Junglewalker Edit

Native Culture: Tecuanitzl

Preferred Weapon: Staff, Climber's Axe (short axe), or Machette (short sword)

Preferred Material: Jade & Ivory (lime green and/or white duct tape)

Reputation Edit

Savage, brutal, and yet cunning, just some of the things said about those attuned to the jungle in which they live. Never before had any people shown such raw intensity in battle. To them war seems spiritual and they fight with unholy power and destruction.

History Edit

The stories are all the same: the young are sent out when they are tall enough to hold a staff, and are armed only with this simple wooden cudgel, into the jungle they travel, not to return until they made their first kill. No one is to aid the young and if they perish they simply were meant to feed the jungle. Those that return are taught the ways of the Jungle, but even more, they are taught to feel and become part of the life of the Jungle.

Abilities Edit

Level 1 - Initiate Edit

Jaguar's Claw (attack, contact, strike) - adds +1 damage to a normal strike (adds to base damage of weapon)

Tagline: "Vital Strike X"

Cochotl's Flight (defense, self) - allows you to dodge one incoming attack of any kind

Tagline: "Dodge"

Level 2 - Apprentice Edit

Twisting Vine (attack, strike) Your strikes are used to writhing around the strikes of your enemies and jungle vines, allowing you to remove your enemies weapons from their hands.

Tagline: "Disarm"

Anaconda's Gaze (Defense, point and click) Your gaze draws in your foe, allowing you to keep yourself from harm as long as their gaze is locked with yours.

Tagline: "Mesmerize"

Level 3 - Devotee Edit

Sun Blade (Attack, strike)Your weapons are capable of harnessing the light of the sun to dazzle your foes, leaving them unable to properly defend themselves.

Tagline: "Natural Stun"

Solar Flare (defense, self) When struck you harness the sun's rays you have managed to trap within your weaponry to blind your foe, protecting yourself from further harm.

Tagline: "Triggered Natural Blindness"

Masters and Grand Masters (levels 4 and 5) have abilities known only to the practitioners who have obtained those levels (Find Out in Play). Possibilities may be discovered via in play information and rumors, or may be hinted at in various legends, lore, and stories told around campfires and at the bedsides of children. The truth is a closely-guarded secret, and such tales are just as likely to be hearsay and exaggeration as the actual reality. Such is, as always, the stuff of legends, and a wise Master or Grand Master will allow people to make all the assumptions they wish.

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