gold
familiar FamiliarSprocket (squirrel monkey)
played by OOC NameIceguin
And following our will and wind, we may just go where no one's been
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Post by zephyr on Feb 21, 2022 9:01:23 GMT -7
[nospaces] [attr="class","staffcont INVTABOVERVIEW"] [attr="class","staffheader"]
ZEPHYR'S INVENTORY
[attr="class","staffbody"] [attr="class","masterypts"] mastery44 POINTS[attr="class","staffpara"] familiar[attr="class","inventorypara"] SAIMIRI CASSIQUIARENSIS. She is Zephyr's partner in crime, his enabler, and an absolute menace. Her name is Sprocket (or Spock, for short), and the unassuming squirrel monkey face with which she materializes only does so much to veil the half-playful, half-manic glint behind her eyes. She allegedly speaks with Zephyr, but remains non-vocal with everyone else -- only signing or screaming (or pointedly jabbing daggers at their throats) when the situation demands it. Although she's plenty comfortable without them, she'll appear with clothes on occasion, often as a theatrically exaggerated mockery of human culture. [attr="class","invtabs"] [attr="class","invtab-item active"][attr="class","invtab-icon fas fa-screwdriver-wrench"]items [attr="class","invtab-item"][attr="class","invtab-icon fas fa-gun"]weapons [attr="class","invtab-item"][attr="class","invtab-icon fas fa-hands-holding-circle"]skills [attr="class","invtab-item"][attr="class","invtab-icon fas fa-address-book"]npc & misc [attr="class","line"] [attr="class","invtab-content"] [attr="class","invtab-pane staffbody active X---ITEMS-HERE---X"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] BASIC BROOMSTICK[break] A basic broomstick. Might break during use, but it should serve you well. May be required for participation in certain events, and certainly makes clearing some missions easier... [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DREAMEATER BULLROARER[break] A simple bullroarer with a handle and tip made of daemon bone. When played, the instrument causes small incisions inside the user's palm, drawing their blood. In exchange, it produces moonlight that pins objects or other beings in place by their shadow, for which they would need a strong light to get out of. Must be played continuously, or another blood offering will be taken. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]CARABINER KEYRING[break]It could just be for your keys, but where's the fun in that? It features an enchanted clip that, when attached to a small to medium sized weapon, condenses it into a non-descript house key. Unclipping it will cause it to transform back into its full-sized form. It may not fool a more sophisticated security check, but it sure is a handy way to carry things around. Prone to wear and tear. [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.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] COMPANION CAT[break] A sweet little ghost-like kitty that can't actually affect the world around it, this cat never strays too far from its owner. When close to an illusion, the cat meows loudly and and its fur stands up, dispelling the illusion, but only for the user. Usable once per thread. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SEA SHANTY RING[break] A trinket from a coven far from Delphi, seemingly misplaced and left behind by another witch. If used, the ring will begin to sing a sea shanty that seems to draw daemons to the wearer. Doesn't work if not worn. A strange phrase in another language is carved inside the ring. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GRIMOIRE OF LETTERS[break] A small, leather-bound enchanted grimoire with a random arrangement of letters in it. Every time it is opened, the arrangement of letters changes. Theoretically, if you do this often enough, you might end up with some words, or even sentences. Theoretically, anyway. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] HOLY BOMB x1[break] The potion explodes into a powerful light when it is broken, blinding and even burning any mana-realm natives such as familiars or daemons. It doesn't burn witches or humans, but it may still blind them. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] BOBA OF STRENGTH x1[break] A cup of boba that will give the witch unnatural amounts of strength for roughly five minutes. One time use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]STRANGE MUSHROOMS x1[break] Brown mushrooms that have strange properties. You know what they say about eating random fungi...don't do it. But if you're really brave... If your character eats this, will make them smell like spoiled milk for 12 hours. [attr="class","invtab-pane staffbody X---WEAPONS-HERE---X"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SPADE SHOOTER[break] A pistol that shoots a spade-shaped grapple hook, propelled by an acolyte starcaller’s self-replenishing stardust. the hook is on a long chain and capable of tearing into opponents, creating restraints, or making for a cool getaway. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] KIKI'S SWISS KNIFE[break] Did Kiki actually make it? Who knows? A small knife with a pivot mechanism that lets you access a tiny blade, a pair of scissors, corkscrew, tweezers, and several small things that you're not really sure what they do. Useful for picking locks, if you know what you're doing. Oh! It also has a light attached to it. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] JESTER'S KNIVES[break]A set of semi-transparent throwing knives. These knives are balanced perfectly and enchanted. Causes spells to go haywire and backfire if a target is stabbed, and the effect will continue until taken out. Isn't as effective on more powerful witches. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] BASIC BLADED WEAPON[break] A basic bladed weapon of your choice. This weapon is a Fairbairn–Sykes fighting knife -- plain and pragmatic, but gets the job done. Prone to wear and tear and may break during use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] BASIC RANGED WEAPON[break] A basic ranged weapon of your choice (pistol). Prone to wear and tear and may break during use. [attr="class","invtab-pane staffbody X---SKILLS-HERE---X"] [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. [break]+10 on rolls attempting to do nothing but avoid danger. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GENERAL SKILL: AERIAL ACE[break] This skill gives your witch significant experience flying and maneuvering while in-air. Needless to say, they know what they're doing on a broom. [break]+10 on rolls where your character taking an non-offensive action while in flight. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GENERAL SKILL: HUNTER'S STAMINA[break] +5 on all rolls made outside walled cities. [attr="class","invtab-pane staffbody X---MISC-HERE---X"] [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"] PEGASUS FEATHER[break] An iridescent feather, supposedly of a real pegasus. Pegasus members tend to fashion this symbol in various ways -- whether it's on a hairband or necklace. The feather glows and dims softly, often mimicking the beating of the owner's heart. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] NPC TIE-IN - FARAH[break] A tie-in to an NPC of your choice, which allows your character to foster some kind of connection with the NPC. For example, being Cain's pen-pal, or being shift buddies with Ezekiel. Can involve light ret-conning of an existing character, or be given to a new/yet to be created character. Comes along with one NPC card that may only be used for that particular NPC. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]SOMEONE'S BUSINESS CARD[break]An item that allows your character to start a text thread with an NPC of choice, including minor NPCs. 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"] 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"] DREAMEATER'S CURSE[break] Required if your character is taking a Dreameater Weapon. This curse grows worse each time its associated weapon is used. In general, a daemon forms a communicative link with the wielder, and begins to haunt their dreams. The user has troubled sleep, making them physically weaker and slower to react when waking. Emotions of regret, especially related to a lost loved one, are amplified. When the associated weapon is used too long, it may lead to hallucinations. [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 [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]TWIN FLAME one half of a whole.[break]be in a relationship in-character
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gold
familiar FamiliarSprocket (squirrel monkey)
played by OOC NameIceguin
And following our will and wind, we may just go where no one's been
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Post by zephyr on Feb 21, 2022 9:25:51 GMT -7
[nospaces] [attr="class","staffcont"] [attr="class","staffheader"]
DOMAIN: ENCHANTMENT
[attr="class","staffbody"] [attr="class","spelltitle"] SUBDOMAIN: CHARMS [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SKILL: IMPROVIZATION[break]Enables enchanters to quickly attach charmed objects to eachother, binding them with sturdy magic so that their effects can be added on to one another and multiplied. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] AUTOMATER'S TOOLKIT #1[break] A simple but effective charm, this fully automates an object to do whatever tasks it has the knowledge of. For example, this could be used to get a pen to write, or a sword to fight for you. Beginner witches may struggle with the 'logic' of the spell, causing objects to do unexpected things, or to fail at seemingly simple tasks...
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] OBSERVER'S NOTES[break] This spell can lead to a witch being adept at marking, tracking, and understanding objects and charms. They can mark objects for future reference and imprint them with mana: this kind of magic is often present in heirlooms. They may also interpret markings left by others. These witches can use a number of objects as bugged devices using marks, and can even understand the immediate past of their surroundings by “observing” the state of mana in the objects around them. As a witch gets stronger, they are able to create a "field" of sensing, and are able to track magical activity through time in a particular space. Masters of this spell could even trace objects or whole ruins back to their creation...
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody'] AUXILIARY GRIMOIRE: LIMBS[break]This enchantment can make something which has been fashioned into the shape of a limb (such as a tangle of vines, clockwork metal, or real flesh for the macabre) attach to the witch and move as if it were their own natural limb. This can be used to give the witch additional limbs, with some advanced witches may even be able to craft functional limbs which were never meant for humans, like wings or an aquatic tail. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody'] MANA CANISTER V1[break]By enchanting the confines of a sealed container, the witch can create a sort of magic "battery" which slowly charges up with magical energy from the environment over time. A witch can tap into this energy to restore their own magical reserves. Its maximum energy capacity depends on the skill of the witch. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MANA CANISTER: JET FUEL[break]Requires mana canister V1 to use. Allows the witch to store mana in a canister designed for powerful, propelled dispensing. When activated, the canister can act like a propellant for something else, or like a powerful projectile when let loose on its own. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ELEMENTAL CANISTER [break]Requires mana canister V1 to use. Allows the witch to craft mana canisters which dispense a stream of the pure element of fire, light, water, ice, earth, or air from their container instead of unprocessed mana. At each rank past initiate, they may learn one additional elemental configuration. You currently have access to: fire, earth, and air. Depending on the element selected and intensity of dispersal as designed by the witch, this can create items such as scuba tanks (air), flamethrowers (fire), searchlights (light), self-replenishing bullet cartridges (earth), and so-on. Like an ordinary cannister, the mana stored within replenishes over time. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] AUTOMATON VARIANT A[break]Although most frequently constructed from rune-etched metal and jewels cut into calculated geometric shapes, these self-operating machines come in a medley of creative designs atop a general underlying template dependent on size. Variant A allows the witch to create small (housecat or smaller) constructs with a focus on stealth. They tend to be designed for a specific purpose, such as combat, transportation, or simple household chores, and can be programmed to follow simple commands by their owner. They are always limited by typical physical limitations unless enhanced by additional spells, and can be shut down by breaking their delicate core which contains the majority of their instructions. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] AUTOMATON VARIANT B[break]Although most frequently constructed from rune-etched metal and jewels cut into calculated geometric shapes, these self-operating machines come in a medley of creative designs atop a general underlying template dependent on size. Variant B allows the witch to create medium (roughly human-sized) constructs with a focus on dexterity. They tend to be designed for a specific purpose, such as combat, transportation, or simple household chores, and can be programmed to follow simple commands by their owner. They are always limited by typical physical limitations unless enhanced by additional spells, and can be shut down by breaking their delicate core which contains the majority of their instructions. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] AUTOMATON VARIANT C[break]Although most frequently constructed from rune-etched metal and jewels cut into calculated geometric shapes, these self-operating machines come in a medley of creative designs atop a general underlying template dependent on size. Variant C allows the witch to create large (mount-sized, no larger than city-street familiar limitations) constructs with a focus on raw power. They tend to be designed for a specific purpose, such as combat, transportation, or simple household chores, and can be programmed to follow simple commands by their owner. They are always limited by typical physical limitations unless enhanced by additional spells, and can be shut down by breaking their delicate core which contains the majority of their instructions. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CAT'S EYE[break]This enchantment causes one item to send a visual feed to another. This could be used on the eye of an automaton to send what it sees to a witch's personal interface, or on a marble to send a feed of its surroundings onto the face of a mirror. More skilled witches can improve the feed with darkvision and other such visual improvements. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] REPAIR CHARM[break]This spell fixes and reassembles non-living objects, assuming enough of the original pieces are nearby. If a magical item lost its magical capabilities due to breaking, these capabilities will not be restored when the item is repaired. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] REVERSE LOCK[break]Cast upon a moving or still object, this spell will force it to retrace its path at the same speed and power as the original path. It’s useful for dodging or deflecting attacks, or trying to rearrange certain objects. Powerful witches can use this on several objects at a time. Doesn’t apply to living creatures, but does apply to magic, summons, etc of a lower-ranked witch. Highly dependent upon the reaction time of the caster.
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