Accepted Characters go here after approval in the OOC.
Notable NPCs
An inhabitant of Ampere's world, Paladin and user of Holy Magic, she was the initial guide to the party, upon their arrival through the door. Clad in the silver winged armor of old, Angela certainly stood out as a beacon of hope-- even more-so when her use of magic came to the forefront. Though she styled herself as something of a vigilante, there's no doubt that her mortality was as much freedom fighter as it was heroic. Steadfast, loyal, with a charming personality, Angela did as best as she could to help out, while proving to be a skilled combatant. Together with the Adventurers, she helped vanquish a corrupt Noble, a brutal and violent Guard Captain, but was captured by the royal guard for using magic. She met her end via execution in captivity-- seeming rather defiant and hopeful, even while on the chopping block.
"Why can't we just zap the sea? It would make this whole section MUCH more tolerable,"
Name
Ampere
Age
20
Appearance
Ampere is rather small, given that he's a ratfolk, that shouldn't come as a surprise. He stands at 3" 1' (about one meter), and is completely covered in white fur, save for his tail, hands, and feet. His eyes are a strangely bright red, marking him as an albino of his kind, and he's wearing a red hat with similarly red robes that occasionally glow when they can still reflect a spell. He somehow managed to find boots that fit him, and they're a rather normal brown color.
Personality
Ampere is brash, rash, and often tries to act as fast as possible... often to his own detriment, as seen with the quote above. Despite his electrical powers, his preferred beverage is water, of all things, and while he does enjoy cheese, he hates it when others point out how stereotypical that is. He joined the party after finding out that they were at least willing to occasionally spare his kin, but whether his joining was a good or a bad thing... still remains to be seen.
Habits/Quirks
To Ampere, just about everything looks like it's weak to lightning, and that's usually his first suggestion for fixing a problem. He's also occasionally seen trying to put together some strange, broken device, though his lack of patience means that he'll give up for a while once it inevitably breaks again while he tries to fix the thing. The small, brass, spherical device is occasionally even thrown against a wall, any wall, during his fits.
Past
Ampere lived in a country where magic was hated, feared, and a world where his kind were generally looked down upon. It was assumed that ratfolk lacked the intelligence to use magic, at least, ever since it was confirmed that they could speak. Ampere didn't believe that for a moment, however, and he always tried to sneak a look at some magic book, or just try something on his own once he read enough. While he wasn't necessarily gifted in magic, he managed to learn a few spells before he met the party.
A few days before the other adventurers found him, Ampere took an interest in the seemingly endless reign of the country's leader. It seemed like whoever challenged him would end up tired, and beat up before the fight began. He also took notice of the water, and the generally low attendance of these recent fights, noting that the water would make his magic more effective, and the low attendance would allow him to not get caught. Ampere started trying to think of a plan, but then the adventurers arrived through some strange door, and they actually agreed to help him dethrone the leader, even helping him fight off the thugs that the leader hired to try to beat up Ampere, and they kept the other ratfolk from actually attending the fight, letting him use his magic without being seen as a magic-user.
As described in his 'moment of heroism', he actually defeated the former leader, however, rather than staying with his people, he decided to tag along with the other adventurers, with his first and only act as the rat king being to set a limit on how long someone can rule over the country.
Moment of Heroism
Soon after Ampere joined the party, he challenged the corrupt leader of his people to a one on one fight, and, using the water in the arena, his electrical spells, and his ability to heal himself, he managed to deal with said leader, who used hired thugs to beat up anyone who challenged him before this, just so he'd stay in power forever.
Moment of Tragedy
While Ampere was at least able to topple his corrupt ruler, he was unfortunately too late to stop the execution of a would-be party member by his own people. He still doesn't forgive himself for that.
Strengths/Abilities
A Bit of Everything: While he's not as strong as a dedicated knight, or as good at casting his spells as a dedicated mage might be, he at least does decently well with his both his magic, and physical strength. That is, not to mention his healing spells which include a situational revival spell.
Lightning Immunity: As he's zapped himself so many times with his own spells, either on accident, or on purpose, Ampere is completely immune to electricity, whether it's from his own spells, or an enemy's attack.
Magic:
Thundering Rage: A high-cost spell that has Ampere summon up to twelve lightning bolts, each of which can either hit nothing, hit an enemy, hit an ally, or hit him. This spell is the main reason he was able to build up his lightning immunity.
Lightning Bolt: A low-cost spell that has Ampere summon only one bolt of lightning. This one's easy to control, and can hit an enemy from about 120 feet away, as long as he can see them.
Energize: A moderate-cost spell that has Ampere use his lightning magic to heal one of his allies. This spell doesn't heal TOO much, but it DOES heal some magical power to said ally, as well.
Ground Out: A moderate-cost spell that has Ampere use his lightning magic to provide a temporary immunity to lightning to one of his allies that he can see, and is up to 30 feet away.
Shocking Fists: A low-cost spell that has Ampere coat his own fists in lightning magic, which makes his punches deal lightning-element damage for a short time. This effect is also necessary for another spell.
Defib: A moderate-cost spell that has Ampere use his lightning-enhanced fists to shock an ally back to life, or consciousness. This spell can ONLY be used while under the effects of 'Shocking Fists'.
Orb of Sparks: A high-cost spell that has Ampere use his lightning magic to summon an orb of electricity to the field. Said orb is controlled by the GM, and goes on their turn, but SHOULD act as an ally with its own set of spells.
Zap: A short-range electrical attack meant to hit one enemy for a decent amount of lightning-elemental damage.
Discharge: A medium-range electrical attack that is meant to hit everything, friend or foe, around the orb with a light amount of lightning-elemental damage.
Explode: An attack that sacrifices the orb to deal heavy lightning-elemental damage to everything around it. This 'spell' can be used at any time, but it is automatically used when the orb is destroyed.
De-Summon: A zero-cost spell that has Ampere unsummon any summoned orb he might have without having them explode.
Weaknesses
Low Defenses: Ampere is, unfortunately, rather frail. He has about the physical defenses of a mage without a whole lot of the magical defenses of one. This makes him a bit of a glass cannon in battle. He can dish out pain, but he can't take it.
Elemental Weaknesses: Ampere is actually weak to both ice and earth-elemental attacks due to his lightning powers.
Items/Equipment
Punch Gloves DX: Gloves that increase the wearer's strength, adding to their attack power. They also increase the wearer's speed by a decent amount, but do nothing for their magic power. Honestly, rather basic endgame weapons.
Robes of Reflection: It provides much less defense than most endgame armor, but it naturally reflects the first three spells cast on the wearer, sending said non-healing spells back to the caster... for better or worse.
RELIC
Perhaps it came to be as a magical manifestation of guilt... Or the maybe the quiet thirst for vengeance by the dead...
At some point, the blood slithered to him, in the dark of the night. Churning, yet making no sound. Boiling, but making no heat or steam. Only partially in his control, manipulated by an otherworldly will, it can serve as a source of liquid for his powers. ... when it decides to, that is. It waits and lurks atop his fur-- a black splotch among the snowy white.
"Look, just because I'm a necromancer doesn't mean I'm evil. Unleashing armies of skeletal warriors just happens to be a very effective solution to most problems."
Name
Clara Vale
Aliases
The Dread Necromancer, The Smiling Necromancer, The Pale Wizard, and The Grave-robber*
Age
25
Appearance
Clara stands just above average height, and possess the physique of an unexpectedly active wizard. Her skin is an ever-shifting shade of light brown, and an observer would be hard-pressed to limit her to any single race or ethnicity. A fact that Clara takes great pleasure in and only the faintest hint of an English accent gives any suggestion of her true origins. Her soft face is framed by a forest of springy coils that dance with each movement that she makes. Her eyes are diamonds cast in midnight that sparkle equally with arcane light and boundless curiosity. Lips painted with violet rest most often in a warm smile.
Living her best Goth life, Clara prefers to wear alternating shades of gray or black. She pairs black jeans with plain black t-shirts only occasionally superseding the colors of the void with a collection of band t-shirts almost always depressing in nature. Clara wears minimal jewelry, her left wrist is adorned with three bangles of gold and she wears a silver ankh on a chain around her neck. Canvas sneakers are her jam and she vibes in a perfectly midnight pair of sneakers. To sanctify her coolness, she wears a black leather jacket at all times.
Personality
A necromancer hailing from a cyberpunk future, Clara is a fast-thinking spellslinger out to save the world. She is strange, enigmatic, and oozes with arcane energy from every pore. A modern necromancer in every way, Clara believes that it is her mission in life to show the multiverse that necromancy is a force of great good.
While steeped in death and the occult, Clara is intimately fond of people and the dead in equal measure. She is a vivacious creature full of life and warmth who does best when surrounded by others. She is generous in her disregard for money and values having fun above having a healthy bank account. She does best in loud places that are full of people, greasy food, and brilliant drinks. Left to her own devices she is prone to melancholy, long naps, and arcane experimentation that can threaten entire cities
Dishonest, but in the kindest way, Clara cultivates an air of mystery about herself, telling vague and ever-changing stories about her origins, travels, and adventures. The only recurring hints to her past are buried beneath cheerfully told noise.
Habits/Quirks
A research rebel, Clara enjoys filling the margins of her grimoire with sketches of people she meets and badly written poetry that a friend once described as "the sort of fan-fiction a thirteen year old girl would write as a joke."
Clara is alarmingly willing to read her poetry to recite her poetry at the merest mention of her mad scribbling.
Past
A wizard in a cyberpunk land, Clara is necromancer from a reality long since lost to technology and the promise of the future. The culmination of a particularly strong and noteworthy line of magicians, Clara practiced magic far beyond the printed expatiation date specified by the demands of her universe.
Planted in the binary sea of the digital matrix, Clara grew up in the sprawling megacity that had once been the Eastern seaboard of the United States of America. A gifted necromancer from her youth, she studied under the few great masters that remained. Brilliant in her capacity to harness horror for good, Clara occupied a niche in a world that had abandoned magic as impractical and neglected defenses against what had been deemed to be nothing more than idle superstition. Vanishing into the sprawl as soon as she was able, Clara cut her teeth as an arcane consultant operating in the shadowy realm outside of the corporate world.
Where others found darkness and lost themselves to hopeless cruelty and endless greed, Clara found purpose and came to believe that necromancy represented a novel way to bring great good to the world. Finding others like her, Clara became a legendary figure. The Smiling Necromancer who appeared from the shadows, not to murder cities with her armies of undead monsters, but to do what good she was could and to make the world a better place.
Eventually, Clara wandered across what remained of the United States after the megacorporations had taken over on a storied quest once posted on the electronic boards of her world. She traveled into the Walmart Economic Zone from the ExxonMobil Industrial Cities. She crossed the Ford Empire, traveled through the Hewlett-Packard Federation, and eventually arrived in the Western Kingdom of Apple. When asked by members of the party, she claims with a wry smile that she was simply searching for an old friend, the wizard FastSpell, last seen in what in the megacorporation glassed desert that had once been Silicon Valley.
Clara was said to have received an electronic chip from King Steve Wozniak XXI himself after saving the city from a demonic invasion. However, despite growing accolades she remained aloof and unaffiliated with any guild in the Western Kingdom of Apple. For a necromancer, she managed to maintain a surprisingly positive reputation despite her unapologetic status as a paid-by-the-hour mercenary. Not all trusted the necromancer however and many citizens of New Jobs City did not take kindly to her practice of the deathly arts and her habit of reanimating the recently dead. As her arcane power grew, the few wizards remaining on the Western Coast began to chafe at the many interesting ideas that young necromancer proposed.
Clara nonetheless established herself as a skilled mercenary and fearsome mage. Generally viewed as an affable, even kind figure, Clara maintained a surprisingly positive reputation for a necromancer and paid-by-the-hour criminal. However, not all the residents of New Jobs City had taken kindly to her fondness for the school of necromancy and her habit of reanimating the dead.
Despite the modest support of the royal court, Clara found herself fighting a losing political battle with a powerful cable of wizards that remained in New Jobs City. When the subject is mentioned, Clara explains with great indignation that her colleagues were offended by her alarming lack of greed (threatening the market value of magical services was widely seen as a most heinous crime) and to a lesser degree as a result of what she called misguided compulsions against necromancy that existed even among wizards. What began as a political battle, soon turned to bloodshed, and Clara found herself fighting for her life. Objecting to rumors that filled the net, Clara maintains that she killed other wizards strictly in self-defense.
It was a spell of seeking cast in the heat of battle that saw the young necromancer summoned before the first door. Clara remains uncertain why exactly it is that she was tasked with joining the party in their current quest to defeat the final boss. Especially given the low view of necromancers that she has discovered prevails across almost all of the multiverse. However, Clara harbors a suspension that her current situation might have something to do with her relatively recent reanimation of the Dread Empress Joanna IX.
Nonplussed, Clara has embraced the present dungeon dive as chance to do further good and redeem the proud school of magic known as necromancy.
Moment of Heroism
Clara's shining moment of heroism came when she saved the party from the clutches of a lich that had managed to incapacitate everyone but the necromancer. She feels that saving her comrades from being turned into hideous mockeries of the living eternally enslaved to the wills of a mad undead wizard can be widely concerned a big win for Team Necromancy.
It was either that or the time she taught a settlement of space primitives to read, resulting in the formation of en early society of Space Vikings.
Moment of Tragedy
Clara's moment of tragedy involves her role in the destruction of a small village the party had encountered after passing through one of the strange dimensional doors. Faced with five chapters of corrupted crusaders, the party was faltering when Clara resorted to an arcane ritual forbidden since time immemorial. The horde of undead spirits that Clara summoned consumed several armies worth of enemies and turned the tide of the battle. However, pushing beyond the her limits, Clara lost control, and the entire village was devoured by the ravenous spirits before she could banish them.
Strengths/Abilities
You're a Necromancer, Clara: Clara is a talented wizard focusing on the much feared and reviled art of necromancy.
Cyberpunk Survivor: Born a spell-slinging wizard in a dystopian cyberpunk city ruled by merciless megacorporations, Clara knows how to survive in environments filled with high-tech weapons, gangsters, corporate assassins, and enough pollution to kill a planet.
Friend of the Dead: Guided by the whispers of the dead, Clara has a knack for navigating dangerous environments and hostile situations despite her own disregard for pragmatic concerns. Some might call it a supernatural sixth sense, but Clara calls it game of necromantic instant messaging.
Hard to Scare: Dealing with the undead on a frequent basis has left Clara with a remarkably casual attitude towards all things related to horror and death.
Speaker of the Dead: Clara has a knack for conversing with the dead, managing to successfully interpret their often disjointed thoughts and understanding the strange, long dead languages that seem to be in vogue among the deceased.
Animate Undead: Creates an undead servant from a pile of bones or a corpse. The spell imbues the target with a foul mimicry of life and raising it as an undead creature that serves the necromancer in a mostly mindless fashion. Casting the spell on a pile of bones results in a skeleton, while casting it on a corpse results in a zombie. If desired by the necromancer, the undead servant can communicate and if it still possesses a mouth, it is possible to converse with the unliving being.
Summon Undead: An undead creature (humanoid) appears in a burst of smoke and fog. Once the vapor dissipates, the undead creature follows the commands of the necromancer until it is killed or banished to the grave once more. Spectral Hand: Using their own life force (or that of a close by creature), the necromancer materializes a ghostly, glowing hand. Despite being incorporeal in nature, the spectral hand is able to influence the physical world and can be used much like a normal hand.
Insect Plague: A swarm of exceedingly violent and fierce insects surges from the caster's hand. Fanatical in their loyalty to the necromancer that summons them, these insects will ceaselessly attack any creature that stands in the way of their new master, stealing life essence from their victims, triggering anyone with a fear of insects, and disrupting the concentration of all but the most disciplined of combatants.
Ray of Ruination: Enfeebles and exhausts a target with grim reminders of the inescapable certainty of death and a mountain of regrets.
Vampiric Touch: Wreathing their hand in terrible shadows, the caster harms a foe by touch, causing necromantic damage and siphoning a measure of whatever force drives the creature into their own being.
Blackfire: With dark words, a ray of necromantic black energy springs from the necromancer's hand, engulfing a target in chill black flames that feed on the fuel of their victim's life force and absorb any heat they contain. Crackling and hissing, the arcane flames emanate the smells of hot metal and sulfur, sickening the target, filling them with nausea and existential dread, and worse, it can spread rapidly to other creatures within range. The ghastly flames commanded by this spell cannot be extinguished by non-magical means (e.g., immersion in water or smothering) and any creatures killed by the spell are reduced to piles of nondescript black ash.
Chill of the Grave: A pale ray of icy cold death that erupts from the pointed finger of the necromancer, accompanied by the crackling moans of breaking ice, this spell freezes a target causing great harm and potentially immobilizing them.
Veil of Death: Flame-like shadows envelope the body of the target until the spell ends, wreathing them in all the aspects and vestments of true death and thus obscuring them from the senses of creatures that seek out the living.
Weaknesses
Not a Physical Combatant: Clara feels that whacking someone with her staff is too much work and prefers to leave physical combat or gunplay to her allies and undead servants.
Easily Tempted: Clara can resist temptation, she really can, so long as it's not very tempting, and so long as it doesn't involve ancient stores of necromantic knowledge or tasty pastries.
Hero of Horror: Clara is deeply saddened by the negative stigma that necromancers have acquired and their inevitable association with the forces of evil. As a result, in her haste to change the world for the better and to prove that she is a force of good, Clara often forgets to consider the safety or wisdom of her actions. She is impulsive, unceasingly kind, and prone to committing suicidal acts of heroism at the drop of a hat.
Items/Equipment
Bone Staff: For self-defense purposes, Clara wields a polished and enchanted staff shaped from brilliantly white bone.
Ancient Necromantic Grimoire: An ancient tome of arcane knowledge that Clara carries on her person at all times. Chiefly necromantic in nature, Clara jealously guards, religiously maintains, and frequently updates the horrific looking book. It is easily the young necromancer's prized possession and she would kill without hesitation to protect it.
Nokia Idoru Commlink: Clara carries a state-of-the-art, for 2077, electronic communications device in the pocket of her leather jacket. Stuffed to the brim with futuristic tehcnology the so-called commlink is an electronic device that is part-PDA, part-personal computer, part-cyberterminal, and part-global communications device running blazingly hot technomancer code powered by the souls of the dead. Beyond serving as a gateway for Clara to both the Augmented and Virtual Reality of the Wireless Matrix, she also uses it to blast her Gothic jams.
RELIC
Blessed Space Fairy Delicacy... Endless Mortal Conundrum...
They said not to eat it, not to touch it, and especially not to think about it. Too long did the thought linger-- the changing colors of the cake, the scent of it, and oh, how moist it must be-- Bound. Bound to you now, She Who Gives It Thine Thoughts, and it will ever linger in your mind. The cake materialized before her upon receiving enough thought, as the Space Fairies Warned, and has been with her ever since. It can disappear or be stashed away in a pocket or bag, not leaving any residue behind while maintaining its shape, and fitting into the small space with ease, but it appears floating in the air near her with too much thought. This is an object that draws attention-- too much attention. It can be eaten but will not fill-- there's always more cake left. When one eats it, they seem to become mentally... enfeebled. D umber and dumber until only eating the cake remains as a thought...
I may be trapped in this accursed form but soon, soon you will all see the majesty that is Nick Nacks!
Name
Nick Nacks Wonderfantabulous The Third Of The New Sockomancer Order and Master Marionette of the Multiversal Fabrics
Age
Approximately 250 years old. Current age of host is 23
Appearance
The Mantle of The Master Marionette varies in its appearance across each and every one of his incarnations, changing its form and features to best suit the ever constant ever-shifting nature of reality. Its current incarnation is a old, frayed blue foot garment made of sheep's wool with buttons sewn onto the end to resemble a makeshift face. The current 6th host of the Master Marionette is a 7 foot tall anthromorphic ventriloquist/bard in training from the mysterious land of Everafter named Okk P Pett. Whenever harnessing the Mantle of the Master Marionette, the sockpuppet which the host wields shifts into one of seven forms, each containing the soul of past Master Marionettes.
Escobar the Eccentric - A yarn peach-skinned human effigy who wields a miniature knife.
Tyroden the Terrible - A barbarian orc puppet fetishitically covered in tinfoil.
Fred - The actual right hand of Okk. Yeah, that’s literally it.
The Penta-Posse - A set of five finger puppets carved from bottle corks and haphazardly sewn together with napkins.
A Sock - A yellow stripped football sock that once belonged to a troll pyromancer.
Personality
Exuberant and boisterous, Nick Nacks The Fantabulous is as grandiose and as hyperbolic as any wizard could be. This has become more apparent due to the limited range of emotion he has as a sockpuppet. Because sockpuppets don't really have eyebrows or lips or - We just don't mention that to him. However, whilst Nick Nack is the dominant personality, other puppets battle for dominance for just one second in the spotlight, each of them with their own unique quirks and behaviors.
Escobar the Eccentric - A conniving and shrewd individual, Escobar the Eccentric is a charismatic and smooth-talking puppet, bearing a cut-throat philistine attitude towards every situation he finds himself in. He has a specific interest in the field of trafficking illicit narcotics and psychoactive substances, especially fairywing dust. He's got an addiction. Don't be an enabler.
Tyroden the Terrible - Containing the soul of a megalomaniacal evil pixie overlord, Tyroden the Terrible’s solution to every problem is violence, violence and more violence. Did we mention violence already? This bloodthirsty and maniacal former dictator of Pixieville is itching at the opportunity to quench his thirst with the flesh of his enemies. However, like most pixies, he can be easily distracted by shiny objects.
Fred - Unlike the other past holders of the Mantle of Master Marionette, Fred is relatively young compared to his other contemporaries. A young and naive soul, Fred takes the dangers of the Dungeons in stride with a sickeningly sweet sense of optimism.
The Penta-Posse - The Penta Posse are a brotherhood, a fraternity of neophyte warlocks that argue frequently with one another but deep down, love each other dearly, almost akin to siblings.
A Sock - Emotionless. Mute. Concentrated. Almost as if it's not even alive. Are we sure that this was even a former holder of the Mantle and not some random sock? Who cares.
Habits/Quirks
Nick Nacks frequently combats with other past wielders of the Mantle for position on the right hand of Okk, much to his displeasure. This can lead to feuds or often, arguments whereby multiple puppets battle for supremacy and ownership for just one second of attention as Okk's personal hand puppet. Other minute quirks include:
Escobar the Eccentric: Attempting to snort or consume any halluconigens that he discovers.
Tyroden the Terrible: Extreme threats of violence
Fred: Playing I Spy With My Little Eye whilst traversing through the Dungeon.
The Penta-Posse: Long debates on the most trivial of issues such as whether Coke is better than Pepsi or whether a lemon is just an yellow orange.
A Sock: Being a sock.
Past
Ah, yes, dear reader, if you wish to truly understand the beautous magnificence that is his arcane preeminence, Nick Nacks the 3rd, the WonderFantabulous, we must begin like all good stories should.....
Long ago, in a distant land, I, Nick Nacks the 3rd, a most spectacular sorcerer to ever grace the ancient lands of Hereandthere, discovered the secret to immortality. By placing his soul into a physical reservoir, I could cheat death and continue to exist for millenea, even after my mortal coil had shuffled off. Using various alchemical experiments and reagents, committing the most treasonous war-crimes, I'd finally completed the ritual. All I needed was a proper repository in which to transfer his soul.
Unfortunately, destiny intervened one Tuesday morning as I strode out of my bed in my pajamas. My only mistake was accidentally dropping one of my socks whilst doing his laundry into the thaumaturgic pentagram. It was...strange to say the least, being a sock for three years. I stayed there, motionless, doing nothing. My fortress of power soon became a den of vice and thuggery, where countless acts of narcotic-related escapades took place. It was only a miracle that I managed to be worn on the hand of Escobar, the Eccentric: the first Master Marionette.
Over time, the mantle of the Master Marionette has been passed for decades, from vagrant, sorcerers and warlords until it ended up into the lap of a failing platypus bard named Okk. Having recently been ejected from Everafter's comedy club due to the fact that no one really cares about ventriloquist comedians - I mean, seriously, ventriloquism? Is this what bards are forced to do these days in this type of economy?
Thus, after possessing the amateur platypus bard, I, Nick Nacks, thus discovered the Door. It was a door unlike any door, an unending door, a door to surpass all doors in which I could have only found with my amazing intellect. Soon finding myself with two other companions, I ventured along through this perilous maze.
Now, we arrive at one last door, one last room, in which there surely awaits a prize for me, NICK NACKS, THE GRAND!
Moment of Heroism
In the middle of their journey, the party was attacked by a rabid alpha were-house. Somehow, Nick Nacks managed to save the party from being doomed to eternity in a living room via harnessing the powers of A Sock to quell the rage of the beast.
We're not really sure whether or not the Sock actually did anything, but Nick Nack says it's true.
Moment of Tragedy
Alas, with every heroic tale comes a time for tragedy. Whilst the party tangled with a pack of gnomish bandits, a puppet by the name of A Fish was ripped from the hands of Okk during a intimate scuffle. When the party went on a rescue mission to retrieve A Fish from the clutches of the gnomes, not out of loyalty but more out of annoyance at Nick Nack's pestering, they found A Fish being eaten during the gnome's gang supper.
There was a lot of blood that day.
Honestly, having one of your puppets be the pickled corpse of a mackarel wasn't the best idea in hindsight.
Strengths/Abilities
Platypus Physiology - Nick's Nack's current host has the physiology of a giant platypus, bestowing upon him an assortment of boons in case his magic ever runs out dry in battle. This includes being able to survive underwater for extended period of times, possessing a flat tail, laying eggs and being equipped with venomous elbow spurs with a toxic payload strong enough to incapacitate a were-dragon.
Forbidden Knowledge - Each individual puppet, including Nick Nack, has an encyclopaedic reservoir of knowledge on their chosen field of expertise. Nick Nacks is an expert on magical theory. Escobar the Eccentric is a master of drug trafficking, alchemical knowledge and criminal negotiations. Tyroden the Terrible is well versed in torture, intimidation and authoritarian governing. Fred is a self-pronounced professor of shadow puppeting. The Penta-Posse are experts in thaumaturgy as well as cuisine critique. We’re not even sure if A Sock can think.
Each past wielder of the Marionette is a fully accomplished wizard in their own right. Each spell can only be harnessed when the puppet is present on Okk's Hand.
Magic Fist ( Nick Nack) - The caster is able to summon a magical corporeal fist and smash their target’s faces with it.
Acid Spray (Escobar the Eccentric) - Spray a noxious high-pressure stream of hallucogenic lysergic acid that is also partly corrosive. Contact with the acid can dissolve most metal, wood and organic materials. If sprayed on a living organism, said organism will go on a massive trip while slowly dissolving into a slurry of bones and flesh.
Prismatic Shower (Escobar the Eccentric) - The caster of the spell showers a wide stream of multi-colored light beams over an area. Each beam will have a different effect, depending on the color. Red sets the target on fire while making them extremely euphoric. Green temporarily causes bushes to sprout from the orifces of the target whilst giving them a psychadelic high. Yellow induces the target with sleepiness whilst inflicting them with jaundice. Blue causes the target to asphyxiate whilst undergoing a depressive episode. Purple turns the target purple.
Blood Storm (Tyroden the Terrible) - A storm of red fills the ceilings as blood, plasma and viscera pour down in liberating amounts, drenching enemies in gore. Tends to lower morale. Allies drenched in blood will experience a visible boost to their fighting capabilities.
Rain of Iron (Tyroden the Terrible) - With extreme concentration, the caster can summon one large metallic object from the heavens to strike down and smite their enemies by falling from the atmosphere. Object can be no larger than a blacksmith's anvil.
An Assortment of Cantrips (Fred) - Being a neophyte wizard, Fred only possesses the ability to use the most basic of cantrips. This list currently includes: being able to levitate one inch in the air, clean all dirt from a handheld object, change the color of an object, summon a snack and look one second into the future.
Ritual of The King (The Penta Posse) - By harnessing their collective powers in a shamanistic ritual, the caster is able to summon one abomination from the Plane of Cuisine. The caster is only able to summon a abomination up to the size of a pizzagator.
Sock Implosion (A Sock) - Focusing on one target, the caster is able to explode them from the inside out by filling their cavities with over one million magical socks. This spell can only work on up to human sized targets.
Gaze of Insanity (A Sock) - The caster is able to focus their gaze on a target and strike them with an maddening existential crisis that often leads the afflicted to committing suicide. Those with strong wills can resist.
Weaknesses
Fire, Oh Fire - Nick Nacks and all previous wielders of the Master Marionette are extremely susceptible to being lit on fire. It's not only a physiological weakness as it is a psychological one. The sight of any flame can potentially disrupt Nick Nack's magicks.
Musical Chairs - Every second is a constant battle for Nick Nack's to maintain control of Okk as numerous puppets fight for control. This can be mild in some cases when they are forced to cooperate but when they can't , you'll be wondering whether or not Okk has multiple puppet disorder.
Proud and Loud - Unfortunately, one of Nick Nack's most evident traits is his braggadocious nature, often ranting and shouting at his foes about his accolades in an extremely verbose manner. This is liable to get him nearly killed on more than one occasion, much to the party's regrets.
Items/Equipment
Fanny Pack of Formosus - This nifty little fanny pack allows Nick Nack to store all essential materials, including other spare puppets, whilst warding against the machinations of any evil spirits.
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