Jackie's Fall Shop (OPEN)
Aug 30, 2022 15:20:37 GMT -5
Post by Admin: Soul on Aug 30, 2022 15:20:37 GMT -5
Jackie's Fall Shop
Do not need any skills to purchase from this shop
The cool fall air blows through a darkening sky as leaves fall to the ground, marking the end of the summer and the coming of a more mysterious time of year. A tiny jingle can be heard coming from a small bell as the rattling of a wooded wagon creaks throughout the chilled air. A large wagon with a fabric roof top comes to a stop alongside the kings road, popping open a small window in the side. All kinds of unique knick knacks can be seen as a tall human female with dirty blonde hair steps out of the wagon, her clothing very similar to the tribesmen and horse clans of the Kings Valley. She hangs a sign on the side of the wagon, marking the opening of her fall seasonal shop.
(You can purchase items and use them without needing the skills normally needed)
Spells
Name | Description | Spell Domain | Price |
Desperation | By pointing at a target, Your target suddenly feels starving, badly dehydrated, mana-deprived and fatigued, as though they are on their last legs. They will struggle with normal everyday functions and will find it incredibly hard to focus, ignoring their ability to cast spells or even make offensive attacks. Lasts for a post, at which point they are returned to the condition they started in before Desperation was cast. Can only be used twice per topic. | Dark Domain | 35 Solars |
Call Ghost | After holding your hands in a the form of a prayer, you summon forth the ghostly spirit of someone passed. This ghost can not harm anyone or deal any damage, however is intelligent and able to communicate with you. This ghost can pass through objects and walls and even make itself go invisible, making it the perfect spy. This ghost will last 3 post before going back to the afterlife. | Dark Domain | 25 Solars |
Halt Undead | You hold both hands out, causing all undead creatures in the area to freeze, stopping their movement and any actions they were taking for one entire post. Regardless of how many are there, they will all cease to move. This effect works on any undead creature, including summons or beings you read as undead. Can only be used once every five post. | Light Domain | 25 Solars |
Flesh Rend | By touching someone's bare flesh you cause the touched area to begin to decay, dissolving their flesh and causing intense pain. This will only effect the touched area, however they will find their upper layer of skin to be rended area, marking this as a weak spot. They will have difficulty moving around this wound and any damage delt to the wound will be doubled. | Dark Domain | 40 Solars |
Vampiric Touch | By touching an enemy's flesh or clothing, you are able to sap their life energy from them. You will cause them to grow fatigued for their next post, feeling dizzy and weak. Their movements will slow and they will stumble for a brief moment. In addition you will heal yourself of all surface and minor wounds, such as scratches, bruises and cuts. | Dark Domain | 30 Solars |
Web | The caster heaves a thick webbing out of his/her mouth, spraying a sticky spider like web out onto a surface or a target. The web swill stick to any surface and is extremely difficult to remove. It requires immense amount of cutting, pulling or tearing to rid oneself from the web. Anyone standing in the web will find their movement reduced to nothing, unable to walk, run or fly until freed. | Earth Domain | 40 Solars |
Howls of the Damned | You let out a normal scream, triggering this spell on anyone who hears you scream. Their hearing will instantly be filled with extremely loud howling, crying and screaming, making them unable to hear anything else for the next two post. They will also find it hard to focus, losing concentration while the screaming persist. This spell can be cleansed by a mind altering cleansing spell. | Dark Domain | 25 Solars |
Wither | This spell only effects vegetation such as plants, grass, vines or creatures made out of the same material. By touching the target you will cause the vegetation to wither away, dying and dissolving into the earth. This can be used to clear away thick plant life or combat mages using plant like spells. | Dark Domain | 15 Solars |
Phantom Limb | You cause one of your limbs to become ghost like, losing all corporeality and being able to phase through objects. This can only be cast on a single limb, such as your head, arm or leg and can not be used on your whole body. This limb can pass through objects such as weapons and items but can also go through objects and structures. Your limb can not deal damage while in this form and if it reforms inside of someone or something it will be pushed out, dealing no damage to either person. Can only be used twice per topic and last for two post. | Space Domain | 40 Solars |
Raven Storm | After lifting your hands in the air you call forth a flock of ravens to swarm the area, appearing as if out of no where. A dozen ravens will descend upon the area, flying around, pecking and clawing your targets. These ravens can not speak to you and will only ever attack enemies, unable to complete other task for you. This storm will last for one post and can not be summoned again for three post afterwards. | Sky Domain | 35 Solars |
Harvest of Plenty | Autumn is the optimal season for harvest, where connection with the earth is strong as the seasons change. You can tap into these energies, allowing you to bring forth the harvest. You can call forth vegetables that burst from the ground, creating difficult terrain from pumpkin vines and tall wheat stalks, covering a 20 by 20 foot square. If these plants are attacked in an attempt to clear them out, they grow back twice as plenty, multiplying the more they are met with violence. | Earth Domain | 30 Solars |
Full Moon Facsimile | Your strong connection to the light allows you to access it in all forms. This spell was originally developed by priests of Solaria in order to identify unholy creatures. This spell allows you to create a miniature orb of light from the sky, an artificial moon that casts light on the ground below it within a twenty-foot radius. Although this light is too gentle to be blinding, it is especially effective for identifying monstrous creatures hiding in plain sight. Any shapeshifter or undead creature under the moon will begin to shine with a shimmering light, almost sparkling, allowing you to pinpoint monsters hiding in plain sight. This spell does not work in the daytime. | Light Domain | 30 Solars |
Armor/Items
Name | Description | Weight | Price |
Cruel Plate (Torso) | A pitch black cuirass with jagged and sharp edges. This armor acts just like a normal cuirass by providing your torso with protection. This armor however will begin to eat at your soul, making it easier for you to commit acts of violence and evil. Any spell or attack you make that deals dark damage will now deal double damage that can not be ignored or resisted by any source. You however will ignore healing from all outside sources that do not originate from you, for as long as you wear this armor. Your alignment is considered Evil while wearing this armor (Does not overwrite other alignment effecting sources) | Heavy 3 Points | 55 Solars |
Vainful Gauntlets (Arms) | Metal, sharp gauntlets that seem to fit perfectly onto your hand, attaching themselves to your skin. Once worn these gloves can never come off, staying with you to the end of time. Some corpses can still be found in their graves wearing these gauntlets. The armor protects your hands and wrist, and can never be cut through or broken. This allows you to grip dangerous objects like blade edges or even toxic material. These will not protect you from elemental damage however. Has two hit preventions and does not stack with other hit preventions on your arms. | Medium 2 Points | 40 Solars |
Hood of Horrors (Clothing) | A dark black hood that can be worn over your head. While worn your entire face will vanish, being replaced by a ghostly or skeletal face. This face can look however you please, but it will be unsettling, scary and frightening, terrifying those who look upon it. Once per topic you can invoke a fear, causing anyone who can see your face to fear it. For their post they will be unable to move towards you or take offensive actions against you. | 1 Point | 35 Solars |
Disgruntled Shield (Shield) | A steel war shield that acts like a normal shield. This piece of armor however has a very scary looking face imprinted into the shield. That is because this shield is sentient and able to talk to you. However this shield is not nice, everything it says to you or an enemy will be rude and angry. It will constantly yell insults and vulgar things at anyone who can hear it, even taunting or making fun of people. | Medium 2 Points | 40 Solars |
Cultist's Robes (Clothing) | Umbral robes often worn by cultists and devout followers of blasphemous religions and ideals. These robes have been sewn with powerful enchantments woven into every stich, designed to act as a conduit to power delivered from an elder being. While wearing these robes, your entire body has become an offering towards a god, belief or cosmic entity of your choice. When you cast a spell that does elemental damage, your entire body becomes temporarily shrouded in that element, creating a ten foot aura in all directions from your body. Enemies inside this range as the spell is cast will also take minor damage equal to the spells element. This aura can only deal one type of damage at a time, if a spell you cast as multiple elemental damage types, you must choose which one the aura becomes. | 1 Point | 35 Solars |
Face Paint Kit (Item) | This set of paints comes with a myriad of brushes and colors that are safe to apply on skin. By taking a post to apply it to yourself or another, you can conceal your face with decorations and designs, making the wearer otherwise indistinguishable from their original self. This makes you impossible to identify by sight for the rest of the topic - however, water from any source can be particularly effective for removing this disguise. Can be used twice per topic. | 1 Point | 20 Solars |
Shoe Gum (Item) | A goo-like, acid green sticky puddy; you may mold this puddy to any footprints you find, and press it to the bottom of your own shoes. Using the puddy, you may copy the foot-prints of animals, people, and monsters so long as you can find at least one physical footprint; for the rest of your post, until disposed, your footprints will appear as whatever creature or individual you have copied. | 0 Points | 20 Solars |
Vampire's Cape (Clothing) | A black-velvet cape with a high collar that may have once been a clothing staple of the Nosferatu of Frostgale. This cape, in addition to being quite the fashion statement and the perfect item for keeping cold-blooded creatures warm, this cloak can be utilized to make a quick getaway. By grabbing the edges of the cloak and flapping your arms like a bat you can take to the air, so long as you can keep up the arm flapping motion. This allows you to act as if you have the wings graft for the next three posts, though you cannot use your arms to hold a weapon or cast spells as they are otherwise occupied and are so fatigued when you land that using this feature again requires a two-post cooldown. The dark material of this cloak is also ideal for protecting sunlight-sensitive creatures. | 1 Point | 20 Solars |
Weapons
Name | Description | Size | Price |
Harvest Reaper | A two-handed field scythe whose origins are enshrouded in myth. According to the legend, a bloodthirsty knight carved the haft of the weapon from the wood of a dying tree, and tempered its blade it the blood of a dryad. The curved blade of this weapon vibrates very quickly, making its outline blur and fade. Due to these oscillations, anytime this weapon makes contact with a solid object it will give off a high-pitched screech that sounds like a wailing phantom. The scythe's vibrations allow it to cut through soft materials extremely well, including vegetation and flesh. Polearm | Slashing | Reach | Polearm 3 Points | 60 Solars |
Dagger of Torment | This jagged and serrated dagger is said to be filled with the soul of an anguished spirit. This weapon has the serrated enchantment on it, causing any wound inflicted by this blade to rip and tear flesh, unable to be healed by normal healing magic. In addition the injured targets mind will be filled with horrifying images of pain and death, they will watch the death of the spirit who's soul is trapped in the blade, violent and bloody scenes playing out in their mind for a single post. Blade | Slashing | Small 1 Point | 35 Solars |
Fear Tips x5 | A set of metal arrow heads or bolt tips that can be fastened to arrows or bolts. When this bladed tip injures someone, for the next post that person will become terrified of the person who shot the projectile. They can not move towards the shooter and can not take any offensive actions against the shooter. Marksman | Piercing | Range | Small 1 Point | 40 Solars |
Soul Crusher | This massive Warhammer is heavier and more brutal then any other that has ever graced the land, its blows rend the very soul of its victim. Every hit that lands with this weapon creates a stack of Soul Waning on the target at three stacks the targets very soul ignites in an explosion of flame that engulfs the target for a single post and causes immense pain and damage. This Warhammer has no additional enchantment slots and carries both its unique effect and the heavy enchantment. Blunt | Bludgeoning | Large 3 Points | 55 Solars |
Wooden Stake | A small piece of carved wood with a sharp stabbing tip on its end, about the size of a normal dagger. This stake can be worn on the body and easily concealed and is a go to tool for monster hunters and vampire slayers. While this seemingly harmless piece of wood does not do very much damage, if it pierces or cuts into a monster that monster will not be able to use any abilities or unique features for two post. Additionally if this pierces or cuts a player character with a curse, they will be unable to use any abilities from their curse for the next two post, ending any current active effects. Blade | Piercing | Small 1 Point | 20 Solars |
Repeater Crossbow | A large heavy crossbow made of thick wood and fitted with odd metal contraptions. This machine operates much like a normal crossbow, however instead of firing a single bolt before needing to be reloaded, this crossbow will fire three separate bolts with the pull of a single trigger, one after the other in quick succession. However because of its size and weight, this weapon requires two hands to use and must be reloaded before being used again. Marksman | Piercing | Range | Large 3 Points | 60 Solars |
Smiling Scimitar | A scimitar whose curved blade is composed of a monstrous mouth of pointed, crooked teeth, almost resembling a smile. This blade is said to have been forged in infernal fire from the parts of conquered monsters. While this functions as a regular scimitar, you can command the maw to open, splitting the blade into two, giving your weapon more reach for the next two posts before it closes again. Once per topic, while the maw is open, you can command it to snap shut, pinning an enemy in place as the fangs do minor piercing damage. While pinned, the enemy can not use martial skills until their next post. While the maw is open, allies and enemy alike hear the sound of faint laughter. Blade | Slashing | Large 3 Points | 35 Solars |
Hunter’s Boots | A pair of old, rough leather boots. These boots contain metal heels that act as if they have the Silvered Enhancement, making a powerful last-resort weapon for any hunter. They also have the added bonus of being able to fit one small item (weighing 1 point or less) inside, letting the hunter effectively conceal a small weapon or trinket from sight. The boots can be worn on the feet like normal but can also be used like a mace, hammer, or be worn on the arms with the wielders hands inside, allowing you to punch with the boots. Unarmed | Bludgeoning | Hand to Hand | Small 1 Point | 30 Solars |
Pets/Mounts/Minions
Name | Description | Pet Count Status | Price |
Gargoyle Rook (Pet) | A stone chess piece taken from a wizards chess set. This piece is a small stone gargoyle with claws, fangs and wings. By holding it in your hand and commanding it, the piece will turn into a full form gargoyle, standing six feet tall and being heavy. This gargoyle will last for three post and will defend you, protecting you from attacks and attacking your enemies. This creature can only be summoned once per topic. | Does Not Count Against Pet Cap | 30 Solars |
Ghastly Lantern (Pet) | A black iron lantern with a faint, ghostly blue light inside of it. This flame is a ghost fire elemental, which can be summoned outside of the lantern. The lantern will still give off light, but the ghost can be used to hold and carry the lantern for you, allowing you hands to remain free. This ghost will deal no damage and will vanish when struck, but can communicate with you. | Does Not Count Against Pet Cap | 25 Solars |
Prismatic Spider (Pet) | A cat sized spider that is extremely loyal and friendly. While it has fangs the creature is not known for being dangerous or attacking people. This spider will act like any other loyal pet, riding on your shoulder and living with you. The spider can turn itself completely invisible, cloaking its body for three post. This makes it a great spy for anyone trying to gather information or spy on others. Oh, and the spider talks. | Counts against Pet Cap | 30 Solars |
Scarecrow Squire (Minion) | A humanoid scarecrow made up of sticks, metal, straw and a pumpkin head. This scarecrow will follow you around and listen to any commands, however is unable to attack or block attacks and has no combat abilities. This scarecrow will however carry things for you, holding your packs, weapons and items. Having this scarecrow with you increases your item capacity by 8 points. | Does not Count Against NPC Cap | 35 Solars |
Nightmare Steed (Mount) | A pitch black horse with deep red glowing eyes and a mane of flames. These flames will not hurt its rider but will hurt anyone who does not own the horse. This creatures acts as a normal horse and can be used as a mount. The horse is extremely loyal to its owner and is immune to any fear or mental effect that would cause it to leave or turn on its owner. | Counts against Pet Cap | 40 Solars |
Vampire Bat (Pet) | A small bat that has bonded with you. This bat is fairly weak when it comes to combat but can be used to distract enemies. The bat can also bite creatures and drain a small amount of blood from them, healing the bat of any damage it had sustained. Bats can fly a far distance from its owner and can rely simple ideas back to you. | Counts against Pet Cap | 25 Solars |
Eye Spy (Pet) | A winged eyeball minion that serves as a scout. While it cannot pick up audio information, it possesses superior vision, allowing it to share what it has learned with its owner. You can choose to look through your spy's eye regardless of the distance between you for one post, allowing you to see what it sees. Unfortunately, the vision lacks depth perception, forcing you to take a two-post cooldown to prevent nausea. | Counts against Pet Cap | 25 Solars |
Terror Bird (Mount) | The Terror Bird is a large bird which vaguely resembles a pterasaur; its snout is short and flat, with jagged teeth that jut from its crooked beak. Its wingspan is massive with a strong, leathery membrane which gives it its capability to fly. Strange, jagged growths and spikes jut from this creature's body— allowing it to camoflauge into the rocky environments of the Dragon's Cradle, from which it hails. The Terror Bird can release a scream as a defensive or offensive measure, causing a fear effect for one post. | Counts against Pet Cap | 40 Solars |
Skewt (Pet) | A strange, semi-transparent newt species which lives in the waters of Lilicors; Skewts are cutely named for their skeleton-like patterns and their resemblance to a regular newt. These little creatures, roughly weasel-sized, can create a slippery mucous as a defense mechanism which makes them taste awful, and makes them very hard to hold onto. This slime can be collected, or used, once per topic to make an extremely slippery concoction with which to inconvenience your enemies. | Counts against Pet Cap | 25 Solars |
Enchanted Potato | A seemingly normal potato that never rots or spoils. However the potato is actually alive, animated by a weird type of dark magic. The potato does not do much and will just hang out most of the time, however it comes with a weird quirk. The potato wants to be eaten, or at least bitten. Anyone who eats a chunk of the potato will heal a major wound, and appease the potato. The potato will regrow after a few days, replenishing its usage. Comes with three bites per topic before the potato needs to recharge. | Counts against Pet Cap | 40 Solars |
Miscellaneous
Name | Description | Type | Price |
Eldritch Claws | These fist weapons are arcane tattoos that rest upon the hands and feet of their bearer, and ignite when needed into a construct of arcane energy that engulfs the users fists and feet giving them claws that are considered magical for the purpose of overcoming damage resistance like effects. The bearers unarmed attacks with their feet and hands now cause slashing damage and dark damage. | Tattoo | 40 Solars |
Flying Broom | A normal seeming broom made out of wood and able to sweep up dirt or dust. However while standing or sitting on the broom, its owner and give a command to cause the broom to rise into the air. The owner can then ride this broom as if using the fly spell. | Item | 50 Solars |
Durabone | You replace one limb, either an arm or a leg, with extremely strong and durable bone. This bone is unable to be broken or shattered by anything, letting you use that limb to attack or block without fear of losing the arm. While you will still take and feel damage, the limb can never be destroyed. (Can be bought 4 times, once for each limb) | Graft | 30 Solars |
Spidersilk | A tattoo of a spider web that goes on your forearm or wrist. This tattoo can be activated to shoot out a thin string of spider web which stays attached to your wrist. The web is sticky enough to attach itself to objects, letting you pull things towards you or even swing on the web. While the web can hold an extreme amount of weight, it can easily be cut through with a weapon. | Tattoo | 40 Solars |
Blacksmiths Wishbone | A wishbone said to be from the greatest blacksmith alive. Once per topic you can snap this wishbone to cause a spirit to cover you, mending a single piece of armor you are wearing. This will return a single expended hit prevention back to the armor. | Item | 30 Solars |
Potion of Shadows | A vial of dark purple liquid that swirls and moves on its own. This vial has enough liquid to drink one sip, letting you use it once per topic and the effects of the potion will only last for two post. Once you drink this potion Your motions will become silent, any foot steps, limb movements or actions taken will make no sound what so ever. In addition anything you interact with will also make no sound, including stepping on sticks, rocks or glass. | Alchemy | 25 Solars |
Eldritch Flute | A flute made out of the antler of a large deer or elk and etched with druidic shapes and symbols. When this flute is played you can choose to, instead of playing normal music, mimic the sounds of any natural animal, such as a bear, wolf or hawk. These animal sounds will sound exactly like the real animal and can not be indentified as a fake. This flute also acts as a spell casting focus for earth domain spells, letting you cast earth domain spells without needing to do their casting animations or needing a hand free. | Instrument | 30 Solars |
Silvered weapon | This enchantment can be added to any weapon you own that currently has a free enchantment slot. A silvered weapon is one that has been treated to deal extra damage and be super effective against monsters and evil creatures. While this wont do much to normal mortals, this will cause wounds to monsters to be increased and even cause them to fear you. | Enchantment | 30 Solars |
Holy Water | A small vile of water that has been blessed by priest and clerics, and is good at warding off evil. This water can be placed on a weapon, a location or even your person, but only has enough water to be used once in a topic. The effects of the water will last for two post, but can be dried up early by fire or even just a towel. The water will give off an aura which scares undead or evil creatures. A monster or an undead creature will have fear applied to them, not able to move towards the source of the water or make offensive actions against it for its duration. | Potion | 30 Solars |
The Monster Mash | A technique developed by ancient warriors as part of the Winged Expeditionary Force for combatting strong monsters with superior strength and regenerative abilities. By observing your opponent for one post, you can assess the weaknesses of non-humanoid creatures based on their movements. This allows you to evade their next attack and deliver a devastating blow to the back of their spine that will stun them, forcing them to recoil and gyrate in a manner that almost looks like dancing. Although highly effective towards creatures and cursed individuals, this move does not work on humanoids. | Martial Ability | 30 Solars |
Suture Tattoo | A tattoo that is applied to a single limb, resembling suture scars as if the limb has been sewn onto the body. This tattoo allows you to detach the limb that this tattoo has been applied to, which is now connected to your body with strings. This allows you to increase your reach up to ten feet away from your body without risk of losing it thanks to the sutures attaching it to your body. This limb can be attached and detached at will. Can be purchased multiple times | Tattoo | 30 Solars |
Shadowglass Enchantment | An enchantment forged by shadowdancers that imbues umbral magic into their weapons. This enchantment gives a darkened quality to the weapon it is applied to, almost making it appear like shimmering, translucent obsidian. When used to attack a target, the Shadowglass weapon does not deal physical wounds, but rather, passes through the target's body to cause internal damage which eats away at the person's soul. The enchanted weapon can make two strikes that ignore armor and hit preventions, before the magic subsides and goes dormant for the rest of the topic. | Enchantment | 35 Solars |
Sanguine Locket | A locket filled with the acidic blood of a cockatrice. This locket can be used as a poison, causing full body paralysis for two posts if ingested— or limb paralysis for two posts if struck by a weapon laced with the toxin that it possesses. Individuals with the Vampiric curse can, alternatively, use this as a Minor Healing potion. | Alchemy | 30 Solars |
Witchkiller | A potent acid brewed with a magic-eating effect. When this liquid is poured on someone, the acid eats at the enhancements on their body. For the next two post, any magical enhancement on their person is turned off, leaving weapons and armor otherwise functional. If they try to use a magical item’s effect, they are inflicted with a Minor acid (dark) wound. Can be applied to weapons to infect the wound with the potions effects. Comes with one use. | Alchemy | 30 Solars |
Amulet that Isn’t Cursed | This silver necklace is ornate, gorgeous, and definitely isn’t cursed. While this item is worn, the wearer gains one hit prevention against ranged magical attacks, where the magic is absorbed by the amulet’s gemstone. This hit prevention recharges every four posts. During these four posts, the amulet is so charged with magic that it will randomly create minor illusory effects that are intended to prank and otherwise startle the user. | Item 1 Point | 40 |
Jackie's Bag of Tricks & Treats
50 Solars
A cute crochet bag woven from orange-dyed yarn; this little bag has a spooky face etched into it; and looks vaguely like a pumpkin. This bag has a woven handle for you to carry it with; it feels empty and has little weight to it, however, individuals seem to be able to pull strange, magical items from this bag with varying effects. The following things may be pulled based on a random dice roll. You may pull from the bag twice per thread. When using this bag, you must roll a dice (can be found on the tool bar). The bag takes effect the next post, using what you rolled.
1 - 2 | 3 - 4 | 5 - 6 |
Tophat | Candy Apples | Goo Shoe |
From the tophat, a spooky scary skeleton can be summoned; this spooky scary skeletal figure will don their tophat and proceed to tell awful jokes at the expense of everyone, and affects even those without hearing. These jokes are magically really funny, and will induce a hysterical effect on all enemies who hear it. Enemies in hysteria will be too busy laughing to even think about attacking you for one post. | Two candied apples. These apples are coated with a glistening candy shell; and when eaten, these candied apples act like a minor healing potion. | Just a goo shoe. It's a shoe full of ooze. What you decide to do with it is up to you. |
7 - 8 | 9 - 10 | 11 - 12 |
Cobwebs | Human Teeth | Gnarled Branch |
A handful of cobwebs; these webs are incredibly sticky, and will allow you to climb the walls, ceiling, or other vertical surfaces as though you were a spider for two posts. | A concerning amount of teeth tumble from the bag. No matter how they are thrown, they will always land on their crowns and can easily be used as caltrops. | An ugly, gnarled branch of deadwood. When dropped, the gnarled branch erupts and grows into a large deadwood golem. This golem has one crooked eye, which glows blue through a hollow in its trunk. The deadwood golem can cast Rumbling Tremors, and has two hit preventions. After three posts, or once its two hit preventions are gone, it will fall apart into sticks and twigs. |
13 - 14 | 15 - 16 | 17 - 18 |
Book of the Dead | Pumpkin | Equine's Jawbone |
This book depicts a series of traditional funerary rites from your nation of origin. Using the Book of the Dead, you may cast one non-exalted/non-mastery dark domain spell. | A palm-sized pumpkin; this gourd is rotund and bright orange, with a curly green stem. When thrown, the pumpkin explodes into a casting of Vine Field, and summons thick ropes of thorned vines. These vines can be cut, but easily bind enemies within a 5 Foot Radius due to its overgrowth. | The spirit of a headless horseman upon a skeletal steed appears after resting the equine's jawbone on the ground. This spirit can be commanded for three posts, and will fight loyally by your side. This horseman is considered an undead for spells and abilities, attacks with a three pronged black whip, and can track invisible or hidden individuals with a blind sight that focuses on the beating of their hearts. |
19 - 20 | ||||||
Furberus' Dew Claw | ||||||
A massive dew claw belonging to a species of feline. When used, this claw summons a Furberus to your aid: a massive, three-headed panther which can be used as a mount. Furberus is armed with three heads, three whip-like tails, and six legs with which to carry you and one other individual; they are able to use their claws, teeth, and tails in order to defend themselves. Once per topic, Furberus may do the following:
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Curses
Curses are similar to subclasses but do not take up a subclass spot, allowing you to have one curse in addition to your normal Subclass cap. If a Curse is sold, removed or deactivated, you lose access to all Curse features.
Werebeast
Curse
150 Solars or 1 Mystical Archive Ticket
Ancient tales tell of a group of soldiers who stumbled upon a flock of Fae and decided to capture them, hoping to turn them into some kind of oddity. Out of greed, the men attacked and tried to take off with the strange creatures. To defend themselves, the Fae cursed the soldiers, turning them into savage, wild animals. The Were curse is an ancient curse that plagues mortals, turning them into wild beast and savage hunter.
(You can only own one curse in your inventory at a time. Curses are similar to subclasses but do not take up a subclass spot, allowing you to have one curse in addition to your normal Subclass cap. If Werebeast is sold, removed or deactivated, you lose access to all class features.)
Phantom
Curse
150 Solars or 1 Mystical Archive Ticket
Phantoms are individuals who walk the line between life and death and can be formed by a variety of instances. Phantoms often have a brush with death of some kind, and are now possessed with an aspect of the afterlife. Some have near death experiences of their own, while others are haunted or plagued by a spirit left behind. Whatever this encounter is, it has left the individual marked.
(You can only own one curse in your inventory at a time. Curses are similar to subclasses but do not take up a subclass spot, allowing you to have one curse in addition to your normal Subclass cap. If Phantom is sold, removed or deactivated, you lose access to all class features.)
Curse
150 Solars or 1 Mystical Archive Ticket
Ancient tales tell of a group of soldiers who stumbled upon a flock of Fae and decided to capture them, hoping to turn them into some kind of oddity. Out of greed, the men attacked and tried to take off with the strange creatures. To defend themselves, the Fae cursed the soldiers, turning them into savage, wild animals. The Were curse is an ancient curse that plagues mortals, turning them into wild beast and savage hunter.
(You can only own one curse in your inventory at a time. Curses are similar to subclasses but do not take up a subclass spot, allowing you to have one curse in addition to your normal Subclass cap. If Werebeast is sold, removed or deactivated, you lose access to all class features.)
Primal Form | You have been cursed by an ancient Fae curse which has taken ahold of you, allowing you to change your form into that of the animal spirit which now lives inside of you. Upon earning this Curse, you choose one animal type from one of the three domains listed below, gaining a special ability based on the domain the animal is chosen from. Domain Table
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Bestial Transformation | Once per topic you can summon forth the ancient beast within you and allow it to consume your physical form, taking on the physical appearance of the chosen animal. If the activation happens during the day, this form will last for 3 post, however if it was activated during the night the duration is increased to 5 post. While transformed you are unable to cast spells but can still use martial or stealth abilities, can activate prestige or sub class abilities and still have access to your gear and weapons, which can still be used. While transformed you gain minor physical features related to your animal which can be used in combat, such as claws, fangs, talons or razor sharp teeth. Additonally, your senses become heightened, incresing your ability to see, smell and hear twice as well. You can now see in non magical darkness and are able to track scents that normally go undetected. Your physical strength is also increased, making attacks with your natural features, such as claws and fangs, twice as powerful. | ||||||
Feral Presence | While transformed you can not be feared or affected by fear inducing affects. If any of your attacks made with natural features, such as claws or fangs, draw blood or inflict damage, the affected target will become feared for their next post, unable to take offensive actions or attacks against you. | ||||||
Predation | While transformed if you have drawn blood from a creature, you are able to hunt them with an unnatural predation. You can track them through structures, foliage, and even illusions, able to determine the real target from any decoys or distractions. You can accurately track your target for two posts and must draw blood again to activate your predation sense again on the same target. | ||||||
Savage Impulses | If you make your target bleed you can once per thread unleash a devastating blow upon them that removes two additional hit preventions if it should land, regardless this blow causes a gushing wound on your target unless fully blocked that makes them bleed for the next four posts. |
Phantom
Curse
150 Solars or 1 Mystical Archive Ticket
Phantoms are individuals who walk the line between life and death and can be formed by a variety of instances. Phantoms often have a brush with death of some kind, and are now possessed with an aspect of the afterlife. Some have near death experiences of their own, while others are haunted or plagued by a spirit left behind. Whatever this encounter is, it has left the individual marked.
(You can only own one curse in your inventory at a time. Curses are similar to subclasses but do not take up a subclass spot, allowing you to have one curse in addition to your normal Subclass cap. If Phantom is sold, removed or deactivated, you lose access to all class features.)
Touched by Death | An event in your past has caused you to have a brush with death, either facing it yourself or encountering a spirit left behind. You now live in the inbetween, partially alive and partially dead. You find it harder to accept death, fighting nature itself. The first time you would die or be knocked unconscious in a topic, you instead shrug it off and remain conscious. While you do feel pain and take damage, you are able to push through and ignore the pain more so than others. Taking damage or feeling pain no longer causes you to flinch or react to the damage, letting you push through damage as if it was not there. |
Phantom Form | Once per topic you can fully give yourself over to your spirit, turning yourself into an incorporeal ghost like being. For three post your body becomes ghost like, unable to be touched or interacted with. Solid objects will pass through you, allowing you to dodge attacks or move through structures. You are unable to interact with the physical world yourself however, unable to touch objects or make attacks. Anything you do while in spirit form will have no interaction with the physical world, such as casting spells or activating features. You can still see, speak, hear and communicate with others. They will be able to see a thin outline of your form, so you are not invisible but slightly obscured. This allows you to continue to interact with living beings while still being a ghost. |
Possession | While in your Phantom Form you are able to move into another person, possessing them and sharing their body. You are able to see through their eyes, hear through their ears and even communicate with them as if using the message spell. While possessing someone, you move with them, relinquishing all control of your own movement but can choose to leave the body at any point. You can not cast spells, use skills or activate abilities while inside someone else and can only remain passive until you leave. |
Inner Seance | Once per topic, while possessing someone else, you can lend some of your power to that person. You can cast a spell, use a martial skill or activate an ability through this possessed individual. You can affect the possessed individual but can not use anything to bring or cause damage to that person. You can however cast a damaging spell or ability through the person, using them as a conduit to hit your real target. You can only use this ability once per topic. |
Death's Hold | Once per topic, while possessing someone else, you can exert your spiritual energy over the possessed person, stressing their system. When you activate this ability, your spirit surges through the person, preventing them from casting any spell during their next post. Once you use this ability you will be forcefully pushed out of their body. |
Vampire
Curse
150 Solars or 1 Mystical Archive Tickets
An ancient primordial curse which has tainted Charon for eons. Before even the gods walked the mortal plane, the untamed magic of the worlds have intertwined with the lifeforce of mortals in strange, unfamiliar, and sometimes unwelcome ways. Regardless of how your curse formed, your lifeforce has merged with the arcane in a way which has changed you from the inside out. Vampirism can affect any, and every, humanoid at any point in their life— from birth, to death.
(You can only own one curse in your inventory at a time. Curses are similar to subclasses but do not take up a subclass spot, allowing you to have one curse in addition to your normal Subclass cap. If Vampire is sold, removed or deactivated, you lose access to all class features.)
(You can only own one curse in your inventory at a time. Curses are similar to subclasses but do not take up a subclass spot, allowing you to have one curse in addition to your normal Subclass cap. If Vampire is sold, removed or deactivated, you lose access to all class features.)
Vampiric Heritage |
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Wicked Desires | The tampering of magic with your lifeforce has left you craving something which your body no longer produces naturally. No matter what this may be, your hunger is rarely satiated and you feel the effects to your very core. You are no longer able to be healed with healing spells from any domain and must satiate hunger in order to heal wounds or regain energy. You may heal in these categories, at the expense of an NPC or PC:
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Powerful Presence | Once per topic, you may make eye contact with a target and cause them to become hypnotized by your mere presence. If you, or your target, are unable to see, this may be used similar to a touch spell. A hypnotized individual will follow your commands without question, believe everything you say, and see you or themselves as whatever you ask them to. A hypnotized individual can be induced to fear you or be charmed by you; they can be asked to do certain tasks; or coerced to believe something is real that is not with ease. If you physically harm this individual, this effect will drop. Powerful Presence will last for three posts before the target returns to normal. | ||||
Demon of the Mist | Once per topic, you are able to turn your entire body into mist and become incorporeal for a few moments. For one post you may move through objects and obstacles, and traverse while in this form— but you are unable to interact with your surroundings, cannot cast spells, or attack. You cannot reform inside of a person or object. | ||||
Last Resort | Once per topic, when you reach a state where you should die or become unconscious, you instead retreat to your soul form in your exhaustion. This form is distorted but humanoid in appearance and embodies the essence of how your vampirism has bound to your soul. You become feral for three posts, seeking the nearest source of energy to heal yourself, whether it be friend or foe, without bias. You have three hit preventions in this form, are twice as strong, twice as fast, and twice as resistant in your curse's desperation to fuel itself. If you do not feed while in this form, or lose all your hit preventions, you will fall unconscious; you do not retain memories while in this form. |