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I dropped a clear thumbtack on the floor and now my carpet is holding me hostage.
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baby laughter was super effective.
03.04.24.08:20


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Most Recent Posts

V A M P I R I S M

Vampirism

Vampires draw their power from their insatiable appetite for blood. As they succumb to their desires, they slowly lose themselves, but in turn gain incredible abilities... and weaknesses.

This is the only discipline where all nine points can be made available depending on how immoral the vampire may be. Each day a vampire needs to consume 8 ounces or 2 liters of blood, essentially the human equivalent to 1300 calories of food intake, to simply sustain themselves or be left in a severely weakened state. To simplify this, each point is worth 1 liter. If you want to level up in this discipline, you must drink more than you're daily required dose. You can reach max level in one feeding though that would require you to completely drain two bodies.

Finally if you are practicing a second discipline realize that as you ascend in your lust for blood, you temporarily lose those points as they are essentially "covered" by points allotted to vampirism. Here is a visual representation:


2nd Level Fire Mage | • | 1st Level Vampire
1st Level Fire Mage | | 3rd Level Vampire


L E V E L 1
You gain a bonus to strength, and can now lift objects twice your weight. Not to be confused with a bonus to durability as well. You cannot punch through walls as you'll likely snap a bone.
L E V E L 2
You gain a bonus to speed. You cover distance more quickly and you're afforded wider opening when attacking a target.
L E V E L 3
You gain a bonus to durability. You are now a wrecking ball of destruction where only blades and other such sharp or penetrating weapons can do you physical harm.

M A S T E R Y
Losing yourself completely to your lust for blood, you become the very essence of sanguinism. You grow wings giving you the ability of flight. You also no longer need to drink blood to sustain this form as you will remain so for the rest of your life. However, you do need to drink blood to sustain your life. Failing to do so will ultimately weaken and kill you.

At this level sunlight will burn.
B E A S T S H A P E

Beast Shape

A discipline exclusive to Therians. Those who can beast shape take on the form of a chosen animal, taking on all of those animals traits and skill and making it their own. When not transformed, a Therian's beast can be deduced by observing telltale physical traits.

L E V E L 1
Assume the form of your specific animal or beast. You can only hold this form for as long as you have available points. Each point is equivalent to one minute of Beast Shape and also represent the health of that form. Your will revert once time is up or if you take hits equivalent to your remaining points. While in this form all actions taken must be taken as that of the animal you have assumed.
L E V E L 2
You can accomplish partial transformations for half the cost. If your beast has thick hide for example, you can harden you skin and increase your defense. If your beast has wings, you can achieve flight temporarily.
L E V E L 3
During your transformation, you are able to cast spells if you are also a practitioner of a second discipline.

M A S T E R Y
Hold your animal form indefinitely, dismissing it at will and returning at will. Points are only depleted when you've taken damage while using beast shape.
M A G E : S U M M O N E R

Summoner

Summoners conjure all manner of beasts and creatures to their side as aid. These beings exist only in the moment, given form as is the will of their master, and do their bidding until dismissed or are forced to leave this plane by some other means.

L E V E L 1
Summon tiny beasts and creatures to your side, as many as there are summoning points available. Creatures of this size are generally used as scouts, distractions or even simply as pets.

Summoning a tiny creature costs one point for each summon and their health reflects the point used. They leave this plane of existence after 24 hours, after being dismissed or after taking hits equal to their health.
L E V E L 2
Summon medium sized beasts and creatures to aid you. Summoning costs two points and all the rules for level 1 apply.
L E V E L 3
Summon large beasts and creatures. Summoning cost is three points an all the above rules apply.

M A S T E R Y
One of your summoned creatures is permanent, remaining long after their 24 hours is up. However, they can still be dismissed or dispelled when they've taken to much damage.


C O M B I N I N G E L E M E N T S
Summoners are allowed to combine elements in much the same was as the base elemental disciplines allowing for summons with unique abilities. As an example, if a mage has one point in summoning and one point in fire, they can create a crow that is cloaked in flames. Attacks from this beast do fire damage as well, or can be used simply as a source of mobile light.

B O N D
Primary discipline exclusive. Summoners have the option to "bond" to a specific animal. A locked animal benefits from a boost in abilities that other summoned beasts do not have. For instance, any locked animals are permanent once summoned, only dismissed when ordered to or when they've taken too much damage. More importantly, bonded animals are extensions of their summoner. Summoners can cast spells through their summon, see through their eyes, speak through them and teleport their summoned beast to within arms reach of themselves. You can only bond with one animal... ever.

A Bonded animal will often develop their own personalities, likes and dislikes, fears, etc. This animal is the same every time it's summoned and is easily distinguishable in a crowd of similar beasts.

As a trade, the summoner looses the ability to summon any other animal and can now only summon those of the same family. For example, our fire mage has decided to bond with a Panda he's named Panpan (cause I'm so fucking good at names). He can also summon grizzly bears but he cannot summon a hawk.
T I N K E R E R

Tinkerers are the natural forgers of the Earth. Using their skills learned from ancient tomes of the Dwarves, those who practice this discipline are well versed in the creation and use of all manner of magical and mythical weapons.

L E V E L 1
At this level, tinkerer's can mend small objects or weapons with tools and without the need for a forge. The object or tear in question must not be larger than 1 foot in any dimension. In addition, crystals with a level 1 spell stored inside can be fused to any weapon with a successful roll.

Constructs created at this level are comparable to "tiny" creatures and beasts.
L E V E L 2
Tinkerers can mend breaks in weapons or objects that are missing entire sections and are no bigger than themselves. As long as the basic design and function of the item in question is understood by the tinkerer, it can be repaired. In addition, crystals with a level 2 spell stored in them can be fused into any weapon with a successful roll. Crystals with a level 1 spell can be fused into a weapon of the same level without fail.

Constructs at this level are comparable to "medium" creatures and beasts.
L E V E L 3
Tinkerers can replace from scratch any item or object no bigger than themselves as long as they have seen the item before and understand it's basic design and function. In addition, Tinkerer's can fuse crystals with a level 3 spell into any weapon with a successful roll. Any level 2 crystals fused into a weapon of level 2 or below automatically succeeds.

Constructs comparable to "large" creatures and beasts can be constructed and maintained.

M A S T E R Y
Tinkerers can fuse crystals with Master level spells into any weapon with a successful roll. Additionally, spells of level 3 or below automatically succeed when being fused into a weapon of the same level or below.

F U S I N G C R Y S T A L S T O A W E A P O N
When fusing a crystal with a spell to that of a weapon of the same level or above, a roll must be made to determine if the fusing is successful. Here is a quick breakdown of weapon levels and the required rolls needed to fuse any crystal to them:

L E V E L
1
2
3
R O L L
13
16
19
The roll you make is dependent on two things: Your level as a Tinkerer and the level of the weapon. Like any discipline, Tinkering is governed by the point system. If you have three points in Tinkering, you are Level 1. 4-6 points and you are level 2 and finally 7-9 make up level 3. You can only fuse crystals with spells of a level that is either equal to or below your Tinker level, however you can fuse those crystals into any level of weapon. When you make a the roll, you add the amount of points of your level to the roll to determine whether it succeeds or fails. Here is a visual example.


Crystal: 💠Fire1
Catalyst: Sword2
Tinker Level: ••• or Level 1

💠Fire1 fuse toSword2 roll11 (1d20+3) result= Sword2 💠broken
💠Fire1 fuse toSword2 roll17 (1d20+3) result= Sword2 💠Fire1


In the example above, the roll needed to successfully fuse the crystal to the sword is a 16 as it is a level 2 weapon. When we rolled, we used a d20 and added 3, one for each point in our tinker class. If there were only two points, we would only add two to the roll thereby making a successful fusion of the crystal and catalyst slightly harder to obtain.

C O N S T R U C T S
While a Tinker is known to mend and blend magic and materials, they are also well known for their many inventions, not least of which are their AI constructs. These mechanical beings mimic with near perfection the actions and nuances of beasts and creatures that they are modeled after. As a Tinker improves his craft, the constructs they create grow in size as well, taking on any new forms as their master sees fit. Here is a basic breakdown of how constructs work in the game, how to create and maintain them and what to do if one is lost.

To give birth to a construct, a Tinker needs four things: available Tinker points, a template, oil, and a core.

T E M P L A T E
As explained in the Tinkerer level breakdown, the size of the construct depends on your level as a Tinker:

L E V E L
1
2
3
S I Z E
tiny
medium
large
When creating your construct, please reference the bestiary and each beast or creature's size to determine which you would like to model. If you don't see a creature in the bestiary and you would like to model it anyways, please consult your GM. The construct you create takes on all the of the skill and abilities of the creature it is imitating but with a few limitation and exclusive additions as follows. Also note that you may only have ONE construct active at any given time.

P O I N T S and O I L
Each construct created TAKES from the tinkerer his points. For example, a tinkerer of level 1 with three points will give ALL three points to his creation. These points are used to represent the constructs current abilities as in what it is capable of and how competent it is. For our newly crafted construct, these points are represented like so:

Oil •••

This construct is now effectively a level 1 entity. When ordering the construct around, keep in mind that extreme actions will drain oil. Sprinting, lifting objects greater than or equal to twice it's weight, or even taking damage. When a construct has run out of oil, it will freeze up and expose it's core. What is a core? We'll cover that next. What you should know is that oil can be replaced so as long as you have oil. You might also like to know that constructs can be improved upon. If you regain some of your tinkering points, such as after a rest, you can add them to the construct, improving and upgrading it. Here is a breakdown of construct levels as a Tinker improves upon it:

L E V E L 1
Constructs can complete simple tasks such as moving an object up to twice their weight, patrolling an area no more than 100ft away from it's master, or even simple attacks.
L E V E L 2
Constructs can now be fused with a crystal not unlike a weapon. The same rules apply with the level of the construct representing the roll you must beat.
L E V E L 3
Constructs can self repair, and move of its own accord without putting itself into any kind of danger. While adventuring, it may alert it's master of dangers, alert them of something out of place or something they may have missed and may even pick up items for collection later on.

C O R E
The heart of a construct is hidden deep within itself buried under shifting metal and magic. When exposed, it is vulnerable to being destroyed and lost, permanently. Any upgrades or crystals attached to the construct are destroyed along with it. What makes a core and how do you get one?

A core is essentially a crystal harboring a master level spell. Here is the visual representation:

💠LifeM •••••••••

Although the spell itself can be employed by most priests at any temple, the spell inside a core is rare and hard to come by. Purchasing a replacement is expensive and making one yourself would require mastering the mage discipline of Light, too long a task for most. Luckily, each Tinkerer starts with one!

Because a core is so hard to come by, they can be recycled. If a Tinker intends to build a new construct of a different design, they can salvage their old one, reassemble it into the new model, and replace the old core.
M A G E : A I R

Air

Mages of this discipline command the air around them. At their best they can create windstorms, vacuums, or even influence the weather.

L E V E L 1
For an instant, pockets of air in an area you can see can be persuaded to move in a straight line in any direction. These bursts of air are strong enough to push objects under 100lbs over or push objects over 100lbs back a few feet, stunning them. Pushing air only requires points when subjected to extreme usage. Follow the rule of 100. Pushing any object over 100lbs costs one point. Moving air outside a range of 100ft costs a point.
L E V E L 2
For a duration, currents of air in an area you can see can be made to move in any direction, expanded or compressed. Each available point grants one minute of manipulation. Besides direction and duration, the same rules for level 1 applies.
L E V E L 3
At this level, pockets of air can be conjured in a space you can see where there is no breathable air. The space can be occupied by water but cannot be occupied by a solid object. Pockets of air can also be "erased" creating a vacuum. Additional points are consumed if rules from levels 1 and 2 are applied.

M A S T E R Y
StormM
Rapidly changing the temperature of the atmosphere creates storms. Once a storm is created, a number of combinations of other disciplines will produce some surprising results.

E L E M E N T
Water
Fire
Air
Earth
R E S U L T
Rain, Snow or Hail
Call Lightening
Battering Wind
Sand Storm
Once a storm has been called, it remains without the need for further manipulation from the mage that cast the spell. In addition any effects created by the storm by combining it with another element remain permanent. Calling lightning will turn the storm into a lightning storm where being struck becomes a constant threat. The storm itself can only be dismissed by the caster or cancelled by another master Air Mage.

S P E L L B O O K
M A G E : F I R E

Fire

Mages of this discipline command the purest form of destruction. They typically reach the peak of their prowess when used in clever combination with other mage disciplines.

L E V E L 1
For an instant, the element of fire can be persuaded to move in a straight line in any direction as long as you can see it. If there is no available fire, a small gout can be conjured from the hands at the cost of one point.
L E V E L 2
For a duration, fire you can see can be made to moved in any direction, suspended, expanded or even extinguished. Each available point grants one minute of manipulation. Summoning fire no longer costs a point.
L E V E L 3
At this level, a mage can conjure fire at any point in a 100ft radius that they can see. Additionally, any non-biological entities inside the radius can be set on fire instantly. Doing either of these will consume three points. Further manipulation on levels 1 and 2 may cost additional points.

M A S T E R Y
PhoenixM
Become flame itself. The caster is reduced to level one manipulation of flame and can continue to influence their discipline even if they have no remaining points. In addition, their body is no longer physical,
instead manifesting as a body engulfed in fire. The caster gains the ability to move through fire to quickly traverse the environment.

This is the only spell that also provides a passive ability. If the mage should fall in battle, once in their lifetime this spell will activate, burning their mortally wounded body into ash and birthing them again from those ashes.

S P E L L B O O K
M A G E : W A T E R

Water

Mages of this discipline command power over water itself. At their best, they can conjure blocks of ice, create violent maelstroms to sunder the surrounding landscape or even drain the very life essence out of an unsuspecting victim.

L E V E L 1
For an instant, water can be persuaded to move in a straight line in any direction. Pushing Water only requires points when subjected to extreme usage. Follow the rule of 100. Stopping a mass of water over 100lbs will drain a point. Attempting to move water at a point beyond 100ft from the caster will drain a point.
L E V E L 2
For a duration, water can be made to move in any direction, held aloft and take any form desired. Each available point grants one minute of manipulation. Besides direction and duration, the same rules for level 1 applies. At this level, water can also be turned to ice or boiled to extreme temperatures but doing so drains an extra point.
L E V E L 3
Instantly conjure your element in an unoccupied space in your line of sight. Three points are consumed. Additional points are consumed if rules from levels 1 and 2 are applied to the summoned mass ie. summoning more than 100lbs of water will consume an extra point.

M A S T E R Y
MaelstromM
Conjure a violent torrent of water that turns into a whirlpool covering an area in a 100ft radius with the caster at the center. Anything and anyone caught in the water is immediately lifted off the ground propelled to the height of the whirlpool (100ft) and thrown outside the spell's range. There is a 10ft radius circle at the center of this whirlpool marking the only safe zone.


S P E L L B O O K
Steam1
Create a blast of super heated water and air that can be used as a smoke screen or, at close range, scald a target.

Steam Bomb3
Create a explosion of super heated water and air that can be used as a smoke screen over a large area, or severely scald all targets in that area.

Drain3
Drain all the water from a target you can touch.

Tidal Wave3
Conjure a massive wall of water stretching 100ft tall and 100ft wide that washes over everything in the immediate vicinity.
M A G E : E A R T H

Earth

Mages of this discipline command the very earth itself, forcing it to submission and manipulating it as they see fit. At their best, they can shift entire landscapes, create spouts of lava and even alter gravity...

L E V E L 1
For an instant, elements can be persuaded to move in a straight line in any direction. As an example, the trajectory of a thrown pebble can be improved when a mage pushes against as it leaves their hand. Alternatively, if the pebble is being thrown at a mage, they can catch the pebble by pushing against it in the opposite direction, slowing it down or stopping it entirely. Pushing Earth only requires points when subjected to extreme usage. Follow the rule of 100. Stopping an object over 100lbs will drain a point. Moving an object beyond 100ft from the caster will drain a point.
L E V E L 2
For a duration, elements can be made to move in any direction. Each available point grants one minute of manipulation. Besides direction and duration, the same rules for level 1 applies.
L E V E L 3
Instantly conjure your element in an unoccupied space in your line of sight. Three points are consumed.Additional points are consumed if rules from levels 1 and 2 are applied to the summoned mass ie. summoning more than 100lbs of rock will consume an extra point.

M A S T E R Y
GravityM
Increasing the density and the mass of a chunk of earth in your line of sight, you sharply increase it's pull. Targets within 10ft of your spell's locations will be pinned and crushed by the g-force alone. Targets within 20ft will be unable to move, moving causing them to loose their footing and fall toward the epicenter. Targets up to 30ft will be slowed considerably.


S P E L L B O O K
Smoke Screen1
Instantly conjure a thick black cloud of smoke. Can be used to mask movement or confuse.

Earthquake3
Create an earthquake in the immediate area. The magnitude is dependent on the number of points consumed.
M A G E : D A R K

Dark

Dark Mages govern mind and body in negative ways and control the very essence of the shadows themselves. At their best, they can bring pain and pestilence to entire armies and make the shadows extensions of themselves.

L E V E L 1
For an instant, a small shadow can be persuaded to move in a straight line in any direction carrying with it the persuasive spells dark mages utilize. This shadow is formless and cannot pass through objects. It can however be absorbed into a target bestowing upon it a desired effect.
L E V E L 2
The shadows can be bent and moved at will. Spells at this level degrade the body, slowing targets, weakening them and even poisoning them.
L E V E L 3
Mages can turn light to dark both figuratively and literally. Shadows can be conjured and maintained in an area no more than ten feet in diameter providing the addition of an "area of effect" to any spell. In this way, ailments can be applied en mass.

M A S T E R Y
DeathM
Mark a target for death. Your target cannot be someone who sees you as a friend and you must be touching the target to successfully cast this spell. Although marked, the effects of this spell will not take hold of a target until it is weak and unable to resist it's influence.
M A G E : L I G H T

Light

These mages govern mind and body in positive ways and control the very essence of light itself. At their best, Mages of Light can conjure impenetrable shields and influence those around them to do the impossible.

L E V E L 1
For an instant, light can be persuaded to move in a straight line in any direction carrying with it the persuasive spells mages of light utilize. This light is formless and cannot pass through objects. It can however be absorbed into a target bestowing upon it a desired effect.
L E V E L 2
Light can be bent and moved at will. Spells at this level can enhance the body allowing targets to move faster, lift heavier objects, heal and take less damage.
L E V E L 3
Mages can turn dark to light both figuratively and literally. Light can be conjured and maintained in an area no more than ten feet in diameter providing the addition of an "area of effect" to any spell. Mages of Light can heal en mass, or provide bonuses to multiple individuals at the same time.

M A S T E R Y
LifeM •••••••••
Exhausting all of your mage points, you can guide the souls of the fallen back to their body or create an entirely new one. Revive fallen allies or trap your new soul in a crystal.

S P E L L B O O K

Glow1
Push light into an object no larger than 10ft in any dimension.
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