COMPANION

AP: 30

Crowns: 0

Guild: 

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Strength:  4

Speed:  12

Defense:  4

Energy:  10

Information

Name:  Irah Fen

Age:  Twenties

Species:  Human (Ithi)

Height:  Average

Appearance:  Nothing about Irah’s frame suggests a person who has ever settled for long. His whole body revolves around that switch from stillness to movement: Dusky blue eyes always flickering to the horizon, dark hair out of the way of his face, skin tanned from long days already spent in the sun, every languid movement a ploy to conserve energy. Even the features of his face have been worn into smooth lines by the lively winds of travel.

Apparel:  Beyond the items listed below, his clothing is a simple and practical affair. A pack on his back full of useful things, a good pair of soles. Lightweight and efficient.

Hometown:  Nomadic (Province of Greenveld)

Character Skills

Fabrication 

Fabrication is the magical manipulation of cloth, inherited by the Ithi and honed through years of practice. Fabrication can change fabric to resemble other solid substances. Effects last 3 turns except when using Leusi Set-Weave, which fades over the course of days unless willed to normal. Works through touch.

In a time-sensitive scenario, Fabrication takes the duration of a post to use or maintain (no offensive action may be taken), and costs 1 energy per effect; Colour & texture, waterproofing, fire resistance, air filtration, and stiffness. ‘Stiffness’ counts as a buff of +2 to Defence.

Silent Passage 

The Ithi believe that to pass unseen in the wilds, the mind must be as silent as the body. To do this, the illusion of self must be dispelled. Irah has learnt how to adopt a state of being that allows him to fade into the background so well that the eyes of others slide over him. Small sounds, such as a rustle of cloth or scuff of a boot, blend into background noise (if there is any).

This Skill is passive, but costs 1 Energy per turn to maintain if anyone is within talking distance, and is instantly ended for any sentient creature that is close enough to touch. Irah must not be in eyesight for a full turn before this Skill can be reactivated. He cannot use this ability when standing out in the open. Any action with the intent of directly interacting with another sentient creature will end the effect just before the action takes place. Further, he may spend Energy, equivalent to the Skill being used against him, to resist telepathic magic or any magic that would detect him by using his identity.

Getting The Point Across 

Irah is capable of communicating concepts to any entity that has the capacity (and willingness) to understand him, regardless of language, or even species. Unfortunately, he has no special talent for understanding a response.

River-Stride 

River-step lets the Ithi and their companions travel faster. They do not move quicker, they simply cover double the distance with each step. Costs 1 energy per target, or 1 energy per person travelling in a vehicle, and lasts for two hours or until Irah drops his concentration. The change is disorientating, requiring 1 turn to adjust, or 2 for first time users. Counts as a buff of +2 to Speed in combat, except for melee attacks, where the disorientation offsets the increased agility. Non-sentient mounts must be trained, or they go absolutely mental.

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Special Items

Cloak of Ithi Set-Weave 

A fine, tightly woven cloak made of treated fibres from a small animal that lives on the Greenveld steppe. Traditionally worn in a folded pattern, with a veil that can cover the face, the cloak unfurls far enough to be used as a cramped two-person tent. The mud-gray fabric is remarkably durable. Reacts unusually to Fabrication.

Three-fold Staff 

Made in Ironhill and traded for by the Ithi, this mechanical steel stave has three arms that can spring outwards from the central pole to form a small pyramid. The arms can be put through the loops of a Leusi cloak and punched into the ground to form a sturdy tent. They can also be clicked together to form a hunting spear; Good for self-defence in a pinch, although it won’t stand up against magic.

String of 'Bang-bags' 

A nasty mix of potent chillies ground into a fine powder, crushed and fire-enchanted cryptite scavenged from the edge of the Cinder Falls, and what may or may not be small amounts of ash snatched from the explosive remains of an Ash-walker yet to regenerate, all wrapped up in a paper-thin parcel. While the concoction won’t do any lasting damage, inhalation or contact with the eyes will be extremely painful. A direct hit against naked skin causes second degree burns.

A Fucking Blunderbuss 

A volatile handcannon cobbled together out of spare parts and bits of a broken Gear. At close range it is extraordinarily dangerous to everyone involved, including the user. The arcane runes are haphazard and horribly inefficient; Attempting to use this weapon can have unexpected effects on any magic cast or activated in the vicinity (at the discretion of other people in the rp). This weapon takes a turn to recharge. It looks like a heap of scrap until the barrel is clamped into place.

Roll a d3 each time this weapon is fired. On a 1, it fires correctly. On a 2, it explodes, and must be fixed out of combat before it can be used again. On a 3, the blunderbuss is being stubborn, and must be convinced to fire (fires in the user’s next post).

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Backstory

Backstory