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  1. - Top - End - #241
    Bugbear in the Playground
     
    forg99rules's Avatar

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    Dec 2015

    Default Re: The Primeval Dark (IC)



    As the knowledge came and went she could feel a sense of longing in he as she remembered the path she had once walked. Listening intently to Lady Black speak she knew that this power great but had limits to what it could do, just like everything that existed it could not control everything perfectly but it seemed that it would be worthy of use. She still wondered what the silver fate could do but as it was locked away she did not dwell on the card, instead she focused more on Lady Black and what she had spoken, her time in the Black was running out and if she wanted anything more while here then she would have to be quick. Thinking about what was possible in this place and with Lady Black present she realized that she could potentially contact the Ra'Dolfaal while she was here as well she thought that Lady Black could Bind Drejan'sila back to her since she held control over the L'Drada and Aegisir. Deciding it was worth asking for she spoke up "Since i have little time remaining here I would like to make a request of you if possible, I am currently without a L'Drada but I do know of one that still wields one of my Veils that I had previously created. She is no longer bound to me as I would be considered dead in my previous world, I would like to petition to have her once again be bound to me. Both the power and knowledge that she wields will help me in the immediate as well as any future endeavors that I embark on. I know that she despises me but for the life of me I cannot remember exactly why and i would hope that she and i could come to terms with whatever the problem was."

    Having given her request she also decides to try out her new veil to contact the Ra'Dolfaal, calling forth the power within her she speaks her request hoping that the intent of it would get through along with her words. "Heal my abdominal wound" The intent she held behind the words weight heavily in her mind, she wanted the wound she gained healed at this point and not it to be something that had never happened in the first place. Having spoken she waits for the response hoping that the change won't cause her to forget all that she has learn as well that the Tax will be reasonable enough for her to pay.

    Spoiler: OOC
    Show


    Making my petition to have Drejan'sila bound to me again

    Know Forbidden: Veil use: Domain of Black: (1d20+29)[38] or (1d20+29)[38]



  2. - Top - End - #242
    Ettin in the Playground
     
    Triskavanski's Avatar

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    Jan 2011

    Default Re: The Primeval Dark (IC)

    Feliks approached the halfing rather quickly as the world shifted again. He was still rather annoyed at the whole world shifting again and again and again. These creatures that they kept meeting that he knew little about, other than they were not something to be trifled with. And whatever they were, they were getting increasingly active.

    In almost one fellswoop, he moved to lean down to the halfling, he pulled out fresh medical supplies to use. Within an instant he began to clean and treat the wounds at an improbable speed, leaving Aden to make sure the two where protected for the moment. Using the traveler's any tool he had to quickly make a splint for the halfings leg, he makes a note that he needs to get more of those tools.

    Spoiler: ooc
    Show

    Really quick run here while I can while at work. Might post more after work and after seeing the results of the following rolls.

    Using Medical Training from the Scholar to quickly patch up the halfling
    (1d20+13)[14] vs dc 15

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

  3. - Top - End - #243
    Ettin in the Playground
     
    Triskavanski's Avatar

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    Jan 2011

    Default Re: The Primeval Dark (IC)

    Seeing the halfing not taking to his treatment well enough. The doctor pulls out one of his elixers, forcing it on the halfling before protests could be made. He was not about to lose a patient.


    Spoiler: ooc 2
    Show


    Using salve (2d8+4)[9]
    Animated Spellcards from the Deck of Many Things
    A game I found interesting Aegis: Innocence

  4. - Top - End - #244
    Ogre in the Playground
    Join Date
    Sep 2010

    Default Re: The Primeval Dark (IC)

    Aden glanced around in confusion, the rage still building in him. His eyes snapped up to the bridge overhead, and he felt his heart skip a beat. "Underbridge? Magnimar? What in the Hells are we doing-" As the sounds of battle reached their ears, and a figure called out, Aden closed his eyes and desperately willed the fury to subside.

    "One wounded, heavily! No bites. Bit confused though."

    Spoiler
    Show
    Aden attempts a Will Save to calm the Cursefire.

    (1d20+1)[19]
    ATTENTION ANYONE WHO I'M PLAYING WITH:
    No news is good news.

  5. - Top - End - #245
    Troll in the Playground
     
    Mornings's Avatar

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    Nov 2014
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    Default Re: The Primeval Dark (IC)



    The Exiled Son - Asiresh




    Main Quest: Goodnight World
    They had crushed your very existence. Scattered your soul across the realms and existence and cast you down into the filth of the mortal's world. Yet still you remained, still you struggled. Still you lived. A few hundred million years had found you in perhaps the worst state you had ever been, feeble and old. Even the body which you found yourself inhabiting could not be called the original. You've suffered chilling nights and blistering mornings, tortured and mangled, waiting for this chance. The devil which once haunted you many lifetimes ago had vanished, never to be seen again it seemed since you came to this world. It had been the first time in a long time you had ever been truly alone. Now it was time to destroy those who plotted against you, reclaim your birthright, and set the Cycle right. You were coming home.
    Difficulty: Challenging | Status: On-going | Profit: Unknown | Time: None
    Progress: (0/2)
    Primary Objective 1: Escape
    Primary Objective 2: Find your brother, Sino'fel
    Alternate Objective 1: Find the Lady of Morning
    Alternate Objective 2: Escape the Great Devourer, Gal'Korhal




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



    The gunman frowned, still speaking in a hushed voice "Exit? Main is on the other-side of the stockyard across this door, but ya ain't gonna find nothing if ya dead- " The man's eyes grew wide in freight and evident surprise as the old man begun to walk forward. As Asiresh pressed forward, putting aside the devil's babbling. The roguish man on the other hand had other ideas in mind. "Daft ol' geezer! Ya' brought this on yourself!" He screamed the words as he turned away, almost as a declaration as he mustered up his strength and kicked off from the wall. The improvised long-jump didn't take him as far as he would have liked - at least, that was the realization he came to... too late.

    It sounded like a collective raucous chorus of hammers beating upon stone, moving, skulking about. He didn't feel it at first, and he took another step. It felt as if he was pushed, or bumped into by someone in a crowded street; but he could see it when the gunman landed. Massive eldrich tendrils darted out, piercing and slashing the man with an inhuman speed, penetrating muscle and stone from between the stones before resettling back into the earth before one could even realize it. Once, twice, three times. The gunman was pierced before stumbling through the door on the far end of the hall. The shocking spectacle had distracted him for just a moment... [Asiresh | Stealth & Perception - Partial]

    He felt a warmth spreading from his chest and half his limbs. They struck faster than he could mentally process. From the walls, from the ceiling, with such tremendous force, there was no pain. His left arm was torn open and mangled, while lacerations covered his lower body. But even that wound little more than a minor inconvenience when faced with the sight before him. He looked down upon one of the otherworldly limbs which had rose up and skewered him through the abdomen. His bowels were beginning to grow numb, a familiar sensation. The sense of great physical trauma, the feeling of organs beginning to fail. The limb sharply retracted itself from his innerds and into the ground without a trace, like some phantasmal abomination. The we splattering sound was the only noise he could hear as the clamoring racket immediately ended all at once. His blood poured out from his wounds, joining the pools already filling the hall. [Status: Trap Triggered - 10 Damage]

    The horned devil lightly slammed his fist into an open hand, as if suddenly recalling something, "Ah! Would you look at that. I told you there was something here... I believe I recall something about these creatures. Some minor parasite found in these so-called 'tainted lands'. The previous fool I haunted was quite fond of such places, well, before he was eviscerated. This fodder is hardly even sentient. It's simply a near-mindless bug which at time burrows into the earth, killing whatever comes near. Sound, and the tremors of movement seem to be how it 'see's'." The menacing spirit sneered, at the dying old man, "You might be a complete fool, but surely your body has remembered to take a proper beating by now..."


    Fragment Recovered

    Brightsoul Fragment: Lesser Rinov'khel, Ancestral Vigor

    Since ancient times, the Daka; the blessed tribe of the sacred grove, had refined the purity of their race. Owing their strength to the wolf-gods once created by the Mother of the First, long before her long rest. Those born with the strongest ancestral ties to the gods, the Kal'Daka, carried the strength of the Rinov'khel - the 'Ancestral Body'. Timeless, and ancient, those like you can sustain terrible wounds far worse than possible for mortal or Elil. The strength of the Rinov'khel is refined just like all forms of immortality; with pain and suffering. Those who have suffered long would bear the scars and honor afforded to only the greatest hunters.

    Benefit: Your physical body has adapted to the severe wounds you have suffered. Having been brought to near-death many times, you have been made stronger. The Rinov'khel may be activated 1d3 times per day as an immediate action. While active, up to 30 points of damage from each individual source of harm affecting the Daka is negated, while excess damage is applied normally. Additionally the Daka gains Regeneration 1/Magic while this ability is active. This ability ends if the Daka fails a DC20 will save, which is required at the end of each round. However the maximum rounds the Daka may maintain this ability is equal to his total hit dice. The Daka is considered to have one additional Hit die more than he actually possesses for the purpose of abilities and effects.

    The Daka's maximum age is extended by 400 years & his constitution score increases by 8.





    Spoiler: Skill Checks
    Show

    The perception was good enough to see the crazy monster limbs pop out and slash 'jimmy-guns-for-hands', and you. The stealth passed a few checks, but failed some also. It was an opposed roll, and the opposing roll barely won on those that failed. Since it was multiple checks, you basically moved without incident until you failed and realized you were wounded.

    On the flipside, you can basically walk out with the potential you have now.


    Spoiler: Map
    Show


    Spoiler: Recovered Items - Heavy Bag
    Show

    ⯎ Modified Sewer Mask (Filter Hood) | (2lbs)
    ⯎ Strange Shortsword (Unidentified) - Failed | 1d8, 18-20x2, S/P (2lbs)
    ⯎ Strange Orb (Unidentified) - Failed | (0.5lbs)
    ⯎ 673gp, 412sp, 544cp | (32.5lbs)
    ⯎ Waterproof Bag | (0.5lbs)


    Spoiler: Status | EXP
    Show

    Characters

    ⛨ Asiresh
    HP: 1/28
    AC 15
    Fort +3 / Ref +1 / Will +3

    ⛨ Iron Hawk
    HP 31/31
    AC 20
    Fort +7 / Ref +4 / Will +1
    Momentum 11/12



    ֍ Asiresh +550 XP (4,900xp)
    ⯎ Spotted [?????] Creature +300 (5,200xp)
    ⯎ Fragment Recovered: Rinov'khel +300 (5,500xp)
    ⯎ Achievement (Rinov'khel): Received total damage in excess of maximum hit points
    ⯎ Survival Influence Gained
    ⯎ Nelrin'Fel casts [Expeditious Retreat] on [Asiresh] - Duration 10/10 min

    ✦ Glass Dagger Lost
    ⯎ Asiresh is nauseated - 0/3 rounds

    ֍ Iron Hawk +0 XP (1900xp)
    ⯎ Liberation Influence Gained
    ⯎ Survival Influence Gained
    ⯎ Freedom Influence Gained
    ⯎ Knowledge Influence Gained
    ⯎ Exploration Influence Gained
    ⯎ Travel Influence Gained
    ⯎ Darkness Influence Gained


    STATUS
    ✦ Asiresh's bow string has rotted. After a number of uses it risks breaking: 12/12 Uses
    ✦ Asiresh is nauseated while he remains in the smog (DC20 Fort to resist for 1d3 rounds)
    [Nauseated]: Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.



    ✦ Spited: 50 (Exiled Son)
    ⭍ Severity of spited effects increased (1)
    ⭍ Severity of spited effects increased (2)
    ⭍ Severity of spited effects increased (3)
    ⭍ Severity of spited effects increased (4)
    ⭍ Severity of spited effects increased (5)


    ✦ Wounds: Asiresh
    ⯎ Land speed reduced to 10 ft - Cannot run (Healed: Duration - 2 days)
    ⯎ Strenuous actions deal 1 point of damage (Healed)
    ⯎ Strenuous actions have a 10% chance of causing bleed 1d4 rounds (Healed)





  6. - Top - End - #246
    Troll in the Playground
     
    Mornings's Avatar

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    Nov 2014
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    Default Re: The Primeval Dark (IC)



    The Returner - Stella Astral



    Main Quest: The World Betwixt
    An alien and foreign world. An even stranger land and people. Rising from the mires, you find yourself in a place unlike any you've seen before. Somewhere between a dream, a spirit land and reality, this world resided. Everything about it seemed to bristle with magic of a different sort, a type which didn't even seem familiar. You had come to be healed, and seeing the strangeness of the universe around you, you felt you had come to the right place. For it was so unique, that it didn't seem a stretch of the truth to believe that such a cure could be found quite easily. Yet, that same thought also drove home a fact; you were a long way from home.
    Difficulty: Challenging | Status: Complete | Profit: Unknown | Time: None
    Objective:Heal your wounds. [Complete]
    Alternate Objective 1: Reclaim "Drejan'sila, Frozen Eternal". Summon the Ra'Dolfaal & heal your wounds. [Complete]
    Alternate Objective 2: Find another way.


    A distant crashing howl. The voice rung with woe and a madness born of blazing vehemence. From somewhere across the seemingly infinite expanse of the nothingness which embraced her, the echoing screaming came shattering through her world. Once more, the gears turned. The proverbial hands of a clock sharply jerked forward upon the unimaginably vast face of the time-piece, with a groan and shudder that reverberated through her and the depths of the abyss. It was as a shockwave, quaking and jarring all life and matter within the submerged depths of the endless. She could feel the woman's grin, "I suppose you pass, but just barely... I was beginning to believe you'd never notice the Brand at all, and this would be a fruitless effort. I have done as you've requested."

    From the nothing which pervaded the state which was her existence, Lady Black produced a tome. Flipping to a page, she swiftly crossed out an entry upon its ebon pages and closed the volume - and as it closed, it simply was no more. "The Frozen Eternal might be bound to you once more, but make no mistake, you are far from becoming a Master; a Ja'Ku'lam. You possess no means to actually command or influence your bound L'Drada, nevermind summoning her. As you are still... mortal, you will need a great deal of training from the Speakers, Teller, or... somehow, other Masters - before you have any hope of forcefully reining in your servitor. But, as she can no longer be too far from you, perhaps you may settle whatever conflict remains between you two by other means. I'm sure you will manage. Though, it would behoove you to use that Fatestone you have received before it is taken from you."

    "Things will begin to become more difficult moving forward... The Three Worlds have been left in disarray, but the Houses actively work to settle this chaos. As it exists now, your material world is still soft and malleable, like the shifting scenery of Tangi'thac. A problem can simply be solved or started with a simple Divergence. That will not always be the case... You choices, your decisions and mistakes, the flow of the natural world. It is like sediment. It will storm and swirl, but with patience it will settle and turn to stone. Your planet, your material universe will fall further into disarray as the natural forces and creative essences which bind it fall into chaos. What remains will be the world you must live in, and no simple name nor spell will change that. In time, even your magic, drawn from the Circles of Duvan'Ku and the Black will diminish and wane. No D'Inlé will answer your call. No Guardian will protect you. Your universe's connection to the Three Worlds will wither and die, and the mundane will once again take precedence. The question of weather there will be enough strength left in the hands of mortals to face the Long Night which will annihilate all that remains is a question to which only you might answer. In time, the darkness, the mourning, the chaos and even the light will settle and find its natural place within the world once again; but after the storm, there must be souls strong enough to face the inevitable end. The Icons . Just as you must grow and train, so too must you gather and strengthen them - in hope of establishing some semblance of resistance at world's end... But I suppose I have spoken enough. Your time draws to an end... I will send for you when it is time."


    Ͽ ◯ Ͼ

    It wasn't the same, this sense of falling. Hurtling through the darkness she fell away from the compounding pressure given by the weight of the abyss. It was as if she was falling upwards, uncontrollably careening off to the sky. While still so close to the Black, she could feel her strength and magic spark at her command. She hadn't fallen far enough away yet to need a Circle to connect to the bleak domain. With a mental ushering of will she could feel her body plummet away, whistling through the dark as her mind inhabited the weightless Veil shaped in her image. She could feel her strength surge, grasping some degree of control over the atrophied black cloak of shade which surrounded her like a mantle. It was as if muscles she had never used before had twitched and flexed for the first time, feeble, but present.


    With a great effort she willed the Veil through, piercing the Black to that something beyond. There was a stillness so profound, even the sensation of her falling physical body which she was once joined vanished away. There was something out there. Lurking. Waiting. - A flash. She could feel it, looming, stalking, looking back at her from across the depths. A flash. It was like the white between two spaces of black static. Again. The pauses begun to shorten. Faster. Even faster still. An endless flash of white between the spaces of distorted black noise, like the pages of a book, flipping faster and faster... Small dots loosely assembled as the white spaces ran even more quickly. Like some stop-motion show, the dots formed stippled lines, animated by the constant shift.

    It was a shifting living thing, these pages, this animated dance of white and black, lines and dots, rending an endlessly scrolling depiction of valley's and homes of worlds and people she would never know. Then there came a different sort of flash. Black. Followed by the endless flow of white frames, showing the world again. Black. Like a blotted slide upon the ream of the camera's film. Black. It was drawing closer, that black static. That space. That absence. She did not know what it was. She had never heard of such a thing, or whatever this was before her. There was no tales of the Ra'Dolfaal being called forth from such a chaotic storm of indescribable chaos... Black. Perhaps it had a proper name, perhaps there was someone wiser than her which knew it for what it was; but she knew without a doubt this thing was unnatural, unwelcome and terrible. The film stuttered and distorted, the white frames blurred. Black. It drew closer. The white frames ran off from the reel in a destructive torn display. Then there was only a dark, unalike anything which she had experienced before. It was not the Primeval Dark, it was not the depths of the Black. It was the something. Something fullsome and horrid. A bleak chilling terror. It was as if it were the negative of the dark frames of a Divergence, something misshapen. Broken, and forgotten.

    It was an ineffable nameless thing which she could only call a....











    He emerged from the spaces between the negative frames, shifting and distorted like an animated picture captured upon corrupted film. His only eye showed with a sinister light from the hole in the eyesocket of the large skull her wore. The face of a slain D'Inlé. The horns which rose up from his head like a crown did not belong to the dead beast, but something else - perhaps his own; nailing the bone to his own skull, while a second pair rose from holes in the thick accoutrement. His clothes were plain, a simple black coat and scarf, of an origin unfamiliar. From behind the grim mask he grinned with a sinister light. "He has come at the behest of the Veil Witch Astral... The Ra'Dolfaal, Ghema." There was no such Ra'Dolfaal. The memory came back to her, shocked to mind from the eerie manner of summoning which this creature had exhibited. The Ra'Dolfaal was the keeper of those forces which bound the Black, in a manner of speaking, he was the patron which assisted them in their magics, allowing a larger flow of energy to be siphoned from the Black for performing greater spellwork; and his name was Khovs'udel.

    From across the broken negative frames his voice pierced the indescribable voidspace which filled the infinite expanse. "Once, a request was received. A plight which had called to him, and so did he answer, freed from the Garden. He cared nothing for her, but he burned with greed and anger. He was the Rival. The one who speaks in whisper. His rage boiled, uncontained. He had been bested and betrayed. Where was the promised crown? He realized long ago it did not exist. He stood between a thief and a liar. He remembered the words once spoken. He screamed in fury, how dare they. He would have his revenge. Looking to the Witch, he promised to mend her completely, and he knew his price. It couldn't have been anything else, even in a future perverted by envy. It had to be - 'Smile'."

    Ͽ ◯ Ͼ

    The weight of her magic ruptured. With an explosive bloom of light, her mystic vessel formed in her image was gone, leaving only a rain of prismatic sparks as her mind fell. Hurtling through the dark the eerie frames of distorted blackness quickly vanished far from her sight - but she could feel a change. The Veil was terminated before she could answer as she was forcefully expelled from the Black. She couldn't understand it all, but she knew she had done something unprecedented - and invited something unwelcome from a place she had never heard spoken of. The Domain of Black was not intended to be used like this... she fell for hours.

    Hours crawled on until they were beyond counting. In the dark she had nothing else but time left in contemplation. She was certain her body had already been deposited to wherever the fall would lead, yet her mind fell. The Veil had separated them and suspended her expulsion. It would have explained everything which had transpired. As she physically had been sent back long ago, everything she experienced had already past - at least that was her only working theory.

    She crashed through the barrier of reality with a crushing dizzying force that dazed the mind.

    "-eke? Szithdra'tangin?" ("-aly? Twelve days?")

    "Ol zhah er'griff z'arlathil. l'church nauxahuus ulu sut ilta." ("It is only natural. The template refused to release her.")

    "Shlubnaut'evagna! Nindyn Og'elend zhal'la tlu morfel biu'lussh'xufo" ("Unforgivable! Those heretics should be made an example of.)

    The voices continued to speak near her in a strange language, yet she could understand it. Not in the same way as before, where the words were simply translated before their original form had been lost. This was far different, not a magic, but a knowledge. She actively knew which words were most comparable to their speech in Taldane, even when it was not a precise or exact match with their actual exchange - it captured the intent and inflection. It was as if something had been recovered in the back of her mind. She didn't know where she was. "Ji dos inbal ndeir'tlu'guuan." ("So you've finally woken.") Their speech was so formal and old, at times it became difficult to understand their large words fully. It was something akin to speaking with someone who was only learned in the oldest of grammer, or perhaps even ancient Chellish.

    It was a large wooden manner, filled with all manner of things. Most she couldn't name. Her vision was blurred and everything was disorienting, but she could manage to make out the dried ancient Witch standing next to her bed. "Vendui'dalhar-" ("Greetings child-") , she was sharply interrupted by another woman's voice, "Your tongue is displeasing. You will find another." The old hag sharply bowed "I apologize. I meant no offense, your Majesty..." There was a pause, with no response immediately forthcoming, then - "Very well. Continue." Her words were snide and bothered, as if she had to contemplate weather or not it was even worth letting the old witch even remain among the living. "I am Gran Hexe Gehlaava, Matron of the Vet'c'nros, the Witches of the Veil. I apologize for taking so long in recovering your body. We took great efforts to retrieve you from the temple. When they found you, it had been after the goddess Lane had delivered her blessing unto you for completing a trail. We do not know exactly how long they held you, but it must have been for a number of days. It has been twelve days since we acquired custody of your person, and knew not when you'd wake..."

    Her vision slowly begun to clear, her senses falling in check. The strange sensation of her mind and body re-establishing their relationship with one another was a dizzying spectacle. She knew she was in a large bed. The sheets were fine, but she was not alone. A hand was tightly wrapped around her from behind, bringing her into the embrace of a large woman. Her hair was long and silvered. By her ears she was certain she was some manner of elf, but none she had ever seen before. The elf's gray eyes looked back down at her affectionately, burying her in warmth. For a long moment, her mind drew a blank. Her face was so familiar. Something within her hand pulled her attention away from that thought and provided the answer. A wand. Her wand. From a lifetime ago...

    It had been a literal lifetime since she had seen it, and close to another since she had held it. A weapon she had lost in the end; the strongest weapon she would find. It had required sacrifice beyond measure to acquire it, and as Duvan burned, she tore it from the ruins of the broken city; claiming greater power than she had ever known. One of the three Aolthor Wands; the artifacts once wielded by the Hexen, the Witch King, of ages long past. Just as there were three wands, so too had there been three Kings throughout history - each one succeeding the last. Yet, there had been no Hexen in thousands of years, since long before the founding of Quarry. The wand she possessed, the 'Aolthor Tenebris', belonged to the last Hexen, the greatest Witch King to have ever lived. The Lord of Battle, King Tenebris. Unlike her predecessors, Tenebris had never known defeat and instead vanished after performing a great spell with an unknown purpose. Unable to defeat the King nor claim her crown left in her place while she lived - no Hexen could rise again, and the mythic might of the ancient caste seemingly lost. While her crown remained untarnished atop her throne all Witches knew the Hexen still lived, while her palace was left absent. When she destroyed Duvan, she had ripped out the wand from the heart of the world as her prize - and that was when they had first met. While she commanded the weapon, they were bound together. Long ago the wily King had even sworn to wed her, but even together, their strength was not enough to fight back the familiar anthems of apocalypse which would end everything.

    Tenebris pulled Stella's back into her breasts, planting a soft kiss on her cheek. "You're so small now... but I suppose I don't dislike you this way."

    While the sheets still covered them, the sudden 'surprise attack' revealed a different sort of revelation.

    Neither of them were clothed.


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




    [Stella Astral] LEVEL UP - ADVANCEMENT: LEVEL 5







    Spoiler: Cards
    Show


    Spoiler: Silver Fate
    Show


    Silver Fate Captured



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



    Spoiler: Golden Fate
    Show



    Golden Fate Captured



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





    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +650 (15,250xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ [Aolthor Tenebris] Acquired +100 (15,350xp)
    ⯎ The Ra'Dolfaal +200 (15,550xp)
    ⯎ Khovs'udel, the Ra'Dolfaal +100 (15,650xp)
    ⯎ Ghema, the Ra'Dolfaal +400 (16,050xp)
    ⯎ Black Scene +400 (16,450xp)
    ⯎ Veilcasting experience +100 (16,550xp)
    ⯎ Bound L'Drada +300 (16,850xp)
    ⯎ Brand removed +200 (17,050xp)
    ⯎ Spite removed +200 (17,250xp)
    ⯎ Aolthor Wand +300 (17,550xp)
    ⯎ Gran Hexe Gehlaava (Iconic) +100 (17,650xp)
    ⯎ The Hexen, Tenebris (Iconic) +600 (18,250xp)
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained

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


    Stella HP: 17/17
    Spited (Returner) - [Spite 0/10]
    ⭍ Spite increases by 1 (Knowledge: Forbidden)
    ⭍ Severity of spited effects increase due to Knowledge (Forbidden)
    ⭍ Stella's move speed is reduced by 10
    ⭍ Stella takes 5 points of constitution damage
    ⭍ Stella takes 2 points of wisdom damage
    ⭍ Stella's HP reduced to 0
    ⭍ Stella's checks other than Forbidden have failed due to Spite
    ⭍ Knowledge (Local) has been Spited and may not be used until Spite is reduced to 0
    (Some effects of Spite remain active until the current value is lessened or removed completely)




    Spoiler: Potentials
    Show


    Spoiler: Spellweaving
    Show


    Spoiler: Veilweaver
    Show

    Veilwitch Path Advancement: Veilweaver

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

    Benefit: Returner Path Advances to Veilwitch.

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

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




    Spoiler: Arcane-Spell Training I
    Show


    Arcane-Shield Training I: Convoker's Sphere

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

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

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


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

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

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

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

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


    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.




  7. - Top - End - #247
    Troll in the Playground
     
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    Default Re: The Primeval Dark (IC)




    The Gales - Aden, Feliks & Denil


    22th of Rova, Sunday - Time: 11:53 am (Morning) / AR 4707 (Autumn)
    The City of Monuments; Magnimar
    Underbridge District; Somewhere near the Irespan


    Figures continued to swiftly run past, dashing off through the mist. Feliks worked as quickly as he could; the bleeding wouldn't stop. It was serious, he couldn't deny the halfling's condition. His bones might as well have been shattered and ground into a fine dust, because there was little in the ways of conventional surgery which could be done for him under these circumstances and lacking a proper medical facility. His body was covered in wounds and dark purplish bruises, some older than the rest. He'd likely been tortured for hours while they had been playing catch up, but it was somewhat difficult to tell. With little other recourse, he pulled out a vial. Biting off the waxed cork he shoved the elixir down the halflings throat; it smelled horrid, and tasted worse, but it'd do the trick for now. Denil's eyes watered from the sludgy draught but he somehow, in an impressive display, managed to keep himself from spewing it out with what little remained in his stomach.

    "Wounded? .....Desna's Stars!" the woman cursed, "Is that Denil fawking Demn? Never thought i'd see one get the best of you." The woman emerged from the thick miasma, as Aden's flames quelled and flickered out. It took a deal of effort and the strain was unconventional, having to rein-in the same fury which had carried him through the day many times before. She looked like a Varisian thug, typical inner-city Sczarni, but on her loose and misfitting clothes was a small shielded sigil of some noble house, identifying her as a House Guard; though she was a far ways from the Alabaster District. "Oh look... A Tower Girl, day keeps getting better." Aden was familiar enough with the Sczarni who called Magnimar home, like the Tower Girls; an all female band of brigands who liked to think they ran things in Underbridge. Not all of them were civil. "Easy shorty, I put the Girls behind me. Work honest now, but we don't got time for that. Whole damn quarter is in chaos. Some cultists or something, don't know all the details, but the dead're getting back up and spreading plague or something similar."

    "Hens, right?" the girl frowned "It's Fens, dammit." The halfling blew blood out of his other nostril, he was still beaten like hell, but a measure of vitality seemed to return to him and the bleeding from the many punctures and lacerations seemed to have ceased. "...Look at me. I aint goin' anywhere fast." The woman named Fens looked to Aden, "You look strong, can you carry him? We need to move quickly. They're going to seal Underbridge to contain the plague, and I don't plan to stay trapped in here."

    The woman leaned on her large worn sword, "Speaking of which, I heard news of something similar going on up north. Weren't you supposed to be in Sandpoint, did you see anything strange on the way up?"

    "Was in Sandpoint, hell, maybe three minutes ago? Til we got shat out here anyways... We can talk later, git me up."



    Side Quest: A Precious Friend
    Your meddling might have saved the life of a friend, but magic has found you stranded hundreds of miles from your destination. Now far away in the dank streets of Underbridge, the Gales find themselves reluctantly dragged to the very place they were told not to go; Magnimar. Chaos envelops the streets, as the embattled bowels of the city run red with blood and a new threat. New allies rise to combat a deathly plague bringing the dead back to life. All the while a crippled Denil lay broken and in dire need of care. The Gales struggle to escape the city and tend to the halfling's wounds. The Gales would learn, saving others took far greater strength than saving oneself.
    Difficulty: Moderate | Status: On-going | Profit: Unknown | Time: 4 Hours
    Primary Objective: Escape Magnimar.
    Secondary Objective: Escape with Denil Demn alive.




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




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




    (Suspended) Side Quest: The Devil Inside
    Emithy explained that everyone had begun having strange dreams, and even visions, without explanation. The only difference was how those effected interpreted their experiences. Most dismissed it completely. Dreams were just dreams, but some had more acute experiences. The depth of how men were effected seemed to differ based on the individual. It raised many questions, but none more so than if truly everyone across the world was now plagued by these strange haunts within their minds. It was an impossible scale, an impossible magic, but they had seen strange things. The young man advised them against pursuing these visions haphazardly, least they bite off more than they could chew. Maybe the voices were real and the world would be crushed by the endless darkness, but that didn't mean the voice in the blackness would come to their aid when their backs were against the wall. Perhaps the young man was right, perhaps it was better to take things slow. Perhaps it was time to take on a normal job?
    Difficulty: None | Status: On-going | Profit: Unknown | Time: None
    Objective:Find Emithy. Find a job.






    Spoiler: Hinterlands Map
    Show


    Spoiler: Rewards | EXP
    Show


    ֍ Aden XP +450 (8,400xp)
    ⯎ Received [Greyflame Crucible, CR7]
    Status: Fatigued - Remove fatigue by consuming 1 serving of water and food
    ⯎ Tower Girls +200 (8,600xp)
    ⯎ Met [Fens] +200 (8,800xp)

    ֍ Feliks XP +550 (9,100xp)
    ⯎ Met [Fens] +200 (9,300xp)

    ֍ Denil XP +700 (4,300xp)
    ⯎ Reunited [Fens] +200 (4,500xp)
    ✦ Broken Leg: movement speed is halved
    ✦ Broken Hand (right): -4 atk & dexterity based checks
    ✦ Blind, partial: vision range halved
    ✦ Broken arm (right): cannot use right arm to perform actions or wield items [Partially Healed: 4 hour(s)]
    Bleeding: 1 dmg/round (DC20 heal) [Healed]
    ✦ Broken ribs: -4 penalty to all skill checks and saves
    ✦ Broken back, partial: movement speed is reduced to 0 - [Partially Healed: 1 hour(s)]
    ✦ Broken nose, partial: -4 concentration and scent-based perception checks



  8. - Top - End - #248
    Ogre in the Playground
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    Default Re: The Primeval Dark (IC)

    Aden nodded to their new guest. "Good to meet you, Fens. Name's Aden, that one's Feliks. And yeah, I can probably carry him."

    The thief considered his rather stuffed pack, and sighed. With the newfound strength from the fires, he could probably manage both Denil and the supplies. But it would slow them down, and right now he reckoned they would need all the speed they could get. "Gotta unload some stuff real quick. Slow us down otherwise. I'm right exhausted, need to get some food in me soon."

    Aden quickly pulled out the length of rope, and half the rations he had brought with him. Grabbing a stale roadcake, Aden stuffed it in his mouth to take the edge off the hunger as he slung the pack on his front, and hoisted Denil in a fireman's carry. "Alright mate, hold on tight as you can. We're going for a jog, get you somewhere safe."

    Once Denil was secured, Aden turned back to Fens. "Now, you mentioned bites? We should be on our way, but what kind of plague are we dealing with exactly?"

    Spoiler: OoC
    Show
    Assuming Fens does not express something along the lines of 'no time to remove supplies, time to go!', Aden takes 5 minutes to remove a month's worth of trail rations and the 500 ft. length of rope from his pack. With his Muleback Cords and current Strength of 16, that leaves him with 116 lbs. before he hits Medium Load. Which is definitely enough for a halfling, and probably enough for the essentials of Denil's gear.
    ATTENTION ANYONE WHO I'M PLAYING WITH:
    No news is good news.

  9. - Top - End - #249
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    Default Re: The Primeval Dark (IC)




    Hearing the words of lady black were a blessing, she knew that she would have to get stronger and more powerful should she want to actually control the L'Drada but just knowing that she was once again bound to her was a great thing. As she continued listening to lady black she wondered exactly how the world could be molded, was it just random events that could be caused by a divergence or could she actually steer the way forward for the world. As her mind pondered that thought her time here came to an end. The odd sense of falling was a bit troubling, she had no idea where she was going but for some reason it felt wrong to her. As she forced her veil to pierce through the black she did not know what was to be expected, she knew that whatever was asked of her she would give as there was very little in this life that she truly cared for.

    The change of the scene took her by surprise, the sight of the Black Scene was not something that was expected. She thought that when the Ra'Dolfaal came they would appear to her just as any other. The oddity that she saw within the scene frightened her a bit as when he first spoke it was a lie, why would this being give a clearly false name to one such as her the question was now on her mind. Shoving the thought back she paid attention to what he asked for in return, The message was criptic and she knew not if he wanted her actual smile or if it was that he did not want her to smile at all or did he want her hapiness that would cause a smile to appear. The being made its price known and soon after her magic failed and the vessel she had formed vanished in the explosion of light.

    As her mind fell she decided to use the time to think on recent events, She had gotten her L'Drada back but could not control it though she did have some hints on the way forward towards the knowledge that would allow that. She could seek out the Dark Teller and see if he would teach her how to control the L'Drada and at the same time she could find out from him what happens when a vielwitch is exiled as well as try and release him from what ever inprosonment he is currently in. Time kept passing and her mind kept wandering various memories of recent times came forth, she looked back at the golem that she had recently seen and wondered what manner of construct was it. Was it just a simple magical golem that was created to guard the ruins or was it perhaps one that was created from more powerful magics and maybe even had a soul residing within it. She then wondered if that was even possible, she had heard of how a Lich has a Phylactery that stores its soul allowing it to come back even after death unless the Phylactery was destroyed. Was it possible for her to store souls within to then use herself and if so could those souls be put into a golem to make it more sentient and able to think more on its own in regards of carrying out commands. As the thoughts raced through her mind she felt the world around her shift abruply as her conciousness crashed back into reality.

    As she came to she heard voices, they were speaking a language she did not know and yet still she understood them. Maybe it was a blessing from Lady Black or maybe it was something that she gained when she had gotten back another fraction of power that she once wielded, either way she was glad that she was able to understand them. Her vision was still foggy as she tried to look towards the voice that spoke to her, it seemed that someone did not like listening to that odd language just like she didnt as someone else yelled at the woman. Seems she had been unconcious for a good bit of time, more than twelve days from the sounds of it considering that they had only managed to take her from the temple that long ago. As her vision cleared she finally took a look at her surroundings, as she checked out the place she felt the arm around her. Looking up at the woman holding her she drew a blank on whom this person was, her attention swiftly changed though as the feel of something in her hand drew it down towards it. There sat the wand she had not seen in a very long time, and artifact that she had spent a lot of effort to aquire. She wondered what it was doing here in her hand at a time such as this, did someone else put it there or did it have something to do with what Lady Black had done for her or could it just be because she was in this realm now, either way she would find out later. Gripping the wand tightly she tried to remember exactly what powers the wand held and what all could be done for one that wielded it. Her attention was pulled back the to woman holding her she suddenly realised why the woman looked so familair, it was Tenebris herself here holding her... her mind grinded to a halt as she realised that they were both naked, she wondered just what had happened to her body while she was gone and why Tenebris was here now of all times. "Where am I and why the Hell am I naked? Was this your doing Tenebris?" a scowl formed on her face as she looked at those around the room.


    Spoiler: OOC
    Show


    Know Abstracts:(1d20+28)[47] or (1d20+28)[30] - For what knowledge i can gain on the use of the wand

    Know Abstracts:(1d20+28)[42] or (1d20+28)[40] - For why Tenebris is naked in bed with me... oh wait cause she wants to wed me duh... wierdo... anyways just fishing for more info on the connection between me and Tenebris

    Know Abstracts:(1d20+28)[43] or (1d20+28)[35] - For knowledge on Gran Hexen Gehlaava


  10. - Top - End - #250
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    Default Re: The Primeval Dark (IC)



    The Returner - Stella Astral





    The returned Witch King pressed her face into her hair. Tenebris was tall, by any standard and she was now far shorter in her child-like form, and so her lips pressed down onto the top of her head. "We've been apart so long... Perhaps I desired the company of my wife." She pulled away, tossing the sheet off herself and rising from the bed. Gehlaava and a polished looking Witch donned in fine azure robes lowered their heads, but one did not. Her skin was darker, an oddity for those who did not hail from Tangi'thac, while her hair was a stark blond. Atop her sizable hat and its ornamentation was a crown of crystal, which matched the large star dangling from the end of the hat's pointed end; an evident symbol of status which even Stella was not completely ignorant of. For within Duvan'ku there existed not just one, but two crowns at any single time.

    She was the Hexen Rise.

    Tenebris stood easily over seven feet from the ground, taller than any other Witch before or after her. The name of her race had been lost to most a few thousand years past, but by all accounts she had not even begun to approach what might be considered 'middle age' by her kin's standards. Her figure was strong, yet voluptuous, with a strength honed by physical conditioning which had become so alien a concept to her subjects; the Witches of Duvan. From a dimensional rift, she pulled her broad mantle from the air and threw it over her shoulders, pulling out a familiar pair of eyeglasses and sliding them upon her face. The spectacles were not to aid her vision, but a magical tool she frequently employed which standardized an individual's ability and boiled it down to a numerical blotter, amongst other things. "...Bow your head, knave."

    The Hexen didn't turn to face the bold Witch who stood across the room. The dark skinned woman's face twitched and a shiver of anger raced down her spine. "Usstan'tlun 'l'Valuk Ku'lam'! Dosst'ilthy'eo, naut dosst'wanre! Usstan ssrig'luin bel'lain! ("I am the 'Hexen Rise'! Your peer, not your servant! I demand respect!") The old Witch Gehlaava quickly rose up and grabbed the young wound-be Hexen Rise and tried to wrestled her down into a bow frantically, the ancient woman stammered out an excuse pitifully, but the rebellious fires in the blood Witch's eyes did not diminish - it was plain to see that she truly believed herself as an equal to the King; but as it was, authority in Duvan'ku belonged only to those with power. "Q-Qualla evagna nindol dalhar, ussta Valuk! Naust d'nindolen waelin vesdrac zhahen tangis'rosin altho natha draeval vel'drav natha senger sat pholor l'sharorr, nind inbal nau mala!" ("please forgive this child, my King! None of these young souls were even born during a time when a lord sat upon the throne, they have no courtesy!)

    To the peoples of Duvan, the title of Hexen Rise was afforded only to the Witch whom was believed to be the next King; the Hexen's rival, who may in time defeat him in battle and claim the crown. In the many years of absence, the Rise had effectively become the Hexen - but Tenebris had departed thousands of years past. There had been no standard which with to measure one's own worth, except the Gran Hexe assembly, which ruled the Covens. Among them, few still lived which had seen the days when a King remained to rule the city. Expectations diminished. A standard of power fell away from memory, becoming legend. In days long past, days Stella could recall - it was the Hexen who granted that title; Hexen Rise. Now however, it was a name of political authority; not even a shadow of its former self. Simply a title with origins dating back into antiquity. It had been the Coven's decision over six-hundred years past to grant the name to the Witch who would rule the city; the Coven's figurehead. She could recall at the time her own disgust; ah, she remembered it now. The city burned beneath her magic, they couldn't stop her, but they tried; all except for one. The Witch Gehlaava, the Gran Hexe who stood above all other Veil Witches. Her magic was not feigned, nor a show; it was brutal and violently powerful. Yet Gehlaava was not like the others, she must have been a hundred centuries old - for she was ancient even in her past life when she was a child. Older than Adessa, older than any other Gran Hexe. Above all, she valued her life, and accepted no unnecessary risk. Cautious, clever, and always plotting, she never accepted a battle which presented even a minute chance of defeat. She was the paragon of what it meant to be a Witch, and despite the ridiculous strength she had amassed over thousands of lifetimes worth of study, she was humble and careful. Never one to be lost amid the endless struggle for power, or political in-fighting, she had weathered every storm since longer before Duvan'ku was created. It had made the old hag an excellent teacher and a near bottomless wealth of knowledge. For as she herself claimed, 'she never forgot a thing'. [Stella | Knowledge - Success]

    Tenebris raised a hand leisurely as she dressed, not forming any kind of somatic component or even a real gesture, but evidently more for dramatic effect. Both of the Witches across the room went ridged, grasping their throats as their King sat back on the bed with her back facing towards them. She extended a leg as a black stocking pulled itself out from another rift and slid unto her leg, as if placed by some invisible attendant. Both of the Hexe's eyes bulged, blood begun to run from their nose. "....A Hexen Rise. Hm, I don't believe I left one before I departed, as all of you were so evidently lacking, in strength or ambition. Those two are equally important... I assure you." Another stocking pulled itself out and similarly found its way upon the woman's long leg. "I'm sure Gehlaava and my betrothed remember; but did you know I had already murdered my father, the previous Rise years before I was ever considered worthy? ...Ambition." The crowned Witch was evidently getting the worst of it as she was slightly suspended in air just to the point where the tips of her boots could touch the ground, but not enough to allow any significant weight upon them to detract from the invisible noose holding her. Tenebris looked over her shoulder, "I knew I would become the Hexen when I was eleven years old. Because I'd kill anyone who tried to stop me... Admittedly, killing my father was a tremendous blow to our house. The most talented male Witch in the better part of eight centuries, lost to my ambition; but that is what it means to be the Rise. That's what it takes."

    Lazily she waved a hand as if ushering someone away and both women fell to the floor gasping for breath. "I am perfectly aware that the title and how it is earned has changed recently... But before you speak again, you may which to consider what else that changes as well. For I have judged you, and you are lacking. You will never be the Hexen. It surprises me that any Witch would even let one of your kind even wear that crown. I'll be dead of old age before a Ros'wussrun ever defeats me..." Her eyes were hard, a cold blooded glare Stella hadn't seen in a very long time. "Consider this a gift of my pleasant disposition, for I do not issue warnings... Displease me." She shifted her gaze to the old hag, "...Or speak in a manner which I find unbecoming. I will kill you." Gehlaava prostrated herself, placing her forehead to the floor, "Thank you, thank you, your Majesty!"

    The menacing King shifted her gaze towards the one Witch who hadn't traded words nor needed a reminder of how to behave; the woman in the azure robes. "I don't believe you've introduced yourself to my wife." The woman bowed a second time, but in stella's direction, "Forgive me, my Lady. I am Gran Hexe Khalakivos, of the Sunjatha'la - the noble Witches of Isto. It is a pleasure to meet you." She looked young, and her face was pleasant; but she was indeed a stranger. Stella was relatively sure they had never met before in this life, or another. The Hexen Rise was still recovering on the floor after nearly being strangled to death. Hearing the names of the different ethnic groups of peoples brought back memories. Each Witch of Isto'thac hailed from one of the three major ethnic realms, which were determined by their placement within Isto'thac. The entirety of the plane outside of Duvan was similar to a great chasm or shaft. The top, and largest layer which skirted the empty space dividing it and Tangi'thac belonged to the Sunjatha'la, the noble society of Witches which formed the highest caste within their magical social structure. While the smallest of the three, their mystic prowess was all the more impressive due to their exposure between both planes and the magically charged gap between them which constantly bathed them in energy from infancy. Below them were the Vet'c'nros, the Veil Witches. Renowned casters of black magic and deathly spells they stood equivalent to the 'lower nobles' elsewhere, the knights and regal men-of-arms of their magical world. No others were more respected combatants than the feared Witches of the Veil, and even their enemies within Tangi'thac still feared their name despite the war having ended long ago. The last of the three were the Ros'wussrun... sometimes openly despised, they were the commoners and the most abundant of the souls of Isto'thac. Known as 'Dream Children' to their own kind, for they did not technically reside within Isto'thac. Far below, the realm ran thin until it tapered off into the abyssal depths beyond which eventually led off into a nameless vat of energy the Veil Witches referred to as 'the Black'. The Ros'wussrun dwelt within the chaos between the Black and Isto'thac, a world which they called the Dreamlands. Their magical potential was typically not impressive individually, and their knowledge was shared freely for all. The races which emerged from the freakish realm was vast and as varied as the tumultuous force's wiles that ruled it. From the chaos at times a so-called 'Nightmare Witch' would rise up from the depths, possessing improbable measures of ability. Such Witches were a dread to educate, as their systems of magic were far unlike their own; not fueled by knowledge and study, but feelings and emotion. A positive relationship had never existed with such outcasts. Nor were they ever expected to achieve any political representation, as such was determined by magical duels to publicly demonstrate one's superiority; and emotion-based magic was not stable enough to perform consistently over countless battles...

    Battles. Stella knew well that the wand she carried was a thing born from the soul of her King, and perhaps, soon-to-be husband - if the Hexen could have her way. It was not a device which could be used in practice, only combat. In her previous life, she had been more intimate with Tenebris than anyone else; but she had of course, been a different person back then... Darker. More sinister. She had killed thousands just to claim the wand, and she hadn't felt a thing about it. Veil Witches were creature's of hypocrisy. They taught values and morals which they didn't practice. Preached the value of life, while their fundamental spells expended it. Advocated godliness and righteous behavior while flourishing in betrayal and deceit. Stella had learned long ago, before she had even become a Hexe that it was all a ploy. A means to keep the bright eyed fools under their thumb and provide a tool with which they could engineer a social cleansing of those who earned the scorn or displeasure of the Coven. Publicly condemning the behavior of a Witch gave enough time to stagger her from disbelief while a dagger was placed between her shoulder-blades. It was a brilliant science which the Gran Hexe had devised; and it was effective. There were no such thing as allies amongst Veil Witches in the world today, it was a game of death, which some were players and others were pieces.

    Tenebris was the only one who lived above it all. The Sunjatha'la's hands were too clean, while her own peoples, the Vet'c'nros were far too corrupt. Only the Hexen had accepted her and embraced her evil without judgment. For they had both done vile things to achieve the power they held, and now Stella suspected she would need to do many more still. Yet, she wasn't that woman anymore - not yet. She knew Tenebris loved her, but it raised the question; could she accept the Witch King's darkness as she had once before? Looking down at the clear glassy branch which was the wand, it felt like a heavy burden and signaled a coming change which she had not considered. [Stella | Knowledge - Success]

    "You don't recognize this place, my love? We are in Zhenu'magath." Zhenu'magath, the Great School of Magic - perhaps the most important place within the City of Duvan. It had been some time since she'd seen it in once piece, and she hadn't expected to ever return in truth. Tenebris now fully clothed produced her familiar pipe, a favorite article of hers, and something which Stella had once forged herself. The last thing she'd made. An incredibly powerful device which bound various servitors and Veils together. Servitors, they were a necessity within the academy but now she had no command of her own. They were used for everything, from simple magic to duels. Fortunately there was technically no limit to the amount which one could have in their service, it was simply limited by one's own aptitude and ability. It was even possible to force another Witch to abandon her magic and become such a servant, though it required extreme magic and victory in a formal battle.The Witch King extended her hand to Stella, "Come. Once again, you must learn to fight properly."



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









    Spoiler: Cards
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    Spoiler: Silver Fate
    Show


    Silver Fate Captured



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



    Spoiler: Golden Fate
    Show



    Golden Fate Captured



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





    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +550 (18,800xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Acquired [Aolthor Tenebris]
    ⯎ Acquired [Fatestone]
    ⯎ Zhenu'magath, the Great School of Duvan +100 (18,900xp)
    ⯎ Ros'wussrun +100 (19,000xp)
    ⯎ Sunjatha'la +100 (19,100xp)
    ⯎ Hexen Rise +200 (19,300xp)
    ⯎ Gran Hexe Khalakivos +200 (19,500xp)
    ⯎ Tangi'thac +100 (19,600xp)
    ⯎ The Witch Gehlaava +100 (19,700xp)
    ⯎ Tenebris +100 (19,800xp)

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


    Stella HP: 17/17
    Spited (Returner) - [Spite 0/10]
    ⭍ Spite increases by 1 (Knowledge: Forbidden)
    ⭍ Severity of spited effects increase due to Knowledge (Forbidden)
    ⭍ Stella's move speed is reduced by 10
    ⭍ Stella takes 5 points of constitution damage
    ⭍ Stella takes 2 points of wisdom damage
    ⭍ Stella's HP reduced to 0
    ⭍ Stella's checks other than Forbidden have failed due to Spite
    ⭍ Knowledge (Local) has been Spited and may not be used until Spite is reduced to 0
    (Some effects of Spite remain active until the current value is lessened or removed completely)




    Spoiler: Potentials
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    Spoiler: Spellweaving
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    Spoiler: Veilweaver
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    Veilwitch Path Advancement: Veilweaver

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

    Benefit: Returner Path Advances to Veilwitch.

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

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




    Spoiler: Arcane-Spell Training I
    Show


    Arcane-Shield Training I: Convoker's Sphere

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

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

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


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

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

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

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

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


    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.




  11. - Top - End - #251
    Bugbear in the Playground
     
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    Dec 2015

    Default Re: The Primeval Dark (IC)




    The annoyance she had at waking up naked melted away as the memories finally settled into her. Hearing the voice of her love speak reminded her that they had truly been separated for a very long time. A sigh escaped her as a smile formed on her face, the memories and feel of her betrothed brought a sense of contentment that she had not even realized she longed for. She watched Tenebris as the woman stood up and began dressing, her eyes barely roaming over to the Hexen Rise that had chosen not to show the respect to the King that stood before her. As the two witches went rigid with whatever spell Tenebris had cast on them she could barely contain her excitement as she took in the form of the woman who was punishing them. Her eyes drifted up the long legs taking in a sight that few others would ever have the pleasure of seeing, she followed each stocking as they slid up the legs of Tenebris. Her mind was not paying attention to the words that were spoken as she was to busy burning the image of the beautiful woman before her into her mind. How she could have forgotten something as amazing as Tenebris or the fact that they were to be Wed, whatever had caused such a thing she silently cursed for it had taken such pleasure from her. Briefly she wondered what else she had forgotten and if like this moment she would again gain back the memories and curse whatever had caused her to forget them, though she knew that most likely what ever the cause had also saved her life she was still not happy with the loss of power and memories.

    As the two witchs fell to the ground and began to recover her attention shifted to the last woman in the room whom had not been introduced. As it seemed that Tenebris's attention had turned to the woman as well she listened to the introduction, hearing the name of another Gran Hexe and seeing her act as one should while in the presence of a King and the soon to be wife made her a bit wary of the woman. Khalakivos seemed to know her place well enough and that meant that she was definately a danger, one that she would be sure to be cautious around when Tenebris was not with her. Sparing a nod towards Khalakivos she shifted slightly bringing her attention back to the wand in her hand, the memories it brought with it worried her a bit. She had been different in that time, the darkness within her was there for all to see and she did not hesitate ever to let her power be known. The amount of lives she had taken back then now weighed on her and she briefly wondered if Tenebris still truly loved her as she was now or if she would prefer her as she once was. If she was to be honest with herself she much liked how she was now, she wasn't lost to the Black as she had previously been though the lack of power did disturb her she knew that she once again would gain that back though she hoped that she would not be lost to the black in the process. Being able to have morals and feelings was something that she did not want to lose as she found them to be a boon in this new life. Though she knew that when dealing with other Hexen she would have to show no mercy as the rules of the game were such, Power was all that mattered to them just as power was the main drive for her life now. Looking up at her love once again she the thought if she could accept being with one filled with as much darkness as Tenebris was fluttered through her mind, she quickly squashed that thought as she reminded herself that she cared for no one else except herself, though now she would include Tenebris on the list of things she cared for and loved. Her eyes continued to drift over the wand in her hand and she knew that change was to come and that no matter what change came she would strive to gain the power she once lost while staying with the one she loved.

    Her attention was brought back to Tenebris as the woman spoke, mild surprise showed on her face as her eyebrows arched at the name of the Great Magic School. She wondered if Tenebris had been here the whole time or only showed up when her body had been transferred to this realm, either way they were here now and she felt that she would be training hard in due time. Seeing the pipe brought back few memories and the knowledge that she did not have any Servitors to assist her in the School, she thought briefly on how one would gain Servitors and what exactly the purpose of them was as she still hadn't fully recovered that memory. Taking the hand that Tenebris held out to her she stood up letting the blanket fall to the bed, feeling strain in her muscles as she stepped down off the bed she realized that she must have been out for a long time as all of her muscles seemed to have tightened up on her. Releasing the hand she began to stretch her muscles taking her time to work out any kinks that she felt, the entire time she watched Tenebris trying to determine what was on the woman's mind. Remembering that she was still naked a coy smile took to her face, "Training sounds great, though I don't know how I feel about doing it naked." Stepping up to Tenebris she once again takes her hand, "You wouldn't happen to know where they are along with the rest of my belongings do you Love?"

    Spoiler: OOC
    Show


    Know Abstract: (1d20+28)[45] or (1d20+28)[38] for how to gain Servitors



  12. - Top - End - #252
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    Default Re: The Primeval Dark (IC)



    The Returner - Stella Astral





    "Naked? Oh, yes. Your things are still upon your person - or at least, the Veil I transfered them into is." She slid the wand from Stella's hand and touched the tip to her forehead, seemingly materializing her possessions upon her nude form. "I personally find such things are armor and mundane equipment to be rather cumbersome. My wand can command three Veils by itself, making the notion a needless effort. Though I would not assign Veils to your wand carelessly if you expect to find battle, even moreso while you lack proper servitors. That's space better spent on constructing your Quatekal'baalta." There were not many Witches in the world who could convert physical matter into a Veil, in fact there was likely only two, and they were both in this room. Far simpler in comparison was manifesting a Convoker's Shield, and even that was viewed as a significant magical achievement for an up-and-rising prodigy. The Witch King seemed to think nothing of it. The name, Quatekal'baalta however was not foreign to her. Though her memories were hazy, she knew it was a form of defensive Veil employed during ritual combat between two Witches. It was a powerful defensive construct, however it required a servitor or similar servant to bear the Veil and defend its master. Servitors were used for almost every imaginable purpose for a Witch, most noble Witches of the Sunjatha'la couldn't even clothe themselves without their magical aides. Be it combat, magic, research, daily functions or even companionship of any manner, servitors were the workhorse which filled in the laborious tasks of life for a Witch; as her grueling studies and research claimed the entirety of her time which could not be divided or directed elsewhere. She didn't need to learn how to tie shoes, but she did need to memorize a thousand verses of Kelgorian Script before the day's end or risk failing her assignment.

    Classes within the Zhenu'magath were designed around this expectation of 'unlimited time', single-mindedly dedicated towards only the pursuit of magic. Most students learned basic spells to grant them the benefits of rest rather than wasting hours with sleep; such was their culture. The Ros'wussrun, who lived lives beyond magic and enjoyed kinship and valued friends and family often did not survive in this world; further compounding to their negative reputation as 'lazy' and 'worthless' vagrants. Without servitors no Witch could function in the Great School; even her. There would be no breaks, nor time to idle or think of what to eat. It was a marathon which did not end until graduation, and the weak would be crushed underfoot. Despite her faded memories, she at least remembered that hell and the taste of freedom after she had made it to the end. Fortunately servitors were not necessarily difficult to acquire. Enslavement magic worked just fine, which was far more potent when delivered from a Spellweave, rather than conventional spells. However there were many other ways, one could form a pact, leaving their magical seal on their new servant - in a strangely similar to the Gale's own seal. One could even challenge another Witch to ritual combat, wagering servitude to the victor; but this was more often than not the same as having that Witch abandon her magical pursuits. Usually when this was done, it was only for a finite period of time, such as until their Master graduation. Some pacts were similarly formed in which a Witch would serve another until their Master graduated, and they would receive aid from their former master to achieve their own graduation. This was most often a favored tactic of lesser Witches who possessed a political mind and guile, but not enough talent to survive the grueling trials of the academy themselves. Within the Academy an entire caste of such students who were informally called 'C'khaliizi', a derogatory and slanderous insult to such students who relied upon finding a powerful master to serve as a slave until their time came which they would be dragged through the School's courses. Literally meaning 'Witchstone', the name referred to such students as the troublesome pebbles which occasionally got stuck in the tread of their boots and were often difficult to remove themselves. [Stella | Knowledge (Abstract) - Success]

    "Fane..." The Hexen Rise grasped onto something or someone which Stella could not see, lifting herself from the ground still recovering. "....Gran Hexe Fyene" Tenebris slowly turned her freezing gaze towards the woman once again, "...Your Majesty." "Very well, Fyene. Are your students still in the Dueling Hall?" The woman straightened her hat, and subsequently the crown, seeming to regather her once dignified air. "They are, your Majesty." The Witch King passed the wand back to Stella, nodding. "Splendid." Grasping Stella's hand she gestured towards the door, which opened by itself. "That is where we'll be going." This time the three Gran Hexe bowed properly in acknowledgement as she felt her self lifted from the ground as if standing upon some invisible disk of energy only an inch or so from the ground, it carried them both out of the room. This was the proper way for a senior student or Hexe to travel through the School or about the city - though it was a difficult Veil to control. Stella noticed that the defunct Renor'vet no longer clung to her annoyingly; it was no where to be seen. The energy which carried them was a magical energy produced by a persistent Veil over the city called the Ob'dr'kluth - the 'High Carriage'. It was a symbol of status, as no noble Witch should be troubled by the prospect of potentially walking with a lesser class, or worse, Ros'wussrun. "You would do well in quickly learning how to bind the High Carriage to your wand yourself. Having you walk with these peasants is a disgrace I would not soon stomach. Remember, it is Honor which determines ones standing within the city and the validity of a noble claim. Without it, we are nothing, nor can we access the higher powers. The Three Houses created such a system to judge our worth and who may earn the right to rise above the Three Worlds. Do not let yourself be distracted with these yapping animals if you seek the strength you once possessed, or the potential to surpass it. They are a sacrifice upon the alter named 'ambition', and much blood will need to be shed."

    Honor. She remembered it was the name of an energy collected through battle between Witches. It could be traded, and even sold for great wealth. Some would exchange powerful spells, knowledge or magical items for it. With Honor, nothing was not for sale. Lives, even souls could be exchanged for the precious energy. For with it could a Witch raise her house into the ranks of Nobility and be granted access to the divine magics of the Wheel. With enough honor anything was possible, but it was only achievable through combat and the energy was bound to a Witch's Dueling Wand - a magical weapon which each Witch possessed, often passed down through the family, from mother to daughter. A Dueling Wand was magically bound to the Witch who owned it, and thus it could not be stolen easily - but it could be destroyed with powerful magic. Such an act was treated more seriously than murder within the city of Duvan, as the acquired Honor of an entire house was lost forever. Unlike a normal wand, a Dueling Wand only held the unique charges known as Honor - not conventional spell energy. Upon acquiring one-hundred charges, a Witch's house had earned the right to join the noble caste. The very value of a Witch was determined by the Honor she carried before one even considered her knowledge or personal strength, as it represented a lineage, wealth and pedigree which weighed far greater than one person alone. The Sunjatha'la as the oldest and typically strongest, always possessed such a value of Honor and exiled any of their people who failed to meet their expectations. Cordial and educated, their peoples formed the vast majority of the political body overseeing the city. A reality which made the existence of the Hexen Rise, who was of such different origin, an exceptionally strange factor.

    The Veil raced down the large arched halls with the speed of a horse in full sprint. On occasion a number of black robed students would appear as they twisted and turned and descended. In typical fashion, they removed their hats while stepping to the sides of the hall and bowing their heads. Both instructors and nobles were treated with equal respect, and thus it didn't particularly matter who it was which rode the Ob'dr'kluth - for both possibilities which possessed the means to were given the same courtesy. The magical sled pulled up to a massive door of gray stone with intricate carvings covered with strange seals which Stella recognized on the Witch King's own garb. While the double-door rose up some forty feet from the ground, it was dwarfed by the two massive figures which flanked the portal; two majestic figures, some fifty foot tall carved in Tenebris's own likeness. The large door opened on its own once again, completely quiet and devoid of noisy protest from the thick hinges which held it. "Acem'bol!"

    A voice cried out from inside, cheering thundered through the massive hall as a fireball came hurtling across the room, wildly careening into the sky before exploding against the side of an invisible barrier in a massive blast. The applause was deafening. Great stone structures which formed lines of bleachers which lower class students were seated floated forty feet in the air. Above them were more elaborate seats and even tables being served in the 'sky' by all manner of strange creatures dancing upon air bearing trays, teapots and pans filled with confections. Only two Witches were upon the ground, within a massive circle of pulsing blue magic. Directly above them was some manner of Referee, a three-fold Relicuum Spirit of some sort. One Witch wore similar azure robes to the Gran Hexe she had just met, while the other was a child-like girl - but a Veil Witch without question. Her Renor'vet was a massive pair of raven wings spanning some fifteen feet across. The Veil Witch was flanked by two massive pulsing rectangular shields of energy which closely followed her as she teleported twice in rapid succession before unleashing an arcing spray of black missles. The blue witch, quickly spun away, slashing at the air with her wand - a sapphire sword formed of energy flashed into existence with each swing, cutting down one orb after the next in rapid succession. She cried out in pain, thrown to the ground as two missiles bent around the initial assault and slammed into her side. The three eerie spirits rose a hand and cried out again in an older woman's voice, "Tsaaf'bol!"

    Seeing an opening the small Veil Witch didn't hesitate, with a blinding series of gestures with her wand she bend a series of golden strings. The motions had been practiced thousands of times and evidently took no thought as she raced forward, dashing across the area to close the distance while completing her spell. Fully committed to ending the battle with one last clash she lept into the air, pointing her wand below as she cried out, "Lur'zer'tath Killianen!" The downed blue Witch snapped up her wand in turn "Alaffa'elvriel Draa!" The Veil Witch brought manifested a massive Veil of spinning crystal blades down in an explosion of glaring light colliding with a powerful blast of magical energy released from the fallen Witch. The shields flanking her shattered simultaneously. In a whirl of storming energy the massive of crystal and light was thrown backwards and cast the Veil Witch down. The small girl hit the ground, hard. The resounding THUMP echoed through the silent arena. A loose wooden CLANK could be heard as the Veil Witch's wand fell to the ground, disarmed from it's master. "Alaffa'elvriel!"

    The massive Hall exploded in screams of excitement, many were standing in shock while other students clutched their own heads in disbelief at the surprise turn in the battle. The battle was over. Tenebris seemed less amused, with a half-frown upon her face, "Amassing magical power does not grant one might, nor close the gap of experience." Still holding Stella's hand, they both teleported in a flash of darkness to a table some sixty foot in the air. It was far more lavish than any others, with a black surface and deeply plush cushioned chairs of red velvet. Only some ten feet below the nobles drunk and ate while talking among themselves of about the recently concluded battle. In their booth, the familiar face of the Hexen Rise waited. "This is B'Bhai Dol'fhaal, the ritual combat of Witches. One wins a duel if they successfully performs the Alaffa'elvriel, a unique disarm, or if the opponent is no longer conscious. Killing the challenger also works, but is more difficult to do while within the Circle. The Veil Witch who just embarrassed herself in-front of the school attempted to use a powerful, though cliché, Veil called the Lur'zer'tath Killianen - or 'Calburn's Lesser Crystal Blades'. More than enough to murder off any student. In theory it was not a poor choice to rush for a finishing blow after she landed her Tsaaf'bol - or a 'dueling thrust'. The one she employed was a type of noble-technique called a 'dueling-talent', or more properly referred to as B'Bhai Bhalta... The particular Bhalta she used was a rare talent known as Ola'rosa Flamgra - the Blackfire Rain. It is a rather complex attack, that became popular with the noble Veil Witches. As you created it though, it might seem a bit too... basic." The Gran Hexe took a drink from a passing tray, "No one in this chamber can defeat you in single combat, but while your memories are still blurred, I imagine these students will prove an adequate challenge to re-familiarize yourself with your magic. It is evident you have been lacking in just about every regard recently, likely going days without practicing your magic. As a Veil Witch, you grow by executing spells and constructing Veils. Anything less is a waste of time. No better practice than blasting children with a few spells you forgot you had at your disposal. Just remember your Acem'bol, the 'dueling parry', and you'll be fine." Tenebris raised a brow, "Hm, so even you can say a few good things at times." Fyene didn't look at the King as she took a sip from her chalice, "Of course, your Majesty. The Rise has to have some use after all." The comment came off-handedly but was enough to draw a grin from the Hexen. Perhaps she was more amused at the de-feathered and crest-fallen Witch who had realized the difference between them than anything else, but she grinned just the same.

    Tenebris, touched Stella's forehead. She could feel familiar memories flood into mind. "You should recall the basics now. Though do try not to embarrass yourself like that other Witch. Falling into such a simple trap is shameful, all the more when your enemy's family is quite famous for their double Alaffa'elvriel technique." She could hear whispers from below, inquiring who the small girl next to the Hexen Rise was - none seemed to be able to fabricate a sufficient answer for the noble Witch sitting in their middle and evidently the highest ranking among them. She shot up a glare at Stella, evidently displeased at the young girl who was looking down at her from above.




    Veilwitch Potential Recovered





    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.






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











    Spoiler: Cards
    Show


    Spoiler: Silver Fate
    Show


    Silver Fate Captured



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



    Spoiler: Golden Fate
    Show



    Golden Fate Captured



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





    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +550 (19,350xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Acquired [Aolthor Tenebris]
    ⯎ Acquired [Fatestone]
    ⯎ Material Veils +200 (19,550xp)
    ⯎ C'khaliizi (insult, witchstones) +100 (19,650xp)
    ⯎ Servitors +100 (19,750xp)
    ⯎ Quatekal'baalta +100 (19,850xp)
    ⯎ Ritual Combat +100 (19,950xp)
    ⯎ School Society +200 (20,150xp)
    ⯎ Ob'dr'kluth - High Carriage +200 (20,350xp)
    ⯎ Honor +100 (20,450xp)
    ⯎ Witch Nobles +200 (20,650xp)
    ⯎ B'Bhai Dol'fhaal +100 (20,750xp)
    ⯎ Lur'zer'tath Killianen +100 (20,850xp)
    ⯎ Alaffa'elvriel +100 (20,950xp)
    ⯎ Tsaaf'bol +100 (21,050xp)
    ⯎ B'Bhai Bhalta +100 (21,150xp)
    ⯎ Ola'rosa Flamgra +300 (21,450xp)
    ⯎ Acem'bol +100 (21,550xp)

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


    Stella HP: 17/17
    Spited (Returner) - [Spite 0/10]
    ⭍ Spite increases by 1 (Knowledge: Forbidden)
    ⭍ Severity of spited effects increase due to Knowledge (Forbidden)
    ⭍ Stella's move speed is reduced by 10
    ⭍ Stella takes 5 points of constitution damage
    ⭍ Stella takes 2 points of wisdom damage
    ⭍ Stella's HP reduced to 0
    ⭍ Stella's checks other than Forbidden have failed due to Spite
    ⭍ Knowledge (Local) has been Spited and may not be used until Spite is reduced to 0
    (Some effects of Spite remain active until the current value is lessened or removed completely)




    Spoiler: Potentials
    Show


    Spoiler: Spellweaving
    Show


    Spoiler: Veilweaver
    Show

    Veilwitch Path Advancement: Veilweaver

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

    Benefit: Returner Path Advances to Veilwitch.

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

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




    Spoiler: Arcane-Spell Training I
    Show


    Arcane-Shield Training I: Convoker's Sphere

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

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

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


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

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

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

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

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


    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.



    Last edited by Mornings; 2018-08-19 at 09:42 PM.

  13. - Top - End - #253
    Ettin in the Playground
     
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    Default Re: The Primeval Dark (IC)

    Feliks grumbles slightly under his breath, quickly using his traveler's anytool to split what he could of the halfling before working to lift the man. "I wish one of these things would have left me with one of those stretchers I keep running into but no. Every time I turn around Poof! We're somewhere and someone is full of holes."

    Taking a moment to look at the new comer, he quickly turn to look to Aden. "Come now, help me get him in with as little movement as possible. He's more sack than bone right now. I need more time to put him together."

    He huffs and puffs, trying to work at carrying the halfling with as little movement as possible as he hurried along.
    Animated Spellcards from the Deck of Many Things
    A game I found interesting Aegis: Innocence

  14. - Top - End - #254
    Troll in the Playground
     
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    Default Re: The Primeval Dark (IC)




    The Gales - Aden, Feliks & Denil


    22th of Rova, Sunday - Time: 12:09 am (Morning) / AR 4707 (Autumn)
    The City of Monuments; Magnimar
    Underbridge District; Somewhere near the Irespan


    Fens raised a brow at the short man's last words, "...You'll have to explain that one to me later." Feliks worked swiftly enough to set an improvised splint in place as Aden begun taking out some of his equipment and discarding it to make light his pack. The halfling nearly had a fit, pointing at the discarded things "Oi, don't go throwing out perfectly good gear! Girl, put it in my pack." The woman signed, "Look, we really need to hurry." Denil snapped back, "Then hurry up and put it in!" Not bothering to look in the overstuffed bag and too tired to continue arguing about it, she grabbed the items Aden put aside and threw them in the bag - with far less effort than she had expected. "Huh, magic bag?"

    The two men lifted the old man easy enough, he was surprisingly light, even with his oddly shaped bulbous ruck. "An' I aint no 'sack' or 'bones', I'm beat to sheit's what I am. Now lets get the hell out of here." Aden stuffed some of the rations into his mouth as they set off, "Well, despite the circumstances, it's good to meet you lads. Didn't think the old bastard had any friends..." The navigated the dense mist and twisting broken streets at a swift pace, seemingly moving forward at a constant upward slant, making their way away from the dredges of Underbridge. "Yeah... To answer your question, we're not entirely sure just what manner of plague it might be. It seems to cause some manner of dementia, the infected end up going damn mad. Though that's only after the fever, and vomiting blood and such. The Doc's still looking into it, but he thinks it's some sorta thing exchanged from the 'body-juices' of the sick. Afterward, they attack anything, try an' rip you to damn shreds if they can - and they like to bite. Get bitten and you end up like them. Horrid stuff."

    The mist begun to part as the reached the top of the road, a large wooden barricade had been erected with a dozen armed spearmen behind. Some of them called out to the rugged guardswoman as they opened a small gap just large enough for them to pass. One of the soldiers walked next to Fens as they pressed on, "It's bad. They've put it to vote." "The House of Lords?" The man nodded, "Awh, sheit. Send word to the master to escape the city while they can." Without another word the man sprinted off in another direction. "Not sure what your next plan is, but things are going to start getting busy. I can give you directions if you need, but I can't escort you right now."



    Side Quest: A Precious Friend
    Your meddling might have saved the life of a friend, but magic has found you stranded hundreds of miles from your destination. Now far away in the dank streets of Underbridge, the Gales find themselves reluctantly dragged to the very place they were told not to go; Magnimar. Chaos envelops the streets, as the embattled bowels of the city run red with blood and a new threat. New allies rise to combat a deathly plague bringing the dead back to life. All the while a crippled Denil lay broken and in dire need of care. The Gales struggle to escape the city and tend to the halfling's wounds. The Gales would learn, saving others took far greater strength than saving oneself.
    Difficulty: Moderate | Status: On-going | Profit: Unknown | Time: 4 Hours
    Primary Objective: Escape Magnimar.
    Secondary Objective: Escape with Denil Demn alive.




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




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




    (Suspended) Side Quest: The Devil Inside
    Emithy explained that everyone had begun having strange dreams, and even visions, without explanation. The only difference was how those effected interpreted their experiences. Most dismissed it completely. Dreams were just dreams, but some had more acute experiences. The depth of how men were effected seemed to differ based on the individual. It raised many questions, but none more so than if truly everyone across the world was now plagued by these strange haunts within their minds. It was an impossible scale, an impossible magic, but they had seen strange things. The young man advised them against pursuing these visions haphazardly, least they bite off more than they could chew. Maybe the voices were real and the world would be crushed by the endless darkness, but that didn't mean the voice in the blackness would come to their aid when their backs were against the wall. Perhaps the young man was right, perhaps it was better to take things slow. Perhaps it was time to take on a normal job?
    Difficulty: None | Status: On-going | Profit: Unknown | Time: None
    Objective:Find Emithy. Find a job.




    Spoiler: Hinterlands Map
    Show


    Spoiler: Rewards | EXP
    Show


    ֍ Aden XP +550 (8,950xp)
    ⯎ Received [Greyflame Crucible, CR7]


    ֍ Feliks XP +550 (9,650xp)


    ֍ Denil XP +700 (5,000xp)
    ✦ Broken Leg: movement speed is halved
    ✦ Broken Hand (right): -4 atk & dexterity based checks
    ✦ Blind, partial: vision range halved
    ✦ Broken arm (right): cannot use right arm to perform actions or wield items [Partially Healed: 4 hour(s)]
    Bleeding: 1 dmg/round (DC20 heal) [Healed]
    ✦ Broken ribs: -4 penalty to all skill checks and saves
    ✦ Broken back, partial: movement speed is reduced to 0 - [Partially Healed: 1 hour(s)]
    ✦ Broken nose, partial: -4 concentration and scent-based perception checks



  15. - Top - End - #255
    Bugbear in the Playground
     
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    Default Re: The Primeval Dark (IC)




    Joy filled her face as her belongings came back onto her body, she hadn't even thought that Tenebris had done such a thing in the first place but having seen it herself she couldn't say that she was surprised. Tenebris was really something else, the powers the woman commanded gained her all the respect that she needed and she had a feeling that even without the title of King she still would gain the respect of all those in Duvan. At the mention of the Quatekal'baalta she wondered if the training that Tenebris had mentioned was going to be some ritual combat, while not completely sure that she would be able to survive it she knew that Tenebris would no doubt end up helping her. At the realization that her Renor'vet no longer clung to her she wondered exactly where it had gone or if she had lost the small amount that she had been able to create before.

    As she was lifted up on the Ob'dr'kluth she arched an eyebrow trying to remember what she could about the veil. She knew that at some point she had used it herself but with the loss of her memories she would have to once again gain back that veil otherwise she would have to walk around like all the other student while here, and as Tenebris had said it would be a disgrace for her to do as such. Being the Wife of Tenebris would have it benefits for sure as she would automatically be given a certain measure of respect from those whom knew such, the only question remained what of those that did not. Her mind drifted through memories of her previous life once again soaking in what she knew about Honor that Tenebris had mentioned. Honor was an odd commodity, it was not a mundane thing that the mundane would normally think it was and again she couldn't believe that she had even forgotten something so simple. As the veil pulled up to the large door she was surprised by what lay behind it, her mind searched for memories of her previous life, of a time when she went out onto that floor and fought against others. Watching the fight that took place in the arena she wondered exactly what would be the best way for her to fight, the fight before her was interesting as the two witchs traded blows until there was only one left standing. The loud screams stunned her for a second as she was not prepared for the amount of noise that was being created. The way they fought seemed a bit odd to her and she did not fully understand what was going on, luckily Tenebris held the answers for her.

    Having teleported up to a platform she began scanning the other people down below as she listened to Tenebris explain what all had gone on during the duel. Frowning at the Gran Hexe she wondered if the woman thought that she could survive the end of a world without losing anything, the words the woman spoke annoyed her to no end as she felt that they assumed she had arrived here with the knowledge of how to even create a veil. Though the woman seemed to have spoken down to her, she knew that it was the truth. It had been a very long time since she had practiced the arts and it would take her a time again to reacquaint herself with the proper way that a Veil Witch should fight. As Tenebris touched her forehead she felt the memories flood in, the basics of how to fight were now known to her as was what she could do with the wand that she wielded. Hearing the whispers of those below them she paid no heed to the words spoken, most of those probably just did not know who she was or who Tenebris was as it was unlikely that any of them had been alive at the time of their rein. Seeing the glare that the noble Witch sent her way she chose to simply ignore it as she knew it would erk the woman more to receive no response that if she had given one, instead she turned her attention to the two with her. "I will agree that it has been awhile since I have employed my power for anything, though I feel having survived the end of the world and losing my memories of almost everything is still more than most could accomplish. Being here now though is helping a lot in that aspect, my mind seems to be piecing more and more together with each moment. All I need now is for my body to follow and I will once again rise above the others. As for the duels I feel I now understand enough of how they work and feel that blasting some children around would indeed help a lot in further gaining back that which was lost." Looking up at Tenebris she a predatory smile takes her face as she thought of the Ambition that Tenebris had mentioned previously, if one was to gain power they had to put all others below them as they stormed their way to the top and She very much wanted to be at the top once again. "As much as I want to get down there and fight I wonder who would be the best one to go against in my current condition."

    Her mind drifted as she waited for an answer the knowledge she had gained from the past few days began sorting itself in her head as she stood there, she knew there was something she was forgetting though, something important. Chewing on her lip slightly it came to her, The Fatestone that Lady Black had given her. She had been told to use it as soon as possible and briefly wondered where it had vanished to, deciding to check in the wound on her chest she is surprised to see it sitting within. Pulled the item out she turns it over in her hand before attempting to activate the item, she wondered exactly what the Fatestone would do and what benefit she would gain from the item itself.


    Spoiler: OOC
    Show


    Know Abstract: (1d20+31)[42] or (1d20+31)[48] - For what i can get from my Renor'vet having vanished

    Know Abstract: (1d20+31)[35] or (1d20+31)[37] - for Info on the Ob'dr'kluth Veil

    Last edited by forg99rules; 2018-08-20 at 09:50 PM.

  16. - Top - End - #256
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    Default Re: The Primeval Dark (IC)



    The Returner - Stella Astral





    Stella wasn't entirely sure why her Renor'vet was lost, it could have been effected by a near infinite number of possibilities... She had traveled to the Black, met Lady Black and done things which could only be called 'unprecedented'. It was anyone's guess as to what side-effects might have befallen her, and she still had no idea just what price she had paid to the strange Ra'Dolfhaal. In a normal world with typical circumstance the black veil simply was released once a Veil Witch learned a level of control and had been exposed to Veils; both wielding them and creating them, but nothing she had experienced could be called normal in recent history. As far as the Ob'dr'kluth went, as memory served, it was commanded just like any other Veil - with awareness of it, she could attempt to bind it to by applying her spell focus - though it did take an absurd level of concentration based on the servitor or device which it was bound to. Even moving the Veil to bind it was rather difficult for many Witches, which justified its somewhat exclusive access. Those which could even bind the Veil usually did not possess a suitable device with which could divide the burden and make the manipulation of it a more feasible task. She was sure that she could still do the same, though her focus had radically diminished since her rebirth. [Stella | Knowledge - Partial]

    "I'm sure you've noticed by now..." The Hexen Rise's voice interrupted her own thoughts. "...The blatant use of your own technique at an assembly. Your wand still being bound to you... The fact that anyone even remembers who you are." She was right. Tenebris didn't seem like much of a stretch, but the fact that a young Veil Witch could cast a lesser version of her Ola'rosa Flamgra, and that knowledge of her didn't seem to be in short supply. After all, she had been confiscated from the Lane Temple after great efforts by the Coven's leaders who cared nothing for things like divine blessings. Gran Hexe Fyene had already seemed to know just who she was and what she could do; or rather, what she was once capable of doing - and her lack of magical growth. It wasn't just the two of them either, the Elder Sage she had met had also known her. But more than anything... Looking down at the wand in her hand she realized; if this were the past, then the Aolthor Tenebris would have still been sealed in the heart of the city. "This isn't your past. This isn't anyone's past. Nor is this the original city of Duvan... It was rebuilt after you laid siege to the world and cast the remains into the abyss. As far as the Second World is concerned, you're simply catching up with the present after a two-thousand year absence... Similar to someone else I know." She didn't bother looking at the Witch King, leaving it at that.

    "...Whatever your condition, you have not the luxury of slowly piecing yourself together. You've more enemies than friends, and they would cherish such an opportunity to murder you and steal that wand. Attempting to hide your identity now is an exercise in futility. Anyone that cannot simply see your identity will ultimately come to that conclusion after seeing your magic." Tenebris sneered, seemingly more amused by the dialogue than anything else. "Of course. Which is why you must overwhelm your enemies with your sheer power and engrave fear into their hearts. That is how you banish any such foolish thoughts from their minds. Shameless displays of power work well enough, though publicly killing your enemies is preferable to root out any upstarts."

    "Perhaps. Though knowing who your enemies are is an entirely different matter... As far as your duel. Cast a stone. It doesn't particularly matter, only a Witch of a noble lineage might give you some difficulty. These are all first-year students, with the exception of the previous combatants. Most have yet to even master dueling talents, other than those who are required to inherit those of their house or family. That being said, the only one I would refrain from challenging for now would be-" Gran Hexe Fyene's words were interrupted by an outburst from below, "...Jaed wael!" (Ignorant fool!) the cry sounded like an infuriated hiss. A Hand grasped the edge of their floating platform, the tip of a large red hat slowly rose, poking up from the ledge. Then an elbow, and a familiar face. Stella was able to peak over the platforms side, looking down at the red-faced Witch she had chosen to ignore. Unsteadily, one foot was placed on the shoulder of one of the students below, while another lifted her higher - planted on some invisible surface which was evidently not the Ob'dr'kluth, which displayed a visible pulse of distorted air while manifest. Pulling herself half up she addressed the Gran Hexe, "V-Vendui, Zhen'C'nros Fyene..." (Greetings, Gran Hexe Fyene) She grunted as she climbed up, seemingly ignoring Tenebris. "Oh?"

    As she clawed her way up, she swatted her black hair out of her face, still beat-red and flustered. Accusingly she pointed a long nailed finger in Stella's face, "Lu'oh kuuv dos tal'skala uns'aa! Xun'dos zhaun vel'uss Usstan tlun!? Dos inbal har'natha k'alf vlos d'l'C'nros Valuk!" (How dare you ignore me! Do you know who I am!? You have insulted a direct relative of the Witch King!) Fyene signed, turning her gaze to Stella as if on cue, gesturing to "...L'Comson Eridok" (The Crimson Heir) The self-important Witch straightened the creases from her long red robes and dress, crossing her arms triumphantly as both the Hexen and Fyene spoke at the same time, Tenebris laughed the name;

    "...Khrol Vel D'Meiss'vhel"
    "Khrol Vel D'Meiss'vhel."

    At first she didn't entirely understand, then it sunk in. It was this very Witch that the Gran Hexe had been referring to. It did make sense, the highest ranking - and likely the most powerful of her peers would be seated higher than those of lower status... Stella briefly recalled something she had forgotten, even in her own time after hearing the woman's name; the Hexen's full name was Tenebris Meiss'vhel. The Witch King was still chuckling at the exchange, "She's actually not wrong, she is related - albeit, distantly. The house of D'Meiss'vhel was created after the family tree divided after some infighting between the family. I suppose that would make Khrol Vel, your cousin? Their lineage, while mortal, is drawn from my third sister. This girl's mother, Klaas Vel, possessed an absurd level of aptitude and a degree of talent which earned my respect. If her daughter inherited even a fraction of her mother's ability, I imagine she will give you some difficulty; though she is still a novice and has no hope of victory in single-combat, that does not account for one's own ingenuity... or cunning. 'A Witch can win a war, while dying in the battle' " It was an old saying, but a famous one. It reminded young Witches drunk on their own power, that Duvan was not ruled only by those who possessed great physical ability. Immediate success did not equal victory in the politically-fueled city, and the circumstances or perception of an action could set the entire course of history and one's own life. That was a lesson any Witch who crossed the Sunjatha'la or the noble houses learned very quickly, and the grounds of their fleeting success became the foundation of their inevitable doom.

    Stella begun to understand why the Gran Hexe had chosen to specifically single out her cousin. Depending on the circumstances, if she, an obscure Witch and her, a celebrity with the right name and right pedigree came into conflict nothing good could ensue. If she won, Khrol Vel could spin it in a different light - drawing a great deal of attention and potentially even revealing her identity to anyone who didn't know of it already. If she lost, then she would be publicly shamed and displaying her inadequacies or lack of experience for all to see. There was no 'happy end'. The way she won or lost would determine everything, and looking at the Witch's arrogant face painted a very clear picture of the woman. She was a noble, through-and-through, and there was no question that she knew well how to apply the weight of her influence. There were expectations and a culture which revolved around this social sphere she had so ignorantly walked into, and now she had insulted a Witch who would have been better left alone til she could establish herself as a power to be reckoned with; rather than an unknown face. The woman was a figure of pride, and likely wouldn't accept a loss which embarrassed her or denied her the opportunity to gracefully yield. Unfortunately, she had no idea how the nobles fought these days. If what Fyene had inferred was true, then she'd stepped into the future of the Second World - or rather, it simply managed to pick back up where it left off. In her day duels were not 'ritual' at all, but a grim and brutal fight to the death... attaching ceremony to it made things feel more like a dance. " You gain nothing from her ire, except unneeded concerns. The children of house D'Meiss'vhel, much like my own, are groomed to accept no disrespect. Even if you soundly defeat her, I doubt it will be a clean exchange which will assert your dominance, as it might against another foe... You cannot publicly display weakness in the ring if you wish to create a reputation. It would be wisest to follow Gehlaava's example and accept no unnecessary risk. Your image is far more important than the end result, and that is something you will need to build by your own efforts."

    "Usstan ssrig'luin dosst taudl!" (I demand your apology!) The Hexen Rise gestured with a hand, "Il zhah dal feir. Il 'udtila naut zhaun dosst Axxegarthllegh. Nau haru zhahus hass'len." (She is from far and does not know your culture. She meant no offense.) The red Witch looked at Fyene, then back at Stella, evidently doubtful. Dividing her attention, Stella retrieved the familiar stone she had received from Lady Black. It looked like a gray piece of blown molten stone that had been flash-cooled into a glossy transparent material. Within in were a gleaming bundle of small threads of a deep bloody color. It was far different than any Weave threads she had ever seen before. "...Now where did you find that?." With a mental command the stone exploded into a shimmer of blazing red light in a massive blast of energy, the Gran Hexe grabbed her hat to keep it atop her head as the energy wave roiled outward. The Red Witch was nearly thrown off the platform. Stella could feel herself physically lifted from her seat from the great energy which pulled her into the air by her hand as if some powerful invisible entity from the sky had latched onto her arm and begun ascending back to its domain in the sky. Further she rose, legs dangling, as it drew her further up. The thirty foot explosion of magic had drawn the eyes of every student within the dueling hall. Above a great sphere of breaming scarlet energy formed, like the eye of the sun, surrounded by rings of spiraling golden bands of magic. As her hand reached the orb the golden bands ran into each other forming a belt of gold. It flashed brightly before being divided into a spread of rectangular faceless shapes. The sphere of flame imploded silently dropping Stella back to the stone platform. She landed on her feet, looking at the golden shapes left in the magic's place dancing around her hand. Slowly images emerged upon their surface. A powerful gale of unnatural billowing warm wind continued to flow out from the tokens.

    The Crimson Heir looked up from the ground of the platform in stunned awe at the whirling display,
    "Vel'bol zhah nindel faer!?" (What is that magic!?)



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







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





    Spoiler: Silver Fate - Chath'de'nossta
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    Chath'de'nossta - Deadfire Birth, Calamity (x2)





    Spoiler: Gold Fate - Project NEMESIS: NYNE
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    Project NEMESIS: NEMESIS Agent - NYNE





    Spoiler: Bronze Fate - Un'Khlasta
    Show



    Un'Khlasta - The Deathfire Tempest (x6)





    Spoiler: Bronze Fate - Ru'lavs Tang'asrogg
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    Ru'lavs Tang'asrogg - Pyreclasim, Flame of Ruin (x4)





    Spoiler: Bronze Fate - Svetlana Sidorenko
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    Svetlana Sidorenko - Iron Hawk (x3)








    Spoiler: Aolthor Tenebris - The Darkling Shade
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    Aolthor Tenebris - 'The Darkling Shade'

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

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

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

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

    Ego 53
    Speed (Fly): 90ft
    Teleport: 200ft
    Honor: 311
    Aptitude/Focus: 634
    Blackened Spellweave: +/- 2d20



    Spoiler: B'Bhai Duucald (Combat Talents)
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    None


    Spoiler: B'Bhai Bhalta, (Dueling Talents)
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    B'Bhai Bhalta, (Dueling Talents)

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


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


    Spoiler: HD3
    Show
    HD3: Renor'falma - The Blackwake: Powerful magics were often difficult to control but far too cumbersome to be used in quick witted combat between two Witches. The Blackwake was originally conceived by the Veil Witch Xenaph as a means to cleave the sanity of her enemies in twain, but it was Tenebris who further refined the skill into the legendary ability it was. In its most basic form, the Blackwake executes a dueling thrust with a range of 30ft/HD. If the opponent does not successfully parry the strike she is knocked prone without a save and looses her ability to perform dueling thrusts until she recovers. The Witch may choose to spend any number of focus points while activating this ability to instead manifest the explosive variation of this talent which Tenebris created. Every two points spent adds 1d4 points of lethal damage, and 1d4 points of wisdom damage, in addition to increasing the DC to parry this thrust by 1. Every 10 points invested adds a 10ft radius blast to this ability, however due to the strain of the magic each upon reaching this threshold and every 10 points thereafter, the caster suffers 1 point of nonlethal damage per 2 points spent on this ability.





    Spoiler: Cards
    Show


    Spoiler: Silver Fate
    Show


    Silver Fate Captured



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



    Spoiler: Golden Fate
    Show



    Golden Fate Captured



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





    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +550 (22,100xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Acquired [Aolthor Tenebris]
    ⯎ [Fatestone] expended +300 (22,400xp)
    ⯎ Ob'dr'kluth +200 (22,600xp)
    ⯎ Noble Talents +100 (22,700xp)
    ⯎ Temple of Lane +100 (22,800xp)
    ⯎ Renor'vet +100 (22,900xp)
    ⯎ Enemies +200 (23,100xp)
    ⯎ Tenebris Meiss'vhel +300 (23,400xp)
    ⯎ Khrol Vel D'Meiss'vhel +100 (23,500xp)
    ⯎ Klaas Vel D'Meiss'vhel +300 (23,800xp)

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

    Stella HP: 17/17



    Spoiler: Potentials
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    Spoiler: Spellweaving
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    Spoiler: Veilweaver
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    Veilwitch Path Advancement: Veilweaver

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

    Benefit: Returner Path Advances to Veilwitch.

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

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




    Spoiler: Arcane-Spell Training I
    Show


    Arcane-Shield Training I: Convoker's Sphere

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

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

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


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

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

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

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

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


    Spoiler: The Deck of Terminating Prescience: Introduction
    Show


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


    ACTIVATION

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


    CARDS

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

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

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

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

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


    DECKS

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

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


    DRAWING

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


    THE HAND

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



    Spoiler: Dueling Wand Training I
    Show


    Dueling Wand Training I

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

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


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

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

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

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

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






  17. - Top - End - #257
    Bugbear in the Playground
     
    forg99rules's Avatar

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    Default Re: The Primeval Dark (IC)




    She listened as the Hexen Rise spoke, the words ringing true in her ears as it settled into her that she was not in some past alternative life but that this new world and all these Witchs were from the same one she came from. How they had managed to come over she did not know at the moment and overall it really did not matter that much, she knew that this world would also end and she hoped that she would be able to save it this time unlike the last one. A grin spread on her face at Tenebris's mention of killing any enemies that would be lurking, she hadn't wanted to state such a fact herself but she knew that if she wanted to prove herself and gain even more power then she would have to take down those whom would get in her way. Looking around at the witchs below she wondered who all down below would even know who she was and also who held a grudge against her still, if these were all first years then most likely they would only have heard stories of her and nothing else.

    Looking down at the woman whom had interrupted the discussion she observed the noble woman that had previously given her an angry look as the woman climbed onto the platform. She knew not what the woman thought she would gain from such a thing and was curious as to who she was and what made her want to climb up to them. It seems that having ignored the woman caused her to have a fit of some sort as evident by the fact she climbed up here and was now trying to claim that she had insulted the woman in some way. Hearing that she was related to Tenebris though came as a bit of surprise, she turned her eyes up to Tenebris as the woman was introduced. It seems the woman held herself in high regard and if Tenebris was willing to even respect the womans lineage then it would not be a bad thing to follow her advice and go with Gehlaava's philosophy of not taking unnecessary risks. The demand for an apology though annoyed her greatly still though, why apologise for choosing not to ackowledge someone that is snearing at you. Fyene offered an easy out though, she could simply go along with her and claim to not know the customs and to have been from far away which was not to far off from the truth.

    Having pulled the stone out she looked up at Tenebris as the woman spoke tossing a wink her way before she activated the fatestone. The explosion from the stone startled her a bit but she did not show any outward surprise for others to see, instead she just went along for the ride watching as the red light blazed. Floating up towards the scarlet light she wondered exactly what she would gain from the use of the fatestone, she hoped that whatever it was that it would be useful in the creation of her decks and that she would not have a whole lot of cards that would need a circle to be identified. As the sphere imploded and dropped her to the platform she looked down at her hand that now had golden shapes around it. "Well got that off my mind, lets us see what we have here now." Tossing a brief glance towards Khrol as the woman spoke she turned her attention to what she had just gained trying to discern the use of the new tokens. Keeping her voice low to not be heard by others that were not on the platform she decided to give the woman an answer "The magic you just saw was something that I was given by The Lady Black, she and I spent a little bit of time together and she deemed me worthy of this. As for an apology you can have one if you want but as was stated I am not from here and thus do not know your customs, if you feel slighted by me having ignored your glare then I wonder if you would have preferred that I had glared back at you instead of having just passed it off as you not knowing whom I am. If you truly wish then we could always sit down and have a friendly conversation and you can explain the intricacies of how the Nobles here interact with each other, otherwise you are welcome to the apology and we can go our separate ways for now." Her attention mostly still on the trinkets floating around her hand she glances up at Tenebris again, "The day just keeps getting better my love."

    Spoiler: OOC
    Show


    Looking over the cards to discern their uses.


  18. - Top - End - #258
    Troll in the Playground
     
    Mornings's Avatar

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    Default Re: The Primeval Dark (IC)



    The Returner - Stella Astral





    The Red Witch's face screwed up in confusion at Stella's words as she gathered herself up from the ground, "Piu'uloth, vel'bol l'puul ooble'zhah nindel?" (Piu'uloth, what foul language is that?) After a brief pause of silence she seemed to receive her answer, nodding as if coming to an understanding. "Siyo, qualla'xun." (Yes, please do.) There was a longer period of silence, as if she were being read back some reiterated dialogue. Stella didn't know or understand what or who this Piu'uloth was, but it evidently understood her. Gran Hexe Fyene didn't bother shifting her dead-steely gaze her way, only taking another sip from her glass as she spoke, "There are a near infinite number of Offworlder tongues. Witches speak a vast array of languages, even those not native to the Second World, but the number of persons who speak your specific regional-language is... infinitesimal. The likelihood of you meeting others who can speak it or understand, unaided, is unlikely to say the least. However most Ob'Sil'in, or 'High Nobles', learn to use magic to translate and understand speech during their third or fourth year."

    "So-called 'High Witches' is the more common term. It is not unusual for Ob'Sil'in to speak in all manner of strange and alien tongues. The exceptionally powerful High Noble Witches often understand tongues which they cannot even physically speak due to their vast mystical powers - that would be the reason why you understand what she's saying, but not the other way around..." Fyene nodded in agreement, continuing that thought, "After completing their first year, most Witches establish their connection to their own magic and acquire enough honor to refine it, that they are able to speak or understand most languages of the Second World - not barring the dialect. While some words might be difficult to understand, due to context or the way which a certain manner of creatures speak, the general meaning will still be understood. I'm sure you've experienced such exchanges already, having traversed part of the Second World to arrive here."

    Khrol Vel seemed conflicted, caught between trying to catch up to Stella's previous words, while trying to also listen in on the current exchange and being overwhelmed by it. Crossing her arms in a pouting manner she spoke out, "Xun'naut tal'skala uns'aa! tluin zet doeb zhah degahr'hi.." (Do not ignore me! being left out is troublesome.) She dramatically pointed a finger at Stella as if she were striking a pose to make some royal decree, "Namo dosstan listrane ulu'natha Cwyr sil'in'zhah rivvin'filut! Xor'udtila dosst delmah inbal nau'mala? Usstan tlun mnor'ulu z'reninth Renor Jallil orn'la al'doer folt biu kke C'nros... jhal Usstan'xun pontaut dosst'yorn." Introducing yourself properly to a fellow noble is common sense! Or does your home have no manners? I am loath to believe Lady Black would welcome such an inconsiderate Witch... but I do acknowledge your power.) Triumphantly she placed her hands on her hips, now seemingly unfazed by the golden display still circling Stella's hand, "Usstan tlun L'Comson Eridok, Khrol Vel D'Meiss'vhel. Vel'bol zhah dosst kaas? " (I am the Crimson Heir, Khrol Vel D'Meiss'vhel. What is your name?)

    After a brief moment, the rest of translation appeared to have gone through. The Crimson Heir's face took on an equally red shade as she stammered in confusion, glancing back and forth between Fyene and Stella, "S-Ssinssrigg!? ....Zhen'C'nros Fyene!?" (L-Love!? Gran Hexe Fyene!?) She glanced away embarrassedly, stammering under her breath as she slowly slunk away "...Jhal il zhah ji waelin. Usstan kat zhaun dos inbalus folt isintol... jhal usstan sieva 'zil il zhah nau baut'wael... taudl ulu sul'fass" (...But she's so young. I didn't know you had such interests... but i suppose as she is no student... sorry to intrude.) Tenebris burst out in hysterical laughter, nearly falling off the large couch-like seat. The shattering sound of glass from the Gran Hexe's hand was the only thing which spoke out against Fyene's completely placid face. In fact, even while being strangled to death she'd never seen the woman actually produce an emotion upon her face. Unlike Sister Abygael who simply seemed devoid of it, Fyene seemed simply incapable.

    Her head slowly turned to Stella, taking a deep breath and staring at the Witch coolly. "....Ruzzo'ligrr'auf" The Hexen laughed even harder at the woman's insult. There was no direct translation for the phrase, but it was a particularly vulgar piece of Ros'wussrun profanity referencing a female dog so stupid that she had children with her own son. Tenebris had to take off her glasses to wipe the tears from her eyes. The Ros'wussrun people did have some exceptionally colorful insults. Placing the spectacles back on her face she seemed to regather her composure, "I'm sorry, my love. I couldn't help myself... Have you not noticed all of the evident forces which you cannot see? Just as you cannot see them, they too cannot see me. These are servitors. Most exist as invisible forces which most creatures cannot perceive conventionally. You must take care with your words; what you say, where you say them. You now have a reputation to uphold, or other's reputation to ruin."

    Quietly the knowledge of the cards she could identify coldly sunk into her consciousness, filling her with wisdom randomly drawn from across the multiverse, and of power and evil which she had no recollection of in any life. No words could describe the sense of panic and alarm which crawled beneath her skin which emerged with the feelings still tied to the souls of forgotten entities bound to the world. Silently she shuddered.

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



    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +650 (24,450xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Servitors +100 (24,550xp)
    ⯎ Ob'Sil'in, High Witch Noble +200 (24,750xp)
    ⯎ Gained [Reputation +10] +100 (24,850xp)
    ⯎ Noble Courtesies +100 (24,950xp)
    ⯎ S'Sussun'sol +300 (25,250xp)
    ⯎ High King, Ar’Cor'Kerym +300 (25,550xp)
    ⯎ Elahkhuur +100 (25,650xp)
    ⯎ Tresk'ri-Chath, the Worldfire +300 (25,950xp)
    ⯎ A'Asllya'Fel - The Worldforge +300 (26,250xp)
    ⯎ Cha'kohk Chath - The Cursefire +300 (26,550xp)
    ⯎ Chath'de'nossta - The Deathfire +300 (26,850xp)
    ⯎ Agent NYNE +500 (27,350xp)
    ⯎ Professor Reccu +200 (27,550xp)
    ⯎ Project NEMESIS +300 (27,850xp)
    ⯎ Project ATLAS +500 (28,350xp)
    ⯎ Novella Orsus +600 (28,950xp)
    ⯎ The Dark Door +300 (29,250xp)
    ⯎ Un'Khlasta - The Deathfire Tempest +200 (29,450xp)
    ⯎ Professor Kelgore +200 (29,650xp)
    ⯎ Ru'lavs Tang'asrogg - Flame of Ruin +200 (29,850xp)
    ⯎ C'Inbalak - Havoker, Witches of Ruin +300 (30,150xp)
    ⯎ First Hexen, Vanici Viacarri Vantil +300 (30,450xp)
    ⯎ Svetlana Sidorenko - Iron Hawk +200 (30,650xp)
    ⯎ The 4th Kantemir Division +100 (30,750xp)
    ⯎ Major Alexander Suvorov +100 (30,850xp)
    ⯎ Battle of Voronezh +200 (31,050xp)
    ⯎ Harriers +100 (31,150xp)
    ⯎ Loveless Company +100 (31,250xp)

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

    Stella HP: 17/17
    Reputation: 10
    Memory: 2
    Spite: 0



    Spoiler: Acquired Cards
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    Spoiler: Silver Fate - Qos'namba, S'Sussun'sol
    Show



    Qos'namba, S'Sussun'sol, - The Dreadhammer, S'Sussun'sol - The Lightless Eye (x5)




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

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

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



    Chath'de'nossta - Deadfire Birth, Calamity (x2)




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

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

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




    Spoiler: Gold Fate - Project NEMESIS: NYNE
    Show



    Project NEMESIS: NEMESIS Agent - NYNE




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

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


    Spoiler: Bronze Fate - Un'Khlasta
    Show



    Un'Khlasta - The Deathfire Tempest (x6)




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

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

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

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



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




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

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



    Svetlana Sidorenko - Iron Hawk (x3)





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

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

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


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

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

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


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

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

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


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


    Spoiler: Silver Fate
    Show


    Silver Fate Captured



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



    Spoiler: Golden Fate
    Show



    Golden Fate Captured



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







  19. - Top - End - #259
    Ogre in the Playground
    Join Date
    Sep 2010

    Default Re: The Primeval Dark (IC)

    Aden nodded to Fens, adjusting the weight of their halfling companion. "We're looking to get to Wisher's Well. Supposed to be meeting some friends there. Hopefully with this...detour, we won't be too late. You, ah, wouldn't happen to have an idea on where we might get some horses? And maybe a cart?"

    The thief looks back through the mists at Underbridge, struck by a mix of emotion. Nostalgia. Pain. The desire to check, to go find the old warehouse and see if it happened in this world too, flares up, but Aden pushes it down. He tried to bring up good memories - of when Teryn and he found their cat, of their first run together, of purchasing the small room above the warehouse.

    Of when they first met.

    "They're going to burn it, aren't they. Set up a quarantine, then burn Underbridge. To deal with the plague."
    ATTENTION ANYONE WHO I'M PLAYING WITH:
    No news is good news.

  20. - Top - End - #260
    Ettin in the Playground
     
    Triskavanski's Avatar

    Join Date
    Jan 2011

    Default Re: The Primeval Dark (IC)

    "You are a bag of bones, a sack of flesh." Feliks repeats himself. "You can't walk, its a miracle you can talk as much as you can. Ah yes, we need a cart. A rickshaw if you don't have any horses. I'd rather Denil lay down as still as he can, splinted and bound. Your wounds look mortal enough that I should be able to heal them if we weren't running all blasted around over this place."

    Looking over the place, filled with the plague. "Burning it may not do any good. Only destroy the barriers keeping it in. Its likely something beyond what human hands can touch, or its rabies. Either-way, i do not plan to be here while its burning." Feliks begins heading a little faster the direction they were going trying to keep the halfing as stable as he could.
    Animated Spellcards from the Deck of Many Things
    A game I found interesting Aegis: Innocence

  21. - Top - End - #261
    Bugbear in the Playground
     
    forg99rules's Avatar

    Join Date
    Dec 2015

    Default Re: The Primeval Dark (IC)



    Her eyebrow raised as Khrol started speaking to an entity that she could not see. Turning her head towards Fyene she listens to the woman explain that not everyone speaks the specific regional language that she was currently speaking in. As the explanation came to a close she once again turned her attention towards the Khrol as the woman once again started speaking. As the woman pointed a finger at her it took most of her willpower to not try and kill the woman in that instant, she understood that the woman was annoyed but she honestly could care a less what Khrol felt. As it seemed that the translation had hit the point where she had spoken to Tenebris, she was a bit surprised and hugely annoyed when Khrol thought she had called Fyene Love. The friendly face she had previously put on when dealing with Khrol was immediately taken over by one of huge annoyance, how could this dumb woman think that she had spoken to Fyene when Tenebris was sitting there so obviously next to her looking over at Tenebris as laughter filled the air she shook her head slightly.

    Fyene's reaction was to be expected, though she wondered why the woman didn't just smite Khrol from existence for such blatant idiocy. She ignored the insult that Fyene had thrown her way as she briefly wondered why the woman seemed to be ignoring Tenebris, luckily her loves had an answer for her... That is after Tenebris was done laughing. She hadn't realized it before but it did make sense what Tenebris had said, she couldn't see the Servitors of the other Witch's but now she wondered if that made Tenebris a Servitor for her. Looking up at Tenebris with a frown still on her face "Hmm, well that makes sense then as to why she wasn't freaking out about you being here, though i guess since she can't see you then i have to set this damned woman straight as i don't want to ruin Fyenes reputation nor do i want to have the reputation of being her lover." Turning her attention to Khrol she motions for the woman to stay, "First of all, I was not speaking to Gran Hexe Fyene when i said Love. If you had an ounce of common sense you may have realized that I was looking a lot higher up when I spoke than if I had been speaking to Gran Hexe Fyene. That means I was speaking to someone that you can not see with your current lack of abilities, so do not go assuming that Gran Hexe Fyene and I are together or you very well may find yourself in an early grave. Now as for me introducing myself I would have done so eventually as once i go out to battle it would have became apparent." Standing up from the couch she looks the woman directly in her eyes before speaking again keeping her voice low enough so that wandering ears did not hear her "I am Stella Astral, Betrothed to The Lord of Battle, King Tenebris Meiss'vhel. As for being Inconsiderate, I would say you are more Inconsiderate than I as it was You who climbed up here to harass me for ignoring your glare. Still I could care less about the whims of others especially those whom do not show respect when speaking to one they do not know even more so when that person is in the company of a Gran Hexe." Sitting back down on the couch she puts on a friendlier face, "Now is there anything else you needed, and please do think on the next words that you speak before you let them come out... Wouldn't want to cause more problems for me or the Gran Hexe would we?"

    Spoiler: OOC
    Show


    HOW DARE SHE IGNORE TENEBRIS... oh wait she cant see her currently.... STILL HOW DARE SHE


  22. - Top - End - #262
    Troll in the Playground
     
    Mornings's Avatar

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    Default Re: The Primeval Dark (IC)




    The Gales - Aden, Feliks & Denil


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


    They pressed on, shambling past large barriers erected by the quickly amassing guardsmen with all haste. Having had tread through the edge of Dockway, crossing into the fringes of the Capital District, the mist had cleared and the air seemed completely difference. The sounds of battle and the cries of folk could barely be heard at all in the distance, but now behind several walls of men standing between them and the plague, Fens breathed a sign of relief. The woman didn't answer Aden immediately, seeming somewhat conflicted with the answer. "Honestly... I can't be sure. The captain mentioned that many of the heavily contaminated buildings would likely need to be razed; and fire is the most effective method... The captain wouldn't burn down the whole damn district, but I'm 'fraid, there's still reason for concern..." Fens paused, as if trying to measure just how much she should say to these relative strangers. "Look, the short-of-it is, the city isn't in a good spot right now. It's no exaggeration to say it might even be on the brink of complete civil unrest in the wake of recent changes. The Council of Ushers has been fragmented between its own factions, and nearly been dissolved after the arrest of Mayor Grobaras on allegations of corruption associated with a large number of the councilmen. Lord D'Aritel has taken authority of the city, suspended the Ushers in the interim, and established a provisional ruling body in one motion; the lesser and greater House of Lords. Each body holds the other accountable for their actions; and while effective, it is not popular amongst the nobility. There is a very real possibility of such opposing factions using this event to fan chaos and tragedy. If they could falsely direct it all back to Lord D'Aritel, then they would have grounds to tear him down before the trail; thereby preserving their rotten empire." The House Guard looked Aden dead in the eye, "It doesn't matter how many they have to kill. How many families need to suffer. They will do anything, to keep their grasp on the throat of this city."

    It didn't take a scholar to know her meaning. They'd burn down Underbridge, and everyone in it if it would advance their own political agendas and desperate need for self preservation. In the time he could remember, before things had gotten crazy, Lord D'Aritel had proven to be a noble and just man - but the city had been briefly engulfed in a single night of civil war as tensions between the remnant factions exploded in violence. It had resulted in the death of Mayor Grobaras and many nobles, along with destruction that would raze various parts of the city. By morning the battle had been won by those allied to D'Aritel and his House of Lords. The evil which had blighted Magnimar's ruling body had been expunged, bringing about a new and brighter future for the city and its citizens, but only after great loss. That had been a long time back. It took years for much of the city to be rebuilt, and made things cheap to afford; at least as far as he could recall from the grumblings of his father. Now that time seemed like it was now, in the present; and it would be one for the history books. They'd call it the Night of Tears.

    Denil steered them left with a tug of his shaking hand, "This way, my place is close by." Fens signed, "Don't have my own horse, or I'd lend her to you. Even if I did though, Wisher's Well is far up in the Hinterlands. Would take maybe three... four days to make it up. You'd need provisions to feed and water a mare, and for yourself. Still hurts my head thinking how you just skipped back over - though I probably shouldn't be surprised if it's this old man." The halfling snorted, "Yeah, yeah. We're not gonna make it outa here on a goddam pony, or a bloody rickshaw. Just get me over to the workshop, I'll survive, assuming no more puppets try to rip off my damn head." Fens raised a brow, looking at the bloody man curiously, "Puppets? ...And I thought your store was in Starsilver Plaza." Denil wiped the drying blood from his bushy eyebrows, "...Long story, and yeah. The store is. I keep my workshop away from those annoying children that wander into that place." The woman shifted to adjust the weight of the gear she was carrying, "Suppose that explains a lot. Quite a number of people camp out on the storefront trying to get a hold of you." "Bleh. Pathfinders. Gales, the usual. Kids looking for me to build them a new toy. Can't be bothered with that nonsense." Fens shrugged, "Well, not all of them. One of your White Crows showed up in town looking for you maybe a week ago. Failing that, she flew off in a rage and caused a mess at Leruu Kantiki's place. Now there's some Tian woman poking her nose around looking for you also." In an unusual manner, Denil paused, thinking. It wasn't often that the halfling was brought to silence. "A White Crow, looking for me? ...You're sure? Which one?" "That famous pirate, Captain Casault. Made one hell of a mess."

    The short man didn't respond, as if contemplating the implications of that news as they made way down another alley. "Speak of the devil..." Fens' hand rose up to her sheathed blade on her back, as a strange Tian woman came into view around a bend as if waiting for them. "Easy Tower Girl, I know this one. Not that your street-fighting experience would have made much of a difference even if I didn't." The woman had a calm and placid demeanor, as if she had found some measure of inner peace which stood out so starkly from the hustle and bustle of the city around them. Fens didn't release her grasp on the hilt, still suspicious. "Take. Your. Hand. Off. Your. Weapon..." The rough woman eased off her grip, "That's the Kensei of Sakakabe. There's only eight swordsman in Minkai who hold da' title of Kensei, and that's not fer damn show. They'd give any damn Aldori Swordlord a run fer their money."

    The woman eyed Denil calmly as they approached. She didn't block their path, but stood next to the door marked with the man's name outside it. The short man hesitantly nodded in acknowledgement to the swordswoman, "Sakakabe no Taiyami." She nodded back with an air of grace, "Master Denil Demn." Fens kept a defensive posture at their side, evidently still not certain about the new face, though her presence didn't even draw the woman's eye. "Well? The Wolf of Osogen wouldn't just show up to my door for tea, right? So, is it good news, or bad news?" The mysterious woman seemed to be analyzing the halfling's condition as she spoke, "I have come at the behest of my mistress, Osogen-hime, for your aid." Denil let out a slow exhale. Good news. Denil always claimed confidence in being able to outwit, or escape from just about anyone he couldn't out-maneuver in combat - but he was barely in a condition to crawl, let alone escape, and this was one of the last warriors he wanted to face in such a condition. They weren't enemies, but that didn't make them friends. Allies often could be met later as enemies, just as often as enemies could end up allies in his line of work. It was a well known fact that Denil had made more enemies than friends, and 'friends' was a loose word. "If I may. Who did this to you, Master Demn?"

    The halfling frowned but curtly responded, "A puppet of Argonax the Mad." Fens quickly glanced at Denil, sudden realization seeming to bloom in her mind at the simple explanation, piecing together their arrival. "Was it not Osogen-hime and yourself who sealed him beneath the ruins? How is that possible?" "A half-measure to buy time. That wizard can't be stopped by somethin so insignificant. His physical body is jus another iteration in his long cycle of reincarnation. Not that it even matters, since he can just possess his damn dolls." The woman nodded, "I see. It was naive to believe such would be enough to defeat such a being. It is well that you have survived yet another of his attempts upon your life..." Denil unsteadily held up a hand to stop her there. "Look. I know why you're here, but as ya can see, I'm not really in'a condition teh build your mistress more weapons. More important than that though; you still owe'a debt for me helping save your brother, right? Well, I'm in a need to get the hell outa the city. Gales are probably on every gate out, nevermind the plague or rabble still looking for me. I could use a sword-arm like yours while I'm out of commission, and I can't do your job if I'm dead, right? Sorta two-birds with one stone."

    The woman seemed to give the idea some consideration, deliberating on the proposition of fighting for the halfling. It evidently wasn't the most pleasing thought. "...It is true that I am thankful to you still for having helped save my brother from the cursed flames, but such a decision is not lightly made. I shall consider your proposal, after I better understand your circumstances." Denil shrugged, or attempted to, as only one shoulder moved. "Sure. Now can we go inside? I'm starting to loose feeling in my face."



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




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




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




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





    Spoiler: Rewards | EXP
    Show


    ֍ Aden XP +550 (9,500xp)
    ⯎ Received [Greyflame Crucible, CR7]
    ⯎ The Wolf of Osogen, Sakakabe no Taiyami +200 (9,700xp)
    ⯎ The Quarantine +100 (9,800xp)
    ⯎ Captain Casault, White Crow +100 (9,900xp)
    ⯎ Osogen-hime +100 (10,000xp)
    ⯎ Lord D'Aritel +200 (10,200xp)
    ⯎ House of Lords +100 (10,300xp)
    ⯎ Council of Ushers +100 (10,400xp)
    ⯎ Mayor Grobaras +100 (10,500xp)
    ⯎ Eight Kensei +100 (10,600xp)
    ⯎ Puppets of the Mad Wizard +300 (10,900xp)
    ⯎ Argonax the Mad +300 (11,200xp)
    ⯎ Lady Roslen Alery +500 (11,700xp)
    ⯎ Lady Alice D'Aritel +300 (12,000xp)
    ⯎ Cursed Flames of Osogen +300 (12,300xp)
    ⯎ The Night of Tears +200 (12,500xp)
    ⯎ The Returned Brother +300 (12,800xp)


    ֍ Feliks XP +450 (10,100xp)
    ⯎ The Wolf of Osogen, Sakakabe no Taiyami +200 (10,300xp)
    ⯎ The Quarantine +100 (10,400xp)
    ⯎ Captain Casault, White Crow +100 (10,500xp)
    ⯎ Osogen-hime +100 (10,600xp)
    ⯎ Lord D'Aritel +200 (10,800xp)
    ⯎ House of Lords +100 (10,900xp)
    ⯎ Council of Ushers +100 (11,000xp)
    ⯎ Mayor Grobaras +100 (11,100xp)
    ⯎ Eight Kensei +100 (11,200xp)
    ⯎ Puppets of the Mad Wizard +300 (11,500xp)
    ⯎ Argonax the Mad +300 (11,800xp)
    ⯎ Lady Roslen Alery +500 (12,300xp)
    ⯎ Lady Alice D'Aritel +300 (12,600xp)


    ֍ Denil XP +700 (5,700xp)
    ⯎ The Wolf of Osogen, Sakakabe no Taiyami +200 (5,900xp)
    ⯎ The Quarantine +100 (6,000xp)
    ⯎ Captain Casault, White Crow +100 (6,100xp)
    ⯎ Osogen-hime +100 (6,200xp)
    ⯎ Lord D'Aritel +200 (6,400xp)
    ⯎ House of Lords +100 (6,500xp)
    ⯎ Council of Ushers +100 (6,600xp)
    ⯎ Mayor Grobaras +100 (6,700xp)


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

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



  23. - Top - End - #263
    Troll in the Playground
     
    Mornings's Avatar

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



    The Returner - Stella Astral





    Khrol waved away her invisible translator after a few long moments of what she could only perceive as the strange Witch's idle prattling. She hadn't even made it half way through the girl's spiel before entirely dismissing it. Whoever she was, whatever she thought she was; it had all become irrelevant. A Witch who couldn't even introduce herself properly was neither a student, noble, nor held any office within the city. She was nothing. Regardless of a Witch's power, it amounted to little at all if it did not receive proper recognition. Having realized she had wasted her time filled her with so much embarrassment, her ears were beginning to turn red. By her position she had assumed the Witch was simply a high noble, but even Ros'wussrun filth could manage more tact than this one - the Gran Hexe was a perfect example. Her face was a conflicted mess of emotion; more shame in having acknowledged this fool than anything else. She would need to make something up now just to justify it, least she return to her peers in shame. Without exchanging words she gave the Gran Hexe a curt bow before stepping off the platform, falling back down to the level below. Stella hadn't even finished her declaration.

    Fyene rubbed a finger on her temple while using her other hand to take a new glass from a giant feathered bull-toad-looking beast with a sigh, "Jl'zhah aluin'ulu ssrig'luin natha yentil d'xund" (She's going to need a lot of work.) This time Tenebris wasn't smiling, "Was there supposed to be some point to telling her your true name? Unlike senior students, she wouldn't have been able to tell if you were lying or not. Truly experienced Witches would divine your identity without asking, but as you are, you cannot yet live up to your own name." Fyene scoffed, "Dro phor'ulu ol?" (Live up to it?) "No, your Majesty. She has no hope of growth until she learns her own culture, and etiquette. She cannot inherit a seat at your side, dealing with such plotting and intrigue when she holds no means of even grasping her own circumstances. You've coddled her long enough. 'There is no room in our world for the weak and ignorant', your words, not mine."

    The Hexen sighed, wrapping her arms around Stella until her breasts pressed into the side of her face, "I can't help it... she's so adorable." Fyene ran a hand down her face in disgusted frustration, her face still emotionless. "Magister Astral", she spoke to Stella directly now, "Noble Witches of Duvan who are not introduced by a herald or similar, always lead a conversation with their position or importance. Typically titles, house, relation or office being before one's own name. This is all the more important when an introduction is demanded of you. It is a ceremonial exchange between two Witches which establishes one as senior and another as junior. Regardless of the result, or if one is noble and the other is common, both must participate to establish the hierarchy. It is effectively your time to display your grandeur and superiority above your peers and leave them in awe. This is a reciprocative relationship, by extension this gives your juniors something to return to their peers with. As renown and recognition is built first by those you've met and those you know. By dismissing this, you insult and embarrass your juniors. In your case, you should have led with something similar to; I am the Betrothed of The Lord of Battle, Witch King Tenebris Meiss'vhel. Witch Queen of Duvan. The Black Magister, Stella Astral. - In that order, since the Hexen's position and your relation to her stands above all else in Duvan'ku. That is how you should have begun your prattling speech, because then, she would have listened - well, probably. Since you're still frozen in the middle of the city, it does complicate your introductions a bit. But regardless, without leading with a proper introduction you shame your fellow Witches."

    Tenebris didn't seem to have anything to add to the Gran Hexe's long explanation, "My love, you don't seem to understand. The manner in which young Khrol acted, climbing up here and posturing to conspicuously display her house and position - this is what is expected. The social norm of her position." She sweetly ran her hand through Stella's hair speaking softly, "Even though Fyene is the Hexen Rise, Khrol's noble lineage still technically stands above her position - because she's a filthy Ros'wussrun. But even if she wasn't, high nobles are expected to be pretentious, ostentatious and overelaborate in their actions - correcting others and promoting their house, and defending their position. But ultimately, it is a game. It becomes all the more important when faced with a superior Witch. She had assumed correctly that you were senior even to the Gran Hexe, and thus acted out visibly. Had you properly introduced yourself, she would have been able to gracefully withdraw - and the torch as 'king of the hill', or perhaps more literally, 'king of the hall', would be passed to you."

    The Gran Hexe sighed heavily, "Now she's likely going to need to make something up just to save face, or she will have been made a fool of. Unfortunately, you've given her an easy scapegoat." Stella had begun to understand the intricacies of social interaction between noble Witches; it was all an act. A cordial play which words were exchanged just as fluidly as dominance and position. It was very likely that Khrol hadn't even missed Stella's manner of addressing the invisible Tenebris when she had spoke, but had turned the unusual manner of words she spoke against her with feigned ignorance, simply to gauge a potential rival. She'd failed that test. It was easy to see a small glimpse at the underlying warfare waged between nobles, and the 'intrigue' that the Gran Hexe referred to. It was a frightening new world, of which she had only seen a small peak through a keyhole. It was true, she couldn't defend her own reputation or the reputations of those she would represent - not as she was. There was still so much to learn. "Your Majesty. I request you enroll the Magister into the academy - again. Gehlaava can fabricate her a new identity to protect her while she goes about her studies. If she does not learn, she will become a burden to the city..."

    Tenebris eased off Stella, "What do you think? "


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



    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +650 (31,900xp)
    [COLOR="#008000"]⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ The Frozen Vessel +300 (32,200xp)
    ✦ Corrupted Fate (Ra'Dolfaal)
    ⯎ Gem of Telepathy: 3/5 Charges, 3 min duration - Identified use with UMD

    Stella HP: 17/17
    Reputation: 10
    Memory: 2
    Spite: 0



    Spoiler: Acquired Cards
    Show


    Spoiler: Silver Fate - Qos'namba, S'Sussun'sol
    Show



    Qos'namba, S'Sussun'sol, - The Dreadhammer, S'Sussun'sol - The Lightless Eye (x5)




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

    ✥ [Lesser] Manifestation: Summon's the Dreadhammer S'Sussun'sol (Intelligence-based weapon - Deals 10d6 Bludgeoning & force damage, receives +10 circumstance bonus to attack rolls, grievous wounds +30% )
    ✥ [Potential] Ruinous Return: All creatures within 60ft must succeed DC30 fortitude save or become panicked for 2d4 rounds after performing a [Manifestation]
    ✥ [Potential] ??????
    ✥ [Potential] ??????
    ✥ [Potential] ??????




    Name: Dreadhammer, S'Sussun'sol - The Lightless Eye (II)
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 20
    Cost: 18
    Activation: Move
    Duration: Instant
    Fate: Support
    Grade: Silver
    Detail: The S'Sussun'sol was once the legendary weapon once wielded by High King Ar’Cor'Kerym, who presided over all magic and darkness of the Second World. It was his very hammer which shattered the world during the war which ended all war. The divided fragments which remained became the realms of Tangi'thac and Isto'thac. In the wake of the devastation rose brave Elahkhuur. With the creation of the Wheel and Council, King Ar'Cor'Kerym relinquished the S'Sussun'sol to Elahkhuur, who sealed it within the Black, but immortalized its likeness upon the Council's sacred walls. The Dreadhammer became the sigil of the blessed union of Wheel & Council, and the greatest symbol of power during the civil years of the Second World.

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



    Spoiler: Silver Fate - Chath'de'nossta
    Show



    Chath'de'nossta - Deadfire Birth, Calamity (x2)




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

    ✥ [Lesser] Cursefire Blast: The caster unleashes a 10ft blast of flames within 60ft of himself. Creatures within this blast must succeed a DC22 reflex save and will save. Failure of a reflex save inflicts 5d4 points of fire damage and 1d10 points of Spite, while failure of a will save curses the target with a random Spite effect for 1d4 rounds. Upon successfully effecting at least one target, the fires produce an effect identical to a Lesser Blessing of Lane. Using this ability inflicts 1 points of Spite on the caster.
    ✥ [Potential] ??????
    ✥ [Potential] ??????
    ✥ [Potential] ??????
    ✥ [Potential] ??????
    ✥ [Potential] ??????


    Name: Chath'de'nossta, the Deadfire Birth (II)
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 24
    Value: 20
    Cost: 10
    Activation: Standard
    Duration: Instant
    Fate: Support (Spell)
    Grade: Silver
    Detail: Tresk'ri-Chath, the Worldfire was the First Flame. The first fires which ever were throughout the Three Worlds. The Child, A'Asllya'Fel - The Worldforge, brought the mighty flames from a nameless universe far above, out of the reach of the gods which could be named. As a gesture to her Mother, she gifted the flames to the House of the First. With it the Mother of the First took the flames and created a small cursed patch of embers. With a sweep of her hand she cast the embers out into the unkindled universe, creating the Cha'kohk Chath - the Cursefire. The wicked flames spread and from the fires life was born; a chaotic existence. When the old needed to be purged to fuel new life, the most fierce of its fires were unleashed in small and controlled burnings. It would be long before they learned of it's lingering blight upon creation when used in such a way...

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




    Spoiler: Gold Fate - Project NEMESIS: NYNE
    Show



    Project NEMESIS: NEMESIS Agent - NYNE




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

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


    Spoiler: Bronze Fate - Un'Khlasta
    Show



    Un'Khlasta - The Deathfire Tempest (x6)




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

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

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

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



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




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

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



    Svetlana Sidorenko - Iron Hawk (x3)





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

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

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


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

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

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


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

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

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


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


    Spoiler: Silver Fate
    Show


    Silver Fate Captured



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



    Spoiler: Golden Fate
    Show



    Golden Fate Captured



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







  24. - Top - End - #264
    Bugbear in the Playground
     
    forg99rules's Avatar

    Join Date
    Dec 2015

    Default Re: The Primeval Dark (IC)




    Annoyance was showing clearly on her face as she listened to the explanation of why Khrol had ignore her words and walked away. This new world with its odd Etiquette was annoying her more and more with every passing second. Turning her head she buried it in Tenebris's breasts wishing with all her might that her memories would just finally fully return to her so that she could know what was expected of her in this crazy world. Listening to the Gran Hexe's words showed just how out of her depth she was and truly the woman was right in saying that she did not belong at Tenebris's side while in her current state of being. The mention of being Frozen in the middle of the city confused her a bit and she wondered what Fyene had meant by that comment.At hearing the proper way to introduce herself she pondered on the titles that were spoken, 'Betrothed of The Lord of Battle, Witch King Tenebris Meiss'vhel' made sense to her as did 'Witch Queen of Duvan' in a sense. Though she did wonder if that title was because she was Betrothed to Tenebris or if it was for some other reason, Taking a second to think about it as well as the title of 'Black Magister' she continues to listen to Fyene and Tenebris. Pulling back from Tenebris she takes a second longer to ponder the offer, enrolling here at the academy would for sure be an annoyance but at the same time it would most likely help her understand this world as well as help her gain back her powers and memories. Sighing loudly she looks up at Tenebris, "While all this Etiquette is annoying I do need to learn it if I wish to remain at your side, can't have someone weak and helpless married to the Witch King can we? I will enroll again, it should make for an entertaining time... though i do worry about the fabricated identity, wouldn't I be revealed the first time i duel someone or cast anything?.. Also on another note about something you said, what did you mean by me being Frozen in the middle of the city?"


    Spoiler: OOC
    Show


    Know Forbidden (1d20+31)[51] or (1d20+31)[47] - For the titles

    Know Forbidden (1d20+31)[41] or (1d20+31)[42] - for the Frozen in middle of city thing


  25. - Top - End - #265
    Troll in the Playground
     
    Mornings's Avatar

    Join Date
    Nov 2014
    Location
    Outside

    Default Re: The Primeval Dark (IC)



    The Returner - Stella Astral





    Frozen? Stella had no idea what the Gran Hexe was referring to. After all there was little she could recall from the events which immediately led to the end of all she knew. She couldn't even remember the intended effects of the magic... or spell... or Weave, that was the Quortek'l'as; the magic she had used to ensure her soul carried on after her inevitable defeat. As far as the titles... They did make sense when recollecting her own past achievements, which would still be recognized even now; at least in the Second World. She had been a Magister of the Black Conclave, from the vision and memories she inherited in the darkness not so long ago - and the three various fates she was forced to chose from, she saw her past self briefly. She was a Black Magister, and senior among their rank - second only to Adessa. Having acquired the legendary wand, Aolthor Tenebris had also given her the right to make a claim to the throne of Duvan - with or without a standing Hexen. The title of Hexen Rise was not required to hold such a claim, but was simply ceremony, as the title was supposed to be granted by the current Hexen herself to whoever she felt would inevitably take the throne. Usually this was someone who already held the right to lay their own claim to it, but the title itself did not grant this. A true successor did not require the formality of the hollow title to take the throne of Duvan for themselves.

    The reason why she was the Witch Queen of Duvan was because she was the owner of the current Witch King's wand. A feat not normally possible, without killing the Hexen or successfully performing the Alaffa'elvriel in a duel for the fate of Duvan. Possessing the Aolthor Wand of the current King meant that the title of Hexen was passed to the victor, and a new Witch King would be crowned. Stella had performed neither of these feats. For there was another option; the wand could be given freely by its master, an act equal to abdication by the standards of Duvan. If the inheritor instead chose to leave the Hexen in power, than she became the D'Hexen - the Witch Queen, sharing the position, but occupying a lesser seat. It did not require a marriage between the two. It was a very strange proposition in Duvan'ku, where power and suspicion ruled above all else. The exchange required absolute trust in the one whom the Hexen granted their wand that they would simply not be betrayed, or killed with their own weapon. In fact, there had never been a D'Hexen in Duvan'ku until she had claimed the title. It was an ancient and lost tradition from the days of High King Ar’Cor'Kerym, who first created the seat during the ages of antiquity before Duvan'ku existed - in their now forgotten homeland, long destroyed. [Stella | Knowledge - Partial]

    Fyene slowly turned her gaze towards Stella, sweeping her stark blood hair from her face, "Unfortunately, I cannot provide all of the details, as records from the time are unreliable, or fragmented at best.... and I wasn't born yet." Tenebris wrapped the girl up in her arms once again, "You do remember Ijelevetol'tevel, do you not? The Elder Sage of Tangi'thac, Immortal of Quarry. He taught you the Quortek'l'as, but your ability to manipulate the magics of the Wheel were... at best, incomplete. If performed correctly, it should have taken your entirety and delivered you whole to the divergent world you were attempting to reach. Unfortunately, only your spirit was sent... the rest of you was preserved in a crystalline stasis, right here in Duvan. Effectively, the rest of you remained in the Second World - or what was left of it. Thus, it's difficult for Witches to believe you are who you are - when they can still see your remains down town... Or at least, such can be said for those who have not acquired adequate training and experience to know otherwise."

    They both paused at Stella's question regarding the identity, "Hardly. Despite Gehlaava's reservations she is easily the greatest Veil Witch that's ever been - past or present. Without exception..." Stella knew that last bit was a sleight at Adessa. "Her Veils will quite literally assign you a new identity. You will be someone else..." Tenebris seemed to dismiss the claim casually, "As only a Veil Witch, yes, Gehlaava is unrivaled in that regard. But those which came after her did not limit themselves to that field alone, only used it as a stepping stone to achieve - something greater. Gehlaava has no aspirations other than refining the definition of mastery when it comes to Veilweaving, but little else. In truth, Fyene's example is correct, but a very poor approximation as to the Gran Hexe's true ability. Her craft is far more refined than that, as her specialty revolves around Vet'sium's, or Veilfolds."

    The Hexen Rise looked away, taking a sip from her glass idly. Tenebris looked at the dark skinned woman with a despondent face, "You... Have no idea what a Vet'sium is, do you." Without the slightest delay she flatly replied, "Nope." The Hexen sighed, "Hensa, preserve us... this is the death of magic." It made sense, Stella had died before Fyene had even been born, and much of the magic which the Witch King was familiar had been lost or forgotten during the upheaval and destruction. Gran Hexe Gehlaava was an exception in that she was older than Tenebris and Stella - in fact, she had been ancient even when Stella had been young in her previous lifetime. It begged the question as to just how old the hag was. She claimed, only eight-hundred years or so to the young Witches - but that was an evident lie, as it had been thousands of years since her own death and the present. "That aside... Your magic will not reveal your identity, though the degree of disguise we choose to adopt will limit what you have available in terms of magic as well. So that is a consideration, at least that would be true for most Veils. However, Gehlaava might have her own methods which stand outside this line of thinking."

    "If you wish to enroll, then we can begin making preparations immediately, but you should take care of any outstanding business you might have before hand. Once you begin, you cannot stop until the end of your term."


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



    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +650 (32,550xp)
    [COLOR="#008000"]⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ The First Witch Queen of Duvan +200 (32,750xp)
    ⯎ Quortek'l'as +200 (32,950xp)
    ⯎ Claim to Throne +100 (33,050xp)
    ⯎ D'Hexen, The Witch Queen +200 (33,250xp)
    ⯎ High King Ar’Cor'Kerym's Rule +100 (33,350xp)
    ⯎ The Death of Magic +200 (33,550xp)
    ⯎ Hensa +300 (33,850xp)
    ⯎ Vet'sium, Veilfolds +200 (34,050xp)
    ⯎ The Elder Sage, Ijelevetol'tevel +200 (34,250xp)
    ⯎ Gehlaava's age +100 (34,350xp)
    ✦ Corrupted Fate (Ra'Dolfaal)
    ⯎ Gem of Telepathy: 3/5 Charges, 3 min duration - Identified use with UMD

    Stella HP: 17/17
    Reputation: 10
    Memory: 2
    Spite: 0



    Spoiler: Acquired Cards
    Show


    Spoiler: Silver Fate - Qos'namba, S'Sussun'sol
    Show



    Qos'namba, S'Sussun'sol, - The Dreadhammer, S'Sussun'sol - The Lightless Eye (x5)




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

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

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



    Chath'de'nossta - Deadfire Birth, Calamity (x2)




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

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

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



    Project NEMESIS: NEMESIS Agent - NYNE




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

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



    Un'Khlasta - The Deathfire Tempest (x6)




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

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

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

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



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




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

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



    Svetlana Sidorenko - Iron Hawk (x3)





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

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

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


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

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

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


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

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

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


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




    Spoiler: Cards
    Show


    Spoiler: Silver Fate
    Show


    Silver Fate Captured



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



    Spoiler: Golden Fate
    Show



    Golden Fate Captured



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







  26. - Top - End - #266
    Bugbear in the Playground
     
    forg99rules's Avatar

    Join Date
    Dec 2015

    Default Re: The Primeval Dark (IC)




    She once again listened to what was said though her mind now held more questions than answers. Her mind ground to a halt at the mention of her body being literally frozen in the middle of the city for all to see, while she did know of Ijelevetol'tevel having recently met him she could not remember the Quortek'l'as that was spoken of though she did now know more of what it was supposed to do. Her eyebrows bunched up at the sleight that was sent towards Adessa, hearing Tenebris convey that in the realm of veils it was true soothed the annoyance at such a claim. She tried not to think to heavily on whom was stronger, she knew that Adessa could wipe the floor with Gehlaava but even so she knew that Gehlaava most likely would avoid the fight outright completely. She did hope though that Gehlaava had a way to change her identity that did not fully restrict her as she did not want to lose access to the powers she currently wielded. At the mention of outstanding business she thought back to the past few days and all the different thing she had left undone. The challenge that Ijelevetol'tevel had given her could be forgotten for the most part since she had already been healed. Then there was the two people she came to Duvan with that were in search of some dudes pants, they to could be ignored since they were on a time crunch and she had been out for some time already. Her mind drifted to the group that she had previously been with, she had no knowledge of what had happened to the other Gales. While she did not know them that well she did hope that they were well. They had been a step forward for her as it seemed that since she had joined the group with them that she had been able to uncover and regain a fraction of her power. Looking up at Tenebris she smiles to the woman, "I do know of Ijelevetol'tevel, though that may be more because I met him recently than memories of my previous life. As for outstanding business there really isn't much i can think of... There was the challenge that Ijelevetol'tevel had given me, but that was meant to get me to someone to fix the wound i had gained. Then the two that were going to pay me to help them get the Restless Wizards Pants, they were on a time crunch though so i doubt they need me anymore. Lastly was the party of Gales that i was with, while i wouldn't mind checking in on them i would much prefer to increase my power for the time being. I honestly feel like i caused more problems while i was with them than i would cause while not being with them... so i doubt i would be missed to much there. So i really don't have much business to take care of, unless you wanted to go ahead and get married prior to my enrollment that is." As she spoke the last bit she sent a wink at Tenebris as the grin spread fully on her face. "Really though there is nothing I have pressing right now that would need to be taken care of before hand. Though i wouldn't mind taking a look at my old body since it is here and on display."

    Spoiler: OOC
    Show


    No real OOC atm lol


  27. - Top - End - #267
    Troll in the Playground
     
    Mornings's Avatar

    Join Date
    Nov 2014
    Location
    Outside

    Default Re: The Primeval Dark (IC)



    The Returner - Stella Astral





    "The two individuals you mentioned are likely those who brought you to the temple after your arrival. Apparently they were charged with completing a Burden delivered to them from the goddess Lane. One of them was captured after having stole the pants off of a scholar from the academy. The temple paid the cost of reparations on the man's behalf, as it was a task delivered by their patron. Your two acquaintances did credit you for solving the task's riddle, and thus Lane bestowed upon your her blessing - in the form of that." Tenebris gestured at the familiar wand. Stella hadn't been conscious or event present during all the chaos which ensued from Faux's pant-stealing charade, but it was somewhat comforting that at least in the end, they had held up their side of the bargain - even in the absence of one who might hold them accountable. Who said there was no honor among thieves? It almost seemed like an odd fate. Had it not been for the strange golem, and her decision to fly to the abandoned structure for cover, she would never had met the two strangers. Chances are that if her remains were now held in stasis, frozen in crystal in the middle of the city - so too was the wand. Short of literal divine intervention, there was probably no possible way to have retrieved it. Small decisions had led to large and life altering consequences, like ripples left in the wake of her own choices. Now it felt like she found herself before an even larger, more obvious mater of significance; the decision to stay in Duvan.

    "Visiting the city is not a poor idea, but it is while you are still yourself, and vulnerable. Gathering materials, regeants and spells will be required for your enrollment. It is also vital that you gather more cards, as you will need to employ those powers as much as possible - whenever possible, to further develop your abilities. Coming into contact with things, touching them, and being exposed to various fates will allow you to collect other such cards which you will need. As your mind seems to be made up, we should pay a visit to Gehlaava immediately. The entrance exams for first year students has already opened and will be closing in a few days." The Gran Hexe nodded seeming to gesture at the crowd of students gathered in the hall. Most of them looked wealthy and had a refined air, "Nobles enroll first, as they hold priority, but more in that they often live within the city, and thus have far less to travel. The journey for other, less fortunate students, can take months - or perhaps even longer. It is a critical point in an entire household's life when they can raise a Witch worth of sending to the academy, and afford the expenses incurred by both the trip and the enrollment fees - which must be paid during the entrance examination, regardless of success. No potential student takes this institute lightly. The success or failure of their entire family, and the generation which follows often hinges entirely on their performance under this roof. Do not underestimate your peers, nor the weight they shoulder in coming here."

    Tenebris stood up, "Indeed. Each student will make sacrifices and difficult choices, which will either lift them above the common dredges, or cast them down under the shadow of shame and defeat - forever. Now, we should be going." Fyene nodded absently as she watched a pair of novice students dueling, as they fired small darts of energy at each other far below. The Hexen placed a hand upon Stella's head. She could feel the magic surge about them, warping the world like transparent melted glass - then reforming. A new place now stood about them, gone was the crowded cheering of the grand dueling hall. It was a massive library, some five stories tall. A woman stood on an old wooden ladder attached to a twenty foot tall bookcase, sliding down the case's length. Unlike a normal ladder, this one seemed to have barrings attached to wheels set into the connected cases, allowing the Witch to hurtle across the solid walls of books as the platform quietly rattled along it's track until she reached her destination. With a circular gesture of her wand the speed of the ladder slowed to a stop. A flourish removed a book from the wall of texts where it floated beside her, then another joined it. Tenebris cleared her throat drawing the young woman's attention. Her eyes seemed to spark in recognition, "Evagna uns'aa, ussta valuk. Usstan xunus naut kyorl'dos" ("Forgive me my King, I did not see you.") "...What brings you here?" She cleared her throat reverting to Taldane seeing the irritable look beginning to creep across the Hexen's face.

    "The Magister requires a new identity... but before that... What happened to you? I haven't seen you look... civil, since I was a child." The young woman adjusted her large hat as she slowly climbed down the ladder. She looked familiar, but Stella couldn't exactly place it. "A body cannot endure forever, even mine. Regular wear from the day to day causes deterioration naturally, as it does with all living things. Mine simply expired." Tenebris seemed intrigued, "So this is your fabled College Obscura?" The familiar faced nodded, "Indeed." "It must be troublesome enforcing standards as a Gran Hexe, while being younger than those you oversee, heh. Now shall we get started?" The woman bowed, "Of course your majesty." Her gray eyes scrolled over to Stella, "Come child. We've work to do." She grasped her hand and led her through the corridors of books until they came upon a large wooden door at the end of the hall. With a sweep of her wand it opened by itself, revealing a small room filled with records, scrolls and notes upon various tables and a large circular mirror hanging from the wall. "If possible, I'd like to preserve as much of her magic as you can manage." The woman placed her hand to her face in thought, "I can manage that, but there is a finite amount of energy or information which can be passed to such a construct. If we preserve that, then we will need to take away from something else. Regardless, it won't make much of a difference when she returns to her standard form and her progress will be retained. Thus she will be ultimately stronger having acquired new magic and such, then returning to her body..." She brought Stella over to the mirror, "You should take the last name of Vantil... or Kelgore. You will need to bear a name suitable to your current honor to manage acceptance through the primary examinations. Instructors are directed to reject any applicants who raise undue or unexplained suspicion, reducing the likelihood of would-be imposter's and frauds. In your case, neither house could refute you as your honor is both greater than their own and validates their own claims to the throne. The rest is up to you. Look into the mirror when you are ready."

    After a long moment of silence, trying to shake the memory free from the back of her mind, it hit her all at once. A sudden realization of who this girl was. It had been difficult to place, as they didn't seem to be too far apart in age, but it finally clicked as she looked at the girls large twisted hat. It was Gran Hexe Gehlaava.

    Spoiler: The Mirror
    Show
    ⯎ Generate a 1st level character. This class level is not required to match the Witch's existing classes. The Witch maintains her HD, ability scores, and saves, however her hit points are calculated as if she only possessed a single hit die and her ability scores, while unchanged, may have their values reassigned to different scores (ie; Intelligence and Strength may be swapped). The Witch may select a number of potentials equal to her HD which she retains access to. Regardless if a potential is chosen or not, the passive effects of a potential are retained (such as ability score bonuses, or HD and DC increases.) All abilities from her previous classes are lost while in this form. All experience points, levels, spells, potentials and progress acquired from the point this form was created til the moment it is dismissed or destroyed is passed to the Witch's primary body.

    This Veil has no duration limit. If the Witch is slain this Veil is destroyed and returns the Witch to her original body.



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



    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +650 (35,000xp)
    [COLOR="#008000"]⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ The Mirror +300 (35,300xp)
    ⯎ The Noble's enrollment +100 (35,400xp)
    ⯎ The Academy's influence +200 (35,600xp)
    ⯎ Enrollment Fees +100 (35,700xp)
    ⯎ Student's Burden +200 (35,900xp)
    ⯎ Travels to the Academy +100 (36,000xp)
    ⯎ Entrance Exams +100 (36,100xp)
    ⯎ College Obscura +200 (36,300xp)
    ⯎ Young Gehlaava +300 (36,600xp)

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

    Stella HP: 17/17
    Reputation: 10
    Memory: 2
    Spite: 0



    Spoiler: Acquired Cards
    Show


    Spoiler: Silver Fate - Qos'namba, S'Sussun'sol
    Show



    Qos'namba, S'Sussun'sol, - The Dreadhammer, S'Sussun'sol - The Lightless Eye (x5)




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

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

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



    Chath'de'nossta - Deadfire Birth, Calamity (x2)




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

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

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




    Spoiler: Gold Fate - Project NEMESIS: NYNE
    Show



    Project NEMESIS: NEMESIS Agent - NYNE




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

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


    Spoiler: Bronze Fate - Un'Khlasta
    Show



    Un'Khlasta - The Deathfire Tempest (x6)




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

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

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

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



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




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

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



    Svetlana Sidorenko - Iron Hawk (x3)





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

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

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


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

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

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


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

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

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


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


    Spoiler: Silver Fate
    Show


    Silver Fate Captured



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



    Spoiler: Golden Fate
    Show



    Golden Fate Captured



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








  28. - Top - End - #268
    Bugbear in the Playground
     
    forg99rules's Avatar

    Join Date
    Dec 2015

    Default Re: The Primeval Dark (IC)




    Looking down at the Wand in her hand she now felt a certain thankfulness in having met the two thief's, even though their time together was short she was glad that it worked out for them and that she had gotten a prize for her assistance. She had to agree with Tenebris on the fact that it would do her no good in going to the city right now to see her old body. She still had enemies in this land and she was not powerful enough to defend against them at the moment. At the mention of the Exam she wondered what it would be like, she doubted it was anything near what she would have had to complete to have gotten in the first time she went to the school. A smile again graced her face at the touch of Tenebris, though suddenly finding herself elsewhere was a bit confusing she took it in stride knowing that it was her loves magic that brought them here so suddenly. At the sight of the girl she wondered if it was a student or if it was someone else that was under the Gran Hexe's reign, the way Tenebris spoke to her though seemed odd and the fact that the girl could even see Tenebris confused her slightly.

    As she stood in front of the mirror the realization hit her, the little girl was Gran Hexe Gehlaava. It made sense now why she could see Tenebris and more so gave a bit of knowledge as to what sort of magic the College Obscura was. Her curiosity was piqued at the fact that the Old Witch she had know was now a little girl, was it time reversal or did the Gran Hexe move her soul to another body that was created. "Oh... Wow... I did not even recognize you Gran Hexe Gehlaava, that is definitely impressive. Makes me curious as to how it was done. Though i guess i will save that question for another time." Taking the advice given she looked up at the Mirror, "I will go with Kelgore I think, I like the name more and Kelgore is Sunjatha'la as opposed to Vantil whom is Ros'wussrun. I feel if i chose Vantil it may cause more problems in the long run." Looking at the mirror she waited for the change to take effect.

    Spoiler: OOC
    Show


    Know Forbidden: (1d20+31)[48] or (1d20+31)[50] - For what i can gain about College Obscura


  29. - Top - End - #269
    Troll in the Playground
     
    Mornings's Avatar

    Join Date
    Nov 2014
    Location
    Outside

    Default Re: The Primeval Dark (IC)



    The Returner - Stella Astral





    It was quiet. Oddly so. At first it didn't seem to matter, just the noticeable absence of something normally present. Her thoughts however ran elsewhere as new knowledge seemed to flow into her mind. Even with new experience, the question of the College Obscura remained quite devoid of a proper answer. It was old magic, older than Duvan'ku. It had not been something taught to her, but something she had simply heard of in passing from Adessa as a Black Magister of the Conclave. A veil-magic which even she did not know. Long before the advent and creation of what would become Veilweaving, was a different form of magic. The Veils drew their origins to a form of spellcraft once taboo in the eyes of the Witches of the High King. Its use stemmed from the synthesis of fates, and manufacturing physical manifestations of artificial causality - the creation of false fates within the Weave. Its conceptional use revolved around the manipulation of 'true fates' by cursing others with artificial ties which should not exist, altering the energies of the Weave towards the caster's own vile designs. The so called College Obscura. There were no Veil Witches born after the fall of the High King which inherited its malignant truths, and so it had all but died with the passage of time; save for the one Witch who still carried its dark secrets. [Stella | Knowledge - Partial]

    "Lu'oh zhah l'sel khel?" (How is the new body?) Alicia looked down at her hands, these were her hands, foreign-yet-familiar. Hearing the Gran Hexe speak, sounded strange. It wasn't a translation, she simply understood Wlalth'ooble fluently, as if she had spoke it for a long time. "Xun'naut ummo dosstan wu'suul. L'vet'orn xo'al ulu'toun oltan pholor'dos, lu'phor plynn l'zhuanth'dos zhahen." (Do not loose yourself inside. The veil will try to impress itself upon you, and over take the old self you were.) She was right. Alicia could feel herself seeming to grow more distant from her own mind, as if she were falling into the mind of another iteration of her own consciousness. It wasn't alien, and it wasn't someone else. But why did she feel this way? Why did she know these things? She was raised at an orphanage in Ustalav, not learning to speak in this strange tongue. Or was she? No. That wasn't right at all. "Zexen'uma wun tortha, xor l'vet orn tortha dos. Ol orn thir'ku l'Lodtyn lu'xo'al ulu morfeth oltan mzild trantz taga irr'jahk" (Stay in control, or the veil will control you. It will change the Weave and try to make itself more real than reality)

    Alicia had never heard of a Veil that could reshape itself, or a person and could continue to change actively. A Veil was a construct, and just like a golem or a carved statue, it didn't morph into a foreign form when you left it unattended. This was something else far beyond anything she had seen before. It was distracting her, distracting her from something else. There was a question scratching... clawing at the back of her mind that she couldn't place while caught within the warring sides of her own existence. Gehlaava placed a hand on her back, she could feel her mind beginning to find a place between the two women which now existed inside her consciousness. "Ol orn'tlu dubo. Nindol'byr dos'zhah fridj 'zil'trantz 'zil'l'ligrr dos'zhahen lu'ph'los'vuthil xuil. Nindol vet'zhah vel'bol gumash tlu. Mzil'inbal noamuth'nind sharen'dal verve kl'ae d'ol, ji'plynn kyon." (It will be hard. This other you is just as real as the girl you were and are familiar with. This veil is what could be. Many have lost their minds from long use of it, so take care.) With a deep breath she was able to find some measure of stillness, a calm between both sides, and the question finally rose up from the back of her mind, like a great beast rearing up from the once placid surface of a lake.

    Where was Tenebris?


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


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


    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +600 (37,200xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Second Mind +100 (37,300xp)
    ⯎ The Unknown Veil +100 (37,400xp)
    ⯎ Mystery of the College Obscura +200 (37,600xp)
    ⯎ Witches of the High King +100 (37,700xp)


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

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


    Spoiler: Acquired Cards
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    Spoiler: Silver Fate - Qos'namba, S'Sussun'sol
    Show



    Qos'namba, S'Sussun'sol, - The Dreadhammer, S'Sussun'sol - The Lightless Eye (x5)




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

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

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



    Chath'de'nossta - Deadfire Birth, Calamity (x2)




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

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

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



    Project NEMESIS: NEMESIS Agent - NYNE




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

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



    Un'Khlasta - The Deathfire Tempest (x6)




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

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

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

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



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




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

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



    Svetlana Sidorenko - Iron Hawk (x3)





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

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

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


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

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

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


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

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

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


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


    Spoiler: Silver Fate
    Show


    Silver Fate Captured



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



    Spoiler: Golden Fate
    Show



    Golden Fate Captured



    Name: Aradia, The Lady Black
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 15
    Value: 5
    Cost: 2
    Activation: Standard
    Duration: Instant
    Fate: Soul
    Grade: Gold
    Detail:
    ✥ Grants Advice & Council
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    Last edited by Mornings; 2018-09-03 at 03:16 AM.

  30. - Top - End - #270
    Bugbear in the Playground
     
    forg99rules's Avatar

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    Dec 2015

    Default Re: The Primeval Dark (IC)




    Her mind was spinning as the two personalities fought for control, it was difficult to say the least as the Veil kept coming up and trying to gain control whenever her mind wandered. Feeling the minds separate from each other was a blessing as she could not think clearly once again. She could not deny that the veil was powerful and that if she didn't heed Gehlaava's words she would truly lose herself to it. Looking down at her new body she marveled at how real it was and how real it felt, she knew she had to keep her mind separate or she would lose herself but it was just so hard to do such a thing as she wondered what kind of Past was concocted for this woman. Taking a step back from the Mirror she trips over some sacks that were on the ground, the sounds of their contents jogging her memory. She had almost forgotten it though now it was clear again, they were the items from her wound. She had taken them out before hand worried about what would have happened to them should she take on the veil with them still inside of her.

    Taking a look around the room she searched for Tenebris, the wish to see her loves face grew every second. She looked down at her hand that had held the wand ensuring that it was still there. Turning to Gehlaava, (Wlalth'ooble) "Thank you Gran Hexe, both for centering me and for the help in getting a new identity. Though I am terribly worried at the moment as I can't seem to find Tenebris... Is that a cause of the Veil or is something else at play?"

    Spoiler: OOC
    Show


    NOOO MY TENEBRIS... we were just getting back together to...


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