For starters, here is your list of traits and skills! The lists of effects are not meant to be definitive and should be seen more as guidelines to know what to expect.
We should start proper in a bit. Four players is a good number!
nostalgia intensifies
Name: Eversor
Species: Animated Armor
Appearance: A slightly over 2 meter tall suit of blackened steel armor, with decorative silver trimming. A torn tabard of dark violet hangs over the chestplate, displaying heraldry that is far too faded to decipher. Covering its back and shoulders is a similarly tattered fur-lined cloak. It wields a large long-handled flanged mace with a single hand. The head of the weapon bears scars of constant use and it is spattered with splotches of dried, rust-red liquid. The entire suit constantly emits an eerie ghostly mist out of the gaps between the various plates. The armor seems to be covered in frost, the air surrounding it noticeably and uncomfortably cooler.
Personality: Eversor is a slight oddity among sentient undead. He has no other ambition aside from an obsession regarding combat. While there are at times other things that interest him, fighting is the one thing he revels in, and the tougher the battle, the more alive he feels. He still retains a certain sense of honor, though perhaps slightly twisted by his long unlife.
Background and Abilities: Eversor's origins trace back to over a millennia ago. Originally a knight of one of the ancient kingdoms, he was renowned for his battle prowess. Eventually, he perished in a hopeless battle, though as his body bled out, it never fell - locked in a battle ready stance. Long after the body inside turned into dust, the armor began moving by itself. In his undeath, Eversor waded into every battlefield he could find and eventually became a legend, a myth - sometimes a force of justice, at times a menace to civilization. And even when he was seemingly slain, he always returned years later, as if even True Death couldn't restrain him. Eversor himself is not that much different from an ordinary Animated Armor, aside from the sheer amount of time he had to perfect his techniques and the strongly concentrated Undeath Force he had accumulated within him during a millennium granting an instinctive command over bone-chilling cold. His most unique feature is his seeming inability to Truly die, even he were to be disintegrated - always returning to fight more, sooner or later.
Attributes:
Strength - 4
Magic - 0
Intelligence - 1
Leadership - 1
Traits:
[Undying] - Should Eversor be slain, he will regenerate and come back to life within a decade. (This is the usual 'just for flavor' one!)
[Ancient Undead Warrior] - As an ancient undead, Eversor possesses a millenium worth of battle experience granting him a massive edge in battle. Fueled by the energies of unlife, it possesses all the strengths and weaknesses of the undead.
[Bone-chilling Aura] - Around Eversor, the air is almost freezing - the closer to the armor, the worse the effects. Weaklings shall be chilled to death, the mediocre shall be sluggish, only the strong shall fight at equal footing.
Skills:
[Battle Trance] - The longer Eversor fights, the harder the battle, the more dangerous he becomes, at the cost of increased energy usage.
[Weaponmaster] - Eversor is able to use many weapons and is quick to master new ones.
Eversor, as before, is a loyal subject of King Radeus of Zethe.
Eversor's Traits[Ancient Undead Warrior] - As an ancient undead, Eversor possesses a millenium worth of battle experience granting him a massive edge in battle. Fueled by the energies of unlife, it possesses all the strengths and weaknesses of the undead.
Effects:
+ Reduced CP cost of Undead forces
+ Bonus (+2) during battle related actions
= Unaffected by unlife based magic and effects, but suffer from the weaknesses of the Undead against purification-based magic
- Reduced Leadership when not leading Undead
[Bone-Chilling Aura] - Around Eversor, the air is almost freezing - the closer to the armor, the worse the effects. Weaklings shall be chilled to death, the mediocre shall be sluggish, only the strong shall fight at equal footing.
Effects:
+ Units of low CR will suffer penalties in the vicinity of Eversor.
+ Strength or Magic check for important characters to resist the aura.
Eversor's Skills[Battle Trance] - The longer Eversor fights, the harder the battle, the more dangerous he becomes, at the cost of increased energy usage.
Effects:
+ Increasing bonus during battle (+2 per round, start at 0)
- Prolonged use increases energy consumption, possibly leading to negative events
[Weaponmaster] - Eversor is able to use many weapons and is quick to master new weapons.
Effects:
+ No penalty to equipping weapons.
+ Bonus to appraising weapons and wargear. (+1)
Name: Ashuri-Zagos
Species: Divine Spirit. A small fragment of an ancient earthen God, whittled down into something more resembling a Spirit.
Appearance: A bronze humanoid, sculpted in the likeness of a young, athletic human male. His eyes are Ambers, set into the sockets. Cuniform script is engraved on the sides and limbs of his body, crawling up from his feet, wrapping around his ribs, before hooking back down his shoulders and arms to his hands. His only piece of attair being a silken cloak, either worn draped over one shoulder and pinned at the other, or draped around the elbows.
Personality: Jovial and gregarious, he basks in attention of others. As the fragment of a God he enjoys his usual place at the heart of festivities, whether that's in the making of passionate artistry, dispensing enlightenment to lesser beings, or wielding mystic power. A decadent being, he surrounds himself in luxury and worship when possible, easily giving in to feelings of passion and want. However, one should remember that behind the gilded vaneer of comfort lays a Divine spark, ambitious, inhuman, and yearning for old days of glory and power.
Background and Abilities: The last whittled remains of a long forgotten, ancient Deity. Once a God, a master of the world, he has been reduced to something closer to a spirit in power, a mere fragment of once mighty deity, now little better than any powerful magical monster. Having been splittered in a great past conflict between gods, his very being, memories, and power are eroded away. However, his Divine spark, and a festering bitter grudge remain, yearning for days of glory that might never be recoverable. He knows the one who did this to him still exists, and even if his attempts to grasp what he has lost never bare fruit, he will at least drag them into ruin with him.
Attributes:
Strength 0
Magic 3
Intelligence 2
Leadership 1
Traits: Divine Spark: Even though he shed much of his divinity to survive, his core is still Divine in nature. Anchoring to the Mana of the land he inhabits and drawing in strength from the worship of others.
Creation: While his power is long reduced to a trickle, he once wielded power over creation. His being is still immensely suited for controlling mystical energies.
Skills: Artificer: His creative nature and experience give him a talent for crafting unique objects of fantastical quality.
Spark of Life: By connecting his Divine Spark to a suitable vessel, he can jump start it's own existence. However, it is a far cry from the miracles of old, taking great energy and time to make even flawed life.
He shall work with the Kingdom of Zethe.
Ashuri-Zagos Traits[Worship-Bound God's Echo] - As a fragment of a lesser creator God, Ashuri-Zagos still holds powerful authority over the magical laws of the world. Mana will ply to their creative will, and will refuse to affect them without permission. On the other hand, mana will be reluctant to obey to acts of destruction and harm coming from Ashuri-Zagos.
In addition, his power can be increased through faithful prayers and offerings.
+ Bonus (+2) against Magic actions affecting you.
+ Bonus (+2) during Magic actions related to creation.
+ Can actively gather prayers and offerings in order to get a temporary Magic boost. (Requires sufficient followers)
- Malus (-2) during Magic actions related to destruction.
- Will lose Magic if your follower base becomes too small.
Ashuri-Zagos Skills[Inspired Crafter] - His creative nature and experience give him a talent for crafting unique objects of fantastical quality.
+ Bonus (+2) during crafting related actions.
[Spark of Life] - By connecting his Divine Spark to a suitable vessel, he can jump start it's own existence. However, it is a far cry from the miracles of old, taking great energy and time to make even flawed life.
+ Can spend an action to produce troops of varying quality from inanimate vessels. Can temporarily lower Magic.
Name:Azarian
Species:Thoughtbeast
Appearance: A reddish ethereal mass of tendrils and eyes attached to what looks like a brain. Other characteristics briefly manifest while communicating or reading the thoughts of others.
Personality:He is generally calm and calculating with an aversion to physical violence, preferring battles of wit or magic. He rarely shows other emotions directly, but deeply cares for the wellbeing of others around him.
Background and Abilities: Thoughtbeasts are the result of magical experiments gone awry, mainly those of The Virtuous races. As a result, they are few and far between but at the same time renowned for a thirst for knowledge that puts many scholars to shame, and tend to seek mages and philosophers as a result.
Azarian in particular was the result of a failed psychic experiment, resulting in the participants becoming comatose upon his formation. He has long since escaped that past, and now serves as a odd but resourceful commander in the kingdom of Zethe.
Attributes: 6/6
Strength:0
Magic:2
Intelligence:3
Leadership:1
Traits: [Psychic Energy Being]: Intelligence and magical capabilities are greatly increased, but lacking a solid corporeal form makes them physically frail.
Skills:[Puppetmaster]: Azarian can impose his will onto other beings, suppressing or altering their minds or emotions to his advantage. The more intelligent a being is, the harder it is for him to seize or maintain control.
Zethe's servants have not abandoned it.
Azarian's Traits[Psychic Energy Being]: As a being of pure psychic energy, Azarian's intelligence and magical capabilities are greatly increased, but lacking a solid corporeal form makes them physically frail.
+ Varying bonus to Magic and Intelligence when operating in regions rich in magic.
- Malus (-2) during Strength related actions.
Azarian's Skills[Arcane Scholar]: Azarian's thirst for knowledge and exceptional mind have made him a known researcher of both arcane and philosophical domains.
+ Bonus (+2) during research related actions.
[Puppetmaster]: Azarian can impose his will onto other beings, suppressing or altering their minds or emotions to his advantage. The more intelligent a being is, the harder it is for him to seize or maintain control.
+ Can command Controlled Forces, using Control Points instead of Command Points. Each point of Magic grants 2 Control Points to Azarian. Going over the Control cap will cause all Controlled Forces to break free, and some units may be easier to control than others.
Name: Nevermore
Species: Ravenfolk Lich
Appearance: A skeletal hooded figure with the skeletal structure of a cross between a man and raven all with the skull of a raven, with its eyes having a burning greenish glow and bones charred up to a blackened blaze, the cloak is embroidered with an topaz lining and the cloth is completely black, and wields a obsidian-made staff with ruby prism that it can use as its own arcane focus, as well as a dreaded tome that carries all its previous research, spells, experiments, and formulas that Nevermore has collected throughout its existence.
Personality: Solemn, stoic, and conniving, as well as being cold and calculating. Always willing to exploit opportunities and weakness in others' own arguments, strategies, and other kinds of discussions. Is always the one leading with its own question but will try to slink to others when they talk to see if they catch a mishap and enjoys seeing the fall of others, but only cares on just the future of its own research and showing the universe its own worth.
Background and Abilities: Nevermore lost its own original name and changed its name once it gained immortality through its own bizarre method of research. Originally, perhaps centuries to eons ago it used to have the organic body of the Ravenfolks, a species that acted as the guardians between life and death as well as not being able the magical ability of flight; but after committing horrific types of research on its own kin and sacrifices and with its own self-realization and sonder of its own mortality, led itself to the research into immortality and the magic that balance spiritual energy between life and undeath, but the solution it developed was that of the phylactery, consuming the chronal energy of others spirits to prolong its own immortality, and after after a century hibernation from its previous time, and becoming a lich through its own research, it needs new souls to continue and is ravenous like a vulture.
Attributes: 6 points to pool. Max allowed attribute is 4.
Strength: 0
Magic: 4
Intelligence: 1
Leadership: 1
Traits:
[Phylactery]Immortality through the process of a very powerful magical artifact, hidden anyway to Nevermore’s own sanctum. With this, whenever the spirit or physical body that Nevermore contain will always reconstruct itself within a predetermined period of time
[Vessel of Souls]: All the lost mortal’s own souls dwell within Nevermore’s staff and itself, allowing them to manipulate them for huge displays of powerful evocative magic.
Skills:
[Master of Necromancy]: Nevermore’s own specialization lies in this school of magic, where everything must be meticulous accounted and studied upon, allowing an easier time for itself to studying any kind of necromantic magic
[Awaken the Fallen]: The remains of enemies and allies are waste not to Nevermore, and can charge them with the spiritual energy of necromancy and allow them to rise back as husks of their corpses to fight again.
To serve as an independent kingdom?, maybe, but currently decided upon Rairanos, the Draconic Kingdom for now.
Nevermore's Traits[Ancient Ravenfolk Lich - Phylactery] - Nevermore lived during the last years of the Old World, and through undeath persisted beyond the transition to the New World. Binding its essence to a powerful artifact fueled by Unlife and magic, Nevermore will never die so long as the artifact remains.
+ Your phylactery contains two Soul Charges. Dying will cause you to reform at the cost of the Soul Charge, which can then be recovered by feeding it souls.
= Unaffected by unlife based magic and effects, but suffer from the weaknesses of the Undead against purification-based magic
- Losing Soul Charges will cause you to enter an increasingly weakened state. Losing all Soul Charges will cause you to go dormant.
[Vessel of Souls]: All the lost mortal’s own souls dwell within Nevermore’s staff and itself, allowing them to manipulate them for huge displays of powerful evocative magic.
+ You possess two Soul Charges on yourself. Charges can be consumed to obtain a temporary boost of Magic. All carried Soul Charges are lost upon death.
- These Souls could potentially be manipulated by other parties, leading to dangerous situations if manipulated by an enemy.
Nevermore's Skills[Master Necromancer] - Nevermore’s own specialization lies in this school of magic, where everything must be meticulous accounted and studied upon, allowing an easier time for itself to studying any kind of necromantic magic.
+ Reduced CP cost of Undead forces
+ Bonus (+1) during Magic related actions
+ Bonus (+2) during necromancy related actions
[Awaken the Fallen]: The remains of enemies and allies are waste not to Nevermore, and can charge them with the spiritual energy of necromancy and allow them to rise back as husks of their corpses to fight again.
+ Can use an action to create troops from corpses.