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  1. - Top - End - #481
    Alchemist in the Playground Moderator
     
    flat_footed's Avatar

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    Default Re: The Primeval Dark (IC)


    Miryks was surprised to find that staring at his own dismembered hand wasn't what caused a chill to run down his spine. It was that, by all appearances, an iteration of himself had failed spectacularly in this cell. With whatever these quiver and arrows may be, he had still fallen fatally short somehow. That's easily fixed. You cannot die here if you are not here to die. Simple, really.

    With his items reclaimed, survival became a game of chase, rather than one of seek. The tools Miryks had at his disposal would have to be enough. He exited his cell and barely spared a fleeting glimpse at both women before turning to follow the men. Even if it was the Baron Dawnlight, Miryks couldn't help but feel like Iman was the smart bet here. Matik allowed his attentions to be distracted by whatever shiny object was dangled in front of his sense of honor and duty. Iman remained focused on the task at hand, only allowing details concerning escape enter his vision. Whatever the flood was that claimed the upper levels, it would likely soon reach them. Their hasty departure, the knight even leaving his niece behind, did not bode well.

    What possible means a corpse could serve was beyond Miryks. The dead were really only good to bait something away, but when speed was of the essence, such a meager solution seemed more trouble than it was worth. Regardless of the bodies, though, the equipment that they wore was definitely something Miryks would be able to take full advantage of. As he set off after Iman and Matik, Miryk's thoughts began to sort through what on a body could be made immediately useful to his escape. Too little was known to be sure, but it would be good to know what may be worth grabbing at a moments notice. Out of anyone, it was most likely that Iman and Matik would have tools on their person most useful to survival. Iman had far more value alive, certainly, but Matik? With no enemies around to cleave with his sword?

    Miryks didn't hold out much hope for a being constructed of fire once it was engulfed by the waters of E'Auldordun.

    Spoiler: OOC
    Show
    Knowledge: Local - (1d20+5)[9] Keying in to the name Crofte.
    Perception - (1d20+14)[29] Following Matik and Iman.
    Survival - (1d20+12)[17] Tracking Matik and Iman if they are out of sight already.
    Appraise - (1d20+8)[23] Eyeing Matik's visible equipment for anything that may be useful.
    Quote Originally Posted by Peelee
    I vote we purge flat_footed.
    Spoiler: Quotes
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    Quote Originally Posted by Kish View Post
    flat_footed, you saved London, you know.
    Quote Originally Posted by Xihirli
    Yeah Flat_footed is such a killjoy. Let's take turns talking bad about him, he'll never read this.
    Quote Originally Posted by Murska View Post
    I didn't kill anyone, except I guess I killed everyone
    Quote Originally Posted by Batcathat View Post
    flat_footed

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  2. - Top - End - #482
    Ettin in the Playground
     
    Triskavanski's Avatar

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    Default Re: The Primeval Dark (IC)



    Faux Paw blinks as reality disappears and appears again, coughing as dark water splashes around him. Quickly he moves to wall and beings climbing up worrying more about his own safety for the moment before the darkness of the water consumed him. "Bleh! That water is horrible.. is it.. rising? Yes.. yes it is. Sorry if I have to leave any of you behind in this.. I've never been a good climber." he says struggling to get up side of the wall. Moving around horizontally, maybe even swimming. Jumping. These were things he was able to do, but climbing? He barely could help himself get up side of the wall, let alone assist much of anyone else.

    Spoiler: ooc
    Show


    We'll try to climb 10 feet here with the additional roll (1d20+5)[17] dc 13.
    Now Extra effort! 1/6 efforts used.
    Climb 5 foot (1d20+5)[10] 10
    Climb 10 foot (1d20+5)[21] 13


    http://www.giantitp.com/forums/shows...&postcount=367
    Going to start off with rolls here.


    Climb check to get out of the water (1d20+5)[13]
    Knowledge Planes vs dark water (1d20+7)[10]
    Knowledge Arcana vs dark water (1d20+7)[24]

    Perception to find path to escape (1d20+12)[19]
    Acrobatics to move through the rubble (1d20+19)[36]

    Reflex save vs damage (1d20+10)[27]


    I'll likely make some more checks once I re-read the post again.
    Last edited by Triskavanski; 2019-03-30 at 04:44 PM.
    Animated Spellcards from the Deck of Many Things
    A game I found interesting Aegis: Innocence

  3. - Top - End - #483
    Ogre in the Playground
     
    Deadguy's Avatar

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    Default Re: The Primeval Dark (IC)


    Regina
    Abominable Queen



    "Uncle, we can not simply revoke aid once offered. Honor demands assistance to our utmost at the very least. After all, when everything goes to ****, it's the only thing that separates us from the beasts." Regina moved quickly toward Machari and hefted her with a grace and ease that seemed inhuman. There was a quick adjustment to distribute the load evenly across her shoulders before she began moving after Iman, offering the fiery knight a wily yet charming smile.

    Hearing Matik's description of what lay outside the walls, she pondered aloud. "Nothingness... like unending white? Pocket dimensions. Layers of them by all iterations. It makes sense why things like extra-dimensional bags are all together a bad idea in the sectors." Regina moved after the others with her new cargo. "Baird, you said this sector is shifting every 12 seconds... I have it on good authority that we have no more than 48 seconds before the forces used to hold this hall aloft will be revoked and we won't get another cycle."


    Spoiler: OOC
    Show

    Sense Motives vs Baird (1d20+14)[20]
    Knowledge (Nobility) vs Matik's birthright (1d20+12)[17]
    Perception vs dangers while moving (1d20+21)[39]

    Move Action - Carry Machari
    Move Action - Follow Iman

  4. - Top - End - #484
    Troll in the Playground
     
    Mornings's Avatar

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    Default Re: The Primeval Dark (IC)





    The Unsung King - Alicia Kelgore





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


    Stella couldn't even begin to understand just what the voices had been alluding to, and their 'game'. What she knew of this place, this world, or whatever it was; Jun'athel. Her knowledge of anything related to it had been summarized in the brief moments of dialogue she shared with the strange creatures which resided here. Which was to say, more than nothing, but very close. Alicia seemed to not have experienced her vision at all, as the girl was surviving and existing autonomously while she was held in stasis. There weren't even voices. No speech or language with which she might have used as some manner of hint into the purpose of the otherworldly beings. It didn't seem like much of what she knew was even applicable to this strange new realm. [Stella | Knowledge (Abstract) - Failure]

    The Acem'bol wasn't a particularly useful technique, but as dueling talents were the only talents allowed during a duel, Witches made due. For nobles Witches who favored the duel, training another B'Bhai Bhalta replace their Acem'bol was a very high priority. It was the nature of any B'Bhai Bhalta to be somewhat impotent, and generally far less practical than an actual combat talent. While it could be used against any dueling thrust, the majority of higher echelon thrusts could outright bypass the Acem'bol - making it somewhat useless against more experienced duelists. While it was of course forbidden to use any B'Bhai Bhalta technique outside of a dueling circle within the city, the abilities did still technically function. The Acem'bol couldn't parry actual spells outside of the B'Bhai Dol'fhaal's influence, or really any kind of attack in the same way as it did in a duel. It was because of the Witness's influence within the space that such results were achieved, not the technique itself. Outside the ring, simple rays could be deflected - not all of them, obviously, but a fair amount of them. The technique seemed particularly effective versus beam attacks which were keyed to some manner of elemental energy damage. The likelihood of success versus rays that were not elemental outside the ring was not very good. Incredibly large beams could be parried as well, but sources of large energy could overwhelm the frail Acem'bol's tolerance, causing the technique to fail. There were some duelist Witches who refined their ability to assess an attack by developing a certain degree of defense precognitive abilities, allowing them to sense an attack and determine factors of it before it even occurred. Witches with such a talent could obviously determine if such an attack could be parried normally or not, but that manner of training fell outside the purview of a Veil Witch. [Stella | Knowledge (Abstract) - Partial]

    The Quatekal'baalta was an interesting technique that could function similarly to a Focus Barrier in some ways if a Witch were skilled enough in defense. There were some rumors of novice Convokers finding methods to abuse the Wards to bolster their own defenses; though according to the rumors the novice was punished by a Witness for their shameless use of the technique outside of a duel. Wards by themselves didn't physically 'block' anything, even during a duel. They simply created a minor psychic attack against a Witch attempting Alaffa'elvriel while the target was exposed during the casting of formal magic. This either caused the attempt to fail, or function unaffected; but regardless the Ward was still wasted even if it didn't properly perform its intended duty. It was possibly one of the few truly useless B'Bhai Bhalta at face value, yet also one of the only ones which could be supposedly 'broken' for other purposes. As it was a Veil, it was perhaps the one technique which allied the most to her. If a dense Convoker could figure out a greater use for the damned thing, surely an actual Veil Witch could as well. [Stella | Knowledge (Abstract) - Failure]

    Chief Versa's brow furrowed with a questionable look of disbelief at Stella's recommendation before responding. "Well... alright. Guess there's a first time for everything... The guys aren't going to believe when I tell em the 'solemn witch' wanted to be a team-player for once." The had become her nickname, the 'Solemn Witch'. She hadn't told them her name. They didn't know who she was, or where she came from. It didn't make a difference since they wouldn't allow her to enter the realm proper, regardless what they knew; so she told them nothing. In either case, she would need to serve her time; and she had. Stella couldn't remember much that had transpired, but small frames of it played out across her mind. Alicia accomplished objectives, but she didn't take orders, she didn't work together, and she didn't talk to anyone - almost ever. Cold and ungrateful, she managed on her own. Having went by for potentially, months, having spoken less than forty whole-words, she had become known as something of a dark knight amongst their ranks. She didn't accept their weapons and equipment, they didn't even know if she could use them. There was no basic training amongst the foreign soldiers fighting for the opportunity to win their citizenship. Either you fought, or died. It was anyones guess what the strange mechanical nightmares were which loomed down upon them. The mechanics had captured and reverse-engineered a fair number of them which were employed by various heavy armor divisions, but even their names changed from unit to unit; she hadn't bothered to remember what they called the things, they just needed to burn. [Stella | Knowledge (Abstract) - Partial]

    They walked, entering a massive domed high-way flanked by immensely thick brush and transparent walls of dense plastic which curved over to put a roof over their heads and reach back across the other side of the ruined freeway. Alicia's hands worked, pulling and drawing out threads of energy from a space carved into the air with her other hand in a familiar gesture. Magic was dense here, with far more threads than normal thickly laid about. She twisted and wove, again, then again and again, until the magics were an incomprehensible knot within her hands. Pop. The magic collapsed. Fortunately it didn't explode in her face. AWCHOO! She sneezed a string of pink bubbles from her nose. "Uhhhhh... Not what you meant to do?" The weave failed horribly. Something about it was far too complex, likely the melding of the field into something which could deflect projectiles as effectively as she hoped. It was possible... but her command of the Weave was far too weak to conjure such a result. [Stella | Spellweaving - Failure] [Spellweave Exp: 25]

    A great train of otherworldly mechanical chariots without horses lay blasted and crippled in a line, like lumbering husks burned out from fire. Most of the Humvee's sat with their interiors opened, massive holes gutted them, as if rent apart from some manner of beast's claws. Versa raised a hand to stop their advance. "Whatever you want to do, you should do now. We'll need to cross this road to escape, but it belongs to those Valds. I hear some Outlanders are trying to fight them over it too, so they're even less hospitable than normal. This is just a really bad place to be right now..."



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


    Spoiler: Rewards | EXP
    Show


    Associated Skill: Spellweaving


    ֍ Stella XP +600 (157,300xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Discovery Influence Gained
    ⯎ Travel Influence Gained
    ⯎ Outlanders +100 (157,400xp)
    ⯎ Valds +100 (157,500xp)
    ⯎ B'Bhai Bhalta Exploits +200 (157,700xp)

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

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

    Alicia HP: 8 (13) / 22
    Mana: 1/10
    Reputation: 25
    Memory: 3
    Spite: 1
    Honor: 311
    SV. Exp: 2 (Severance)
    Weave Exp: 125


    Spoiler: Cards
    Show


    Spoiler: Nelrin'Fel, The Exiled Son
    Show


    Name: Nelrin'Fel, The Exiled Son
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: -
    Value: 0
    Cost: Other
    Activation: Standard
    Duration: Limited
    Fate: Soul
    Grade: Gold
    Detail: Once he was the destroyer. Once he was the savior. Once he was the teller of lies. Once he was the teller of truth. He was the exiled son. He had saved the multiverse twice the mount of times he had destroyed it, and been cursed three times more than he deserved. He had been made to live as an animal, and a devil, and been cast out from his home. Yet, despite all his shortcomings and faults, it was he who had risen above it all. Risen above the Houses. Risen above the Three Worlds and escaped the Garden. An accomplishment which no Child born beneath the Mothers had even done, but he had learned quickly that the world was a large place, and he himself amounted to nothing. Yet, he was not discouraged, for he had always been less than nothing. A blight, a curse. His sisters hated him, his House loathed him, and his Mother enjoyed watching him suffer and struggle. He had returned for his brothers, to leave with them and make their own way. He cared nothing for the threefold universe nor the lives of the insignificant insects which inhabited it. He had killed them all before, and he would do it again it if would aid his cause. He didn't want to be perfect. He wanted to be free.

    ✥ [Greater] Manifestation: Summon's the shadow of the Exiled Son at no cost. Nelrin'Fel will demand his own price, and if satisfied may assist the Witch, or Spite her. Regardless of the result the card is not expended upon use and returns to the bottom of the deck afterwards.
    ✥ [Potential] The Exiled Son (Passive): Any of Nelrin'Fel's Passive Potentials may be activated at his discretion when summoned. These abilities may be activated and disabled as a free action even while not his turn. The focus point cost of all the Witch's spells and cards is reduced by 4 (minimum 1). There is a 10% chance a spell or card successfully cast is activated again at no cost.
    ✥ [Potential] Earthbound Immortal (Passive): The first successful attack of each round effecting the Witch is negated, as long as the damage which would be sustained is less than 10 times her arcane aptitude.
    ✥ [Potential] ??????
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    Spoiler: The Soul Eater's Crucible
    Show


    Name: The Soul Eater's Crucible
    Potential: ✦✦⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: 28
    Activation: Standard
    Duration: Other
    Fate: Support
    Grade: Silver
    Detail: A device forged in the Third World. It was a tomb. A prison. A gravestone for those who would not be allowed the grace of death. Within it the native fate of a soul would be bound to assume their place, then they would be cast into the Inverse. Forever sealed within that reflected world. That which remained was a horrid farce of those who had once been. In the hands of once who knew how to wield it, it could prove to be a powerful engine of arcane might. Those who originally fashion it, created the device with the intent of manufacturing faux universes and converting the life-energy into power to fuel their most abominable spells. Now, it was simply a ring, seemingly devoid of purpose.

    ✥ [Lesser] Soul Burial: As a standard action, Force one spirit within 40ft to attempt a Spell Focus check equal to 20 + the Witch's arcane aptitude. Upon failure the soul is sealed inside the Soul Eater's Crucible. The ring possesses no maximum capacity.
    ✥ [Potential] Create Life: As a full round action, create 1d100 lives within the Soul Eater's Crucible. These may be animals, humanoids, or any intelligent or non-intelligent life randomly determined by the ring. The card is not expended upon use of this ability and returns to the bottom of the deck.
    ✥ [Potential] Consume Life I: By consuming 10d100 lives within the ring the wielder grants herself a permanent +1 bonus to one ability score. This requires 24 hours of uninterrupted concentration.
    ✥ [Potential] ??????
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    Spoiler: The Master of the Conclave
    Show


    Name: The Master of the Conclave, Professor Gerald P. Faust
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: Other
    Activation: Standard
    Duration: Other
    Fate: Soul
    Grade: Silver
    Detail: In his early years, his eccentric and often madly delivered conclusions made many believe him without a shred of sanity. His theories far outpaced the current understandings of The Great Beyond and the cosmic forces which magic manipulated. Many years ago, his studies outlined the intricate functions of Psychic Magic and principles of Vanician design which had yet to become common knowledge during the publication of his ground-breaking book; 'The Anatomy of Magic'. Professor Faust was the pioneer of modern magic as it existed today on Golarion, and was thought to be the herald of a new era with the emergence of Offworlders and other far-flung worlds beyond. However, the man vanished after an experiment, leaving behind only books upon the studies he had previously pursued.

    ✥ [Lesser] Consult the Master: As a standard action, the Witch may pose a single question to Professor Faust, to which he might reply. Regardless of the result, the Witch spends 15 points of focus. There is a 50% chance the card is not expended upon use of this ability and returned to the bottom of the deck.
    ✥ [Greater] Fabricate Key: As a full round action, the Witch may randomly generate a Calamity Key in their current world. This ability costs 30 focus points.
    ✥ [Potential] ??????
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    Spoiler: Night For Day - Unidentified
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    Spoiler: Tagar, Who Waits - Unidentified
    Show



    Spoiler: The Reflected Alter
    Show

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


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


    Spoiler: Potentials
    Show



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


    B'Bhai Duucald: Channel Severance (Imbue Darkness)

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



    Spell Training I: Stability

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

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


    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.


    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.







    Last edited by Mornings; 2019-04-02 at 09:56 PM.

  5. - Top - End - #485
    Bugbear in the Playground
     
    forg99rules's Avatar

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    Dec 2015

    Default Re: The Primeval Dark (IC)




    The bits that She could remember regarding the Acem'bol and Quatekal'baalta she hoped would come in handy. She had already seen Alicia using the Acem'bol to parry a ray of some kind, sending it back at the enemy and possibly having destroyed the one that shot it. Looking down at the wand in her hand she wondered why she hadn't really been using it, sure there had not been a huge amount of opportunities but still she could have been using the Bleak Bastion to create a ward and be able to have seen what sort of things it could do. As her mind rolled over that thought she looked over at the woman she was following. It seemed that Alicia had been keeping to herself and if she didn't want anyone to notice a change she might have to do similar. As they stopped on the road she was annoyed when her weave had failed to cast, the pink bubbles that came from her nose tickled a bit. Using her sleeve she wiped her nose to get rid of the string that had come from it. Looking around at the destroyed vehicles in front of her, she became curious as to what had ripped them apart. The woman she was following had said that the road belonged to the Vald but that some outlanders were trying to take it now. Could the damage have come from the Vald then, were they some sort of creature that could rip a hole in these metal chariots. Shaking her head to regain her thoughts she once again sets about trying to setup some sort of defenses for herself. If what she had done was to complicated then perhaps she could tone it down some and it might work, at the same time she would go ahead and bring up a ward though she could not do it the normal way. She would have to use the Bleak Bastion ability that was tied to the Aolthor wand since she had no servitors to assign a normal one to. Looking around at her surroundings again she decides to also try casting something that might allow her to move silently.

    Spoiler: OOC
    Show


    Spell Focus: (1d20+25)[34] - Using Bleak Bastion I to create a ward assigned to the wand
    first SpellWeave: (1d20+14)[20]
    second SpellWeave: (1d20+14)[21]


    Spoiler: Spellweaves
    Show

    First Weave
    School: abjuration
    Casting Time: 1 standard action
    Range: Self
    Duration: 3 rounds
    An invisible force surrounds the caster. The next attack directed at the caster is deflected.

    Second Weave
    School: Illusion
    Casting Time 1 Standard Action
    Range: Self
    Duration: 1 Minute
    While moving no sound is emitted from the foot falls


    Last edited by forg99rules; 2019-04-02 at 10:10 PM.

  6. - Top - End - #486
    Troll in the Playground
     
    Mornings's Avatar

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    Default Re: The Primeval Dark (IC)








    The torrent of black ichor surged forth from the entryway overhead, flooding the passage further. The waves rapidly rose up as the men struggled to climb up the now completely vertical floor. Erik cut through the water, unburdened by the weight of his plated armor, finding an assortment of boxes stuck to the newly created wall he acquired a perfect perch to clear himself from the rising tides. A ladder of broken stones, rubble and old broken crates gave Felix fair footholds to begin his assent as Kazik scaled the smooth expanse of the old broken stone of what had just been the floor before finding a firm grasp on a chair seemingly bolted in place. Standing atop the now strangely inverted seat gave him even more places to aid his climb, as the entire table before him held fast in its place, undisturbed by the sudden toppling of reality upon its side. From his box Erik looked on at the surprising sight of the gunman, Walt and Crofte being swallowed up by the black waves in a sudden rush. The water had surged up consuming anything in its way like a swollen collapsing pier at high-tide. He couldn't see either of the men, then...

    Crofte burst from the surface of the black waters, hacking and coughing up thick sludgy ebon flem. His hand caught hold of the table which now sat partially submerged, hauling himself up before he started using the seats as footholds to scale further upwards. The gunman's words had been cut short by the violent rise in water, stiffing his last words with gargling. Balin scraped the black sludgy oil from his eyes with one hand as he found his perch. Hearing Erik's words, the sopping-wet Surveyor cringed with a look of near-disgusted disbelief, "Make it out? I don't think you understand our damn situation!" He pointed up towards the exit above, still vomiting forth thousands of gallons of the viscous liquid. "That's the exit, but it doesn't matter! There's a Junction somewhere on every iteration, but after sheit like that, it moves!" He gestured to the tide below where Walt had vanished. "It could be under there now! It could literally be anywhere! We'll never find it while the place is flooded! We're so fawked the only choice is to risk a jump and go down. We need to get out of here, find a spot not divided up amongst this sheit, then take our chances. If we're lucky, we won't be disintegrated, or sheit into the Maelstrom - but we can better our odds."

    PING. It sounded like an arrow or bullet deflecting off a solid sheet of steel, or perhaps the sound of a sharp fracture of glass under stress. Crofte pulled out a strange multicolored quarter-sized roughly cut glowing gem from beneath his shirt; some manner of necklace. It had split down the middle, the blood began to drain from his face as he looked at the thing in wide-eyed shock. "Oh no..." His voice was barely a whisper amid the thundering roil of the waves pummeling down into the room, but he didn't have a chance to finish. Erik would have never seen them had it not been for Crofte's crystal. The light from the gem was savagely torn out to dart across the room into the dark expanses of the shadows cast by the flight of descending stairs which flanked them on either side.

    Though he had to steady his vision and blink a few times to make out their shape, Erik's eyes could barely make out a silhouette. The forms seemed to blink out of existence, then randomly appear, often in a different location, as if there weren't entirely there. Black. Amorphous, without faces nor defining figure. Long lithe creatures, some bent over and twisted like dogs. Others walked like bi-pedal creatures shrouded in a twisted leather cloak of wet skin. They made no sound, as if the very air were silenced about them. As Erik's eyes met the smooth featureless face of one of the creatures, they all abruptly vanished. The entire chamber was suddenly drowned in darkness as if all fragments of light, every ray, were extinguished. "...Gloams. Light Eaters! Climb you bastards! Climb! If they catch you, it's the end! First collapse in six-seconds!" [Erik | Perception - Failed]

    Faux's mind scrambled through a dozen possibilities of just what the hell had begun flooding the entire Sanitarium, but none of them provided a realistic or adequate answer. The only plane he knew which possessed something even remotely similar, wasn't so much of a plane at all. Deep in the Darklands was the Vaults of Orv, and one such vault contained a massive cesspool of creatures tainted by an ocean of black-blood; or so they said. Yet, that was not this. At the very least, if it were actual black-blood he would have been frozen the moment he fell into the vast lake of ink. That was the closest resemblance of any of the named realms he knew, and that was simply a play at the color. Faux had no idea what they were dealing with, but at the very least, he was absolutely certain - without doubt... Whatever this was... It didn't come from any plane men knew. [Faux | Knowledge - Failed]

    Once again the man wasn't waiting. He set himself back to the task at hand, hauling himself upwards towards the massive door they had fallen through. The enemy was encircling them. Baring down upon them. Unseen by most, but infamous throughout the Club just as they were for any who braved the tainted lands. A sinister and deadly foe of unnaturally intelligent Veilbeasts.

    Light Eaters.



    Spoiler: Enviromental Effect: Surviving the Dark Waters
    Show

    Tainted lands are horrendous places filled with strange and exotic new ways to die. The environmental threats in these areas are often far more fatal than the few bouts of combat which may be encountered. The mysterious Dark Water from your vision has been made manifest, and it rapidly drains away the life energy which binds you to existence. Each round in contact with the quickly rising water deals nonlethal damage. The damage suffered is doubled each subsequent round, threatening to consume you.

    ✦ Consumed: If a character falls unconscious in the Dark Water, they immediately begin to drown (no save). Other characters can attempt to jump in and save you, but will be unlikely to escape themselves.
    ✦ Crippling Waters: If a character takes an amount of nonlethal damage equal to double his constitution score, he becomes fatigued for 1d4 rounds.
    ✦ Threatened: You may not take 10 on any check.

    ⯎ Climbing Out: Character's must succeed a DC10 climb check to move 5ft. Additional distance may be traveled, not to exceed your base movement speed, by succeeding consecutive climb checks for every 5ft. The DC of each check after the first increases by 3. Climbing gear, such as pitons, grapples, and rope can greatly assist in moving faster. If using rope to climb, this movement is performed normally. Creatures with a climb speed may climb as normal. Pitons may be planted and affixed to a safety line at a location to prevent falling from height excess heights. This is a standard action. If a creature fails their climb check by 5 or more, they fall.
    ⯎ Catching Hold: If there are fixtures adjacent to you when falling, you may attempt a reflex save (DC10 + amount climb check failed by), to grab hold of an item nearby. This may also be done when falling past a potential handhold, or another player. Similarly, this DC may be attempted by a PC in-line with the creature's fall to attempt a catch. After catching a falling creature in this way, the PC must succeed a DC13 strength check or begin falling as well.
    ⯎ Swimming: Creatures must succeed a DC10 swim check to stay on the surface of the water each round, or begin sinking at a rate of 10 feet per round. Creatures below the surface of the water must succeed a swim check in the same manner as climbing; attempting subsequent checks every 5ft.
    ⯎ Aiding Another: Characters may spend a standard action to use the Aid Another action, granting a +4 bonus to another a single skill check another creature attempts.
    ⯎ Extra Effort: If a creature takes a second move action, the DCs of his climb and swim checks reset for that movement. A creature who performs this action a number of times equal to double his constitution modifier must succeed a DC15 fortitude save. Each additional time this ability is used thereafter, the DC of his save increases by 1.
    ⯎ Recovered: Characters are no longer suffering from any negative effects of their imprisonment and regain full movement speed. (You normally will not recover from negative effects accrued in tainted regions, even over time; leading to your inevitable demise. Learn from this experience, as small issues such as status conditions can all but assure a failed dive. A number of resources and contingencies exist to better your chances of coming back out again.)



    Spoiler: Divergence - Influencing the World
    Show

    Divergence is a strange phenomenon most ironically experienced by a brief state of non-existence. The changes experienced thereafter are often incredibly radical. Main-Quests are almost always lost if players Diverge before completing their current tasks. Divergence can be both beneficial or crippling, but can always be reversed in some fashion. However, Divergence can only be reversed in the order in which they occurred; meaning, if a player were to Diverge three-times, the first Divergence could not be changed until all subsequent Divergence were negated. Diverging multiple times can make changes you have experienced, influenced, or created, near-permanent by extension. Meddling in otherworldly affairs greatly increases the likelihood of Diverging, however other forces can cause this as well, including player-actions.

    A number of unique, but virtually unknown protections and contingencies exist to combat and control this phenomenon. Many unique realms and universes beyond can only be accessed via Divergence, and some abilities can create powerful desirable-effects to bolster players. However, wild, uncontrolled instances of this spectacle can quickly lead to a tragic fate. Surviving the mysterious threats of the Night and influencing the fabric of reality for your benefit will require careful attention paid to the current state of the world, and detecting early signs of such negative influences before they can spin out of control.


    Spoiler: Status
    Show


    Environmental Effect
    ✦ Darkness: There is now absolute darkness throughout the chamber. Normal sight and low-light vision no longer function, you are blind. Darkvision functions normally.

    ֍ Faux +25 (50xp)
    HP 33/33
    ⭍ [Nonlethal Damage] 3
    AC 19
    Extra Effort Used: 1/6
    ⯎ Survival Influence Gained
    ⯎ Freedom Influence Gained
    ⯎ Tactics Influence Gained
    ⯎ Acquired [Clear Dagger]
    ⯎ A Plane Unknown by Men +200 (250xp)


    ֍ Erik +25 (350xp)
    HP 37/37
    ⭍ [Nonlethal Damage] 3
    AC 23
    ⯎ Survival Influence Gained
    ⯎ Exploration Influence Gained
    ⯎ Truth Influence Gained
    ⯎ Secrets Influence Gained
    ⯎ Battle Influence Gained
    ⯎ Caution Influence Gained

    ⯎ Light Eaters +100 (450xp)
    ⯎ A Way Home +100 (550xp)


    ֍ Kazik +0 (350xp)
    HP 55/58 - [3] Bludgeoning Damage
    ⭍ [Nonlethal Damage] 3
    AC 20
    Extra Effort Used: 1/6
    [COLOR="#008000"]⯎ Truth Influence Gained
    ⯎ Time Influence Gained
    ⯎ Knowledge Influence Gained
    ⯎ Travel Influence Gained
    ⯎ Madness Influence Gained
    ⯎ Death Influence Gained
    ⯎ Darkness Influence Gained
    ⯎ Evil Influence Gained
    ⯎ Survival Influence Gained

    ֍ Walt +25 (350xp)
    HP 43/43
    ⭍ [Nonlethal Damage] 9 (3 + 6)
    AC 19
    ⯎ Truth Influence Gained
    ⯎ Time Influence Gained
    ⯎ Knowledge Influence Gained
    ⯎ Travel Influence Gained
    ⯎ Exploration Influence Gained
    ⯎ Madness Influence Gained



    Spoiler: Influences
    Show

    Influences represent current knowledge, pursuits, training, experiences and aspirations which are actively effecting or being utilized by a character. These represent various concepts and begin to outline a character's values and path as they grow. Influences which are not used regularly are lost, but can be gained again once a character begins pursuing an avenue related towards that field or concept. Influences determine a character's growth in many ways, including experience points they earn and which Potentials they can acquire at any given time.

    Unlike with limited class levels, Influences are not acquired spontaneously, and are acquired throughout play; creating an active system which enables a character to re-train, gain new powers, or even improve upon old ones actively with their in-character actions. Training with a sword or exercising the use of an existing Potential allows a character to learn new techniques, empower his current abilities, or even grow his tolerance to pain, sustain damage, run faster, sleep less, and more. Influences play a vital role in developing more sophisticated interpersonal skills and ability to deal and establish diplomatic relations with all manner of strange and otherworldly creatures which you may encounter; in addition to learning more about the unnatural forces which no worldly knowledge could shed light upon. All unique skills are only able to be acquired via potentials, which are trained and worked towards acquiring via your pursuits, experiences, and by extension - your Influences.


    Spoiler: Point: 323 - Willowbrook Sanitarium, F3A (About Tainted Lands)
    Show

    Tainted Lands are incredibly complex and foreign realms which are often guised as places once familiar. Each tainted region is individually unique and carries with it its own risks, rules, threats and worldly hazards. Many things cannot function, work differently, or can lead to reality crushing results that make survival for most creatures delving into their reaches an impossibility. Site Investigators often travel with groups of Harriers or Gales for long extended periods conducting a through survey of each corrupted-site, known as a 'Point'. These reports are used by various venturing companies to conduct expeditions, known as 'Dives', into the tainted lands. Points are always geographically divided into many areas known as 'Sectors' by Site Investigators. Sectors within a Point mark areas where the rules of the other areas which have been surveyed dramatically differ, be that the laws of nature or magic, or even stranger changes they cannot fully understand.

    Common Sector 'rules' which Gales are familiar with include such things as; violent reactions to non-grounded magics, reactions to supernatural energies and abilities, reactions to specific materials, reactions to unstabilized magical creatures and creatures capable of withholding or generating energy, and items or persons keyed to a particular influence.

    Fortunately there were not very many public users of magics due to the general fear and suspicion associated with the practice, and thus even less individuals with such talents that traveled into the tainted regions. Magic was an inherently suicidal thing to employ in such places without a remarkable understanding of the Point and all features of the rules which governed the Sector currently being occupied. Everything in a spell from the time it took to produce, to the school, effect, number of targets and even the manner in which the spell functioned were all individuals factors which could set off a dimensional-explosion and throw an entire team of unwitting mercenaries through a hole into Abadon; or worse. There was always worse, they just hadn't learned what that was yet; that was the first lesson tainted lands had to teach the fools which dared brave its depths. Wizards and magicians were generally less welcome by companies that ventured to such places, than they were by the general public. Unless the magician in question specialized in using his or her magic in such places, and possessed a record to back it, not even a fool would bring one along. There existed unique items called 'Grounds' which restrained and processed a magician's magic making it generally safe to use, but they were immensely expensive and built for each individual mage. Yet, more vexing was the matter that a single magician would often need multiple Grounds, as no single device was assured to provide every protection for every circumstance. Nor were they permanent fixtures. Like filters, they eventually spoiled and failed. At least the ones commercially available. The device's creator, the genius inventor Denil Demn could produce Grounds which would self-cleanse and restore themselves with time, but acquiring a commission from the man was a nightmare. If not because of the competition attempting to do the same, than because the craftsman was notoriously difficult to reach.

    The degree of influence upon supernatural powers varied wildly, but was based on the level of corruption the tainted region possessed. In some of the worst places there were documented cases of Gales detonating in a bloody mess from simply employing internal forces to accelerate their speed and agility. Much like a monastic practitioner of martial arts, many Harriers preferred to learn to hone inner energies to aid themselves in conflict while Diving, but even this was not completely safe. During 'Deep Dives' companies outfitted their members with various equipment to maintain internal stability, but this was not something exclusive to the most foul of places. If the rules of a Sector were particularly twisted, it was possible to experience those same hazards without venturing into the belly of the beast.

    Some materials or creatures didn't react well in tainted regions. The places were often so alien and foreign that not even animals could enter. Sometimes it wasn't just animals, it could be steel, or wood. Maybe iron. No one would know what all, if any may have been effected until a Site Investigator ran their exhaustive tests. Some of the most strange of places caused unnatural phenomena from things associated with a particular thing. Perhaps a cleric's symbol, or a deity's favored weapon, maybe the pages of a book. It was as if the world were possessed by some malicious spirit that remembered only the things related to what had wronged it. None of these places were necessarily good to ever venture, many Gales never bothered. Even putting the twisted spaces of reality aside, the Veilbeasts and other horrors were enough to convince any sane man to keep his distance. Veilplague had become nearly non-existent, but the corruption and curses which could be afflicted were a horrendous burden. If a man were blighted, he could not be allowed into a town or city. It was all one could do to simply pray that a green witch or other healing pariah might be able to mend them, as civil men would have no choice but to quarantine or kill the infected. There simply were no known cures for most maladies, at least not in the hands of the peoples at large. For most, death was assured.


    Point: 323, F3A: Sector 1A - Regional Effects
    ✦ ???????????????
    ✦ ???????????????
    ✦ ???????????????
    ✦ ???????????????


    Spoiler: Reclaiming the Flesh
    Show

    Your body has been broken and cursed, stealing from you the ability to move or even impart life into those things tied to your existence.

    ⭍ [Helpless] You are helpless. Your movement speed for all forms of travel is reduced to 0. Autonomous actions which could be performed by sentient/independent creatures and sources cannot be performed. Familiars and bound creatures are considered to be afflicted with the the death-condition until this status is removed. You may speak in a horse-whisper, requiring a DC10 perception check to be heard.

    ⯎ [Taking Control] Once per round you may attempt a DC20 will save. Each round you are unsuccessful the DC decreases by 1. Upon success you recover 1d4 x 5 feet of movement to your base land speed. Upon regaining 5ft of speed, the helpless-condition is removed and you become dazed.

    ⯎ [ Recovery] Once per round you may attempt a DC20 fortitude save. Each round you are unsuccessful the DC decreases by 1. Upon success the DC for this save resets to 20 and the dazed-condition is removed. You become staggered for 1d3 rounds. You may continue to attempt fortitude saves each round normally to end this condition early.

    ⯎ [Taking Up Arms] You are still donned in your armor, but all of your possessions are scattered about your cell. Objects where were stored inside a bag or other container remain in storage, while other objects are loosely strewn about, requiring attention to gather and rearm yourself.


    Spoiler: Breaking Free
    Show

    The thick bars enclosing you into your 10-ft cell are still stout despite the time and decay which have weathered them. Locks can be picked, and hard blows struck; find any means of escape you are able and release yourself from your cell.



    Main Quest: Dreaming, The Nightmare Beast
    Something lingered and twisted their perceptions, their very reality. There was no past and present, only a fractured array of constantly shifting states of existence. All was real. All was now. It darkened the world, as if laid in shade beneath the looming hand of some omniscient mad god. Somewhere, someone elsewhere inside knew. That man could discern reality and see the dream for what it was. They had to escape before it consumed them, before all that was named true in their minds was pried from their broken hands, and devoured by some horrific nightmare. The visions... Everything. It couldn't be real. It couldn't be real.
    Difficulty: Lethal | Status: On-going | Profit: Unknown | Time: 6/8 Rounds
    Primary Objective: Survive.



    Last edited by Mornings; 2019-04-04 at 09:41 PM.

  7. - Top - End - #487
    Bugbear in the Playground
     
    Stevesciguy's Avatar

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    Default Re: The Primeval Dark (IC)

    Erik
    The Hanging Men


    If this kid doesn't calm down, he might as well throw himself to the Light Eaters now

    "Yes, make it out, damn it! You don't plan on dying here, do you? Just keep your head screwed on and we have a chance. Panic has killed more than any Veil Beast has.

    With these words, Erik begins heaving himself up the wall, relying on feel and memory to find his path. He makes good progress, but a misstep nearly sends him tumbling back into the water, forcing him to stop and reorient himself.

    Spoiler: OoC
    Show
    Move Action: Climb

    Standard Action: Extra Effort

    Swift Action: Unused

    Climb Check 1: (1d20+7)[24]
    Climb Check 2: (1d20+7)[25]
    Climb Check 3: (1d20+7)[17]

    Extra Effort 1 of 4:

    Climb Check 1: (1d20+7)[12]
    Climb Check 2: (1d20+7)[20]
    Climb Check 3: (1d20+7)[14]

    Ok, failed that last one, but not badly enough to fall. 25 feet of movement.

    Rolled untrained knowledge checks to see if Erik knows any details about Light Eaters:

    Arcana: (1d20+4)[21] (Max 10)

    Planes: (1d20+2)[14] (Max 10)

    Erik can't see, but might as well listen to see if the Light Eaters are getting closer or anything

    Perception: (1d20+7)[23]

  8. - Top - End - #488
    Troll in the Playground
     
    Mornings's Avatar

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    Default Re: The Primeval Dark (IC)





    [Willowbrook Sanitarium]

    Regina couldn't place exactly what the tone was in Iman's voice that had seemed so different when he had spoken. It was as if for a moment the mask had slipped and something had leaked through his hard-demeanor. Still, he was an unreasonably difficult man to read. It was like trying to read a man over a game of cards who played from behind a screen; you couldn't even see his hands shake at the table. Iman offered shrewdly offered nothing which could be used against him, as if every word and gesture were a planned encounter off the pages of some worldly-script; well-rehearsed and practiced, dancing to the tune of his role. It was only for that one split-second, that passing moment, when a hole briefly showed in that screen; but it was too short a glimpse for the truth to be revealed. He guarded, held it close to his chest under white-knuckled grip and refused to budge even slightly. Something from that exchange, something she had missed... It was unexpected. It was 'ad-lib'; a departure from the script which had surprised him. Emotion. He hadn't meant to show it, but her sense was keen enough that that it wasn't missed. It was perhaps the first, the only, and mayhap the last time, in which Baird had acted in a genuine fashion. Flustered. There was so much she couldn't see, a context and knowledge which escaped her, but not him. His eyes pierced through a veil she could not even perceive, and she could not imagine how that influenced his view of the world. She wondered how far Iman could truly see, how much of the script was revealed to him, and just what she had done to upset that. Was it time? Was it present and past? What could he perceive that they could not? If the 'script' which orchestrated his life was the conscious awareness of some manner of prescience spanning even the reaches of these instances of reality, then could it be called 'destiny'? Was there even such a thing? If there was, she could only hope she had upset it; she would be free. [Regina | Sense Motive - Failed]

    Miryks couldn't be sure who Crofte was, but the only man he knew named anything similar was Balin Crofte. A rather famous insider within the Corps who served as the 'belly-button' for every sellsword worth his salt. The Surveyor Corps didn't work for the various mercenary companies, nor could their services be bought. Their work was for the betterment of the people by-and-large, and what was offered was more-or-less freely available to everyone. Balin had made it a point to capitalize upon that and sell those services as his own, a very lucrative business. His meddling did sow damage and death as a byproduct of what information was made available that shouldn't have been, but why would he care when there was such a profit to be made. Always the self-serving capitalist, he was quite the wicked business-man, and an invaluable asset to the information networks of the freeswords braving the tainted regions. No one could really blame him for working the system. Unfortunately, the man had disappeared some time ago. A loss which crippled many companies completely and caused a massive drop in men willing to dive. It made sense to Miryks that an ex-surveyor like Iman might have known the man personally. Though, from the sounds of it, he was likely dead now. [Mirkys | Knowledge - Partial]

    From somewhere ahead, out of sight, the great knight bellowed, "Well said girl! Though, I do not believe Iman intended to extend any aid by his actions!" The voice huffed with a sense of dubiety, "White? No, child. Red. Like an endless sea of cursed flame!" Mirkys didn't have any trouble tracking down the men through the hall, but when he rounded the corner, there was only the Vudrani-man. Casually leaning against the wall, as if he were waiting, yet he was standing on the ceiling. CRUNCH. Turning about, the knight's niece rounded the corner with the hapless girl upon her back like baggage, stepping on something as she came into view. While the flaming man was no where to be seen, he remembered easily enough what was on the figure. Or lack-there-of. Matik wasn't just an elemental in a suit, even the plates of metal were super-heated sheets of hissing steel somehow preserved rather than melting into slag. The only thing which remained on his person was the sheathed blade chained to his side. The rest had been turned to ash. There were still charred marks where other things had once hung upon her person, but now they were lost. [Miryks | Perception, Appraise & Survival - Success]

    "...That isn't entirely correct. Not, pocket dimensions. That would imply the instance is self contained, but it's not. Tainted regions, after you've dived below the surface, are somewhere, or rather, some-place. Just, not in the realms of the Spheres or the planes we know. They're moving towards... something. Of course, the result is more-or-less the same when you try to retrieve an item from your favorite pocket-hole regardless." Regina had stepped on something. She noticed it slightly too late, but she had seen it. A black cube, like a six-sided die. Burned out and smoked til it was blackened. A small wispy blue light escaped it as it broke underfoot. Looking beneath her boot, now all that was left was a small pile of stamped-out ashes. [Regina | Perception - Success]

    Taking a moment to think, she wasn't entirely sure of just who Matik truly was, or had been. Most of what she could recall had been of House Artel, rather than her supposed uncle. As she recalled, the late Lady Artel had been ancient by any race's standards, and had inherited a massive fortune. However, that wealth, believed to have been contributed by her brother's benefactors, had been secreted away. It still remained in some unknown location, waiting for its rightful heir to claim it. Unfortunately, Mayli had vanished some time ago shortly following her mother's death. All that remained was Castle Artel somewhere in Ustlav; which was in such disrepair it was more of a ruin, and a handful of forgotten land claims in the far reaches of Iobaria. It was thought that most of the Artel holdings were remnants of wealth charitably given by retainers, loyalists, and friends of Lady Artel's late brother; nevermind the dowry. Lord Artel was not an industrious man, but he was intelligent, and his marriage brought his house out from the brink of poverty. He lived off his wife's money, and he continued to do so until his death. [Regina | Knowledge (Nobility) - Partial]

    "Correct, well, thirty-six now... til collapse. I have no idea what a 'cycle' is, but a shift in a sector isn't the same thing as a standard collapse. But I suppose there's nothing standard here. You are right, it is a problem, but nothing too dire." The chanting murmuring was loud now, and it was close. Iman pointed down the hall from his place upon the ceiling. "You say you want to 'earn your right', boy? Well, here's your chance. Go kill those things and buy the girl some time, or you both die. I'm sure you've managed more difficult affair." The broken figures came limping out into the hall, as if the straight expanse were divided by a mirror which reflected itself and they had stepped through that reflection. They wore the familiar light blue linens of their hospital-attire, though now it was rotten and decayed. Their skin was a grayish-black and desiccated. Their lips were pulled back over their teeth and the white of their eyes showed. The orbs had rolled back into their heads, nearly revealing the veins of the root. Miryks didn't know their names, but he knew their faces. They had once been part of the staff of the sanitarium a long time ago, before the men who tended this place had vanished and left it to decay. That answered one mystery at least. A black ichor dribbled from their mouths, eyes and every other orifice like blood. It was of course, not blood; that would have congealed and spoiled years ago. It was like an ink, but that didn't change what they were. Shambling undead, and not the particularly dangerous kind either.

    Baird's sightless gaze turned to Regina, "Since you've seen 'the white', that makes this much easier. Most people can't reach there without a certain, aptitude. It becomes a little easier every time after your first. While the boy hold them off, you must stop the flood on this floor. You'll need to go back there." Iman slipped one of the steel lenses of his goggles off to look up again, or in this case, down from his position on the ceiling. After a moment he slipped the piece back on, "Try now, quietly. If they catch you... Well, even I don't know what will happen. While they're in the other room, there's a night stand on your left with a sphere. Change the color from black to red. If you fail, don't try again til I say." [Optional: Controlled Aspect | Concentration Check - DC 20]

    Spoiler: Aspecting - Controlling Consciousness Through the Veil
    Show

    Not all encounters can be won by the 'you' standing before the enemy.
    Not all realities possess a solution; but you can learn to find the one which does!


    Aspecting allows a character to exist across multiple iterations of existence concurrently, but learning to control yourself across these spans of reality is an immensely difficult feat to accomplish. While normally not possible without the associated potentials and/or required skills, situations exist which allow a character who has met certain criteria to align with their 'other selves'. Learning to use Aspects is one of the many central functions which will be integral to uncovering the secrets of the world, and facing the truth of the Long Night for characters pursuing the main quest after the prologue. Many powerful forces and seemingly unconquerable foes must be defeated in ways which are unconventional, utilizing methods that take characters far beyond the reaches of the realms they know, and those still familiar - at the same time. Harnessing this power will enable you to bend the steel rails of fate, and break free from many of the shackles which ensnare you. However, it is far from enough to face the true threats beyond, and defeat the Primeval Dark.

    Special Checks:
    Checks not made with the associated unique skills, function differently than normal.
    The Concentration Check for this abilities use functions using the character's HD + their highest mental ability score modifier, unlike the standard use of concentration checks.




    Spoiler: Status
    Show

    ֍ Mirykys +100 (1,550xp)
    HP 37/37
    AC 17
    ⯎ Survival Influence Gained
    ⯎ Exploration Influence Gained
    ⯎ Truth Influence Gained
    ⯎ Wisdom Influence Gained
    ⯎ Knowledge Influence Gained
    ⯎ Caution Influence Gained
    ⯎ Stalking Influence Gained
    ⯎ Deception Influence Gained
    ⯎ Trickery Influence Gained

    ⯎ Balin Crofte +100 (1,650xp)
    ⯎ Sanitarium Staff +50 (1,700xp)
    ⯎ Black Ichor +200 (1,900xp)
    ⯎ Recovered [Otherworld Quiver]
    ⯎ Recovered [Unidentified Arrows] x10


    ֍ Machari
    50/50
    AC 18
    ⭍ [Helpless]
    ⯎ Fear Influence Gained

    ֍ Regina +200 (4,300xp)
    HP 53/53
    AC 19
    ⯎ Nobility Influence Gained
    ⯎ Deception Influence Gained
    ⯎ Trickery Influence Gained
    ⯎ Discovery Influence Gained
    ⯎ Magic Influence Gained
    ⯎ Secrets Influence Gained
    ⯎ Knowledge Influence Gained
    ⯎ Truth Influence Gained
    ⯎ Tapestry Influence Gained
    ⯎ Time Influence Gained
    ⯎ Dimensions Influence Gained
    ⯎ Fate Influence Gained
    ⯎ Nameless Planes +200 (4,500xp)
    ⯎ The Red +200 (4,700xp)
    ⯎ Black Dice +300 (5,000xp)
    ⯎ The White +200 (5,200xp)
    ⯎ The Flood +100 (5,300xp)
    ⯎ Returning to The White +200 (5,500xp)
    ⯎ House Artel holdings +25 (5,525xp)



    Spoiler: Influences
    Show

    Influences represent current knowledge, pursuits, training, experiences and aspirations which are actively effecting or being utilized by a character. These represent various concepts and begin to outline a character's values and path as they grow. Influences which are not used regularly are lost, but can be gained again once a character begins pursuing an avenue related towards that field or concept. Influences determine a character's growth in many ways, including experience points they earn and which Potentials they can acquire at any given time.

    Unlike with limited class levels, Influences are not acquired spontaneously, and are acquired throughout play; creating an active system which enables a character to re-train, gain new powers, or even improve upon old ones actively with their in-character actions. Training with a sword or exercising the use of an existing Potential allows a character to learn new techniques, empower his current abilities, or even grow his tolerance to pain, sustain damage, run faster, sleep less, and more. Influences play a vital role in developing more sophisticated interpersonal skills and ability to deal and establish diplomatic relations with all manner of strange and otherworldly creatures which you may encounter; in addition to learning more about the unnatural forces which no worldly knowledge could shed light upon. All unique skills are only able to be acquired via potentials, which are trained and worked towards acquiring via your pursuits, experiences, and by extension - your Influences.


    Spoiler: Point: 323 - Willowbrook Sanitarium, F3B (About Tainted Lands)
    Show

    Tainted Lands are incredibly complex and foreign realms which are often guised as places once familiar. Each tainted region is individually unique and carries with it its own risks, rules, threats and worldly hazards. Many things cannot function, work differently, or can lead to reality crushing results that make survival for most creatures delving into their reaches an impossibility. Site Investigators often travel with groups of Harriers or Gales for long extended periods conducting a through survey of each corrupted-site, known as a 'Point'. These reports are used by various venturing companies to conduct expeditions, known as 'Dives', into the tainted lands. Points are always geographically divided into many areas known as 'Sectors' by Site Investigators. Sectors within a Point mark areas where the rules of the other areas which have been surveyed dramatically differ, be that the laws of nature or magic, or even stranger changes they cannot understand.

    Common rules which Gales are familiar include such things as; violent reactions to non-grounded magics, reactions to supernatural energies and abilities, reactions to specific materials, reactions to unstabilized magical creatures and creatures capable of withholding or generating energy, and items or persons keyed to a particular influence.

    Fortunately there were not very many public users of magics due to the general fear and suspicion associated with the practice, and thus even less individuals with such talents that traveled into the tainted regions. Magic was an inherently suicidal thing to employ in such places without a remarkable understanding of the Point and all features of the rules which governed the Sector currently being occupied. Everything in a spell from the time it took to produce, to the school, effect, number of targets and even the manner in which the spell functioned were all individuals factors which could set off a dimensional-explosion and throw an entire team of unwitting mercenaries through a hole into Abadon; or worse. There was always worse, they just hadn't learned what that was yet, that was the first lesson tainted lands had to teach the fools which dared brave its depths. Wizards and magicians were generally less welcome by companies that ventured to such places, than they were by the general public. Unless the magician in question specialized in using his or her magic in such places, and possessed a record to back it, not even a fool would bring one along. There existed unique items called 'Grounds' which restrained and processed a magician's magic making it generally safe to use, but they were immensely expensive and built for each individual mage. Yet, more vexing was the matter than a single magician would often need multiple Grounds as no single device was assured to provide every protection for every circumstance. Nor were they permanent fixtures, like filters, they eventually spoiled and failed. At least the ones commercially available. The device's creator, the genius inventor Denil Demn could produce Grounds which would self-cleanse and restore themselves with time, but acquiring a commission from the man was a nightmare. If not because of the competition attempting to do the same, than because the craftsman was notoriously difficult to reach.

    The degree of influence upon supernatural powers varied wildly, but was based on the level of corruption the tainted region possessed. In some of the worst places there were documented cases of Gales detonating in a bloody mess from simply employing internal forces to accelerate their speed and agility. Much like a monastic practitioner of martial arts, many Harriers preferred to learn to hone inner energies to aid themselves in conflict while Diving, but even this was not completely safe. During 'Deep Dives' companies outfitted their members with various equipment to maintain internal stability, but this was not something exclusive to the most foul of places. If the rules of a Sector were particularly twisted, it was possible to experience those same hazards without venturing into the belly of the beast.

    Some materials or creatures didn't react well in tainted regions. The places were often so alien and foreign that not even animals could enter. Sometimes it wasn't just animals, it could be steel, or wood. Maybe iron. No one would know what all, if any may have been effected until a Site Investigator ran their exhaustive tests. Some of the most strange of places caused unnatural phenomena from things associated with a particular thing. Perhaps a cleric's symbol, or a deity's favored weapon, maybe the pages of a book. It was as if the world were possessed by some malicious spirit that remembered only the things related to what had wronged it. None of these places were necessarily good to ever venture, many Gales never bothered. Even putting the twisted spaces of reality aside, the Veilbeasts and other horrors were enough to convince any sane man to keep his distance. Veilplague had become nearly non-existent, but the corruption and curses which could be afflicted were a horrendous burden. If a man were blighted, he could not be allowed into a town or city. It was all one could do to simply pray that a green witch or other healing pariah might be able to mend them, as civil men would have no choice but to quarantine or kill the infected. There simply were no known cures for most maladies, at least not in the hands of the peoples at large. For most, death was assured.


    Point: 323, F3B: Sector 1B - Regional Effects
    ✦ ???????????????
    ✦ ???????????????
    ✦ ???????????????
    ✦ ???????????????


    Spoiler: Reclaiming the Flesh
    Show

    Your body has been broken and cursed, stealing from you the ability to move or even impart life into those things tied to your existence.

    ⭍ [Helpless] You are helpless. Your movement speed for all forms of travel is reduced to 0. Autonomous actions which could be performed by sentient/independent creatures and sources cannot be performed. Familiars and bound creatures are considered to be afflicted with the the death-condition until this status is removed. You may speak in a horse-whisper, requiring a DC10 perception check to be heard.

    ⯎ [Taking Control] Once per round you may attempt a DC20 will save. Each round you are unsuccessful the DC decreases by 1. Upon success you recover 1d4 x 5 feet of movement to your base land speed. Upon regaining 5ft of speed, the helpless-condition is removed and you become dazed.

    ⯎ [ Recovery] Once per round you may attempt a DC20 fortitude save. Each round you are unsuccessful the DC decreases by 1. Upon success the DC for this save resets to 20 and the dazed-condition is removed. You become staggered for 1d3 rounds. You may continue to attempt fortitude saves each round normally to end this condition early.

    ⯎ [Taking Up Arms] You are still donned in your armor, but all of your possessions are scattered about your cell. Objects where were stored inside a bag or other container remain in storage, while other objects are loosely strewn about, requiring attention to gather and rearm yourself.


    Spoiler: Breaking Free
    Show

    The thick bars enclosing you into your 10-ft cell are still stout despite the time and decay which have weathered them. Locks can be picked, and hard blows struck; find any means of escape you are able and release yourself from your cell.




    Main Quest: The Fires of Willowbrook, Part 1
    Long ago the Auspex had spoken of the four years which had come and gone from behind the bars of their cages. It was impossible to know just how long it had been since then, but if there was any lesson to be had in all of it, it was that 'time was meaningless'. Strength had begun to return to them. The future was their own to command if they could just wrest it free from the dead-hands of the hell named 'Willowbrook'. That was what they had to keep telling themselves. They said it over and over again until it became truth, the only truth that mattered. It had to be that way, because if they allowed themselves to slip, they would be faced with the terror of another reality too horrible to defeat. Then the 'nothing' which loomed above them like the executioner's axe, would fall. Then they too would join it; and this time, there would be no return.
    Difficulty: Moderate | Status: On-going | Profit: Unknown | Time: 49 Minutes
    Primary Objective (1): Flee Sector 1B
    Primary Objective (2): Escape Willowbrook Sanitarium


    Side Quest: Restless, The Nightmare Below
    Lord Matik recounts his battle with a horrid and powerful creature, a horror known as the Ember Beast. Whatever the secrets of its power, it has transformed the knight into something inhuman and unnatural. Something sleeps far below the asylum, a terror steeped in blood and fire. Perhaps the secrets to the infernal warrior's own cursed disposition lay somewhere buried in the deep, or perhaps there was only death. Only one thing was certain; the creature was too dangerous to be allowed to live. It had to be stopped.
    Difficulty: Challenging | Status: On-going | Profit: Unknown | Time: Unknown
    Primary Objective: Defeat the Ember Beast





  9. - Top - End - #489
    Troll in the Playground
     
    Mornings's Avatar

    Join Date
    Nov 2014
    Location
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    Default Re: The Primeval Dark (IC)





    The Unsung King - Alicia Kelgore





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


    Alicia lifted her wand with a flourish that cut a ring of light into the air. The movement wasn't intentional, her body simply moved, almost out of habit. The light grayed and blackened and with a twist and spin of her arm she drew back the energy into the tip of her weapon, forming a black marble of dense matter that felt as if she were trying to lift a horse with a fishing-pole. Straining, she could feel the energy building, solidifying then... POP. Her arm had gone limp, numb of feeling and the marble fell to the ground shattering out from existence. The core of the veil had been constructed, but nothing had happened. It had simply remained at the top of her wand waiting for... something to happen; her arm failed first. It wasn't right, she was missing something. The movements were familiar, Stella knew that wasn't the proper way to do it. The Veil had to be assigned to something, a substance that would bind it and allow it to manifest. Such a thing should have existed in her wand too, not just a Servitor, but she couldn't remember how to tap into it. [Alicia | Spell Focus (Bleak Bastion) - (Slotless) Failed]

    A hot frustration bubbled up, drowning her in a fervor as she begun wildly casting. Once more in familiar fashion the edge of her wand cut a hole through space, revealing the countless threads of light running through the black expanse before her. With a violent grasp she ripped out a handful of the threads and begun to turn and twist them. With each motion, they became more difficult to understand; then the light shattered in her grasp. [Alicia | Spellweaving - Failure] [Weaving Exp: +25]

    Now she was entirely consumed by her futile efforts. It didn't matter anymore if she failed, it was about finding what worked. With three savage swatting blows she clove a triangle into the air, the first time a different shape had worked. The blue shining light from the other side was blinding. Reaching in, you pulled out a fistful of the lines of energy. They were heavy. Insanely heavy. The threads in the past had been weightless, but these were like iron bars in her hands. With strain, she attempted to twist them. Sweat rolled down her face and her hand cramped under the stress; the bundle of light budged slightly, then fell from her grasp. Her hand twitched from the strain of her efforts. [Alicia | Spellweaving - Failure] [Weaving Exp: +25]

    Dripping perspiration, she was breathing heavy from the many failed attempts. She hadn't noticed. Versa was gone. No where to be seen, but she wasn't alone. The girls laughter was accompanied by rounds of applause. Not from merely one pair of hands. One, two... three? Four... Five. The horrible things emerged from the mists ahead, clapping their massive clawed hands of metal and flesh. Each movement sprayed a shower of sparks from the long glass-like blades which extended from each of their fingers. Two women now sat atop the closest vehicle, the laughter clattering out through the street with an awful din was from the younger of the two. Her long hair was a surreal gray that shown with an unnatural shine, and her eyes were a dull crimson. Her face had a mean and unpleasant air that seemed to contrast her appearance and clothes. Two small blue ribbons sat placed on either side of her head, and a black studded leather choker sat on her neck. She wore a too-large sweater covered with some manner of cosmic cat accompanied by some works in Minkaian she couldn't read. Her long nails were painted black, while her pants, if she wore any, were too short to see from beneath the sweater. It was the oddest figure she had seen thus far, and she had seen quite a few. The other woman wore a simply dress in all black, accompanied by a small funeral veil attached to the modest cap sitting upon her head. It obscured her face giving her an air of mystery.

    "That was amazing! I've never seen a Witch that couldn't weave magic before. How does a reject like that make out as far as the outlands?" The young girls voice had an annoying raucous tone to it that made her sound more like a young boy. The other woman swatted her in the back of the head. "Mind your manners. I'm sure she has her reasons." The young girl snorted in retort, she didn't say it, but the look on her face spoke volumes of what she thought on the matter. Pulling herself up from her seat, she pointed across the street at Alicia and tried to use a less crass sounding tone... Screaming. "HEY! IDIOT! THE WAND! USE YOUR SPELL'S FOCUS ON YOUR WAND FIRST!" The young girl crossed her arms with a smug looking grin on her face. "This sheit is great." The woman slapped her in the rear, hard. "Watch your language!" The girl yelped, "OW, sheit!" The woman beat her again, connecting with a blow hard enough to make the girls knees buckle. [Optional: Wand Activation (Full Round Action) - Spell Focus]



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


    Spoiler: Rewards | EXP
    Show


    Associated Skill: Spellweaving


    ֍ Stella XP +600 (158,300xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Discovery Influence Gained
    ⯎ Travel Influence Gained
    ⯎ Wisdom Influence Gained
    ⯎ Occult Influence Gained
    ⯎ Outlands +200 (158,500xp)

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

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

    Alicia HP: 8 (13) / 22
    Focus: 27/28
    Mana: 1/10
    Reputation: 25
    Memory: 3
    Spite: 1
    Honor: 311
    SV. Exp: 2 (Severance)
    Weave Exp: 175


    Spoiler: Cards
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    Spoiler: Nelrin'Fel, The Exiled Son
    Show


    Name: Nelrin'Fel, The Exiled Son
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: -
    Value: 0
    Cost: Other
    Activation: Standard
    Duration: Limited
    Fate: Soul
    Grade: Gold
    Detail: Once he was the destroyer. Once he was the savior. Once he was the teller of lies. Once he was the teller of truth. He was the exiled son. He had saved the multiverse twice the mount of times he had destroyed it, and been cursed three times more than he deserved. He had been made to live as an animal, and a devil, and been cast out from his home. Yet, despite all his shortcomings and faults, it was he who had risen above it all. Risen above the Houses. Risen above the Three Worlds and escaped the Garden. An accomplishment which no Child born beneath the Mothers had even done, but he had learned quickly that the world was a large place, and he himself amounted to nothing. Yet, he was not discouraged, for he had always been less than nothing. A blight, a curse. His sisters hated him, his House loathed him, and his Mother enjoyed watching him suffer and struggle. He had returned for his brothers, to leave with them and make their own way. He cared nothing for the threefold universe nor the lives of the insignificant insects which inhabited it. He had killed them all before, and he would do it again it if would aid his cause. He didn't want to be perfect. He wanted to be free.

    ✥ [Greater] Manifestation: Summon's the shadow of the Exiled Son at no cost. Nelrin'Fel will demand his own price, and if satisfied may assist the Witch, or Spite her. Regardless of the result the card is not expended upon use and returns to the bottom of the deck afterwards.
    ✥ [Potential] The Exiled Son (Passive): Any of Nelrin'Fel's Passive Potentials may be activated at his discretion when summoned. These abilities may be activated and disabled as a free action even while not his turn. The focus point cost of all the Witch's spells and cards is reduced by 4 (minimum 1). There is a 10% chance a spell or card successfully cast is activated again at no cost.
    ✥ [Potential] Earthbound Immortal (Passive): The first successful attack of each round effecting the Witch is negated, as long as the damage which would be sustained is less than 10 times her arcane aptitude.
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    Spoiler: The Soul Eater's Crucible
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    Name: The Soul Eater's Crucible
    Potential: ✦✦⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: 28
    Activation: Standard
    Duration: Other
    Fate: Support
    Grade: Silver
    Detail: A device forged in the Third World. It was a tomb. A prison. A gravestone for those who would not be allowed the grace of death. Within it the native fate of a soul would be bound to assume their place, then they would be cast into the Inverse. Forever sealed within that reflected world. That which remained was a horrid farce of those who had once been. In the hands of once who knew how to wield it, it could prove to be a powerful engine of arcane might. Those who originally fashion it, created the device with the intent of manufacturing faux universes and converting the life-energy into power to fuel their most abominable spells. Now, it was simply a ring, seemingly devoid of purpose.

    ✥ [Lesser] Soul Burial: As a standard action, Force one spirit within 40ft to attempt a Spell Focus check equal to 20 + the Witch's arcane aptitude. Upon failure the soul is sealed inside the Soul Eater's Crucible. The ring possesses no maximum capacity.
    ✥ [Potential] Create Life: As a full round action, create 1d100 lives within the Soul Eater's Crucible. These may be animals, humanoids, or any intelligent or non-intelligent life randomly determined by the ring. The card is not expended upon use of this ability and returns to the bottom of the deck.
    ✥ [Potential] Consume Life I: By consuming 10d100 lives within the ring the wielder grants herself a permanent +1 bonus to one ability score. This requires 24 hours of uninterrupted concentration.
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    Spoiler: The Master of the Conclave
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    Name: The Master of the Conclave, Professor Gerald P. Faust
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: Other
    Activation: Standard
    Duration: Other
    Fate: Soul
    Grade: Silver
    Detail: In his early years, his eccentric and often madly delivered conclusions made many believe him without a shred of sanity. His theories far outpaced the current understandings of The Great Beyond and the cosmic forces which magic manipulated. Many years ago, his studies outlined the intricate functions of Psychic Magic and principles of Vanician design which had yet to become common knowledge during the publication of his ground-breaking book; 'The Anatomy of Magic'. Professor Faust was the pioneer of modern magic as it existed today on Golarion, and was thought to be the herald of a new era with the emergence of Offworlders and other far-flung worlds beyond. However, the man vanished after an experiment, leaving behind only books upon the studies he had previously pursued.

    ✥ [Lesser] Consult the Master: As a standard action, the Witch may pose a single question to Professor Faust, to which he might reply. Regardless of the result, the Witch spends 15 points of focus. There is a 50% chance the card is not expended upon use of this ability and returned to the bottom of the deck.
    ✥ [Greater] Fabricate Key: As a full round action, the Witch may randomly generate a Calamity Key in their current world. This ability costs 30 focus points.
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    Spoiler: Night For Day - Unidentified
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    Spoiler: Tagar, Who Waits - Unidentified
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    Spoiler: The Reflected Alter
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    Praying at the alter requires a Spell Focus check and 1d8 hours of uninterrupted meditation to establish a connection with the herald. Alicia receives no way of judging the success or failure of her attempt. Cumulative penalties are applies for very 4 hours of meditation taken from loosing focus over a prologed period of time. These penalties stack with conditions accrued from other sources such as starvation or dehydration.


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


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


    B'Bhai Duucald: Channel Severance (Imbue Darkness)

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



    Spell Training I: Stability

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

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


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


    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
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    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
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    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; 2019-04-04 at 12:43 AM.

  10. - Top - End - #490
    Bugbear in the Playground
     
    forg99rules's Avatar

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    Default Re: The Primeval Dark (IC)




    She hadn't thought that she could have gotten more annoyed and yet now all of the things she was trying to do kept failing her. First it was the ward she tried to create and then both of her spellweaves had failed to cast. Looking around she sighed as it became apparent to her that Versa was gone, she hadn't noticed when the woman left her and now she was annoyed that she had been left behind. Wiping the sweat from her brow she felt a chill run up her spine as the laughter started up. The two woman who appeared from the mist confused her a bit, were they the Vald or were they perhaps the outlanders that were trying to gain control of the tunnel. As she listened to the two she couldn't help but hate that the one was making fun of her for having failed at using her magic. Though the woman seemed to be giving her a directions at what she needed to do next she still hated that woman. Figuring that since they hadn't attacked her yet that it was best to try and follow the directions she tried to activate her wand by using her spell focus on it. She kept an eye on the three figures in the road and hoped that whatever was keeping them from charging her would continue to do so.

    Spoiler: OOC
    Show


    Activating wand (Spell Focus): (1d20+25)[42]


  11. - Top - End - #491
    Ogre in the Playground
     
    Chromascope3D's Avatar

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    Default Re: The Primeval Dark (IC)

    Kazik
    The Hanging Men


    One stone after another, her forced himself up. Well, at least he hadn't lost his skills, though this bag wasn't making things any easier. To think of all the things he had packed in there just in case, all those years ago, unable to access them now when he needed them most. It was one of life's delicious ironies, as is usually the case. He looked up to find his next handhold, and was, caught off guard. Was that a chair sticking out of the wall? After what he had just witnessed he should not have been as startled as he was, but startled he was all the same. Any port in a storm crept into his mind as he hoisted himself up onto the chair's back. He supposed it made a good enough platform for him to collect his bearings, though he didn't trust that it wouldn't give way under his weight. Yes, he should not get too comfortable, he realized, most especially since his ears reminded him of the rising danger, of the passage disgorging its contents with ever more fervor.

    He looked down at the stragglers. Unfortunate for them. Perhaps, but perhaps he also owed them for his escape. Sentimentality will only get you killed, and then you'll both be dead. Also possible, but fair is fair. This doesn't mean they'll accept you. The man didn't have an answer for that, but began rooting through his bag all the same. Seems like everything was soaked, though perhaps anything that could've been ruined by the water probably already rotted in his captivity, so he pushed it out of his mind. He felt a prong, and tugged on it. Yes here it was, even if he couldn't help those men down there, it would certainly be faster than free climbing. Those were his thoughts anyway, as he pulled out the grappling hook, as well as as much length of rope as he could. The man began swinging the hook to build up force as he looked for a target, when everything went black. Oh, that's no good. Someone shouted something about Light Eaters, that certainly didn't sound good at all. That same voice had been yelling something about finding an exit; well, both spotting an exit and an anchor for his hook were going to be much harder now, but he'd already taken the time to get it out. Ah well, might as well try it, he thought to himself as he sent the hook flying skyward.

    Hope we don't hit anyone.

    Spoiler: OOC
    Show
    Importing the attack roll from the OOC, targeting D10:
    (1d20+9)[15] - 4 = 11
    And then rolling for miss chance; since it's 50% then I guess anything below 50 will miss?
    (1d100)[52]

    And I guess I'll also try and ID these dudes since everyone else is doing it. Hope Religion/History can work cuz they're what I got. :p
    (1d20+4)[15] Religion
    (1d20+3)[16] History

    And then also perception to look for an exit, I guess :D
    (1d20+10)[29] Perception

    Sig by Mornings
    My Art!

  12. - Top - End - #492
    Ettin in the Playground
     
    Triskavanski's Avatar

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    Default Re: The Primeval Dark (IC)



    Faux Paw was making some pretty good time as he climbed up the wall. So much so he had a moment to look around to see who was struggling a little more than he was. "Light eaters?" he calls out, getting ready to try and make at least a little assistances towards the one person who was the deepest down in the water. But alas the lights went dark as they were sucked away. Giving a slight grumble to himself as the world seemed to keep increasing the odds against him. "Remember! Fortune favors the bold."

    Spoiler: OOC
    Show

    Lets make some rollies.

    Climb check 1 (1d20+5)[24] vs 10
    Climb check 2 (1d20+5)[8] vs 13
    Extra Effort
    Climb Check 1 (1d20+5)[20] vs 10
    Climb check 2 (1d20+5)[9] vs 13

    Swift Action: Turning on Aura to add cha bonus to all INT rolls. Stuff is already broken, might as well take a chance and leave things up to Lady Luck. Those within 15 feet of me also get the bonus if they're an ally. +5
    Knowledge: Planes vs Light Eaters (1d20+12)[16]
    Knowledge: Arcana vs Light Eathers (1d20+12)[15]
    Knowledge: Local vs Light Eaters (1d20+12)[20]
    Spellcraft vs Light Eaters (1d20+13)[26]
    Perception (1d20+17)[21]



    From OOC Room
    We have been informed that isn't how it happened.
    Reflex save: (1d20+10)[14]

    Looking for that emergcy +1 I forgot somewhere

    Acrobat slippers
    In addition, the wearer gains a +2 competence bonus to CMD against trip maneuvers and on Reflex saves to avoid falling (including falling prone).


    Last edited by Triskavanski; 2019-04-04 at 09:50 PM.
    Animated Spellcards from the Deck of Many Things
    A game I found interesting Aegis: Innocence

  13. - Top - End - #493
    Bugbear in the Playground
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    Default Re: The Primeval Dark (IC)

    Walt Kincaid
    The Hanging Men


    Hand over hand, methodically, carefully, Walt Kincaid pulls himself up. It's the only way to do it without risking a catastrophic fumble, a too-hasty grip on the slick walls sending him tumbling into the water below.

    Except that isn't a problem, because the water isn't below him: it is, impossibly, keeping pace with his desperate climb, slowly welling up from his thighs to his waist even as he hauls himself up another body length. For gods' sake, aren't there any windows to this damned building? What could have possessed them to build Willowbrook like a godsdamn diving bell, waterproof when standing on its side? And to abandon the place to what must have been years of corruption with potentially useful Scorned agents still inside-

    For a moment, he actually thinks about that question, and abstractly, he is aware that the half-formed hints of answers he's coming up with ought to scare him very badly. But somehow, he can't seem to summon up any emotion but sheer, incandescent rage, building and building until he wants to murder the world-

    There's something wrong with his arm.

    The proportions of the thing are distorted, foreshortened and thickened and cabled with gratuitous, asymmetric, almost tumorous muscle. Veins stand out like engorged hoses, feeding blood into the grotesquely expanded limb that darkens it to a dull red. Walt can feel his pulse hammering, his mind racing, barely able to pry his attention from all-consuming homicidal rage.

    What is this? Is this the 'gift' the Scorned procedure granted me? I can barely think...

    Walt reaches up for his next handhold- and nearly tears it out of the wall with his newly enhanced grip strength.

    ...but all I really need to do is climb.

    He pulls himself up once, then twice- notes how much easier it's gotten. A tiny flicker of hope begins to filter through the fury...

    ...and then the lights go out, and as the scuttling of the light-eaters slowly begins to approach him, a part of Walt wonders if their situation is even survivable in principle.

    He keeps climbing anyway.

    Spoiler: OOC
    Show
    Spending 1 pp and a swift action to activate my 7th-level Scorned ability, Combat Surge, gaining a +4 enhancement bonus to Strength and +2 to Constitution for one round. Activating my 8th-level Scorned ability, Mutate, to get a +4 alchemical bonus to Strength, a +2 bonus to natural armor, and a -2 penalty to Intelligence for 80 minutes.

    My Climb modifier is now +9. Making three Climb checks, Extra Efforting to make three more.


    Climb 1: (1d20+9)[19]
    Climb 2: (1d20+7)[8]
    Climb 3: (1d20+5)[22]

    Climb 4: (1d20+9)[12]
    Climb 5: (1d20+7)[10]
    Climb 6: (1d20+5)[10]

    (EDIT: Whoops. That's an increase of 3 to the DC for each successive Climb check, not a -2 penalty to the roll for each successive check. So they should all be at +9, for 19, 10, 26, 12, 12, 14- vs. DC 10, 13, 16, 10, 13, 16. So three successes and no failures by more than 5, for 15' climbed.)

    Perception check to listen for approaching Light-Eaters: (1d20+10)[28]

    Nonlethal damage taken: 9
    10/11 PP
    Last edited by Toptomcat; 2019-04-04 at 10:14 PM.

  14. - Top - End - #494
    Ogre in the Playground
     
    Deadguy's Avatar

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    Default Re: The Primeval Dark (IC)


    Regina
    Abominable Queen



    "What did I just crunch?" Regina looked down as she lowered the body. From what Iman was saying, she definitely wouldn't be bringing the poor girl with her on this trip. She glanced toward the shambling staff and then the young man. She would much rather have the massive flaming knight standing between her and them, but beggars could not be choosers.

    A certain aptitude. The false noblewoman wondered if it was something that occurred naturally, or a product of her union with her sister's energy signature. "Black to red." Regina spoke the instructions back to calm her nerves and focus her mind.


    Spoiler: OOC
    Show

    Knowledge (Engineering) vs broken dice (1d20+12)[27]
    Knowledge (Planes) vs controlled aspect (1d20+15)[27]
    Sense Motive vs Mirkys defending her (1d20+14)[21]

    Controlled Aspect dc 20 (1d20+10)[19]

  15. - Top - End - #495
    Alchemist in the Playground Moderator
     
    flat_footed's Avatar

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    Default Re: The Primeval Dark (IC)


    Miryks glanced sidelong at the woman walking with him. She seemed to have inherited her uncle's sense of wanton honor, by the looks of the living corpse slung across her shoulder. But... perhaps not. There was a familiar gleam in those blue eyes that bespoke more than just animal intelligence. She had earned her freedom, the same as he, after all. It appeared as though Iman had taken... not a liking, but a passing acceptance of her. CRUNCH. Though she could at least try to look where she stepped!

    The talk of tainted regions, shifts and collapses drop into the back of his mind as the pair of undead appeared suddenly. Iman seemed busy instructing the girl on something, but he believed the man that both fates were tied to whatever he was instructing her to do. Iman's barked order to defend them brought a slow smile to Miryks as he drew his weapon. He hadn't needed to demand Miryks bring his blade to bear. It had been far too long since this world had seen the artistry of his strokes, after all.

    Spoiler: OOC
    Show
    I don't recall anything changing my movement speed from my reclaimed 10ft, so I'll have to play it slow for now.
    Move Action: Move to B4 and draw Short Sword.
    Standard Action: Ready an attack against the first enemy that comes within reach.
    Attack - (1d20+9)[22]
    Slashing Damage - (1d6+6)[9]

    Perception - (1d20+14)[25] Looking past the pair to the expanse where they emerged from.
    Appraise - (1d20+8)[16] Looking over Machari's items.
    Sense Motive - (1d20+12)[30] Looking into why Regina is saving Machari, be it for use later or to save the girl.
    Knowledge: Local - (1d20+5)[25] Try to recall if the faces match this part of the Sanitarium, or if they were staff for a different section.
    Survival - (1d20+12)[29] Trying to see if the ichor seems to be damaging or hazardous in its own right.
    Last edited by flat_footed; 2019-04-04 at 08:50 PM.
    Quote Originally Posted by Peelee
    I vote we purge flat_footed.
    Spoiler: Quotes
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    Quote Originally Posted by Kish View Post
    flat_footed, you saved London, you know.
    Quote Originally Posted by Xihirli
    Yeah Flat_footed is such a killjoy. Let's take turns talking bad about him, he'll never read this.
    Quote Originally Posted by Murska View Post
    I didn't kill anyone, except I guess I killed everyone
    Quote Originally Posted by Batcathat View Post
    flat_footed

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  16. - Top - End - #496
    Troll in the Playground
     
    Mornings's Avatar

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    Default Re: The Primeval Dark (IC)





    The Unsung King - Alicia Kelgore





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


    With a mental gestured Alicia channeled her energy into her weapon. The energy ignited in her hand with a black burst of energy that sent everything about her away, as if repulsed by a sphere of dim crushing force. It was almost too much to control, but her hand remained firm around the instrument's haft. It glowed and vibrated in her hand, humming with a black aura of vicious power. "So you finally managed to muster the strength to activate it, hm? That's a good start." Stella could hear Tenebris' voice echoing in her mind. It was as if the tool had sprung to life. "Remember that every wand is different, and the effort required to attune and activate the weapon will vary. Fortunately you do not need to attune to your own wand, but if you were to purchase another, you would. This enables you to utilize it correctly, though you can still activate it just the same. Every wand possesses unique base features, but all wands enable you to curb the difficulty of your Weaves to some degree. The better the wand, the lower the tax. Very cheap wands will drain more than most Witches possess just to manage simple magic. Now focus, you should be able to visualize me now." [Alicia | Wand Activation - Success]

    Closing her eyes, information tumbled into her mind. It was an immensely powerful weapon, containing a vast sea of energy capable of fueling its own magic. It could fly, and even teleport itself at will. Stella felt her stomach sink as the incantation of the Blackened Work filled her mind. She had been ignorant of the spellwork sown into the wand, and it explained how she had almost killed herself during her previous battle. The wand possessed an immense affinity for Severance, literally quadrupling the effect of such magic, and by extension, the damage she suffered from it. She could only be glad she hadn't attempted to Blacken a larger spell and had settled for a cantrip. That cantrip had blowout half of the underground facility, she could only imagine what a standard spell would have done, but she would have likely died from the strain such a cast would have had on her body. The incantation of the Blackened Spellweave wasn't that much different. It was an incredibly dangerous and deadly gambit that could deliver untold destruction, but perhaps kill herself in the process. It was only one part of a much larger spell, but without the other pieces, it was a suicidal effort.

    The names of the various 'holes' in her consciousness begun to take form. These empty spaces... They were Veil Slots, suspended and isolated spheres of suspended fates and consciousness defined for a specific purpose and allowed a Veil to be manifest. There was Re'D'Quellrin. A general slot which could be used for anything, but favored defensive Veils; bolstering the defense capabilities of the Veil and even being capable of shaping it into a new more powerful form. Of course, Stella remembered that forced Veilshaping, while creating a new Veil spontaneously, didn't manufacture a permanent construct. The new Veil only existed for as long as it remained assigned to its Veilshaping Slot. Once a new form was known however, the Veilwitch could attempt to reform it again, either with the same slot and her spell's focus, or by creating a permanent force conventionally via Veilweaving. The Anustalek'D'Arla, was a Force Slot. Or, a Slot intended to create magical temporary events using a Veil. Not all Veils persisted indefinitely, they could also be used to create effects similar to spells. Force Slots could be used for any kind of Veil, but they were significantly weakened to the point of being feeble, and imparted no benefits to Veils of another type, though they still imparted their drawbacks, if they possessed any; which this one did. Imparting a weakness was a great way to strengthen the features of a Veil which were desirable, unfortunately this particular drawback reduced effects to end near-instantaneously, making almost every other type of Veil somewhat useless. It was a necessary trade, after all there were only nine levels of power achievable for any created Slot, and somehow, someway, Tenebris had managed to find a way to create three such perfect slots one the same weapon. An impossible feat by the standards of the Second World as it existed today. The power afforded by that trade allowed her a power unfathomable in normal magic. Now Stella understood how she had destroyed Duvan. It had been with this very slot, the Anustalek'D'Arla. The modifications to range and power and the spell shape allied to it, enabled her to create magic which could level multiple cities simultaneously, perhaps even an entire country if she possessed a powerful enough base Veil form. It was a nightmarish warhead of magic that made the Un'Klasta look like a wizard's attempt at a burning hands' spell.

    After sorting through so much magic, she could only feel that perhaps the mode of how Tenebris had ever achieved such might would be lost forever. That is, until she came upon the final Veil Slot; the Ol'vel D'L'ilha. It was the name of Lady Black's sword, or rather, her staff while in it's sword form. Most legendary wands possessed a physical Veil shape, and with this Slot, the Aolthor Tenebris did as well. It was a sword of some type, but viewing the incantations frightened her. It possessed ninth-tier Blackening, supposedly the same as Lady Black. A power she couldn't begin to comprehend or appreciate. Only one thing was clear, wielding such a weapon as she was now would end her utterly. Stella couldn't even remember being capable of utilizing this last Slot of the wand in her previous life, but in truth there was a large sum of things she couldn't recall. Tenebris had been known to obliterate her worthy foes with her blade, but that had not been her primary weapon. Now she understood why, it wasn't just the burden, but this wasn't the wand's true form. The Haal'Udalva, the so-called 'Glaive Grim', was Tenebris' preferred and most notable weapon. A bladed polearm and a staff, rolled into one. It was in its weakest form now, but it was still a considerably powerful weapon. She would need to rebuild it back to it's complete form. "Look at that, she actually did it! Maybe she is a Witch after all." The woman in black shook her head, Alicia could almost feel the shrouded woman's eye roll from behind the veil. "...Why would she not be a Witch? A novice, perhaps, but that does not change one's race." The young girl shrugged leasuirly "I dunno, just on account of how pitiful she is." The woman in black beat the girl again making her crumble to her knees with a stout slap to her rear. "Manners!"


    "...And who is this Ros'wussrun scum? You shouldn't idle with their kind, darling. Others might think you're one of them."

    Spoiler: Aolthor Tenebris: Activated Features
    Show


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





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


    Spoiler: Rewards | EXP
    Show


    Associated Skill: Spellweaving


    ֍ Stella XP +700 (159,200xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Discovery Influence Gained
    ⯎ Travel Influence Gained
    ⯎ Wisdom Influence Gained
    ⯎ Occult Influence Gained
    ⯎ Veil Influence Gained
    ⯎ Evil Influence Gained
    ⯎ Blackened +300 (159,500xp)
    ⯎ Veilshaping +200 (159,700xp)
    ⯎ Ol'vel D'L'ilha +500 (160,200xp)
    ⯎ Haal'Udalva +400 (160,400xp)

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

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

    Alicia HP: 8 (13) / 22
    Focus: 27/28
    Mana: 1/10
    Reputation: 25
    Memory: 3
    Spite: 1
    Honor: 311
    SV. Exp: 2 (Severance)
    Weave Exp: 175


    Spoiler: Cards
    Show


    Spoiler: Nelrin'Fel, The Exiled Son
    Show


    Name: Nelrin'Fel, The Exiled Son
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: -
    Value: 0
    Cost: Other
    Activation: Standard
    Duration: Limited
    Fate: Soul
    Grade: Gold
    Detail: Once he was the destroyer. Once he was the savior. Once he was the teller of lies. Once he was the teller of truth. He was the exiled son. He had saved the multiverse twice the mount of times he had destroyed it, and been cursed three times more than he deserved. He had been made to live as an animal, and a devil, and been cast out from his home. Yet, despite all his shortcomings and faults, it was he who had risen above it all. Risen above the Houses. Risen above the Three Worlds and escaped the Garden. An accomplishment which no Child born beneath the Mothers had even done, but he had learned quickly that the world was a large place, and he himself amounted to nothing. Yet, he was not discouraged, for he had always been less than nothing. A blight, a curse. His sisters hated him, his House loathed him, and his Mother enjoyed watching him suffer and struggle. He had returned for his brothers, to leave with them and make their own way. He cared nothing for the threefold universe nor the lives of the insignificant insects which inhabited it. He had killed them all before, and he would do it again it if would aid his cause. He didn't want to be perfect. He wanted to be free.

    ✥ [Greater] Manifestation: Summon's the shadow of the Exiled Son at no cost. Nelrin'Fel will demand his own price, and if satisfied may assist the Witch, or Spite her. Regardless of the result the card is not expended upon use and returns to the bottom of the deck afterwards.
    ✥ [Potential] The Exiled Son (Passive): Any of Nelrin'Fel's Passive Potentials may be activated at his discretion when summoned. These abilities may be activated and disabled as a free action even while not his turn. The focus point cost of all the Witch's spells and cards is reduced by 4 (minimum 1). There is a 10% chance a spell or card successfully cast is activated again at no cost.
    ✥ [Potential] Earthbound Immortal (Passive): The first successful attack of each round effecting the Witch is negated, as long as the damage which would be sustained is less than 10 times her arcane aptitude.
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    Spoiler: The Soul Eater's Crucible
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    Name: The Soul Eater's Crucible
    Potential: ✦✦⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: 28
    Activation: Standard
    Duration: Other
    Fate: Support
    Grade: Silver
    Detail: A device forged in the Third World. It was a tomb. A prison. A gravestone for those who would not be allowed the grace of death. Within it the native fate of a soul would be bound to assume their place, then they would be cast into the Inverse. Forever sealed within that reflected world. That which remained was a horrid farce of those who had once been. In the hands of once who knew how to wield it, it could prove to be a powerful engine of arcane might. Those who originally fashion it, created the device with the intent of manufacturing faux universes and converting the life-energy into power to fuel their most abominable spells. Now, it was simply a ring, seemingly devoid of purpose.

    ✥ [Lesser] Soul Burial: As a standard action, Force one spirit within 40ft to attempt a Spell Focus check equal to 20 + the Witch's arcane aptitude. Upon failure the soul is sealed inside the Soul Eater's Crucible. The ring possesses no maximum capacity.
    ✥ [Potential] Create Life: As a full round action, create 1d100 lives within the Soul Eater's Crucible. These may be animals, humanoids, or any intelligent or non-intelligent life randomly determined by the ring. The card is not expended upon use of this ability and returns to the bottom of the deck.
    ✥ [Potential] Consume Life I: By consuming 10d100 lives within the ring the wielder grants herself a permanent +1 bonus to one ability score. This requires 24 hours of uninterrupted concentration.
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    Spoiler: The Master of the Conclave
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    Name: The Master of the Conclave, Professor Gerald P. Faust
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: Other
    Activation: Standard
    Duration: Other
    Fate: Soul
    Grade: Silver
    Detail: In his early years, his eccentric and often madly delivered conclusions made many believe him without a shred of sanity. His theories far outpaced the current understandings of The Great Beyond and the cosmic forces which magic manipulated. Many years ago, his studies outlined the intricate functions of Psychic Magic and principles of Vanician design which had yet to become common knowledge during the publication of his ground-breaking book; 'The Anatomy of Magic'. Professor Faust was the pioneer of modern magic as it existed today on Golarion, and was thought to be the herald of a new era with the emergence of Offworlders and other far-flung worlds beyond. However, the man vanished after an experiment, leaving behind only books upon the studies he had previously pursued.

    ✥ [Lesser] Consult the Master: As a standard action, the Witch may pose a single question to Professor Faust, to which he might reply. Regardless of the result, the Witch spends 15 points of focus. There is a 50% chance the card is not expended upon use of this ability and returned to the bottom of the deck.
    ✥ [Greater] Fabricate Key: As a full round action, the Witch may randomly generate a Calamity Key in their current world. This ability costs 30 focus points.
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    Spoiler: Night For Day - Unidentified
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    Spoiler: Tagar, Who Waits - Unidentified
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    Spoiler: The Reflected Alter
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    Praying at the alter requires a Spell Focus check and 1d8 hours of uninterrupted meditation to establish a connection with the herald. Alicia receives no way of judging the success or failure of her attempt. Cumulative penalties are applies for very 4 hours of meditation taken from loosing focus over a prologed period of time. These penalties stack with conditions accrued from other sources such as starvation or dehydration.


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


    B'Bhai Duucald: Channel Severance (Imbue Darkness)

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



    Spell Training I: Stability

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

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


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


    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
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    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 - #497
    Troll in the Playground
     
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    Default Re: The Primeval Dark (IC)










    There was a still and tense silence that choked the air next to the ambiance of a rushing waterfall. It like a calm before all hell was unleashed. They couldn't hear anything save for the sounds of their own labored breath and the waters rising below, but they knew those creatures were out there. Somewhere. Lurking. It was as if some faceless man stood with a gun behind them, just out of their vision. The worst possible way to be caught by such a cruel and vicious creature. They'd all seen what happened when a thing like that got a hold of you. Breathing harder. [Group 1 | Perception - Failed]

    They called them 'Lurks' back in his day. Of course, it had been years since Erik had worked in the field. He'd never seen one in real life before, very few had. After all, they made it a point not to be seen. However, he'd seen sketches, and they weren't that far off. Like a nightmarish drawing from some tormented child's picture-book come to life. Rumors said they ate spells, rumors said they couldn't die. Of course, rumors said a lot of things. Lurks weren't an uncommon creature, and they didn't attack everyone and anything, but so elusive a creature held many secrets. Yet in all the uncertainty, only one thing was certain. There were too many of the bastards... Someone wasn't going home. [Erik | Knowledge - Partial]

    It had only been for an instant, like shadows cast across the walls from a flash of light in a dark room... but he'd seen them. Crawling, vanishing into the darkness like shadows dissolving into the black. Light Eaters. Kazik had heard tales of the horrors before. A priest once said that the creatures were terrors spawned out into the bowels of the world, to kill the followers and faithful of the gods. By his account of things, a single touch of the unhallowed could sever one's very connection to the divine and plunge men into the pit of despair... forever. Of course, men said mad things when they were going to die. He vowed that godless shadow would come for him as well, in time. He had doubted it. After all while the beasts were supposedly 'common' though unseen, they rarely or never ventured outside of their tainted homes... That had been before. Now it was impossible to be certain, perhaps the Pharasimin-fool had been on to something. If nothing else, his god knew death. How many curses had been spat at him from pious men? Surely if every one of them held some world-shaping power, he'd have been struck down by now. No. Curses were the work of witches and madmen, this was something else. Predators, circling their prey... but who would it be? He hadn't a mind to sit around and find out. With a practiced gesture he retrieved his grapple and set the pronged-metal hook into a one-handed spin. The whirling whistle of the tool's motion sounded about him, but they were past the point of caution now. He loosed the thing with a stout throw. He could hear it pass further away until, CLINK. He'd connected, he couldn't tell through the dark if it had gone where he'd intended, but it sounded a near-perfect distance. [Kazik | Knowledge - Partial]

    Faux felt his hand slip from the slick surface of the large table he attempted to mount. For a brief moment moment he could feel himself caught in a tumbling fall off into the darkness, like a void rising up to swallow him whole. His hand snapped out sharply, grasping the edge of a chair as he dangled dangerously over the pit below. With careful movements, he pulled himself back up. His heart was hammering like a drum in his chest, this twisted world wasn't the only thing out to kill them, now there were Light Eaters... Their prospects of survival were diminishing with each passing second. Light Eaters. He wasn't a stranger to gathering intelligence, and he'd heard such wildly varying things regarding the creatures it was difficult to know which were true. Within the Club there was a general consensus that the beats devoured magic and were similarly immune to it all the same. Others mercenaries and Harriers spoke different accounts, claiming the creatures feasted upon the blood of the living and that one touch could drain a man of his lifeblood. Of course none of them had actually seen one. Though it was only for a fraction of a second, he'd at least done that much. At this point, that made him the expert. There was only one thing which was mutually agreed upon by everyone of any walk of life, they were intelligent, and they were deadly. [Faux | Knowledge - Partial]

    Walt hauled himself out of the water with newfound strength and savagery. He could feel the stones shatter beneath his hands as he pulled himself up, almost without the use of his feet. Then the fury diminished and his blood ran cold in realization as the last lights died and the shadows danced. He'd seen them. It was just a second, but he'd seen them. This wasn't the first time he'd encountered a Light Eater. It was near-impossible to get one of the things outside its element, but catch it in an open field... or a forest, and the beasts weren't such a threat. But here, submerged in their damp and drowned domain. They didn't need to be invulnerable. Crofte was right, they were fawked. His eyes could barely make out the shapes of his compatriots. He took a heavy breath. They couldn't all make it out, that wasn't a possibility anymore. Not with these things preying upon them while they struggled to climb out of this well. The beasts were careful, cunning and precise. He didn't know what all they could or couldn't do, but he knew how they thought. They'd test them first... Look for the softest prey, then they would descend like a swarm. They'd strike together. He held his breath. It was the one thought they all had but didn't understand. Who would it be?

    He didn't have long to wait for that answer. The simple lizard-brained reflex, his body twitched slightly to the lift as something darted by with blinding speed. The shadowy strike whirled by too fast to see, but it glanced off his massive bulging arm. He didn't feel any pain, it simply dissolved the flesh running down the top of his forearm with an effortless power. It was like some manner of magical acid. The bloody train running down Walts arm was the best he could hope for. He'd been tested, and he passed. The bastards would think twice about coming at him again. The wound ached but didn't impede him, a scratch. Most men weren't lucky enough to walk away with just that, but he wasn't most men.

    "They're coming.... THEY'RE COMING!" No sooner did Crofte's voice ring out over the roar of the water that hissing gargling cries echoed out from all around them. They were surrounded. A blade of shadow hammer through Faux's shoulder, piercing through him, the table and the stone of the wall with crushing force. It wasn't the wound that pained him, but something else. Like claws of decay, his flesh curdled and rotted around the wound. Even the fabric of his clothes that had been touched begun to gray and crumble as if aging rapidly, until reduced to dust. The veins of his blood begun to darkened, twist and pulse, he could feel his body lurch as he gagged and coughed up some black flem-like bile. His world was beginning to rock, as spurts of blood sprayed from his wound like some arterial laceration. It took every effort just to power through the numbing haze and maintain his grasp to the furniture mounted to the wall.

    The first blow missed him completely, hammering into the wall beside him. It was a massive stake of blackened glass, he'd never seen anything like it before. Turning, he could feel his eyes go wide as for a fraction of a second, he could feel the beast leaping through the air out in the darkness. He threw himself to the right. A lance of glass ate though the top of his left pauldron as if it were made of wax rather than steel. Then another, piercing through his plate cuisse, his thigh and into the wall, nailing him into its surface until the shadowy material dissolved into nothingness. His leg spasmed and twitched, he could feel something surging through his blood. The massive hole in his leg spewed blood out of him at an alarming rate, he felt his world hit with a hammer and rock from the rapid rate of his hemorrhaging. His neck ran taught, then he lurched, vomiting forth a black spew of ichor through the breathing eyelets of his helm. A bile that seemed far too familiar to the corruption quickly swelling below... It didn't hurt... but he felt, cold.

    PING. The familiar sound of something breaking. A sudden explosion of flaming light filled the chamber like the eruption of a fireball. For a moment the beasts all became visible, peached at odd angles, as if they were some weightless horrors. Massive blades of glass extended from their lithe twisted arms, circling in upon the crippled knight. Hissing in surprise, they scattered into clouds of dust, as if shattered by some powerful magic. From the explosion of flame a massive burning creature fell. A dim light filtered through, and a knight stood atop a suspended table through clouds of smoke and ash. Like an elemental trapped within a metal shell, he was a living flame donned in thick plate armor. "MATIK!? WHERE'S THE JUNCTION!? CAN YOU TAKE ME BACK!? THE FLOOD'S COMING!" PING. The cracking sound echoed even louder, "There is none! I've seconds, I can't take you! Iman says me niece can stop it, now climb!" The flaming knight's voice howled out louder than the waves, and he didn't even need to scream it. A deafening shattering sound filled their ears as the world distorted and twisted everything around them. "COLLAPSE!" Kazik could see it now, directly above; the door, the exit. [Kazik | Perception - Success]

    The world exploded above them, like fragments of reality being crushed by some weight overhead. The visual compression of existence within that small space was evident, then it broke. From the fractures racing across their perceived existence, translucent shades rained down from above and a horde of twisted nightmarish creatures flooded down upon them. The fiery knight above snapped out the massive blade at his side with a shower of sparks. With speed almost too fast to see, his sword clove through swathes of bodies, annihilating entire waves of the blackened humanoid creatures with racing blades of sunlight thrown out half way across the chamber. A shower of gore and pieces of corpses struck and pummeled them from above with terrible force as they collided with the gleaming blender of lights the knight wove. "Climb while you can! Matik's presence drives away the Light Eaters!" A handful of the black twisted screeching creatures made it through the whirlwind of light. Crofte ripped out the sword at his side, driving the rainbow-colored blade through one of the beast's face as it attempted to grab him, a sharp twist brought the weapon free, letting the corpse fall free into the dark waters below. Still, other's came down upon them. [Raining Death - Reflex Save (DC14) Vs Begin Falling]

    The blinding display of swordsmenship ended, and a stillness filled the hall. "Bah, that wasn't so hard. What's all the fuss about?" Crofte tried to pull himself up further as he spoke, "IT WONT END, YOU IDIOT!" No sooner did those words leave his mouth, that a second wave struck. The twisted blackened creatures gargling and howled, liked vengeful drowned men. They clung to the walls with long claw-like talons, black ooze seeping from eyeless sockets and every visible orifice. The knight, Matik, sighed, sweeping his blade in a long circle, throwing a saber of light behind him in a curve to decapitate two other creatures. This time, the beasts didn't bother waiting to be slaughtered. As if bound by some hive-mind, the beasts dropped from the wall in unison, without even a moments pause between them. Some crashed into tables, and others into the side of the lopsided staircase, but some fell true; dive-bombing into their targets with ferocity. Crofte screamed from down below as a group of the beasts descended down upon him, "MATIK!"

    "HOLD ON!" Beasts came crashing down upon Erik with a frenzy, trying to latch onto him with slick hands, or clawed feet. While other eyeless monsters howled in their gargling rasp as they collided into Faux from across the room. Most descending upon him slammed into the flat of the stairs at his side with a sickening crunch. The maddened things dove at him like ravenous dogs, digging in claws and whatever grasps they could, keeling and staggering like drunken animals. They flailed their heads about as they wailed at the top of their lungs like some brutish fiend, throwing ichor from their raving maws.

    The first tar-slick monstrosity struck Crofte with crushing force, latching onto him, and dangling from behind with its arms around the man's neck. A second followed before he could respond, sinking its talons into his arm and sending his sword flying out across the room into the waters. The scout grunted in pain as he struggled to maintain his grasp. The wild creatures bit and clawed, thrashed and writhed, throwing all their weight left and right, as if to drag the man down into the pit. Blood ran down his face from a deep cut that split his brow, he strained against the weight, trying to throw the creatures off. "IT WASN'T MY FAULT, YOU HEAR ME! I WOULD HAVE WON! HE CHEATED!" A third beast crashed into him from above, wrestling the man to pry him free of the wall. "DON'T LET THEM WIN LIKE THIS! ONE MORE TIME ON EVENS!" The cursed creature bit into his arm then violently thrashed its head, ripping out a chunk of meat from his limb. The man screamed in pain as the wretches pulled, scratched, beat and bit him wildly. "ONE MORE TIME!" The mob of creatures burying the surveyor finally managed to rip him free of the wall, but not before he dug out something from his vest. Reeling back, he hurled it with all his strength as he fell away from from the towering inverted floor. The strange black die struck the base of the door and rattled into a pile of suspended boxes below. He screamed as he plummeted into the black beneath the swarm of cackling beasts, "ELLSAAAAA-"

    The waters engulfed him.



    Spoiler: Veilbeasts - Cursed Wounds
    Show

    The harm inflicted by a Veilbeast is rarely a physical one. Some creatures harm both the body, and the psyche of those who sustain such an injury, but regardless of the method, all such wounds are cursed. Being wounded by a Veilbeast, no matter the size or severity, is almost certainly a death-sentence for a Gale. The curses which these creatures deliver slowly tear bodies apart, or even rend the spirit in manners which are mysterious and not understood. Cures which are discovered are often withheld and treated with the highest level of value and secrecy, placing the power of life and death in the hands of the few. Each Curse possesses an individual and unique remedy specific to itself. Some are easier to treat than others, where simple guesswork might suffice. While others are immensely complex; relying on recovered manuals, secret words and regents, amongst other various components. Those wounded by such a curse are immediately discarded in younger, less-experienced companies, while veterans groups often keep records of learned secret cures complied in their leader's manual. This knowledge is often leveraged against the wounded and dying to acquire additional time under their enlistment, or other resources. The Surveyor Corps offered remedies freely as a public service, but what cures they possessed was often extremely limited due to their charitable nature.

    Common holders of cures for curies included high-ranking Gales, veteran Harriers, Black-Healers, and of course... 'Witches'.
    Weiss was known to have been in possession of a large number of cures for such blights, long before she became a Gale. Her reputation served as some manner of example to substantiate the belief, and that expectation had similarly extended to any and all 'witches'. There were more than a few accounts of such individuals being capable of purging the blight from a Veilbeast-wound, but where you would find such a person belonging to a practice which had been driven underground... Well, that was anyone's guess.


    Spoiler: Resisting - Dragged Down
    Show

    The cursed and blighted black creatures are attempting to drag you down into the waters far below. Should they prevail, it would surely be the end of you.

    The creatures are attempting to grapple you. Upon a successful grapple, you must succeed a strength check to maintain your hold on the wall each round. For each successful creature grappling a new strength check must be passed, increasing in difficulty. The DC of this check is 10 and increases by 2 for each creature in a grapple with you. Every round after the first they have maintained their grapple, these creatures can attempt to utilize their 'drag down' ability, forcing an additional reflex save vs falling. Breaking a grapple is a move action rather than a standard action. Each of these creatures provokes an attack of opportunity when they attempt to grapple you. If you are considered armed and are considered to be threatening a space, you may make your attacks before taking your strength checks.


    Spoiler: Enviromental Effect: Surviving the Dark Waters
    Show

    Tainted lands are horrendous places filled with strange and exotic new ways to die. The environmental threats in these areas are often far more fatal than the few bouts of combat which may be encountered. The mysterious Dark Water from your vision has been made manifest, and it rapidly drains away the life energy which binds you to existence. Each round in contact with the quickly rising water deals nonlethal damage. The damage suffered is doubled each subsequent round, threatening to consume you.

    ✦ Consumed: If a character falls unconscious in the Dark Water, they immediately begin to drown (no save). Other characters can attempt to jump in and save you, but will be unlikely to escape themselves.
    ✦ Crippling Waters: If a character takes an amount of nonlethal damage equal to double his constitution score, he becomes fatigued for 1d4 rounds.
    ✦ Threatened: You may not take 10 on any check.

    ⯎ Climbing Out: Character's must succeed a DC10 climb check to move 5ft. Additional distance may be traveled, not to exceed your base movement speed, by succeeding consecutive climb checks for every 5ft. The DC of each check after the first increases by 3. Climbing gear, such as pitons, grapples, and rope can greatly assist in moving faster. If using rope to climb, this movement is performed normally. Creatures with a climb speed may climb as normal. Pitons may be planted and affixed to a safety line at a location to prevent falling from height excess heights. This is a standard action. If a creature fails their climb check by 5 or more, they fall.
    ⯎ Catching Hold: If there are fixtures adjacent to you when falling, you may attempt a reflex save (DC10 + amount climb check failed by), to grab hold of an item nearby. This may also be done when falling past a potential handhold, or another player. Similarly, this DC may be attempted by a PC in-line with the creature's fall to attempt a catch. After catching a falling creature in this way, the PC must succeed a DC13 strength check or begin falling as well.
    ⯎ Swimming: Creatures must succeed a DC10 swim check to stay on the surface of the water each round, or begin sinking at a rate of 10 feet per round. Creatures below the surface of the water must succeed a swim check in the same manner as climbing; attempting subsequent checks every 5ft.
    ⯎ Aiding Another: Characters may spend a standard action to use the Aid Another action, granting a +4 bonus to another a single skill check another creature attempts.
    ⯎ Extra Effort: If a creature takes a second move action, the DCs of his climb and swim checks reset for that movement. A creature who performs this action a number of times equal to double his constitution modifier must succeed a DC15 fortitude save. Each additional time this ability is used thereafter, the DC of his save increases by 1.
    ⯎ Recovered: Characters are no longer suffering from any negative effects of their imprisonment and regain full movement speed. (You normally will not recover from negative effects accrued in tainted regions, even over time; leading to your inevitable demise. Learn from this experience, as small issues such as status conditions can all but assure a failed dive. A number of resources and contingencies exist to better your chances of coming back out again.)



    Spoiler: Divergence - Influencing the World
    Show

    Divergence is a strange phenomenon most ironically experienced by a brief state of non-existence. The changes experienced thereafter are often incredibly radical. Main-Quests are almost always lost if players Diverge before completing their current tasks. Divergence can be both beneficial or crippling, but can always be reversed in some fashion. However, Divergence can only be reversed in the order in which they occurred; meaning, if a player were to Diverge three-times, the first Divergence could not be changed until all subsequent Divergence were negated. Diverging multiple times can make changes you have experienced, influenced, or created, near-permanent by extension. Meddling in otherworldly affairs greatly increases the likelihood of Diverging, however other forces can cause this as well, including player-actions.

    A number of unique, but virtually unknown protections and contingencies exist to combat and control this phenomenon. Many unique realms and universes beyond can only be accessed via Divergence, and some abilities can create powerful desirable-effects to bolster players. However, wild, uncontrolled instances of this spectacle can quickly lead to a tragic fate. Surviving the mysterious threats of the Night and influencing the fabric of reality for your benefit will require careful attention paid to the current state of the world, and detecting early signs of such negative influences before they can spin out of control.


    Spoiler: Combat - Creature Attacks | Throw
    Show

    Strength Checks/Round = 10/12/14

    Creature 14 Vs Erik: Provokes | Attempts [Grapple] - (1d20+10)[13] vs CMD 20 - Miss
    Creature 15 Vs Erik: Provokes | Attempts [Grapple] - (1d20+10)[19] vs CMD 20 - Miss
    Creature 16 Vs Erik: Provokes | Attempts [Grapple] - (1d20+10)[11] vs CMD 20 - Miss


    Creature 9 Vs Faux: Provokes | Attempts [Grapple] - (1d20+10)[28] vs CMD 23 - Success
    Creature 10 Vs Faux: Provokes | Attempts [Grapple] - (1d20+10)[28] vs CMD 23 - Success


    Balin Crofte Vs Maria: Throws [Black Dice] (1d6)[5] Success on an even number - Failure


    Spoiler: Status
    Show


    Environmental Effect
    ✦ Darkness: There is now absolute darkness throughout the chamber. Normal sight and low-light vision no longer function, you are blind. Darkvision functions normally.

    ֍ Faux +25 (275xp)
    HP 27/33 (4 piercing, 2 bleed)
    ⭍ [Nonlethal Damage] 3
    ⭍ [Cursed Wound] 2 Bleed, DC 22 Heal (full-round action)
    ⭍ [Wounding Curse] Fast Healing & Regeneration Disabled. Cannot Heal Grievous Wounds. Cannot Recover Hit-Points. Harms Others. Cure Unlearned.
    AC 19
    Extra Effort Used: 2/6
    ⯎ Survival Influence Gained
    ⯎ Freedom Influence Gained
    ⯎ Tactics Influence Gained
    ⯎ Death Influence Gained
    ⯎ Curse Influence Gained
    ⯎ Magic Influence Gained
    ⯎ Intrigue Influence Gained

    ⯎ Acquired [Clear Dagger]
    ⯎ Light Eaters, Blood-draining +50 (325xp)
    ⯎ Light Eaters, Magic Eating +100 (425xp)
    ⯎ Light Eaters, Intelligent +100 (525xp)


    ֍ Erik +150 (700xp)
    HP 30/37 (5 piercing damage, 2 bleed)
    ⭍ [Nonlethal Damage] 3
    ⭍ [Cursed Wound] 2 Bleed, DC 22 Heal (full-round action)
    ⭍ [Wounding Curse] Fast Healing & Regeneration Disabled. Cannot Heal Grievous Wounds. Cannot Recover Hit-Points. Harms Others. Cure Unlearned.
    AC 23
    Extra Effort: 1/4
    ⯎ Survival Influence Gained
    ⯎ Exploration Influence Gained
    ⯎ Truth Influence Gained
    ⯎ Secrets Influence Gained
    ⯎ Battle Influence Gained
    ⯎ Caution Influence Gained
    ⯎ Death Influence Gained
    ⯎ Omens Influence Gained
    ⯎ Curse Influence Gained

    ⯎ Light Eaters, 'Lurks' +50 (750xp)
    ⯎ Light Eaters, Magic Eaters +100 (850xp)
    ⯎ Light Eaters, Immortal +100 (950xp)


    ֍ Kazik +200 (550xp)
    HP 55/58 - [3] Bludgeoning Damage
    ⭍ [Nonlethal Damage] 3
    AC 20
    Extra Effort Used: 1/6
    ⯎ Truth Influence Gained
    ⯎ Time Influence Gained
    ⯎ Knowledge Influence Gained
    ⯎ Travel Influence Gained
    ⯎ Madness Influence Gained
    ⯎ Death Influence Gained
    ⯎ Darkness Influence Gained
    ⯎ Evil Influence Gained
    ⯎ Survival Influence Gained
    ⯎ Agility Influence Gained
    ⯎ Wisdom Influence Gained
    ⯎ History Influence Gained

    ⯎ Light Eaters, Severing Divine Connection +100 (650xp)
    ⯎ Cursed words +100 (750xp)


    ֍ Walt +25 (350xp)
    HP 43/43
    ⭍ [Nonlethal Damage] 9 (3 + 6)
    AC 19
    Extra Effort: 1/4
    ⯎ Truth Influence Gained
    ⯎ Time Influence Gained - Influence Lost
    ⯎ Knowledge Influence Gained
    ⯎ Travel Influence Gained
    ⯎ Exploration Influence Gained
    ⯎ Madness Influence Gained
    ⯎ Knowledge Influence Gained
    ⯎ Endurance Influence Gained
    ⯎ Recovery Influence Gained



    Spoiler: Influences
    Show

    Influences represent current knowledge, pursuits, training, experiences and aspirations which are actively effecting or being utilized by a character. These represent various concepts and begin to outline a character's values and path as they grow. Influences which are not used regularly are lost, but can be gained again once a character begins pursuing an avenue related towards that field or concept. Influences determine a character's growth in many ways, including experience points they earn and which Potentials they can acquire at any given time.

    Unlike with limited class levels, Influences are not acquired spontaneously, and are acquired throughout play; creating an active system which enables a character to re-train, gain new powers, or even improve upon old ones actively with their in-character actions. Training with a sword or exercising the use of an existing Potential allows a character to learn new techniques, empower his current abilities, or even grow his tolerance to pain, sustain damage, run faster, sleep less, and more. Influences play a vital role in developing more sophisticated interpersonal skills and ability to deal and establish diplomatic relations with all manner of strange and otherworldly creatures which you may encounter; in addition to learning more about the unnatural forces which no worldly knowledge could shed light upon. All unique skills are only able to be acquired via potentials, which are trained and worked towards acquiring via your pursuits, experiences, and by extension - your Influences.


    Spoiler: Point: 323 - Willowbrook Sanitarium, F3A (About Tainted Lands)
    Show

    Tainted Lands are incredibly complex and foreign realms which are often guised as places once familiar. Each tainted region is individually unique and carries with it its own risks, rules, threats and worldly hazards. Many things cannot function, work differently, or can lead to reality crushing results that make survival for most creatures delving into their reaches an impossibility. Site Investigators often travel with groups of Harriers or Gales for long extended periods conducting a through survey of each corrupted-site, known as a 'Point'. These reports are used by various venturing companies to conduct expeditions, known as 'Dives', into the tainted lands. Points are always geographically divided into many areas known as 'Sectors' by Site Investigators. Sectors within a Point mark areas where the rules of the other areas which have been surveyed dramatically differ, be that the laws of nature or magic, or even stranger changes they cannot fully understand.

    Common Sector 'rules' which Gales are familiar with include such things as; violent reactions to non-grounded magics, reactions to supernatural energies and abilities, reactions to specific materials, reactions to unstabilized magical creatures and creatures capable of withholding or generating energy, and items or persons keyed to a particular influence.

    Fortunately there were not very many public users of magics due to the general fear and suspicion associated with the practice, and thus even less individuals with such talents that traveled into the tainted regions. Magic was an inherently suicidal thing to employ in such places without a remarkable understanding of the Point and all features of the rules which governed the Sector currently being occupied. Everything in a spell from the time it took to produce, to the school, effect, number of targets and even the manner in which the spell functioned were all individuals factors which could set off a dimensional-explosion and throw an entire team of unwitting mercenaries through a hole into Abadon; or worse. There was always worse, they just hadn't learned what that was yet; that was the first lesson tainted lands had to teach the fools which dared brave its depths. Wizards and magicians were generally less welcome by companies that ventured to such places, than they were by the general public. Unless the magician in question specialized in using his or her magic in such places, and possessed a record to back it, not even a fool would bring one along. There existed unique items called 'Grounds' which restrained and processed a magician's magic making it generally safe to use, but they were immensely expensive and built for each individual mage. Yet, more vexing was the matter that a single magician would often need multiple Grounds, as no single device was assured to provide every protection for every circumstance. Nor were they permanent fixtures. Like filters, they eventually spoiled and failed. At least the ones commercially available. The device's creator, the genius inventor Denil Demn could produce Grounds which would self-cleanse and restore themselves with time, but acquiring a commission from the man was a nightmare. If not because of the competition attempting to do the same, than because the craftsman was notoriously difficult to reach.

    The degree of influence upon supernatural powers varied wildly, but was based on the level of corruption the tainted region possessed. In some of the worst places there were documented cases of Gales detonating in a bloody mess from simply employing internal forces to accelerate their speed and agility. Much like a monastic practitioner of martial arts, many Harriers preferred to learn to hone inner energies to aid themselves in conflict while Diving, but even this was not completely safe. During 'Deep Dives' companies outfitted their members with various equipment to maintain internal stability, but this was not something exclusive to the most foul of places. If the rules of a Sector were particularly twisted, it was possible to experience those same hazards without venturing into the belly of the beast.

    Some materials or creatures didn't react well in tainted regions. The places were often so alien and foreign that not even animals could enter. Sometimes it wasn't just animals, it could be steel, or wood. Maybe iron. No one would know what all, if any may have been effected until a Site Investigator ran their exhaustive tests. Some of the most strange of places caused unnatural phenomena from things associated with a particular thing. Perhaps a cleric's symbol, or a deity's favored weapon, maybe the pages of a book. It was as if the world were possessed by some malicious spirit that remembered only the things related to what had wronged it. None of these places were necessarily good to ever venture, many Gales never bothered. Even putting the twisted spaces of reality aside, the Veilbeasts and other horrors were enough to convince any sane man to keep his distance. Veilplague had become nearly non-existent, but the corruption and curses which could be afflicted were a horrendous burden. If a man were blighted, he could not be allowed into a town or city. It was all one could do to simply pray that a green witch or other healing pariah might be able to mend them, as civil men would have no choice but to quarantine or kill the infected. There simply were no known cures for most maladies, at least not in the hands of the peoples at large. For most, death was assured.


    Point: 323, F3A: Sector 1A - Regional Effects
    ✦ ???????????????
    ✦ ???????????????
    ✦ ???????????????
    ✦ ???????????????



    Main Quest: Dreaming, The Nightmare Beast
    Something lingered and twisted their perceptions, their very reality. There was no past and present, only a fractured array of constantly shifting states of existence. All was real. All was now. It darkened the world, as if laid in shade beneath the looming hand of some omniscient mad god. Somewhere, someone elsewhere inside knew. That man could discern reality and see the dream for what it was. They had to escape before it consumed them, before all that was named true in their minds was pried from their broken hands, and devoured by some horrific nightmare. The visions... Everything. It couldn't be real. It couldn't be real.
    Difficulty: Lethal | Status: On-going | Profit: Unknown | Time: 5/8 Rounds
    Primary Objective: Survive.



    Last edited by Mornings; 2019-04-06 at 06:40 PM.

  18. - Top - End - #498
    Bugbear in the Playground
     
    Stevesciguy's Avatar

    Join Date
    Sep 2018
    Location
    In your base

    Default Re: The Primeval Dark (IC)

    Erik
    The Hanging Men


    Erik hangs tight, fending off the creatures' attempts to tear him from the wall. Hidden under his helmet, his face twists into a sneer.

    "Relying on numbers instead of strength. Weak."

    Erik's head snaps to the side as the strange masked man throws his grappling hook, latching it near to the doorway. Without hesitation, he swings himself down onto a lower box, not flinching even as the creatures strike out at him. Stepping onto another box nearer to the rope, he takes hold and makes his way up, stepping off onto another group of boxes near the top, making way for the masked man who is sure to follow.

    He looks down, cold eyes watching the surveyor fall into the blackened water. There was nothing to be done - more lives would be simply wasted in any attempt to help. He calls out, his militant voice cutting through the chaos:

    "Much as I hate to say it, we can't go back for him; we'll just be throwing our lives away. We have to move forward!"

    With a hint of curiosity, he glances around the boxes, looking for whatever item was important enough for a dying man to hurl in his last moments.

    Spoiler: OoC
    Show
    Reflex: (1d20+8)[17] DC 14

    Acrobatics 1: (1d20+5)[7] DC ?
    Acrobatics 2: (1d20+5)[8] DC ?
    Acrobatics 3: (1d20+5)[8] DC ?
    Acrobatics 4: (1d20+5)[19] DC ?

    Looks like I only need to move two spaces to get to the nearest part of the rope, which is great news

    Climb 1: (1d20+7)[26] DC 10
    Climb 2: (1d20+7)[19] DC 13

    Move action: Climb down to rope
    Move action 2: Climb up Kazik's rope
    Swift action: Unused

    Perception check to look for Crofte's thing: (1d20+7)[16]

    Perception check to look for more danger: (1d20+7)[15]

    Sense motive on Matik, see what he's about: (1d20+7)[16]

    Craft(Weapons) to learn about Matik's sword: (1d20+7)[12]

    Learned: It's a bastard sword.
    Last edited by Stevesciguy; 2019-04-06 at 11:22 PM.

  19. - Top - End - #499
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    Default Re: The Primeval Dark (IC)


    The fox's jovial nature quickly faded as he nearly falls to his death, and feels the sharp pain tearing through him. He could feel his blood, his body starting to rot, returning to a state similar to like he had just been, not more than mere moments before. The beasts clawed and grappled him, trying to drag him down into the waters below... a dog eat dog world.. Eat. Or be eaten.

    Eat.. or be eaten.


    DEVOUR THE FLESH

    In the moment of rage and fury, The kitsune used something that many felt to be.. uncivilized. He snapped at the veilbeast holding him with a bite, before folding the dimlight inwards and around himself, attempting to appear up where he needed to go.


    Spoiler
    Show

    Bite attack (1d20+4)[12] vs the veil beast grappling him.

    SCORNED ABILITY: Shadow jump from the Shadowdancer to move 20 feet up the wall in the area of dimlight


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

  20. - Top - End - #500
    Bugbear in the Playground
     
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    Default Re: The Primeval Dark (IC)



    Looking down at the wand in her hand surprise filled her at the abilities that it held. She had known that it was a powerful wand but she had no clue that it was this powerful. Mulling over the powers within it she again tried to summon up the Bleak Bastion, this time though she assigned it to the first Veil slot the Re'D'Quellrin. Looking back up at the two Ross'wussrun, she sent a curtsy their way. "You would be right in that I am a Witch and a Novice, I am still learning a lot and I do thank you for your assistance." Remembering that the shrouded woman had just slapped the other girl for her lack of manners she decided to introduce herself. "Oh but where are my manners, I am the Heir of the Tempest, Last Blood of the Savant, The Unsung King Alicia Kelgore. I believe you both are Ross'wussrun, are you the outlanders that are trying to take this place from the Vald or were you just passing by and decided to stop for a laugh?"


    Spoiler: OOC
    Show


    Spell Focus: (1d20+25)[32] - using Bleak Bastion - Slotting it into the First Veil Slot Re'D'Quellrin on the Aolthor Wand


  21. - Top - End - #501
    Troll in the Playground
     
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    Default Re: The Primeval Dark (IC)





    [Willowbrook Sanitarium]

    She sighed. "Are they still not dead yet? ...The one time I decide to wait, and they're still idling about. Remind me, is this their longest run?" The response was a dry as ever, "Acknowledged. My records indicate this is indeed the longest period the hosts have survived, and the longest period Sector F3A has persisted. The previous record for host survival within Sector F3A was eighteen-seconds." "Hm, well our meddling might have influenced that to some degree, I suppose." There was a pause, "Negative. Referencing the differences between past cycles and the present, the outlier appears to be the influence of the herald."

    "Oh? Was it not there previously? I don't recall." "Negative. The introduction of the herald was an addition by master Rubedo." The nameless master's groan sounded more like a growl, "Always meddling in my affairs... Can't we just... Collapse the ceiling again? I know that was in a different sector, but it's in the same instance. I'm getting tired of waiting on the hosts. We've more important things to labor with than this." "Negative. Changes may not be made after initiating a cycle. Doing so is a violation of host-privileges." Regina heard something smash and shatter into the wall in the other room.

    "Ugh! I hate all these restrictions. Do you think Talri cares about 'host-privileges'!?" "Correction. The 'Enforcer' of the House is an exception to all restrictions and is not responsible for the well-being of the hosts." Something else shattered and a heavy item knocked over. She could hear heavy stomping footsteps crushing the ground, again, and again. "Dammit! Dammit, dammit, dammit! Why do I have to take care of the damn hosts!? Halja could do it! Anyone could do it! This is stupid. I hate this! What kind of wretched exile...." Something else shattered violently. "Analysis. Master possesses the most suitable and desirable skills to tend to a near-infinite number of hosts. Enforcers do not possess desirable attributes for management." There was a heavy sound, like someone dropping to the floor. "Ugh, please just... stop. Suitable or not, this isn't what I was born to do. This... mindless task. I can't even recall how long I've been doing this." "Acknowledged. Calculating. In standard days... Eight-hundred-and-twenty-eight-million, nine-hundred-" "Shut up! ...You're not helping. These hosts are already blighted, beyond salvation. By all account, I should report my sister's mess to Talri and let her clean up this ridiculous charade." "Correct. Tampered hosts are a Category 1 Violation. Administrators may take any action deemed appropriate for correction. Recommendation. Inform Enforcers immediately. Would you like to perform this action?"

    "Pft. No, and let her have all the fun? If I wanted to terminate them, I'd do it myself. Would be a vacation from this hell. No, I'm not going to report this to the House... as much as I'd love to see sister squirm being questioned. The girl wants 'companionship' ...or whatever. I'm not even sure anymore, but sister seems to think that one of these Cat 1's can do something about it. If J'June's happy, then I'm happy... because then we go home. We'll just terminate the useless ones later. Then the mission is accomplished, and I still get to watch sister get in trouble. It'll be great." "Acknowledged. Permission to begin logging social exchanges to determine favorable host-candidates for integration with the subject." "Eh, fine. Guess that saves time too."

    "Alert. Category 1 Violation. A host has introduced Praeter influence to the instance." Something else shattered in the room. "Gah! You see! This is why host-privileges are a mistake!" "Acknowledged. Do you wish to report this violation?" "Standby for now. This might be fun to watch."

    "Standing by."

    Regina couldn't move a single muscle within her body, not even draw a breath. Yet, that didn't seem to bother her. She wasn't suffocating, she was simply limb, and lifeless; like a doll. Though she couldn't move her eyes, she could see the stand next to her; there was a glassy sphere. The orb was filled with a black pulsing mist that slowly swirled about like the last spins of a snow-globe that never settled. She needed to grasp it, to reach out and take the thing... but her arm wouldn't budge. With all her will she struggled to make her body obey her commands just as she had before. Nothing. It was useless. She was trapped in this shell, caught between two spaces like a girl standing between a doorway in two rooms. She blinked.

    Ͽ ◯ Ͼ

    "Don't worry about it. You were close." Iman's voice finally registered in her ears while the Inevitable alerted the nameless master to some 'violation'. There was so much she didn't understand, but she felt like she had been exposed to something far greater. As if she were beginning to see like Baird did, something beyond... Even if she couldn't grasp the things they said, or what significance they held, it was a degree and depth of insight into... not themselves, but the entirety of everything. Insight into a handful of the 'near-infinite' hosts who dwelt here, and the higher powers who protected their rights to be. To merely exist, without fear of reprisal from some impatient or mad god at the helm of the ship called 'reality'. Even after experiencing it, she couldn't put words to it, define it. "It's called Aspecting. Having succeeded, even slightly, is a major achievement... but it draws a line between you, and everything else." It was hard to refute that, so many preconceptions and past ideas had been shattered in a few passing moments. It was impossible to imagine just where else... what else, lurked out there. Places she could only reach in a similar manner. She'd changed, or perhaps this place had changed her... but in either case, the result had led to this moment. It might have been the greatest, most singularly great discovery she had ever made. The literal answer to life, creation and all existence resting on the other side of her eyelids. Anything was possible. She needed to see more. [Regina | Knowledge (Planes) - Failed]

    The cube she had destroyed had been fragile, but Baird didn't seem to pay it any mind. It was impossible to analyses ashes, but it had appeared to be some manner of magical device. Or perhaps an expended magical device. Of course, she could only question that, as magic and similar were extremely volatile and dangerous forces. "...That. Don't worry about that. Matik was concerned about a friend, so he went to go 'check-in' with them." He'd confirmed the thing in somehow being related to some manner of arcane purpose, but she couldn't even begin to guess just what that purpose might have been. She did learn one useful thing from the exchange however. Matik was gone. [Regina | Knowledge - Failed]

    Miryks kept one leery eye on Machari's form as he produced his weapon. The girl had literally nothing on her person aside from what little of her rotted clothes had survived the years she'd spent in captivity. The dumb girl didn't even have armor or a weapon, not even a belt pouch to hold some spare coins. Of course, that didn't matter - as the girl's figure shattered into a pile of clear sand; gypsum, likely. "...Oh. Well, that was unexpected." It didn't look like anything had happened to the girl, but now, one way or the other, she was gone. Regina didn't miss the man's keen eye picking through what little the girl had donned before crumbling across her shoulders and covering her with white dust, like some slain vampire. The man evidently had his priorities, which included optimizing his chance of survival. [Miryks | Appraise - Success] [Regina | Sense Motive - Success]

    At first he wasn't sure if the 'noble girl' was who she claimed to be, but then she had made it a point to grab the feeble girl's body anyways; after she had already won the knight's trust. It seemed like an excessive gesture if she was a fake, one that could risk her life, or slow her down at the least. There didn't seem to be any conceivable reason why anyone would go so far. Even a con-man wouldn't risk life and limb for a stranger no one asked him to save. The girl might have very well been related to that flaming idiot. That, or she knew something that all of them, did not. Watching the girl transform into a pile of sand at Mayli's feet however... he very much doubted that. Regardless of the personal motivation that had caused her to act in such a way, she was surely an idiot. That alone was grounds to figure she was perhaps some noble's daughter. If they weren't related, they should be. [Miryks | Sense Motive - Partial]

    The corpses on the far end of the hall weren't from this part of the Sanitarium, they rarely were ever seen during the old days. The holding cells were almost never frequented by actual medical staff like these fools. If the smell didn't deter them, the madmen did. It was a frightening thing to watch Scorned men slowly loose their minds. The guards in the cell block used to make bets on them. Who'd go crazy first. They always lost their money on him, so eventually they stopped showing up at all. It had become incredibly lonely with no one to speak to... no one to imagine hanging from the bars and making sing, with each delicate stroke of his hand. So lonely. He have his blade a light spin in his hand, it felt good to hold it again. At least he could practice on a few cadavers. It would not do to walk back out into the world, with skills so rusted. He squinted, but couldn't see where the warp in the hall had gone. The dead seemed to have just waltz out of thin air. [Miryks | Perception & Knowledge - Partial]

    The ichor definitively seemed... bad, but it didn't melt the ground, or appear to cause any physical damage to things as it ran off of them. Perhaps it was merely poison, in either case, he didn't intend to get any of the stuff on his person. He raised his blade up into an angled guard, ready to put the pitiful creature down. The first corpse bellowed some raspy unintelligible cry and rushed at him. With an effortless grace he pushed one of the creature's arms aside, slipping under its arm, around it's back and delivered a clean blow to the back of the undead thing's knees. It crumpled all at once into a kneel and he followed it with a short thrust into the back of the corpse's head. Retrieving the blade in short order, he looked over his shoulder to where the other creature still stood. It hadn't moved. Curious. It simply remained where it was, groaning lightly as it swayed in place. He took a quick glance at his sludge-covered weapon, still in good repair. Not a drop of the ooze had landed on him.

    "Try again. You've got perhaps... one more chance, girl." The dim light filtering through the cracks, flickered, as if it had been put out for the briefest of moments. "Best be quick about it."

    Spoiler: Aspecting - Controlling Consciousness Through the Veil
    Show

    Not all encounters can be won by the 'you' standing before the enemy.
    Not all realities possess a solution; but you can learn to find the one which does!


    Aspecting allows a character to exist across multiple iterations of existence concurrently, but learning to control yourself across these spans of reality is an immensely difficult feat to accomplish. While normally not possible without the associated potentials and/or required skills, situations exist which allow a character who has met certain criteria to align with their 'other selves'. Learning to use Aspects is one of the many central functions which will be integral to uncovering the secrets of the world, and facing the truth of the Long Night for characters pursuing the main quest after the prologue. Many powerful forces and seemingly unconquerable foes must be defeated in ways which are unconventional, utilizing methods that take characters far beyond the reaches of the realms they know, and those still familiar - at the same time. Harnessing this power will enable you to bend the steel rails of fate, and break free from many of the shackles which ensnare you. However, it is far from enough to face the true threats beyond, and defeat the Primeval Dark.

    Special Checks:
    Checks not made with the associated unique skills, function differently than normal.
    The Concentration Check for this abilities use functions using the character's HD + their highest mental ability score modifier, unlike the standard use of concentration checks.




    Spoiler: Status
    Show

    ֍ Mirykys +200 (2,100xp)
    ⯏ Killed Creature 1 ⯏
    HP 37/37
    AC 17
    ⯎ Survival Influence Gained
    ⯎ Exploration Influence Gained
    ⯎ Truth Influence Gained
    ⯎ Wisdom Influence Gained
    ⯎ Knowledge Influence Gained
    ⯎ Caution Influence Gained
    ⯎ Stalking Influence Gained
    ⯎ Deception Influence Gained
    ⯎ Trickery Influence Gained
    ⯎ Battle Influence Gained
    ⯎ Medical Staff +50 (2,150xp)
    ⯎ Black Ichor +50 (2,200xp)
    ⯎ Gypsum +100 (2,300xp)
    ⯎ Recovered [Otherworld Quiver]
    ⯎ Recovered [Unidentified Arrows] x10


    ֍ Regina +300 (5,525xp)
    HP 53/53
    AC 19
    ⯎ Nobility Influence Gained
    ⯎ Deception Influence Gained
    ⯎ Trickery Influence Gained
    ⯎ Discovery Influence Gained
    ⯎ Magic Influence Gained
    ⯎ Secrets Influence Gained
    ⯎ Knowledge Influence Gained
    ⯎ Truth Influence Gained
    ⯎ Tapestry Influence Gained
    ⯎ Time Influence Gained
    ⯎ Dimensions Influence Gained
    ⯎ Fate Influence Gained
    ⯎ Truth Influence Gained
    ⯎ 18 Seconds survival +100 (5,625xp)
    ⯎ Herald +300 (5,925xp)
    ⯎ host-privileges +300 (6,225xp)
    ⯎ Halja +500 (6,725xp)
    ⯎ Talri +500 (7,225xp)
    ⯎ Enforcers +300 (7,525xp)
    ⯎ Near-Infinite Hosts +100 (7,625xp)
    ⯎ Tampered hosts +100 (7,725xp)
    ⯎ Category 1 Violation +100 (7,825xp)
    ⯎ Sister in trouble +100 (7,925xp)
    ⯎ Logging Social exchanges +100 (8,025xp)
    ⯎ Terminate blighted hosts +100 (8,125xp)
    ⯎ Praeter influence +200 (8,325xp)



    Spoiler: Influences
    Show

    Influences represent current knowledge, pursuits, training, experiences and aspirations which are actively effecting or being utilized by a character. These represent various concepts and begin to outline a character's values and path as they grow. Influences which are not used regularly are lost, but can be gained again once a character begins pursuing an avenue related towards that field or concept. Influences determine a character's growth in many ways, including experience points they earn and which Potentials they can acquire at any given time.

    Unlike with limited class levels, Influences are not acquired spontaneously, and are acquired throughout play; creating an active system which enables a character to re-train, gain new powers, or even improve upon old ones actively with their in-character actions. Training with a sword or exercising the use of an existing Potential allows a character to learn new techniques, empower his current abilities, or even grow his tolerance to pain, sustain damage, run faster, sleep less, and more. Influences play a vital role in developing more sophisticated interpersonal skills and ability to deal and establish diplomatic relations with all manner of strange and otherworldly creatures which you may encounter; in addition to learning more about the unnatural forces which no worldly knowledge could shed light upon. All unique skills are only able to be acquired via potentials, which are trained and worked towards acquiring via your pursuits, experiences, and by extension - your Influences.


    Spoiler: Point: 323 - Willowbrook Sanitarium, F3B (About Tainted Lands)
    Show

    Tainted Lands are incredibly complex and foreign realms which are often guised as places once familiar. Each tainted region is individually unique and carries with it its own risks, rules, threats and worldly hazards. Many things cannot function, work differently, or can lead to reality crushing results that make survival for most creatures delving into their reaches an impossibility. Site Investigators often travel with groups of Harriers or Gales for long extended periods conducting a through survey of each corrupted-site, known as a 'Point'. These reports are used by various venturing companies to conduct expeditions, known as 'Dives', into the tainted lands. Points are always geographically divided into many areas known as 'Sectors' by Site Investigators. Sectors within a Point mark areas where the rules of the other areas which have been surveyed dramatically differ, be that the laws of nature or magic, or even stranger changes they cannot understand.

    Common rules which Gales are familiar include such things as; violent reactions to non-grounded magics, reactions to supernatural energies and abilities, reactions to specific materials, reactions to unstabilized magical creatures and creatures capable of withholding or generating energy, and items or persons keyed to a particular influence.

    Fortunately there were not very many public users of magics due to the general fear and suspicion associated with the practice, and thus even less individuals with such talents that traveled into the tainted regions. Magic was an inherently suicidal thing to employ in such places without a remarkable understanding of the Point and all features of the rules which governed the Sector currently being occupied. Everything in a spell from the time it took to produce, to the school, effect, number of targets and even the manner in which the spell functioned were all individuals factors which could set off a dimensional-explosion and throw an entire team of unwitting mercenaries through a hole into Abadon; or worse. There was always worse, they just hadn't learned what that was yet, that was the first lesson tainted lands had to teach the fools which dared brave its depths. Wizards and magicians were generally less welcome by companies that ventured to such places, than they were by the general public. Unless the magician in question specialized in using his or her magic in such places, and possessed a record to back it, not even a fool would bring one along. There existed unique items called 'Grounds' which restrained and processed a magician's magic making it generally safe to use, but they were immensely expensive and built for each individual mage. Yet, more vexing was the matter than a single magician would often need multiple Grounds as no single device was assured to provide every protection for every circumstance. Nor were they permanent fixtures, like filters, they eventually spoiled and failed. At least the ones commercially available. The device's creator, the genius inventor Denil Demn could produce Grounds which would self-cleanse and restore themselves with time, but acquiring a commission from the man was a nightmare. If not because of the competition attempting to do the same, than because the craftsman was notoriously difficult to reach.

    The degree of influence upon supernatural powers varied wildly, but was based on the level of corruption the tainted region possessed. In some of the worst places there were documented cases of Gales detonating in a bloody mess from simply employing internal forces to accelerate their speed and agility. Much like a monastic practitioner of martial arts, many Harriers preferred to learn to hone inner energies to aid themselves in conflict while Diving, but even this was not completely safe. During 'Deep Dives' companies outfitted their members with various equipment to maintain internal stability, but this was not something exclusive to the most foul of places. If the rules of a Sector were particularly twisted, it was possible to experience those same hazards without venturing into the belly of the beast.

    Some materials or creatures didn't react well in tainted regions. The places were often so alien and foreign that not even animals could enter. Sometimes it wasn't just animals, it could be steel, or wood. Maybe iron. No one would know what all, if any may have been effected until a Site Investigator ran their exhaustive tests. Some of the most strange of places caused unnatural phenomena from things associated with a particular thing. Perhaps a cleric's symbol, or a deity's favored weapon, maybe the pages of a book. It was as if the world were possessed by some malicious spirit that remembered only the things related to what had wronged it. None of these places were necessarily good to ever venture, many Gales never bothered. Even putting the twisted spaces of reality aside, the Veilbeasts and other horrors were enough to convince any sane man to keep his distance. Veilplague had become nearly non-existent, but the corruption and curses which could be afflicted were a horrendous burden. If a man were blighted, he could not be allowed into a town or city. It was all one could do to simply pray that a green witch or other healing pariah might be able to mend them, as civil men would have no choice but to quarantine or kill the infected. There simply were no known cures for most maladies, at least not in the hands of the peoples at large. For most, death was assured.


    Point: 323, F3B: Sector 1B - Regional Effects
    ✦ ???????????????
    ✦ ???????????????
    ✦ ???????????????
    ✦ ???????????????




    Main Quest: The Fires of Willowbrook, Part 1
    Long ago the Auspex had spoken of the four years which had come and gone from behind the bars of their cages. It was impossible to know just how long it had been since then, but if there was any lesson to be had in all of it, it was that 'time was meaningless'. Strength had begun to return to them. The future was their own to command if they could just wrest it free from the dead-hands of the hell named 'Willowbrook'. That was what they had to keep telling themselves. They said it over and over again until it became truth, the only truth that mattered. It had to be that way, because if they allowed themselves to slip, they would be faced with the terror of another reality too horrible to defeat. Then the 'nothing' which loomed above them like the executioner's axe, would fall. Then they too would join it; and this time, there would be no return.
    Difficulty: Moderate | Status: On-going | Profit: Unknown | Time: 49 Minutes
    Primary Objective (1): Flee Sector 1B
    Primary Objective (2): Escape Willowbrook Sanitarium


    Side Quest: Restless, The Nightmare Below
    Lord Matik recounts his battle with a horrid and powerful creature, a horror known as the Ember Beast. Whatever the secrets of its power, it has transformed the knight into something inhuman and unnatural. Something sleeps far below the asylum, a terror steeped in blood and fire. Perhaps the secrets to the infernal warrior's own cursed disposition lay somewhere buried in the deep, or perhaps there was only death. Only one thing was certain; the creature was too dangerous to be allowed to live. It had to be stopped.
    Difficulty: Challenging | Status: On-going | Profit: Unknown | Time: Unknown
    Primary Objective: Defeat the Ember Beast





  22. - Top - End - #502
    Alchemist in the Playground Moderator
     
    flat_footed's Avatar

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    Default Re: The Primeval Dark (IC)


    It was one thing to imagine a masterpiece, and another to see it plainly in front of you. Over the years, Miryks had dreamed what it would feel like to have a blade in his hand again. It was... exhilarating and disappointing all at once. It wasn't what he had hoped for, but in this place, there were likely to be more meaningful uses for his strokes. Greater challenges will come. Take the easy victories as they cross your path and prepare for the next.

    With a sigh, Miryks eyed the remaining corpse dismissively. Iman had said that the girl to be protected, or else they would both perish. Well, it certainly wasn't due to these abominations if all it took was one strike to lay them low. No; time was the enemy here. She had been given a chance to Aspect, whatever that was, and had come up short. There was perhaps one more chance for her to get it right, though Miryks wouldn't wager a bent copper for her ability to succeed.

    Turning his back on the visible threat, if it could be called that, Miryks approached the girl and tried to envision what she could be seeing. Focus on what you heard before. If she's able to divine their meaning, so are you. It was difficult, though. He was dealing with issues far beyond his experience and ken. His tools had always been for what he could see right in front of him, for what he could touch. He was woefully under-armed for a battle in the theoretical, but he strove to change that now.

    He could feel... something. It was like in the first moments after waking. He was grasping at some meaning he had felt in a dream, but every time his consciousness tried to focus on it, it slipped through his understanding like water through a sieve. He came out of it not sure if he had done anything, or if he had imagined it all. Regardless, he tensed his body to accept the consequence of aiding the girl should the remaining corpse decide end its stupor and rush forward.

    Spoiler: OOC
    Show
    Free: 5' Step to B2
    Standard Action: Aid Regina
    Intelligence - (1d20+1)[14] Aspecting
    Intelligence - (1d20+1)[7] Tainted Regions
    Intelligence - (1d20+1)[11] Collapse
    Intelligence - (1d20+1)[16] The White
    Intelligence - (1d20+1)[19] From Black to Red
    Aid Regina - (1d20+9)[27] Attempting to aid Regina's Concentration check. If possible, use a Guile point to get an additional +2.
    Quote Originally Posted by Peelee
    I vote we purge flat_footed.
    Spoiler: Quotes
    Show
    Quote Originally Posted by Kish View Post
    flat_footed, you saved London, you know.
    Quote Originally Posted by Xihirli
    Yeah Flat_footed is such a killjoy. Let's take turns talking bad about him, he'll never read this.
    Quote Originally Posted by Murska View Post
    I didn't kill anyone, except I guess I killed everyone
    Quote Originally Posted by Batcathat View Post
    flat_footed

    Extended Signature

  23. - Top - End - #503
    Ogre in the Playground
     
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    Default Re: The Primeval Dark (IC)

    Kazik
    The Hanging Men


    Noise all around. Struggle as the nightmares seemed to attack. How many were dead already? The man scrabbled slowly up the dark wall through the pitch, blinding placing one hand above the other. Surely the beasts would turn their attention on him any moment now, and all these years of waiting would be gone in a moment. They were lurking in the dark, waiting to strike any moment now, but still he climbed. If only he had just a little light...

    Flash. Illumination, as if in answer to his prayers. No, not prayers, just simple musings, but answered they were all the same. The man looked up, to see a knight bathed in flame. How gaudy. Perhaps, but grateful he was all the same. That is, until he began to be showered with beast parts flecked off from the knight's sword. Certainly less grateful now, as he was pelted with gore, looseing his grip ever so slightly and causing him to drop down just a bit. No, he wasn't going to go out like this either. He had debts to repay, after all. Well, one fewer debt now. Crofte fell screaming past, into the watery maw below. He supposed that was one kindness he wasn't going to be paying back any time soon. Ah, and just when you wanted to start being a good person, too! Something whistled past his ear, this time flying upwards instead. Something that the man Crofte threw.

    The man completed his climb, standing on the ledge of crates. He could see somethign glittering, just beyond the mouth of the ichor. He supposed he could make it soon. Ah, but what was that thing the scout threw? It was his last action to discard it after all, the thing the man Crofte decided to do as he realized his life was ending, rather than let it sink into the black. So, whatever it was must be terribly important. In a way, you could consider it Crofte’s final wish that he have it. Well, that’s something good people do, aye? Respect others’ final wishes? The man always hated to agree the voice, but in some moments it was right. He began rooting through the pile, saying nothing as he was joined by another.

    Spoiler: OOC
    Show
    As mentioned in the OOC, Kazik is going to expend Martial Focus to treat his reflex roll as if he'd rolled a 13, giving him 20 total. He's then going to spend an action to climb the length of his rope, and another move action to find the object Crofte threw.

    (1d20+10)[27]Percneption

    Sig by Mornings
    My Art!

  24. - Top - End - #504
    Troll in the Playground
     
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    Default Re: The Primeval Dark (IC)





    The Unsung King - Alicia Kelgore





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


    The young Ros'wussrun Witch shrugged, "You just looked like you needed the help. I half expected you to blow yourself up. You wouldn't be the first Witch to kill herself in a backlash." Alicia could feel something change, in the wand, and in herself. A shift. Like waking up and not knowing where she was. A sudden an unexpected alteration of her perception. She didn't know what to call it, or how it could really be described other than... surreal. As she spoke, both women snickered as she spoke. "I believe the cause of your confusion lies with your translation of the Fextin tongue. It isn't 'Vald', but Valdruk. The Fextin of the Outlands do fancy their informal phrases and jargon. It's something of 'short-hand', for the Nightmare Witches of E'Spdon Valdruk." The young Witch crossed her arms, more in a standoffish pose than a gesture, "That'd be us." The veiled Witch nodded, "Indeed."

    "You'll forgive my young apprentice; she's still learning proper manners." The apprentice pointed down at her from her perch, "We came to see what some Sunjath'la was doing here! Your people don't come to this place. Right?" The last word was directed back at the black master, "Indeed. The Sunjath'la have never come to L'Lotha before, in fact, it's safe to say your people do not even know it exists. You are quite literally the first of your kind in thirty-thousands cycles to make your way here. You can imagine our surprise." It was so sudden, so abrupt. It was as if she had blinked, and the world before her eyelids and closed and when they opened were not the same.

    The street around her was sundered, obliterated into a craterous-hole. The melted slag of the of the armored vehicle hulls were flipped over and liquefying into a silvery goo. She was held, suspended in the air behind some dimmed screen of light, like a polarized lens to diminish the glare of sunlight. A dark misty energy flowed from her body and a small purple dot of light gleamed in the haft of her wand. "Well done. Your first Veil. Fortunate you didn't activate this particular Veilshape within the school, that may have been quite the mess. Though I suppose that is what the staff are for." Dark-purplish flames danced all about her. Even the strange clawed creatures were dissolving into the asphalt like puddles of bubbling flesh and metal.

    There was a low whistle somewhere through the smoke, "Whoa, what was that!? Was that a Veil!? Master, I thought Sunjath'la couldn't use Veil magic." Of course, the annoying one wasn't dead. "...They cannot. There's been no Sunjath'la Veilweavers, since the Hexen." Alicia still remained suspended above the ground, held aloft by a field of energy. It didn't appear like she was coming down any time soon. The energy about her seemed to spiral and condense, pulling itself in-ward, drawing even the flames from the streets. The energy swelled until it became a semi-solid black barrier with a strange series of sigils forming over them - then it vanished. Black sparks still snapped off from her body as if she were electrified, and she remained a foot off the ground, but the sphere was gone. It felt as if she could move normally, but it would have simply been flying despite the low altitude. She couldn't lift herself further off the ground however. "This is the Istrei'D'Val, the first black wall of the king. A powerful defense versus harmful attacks, but as the weakest shield I possess, it's quite useless versus death-spells and magic which cannot physically harm you. Focus on your wand, and you will see the condition of your Veil. Be wary however, if the ward is destroyed, that slot will not be available for some time. A standard with any Veil." [Veil Exp: +1,000]


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

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

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



    Spoiler: Aolthor Tenebris: Activated Features
    Show


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





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


    Spoiler: Rewards | EXP
    Show


    Associated Skill: Spellweaving


    ֍ Stella XP +700 (161,100xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Discovery Influence Gained
    ⯎ Travel Influence Gained
    ⯎ Wisdom Influence Gained
    ⯎ Occult Influence Gained
    ⯎ Veil Influence Gained
    ⯎ Evil Influence Gained
    ⯎ Nightmare Influence Gained
    ⯎ Curse Influence Gained
    ⯎ Defense Influence Gained

    ⯎ Nightmare Witches of E'Spdon Valdruk +400 (161,500xp)
    ⯎ Istrei'D'Val +400 (161,900xp)

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

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

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


    Spoiler: Cards
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    Spoiler: Nelrin'Fel, The Exiled Son
    Show


    Name: Nelrin'Fel, The Exiled Son
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: -
    Value: 0
    Cost: Other
    Activation: Standard
    Duration: Limited
    Fate: Soul
    Grade: Gold
    Detail: Once he was the destroyer. Once he was the savior. Once he was the teller of lies. Once he was the teller of truth. He was the exiled son. He had saved the multiverse twice the mount of times he had destroyed it, and been cursed three times more than he deserved. He had been made to live as an animal, and a devil, and been cast out from his home. Yet, despite all his shortcomings and faults, it was he who had risen above it all. Risen above the Houses. Risen above the Three Worlds and escaped the Garden. An accomplishment which no Child born beneath the Mothers had even done, but he had learned quickly that the world was a large place, and he himself amounted to nothing. Yet, he was not discouraged, for he had always been less than nothing. A blight, a curse. His sisters hated him, his House loathed him, and his Mother enjoyed watching him suffer and struggle. He had returned for his brothers, to leave with them and make their own way. He cared nothing for the threefold universe nor the lives of the insignificant insects which inhabited it. He had killed them all before, and he would do it again it if would aid his cause. He didn't want to be perfect. He wanted to be free.

    ✥ [Greater] Manifestation: Summon's the shadow of the Exiled Son at no cost. Nelrin'Fel will demand his own price, and if satisfied may assist the Witch, or Spite her. Regardless of the result the card is not expended upon use and returns to the bottom of the deck afterwards.
    ✥ [Potential] The Exiled Son (Passive): Any of Nelrin'Fel's Passive Potentials may be activated at his discretion when summoned. These abilities may be activated and disabled as a free action even while not his turn. The focus point cost of all the Witch's spells and cards is reduced by 4 (minimum 1). There is a 10% chance a spell or card successfully cast is activated again at no cost.
    ✥ [Potential] Earthbound Immortal (Passive): The first successful attack of each round effecting the Witch is negated, as long as the damage which would be sustained is less than 10 times her arcane aptitude.
    ✥ [Potential] ??????
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    Spoiler: The Soul Eater's Crucible
    Show


    Name: The Soul Eater's Crucible
    Potential: ✦✦⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: 28
    Activation: Standard
    Duration: Other
    Fate: Support
    Grade: Silver
    Detail: A device forged in the Third World. It was a tomb. A prison. A gravestone for those who would not be allowed the grace of death. Within it the native fate of a soul would be bound to assume their place, then they would be cast into the Inverse. Forever sealed within that reflected world. That which remained was a horrid farce of those who had once been. In the hands of once who knew how to wield it, it could prove to be a powerful engine of arcane might. Those who originally fashion it, created the device with the intent of manufacturing faux universes and converting the life-energy into power to fuel their most abominable spells. Now, it was simply a ring, seemingly devoid of purpose.

    ✥ [Lesser] Soul Burial: As a standard action, Force one spirit within 40ft to attempt a Spell Focus check equal to 20 + the Witch's arcane aptitude. Upon failure the soul is sealed inside the Soul Eater's Crucible. The ring possesses no maximum capacity.
    ✥ [Potential] Create Life: As a full round action, create 1d100 lives within the Soul Eater's Crucible. These may be animals, humanoids, or any intelligent or non-intelligent life randomly determined by the ring. The card is not expended upon use of this ability and returns to the bottom of the deck.
    ✥ [Potential] Consume Life I: By consuming 10d100 lives within the ring the wielder grants herself a permanent +1 bonus to one ability score. This requires 24 hours of uninterrupted concentration.
    ✥ [Potential] ??????
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    ✥ [Potential] ??????


    Spoiler: The Master of the Conclave
    Show


    Name: The Master of the Conclave, Professor Gerald P. Faust
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: Other
    Activation: Standard
    Duration: Other
    Fate: Soul
    Grade: Silver
    Detail: In his early years, his eccentric and often madly delivered conclusions made many believe him without a shred of sanity. His theories far outpaced the current understandings of The Great Beyond and the cosmic forces which magic manipulated. Many years ago, his studies outlined the intricate functions of Psychic Magic and principles of Vanician design which had yet to become common knowledge during the publication of his ground-breaking book; 'The Anatomy of Magic'. Professor Faust was the pioneer of modern magic as it existed today on Golarion, and was thought to be the herald of a new era with the emergence of Offworlders and other far-flung worlds beyond. However, the man vanished after an experiment, leaving behind only books upon the studies he had previously pursued.

    ✥ [Lesser] Consult the Master: As a standard action, the Witch may pose a single question to Professor Faust, to which he might reply. Regardless of the result, the Witch spends 15 points of focus. There is a 50% chance the card is not expended upon use of this ability and returned to the bottom of the deck.
    ✥ [Greater] Fabricate Key: As a full round action, the Witch may randomly generate a Calamity Key in their current world. This ability costs 30 focus points.
    ✥ [Potential] ??????
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    Spoiler: Night For Day - Unidentified
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    Spoiler: Tagar, Who Waits - Unidentified
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    Spoiler: The Reflected Alter
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    Praying at the alter requires a Spell Focus check and 1d8 hours of uninterrupted meditation to establish a connection with the herald. Alicia receives no way of judging the success or failure of her attempt. Cumulative penalties are applies for very 4 hours of meditation taken from loosing focus over a prologed period of time. These penalties stack with conditions accrued from other sources such as starvation or dehydration.


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


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


    B'Bhai Duucald: Channel Severance (Imbue Darkness)

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



    Spell Training I: Stability

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

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


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


    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
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    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; 2019-04-07 at 10:43 PM.

  25. - Top - End - #505
    Bugbear in the Playground
    Join Date
    Sep 2007

    Default Re: The Primeval Dark (IC)

    Walt Kincaid
    The Hanging Men


    The Light-Eater strikes- and Walt snarls in answer, consumed with the desire to hurl himself off of the wall and tear out the crawling horror's throat with his bare hands, darkness and waiting waters be damned. He tenses to leap-

    And the room erupts in incandescent light, a knight charges in, bellows to unseen companions, and slays the Light-Eaters in one blow. The sheer blaze and spectacle of the thing stills Walt, takes his mind away from his rage for a crucial moment. His 'gift' recedes, his swollen muscles shrink to a less grotesque size...but they remain tense and powerful, and the insane anger dims but does not die. As his wits return to him, Walt takes a shuddering breath.

    I'm as far out of my element as it's possible to be. Some time, some distance, a plan- with that, I could stack the bodies of these things like cordwood. As it is, I can't even help the man dying twenty feet below me.

    The hunter forces the thought of Crofte from his mind for the moment, determined to help who he can and mourn later. Hand over hand he climbs, momentarily taking hold of an impossibly-suspended stool leg and using the opportunity the sturdy handhold provides to tug a tanglefoot bag from his bandolier and make a careful underhand toss at one of the weird creatures surrounding Erik that impacts with a satisfying splatch.

    Spoiler: OOC
    Show
    Combat Surge expires. I don't suffer Psychic Enervation. I avoid the Raining Death. (Rolls for that in OOC, since it basically determined the rest of my post.)

    Mutate remains active, and will for the foreseeable future.

    My Climb modifier is now +7. Making two Climb checks as a move action, moving 0-10 ft towards the rope.

    Climb 1: (1d20+7)[21] vs. DC 10
    Climb 2: (1d20+7)[16] vs. DC 13 (EDIT: Two successes. That should put me at G9 or so, though it's a bit tough as I appear to be located at a grid square intersection rather than a grid square.)

    Drawing a tanglefoot bag as a free action. Spending 1 pp and a swift action to manifest Inevitable Strike, getting a +5 insight bonus to my next ranged attack (and ignoring miss chances, if illumination should happen to be chancy.)

    Throwing the tanglefoot bag at the F7 beastie at an attack action: (1d20+14)[31]. Tanglefoot goo duration: (2d4)[2] EDIT: I think I can safely assume that's a hit on touch AC. They're now entangled, and need to make a DC 15 Reflex save and either be glued to the wall or just fall down, depending on whether you think the situation is more closely analogous to tangling a creature on the ground or tangling a flying creature.

    Nonlethal damage taken: 9
    9/11 PP
    Last edited by Toptomcat; 2019-04-08 at 01:04 AM.

  26. - Top - End - #506
    Ogre in the Playground
     
    Deadguy's Avatar

    Join Date
    Jun 2015
    Location
    The Ranch

    Default Re: The Primeval Dark (IC)


    Regina
    Abominable Queen



    Failure. Regina gritted her teeth as her senses returned to the present that was familiar. No, not a failure. It would have only been a failure if nothing had been gained. Being able to listen to the conversation between the Inevitable and the Being was worth the attempt. She now knew that the sisters were part of a larger collective and standards of conduct and even rights of lesser beings were established in their social structure.

    She looked back toward Iman. "When you peer through, are all of your senses available, or only sight?" As the man dropped the zombie efficiently, she nodded to his lending aid in her focusing. "On your mark, Iman. I am ready to try again." She closed her eyes again, only vaguely aware of the fact that the woman that she had just carried was now covering her shoulders as ash.


    Spoiler: OOC
    Show

    Knowledge (History) vs Herald (1d20+16)[35]
    Linguistics vs Talri (1d20+25)[32]

    Concentration check dc 20 (1d20+12)[28]

  27. - Top - End - #507
    Troll in the Playground
     
    Mornings's Avatar

    Join Date
    Nov 2014
    Location
    Outside

    Default Re: The Primeval Dark (IC)









    There was no choice. Erik fought back the keeling of his mind, just as he fought his eyes back down from the roof of his skull. His blood ran off like a fountain from the three-inch hole piercing his thigh. Necrosis. He could feel the width of the thing rapidly expanding as the flesh blackened and crumbled like a rapidly aging corpse's limb; it was killing him, but not before the tar-slick creatures which held him surrounded. It was a dog-fight.

    The beasts screamed madly in his face, covering his helm with the same inchor oozing from his mouth at the end of a stiff dry cough. Below Walt hauled himself up from his placement where his hands aptly pierced the stone floor-turned-ceiling. The hunter's fierce eyes seemed to lock with his for a brief moment. One heavy gauntleted hand caught a beast by the throat, ripping the flailing thing from his side and slamming it into the wall. With a sharp turn he let gravity assist him as he set into a falling-wall-run down to the box below, just as the iron-faced man's grapple showed firm and he begun his ascent. He hit the old empty create with his full weight, nearly crashing through the thing as the gunman sent some missile hurling across the room. The munition exploded in glorious fashion as Erik ripped himself free and skipped across another crate and leapt at the rope with all the strength he could muster. He grit his teeth, fighting through the pain. It felt as if his leg were tearing itself apart at the sinew, spasming sickeningly. He looked down just as the waters rose and once again drowned away the sight of the gunman below. The alchemical weapon coated all the creatures that had been nearest him in a thick florescent gel, binding all but two to the wall like ants in a spiders web. The two exceptions had been enveloped in the chemical sludge completely, and had plummeted into the broken sharp remains of the create he had sundered during his fall; dismembering their fragile bodies from the impact and scattering the remains into the waters. Amongst all of them, Walt had been the only man to have ever emerged from the waters before; he was sure he would again.

    Kazik pulled himself up from his roost as he reached the end of his rope, mounting the boxes. With the new light, he could see far better, and in his search he could watch the brief struggle of the fox-thief below as he bit and snapped, ripping off a piece of his accosters before being pummeled by corpses and a horde of hands about him. He splashed into the waters below with a sharp-wet SLAP. Just before he vanished beneath the waves, he vanished in a flash of darkness. Something raced out up across the wall, like a shadow, then flashed out of existence. The masked-man's keen eye caught sight of something glinting amid the strangely misturned rubble of crates and waste. The heavy plated warrior climbed up next to him just as he retrieved the odd device. "WARE! ANOTHER WAVE APPROACHES!" No sooner did the man speak that a distorted film of light enfolded the space just below them. A horde of the familiar black dripping creatures flooded out, some turned in the air to lash out at the men's footing but swiftly plummeted below. Nearly half of the beasts rebounded off the wall in their mad turning-flipping stupor from their effort, colliding with the remnants of Walt's weapon; sticking to the the goo, falling away, then slamming back down into the field of alchemic slime, like rats caught on glue-paper. The other half fell below, turning their sights to the rising man struggling to haul himself out from the waves. The hoard turned their eyes towards the one man left behind. Those furtherest away mindlessly trudged forward in their climb, directly into the field of acrid gunk the man had deployed; joining the others held fast by the coyly employed tool. However, the others begun to swarm like rabbit piranhas in the waters far beneath them. [Erik | Perception - Success]

    Frenzy. Perhaps that was the only word for it. The hands and feet lashed out wildly in the weightless dark. Creature's limbs hammered into him like bats of flesh, tearing and grabbing, slashing and thrashing. It was like being caught in a tightly packed pool of a dozen drowning men, it was incomprehensible unreasoning madness. The creatures struck each other thrice for each time they struck him. Then finally one of the beasts got behind him, wrapping its arms around Walt's neck and coiled around him with its feet; intent to drag him back into the abyss to drown. He could feel his skin split across his face and limbs like split and wrinkled flesh. He felt his body jerk, as if electrified. Something ran through him. It was like a bolt of lightning that stole his strength and focus. His cracked and bleeding hands reached up to resist the grasp of the creature attempting to throttle him amid the wild floundering of the damned beings swarming over him. He fought desperately as the hands latched onto his face, then his arms, wrapping around his chest, pulling, swinging... screaming in wet gargling voices. Was this it? He was going to die here, just like Crofte? [Walt | Crippling Waters - Fatigued, 18 nonlethal damage]

    The knight had evidently not come for them, he had known Balin, but the man had been lost. Still, that didn't deter him from doing what he could to fight back the scourge. "HOLD ON, LAD!" The man flipped his sword int reverse, as if it were a lance, drawing back and hurling the blade. It seemed to split in two. There was the weapon which he had cast out like a bolt of light, and the sword he still clenched in his burning fist. An explosion of blinding sunlight rocked the chamber as a blazing figure drove the blade deep into the back of the dripping black creature stomping down into the waves, upon the gunman's head; trying to dislodge him. The force with which the weapon collided sent a crushing visible sphere of sonic force rocking out ward from the site of impact, shattering the tiles about the obliterated creature as gelatinous shattered remains rained down about the burning man. The sword he bared was unlike the one which the knight, Matik, carried. It was long and thin, exotic and strange, blazing with the same fierce light. The gleaming phantasm lashed out with the blade, sending a curved edge of light rocketing into the water. The figure continued to gesture with the weapon, as if attacking some invisible foe. Flashes of light erupted from the black tides, then suddenly, he flipped his weapon. It and the knight sheathed their weapons in unison. The gleaming spirit vanished with a fading glint, like a fire blown out. A thick pool of gore and macabre pieces of flesh begun to rise from the tides. [Erik | Sense Motive - Partial]


    Kazik lifted the object out from the dust and rubble. Such a curious thing. It was not made of wood, nor metal, nor glass, or even crystal. It was a solid featureless smooth surface of jet-black. It was smooth and unnaturally slippery in hand, yet it could not fall out from between his pressed fingers, as if the surface held some intangibly vast friction like sandstone. Its pitch surface was almost devoid of all ornamentation, but upon closer inspection he could see the visual texture of the thing's surface slowly shift like a ball of black smoke. He'd never seen such a thing before, it was anyones guess as to the things origin or purpose; yet it was significant enough for the expert surveyor to have cast it from his grasp as he fell. Perhaps it was some manner of tainted land artifact? Strange things did manage to unearth themselves within these horrific realms. The flaming knight looked out across to the men standing upon the suspended old creates. "It appears my time is up, gentlemen! Do not idle here, you must escape this place! They're coming!" The mysterious warrior flickered and died out like a dying oil-less lantern, fading until finally winking out. There was just enough light left for Erik to see the masked man visibly flinch, as if startled by something, but he could not see what.

    The light quickly faded about them from the world, like torches dying in the bowels of a cave, but still Kazik could see her. Smiling behind the while veil which obscured her face. A young girl of early years, extending out a hand expectantly as the last lights died out, banishing them once again into a familiar night. Her voice rang out in his ears, and his ears alone. "Will you play with me?"

    Howling cries echoed out from all around them, surrounding them with rekindled fury.
    This time the sound was no surprise. They knew what was coming.
    Light Eaters.



    Spoiler: Veilbeasts - Cursed Wounds
    Show

    The harm inflicted by a Veilbeast is rarely a physical one. Some creatures harm both the body, and the psyche of those who sustain such an injury, but regardless of the method, all such wounds are cursed. Being wounded by a Veilbeast, no matter the size or severity, is almost certainly a death-sentence for a Gale. The curses which these creatures deliver slowly tear bodies apart, or even rend the spirit in manners which are mysterious and not understood. Cures which are discovered are often withheld and treated with the highest level of value and secrecy, placing the power of life and death in the hands of the few. Each Curse possesses an individual and unique remedy specific to itself. Some are easier to treat than others, where simple guesswork might suffice. While others are immensely complex; relying on recovered manuals, secret words and regents, amongst other various components. Those wounded by such a curse are immediately discarded in younger, less-experienced companies, while veterans groups often keep records of learned secret cures complied in their leader's manual. This knowledge is often leveraged against the wounded and dying to acquire additional time under their enlistment, or other resources. The Surveyor Corps offered remedies freely as a public service, but what cures they possessed was often extremely limited due to their charitable nature.

    Common holders of cures for curies included high-ranking Gales, veteran Harriers, Black-Healers, and of course... 'Witches'.
    Weiss was known to have been in possession of a large number of cures for such blights, long before she became a Gale. Her reputation served as some manner of example to substantiate the belief, and that expectation had similarly extended to any and all 'witches'. There were more than a few accounts of such individuals being capable of purging the blight from a Veilbeast-wound, but where you would find such a person belonging to a practice which had been driven underground... Well, that was anyone's guess.


    Spoiler: Resisting - Dragged Down
    Show

    The cursed and blighted black creatures are attempting to drag you down into the waters far below. Should they prevail, it would surely be the end of you.

    The creatures are attempting to grapple you. Upon a successful grapple, you must succeed a strength check to maintain your hold on the wall each round. For each successful creature grappling a new strength check must be passed, increasing in difficulty. The DC of this check is 10 and increases by 2 for each creature in a grapple with you. Every round after the first they have maintained their grapple, these creatures can attempt to utilize their 'drag down' ability, forcing an additional reflex save vs falling. Breaking a grapple is a move action rather than a standard action. Each of these creatures provokes an attack of opportunity when they attempt to grapple you. If you are considered armed and are considered to be threatening a space, you may make your attacks before taking your strength checks.


    Spoiler: Enviromental Effect: Surviving the Dark Waters
    Show

    Tainted lands are horrendous places filled with strange and exotic new ways to die. The environmental threats in these areas are often far more fatal than the few bouts of combat which may be encountered. The mysterious Dark Water from your vision has been made manifest, and it rapidly drains away the life energy which binds you to existence. Each round in contact with the quickly rising water deals nonlethal damage. The damage suffered is doubled each subsequent round, threatening to consume you.

    ✦ Consumed: If a character falls unconscious in the Dark Water, they immediately begin to drown (no save). Other characters can attempt to jump in and save you, but will be unlikely to escape themselves.
    ✦ Crippling Waters: If a character takes an amount of nonlethal damage equal to double his constitution score, he becomes fatigued for 1d4 rounds.
    ✦ Threatened: You may not take 10 on any check.

    ⯎ Climbing Out: Character's must succeed a DC10 climb check to move 5ft. Additional distance may be traveled, not to exceed your base movement speed, by succeeding consecutive climb checks for every 5ft. The DC of each check after the first increases by 3. Climbing gear, such as pitons, grapples, and rope can greatly assist in moving faster. If using rope to climb, this movement is performed normally. Creatures with a climb speed may climb as normal. Pitons may be planted and affixed to a safety line at a location to prevent falling from height excess heights. This is a standard action. If a creature fails their climb check by 5 or more, they fall.
    ⯎ Catching Hold: If there are fixtures adjacent to you when falling, you may attempt a reflex save (DC10 + amount climb check failed by), to grab hold of an item nearby. This may also be done when falling past a potential handhold, or another player. Similarly, this DC may be attempted by a PC in-line with the creature's fall to attempt a catch. After catching a falling creature in this way, the PC must succeed a DC13 strength check or begin falling as well.
    ⯎ Swimming: Creatures must succeed a DC10 swim check to stay on the surface of the water each round, or begin sinking at a rate of 10 feet per round. Creatures below the surface of the water must succeed a swim check in the same manner as climbing; attempting subsequent checks every 5ft.
    ⯎ Aiding Another: Characters may spend a standard action to use the Aid Another action, granting a +4 bonus to another a single skill check another creature attempts.
    ⯎ Extra Effort: If a creature takes a second move action, the DCs of his climb and swim checks reset for that movement. A creature who performs this action a number of times equal to double his constitution modifier must succeed a DC15 fortitude save. Each additional time this ability is used thereafter, the DC of his save increases by 1.
    ⯎ Recovered: Characters are no longer suffering from any negative effects of their imprisonment and regain full movement speed. (You normally will not recover from negative effects accrued in tainted regions, even over time; leading to your inevitable demise. Learn from this experience, as small issues such as status conditions can all but assure a failed dive. A number of resources and contingencies exist to better your chances of coming back out again.)



    Spoiler: Divergence - Influencing the World
    Show

    Divergence is a strange phenomenon most ironically experienced by a brief state of non-existence. The changes experienced thereafter are often incredibly radical. Main-Quests are almost always lost if players Diverge before completing their current tasks. Divergence can be both beneficial or crippling, but can always be reversed in some fashion. However, Divergence can only be reversed in the order in which they occurred; meaning, if a player were to Diverge three-times, the first Divergence could not be changed until all subsequent Divergence were negated. Diverging multiple times can make changes you have experienced, influenced, or created, near-permanent by extension. Meddling in otherworldly affairs greatly increases the likelihood of Diverging, however other forces can cause this as well, including player-actions.

    A number of unique, but virtually unknown protections and contingencies exist to combat and control this phenomenon. Many unique realms and universes beyond can only be accessed via Divergence, and some abilities can create powerful desirable-effects to bolster players. However, wild, uncontrolled instances of this spectacle can quickly lead to a tragic fate. Surviving the mysterious threats of the Night and influencing the fabric of reality for your benefit will require careful attention paid to the current state of the world, and detecting early signs of such negative influences before they can spin out of control.


    Spoiler: Status
    Show


    Environmental Effect
    ✦ Darkness: There is now absolute darkness throughout the chamber. Normal sight and low-light vision no longer function, you are blind. Darkvision functions normally.

    ֍ Faux +0 (275xp)
    HP 25/33 (2 bleed)
    ⭍ [Nonlethal Damage] 3
    ⭍ [Cursed Wound] 2 Bleed, DC 22 Heal (full-round action)
    ⭍ [Wounding Curse] Fast Healing & Regeneration Disabled. Cannot Heal Grievous Wounds. Cannot Recover Hit-Points. Harms Others. Cure Unlearned.
    AC 19
    Extra Effort Used: 2/6
    ⯎ Survival Influence Gained
    ⯎ Freedom Influence Gained
    ⯎ Tactics Influence Gained
    ⯎ Death Influence Gained
    ⯎ Curse Influence Gained
    ⯎ Magic Influence Gained
    ⯎ Intrigue Influence Gained

    ⯎ Acquired [Clear Dagger]
    ⯎ Light Eaters, Blood-draining +50 (325xp)
    ⯎ Light Eaters, Magic Eating +100 (425xp)
    ⯎ Light Eaters, Intelligent +100 (525xp)


    ֍ Erik +150 (1,100xp)
    HP 28/37 (2 bleed)
    ⭍ [Nonlethal Damage] 3
    ⭍ [Cursed Wound] 2 Bleed, DC 22 Heal (full-round action)
    ⭍ [Wounding Curse] Fast Healing & Regeneration Disabled. Cannot Heal Grievous Wounds. Cannot Recover Hit-Points. Harms Others. Cure Unlearned.
    AC 23
    Extra Effort: 1/4
    ⯎ Survival Influence Gained
    ⯎ Exploration Influence Gained
    ⯎ Truth Influence Gained
    ⯎ Secrets Influence Gained
    ⯎ Battle Influence Gained
    ⯎ Caution Influence Gained
    ⯎ Death Influence Gained
    ⯎ Omens Influence Gained
    ⯎ Curse Influence Gained


    ֍ Kazik +200 (950xp)
    HP 55/58 - [3] Bludgeoning Damage
    ⭍ [Nonlethal Damage] 3
    AC 20
    Extra Effort Used: 1/6
    ⯎ Truth Influence Gained
    ⯎ Time Influence Gained
    ⯎ Knowledge Influence Gained
    ⯎ Travel Influence Gained
    ⯎ Madness Influence Gained
    ⯎ Death Influence Gained
    ⯎ Darkness Influence Gained
    ⯎ Evil Influence Gained
    ⯎ Survival Influence Gained
    ⯎ Agility Influence Gained
    ⯎ Wisdom Influence Gained
    ⯎ History Influence Gained
    ⯎ Acquired [Black Dice x1]


    ֍ Walt +150 (500xp)
    HP 43/43
    ⭍ [Nonlethal Damage] 27 (3 + 6 + 18)
    ⭍ Status: [Fatigued]
    AC 19
    Extra Effort: 1/4
    ⯎ Truth Influence Gained
    ⯎ Time Influence Gained - Influence Lost
    ⯎ Knowledge Influence Gained
    ⯎ Travel Influence Gained
    ⯎ Exploration Influence Gained
    ⯎ Madness Influence Gained
    ⯎ Knowledge Influence Gained
    ⯎ Endurance Influence Gained
    ⯎ Recovery Influence Gained
    ⯎ Tactics Influence Gained
    ⯎ Survival Influence Gained
    ⯎ Battle Influence Gained



    Spoiler: Influences
    Show

    Influences represent current knowledge, pursuits, training, experiences and aspirations which are actively effecting or being utilized by a character. These represent various concepts and begin to outline a character's values and path as they grow. Influences which are not used regularly are lost, but can be gained again once a character begins pursuing an avenue related towards that field or concept. Influences determine a character's growth in many ways, including experience points they earn and which Potentials they can acquire at any given time.

    Unlike with limited class levels, Influences are not acquired spontaneously, and are acquired throughout play; creating an active system which enables a character to re-train, gain new powers, or even improve upon old ones actively with their in-character actions. Training with a sword or exercising the use of an existing Potential allows a character to learn new techniques, empower his current abilities, or even grow his tolerance to pain, sustain damage, run faster, sleep less, and more. Influences play a vital role in developing more sophisticated interpersonal skills and ability to deal and establish diplomatic relations with all manner of strange and otherworldly creatures which you may encounter; in addition to learning more about the unnatural forces which no worldly knowledge could shed light upon. All unique skills are only able to be acquired via potentials, which are trained and worked towards acquiring via your pursuits, experiences, and by extension - your Influences.


    Spoiler: Point: 323 - Willowbrook Sanitarium, F3A (About Tainted Lands)
    Show

    Tainted Lands are incredibly complex and foreign realms which are often guised as places once familiar. Each tainted region is individually unique and carries with it its own risks, rules, threats and worldly hazards. Many things cannot function, work differently, or can lead to reality crushing results that make survival for most creatures delving into their reaches an impossibility. Site Investigators often travel with groups of Harriers or Gales for long extended periods conducting a through survey of each corrupted-site, known as a 'Point'. These reports are used by various venturing companies to conduct expeditions, known as 'Dives', into the tainted lands. Points are always geographically divided into many areas known as 'Sectors' by Site Investigators. Sectors within a Point mark areas where the rules of the other areas which have been surveyed dramatically differ, be that the laws of nature or magic, or even stranger changes they cannot fully understand.

    Common Sector 'rules' which Gales are familiar with include such things as; violent reactions to non-grounded magics, reactions to supernatural energies and abilities, reactions to specific materials, reactions to unstabilized magical creatures and creatures capable of withholding or generating energy, and items or persons keyed to a particular influence.

    Fortunately there were not very many public users of magics due to the general fear and suspicion associated with the practice, and thus even less individuals with such talents that traveled into the tainted regions. Magic was an inherently suicidal thing to employ in such places without a remarkable understanding of the Point and all features of the rules which governed the Sector currently being occupied. Everything in a spell from the time it took to produce, to the school, effect, number of targets and even the manner in which the spell functioned were all individuals factors which could set off a dimensional-explosion and throw an entire team of unwitting mercenaries through a hole into Abadon; or worse. There was always worse, they just hadn't learned what that was yet; that was the first lesson tainted lands had to teach the fools which dared brave its depths. Wizards and magicians were generally less welcome by companies that ventured to such places, than they were by the general public. Unless the magician in question specialized in using his or her magic in such places, and possessed a record to back it, not even a fool would bring one along. There existed unique items called 'Grounds' which restrained and processed a magician's magic making it generally safe to use, but they were immensely expensive and built for each individual mage. Yet, more vexing was the matter that a single magician would often need multiple Grounds, as no single device was assured to provide every protection for every circumstance. Nor were they permanent fixtures. Like filters, they eventually spoiled and failed. At least the ones commercially available. The device's creator, the genius inventor Denil Demn could produce Grounds which would self-cleanse and restore themselves with time, but acquiring a commission from the man was a nightmare. If not because of the competition attempting to do the same, than because the craftsman was notoriously difficult to reach.

    The degree of influence upon supernatural powers varied wildly, but was based on the level of corruption the tainted region possessed. In some of the worst places there were documented cases of Gales detonating in a bloody mess from simply employing internal forces to accelerate their speed and agility. Much like a monastic practitioner of martial arts, many Harriers preferred to learn to hone inner energies to aid themselves in conflict while Diving, but even this was not completely safe. During 'Deep Dives' companies outfitted their members with various equipment to maintain internal stability, but this was not something exclusive to the most foul of places. If the rules of a Sector were particularly twisted, it was possible to experience those same hazards without venturing into the belly of the beast.

    Some materials or creatures didn't react well in tainted regions. The places were often so alien and foreign that not even animals could enter. Sometimes it wasn't just animals, it could be steel, or wood. Maybe iron. No one would know what all, if any may have been effected until a Site Investigator ran their exhaustive tests. Some of the most strange of places caused unnatural phenomena from things associated with a particular thing. Perhaps a cleric's symbol, or a deity's favored weapon, maybe the pages of a book. It was as if the world were possessed by some malicious spirit that remembered only the things related to what had wronged it. None of these places were necessarily good to ever venture, many Gales never bothered. Even putting the twisted spaces of reality aside, the Veilbeasts and other horrors were enough to convince any sane man to keep his distance. Veilplague had become nearly non-existent, but the corruption and curses which could be afflicted were a horrendous burden. If a man were blighted, he could not be allowed into a town or city. It was all one could do to simply pray that a green witch or other healing pariah might be able to mend them, as civil men would have no choice but to quarantine or kill the infected. There simply were no known cures for most maladies, at least not in the hands of the peoples at large. For most, death was assured.


    Point: 323, F3A: Sector 1A - Regional Effects
    ✦ ???????????????
    ✦ ???????????????
    ✦ ???????????????
    ✦ ???????????????



    Main Quest: Dreaming, The Nightmare Beast
    Something lingered and twisted their perceptions, their very reality. There was no past and present, only a fractured array of constantly shifting states of existence. All was real. All was now. It darkened the world, as if laid in shade beneath the looming hand of some omniscient mad god. Somewhere, someone elsewhere inside knew. That man could discern reality and see the dream for what it was. They had to escape before it consumed them, before all that was named true in their minds was pried from their broken hands, and devoured by some horrific nightmare. The visions... Everything. It couldn't be real. It couldn't be real.
    Difficulty: Lethal | Status: On-going | Profit: Unknown | Time: 4/8 Rounds
    Primary Objective: Survive.



    Last edited by Mornings; 2019-04-09 at 09:43 PM.

  28. - Top - End - #508
    Bugbear in the Playground
     
    forg99rules's Avatar

    Join Date
    Dec 2015

    Default Re: The Primeval Dark (IC)




    Hearing the young girl claim that they had only come over to help was somewhat of a blessing, if these two did not mean her harm then perhaps they would just let he be on her way. As the older woman spoke she was surprised to hear that the Vald were really the Nightmare Witches, turning her mind to that bit of information she tried to remember what little she knew of them. As her mind tried to find the information she listened more as the two spoke, it seemed that the Sunjath'la didn't even know of this place which surprised her to an extent. As her veil activated she was surprised by the destruction that it brought with it. Looking around her she wondered if the two witches had survived the destruction that the strange clawed creatures hadn't. She was a bit in awe of the power that this veil had, though she hadn't really meant to create it she began to wonder if it was a side effect of the veilshaping from the slot on her wand.

    Hearing the two witches speak was somewhat of a blessing, she hadn't wanted to kill them or even hurt them so she was a bit glad that they survived. Looking down at herself she was a bit surprised to see that she was floating about the ground just a bit. Her mind was drawn back to the present as Tenebris spoke she focused on her wand to see what the veil could do. Seeing the abilities that the veil held she was still impressed by it even though Tenebris claimed that it was the weakest shield that Tenebris possessed. Thinking about it made sense as the veil only stopped damaging attacks and did nothing to stop other sorts that could be sent her way. Seeing the veil led her to understanding how it had been created, the combination of Bleak Bastion I, Re'D'Quellrin Slot and a 9th level slot seemed to have caused it to be created. Looking back up at the two Witches, "I do apologize for that, sometimes I forget just how powerful these Veils are, I had only meant to put up a simple defense for protection as I knew not at the time how safe I was. You say that you are the Nightmare Witches of E'Spdon Valdruk, would that be the same ones that preserve the B'Bhai Duucald Imbue Darkness? If so then again I would like to extend my apologies for the damage the Veil caused and if there is anything that I can do to make amends then please let me know and I will do what I can."

    Spoiler: OOC
    Show


    Know Abstract: (1d20+28)[29] or (1d20+28)[47] - for info on the Nightmare Witches
    Know Abstract: (1d20+28)[40] or (1d20+28)[44] - for knowledge on Veilshaping
    Know Abstract: (1d20+28)[43] or (1d20+28)[30] - for knowledge on Wide Spell Shape
    Know Abstract: (1d20+28)[29] or (1d20+28)[34] - for knowledge on Weave Spellstrike
    Know Abstract: (1d20+28)[31] or (1d20+28)[35] - to figure out if there was any other veils she knew that could be attached to a veil slot on tenebris


  29. - Top - End - #509
    Bugbear in the Playground
     
    Stevesciguy's Avatar

    Join Date
    Sep 2018
    Location
    In your base

    Default Re: The Primeval Dark (IC)

    Erik
    The Hanging Men


    Surrounded once again by darkness, Erik set to work. Whatever the masked man had seen, it could only be one more reason to escape the hell hole that they were trapped in.

    Ignoring the pulsing pain in his leg, Erik makes his way up the wall, allowing the roar of the waterfall to guide him closer to the door. At the very edge of escape, Erik halts.

    If that torrent is too strong... I'll be back into the water with those thrice-damned creatures

    Feeling for an anchor, Erik quickly finds an adjacent table with a strong enough leg. Bracing himself between it and the wall, he shrugs the rope he'd been carrying down back into his hand, before tying it around the table leg. He tests to make sure it's strong, before moving to tie it around his waste.

    His voice again rings out through the room:

    "Gunman, I don't know if you can hear me down there, but in a few moments I'm dropping a rope down to the water. Head towards the center of the room, under the waterfall, use it to pull yourself up before you join Crofte."

    We don't know what's on the other side of this door. We need every advantage we can get

    Spoiler: OoC
    Show
    Move action: Climb up.
    Rolls:
    Climb DC 10: (1d20+7)[13]
    Climb DC 13: (1d20+7)[15]
    Climb DC 16: (1d20+7)[14]

    Standard action: tie rope around table leg

    Swift action: unused

    Perception to listen for anything coming closer: (1d20+7)[18]

    Perception to see if Erik can hear anything from the other side of the door, over the waterfall: (1d20+7)[20]

    I guess maybe a survival check to see if Erik can get a feel for if the area is getting more or less stable?: (1d20+5)[17]
    Last edited by Stevesciguy; 2019-04-10 at 07:56 PM.

  30. - Top - End - #510
    Ogre in the Playground
     
    Chromascope3D's Avatar

    Join Date
    Jul 2012
    Location
    Across the spiraling sea.

    Default Re: The Primeval Dark (IC)

    Kazik
    The Hanging Men

    Well, that's unsettling. The masked man sized up the young girl, and frowned. Was she a vision? Could others see her as well? In the absence of the knight, it was impossible to tell. He knew another of his fellow prisoners had made it up here, though he strangely felt no warmth from that warrior. It wouldn't matter then if he could see the girl if they were both hallucinations. Or perhaps she was really there, displaced as that knight had been by the corruption. Perhaps this object had summoned her here; he ran his palm over the small crystal once more. These thoughts ran through his head, but he put them aside. As startled as he was, he knew he didn't have time for this. He ignored the girl, and placed the crystal in a pouch tied to his belt, before calling out into the night,

    "Gunman! Going to leave the rope down if you're still alive. Do try to bring it back!"

    You are so kind; the man pushed this back out of his mind as well. He didn't fancy his odds of free climbing up that water spout. He took a moment to root around his bag again. He ran his hands past a length of chain, and a wet lump that he suspected was once his journal. A shame, but again not what he was searching for. Ah, here it is, he thought as he pulled out a crooked length of iron. He said, softer this time, to the cold person next to him.

    "Exit's up there, right through the door. Just thought you should know."

    He looks at the girl one more time, and with that, crowbar in hand, he cinches his bag and begins the final leg of the climb. It wasn't a proper piton, but perhaps it could do. He reaches the doorway, and begins testing the wall with the prong, attempting to find a softer spot in the wet mortar to drive the bar through.


    Spoiler: OOC
    Show
    (1d20+6)[24] DC 10
    (1d20+6)[19] DC 13

    I guess I'll make a K Engineering roll to find a place that's soft enough to plant the crowbar but firm enough that it won't pry out the flagstone. Forgot that taking the crowbar out, climbing up, and creating a handhold with it is too many actions, so I guess I'll wait til next turn for that. :P
    (1d20+4)[17]

    Also, K History and Nobility b/c I dunno, maybe she's famous/infamous. :o
    (1d20+3)[20] HiHerstory
    (1d20+6)[12] Nobility

    Sig by Mornings
    My Art!

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