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  1. - Top - End - #421
    Bugbear in the Playground
     
    forg99rules's Avatar

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    Dec 2015

    Default Re: The Primeval Dark (IC)




    Her eyes went wide as she rounded the corner, the sight before her was marvelous. The massive machines moved about causing her to be awed by the sheer wonder of how they functioned. Looking up above and spotting the netting of cables with creatures riding along them on some sort of wheel she wondered what they were and how they functioned. As the Bista Wanderer again popped into view she quickly put the questions aside as she headed towards it. Worry was again felt as the giant machines stomped around her, no doubt in her mind that if one stepped on her that it would be the end. As she slipped she did her best to not get stepped on by the giants.

    Seeing the mobile furnace move set her to action, grabbing hold of the nearest thing she quickly realized that it was some sort of creature she had snagged. As the smog filled air filled her lung making it hard to breath she was relieved that she had not lost sight of the Bista.



    Spoiler: OOC
    Show


    Acrobatics: (1d20+8)[22]
    Reflex: (1d20+3)[23]
    Fortitude: (1d20+2)[3]


  2. - Top - End - #422
    Troll in the Playground
     
    Mornings's Avatar

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    Default Re: The Primeval Dark (IC)




    The Unsung King - Alicia Kelgore





    421st Day of the 1st Cycle - Time: 8th Bell / LC: 30,303
    L'Lotha; Che'el Talthelra - Heavenly City of Council
    Merser's Fringe; The Marching Stones


    A spurt of orange sparks burst out from the line above and into Alicia's face, as she swung left, then right, then left again; building momentum with each rotation. The white ball of fur squealed and kicked wildly in a blind panic as a sharp jerk ran through her arms and a gangling metallic twang sounded from the cable as it twisted in the motorized wheel's firm grasp. A violent shock rocked the line just as she released her grip and jumped off from the strange animal creature, a groaning snap echoed from above as the line broke and viciously retracted. An end of the cable narrowly missed her as she descended and slashed off a quarter of the fuzzy beast as it was thrown screaming off into the inferno of the machine city far below.

    Alicia's hand's flailed trying to control her fall as the wind screamed in her ears. Her hands snapped out at nothing, then she was ripped out of the sky with a blundering force that nearly pulled her shoulder from its socket. She had grasped out at where she thought the Bista would be as she fell; it had been a gambit, but she won. The Wanderer screamed in surprise as the Witch latched onto her waist and the line begun to groan and twisted from the sudden blow. They were pulled down, then sharply back up again as the heavy metal cable came back towards them, and struck them both with bone crushing force [Damage, Bludgeoning: (2d6)[5] ]

    The blow swatted them from the sky like a great hand of steel. A spurt of blood flew out into the air as the sharp edges of the woven transport lines sliced into her head and back before thrown into their fall. The Bista's large bag had absorbed most of the blow which would have struck her, but the strength still left the creature dazed. Plummeting into the machine-city below, great black structures came into focus, leering up from the ground like twisted skeletal hands reaching for the sky. A large antenna from a tower raced by, but the edge of the large radio tower's crown sliced at the Witch, cutting out a thick gash from her clothing while sending her off into an uncontrollable spin; loosing sight of the Wanderer. With a sudden an unexpected blow she ricocheted off a flag pole, crashed through an old soot covered tarp and through a massive arched glass ceiling before finally coming to a violent stop on a massive wooden workbench. The force of her landing splintered the legs and broke the fifteen-foot long workbench in two with a thundering blow and hail of splinters. [Damage, Slashing: (1d6)[2] | Damage, Bludgeoning: (1d6)[1] ]


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


    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +600 (143,900xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained

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

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

    Alicia HP: 22/22
    Reputation: 25
    Memory: 2
    Spite: 1
    Honor: 311
    SV. Exp: 2 (Severance)


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

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

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

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


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


    Spoiler: Potentials
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    B'Bhai Duucald: Channel Severance (Imbue Darkness)

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



    Spell Training I: Stability

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

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


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

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

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


    Spoiler: Spellweaving
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    Spoiler: Veilweaver
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    Veilwitch Path Advancement: Veilweaver

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

    Benefit: Returner Path Advances to Veilwitch.

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

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




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


    ACTIVATION

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


    CARDS

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

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

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

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

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


    DECKS

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

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


    DRAWING

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


    THE HAND

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



    Spoiler: Dueling Wand Training I
    Show


    Dueling Wand Training I

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

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


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

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

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

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

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







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    Default Re: The Primeval Dark (IC)




    She hoped that the decision she was making was the right one as she swung back and forth. Releasing her grip from the creature she silently prayed that she would reach the Wanderer that she was aiming for. As she fell she held in the scream that was threatening to escape as she headed for what she thought was her target. Feeling her hands grab onto the Bista was a blessing, though it was a bit short lived as she was thrown upwards and began to fall again. She tried to control the fall as best she could yet it seemed that the task was to difficult as the radio tower cut into her sending her out of control. Crashing through the glass ceiling and slamming into the workbench she gasped as the air was forced out of her lungs from the sudden stop. Laying there on the destroyed workbench she groaned loudly before she started checking over the damage that she received. Lifting herself up off the ground she took a look around where she had landed, trying to determine if she was safe as well seeing if the Bista she had grabbed was anywhere near her. Pulling out her wand she called on her knowledge and magic to cast a simple spell to try and mend her wounds, she wasn't needing to immediately heal her wounds though as she was not in a grave situation. In her mind it was better to just increase her natural healing instead and let her body heal itself up. "Alright, where did that Bista go..."


    Spoiler: OOC
    Show


    Perception: Taking 10 for a 23 - Looking for the Bista and at my surroundings

    Spellweave: (1d20+14)[20] or (1d20+14)[25] - Wanting the spell to do the following: provide Fast Healing 1 for 1 minute


  4. - Top - End - #424
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    The Unsung King - Alicia Kelgore





    421st Day of the 1st Cycle - Time: 8th Bell / LC: 30,303
    L'Lotha; Che'el Talthelra - Heavenly City of Council
    Greysoire City; District of Smoke - The Lower Intake


    Alicia rolled off the table with a long slow creak, as she stood she felt her body shudder and fall. Looking down at herself in surprise she realized her leg was broken, and not in the subtle fashion. The leg was snapped at the knee and twisted in a violent display that tore at the skin and left the limb dangling in the wrong direction. Gashes and fragments of wood protruded from two places in her abdomen along with the deep bleeding laceration that had carved through her clothes as she fell from the sky. Even her hands were slick with blood as she produced her wand, yet strangely, she felt no pain. Despite her wounds and destroyed limb, she felt almost no discomfort and hadn't even noticed the wounds.

    [Destroyed Limb (Leg): Max speed 5ft. Cannot take 5-ft step. Concentration penalty: -10]
    [Piercing Wounds - Bleeding 1: 10/10 rounds | DC 16 Heal Check]
    [Critical Blow (Slashing Wound): 1d6 precision damage/round, 3/3 rounds | DC 14 Heal Check]


    Her body twitched and she could feel herself lurch, spitting up a clot of blood onto the floor. It was becoming difficult to breath. It felt as if she were living inside a puppet, hiding in a sack of flesh; strangely detached from herself. In either case, her condition was less desirable than she had originally anticipated. She could feel herself quickly beginning to wane as her health deteriorated. If this went on for too long, she would surely die. Reaching out with her mind, she tried to establish a link with the Weave. It was like she had swam deep down below the surface of the water, and now she desperately struggled to swim to the surface as her breath ran short, the light slowly beginning to crest the still-far face of the ocean above. The weight which loomed above her was too much, her arms struggled to even lift the wand, slowly carving a crooked line into the air to make a circle... It looked like a twisted crescent-moon as her arm went limp, completely numb from the energy surging through her veins and burning her fingers. The wand fell from her grasp to rattle on the cold floor below as dark fragmented cracks raced up her hand like shattering glass dividing the world from the deepest reaches of space.... or the realms of the Black. With her other functioning hand, she plunged it into the arcane-well and grasped out at the emptiness of some whirling ocean floor. It was barren, without magic, without a single thread. Her eyes strained, and a glint flickered far in the distance. Straining, she reached out, willing it to come. The small flicker of light, no greater than the size of a pea raced through the abyssal black void-space below the waves and came crashing into her palm like a lost child.

    Ripping her arm from the portal the magic spilled out from the well with a frosty white haze that chilled the air and returned feeling to her skin. It spun and whipped and danced in a mystical twisting frothy maelstrom of thin mist around her, before rising into the air. It dissipated almost as quickly as it had come, with a sigh, like the world had exhaled a breath. The wand at her feet begun to shake and dimly glow. It snapped itself up from the ground and into her hand, warm and pulsing with arcane life. She could feel a magic well inside as the light from the wand faded. The deep goring wound in her side had closed, and a deal of the bleeding wounds had closed, but little else had changed. There was simply so little magic in this world, she hadn't even been able to weave with a thread. It was like the fields of energy and life had been sown with salt and decay. The energy she had found had not been a woven fate, but something else, far older. An ancient type of energy left forgotten and abandoned in stagnant gloom, until she had found it.

    [Fast Healing 1 - 0/1 Round - Recovered 1 hp]
    [Piercing Wounds - Bleeding 1: 4/10 rounds | DC 16 Heal Check]
    [Critical Blow (Slashing Wound): - Healed]
    [Gained [Mana Sense I] - Ability to Utilize Mana]
    [Resistance Experience: +100 Weave Exp.]



    Her leg was still broken beyond her capability to mend it, and she was bleeding, but at the very least the wounds were no longer life threatening. Slowly, her eyes inspected the strange place about her. It was some manner of workshop... The floor was a simple and solid dusty gray stone. It wasn't the dust of age which covered it, but soot and fragments from frequent work. The whole of the place was well maintained, at least, within reason. Various contraptions and mechanical bits she had never seen before littered the place in piles. A large belt-fed conveyor moved large sums of metal into a massive industrial smelter through a door on the far end of the room which was adjoined, while this place was far more livable, with furnishings on one side of the room and a large array of tools and jigs and vices of every manner, along with an alien rig of multiple levers and feeds that loomed like a fourty-foot loom that wove various finely processed alloys into what appeared to be the same manner of bluish crystal coil that had run through the zip-line cord system that had brought her here. Though it was dark, she could see something stir from the seat of the massive device.

    Whatever it was, was bundled beneath a great deal of large heavy ash-covered tarps and blankets, wrapped in a massive ball. Great broken horns or twisted gleaming glass rose from the thing like a crown. "N'Nindyn erg'les'mevth telanth'zilkuah sultha'vah." Alicia winced at the words unsure what was said, Stella understood some of the words, but the way they were used made no sense. It was like a language that didn't have actual individual words, but names and proverbs. "That's Zhuanth-Ooble. Gehlaava taught it to my father's-father long ago, before the fall of the Kingdom." The massive creature churned, knocking off a number of the tarps as it raised its great head up, slowing turning to look upon them. The massive beast looked like a lithe linnorm, but crowned with a set of broken antlered horns of black jagged crystalline. Its great eyes burned with supernatural luminescence; a sharp violet hue. Its scales were like plates of steel, naturally branded individually with strange sigils that glinted with some unspoken power. The great beast slowly uncoiled itself from around the large loom-contraption and the various hanging curtains about it, suddenly making the machine seem to rapidly shrink and the beast grew ever larger in stature. A large taloned hand propped up the weight of the towering creature. Even it's claws were as transparent as glass, but seemed to contain the same purple fire within. Tenebris took a step back, "Impossible... An Ustlo'Tyna. One still remained..." Stella could feel the body go numb again as Alicia locked rigid. The Usto'Tyna, the First Weavers had all been killed long ago by the gods for their treachery. They had brought magic to men and showed them the world of the supernatural, leading to the birth of Kerym and the war which would split the universe in two.


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


    Spoiler: Rewards | EXP
    Show



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

    Associated Skill: Spellweaving


    Spoiler: New Spell
    Show

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



    ֍ Stella XP +800 (144,700xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Discovery Influence Gained
    ⯎ Mana-Sense +300 (145,000xp)
    ⯎ Zhuanth-Ooble +500 (145,500xp)
    ⯎ Ustlo'Tyna - The First Weavers +400 (145,900xp)

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

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

    Alicia HP: 15/22
    Mana: 0/10
    Reputation: 25
    Memory: 2
    Spite: 1
    Honor: 311
    SV. Exp: 2 (Severance)
    Weave Exp: 100


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


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

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


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

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


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

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



    Spoiler: The Reflected Alter
    Show

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


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


    Spoiler: Potentials
    Show



    B'Bhai Duucald: Channel Severance (Imbue Darkness)

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



    Spell Training I: Stability

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

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


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



    B'Bhai Duucald: Nl'Gnos In'Flamgra

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

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


    Spoiler: Spellweaving
    Show


    Spoiler: Veilweaver
    Show

    Veilwitch Path Advancement: Veilweaver

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

    Benefit: Returner Path Advances to Veilwitch.

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

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




    Spoiler: The Deck of Terminating Prescience: Introduction
    Show


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


    ACTIVATION

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


    CARDS

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

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

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

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

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


    DECKS

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

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


    DRAWING

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


    THE HAND

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



    Spoiler: Dueling Wand Training I
    Show


    Dueling Wand Training I

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

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


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

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

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

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

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






    Last edited by Mornings; 2019-02-16 at 07:27 PM.

  5. - Top - End - #425
    Bugbear in the Playground
     
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    Default Re: The Primeval Dark (IC)




    Looking down at herself she had been amazed at the lack of pain she felt, in the back of her mind she wondered if this was what dying was like. As she pushed herself to call forth her magic worry had set in as she was not able to find the threads that normally resided within her reach. Her mind drew back to what the Teller had said about this place having been devoid of magic for so long that most of the denizens would not know what it was even if they could see it. As the tiny drop of energy reach her she was giddy with excitement. While this place had been devoid of the usual it seems that there was something unusual that still lingered in this place. That small pea sized energy seemed to have been mana, she did not know much about that energy except that it was very old magic. As the mist expanded around her she took in a few deep breaths before looking down towards the wounds she previously had. While most seemed to have healed up she still had the broken leg and was still bleeding from somewhere.

    The sight of the room was interesting, it was obviously a workshop of sorts but not one that she had ever seen. The various mechanical contraptions kept drawing her attention until her eyes laid rest on the massive device that seemed to dominate the room. Seeing something stir sent her heart racing as she was already injured and was in no condition to face off against another being. Hearing the creature speak sent the gears turning in her head again, she tried to identify the language as well as give herself the best translation for what the being had said. As Tenebris spoke she almost jumped out of her skin, she had been so used to Tenebris not being by her side that she had missed her appearance again. As the being turned to look upon them her heart raced again the being looked dangerous and grotesque. Her eyes became glued to the creatures talons, the purple fire within keeping her eyes locked onto them. The movement of Tenebris moving back finally drew her eyes away from the creature, she herself would have moved back as well if her leg had not been such a mess. The words that followed made her heart skip a beat, Ustlo'Tyna should all be gone from the world there should not be one here and yet there was. Looking up at Tenebris her mind began searching for what she knew of Ustlo'Tyna, "This could be very good or very bad then right? I mean if its one of the First Weavers then it most likely has a lot of knowledge, makes one wonder what its doing here and if it would be willing to share this knowledge with a young witch..." Looking back to the creature, "Any ideas for how i can communicate with this Ustlo'Tyna? I didn't really understand what it was saying, hell didn't even realize the language until you named it."

    Spoiler: OOC
    Show



    Know Abstract: (1d20+28)[32] or (1d20+28)[47] - For what information Stella would know regarding Mana

    Linguistics: (1d20+14)[32] - See what i can translate as well as if i know how to speak any of the language

    Know Abstract: (1d20+28)[41] or (1d20+28)[32] - For what other information i know about the Ustlo'Tyna besides that they are basically Prometheus...


  6. - Top - End - #426
    Troll in the Playground
     
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    Default Re: The Primeval Dark (IC)




    The Unsung King - Alicia Kelgore





    421st Day of the 1st Cycle - Time: 8th Bell / LC: 30,303
    L'Lotha; Che'el Talthelra - Heavenly City of Council
    Greysoire City; District of Smoke - The Lower Intake


    What little white still shown through the muddled brown of Alicia's dress quickly begun to be steeped in red as her life-blood ran from the jagged piercing wounds which perforated her flesh. Small fragments of wooden splinters still stood erect, protruding from her sides and abdomen, leaving her to leak a slowly pooling puddle upon the floor. [Bleed Damage: 1]

    She could understand some of the words, but she had no idea what it meant. Something along the lines of, ' even the shy feet of another reminds the mouth to speak not softly before glass'. Even that was something of a very loose educated guess. Zhuanth-Ooble was the parent tongue from which all of the dialects of Duvan had derived, and so some of the core structure and sounds of words were familiar, but that was the only similarity. It was like trying to translate some ancient manuscript on the fly, the method and manner by which their ancestors used to speak had changed radically in thirty-thousand years. Now it simply sounded like gibberish, made-up words and phrases from which no true meaning could be ascertained. [Alicia | Linguistics - Success]

    Mana was one of the two oldest forms of energy within and throughout the cosmos. All energy was some derivative form of Mana, but being capable of utilizing the energy in its more pure form was something that most mortal creatures were incapable of. It took a unique sense of energy to even know detect the lowest and most impure forms of it. The practice had been forgotten by the Witches of the Second World, with the exception of the Ros'wussrun, who seemed to make it a point to preserve such archaic traditions. For the use of Mana in spellcasting and Weaving was viewed as primitive by the Witches of Duvan. It was like returning to an era of thatched sticks for torches when they had invented a refined system for energy to fuel their lanterns. Nothing more than an antiquated curiosity.

    Between each of them, Alicia and Stella, what little they knew of Mana had been taught to them by the Hexe, but it was barely enough to even be called a rudimentary understanding. Other forms of Mana were refined through various completely unknown processes to generate the foundational energy of Sunjatha'la Magic - like Focus and even Aptitude. It was strange now thinking back upon it, how ignorant they were of those features they once took for granted. No one in the City spared a thought to such things, not while magic was so abundant and simply just 'worked'. They dedicated their time and efforts in learning how to exploit it. How to unitize it in ways that would be advantageous to both their social standing and potential as powerful weavers of the arts. The artist didn't need to know the name of the wood which which her paintbrushes had been hewed, or the manner of production and chemical composition of her paints; the painter simply painted. This was the way of Duvan. [Alicia | Knowledge - Partial]

    The great mythical serpentine creature loomed closer, "I believe she understands you perfectly well..." The Ustlo'Tyna, or the so called, 'First Weavers', were an object of study in the lessons relating to the history of magic. Great Wyrms from the primordial times before the creation of the Three Worlds. They were entities of raw Mana which introduced the magical forces into the realms. In the ancient texts, it was said that they were one of the first creatures which Blessed Owsla penned within the Black Book when the world was too dark and bore no light. Long before the great sundering of the Second World, The Ustlo'Tyna came to the mortals and taught them of Mana, despite the Great Houses forbidding it. In their fury, the Great Mothers sent the Three Children to eradicate the Ustlo'Tyna for their crimes - and they did. The First Weavers ran extinct from the world, punishment for their defiance of the gods. [Alicia | Knowledge - Partial]

    Alicia could feel the air hum and her hair begin to stand on end, floating from her shoulders as if pulled by some static field as the ancient creature drew even closer. The raw field of magical energy begun to make her skin itch. Never before had she stood within the presence of such raw and uncontainable arcane might. This time the creature spoke, and she understood. It sounded like a different voice, not primal and deep, but like a massive woman - a titan's words. "A Child of Magic, in L'Lotha. Your place is not here, little one. Nor will it ever. Tell me why a Daughter of Kerym I find before me, and tell me quickly."



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


    Spoiler: Rewards | EXP
    Show



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

    Associated Skill: Spellweaving



    ֍ Stella XP +700 (146,600xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Discovery Influence Gained
    ⯎ Three Houses +200 (146,800xp)
    ⯎ Great Mothers +200 (147,000xp)
    ⯎ Three Children +400 (147,400xp)

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

    [Destroyed Limb (Leg): Max speed 5ft. Cannot take 5-ft step. Concentration penalty: -10]
    [Piercing Wounds - Bleeding 1: 3/10 rounds | DC 16 Heal Check] - 1 Damage


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

    Alicia HP: 14/22
    Mana: 0/10
    Reputation: 25
    Memory: 2
    Spite: 1
    Honor: 311
    SV. Exp: 2 (Severance)
    Weave Exp: 100


    Spoiler: Cards
    Show


    Spoiler: Nelrin'Fel, The Exiled Son
    Show


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

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


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

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


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

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



    Spoiler: The Reflected Alter
    Show

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


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


    Spoiler: Potentials
    Show



    B'Bhai Duucald: Channel Severance (Imbue Darkness)

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



    Spell Training I: Stability

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

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


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



    B'Bhai Duucald: Nl'Gnos In'Flamgra

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

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


    Spoiler: Spellweaving
    Show


    Spoiler: Veilweaver
    Show

    Veilwitch Path Advancement: Veilweaver

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

    Benefit: Returner Path Advances to Veilwitch.

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

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




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


    ACTIVATION

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


    CARDS

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

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

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

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

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


    DECKS

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

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


    DRAWING

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


    THE HAND

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



    Spoiler: Dueling Wand Training I
    Show


    Dueling Wand Training I

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

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


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

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

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

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

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







  7. - Top - End - #427
    Bugbear in the Playground
     
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    Default Re: The Primeval Dark (IC)




    As the blood stained her dress and began pooling on the floor she was brought out of the slight stupor she was in. Quickly looking down as where she was bleeding she tried her best to staunch the flow of blood. Reaching into her bag she grabs the Glue Paper that she kept inside, plucking out the wooden splinters that were still pierced in her body she hopes that the bleeding would not speed up. Taking the glue paper that she had grabbed she places it over the wound hoping to stop the blood that was flowing freely from the various holes that the splinters had left in her.

    As she went about the process of tending to her own wounds she looked back up at the creature that was in front of her. Her mind continued to spin and information that she had thought forgotten was being brought to the front for her. Hearing Tenebris state that the being could understand her worried her for a moment, while she hadn't said anything bad she still was worried how the creature would view her and what she had said. As the creature loomed closer and began to speak she felt as though she had a frog in her throat, such a powerful being was in front of her and she had to only hope that she could get it to assist her in some way. Hearing the Ustlo'Tyna demand to know why she was here caused even more worry to set into her, the being had already stated that this world was not hers to reside in and she hoped again that the being would not cause harm to her. "Great One, I am Stella Astral... I have come L'Lotha to gain the approval of the Council to enter a L'Tresk'ri'Vet as there is a being that resides within one that I would like to gain as a Servitor." Looking around the room and seeing the mess she had made from her entry, "I do apologize for the sudden entry and the destruction that it caused. I was chasing down a Bista Wanderer that I had hoped could help me gain an audience with the Council and it seems that as a result of crashing into it I ended up falling into this place. It seems though that I caused a bit of damage to myself in the process as well, so please forgive my appearance and the blood on the floor."

    Spoiler: OOC
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    Heal: (1d20+9)[15]


  8. - Top - End - #428
    Troll in the Playground
     
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    Default Re: The Primeval Dark (IC)




    The Unsung King - Alicia Kelgore





    421st Day of the 1st Cycle - Time: 9th Bell / LC: 30,303
    L'Lotha; Che'el Talthelra - Heavenly City of Council
    Greysoire City; District of Smoke - The Lower Intake


    Despite her best efforts, Alicia couldn't staunch the flow of blood. It spurt out from between her fingers as the glue tape sagged and slid free from the wound. The sticky parchment she tore off was simply too small to find hold and simply slipped off from her bloodied skin. With all the blood-loss she was beginning to feel faint as the pool at her feet continued to deepen. [Bleed Damage: 1]

    The great Wyrm tilted its head at the Witch's explanation. Though the creature lacked any manner of anthropomorphic expressive features, Alicia could tell that her words raised more questions than answers. "You seek to enter L'Tresk'ri'Vet? The Council would never allow even Faxtin entry, and that much remains within their power. But, you, a Dalharil D'Kerym? No. Impossible. Such is not even within their power to provide. You have been lied to, Daughter of Kerym. The Council will never permit you entry, nor would the House entertain such dangerous proposition. Reckless. Far too reckless...." The massive draconic beast paused for a moment as if in silent consideration, "Yes. You must break in, instead. Bet let not any be made wise to your true identity. If L'Dalharen learn of your coming, they will erase your from the Three Worlds. Completely. Utterly. Oblivion, without trace. Your name will be struck from the tongue. Your memory will be stolen. Your history, expunged. Discovery, you cannot afford."

    The implications were almost too large to fully grasp, for both Alicia and Stella. If they were caught, then they could possibly be erased, or some similar fate. Stella wasn't sure if that meant Alicia would go away, or if it would impact them both. Alicia didn't even exist yet, she had yet to even be conceived, how that would impact this foul magic she couldn't even begin to guess. Though perhaps more frightful was the proposition that it could effect herself as well. Would that impact all universes? Even the past destroyed realities that would be come this world's future? How would that even work? Would the divergences which led to this reality also be unmade? Would the whole damn thing simply collapse down upon itself if the confusing web she had woven were to simply no longer exist? Her head was spinning with conflicting thoughts and emotions, a state only exacerbated by sudden realization that gaining access would not be as simple as asking some important person for a permit to enter this world veil. [Alicia Stability Check | Spell Focus DC42]

    "Find your Klasji'el Wanderer. The Bista Athi'Z'hin care not of your wants, they are curious, childish narcissistic creatures. They understand not concern for the stranger, but only for such things they possess interest or emotional attachment. Play upon them, and acquire passage to the Faxtin realm; Jun'athel, the Wild Dark. Somewhere, there reside the Olath'Uss named Erraba Chel, the Twice Risen. It is she who might guide you to her master; The Grim of Jun'athel. She will show you the passage, at a cost."

    "Now, go.
    Stay hidden.
    Stay safe."



    The Hexen sighed,
    "This is becoming complicated..."



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


    Spoiler: Rewards | EXP
    Show



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

    Associated Skill: Spellweaving


    ֍ Stella XP +700 (148,100xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Discovery Influence Gained
    ⯎ The Council's Lie +200 (148,300xp)
    ⯎ Dalharil D'Kerym - Daughters of Kerym +200 (148,500xp)
    ⯎ L'Dalharen - The Children +500 (149,000xp)
    ⯎ Discovery & Oblivion +300 (149,300xp)
    ⯎ Jun'athel - The Wild Dark +300 (149,600xp)
    ⯎ Olath'Uss - Darkling +300 (149,900xp)
    ⯎ The Grim of Jun'athel +200 (150,100xp)

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

    [Destroyed Limb (Leg): Max speed 5ft. Cannot take 5-ft step. Concentration penalty: -10]
    [Piercing Wounds - Bleeding 1: 2/10 rounds | DC 16 Heal Check] - 1 Damage


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

    Alicia HP: 13/22
    Mana: 0/10
    Reputation: 25
    Memory: 2
    Spite: 1
    Honor: 311
    SV. Exp: 2 (Severance)
    Weave Exp: 100


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


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

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


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

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


    Spoiler: The Master of the Conclave
    Show


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

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


    Spoiler: Night For Day - Unidentified
    Show


    Spoiler: Tagar, Who Waits - Unidentified
    Show



    Spoiler: The Reflected Alter
    Show

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


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


    Spoiler: Potentials
    Show



    B'Bhai Duucald: Channel Severance (Imbue Darkness)

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



    Spell Training I: Stability

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

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


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



    B'Bhai Duucald: Nl'Gnos In'Flamgra

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

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


    Spoiler: Spellweaving
    Show


    Spoiler: Veilweaver
    Show

    Veilwitch Path Advancement: Veilweaver

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

    Benefit: Returner Path Advances to Veilwitch.

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

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




    Spoiler: The Deck of Terminating Prescience: Introduction
    Show


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


    ACTIVATION

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


    CARDS

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

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

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

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

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


    DECKS

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

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


    DRAWING

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


    THE HAND

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



    Spoiler: Dueling Wand Training I
    Show


    Dueling Wand Training I

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

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


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

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

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

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

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






    Last edited by Mornings; 2019-02-26 at 08:07 PM.

  9. - Top - End - #429
    Bugbear in the Playground
     
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    Default Re: The Primeval Dark (IC)




    As the blood kept flowing from her body she sighed before looking back up at the being before her. As she listened to it explain that the Council would never even allow a Faxtin into a L'Tresk'ri'Vet she could feel her blood run cold. That damned Teller had lied to her, as her thoughts turned dark to what she wanted to do to the Teller for having lied she was brought out of those thoughts by the being speaking once again. The idea it had was for her to break into the L'Tresk'ri'Vet, the very thought seemed odd to her and she had no idea how she was going to do it. The words from the great Wyrm as well sent her mind into a spiral, should she be found trying to break in then something called a L'Dalharen would erase her entire being. A sudden tug was felt on her mind as it seemed that Alicia wanted to fight, she felt the panic from the girl building and could not seem to contain her.

    Looking up as the great Wyrm spoke once again she hear even more curious information coming forth. Her mind began trying to figure out what she new regarding the Faxtin realm, as well as the Twice Risen and the Grim of Jun'athel. Apparently she could gain passage should she find the Grim but it would cost her something. As the being dismissed her she looked down as her still bleeding wounds and the broken leg that she was sporting. Turning her head back to the Great Wyrm, "I thank you for your knowledge and help in this task, Hopefully i can find this Twice Risen and then be able to gain passage to the L'Tresk'ri'Vet. I don't supposed you would be willing to help me with the injuries i have sustained? With this world being so void of magic I don't have a way myself to fix my leg or restore my body to what it once was." Looking up at Tenebris, "Or perhaps you have a way to fix the injuries that i have sustained."

    Spoiler: OOC
    Show


    Know Abstract: (1d20+28)[31] or (1d20+28)[45] - for info on the Faxtin realm and what Faxtin are
    Know Abstract: (1d20+28)[39] or (1d20+28)[33] - for info on the L'Dalharen
    Know Abstract: (1d20+28)[35] or (1d20+28)[38] - For info on the Twice Risen
    Know Abstract: (1d20+28)[33] or (1d20+28)[43] - for info on the Grim of Jun'athel


  10. - Top - End - #430
    Troll in the Playground
     
    Mornings's Avatar

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    Default Re: The Primeval Dark (IC)




    The Unsung King - Alicia Kelgore





    421st Day of the 1st Cycle - Time: 9th Bell / LC: 30,303
    L'Lotha; Che'el Talthelra - Heavenly City of Council
    Greysoire City; District of Smoke - The Lower Intake


    The pulsing ache of her wounds made her wince instinctively, the blood's flow wasn't diminishing. The stream ran down her leg from her abdomen, as if she had soiled herself, and like urine it pooled outward from her moist foot in an ever and slowly expanding puddle. She felt herself light sway for a moment as she gathered her senses. Her complexion was beginning to pale. [Bleed Damage: 1]


    Even in Duvan, even throughout all of her memories and experiences leading up unto her rebirth, she had never heard the term Faxtin used before. It sounded as if it could have been related to the dark magics employed by the most malicious of Witches to artificially inseminate a host and birth a powerful living-construct known as a Fext... but she couldn't even imagine just what these particular creatures were. After all, she'd never even seen a picture of the things before, only a name. There were almost no mentions in the City's massive collection, at least in those volumes which she had found, that referenced the fate of the Kingdom of Magic after the divide split the multiverse in literally halves; aside from the founding of Quarry and Duvan. This Jun'athel was a new concept entirely. She felt as if she should have perhaps researched further into the myths of Che'el Talthelra, but she had never invested much stock in gibberish and hearsay, or fabled-this-or-that. The so-called 'Twice Risen', she had never heard tale of as well, though as the realm was apparently very real, it did make sense that it happened to also have a Grim, though she couldn't begin to fathom what significance that actually held for her own position and circumstances. [Alicia | Knowledge - Failed]

    L'Dalharen on the other hand, was something that every Witch knew. They were the ones who balanced the Second World. The ones who sought out and punished those who misused their great power, and rooted out unbalances. The power of even a moderately accomplished Witch could level entire planets in lesser dimensions, such was the might they inherited from Inlé, from the Houses, from the gods. Their magic was divinely granted, and by extension, there were limits to how they could employ it. Rules not penned by gods, but by Witch's hands. Each was a lesson from those who were smote by the L'Dalharen for their misappropriate use of magic. They offered no warnings, no apologizes, no mercy. The wrong of a Witch was wrote to the laws after the ash of her bones had been scattered to the Black. The L'Dalharen was cosmic justice. They were judge. They were executioner, and the law was what they said it was. They answered to no one but the Great Mothers of the Three Houses, and no mystical force within the Three Worlds could stop them; the hunters and soldiers of the gods of the Wheel. No Witch knew with absolute certainty if the L'Dalharen were truly a corporeal being, or even a thing, or if they even were real. The only certainty was that death came for apprentice or Hexen alike should a Witch violate the Taboos. [Alicia | Knowledge (Abstract) - Partial]

    Tenebris shrugged, "Energy is difficult to process here, despite this atunement which strengthens us. This realm is so devoid of magical essence that producing any manner of spell would largely be a waste. It would be akin to trying to catch rain with a red-hot pan, it would simply boil away in an instant. No, you will need an energy that can coalesce naturally to produce any significant manifestation... That being mana, and even still that offers no guarantee of success. A fact which makes your feat all the more impressive." Alicia could feel a light twitch in her hand, as if in response. Their situation in regard to magic was dire indeed. If what the Hexen had said was true, then it had been a miracle that her last spell had even produced any result at all.

    The tension seemed to rise up from her stomach, and the knot in her throat simply wouldn't go away. The magic-beast seemed to only glance down at her idly before sweeping away back towards it's perch on the massive crystal loom, "Your magic fails, because they do not allow it. Take care you do not suffer further here, or you will die..." Her arm was shaking now, uncontrollably, the seizure rose up and violently gripped her body stealing her breath and locking her eyes up towards the ceiling and the glass panel she had broken from the fall. Black.


    There was feeling. Wind in her ears. A distant voice. Screaming.
    It was Alicia.
    It was her.

    In a sudden explosive burst of consciousness, her senses returned all at once. She ran screaming down an ash covered stone street, narrowly missing a street post as she sprinted by. She was screaming at the top of her lungs, and her voice echoed down the large nearly-bare avenue. A handful of bipedal creatures walked along, turning only to look on in unexpected surprise as the madwoman came hauling full sprint down the street. The metal-men beeped in shock, and the chimeric beasts with bodies like a bear and the face of an eel hissed as she passed, startled. She couldn't stop. Every reflex and instinct in her body told her to move, and the agony of turning-twisting sinew ripping itself apart suddenly processed in her brain and set her whole mind aflame. She belched out a blood-curdling scream as she hammered face-first into a sharply opened half-door, bowling over the unexpecting patron of whatever establishment she had just crossed. The heavy wood of the door splintered, firing off a small burst of fragmented wood like hay being tossed in the air before Alicia went into a full backflip before slamming down to the cement road with a sharp crack. [Bludgeoning Damage: 3]

    She collapsed on the ground in a heap, skidding on her own blood as a piece of her kneecap was scrapped free from beneath her skin by a loose stone protruding up from the street. The pain was unbearable, she couldn't even imagine how she had been running on it, and now it was only worse... Glancing back at the exit of the building, she noticed that the entrance had no 'lower' door, it was simply half a door, like one might find at a bar-counter, or similar establishment, though there was only a top half. The creature she had struck in her insanity groaned on the ground, rolling about clutching it's mostly humanoid-looking head. [Destroyed Limb: Forced Concentration Check to Cast | Concentration penalty: -15]

    The Bista Wanderer


    Spoiler: Failed Stability Resolved
    Show

    - Sprint for 3 Rounds
    - Additional -20 Stealth penalty to Perception checks for duration

    (This action has been resolved. This is a summery of the penalties from your failed Stability Check)






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


    Spoiler: Rewards | EXP
    Show




    Associated Skill: Spellweaving


    ֍ Stella XP +700 (150,800xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Discovery Influence Gained
    ⯎ The Taboos of Magic +200 (151,000xp)


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

    [Destroyed Limb (Leg): Max speed 5ft. Cannot take 5-ft step. Forced Concentration Check to Cast | Concentration penalty: -15]
    [Piercing Wounds - Bleeding 1: 1/10 rounds | DC 16 Heal Check] - 1 Damage


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

    Alicia HP: 9/22
    Mana: 0/10
    Reputation: 25
    Memory: 2
    Spite: 1
    Honor: 311
    SV. Exp: 2 (Severance)
    Weave Exp: 100


    Spoiler: Cards
    Show


    Spoiler: Nelrin'Fel, The Exiled Son
    Show


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

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


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

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


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

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



    Spoiler: The Reflected Alter
    Show

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


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


    Spoiler: Potentials
    Show



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


    B'Bhai Duucald: Channel Severance (Imbue Darkness)

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



    Spell Training I: Stability

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

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


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



    B'Bhai Duucald: Nl'Gnos In'Flamgra

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

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


    Spoiler: Spellweaving
    Show


    Spoiler: Veilweaver
    Show

    Veilwitch Path Advancement: Veilweaver

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

    Benefit: Returner Path Advances to Veilwitch.

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

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




    Spoiler: The Deck of Terminating Prescience: Introduction
    Show


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


    ACTIVATION

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


    CARDS

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

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

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

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

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


    DECKS

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

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


    DRAWING

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


    THE HAND

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



    Spoiler: Dueling Wand Training I
    Show


    Dueling Wand Training I

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

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


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

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

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

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

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






    Last edited by Mornings; 2019-02-26 at 09:31 PM.

  11. - Top - End - #431
    Bugbear in the Playground
     
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    Dec 2015

    Default Re: The Primeval Dark (IC)




    Feeling the blood pool beneath her feet made her wish that she had not come to this place. The destruction that had been caused to her body since having been here and chasing down that Bista Wanderer made her question if it was going to be worth it or if she was even going to survive.

    As Tenebris spoke regarding the lack of energy in this place the reality began to sink into her. The magic she knew would not work here at all and she would have to find other ways to fix herself up. The Mana ability she had gained could be of use if she knew how to use it at all but she did not know much regarding it. The twitch that she felt in her hand caused her some concern, she had tried to push alicia down but she felt the girl wrestling control from her. Turning her head up to the massive creature before her she was disheartened to hear that it would not be able to assist either. As her arm began fully shaking she gripped it tightly with her other hand holding it close to herself to try and stifle it. As the shaking began permeating through her body she knew not was going to happen.

    As her Consciousness came back to her she was confused that she was running down the street screaming. She wondered briefly if this was how Alicia felt as she used the girls body to do what she needed. The pain in her leg was unbearable and yet her body kept pushing on. As she suddenly slammed into the half-door and ran over the person that had opened it she was slightly glad that her body was no longer running and tearing itself apart. As she collapsed to the ground causing even more damage to her already wrecked body she was surprised to see the Bista Wanderer that she had previously been chasing. A light sob escaped her lips as she looked the wanderer over, Pushing herself up she tried to move closer to the being hoping that maybe it would be able to help her. She knew that making friends with the being could be helpful as she still needed to get passage to the Faxtin realm, "Hel... Hello," *sob* "Could you help me please? I am Terribly injured and am not sure where I can go to get myself fixed up."

  12. - Top - End - #432
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    Default Re: The Primeval Dark (IC)




    The Unsung King - Alicia Kelgore





    421st Day of the 1st Cycle - Time: 9th Bell / LC: 30,303
    L'Lotha; Che'el Talthelra - Heavenly City of Council
    Greysoire City; District of Smoke - The Lower Intake


    The ache seemed to fill her whole body, and pulse, filling her with a wave of pain which bit down to her bones. She couldn't walk, only drag herself along in a broken grotesque display as her twisted broken limb dangled behind leaving a red trail in her wake. Sweat beaded on her brow and begun to run down her face as her skin turned pale and clammy from moisture. The blood still flowed, and she felt her vision run in and out of focus as her mind still struggled to process thought amid the crippling agony. The small creature stirred on the barren ash covered street. The large pack she wore seemed to have taken the brunt of the initial blow, but the fall had been hard and rattled her senses. Pulling herself forward, her blood begun to run along the walkway and creep into the cracks between the stones, staining the Bista's trousers. [Bleed Damage: 1]

    As Alicia gasped a sob, the small creature's eye shot open abruptly. It didn't move, but the heightened rate at which the Wander's chest rose and fell revealed her panicked breathing. As the Witch pulled forward the Bista's eyes leveled with the Witch as she spoke between her frothy sobs, as blood ran from her split lips. The Wanderer screamed. It was a high pitched blood-curdling child's cry that held the highest note and didn't end. She flailed about, trying to claw at the ground and pull herself away as the horrific blood-splattered broken twisted creature awkwardly slithering ever-nearer. The childlike creature rolled about, raising up a leg kicking and screaming. She struck, once, twice... "IBA'FE! IBA'FE! IBA'FE... MAECH!" Three times, with the last kick catching Alicia in the face. It wasn't hard enough break her nose, but the pain was enough to stagger her for a moment and push her head to the ground as the creature recoiled and rolled away, balling up in a fetal position.

    There was a long moment of silence as the short girl looked at the bloody mess in the street. It seemed to last for hours, as the painful silence was drawn out without a single passerby to be seen. After awhile, the Bista Athi'Z'hin seemed to calm down, looking at her closer, until finally she spoke; "Da've'klar xu'ds v'dr?" (From where do you sleep?) It was archaic, but the first words she'd understood from something that wasn't in her mind, or a creature from folklore. It was a phrase from the days long past, inherited from the times when there stood but one kingdom of magic. It was a term from a popular tale of a curse taught to children, that the first hex learned from the gods had been the same which bound them together, and that no race - mortal, Elil, or Lampus could find rest 'with their enemies', which had been a clever way of saying 'without a home' or 'outside a home'. In modern Duvan, it simply meant, 'where are you from'.

    She looked at the soiled ground, dabbing her fingers in the blood slick. "Ninl t'or'mii'n pra'bil..." (This word bodes ill...) Her words were so old, it was difficult to properly interpret, despite their words being largely similar. The term was also from a tale of an omen to the Lampus children from the gods, but much of whatever significance that might have had was mostly lost with the division of Duvan and Quarry. Slowly crawling closer, the small girl touched Alicia's bruising face, "Do'ph'.... Fextin?" She didn't need a translator to understand she was being either questioned or identified as these Fextin creatures. The Bista pulled out a small vial from her belt and pressed it into the Witch's hand, making a drinking gesture. Alicia could tell it wasn't magical, though aside from the thickly sealed wax cork top she couldn't tell much about it's contents.

    "Rarr'k'ja vlo'h, jal'a'bo quar'nau d'issa" (Hearts still bleed, but ache spurns no dawn) Healers liked to use the term 'ache spurns no dawn' in Duvan when they referred to wounds too dire, too terrible, or simply too expensive to heal. It was a saying from the traditional telling of the tale of the Three Brothers, and that while one's mistakes could be grieved for and the pain was seemingly far too much to bear, that their life, their suffering, would not make the stars weep, nor the sun cease its march in the sky. A tomorrow would come, with or without you, and thus you must fight on to spite Frith's light. In the mind of a Witch of Duvan, those words meant that the remedy given, was not a cure. It was a balm as temporary as the pain - and that she too would need to fight on, or the sun would rise without her as well.



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


    Spoiler: Rewards | EXP
    Show


    Associated Skill: Spellweaving


    ֍ Stella XP +700 (151,700xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Discovery Influence Gained
    ⯎ The First Curse +200 (151,900xp)
    ⯎ "Those Who Rose With Dawn" +200 (152,100xp)


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

    [Destroyed Limb (Leg): Max speed 5ft. Cannot take 5-ft step. Forced Concentration Check to Cast | Concentration penalty: -15]
    Piercing Wounds - Bleeding 1:
    0/10 rounds | DC 16 Heal Check] - 1 Damage

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

    Alicia HP: 8/22
    Mana: 0/10
    Reputation: 25
    Memory: 2
    Spite: 1
    Honor: 311
    SV. Exp: 2 (Severance)
    Weave Exp: 100


    Spoiler: Cards
    Show


    Spoiler: Nelrin'Fel, The Exiled Son
    Show


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

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


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

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


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

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



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


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


    Spoiler: Potentials
    Show



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


    B'Bhai Duucald: Channel Severance (Imbue Darkness)

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



    Spell Training I: Stability

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

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


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



    B'Bhai Duucald: Nl'Gnos In'Flamgra

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

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


    Spoiler: Spellweaving
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    Spoiler: Veilweaver
    Show

    Veilwitch Path Advancement: Veilweaver

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

    Benefit: Returner Path Advances to Veilwitch.

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

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




    Spoiler: The Deck of Terminating Prescience: Introduction
    Show


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


    ACTIVATION

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


    CARDS

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

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

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

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

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


    DECKS

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

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


    DRAWING

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


    THE HAND

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



    Spoiler: Dueling Wand Training I
    Show


    Dueling Wand Training I

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

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


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

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

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

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

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






    Last edited by Mornings; 2019-03-01 at 10:04 PM.

  13. - Top - End - #433
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    Default Re: The Primeval Dark (IC)




    As she had slowly moved forwards toward the Bista she hoped that the creature would be able to help her somehow. The pain she was feeling enough to make her wonder if it would be better just to release herself from this Veil and just finish her tasks as herself and not with this body. Seeing the wanderer freak out and hit her in the face was annoying, laying there on the ground waiting for the creature to calm down she took a slight look around the area to see whom else was here.

    Seeing the Bista finally calm down she was surprised to hear the words coming from it. The archaic language was not something she had been expecting, nevertheless it was still a blessing to be able to understand the being. The language was difficult to understand and she tried her best to make out what was being said to her. Watching as the Bista dipped its fingers into the blood that had pooled around her she wondered what the creature would do. As the being shoved the vial into her hand she looked carefully at it curious as to the contents. From the motions that the wanderer made it was obviously some sort of tonic, possibly a simple pain releiver. Looking from the vial back to the bista she took her time to remove the cork from the top of the vial before drinking the liquid. Figuring now was a good time to explain who she was and where she came from she again looked up to the Bista. "I am Alicia, I am from Duvan as well as Golarion. Thank you for the bit of help, you wouldn't happen to know anyone that might be able to tend to the wounds better would you? Normally I would use my Magic to heal it but this place is devoid of the energy that I am used to so it has failed me as of recent."

    Spoiler: OOC
    Show


    Appraise: (1d20+10)[29] - for what was in that Vial


  14. - Top - End - #434
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    Default Re: The Primeval Dark (IC)




    The Unsung King - Alicia Kelgore





    421st Day of the 1st Cycle - Time: 9th Bell / LC: 30,303
    L'Lotha; Che'el Talthelra - Heavenly City of Council
    Greysoire City; District of Smoke - The Lower Intake


    Alicia could recognize one of the herbs floating in the tonic, it was a rare near-extinct root that was close to impossible to acquire in Duvan any longer. Only ancient caches passed down through families from before the rise of the city held the long forgotten component. It was called Yutrqu'las Root. The strange plant, in its raw form was a thick knotted transparent root, with an outer shell like glass and an interior that pulsed with a faint whitish-blue luminescence. Every part of the root could be used for something, though the shell could not be ingested as it was toxic to any magical-life and could slay a careless Witch who even handled the material in mere moments. However, the glowing fibers had an assortment of uses, from manufacturing the cores of powerful magical weapons to producing powerful revitalizing tonics. Each root contained a great deal of raw life energy that could be processed into more refined states useful to the craftsmen and alchemists of the city. Even a single dose was worth a fortune, and yet she now found it behind the glass of the vial in her hand that the creature had so carelessly passed over to her. Witches had killed for far less. She could only imagine what the other various mysterious herbs and components were in the rest of the draught, it only seemed to redouble the reality that she was far from the Second World. She pulled off the cork with some difficulty, having finally resorting to simply pulling out the fastly held stopper with her teeth before downing it. [Alica | Appraise - Partial]

    It tasted shocked her, literally. It felt like a bolt of lightning had been unleashed from within her mouth and hammered into the back of her skull through her brain before it went down her throat with a warm bubbling sensation. She hacked and coughed. The taste was horrible, yet the strange mixture prevented her body from performing its natural gag reflex and retching the concoction back up, so she simply lurched awkwardly as puffs of black smoke billowed out from her mouth with each reflexive shudder. It tasted like licking the ebon ash off a Khal'ne'sst's rear-end, and she couldn't even remember what the creature was.... only this taste, and Adessa's cackling laughter. A memory long forgotten. [Gained Memory]

    Despite the unpleasant experience, she could feel a surge of energy well up within her, not the kind a Witch could use, but a Witch's body was a curious thing. They were not human after all, but aberrant magical creatures tied to the Weave. While it took a trained Witch to process higher forms of energy to expend, such as focus, a Witches body naturally processed energy into more simple forms it understood. The warmth in her skin tangled and her stomach churned and felt full as it metabolized the life energy into mana. The bleeding stopped and a portion of her mangled leg begun to slowly knit tendons back to bone, as her natural rate of healing was exponentially increased for a fraction of a second. Though her wounds weren't mended, the life energy increased her vitality. It wasn't a permanent solution, but she was in a far better state than she was. Now she could stand, and that was a good sign.

    Yutrqu Tonic:
    - Gain 5 Temporary Hit Points
    - Shattered limb: Increase Speed 5
    - Gain 2 Mana


    The small creature's face seemed to twist into a further confused look, not understanding what she was saying. Until finally simply placing a hand on her mouth to shut her up, and pointing at itself, "Fo'el-Faehe." then pointing at her, "Aleeh'kya." The creature took off its hat and gestured back to itself, "Fo'el-Faehe, dogheu'ust." (Fo'el-Faeha, wanders first) He, was apparently the 1st Wanderer of the Klasji'el people, and most certainly a male by his powerfully masculine name. Perhaps on Golarion it might have been akin to being named 'Dominic', or something equally masculine. It was a name that had no feminine infliction possible, representing a certain degree of might and pride. He pointed back to to Alicia, "Fextin." Then to her mangled leg, "Magic?" It was the one word which seemed to not have changed in thirty-thousand years, and it had a slight ring in a Witches ear.

    Fo'el nodded in the affirmative, drawing closer to whisper "l'C'nros'zha, jha'do joro'el usta yutrqu's whol'do?" (The Witch knows, but you ask why I march for you?) The last words made Alicia shudder, though Stella didn't understand the meaning. It was a legendary phrase in Duvan. The last words Lord Avry'alaieta, the Terror of Kerym, had supposedly said to the First King after the destruction of the Kingdom of Magic. To those who came after, to those who lived in Duvan, it was an extremely vial imprecation that represented every betrayal, every wrong, evey death during the Long March and the founding of the Two Cities. The phrase was almost never used. Historically, the words had been reiterated before during a failed summit between the Witches of Duvan and Quarry, leading to the Second War of Quarry.

    To them, it simply meant; 'Why should I help you?'



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


    Spoiler: Rewards | EXP
    Show


    Associated Skill: Spellweaving


    ֍ Stella XP +700 (152,800xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Discovery Influence Gained
    ⯎ Yutrqu'las Root +100 (152,900xp)
    ⯎ Khal'ne'sst +200 (153,100xp)
    ⯎ The First Wander of Klasji'el, Fo'el-Faehe +300 (153,400xp)
    ⯎ The Witch in L'Lotha +200 (153,600xp)
    ⯎ Last Words of Avry'alaieta +200 (153,800xp)

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

    [Destroyed Limb (Leg): Max speed 10ft. Cannot take 5-ft step. Forced Concentration Check to Cast | Concentration penalty: -15]
    Piercing Wounds - Bleeding 1:
    0/10 rounds | DC 16 Heal Check] - 1 Damage

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

    Alicia HP: 8 (13) / 22
    Mana: 2/10
    Reputation: 25
    Memory: 3
    Spite: 1
    Honor: 311
    SV. Exp: 2 (Severance)
    Weave Exp: 100


    Spoiler: Cards
    Show


    Spoiler: Nelrin'Fel, The Exiled Son
    Show


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

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


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

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


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

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



    Spoiler: The Reflected Alter
    Show

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


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


    Spoiler: Potentials
    Show



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


    B'Bhai Duucald: Channel Severance (Imbue Darkness)

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



    Spell Training I: Stability

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

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


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



    B'Bhai Duucald: Nl'Gnos In'Flamgra

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

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


    Spoiler: Spellweaving
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    Spoiler: Veilweaver
    Show

    Veilwitch Path Advancement: Veilweaver

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

    Benefit: Returner Path Advances to Veilwitch.

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

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




    Spoiler: The Deck of Terminating Prescience: Introduction
    Show


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


    ACTIVATION

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


    CARDS

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

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

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

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

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


    DECKS

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

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


    DRAWING

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


    THE HAND

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



    Spoiler: Dueling Wand Training I
    Show


    Dueling Wand Training I

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

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


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

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

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

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

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







    Last edited by Mornings; 2019-03-17 at 01:20 AM.

  15. - Top - End - #435
    Bugbear in the Playground
     
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    Default Re: The Primeval Dark (IC)




    The sight of the Yutrqu'las Root in the vial that she held surprised her a lot. If she could somehow get her hands on more of the root then she could become very rich if she got back to Duvan. Though of course just having it could possibly also be the end of her if someone decided to try and take it by force, hopefully though she would be a lot more powerful upon her return. As she drank the potion she was a bit scared and confused as to her bodies reaction to it. The taste had been disgusting and yet it had reminded her of another time, focusing her mind on the memory that had been brought forth she tried to remember more of that day.

    As the sensation went away she felt her body swell with energy that it desperately needed. Pushing herself into a sitting position she listened to the odd words from the Bista. The fact that she seemed to have found the first wanderer of the Klasji'el was an interesting fact and she wondered if that was something she could use later to her benefit. As the wanderer pointed to her and called her a Fextin she again wondered what exactly Fextin were, pushing that thought to the back of her mind she was drawn to the next words that came forth. The bista wanted to know why it should help her, she could only think of a few reasons as to why she could convince the creature to help her. "I am an offworlder and had heard that the Klasji'el held an interest in my kind. I was hoping to become Friends with the Klasji'el as well as to learn more about the Hero Klee'Re-Po'Pala."

    Spoiler: OOC
    Show


    Know Abstract: (1d20+28)[34] or (1d20+28)[29] - To try and remember more about that memory


  16. - Top - End - #436
    Troll in the Playground
     
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    Default Re: The Primeval Dark (IC)




    The Unsung King - Alicia Kelgore





    421st Day of the 1st Cycle - Time: 9th Bell / LC: 30,303
    L'Lotha; Che'el Talthelra - Heavenly City of Council
    Greysoire City; District of Smoke - The Lower Intake


    The memory was faded and distant, filled with a static haze and faces obscured by black lines. There was someone else there, laughing. The Witch gestured at Adessa mocking Stella for something idiotic she had done and they both burst into laughter again. A knot tightened in her throat and a wave of humiliation, though she could not recall from what. A voice sounded from behind as a man cleared his throat, and the laughter suddenly ended as both women went rigid. He was tall and carried with him a certain grace. Stella could find no recollection of just who this man was, for not even Talisen Breys, nor the Elder Sage of Duvan possessed the might to put the Whispering Witch in check. His face was blotted out by a darkness, but even still, she could feel his crimson eyes burning through her with a strength so dreadful the hairs upon her arms begun to stand on end. His short hair wasn't white nor gray, it was a sharp and stark silver which seemed to reflect not the light of the realm about them, but some burning white sun tied to another world. His being seemed beyond reproach, and further still beyond the grasp of the universe which they called home. Adessa used to call him.... [Stella | Knowledge - Failed]

    The thought slipped away and out of reach just as quickly as it had come. Perhaps that memory, that shame, had been important once. Perhaps it had defined something about who she was, perhaps that humiliation had pushed her to overcome things that she couldn't even recall; but now it was nothing more than a faded snapshot of someone else's life. That Stella had died with that world, and whatever this had been, she would never reclaim it.

    The short Bista-creature shook his head in agreement, extending his hand towards the feeble Witch. A light played out beneath the palm of Fo-el-Faehe's skin. It showed a gray sky and the broken fragments of skeletal buildings leering towards the sky of a grim world brought to ruin. "Ki'ga'ph uddo, ul'be'bau wu'sha'le! Fla'si ye'wu, Ussta yu'su l'mu'ha. Ro'wu'nd un'aa, wol'o'val'yin muh." (Forged are we, to give in turn! Energy provided, I return the hearth. Rain unto me, for kindness found.) It took Stella a long moment to mentally translate the creature's phrases into their respective meaning. The whole of the ancient tongue was long-winded to be sure, and it was fastly becoming quite tiring. She believed the little thing had meant 'forged unto our vow', an archaic term exchanged by Witches who had just formed a Coven. Of course Duvan only possessed a single Coven, in the public eye, so such words didn't have a use in the modern world. However, the intent reflected a lasting bond between the Witches who shared their vow, created a family, a fellowship... Or in this case, though perhaps loosely interpreted; friendship. 'To take and give in turn' was one of the first laws for 9th Witches, back in the days of antiquity where there existed 'magical castes'. Of course now, the establishment of Houses and nobles had completely eradicated the practice, but their roots stretched back to the days of Kerym's social divisions of magic, and magical law. Effectively, what was taken was also re-contributed back to the populace with interest, for the betterment of all. Or in this case, to this Bista, who would provide; and you who would return what was taken in excess, for the betterment of your relationship.

    At first Stella wasn't sure what the creature had intended by 'energy provided', as no saying she knew quite made sense in this context, but after a moment she realized that it had not been a saying at all, but something more literal. The Bista required energy she would grant to 'return the hearth', or return her 'home', to whatever place these Fextin creatures lived. However, the Bista's last words were mildly confusing. 'For the day shall rain unto me', or '...and the day shall rain unto me', was a very old battle-cry of the Witch-Knights of Duvan, perhaps one of their oldest. It roughly meant that great blessings would find you, here or in the afterlife, for some deed performed. In this case, Fo-el's kindness. It was not a phrase used carelessly, just as one wouldn't say 'I'll succeed, even in death'. It meant that whatever blessings would be earned, were earned at extremely likely risk of death or significant bodily harm; that there was dire consequence to be faced, and that it was not a choice which would be made uncontested, for the enemy stood before you. Stella couldn't begin to understand just what that danger was, or who was the enemy which would stand to oppose that choice, but still, the Bista had appeared to already have made up his mind.

    Spoiler: The Crossroads
    Show
    Crossing over to the Fextin world requires physical contact with the 1st Wanderer, Fo-el-Faehe. By spending 1 mana as a standard action, the Bista and those in physical contact with him are diverged to a new location.




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


    Spoiler: Rewards | EXP
    Show


    Associated Skill: Spellweaving


    ֍ Stella XP +700 (154,500xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Discovery Influence Gained
    ⯎ The man of Silver +200 (154,700xp)


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

    [Destroyed Limb (Leg): Max speed 10ft. Cannot take 5-ft step. Forced Concentration Check to Cast | Concentration penalty: -15]
    Piercing Wounds - Bleeding 1:
    0/10 rounds | DC 16 Heal Check] - 1 Damage

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

    Alicia HP: 8 (13) / 22
    Mana: 2/10
    Reputation: 25
    Memory: 3
    Spite: 1
    Honor: 311
    SV. Exp: 2 (Severance)
    Weave Exp: 100


    Spoiler: Cards
    Show


    Spoiler: Nelrin'Fel, The Exiled Son
    Show


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

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


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

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


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

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


    Spoiler: Tagar, Who Waits - Unidentified
    Show



    Spoiler: The Reflected Alter
    Show

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


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


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


    B'Bhai Duucald: Channel Severance (Imbue Darkness)

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



    Spell Training I: Stability

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

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


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

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

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


    Spoiler: Spellweaving
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    Spoiler: Veilweaver
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    Veilwitch Path Advancement: Veilweaver

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

    Benefit: Returner Path Advances to Veilwitch.

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

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




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


    ACTIVATION

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


    CARDS

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

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

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

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

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


    DECKS

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

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


    DRAWING

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


    THE HAND

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



    Spoiler: Dueling Wand Training I
    Show


    Dueling Wand Training I

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

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


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

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

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

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

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








  17. - Top - End - #437
    Bugbear in the Playground
     
    forg99rules's Avatar

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    Default Re: The Primeval Dark (IC)




    It annoyed her that she could not remember her past life. She knew that was not her life now but still she wanted to remember more of her past life and hopefully by knowing more she could gain some sort of power from it. Turning her attention back to the Bista, surprise filled her face as she say the image of a destroyed world beneath the creatures palm. Listening to the words that it spoke she was saddened as it seemed that the wanderer was wanting to just send her along to the Fextin world. Looking into Fo-el-Faehe's eyes, "So that's it then? I traveled all this way to try and make friends with a Bista and learn more about Klee'Re-Po'Pala, through the various worlds and endured all this pain and more, just to get sent to the Fextin world."
    Last edited by forg99rules; 2019-03-16 at 11:35 PM.

  18. - Top - End - #438
    Troll in the Playground
     
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    Default Re: The Primeval Dark (IC)


    [Willowbrook Sanitarium]

    The grim figure of the horned Judge slithered away from the firmly sealed bars of the decrepit cell. At first, she had tried one of the many old keys which hung from the ring hooked to her belt. Then another, and another, until one finally turned; but produced little result aside from a wretched screech when the seized tumblers within the steel-bar door attempted to cycle. The irksome sound brought a sneer from the young-woman in tow with the Auspex. A gesture which made the intimidatingly tall Judge shrivel down into her shoulders, afraid to look at the face of her evidently displeased superior. Deciding against the idea entirely, she instead settled for speaking to the broken corpse on the other side of the cage-like wall which divided them; just as she had done for so many others.

    "Will you serve?" The words were so simple, and yet carried with them a profound weight for those which received them. How long had they waited, perhaps it had been a lifetime, or more. It didn't matter what this Undertaking was. A groan, a nod, an unsteady shaking quiver. The gesture mattered not, it was the intent which gave it meaning, and one-by-one, they all agreed in turn. A slow twisting and unraveling of flesh pulled and unfurled their desiccated petrified limbs, which had laid crumpled and distorted like stone for so long. Blood flowed, moisture filled the parched leathery folds of skin, and their spirits rose up as their bodies were mended...

    But upon their place where they laid, hung and waited... they remained.
    Their rejuvenated forms were still no more than prisons of tissue and muscle, unresponsive to their wills.

    The Auspex looked down at the nameless man, now restored. Gone was the rotted-out eyeless withered skull, and it its place, the face of a man. A gray-eyed stony-faced soul whose gaze was locked within her own burning leer. Perhaps the man had once been a knight, or sword of some renown judging by the expensive accrued to acquire his armor. Yet now he was nothing. He, had been just like all the others. Unmoving. Motionless. That man had been her last hope, but she was not surprised. A sigh escaped her lips as the young woman behind her stamped a finely polished black shoe upon the filth covered stone, with a soft clap. A sound which made the Auspex sharply snap rigid. "Explain yourself Celles! Why do your slaves not rise?" The horned woman seemed to pause for a moment, as if to careful consider her words before speaking, "I fear it is as I have said, my lady. They are too old... The curse has taken a dire toll upon then, so much so, it is a miracle they have even endured this long." Their voices echoed through the mute halls like bells, the first voices that had been heard in a very long time. Though frozen within their own bodies, they hung on each word, unable to know if they would ever hear another word again; for they had grown accustomed to the absolute which ruled these halls. The eternal and impenetrable silence.

    "Did you not tell me that by your authority, you could mend them and set them to their task?"

    "Of course, my lady, and they shall... However..."

    "However?"

    "...However, they are so damaged that their bodies will require time to mend more fully. They have been changed, and thus the bond must slowly piece them back together. It is no minor process, but they will be made whole with time."

    "...And how much time does your little resurrection require to complete?"

    "I'm afraid it varies from man-to-man, but a few days at the least. Though if this is unacceptable, then it would be a simple wave of your holiness's hand to- "

    "NO! No... We can't have that. The fault is already mine for not discovering your little... experiments here earlier. Not halting this farce before it began was a mistake. The only grace to be found in this, is that my sister has not discovered your plot. Had she, all of you disgusting creatures would have been purged, down to the last child. This cannot be allowed. If I intervene, she will know, then all our efforts would be wasted. We'll need to ensure all evidence of your poorly conceived stratagem is buried..."

    "My lady... do you mean to kill them?"

    "Kill them? You not having murdered the other dolls, is the only reason this whole fiasco went by unnoticed for so long. No, there's no reason to butcher your sheep. Whatever has been done here has already damaged her memory of this place. It'll pull everything apart until it all collapses in on itself, and kills everything. It needs to be purged before that can happen. I'll cut it away, and let it sink to the black before this hovel can cause anymore harm. I trust you can raise your dolls before then?"

    "Yes. Yes, of course, my lady. Thank you... Thank you..."

    "I believe in second chances, Celles; but not in third's."

    "I will not fail you, my lady."

    "Splendid. While I trust you to be mildly less incompetent than usual, I'll leave one of my Sparrows in any case."

    The High Auspex bowed silently at the mysterious girl's closing remark, offering no complaint. For how could she speak in protest? By all accounts her life had ended the moment her master had returned to the mortal realms and discovered the Inquisition's dark secret. That life had been handed back to her, after a painful lesson, for no other reason than simple mercy. A kindness she knew she did not deserve. She had failed her master, failed the gods, and failed herself in succumbing to the dark-allure these foul dealings provided. The ramifications of her actions were of a scope and impact which only her master could see. The dark harbingers held at bay by the eerie girl's plotting possessed powers and law which remained unfathomable to the feeble minded mortals who dwelt here. As Auspex, it was her duty to enforce the rule of the master, to preserve the lives of men and hold back the dark which had been visit upon them not so long ago. Her lips silently spoke in prayer as she reaffirmed herself unto her purpose. She could not fail again.

    The young woman's black shoes clattered upon the stone as she walked. It was all they could see upon the ground, aside from the long stark white embroidery of her socks upon her slender legs. In spite of the filth which covered the ground and floated stagnant within the air, those polished black shoes remained spotless and impeccable. She ran her hand across the bars as she went, looking into each individual cell. A young Offworlder. A celestial-blooded fool. A creature donning a woman's face. She hummed a light tune as she circled about to look inside the cells across from the isle. A grizzled hunter. The aging armored man. A thief, and... From where he hung, behind his mask, the wilted flesh of Kazik's eyes had been restored, and he could see. The Auspex's grim visage was blurred and broken like an overexposed photo, but the girl before him... Her eyes were blotted out by wriggling wreathing black lines, like some quill frightfully scribbling from the hand of some mad god. Yet, even still he could feel the burning heat of those eyes, crimson, searing into his own, with a force so terrible he could feel the thin film of his cornea's bubble, split and mend in an eternal exquisite cycle of pain and regeneration. It was perhaps the first thing he had felt at all in so long...

    She smiled.


    Their gaze did not break, but it did end, and he was the only one who could see it from the beginning to its closure. There was no light. No sound, or magical hum. No familiar 'pop' of woven spells or supernatural ability. It was as if a blank frame had passed before his eyes. A frame in which the girl was simply gone. Quietly. Undramatically. Without pause or warning. As if she had never been at all. There was no lingering scent. No warmth upon the stones where she had stood. No footprints where she had passed. No print nor smudge upon the bars she had touched. No bell-like echo in the halls from her humming song. There was simply, and absolutely, nothing. It was a spectacle to which belonged to no other man, only him. The Auspex turned about in a circle to look at the cells on either side of the hall, seemingly not surprised to not find the girl in sight. "To all of you who can still hear me, I am the High Auspex, Pride. I have restored your minds, but your bodies will take time to mend. You have been changed, made more powerful, but do not succumb to the dark hunger or the corruption will spread and grow. If you drown yourselves in it, the curse will evolve beyond my capability to remove, and you shall become as a beast. Do not let it control you..."

    It was true. Something new begun to fester and burn inside. An aching pain, blazing in the pit of their stomachs, and behind it... something more. "To those who can, escape. When strength has returned to you, liberate yourselves from your prison. Or remain, and perish." The Judge turned and begun to motion towards the far end of the southern cells of the passage. If what her master had said was true, then it had been a fortuitous coincidence that she did not murder those Scorned who accepted the Undertaking, but many of them did perish attempting to see their task to completion, yet that had not revealed the dark truth of her secret. It was a simple deduction; the conditions of their death were the determining factor, and simply letting the cursed creatures set about their task by their own volition held no ill influence to her current predicament. If they died, they died.

    Standing before the furthest cell, she softly spoke down to the creature inside. It hadn't made a sound when the Auspex had shared her words previously, and it was coiled tightly beneath heavy folds of cloth, making it impossible to tell if the pitiable corpse had been restored or not. "Four years is long to lay in wait. You will aide those you can, and then leave this place." With those last words she turned away and begun making her way out from the woefully dark chamber, taking all light with her as she made to depart. Then they were left once again in the terrible quiet dark, but this time, they had skin. They could feel, and hope had been restored.





    The heavy mist clung about the unkempt courtyard, denying all sense of a world beyond those twenty feet of clear vision.
    Here, life was clouded and numbed, like a fever, or a daydream.

    She'd returned again, the blond elf from before. It had taken many days before she'd worked up the confidence to step foot upon the courtyard proper. For awhile it seemed that she was uncertain of just where she was; what she had stumbled upon. A phase that came, and departed doubly quick. Her mind was unforgivably curious, but experiences and a plainly trained manner tempered that fault. At first she had started with the old gate, that had been the first time her presence became keenly noted. She had counted and inspected every bar and rung of the fence's perimeter, twice; noting every observation in her curious little book. Each rung of the fence was assigned a number, and each number was assigned to a scope of bars which belonged to a group of scopes addressed by their cardinal directions from her point when observed. She could identify each rung of the fence, its position, features and it's associated notes with little effort. It was a near maddening level of detail, so intricate, it included such things as projections of age, suspected sources of corrosion, and even origins of wear..... for every single individual entry she had written for the eleven-thousand-four-hundred-and-twenty-seven rungs which comprised the fence's parts. The armed men and women who accompanied the elf hardly seemed surprised, but nevertheless were taxed by the arduous process of it all. Most played cards while waiting for their turn, following the elf about as she obsessed over the details of a patch of rust. However, none dared wander or step outside of the areas she swept with her entranced gaze.

    They were veterans of many a venture, and had learned well the risks of the world outside. The corruption which changed the lands, trees and forests were not isolated to tainted land. Strange things carried the scourge like plague bearers, to the most unlikely of places. One wrong step was often the difference between life, and missing a leg in the mouth of some eldrich horror. It was unusual women like her that brought the untamed wilderlands to heel, and tightened the reins of civilization on the neck of the savage things which strove to wrest the world from their grasp. With each step she took, her magical floating parchment and quill scribbled away at her side, detailing a richly explicit map, while she wrote in her curious book. A tall young man with a sizable bag full of well kept tomes stayed glued at her side, frantically trying to produce a map of those details he observed concurrently with her own. While controlling the magical instrument, walking, writing in her own journal and speaking out her observations off-handedly seemed to take almost no thought, the man at her side desperately struggled to walk and sketch out the area. His hand frantically moved about as beads of sweat rolled down the side of his face. It had been quite the spectacle, providing some source of much-needed entertainment in an otherwise empty existence.

    They had preformed numerous tests before setting foot past the gate. From a large wagon, they brought the elf various chests containing her tools and contraptions. From considerable distance, they first started with throwing things into the sanitarium's yard. Blocks of steel, iron, glass and stone, amongst many other manner of exotic substance. The bars weren't considerably large or heavy, but the tests seemed more keyed towards addressing the responses of the material and the area itself; and the results were indeed bizarre. A red bar of matte-colored material seemed to spontaneously blink-out from existence the moment it crossed the threshold, then reappeared behind the surprised group burning in sapphire flames and igniting the dried fields in an unexpected-explosive marvel that set the mercenaries into a panic; scrambling to extinguish the flames. Another unusual bronze'ish translucent material rebounded from some invisible field, hurtling towards one of the mercenaries and deflecting off his helm with a powerful blow. Each test became stranger than the last, and the results which they achieved were carefully noted by the elf each time.

    It had continued on as days turned to weeks, then finally their tests concluded. The elf had finally found enough confidence to lay the first step upon the courtyard's soil. Then another. It was difficult to forget those first few steps, like a calf making its first paces into the world with shaking unsteady feet. Each stride brought with it more assurance than the last, building momentum with each; and then the process started over again. The investigation and detailed survey of the manor's grounds begun with familiar observations, segmenting and organizing its physical geography and penning it into their maps. Then, they simply packed up their things and left. There had been no talk of returning, and even the elf did not look back as she boarded her vehicle and made her departure. It was impossible to know how long it had been, how long thoughts and mind had remained in the blank and featureless dark. For when there was no souls with which to share company, the sickening gloomy void rose to deliver its embrace once again; but she did return.

    "What's that, what does it say?" The woman's voice was gruff and seemed to match her gravelly personality. Standing nearly three heads taller than most men, her height nearly breached seven feet, while her wide and powerful shoulders granted her a lean muscled girth that dwarfed most males of her race. Leaning against the stone doorframe with tightly crossed arms, she was beginning to loose patience. The elf dropped the book with a dull flopping thud on the solid maple desk, sending up a plume of dust. "...Kas, was it?" The wild-woman snorted in the affirmative, "We have a way of doing things in this band..." The stout woman raised a brow inquisitively, "Oh, an' what way's that?" The elf rolled her eyes at the un-insightful mercenary, "You shut up and stand watch, and I document all details of my findings. Easy, no?" The large woman sighed and visibly deflated, laying her head against the stone support. The elf blew off debris from the scattered parchments covering the surface of the work space after a moment of silence settled. With a gloved hand she carefully examined the document before beginning to read the ledger's contents, then- "....But it's soo boring!" This time it was the elf's turn to shrivel into her shoulder's, cringing in frustration at the interruption. "-and can I come in now, or what?" The elf sharply turned snapping a finger at the mountain of a girl, "No! You may not. You will remain where you are until told otherwise." The woman signed again, "....But why? You're in there. Reading those things." The elf shook the letter in the air, swatting the young woman in the face with each wave and throwing dust in all directions until the plated mercenary retreated from the assault.

    "These are not, 'those things'! These are correspondence between the Inquisition and the Warden... a Dr. Eldborogh, who, had apparently lost his mind and been admitted to his own clinic. By these accounts, during his admittance to care he started a fire, burning down the sanitarium and killing everyone still inside... But more importantly, something else is present here. Though I've yet to determine just what it is." The young woman adjusted her belt with both hands, as if expecting a fight. Her gaze quickly glanced around the small research pavilion before settling into a bewildered look. "Um... I'm not seeing anything much, aside from all your... letters. If it's just ghosts, I can handle the lot well enough... But I've a sense for those things when near." The elf placed the letter down on the desk, "No, not ghosts. The unexplainable is at home in the tainted lands, things we've never seen before. Things we pray we never will see again; I have a sense for those things... though that awareness does not happen to grant insight as well. All of your friends who entered Ul'beph died did they not? That was your one and only lesson the world will grant you, learn from it and heed my warning." The woman pinched the bridge of her own nose and tightly closed her eyes before recovering her baring. "Fine... Fine. You're right. I don't know the things and places like you. I don't know anything anymore. It's like this isn't even real, and we're trapped in some child's twisted book." The elf was correct of course, even if she couldn't explain what it was that she felt. After all, you were watching. How she had known that was its own mystery in itself.

    The elf turned away and went back to work examining documents, producing a small clear cylinder which she used like a jeweler's glass. "So, your name was Ryott? That's not your real name, is it?" The elf, seeming to expect the interruption didn't cease her work, "...and why... would that not be my name?" The mercenary, Kas, not loosing a beat responded in kind, "It's not an 'elf name'. I heard the folk from Kyonin have those kinda name. Elf'y 'whisperwind', or 'summerbreeze, or just in elvish...'" She shook her head as she read a document, dumbfounded by the woman's ignorance. "...I'm not from Kyonin. Do you think all elves are from one country, or have you simply never spoken to a person of another race before?" Kas shrugged, "I've seen an elf before, but can't say I've even spoken to one. So... yeah, I thought all your folk maybe had the same home." Ryott chuckled under her breath, "No, dear girl. That would be like saying all humans are from the same country. Even if we were to go out on a limb, and deduce that perhaps the first men, or elves emerged from the same geographical region at some point in time - that would have been thousands of years before the existence of the modern lands as we know them today. Just as there are many kinds of men, there are so to many kinds of elves."

    The young woman looked like her world had just exploded at that revelation, "There's different kinds of elves? I thought you all were the same, with your pointy ears and pretty hair." Pausing briefly to look up from the new letters she was reading, she considered how to take those words, until finally dismissing them like one might dismiss a child's plain remark. "Of course most elves are noted by their rather telling ears, but even that varies by their ethnic background. Some have long ears, some have short ears, some have very pointed ears, or even no ears in some cases." The large woman squatted outside, likely to rest, but her expression looked as if she were about to roll over from shock, "An elf, with no ears? I've never heard of that! How do they hear the forests and enemies?" Ryott shrugged, "Mm, while admittedly, very rare, there are cases. Those who simply reside within the deep abyss of the sea or the realms of the stars have developed no need for them, and acquired other senses. They are not terrestrial creatures like you or I. Though, I am curious as to from where you hail. Elves are quite common in nearly all reaches of the world."

    Kas combed her long hair from her face and tied it back with a band of leather, "I sailed from the west, a very long ways away. From the great city of Maerh-Varza. It's mostly only men, a hundred-and-twenty-thousand strong." The elf looked up from her book, a puzzled look etched upon her face. Over a hundred thousand men in a single city? That was greater than any city on the face of Golarion as they knew it, perhaps it had been different during the reign of the Jitska or Shorey empire, but even that seemed unfathomable. This Maerh-Varza could fit almost every major city in Avistan and Garund inside itself, with room to spare... "Kas, I thought you had been a Sister of the Church of Pharasma, briefly. Was that in this city you come from?" She shook her head, "No, that was after I left. I followed the Lostcoast Road north until I reached the village of Swallowfeld, and it wasn't the 'Church of Pharasma', it was a 'church of death'. I'm not sure if that's much different than what you are thinking of... but we buried the bodies in a house of soil. I guess it was the law, I'm not sure why." Ryott slowly placed down the book she held, "Kas, I'm not completely sure... but I think you're an Offworlder. Maybe not from a different planet, but surely from a different Golarion..." The woman stood up sharply, "...What? No. No, that's not possible. I would know if I was in some alternate world." Ryott stepped away from the desk towards the girl, "Kas.... How long was the Night?"

    The young mercenary seemed to go rigid, "What? you mean the Long Night?" That of course, was the only 'Night' she could mean of course, but the words seemed to choke and stumble in her mouth as if she were acutely aware that she was somehow missing something important inferred by the weight of the elf's tone. "It was just seven days. What... What is it? Why are you looking at me like that?" Ryott paused, taking a step out from the Warden's study. "Kas... the Night lasted thirteen months. Maybe one-in-four of every living thing on the planet was killed in the darkness, we honestly still don't know. There are Dead Cities out there. Places filled with nothing but ruins and questions, too dangerous to explore... and there's no city named Maerh-Varza." Kas staggered back a step, then another, "No.... No, it can't be. You're lying! You're LYING!" In a flourish she sharply turned away and sprinted across the courtyard.

    Something violent coldly snapped into your senses as the despair overcame the woman, like a surge of lightening racing through your consciousness. Ryott snapped about manifesting a bow in hand from the air to level in your face. Her surprised voice cried out and pierced the thick of the fog;

    "WHO'S THERE!?"






    The Hanging Men - Faux Paw, Kazik, Erik Ragnok, Walt Kincaid


    There was no word for it, but it had a name...
    It was the symphony. The chorus, carried from the throats of every mouth that cried out distantly in pain and hopelessness. A hymn from the damned, the cursed and the forgotten. It was the first sound they had heard since the Auspex departed, a time which felt like so long ago. At first it was impossible to tell in the darkness, but they could smell it. The smoke. It wafted in carelessly and danced high in the air with a buttery charcoal aroma. They didn't know when, but at some point in the days which followed, the bricked-off hall's end had begun to crumble, filtering light to cleave through the darkness. Then came the choir of distant screams which gently sounded with the red waves of illumination. It had perhaps been the first time any of them had seen the interior of their own cells under illumination not wielded by their captors. An odd sensation, short lived. They fell back into their dreams, suspended in their living stasis.

    Ͽ ◯ Ͼ

    The echo of the woman's scream was sharp and distorted, as if racing through an unimaginably wide cavernous expanse. The words rebounded through the halls violently, like a corpse sent hurtling and ricocheting off the walls. It wasn't the first time Faux had experienced strange dreams in the darkness, but never so vividly, and never in such a stagnant fashion which seemed to bleed away his very person from existence. Laying buried in the thick sludgy grime that had settled over him years ago, Walt could feel the stones beneath his cheek vibrate and shake. That sensation had been the first thing he could have called real in a long time. These visions were the sights of a madman, he had without a doubt gone completely insane in the isolation... but this place was no longer a hall of medicine for the ill of mind. It was a rotten lie that couldn't even remember its purpose. There was a truth he couldn't comprehend somewhere buried within that experience, something otherworldly, maddening, but real. A mystery which withheld a truth of both of the tainted lands and this place, and it was hidden so deeply that it had taken this hell to reveal it.

    The chains rattled from where they remained fastly bolted into the ceiling, bringing Kazik back out from the depths of the numbing waves which threatened to drown him. Beneath those waters, there was no sense of self. There was no feeling. There was no pain, only the frightening stillness of the paralyzing static. It was a horrid and wretched thing that threatened to steal away even what little pleasures could be found within the sweet escape offered within ones own mind. The simple absence of suffering was a terribly imaginative torture in its own right, and that was a memory which could not be soon forgotten.

    Cries did not unsettle the man, he had heard many in his time, from both friend and foe alike. No, that was nothing. Yet the sense of being nothing, of thinking nothing, of relinquishing himself - all he was and every ambition... stolen from his heart and mind, like being smothered in a flood of consciousnesses rushing together.... That was horror. The kind of horror men couldn't inflict upon each other. A kind which struck again, and again, with a tireless arm each time it was recalled, accompanied by the knowing that it - whatever it was, had chosen to release it's grasp. It had chosen to allow him to recall that he was Erik Ragnok, that he existed as something all his own, and that for a time, he was less than nothing. The notion of 'self' wasn't even a concept which he could have conceived in his warped state, because there was no 'him', only the whole. That realization only came afterwards, after he had been released and was allowed to be the man he was, once again. The voice rang in his ears with a blood-curdling finality. Death was far preferable than the dismay made eternal in being devoured by that thing, which would not leave even the memory of the man that had been in this world. To hell with that. Better to stand tall in Pharasma's Court and answer for the crimes of a life spent spilling blood; with a name, and memory on the tongues and mouths of the living. It felt like the thing, the Whole would come for him again should he stay.... and this time it would not release him again. It was a shattering disquieting thought, and for the first time, in a long time... Something happened.

    Erik moved his finger.

    It wasn't by much. Maybe it might have been called more of a 'twitch', but it moved. Dammit, it moved! The walls of his 'cell' became a little wider. Not the room he was in of course, no. The true prison. He had never even touched all four corners of the ten-foot wide space he occupied. They might as well have been a thousand-feet across, or portals to another dimension, because they remained out of reach while sealed within this stockade of flesh.

    A cold shiver raced up Walt's back making his shoulder's flinch reflexively. The realization slowly settled in within each of their minds, they could move... They could move, and the Whole was coming back for them. The senseless weightlessness of oblivion made absolute within the drowning well of eternity. They had to escape, they had to escape now. The chorus of singers grew in its murmuring volume from behind the wall, and the smoke had begun making it difficult to see. They didn't have much time... They didn't have any time. They couldn't see any other prisoners anymore, the cages were all bare and empty, but they could hear movement... they were not alone in this corrupted place.

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

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

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

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

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

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


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


    Spoiler: Reclaiming the Flesh
    Show

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

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

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

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

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


    Spoiler: Breaking Free
    Show

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





  19. - Top - End - #439
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    Default Re: The Primeval Dark (IC)


    The Scorned - Regina Carnem, Machari, Miryks
    [Willowbrook Sanitarium]


    The dim lights danced and twitched in the twisted deep red haze. The screams in the distance were like a soft whisper next to the cacophonous rocking echo of Ryott's scream that came thundering through the hall and into their reality. It sent each of them crashing back into their bodies from that suspended space where they were drowned beneath the weight of a nothingness which consumed all they were. They couldn't see, not because it was dark, no it was brighter than it had ever been... The screen of black smoke swept into every empty space and clouded the air with a billowing angry black nimbus of ash.

    The smog stung his eyes, as he blinked and turned his head. He moved. It was a reflexive gesture he had imagined and envisioned so many times before, but his body physically responded in turn. The visions of the lights set to spinning in their dancing whirling waltz. He didn't know when, he didn't know how.... but the fires had begun their march into the cell halls. From her far cell, Regina could feel the mounting heat beginning to raise as the flames churned and climbed the walls. She could feel her body loosen and a flinch in her palm. The paralyzing grip of the curse had lessened... Machari couldn't see others in the cells any longer from across her own. Even the Hanging-Man was gone, but she wasn't alone. There were others. The snap and crackle of flames sounded with the muttering of the familiar choir of voices. The clack of a footstep. Someone walked....

    The boot paused in front of Miryks' cell, as if stopping to assess what it saw, but celestial-blooded man couldn't lift his head further to look at the one who looked at him. The man turned away and moved to the next cell. This time he crouched, taking a knee to look at Machari. His voice was barely a whisper and sounded with an airy-gasping wheezing sound, like a man who had his throat cut, "....Hm, no. Not this one either." She couldn't see his face, but there were no parts of his skin which were uncovered. The man was wrapped in ancient dark cloth from fingers to toes, like a mummy. His robes were strange and exotic, from some far-away land. The scarves draped around him were rotten and torn, his boots shown an even more weathered condition. The sludge of the halls dripped from him, as if he had remained for some time. He rose curtly and motioned to the last cell.

    The man stopped again, this time he sharply whispered down the hall to someone, "Matik! Matik, I found her!" A swift and heavy movement shook the floor from something approaching in the distance. The dull repetitive thud rung over and over again, growing louder with each passing moment. The smell had been the first thing Miryks noticed, the smell of burning corpses... Then came the rest. The explosive on sparks into his cell forced him to briefly close his eyes as the massive block of burning steel swept by in the blooming clouds of ash. The light into Machari's cell was blotted out by the great looming shadow of the blazing mountain of molten metal and fire that passed. It stopped abruptly in front of the woman's cell, as rigid as some unliving doll.

    It was like a walking machine of war, or perhaps an elemental of flame encased in a sheath of metal. The massive creature towered above the strange man, easily double his height. Clearing eight-feet above the ground the massive man was no man at all. Plates of thick metal heated sheets were riveted together and fused to its body, which appeared to be nothing more than an intense roaring flame. Its eyes were little more than two burning beacons behind the shadow of its great helm, and its hand, larger than a man's skull. A veil of ash and smoke poured out from the cracks in its suit of steel as if the armor were simply unable to contain him. "You said your niece had red hair, no? An uncommon feature... So is it her, or not?" The titan of flame turned its whole upper body to look at the man below, as if unable to turn its actual head, then turned back to look at the woman in the cell. There was a moment of silence, then it spoke. It's voice was like the roar of a blazing forge, and his tongue was fire, "I do not know. I have not seen her since she was an infant-child." The great flaming knight pointed down at Regina with a great gauntleted hand. "I seek a woman red-of-hair, of House Artel. Mayli, my sister's daughter. Is this you, or have you met such a woman?"

    The other man seemed bothered by the whole exchange, "Even if she's unrelated, we cannot simply leave them all to burn. We should cut them loose and try another Sector. We can't waste too much time while the Point is volatile like this, or it will make our exit that much more challenging." A small gout of flame sprung forth from the burning knight's helm, as if he scoffed at the man's words. "I fear no challenge! Nor should you. You have survived countless foray's into these wretched lands, have you not?" The man's hand twitched slightly as if barely able to contain his irritation, but he did remarkably well, "Forgiving me, perhaps you received that rather.... literally. What I mean to say is that it may become physically impossible to escape. The proverbial 'challenge' for me becomes determining how long we have until that becomes our state." The knights bluster was considerably lessened as his hand slowly fell back down to his side, "O-Oh... Well, how long do we have then?" The mysterious man turned about in a full circle, surveying the area in their immediate proximity, despite it being drowned out in smog. "Mmm... An hour... less. We need to leave to a new Sector immediately while this one is still stable."

    The great knight of flame nodded sternly, but turned back to Regina's cell, "...But first, your answer."

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

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

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

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

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

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


    Point: 323, F3B: Sector 1B - Regional Effects
    ✦ ???????????????
    ✦ ???????????????
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    Spoiler: Reclaiming the Flesh
    Show

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

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

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

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

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


    Spoiler: Breaking Free
    Show

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



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



    Last edited by Mornings; 2019-03-16 at 11:31 PM.

  20. - Top - End - #440
    Bugbear in the Playground
     
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    Default Re: The Primeval Dark (IC)

    Erik
    The Hanging Men


    She had restored his mind and body, but not his control, and as she left, he had drifted back into the Dream.

    When he awoke for the second time, he felt different. No. Not different. He could feel. He could see. He could smell.

    He could smell fire.

    The will to move flooded his body. His arms and legs twitched, but no more. It was enough for him to take a deep breath, for the first time in years. His anger flared for but a moment. Then he stopped, and thought.

    His cell was locked, but he had a key. Maybe. His eyes crossed the room, finding his sword, backpack, bandolier - and his belt pouch.

    He took another deep breath, smoke filled as it was, and mentally prepared himself for another burst of will.
    Last edited by Stevesciguy; 2019-03-16 at 10:28 PM.

  21. - Top - End - #441
    Troll in the Playground
     
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    Default Re: The Primeval Dark (IC)




    The Unsung King - Alicia Kelgore





    421st Day of the 1st Cycle - Time: 9th Bell / LC: 30,303
    L'Lotha; Che'el Talthelra - Heavenly City of Council
    Greysoire City; District of Smoke - The Lower Intake


    Fo'el-Faehe squinted at the Witch in tired disbelief, but the exchange was shirt lived. The half door behind him burst open and a band of strange otherworldly bi-pedal mothlike creatures stormed out, narrowly missing Alicia. A white brightly colored moth-male looked down at the Bista Athi'Z'hin, turning and gesturing with a wild sweeping arm motion from one of it's four appendages. Fo'el sighed, gesturing back with a similar motion, before spinning one arm out and angling out the other arm at an angle, creating an almost 'P'-like symbol. The other moth-creatures laughed with an almost gargling-sound, like a wet rasp. The white moth made an assortment of patterns and gestures using its fingers and two arms. It almost looked as if it were preforming the somatic components to a spell. The Bista replied in kind before gesturing out to the street. The two exchanged an almost ceremonial bow before going on their way.

    The Bista's face was beginning to turn red. Fo'el sharply spun towards Alicia and pointed a short finger in her face, "Ni!? Ni'usta zha'do ji'lala a'Olthus, xo'or'la z'hi'ma'ra! ki'vli hol'u'ool, jha'u f're'nau al'do!" (Now!? Now I know you laugh at Olthus, or would walk forever. Tears for glass, but he stands unwelcome!) Alicia could recall her grandmother speaking in such a manner, 'now-now' in the old-way was used by very old Witches to mean 'really', 'truly', 'seriously' - in an expression of disbelief. Of course all Witches knew the mischievous nonsense stories of Olthus. He was the god of failed magic, retribution and suffering. Always vengeful, he was said to be a powerful Witch with the head of a bull, and those who laughed at his appearance he would hunt down and disembowel within the house of their mother... or some stories, in a school or other public place. To 'laugh at Olthus' was something of an idiomatic expression, reminding Witches to not actually laugh at the bull-headed god should they ever cross paths. Though the saying had come to mean a Witch who was absurdly stupid or idiotic, to the point of getting themselves killed over something inconsequential that everyone else knows. Which happened to not be too rare of an occurrence in some fields of study. 'Walking forever', as another reference to the Long March, and was just another manner of saying someone will die, or in the case of their exchange, that she seeks death.

    The saying 'tears for glass' was fortunately still used rather commonly, even in the modern day. It referred to a powerful Witch from folklore who was destined to become Hexen, but fell in love. She was later betrayed by her lover and forced to stand guard over his secret treasury until she died. It was a way of extending condolences to another in earnest. Though the Bista's last words were not any reference to actually being 'welcome' or not. After the fall of the kingdom, Kerym had been banished from the realm and remained unwelcome by Blessed Owsla. Nothing anyone could do could change that, it was a matter beyond anyone's control. It was a phrase that had come to mean that a matter was not the problem of another, typically the speaker.

    The short creature shook his head, "Do'C'nros ko'le wu Julo'ie, al'joro." (Your Witch waits in Julo'ie, go ask.) There was no ancient phrase to translate for once. This Witch he spoke of apparently was from this Julo'ie... whatever that was. The short creature had obviously reached the limit of his patience. She didn't know his circumstances, but she did know there was apparently truly dire threats which lingered here, and his kind were supposed to keep their distance what from whatever she was supposed to be. "I leave for two-seconds, and you're ready to die... What are you even doing?"

    Tenebris looked about the area then down at the small creature, "Didn't the Ustlo'Tyna describe these things as... 'curious, childish, narcissistic creatures', that 'don't care about your wants'? I hate to break it to you, darling, but I don't think he gives a sheit about your crocodile tears. He's more concerned about not getting killed by his people, while you should be more concerned with not being deleted from existence by the L'Dalharen. If the wrong kind of creature notices you, then you'll truly have something to cry about." The Hexen crossed her arms casually, "I've never heard of a 'Julo'ie', but it sounds awfully close to the name that the Ustlo spoke; Jun'athel. I don't know about his 'Witch' but if she's there too, then great. If not, it doesn't matter, because you're looking for the Olath'Uss. The boy just wants his cut without getting murdered, and you're not building confidence that he's entering into a productive relationship. So lets get on with it and find some place that actually has some magic."


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


    Spoiler: Rewards | EXP
    Show


    Associated Skill: Spellweaving


    ֍ Stella XP +500 (155,200xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Discovery Influence Gained
    ⯎ Olthus +300 (155,500xp)
    ⯎ Julo'ie +100 (155,600xp)


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

    [Destroyed Limb (Leg): Max speed 10ft. Cannot take 5-ft step. Forced Concentration Check to Cast | Concentration penalty: -15]
    Piercing Wounds - Bleeding 1:
    0/10 rounds | DC 16 Heal Check] - 1 Damage

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

    Alicia HP: 8 (13) / 22
    Mana: 2/10
    Reputation: 25
    Memory: 3
    Spite: 1
    Honor: 311
    SV. Exp: 2 (Severance)
    Weave Exp: 100


    Spoiler: Cards
    Show


    Spoiler: Nelrin'Fel, The Exiled Son
    Show


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

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


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

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


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

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



    Spoiler: The Reflected Alter
    Show

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


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


    Spoiler: Potentials
    Show



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


    B'Bhai Duucald: Channel Severance (Imbue Darkness)

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



    Spell Training I: Stability

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

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


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



    B'Bhai Duucald: Nl'Gnos In'Flamgra

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

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


    Spoiler: Spellweaving
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    Spoiler: Veilweaver
    Show

    Veilwitch Path Advancement: Veilweaver

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

    Benefit: Returner Path Advances to Veilwitch.

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

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




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


    ACTIVATION

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


    CARDS

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

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

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

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

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


    DECKS

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

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


    DRAWING

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


    THE HAND

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



    Spoiler: Dueling Wand Training I
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    Dueling Wand Training I

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

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


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

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

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

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

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








  22. - Top - End - #442
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    Miryks could feel his eyes failing in the dim light, not that he could even turn his head to face the forms before him.The scent of burning flesh hit his nose, accompanied by a cloying heaviness in the air. There was a fire burning, close, and it had been raging long enough for the seared flesh to turn to ash. It was either large enough, or close enough, to pose a problem. Perhaps both.

    His ears quirked, as he listened to the words spoken nearby. A lamb, trying so hard to sound like a lion; even in this place things stayed the same. However, the one with the lamb could hasten his freedom. Miryks tested his newfound strength and could feel his muscles slacken in response. It would take some time to get his body to respond with the same grace and purpose it had years before. Words again tricked through the bars, bearing worthwhile knowledge; less than an hour to escape. There was no telling how long it would take to get beyond the devastation from this spot, so even now, seconds counted. If these two were here to hasten him down the path to freedom, he would not shirk their assistance. Miryks opened his mouth to speak, and was greeted with a hoarse rustling that even he had trouble hearing.

    "Cut down the bars."
    Last edited by flat_footed; 2019-03-17 at 02:44 AM.
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    flat_footed, you saved London, you know.
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  23. - Top - End - #443
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    Default Re: The Primeval Dark (IC)


    From the depths of his cell, the magician began to stir, letting out the deepest of breaths. Far deeper than anything he had ever been able to do before it felt like. His mind stirred, memories coming back, the feeling to his hands and feet returning. With a staggered effort he slowly rises to his feet like a ghost in the wind. He felt drained, much of his ability from before shackled or rotted away, it would take some time for him to recover enough that he could perform like he used to do back in his hay day. He knew he was killed or at least came close to death before, but beyond that he couldn't figure out exactly how.


    "The Phantom rises again." he says lowly in hushed tones, as he began to take a look around his cell, frowning slightly as his items strewn about, before slowly starting to play fifty-two card pickup.

    Spoiler: OOC
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    Additional Mechanics (1d4)[4]x5 feet regained
    Additional Mechanics (1d3)[1] rounds of staggered



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

  24. - Top - End - #444
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    Default Re: The Primeval Dark (IC)

    Walt Kincaid
    The Hanging Men


    A single, ruined eye lolls obscenely in a socket expanded by the mummification of the surrounding flesh. The cornea is clouded over, the lens yellowed and shrunken, the orb of it held in place more by gravity and the position of the head than by the remaining shreds of the nerve.

    And yet it sees.

    It does not see well: light filters poorly through its ruined apparatus, its wasted muscles have long since made it impossible to focus or glance about, and the brain it supplies with images is hardly at its best. Walt Kincaid doesn't see much as the horned Judge and small companion stride into his cell: a brightening, a flickering, smeared impression of vaguely moving shadows. But this shadow-play holds his attention utterly and completely. These years of confinement have have not been rich in any stimulus- with the notable exception of dull agony.

    His ears are in just as bad a shape- all he can make out are vague murmurings and sussurations. And then, impossibly, with a shocking crystal clarity:

    "Will you serve?"

    There can be only one answer. And instantly, his body begins to reknit and regrow, dull agony shading into overwhelming, sharp, urgent torment from every tissue and fibre. Even as the shock of the thing sends him spiraling into unconciousness, he doesn't regret it.

    ---------


    "rrrk"

    Walt Kincaid can't breathe. This, itself, is nothing new: he hasn't been able to breathe for years. But now, he feels something he hasn't felt in a long, long time: the need to breathe.

    "kkh kkh rrrt"

    Muscles long unused to exertion tremble and spasm randomly, unwilling or unable to cooperate after so long left to rot.

    "rk kh"

    Walt's vision begins to grey- and for a moment, he finds himself caught between fear and absurd bemusement.

    After all the pain and effort to cling to sanity, am I just going to suffocate within seconds of awakening? What a stupid way to die.
    Last edited by Toptomcat; 2019-03-17 at 02:31 PM.

  25. - Top - End - #445
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    Default Re: The Primeval Dark (IC)

    Kazik
    The Hanging Men

    Stupor. Torpor. Numbness. He awoke like any other day. Yes, still shackled. Yes, still dark. Yes, iron still pressed against his face, his limbs still hung limply, uselessly. Perhaps it was time to sleep again. His sight began to blur as his head nodded forward. No, it's not like any other day, is it? He opened his eyes. That's right, there was someone there, wasn't there? He looked through the bars, again remembering the burning heat of the woman's glare. She had just been there hadn't she? Yes, right beyond that door, how could he have already forgotten?

    He looked, just a flick of the eye, a motion so simple that one might never think twice about it. And neither, truly, did he at first. But, not two second later did it occur to him: how had it been since the recti had shriveled away? How long had it been since even this small movement had seemed nigh herculean? His eyes darted about: up, left, right. His flesh, he could see, no longer was it shriveled and blackened, but alive and full of color! Ah, the pulse of blood flowing between the ligaments of his wrist and the iron of his shackle was as a symphony. Why, if he was a smiling man then he well believed he'd do just that! He looked upward at his hand and attempted to flex his finger...!

    But was met with no response. Hmm. He looked about the room; his eyesight was clearer than it had been in some time. His neck seemed to be working, though rather sluggish. Perhaps it was that woman with the burning glare. Her eyes were piercing, no doubt, but as the man thinks about it now, they were not the worst eyes he had yet encountered. Still though, if she'd had something to do with his recovery, then he'd certainly have to thank her somehow, perhaps in his own way. I wouldn't do that, you're just going to get in trouble again. True, he had promised himself to fly straight and true from now on. But, ah, it was so easy to fall back into old habits. He attempted to move his finger again.

    Still nothing. That's no good. Still, Aroden hadn't built Absalom in a day. The man dearly hoped that he had not been left paralyzed; that would be fairly inconvenient. Perhaps this mask they had set on him had pressed too hard on the wrong nerve; what an incredible joke that would be if it was true. Why go through the trouble of keeping him alive if they were just going to screw it up so severely? Perhaps it isn't that they didn't kill you, but couldn't. Imagine, to be immortal but unable to move, now that truly would be a divine comedy. Ah, but he was doing it again: reveling in his own misery. That wouldn't be of any help to anyone. He attempted to move his finger again.

    Still nothing. That's no good. Still, Aroden hadn't built Absalom in a day. He'd just have to keep trying, the man thinks to himself, until an acrid stench begins to burn his nostrils.

    Ah, that's really no good. He redoubles his efforts to move his finger. Terrible turn of phrase anyway.
    Last edited by Chromascope3D; 2019-03-17 at 06:31 PM.

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  26. - Top - End - #446
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    Machari coughed, the smoke filling her lungs. She didn’t know where the fire was coming from, or what was going to happen to her, but at that moment, it didn’t matter. She was alive, after four long years. The relief she felt was immeasurable, but her brief moment of joy was drowned out by the sound of armored footsteps. As the footsteps grew louder, she tried to stand, but couldn’t. She couldn’t even move. Typical, she thought. Someone raised me from the dead, and they don’t even have the courtesy to make sure I can do anything about it. As the footsteps grew closer and the massive knight grew closer, she had to bend her neck back to see the top of. . . whatever it was. Slowly, though, she could feel her strength returning, and once it did, she would be free.

    As Machari realized that a second figure was standing next to the knight, and that it was speaking, her training reflexively kicked in. Learning that she had less than an hour until. . . something happened, something that evidently frightened both of the mysterious figures, did not exactly reassure her. She moved her fingers— one of the only parts of her body that would move— and as she pressed the floor with what little strength she could muster, she felt the familiar tingling of the phase shift. She drew her fingers out of the floor, but she was smiling. If I could just get up, I could walk straight through this cell. . .
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  27. - Top - End - #447
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    Default Re: The Primeval Dark (IC)









    DING The bell chimed its ring distantly from some chamber, sending its sound tumbling through the hall. It was not a noise they had heard within their prison before. A strange new addition to the quaint halls of Willowbrook; their home. The soft bell was evocative of a bird's ringing chirp, and reminded them that there were places not here. The whistling bell-bird quieted just as quickly as it had come, plunging the grim smoky corridor back into near silence. Only the murmuring mad hymn of babbling cries from somewhere far-far away filled in that vacant space, drowning their cells in a mindless static haze of meaningless sound.

    Ͽ ◯ Ͼ

    Strength had slowly begun filtering back into their limbs, though their responses were feeble and minute. A twitch. A flinch. A blink. Nerves started to fire, and flesh spring to life, but control did not come readily; but Faux found his senses. These cells were once rooms, perhaps very long ago. It was a thought that had never come to mind until now, as he regained his baring and ability to look about freely. The brown muddy scum which dripped from his once-fine clothes covered everything not stained with dried blood. The old wooden nightstand he had never noticed was now little more than a decayed pile of splintered wood. There was even a bed, or there was a bed. The tattered shreds of a feathered mattress still laid atop the splintered pieces of a frame that had petrified and sunk into the sludgy dirt. Most of it looked like it had been ravaged by wild animals and scattered about, before some poor custodian simply swept it all into a pile. It must have been before the prisoner's hall had begun to sink and flood the floors with clay and soil. Whatever this forsaken place was, the events which brought it to its knees must have happened ages ago, but this room still told its story. Faux picked up his cards, wiping the filth from them. With the shackles of his stasis released and a dim light peaking through the familiar dark, his cell seemed so much wider.

    The smoke was growing thick, though it was difficult to tell where it was truly billowing in from. Only one thing was clear, there was a fire. A fire somewhere out of sight, but lively enough to push gouts of choking black clouds into their wing of the facility. It must have been bad. It seemed like they just couldn't get a break. Freed from their cursed confinement only to burn to death within their prison. The world must have surely hated them. Kazik strained to wrest control back from the numbness. He could feel his strength mounting, but still his body remained unresponsive. Erik pressed his body with bouts of focus, he could feel his arms tense, then go lax. He was getting closer, he had to fight through the crippling glacial freeze that held him fast. Only his will could thaw the frost from his veins. Walt's body was still held fast by the irons of the curse's debilitating grasp, and it wouldn't let him go easy. Through sheer grit he could feel some small measure of sense and feeling returning, but he would have to fight off the damn curse. He had been put back together again, like hell he was going to die in a fire. If he wanted to take back his freedom, he'd have to earn it just like he always did. The hard way.

    A groan from somewhere sounded loud enough to be heard, then a scuffling. "Goddam, everyone's gone? ...Just my luck." The man's voice was raspy, but louder than most. A metallic clanking sounded, then a ping, followed by the ring of metal to stone. A loud groan escaped the unseen prisoner's lips as whatever mode of escape he had attempted had evidently failed, "Goddamit. Just can't get a break." Coughing from the smoke, he cried out through the hall as loud as he could, "Anyone out there!?"





    Spoiler: Status
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    ֍ Faux
    HP 33/33
    AC 19
    ⭍ [Staggered] (1d3)[2] Rounds

    ֍ Erik
    HP 37/37
    AC 23
    ⭍ [Helpless]

    ֍ Kazik
    HP 58/58
    AC 20
    ⭍ [Helpless]

    ֍ Walt
    HP 43/43
    AC 19
    ⭍ [Helpless]



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

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

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

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

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

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


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


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

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

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

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

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


    Spoiler: Breaking Free
    Show

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



    Last edited by Mornings; 2019-03-17 at 10:26 PM.

  28. - Top - End - #448
    Bugbear in the Playground
     
    Stevesciguy's Avatar

    Join Date
    Sep 2018
    Location
    In your base

    Default Re: The Primeval Dark (IC)

    Erik
    The Hanging Men


    Erik's will surged once again, and his body responded, lifting him off the ground.

    Momentarily.

    He was up for a single moment, before his muscles again went slack, dropping him to the ground, his metal armor clanking at the impact.

    Letting out a low curse, Erik begins to plot out his next steps as he begins to feel more control return to his body.

    Try the key first.
    If the lock is non-standard, quickest way is to blow the door open.
    Hinges, or lock? Lock, only one point of contact instead of several.
    Either way, need to shield the fuse grenades once I'm out. Can't have a stray ember lighting them while they're strapped to my chest.
    There are others. Are they worth stopping for?
    They could be useful, or slow me down.
    First things first...


    These thoughts flit through his mind in a few seconds, before he refocuses his conscious mind on forcing his body to move.

  29. - Top - End - #449
    Ettin in the Playground
     
    Triskavanski's Avatar

    Join Date
    Jan 2011

    Default Re: The Primeval Dark (IC)


    "How simply dreadful." he murmed to himself as he tried to dusk a bit of the gunk and grit off his clothing, sighing as he looked at just how filthy his was. He snapped his fingers, frowning as nothing happened to clean his mess. "Blast. Huh.. Oh yes I'm right here. Faux Paw the Magnificent. What can I do you for? "

    Spoiler: OOC
    Show

    (1d20+12)[22] fort save for ending staggered since it seems it got re-rolled there.

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

  30. - Top - End - #450
    Ogre in the Playground
     
    Deadguy's Avatar

    Join Date
    Jun 2015
    Location
    The Ranch

    Default Re: The Primeval Dark (IC)


    Regina
    Abominable Queen



    The bright sapphire eyes were opened wide. There was intelligence and a measure of panic held as they gazed through the gated door toward the men. Her body was whole again, she could feel that. Yet, it would not yield to her will. The irony made her blood boil. As Regina struggled to regain control of herself, she used the conversation between the men to formulate a plan.

    "I thought I'd never hear that name again. How...?" The words were a forced whisper, using nearly all of her concentration to exhale enough to form the sounds in a broken whisper. "How did you find me?"

    Their explanation would hopefully allow her some insight into their motives as well as give her time to recall details of the woman they were seeking.


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