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You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> Aria of the Thirteen Q&A
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Reralae
Dreamer of Bladesong
Karma: 142/12
2506 Posts


Aria of the Thirteen Q&A

It seems to be getting to that time where the recruitment thread is no longer needed, and there are more questions that need answering anyway, so I thought I'd just start this thread.

Character List and EXP (Used/Total)
Ginafae's Character: Marie Duplessis EXP: 0/1 Merideth's Character: Michael Davin EXP: 0/1 Nimu's Character: Iara del Rìo EXP: 0/1 Sibelius's Character: ____ EXP: 0/0


Posted on 2009-09-04 at 21:06:40.
Edited on 2009-09-30 at 16:25:51 by Reralae

Reralae
Dreamer of Bladesong
Karma: 142/12
2506 Posts


Makironto Information

Makironto is a very large city, hypothetically located somewhere between Toronto and Ottawa, and the replacement of Ottawa as the capital of Canada. It is made up of numerous, diverse districts. Most notable of these are:

-"The Inferno" district, more accurately and commonly referred to as the Manufacturing Core. Large factories clutter the expanse of this area, but in between the factories are nothing more than well-worn streets; very few people live in this area, despite the number of workers there are. Most of the factories produce computer hardware, although there is an old, abandoned foundry towards the outskirts of the city. The name of this district is derived from a rather large fire that had caused the foundry to be shut down and abandoned, records of which indicate it to have been caused by a fault of the main furnace.

-"The Rat Labyrinth" district, a complex of back alleys and run down buildings so distinct from the city that it could arguably be its own town within the city. As expected, this is a very shady district, with most of the people living here lying low for some reason or another... usually because they're either being hunted, or they are of criminal nature. The people that reside in this district are usually distrustful of 'outsiders', defined as people who do not live there. As such, no player characters may start in or commute from this district.

-"The Forested Garden" district, a residential district with a rather predominant garden centre in the middle of it, named the Majestic Rose. This district's name is derived from the notably large number of trees and other plants decorating the streets, sidewalks, and even the sides of buildings. The overall effect gives the district a very natural feel, and, as expected, because of the large amount of work put into maintaining the district, rent for even an apartment in this district is rather expensive; the majority of player characters would not live here. It is also noted as a tourist attraction, as well as a romantic getaway.

-"The Old City" district is another residential district, however, this one is much more old fashioned. It is located in what could arguably be the suburbs of the city, and is quite notably different than the rest of the city. Houses here are usually single houses, complete with their own yards. Duplexes and apartments are practically non-existent here. Like the Forested Garden district, this district's housing value is higher than other places in the city, but it's not as expensive as the Forested Garden. One of the more predominant features of this district, besides being a bit old fashioned, is a facility that looks like a two-floor school on the outside, but is actually an orphanage and daycare. This building doesn't have an official name, but is usually simply called the Widow's Orphanage, as the current director is a kindly, middle aged woman who inherited the facility from her mother. Another is the Meadowfield Elementary, a school with almost strangely high standings in the city, despite it being relatively plain and simple compared to some of the other schools in the city. It is actually slightly famed for its lack of electronic hardware, despite it being in Makironto. Apart from the computers that the teachers use to input grades, there are very few other technological enhancements. For instance, the school still uses overheads coupled with a screen, rather than a projector linked to computers to display notes, or simply uses the chalkboards that still remain in almost every classroom. Certain political figures often suggest the modernization of this district, but majority votes in city hall always end up with more people preferring to leave the Old City as it is.

-"The City Core" district is, as the name would suggest, a mixed district near the centre of the city, where there are large scale business skyscrapers, apartments, large scale malls, and many other facilities. Notable facilities include:
-Westview General Hospital, one of the best ones in the city
-The MSPD Headquarters (the character's place of work)
-Makironto's Historical Museum
-Makironto City Hall
There is also a clock tower located in this district. It is visibly older than any other structure in the city, despite restoration attempts having been made now and then. Although it does tell the time fairly accurately, its tolls upon the hour are generally unheard amidst the city bustle of cars, buses and trains, to the point where very few people even notice either the sound or the building. It is scheduled for demolition, but the demolition date has been extended over several months, so whether or not it will be destroyed remains in question, as it may be just too inconvenient to stop traffic in the surrounding area just to demolish the otherwise stable building.

-"The Sky High" district, located just to the side of the City Core, is a residential district, consisting of apartment buildings that extend as high as some of the Core's skyscrapers. The majority of these were developed or renovated as a project to experiment with vertical housing, a notion that quickly was expanded on as the experiment became successful. Each floor of one of these apartment buildings has eight 'houses' in it, one in each corner, separated by halls and elevators. The floor-plan is relatively simple; each 'house' is essentially an apartment room expanded to be larger and more like an actual house, usually consisting of two bedrooms, a bathroom, kitchen, and a living room or study. However, along the outer wall of the building, which is made up almost entirely of strong glass panes and windows, each 'house' would have a small garden, giving it a slightly more natural feel, if the attendants chose to grow one. Understandably, there are restrictions on the types of plants that can be grown. For instance, no trees are allowed. Besides the extensive housing, there is little else to note in this district.

Other places of note that don't fall in a specific district are:
-the Cemetery of Twilight, a very peaceful and serene site near the outskirts of the city
-Nithrapaw General Hospital, which is Westview's rival in its capacity and standards
-Makironto Zoo

Besides being separated into districts, Makironto is physically divided in two by the Astral River, a river that flows down the centre of it. Numerous bridges connect both halves, but the busiest and widest bridge is unquestionably the Stellar Gate Bridge, which connects the two sides of the City Core district. The primary mode of transportation around the city is usually by car, bus, or magnet train (these trains run on tracks suspended above the ground so as to not interrupt traffic).


Posted on 2009-09-04 at 21:08:40.
Edited on 2009-09-04 at 21:22:34 by Reralae

Reralae
Dreamer of Bladesong
Karma: 142/12
2506 Posts


Overview of the Elements

Air
==============
Air is the element of communication. Besides the obvious basic wind manipulation, it is also capable of manipulating and creating sound waves.
  • Alter Winds
    Summary: This is the basic power to create wind where there is none or to manipulate wind to be faster/slower
  • Clairaudience
    Summary: This power allows the user to hear things at a distance, or to hear minute sounds more accurately
  • Create/Purify Air
    Fairly obvious as to what this one can do...
  • Illusion (Auditory)
    Summary: This creates the illusion of sound. Varying degrees of sound will require more Essence.
  • Lightning Blast
    Summary: As the name implies, this is an electrical surge that is rather powerful, but also has considerable backlash as a result of its use.
  • Shield
    More effective (1.5 x Strength) against: Fire and Water
    Normal strength against: Stone
    Not very effective (0.5 x Strength) against: Light and Darkness
  • Wind Slash
    Summary: The primary offensive combat technique; it has no visual component, and at higher levels are as effective as gunshots


Fire
===========
Fire is the element of "power". That is to say, it is the element from which many things have been derived, from a source of heat at a camp in the wilderness to the energy of combustion fuelling a jet plane. Yet, ultimately, power gone rampant causes only destruction, as evidenced by forest fires. The power of Fire is limited in its use outside of battle, but in battle, it is among the most aggressive of the elements.
  • Create Fire
    Pretty apparent as to what this does...
  • Fire Pillar
    Summary: This power is also called 'Volcano', for it appears to be an inferno that ignites at the target's feet. At higher levels, it could completely consume a person.
  • Fire Spear
    Summary: The basic fire attack... as the name implies, a bolt of fire is launched through the air to impact a target.
  • Flame Wheel
    Summary: A more advanced fire attack. This one creates a ring of fire (possibly around the user) to strike multiple targets.
  • Meteor Storm
    Summary: This power is aimed to strike multiple targets, but they don't necessarily have to be that close to each other. It is most effective when needed to strike multiple small opponents (such as a swarm).
  • Shield
    Most effective against Darkness
    Not very effective against Air
    Normal Strength against others
  • Temperature Control
    Summary: Despite it's simple name, this provides many applications. The addition or removal of heat, especially at a quick rate, can cause solid objects to crack or shatter, can provide protection against temperature extremes, and likely has other applications.


Stone
=======
Stone is the hardiest element. It has immense defencive capabilities, as well as considerable application outside of combat. By altering the magnetic properties of objects, the power of Stone even offers limited telekinesis.
  • Alter Stone/Metal
    Summary: This alters the properties of a stone or metal, namely altering things such as transparency, hardness, magnetic nature, and shininess.
  • Earth Spike
    Summary: A basic offensive technique that causes the earth to extend, angled and pointed upward like a stalagmite
  • Earth Tremor
    Summary: This ability can cause earthquakes, but usually it is just used in a fashion to either dislodge objects or the footing of an opponent.
  • Memory in Stone
    Summary: While Unrestrained Sight of the Light allows for visions across time, Memory in Stone allows a Stone user to glimpse into the past, and only the past. As a result, visions are usually much clearer, but as said, these are in the past, and although they can be acted upon, normally the things that were done cannot be undone.
  • Shield
    Most effective against: All other elements
    However, that being said, to be this effective an earthen shield has to be consciously prepared during one's Turn, which means the player forgoes any other actions for that Turn. There are other penalties as well, but I will elaborate on them another time.
    As a shield made in the normal fashion, it is only of normal Strength against all other elements.
  • Stone Watchers
    Summary: This technique allows the placement of a "watching marker", which allows a character to have a limited connection to the place they are watching. It is similar to clairvoyance, but only in the way of tremorsense (D&D reference).
  • Telekinesis
    Summary: As it's named, but only with wooden, stone, or metal objects.


Water
==========
Water is the element of wisdom, reflection, and ultimately, of life itself. Its primary application is healing, but there are other things it is capable of being used for.
  • Create/Purify Water
  • Healing
    Summary: As the name implies, but there are two variations of this ability. The first variation is the standard kind, which heals a person by using up the energy of the person using the power. However, the second variation isn't so altruistic, since while it does heal another person, and it is easier and more effective than the standard version, it is more accurately described as a Life Transfer. As a result, if one heals a terminal illness with Life Transfer, a different individual, usually a willing donor, dies as a result of it.
  • Ice Storm
    Summary: Javelins of ice rain down or through the air at the opponent.
  • Manipulate Water/Weather
    Summary: This is only basic weather manipulation, in particular, the causing or stopping of clouds, rain, hail, snow, and mist or fog. Alternately, this power can also speed up or slow down a current (even such as that in a water pipe), among other fundamental things, such as causing water to change state (from ice to liquid or gas).
  • Regeneration
    Summary: Essentially self-healing over time, just as the name implies. However, beyond the basics, a high level of regeneration also slows down the rate at which one ages.
  • Shield
    Most effective against: Fire, Light (Solar Flare only), Darkness (Reaping Shadow only)
    Not very effective against: Air
  • Watery Blade
    Summary: In liquid form, water is used akin to a bladed whip, but instead of a hand weapon skill, the user uses their Art in this Craft. The Strength determines the amount of damage done.


Darkness
==============
Sometimes mistaken for an 'evil' element, this force on its own is neither good nor evil, which is dependant on how and who it is used by. Regardless, this force encompasses darkness, or the absence of light. As such, it can be used to dim light, but can also be used to calm people, warp between one dark place and another, and even comprehend the hidden thoughts of individuals.
  • Affect the Psyche (Calm)
    Summary: Darkness is usually calming in nature, as it within darkness that sleep is possible, and so this power is more often used to calm rampant emotions. However, all other uses are possible.
  • Eclipse
    Summary: Darkens a specific area. At extremely high levels, it could even block out the sun momentarily.
  • Fragmentation
    Summary: This allows a person to segment their personality, and allow the segments to enter and control another form, usually a doll. Uses of this power vary considerably from person to person, but usually it is just a means to dismiss unwanted aspects of a person's personality, so that they won't interfere in daily life.
  • Reaping Darkness
    Summary: A very dangerous technique. At higher levels, this technique draws upon the darkness inside of a person, and threatens to drown them within it, mentally hurting and possibly even killing them. Of course, that is the extreme; lower levels of this technique only fatigue or otherwise slow down an individual.
  • Shield
    Most effective against: Light
    Not very effective against: All other elements
  • Shadowjump
    Summary: Allows the passage from one shadow or dark place to another. The distance between them is limited by the Strength of this power.
  • Whisper
    Summary: Allows the user to hear 'whispers' of thought of the people surrounding them. Concentration on a specific individual allows for more coherent and greater perception of that individual.


Light
=============
Like Darkness, Light on its own is neither good nor evil. However, unlike Darkness, Light has a far larger (or more noticeable) impact on people it affects, especially because sight is the primary sense for most creatures. It can cause mood shifts, create mirages or illusions, and even allow the individual to see things that they would otherwise not be able to, including the possible future.
  • Alter Emotions (Provoke)
    Summary: Similar Alter Emotions (Calm) of the Darkness's abilities, but different in that light primarily spurs action or reaction from people, and as such, is more commonly used in that manner.
  • Clairvoyance
    Summary: As the name implies, this power allows a person to see what is happening at the same time, but at another location.
  • Illusion (Visual)
    Somewhat self-explanatory. Any sort of visual illusion can be made, so long as it only affects what one sees.
  • Imbue Vessel
    Summary: An object is charged with a certain amount of essence, which can be either drawn upon at a later time, or unleashed almost like a grenade. There are a few effects, but the source remains the same: the essence from the person who imbued the object with power. This essence is restored normally, but a person may only imbue so many objects with so much essence at one time as limited by their Craft's Strength.
  • Shield
    Most effective against: Darkness
    Not very effective against: All other elements
  • Solar Flare
    Summary: Essentially Light's version of Reaping Shadow. It uses the caster's Essence in order to spark the Essence of the target. While this power's damage is Essence based, the ignition and burning of Essence within an individual is capable of physically harming them.
  • Unrestrained Sight
    Summary: Unrestrained Sight allows an individual to see things that had happened, and even some that may happen. Essentially, these are visions that are brought on either through concentration, or, at times, seemingly for no reason at all.


One word about Shields: Unlike the standard Shield Invocation in the Witchcraft Core Book, these shields are made as an instinctive reaction to attack. Although they are generally very effective, Shielding will drain an individual both physically and mentally, especially if used multiple times in succession. In the case of Shielding against another person's Power, the Shield and Power are opposed against each other in strength; the one who has higher strength, and/or is lucky will win that contest. In the case of Shielding against a mundane weapon, be it a knife or a gun, the Shield's Strength is pitted against the attacker's relevant Skill.

One more note... it is possible for a character to have more than one element... they simply have a primary element, and either a secondary element (with limited power), or use Rituals (will elaborate on later if necessary) to draw upon an element other than their own.


Posted on 2009-09-04 at 21:09:03.
Edited on 2009-09-22 at 03:54:25 by Reralae

Reralae
Dreamer of Bladesong
Karma: 142/12
2506 Posts


MSPD NPCs, and related information

This is a list of some of the more predominant NPCs that the characters would know:

In the MSPD:

-Susan Raiheart - Part Time Secretary
Susan works at the MSPD HQ 3 days a week: Monday, Wednesday, and Friday. She has a carefree nature, and is often in good spirits. She can be notably clumsy at times, and is a bit absent minded; she tends to forget information she doesn't have written down and available for reference. It is likely this latter point that landed her the position in the first place. In terms of Essence, she can be felt as having a decent output, however, she shows no signs of having any powers, and it could just be an indication of an artistic quality. Sometimes she pops up on radio chat during a mission, despite her sister's attempts to block her out.

-Sarah Raiheart - Full-time Technical Support
Sarah works at the MSPD 7 days a week. However, unless there's an actual mission in progress, this isn't so bad as it sounds, as she's primarily just in standby. Unlike her sister, Sarah has a photographic memory, and knows quite a few things, such as how to build a working circuit board from scratch. Besides providing radio and computer backup on missions, she also looks after the equipment available for people to use. She's the type of person who's almost always multi-tasking, whether it is cracking open a classified archive of the CIA while teasing her sister, or even making a cup of tea and talking to herself through a complicated formula. She walks around easily enough, but if one looks carefully, it's easy to tell that her legs aren't biological, but are likely prosthetics. She frequently listens to music through her mp3 player. However, strangely enough, even if a person were to sit beside her, they wouldn't hear any music drifting through her headphones. The main reason is because she doesn't listen to loud music. Essence-wise, she's nearly a mirror image of her sister, yet, her aura is far stronger, but still she shows no signs of powers.

-Harold Wielant - Hunter
Harold is frequently at the office, and if he's not at his computer, he's usually at the firearms hall practising. However, he doesn't practise thoroughly; it's just more of a habit for him, as one can see by his glazed eyes as he lazily shoots the paper targets. He's listed as having powers, but he never uses them except in a Shield, which is quite apparently Dark based. His essence, however, wreathes around him in a near-visible sheath of energy if he doesn't consciously hide it. It is an immense aura (even larger than Janelle's, for Merideth and Eol's reference), which is the primary reason why he nearly always has it consciously concealed. He's somewhat distant, but not a loner; despite keeping to himself, he tries to look out for his teammates, and the way he does this is by keeping his distance so he can watch over them easier. He is actually quite gentle in nature, if a bit quiet.

-Mr. Kurosawa - Chief/Sub-director
Mr. Kurosawa, or just simply 'Chief', is the guy in charge of organizing and prioritizing the team and hunts. He is also in charge of hiring and finding possible new teammates. In other words, he's the guy that gives your characters their paychecks. Despite his position, he's a fairly easy-going guy. In terms of Essence, his is average for a mundane human, so his lack of powers is readily apparent.

-"A" - Director/Overseer
"A", as he is known by, is a mysterious figure. Occasionally he helps out during meetings to point out suspicious figures that need looking into, but usually he just stays silent. Besides the fact that he works for the SIA, not much else is known about him. Essence-wise, he does not seem to have any powers.

Related, but not in the MSPD

-Tharia - Seer
Tharia is not directly involved with the MSPD; she is quite simply a fortune teller that charges a fair rate per "viewing". Her estate lies in the Forested Garden, but it is much more a home than a place that boasts the presence of a seer. However, her gift is quite real, and she is occasionally referred to by the MSPD for aid on a specific case. She often holds a professional, detached air around her, likely to keep her personal feelings from interfering with what she sees. However, when visited on a social basis rather than a business one, she is a kindly woman, if sometimes seeming a bit sad at times.
A note to players: Tharia is available for readings not for or associated with the MSPD, but in those instances, since her fee isn't paid for by the MSPD, it will have to come out of the character's own pocket.

Other information of note:
Since the characters are all hunters, they aren't required to be at the office every workday. In truth, their hours are rather flexible, unless there is a mission with a high priority scheduled, in which case the characters are usually required to come into the office. Characters are always required, however, to at least try to attend the weekly meeting (Mondays) where information is exchanged and hunts (if there are any) are scheduled.

As part of the MSPD, all characters are allowed to use some requisitioned equipment during missions. These are usually just the basics. Radio headsets, and guns if requested. However, MSPD members also all have special cell phones, which they are requested to try to keep on their person, and ensure no one else has access to. Besides the typical cell phone functions, these ones also are capable of projecting a holographic display upon the character's irises, which allows for the receiving of various pieces of information, usually sent by Sarah, which may include three-dimensional blueprints of a facility, or lists of people with matching photo-id.

Also of note is, despite the character's involvement in the MSPD, they are not bound to 'living in the office'; the characters can explore/investigate on their own initiative, which is actually suggested by MSPD protocol, which is for the hunters to follow their own intuitions, since planning and organization only work so well on paper or computer.


Posted on 2009-09-04 at 21:09:44.
Edited on 2009-09-06 at 20:54:32 by Reralae

Reralae
Dreamer of Bladesong
Karma: 142/12
2506 Posts


Key Information

None as of yet


Posted on 2009-09-04 at 21:10:17.

Reralae
Dreamer of Bladesong
Karma: 142/12
2506 Posts


Ginafae's Character: Marie Duplessis

Name: Marie Duplessis
Player: Ginafae
Association: MSPD (free 4 skill points to put into Guns or Martial Arts)
Concept: -

Life Points: 26
Endurance Points: 32
Speed: 12
Essence Pool: 78
Channelling level: 5

Primary Attributes:
Strength: 2
Dexterity: 4
Constitution: 2
Intelligence: 4
Perception: 4
Willpower: 5

Qualities:
Artistic Talent (Dancing)
Attractiveness level 2
Contacts level 2
Nerves of Steel
Old Soul level 1
Photographic Memory
Essence Channelling effective level 5
Increased Essence Pool effective level 5

Drawbacks:
Addiction (Smoking) level 1
Fear of Rejection level 1
Status level 1

Skills:
Acrobatics level 3
Acting level 1
Beautician effective level 3
Dancing (lap/pole dancing) effective level 6
Humanities (Literature) level 1
Language (English) level 3
Lock Picking level 1
Martial Arts effective level 2
Notice level 1
Pick Pockets level 1
Seduction effective level 6
Smooth Talking effective level 4
Streetwise level 4
Writing (Academic) level 1

Powers: Unawakened Elemental Darkness (Primary) (2)

Affect Emotions
-Strength 1
-Art 0

Eclipse
-Strength 2
-Art 1

Shadowjump
-Strength 3
-Art 0

Whisper
-Strength 1
-Art 0

Background

There’s nothing special about Marie’s story. It is one found all over the streets of Makironto. She was born in La Tuque, Quebec, as the only child of a once-loving family; torn apart as all work disappeared and was replaced by the comfort of a swift high. Her father left and her mother did so too, in her own way. Her will and mind were bent wholly on obtaining the next fix. And she barely noticed when Marie, at the age of sixteen, packed her belongings and followed her father out the door.

She ended up in Makironto. But for a girl of sixteen, with only a passing love of French and English literature as a hobby, there was little for her in the big city. Except of course her youthful beauty. She can’t even remember what led her to it: a leering aside from someone owed money? Or maybe a quick glimpse at the crumpled notes earned by the women walking Makironto’s streets by night? Either way, within months of entering the city she found herself clad in fishnets, a thin, figure-hugging skirt, and with a trembling cigarette at her lips.

There was nothing glamorous about the work. It was terrifying. In itself it was, more often than not, unpleasant, brutal and violent. But then came the psychos preying on women no one would miss; the beat cops wanting to get ‘serviced’ for free; and the other women keen to protect their turf. Marie knows that, if she had stuck at it, she would have ended up lying in a pool of blood, rotting away, forgotten…or maybe worse.

Luckily, she didn’t. She was picked up off the streets one day, not by a client but a greasy, overweight man, unimaginatively named Fat Tony. Despite appearances he ran a lapdancing bar – or a ‘gentlemen’s establishment’ as the hoarding above the entrance constantly reminded its patrons – and Marie, with her dark, sultry looks, fitted his requirements. It was the best break Marie had had in her life up to that point. The work was safe – the heavyset bouncers made sure of that. She could make more in a day than she had previously made in a week, and there was a strict ‘no touch’ policy in the bar – except for Tony’s elite clients.

That was the catch. Tony ran a legitimate operation for show, and a more clandestine service beyond prying eyes. That was not all: Tony’s select clients had eclectic tastes. After some months of dancing at the bar, it was hard for Marie not to notice the women that suddenly went missing. They would receive a tap on a shoulder, receive a quiet word, slip away to perform at a private function, and never be seen again.

“You’ve got to have noticed it,” a client confided one day, as Marie led her to a private booth. “Not just the drugs, the violence, but other things…the missing girls for instance. Do you want to end up like that, Marie? Do you?”

It didn’t register straight away that they knew her real name. It turns out they knew more than that. They came, in their ones or twos, always wanting her for a private booth, and always with the woman – Susan – in attendance. Except they didn’t want a dance; just a quiet chat. At first she thought of it as easy money, and then, after they revealed just who they were with, that they were crazy. And after that, Marie left lapdancing behind and joined the MSPD.


Posted on 2009-09-04 at 21:10:57.
Edited on 2009-09-06 at 23:25:27 by Reralae

Reralae
Dreamer of Bladesong
Karma: 142/12
2506 Posts


Merideth's Character: Michael Davin

Name: Michael Davin
Association: MSPD
Concept: Renegade/Daredevil

Life Points: 61
Endurance Points: 44
Speed: 18
Essence Pool: 35
Channelling level: 2

Primary Attributes
Strength: 5
Dexterity: 5
Constitution: 4
Intelligence: 3
Perception: 4
Willpower: 4

Qualities:
Attractiveness 3
Charisma 3
Contacts level 2
Fast Reaction Time 2
Hard to Kill level 5
Nerves of Steel 3
Situational Awareness 2
Essence Channelling effective level 2
Increased Essence Pool effective level 2

Drawbacks:
Addiction (Smoking/hints of marijuana) 2
Showoff 2
Status (once-criminal) 1

Skills:
Brawling level 3
Cheating level 3
Dodge level 3
Drive (Motorcycle) level 3
Gambling level 3
Guns (handguns) effective level 4
Haggling effective level 6
Hand Weapon (Switchblade) level 4
Intimidation level 3
Lock Picking (Mechanical) level 3
Mechanic level 3
Running (Sprinting) level 3
Smooth Talking effective level 6
Streetwise level 3
Weight Lifting level 3


Combat Style: He got pretty good at gun’s while training for the force. He prefers small hand guns, weapons that are easily hidden in his jacket. But once the bullets are gone or the gun is not useful he has a switch blade he’s pretty handy with as well.

Residence: He lives in the Sky High District by himself. But his parents reside in the Forested Garden area. If he isn’t working on Sunday he drags himself to their home for dinner each week.

Characteristics: He lives on the dangerous side of life, a real thrill seeker, which is why he chose this line of work. He picked up smoking in high school, and occasionally substitutes a tobacco cigarette for a joint on weekends. He’s good looking too… in a bad boy leather jacket on a motorcycle kind of way, they might get Johnny Depp to play him in a movie. His background going in and out of Juvie rehab’s is something he doesn’t really like to talk about much. People would know about it but would have likely learned better then to make any nasty comments about it, because he might be inclined to throw a fist at someone if they did. It does make him more sympathetic to any kids like him that he has to pick up though, and his fellow officers might have noticed him pulling some kid on the brink of getting into major trouble and talking to them, likely telling his story and trying to put them back on the right track.

Skills: Back in his youthful days he acquired a slew of useful skills, like how to pick locks and jump start cars. He’s pretty observant too, when not on pot that is, and can pick out things like surveillance camera’s without even thinking. Diplomacy is one of his high points, one of those people who can talk to anyone and have them trusting him pretty quick. I also imagine he is pretty good on his feet, high dexterity. Not easily frightened. But when it comes to more technological or book smart stuff he isn’t so good. He runs more on gut instinct and street smarts.


Posted on 2009-09-04 at 21:11:06.
Edited on 2009-09-17 at 16:36:30 by Reralae

Reralae
Dreamer of Bladesong
Karma: 142/12
2506 Posts


Nimu's Character: Iara del Rìo

Name: Iara del Rìo
Player: Nimu
Association: MSPD (free 4 skill points to put into Guns or Martial Arts)
Concept: Faery Manipulator

Life Points: 22
Endurance Points: 29
Speed: 8
Essence Pool: 69
Channelling level: 5

Primary Attributes:
Strength: 1
Dexterity: 2
Constitution: 2
Intelligence: 3
Perception: 3
Willpower: 5

Qualities:
Age level 1
Attractive level 3
Old Soul level 1
Essence Channelling effective level 5
Increased Essence Pool effective level 5

Drawbacks:
Adversary (Anhanga) level 2
Cruel level 1
Limited Power (Regeneration)
-Cannot heal damage caused by iron weapons
Minority level 1
Obsession level 1
Recurring Nightmares level 1
Secret Identity level 2

Skills:
Dodge level 2
Herbal Medicine level 1
History level 2
Language (English) level 3
Martial Arts effective level 2
Myth and Legend level 1
Notice level 3
Occult Knowledge level 2
-Elemental Darkness
-Elemental Stone
Questioning level 2
Research level 1
Rituals (Elemental) level 1
Seduction effective level 5
Singing effective level 4
Smooth Talking effective level 5
Swimming level 1
Trance level 1

Powers:
Elemental Light (Primary) (5)

Alter Emotions
-Strength level 1
-Art level 2

Clairvoyance
-Strength level 1
-Art level 1

Illusion (Visual)
-Strength level 1
-Art level 2

Shield
-Strength level 1
-Art level 1

Solar Flare
-Strength level 1
-Art level 1

Unrestrained Sight
-Strength level 1
-Art level 1

Elemental Water (Secondary) (3)

Regeneration
-Strength level 3
=She ages at 1/3 the normal rate
-Art level 1

Background and Description:

Iara: n, Old Tupi; Lady of the Lake
Legend tells of the Iara, the water queen, the immortal temptress of the Amazon. There is none more lovely than the Iara, none more beautiful. Beware the beautiful Iara, those that enter her embrace never return.

Tres Fronteras, Departamento del Amazonas, Colombia: circa 2043
A beautiful woman appearing to be in her early to mid twenties was found along the Colombian border of the Tres Fronteras region of the Amazon Rainforest. Nearly a tabula rasa, the woman had no memories and was taken by the fishermen who found her to their village just outside of the city Leticia. The village children were fascinated by this woman and constantly asked her if she had come from the encante. They called her Iara del Rìo after the legendary faery of the Amazon, the name stuck.

Feeling comfortable among the fisherfolk Iara decided to stay with them until her memories returned. It was not long after that the dreams began. In her slumber the Amazon, both rain forest and river called to her and visions of a hidden world danced in her mind. With these mysterious dreams, however, came the nightmares too terrible to remember from which she awoke with a sweat. Slowly flashes memories came back, but even so they were faded and barely there like flashes of a dream. Although she remained all but ignorant of her past some awareness of who she was, or who she had been came to her.

Iara was no mortal woman, of that much she was certain. Those few faded memories that returned were of an immortal life in the encante of the Amazon, a life she barely remembered but knew was hers. It was those memories and that knowledge that opened her eyes to the supernatural world. Her eyes could perceive the flowing patterns of essence and Iara found that she could manipulate them as well. Yet with this came the knowledge that she had once been capable of so much more, that she had once been so much more. A growing obsession took hold of her and she began to hunt the Amazon for some key to unlock her lost memories and power.

Day after day Iara would traverse the Amazonian landscape searching the area where she had been found for something. Seeing Iara in the grip of obsession the villagers began to fear her and some warned of what might be awakened by disturbing the rainforest. She ignored them. So the days passed into weeks and the weeks passed into months.

On a day when the rains poured heavily Iara, as always searched the Amazon. When the rains grew heavier she turned to return to the village only to be stopped by a man's mocking voice. She turned to see a large man standing before her smiling cruelly. His form rippled with waves of darkness and suddenly she stood facing her own mirror image. Iara's eyes widened as recognition hit her. Before her stood Anhanga, the devil. Anhanga's form shifted once again to that of a large man and he stepped forward with an unwavering smile that never touched his eyes. He had come to kill her.

Clarity came as the Amazonian devil moved towards her. The ever present swirling patterns of essence coalesced before her eyes and Iara saw. In that instant a clear vision of the past flashed in her mind. It had been she in the days of old who had manipulated the forgotten Tupi heroes, guiding them to strip Anhanga of his power and end his reign over the Amazon. Anhanga had regained his power and those heroes were long dead, Iara was not and she was not so great as she once had been.

Seeing her death in the devil's eyes something snapped in Iara. Guided by instinct she struck out sending a flare of pure light into Anhanga's being. Caught of guard by her sudden attack he stood stunned by the undulating light patterns that flashed in his eyes. Iara turned and ran. Anhanga's voice rang through the jungle, taunting her and promising to find her wherever she ran.

Iara left the Amazon on that day, she fled Colombia and made the long journey from South America through Central America and Mexico into the United States and finally Canada. Nearly a year passed before Iara reached Canada and the hard journey had marked her. Many had sought to exploit her seeing nothing more than a beautiful helpless woman in her. It had mostly been men who had tried to take advantage, "offering" Iara a ride in exchange for nocturnal companionship. Were it not for her ability to bend thoughts, feelings, and perceptions to her will she would likely have never made it to Canada. Instead she left in her wake a trail of men who would think twice before trying to take advantage of a woman again.

Once in Canada Iara settled in the city of Makironto and with her knowledge of Amazon botanicals found work in a holistic health food store. With her flight over she had time to once again seek to unlock her memories and Iara returned to the task with unmatched zeal. She scoured libraries and bookstores, both mundane and occult, in search of some clue that might awaken her memories or help restore her lost power. All the while she kept the truth of what she was hidden from all, ruthlessly ensuring her secrecy.

Sadly Iara failed to notice that another in her apartment building had the Gift. The other witch noticed her though, and seeking to stay free of the MSPD herself pointed the hunters in the direction of Iara. Eventually Iara became aware of this and took ends to discover the woman's identity, but rather than confront her she simply waited. The woman had herself been far from innocent, but even still Iara would have been content to leave her to her own practices had she not stepped where she did not belong. When an agent of the MSPD came to the building it was Iara that met him and pointed him in the direction of the other woman. She even offered to help the hunter subdue her. It wasn't long before the treacherous witch was "dealt" with.

Impressed with her the MSPD agent, Harold, recounted what had transpired to his superiors at the agency. Not a week passed before he was knocking at her doorstep again, this time with a job offer. Seeing in this the means to further her own ends Iara readily accepted.

Iara has been with the MSPD for some time now and has taken a particular focus on hunting down men who use the Craft to prey on women. Preferring manipulation to direct confrontation Iara will spend weeks toying with their minds and eventually driving them to insanity. Incapacitate before the take out, it is a cruel but highly effective strategy. In secret she has continued to seek out a key to unlock her forgotten memories and wholly regain her being, she still has not found what she seeks. The truth of her nature is still held secret.


Posted on 2009-09-04 at 21:11:18.
Edited on 2009-09-15 at 00:28:11 by Reralae

Reralae
Dreamer of Bladesong
Karma: 142/12
2506 Posts


Sibby's Character

Coming Soon!


Posted on 2009-09-04 at 21:11:30.
Edited on 2009-09-05 at 18:06:07 by Reralae

Reralae
Dreamer of Bladesong
Karma: 142/12
2506 Posts


Character 5

Unfilled


Posted on 2009-09-04 at 21:11:43.

Reralae
Dreamer of Bladesong
Karma: 142/12
2506 Posts


Character 6

Unfilled


Posted on 2009-09-04 at 21:11:56.

Reralae
Dreamer of Bladesong
Karma: 142/12
2506 Posts


Magic System Foundation

The magic system I am going to be using is quite clearly different than the one in the Witchcraft book. Please note that it isn't final by any means, as I may find things that are either over or under powered, and I'll try to adjust them accordingly. As it is, I've tried to be as balanced as possible, so hopefully if anything needs to be changed, it'll only be minor things, which shouldn't be game-trembling, life-altering, plot-twisting changes...

Anyway, here's an outline of the basics.

Elemental Powers
Elemental Powers, like Seer Powers, are bought with both a Strength and an Art. However, added onto this, is the Base for the element; this determines how adept you are at wielding that element, and holds restrictions. This Base effectively replaces the Gift quality, and unlike the Gift quality, is bought in levels.

Elemental Base - this is the supernatural quality that defines your limits within an element. There are two types of Bases: Primary, meaning that the element listed is the character's primary element, and Secondary, meaning that the element is not the character's primary. The differences between the two are as follows:

Maximum Base Strength Level - For the Primary Element, this value is equal to the Elemental Base x 2. For Secondary Elements, this is equal to the Elemental Base, without a multiplying factor.

Maximum Number of Powers - For the Primary Element, there is no limit to the number of powers you can use within it. For the Secondary Elements, the maximum number of powers that fall under that element that a character can have is equal to the Elemental Base.

Elemental Base is bought with 1 point per level until level 5, and costs 3 points afterwards. In order to get a Secondary Element, a character MUST have at least level 5 in the Base for their Primary Element. A character can have as many Secondary Elements as they wish and can afford.

Special: Hex-Elemental Nature - This costs 13 points, and effectively provides a Level 5 Base in a Primary Element, and a Level 1 Base for each of the other Elements. Furthermore, the character's essence pool is increased by 10, and their Shield power is also multi-elemental, meaning that it is very effective against all elements. Finally, all powers are bought as though they fall under the character's Primary Element. However, as the costs for this are very high, it's unlikely that such a character will have many powers that are higher than Strength 1. It costs 5 further points to increase all the Secondary Element Bases by 1 level each, as normal.

Strength - This is how 'strong' a power is, or more accurately, how large of an effect it has for whatever it is used for. The cost for increasing Strength varies depending on whether it is for a power falling under a Primary or Secondary Element. For Primary Elements, Strength is bought at a rate of 1 level per 2 points invested, and 4 points afterwards. For Secondary Elements, Strength is bought at a rate of 1 level per 3 points invested until level 5, and 5 points afterwards, as normal for Seer Strengths. Strength can also be augmented in combat by using Essence; by channelling 2 Essence into a power, a character may temporarily (for the use of that power at that time only) increase a power's Strength by 1 level. This can be done to as high as their Essence Channelling limit will allow.

Art - This is how well a person knows how to wield their power. This can be instinctive or it could be conscious effort. Regardless, it is possible for a person to have a Strength score in a power and an Art of 0 in the same power; this simply means they do not know how to use that power. Like Strength, Art is bought at various degrees. For Primary Element Arts, it is bought for 1 point per level until level 5, and 3 points afterwards. For Secondary Element Arts, it is bought at a rate of 1 level per 2 point until level 5, and 4 points afterwards. A high result with an Art usually provides a circumstance bonus to either the effect or to the Strength's level.

Costs of Casting - This is where my system considerably deviates from the Seer Powers it is based on. There are considerable costs associated with casting powers, usually in Essence, and also in Endurance. Unless stated otherwise, in casting, for each level of Strength wielded, except for the levels of Strength resulting as a bonus due to a high Art, there is a cost of 1 Essence. This is in addition to the costs from Essence Channelling.

Therefore, to cast a Base Strength 2 power Augmented to Strength 5 via Essence Channelling, there is an associated cost of 11 Essence: 5 for the Strength of the Base and Augment, and an additional 6 as needed by the Essence Channelling.

Furthermore, unless stated otherwise, there is also a cost of 1 point of Endurance for every 5 Essence, rounded down.

To continue the example from above, there would be an additional cost of 2 Endurance for the 11 Essence used.

Campaign Option: Essence and Mundanes - Just because a character is Mundane doesn't mean they can't use Essence, at least in this campaign setting. In this setting, even Mundane characters have a bit of Essence Channelling, and are able to use that, even if they don't exactly know what they're doing. In game terms, such a character may focus on a Task, combat related or otherwise, in order to use Essence to increase the chances of success. This translates to a +1 bonus to the roll per 2 Essence used, limited naturally by their Essence Channelling maximum.

Shields
A shield is, as the name suggests, a counter force designed to withstand against an aggressive one. Unlike the Invocation style Shields, these elemental shields are used instinctively as a reaction, unless stated otherwise.

When determining the results of an attack against a shield, the two characters make opposed Strength checks for their relevant power; higher success levels in the Art gives a bonus to these checks.

If the shield's wielder wins, the attack is nullified, but if the attacker wins, the attack is done as normal. In the case of a tie, the attack is diverted rather than blocked. Roll a d4; for a 1, the attack is diverted sharply to the right of the shielder; for a 2, the attack is diverted slightly to the right of the shielder; for a 3, the attack is diverted slightly to the left of the shielder; for a 4, the attack is diverted sharply to the left of the shielder. Consider the relative positions of all other people in the combat in order to determine who may be hit (who may bring up a shield in response).

Regardless if the attack is successful or not, the shielder takes 1 point of Essence and Endurance damage for every 5 points of Life Point damage they either blocked or received. In the case of a deflection, the amount of essence and endurance damage is halved.

Unless stated otherwise, shields can only defend against physical attack; attacks against the mind such as via Elemental Light or Darkness's Affect the Psyche require a different protection.

In the case of a shield being used against a mundane attack, the Shield's Strength is pitted against the Mundane's relevant combat Skill. However, it should be noted that the magical nature of the shield means that it is very effective against Mundane attack. The exception to this is Elemental Light and Darkness, which do not have truly physical Shields.

Elemental Powers as Rituals
Elemental powers, unlike Seer powers, can also be drawn upon in ritual format. In order to do this, a character must have ranks in Occult Knowledge and Rituals (Elemental).

Occult Knowledge - Occult Knowledge is effectively the base Strength of any ritual power wielded by the character. Furthermore, Occult Knowledge provides a character access to a number of Elements other than their own equal to their level in Occult Knowledge. It is assumed that a character has access to any Element that they have levels in (Base specifically), and so they are unnecessary to buy with Occult Knowledge.

Rituals (Elemental) - Rituals (Elemental) as the skill is effectively the base Art of any ritual power wielded by the character.

Strength Augmentation - A Ritual's strength can be augmented as normal, which costs a further 5 points of essence per level of augment. Unlike normal powers, as this is spent over a period of time rather than instantaneously, this is NOT limited by the characters Essence Channelling. However, the character's Essence Channelling does determine how much more time the ritual takes.

Be warned however; there is a chance of backlash caused by wielding a Ritual far beyond a character's own Strength. The safety limit for a Ritual's Strength is determined by the character's level in Occult Knowledge added to their Willpower. Past the safety limit, the chance for backlash increases as follows:

Level(s) Higher than Safety% chance of backlash
110% Chance
220% Chance
340% Chance
480% Chance
5+100% Chance

In the case there is more than one character in the casting of the ritual, the safety limit is defined as the highest Occult Knowledge level added to the highest Willpower score.

Using a Ritual - The steps to use a ritual are outlined as follows:

  1. Setting up the Circle - This step is the quickest step, as it is more aesthetic and psychological in effect than anything else. This takes 1 minute per level of the Strength desired.
  2. Focusing the Power - This step is the longest step. The character focuses on the elements within them, and draws it out to use. This takes 5 minutes per level of the Strength desired.
  3. Unleashing the Power - This step is the actual casting. Now having the power almost literally at their fingertips, the character weaves it into the desired effect. This takes 2 minutes per level of the Strength desired.
  4. Cleaning Up - This step is optional, but it effectively cleanses the area to remove any trace that a ritual was done there, including the magic circle, ambient, residual energy resulting from the output, or even residual emotions ingrained within the immediate surroundings. This takes 2 minutes per level of the Strength desired.

Altogether, a Ritual takes 10 minutes per level of the Strength wielded. Added onto this (in the Focus step) is the number of minutes it takes for the character to draw upon the extra essence to augment the spell.

Differences Between Rituals and Non-Ritual Powers - The only notable difference between wielding a power in this manner and wielding a power from within is that by using a mental focus, the character is able to cast spells from remote locations, so they don't necessarily have to be near the target area. The range of the power is equal to the character's Willpower multiplied by the level of Strength in metres or yards. Apart from that, the other difference is that there is no real limit to how much a power can be augmented.

There is also a difference in the cost of casting, as noted below.

Cost of Rituals - Unlike normal Elemental Powers, Elemental Rituals have different costs associated with them. Their base cost is 2 Essence per level of the base Strength. This does not include the Augment, for the excess cost for the Ritual is included in the Augment's cost.

For example, the casting of a Strength 2 Augmented to Strength 5 Power would have a cost of 29 Essence (4 for the 2 base, 25 extra for the augment).

In addition, like Elemental Powers, there is an Endurance cost as well. However, this is much reduced, to 1 point per 10 Essence used, rounded normally.

To continue the example above there would be an additional cost of 3 Endurance (29 rounded up to 30).


Posted on 2009-09-04 at 21:13:04.
Edited on 2009-09-15 at 01:49:16 by Reralae

Reralae
Dreamer of Bladesong
Karma: 142/12
2506 Posts


Elemental Power Tables - Air and Fire

Air
==============

Alter Winds As the name suggests, alter winds allows for the creation or the speeding up or slowing down of ambient winds. The duration is equal to the Strength used in minutes.
StrengthEffect
1±2mph
2±6mph
3±10mph
4±15mph
5±20mph
6±26mph
7±32mph
8±40mph
9±55mph
10±70mph

Clairaudience This power is the ability to hear things from a remote location, or to hear minute sounds with greater clarity. How this works is the user essentially amplifies smaller sound waves to the point where they can hear them clearly. There is no cap on how long this power can be used, but every round after the first up to a Strength number of rounds incurs an upkeep cost of 2 Essence per round, and the character must be concentrating on keeping the power active. The maximum distance from the caster is determined by the Strength.
StrengthEffect
150ft radius unhindered; each foot of solid decreases this by 40ft
2100ft radius unhindered; solid decrease ratio 30ft/ft
3150ft radius unhindered; solid decrease ratio 20ft/ft
4200ft radius unhindered; solid decrease ratio 10ft/ft
5250ft radius unhindered; solid decrease ratio 5ft/ft
6350ft radius
7450ft radius
8600ft radius
9800ft radius
101000ft radius

Create/Purify Air This power creates an air pocket around the caster that is free of contaminants. Strength determines how many people the caster can include in the air pocket, as well as the ratio for upkeep cost. The upkeep cost for just the caster is 1 Essence for every Strength-number of minutes. For every person in addition to the caster, divide the number of minutes by the number of people under the effects of the power.

Illusion (Auditory) This creates the illusion or hiding of sound waves and patterns. The complexity and maximum loudness of the illusion as well as its placed origin are dependent upon the Strength of this power. The duration of this power is decided upon its use, up to a maximum number of minutes equal to the caster's Strength. If the caster stops concentrating on making the sound, the illusion ends.
StrengthEffect
1A whisper or a likewise soft sound, at an origin up to 30ft away from the caster
2Speech or similar, up to that of Strength number of people, at an origin up to 35ft away from the caster
3A single shout or scream, origin up to 45ft away from the caster
4Origin up to 60ft away from the caster
5A single, near-deafening sound, origin up to 80ft away from the caster
6A deafening sounds is possible, which could be used to stun a person, origin up to 100ft away from the caster
7If the origin of a deafening sound is placed directly on top of a person, it is loud enough to cause D4 x Strength damage, and the person may be deafened
8Origin up to 120ft away from the caster
9Damage is increased to D6 x Strength damage
10Origin up to 150ft away from the caster

Lightning Blast As a current of electricity, metal armour is almost useless against it. The Armour Value of metal armour is divided by 5 before applying it to these attacks. Furthermore, machines with electronic components take double damage from the bolt. Damage is based on Strength, but the range is 20 yards times the caster's Willpower.
StrengthEffect
1D4 x Strength
2
3D6 x Strength
4
5
6D8 x Strength
7
8D10 x Strength
9
10D12 x Strength

Shield A shield of Air is most effective at deflecting physical blows, including but not limited to punches, bullets, or even fireballs. Against these forces, an Air Shield's Strength is considered to be 1.5 times its normal Strength for the purpose of blocking an attack.
Against Elemental Stone, Air isn't so effective, but it isn't ineffective either, so its Strength receives no modifier as a result of it.
However, against immaterial forces, particularly light and darkness, a shield of Air does not do well to defend its wielder. Against these forces, a shield of air's strength is considered halved.

More effective (1.5 x Strength) against: Fire and Water
Normal strength against: Stone
Not very effective (0.5 x Strength) against: Light and Darkness

Wind Slash The Wind Slash is a very penetrating style of attack, which often cuts through most armour. The Armour Value of non-metal armour is divided by 3 before applying it to these attacks. Damage is based on Strength, but the range is 20 yards times the caster's Willpower. Furthermore, as the attack itself is difficult to see, defenders take a penalty to their Dodge or Acrobatics Tasks to avoid being hit equal to the attacker's Willpower.
StrengthEffect
1D4 x Strength
2
3D6 x Strength
4
5
6D8 x Strength
7
8D10 x Strength
9
10D12 x Strength



Fire
===========

Create Fire The upkeep cost of the fire, if no fuel is provided, is equal to the Strength per round. This can deal damage at higher levels, but it is usually better to wield a Fire offensive power for offensive purposes.
StrengthEffect
1Create a weak light or cause an existing flame to flicker
2
3This effect produces strong light, causes flammable objects to ignite, or creates a brief flame (equivalent to a cigarette lighter’s flash).
4
5Non-flammable objects smolder under this fire, and this could deal D6 x (Strength - 1) damage per round
6
7
8Non-flammable objects ignite at this Strength, and damage is increased to D8 x Strength
9
10Anything remotely combustible ignites, and damage is increased to D10 x Strength

Fire Pillar The Fire Pillar is an incendiary burst originating at the feet of the foe that the caster chooses. This foe has to be within 10ft per 2 Willpower of the caster (minimum 10ft). Furthermore, as the nature of this attack is easy to avoid to one with quick reflexes, defenders using Dodge or Acrobatics receive a +4 bonus to their rolls.
StrengthEffect
1D6 x Strength
2
3D8 x Strength
4
5
6D10 x Strength
7
8D12 x Strength
9
10D20 x Strength

Fire Spear The Fire Spear is a basic fiery attack, originating in front of the caster, and flying through the air at the defender. Range is 20 yards times the caster's Willpower, and the damage is dependant upon the Strength of the power.
StrengthEffect
1D4 x Strength
2
3D6 x Strength
4
5
6D8 x Strength
7
8D10 x Strength
9
10D12 x Strength

Flame Wheel This is a somewhat different fire power. The Flame Wheel creates a hollow wheel of flame with a radius that is at maximum 5ft per Willpower of the caster. Unlike other Fire offensives, this power is defencive in nature, and is intended to be used around the caster, although it could also be used to trap an opponent. In the latter case, the opponent must succeed on an Acrobatics Task with a penalty equal to the Strength of this power and the Willpower of the caster in order to escape from it, although they may take actions normally that don't require movement from their position. If used around the caster, it forces everyone within its range away, dealing damage as well. Furthermore, around the caster it provides a bonus to Shields based on the Art's success levels. The upkeep cost for keeping a Flame Wheel active is 2 Essence per round.
StrengthEffect
1D4 x Strength
2
3D6 x Strength
4
5
6D8 x Strength
7
8D10 x Strength
9
10D12 x Strength

Meteor Storm Although the name suggests something calamitous, it's only at an exceptional Strength that someone could draw upon a meteor and hurl it into the world. Rather, the name is based on how this power appears. Streaks of flame, appearing like that of a meteor shower, sail through the air to strike one or more opponents. Unlike other powers, each flame only deals between 1 and 2 damage; this power is designed to hit multiple enemies rather than a single enemy for a large amount of damage. It is easily the best counter to that of the Fragmented power. The number of flames there are is equal to the Strength multiplied by the caster's Willpower. Furthermore, as the attack itself is difficult to avoid, defenders take a penalty to their Dodge or Acrobatics Tasks to avoid being hit equal to the number of flames (if there's more than one). However, this attack is also easier to defend against, and defenders get a bonus to their Shields equal to 5 minus the number of flames hitting them (minimum 1).

Shield A shield of Fire is most effective at defending against dark attacks, as they can give off immense bursts of light. Against these forces, a Fire Shield's Strength is considered to be 1.5 times its normal Strngth for the purpose of blocking an attack.
However, against the power of air, the piercing nature of most aerial assaults are quite capable of bypassing this type of shield. Against these forces, a Fire Shield's Strength is considered halved for the purpose of blocking an attack.
Against all other forces, there is no change to the shield's Strength.

Most effective against Darkness
Not very effective against Air
Normal Strength against others

Temperature Control The temperature of just about anything can be influenced. The range of this power is 5ft per Strength, and the maximum degree by which something can be heated or cooled down is equal to Strength x Willpower in Kelvin. If the item is to remain at the temperature induced, there is an upkeep cost equal to the temperature change divided by 5 in Essence per round (minimum 1).


Posted on 2009-09-04 at 21:13:43.
Edited on 2009-09-21 at 18:34:24 by Reralae

Reralae
Dreamer of Bladesong
Karma: 142/12
2506 Posts


Elemental Power Tables - Stone and Water

Stone
=======

Alter Stone/Metal This power alters the properties of a stone or metal object. Generally, the effect lasts for a number of minutes equal to the caster's Strength, but can be made permanent at a cost of three times the Essence used. With regards to hardness, an object's Armour Value can be increased or decreased by an amount equal to twice Strength of the power. Other aesthetics can be done at relatively low levels:

-Metal objects can be made magnetic at Strength 1
-Shininess can be developed at Strength 3
-Transparency can be achieved at Strength 5
-Non-metal stones can be made magnetic at Strength 7
-Wood can be made magnetic at Strength 10

Earth Spike This power causes a stalagmite to come out of the ground to attempt to impale a foe at an angle, typically originating at the foe's feet. This foe has to be within 10ft per 2 Willpower of the caster (minimum 10ft). Furthermore, as the nature of this attack is easy to avoid to one with quick reflexes, defenders using Dodge or Acrobatics receive a +4 bonus to their rolls.

StrengthEffect
1D6 x Strength
2
3D8 x Strength
4
5
6D10 x Strength
7
8D12 x Strength
9
10D20 x Strength

Earth Tremor Earth Tremor causes a shockwave akin to an earthquake to occur over a radius equal to 10 yards x the caster's Willpower. This usually lasts for a single turn, but can be extended to a maximum number of turns equal to the power's Strength. This extension incurs an upkeep cost of half the Essence (rounded up) spend on the original tremor.
StrengthEffect
1Slight tremor; noticeable, but harmless
2
3Medium tremor; knocks small objects off of shelves and causes people to stagger (-2 to movement Tasks)
4
5Considerable tremor; knocks people down unless they pass a Simple Dexterity Test
6
7Strong tremor; knocks people down unless they pass a Hard Dexterity Test
8
9
10Immense tremor; will cause buildings to collapse given enough time.

Memory in Stone This power allows a person to have visions of occurrences that have happened in the area they are in, as limited by the power's Strength.
Visions can last up to 2 minutes
StrengthEffect
11 Day per Strength; visions last no more than a minute
2
33 Days per Strength; visions can last up to 5 minutes
4Visions can last up to 10 minutes
51 Week per Strength; visions can last up to half an hour
6Visions can last up to 45 minutes
71 Month per Strength; visions can last up to an hour
8Visions can last up to 1.5 hours
9Visions can last up to 2 hours
101 Year per Strength

Shield A shield of Stone is among the most effective shields of elemental nature. Against all forces, a Stone Shield's Strength is considered to be 1.5 times its normal Strength for the purpose of blocking an attack. Furthermore, there is almost no essence damage from such a shield; attacks against the shield do not deal essence damage to the caster, but maintaining the shield does cost the caster 1 essence per turn it is maintained.
However, that is only the case of a well made shield, hewn from the very earth beneath the caster, which requires a conscious Task to be taken. The caster makes both an Art and Strength check, which will serve to be the Shield's Strength for its duration, which lasts until the caster dismisses it. Impromptu shields can be drawn up as a reaction, but these are only at normal strength as they are merely temporary, lasting an instant, and made at a near-subconscious level.

Most effective against: All other elements
However, that being said, to be this effective an earthen shield has to be consciously prepared during one's Turn, which means the player forgoes any other actions for that Turn. There are other penalties as well, but I will elaborate on them another time.
As a shield made in the normal fashion, it is only of normal Strength against all other elements.

Stone Watchers A Stone Watcher is not very noticeable, and in fact, easily overlooked unless one knows what to look for. The only identifiable mark of a Stone Watcher is an inscribed design upon the ground, which often looks like nothing more than a couple of lines in a vague shape, or a rune. A character may have a maximum number of Watchers in effect at one time equivalent to their Strength. Once this maximum is reached, the character must remove one Watcher in order to place a new one. In order to use a particular Watcher, a character must remain within a certain radius of it, and if the character moves out of range, they will be unable to 'see' from the Watcher until they return in range. This power is used to place the initial Watcher; once it's placed, there is no upkeep cost, and it can remain there indefinitely.
StrengthEffect
130ft range; Watcher Tremorsense 5ft
260ft range; Watcher Tremorsense 15ft
3120ft range; Watcher Tremorsense 20ft
4180ft range; Watcher Tremorsense 30ft
5250ft range; Watcher Tremorsense 45ft
6350ft range; Watcher Tremorsense 60ft
7450ft range; Watcher Tremorsense 75ft
8600ft range; Watcher Tremorsense 90ft
9800ft range; Watcher Tremorsense 120ft
101000ft range; Watcher Tremorsense 180ft

Telekinesis This power works as it's named, but only with wooden, stone, or metal objects. The maximum weight a person can lift with this power is their Strength multiplied by their Willpower. In addition, this power may be used to hurl projectiles at fast enough speeds to do damage. The formula to determine the multiplier of damage is based on the following:

Multiplier = [(Strength + Willpower) * Object Mass (kg)] / [3 * Object Weight (lbs)]

The item used as a projectile has to be similar in design to an arrow. Dull objects only deal half damage, while fragile objects only deal quarter damage.
StrengthDie Size
1D4
2
3D6
4
5
6D8
7
8D10
9
10D12



Water
==========

Create/Purify Water An amount of water can be created equal to this power's Strength multiplied by the caster's Willpower in litres. Alternatively, an amount of water can be purified or desalinated equal to this power's Strength multiplied by the caster's Willpower in gallons. In the case of purification, the contaminants have to be drawn into a separate container.

Healing (Default Type) A character may heal another character by means of this power, but at a different Essence and Endurance cost. The cost of healing is 1 Essence and 1 Endurance for every 2 points of damage healed. Furthermore, disease and crippled limbs can also be healed. Mild diseases (a cold, the flu) drain 2 points from both Essence and Endurance; Moderate diseases (smallpox, simple pneumonia) drains 5 points from each; Serious diseases (tuberculosis, malaria) drain 10 points from each; and Terminal diseases (cancer, AIDS) can drain 20 points from each. These losses are recovered normally.

This power can also be used in a subtle way to influence healing; this is a Perception and Healing Art Task, with success providing a bonus to the medical skill used.
StrengthEffect
1Injuries are healed at the rate of 1 Life Point or Endurance Point per Healing Strength level. Minor diseases can be healed.
4Wounds are healed at the rate of D6(3) Life Points or Endurance Points per Healing Strength level. Moderate diseases can be treated and cured. Crippled or lamed limbs (as the result of a recent injury) can be healed.
6Serious diseases can be treated and cured.
8Wounds are healed at the rate of D8(4) Life Points or Endurance Points per Healing Strength level.
10Complete cellular reconstruction is possible. Crippled limbs (regardless of when they were injured) can be brought to full activity,although missing ones cannot be regrown. Terminal diseases can be cured, or a recently dead body resuscitated.

Healing (Life Transfer) In order for a character to heal another via Life Transfer, there must be a donor or similar source of life energy. Quite simply, Life Transfer Healing takes the life energy of one person and transmits it to another. This means that for every hit point healed, another person is inflicted with one hit point of damage. This can be used in an offensive manner as well, to kill another person by syphoning away their life energy. At higher levels, even longevity and natural lifespans can be transferred and increased or decreased.
StrengthEffect
1Injuries are healed at the rate of 1 Life Point or Endurance Point per Healing Strength level. Minor diseases can be healed, at the cost of another incurring the disease.
2Wounds are healed at the rate of D6(3) Life Points or Endurance Points per Healing Strength level. Moderate diseases can be treated and cured or crippled or lamed limbs (as the result of a recent injury) can be healed at the cost of another incurring them.
3Serious diseases can be treated and cured, transferring them instead to another person.
4Wounds are healed at the rate of D8(4) Life Points or Endurance Points per Healing Strength level.
5Complete cellular reconstruction is possible. Crippled limbs (regardless of when they were injured) can be brought to full activity,although missing ones cannot be regrown. Terminal diseases can be cured, or a recently dead body resuscitated. This comes at the cost of the death of another.
6Longevity transfer is possible; taking away a person's lifespan will provide 1 extra year of longevity per 5 years they had left
8Longevity transfer is possible; taking away a person's lifespan will provide 1 extra year of longevity per 2 years they had left
10Longevity transfer: taking away a person's lifespan will provide 1 extra year of longevity per 1 year they had left

Ice Storm Like Meteor Storm, Ice Storm can create a large number of projectiles that deal little damage alone, but is quite useful against multiple opponents. However, unlike Meteor Storm, Ice Storm cannot create nearly as many javelins of ice, and can also be used to create a single, strong javelin to be hurled at a single opponent for considerable damage. Quite simply, a number of javelins can be formed up to the Strength of this power. Each deals a single die of damage at the maximum, but can be mixed such that a Strength 5 Ice Storm can have 5 javelins that each do D6 damage, or 2 javelins that deal D6x3 and D6x2, or any other combination.
StrengthDie size
1D4
2
3D6
4
5
6D8
7
8D10
9
10D12

Manipulate Water/Weather This power usually manipulates the moisture in the air to condense into clouds, or make clouds disappear, among other weather effects. The duration is an hour per Strength of this power. The following table assumes that it is during the Summer/Fall season.
StrengthEffect
1Condensation of water is available; the formation of clouds, mist, and fog
2Rain is available
3Evaporation of water is available; the disappearance of clouds and other similar weather effects
4
5Sublimation of ice is available; in addition to rain, sleet is now possible
6
7Hail is available
8
9
10Blizzards and torrential rainfall is available

Regeneration Water is one of the primary foundations of life. As such, the power of Water allows for healing. This particular application is for the healing of the user over time. Specifically, Regeneration occurs every five Turns, upon which time the caster may make an test using their Art and Willpower. The caster can restore up to 2 life points for every success level, but never more life points than their Strength. Furthermore, every time Regeneration is used, 1 essence point is spent in its use, and when healing 2 or more life points, the caster takes 1 point of endurance damage per 2 life points restored.
Likewise, when afflicted with disease, a character with Regeneration may try to overcome it. Success is based on their Strength and Willpower result. However, doing so over a short period of time is straining, and has considerable essence and endurance cost.
A character with a high Strength of Regeneration also has a longer lifespan, representing their strengthened body from being able to regenerate. This change in how they age is not cumulative with that resulting from a large essence pool; only the higher value applies.
StrengthEffect
1Can overcome minor diseases (costs 5 points of Essence and Endurance)
2
3The individual ages only a year for every 3 they experience
4Can overcome moderate diseases (costs 10 points of Essence and Endurance), crippled limbs can be healed (costs 2 points of Endurance and Essence, assuming it is done almost right away)
5The individual ages only a year for every 5 they experience
6Can overcome serious diseases (costs 20 points of both Essence and Endurance)
7
8The individual ages only a year for every 10 they experience
9
10Can overcome terminal diseases (costs 30 points of both Essence and Endurance), and the individual ages only a year for every 20 they experience

Shield A shield of Water is most effective at deflecting fiery blows, namely that cast by an evoker of Fire, and easily refracts Light and Darkness. Against these forces, a Water Shield's Strength is considered to be 1.5 times its normal Strength for the purpose of blocking an attack.
However, against the power of air, the piercing nature of most aerial attacks are quite capable of bypassing this type of shield. Against these forces, a Water Shield's Strength is considered halved for the purpose of blocking an attack.
Against all other forces, there is no change to the shield's Strength.

Most effective against: Fire, Light (Solar Flare only), Darkness (Reaping Shadow only)
Not very effective against: Air

Watery Blade In liquid form, water is used akin to a bladed whip, but instead of a hand weapon skill, the user uses their Art in this Craft. The Strength determines the amount of damage done.
StrengthEffect
1D4 x Strength
2
3D6 x Strength
4
5
6D8 x Strength
7
8D10 x Strength
9
10D12 x Strength


Posted on 2009-09-04 at 21:14:08.
Edited on 2009-09-22 at 01:08:24 by Reralae

Reralae
Dreamer of Bladesong
Karma: 142/12
2506 Posts


Elemental Power Tables - Light and Darkness

Darkness
==============

Affect the Psyche (Calm) Darkness is usually calming in nature, as it within darkness that sleep is possible, and so this power is more often used to calm rampant emotions. However, all other uses are possible. Generally, the power itself only lasts a turn (plus additional turns for high success levels), but other things may be done, usually vocal or visual suggestions, that provide a longer effect without need for the power to be maintained. For the effects where the character does want to actively maintain this power, the upkeep cost is equal to the cost of the effect used.
StrengthEffect
1Inspire an emotion that the affected person was leaning towards in the first place
2Inspire a different emotion than the affected person was feeling
3Implant the seed of a reasonable suggestion in a person's mind, or make a person hesitate
4
5Inspire an opposite emotion than the one the affected person was feeling, or force them to obay a one-phrase command
6
7The person will follow a one-sentence command to the letter
8
9The person will follow detailed instructions
10Total control is possible for one round, but requires more than continued essence costs, for the other person will resist every Turn it is used

Eclipse Darkens a specific area. At extremely high levels, it could even block out the sun momentarily.
StrengthEffect
1Light flickers, as though a blackout is about to occur
2Strong light is weakened; shadows are more predominant
3Everything in the immediate vicinity (usually the same room) appears shadowed by something
4Shadowed radius extends to 60ft
5Full on darkness in a 30ft radius; Shadow in a 120ft radius
6Darkness 60ft radius; Shadow 180ft radius
7Darkness 90ft radius; Shadow 250ft radius
8Darkness 150ft radius; Shadow 350ft radius
9Darkness 250ft radius; Shadow 500ft radius
10Solar Eclipse; Darkness 500ft radius; Shadow 1000ft radius

Fragmentation This allows a person to segment their personality, and allow the segments to enter and control another form, usually a doll. Uses of this power vary considerably from person to person, but usually it is just a means to dismiss unwanted aspects of a person's personality, so that they won't interfere in daily life. The number of 'dolls' or personality fragments a person can have is equal to the user's Strength x 10. Each vessel or doll is capable of moving of its own accord, and all have minor telekinetic capabilities, enough for them to hover themselves and perhaps one other light, otherwise handheld object. This power can be used defensively to block Affect the Psyche attempts.

Reaping Darkness A very dangerous technique. At higher levels, this technique draws upon the darkness inside of a person, and threatens to drown them within it, mentally hurting and possibly even killing them. Of course, that is the extreme; lower levels of this technique only fatigue or otherwise slow down an individual. If victim's Essence is dropped to 0 by use of Reaping Darkness, the victim's heart stops. This does no actual Life Point damage, but the victim is incapacitated and will die in (D10(5) + Constitution) minutes unless CPR (First Aid) is administered in that time.
StrengthEffect
1D4 points of Essence or 1 point of Endurance damage per level of Strength
2
3Essence damage increased to D6 times the Reaping Darkness Strength level.
4
5Essence damage increased to D8 times the Reaping Darkness Strength level; Endurane damage increased to D4 times the Reaping Darkness Strength level
6
7Essence damage increased to D10 times the Reaping Darkness Strength level.
8
9
10Essence damage increased to D12 times the Reaping Darkness Strength level; Endurance damage is increased to D6 times the Reaping Darkness Strength level

Shield A shield of Darkness is only truly effective against the power of Light. As such, it is 1.5 times as strong when blocking an attack of a light nature, but half as strong when blocking any other attack.
Unlike the Light Shield, a Darkness Shield provides no psychological benefit that aids in defending against mental attack. However, a Darkness Shield can defend against a mental attack if the attacker is using Light; this provides a bonus to related Willpower tests to equal to the Strength plus any increase from a well performed Art. This use of a Darkness Shield costs 1 essence point.

Most effective against: Light
Not very effective against: All other elements

Shadowjump Allows the passage from one shadow or dark place to another. The distance between them is limited by the Strength of this power.
StrengthEffect
110ft
220ft
330ft
450ft
580ft
6130ft
7210ft
8340ft
9550ft
10890ft

Whisper Allows the user to hear 'whispers' of thought of the people surrounding them. Concentration on a specific individual allows for more coherent and greater perception of that individual. Duration is equal to the Whisper's Strength level in minutes. The maximum radius of this power is equal to the user's Willpower in yards.



Light
=============

Affect the Psyche (Provoke) Similar to Alter Emotions (Calm) of the Darkness's abilities, but different in that light primarily spurs action or reaction from people, and as such, is more commonly used in that manner. Generally, the power itself only lasts a turn (plus additional turns for high success levels), but other things may be done, usually vocal or visual suggestions, that provide a longer effect without need for the power to be maintained. For the effects where the character does want to actively maintain this power, the upkeep cost is equal to the cost of the effect used.
StrengthEffect
1Inspire an emotion that the affected person was leaning towards in the first place
2Inspire a different emotion than the affected person was feeling
3Implant the seed of a reasonable suggestion in a person's mind, or make a person hesitate
4
5Inspire an opposite emotion than the one the affected person was feeling, or force them to obay a one-phrase command
6
7The person will follow a one-sentence command to the letter
8
9The person will follow detailed instructions
10Total control is possible for one round, but requires more than continued essence costs, for the other person will resist every Turn it is used

Clairvoyance As the name implies, this power allows a person to see what is happening at the same time, but at another location. How this works is the user essentially amplifies or bends light to the point where they can see clearly, even around corners and possibly through walls. There is no cap on how long this power can be used, but every round after the first up to a Strength number of rounds incurs an upkeep cost of 2 Essence per round, and the character must be concentrating on keeping the power active. The maximum distance from the caster is determined by the Strength.
StrengthEffect
150ft radius unhindered; each foot of solid decreases this by 40ft
2100ft radius unhindered; solid decrease ratio 30ft/ft
3150ft radius unhindered; solid decrease ratio 20ft/ft
4200ft radius unhindered; solid decrease ratio 10ft/ft
5250ft radius unhindered; solid decrease ratio 5ft/ft
6350ft radius
7450ft radius
8600ft radius
9800ft radius
101000ft radius

Illusion (Visual) Somewhat self-explanatory. Any sort of visual illusion can be made, so long as it only affects what one sees. The duration of this power is decided upon its use, up to a maximum number of minutes equal to the caster's Strength. If the caster stops concentrating on the image, the illusion ends. The size of the illusion can only be 1 cubic foot per Strength and Willpower of the caster.

Imbue Vessel An object is charged with a certain amount of essence, which can be either drawn upon at a later time, or unleashed almost like a grenade. There are a few effects, but the source remains the same: the essence from the person who imbued the object with power. This essence is restored normally, but a person may only imbue so many objects with so much essence at one time as limited by this power's Strength. The maximum number of vessels is equal to this power's Strength, while the maximum amount of Essence stored is equal to this power's Strength x 2.
StrengthDamage as a grenade
1D4 x Strength
2
3D6 x Strength
4
5
6D8 x Strength
7
8D10 x Strength
9
10D12 x Strength

Shield A shield of Light is only truly effective against the power of Darkness. As such, it is 1.5 times as strong when blocking an attack of a dark nature, but half as strong when blocking any other attack.
However, there is a psychological benefit to such a shield, allowing Light Shields to provide a bonus to Willpower tests to defend against mental attack. This bonus is equal to the Strength plus any increase from a well performed Art. This use of a Light Shield costs 1 essence point.

Most effective against: Darkness
Not very effective against: All other elements

Solar Flare Essentially Light's version of Reaping Shadow. It uses the caster's Essence in order to spark the Essence of the target. While this power's damage is Essence based, the ignition and burning of Essence within an individual is capable of physically harming them. For every 2 Essence 'burned', the target takes 1 point of HP damage.
StrengthDamage
1D4 x Strength
2
3D6 x Strength
4
5
6D8 x Strength
7
8D10 x Strength
9
10D12 x Strength

Unrestrained Sight Unrestrained Sight allows an individual to see things that had happened, and even some that may happen. Essentially, these are visions that are brought on either through concentration, or, at times, seemingly for no reason at all.
StrengthEffect
1Vague premonitions about important events or vague feelings about objects and places where memorable events took place are seen.
3Short flashes of future events or flashbacks about the recent past (one week for each Perception level) are seen.
5The visions are more detailed and last longer; the images make more sense and are easier to interpret. Visions of the past reach back 1 month per Mindtime Strength plus Perception level.
7Visions of the past reach back 1 year per Mindtime Strength plus Perception level.
9Clear visions that replay past or future events with crystalline detail are seen.
10Visions of the past reach back up to 1 century per Mindtime Strength plus Perception level.


Posted on 2009-09-04 at 21:14:42.
Edited on 2009-09-22 at 03:51:18 by Reralae

   
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