to offend people.
Path of Nature
Stamina 1 (1-3)
Blurring Leap - The Lycanthrope can leap so quickly he can barely be seen, +1 mvm per success.
Insight of the Wolf - The lycanthrope can discern of weaknesses allowing him an advantage in combat or even diplomacy. This can be done multiple times, but only lasts until the end of a sequence. Rival player reveal 1 trait weakness or principle weakness of character.
Aura of Strength - The lycanthrope radiates an aura of strength and command, preventing any attempts to read the lycanthrope's emotions, or to detect any weaknesses and flaws. The lycanthrope is immune to any aura or mind reading Gifts and powers while Aura of Strength is active. -1 stamina per turn as long as it is active.
Stamina 2 (4-6)
Far Leap - The lycanthrope can leap down from atop buildings, and cliffs, and jump across chasms or from roof to roof up to +1 foot per success, without any damage to themselves. if they jump or fall too far however, (over max leap) they can get severely injured, +1 damage per feet jumped.
Shattering Howl - The lycanthrope howls/roars to release a head splintering and bone jarring shockwave that stuns all within a 30 foot radius of him instantly. -1 AR, -1 AR per ace, and damage.
Lunar Bastion - The lycanthrope draws more energy into himself from the moon to bolster his physical fortitude to deter damage from attacks. The lycanthrope becomes very tough, and is able to regenerate from silver wounds for the rest of an encounter (this also works in daylight for the moon is ever-present somewhere in the world, but it is most powerful during a full moon when it can be seen). Fortitude +6 until end of battle, +12 during a full moon.
Stamina 3 (7-9)
Paralyzing Gaze - The lycanthrope can direct a terrifying gaze at an opponent, causing them to freeze in paralytic fear.
Sixth Sense - Sense impending danger before it arrives, See and communicate with spirits, feel changes in atmosphere, ultrasonic waves, and energy levels, pick up vibes and the general atmosphere of thoughts, +1 sixth sense per MA level, vs. stealth or rival level.
Wind Speak - Control the wind through connecting with the spirit of wind, MA roll=max power.
Stamina 4 (10-12)
Deep Wounds - The lycanthrope can inflict a wound that slows regeneration and bleeds profusely, inflicts added aggravated damage.
Strength of Stone - Lycanthrope’s strength is doubled.
Shocking Riposte - Lycanthrope emits a shocking aura when blocking which damages and stuns -1 AR per ace on successful blocks.
Stamina 5 (13-15)
Animal Friend - The Lycanthrope is able to communicate with any kind of animal and summon them into battle to fight, turning natural enemies into a willing host of fierce fighters, +1 called animal per success.
Might of Ages - This gift grants the beholder great physical advantage in battle, boosting every physical aspect they have (all physical checks but stealth) +1, +1 per ace until end of encounter.
Splintering Cry - A high pitched animal scream releases energy waves which splinter attacks of power or fields of energy as they are being raised. Will break glass and rattle bones to damage those within a +10, +1 foot per success radius. Negates energy and powers by –MA roll.
Stamina 6 (16-18)
Mental Tower - Lycanthrope is highly resistant to anything which affects his mind forcibly or on the sly. Indeed they sense when anyone is trying to meddle with their mind in any way.
Athena’s Hammer - Lycanthrope stomps a foot (or paw) and adds +2 levels to any gift next turn.
Breath of Immunity - A deep breath draws in any power directed at the lycanthrope, doing only 3 dmg (if there is any damage from opposing gift) with no other effect.
Stamina 7 (19-21)
Divine Prowess - Lycanthrope thrusts their hands dramatically into the air as they gather the might of the divine into them self, which renders them immune to all powers for three turns while increasing their own attack level by +2.
Adept Escape - Lycanthrope moves with such perfect reflexes, slippery finesse and quickness that they escape attack or capture for three turns. They are unable to attack while escaping.
Weaver of Chaos - combine up to three gifts and learn one additional level 7 Gift. Chaotic aligned characters only.
Stamina 8 (22-24)
Breath of time - The lycanthrope howls/roars to release a temporal wave of power that makes time skip a beat for up to 15 seconds, time stopping for everyone but the responsible lycanthrope for that brief period of time.
Black Claw - Claws flex to ooze a black, odorless poison, which inflicts anyone it rips into with a horrid poison that causes uncontrollable shaking, painful muscle spasms, and in time, blurred vision, delirium, loss of muscle control, and even death. MA roll+8, Aggravated damage. Crits can be deadly. Anti-resistance, 50% chance that poison resistance will fail against this poison.
Dire Abomination - Monstrous, grotesque, utterly corrupted dire form which reeks with a damaging, toxic vapor, so vile, that any creature would be revolted and nauseated by it's smell. They are large as elephants and unrecognizable as their graceful animal form. They are usually mistaken for some unidentifiable monster, for so few Lycanthrope even have a desire to learn this very useful gift. Nothing will clear a party faster. They are very hard to wound with weapons, in fact physical attacks are almost useless against them (Fortitude+24, +1 per success). Most incredible of all, is that their allies are shielded from the damaging affect and stench of their reek. The moment they shift out of this form, the reek simply vanishes without a trace. Movement is 17 while in this form.
Stamina 9 (25-27)
Truth Sight - Lycanthrope can tell when anyone is lying, and can see past deceptions.
Preternatural Reflexes - Reflexes become fluent and flawlessly mechanical and quick, blocking and combat maneuvers performed in perfect time and unison, even reaching supernatural swiftness, +1 dexterity and reflexes per success.
Shadow Sight - Lycanthrope can see things hidden within the shadow realm and in shadow cloaks.
Stamina 10 (28-30)
Elemental - Lycanthrope attains the gift to command an elemental path and gains all levels (metamancy) of that gift, the knowledge filling them quickly over a month's time (choose from Spell Book). Wisdom +1 gained
Guardian Ancestor (Toriku, albino tiger-wolf) - A spirit animal, that is of a physical embodiment, is called forth by an ancient ritual, summoning the spirit of the ancestral protector. This animal is neither living nor dead, and protects either a Haven, or a single individual fiercely, if not relentlessly, and nothing can harm it physically.
Hammer of Cronos - Lycanthrope stomps their foot (or paw) and use any gift with an added four levels.
Stamina 11 (31-35)
Gift Mastery - Learn two more gifts per stamina level (1-10), and any five spells of choice from any other path at stamina level 11 (levels 31-35).
Metamancy :: Morph Elements
Stamina 1 (1-3): bullet, ring, quarter, pencil, pebble sized
Stamina 2 (4-6): large bullet, small dagger, necklace, silverware, large pebble sized
Stamina 3 (7-9): small rock, plate, large bullet, belt, knife sized
Stamina 4 (10-12): cloak, short sword, long dagger, sized
Stamina 5 (13-15): large rock, battle shield, sword, shrub, window sized
Stamina 6 (16-18): boulder, door, suit of amour, bush sized
Stamina 7 (19-21): car, wagon, gate, boat, small tree, huge boulder sized (Base MA backlash dmg.)
Stamina 8 (22-24): large tree, small ship, house, tower, hill sized (Base MA backlash dmg.)
Stamina 9 (25-27): mountain, lake, ocean liner, small island sized (Base MA backlash damage.
Stamina 10 (28-30): Multiple Morph – morph up to +1 targets per success at one time.
Stamina 11 (31-35): Formulation of Commands - create wards, magic items, spells, catalysts and contingencies with morph commands. (Base MA backlash damage on failures)
Stamina 12 (36-40): Live Morphs - morph animals, humans, creatures with elements or other living things. (Base MA backlash damage on failures)
Metamancer can alter one Element into another of specific kind - Stone to water, Mud to wood, Metal to air, etc. The larger the morph target is, the more stamina it uses. Very large morphs cause damage to caster but when the Metamancer masters this path, damage occurs only on failures.
Arrest Movement: catch someone or something mid-air to hold it suspension or let it down as called, up to +5 pounds per success, +100 pounds per ace.
Bend: up to +1 strength per success, +5 strength per ace, vs. strength of object.
Lift: up to +5 pounds per success, +100 pounds per ace.
Push: up to +1 strength per success, +5 strength per ace.
Throw: up to +1 foot per success, +5 feet per ace, damage=distance thrown, up to +5 pounds per success, +100 pounds per ace.
Smite: strike a target as called, +1 damage per success, +5 damage per ace. Damage=strength.
Grapple: up to +1 strength per success, +5 strength per ace. Holds without damage.
Crush: includes death grips, choke holds, body crushes, and crush items. Up to +1 strength and damage per success, +5 strength and damage per ace.
Levitation: lift self or someone else up to +1 foot per success, +5 feet per ace. Includes descent as called. Up to +5 pounds per success, +100 pounds per ace.
Shield of Negation: negates weapons and magic damage by power of shield, +5% chance per ace that shield will deflect weapon or power back on attackers for normal damage. Shield lasts until recalled or broken. One shielded can take action while shielded.
Transference: carry a called object to self or another, up to +5 pounds per success, +100 pounds per ace.
Multiple Targets: affect multiple targets with any called feat next turn, up to +1 target per success or ace.
Shockwave: affects a potentially large area with a damaging and stunning wave of telekinetic energy in a radius of up to +10 yards per success, -1 AR per ace to anyone affected, +1 damage per success, +5 damage per ace.
Telekinetic Formulation: level 36-40 only, formulate feats as called.