gold
familiar Familiarhubert ("bertie"), water deer.
played by OOC Namebean
❛ off-topic question, you have been stopped. ❜
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Post by sylvaine vaillancourt on Feb 16, 2022 22:25:56 GMT -7
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SYLVAINE'S INVENTORY
[attr="class","staffbody"] [attr="class","masterypts"] mastery56 POINTS[attr="class","staffpara"] familiar[attr="class","inventorypara"] Hubert, HYDROPOTES INERMIS. A formidable and noble water deer, Hubert (affectionately known as "Bertie") is the physical manifestation of Sylvaine's truest emotions. Where she is unflappable calm, he is all unadulterated passion. Loyal and valiant, perhaps even overly so, he is her most staunch companion, offering his protection wholeheartedly. Though small, he is particularly vicious for someone so cute, brandishing his tusks in glorious defence at anyone who dares to come too close. While she might find his antics dramatic at times and must often chastise him, Sylvaine thinks his behaviour to be incredibly adorable. items[attr="class","inventoryitems"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] WITCH LICENSE[break] An official document that licenses a witch to practice magic. It has information about their coven, birth date, and demographic stats. Keep it safe since getting a new one can be a hassle, what with the Council's bureaucracy...
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GOLDEN FANG[break] A small, "fang-shaped" gold badge worn proudly by Cerberus members, this is commonly considered a symbol of prestige in Delphi. When situations get difficult, witches and non-witches alike will scan the room in search of individuals wearing this badge as a sign of leadership and ability.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] NPC TIE-IN - JEREMIAH KNOX[break] theirs is a contract signed in blood, a promise of marriage between two houses. jeremiah is her betrothed according to an ancient agreement between the Knoxes and the Vaillancourts.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] LANCE'S BUSINESS CARD[break]An item that allows your character to start a text thread with Lance. Unlike other NPC threads, text threads can be started under any circumstance the player character chooses. Feel free to chat with staff if you're looking for ideas. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CASSIDY'S BUSINESS CARD[break]An item that allows your character to start a text thread with Cassidy Wolfe. Unlike other NPC threads, text threads can be started under any circumstance the player character chooses. Feel free to chat with staff if you're looking for ideas. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADRASTEA'S BUSINESS CARD[break]An item that allows your character to start a text thread with Adrastea Montague. Unlike other NPC threads, text threads can be started under any circumstance the player character chooses. Feel free to chat with staff if you're looking for ideas. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] NPC CARD - JEREMIAH KNOX[break] A card that enables your character to thread with an NPC of your choosing. Multiple cards can be used on the same thread. After buying this item, please post in the Non-Playable Character info thread to confirm which NPC you'd like to meet. Or shoot staff a message on Discord. Can be given to any character of your choosing.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ARTEMIS'S BOW[break]A traditional wooden bow with ornate carvings that comes with its own set of arrows. It almost never misses, provided sufficient strength is applied and the user has decent form. If the bow is tampered with or damaged in even a small way, it loses its original magical property. It could still function as a regular bow afterward. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] FRIENDSHIP INSIGNIA[break] Given as a token of gratitude by Vale witches. An insignia with the complex symbol of the Cavalry. Once a coven of bannermen for the royal family of the Vale, the Cavalry has now become a leading authority in the peninsula. This apparently symbolizes friendship with the coven, though it doesn't seem to do much...
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CHARMED PLUSHIE[break] A plushie backpack made in the shape of your familiar during the Equinox event. It is enchanted to be able to take one spell for the familiar per day. It is able to withstand more, but wears out quickly.
skills[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GENERAL SKILL: EMT TRAINING[break] This skill gives your witch the ability to perform under pressure and handle tough medical emergencies, with or without the assistance of magic. +10 on rolls where your character is only seeking to help someone who is significantly wounded
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GENERAL SKILL: KILLER REFLEXES[break] Your witch has a heightened sense of self-preservation. Avoiding danger is their top priority, and their body can move away from harm out of instinct. +10 on rolls attempting to do nothing but avoid danger.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GENERAL SKILL: GLASS CANNON[break] Your witch has a fiery spirit that will fight to the end. They continue on the offense despite being injured. +10 on rolls when using offensive spells or weapons with a severe injury (broken bone, stabbed, etc)
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GENERAL SKILL: RSM-CERTIFIED[break] This skill gives your witch the knowledge of the ins and outs of rupture sealing, and general experience around effect zones. Morgan's Equation? Memorized. +10 on rolls where your character is in the presence of an active rupture
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] UNIQUE SKILL: THE CONSUL[break]Jeremiah's archetypical skill, the Consul, is useful for witches that are relaxed until they are provoked, and prefer, where possible, a diplomatic approach. Gain +10 on rolls that involve offensive actions taken against someone that has already injured the witch in that thread. curse[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] THE CALLING CURSE[break] Your character's familiar randomly passes out when materialized, or their mental connection is severed when dematerialized. These episodes last up to a few minutes, giving your witch sudden powerlessness and anxiety. The familiar often recounts visions of the wilderness afterward...You witch may also OPTIONALLY experience: mana instability, spellcasting failure, or change in familiar's personality
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CALLING CURSE: MALIGNANCE[break] This is an "Advanced" version of the calling curse. It can no longer be cured through the shop, or through participation in the Calling Phase II. Characters with the malignant version of the calling curse no longer experience unstable mana. Their familiars will frequently "sleepwalk" while the witch is unconscious, and frequently retain several injuries that transfer to the witch. The link between witch and familiar is incredibly frazzled as the familiar begins to lead an unconscious life they cannot remember totally outside of the witch's control. Their personality may shift radically and permanently. A dark and unremovable gem appears to be embedded in the familiar. In exchange, the power of the witch's spellcasting is somewhat increased in the wilderness.
[attr="class","masterypts"] achievements[attr="class","staffpara"] [attr="class","badgetrack"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] STARFALLEN from a distant realm...[break] the character was active at some point on starfall.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] favored has the eye of someone in a powerful place...[break]has at least 1 active npc tie-in
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] mission-bound rose to the call of their coven.[break]complete any 1 mission on time
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gold
familiar Familiarhubert ("bertie"), water deer.
played by OOC Namebean
❛ off-topic question, you have been stopped. ❜
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Post by sylvaine vaillancourt on Feb 16, 2022 22:42:35 GMT -7
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DOMAIN: PYROS
[attr="class","staffbody"] [attr="class","spelltitle"] SUBDOMAIN: FIRECALLING
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SKILL: PYROMANCY[break] Even witches who specialize in the element may receive burns from the fire they create. However, this skill enables a initiate partial immunity to their own flames. With training, witches can completely surround themselves with fire with no worry about their safety. Acolytes are even known to cocoon themselves in giant flames while in an intense fight.
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WARMTH[break] Another simple creation; the witch can warm the general area. With training, the witch can increase the parameters and strength of the technique. An initiate may only warm the room or their hands, but very strong witches may be able to warm whole buildings and towns if they so wanted to, or create areas unbearably hot for the average person. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]
FIREBALL[break] A very common fire-based spell, this enables a witch to create a ball of fire and propel it towards a target. As a witch becomes more powerful, the speed, range, and the number of fireballs that can be used without drying up a witch's mana drastically increases. Knowledge of this spell also implies being able to create flames more generally.
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FLAMEWEAVER - CAUTERIZE[break] A series of spells put together from an unknown firecaller's notes. Whoever they were, they seemed focused on shaping fire to their will, turning the ephemeral element as solid as a blade. Cauterize is a simple spell that focuses on precision, and is the starting spell in the Flameweaver's repetoire. The witch summons a small concentrated jet of flame that can be used to cauterise wounds. It's not a healer's work, but it's good in a pinch. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody'] WHISTLING PILLAR[break]A spell that superheats the ground and air directly above it with mana. It creates a distinctive steam like whistle before combusting violently with a pillar of flames. The ground below will look distorted right before as well. The stronger the witch the larger the area of effect that can be heated. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] FLAMEWEAVER - PHOENIX[break]The witch creates a creature out of pure flame. For whatever reason, fire tends to cooperate more willingly when granted the freedom of wings, thus the moniker of 'phoenix'. While beginner witches may struggle to maintain their creation beyond an initial burst of flame, masters of the craft have been known to wield it almost like a second, single-minded familiar. [attr="class","spelltitle"] SUBDOMAIN: LIGHTCRAFT [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] LUMINOUS ORBS[break]A self-explanatory spell, Luminous Orbs allows the witch to summon bright orbs to float alongside the caster, creating vision in dark spaces or even signals to teams across a great distance. The stronger the witch, the greater the brightness. Once created, an orb can also be lobbed an an enemy and exploded, although it's weaker than other elemental attacks. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] THREADS OF LIGHT[break]A temporary healing spell, most effective when in steady hands The witch creates threads of light which can be used to sew up wounds, and accelerate their helaing process. These last only if there is light enough to maintain them, and will dissipate eventually depending on the caster's strength.
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