gold
familiar Familiarazizam, black-necked spitting cobra
played by OOC Namexeno
day by day, we're losing our own shadows
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Post by zohal letifer on Apr 11, 2022 22:42:53 GMT -7
[nospaces] [attr="class","staffcont INVTABOVERVIEW"] [attr="class","staffheader"]
ZOHAL'S INVENTORY
[attr="class","staffbody"] [attr="class","masterypts"] mastery0 POINTS[attr="class","staffpara"] [attr="class","inventorypara"] [attr="class","progressbarmax"] [attr="class","progressbarfill"]0% acolyte familiar[attr="class","inventorypara"] NAJA NIGRICOLLIS. Lovingly dubbed Azizam, my love. Black-necked spitting cobra. kyaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa [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"] 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"] WATCHLIST[break]Required if you character was at Camp Trishula. Your characters are now being passively monitored (without their knowledge or consent) by Cerberus. You know too much, and if you slip up, the hounds of hell will sink their fangs into your ankles, and drag you back with them. [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"]
SNAKE BITE[break] Two thin black markings on the skin that symbolize a "snake bite" -- this is a magical marking that signifies a witch's membership in Sybaris. Witches select where this appears on their bodies prior to completing their first Sybaris mission. The procedure nowadays is painless and technically reversible. (left wrist) [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MODEL 27[break]A high-tech bodysuit that can be worn under regular clothing. Provides an in-depth analysis of the wearer's bodily state, including information on poisons, debuff effects, breathing, mental state, mana levels, sickness, jinxes, etc. Functionality can be broken if the clothing is torn, but the suit itself can be repaired. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] J-CORP WINDBREAKER[break]A light-weight, weather-proof, and fire-proof coat manufactured and distributed by Jaeger Corp. It makes a user's presence impossible to detect, even by daemons, so long as their familiar is suppressed. When standing perfectly still, the camoflague can render the wearer semi-invisible. Frequently used by Hunters to set up ambushes. It also provides solid protection against sharp-objects, including swords and claws.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] VOYAGER 360[break] A single small device clipped onto the ear. 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"] WYVERN HALF-WING[break]A bionic enchantment developed by Cipher Corp that can be embedded into a shoulder blade of choice. Activated with a burst of mana from the witch (does not require a familiar's presence), the small chip will sprout a mechanical, bat-like wing. Useful for getting distance, vaulting over obstacles, and obtaining the high ground. Not great for flying.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CENTRIFUGE DAGGERS[break]A rare pair of daggers, forged after hours of loving labour and starcalling experimentation. They seem bound to eachother by strange magnetic, orbit-like properties, and float and circle eachother when left alone. While difficult to control and direct due to the way the both attract and repel eachother, masters of these weapons have been know to use one dagger to launch and control the other, or use their repelling properties to eviscerate their enemies once lodged.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MARCONE RINGS[break] A set of three rings that spell out MCN, designed to be worn on the middle three fingers. When the user makes a fist, the rings rapidly grow into metallic claws that retract when the hand is relaxed. Excellent for a surprise attack and close-range combat. Prone to wear and tear. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]
BASIC BLADED WEAPON [break] A simple dagger, easy to conceal beneath clothing. Prone to wear and tear and may break during use.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] PAGES OF CIRPHIS [break] Cirphis, the legendary grimoire kept on display in one of the higher floors of Sybaris. Whether this is actually from Cirphis is anyone'es guesst. The item is a few pages bound together. It looks like a contract, though you cannot understand the language. If signed with the appropriate magical ink, the pages will vanish and give you temporary upscaled magical abilities, by one rank. All power comes with a price, though, and your character may soon experience the contract's harrowing drawbacks, including severe physical pain and inability to move or think. One time use.
[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","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] UNIQUE SKILL: UNBREAKABLE BOND[break]After recovering from the absolute brink of their relationship, the witch and familiar have now returned to eachother, whole. Witches with this skill are able to temporarily access their materialized familiar's sensory faculties, overriding their own. The visions are not sharply rendered, and doing this can be extremely disorienting or even just unpleasant. As the witch grows older, this new unique connection will improve over time. [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: 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","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DARIUS'S BUSINESS CARD[break]A businesscard with the direct line of Spec Ops member Darius Infiya. Can be used to start a text thread with this NPC. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] XIE'S BUSINESS CARD[break]An item that allows your character to start a text thread with Dr. Grace Xie, acclaimed Cipher Corps researcher. 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","masterypts"] achievements[attr="class","staffpara"] [attr="class","badgetrack"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]ACHIEVEMENT NAME description.[break]how to get the achievement. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]ACHIEVEMENT NAME description.[break]how to get the achievement.
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gold
familiar Familiarazizam, black-necked spitting cobra
played by OOC Namexeno
day by day, we're losing our own shadows
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Post by zohal letifer on Apr 11, 2022 23:02:39 GMT -7
[nospaces] [attr="class","staffcont INVTABDOMAIN2"] [attr="class","staffheader"] DOMAIN: ILLUSIONS [attr="class","invtabs"] [attr="class","invtab-item active"][attr="class","invtab-icon fas fa-masks-theater"]pure illusion [attr="class","invtab-item"][attr="class","invtab-icon fas fa-skull"]darkness [attr="class","line"] [attr="class","invtab-content"] [attr="class","invtab-pane staffbody active"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] PARANOIA GRIMOIRE: MUTINY[break]Paranoia, and the various spells that it contains, is a well-known illusionist handbook detailing illusions of the mind. This first spell directs environmental mana into a short-range, hard-to-detect, invisible mist that cannot be dispelled. Witches, humans, and other highly-intelligent creatures caught in the mist will become distrustful of eachother, resulting in various effects from doubts, to inciting arguments, to totally turning on each other. Works best on already mistrustful individuals. The mist cannot be selectively applied or blocked, but the spell's effects are constrained to a specific area. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] PARANOIA GRIMOIRE: QUESTION[break]In the second installment of Paranoia, witches learn how to cause self-doubt, a very dangerous affliction. This spell must be cast within line of sight and needs to be aimed. This can cause a witch to doubt their perception of reality, or be uncertain of their own abilities. It makes them vulnerable to further illusion spellwork as well. Works best against individuals that are not quite sure-footed to begin with. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ILLUSIONIST'S HANDBOOK: INVISIBILITY[break]Written by the first-ever self-proclaimed illusionist, Gilderoy Varis, this scroll contains the simple knowledge that enables the witch to become invisible - though only, of course, to the eyes. This requires extreme focus, and doing so for a long amount of time requires discipline. A single distraction will break apart the careful coating of mana required for this to work, so performing other spells is impossible for beginner witches. On the positive side, the illusion is perfect and can last as long as the witch can maintain concentration. Only masters of the spell can extend its effects to include held objects. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] OF SOUND BODY[break]Originally created under an ironic name to harm an opponent, some reckless illusionists have taken to using this spell on themselves. This spell blocks the target's pain receptors from working, creating an illusion of numbness and making it easier to fight harder while also risking greater damage to the body. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] TRICK SWORD - SLEIGHT OF HAND[break]The Trick Sword Grimoire is a series that involves manipulating the mana immediately surrounding the witch to improve their combat abilities. Sleight Of Hand is the illusion of the caster's movements being just a little off. A punch is just a little to the left of where it actually is, a sword is moving unusually, a cast spell becomes that much harder to dodge. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] AGONY AMP[break]This spell is especially effective at amplifying existing pains in the target by redirecting their senses to the point of injury. A mild paper cut can feel, for example, like your finger is on fire. Can work against pain-nullifying augmentations and illusions as well, depending on the skill of the witch. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SHADOW HOPPER[break]A witch can sink into a shadow with this spell and travel a short distance within the same shadow before popping up. Darker, non-magical shadows work best -- traveling inside magical shadows can be much more disorienting for the caster. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] STRIKING SHADOW[break]A witch creates a sharp, blade like shadow from the arm or foot that strikes out quickly before vanishing just as quickly almost like an assassin's hidden blade. The stronger the witch the faster and sharper the shadow. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] NIGHT VISION[break]A witch can see even in total darkness. While in darkness the witch's vision is not as sharp as during the day and everything is in shades of black, white, or gray.
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