gold
familiar FamiliarCerise, the Tiger Shark
played by OOC Namerinny
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Post by Henri Narcisse on May 18, 2022 22:31:09 GMT -7
[nospaces] [attr="class","staffcont INVTABOVERVIEW"] [attr="class","staffheader"]
HENRI'S INVENTORY
[attr="class","staffbody"] [attr="class","masterypts"] mastery[attr="class","fa-solid fa-lock"] 100 POINTS[attr="class","staffpara"] familiar[attr="class","inventorypara"] Cerise, GALEOCERDO CUVIER. A tiger shark, painted dark with speckles of silver. Her light coloured underside contrasts her mainly dark appearance. In the physical plane, she floats along in the air by Henri's side with small waves of mana swishing by whenever she stops swimming. Sweet to Henri and cold to everyone else, Cerise does not trust anyone to have their back, not even the Narcisse family. [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-gun"]weapons [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 [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"] SNAKE BITE[break] left dorsal side perlicue 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. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] NFC CARD[break]An unique chip card with the witch's business details on it. Automatically uploads their contact to another witch's interface when tapped against it, like an NFC card. Can also be used to access your personal office spaces in the Lamia Towers, which are now much more luxurious and provide a decent view of Delphi. [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 useditem"] [attr="class","spellimgcont"] [attr="class","spellbody"] BLOOD DIAMOND[break]You sure have friends in high places. Through Dmitri's connections, Henri meets with Vale ex-royalty and is granted a Blood Diamond, and the promise of more should he remember to keep the Montague's best interests at heart. A collector like Kiki would pay a VERY FINE price for it. And holding onto blood always leaves a stain, doesn't it? used in: shootout [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","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] BIONIC IMPLANT[break] A neural network of magic-tech buried under the forearms and hands. Punches and grip strength is increased in power by exerting mana into them. The amount of strength increase is proportional to the amount of mana used, allowing for inhuman feats. Prone to degradation if used over a prolonged period. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] BASIC RANGED WEAPON[break] A basic firearm. Good ol' faithful Colt M1911. Prone to wear and tear and may break during use. [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"] POTION OF LIQUID STUN[break]One-time use. A liquid that creates a small electrical charge once it makes contact with sensory receptors like skin. Beginners may make potions that are about of powerful as a strong shock of static electricity while more experienced witches can pack as much power as a stun gun, paralyzing certain body parts with the voltage. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]CLOSE COMBAT GENERAL SKILL [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"]GLASS CANNON GENERAL SKILL [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, e.g. a broken bone, stab wound, etc. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]NPC TIE-IN dmitri[break]The currents had changed and there's new blood in the water. Henri notices Dmitri rising up at an unprecedented rate as a soloist, and while the Caid can't reel him into the family, he does the next best thing: form an ally. [attr="class","spellcont useditem"] [attr="class","spellimgcont"] [attr="class","spellbody"] NPC CARD dmitri tie-in[break]A card that enables your character to thread with DMITRI. Comes with the tie-in. used in: wants and needs[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]NPC CARD[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. unused [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DMITRI'S BUSINESS CARD[break]An item that allows your character to start a text thread with Dmitri Wisbane. 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. unused [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] EIRIN'S BUSINESS CARD[break]An item that allows your character to start a text thread with Eirin Leyfson. 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. unused [attr="class","masterypts"] achievements[attr="class","staffpara"] [attr="class","badgetrack"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MOONRISEN a delphi native...[break] the character joined moonrise.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]favored with Dmirtri[break]has at least 1 active npc tie-in [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] duelist in aimochrodis[break]participate in a duel with another character [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]scholar dedicated to mastering new spells.[break]you've acquired at least 30 spells [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]full potential you've learned as much as you can about magic...[break]unlocked all 4 subdomains spells[attr="class","staffbody inventorypara inventorytracker"] [attr="class","spellcount"] [attr="class","count"]34 total spells [attr="class","count"]03 advanced quests[attr="class","staffbody inventorypara inventorytracker"] [newclass=".spellbody span"]background: var(--boardbg); letter-spacing: 0.1em; font-size: 0.7em; text-transform: uppercase; padding: 0.2em 0.6em; color: var(--hovericoncolor); } .spellbody u { text-transform:uppercase; text-decoration: none; background-color: var(--boardbg); color: var(--hovericoncolor); padding: 0 0.4em; margin-left: 0.2em; font-size: 0.7em; font-weight: normal; letter-spacing: 0.1em; [/newclass]
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gold
familiar FamiliarCerise, the Tiger Shark
played by OOC Namerinny
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Post by Henri Narcisse on May 18, 2022 22:32:43 GMT -7
[newclass=".spellbody span"]background: var(--boardbg); letter-spacing: 0.1em; font-size: 0.7em; text-transform: uppercase; padding: 0.2em 0.6em; color: var(--hovericoncolor); } .spellbody u { text-transform:uppercase; text-decoration: none; background-color: var(--boardbg); color: var(--hovericoncolor); padding: 0 0.4em; margin-left: 0.2em; font-size: 0.7em; font-weight: normal; letter-spacing: 0.1em; [/newclass] [nospaces] [attr="class","staffcont INVTABDOMAIN1"] [attr="class","staffheader"] DOMAIN: ILLUSION[attr="class","invtabs"] [attr="class","invtab-item active"][attr="class","invtab-icon fa-solid fa-masks-theater"]pure illusion [attr="class","invtab-item"][attr="class","invtab-icon fa-solid 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"] TOTAL BLINDNESS advanced[break]A powerful illusion that must be cast into an orifice—eyes or ears are traditional—Total Blindness completely nullifies the sensory capacities of an opponent. Meaning: they are enveloped in total darkness and numbness, unable to hear, see, touch, taste, or use their sense of magical intuition. Typically lasts only a few moments. Only masters can maintain this spell for a long period of time, but doing so has been said to lead to madness in the target. [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","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ART OF WAR: AMNESIA[break]A grimoire written by a military witch who asserts the best way to conquer the enemy is to attack their strategy. This illusion causes a witch to forget or misremember a spell they are casting -- works best when the illusionist has a good idea of what spell they might cast/their opponent's skillset. Beginner witches may manage to have their target fumble for a small window of distraction, while masters of the art may cause them to temporarily forget a spell for longer duration. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ART OF WAR: INTIMIDATION[break]A grimoire written by a military witch who asserts the best way to conquer the enemy is to attack their strategy. A classic illusion spell, Intimidation allows the caster to give themselves an aura of intimidation and project dread. May may attacks used against the witch weaker. When used by masters, however, this spell reaches its full potential and activates the death instinct in the mind of an attacker, causing witches to instinctively fail their attacks or spells out of a genuine fear of death. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DOUBLE VISION[break]An illusion of perception this illusion creates double vision and images. It almost feels like everyone around you is moving in three parts at varying speeds. It is very disorienting, especially when used against beginner witches, or witches that rely on their sensory perceptions and physical abilities. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MUNDANE ILLUSIONS: VOICE IN YOUR HEAD[break]A grimoire focusing on "mundane illusions" or illusions that don't actually make others believe they are real. Useful for communicating with others. Voice in Your Head allows a witch to speak into another witch's mind, if they are willing to listen to the illusionist. When there is a high enough rank difference or lack of resistance, an illusionist may be able to speak to an unwilling recipient -- but it is still a "mundane illusion" [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"] SCROLL OF DUALITY[break]This spell allows a witch to split into two (one being an illusion, of course). The resulting ""clone"" is capable of using ""magic"" that doesn't quite connect, but is usually perfect for confusing an enemy, creating an escape, or otherwise shifting the tides of battle. Experts can layer this spell on top of itself, splitting into dozens upon dozens of clones. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GATES OF ENMA advanced[break]A fearsome spell that is said to open the gates of the underworld. There's no one way this gate is created--some witches create a rift, as if reality is split open, while others conjure a literal imposing gate. It doesn't really matter, it's all in the witch's taste. Countless lengthy arms rip open the rift from within, composed of pure dark energy and desperate to grip and tear through anything within their range. The more shadowed and dark the surroundings are, the more frenzied and stronger the arms become. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CAT WHIP[break]First invented by great illusionist Minerva who was obsessed with cats, this has become a staple spell of darkness manipulation. Witches are able to conjure shadows in the form of a tangible whip-like structure, that gains durability and force as the witch themselves grows stronger.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SHADOWHOUND GRIMOIRE: MARK[break]By touching an object's shadow, a witch can "affix" the shadow, marking it and gaining an innate sense of where the object is located. The marked object's shadow becomes literally "fixed," not moving despite light, and can be noticed by a keen observer that it is being tracked. The range of the tracking depend of the rank of the witch, and the familiar must be maintained throughout the spell's duration. [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. [newclass=".spellbody span"]background: var(--boardbg); letter-spacing: 0.1em; font-size: 0.7em; text-transform: uppercase; padding: 0.2em 0.6em; color: var(--hovericoncolor); } .spellbody u { text-transform:uppercase; text-decoration: none; background-color: var(--boardbg); color: var(--hovericoncolor); padding: 0 0.4em; margin-left: 0.2em; font-size: 0.7em; font-weight: normal; letter-spacing: 0.1em; [/newclass]
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gold
familiar FamiliarCerise, the Tiger Shark
played by OOC Namerinny
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Post by Henri Narcisse on Jun 1, 2022 11:56:02 GMT -7
[newclass=".spellbody span"]background: var(--boardbg); letter-spacing: 0.1em; font-size: 0.7em; text-transform: uppercase; padding: 0.2em 0.6em; color: var(--hovericoncolor); } .spellbody u { text-transform:uppercase; text-decoration: none; background-color: var(--boardbg); color: var(--hovericoncolor); padding: 0 0.4em; margin-left: 0.2em; font-size: 0.7em; font-weight: normal; letter-spacing: 0.1em; [/newclass] [nospaces] [attr="class","staffcont INVTABDOMAIN2"] [attr="class","staffheader"] DOMAIN: ENCHANTMENT [attr="class","invtabs"] [attr="class","invtab-item active"][attr="class","invtab-icon fas fa-signature"]abjuration [attr="class","invtab-item"][attr="class","invtab-icon fas fa-wand-sparkles"]charms [attr="class","line"] [attr="class","invtab-content"] [attr="class","invtab-pane staffbody active"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ABCD RUNES: KENAZ[break]A basic guide to a beginner's runic alphabet. 'Kenaz,' meaning "Torch," is the illumination rune. Even drawn by itself, Kenaz glows intensely and can be used to light up a room, or to create a small flame. In wards, it can be use to brighten or heat up a space. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ABCD RUNES: URUZ[break]A basic guide to a beginner's runic alphabet. 'Uruz' is the life rune. In wards, Uruz can be used to create spaces that speed up the healing process, or to give a burst of energy to targets within a ward. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ABSOLUTE VISION[break]requires: Modern Mana Sleuth, Vol 5 This spell allows the user to negate any vision-blocking darkness and light spells, or to see through their altered vision. Requires a constant drain on their mana, relative to the difference in strength between the caster and their opponent. When active, light and darkness spells also cannot be "seen," making offensive spells challenging to fight against. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] AUROCHS, URUZ REVERSED[break]A spell that dives deeper into the reversed Uruz rune, which means "Aurochs," or wild beast. With this meaning unlocked, the rune may be used to singlehandedly increase the potentcy of a melee fighter's attacks, granting them furious and beast-like movement. In deflector arguments, can be used to create anti-daemon barriers. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] EXORCISM[break]requires: Modern Mana Sleuth, Vol 1 A spell that purges another witch of all jinxes and/or augments. Because of the sudden removal of carefully cast spells, it often causes the mana around the target to become exceeding unstable/unuseable or prone to explosions in the moments after the spell is cast. It's difficult but not impossible to remove enchantments made by a more powerful witch. Does not apply to all buffs/debuffs, only enchantments & augments. Only applies to organic beings. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] VOLUME ONE[break]the modern mana sleuth Vol. 1 deals with a basic understanding of all kind of magical enhancement, and gives the witches insight into who or what has been jinxed/empowered by a variety of spells and domains based on an examination of mana. Can gain insight into any buffing or debuffing spell, although beginners may struggle with understanding constellar magic or potions. Typically a pre-requisite for learning many purifying abjuration spells. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] VOLUME FIVE [break]the modern mana sleuth Vol. 5 provides a rudimentary base for understanding two dynamic elemental opposites: light and dark. Typically a pre-requisite for learning many purifying abjuration spells. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] VOLUME SEVEN [break]the modern mana sleuth Vol. 7 provides a rudimentary base for understanding two dynamic elemental opposites: air and earth. Typically a pre-requisite for learning many purifying abjuration spells. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] REVERSE LOCK, ORGANIC VARIANT advanced[break]A powerful spell that can force organic material to retrace its last path. It is not powerful enough to force an entire witch (or even human) to begin walking backwards, but it can reverse the creation of a wound. Extremely useful when cast on fresh injuries, but requires a strong witch to use without serious unintended consequences. [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. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] LIGHTNING ROD[break]The witch charms an object, preferably metal, to act as a lighting rod. The object is thus capable of diverting all electric based attacks away from them towards the charmed object. It does not increase the charmed object's durability or inherent resistance to lightning, however. [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"] AUXILLARY GRIMOIRE: ENCASING[break]This enchantment can be used to encase existing limbs (auxillary or otherwise) in inorganic material present in the surrounding area -- this could look like metal-encased arms, a thorn-covered tail, or stony legs. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GLOW IN THE DARK[break]A spell that causes an object to be able to glow in the dark like those star stickers from your childhood. They give off a soft green glow. As witches grow more powerful, they can use this enchantment to write messages in the dark or light up entire portions of a room. [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"] 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"] SPACIAL DEVIANCE [break]Allows the witch to use their mana to manipulate the trajectory of small to medium sized objects allowing for a witch to manipulate things like thrown objects. The stronger the witch the more force and larger the change a witch can force onto an object. Organic material is notoriously hard to manipulate. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] WINGUARDIUM LEVIOSA[break]At its base, this spell allows you to make any light to medium-weight object levitate. You can cancel the spell as well, but remember you don't have the ability to control the trajectory of the floating objects. It is also highly volatile against organic objects unless a witch is sufficiently proficient. The more powerful a witch, the more objects they can manipulate simultaneously, and for longer periods of time. [newclass=".spellbody span"]background: var(--boardbg); letter-spacing: 0.1em; font-size: 0.7em; text-transform: uppercase; padding: 0.2em 0.6em; color: var(--hovericoncolor); } .spellbody u { text-transform:uppercase; text-decoration: none; background-color: var(--boardbg); color: var(--hovericoncolor); padding: 0 0.4em; margin-left: 0.2em; font-size: 0.7em; font-weight: normal; letter-spacing: 0.1em; [/newclass]
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