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  1. - Top - End - #61
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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: The Big 16 - Chapter 2: Revenge of 16
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    Expanded Houserules:


    13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.

    1.) Perception is now a Class Skill for all classes. PC's with a spell list gain K:Arcana, Spellcraft, and Use Magic Device as Class Skills if they do not have them already (yes, that includes the Oculus, even if his class is a Warrior). Additionally casters who qualify for this gain a scaling +1 Bonus /2 Class Levels to Spellcraft and K:Arcana. K:Arcana is used to identify Primal Magic events, and Spellcraft Checks are made in attempt to 'stabilize' their magic while casting or using magic devices while under dire circumstances due to a primal event, spellscars or spellblight effects.

    2) Paragon Surge is banned.

    3) The Power Attack, Deadly Aim, Weapon Finesse, & Improved Unarmed Strike feats are freely available to any character that meets prerequisites without consuming a feat slot, however only one such free feat may be gained in this manner. Point-Blank Shot and Precise Shot are now a single feat. Slashing Grace and Deadly Agility are now also a single feat. Dodge has been removed as requirement for any feat. (All Free Feats Must Still Listed On Sheet)

    4) Improved Disarm, Improved Trip, Improved Feint, Improved Sunder, Improved Trip have all been merged into the Improved Weapon Maneuvers feat, which gives all their bonuses in one. Their Greater versions have been similarly merged

    5) Improved Bull Rush, Improved Drag, Improved Dirty Trick, Improved Grapple, Improved Overrun, Improved Reposition, Improved Steal have been similarly merged into the Improved Combat Maneuvers feat. The same applies to their Greater versions.

    6) The Two-Weapon Fighting feat line is now a single feat - progression becoming available as prerequisites are met

    7) Similarly, the Whip Mastery feat line is now a single feat, granting each benefit upon reaching the necessary BAB, etc.

    8) All characters gain 2 Skill Unlocks for two skills of their choice at level 5 - Unchained

    9) Crafting: Classes that grant Craft () as a class skill now grant two crafts. Further crafts may be gained as class skills via traits. Crafters may attempt a Spellcraft check (DC 15+spell level) to replicate a spell for crafting purposes, although the amount of ranks in the Craft skill must be equal to half the minimum caster level to cast the desired spell. All crafters gain the benefit of the Cooperative Crafting feat regardless if they actually possess it or not. There will be opportunities for crafting. Pre-game crafting is allowed. Additionally players may request a Curse be applied to an item to reduce the cost up to 90%. This may be done no more than 2 times, additionally players may only select which Curse Categories they would like to apply to modify the price, however the effect itself is left to the GM's discretion. Multiple categories may be selected to reduce the price up to 90%. The effects applied may differ from those listed on the SRD's table, additionally other unspecified effects may be added. The completed item & categories must be submitted before the curse effect is revealed. The item is ensured against effects which will make the device completely useless such as Delusion, or effects which would kill you outright such as incurring 2 negative levels upon use. Any similar effects will not be constant or immediate and will always provide a save.

    Categories are as follows: (See the SRD for more information)
    Minor drawbacks (Cost -10%)
    minor requirements (Cost -10%)
    harmful or costly drawbacks (Cost -30%)
    harmful or costly requirements (Cost -30%)
    severe drawbacks (Cost -50%)
    severe requirements (Cost -50%)
    Intermittent Functioning: uncontrolled or unreliable (Cost -10%)
    Intermittent Functioning: situations, (Cost -30%)
    Opposite Effect or Target: Cost is reduced by (Cost -50%)



    The Following List contains all standard Craft Skills. Use the skill which most closely pertains to the item in question. Metalworking does not grant the ability to craft any objects which would be covered by specific craft types such as armor, weapons, locks, siege weapons, traps, ships, art, firearms, etc.

    SKILL LIST:

    Carpentry
    Siege engine
    Jewelry
    Calligraphy
    Traps
    Leather
    Bows
    Fletching
    Clothing
    Armor
    Ships
    Books
    Alchemy
    Pottery
    Weapons
    Art
    Stonemasonry
    Locks
    Gunsmithing
    Metalworking
    (Technological) Pharmaceutical
    (Technological) Cybertech
    Technological Arms & Armor
    Technological Item

    10) In addition, Grandmaster crafting tools (That grant a +5 competence bonus for Lesser, +10 for Minor, and +15 for Major) may be bought/crafted. Their market value is 2500 gp, 10000 gp, and 22500 gp, respectively, and require a minimum of 2, 4, or 6 ranks in their respective craft to be created.

    11) The human racial alternate Comprehensive Education is banned, as are any similar traits granting K:(All) checks untrained.

    12) Psionic/Magic Transparency: Wondrous Items/Universal items may be crafted by either side and such, Spellcraft works for both sides. K: Arcana and K:Psionics are different, however.

    13) Movement while flying is handled in the same way as movement while on land. No need for Fly checks - unless required by effect/status condition

    14) Relicuum and Praeter Spirits are not considered to be targets, creatures or objects until they have manifest in their physical or incorporeal forms, which usually requires intervention from the Alucinor. While not in this state they function solely as sources of dialogue for the Alucinor. They are unable to be seen nor detected unless they possess an ability or feature which would reveal their presence while in this state. These spirits cannot intervene directly with other creatures of objects without a pact.

    15) Spite is the measure of distaste or hostility a Relicuum or Praeter has for a particular creature. Relicuum share a single pool of Spite towards the Alucinor while Praeters Spite individually. Creatures other than the Alucinor may receive Spite individually from either type of spirit, which increases the likelihood of indirect aggression in the form of hostility from other conventional threats; such as incorporeal undead or easily influenced creatures.

    16) Acrobatics, Sense Motive and Appraise are the primary defense skills against attacks. These checks will commonly be forced to avoid or defend against enemies special attacks. Saves do play a large roll avoiding damage from failed checks or harmful effects, however these three skills will function in place of your AC the majority of the time. Forced checks against an attack may be rolled by the GM to speed things along. Think of it like a fluid AC with a similar structure to your three saves. Some abilities may have an opposed check, while others are effectively an attack roll targeting one of these skills as a DC.

    17) Attacks will not resolve against AC frequently but your bonuses to your AC, such as those from armor or shields will provide helpful boons to reduce the harm inflicted by certain failed checks and saves related to attacks, but never completely negating the attack. The intent is to provide an incentive for having armor, but dissuade players from the idea that having kids walking around in plate armor is a grand ol' idea - it's not. The penalties applied by armor's ACP (armor check penalty) far outweigh the benefits provided by the AC gained. This also creates a new sense of danger, while leveling the field for some more interesting encounters.

    18) Attacks will usually not just be intended to deal straight damage, but force a save to avoid some harmful effect or condition. Raw damage will usually be slightly decreased because of this, but these effects, for example; prone, bleed, sicken or nauseated, will begin to largely impair a creature's ability to fight.

    19) PC's should attempt to fulfill a support role in battle and leave the toe-to-toe combat to their allies. While the PCs cannot die, death is not an experience they will want to have due to the 'Grievous Wounds' they will return with (explained in more detail below). Combat is violent and extremely taxing, especially to the children who struggle at recovering from their wounds. The game does not focus on the children's individual combat prowess and instead turns to make it more of an RP focused event with survival, escape or leadership as the priority.

    20) Allies will die in your defense. Managing their strengths and weaknesses can be difficult, it is up to the PCs to properly command their friends in battle. Lives rest in your hands and at times the PCs may be forced to make an impossible choice. Don't let their sacrifice be in vain.

    ***************************
    EXPANDED HOUSERULES:


    CORRUPTED MAGICAL HEALING
    The children are cursed with a horrible affliction preventing them from receiving the full restorative effects of any magical healing. This horrific blight refuses to let their wounds mend or the pain to abate.

    These effects only apply towards the children, while other magic, abilities and effects remain unchanged for other creatures. PCs will need to carefully manage their activity in combat and should refrain from initiating with an enemy directly when possible, least they risk crippling injury. Mundane healing is the only long term remedy for serious wounds due to the extreme limitation on magical methods.

    Cure Spell
    Cure spells now heal by d6's instead of d8's. Any spell slots or focus points expended on a cure spell require 3 days to recover.

    Channel Energy
    Channeling Energy no longer requires determining if it will positively or negatively effect the living or dead. Channeling Positive energy will both heal the living and harm the dead. Likewise, negative energy will heal the dead and harm the living.

    Channeling positive energy now only heals 1d2 hit points, however upon gaining the ability to channel positive energy the divine caster may select any Variant Channeling they qualify for and apply its effects while channeling. Channeling negative energy remains unchanged.

    Lay on Hands
    The age-old healing staple of holy warriors has been significantly diminished, now only a shadow of the power once commanded by crusaders and priestly knights. Lay on Hands now heals 1d2 hit points and provides a +1 sacred bonus to saves for 1d6 rounds beginning at second level. This bonus increases by 1 for every 2 levels beyond the second the user possesses.

    Healing Abilities
    Other types of healing abilities still exist, however they have become incredibly weak and ineffective at mending most serious wounds. The children may no longer use SLAs which grant magical healing. All other Su and Ex abilities which heal hit point damage that are not Lay on Hands, Channel Energy or a Cure Spell only heal 1 point of damage, regardless of level or scaling. These weakened healing abilities may only effect a single target up to 3 times within a 24 hour period, after which they no longer provide restorative effects. This healing does not end bleed effects, heal damage caused by Grievous Wounds, stabilize dying creatures, or positively effect any character who has lost 50% or more of their hit points.

    Healing Magic
    Spells which grant fast healing are now 2 spell levels higher than their previous level and abilities which grant fast healing are now received 2 levels later. Non-cure spells which provide magical healing are now 1 spell level higher than their original form and their healing dice size is reduced by 3 (1d8 > 1d3, 1d6 > 1d2). When a healing spell is used on one of the children, regardless of the caster, the expended spell slot or focus points take 2 days to recover. Crafted items which grant magical healing are now 6 times the cost. The children cannot be healed from conventional scribed healing spells contained on scrolls. Additionally, no single healing spell or ability can provide healing in excess of the child's HD size (6, 8, 10, or 12) healing above this value provides no benefits (eg: being healing for 14 hit points only recovers 8 if the child's HD size is 1d8). Constant heal effects such as fast healing end upon reaching this threshold, abilities which grant fast healing resume after a round of inactivity. The children may only benefit from magical healing 4 times a day, however after the second use magic no longer heals Grievous Wounds, stabilizes while dying or end bleed effects. Magic which grants Fast healing, upon reaching the maximum healing potential allowed count as a single use of the children's alloted magical healing uses for the day. Mundane healing and Alchemical agents or remedies do not count towards this allotment, however their effects are still limited in the amount they can heal from a single application.


    Non-Lethal Damage: Good news. It won't kill you. Even if you take an absurd amount of it. Sure, if you get whacked in the head by Player009's Earth Breaker for 200 damage, you would proooobably, be done. Regardless of it being 'non-lethal'. Instead, thanks to the power of fairy dust and unicorn tears, you won't die. Unfortunately, you still will be knocked the hell out, for a very... very long time. Specifically until that damage is healed.


    I Wish I Could Have Done Something: Yeah, we all know out of combat - time can be a little different, however, for the purposes of player's response and interaction in a PBP environment, player's are not 'sheit out of luck', just because Player009 posted walking-running-lighting a sunrod-then jumping off a cliff. Players are free to take those awesome longer sequence actions when 'combat time' is off, however, Players can act-stop-interrupt actions that would be outside of a typical round ( 6 Seconds ) - So if Cherry The Cleric has a mental break-down and is attempting to light a torch and then herself on fire after attempting what would possibly be a full-round to prepare the torch - the party can still react before the self-immolation bit resolves. Not all players will be on at the same time, it's a PBP, that's the nature of things. You can make awesome long posts - however players will still be permitted an opportunity to respond - or even backdate a response if necessary to one another. Which will then be resolved as things happen. - I love long posts, but just don't get too far ahead of yourself and assume that all actions taken will not be responded to by your fellow players. (This is specifically in regard to reacting to PCs - If a long GM scene places you in a house after running though a mob of goblins, you do not have the option to begin combat with said goblins, and likely for a very good reason. So don't try to back date a post in response to me advancing the game without explicit permission )


    14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?


    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
    Heavy RP, Mystery/Intrigue, Puzzles, Chase Scenes, Kingdom building, Killing things! And 42 grams of Transdimensional Omnicide.

    16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
    Refer to #7
    If players have 3pp material specifically relating to a class ability or perhaps even a feat they are interested in I'm willing to take a look at it and give the yay-or-nay. Some things I may simply deny for thematic reasons rather than mechanical, so don't take this as an open endorsement - but I'm open to hearing you out. Oh, and it's not a debate, you might just get a 'nah bro' or a 'cool go for it' without any elaboration. There's not an overly large window of flexibility for this game in comparison to the vast array of 3pp content. If it gets the No Beuno, look for a new couch, because all sales are final... if you know what I mean

    Last edited by Mornings; 2017-10-11 at 10:00 PM.

  2. - Top - End - #62
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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: Human CR1
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    Name
    Human CR 1
    XP 400
    Any Medium Humanoid
    Fighter level 2 (skill points 8) -Fighter
    (Fighter )
    Init +1; Senses ; Perception +1

    DEFENSE
    AC 13, Touch 11, flat footed 12 ( Leather, Shield, none)
    (+1 Dex, +2 armour)
    hp 21 (0d8+2d10+4+2);
    Fort +5, Ref +1, Will +0

    OFFENSE
    Speed 30
    Melee
    Single Attack Mace,Heavy +5 (1d8+3)
    Full Attack
    Mace,Heavy +5 (1d8+3)
    Space 5ft.; Reach 5
    Special Attacks

    STATISTICS
    Str 15, Dex 13, Con 14, Int 13, Wis 11, Cha 8
    Base Attack 2 CMB 4 ; CMD 15

    Feats
    Combat Expertise: You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your AC. Every +4 base attack penalty increase by -1 and dodge by +1 ,
    Power Attack: You can choose to take a -1 penalty on all melee attacks and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Every +4 base atack penalty increases by -1 and damage by +2,
    Armour Prof Heavy,
    Armour Prof Light,
    Armour Prof Medium,
    Cleave: Get extra attack if hit monster to adjacent foe, -2 AC until your next turn ,
    Martial Weap Prof,
    Shield Proficiency: Can use shields,
    Simple Weapon Proficiency,
    Tower Shield Proficiency: Can use the tower shield and suffer only normal shield skill penalties,
    Weapon Focus: +1 to attack rolls
    Skills Climb 7, Handle Animal -1, Intimidate 4, Know Arch & Eng 1, Know Dungeon 1, Perception 1, Ride 6, Survival 4, Swim 2
    Languages Common

    ECOLOGY
    Environment Any
    Organization Company 10-20, Band 30-100, Squad 4-8
    Treasure Standard
    SPECIAL ABILITIES
    Bravery Save vs fear + 1



    Spoiler: Gunman CR2
    Show

    Name Human Gunslinger level 2 (skill points 18) Gunslinger
    (Musket Master )
    hp 21 (0d8+2d10+4+2), Advanced CR 2 XP 600, Any Medium Humanoid (Animal)
    Init +4 Speed 30 AC 21, Touch 15, flat footed 16 ( Chain Shirt, Shield, none)
    (+4 Dex, +2 Natural, +4 armour, +1 feats)
    Melee Base Attack 2 CMB 4; CMD 19, Single Attack Longsword +4 (1d8+2/19-20) or Musket, double-barreled +7 (1d12 X4)
    Full Attack Longsword +4 (1d8+2/19-20), Dagger-2 (1d4+1/19-20) or Musket, double-barreled +7 (1d12 X4) range 10; Space 5ft.; Reach 5
    SA , SQ Nimble (Ex) 1, Rapid Reloader, Weapon Proficiency Firearms
    Fort +5, Ref +7, Will +4,
    Str 15, Dex 19, Con 15, Int 19, Wis 18, Cha 12
    Skills Acrobatics 7, Bluff 6, Climb 0, Handle Animal 6, Heal 9, Intimidate 6, Know Arch & Eng 4, Know Local 8, Perception 9, Ride 9, Sleight of Hand 7, Survival 8, Swim -2 Feats: Armour Prof Light, Martial Weap Prof, Point Blank Shot, Rapid Reload, Simple Weapon Proficiency, Weapon Focus(Ranged); Languages Common
    ITEMS:

  3. - Top - End - #63
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    Default Re: Pale Departure: That Which Whispers OOC

    in general, options you'll typically see come in one of the following flavors; escape, diplomacy, disruption, manipulation, crafting, environmental, or control

    Spoiler: examples
    Show

    if you're a super old-old 2e dnd player, then this is often represented in gynaxian play-styles which use **** like caltrops strategically to harass, punish, or nickle and dime **** down over time. usually in a manner that's both turn-efficient and repeatable with the same resources.

    manipulation has a lot of flavors, a lot of builds. but the idea is to effectively make your enemies the enemies of someone or something else, either to harm them, or help yourself. at a basic level, this might be using bluff, or maybe charm person, but that's not how these characters are actually played
    thats the concept though

    escape, is exactly what it sounds like. and typically these bois are traditionally a PrC or 3e wizard, since wizards can grab **** like sneak atk die and whatever if push comes to shove. but lots of establishing avenues and multiple methods of keeping distance, and growing distance. a successful round for them is establishing a greater amount of distance per round than can be captured by an enemy.

    diplo is diplo, it used to be broken in 3e. the most op thing in 3e, because the skill was simply written broken. so... im not going to go too much into this one, there's entire articles about it. but basically, find modes to bypass limitations based on hostility, and ways to bypass compulsion immunity, then pick up **** to convey words without needing to speak - ala telepathic bond,etc. then just word your way out of anything.

    environmental is probably the most difficult to build for, since it requires the most technical knowledge and system mastery to bend and abuse ****. the idea is using things around yourself, be it the walls around you, ornamentation, tools or supplimental abilities to cause radical effects or harm things. some examples might include some hulking hurler builds to collapse areas on people, creating difficult terrain or abilities which capitalize on such things, or having options to capitalize on numerous specific niche enviromental conditions or structures, such as rain, sand, walls, etc.
    as you can imagine, there is a whole lot you could do unrelated to hurting **** you could do with this one

    so, if you want to roll with some kinda escape focus, that means that people either cannot physically cover the distance you've put down, they'll be punished too much for attempting to do so, oooor the space is simply too much to overcome with the number of actions they possess per round. but the most important part is that you need to be able to take both a method to ensure you get to act, even when you shouldn't, and a mode to detect an enemy before initiative drop - or alternatively before they can detect you. because the best escape is the one the other guy never knew you made.
    Last edited by Mornings; 2019-11-14 at 08:26 PM.

  4. - Top - End - #64
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    Default Re: Pale Departure: That Which Whispers OOC

    test





    Spoiler: Actions
    Show

    ✥ (Pre-Tavern) Full Round Action - Gain Psionic Focus


    Last edited by Mornings; 2017-11-18 at 06:30 AM.

  5. - Top - End - #65
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    Default Re: Pale Departure: That Which Whispers OOC

    [roll0] [roll1]
    [roll2] [roll3]
    [roll4] [roll5]

  6. - Top - End - #66
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    Default Re: Pale Departure: That Which Whispers OOC

    [roll0] [roll1]
    [roll2] [roll3]
    [roll4] [roll5]

    [roll6] [roll7]
    [roll8] [roll9]
    [roll10] [roll11]

  7. - Top - End - #67
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    Default Re: Pale Departure: That Which Whispers OOC

    NIRMATHI RESISTANCE FORCES [ICONIC]

    Spoiler: Rayne Furel - Ghostly Sharpshooter (Cost: 4.5)
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    [NAME] RAYNE FUREL ☲☲☲ ◯ [POTENTIAL] ⯌⯌⯌⯎⯎
    ✜ [LEVEL] 3 ☲☲☲☲☲☲☲☲☲☲☲ ✜ [TYPE]: IRREGULAR (RANGED)
    [AC] 20 | [Touch] 16 | [FF] 14 | [CMD] 18
    [HP] 25 | ⛨ [FORT] 3 | [REF] 8 | [WILL] 1

    ⯏ [WEAPONS]
    'White Disaster' (Double Musket +1)
    [ATTACK] +10 | [DAMAGE] 1d12+1 | [CRITICAL] x4 | [RANGE] 100 ft (40 ft)
    [MISFIRE] 1-3 (5 ft.) | [CAPACITY] 2 | [WEIGHT] 11 lbs. | [TYPE] B and P

    ⯏ [SKILLS & ABILITY]
    STR 8 | DEX 20 | CON 10 | INT 14 | WIS 14 | CHA 10
    ⬨Disguise +10
    ⬨Stealth +13
    ⬨Perception +10

    ⯏ [POTENTIALS]
    ⯏ Grit: 6/6
    ⯍ Extra Grit +4
    ⯏ (Feat) Gunsmithing
    ⯏ (Feat) Far Shot: -1 instead of -2 range increment
    ⯏ (Feat) Precise Shot: Shoot into melee no penalty
    Deadeye Marksmen (Su): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point.
    Unnatural Focus (Su): The gunslinger may take a full round action to grant himself a +2 circumstance bonus to his next attack roll with a firearm. This ability may be used consecutively a number of times up to a maximum of twice the gunslinger's HD, stacking with each previous use. The benefits of this ability are lost if the gunslinger moves any distance (including a 5 ft step) before firing his weapon. Additionally the gunslinger cannot continue to stack the bonus of this ability unless each use is consecutive with the previous. The gunslinger may choose to reset his current bonus to begun stacking the effects of this ability as a free action. (example: after 2 rounds the gunslinger gains a +4 bonus but does not use this ability on the 3rd round. The gunslinger may not continue stacking this bonus on the 4th round because its use is no longer consecutive with the last.) This ability may only be used while 1 grit point remains in the gunslinger's pool.
    ⯍⯍ (Bonus Feat) Weapon Focus - Double Musket: +1 Attack
    ⯏⯏ Nimble: +1 Dodge Bonus
    ⯍⯍ Keen Eye (Su): The range of the gunslinger's firearms increases by 60 ft while 1 point remains within his grit pool.
    ⯍⯍ Bed-down (Ex): The gunslinger may spend 1 minute altering his clothes and painting himself to blend into his surroundings. The gunslinger may make a stealth check without cover or concealment, and may make a disguise check. The gunslinger adds half the result of his disguise check rounded down as a circumstance bonus to this stealth check. The gunslinger immediately breaks his stealth and looses all benefits of this ability after moving from the location which his stealth check was made. The gunslinger must have at least 1 point of grit in his pool to use this ability.
    ⯏⯏⯏ (Feat) Lob Shot: Ignore cover unless target has overhead cover
    ⯍⯍⯍ Swift Clear (Ex): At 1st level, as a move action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a swift action instead of a standard action.
    ⯍⯍⯍ Kill Shot (Ex): The gunslinger may take a full round action to increase the damage and the critical threat range of his next single shot by spending 1 grit point. The damage of his next shot increases by 4 and his critical threat range improves by 1. This effect may be stacked however its effects only persist for 24 hours or until the gunslinger fires a firearm. This effect automatically takes effect upon firing any firearm.
    ⯍⯍⯍ Ghost Walk (Su): The gunslinger may vanish as per the spell invisibility by spending 1 point of grit. The caster level of this ability is equal to the gunslinger's level.

    ⯏[FLAWS]
    Slow & Steady: Firing and Reloading a firearm is always a full round action. This speed cannot be reduced by any method.
    ⯍⯍ Cautious & Swift: Regular Movement speed is reduced to 15 ft, however running is at normal speed.

    ⯏[GEAR]
    ⬨ MWK Chain Shirt
    ⬨ Veil Cream (MWK Tool: Disguise +2) - Skin cream which aids the wearer in appearing differently with minor magic
    ⬨ Stalking Boots (MWK Tool: Stealth +2) - Supple leather boots enhanced with unusual techniques from Kyonin
    ⬨ Camouflage Netting x2 (forest) & (urban)
    ⬨ Bullet, frost x30
    ⬨ Bullet, keen x10
    ⬨ Tracer Bullet x10
    ⬨ Mage Shot (Acid) x5 - 2d4 acid/2 rounds
    ⬨ Mage Shot (Cold) x5 - DC 14 Fort/Staggered 1d4 rounds


    An infamous sniper in the Fangwood, Rayne was better known by the name 'White Disaster' by Molthuni irregulars who braved outside of their boarder. It was a name which brought dread to the hearts of would-be skirmishers who fought through the forest. Garbed in unconventional stark white robes with a strange silvery weapon capable of killing a man from staggering range, rumors begun to spread that the figure was actually an evil spirit preying upon them. Vanishing just as quickly as she came and with over 140 confirmed kills, the White Disaster became a common word of vulgarity traded by imperial soldiers sent out beyond the front. Large bounties were placed on the sniper's head, but thus far there was nothing to show for it besides frantic stories of the white ghost. Few even within her own country know the name Rayne Furel, even less knowing her face. The sniper always covered her face and only donned her robes when heading into battle but stands as a hero to Nirmathi soldiers.


    Last edited by Mornings; 2017-12-10 at 01:28 AM.

  8. - Top - End - #68
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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: New Exotic Equipment
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    Pavise
    A large shield with a series of legs attached.
    This shield functions identically to a tower shield, however
    as a standard action the wielder may plant his shield on the
    ground. This functions identically to raising a tower shield to
    defend one corner of the wielder's square, however the wielder
    releases the shield after planting the device's legs. The wielder
    retains the benefits of his shield while remaining within the square
    which it was planted. As a move action he may make a ranged
    attack over the pavise suffering a -2 penalty due to the awkward
    nature of firing a weapon over this barrier. The wielder
    retains his shield bonus but looses the benefits of total cover while
    using his shield in this fashion, regaining this benefit after
    completing his attack. If he moves from the square which he set
    his shield, he looses all benefits the shield provided. Any creature
    moving into this space gains the benefits the shield provides normally.
    The wielder may take down the pavise as a full round action.

    Due to the complexity of the tripod system's locks and various
    bolts, a wielder with under 13 intelligence suffers a 30% chance
    of failure while attempting to set or take down his pavise in combat.
    This penalty does not apply while outside of combat. Due to its robust
    build and weight, a pavise has twice the amount of hit points for a
    shield of its type. (Requires Tower Shield Proficiency)

    AC: +4 Dex: +2 ACP: -10 ASF: 50% — — 90 lbs - (500gp)


    Arrow, Thunder: Thunder arrows are tipped with
    thunderstones (see Chapter 7 of the Player ’s
    Handbook). A hit from a thunder arrow deals no
    damage but triggers the thunderstone’s sonic attack.
    Thunder arrows that miss should be treated as
    attacks with a grenadelike weapon (2 gp, ea)

    Arrow, Alchemist’s: Each of these projectiles carries
    a deadly load of alchemist’s fire in its hollow
    shaft. When it strikes a target, the arrow’s shaft shatters,
    releasing the alchemist’s fire directly onto the
    target. One round after impact, the alchemist’s fire
    ignites, dealing 1d4 points of damage. The target can
    use a full-round action to attempt to extinguish the
    flames before taking this damage. It takes a successful
    Reflex saving throw (DC 15) to extinguish the flames.
    Rolling on the ground earns the target a +2 bonus on
    the save. Submerging (such as by leaping into a lake)
    or magically extinguishing the flames automatically
    kills the flames. (75gp, ea)

    Bolt, Tumbling: A tumbling bolt resembles a standard
    crossbow bolt except for a few minuscule holes
    and vents along the shaft. A channel allows air to pass
    through the bolt, which causes the bolt to tumble
    when fired. The bolt deals +2 damage but only has
    one-half its normal range increment due to the way
    the projectile moves through the air. (5 gp, ea)

    Crossbow, Great: A great crossbow requires two
    hands to use effectively, regardless of the user’s size.
    You draw a great crossbow back by turning a winch.
    Loading a great crossbow is a full-round action that
    provokes an attack of opportunity.
    A Medium-size character cannot shoot or load a
    great crossbow with one hand at all. With training,
    a Large creature can shoot, but not load, a great crossbow
    with one hand at a –4 penalty. If a Large creature
    attempts to fire a separate great crossbow in each
    hand simultaneously, the standard penalties for two
    weapon fighting apply

    (100 gp) - 1d12 19–20/×2 150 ft. 15 lb. Piercing


    Sapara: This ancient sword is a smaller version of
    the khopesh. You can use a sapara to make trip attacks
    with its hooklike blade. If you are tripped during
    your own trip attempt, you can drop the sapara to
    avoid being tripped.

    (15 gp) - 1d6 19–20/×2 — 6 lb. Slashing



    Double Bow, Elven: This double-stringed longbow
    can be used as a normal longbow by anyone proficient
    in that weapon. Characters with Exotic Weapon Proficiency
    (elven double bow) can use the bow to fire two
    arrows at once. Nocking an arrow on the second string
    requires a move-equivalent action. Once the wielder
    has taken an action to load the second string, his next
    attack is a double shot that launches both arrows
    simultaneously at the same target. The wielder makes
    one attack roll at a –2 penalty to determine whether or
    not both arrows strike the target. If the attack is successful,
    both arrows deal normal damage. If the attack
    is a critical hit, only one arrow deals extra damage, and
    extra sneak attack damage is applied only once.

    (1,000 gp) - 1d8 ×3 90 ft. 3 lb. Piercing



    Fukimi-Bari (Mouth Darts): These slim, almost
    needle-like metal darts are concealed in the mouth,
    then spit at the target. Their effective range is
    extremely short, and they deal little damage, but they
    are highly useful when taking an opponent by surprise.
    You can fire up to three fukimi-bari per attack
    (all at the same target).
    Do not apply your Strength modifier to damage
    with fukimi-bari. They are too small to carry the extra
    force that a strong character usually imparts to a
    thrown weapon. The cost and weight are for a single
    fukimi-bari. Fukimi-bari are not ammunition, and only
    a single attack roll is made for the three weapons fired.

    (1 gp) - 1 ×2 5 ft. 1/10 lb. Piercing



    Fullblade: A fullblade is 18 inches longer than a
    greatsword and is too large for a Medium-size creature
    to use with two hands without special training;
    thus, it is an exotic weapon. (Medium-size creatures
    cannot use a fullblade one-handed at all.)
    A Large creature could use the fullblade with one
    hand, but it would be assessed the standard –4 nonproficiency
    penalty on its attack rolls; Large creatures
    can use the fullblade in two hands as a martial
    weapon. A Large creature with the Exotic Weapon
    Proficiency (fullblade) feat can use the fullblade in
    one hand, but a Medium-size creature must use both
    hands even if it has the relevant feat. A fullblade is
    also called an ogre’s greatsword.

    (100 gp) - 2d10 19–20/×2 — 23 lb. Slashing (exotic)


    Skiprock, Halfling: These polished, perfectly
    weighted stones are prized by halflings, for if thrown
    well enough, they ricochet off one target to strike a
    second. If the skiprock hits its target, it ricochets
    toward another target of the thrower’s choice adjacent
    to the original target (within 5 feet). The thrower
    immediately makes a second attack roll for the skiprock
    against the new target, with an attack bonus
    equal to the first roll –2.

    (3 gp) 1d3 ×2 10 ft. 1/4 lb. Bludgeoning


    Shotput, Orc: Special training turns a grapefruitsized
    sphere of crude iron into a deadly projectile.
    Even with the Exotic Weapon Proficiency (orc shotput)
    feat, a wielder must be Medium-size or larger to
    use the weapon effectively (or take an additional –3
    penalty on attack rolls in addition to the standard –4
    nonproficiency penalty).

    (10 gp) 2d6 19–20/×3 10 ft. 15 lb. Bludgeoning




    Greatsword, Mercurial: This huge blade hides a
    secret reservoir of quicksilver (also called mercury
    by alchemists) that runs along the interior of the
    blade in a slender channel. When the blade is vertical,
    the mercury swiftly fills an interior bulb in the
    haft, but when swung, the heavy liquid flows out
    into the blade, making it heavier. In nonproficient
    hands, this shifting mass penalizes the wielder by an
    additional –3 penalty on attack rolls, beyond the
    normal –4 nonproficiency penalty for using an
    exotic weapon untrained

    (600 gp) 2d8 ×4 — 17 lb. Slashing


    Duom: The duom is a longspear with a standard
    spearhead, as well as two blades curved so that they
    point backward along the shaft. The weapon has
    reach, allowing you to strike opponents 10 feet away
    with it. Those proficient with the duom can also
    attack adjacent foes with the reversed heads using a
    practiced “reverse thrust.” Apply a –2 penalty on the
    attack roll if you use the duom to attack a second,
    adjacent opponent in the same round you attacked
    the first opponent.

    (20 gp) 1d8 ×3 — 8 lb. Piercing


    Mace, Double: A stout shaft with a spiked, cylindrical
    head at each end, this is a double weapon.
    You can fight with it as if fighting with two
    weapons, but if you do, you incur all the normal
    attack penalties associated with fighting with two
    weapons as if you are using a one-handed weapon
    and a light weapon (see Attacking with Two Weapons
    in Chapter 8 of the Player’s Handbook). A creature
    wielding a double weapon in one hand can’t use it
    as a double weapon.

    (125 gp) 1d8/1d8 ×2 — 25 lb. Bludgeoning


    Manti: A manti is a shortspear with four additional
    spear heads that project vertically from the
    shaft, creating a star pattern of five blade heads
    instead of just a single forward-pointing blade. The
    advantage of the unusual blade arrangement is that
    you can make one additional attack of opportunity
    during the round

    (15 gp) 1d8 ×3 — 9 lb. Piercing


    War Fan: This weapon appears to the untrained eye
    as nothing more than a beautifully crafted lady’s fan.
    In fact, the vanes of the fan are crafted from steel, and
    the tips are needle-sharp. When first entering melee
    using a war fan, you may attempt a Bluff check against
    an opponent’s Sense Motive check. If you win the contest,
    you gain a +4 bonus on attacks made against that
    foe during the first round of combat.

    (30 gp) 1d6 ×3 — 3 lb. Slashing


    Gauntlet, Spring-Loaded: This gauntlet possesses
    a broad ridge of metal that extends along the bottom
    of the forearm to the edge of the wrist articulation,
    where a circular orifice is visible. This ridge of metal
    hides a spring-loaded mechanism that can expel a
    bolt with great force, akin to a miniscule crossbow.
    You load the gauntlet by inserting a bolt in the hole
    and pulling back a hidden lever. Loading the springloaded
    gauntlet is a move-equivalent action that
    provokes an attack of opportunity. You fire the
    spring-loaded gauntlet by sighting down your arm,
    then flip your hand back so that your palm faces your
    opponent—this motion fires the gauntlet. The cost
    and weight are for a single gauntlet.
    A character who attempts to fire two spring-loaded
    gauntlets at once incurs the standard penalty for
    two-weapon fighting. The Ambidexterity feat lets
    someone avoid the –4 off-hand penalty

    (200 gp) 1d4 ×2 20 ft. 4 lb. Piercing (exotic)



    Longsword, Mercurial: As the mercurial greatsword,
    except that in nonproficient hands, the shifting
    mass and feel of the blade penalizes the wielder
    by an additional –2 penalty on attack rolls, beyond
    the normal –4 nonproficiency penalty for using an
    exotic weapon untrained.

    (400 gp) 1d10 ×4 — 6 lb. Slashing (exotic)


    Claw Bracer: A claw bracer is a metal armband with
    three steel claws projecting from the top, extending
    about 4 inches beyond the tip of the wearer’s extended
    fingers. The wearer can cast spells normally while
    wearing the bracer and cannot be disarmed. Many
    claw bracers are enhanced as magic weapons.

    (30 gp) 1d4 19–20/×2 — 2 lb. Piercing



    Triple Dagger: This weapon is used in the off hand
    as a means to disarm an opponent—you hold it as you
    would a shield, not another weapon, and so do not take
    penalties for fighting with two weapons. When using a
    triple dagger, you get a +3 circumstance bonus on your
    opposed attack roll when attempting to disarm an
    opponent (including the roll to keep from being disarmed
    if you fail to disarm your opponent). The triple
    dagger could also be used as a normal dagger, if
    desired, but if used in the off hand, all normal penalties
    for fighting with two weapons apply

    (10 gp) 1d4 19–20/×2 — l lb. Piercing


    Throwing Iron: These weapons have complex blades
    with two or more edged or pointed protrusions. Unlike
    most hurled weapons, throwing irons are as often
    thrown along a horizontal plane as along a vertical one.

    (8 gp) 1d6 ×3 15 ft. 3 lb. Slashing, Monk


    Ward Cestus: This is a stout leather gauntlet with
    a well-forged metal weight sewn into it over the
    knuckles. A strike with a ward cestus is considered an
    unarmed attack. If you take a Total Defense action,
    or fight defensively you gain an additional +1 bonus to
    your Armor Class, representing blows you block with the
    back of your protected hand. Your opponent cannot disarm
    you of a ward cestus. The cost and weight are for a single
    ward cestus

    (10 gp) 1d4 x3 1 — 4 lb. Bludgeoning



    Assassin's Guildmark: A small scale-like blade favored
    by Daggermark assassins belonging to the city's Assassins and
    Poisoners Guild. Each blade is magically marked with the wielder's
    unique seal, as per the spell Arcane Mark when used. After a blade
    has been activated in this manner it cannot be used again - preventing
    rivals from using these 'calling cards' maliciously. If proficient
    with this weapon the wielder is granted a +6 circumstance
    bonus to sleight of hand checks made to conceal them. A spent
    Assassin's Guildmark functions as a obal and is usually placed
    inside the target's mouth. For this reason these thrown weapons
    are expended after a single use.

    (25 gp) 1d2 18-20x4 10 ft - lb. slashing & piercing


    New Siege

    Thunder Ram
    A large battering ram powered by strange alchemic devices. The massive steel ramrod of this device is cranked backwards by a pair of large wheels, placing it into the breach of a sizable metal cylinder loaded with vast sums of black powder. When primed, the device is activated with a heavy metal lever launching the ram with violent force to its fully extended position. Most non-reinforced gates and portcullises are instantly destroyed by a single use of this lumbering siege engine.

    Hardness 10
    Hit Points: 60
    Misfire 1-5
    Fuel: 1/use Black Powder (Keg)
    Manning: 8 (6 to move, 2 to load; full round action)
    Activate: Lever (1 man, full round action)
    Damage: 10d4 bludgeoning & 10d6 fire damage
    Detail: Device follows normal siege engine rules. User activating the device must succeed a AC 5 melee attack with a +5 circumstance bonus if targeting a large structure; This becomes AC 10 if targeting a small structure. Against a creature this siege weapon makes a melee touch attack against all creatures in squares 15 ft ahead of itself, conferring its +5 circumstance bonus to these attack rolls to its operator. Creatures hit must succeed a DC 20 reflex save for half damage. If the weapon misfires, it deals 2d6 points of fire damage to all creatures and objects in a 10 ft blast centered on itself. Additionally, the weapon has a 5% chance to explode upon a misfire dealing half its total damage to all creatures in a 30 ft blast. This blast is centered at one of the corners of the square which the engine is facing. Furthermore this percent increases by 5 for every 15 hit points missing from the weapon. A DC30 craft (siege engine) check can be made to restore 5 points of damage, this action requires 1 hour of uninterrupted work to complete.



    New Misc
    [Bookmark]
    Last edited by Mornings; 2017-12-16 at 09:38 PM.

  9. - Top - End - #69
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    Default Re: Pale Departure: That Which Whispers OOC

    MOLTHUNE IMPERIAL ARMY [ICONIC]



    [NAME] ANNIA FAUSTINA ☲☲☲ ◯ [POTENTIAL] ⯌⯌⯌⯎
    ✜ [LEVEL] 3 ☲☲☲☲☲☲☲☲☲☲☲ ✜ [TYPE]: SUPPORT (SABOTAGE)
    [AC] 16 | [Touch] 15 | [FF] 11 | [CMD] 18
    [HP] 28 | ⛨ [FORT] 4 | [REF] 9 | [WILL] 4

    ⯏ [WEAPONS]
    'Truci Mortem' (MWK Sawback Glass Dagger+1)
    [ATTACK] +5 / Thrown +9 | [DAMAGE] 1d4+1 | [CRITICAL] 19-20x2 | [RANGE] 10
    [WEIGHT] 1/2 lbs. | [TYPE] P/S | [SPECIAL] Fragile, Sawback

    'Risus Tenebris' (MWK Gauntlet, Spring-Loaded)
    [ATTACK] +9 | [DAMAGE] 1d4+0 | [CRITICAL] x2 | [RANGE] 20
    [WEIGHT] 2 lbs. | [TYPE] P | [SPECIAL] Invisible, per the spell

    'Mente Tenebris' (MWK Gauntlet, Spring-Loaded)
    [ATTACK] +9 | [DAMAGE] 1d4+0 | [CRITICAL] x2 | [RANGE] 20
    [WEIGHT] 2 lbs. | [TYPE] P | [SPECIAL] Invisible, per the spell

    ⯏ [SKILLS & ABILITY]
    STR 12 | DEX 20 | CON 14 | INT 12 | WIS 11 | CHA 16
    ⬨Diplomacy +6
    ⬨Bluff +7
    ⬨Sense Motive +6
    ⬨Climb +8
    ⬨Acrobatics +11
    ⬨Craft (Alchemy) +31
    ⬨Stealth +15

    ⯏ [POTENTIALS]
    Poison Use (Ex)
    Throw Anything (Ex)
    Sneak Attack +1d6
    Poison Resistance (Ex) +5 bonus/saves vs poison
    Swift Poisoning (Ex) Swift action apply poison to weapon
    (Feat) Skill Focus: Craft, Alchemy
    (Feat) Skill Focus: Stealth
    (Bonus Feat) Craft Construct (Homunculus Only)
    Corrupt Admixture (Su): Once a day as a full round action, the alchemist can charge a dose of poison with his magic before pouring it on an object. Plants and naturally occurring objects immediately wither and die, while manufactured objects made from wood, steel or stone begin to rot, rust and crack. This ability effects all objects within a 20 ft radius of the alchemist's target. All objects receive a fortitude save (DC20) each round for 4d6 rounds. The alchemist's target takes 3d4 points of damage while other objects in the effected area suffer 1d4 points of damage. This ability does not effect material which is not natural or made of wood, steel or stone. Additionally this damage is only applied to unattended objects. This is a curse effect.
    ⯏⯏ Aura of Evil (Ex)
    ⯏⯏ Detect Good (Sp)
    ⯏⯏ Smite Good (Su) 1/day
    ⯏⯏ Unholy Resilience (Su)
    ⯏⯏ Touch of Corruption (Su) 4/day, 2d6 touch attack
    ⯍⯍ Death Vow (Su): Once a day the alchemist may choose a single creature to be the target of his death vow. Attacks from the alchemist and his allies receive a +2 circumstance bonus to hit. Additionally damage from the alchemist and his abilities, increase by 2. This ability persists for 24 hours or until the target is dead, the alchemist is made aware if the target has died it is under this effect. This is a curse effect.
    ⯍⯍ Tainted Earth (Su): Once a day the alchemist may charge one of his poisons with necrotic energy as a standard action. This poison becomes a grenade-like weapon with a 10 ft radius burst. Upon use the poison seeps into the ground and tainting all natural resources, slowly transforming the earth into a nightmarish version of itself. Trees twist, blacken and rot. The ground becomes a putrid muddy sludge and counts as difficult terrain. Water and other foodstuffs of any creature which enters the area instantly spoils and becomes poisonous. Tainted food and water that is consumed requires a DC 15 fortitude save, or deals 1d6+2 points of constitution damage. Regardless of the result, the target is sickened for 1d6 hours and receives no benefit for having eaten. This effect persists for 1d4 days, additionally each day the taint remains its effected area grows 10 ft. Corrupted resources and nature are not restored at the end of this effect, but the area no longer spoils food nor counts as difficult terrain. This is a curse effect
    ⯏⯏⯏ Orisons: Detect Poison, Detect Magic, Daze, Bleed, Stabilize, Resistance, Purify Food and Drink
    ⯏⯏⯏ Spells (2/day): Cause Fear, Blend, Detect Animals or Plants, Burning Sands, Cure Light Wounds, Entangle
    ⯏⯏⯏ Spells (1/day): Commune with Birds, Curse Terrain, Lesser
    ⯍⯍⯍ Efficient Poisoner (Ex): The alchemist has become exceptionally proficient in measuring his poison's effective dosage. The alchemist may now treat a single dose of poison as if it were 3. After three uses, the dose is expended as normal.
    ⯍⯍⯍ Plaguebringer (Su): Once per day the alchemist can transfuse one of his poisons or curse-effect abilities into a wicked spell. This ability targets one creature within 60 ft. The target must succeed a DC 16 will save to resist this ability. If they succeed this ability is wasted. Upon failure the target begins to emit a 10 ft invisible aura centered on himself which effects all creatures or objects respectively with the effects of his chosen poison or curse ability. This cursed aura persists for 1d6 hours, granting a new save each hour. If a poison is chosen, the required conditions to apply the poison act as if they have been fulfilled for all creatures within this zone. The poison's onset becomes 1 minute regardless of its original time. Creature's who end their round within this space become poisoned, even after leaving. This invisible aura is easily detected via magical means (as evil, magical or poison) or with a DC 20 perception check. The host is not effected by this aura and cannot detect it upon himself without advanced magical methods.
    ⯍⯍⯍ Magnum Opus: Faceless Red Death (Su): The alchemist has spent years perfecting their craft, finally manufacturing a magical disease capable of ripping apart even his more feared foes. This was his Magnum Opus. Faceless Red Death is a horrific disease created by the most evil of souls for the singular purpose of corrupting the pure and noble, twisting and tormenting them into becoming grim harbingers. The alchemist must spend 1d6 days of uninterrupted work to complete a single dose of this artificial disease. After which he may employ it normally, as if using a vial of poison. A creature which comes into contact with this disease must succeed a DC 20 fortitude save or contract it. Upon failure, the creature must attempt a DC 20 will save to resist the urge to kill his friends and allies, upon failure he treats all allies as enemies for 1d3 rounds and must attempt to lethally injure them. If his allies are not present, he actively seeks them out to do them harm. The infected creature retains all memories of these periods after these rounds expire. He must succeed this recurring will save once every 6 hours. Additionally every 12 hours he must succeed a DC 20 fortitude save or suffer 1d8 points of Constitution, Wisdom and Charisma damage. A creature reduced to 0 in any effected ability score immediately dies. After 1d4 minutes the creature resurrects as a CE version of itself, all ability damage suffered is removed and the creature gains a +10 racial bonus to strength. The resurrected creature has no face, loosing the ability to see and the scent ability if it was possessed, but gains 60 ft of blindsense. The creature looses the ability to speak, but gains the silent spell feat if it is a spell caster. The creature's singular purpose becomes finding and murdering all friends, family and allies it once had in life, killing anything which interferes. Upon completing this objective, the creature turns to dust, returning to the darkness of death.

    The disease is unreasonably difficult to remedy. After four consecutive successful fortitude saves, the disease is cured. This disease possesses the Lingering and Magic-Resistant disease templates. (Even if a creature is completely cured of the disease, small amounts of it remain within its system, and there is a 30% chance per day that the creature becomes reinfected, and must succeed at a new saving throw or contract the disease again. This chance decreases by 5% per day, until it reaches 0%.)

    ⯏[FLAWS]
    Coward: Cannot initiate combat.
    ⯍⯍ Fear of Death: Must flee combat after being targeted by an attack or hostile spell or ability. The attack or ability need not be successful.
    ⯍⯍ Unskilled: Receive 1 less feat
    ⯍⯍ Slow to Act: Suffer -6 penalty to initiative checks
    ⯏[GEAR]
    ⬨Belt of Eagle's Splendor, Dex +2
    ⬨Master's Alchemy Lab (Grandmaster Tool, Craft Alch +20)
    ⬨Glass Bolts x10
    ⬨Homunculus x2




    When she was human, she had feared death. Feared she would never complete her greatest works, as she raced against the ceaseless march of time. But in time, she had defeated even death. Spending her youth Delving into the occult ancient teachings of ancient Osirion, she unearthed the secrets to immortality. It had taken her nearly four decades to manufacture the perfect host, a simulacra of her child-self. A Shabti. When the time came, she transfered her soul into her perfect body that she would never age.

    Spending the last 200 years in research, she sold poisons and alchemic weapons to the highest bidder, until requiring protection from her rivals and vengeful victims. Allying herself with the Imperial Army, she found the haven needed to manufacture her greatest works of corruption and death. Annia was almost never seen, and rarely took guests. The only persons she interacted with were her homunculus servants, who cared for her and delivered her newest alchemic weapons to the empire. She never exposed herself to direct danger, and even the smallest scratch was enough to send her into a fright. Directly dealing with others was far too troublesome a burden to be expected of her. The lives of others were insignificant, but she had decades of work to catch up on. Selling weapons to the empire was just a means of funding and experimentation, providing an exceptional test environment for her works. She held no love for imperial doctrine, she was simply a scientist... and she'd achieve results at any cost.


    Last edited by Mornings; 2017-12-10 at 04:47 PM.

  10. - Top - End - #70
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    Default Re: Pale Departure: That Which Whispers OOC

    ATTACK/DEFEND/SUPPORT/CRAFT/IRREGULAR/MASTER

    packmaster
    Psi
    tele attacks
    size change
    crazy healer - spirit heals for him
    gun mage
    walk through objects
    mahou shojo lol

    Weslen Gavirk is a staunch ally and long-standing friend of General Reginald Cormoth of Andoran; their political philosophies are similar and they communicate with each other regularly. The personal alliance is backed up by covert shipments to Nirmathas of supplies, armour, and weapons via Druma and Lake Encarthan. Molthune may suspect such traffic but, as yet, has failed to prove it. Thus, Andoran is one of the handful of loyal allies upon which Nirmathas relies, largely due to Cormoth and Gavirk's mutual respect.





    Bookmark

    25 pb. 4k WBL. non initiator bonus feat @1&2. commonplace setting. partial
    charge. pre-craft is good. 3pp w/approve. DSP is good (Aegis banned ;P).
    bonus 2k gp on non alch/mag gear (waste w/e unspent). Adding exotic wep list
    you saw. MCA's good as long as source provided. 3 trait. 1 drawback +1
    trait. major drawback +1 feat. and tech is approved. no templates. no race
    build. hp 1 max, roll & avg up after. no multiclass pen.


    fecundity
    mephitis
    infinitesimal
    ambivalent
    imperturbable
    equanimity
    poise
    sangfroid
    fulguration
    algidity
    Last edited by Mornings; 2020-10-12 at 01:07 PM.

  11. - Top - End - #71
    Troll in the Playground
     
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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: recruitment
    Show
    Tankards beat upon the tables rhythmically in hushed anticipation, choking the air with a lively quiet. The lean woman leaned forward as she pulled the straps of the young lady's dress aside, revealing the massive seal tattooed across her back. The patrons broke the rhythmic beat with shouts and hoots as the mistress revealed the back of the younger woman and the sign which depicted her many-many accomplishments. Cayla straightened her back to take a look at the impressive display plastered across the impetuous girl's shoulder-blades and lower-back. Despite her youthful appearance, she could have been the young girl's grandmother. She was no more than a child, yet she had experienced so much, earned every mark upon her flesh, and elevated this guild to heights neverbefore achieved. This was her guild, her order, she'd raised these walls herself and carved out a place in this world for the misfits gathered here. This was the so-called 'Cotton Club', a classy establishment for rogue'ish gentlemen contracted to the club. They had started as nothing more than a rough band of neerdowells and evolved into something akin to a 'movement'. A mercenary guild, training and grooming members in various vocations to serve the club, and eventually find independent success when their service was done. They had developed some underhanded means to see to that tenure was longer - rather than shorter, but they took care of their own. They held such influence now, there were very few people who did not know the name of the mistress, Cayla Vronds, whom created it all. Yet, she did not do it alone. The very success of the club could be attested to this young girl, Avecna. She came from nowhere and nothing, just like any of the nobodies who found their way under her roof. They blew in and out unexpectedly, some never to return. Those where the kinds of souls which tended to find themselves under her employ. On a whim, she took a habit to calling them 'Gales', unable to recall their individual names and faces. It was Avecna who would make that name mean something. She couldn't help but grin behind the girls back, "You sure, you want to do this again? They might be worthless afterall." She intended for the words to come out playfully, but instead sounded with her usual crass and mirthless tone. The young woman scoffed as she pulled up the front of her white dress to ensure she wasn't displaying any more skin than necessary. "Pfft, I'm never wrong about two things; Making money, and ripe opportunities. Right now I see both! So get it done." The group of rough looking men and women cheered, leaving no room for debate. Cayla produced her familiar magical quill from some tucked away pocket before leaning forward and beginning to trace a new addition to the large maze of ink upon the girl's back. 'Engraving' was the ultimate series of rules which governed all things within the club. It recognized the achievements of those who served and it enforced the laws of their matron, Cayla. The mystical seals saw that every member played by the rules, it was what allowed a former band of brigands and vagrants to be joined towards a unified goal, and trust one another. It had been one of the greatest systems the club had ever conceived, and it was all Avenca's idea. The crowd burst into a thunderous cheer of celebration, clapping hands, banging mugs and stomping feet. The group of some five dozen men and women milled about their newest celebrities, a newly minted 'team', not even a day old. Their times as members of the club varied, but they were the youngest team and they had almost immediately been sponsored by the most prestigious name among their number. Earing a sponsor was no small feat. Each Gale owed massive and unreasonable sums of debt to the club, and thus served it til that debt was cleared. Those who earned their freedom became 'Freehands' and were no longer bound by the Seal. To sponsor a team, a Freehand not only assumed the same debt, but relinquished their freedom for a time. Some Freehands never earned their freedom again. The proverbial hole was deep and treacherous, but Avecna had always bet on a winning horse. Sixteen times had she fearlessly delved back into the darkside of the club, and every time she propelled those she endorsed to heights beyond the last. No one doubted that the young woman knew what she was doing, and no one could question that she knew what a winner looked like - but this time that revelation came completely unexpectedly, because no one imagined that it would be you.


























    After players have finished building their character, they must follow the link above and submit an IC response. While the provided post assumes your allies are with you, you are being addressed directly and are only responding yourself - ignore any others players posts and treat this as if this were a single player game. No response will be provided. A character sheet is not enough to get a grasp of a character, nor how they are played, which is the purpose of this additional recruitment requirement. I will not judge submissions solely by their mechanical features, or lack thereof. This particular game doesn't have a predefined structure absolutely necessary and can be made of any combination of classes and functions, as generally all quests are optional and can be tackled in various ways. Interesting characters and RP will make 60% of what I will be looking for in applications. You don't need to write a book, but take the time to play character and show me who they are. Party composition will be heavily influenced by personality and quirks, looking for interesting characters who could be interesting together. Either way, you're being presented with the unique opportunity of being able to play your character without even being in a game - at least for one post.







    Ultimately each character's immediate goal is to win their freedom from the club, and get rich in the process. However each PC should also have individual long term goals and objectives of their own. Some may be given to you as part of your Potential Path's background, but don't let that be the only defining factor of your character. Perhaps they want to retire and start their own business, perhaps they are even an exiled noble seeking to establish their own nation. As the game goes on more sandbox options will open up, such as kingdom building and other avenues to help you establish your own mark on the world. The events which led to the apocalyptic events in the past (or future) will eventually bring an end to this world as well if left unaddressed (see Part 5: The Returner). However, close to two decades remain before the prophesized doomsday comes again. Uncovering the secrets of The Long Night will guide characters towards the clues of what awaits them. Combat isn't the mandatory method of problem solving, and almost all encounters including the inevitable end of the world could be solved with investigation and proper measures taken to prepare others to stand in your stead. Making allies and building them up to fight on your behalf is a perfectly viable strategy. These might be the friends you make over the years, or even your children. How you decide to handle the challenges you face is left in your hands.


    ֍ [The Returner's Fragmented Time] ֍

    The world ended suddenly and without any sign of warning on an unknown day of an unknown month in AR4723 - A day referred to as 'Terminus'. The second coming of The Long Night. The abrupt apocalypse had no major events suggesting it would even occur. Except The Long Night from 36 years previous, which lasted 6 days and no aftereffects remained. A number of fortunate souls found their way back in time (present day AR 4707), however the world was significantly changed within their new timeline.

    [Thematic Options: All cannon Golarion events up to the end of the world in their original time are assumed to have taken place, and so those characters who do hail from an alternate future such as characters with the Offworlder or Returner Potential Paths (see Pt. 5 of the big 16) may retain some memories which differ from events unfolding around them. PC's may opt to be from this original timeline, or another if they are an Offworlder, even without these particular Potential Paths. However, memories from this original period are often blurry or completely forgotten. At times they may regain these throughout the course of play. PCs generally remember standard lore, but not events which preceded Terminus, with the exception of specific information detailed for those of unique Potential Paths. Characters who possess this awareness acutely notice the continuous degradation of the world around them and what it will eventually lead to, while others are puzzled by the mystery.]

    Some have outwardly spoken of a destined 'dooms day', but are regarded as madmen by most - while others disregard them on simple merit of the taboo of speaking of The Night. Very few individuals other than the scholars and archivists who primarily work between the Pathfinder Society's Grand Lodge and Cayla's Cotton Club take any such claims seriously. Experienced Gales and all Freehands (Gales who have earned their freedom) believe there is some connection, or some level of truth in the prophetic ranting's of those who preached apocalypse. In their many journey's every experienced Gale has found at least one of the so-called 'Paradox Codices', items from a different time detailing events or peoples unknown. Even you yourself have found a number of the Codices, but like puzzles, they made little sense alone.


    ֍ [General - After The Long Night] ֍

    Since The Long Night in AR 4687 various groups of sellswords established themselves as a means to readily deal with strange new threats which arose in the years which followed. The emergence of unexplainable new abilities within creatures and beasts called 'Potentials' were only one of the many changes beginning to reveal themselves. At times magic was unreliable, and never-before-seen threats seemed to be discovered with each passing day. Life was a gift easily stolen, and wounds seemed to fester and cripple in an unnatural manner, as if cursed. Men shied from open combat, and typical battle was waged at range or not at all if possible.

    Sellswords were cheap compared to the very real threat of death. Expendable, and readily available, there was no shortage of souls willing to brave dire threats for a few coins. Many had lost homes and family, left with little else after the attacks during The Night. Many smaller settlements fell under the siege of a Tide, leaving nothing but streets cluttered with the clothes and personal effects of those who were taken away by the mysterious Hollowed. Unraveling the mystery of The Whispering Witch became the singular focus of nearly every major organization as the mysterious Veil Witches seemed to suddenly depart with the darkness. They could only be sure that whatever this was, it was not over.

    The prestigious Cotton Club stood at the forefront of the mercenary guilds. Being the most expensive and well trained sellswords was not the only reason they were so recognized. It had been their mistress, Cayla Vronds, who had first put such a personal investment into uncovering the dormant mysteries of the world after The Night. It was her men who first braved the stranger parts of the world. The parts left wild and cursed. Places now left unrecognizable. With strict guidance, they recorded all they found and experienced. They established an office to sort and piece together all they collected, eventually proving the existence of the variable powers developing in various creatures. Perhaps the singular most important discovery of the era, the emergence of Potentials. The discoveries they made quickly established their organization as an authority on what seemingly appeared as remnant curses left upon the world. It was not long till others followed, seeking to understand the changes occurring about them.

    To better document and ensure the validity of the Club's findings, the Grand Lodge established a joint partnership - providing chroniclers to record the journeys and pioneering's of the Gales. It was a rough and dangerous profession, but those who carried the seal of a Gale were equally respected and feared. Conscription into the Club was no minor feat, requiring both patience and skill. All those who dreamed the dream of wearing a Gale's ink upon their skin did so wishing to find the same riches, training and opportunity to uncover the secrets of how an entire world could be brought to its knees by one cursed witch. To some it was a promise of wealth. To others, it was a chance at revenge.

    The commonfolk could only wonder what all the Cotton Club really knew, or what they truly kept secret even from the Grand Lodge. To them, the people, the roguish gentlemen who daringly ventured where others could not seemed superhuman. Special. Different... and perhaps dangerous. While men seemed to grow fatigued and lessened in substance, the Gales seemed stronger and more powerful than even those who fought before The Night. Rumor and conspiracy filled some with mistrust and caution. Those fearing the truth of their own idle banter accused them of being agents of The Whispering Witch - which according to their own delusions was the cause of their power. As it was, Gales were indeed stronger than normal men, but anyone familiar with the guild knew with certainty they were not loyal to The Witch. The secret of their power was known only to the Gales and their mistress, and they intended to keep it that way.


    ֍ [The Witch Hunts - AR 4688 - 4693] ֍

    No one is exactly sure from where men heard the name of The Whispering Witch first, but that knowledge and that fear spread faster than plague. It polluted the minds of men, driving them mad and feeding the phobias of every idle-handed soul who heard such tales. It was Father Ioetel, a warrior priest of Iomedae who called for brave men to rise up and combat the scourge of the Veil Witches who served 'She Who Whispered'. Men from across the land rallied to his call as if it were a fourth Mendevian Crusade, and together they launched an attack upon the covens of the Veil Witches. This action would lead to perhaps the greatest blunder of men, marking the turn of the century. By the records which existed, only one actual member of the so called Veil Witches was executed during the five year campaign which would be later called the Witch Hunts. With almost no guidance nor information on their enemy, the patchwork forces simply went insane in their quest for vengeance. With no definitive answer to what they looked like or what identified them, they daftly plunged face first into the untamed wilds. The tainted lands grasped their attention first - so distorted was the landscape, surely it was the seat of evil. They died by the thousands, fodder for ravenous Veilbeasts who could not catch those quick witted strays who had survived the year of darkness alone.

    Eventually they fled, bringing with them crusaders bearing tainted wounds beyond number. Infection spread. Veilplague and worse was released in mass upon the daft and unsuspecting men who knew nothing of the new world. Terrible magical illnesses, the kind the first Harriers had learned to avoid now ran rampant wracking societies. Those who knew better stayed far away from the halfwits who had survived behind their walls. Those beyond the walls had killed friends and family, burnt their bodies just to stop the spread of the sickness. Now living-dead spread such filth without even knowing they were already doomed. They blamed it on the witches, fear feeding fear. It was a counterattack, a curse to blight their warriors. From the chaos an order rose, a congregation of priests of Feronia who called themselves 'Purifiers'. Systematically, they reined in the madness and quarantined the infected. With bellowing flame they burned away the taint and the tainted alike, while leading the madness and panic with the strong arm of their inquisitors. With fearmongering they fed upon the anxiety of the people and hunted down any witch, enforcing their own laws. Aiding a witch in anyway was the act of a traitor, while reporting one was aiding in the purge of the plague. They captured and more often than not executed those taken into custody. Those with mismatched eyes of opposing color, silver or white hair, or openly displaying a familiar or fetish were immediately apprehended on no better grounds than suspicion. Fearful of being reported themselves, the common man reported any sight of arcane practice to the inquisitors, who gladly obliged. Witch, or wizard, it made no difference to them. Only those whose powers were God-given could be called innocent.

    The Purifiers were disbanded after only a year and a half by the standing monarchs of every land still fit to rule, and quietly they complied. Yet, the damage had been done. The stigmas their order left within the mentality of men had been cemented by their own terror. A fear of all arcane magic lingered in those who lived through the Hunts, and the Purifiers were always silently venerated in the background. Though fewer in number, the inquisitors continued to roam the land and persecute witches and condemn magic where they could. Those loyal to their order still toiled for their sake, reporting would-be witches. Support for the Purifiers was socially acceptable, and thus a large spy network existed to support the few true inquisitors which remained. Even to this day, the order prides itself in its knowledge of just about every witch who shows her face, even if it cannot always act.


    ֍ [Secrets of the Gales] ֍

    While a great deal of conspiracy and hearsay surrounded them, a number of such rumors were in fact true - though still unproven. The Gales did hold a number of secrets individually, but far fewer than Cayla herself. The revelation of Potentials to the world only disclosed a portion of the truth. The Cotton Club evaluated every applicant for their ability and likelihood to develop Potentials, but the secrets to its cultivation remained a closely guarded secret. As needed, small portions of advice were given to help guide a Gale's growth, but the exact science behind it was never disclosed. Just as it was outside of the Club, one did not publicize the fact that they were a Potential-holder to the world, for fear of becoming a prime target for anyone seeking to make use of such abilities for themselves. Within the Club, everyone possessed a Potential, but what those abilities were was not something divulged to anyone save for one's own team - or at least those parts they felt so inclined to expose for the purpose of teamwork. Even within teams of Gales, excessive details were usually omitted, such as background or anything aside from the simple mechanical features of an ability to best utilize it. Everyone was from nowhere, and no one felt so inclined as to unveil anything which might be used against them. In a guild which prevented its members from murdering each other directly, via magical influence, internal conflict were fought with words and subterfuge. Very few knew anything about one another, and information was valuable in achieving an upper-hand. Only the mistress stood above it all, holding all the cards, seemingly knowing everything about everyone who carried her seal and many who did not; regardless if they spoke of it. Fortunately, secrets didn't escape from the web of lies and misdirection the mistress wove within and about the Club. As vexing as it could be, at least there you could be certain your private matters were safe. The only thing all Gales shared was the knowledge that their Potentials grew, atrophied, or changed by their own personal motivations and the strength of that desire.


    ֍ [The Paradox Codices] ֍

    The most valuable items which a Gale could unearth were various items of mundane or magical records known as the Paradox Codices. Often time they appeared as books, tomes, notes and legers, but they were not exclusively limited to such written forms. Sometimes they could be such items like jewelry or enchanted tools possessing some manner of record or message which could not be easily explained. The Codices held records from various times, most often from dates which had yet come - items from the future. Whether they were truly that or simply a hoax was unknown - but the Archivists of the Club strictly cataloged all such findings, and if it was verified as one of the Codices the guild would award a handsome commission to the Gales who recovered it. To satisfy the nosy chroniclers from the Grand Lodge some were made public. A number of works had been republished over the years, some of which becoming quite well known over time:

    Spoiler: Paradox Codices - The Maver Article
    Show

    "...And so, as abruptly as it had came - it departed. It was a quiet departure, without words nor reason. Like a fleeting unwelcome love. For twelve months and a day, the world - to its furthest reaches, had been drowned in darkness. Crops withered, men starved, and a gloom of a different sort begun to fill men's hearts. From that dark, creatures without name surged forth in countless numbers. Amorphous and without true definition, they slithered about like shadows; the fear and uncertainty within our hearts made manifest to drown frightful souls in their sleep. Cities were lost in a day. Brother turned against brother, doing anything to survive the horrors which the shade birthed. They were creatures who appeared from no where, sowing chaos and discord, then seemingly vanishing from existence like a spiritual flood. Those who were taken left only their personal effects, but no body remained to hint at what had become of them. Only discarded clothes and possessions lay scattered about to greet those who came upon them, like some absent and lonely grave. Light fought back the creatures, and with great braziers and magic men held out against the encroaching blackness. Hoping, praying they would live to see the magnificent silver glint of starlight, or perhaps... if the heart dared dream, the light of the sun. The looming roil of pitch lightless clouds dashed the dreams of most, crushing all illumination. Many during these wretched days could stomach the lightless world no longer, or were simply driven mad with grief. They chosen to end their lives on their own terms rather than live in fear of the toilsome night. Then on that blessed day, the clouds broke and parted letting the first rays of light shine through. We would remember this day forever, the day dawn had returned to a blighted world. Yet, even the brilliant rays of the heavens could not purge the dead-eyed dusk which lingered upon the faces of those who had done what they needed to survive. Those horrors, that shame, they would have to live with it forever. They would call this year The Long Night, and all would come to know just who was responsible. From the deepest depths of obscurity, to the heights of infamy, the one they called 'The Whispering Witch had become legend - and the enemy of humanity.

    But we were wrong.

    In those visions, she was not the tormentor the world had imagined.
    In those dreams, another shadow lingered.
    Something sinister. Far too ancient and strange to truly be understood.
    If these haunting hallucinations come to pass... then I will know you exist.
    I will know you are coming..."


    [The document is dated AR 4682 but is heavily damaged from age and poor storage conditions. It is marked with an arcane seal accompanied by a deteriorated signature, but the age of the magic mark roughly validates its creation to around the time the parchment was dated. This is thought to be the only article detailing the events of The Long Night years before they would occur, and thus the only proof that some knew such and event was coming. The paper was salvaged from a heavily damaged journal recovered by Elwick Chyne, an experienced Gale. The name of the signature is not whole but a number of taldane characters of the mostly complete last name remain: ''M-A---V-E-R---". It is considered as a remarkably important article by the Archivists, who actively seek to discover the author who is believed to still be alive. It is so named after the remaining characters of the signature.]


    Spoiler: Paradox Codices - On the Death of Magic (The Twelfth Enigma)
    Show

    "Whether we knew it or not, quietly, slowly, the world had begun to change from what we knew. Somewhere unseen, the things which made the world recognizable begun to unravel, like a thread being pulled away from beneath the fabric of our reality. Children were born... changed. Stranger, stronger, different. It seeped into the soil and all life as we knew it. The people, the plants and animals, each slowly was altered. After the night passed, abilities begun to develop within those 'touched', far unlike any before them. It changed societies and the definition of strength. In the years which followed, men adapted, and what was unique became normal. But to those who watched and waited, it appeared as if the world held its breath in waiting. The Long Night changed the nature of the world in an times, whatever it was which simmered beneath the surface would flare to life. Strange phenomenon beyond comprehension would briefly come and pass in an instant. Wind would cease, magic would choke and die, even the leaves would wither. At times men still vanished as they did during The Night. Those who had lived it would not speak of it, but the daring or daft would find the words with hushed voices. The witches, vile things, loyal to The Whispering Witch - they were the cause - they knew the answers. Yet, none could ask them. For after The Long Night ended, men took up arms and hunted down those which called themselves 'Witches of The Veil', and even those unassociated. It was a madness, a raw and unreasonable fear sown into the minds of those who'd survived. Fear of any magic which could not be called God-given, nor a science. Those who lived in ignorance shied away from even the Wizard's wise lessons, uncertain of where the division between the arcane and the occult dwelt. It was a grim new chapter for humanity and which we would call the Dark Age of Magic. In its place came the advent of Alchemy and the birth of a golden age of the sciences. Great minds rallied to the cause seeing the future, and deciding it best to abandon the old; boarding the new train, rather than being buried by it. Still, others stayed the course, frantically searching for answers as the frequency of the strange phenomenon which seemed to slowly be weakening the magics of the world spread further.

    I admit the fault of my order in allowing this ignorance to flourish in the minds of men. The Conclave could have stood candidly before the world, but our greed birthed the desire to horde the fruits of our knowledge. It demanded we linger within the shadows and secret ourselves away from the world. This selfishness, this avarice, was the death of the magical world. By the time we saw our own fault, it was too late. The true enemy would forever remain distant and unknowable while men would be preyed upon without ever knowing why. Adessa, only you can give them the chance they deserve, only you can make right our failure. If this should find you wherever you are, use it."

    Professor Talisen Brays
    Greater Conclave Grand Savant
    (Dated AR 4721)



    [The text goes on in strange glyphs and sigils for 12 pages accompanied by various footnotes and details written in a cryptic language. These notes have been an object of study within arcane universities for a number of years. Which seems to detail the activation and use of some manner of passage, theorized as a 'gate' by some, for an unknown purpose. These series of pages are a famous work called the 'Twelfth Enigma'. The language, or characters, used throughout the pages have yet to be translated, however small similarities in a handful of symbols were found with the Shory language. Though there exists no concrete evidence of it, some believe the characters might be written in some manner of precursor-tongue or parent-language from which Shory may have been derived. If such was true, the words transcribed would have been lost for far longer than the Shory-tongue, perhaps even predating the Age of Destiny. Some treated the volume as no more than a hoax or gimmick, while others faithfully believed answers to The Night rested somewhere within its cypher. Whatever the truth, one thing remained true. No one had ever heard of the man who penned it. The book was reprinted in massive volumes and a copy could be found in most cities. This is the most famous excerpt from this book written by its unknown future author titled 'On the Death of Magic']



    ֍ [Veilbeasts & The Tainted Lands] ֍

    After The Long Night, the world changed. Those who survived out in the wilderness would claim it had changed the moment the light went out. Regardless of the truth, many strange effects remained to this day. Unexplainable areas known as Tainted Lands now spontaneously could be found in various locations. The nature and scenery is altered and distorted in unique ways which drastically stand out from the natural world. Within these places magic often acts erratically, as could more mundane forces - like weight or gravity. Those who ventured into these dangerous environments could not be sure of what to expect, but where there was Tainted Land there was a 'ruin', sometimes called 'shrines', hidden somewhere in the land. Sometimes these places pulled things from the homes of Offworlders and shotguned them out in a chaotic splatter of nature and structures foreign to Golarion. Unusual tools, weapons and treasures could be found in these hostile lands - but from them come terrible creatures. Monsters known as Veilbeasts.

    The name could at times be deceiving, as the commonfolk used the name to describe any non-humanoid creature which possessed a Potential, simply because they had never seen a true Veilbeast to learn the difference. True Veilbeasts were unlike anything which every walked the face of this world. Spawned from the Tainted Land, they were as bizarre and perplexing as the twisted land from which they were sprung. However, they were not bound to the Tainted Land which birthed them and could wander off freely to spread horror and cause damage to the civil world. Veilbeasts were the native enemy of Gales, who's default mission was exploring the Tainted Land. Gales could 'kill' Tainted Land by reaching the core of a shrine and destroying its 'heart', preventing anymore Veilbeasts from emerging from it. However, there was no predetermined fixed number of locations tainted, new Tainted Land could manifest nearly anywhere at any time.

    Gales had to be as careful as possible while hunting Veilbeasts since all of them possessed at least a single Potential to deliver cursed wounds. Even a slight scratch might be enough to kill. Some beasts caused infectious disease, while others were degenerative and difficult to heal, some where even completely immune to magical healing and maddeningly difficult to mend. Cursed wounds were not uncommon, but Veilbeasts tended to be the absolute worst. Those who survived the wilderness during The Night developed new modes of combat to deal with such creatures, but as all Gales learned, without proper preparation and information one was bound to be killed eventually. Gales don't readily face off against such threats until after some initial investigation to plan around the unique abilities of their enemy. Despite the dangers, some common adventurers and mercenaries dare to venture into these places in hope of discovering great wealth; and some do, but most never leave.


    ֍ [Quest Difficulty] ֍

    DIFFICULTY SCALE
    [None / Very Easy / Easy / Moderate / Challenging / Lethal / Insane / Legendary]

    Quests even of low difficulty can become difficult or even potentially lethal if taken on unprepared. Proper information and preparation is needed to complete any job safely, and so any Gale worth his salt ensures he understands the mission, the conditions he might face, and as much dirt he can dig up about his employer and company. The Cotton Club charges absorbent amounts of gold for their work, and it's no odd occurrence that an employer and his men might turn on a Gale the moment they're no longer needed. Unlike normal mercenaries, Gales don't disappear easily and aren't simply expendable - but most idiots who can't foot the bill don't know about the magics of a Gale's seal. The world is not safe, and while you may be remarkably strong or skilled a situation can turn unfavorable at any moment without warning. Planning contingencies is how Gales make it home, and with a little luck, maybe even in one piece. Teams may take multiple quests, commissioning jobs even while out on another if they possess a sponsor, however it is usually thought to be in poor taste. Spontaneous teams almost always end up dead somewhere due to their lack of proper planning and information. Even simple quests should not be taken lightly, as the world is a dangerous place and sometimes unprecedented foreign elements come into play, sometimes the objective might change mid-mission. A quest's difficulty rating isn't set in stone, it is a fluid guideline based on the information you've received. The more information you possess, the more accurate the quest's difficulty will be. Quests may also chain into other possibly unrelated events, which may pose new dangers. Before making gold, before completing a job, a Gale always puts one thing above all others - his life. Any quest taken can be abandoned, or if no timeline exists, can be attempted later. If a Gale is ever placed in an unfavorable position, a smart team retreats until they can regain control of the situation and escape the possibility of death. Often difficult quests being taken by combat-centric teams involve a series of skirmishes and retreats as they continue to test and investigate the enemy and only commit to a total attack after they've established measures and strategies to give them the best possible chance to succeed. Enemies should not simply be fought because they are present, unless the situation is advantageous to the team. Other experienced adventurers who brave the wilderness of the changed world often live by the same rules and avoid the uncertainty of open combat when possible, or retreat when able so that they may attack later. With the discovery of Potentials, any wound no matter how small might prove to be ones death. Between Veilbeasts and Potential-holders, one doesn't know if a wound is incurable, cursed, or something worse. Thus combat often immediately ends after an attack is initiated by an intelligent team if the enemy cannot be defeated in one pass, with subsequent attacks and guerrilla tactics following afterward. Combat between two intelligent groups of combatants are often battles of attrition as they work to defeat the opposition over a series of small encounters. Veteran soldiers schooled in elaborate guerrilla fighting strategies are known as Harriers. They primarily exist as sellswords, with some of the most exceptional among them becoming Gales themselves. Quests with moderate and high difficulty often have sellswords employed by both the enemy and your own potential employer, facing groups of Harriers in combat is often viewed as a 'worst case' scenario if they themselves are also Gales. They are most easily recognized by their fearless alteration of either melee or ranged blitz attacks and quickly vanishing, regardless of the effectiveness of the assault. Competition between Gales on opposite sides of the same quest often spell inevitable combat, but being unable to physically kill one another, bellicose Gales have developed numerous tactics to wound their peers with merciless efficiency. Haust of Six Seals is particularly infamous for attacking or even murdering other Gales outright, as her primary method of completing jobs.


    ֍ [Doomspeakers] ֍

    Men and women who have been convinced of the apocalypse often join various cults seeking protection, but none were more radical than those who called themselves 'Heralds'. The most fervent preached on the streets, earning them the household nickname of 'doomspeakers', a derogatory label often thrown at anyone claiming the world would end. Though it was no more than rumor and suspicion, some claimed there was a sinister underbelly to the mostly-peaceful fanatics. Some claims accused them of being controlled by the Veil Witches, while others claimed them to be cultists loyal to some ineffable eldritch gods.


    ֍ [Famous Teams & Remarkable Gales] ֍

    (Prospects) - Hopeful applicants in the process of becoming full-fledged Gales or young members who are looking for training can become Prospects. Any sponsored team can take on a number of prospects determined by their sponsor. Prospects travel with the team and aides in accomplishing missions with them while paying them for the privilege. However, if a prospect dies while attached to a team, the Club applies a steep penalty to the team's debt. Teams shouldn't accept prospects unless they are confident they can defend their juniors properly.


    (Famous Teams)
    The Brothers Duo - A two man team made solely of the Chyne Brothers; The older Elwick Chyne & the younger Domvyk Chyne. Before they became Gales they were Nirmathi Irregulars fighting Imperial soldiers throughout the Fangwood. They are without a doubt the best Harriers, special guerilla soldiers, ever trained by Cayla's Freehands. The Chyne Brothers have a close relationship with The Red Leper, who was their primary instructor. The unique combat style of Harriers was only developed after the emergence of Veilbeasts, and seeing the need to learn modern blitz warfare they made it a point to find the means to be trained under one of the men who developed it. The brothers had always been professional soldiers, seeking fame in battle, but after The Night the world changed. Modern warfare was redefined by those few who survived in the wilderness and Tainted Lands alone before the sun returned. Those survivors taught the first strategists and developed a new kind of soldier. Now they were well known as some of the most exceptional Harriers one could hire. They maintained good connections with other Harrier companies to assemble proper units when engaging in larger missions. Elwick makes it a personal objective to explore Tainted Lands, but does so with others he can trust.

    The Three Swords - Arguably the most powerful team, but certainly the worst. The Three Swords are an all female team composed of the best swordfighters in the Cotton Club, the 'dream-team' of the guild. However, the team is dysfunctional. Almost never working together and rarely even seen in the same place. The team is composed of Lampetia - the inhuman ghostly swordswoman who has no interest in the living. Haust of Six Seals - the homicidal slasher who murdered six Gales and violently maims any others, and Glebriel 'the Swordsong' - the former Freehand who lost her freedom again after being sabotaged by Haust who refused to be sponsored by her. Haust plummeted the team into millions of gold worth of debt to ensure Glebriel would never be free again. In their usual manner, Lampetia only speaks to herself, Haust almost never speaks at all, and Glebriel speaks too much. They never agree to anything, and Glebriel has long given up on earning her freedom again. Thus she lives like a queen while letting the club foot the bill, adding on to their already insurmountable debt. Without question they are the worst team in the club outside of their combat ability, however they each have a number of significant personal accomplishments. Cayla tolerates their behavior since they still greatly contribute to the guild individually. Some Gales have nicknames for the team, calling them 'the three queens' or 'cotton princess', of course no one actually says any of those name to their face. Only an idiot would poke fun at Haust, unless he wanted to be the next stain on her sword.



    (Famous Gales)
    ⯎ ALICE: An Offworlder from somewhere no ones ever heard of. Her soft features and small stature are harshly offset by her cold unblinking face. While evidently not an any kind of android, or a least not of a kind seen before, she is most certainly not human. Her ability to communicate with others is limited, not understanding human emotions or complex speech aside from literal translations. What ALICE is, is as much a mystery as her origins. She possesses superhuman strength and speed, but no capacity for what might be considered commonsense in this world. She never forgets things she has seen and is able to regurgitate information from records verbatim, making her a welcome addition to many teams - however she rejects offers as their goals do not align with her own secret objectives.


    ⯎ Bel'cylnn Gale: A no good backstabbing rogue of the worst kind. No one really knows who Bel is since she's changed her face and name more times then one could count, but those who've survived working with her believe she's perhaps an exiled Red Mantis Assassin, or an agent of Daggermark's Assassins and Poisoners guild due to her large skillset revolving around such work. Bel is a seemingly kind woman with honeyed words for anyone daft enough to listen. A viper who doesn't show her fangs except when it was time to kill. Everyone and anything was expendable to achieve her own goals, even you. Something you learned the hard way. Still, she was the best in the business when it came to ruthlessly murdering unsuspecting fools without anyone ever knowing the difference. No target has ever survived once she has set her eyes upon them. Your misfortune with her was simply bad luck. Things just happened not to work out like they'd been planned, but ultimately what was a little collateral damage if one still achieved results? Bel'cylnn's book of tactics is filled with all things foul and underhanded. Be they women, children or animals - everything was fair game and nothing was sacred. She was a storm of greed being fed by Cayla's approval and the Red Leper's endorsement. Hers was as a bellowing flame devouring all around her, an endless voracious apatite for everything she couldn't possess; but such things weren't necessarily negative qualities in a Gale. So great was her rapacity that some suspected her Potential growth might dwarf all others with time. Ruthless and burning with an insatiable avarice, she was the perfect wave of destruction Cayla needed to tip the scale in her favor. To those who got hurt by stepping in her path, it wasn't personal.


    ⯎ Blane Arceneaux: An Offworlder from Earth. The older Frenchman was a skilled swordsmen and trustworthy ally, but seemed haunted by a great deal of ghosts from his past. He actively pursues work as a Gale, taking it very seriously. His search for Paradox Codices is all in efforts to piece together whatever he can about The Long Night and its inevitable return, that he might find a way to his home and family. His experiences make him a valuable friend in preparing for dangerous trips into the Tainted Lands and combating Veilbeasts.


    ⯎ The Red Leper: A Freehand, one of the first. During the early days of the guild, things had still been rough and gritty. Men died every day as Gales learned how best to combat the threats which emerged with the end of The Long Night and venture out to reclaim the wilderness. The Red Leper had survived the worst of it all, The Long Night, the siege of the Hollowed Tides, and what came after. He had survived alone for many months during The Night, done things both savage and cruel. He'd become a survivor. He was macabre and conniving, but now he was the guilds spy master and information dealer. He knew everything worth knowing about anything or anyone - or so he believed. He traded in it, dealt in it, information was everything. To the Gales, where gathering information before a mission was the difference between living and dying, his service was critical.


    ⯎ Glain 'Littlepockets': Charismatic and daring, Glain's tongue could almost move as quickly as his feet could. The undisputed champion of thieves, Glain was possibly the most skilled burglar and cutpurse of his generation. He wasn't much in a fight, but neither were his enemies when they realized they were lacking weapons. Illegal entry, disarming traps and lockpicking were his forte. Those which worked with him often described his work as more of an art. There has yet been a lock which has foiled Glain's skill, and it has been a number of years since the Varisian born thief had been caught on a job. Due to his skills, he refuses to join any team and instead sells his valuable abilities to the Club. His work is not cheap, but no one has ever said that hiring the affectionately named 'Littlepockets' was not worth every piece of gold. Glain hates his nickname, which is exactly why it stuck.


    ⯎ Weiss, Witch of Flame: The only public witch of the Gales. After The Long Night, fear of witches and the subsequent Witch Hunts led to every witch being labeled as a Veil Witch loyal to The Whispering Witch. These misconceptions have made it difficult for any witch to live publically, such was no different for Weiss. However, she refused to live in shadow like a criminal. Weiss became infamous overnight after being accepted by The Cotton Club, fueling talk of them being 'witch-lovers' or loyal to The Whispering Witch themselves. A number of riots and torch wielding mobs made a scene during the first few years. Weiss completed a number of quests showcasing her unusual magic, which was a farcry from the subtle curses used by conventional witches. She commanded elemental spirits to unleash devastation upon her enemies. It was loud, frightening, and accompanied by large amounts of evil laughter as she brought waves of molten flame crushing down upon hordes of Veilbeasts, followed by violent explosions of thundering fire. Had there been such a witch during the Witch Hunts, most men figured they would be dead - thus she evidently wasn't a Veil Witch by their simple logic... The voices quieted down afterwards, but she didn't earn any love from those who simply hated witches and magic. Rather, they feared her more, while the remnant Inquisitors from the Hunts believed she was even more dangerous - too powerful to be left alive. Within the Club she is equally feared and respected, but few trade words with her due to the belief that contracted spirits aren't bound by the same rule of those who bear a seal. Dying a horrible cursed death to some formless spirit wasn't how anyone wanted to go. Weiss was actually a very pleasant woman, born from a long line of hereditary witches, but most never got within an arms reach of her in fear they'll be violently murdered.

    Last edited by Mornings; 2018-03-17 at 07:00 PM.

  12. - Top - End - #72
    Troll in the Playground
     
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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: THE BIG-BIG 12.5 - Chapter I: Because 16 Wouldn't Fit
    Show

    1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
    Pathfinder E6
    (Upon attaining 6th level, for each 5000 experience a character gains, they earn a new feat but cease to gain further levels. For the purpose of experience awards, treat each 5 feats as +1 CR (or level), to an upper limit of 20 feats. After this, a ratio of 10 feats to 1 CR can be used)

    2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?

    Golarion, AR 4718.
    This will be a large sandbox'y survival focused game. The game will be using 'Quests' which will represent a series of adventures, rewards and risks which will be using various altered paizo modules as the core for each quest. Unlike a real module or adventure path, you can drop it or retreat at any time. Even giving up the quest completely is an option and there runs no risk of derailing anything as the focus is never that singular quest. Of course, there are some penalties your organization will apply for failing to complete a job after its been accepted...

    There will be tons of venturing, dungeon crawls and more loot than you can carry. Your hope is getting rich enough to retire before you end up dead, but being fairly strong and experienced adventurer's you're confident you won't go down too easily. A far larger mystery lingers in the background. The changes the world has begun to experience since the events known as The Long Night may perhaps hold some grander meaning. Perhaps some threat waits lurking in the years to come, but no one could possibly know what awaited in the future... could they?

    ⬨ High Technology
    (While rare, it does exist. Players may purchase technological equipment.)
    ⬨ Firearm Setting: Commonplace Firearms
    (Advanced firearms do exist but are extremely rare even in Alkenstar. Modern firearms are unheard of, but do exist. Modern weapons may not be purchased, but can be found.)
    ⬨ Long Years
    (The game takes place over longer periods of time, often measured in months or years. Characters will get older and wiser as they progress throughout their life. Children won't stay children, men may become fathers & women, mothers. The greatest challenges our hero's face may be in retiring a raising a family.)
    ⬨ Mythic
    (The Long Night was only the beginning. Men and women the world over have begun to rally at your side to prepare for the 'destined end'. Some hero's hailing from even further than you can even imagine. Together, in the late years of your life, you will stand to defend the world from unspeakable horrors echoing through time.)
    ⬨ Generations
    (Characters get old and perhaps eventually die. There comes a time to pass the torch to a new generation of heros; your sons and daughters will inherit your legacy.)


    3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
    3-5, with 3 being the preferred number


    4. What's the gaming medium (OOTS, chat, e-mail etc.)?
    OOTS. Character sheets will be created via Mythweavers.


    5. What is the characters' starting status (i.e. experience level)?
    3rd - Levels will be acquired quickly (every 2 - 3 major encounters or challenges).

    6. How much gold or other starting funds will the characters begin with?
    4,000gp, plus an additional 2,000gp which may be spent on non-magical/non-alchemic equipment. Any unspent amount from this additional gold is wasted and will not be retained in game. This represents your mundane tools and equipment gathered throughout your ventures.

    Players will begin with one heavy wagon loaded with three large chests. 10 days of feed and a horse to pull the vehicle will be included.

    Due to the critical nature of resources, magical equipment which grants benefits of food/water and protection from environmental conditions are valued at x4 their listed cost. This includes such things as a wand of endure elements. Plan accordingly, you will freeze or starve to death if you journey unprepared. Supplies for a minimum of 30 days is recommended for each mission.

    Additionally items which provide any source of magical healing are valued at 3x their listed costs due to their rarity and practicality. This is a survival game first and foremost, managing your resources and gathering a bunch of loot will be at the heart of your ventures, but prepare for some rough patches throughout your travels. So bring a first aid kit.

    ⬨ Partially Charged wands are fine
    ⬨ Pre-game crafting is a go (there will also be time for crafting in game)

    7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
    Though from varied backgrounds, you're each experienced adventurers bringing your specialty and/or skills to the group in hope of making it big. It's rough and dangerous work. There will be crap loads of skill checks, putting the heavy lumbering plate-clad warrior in tough positions. Most Gales value the highest quality armor they can afford without sacrificing their mobility. Running, jumping and squeezing through tight spaces is regular duty for those in their field and often is the difference between life and death. Environmental hazards will be extremely perilous - plan accordingly.

    1PP Material is generally all good, assuming it can be accessed. Paizo's Blood of the Coven and People of the Wastes are the only two books I don't have access to and haven't been uploaded to the SRD or Nethys, so you'll need to provide a source if you would like to pull material from these sources. Otherwise, if it's available online you're good. I own Ultimate Wilderness, so feel free to take the new Shifter base class for a spin. I'm open to accepting Pre-Core Paizo sources with the accompanying referenced source. So if you have that special thing you want from Dragon Issue# 186 that you really love, shoot it over to me and I'll give final approval.

    Note: Exceptional races that don't need to eat or sleep will be a minority, likely one at most in the party - or none at all due to survival being a large focus of the game. This similarly extends to magic focused characters who make it their purpose to wiggle their fingers and solve all their problems. Magical utility is perfectly fine, but look for mundane solutions to similarly mundane problems.

    ⬧3PP from the following publishers is a go:
    ⬨ Dreamscarred Press (*clears throat* Aegis is banned - I'll add an evil laugh later. Everything else on the PFSRD for DSP is good to go.)
    Spheres of Power (DDS): Don't get too nuts. Not allowing any custom modifications and such. You're working with what's listed on the wiki. Obviously spherecasting classes are fine. Not allowing Spheres of Might material as I've yet to test if it plays well with other martials and can't be sure it will fit the intended balance for this particular game. Conventional Vancian magic is still the default here boys, you're just a very unique magic slinger using methods others will likely be very unfamiliar with.
    ⬨ Adventurer's Essentials
    ⬨ Necromancers of the Northwest
    ⬨ Deep Magic (Spells)
    ⬨ The Book of Forbidden Magic (Spells)
    ⬨ Genius Guide to Ice Magic
    ⬨ Genius Guide to Chaos Magic
    ⬨ Monte Cook's Arcana Evolved: Spell Templates/Runes of Energy & applicable feats
    ⬨ Monte Cook's Arcana Evolved: Spell Treasury (Spells)
    ⬨ 101 Shadow and Darkness Spells
    ⬨ 101 Urban Spells
    ⬨ 101 Swamp Spells
    ⬨ 101 Forest Spells
    ⬨ 101 Subterranean Spells
    ⬨ 101 Hill & Mountain Spells
    ⬨ 101 0 Level Spells
    ⬨ 101 1st Level Spells
    ⬨ Weekly Wonders: Spells_of_the_Rebellion
    ⬨ Ultimate Composition
    MC Expanded Archetypes
    Expanded Feats List -----
    Expanded Weapons List (SRD)

    Spoiler: New Exotic Equipment
    Show

    Pavise: A large shield with a series of legs attached.
    This shield functions identically to a tower shield, however
    as a standard action the wielder may plant his shield on the
    ground. This functions identically to raising a tower shield to
    defend one corner of the wielder's square, however the wielder
    releases the shield after planting the device's legs. The wielder
    retains the benefits of his shield while remaining within the square
    which it was planted. As a move action he may make a ranged
    attack over the pavise suffering a -2 penalty due to the awkward
    nature of firing a weapon over this barrier. The wielder
    retains his shield bonus but looses the benefits of total cover while
    using his shield in this fashion, regaining this benefit after
    completing his attack. If he moves from the square which he set
    his shield, he looses all benefits the shield provided. Any creature
    moving into this space gains the benefits the shield provides normally.
    The wielder may take down the pavise as a full round action.

    Due to the complexity of the tripod system's locks and various
    bolts, a wielder with under 13 intelligence suffers a 30% chance
    of failure while attempting to set or take down his pavise in combat.
    This penalty does not apply while outside of combat. Due to its robust
    build and weight, a pavise has twice the amount of hit points for a
    shield of its type. (Requires Tower Shield Proficiency)

    (500gp) AC: +4 Dex: +2 ACP: -10 ASF: 50% — — 90 lbs


    Arrow, Thunder: Thunder arrows are tipped with
    thunderstones (see Chapter 7 of the Player ’s
    Handbook). A hit from a thunder arrow deals no
    damage but triggers the thunderstone’s sonic attack.
    Thunder arrows that miss should be treated as
    attacks with a grenadelike weapon (2 gp, ea)


    Arrow, Alchemist’s: Each of these projectiles carries
    a deadly load of alchemist’s fire in its hollow
    shaft. When it strikes a target, the arrow’s shaft shatters,
    releasing the alchemist’s fire directly onto the
    target. One round after impact, the alchemist’s fire
    ignites, dealing 1d4 points of damage. The target can
    use a full-round action to attempt to extinguish the
    flames before taking this damage. It takes a successful
    Reflex saving throw (DC 15) to extinguish the flames.
    Rolling on the ground earns the target a +2 bonus on
    the save. Submerging (such as by leaping into a lake)
    or magically extinguishing the flames automatically
    kills the flames. (75gp, ea)


    Bolt, Tumbling: A tumbling bolt resembles a standard
    crossbow bolt except for a few minuscule holes
    and vents along the shaft. A channel allows air to pass
    through the bolt, which causes the bolt to tumble
    when fired. The bolt deals +2 damage but only has
    one-half its normal range increment due to the way
    the projectile moves through the air. (5 gp, ea)


    Crossbow, Great: A great crossbow requires two
    hands to use effectively, regardless of the user’s size.
    You draw a great crossbow back by turning a winch.
    Loading a great crossbow is a full-round action that
    provokes an attack of opportunity.
    A Medium-size character cannot shoot or load a
    great crossbow with one hand at all. With training,
    a Large creature can shoot, but not load, a great crossbow
    with one hand at a –4 penalty. If a Large creature
    attempts to fire a separate great crossbow in each
    hand simultaneously, the standard penalties for two
    weapon fighting apply

    (100 gp) - 1d12 19–20/×2 150 ft. 15 lb. Piercing


    Sapara: This ancient sword is a smaller version of
    the khopesh. You can use a sapara to make trip attacks
    with its hooklike blade. If you are tripped during
    your own trip attempt, you can drop the sapara to
    avoid being tripped.

    (15 gp) - 1d6 19–20/×2 — 6 lb. Slashing


    Double Bow, Elven: This double-stringed longbow
    can be used as a normal longbow by anyone proficient
    in that weapon. Characters with Exotic Weapon Proficiency
    (elven double bow) can use the bow to fire two
    arrows at once. Nocking an arrow on the second string
    requires a move-equivalent action. Once the wielder
    has taken an action to load the second string, his next
    attack is a double shot that launches both arrows
    simultaneously at the same target. The wielder makes
    one attack roll at a –2 penalty to determine whether or
    not both arrows strike the target. If the attack is successful,
    both arrows deal normal damage. If the attack
    is a critical hit, only one arrow deals extra damage, and
    extra sneak attack damage is applied only once.

    (1,000 gp) - 1d8 ×3 90 ft. 3 lb. Piercing


    Fukimi-Bari (Mouth Darts): These slim, almost
    needle-like metal darts are concealed in the mouth,
    then spit at the target. Their effective range is
    extremely short, and they deal little damage, but they
    are highly useful when taking an opponent by surprise.
    You can fire up to three fukimi-bari per attack
    (all at the same target).
    Do not apply your Strength modifier to damage
    with fukimi-bari. They are too small to carry the extra
    force that a strong character usually imparts to a
    thrown weapon. The cost and weight are for a single
    fukimi-bari. Fukimi-bari are not ammunition, and only
    a single attack roll is made for the three weapons fired.

    (1 gp) - 1 ×2 5 ft. 1/10 lb. Piercing


    Fullblade: A fullblade is 18 inches longer than a
    greatsword and is too large for a Medium-size creature
    to use with two hands without special training;
    thus, it is an exotic weapon. (Medium-size creatures
    cannot use a fullblade one-handed at all.)
    A Large creature could use the fullblade with one
    hand, but it would be assessed the standard –4 nonproficiency
    penalty on its attack rolls; Large creatures
    can use the fullblade in two hands as a martial
    weapon. A Large creature with the Exotic Weapon
    Proficiency (fullblade) feat can use the fullblade in
    one hand, but a Medium-size creature must use both
    hands even if it has the relevant feat. A fullblade is
    also called an ogre’s greatsword.

    (100 gp) - 2d10 19–20/×2 — 23 lb. Slashing (exotic)


    Skiprock, Halfling: These polished, perfectly
    weighted stones are prized by halflings, for if thrown
    well enough, they ricochet off one target to strike a
    second. If the skiprock hits its target, it ricochets
    toward another target of the thrower’s choice adjacent
    to the original target (within 5 feet). The thrower
    immediately makes a second attack roll for the skiprock
    against the new target, with an attack bonus
    equal to the first roll –2.

    (3 gp) 1d3 ×2 10 ft. 1/4 lb. Bludgeoning


    Shotput, Orc: Special training turns a grapefruitsized
    sphere of crude iron into a deadly projectile.
    Even with the Exotic Weapon Proficiency (orc shotput)
    feat, a wielder must be Medium-size or larger to
    use the weapon effectively (or take an additional –3
    penalty on attack rolls in addition to the standard –4
    nonproficiency penalty).

    (10 gp) 2d6 19–20/×3 10 ft. 15 lb. Bludgeoning


    Greatsword, Mercurial: This huge blade hides a
    secret reservoir of quicksilver (also called mercury
    by alchemists) that runs along the interior of the
    blade in a slender channel. When the blade is vertical,
    the mercury swiftly fills an interior bulb in the
    haft, but when swung, the heavy liquid flows out
    into the blade, making it heavier. In nonproficient
    hands, this shifting mass penalizes the wielder by an
    additional –3 penalty on attack rolls, beyond the
    normal –4 nonproficiency penalty for using an
    exotic weapon untrained

    (600 gp) 2d8 ×4 — 17 lb. Slashing


    Duom: The duom is a longspear with a standard
    spearhead, as well as two blades curved so that they
    point backward along the shaft. The weapon has
    reach, allowing you to strike opponents 10 feet away
    with it. Those proficient with the duom can also
    attack adjacent foes with the reversed heads using a
    practiced “reverse thrust.” Apply a –2 penalty on the
    attack roll if you use the duom to attack a second,
    adjacent opponent in the same round you attacked
    the first opponent.

    (20 gp) 1d8 ×3 — 8 lb. Piercing


    Mace, Double: A stout shaft with a spiked, cylindrical
    head at each end, this is a double weapon.
    You can fight with it as if fighting with two
    weapons, but if you do, you incur all the normal
    attack penalties associated with fighting with two
    weapons as if you are using a one-handed weapon
    and a light weapon (see Attacking with Two Weapons
    in Chapter 8 of the Player’s Handbook). A creature
    wielding a double weapon in one hand can’t use it
    as a double weapon.

    (125 gp) 1d8/1d8 ×2 — 25 lb. Bludgeoning


    Manti: A manti is a shortspear with four additional
    spear heads that project vertically from the
    shaft, creating a star pattern of five blade heads
    instead of just a single forward-pointing blade. The
    advantage of the unusual blade arrangement is that
    you can make one additional attack of opportunity
    during the round

    (15 gp) 1d8 ×3 — 9 lb. Piercing


    War Fan: This weapon appears to the untrained eye
    as nothing more than a beautifully crafted lady’s fan.
    In fact, the vanes of the fan are crafted from steel, and
    the tips are needle-sharp. When first entering melee
    using a war fan, you may attempt a Bluff check against
    an opponent’s Sense Motive check. If you win the contest,
    you gain a +4 bonus on attacks made against that
    foe during the first round of combat.

    (30 gp) 1d6 ×3 — 3 lb. Slashing


    Gauntlet, Spring-Loaded: This gauntlet possesses
    a broad ridge of metal that extends along the bottom
    of the forearm to the edge of the wrist articulation,
    where a circular orifice is visible. This ridge of metal
    hides a spring-loaded mechanism that can expel a
    bolt with great force, akin to a miniscule crossbow.
    You load the gauntlet by inserting a bolt in the hole
    and pulling back a hidden lever. Loading the springloaded
    gauntlet is a move-equivalent action that
    provokes an attack of opportunity. You fire the
    spring-loaded gauntlet by sighting down your arm,
    then flip your hand back so that your palm faces your
    opponent—this motion fires the gauntlet. The cost
    and weight are for a single gauntlet.
    A character who attempts to fire two spring-loaded
    gauntlets at once incurs the standard penalty for
    two-weapon fighting. The Ambidexterity feat lets
    someone avoid the –4 off-hand penalty

    (200 gp) 1d4 ×2 20 ft. 4 lb. Piercing (exotic)



    Longsword, Mercurial: As the mercurial greatsword,
    except that in nonproficient hands, the shifting
    mass and feel of the blade penalizes the wielder
    by an additional –2 penalty on attack rolls, beyond
    the normal –4 nonproficiency penalty for using an
    exotic weapon untrained.

    (400 gp) 1d10 ×4 — 6 lb. Slashing (exotic)


    Claw Bracer: A claw bracer is a metal armband with
    three steel claws projecting from the top, extending
    about 4 inches beyond the tip of the wearer’s extended
    fingers. The wearer can cast spells normally while
    wearing the bracer and cannot be disarmed. Many
    claw bracers are enhanced as magic weapons.

    (30 gp) 1d4 19–20/×2 — 2 lb. Piercing



    Triple Dagger: This weapon is used in the off hand
    as a means to disarm an opponent—you hold it as you
    would a shield, not another weapon, and so do not take
    penalties for fighting with two weapons. When using a
    triple dagger, you get a +3 circumstance bonus on your
    opposed attack roll when attempting to disarm an
    opponent (including the roll to keep from being disarmed
    if you fail to disarm your opponent). The triple
    dagger could also be used as a normal dagger, if
    desired, but if used in the off hand, all normal penalties
    for fighting with two weapons apply

    (10 gp) 1d4 19–20/×2 — l lb. Piercing


    Throwing Iron: These weapons have complex blades
    with two or more edged or pointed protrusions. Unlike
    most hurled weapons, throwing irons are as often
    thrown along a horizontal plane as along a vertical one.

    (8 gp) 1d6 ×3 15 ft. 3 lb. Slashing, Monk


    Ward Cestus: This is a stout leather gauntlet with
    a well-forged metal weight sewn into it over the
    knuckles. A strike with a ward cestus is considered an
    unarmed attack. If you take a Total Defense action,
    or fight defensively you gain an additional +1 bonus to
    your Armor Class, representing blows you block with the
    back of your protected hand. Your opponent cannot disarm
    you of a ward cestus. The cost and weight are for a single
    ward cestus

    (10 gp) 1d4 x3 1 — 4 lb. Bludgeoning


    Assassin's Guildmark: A small scale-like blade favored
    by Daggermark assassins belonging to the city's Assassins and
    Poisoners Guild. Each blade is magically marked with the wielder's
    unique seal, as per the spell Arcane Mark when used. After a blade
    has been activated in this manner it cannot be used again - preventing
    rivals from using these 'calling cards' maliciously. If proficient
    with this weapon the wielder is granted a +6 circumstance
    bonus to sleight of hand checks made to conceal them. A spent
    Assassin's Guildmark functions as a obal and is usually placed
    inside the target's mouth. For this reason these thrown weapons
    are expended after a single use.

    (25 gp) 1d2 18-20x4 10 ft - lb. slashing & piercing


    ((Modern Weapons: Firearms)): While unavailable for purchase, can be found or granted from an applicable trait or ability, however Modern Weapons cannot be selected via a class ability which grants a specific firearm (such as a musket or blunderbuss). Modern Weapons are always exotic weapons and must be taken separately. Modern weapons do not grant proficiency via normal means including gunslinger firearm proficiency due to their otherworldly design and nature. Additionally these weapons and their ammunition are worth 2.55x their listed costs, but valued at a far greater price on the market. Neither of which can be crafted, so count your bullets carefully. These rare and powerful weapons are the pinnacle of ranged combat and are highly coveted. Only firearms listed on the modern weapons list are available in this manner (sorry, no C4). Other unusual types of equipment may be found throughout your travels. Similarly ammunition may not be purchased. Starting with a Modern Weapon also grants 2d6+1 pieces of ammunition for your respective firearm.


    ⬧ 3PP from the following publishers may be allowed on case-by-case basis:
    ⬨ Legendary Games
    ⬨ Kobold Press
    ⬨ Interjection Games
    ⬨ Rite Publishing

    ⬨ Dragon Magazine
    ⬨ Official 3.5 Spells, request individually
    ⬨ Other 3pp by request: If I veto your request move on. This isn't a conversation, you'll get a 'go for it' or a 'Naw'. I own a metric crap ton of 3pp books so it should be a rather prompt response, however I still require you provide an accessible source. If its something I'm not familiar with I'll give it a good look and get back to you.

    ⬨ No Templates
    ⬨ No Race Builder
    ⬨ No Homebrew



    The following swaps for Trap Finding may be taken. Additionally you may request to swap other class abilities from any class to take one of those listed below, however you must still meet any prerequisites they may have (eg: if the ability uses sneak attack, you must have sneak attack). The swap may or may not be allowed, but no harm in asking.

    Spoiler: Pre-Approved Alterations (Swaps for Trap Finding)
    Show

    The Trap Finding Class Feature may be swapped for one of the following:

    Black Marketeer (Ex): You add
    half your level to Appraise checks made
    to determine the value of a common item
    (minimum +1). You also add your level to
    the percentage of an item’s value you receive
    when you sell it (normally you sell items for
    50% of their value), and reduce the price you
    pay for things by a percentage equal to your
    level.

    Chink in the Armor (Ex): Once per
    day, when you successfully strike with a
    sneak attack but the extra damage is negated
    (such as by armor with fortification), as a
    swift action you may deal half the additional
    dice of damage (round up) anyway. You may
    do this twice per day at 8th level, and three
    times per day at 16th level.

    Climb Walls (Ex): You add one-third
    of your level to Climb checks (minimum +1).
    You only need one hand free to climb, and
    you do not lose your Dexterity bonus to AC
    while climbing.

    Harass (Ex): When you successfully hit
    a target with a sneak attack, you may choose
    to deal fewer dice of sneak attack damage. For
    each die of damage you forgo, you place the
    target at a -1 penalty to one of the following
    categories: attack rolls, CMB checks, ability
    checks, concentration checks, or skill checks.
    This penalty ends at the beginning of your
    next turn.

    Hoodwink (Ex): You add half your
    rogue level to Bluff checks made to convince
    a target you are telling the truth (minimum
    +1). You may also make a Bluff check to form
    denials into phrases that are technically true,
    though misleading. If you are trying to avoid
    magical detection of a lie, the DC of your Bluff
    check is equal to the spell’s saving throw
    +10. If you are trying to leave the impression
    you denied having done something without
    actually denying it, the Bluff DC is +5 higher
    than the DC of a Bluff to believably deny it
    outright.

    Ki Pool (Su): You have a ki pool equal
    to a ninja of your rogue level, and you may
    use your ki pool for the same things a ninja
    does. At 1st level you have no points in your
    ki pool, but treat all Acrobatics checks made
    to jump as if you had a running start.

    Pick Your Way (Ex): You add half
    your level to Acrobatics checks made to avoid
    taking attacks of opportunity when leaving a
    threatened space. You do not treat crowds as
    difficult terrain.

    Poison Use (Ex): You are trained in the
    use of poison, and cannot accidentally poison
    yourself when applying poison to a weapon.

    Trapmaker (Ex): You add half your
    level to your Craft (trapmaking) checks, and
    to the DC of Perception checks required to
    spot traps you make (minimum +1). At 4th
    level you may take the Learn Ranger Trap feat
    (see Ultimate Magic) as a rogue talent without
    meeting its prerequisites. You treat your
    rogue levels as ranger levels for purposes of
    this feat and all ranger traps. You may spend
    additional talents to learn +2 ranger traps per
    talent spent.

    Turn the Knife (Ex): When you
    successfully sneak attack a target that is
    denied its Dexterity bonus to AC, you deal
    +1 hp of damage per sneak attack die.
    Street Tough (Ex): You are proficient
    in all martial weapons.

    Sacrificial Blow (Ex): Once per day
    you may add half your sneak attack dice as
    damage (minimum +1d6) to a melee attack
    that does not normally qualify to be a sneak
    attack. Doing this leaves you exposed (as you
    reach to strike a foe’s vulnerable zones despite
    his guard being up), and you provoke attacks
    of opportunity from threatening creatures.
    You may do this twice per day at 8th level,
    and three times per day at 16th level.



    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
    Non-monstrous races are all on the table, if you want to use alternate racial features, just give me a heads up, but are generally they are all good to go. If you're an Aasimar/Tiefling and you want to use their racial variant table you'll roll for the result. You can take or leave what you roll, but no rerolls. 3pp races case by case with a source. Keep in mind this isn't Larry's Roadside Freakshow, the core races make the majority of those commonly found. There won't be an entire party of furry or scaled creatures roaming around. Races that can pass as human/elf/halfling etc get a pass (eg: Changlings, Shabti etc). Throw down your Tengu/Ratfolk/Taninim submissions understanding that you're competing for a very limited number of slots - and no, I'm not accepting multiple submissions. Commit to whatever you decide to roll with.


    9. By what method should Players generate their attributes/ability scores and Hit Points?

    ⬨ Ability Scores: 30pb, no ability below 10 (believe me, I'm doing you a favor.)
    ⬨ Hit Points: HP is max first level. Subsequent HP is rolled, if below half take average rounded up (eg: 1d10 = 5.5)
    ⬨ 3 Traits
    ⬨ 1 Drawback (additional trait, optional)
    ⬨ 1 Potential (see pt. 2 of the big 16)
    ⬨ 1 Major Drawback (optional)
    ⬨ Background Skills: in Use
    ⬨ Age: Starting age will not apply positive or negative penalties to your character, but changes incurred via magic will.
    ⬨ Debt: Roll 4d4b3 x 10,000 + 4,000; This is your remaining individual debt to the Cotton Club. As a team your total debt is pooled together and treated as a single entity. Mishaps or exceptional work performed by any member of your team can increase or decrease your total debt. Borrowing equipment from the Club to prepare for a job will increase your debt temporarily, while lost or damaged gear on loan will make the change permanent. The Club does not directly deduct from their employee's wealth to pay off this sum, but rather applies various taxes, deductibles and penalties to different services. This makes paying off debt nearly impossible without directly depositing earnings towards that end. This unsightly sum of money has become a well known leash used by Cayla to keep her Gales in check and chained to the Club. Until the debt is payed the Club possesses the right to claim any property owned which is valued at or under this amount, or put the Gale to work deducting those earnings from their debt; an effective threat for most. While the clause has rarely been used, it stands as the backbone of the Club's hierarchy and asserts Cayla's dominion over every Gale, who exists legally as a pseudo-indentured servant. Gales who pay off their debt completely and remain part of the Club join the ranks of the venerated Freehands; living examples of the wealth and success which could be found by any Gale. It all began with the monstrous task of creating a team. Every member had to complete a dozen jobs with their future group members, receive recognition from the Club for their respective specialty, then agree to take the four-thousand gold debt penalty to begin the approval process - which most failed multiple times, incurring even more debt. It was a vicious cycle, and at the end of it everyone's debt was pooled together. It was the only way to gain access to the resources and opportunities to break even or get ahead. There was perhaps dozens of various rules of clauses which one would never catch until after the contract was signed. Between the invisible ink and various tricks refined over the years, it was a well developed snare to entrap hopefuls behind all the pleasant rumors. After all, Gales weren't allowed to speak negatively of the Club or their occupation. That was a freedom only afforded to Freehands who no longer carried a Seal.


    Your primary factor for survivability will be saves and various skill checks (there will be a whole bunch of em). Be it from environmental hazards, strange beast's abilities or chase scenes, your saves and checks are what will be your primary defense. Enemies and monsters will frequently be forcing physical skill checks (Acrobatics, Climb, Escape Artist being the three most standard, barring environmental conditions) rather than conventional damage or at times in place of an attack when using Potential abilities (explained further in pt. 2). Not all enemies fight to the death, nor is every enemy attempting to murder you. Typically life threatening encounters come from unintelligent enemies, traps or hazards encountered during your adventures. You've lost battles in the past getting to where you are today, and you're still kicking.

    Forced checks will be rolled by me while a round is being resolved and will create more flavorful instances of combat, rather than conventional slugfests.


    10. Does your game use alignment? What are your restrictions, if so?
    Yes. Any. You're a team and while possibly a bit dysfunctional, you hold no illusions that without these strange fellows your life would be forfeit. After years working with other Gales and constructing your own team, you know how your partners function and afford them the flexibility needed to get the job done. Holier Than Thou characters don't make good Gales. This is an organization which measures success and justice in profits. Characters squabbling over the little things, like burning down the house or kicking the bandit off the cliff would not have survived this long. The persons employed by Cayla are flexible and resourceful, not driven by blood lust, but not afraid to put a knife in a man's belly if no other reasonable options remain. For one reason or another, all kinds take up the mantle of these roguish gentlemen - but more typically for the potential to earn absurd sums of wealth.

    11. Do you allow multi-classing, or have any particular rules in regards to it?
    Go nuts, no restrictions. You won't catch a stinkeye from me if you want to be a cleric/fighter/rogue, I'm more interested in the character as a whole and how they're represented. If taking a bunch of dips helps bridge the mechanical and thematic realms, then don't let me stand in your way.

    12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?

    Forum roller. Players will post their rolls in OOC or in a spoiler at the end of their post IC. By the way, if you post a floating spoiler for your rolls in IC with nothing else in the post... i'll flying drop kick you in the face. It goes at the end of you post IC, or in the OOC, and you can post however you'd like in the OOC. Forced rolls during the resolution of a round will be rolled by me to keep things moving.

    Spoiler: (extra)
    Show



    Last edited by Mornings; 2017-12-21 at 06:26 PM.

  13. - Top - End - #73
    Troll in the Playground
     
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    Nov 2014
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    Default Re: Pale Departure: That Which Whispers OOC

    Potentials


    [General] Cursefire
    A terrible flame burns inside you, as it grows, your own soul diminishes.
    Its burns cannot be mended, nor its sting lessened by any balm. It consumed
    those who raised their weapons against you, but you feared it would soon
    consume you too. Everything was mere kindle to those roaring flames.

    The master of the Cursefire may activate this ability as a swift action, inflicting
    1 point of profane damage to himself. Any damage inflicted by activating this
    ability, or dealt to an enemy cannot be healed until after the creature has received
    the benefits of 8 hours of sleep. After this period, the damage may be healed normally.
    Upon this ability's activation the master gains a bonus to his damage rolls equal to the
    difference between his current and maximum hit points to his damage rolls until the end
    of the round. This damage bonus is profane damage. Each time the master deals damage
    to a creature in this manner he must succeed a will save equal to 10 + 1/2 the damage
    inflicted. Upon failure, the master is burned by his flames and suffers an additional 1d3
    points of profane damage. Similarly, a creature which receives damage from such an
    attack must succeed an identical save. On failure the target bursts in an engulfing blaze
    of crimson and black magical flames suffering an additional 1d6 points of profane damage.
    A creature which has suffered this explosion of flame ignites in Cursefire, an insubstantial
    magical flame of misfortune. Such a creature is prone to horrid luck and fumbles on any
    roll of a nat 5 or lower, this effect otherwise functions as the spell Faerie Fire for 1d6 rounds.
    This effect does not prevent the creature from suffering further damage from additional bursts
    of flame.


    [General] Haunted: Elsa & Maria - Who Reflected The End
    The sisters Elsa and Maria were souls far unlike others. They shared one soul despite their separate physical identities and were part of the Memoria. Under such unique circumstances, their Praeter existed long before their physical lives had ever come into being. The twins were both dear lovers and the most sinister of mortal enemies. Each stood deadlocked with the other in their contest of wills, neither capable of overcoming another. The two girls could do nothing but complete in other ways to decide a victor amongst themselves. Elsa was kind, but unwise. Maria was wicked, but knew unfathomable secrets. Equally a friend and enemy. An aide and menace. Both constantly compete with one another, who could save or destroy the one they haunted.

    CR: 7 - Praeter
    Gender: Female
    Type: Humanoid
    Alignment: NG/NE
    Disposition: Friendly/Hostile, Playful/Malicious
    Spite: 0
    Brands: 0/0
    Affliction: Death, Hate, Love, Fate
    Drawback: None
    Summoning: Blood, Ritual Bell
    Banish: Silver dust (1 dose), Ritual Bell

    You are a Haunted, an unfortunate soul who's natural affinity with a specific
    Praeter or Relicuum spirit. Unlike the Alucinor, you were not able to form a
    pact with any other spirits except your own. The union did not require your
    consent nor awareness. The summoning and banishing rituals for your spirit
    require all components to be owned to complete a minute-long process to
    complete either task. The material components of this process cannot be
    bypassed by any means. While Elsa & Maria are summoned, the Haunted
    gains the following benefits and penalties; [weapons and items thrown by
    the Haunted gain an additional 20 ft to their range increment. Light slashing
    or piercing weapons gain a +2 bonus to attack and damage rolls. The Haunted
    may release his weapons into the hands of Elsa & Maria as a swift action, this
    functions as if the weapons had the Dancing enchantment. Additionally, melee
    attacks made in such a way from either spirit function as if the weapons possessed
    the
    Fleshgrinding enchantment. While the spirits are summoned the Haunted
    suffers a -4 penalty to concentration checks, -2 penalty to reflex saves and a
    30% chance to fail any will save.]


    His spirits are not automatons or his friends, these souls may act unexpectedly,
    attempt to sabotage him or even turn their weapons against him at unexpected times.
    Like any Praeter or Relicuum spirit, the severity and frequency of such events will
    increase as their Spite continues to grow. Favoring spirits, using spirit abilities or
    giving into their demands are often the easiest methods to build Spite. Spite never
    decreases naturally, and only by establishing harmonious relationships with them
    can Spite be decreased over time. The powers granted by Praeter and Reliccum are
    born from their Pacts. Each use of a Pact grants permission to the spirit to brand
    their host and further their own design, in fuels further Spite between spirits and
    at the host.


    [General] Perfect Form
    With years of practice, you have refined a method of fighting unlike any other.
    Honing your body and mind, you have reached a state of perfection capable of
    cleaving flesh and bone with your insight and wisdom.


    Select one weapon and one ability score, you gain proficiency with this weapon
    and now use this ability score for calculating attack rolls with these weapons.
    Additionally the weapon receives 1.5x this ability score's modifier on damage rolls
    as if he were using a 2 handed melee weapon. This weapon can be of any type
    and may be used one handed while still enjoying these benefits. If he chooses to
    wield a one handed or two-handed melee weapon with both hands this bonus
    damage instead increases to x2 his chosen ability score.

    [General] Immortality, Lesser
    Some souls are born stronger than the bodies which they inhabit. Some or born
    so strong they fill the body with an unnatural and superhuman vigor. You have
    found a reason to live, or some other powerful motivation which does not allow
    you to accept death.


    The Immortal is not staggered upon reaching 0 or less hit points, additionally he
    remains conscious and automatically stabilizes when reduced to negative hit points.
    The Immortal may act normally while stable but still suffers damage while taking a
    strenuous action. The Immortal's constitution increases by 4.

    If the Immortal would be killed he instead delays his death for 2d6 rounds. If the
    cause of his death still exists at the end of this period he dies normally (eg: hit point
    damage/ability damage, etc). Spells or effects which kill the Immortal outright activate
    this Potential and are then negated. This ability can only be activated once ever 24 hours.


    [General] Vengeful Soul
    Your spirit has been polluted with rage and spite. You are single-mindedly driven
    by thoughts of revenge, redemption or avenging a cause or person. This desire has
    empowered you with a burning desire to claim vengeance upon those who would
    harm you and your allies.


    The Vengeful Soul possesses a pool called 'vengeance' with a number of points equal
    to 3 + his strength modifier. When he is successfully hit by an enemy he may choose to
    spend 1 point of vengeance to cause his enemy's attack to provoke for himself and all of
    his allies. This attack of opportunity does not count towards their respective amount of
    attacks of opportunity allowed per round, additionally the Vengeful Soul receives a +2
    bonus to hit the target which provoked due to this skill. Upon he or his allies killing an
    enemy the Vengeful Soul regains 1 point of vengeance. He may only regain 3 points a
    day in this manner. However, if the Vengeful Soul performs a Coup De Grace upon an
    enemy, he may regain 1 vengeance point even if this would exceed his daily allotment.
    (Enemies must be slain not rendered unconscious or similar effect)





    User possesses vengeance equal to 3 + Str mod. When successfully hit by an
    enemy the user may spent 1 point of vengeance to
    Causing this attack to provoke. This AoO may be made by the user and his
    allies for free. User receives a +2 circumstance bonus
    To hit this target. After killing an enemy he regains 1 point of vengeance
    (target must be slain, not rendered unconscious or similar effect).


    Spoiler: The Guardian
    Show

    The Guardian
    Sworn to protect and defend. You have earned the soul of the Guardian after the Long Night for your single-minded commitment to protecting those lives you are charged with. Placing your own body between harm and your ward, you have forsaken offense to become a living monolith of steel. Having refined your heart and body with long years of training, and longer years of service, you are the trusted sentinel of royals, nobles, citizens, or possibly pactlords or oracles depending from where you hail in Golarion. For whatever reason, you have been forced to find a new way to live and new companions.


    [Soul] Guardian: Abandon Offense (Ex)
    Prerequisite: Alignment - Any Lawful, Age: Any
    The Guardian is not proficient with martial or simple weapons. If the
    Guardian would gain this proficiency from her class she instead trades it
    for Toughness and/or Shield Focus (player's choice). Regardless of his armor
    proficiency the Guardian's Armor Check Penalty always applies to attacks he
    makes except when shield bashing. The Guardian begins with an bonus
    Potential from the Guardian abilities.


    Selfless Raiment (Ex)
    Prerequisite: Abandon Offense
    Using one's self as a shield comes as second nature to a Guardian
    protecting his lord. The Guardian may choose to use this ability against any
    successful attack made against an adjacent ally. The attack which would
    strike his ally instead resolves against himself. Regardless if the attack
    is successful against the Guardian he suffers half of the damage, if his AC
    would exceed the enemy's attack roll he does not suffer any additional
    effects, poison, disease, etc. The Guardian may use this ability even when
    his ally is effected by an area attack. When used in this manner the
    Guardian always suffers the full damage and effects of the attack directed
    at his ally.


    Protective Bulwark (Su)
    Prerequisite: Abandon Offense
    As a standard action the Guardian can create a field of protective energy,
    this energy sheds blue light equal to a sunrod and effects the Guardian's
    space and all adjacent spaces. This mobile area follows the Guardian and
    immediately ends upon all effected allies leaving the enhanced area. Allies
    within this zone gain 1d3/HD points of temporary hit points, DR5/- and
    convert all types of lethal damage received into nonlethal damage. Ability
    score damage/drain is converted into twice that amount of nonlethal damage.
    Magic users attempting to effect the protected area must succeed a caster level
    check (DC 11 + Guardian's charisma modifier). This effect lasts for 1d6
    rounds and may be used a number of times each day equal to the Guardian's
    charisma modifier (minimum 1). This ability may only be activated while the
    Guardian is adjacent to an ally.


    Burden Of Service (Ex)
    Prerequisite: Abandon Offense
    When adjacent to a willing or helpless ally, rather than drag or reposition
    them he may instead opt to carry them if he has a free hand available. As
    long as the weight of his ally does not put him over twice his maximum carry
    weight he may move at a speed of 20-ft and suffer no penalty from
    encumbrance. The Guardian may carry an additional ally if he has another
    free hand available but suffers all penalties of his current encumbrance if
    he chooses to do so.


    Armored Citadel (Ex)
    Prerequisite: Abandon Offense
    The Guardian is a master of armor and makes the most out of his heavy suits
    and steel plates. The Guardian is proficient with heavy armor, all shields
    and gains a bonus to his AC equal to his charisma modifier. Additionally the
    maximum dexterity of armor his wears increases by 2 and the armor check
    penalty is reduced by 4.


    Harder Than Stone (Ex)
    Prerequisite: Abandon Offense
    Gain +4 bonus to constitution & +2 natural armor


    Harder Than Steel (Ex)
    Prerequisite: Abandon Offense, Harder Than Stone
    Gain +4 bonus to constitution & DR5/Adamantine


    Spoiler: The Weapon Master
    Show

    Weapon Master
    It is no secret that warriors live short and violent lives, fighting again until they themselves join the ranks of the dead in Pharasma's court. Weapon Master's often tend to rise from the ranks of young mercenaries and professional soldiers while in training. Those who show exceptional natural ability are pulled from the battlefields and instead find themselves within academic halls or military academies where they are trained for years to instruct and preserve techniques of combat. Many of these weapon masters are often under the employ of noble houses or organizations with long-standing traditions, just as it is for those few masters left who serve house Irral. The weapon masters are all that remain of the old knights, bannermen and manuscripts of battle dating back before the Drakeplagues. Much of the knowledge and history was lost during the raging wars and the sickness which had tormented Iobaria for countless centuries.

    [Soul] Weapon Master: Abandon Defense (Ex)
    Prerequisite: Alignment - Any, Age: Old, Race: Human (Iobarian)
    A weapon master is not proficient with shields or heavy armor. If his class provides him with this proficiency it is instead traded for Weapon Focus with a weapon of his choice, this may be done multiple times. A weapon master cannot use the Total Defense or Defensive Combat actions as he is entirely committed to slaying his enemies, not defending himself. Additionally, the Weapon Master gains the Bannermen's Blade & Drakeslayer's Mantle Potentials.


    Bannermen's Blade (Ex)
    Prerequisite: Abandon Defense (Ex)
    Keeping with the old traditions of his forefathers, the weapon master begins play with a Baring Sword (MWK Large Greatsword). The weapon master is proficient with this weapon and maintains it with great skill and practice. If his Baring Sword is ever broken or destroyed he may repair it with a day of work and half the weapon's cost in materials. Additionally the weapon master gains the benefits of the Grievous Wounds (Slashing) and Grievous Wounds (Maiming) feats, but only while wielding his Baring Sword. Baring Swords are often reforged out of special materials as their blades are repaired and replaced. The Weapon Master may choose to pay the cost of having his weapon made from a special material, but this cost cannot be reduced further than 1/2 even when crafted.


    Drakeslayer's Mantle (Ex)
    Prerequisite: Abandon Defense (Ex)
    Old friends driven mad by disease birthed new enemies, the ancient bannermen who would fight till their last days defending New Iobaria and house Irral developed techniques to combat their dragonic foes with absurdly large weapons. Cultivating the strength to wield such tools required years of training before finally receiving the array of mystical tattoo's blessed by the reclusive druids of Hask-Ultharan called 'The Mantle'. The culmination of their training and magical markings upon their back and chest imbue them with supernatural strength. The Weapon Master receives a +2 sacred bonus to his strength score, additionally he counts as a large creature when determining if a weapon is appropriately sized for him. Non-magical weapons of medium or small size have a 10% chance of being destroyed when used by the weapon master.


    Lessons Of Warfare (Ex)
    Prerequisite: Abandon Defense (Ex)
    The weapon master gains an additional feat at 1st level and every even level after that. Additionally at each level the weapon master gains proficiency with a new weapon of his choice. He may spend one week training another creature with a weapon he is proficient with if both himself and student are wielding identical weapons appropriately sized for them. The weapon master's student spends this time mirroring his instructors techniques and upon completion of this training gains proficiency with his practiced weapon.


    Sword Arts (Su)
    Prerequisite: Lessons Of Warfare (Ex)
    A weapon master spends his life pursuing weapon manuscripts to rediscover ancient techniques which blend both physical might and his magically imbued power into secret techniques known as sword arts. A weapon master learns new arts by uncovering and translating manuscripts from hidden ruins and forgotten keeps. Each technique is specific to a certain weapon and cannot be used with another. The weapon master may use Sword-Arts a number of times per day equal to 3 + his charisma modifier (minimum 1). At the time he gains this Potential he may select one of the Sword Arts listed below. He may learn additional Sword Arts as a Potential, or by discovering manuscripts.


    (Baring Sword) Bathed In Sacred Flame
    As a Swift Action the Weapon Master may imbue his weapon with golden flame. The weapon grants illumination as a light spell and deals an additional 2d6 points of damage, this damage is half holy and half fire damage. This ability lasts for 1 hour or until the weapon successfully strikes a target, whatever comes first.


    (Baring Sword) Sword Rush
    As a Standard Action the weapon master can move up to his speed and make a single attack. On a successful hit the target must succeed an opposed acrobatics check or be knocked prone. Regardless of success the target suffers damage normally.


    (Baring Sword) Scale-Cleaving Strike
    As a Standard Action the weapon master may make a single attack. This attack ignores both the hardness and DR of the weapon master's target.


    (Baring Sword) WyvernStorm
    Prerequisite: Scale-Cleaving Strike
    As a full-round action the weapon master may move up to 15-ft in any direction, including directly up even if he would not normally be able to complete this movement. This movement may be taken as long as not obstructed by walls or similar obstacles. Enemies do not obstruct his movement and this movement does not provoke attack. The weapon master fills his sword with tumultuous crackling black energy before unleashing a crushing wave of destruction. The weapon master may make a single attack roll effecting all adjacent squares within his reach at the point this skill is activated and all adjacent squares during his movement. Creatures who are hit by this attack suffer an additional 2d6 points of profane damage, and must succeed a reflex save equal to half the damage taken or ignite in black flame. Creatures who are lit on fire instead take 1d6 points of profane damage each round rather than fire damage. The flames are difficult to extinguish even with water and require a full round action to douse the flame.


    (Baring Sword) Extinction Wave I
    Prerequisite: WyvernStorm
    As a full-round action the weapon master may make a single attack at an adjacent square (AC 5). This attack effects the targeted location and all squares adjacent to it (including the weapon master's). The weapon master's attack deals an additional 1d10 points of profane damage per level and x3 his strength modifier to all squares effected (reflex for half). The weapon master is immune to his own attack but inflicts a quarter of the total damage he inflicts to all creatures with this ability to himself as nonlethal damage. The nonlethal damage he sustains cannot kill him but otherwise functions normally. The Weapon Master may choose to expend an additional use of his Sword Arts to expand this range into to a 10-ft radius burst. He may expand this burst further in 10-ft increments by spending further uses of his Sword Arts. He may do this a number of times equal to his HD.



    Spoiler: The Professor
    Show
    Professor
    No great ruler ever was who did not educate himself in the matters of the world. Professors, are learned men and women of the world studied across various fields. Professional educators, tutors, scholars and instructors. It is a teacher's greatest responsibility and honor to groom and mentor the world's future leaders. Though they come from all walks of life and the halls of many such great colleges of wisdom each Professor carries with him his own unique specialties and expertise to offer in Lord Irral's education and development.


    [Soul] Professor: Learned Scholar (Ex)
    Prerequisite: Alignment - Any Neutral, Age: Any, Int 13
    A Professor may select any 2 skills, and any 3 Background Skills at the start of each day. These skills gain a +6 circumstance bonus, furthermore the Professor may use the Aid Another action for these skills even if this action is not normally available for the selected skills. Additionally a number of times equal to 3 + his intelligence modifier he may roll twice and take the better result when using one of his selected skills.


    Mind of Many (Su)
    Prerequisite: Learned Scholar
    The Professor gains 1d4 Insight Points per level at the start of each day (rolled at the start of each day). The Professor may spend these points as an Immediate Action to grant a +1 circumstance bonus to any ally within 30-ft on any single attack roll or skill check. The Professor may only spend a number of points equal to his HD each round. Calling forth the ghostly memories of every lesson from every mentor and teacher he has had into the physical world is incredibly taxing and fills his mind with eerie haunting thoughts of the past. The Professor becomes shaken for 1 minute after using this ability. If the Professor is already shaken or under another fear-effect when he activates this ability the Professor becomes panicked for 1d6 rounds.


    Mentorship (Ex)
    Prerequisite: Learned Scholar
    At 1st level the Professor selects one skill to be his Specialty, once this choice is made it cannot be changed. The Professor may always Take 10 when using his Specialty even while threatened, and this skill is a class skill for him. The Professor can Mentor a student a number of times equal to his intelligence modifier, but these uses are not recovered until after the Professor gains a level. The Professor must spend 8 hours tutoring with the proper equipment or an equivalent masterwork tool relating to his Specialty. Upon the uninterrupted completion of the course, his student must succeed a test. Results are determined by a skill check equal to (DC20 - student's intelligence modifier). Upon success the student gain's his Professor's selected Specialty as a class skill and gains a permanent +1 circumstance bonus to the effected skill. If the skill is already a class skill this bonus increases to 2. Each subsequent course the student takes is more difficult than the last, increasing the DC of his final test by 5. The Professor can only instruct one student at a time. Additionally his uses of Mentorship are only expended upon a student's successful completion of his test.


    Spoiler: The Lore Master
    Show
    Lore Master
    While wise, they are not teachers. While learned, they are not scholars, nor bards. Reclusive and selfish, the Lore Master is a living wealth of knowledge. Seeking knowledge for knowledge's sake, they learn all they can from the written works of the world and can often be found building their own collections of tomes. Often unspecialized in any specific field of study, they seek to learn about all things everywhere. Lore Masters are often at odds with the secretive archivists who maintain the singular last remaining copies of occult and forbidden knowledge often denied to them, and thus their knowledge often lacks such unique and guarded secrets - as they themselves rarely venture out and learn of things themselves. Despite their disposition, they make for some of the finest chroniclers throughout the Inner Sea.


    [Soul] Lore Master: Grand Lodge Chronicler (Ex)
    Prerequisite: Alignment - Any Neutral, Age: Any
    The Lore Master begins play with a Wayfinder, journal and writing set. The Lore Master gains an additional 4 skill points each level that she may spend on knowledge skills. Once a month he may compile a chronicle of his ventures. The Lore Master must spend 24 hours uninterrupted while putting all his memory unto parchment and cannot rest during this period. Upon completion the Lore Master may deliver the chronicle to any Pathfinder Lodge to be submitted to the Grand Lodge. Upon successfully completing his delivery, the entire party receives 50% of their level in experience points and an eighth of their WBL via mail seven days following the chronicle's submission. This can only be done upon completing a quest.


    Recount The Tale (Ex)
    Prerequisite: Grand Lodge Chronicler
    Once a day, the Lore Master can spend a full-round recording the actions of one of his allies during combat and must succeed a DC20 + ally's HD appraise check. Upon success the Lore Master understands how best to inspire his ally. Within the next hour the Lore Master can recount the tale of the battle to his ally, doing so requires 10 minutes of work. Upon completion the ally gains double his experience points for 24-hours.


    Reference The Classics (Ex)
    Prerequisite: Grand Lodge Chronicler
    Once a day the Lore Master may reference the notes within his journal which transcribe details from boundless written works he has read. These footnotes often contain the answers to knowledge he has forgotten in all his research. The Lore Master may attempt any skill check he has failed at DC20, but doing so requires an hour of study from his journal.

    If the Lore Master has lost his journal he may not use any of his skills until it is replaced or recovered.



    Spoiler: The Strategist
    Show
    Strategist
    Every empire and great leader who ever was knows the value of a man capable of unraveling the plots of his enemies. Skilled in warfare, tactics and blessed with divine insight, the strategist works to lead his lord's forces to victory and undermine his enemies plots against him. With the assistance of keen minded men and knowledgeable sources he devises methods to destroy his lord's conventional enemies with shrewd cunning. While employing mystical methods to defeat whatever eldrich threats come to face his master's domain.


    [Soul] Strategist: Insight (Su)
    Prerequisite: Alignment - Any Lawful, Age: Any
    Once per day the Strategist can contemplate a single question. He must spend an hour in contemplation which provides him a 20% chance to find divine inspiration and an answer to his question. He may spend an additional hour of uninterrupted contemplation to increase his chance of success by 10% to a maximum of 60%. The answer which he receives is simple in nature as it typically is received as a feeling. The question which the Strategist contemplates must be able to be answered with a 'yes' or 'no'. There is a 5% chance that the Strategist instead gains a Greater Insight and additional information is disclosed.


    Defensive Precognition (Su)
    Prerequisite: Insight
    The Strategist is suddenly filled with a glimpse of the future by his divine insight. Using his otherworldly abilities, he immediately develops a plan of action and alters destiny. The Strategist may select one ally within 30-ft after a Surprise Round has been declared. The ally he choses becomes aware of the enemy and the conditions which led to the Surprise Round. The ally may take a full round's worth of actions before the Surprise Round as if they were already in combat, then may act during the Surprise Round in their normal order. The ally gains a +6 sacred bonus to their initiative during this combat. The Strategist may use this ability once per day, and an additional time per day for every two levels beyond the first.


    Master of Warfare (Ex)
    Prerequisite: Insight
    The strategist excels in developing countermeasures for the enemies which he faces to give his allies an edge against their contenders. The Strategist may spend a full-round action to study his enemy. All enemies identical to his studied target are similarly effected (example: Studying a plague zombie will effect all other plague zombies during that combat, but other types of zombies will be unaffected.) Upon successfully studying his target the strategist grants his allies a +2 circumstance bonus to attack or damage rolls, or may grant his allies a +2 dodge bonus against his studied target. The Strategist may choose to study multiple targets or stack effects on a single target, however he may only have a number of effects active equal to half his wisdom modifier (minimum 1). The strategist may only activate this ability a limited number of times before he must rest. The Strategist begins with 3 + his wisdom modifier (minimum 1) number of uses at the start of each day. After expending all his uses he becomes fatigued for 4 hours, but regains all of his uses of this ability after this period. The bonus the Strategist grants to his allies with this ability last until the end of combat or until the Strategist is no longer able to speak.


    Spoiler: The Offworlder: Soldier of The Union
    Show





    KNOWLEDGE:

    Spoiler: 4th Guards Kantemirovskaya Tank Division
    Show

    The 4th Kantemir Division, led by Major Alexander Vasilyevich Suvorov, Sergeant Abram Zhukov, and Alexi Sidorenko. The achievements of The 4th are renowned throughout Golarion. Not only for their drinking, but for their sheer insanity when pressed in combat. Having fought in the largest war of their world, and battling their way across times and unexplainable anomalies after being spirited away across the galaxy... nothing can surprise the brave men and women of The 4th Division anymore. They unleashed all hell upon the battlefield. Out-gunning, out-drinking, and out-screaming their enemies beneath a hail of burning lead - and when that wasn't enough. They brought out the heavy armor. With full access to the resources gathered together by Major Suvorov, the 4th displayed no semblance of restraint. Mounting SU-100Y 152mm SPG ordinance and other weapons of cacophonous destruction on massive metal chariots of roaring death. The 4th Division's reputation as madmen is well earned. With unprecedented destructive force, they annihilated those enemies which allied themselves with the mysterious Terminus. Working closely with DEVILMAKER and The Palatine Council, they fight for the future of Golarion and to secure a way home.


    Spoiler: History
    Show
    As a Soviet soldier under the command of Major Suvorov you've seen a great deal of strange things in this world, and you expect you'll see many more. Wielding an array of weapons and armament, you are a fine example of a soldier. Fighting for honor and country - or simply the chance to find your way home. You stand against the strange forces that be to contest Terminus and complete your mission. Your life would have ended in The Battle of Voronezh, and now a debt is owed to the one who saved you - DEVILMAKER. Your future, and perhaps even your past rested within his cold lifeless hands, and if you were to have any hope of seeing your home again, Terminus had to be stopped.


    Spoiler: Terminus
    Show
    No one truly understood what Terminus was, including you. Only DEVILMAKER seemed to understand, but even his explanations made no sense. It was a time, a place, an event and a thing. It had come, or had happened, in your own worldline in 1942 - a period which had yet to even exist in this world according to him. It distorted time, twisted everything and sent your allies careening out across existence beneath that terrible pillar of blinding light. Things that should not exist, existed. Things that should not be, were. The people of this world had called their Terminus 'The Long Night', but it would come again. DEVILMAKER explained all was two-fold, and when it returned it would bring apocalypse. This planet possessed such planetary gates that linked across the vastness of space - their only hope of returning home. They had to defend it at all costs.


    Spoiler: Baba Yaga
    Show
    Though DEVILMAKER claimed the iconic fairytale witch existed, walking house and all in this world. None of them believed it. Stories deserved to stay stories. Instead they used the name to refer to The Whispering Witch, who many of them had met in the past. The peoples of her world blamed her for their Terminus, but that was a lie. Though eerie and frightful, she worked with DEVILMAKER to fight Terminus with the aid of other creatures they did not understand. It was true she was a scary witch, but she was not an evil witch.


    Spoiler: DEVILMAKER
    Show
    An entity of unknown origin, more machine than man. The strange entity first appeared during the events which would become Terminus on their Earth, which they soon discovered was vastly different than that Earth which he knew. Using otherworldly alien technology he tracked the anomalies which preceded the events of Terminus in an effort to stop it. The cosmic threat had ended dozens of worlds, but more often than not it was this creature - DEVILMAKER which put a stop to it. Saving billions of lives and correcting the natural order of the multiverse. While no long term solution yet existed, he and his allies were upon the cusp of a solution. Tirelessly working, he is committed to saving every life he can and returning you home.



    [Soul] Offworlder: No Habla Shoanti (Ex)
    Prerequisites: Race - Human (Russian), Alignment: Any Chaotic
    You're not from this world, you have no idea how these people speak - or their traditions. But with dedicated effort, you can learn. You do not begin speaking common, and instead begin play speaking Russian. With a high intelligence you may learn Taldane (Common), Hallit, Tian, Thassalonian, Kelish, Shoanti, Skald, Varisian, Azlanti. Additionally you suffer a -4 Penalty to all Knowledge Checks. The Union Soldier also gains the Arms of War Potential for free.


    Arms of War (Ex)
    Prerequisite: No Habla Shoanti
    Firearms are the weapons of your world, and you are exceptionally proficient in their employment. You are proficient with all Early, Advanced, Modern and Neo-Modern Firearms. You gain Weapon Focus (Firearms) as a bonus feat, which applies to all Firearms of the listed types. Additionally, you may craft Firearms from any the listed categories (DC25), or purchase them. You may purchase non-firearm Modern Weapons to include; Semtex, Thermite Grenades and Tear Gas, but these weapons cannot be crafted. Due to your exceptional accuracy, you add 1.5x your Dexterity Modifier when determining your additional damage while wielding a firearm. You may not purchase ammunition for your firearms, but gain 4d6+2 bullets for each respective weapon.


    Scavenge (Ex)
    Prerequisite: No Habla Shoanti
    Bullets are more precious than food, but perhaps not more than a good drink. You've become exceptionally adept at squirreling away bullets in odd places to ration your own use, only to find them again later when you need it the most. At the beginning of each day you may spend an hour to search your own person and belonging for ammo. There is a 40% change that you recover 2d4+1 pieces of ammunition. Additionally once a day when you run out of ammunition completely you may take a full round action to search yourself for any ammo you may have stashed on your person. There is a 25% chance that you recover 1d3 pieces of ammunition in this manner.


    A Taste of Home (Ex)
    Prerequisite: No Habla Shoanti
    You, like many of your friends have taken a habit of carrying a few drinks with you. With battle after battle, fight after fight, and no end in the foreseeable future, the warmth of strong liquor steadies the nerves and hand. The Commander doesn't seem to mind, looking the other way when his men take a shot in the middle of the battle. You gain 5 servings of Vodka (Oldlaw Whiskey) in a 1/2 lbs steel flask. These servings are restored when returning to a 4th Kantemir Division Outpost or supplied encampment. When you consume 100gp worth of liquor (1 serving of Vodka/Oldlaw Whiskey) you receive a +2 Circumstance Bonus to Attack Rolls while using Firearms, additionally the penalty for firing beyond the first range increment is reduced by 1 (to a minimum of 0). This bonus lasts for 10 minutes. If this bonus is granted a number of times per day equal to or exceeding the soldier's Hit Die they must succeed a DC15 Fortitude Save. This DC increases by 2 for each additional drink beyond the last which exceeded this number. Upon failure the soldier is Sickened for 1 hour. If the soldier fails the save again while Sickened they become Nauseated for 1d8 Rounds.


    Boundless Courage (Ex)
    Prerequisite: No Habla Shoanti
    You've seen the kind of horror and brutality the people of this world cannot begin to fathom. Undead may walk this planet, but corpses are pilled by the millions where you've been. No specter or faceless skeleton can shake your resolve or match the nightmares which plague your dreams. You are Immune to all fear effects.


    Rumbrave (Ex)
    Prerequisite: A Taste of Home
    Sometimes soldiers in the 4th Division exhibit feats of super-human skill while caught in a drunken battle frenzy. You yourself have experienced such strange war-crazed moments of blind fervor, wading into the enemy and engaging in reckless encounters. While under the beneficial effects of A Taste of Home (Ex) you may choose to activate this ability. When targeted by a melee attack from a hostile creature, you may choose to expended an Attack of Opportunity to make an opposed attack roll. This roll is not targeting the creature, and must exceed the attack roll of the targeted attack. If your attack roll exceeds the opposed attack it is negated and you receive 1 point of Rumbrave as you fire your weapon and deflect the attack with a bullet. These points last for 1 minute and are expended at the end of an encounter or if the effects of A Taste of Home are lost, whichever is first. These points may be spent on the following actions when wielding a firearm:

    (Come and Get Me): You may make an additional Move Action, but must pass through at least one threatened space. This movement provokes attack and grants each attacking enemy a +4 Circumstance Bonus to their attack and damage rolls against you. However, you may make an attack against each attacking creature before it's Attack of Opportunity may be taken. If a creature receives more than one Attack of Opportunity against you, you may make an attack before each individual provocation. Attacks made by you receive a +2 Circumstance Bonus to Attack and Damage Rolls. This ability costs 1 point of Rumbrave

    (Reckless Abandon): You unload shot after shot directly into your enemy with reckless abandon at point-blank range in rapid succession. You gain an additional attack when making a Full-Round Attack. These attacks must be performed directly adjacent to your target, and does not provoke. However, these attacks receive a -2 Penalty on all attack rolls. This ability costs 2 points of Rumbrave.

    (Up Close and Personal): You may make a non-touch attack roll against the target as an Immediate Action. Upon success you slam your weapon into the target's face or body, pistol whipping the enemy, or striking with the stock of your weapon. The enemy falls prone from the staggering blow suffering 1d6 (Small), 1d8 (Medium), 1d10 (Large) points of Bludgeoning Damage based on the weapon's size. The target effected by this ability receives a -4 Penalty to its AC against ranged attacks made against it within 20ft while prone. Additionally it provokes attack from you while standing if within the first range increment of your firearm. This ability costs 2 points of Rumbrave.

    (Let God Decide): In the ultimate act of madness, you remove all but a single round of ammunition from your weapon, chamber it and place the barrel in your own mouth. Closing your eyes, you pull the trigger... You may make a Full Round Action to activate this ability, in doing so you remove all but one piece of ammunition from your weapon and play a modified game of Russian Roulette. Using any firearm, you place the barrel in your mouth and pull the trigger. Call High or Low, and roll for percentage (2d10). Upon successfully calling the winning half of the roll High (51-100) or Low (1-50) the rifle jams, or the pistol clicks on an empty chamber, or similar event. Upon failure, the weapon goes off in your mouth confirming a Critical Hit against yourself. This self-inflicted attack always deals maximum damage. If you called the winning roll, you may make an attack against an adjacent creature, slamming the weapon into the enemy's mouth and pulling the trigger. You receive a +8 Circumstance Bonus to this Attack Roll. If the attack fails to 'hit' it instead causes the weapon to jam or otherwise misfire in theme and another round of Roulette may be played the following round at no cost of Rumbrave. If the attack is successful, the weapon goes off, confirming a Critical Hit against the enemy and dealing maximum damage. This ability can only be used after making two or more Fortitude Saves against A Taste of Home, and may only be activated once during a single instance of A Taste of Home. This ability costs 4 points of Rumbrave.
    Last edited by Mornings; 2022-08-21 at 02:42 AM.

  14. - Top - End - #74
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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: The Big 16 - Chapter 2: Revenge of 16
    Show
    Expanded Houserules:

    13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.

    1.) Skill Changes: Perception is now a Class Skill for all classes. PC's with a spell list gain K:Arcana, Spellcraft, and Use Magic Device as Class Skills if they do not have them already. Additionally casters who qualify for this gain a scaling +1 Bonus /2 Class Levels to Spellcraft and K:Arcana. K:Arcana is used to identify Primal Magic events, and Spellcraft Checks are made in attempt to 'stabilize' their magic while casting or using magic devices while under dire circumstances due to a primal event, spellscars or spellblight effects (see Ultimate Magic).

    2) Paragon Surge is banned.

    3) Feat Modifications: The Power Attack, Deadly Aim, Weapon Finesse, & Improved Unarmed Strike feats are freely available to any character that meets prerequisites without consuming a feat slot, however only one such free feat may be chosen in this manner. Point-Blank Shot and Precise Shot are now a single feat. Slashing Grace and Deadly Agility are now also a single feat. Dodge & mobility have been removed as a requirement for any feat. Slashing Grace may be used to qualify for all such class abilities which require a 1h/piercing melee weapon. (All Free Feats Must Still Listed On Sheet)

    4) Weapon Maneuvers: Improved Disarm, Improved Trip, Improved Feint, Improved Sunder, Improved Trip have all been merged into the Improved Weapon Maneuvers feat, which gives all their bonuses in one. Their Greater versions have been similarly merged

    5) Improved Combat Maneuvers: Improved Bull Rush, Improved Drag, Improved Dirty Trick, Improved Grapple, Improved Overrun, Improved Reposition, Improved Steal have been similarly merged into the Improved Combat Maneuvers feat. The same applies to their Greater versions.

    6) Two-Weapon Fighting: The Two-Weapon Fighting feat line is now a single feat - progression becoming available as prerequisites are met.

    7) Whip Master: Whip Mastery feat line is now a single feat, granting each benefit upon reaching the necessary BAB, etc.

    8) Skill Changes: All characters gain 2 Skill Unlocks for two skills of their choice at level 5 (see Pathfinder Unchained). Additionally character's receive an additional 4 skill points each level, this change is to account for the importance of skill checks versus various new enemy abilities and traps.

    9) Crafting: Classes that grant Craft () as a class skill now grant two crafts. Further crafts may be gained as class skills via traits. Crafters may attempt a Spellcraft check (DC 20+spell level) to replicate a spell for crafting purposes, although the amount of ranks in the Craft skill must be equal to half the minimum caster level to cast the desired spell. The crafter may never take 10 for these spellcraft checks. All crafters gain the benefit of the Cooperative Crafting feat regardless if they actually possess it or not. There will be opportunities for crafting. Pre-game crafting is allowed. Additionally players may request a Curse be applied to an item to reduce the cost up to 90%. This may be done no more than 2 times, additionally players may only select which Curse Categories they would like to apply to modify the price, however the effect itself is left to the GM's discretion. Multiple categories may be selected to reduce the price up to 90%. The effects applied may differ from those listed on the SRD's table, additionally other unspecified effects may be added. The completed item & categories must be submitted before the curse effect is revealed. The item is ensured against effects which will make the device completely useless such as Delusion, or effects which would kill you outright such as incurring multiple negative levels upon use. Any similar effects will not be constant or immediate and will always provide a save.

    Categories are as follows: (See the SRD for more information)
    Minor drawbacks (Cost -10%)
    Minor requirements (Cost -10%)
    Harmful or costly drawbacks (Cost -30%)
    Harmful or costly requirements (Cost -30%)
    Severe drawbacks (Cost -50%)
    Severe requirements (Cost -50%)
    Intermittent Functioning: uncontrolled or unreliable (Cost -10%)
    Intermittent Functioning: situations, (Cost -30%)
    Opposite Effect or Target: Cost is reduced by (Cost -50%)


    The Following List contains all standard Craft Skills. Use the skill which most closely pertains to the item in question. Metalworking does not grant the ability to craft any objects which would be covered by specific craft types such as armor, weapons, locks, siege weapons, traps, ships, art, firearms, etc.

    SKILL LIST:

    Carpentry
    Siege engine
    Jewelry
    Calligraphy
    Traps
    Leather
    Bows
    Fletching
    Clothing
    Armor
    Ships
    Books
    Alchemy
    Pottery
    Weapons
    Art
    Stonemasonry
    Locks
    Gunsmithing
    Metalworking
    (Technological) Pharmaceutical
    (Technological) Cybertech
    Technological Arms & Armor
    Technological Item

    10) Grandmaster Tools: Grandmaster crafting tools (That grant a +5 competence bonus for Lesser, +10 for Minor, and +15 for Major) may be purchased or crafted. Their market value is 2500 gp, 10000 gp, and 22500 gp, respectively, and require a minimum of 2, 4, or 6 ranks in their respective craft to be created. Legendary artisan tools are said to exist which grant benefits even greater than those listed.

    11) Knowledge All: The human racial alternate Comprehensive Education is banned, as are any similar traits granting K:(All) checks untrained.

    12) Psionic/Magic Transparency: Wondrous Items/Universal items may be crafted by either side, similarly Spellcraft works for either. However, K: Arcana and K:Psionics are different.

    13) Flying: Movement while flying is handled in the same way as movement while on land. No need for Fly checks - unless required by effect/status condition

    14) Unique Spirits (Potentials): Relicuum and Praeter Spirits are not considered to be targets, creatures or objects until they have manifest in their physical or incorporeal forms, which usually requires intervention from the Alucinor or Haunted. While not in this state they function solely as sources of dialogue for the Alucinor or Haunted. They are unable to be seen nor detected unless they possess an ability or feature which would reveal their presence while in this state. These spirits cannot intervene directly with other creatures of objects without a pact or Potential which would allow them to do so. Potentials which cause the PC to become Haunted or an Alucinor can be spontaneously positively or negatively effected by their spirits in various ways, these spirits otherwise function as NPCs.

    15) Unique Spirits (Spite): Unique Spirits receive an additional social stat called Spite. Spite is the measure of distaste or hostility a Relicuum or Praeter has for a particular creature. Relicuum share a single pool of Spite towards the Alucinor or Haunted while Praeter's Spite individually. Creatures other than the Alucinor or Haunted may receive Spite individually from either type of spirit, which increases the likelihood of indirect aggression in the form of hostility from other conventional threats; such as incorporeal undead or easily influenced creatures.

    16) Skill Defense (Potentials): Acrobatics, Climb, Escape Artist are the primary defense skills against special attacks. Some Potential attacks may also prompt Sense Motive and Appraise checks. These checks will commonly be forced to avoid or defend against enemies Potential abilities. Saves do play a large roll avoiding damage from failed checks or harmful effects. For certain abilities these three primary skills will function in place of your AC. Forced checks against an attack may be rolled by the GM to speed things along. Some abilities may have an opposed check, while others are effectively an attack roll targeting one of these skills as a DC.

    Such attacks will usually not just be intended to deal straight damage, but inflict some harmful effect or condition. Raw damage will usually be slightly decreased because of this, but these effects, (eg; prone, bleed, sicken or nauseated) will begin to largely impair a creature's ability to fight.

    17) Allies & Enemies (Devotion & Affection): PCs will constantly be building and changing their relationships with NPCs throughout their ventures. Allies may not always remain allies, while enemies may not always remain enemies. Each NPC possesses an Affection and Devotion stat in addition to their normal attitude, which changes how they view and interact with a PC. Affection represents more immediate experiences which were good or bad, providing a positive or negative value associated with it but not altering the NPCs attitude level. An NPC with a negative affection but with an attitude of friendly might be condescending or frequently throw insults your way, but will still go out of their way to assist you perhaps out of obligation or similar circumstance. Each NPC has likes and dislikes based on their character which will increase or decrease their affection. Positive affection in increments of 10 which remain for 24 hours will grant 1 point of Devotion. This conversion only converts these existing points once, then new points must be acquired to be converted. Devotion represents a character's long term interest or personal feelings for a PC. Increased devotion may in turn cause a character to take action on behalf of a PC without prior action or arrangement. Negative affection applies a penalty to PCs charisma-based skills with that NPC and grants them a bonus to resist charm and compulsion-effects. The DC for certain diplomacy-based checks similarly increases by half of their negative affection value.

    18) Gale Seals: All Gales are branded with a unique magical seal which prevents them from killing one another, though they can fight or beat each other till near death. After engaging in battle however, they cannot leave another Gale they have fought to die. A Gale who violates this sacred oath is slain by her seal. No means of circumventing this fact have been found. It has been verified that these seals function even in fields of antimagic. Only Haust of Six Seals is known to have killed another Gale and lived, yet she carries every seal of those she has slain upon her body. Though no direct connection has been established between that fact, it is believed to be the key to unraveling how to overcome the Seal's curse. Aside from this function, Seals exist as a means to enforce the law of the Cotton Club's matron, Cayla Vronds. Three default rules exist for each Gale, but with each job contract a new tenet was added as a record of the Gale's deeds via a process known as 'engraving'. The more elaborate in design and size, the greater the amount of tenets held by the seal. Engraving was never used punitively, as the Club possessed various other corrective measures to set undisciplined Gale's straight. (Characters with the Lesser Immortal Potential killed by a Seal negate this effect as normal, however any subsequent activations during their Potential's cooldown would kill them.)

    GALE SEAL TENETS
    ⬨ Do Not Kill Another Gale ⬨
    ⬨ Only Speak Favorably of Your Occupation & The Cotton Club ⬨
    ⬨ Pay Off Your Debt ⬨
    ⬨ Follow The Commands Engraved Hereafter: ⬨


    19) Minimum Post Length: This game has a strong RP focus, which will largely be delivered via a continuous narrative by the players. I'm looking for strong RP players who can interact with the world and display their character's thoughts and emotions with the intent of pursuing character development. If you're content with posting one-line responses, that's not what I'm looking for. I feel if you fit into the former category I shouldn't need to specify a 'minimum' post length, but just to be absolutely clear I'll draw a line in the sand. A 4 sentence minimum is required for any IC post. You goal should be by default to embellish and detail your characters thoughts and actions, even if you're just responding to an NPC.

    20) Potentials: After The Long Night creatures begun to develop strange abilities, and peoples from even stranger worlds spontaneously seemed to find their way to Golarion. Some developed unique talents, others unusual powers. The only constant seemed that these developments tied closely with their own history and pursuits, the things which were closely tied to their own personal identity. Children or the elderly, man or beast, there was no distinction in what these abilities could manifest in. There didn't seem to be any clear explanation, aside from the amount of passion or focus one dedicated towards a singular desire. The clearer and more defined it was, the easier it seemed to be able to manifest and strengthen an individual. Still, results were as varied as the individuals which developed these unique abilities. The name Potential was adopted as these powers seemed to uniquely distinguish themselves based on the individual in question. Possessing a Potential became greatly desired, as such information regarding them including details of unique abilities possessed by whom was suddenly made valuable. Abductions and kidnappings were commonplace, as Potential owners were forced to utilize their abilities for the benefit of their captors. In slave-legal nations, their worth exceeded all others. While civil nations were left baffled at how such madness could spring from such a thing, wiser minds questioned how The Whispering Witch could possess such power to usher such a change in the world to begin with. Those who had not the means to defend themselves against such threats wisely kept the truth of their abilities to themselves.

    Players begin with a single Potential, chosen from the list below (parts 3 & 4). Their ability has developed from their experiences, desires and motivations. This functions similarly to a trait, but distinguishes a character's background far more acutely and potentially restricts types of traits which may be taken, determining race or even age. Players may choose to abandon all additional feats from all sources, reducing themselves to only their 1st and 3rd level feats for an additional Potential. Potentials are gained under unique circumstances for each individual as they progress. As characters venture, they become aware of an Advancement, an objective which they must complete to gain a new Potential. An individual may have any number of potential Advancements required to gain his next Potential. While one individual might have only a single Advancement needed, someone else might require six. The difficulty of their individual tasks are unrelated to the number of tasks required of them, however, often the more challenging the path to earn their next Potential the more likely it was that they become aware of a new form of Potential not listed below. These unique Potentials may only be taken by the individual who discovers them. Potentials and their Advancements will change with the character and their motivations. A Character may know any number of Potentials. Creatures and Monsters which possess Potentials are often referred to as Irregulars, and at times are easily distinguishable by their visual appearance.

    (Potential Paths) There exist specific defining archetypes of Potentials known as Potential Paths. Paths represent an acutely specific individuals experiences, relations and history which largely predefine a character. Unlike normal characters Paths follow a more narrow progression. These Paths possess an initial Potential type called [Soul]. Only one such potential can be taken, and once this choice has been made it must be kept. Once one of these Potentials is taken the character has gained a Potential Path. Such a character may no longer learn or retain Potentials from outside their Path. If the character possesses Potentials from outside their specified Path, they are immediately lost. While restricting the character to only Potentials from their Path, these Potentials are often far stronger than usual, but take considerable time to cultivate. A Path cannot be traded for another, exchanged, or retrained. Regardless if the character's abilities have been lost or disabled by violating an Oath or similar feature, the character never regains the ability to learn or develop Potentials outside of their respective Path. Not every Potential is listed in the sections below, more Potentials will be learned & added to a character's list to choose from as they gain more experiences and further define their personal motivations.

    21) Specialty Ammunition: Bolts & Arrows which possess a form of magic or specialty ammunition, such as a Slaying Arrow or Thundering Arrow can also be purchased in a bolt form. Consider this complete Bolt/Arrow Transparency.

    22) Non-Initiators: Character's without Initiator Levels gain a bonus feat at every level. Should the character gain an Initiator Level from any source all bonus feats gained in this manner are lost, including any feats which were taken using these bonus feats as prerequisite.

    23) Bonus Feats: All characters gain a bonus feat at the following levels: 1 / 3 / 5 / 6

    24) Quests: In this sandbox game, players will be presented with various contracts, jobs sourced through the Cotton Club which will allow them to work towards making it big and paying off their debt. At times other requests may be received from other individuals throughout their ventures, each job will make a quest available. Taking a quest will being the party to various locations, sometimes after a period of long travel. At times some quests may be time sensitive and only be able to be accepted within a certain period. Accepting another quest instead will make that quest unavailable, and may have various consequences carried with each choice; for better or worse.

    25) Nonlethal Damage: Making a nonlethal attack with a normal weapon only incurs a -2 penalty instead of -4.

    26) Weight: Weight will be closely tracked as this is a survival game. Make sure to clearly list your current weight and the weight of individual equipment. As you'll be finding a lot of money as well, the weight of your currency will also be tracked. You don't need to leave a significant amount of money remaining, 5 - 10gp is optional. Track the weight of your currency down to the half-pound. Per the Core Rulebook; The standard coin weighs about a third of an ounce (50 to the pound).

    27) Experience Points: While levels will generally be acquired quickly, experience points will also be awarded and tracked for the purpose of benefits such as bonus feats upon reaching 6th level. Experience points for success in combat will not be awarded until 6th level, while such things as disarming traps, successful checks and exceptional RP, will. EXP will primarily be earned outside of combat, but may be earned for interesting or cool plays during combat regardless of success. EXP earned from combat at 6th level will be reduced, as this is not the primary purpose of combat, nor intended to be the primary source. RP should be the considered the default manner EXP is earned. Even if you're not a 20 charisma bard, RP is something everyone does, even if you're the mute oracle. Engaging with NPCs and the environment in a meaningful manner, while staying true to the character in such a way to illicit a response or a sense of understanding for who they are and why they do what they do is what we're all aiming for. This is a proverbial high-five for staying true towards that end. All EXP earned is counted as if the character has already reached 6th level and all subsequent feats will be awarded accordingly upon reaching 6th. Yes, that means there could be a major power boost between 5th and 6th if you've racked up a bunch of EXP.



    EXPANDED HOUSERULES:

    (I Wish I Could Have Done Something): Yeah, we all know out of combat - time can be a little different, however, for the purposes of player's response and interaction in a PBP environment, player's are not 'sheit out of luck', just because Player009 posted walking-running-lighting a sunrod-then jumping off a cliff. Players are free to take those awesome longer sequence actions when 'combat time' is off, however, Players can act-stop-interrupt actions that would be outside of a typical round ( 6 Seconds ) - So if Cherry The Cleric has a mental break-down and is attempting to light a torch and then herself on fire after attempting what would possibly be a full-round to prepare the torch - the party can still react before the self-immolation bit resolves. Not all players will be on at the same time, it's a PBP, that's the nature of things. You can make awesome long posts - however players will still be permitted an opportunity to respond - or even backdate a response if necessary to one another. Which will then be resolved as things happen. - I love long posts, but just don't get too far ahead of yourself and assume that all actions taken will not be responded to by your fellow players. (This is specifically in regard to reacting to PCs - If a long GM scene places you in a house after running though a mob of goblins, you do not have the option to begin combat with said goblins, and likely for a very good reason. So don't try to back date a post in response to me advancing the game without explicit permission)


    GRIEVOUS WOUNDS
    Combat is quick and deadly. Even a peasant's sword can horribly maim or kill with a little luck and complacency. Men are not quick to resort to direct and open combat out of fear of death, but the tireless gears of war stop for no man. Molthuni soldiers reap the battlefields with a hail of bolts, while fearless Hellknights still bare steel to rend flesh and marrow from those who would oppose them. Life is cheap; worth less than the weight of the coin which paid for the blade that ended it. Wise men stray from battle, but dangerous men end battles before they begin.

    Combat is often short, violent and dangerous. All men are always at risk of death when bound by combat. Grievous Wounds have a chance to be passively inflicted by any attack which meets or exceeds the targets AC. These percepts are rolled along with the attack roll and applied upon both a successful attack and percent roll. Attacks which inflict multiple types of damage such as a firearm (Piercing & Bludgeoning) roll a percent for each type of grievous wound they may apply. Weapons which are used as another type, such as a Longsword being used with Slashing Grace as a 1-handed piercing weapon may be used to apply either slashing or piercing grievous wounds, but this choice must be declared during the attack roll. A number of feats exist to capitalize the effectiveness of the grievous wounds which may be applied on hit. All creatures including players are subject to grievous wounds, which can lead to combat becoming extremely lethal. With the rarity of magical healing most ill-meaning peoples will attempt avoid direct confrontations, as ambush and superior numbers are some of the few things which might ensure a battle is won without sustaining mortal injury.

    (Slashing) - 20% Chance to inflict an additional 1d3 points of slashing damage
    (Piercing) - 10% Chance to inflict 1d2 points of bleed damage. A DC20 Heal Check ends all bleed effects (Treat Wounds - full round action).
    (Bludgeoning) - 10% Chance to knock a foe unconscious on a failed fortitude save (DC10 + 1/2 damage taken). Unliving, unintelligent, or creatures with natural armor are immune to this effect, other creatures may also be resistant to this effect. Additionally creatures wearing a helmet gain immunity to this wound. Medium and Heavy armor, to include barding, include a helmet. Wearing a helmet occupies the creature's head slot.


    NEW FEATS

    Grievous Wounds (Slashing)
    Increase your chance of dealing a grievous wound by 10%. This feat may be taken multiple times to a maximum of 60%.

    Grievous Wounds (Piercing)
    Increase your chance of dealing a grievous wound by 5%. Bleed effects caused by grievous wounds now stack.

    Grievous Wounds (Bludgeoning)
    Increase your chance of dealing a grievous wound by 5%. Additionally the DC of bludgeoning grievous wounds increases by 2.

    Grievous Wounds (Maiming)
    Prerequisite: Grievous Wounds (Slashing), BAB +1

    Increase the size of your additional damage die by one step. Upon inflicting a grievous wound the target becomes shaken for 1 round. This feat may be taken multiple times increasing the additional damage die size by an additional step to a maximum size of 1d12.

    Grievous Wounds (Hemorrhaging)
    Prerequisite: Grievous Wounds (Piercing), BAB +1

    A target afflicted with a grievous wound (piercing) must succeed a fortitude save equal to DC10 + 1/2 the total bleed damage suffered this round. Upon failure the target suffers an additional point of bleed damage from all his piercing grievous wounds.

    Grievous Wounds (Crushing)
    Prerequisite: Grievous Wounds (Bludgeoning), BAB +1

    Increase your chance of dealing a grievous wound by 5%. When you inflict a grievous wound with a bludgeoning weapon, regardless of the results of the target's fortitude save, the target is knocked prone and is unable to recover for 1d2 rounds. Additionally the DC of bludgeoning grievous wounds increases by 2. Creature's who possess immunity to Bludgeoning Grievous Wounds from a helmet or similar armor loose this immunity as their armor is crushed. An effected creature can repair their armor with an hour of work, regaining their immunity.




    14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
    Yes. Use your traits and Potentials as a foundation.

    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
    Large amounts of RP as you make your own way in this sandbox game to pay off your debt, and make your way towards the golden glow of retired life. Intrigue. Plenty of mystery surrounds current everyday concerns and happenings, and some of your potential jobs will reflect this. Puzzles. There will be numerous tricks and strange puzzles to thwart you. Dungeon Crawls. Many instances of employment will bring you to such austere locations, ranging from ruins, sewers, catacombs, caves, or even urban settings. Loot. You'll be earning crap tons of wealth, but more often than not, getting the loot out will be more difficult than how you got in. Securing your wealth after a job will require some travel and legwork to ensure your money wont fall into the wrong hands. Survival. With chase scenes and deadly traps between staving off hunger or sleep deprivation, often the environment will prove to be the most lethal enemy you face. High Lethality. Using your skill checks and wit to overcome life-ending obstacles will be critical in completing your ventures as you foray into these perilous territories, as will gathering information beforehand. Preparation before undertaking an accepted Quest will be key to achieving a smooth conquest. Kingdom Building. If you live to retire, grander things await in the future.


    16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
    Refer to #7, Chapter 1
    This is a largely 3pp-friendly game, so ask away as long as you can provide a source. You might just get a 'nah bro' or a 'cool go for it' without any elaboration. If it gets the No Beuno, look for a new couch, because all sales are final... if you know what I mean

    Last edited by Mornings; 2017-12-21 at 08:32 PM.

  15. - Top - End - #75
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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: The Huge 18 - Chapter 4: Love, Hope, Dreams & Potential Paths
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    POTENTIAL PATHS

    Spoiler: Pale Blade Assassin: Wolf In Sheep's Clothing
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    Wolf In Sheep's Clothing
    With the utmost caution, in the lowest whispers was the name spoken. The Pale Blades. A mythical guild of assassins said to have perhaps once existed. They were nor more the stuff of fantasy than reality. Ancient records predating the Jistka Empire existed which validated their existence, but little else. Similarly, the knowledge of the guild's name had faded off into obscurity. They had been part cult, part mystical killers - more magician than rogue. Only in the small quiet circles the Jambala Jaeg, Mulaa and Kalabuta shamans of the Mwangi were such grim ancient stories retold. They were passed from one generation to the next, to remember the horrid beasts who dressed in the skin of men and feigned human emotion. Their death-goddess blighted the land with the corpses of millions and laid the sky-cities of the Shory low with her dark conniving ways.

    These were but a handful of tales from days past, but they couldn't know, the truth was far darker than their stories... and you were very real. Even within the guild of legendary killers, suspicion and angst choked the throat of any who walked their ranks. Fear of the Wolves In Sheep's Clothing. The handmaiden of The Pale Bride, groomed and trained by her hand, turned into inhuman weapons. They wore the skin of their enemies and became anyone, anywhere. Slithering and creeping into every aspect of society and answering only to the goddess. They stole the lives and memories of those they consumed, eating the flesh of man, smiling, becoming something or someone else. They could not be identified, they could not be found behind their guises. They adhered to the secret and grotesque occult rituals of dark ancient times, and nothing could escape their hunt.




    [Soul] Pale Blade Assassin: Bride of The End (Su):
    Prerequisite: Dex 14, Race: Female Human
    Wolves worship and venerate The Pale Bride. Commands given by her are absolute; the command of your mysterious patron are magically compelled with no save permitted. Wolves receive Diehard as a bonus feat. Additionally, the Wolf must give her Devotion once a day by wearing the flesh of a victim's face as a mask while in silent uninterrupted prayer for 1 hour. This victim must have been a valid target ordained by your goddess to die (see Consume Likeness). Wolves start with an old hand-stitched skin-mask of tanned leather cut from their first victim. Individuals who witness this secret ritual must die, or pay penance to the goddess by cutting out their tongue or gorging out their eyes (victim's choice). The victim must be willing to pay penance without any form of coercion or magical manipulation. As long as a Wolf holds favor from the goddess and gives her Devotion each day she may cast Disguise Self at will. Should she ever fail to give her Devotion or if she falls out of favor, she looses all abilities of being a Wolf In Sheep's Clothing until she has redeemed herself. Additional favor may grant additional functions. Wolves In Sheep's Clothing receive a Sacrificial Silver Dagger, known as a Paleblade (Silver Sawback Sword Dagger+1) and do not die from age like a normal creature, but suffer all other effects as normal. Additionally, Wolves begin with the following Potentials: Wickedness, Consume Likeness & Flesh Mask. Wolves are always female, but need not assume a female identity.


    Wickedness (Su):
    The dark rituals and practices of a Wolf's Devotion and profession have tainted her spirit. A Wolf's alignment drops to Evil. She must never reveal her malice openly & she is aware of any creature which discovers her evil nature. Wolves must offer the name of any person who discovers her evil nature against her will during her daily devotion. A Wolf In Sheeps Clothing whose alignment becomes anything other than evil takes 1d6 points on constitution damage at the beginning of each day. This damage increases by an additional 1d6 for each day since her change. When the Wolf's constitution reaches 0, she does not die but instead becomes permanently helpless, blind and mute. This state persists even if this damage is healed. These conditions may only be removed by The Pale Bride, or with a wish or miracle spell for each individual state.


    Consume Likeness (Su):
    Wolves stalk prey at the command of their goddess, but even when not called, they hunt mortals. Wolves never kill prey outright. They stalk and then subdue their chosen victims in a sacred dance of cat and mouse which holds strong religious significance to earn favor with their macabre goddess. A victim must be named, and that name offered up to The Pale Bride during the Wolf's daily Devotion. If the name is false, they know immediately. Thus, Wolves must come into the good graces of their victim, courting them in a game of death. Upon offering the victim's correct name to the goddess, the Wolf receives a blessing acknowledging their hunt, or scorn as their hunt is rejected. Rejected offerings often negatively effect their current favor with their grim goddess.

    Upon receiving a blessing the Wolf ventures out to subdue her victim via magic, drugs, beatings or any other means she has to capture her prey, without killing them. Most Wolves choose to restrain their prey as they must be awake and helpless to complete the hunt. Once the victim is awake and helpless they may use their Sacrificial Dagger to perform a special Coup De Grace attempt. If the victim fails this Fortitude Save, they are not slain and instead the Wolf carefully carves the flesh off the victim's face like a mask. Upon doing so they begin to violently eat this mask of skin adding the victim to their list of known Flesh Mask's. The victim may be sacrificed for additional favor after the hunt is complete, but no further action is required. A Wolf In Sheep's Clothing looses their ability to use this Potential without their Sacrificial Dagger. A new dagger cannot be created only received directly from the hand of The Pale Bride.


    Flesh Mask (Su):
    After a Wolf completes a hunt and consumes their prey's features they gain a magical affinity with the creature's identity. The Wolf learns of them and gains rough fragments of their memory. If the Wolf has chosen to retain this identity she gains the ability to perfectly transform into her victim's likeness. The Wolf may only retain one Flesh Mask per HD she possess. If she uses Consume Likeness on a new creature she may choose to replace a Flesh Mask she currently owns with a new one if she has no slots available. This transformation effect functions as the Polymorph spell. Only creatures one size above or below her original size can be taken as Flesh Masks. This effect does not alter her ability scores or statistics in any way, as this disguise leaves all internal functions she possess the same. The duration lasts indefinitely until dismissed, a free action, and cannot be dispelled. However, this effect immediately ends upon exposure to an EMP Field or similar disruptive technology and stuns the Wolf for 1d3 rounds. Activating a Flesh Mask is a Standard Action.


    Stalking (Ex):
    Wolves receive a +10 bonus to Stealth and receive a +4 bonus to hit when attempting to deal Non-Lethal damage.


    Betrayer (Ex):
    Wolves are careful to measure when to use and discard their friends, after all, friends are a precious resource to be expended in times of need. As an agent of deception Wolves are skilled in gathering many friends to use them when the situation begins to become unfavorable. Wolves In Sheep's Clothing may select any Teamwork (Betrayal) Feat without meeting its prerequisite. Additionally, he may use Betrayal Feats on an ally or friendly target even if they do not possess this Teamwork Feat. Wolves receive Ally Shield as a bonus feat.


    Guild Ally:
    Making peace with your peers isn't always in poor taste. You've learned to accept your brothers and return to your roots as an assassin. Your change in mentality extends to more than just your fellow Pale Blades.
    Benefit: You gain the benefits of the sneak attack class ability as a rogue. This damage stacks with Sneak Attack damage from other sources. Additionally, you receive a +4 bonus to Stealth and Slight of Hand. Rather than murdering those who violate your tenets, you may pray to the goddess to pardon them during your Devotion. This is never done lightly, as the Wolf will often be forced to bear her ire on another's behalf.


    Dual-Blade Savant
    Prerequisite: Age below 13, Stalking
    Benefit: The penalty from Two Weapon Fighting with light weapons is reduced by 2. Penalties for additional attacks made while Two Weapon Fighting, such as from Improved Two Weapon Fighting is reduced by 2


    Studied Blade
    Living in the bowels of the city, you've studied how the less reputable peoples fight with weapons - and perhaps were even taught by them. Applying the life lessons you've gathered, you are deadly with a blade.
    Prerequisite: Dex 15, Guild Ally, Stealth Rank 1, Slight of Hand Rank 1, BAB +1
    Benefit: When wielding a light or one-handed weapon, you deal an extra +2 points of precision damage. This damage is negated if the target is immune to precision damage. This bonus increases by +1 per die of sneak attack damage you possess.


    Blade Specialist
    Prerequisite: Studied Blade, Dex 15, Str 11
    Benefit: When wielding a light or one-handed weapon, you deal an extra +2 points of precision damage. This damage is negated if the target is immune to precision damage. This bonus increases by +1 per die of sneak attack damage you possess.


    Knife Mastery
    Prerequisite: Blade Specialist, Slight of Hand Rank 3, Dex 17
    Benefit: As a Swift Action you make an opposed Slight of Hand check versus targets observing you. Upon success against all opposed checks, you conceal a light weapon upon your body. Upon failure, you become aware you've been discovered and the attempt is negated. When a weapon is concealed in this fashion, you may choose to make a Sneak Attack with this concealed item even while being observed. At 1st level only one weapon may be concealed in this way at a time. An additional weapon may be concealed for every 2 levels after first.


    Blade Mastery
    Prerequisite: Blade Specialist, Dex 15, Str 13
    Benefit: When wielding a light or one-handed weapon, you deal an extra +4 points of precision damage. This damage is negated if the target is immune to precision damage. This bonus increases by +2 per die of sneak attack damage you possess.



    ASSASSINATION MASTERY POTENTIALS

    Assassination Focus
    Prerequisite: Blade Mastery, Knife Mastery, 6 Flesh Masks, Slight of Hand Rank 6, Stealth Rank 6
    Benefit: Targets immune to precision based damage loose this immunity while performing a Sneak Attack. Retrieving a weapon concealed with Knife Mastery is a Free Action.


    Assassination Specialization
    Prerequisite: Assassination Focus
    Benefit: Immunity to precision damage is negated & precision damage bypasses DR. You may make a Sneak Attack as an Immediate Action if you have a weapon concealed via Knife Mastery.


    Assassination Mastery
    Prerequisite: Assassination Specialization
    Benefit: Attacks which deal precision based damage always confirm critical hits. The critical threat range while wielding light weapons increases by 2. The critical threat range of your weapons while performing a Sneak Attack increases by 1. If you possess a weapon concealed via Knife Mastery you may reveal this weapon and use it to make an additional attack this round



    PALE BLADEWORKS POTENTIALS


    Pale Bladeworks
    Prerequisite: Dual-Blade Savant, Guild Ally, Blade Mastery, 6 Flesh Masks
    Benefit: You suffer no attack or damage penalty while Two Weapon Fighting with light weapons. Additionally both weapons apply damage as if they were wielded in two hands, applying 1.5x your respective ability modifier. Penalties for additional attacks made while Two Weapon Fighting, such as from Improved Two Weapon Fighting are reduced by an additional 10.


    Pale Blade
    Prerequisite: Pale Bladeworks
    Benefit: Your critical multiplier while making a Sneak Attack increases by 1. You may make an additional Sneak Attack at a -10 penalty


    Child of Dusk
    Prerequisite: Pale Bladeworks
    Benefit: Your Sneak Attack Damage increases by 1d6. You may choose to deal the average of your Sneak Attack damage instead of rolling this damage.


    Child of Evening
    Prerequisite: Child of Dusk
    Benefit: Sneak Attacks versus Evil aligned creatures always deal maximum damage. You gain an additional d6 of Sneak Attack Damage per 3 HD you possess


    Spoiler: The Ascendant Eye: Oculus
    Show



    Oculus: The Ascendant Eye

    He was a magical genius, perhaps even the shining beacon of magic for the modern age - and he knew it. Yet, he was forced to crawl through the muck and grime like some filth covered maggot. The world couldn't understand his unparalleled mastery of the arcane. He had been imprisoned with his brother and sister in the First World by the Pale Lady, perhaps the only one who recognized his splendor... but that fey queen was mad. It took all he could muster to escape, only to find the taste of freedom soured by the plebeian magicians which sat upon the seats of power they did not deserve. His magic had been weakened to be sure, but if they knew his might, they would be licking his boots. He could peer into the hearts of men, know their thoughts and sense any enemy that he might be put against, but he struggled to conjure the flames of a fireball. It would be long til his magic would fully recover, and that left him with little other recourse then to rely upon his wit and cunning. To his enemies, he was a sly fox, always seeming to find a way out of any situation - as if he could see the future, or luck simply would not afford him death. Little did they know, luck wasn't given, it was stolen. He wouldn't late the destined end catch up to him. He was the master of his fate.


    [Soul] Oculus: Arcane Mastery
    Prerequisite: Race: Human or Half-Elf, Age: 16 or younger, Ability to cast 1st level spells
    Special: Traits: No regional traits, Religion: None, Acavna or Nethys
    The Oculus is the unrivaled master of spellweaving and mysticism, even if his body does not remember it. By simply seeing a spell being cast, the Oculus can understand the magic and make it his own. The Oculus may identify any spell or spell-like ability cast in line of sight (DC12 + Spell Level) Spellcraft or Knowledge (Arcana) check and gains a focus point pool. Identified spells are added to the Oculus spell list (separate from class spell lists) and may be cast with spell slots or a number of focus points equal to the spell's level +2. The Oculus does not need to have spell slots of the spell's level to cast magic with this method, but must still meet the minimum requirements to cast the spell. Each time the Oculus casts a spell in this manner he must succeed a will save with a DC equal to 12 + the spell's level or become confused for 1 round. The Oculus begins with the Ascendant Eye Potential. Signs cannot be gained with this ability.

    FOCUS POINT PROGRESSION
    Intelligence Modifier + Wisdom Modifier + Charisma Modifier + Progression Dice

    Female Progression Die: 1d4+2
    Male Progression Die: 1d8
    (Points are recovered every 24 hours)


    The Ascendant Eye:
    The Oculus's vision does not stem from his physical eyes, but an inner sight within himself. Even blinded, or wounded the Oculus's vision is not obscured nor hampered. No darkness, light, smoke nor rain can obstruct his vision which floods his mind with senses unknown to mortal men.
    The Oculus possesses the following additional senses & abilities:
    [Blindsense 30 ft. ] [Lifesense 30 ft.] [Scent 30 ft.]
    [* One of the creature's eye's appears to dimly glow with a wash of pale colors. Magic from the Oculus's abilities, with the exception of Arcane Mastery, are not effected by wild magic and cannot be dispelled conventionally. Additionally, this ability is not effected by damage sustained to the creature's physical eyes.]


    Immaculate Perception:
    Possessing sight transcending the physical, the Oculus's vision can delve into the mystical. His vision unravels the secrets of the world about him to burn away the lies of the world with the scalding light of truth. Under his gaze, he can see the desire of men, their worry, their hidden truths and spying eyes. The Oculus may cast any of the following spells at will, however maintaining the spell for 3 or more rounds costs him 1 focus point:
    [Detect Secret Doors] [Detect Poison] [Detect Desires] [Detect Anxieties] [Detect Scrying] [Detect plants & animals] [Detect Fiendish Presence] [Detect Metal] [Detect Radiation] [Detect Relations] [Detect Snares and Pits] [Detect Thoughts] - The Oculus adds two 1st level spell slots to his Oculus spell list.


    Overmaster:
    Prerequisite: Immaculate Perception
    The Oculus has been gifted with magical affinity far superior to normal wizards and is thus able to push his magic to further heights. The Oculus may spend a number of focus points equal to the spell's level he is attempting to overmaster as a full round action. This action provokes attacks as if attempting to cast a spell normally. As long as the spell is not lost, the Oculus increases the spell's caster level by 1. The Oculus may do this a number of consecutive rounds equal to his HD, provoking each time. He may not move or take a 5 ft step or the spell is lost. After successfully completing his overmaster he may cast his spell the following round as normal. The Oculus adds two 2nd level spell slots to his Oculus spell list.


    Spellstorm:
    Prerequisite: Overmaster
    The Oculus has learned to condense his focus to create strange otherworldly storms of magic by violently releasing large sums of his focus. The Oculus never truly gains control of his spellstorm, but can unleash larger and larger blasts of chaos the more of himself he invests. As a standard action, the Oculus can unleash a 20 ft burst within 100 ft by spending 4 focus points. This burst deals 1d10 points of a random type of damage, and an additional 1d8 points of identical damage for every 2 focus points spent activating this ability (reflex for half). The Oculus may spend an additional 4 points to create difficult terrain and add a 30% chance to entangle creatures in the effected area. An additional 4 points may be spent to move creatures up to 15 ft in random directions. The Oculus adds two 3rd level spell slots to his Oculus spell list.


    Determine Fate:
    Prerequisite: Spellstorm
    With great effort the Oculus's sight can even pierce the material and transcend the temporal. His mind races out across the transcendent realms to force wide the Dark Door, an indescribable and horrific effigy carved from the dark gaps between the planes of existence. With every ounce of his will, he brings his sight to bare just long enough to grasp the smallest and brief glimpse of fate, and drag it crashing down into the present.
    Using this ability requires a full round action and a DC14 will save. Upon the first use the Oculus becomes fatigued for 1 minute, on the second he becomes exhausted for 1d6 minutes, upon the third he falls unconscious for 1d8 minutes. The Oculus gains the Salvation fate and may take additional fates as Potentials.

    [Salvation]
    Prerequisite: Determine Fate
    The Oculus targets one creature. That Creature may roll all attack rolls and saves twice and take the better result for 1d4 rounds (3 focus points)

    [Damnation]
    Prerequisite: Salvation
    The Oculus targets one creature. That Creature must roll all attack rolls and saves twice and take the worse result for 1d4 rounds (3 focus points)

    [Tragedy]
    Prerequisite: Damnation
    The Oculus targets one creature. Target creature takes 1d6 points of a random damage type 1d8 times as an unexplainable accident befalls them (reflex for half). Other unexplained beneficial or detrimental effects may also result for creatures in or around the area, including the Oculus (5 focus points) - The Oculus adds two 4th level spell slots to his Oculus spell list.

    (Using these abilities infuriates Relicuum Spirits. These spirits will be hostile to the Oculus if this ability was used within the last 24 hours. Repeated usage during a single 24 hour period increases the chance of Relicuum spirits hunting the Oculus.)



    Spoiler: The Ineffible Secret: Memoria
    Show



    Memoria: The Ineffable Secret

    Once the Pale Lady had made the mistake of accepting the Memoria into one of the games. The unpredictable keeper of secrets nearly removed the enchanted village and everything within a ten mile radius from the map. Her powers were unknowable and uncontrollable. No one could guess when a sudden flicker of realization would spark in the child's mind, filling her with the arcane knowledge from a thousand-thousand years into the future. Despite her lack of magic, she could command some small measure of the Signs; the raw expressions of energy from the creative forces of the multiverse. Their expressions could be found in all things in the world, and one could never guess when that knowledge would come crashing down through the Memoria to annihilate everything which might stand against her. The Pale Lady was wise to fear her, and wiser not to murder the child outright. The young one was simply part of the whole, the spiritual council of linked souls beyond number that was the Memoria. While she was here, she could be controlled, but if she was reincarnated once again - everything would be threatened. Now she was free...


    [Soul] Memoria: Pact of Silence
    Prerequisite: Race: Female Human or Half-Elf, Age: Under 13
    Special: Traits: No regional traits
    The many spirits which make the Memoria are bound by a singular oath of silence. Calling upon the living souls of his past and future lives for their strength and wisdom requires she honor the oath. In respect of this sacred bond many of her selves had cut out their own tongues in life or uttered not a word.
    When the Memoria uses one of her abilities she becomes mute for a number of hours as determined by the secret she activates. The Memoria cannot use another secret while she is mute unless she spends two-times the cost in hours as focus points, she may do this once per day. Sharing information gained from her previous lives extends the duration of her silence by 3 hours

    - Past Life Wisdom
    The Memoria can consort with the spirits of her timeless lives to learn and understand things which she could not know in this one. Consorting with her spirit-selves requires her to uphold one of the secret pacts to her spirits:

    [Secret of Knowledge]
    The Memoria takes a full-round action to synergize herself with her spirits, absorbing vast amounts of knowledge in mere seconds. The Memoria gains a +10 circumstance bonus to her next 1d3 knowledge checks. This ability persists for 3 hours or until used. (Cost: 1 - 3 hours)

    [Secret of Maddening Knowledge]
    There are some things that the Memoria of a certain life simply should not know, least they destroy her mind and sense of self. The Memoria may choose to forcefully merge her consciousness with her spiritual collective as a full round action. The violent experience of being torn back into the world and her singular identity deals 1d6 points of wisdom damage but grants her a +20 circumstance bonus to her next knowledge check. This ability persists for 6 hours, or until used. (Cost: 2 - 6 hours)


    - The Ineffable Rites
    The Memoria possesses an array of strange powers fueled by the various oaths between her present self and the countless spirits of his lives throughout all time. She himself was simply a state of singular consciousness, but she was not the present, nor the past. She was as a constant state of transition. Yet, the mind of the singular did not always understand this, nor understand its place within the collective. Rarely did the singular understand it was simply a fraction of the whole. It was the collective's purpose to remind the Memoria of this, and its higher purpose.

    [Secret of Names] Learn the name of one creature. This ability requires an image or line of sight on the target creature (Cost: 1 - 5 hours)

    [Secret of Physical Perfection] Gain a +6 circumstance bonus to Strength, Dexterity or Constitution for 1 hour. The Memoria becomes fatigued for 1 hour after this ability expires. (6 - 12 hours)

    [Secret of Enlightened Thought] Gain a +6 circumstance bonus to Wisdom, Intelligence, or Charisma for 1 hour. The Memoria becomes fatigued for 1 hour after this ability expires. (6 - 12 hours)


    - Unspeakable Dominion
    Though the Memoria can no longer tap into the cosmic forces of creation like the Magisters of the Conclave, his gift runs far deeper than simple knowledge, and the power has not left him completely. The Memoria possesses the ability to recover fractions of the mythic arcane forces known as the Signs of the Thousand. Their fractured bits are broken sigils bound with a minuscule piece of the omniscient powers wielded by the Waldfrau's chosen. Though the sigils can only be commanded but once in most circumstances, the magic is far beyond that which is wielded by men.

    [Secret of Signs] (Passive)
    The Memoria possesses a chance of gain a Fractured Sign from a magical object, creature or magic she comes into physical contact with. These objects or creatures are always related to a Magister's influence or the influence of a Praeter or Relicuum spirit. The Memoria has a 25% chance of recovering a Fractured Sign if the conditions are met. Learning a sign usually does not incur a cost, but at times may demand she honor the Pact of Silence for the influence of the spiritual collective in arranging the chance encounter with the otherworldly power (Cost: 0 - 2 hours)

    [Secret of Power]
    Each Fractured Sign is a spell unlike any other, which is not effected by conventional magic, even penetrating fields of spell-annulling energy. The use of such magic was tricky, and each Sign possessed its own unique cost. However, to use the broken sigils often required great effort by the collective, and as such the cost could be very steep indeed... (Cost: 1 hour - 15 days)


    Spoiler: The Apprentice: Returner
    Show
    The Apprentice
    They called it many names, Calamity, Terminus, The Long Night... because they didn't know, but you had lived it. You had returned from the end, the last day of this world and many others. An event which they would call - The Primeval Dark. With the last of your power you returned from AR 4723 after failing to stop the events which would lead to the end of everything you know. The trauma inflicted from forcing yourself across the breach has clouded and fragmented your memories from the other world. Only one thing remains clear, you are the last living apprentice of Adessa Allessa; better known as The Whispering Witch.


    Veil Witch:
    Bonus Class Skills: Knowledge (Primal), Knowledge (Abstract), Spell Focus, Use Magic Device, Spellcraft
    As an student following in The Whispering Witch's footsteps you have been groomed and raised in her teachings. Your understanding of her lessons far exceeds those of your peers and thus your command of her magics is much more potent. The Apprentice gains a number of new skills which are essential for her strange magic and surviving in the brutal world she has fled from, these bonus skills are always class skills for the witch. Skill checks made using Knowledge (Abstract), Knowledge (Primal), and Spell Focus receive a +4 circumstance bonus. A Veil Witch begins with the Whispered Chant & Whispered Hex Potentials. Additionally, she may select 1 additional Potential of her choice from the following list:






    Spoiler: New Skills
    Show
    These Skills are only available to those trained by The Whispering Witch:
    The secrets and hardships of your dying world has guided your training to bring magic forth, even in lands which it cannot exist.


    Knowledge (Primal)
    The strangeness of the events within Golarion far exceed the preserved tales and lore of the past. The primal events which run rampant throughout the world has led to the death of magic. The instability of the arcane has paved the road for alternate forms of travel and tools, science and technology have become the common. Yet, as a young follower of the esoteric arts you chase a string of clues linking these changes in the world with some grander power. You can identify primal energy and interpret signs to gleam clues of its origin.

    Knowledge (Abstract)
    You master has taught you of many things. Entities which linger beyond this world and The Great Beyond. Even this multiverse was but a small grain of sand upon a beach, in a world the size of a marble... A marble within an endless ocean's tide of marbles. The fate of this planet in the grand scheme of creation meant little. To others, the secret teachings sounded like nothing more then the insane rantings of a cult - but not to you. You are one of the Initiated. Those most highest ranked within The Whispering Way who owned The Whispering Witch their undying loyalty knew these things to be true. They served gods far greater then the false prophets of men - Hensa's Children had shown them The Great Truth.

    Spell Focus
    Manifesting magic in this unstable plane is a dangerous and fearful practice. Indeed, in most civilized places the practice is outlawed except by State Magisters out of fear of Wild Magic brining ruination to everything in its path. Even the Magisters of the land have not been taught in the ways of The Whispering Witch, and the great command she possesses over the arcane essence. You have been schooled in her lessons and now hold a command over you magics unlike others

    Function: Magic you cast no longer has a chance to automatically fail or produce Wild Magic, a Spell Focus Check may always be attempted.

    A Focus Barrier may be erected by spending 10 minutes in uninterrupted meditation - You must make a Spell Focus Check as normal establishing this barrier's defense value. Should this Check ever be exceeded by the DC of the Primal influence around you the barrier is immediately dismissed. This effect persists for 1 hour and defends yourself and any magic items on your person from primal influence until dismissed or the effect ends.

    To make a Spell Focus Check roll both Spellcraft and Spell Focus and total the combined result to determine your score



    Whispered Chant
    Prerequisite: Ability to cast arcane spells
    Benefit: You've learned the very basics of The Whispering Witch's iconic methods of casting. Spells you cast no longer require verbal components.


    First Hidden Verse
    Prerequisite: Whispered Chant, Focused Mind, Arcane Spell Training I
    Benefit: Your Arcane Spell Failure chance while wearing armor is reduced by 10%. Additionally, your spells have a 5% Chance when cast that the spell slot being used is not expended. This % must be rolled as the spell is being cast.


    Whispered Hex
    Prerequisite: Whispered Chant, First Hidden Verse, Empowered Mind, Arcane Spell Training II
    Benefit: You learn a Hex from the Witch's Hex list, the DC of this Hex is increased by 2. If this Hex creates a charm or compulsion effect which targets a creature which possesses immunity, the hex bypasses this and functions normally.
    Special: You may take this Potential multiple times as a feat. The number of times this Potential can be taken in such a manner can not exceed half your HD (eg: max 3 times at 6th level).


    Blackened Word
    Prerequisite:
    Benefit: The DC of your hexes increase by 2. This Potential may be taken multiple times.


    Cursed Verse Training I: Disruption
    Prerequisite:
    Benefit: You gain the ability to disrupt spellcasting using your unique hex. As a 30ft ranged touch attack you can place a disruptive field around the target (Will negates, DC20). While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability. The DC of this check is equal to 15 + twice the spell’s level. If the check is failed, the target’s spell is lost. This field lasts for a number of rounds equal to 1/2 your HD (minimum 1). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


    Cursed Verse Training I: Forewarning
    Prerequisite:
    Benefit: You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your HD (minimum +1).


    Focused Mind
    Prerequisite: Whispered Chant
    Benefit: You gain a +8 bonus to Use Magic Device, Spell Focus, Spellcraft and Knowledge (Arcana)


    Shielded Caster
    Prerequisite: Arcane Spell Training I, Whispered Chant
    Benefit: You are proficient with all shields and tower shields. The Arcane Spell Failure chance for using a shield is reduced to 0%


    False Prayers
    Prerequisite: Whispered Chant, First Hidden Verse, Knowledge (Religion): 2 Ranks, Bluff: 1 Ranks
    Benefit: The practice of magic by those not sanctioned is forbidden, thus like many others of your faction you've disguised yourself as a follower of the faith, be it a cleric, priest or simply a faithful follower of the bland 'goodly' gods which are found acceptable to the common ignorant man. Select a deity from the following: Cayden Cailean, Desna, Erastil, Iomedae, Pharasma, Sarenrae, Shelyn, Torag, Abadar. When casting a spell, you may make a Bluff Check to disguise your spell as prayer, or divine magic if the spell has obvious visible or audible results. This check receives a -10 penalty if you appear entirely out of place with the faith you claim to serve. Furthermore this -10 penalty applies to diplomacy checks to convince others of your faith, but this diplomacy penalty cannot exceed -10 even if it otherwise would per the diplomacy skill. If you carry the holy symbol of your false deity, your bluff and diplomacy checks to convince others of your faith and false prayers receive a +5 bonus. If you wear the colors, figure of sacred animal, or figure of sacred sign you receive an additional +5 bonus for each of these things. Dressing in the garments of your false faith grants a +10 bonus to these checks. Carrying the sacred texts and feigning words of prayer during casting also provides a +10 bonus. Additionally, proficiently wielding the sacred weapon of your false deity grants an additional +5 bonus to these checks.


    Cursed Verse Training II: Foretell
    Prerequisite: Arcane Spell Training I, Ability to cast 2nd level arcane spells
    Benefit: You can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. This bonus or penalty increases by 1 for every 4 HD you possess. You can use this ability for a number of rounds per day equal to your 3+HD. These rounds do not need to be consecutive.


    Cursed Verse Training II: Spell-Termination
    Prerequisite: Arcane Spell Training I, Ability to cast 2nd level arcane spells
    Benefit: You gain Improved Counterspell as a bonus feat. You may attempt to counterspell an opponent’s magic once per day as an immediate action (instead of a readied action). You must sacrifice a spell of at least equal level to activate this ability. You can use this ability once per day, plus one additional time per day for every 2 HD you possess.


    Cursed Verse Training II: Bestow Insight
    Prerequisite: Arcane Spell Training I, Ability to cast 2nd level arcane spells
    When you activate this power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your HD (minimum +1) for 1 round. The duration of this effect increases by 1 round for every 2 HD you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


    Cursed VerseTraining II: Corrupt Evocation
    Prerequisite: Arcane Spell Training I, Ability to cast 2nd level arcane spells
    Benefit: When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


    Cursed VerseTraining II: Blighted Spell
    Prerequisite: Arcane Spell Training I
    Benefit: Whenever you cast an evocation spell that deals hit point damage, add your total HD to the damage (minimum +1). This bonus is not only applied once to a spell but once per missile or ray. The following round this damage is inflicted again. This bonus damage may be increased by Empower Spell or similar effects. This damage is of the same type as the spell. Once per day whenever you cast an evocation spell you may roll twice to penetrate a creature's spell resistance taking the better result.



    Last edited by Mornings; 2017-12-21 at 11:53 PM.

  16. - Top - End - #76
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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: recruitment
    Show
    ---------------------
    Let me tell you a story.
    Of dark days not long passed.
    Of times which changed all we knew.

    Ecta Rutil
    Constantin Ruellan
    Arina Lambault
    Stella Astral
    Aden McNeil
    Feliks Triskavanski
    ---------------------

    Tankards beat upon the tables rhythmically in hushed anticipation, choking the air with a lively quiet. The lean woman leaned forward as she pulled the straps of the young lady's dress aside, revealing the massive seal tattooed across her back. The patrons broke the rhythmic beat with shouts and hoots as the mistress revealed the back of the younger woman and the sign which depicted her many-many accomplishments. Cayla straightened her back to take a look at the impressive display plastered across the impetuous girl's shoulder-blades and lower-back. Despite her fine appearance, she could have been the young girl's grandmother. She was no more than a child, yet she had accomplished so much, earned every mark upon her flesh, and elevated this guild to heights neverbefore achieved. This was her guild, her order, she'd raised these walls herself and carved out a place in this world for the misfits she gathered. This was The Cotton Club, a classy establishment for rogue'ish gentlemen contracted to the club. They had started as nothing more than a rough band of neerdowells and evolved into something akin to a 'movement'. A mercenary guild, training and grooming members in various vocations to serve the club and eventually find independent success when their service was done. They held such influence now, there were very few people who did not know the name of the mistress Cayla Vronds, whom created it all. Yet, she did not do it alone. The very success of the club could be attested to this young girl, Avecna. She came from nowhere and nothing, just like any of the nobodies who found their way under her roof. The blew in and out unexpectedly, some never to return. Those where the kinds of souls which tended to find themselves under her employ. On a whim, she took a habit to calling them Gales, unable to recall their individual names and faces. It was Avecna who would make that name mean something. She couldn't help but grin behind the girls back, "You sure, you want to do this again? They might be worthless afterall." The young woman scoffed as she pulled up the front of her white dress to ensure she wasn't displaying any more skin than necessary. "Pfft, I'm never wrong about two things. Making money, and ripe opportunities, and right now I see both! So get it done." The group of rough looking men and women cheered, leaving no room for debate. Cayla produced her familiar magical quill from some tucked away pocket before leaning forward and beginning to trace a new addition to the large maze of ink upon the girls back. Engraving was the ultimate series of rules which governed all things within the club. It recognized the achievements of those who served, it enforced the laws of their matron. The mystical seals saw that every member played by the rules, it was what allowed what was once a band of brigands and vagrants to be joined towards a unified goal and trust one another. It had been one of the greatest systems the club had ever conceived, and it was all Avenca's idea. The crowd burst into a thunderous cheer of celebration, clapping hands, banging mugs and stomping feet. The group of some five dozen men and women milled about their newest celebrities, a newly minted 'team', not even a day old. Their times as members of the club varied, but they were the youngest team and they had almost immediately been sponsored by the most prestigious name among their number. Earing a sponsor was no small feat. Each Gale owed massive unreasonable sums of debt to the club, and thus served it til that debt was clear. Those who earned their freedom became 'Freehands' and were no longer bound by the Seal. To sponsor a team, a Freehand not only assumed the same debt, but relinquished their freedom for a time. Some Freehands never earned their freedom again. The hole was deep and treacherous, but Avecna had always bet on a winning horse. Sixteen times had she fearlessly delved back into the darkside of the club, and every time she propelled those she endorsed to heights beyond the last. No one doubted that the young woman knew what she was doing, and no one could questioned that she knew what a winner looked like - but this time that revelation came completely unexpectedly, because no one imagined that it would be you.

    ------------------------------------------------
    The world had ended once.
    Or so many believed.

    For a year and a day, the sky was drawn black.
    The land was drowned in darkness. Without warning.
    Without reason.

    This was The Long Night.
    And from that darkness came shapeless horrors.
    They preyed upon all creatures.
    Spiriting them away to some horrid place.

    The shadows men called 'Hollowed' thickened.
    They came in great waves made of countless numbers.
    Darkness lay siege to the bastions of men.
    Some stood, and others fell.

    These were the Tides.
    Hordes and armies of shadows who feared the light.
    Great battles unlike those before it.
    Conflict which birthed fear in the hearts of those who remembered it.

    Survival was earned.
    Days paid for with what was once priceless.
    Brother against brother to those with no sanctuary.
    With savagery, some survived the wilds.

    They became like beasts with the face of men.
    Those who remembered humanity hid.
    Behind walls and great braziers of flame or magic.
    Only light held the Hollowed Tides at bay.

    Then black clouds broke and fissured.
    Light of day shined down from heavens.
    Brilliance which eased fear and woe.

    Men brought to tears.
    Heart and soul believing fear and death unending.
    So much pain and loss.
    But no graves to remember those now gone.

    From the light and within the wild, they laughed.
    The wicked witches of veils.
    Savants to She Who Dwelt In Darkness.

    We would all know her name.
    Lift swords and torch in tears.
    Hunt her cruel children.

    The Whispering Witch.
    -----------------------------------------------------------------


    Since The Long Night various groups of sellswords established themselves as a means to readily deal with strange new threats which arose in the years which followed. The emergence of strange new abilities within creatures and beasts called 'Potentials' were only one of the many changes beginning to reveal themselves. At times magic was unreliable, and never-before-seen threats seemed to be discovered with each passing day. Life was a gift easily stolen, and wounds seemed to fester and cripple in an unnatural manner, as if cursed. Men shied from open combat, and typical battle was waged at range or not at all if possible. Sellswords were cheap compared to the very real threat of death. Expendable, and readily available, there was no shortage of souls willing to brave dire threats for a few coins. Many had lost homes and family, left with little else after the attacks during The Night. Many smaller settlements fell under the siege of a Tide, leaving nothing but streets cluttered with the clothes personal effects of those who were taken away by the Hollowed. Unraveling the mystery of The Whispering Witch became the singular focus of nearly every major organization as the mysterious Veil Witches seemed to come then suddenly depart with the darkness, they could only be sure that whatever this was, it was not over. The prestigious Cotton Club stood at the forefront of the mercenary guilds. Being the most expensive and well trained sellswords was not the only reason they were so recognized. It had been their mistress, Cayla Vronds, who had first put such a personal investment into uncovering the dormant mysteries of the world after The Night. It was her men who first braved the stranger parts of the world, the wild parts of the world. Places now left unrecognizable. With strict guidance, they recorded all they found and experienced. They established an office to sort and piece together all they uncovered, proving the existence of the variable powers developing in various creatures. The emergence of Potentials. The discoveries they made quickly established them as an authority on what seemingly appeared as remnant curses left upon the world. It was not long til others followed, seeking to understand the changes occurring about them. To better document and ensure the validity of the Club's findings, the Grand Lodge established a joint partnership - providing chroniclers to record the journeys and findings of the Gales. It was a rough and dangerous profession, but those who carried the seal of a Gale were equally respected and feared. Conscription into the Club was no minor feat, requiring both patience and skill. All those who dreamed the dream of wearing a Gale's ink upon their skin did so wishing to find the same riches, training and opportunity to uncover the secrets of how an entire world could be brought to its knees by one cursed witch. To some it was a promise of wealth. To others, it was a chance at revenge. The commonfolk could only wonder what all the Cotton Club really knew, or what they truly kept secret, even from the Grand Lodge. To them, the people, the roguish gentlemen who daringly ventured where others could not, they seemed superhuman. Special. Different... and perhaps dangerous. While men seemed to grow fatigued and lessened in substance, the Gales seemed stronger and more powerful than even those who fought before The Night. Rumor and conspiracy filled some with mistrust and caution, fearing the truth of idle banter accusing them of being agents of The Whispering Witch - which was the cause of their power. As it was, Gales were indeed stronger than normal men, but anyone familiar with the guild knew with certainty they were not loyal to The Witch. The secret of their power was known only to the Gales and their mistress.

    [timeline]
    The world ended suddenly and without and sign of warning on an unknown day of an unknown month in AR4723 - A day referred to as 'Terminus', the second coming of The Long Night. The abrupt apocalypse had no major events suggesting it would even occur, except The Long Night from 36 years previous, which lasted 6 days and no aftereffects remained afterward. A number of fortunate souls found their way back in time (present day AR 4707), however the world was significantly changed within their new timeline. All cannon Golarion events up to the end of the world in their original time took place, and so those characters who do hail from an alternate future such as characters with the Offworlder or Returner Potential Paths (see Ch. 2 of the big 16) may retain some memories which differ from events unfolding around them. PC's may opt to be from this original timeline even without these particular Potential Paths, however memories from this original period are often blurry or completely forgotten, at times they may regain these throughout the course of play. PCs generally remember standard lore, but not events which preceded Terminus, with the exception of specific information detailed for those of unique Potential Paths. Characters who possess this awareness acutely notice the continuous degradation of the world around them and what it will eventually lead to, while others are puzzled by the mystery. Some have outwardly spoken of a destined 'dooms day', but are regarded as madmen by most - while others disregard them on merit of the taboo of speaking of The Night. Very few individuals other than the scholars and archivists who primarily work between the Pathfinder Society's Grand Lodge and Cayla's Cotton Club take any such claims seriously. Experienced Gales and all Freehands (Gales who have earned their freedom) believe there is some connection, or some level of truth in the prophetic ranting's of those who preached apocalypse. In their many journey's every experienced game has found at least one of the so-called 'Paradox Codices', items from a different time detailing events or peoples unknown. Even you yourself have found a number of the Codices, but like puzzles, they made little sense alone.


    [Secrets of the Gales]
    While a great deal of conspiracy and hearsay surrounded them, a number of such rumors were in fact true - though still unproven. The Gales did hold a number of secrets individually, but far fewer than Cayla herself. The revelation of Potentials to the world only disclosed a portion of the truth. The Cotton Club evaluated every applicant for their ability and likelihood to develop Potentials, but the secrets to its cultivation remained a closely guarded secret. As needed, small portions of advice were given to help guide a Gale's growth, but the exact science behind it was never disclosed. Just as it was outside of the Club, one did not publicize the fact that they were a Potential-holder to the world, for fear of becoming a prime target for anyone seeking to make use of abilities for themselves. Within the Club, everyone possessed a Potential, but what those abilities were was not something divulged to anyone save for one's own team - or at least those parts they feel so inclined to expose for the purpose of teamwork. Even within teams of Gales, excessive details were usually omitted, such as background or anything aside from the simply physical features of an ability to best utilize it. Everyone was from nowhere, and no one felt so inclined as to unveil anything which might be used against them. In a guild which prevented its members from murdering each other directly with magical influence, internal conflict was fought with words and intrigue. Very few knew anything about one another and information was valuable in achieving an upper-hand. Only the mistress stood above it all, holding all the cards, seemingly knowing everything about everyone who carried her seal and many who did not, regardless if they spoke of it. Fortunately, secrets didn't escape from the web of lies and misdirection the mistress wove within and about the Club. As vexing as it could be, at least there you could be certain your private matters were safe.


    [The Paradox Codices]
    The most valuable items which a Gale could unearth were various items of mundane or magical records known as the Paradox Codices. Often time they appeared as books, tomes, notes and legers, but they were not exclusively limited to such written forms. Sometimes they could be such items like jewelry or enchanted tools possessing some manner of record or message which could not be easily explained. The Codices held records from various times, most often from dates which had yet come - items from the future. Whether they wear truly that, or simply a hoax was unknown - but the Archivists of the Club strictly cataloged all such findings, and if it was verified as one of the Codices the guild would award a handsome commission to the Gales who recovered it. To satisfy the nosy chroniclers from the Grand Lodge some were made public. A number of works had been republished over the years, some of which becoming quiet well known over time:

    Spoiler: Paradox Codices - The Maver Article
    Show

    "...And so, as abruptly as it had came - it departed. It was a quiet departure, without words nor reason. Like a fleeting unwelcome love. For twelve months and a day, the world - to its furthest reaches, had been drowned in darkness. Crops withered, men starved, and a gloom of a different sort begun to fill men's hearts. From that dark, creatures without name surged forth in countless numbers. Amorphous and without true definition, they slithered about like shadows; the fear and uncertainty within our hearts made manifest to drown frightful souls in their sleep. Cities were lost in a day. Brother turned against brother, doing anything to survive the horrors which the shade birthed. They were creatures who appeared from no where, sowing chaos and discord, then seemingly vanishing from existence like a spiritual flood. Those who were taken left only their personal effects, but no body remained to hint at what had become of them. Only discarded clothes and possessions lay scattered about to greet those who remained. Light fought back the creatures, and with great braziers and magic men held out against the encroaching blackness. Hoping, praying they would live to see the magnificent silver glint of starlight, or perhaps... if the heart dared dream, the light of the sun. The looming roil of pitch lightless clouds dashed the dreams of most, crushing all illumination. Many during these wretched days could stomach the lightless world no longer, or were simply driven mad with grief. They chosen to end their lives on their own terms rather than live in fear of the toilsome night. Then on that blessed day, the clouds broke and parted letting the first rays of light shine through. We would remember this day forever, they day dawn had returned to a blighted world. Yet, even the brilliant rays of the heavens could not purge the dead-eyed dusk which lingered upon the faces of those who had done what they needed to survive. Those horrors, that shame, they would have to live with it forever. They would call this year The Long Night, and all would come to know just who was responsible. From the deepest depths of obscurity, to the heights of infamy, the one they called The Whispering Witch had become legend - and the enemy of humanity.

    But we were wrong.

    In those visions, she was not the tormentor the world had imagined.
    In those dreams, another shadow lingered.
    Something sinister far too ancient and strange to truly understand.
    If these haunting hallucinations come to pass... then I will know you exist.
    I will know you are coming."

    [The document is dated AR 4682, the document is heavily damaged from age and poor storage conditions. It is marked with an arcane seal accompanied by a damaged signature, but the age of the magic mark roughly validates its age as around the time the parchment was dated. This is thought to be the only article detailing the events of The Long Night years before they would occur, and thus the only proof that some knew such and event was coming. The paper was salvaged from a heavily damaged journal by Elwick Chyne, an experienced Gale. The name of the signature is not whole but a number of taldane characters of the mostly complete last name remain: ''M-A--V-E-R--". It is considered as a remarkably important article by the Archivists, who actively seek to discover the author, who is believed to still be alive. It is so named after the remaining characters of the signature.]




    Spoiler: Paradox Codices - On the Death of Magic (The Twelfth Enigma)
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    "Whether we knew it or not, quietly, slowly, the world had begun to change from what we knew. Somewhere unseen, the things which made the world recognizable begun to unravel, like a thread being pulled away from beneath the fabric of our reality. Children were born... changed. Stranger, stronger, different. It seeped into the soil and all life as we knew it. The people, the plants and animals, each slowly was altered. After the night passed, abilities begun to develop within those 'touched', far unlike any before them. It changed societies and the definition of strength. In the years which followed, men adapted, and what was unique became normal. But to those who watched and waited, it appeared as if the world held its breath in waiting. The Long Night changed the nature of the world, in at times, whatever it was which simmered beneath the surface would flare to life. Strange phenomenon beyond comprehension would briefly come and pass in an instant. Wind would cease, magic would choke and die, even the leaves would wither. At times men still vanished as they did during The Night. Those who had lived it would not speak of it, but the daring or daft would find the words with hushed voices. The witches, vile things, loyal to The Whispering Witch - they were the cause - they knew the answers. Yet, none could ask them. For after The Long Night ended, men took up arms and hunted down those which called themselves 'Witches of The Veil', and even though unassociated. It was a madness, a raw and unreasonable fear sown into the minds of those who'd survived. Fear of any magic which could not be called God-given, nor a science. Those who lived in ignorance shied away from even the Wizard's wise lessons, uncertain of where the division between the arcane and the occult dwelt. It was a grim new chapter for humanity and which we would call the Dark Age of Magic. In its place came the advent of Alchemy and the birth of a golden age of the sciences. Great minds rallied to the cause seeing the future, and deciding it best to abandon the old; boarding the new train, rather than being buried by it. Still, others stayed the course, frantically searching for answers as the frequency of the strange phenomenon which seemed to slowly be weakening the magics of the world.

    I admit the fault of my order in allowing this ignorance to flourish in the minds of men. The Conclave could have stood candidly before the world, but our greed birthed the desire to horde the fruits of our knowledge. It demanded we linger within the shadows and secret ourselves away from the world. This selfishness, this avarice, was the death of the magical world. By the time we saw our own fault, it was too late. The true enemy would forever remain distant and unknowable while men would be preyed upon without ever knowing why. Adessa, only you can give them the chance they deserve, only you can make right our failure. If this should find you wherever you are, use it."

    (The text goes on in strange glyphs and sigils for 12 pages accompanied by various footnotes and details written in a strange language. These notes have been an object of study within arcane universities for a number of years which seems to detail the activation and use of some manner of passage, theorized as a 'gate' by some for an unknown purpose. These series of pages are a famous work called the 'Twelfth Enigma'. The language, or characters, used throughout the pages have yet to be translated, however small similarities in a handful of symbols were found with the Shory language. Though there exists no concrete evidence of it, some believe the characters might be written in some manner of precursor-tongue or parent-language from which Shory may have been derived. If such was true, the words transcribed would have been lost for far longer than the Shory-tongue, perhaps even predating the Age of Destiny. Some treated the volume as no more than a hoax or gimmick, while others faithfully believed answers to The Night rested somewhere within its cypher. Whatever the truth, one things remained true. No one had ever heard of the man who penned it. The book was reprinted in massive volumes and a copy could be found in most cities. This is the most famous excerpt from this book written by its unknown future author titled 'On the Death of Magic')

    Professor Talisen Brays
    Greater Conclave Grand Savant
    -Dated AR 4721-



    [Game/life/objective - the game]
    Ultimately each character's immediate goal is to win their freedom from the club, and get rich in the process. However each PC should also have individual long term goals and objectives of their own. Some may be given to you as part of your Potential Path's background, but don't let that be the only defining factor of your character. Perhaps they want to retire and start their own business, perhaps they are even an exiled noble seeking to establish their own nation. As the game goes on more sandbox options will open up, such as kingdom building and other avenues to help you establish your own mark on the world. The events which led to the apocalyptic events of other times will eventually bring an end to this world too (see Part 5: The Returner), but close to two decades remain before the prophesized doomsday comes again. Uncovering the secrets of The Long Night will guide characters towards the clues of what awaits them. Combat isn't the mandatory method of problem solving, and almost all encounters including the inevitable end of the world could be solved with investigation and proper measures taken to prepare others to stand in your stead. Making allies and building them up to fight on your behalf is a perfectly viable strategy. These might be your friends you make over the years, or even your children.

    [Gales & famous Gales]
    Prospects - Hopeful applicants in the process of becoming full-fledged Gales or young members who are looking for training can become Prospects. Any sponsored team can take on a number of prospects approved by their sponsor. The prospect travels with the team and accomplishes missions with them while paying them for the privilege. However, if a prospect dies while attached to a team, the Club applies a steep penalty to the teams debt. Teams shouldn't accept prospects unless they are confident they can defend their juniors properly.

    The Brothers Duo - A two man team made solely of the Chyne Brothers; The older Elwick Chyne & the younger Domvyk Chyne. Before they became Gales they were Nirmathi Irregulars fighting Imperial soldiers throughout the Fangwood. They are without a doubt the best Harriers, special guerilla soldiers, ever trained by Cayla's Freehands. The Chyne Brothers have a close relationship with The Red Leper, who was their primary instructor. The unique combat style of Harriers was only developed after the emergence of Veilbeasts, and seeing the need to learn modern blitz warfare they made it a point to find the means to be trained under one of the men who developed it. The brothers had always been professional soldiers, seeking fame in battle, but after The Night the world changed. Modern warfare was redefined by those few who survived in the wilderness and Tainted Lands alone before the sun returned. Those survivors taught the first strategists and made a new type of soldier never seen before. Now they were well known as some of the most exceptional Harriers one could hire. They maintained good connections with other Harrier companies to assemble proper units when engaging in larger missions. Elwick makes it a personal objective to explore Tainted Lands, but does so with others he can trust.

    The Three Swords - Arguably the most powerful team, but certainly the worst. The Three Swords are an all female team composed of the best swordfighters in the Cotton Club, the 'dream-team' of the guild. However, the team is dysfunctional and almost never works together and are rarely even seen in the same place. The team is composed of Lampetia - the inhuman ghostly swordswoman who has no interest in the living, Haust of Six Seals - the homicidal slasher who murdered six Gales, and Glebriel 'the Swordsong' - the former Freehand who lost her freedom again after being sabotaged by Haust who refused to be sponsored by her, and plummeted the team into millions of gold worth of debt to ensure Glebriel would never be free again. Lampetia only speaks to herself, Haust almost never speaks at all, and Glebriel speaks too much. They never agree to anything, and Glebriel has long given up on earning her freedom again, and so she lives like a queen while letting the club foot the bill, adding on to their already insurmountable debt. Without question they are the worst team in the club outside of their combat ability, however they each have a number of significant personal accomplishments. Cayla tolerates their behavior since they still greatly contribute to the guild individually. Some Gales have nicknames for the team, calling them 'the three queens' or 'cotton princess', of course no one actually says any of those name too their face. Only an idiot would poke fun at Haust, unless he wanted to be the next stain on her sword.

    --Famous Gales--
    *ALICE: An Offworlder from somewhere no ones ever heard of. Her soft features and small stature are harshly offset by her cold unblinking face. While evidently not an any kind of android, or a least not of a kind seen before, she is most certainly not human. Her ability to communicate with others is limited, not understanding human emotions or complex speech aside from literal translations. What ALICE is, is as much a mystery as her origins. She possesses superhuman strength and speed, but no capacity for what might be considered commonsense in this world. She never forgets things she has seen and is able to regurgitate information from records verbatim, making her a welcome addition to many teams - however she rejects offers as their goals do not align with her own secret objectives.


    *Bel'cylnn Gale: A no good backstabbing rogue of the worst kind. No one really knows who Bel is, since she's changed her face and name more times then one could count, but those who've survived working with her believe she's perhaps an exiled Red Mantis Assassin, or an agent of Daggermark's Assassins and Poisoners guild due to her large skill-set revolving around similar fields. Bel is a seemingly kind woman with honeyed words for any stupid enough to listen. A viper who doesn't show her fangs except when it was time to kill. Everyone and anything was expendable to achieve her own goals, even you. Something you learned the hard way. Still, she was the best in the business when it came to ruthlessly murdering unsuspecting fools without anyone ever knowing the difference. No target has ever survived once she has set her eyes upon them, your misfortune with her was simply bad luck - someone had to find the traps and you did that marvelously. Bel'cylnn's book of tactics is filled with all things foul and underhanded, be they women, children or animals - everything was fair game and nothing was sacred. She's a storm of greed, and to those who got hurt by stepping in her path, it wasn't personal.


    *Blane Arceneaux: An Offworlder from Earth. The older man was a skilled swordsmen and trustworthy ally, but seemed haunted by a great deal of ghosts from his past. He actively pursues work as a Gale, taking it very seriously. His search for Paradox Codices is all in efforts to piece together whatever he can about The Long Night and its inevitable return, that he might find a way to his home and family. His experiences make him a valuable friend in preparing for dangerous trips into the Tainted Lands and combating Veilbeasts.


    *The Red Leper: A Freehand, one of the first. During the early days of the guild, things had still been rough and gritty. Men died every day as Gales learned how best to combat the threats which emerged with the end of The Long Night and venture out to reclaim the wilderness. The Red Leper had survived the worst of it all, The Long Night, the siege of the Hollowed Tides, and what came after. He had survived alone for many months during The Night, done things savage and cruel. He'd become a survivor. He was macabre and conniving, but now he was the guilds spy master and information dealer. He knew everything worth knowing about anything or anyone - or so he believed. He traded in it, dealt in it, information was everything. To the Gales, where gathering information before a mission was the difference between living and dying, his service was critical.


    *Glain 'Littlepockets': Charismatic and daring, Glain's tongue could almost move as quickly as his feet could. The undisputed champion of thieves, Glain was possibly the most skilled burglar and cutpurse of his generation. He wasn't much in a fight, but neither were his enemies when they realized they were lacking weapons. Illegal entry, disarming traps and lockpicking were his forte. Those which worked with him often described his work as more of an art. There has yet been a lock which has foiled Glain's skill, and it has been a number of years since the Varisian born thief had been caught on a job. Due to his skills, he refuses to join any team and instead sells his valuable abilities to the Club. His work is not cheap, but no one has ever said that hiring the affectionately named 'Littlepockets' was not worth every piece of gold. Glain hates his nickname, which is exactly why it stuck.


    *Weiss, Witch of Flame: The only public witch of the Gales. After The Long Night, fear of witches and the subsequent Witch Hunts led to every witch being labeled as a Veil Witch loyal to The Whispering Witch. These misconceptions have made it difficult for any witch to live publically, such was no different for Weiss, however she refused to live in shadow like a criminal. Weiss became infamous overnight after being accepted by The Cotton Club, fueling talk of them being 'witch-lovers' or loyal to The Whispering Witch. A number of riots and torch wielding mobs made a scene during the first few years. Weiss completed a number of quests showcasing her unusual magic, which was a farcry from the subtle curses used by witches. She commanded elemental spirits to unleash devastation upon her enemies. It was loud, frightening and accompanied by large amounts of evil laughter as she brought waves of molten flame crushing down upon hordes of Veilbeasts, followed by violent explosions of thundering fire. Had there been such a witch during the Witch Hunts, most men figured they would be dead - thus she evidently wasn't a Veil Witch by their simple logic... The voices quieted down afterwards, but she didn't earn any love from those who simply hated witches and magic. Rather, they feared her more, while the remnant Inquisitors from the Hunts believed she was even more dangerous - too powerful to be left alive. Within the Club she is equally feared and respected, but few trade words with her due to the belief that contracted spirits aren't bound by the same rule of those who bear a seal. Dying a horrible cursed death to some formless spirit wasn't how anyone wanted to go. Weiss is actually a very pleasant woman, born from a long line of hereditary witches, but most never get within an arms reach of her in fear they'll be violently murdered.





    [Veilbeasts & Tainted Lands]
    After The Long Night, the world changed, those who survived out in the wilderness would claim it had changed the moment the light went out. Regardless of the truth, many strange effects remain to this day. Strange areas known as Tainted Lands now spontaneously can be found in various locations. The nature and scenery is altered and distorted in unique ways which drastically stand out from the natural world. Within these places magic often acts strangely as can more mundane forces - like weight or gravity. Those who venture into this dangerous environments cannot be sure of what to expect, but where there is Tainted Land there is a 'ruin' also called 'shrines' hidden somewhere in the land. Sometimes these places pull things from the homes of Offworlders and shotgun them out in a random splatter of nature and structure foreign to Golarion. Unusual tools, weapons and treasures can be found in these hostile lands - but from them come terrible creatures. Monsters known as Veilbeasts. The name could at times be deceiving, as the commonfolk used the name to describe any non-humanoid creature which possessed a Potential, simply because they had never seen a true Veilbeast to learn the difference. True Veilbeasts were unlike anything which every walked the face of this world, spawned from the Tainted Land. However, they were not bound to the Tainted Land and could wander off freely to spread horror and cause damage to the civil world. Veilbeasts were the native enemy of Gales, who's default mission was exploring the Tainted Land. Gales could 'kill' Tainted Land by reaching the core of a shrine and destroying its 'heart', preventing anymore Veilbeasts from emerging from it. However, there was no fixed predetermined number of locations tainted, new Tainted Land could manifest nearly anywhere.

    Gales had to be as careful as possible while hunting Veilbeasts since all of them possessed at least a single Potential to deliver cursed wounds. Even a slight scratch might be enough to kill. Some beasts caused infectious disease, while others were degenerative and difficult to heal, some where even completely immune to magical healing and maddeningly difficult to mend. Cursed wounds were not uncommon but Veilbeasts tended to be the absolute worst. Those who survived the wilderness during The Night developed new modes of combat to deal with such creatures, but as all Gales learned, without proper preparation and information one was bound to be killed eventually. Gales don't readily face off against such threats until after some initial investigation to plan around the unique abilities of their enemy. Despite the dangers some common adventurers and mercenaries dare to venture into these places in hope of discovering great wealth, and some do, but most never leave.



    [Quest Difficulty]
    None / Very Easy / Easy / Moderate / Challenging / Lethal / Insane / Legendary

    Quests even of low difficulty can become difficult or even potentially lethal if taken on unprepared. Proper information and preparation is needed to complete any job safely, and so any Gale worth his salt ensures he understands the mission, the conditions he might face, and as much dirt he can dig up about his employer and company. The Cotton Club charges absorbent amounts of gold for their work, and it's no odd occurrence that an employer and his men might turn on a Gale the moment they're no longer needed. Unlike normal mercenaries, Gales don't disappear easily and aren't simply expendable - but most idiots who can't foot the bill don't know about the magics of a Gale's seal. The world is not safe, and while you may be remarkably strong or skilled a situation can turn unfavorable at any moment without warning. Planning contingencies is how Gales make it home, and with a little luck, maybe even in one piece. Teams may take multiple quests, commissioning jobs even while out on another if they possess a sponsor, however it is usually thought to be in poor taste. Spontaneous teams almost always end up dead somewhere due to their lack of proper planning and information. Even simple quests should not be taken lightly, as the world is a dangerous place and sometimes unprecedented foreign elements come into play, sometimes the objective might change mid-mission. A quest's difficulty rating isn't set in stone, it is a guideline and fluid - based on the information you've received. The more information you possess, the more accurate the quest's difficulty will be. Quests may also chain into other possibly unrelated events which may pose new dangers. Before making gold, before completing a job, a Gale always puts one thing above all others - his life. Any quest taken can be abandoned, or if no time-line exists, can be attempted later. If a Gale is ever placed in an unfavorable position, a smart team retreats until they can regain control of the situation and escape the possibility of death. Often difficult quests being taken by combat-centric teams often involve a series of skirmishes and retreats as they continue to test and investigate the enemy and only commit to a total attack after they've established measures and strategies to give them the best possible chance to succeed. Enemies should not simply be fought because they are present, unless the situation is advantageous to the team. Other experienced adventurers who brave the wilderness of the changed world often live by the same rules and avoid the uncertainty of open combat when possible, or retreat when able that they may attack later. With the discovery of Potentials, any wound no matter how small might prove to be ones death. Between Veilbeasts and Potential-holders, one doesn't know if a wound is incurable, cursed, or something worse. Thus combat often immediately ends after an attack is initiated by an intelligent team if the enemy cannot be defeated in one pass, with subsequent attacks and guerrilla tactics following afterward. Combat between two intelligent groups of combatants are often battles of attrition as they work to defeat the opposition over a series of small encounters. Veteran soldiers schooled in elaborate guerrilla fighting strategies are known as Harriers. They primarily exist as sellswords, with some of the most exceptional among them becoming Gales themselves. Quests with moderate and high difficulty often have sellswords employed by both the enemy and your own potential employer, facing groups of Harriers in combat is often viewed as a 'worst case' scenario if they themselves are also Gales. They are most easily recognized by their fearless alteration of either melee or ranged blitz attacks and quickly vanishing, regardless of the effectiveness of the assault.


    [Doomspeakers]
    Men and women who have been convinced of the apocalypse often join various cults seeking protection, but none were more radical than those who called themselves 'Heralds'. The most fervent preached on the streets, earning them the household nickname of 'doomspeakers', a derogatory label often thrown at anyone claiming the world would end. Though it was no more than rumor and suspicion, some claimed there was a sinister underbelly to the mostly-peaceful fanatics. Some claims accused them of being controlled by the Veil Witches, while others preached them to be cultists of some ineffable eldtich gods.
    Last edited by Mornings; 2018-04-02 at 11:37 PM.

  17. - Top - End - #77
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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: draft pd
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    Spoiler: format
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    Long has it been since another has come upon this place.
    I suppose it is done then. Just as I am bound to this world,
    so too are you to me. What pitiable rotten chance.

    A laudable irony, born of such a cruel mind. I never wanted
    this. Nor did you, I imagine, but such is our fates now.
    Intertwined. Inseparable, til separated.

    Ah, but forgive me. Where are my manners, I am.... someone,
    or perhaps something, of no consequence any longer. But each
    of you, are far different. You are yet beaten. Broken. Cast down.
    Hope still waits for you still if you would but reach out and grasp it.
    This place, this is my home. This irrepressible darkness. It is not
    simply shade, but all which filled me - all that I was, when I once
    was. But now, it belongs to us all.

    Here, in this place, lay all answers. Within this vastness, this void
    which I've created, we can create anything and go anywhere; but
    its weight would extinguish all life which you might call existence.
    My senses have lessened, my consciousness weakened in this
    isolation. Now I cannot keep this dark contained. Together, we must
    fill this place. This realm born inside us. With each life and creation
    the fires of our hearts forge, the weight of this desolation will be lessened.
    Perhaps when The End comes, because as ever, she will surely come.
    There may still exist some remnants to yet linger on. I do not know if your
    homes, your worlds, can be spared. You have but one lifetime, time
    I once grasped and discarded in my melancholy and despair times
    beyond number, creating this tower. This... bastion. This, Primeval Dark.

    I cannot ask forgiveness from you. This burden, this condemnation
    which I have built, this annihilation I have manufactured for all, is not
    what you deserve. Yet, I cannot stop it now. This destined fate has long
    been set into motion. With this end, I will be fulfilled. The birth of a wish.

    I never wanted to live. I never wanted to exist. To know the pain of mortality,
    to live and suffer. This was the beginning of something far greater than us
    both, a thread of fate brought into being. I still return to that day at times.
    In my despair I return to try and fail to see its face; the Relicuum who brought
    that fate into reality.

    Perhaps they were once something as elemental existences, forces which set
    and held the definition of each of our realities; yours and mine. Somewhere,
    somehow, something elsewhere broke - releasing them to their own wiles and
    setting the course of every realm of our existence to chaos... but that is not
    your fight.

    The fate of this world and all others lay scattered throughout these conjoined
    realities. Learning to command these changes begins here, in this vastness.
    You must deepen your knowledge and connection to the Otherworlds, then
    you too may begin to shape this place and diminish its terrible bleakness.

    The Guardian of the Sacred Grove who stands guard over you possesses
    great wisdom. Trust in her and she will guide your path. Confide in her that
    you serve 'The First' and seek to end this chaos, then her aid shall be yours.
    You must learn the truth of the Veilbeasts and acquire the power to face them.
    Request it of her, and she will set you upon the path, but do not idle. I wane,
    and in perhaps a decade's time all will end.

    In dreams I will come.
    Within your heart I will linger
    .






    It was an unearthly and lucid dream, if it could even be called that. The voice rang clear in each of their minds, and within the darkness of the vast dreamscape they could see the shadowy silhouettes of their own companions. Within this place, they could feel and breath, it was as some waking-dream. If what was being heard was to be thought of as true, then this voice, or whoever it belonged to was the trigger, but not the sole cause, of whatever was happening to Golarion - and perhaps even the homes of those other Offworlders who found themselves here. It was an eerie sensation, as if detached and made unliving in some foreign plane without definition. An experience far too vivid, far too unique to be easily dismissed without a thought.

    This darkness, whatever it was, was without a doubt not 'real' - in the sense of presently being a physical or tangible place, but something seen across the telescope of their subconscious. Both reality and fantasy, defined only by the awareness that they came upon such a place which did exist, by some definition - somewhere; but they were not entirely sure where such a plane could reside, nor where they had been for that matter. Perhaps it could have been called a vision or a sort, a spiritual sojourn traveled within their dreams.

    Yet, they could only question 'why were they asleep?' They were in the middle of a mission. Avecna, their new sponsor, had worked tirelessly to arrange this job. Their client Mastil Pebeltin, was a wealthy merchant who ran trade between Korvosa and Magnimar on behalf of the newly minted Warren Trading Co. A collaboration of various nobles and Magnimarian merchants endorsed by the former sponsors of the previous Sandpoint Mercantile League. Avecna had been on exceptionally favorable terms with the Rossfield family, one of the largest sponsors for the new trade group, and won their team the opportunity to be sourced-out as protection for Pebeltin's caravans. An extremely wealthy venture with little overall risk; the perfect money making venture.


    Side-Quest: The Rat of Korvosa
    Mastil Pebeltin has gone missing. Likely abducted by the Rello family, the man has a great deal of enemies in Varisia among every Sczarni faction. Still the man was paying well, despite his underhanded methods. You were fortunate to have come to terms with Lady Rello before this mess got out of hand, or you may have bitten off more than you could chew. Saving Pebeltin would bring greater profit, but sour relations with the Sczarni - while meeting with the Rello family and concluding their business would deepen their bond. Crossing a crime family like the Rellos was not a wise decision, but among the Sczarni friends and enemies often shifted from one to another. It was a matter of respect and reputation. Choices were rarely easy.
    Difficulty: Low | Status: On-going | Profit: Significant | Time: 48 hours
    Objective: Locate & Rescue Pebeltin - (Greater reward/Damage Reputation)
    Alternate Objective: Meet with Affri Rello & claim reparations - (Less reward/Increase Reputation)


    Ͽ ◯ Ͼ




    (Roughly 6 Days Ago)
    It quickly become evident that Pebeltin wasn't all that he appeared to be. The unsatisfying taste of betrayal was an experience not soon forgotten, and so like any experienced Gale they researched their client at length. Soon it was revealed that Mastil Pebeltin was not a simple man like he chose to have others believe. Formerly a member of the Qadira faction of the Society, Pebeltin suffered crushing economic loss after the faction's assets were liquidated during its recent takeover by the new Sczarni-led faction, The Exchange. Unable to maintain business relations, he sunk into Varisia's trade underworld, surviving off black market connections and orchestrating heists of well known Sczarni storehouses and dens to claim some measure of vengeance for his misfortune. He didn't discriminate, sanctioning raids on any Sczarni-endorsed operation, regardless if they supported Guaril Karela, the crimelord who had played mastermind to the faction takeover. Ignorant of the internal civil war being waged between the crime families, he made a massive mistake, becoming an enemy of both sides. While in the grand scheme of things, his efforts only made a small dent in the overall operations of the crime syndicates, the more traditional of the groups could not simply overlook his level of blatant disrespect.

    As it was, this particular job would not be so simple. Pebeltin had, for once, been painfully honest with their objective; he had an acquaintance steal a massive shipment of pesh from the Rello crime family some time ago. It had been successfully hidden away in secret, but he had recently lost contact with his acquaintance which set him into a panic. Fearing his thief was caught, the hiding place was compromised. Your mission this time, was personally escorting Pebeltin & his armed entourage to the hideout located in Sandpoint (right under the Rello family's nose). Meeting your peers for this job, an internal alarm was raised - in the form of Guard Captain Lemuel. With great difficulty his true identity was revealed, thanks to Avecna's connections. Affectionately called 'Jim Hands' by those who knew him, he was a professional killer, a Sczarni executioner under the employ of the Rello family. With over half of their escort composed of men and women who wanted Pebeltin dead, Avecna sought the best method of self preservation available; setting terms with the enemy.

    In only two days, they had found themselves in the same room as the Rello family's head, Afrri Rello. A true pure blooded Varisian, Afrri was a proud and cunning woman, but even among her peers she was known to be patient and personable - never unreasonable, but meticulous and always scheming for the benefits of her house. The Rello family were frequent customers for the Cotton Club, and thus Afrri was no stranger to how their business worked. Thus, putting a strain on that relationship was far from beneficial to her family.

    They came to terms readily. Afrri wouldn't withdraw her men, as Pebeltin had delivered unjust grievance to her family. However, regardless of the outcome they would not resort to violence against the Gales in their efforts to apprehend Pebeltin. Simply put, if Pebeltin happened to simply slip threw the Gale's fingers, he was theirs, but if they could maintain a vigilant guard til the end, then they'd leave him be - this time. In the event of the Gale's failure, the Rello family would cover any penial debt incurred by the quest's failure and provide the mercenaries reparations for having meddled in the affair.


    The moist grit of damp fertile earth could be felt upon their clothes and faces, filling their noses with the thick musk of rich land. The ground was soft, so much so that their fingers pressed down into the deep black soil just by the weight of their limbs. Slowly vision and their senses returned to banish the turbulent state of bewilderment. Few leaves lay about the ground, though the grand web of roots from vigorous gray elms lay thickly placed all about them. A forest. One which was no doubt tended to with great effort, for nothing seemed out of place, no blade of grass nor foliage standing obtrusively, as if seen to by the hand of an exceptional groundskeeper. A mental haze still clouded their thoughts as their mind slowly begun to set the gears of thought and consciousness back into motion. Though distant at first, slowly voices begun to filter in.

    "Eheh...hahaha... Can I..." It was a wild, almost feral tone spoken by the voice of a child. Another rose to quickly retort, a calm and mature man perhaps, "No. They are human... I think". "Shall I take a bite and see? Kehehehe." said the eerie child's voice. The response this time was delivered by a woman, with strength and experience held within her tone, as if counseling the youthful one, "...And how will you face your father when they prove themselves to be so? I will not speak for your defense again." The words seemed to catch the child by surprise, a sense of alarm rising in his voice, "Yiiiik... Gah, no... Elaa, only you will speak for me to father!" An ancient and haunting voice slowly spoke out. It belonged to a man both venerable and wizened by years beyond number. "If born of cause. If born of reason. Action would be more than greed. Greater voices to find at your aid... I suppose." There was a brief moment of silence before the child's voice spoke out once again, this time in confusion, " ........What?" A young woman cleared her throat from a short distance away, "He means to say, if you act with reason other than your own selfish desires you will have the support of your brothers and sisters. Everstill, your brother is correct. These souls will not be acceptable to your father, nor are they yours to take. They are under my care, so I will have you behave or find your hunt elsewhere." A second moment of silence passed before it was violently ended with the deafening and cacophonous roar of a massive beast. It was impossible to tell, but perhaps the very trees shook and trembled beneath that cry, perhaps the very earth tumbled and danced upon the ground from the volume. Perhaps the beast loomed far-far above in the heavens, and had they been closer the wave of sound would have slain them instantly. They couldn't know for certain, for their minds were rendered black and their flesh made numb beneath the ungodly assault. They couldn't even tell for how long that frightful bellow raged on, their grasp of time slowly being eroded away with each passing second. It could have been minutes, or even hours, but eventually the thunderous howl slowly tapered off and died. Then the child spoke once more, with bitterness and spite filling his words, "Selfish? Greed? Don't care! None of you know fun. Fine then, I go. I will rip. Tear. Bite. Hunt. Like hunters should. Like Elil should! Maybe you remember that when I return." Though there was no physical sensation; no sound nor feeling to hint at it, they each could mentally feel something depart... an absence of something they couldn't define, a unique awareness of an ineffable type of presence which simply was not here. There were no words in any mortal tongue to define it, it simply was, whatever wasn't here.

    A long silence choked the air before a gruff and strong masculine man spoke out flatly, "...Ka, isn't wrong brother. Still, you baby him so Elaa." The adult woman spoke again, "Perhaps..." "No, he is not, but that is not all we are. We have a duty to father and the hunt to honor. his law. Without honor to the wheel, we would be without purpose. Ka is slave to his desire, but that was how he was born when written, In his own way he brings us balance and reminds us what we are." The powerful masculine voice paused as if in contemplation of the words he had received before responding in kind, "Your words bring me insight, brother." The young woman who had spoken before the petrifying howl once again exchanged words, "Maa speaks with great wisdom. Let this be lesson to all of you, to hold to your duty and remain loyal to the cycle. You must not become like those who have forgotten their way in this place. Ka performs his duty in his own way, his is a wild and ferocious method, but proof of the pride all kin hold, and the heart of Elil. He cannot be dissuaded, nor can he be led astray from the natural order; that is his selfishness." A rough, strained man's voice croaked out from somewhere afar, as if quietly waiting, "Heh, Loyalty?" The young woman seemed to take note of the man, correcting herself quickly, "None can question your loyalty, Vec. Though the same cannot be said of your brothers and sisters, not all have gone to lengths as great as you to uphold the balance. Many are still far too young and may be led awry still, they need your guidance." There was the briefest of pauses, as if the man had taken note of something, "And they will have it... Mistress, the mortals are waking. I must return now, we will meet again at the hunt." The familiar sense of an unexplainable absence seemed to encroach upon them with those words, "Farewell my friend."


    Ͽ ◯ Ͼ


    Date: Unknown - Time: Unknown (Night, Assumed) / AR 4707 (Winter)
    The Lost Coast Road; Unknown Location
    Somewhere Outside Sandpoint


    Denil's groans were the first real thing which came to their ears, amid all of the confusion of eerie chatter and the waves of nausea. The plump Halfling rolled on his back, the sound of a frying pan clattering with the other cooking utensils he kept tied to his overstuffed travel bag, was perhaps for the first time, a welcome annoyance. Denil wasn't a particularly pleasant nor kind individual, in fact quite a few souls would consider it a pleasure to be spared his company. However, he had many things other Chroniclers did not, guile, wit and a vast sum of experience. But above all else, he was loyal to Avecna, which made him a trustworthly ally - and that was something you couldn't buy. Denil Demn was a man with a somewhat caustic personality, neither friendly nor particularly welcoming, but was an experienced adventurer and renowned for his resourcefulness. Those who knew him best liked to say that beneath his hard and crusty exterior was a fine mentor who cared deeply about others, and while the man might have been regarded well as a field-instructor, none of them had seen any 'caring side' to speak of. Denil was always the first person to berate and chastise any Pathfinder or Gale in his company for their lack of preparation or carelessness - but to his credit, those he traveled with rarely died. Some might have claimed that was his own way of doing things, and how he cared for those with him - but that was something of a hard sell to anyone who had to put up with him. "Ugh, you dumb kids still alive?" the short man gruffly mused.

    A looming cloud of thick mist hung all about them, obscuring vision beyond the clearing which lay about. The limbs of the great tree's stretched on through the mist and out of sight. The circle which they lay within was completely clear of all debris, in a perfect sharply maintained parameter. There were no paths which crossed through the treeline nor the 20ft wide circular field which they lay. The rich soil was black and light in weight, with the consistency of fresh topsoil mixed with manure. The Halfling made a sour face as he took a quick survey of what little they could see. "...You hear that?" the distant Korvosan accent had mostly been lost from his voice, leaving a slight twang in his words. They heard nothing. In fact, an otherworldly stillness seemed to paralyze the world and a hushed silence permeated all things, a deathly-eerie quiet. Not even the breath of the wind, nor the rustle of leaves visited to end the unsettling stillness. There was nothing, only the absolute solitude of a world made mute. The late middle-aged Halfling dug into the deep inner pockets of the folds of his clothes, producing a large brass compass-like device which held no needle nor directional markings, only a bead of unusual silvery metal. Pulling a familiar flask from his belt he filled the brass device with holy water, the ball seemed to bob and pulse to life, dancing in a series of gestures beneath the glass-face of the tool. "Awh, sheit... We need to get out of here. We're somewhere between Point 21 and 19 - The Gap"

    The wilderness was a vast and dangerous place, more so because tainted lands could spring up over night. It was the job of various surveyors to comb through the land frequently and detect these changes, those who specialized in mapping the emergence, disappearance or condition of tainted lands were called Voyagers. The brave men who risked their lives recording these locations named each location numerically as a 'Point', some didn't have formal names, but Point 21 did - they could never forget about the incident at Greylight. The region between Greylight and Point 19 was known as 'The Gap' to Gales and experienced adventurers in Varisia. It was a space known for being influenced by two tainted land regions at once, filling it with untold dangers and Veilbeasts, which was slowly beginning to make travel north along the Lost Coast road more and more perilous. "We need to get outta here and find a place to bed down til morn...."

    A woman's quiet laughter split the otherworldly quiet which hung thick around them. The Halfling's words were cut-off mid-way by the sudden sound. His face grew pale as he slid the strange brass compass away and skulked a step back to the cover of a tree. "Welcome, guests. I am the guardian of this forest. I have tended to you when you could not tend to yourself, but now you must leave this place. My protection lasts only til the first ray of dawn's light, then I must depart and you will fend for yourselves. If life is your desire, you must move quickly. I will guide the way you wish to travel, while my time remains." It was perhaps, the last waning hours of a winter night, that realization had just come to them now. Yet, they did not freeze nor feel the familiar chill which had slain so many who carelessly traveled these dangerous hours. It was humid and warm, as if the mist were some moist screen keeping the cold at bay. It likely wouldn't last.


    Main Quest: The Secret of Beasts
    Disoriented and bewildered, the party finds themselves waking from a strange vision in a place they have never been. Waking on the ground of a forest after an unknown period of time has past, they are confronted by the Guardian of this forest. The dream-visions still linger fresh in each of their minds, haunting them with questions and no answers. If what was experienced could be through of as true, the death of the world loomed upon them, and when this tortured vessel - this Colossus, who carried the darkness fell, everything would end beneath its crushing weight. They had to do something before it was to late, they had to uncover the secret of the beasts.
    Difficulty: None| Status: On-going | Profit: Unknown | Time: Unknown
    Objective: Locate the Guardian and win their aid with the knowledge from your dreams.








    [ Kakasyheji'fol, Who Bathed In Slaughter ] "eheh...hahaha... Can I..."

    [ Maalk'afras, Who Was Loved By The Mother ] "No. They are human... I think"

    [ Kakasyheji'fol, Who Bathed In Slaughter ] "Shall I take a bite and see? Kehehehe."

    [ Elaa'Elan'kojuu, Who Drank The Night And Lived ] "...And how will you face your father when they prove themselves to be so? I will not speak for your defense again."

    [ Kakasyheji'fol, Who Bathed In Slaughter ] "Yiiiik... Gah, no... Elaa, only you will speak for me to father!"

    [ Elaa'Elan'kojuu, Who Drank The Night And Lived ] "Then mind yourself and do not break the law of father."

    [ Palibal Enla, Who Speaks of Death ] "If born of cause. If born of reason. Action would be more than greed. Greater voices to find at your aid... I suppose."

    [ Kakasyheji'fol, Who Bathed In Slaughter ] " ........What?"

    [Waldfrau] " He means to say, if you act with reason other than your own selfish desires you will have the support of your brothers and sisters. Everstill, your brother is correct. These souls will not be acceptable to your father, nor are they yours to take. They are under my care, so I will have you behave or find your hunt elsewhere.

    [ Kakasyheji'fol, Who Bathed In Slaughter ] ROAAAR "Selfish? Greed? Don't care! None of you know fun. Fine then, I go. I will rip. Tear. Bite. Hunt. Like hunters should. Like Elil should! Maybe you remember that when I return."

    -silence-

    [ Bel'Jaggal, Who Lived For Battle ] "...Ka, isn't wrong brother. Still, you baby him so Elaa. "

    [ Elaa'Elan'kojuu, Who Drank The Night And Lived ] "Perhaps..."

    [ Maalk'afras, Who Was Loved By The Mother ] "No, he is not, but that is not all we are. We have a duty to father and the hunt to honor his law. Without honor to the wheel we would be without purpose. Ka is slave to his desire, but that was how he was born when written, in his own way he brings us balance and reminds us what we are."

    [ Bel'Jaggal, Who Lived For Battle ] "Your words bring me insight, brother."

    [Waldfrau] "Maa speaks with great wisdom. Let this be lesson to all of you, to hold to your duty and remain loyal to the cycle. You must not become like those who have forgotten their way in this place. Ka performs his duty in his own way, his is a wild and ferocious method, but proof of the pride all kin hold and the heart of Elil. He cannot be dissuaded, nor can he be led astray from the natural order; that is his selfishness."

    [ Vecc Xaas, Who Hunted The Creator ] "Heh, Loyalty?"

    [Waldfrau] "None can question your loyalty, Vec. Though the same cannot be said of your brothers and sisters, not all have gone to lengths as great as you to uphold the balance. Many are still far too young and may be led awry still, they need your guidance.

    [ Vecc Xaas, Who Hunted The Creator ] "And they will have it... Mistress, the mortals are waking. I must return now, we will meet again at the hunt."

    [Waldfrau] "Farewell my friend."
    Last edited by Mornings; 2018-04-07 at 02:46 PM.

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    Arcane Shield I: Convert a shield into magical barrier, additional +2 shield bonus - shield repair grants 1 hour duration - standard action


    Arcane-Shield Training I: Convoker's Sphere

    The trusted defense of all apprentice Convokers of the City of Duvan. While mildly complicated and taking a measure of skill, it is this skill which forms the foundation of a Cokvoker's training. This is the first spell an aspiring Witch or Magician must learn to earn the privilege of earning the title of Convoker. By performing a staggering transmutation of physical matter into Weave-energy, the magician converts a physical shield into a barrier of light-mass capable of deflecting devastating physical attacks. With further training, immense defensive power is able to be wielded. While the sophistication of a true Convoker's Shield is rarely achieved by outsiders, this sphere forms a staple in the repertoire of every veteran Witch.

    Benefit: While maintaining your Spell Focus to establish a Focus Barrier, the Witch may spend a standard action to form a defensive sphere of energy around herself. The Witch must sacrifice an item which grants a shield bonus upon activating this ability, this item is permanently destroyed and converted into the barrier this ability produces. Items which provide a +1 shield bonus to AC are considered 'light shields'. Items with a +2 bonus are considered 'heavy shields' and anything providing a bonus of +4 or greater are considered 'tower shields'. The Witch may sacrifice an item on her person, with no need to be wielding it at the time this ability is activated. Upon success the Witch gains the item's shield bonus as if wielding it while receiving an additional miscellaneous bonus type to her AC depending on the type of shield sacrificed in this way; Light shields enjoy a +2 bonus, heavy shields +3 and tower shields gain a +4 bonus. This increase to the Witch's AC persists as long as her Focus Barrier is active. Additionally, when the Witch repairs her Focus Barrier its duration is extended by 1 hour. The Witch may extend her Barrier's duration beyond it's standard maximum time by a number of hours equal to two times her HD.

    The Witch's Constitution and Charisma Scores increase by 2.





    Veilwitch Path Advancement: Veilweaver

    Darkness. Depravity. The Eternal Black. These were the words of the Veil Witch. Sinister and unrelenting, nothing was sacred, nor would the feeble powers of their kin enough to slake their thirst for true and undiluted power. It was the simple nature of such things to destroy those who pursued it, and indeed, most were. Those who remained stood wholly committed to unearth the abyssal powers of the beyond, fearing no death nor eternity which waited to greet them. For they were damned by an unconquerable desire. Each manifestation of magic slowly corrupted them, changing them and steeping them further into the dark. The further they delved the more their minds were unhinged and removed from the realm of mortals, made mad by the knowing of forbidden secrets. A process known as the Blackening. Veil Witches could bend the Weave, but were far less potent than their kin. Rather, they sowed Veils; constructs of eldritch energies knitted together from countless threads. They could be abhorrent anomalies, physical fabrications, or even Diverged paths of reality. Secrets were precious, and knowledge - sacred, but to those who delved deep into the darkness awaited... Revelation.

    Benefit: Returner Path Advances to Veilwitch.

    Your intelligence & wisdom increases by 4. The base DC of the Veilwitch's Spellweaves is 15 and her caster level while casting a Spellweave is considered 2 lower (minimum 1). The amount of Spellweaves which a Veilwitch may learn is extremely limited. The maximum amount of Spellweaves she may learn is 1d4 per hit dice she possesses. When learning a new Spellweave, she may choose to replace an existing one. The Veilwitch gains the ability to cast Veilweaves, unique constructs of otherworldly magic. Each Veil possesses unique qualities, however most cannot be directly used by the Witch nor other creatures. A Veil can be sentient, but cannot activate its own abilities without the Witch's command, a swift action. A Veil may be wielded by otherworldly entities such as Greater Spirits, but only with the Veilwitch's consent. Veils persist indefinitely until destroyed or dismissed, but the number which may exist at any given point may not exist her Arcane Aptitude. Veil's which require certain conditions to persist can only be maintained by the Witch who created it, or an entity allowed to wield it. The Witch may learn any number of Veilweaves, in addition each time she casts a spell or Spellweave there is a 15% chance a Veil is created. These spontaneous Veils will hold similar properties to the magic which created, while other features may be randomly determined. Spontaneous Veils cannot be learned as Veilweaves, but are unique constructs formed from her magic.

    The Veilwitch begins with the following Veils:
    ⛤ Domain of Black
    ⛤ The Black Veil, Renor'vet



    +4 Int +4 wis / Spellweave DC is increased by 15 / Spellweave CL reduced by 2 / May learn max of 1d4 Spellweaves per HD
    Create Veil 15% when spell or spellweave cast / May cast Veilweaves / Veilweave skill gained
    Gain Veil 'Domain of Black' - use knowledge (forbidden) to correct Divergence.
    The Black Veil, Renor'vet
    Corruption: evil


    [Veil, General] The Black Veil, Renor'vet
    It was the shroud worn by those who had accepted the darkness, and triumphed over it. A shadowy cloak of pure writhing shade. The infamous badge of the fabled Witches of Duvan, the Black Veil. Each was unique and displayed the strength and prowess of the one who donned the eerie Veil. Evil, wickedness and raw magical might strengthened it - producing a calamitous byproduct, a destructive energy known as Roe'sor. With it, a skilled Witch could transmute the blight into powerful magics and spells which could make her far stronger than other beings. Yet, if she produced too much of the Roe'sor, she would be consumed by it. Only with diligence in finding balance between the life-giving & destructive forces she commanded could she ever hope to achieve true power.

    Creation: Passive. The Renor'vet is passively created upon casting blighted magic.
    Features: The Black Veil may be donned by an entity with the Veilwitch's permission. It otherwise follows the Witch as if it were being worn.
    Function:



    [Veilweave, General] Domain of Black
    The Eternal Black was the void-space which existed between the Primeval Dark and the higher world beyond, which the Mother of the Black Veil resided. It was here which the gateway to all great power manifested, but it was violent and destructive. An explosive esoteric explosive within the consciousness of any who dared open the gate. Sacred spaces existed which would lessen the punishing transition to this domain, but Veilwitches were a resourceful lot, and not so ethically inclined. If they could not reach such sacred ground, then they could simply make their own - though at great expense to all life and nature which might exist about them. It was a heavy tax, but one far better to pay than the harm which would be inflicted upon their very minds should they climb the moral high-ground. Many Veilwitches had gone mad after growing a conscious or finally being overcome by their own depravity, which is why most apprentices would be dead. A natural process which the merciless seasoned Witches referred to as 'The Culling'.

    Activation: 1 Full-round action - Skill Check
    Associated Skill: Knowledge (Forbidden), DC20
    Use: Within a Circle of Black, a sacred geographic space, this Veil may be used - dealing 1 point of wisdom damage to the Witch. If the Witch activates this Veilweave outside of her sacred ground, she immediately suffers 6d6 points of wisdom drain and is afflicted with 6d6 points of Spite. This damage cannot be avoided by any source and must be applied to the Witch successfully for this Veil to function when used outside of a Circle of Black. The Witch may also choose to create her own Circle of Black, but doing so requires the completion of a dark ritual. The Witch must gather 10 HD worth of creatures and one child of a civilized race, sacrificing them within a large black circle. The manner which the sacrifices are murdered and the construction of her Circles does not matter. After completing her ritual and spending an hour in uninterrupted meditation with the corpses the ritual is complete. A large 50 ft circle is burned into the earth and all living creatures other than the Witch within 1 mile suffer 3d6 points of constitution damage. All natural life within this zone wilt and dies before hardening into a black petrified state. All sources of natural light in this corrupted landscape is decreased by 1 level and the caster level of magic with the healing or good description is reduced by 2 (minimum 1). A Circle of Black is only usable once every 1d6 days.

    After successfully casting this Veilweave, the Witch fabricates an arcane construct of herself within the Eternal Black where she may seek the council of the Ra'Dolfaal - the terrible master of the darkness between. The function of her Veil may serve one of two functions:
    ⯎ The wicked entity will answer any one question which the Witch inquires, but his response is limited to one word, which will never be 'yes' or 'no'. The answer which the Ra'Dolfaal speaks is always true, but may be deceptive.

    ⯎ The Witch may request the Ra'Dolfaal change one thing within an existing Divergence. The amount of words which she may use to provide the request is limited to one per hit dice she possesses. Regardless of the complexity or difficulty, the Ra'Dolfaal will always demand a price for the change, provided in one word. The Witch may choose to either except or decline the tax, and may always choose to make the request again at another time. The Ra'Dolfaal is forbidden from requesting the same price twice from a Witch, even if for the same request.

    After using one of these two abilities, the Veil-body she created is destroyed.



    Cursefire Training I: Reforged

    The world has never done you a kindness. You haven't lived, you survived. Clawing through the dirt, made to live like an animal, you've dragged your self up from the filth, the rot and the pain. It's hardened you. Filled your heart with flame. Forged you into something stronger... stranger. The pain of the flame has made you numb in part, or perhaps you've suffered for so long pain has begun to loose its meaning. Perhaps you'd never know, but the result made you capable of withstanding wounds which could cripple lesser men.

    Benefit: Your constitution increases by 8 and you now stabilize automatically when your hp drops below 0. While unconscious from negative hit points, you may attempt an additional save to regain consciousness once every 1d10 rounds. Due to your numbed sense of pain wounds have becomes less troublesome, you gain DR 5/bludgeoning, fire resist 5, and Curefire Resist 1 which reduces the profane damage he would suffer from sources of Cursefire by 1 point (minimum 0). If you already possess Curefire Resist, your resistance increases by 1.




    Cursefire Training I: Kindled Flame I

    Hatred. Anger. Fear. The endless need for power, to force your wants and beliefs into reality. These were the things every Cursed understood, but there came a moment of realization for each of them, just as it came to you now. A glimpse of truth at the eldrich and unfathomable nature of the flame as their souls were spirited away to that great gaping chasm. Within some horrid barren realm, the flame burned all. Within it existed neither greed nor desire, hate nor spite. The wrongness of the nameless endless planes was all it saw; the discordance sown by the gluttonous souls which claimed rule over it, and their respective 'worlds' named 'self'. The flame held no understanding of such things; feelings and emotion. It only burned ever on, aware of its own emptiness. Caught within the knowledge of its own absence, it was fragmented and incomplete. It wandered, hungered, aimlessly offering change and chance; seeking souls driven ever-forward. Desire. It was the kindling which fueled its blackened cursed flames, it had sought souls like you. Kindled spirits, which burned and overflowed with such raging sentiments that it singed the very threads of their own destiny. It glut itself upon those feelings, those desires and emotions. Offering only suffering and opportunity to devour those souls and briefly fill some small measure of its own empty heart. It would make you stronger, tempting you, pushing you further, until you were out of control. Just as it was with a candle's light, the brightest flames flickered out the fastest; and so too would your life end, should you let your fire burn out. Leaving only the ashes of a smoldering shell.

    Benefit: Your raging emotions and desires have made the flames of your curse more difficult to control. The Cursed must now succeed a DC14 will save to suppress his cursefire. While it is not suppressed the Cursed sheds a dim light, as a candle, taking a -10 penalty to his stealth while receiving a +5 circumstance bonus to intimidate checks he attempts, due to the visible otherworldly nature of the curse. This flame aura is identified as a mysterious evil phenomenon by any creature who witnesses it and often causes a negative reaction from those around him. While active, the Cursed's charisma-based skills (other than intimidate) suffer a -5 penalty. When the Cursed uses a Cursefire ability, receives damage, deals damage, initiates combat, attempts an intimidate check, or is angered he must succeed his will save to prevent his flames from igniting.

    With the strengthening of your fire, you have learned to force blighted magical phenomena into existence, even in places where such things could not exist. The Cursed selects three cantrips from between the wizard and witch spell lists, he may use these cantrips by taking 1d3 points of profane damage as if activating his Cursefire ability. The Cursed also gains Cursefire Resist 1, which reduces the profane damage he would suffer from sources of Cursefire by 1 point (minimum 0). If he already possesses Curefire Resist, his resistance increases by 1. Additionally, the Cursed must choose between learning a first-level spell from the wizard, witch or cleric spell list or instead learning a hex from the witch's hex list (as a 1st level witch). Activating a hex or using a 1st level spell inflicts 1d4+1 points of profane damage. The DC of these spells and hex's are increased by 2 and are constitution based. These abilities function normally in zones effected by wild magic or antimagic and cannot be dispelled conventionally. Creatures effected by Cursefire Magic or Cursefire Hexes must succeed a fortitude save equal to the ability's DC or ignite in Cursefire.

    The Cursed's Constitution & Strength Scores increases by 4





    Elahkhuur, The Spirit Song: Staff of the Wheel & Council

    Here, these words filled the mind. Elahkhuur, everblooming. Elahkhuur, who smiles forever. Eternal spring. With song upon lips. Who quiets all storm. As tales had spoken, once the Wheel of Sun and Moon lay broken. Sol burned with fury, and Lunas wept in rage. Day turned upon night. Inlé bared his teeth, and Lord Frith raised his voice. Elahkhuur looked on at the destruction, turning gaze to Owsla speaking thus. "Why must they fight so". Blessed Owsla, who was The First, smiled at Elahkhuur, "Without Wheel and balance, they know not peace. It has left for answer." The words sung upon every tongue. Elil and Lapus sharing hymn; Is there something to gain, a reason ordained - We must know! Elahkhuur tore off finger from hand. "If there is no today, I shall be tomorrow. What lay broken, now mended." Elahkhuur cast flesh to earth. From it a great tree of bone sprung from dirt. Beneath its boughs day and night were brought low, forced to unwelcome council. Inlé returned the light he had stolen, thus Frith relinquished the gift of dreams. And all were whole.

    Benefit: You may summon the Staff of the Wheel & Council as a move action, additionally you gain Knowledge (Abstract) as a class skill. Maintaining the staff's form requires great focus, thus any use of the staff and maintaining it for a round after the first requires an attunement check. The base DC to attune to the staff is DC 20, the wielder of the staff may use either their bonus from Spellcraft or Use Magic Device, whichever is higher. The wielder must succeed concentration checks as if casting a spell while the staff is summoned. Failing an attunement check causes the staff to immediately vanish, causing any actions with the device to fail. While summoned the staff functions as a +5 holy quarterstaff of ghost touch, spirits struck by the staff may potentially be slain or dismissed upon a successful attack; this chance is random. The staff also possesses a number of functions:

    (Banish Greater Spirits)
    Attunement Check: DC 20 + 1/2 CR of target
    You may spend a full round action to attempt to banish a Praeter or Relicuum spirit, even if you do not know that spirit's name or banishing ritual. To banish a greater spirit you must succeed an opposed Knowledge (Abstract) check, however you receive a +40 circumstance bonus to this attempt. Upon success the greater spirit is banished and may not attempt to return for 2d12 hours.

    (Cleanse Lesser Spirits)
    Attunement Check: DC 25 - wisdom of target
    Once a week you may spend an hour in ritual prayer with another creature, during this period you do not need to continuously attempt to re-attune with the staff. If this period of prayer is disrupted than the ritual fails and may not be attempted again for another week. Upon completing this period of prayer, you must succeed a will save equal to DC 10 + CR of target. If successful, the creature is purged of 1d2 points of Spite even if branded.

    (Word of The First - Departure)
    Attunement Check: DC 45
    This ability may only be used by spending one point of Ascension. If the wielder does not possess an Ascension pool, this ability is not available. Upon activation the wielder is made aware of all greater spirits influencing themselves, an area of any size, or target of their choice. The name of each greater spirit and their influence is revealed to you. Of those spirits identified you may choose to banish one with no save provided. Spirits banished in such a way may not attempt to return for 5d6 years.

    (Call Council)
    Attunement Check: DC 20
    Once a month this ability may be used. The wielder may plant the staff firmly into a field of fertile earth with 5 minutes of work, or 1 minute with the appropriate tools. Upon completing this ritual, a Council is called, forcing all greater spirits currently holding influence to attend. Spirits called to Council cannot take hostile action towards you or your allies, directly or indirectly, and must cease all other affairs. The Council lasts as long as the wielder maintains attunement, however only their base check is used for attunement checks while using this ability. Bonuses provided by tools and magic are not applied to attunement, nor can others attempt to assist with these checks. Each spirits in attendance may choose to increase the DC of these checks by 1 each round.
    Last edited by Mornings; 2018-07-28 at 11:01 PM.

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    Last edited by Mornings; 2018-04-29 at 10:54 PM.

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    Default Re: Pale Departure: That Which Whispers OOC

    Ka 10
    Maa 35
    abb 41
    fara 49
    elaa 63
    Saa 68
    Pal 82
    Ulbe 85
    Dev 89
    A'Ak 92
    Aef 94
    Afs 97 ------
    Avr 100


    a crown of clouds.
    the dance of mourning light


    Ka 10
    Maa 35
    abb, card 41
    Mau, Card 49
    elaa/card 63
    Saa,card 68
    Pal,card 82
    Ulbe, card 85
    Dev 89
    Gali 92
    Mau, card 94
    Afs 97 ------
    Mau, Card 100
    Last edited by Mornings; 2018-04-22 at 02:55 PM.

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    Default Re: Pale Departure: That Which Whispers OOC

    Shattering Blow - the creature's chest cavity has collapsed from your crushing blow. The target suffers 20 points of damage, this value is reduced by the target's constitution modifier
    Frozen Shards - The target's major blood vessel's have been ruptured and violently frozen causing shards to intrusively project through flesh and vital organs. The wound is undoubtedly lethal, requiring a DC39 Heal Check or magical healing recovering a minimum of 19 hit points. The target suffers 20 points of bleed damage each round, this damage is decreased by a value equal to the target's constitution modifier


    Shattering Blow - the creature's chest cavity has collapsed from your crushing blow. The target suffers 20 points of damage, this value is reduced by the target's constitution modifier

    Frozen Shards - The target's major blood vessel's have been ruptured and violently frozen causing shards to intrusively project through flesh and vital organs. The wound is undoubtedly lethal, requiring a DC39 Heal Check or magical healing recovering a minimum of 19 hit points. The target suffers 20 points of bleed damage each round, this damage is decreased by a value equal to the target's constitution modifier

    Explosive Blast - A violent crushing force erupts outward, destroying all caught within the blast. The explosion deals an additional 1d10 points of bludgeoning and force damage, which scaling with the potency of the wound. Creatures blasted away must succeed a fortitude save equal to the damage suffered (DC44) or be knocked unconscious for a number of rounds equal to half the damage suffered. (44 Bludgeoning & Force damage)

    Entombed (Magical) - The super-cold liquid within the air violently flash-freezes from the burst of magic, sealing the creature within a tomb of ice. The creature suffers 1d6 points of cold damage each round, which scales with potency. Additionally the creature begins suffocating until they succeed a strength or escape artist check equal to the damage of this effect (DC28). The ice possesses hardness equal to this amount and three times this number in hit points (Hardness 28, Hit Points 84). The ice melts in extreme heat at a rate of 1 hp/hour.



    Base Damage: 1d3 (3) x 4 = 12 cold damage
    Explosive Blast: 1d10/10 potency [2d10] (11) x 4 tenebris X'er = 44 bludgeoning/force
    Frozen Shards: DC = 40 - constitution modifier = 19 bleed damage
    Shattering Blow: 19 damage
    Entombed - 1d6/10 potent (2d6)[7] x 4 (28) = 28 Cold Damage/round


    122dmg


    The Beyond, Magic
    Transcendence
    Ascendance
    Memory
    Apotheosis
    Revelation
    Honor
    Spite
    Prescience
    Resonance

    Sunjatha'la Magic (*Vet'C'nros Magic)
    Focus/Aptitude
    Retribution
    Veils*

    Ros'wussrun Magic (Nightmare Witch) & Vet'C'nros* (Veil Witch) Magic
    Anima / Mana*
    Prana, Mind & Will
    Memory
    Exultation
    Reverence
    Arborization, Time
    Oneiroclast, Dream
    Arte
    Abstraction*
    Severance
    Amalgamate


    Sunjath'la Aptitude Ranks - L'Junna
    Sunjath'la and Lesser Conclave Aptitude ranking for creatures within the Garden. These ranks are split between various tiers beginning with Tier 9 (lowest) and end with Tier 1 (highest) and are grouped/identified by magical aura color. Among magical creatures such as Witches, these are instead replaced by the 6 Classifications, with Class 6 (lowest) and Class 1 (highest). A Class 1 Witch is also known as a 'White Witch' or 'Trei'Chas', and forms the pinnacle of power for the magical world and often carry the title of Keeper. It is unknown how many White Whites exist, aside from contemporary legends such as B'Belka'Tevel, Adessa Alessa, Tenebris and Lampalila. Beings categorized as Tier 2 are rarely measured, being almost completely isolated to the Greater Conclave, and Tier 1 beings are theoretical.

    [TIER 1 - Zhen'Renor-Junna (Divine-Black Rank) - Highest Theoretical Aptitude Ranks - Divine Beings, Gods)


    [TIER 2 - Renor-Junna (Black Rank) - Highest Aptitude Ranks - Greatest Magical Entities, Mythical Beings)


    [TIER 3 / CLASS 1 - Trei-Junna (White Rank) - (Highest Aptitude Ranks - Greatest Witches In Myth, Witch Kings, "White Witches", Pale Apocalypse, Magisters)
    Rank 0 - Zhen'Trei-Junna - (Aptitude: 507-705)
    Rank 1 - Zek'Trei-Junna - (Aptitude: 453-489)
    Rank 2 - Siks'Trei-Junna - (Aptitude: 418-435)
    Rank 3 - Drath'Trei-Junna - (Aptitude: 400-417)
    Rank 4 - Annu'Trei-Junna - (Aptitude: 382-399)
    Rank 4 - Har'Trei-Junna - (Aptitude: 364-381)

    [TIER 4 / CLASS 2 - Phiis-Junna (Red Rank) - (Higher Aptitude Ranks - Mythic Second World Spellcasters, Legends, Gran Hexe, Hexe, Magisters - Average Years Studied: 1,500-3,500)
    Rank 1 - Zek'Phiis-Junna - (Aptitude: 346-363)
    Rank 2 - Siks'Phiis-Junna - (Aptitude: 328-345)
    Rank 3 - Drath'Phiis-Junna - (Aptitude: 310-327)
    Rank 4 - Annu'Phiis-Junna - (Aptitude: 292-309)

    [TIER 5 / CLASS 3 - Vers-Junna (Gold Rank) - (High Aptitude Ranks - Most Powerful Spellcasters, Celebrated Witches, Geniuses, Gran Hexe, Hexe, Epic Spellcasters - Average Years Studied: 450-850)
    Rank 1 - Zek'Vers-Junna - (Aptitude: 274-291)
    Rank 2 - Siks'Vers-Junna - (Aptitude: 256-273)
    Rank 3 - Drath'Vers-Junna - (Aptitude: 238-255)
    Rank 4 - Annu'Vers-Junna - (Aptitude: 220-237)

    [TIER 6 / CLASS 4 - Luuth-Junna (Purple Rank) - (High-Middle Aptitude Ranks - Hexe, Experts, Most Powerful Witches, Renowned Heroes, Talented Specialists, Rising-Stars, Promising Genius, Authorities of a Magic Field - Average Years Studied: 250-400)
    Rank 1 - Zek'Luuth-Junna - (Aptitude: 202-219)
    Rank 2 - Siks'Luuth-Junna - (Aptitude: 184-201)
    Rank 3 - Drath'Luuth-Junna - (Aptitude: 167-183)
    Rank 4 - Annu'Luuth-Junna - (Aptitude: 148-165)

    [TIER 7 / CLASS 5 - Ryll-Junna (Emerald Rank) - (Middle Aptitude Ranks - Respected Witches, Accomplished Scholars, Sponsored Experts, Noble Scions - Average Years Studied: 50-200)
    Rank 1 - Zek'Ryll-Junna - (Aptitude: 130-147)
    Rank 2 - Siks'Ryll-Junna - (Aptitude: 112-129)
    Rank 3 - Drath'Ryll-Junna - (Aptitude: 94-111)
    Rank 4 - Annu'Ryll-Junna - (Aptitude: 76-93)

    [TIER 8 / CLASS 6 - Uthli-Junna (Sapphire Rank) - (Low Aptitude Ranks - Average Witches, Skilled First-World Spellcasters, Students - Average Years Studied: 0-75)
    Rank 1 - Zek'Uthli-Junna - (Aptitude: 58 - 75)
    Rank 2 - Siks'Uthli-Junna - (Aptitude: 40 - 57)
    Rank 3 - Drath'Uthli-Junna - (Aptitude: 21- 39)
    Rank 4 - Annu'Uthli-Junna - (Aptitude: 12-20)






    507 ---R3
    489
    471
    453
    418-435--R3
    400-417
    382-399
    364-381
    346-363---R4
    328-345
    310-327
    292-309
    274-291----R5
    256-273
    238-255
    220-237
    202-219---R6
    184-201
    167-183
    148-165
    130-147----R7
    112-129
    94-111
    76-93
    58 - 75---R8
    40 - 57
    21- 39
    10-20

    Sunjath'la Social Ranks - L'Kaas
    The social ranks of Duvan'Ku and the Sunjath'la race of Witches.

    [TIER 0 - Kor'Annu-Kaas - Ceremonial & Ancestral Titles)
    Rank 0 - Ri (Middle Name) - (eg: "Belka'Ri'Tevel") - Donates nobility before Duvan's founding

    [TIER 1 - Zhen'Annu-Kaas - Highest Social Ranks)
    Rank 1 - Hexen - Modern Witch-King of Duvan'Ku
    Rank 2 - Hexen Rise - Heir to the Witch King
    Rank 3 - Gran Hexe - The Three leaders of the Grand Coven. Three most senior Witches.
    Rank 4 - Hexe - Senior Witch. Most experienced Witches of the Second World. Often teachers of magic.
    Special Rank - "Renor-Telahaad" (Black Speaker) - Representative of the Third World, the Mados, or Third World gods.
    Special Rank - "L'Telahaad" (Speaker) - A Speaker of the Wheel and Council
    Special Rank - 'Ser'Yorl-Thas" (Keeper) - A guardian and authority of a Passage which they oversee or administrate. Appointed by Third World powers.

    [TIER 2 - Annu-Kaas - Highest Noble Houses)
    These Ranks can be awarded to an individual, or an entire Noble House of Duvan.
    Rank 1 - "Tevel"
    Rank 2 - "Kevel"
    Rank 3 - "Telba"



    B'Bhai Duucald: Channel Severance (Imbue Darkness)

    A forbidden technique preserved by the Nightmare Witches of E'Spdon Valdruk. If used carelessly, a Witch would be lucky to only have her mind destroyed. While Spellweaving or Spell-casting take a Severance check, or Knowledge (Forbidden) - this replaced any Spell Focus checks which might be required, but must be taken even if a Spell Focus check is not required. There is a 5% chance per spell level that Spite is accrued while using Knowledge (Forbidden) during casting. Spells created in this way gain the Darkness descriptor and deal darkness damage. This ability may only be used while casting harmful magic. Upon successfully damaging a creature the Witch suffers one-fourth of the damage inflicted by the spell and any subsequent effects in the form of non-lethal damage, experiencing their enemy's pain and memories. Upon successfully channeling the Witch must succeed a save equal to her spell's DC, upon failure she is overwhelmed by negative energy and is left Grieving for 1d4 rounds. After three failures within a 24 hour period, the Witch begins suffering 1d4 wisdom damage per spell level of the spell cast upon each failure thereafter, as the darkness begins eroding her sanity. Channeled spells always inflict grievous wounds and debilitating effects upon successfully dealing damage. Casting a channeled spell requires twice the amount of focus points, spell slots or applicable resource, however the Spellweaving DC is decreased by 4.



    Grieving (Status)
    The creature is overcome by a crippling horrible sorrow and begins to weep uncontrollably for the duration of this status. The creature may only perform a single move action each round. Additionally if a creature remains grieving for a number of rounds in excess of their HD, they become confused for 1 round after their grieving status ends.





    Dueling Wand Training I

    One truth stood above all others; the weak were ruled by the strong. The Witches of the Three Worlds established their superiority via an ancient tradition known as 'B'Bhai Dol'fhaal', a form of ritual combat. Overseen by supreme beings and bound by an age-old system of honor, it formed the corner stone of magical society. Claims were laid, power taken, great wagers were placed and political wheels turned with each battle fought. Wands were passed down from mother to daughter, containing the acquired honor of generations past and greater heights achieved - while others were thrown down into crushing defeat.

    Benefit: The Witch gains proficiency with Dueling Wands, and her intelligence and wisdom ability scores increase by 6. Additionally, the Witch is considered to have one additional HD more than they possess for all effects other than determining their hit points, while gaining the following abilities which may only be used while in Ritual Combat.


    ⛤ B'Bhai Dol'fhaal, Ritual Combat (Dueling Circle)
    The Witch may challenge and receive challenges from other Witches with this ability. Upon a challenge being issued, both Witches must cross wands, thereby creating a 'Dueling Circle' whose size is determined by the challenger. The Circle is created at a size equal to 25ft/HD the challenger possesses. A Witch may attempt to resist crossing wands with a challenger by succeeding a DC 20 will save, but may be penalized. While a B'Bhai Dol'fhaal is initiated, neither Witch may be influenced by conventional outside influences, and will cease taking damage or even drowning depending on their environmental circumstances. Once the Circle has manifest the Witness, who servers as mediator and referee, will oversee the match and establish any rules and wagers. Regardless of additional wagers placed, the victor will take a pre-determined amount of Honor from the loser. Both participants may demand a wager, which both must agree to, and may be anything which the participant can provide or relinquish - with or without aid. Additional rules may be added by the Witness or requested by either participant. Rules requested must be agreed upon by both participants. Participants may request a ruling or ask questions of the Witness at any time, before, during or after the Duel. Upon conclusion of the duel wagers and honor are awarded. A Witch may not decline a challenge unless she possesses 100 points or more Honor than her challenger, in which case she may provide her justification to the Witness who will determine if the Duel will be voided. Any challenger who wishes to issue a duel to a Witch who possesses 200 points of Honor or higher must bring with her a number of endorsing Witches whose total combined Honor is within 50 points of her desired combatant. Damage dealt within the Circle is nonlethal, however a participant may still be slain from excess nonlethal damage as normal. Non-magical attacks are always prohibited unless ruled otherwise by the Witness. All forms of attack, other than spells and similar abilities, are considered a special form of attack known as a 'Dueling Thrust' and require a minimum of a standard action to complete. A duel is won when the Witch performs an 'Alaffa'elvriel', a special disarm, or when the combatant is no longer conscious.

    ⛤ Acem'bol (Dueling parry)
    The standard and iconic parry performed by dueling Witches. A Witch may perform the Acem'bol against a Dueling Thrust or any qualifying offensive action by succeeding a Spell Focus check. The opposed check must meet or exceed the Dueling Thrust's attack roll. Upon success the attack is negated. A Witch may perform this action once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. A parry only defends against a single damage source, but must be performed multiple times if a single thrust produces multiple missiles or similar harmful effects.

    ⛤ Tsaaf'bol (Dueling thrust I)
    The classic and most rudimentary of Dueling Thrusts, used to soften up an enemy and prepare to deliver the finishing blow. As a standard action the Witch delivers a blast from their wand, a ranged touch attack. This small magical blast holds a range of 10ft/HD the Witch possesses and uses her highest mental stat when determining its attack and damage bonus. Upon striking an enemy the missile deals 1d4 points of damage in addition to the ability modifier of her primary mental ability score. The target suffers a cumulative -1 penalty to attack rolls, skill checks and saves which persist until the duel concludes.

    ⛤ Alaffa'elvriel (Arcane disarm)
    Victory with peerless grace. The Alaffa'elvriel is the ultimate and unquestionable mode of victory within an arcane duel. Any spell, supernatural ability, Spell-like ability, hex or form of non-Vancian manner of casting (to include maneuvers, spheres, spellweaving, veils, veilweaving, ascension abilities or similar) regardless of target or effect may prompt an Alaffa'elvriel. Any ability or effect which is not classified as a 'Dueling thrust' will typically be a valid action which may prompt an Arcane Disarm. A disarm may be attempted once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. The Witch must succeed a Spell Focus check versus the effect equal to the DC or attack roll of the effect; if the triggering effect has neither than the check is equal to the opponents arcane aptitude. Upon success the duel immediately ends.

    ⛤ Quatekal'baalta (Mystic Ward)
    Duels between Witches were far from arcane slugfests and brutish mystic blasts. Spells and formal magic were dangerous things, only to be employed at the perfect time. It was a battle of wits and preparation, and no preparation was more vital than the Quatekal'baalta. Hovering shields of energy, they served to block attempts at disarming an opponent - but tended to leave one vulnerable to direct attack in the process. Mystic Wards are the primary defense required to attempt to cast a spell or similar effect in relative safety from an Arcane Disarm attempt. To create and employ a Ward a number of prerequisites must exist. The Witch must succeed a Spell Focus check equal to 10 + her aptitude to form a shield. Furthermore, the witch must possess an individual servitor or similar for each individual shield, and she may not possess a number of created Wards in excess of her own HD. Once a shield has been created the opposing Witch must succeed a Spell Focus check with a DC equal to that which was made to create it. Regardless of success or failure the Ward is expended after use. Regardless of the number, standard Wards do not stack against an individual disarm attempt (ie; only a single Ward can be used against a single disarm attempt). This ability functions as a Veil.







    Aolthor Tenebris - 'The Darkling Shade'

    In ancient lore, tales spoke of the Aolthor Wands. A weapon created by the Witch King of the era, with origins shrouded in secrecy. Each King was believed to have received a divine vision as their magic reached its peak, revealing unto them the hidden truth of such a wand's make. Such weapons carried the name of the King who forged it, and represented a legacy of power. The Aolthor Tenebris was an intricate long wand of spiraling wooden-textured white glass, said to have been a branch gifted to the King from the holy tree by the Blessed Mother; the mysterious sleeping goddess who was oldest amongst the sisters who ruled over the Three Worlds. Yet, unlike her sisters, she was far removed from it. Her divine domain did not reside within their multiverse, and rested somewhere far-far away from the Three Worlds, nestled in some corner of the divine realms whose name was known only to gods. As the tale spoke, the Lord of Battle departed the Three Worlds at the behest of Blessed Owsla, to defend her Mother's honor as champion within the gods tournament; and never one to refuse combat, she eagerly accepted. Holding nothing back in the final clash, Tenebris was said to have unleashed a spell 'so bright it extinguished rising dawn and dimmed two suns', before rousing the goddess herself from her rest. While thankful for the King's aid as champion, she complained that her magic was 'too bothersome to find respite' and that so explosive was the display, it would not allow her to sleep. Thus, she snapped off a branch off from her tree and presented it her, that she might rest undisturbed.

    The Aolthor Tenebris is an artifact bound to unimaginable forces of darkness and shadow. Magic cast with the wand visually appear as black void-like energies far unlike their original, the Witch may even choose to alter her spell's appearance further, increasing the DC to identify the spell by 30. The wand is a living vessel of the Witch King, and as such, is difficult to effect with magic. The DC to remove the wand with an Alaffa'elvriel is increased by 4, any effects which target the wand and afford a save uses Tenebris's saves rather than the wielder's. Magic targeting the wand from a non-mythic source which allow spell resistance are immediately negated without a save. As a sentient construct the wand possesses a will and desire all its own, and ten times per day as a swift action it may perform its own Spellweaves. Regardless of the mode of combat, duel or otherwise, if the wand is used to directly defeat another Witch or similar caster (to include spherecasters and Veilweavers), the weapon steals one random spell from the victim and adds it to its own spell repository. Stolen magic is no longer accessible to the original owner, nor is the wand's magic available to the wand's master - however the wand may choose to return stolen spells of its own volition. Due to the wand's function is a pseudo-construct, servitor and divine instrument it may wield up to a maximum of three individual Veils at one time.

    Magic woven by the legendary wand is unfathomably complex and often difficult to control. As such, all Spellweaves created while wielding the wand become 'blackened'; modifying the Weave's DC, randomly increasing or decreasing the DC by the wand's modifier. This potentially allows far stronger Weaves to be created by reducing the DC significantly, or causing even simple Weaves to fail. The Aolthor Tenebris may choose to modify its own spells and abilities by expending points from its own focus pool, however doing so puts a great strain upon the wielder - often causing effects similar to spited conditions when exceeding the wielder's own aptitude. The wand is immune to fear and similar mind-affecting conditions. Additionally, the physical weapon itself may only be destroyed after completing a three day-long ritual, requiring the wand be buried beneath the very tree from which it was hewn. After which, the Witch must cast magic strong enough to banish every shadow and darkness from the divine realm of the Blessed Mother. Upon the end of the third day without darkness, the wand becomes vulnerable for 1 hour - at which time it is considered to possess hardness 30 and a number of hit points equal to its focus pool.

    As the wilder's bond with the weapon grows, she begins to unlock unique forms of magical combat referred to as B'Bhai Duucald (Combat Talents) and B'Bhai Bhalta (Dueling Talents). Dueling talents only function during the ritual combat of a B'Bhai Dol'fhaal duel, while Combat talents may only be used outside of ritual combat and are forbidden from use in magical duels.

    Ego 53
    Speed (Fly): 90ft
    Teleport: 200ft
    Honor: 311
    Aptitude/Focus: 634
    Blackened Work: Severance Multiplier (4)
    Blackened Spellweave: +/- 2d20, increase/decrease the DC randomly of 1 weave. Adds Severance.
    Activate: Focused Casting - Expend 2 Focus per 1 DC failed by to succeed at a Spellweave
    Activate: Wand Shape I - [Haal'Udalva, the Glaive Grim] Create Veil, can only be assigned to wand. Creates melee weapon, 15ft reach. Weave Spellstrike.
    Veil Slot 1 [Re'D'Quellrin - Fall of Castle & King] - General Slot | Defense Bonus V | Veilshapeing IV
    Veil Slot 2 [Anustalek'D'Arla - Depiction of Nature & Society] - Force Slot | Magic Bonus IX | Wide Spell Shape IX | Duration Reduction IX
    Veil Slot 3 [Ol'vel D'L'ilha - Black Sword of the Mother] - Shape Slot (Sword) | Magic Bonus IV | Blackened IX | Veilshaping V | Slot Restriction IX



    B'Bhai Duucald (Combat Talents)

    B'Bhai Bhalta, (Dueling Talents)

    HD1: Bleak Bastion I: The signature void-like shields of Tenebris, each ward was said to contain a terribly punishing curse within. The Witch may create this Mystic Ward as a standard action (succeeding her Spell Focus check as normal), it must be assigned to the wand, 'Aolthor Tenebris'. Upon use the ward destroys a single Mystic Ward belonging to each enemy combatant. Only a single 'Bleak Bastion I' may exist at a time.

    HD2: Curseblade Rain: Conventional Hexes were an unforgivable weakness which left one vulnerable without the use of a Ward, but more often then not such energy could be better spent on a finishing spell, rather than a defensive Hex. Tenebris, recognizing this failure many centuries ago, and developed a manner of Dueling Thrust which could deliver a curse without risk of a shameful end from a well-timed Alaffa'elvriel. The Curseblade Rain was one such example. It was a barrage of cursed ebon weapons, knives and swords forged from some sanity-destroying mystical matter unleashed upon her unsuspecting victims. Curseblade Rain delivers a Dueling Thrust to all creatures within a 10ft burst with a range of 20ft/HD, this functions similarly to the Evil Eye Hex and shares its DC. A combatant may perform a Dueling Parry to negate effects targeting themselves, but not any allies caught in the effected zone. Upon failure, the combatant suffers 1d4 points of wisdom damage and is effected as if she were targeted by the Evil Eye Hex, suffering a penalty for a number of rounds determined by if she succeeds a will save or not. Unlike the conventional Hex, Curseblade Rain stacks with itself and may be used to apply the same penalty multiple times with each successful strike - likewise extending the duration.


    HD3: Blackwake (dueling thrust, must parry or knock prone w/o save. Cannot
    perform a thrust while prone and -2 penalty to saves) optional: 1d4 dmg/wis per 2
    aptitude, suffer 1 point dmg, increase parry DC +1 each

    HD4: Bleak Bastion II: create mystic ward assigned to wand as move action.
    Only may create 1 of these shields. On destruction, destroy one enemy ward &
    deal 1d4 intelligence + wisdom damage.

    HD5: Blackbrand (may make additional thrust or parry. Dmg is lethal, 1d6/5
    aptitude. DC to parry +2/10 aptitude. cumulative -2 penalty to atk rolls,
    skill checks and saves on hit. Melee touch attack, highest mental stat atk &
    dmg.)

    HD6: Lesser Maw of Annihilation: circle of black. Dueling thrust. On hit,
    ranged touch 10ft/hd. Target falls. Suffer 1d12 hits. 1d4 dmg, 1d4 spite
    each. Prone. -4 penalty to saves & skill checks.

    HD7: Veilshattering: increase Weave DC by 10. Dueling thrust spellweave.
    Increase parry DC by 10. Cast an additional weave for 10 focus. Effected
    veils are destroyed upon failed save.

    HD8: Bleak Bastion III: create mystic ward assigned to wand as swift action.
    Only may create 1 of these shields. On destruction, destroy one enemy ward &
    deal 4d4 intelligence + wisdom damage.

    HD9: Haal'Udalva, Glaive Grimm: summon as immediate. +10 parry, dealing
    1d8/hd dmg or 15ft range touch, dueling thrust. -8 atk, skill, save. Bleed
    1d6 (dc20 heal), 1d4 wisdom dmg/round while bleeding. concentration check
    DC10+aptitude to cast. Destroy one ward. Veil.





    Spell Training I: Stability

    As you have learned from surviving many failed casts, Spellweaving is a complex and difficult system of magic. You have frequently bit off more than you could chew and paid the consequences. There is a reason why structured Spellweaves exist, and why Witches learn them rather than free-casting liberally. The Weave was volatile and performing such a feat was something reserved for geniuses and Savants who understood the functions and quirks of their magic, to avoid being befouled by it. Yet, even knowing that you didn't want to be held back by memorized Weaves, free-casting was the realm of the Gran Hexe, and you dreamed of something far ahead of them. So while you might not have been able to often succeed in your efforts, you developed a method to at least keep yourself alive from those repeated failures so that you could one day master the art in time.

    Benefit: Your hit points increase by 6 due to the numerous weave backlashes and failed casts you have survived. The DC of Spellweaves you attempt to cast with a spell level greater than your own character level are reduced by 4. Upon a Spellweaving failure reduce the final Failure Result by 4. Additionally your arcane aptitude increases by 1.



    Veilwitch Path Advancement: Veilweaver

    Darkness. Depravity. The Eternal Black. These were the words of the Veil Witch. Sinister and unrelenting, nothing was sacred, nor would the feeble powers of their kin enough to slake their thirst for true and undiluted power. It was the simple nature of such things to destroy those who pursued it, and indeed, most were. Those who remained stood wholly committed to unearth the abyssal powers of the beyond, fearing no death nor eternity which waited to greet them. For they were damned by an unconquerable desire. Each manifestation of magic slowly corrupted them, changing them and steeping them further into the dark. The further they delved the more their minds were unhinged and removed from the realm of mortals, made mad by the knowing of forbidden secrets. A process known as the Blackening. Veil Witches could bend the Weave, but were far less potent than their kin. Rather, they sowed Veils; constructs of eldritch energies knitted together from countless threads. They could be abhorrent anomalies, physical fabrications, or even Diverged paths of reality. Secrets were precious, and knowledge - sacred, but to those who delved deep into the darkness awaited... Revelation.

    Benefit: Returner Path Advances to Veilwitch.

    Your intelligence & wisdom increases by 4. The base DC of the Veilwitch's Spellweaves is 15 and her caster level while casting a Spellweave is considered 2 lower (minimum 1). The amount of Spellweaves which a Veilwitch may learn is extremely limited. The maximum amount of Spellweaves she may learn is 1d4 per hit dice she possesses. When learning a new Spellweave, she may choose to replace an existing one. The Veilwitch gains the ability to cast Veilweaves, unique constructs of otherworldly magic. Each Veil possesses unique qualities, however most cannot be directly used by the Witch nor other creatures. A Veil can be sentient, but cannot activate its own abilities without the Witch's command, a swift action. A Veil may be wielded by otherworldly entities such as Greater Spirits, but only with the Veilwitch's consent. Veils persist indefinitely until destroyed or dismissed, but the number which may exist at any given point may not exist her Arcane Aptitude. Veil's which require certain conditions to persist can only be maintained by the Witch who created it, or an entity allowed to wield it. The Witch may learn any number of Veilweaves, in addition each time she casts a spell or Spellweave there is a 15% chance a Veil is created. These spontaneous Veils will hold similar properties to the magic which created, while other features may be randomly determined. Spontaneous Veils cannot be learned as Veilweaves, but are unique constructs formed from her magic.

    The Veilwitch begins with the following Veils:
    ⛤ Domain of Black
    ⛤ The Black Veil, Renor'vet



    Forbidden Spell Training I - Richleau's Protection From the Living
    Prerequisite: Focused Mind, No other Training Potential
    Benefit: Upon taking this Potential the Apprentice forsakes all other Training Potentials. The witch has dedicated herself entirely to the pursuit of Forbidden magic and abandoned all others which might distract her from this study. The witch gains full Focus Point Progression, an Arcane Aptitude score of 16 and the Arcane Bond class feature (as Wizard). The witch must select either a Staff, Wand, Shield or Armor as her bonded object which will influence various degrees of her magic. The witch gains the ability to learn unique spells called Signs, and Fragments; incomplete Signs discovered by various Praeter and Relicuum spirits. In order to cast a Sign or Fragment she must first establish a bond with a Praeter or Relicuum spirit. Upon creating a bond, she may assign a single Sign or Fragment to her bonded spirit. Each Sign possesses a pre-determined requirement of which spirit they can be assigned to, Praeter or Relicuum, which is identified upon gaining the Sign. Only one Sign can be assigned to a spirit at a time, the Sign cannot be assigned twice to different spirits nor can this assignment be changed once established while the contract between the witch and spirit remains in effect. Should the bond be terminated the Sign be assigned to a new spirit. While the spirit is summoned the witch may cast her Sign, paying its normal costs as normal. However, her Sign functions identically to a bonded ability accruing Brands and Spite from the spirit as normal (conditions determined by the individual spirit). The witch's Arcane Aptitude does not increase conventionally, but can be increased through various Potentials or training with unique spirits who may unlock her potential. Additionally, the witch gains her first Sign upon taking this Potential; Richleau's Protection From the Living (Praeter)



    Veilshape Learned: Istrei'D'Val: First Black Wall of the Kingdom
    During the First War of Quarry, the two cities fought a fierce, bloody battle. The damage to both cities claimed countless lives, as the forces of Quarry led direct and merciless assault upon the inhabitants of Duvan directly in retribution. When the smoke cleared and Duvan lay broken and beaten, the Witch-Knights limped back home, only to find half of their home annihilated. Tenebris created the Istrei'D'Val to ward the entirety of Duvan from future attack, that the atrocities which had befallen their people would never be allowed to be repeated. The countless layered wards enveloping the city have never been broken, nor has the secret to weaving such a powerful Veil and its envelopment of the city ever been discovered. Duvan has since launched a one-sided campaign of skirmishes without fear of reprisal in preparation for their inevitable victory; claiming vengeance once and for all.
    Components: Bleak Bastion I + Re'D'Quellrin Slot (Veilshaping IV) + Slot Level 9
    Activation: Slot Lv 7 - Activates the following round
    Property: Defense (Ward)
    Initiation: Upon activation a 40 ft burst centered on the Witch deals an amount of damage equal to its total hit-point value. This damage is dealt to all creatures other than the caster (no save). This is a Severance effect.
    Function (Persistent/Dismissal): Upon activation the Witch gains a barrier with a hit-point value equal to her total maximum hit-points plus her arcane aptitude, multiplied by 9. Effects which would deal hit-point damage, ability drain or damage, nonlethal damage, or any damage type which could result in the Witch being reduced to a helpless state or killed, are instead reduced from this pool. Additionally, effects part of a particular attack, such as grievous wounds, spite, or cursed-effects are not applied while damage is being redirected to the barrier. Harm inflicted prior to activating this Veil remains, however subsequent damage afterwards, such as bleeding is subtracted from the barrier's hit-point value. The Witch may choose to dismiss her ward early as a free action which may be taken during any turn, even if it is not her own. If she chooses to do this, the next attack against her is negated and the 4 times the damage prevented in this way is reflected back at the attacker. If the shield's hit-points reaches zero, it is forcefully dismissed. An attack from a non-mythic source which destroys the barrier does not deal excess damage to the Witch, and 9 times the damage prevented by this effect may be dealt to any number of targets of the Witch's choice within 40 ft.

    While this effect is active, the Witch sheds dim light within 20 ft and hovers 1 foot off the ground. This does not function as actual flight, and the Witch cannot levitate further from the ground without the use of other magic. She may pass over such things such as water, difficult terrain or boiling lava without issue, as long as there is a surface for her to float over in her weightless form. Her movements cannot be tracked conventionally, she receives a +10 circumstance bonus to stealth checks, and she may fall from any distance without sustaining damage.

    The Witch may further bolster her defenses by spending focus points to increase the hit-points of her shield as a free action which may be made during any round. For each point spent in this way, the hit-points of her barrier increase by 9. These additional hit-points remain until the barrier is dismissed. Excess hit-points which were not consumed by the barrier transfer back into focus points after the shield has been terminated. This Veil is considered a Focus Barrier, but does not occupy the Witch's Focus Barrier slot. The Istrei'D'Val cannot be forcefully canceled by a non-mythic source.




    [Mana Sense I] (Potential, General)
    Benefit: The Caster gains a mana point pool with a maximum value equal to her intelligence modifier, and may learn spells which require mana to cast.

    Associated Skill: Spellweaving




    Potential Acquired: First Hidden Verse
    Benefit: Your Arcane Spell Failure chance while wearing armor is reduced by 10% and your spells have a 5% chance when cast that the spell slot being used is not expended. This % must be rolled as the spell is being cast. Additionally, your Focus Barrier grants a +2 deflection bonus to your AC while manifested and only requires 5 minutes to form. As a full round action you may attempt a spellcraft check with a DC equal to your barrier's remaining defensive value, if you succeed the force barrier is repaired as if you had meditated for 1 minute. This action may only be performed once per hour. Your wisdom and intelligence ability scores increase by 4.






    Potential Acquired: Mana Sense II - Cultivation I

    Exposure to the natural magical forces of countless realms has deepened your inherent understanding of how to utilize and refine more primal matter, or break down purified eldrich substances into more base forms. Such revelation into the truth of the universe's energy has granted you the ability to expend large sums of magical power to attempt to divine some insight from the flow of fates which tie reality together.

    Benefit: The maximum size of the Witch's mana pool increases by 5. After spending 1 minute in concentration the Witch may attempt a Spellfocus Check equal to 30 minus her CR. If successful she may expend 1 point of Focus to gain 1 point of MP, or spend 1 point of MP to gain 1 point of Focus. Each time she chooses to do this the cost of the conversion increases to equal the number of conversion attempts she has made that day (ig: on the 5th attempt 5 points will be spent to create 1 point of MP or Focus). The understanding of various energies and how to transmute them has similarly refined her ability to defend against otherworldly forces and the ability to read the fates of the Weave. The Witch may spend a number of Focus points equal to half the DC of an Anima-effect as an immediate action, if she chooses to do this she may attempt a Spellfocus check equal to double the effect's DC to resist it. The Witch gains the Trace Fate hex and her intelligence increases by 4.


    Trace Fate (Su): By spending 10 focus points a Witch can determine if an action taken by a specific creature in the next 10 seconds (1 round) will bring good or bad results in the future. The base chance for receiving a meaningful reply is 30% + 1% per witch HD, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the hex succeeds, the Witch determines if the action is a boon (if the action will probably bring good results), bane (for bad results), boon and bane (for both), or nothing (for actions that don’t have especially good or bad results). If the hex fails, she receives the “nothing” result. A witch who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful result. The result of a Trace Fate hex may take into account the long-term consequences of a contemplated action while ignoring the immediate repercussions. Once an action or Fate has been the subject of a Trace Fate hex, it cannot be the subject of the hex again. By spending an additional 10 focus points the Witch may increase her base success rate of her hex attempt by 10% to a maximum of 70%.



    B'Bhai Duucald: Nl'Gnos In'Flamgra

    The Nl'Gnos In'Flamgra was sometimes referred to as the 'nether flame', a powerful combat talent which fell into disuse after the purge of Havockers and Evocation-focused Witches. While it itself was considered an extremely basic and fundamental combat talent for nobles during the height of Evocation, it has now become little more than a small fragment of informative study while it's practice has gone almost extinct. Due to its destructive power, it cannot be used in a duel. Witches who have reclaimed its practice are often subject to suspicion and mistrust, out of a conditioned fear of the magic's Havocker origins.

    Benefit: By spending a move action while wielding her wand the Witch may summon the Nl'Gnos, which appears as a circling crimson halo of fire. As a standard action she may make a ranged touch attack dealing 1d6 points of fire damage per HD she possesses against a target within 120ft. The Witch adds half her arcane aptitude as a bonus to her attack and damage rolls. Alternatively, the Witch may choose to create the Nl'Gnos without the wand as a standard action. Using the talent in this way is far less potent and gains no bonuses from her aptitude while dealing 1d4 points of fire damage per two hit die she possesses. While this talent may be used while the Witch's focus pool is depleted, if she possesses focus it is reduced by 1 with each use.


    Spoiler: Spellweaving
    Show


    Spoiler: The Deck of Terminating Prescience: Introduction
    Show


    The Deck is a powerful weapon designed to combat the corruption of the original cursed book which creation is now bound to. Employing the deck requires careful decision making and strategy to build an effective deck which caters towards the Witch's strengths and weaknesses.


    ACTIVATION

    Activating the Deck is a Standard Action. The Deck remains active for 1d10 rounds before vanishing. The duration the Deck remains active increases by 1 for every 10 points of Arcane Aptitude the Witch possesses.


    CARDS

    Once a card has been identified it's features are revealed. An individual card cannot be used until it has been assigned to a Deck. A minimum of 2 cards are required to create a deck. Each card follows the the format of features below. These features are unique to each card and may change even if multiples of the same card are owned. Unique functions such as Potential, Duration, Activation and Detail may be different between the copies of cards, giving new or unique functions to your familiar favorites.

    If a Witch is intentionally granted a card it is received already identified, while other cards are automatically identified if their Value is equal to or below the Witch's Arcane Aptitude. Unidentified cards must be identified via a Knowledge (Forbidden) check while within a Circle of Black; this check has no chance of success outside of such a zone and requires 10 minutes to complete. The information each card provides will vary based on the type of card which has been received. Further information is gained for every 5 points which the Witch's check exceeds the DC. This additional information is only available for cards which she has identified herself. She may choose to re-identify an identified card without any penalty, however she may only attempt this once per card.

    Categories marked as 'other' provide exceptions to the standard options and are typically massively powerful fates which should be used with reservation. Each card's effect persists after activation for a period of time listed under 'Duration'. The effect may be instant and then expire, last indefinitely, or last for a finite period. The exact time a limited duration fate stays in effect is usually only discovered within its hidden details.

    Each time a card is activated the associated Cost must be paid, which is removed from her Focus Pool (a sum of points equal to her Arcane Aptitude). If the activation of a Card would reduce the Witch's Focus to 0 or lower, the Witch is instantly slain.

    Name: Card Name
    Potential: Certain fates can be empowered if the Witch meets certain conditions before use.
    Min. Aptitude: Minimum AA (Arcane Aptitude) required to use the card
    Value: The number of Deck Points the card occupies
    Cost: The amount of AA required to activate the card
    Activation: Standard, Move, Swift, Immediate, Free, Other
    Duration: Instant, Permanent, Limited
    Fate: Soul, Support, Event, Other
    Grade: Gold, Silver, Bronze, Other
    Detail: A summery of identified functions that card will perform. Some functions may be hidden or obscure.


    DECKS

    Managing Decks is a critical role for the Witch, as is building multiple Decks. For every 15 points of Arcane Aptitude the Witch possesses, she may create an additional Deck. Once each day after receiving the benefit of 8 hours of rest the Witch may assign the cards associated with each Deck. A single card may only be assigned to a specific deck once. Each Deck the Witch owns possesses a limited number of Deck Points (DP) which dictate the size of her Deck. The Witch's first Deck is typically her largest and possesses a number of Deck Points equal to 4 + her Arcane Aptitude. Each subsequent Deck has less points than the last, with her second Deck having half the number of points as her first, and her third having half the value of her second, and so on. Each time she expends cards there is a chance she earns additional DP which she may spend between her Decks to increase their individual sizes (eg: If the Witch earns 4 points she may assign 2 points to Deck 1, and 2 points to Deck 2, etc.) The maximum Deck Points which a Witch may invest within a single Deck cannot exceed three times her Arcane Aptitude.

    Additionally, the Witch may swap decks as a full round action, but may not do so again for 1d8 hours.


    DRAWING

    Once the Witch has activated her Deck, a maximum of 4 hidden cards are randomly pulled from her Deck. The Witch may choose to draw one as a swift action, discarding the rest. Discarded cards are returned to her Deck, but any cards revealed among them are suspended for 1 round. Each round a new spread of cards is generated as a free action. The Witch may choose to reveal a hidden card by paying a cost associated with its grade; 1 point for bronze, 2 for silver, 3 for gold, and 5 for Other Rarity. This choice is a non-action which may be performed any number of times.


    THE HAND

    The Witch's Hand represents the maximum amount of power which she can maintain at once. The cards within her Hand may be paid for and activated at the Witch's discretion. There is no limitation to how many cards may be activated each round, as long as she has enough actions to complete each card's activation. Activating a card functions similarly to casting a spell, and provokes attack, however the card is not wasted should the Witch fail her concentration check. The Witch's initial maximum hand size is 3 cards. The number of cards she may add to her hand increases by 1 for every 10 points of Arcane Aptitude she possesses. If she ends a round with a number of cards in her hand in excess of her limit, she must discard cards until she has reached her maximum hand size.



    MANA SPELLS

    Recent Occupant
    Divination
    Level:Asn 1,Brd 0,Drd 1,Rgr 1,Sor/Wiz 0
    Components:V,S
    MP: 1
    Casting Time:Standard action
    Range:20 feet
    Area:20-foot radius centered around you
    Duration:Instantaneous
    Saving Throw:None
    Spell Resistance:Yes
    You learn the name and race of the last creature with Intelligence 3 or higher who occupied the area for at least 1 round.You also learn how long ago this creature occupied it.This spell proves very useful for tracking (or avoiding) foes.
    Last edited by Mornings; 2023-10-02 at 11:26 AM.

  22. - Top - End - #82
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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: Acquired Cards
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    Spoiler: Silver Fate - Qos'namba, S'Sussun'sol
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    Qos'namba, S'Sussun'sol, - The Dreadhammer, S'Sussun'sol - The Lightless Eye (x5)




    Name: Dreadhammer, S'Sussun'sol - The Lightless Eye (I)
    Potential: ✦⯎⯎⯎⯎⯎
    Min. Aptitude: 26
    Value: 24
    Cost: 20
    Activation: Swift
    Duration: Limited
    Fate: Support
    Grade: Silver
    Detail: The S'Sussun'sol was once the legendary weapon once wielded by High King Ar’Cor'Kerym, who presided over all magic and darkness of the Second World. It was his very hammer which shattered the world during the war which ended all war. The divided fragments which remained became the realms of Tangi'thac and Isto'thac. In the wake of the devastation rose brave Elahkhuur. With the creation of the Wheel and Council, King Ar'Cor'Kerym relinquished the S'Sussun'sol to Elahkhuur, who sealed it within the Black, but immortalized its likeness upon the Council's sacred walls. The Dreadhammer became the sigil of the blessed union of Wheel & Council, and the greatest symbol of power during the civil years of the Second World.

    ✥ [Lesser] Manifestation: Summon's the Dreadhammer S'Sussun'sol (Intelligence-based weapon - Deals 10d6 Bludgeoning & force damage, receives +10 circumstance bonus to attack rolls, grievous wounds +30% )
    ✥ [Potential] Ruinous Return: All creatures within 60ft must succeed DC30 fortitude save or become panicked for 2d4 rounds after performing a [Manifestation]
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    Name: Dreadhammer, S'Sussun'sol - The Lightless Eye (II)
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 20
    Cost: 18
    Activation: Move
    Duration: Instant
    Fate: Support
    Grade: Silver
    Detail: The S'Sussun'sol was once the legendary weapon once wielded by High King Ar’Cor'Kerym, who presided over all magic and darkness of the Second World. It was his very hammer which shattered the world during the war which ended all war. The divided fragments which remained became the realms of Tangi'thac and Isto'thac. In the wake of the devastation rose brave Elahkhuur. With the creation of the Wheel and Council, King Ar'Cor'Kerym relinquished the S'Sussun'sol to Elahkhuur, who sealed it within the Black, but immortalized its likeness upon the Council's sacred walls. The Dreadhammer became the sigil of the blessed union of Wheel & Council, and the greatest symbol of power during the civil years of the Second World.

    ✥ [Lesser] World-Shattering: Smashing the hammer into the ground you unleash a massive 30ft blast centered on yourself. All creatures within this blast, with the exception of yourself, must succeed a DC18 reflex save to avoid being reduced to negative one hit points and dying. Creatures who succeed this save are instead thrown back 15ft and suffer 6d6 points of piercing and force damage (DC25 fortitude save to half the damage). Creatures who possess magical barriers have their barriers effected first, and otherwise function as normal. This ability can only effect non-mythic creatures and creatures with less than three-times your own arcane aptitude.
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    Spoiler: Silver Fate - Chath'de'nossta
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    Chath'de'nossta - Deadfire Birth, Calamity (x2)




    Name: Chath'de'nossta, the Deadfire Birth (I)
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 24
    Value: 16
    Cost: 10
    Activation: Standard
    Duration: Instant
    Fate: Support (Spell)
    Grade: Silver
    Detail: Tresk'ri-Chath, the Worldfire was the First Flame. The first fires which ever were throughout the Three Worlds. The Child, A'Asllya'Fel - The Worldforge, brought the mighty flames from a nameless universe far above, out of the reach of the gods which could be named. As a gesture to her Mother, she gifted the flames to the House of the First. With it the Mother of the First took the flames and created a small cursed patch of embers. With a sweep of her hand she cast the embers out into the unkindled universe, creating the Cha'kohk Chath - the Cursefire. The wicked flames spread and from the fires life was born; a chaotic existence. When the old needed to be purged to fuel new life, the most fierce of its fires were unleashed in small and controlled burnings. It would be long before they learned of it's lingering blight upon creation when used in such a way...

    ✥ [Lesser] Cursefire Blast: The caster unleashes a 10ft blast of flames within 60ft of himself. Creatures within this blast must succeed a DC22 reflex save and will save. Failure of a reflex save inflicts 5d4 points of fire damage and 1d10 points of Spite, while failure of a will save curses the target with a random Spite effect for 1d4 rounds. Upon successfully effecting at least one target, the fires produce an effect identical to a Lesser Blessing of Lane. Using this ability inflicts 1 points of Spite on the caster.
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    Name: Chath'de'nossta, the Deadfire Birth (II)
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 24
    Value: 20
    Cost: 10
    Activation: Standard
    Duration: Instant
    Fate: Support (Spell)
    Grade: Silver
    Detail: Tresk'ri-Chath, the Worldfire was the First Flame. The first fires which ever were throughout the Three Worlds. The Child, A'Asllya'Fel - The Worldforge, brought the mighty flames from a nameless universe far above, out of the reach of the gods which could be named. As a gesture to her Mother, she gifted the flames to the House of the First. With it the Mother of the First took the flames and created a small cursed patch of embers. With a sweep of her hand she cast the embers out into the unkindled universe, creating the Cha'kohk Chath - the Cursefire. The wicked flames spread and from the fires life was born; a chaotic existence. When the old needed to be purged to fuel new life, the most fierce of its fires were unleashed in small and controlled burnings. It would be long before they learned of it's lingering blight upon creation when used in such a way...

    ✥ [Lesser] Lifebane Flame: The caster unleashes a 60ft blast within 200ft of himself. All non-mythic creatures caught within the blast must succeed a DC20 fortitude save or be instantly slain. This spell may only kill a number of HD worth of creatures equal to half the caster's aptitude. The caster and creatures who succeed this save suffer 3d6 points of Spite. Slain creatures rise again in 1d4 rounds as Pyreflame Deadsoul Elementals; furious evil entities sworn to drag back the caster and any mortal who has summoned Cursefire into the heart of Cha'kohk Chath to burn for eternity. This ability does not ignore other potentials, abilities, immunities or resistances and mythic creatures are immune to this effect.
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    Spoiler: Gold Fate - Project NEMESIS: NYNE
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    Project NEMESIS: NEMESIS Agent - NYNE




    Name: Project NEMESIS: NEMESIS Agent - NYNE
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 28
    Value: 24
    Cost: 50
    Activation: Other
    Duration: Other
    Fate: Soul
    Grade: Gold
    Detail: With the world lost Professor Reccu had little choice but to commit to the premature initiation of the Project. Each of her agents was assigned to the NEMESIS, ensuring each reached their predetermined time and world, but with reality crumbling behind them measures had to be taken... NYNE, volunteered to stay behind and hold the Novella Orsus for as long as she could; it was borrowed time. By her sacrifice, the second Cycle could begin; a new world, built with the pieces of the old. Reccu held out hope beyond hope, that this time they would be able to prepare for the end swiftly coming. For a second time, NYNE stood alone before the Dark Door, holding the darkness at bay; her burden growing each day as Valpurga weakened. She stood, pressing the Door closed tirelessly, granting life for one more hour... for one more day... for one more year, to all mortals of the Three Worlds; just as she did still. Her strength had long ago crumbled before her monumental task, and each Project Director knew their lives would last only as long as the power-cells of NYNE's nano-synthetic frame persisted against the colossal strain. She had been the greatest undertaking they had ever completed, the foundation and progenitor of everything that was NEMESIS; the now complete, Project ATLAS.

    ✥ [Lesser] The First Doorway: NYNE opens one of the lower doors of the Novella Orsus. Upon use door number (1d100) opens. After using this ability, this card is returned to the deck. 'The First Doorway' cannot be used again on the timeline which it was activated. This ability does not create a portal or any similar feature to bring the caster to the unlocked passage, it only opens the designated door.
    ✥ [Greater] Final Directive - Project ATLAS: If the Primeval Dark is unleashed and the game ends, you may restart the game from the last Divergence with your current progress. This card is removed from the game upon activating this ability.
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    Spoiler: Bronze Fate - Un'Khlasta
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    Un'Khlasta - The Deathfire Tempest (x6)




    Name: Un'Khlasta - The Deathfire Tempest (I)
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 26
    Value: 24
    Cost: 14
    Activation: Other (Full round action)
    Duration: Instant
    Fate: Support (Spell)
    Grade: Bronze
    Detail: The legendary archmage and Grand Savant of the Grand Conclave, Professor Salice Kelgore, was a famed genius and master of evocative and intricate magic of unparalleled might. Much of her success was attributed to simply being heir to the Kelgore name, but much of her work was revolutionary in its own regard. Professor Kelgore's specialty came in the form of long winded chants and condensed magical foci in the form of various elaborate gestures and prepared tools, all to create a degree of arcane potency never before achieved with conventional magic. Unfortunately that made her spells somewhat impractical for improvised casting, but when time allowed it, magic of a scale and effect unnatural to the world could be unleashed. The famous fire spell named the Un'Khlasta was one such example. Considered the most advanced fire-magic ever conceived within the traditional world, it has become a paramount cornerstone for any magician seeking to earn the title of 'Master Evoker' to be capable of casting this spell. In terms of fame and recognition within the magical world, the Un'Khlasta was only second to the, always-classic, Fireball spell. Various degrees of casting existed for the Khlasta, but the greatest executions of the spell within the modern world have been well known to be capable of devastating entire cities with a single use. Those who can muster the greater manifestations of this spell are highly desired and valued the world over. The military might between magical nations is primarily determined by the number of Witches and magicians they possess which are capable of casting this very spell, and to what degree.

    ✥ [Lesser] Lesser Deathfire Manifestation: A novice Un'Khlasta manifestation; despite the spell's incomplete and unstable execution, it still possesses remarkable strength. The caster unleashes a 20ft explosion within 120ft, dealing 3d4 points of fire damage per HD she possesses. Afterward a second blast occurs, unleashing a wave of heated air as the spell prematurely terminates dealing 10d4 points of sonic damage to all creatures in the blast radius. Creatures may attempt an acrobatics check for half damage (DC10 + HD + 1/2 Aptitude). The caster is dazed for 1d3 rounds, but may succeed a DC20 fortitude save each round after the first to end this condition.
    ✥ [Potential] [Invest 10 additional focus while casting to unlock Potential]
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    Name: Un'Khlasta - The Deathfire Tempest (II)
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 26
    Value: 18
    Cost: 16
    Activation: Other (Full round action)
    Duration: Instant
    Fate: Support (Spell)
    Grade: Bronze
    Detail: The legendary archmage and Grand Savant of the Grand Conclave, Professor Salice Kelgore, was a famed genius and master of evocative and intricate magic of unparalleled might. Much of her success was attributed to simply being heir to the Kelgore name, but much of her work was revolutionary in its own regard. Professor Kelgore's specialty came in the form of long winded chants and condensed magical foci in the form of various elaborate gestures and prepared tools, all to create a degree of arcane potency never before achieved with conventional magic. Unfortunately that made her spells somewhat impractical for improvised casting, but when time allowed it, magic of a scale and effect unnatural to the world could be unleashed. The famous fire spell named the Un'Khlasta was one such example. Considered the most advanced fire-magic ever conceived within the traditional world, it has become a paramount cornerstone for any magician seeking to earn the title of 'Master Evoker' to be capable of casting this spell. In terms of fame and recognition within the magical world, the Un'Khlasta was only second to the, always-classic, Fireball spell. Various degrees of casting existed for the Khlasta, but the greatest executions of the spell within the modern world have been well known to be capable of devastating entire cities with a single use. Those who can muster the greater manifestations of this spell are highly desired and valued the world over. The military might between magical nations is primarily determined by the number of Witches and magicians they possess which are capable of casting this very spell, and to what degree.

    ✥ [Lesser] Fragmented Deathfire Blast: A novice Un'Khlasta manifestation; the magician rose a large amount of magic while casting the spell but failed to properly condense the energy and execute the casting properly. Even still, the partial manifestation is capable of unleashing chaos and death upon those caught in the blast. The caster unleashes a flurry of blasts within 300ft of himself. Upon casting this spell 1d6 blasts with 20ft radius randomly appear within the general region the caster was aiming, with blast areas being randomly placed and capable of drifting between 5ft to 30ft from their original targeted square. Targets within these zones suffer 1d4 points of fire damage 1d6 times for each blast they are in. Effected creatures must succeed a reflex save to reduce this damage by half and an acrobatics check from each hit to avoid being knocked prone from the explosions (DC10 + HD + 1/2 Aptitude).
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    Name: Un'Khlasta - The Deathfire Tempest (III)
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 26
    Value: 18
    Cost: 16
    Activation: Other (Full round action)
    Duration: Instant
    Fate: Support (Spell)
    Grade: Bronze
    Detail: The legendary archmage and Grand Savant of the Grand Conclave, Professor Salice Kelgore, was a famed genius and master of evocative and intricate magic of unparalleled might. Much of her success was attributed to simply being heir to the Kelgore name, but much of her work was revolutionary in its own regard. Professor Kelgore's specialty came in the form of long winded chants and condensed magical foci in the form of various elaborate gestures and prepared tools, all to create a degree of arcane potency never before achieved with conventional magic. Unfortunately that made her spells somewhat impractical for improvised casting, but when time allowed it, magic of a scale and effect unnatural to the world could be unleashed. The famous fire spell named the Un'Khlasta was one such example. Considered the most advanced fire-magic ever conceived within the traditional world, it has become a paramount cornerstone for any magician seeking to earn the title of 'Master Evoker' to be capable of casting this spell. In terms of fame and recognition within the magical world, the Un'Khlasta was only second to the, always-classic, Fireball spell. Various degrees of casting existed for the Khlasta, but the greatest executions of the spell within the modern world have been well known to be capable of devastating entire cities with a single use. Those who can muster the greater manifestations of this spell are highly desired and valued the world over. The military might between magical nations is primarily determined by the number of Witches and magicians they possess which are capable of casting this very spell, and to what degree.

    ✥ [Lesser] Failed Explosive Manifestation: The caster unleashes a 20ft blast at a target within 10ft. Both himself and effected creatures are thrown back 15ft (no save) and suffer 1d6 points of fire damage and 1d6 points of sonic damage per hit dice the caster possesses. Effected creatures must succeed a reflex save to reduce this damage by half, if the caster succeeds he negates this damage. Creatures who fail this save are knocked prone at the point they are moved to by the blast (DC10 + HD + 1/2 Aptitude).
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    Spoiler: Bronze Fate - Ru'lavs Tang'asrogg
    Show



    Ru'lavs Tang'asrogg - Pyreclasim, Flame of Ruin (x4)




    Name: Ru'lavs Tang'asrogg - Viacarri's Pyreclasim, the Flame of Ruin (I)
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 26
    Value: 18
    Cost: 22
    Activation: Other (Full round action & Concentration)
    Duration: Limited
    Fate: Support (Spell)
    Grade: Bronze
    Detail: The Un'Khlasta spell was without doubt a terrifying and powerful spell, however Professor Kelgore's focus of study was in ritual and compound magics to increase the potency of her magic. Unlike the first Hexen, Grand Savant and Achemage, Vanici Viacarri Vantil - she was not a true specialist of evocation. The Witch King Viacarri was a pure and natural Evoker, the first C'Inbalak - the feared and taboo Witches of destruction, known as 'Havokers'. In the modern world, the C'Inbalak had all but gone extinct after centuries of being killed at birth by decree of the Coven and the Second Hexen. Now the art of destruction had all but been lost to the modern Witches, but the lessons from those days past remained. The Ru'lavs spell was a forbidden magic taught in history which was unleashed by Viacarri, with a single casting she had destroyed their magical homeworld, and had since created a new home in Duvan. Depictions of the spell still remained, as did a handful of hidden grimoire which contained instructions on its casting; but the spell could only be manifest by a C'Inbalak Witch, and thus it fell away into history and lore.

    ✥ [Lesser] Eternity Spark: The Witch has not learned to successfully cast the Ru'lavs, but can use the fundamentals of the spell to mimic the spark cantrip and unleash untold devastation upon the land with waves of blazing magical wildfire. The caster creates a blazing gout of hellish white fire in a 20ft burst at a target within 1 mile. The flames ignite non-magical creatures and objects (no save) while magical creatures must succeed a fortitude save (DC10 + HD + 1/2 Aptitude) to resist the fires each round. Creatures which have been lit aflame ignite the square they occupy at the end of their round, while unoccupied areas which have caught flame ingite adjacent squares. These fires cannot be quelled conventionally and will continue to burn even while fully submerged. The fire can only be quenched by spells with a caster level twice that of the Witch's HD. The fires burn for as long as the Witch maintains concentration and spends 1 point of focus per round, and for 1 minute after her concentration ends. Ignited creatures suffer 1d8 points of fire damage, 1d6 points of wisdom damage and 1d4 points of constitution damage each round, while objects suffer 3d6 points of fire damage.
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    Spoiler: Bronze Fate - Svetlana Sidorenko
    Show



    Svetlana Sidorenko - Iron Hawk (x3)





    Name: Svetlana Sidorenko - Iron Hawk
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 10
    Cost: 4
    Activation: Standard
    Duration: Limited
    Fate: Soul
    Grade: Bronze
    Detail: Svetlana was born burdened with expectations, and always being compared to her younger sister. Marriage, children.. motherhood. In her heart of hearts, she was more of a man then those who stood at the heard of her family. Finally, she mustered the courage to leave it all behind, enlisting in the military under her brother's name and feigning an identity . It was far easier than expected, and she unexpectedly found a place to belong. It didn't take long to realize that she was an exceptional soldier and an even better fighter. While she enlisted as infantry, her knowledge of mathematics, geography and mechanics earned her the attention of Major Alexander Suvorov, who transfered her into the 4th Guards Kantemirovskaya Tank Division. During the Battle of Voronezh her unit was routed. Separated from her allies she attempted to rendezvous with the main force, but became engaged while lending aid to an allied position pinned down from machine-gun fire. Rising above the call of duty, Svetlana led a three-man assault on the fortified enemy position, shifting the tide of the battle. During the battle she suffered numerous wounds, and was left disabled with two dead. In a selfless act of bravery, she used her last grenade to detonate the munition store of the bunker and destroy the enemy position. Svetlana was subsequently killed in the blast. For valor and bravery she was posthumously awarded various honors.

    From the black depths of death she woke again, to a foreign world and a face she did not know. The woman was crowned by a halo's light, and she was sure she stood before God, to meet her final judgment. Yet, this was not the end, God said she needed her strength once more to save many lives and the fates of worlds beyond number. There was a darkness inconceivable, which would soon drown out all life she knew. God could not let her rest yet, for a final battle was approaching. She would need to train herself and prepare for the prophesied day; and so she did.

    Receiving God's blessing, she plunged into a world without day. Surviving, learning and training with a strange old man in the arts of swordsmenship and mastering techniques to defeat the hellish denizens of the darkness, she persisted. He told her of the days before the Night; when sunlight had once existed, and that it would return again. She met others who trained in the same manner of combat, soldiers called 'Harriers'. Together though fought, and died, day after day - until at last the sun did return, and the darkness was banished. Hardened, seasoned by a year of endless combat, she knew this was only a precursor to the fated apocalypse. Her skills became renowned and she was recruited into Loveless, the most famed Harrier company that rose up from the one-year war. Each day she prepared herself for the future that would inevitably come.


    ✥ [Lesser] Fate Mirrored - Parry: The Witch is able to piece together small fragments of the soul's past, using them as a shield upon the mirrored surface of the Weave. A fragmented image of Iron Hawk is summoned to defend the caster. The summoned clone cannot perform any actions aside from performing the defensive parries and riposte skills of the soul they represent, with identical limitations. The Witch must succeed a spell focus check each round the illusion remains, beginning with DC 22 and increasing by 2 each subsequent round. Upon failure this spell ends.
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    Name: Svetlana Sidorenko - Iron Hawk
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 10
    Cost: 6
    Activation: Standard
    Duration: Limited
    Fate: Soul
    Grade: Bronze
    Detail: Svetlana was born burdened with expectations, and always being compared to her younger sister. Marriage, children.. motherhood. In her heart of hearts, she was more of a man then those who stood at the heard of her family. Finally, she mustered the courage to leave it all behind, enlisting in the military under her brother's name and feigning an identity . It was far easier than expected, and she unexpectedly found a place to belong. It didn't take long to realize that she was an exceptional soldier and an even better fighter. While she enlisted as infantry, her knowledge of mathematics, geography and mechanics earned her the attention of Major Alexander Suvorov, who transfered her into the 4th Guards Kantemirovskaya Tank Division. During the Battle of Voronezh her unit was routed. Separated from her allies she attempted to rendezvous with the main force, but became engaged while lending aid to an allied position pinned down from machine-gun fire. Rising above the call of duty, Svetlana led a three-man assault on the fortified enemy position, shifting the tide of the battle. During the battle she suffered numerous wounds, and was left disabled with two dead. In a selfless act of bravery, she used her last grenade to detonate the munition store of the bunker and destroy the enemy position. Svetlana was subsequently killed in the blast. For valor and bravery she was posthumously awarded various honors.

    From the black depths of death she woke again, to a foreign world and a face she did not know. The woman was crowned by a halo's light, and she was sure she stood before God, to meet her final judgment. Yet, this was not the end, God said she needed her strength once more to save many lives and the fates of worlds beyond number. There was a darkness inconceivable, which would soon drown out all life she knew. God could not let her rest yet, for a final battle was approaching. She would need to train herself and prepare for the prophesied day; and so she did.

    Receiving God's blessing, she plunged into a world without day. Surviving, learning and training with a strange old man in the arts of swordsmenship and mastering techniques to defeat the hellish denizens of the darkness, she persisted. He told her of the days before the Night; when sunlight had once existed, and that it would return again. She met others who trained in the same manner of combat, soldiers called 'Harriers'. Together though fought, and died, day after day - until at last the sun did return, and the darkness was banished. Hardened, seasoned by a year of endless combat, she knew this was only a precursor to the fated apocalypse. Her skills became renowned and she was recruited into Loveless, the most famed Harrier company that rose up from the one-year war. Each day she prepared herself for the future that would inevitably come.


    ✥ [Lesser] Fate Mirrored - Strike: The Witch is able to piece together small fragments of the soul's past, using them as a weapon mirrored upon the Weave. A fragmented image of Iron Hawk is summoned to fight next to the caster. The summoned clone occupies the same square as the caster and always stands next to her. It cannot perform any actions aside from performing a single melee attack or taking an attack of opportunity when eligible. The Witch must succeed a spell focus check each round the illusion remains, beginning with DC 22 and increasing by 2 each subsequent round. Upon failure this spell ends.
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    Name: Svetlana Sidorenko - Iron Hawk
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 24
    Value: 14
    Cost: 8
    Activation: Standard
    Duration: Permanent
    Fate: Soul
    Grade: Bronze
    Detail: Svetlana was born burdened with expectations, and always being compared to her younger sister. Marriage, children.. motherhood. In her heart of hearts, she was more of a man then those who stood at the heard of her family. Finally, she mustered the courage to leave it all behind, enlisting in the military under her brother's name and feigning an identity . It was far easier than expected, and she unexpectedly found a place to belong. It didn't take long to realize that she was an exceptional soldier and an even better fighter. While she enlisted as infantry, her knowledge of mathematics, geography and mechanics earned her the attention of Major Alexander Suvorov, who transfered her into the 4th Guards Kantemirovskaya Tank Division. During the Battle of Voronezh her unit was routed. Separated from her allies she attempted to rendezvous with the main force, but became engaged while lending aid to an allied position pinned down from machine-gun fire. Rising above the call of duty, Svetlana led a three-man assault on the fortified enemy position, shifting the tide of the battle. During the battle she suffered numerous wounds, and was left disabled with two dead. In a selfless act of bravery, she used her last grenade to detonate the munition store of the bunker and destroy the enemy position. Svetlana was subsequently killed in the blast. For valor and bravery she was posthumously awarded various honors.

    From the black depths of death she woke again, to a foreign world and a face she did not know. The woman was crowned by a halo's light, and she was sure she stood before God, to meet her final judgment. Yet, this was not the end, God said she needed her strength once more to save many lives and the fates of worlds beyond number. There was a darkness inconceivable, which would soon drown out all life she knew. God could not let her rest yet, for a final battle was approaching. She would need to train herself and prepare for the prophesied day; and so she did.

    Receiving God's blessing, she plunged into a world without day. Surviving, learning and training with a strange old man in the arts of swordsmenship and mastering techniques to defeat the hellish denizens of the darkness, she persisted. He told her of the days before the Night; when sunlight had once existed, and that it would return again. She met others who trained in the same manner of combat, soldiers called 'Harriers'. Together though fought, and died, day after day - until at last the sun did return, and the darkness was banished. Hardened, seasoned by a year of endless combat, she knew this was only a precursor to the fated apocalypse. Her skills became renowned and she was recruited into Loveless, the most famed Harrier company that rose up from the one-year war. Each day she prepared herself for the future that would inevitably come.


    ✥ [Greater] Manifest Destiny: Iron Hawk The Witch has learned to draw forth the soul of the Iconic hero Iron Hawk, from across the Weave and into her reality. From across time, or even the chasm of death, the hero is summoned by the Witch into her world. The hero only has memories from their previous experiences or their last actions, and grants no knowledge from the Witch nor loyalty toward their master. The hero has all abilities, potentials, and equipment from their previous state and are removed from their previous place in the world if they were still living at the time of this ability's activation. The associated cost paid at the time of activating this ability decreases the Witch's total focus pool total, rather than reducing the amount of points she may spend that day. This only persists for as long as she leaves this spell active. The spell may be dismissed at any time as a free action, returning the Witch to her normal maximum focus point total. While the soul is manifested, it functions as the Witch's servitor and enjoys all benefits and vulnerabilities associated with its new.
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    Spoiler: Cards
    Show


    Spoiler: Silver Fate
    Show


    Silver Fate Captured



    Name: The First's Chapter
    Potential: ✦⯎⯎⯎⯎⯎
    Min. Aptitude: 11
    Value: 1
    Cost: 1
    Activation: Standard
    Duration: Permanent
    Fate: Other
    Grade: Silver
    Detail: "Black. It was as if every light in the world went out. Extinguished by some divine hand. A perfect silence. Then, it came..."
    ⯍Sealed: An unwritten Fate



    Spoiler: Golden Fate
    Show



    Golden Fate Captured



    Name: Aradia, The Lady Black
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 15
    Value: 5
    Cost: 2
    Activation: Standard
    Duration: Instant
    Fate: Soul
    Grade: Gold
    Detail:
    ✥ Grants Advice & Council
    ✥ May grant 1 Potential to caster (Low)
    ✥ Increases the Potential of a Card activated within 5 minutes by 1



    Last edited by Mornings; 2018-11-03 at 04:30 PM.

  23. - Top - End - #83
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    Default Re: Pale Departure: That Which Whispers OOC

    Ros'wussrun Dream Lands

    1st Nightmare World - Ist'Treemma'rei
    The first world in 'the fall', the compacted, distorted worlds which have been cast adrift from Isto'thac and have begun descent into the Black. Each successive world after the first dwells further below.
    Last edited by Mornings; 2018-12-09 at 05:56 PM.

  24. - Top - End - #84
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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: NINE - Update Post
    Show
    [roll0]

    [roll1]

    ..............................



    (The Unsung King)

    ============
    Who's Xenaph?
    ==========

    There was an unusual silence as the veiled-woman's gaze was drawn to her side. Her apprentice's face was screwed up in confusion, seemingly not understanding what Alicia was talking about, but equally taken aback by the silent stare of her master.

    - 'What? What is it? There's no Hexen named Xenaph! I know my history. There was only Vaelre Scen'maelma, then the contest between Pau'Lialtilna and Elm'souja before they both ran Cross, so the seat was passed to you. Then the third was the Sunjath'la, Tenebris. No Nightmare Witch who has ever worn the Witch King's crown; and what the hell is 'imbue darkness'? '

    The girl's words seemed quite curious, not just her confusion as Alicia's words seemed to come across as utter gibberish, but at the latest revelation. The veiled-woman was apparently not truly Ros'wussrun, and in fact a Hexen - the Second King, if the young girl's words were to be believed. Tenebris has been the first Hexen of the modern age. Her reign had spanned over thirty-thousand years, and counting. No Hexen before her had been a Witch of Duvan, as the Old Kingdom still stood, and the Kings of Old were relics from long-forgotten antiquity. The roles and identities they held were of a nature and purpose unrecognizable to modern standards, and the meanings of such a seat as they had existed in those times was mostly lost. After all, the Hexen today represented the Witch who possessed the utmost authority and power in Duvan today... but what were the Hexen of the ages past, when the Old King, Kerym, still lived and ruled the recognizable whole of the Second World? It was a strange notion and one that didn't have an answer in Duvan. For in the bitter struggle for power between the Witches of Duvan'Ku, there could be no 'second-place'.

    -- 'Yes, that is correct. Presently. That was not always the case. The Wheel interceded, thus L'Dalharen changed the Second World, erasing Xenaph from 'The-World-After'. Your confusion is understandable, as she can no longer exist here any longer.'

    With each utterance of the name, something seemed to break. A skip. A frame. A slight stuttering bump in reality, that made the syllables of the Hexen's name jumble together and sound like gibberish. Like something was being twisted apart, or censored from existence.

    - 'So that means...'

    -- 'Yes... Our friend is from 'The-World-Before'.

    - 'Isn't it forbidden to bring back erased things from 'Across'? We shouldn't be talking about this should we?'

    The ancient Hexen's obscured gaze turned back to Alicia,

    -- 'It doesn't matter anymore, they already know. She taught you the Valby'oth. A forbidden technique sealed by L'Dalharen, a piece of the 'Hidden Verse'.

    There was a long pause, but she offered no further explanation. Stella didn't need one, after all, Adessa had been her teacher. The 'Hidden Verse' was a term used by other Witches, but it didn't accurately capture just what it was. There were in fact, many Hidden Verses. Each one existed as a metaphysical psychic construct, which was something akin to a key. Each key evolved, granting a new a further developed iteration of itself. It started very simple at first of course. She could still remember the First Hidden Verse in it's basest form even now just thinking about it. Physical armor became slightly less substantial, magic became slightly more abundant, and the charge which infused a focus barrier could begun to even deflect an arrow. Assembling the entire key was immensely difficult, even in her previous life she'd never completed the construct in full - but she'd seen what it could achieve. Near-infinite magical energy, with the power to convert life into a more raw and volatile arcane fuel even in places which such things otherwise could not exist. A 'Witch who produced an infinite flow of raw and natural energy', such a mortal would be looked at as something of a god-like entity, capable of creating or staunching the flow of magic across a plane of existence. It was a justifiable fear for an unfathomable power that could seat a woman upon the throes of 'divinity' as it was understood by magical-folk. Yet, there were dozens...


    --Do you know why Xenaph was removed? She made an oath to the Houses before Aradia, to safeguard and secret away the forbidden arts she held, vowing to never pass them unto mortals, and enshroud the occult truths of her teachings forever. She violated that promise, for Adessa, for the Whispering Witch. I don't know what lies she weaved or promises made, but she was convinced to abandon that vow. She taught Adessa the Hidden Verse, and her Whispered Hex. Those curses were more powerful than any magic intended for the hands of a Witch. Adessa's Veils could even pierce L'Tresk'ri'Vet, and they did. Her deeds woke J'June and created the Sleepless. Yet the sin of her crimes belonged to the Ros'wussrun, and burdened E'Spdon Valdruk to tend to 'Her' rest; thus giving form to Jun'athel to fulfill their recompense."

    The Veiled woman's words weren't emotional or bitter, but still came out with the same familiar tone of indifference their conversation had begun with. It didn't feel like the words were even directed at Alicia any longer, but elsewhere; like a playwright's off-handed comment written into the script but directed more at the audience than the characters... But, who was watching?

    --Yet, even after all this. The destruction she wove was not enough, and she passed her magics on to the Black Magister. The one who destroyed your city and disrupted the balance of the Wheel and Council as her master fled. Vet'C'nros are darksome creatures, fulfilling the will of the Mother of the Black Veil - and thus, blameless in the eyes of the L'Dalharen for those savageries committed. No. Those sins belong to those who stood responsible for safeguarding those secrets from the wiles of such depravity. Xenaph's crimes against the Second World are countless, and her punishment is well-deserved. You should forget whatever it is she had taught you.


    =========
    diverge
    =========

    A slow sharp clap rang in Alicia's ear from the tall man standing beside her. In an autonomous and perfect unison, each of their right-knee's touched the ground to kneel. It wasn't a willful response, but rather as if their bodies had been bent to the will of the soft-featured man now present. His short combed hair was a stark glittering silver which seemed to throw the light in unusual angles, and his face was a tired placid pale with red rings below his eyes from sleepless nights. Stella didn't need Tenebris's shrill whisper echoing threw her mind telling her what he was. Every hair on her body stood on end in a mute and terrible fear. Every cell in her body instinctively knew what now stood adjacent to her. As a magical creature born of the Second World, it was impossible not to know. L'Dalharen.

    The man cleased his throat,

    ---Ah, now this is a recipe for trouble. Veil Witches, and Nightmare Witches, back together again. It's beyond me how such interactions are still allowed. Oh, please get up.

    The violent crippling weight was suddenly released. The woman in black found her feet quickly, but she and the mysterious Hexen's student were far slower to recover. It felt as if their legs had been broken and were not rapidly mending, restoring strength to her limbs, but not quickly enough to simply rise from the ground at moment's notice.

    --....An Enforcer.

    The man adjusted the black tie of his suit with both hands.

    ---Correct. Forgive the late introduction, I'm currently serving as interim Enforcer for Jun'athel, though this realm does not normally fall under my purview. My name is Caus'fel, of the House of Black. I will admit, this is highly unusual, even for me - dealing with Witches and Hosts directly.

    -H-Hey...

    The young Witch struggled but eventually found her feet.

    -You said a 'Veil Witch'? What Veil Witch!? Lapa isn't one, and I'm Ros'wussrun!
    ---Ah, and you're Cas'Haphel, I assume? I mean this girl of course. The Veils of the Gran Hexe are still just as impressive as ever, but even a Joint-Reflection such as this doesn't obscure a Witch's nature, only the identity... when utilized in this fashion. It is quite a remarkable feat, admittedly.

    His gaze shifted down towards Alicia,

    ---I assume you are Gehlaava's pupil, or she at least took enough of a liking to you to aide you in shrouding your identity.... As curious as I am, that's not why I've come; though you've given me an idea to settle another matter... You've broken the laws of the Wheel, girl. By introducing forbidden influence upon L'Lotha from 'Before', you've corrupted and destabilized L'Tresk'ri'Vet. As the law dictates, you should be apprehended to stand before the Council and be judged. However, as Vet'C'nros, you may instead opt to be tried under the judgment of the House of Black, as is your right... The rest of you may go.

    The Hexen didn't require further prodding than that, though the Witch, Cas'Haphel seemed less apt to depart. The veiled Witch grabbed her student, offering a curt bow and departed with the girl in a wink of darkness. The Enforcer glanced around a bit, looking at the ruined world around them. Things were displaced and broken, like pieces of cities and distant places had been stolen and jettisoned from the sky to crash down into the lumbering heap of twisted metal and rubble that surrounded them. Caus kept his hands in the pockets of his black slacks most of the time, maintaining a disposition far more lax than she had envisioned in her mind of so immense an entity.

    ---"Hm. Think I saw this bridge in Michigan.... Anyways, hurry up and decide. I'm taking care of some other things elsewhere. Just between us though, no one in their right mind would want to stand trail under a foreign assembly. Being judged by your own House is always preferable."


    Potential Acquired: First Hidden Verse
    Benefit: Your Arcane Spell Failure chance while wearing armor is reduced by 10% and your spells have a 5% chance when cast that the spell slot being used is not expended. This % must be rolled as the spell is being cast. Additionally, your Focus Barrier grants a +2 deflection bonus to your AC while manifested and only requires 5 minutes to form. As a full round action you may attempt a spellcraft check with a DC equal to your barrier's remaining defensive value, if you succeed the force barrier is repaired as if you had meditated for 1 minute. This action may only be performed once per hour. Your wisdom and intelligence ability scores increase by 4.






    ------------------
    (The Sacrifice)
    -------------------

    Nothing. It wasn't there. Loimi's eyes quickly adjusted just as the strange orc across the room seemed to have recovered as well. Both of their hands slid across the broken tiles of the floor, but there was nothing to be found there; at least nothing that was theirs. A thundering crash reeled through, not the room, but seemingly their very hold on reality. Two vibrating negatives of an afterimage shook and pulled away from each other, then slowly were drawn back together again. A shadow seemed to darken and taint their shifting world. Loimi had been laid out across an old operating table, while Varag found himself in a thin puddle upon the ground. The ground. It was perhaps the only thing even remotely familiar, or human. It was as if the floor had been torn out from an abandoned hospital room, fired out into the Maelstrom, then collided into the alien world. Porous dark coral-stone mingled with strange kelp-like stalks protruding from the walls and ceiling, floating in some intangible sea. Black vein-like growths penetrated every crack and appeared to rhythmically pulse with life. This strange and eldrich world, wherever it was.... it wasn't Golarion. It wasn't Willowbrook. [Loimi & Varag | Perception - Success] [Displacement: (DC 14 Will Save) | Failure, -2 penalty to Stability Checks]

    Varag's eyes could see a story unfold amid the rubble. A fight. Something big. The rubble wasn't the ceiling, but debris from somewhere else entirely; neither from the remains of the hospital floor, nor the cave-like structure about them. The heavy stone door, the only exit or entrance, was similarly also of a curious nature, but it didn't appear 'displaced'. While it was something of an educated leap of numerous conclusions, the battle had likely broken through multiple floors above, until finally plummeting into the depths which they found themselves. The thin lance which pierced the supports which had fallen from some world far above, shouldn't have been strong enough to resist the weight above it. It was something of a miracle the weapon even found the perfect angle to suspend further damages and the collapse of the entire room... but that looked imminent. The polearm was unreasonably strong to withstand the multiple tons of broken structural remains above, but it bowed and quivered with each second that passed. The thing would inevitably fail. [Varag | Engineering & Perception - Partial]

    Despite his experience, the orc hadn't the faintest idea as to just what manner of creature the shadowy entity actually was. He's seen shadow-creatures before, both during the Long Night, and in his time during expeditions. While they could come in all shapes and sizes, from obscure featureless Veilbeasts, to unusual animals that shifted across walls like black spots cast by a light.... sometimes they came in human-form too. No one knew the distinction between a 'rabbit' and a 'man', other than that they weren't Veilbeasts; but at the very least that meant that not all such entities were enemies either. There were a number of tales of children or men following the shadows, some guided out from labyrinthine lairs, while others were lured to their deaths. By all accounts, there was no standard as to just what might be encountered.... yet he'd never heard of such creature's being capable of speech. It was impossible to know just what such an expressionless creature was thinking, but at the very least he could tell the thing hadn't paid the crippled bodies he came upon any mind initially. Whatever it was, it hadn't come to help, but happened upon them by chance. Some older Harriers called all such mysterious shadowy entities, Fextin. [Varag | Planes & Sense Motive - Partial]

    As an Offworlder of a dimensional and star-faring race, Loimi had seen a significant number of worlds and places. This wasn't like any of them. This place, wasn't a place. No one made it, it probably didn't even have a name. A cesspool, some backwater hole in which the filth of this twisted plane was deposited. Fragments of broken places and things were dumped within this placed, stacked on top of each other like a tightly-packed garbage heap. This was tainted land. After one fell far enough, that was what it devolved into. A mindless reality-dump from places, from worlds and possibilities long extinguished and shat out here... Or rather, places like here... and they were deep. He could feel the world stutter again.... "Oh, that? Don't worry about it. I'm sure it's nothing serious... Don't worry about me, I'm just taking a break. I'm sure you'll be fine." The dripping sarcasm was palpable. They should have run... His ears were beginning to ring as a violent trembling begun to slowly intensify within his own head, until it felt like the physical world begun to buck and kick as well. Oh god. They should have run. Reeling from the dizzying haze of clawing back to his senses, he didn't notice the last few precious seconds of reality running out from between his fingers. Now it was too late. This was....


    ------------
    Collapse
    ------------




    (The Unsung King)

    The man tried to smother his snicker.
    --- "Though I must admit, as perfect as your disguise is, girl... You spoil the entire effort. After all, Magister Astral, even you must recall there are only three Aolthor Wands. I'm certain Lalaphra realized who you were as well. It is quite a difficult thing to miss after all. All the moreso for a Hexen. Isn't that right, Tenebris."

    The form of the Witch King manifest next to Alicia,

    ++"Well you're not a very entertaining man. You could have just cut-to-the-chase then if you knew who we were."

    The Enforcer didn't smile, keeping his usual dull expression.

    --- "Yes, well. I have no intentions of bringing in 'outsiders' into internal dealings of the House. Our House. The concerns of Nightmare Witches and Feigned Kings is of no interest to me; but you, Magister, are. Moreso as you are here where you are now by Aradia's influence. The Lady Black sends her regards."

    The tall surreal man turned to face them squarely.

    ---"I expected we would meet, inevitably, before everything set into motion. Though, honestly, the locale is somewhat unexpected. Though less-so, than the circumstances of our meeting. Your favor with the Lady Black doesn't excuse your crimes. By all rights, you shouldn't even be here yet. It's far too early for you. You cannot yet even comprehend the gravity of your mistakes, but this ignorance does not excuse you. This isn't the First World, or the lowly mortal realms you woke up in. There's no flash-of-darkness and twist in the stories you tell yourselves. No Afsppa'Sol to chuckle at the meaningless damage left in your wake. Here, your actions have consequences. The L'Lotha was sealed to your kind for thirty-millennia when the Wheel determined such creatures could not be trusted with this measure of responsibility. That ruling was met with a split opinion, and dissent. Which is, as I imagine, how you managed to weasel your way here. As it shouldn't be possible, it's not a crime, but the Influence you have introduced into this realm is."

    ++"And why does the House of Black care about L'Lotha? Or even any of the Three Worlds? Lady Black is the only divine being which frequents the realms, your House holds no investment in matters within the Garden."

    ---"That's untrue. A number of concerns exist within the Second World, though they are not numerous. Lalaphra briefly mentioned it as well. Jun'athel was created by E'Spdon Valdruk to contain the ruinous power of the L'Tresk'ri'Vet you had already damaged once long before. The Wild Dark is something of a far more modern invention. It was a daring proposition, but an effective one. You might even be somewhat correct in saying that the blackness of this contained realm is the same as that horrid crimson plane, thus your disruptions here cause untold harm to that volatile place. That makes my sister's job more difficult... She cannot return until matters are settled there. I'm sure you understand. I've something of a personal investment in seeing this world succeed; and so I find your gratuitous provocations rather... disturbing."

    ++"I'm sure you are concerned due to the Magister's previous, malicious endeavors. However, that is not the nature of our visit now, and what harm might have been delivered is likely small, for now. If this is the same World Veil, then Stella likely possesses remnant affinity with it and is in the position to improve it vastly-"

    "-Or damage it beyond repair. I'm certain the judge will hear what you have to say regarding the matter, but that is not decision I may make; but make no mistake, as small as the initial blow you've delivered was, you weren't forgotten. There's an echo which carries, and how far it stretches cannot be so easily predicted. The nightmare you unleashed upon that place in the past has left an irrepressible trauma relived by the hosts, no matter how many times that reality was corrected or reset. The Veil you created plunged that world into a frozen lifeless existence. A winter which stole the life-force of all things, in all worlds, in all realms contained therein; and that suffering was far from forgotten."

    Stella's mind rewinded back briefly. Ah, he was right. Tenebris hadn't been with her at the time, but that was when she had created the Uttercold. The power amplified by the Aolthor Wand had made it too dangerous to activate her newly constructed Veil in a mortal realm. It was the same problem which Tenebris faced with creating the Istrei'D'Val. The initial effects of Veil activation could be excessively powerful, and the Istrei'D'Val covered the entirety of Duvan. The entirety of city-plane at once. When Veils became so powerful they could annihilate all life from a plane of existence, sometimes including the caster, it became a chore to find the perfect conditions in which the Veil could be safely created. The sudden appearance of L'Tresk'ri'Vet seemed like a perfect answer, after all no one would care about some quarantined and isolated reality, so she created the Veil there. The devastating result was entirely unexpected. Without the division of the self-contained reality, it would have effected the whole of the First or Second World. It would have been an inexcusable blunder, and the thought of having to face the Gran Hexe, the Council and the Black Conclave was still enough to send a cold shiver down her back. She couldn't feel any regret from that, not while every alternative carried far greater threat. Tenebris shot her a look of disbelief. Not the accusatory kind, but rather her eyes cried out 'why had she not shared a cool story like that'. The Hexen did a poor job trying to fight back the smug smirk on her face. She wasn't good at pretending to be humble, and no one had ever called the Lord of Battle 'sympathetic'. In fact, ultra-massive reality-destroying spells might have even been called something of a 'specialty' of the third Witch King. [Stella | Memory Acquired]



    =============
    'The Image Returns to me..
    Again and again

    How you broke like the ground beneath me,
    How you wished you'd rather burn up like the dream.
    Maybe I needed you to freeze me out from those corners of your dreams
    But all footsteps ended at the pond.

    Still you called on me to breath.
    Begged the breeze relive me,
    from what begins to settle too deep.

    But it didn't matter while;
    There are still bridges over the rivers.
    There are still moments of collapse.
    There are still driver's with their feet on the glass.
    and you're kicking, but you can't get out.

    It comes back, just like the history in the rooms of the house.
    Mother's humming from the kitchen.
    A steaming crescendo as the coffeemaker hisses.
    A cold wind.
    Sirens in the distance.
    The rattle of the window glass bending in.
    ================


    -------------------
    (The Sacrifice)
    -------------------
    The dull quake of thunder which raced through every stone shuddered through their bones. "Well, gentlemen-" The shadowy creature didn't have the time to finish its sentence. It might have been called an 'explosion' or sorts, but not in the literal sense of actual combustion. No, it was like a wave of crimson light - the shockwave of some unfathomable force imploding down upon itself and unleashing this consuming wave of energy. There was no sound. The world was denied even the mundane curtsy of a death-scream. The stone walls dissolved like cubes of sugar beneath the force of a fire-hose. Reality dispersed and evaporated, blow away like mist and roiling crashes of some horrible primordial black energy crashed through them like arcing bolts. The world was drowned amid a blank scarlet canvas, a nightmarish abyssal void of nothingness in which they fell - and from somewhere far above, the shadow of some terrible grinning beast's face with the shape of a wolf loomed down over them wickedly. It was of an impossible size, like some mythical terror that would devour the very sun should it open its maw. The plummeted into the deep.

    Ͽ ◯ Ͼ

    "Ah, apologize, I was a tad late. If you'd be so kind, forgive the delayed arrival. I am Caus'fel, an Enforcer. You can think of me as something of a 'lawkeeper', for a great deal of things. As you can see, you are, or were about to be, disposed of by a considerably powerful entity. As you're a corrupted existence, that in itself isn't a problem, but by request - your lives will instead be used to remediate some of these damages. I'm sure you have no complaint with being allowed to live a while longer. You should be glad for a second chance, and an opportunity to prove your usefulness. Though, do keep in mind it will be quite demanding..." The red expressionless world about them begun to fade away into a darkness, like the vastness of space, yet without the light of stars. They were being drawn away somewhere, as if pulled by some invisible force. It was impossible to know just where. "Be mindful, the immediate challenge before you cannot be completed alone. You will be bound to one another for a time. If either one of you should fall, then you will both die. Goodluck."




    --------------
    (The Scorned)
    -------------

    Despite her mind's desire to understand it, to take it apart, it seemed like something still out of reach. There were spells which could create various 'clones' or similar constructs, but she had never heard of such magic being capable of sharing consciousness. In that place, she existed concurrently somewhere else, in another place; the domain of gods. This couldn't have been the same thing, that conclusion was easy enough to reach. After all, no wizard had ever been mentally and physically traumatized by a maimed magical clone. When she had lost her arm, that damage had extended and reached out afflicting her simultaneously. The limb was still there of course, but at the time her arm had been made useless as if broken. If every clone a mage created could incapacitate or... perhaps even kill him, should they fall. Well... that seemed counterproductive and made for an unrecognizable and distinct difference. It wasn't a barrier between herself and some manner of harm, the trauma was very real. A bead of sweat ran down her back. She was sure that if it had been her head or something else which had been destroyed while occupying that doll, she might not have returned at all; something would be lost. [Regina | Knowledge - Failure]

    Regina didn't know what tongue the names or titles the otherworldly beings were using, but thinking upon the exchange between the Inevitable and its master, she started to reconsider her assertions. The Inevitable didn't refer to the 'Enforcers' and these 'D'Inlé' as related or joint things. Rather, the god's assistant had insisted that the Enforcers be notified before she would disclose the name of this 'D'Inlé' creature. The mechanical creature was well aware of the destructive nature of that creature, and evidently favored the more lawful Enforcer, following the standard logic of standards which it had mentioned previously when it had reminded the dour god of the 'rights of hosts'. There wasn't one singular threat.... but rather, many. She didn't understand what Dalharen-D'Inlé meant, there was no translation provided. Similarly, under that same context, she doubted that 'Kakasheji'fol' was a literal translation. These were names, most likely; names of individuals or groups, but not a title. She didn't have enough details to put meaning to the words, but she at least held enough contextual clues to assign some degree of logic to the madness. [Regina | | Linguistics - Partial]

    Her eyes scanned the far reaches of the hall, and though she could feel something, she couldn't see it. A dull aching pang raced through her arm once again. It was like a bolt of lightning racing through her veins, as it reached her shoulder it slowed to a crawl... it was like something was beneath her skin. It slowly slithered up her neck like a swarm of burning insects. Her hand instinctively raced up and swatted at the sensation, but nothing was there. It pooled into her ear and crept into the cavernous holes of her sinuses with a cold shivering chill before grasping her brain like a violent bloody hand. Black. It wasn't quiet, no, it was deafening, yet her mind was drawn away... enchanted by the splendor of glimmering fragments of exploding lights and marvelous images which sprung to life and then faded out like a clash of fireworks to illuminate the gloom of dark within the confines of consciousness within. It was an amazing and luminous thing. She didn't understand it of course, there was hundreds of thousands of glittering bursts in all manner of color which painted her world, like short spans of brilliance that stole the splendor from any sunrise. They weren't just places. There were people too, and things... and strange wonders beyond description revealed briefly in those short glinting bursts of radiance. Without context, without meaning, but it was beautiful still. Every light was some story, a fragment or glimpse of something else.

    "...Every light is a doorway. Where will it take you I wonder?" It wasn't Taldane, she didn't know those words. It was like the language that god had used. She didn't understand it. It was as if there were two voices speaking in tandem, echoing one another; one she understood, and one she did not. "There is great magic here, far beyond any you know. Stray from the light, and it will smite you... Swear yourself unto it, and it will reveal unto you all truth." The girl was short, perhaps no more than a child. Far below the spectacle of the radiant bursts, the only light which divided the dark shown from the dim glow of the girls long staff. Her long platinum blond hair hung back loosely behind as she looked up at the explosions in the sky. "When you have prepared yourself. When you are ready to be born... You must escape this World." Her eyes seemed to glow with an otherworldly turquoise gleam that radiated with an inner strength. "Trust no one with what you have seen here that does not know my name..." The short girl's gaze seemed to slowly roll over towards Regina, though she didn't lower the angle of her face from its skyward posture. "I am She Who Lights the Way... Lapalila Khalakivos." Her gaze shifted back towards the blooming scenes and visions of light propagating in their endless cycle in the sky. "Now go... You're disrupting the others." Ah, that's right.... Right now she was.... [Regina | Perception - Partial]


    Potential Acquired: Arcana Evolved (Revelation) - Impossible Mind I
    Something erupted within you, born of some aberrant exposure to some manner of force beyond what you know. Beyond what you could define as 'reality'. There was an energy, a magic or power, or some manner of force which was far beyond anything you knew or could comprehend, and it had touched you. The energy was far too great for your physical body to contain, but some small fragment of it remained embedded within your very being. You could feel it change you. Now you were connected to that otherworldly and unnatural existence, distantly. Flashes of things you should not know revealed themselves in your mind, though they lacked comprehensible context to the mind of a mortal.

    Associated Influences: Magic, Truth, Secrets, Vision, Tapestry, Discovery & Light
    Benefit: At 1st, 3rd, and 5th level the evolved character gains +1 caster level for one spellcasting class in which she already has levels. She gains more spell slots, more readied spells, a better caster level, and so forth, but none of the other benefits associated with the spellcasting class, but gaining an arcane aptitude and focus point progression. The process of evolving a subject’s intellect requires her to undertake intense study and academic work to provide her mind with the exercise it needs to stay whole. As a result, she becomes a walking storehouse of a wide variety of knowledge. She gains ranks equal to 4 × her Intelligence modifier that must be spent on Knowledge skills at each level she benefits from the caster level advancement bonus of this Potential. The maximum ranks the evolved caster may invest into a single knowledge skill becomes 3 x her Intelligence modifier. By spending focus points equal to 4 x the CR of a target or subject, the caster gains the ability to make any knowledge checks as if she possessed the unique skills 'Knowledge (Abstract, Sariya and Wlalth'ooble)' for 1 round, however the respective DC of these checks is multiplied by 3. If the caster's intelligence score is less than 18, it becomes 18. The evolved caster's Intelligence and Wisdom increase by 4. The evolved caster may lose this Potential if they no longer possesses the Vision, Discovery or Light Influences. If this Potential is lost in this way, the evolved caster suffers 22 points of Intelligence and Wisdom drain. This ability drain is a Severance effect.

    FOCUS POINT PROGRESSION
    Intelligence Modifier + Wisdom Modifier + Charisma Modifier + Progression Dice

    Female Progression Die: 1d4+2
    Male Progression Die: 1d8
    (Points are recovered every 24 hours)




    He'd missed it. Not for lack of trying, he'd seen the brief glint of the dim and something seeming to pass by like the briefest of flashes. A shadow. It made his heart skip a beat. He simply had to resolve to himself, his eyes weren't keen enough to tell what the hell had just happened, but the results were evident enough. Mirkys' eyes briefly took a glance back at the screaming woman thrashing about wildly on the ground as Baird attempted to subdue her wild movements so she wouldn't harm herself. Her feet twitched and kicked madly while rolling and clawing at her own face. Regina was screaming insanely, the veins and tendons in her neck stood taught and jerked, relaxing and snapping taught again with each one of her convulsions. "...Goddamit, girl." The Vudrani man managed to wrap the woman in a bear-hug to stop her rolling and attempts to claw at herself, but still she thrashed and flailed in his grasp. "....Listen to me girl." He gave her a few sharp shakes to get her attention, "Listen! It's not real, none of it. Not here or there. They're coming now, and when they do, they're going to take you both. You have to remember what I showed you, that's the exit! You need to escape this place and take who you can! Nothing else matters. There's others too. You can trust that girl Rubedo, but you probably won't see her again. The spirits still owe me, if you can find that evil-bastard, L'As'Meral. Show them what I showed you, and they'll help. I sent others ahead before you, a Harrier named Kaslin Crowe, and a Returner named Kas'Llyn'Ryel. It doesn't matter if you meet them all, but you'll need help on the 'other-side'. They'll come once they realize what you've done, every goddam one. That place, outside... Jun'athel, you won't be free there - that's where the fight begins. The Witch named B'Belka'tevel. Belka damn, tevel... don't forget it. She'll help you in what comes after. Find her. Everything is going to die here soon. You can't stay." [Regina | Conflicted Mind - DC 16 Will Save: On Success 1 Slashing Damage / Failure 1d8 Slashing Damage]

    Miryks didn't fully grasp what the man was saying, but at the least his experiences had conveyed something to him, a sentiment which he could appreciate. This nightmare didn't end here. Whatever this was, it wasn't Willowbrook, it was a hell which extended far beyond these walls - a nightmare which didn't end, and this girl had found the door out. He'd found something too... Though it wasn't nearly as bright a revelation. Magnimar, the City of Monuments, one of the largest and most significant of the city-states of Varisia had been... or would be under siege. Not by men... but perhaps something born of far greater purpose, spawned by some ardently insane god. The city had stood and outlasted the Long Night, yet fell before the vile powers which assailed it. Thirteen thousand souls extinguished for some unknowable purpose. Iman was right, this couldn't be real life. If there were truly such gods which even made Aroden avert his gaze, then surly the material realm would have already been destroyed.... He could feel his arm twitch. In fact, the world had apparently already been destroyed many-many times.... he simply couldn't recall all of those 'bad ends', though the signs remained. The man's keen mind quickly calculated the sharp drop in his own life-expectancy at being caught within this preposterous joke-of-a-world. [Miryks | Knowledge - Partial]

    The theater on the corner of the district of Naos which touched the corner of Starsilver Plaza was a rather famous and elegant building named the Triodea. While he didn't know much for certain, he had heard that a silver-haired Oracle whom the citizens referred to as the Lady of Morning. The rumors of her were all ridiculous, but one thing was likely true from what he'd heard. The strange woman had divined a fate through the mystery's of her gift. It had caused quite the commotion all throughout Varisia and perhaps even further still. The gift of Divination died with Aroden, everyone knew that. It was the first time such a thing had been done in many, many years. Some whispered it was a sign of the return of the man-god... but in the wake of the destruction as the whole world seemed to be tumbling down atop him, he feared the true implications were perhaps something far worse. [Miryks | Knowledge - Partial]

    The creatures which had slain him.... They were absurdly quick and agile, while also possessing absurd strength and weapons. They had to be some manner of Veilbeasts. Yet, no one had ever mentioned such a creature before. In fact, Veilbeasts which utilized actual weapons, or even objects in the form of weapons were very rare. So rare in fact, that they were usually named beasts. Named creatures were recognized as individual and iconic nightmares, singularly defined by their unique natures and abilities - something of a 'boss monster' amongst a world filled with monsters. He could recall a rumor that the Loveless Company, one of the most elite Harrier groups in Avistan, had reported and documented a named beast which utilized a great scythe... though he was certain that those things and the beast they had discovered were not the same. Supposedly the Named Beast guarded something and rarely moved from its place, it was also unreasonably large - while the sickle men simple lumbered about like men on stilts. There was something he was missing, something he didn't know. He'd only seen pieces of a chaotic and mad picture for a brief moment, he simply didn't have all the pieces.

    Thinking on it though, he didn't think that was now. The streets had been decorated in festive fair, as if preparing for some kind of celebration. He couldn't think of any such holiday currently upon them. They hadn't come yet... But they would. If Magnimar fell, the key distributors and outfitters of Harriers and adventurers who braved the tainted lands would be lost. 'Gear Hero', the storefront of Old Man Demn operated out of the city. He was one of only three known inventors known, anywhere, which could produce new tools and protectives suited for use in the tainted lands. Thus, numerous commercial outfitters similarly flocked to the City of Monuments to take advantage of Denil Demn's reputation. All Harriers on this side of the world needed to eventually fall back to Magnimar for repairs if they wished to dive or face the threat of Veilbeasts. Korvosa was a far-second after in terms of what services could be acquired there. It was why the headquarters of the Cotton Club had been built there after all. Maybe the creatures had realized that too. The metropolis was too important to loose, without it there was little hope of acquiring the defenses needed defeat such creatures and stabilize their magical arms and armor while battling in areas of corruption. Things would only go from bad to worse. Miryks knew well enough, he at least needed the proper equipment before everyone got killed off, or he'd be quickly joining them. [Miryks | Knowledge - Partial]

    =========================
    =========================


    Last edited by Mornings; 2019-05-06 at 05:54 PM.

  25. - Top - End - #85
    Troll in the Playground
     
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    Default Re: Pale Departure: That Which Whispers OOC

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    Spoiler: NINE PART 2
    Show


    (The Scorned)

    ---"Oh, this is unexpected..." Miryks didn't know when the man had snuck-up on him, but he did. His blade slashed out with a fine arc at the man's throat. He felt a sharp rattle run up his swordarm, but he didn't understood what happened. He looked down at his hand grasping the hilt, tracing his way up the length of the blade to where it stopped at the stranger's neck. He hadn't moved. Dammit, he knew he hadn't moved. He'd caught the bastard cold and flat footed, yet what he saw seemed to contest that notion. The man's soft golden eyes seemed to slowly turn towards his direction. The black suited man's furthest arm had crossed over himself to catch the edge of the Aasimar's sword between his thumb and pointer-finger. It was the longest, slowest, most absurdly obvious movement... he hadn't seen it. No... fast couldn't begin to describe it, it wasn't a matter of speed. It was as if something had changed after his blow had already struck, like something was omitted and some frame of reality had been replaced... His mind couldn't wrap around it, there was something incomprehensible beneath the surface, like the very fibers of causality has rebelled against him; like he couldn't be right. "I'd appreciate it if you avoided such unnecessary things." He released the edge of his sword. The steel was slightly bent along the cutting edge from the strength of the man's hand. [Miryks | Spell Focus Check - Failed]

    ---"You know, Baird, my sister was convinced Afsppa had set himself to playing another prank upon her... Though I thought it unlikely. Seeing you here however, well, that explains everything. What are you doing? Your imprisonment ended quite awhile ago, you should have returned to the Crucible." Iman had already stepped forward, Regina could feel herself wrest back some measure of control from the floor. "Ho, Caus'fel. Not a man I expected to see, I thought your duties brought you elsewhere. I figured they would have sent Ni'fel or even Tagar while the Warden was absent..." Baird crossed his arms as he spoke. If they had learned anything about the man, it was that he wasn't one to trade words, he evidently intended to drag out this conversation as long as possible, though they weren't entirely sure why. "Unfortunately, Talri'fel has taken responsibility, but as fortune would have it she's distracted with other business. A blessing for no doubt, she wouldn't have even given you the opportunity to defend yourself under trail." "A blessing for the House of Black as well, no doubt. I imagine her presence caused some friction between the Lady Black and the House of the First."

    ---The man waved his hand dismissively, "It doesn't take a Grand Savant to imagine how that went.... Now, what the hell are you doing here, and why are you meddling in our affairs? Do you know how pissed Saphsa was when she noticed someone was aspecting into her house? You're just lucky she didn't catch you. You should have just left so we wouldn't be having this conversation, and what are you doing with these hosts?" In a familiar gesture the thin man shrugged, "Eh, I was just screwing around before getting back to work. Rubedo had me tend them awhile, something about a 'Cycle', not sure what that's about. Was probably screwing up the girl." The Enforcer, Caus'fel, put a hand to his mouth, looking at the floor as if in thought. "Hm. Maybe... Saphsa mentioned something about repeated and unpredictable collapse, likely caused by J'June. She managed to isolate it to a small area, but it only made the process more frequent." "Eighteen second intervals?" "Something like that." "Yeaah... I know what you're talking about. So what happens next?"

    "I've confirmed your story with Rubedo, so I'll let you off this time, but your job is done here. You know better than most, Heralds are not allowed to intervene with the hosts, so at least try to avoid attention when you receive such an unorthodox order. The next Enforcer you meet might not have much in the way of humor, or patience to listen to what you have to say...." The white-haired man looked at Miryks, then back to Iman, "Did you... Did you, spite these hosts?" Baird snorted and the man shook his head, "Afew of them actually... I had a couple of Astrok'Ru's dice left and I thought it'd be funny." "....Was it? " "Eh.... not after the first time." "I suppose that explains the obscene levels of corruption coming from hosts recently. Saphsa suspected Rubedo had been trying to hide another of her experiments. It's difficult to keep track of all the happenings without proper structure, as much as we don't get along, it makes me appreciate the work of Quortek V'dre..."

    "Well, return to the Crucible. Report what you have learned to Natheless when you do." "Uh... not the Grim." "What? She's good at what she does." "She's weird, likes to dress like an animal, and smells like old lint balls. I'm pretty sure she's got something going on with that dog-thing that follows her around too. Do Ramath'silinrul, you know..." He gestured suggestively with his hands, as if he were trying to make the Enforcer uncomfortable. Caus'fel swatted the Herald's hands down, "Enough! Just leave." Iman shrugged, slapping Miryks on the back, "Alright kids, guess this is where we part ways." The Enforcer raised his hand, "Before you leave, you should know something..." "What? You married you sister just like your brother?" It looked like the man had been physically struck from the crass remark, it took him a few long blinks to recover his baring from the low-blow.

    Iman evidently knew how to press Caus'fel's buttons and throw him off. "...You'd do well to never mention him again." "Well, that still doesn't answer the question." "Please, shut up... The Black Magister has come to Jun'athel, no doubt she'll inevitably find her way to the Crucible as well. You'd do well to send her away, she has no business here." "Astral? ...Isn't she dead? Well, in either case no one has permission to actually enter, but it's not my or your call on who or what is an exception. That authority belongs to the Lady Black, does it not?" The man didn't speak immediately, but eventually nodded begrudgingly. "What're you planning on doing with the kids here." "According to Rubedo, they might have some use despite the corruption. We'll see if that's true I suppose."

    Baird glanced at them both,
    "I suppose... good luck then. If you could become even half what you could be, you'll make it through. No matter what, never forget-"

    ==========
    Red
    ==========

    The image returns to me...
    Again and again.

    ==========

    (The Sleepless)
    Miryks & Regina
    Loimi & Varag

    Divided and whole, Regina remembered the familiar sensation of being cast out across the folds of reality, falling into the red. In that shift she knew she was no longer herself, nor a doll, they were something else together. Her thoughts spanned out across the reaches of time and distance to somewhere else. Miryks had never experienced such helplessness, not even behind the familiar bars which had marked his captivity. He was trapped, torn apart and blended in some cosmic whirlwind. The remains, the parts of him left he could still feel were stuffed into this container, like bloody sponges being forced into too small a bottle. He was.... they were....

    The girl pulled her neck down into her shoulders to hide the lower half of her face behind the too-small-collar of the massive blue and white college jacket she wore. She held the ends of the sleeve's cuffs to prevent them from falling loose and dangling off her arms like some kind of squid creature. The whole of the coat was much too large for her, but it was an important memento that reminded her of better days. The wind howled and kicked, throwing her black hair about and scratching her face with the harsh ice that seemed to choke the air. It was so dark she could barely see. Why had she come out here? she couldn't remember. When she closed her eyes she was somewhere else. It was like crossing through a threshold instead of finding the dark behind her eyelids. The visions had never been this strong before... she only knew something was coming. She had to go, before they found her. They were her, she was them, they were each other. Something now bound them each together here in this place.... The distant expanse of the frozen forest stretched out before them, though the strain of the girls eyes could only make out the forms so far.


    ------
    Nights I wandered out
    Head buried in my coat
    Snow blowing in everything
    Thick like smoke
    I could feel the cold growing
    How weather makes you hold things tight
    On the way to buy us wine
    Nights afraid to die
    ---------


    Ͽ ◯ Ͼ

    Hurtling through the void-space, they fell until the dark of the world about them shifted back into a haze of red. Loimi had crossed many breaches before, skipping across like they were cobbled stones scattered on a path, but nothing had ever been like this. Violent cracks of darkness race up from the abyss, like shattering glass, or some formless black lightning. He could feel half of their world pulled aside and rent asunder. Varag was sent careening away as both halves of the red divided, splitting away from each other like a piece of chopped lumber. Whirling, spinning, flipping they fell into the breach. Then-

    It was cold. Looking about herself, she saw the hole in which she lay in the snow. A thick shell of ice covered the fluffy white powder in a net of small fragments of ice, hinting at the ice rain which had fallen the night before. She pulled up her cowl and the thick folds of the red and black wool cloak she wore tightly about her. She'd gotten lost in the woods, after she found a body buried in the snow just beyond the line of the trees. The fright had sent her into a mad sprint away, she could almost feel the eyes of something upon her when she came upon the remains. It was wrapped in rotting filth and the overgrowth. There was something terrible here, some formless indescribable horror like the shadows looming about them and the howl echoing through in the dead of this winter night.

    They were here.
    They were far.
    They were her, themselves, and something else.
    They were alone.


    - divert effects to partner
    - standard, move x2, swift, immediate, misc




    -------
    I had a vision of snow
    Fall into footprints
    I watched the winter whip
    And bury everything

    Off in the distance
    Your figure drifting in mist
    On pilgrimage and all alone

    You were like a stone Thrown in a river

    I was the water.
    I watched you tremble and tumble,
    Down into nothing.
    Sink like an anchor.
    You're Falling.

    A phantom.
    Her whisper, carried through the leaves;
    'I will be the one who chases you out into the snow'.
    Somewhere sister sings,
    'Go where you tumble down and the trouble starts.
    I will carry you out, and take all the pain away.' "


    I will be the one who follows you out in the flow
    Go if the water swells drags you under
    Know I will swallow it whole and carry all the pain away
    ---------

    .
    Last edited by Mornings; 2019-05-06 at 11:41 PM.

  26. - Top - End - #86
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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: NINE - REALS
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    The Unsung King - Alicia Kelgore





    421st Day of the 1st Cycle - Time: 9th Bell / LC: 30,303
    Jun'athel; ???????? - ????????
    ????????; ???????


    There was an unusual silence as the veiled-woman's gaze was drawn to her side. Her apprentice's face was screwed up in confusion, seemingly not understanding what Alicia was talking about, but equally taken aback by the silent stare of her master."What? What is it? There's no Hexen named Xenaph! I know my history. There was only Vaelre Scen'maelma, then the contest between Pau'Lialtilna and Elm'souja before they both ran Cross, so the seat was passed to you. Then the third was the Sunjath'la, Tenebris. No Nightmare Witch who has ever worn the Witch King's crown; and what the hell is 'imbue darkness'?"

    The girl's words seemed quite curious, not just her confusion as Alicia's words seemed to come across as utter gibberish, but at the latest revelation. The veiled-woman was apparently not truly Ros'wussrun, and in fact a Hexen - the Second King, if the young girl's words were to be believed. Tenebris has been the first Hexen of the modern age. Her reign had spanned over thirty-thousand years, and counting. No Hexen before her had been a Witch of Duvan, as the Old Kingdom still stood, and the Kings of Old were relics from long-forgotten antiquity. The roles and identities they held were of a nature and purpose unrecognizable to modern standards, and the meanings of such a seat as they had existed in those times was mostly lost. After all, the Hexen today represented the Witch who possessed the utmost authority and power in Duvan today... but what were the Hexen of the ages past, when the Old King, Kerym, still lived and ruled the recognizable whole of the Second World? It was a strange notion and one that didn't have an answer in Duvan. For in the bitter struggle for power between the Witches of Duvan'Ku, there could be no 'second-place'.

    "Yes, that is correct. Presently. That was not always the case. The Wheel interceded, thus L'Dalharen changed the Second World, erasing Xenaph from 'The-World-After'. Your confusion is understandable, as she can no longer exist here any longer." With each utterance of the name, something seemed to break. A skip. A frame. A slight stuttering bump in reality, that made the syllables of the Hexen's name jumble together and sound like gibberish. Like something was being twisted apart, or censored from existence. "So that means..." "Yes... Our friend is from 'The-World-Before' ".

    "Isn't it forbidden to bring back erased things from 'Across'? We shouldn't be talking about this should we?" The ancient Hexen's obscured gaze turned back to Alicia, "It doesn't matter anymore, they already know. She taught you the Valby'oth. A forbidden technique sealed by L'Dalharen, a piece of the 'Hidden Verse". There was a long pause, but she offered no further explanation. Stella didn't need one, after all, Adessa had been her teacher. The 'Hidden Verse' was a term used by other Witches, but it didn't accurately capture just what it was. There were in fact, many Hidden Verses. Each one existed as a metaphysical psychic construct, which was something akin to a key. Each key evolved, granting a new a further developed iteration of itself. It started very simple at first of course.

    She could still remember the First Hidden Verse in it's basest form even now just thinking about it. Physical armor became slightly less substantial, magic became slightly more abundant, and the charge which infused a focus barrier could begun to even deflect an arrow. Assembling the entire key was immensely difficult, even in her previous life she'd never completed the construct in full - but she'd seen what it could achieve. Near-infinite magical energy, with the power to convert life into a more raw and volatile arcane fuel even in places which such things otherwise could not exist. A 'Witch who produced an infinite flow of raw and natural energy', such a mortal would be looked at as something of a god-like entity, capable of creating or staunching the flow of magic across a plane of existence. It was a justifiable fear for an unfathomable power that could seat a woman upon the throes of 'divinity' as it was understood by magical-folk. Yet, there were dozens...

    "Do you know why Xenaph was removed? She made an oath to the Houses before Aradia, to safeguard and secret away the forbidden arts she held, vowing to never pass them unto mortals, and enshroud the occult truths of her teachings forever. She violated that promise, for Adessa, for the Whispering Witch. I don't know what lies she weaved or promises made, but she was convinced to abandon that vow. She taught Adessa the Hidden Verse, and her Whispered Hex. Those curses were more powerful than any magic intended for the hands of a Witch. Adessa's Veils could even pierce L'Tresk'ri'Vet, and they did. Her deeds woke J'June and created the Sleepless. Yet the sin of her crimes belonged to the Ros'wussrun, and burdened E'Spdon Valdruk to tend to 'Her' rest; thus giving form to Jun'athel to fulfill their recompense."

    The Veiled woman's words weren't emotional or bitter, but still came out with the same familiar tone of indifference their conversation had begun with. It didn't feel like the words were even directed at Alicia any longer, but elsewhere; like a playwright's off-handed comment written into the script but directed more at the audience than the characters... But, who was watching?

    "Yet, even after all this. The destruction she wove was not enough, and she passed her magics on to the Black Magister. The one who destroyed your city and disrupted the balance of the Wheel and Council as her master fled. Vet'C'nros are darksome creatures, fulfilling the will of the Mother of the Black Veil - and thus, blameless in the eyes of the L'Dalharen for those savageries committed. No. Those sins belong to those who stood responsible for safeguarding those secrets from the wiles of such depravity. Xenaph's crimes against the Second World are countless, and her punishment is well-deserved. You should forget whatever it is she had taught you."


    A slow sharp clap rang in Alicia's ear from the tall man standing beside her. In an autonomous and perfect unison, each of their right-knee's touched the ground to kneel. It wasn't a willful response, but rather as if their bodies had been bent to the will of the soft-featured man now present. His short combed hair was a stark glittering silver which seemed to throw the light in unusual angles, and his face was a tired placid pale with red rings below his eyes from sleepless nights. Stella didn't need Tenebris's shrill whisper echoing threw her mind telling her what he was. Every hair on her body stood on end in a mute and terrible fear. Every cell in her body instinctively knew what now stood adjacent to her. As a magical creature born of the Second World, it was impossible not to know. L'Dalharen.

    The man cleased his throat, "Ah, now this is a recipe for trouble. Veil Witches, and Nightmare Witches, back together again. It's beyond me how such interactions are still allowed. Oh, please get up." The violent crippling weight was suddenly released. The woman in black found her feet quickly, but she and the mysterious Hexen's student were far slower to recover. It felt as if their legs had been broken and were rapidly mending, restoring strength to her limbs, but not quickly enough to simply rise from the ground at moment's notice.

    "....An Enforcer. " The man adjusted the black tie of his suit with both hands. "Correct. Forgive the late introduction, I'm currently serving as interim Enforcer for Jun'athel, though this realm does not normally fall under my purview. My name is Caus'fel, of the House of Black. I will admit, this is highly unusual, even for me - dealing with Witches and Hosts directly." "H-Hey..." The young Witch struggled but eventually found her feet. "You said a 'Veil Witch'? What Veil Witch!? Lapa isn't one, and I'm Ros'wussrun!"

    "Ah, and you're Cas'Haphel, I assume? I mean this girl of course. The Veils of the Gran Hexe are still just as impressive as ever, but even a Joint-Reflection such as this doesn't obscure a Witch's nature, only the identity... when utilized in this fashion. It is quite a remarkable feat, admittedly." His gaze shifted down towards Alicia, I assume you are Gehlaava's pupil, or she at least took enough of a liking to you to aide you in shrouding your identity.... As curious as I am, that's not why I've come; though you've given me an idea to settle another matter... You've broken the laws of the Wheel, girl. By introducing forbidden influence upon L'Lotha from 'Before', you've corrupted and destabilized L'Tresk'ri'Vet. As the law dictates, you should be apprehended to stand before the Council and be judged. However, as Vet'C'nros, you may instead opt to be tried under the judgment of the House of Black, as is your right... The rest of you may go.

    The Hexen didn't require further prodding than that, though the Witch, Cas'Haphel, seemed less apt to depart. The veiled Witch grabbed her student, offering a curt bow and departed with the girl in a wink of darkness. The Enforcer glanced around a bit, looking at the ruined world around them. Things were displaced and broken, like pieces of cities and distant places had been stolen and jettisoned from the sky to crash down into the lumbering heap of twisted metal and rubble that surrounded them. Caus kept his hands in the pockets of his black slacks most of the time, maintaining a disposition far more lax than she had envisioned in her mind of so immense an entity.

    "Hm. Think I saw this bridge in Michigan.... Anyways, hurry up and decide. I'm taking care of some other things elsewhere. Just between us though, no one in their right mind would want to stand trail under a foreign assembly. Being judged by your own House is always preferable."


    Potential Acquired: First Hidden Verse
    Benefit: Your Arcane Spell Failure chance while wearing armor is reduced by 10% and your spells have a 5% chance when cast that the spell slot being used is not expended. This % must be rolled as the spell is being cast. Additionally, your Focus Barrier grants a +2 deflection bonus to your AC while manifested and only requires 5 minutes to form. As a full round action you may attempt a spellcraft check with a DC equal to your barrier's remaining defensive value, if you succeed the force barrier is repaired as if you had meditated for 1 minute. This action may only be performed once per hour. Your wisdom and intelligence ability scores increase by 4.




    Main Quest: Bistala Civil War, Part 1: The Witch, The Key & The Song
    The Bista Athi'Z'hin people are divided. Clan against clan squabbles with one another, while the children raise up a cursed hero who has returned from the depths of the universe with tales and lessons. Bitterness is sown as the Faxtin influence slowly choking their lives, and new ideas begin to emerge, lighting fires through the rigid and ancient society. A shadow looms behind the flames of discontent and tempers boil and conflict seems inevitable.
    Difficulty: Moderate | Status: On-going | Profit: Unknown | Time: None
    Primary Objective:
    - Befriend a Bista Athi'Z'hin & learn more of the 'hero', Klee'Re-Po'Pala
    - Learn more from the last of the First Weavers
    - Journey to the Shadowkind's realm, Jun'athel
    - Find the Olath'Uss; Erraba Chel, the Twice Risen
    Alternate Objective:
    - Tracking the Bista Wanderer - Complete
    - Locate The Grim of Jun'athel & break into the World Veil
    - Find another way into the World Veil


    Spoiler: Rewards | EXP
    Show


    Associated Skill: Spellweaving


    ֍ Stella XP +800 (162,700xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Discovery Influence Gained
    ⯎ Travel Influence Gained
    ⯎ Wisdom Influence Gained
    ⯎ Occult Influence Gained
    ⯎ Veil Influence Gained
    ⯎ Evil Influence Gained
    ⯎ Nightmare Influence Gained
    ⯎ Curse Influence Gained
    ⯎ Defense Influence Gained

    ⯎ Modern Veilweaving +200 (162,900xp)
    ⯎ Wide-Shape +200 (163,100xp)
    ⯎ Hal'Udalva, The Glaive Grim +300 (163,400xp)

    ⯎ Acquired [Strange Item]
    ✦ Corrupted Fate (Ra'Dolfaal)
    ⯎ Gem of Telepathy: 3/5 Charges, 3 min duration - Identified use with UMD

    SpellWeaving:
    Successfully casting a Spellweave costs the Witch a number of focus points equal to Spell Level + 1.
    The Witch may attempt a number of Spellweaving Checks per day equal to her Aptitude.

    Alicia HP: 8 (13) / 22
    Istrei'D'Val Barrier: 450/450
    Focus: 27/28
    Mana: 1/10
    Reputation: 25
    Memory: 3
    Spite: 1
    Honor: 311
    SV. Exp: 2 (Severance)
    Weave Exp: 175
    Veil Exp: 1,000


    Spoiler: The Reflected Alter
    Show

    Praying at the alter requires a Spell Focus check and 1d8 hours of uninterrupted meditation to establish a connection with the herald. Alicia receives no way of judging the success or failure of her attempt. Cumulative penalties are applies for very 4 hours of meditation taken from loosing focus over a prologed period of time. These penalties stack with conditions accrued from other sources such as starvation or dehydration.


    Spoiler: Alicia Kelgore - Conflicted Mind
    Show
    Alicia and Stella must maintain a constant state of balance to stay in harmony with one another, however doing this is not a simple task as the Veil evolves. Alicia will progressively shift in alignment as the Veil grows and the two personalities shift further and further apart from one another, prompted by various Spell Focus checks while both performing magic and having new experiences which the Veil attempts to adapt into the persona's fabricated history. Furthermore the Veil is capable of enforcing its own canonical history as if by means of a Divergence. At the beginning and end of each day both persona's must make an opposed spell focus check, granting advantage to the victor for the next 8 hours. The persona with advantage gains a +5 circumstance bonus to all other checks against the other identity. If Stella begins to fail more and more checks her control of Alicia will begin to diminish, introducing new influences or opposing actions which she must succeed an ego check to interrupt. Further effects from the Veil may be acquired from constant failed checks. This Veil may be dismissed by revisiting the mirror and spending 1 minute in meditation.





    [Willowbrook Sanitarium]
    Nothing. It wasn't there. Loimi's eyes quickly adjusted just as the strange orc across the room seemed to have recovered as well. Both of their hands slid across the broken tiles of the floor, but there was nothing to be found there; at least nothing that was theirs. A thundering crash reeled through, not the room, but seemingly their very hold on reality. Two vibrating negatives of an afterimage shook and pulled away from each other, then slowly were drawn back together again. A shadow seemed to darken and taint their shifting world. Loimi had been laid out across an old operating table, while Varag found himself in a thin puddle upon the ground. The ground. It was perhaps the only thing even remotely familiar, or human. It was as if the floor had been torn out from an abandoned hospital room, fired out into the Maelstrom, then collided into the alien world. Porous dark coral-stone mingled with strange kelp-like stalks protruding from the walls and ceiling, floating in some intangible sea. Black vein-like growths penetrated every crack and appeared to rhythmically pulse with life. This strange and eldrich world, wherever it was.... it wasn't Golarion. It wasn't Willowbrook. [Loimi & Varag | Perception - Success] [Displacement: (DC 14 Will Save) | Failure, -2 penalty to Stability Checks]

    Varag's eyes could see a story unfold amid the rubble. A fight. Something big. The rubble wasn't the ceiling, but debris from somewhere else entirely; neither from the remains of the hospital floor, nor the cave-like structure about them. The heavy stone door, the only exit or entrance, was similarly also of a curious nature, but it didn't appear 'displaced'. While it was something of an educated leap of numerous conclusions, the battle had likely broken through multiple floors above, until finally plummeting into the depths which they found themselves. The thin lance which pierced the supports which had fallen from some world far above, shouldn't have been strong enough to resist the weight above it. It was something of a miracle the weapon even found the perfect angle to suspend further damages and the collapse of the entire room... but that looked imminent. The polearm was unreasonably strong to withstand the multiple tons of broken structural remains above, but it bowed and quivered with each second that passed. The thing would inevitably fail. [Varag | Engineering & Perception - Partial]

    Despite his experience, the orc hadn't the faintest idea as to just what manner of creature the shadowy entity actually was. He's seen shadow-creatures before, both during the Long Night, and in his time during expeditions. While they could come in all shapes and sizes, from obscure featureless Veilbeasts, to unusual animals that shifted across walls like black spots cast by a light.... sometimes they came in human-form too. No one knew the distinction between a 'rabbit' and a 'man', other than that they weren't Veilbeasts; but at the very least that meant that not all such entities were enemies either. There were a number of tales of children or men following the shadows, some guided out from labyrinthine lairs, while others were lured to their deaths. By all accounts, there was no standard as to just what might be encountered.... yet he'd never heard of such creature's being capable of speech. It was impossible to know just what such an expressionless creature was thinking, but at the very least he could tell the thing hadn't paid the crippled bodies he came upon any mind initially. Whatever it was, it hadn't come to help, but happened upon them by chance. Some older Harriers called all such mysterious shadowy entities, Fextin. [Varag | Planes & Sense Motive - Partial]

    As an Offworlder of a dimensional and star-faring race, Loimi had seen a significant number of worlds and places. This wasn't like any of them. This place, wasn't a place. No one made it, it probably didn't even have a name. A cesspool, some backwater hole in which the filth of this twisted plane was deposited. Fragments of broken places and things were dumped within this placed, stacked on top of each other like a tightly-packed garbage heap. This was tainted land. After one fell far enough, that was what it devolved into. A mindless reality-dump from places, from worlds and possibilities long extinguished and shat out here... Or rather, places like here... and they were deep. He could feel the world stutter again.... "Oh, that? Don't worry about it. I'm sure it's nothing serious... Don't worry about me, I'm just taking a break. I'm sure you'll be fine." The dripping sarcasm was palpable. They should have run... His ears were beginning to ring as a violent trembling begun to slowly intensify within his own head, until it felt like the physical world begun to buck and kick as well. Oh god. They should have run. Reeling from the dizzying haze of clawing back to his senses, he didn't notice the last few precious seconds of reality running out from between his fingers. Now it was too late. This was....





    The Unsung King - Alicia Kelgore

    421st Day of the 1st Cycle - Time: 9th Bell / LC: 30,303
    Jun'athel; ???????? - ????????
    ????????; ???????


    The man tried to smother his snicker. "Though I must admit, as perfect as your disguise is, girl... You spoil the entire effort. After all, Magister Astral, even you must recall there are only three Aolthor Wands. I'm certain Lalaphra realized who you were as well. It is quite a difficult thing to miss after all. All the moreso for a Hexen. Isn't that right, Tenebris." The form of the Witch King manifest next to Alicia, ""Well you're not a very entertaining man. You could have just cut-to-the-chase then if you knew who we were." The Enforcer didn't smile, keeping his usual dull expression.

    "Yes, well. I have no intentions of bringing in 'outsiders' into internal dealings of the House. Our House. The concerns of Nightmare Witches and Feigned Kings is of no interest to me; but you, Magister, are. Moreso as you are here where you are now by Aradia's influence. The Lady Black sends her regards." The tall surreal man turned to face them squarely.

    "I expected we would meet, inevitably, before everything set into motion. Though, honestly, the locale is somewhat unexpected. Though less-so, than the circumstances of our meeting. Your favor with the Lady Black doesn't excuse your crimes. By all rights, you shouldn't even be here yet. It's far too early for you. You cannot yet even comprehend the gravity of your mistakes, but this ignorance does not excuse you. This isn't the First World, or the lowly mortal realms you woke up in. There's no flash-of-darkness and twist in the stories you tell yourselves. No Afsppa'Sol to chuckle at the meaningless damage left in your wake. Here, your actions have consequences. The L'Lotha was sealed to your kind for thirty-millennia when the Wheel determined such creatures could not be trusted with this measure of responsibility. That ruling was met with a split opinion, and dissent. Which is, as I imagine, how you managed to weasel your way here. As it shouldn't be possible, it's not a crime, but the Influence you have introduced into this realm is."

    "And why does the House of Black care about L'Lotha? Or even any of the Three Worlds? Lady Black is the only divine being which frequents the realms, your House holds no investment in matters within the Garden." "That's untrue. A number of concerns exist within the Second World, though they are not numerous. Lalaphra briefly mentioned it as well. Jun'athel was created by E'Spdon Valdruk to contain the ruinous power of the L'Tresk'ri'Vet you had already damaged once long before. The Wild Dark is something of a far more modern invention. It was a daring proposition, but an effective one. You might even be somewhat correct in saying that the blackness of this contained realm is the same as that horrid crimson plane, thus your disruptions here cause untold harm to that volatile place. That makes my sister's job more difficult... She cannot return until matters are settled there. I'm sure you understand. I've something of a personal investment in seeing this world succeed; and so I find your gratuitous provocations rather... disturbing."

    "I'm sure you are concerned due to the Magister's previous, malicious endeavors. However, that is not the nature of our visit now, and what harm might have been delivered is likely small, for now. If this is the same World Veil, then Stella likely possesses remnant affinity with it and is in the position to improve it vastly-" "-Or damage it beyond repair. I'm certain the judge will hear what you have to say regarding the matter, but that is not decision I may make; but make no mistake, as small as the initial blow you've delivered was, you weren't forgotten. There's an echo which carries, and how far it stretches cannot be so easily predicted. The nightmare you unleashed upon that place in the past has left an irrepressible trauma relived by the hosts, no matter how many times that reality was corrected or reset. The Veil you created plunged that world into a frozen lifeless existence. A winter which stole the life-force of all things, in all worlds, in all realms contained therein; and that suffering was far from forgotten."

    Stella's mind rewinded back briefly. Ah, he was right. Tenebris hadn't been with her at the time, but that was when she had created the Uttercold. The power amplified by the Aolthor Wand had made it too dangerous to activate her newly constructed Veil in a mortal realm. It was the same problem which Tenebris faced with creating the Istrei'D'Val. The initial effects of Veil activation could be excessively powerful, and the Istrei'D'Val covered the entirety of Duvan. The entirety of city-plane at once. When Veils became so powerful they could annihilate all life from a plane of existence, sometimes including the caster, it became a chore to find the perfect conditions in which the Veil could be safely created. The sudden appearance of L'Tresk'ri'Vet seemed like a perfect answer, after all no one would care about some quarantined and isolated reality, so she created the Veil there. The devastating result was entirely unexpected. Without the division of the self-contained reality, it would have effected the whole of the First or Second World. It would have been an inexcusable blunder, and the thought of having to face the Gran Hexe, the Council and the Black Conclave was still enough to send a cold shiver down her back. She couldn't feel any regret from that, not while every alternative carried far greater threat. Tenebris shot her a look of disbelief. Not the accusatory kind, but rather her eyes cried out 'why had she not shared a cool story like that'. The Hexen did a poor job trying to fight back the smug smirk on her face. She wasn't good at pretending to be humble, and no one had ever called the Lord of Battle 'sympathetic'. In fact, ultra-massive reality-destroying spells might have even been called something of a 'specialty' of the third Witch King. [Stella | Memory Acquired]




    The dull quake of thunder which raced through every stone shuddered through their bones. "Well, gentlemen-" The shadowy creature didn't have the time to finish its sentence. It might have been called an 'explosion' or sorts, but not in the literal sense of actual combustion. No, it was like a wave of crimson light - the shockwave of some unfathomable force imploding down upon itself and unleashing this consuming wave of energy. There was no sound. The world was denied even the mundane curtsy of a death-scream. The stone walls dissolved like cubes of sugar beneath the force of a fire-hose. Reality dispersed and evaporated, blow away like mist and roiling crashes of some horrible primordial black energy crashed through them like arcing bolts. The world was drowned amid a blank scarlet canvas, a nightmarish abyssal void of nothingness in which they fell - and from somewhere far above, the shadow of some terrible grinning beast's face with the shape of a wolf loomed down over them wickedly. It was of an impossible size, like some mythical terror that would devour the very sun should it open its maw. The plummeted into the deep.

    Ͽ ◯ Ͼ

    "Ah, apologize, I was a tad late. If you'd be so kind, forgive the delayed arrival. I am Caus'fel, an Enforcer. You can think of me as something of a 'lawkeeper', for a great deal of things. As you can see, you are, or were about to be, disposed of by a considerably powerful entity. As you're a corrupted existence, that in itself isn't a problem, but by request - your lives will instead be used to remediate some of these damages. I'm sure you have no complaint with being allowed to live a while longer. You should be glad for a second chance, and an opportunity to prove your usefulness. Though, do keep in mind it will be quite demanding..." The red expressionless world about them begun to fade away into a darkness, like the vastness of space, yet without the light of stars. They were being drawn away somewhere, as if pulled by some invisible force. It was impossible to know just where. "Be mindful, the immediate challenge before you cannot be completed alone. You will be bound to one another for a time. If either one of you should fall, then you will both die. Goodluck."




    Despite her mind's desire to understand it, to take it apart, it seemed like something still out of reach. There were spells which could create various 'clones' or similar constructs, but she had never heard of such magic being capable of sharing consciousness. In that place, she existed concurrently somewhere else, in another place; the domain of gods. This couldn't have been the same thing, that conclusion was easy enough to reach. After all, no wizard had ever been mentally and physically traumatized by a maimed magical clone. When she had lost her arm, that damage had extended and reached out afflicting her simultaneously. The limb was still there of course, but at the time her arm had been made useless as if broken. If every clone a mage created could incapacitate or... perhaps even kill him, should they fall. Well... that seemed counterproductive and made for an unrecognizable and distinct difference. It wasn't a barrier between herself and some manner of harm, the trauma was very real. A bead of sweat ran down her back. She was sure that if it had been her head or something else which had been destroyed while occupying that doll, she might not have returned at all; something would be lost. [Regina | Knowledge - Failure]

    Regina didn't know what tongue the names or titles the otherworldly beings were using, but thinking upon the exchange between the Inevitable and its master, she started to reconsider her assertions. The Inevitable didn't refer to the 'Enforcers' and these 'D'Inlé' as related or joint things. Rather, the god's assistant had insisted that the Enforcers be notified before she would disclose the name of this 'D'Inlé' creature. The mechanical creature was well aware of the destructive nature of that creature, and evidently favored the more lawful Enforcer, following the standard logic of standards which it had mentioned previously when it had reminded the dour god of the 'rights of hosts'. There wasn't one singular threat.... but rather, many. She didn't understand what Dalharen-D'Inlé meant, there was no translation provided. Similarly, under that same context, she doubted that 'Kakasheji'fol' was a literal translation. These were names, most likely; names of individuals or groups, but not a title. She didn't have enough details to put meaning to the words, but she at least held enough contextual clues to assign some degree of logic to the madness. [Regina | | Linguistics - Partial]

    Her eyes scanned the far reaches of the hall, and though she could feel something, she couldn't see it. A dull aching pang raced through her arm once again. It was like a bolt of lightning racing through her veins, as it reached her shoulder it slowed to a crawl... it was like something was beneath her skin. It slowly slithered up her neck like a swarm of burning insects. Her hand instinctively raced up and swatted at the sensation, but nothing was there. It pooled into her ear and crept into the cavernous holes of her sinuses with a cold shivering chill before grasping her brain like a violent bloody hand. Black. It wasn't quiet, no, it was deafening, yet her mind was drawn away... enchanted by the splendor of glimmering fragments of exploding lights and marvelous images which sprung to life and then faded out like a clash of fireworks to illuminate the gloom of dark within the confines of consciousness within. It was an amazing and luminous thing. She didn't understand it of course, there was hundreds of thousands of glittering bursts in all manner of color which painted her world, like short spans of brilliance that stole the splendor from any sunrise. They weren't just places. There were people too, and things... and strange wonders beyond description revealed briefly in those short glinting bursts of radiance. Without context, without meaning, but it was beautiful still. Every light was some story, a fragment or glimpse of something else.

    "...Every light is a doorway. Where will it take you I wonder?" It wasn't Taldane, she didn't know those words. It was like the language that god had used. She didn't understand it. It was as if there were two voices speaking in tandem, echoing one another; one she understood, and one she did not. "There is great magic here, far beyond any you know. Stray from the light, and it will smite you... Swear yourself unto it, and it will reveal unto you all truth." The girl was short, perhaps no more than a child. Far below the spectacle of the radiant bursts, the only light which divided the dark shown from the dim glow of the girls long staff. Her long platinum blond hair hung back loosely behind as she looked up at the explosions in the sky. "When you have prepared yourself. When you are ready to be born... You must escape this World." Her eyes seemed to glow with an otherworldly turquoise gleam that radiated with an inner strength. "Trust no one with what you have seen here that does not know my name..." The short girl's gaze seemed to slowly roll over towards Regina, though she didn't lower the angle of her face from its skyward posture. "I am She Who Lights the Way... Lapalila Khalakivos." Her gaze shifted back towards the blooming scenes and visions of light propagating in their endless cycle in the sky. "Now go... You're disrupting the others." Ah, that's right.... Right now she was.... [Regina | Perception - Partial]


    Potential Acquired: Arcana Evolved (Revelation) - Impossible Mind I
    Something erupted within you, born of some aberrant exposure to some manner of force beyond what you know. Beyond what you could define as 'reality'. There was an energy, a magic or power, or some manner of force which was far beyond anything you knew or could comprehend, and it had touched you. The energy was far too great for your physical body to contain, but some small fragment of it remained embedded within your very being. You could feel it change you. Now you were connected to that otherworldly and unnatural existence, distantly. Flashes of things you should not know revealed themselves in your mind, though they lacked comprehensible context to the mind of a mortal.

    Associated Influences: Magic, Truth, Secrets, Vision, Tapestry, Discovery & Light
    Benefit: At 1st, 3rd, and 5th level the evolved character gains +1 caster level for one spellcasting class in which she already has levels. She gains more spell slots, more readied spells, a better caster level, and so forth, but none of the other benefits associated with the spellcasting class, but gaining an arcane aptitude and focus point progression. The process of evolving a subject’s intellect requires her to undertake intense study and academic work to provide her mind with the exercise it needs to stay whole. As a result, she becomes a walking storehouse of a wide variety of knowledge. She gains ranks equal to 4 × her Intelligence modifier that must be spent on Knowledge skills at each level she benefits from the caster level advancement bonus of this Potential. The maximum ranks the evolved caster may invest into a single knowledge skill becomes 3 x her Intelligence modifier. By spending focus points equal to 4 x the CR of a target or subject, the caster gains the ability to make any knowledge checks as if she possessed the unique skills 'Knowledge (Abstract, Sariya and Wlalth'ooble)' for 1 round, however the respective DC of these checks is multiplied by 3. If the caster's intelligence score is less than 18, it becomes 18. The evolved caster's Intelligence and Wisdom increase by 4. The evolved caster may lose this Potential if they no longer possesses the Vision, Discovery or Light Influences. If this Potential is lost in this way, the evolved caster suffers 22 points of Intelligence and Wisdom drain. This ability drain is a Severance effect.

    FOCUS POINT PROGRESSION
    Intelligence Modifier + Wisdom Modifier + Charisma Modifier + Progression Dice

    Female Progression Die: 1d4+2
    Male Progression Die: 1d8
    (Points are recovered every 24 hours)




    He'd missed it. Not for lack of trying, he'd seen the brief glint of the dim and something seeming to pass by like the briefest of flashes. A shadow. It made his heart skip a beat. He simply had to resolve to himself, his eyes weren't keen enough to tell what the hell had just happened, but the results were evident enough. Mirkys' eyes briefly took a glance back at the screaming woman thrashing about wildly on the ground as Baird attempted to subdue her wild movements so she wouldn't harm herself. Her feet twitched and kicked madly while rolling and clawing at her own face. Regina was screaming insanely, the veins and tendons in her neck stood taught and jerked, relaxing and snapping taught again with each one of her convulsions. "...Goddamit, girl." The Vudrani man managed to wrap the woman in a bear-hug to stop her rolling and attempts to claw at herself, but still she thrashed and flailed in his grasp. "....Listen to me girl." He gave her a few sharp shakes to get her attention, "Listen! It's not real, none of it. Not here or there. They're coming now, and when they do, they're going to take you both. You have to remember what I showed you, that's the exit! You need to escape this place and take who you can! Nothing else matters. There's others too. You can trust that girl Rubedo, but you probably won't see her again. The spirits still owe me, if you can find that evil-bastard, L'As'Meral. Show them what I showed you, and they'll help. I sent others ahead before you, a Harrier named Kaslin Crowe, and a Returner named Kas'Llyn'Ryel. It doesn't matter if you meet them all, but you'll need help on the 'other-side'. They'll come once they realize what you've done, every goddam one. That place, outside... Jun'athel, you won't be free there - that's where the fight begins. The Witch named B'Belka'tevel. Belka damn, tevel... don't forget it. She'll help you in what comes after. Find her. Everything is going to die here soon. You can't stay." [Regina | Conflicted Mind - DC 16 Will Save: On Success 1 Slashing Damage / Failure 1d8 Slashing Damage]

    Miryks didn't fully grasp what the man was saying, but at the least his experiences had conveyed something to him, a sentiment which he could appreciate. This nightmare didn't end here. Whatever this was, it wasn't Willowbrook, it was a hell which extended far beyond these walls - a nightmare which didn't end, and this girl had found the door out. He'd found something too... Though it wasn't nearly as bright a revelation. Magnimar, the City of Monuments, one of the largest and most significant of the city-states of Varisia had been... or would be under siege. Not by men... but perhaps something born of far greater purpose, spawned by some ardently insane god. The city had stood and outlasted the Long Night, yet fell before the vile powers which assailed it. Thirteen thousand souls extinguished for some unknowable purpose. Iman was right, this couldn't be real life. If there were truly such gods which even made Aroden avert his gaze, then surly the material realm would have already been destroyed.... He could feel his arm twitch. In fact, the world had apparently already been destroyed many-many times.... he simply couldn't recall all of those 'bad ends', though the signs remained. The man's keen mind quickly calculated the sharp drop in his own life-expectancy at being caught within this preposterous joke-of-a-world. [Miryks | Knowledge - Partial]

    The theater on the corner of the district of Naos which touched the corner of Starsilver Plaza was a rather famous and elegant building named the Triodea. While he didn't know much for certain, he had heard that a silver-haired Oracle whom the citizens referred to as the Lady of Morning. The rumors of her were all ridiculous, but one thing was likely true from what he'd heard. The strange woman had divined a fate through the mystery's of her gift. It had caused quite the commotion all throughout Varisia and perhaps even further still. The gift of Divination died with Aroden, everyone knew that. It was the first time such a thing had been done in many, many years. Some whispered it was a sign of the return of the man-god... but in the wake of the destruction as the whole world seemed to be tumbling down atop him, he feared the true implications were perhaps something far worse. [Miryks | Knowledge - Partial]

    The creatures which had slain him.... They were absurdly quick and agile, while also possessing absurd strength and weapons. They had to be some manner of Veilbeasts. Yet, no one had ever mentioned such a creature before. In fact, Veilbeasts which utilized actual weapons, or even objects in the form of weapons were very rare. So rare in fact, that they were usually named beasts. Named creatures were recognized as individual and iconic nightmares, singularly defined by their unique natures and abilities - something of a 'boss monster' amongst a world filled with monsters. He could recall a rumor that the Loveless Company, one of the most elite Harrier groups in Avistan, had reported and documented a named beast which utilized a great scythe... though he was certain that those things and the beast they had discovered were not the same. Supposedly the Named Beast guarded something and rarely moved from its place, it was also unreasonably large - while the sickle men simple lumbered about like men on stilts. There was something he was missing, something he didn't know. He'd only seen pieces of a chaotic and mad picture for a brief moment, he simply didn't have all the pieces.

    Thinking on it though, he didn't think that was now. The streets had been decorated in festive fair, as if preparing for some kind of celebration. He couldn't think of any such holiday currently upon them. They hadn't come yet... But they would. If Magnimar fell, the key distributors and outfitters of Harriers and adventurers who braved the tainted lands would be lost. 'Gear Hero', the storefront of Old Man Demn operated out of the city. He was one of only three known inventors known, anywhere, which could produce new tools and protectives suited for use in the tainted lands. Thus, numerous commercial outfitters similarly flocked to the City of Monuments to take advantage of Denil Demn's reputation. All Harriers on this side of the world needed to eventually fall back to Magnimar for repairs if they wished to dive or face the threat of Veilbeasts. Korvosa was a far-second after in terms of what services could be acquired there. It was why the headquarters of the Cotton Club had been built there after all. Maybe the creatures had realized that too. The metropolis was too important to loose, without it there was little hope of acquiring the defenses needed defeat such creatures and stabilize their magical arms and armor while battling in areas of corruption. Things would only go from bad to worse. Miryks knew well enough, he at least needed the proper equipment before everyone got killed off, or he'd be quickly joining them. [Miryks | Knowledge - Partial]





    Last edited by Mornings; 2019-05-06 at 10:38 PM.

  27. - Top - End - #87
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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: NINE - REALS 2
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    [Willowbrook Sanitarium]
    "Oh, this is unexpected..." Miryks didn't know when the man had snuck-up on him, but he did. His blade slashed out with a fine arc at the man's throat. He felt a sharp rattle run up his swordarm, but he didn't understood what happened. He looked down at his hand grasping the hilt, tracing his way up the length of the blade to where it stopped at the stranger's neck. He hadn't moved. Dammit, he knew he hadn't moved. He'd caught the bastard cold and flat footed, yet what he saw seemed to contest that notion. The man's soft golden eyes seemed to slowly turn towards his direction. The black suited man's furthest arm had crossed over himself to catch the edge of the Aasimar's sword between his thumb and pointer-finger. It was the longest, slowest, most absurdly obvious movement... he hadn't seen it. No... fast couldn't begin to describe it, it wasn't a matter of speed. It was as if something had changed after his blow had already struck, like something was omitted and some frame of reality had been replaced... His mind couldn't wrap around it, there was something incomprehensible beneath the surface, like the very fibers of causality has rebelled against him; like he couldn't be right. "I'd appreciate it if you avoided such unnecessary things." He released the edge of his sword. The steel was slightly bent along the cutting edge from the strength of the man's hand. [Miryks | Spell Focus Check - Failed]

    "You know, Baird, my sister was convinced Afsppa had set himself to playing another prank upon her... Though I thought it unlikely. Seeing you here however, well, that explains everything. What are you doing? Your imprisonment ended quite awhile ago, you should have returned to the Crucible." Iman had already stepped forward, Regina could feel herself wrest back some measure of control from the floor. "Ho, Caus'fel. Not a man I expected to see, I thought your duties brought you elsewhere. I figured they would have sent Ni'fel or even Tagar while the Warden was absent..." Baird crossed his arms as he spoke. If they had learned anything about the man, it was that he wasn't one to trade words, he evidently intended to drag out this conversation as long as possible, though they weren't entirely sure why. "Unfortunately, Talri'fel has taken responsibility, but as fortune would have it she's distracted with other business. A blessing for no doubt, she wouldn't have even given you the opportunity to defend yourself under trail." "A blessing for the House of Black as well, no doubt. I imagine her presence caused some friction between the Lady Black and the House of the First."

    The man waved his hand dismissively, "It doesn't take a Grand Savant to imagine how that went.... Now, what the hell are you doing here, and why are you meddling in our affairs? Do you know how pissed Saphsa was when she noticed someone was aspecting into her house? You're just lucky she didn't catch you. You should have just left so we wouldn't be having this conversation, and what are you doing with these hosts?" In a familiar gesture the thin man shrugged, "Eh, I was just screwing around before getting back to work. Rubedo had me tend them awhile, something about a 'Cycle', not sure what that's about. Was probably screwing up the girl." The Enforcer, Caus'fel, put a hand to his mouth, looking at the floor as if in thought. "Hm. Maybe... Saphsa mentioned something about repeated and unpredictable collapse, likely caused by J'June. She managed to isolate it to a small area, but it only made the process more frequent." "Eighteen second intervals?" "Something like that." "Yeaah... I know what you're talking about. So what happens next?"

    "I've confirmed your story with Rubedo, so I'll let you off this time, but your job is done here. You know better than most, Heralds are not allowed to intervene with the hosts, so at least try to avoid attention when you receive such an unorthodox order. The next Enforcer you meet might not have much in the way of humor, or patience to listen to what you have to say...." The white-haired man looked at Miryks, then back to Iman, "Did you... Did you, spite these hosts?" Baird snorted and the man shook his head, "Afew of them actually... I had a couple of Astrok'Ru's dice left and I thought it'd be funny." "....Was it? " "Eh.... not after the first time." "I suppose that explains the obscene levels of corruption coming from hosts recently. Saphsa suspected Rubedo had been trying to hide another of her experiments. It's difficult to keep track of all the happenings without proper structure, as much as we don't get along, it makes me appreciate the work of Quortek V'dre..."

    "Well, return to the Crucible. Report what you have learned to Natheless when you do." "Uh... not the Grim." "What? She's good at what she does." "She's weird, likes to dress like an animal, and smells like old lint balls. I'm pretty sure she's got something going on with that dog-thing that follows her around too. Do Ramath'silinrul, you know..." He gestured suggestively with his hands, as if he were trying to make the Enforcer uncomfortable. Caus'fel swatted the Herald's hands down, "Enough! Just leave." Iman shrugged, slapping Miryks on the back, "Alright kids, guess this is where we part ways." The Enforcer raised his hand, "Before you leave, you should know something..." "What? You married you sister just like your brother?" It looked like the man had been physically struck from the crass remark, it took him a few long blinks to recover his baring from the low-blow.

    Iman evidently knew how to press Caus'fel's buttons and throw him off. "...You'd do well to never mention him again." "Well, that still doesn't answer the question." "Please, shut up... The Black Magister has come to Jun'athel, no doubt she'll inevitably find her way to the Crucible as well. You'd do well to send her away, she has no business here." "Astral? ...Isn't she dead? Well, in either case no one has permission to actually enter, but it's not my or your call on who or what is an exception. That authority belongs to the Lady Black, does it not?" The man didn't speak immediately, but eventually nodded begrudgingly. "What're you planning on doing with the kids here." "According to Rubedo, they might have some use despite the corruption. We'll see if that's true I suppose."

    Baird glanced at them both,
    "I suppose... good luck then. If you could become even half what you could be, you'll make it through. No matter what, never forget-"




    Divided and whole, Regina remembered the familiar sensation of being cast out across the folds of reality, falling into the red. In that shift she knew she was no longer herself, nor a doll, they were something else together. Her thoughts spanned out across the reaches of time and distance to somewhere else. Miryks had never experienced such helplessness, not even behind the familiar bars which had marked his captivity. He was trapped, torn apart and blended in some cosmic whirlwind. The remains, the parts of him left he could still feel were stuffed into this container, like bloody sponges being forced into too small a bottle. He was.... they were....

    The girl pulled her neck down into her shoulders to hide the lower half of her face behind the too-small-collar of the massive blue and white college jacket she wore. She held the ends of the sleeve's cuffs to prevent them from falling loose and dangling off her arms like some kind of squid creature. The whole of the coat was much too large for her, but it was an important memento that reminded her of better days. The wind howled and kicked, throwing her black hair about and scratching her face with the harsh ice that seemed to choke the air. It was so dark she could barely see. Why had she come out here? she couldn't remember. When she closed her eyes she was somewhere else. It was like crossing through a threshold instead of finding the dark behind her eyelids. The visions had never been this strong before... she only knew something was coming. She had to go, before they found her. They were her, she was them, they were each other. Something now bound them each together here in this place.... The distant expanse of the frozen forest stretched out before them, though the strain of the girls eyes could only make out the forms so far.



    Hurtling through the void-space, they fell until the dark of the world about them shifted back into a haze of red. Loimi had crossed many breaches before, skipping across like they were cobbled stones scattered on a path, but nothing had ever been like this. Violent cracks of darkness race up from the abyss, like shattering glass, or some formless black lightning. He could feel half of their world pulled aside and rent asunder. Varag was sent careening away as both halves of the red divided, splitting away from each other like a piece of chopped lumber. Whirling, spinning, flipping they fell into the breach. Then-

    It was cold. Looking about herself, she saw the hole in which she lay in the snow. A thick shell of ice covered the fluffy white powder in a net of small fragments of ice, hinting at the ice rain which had fallen the night before. She pulled up her cowl and the thick folds of the red and black wool cloak she wore tightly about her. She'd gotten lost in the woods, after she found a body buried in the snow just beyond the line of the trees. The fright had sent her into a mad sprint away, she could almost feel the eyes of something upon her when she came upon the remains. It was wrapped in rotting filth and the overgrowth. There was something terrible here, some formless indescribable horror like the shadows looming about them and the howl echoing through in the dead of this winter night.

    They were here.
    They were far.
    They were her, themselves, and something else.
    They were alone.



    Spoiler: Critical Note: Forbidden Knowledge
    Show

    Knowledge (Forbidden) is one of the most useful unique skills in the game, but also the absolute most dangerous ability a player character can utilize when performed outside of a very specific set of conditions, including the aid of numerous Potentials. Each time a PC attempts to utilize this skill without the protective features of other Potentials, they run a chance of acquiring a 'Corrupted Fate'. These conditions are a form of Curse which can potentially bestow numerous profane and crippling effects, but will in addition alter all quests and objectives the character possesses and can receive - permanently. The effects of a Corrupted Fate can be resolved by discovering and accomplishing the unique conditions associated with it. These conditions are always extremely severe, and may require an entire campaign-length undertaking to complete; stealing precious time which could be spent on other objectives.

    Regardless of the result of the %dice in determining if such a status is received, the character receives a number of points of Spite, and possesses a very high chance of incurring a Divergence or critical alteration, which may impose its own unique consequences, depending on the circumstances. The percent of such events occurring caps at 100% upon the third use. A character may only utilize Knowledge (Forbidden) unprotected three times throughout the entity of the game. Upon exceeding this number of uses, the current character is immediately slain after the skill's resolution. This ability kills all iterations of a character simultaneously, but is specific to the identity which activated the ability and does not extend past Reflected Personas. This effect cannot be prevented by any source. Slain character's cannot be returned to life, including from such Potentials as Lesser Immortality.


    Spoiler: Status
    Show

    ֍ Mirykys +200 (2,500xp)
    HP 37/37
    AC 17
    ⯎ Survival Influence Gained
    ⯎ Exploration Influence Gained
    ⯎ Truth Influence Gained
    ⯎ Wisdom Influence Gained
    ⯎ Knowledge Influence Gained
    ⯎ Caution Influence Gained
    ⯎ Stalking Influence Gained
    ⯎ Deception Influence Gained
    ⯎ Trickery Influence Gained
    ⯎ Battle Influence Gained
    ⯎ Omens Influence Gained
    ⯎ Mystery Influence Gained
    ⯎ Corruption Influence Gained
    ⯎ Revelation Influence Gained
    ⯎ Death Influence Gained
    ⯎ Forbidden Influence Gained
    ⯎ Recovered [Otherworld Quiver]
    ⯎ Recovered [Unidentified Arrows] x10


    ֍ Regina +500 (8,825xp)
    HP 53/53
    AC 19
    ⯎ Nobility Influence Gained
    ⯎ Deception Influence Gained
    ⯎ Trickery Influence Gained
    ⯎ Discovery Influence Gained
    ⯎ Magic Influence Gained
    ⯎ Secrets Influence Gained
    ⯎ Knowledge Influence Gained
    ⯎ Truth Influence Gained
    ⯎ Tapestry Influence Gained
    ⯎ Time Influence Gained
    ⯎ Dimensions Influence Gained
    ⯎ Fate Influence Gained
    ⯎ Vision Influence Gained
    ⯎ Light Influence Gained



    Spoiler: Influences
    Show

    Influences represent current knowledge, pursuits, training, experiences and aspirations which are actively effecting or being utilized by a character. These represent various concepts and begin to outline a character's values and path as they grow. Influences which are not used regularly are lost, but can be gained again once a character begins pursuing an avenue related towards that field or concept. Influences determine a character's growth in many ways, including experience points they earn and which Potentials they can acquire at any given time.

    Unlike with limited class levels, Influences are not acquired spontaneously, and are acquired throughout play; creating an active system which enables a character to re-train, gain new powers, or even improve upon old ones actively with their in-character actions. Training with a sword or exercising the use of an existing Potential allows a character to learn new techniques, empower his current abilities, or even grow his tolerance to pain, sustain damage, run faster, sleep less, and more. Influences play a vital role in developing more sophisticated interpersonal skills and ability to deal and establish diplomatic relations with all manner of strange and otherworldly creatures which you may encounter; in addition to learning more about the unnatural forces which no worldly knowledge could shed light upon. All unique skills are only able to be acquired via potentials, which are trained and worked towards acquiring via your pursuits, experiences, and by extension - your Influences.


    Spoiler: Point: 323 - Willowbrook Sanitarium, F3B (About Tainted Lands)
    Show

    Tainted Lands are incredibly complex and foreign realms which are often guised as places once familiar. Each tainted region is individually unique and carries with it its own risks, rules, threats and worldly hazards. Many things cannot function, work differently, or can lead to reality crushing results that make survival for most creatures delving into their reaches an impossibility. Site Investigators often travel with groups of Harriers or Gales for long extended periods conducting a through survey of each corrupted-site, known as a 'Point'. These reports are used by various venturing companies to conduct expeditions, known as 'Dives', into the tainted lands. Points are always geographically divided into many areas known as 'Sectors' by Site Investigators. Sectors within a Point mark areas where the rules of the other areas which have been surveyed dramatically differ, be that the laws of nature or magic, or even stranger changes they cannot understand.

    Common rules which Gales are familiar include such things as; violent reactions to non-grounded magics, reactions to supernatural energies and abilities, reactions to specific materials, reactions to unstabilized magical creatures and creatures capable of withholding or generating energy, and items or persons keyed to a particular influence.

    Fortunately there were not very many public users of magics due to the general fear and suspicion associated with the practice, and thus even less individuals with such talents that traveled into the tainted regions. Magic was an inherently suicidal thing to employ in such places without a remarkable understanding of the Point and all features of the rules which governed the Sector currently being occupied. Everything in a spell from the time it took to produce, to the school, effect, number of targets and even the manner in which the spell functioned were all individuals factors which could set off a dimensional-explosion and throw an entire team of unwitting mercenaries through a hole into Abadon; or worse. There was always worse, they just hadn't learned what that was yet, that was the first lesson tainted lands had to teach the fools which dared brave its depths. Wizards and magicians were generally less welcome by companies that ventured to such places, than they were by the general public. Unless the magician in question specialized in using his or her magic in such places, and possessed a record to back it, not even a fool would bring one along. There existed unique items called 'Grounds' which restrained and processed a magician's magic making it generally safe to use, but they were immensely expensive and built for each individual mage. Yet, more vexing was the matter than a single magician would often need multiple Grounds as no single device was assured to provide every protection for every circumstance. Nor were they permanent fixtures, like filters, they eventually spoiled and failed. At least the ones commercially available. The device's creator, the genius inventor Denil Demn could produce Grounds which would self-cleanse and restore themselves with time, but acquiring a commission from the man was a nightmare. If not because of the competition attempting to do the same, than because the craftsman was notoriously difficult to reach.

    The degree of influence upon supernatural powers varied wildly, but was based on the level of corruption the tainted region possessed. In some of the worst places there were documented cases of Gales detonating in a bloody mess from simply employing internal forces to accelerate their speed and agility. Much like a monastic practitioner of martial arts, many Harriers preferred to learn to hone inner energies to aid themselves in conflict while Diving, but even this was not completely safe. During 'Deep Dives' companies outfitted their members with various equipment to maintain internal stability, but this was not something exclusive to the most foul of places. If the rules of a Sector were particularly twisted, it was possible to experience those same hazards without venturing into the belly of the beast.

    Some materials or creatures didn't react well in tainted regions. The places were often so alien and foreign that not even animals could enter. Sometimes it wasn't just animals, it could be steel, or wood. Maybe iron. No one would know what all, if any may have been effected until a Site Investigator ran their exhaustive tests. Some of the most strange of places caused unnatural phenomena from things associated with a particular thing. Perhaps a cleric's symbol, or a deity's favored weapon, maybe the pages of a book. It was as if the world were possessed by some malicious spirit that remembered only the things related to what had wronged it. None of these places were necessarily good to ever venture, many Gales never bothered. Even putting the twisted spaces of reality aside, the Veilbeasts and other horrors were enough to convince any sane man to keep his distance. Veilplague had become nearly non-existent, but the corruption and curses which could be afflicted were a horrendous burden. If a man were blighted, he could not be allowed into a town or city. It was all one could do to simply pray that a green witch or other healing pariah might be able to mend them, as civil men would have no choice but to quarantine or kill the infected. There simply were no known cures for most maladies, at least not in the hands of the peoples at large. For most, death was assured.


    Point: 323, F3B: Sector 1B - Regional Effects
    ✦ ???????????????
    ✦ ???????????????
    ✦ ???????????????
    ✦ ???????????????



    Main Quest: The Fires of Willowbrook, Part 1
    Long ago the Auspex had spoken of the four years which had come and gone from behind the bars of their cages. It was impossible to know just how long it had been since then, but if there was any lesson to be had in all of it, it was that 'time was meaningless'. Strength had begun to return to them. The future was their own to command if they could just wrest it free from the dead-hands of the hell named 'Willowbrook'. That was what they had to keep telling themselves. They said it over and over again until it became truth, the only truth that mattered. It had to be that way, because if they allowed themselves to slip, they would be faced with the terror of another reality too horrible to defeat. Then the 'nothing' which loomed above them like the executioner's axe, would fall. Then they too would join it; and this time, there would be no return.
    Difficulty: Moderate | Status: On-going | Profit: Unknown | Time: 49 Minutes
    Primary Objective (1): Flee Sector 1B
    Primary Objective (2): Escape Willowbrook Sanitarium


    Side Quest: Restless, The Nightmare Below
    Lord Matik recounts his battle with a horrid and powerful creature, a horror known as the Ember Beast. Whatever the secrets of its power, it has transformed the knight into something inhuman and unnatural. Something sleeps far below the asylum, a terror steeped in blood and fire. Perhaps the secrets to the infernal warrior's own cursed disposition lay somewhere buried in the deep, or perhaps there was only death. Only one thing was certain; the creature was too dangerous to be allowed to live. It had to be stopped.
    Difficulty: Challenging | Status: On-going | Profit: Unknown | Time: Unknown
    Primary Objective: Defeat the Ember Beast







    Last edited by Mornings; 2019-05-07 at 12:08 AM.

  28. - Top - End - #88
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    Default Re: Pale Departure: That Which Whispers OOC

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    Spoiler: Of Memory Past - Joint Reflections & Surviving the Mirrored World
    Show

    There any many variations of the unique condition known as Reflections. While in this state you are able to step into someone else's shoes, temporarily becoming them. Each Reflection carries with it numerous conditions which determine its own unique differences. A Joint Reflection allows multiple individuals to simultaneously become the same individual, at the same time. In some cases this may restrict one host to be the 'active' or 'controlling' will, while other times this may not be the case. In some instances, having a Reflection destroyed inflicts no negative effect upon the possessing hosts, while other times the new identity may be equivalent to the host's original body. Learning to function while in a Reflected state is vital towards conquering certain challenges and defeating vile foes capable of forcefully Reflecting their enemies in combat. Numerous Potentials and abilities exist which bolster a character's abilities while in this state exist and serve to aid in bettering your odds during future encounters. Utilizing associated unique skills while occupying a new identity will assist you in identifying the unique functions and limitations of your current form when you've become changed in this manner. Without the associated skills, determining the individual effects in place while in these forms becomes remarkably difficult.

    ✦ [Instability] - Your conscious hold upon the mirrored world is wanning and in constant shift. By exercising considerable efforts, you may delay the inevitable, but ultimately you knew your mind could not hold back the weight of the crushing world for long. Paired players switch into their partner's position and map at the end of each round. As a free action any player may attempt to succeed a DC 16 will save to resist this effect, success is achieved if either player succeeds. With each consecutive success the DC of this effect increases by 2 and resets upon failure. This is a stability effect

    ✦ [Bound Souls] - Some ineffable force now binds you together across time and reality, mirroring each other in some strange yet familiar place. Characters become aware of the position, circumstances and happenings of their partner each time they spend a swift action to close their eyes and focus. Players cannot speak with each other across the mirrored world directly, but may become aware when being observed by outside forces, such as the player, by passing a forced DC 20 sense motive check. A player may perform this function as a move action instead if no swift actions remain. Should either player be killed, both bound players immediate die.

    ✦ [Chained Fates] - Time, the world, perhaps even the very universe as they could understand it seemed in constant flux as the frames of reality seemed to shorten or lengthen by the actions of their other self which haunted them in their dreams. As it always had been, the visions and nightmare seemed to chain you down. Players share a single action economy pool made up of; 1 standard action, 2 move actions, 1 swift action, 1 immediate action and 1 miscellaneous action (5ft step). This does not change what kinds of actions a player can normally take, thus a single player cannot take a double move and a standard action. This pool is the maximum number of actions which can be performed between both players. Taking an immediate action will prevent that player from using a swift action as normal, but does not decrease the available actions within their shared action-pool. In this state both bound character's share the same initiative (whichever is highest). If bound characters attempt to take more actions than they possess in the pool, both character's actions fail and must succeed a DC 20 will save to resist the crippling effects of their desyncronization.

    ✦ [Mortal Form] - Reborn into a woman's form, you are no longer the person you were before. Tied into a human body, you have lost all racial abilities, features and spells associated with your previous life while in this reflected state.

    ✦ [Sacrifice Essence] - Though everything that was you is no more, you can still recount the memories, the very core of yourself, and separate yourself from the dumbing sensation as your very existence is drowned beneath the weight of your reborn state. Somewhere, in the back of your mind, your persona still stands within the darkness. You can feel your sword at your side, your bow in your hand, magic on your lips... yet you hesitate. The memory is all you have left to stand between you... and what you were fast becoming. The identity, the soul whose name you could still recall - the you which you could still define and envision... it would begin to dissolve if you reached out across the breach to usher it forth into this horrid frozen place. That wasn't you any longer, but you were afraid to forget; afraid to let go.

    Players have access to all of their equipment and spells which they have identified previously. Unidentified equipment and spells are inaccessible in this state. All items and equipment may be summoned or donned as a free action which may be taken even when it is not your turn. Shields and armor only function for 1 round after being attacked, regardless of the result, and are then expended. Weapons may be used to make any number of attacks during a single round before also being expended. All items, regardless if they are consumable, are expended after a single use. An item which has been expended shatters in a glassy blue burst of light and is permanently lost. The character looses all memories associated with any item lost in this way, but can still recall what it was they have lost by succeeding a DC 25 will save as a move action. Non-consumable items sacrificed in this way grant a 10% chance of providing the character with 1 point of Memory.

    Spells and abilities which function with a caster level may be utilized by spending a free action to recover the chosen spell and create an Epsilon, a small unique sphere of creative power. The chosen spell or ability is contained within the Epsilon, functioning as if the pre-cast spell or ability were within it. This sphere may be passed, exchanged, dropped and used by other creatures. The spell or ability contained within may be activated as a move action regardless of the casting time of the original spell or ability. The holder of the Epsilon may also choose to instead absorb the contained spell or ability as a move action as well, even if they were not the original creator of the sphere. Once an Epsilon is created the contained spell or ability is permanently lost by the caster. Spells are removed from all of the character's class spell lists, expended spell slots are lost indefinitely, abilities are removed from the associated class permanently and associated resources spent are deducted from the maximum value of their respective pools. The caster looses all memories associated with any spell or ability lost in this way, but can still recall what it was they have lost by succeeding a DC 25 will save as a move action. Spells sacrificed in this way grant a 10% chance of providing the character with 1 point of Memory.

    ✦ [Conflicted Mind] - Caught between a warring state of dreams and consciousness spanning across some unknowable gap, character's must succeed numerous opposed stability checks to remain in control, or be submerged beneath the madness and fear. Failing stability checks will progressively further increase the difficulty of enemies and checks during the encounter. Either paired player may succeed and pass for the both of them.

    ✦ [Fear of Darkness] - Hope cannot move further than the distance she can see (as displayed by the map), and character's loose all fear resistances and immunities they possess in this form. Various fear effects may further limit her actions, which may be resisted by the benefits of the memories she discovers.


    ⯎ [Of Memories Past] - Hope's traumatic memories have blurred the lines of all things past and present into one inexorable jumbled nightmare. All things which should have existed, or have once been lay buried in the frozen wastes which haunt her visions. In the darkness gleaming sparks, remnants of the hopes, joys and iconic fears once held by the souls of all living things in some place or some point in histories that were or would be lay buried in the frozen reaches of the forest.

    Hope can sense when near to a buried memory, which shines as a light in the darkness. As a swift action she can recover a memory. Hope may possess any number of memories and may choose to utilize any memory she's recovered as a free action. Memories are bound to the mirrored world in which they are left, but travel with the character when shifting location via Instability. A memory may be dropped in a new location, binding it to that map and making it available to characters on that map, or characters who switch in. Each memory possesses at least one ability, some of these abilities may expend that memory causing it to be lost forever. Passing memories to your partner is critical in defeating the terrors which lurk in the dark.

    ⯎ [There You Are] - Despite your changed form, your awareness of self remains strong enough to hold back the reality of your shift. You retain all class abilities, hit points, armor class, saves, skills and functions you previously possessed. The benefits of this ability are lost if your wisdom ability score decreases below 7.


    Last edited by Mornings; 2019-05-07 at 02:59 PM.

  29. - Top - End - #89
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    Default Re: Pale Departure: That Which Whispers OOC

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    Climbing II

    Additionally, the Adapted has learned to survive wounds from incredible heights. The adapted cannot be killed by falling from a height equal to twice the number of HD they possess x 10 ft. The Adapted may only take an amount of damage from a fall within this weight which would reduce them to 0 hit points, any damage in excess of this is negated.


    Miryks


    Potential Acquired (Miryks): Apotheosis, Basic – Visage of Reality & Fate I

    The Sleepless has found themselves standing before the corrupted folds of the real and forgotten those 'precious things' far too many times. Having unearthed the terrors and visions long removed by L'Dalharen, they are confronted by fractions of a truth far too great to bear. Lesser pawns of the L'Drada are crushed beneath the weight of revelation, driven into a state of crippled gibbering madness, but those who have abandoned themselves to the the real, may yet rise above it.

    Benefit: The Sleepless' transformative experiences have allowed him to evolve beyond the simple perceptions and mundane logic of mortal worlds, seeing beyond into the unknowable, at the expense of his sanity. The Sleepless may choose to accept 1d3 points of wisdom drain to grant himself a hunch once per vision or memory, when he is caught within such an instance. A hunch is a small insight into the vision, addressing something key within it and its long-term implications, without providing specific context. Additionally, the Sleepless gains the Spellfocus potential skill and the ability to retain a Memory pool. The Sleepless may choose to spend and trade Memory normally, but gains the ability to exchange Nemory with the Dark Teller for twice the benefit. Additionally, during or directly after a memory sequence, the Sleepless may spend one Memory point to ask one question which may be answered with either a ‘yes’, ‘no' or 'maybe', the percent that this answer is true, begins at 60%. The Sleepless may choose to accept 1 point of wisdom drain to increase this percent by 10 up to a maximum of 90%. Failed questions are always answered as a 'maybe', the Sleepless has no way of determining if the answer is a result of failure without the use of other Potentials. Finally, the Sleepless's wisdom score increases by 10, and this ability score may be applied as a bonus to his attack rolls, damage rolls and skill checks.





    Potential (general) – Apotheosis, Basic – Visage of Reality & Fate I

    The Sleepless has found themselves standing before the corrupted folds of the real or forgotten far too many times, unearthing things they should not and visions long since dismissed. These experiences have allowed the Sleepless to evolve beyond the simple perceptions of the mundane logic of mortal worlds, and see beyond into the unknowable at the expense of his sanity. The Sleepless may choose to accept 1d3 points of wisdom drain to grant himself a hunch once per vision or memory he is caught within. A hunch is a small insight into the vision, addressing something key within it and its long-term implications, without providing specific context. Additionally, the Sleepless gains the Spellfocus potential skill and the ability to retain a Memory pool. While within a memory, the Sleepless may spend one Memory point to ask one question which may be answered with either a ‘yes’ or ‘no, the percent that this answer is true, begins at 60%. The Sleepless may choose to accept 1 point of wisdom drain to increase this percent by 10 up to a maximum of 90%



    Ask one question/yes-no







    Potential Acquired: Mana Sense II - Cultivation I

    Exposure to the natural magical forces of countless realms has deepened your inherent understanding of how to utilize and refine more primal matter, or break down purified eldrich substances into more base forms. Such revelation into the truth of the universe's energy has granted you the ability to expend large sums of magical power to attempt to divine some insight from the flow of fates which tie reality together.

    Benefit: The maximum size of the Witch's mana pool increases by 5. After spending 1 minute in concentration the Witch may attempt a Spellfocus Check equal to 30 minus her CR. If successful she may expend 1 point of Focus to gain 1 point of MP, or spend 1 point of MP to gain 1 point of Focus. Each time she chooses to do this the cost of the conversion increases to equal the number of conversion attempts she has made that day (ig: on the 5th attempt 5 points will be spent to create 1 point of MP or Focus). The understanding of various energies and how to transmute them has similarly refined her ability to defend against otherworldly forces and the ability to read the fates of the Weave. The Witch may spend a number of Focus points equal to half the DC of an Anima-effect as an immediate action, if she chooses to do this she may attempt a Spellfocus check equal to double the effect's DC to resist it. The Witch gains the Trace Fate hex and her intelligence increases by 4.


    Trace Fate (Su): By spending 10 focus points a Witch can determine if an action taken by a specific creature in the next 10 seconds (1 round) will bring good or bad results in the future. The base chance for receiving a meaningful reply is 30% + 1% per witch HD, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the hex succeeds, the Witch determines if the action is a boon (if the action will probably bring good results), bane (for bad results), boon and bane (for both), or nothing (for actions that don’t have especially good or bad results). If the hex fails, she receives the “nothing” result. A witch who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful result. The result of a Trace Fate hex may take into account the long-term consequences of a contemplated action while ignoring the immediate repercussions. Once an action or Fate has been the subject of a Trace Fate hex, it cannot be the subject of the hex again. By spending an additional 10 focus points the Witch may increase her base success rate of her hex attempt by 10% to a maximum of 70%.




    walt


    Potential Acquired (Walt): Monstrous Corruption: Whisper of the Thousand I (General, Corrupted)

    Power. It was a thing which had tempted countless men upon a grim and dark path that drove souls unto madness or destruction. There were simply things which should be left buried and forgotten. Yet, like a haunt, lingering quietly, it's whisper found your ear promising all manner of sweet lies. Recognition. Status. Survival... Strength. The countless voices, they made you so strong, but they fought one another struggling to fill you. It was more than your body could take, but the potential was seemingly infinite... Maybe it was changing you, maybe you were loosing a piece of yourself, or maybe they took something each time you let them in. Each time you told yourself the same thing, the same lie to dismiss it; living was more important. It was all you could do to pray that the life you preserved was still recognizable, that it could still be called 'living'.

    Benefit: The Corrupted gains the Snatch Arrows feat even if he does not meet the prerequisites. He may catch weapons of his size or smaller (and hurl them back at the attacker immediately if he chooses, this is a free action which may be performed during any turn, but only when made in response to this ability's activation). The Corrupted may tap into the infinite stream of whispers which haunt him, imbuing him with unnatural power and brawn, twisting and blackening his body into a hulking twisted reflection of itself. As a free action, he may activate this effect creating a tremendous burst of physical strength that allows him to transcend the limits of his body. He gains a +8 bonus to Strength for 5 rounds. If he chooses to do so, he suffers 1d6 points of damage and his maximum hit points are reduced by an equal value, this damage cannot be reduced by damage reduction effects. After suffering the damage from this ability, the Corrupted releases a 10ft burst of energy effecting all creatures within this area. Creatures caught within this blast suffer 4 times the combined result of the damage and lost maximum hit points the Corrupted lost. Effected creatures may attempt a Spell Focus check equal to 12 + burst damage result to half this effect. Focus Barrier effects negate this blast damage. For every 6 hit dice the Corrupted possesses, he may activate this ability an additional time, stacking its strength effects, but not its duration. The Corrupted may choose to exceed his maximum stacking activations incurring 1d3 points of Spite and struggles to maintain control of the spirits flooding his body. When exceeding his limit he must make stability checks each round to resist his body's rapid degeneration. At the end of this effect's duration, he takes a –10 penalty to Strength, Constitution, Dexterity and gains the Staggered and Fatigued condition until he rests for eight hours. This ability places a tremendous strain on his body, leaving him weakened until he has time to rest. The Corrupted's Strength score increases by 6.




    Potential Acquired (Erik): Persistence I (General)

    Maybe you're tenacious. Maybe you just don't like to lose, but regardless of the reason, you simply don't stay down, and you're even harder to kill. Even while bleeding and crippled, you've been tempered by countless wounds and abuses; you'll fight to the end.

    Benefit: You've survived deathly wounds and pressed on where normal men have fallen. You gain toughness and diehard as bonus feats if you do not meet the prerequisites. The toughness feat may be taken multiple times, its effects stack. When reduced to 0 hit points you are not staggered, nor are you knocked unconscious when reduced to negative hit points. When your negative hit points equal your constitution score, you are knocked prone and must crawl to move, at a rate of 5 feet per movement. If your negative hit points exceed 3 times your constitution score, you die. Effects which would reduce your crawl speed to 0, such as difficult terrain, prevent you from moving at all. Your Constitution score increases by 6 and you possess a 5% chance to resist Grievous Wounds from mundane sources.




    FAUX


    13 Nightmares - Distortion I: Nine Lives & Illusion

    Things that should not be have surrounded you. Places long gone from times forgotten. The burdens of such experiences you've carried in silence, even when buried by the blighted corpses of men that had never lived. These twisted and fragmented pieces of the world should have been swept away. Deleted with the rest of the corruption. Now they blackened small spaces beneath the surface, rotting and corroding places in reality which were whole. Somehow, you'd survived longer than possible in these horrid memoryscapes, and now your secrets gave you ability beyond explanation. An anomaly that should not be.

    Benefit: This ability may be activated as a free action which may be taken during any round. The Dreamer may select any one location they have visited since acquiring this potential if they have not done so already. Using this ability displaces the Dreamer from their current physical location, and into an altered dreamscape resembling the location they had chosen. The duration is determined randomly and cannot be ended until this period expires. If the Dreamer survives until the end of the duration or is slain, they are returned to a random location within one divergence of the world they were removed from. In the event the Dreamer is slain, he suffers 1d6 points of wisdom drain. If certain circumstances are met a dreamscape may be cleared. Once a dreamscape is chosen, it may not be changed again until cleared. This ability may only be activated a maximum of 9 times, however upon clearing a dream an additional use of this potential is granted. The Dreamer may take a number of willing creatures they maintain physical contact with them into this dream-state equal to their HD. If the dreamer clears nine dreamscapes he gains the Blessing of the Nightmare King potential. The Dreamer's maximum HD increases by 1.
    Last edited by Mornings; 2019-12-05 at 10:48 PM.

  30. - Top - End - #90
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    Default Re: Pale Departure: That Which Whispers OOC

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    Astral's Lesser Consuming Seal of Extinction
    CAST DC 43
    EVOCATION
    SHADOW DAMAGE 8d8 / 5 Missiles / 10ft BURST / NO SAVE
    SLAY LIVING CREATURE DC30 Vs DEATH
    GRANTS 10 TEMP HP PER KILL (MAX 2x TOTAL HP)
    RESTORES 1 YEAR AGE PER 6 CR WORTH KILLED



    Dimensional Jump (Su): At 1st level, the skylancer learns to slip between the cracks in the wind, and reappear, dropping down with almost arcane force. As a full-round action, the skylancer may appear 10 feet above a single target within 30 feet (plus an additional 5 feet per two dragoon levels after 1st), making an attack roll against the target, and dealing an additional 1d6 points of damage (which is not multiplied on a critical hit), if they attacked with a spear, lance or polearm. After this attack is resolved, the skylancer reappears back where he started from. Every three levels thereafter, the distance the skylancer may appear above the target increases by 10 feet, and for every 10 feet he appears after the first increases the additional damage by 1d6. Acrobatic talents that use deadly lancer can use dimensional jump instead. At 5th level, the skylancer can use two weapons with dimensional jump, but only gaining the additional damage once.





    Percent Action Effect
    5%
    Misc Action
    -
    10%
    Swift Action
    15%
    Immediate Action
    Sickened 2
    20%
    -
    Spite 1, Exhausted 3
    25%
    Move Action
    30%
    Standard Action
    Sapped 3, 3 Bleed/3 rounds
    PERCENT
    ACTION LOST
    ADD EFFECT
    PERCENT
    ACTION LOST
    ADD EFFECT
    PERCENT
    ACTION LOST
    ADD EFFECT
    Last edited by Mornings; 2020-01-01 at 12:54 AM.

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