Saren Of Tyria/MicelusSaren places her tent in a ring with the rest of Halbarads group and enjoys dinner with the rest of them, but at a distance-Alithra the Elf seems to be interested though, and Saren is sure she suspect something...later, Saren donates her smoked pork to the camp's soup pot for Dinner, and it enhances the meal quite nicely for all.
Ate: 1xSmoked Pork Ration
After a period of restlessness following her meal, Saren falls into a deep sleep...but with the sleep, comes dreams...
She's hanging over the abyss for dear life, with one hand. She doesn't know anything but that to fall is to die-and worse. There's something down there...and it has many hungry mouths. Something horrible assualts her senses-decay, not of vegtabale matter, but existence itself.
"Saren! Take my hand!" A voice cries. She looks up. It's Hypras, on his stomach, leaning down to lift you up. Normally, she would trust him but...in her hand...is
The Source-you can't describe..but it is beautiful, and perfect and yours.
All yours.
She'll have to drop it, or drop herself. Or give it up to Hypras willingly.
Hypras voice is truly pained, and he holds out a clawed hand.
"Drop it! You have to drop it! It's not worth your life, Saren!"Is it? What does she do?
Mobility: 1
Reflexes: 1
Power: 0
Intelligence: 3
Armor: 2
Magic Resistance: 0
DF: 100% ()()()()()()()()()()
HP: 100% ()()()()()()()()()()
MP: 25% ()()()()()()()()()()
Effects:
Blessing of the Ancestor Spirits/Negates the first attack that would affect your HP, nullifying the attack completely.
-Deity Relations-
Ancestor God-Spirits
Piety: 40% ()()()()()()()()()()
-Items-
Equipped:
Conjurers Staff/Two-Handed Melee Weapon *gore spattered, Blood Spider Ichor*
Conjurers Robe/+2 Armor, Mana Battery (25/25 MP stored) *gore spattered, Blood Spider Ichor*
Lizardfolk Tribal Tattoos/Neutrality to Lizardfolk
Pack:
1xGreenScale Balm/Heals Reptilekin for 100% HP, needs one turn of rest. Gives +50% Defense for one day after application.
Powers:
Elemental Beckon
Cost: 25/50/100/200% MP
Upkeep: 10% MP per level
Reagents: Existing Elements
Effect: Saren can summon an extra-planar ally made of a primary element-fire, water, air, or earth-among others, but these are more difficult.
Said ally has four levels of power and size, based upon how much MP has been invested into it. All it requires is an existing example of the element you wish to conjure it from.
This spell is known by many Conjurers as basic self defense-it consists of invoking an elemental spirit from it's home realm with the promise of excitement and adventure. Most Elementals enjoy serving conjurers who keep them occupied, given the freedom to physically interact with the world-for, if their physical bodies are destroyed, they merely return back to wherever they came from-making them nearly fearless. They are not nearly mindless-many enjoying conversing and interacting with with their conjurer allies, sometimes forming strong friendships that last past the conjurers own life and extend to their children.
Object Summoning
Cost: ? MP
Effect: Saren's primary conjuring spell allows her to summon almost anything from her own willpower-literally, anything that she has touched or encountered before.
From a wagon wheel to a quiver filled with arrows to a basket of pears-obviously, the larger and more complex an object is, the more difficult and MP expensive it will be to summon it.
Also, said objects will only last about 30 seconds to a full minute before discorporating.
Conjuring is a business. The ability to summon objects from willpower is the most strenuous of any magic school-usually, multiple conjurers are used to share the burden of any prospective summon. This spell has infinite application, to the learned mind...
Conjurers Seal
Cost: 25% MP
Effect: Makes a summoned object permanent.
The speciality of the Company of Conjurers is to make a temporary object permanent-it's what elevated conjuring from a dead end school with little practical application into something that was feared and respected. It's an easy cantrip, actually-compared to the summoning itself, locking an object into reality is fairly simple, thought MP expensive.
By forging contracts with certain extra-planar allies, the Company of Conjurers has the ability to arrest the process of energy decay that usually makes summoned objects disappear.
Ancestors Wisdom
Cost: 50% Piety
Effect: +2 Intelligence for 24 hours
The collected knowledge of the ancestor spirits-gathered over many lifetimes, large and small, empowers the minds of those who pay respect to them.
>
Summoned Assassin Spider
Mobility: 0
Reflexes: 2
Power: 0
Intelligence: -4
Armor: 1
Magic Resistance: -1
DF: 100% ()()()()()()()()()()
HP: 100% ()()()()()()()()()()
Effects:
Spider Killer/+1 to all stats against arachnid enemies smaller than itself. Causes fear in sentient Arachnids.
Insect Mind/Feels no emotions, and is immune to fear and morale effects.
Blood Cursed/ ?
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Ochita[Alchemy 3+1+1-1=4
Modifiers: Gosekis Help +1, No distractions +1, No Tools -1 ]
Used: 3x Laumwort Sprigs
Gained: 1x {Foul Tasting} Healing Potion, 1x Small Healing Potion
Given away: 1x Small Healing Potion
Ochita goes to work stewing up and distliing some delcious Laumwort Sprigs-it's fairly simple, with most of his Herbal books have at least the basic recipe, which calls for at least three hours over a low flame, with certain common cooking reagents added in.
As a certain point, he adds a pinch of salt as per the direc...okay he wasn't supposed to add salt. It was sugar. The acrid smell quickly draws the Old Woman Goseki, who seems to know what you've done. She quickly and politely helps you fix the problem-but, you decline, opting for your own brand of alchemy knowledge-more salt! Needless to say, it turns out...not as you might have desired...but it should still heal your wounds. Might not want to try it on a full stomach, though.
While Ochita also doesn't have any alchemy tools, he manages to find some, doing a few swaps with the other adventurers-Halbarad gives him an few empty clear glass bottles.
"You'll find healing potions keep fresh when exposed to strong sunlight, Sir Ochita-clear glass works the best for storage...I have more supplies and quite a bit of potions aside, but I'm afraid they are very limited. If you want to trade, talk to me in the morning, friend...for now, you must be hungry-dinner awaits. The Old woman has surely worked some magic of the kettle while we were not watching."Ochita smiles, and nods amiably, leaveing the healing mixture to simmer on his small fire, while he goes to enjoy the meal...it is quite as good as advertised, and he chases it with half of his fruit ration for added flavor. He shares the remnants of the potion with the Old Woman when it is finished-he watches as she adds her own touch. Seems hers turned out better.
Ate:One half of Dried Fruit and Nut Rations/1 Day of Food
After a period of restlessness following his meal, Ochita bottles his potion, and sets up his tent. He tries to sleep...but is restless, and has trouble settling down.
It almost feels as if Elesias Scrying Crystal is calling to him...or it could be nothing. Right?
Mobility: 1
Reflexes: 1
Power: 0
Intelligence: 3
Armor: 2
Magic Resistance: 2
DF: 100% ()()()()()()()()()()
HP: 100% ()()()()()()()()()()
MP: 100% ()()()()()()()()()()
Effects:
-Deity Relations-
None
-Items-
Equipped:
Verlaine Cutlass/One-Handed Melee Weapon
Robes of the Travelling Mage/+2 Armor, +2 Magic resistance
Leather Bag of Collected Literature/Provides bonuses and lore pertaining to a wide variety of skills and actions.
-Keys-
Elesias Scrying Crystal/Allows communication with Mother Elesias about once every 12 hours-depending on local magical conditions-and teleportation to and from her tower-but only one way forward, and one way back. Ochita can expend his own mana to boost the signal. Ochita has not used its teleportation abilities yet. It hums with energy-he can use it to contact Elesias now, if he wishes.
Pack:
4x Healing Potions/Heals 25% HP, 50% Defense, instant use
1x {Foul Tasting} Healing Potions/Heals 25% HP, instant use, May cause sickness
1.5xDried Fruit and Nut Rations/1 Day of Food
2xMana Potions/Restores 100% MP, Spell Overcharge, instant use
Powers:
Forcefield
Cost: 75% MP
Effect: Gives you an additional 4 armor and magic resistance that is depleted by damage. If not destroyed, the shield regenerates when he is out of combat.
Ochitas primary defensive spell has saved his life many times-stray arrows, bad falls, hostile blades, dart traps... It creates a light blue tinted shield of force that covers his body, protecting him from physical and magical harm.
Ether Missile
Cost: 5% MP
Effect: Offensive Magic, -2 to enemy reflexes to dodge. Negated by magic shields.
Offensive magic, highly accurate.
Simple, effective, deadly-a streak of enchanted energy missiles that pack a punch from afar. It is the bane of warriors, who cannot easily dodge the swarm of independently seeking flares, but those who possess magic shields or resistance of any sort can nullify them entirely.
Scry
Cost: 25% MP
Effect: Allows Ochita to astral project his spirit-his astral form can bypass walls, is invisible and undetectable, and is immune to damage from mundane means.
Of course, dangers are inherent-spending too long or going too far from his body could be fatal, and there are some less than physical beings which can still pose a threat to him. He can only maintain about a quarter of a mile distance, and a half an hour in this form completely safely.
Repair
Cost: ? MP
Effect: Restores a broken or corroded item to full functionality-all it requires is that you gather the pieces of the item together. Costs more or less, depending on how large and complex the item is.
Ochita's custom spell allows him to undo the wear of time and damage on items-he's used it on old books, of course, mending his robe, and his sword the few times it's actually been broken.
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Rhogar/ZakoFroghemoth targets Rhogar
>Both sides seeking to kill
Round 1
-Mobility-
Rhogar [5+0]
vs
Froghemoth [8+2]
Froghemoth Engages Rhogar!
5+0 VS 2+1
Rhogar is struck! Damage [9+6-6 armor= 90% DF damage!]
Rhogar Engages Froghemoth!
Rhogar uses Hammer Throw!
1+1 VS 2-2+0
Froghemoth is struck! Damage [9+12-2 armor= 100% DF damage! 90% HP damage!]
Crit chance? 100%! Effect=9, Fatigued!
Round 2
-Mobility-
Rhogar [4+0]
vs
Froghemoth [10+2]
Froghemoth attempts to flee!
Rhogar [6+0]
vs
Froghemoth [4+2]
Tie, roll off...
Rhogar [9+0]
vs
Froghemoth [8+2]
Froghemoth escapes!
Rhogar is barely on his feet when he the foul, sticky tounge smacks him in the snout. He feels his head snap to one side violently-dizzying him, and causing his hammer to fly from his claws.
As he tries to regain his bearings, the Froghemoths tounge is retracted and snaps forth again, this time aiming low-coiling around his legs, ensnaring him! He bites down panic, calling on his training to stay calm as the tounge begins to constrict retract once more...refusing to die so obnxious a way, Rhogars hands scrabble for his hammer...and seize it!
Time slows down as he yells an oath to the Kron-tossing him heavy hammer end over end from a sitting position, right in the Froghemoths ugly mug.
It passes clean through the chest and comes out the other side, and he feels the terrible constriction lessen-enough time to pry himself loose, and catch the hammer as it returns to his grip. He brings it down on the beasts head next, but amazingly it lives-and shunts him aside with a massive forearm, scrabbling away and keening.
Rhogar chases after it, but in his armor he is quickly outpaced. Bah! Coward!
Hanging his hammer back on his belt, he realizes he's out in the open-and the exertion of the day is catching up with him..
[4]
He makes his way around the rim of the mountains, out of sight of the Walls of the Fortress-ahh, here's a nice spot!
A sheltered, shallow cave-alongside a stream and small waterfall. Rhogar wonders if this river might lead into the fortress?
But, that is a question for tomorrow. Now, he feasts-singing the old songs, and praising Kron.
Ate: Krons Prime Beef Shanks/One Day of Food, +1 Morale Bonus to all stats for 24 hours
Gained: Well Fed, +1 to all stats for 12 turns
In time, Rhogar falls into a restful slumber...
[3][?]
A few hours later, his senses snap him back awake. It's still dark-a few hours after midnight, by the look of the moons.
Rhogar could swear he heard something out there. He looks into the darkness of the forest, but nothing reveals itself right away. The forest around him is completely silent.
While his hammer is at hand, he took off his armor to sleep. His fire is burned down to ash and glowing embers.
What does he do?
Mobility: 0
Reflexes: 1
Power: 2
Intelligence: 2
Armor: 6
Magic Resistance: 0
DF: 100% ()()()()()()()()()()
HP: 100% ()()()()()()()()()()
ST: 100% ()()()()()()()()()()
Effects:
Favor of Kron/Immune to Lightning Damage
Well Fed/+1 to all stats for 12 turns
-Deity Relations-
Kron the Thundering God
70% ()()()()()()()()()()
-Items-
Equipped:
Brightflash Clan Warhammer/One handed Melee Weapon, Greenskin Bane
Skysteel Full Platemail+Shield, Helm/+6 Armor, (taken off to sleep)
Holy Symbol of Kron/Lightning Immunity
Key:
-1x Shackles of Time/Cannot be removed, allows you to sense the general area, direction and state of who is wearing the twin. Allows you to undo your previous turn in the game, once-other players affected can possibly resist it's effect on them, if there is any.
Pack:
3xGreenscale Balm/Heals Reptilekin for 100% HP, needs one turn of rest. Gives +50% Defense for one day after application.
2x Krons Prime Beef Shanks/One Day of Food, +1 Morale Bonus to all stats for 24 hours
3x Stamina Potion/Restores all lost Stamina
2xSmoked Venison Ration/1 Day of Food
Powers:
Krons Thunder Bolt
Cost: 50% Piety
Effect: Offensive Magic, +4 Power against enemies not immune to electricity, +4 reflexes to hit against enemies not immune to electricity
A clap of thunder spells doom for Krons foes-his deadly bolts are both horribly powerful and unerringly accurate, seeking your enemy. Kron enjoys and reward his followers when using this technique to finish a battle-to kill, not merely wound, since he owns the souls of mortal who die by lightning and thunder.
Krons Wrath
Cost: 75% Piety
Effect: +2 to Mobility, Reflexes and Power against a chosen foe.
Kron is known to bless his champions with amazing power when fighting particulalry deadly foes-this is a costly and dangerous ritual to enact, for once you have invoked his wrath, you cannot stop attacking-not for mercy, not for death, not for anything-or his rage will turn upon you. Your foe must fall.
Crushing Blows
Cost: 20% ST
Effect: Ignores half the enemy armor on your next set of melee swings, rounded up
A warhammer like Rhogars tends to destroy most mundane armor-his rage lets his crush his enemies defenses-shattering shields, denting plate and breaking the bone underneath.
Hammer Throw
Cost: 25% ST
Effect: Ranged Attack, Requires Hammer. +2 Power, -2 reflexes to dodge for each target. Critical chances increased by 10%. Can hit up to three targets.
The Clerics of Kron are known to favor Hammers that can be thrown and retrieved like boomerangs-it's not very accurate, but the damage is considerable, and the technique can be used to plow into hordes of enemies.
>
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Goseki Sakane/Lawastooshort[Herb/Supply Gathering 1+1 -2=0
Modifiers: Feleris Help +1, Darkness -2]
Goseki meanders in the forest a bit with Feleris the Elf, helpfully pointing out things and generally acting completely innocent...
But, they don't find much-it seems there is, or was, recent foragers in this area. Goseki finds several lizardlike footprints and the dirt swept in an arc from tiny tails that she is certain are from Kobolds, and points out such to Feleris.
There is at least one lucky find-a large bunch of mature Thunderpods, which the pair splits in two. Goseki has not seen these particular variet in many years, and very vaugely recalls the Mountain Dwarves that lived around her homelands being able to make a potent drink from them...but the exact recipe eludes her for now. She recalls the taste though-non alcoholic, but very sharp, with a nice punch...
Gained: 1xHandful of Thunderpods
A uncommon plant, these small berries seemingly contain a electric current within them. It is thought it may have been a Sylvan attempt to breed a growable weapon in ancient times-they are often used as thrown weapons or in slings by various agrarian cultures and modern Sylvan Elves, and conduct a nasty, yet mostly harmless shock on contact with skin or metal. A handful of them can easily knock a man down for awhile. Metallic armor obviously doesn't offer any resistance. Can be brewed into various drinks that sharpen the mind.
Consumable Thrown Weapon: No damage, Ignores Metallic Armor, 75% chance of stun
Afterwards, she and Feleris head back to camp-and she gets started on dinner, encouraging the adventurers to bring their cold meals together so she can a cookpot for the entire camp. The soup is...quite exquisite, especially with the Silver Leaves. She's a bit dissapointed Tsnua does not join them, instead sticking to the edge of camp in silence.
Ate: 1xSilverleaf/1 Day of food
She also meets, and helps a spellcaster named Ochita simmer some Laumswort-a simple task, but the young man commited the most basic of errors, adding salt instead of sugar...that was why the smell was so bad. Goseki couldn't conceal a wry smile-many of the young alchemists she trained commited the same error. A handful of cinnamon would counter the mistake, as usual-but he declines, and the horrible smell soon pemeates the camp. Goseki shrugs. Very well then...Goseki makes sure her portion gets the correct amount added later.
Gained: +1 Small Healing Potion
...
At the appointed time, Tsuna and Goseki begin making their nightly rounds, keeping the camp safe..
[5]
Goseki finishes the first round with no problems-though she is somewhat worried to see that Feleris and Halbarad are still in the forest...afterwards, she is laying down to enjoy a small nap when she hears the creak of a softly padded foot outside of her tent. Then silence...
Mobility: 0
Reflexes: 2
Power: 0
Intelligence: 3
Armor: 3
Magic Resistance: 0
DF: 100%
()()()()()()()()()() HP: 100%
()()()()()()()()()()ST: 90%
()()()()()()()()()()Effects:
Camoflaged, +1 to Stealth
-Deity Relations--None-
Equipped:Sakane Katana/One handed Melee Weapon, Hidden
Springblade/One handed melee weapon, thrown weapon, Hidden
Yoroi Armor/+3 Defense, +1 Stealth
Jiang Needle Blade/One handed melee weapon, thrown weapon, Hidden, -2 reflexes when thrown, Ignores 1 armor
Key:-1x Healers Kit: Disguised an an old ladies carrying bag, this not only houses Gosekis numerous antidotes and balms, but her poisons as well...the bottles are unlabeled, but varied-and only she knows which are which. It allows her apply an essentially limitless amount of poison to any of her weapons (all it takes is a drop), and doubles the normal healing rate of either herself, or anyone she is administering to. It has antidotes for nearly all known poisons and venoms as well, curing them about 75% of the time.
Pack:1xHandful of Thunderpods: Consumable Thown, No damage, Ignores Metallic Armor, 75% chance of stun
1x Spiced Rice Ball/One Day of Food
1x Small Healing Potion Heals 10% HP, 25% Defense, instant use
1x Meditating Incense/Heals Ninjas for 100% HP, needs one turn of rest. Gives +50% Defense for one day after application.
1x Stamina Potion/Restores all lost Stamina
1xSilverleaf/1 Day of Food
2xTrotters Balm/Heals 50% HP, requires 1 turn of rest
1xKobold Bulb/Can be brewed into acidic Gnomeblight, a potent weakening poison against all Humanoids-only Gnomes particulalry so.
1xVial of Gnomeblight/When applied, creates horrible stinging wounds, causing your next attack to do an additional +10% HP damage if your opponent doesn't beat an unmodified Power Roll. If thrown, the stench released makes combat impossible in the miasmal cloud for any creature with a sense of smell or taste. Gnomes, Halflings and Hobbits-along with similiar kin-are terrified of it, take double damage, and have a chance of being struck unconscious by the gas.
Powers:Gosekis Wisdom
Cost: 10% Stamina
Effect: Goseki adds her intelligence score to her reflexes, power and mobility rolls for the next turn of combat. If used consecutively, Stamina drain doubles.
Gosekis Intiution
Cost: 10% Stamina
Effect: Goseki can specify an action or single attack on her turn to receive this buff-that action will be rolled twice, with the higher roll being used.
Storm of Hidden Blades
Cost: 10% Stamina
Effect: Physical Ranged attack, -1 Power, -2 enemy reflexes to dodge. Ignores normal armor. Can be envenomed.
Gosekis Reckoning
Cost: Free
Effect: Goseki can instantly appraise anyone she meets-determining their true powers, intents and capabiltes. This takes one turn of at least casual contact, or 2-3 in combat. Against that target, you permanently gain +1 to all stats when in combat with them, or +1 to all stats when fighting alongside them, non-consecutively. Doesn't work on other Ninjas.
=Targets Appraised=
Feleris Valinar/He's a Sylvan Ranger...good with a bow...he has the fortitude to endure any obstacle...
->
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Rykmar/IronyOwl[3]
Rykmar and Cria wisely skirt Stromgands camp, and make their way to the side of the cliffs, where they find a meager cave. It will provide shelter, and no more-and not much of that, but it's better than sleeping in the open. Rykmar notices something in the very back, which he inspects...it's a metal plate of some sort, built into the wall, but corroded and unreadable by torch light. He suspects he'll be able to see more in the morning.
[2]
For whatever reason, nothing bothers them that night. The Ash Shadow dutifully maintains patrol at the mouth of the cave all night, never wearying nor complaining-as it would continue to do so, for a thousand thousand years. The undead are quite useful in that regard. Rykmar also knows most animals are afraid of the undead-and an invisible undead that hides itself from normal senses is likely to ward off even the strongest and most hungry of animals...well, natural animals anyway.
...
The night is spent in relative ease-Rykmar drifts in and out of sleep, and Cria seems to like nothing more than talking with him, no doubt making up for the years of lonilness she endured.. Rykmar finds it easy to listen. Rykmar idly eats his sour meat ration, wishing for fresh blood-and nothing oddly, that Cria doesn't seem to eat anything at all. Maybe he'll have to question her about that later.
Ate: 1xUnknown Meat Ration
Cria speaks honestly, at least, which is more than he can say of many mortals. She is almost like a child in many ways.
"...my work, people have always said how horrible it is...how horrible I am for doing it...but, they are just spare parts after all. Why shouldn't we be able to use them?"She warms her hands by the fire.
"It's just...everyone is afraid of death, Master...and yet, if has been my only ally and friend for as long as I can remember. The Dead will not harm me with stones or taunts-nor will they betray me, unless I allow them to...more than I can say of the living.
But, I trust you, Master...I hope I can always trust you..."She trails off, leaving Rykmar to steer the conversation as he will.
Mobility: 1
Reflexes: 1
Power: 1
Intelligence: 2
Armor: 3
Magic Resistance: 0
DF: 100% ()()()()()()()()()()
HP: 80% ()()()()()()()()()()
MP: 100% ()()()()()()()()()()
Effects:
Demonic Vigor/Immune to Heat and Poison
Prides Folly/ +30% DF for 21 hours against Humanoids
Portion of Soul Removed (20% Lust)/ -20% permanently until recovered
Infernal Charisma/+1 Diplomatic rolls against Evil and Neutral aligned Humanoids. +2 to resist any magical attempts to control or influence you.
Greeds Wager/ 11 turns left, 0% toward Goal
-Deity Relations-
Nine-Hells Princes
30% ()()()()()()()()()()
-Favor-
Pride
Lust
-Neutral-
Gluttony
Wrath
Envy
Pride
Zealotry
-Disfavor-
Apaty
Sloth
Greed
-Items-
Equipped:
Demonrune Viziers Blade/One-handed Melee Weapon
Demonskin/Natural Armor:+3 Armor, Heat Immune, Poison Immune
Key:
Infernal Sapphire Signet Ring/Allows Demonic Communication and summoning of Demons directly from the Hell-Planes.
Bag of Greed/It shifts uncomfortably in your hands, sometimes feeling full, other times empty...but, when you open it and look there's nothing. It's currently empty.
Pack:
4xHealing Potions/Heals 25% HP, 50% Defense, instant use
Powers:
Hellbolt
Cost: 10% MP
Effect: Offensive Magic, +2 Power against enemies not immune to both Poison and Fire
A combination attack, and Hells primary offensive tool, the Hellbolt combines searing acid and deadly flames in a one two punch-and if your foe is only resistant to one of them, then you can specify the other element to grow in strength to compensate.
Bloodwrack
Cost: 25% MP
Effect: -1 to all enemy stats, can be stacked. Four stacked Bloodwracks kills almost any mortal being if they aren't dead already.
Demons know pain. Born in the Hell-Planes, they feed on it...Bloodwrack is the first of many torments they have developed, that causes the very blood of the target to boil, but causes no lasting damage. Excellent for enforcing obedeiance in your thralls, crippling your enemies, or tormenting either for information or fun.
Etheral Jaunt
Cost: 50% MP
Use: Once a Day
Effect: Teleports the Demon to a random 'safe' place, at least within a half mile of where you were standing. Works once a day.
Safe being a relative term. Long ago, Rykmar enslaved an Imps Soul and bound it to a glass bottle on his waist. The little bugger is almost useless-he tells very good jokes, thought-except for the fact he can teleport both you and himself from danger-for, while he despises Rykmar and wishes him dead, he knows of no one who can free except Rykmar. Given the alternative is him trapped in a bottle for a literal eternity, he merely helps the Demon as he is commanded, being very patient.
While, we wont drop you into a bottomless pit, but the spell doesn't account for dropping you into a pit deep enough to only break your legs, for example. He does have the typical Impish sense of humor.
Telepathy
Cost: Free to Communicate/10%+ MP to Pry
Effect: Used for controlling your minions without spokens words-or reading your opponents mind to discover what you wish of them. Only the strong willed can keep you from learning their secrets easily...of course, if a foe is completely unaware of your presence, they might not even notice your intrusion until it's too late.
Infernal Charisma
Cost: Free
Effect: +1 Diplomatic rolls against Evil and Neutral aligned Humanoids when using charm instead of Intimidation, increases strength of successful persuasion attempts. You gain +2 to resist any magical attempts to control or influence you.
Mobility: -1
Reflexes: -1
Power: 1
Intelligence: -2
Armor: 2
Magic Resistance: -2
Effects:
Incorporeal/You take half damage from physical sources, but double from magical ones. You cannot pass through walls, but you can squeeze your body past even the tiniest crack.
Invisibilty/You are invisible to the naked eye in any area not under direct light. Cannot go invisible in combat.
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Feleris/Tiruin[Herb/Supply Gathering 4+1 -2=3
Modifiers: Goseki Help +1, Darkness -2
Supplies or food, quality, quantity=3, 6]
Feleris spends some time gathering supplies with the old Woman Goseki-who seems quite a bit more knowledgeable in this matters than her age would suggest.
Goseki points out something Feleris would have surely missed in the dark of night-hidden in the shadow of a fallen log, a bunch of Thunderpods! Feleris gingerly picks the largest ones and places them in a safe pocket, feeling the tingling in his fingers as he does so. He shares the other half with Goseki.
Gained: 1xHandful of Thunderpods
A uncommon plant, these small berries seemingly contain a electric current within them. It is thought it may have been a Sylvan attempt to breed a growable weapon in ancient times-they are often used as thrown weapons or in slings by various agrarian cultures and modern Sylvan Elves, and conduct a nasty, yet mostly harmless shock on contact with skin or metal. A handful of them can easily knock a man down for awhile. Metallic armor obviously doesn't offer any resistance. Can be brewed into various drinks that sharpen the mind.
Consumable Thrown Weapon: No damage, Ignores Metallic Armor, 75% chance of stun
They don't find much else. The Old woman points out several tracks and marks which she says are from Kobolds, which have scavenged this area recently.
Later, Feleris heads back to camp, breaking bread with other adventurers around the stewpot. While the stew is filling, he finally relents and eats half of his waybread
Ate: .5 Waybread Loaf/1 Day of Food, +1 morale bonus to all stats for 12 hours after eaten
Gained: Strength of the Rangers +1 to all stats for 12 hours.
It will not be a restful night for him, though-he and Halbarad have the first and longest watch...
[6]
Halbarad seems to be alert, yet also in a talkative mood. He speaks about his wife, mostly. Feleris is sad to hear that Halbarad seems to have trouble deciding if he should adress his wife in terms of past or present.
"You would have loved to meet her, Feleris friend..you will meet her, once this is all over. She was smart, had...had a tongue that would scorch the hair off your head, you made her angry...and yet she was...is..is a good person, very passionate. No children for us, though not from lack of trying-I guess that's a relief, in a way...I would never have been able to muster the courage to..."Feleris sharp ears pick out a sound in the distance-somewhere to the North of them in the forest. He raises his hand to signal quiet from Halbarad.
Both men listen intently...someone is playing a Flute. The sweet melody is...simple, somewhat sad, and very compelling.
Halbarad turns toward Feleris, his voice a bit distracted. It's clear he's straining to listen to the music-even taking a few hesitant steps toward it.
"That's...awfully strange. The only musician in camp is Alithra, and she uses that small guitar. Should we check it out, Feleris? It is beautiful, though....almost like your music was, Feleris."Feleris feels a pulling as well-something deep in his Sylvan spirit. What will he do?
Mobility: 1
Reflexes: 2
Power: 1
Intelligence: 1
Armor: 3
Magic Resistance: 0
DF: 100% ()()()()()()()()()()
HP: 100% ()()()()()()()()()()
ST: 100% ()()()()()()()()()()
Effects:
Camoflaged/+1 to Stealthy Actions
Strength of the Rangers/ +1 to all stats for 12 turns
-Deity Relations-
Goddess of Life
Piety: 10% ()()()()()()()()()()
-Items-
Equipped:
Sylvan Longbow/Two-Handed Range Weapon
Ranges Cloak and Tunic/+3 Armor, +1 to Stealth
2xSylvan Daggers/One-handed Melee weapons
Pack:
1xHandful of Thunderpods: Consumable Thown, No damage, Ignores Metallic Armor, 75% chance of stun.
21xSwiftflight Arrows/Ammunition
0.5xWaybread Loaf/1 Day of Food, +1 morale bonus to all stats for 12 hours after eaten
1xSunshine Liqeur/Heals 50% HP, 100% Defense, instant use
1xSunrod/A bright alchemic torch. Provides as many hours of bright illumination during the night, as it absorbs during the day. Command words are "Solara" to activate, and "Lunara" to deactivate. Doesn't burn or produce smoke, and can only be extinguished through magical means. Damages and stuns light averse creatures.
Powers:
Goddess's Balm
Cost: 50% Piety
Effect: Heals 50% HP, 100% DF in the user, or one of his friends.
Just a drop of the cooling water from the Goddess of Lifes springs can restore your strength. Using this on another good soul and expecting no reward can actually gain you her favor and reward you later in your travels.
Goddess's Cleansing Touch
Cost: 20% Piety
Effect: Heals all poisons, venoms, curses and and diseases in either the user or one of his friends.
The Goddess's touch removes all noxious maladies...physical and spiritual. As with all her aids, using this on another good soul and expecting no reward can actually gain you her favor and reward you later in your travels.
Aimed shot
Cost: 25% ST
Effect: +3 power and reflexes to next set of ranged attacks.
One shot...one kill. Requires you to be still and not engaging in melee combat.
Willpower
Cost: 50% ST
Effect: Restores 25% HP, 50% DF
Sylvan Rangers are taught to endure any hardship-what kills other races, they thrive in.
>
OOC: Also, for anybody that is wondered about time wonkiness-especially Ironyowl with his bet-every turn can be expected to cover about 2 hours time, with smaller actions being covered in between. Which means 8 turns in a game day, with night and sleeping occurring in between. Point out any mistakes I might have made, naturally. I got lazy and put off the turn so I might have missed something. :X