There has been a major change to spellshops that should alleviate some of the complication that comes from trying to find the particular spell you are looking for. From now on if a shop carries a particular art of spell then all spells within that art will be available there. I have edited the shops to reflect this change.
The keen observers among you may have noticed the new thread pinned in the forum. This is because we have elected to bring back a revised form of the old traveling mechanic. You'll find the new rules for Traveling both in the Guide and under the cut below. The gate threads in each city will still serve their purpose as locations which players can be sent to and congregate at without being filled with 'Bob enters Greevan' a hundred times over. Watch out for random encounters, folks!
Traveling
There is no concrete relation between Epic World time and time in the real world. The only exception to this comes when traveling between cities. Bakara is a big place full of scary and wonderful opportunities and we want players to have a chance of experiencing that first hand. Whenever a character leaves one city to head to another they must post that travel on the 'Great Roads and Hidden Paths' thread.
This post should let the world moderators know where the character is heading to and from, what means and speed of transportation they're taking and whether or not they're doing anything else while traveling (e.g. sentinels might be inclined to forage for ingredients).
Quote from RolePlayerBob »
Bobicus left Elexia atop his trusty steed, following the rising sun west towards Epicrin. He rode slowly, taking in the scenery and stopping to smell the flowers. Keeping a special eye out for any that might be medicinal.
A world moderator will respond to each and every one of these travel posts letting them know what happens, whether it is a pleasant but uneventful trip, stumbling upon random items or the creation of a whole new event posts by that WM. Once a WM has posted the character may then continue on posting in their destination city; any interaction with the gate locations of either city is optional.
There will be instances where one wishes to forgo the chance of extras in favour of expedience, either due to time commitments in real life or a specific task or quest beginning imminently. When posting a travel post in these situations simply include an opt-out message and you may post in the destination city without waiting for WM assent.
Quote from RolePlayerBob »
Bobicus left Elexia atop his trusty steed. He was probably pushing the horse harder than he should have, he had to get to Greevan by nightfall.
[Skipping Ahead: Fail Quest is starting today]
Sorry for disappearing into the wind, and for not posting about this sooner. The tech school where I work part time in the evenings is going through a project period, and I'm working overtime (as in, in addition to the usual 12 hours of day I spend working between this job and the other). It will be over after this week, so I'll get Common Cause up and running again on Saturday.
Sorry for disappearing, it's a long story but I should be back soon!
Private Mod Note
():
Rollback Post to RevisionRollBack
Sing lustily and with good courage.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
So on the Varel quest it seems likely that Dawn will be in and out and Lord Justice is flaky(Talking to you Bobby) So I'm recruiting, anyone who wants to send a character should do so now. The quest started at the Varel manor and is currently in the goblin market if you'd like to catch up. Also there is a semi pre quest loot thing happening in it.
- An update to the Initiates is coming that allows them to trade on their secrets for progression in the Church. Look to your friendly neighbourhood Trabant for an announcement on that in the coming days.
- The following has replaced the former 'Swords and Sorcery' section of the Clerics that forced you to decide between being an Exalter or a Defender.
> Paths of Truth - Upon joining the church new clerics are encouraged to focus themselves in one or two areas of church tenets. Focus on these tenets allows access to tools, spells and weaponry to aid in their duties to the church. Clerics who have undergone their Trials, regardless of outcome, may branch out into the third branch.
Choose two (completion of Cleric Trial grants access to the third):
Voice of the People Lvl 4 Mind - Confidence - Instills the target with a deep sense of trust and desire to confide in the caster as long as there is no existing hostility between the two. Portrait Shield - A gold-lined iron shield available in round, kite and tower varieties. Its mirrored surface can be made to retain a single reflection at a time, storing it so that it can be presented to others at a later date. 80 Gold Echo Charm - A small, pewter pendant in the shape of a cracked circle. Allows the wearer to project their voice into the ground, allowing them to speak with crowds of people without raising their voice too high. The voice heard by the crowd is slightly tinny. 80 Gold
Lights in the Darkness Lvl 3 Light - Unfailing Lantern - Create a glowing ball of light with thrice the intensity of a candle. The light cast by this spell will allow you to see through false images, illusions, and veiling magics. Truthcore Weaponry - Steel Weaponry that will dispel summonings upon wounding them. Type available same as those at local forge, cost is 5x Base cost. Inner Light - A pale yellow potion which enhances the senses of the drinker, allowing them to see clearly in darkness and hear a pin drop in a crowded room. Lasts only a few moments but grants perfect clarity with all five senses. 15 Gold per Vial.
Bearers of Truth Lvl 5 Spirit - Restore - Revert a body part or object to its natural state, undoing recent damage, injury or alteration. Stillmind Helm - A steel helm that prevent magics from altering or effecting your mind or emotions. Comes in many styles. 120 gold. Solumin's Wash - A vial of translucent, pale blue liquid that can be lightly washed over documents, signs or any other surface. Reacts visibly with any invisible inks or magical markings, alerting you to their presence without removing them. 25 Gold per Vial.
Ok kids, the time is nigh, New Initiate stuff is here!!!!! (See the spoiler below for brotastic stuff)
Initiates may bring bits of important knowledge to the church during their cabal therapy. The importance of that knowledge will be ranked as being worth anywhere between 0 and 10 whisper points. The general worth of these things will be: low level tasks/bounties 0-3 points, mid to high level tasks and bounties 3-6 points and quests weighing in at 5-10 points. As they provide more knowledge for the church they will rise through the ranks towards greatness.
If you already have an initiate, send me a breakdown of the tasks that they have been a part of and I'll estimate a current level for them.
Initiate (0 points) - All initiates start out at this rank. You are given a glimpse of knowledge that allows you a minor ability.
Novice (10 points) - The minor ability that you were initially given grows and may be altered.
Acolyte (20 Points) - You are granted access to shadowcore weapons and initiate spells regardless of path chosen.
Pathwalker (30 Points) - You are given access to the inner library, what you learn changes you. Your initial minor ability is further effected.
Curate (40 Points) - You are allowed to choose a faction within the church and train with them. You are granted the sigil of that sect.
Inquisitor (50 points) - You reach a new level of respect in the church, you are an accomplished member of your chosen branch. You gain access to special missions.
Whisperer (60 points) - You are granted an audience with the leader of your chosen sect. They may choose to bestow a gift upon you if you are found worthy (original ability altered further or possibly completely changed
Adept (70 points) - You are feared by many members of the church. The mention of your name illicits whispers. You are granted access to a trainer in arts specific to your chosen sect.
Master (80 Points) - You are recognized as a person of power within the church and are granted an audience with the current leader of the church. They send you on a mission of great importance. This mission cannot be taken alone and you cannot tell those you take of the mission's true nature.
Hierophant (100 points) - The most highly coveted position in the church and the most feared. Those that wish to achieve this ranking must challenge the current leader of their chosen path. If they succeed then they will take over that arm of the church, being granted specific unique items that may only be used by the title holder. (NOTE:Challenges are not necessarily death matches. You will be given a set of apropriate options by an NPC when you reach this level.)
For Hrod! I will note that due to the nature of this ability some people will be unaffected. Like people with abyss... At least for now!!!
Level 1 - Lich's near death experience unlocked his latent psychic potential. His fears and belief in his delusions manifest themselves in his own perceptions of others. Lich sees people with ill intentions as horribly disfigured in his peripheral vision and sometimes when he blinks. Level 2 - Lich's complete belief in his new reality has caused his psychic field to start to effect others as well. Lich speaks the language of the dead, which is universally understood. Others always hear Lich speaking in their native tongue.
The Riotous Laugh - A gauntlet made of unbreakable brass, covered in strange gears and cogs. Possesses a strange affinity for constructions and artifices. Machinist creations can temporarily or permanently fuse with the gauntlet, altering themselves in such a way as to fit their twin functions.
Cult Icon of Archipiada - Delicately sculpted out of finest alabaster, with impossibly precise details and a remarkably lifelike quality. Glows softly in the dark. Can fuse with one person ever, endowing them with a Light-based LSS. Cannot be leveled by spells already purchased; for example, if player has a Light 1 and 2 spell, they must buy additional 1 and 2 spells to make it level. Celestial Being Harness the inherent clarity of light to transform into a luminous being of celestial energy. Level One - You begin to glow softly, illuminating the darkness around you with the strength of a strong candle. Level Two - The light clears the mists from your eyes, allowing you to see clearly in the dark. Level Three - Your skin turns papery white, shocking and beautiful at once. Your touch gives a soothing, relaxing sensation. Level Four - Your hair begins to turn silvery white, just a few hairs and highlights at first, but more and more as time goes on, and your eyes turn a luminous light blue. Tracing your fingers in the air, you can create trails of solid light, up to a few feet in length, which hang in the air and glow brilliantly. These trails have a burning sensation on skin, though they cause real damage only with extended contact. Only three may be maintained at any given time. Level Five - The light surges through your flesh, bursting out in an almost blinding ray wherever your skin is pierced. This light soon burns your wound shut, cauterizing it, a process not without pain. All your scars quickly fade and disappear. Level Six - The glow around you grows brighter and slightly bluish. If you touch someone for more than a few moments, some of the aura will transfer to them, calming them and making you seem more sympathetic, the equivalent of two Charisma effects. Level Seven - The light begins to alter your material nature, reducing your weight. You gain the ability to levitate a few inches above the ground, moving at normal speed but without the need for physical exertion. Level Eight - Your consciousness merges with the light, granting you profound inner calm. Since your essence now resides within the light, you are able to make that light leave the body and move your perceptions anywhere within 200 feet of your body, which stands in its last position but remains utterly helpless until you return. Level Nine - At any time you may leave a mark, a glowing rune, upon any surface. Once every seven posts you may flit between these marks at the speed of light. Level Ten - You learn to harness your celestial energy for a custom ability based on your personality and the light.
Private Mod Note
():
Rollback Post to RevisionRollBack
Sing lustily and with good courage.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
Hey Sen, I posted a while back about getting one of the blades from Voyage identified. I'm pretty sure it just got lost in time/life, but if you could (or any other mod who knows the powers) post the identification, I would be very pleased Thanks!
As an item of tremendous and mysterious power, Riesig's fate becomes inextricably intertwined with that of the weapon. This manifests gradually over time, as he gain renown for his deeds with blade at his side. (Mini-Relic) Level One: Something deep inside the weapon stirs as if for the first time in countless centuries, burdening Riesig with a terrible secret always at the edges of his memory. This feeling guides him to a forgotten cairn in the Alogeans, where he discovers an item of minor power. For a moment, his sense of dread is relieved. But Mistilteinn is waiting. Level Two: The fire within the blade burns brighter, almost as though it were trying to leap fully out of the crystal from which it springs. The blade may extend twice as long at a thought, and otherwise gain projections and small embellishments at Riesig's sole will. Level Three: That same anxiety grows stronger in Riesig, leading him eventually to a scorched and crumpled book in the oldest archives of Epicrin. From this tone he learns a spell of moderate power, whose magics are almost unfathomably strange. For a while, his thoughts return to happier times. But Mistilteinn is waiting. Level Four: An aura of light spreads from the blade up Riesig's arm, hardening at a thought into an almost unbreakable piece of armor along his dominant arm. Level Five: With a start, Riesig realizes the true nature of the blade, leading him to a moss-covered barrow deep in the Northern Tundra. What he will encounter there he can only dream to know; all he knows, in the depths of his heart, is that Mistilteinn is waiting.
Private Mod Note
():
Rollback Post to RevisionRollBack
Sing lustily and with good courage.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
Sing lustily and with good courage.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
Ladies and gentlemen, boys and girls, people of all gender identities. We have for you an update to the world of leveled starting skills!
First things first, Prismaticism is being retired! Current prismaticists are welcome to keep their current LSS (or switch it out for a different light LSS) but it will no longer be available to new starting characters.
Its replacement in the quartet of light LSSes is Glassweaver!
GLASSWEAVER - Light magic is strongly associated with glass and crystal and glassweavers know this better than most. They are able to use glass, and other similarly reflective materials to perform all manner of tricks. Lvl 1. You are able to see through any translucent materials as though they were perfectly clear, with no distortions or reflections impeding your view. Lvl 2. You may pull the reflection from any metallic or highly polished item to create a solid glass replica of the item in your hand. The replica has no magical properties and is as fragile as you might expect. Lvl 3. Summon to your hand a fragile orb of glass, filled with light magics. This orb shatters on impact releasing a burst of light that presses and pushes on any shiny or reflective items within three feet of it. Lvl 4. By repeated casting you may store your light spells inside clear or reflective items for later use by yourself or someone else. Clear items glow with light while a spell is stored while reflective items become perfectly mirrored. You may store no more than one spell like this at any one time, the released spell is cast through the item for free. Lvl 5. You may pull the reflection from any metallic or highly polished item to create a solid crystal replica of the item in your hand. The replica has no magical properties but is modifier five and glows with white light. Lvl 6. You may temporarily increase the durability of any glass you can see. This effect causes the glass to become as reflective as a mirror and as strong as iron for five posts. May only be used on any given section of glass once per encounter. Lvl 7. Reflective surfaces speak to you on an intuitive level, you need only glance at a room to know what angle you need to project light for it to bounce and reflect where you want it to go. Given adequate reflective surfaces you may complete any number of trick shots using light or energy based attacks. Lvl 8. By gazing into a mirror or appropriate flat shiny surface, you may gain glimpses of any and every image ever reflected within it. These flashes of images may help you determine what happened in an area or to a person. However, the images you get may be scattered, shattered or distorted. Lvl 9. You see the reflections of light magic in other arts. You may now store non-light spells in clear or reflective items, prisming them to light before they are released. You may now store two spells in this fashion. Lvl 10. Once per encounter you may pull your own reflection out of any reflective surface large enough to crawl through. Weaving this reflection into a solid form produces an exact replica of yourself made of solid but fragile glass, it possesses all your skills, spells and abilities but its items and apparel are mundane, hollow glass.
In addition to this retiring and replacement, we have some revamps to announce. The following four LSSes have been gone over with a fine toothed vampire and altered to improve their power, flavour or both. Hopefully this will spur more people to consider these skills on their future characters.
Law Keeper, Infamous, Shadowtwin and Lord of Flames!
LAW KEEPER - By tracking down and bringing to justice the criminal element of Bakara you gain the respect and consideration of many. Viewed as a paragon of peace, order and the rule of law, Law keepers are considered the first and last line of defense against Bakara's criminal element.
> Law keeper is leveled by taking bounties, you earn score for each bounty equal to the level of that bounty. Lvl 1. Law keepers have good instincts. Once per bounty, task or quest you may draw on your reserves of intuition to help you solve whatever puzzle lies before you.
Required Score: 3 Lvl 2. Law keepers are well equipped. Law keepers gain access to a single peacekeeper tool of their choice and if they are not peacekeepers already they gain access to its associated upgrades through earning tokens. Peacekeeper upgrade costs are reduced by one token.
Required Score: 6 Lvl 3. Law keepers make people feel safe. You gain a natural charisma effect and find yourself being offered little extras in shops and bars. You gain a five percent discount on all purchases made at locations not affiliated with the Thieves Guild.
Required Score: 12 Lvl 4. Law keepers are well compensated. Your bounty payments are increased by N%, where N is half your law keeper score, up to a maximum bonus of 30%.
Required Score: 20 Lvl 5. Law keepers make people feel judged. You gain a natural intimidation effect that is stronger against criminals. By reading the discomfort caused by your presence you gain an insight into the amount of wrong-doing each person you meet has committed.
Required Score: 25 Lvl 6. Law keepers are an authority unto themselves. You may give orders to citizenry and military alike and expect your words to carry the weight of someone of rank and influence. You may also pursue criminals with less assistance than others; you count as two people on bounties.
Required Score: 34 Lvl 7. Law keepers sometimes attract powerful foes. You attract the attention of a criminal arch-nemesis, who does his best to thwart your plans. You will occasionally be the target of assassination attempts and sabotage by this nemesis' underlings and mercenaries.
Required Score: 40 Lvl 8. Law keepers have friends in the right places. You may select any one guild or society (other than the Thieves Guild) and perform a task or capture an adversary for them. You will be rewarded with access to a specially tailored selection of that organisation's benefits.
Required Score: 52 Lvl 9. Law keepers make tough choices. There comes a point when a law keeper has to make a decision about their ultimate path. Are they a defender of peace and protector of the people? Or are they a force of justice and scourge of the underworld? Once this decision is made the law keeper will unlock new insights into their own powers, enhancing their abilities.
Required Score: 64 Lvl 10. You may gather a group of like minded people to help you track down your villainous arch-nemesis. How this pans out will depend on your nemesis and the group you gather. Taking down a criminal mastermind is sure to be lucrative, though (also justice, etc.).
Required Score: 75
INFAMOUS - The mark of a truly great criminal is to work a lifetime and never earn a reputation. If you're going to earn a reputation though, its best to do so on your own terms. Infamous criminals use the murmurings of commoners and noblemen alike to exert influence and open doors.
> Infamous is leveled by illicitly obtained gold. Any gold acquired while performing crimes and/or thief tasks counts toward your total. Lvl 1. The natural push and pull of conversation is second nature to you. You gain a natural charisma effect and have the uncanny ability to trigger a specific conversation in a crowded room by nudging and whispering to the right people.
Required Gold: 100 Lvl 2. You start to create waves among certain groups of people. You are able to gain training in any one suit of red deck skills as if you were a thief. If you are already a thief you instead get a discount on purchased thief chips of five gold.
Required Gold: 200 Lvl 3. Thieves are kept a wary eye on in most establishments throughout Bakara, shopkeepers give you a five percent discount as an incentive to turn your eyes elsewhere. Any shop you are caught stealing from drops this discount in favour of closer scrutiny of your actions.
Required Gold: 400 Lvl 4. You develop the skills and contacts to create a single alternate identity for yourself, an additional set of appearance, clothing and mannerisms kept within the original character's profile. This alter ego may be switched into any time you remain unseen for two posts and serves as either a Nom de Guerre for committing crimes or a back-up plan for starting over again.
Required Gold: 600 Lvl 5. Rumours begin to circulate about your criminal activities, though slightly exaggerated from what you remember they are mostly accurate. These rumours will occasionally leads to better pay in any kind of tasks or quests, the rhyme and reason is hard for these bonuses is hard to properly place but one might chalk it up to thiefly karma.
Required Gold: 900 Lvl 6. You begin to develop your own cadre of informants, snitches, spies and lookouts. You gain your own personalised version of the thieves network or clerics archives, based around your style and techniques. You may ply them for information during any task or quest that allows you the opportunity to contact them.
Required Gold: 1200 Lvl 7. The rumours about you turn from slight exaggeration to pure whimsy. Many people you encounter may have heard of your supposed exploits even if they do not connect them directly to you. How you react to these rumours when brought up has a significant mental and emotional effect on all those that hear it. (i.e. Hearing that you did not in fact steal the eyes off a live dragon might cause disappointment and dulling of the senses in those around you.)
Required Gold: 1500 Lvl 8. There is always someone who's willing to sell out their secrets. You are able to find one such individual among one of the other guilds or societies of Bakara (besides peackeepers) in order to gain access to a specially tailored selection of that organisation's benefits.
Required Gold: 2000 Lvl 9. You uncover through a combination of rumours and research a way to access a set of ancient tunnels and stocked safehouses underneath the cities of Bakara. These tunnels may sometimes provide a means of quick escape or secret movement but more importantly offer Infamous criminals a place to hold secret meetings and store their gear away from prying eyes.
Required Gold: 3000 Lvl 10. The rumours about your exploits have become so grandiose and unbelievable that a master criminal has turned his eye to putting you in your place. You are challenged to a series of tests and competitions, him and his crew versus you and yours. This challenge could be the death of you, or worse, your reputation.
Required Gold: 5000
SHADOWTWIN - Your affinity for dark magics has granted your shadow its own sentience. As familiarity with darkness increases, your shadow becomes much much more. Lvl 1. You cast no shadow except your "true shadow", which always exists, no matter how bright or how dark it is, and cannot be illuminated. This shadow has a mind and senses of its own, and moves of its own will. Although it has a mind and personality of its own its life is tied to yours, thus making your well being is its top concern. Lvl 2. Your shadow can separate itself from you, traveling across any kind of surface. It may flow back to its regular – attached – location in an instant, and does so automatically if any part of it would travel farther than 50ft from your person. Lvl 3. You and your shadow may communicate telepathically with each other. Furthermore, while two dimensional, your shadow may change its size and/or shape at will. Max triple size, min half size. If it would gain a third dimension any changes in shape and size are reverted back to their initial state. Lvl 4. While attached to you, your shadow may reverse the connection between you and it; controlling part or all of your body like a puppet. This is not telekinesis, and any movements made have to be physically possible for your body to perform. If you and your shadow move as one your strength is effectively increased by a level. You may resist your shadow’s control if you so desire. Lvl 5. Your shadow learns how to merge with the shadows of other creatures and objects. Merging in such a fashion gives the shadow knowledge of the physical capabilities of whatever is casting the shadow (strength, hardness, how good it is at jumping, if the door is locked, etc). Lvl 6. Your shadow can detach from a surface, gaining a third dimension and becoming partially solid as though a thick fog. It effectively has a strength level of Weak while in this state. It cannot be permanently harmed, but sufficient force will cause it revert to its two dimensional state and immediately flow back to its regular location. A forcibly reverted twin cannot use this ability again for the rest of the encounter. Lvl 7. Your shadow is able to merge with the shadow of another and, while merged with it, telepathically grant you any strictly physical skills and techniques that person has. This merger can only last four posts before your shadow is rejected from that person's shadow. This ability is usable once per encounter. Lvl 8. Once per encounter, while three dimensional, your shadow may further solidify into a being of jet black flesh. While so solidified the shadow’s strength rivals your own. If ‘fatally’ wounded the being reverts as normal. Lvl 9. Your shadow can freely utilize any non-magical learned techniques and spells you posses, although it only capable of casting a single spell per post. Lvl 10. Your shadow gains a custom ability based on its personality and your true self.
LORD OF FLAMES - Flames are your tools, your companions, your life. Where other people see a burning candle you see so much more. Lvl 1. Natural flames, extreme heat and your own conjured fire refuse to hurt you, their master. You may take hold of non-magical flames with your hands and move them from place to place, your magic fuels them while held. Lvl 2. You may alter your fire spells to instead produce Phantom Flames. Bright red, phantom flames are twice the size of normal flames but burn with negligible heat. Lvl 3. You may alter your fire spells to instead produce Dark Flames. Pitch black, dark flames are slightly hotter than normal flames but give off no light as they burn. Lvl 4. Your mastery of non-magical flames is such that you can cause them to come free from their sources and flow through the air like water under your command. Flames removed from fuel sources will eventually be extinguished by this movement unless they find a new home. Lvl 5. You may alter your fire spells to instead produce Frostbite Flames. Bright cerulean, frosbite flames burn cold and are the perfect foil to heat resistant foes. Items and people burned with frostbite flames are coated in a thin layer of painfully cold frost. Lvl 6. You may alter your fire spells to instead produce Gel Fire. Silvery white, gel fire has a sticky, fluid substance to it. It strikes with more weight than flame and clings to surfaces, burning for longer than normal flames. Lvl 7. Your mastery of non-magical flames allows you to extend a little of your magic into them, converting them into other types of flame as though they were produced by your fire spells. Lvl 8. Your may alter your fire spells to instead produce Wild Fire. Brilliant crimson, wild fire naturally takes on a living form once conjured. The size, shape and behaviour of this living form varies depending on the spell used. Lvl 9. You may alter your fire spells to use any combination of two types of flame, including normal flames. Lvl 10. You may alter your fire spells to draw from your very soul. This creates a new type of flame unique to yourself which can create powerful effects but may also be enormously fatiguing. This unique flame cannot be combined with others.
Hey guys, are any of you having issues with aim? Either the page just crashes when I load it, or it instantly logs me off when I log in and then won't reopen without crashing. This might have to do with me having to use the online website version, so if it works fine for you all, I'd appreciate the heads up.
Hey guys, are any of you having issues with aim? Either the page just crashes when I load it, or it instantly logs me off when I log in and then won't reopen without crashing. This might have to do with me having to use the online website version, so if it works fine for you all, I'd appreciate the heads up.
EDIT: I should be back to regular AIM chat usage myself by tomorrow.
Come on and check it out. You know you want to.
PS: Someone come to the old fort and do a bounty with me!
Woot
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
There is no concrete relation between Epic World time and time in the real world. The only exception to this comes when traveling between cities. Bakara is a big place full of scary and wonderful opportunities and we want players to have a chance of experiencing that first hand. Whenever a character leaves one city to head to another they must post that travel on the 'Great Roads and Hidden Paths' thread.
This post should let the world moderators know where the character is heading to and from, what means and speed of transportation they're taking and whether or not they're doing anything else while traveling (e.g. sentinels might be inclined to forage for ingredients).
A world moderator will respond to each and every one of these travel posts letting them know what happens, whether it is a pleasant but uneventful trip, stumbling upon random items or the creation of a whole new event posts by that WM. Once a WM has posted the character may then continue on posting in their destination city; any interaction with the gate locations of either city is optional.
There will be instances where one wishes to forgo the chance of extras in favour of expedience, either due to time commitments in real life or a specific task or quest beginning imminently. When posting a travel post in these situations simply include an opt-out message and you may post in the destination city without waiting for WM assent.
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Come on and check it out. You know you want to.
Come on and check it out. You know you want to.
On a side note, Udo/Maus have mentioned via text that they won't be participating in the raffle, so you could probably start that whenever DAK.
Nervada - 98% fat free, high in fiber.
Eizen - Collected
Yack - Walking
Miko Wydberg
Tanya
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Come on and check it out. You know you want to.
- An update to the Initiates is coming that allows them to trade on their secrets for progression in the Church. Look to your friendly neighbourhood Trabant for an announcement on that in the coming days.
- The following has replaced the former 'Swords and Sorcery' section of the Clerics that forced you to decide between being an Exalter or a Defender.
Voice of the People
Lvl 4 Mind - Confidence - Instills the target with a deep sense of trust and desire to confide in the caster as long as there is no existing hostility between the two.
Portrait Shield - A gold-lined iron shield available in round, kite and tower varieties. Its mirrored surface can be made to retain a single reflection at a time, storing it so that it can be presented to others at a later date. 80 Gold
Echo Charm - A small, pewter pendant in the shape of a cracked circle. Allows the wearer to project their voice into the ground, allowing them to speak with crowds of people without raising their voice too high. The voice heard by the crowd is slightly tinny. 80 Gold
Lights in the Darkness
Lvl 3 Light - Unfailing Lantern - Create a glowing ball of light with thrice the intensity of a candle. The light cast by this spell will allow you to see through false images, illusions, and veiling magics.
Truthcore Weaponry - Steel Weaponry that will dispel summonings upon wounding them. Type available same as those at local forge, cost is 5x Base cost.
Inner Light - A pale yellow potion which enhances the senses of the drinker, allowing them to see clearly in darkness and hear a pin drop in a crowded room. Lasts only a few moments but grants perfect clarity with all five senses. 15 Gold per Vial.
Bearers of Truth
Lvl 5 Spirit - Restore - Revert a body part or object to its natural state, undoing recent damage, injury or alteration.
Stillmind Helm - A steel helm that prevent magics from altering or effecting your mind or emotions. Comes in many styles. 120 gold.
Solumin's Wash - A vial of translucent, pale blue liquid that can be lightly washed over documents, signs or any other surface. Reacts visibly with any invisible inks or magical markings, alerting you to their presence without removing them. 25 Gold per Vial.
If you already have an initiate, send me a breakdown of the tasks that they have been a part of and I'll estimate a current level for them.
Initiate (0 points) - All initiates start out at this rank. You are given a glimpse of knowledge that allows you a minor ability.
Novice (10 points) - The minor ability that you were initially given grows and may be altered.
Acolyte (20 Points) - You are granted access to shadowcore weapons and initiate spells regardless of path chosen.
Pathwalker (30 Points) - You are given access to the inner library, what you learn changes you. Your initial minor ability is further effected.
Curate (40 Points) - You are allowed to choose a faction within the church and train with them. You are granted the sigil of that sect.
Inquisitor (50 points) - You reach a new level of respect in the church, you are an accomplished member of your chosen branch. You gain access to special missions.
Whisperer (60 points) - You are granted an audience with the leader of your chosen sect. They may choose to bestow a gift upon you if you are found worthy (original ability altered further or possibly completely changed
Adept (70 points) - You are feared by many members of the church. The mention of your name illicits whispers. You are granted access to a trainer in arts specific to your chosen sect.
Master (80 Points) - You are recognized as a person of power within the church and are granted an audience with the current leader of the church. They send you on a mission of great importance. This mission cannot be taken alone and you cannot tell those you take of the mission's true nature.
Hierophant (100 points) - The most highly coveted position in the church and the most feared. Those that wish to achieve this ranking must challenge the current leader of their chosen path. If they succeed then they will take over that arm of the church, being granted specific unique items that may only be used by the title holder. (NOTE:Challenges are not necessarily death matches. You will be given a set of apropriate options by an NPC when you reach this level.)
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Level 1 - Lich's near death experience unlocked his latent psychic potential. His fears and belief in his delusions manifest themselves in his own perceptions of others. Lich sees people with ill intentions as horribly disfigured in his peripheral vision and sometimes when he blinks.
Level 2 - Lich's complete belief in his new reality has caused his psychic field to start to effect others as well. Lich speaks the language of the dead, which is universally understood. Others always hear Lich speaking in their native tongue.
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
The Riotous Laugh - A gauntlet made of unbreakable brass, covered in strange gears and cogs. Possesses a strange affinity for constructions and artifices. Machinist creations can temporarily or permanently fuse with the gauntlet, altering themselves in such a way as to fit their twin functions.
Cult Icon of Archipiada - Delicately sculpted out of finest alabaster, with impossibly precise details and a remarkably lifelike quality. Glows softly in the dark. Can fuse with one person ever, endowing them with a Light-based LSS. Cannot be leveled by spells already purchased; for example, if player has a Light 1 and 2 spell, they must buy additional 1 and 2 spells to make it level.
Celestial Being
Harness the inherent clarity of light to transform into a luminous being of celestial energy.
Level One - You begin to glow softly, illuminating the darkness around you with the strength of a strong candle.
Level Two - The light clears the mists from your eyes, allowing you to see clearly in the dark.
Level Three - Your skin turns papery white, shocking and beautiful at once. Your touch gives a soothing, relaxing sensation.
Level Four - Your hair begins to turn silvery white, just a few hairs and highlights at first, but more and more as time goes on, and your eyes turn a luminous light blue. Tracing your fingers in the air, you can create trails of solid light, up to a few feet in length, which hang in the air and glow brilliantly. These trails have a burning sensation on skin, though they cause real damage only with extended contact. Only three may be maintained at any given time.
Level Five - The light surges through your flesh, bursting out in an almost blinding ray wherever your skin is pierced. This light soon burns your wound shut, cauterizing it, a process not without pain. All your scars quickly fade and disappear.
Level Six - The glow around you grows brighter and slightly bluish. If you touch someone for more than a few moments, some of the aura will transfer to them, calming them and making you seem more sympathetic, the equivalent of two Charisma effects.
Level Seven - The light begins to alter your material nature, reducing your weight. You gain the ability to levitate a few inches above the ground, moving at normal speed but without the need for physical exertion.
Level Eight - Your consciousness merges with the light, granting you profound inner calm. Since your essence now resides within the light, you are able to make that light leave the body and move your perceptions anywhere within 200 feet of your body, which stands in its last position but remains utterly helpless until you return.
Level Nine - At any time you may leave a mark, a glowing rune, upon any surface. Once every seven posts you may flit between these marks at the speed of light.
Level Ten - You learn to harness your celestial energy for a custom ability based on your personality and the light.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
Acelin's Characters (since her sig won't work).
Level One: Something deep inside the weapon stirs as if for the first time in countless centuries, burdening Riesig with a terrible secret always at the edges of his memory. This feeling guides him to a forgotten cairn in the Alogeans, where he discovers an item of minor power. For a moment, his sense of dread is relieved. But Mistilteinn is waiting.
Level Two: The fire within the blade burns brighter, almost as though it were trying to leap fully out of the crystal from which it springs. The blade may extend twice as long at a thought, and otherwise gain projections and small embellishments at Riesig's sole will.
Level Three: That same anxiety grows stronger in Riesig, leading him eventually to a scorched and crumpled book in the oldest archives of Epicrin. From this tone he learns a spell of moderate power, whose magics are almost unfathomably strange. For a while, his thoughts return to happier times. But Mistilteinn is waiting.
Level Four: An aura of light spreads from the blade up Riesig's arm, hardening at a thought into an almost unbreakable piece of armor along his dominant arm.
Level Five: With a start, Riesig realizes the true nature of the blade, leading him to a moss-covered barrow deep in the Northern Tundra. What he will encounter there he can only dream to know; all he knows, in the depths of his heart, is that Mistilteinn is waiting.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
Acelin's Characters (since her sig won't work).
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
First things first, Prismaticism is being retired! Current prismaticists are welcome to keep their current LSS (or switch it out for a different light LSS) but it will no longer be available to new starting characters.
Its replacement in the quartet of light LSSes is Glassweaver!
Lvl 1. You are able to see through any translucent materials as though they were perfectly clear, with no distortions or reflections impeding your view.
Lvl 2. You may pull the reflection from any metallic or highly polished item to create a solid glass replica of the item in your hand. The replica has no magical properties and is as fragile as you might expect.
Lvl 3. Summon to your hand a fragile orb of glass, filled with light magics. This orb shatters on impact releasing a burst of light that presses and pushes on any shiny or reflective items within three feet of it.
Lvl 4. By repeated casting you may store your light spells inside clear or reflective items for later use by yourself or someone else. Clear items glow with light while a spell is stored while reflective items become perfectly mirrored. You may store no more than one spell like this at any one time, the released spell is cast through the item for free.
Lvl 5. You may pull the reflection from any metallic or highly polished item to create a solid crystal replica of the item in your hand. The replica has no magical properties but is modifier five and glows with white light.
Lvl 6. You may temporarily increase the durability of any glass you can see. This effect causes the glass to become as reflective as a mirror and as strong as iron for five posts. May only be used on any given section of glass once per encounter.
Lvl 7. Reflective surfaces speak to you on an intuitive level, you need only glance at a room to know what angle you need to project light for it to bounce and reflect where you want it to go. Given adequate reflective surfaces you may complete any number of trick shots using light or energy based attacks.
Lvl 8. By gazing into a mirror or appropriate flat shiny surface, you may gain glimpses of any and every image ever reflected within it. These flashes of images may help you determine what happened in an area or to a person. However, the images you get may be scattered, shattered or distorted.
Lvl 9. You see the reflections of light magic in other arts. You may now store non-light spells in clear or reflective items, prisming them to light before they are released. You may now store two spells in this fashion.
Lvl 10. Once per encounter you may pull your own reflection out of any reflective surface large enough to crawl through. Weaving this reflection into a solid form produces an exact replica of yourself made of solid but fragile glass, it possesses all your skills, spells and abilities but its items and apparel are mundane, hollow glass.
In addition to this retiring and replacement, we have some revamps to announce. The following four LSSes have been gone over with a fine toothed vampire and altered to improve their power, flavour or both. Hopefully this will spur more people to consider these skills on their future characters.
Law Keeper, Infamous, Shadowtwin and Lord of Flames!
> Law keeper is leveled by taking bounties, you earn score for each bounty equal to the level of that bounty.
Lvl 1. Law keepers have good instincts. Once per bounty, task or quest you may draw on your reserves of intuition to help you solve whatever puzzle lies before you.
Required Score: 3
Lvl 2. Law keepers are well equipped. Law keepers gain access to a single peacekeeper tool of their choice and if they are not peacekeepers already they gain access to its associated upgrades through earning tokens. Peacekeeper upgrade costs are reduced by one token.
Required Score: 6
Lvl 3. Law keepers make people feel safe. You gain a natural charisma effect and find yourself being offered little extras in shops and bars. You gain a five percent discount on all purchases made at locations not affiliated with the Thieves Guild.
Required Score: 12
Lvl 4. Law keepers are well compensated. Your bounty payments are increased by N%, where N is half your law keeper score, up to a maximum bonus of 30%.
Required Score: 20
Lvl 5. Law keepers make people feel judged. You gain a natural intimidation effect that is stronger against criminals. By reading the discomfort caused by your presence you gain an insight into the amount of wrong-doing each person you meet has committed.
Required Score: 25
Lvl 6. Law keepers are an authority unto themselves. You may give orders to citizenry and military alike and expect your words to carry the weight of someone of rank and influence. You may also pursue criminals with less assistance than others; you count as two people on bounties.
Required Score: 34
Lvl 7. Law keepers sometimes attract powerful foes. You attract the attention of a criminal arch-nemesis, who does his best to thwart your plans. You will occasionally be the target of assassination attempts and sabotage by this nemesis' underlings and mercenaries.
Required Score: 40
Lvl 8. Law keepers have friends in the right places. You may select any one guild or society (other than the Thieves Guild) and perform a task or capture an adversary for them. You will be rewarded with access to a specially tailored selection of that organisation's benefits.
Required Score: 52
Lvl 9. Law keepers make tough choices. There comes a point when a law keeper has to make a decision about their ultimate path. Are they a defender of peace and protector of the people? Or are they a force of justice and scourge of the underworld? Once this decision is made the law keeper will unlock new insights into their own powers, enhancing their abilities.
Required Score: 64
Lvl 10. You may gather a group of like minded people to help you track down your villainous arch-nemesis. How this pans out will depend on your nemesis and the group you gather. Taking down a criminal mastermind is sure to be lucrative, though (also justice, etc.).
Required Score: 75
INFAMOUS - The mark of a truly great criminal is to work a lifetime and never earn a reputation. If you're going to earn a reputation though, its best to do so on your own terms. Infamous criminals use the murmurings of commoners and noblemen alike to exert influence and open doors.
> Infamous is leveled by illicitly obtained gold. Any gold acquired while performing crimes and/or thief tasks counts toward your total.
Lvl 1. The natural push and pull of conversation is second nature to you. You gain a natural charisma effect and have the uncanny ability to trigger a specific conversation in a crowded room by nudging and whispering to the right people.
Required Gold: 100
Lvl 2. You start to create waves among certain groups of people. You are able to gain training in any one suit of red deck skills as if you were a thief. If you are already a thief you instead get a discount on purchased thief chips of five gold.
Required Gold: 200
Lvl 3. Thieves are kept a wary eye on in most establishments throughout Bakara, shopkeepers give you a five percent discount as an incentive to turn your eyes elsewhere. Any shop you are caught stealing from drops this discount in favour of closer scrutiny of your actions.
Required Gold: 400
Lvl 4. You develop the skills and contacts to create a single alternate identity for yourself, an additional set of appearance, clothing and mannerisms kept within the original character's profile. This alter ego may be switched into any time you remain unseen for two posts and serves as either a Nom de Guerre for committing crimes or a back-up plan for starting over again.
Required Gold: 600
Lvl 5. Rumours begin to circulate about your criminal activities, though slightly exaggerated from what you remember they are mostly accurate. These rumours will occasionally leads to better pay in any kind of tasks or quests, the rhyme and reason is hard for these bonuses is hard to properly place but one might chalk it up to thiefly karma.
Required Gold: 900
Lvl 6. You begin to develop your own cadre of informants, snitches, spies and lookouts. You gain your own personalised version of the thieves network or clerics archives, based around your style and techniques. You may ply them for information during any task or quest that allows you the opportunity to contact them.
Required Gold: 1200
Lvl 7. The rumours about you turn from slight exaggeration to pure whimsy. Many people you encounter may have heard of your supposed exploits even if they do not connect them directly to you. How you react to these rumours when brought up has a significant mental and emotional effect on all those that hear it. (i.e. Hearing that you did not in fact steal the eyes off a live dragon might cause disappointment and dulling of the senses in those around you.)
Required Gold: 1500
Lvl 8. There is always someone who's willing to sell out their secrets. You are able to find one such individual among one of the other guilds or societies of Bakara (besides peackeepers) in order to gain access to a specially tailored selection of that organisation's benefits.
Required Gold: 2000
Lvl 9. You uncover through a combination of rumours and research a way to access a set of ancient tunnels and stocked safehouses underneath the cities of Bakara. These tunnels may sometimes provide a means of quick escape or secret movement but more importantly offer Infamous criminals a place to hold secret meetings and store their gear away from prying eyes.
Required Gold: 3000
Lvl 10. The rumours about your exploits have become so grandiose and unbelievable that a master criminal has turned his eye to putting you in your place. You are challenged to a series of tests and competitions, him and his crew versus you and yours. This challenge could be the death of you, or worse, your reputation.
Required Gold: 5000
SHADOWTWIN - Your affinity for dark magics has granted your shadow its own sentience. As familiarity with darkness increases, your shadow becomes much much more.
Lvl 1. You cast no shadow except your "true shadow", which always exists, no matter how bright or how dark it is, and cannot be illuminated. This shadow has a mind and senses of its own, and moves of its own will. Although it has a mind and personality of its own its life is tied to yours, thus making your well being is its top concern.
Lvl 2. Your shadow can separate itself from you, traveling across any kind of surface. It may flow back to its regular – attached – location in an instant, and does so automatically if any part of it would travel farther than 50ft from your person.
Lvl 3. You and your shadow may communicate telepathically with each other. Furthermore, while two dimensional, your shadow may change its size and/or shape at will. Max triple size, min half size. If it would gain a third dimension any changes in shape and size are reverted back to their initial state.
Lvl 4. While attached to you, your shadow may reverse the connection between you and it; controlling part or all of your body like a puppet. This is not telekinesis, and any movements made have to be physically possible for your body to perform. If you and your shadow move as one your strength is effectively increased by a level. You may resist your shadow’s control if you so desire.
Lvl 5. Your shadow learns how to merge with the shadows of other creatures and objects. Merging in such a fashion gives the shadow knowledge of the physical capabilities of whatever is casting the shadow (strength, hardness, how good it is at jumping, if the door is locked, etc).
Lvl 6. Your shadow can detach from a surface, gaining a third dimension and becoming partially solid as though a thick fog. It effectively has a strength level of Weak while in this state. It cannot be permanently harmed, but sufficient force will cause it revert to its two dimensional state and immediately flow back to its regular location. A forcibly reverted twin cannot use this ability again for the rest of the encounter.
Lvl 7. Your shadow is able to merge with the shadow of another and, while merged with it, telepathically grant you any strictly physical skills and techniques that person has. This merger can only last four posts before your shadow is rejected from that person's shadow. This ability is usable once per encounter.
Lvl 8. Once per encounter, while three dimensional, your shadow may further solidify into a being of jet black flesh. While so solidified the shadow’s strength rivals your own. If ‘fatally’ wounded the being reverts as normal.
Lvl 9. Your shadow can freely utilize any non-magical learned techniques and spells you posses, although it only capable of casting a single spell per post.
Lvl 10. Your shadow gains a custom ability based on its personality and your true self.
LORD OF FLAMES - Flames are your tools, your companions, your life. Where other people see a burning candle you see so much more.
Lvl 1. Natural flames, extreme heat and your own conjured fire refuse to hurt you, their master. You may take hold of non-magical flames with your hands and move them from place to place, your magic fuels them while held.
Lvl 2. You may alter your fire spells to instead produce Phantom Flames. Bright red, phantom flames are twice the size of normal flames but burn with negligible heat.
Lvl 3. You may alter your fire spells to instead produce Dark Flames. Pitch black, dark flames are slightly hotter than normal flames but give off no light as they burn.
Lvl 4. Your mastery of non-magical flames is such that you can cause them to come free from their sources and flow through the air like water under your command. Flames removed from fuel sources will eventually be extinguished by this movement unless they find a new home.
Lvl 5. You may alter your fire spells to instead produce Frostbite Flames. Bright cerulean, frosbite flames burn cold and are the perfect foil to heat resistant foes. Items and people burned with frostbite flames are coated in a thin layer of painfully cold frost.
Lvl 6. You may alter your fire spells to instead produce Gel Fire. Silvery white, gel fire has a sticky, fluid substance to it. It strikes with more weight than flame and clings to surfaces, burning for longer than normal flames.
Lvl 7. Your mastery of non-magical flames allows you to extend a little of your magic into them, converting them into other types of flame as though they were produced by your fire spells.
Lvl 8. Your may alter your fire spells to instead produce Wild Fire. Brilliant crimson, wild fire naturally takes on a living form once conjured. The size, shape and behaviour of this living form varies depending on the spell used.
Lvl 9. You may alter your fire spells to use any combination of two types of flame, including normal flames.
Lvl 10. You may alter your fire spells to draw from your very soul. This creates a new type of flame unique to yourself which can create powerful effects but may also be enormously fatiguing. This unique flame cannot be combined with others.
Have fun everybody!
EDIT: Things seem okay now.
Come on and check it out. You know you want to.
Not just you; it's borked.