Saren Of Tyria/Micelus...Ochita...Felerius/Tiruin...Goseki Sakane/LawastooshortSaren takes a walk around the camp to ease her troubled mind...she runs into Halbarad, who seems agitated-Feleris the Elf has been gone a while.
Meanwhile,
Ochita delves into his books, searching for answers, or maybe just momentary distraction...
Goseki speaks quietly with Tsuna in the dark.
Feleris emerges from the brush, to Halbarads relief. Then confusion, as he looks upon Lwy'nna
"Feleris, what took you...and who is this...?"All are distracted by a sudden flapping of wings and a bestial Draconic roar from above.
A few moments later, they hear a booming and sonorous hissing voice from above, conveying not only boundless rage and power, but a sly, almost sensual femininity...the first words are in Draconic, a language of which Ochita knows a bit by lore, and of which Saren knows what few words her Lizardfolk language shares with it. Feleris has never heard it at all, and Goseki only can pick up fragments.
After, it seems to change it's voice a bit, and begins speaking in the common tongue.
"Wux mablik iri bevi ekess lowd sia opsolaic thaczil? Nomeno goawy geou qe dout ariloexokarthel.
Come and face me Mortals, before I get impatient..."
Everyone in the camp is awake by now, shaking off sleep and hurriedly donning armor and weapons-and gathering the center. All hear the beating of the Dragons wings off to the North, then a tremendous thump as she lands in the field.
Halbarad runs a slightly shaking hand through his ruddy hair.
"This isn't good. What do you suppose we should do?"
Ochita recalls he has a few books on Dragons. Actually fighting one is a frightening prospect.
Goseki notices Tsuna seems to be a bit unnerved, perhaps not wanting to endanger the mission fighting this beast up front.
Saren notices a few wary, maybe hostile glares-or thinks she does. Maybe they think she is in league with the Dragon...she tries to call her spider, and grimaces. She can't feel it's presence clearly anymore. It's not dead...but it's not gone...
Feleris sighs. Lwy'nna reclines her body back against him, purring like a cat. Hmm, not the time for this, Feleris thinks.
{"Mmm...Dragons are so amazing, aren't they Feleris? I once knew a Dragon that lived around here. Maybe I could tell you about him sometime. Assuming you don't get yourself eaten up by one before then."}
Feleris is about to explain his new companions strange words, when he notices no one has heard Lwy'nna's words-and she's not moving her mouth when he hears her speak...she must be using {telepathy} to communicate with him.
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: 30% ()()()()()()()()()()
-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.
>
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 is cold and dark right now, having just expended it's charge.
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.
Mobility: 0
Reflexes: 2
Power: 0
Intelligence: 3
Armor: 3
Magic Resistance: 0
DF: 100%
()()()()()()()()()() HP: 100%
()()()()()()()()()()ST: 80%
()()()()()()()()()()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...
->
Mobility: 1
Reflexes: 2
Power: 1
Intelligence: 1
Armor: 3
Magic Resistance: 0
DF: 100% ()()()()()()()()()()
HP: 70% ()()()()()()()()()()
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: 30% ()()()()()()()()()()
Goddess of Chaos
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.
True name of Lwy'nna
Cost: Free
Effect: If Feleris utters this Fey beings true name, she will generally be compelled to do whatever he asks, even against her will. If forced into combat against her, he can utilize the name to gain a +5 bonus to all stats. Usage of the name will obviously lower her trust toward you, as will sharing it with anyone, since anyone who learns the name can invoke the same powers against her.
>
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Rhogar/ZakoRhogar lines up his hammer for a mighty throw, visualizing the arc he needs to hit two of the fleeing thieves...
Rhogar Accuracy vs 4
Sneaky Kobold A-1 [hit]
Sneaky Kobold B-8+2 = [miss]
Spent 25%
StaminaHe hefts it with a bellowing war cry! It flies true, striking the first Kobold dead at 10 paces-then it arcs around...the second Kobold, seeing the fate of his friend, twists his body sinuously and the hammer misses him by a quarter inch.
Rhogar catches the hammer with a grunt, spinning his body to the left, and arcing a lightning bolt at the last one...
Rhogar Accuracy vs 2+4=6
Sneaky Kobold C 2+2=4 [Hit]
Effect=8
It reduces the Kobold to a greasy green smear on the ground. Along with whatever he had stolen. Oops.
Spent 50%
Piety+Slaying blow refunds 10%
PietyRhogar feels a sudden drop in air pressure-presumably as the Kobolds spirit, slain by lightning, is harvested by his God. Then he hears the voice of Kron, a bit annoyed.
"A Kobold? What am I supposed to do with this! Eh, maybe he can clean my boots or something..."The voice fades to indistinct muttering.
Rhogar Catch vs 8
Kettle Run C 5+2=7 [Pass]
Rhogar takes off running into the brush, seeing a score of the little bastards in a group ahead, as he wades in...he's looking...Kettle! In a fit of inspiration, Rhogar points to Kettle from across the field and makes a 'gimme' gesture. The kobolds, ever courageous, seize Kettle by the arms and throw him at Rhogar's feet, before scampering off into the forest.
Rhogar strides over to the Kobolds whimpering form.
"Yark! Kettle say it not personal, right? Just business? No kill? Please?"Rhogar grunts, and opens his pilfered pack...
Items Stolen
3, 3
Amount
1, 3
All his stamina potions are gone. He growls.
Stolen:3x Stamina Potion/Restores all lost Stamina
Mobility: 0
Reflexes: 1
Power: 2
Intelligence: 2
Armor: 6
Magic Resistance: 0
DF: 100% ()()()()()()()()()()
HP: 100% ()()()()()()()()()()
ST: 75% ()()()()()()()()()()()()(
Effects:
Favor of Kron/Immune to Lightning Damage
Well Fed/+1 to all stats for 12 turns
-Deity Relations-
Kron the Thundering God
30% ()()()()()()()()()()
-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
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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Rykmar/IronyOwlRykmar follows the same path he took back to the camp. His Demonic vigor makes it easy to keep a quick pace.
But he can't help but notice something-while he's no Ranger, Rykmar can see the marks and prints he made in the stone and sand.
And Vorathus prints, right beside them. Following them, and likely his scent, right back to the cave...
...
When he crests the Hill, he sees what has happened-Vorathu lured Cria out of the cave with his lies, and she now lays sprawled in a twisted heap, screaming with agony from a Fel arrow to her left thigh. Rykmar knows by experience, that Vorathus arrows are deadly-they inflict living torture on those they strike, far beyond a mere flesh and blood wound. She'll die if he doesn't help her remove it.
Crias pain glazed gaze turns back, and falls over Rykmar, standing on the Hill.
"It hurts so much...Rykmar! Please, help me..." She says...Rykmar feels magical control of both the Ash Shadow and the Skeletal hand ceded to him, through her. If she dies, he won't be able to control them, but they should respond to his mental commands for now. Unless Cria falls unconscious or worse.
Rykmar merely looks carefully down into the gulley...this is Vorathus favorite game, after all-set the bait, catch the bigger fish....he knows rushing in would only get the both of them killed. So he stays calm.
?
vs
?
He thinks he sees a flash of movement. Is that Vorathu, kneeling behind the tree? The shape is right...
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
1xHellfire Amulet/Trinket: All spells cast do an additional +1 damage. Can only be used by the Demonic or truly Evil.
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
1xEbon Candle/Can be used to establish a shaky connection to the Hell Planes. Often utilized by Human Warlocks. Has low value in Hell.
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.