This is a game in progress and additional players are not currently needed. Apologies for the mess of old broken links.
This game was previously located here. Also, this first post is horribly outdated and you probably shouldnt take it too seriously.
Welcome to Black Zenith, the continuation of my previous game, A New Dawn. This is an rpg-style game taking place years after the events of A New Dawn, in which we will follow the actions of a new team of player characters destined to walk a path none of them would have imagined. The game is almost entirely text based and uses a homemade d20 dice system.
Please mind that it is not necessary to have read or participated in A New Dawn to play.
My sincerest apologies for the huge text wall below.
This game will probably last several months, so i would appreciate it if only people who know they are going to be sticking around for some time sign up. I will be putting significant effort into this project, so i will be expecting some degree of dedication or another from my players. Dont be scared off too easy, though - perhaps i will consider allowing for certain npc's to be written by interested readers or something similar - just inquire in the thread or by pm if you are interested in taking a smaller role.
The Story so far:
After a band of heroes defeated the twin tyrannical terrors who had been plaguing the realm for many decades, peace settled at last on our world, though the heroes were never heard from again. On that day, a golden sun of light Dawned and cast its rays of light over the land along with those of the everyday sun. According to stories only barely remembered, the coming of this sun had been told of long ago as a sign, though of what exactly, noone remembered. Nevertheless, people went on with their lives and humanity prospered over many years. Slowly, though, the golden sun began to darken, and as it darkened, so did the world bit by bit. Stories of dark creatures and ill tidings began to spread, and eventually smaller villages began to come under threat from these creatures; It was no longer safe, and strife had once again returned to our world. This is where the second chapter of our story begins.
Now, before we go into explaining the rules, i should probably show you the character sheet, to give you an idea of what you are dealing with.
Race: (Most of anything allowed)
Traits: (Certain things you are skilled at - you have 3 traits to start off with. More information found below)
Special Ability: (A special move only you can perform. More information below)
Combat Stats: (Stats represent different aspects of your character - i believe we all know how the combat variety work. You have 65 points to spend as you like, but check the rules on combat stats first!)
Social Stats: (Stats represent different aspects of your character - you use social stats when interacting with npcs, primarily. You have 30 points to spend as you like, but check the rules on social stats first!)
Class: (A summary of what your character is about - doesnt actually do anything - OPTIONAL)
Current Occupation/Goal/Wish/Personal Objective or likewise:
Wall of text inbound. It is recommended to read atleast some of it.
This section will be updated as new rules become relevant. Check back if you feel it becomes necessary.
Ordinary actions are your standard 'do this, stab that' kind of thing. If it makes sense and you roll sufficiently high, you can probably do it! There is nothing saying that a fighter cannot cast a healing spell, though if you suddenly get the idea that you can fly, you'd probably have to state a good excuse, such as casting a spell, aswell as roll sufficiently, to pull it off. Also keep in mind that casting magic and likewise do not actually cost anything such as mana; If you roll well enough, you pull your move off.
Most ordinary actions are performed by rolling the d20 which usually lies on my table. This d20 is what will bring you victory or kill you, so fear it. Some actions may receive bonuses or penalties depending on who is performing the action or against who, or in what circumstances - in short, a lot of things may influence any such bonuses and penalties, but more about that later.
The effect of your action is determined by using your base Power and multiplying it with the multiplier shown on the dice rolls table below, aswell as adding whatever other bonuses you may possess.
All Hit rolls of 20 and higher also receive an additional multiplier of 150% to signify a crit.
Each character has a certain amount of Power - this represents how badass they are, you could say. Power is what is used to determine combat damage in conjunction with the dice. All player characters start off with 100 Power. Power is increased usually whenever i proclaim that the player characters gain a level, but there are other things that might increase Power, as well.
Exactly what it sounds like it might be about. So, why did i include this section at all? To inform you that newly created characters have 500 health, which will then be influenced by how high your Constitution stat is.
A trait is a representation of something your character is skilled at, such as swordfighting or combining two types of magic for greater results. In general, powers are passive bonuses that provide the defining basis of your character. A good example would be the ability to have a chance to make a 'combo attack' once a round, thus hitting an enemy twice rather than once [bluh bluh Remah]. Some things are also simply impossible to perform without a Trait to allow it, though such examples are rare at best.
This is a list of possible Traits. Keep in mind! These are only examples, and creativity is definitely encouraged here.
List of Trait Examples:
Combo: Chance to 'combo' on a particular type of action (usually either any attack or any buff/debuff, heal or whatever)
Gain a charge of an effect; At X charges, automatically activate a special effect or allow the use of an ability
Burning Touch: All of your non elemental attacks may be treated as fire elemental attacks.
Counterattack: Gives you a free attack when an enemy misses you with a melee attack.
Mana Resistant: Your magic suffers heavy penalties, but you also get a high resistance to magic.
Poisonous Blood: When you are injured, enemies may be poisoned when in melee combat. Can also be used to poison your ranged weapons.
Thick Headed: When you deal damage to yourself, that damage is reduced.
Bloodthirst: Boosts strength after killing an enemy.
Spry in a crisis: Increased chance to dodge when low on health.
Preparation: Increases precision in the first turn of combat.
Empathy: Increases affinity when an ally is badly injured.
Psychotic: You are completely off your rocker. Damage is improved, but always have 5% insanity.
Persistant: You do more and more damage for each consecitive attack against the same target.
Colourful: You have been blessed (or cursed) with Rainbows. Random events tend to occur to you.
Crack in Reality: You are not entirely of this world, or something. Anything that interacts with you in combat gets a negative effect to their next roll.
Sadistic: You gain large bonuses when your friends die.
Spellsword: Although a mage, you are well-trained in fighting, aswell. You add a margin of your Affinity to your Strength - however, your strength may never be higher than your affinity, or you will lose this benefit.
Executioner: You deal significantly higher damage to targets that are about to die.
A special ability is a particular move only you can pull off. Doing almost anything, special abilities are almost limitless in what they can do; they all share some rules though.
Special abilities all need to be activated. Sometimes, doing so takes up your turn, and sometimes you will be able to perform another action alongside your special ability - it depends on the individual special ability.
Special abilities can buff you, debuff the enemy, or just plain deal damage or heal somebody. But that isnt hardly the end of what they can do - think creative.
All special abilities have a cooldown time. Some are higher than others, thus allowing for that ability to be more powerfull as well - its a question of balancing it out to fit you. Most specials would have a cooldown of 7 or 8 rounds, and you can specify if your particular special should have a shorter or longer cooldown, or just a standard cooldown, through it'll affect the power of the special by a bit.
Examples of Special Abilities:
Coup-De-Grace: Deals heavy damage to an enemy. If this attack would deal enough to kill the target, this action takes effect before any other actions.
Sacrifice: Kills yourself, but heals and revives all of your allies.
Chains of Destiny: Prevents an enemy from taking any actions for many turns.
In Shining Armor: You must defend these innocents, even if it kills you. You gain a serious defense buff, and draw all attacks towards you for a time.
Aid: This is used on another player using a Special, their Special gets a serious roll bonus!
Adaption: You change form to adapt as the situation changes. When you use this, you can choose a Power, Armor, or a Balanced form, giving you a permanent buff based on this form. This buff lasts until you use Adaption again, and on top of this, when Adaption is used, the buff is temporarily doubled for a short period.
Star of Hope: You summon a star of power with the ability to heal your allies. The Star of Hope knows what the GM is thinking, and will always heal the target who needs it the most. Lasts for a few turns.
Overcharge: You overcharge your next attack, causing it to become much more deadly. Instant cast.
Powertap Enchantment: Your weapon steals power from those it hits. After 3 succesfull hits after casting this spell, your next attack will unleash devastating effects. Instant cast.
Before your attack may actually do damage, i will roll with another d20 to determine if your attack hits at all. Basically, you will have to bypass your targets defense to land your attack, first, much like how D&D's Armor Class works. This is usually not a problem as Defense tends to be low, but that doesnt mean you get to ignore it stat-wise, unless your character is not based off of dealing damage, as only damage-dealing actions or attacks are required to make this extra roll to hit at all.
Stats define many aspects of your character, as i am sure you guessed. They work much in the way of D&D stats, but dont mind that if you did not play D&D. See below for details concerning each stat.
At character creation, you have 65 points to spend between all of the combat stats. The lowest score you can have in a combat stat is 4, and the highest is 20.
You also have 30 points to use on social stats. The lowest you can have in any one social stat is 2.
Please mind that Combat and Social stats are completely independant of each other.
Strength - Increases physical damage with melee weapons.
Speed - Increases physical damage with ranged and thrown weapons.
Affinity - Increases damage and healing with magic.
Constitution - Increases health.
Defense - Represents your ability to deflect, block or evade blows, depending on your character. Decreases the chance you are hit.
Precision - Increases your chance to hit.
Unlike combat stats, most social stats do not require a d20 roll to be effective - you simply have them at their number and they make certain things available / unavailable, or similar.
Sincerity - This stat represents how trustworthy you are. Some characters may refuse to talk to anyone with a very low score in this stat, while others may have similar quirks concerning this stat. This stat also helps with leadership and authority, and whomever has the highest Sincerity might end up as the groups leader. A high Sincerity doesnt necessarily mean that you really are Sincere, though, just that you come off as being Sincere, thus it is also a usefull stat for lying.
Guile - You look like you know what you're on about, whether that be the arts of the magician or that of the thief. Some characters will laugh at or ignore characters with a very low Guile, believing perhaps from their manner that they are incompetent or otherwise, while others may show respect or fear towards one with high Guile, though most characters simply dont really care. Guile also works in combination with some of the other social stats, intimidate being the most obvious.
Intimidate - Depending on your score in this stat, you are more or less capable of being scary and intimidating towards those around you... Or you may look incapable of hurting a fly. Some fellows simply need the crap scared out of them to comply, and higher intimidate may save you from some specific situations.
Charm - This stat represents your characters likeability and how others discern your character. Someone with a low Charm would likely come off a jerk whether or not that would be the case. Charm is the stat used in, for instance, a friendly conversation, but it also has many other uses.
Stats and their Effects
You probably noticed the combat stats up there. So, strength, speed, affinity, precision and defense all share one table, while constitution gets to have one all of its own. Here goes.
So, in the unlikely event that i have not yet managed to scare you off, good luck with signing up; I will wait for a few days to give anyone who happens to be interested sufficient time to sign up. This is not first come first server; I will choose and pick among the sign ups. Let it be noted that those who have played A New Dawn have already been granted a free reservation, through. That said, i am looking for a total of 7 Players.
Underestimated: The character's seemingly harmless appearance lowers the enemy's guard, guaranteeing a critical hit at the start of an encounter. This attack cannot miss.
Jumper: Powerful legs and a small frame grant the character an innate ability to reach high places and cross long gaps. May grant special attacks against some enemies, and grants a +1 to Hit.
Tiny: The character's small stature makes it harder for enemies to attack the character, granting a +2 to Defense.
Raidblocker: +35% damage to thieves, bandits, and sky pirates. Also, you immediately notice most attempts at theft in your vicinity.
Favor of Ziras: You gain modest bonuses to interactions with the various (friendly or neutral) nobles, lords and their servants.
Wrath of Varangian
(Replaces Favor of Ziras)
Slain Ally Bonuses from Vendetta do not expire until they are used.
Throwing Arm: Bonuses to strength and melee combat apply to all ranged rolls. Improvised weaponry count as actual weapons. Additionally, Hit is increased by 2.
Second Wind: Causes Thunderpaw to heal for 0,5 Power each turn for as long as he is below 35% health. No roll is made, but the heal is calculated using 10+Thunderpaw's highest offensive bonus. Also allows him to heal himself with an action using Strength.
Pulsing Scars: The remnants of dark power stir at the presence of similar evil sources. The burning sensation of Thunderpaw’s scar lets him know if cultists and dark monsters are nearby, and the direction that they travel. This is true for users of dark magics and corrupted individuals, but not those aligned to evil (Hired bandits, owners of flying fortresses, nagas, etc.) Also, +2 hit against those types of creatures. Because.
Link Tactics: Working with a close-knit adventuring party has honed down Thunderpaw’s tactical ability, allowing him to coordinate joint maneuvers with allies. This allows him to link a Special Ability with another performed by an ally for stronger blows! When calculating damage and hit for each, both attacks get their own dice rolls, with the better of the two applying to each. Ability cooldowns act as normal. Additionally, this might occasionally have unexpected synergy effects. Thunderpaw can only link moves in this way once every 3 turns.
Fury Comet: Thunderpaw jumps high into the air, then slams his hammer crashing down on his foes at an extreme velocity. Deals a large amount of damage to the target, and splash damage to nearby enemies. Can be used from afar to close the range gap between Thunderpaw and his target. This attack deals 1x Power damage to everything it hits in an aoe. Cooldown of 12.
Vendetta: Strikes back in vengeance against a foe, dealing a baseline of Power x1.5 damage. For each of your allies, yourself not included, who were attacked in any way last round, this attack deals an additional +35% damage. If an ally was slain that round, this attack deals an additional 400% damage, and also reduces the cooldown by 3 rounds. (this doesnt include things like pets and familiars). Cd 7.
Blade of Light: Thunderpaw is able to summon his inner light into a material sword of energy. For him, it acts as a oneshot throwing dagger; its size proportional to the strength of his light alignment. When hurled at another being, it will either heal an ally for 2x Power and either remove up to two debuffs, or increase their power by 25% of the healing done. If hurled at an enemy, it will deal 2x Power damage and remove up to two buffs. If no buffs can be removed, the target struck explodes for an additional 1x Power damage to all enemies inside its melee range. If the attack/heal misses for any reason, the blade can be retrieved and reused, though it will only remain for a total of 3 turns. This attack is alignment based and will become progressively stronger or weaker as certain things happen. Cooldown 11.
Valiant: Thunderpaw attunes himself with the power of a nearby crystal, becoming a living avatar of the energy within. This instantly heals Thunderpaw for 30% of his health and increases his Defense by 4. All Thunderpaw's attacks will also deal an extra 10% of his targets maximum health in bonus damage for the duration. Certain bosses may take less damage. Additionally, Thunderpaw gains a very powerful feature depending on which crystal he draws on. Known effects of each particular crystal are listed below. Does not require a turn to cast. Lasts 5 turns. Cd 24.
Aven'sara: Tavareiss. Gains a partywide +4 to hit, use of the Seventh Seeker, and use of the Song of the Lost.
Song of the Lost: Heals all allies for ½ Power each turn for two turns, and saves one ally per turn from otherwise certain death. Automatically activates should someone be reduced to 1 or less health. The Seventh Seeker
Critical strikes deal 2.5x damage instead of 1.5x damage. Spellbound and ornate, a bow sung about in legends.
Sam'souvra: Rapidly devour souls near you, increasing your power by 10% of your base for each soul. You become prone to struggles for control with Kyllik.
Aldarei Sagatha: ???
Thought to sparks.
Sparks to light.
A light unconquerable. Thoughts to vengeance
Vengeance to blood.
Our blood indomitable.
Grants 10 points of damage reduction. Though this looks like an ordinary blacksmith's hammer, you know that something about it is special.
Unknown Effect It holds a small, smudged picture of a group of lizardfolk. It doesnt seem special.
Ring of Slowfall
Any time you would take fall damage, negate that fall damage. Alternatively, you can actively activate it and use it in any way that makes sense, so long that it is justifiable. Also makes for longer jumps, through not so much with flat or steep terrain. Either effect has a shared cooldown of 10.
Increases the effectiveness of all buff-type spells cast by 75%. Songs Call. True Seeker.
Reduces all cooldowns by 50%. Items not included. Lucid Oblivion. Blood Glory.
Gaidin Manshimaya Mahdi
Every three turns, you gain an extra turn for that turn. Battle-brother. Bladeseeker.
You have a 25% chance to duplicate any action you take with 100% effectiveness. The Timeless Spear
Souvra niende Mera'ayende
Crit on rolls of 15 or above. Increases bonus damage from criticals to x2. Mind lost. Without freedom
Blade of Light becomes permanent. Keystone
+2 Defense The Knight of Time
Decreases magic damage taken by 10%.
Belt of Giant Strength
+2 Strength Classic Adventuring Gear
Sigil of Restoration
Grants the ability Restoration.
Restoration: Instantly heal the lowest health ally or yourself for 1x Power (using strength, speed or affinity as multiplyer, whichever is higher). This does not take up a turn. Cooldown 10.
Broken Hero Bow Once both a work of art and a deadly weapon, now useless.
Tattered Moldy Cloak It has been decaying for a while.
Old Travelers' Boots Well worn and ready to fall apart.
Ruined Dualswords Almost half of each seem to have been melted at some point.
The Travels of Jain Farstrider
Its a book about the many adventures of Jain Charin. You might find it enjoyable reading.
Sprinter: Melee attacks made by Farstrider's rider after or during a charge deal 30% extra damage. Charging overmuch will exhaust Farstrider.
Windrunner: Farstrider appears to have gained the ability to travel through air for short periods of time, allowing unimpeded access over shorter cliffs, difficult terrain and other likewise uses.
Counterattack: Gives you a free attack when an opponent misses you
Psychotic: You are completely off your rocker. Power is improved by 25%, but always have 5% insanity.
Sadistic: Whenever you kill an opponent, you gain 25% of their Power. This lasts untill combat ends and stacks up to a total of +100 Power. You are also healed for the same amount of Power gained this way.
Flash Step: Takumi has the ability to kick the ground several times in rapid succession to propel himself faster than a bullet. This adds +10% +15% Power if used in conjunction with an attack, but you must move atleast a short distance for this to work (running around someone and hitting them doesnt count).
Quick reflexes: Adds +2 Defense.
Storm Leg: Takumi kicks into the air with high speed and strength, compressing the air in the path of his kick to a sharp blade that flies towards his enemy, effectively allowing Takumi to make ranged attacks based on his Strength. Additionally, Takumi gains a permanent +1 to Hit. This increases to +3 during Flaming Legs.
Moon Step: Enables Takumi to kick himself off the air itself, essentially allowing him to jump in mid-air, granting him even more mobility. He can stay in midair for his Strength/10 = 2 rounds. This resets at the beginning of the next turn after he has touched the ground. In addition, Moon Step increases the damage bonus of Flash Step to 15% and adds an additional ½ Strength to the offensive part of Iron Mass.
Flaming Legs: Takumi uses friction from fast movement to set his legs on fire. This greatly amplifies the power of his attacks and adds a burn/fire effect to them. Power is increased by 50%, and Takumi gains a bonus of +3 to his Defense Rating. Lasts 4 turns. Cooldown of 8 turns.
Iron Mass: Gain damage reduction equal to 3x Strength for one turn. Additionally, the enhanced weight can be used in conjunction with a bare few types of attacks, such as when utilizing gravity in attacks and so on. Doing so will add 1x 1½x Strength to the base Power of the attack. For the duration of Iron Mass, you are unable to effectively move around, but can still attack. Cd 5.
Telekinetic: Doe can control matter with her mind. Telekinetic actions receive a +2 to roll.
Magical: Doe's unusual form is supported via magic. Strength is unnecessary, and affinity has no starting cap.
Tech Assaults: Doe's telekinetic abilities help her allies perform incredible feats. When attacking with an ally/multiple allies, the strength of all the attacks involved is increased by 10%, and may have extra effects.
Telekinetic Deflection: Doe can easily force away most types of attacks with her telekinesis. +2 Defense.
Pressure: Doe's high-power telekinetic assaults put great pressure on her targets. Any target she attacks has their Power reduced by 30% for that round. This penalty can be spread out between several enemies if she attacks multiple targets. Some enemies may be resistant or immune to this effect.
Torn Asunder: Doe attempts to rip out the insides of her opponent using telekinesis, causing x3 Power damage. If this move kills the enemy, the cooldown is lowered by 6 turns. If the target survives, they will become horribly crippled and/or bleed for an additional 1x Power damage on the next turn. Cooldown of 12.
Mental Quake: A wave of force attempts to stun enemies on the ground around Doe. There is a 33% chance each enemy will be stunned, and those that are not stunned suffer a penalty of 50% to their Power. Some enemies may be resistant or immune to either or both effects. Cooldown 7.
-4 to Affinity
Can be used as a telekinetic medium by shaping it however you wish.
Can be used to pinpoint target a spell, guarantying a hit. If the spell would miss, both damage and hit are reroll. This is repeated untill the dice grant a hit. However, the lowest damage roll made is used, rather than the last roll made. Cooldown of 10.
Health: 750 [BUT CURRENTLY DEAD]
Power: 125 (+3 Ranged) (94 (Trait) When using Double Shot)
Hit: 2 (Stat) (- 2 (Trait) when using Double Shot)
Defense Rating: 4 + 2 (Stat) = 6
Quick Draw: Years of training with firearms allows Daril to attack first in combat, thereby acting before everyone else, every time.
Double Shot: Daril's training allows him to quickly fire off two shots from both his pistols, technically allowing him to attack twice in a turn. Each attack only deals 75% of normal damage, and has a -2 to hit, however.
Grit: Every time Daril is attacked, his damage goes up for the duration of the fight.
The first time Daril is attacked in combat, his Power increases by 15%. Subsequent damage he takes causes his Power to go up by a further 5%. Stacks, but not off of itself.
Hemorrhage: Daril's bullets explode upon entry of the enemy's body. Causing the enemy to bleed out, dealing 20% of Daril's Power each turn to enemies he scores a hit on. This bleed lasts 2 turns and is refreshed by every new reapplication, but it doesnt stack.
Focus Fire: Every attack landed on a particular enemy increases Daril's Speed by 1 against that enemy for the remainder of the battle.
Bullet Time: Daril unloads all of his ammo on a single or multiple targets, doing 3x Power damage, but he must reload the next turn. The damage can be spread out between up to 3 targets. This ability also receives a +4 to Hit and may stagger targets hit. Cooldown of 10.
Determined Killer: You pick a target to focus all of your attacks on. For two turns, you deal 40% more damage to this target and take 40% less damage from all other sources but your chosen target. This ability cannot be used together with abilities such as Bullet Time (Sorry, it would be much too powerfull). Doesnt take up a turn to activate. Cooldown of 10.
These are two shafts of wood, the tips carved and banded in iron. Each has a button in the middle, which, when pressed, causes the broomstick to become absolutely immovable - You could extend one in front of you, press the button, let go, and it would float in midair, and no force would be capable of moving it without destroying it. This is less usefull than it sounds as it gives absolutely no bonuses. You could probably do lots of silly things with them, through.
This is a vanity item.
Bohw & Mayor
Power: 140 (+5 Ranged/Explosives)(0,80x Power when using explosives, trippled Area of Effect Multiplier)
Hit: -1 (Stat) + 1 (Item) = 0
Defense Rating: 4 + 1 (Stat) = 5
The Ol' Brimstone: Bohw has a passive bonus to using explosives, Explosives do less damage against singular enemies but do more damage against several enemies. Bohw's Area of Effect Multiplier Effect Thingy is trippled, but explosives do only 75% of normal damage.
Two's Company: Bohw and Mayor count as separate entities, and their health and attack is equal to a bit above a normal player, then halved and split between the two. Combined they are stronger than a normal player, but this comes with the obvious penalty that if one goes down, suddenly they are at half strength. Additionally, when splitting health and base attack, Mayor has a bit more health than Bohw and Bohw has a bit more base attack than Mayor.
Karate Kid: Mayor has a passive bonus to using Martial Arts and Unarmed Combat, granting him a +3 to these rolls.
Backlash: Whenever Bohw takes damage, Mayor immediately retaliates against the aggressor if they are within his melee range. This does not take up Mayor's turn. Mayor's Backlash roll caps at 15, unless the offender kills Bohw in which case Mayor will score a definite crit. Oh no you didn't!
Leader: Bohw somehow managed to be the leader, against all odds. When an ally scores a critical, Bohw gets a +3 +5 bonus to her roll that round. This can stack twice per turn for a +6. Yeah, how did that happen?
Leader II: When an ally scores a critical, Bohw gains a +5 bonus to her next roll. Whenever Bohw assists or is assisted in an attack, her Partner gains the Leader Bonus as well, capping at +6. Partners consume stacks of Leader when assisting and the bonus applies to Special Abilities. Bohw can only dualtech in this way once every 3 rounds, though she can still participate in other dualtechs. Carefully observing, Bohw has learned the strengths and weaknesses of her comrades, with this knowledge she hopes to steer them in the right direction.
If It Bleeds: Mayor is immune to poison, disease, bleed and anything else which doesnt make sense for a golem to give a damn about. Additionally, Mayor receives a +2 Defense Rating.
Stagger: Whenever Bohw succesfully deals damage to anything, they take a -2 to their Defense. If she hits multiple targets, they instead all take a -1 to their defense.
Focused Hate: At the time of transformation into her Hellbent form, Bohw has 5% less Insanity for every 10% health she is missing. However, on rolls of 1, 2 or 3 for Hellbent, Bohw 100% insane and is immune to all effects that reduce insanity for the duration of Hellbent.
Sabotage: Dependent on who uses it. If Bohw uses Sabotage, all enemies take 1½x Power damage and cannot use unique attacks next round - If there is only one or two enemies, the damage improves to 2x. If Mayor uses Sabotage, enemies suffer 2x Power damage, split evenly between all of them, and take a penalty of -4 to their Defense Rating for 3 rounds. Cooldown 8.
Selfless: When used, Mayor undergoes a Crystaline Transformation and relies on his basic, guttural instincts of protecting everyone he holds dear. Every turn Selfless is Active, Mayor will intercept one attack that would kill another player if possible, or failing that, the highest-damaging attack for that turn. If Mayor dies intercepting an attack, he explodes in a glorious fashion, dealing 5x his (completely) unmodified Power to all nearby enemies
Based on a roll, Mayor gains health regeneration equal to 0.5x his Power and damage redution equal to half that, and additionally gains increased Taunting ability. This makes passively more inclined to punch Mayor, and makes Mayor's active taunts much more succesful.
However, he also gains Healing Reduction equal and Power Reduction percentages based on a d20 roll (3,75% per #, up to 75% at a roll of 20). By expending Charges the duration and bonuses are increased. 10 Charges can be stored at once. The first charge has the only effect of activating Selfless, and the 10th charge only unlocks a hidden ability. Disregarding the 1st and 10th charge, all even charges (2, 4, etc) increase the duration by 1 round, and all uneven charges (3, 5, etc) increase Mayor's health regeneration and Damage Reduction by 25%. Mayor must use at least 1 Charge to activate Selfless. The 10th Charge will give access to a hidden ability which deals 10x Power damage, unaffected by any Power Reducton. Using this ability will end Selfless. Selfless takes up the turn transforming and cannot be canceled once used. 20 Cd. For every turn Selfless is off cool-down, Mayor gains a Selfless Charge. I Awaken.
Hellbent: Bohw goes Hellbent, immediately restoring her health fully. Her Power is increased by 75%, and she gains a sweet total of +8 (Counting her current bonuses) to all actions likely to be taken by a deranged and Hellbent impling. She has a damage reduction of 50% during Hellbent. If Bohw witnesses an ally dying, these bonuses are even more powerful. Based on a roll made at the start of Hellbent, Bohw receives a certain degree of Insanity (0-100%). Additionally, Bohw cannot die during Hellbent, save by certain overpowered plot beings. Hellbent also comes with a lesser levitation spell. Lasts for 5 rounds or until no living targets remain. Cooldown 22. If Bohw witnesses an ally dying, the cooldown is reduced by 5 rounds.
Ranger General's Magitech Longbow
Can be charged for one turn in order to unleash a hail of magical arrows on the next, dealing 2x Power area damage and benefiting from The Ol' Brimstone without suffering the Power reduction of the same.
On rolls of pure 20, headshots the target for ludicrous damage and also awards combo points. Combo points only matter to people who are orc killing geniuses.
Attacks pierce up to twice when bow or arrow is imbued with magic. It thrums with old power.
Increases Mayor's total life by 35%
This is an armor upgrade. It only works on people made out of metal.
Value: 135 gold.
Enchanted with Stardust
Stardust: Hidden effect.
Block: Block an attack, reducing damage taken from that attack by 75%. Maximum damage of 1000 blocked. This ability will automatically activate if an attack would deal more than 50% of your health in damage, or kill you, provided that it is ready to use. Cd 16.
Buffs on you are sometimes more powerful. Uncertainty in the face of fate.
Dim Red Tearstone
Release the thing inside. Holding this, you are filled with a... longing.
Cloudy Green Soapstone
Release the thing inside. You feel patience from this stone.
Basilisk Scale Mail
You are slightly faster.
Immune to petrification and a few earth-based attacks.
Value: 80 Gold
You can draw this weapon for free, instead of having to spend a turn doing so. Well used.
Heals the user for 350 health. Does not take up a turn to use. Only one potion can be used per turn.
Divinity: This character is naturally adept with divine magic and gains a bonus of +2 +3 to light elemental and healing magic.
Divinity 2: An upgrade to divinity which increases the bonus of Divinity to +3, and adds Selphy's strength to her affinity whenever casting a light/healing spell on targets in her melee range, effectively granter her an additional +2.
Pilot: Any vehicle operated by this character will have greatly increased performance. This causes any vehicle Selphy pilots to gain a +2 to Defense and increasing its health by 10% 15%.
Pilot 2: An upgrade to the pilot trait, increasing the health bonus to 15% and allowing Selphy to take certain minor actions, such as changing course with the airship, free, effectively leeting her take an additional action alongside operating the ship. More involved actions such as finer maneuvrering or shooting a turret can still be performed alongside a spellcast, but both actions will take a -10 to Hit.
Airship Specialist: This character is skilled enough to create airships from scratch with enough time and the right materials as well as improve existing airships. This skill developes as the character becomes more experienced, and changes depending on the time and materials available.
Extended Spells: All spells with a duration last 33% longer, rounded up. This trait can be further upgraded.
Claustrophobia: While in a closed or cramped space, strength, speed, affinity and precision are decreased by 2 for the purpose of combat rolls. While in an open space, these same stats are increased by 2. Stupid dungeon crawls.
Perfectionist: All actions that do not require a hit roll instead benefit from Selphy's +Hit. However, these effects can no longer crit!
Tech mastery: Selphy is so badass that she can create almost any technological device! Particularly airships! These things will still require materials, however, but damn will they be dangerous.
Miracle repair: Restores 4x Power health to a machine or construct. This skill can be used to revive mechanical allies (Albeit restoring slightly less health if also used to resurrect). Cd 10.
Judgement Calling: Call's judgement on an evil enemy. The spell's effects are random and unpredictable, but will in general deal 2x Power damage and often applying various effects. It may work differently from this baseline, however. This skill is unaffected by any critical effects of any form. Cd 6.
Wings of freedom: Removes all negative effects from Selphy and grants her the natural flight ability for an amount of time based on the dice roll (no bonuses to the roll): 1-2: 1 turn, 3-6: 2 turns, 7-12: 3 turns, 13-18: 4 turns, 19-20: 5 turns. While Selphy retains the wings, she gains a +2 to Hit. Cooldown 9.
Hallow Indignation: A gigantic golden halo appears above Selphy and is flung towards an enemy. This attack deals 8x Power damage and has a 35% chance of decapitating most enemies struck, instantly killing them. Even if the target survives, limb loss will probably cripple them severely. Instead of a regular cooldown this ability needs to be charged for 8x Selphy's Power. The overflow from any healing that would bring Selphy's health above 100% will be contributed to Hallow Indignation's recharge. Holy damage that Selphy receives, including self inflicted damage will also contribute to its charging. The ability loses 15% of its maximum charge any time Selphy leaves combat, and being out of combat for a sufficient period of time will completely reset it. It cannot be charged outside of combat.
A spellrod can store spells in order to release them later. Releasing a spell from a spellrod does not take up a turn, so you can potentially do two things at once, provided you've prepared the rod. This one is minor, and can only store a single spell that may not do damage, healing, or have any other point-value effect, unless i deem the effect minor enough. It can still accomplish interesthing things, though. Can be recharged between combats.
Can be set to jump forward X number of times, and, optionally, to jump back again the same distance. Holds a slot for a small item on its back.
Clockwork Scuttler Beetles (1)
When wound up, they vary between erratically jumping and scuttling forward. They move in proportion to how much they were wound up before being released.
Gravity Decelarator (1)
Slows fall speed significantly. Consumed on use.
Artillery Cannon: A cannon designed to launch explosive shells. Deals damage to targets within a spherical blast radius at a targetted location, and is particularly effective against structures.
Deals area damage to all targets in an area, with a 4x area damage multiplier. Does double damage to structures.
Gatling Gun: A large multi-barrelled gun mounted on the front of the airship. Deals damage to enemies in a cylindrical area in front of the airship and hits many times. This weapon is effective against other aircraft.
Hits three times per attack for 0.6x Power each. Each smaller enemy will only be struck once per barrage. Deals double damage against vehicles and light flyers.
Heavy Rifle: A complicated weapon which fires a tungsten bullet at an extremely high velocity. This weapon pierces armor and deals immense damage to a single target... and probably whatever is in front of and behind the target. This weapon is especially effective against large monsters.
Does 1,75x Power damage, ignoring damage reduction.
A weapon can be fit and mounted on a turret to allow anyone to use that weapon without passing it around. Also grants small bonuses to attacks. Only certain weapons can be mounted in this fashion.
Takes 1 turn to reload, but deals 2x damage.
Quite heavy - you must already hold it the same turn you intend to fire it, preventing most other actions such as spellcasting or firing a different weapon. Clockwork automatically whirrs and clicks to reload a new bolt when fired.
Gravity Decelarator (5)
Slows fall speed significantly. Consumed on use.
Frost Grenades (3)
Deals 150 damage to all enemies in a reasonably determined area. Consumed on use.
Theme song- [URL="http://www.youtube.com/watch?v=JGplGieAhsE"]For airship rides[/URL]
Theme song- [URL="http://www.youtube.com/watch?v=jyVbeFA1k1I"]For revivals/major healing[/URL]
Theme song- [URL="http://www.youtube.com/watch?v=fCHnyUlYJh4"]For awkward romance stuffz[/URL]
Theme song- [URL="http://www.youtube.com/watch?v=zfmDv_dGWq0"]For when Selphy takes a level in badass[/URL]
Theme song- [URL="http://www.youtube.com/watch?v=X17i0K5gc3g"]For when Selphy grabs the spotlight while insane[/URL][
Genetic Insanity: Nos has a 25% each turn chance to have his current attack's target changed. This in turn has a 60% chance to switch targets to another target of the same side (i.e an attack would switch from an enemy to another enemy) and a 20% to perform a cleaving attack on both an enemy and an ally, dealing 50% damage to each, and finally a 20% chance to target nothing and waste Nos's turn (attack the grass!). The tradeoff is that when Nos successfully acts upon his intended target his power is increased by 30%, and when his target is changed his power is decreased by 10%.
Sanity: Nos gains a sanity meter, which goes from Focus to Mayhem with 5 spaces each way, and a neutral 0 in the center.
Nos gains Mayhem if he deals direct damage to something, when casting selfbuffs, when he crits, misses, or if Genetic Insanity triggers.
Nos gains Focus when he succesfully performs a (non-direct damage, non-crit, non-Genetic Insanity) action and when he is healed.
The meter is slowly reset to 0 outside of combat.
Kill Time is Fun Time: Nos performs more effectively the further he is towards Mayhem or Focus on his Sanity Meter. For each point of Mayhem Nos has, Nos gains +2 Strength, Speed, and Affinity but suffers -2 Precision. For each point of Focus he gains +2 Defense and Precision with no penalty.
When the meter is fully Focus or Mayhem, Nos may opt to use a Berserker Burst. If full Mayhem, the burst guarantees the activation of Genetic Insanity but acts as though Nos had 10 Precision and will be 2x as effective. If full Focus, the action is a guaranteed hit and critical. Either way, using the Berserker Burst moves the meter back to the center (except during Nos Unleashed).
Whee!: Nos tends to get carried away with what he's doing. He can start with more than 18 Strength, and his Speed and Affinity are increased by a third of his base Strength as long as it doesn't raise them to be higher than his Strength. However, his base Precision cannot ever go above 10.
Frenzy: As Nos loses health his Power increases by 1 for each 1% health he is missing. In addition, when his health is below 25% Genetic Insanity gains an additional 25% chance to activate.
Explosive!: When Nos casts a spell, its Power is increased by 25%. If he casts another spell on the next turn, though, the Power of this second spell is reduced by 75%. This does not apply to item-produced spells, only Nos's own spells.
Babble: Nos finds it easy to fit in amongst outsiders, abberrations and certain specific ancient creatures. He can more easily communicate with them, and takes 25% less damage from those types of creatures.
Hyper-Magical-Metabolism: When Nos is buffed by any magical effect, the buff lasts only half as long as it otherwise would (rounded up), but is 66% more effective. When Nos is debuffed by any magical effect, the debuff lasts only half as long as it otherwise would (rounded down), but is 33% more effective.
Memorabilia Magic: When Nos is near an enemy he or an ally killed, he pilfers some tiny keepsake from them- a scrap of clothing, a coin they were carrying, severed finger, or whatever. Then, when Nos casts a spell, he can sacrifice all his keepsakes to boost the Power of that spell by 10 for each keepsake he had. Named characters and minibosses will grant 25 Power, and bosses 50 Power.
Calming Breath: For the turn it's activated on, Nos ignores any effects that would stop him from taking his action or performing it properly (except critical effects that the GM determines can override this), and increases Precision by +10. This ability does not take up a turn to use. Also moves the Sanity meter 2 points towards Focus. It does cause Nos to ignore the redirecting effect of Genetic Insanity (whether or not Frenzy is affecting it) when activated. The negative effect of Explosive! is also ignored during CB. Cooldown of 6. Shared cooldown of 3.
Overexcited: Nos becomes too excited and completely flips out, basically. He randomly attacks enemies 3 times using either Strength or Affinity. These attacks deal an additional 30% damage per attack, but target random enemies and ignore every one of Nos's traits except Genetic Insanity's redirecting effect, which has a 50% activation rate for each attack. Can only be used at 4 or 5 Mayhem. Cooldown 10. If used on the first turn of combat, the cooldown is reduced by 4. Shared cooldown of 3.
Nos Unleashed: Through pressure and willpower, Nos's mind forcibly organizes itself into a reasonable facsimile of order and he achieves temporary sanity, and shifts 3/4 of his Strength into Affinity, and the Sanity meter becomes locked for the duration. This also has drastic effects on his traits, like so:
Genetic Insanity: This trait is nullified, and is instead replaced with a +35% Power boost.
Whee!: Nos can break his Precision cap. Further, rather than the usual boost he instead increases his Defense and Precision by 1/3 of his total Affinity.
Frenzy: Instead of a Power boost, Frenzy reduces all damage Nos takes by 2,5% per 5% maximum health missing.
Explosive!: This trait is reworked to provide Nos with a +2 bonus to rolls for offensive spells that are not intended to directly deal damage. This now includes item-produced spells.
Can only be activated when at 4 or 5 Focus. Lasts two turns. Cd 14. Shared cd 3.
Madness Dance: Nos offers his hand to a player-controlled ally, to dance the Madness Dance. If this ally denies the dance, Nos makes a random attack on a random enemy, dealing normal damage, and this ability is put on cooldown for 2 turns. If his partner accepts, the two spend the turn carving an elegant (results may vary) path of destruction through any enemies in their way as they dance whatever they feel like dancing, tearing apart the battlefield with their combined powers and a sprinkling of chaotic energies. This allows them to make an extremely powerful attack, dealing Nos' Power x3 that uses the highest of the other dancer's Strength, Speed, or Affinity increased by half of Nos's corresponding stat. In addition, Nos's dance partner must choose one of the following extra effects:
-A: Nos's partner becomes temporarily crazed from the psychic energy of the dance, increasing their Power by 30%, but at the cost of taking on Nos's Genetic Insanity trait. This lasts for 5 turns, but they may end the effect at the start of any preceding turn if they wish to.
-B: Nos becomes temporarily stable by adopting some of the mannerisms of his dance partner, causing him to gain one of his dance partner's traits of their choosing for 5 turns. Duration may be greater or lower depending on the trait chosen.
-C: The dance takes on a bloodthirsty tempo, healing both partners for 20% of the damage done and curing them of a debuff or status ailment.
You can store a spell in the Focus.
Grants you the ability Spell Focus.
Spell Focus: Release the stored spell with 3x the effectiveness! Cd 12.
Gold: 165 At first glance, nothing more than a simple glass orb. To a magician, however, it is so much more. It will trail after its owner, often displaying a captive spell in its depths, ready to be unleashed.
You can hit targets from a farther distance than normal, should distance ever matter.
Artisan: +4 to any non-combat action rolls. This can be anything from painting to attending social gatherings to solving weird puzzle shit. Anything that doesnt involve hitting stuff or healing stuff, really.
Dapper: Due to your gentlemanly disposition, enemies never see it coming when you suddenly throw sulfuric acid at them from a wine glass. +2 to everything that goes as gentlemanly combat. You're just that resourceful gentlemanly.
Class: Reduces all damage taken by 5%.
Classy: Increases the damage reduction to 10%.
Classiest: Increases the damage reduction to 25% and permanently sets Watson's affinity to 0, effectively disallowing him from using magic in any form. He can make use of magical items, but cannot actually activate them himself, and he cannot interface with magical effects in any way or even reply to telepathic communications or the like.
You're Not My Type: +2 defense when quarreling with those not donning a fancy hat! Which is to say, almost all of them.
"Precisely, Belvedeer!" +2 Precision
Merlin Can't Touch This: Watson has a 15% chance to dodge a magical attack.
Healthy: +2 Constitution and slight poison resistance.
Wits: YOU'VE GOT ALL OF THEM. You throw your marbles at the situation. You will either immediately solve anything that needs solving, get a tip to doing so, or anything else that seems reasonable. This ability does no damage on its own, but it CAN be used as a special means to ATTACK THE WEAK SPOT, if the given enemy has any such thing. Additionally, this ability can also prove useful at any time that an overabundance of gentlemanly intelligence might come in handy. Cooldown 8.
Fine Wine: Watson takes a drink of hearty wine, then channels the power of wine to heal up to 5x Power damage from his allies, divided evenly among the targets as he sees fit. Watson also becomes intoxicated, giving him -4 to Hit for 3 turns. Cooldown 11.
Dragon of the Red Wine: You take a large gulp of any sort of alcohol on hand and spit it out as a stream of flames, damaging up to four targets for 1.5x Power. Be careful! This attack may hit your allies if they are caught in melee with your targets. The damage may be improved slightly by using more flammable liquids. Cooldown 8.
Indignant Injunction: Summons a cage of fire around Watson and a challenged target, preventing others from interfering and starting a one on one duel. The cage also functions as an anti-magic zone, preventing and stopping all use of magic within its confines (including that of magical items, potions and the like), and dispelling any temporary magical effects from both parties. The cage can be destroyed, but it has 2x Watson's health. Lasts until either combatant is defeated or Watson dismisses the cage (in which case his foe will be considered the winner). Whoever wins the match will have 50% of all damage they took during the match restored to them. Cd 22.
Ancient Blessed Armor (unequipped)
Each turn, you regenerate 30 health passively.
-2 Precision This raiment of well-worn steel is from an ancient place of learning.
Decayed Fabric This cloth is in a bad shape, and no wonder with the moisture it must have been exposed to. Even telling what it once was is difficult.
On succesful hits, smites evil targets for an additional 30 damage.
Occasionally heals for an unpredictable amount on succesful killing blows against evil enemies.
Starmetal Greatsword (unequipped)
+2 Strength and affinity
Whenever you spend a turn not attacking with this sword, it charges up with mystical powers, causing your next attack with it to deal an additional 25% damage.
Gold: 175 The stars come to my aid.
Unknown Effect A small, green, jagged gemstone. It is dull, but holding it gives you a feeling of invincibility.
Occasionally produces healing potions which heal for 200 health. Max of 3 charges. Do not use in combat unless you want to go boom.
Gold: 125 A delicate deep blue water pitcher or vase. It carries an air of great age, and pure water seems to form in it even when left empty. With time, the water becomes enhanced with restorative properties.
Allows you to jump, leap, float and hover. You can stay in the air for a short period of time before the gems run out of energy, dropping you to the ground on the next round. They recharge very quickly, though.
Gold 90 A pair of sapphires inset in each their special sole meant to be worn with a pair of boots. By discharging energy, they can launch you into the air and even keep you there, not unlike a pair of rocket boots.
Behind You: Should Savannah attack anything from behind, she deals critical damage for the first hit upon that enemy.
Surprise! (Behind You II): An upgrade to Behind You, Savannah gets a critical hit for any attack against any enemy that is unaware of her presence or is in a state that prevents them from counter-attacking.
Cryomania: Savannah is cold. All of her physical strikes deal frost damage, causing an additional 10% damage and has a 20% chance to lower the targets Power by 20% for 3 turns.
Grow Up: Grants +3 to rolls involving things growing.
Permafrost: Savannah's ice spells cause their targets to take an additional 10% damage. Lasts for 3 turns.
Tundra Thorns: Savannah's plant spells benefit from her Permafrost trait. In addition, her plant and frost spells have a 20% chance to deal an additional 35% frost damage.
Warm Me Up: Savannah takes 50% less fire damage.
Reactive Defense: grants +2 defense.
Lifeless Power: In areas without plants, Savannah's affinity and strength are swapped around. In addition, she gains a permanent +2 Hit
Aromatherapy: Savannah causes a sudden growth of special herbs, then 'pops' them, causing their oils to debuff enemies and buff allies. Allies are healed for ½x Power, and have their strength, speed, affinity and precision buffed by 4. Enemies instead take a penalty of 4 to those stats. Cooldown 12.
Absolute Zero: Savannah chooses a group of up to five enemies and flash freezes them, dealing 4x Power damage split evenly among all targets, aswell as immobilizing them for 2 turns. They can still attack and whatnot, but may not move around, so they can easily be outdistanced. Cooldown 12.
Parasitic Relationship: Savannah grows nutrient sucking plants on an enemy, which deals ½x Power damage to the target each turns. Each turn the Plant's Power is increased by 25%. This effect lasts forever, unless the plant is removed with fire or ice. Additionally, if the target dies while the plant is still alive, Savannah can use the plant to heal herself for 2x Power (regardless of how much was drained). Cooldown 10.
Jungle Fever: Savannah causes the growth of plants resembling those found in a jungle on the battlefield. Enemies caught inside the jungle may become confused. In addition, Savannah and the two allies closest to her gain a +4 to Strength. The jungle absorbs magic energy to sustain itself, reducing enemy Affinity by -4 as well as activating Lifeless Power, switching Savannah over to 'Strength mode'. It can also provide the 'Frenzy' buff, which provides an additional +4 to Strength and +50 Power, to any ally who gives up all magic for the duration of the ability, disabling all magical effects (including items and supernatural powers) as if inside an antimagic zone. Frenzy is automatically applied to Savannah when casting Jungle Fever and persists until the jungle expires. Does not take up a turn to cast. The jungle lasts for 3 turns, plus one for every spellcaster on the enemy team and every teammate with the Frenzy buff (not including Savannah herself), up to a maximum of 7 turns. Cd 22.
Wand of Healing
Grants the ability Heal.
Heal: Heals an ally for 1x Power (using your highest strength/speed/affinity stat as multiplyer). 25 Charges. No cooldown.
Your first strike on each enemy steals 3 charges of Soulburn.
Soulburn: Activate or deactivate at any time to light the blade on fire, causing your attacks to deal significant bonus damage. A blade of time immemorial.
Grants the ability Runeguard.
Runeguard: Each turn, you gain an absorption shield for 100 points, stacking up to 500. At the end of the effect, any remaining shield is lost. Lasts 5 turns. 20 Cd. Fine runes are carved along the lenght of this white wooden spear, the intrinsic craftsmanship belying the otherwise primitive weapon. A pair of colorful feathers are tied with a string near the tip.
+2 Strength, Speed and Affinity
Allows you to perform short dashes and leaps, control falls and generally redirect yourself in any direction of your choice. Has an approximate cooldown of 4 turns.
Grants the ability Manacharge.
Manacharge: The conduits gather up, vent and control magical power. You can use this to enhance your own actions, effectively granting you +50 Power and allows your attacks to count as either magical or physical for the purposes of overcoming damage reduction and stuff like that. Lasts 2 rounds. Cd 14.
Gold: 235 Several sets of steel bracelets, inset with large sapphires capable of gathering magical energy. Once activated, the sapphires can vent the stored mana, thus adding velocity to a blow, or it can simply be absorbed to enhance a spell.
Ring of Hymn
Increases Speed and Affinity by 4. The sapphire inset in this ring seems to emit an ever-changing song, though only barely audible.
Diadem of the Guardian Council
Allows you to purge all magic from yourself, both good and bad. This has a long cooldown.
Power: 175 (+7 Spell)(Raven: +2 Support -2 to Offensive)(Human: -2 Support, +2 Offensive)
Power (Whip): 105 (-1)
Hit: 4 (Stat) + 2 (Item) = 6 (3 in raven form)
Defense Rating: 4 + 1 (Stat) + 2 (Item) = 7 (10 in raven form)
Magic Eye: Innate magical detection and trapfinding. Myra will be made aware of the presence of magic and traps, and can roll to identify magical effects.
Quoth the Raven: Grants short-range telepathy, allowing Myra to speak directly to a single individual at will. Myra's target can respond, but doing so requires them to focus. Myra will need to be slightly familiar with the target of her telepathy if they are out of sight but still in range - if she is not, she wont be able to locate them.
Witch's Familiar: Allows Myra to choose an ally to give a +3 Hit bonus.
Bad Omen: Whenever Myra takes damage equal to 20% or greater of her total health, she curses the attacker, causing them to take 1½ Power damage divided over 3 turns.
Ready for the Hurt: Myra gets a +1 bonus to her next healing or utility spell every time she casts an offensive spell.
Double Scourge: Myra can attack twice with her whip, dealing 60% damage with each hit but taking a -2 to Hit.
Mageslayer: Myra deals 15% additional damage to spellcasters and she has a 25% chance of interrupting enemy spellcasting with her own attacks. Some enemies may be capable of casting spells but not necessarily count as a spellcaster.
Galeforce: For every action Myra takes (including instant-cast specials, though not including items), Myra gains a charge of Galeforce. When Myra reaches 7 charges of Galeforce, she gains one extra action for the next turn.
Bird of Prophecy: Ravens are often linked to omens and prophecies; some say they are protectors and teachers of seers and clairvoyants. Myra's recent exploits have awakened her prophet blood, and divining takes less concentration now. She can now cast spells in the area she is divining, even if she would normally be out of range. She can also hear in divinations now, and overall more information can be gained.
Change Form: Switch between Raven and Human form. As a raven, Myra's Defense and Precision stats are flipped around, her healing and utility spells gain a bonus of +2, and her offensive spells gain a -2. In human form, she now also gains a +2 bonus to offensive spells, and a -2 to supportive spells. Does not take a turn to cast. Additionally, she can fly in raven form and has much-decreased size and can do whatever birds do. Whenever she switches to human form, her next offensive spell is a guaranteed critical. Whenever she switches to raven form, her next healing or supportive spell is a guaranteed critical. Cd 4.
Winds of Fate: Summons rejuvenating winds to restore the party, healing everyone for 1x Power and increasing their power by 1/3rd Myra's Power. Myra can choose whom to heal specifically if she wishes. Cd 26.
Punishment: Lashes at selected enemies, causing a total of 3x Power damage divided evenly between her targets. This ability has a +5 to Hit. Cd 8.
Supercharge one of your special abilities. Only one special can be supercharged per player. Once chosen, this special cannot be changed for that player. The horn of a unicorn holds limitless power for those who dare grasp it.
Natural Empathy - Animals consider you an ally, and may choose to aid you.
Grants the ability Genesis.
Genesis: Cast one out of four spells, chosen at random. Cd 14
2) Feral Aspect: Shapeshift into any form. Your Speed and Affinity become 0. For each point of Speed/Affinity lost this way, gain a point of Strength, aswell as 4 Power. Lasts 3 turns.
4) Regrowth: Life grows everywhere. Plants sprout from every available surface, and the two lowest-health party members are each healed for 1x Power. I was a... gardener... once.
Attacks with this whip causes part of it to attach to the target, binding them in unyielding, sticky silk, reducing their damage done by 10%. Stacks up to 3 times. After the third application, the silk constricts, crushing them for 1x Power damage but breaking the silk. Draw them in.
Cloak of Feathers
+2 Defense Rating
Grants the ability Shield of Feathers
Shield of Feathers: Swirling and dancing feathers surround you. These feathers will absorb up to two attacks directed at you, causing them to deal no damage. If the attack would deal 20% or more of your health in damage, the attack is instead reduced in half (this still triggers Bad Omen). Does not take up a turn to cast. Cd 18.
Gold: 135 Once worn by the prophet.
Grants the ability Wraithstrike.
Wraithstrike: Turns any one action into a magical action, effectively changing it to work off of affinity rather than strength or speed if that is more beneficial and altering it as appropriate. A sword swing, for instance, would become a spectral slash and would work even at range. This can be used on allies' actions, and it can even allow them to directly cast simple spells if they are prepared. Does not take up a turn to cast. Cd 8. We... Burn...
Grants the ability Far Sight
Far Sight: Peer into the stone, scrying on a far-away location. You can hear nothing through the scrying, but you can telepathically interact with any creatures in the vicinity of the spell despite the distance. Must be channeled to maintain. Cd 18.
Book of Warding
Study the book for any useful information. You'll need to spend a significant amount of time reading to gain anything useful from it. Surprisingly intact, this book is sealed with a heavy clasp and contains information on various magical protections and their practical uses.
Ring of Hymn
Increases Speed and Affinity by 4. The sapphire inset in this ring seems to emit an ever-changing song, though only barely audible.
Orb of the Sea
Non-special attacks against enemies grant you a charge of Rising Tide, up to a maximum of 5. Upon using a special, you will consume all charges of rising tide to increase the effectiveness of the special by 1.1 for each. If all 5 charges are consumed, the bonus is doubled. A levitating orb of pure, deepblue water, often used by mages as a medium for their spells.
Vibrant Pigment: Renzo's brushes can change colors, allowing him to debuff the stats of his chosen target by 4. Red lowers strength, Blue lowers speed, Green lowers magic, Orange lowers constitution, Purple lowers defense, and Yellow lowers precision. This effect lasts 3 rounds and can only be applied once every 3 rounds.
Everyone's a Critic: When Renzo misses an attack, he receives a +2 boost to his Magic, lasting 3 rounds and stacking up to +6.
Muse: Renzo receives a +1.2x to his Power. When an ally's ability is chosen by his Inspired ability, the ally becomes his Muse, receiving the bonus and removing it from Renzo.
Stain and Varnish: When an enemy is affected by one of Renzo's spells, it leaves a mark behind that an ally can exploit to deal an additional 1.3x damage. This may only affect the same enemy once.
Back to the Drawingboard V: When Renzo fails a roll, that action will be stored until the next time he succeeds at a roll, at which point that action will take full effect, the action gaining a new roll of the dice. Up to two actions can be stored at a time.
Inspired: Renzo's enters a state of inspiration, copying the next Special Ability used, friend or foe. Renzo will immediately use the special at 65% 100% Power, using his own stats. Inspired has half the cooldown of the special used. Certain specials may not be possible to copy (Re; Hellbent).
Saturation: Renzo draws out the color and magic of enemies, thus eliminating any creativity they might possess aswell as temporarily disabling them from using special abilities. He will then use it to imbue his allies and restore their health, healing them for 4x Power spread evenly among them and reducing any cooldowns by a 4 turns (total, spread evenly aswell). Cd 13
Masterpiece: Renzo's art mesmerizes up to 3 enemies, causing them to take 1.5x additional damage and deal 0.75x less damage for that turn. Does not stack with Stain and Varnish. Cd 10
Artistic License: Lowers any and all roll requirements for actions whose rate of success is based on the roll of the die (teleportation, grappling, social rolls etc etc). Lasts 3 turns. Cd 13.
Ring of Adaptation
Inspire becomes improved, working at 100% of the copied ability's efficiency and allowing for more abilities to be copied, including those used by items. Some may still be reach however. Gemstone-powered trinkets are a common way to craft magical items, but this ring seems to have been set with the skull of a small rodent instead. What use could this grim trinket possibly have?
Grants you the ability Lifetouch.
Lifetouch: Heal an ally for 3x Power. Does not take up an action. Cooldown 14. What appears to be a simple herbalists glove covered in a fine layer of moss on the outside. The other glove is missing.
Grants the ability Insight
Insight: Seek an answer to a question or situation. Cd 26.
Wearing this, you command the people of Tanalein - provided they are inclined to listen to you. A crown with a simple, traditional design. It is made from burnished silver and inset with a large, cloudy sapphire at the brow, with an inscription circling the setting of the sapphire, reading 'Alrie - Val sora cuebiyar'.
With the group further down the hallway, Thunderpaw waves his hand to call a pause. "Now that we're out of earshot from the soldiers, there is something our ruins exploration party should know. Our objective remains the same; find information, seek relics. But there's more to it than that. A lot more. I think its time we discussed it in full."
"My aversion to telling the full story is not out of distrust; rather, out of fear of the truth. Here lies a cult, hellbent on destroying the kingdom as we know it. Within its legion lies men and monster alike, with countless allies and shadow minions. Its highest-ranking all wield shadows as their weapon, and leave darkness instead of corpses. This is not an army of man; there isn't a single civilization responsible, no prize to be gained. Their leader isn't even human."
"A tear in the world, born of void and thirsting to consume everything. A Wyrm, if it could even be described as such. Long ago it devoured the world, the entirety of it. Heroes used a great light and kept it from ending existence, but not before it took their own. And yet, I doubt it simply ended there. Legend tells of our second sun, a great light, slowly growing dimmer over time. Now it acts as a void in itself, stealing the light of the sky. What was its bane I suspect now acts as our end."
"So how do we stop it? I honestly don't know."
"All we have are a few subtle hints. Aven'sera, a relic the cultists were after for one reason or another. She holds light that banes the dark, we just need to figure out how to use it. There's also the remnants of the brothers of arms; the ones that fought and fell before our journey. They certainly hold secrets we may need to stop this thing. However, as of now there is no escape. Everything we know /will/ be destroyed if we fail. It isn't the kingdom or a continent on the line. If we die, the world dies."
"It's surely some grim shit we got ourselves into. Steel yourselves. This journey's only just begun."
SupahKiven;7100690 Wrote:Savannah takes a deep breath as magic power floods back into her. While it is nice to have superhuman strength occasionally, she much preferred using magic. Plus, there were more things you could do with magic. Not that she disliked hitting things. She felt better, the soothing throb of magic helping her think. Well... she did specialize in ice. Hopefully, having the power the plants provided would be enough. Savannah casts a spell, trying to freeze an ice bridge across the electrified water.
Though you concentrate your powers, you have a great deal of trouble freezing a bridge across solid water, and thats without considering however the electricity is affecting things. Regardless, you manage to create a relatively small and thin path of frost, leading to the western doorway (roll 4+4) You wouldnt feel safe trying to walk across that, though, and even if it held, you have no idea whether or not the electricity courses through the ice. You think Bohw might be able to get across, if she was careful. Maybe. You're not entirely sure. Thunderpaw definitely would if he didnt wear armor.
BlazerC;7101728 Wrote:Bohw holsters her crossbow and cups her hands together, trying to conjure a ball of light to act as a light source.
Bohw thinks about it for a moment looking at the pool of water, trying to examine the pulsing light within.
"I could blow up whatever's causing that light show down there."
You conjure a flickering ball of light. Its rather unstable, magically, but provides a lot more illumination that you had previously and everyone is grateful that someone finally fixed that problem (roll 4-1).
You could probably blow up whatever is generating the electricity, but you'd have to wrap your explosives up in something that is watertight enough to keep your flame burning long enough for the bomb to blow up.
Or you could use magic. Magic also works.
MasterBlade;7103902 Wrote:Thunderpaw gets rather tired of sitting in the dark. He conjures a Blade of Light and tosses it down the dark passage in the northern hallway. Wether the darkness is magic or not, that blade would smite it pretty well. Who knows? There might be something good down there.
You conjure your Blade of Light, then throw it down the northern hallway with a rather lopsided aim (Hit 2+4), illuminating nothing much of interest. The hallway seems to turn right a short distance in, but you cant see whats further in. Well, atleast you know that there are no enemies hiding in that direction, now. Unless they're invisible or something. They might be. You never know.
No, they're not invisible.
oh also we're on the eagletime forums now. that might be worth noting.
Fury Comet ready!
Blade of Light ready!
Slowfall Cd 2
(04-07-2013 06:12 PM)ICantGiveCredit Wrote: "This may seem extremely silly and most likely is but would it be worth it sticking my head underwater and breathing fire at whatever's causing the current?"
"Hold on, hold on, I got something going. Feel free to try and destroy the shock maker though." Savannah seems to feel better, she's back to having that snarky tone in her voice. From her perch on Mayor's shoulders, she again focuses on the ice bridge, making it thicker and sturdier.
Nos chuckles. "More traps, obviously. What are you, some kind of sissy who values his life or something?" He snorts. "Sheesh." He looks across the gap at the others still trying to get across. "Would you lot hurry up already? Cripes, it's like everyone here cares about their own lives. Pfft."
((Hi I am here and no longer really there much at all and that is fine yes because now we are here and it is wonderful and all that.))
(04-09-2013 12:25 AM)SupahKiven Wrote: "Hold on, hold on, I got something going. Feel free to try and destroy the shock maker though." Savannah seems to feel better, she's back to having that snarky tone in her voice. From her perch on Mayor's shoulders, she again focuses on the ice bridge, making it thicker and sturdier.
You expand upon your path of frost, widening and thickening it until it is safe for even Mayor to walk across (roll 12+4). You can proceed west now, should you wish to.
Fury Comet ready!
Blade of Light ready!
Slowfall Cd 1
Chim, you said something about Bohw's old drawing dropping off the face of the planet before the games forum got locked out, I went and checked and it seems imageshack gone and went and deleted it for some reason. I lost the old file as well, so here I did a little redraw of Bohw in her old clothes for you to stick wherever:
Yes, I like this drawing. The haaaiiirrrr.
Also that smuuuudgeeee.
(04-07-2013 06:07 PM)chimericWilder Wrote: [CENTER]You could probably blow up whatever is generating the electricity, but you'd have to wrap your explosives up in something that is watertight enough to keep your flame burning long enough for the bomb to blow up.
And while I'm here, I was gonna say: Clockwork Trigger Explosives, wrapped in Fish Skin, from that crate that Ziras gave to Bohw, which contents were conveniently vague. (I am going to be abusing that, cause it's either that or magic and that's a cop-out for non-magicy characters.)
Mayor nods in response to Savannah but remains cautious for now, not crossing the ice until everyone else is across, he does weigh quite a damn bit after all.
Bohw steps onto the ice bridge reluctantly, then rapidly runs across to the others. Once she gets across she looks back on the ice bridge and gives Savannah a short pat on the back.
(04-15-2013 12:35 PM)BlazerC Wrote: Mayor nods in response to Savannah but remains cautious for now, not crossing the ice until everyone else is across, he does weigh quite a damn bit after all.
Bohw steps onto the ice bridge reluctantly, then rapidly runs across to the others. Once she gets across she looks back on the ice bridge and gives Savannah a short pat on the back.
"Oy, good work there girl."
Mayor gets everyone herded across the bridge of frost, though Thunderpaw and Nos just kinds of jumped and explodinated themselves across the water, respectively. Once only Mayor remained, he cautiously made his way across the bridge, clinging to the nearby wall as much as possible in order to take some of his weight off. Even so, the ice groaned in protest as the giant hunk of animate metal passed by. Mayor managed to get safely across, though.
As the party began to advance down this hallway, relying on Bohw's flickering ball of light for illumination, an angry hiss suddenly sounds up ahead, quickly followed by a crossbow bolt, glancing off of Thunderpaw's armor!
A previously ignored shadow detaches itself from behind a pile of crumpled rock, resolving into the serpentine shape of a naga, creeping forward and clutching a crossbow in one hand even as he prepares some sinister spell with the other! He hisses something incomprehensible, the faint light glinting in his scales and off his breastplate.
"Hey, hey, nice! I wonder if I can stop you, though?" Nos stares at the naga and attempts to conjure a rock-to-the-head, obviously as much for the comedy benefit as for the chance to interrupt the naga's spell.
Thunderpaw, noting the ancient yet precise weapon in the naga's off hand, takes the opportunity to disarm it. He jumps from wall to wall along the hallway and smashes the naga's wrist in an attempt to have it drop the weapon, and if it works he'll swipe it before the beast can.
Savannah glances at the unoccupied hand of the Naga. He's gotta be doing something with that hand. She focuses on it, causing the cells in the beast's forearm to grow and replicate in an almost cancer-like fashion.
Joined: Mar 2013
Location: The Nexus of the Universe
Watson goes for the other hand that Savannah is growing on the naga.
"Hello there!", Watson says as he grabs the naga's hand. "Pleased to meet you."
Watson then starts shaking the naga's hand up and down quickly. Suddenly he wrenches it around the naga's head, attempting to rip the arm out of the socket (if it has one) and choke the naga with it at the same time.
(Oh, and please make sure Watson doesn't get hand cancer ;) )