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.
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.
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!
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 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!
Ok I should finally be back and active! With the amp up to school starting and getting the kids ready it's been hectic but I think we're past the worst of it!
Hey guys as a heads up I'm going into twelve hour shifts for a week starting tomorrow. I'll likely be a bit scarce in the forums during this period and likely even more scarce in the chat. Hopefully I'll still get a bit of posting in but my sanity comes first
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.
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.)
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.
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
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
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
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
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
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
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