gold
familiar Familiarrosalie - pronghorn
played by OOC Namepandora
|
Post by milo tremerie on Jan 5, 2022 17:23:05 GMT -7
[nospaces] [attr="class","staffcont INVTABOVERVIEW"] [attr="class","staffheader"]
MILO'S INVENTORY
[attr="class","staffbody"] [attr="class","masterypts"] mastery136 POINTS[attr="class","staffpara"] familiar[attr="class","inventorypara"] Antilocarpa americana. Rosalie is the epitome of noble perfection-- at least around strangers. A quiet, demure lady with little to say and everyone's best interests at heart. In reality, the deer is a little more complex than that, with a much more coy and clever personality, and far more tongue-in-cheek with Milo. She can be a bit of a slavedriver and keeps track of Milo's appointments, obligations, and other things. Sometimes, though, she pushes him a little too hard... [attr="class","invtabs"] [attr="class","invtab-item active"][attr="class","invtab-icon fas fa-briefcase"]items [attr="class","invtab-item"][attr="class","invtab-icon fas fa-book"]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"] [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"] OATH BAND[break] A solid gold band, spun by hand to perfectly fit the body. Milo's band is a stenciled laurel that expands from the coven's words on the outside. He wears it on his right bicep. Inscribed with 'ad meliora' on the outside. A mark of a witch's acolyte status in Cerberus — gives the wearer considerable power within and outside the coven. Also allows them 24hr access to hidden pathways and training grounds, and enables them to rent out certain forbidden books, and access a personal study room in the Citadel's library. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MARK OF HONOR I[break] A Mark of Honor, one of the highest degrees of recognition in Cerberus, given to witches who have put everything on the line, Ad Meliora. Typically, Knights of the Round have 3-4 Marks of Honor at the time of becoming inducted. Must post in EULOGY FOR A STAR to claim. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] VOYAGER 360 (PAIR) [break] A small device clipped onto the ear, given out in pairs of two. It enables two-way communication with other similar devices in the general vicinity. Highly resistant to mana manipulation, and capable of withstanding the instability in effect zones of ruptures. Touch to speak! [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"] TOXIC REED[break] A magical bamboo flute with just a single hole. It's painted bright purple and red, perhaps as a warning. When played, it generates and shoots poisonous darts at the opponent. The darts are mildly paralytic but take about a minute to fully kick in. Prone to wear and tear [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] QILIN SCALE[break]A resplendent scale with a green-yellow glow. When consumed, can make a witch entirely resistant to extreme temperatures, including magical heat and cold. An ice spear would still pierce you, though. One-time use.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MANA STABILIZER[break]A horrific Cipher Corp invention that even Cerberus discourages their recruits from relying on, the deceitfully-termed "Mana Stabilizer" will forcefully draw on mana reserves the witch doesn't have in order to maintain their familiar or any spells they are actively casting. Prevents familiars from forcible dematerialization, but induces acute mana fatigue when used. Symptoms may include hallucinations, headaches, nausea, delirium, or the permanent disfiguration of the familiar. One-time use.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MODEL 12[break] The official machete used by Cerberus personnel. A highly durable, magic-resistant machete with in-built tracking. Highly unlikely to be lost or damaged beyond repair. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] QILIN ARM GUARDS[break]Elbow-length arm guards made from Qilin scales with in-built gloves. Heat and cold resistant, and resistant to enchantments of all kinds. Can block and parry attacks from sharpened weapons with ease. When slammed into eachother, the arm guards create a large, short-distance, and slow-moving supersonic wave capable of suspending magical attacks, including enchantments. May break its wearer's bones if used too frequently. Comes in a variety of colors.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]
SECOND CHANCES[break] Allows you to post two rolls in the same event post, and staff will select the higher roll. Can only be used once per event. Only one dice modifier can be used in any event in general per character. One time use.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SOLSTICE SWORD[break] A sword made from Damascus steel, forged by the one and only AERIS RUCHBAH. Purchased in this thread. Prone to wear and tear, and may break during use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]WOODEN BAT[break]A wooden bat. When thrown, though, it transforms into an actual bat and goes where the user wants it to go for a few seconds. Great for juking out your enemies, or getting a bat to an ally in need. [attr="class","invtab-pane staffbody"] [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: CLOSE COMBAT[break] Your witch has experience fighting in an enclosed space, with nothing but their hands and whatever weapons they may have if need be. +10 on rolls attempting non-magical combat in an enclosed space [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GENERAL SKILL: WARRANTED ARREST[break]+10 on rolls involving grappling, restraining, or otherwise attempting to tie down another being. Does not work if that target is also the object of a more violent attack, even if the violence is committed by someone else. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GENERAL SKILL: VOICE OF AUTHORITY[break]+10 on rolls made where the only action taken is dialogue. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADV. NPC TIE-IN - EIRIN LEYFSON[break] The Kingmaker's game is complicated. It involves an equivalent exchange made a long long time ago, with the Reaper himself weighing the scales. Well, Lord Tremerie? Are you a piece or a player? Update at Acolyte: Eirin has been watching Milo with some interest. How could she not? The son of the Reaper and the Viper. She keeps a watchful eye on the board and all its players, even the pups. On Milo's 25th birthday, the Kingmaker makes good on her growing curiosity... [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] NPC CARD - EIRIN[break] From the Eirin NPC tie-in 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"] CASSIDY'S BUSINESS CARD [break] FROM - 6 MO ANNI 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 useditem"] [attr="class","spellimgcont"] [attr="class","spellbody"] CASSIDY'S BUSINESS CARD[break] USED - MAKE YOUR MARK FROM - RANK UPAn 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"] JEREMIAH'S BUSINESS CARD[break]From rank up. An item that allows your character to start a text thread with Jeremiah Knox. 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 useditem"] [attr="class","spellimgcont"] [attr="class","spellbody"] NPC CARD[break] USED - THIS CITY'S MONSTER FROM - HA-YOON 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 useditem"] [attr="class","spellimgcont"] [attr="class","spellbody"] BUSINESS CARD[break] FROM - SOLSTICE USED - THE PHOENIX A plain business card with a location near the Hades Gardens marked out on the back. The front of it says, "The New Dawn: spreading Seraphine's light." Another charity opening its doors during the Solstice? It doesn't seem to be of much use to you --- at least right now --- but maybe Kiki would pay a pretty penny for it... [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 star fall. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]DUTY-BOUND rose to the call of their coven.[break] complete any 5 missions on time. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]DUELIST you've taken a hit.[break] participate in a duel with another character [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]TWIN FLAME one half of a whole.[break] be in a relationship in-character
|
|
gold
familiar Familiarrosalie - pronghorn
played by OOC Namepandora
|
Post by milo tremerie on Jan 5, 2022 17:28:25 GMT -7
[nospaces] [attr="class","staffcont INVTABDOMAIN1"] [attr="class","staffheader"] DOMAIN: AER[attr="class","invtabs"] [attr="class","invtab-item active"][attr="class","invtab-icon fa-solid fa-solid fa-tornado"]air [attr="class","invtab-item"][attr="class","invtab-icon fa-solid fa-music"]spellsinging [attr="class","line"] [attr="class","invtab-content"] [attr="class","invtab-pane staffbody active"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SLICING GALE[break] A simple if effective spell, Slicing Gale allows the witch to 'sharpen' a gust of wind and hurl it towards a target. It functions almost like an invisible blade, and becomes more powerful and durable as the witch gains more experience. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] PLATFORMERS[break] A spell that gives a lot of utility, Platformers enables the witch to condense air into a thin platform. It's perfect for stepping onto to reach higher up or giving a "flying" illusion. While it can be used defensively, it's not a great shield in practice. Masterful witches can create thousands of platforms at once, or a single, giant platform in the sky [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] WINDBLADE CHRONICLES - CREATION[break] Created by one Jiro Aebersold, an Aer witch obsessed with the idea of a 'perfect blade,' the Windblade chronicles deal with elemental weaponry constructs. 'Creation' allows the witch to create a sword made of air. It's totally invisible and weightless, making it a powerful blade. Beginners, however, will find they cannot contain the wind well enough, and the spell tends to malfunction or 'disperse' at the worst possible moments. It's also not entirely invisible-- it's quite obvious the air around it has shifted, but it may be difficult to detect in the heat of a battle. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] WINDBLADE CHRONICLES - STATIC BLADE[break] Created by one Jiro Aebersold, an Aer witch obsessed with the idea of a 'perfect blade,' the Windblade chronicles deal with elemental weaponry constructs. Requires Windblade- Creation to use. Sacrificing invisibility for elemental power, 'Static blade' allows the witch to charge their Windblade with an electric current, giving it a violent edge. Beginners may find themselves zapped by their own power, causing them to lose focus of the spell. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] WINDBLADE CHRONICLES: DISPELLING BLADE[break]Created by one Jiro Aebersold, an Aer witch obsessed with the idea of a 'perfect blade,' the Windblade chronicles deal with elemental weaponry constructs. Requires Windblade- Cre ation to use. This allows the witch to create waves of ""dispelling"" wind from their windblade: it's useful for tampering with stardust, spore-like magic from plantshapers, and removing toxins from the environment as well. When used by a particularly powerful witch, it can hamper other air spells as well. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] TORTOISE SHELL CRACKER[break] A highly concentrated blast of wind from the direction of the witches choosing, essentially a much more offensive take on Cushioned Blow. It acts almost like a small air projectile that can crack through even earthen constructs. It’s said that master level witches can even dent or pierce metal armor. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SKILL: HI-JUMP[break] Users with this spell use air currents to increase their mobility and jumping ability. They can jump higher and farther than a normal person. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CUSHIONED BLOW[break] Almost the opposite of its sharper counterpart, Cushioned Blow is a spell that generates a gust of wind almost like a cushion-- it's very useful for pushing objects back or softening blows. At higher levels, witches can use this spell to block off attacks, stop movement, or knock their enemies into the distance. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CLOUDSHAPING FOR BEGINNERS[break]This spell details the creation and maintenance of a cloud. While unimpressive and capable of mild rain at best, this technique is the foundation for almost all cloud shaping techniques. Beginners may only be able to generate a simple cloud, whereas more powerful witches can determine its size, type, heaviness, etc. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] OFFENSIVE CLOUDSHAPING, STORM VARIANT[break]This spell, which requires Cloudshaping for Beginners V1 to learn, enables the user to manipulate multiple clouds of their making in order to form a storm. While beginners may only be able to stir up some rain and sporadic thunder, advanced users of this spell are able to 'captain' the storm, totally controlling the wind, rain, hail, and lightning effects as they please for massive, destructive effects. A single lapse in concentration, however, and the spell could end or go haywire. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CIRROSTRATUS[break]Requires knowledge of Cloudshaping for beginners. A situational cloudshaping spell, Cirrostratus summons a thin but wide-cast layer over the sky. It greatly reduces the potency of constellar magic, and can make gathering stardust for stellar magic somewhat more difficult. Requires concentration to maintain, depending on the skill of the witch. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GLIDERS[break]A witch creates an undercurrent beneath their body that allows them to gently glide (think hang-glider) downwards from a higher location. Often used to break a fall from high up. The user cannot move themselves upwards only down. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] OFFENSIVE CLOUDSHAPING: THUNDER FIELD[break]Requires knowledge of Cloudshaping for beginners. This spell can turn any cloud summoned by the witch into a ""thundercloud,"" making it an area of potent lightning effects. Great for ensaring multiple enemies, but can take some time to set up. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] OFFENSIVE CLOUDSHAPING: OBSCURA[break]Requires knowledge of Cloudshaping for beginners. This spell can turn any cloud summoned by the witch into a dark mist, casting a wide vision impairment. While beginners may find their cloud dissipates as they try for wider effects, masters can make their mist impenetrable, and move the cloud alongside the target so that they cannot escape... [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SECOND WIND[break]By using a forceful burst of wind, the spellcaser blows the surrounding mana towards the and imbibes fresh mana from the environment, helping them recover their mana reservoirs but only for air-based attacks. Beginners cannot recover nearly as much mana, where as stronger witches have been known to preemptively use this spell to gather more mana in preparation for a larger air spell, increasing their own destructive potential. Does not impact another witch's ability to use environmental mana. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] WINDBLADE CHRONICLES: LANCE VARIANT[break]Created by one Jiro Aebersold, an Aer witch obsessed with the idea of a 'perfect blade,' the Windblade chronicles deal with elemental weaponry constructs. Requires Windblade- Creation to use. This spell modifies the concept of a "sword" and turns the windblade into a lance made of highly volatile wind currents that violently twist against each other, like a drill. It will rip apart anything it is thrust at. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED: YOUR AIR - STORM'S EYE[break]The witch knows their body better than anyone, and this particular grimoire focuses on designing winds that interact with the physical body of the spellcaster. Storm's Eye is an advanced spell that creates a field of extremely sharp and violet winds that encase the witch's body, taking "the best defense is a good offense" to its most logical extreme. Users cannot move when using this coccoon, or they risk chopping off their own limbs. Their vision and hearing is also reduced while inside the "storm." In return, physical attacks against them are rendered futile, and weaker magic can be torn up before it reaches the witch. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED HELIX GRIMOIRES: STORMBREAKER[break]The Helix Grimoires, on display at the Tremerie Estate, are twin books bound by stone covers, each page the size of an arm. Stormbreaker is the latest addition to the ancient collection, named after Ravenna Tremerie’s signature spell. Using it, a witch can drop from a given height at a breakneck speed and land unharmed. They channel powerful wind currents into the pores in the ground, breaking apart the earth in a forceful blast, disbalancing or even launching enemies into the air, kicking up debris, and granting the user a powerful opening to counterattack, or dive into a battle.
[attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED: SPELLSINGER'S COMMANDMENT[break]A powerful and draining spell that typically depletes or greatly reduces even a sentinel user's mana reservoirs, Spellsinger's commandment gave be used to give a command (or very powerful suggestion) to another being including familiars, witches, or daemons. Works best when the target is already amenable to that suggestion. **You cannot use this spell against another player character without their permission! [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED: SILENCIO[break]A powerful spell not only because it can instantly silence a room, but also because it stops vibrations in general, typically canceling other Aer spells or magic that is based on vibrations. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] THE SINGING BLADE[break]Original a part of Jiro Aebersold's Windblade Chronicles, this spell was later modified to be compatible with multiple magical blades. This allows a witch who already knows how to manifest a magical blade (elemental or through summoning, etc.) to be able to use any spellsinging spell they may know by swinging their wind blade around, instead of singing or using an instrument. It may require a great deal of concentration from beginners. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SKILL: RHYTHM INTUITION[break]Witches with a developed rhythm intuition are able to perceive movements through their soundwaves. Enables the witch to predict the source, nature and direction of different sounds being projected, even when not in their immediate vicinity. Extends to incoming attacks, as long as they emit some sort of sound, though whether the witch is able to dodge still relies on their reaction speed. Useful for fighting and reacting in low-light conditions or through vision impairments as well [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DOREMIFASOLATI TI VARIANT BLOW[break]Possibly the most well-known work written about spellsinging, Doremifasolati details the use of various notes to achieve various effects. The Ti variant, also known as the 'Shatter sound' is used by witches looking to destroy objects like glass or other fragile materials through magic. More generally, the spell can be used to vibrate materials, weakening them considerably. Masters of this note have been known to use it against bone, making opponent witches and daemons extremely susceptible to physical attacks. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SKILL: REPEATER[break]Witches with this skill may create a "playback loop" of a spell that a witch has just cast. In essence, a spellsinger can use this to have multiple "songs" play at the same time, or layer their effects. The spell cannot be modified from the ways in which it was originally cast, however. Low-ranked witches cannot keep many sounds repeated at the same time, or their effects become muddled. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] 12 HYMNS OF THE BATTLE GOD: BERSERKER[break]A song that increases the physical strength of the witches it is sung to. In exchange for vastly increased physical ability, the listener flies into a blind rage, losing skill for power. They will attack anyone they view as an enemy. The more witches put under the spell, the weaker its effects and weaker the drawback. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SONG OF THE MOTHER DEER[break]This spell causes those that hear it to feel unbelievable sadness and remorse, typically leading to repressed feelings being unleashed. It often leads to marriage issues. In the heat of battle, can be used to weaken resolve or garner sympathy. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED: SICKNESS SONATA[break]A intensely traumatizing sound spell, Sickness Sonata is cast like a jinx on the body of an organism, causing them to hear the movement of their internal organs, slowly driving them to insanity if left unchecked. Begins slowly with nausea, and sometimes drives its targets to wound themselves in a fit. Works against witches, daemons, and familiars alike, though the effect may take some time to build up, during which the song must be sung or played.
|
|
gold
familiar Familiarrosalie - pronghorn
played by OOC Namepandora
|
Post by milo tremerie on Apr 6, 2022 18:34:36 GMT -7
[nospaces] [attr="class","staffcont INVTABDOMAIN2"] [attr="class","staffheader"] DOMAIN: AQUOS [attr="class","invtabs"] [attr="class","invtab-item active"][attr="class","invtab-icon fas fa-cloud-showers-heavy"]water [attr="class","invtab-item"][attr="class","invtab-icon fas fa-snowflake"]ice [attr="class","line"] [attr="class","invtab-content"] [attr="class","invtab-pane staffbody active"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MONSOON HARBINGER[break]The witch releases high-pressure mana into the atmosphere above them, creating storm clouds. These clouds produce a high amount of rain, high-speed winds and occasional lightning. The witch is able to direct the rain and keep the storm clouds energized, making all water and wind-based spells much more powerful in their proximity. The duration and strength of the storm vary on the witch's mana level and rank. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DOLPHIN KICK[break]The spell infuses physical attacks (weapons, body, ect) with water magic creating a trail of water alongside it, increasing the range of those attacks. The strength of the water projections depends on the rank of the witch [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] RINGLETS - OFFENSIVE VARIANT[break]Ringlets is a spell that allows the witch to draw a "ring" around something physically (they must physically complete the circle, often making it difficult to cast on things other than themselves). It results in a pressurized ringlet of water that spins rapidly. The offensive variant is capable of slicing things that get to close, making it favorable defense against close-range attacks. Both require a consistent stream of mana to sustain. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MUSCLE ENTROPY[break]This water-based spell has its roots in augmentation as well. It is capable of putting a majority of or all of the body's water mass into a particular set of muscles for a limited amount of time. It is not sustainable for more than a few actions, but can be useful when you need a sucker punch or a really, really high jump. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] OSMOSIS[break]This spell allows the witch to separate negative fluids like poisons from organic material -- it's an incredibly painful process, but highly effective. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] OCTOPATH WHIPS[break]The witch can create tendrils of water with the ability to grab and whip things outside the witch's normal reach. The range and amount of tentacles useable increase with rank to a maximum of 8 for master witches. Most find a limit of 2-4. As witches grow more powerful, they may play with the permeability of the tentacles, making them difficult or even impossible to get rid of. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] COVENANT OF THE SEA[break]This spell creates small footholds of condensed water below the witches feet allowing them to walk on water. Beginning witches find themselves walking like newborn fawns having to concentrate to keep above water. Powerful witches can run without much thought like on land. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SKILL: COLD BLOODEDskill[break]A skill that stops drastic cooling in body temperature of the user caused by ice magic. The skill's owner is used to the cold and can be in cold environments much longer without hypothermia and resulting cell damage caused by extreme cold. They are capable of using their ice magic for extended periods of time without shutting off from the cold. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ICEHEARTutility[break]Building upon the base of Frozen Heart, more advanced advanced witches can freeze other glands or systems in their body: this could look like slowing down adrenaline to gain clarity, numbing themselves to emotions, nullifying the effects of fear, freezing their nerves to numb pain, etc. Can only be applied to the caster, and is very difficult to ensure the correct "processes" are being frozen. Prone to backfiring. May permanently damage the caster if they don't have SKILL: COLDBLOODED. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CHILL OUT[break]A spell that lowers the temperature by a significant amount over a wide area. It's wildly popular among hunters who use it and wait to see the clouded breaths of their targets. Some extremely powerful ice witches can use the spell in a more targeted fashion, decreasing the temperature around their opponents to weaken their senses and slow them down.
|
|
gold
familiar Familiarrosalie - pronghorn
played by OOC Namepandora
|
Post by milo tremerie on Apr 6, 2022 18:35:48 GMT -7
|
|
Administrator
high priestess
999
gold
familiar Familiariorek byrnison
played by OOC Namepandora
content monkey
|
Post by pandora on Jul 14, 2022 20:10:58 GMT -7
[nospaces] [attr="class","staffcont"] [attr="class","appheader"]
RANK UP!
[attr="class","appprimary"] [attr="class","approvalcont"] [attr="class","staffpara"] [attr="class","staffquotes"]“ You've left your mark, Milo. The great halls of the Citadel will be decorated with your name forever—but the people of Delphi will remember you by deeds alone. Come, show them what an Acolyte of Cerberus is capable of. [attr="class","staffquotes2"]” [attr="class","staffbody"] [attr="class","spelltitle"] DETAILS Congratulations on reaching ACOLYTE! This is the highest rank available without an IC test. You may now ASCEND YOUR FAMILIAR. Your coven NPCs have taken note of your moves! The item received at Acolyte is often considered a reaffirmation of a witch's coven loyalties. Here are your rewards: [break] [break] [attr="class","spelltitle"] REWARDS [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]
OATH BAND[break] A solid gold band, spun by hand to perfectly fit the body, usually at the bicep or the wrist based on the wearer's preferences. Inscribed with 'ad meliora' on the outside. A mark of a witch's acolyte status in Cerberus — gives the wearer considerable power within and outside the coven. Also allows them 24hr access to hidden pathways and training grounds, and enables them to rent out certain forbidden books, and access a personal study room in the Citadel's library.
[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"] JEREMIAH'S BUSINESS CARD[break]An item that allows your character to start a text thread with Jeremiah Knox. 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"] UPDATED NPC TIE-IN (EIRIN)[break] Eirin has been watching Milo with some interest. How could she not? The son of the Reaper and the Viper. She keeps a watchful eye on the board and all its players, even the pups. On Milo's 25th birthday, the Kingmaker makes good on her growing curiosity...
|
|