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  1. - Top - End - #271
    Troll in the Playground
     
    Mornings's Avatar

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    Default Re: The Primeval Dark (IC)



    The Returner - Stella Astral





    "Usstan kyorl dos ph'izil ulu telanth listrane nin. Nindel zhah al." (I see you are able to speak properly now. That is well.) The Gran Hexe seemed to turn her gaze elsewhere, "The Hexen is still with you... but with your change she could no longer remain manifested without causing you harm. Perhaps one-minute is as much as your body might endure before you would die from the strain. The blessing of Lane which you previously received had reconnected you with your previous energy. Unlike others, your focus drew from a near infinite well of power, allowing you to sustain the King without even knowing you were doing so. When converted into the energy required for a spell, you were limited only to that source of power contained within yourself; and thus it is an extremely finite resource. Now, without this connection, she has no source to draw from and you do not possess the strength to manifest her. At least for now. This state has weakened you, but it cannot be helped. As I said, in maintaining your magic, other things must be sacrificed."

    Turning to the table she picked up a handful of smaller books and a broom leaning against the wall, "It's just as well. You would do better without her coddling. There is no room for it Zhenu'Magath, and you will not grow stronger while being treated like a child. As you are, you would not even pass the entrance examinations. You need to be socialized with other Witches, and learn how to survive in this world before you can hope to rise above it." The young Gehlaava begun making her way towards the door which they had entered from, "Come." She didn't bother waiting, and the woman didn't seem to have any intention of standing idly while Alicia figured out what to do with her bags on the floor. "Young nobles are indoctrinated at the a Faer'Dryss, or 'Witch's Social' from a very young age. Usually they would have attended one, or more before their initial education. The particularly wealthy send their children to five or more Socials before they complete their basic education and enroll in the academy. Each Social offers the opportunity to not only learn proper etiquette, but acquire the various basic principle magics which are elementary to the noble class."

    She turned about to look at the girl, "Fortunately, there are many such Socials held before each school term ends... such as right now. It's time for you to act like a Witch. I hope you're prepared to learn."


    ??th of Rova, Day? - Time: ?:?? am? / AR 4707
    ???????; ?????????
    ?????; ?????????


    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.


    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +600 (38,300xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Blessing of Lane +100 (38,400xp)
    ⯎ Energy Source +100 (38,500xp)


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

    Alicia HP: 16/16
    Reputation: 0
    Memory: 2
    Spite: 0
    Honor: 311


    Spoiler: Potentials
    Show


    Spoiler: Spellweaving
    Show


    Spoiler: Veilweaver
    Show

    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




    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.



    Spoiler: Dueling Wand Training I
    Show


    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.





    Last edited by Mornings; 2018-09-04 at 12:49 AM.

  2. - Top - End - #272
    Bugbear in the Playground
     
    forg99rules's Avatar

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    Dec 2015

    Default Re: The Primeval Dark (IC)




    Listening intently to the words that Gehlaava spoke she was a bit sad that the veil had cut her off from the power that was needed to have Tenebris with her. Though she knew the woman was right in that she would end up coddled with Tenebris around she still wished that she could see her from time to time. Few questions came to her mind as she listened to Gehlaava, mainly how she was supposed to interact with the others at the Faer'Dryss. If she didn't even know how to properly introduce herself then she would end up just making a fool of herself at the Social. Quickly gathering up the two sacks on the ground she followed after Gehlaava stopping only when the woman turned towards her. "For the most part I guess, though I don't know how i would properly introduce myself or if anything is expected of me being a Kelgore at these Socials. While you do say it is to indoctrinate young nobles I am fairly certain that they aren't sent into the Socials with no basic preparation. But beyond needing to know the very Basics of how I should interact I would also like to store the items on my person somewhere safe as well."

  3. - Top - End - #273
    Troll in the Playground
     
    Mornings's Avatar

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    Default Re: The Primeval Dark (IC)



    The Returner - Stella Astral





    The Gran Hexe slowly nodded, "To an extent, some preparations will be needed - but many lesser nobles around your age are also learning around the same time. Most have not been exposed to the world yet, and only have experience from their homes. These Socials are meant to provide a private enviroment to learn, without embarrassing their family publicly. Obviously, the intent of these Socials changes with the age demographic; but for young children it is normal. Further, the Kelgore house is not from the Second World - at least not those directly related to their founder, Grand Savant Acree Kelgore. They typically hail from the First World, so it is not uncommon for them to need to be re-introduced to common customs of the Second World. You might even meet another young Kelgore at such an event." That was not a comforting notion. Alicia couldn't even piece together her own backstory enough to make it seem convincing.

    "I wouldn't bother trying to over-complicate the situation. Most children of the house don't even discover their relation until, well, right now I suppose. When they are brought to the Second World. While other older members of the house wouldn't question you, as all great houses possess a guardian servitor, preventing others from masquerading as some 'long lost relative'. My Veil is not a simple mask for you to parade around in. Alicia Kelgore is a legitimate relation to the house - or rather, she will be... This is a Vet'sium. A rudimentary Veilfold, adapting an untapped destined fate to the present. But take care, for carelessness might breed a rival power which could threaten your own in the future. You must remain in control, and not let the Veil steer this fate. It is like a blade of grass attempting to regain its shape after being stepped upon. You must bend it to your will, without imprinting upon it." Gehlaava turned away again, leading them down the neat and tightly squared halls of books and sectional studies of the library as she spoke.

    "I would not have entrusted this Veil to you if you did not possess some grasp of the Kyo'feir Shar, Adessa's Veiled Mind. The focused mind training is the introductory foundation of the Kyo'feir, at least with that you are more likely to retain most of your sanity. You should make it a priority to learn the first three tiers of it as soon as possible. Defending the body is simple, defending the mind is not." They came to a large square room which a number of young students milled about in, some approached the large stone alter-like table and touched the clear glass ball at its center, vanishing away in a soft glint of white energy. Others arrived the same way. By their age, and familiar robes, they appeared to be first years students at the school - awaiting the start of the semester. They stood aside for the Gran Hexe whose station was clearly shown by her lavish billowing robes and hat. A few curious glances were directed at the young girl at the Hexe's side. "I'll assign you a temporary servitor, but you will be expected to acquire your own as soon as possible." The bags in her hands seemed to vanish, but felt as if they were lifted away. "You cannot use a loaned servitor for such functions as duels, but simple tasks like mundane work and carrying your things is fine. You must center your Spell Focus on a servitor to command it. This one does not have a name, it is a simple golem incapable of completing complicated instructions. You may effectively have any number of servitors, but each one you acquire that is bound to you will tax you - in a similar fashion to the Hexen. Though obviously, to a near inconsequential degree in comparison. By bolstering your focus and aptitude you will eventually strengthen yourself to the point of being able to sustain her Majesty once again, by your own merit. As you already know, Witches refine the study of spell focus, the mental capacity to convert their conscious mind into various forms of energy, used to perform various tasks. As your current servitor is a mindless doll, rather than spending focus from your own reserves, he simply requires a mental prod produced when your spell focus is directed at him. I'm sure you'll catch on quickly."

    Snapping out her wand from the folds of her robes, she gave a small flourish, causing the orb to spring to life some thirty feet away. The soft light engulfed them, then after a moment a low chatter begun to filler her ears as she found herself somewhere else. It was a large and lavish hall of finery both strange and familiar. Some of the ornamentation was from Golarion, while others were similar to some of the pieces she noticed on display in the Elder Sage's small home. "Ah, it looks like we've come upon quite the Social..." Turning to Alicia she pulled her away from the large door leading into the gathering. "This is a 'Junior Social' for children, but it appears that the house of Khalakivos is hosting it. Many families will want to showcase their children, but our purpose is two-fold..." The put up one finger, to annotate the first point, "Learning to adapt to your peerage, and how to navigate high-society in Duvan. Anyone can attend these Socials, however without having the pre-established honor set by the host for free entry, those below must pay honor - usually a steep cost, which is directly contributed to the host. The rich get richer, feeding upon the misfortune of the dredges. Even climbing up from the filth benefits those who already stand above it. This is the structure of the city. Status before talent, talent before will. No matter the amount of grit, a talentless peasant will never climb into the higher echelons of society alone. It takes generations of refinement, building upon the work of their parents and those before them just to reach this point... Never publicly speak a sleight against another house lightly. Nor should you ever bring up matters of renown associated with a house's history if you are unfamiliar with it; such as saying 'I hear the house of Khalakivos has the best horses.' Many of these families are 'ancient' in terms of the city's history - with long feuds between other families. Perhaps the Khalakivos and the house of Tevel have waged war in the past over a careless insult between the quality of their horses, and now you've sparked conflict between them both. Unlike the Kelgore who are not native to this world, the new generation inherits the bitterness and conflicts of their forefathers and a duty to defend their honor." she raised a second finger, moving on to the next point.

    "Power. It is tradition that the host provide a number of resources to the attendees, both as a means of entertainment and as a show of wealth - though, truly it's a matter of balance since they are charging any guests below their social cut-off a considerable amount just to attend. In the forum of a Social, these are called Bel'Vashtu - or a Crux. These are magical foci which require various degree's of spell focus or similar skill to manipulate and unlock. In succeeding the power they contain is granted to the attendee. This functions as a sort of unwritten competition of sorts between Witches. Typically, it's considered in poor taste to immediately attempt a Crux without having met and introduced yourself to every guest in attendance.... but I'm going to recommend you do just that." A mischievous grin begun to creep on the Gran Hexe's face. "As the 'black horse' in this gathering, no one knows you, and you have little to your name which would make them take you seriously. There are a number of Kelgore children, most of which just ride upon their family's name. You need to show them you're different, and you have talent - and position."

    Gehlaava tilted her hat's brim down while pointing off towards the door in the distance and the young man standing at the entrance. It was the first male she'd seen thus far, and while his robes were of rich quality, both they and his hat were stained with dozens of foul looking blots. The Hexe took Alicia's hand and begun waving her wand around the girl's palm. A strange milky substance of semi-tangible energy begun to coil around her hand like a web, forming something like the hand wraps she'd seen Tian monks wear while fighting. "That is the Kuk'mir, the wand checker. As the law and tradition have it, it is required that a sentry be posted at the door of establishments to verify the Witch's status and if she is a criminal - as a wand would be tarnished from illicit use of magic in the city. Nobles never relinquish their wand. All the more so for you, who wields an Aolthor Wand. Willingly passing the wand to another relinquishes ownership... like when you passed the wand to Tenebris. Only a peasant with nothing to loose or a fool relinquishes their wand in Duvan. While the Kuk'mir selected at a Faer'Dryss are typically hand-chosen by the host to represent their house, the same cannot be said of those who perform the duty publicly. It only takes a few moments to tamper with a wand, steal honor or similar underhanded act; thus Kuk'mir in the city are typically thought of as scum by nobles. It is standard etiquette for a noble to spit on the Kuk'mir instead of entrusting him with their wand. There are families of Kuk'mir which serve one house, as they have done for generations - typically the family which constructed the wand passed down through their children, and only they are trusted enough to service the weapon. However, you're not a common noble, and that is not a simple wand. It's the Aolthor Tenebris." She turned Alicia towards the general direction of the door, standing behind her.

    "Being asked to relinquish your wand, should make you genuinely angry. Such disrespect; it is the same as asking you to abandon your name, your title and your place beside the Hexen. The only manner in which you could have received the wand would be from the gods... we'll say... Lady Black. The gods themselves have recognized your claim, and now this insolent fool, this nobody, contests it? No... I want you to punch him in the face, as hard as you can." She was beginning to understand what the magic woven around her fist was for now. Gehlaava's couching was beginning to set the context, and it was true, she could feel some part of her other self beginning to bristle in heated anger. Parts of a story seemed to write themselves in, Lady Black had recognized her, given her this wand. She was recognized by the Hexen herself. Her status rose above everyone inside that hall. The nobles of Duvan only understood power, and position, she had both - and if they only knew how to respect might when put on open display, then she'd give it to them. [Alicia Stability Check | Spell Focus DC30]

    She was Heir of the Tempest.
    Last blood of the Savant.
    The Unsung King.

    Alicia Kelgore


    ...And she would make them kneel before her.



    ??th of Rova, Day? - Time: ?:?? am? / AR 4707
    ???????; ?????????
    ?????; ?????????


    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.


    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +600 (39,100xp)
    [COLOR="#008000"]⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Alicia Kelgore +100 (39,200xp)
    ⯎ Grand Savant Acree Kelgore +300 (39,500xp)
    ⯎ Bel'Vashtu, the Crux +200 (39,700xp)
    ⯎ House Khalakivos +100 (39,800xp)
    ⯎ House Tevel +100 (39,900xp)
    ⯎ Kyo'feir Shar, the Veiled Mind +300 (40,200xp)
    ⯎ Kuk'mir, wand checker +100 (40,300xp)
    ⯎ The Unsung King +300 (40,600xp)
    ⯎ Heir of the Tempest +200 (40,800xp)
    ⯎ Last Blood of the Savant +300 (41,100xp)

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

    Alicia HP: 16/16
    Reputation: 0
    Memory: 2
    Spite: 0
    Honor: 311


    Spoiler: Potentials
    Show


    Spoiler: Spellweaving
    Show


    Spoiler: Veilweaver
    Show

    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




    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.



    Spoiler: Dueling Wand Training I
    Show


    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.






  4. - Top - End - #274
    Bugbear in the Playground
     
    forg99rules's Avatar

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    Default Re: The Primeval Dark (IC)




    Following after Gehlaava she listens to the woman explain about the event being so that young witchs can learn in a private environment. Hearing the words soothed her a bit as from the looks of her body she was near the youngest that would most likely be attending the school. Though she did not want to run into another Kelgore she knew that she would, if they were at the event then it was bound to happen as she socialized with all the other nobles. This was especially true if she was to make herself known and show off the power that she was able to bring forth. As they continued on she Glanced around inspecting the others that looked at her, she knew what they were probably thinking... Just who is this girl with the Gran Hexe, and why is she even with her in the first place. Tipping her hat towards Gehlaava in acknowledgement of the Servitor the woman loaned her she is not that surprised when they back simply lift off and vanish. She knew that Servitors were used for everything in this school and she also knew that she would have to find a way to gain some of her own, especially ones that she could use in duels.

    As they neared the orb and were whisked away she wondered briefly if the orb was set to a specific location or if it just sent you to a random social that was going on at the time. She ignored the thought for now as she continued to listen to the Gran Hexe explain what she would need to know. The topic of the Bel'Vashtu was interesting, a sort of test that she was sure she would be able to pass easily. She of course would heed the Gran Hexes words and be sure to meet everyone first before trying to open the crux as she did not want to seem impatient or in poor taste to her host. Looking over at the man that the Gran Hexe motioned to she listened as his purpose was explained. She did not like the idea of a wand checker as like the Gran Hexe spoke it would take but a moment to tamper with one. As she stood there watching the magic coil around her hand she understood what the Gran Hexe wanted her to do. The anger came to her suddenly, How dare this boy think he could ask her for her wand. She was Blessed by Lady Black and Recognized by none other than the Witch King Tenebris herself. Her mind reeled at the sudden anger she felt, she knew it was the other mind trying to assert itself again, though it did give her some backstory to work with she took a deep breath steeling herself against it hoping to keep it down for the time being. Nodding to Gehlaava, (Wlalth'ooble) "Thank you for the assistance and tips, they will for sure come in handy learning this new etiquette." Looking over at the boy by the door, (Wlalth'ooble) "I guess now I should take him out and make my way inside, Though I do wonder if I should even let one such as him even ask for my wand before I knock some sense into him... I shall just stop him should he decide to open his mouth as I go to enter." Giving a curtsy to Gehlaava she makes her way towards the door ready to instantly hit the Kuk'mir should he even open his mouth towards her. Keeping her posture that of a Noble she doesn't even glance at the Kuk'mir as she nears the doors.

    Spoiler: OOC
    Show


    Know Abstract: (1d20+28)[32] or (1d20+28)[43] (fubbed it so rolled ooc) - for the magic that Gehlaava put on my hand.

    Hitting the Kuk'mir should he open his mouth to speak to me: (1d20+1)[3] - Dmg(1d4+1)[4] (none of this counting whatever magic Gehlaava put on my hand

    Opposed check against Alicia: (1d20+23)[42] or (1d20+23)[34]

    Last edited by forg99rules; 2018-09-03 at 05:48 PM.

  5. - Top - End - #275
    Troll in the Playground
     
    Mornings's Avatar

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    Default Re: The Primeval Dark (IC)



    The Returner - Stella Astral





    Lu'uds hated this. The pampered posturing of these spoiled brats. He was a male. From the moment he was born his fate had been written in stone. Aptitude amongst males was already a rare thing, but ability enough to become a Witch was a rarity which could not be so easily ignored. He inevitably would be sold off to some rich house, and married off to whoever could afford the steep dowry. In Duvan it was one of the most expensive transactions which took place, after all, children didn't just grow on trees. A male Witch, even if untalented possessed the same latent powers as any female, and thus ensured a strong line of succession - and perhaps even other male Witches. The older women eyed him savagely as they entered, some still spit on him, but most ignored him. More interested in acquiring him for themselves. He was the golden goose, intentionally put on display by Lady Khalakivos. He didn't want to live like that, and serving this house had been his first ticket. He'd taken fealty to the Khalakivos for four years a servitor, and they'd taken an oath to put him through the academy. Of course they didn't take him seriously, believing - hoping, he'd simply flunk out and fall back into their arms. They'd adopted him as a squire of the house, allowing him to take the name Xu'Khalakivos - but it was a stepping stone. He wouldn't live as some Witch's stallion, putting out children whenever they pleased. He would be a great Witch and change this rotten city. This was his last duty. His final shame - in the most traditional fashion. He'd survived four long years of Lapalila's abuse and awkward sexual advances, with both his sanity and chastity intact. In a few short days, he'd be a first year student Zhenu'Magath, and he'd turn it all around.

    His gaze strayed away from the pompous arrogant children parading around the room, cycling through the gauntlet and make their rounds of introduction before moving to their real business. He sneered under his breath. Nothing had ever been handed to him, not a spell, nor word of thanks - and sure as hell never an opportunity at a Bel'Vashtu. Looking out the he caught sight of the Gran Hexe Gehlaava, and was prepared himself to call the hall and herald her entry... but she made no move to enter. Instead she pushed forward a young Witch. Back straight and head held high, she looked like she would fit right in - though he couldn't help feeling she was perhaps even more self entitled. Like she had a foul-manner and a chip on her shoulder the size of Astral's grave. He glanced at the wand at her side; no sheath. Like a commoner, which was odd. The nobles made a show of carrying their magic-sticks, it was a Witch's sword and shield, but also the source of her house's honor. Glass? He'd seen ridiculous wands retired in various mansions before, but in modern times, it had become standard to use the most rugged material available when constructing a functional wand. Court Wands were another matter, often delicate and gaudily decorated - he'd even seen one made of engraved magically preserved ice. The old hag nearly drove his testicles into his skull with how hard she kicked him when he asked to inspect it. The thought still caused him to twitch slightly. This wasn't a Court Wand though, it was ancient and simple and made with painstaking care by an artisan of unprecedented skill in the same fashion as weapons from the Age of the High King. A bead of sweat ran down the side of his face, but he maintained his calm and collected outward demeanor. He new he should keep his mouth shut. He'd seen hundreds, perhaps even thousands of wands - studied them, made them, inspected them. There were only two classes of Wands which this particular device could be, and the second option made his heart quiver... But he had already been given a command, one magically compelled by Lapalila. Should he let any Witch by uncontested, she would know, and he would have to serve another four years before this chance would come again. He prayed it wasn't what he thought it was... Prayed as hard as he could.

    As Alicia approached the Kuk'mir bowed deeply with a courteous sweep of his arm, "Good evening my lady, I am Lu'uds Vel Xu'Khalakivos-" He hadn't even been given enough time to finish his own introduction as the short Witch stormed inside. Her clenched fist flashed out - it was slow. She evidently had foregone any physical training, as per the norm, but entangled around her hand was magic. Lu'uds reeled back, in wide-eyed shock. He'd seen Vir'edn Veils before, but he had never seen a construct as intricate and powerful as this. This wasn't a normal Veil. It had been somehow corrupted and literally torn from the Weave, to manufacture an unstable and volatile substance capable of offloading a tremendous amount of energy - using the caster as a node to channel the force. The knowledge came to him in an instant, and with it an acute awareness...

    He was going to die.

    The boys hands flashed up in a somatic gesture, screaming out a spell at the last moment "Obo'Vharr!" Alicia's hand met a field of energy, but it mattered little. The concussive detonation exploded in her face with a wailing cacophony alike to the explosion of a metric ton of dynamite. The shockwave crashed through the hall, blasting out every window in the fifty foot wide chamber and crushing through the semi-physical shield like glass. The boy hurtled backwards through the air with a crushing sub-sonic force, crashing into the wall as a second black barrier became visible, gorging out a troth of destruction through the stone, curving across the room. The chamber was filled with pyroclastic billowing clouds of choking dust and mist from the detonative eruption. She was sure the first shield had absorbed the vast majority of the actual explosion, as the strike should have gone off like a shattering fireball - and by the strength of the barrier, it had been created much earlier.

    The smoke violently cleared in a quick gust of supernatural wind. Most of the guests brandished their wands, and there was a tense silence. Yet the gazes were not directed at Alicia, they were directed at the boy Lu'uds. She could hear the young girls whispering, '...Natha nau kuk B'Bhai Duucald?' A wandless battle talent? From a male? Despite the smoldering crater torn along the length of the chamber's wall that dragged all the way towards the opposite side of the room, the Kuk'mir seemed in one piece. Aside from the blood coming from his eyes, nose and ears. It didn't take long for Alicia to realize it and draw in the connection; the boy had lived because of the second barrier which shielded him from his impact with the wall. A Mag'Obok Class spell, often called 'high magic', due to it's near-exclusive use by nobles as a battle talent - but he didn't have a wand to cast it. Simply put, it was impossible, he should have been dead.

    A sharp clap brought everyone back to their senses and away from trying to understand what just happened. It turned into an applause as the initiator stepped forward, a short girl with clear blond hair and dark cruel eyes. Her brooding visage was strangely unsettled by her genuine smile, while an air of experience seemed to strand in stark contrast to her apparent age. Unlike their peers, she did not carry a wand, but a staff. Some saw it as archaic, but it was the traditional weapon of Witches since time immemorial. The weapon bore the heraldic sigil of house Khalakivos on both sides - leaving no doubt in Alicia's mind that this was her host. "Most impressive, Lady.... I'm sorry, I don't believe I caught your name."


    ??th of Rova, Day? - Time: ?:?? am? / AR 4707
    ???????; ?????????
    ?????; ?????????


    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.


    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +600 (41,700xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Mag'Obok, High Magic +100 (41,800xp)
    ⯎ Magic Classes +100 (41,900xp)
    ⯎ Wandless Casting +300 (42,200xp)


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

    Alicia HP: 16/16
    Reputation: 0
    Memory: 2
    Spite: 0
    Honor: 311


    Spoiler: Potentials
    Show


    Spoiler: Spellweaving
    Show


    Spoiler: Veilweaver
    Show

    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




    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.



    Spoiler: Dueling Wand Training I
    Show


    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.





    Last edited by Mornings; 2018-09-03 at 08:13 PM.

  6. - Top - End - #276
    Bugbear in the Playground
     
    forg99rules's Avatar

    Join Date
    Dec 2015

    Default Re: The Primeval Dark (IC)




    She would have left the boy alone if he had just kept his mouth shut, but instead he decided to speak to her. Trowing the punch at the boy she was dissapointed in herself, it was a weak punch but she knew it would be though she still hated how weak it seemed. As the shield caught the blow she was slightly surprised, mostly by the resulting explosion that went off but also by the fact that he survived with the second shield that he had called forth. She briefly wondered about the first shield that had caught her attack, was had he prepared ahead of time for the Witchs here to assault him when he asked for their wands or was it something he normally kept active. Or was it something else entirely, maybe some magic that provided protection to all in the room should someone try and attack another. Those thoughts were more at the back of her mind though as the smoke cleared from the room and she dusted off of her dress. Looking around at the others present gauging their reactions. The fact that they all seemed intent on talking about the boy and not what she just accomplish annoyed her. She understood sure, he had just casted a Battle Talent without a wand that in itself was impressive enough how he had managed that she was not sure, what she did know though was that his actions did indeed save his life. Her mind started to wander till the clapping was heard, turning her attention towards the source she was not surprised to see that it was what appeared to be her host walking her way. At the mention of her name she remembered that she had to put her titles first when giving her name, giving the woman a slight curtsy she introduced herself. "Hmm, since you appear to be the host I guess I will grace you with it. I am the Heir of the Tempest, Last Blood of the Savant, The Unsung King, Alicia Kelgore. Who might you be?"

    Spoiler: OOC
    Show


    Know Abstracts: (1d20+28)[40] or (1d20+28)[30] - for what i can gain about the wandless casting

    Last edited by forg99rules; 2018-09-03 at 09:59 PM.

  7. - Top - End - #277
    Troll in the Playground
     
    Mornings's Avatar

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    Default Re: The Primeval Dark (IC)



    The Returner - Stella Astral





    The young woman stared at her blankly without responding. Alicia felt like there was something she missed, some of the Witches nearby threw disgusted looks in their direction, but she couldn't tell the object of their scorn, was her, or her host. She seemed to regather herself after a moment, Alicia couldn't piece together what had caused the awkward exchange. The girl's face, even in her silence was collected and not overly expressive. "Forgive me, I was caught by surprise. I truthfully didn't expect you were fluent in Zhennur Yila. My guests might not appreciate the tongue, but you are clearly the most studied individual I've had the pleasure of speaking with all day." Alicia's mind reeled. She hadn't even noticed the woman was speaking another language; she couldn't even remember what language the Kuk'mir had spoken in - she didn't even know what tongue the woman was speaking in now. She simply understood her, and perhaps was even replying in the same language. Logic told her that neither of the two spoke Taldane... So what had she been speaking in? This body evidently possessed skills with which she was not familiar, it even felt like her new second mind understood things better. Processed the world and its circumstances more clearly; knew things she did not.

    The thought was frightening. Even now it dug deeper, analyzing - studying the world. It knew where where they were going - She watched as a number of the older Witches who were escorting the youth begun to filter out, excusing themselves. B'Bhai Duucald magic was considerably complex, more so than a B'Bhai Bhalta spell. The reason for that was because 'dueling talents' drew and stabilized their energy within the field of the B'Bhai Dol'fhaal. The energy of that field allowed a great deal of magic to be employed without directly taxing the caster, and eliminating many of the limiting factors of reality. That concept was take three-steps further when reviewing Mag'Obok Class magic. A foci for a Witch was the same as a Wizard's spellbook, and while she wielded it, it allowed her to generate her magic in a seemingly spontaneous fashion. But she had to possess the wand, she had to possess the source. In terms of magic typical of Golarion, it was both the book and the Wizard's memorization of his spells. Without the memorization of spells, within his mind's proverbial 'spell slots' the magic could both not exist and not be employed. The boy had cast a complex spell at a speed which no metamagic could achieve, without either the 'source' nor the 'memorization' to do so. Magic was a science. That was something else. Simply put, it was impossible.

    The concept broke every rule of magic in both her world, and theres. If a man could activate magic without tools, without a foci, without memorization - faster than a spellcaster who employed such things... Then what was stopping such a Witch of wizard from firing hundreds of hastened maximized rime fireballs every second without limit? It disrupted the balance, and questioned everything that was fundamental to magic of any world. As was typical fashion in Duvan, when something significant was revealed - a race begun. Everyone who was anyone would be looking to uncover answers, but it the boy's history, his study of magic, his parents, who he served, when he showed up - everything. Every little detail they could use to bribe, steal, cheat or otherwise acquire the secret to the display which had been shown. Alicia was a distant second in comparison, her host's attempt to distract and detract from that truth did little to deter the older - wiser Witches. Half the room had already found various reasons to excuse themselves. A short Witch with charcoal colored hair and a frilly black dress moved towards their host's side, whispering something in her ear. The host didn't seem to respond but she directed her words at the short girl, "Xephon, you've been a poor herald. Did you not hear that my guest, the Unsung King, Lady Alicia Kelgore, did not know who I am?" The short girl's eyes went wide, in partial surprise and partial dismay, pouting at being berated so. The girl sharply bowed, "Forgive my ignorance, my Lady. I did not understand either of you." Rising sharply she looked Alicia and gestured with an arm, as if to keep the burning heat of the girl's glory and radiance at bay, "Hail Lady Kelgore! You stand before the Heir to the Crystal Crown. The Thrall Queen. She Who Lights the Way. Our Azure Sovereign. First to Ascend. The magnificent Lady Lapalila Khalakivos. I am the Junior Herald, Minister of the Azure House, Xephon'levon D'Khalakivos."

    Though the introduction was finished she pointed antagonistically, "...And I demand proof of your claim, Unsung King. By merit, no god would recognize a foreign First Worlder before their own subjects." Lapalila gently placed a hand on the herald's back, "Now, now Xephon. Such a title could not be claimed without already standing as tribute to it. Look, use your eyes instead of your mouth. Your proof is right there." The Witch gestured at the wand on Alicia's belt. The short girl squinted, then glared at the Veil Witch with evident disgust, "...You carry an Aolthor Wand... the physical representation of our culture and history, unsheathed. Have you no shame?" The girl's face was beginning to turn red. Despite Alicia's own stature, she still stood almost a head taller than the fuming girl. While it was true, that a wand sheath was somewhat viewed as mandatory for nobles, as it was a cultural article, much like their hats - the thought had never really crossed her mind. The Gran Hexe's carried their's beneath their robes, so it was completely out of mind. Whereas Tenebris didn't carry one at all - and could just as often be found without her hat. The Lord of Battle didn't care about history or culture, only practicality in battle, and efficiency in dealing death. Perhaps that disregard had rubbed off on her. It was that manner which made her highly despised by others, who much preferred the tales of the more traditional Kings or yore. In the words of Tenebris however, 'tradition bred predictability, and predictability bred complacency,' and she'd never lose a fight to a complacent Witch.

    Lapalila smiled softly, but that didn't shake the eerie cold from her eyes, "Lady Kelgore, if I may. If you are intending to participate in the first year's enrollment exams, it would behoove you to acquire a suitable sheath. It is required by the academy's dress code - and that is not exclusive to small-arm's users. I too must carry a wand and sheath, even though I use a staff; per the standard curriculum." The hall had largely died down, with most of the guests having left entirely, and a few Witches remaining while unattended. "...It seems most of my guests have found business elsewhere, but I do hope you'll stay for some refreshments."


    ??th of Rova, Day? - Time: ?:?? am? / AR 4707
    ???????; ?????????
    ?????; ?????????


    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.


    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +600 (42,800xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Impossible magic +300 (43,100xp)
    ⯎ A Persona's Deeper understanding +200 (43,300xp)
    ⯎ Strange Language +100 (43,400xp)
    ⯎ Uncovering the truth of the spell +200 (43,600xp)
    ⯎ Heralds +100 (43,700xp)
    ⯎ Wand Sheath +100 (43,800xp)


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

    Alicia HP: 16/16
    Reputation: 0
    Memory: 2
    Spite: 0
    Honor: 311


    Spoiler: Potentials
    Show


    Spoiler: Spellweaving
    Show


    Spoiler: Veilweaver
    Show

    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




    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.



    Spoiler: Dueling Wand Training I
    Show


    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.






  8. - Top - End - #278
    Bugbear in the Playground
     
    forg99rules's Avatar

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    Dec 2015

    Default Re: The Primeval Dark (IC)




    She was confused as to why she had ended up speaking another language, sparing a thought towards the oddity she wondered why it had happened as well as what the Zhennur Yila language was. From the way that Lapalila had reacted it must be one that was lost or perhaps one that was as rare as speaking Taldane, Either way she was a little bit curious. She eyed the older witch's as they slowly made their way out, she knew what they were doing and silently approved of the actions. She knew that eventually she would try and look into exactly why the boy was able to cast the spell without a focus, though she might just take a more direct approach with the boy. Though perhaps she could just ask Tenebris as the woman may know exactly why as well, though that would have to wait till she was strong enough to sustain her again. As Xephon introduced Lapalila she couldn't help but wonder exactly what the titles that were named off meant, some of them seemed more obvious that others but she still wondered exactly where on the totem pole Lapalila stood. Keeping her face straight at the antagonizing finger that was pointed at her she briefly wondered if she would be accused of such a thing every time she introduced herself. If so then she would need to get herself a Herald to introduce her to other sooner rather than later. As the thought crossed her mind she wondered if the Kelgore's would be able to provide one, while she wasn't truly one of them the form she current had taken was and they might just provide one as to show their honor and power off for having one such as her in the family. "Hmm maybe I can find out from Gehlaava later if it is even possible."

    Annoyance filled her as the girl complained about her not having a wand Sheath for the Aolthor wand that she wielded. She chose to blatantly ignore the fool and instead focused on Lapalila for the time being. Her mind hadn't even though of such a thing as it would surely get in the way and would not be very practical at all. Did they expect enemies to simply wait for you to unsheathe your wand before attacking you or were they simply ignorant of the fact that it would most likely hinder you should you need the Wand. Listening to Lapalila explain that she would need one if she was to enroll as a first year she wondered exactly where she would be able to get one that was worthy of the Aolthor wand, figuring now was not a bad time to ask she did as such. "Hmm I have been so busy as of recent that I had not the time to find a Sheath worthy of the Aolthor wand, and as much as I hate that a Sheath is not very practical. Since it is a requirement I will have to get it one I suppose, you wouldn't happen to know of a place that could provide one worthy of the Aolthor wand do you? If I must use it then it should be of top quality." Taking a look around the room she was slightly disappointed in the few that remained, she would not gain as much of the needed experience in how to interact with those that remained though she knew she would stay and still get what she can from it. Turning her attention back to Lapalila, "I believe I will stay and grace those that remained with my presence, though I do hope that they are as pleasant conversationalist as you."


    Spoiler: OOC
    Show


    Know Abstracts: (1d20+28)[33] or (1d20+28)[47] - To figure out why i was speaking another language...

    Know Abstracts: (1d20+28)[43] or (1d20+28)[35] - For what i can get about Zhennur Yila language


  9. - Top - End - #279
    Ogre in the Playground
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    Default Re: The Primeval Dark (IC)

    Aden helped get Denil inside the shop, carefully checking as he closed the door that there were no more surprise visitors coming to greet them.

    Door closed, and Denil settled, Aden gave a curt nod to the swordwoman who had greeted them. "Since Master Denil Demm isn't up to introducing his companions, I'm Aden, this is Feliks. Members of the Cotton Club, though what our standing there is remains to be seen. Things seem to have gone a bit sideways."

    Finding a couple chairs, Aden dragged them near the door, leaning back in one and propping his feet up on the other. "Now that we're in a bit of privacy, I've got questions I'd like to air. First, Denil, a few for you. What's an Argonax the Mad, should I be concerned he seems to think I'm a rat to experiment on, should I be expecting more 'puppets' to show up, and why in the Nine Hells did that one have a sword made entirely of thrice-damned Voidwrought Glass?"

    The thief coughed, and shook his head, making sure to keep his frustration under control. "Last two are for the room. Does the phrase Night of Tears mean anything to anyone else, and what, if anything, would we like to do about the fact that Mayor Grobaras and the Council of Ushers are going to try to kill Lord D'Aritel tonight, and end the one chance this city has to be less of a steaming hole filled with pig excrement?"

    Spoiler: OoC
    Show

    Perception check, just to make sure nobody's around to see us bring an obviously wounded Denil Demm in here.

    (1d20+7)[10]
    ATTENTION ANYONE WHO I'M PLAYING WITH:
    No news is good news.

  10. - Top - End - #280
    Ettin in the Playground
     
    Triskavanski's Avatar

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    Default Re: The Primeval Dark (IC)

    Once they were inside, Feliks immediately went to work preparing to perform more surgery on the poor little halfling, looking down the different injuries that were left as he prioritized which ones would allow the halfling the better chances of living through the night, and beyond. Grabbing a bite stick from his kit, he handed to Denil, before starting to go to work on realigning the halfing's back, regardless of his protests. The halfling needed to at least be able to move again. His eyes darted around the shop looking for any tools he could use to help give the halfing some stabilization as the next attempt begins setting in with ointments, and the like, careful at removing the halfting shirts, and only as much as he needed. There wasn't going to be time to redress the halfling if they had to run again.

    Spoiler: Heal Check
    Show

    Using anothe round of healing kit to perform a heal check on Denil
    (1d20+13)[17] vs dc 15

    Hopefully I roll better than a 1. :/

    Animated Spellcards from the Deck of Many Things
    A game I found interesting Aegis: Innocence

  11. - Top - End - #281
    Troll in the Playground
     
    Mornings's Avatar

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    Default Re: The Primeval Dark (IC)



    The Returner - Stella Astral





    Lapalila paused to think on Alicia's question, for far longer than normal. She begun to pace. Xephon still didn't seem to understand what she was saying, and so she settled for standing by idly while her mistress seemed gripped in contemplation. It beckoned the thought if she had unexpectedly asked a very complex question. At the very least the Witch had something to think on, while she herself was absolutely clueless as to why she understood or spoke in various languages. The truth was that she didn't understand just whom she inhabited, Alicia Kelgore was a mystery, because she had yet to truly exist. There was no lesson or books she could reference in some old library. She was playing at being a girl who had not even been born yet. The only conclusion she could draw was that this physical body's features, or perhaps talents, were somehow influencing her. Similarly, she had never heard of the language named 'Zhennur Yila', but by the name and the disgusted looks she had enough context to fill in the spaces.

    Much like their conversation right now, and Xephon's complacency with being left out of their exchange. There seemed to exist an evident disparity between the various castes of Witches, which was often represented by their education and abilities. Noble Witches went out of their way to speak in exotic and foreign tongues which common folk could not understand. With high enough aptitude, nobles could understand each other, even if they both spoke vastly different languages in response to one another - while being unable to speak the language they heard. Just like their current predicament. It seemed to be the standard mode for which nobles conversed based off her initial purview of the room and its attendants from both before and after she had launched the boy across the room. On the inverse however, some Noble Witches functioned entirely off of their unfathomably large wealth of knowledge and intelligence while not having a remarkably high aptitude - such as Khrol D'Meiss'vel, who could not understand Taldane without her invisible aide's assistance. These nobles likely learned and fluently spoke tens, if not hundreds of languages from across the Three World's which they studied the old-fashioned way. As nobles themselves were expected to use exotic tongues to demonstrate their status and mental prowess, or even their wealth and experience in having learned various dialects; Those without the natural aptitude would have to work even harder to maintain their image and ability to associate with other nobles.

    Within the other half of the Second World, Tangi'thac, the Lampus ruled - and chief among them, were the Yila. They were considered the strongest of the Lampus ethnic factions, and spoke a native language of the same name; Yila. It had been largely due to Yila warriors that the city of Quarry had been taken by the Lampus and kept. Naturally resistant to magic and curses, they were the feared enemy of every Witch, and many had found their end at the point of a Yila's sword. Born as natural enemies to the magic worshiping Witches of Isto'thac, they were killed on site when found within their half of the world, with great prejudice and large numbers. Comparable to the Daka who ruled over the Elil in Isto'thac, the Yila were immensely strong, and a single one of them could not be defeated by one Witch alone. It had been their influence which spawned the creation of the Witch Knight Orders during the age of the High King and the first Kingdom of Magic. The Witch Knights trained in martial combat and enhanced themselves with magic that they could be physically capable of fighting back the immense power of the Yila, and conquer their lands. Now in modern times, it was the Witch Knights who defended Isto'thac from the threat of Yila invasion. The time and training invested into a single Knight was nearly three-times that of a Noble Witch, and so their numbers were small and dwindling, leaving no hope of ever conquering their ancestral enemies in the foreseeable future.

    Zhennur Yila was likely not a common tongue of the Yila, but perhaps one of their so called 'High Tongues'; magical language reserved only for ritual and spoken in secret. Somehow Lapalila spoke this language, the ritual tongue of the enemy oft used before war, to bless witch-slaying weapons - as they have done for centuries long past. It had been a bold power play, likely an attempt to not so subtly humiliate the Witch who just crashed her party in front of all her guests. High Tongues could not be understood by a Witch's aptitude, in fact, no Yila tongue could. It almost seemed fitting as natural creature's of an anti-magical influence. In order to have understood, or of course, speak it, Alicia had to have actually known the language. Which few in this half of the universe could know. The older women who had given them disgusted looks of course did not understand their words, but like all High Tongues, whose roots came from their origin language, they could recognize the words of the enemy. Despite the girl being only slightly older than herself, she had to grant some recognition to the ingenuity invested in such a short exchange in what had appeared to be a chance encounter. Lapalila was not one to be underestimated. [Stella | Knowledge - Partial]

    "Unfortunately, I don't believe that will be possible... at least not from a Witch of craftsman of Duvan. Every Aolthor Wand, with the exception of yours, the newest, is already accompanied by a sheath. These are artifacts of power constructed by the Kings of ages past with magic comparable to the wand itself. Even if there was such an individual capable of manufacturing such a relic at her leisure, it's unlikely she would have the materials to build it. I suppose stealing the sheath from another Aolthor Wand is an option... But then you would need to face one of your peers directly, who no doubt possess lifetimes more experience than yourself. An unlikely solution. Alternatively, you could acquire a sheath in the same manner you acquired the wand itself - divine intervention. Perhaps a stretch to believe you'd be humored a second time, but in the opinion of every Witch outside this room - you acquiring the wand was already an impossibility. So, I don't see why you couldn't give it another try. Unfortunately, that's the best I can offer currently." Xephon evidently understood what Lapalila said, but kept her mouth closed and her hands crossed behind her back with a rigid posture, like a well-trained butler or maid.


    ??th of Rova, Day? - Time: ?:?? am? / AR 4707
    ???????; ?????????
    ?????; ?????????


    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.


    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +600 (44,400xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Witch Knight Orders +100 (44,500xp)
    ⯎ Kingdom of Magic +200 (44,700xp)
    ⯎ Daka +200 (44,900xp)
    ⯎ Elil +100 (45,000xp)
    ⯎ Yila +200 (45,200xp)
    ⯎ Lampus +100 (45,300xp)
    ⯎ Magic Resistant, Yilla +300 (45,600xp)
    ⯎ Fall of Quarry +100 (45,700xp)
    ⯎ Noble Conversation +200 (45,900xp)
    ⯎ Status Difference +100 (46,000xp)
    ⯎ Lampus High Tongues +300 (46,300xp)
    ⯎ Aolthor Sheath Artifact +400 (46,700xp)
    ⯎ [Reputation] +5, +100 (46,800xp)

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

    Alicia HP: 16/16
    Reputation: 5
    Memory: 2
    Spite: 0
    Honor: 311


    Spoiler: Potentials
    Show


    Spoiler: Spellweaving
    Show


    Spoiler: Veilweaver
    Show

    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




    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.



    Spoiler: Dueling Wand Training I
    Show


    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.






  12. - Top - End - #282
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    Watching as Lapalila paced her mind wandered, she was getting more curious as why the woman that she inhabited was able to speak a language that most would not know. Perhaps it was due to the upbringing that she would have had or perhaps the girl just enjoyed learning languages and this happened to be one she knew. Either way she was grateful for it as it had kept her from looking weak in front of Lapalila as the woman had chosen to speak to her first in that language. She understood why now though, it was all posturing. If she hadn't been able to respond back to the woman or understand her then it would have been an embarrassment having to ask for Lapalila to speak a language she understood. She did not blame the woman for the decision, it honestly was a surprisingly good try as most Witch's would not have understood Lapalila at all. Looking at the woman she knew that she would have to watch her back around this one as she was both clever and most likely more versed in the game that was played.

    Listening as Lapalila explained that there was no way to get a sheath worthy of the wand cept by stealing one or divine intervention she sighed slightly. Annoyance filled her at the realization that she would have to find a way to gain the sheath from the divine or possibly some other way. Though perhaps for the moment she would just purchase a ****ty wand and sheath and have those for the purpose of meeting the dress code that was set for the school, Lapalila had made it clear that even though she used a staff that even she was required to have a wand and sheath so it seemed that you did not have to use the wand that was sheathed on your person. Lifting a finger to her lips she thought for a moment on what entities she knew that might be able to provide her with a sheath for the wand. The list most likely was not very long but she would have to figure out who to ask it from. "Well then my course of action is fairly limited in gaining a sheath for the Aolthor wand, I will of course see if the Divine will deem to provide me with the sheath. I suppose if that does not work out then i may do as you and will acquire a secondary wand with a sheath to satisfy the dress code." Looking around the room at those present she wonders who would be best to approach once she is done speaking with Lapalila. Thinking a bit on it she wonders if there are any other Kelgore present at the moment, figuring that Lapalila would know she decides to ask the woman "I suppose I should go around and speak with the others that are present still. You wouldn't happen to know if any other Kelgore's are here would you?"


    Spoiler: OOC
    Show


    Know Abstract: (1d20+28)[30] or (1d20+28)[29] - for what entities may be able to provide the sheath


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    The Gales - Aden, Feliks & Denil


    22th of Rova, Sunday - Time: 12:26 am (Morning) / AR 4707 (Autumn)
    The City of Monuments; Magnimar
    Capital District; Outside Denil's Workshop


    The Tian swordmaster nodded at each of them with the introduction, "It is a pleasure to make your acquaintance Aden... Feliks. I am Sakakabe no Taiyami, Kensei of the Sakakabe domain. Though it seems I am better known as the 'Wolf of Osogen', after the incident with the Jade Regent... It brings me no joy, but I accept it, as it reminds the enemies of the princess who defends her realm." There had been some minor rumors circulating of a domain that had declared their Independence from Minkai, and was defended by a 'beast'. Little else had made it far enough through Avistan to fill in any details of the civil war, other than the surprising rumor that the small upstart domain had succeeded in driving out the enemy and established some level of true independence. Apparently this domain had been Osogen, and this 'beast' was the wolf who protected the domain; one of the eight swordmasters of Minkai.

    Feliks was already busy at work, cleaning the halflings wounds and preparing a few pieces of wood taken from those laying on a table off to the side. The short man grunted from the stinging antiseptic regeants, "Argonax was an Archmage from a long time ago. Hell, longer than recorded history if we're being honest. The first records I found of a mention of him is from a journal all the way back before the Age of Darkness, to the empire of the Jistka Imperium. Though, he was already an Archmage even then, so chances are he predates even Jistka. He's an ungodly powerful mage, who's lived thousands of lives, compiling the power and study from each one - using the power of some unimaginable magic school he helped develop, which he calls the College Obscura. Those puppets of his are like enhanced homunculi, which can serve as a temporary vessel for both himself and his slaves. Wouldn't say he's completely bat-sheit crazy, or 'pure evil'... He's something in between, I guess. That or he's just lived too damn long. Either way the 'current version' of himself is completely committed to unraveling as many magical secrets as he can. You see, Argonax lives and dies, because his body isn't immortal - nor does he want to be. When he dies his College Obscura allows for his reincarnation, but it's not like other people. He grows up, makes new memories, and eventually starts to remember his past selves and his own preserved magical strength. Yet, due to how his magic works, he could literally be anyone. Me, you, Taiyami, your best friend's kid. Doesn't matter. Age, gender, race. It's all irrelevant, and the new Argonax won't be the same as the last - but they both still exist. Just like the one before that, and the one before that... It's just how it works. Maybe that's why he inevitably goes crazy." The Kensei listened quietly to the explanation, evidently not having heard it before either. "My lady never explained so much about the wizard... How did you learn all this?"

    Denil swatted the wooden stick away that Feliks offered, "Spent alota' time chasing down his trail and digging for answers. It wasn't all fer nothin'." Having not alternative, and needing to ensure the short man didn't bite off his own tongue, Feliks shoved the stick in the halfling's mouth and prepared to re-align his spine. The Tian woman squinted, tilting her head slightly with an incredulous look at Aden's mention of the glass. Fens had been standing around absently before she too went rigid. Clearing her throat she turned away, "...Probably shouldn't have heard that. I'm just going to.. go now." The swordmaster blocked her from the door with her sheathed weapon as Feliks pulled back and heard the wet sound of bone falling in place along with Denil's muffled screaming. "You'll wait... What do you mean, an entire sword made of Voidglass? That should not be possible. There were only shards left. We confirmed it." Her gaze drifted to the halfling, "Explain."

    The short man groaned, spitting out the stick from where he lay on top of a wooden table. "...There was only shards; and you got em' all right? You made your money, why ya' flustered about more glass now?" The swordmaster looked flustered, thoughts trying to piece something together. "You know better than any that not a single piece of that gold made it back to Osogen. The princess spent that fortune with the others all on hiring Verlow to find you." She lowered her weapon, an opportunity that Fens didn't miss as she took that chance to flee out of the door as quickly as she could to avoid the tense atmosphere. Aden caught a glance of him again as she left. The small back-alley wasn't crowded but the street which connected to the main road was bustling, and across from where the alley opened up into the main street a man had been watching them from across the way. Considerably far, but with keen eyes nonetheless. His red cloak was adorned with strange and ancient looking embroidery woven with an unreasonably skillful hand that would even put the city lord's seamstress to shame, and was hardly subdued enough to be called subtle or coy. The scarlet and orange hues were loud and boisterous, making him an easy sight that would be difficult to miss. It was evident he wasn't hiding, but that didn't lessen Aden's alarm for caution, for the man was definitely not human. Nor any other race which he knew. From the man's cowl stood a great crown of wood-like antlers piercing the shroud and rising up triumphantly. [Aden | Perception - Success]


    "You paid for your own rescue..." Whatever thoughts the Kensei had, they seemed to be coming together with those words, delivered like an accusation. "Those shards were your bargaining piece to convince them to come together - but you disappeared. You knew they'd look for you, but how did you know they would hire Verlow? You were friends..." Her steely gaze looked at him with a steady glare, "Did you know he would die?" Denil raised a hand to pause her wild rambling, "Look, both of us - me and the Professor made arrangements before the expedition on case something happened to us. She made her preparations with her council and I had Bal'da do me a favor. I didn't know what would happen, but I had to ensure that regardless of whatever happened to me, our research would be recovered. Caine was who I chose, and yeah, he was a friend. Maybe the last one, but he accepted the risk, and I knew that he'd do what I couldn't. He'd not only find our research, but he'd find the truth in the end. When the time came, I knew he'd do the right thing; and he did." Taiyami seemed unmoved by the explanation, "Did you know he would die?"

    "There was nothing anyone could do about that, he knew he couldn't go back - they all did." "Answer the question." Her face was composed, but her tone was as cold as ice. "This isn't about one person, we all risked our lives that there might be any kind of future at all - the entire world was at stake, woman!" The Kensei didn't bother speaking, instead simply looking down at the short man coldly, filling the room with a piercing silence. They stared each other down in a tense conflict. He wouldn't say it, but that was all the answer she needed. He knew. "So that is your answer. Very well then." Aden's words broke the claustrophobic quiet as he mentioned the Night of Tears. She shook her head, "I do not know this 'Night of Tears', but I cannot help you. I am sworn to fight for no other nation but Osogen. The wars of the City-States must be won by her people." With a curt bow she turned, preparing to depart before pausing, "....What was that sword?"

    " 'nother failed experiment. Weapon called the 'Morrowake'. It aint made out'a the same kind of glass you know, it's Voidwrought Obsidian. The bastard made it after the thing with the shards. He could somehow produce the stuff." With that the woman walked out the door. The strange man was still far off, waiting. It had been a difficult conversation to follow, but they had mostly pieced it together. After all, the events themselves were one of the most significant occurrences in modern history. Caine Verlow had become a household name over the last eight years, long after a famous battle called the Runner's Breach. It had been the very first time humanity and Veilbeasts had clashed. The first exposure to the Paradox Codices, and the first time men had met Offworlders. The Verlow Records were the complete and consolidated research and findings of Inspector Verlow during his last job; finding Denil Demn, who had gone missing with Professor A'Seere while researching the ruins at Raven's Cradle. His investigation led him and his personal mercenaries, the Runners, into the ruins. They were the precursor to the Gales and his step-daughter Cayla's 'Cotton Club', and while few in number, they would uncover a truth which would save the world in the years which would follow. Verlow and his Runners entered 'the Breach', a ghastly well deep in the bowels of the Cradle's ruins which no one had ever escaped from. Believing himself prepared and that Denil's trail led inside, he plunged into the darkness.

    Verlow's entire experience was chronicled by himself during the sojourn, however only his records were able to be sent out from the pit using the technologies buried deep in the earth. While the body of Verlow or any of his Runners have never been discovered, it is believed that they all died in the expedition. The records which found their way into the hands of young Cayla would be the foundation of all they knew of the Long Night which would descend only a few years later. His records established the principles of defense against the darkness and the Hollowed, for he and his Runners had already faced the dire threat. His sacrifice led to his celebration as a Martyr after the Long Night, for the largest contribution in ensuring the survival of humanity.

    "Sorry kid, don't think I'm gonna be much help this time... But maybe the Oracle might... "



    Side Quest: A Night of Tears
    The historic events which would become known as the Night of Tears are quickly reaching a head, as political rivaled factions begin plotting to throw the city into a storm of chaos and death. Only by undermining Lord D'Aritel's authority can the trial be delayed, and the corrupt agents of the Council of Ushers usher forth a second reign of greed and wickedness. Beneath the surface of the city, a shadow-war is waged between old rivals. Assassinations, theft and worse are carried out in the name of the nobles who claim dominion over the city of Magnimar; and though history still stood in favor of Lord D'Aritel, they now stood at the critical point of a time which would dictate the death of thousands of innocents. Could history be changed by one man's choice? There was only one way to find out.
    Difficulty: Easy | Status: On-going | Profit: Unknown | Time: Unknown
    Primary Objective: Report to Lady Alice D'Artitel with news of a conspiracy
    Secondary Objective: Rescue the young Roslen Alery from her captors at a Dockway warehouse.




    Side Quest: A Precious Friend
    Your meddling might have saved the life of a friend, but magic has found you stranded hundreds of miles from your destination. Now far away in the dank streets of Underbridge, the Gales find themselves reluctantly dragged to the very place they were told not to go; Magnimar. Chaos envelops the streets, as the embattled bowels of the city run red with blood and a new threat. New allies rise to combat a deathly plague bringing the dead back to life. All the while a crippled Denil lay broken and in dire need of care. The Gales struggle to escape the city and tend to the halfling's wounds. The Gales would learn, saving others took far greater strength than saving oneself.
    Difficulty: Moderate | Status: On-going | Profit: Unknown | Time: 8 Hours
    Primary Objective: Escape Magnimar.
    Secondary Objective: Escape with Denil Demn alive.




    Main Quest: Death In Her Smile
    Truth was a fickle thing. It changed form with each new angle with which it was seen; just as it did now. Avecna took great risk delivering a letter of warning to the young Gales, speaking of some unknown danger and grand conspiracy. Now a new threat rose from one which was so familiar. They had to escape the town of SandPoint, and rendezvous with Avecna far away in the city of Korvosa. Preparations were made, but they knew their foes would not make it easy.
    Difficulty: Challenging | Status: On-going | Profit: Unknown | Time: Unknown
    Objective 1: Escape SandPoint [Complete]
    Objective 2: Flee South through the wilderness to the Ashen Rise
    Objective 3: Meet the transport at Wisher's Well
    Alternate Objective 1: A weaponized disease of some sort has begun to spread in SandPoint. Remain unafflicted by the blight.
    Alternate Objective 2: Send aid to the town of SandPoint to help contain the disease.
    Alternate Objective 3: A strange new threat emerges; Escape with Denil alive. [Complete]




    Main Quest, Global: A Friend Named Nemesis
    A creature which should not be. A threat not yet understood. Nightmarish constructs emerge from buried ancient recesses within the earth. Their purpose is as strange as their appearance. Seemingly unfazed by mundane weapons and built impossibly study, they march forward unimpeded following some unpredictable nature. Whatever these creature's design, for now at least, it was better to simply stay out of the way...
    Difficulty: Moderate | Status: On-going | Profit: Unknown | Time: 2 years
    Primary Objective: Survive
    Second Objective: Find Professor Mayvert & uncover clues to the construct's origin




    Spoiler: Rewards | EXP
    Show


    ֍ Aden XP +600 (13,400xp)
    ⯎ Received [Greyflame Crucible, CR7]
    The Horned Man +200 (13,700xp)
    Wolf of Osogen +100 (13,800xp)
    College Obscura +300 (14,100xp)
    Argonax, Jistka +100 (14,200xp)
    Argonax, Many Lives +200 (14,400xp)
    Osogen Civil War +200 (14,600xp)
    Argonax, Current Self +100 (14,700xp)
    Bal'da +300 (15,000xp)
    The Runner's Breach +500 (15,500xp)
    Caine Verlow +300 (15,800xp)
    The Morrowake +200 (15,000xp)
    Voidwrought Obsidian +200 (16,200xp)
    Verlow Records +200 (16,400xp)
    Raven's Cradle +300 (16,700xp)
    Professor A'Seere +300 (17,000xp)


    ֍ Feliks XP +500 (13,100xp)
    Healed Spine +100 (13,200xp)
    Wolf of Osogen +100 (13,300xp)
    College Obscura +300 (13,600xp)
    Argonax, Jistka +100 (13,700xp)
    Argonax, Many Lives +200 (13,900xp)
    Osogen Civil War +200 (14,100xp)
    Argonax, Current Self +100 (14,200xp)
    Bal'da +300 (14,500xp)
    The Runner's Breach +500 (15,000xp)
    Caine Verlow +300 (15,300xp)
    The Morrowake +200 (15,500xp)
    Voidwrought Obsidian +200 (15,700xp)
    Verlow Records +200 (15,900xp)
    Raven's Cradle +300 (16,200xp)
    Professor A'Seere +300 (16,900xp)


    ֍ Denil XP +700 (7,400xp)

    STATUS
    ✦ Broken Leg: movement speed is halved
    ✦ Broken Hand (right): -4 atk & dexterity based checks
    ✦ Blind, partial: vision range halved

    ✦ Broken arm (right): cannot use right arm to perform actions or wield items [Partially Healed: 8 hour(s)]
    Bleeding: 1 dmg/round (DC20 heal) [Healed]
    ✦ Broken ribs: -4 penalty to all skill checks and saves
    Broken back, partial: movement speed is reduced to 0 - [Healed]
    ✦ Broken nose, partial: -4 concentration and scent-based perception checks



  14. - Top - End - #284
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    The Returner - Stella Astral





    Lapalila's expression didn't change, evidently tempered over years of grueling training and discipline, but Alicia's last question gave her an unusual pause. The notion wasn't missed by Xephon, "Any of your relatives present? Why of course." Having understood her master's words, Xephon's pale face flared red to her ears, which gave her round head an unusual likeness to a tomato "You don't need to humor her poor sleights, my lady." The noble Witch subtle gestured, or rather gave her a look that put the herald on her heels. "My, how can a herald be found so lacking that my own guest cannot even recognize her own cousin? Do you expect Ob'Sil'in to sift through every peasant's face just to find one of quality, or do I not have a herald?" Xephon sharply bowed, "Forgive my boarish carelessness, my lady. Allow me to correct this transgression."

    Something seemed completely inorganic about the entire exchange. While evidently not any kind of rehearsed banter, the words and notions didn't seem genuine either. By now Alicia had learned that the nagging feeling in the back of her mind was her persona's own experiences speaking out, and this too was likely not what it appeared, for one reason or another which she had yet to understand. "Please, allow my herald to introduce those guests who still remain." Xephon gestured at those few across the room, from right to left, "At the table is the daughter of the revered Hexe Phlatis, Vaalante Phlatis. First year. It is expected that she too possesses and exceptional aptitude for the craft and forge, though her talent remains unseen by design. Next to her is Bal'Baesh freshly arrived from the Conclave. Do not let her youthful appearance deceive you, she is the apprentice of Gran Hexe Gehlaava and a skilled Veil Witch specializing in B'Bhai Duucald battle techniques. Then.... sleeping in the chair, is the Nightmare Witch, Telieli'kalti Del'Revel. Despite her vocation, she was trained by the Ros'wussrun, but she is not one herself... Passing what usefulness remains in their magic to one not of their kind may have been the wisest decision their ilk has ever made; though as you can see she is in-fact Murrpau, and not of the mortal races. Perhaps another sleight against true Witches of Isto'thac... In either case, Telieli'kalti excels in Naut'shin'lodtyn... If you're unfamiliar with such an exotic magic, you wouldn't be the first. It is one of the Ros'wussrun 'forbidden arts' exclusive to their teachings. Only the Ros'wussrun understand it, but from what we've seen she can produce extremely potent curse-magic similar in power to your own Un'Khlasta. She is the dark horse this year, without a doubt. Speaking with my lady's attendants is the honorable High Noble Witch of Kathe, Lady L'Los'tyn Alklevrielba. The last bloodline of the High Kings of yore. She is the scion of D'kuk Duucald, the lost art of ancient staff fighting and the To'Ryll Wlalths, the ancient 'green magic' of High King Kerym. These arts are preserved and passed down through the house of Alklevrielba and only taught in Kathe by the Witch Priestess. Lady Alklevrielba is by far the most powerful Witch who has enrolled this year, and wielder of Aolthor Galgrim. Though she does not often carry such a potent weapon... and lastly."

    Alicia understood in that instant what the whole ordeal had been about, from the occasional glances from the girls which Xephon had introduced directed at the last Witch who remained. On a normal occasion the room would have been completely empty after recent events yet so many powerful and important Witches remained... because of him. "...Your cousin, the 'Witchglaive', Witch Knight Squire, Klane Hephitus Kelgore. Recently returned from the lands of... Numeria. Sir Klane has spent long periods mastering control of his unusually high aptitude to refine his enhancement magic to a new, and perhaps never-before reached level of efficiency. The Order is very excited at the propositions of Klane's return, with some even hailing him as 'Conquerer of Quarry'; as his research might very well return the Order to heights unseen since the days of the High King - and a true 'third crusade' to take the city." It was true, Klane's aptitude was not a mere trifle, she could feel an aura of magical power radiating from him by simply being in the room. His aptitude far exceeded her own in every regard, an extreme rarity in any male - it was almost an implausibility. Were it not for the fact that the High King himself had once stood above all the magic-world during the golden age of wizardry, most Witches would have believed it impossible. The house of Kelgore has produced a male Witch, and now she fully grasped the supposed 'sleight' that Xephon had mentioned.

    Of course everyone in the room was interested in Klane, the entire city would be. For her to ask if he was present obviously had appeared as a very cunning stab at Lapalila, which would have forced her to not only verbally acknowledge her own House, but in doing so relinquish control and her position; reversing their roles in the exchange. Rather than stomaching that shame and being potentially further removed from the most significant Witch in the city, she directed that blame at Xephon for 'failing as a herald' and not performing her duties properly - as noble's shouldn't have to be bothered with mundane matters like looking through a crowd. At least that was a common phrase often passed around to young nobles learning etiquette to grasp the level of pomp and regalia which gilded the expectations of their manners and customs. Alicia had inadvertently played a very foul card leveraging her influence to act as intermediary and introduce Lapalila to Klane, but the Witch hadn't even lost a moment and managed to take back control of a situation almost gone awry from her loaded question. Lapalila smiled softly at Alica, but not in the manner which she had been greeted - rather, it was a gesture to a rival she could respect. "Perhaps you could introduce me? Truly, I've desired to speak more with the Witchglaive, but it would have been... improper." There it was, the question she had expected.

    Klane's dark hair was telltale of his direct lineage, but whereas most of their house was slight of frame, he possessed a moderate build. With his robes and sectional half-plate, it made his stature quite intimidating versus the dainty Witches about him. His wide brimmed hat's edge always seemed to angle downwards regardless of the angle which he was viewed, obscuring his face from the nose up giving him an air of mystery. He carried a large and exceptionally well made broom, but it's handle end terminated in a long adamantine blade, making his broom a formidable magic weapon. Alicia had never seen a device like it before, a combination of the broom and glaive; a blend of the two signature devices of traditional Witches and the Knight Order. With their recent conversation she was sure that if she did manage to introduce Lapalila to him that she would help her, rather than face being indebted to Alica. Which in itself was a certain kind of shame which could be held over the head of the indebted for an extremely long time - but despite that, the exchange was significant enough to warrant the risk.

    Truly she wasn't sure where she could acquire a suitable sheath, other than perhaps Lady Black, the Elder Sage, perhaps even Afsppa'sol. Otherwise she would be left with little else than revisiting the temple of Lane and hoping she didn't get kidnapped once again. Lapalila was extremely well-connected, and earning her favor or placing her in her debt might create the opportunity for Alicia herself to enter that inner-circle. She had no doubt that Lapalila was holding something back, perhaps another way, or some roundabout means to reach her ultimate objective of receiving a sheath - even if the method was convoluted. [Stella | Knowledge - Partial]

    In either case, she knew Klane - partially. But she didn't know him truly, at least in no truly genuine regard. Alicia knew the future Knight he would become, but not the young man she saw now, and personal introductions between nobles was an extremely delicate ground to tread. One couldn't simply engage in casual conversation as Lapalila had done with herself, even as the host of the event. After introductions were made and the pecking-order was established it was up to the senior among them to either continue or terminate the exchange, and as Klane had the greatest aptitude in the room, only L'Los'tyn truly had the right to speak with him directly - a proposition which she evidently considered, while casting glances his way, but she remained intimidated by his glowering scowl. Alicia knew Klane hated these events, but while he was still under the care of Kendal, he was forced to socialize. The one thing he hated doing above all. Born on Golarion, he despised the ridiculous manners of other nobles and their games. He resented the ridiculous traditions and ethnic discrimination between Witches who shared the same race, and fumed at the proud obnoxious women who seemed to flock around him. Klane respected strength and directness, but not the tyranny of Duvan's caste's, and so she was sure that her little outburst against the Kuk'mir had served to only negatively influence his opinion of her further. She needed something else, a display of force or ability that didn't fuel the bigotry and politics of the city or bury those who lived in it - but that represented independence, even if it was a more subtle offense.... As she was right now, he'd never give her even enough time to introduce herself, let alone a guest.

    Now she understood the girls' dilemma...



    ??th of Rova, Day? - Time: ?:?? am? / AR 4707
    ???????; ?????????
    ?????; ?????????



    Side Quest: A Contest of Queens
    Klane Kelgore might be the second coming of the High King, but he remains cold and unapproachable. A complete enigma to the room of powerful Witches each vying to court him. With the traditional contest of the Bel'Vashtu completely tossed aside, the most powerful women remain to compete in a new battle amongst their peers for the interest of a young man, and potentially the future of Duvan'Ku.
    Difficulty: Easy | Status: On-going | Profit: Reputation +20 | Time: Unknown
    Primary Objective: Earn the respect of the Witchglaive Klane Kelgore during the Witch Social.
    Secondary Objective: (Optional) Introduce one of Witches at the Social to Klane & earn their favor or the disfavor from others.



    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.


    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +600 (47,400xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Forbidden Arts +100 (47,500xp)
    ⯎ Naut'shin'lodtyn +300 (47,800xp)
    ⯎ Nightmare Witch, Telieli'kalti Del'Revel +200 (48,000xp)
    ⯎ Hexe Phlatis, Forge Master +100 (48,100xp)
    ⯎ Forge Witch, Vaalante Phlatis +100 (48,200xp)
    ⯎ Green Witch, L'Los'tyn Alklevrielba of Kathe +200 (48,400xp)
    ⯎ D'kuk Duucald, Ancestral Staff Combat +200 (48,600xp)
    ⯎ To'Ryll Wlalths, Green Magic of Kerym +200 (48,800xp)
    ⯎ Witch Priestess of Kathe +300 (49,100xp)
    ⯎ Aolthor Galgrim +300 (49,400xp)
    ⯎ The Third Crusade +200 (49,600xp)
    ⯎ The Witchglaive, Klane Hephitus Kelgore +300 (49,900xp)

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

    Alicia HP: 16/16
    Reputation: 5
    Memory: 2
    Spite: 0
    Honor: 311


    Spoiler: Potentials
    Show


    Spoiler: Spellweaving
    Show


    Spoiler: Veilweaver
    Show

    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




    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.



    Spoiler: Dueling Wand Training I
    Show


    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.






  15. - Top - End - #285
    Bugbear in the Playground
     
    forg99rules's Avatar

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    Default Re: The Primeval Dark (IC)




    Listening to Xephon as she pointed out and named the witchs still present she took note of what each person was still doing. Those that had remained seemed interesting to her as they all seemed to have some sort of power that they wielded just their own. The Murrpau Telieli'kalti was truly someone she was interested in speaking with, she had never though that a Murrpau would be taught the arts and was curious as to the why of it being done. As Xephon finally came around to pointing out Klane she understood what had happened, she hadn't thought that it would be a sleight towards Lapalila when she had asked. She truly had just been curious if there were any present as she did not really know any of the actual Kelgores that would have been here. Though thinking back on it she figures that it had possibly shown herself in a good enough light to Lapalila, though the woman dodged it well enough with her herald she still felt that she had earned some of her respect with the unintended action.

    As the question was asked she took a moment to ponder on it, lifting a hand up to her chin she begins tapping on her lip as she surveyed the room while thinking about what Lapalila had just asked for. She knew that she would have to try and introduce Lapalila to Klane as she needed to make connections and this woman was one that would very well be a good one to have in the long run. Not only did she appear well versed in the social aspects but she also had access to the boy that had cast the shield without a focus. Of course there were other benefits as well, like knowledge that she may have and assistance that she could provide. She knew Klane wouldn't speak to her right now, she had shown the colors that she followed when she had punched that boy for just speaking and she knew he did not like that. Looking around the room she tried to determine what if anything would set her out from the others in his eyes so that she might be able to speak with him and then further introduce him to Lapalila. Turning to Lapalila she looked the woman up and down then began to pace around he while still thinking seeing how the woman would react to her checking on Lapalilas form.

    Spoiler: OOC
    Show


    Know Absract: (1d20+28)[42] or (1d20+28)[30] - for what i can do to get Klanes attention

    Perception: (1d20+13)[22] - For what the remaining Witchs are doing at the moment

    Perception: (1d20+13)[33] - Looking for anything of interest in the place (ie the crux or what have you, of course as well as anything else of interest)

    Last edited by forg99rules; 2018-09-15 at 07:45 PM.

  16. - Top - End - #286
    Troll in the Playground
     
    Mornings's Avatar

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    Default Re: The Primeval Dark (IC)



    The Returner - Stella Astral





    Alicia wasn't surprised to see that the Kuk'mir was nowhere to be seen, likely having scampered off somewhere after the party had all but ended by the violent blow. At least, assuming he could walk; he may have very well been dragged off by an attendant to simply clear the room, but the result was the same. The Witches which still remained mostly idled, or fidgeted while casting glanced at each other and at Klane. With the exception of Telieli'kalti, who was sleeping in a large chair, and the short Bal'baesh, who was more focused on the large Bel'Vashtu tome. She stood next to the noble Witch, Alklevrielba, who held some manner of Crux puzzlebox, but was just turning the pieces idly as a distraction while preoccupied with other thoughts. Vaalante Phlatis seemed to be less interested in distractions and instead was found madly sketching something or another in her book, though it was impossible to know just what held her attention. Klane himself had graduating from standing with crossed arms, to leaning against a wall with a mean scowl and even meaner disposition. She figured ninety percent of that was his own posturing, and the remaining ten percent was genuine irritation. As he was forbidden from leaving until the other guests had departed, he had to try his best to either scare the girls off or find some excuse to dismiss himself without breaking his master's rules...

    Briefly turning her attention to her host, she eyed Lapalila instead. A notion that wasn't missed by Xephon who silently fumed behind her, but kept her mouth closed, despite the proverbial steam beginning to bellow from her ears. The Witch herself seemed to pay it no mind, playing as if oblivious to Alicia's not so subtle gaze. In truth, there wasn't much to see, even more so in comparison to the Hexen. Lapalila had a small diminutive stature, and the layers of robes she wore did little to hide her juvenile figure and barely budding breast. Her blond hair was long and well kept, trailing like a golden mane, while her eyes were a near-black shade of green. Despite her undoubtedly being younger than Alicia herself, she carried herself with an air of confidence and pride that set her apart from others. As she had learned, that confidence was justified by a keen wit and exceptional intellect that wasn't bound down to the teachings common to Isto'thac alone. Much like her aspirations, her studies evidently expanded much further.

    The Nightmare Witch Telieli'kalti was something of an enigma. While it was not unheard of for Murrpau still possessing a body to take on a vocation, Murrpau Witches were an extreme rarity. Almost equal in their existence to male Witches, and similarly just as there were male Witches - so too was their Murrpau Witches. However, she'd never heard of one being trained by the Ros'wussrun. Their people rejected those of the outside world and the common practices of Duvan, believing them to be a corruption of the vision of the High King. The resentment they shared for one another had created a massive gap between the two cultures, and thus the magic of their people had become a complete mystery in turn. Little was known even of the most common Ros'wussrun magic other than that it functioned off of a completely different ideology and fundamental nature. In comparison, Nightmare Witches tended to be older and far more experienced than other Witches undergoing the same year of training in Duvan. The Ros'wussrun possessed their own school of magic, and while it wasn't closed to others, there were almost none who possessed the desire or the knowledge to journey to the lands of their people. By the time such Witches reached the point of receiving their education in Duvan, if they so chose to pursue it, they had already completed their magical education in their own lands. Those few who came to Duvan typically aspired to expand their magic by learning different kinds outside their own native arcane schools. [Stella | Checks - Partial]

    Those Witches who did graduate, though few, always showed far greater diversity in their ability and knowledge of arcane composition than any Witch Duvan could produce alone. This only furthered the resentment Duvan Witches felt for their filthy cousins, and also planted a seed of fear of the magic they did not understand. Most Witches harassed and bullied Ros'wussrun Witches whenever they could, at least, when they were human or some other comparable race. No one dared risk the ire of a Murrpau. They were not human, they were not even a mortal race, they were Elil. They could never die, they did not require sleep, nor food, nor did they ever tire. A Murrpau's possessed body might be destroyed, but that did to the Elil other than release its full and unadulterated fury upon the world. They were the native spirit entities of creation who were truly part of Isto'thac, the scions of the Witches own personal existence. The very forces of their divided universe clashed, Elil versus Lampus, Isto'thac versus Tangi'thac. The souls of the Second World, and the Elil were the hunters, the predators, the wrath of the Second World. Even while Murrpau were the absolute weakest of the Elil, they could still rip a man in half with their bear hands even while weakened by the flesh of their possessed body. Thus why Murrpau Witches were so exceptionally rare. The merits of magic versus their own physical prowess was often negligible, as they could simply train their body and continue to enhance themselves at a far greater rate than one would master magic. Yet, some possessed an uncanny aptitude for spells, and took the more difficult path of training the mind rather than the body. Though Alicia was sure that if there ever emerged a Murrpau Witch Knight, Quarry might honestly be doomed, with or without Klane. Other than that, she knew nothing else about the woman, but was almost made to laugh as she curled up into a ball while snoring, leaving her tail to dangle off the end of the large pillowed chair. She was curious if she had cat ears or human ears, or both; but her hair and hat got in the way and denied an easy answer. [Stella | Knowledge - Failed]

    Winning Klane's attention would require something that didn't fit in the scope of manners and etiquette of Duvan. As he hated the customs, he might have a laugh if she embarrassed one of the nobles by making a mockery of their traditions - perhaps in similar fashion to the way she did with Khrol. Alternatively, there was always the Cruxes. It might be melodramatic if she simply walked up and begun attempting one of the devices, as her peers likely wouldn't honestly care since the party had all but ended - but would no doubt be compelled to say something in response. An idea flickered in Alicia's mind that almost made her grin devilishly. The banter back and forth spurred on by etiquette was exactly what she wanted to avoid, but if she could genuinely anger or embarrass one of them, she might make a large enough statement to cause a scene and play on Klane's bitterness for the self-entitled idiots around him. It could of course end up escalating into a duel, but she doubted anyone else could contest the power of her wand right now. L'Los'tyn had been fiddling around with her puzzle box for almost the entire time, and the thought of walking up to her and snatching out of her hands made some twisted side of her persona reel in dark humor. She had begun to get the feeling that Alicia, the real Alicia was a sinister plotter and conniver. The possibilities of how she could use that exchange to take control of the room and situation filtered in. No one was paying attention, and by simply waltzing over and taking the box she could bring note to the fact that she had been attempting to solve the thing for half the party - even when she evidently had not been paying attention to it. Being called slow, and effectively being robbed of the opportunity to solve it and talk her way out, wasn't enough. Utter humiliation was what she needed, and she couldn't allow the initiative to be lost if she wanted to achieve it. If she could solve the puzzle before she even got a word in edge-wise, then all hope would be lost, and she could effectively make her look like an idiot. Of course she would ask for her name, but Alicia wouldn't give it. If she didn't play the game, then she won. Bringing down the most self-important woman in the room a few pegs seemed like exactly the kind of thing Klane would appreciate, and if he was attentive, it would even provide him the opportunity he needed to make an exit. If the most senior amongst them was publicly proven as an invalid, then he could contest her merit as a peer along with her juniors, and would no longer be required to socialize. Stella had to pause, reasserting her own self, her own identity once again as she was almost swallowed up in the storm of maliciousness pouring from Alicia's mind. [Alicia Stability Check | Spell Focus DC34]

    Aside from the book and puzzle box, there were two more devices on the table, a mirror and a large parchment with various markings across it - a total of four Crux. There were numerous books lining the walls, but nothing that stood out as particularly interesting. The hall was kept sparse intentionally, with minimal objects to get in the way on the party floor. [Stella | Checks - Partial]


    ??th of Rova, Day? - Time: ?:?? am? / AR 4707
    ???????; ?????????
    ?????; ?????????



    Side Quest: A Contest of Queens
    Klane Kelgore might be the second coming of the High King, but he remains cold and unapproachable. A complete enigma to the room of powerful Witches each vying to court him. With the traditional contest of the Bel'Vashtu completely tossed aside, the most powerful women remain to compete in a new battle amongst their peers for the interest of a young man, and potentially the future of Duvan'Ku.
    Difficulty: Easy | Status: On-going | Profit: Reputation +20 | Time: Unknown
    Primary Objective: Earn the respect of the Witchglaive Klane Kelgore during the Witch Social.
    Secondary Objective: (Optional) Introduce one of Witches at the Social to Klane & earn their favor or the disfavor from others.



    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.


    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +600 (50,500xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Mind of Alicia +100 (50,600xp)
    ⯎ Murrpau Witches +200 (50,800xp)
    ⯎ Nightmare Witches +100 (50,900xp)
    ⯎ School of Ros'wussrun +300 (51,200xp)

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

    Alicia HP: 16/16
    Reputation: 5
    Memory: 2
    Spite: 0
    Honor: 311


    Spoiler: Potentials
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    Spoiler: Spellweaving
    Show


    Spoiler: Veilweaver
    Show

    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




    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.



    Spoiler: Dueling Wand Training I
    Show


    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.






  17. - Top - End - #287
    Bugbear in the Playground
     
    forg99rules's Avatar

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    Default Re: The Primeval Dark (IC)




    Her mind wandered over those in the room settling back down at the woman handling the Crux. The thought of just going over there an snatching it away from her and solving it before anything could be said was very tempting. The feel of Alicia crept back towards the surface of her mind and she had to take a moment to center herself again. It was interesting to her what simple things could bring the woman forth from the depths of her mind to try and overwhelm her but nonetheless she knew that she had gained insight into what could get Klanes attention. "It is possible." without much else being said she feigned interest in having noticed the Crux's, dropped her hands behind her looping her fingers together before making her way over towards L'Los'tyn intent to snag the Crux and finish it before the woman notices what she was doing. As she neared the woman she slipped in next to her and quickly reached for the Puzzle Box hoping to snag it away from her so that she could solve it herself.



    Spoiler: OOC
    Show


    SoH to snag the Puzzle Box: (1d20+2)[19]

    Spell Focus Rolls Against the Crux
    Spell Focus 1: (1d20+25)[26] or (1d20+25)[30]
    Spell Focus 2: (1d20+25)[44] or (1d20+25)[32]
    Spell Focus 3: (1d20+25)[27] or (1d20+25)[33]

    Also have fortune Feat that i may use should i need to.


  18. - Top - End - #288
    Troll in the Playground
     
    Mornings's Avatar

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    Default Re: The Primeval Dark (IC)



    The Returner - Stella Astral





    Seeing the woman seem to make up her mind, Lapalila stood aside and watched whatever Alicia had planned unfold. She wasn't delicate. Storming forward, eyes fixed on her target, she skulked towards L'Los'tyn. Finding a place besides her, she snatched the box away without hitting her hands. The Green Witch didn't even notice the box was gone; her hands still gesturing as if to slide the pieces. The room froze. L'Los'tyn, seeming to notice the sudden change in atmosphere, looked about, finally noticing what had taken place. Alicia didn't waste time idling like a fool in a similar manner to her compatriot. The bronze cube whirled to life in her hand, the sigils marked on its individual small cubed squares which made its surface seemed to spark with energy. Immediately touching the device Alicia understood what Stella could not; it was a magical circuit. The movements of its sides was completely irrelevant to the one solving it. Her energy navigated through the tightly confined spaces within, the rows sharply moved, snapped, locked and then fell away - revealing a second puzzle box within. The second box similarly spun, whirled and turned as her energy found its way towards the core of the device, and that too soon fell away.

    A sphere of whirling molten metal was left in her hand, bubbling and threatening to erupt into a fiery explosion. It was a strange sensation, as her body commanded the orb by itself. Alicia possessed a far superior level of control over her energy and was easily able to suppress the explosive magical bead. It was a super condensed sphere of defined energy, which contained a series of instructions governing its elemental functions. Yet, while it was in such a state, it was identical to a message written on a piece of tape, before being balled up and tossed away; it was impossible to use. Stella didn't understand just what she was doing, but she could feel Alicia's consciousness pervade the orb. Seeping into the folds and cracks, unfurling the crumpled edges - realigning, reconstructing. Then, finally, a thin circle of energy remained floating above her hand. It looked like two narrow halos, with ancient runes scribed between the lines. "...The Nl'Gnos In'Flamgra, impressive."

    Alicia looked up at the woman standing across the table. She didn't know her. It had been the first words spoken in the room since her bold stunt, but it came from a woman who wasn't present previously. With her back against the wall, and no where to come or go from behind the cornered table she had no mundane explanation as to just where she was hiding or how she arrived. She was donned in a fine robe which matched the azure tones of her dress, but unsettlingly, her eyes were closed as if she were blind. While her voice was very soft, almost as petite as her stature, it was firm and directed at the Witch who Alicia just humiliated. "However, the same cannot be said for you.... L'Los'tyn." The girl still looked bewildered, "I..." "Yes?" "...She!" "Yes?" She fumbled but couldn't seem to find the words. Alicia couldn't help but notice the delayed reaction around the room. Though she couldn't see his eyes, he was no doubt in wide-eyed shock, while attempting to suppress a laugh. Telieli'kalti's face was buried in her sleeve to mute her own uncontrolled laughter. Apparently at some point she had woken... if she had even been asleep at all. The rest of the room seemed to be frozen in shock, still processing what happened. All, with the exception of Lapalila who delicately covered her mouth as if to reflect her surprise, but Alicia imagined by the dark menace in her eyes that if her hand were removed it would only reveal a cruel grin.

    With no other recourse her hand slipped into her robe and snapped out a wand at Alicia, "Nameless cur! How dare you! I challenge you to a duel of honor!" Everyone had been expecting as much. If she could at least defeat the girl who had shamed her, she could regain a significant measure of her reputation back....

    Nothing happened.

    Lapalila was curious to see what the girl could do, but she was wise enough to know there would likely be no contest today. To the rest of them however, they glanced around expectantly. The Witness should have appeared to moderate the battle before the circle was formed, yet strangely nothing occurred. A Witch could not refuse a duel, and so the experience was quite puzzling. It was Klane who spoke first, "Heh, it appears you even lack the ability to avenge yourself. I can't help but call into question the quality of my own peers..." "No.. I.." she wasn't even given a moment to make an excuse, "Or the validity of one's claim..." Alicia of course knew that the nameless woman was referring to L'Los'tyn's right to inherit the Aolthor Wand, while she was still in school that claim could still be challenged by her family, as it was to them which it was still bound. They swarmed in upon her like a merciless crowd, her eyes begun to swell with tears like a beaten puppy, until she finally fled in tears out of the hall.

    Her plan had worked to devastating effect, though Stella hadn't considered the possible repercussions which might be had upon the victim. Alicia didn't care. With that Klane moved to leave, but not before pausing to look back at Alicia, "...You coming?" The look of jealous admiration that crossed the faces in the room made the entire charade worth it. Alicia seemed to almost experience a sense of elation at standing as an object of envy, even if that spread resentment. Yet, that didn't stop her other half's mind from already beginning to plot her next maneuver already. Each of the guests owned something she wanted, be it knowledge or magic. Having them in her debt was not a groundless gain. In honesty, she considered inviting them all, merely to make their introductions and pawn them off on Klane. None of them would be any further ahead of each other, and she would in turn sacrifice an opportunity herself to develop some manner of relationship with the man - but they would be in her debt. Of course, the level of possible gratuity which she could acquire would similarly increase with a lower number of individuals - or preferably just one. Similarly, due to the lack of male Witches, marriage within a family was not uncommon - even sisters could court their own brothers if they possessed significant aptitude. The risk of birth defects and similar illness was rare even in the most homely of Witch bloodlines, but in noble houses it was unheard of due to the strength of their arcane aptitude. The energy which bound them to the fates of the Weave didn't just enable nobles to understand foreign languages, it enhanced them physically, kept them healthy and allowed them to forgo many of the common limitations of typical mortal races. Their bodies could take extreme levels of abuse, and even subsist without food or water for extended periods as long as they maintained enough control to convert their own internal energies into sustenance for the flesh. It was no wonder why Witches were the superior existence between all of the mortal races. Or so Alicia's mind seemed to believe. [Alicia Stability Check | Spell Focus DC35]

    She had a choice to make.

    Spoiler: B'Bhai Duucald: Nl'Gnos In'Flamgra
    Show



    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 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.



    ??th of Rova, Day? - Time: ?:?? am? / AR 4707
    ???????; ?????????
    ?????; ?????????



    Side Quest: A Contest of Queens
    Klane Kelgore might be the second coming of the High King, but he remains cold and unapproachable. A complete enigma to the room of powerful Witches each vying to court him. With the traditional contest of the Bel'Vashtu completely tossed aside, the most powerful women remain to compete in a new battle amongst their peers for the interest of a young man, and potentially the future of Duvan'Ku.
    Difficulty: Easy | Status: On-going | Profit: Reputation +20 | Time: Unknown
    Primary Objective: Earn the respect of the Witchglaive Klane Kelgore during the Witch Social. [Complete]
    Secondary Objective: (Optional) Introduce one of Witches at the Social to Klane & earn their favor or the disfavor from others.



    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.


    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +600 (51,800xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Nameless Witch +100 (51,900xp)

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

    Alicia HP: 16/16
    Reputation: 5
    Memory: 2
    Spite: 0
    Honor: 311


    Spoiler: Potentials
    Show


    Spoiler: Spellweaving
    Show


    Spoiler: Veilweaver
    Show

    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




    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.



    Spoiler: Dueling Wand Training I
    Show


    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.






  19. - Top - End - #289
    Bugbear in the Playground
     
    forg99rules's Avatar

    Join Date
    Dec 2015

    Default Re: The Primeval Dark (IC)




    She was slightly impressed in the way that the true Alicias mind had immediately taken to the task of solving the Crux. If it had just been her trying to figure it out she may have taken longer but the girl she inhabited was a natural it seemed at all that she did not know. Looking at the halos that were produced from the crux she wondered what the other crux on the table had held. Was it the same or just something similar in nature, either way she was more occupied with the woman who just appeared as well as L'Los'tyn. She had not seen the woman previously and there was no mundane way to get to where she was so it begged the question of if she had been there and was shrouded somehow or if she had just appeared there as she was solving the Crux. Her mind set that aside as she watched L'Los'tyn fumble over herself before calling for a duel, as nothing happened she was not as surprised as the others that had remained in the room. She knew that she had a high honor and had been slightly worried that the woman would be within the threshold to call for a duel but it seemed that was not the case. As the girl broke down into tears and ran away she felt sorry for her, it was nothing personal she just needed to get Klanes attention and it just so happened that the poor thing was the easiest target in the room. Perhaps in the future she would try and make it up to the girl somehow, though that would remain to be seen depending on future interactions with each other.

    Hearing Klane ask if she was coming with him was music to her ears, she at least knew that she hadn't embarrassed that girl for no reason and could possibly now introduce Lapalila to Klane. She was not as sure about introducing the others to Klane, while she knew that they would end up in her debt she did not know exactly what she could get out of them from this interaction. A smile took to her face as she skipped over to Klane, "Of course I am coming, Though do you mind if I bring a friend with? She has been dying to meet you and I would not be much of a friend if I did not at least introduce her to my Kin." Having spoken she motions for Lapalila to come and join her fully expecting for Klane to be a little bit annoyed at her for inviting a Witch who played the games especially the one who hosted the party that he much hated. Turning back to Klane she beamed her best smile at the man while trying to portray herself as innocent of any shenanigans that had just transpired.

    Spoiler: OOC
    Show


    Know Abstracts: (1d20+28)[44] or (1d20+28)[29] - on information about Crux and if they all normally contain the same thing or different things.

    Know Abstracts: (1d20+28)[44] or (1d20+28)[41] - on the Nameless Witch that suddenly appeared...

    Linguistics: (1d20+14)[17] - for what languages were being spoken



  20. - Top - End - #290
    Troll in the Playground
     
    Mornings's Avatar

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    Default Re: The Primeval Dark (IC)



    The Returner - Stella Astral





    Not loosing a beat Lapalila quickly followed behind, "Very well, as long as I don't have to idle here any longer." Alicia didn't recognize the language he was speaking, or perhaps she did but Stella herself couldn't tell the difference. The words came as normally as any other tongue. Lapalila didn't bother speaking, but followed with her herald, so it was impossible to tell if she too understood his words. Alicia knew that Cruxes never contained the same reward, nor were the puzzles the same or of some scaling difficulty. Everything about the devices was arguably random. The one thing she didn't know however, was who that blind woman was. The fact that she was able to slip by unnoticed was unsettling to say the least. In either case, true to his word, Klane didn't stick around.

    Storming out of the hall they passed the massive ceiling-less reception hall which felt like it was more outside than in, the same hall which Gehlaava had couched her before she entered. At the time she barely had a moment to take in her surroundings, but now she could. It felt more like a castle's courtyard than anything else, with shrubberies and various tailored plants and growth flanking the white cobbled path. Small crystals shed a pleasant orange light as they made their way to the massive double doors which was their exit. Two metal knights, likely golems, of a medium stature flanked the exit - opening the doors as they went. The Squire walked with a frantic pace until he finally reached the street, pausing to stretch, arms-wide and take a deep breath. "Gods, that was painful." The streets were sparse, but well lit by bluish flames which burned from the lanterns. It was night. The various buildings about them seemed like extremely wealthy residences, each one standing as a gated estate with a large berth of space between them each. Klane pressed on down the street.

    "So I take it you're from the main house?" She was indeed. The Kelgore family had become an exceptionally large tree, with distant relatives stretching back to some re-marriage to a brother's wife's son or some other haphazard connection. Though only direct heirs possessed their unique physical features, specifically, black hair. Those from this 'main house' often underwent great hardships as they were separated from their parents from an early age and shipped around the world to be trained in the magic and teachings of the First and Second worlds - that they might display their aptitude and receive proper education, taking up the mantle and representing a new generation of the Kelgore name. Her caretaker had been an old and mysterious man by the name of Talisan Breys. She knew he was a Grand Savant of the Conclave, and the head of the Palatine Council, but almost nothing else. He did not answer questions readily, but he did teach her a great many things. "It looks like we have company..."

    Though somewhat distant, Alicia noticed the familiar form of the Murrpau Witch, Telieli'kalti.
    She was following them.

    Spoiler: B'Bhai Duucald: Nl'Gnos In'Flamgra
    Show



    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 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.



    ??th of Rova, Day? - Time: ?:?? am? / AR 4707
    ???????; ?????????
    ?????; ?????????



    Side Quest: A Contest of Queens [Complete]
    Klane Kelgore might be the second coming of the High King, but he remains cold and unapproachable. A complete enigma to the room of powerful Witches each vying to court him. With the traditional contest of the Bel'Vashtu completely tossed aside, the most powerful women remain to compete in a new battle amongst their peers for the interest of a young man, and potentially the future of Duvan'Ku.
    Difficulty: Easy | Status: On-going | Profit: Reputation +20 | Time: Unknown
    Primary Objective: Earn the respect of the Witchglaive Klane Kelgore during the Witch Social. [Complete]
    Secondary Objective: (Optional) Introduce one of Witches at the Social to Klane & earn their favor or the disfavor from others. [Complete]



    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.


    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +600 (52,500xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Talisan Brays +400 (52,900xp)
    ⯎ The Palatine Council of Defense +300 (53,200xp)
    ⯎ Kelgore Main House +100 (53,300xp)
    ⯎ [Reputation] +20 - Quest Reward

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

    Alicia HP: 16/16
    Reputation: 25
    Memory: 2
    Spite: 0
    Honor: 311


    Spoiler: Potentials
    Show


    Spoiler: Spellweaving
    Show


    Spoiler: Veilweaver
    Show

    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




    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.



    Spoiler: Dueling Wand Training I
    Show


    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.






  21. - Top - End - #291
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    Default Re: The Primeval Dark (IC)




    She followed Klane as he made his way out of the building, once outside she began to look around at the sights that she had missed previously. Once past the gates she watched Klane stretch the wonder about if he had really been that tense inside fled her as it appeared that he now was relaxing having left the social. At his mention of the social being painful she couldn't suppress a giggle "I found it to be fairly entertaining, I got to punch someone and make someone else cry. Think I did fairly well for my first Social." Continuing after Klane she looked around at the buildings that they passed, the richness of them annoyed her as she remembered when she had first awoken in her body after having survived the destruction of the previous world. She had gone so long without the richness and wonders that now surrounded her that she felt a little stuffy even though the streets were empty. At Klanes mention of the main house the memories filtered in to fill the gaps that she knew she would have, the veil that she wore impressing her with the amount of detail it could give. She ran over the backstory that had filled in and wondered what exactly the Palastine Council was and if she knew anyone else that was on it. "That would be correct, I will spare you the lengthy portion of my name as I know you hate those games... though if you do wish to hear the titles I can give them. As it is though I am Alicia." She was tempted to introduce Lapalila at that point but before she could Klane pointed out the follower that they had gained. Looking back she spots Telieli'kalti, briefly she wonders if the woman means any harm towards them or is just jealous that herself and Lapalila were with Klane. "Hmm, looks like its Telieli'kalti... She may just be jealous that we are with you. I wouldn't mind either if you allowed her to join as it seemed that she was very much bored at the social as well. She could be fun to have around, though i have not had the chance to speak with her yet... plus I would rather her not be angry about it and try and lash out at us, I am not sure if I would survive being ripped apart by an angry Murrpau. I also want to find out if she has ears to match that tail of hers." Looking up at Klane she waits to see if he would be alright with the decision to allow the Murrpau to join them.

    Spoiler: OOC
    Show


    Know Abstracts: (1d20+28)[30] or (1d20+28)[44] - For info on the Palastine Council and who else may be on it.


  22. - Top - End - #292
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    The Returner - Stella Astral





    "First? I wish I wasn't forced to attend these blasted events... though punching that kid might have been a bit much." Klane had doubled his pace, but their curious follower wasn't loosing any ground. In fact it seemed as if she were closer now. "I doubt Telieli has any interest in Klane... So I cannot imagine she holds some jealousy towards being left behind." The squire shrugged, "Looked like she was more interested in sleeping til now, but what grounds have you to question motive?" "Murrpau aren't human, or even mortal. Their magic functions off of a fundamentally different set of principles. One's own arcane aptitude is irrelevant and has no baring on their own ability to command the Weave."

    Klane scratched his head, "So they're not worried about 'some male Witch', because hereditary aptitude is meaningless?" Lapalila nodded, "Precisely. However, similarly, there are other things which might attract their attention. Some of which aren't even identifiable to the common senses of mortal races, so it can be difficult to understand them..." The young man shook his head, "...And here I thought normal women were complicated enough." Lapalila looked at Alica, gesturing with her hands over her head in the shape of floppy ears, "-And they do have kitty ears, haha."

    Alicia didn't know much about the Palatine Council. She rarely found time or received any direct answers from Professor Brays, but she did learn that Klane's caretaker, Professor Kendal Cross, was also a member of the Council. Having spent most of her life isolated in training, she did not have an opportunity to fully grasp the seemingly mysterious purpose of the organization, other than the commonly known function as a ruling body of Ustalav's Palatinates. Of course she knew for certain that this could only be a very small portion of their true responsibilities. As they were seemingly well aware of the Second World, and were well versed enough to serve as intermediaries for their training - whatever their hidden role was in the grand scheme, it was well guarded and seemed to correlate to something far greater beyond. [Stella | Knowledge - Partial]


    Spoiler: B'Bhai Duucald: Nl'Gnos In'Flamgra
    Show



    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 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.



    ??th of Rova, Day? - Time: ?:?? am? / AR 4707
    ???????; ?????????
    ?????; ?????????



    Side Quest: A Contest of Queens [Complete]
    Klane Kelgore might be the second coming of the High King, but he remains cold and unapproachable. A complete enigma to the room of powerful Witches each vying to court him. With the traditional contest of the Bel'Vashtu completely tossed aside, the most powerful women remain to compete in a new battle amongst their peers for the interest of a young man, and potentially the future of Duvan'Ku.
    Difficulty: Easy | Status: On-going | Profit: Reputation +20 | Time: Unknown
    Primary Objective: Earn the respect of the Witchglaive Klane Kelgore during the Witch Social. [Complete]
    Secondary Objective: (Optional) Introduce one of Witches at the Social to Klane & earn their favor or the disfavor from others. [Complete]



    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.


    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +600 (53,900xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Hidden Purpose of the Council +300 (54,200xp)
    ⯎ Murrpau Magic +200 (54,400xp)

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

    Alicia HP: 16/16
    Reputation: 25
    Memory: 2
    Spite: 0
    Honor: 311


    Spoiler: Potentials
    Show


    Spoiler: Spellweaving
    Show


    Spoiler: Veilweaver
    Show

    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




    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.



    Spoiler: Dueling Wand Training I
    Show


    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.






  23. - Top - End - #293
    Bugbear in the Playground
     
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    Default Re: The Primeval Dark (IC)




    Looking back at the woman following them she listened to Klane and Lapalila talk, the fact that the Murrpau wouldn't have any interest in Klane made sense but then brought forth the question of why she was following them in the first place then. "I was told by Gran Hexe Gehlaava that i needed to make a big scene because he was going to ask to inspect my Wand and that any respectable witch would get angry about it. I honestly didn't think that I would hit him that hard though. Of Course now everyones attention is on him since he cast that shield without a focus."

    Her eyes grew large and a large smile filled her face as Lapalila said that the Murrpau had Cat Ears, she turned to look back at the woman following them. "That is soooo cute, I want to see them now... I wonder if she would let me touch them. I do love kitties, wish I could have one of my own. They are so fluffy and they purr when i scratch behind their ears.. just super duper cute. Can we tell her to join us so I can see if she will let me scratch her ears?" a small giggle and squeak came out as she thought about how grand it would be to scratch behind Telieli's ears and make her purr. As her mind settled down from the excitement she realized what she had just said and thought. a blush took to her face. Bringing her hands up to her face to try and hide the blush she spoke through her fingers. "OH god I don't know why I said that out loud."

  24. - Top - End - #294
    Troll in the Playground
     
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    Default Re: The Primeval Dark (IC)



    The Returner - Stella Astral





    There was a moment of awkward silence as they walked along, Stella could feel Alicia's disgust rise up, accompanied by the keen desire to reach up and strangle herself to spare her the embarrassment. Klane cleared his throat, "...You must really like cats, I guess." Somehow he managed to keep it together, but it was obvious that he was struggling to withhold his own laughter. On the other hand Lapalila remained completely unfazed and seemed indifferent, "You might be the only Witch in Duvan who would want to pet a Murrpau. They're not animals, despite their furry appearance. Like all nature spirits, they do bear a resemblance to the creatures they are associated with, but I wouldn't count that as a selling point. They're just as fickle, and oft unpredictable at best. I can't say I've ever heard of them being kept as pets before either, so I cannot rightly endorse the prospect of petting one. Well, if you value your arms at least - though those can always be replaced with magic..."

    Klane shrugged again, "Do what you want, but if she freaks out I'm outa here. I can't afford to get mauled before the entrance exams." Lapalila nodded in agreement, though Alicia of course knew that the girl had likely already attended and passed her exams. After all, most resident nobles would have tested by now. A large window of time was provided and tests were issued on a first-come-first-serve basis. Those that missed the window would not be allowed to enroll the first year. There was no exceptions.


    Spoiler: B'Bhai Duucald: Nl'Gnos In'Flamgra
    Show



    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 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.



    ??th of Rova, Day? - Time: ?:?? am? / AR 4707
    ???????; ?????????
    ?????; ?????????



    Side Quest: A Contest of Queens [Complete]
    Klane Kelgore might be the second coming of the High King, but he remains cold and unapproachable. A complete enigma to the room of powerful Witches each vying to court him. With the traditional contest of the Bel'Vashtu completely tossed aside, the most powerful women remain to compete in a new battle amongst their peers for the interest of a young man, and potentially the future of Duvan'Ku.
    Difficulty: Easy | Status: On-going | Profit: Reputation +20 | Time: Unknown
    Primary Objective: Earn the respect of the Witchglaive Klane Kelgore during the Witch Social. [Complete]
    Secondary Objective: (Optional) Introduce one of Witches at the Social to Klane & earn their favor or the disfavor from others. [Complete]



    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.


    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +600 (55,000xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Murrpau Pets +200 (55,200xp)
    ⯎ Enrollment +100 (55,300xp)

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

    Alicia HP: 16/16
    Reputation: 25
    Memory: 2
    Spite: 0
    Honor: 311


    Spoiler: Potentials
    Show


    Spoiler: Spellweaving
    Show


    Spoiler: Veilweaver
    Show

    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




    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.



    Spoiler: Dueling Wand Training I
    Show


    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.






  25. - Top - End - #295
    Bugbear in the Playground
     
    forg99rules's Avatar

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    Default Re: The Primeval Dark (IC)



    "I really do like them, maybe i should just get a normal one instead of trying to get a murrpau as a pet... though maybe i could find one that doesn't mind being pet and cuddled. As you said they are fickle so there may be one out there that doesn't mind it from time to time." Looking back at Telieli she calls out to the woman, "Telieli just hurry up and join us up here, you stalking behind us is creeping me out and I would not mind speaking with you as I did not get to at the party." Keeping pace with the other two she watches to see if Telieli would come up and join them or stay back behind, she hoped that the woman hadn't heard her comments as that would end up being a bit awkward. Her mind begins to wander as she wonders where they were headed, "I'm curious Klane, Where are we heading to right now?"

  26. - Top - End - #296
    Troll in the Playground
     
    Mornings's Avatar

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    The Returner - Stella Astral





    Klane pressed on at his swift pace. The quiet street rolled by as they spoke, she wasn't sure how late it was, but the area they were in called the High Residential District was always this quiet even during the middle of the day. Only servants and other working class individuals in service to one of the many Houses flanking them would be seen. The rest would often ride the Ob'dr'kluth or occasionally even teleport to their desired locations. As no servants could be seen, Alicia figured it must have been fairly late, as they typically had shifts and the night workers toiled til the wee hours of the morning, leaving only a few hours of space where there was no one at all. It was a dangerous time which the Witches referred to as the Claiming; the name was taken from a completely unrelated and abstract source she could not recall, but in either case, it was the hour of assassins.

    No nobles had been murdered outside of a duel or combat in over a decade, but the same could not be said for the lesser castes. Most killers only served under the employ of nobles, and the position was officially recognized as a title and house-role, or a position officially appointed and heralded openly. It was the complete opposite end of the spectrum versus the shady improvised killers of her world who lived in squalor and were pursued as criminals. In fact, it was during this brief window which their bloody work was officially sanctioned and in fact, legal. Within Duvan, death-dealing was a perfectly kosher trade. There was rankings, even schools for it. For those ungifted in magic, it was a pinnacle to be reached and strived for. Accompanied with the same honors afford to them as the house they served. There were no guards in Duvan, there was no need. The Coven was law and order, and it was the wiles of the nobles which delivered and enforced that justice. Committing a crime in Duvan, might not always be punished immediately, but one could be sure that their sentence would be inevitably delivered, and there was no where they could hope to escape. Those who did wrong had only two choices; voluntarily surrender and admit your crime, or face the consequences which would descend with night.

    "I'm taking the exam tomorrow, so I'm visiting Aphlilali'Kvel for a wand and such." Lapalila looked over at Alicia with a small frown, "...You are aware that they are remarkably fast and keen of hearing, right?" It was a little late, as she was already walking directly next to Alicia. It was impossible to know just when she had been there. There was no flash or sudden rush of wind, or any sort of magic to speak of. She pressed the edge of her large hat into the side of her head before whipping her rear with her tail, hard enough to string, in a not-so-playful manner. "Do not shorten my name, it is Telieli'kalti." Klane scratched his head, "Em, yeah. Forgot to mention that it's pretty rude to do that. Most Murrpau have part of their family or tribe's name, cutting off that is either an insult to them... or their relives. Which I hear is a big deal." Even with her extensive knowledge, Alicia wasn't exceptionally familiar with the various spirits. After all, there was so many of them. Though she had at least heard that insulting a Murrpau's clan would usually result in getting your legs broken, not tail-slapped. Specifically the legs, perhaps it was some kind of ritual punishment, she wasn't sure.

    "Why would Lumpus come to Isto'thac?" The question was directed at Klane, who hadn't been expecting her to address him at all. "Allow me to explain. As a member of the Council, Aphlilali'Kvel, it allowed travel unhindered between either half. Just like each of the representatives of Frith." The cat-woman scowled at the mention of the name reflexively. The natural spirit-entities of the Second World were subservient to one of the two gods of the Second World, Inlé who ruled the darkness of Isto'thac and the Elil... and Frith who ruled over the light of Tangi'thac and the Lampus. As Telieli was an Elil, Frith was her natural enemy and his children her prey as a hunter and predator of the spirit realms. They shared a natural balance as light and dark, hunter and hunted but each represented the whole. "...And this Lampus will create a wand for a Witch of Isto'thac?" Klane nodded, "She will, if her tribute is paid. Despite my reservations, I need a good wand on case they enforce their restrictions again this year. I don't want to be stuck with a shoddy show-piece if I can't use my regular weapon... What about you? I hear Ros'wussrun are usually exempt from a number of the rules... Like the dress code." It was true, Telieli was dressed in more typical Ros'wussrun garb. Like most Ros'wussrun Witches, she wore various shades of black, orange and white in an almost tribal fashion. Her skirt was made of separate small woven pleats loosely tied together and accompanied by various horse-tail like fetishes and ornamentation that gave the end result the look of an elaborate loincloth and separate top. Accompanied by a solid pair of plated fingerless gloves, fit for bashing in faces and various small back talismans on her upper arms. If not for the tightly braided leather on her feet, she would have been barefoot, only adding to the very feral appearance. The only thing almost normal about her attire was her hat, and even that was painfully Ros'wussrun. A white belt crowned the 'stalk' of the hat to allow trinkets to be attached, similar to a crown, while a long Veil-like scarf was wrapped about, and fluttered windlessly behind. In fact, Stella was absolutely certain that the strange black semi-transparent device was an actual Veil. She might have been a Witch, but she was still an Elil, which made her either a Relicuum or Praeter class spirit. That allowed her to wield Veils in a manner other Witches could not. "I too wield a wand...." She of course, did not have a wand physically on her person, as noted by Lapalila's quick visual inspection. "It is made from the fear of my enemies."

    "....O-Oookay." Klane evidently wasn't certain if her declaration had been serious or a jest, but was plainly confused nonetheless. How could they not be? None of them knew exactly how Ros'wussrun magic functioned, even in principle, including Alicia. For all they knew, she could in-fact be wielding such a weapon, made of nothing but the manifest fears of those who faced her.

    Needless to say, the concept itself was utterly perplexing.
    ...and completely terrifying.


    Spoiler: B'Bhai Duucald: Nl'Gnos In'Flamgra
    Show



    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 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.



    ??th of Rova, Day? - Time: ?:?? am? / AR 4707
    ???????; ?????????
    ?????; ?????????



    Side Quest: A Contest of Queens [Complete]
    Klane Kelgore might be the second coming of the High King, but he remains cold and unapproachable. A complete enigma to the room of powerful Witches each vying to court him. With the traditional contest of the Bel'Vashtu completely tossed aside, the most powerful women remain to compete in a new battle amongst their peers for the interest of a young man, and potentially the future of Duvan'Ku.
    Difficulty: Easy | Status: On-going | Profit: Reputation +20 | Time: Unknown
    Primary Objective: Earn the respect of the Witchglaive Klane Kelgore during the Witch Social. [Complete]
    Secondary Objective: (Optional) Introduce one of Witches at the Social to Klane & earn their favor or the disfavor from others. [Complete]



    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.


    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +600 (55,900xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ High residential district +100 (56,000xp)
    The Claiming, hour of assassins +300 (56,300xp)
    House Roles & Heraldry +200 (56,500xp)
    Noble Assassins +100 (56,600xp)
    Murrpau Names +100 (56,700xp)
    Aphlilali'Kvel +300 (57,000xp)
    Members of the Council +200 (57,200xp)
    Representatives of Frith +200 (57,400xp)
    Ros'wussrun Exemptions +100 (57,500xp)

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

    Alicia HP: 16/16
    Reputation: 25
    Memory: 2
    Spite: 0
    Honor: 311


    Spoiler: Potentials
    Show


    Spoiler: Spellweaving
    Show


    Spoiler: Veilweaver
    Show

    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




    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.



    Spoiler: Dueling Wand Training I
    Show


    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.





    Last edited by Mornings; 2018-09-19 at 08:14 PM.

  27. - Top - End - #297
    Bugbear in the Playground
     
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    Default Re: The Primeval Dark (IC)




    She was a bit surprised at the sudden appearance of the murrpau, she knew they were fast but she had expected at least some sort of noise or disturbance to have come from the arrival. As the tail whip against her she let out a small yelp, while the action had caused no damage she was still surprised by the sudden hit to her rear. Rubbing the spot that she was hit she chose to offer an apology to the Murrpau, "My apologies then for having shortened it, I have only spoken to one other murrpau and he had me shorten his name so I believed it to have been alright." Listening to the others she wondered when she should try and take the exam, she did not know if she was ready yet and was not sure what she would need to know before going into it. Luckily for her it seemed that she was in the presence of those that did know, hoping that they were willing to provide answers she chose to ask her questions "What all does the exam consist of? I have not been told much about it and am curious as to what preparations I need done before I take it myself. Is there any other way to get exemptions from stuff like the Ros'wussrun are or do I need to get a new wand and sheath to satisfy the dress code? I would love if I could be exempt from it since my Aolthor wand did not come with a sheath and it would be easier to just not have one for it than to either get a new wand and sheath or make a request to the divine for them to provide one worthy of my Aolthor wand." Her mind wondered about the Lumpus that had been mentioned, thinking on the name she tried to remember what she knew of the person as well she tried to remember who was on the council that was spoken of.

    Spoiler: OOC
    Show


    Know Abstract: (1d20+28)[34] or (1d20+28)[47] - For the Lumpus mentioned

    Know Abstract: (1d20+28)[31] or (1d20+28)[42] - For knowledge on the other council members

    Last edited by forg99rules; 2018-09-19 at 08:38 PM.

  28. - Top - End - #298
    Troll in the Playground
     
    Mornings's Avatar

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    Default Re: The Primeval Dark (IC)



    The Returner - Stella Astral





    "...I see." The cat-witch spoke stalely, and by her doubtful look she evidently had more than one reservation about the validity of that claim, but chose not to challenge it further. Her memory of the Wheel and Council was passable, but not all encompassing. Most seats were known only by their position and not by the one who sat upon it. Those names were not readily advertised, aside from the Elder Sage and those positions which held significant social or political impact outside of that body. However, Aphlilali was one such exception. Lampus were inherently short-lived creatures by virtue of their nature as prey to the territorial predators called Elil, often reaching the end of their physical life in only a few short centuries. Yet, the oldest children of Frith still carried his ancient blessings, long before his light had waned and the Lampus learned of 'death'. Her influence existed long before the creation of the Council, and she had always spoken for her father - the sun and light, Frith. She was the Relicuum Aphlilali'Kvel, Who Shines Forever. One of the few remaining Lampus who survived through a prehistoric age and shared words with Owsla of the First. Among the Lampus she was revered as a living deity or saint, and among the Witches and Elil she was feared as an immortal terror who could not be stopped, nor outlasted. It was fortunate that Aphlilali'Kvel herself possessed almost not destructive might individually, but her magics could sustain the lives of Tangi'thac alone, and ensure their warriors would never fall. She was a mountain which stood seemingly unconquerable. The cataclysmic fury of Inlé and the mending light of Frith stood in constant contest, canceling out each other's influence in an endless cycle from which there could be no victory. It remained a task left in mortal hands to upset that balance and bring victory to their half of the world... [Alicia | Checks Partial]

    "It changes every year, but there's a written portion, practical portion, and a showcase. The first two parts are private, while the last is your chance to demonstrate your particular strengths or unique abilities. If you can't impress a single Hexe, you fail outright. They do review your records from the previous two exams before making their final determination, but if no one accepts you, you've failed. If multiple Hexe endorse you, then you get to choose which of their Class you wish to join." Lapalila paused, clearing her throat, "I shouldn't disclose test details, but you should know that they have changed things this year. Occasionally they do that. They've added a new 'quality' factor of the test now as well..." Klane stopped walking to turn about and look at the Witch from through the brim of his hat's bill. "Seriously? What do you need to do now?"

    "Apparently it was deemed unfair to the Hexe to vouch for an applicant and allow them into their Class without understanding their particular skills or grasp of the fundamentals governing their individual practices." Telieli looked at Alicia who didn't seem to quite catch on to their meaning, "Witches cannot choose or practice a study of a particular School of magic freely. Nor are they allowed freedom to perform experiments within their accepted school which are of a quality above their socio-magic tier; called a 'Class'. A Class is a body of students under one Hexe, of one School who gain the social status of their group. For example, Hexe 1 leads Veil-Magic Class Rank 3, Hexe 2 leads Veil-Magic Class Rank 2, and Hexe 3 leads Veil-Magic Class Rank 1. Usually there are three Hexe to each vocation. Rank 1 represents a Noble status, Rank 2 an Aspirant - or potential noble; middle-class Witch, and Rank 3 being a commoner. Rank 3 Hexe will be far more lenient in their acceptance, while Rank 1 Hexe will be extremely critical in their evaluation. A commoner accepted into a Rank 1 class, assumes the status of her Class while enrolled. Similarly, a noble accepted into a Rank 3 is stripped of her titles and status while enrolled. Thus, Nobles are limited. If they only receive an endorsement from a Rank 2 Hexe of their preferred vocation, and an offer from a Rank 1 Hexe of their most hated vocation, they will have no choice but to accept the later. Students can climb through the Ranks of their vocation if they out perform their entire Class. Thus a Witch can be transfered out from Veil-Magic Rank 3 to a Veil-Magic Rank 2 Class, and so forth until they reach Rank 1. However, this is almost never attempted, and it requires the approval of both Hexe to be complete."

    Lapalila nodded, "Indeed, and what's more, your preferred vocation will not desire you unless you actively display your proficiency and skill within the chosen field. Each rank of Class expects a higher level of skill and knowledge of their field of magic than the last by a largely significant degree. Thus, if you are weak in a field, but it's the one you personally enjoy the most - you'll likely end up the lowest rank Class, if at all. Commoners often don't care and pursue practicality and education without concern for a non-existent social-stature. Nobles aren't willing to make such a sacrifice and cut their losses."

    Klane shrugged, "Alternatively, there are some options available for special cases. As a Squire, I don't need to compete for my Class as a Witch Knight. Keep in mind though, you can't change your vocation until next year's classes, and if you do, you start over from scratch again as a first year student - if you make it through the entrance exams once again, and get accepted by the Class you're looking for. You can't keep your progress as a second year student then cross into being a Witch Knight or Enchanter. Senior students are also afforded a large degree of power associated with their Class. The school body is run by the student's and simply overseen by the Hexe. If the School Council makes a ruling against you, it is enforced by the full weight of the City of Duvan. Zhenu'Magath is effectively a small model of the city, run by the students to teach them the workings of the world outside - but the consequences are real."

    "Indeed. As a student the Council carries the same weight as the Coven to enrolled Witches. You could even be sentenced to death. Ensuring you maintain your status is a worthy sacrifice to ensure you stand above the plebeians, and avoid any unwanted trouble. I cannot vouch for the moral validity of the Council's choices, but as a noble you are afforded far greater leniency and respect... Which is why there are very few exceptions made for Witches of Isto'thac..." "...And many made for Ros'wussrun. To serve as a baseless ground to convict or expel us when they choose to overturn the standing exemptions enforced by the Coven. Once you are enrolled, the privileges, rules, laws and protection you might have been afforded mean nothing, and may be overturned on a whim by the Council."

    "Thus... It is better that you mirror the most common standards, or appearance of other students and the Council to limit yourself from being singled out by a mere spontaneous ruling. It also helps making many friends."

    "This is why I'm glad to be a Knight... Less stupid games."
    Telieli seemed to share his sentiment.



    Spoiler: B'Bhai Duucald: Nl'Gnos In'Flamgra
    Show



    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 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.



    ??th of Rova, Day? - Time: ?:?? am? / AR 4707
    ???????; ?????????
    ?????; ?????????



    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.


    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +600 (58,100xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Witch Exam, Quality Test +200 (58,300xp)
    ⯎ Magic Exam +100 (58,400xp)
    ⯎ Class +200 (58,600xp)
    ⯎ Aspirant +100 (58,700xp)
    ⯎ School Council +200 (58,900xp)
    ⯎ Aphlilali'Kvel, Who Shines Forever +300 (59,200xp)

    Ros'wussrun Exemptions +100 (57,500xp)

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

    Alicia HP: 16/16
    Reputation: 25
    Memory: 2
    Spite: 0
    Honor: 311


    Spoiler: Potentials
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    Spoiler: Spellweaving
    Show


    Spoiler: Veilweaver
    Show

    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




    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.



    Spoiler: Dueling Wand Training I
    Show


    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.






  29. - Top - End - #299
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    Default Re: The Primeval Dark (IC)




    Listening to the group speak on what the test included as well as the new 'quality' portion was a bit confusing to her. She understood most of what was said and yet still she wondered exactly what the different classes were and which one she would be viable for. She did not know any actual Veils and only had a veilweave that she could use as well she was not very good at spellweaves so that option probably would not be good for her either. She continued to listen as it was explained about how the school council makes the rules and that they carry the same weight as if a coven had made them. Hearing from Lapalila that it would be best to just follow whatever standards of appearance were set instead of seeking an exclusion made her wish that she had already obtained a sheath for the Aolthor wand. "Hmm, ok so written, practical, showcase and now quality doesn't sound to terrible. Seems as like I will need to work hard to get into a class 1 even if its not in something I want. I definitely do not want to be stripped of my titles just to take the class that I prefer. What different classes are there? I figure Spellweave and Veilweave are at least included but I am unsure what else may be an actual class." Thinking on what Klane had said about Aphlilali'Kvel she began to wonder if the woman could create a sheath worthy of the Aolthor wand. "I actually wonder now if Aphlilali'Kvel could make a sheath worthy of the Aolthor wand. It would allow me to satisfy the dress code without having to get a new wand though that is still an option if she can't."

    Spoiler: OOC
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    Know Abstract: (1d20+28)[34] or (1d20+28)[30] - for what different classes would be.


  30. - Top - End - #300
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    Default Re: The Primeval Dark (IC)



    The Returner - Stella Astral





    Stella could feel a sudden and violently rising sense of impatience, it grew in strength and volume with each passing moment until it ached in her mind. A sharp pang behind her eyes, then a burning pressure like her mind was on fire. Alicia evidently had something to say to her, and the words weren't kind. Telieli rolled her eyes dismissively and Klane scratched the back of his head trying to hide an embarrassed grimace. "It appears... You have some, misconceptions about the magic of the Second World." As always, it was impossible to read Lapalila's patient expressions but she could tell she had said or asked something remarkably stupid. Klane was far less patient, "Look, I don't know if you've just never studied magic before, but in the Second World Spellweaving is just 'magic'. The structured rule-based structure of Golarion's arcane casting is an exotic amusement - like alchemy... If you don't even know that, then you'll be lucky to even make it into a third-rank Class. Zhenu'Magath is a college, a place to receive the last tiers of your formal magic education. It isn't your first school, it's your last. " [Alicia Stability Check | Spell Focus DC39]

    The Witch Knight Squire turned away and begun marching off again, the group moved slower behind. "...It is true, and if you embarrass your Hexe, especially in a first-ranked Class she will throw you out into a lesser Class. As second-rank Classes are entirely focused on attempting to move students into the first-rank, they won't accept their rejects. This nearly ensures you will be cast into a third-rank position... but it is still a better fate than if your peers turned against you." Lapalila didn't interject, nor did she have anything to add like usual. It seemed like she instead chose to withhold whatever advice she might have normally given, opting for silence. It would be difficult trying to fumble through the courses of a magical college without even having attended tutoring or a school for an elementary-level education prior. "Ehm, as far as Classes themselves are concerned, a new study may be introduced to the school at the discretion of the Hexe. As long as three Hexe agree to introduce a course to the school and teach it, that Class is created. Any Hexe may choose to do this as long as they do not currently have students enrolled with them. For this reason, Classes shift and can change spontaneously - and are also determined if the three Hexe of a particular study are even present for the exam. If they are not, or even one is missing, then you have no eligibility. There is a large political struggle between the Hexe Circle, as they compete against one another. Hexe may drop a Class and agree to create a new one. Dissolve a Class to create it again with other Hexe, or introduce new studies to posture and position themselves above their peers. Largely the performance and individual students they acquire or the quality they produce weigh immense on their careers. For that reason, students stalk the exam grounds - usually for days, waiting to see which Hexe and which Classes are available that given day. Once you've entered into a Class, they must commit to it until the year's end. The Hexe are under even greater scrutiny than the students, and so their willingness to accept applicants is obviously very skewed and influenced by their reason for even creating the Class. Frequently it is a competition to acquire one specific student for the year which will produce the results they need to further themselves."

    "...I doubt a Lampus would create a sheath for an Aolthor Wand, even if she could."


    Spoiler: B'Bhai Duucald: Nl'Gnos In'Flamgra
    Show



    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 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.



    ??th of Rova, Day? - Time: ?:?? am? / AR 4707
    ???????; ?????????
    ?????; ?????????



    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.


    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +600 (59,800xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    Hexe Circle +100 (59,900xp)
    Second World Magic +200 (60,100xp)
    First World Magic +100 (60,200xp)
    Class Demotion +100 (60,300xp)
    Hexe Politics +100 (60,400xp)
    Entrance Exams, Class Changes +200 (60,600xp)

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

    Alicia HP: 16/16
    Reputation: 25
    Memory: 2
    Spite: 0
    Honor: 311


    Spoiler: Potentials
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    Spoiler: Spellweaving
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    Spoiler: Veilweaver
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    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




    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.



    Spoiler: Dueling Wand Training I
    Show


    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.






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