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Castle Starlin's Training Grounds

In the Grounds

Here you see my trainers hard at work teaching the young adepts the ways of their disciplines. There in the middle of the grove you see the fighting based disciplines training. There by the trees you can see the scholarly Masters teaching their students in the shade. Almost directly behind them you can see the more stealthy Teachers draging their would be adepts through the shadows. As you can see they are all hard at work.



Bounty Hunter

The Bounty Hunter Discipline has many different reasons to exist. Some people become one in order to help the law and keep peace in the world. Others might become one because they used to be a mercenary and are used to taking orders against others. Still more like the aspect of being a bully and see this as a legal way to do so. No matter what the reason a Bounty Hunter has one job, to bring in his bounty and obtain his reward.
Important Attributes: Dexterity, Perception, and Willpower.
Racial Restrictions: Obsidiman and Troll.
Karma Ritual: The Bounty Hunter draws a 15 circle in the ground. He meditates in the circle picturing his last bounty target. He goes through the actions he took to apprehend them in his mind while acting them out, always staying in the circle. When he has successfully caught and returned them in his mind, the ritual is over.
Artisan Skills: Weapon Rune Carving.

First Circle
Talents

Second Circle
Talents

Third Circle
Talents

Fourth Circle
Initiative: Increase the Bounty Hunter's Initiative dice step by 1.
Talents

Fifth Circle
Karma: The Bounty Hunter may spend a Karma Point on any action using only Perception.
Talents

Sixth Circle
Physical Defense: Increase the Bounty Hunter's Physical Defense by 1.
Talents

Seventh Circle
Recovery Test: The Bounty Hunter gains one additional Recovery Test per day.
Talents

Eighth Circle
Anticipate Move: For the cost of 2 points of strain damage, the Bounty Hunter may anticipate his bounty's next move. It can be used to anticipate any move such as heading to an inn to rest, heading in a certain direction of travel, or setting up an ambush for the Bounty Hunter.
Karma: The Bounty Hunter may spend a Karma Point on any action using Dexterity only.
Talents

Ninth Circle
Physical Defense: Increase the Bounty Hunter's Physical Defense by 2.
Talents

Tenth Circle
Spell Defense: Increase the Bounty Hunter's Spell Defense by 2.
Talents

Eleventh Circle
Knockout: For the cost of 4 points of strain damage, the Bounty Hunter may use the Knockout ability. To use this ability the Bounty Hunter must roll to hit with his selected weapon. He must beat his target's Physical Defense with a excellent hit. If successful, the target is knocked out for a number of rounds equal to the Bounty Hunter's circle.
Talents

Twelfth Circle
Karma: The Bounty Hunter may spend a Karma Point to increase any Strength based Damage Test.
Physical Defense: Increase the Bounty Hunter's Physical Defense by 1.
Talents

Thirteenth Circle
Bounty Bond: For the permanent cost of 3 Damage Points, the Bounty Hunter may use blood magic to gain the Bounty Bond ability. To create a Bounty Bond, the Bounty Hunter needs an object of or from his bounty and his Bounty Weaving talent. A result of his target's Spell Defense or better on the Thread Weaving Test means the Bounty Hunter creates the bond. Creating a Bond takes two minutes. Once the Bond is made it acts almost like a compass, always sending him towards his bounty. The bond also gives him a + 4 step bonus on spotting or tracking his bounty.
Talents

Fourteenth Circle
Physical Defense: Increase the Bounty Hunter's Physical Defense by 2.
Social Defense: Increase the Bounty Hunter's Social Defense by 1.
Talents

Fifteenth Circle
Karma: Increase the Bounty Hunter's Maximum Karma Points by 25.
Spell Defense: Increase the Bounty Hunter's Spell Defense by 2.
Talents


Spell-Blade

Trained as a fighter to use magic to enhance their techniques. These warriors take the magic usage one step further. Dedicating extreme amounts of time to raise equally as a physical and astral fighter.
Important Attributes: Dexterity, Toughness, Perception, and Willpower.
Racial Restrictions: None.
Karma Ritual: To begin their Karma Ritual, the Spell-blade draws a triangle two feet to the center from each tip. Then they draw a circle in the middle of the triangle. Lastly, the Spell-blade meditates in the middle of the circle using Air Dance to float in the air. The Karma Ritual ends when the user is floating dead center.
Artisan Skills: Robe Embroidery and Weapon Rune Carving.

First Circle
Talents

Second Circle
Talents

Third Circle
Talents

Fourth Circle
Physical Defense: Increase the Spell-blade's Physical Defense by 1.
Talents

Fifth Circle
Essence-blade: For the permanent cost of 4 Damage Points, the Spell-blade may use Blood Magic to gain the Essence-blade ability. To create an Essence-blade, the Spell-blade needs a Thread Melee Weapon with an attached thread and their Essence Weaving Talent. The Essence Weaving Test must beat the Spell Defense of the weapon. Creating an Essence-blade takes 1 minute. Increase the weapons Damage Step by 8 steps and the Spell-blades Melee Weapon talent by 4 steps when using the Essence-blade. The Blade lasts one day and one hour, afterwards it returns to it's normal damage steps.
Talents

Sixth Circle
Recovery Test: The Spell-blade gains an additional Recovery Test per day.
Talents

Seventh Circle
Spell Defense: Increase the Spell-blade's Spell Defense by 1.
Talents

Eighth Circle
Social Defense: Increase the Spell-blade's Social Defense by 1.
Talents

Ninth Circle
Karma: The Spell-blade may spend a Karma Point on any action using Dexterity or Strength only.
Initiative: Increase the Spell-blade's Initiative dice step by 1.
Talents

Tenth Circle
Recovery Test: The Spell-blade gains an additional Recovery Test per day.
Social Defense: Increase the Spell-blade's Social Defense by 1.
Talents

Eleventh Circle
Initiative: Increase the Spell-blade's Initiative dice step by 1.
Essence-flare: For the cost of up to 5 points of Strain, the Spell-blade may increase the damage step of any physical attack by two times the points of Strain taken. If all 5 points of Strain are used, the Spell-blade takes one Wound. If all 5 points of Strain are used with the Essence-blade ability, the Spell-blade takes 2 Wounds.
Talents

Twelfth Circle
Karma: The Spell-blade may spend a Karma Point on any action using Willforce or Willpower only.
Physical Defense: Increase the Spell-blades Physical Defense by 1.
Talents

Thirteenth Circle
Karma: Increase the Spell-blade's Maximum Karma Points by 25.
Physical Defense: Increase the Spell-blade's Physical Defense by 2.
Talents

Fourteenth Circle
Initiative: Increase the Spell-blade's Initiative dice step by 1. Spell Defense: Increase the Spell-blade's Spell Defense by 2.
Talents

Fifteenth Circle Physical Defense: Increase the Spell-blade's Physical Defense by 1. Spell Defense: Increase the Spell-blade's Spell Defense by 1.
Social Defense: Increase the Spell-blade's Social Defense by 1.
Talents


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