OK guys, I know that by now it feels like I abandoned you but fear not! I fully intend to start posting again in the near future if you guys are still doing this whole epic world thing! Personal crud has left me creatively drained but I miss you guys! Except MK of course! Jkjk!
I have never left. Just ran out of things to post on. Acelin is still here too as she is attached to me :). So whenever stuff starts happening again, we will start posting.
CAN'T SLEEP THE PROJECTS WILL EAT ME. CAN'T SLEEP THE PROJECTS WILL EAT ME.
I am still here. Or at least, after Tuesday I will exist to some extent. I am presuming we can fast-forward the PWN fight, which is the last massive fight in it for a long time. Yay for variety! I hope to actually reach the city proper by winter break!
I've been fairly busy as of late and before that, and still currently, my time online has been only in the early part of the evening. I'm going to hopefully make a return to the interwebs before 3pm cdt here soon so that I can catch y'all in the aim. I'm still very interested in having adventures here in the EW.
Hey, I know I said I would be back and around but Mel(My wife) got into a rollover car accident and she's been pretty banged up. She's through the worst of it now, but there will be surgeries and lawsuits in our future. I'll be in and out as time permits.
Hey, I know I said I would be back and around but Mel(My wife) got into a rollover car accident and she's been pretty banged up. She's through the worst of it now, but there will be surgeries and lawsuits in our future. I'll be in and out as time permits.
Hey, I know I said I would be back and around but Mel(My wife) got into a rollover car accident and she's been pretty banged up. She's through the worst of it now, but there will be surgeries and lawsuits in our future. I'll be in and out as time permits.
Ok guys, I'm back in black for real this time. Mel is back on her feet (although she'll still need some surgeries) and I need to get my role play on. So get in there and get posting you scaliwags! Hope to see you all soon in the AIM!
A note for new arrivals: The "Boon Companion" thread would be good place to have your PC show up once you're finished in the PC creation thread as the group currently there is about to set off and could really use some more help!
Also, Trabant mentioned in the aim that a pile of stuff came his way over the weekend but he'll be posting tonight or tomorrow.
Totally! And don't mind my character Olo saying he will do it alone. That was before I realized there were more active players than the three of us if you join, you will be welcomed with a smile.
Maus is sorta here too. As is Acelin if I prod you enough to prod her. So, not counting new people, we have 3 active, 2 semi active, and 2 that will hopefully be back soon (Hrod was having computer problems and I wager DAK will probably be back this month). Well, Maus also has computer problems. I kinda wish one of us had a surplus of good computers to send people.
And Quo/Sen occasionally appear in sudden gusts but they're rather unpredictable.
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.
Alright The quest being run in The Varel Manor has stalled out and in the interest of moving things forward I'm allowing anyone who is willing to read over the quest so far to put themselves in at this point. You will also be afforded the option of retroactively purchasing a suit from the seamstress. Read the quest and you'll understand what that entails. If you're interested PM me as soon as possible.
Alright The quest being run in The Varel Manor has stalled out and in the interest of moving things forward I'm allowing anyone who is willing to read over the quest so far to put themselves in at this point. You will also be afforded the option of retroactively purchasing a suit from the seamstress. Read the quest and you'll understand what that entails. If you're interested PM me as soon as possible.
I'm going to add in that the quest in question has had 2 PCs that joined at the start but haven't actually done anything the whole quest but stay in the back (The players vanished, so we assumed they were doing undescribed useful things in the back. Your PC could have also been doing undescribed useful things in the back the whole time, making this an easy entry. Step out into the light!)
Ok, I'm going to jump back into the fray here now that things in the personal have calmed down a bit.
So here's the deal:
- Everything I was in the process of running either never happened or finished off camera. (If you were on any of my stuff, bug me in the aim about which one that thing is. And whether any loot/compensation is required.)
- One or two things will probably be restarted with fresh participants. (A couple are arch-plot related, so sort of necessary.)
- Paper updates no later than a week from today. Bug me if I seem to be on the drag.
- Said updates will have more low-level content, for obvious reasons.
- One of MK's arms must be fed into a wood-chipper.
Flesh of the Father - A green leather trench-coat, made from a surprisingly thick material, the pattern resembles leaves woven together. Includes a set of gloves that match the jacket. They are warm and supple inside with a pattern resembling a bear paw sewn over the back of the gloves to make it appear you have bear paws instead of hands. Along the seams is a detailed pattern of lightning , and it all seems to be flowing towards the hands or feet. The belt of the jacket also has lightning streaming along its center. A First Impression - The suit surrounds the wearer with a commanding aura. Important people are more likely to assume that you are the leader of any group of people you are with. Lesser enemies may find themselves choosing an easier target, while more confident foes will be more likely to single you out. A Second Skin - Flesh of the father's mod 1 leather grows into its wearer's skin on a microscopic level, literally becoming part of them for as long as they wish to wear it. The suit will change its outward appearance to fit with whatever shape its wearer might take on. Additionally, the material of the suit can be willed to grow over the wearer's entire body, covering otherwise vulnerable flesh. A Third Eye - Flesh of the Father generates a mild electrical field that can send feedback into the wearer's body, giving them a directional awareness of most living things within ten feet of them.
For Lendonos
Heartmage Ensemble - A reversible pair of tunic and pants, both tight on the limbs but baggy at joins allowing for free movement without getting in the way or making rustling. One side is a rich Blue with the Mages Society emblem on it, while when flipped inside out, its a simple, dark black but with thin red lines traveling from the heart to the arms and legs like veins. (Two to a limb, nothing to signify the heart save that's where the lines all meet/begin) Magic to Blood – While the heart side is displayed, the user may sacrifice a spell per post to increase their strength by one level, temporarily ignore any emotional or mind-influencing effects, and act as though fully refreshed and restored for a single post. This sacrifice can be made once every three posts. Blood to Magic – While the Mage side is displayed, the user may reduce themselves to a near helpless state – largely immobile and devoid of strength – for one post in order to cast a single spell that does not count towards their spells per post. This may be done once every three posts.
Is anybody else getting an issue when looking at the character list? specifically on page 8 from posts 185 to the end of the page, nothing is clickable. This is specifically a problem since that is Trabant's char link...
Is anybody else getting an issue when looking at the character list? specifically on page 8 from posts 185 to the end of the page, nothing is clickable. This is specifically a problem since that is Trabant's char link...
Seems fine to me, the links I tried work. Did get some weird glitches with the layout under one of sen's characters though. Also spotted some overlapping elements on another page but can't remember which.
Seems fine to me, the links I tried work. Did get some weird glitches with the layout under one of sen's characters though. Also spotted some overlapping elements on another page but can't remember which.
Low level light magic, particularly level 3, was full of incredibly niche spells and overlapping effects. But no more!
Gaze upon the shiny new state of light magic!
Light
LEVEL 1 Lantern - Create a floating ball of light before yourself or another that moves with the target, glowing with the intensity of a candle. Beacon - Create a bright ball of floating light that soars high into the air and hangs there stationary until the end of the encounter or until you will it to vanish. Does not require maintaining. Tint - Filter the light emanating from an object in order to change the overall coloration of the item to the eyes. Gleam - Cause a target to become extremely shiny and eye-catching. LEVEL 2 Blind - Scatter the light before a target's eyes, momentarily blinding them. Lens - Manipulate the light before your eyes, granting you telescopic vision. Seeker Lantern - Create a glowing ball of light, with twice the intensity of a candle, that follows you around and will seek out nearby sources of light when desired. Handy if lost or searching in darkness. Window - Solidify the light where you point, creating a thin, brittle, pane of floating glass the size of yourself at any angle. It is too fragile to bear any weight. Lasts for 3 posts or until shattered. LEVEL 3 Corona Grasp - Focus the light around your hands into a blazing, burning aura. Reflect – Summon an intangible mirror, up to 3’ in diameter, anywhere in sight at any angle. Besides serving as a perfect mirror, the summon is capable of reflecting your own light-based projectile attacks (it disperses when struck by those of other casters). Blur - Refract the light in a 10' radius around you, making everything indistinct and hazy, even to you. Paint – Create a two dimensional image on a surface, no more than 4 square feet in area. Incredibly complex images are unlikely to be very convincing. Can go over small cracks and the like. Unfailing Lantern* - Cleric Only - 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. LEVEL 4 Nova Morningstar- Summon to your hand a spiked ball and chain mace of ivory. It scatters the light as it moves, making it hard for others to accurately see and engage it. Shining Champion - Your skin and hair turn ghost white, your eyes glow like lanterns. You are able to hover and fly around up to a foot off the ground. Weapons you wield gain a burning aura of intense light. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards. Sunbeam - Release an intense beam of sunlight from your hand. Will cause a painful sunburn on exposed skin. Range is approximately 30'. Dawdle – Passive. You may, upon casting, choose to slow down light created by your spells to any speed, although effects that are not maintained (Like beams) speed up again after a single post. LEVEL 5 Summon Light Aspect - Summon a swarm of butterflies with wings of stained glass. They scatter and reflect the light, simultaneously drawing attention and disorienting those that look at them. Corona Burst - Create in your hand a ball of light, condensed into a blazing, burning sphere, that can be launched from your hand at around 80 mph. Ball is the size of the caster's fist and has the density of water on impact, shortly after which it disperses in a mild flash. Blink - Freeze the light in a 10' radius around you for a moment, preventing anything happening during that moment from being seen, even by you. The brain will automatically compensate for and not register this gap if things seem relatively unchanged afterwards. Photosynthesis - Passive. You are untiring and your strength level is increased by one, but only while in sunlight. LEVEL 6 A. Convex - Warp the light that reflects off you, causing you to appear to others to be further away or smaller than you actually are. B. Mirror Shield - Alter the light before you to generate an intangible mirror that will reflect back any projectile attacks composed of energy or non-substantive magic. C. Decoy Lantern - Create a glowing ball of light with five times the intensity of a candle. The light cast by this spell draws people towards it, demanding their attention and scrutiny. D. Pane - Connect two glass, mostly clear crystal, and/or highly reflective solid surfaces, causing non-magical light and your own created light/energy projectiles that pass through one to emerge from the other. LEVEL 7 A. Invisibility - Bend the light around you, making you completely vanish from sight. Movement requires small adjustments that leaves a shimmer in the air. Use of other light spells will shatter this effect. B. Corona Beam - Release a stream of condensed light from your hand, creating a beam of blazing, burning light. Its width is that of your fist and range is 70 yards. C. Flare - Trigger a brief but powerful flare of light which blinds all that see it for two posts. D. Skywalker - The light beneath your feet momentarily takes solid form, allowing you to step on it very briefly. LEVEL 8 A. False Image - Intricately manipulate the light in an area no greater than 8 feet in diameter, creating a false image which you control and that all can see. You have precise control over this image, but it is only visual and cannot produce sound. B. Corona Saber - Summon to your hand a silver hilt which emits a sustained beam of condensed burning light, 30" long. The intangible light can cause third degree burns. C. Constellation - Throw out around you dozens of tiny ping pong ball sized stars in a 50' radius around you. They illuminate the area and burn those that touch them. D. Haven - Temporarily solidify the light around you into a dome of hard, but relatively brittle, glowing crystal. This dome can be shattered outwards into a volley of shards at the cost of an additional spell. LEVEL 9 A. Subliminate - With a subtle gesture towards a target, repeatedly generate a small false image before their eyes, too brief for all but the most mentally aware to notice consciously. It will implant this image in their mind, working akin to a purely visual but much subtler form of the mind spell Suggestion. B. Supernova - Cause the light in a target area to rapidly condense to the point it goes critical and explodes outwards with burning energy and a concussive blast. C. Pillar of Suns - Raise your hands to cause a massive pillar of ivory, 10' tall and etched with glowing white/gold runes, to rise from the ground behind you. The runes of this pillar burn with great intensity, hurting the eyes and sunburning exposed skin with increasing intensity the closer one is to it. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location. D. Lightspeed - Momentarily transform yourself into pure light and instantaneously travel to any point you can see within 100 feet. Can only be used once every 7 posts. LEVEL 10 A. Mirror Realm - While maintained the light in a 100 foot radius around you reflects at random, creating an intangible mirror maze only you can see through. B. Orbital Strike - Magnify and condense the sun's light into a powerful searing beam that descends from the heavens, 6" in diameter, for several seconds. Use only once every 5 posts. C. Helios - You develop an incredibly intense glow that prevents others from looking directly at you and dispels any darkness that comes near you. D. Summon Light Avatar - Summon a towering genderless angelic figure, 8' tall with four wings and garbed in golden armor that matches its long golden hair. It wields a sword of blazing light and a golden shield embossed with a silver sun. Its skin glows from within like a lantern, and its eyes are tiny suns whose gaze can't be escaped.
As a comparison, here is the old light:
LEVEL 1 Lantern - Create a floating ball of light before you that follows you and lights your way with the intensity of a candle Beacon - Create a bright ball of floating light that soars high into the air and hangs there stationary until the end of the encounter or until you will it to vanish. Does not require maintaining. Tint - Alter the perceived coloration of a target or a section of a target. Glare - Cause a target to become extremely shiny and eye-catching. LEVEL 2 Blind - Scatter the light before a target's eyes, momentarily blinding them. Lens - Manipulate the light before your eyes, granting you telescopic vision. Seeker Lantern - Create a glowing ball of light, with twice the intensity of a candle, that follows you around and will seek out nearby sources of light when desired. Handy if lost or searching in darkness. Tag - Create the false image of writing on a blank target or surface. LEVEL 3 Corona Grasp - Focus the light around your hands into a blazing, burning aura. Reflect - Create an intangible mirror facing you in the air before you. It can be angled at will to see behind you or around corners, but others can catch your reflection in it just as easily. Erase - Bend the light to hide any markings or irregularities on an object or surface. Window - Solidify the light before you, creating a rectangular pane of completely transparent material with the brittleness of glass and your approximate dimensions. Unfailing Lantern* - Cleric Only - 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. LEVEL 4 Nova Morningstar- Summon to your hand a spiked ball and chain mace of ivory. It scatters the light as it moves, making it hard for others to accurately see and engage it. Shining Champion - Your skin and hair turn ghost white, your eyes glow like lanterns. You are able to hover and fly around up to a foot off the ground. Weapons you wield gain a burning aura of intense light. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards. Daylights - Release an intense beam of sunlight from your hands. Will cause a painful sunburn on exposed skin. Sun-sensitive races will be effected more severely. Range is approximately 6'. Blur - Refract the light in a 10' radius around you, making everything indistinct and hazy, even to you. LEVEL 5 Summon Light Aspect - Summon a swarm of butterflies with wings of stained glass. They scatter and reflect the light, simultaneously drawing attention and disorienting those that look at them. Corona Burst - Summon to your hand a ball of light, condensed into a blazing, burning sphere that can be launched from your hand at around 80 mph. Ball is the size of the caster's fist and has the density of water on impact. Blink - Freeze the light in a 10' radius around you for a moment, preventing anything happening during that moment from being seen, even by you. The brain will automatically compensate for and not register this gap if things seem relatively unchanged afterwards. Photosynthesis - Passive. You are untiring and your strength level is increased by one, but only while in sunlight. LEVEL 6 A. Convex - Warp the light that reflects off you, causing you to appear to others to be further away or smaller than you actually are. B. Mirror Shield - Alter the light before you to generate an intangible mirror that will reflect back any projectile attacks composed of energy or non-substantive magic. C. Decoy Lantern - Create a glowing ball of light with five times the intensity of a candle. The light cast by this spell draws people towards it, demanding their attention and scrutiny. D. Pane - Passive. The Window spell can now be targeted, forming it in front of others instead of yourself. LEVEL 7 A. Invisibility - Bend the light around you, making you completely vanish from sight. Movement requires small adjustments that leaves a shimmer in the air. Use of other light spells will shatter this effect. B. Corona Beam - Release a stream of condensed light from your hand, creating a beam of blazing, burning light. Its width is that of your fist and range is 70 yards. C. Flare - Trigger a brief but powerful flare of light which blinds all that see it for two posts. D. Skywalker - The light beneath your feet momentarily takes solid form, allowing you to step on it very briefly. LEVEL 8 A. False Image - Intricately manipulate the light in an area no greater than 8 feet in diameter, creating a false image which you control and that all can see. You have precise control over this image, but it is only visual and cannot produce sound. B. Corona Saber - Summon to your hand a silver hilt which emits a sustained beam of condensed burning light, 30" long. C. Constellation - Throw out around you dozens of tiny ping pong ball sized stars in a 50' radius around you. They illuminate the area and burn those that touch them. D. Haven - Solidify the light around you into a dome of hard but relatively brittle glowing crystal. This dome can be shattered outwards into a volley of shards at the cost of an additional spell. LEVEL 9 A. Subliminate - With a subtle gesture towards a target, repeatedly generate a small false image before their eyes, too brief for all but the most mentally aware to notice consciously. It will implant this image in their mind, working akin to a purely visual but much subtler form of the mind spell Suggestion. B. Supernova - Cause the light in a target area to rapidly condense to the point it goes critical and explodes outwards with burning energy and a concussive blast. C. Pillar of Suns - Raise your hands to cause a massive pillar of ivory, 10' tall and etched with glowing white/gold runes, to rise from the ground behind you. The runes of this pillar burn with great intensity, hurting the eyes and sunburning exposed skin with increasing intensity the closer one is to it. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location. D. Lightspeed - Momentarily transform yourself into pure light and instantaneously travel to any point you can see within 100 feet. Can only be used once every 7 posts. LEVEL 10 A. Mirror Realm - While maintained the light in a 100 foot radius around you reflects at random, creating an intangible mirror maze only you can see through. B. Orbital Strike - Magnify and condense the sun's light into a powerful searing beam that descends from the heavens, 6" in diameter, for several seconds. Use only once every 5 posts. C. Helios - You develop an incredibly intense glow that prevents others from looking directly at you and dispels any darkness that comes near you. D. Summon Light Avatar - Summon a towering genderless angelic figure, 8' tall with four wings and garbed in golden armor that matches its long golden hair. It wields a sword of blazing light and a golden shield embossed with a silver sun. Its skin glows from within like a lantern, and its eyes are tiny suns whose gaze can't be escaped.
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The level 4 dark spell Depth is also being replaced, since Encloak is the same level and pretty much covers the same niche. Yes, there are a few <very> specific situations where Depth was better, but over all Depth existing just weakened Encloak as people presumably expected Depth to have.. some advantage in general use despite the similar wording. Anyway, new Depth!:
Depth - Plunge a poorly lit area (up to 10' in diameter) you can sense further into the darkness, causing it to be partially phased out of existence and made larger within than without; this doubles the dimensions of any unattended, stationary objects as well as chilling and thinning the air.
Depth - Grant darkness limited substance (slightly less substantial than water, more than air) to you and you alone, slowing you when wanted and allowing you to gain fleeting purchase on it.
We are also tweaking Mark and Seeker! Mark is now clearer (and doesn't let you force people to where glowing runes until they kill you), and Seeker no longer has the friendly fire issue (and is also clearer).
Mark - By contact you can mark a person's aura with a glowing rune visible only to you. You may passively sense the whereabouts of up to two marked individuals without maintaining this spell.
Seeker - Passive. You may have your projectile spells be drawn towards either of your Marked individuals.
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Any PCs with Light or Dark spells of the effected spell levels can freely switch spells. Renaming old stuff if you keep it would be appreciated, although in this case I doubt anyone is actually going to keep the previous versions.
Anyone with Mark and/or Seeker can swap them out for the new versions. I would prefer they do that, really.
I'm also going to <eventually> go through and remove/change any uses of the word "summon" in spells that are not actually summoning spells. We seem to have a few hold overs.
Edit: I forgot to change tint *change*. Note: Tint's effect hasn't changed. The new wording was deemed to leave less open to interpretation.
It is the moment you have all been waiting for! Or at least, the moment you may or may not have been waiting for!
The Mistkeeper Revamp!
MISTKEEPER - Your innate water magics cause and pall of fine mist to passively form in a 10' radius around you.
Lvl 1. You can control the shape and density of the mists within 10' of you. The more compacted it is, the more opaque. Can be shaped into intangible apparel if you want it out of the way.
Lvl 2. You are able to sense disturbances in the mists, giving you early warning if someone is trying to sneak up on you.
Lvl 3. You can thicken the mists and increase their opacity without compacting them, turning it into a cloud that totally obscures yourself from view.
Lvl 4. You can raise the temperature of the/sections of the mists so rapidly they expand in a burst of steam that repels and scalds anything before it with average strength. Steam quickly cools and reverts to its regular state. Usable once every other post.
Lvl 5. You can rapidly condense the mists around a target within its reach, extinguishing flames and choking living creatures. Usable once every three posts.
Lvl 6. The mists pull in and condense the lingering magics of the world to gain a new ability. Choose an emotion, concept, or kind of liquid. The mists permanently gain a special ability based on that choice.
Lvl 7. You gain fine control over the temperature or the mists, making portions of it anything from freezing to exhaustingly hot. Hot mists expand to twice their normal size but cannot be used for any other purpose, freezing mists condense to half size but can flash freeze water. The mists keep your own body whatever temperature you desire.
Lvl 8. You can convert portions of the mist within 5’ of you to water or even ice with enough speed to react to attacks (Barriers, weapons, etc). More complicated maneuvers than forming a simple barrier demands concentration (counts as a spell per post). Any of the ice or water formed this way reverts back to mist a post later. Usable once every other post.
Lvl 9. The mists further refine their intrinsic magics to gain another ability based on the chosen emotion, concept, or liquid.
Lvl 10. You develop a custom WM-approved mist technique/ability.
MISTKEEPER - Your innate water magics cause and pall of fine mist to passively form in a 10' radius around you.
Lvl 1. You can control the shape and density of the mists within 10' of you. The more compacted it is, the more opaque. Can he shaped into intangible apparel if you want it out of the way.
Lvl 2. You are able to sense disturbances in the mists, giving you early warning if someone is trying to sneak up on you.
Lvl 3. Thicken the mists and increase their opacity without compacting them, turning it into a cloud that totally obscures yourself from view.
Lvl 4. Raise the temperature of a section of the mist so rapidly it expands in a burst of steam that repels and scalds anything anything before it. Steam quickly cools and reverts to your mists.
Lvl 5. Condense the mists around a flame within its reach, extinguishing it. Doing so reduces the mist and as such can only be done so thrice per encounter.
Lvl 6. You are able to flash freeze portions after of the mist momentarily, allowing it to be flowed into small spaces and frozen so it expands to pry or break them open.
Lvl 7. Flash freeze the mists, turning them into a hard but thin protective shield/dome completely surrounding you.
Lvl 8. Cause the mist before you to flashfreeze into several small projectiles that launch at your target in a storm of shrapnel.
Lvl 9. Raise the temperature of all the mist so rapidly it expands in a burst of steam that repels and scalds anything everything around you. You may keep mists in this steam form, extending its range to 20' but limiting its abilities to simply causing extreme discomfort and fatigue to others within it.
Lvl 10. Condense the mists around you, lifting you into the air at the centers of a large effigy of yourself made of mists, semisolid cloud and hardened ice. This effigy moves as you move and cannot be harmed except by large amounts of fire.
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Also, we are nerfing level soul blade level 4 - the ability to split open the veil to swallow projectile weapons is being nerfed to being usable every other post. This keeps the power strong while removing the effective immunity PCs with that ability had against ranged attacks, which was both annoying for the opponent and kinda boring for the PC using the power. Anyway, among active PCs I believe this effects Arl and Arl.
This change will retroactively make all the times Arl spammed veil slicing look weird, I might actually go back and add little text to those posts explaining the situation someday..
In the spirit of continued screwing around with what you think you know improvements to the way things work, I'd like to draw peoples attention to the update section for Peacekeepers in the guide. Specifically the revamped investigative tools, First on Scene and Protect and Serve abilities.
Any current Peacekeepers who have spend credits on what were previously 'investigative' abilities for their items is automatically credited back 3 credits along side the change to the new version of the item.
There have also been some tweaks to Arbiters, Enforcers and Wardens with pending tweaks to Inquisitors and Seekers. So have a look at those if you might be affected by them.
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Acelin's Characters (since her sig won't work).
I am still here. Or at least, after Tuesday I will exist to some extent. I am presuming we can fast-forward the PWN fight, which is the last massive fight in it for a long time. Yay for variety! I hope to actually reach the city proper by winter break!
Nervada - 98% fat free, high in fiber.
Eizen - Collected
Yack - Walking
Miko Wydberg
Tanya
Come on and check it out. You know you want to.
To live is to hope, and while we breathe, we hope and live.
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
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Acelin's Characters (since her sig won't work).
Come on and check it out. You know you want to.
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Also, Trabant mentioned in the aim that a pile of stuff came his way over the weekend but he'll be posting tonight or tomorrow.
Nervada - 98% fat free, high in fiber.
Eizen - Collected
Yack - Walking
Miko Wydberg
Tanya
Acelin's Characters (since her sig won't work).
And Quo/Sen occasionally appear in sudden gusts but they're rather unpredictable.
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
I'm going to add in that the quest in question has had 2 PCs that joined at the start but haven't actually done anything the whole quest but stay in the back (The players vanished, so we assumed they were doing undescribed useful things in the back. Your PC could have also been doing undescribed useful things in the back the whole time, making this an easy entry. Step out into the light!)
Nervada - 98% fat free, high in fiber.
Eizen - Collected
Yack - Walking
Miko Wydberg
Tanya
So here's the deal:
- Everything I was in the process of running either never happened or finished off camera. (If you were on any of my stuff, bug me in the aim about which one that thing is. And whether any loot/compensation is required.)
- One or two things will probably be restarted with fresh participants. (A couple are arch-plot related, so sort of necessary.)
- Paper updates no later than a week from today. Bug me if I seem to be on the drag.
- Said updates will have more low-level content, for obvious reasons.
- One of MK's arms must be fed into a wood-chipper.
Flesh of the Father - A green leather trench-coat, made from a surprisingly thick material, the pattern resembles leaves woven together. Includes a set of gloves that match the jacket. They are warm and supple inside with a pattern resembling a bear paw sewn over the back of the gloves to make it appear you have bear paws instead of hands. Along the seams is a detailed pattern of lightning , and it all seems to be flowing towards the hands or feet. The belt of the jacket also has lightning streaming along its center.
A First Impression - The suit surrounds the wearer with a commanding aura. Important people are more likely to assume that you are the leader of any group of people you are with. Lesser enemies may find themselves choosing an easier target, while more confident foes will be more likely to single you out.
A Second Skin - Flesh of the father's mod 1 leather grows into its wearer's skin on a microscopic level, literally becoming part of them for as long as they wish to wear it. The suit will change its outward appearance to fit with whatever shape its wearer might take on. Additionally, the material of the suit can be willed to grow over the wearer's entire body, covering otherwise vulnerable flesh.
A Third Eye - Flesh of the Father generates a mild electrical field that can send feedback into the wearer's body, giving them a directional awareness of most living things within ten feet of them.
For Lendonos
Heartmage Ensemble - A reversible pair of tunic and pants, both tight on the limbs but baggy at joins allowing for free movement without getting in the way or making rustling. One side is a rich Blue with the Mages Society emblem on it, while when flipped inside out, its a simple, dark black but with thin red lines traveling from the heart to the arms and legs like veins. (Two to a limb, nothing to signify the heart save that's where the lines all meet/begin)
Magic to Blood – While the heart side is displayed, the user may sacrifice a spell per post to increase their strength by one level, temporarily ignore any emotional or mind-influencing effects, and act as though fully refreshed and restored for a single post. This sacrifice can be made once every three posts.
Blood to Magic – While the Mage side is displayed, the user may reduce themselves to a near helpless state – largely immobile and devoid of strength – for one post in order to cast a single spell that does not count towards their spells per post. This may be done once every three posts.
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Acelin's Characters (since her sig won't work).
Seems fine to me, the links I tried work. Did get some weird glitches with the layout under one of sen's characters though. Also spotted some overlapping elements on another page but can't remember which.
I can't click on Trabant's PC post links either.
Nervada - 98% fat free, high in fiber.
Eizen - Collected
Yack - Walking
Miko Wydberg
Tanya
Low level light magic, particularly level 3, was full of incredibly niche spells and overlapping effects. But no more!
Gaze upon the shiny new state of light magic!
Light
Lantern - Create a floating ball of light before yourself or another that moves with the target, glowing with the intensity of a candle.
Beacon - Create a bright ball of floating light that soars high into the air and hangs there stationary until the end of the encounter or until you will it to vanish. Does not require maintaining.
Tint - Filter the light emanating from an object in order to change the overall coloration of the item to the eyes.
Gleam - Cause a target to become extremely shiny and eye-catching.
LEVEL 2
Blind - Scatter the light before a target's eyes, momentarily blinding them.
Lens - Manipulate the light before your eyes, granting you telescopic vision.
Seeker Lantern - Create a glowing ball of light, with twice the intensity of a candle, that follows you around and will seek out nearby sources of light when desired. Handy if lost or searching in darkness.
Window - Solidify the light where you point, creating a thin, brittle, pane of floating glass the size of yourself at any angle. It is too fragile to bear any weight. Lasts for 3 posts or until shattered.
LEVEL 3
Corona Grasp - Focus the light around your hands into a blazing, burning aura.
Reflect – Summon an intangible mirror, up to 3’ in diameter, anywhere in sight at any angle. Besides serving as a perfect mirror, the summon is capable of reflecting your own light-based projectile attacks (it disperses when struck by those of other casters).
Blur - Refract the light in a 10' radius around you, making everything indistinct and hazy, even to you.
Paint – Create a two dimensional image on a surface, no more than 4 square feet in area. Incredibly complex images are unlikely to be very convincing. Can go over small cracks and the like.
Unfailing Lantern* - Cleric Only - 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.
LEVEL 4
Nova Morningstar- Summon to your hand a spiked ball and chain mace of ivory. It scatters the light as it moves, making it hard for others to accurately see and engage it.
Shining Champion - Your skin and hair turn ghost white, your eyes glow like lanterns. You are able to hover and fly around up to a foot off the ground. Weapons you wield gain a burning aura of intense light. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards.
Sunbeam - Release an intense beam of sunlight from your hand. Will cause a painful sunburn on exposed skin. Range is approximately 30'.
Dawdle – Passive. You may, upon casting, choose to slow down light created by your spells to any speed, although effects that are not maintained (Like beams) speed up again after a single post.
LEVEL 5
Summon Light Aspect - Summon a swarm of butterflies with wings of stained glass. They scatter and reflect the light, simultaneously drawing attention and disorienting those that look at them.
Corona Burst - Create in your hand a ball of light, condensed into a blazing, burning sphere, that can be launched from your hand at around 80 mph. Ball is the size of the caster's fist and has the density of water on impact, shortly after which it disperses in a mild flash.
Blink - Freeze the light in a 10' radius around you for a moment, preventing anything happening during that moment from being seen, even by you. The brain will automatically compensate for and not register this gap if things seem relatively unchanged afterwards.
Photosynthesis - Passive. You are untiring and your strength level is increased by one, but only while in sunlight.
LEVEL 6
A. Convex - Warp the light that reflects off you, causing you to appear to others to be further away or smaller than you actually are.
B. Mirror Shield - Alter the light before you to generate an intangible mirror that will reflect back any projectile attacks composed of energy or non-substantive magic.
C. Decoy Lantern - Create a glowing ball of light with five times the intensity of a candle. The light cast by this spell draws people towards it, demanding their attention and scrutiny.
D. Pane - Connect two glass, mostly clear crystal, and/or highly reflective solid surfaces, causing non-magical light and your own created light/energy projectiles that pass through one to emerge from the other.
LEVEL 7
A. Invisibility - Bend the light around you, making you completely vanish from sight. Movement requires small adjustments that leaves a shimmer in the air. Use of other light spells will shatter this effect.
B. Corona Beam - Release a stream of condensed light from your hand, creating a beam of blazing, burning light. Its width is that of your fist and range is 70 yards.
C. Flare - Trigger a brief but powerful flare of light which blinds all that see it for two posts.
D. Skywalker - The light beneath your feet momentarily takes solid form, allowing you to step on it very briefly.
LEVEL 8
A. False Image - Intricately manipulate the light in an area no greater than 8 feet in diameter, creating a false image which you control and that all can see. You have precise control over this image, but it is only visual and cannot produce sound.
B. Corona Saber - Summon to your hand a silver hilt which emits a sustained beam of condensed burning light, 30" long. The intangible light can cause third degree burns.
C. Constellation - Throw out around you dozens of tiny ping pong ball sized stars in a 50' radius around you. They illuminate the area and burn those that touch them.
D. Haven - Temporarily solidify the light around you into a dome of hard, but relatively brittle, glowing crystal. This dome can be shattered outwards into a volley of shards at the cost of an additional spell.
LEVEL 9
A. Subliminate - With a subtle gesture towards a target, repeatedly generate a small false image before their eyes, too brief for all but the most mentally aware to notice consciously. It will implant this image in their mind, working akin to a purely visual but much subtler form of the mind spell Suggestion.
B. Supernova - Cause the light in a target area to rapidly condense to the point it goes critical and explodes outwards with burning energy and a concussive blast.
C. Pillar of Suns - Raise your hands to cause a massive pillar of ivory, 10' tall and etched with glowing white/gold runes, to rise from the ground behind you. The runes of this pillar burn with great intensity, hurting the eyes and sunburning exposed skin with increasing intensity the closer one is to it. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
D. Lightspeed - Momentarily transform yourself into pure light and instantaneously travel to any point you can see within 100 feet. Can only be used once every 7 posts.
LEVEL 10
A. Mirror Realm - While maintained the light in a 100 foot radius around you reflects at random, creating an intangible mirror maze only you can see through.
B. Orbital Strike - Magnify and condense the sun's light into a powerful searing beam that descends from the heavens, 6" in diameter, for several seconds. Use only once every 5 posts.
C. Helios - You develop an incredibly intense glow that prevents others from looking directly at you and dispels any darkness that comes near you.
D. Summon Light Avatar - Summon a towering genderless angelic figure, 8' tall with four wings and garbed in golden armor that matches its long golden hair. It wields a sword of blazing light and a golden shield embossed with a silver sun. Its skin glows from within like a lantern, and its eyes are tiny suns whose gaze can't be escaped.
As a comparison, here is the old light:
Lantern - Create a floating ball of light before you that follows you and lights your way with the intensity of a candle
Beacon - Create a bright ball of floating light that soars high into the air and hangs there stationary until the end of the encounter or until you will it to vanish. Does not require maintaining.
Tint - Alter the perceived coloration of a target or a section of a target.
Glare - Cause a target to become extremely shiny and eye-catching.
LEVEL 2
Blind - Scatter the light before a target's eyes, momentarily blinding them.
Lens - Manipulate the light before your eyes, granting you telescopic vision.
Seeker Lantern - Create a glowing ball of light, with twice the intensity of a candle, that follows you around and will seek out nearby sources of light when desired. Handy if lost or searching in darkness.
Tag - Create the false image of writing on a blank target or surface.
LEVEL 3
Corona Grasp - Focus the light around your hands into a blazing, burning aura.
Reflect - Create an intangible mirror facing you in the air before you. It can be angled at will to see behind you or around corners, but others can catch your reflection in it just as easily.
Erase - Bend the light to hide any markings or irregularities on an object or surface.
Window - Solidify the light before you, creating a rectangular pane of completely transparent material with the brittleness of glass and your approximate dimensions.
Unfailing Lantern* - Cleric Only - 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.
LEVEL 4
Nova Morningstar- Summon to your hand a spiked ball and chain mace of ivory. It scatters the light as it moves, making it hard for others to accurately see and engage it.
Shining Champion - Your skin and hair turn ghost white, your eyes glow like lanterns. You are able to hover and fly around up to a foot off the ground. Weapons you wield gain a burning aura of intense light. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards.
Daylights - Release an intense beam of sunlight from your hands. Will cause a painful sunburn on exposed skin. Sun-sensitive races will be effected more severely. Range is approximately 6'.
Blur - Refract the light in a 10' radius around you, making everything indistinct and hazy, even to you.
LEVEL 5
Summon Light Aspect - Summon a swarm of butterflies with wings of stained glass. They scatter and reflect the light, simultaneously drawing attention and disorienting those that look at them.
Corona Burst - Summon to your hand a ball of light, condensed into a blazing, burning sphere that can be launched from your hand at around 80 mph. Ball is the size of the caster's fist and has the density of water on impact.
Blink - Freeze the light in a 10' radius around you for a moment, preventing anything happening during that moment from being seen, even by you. The brain will automatically compensate for and not register this gap if things seem relatively unchanged afterwards.
Photosynthesis - Passive. You are untiring and your strength level is increased by one, but only while in sunlight.
LEVEL 6
A. Convex - Warp the light that reflects off you, causing you to appear to others to be further away or smaller than you actually are.
B. Mirror Shield - Alter the light before you to generate an intangible mirror that will reflect back any projectile attacks composed of energy or non-substantive magic.
C. Decoy Lantern - Create a glowing ball of light with five times the intensity of a candle. The light cast by this spell draws people towards it, demanding their attention and scrutiny.
D. Pane - Passive. The Window spell can now be targeted, forming it in front of others instead of yourself.
LEVEL 7
A. Invisibility - Bend the light around you, making you completely vanish from sight. Movement requires small adjustments that leaves a shimmer in the air. Use of other light spells will shatter this effect.
B. Corona Beam - Release a stream of condensed light from your hand, creating a beam of blazing, burning light. Its width is that of your fist and range is 70 yards.
C. Flare - Trigger a brief but powerful flare of light which blinds all that see it for two posts.
D. Skywalker - The light beneath your feet momentarily takes solid form, allowing you to step on it very briefly.
LEVEL 8
A. False Image - Intricately manipulate the light in an area no greater than 8 feet in diameter, creating a false image which you control and that all can see. You have precise control over this image, but it is only visual and cannot produce sound.
B. Corona Saber - Summon to your hand a silver hilt which emits a sustained beam of condensed burning light, 30" long.
C. Constellation - Throw out around you dozens of tiny ping pong ball sized stars in a 50' radius around you. They illuminate the area and burn those that touch them.
D. Haven - Solidify the light around you into a dome of hard but relatively brittle glowing crystal. This dome can be shattered outwards into a volley of shards at the cost of an additional spell.
LEVEL 9
A. Subliminate - With a subtle gesture towards a target, repeatedly generate a small false image before their eyes, too brief for all but the most mentally aware to notice consciously. It will implant this image in their mind, working akin to a purely visual but much subtler form of the mind spell Suggestion.
B. Supernova - Cause the light in a target area to rapidly condense to the point it goes critical and explodes outwards with burning energy and a concussive blast.
C. Pillar of Suns - Raise your hands to cause a massive pillar of ivory, 10' tall and etched with glowing white/gold runes, to rise from the ground behind you. The runes of this pillar burn with great intensity, hurting the eyes and sunburning exposed skin with increasing intensity the closer one is to it. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
D. Lightspeed - Momentarily transform yourself into pure light and instantaneously travel to any point you can see within 100 feet. Can only be used once every 7 posts.
LEVEL 10
A. Mirror Realm - While maintained the light in a 100 foot radius around you reflects at random, creating an intangible mirror maze only you can see through.
B. Orbital Strike - Magnify and condense the sun's light into a powerful searing beam that descends from the heavens, 6" in diameter, for several seconds. Use only once every 5 posts.
C. Helios - You develop an incredibly intense glow that prevents others from looking directly at you and dispels any darkness that comes near you.
D. Summon Light Avatar - Summon a towering genderless angelic figure, 8' tall with four wings and garbed in golden armor that matches its long golden hair. It wields a sword of blazing light and a golden shield embossed with a silver sun. Its skin glows from within like a lantern, and its eyes are tiny suns whose gaze can't be escaped.
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The level 4 dark spell Depth is also being replaced, since Encloak is the same level and pretty much covers the same niche. Yes, there are a few <very> specific situations where Depth was better, but over all Depth existing just weakened Encloak as people presumably expected Depth to have.. some advantage in general use despite the similar wording. Anyway, new Depth!:
Depth - Plunge a poorly lit area (up to 10' in diameter) you can sense further into the darkness, causing it to be partially phased out of existence and made larger within than without; this doubles the dimensions of any unattended, stationary objects as well as chilling and thinning the air.
We are also tweaking Mark and Seeker! Mark is now clearer (and doesn't let you force people to where glowing runes until they kill you), and Seeker no longer has the friendly fire issue (and is also clearer).
Mark - By contact you can mark a person's aura with a glowing rune visible only to you. You may passively sense the whereabouts of up to two marked individuals without maintaining this spell.
Seeker - Passive. You may have your projectile spells be drawn towards either of your Marked individuals.
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Any PCs with Light or Dark spells of the effected spell levels can freely switch spells. Renaming old stuff if you keep it would be appreciated, although in this case I doubt anyone is actually going to keep the previous versions.
Anyone with Mark and/or Seeker can swap them out for the new versions. I would prefer they do that, really.
I'm also going to <eventually> go through and remove/change any uses of the word "summon" in spells that are not actually summoning spells. We seem to have a few hold overs.
Edit: I forgot to change tint *change*. Note: Tint's effect hasn't changed. The new wording was deemed to leave less open to interpretation.
Nervada - 98% fat free, high in fiber.
Eizen - Collected
Yack - Walking
Miko Wydberg
Tanya
The Mistkeeper Revamp!
Lvl 1. You can control the shape and density of the mists within 10' of you. The more compacted it is, the more opaque. Can be shaped into intangible apparel if you want it out of the way.
Lvl 2. You are able to sense disturbances in the mists, giving you early warning if someone is trying to sneak up on you.
Lvl 3. You can thicken the mists and increase their opacity without compacting them, turning it into a cloud that totally obscures yourself from view.
Lvl 4. You can raise the temperature of the/sections of the mists so rapidly they expand in a burst of steam that repels and scalds anything before it with average strength. Steam quickly cools and reverts to its regular state. Usable once every other post.
Lvl 5. You can rapidly condense the mists around a target within its reach, extinguishing flames and choking living creatures. Usable once every three posts.
Lvl 6. The mists pull in and condense the lingering magics of the world to gain a new ability. Choose an emotion, concept, or kind of liquid. The mists permanently gain a special ability based on that choice.
Lvl 7. You gain fine control over the temperature or the mists, making portions of it anything from freezing to exhaustingly hot. Hot mists expand to twice their normal size but cannot be used for any other purpose, freezing mists condense to half size but can flash freeze water. The mists keep your own body whatever temperature you desire.
Lvl 8. You can convert portions of the mist within 5’ of you to water or even ice with enough speed to react to attacks (Barriers, weapons, etc). More complicated maneuvers than forming a simple barrier demands concentration (counts as a spell per post). Any of the ice or water formed this way reverts back to mist a post later. Usable once every other post.
Lvl 9. The mists further refine their intrinsic magics to gain another ability based on the chosen emotion, concept, or liquid.
Lvl 10. You develop a custom WM-approved mist technique/ability.
Lvl 1. You can control the shape and density of the mists within 10' of you. The more compacted it is, the more opaque. Can he shaped into intangible apparel if you want it out of the way.
Lvl 2. You are able to sense disturbances in the mists, giving you early warning if someone is trying to sneak up on you.
Lvl 3. Thicken the mists and increase their opacity without compacting them, turning it into a cloud that totally obscures yourself from view.
Lvl 4. Raise the temperature of a section of the mist so rapidly it expands in a burst of steam that repels and scalds anything anything before it. Steam quickly cools and reverts to your mists.
Lvl 5. Condense the mists around a flame within its reach, extinguishing it. Doing so reduces the mist and as such can only be done so thrice per encounter.
Lvl 6. You are able to flash freeze portions after of the mist momentarily, allowing it to be flowed into small spaces and frozen so it expands to pry or break them open.
Lvl 7. Flash freeze the mists, turning them into a hard but thin protective shield/dome completely surrounding you.
Lvl 8. Cause the mist before you to flashfreeze into several small projectiles that launch at your target in a storm of shrapnel.
Lvl 9. Raise the temperature of all the mist so rapidly it expands in a burst of steam that repels and scalds anything everything around you. You may keep mists in this steam form, extending its range to 20' but limiting its abilities to simply causing extreme discomfort and fatigue to others within it.
Lvl 10. Condense the mists around you, lifting you into the air at the centers of a large effigy of yourself made of mists, semisolid cloud and hardened ice. This effigy moves as you move and cannot be harmed except by large amounts of fire.
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Also, we are nerfing level soul blade level 4 - the ability to split open the veil to swallow projectile weapons is being nerfed to being usable every other post. This keeps the power strong while removing the effective immunity PCs with that ability had against ranged attacks, which was both annoying for the opponent and kinda boring for the PC using the power. Anyway, among active PCs I believe this effects Arl and Arl.
This change will retroactively make all the times Arl spammed veil slicing look weird, I might actually go back and add little text to those posts explaining the situation someday..
Nervada - 98% fat free, high in fiber.
Eizen - Collected
Yack - Walking
Miko Wydberg
Tanya
screwing around with what you think you knowimprovements to the way things work, I'd like to draw peoples attention to the update section for Peacekeepers in the guide. Specifically the revamped investigative tools, First on Scene and Protect and Serve abilities.Any current Peacekeepers who have spend credits on what were previously 'investigative' abilities for their items is automatically credited back 3 credits along side the change to the new version of the item.
There have also been some tweaks to Arbiters, Enforcers and Wardens with pending tweaks to Inquisitors and Seekers. So have a look at those if you might be affected by them.