Post by Kendra Aier-Liremont on Feb 17, 2016 21:29:17 GMT -5
“You think my first instinct is to protect you because you’re small, or a girl. But you're wrong.” He leans his face close to mine and wraps his fingers around my chin. His hand smells like metal. When was the last time he held a knife? My skin tingles at the point of contact, like he’s transmitting electricity through his skin. “My first instinct is to push you until you break, just to see how hard I have to press.” He says, his fingers squeezing at the word break. My body tenses at the edge in his voice, so I am coiled as tight as a spring, and I forget to breathe. His dark eyes lifting to mine, he adds, “But I resist it.” “Why -- ” I swallow hard. “Why is that your first instinct?” “Fear doesn't shut you down; it wakes you up. I’ve seen it. It’s fascinating.” He releases me but doesn’t pull away, his hand grazing my jaw, my neck. “Sometimes I just want to see it again. Want to see you awake.” | |||||||||||||||||||||||||||||
"i may only have one match, but i can make an explosion."
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racial skills VERSATILITY: You may choose any of the versatility (V) marked skills if you meet the prerequisites for your skill slots. You cannot take primary skills, at all, unless you have that primary class or profession. If the skill does not have a (V) beneath it, then it is not available with versatility. MAGICAL AFFINITY: You have innate or learned magic ability. SELF-HEALING: You are able to heal yourself in some way, shape or form. You are given 10 healing points at Crystal rank to self-heal yourself during adventures. As you gain rank, your self-heal points go up the same as a person with healing affinity, but they can only be used by you. | |||||||||||||||||||||||||||||
flavor skills DAREDEVIL ATHLETE: You are capable of pulling off amazing stunts. Three times per day, you can immediately gain a +5 bonus on a single acrobatics or athletics, escape or ride check. This must be stated before you roll for check. FIREBLOOD: The Fireblood makes the blood oozing from your scratches, cuts, and injuries bubble and hiss, cleansing, cauterizing and healing the wound. This also serves to cure your blood of any natural poison or venom (but not rare or magical poisons) once per week. This is a specialized self-healing skill enabling you to not only gain a bonus of five (5) healing points when you take this skill, but allows you to use your self-heal skill in this manner (fireblood healing). KNOWLEDGE: You have accrued knowledge of one specific source. You also gain a +10 to each knowledge check asked for in that area. You may choose one type of knowledge per gemstone rank you attain to gain your boost in. CRYSTAL: DRAGONS | |||||||||||||||||||||||||||||
crystal skills ALERT: You gain a +5 to spot and listen checks. ACROBATICS: You have excellent coordination, and can take a +5 to all acrobatics checks DEXTEROUS FIGHTER: This fighting style values placement and quickness of the attack to do the most damage over raw power, and allows a combatant to use their quickness (QCK) instead of their strength (STR) for adding to damage. This is an innate skill. MOUNTED COMBAT: You can fight melee while astride your dragon and do not need to take any checks involved in doing so. Without this skill, if you fight while mounted, you must make a ride check after each attack. Failure means you take the damage instead of your opponent as you fall off your dragon, possibly onto your own blade. This is an innate skill. SIDESTEP: You are skilled enough in acrobatics that you can simply dodge an incoming melee or ranged physical attack, taking no damage once per combat. | |||||||||||||||||||||||||||||
miscellaneous COMBAT AFFINITY: You have an innate or learned fighting style. You cannot use combat maneuvers without this skill. BACK TO BACK (TEAMWORK): Your ally’s eyes are your own, and yours are his. While you are attacking the same target with a melee attack as another teammate with this skill, you both gain a +2 to your DDC while you both continue to attack the same target. COMBAT CLASS BONUS: Gain an extra 1d, once per combat. | |||||||||||||||||||||||||||||
item slots HAIN HAND:LEGENDMAKER ☼ ☼ ☼ ☼ This amazing longsword (1d6) exists to experience and retell the epics surrounding the bearer and her companions. The weapon has darkvision and blindsense, and the ability to hear (therefore allowing Listen Checks). Legendmaker loves to give its opinion on any topic (though tends to give far more information than needed), and is allowed to make it's own Knowledge Check roll for any knowledge with a bonus of +3 to the roll. It loves to sing before battle but ceases when battle begins. It can speak (but not read) Common, Dwarven, Elven, Gnome and Halfling. Legendmaker can perform once per week by singing or telling a story, allowing you to roll 2d100 for tips. | |||||||||||||||||||||||||||||
FATE IS A TANGLE. WE CAN ONLY FOLLOW A THREAD. |