The Sickness
Oct 3, 2022 17:13:01 GMT -5
Post by Plague on Oct 3, 2022 17:13:01 GMT -5
Skills
Stealth | Exalted |
Alchemy | Exalted |
Blade | Exalted |
Spells/Abilities
24/35
Mouse Tail (Arcane Trinket): +10 to ability slots
Library Home Upgrade: +15 to ability slots
Library Home Upgrade: +15 to ability slots
Shadow Hiding | By standing completely still you can cause a simple shadow to fall over your body. This allows you to blend in to the darkness or even a pre existing shadow. As long as you are not moving, you fade into blackness, becoming hidden within a shadow or absence of light. While you are nearly impossible to see, if you move it will break the skill and you will become visible. | Stealth Ability |
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. | Spell |
Acid Spray | This spell allows you to spew acid out from your mouth, shooting out in a stream or spray up to 10 feet in front of your face. The spray itself deals very little damage, causing exposed flesh to burn and tingle for two post. However the spray is extremely effective at coating the face and eyes, making it hard to see or breath until removed. The affected target must use a hand to wipe the spray from their face before they can see or breath again. | Spell |
Wall of Ooze | By raising a free hand you cause a thick wall of slimy ooze to rise up from the ground. The wall is 20 feet long, 10 feet high and 2 feet thick, made out of solid ooze. The wall will stay stationary for three post, sitting there to defend you or block the path of another. Any physical attack, spell or martial, will get stuck inside the wall, either disappaiting or freely floating until the wall vanishes. Likewise, anyone trying to move through the wall will find their movement cut in half, causing them to slowly push their way through the wall. | Spell |
Slimy Hands | This spell coats both of your hands and/or feet in a sticky slime like substance. This allows you to stick to solid surfaces, like walls and prevents you from being knocked down or prone for its duration. If you are holding an item while this spell is active the item can also not be pulled or knocked out of your hand, allowing you to retain a firm grasp on the item. This can also be used to stick to your enemies weapons and yank them right out of their hands, disarming them. Last for two post and can only be used twice per topic. | Spell |
Toxic Cloud | By clapping both hands together you cause a cloud of acid like mist to rise from the ground around you, with you at its center. The cloud spreads out to ten feet in all directions from you, but will not move with you, remaining in place for its duration. This cloud is hazy but will not completely block vision. Anyone stuck inside of the cloud will find their eyes burning and every breath painful. For each post they remain inside of the mist the effects will get worse. This spell last for three post. | Spell |
Rubber Whip | After touching your palms together, you cause a thick, slimy green whip of ooze to form. This whip is 10 feet long and can be used much like a normal whip, able to slap enemies and deal blunt damage. However this whip is very sticky, allowing it to remain attached to its target or even a surface for the next post. This whip can be pried off with force. Because of its consistency the whip can not be cut through or destroyed. The whip will remain formed for three post. | Spell |
Acid Bubble | You form a basketball sized ball of sticky acid in your hands, which can then be thrown at an enemy or location. The blob deals a medium amount of acid (dark) damage, burning and eating away at flesh and weak material like fabric or cloth. When the blob collides with a surface or an object, it will burst, spraying acid in all directions within a five foot area. This acid will coat anything it touches and will deal minor burns. | Spell |
Goo Puddle | You cause a medium amount of slime to drip down your legs, coating the ground with a puddle of Ooze. The puddle will only be 5 feet in diameter, but will remain until the end of the topic. Anyone who steps in this puddle will find themselves stuck to the ground, unable to move from that location or pull whatever is stuck out. They will be stuck for their entire next post, and can pull themselves free the post after. | Spell |
Escaping Technique | A very useful skill to have for people who are use to getting caught or restrained. This skill gives you the knowledge and ability to free your self from normal restraints such as rope or manacles. You know the precise way to free yourself from bondage and can do so in a quick and quiet way. This does not help with magical binding or restraining effects. | Stealth Ability |
Quick Palm | A simple technique that allows you to hold small items in the palm of your hand with no effort at all. You have mastered the skill of holding an item in your hand and making it look natural. In addition you can hold the item in a way that makes it look like the item is not there, concealing it within your palm. This does not work on large items like a sword or shield. | Stealth Ability |
Silent Step | You have trained and honed your body to be as quiet as it can be. Your foot steps now make no noise when stepping, walking or moving across surfaces. Your foot steps are muffled and silent, allowing you to move without being heard. This does not work if you are running however and can still be heard when moving at quicker speeds. | Stealth Ability |
Fade From Memory | By touching a living creature you can completely erase any memory of you during that topic from that persons mind. If they met you in a previous topic it will not erase that memory, just the memory of anything you did or even your existence during that topic. The effected target will have no recollection of you being there or doing anything. | Stealth Ability |
Smooth Talking | Your lies can no longer be decerned, allowing you to say whatever you want, no matter how wrong it is, to be taken as truth. This skill is useful for getting away with things you normally would not be able to. Friend, family and foe will think you are always telling the truth, no matter what. | Stealth Ability |
Cats Grace | Your reflexes and basic body movement become extremely agile and nimble, allowing you to move around without the fear of falling or tripping over something. As long as you are moving you can not be knocked over or knocked off of something. If you do fall you will take no damage, landing safely on your feet as long as you have fallen less than two hundred feet. (falling off a mountain does not help you) | Stealth Ability |
Back Stab | You are most deadly when unseen, and this skill allows you to strike at the perfect moment. As long as you are striking you enemy in the back or from an unseen position, you deal double damage with your strikes. You enemy must not be able to see you for this ability to work and it must come from behind them. However when these conditions are met, you are able to deal a large amount of damage. | Stealth Ability |
Smoke Trail | An unexpecting spell that allows the caster to push smoke out from the tips of their fingers. Thick, black smoke will begin to pour out, filling up the area around the caster. For each post this spell remains active, it will fill up a 5 foot area. This smoke is dark enough to block and impair vision both inside and outside of it. However strong forces of wind can push the smoke, making wind based spells highly effective. | Mystical Archive Spell |
Stinging Nettles | You cause sharp, thorny vines to sprout from the ground in a ten foot square, making it hard to walk through. Anyone who passes through this terrain will be cut by the thorns and will find their movements restricted, unable to boost their speed or leave the ground. If anyone gets cut or injured by the thorns, the caster will heal all surface level wounds, such as scratches and cuts. | Earth Domain Spell |
Puddle Portal | This spell allows you to choose two bodies of water with which to connect in a local area (both bodies of water must be within sight of the caster), creating a portal that allows you to drop into one body of water and emerge from the other. This spell will work even with rain puddles; this allows casters to travel through so long as the puddle is bigger than they are. The portal will remain open for two posts unless cut off early by the caster. The caster is the only one who can move through the water. | Sea Domain Spell |
Drizzle | A spell that allows its caster to make it rain regardless of the current weather. This is a normal rainfall that begins to blanket the area. The rain itself is normal and has no magical properties to it. | Sea Domain Spell |
Steel Catch | A scroll describing an unarmed technique. Fighters who learn this technique can, when necessary, catch an incoming blade with their bare hands while sustaining minimal damage. They clap their hands over the flat of an incoming blade with tremendous speed, halting its progress and momentarily trapping it between their hands. This technique takes a large amount of finesse and can only be used if the fighter was completely unarmed before the incoming attack even began. | Martial Skill |
Purify Poison | This spell allows you to cleanse something of toxins or poison. You can remove poison from food or water, or even remove the poison from a wound or a person. By touching the target, you instantly purify it of any toxic materials that may be corrupting it. | Light Domain Spell |
Pollen Poison | This spell allows your to blow a thick cloud of yellow powder from your mouth, filling the immediate area with the cloud. Anyone who enters the cloud or inhales the powder will become affected. Their eyes will begin to water, they will begin to sneeze, cough and find it hard to maintain focus. These effects will remain up to one post after they leave the cloud. | Earth Domain Spell |
Viper Dance | A unique fighting style crafted by desert assassin's and unarmed fighters using quick speed and agile reactions. If you are in the process of being attacked by a physical weapon attack and have both hands free (not physically holding anything) you can use a free hand to snake up the attackers arm while stepping to the side to dodge the attack. You then strike the wielders upper arm with your finger tips, dealing a small amount of damage but forcing them to drop the weapon used to attack. This can only be used once per topic. | Martial Skill |
Alchemical Concoctions
Bull Strength Potion | A small glass flask filled with thick dark brown liquid that can be attached to a belt or stored in a bag. This flask contains enough liquid for a single person to consume. Anyone who drinks this potion finds their physical capabilities increased, feeling much stronger than normal. Their physical strength is now increased, allowing them to deal double damage with physical attacks. Comes in a set of two bottles. |
Eagle Sight Potion | A small glass flask filled with thick grey liquid that can be attached to a belt or stored in a bag. This flask contains enough liquid for a single person to consume. Anyone who drinks the contents of the flask will find their eye sight vastly improved. You can see twice as far as normal and can even see in vision obstructing material like smoke, mist or fog. Comes in a set of two bottles |
Smoke Flask | A small glass flask filled with thick dark smoke, swirling around inside of it. This bottle can be smashed or broken to allow the smoke to spill out of it. The smoke creates a large cloud, filling up the area and consuming anyone standing inside of it. This smoke obscures vision, blocking out anyone inside of it and preventing people from seeing. Anyone looking from the outside in wont be able to see anything either. Comes in a set of two bottles. |
Flask of Feijoada | A glass bottle with a unique cuisine from a far off land inside of it. A stew containing beef, pork, black beans and commonly served with rice. When consumed you find yourself instantly filled with joy and no longer hungry, able to survive an entire day off of this one bottle. You also heal yourself of any fatigue, tired or exhaustion effects, ending the active effect. This can only be used once per topic and contains enough for one person. |
Potion of Shadows | 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. |
Witch's Brew | A unique concoction that Plague learned how to make from a Witch in Moonglade. When this potion is consumed the drinker will be filled with dark magic for a sort period of time. For the rest of the topic the drinker may choose any spell from the dark domain shop, but can only choose one. They can cast that spell for the rest of the topic regardless of their skills (must still follow the rules of the spell) |
Plague's Pandemic | A small glass bottle filled with a neon green gas, it can be shattered or lit with a fuse to cause a detonation. When the bottle breaks, the gas will spill out across a 20 foot diameter, afflicting anyone who breathes it in or comes into contact with it through their eyes, nose or mouth. Once afflicted, sores will grow across the affected skin, they will come under an intense rage, losing their mind and lashing out at anyone near them. Friends and family will attempt to kill each other for the next two post. During the duration the afflicted will have double strength and speed, increasing their physical abilities while raged out. During the third post, the gas will wear off, and they will become fatigued, unable to cast spells for that post. Comes with a single usage. |
Bag of Goop | A leather bag filled with an adhesive, puddy like substance. This substance can be stuck to just about anything and requires a decent amount of force to remove. The bag contains enough goop to be attached to three different things in a single topic. The goo itself has no real properties outside of allowing objects to stick to it. |
Flash Flask | A small glass flask filled with bright light, swirling around inside of it. This bottle can be smashed or broken to allow the light to spill out of it. When smashed this light will flash outward, attempting to blind anyone looking at the light. They will be unable to see for the next post, their vision filled with blind whiteness. Comes in a set of two bottles. |
Explosive Cask | A wooden bottle lined with metal bearings and a rubber cork. The bottle is filled with charged energy, a swirling bottle of fire and flame. This bottle can be smashed or broken to create a small explosion centered on the bottle. Flame and heat explode outwards, igniting things on fire or dealing a large amount of damage to anyone caught inside the blast. Comes in a set of two bottles. |
Delusional Poison | A small glass bottle with dark black liquid that seems to swirl around. This poison can be consumed or applied to a weapon, which allows it to enter a wound. If this liquid enters the blood stream it will cause the targets head to feel dizzy, causing them to become unaware for a few moments. They will feel dizzy, have a cloudy mind and find their reaction speed dramatically slowed down, almost as if they were super drunk. These effects will last for three post. Comes in a set of two bottles. |
Fish's God-Killer Poison | A deeply noxious poison made from a mix of nearly every known poison that comes in a small, single use vial. It can be coated on a weapon or 1 piece of ammunition. When the poison enters the blood stream it can have a devastating effect, dealing minor poison damage, but worse than that is it causes the targets body to seize up. A creature hit by this poison is paralyzed for their next post and cannot be healed by novice or master level healing spells. When the poison runs its course or is healed, the target will still feel slow and sluggish for one post. |
Potion of Water Breathing | A potion which appears as a gradient of light, to deep blues, with bubbles that rise or fall occasionally from bottom to top. Drinking this potion gives the consumer a single use of Breath Water. This spell allows you to breath under water for several minutes. You gain the ability to breath normally while submerged underwater as if you were breathing normally. Has one use worth of potion. |
Gear
6/12
Weapons
6/12
Weapons
Dagger | A small compact blade that can be wielded in a single hand. It is lightweight enough to manipulate rather quickly and is small enough to hide or stash within clothing. While the blade is short, it is sharp enough to stab or slice, making it a very deadly and useful tool for quick and stealthy needs. -Serrated Enchantment- | 1 Point |
Staff of the Hive | A long wooden staff made from a gnarled tree. The staff is hollow on the inside with a hive of bees calling it home. The bees lay dormant inside of the staff until called upon by the staves owner. With a command the owner can summon forth a small swarm of bees to fly forth from the stave and assault their enemies. These bees will only last for one post and then can not be summoned for two post. | 2 Points |
Pouch Sand | A small bag of fine white sand said to be mixed with finely ground glass and only found in this part of the world. The owner can grab a small handful of this sand and throw it, using it as a distraction or a tool for blinding and damaging an enemies eyes. If this sand enters the eyes, it will damage the eyes and cause blindness for their next post. If inhaled, the sand will cut and damage the throat, making the injured unable to speak or use vocal abilities/spells for their next post. There is only enough sand to be used twice per topic and the sand can only be thrown up to 5 feet from your person. | 0 Points |
Clothing
Sun Sparked Goggles | A small pair of goggles with a leather strap used to wear the pair of glasses. The goggles themselves are made of red tinted plastic and fitted to securely sit pressed against the face. The red plastic is tinted to protect the eyes from bright lights of all kinds, including flames, light and even magical blinding effects. While wearing these goggles you ignore any blinding effects. | 1 Point |
Thorn Cloak | A deep green cloak with a hood that can be worn on your back or over a piece of armor. Upon command you can cause three inch thorns to sprout up on the surface of the cloak, coating its entire surface in the sharp thorns. These thorns can stab or cut flesh and weak material, causing earth damage. This can also be used to help you blend into a natural environment such as bushes or shrubbery. | 2 Points |
Items
Sea Urchin Caltrops | A small pair of goggles with a leather strap used to wear the pair of glasses. The goggles themselves are made of red tinted plastic and fitted to securely sit pressed against the face. The red plastic is tinted to protect the eyes from bright lights of all kinds, including flames, light and even magical blinding effects. While wearing these goggles you ignore any blinding effects. | Trap 0 Points |
Grafts
Graft | Description |
All Eye | A pure white eye ball that replaces one of your two primary eyes. This eye works like a normal eye, however has the added effect of being able to see through vision impairing effects, such as mist, smoke or dirt. This eye is also immune to blinding effects from things like flashes and magic. |
Tattoos
Tattoo | Description |
Poison Sac | This tattoo is actually made out of poison, creating a small sac of poison beneath the surface of your skin. This poison will not effect you, but can be used by pulling some out of the tattoo. This poison can be used freely or even laced onto a weapon or item. The poison itself burns and rots the skin, making that limb hurt and become hard to use. |
Animal Tracks | This tattoo gets placed on the calf or the back of the legs and normally relates to an animal in some way. When activated this tattoo will alter your foot prints, changing the tracks you leave behind when moving. You can choose for your foot prints to mimic that of any animal, making it look like that animal was here instead of you. You tracks can be altered at will and can mimic any natural animal. |
Lantern Light | A small tattoo of a flame, lantern or candle is marked somewhere on the body. This tattoo can be turned on or off, allowing the owner to control when it is active. While active, the area of the body where the marking is will begin to glow, giving off a very small, dim amount of light. This light can illuminate up to 5 feet around the area of the tattoo. |
Pets
Animal | Description | Type | Cap |
Oozbert Oozeling | A small round glass bottle, able to fit on your hip or in a bag. Inside of this bottle rest a baby Ooze, only 6 inches in diameter. This ooze lives inside of the bottle and will not come out for any reason. However it will consume anything you drop inside of the bottle, completely dissolving any kind of material, from wood to metal. If dumped out or upside down, the ooze will remain inside, but remains of if will spill out, dissolving and burning very small holes in objects. These holes can only be baseball sized. | Pet | Does Not Count Against Pet Cap |
Crumble Door Mouse | A small normal sized mouse trained and honed to work with individuals. A highly intelligent creature capable of problem solving, skilled in staying silent and moving through tight areas. While the mouse offers no combat effectiveness, it can lurk and sneak silently and is able to hold small items on its back. Comes with a tiny back pack that people use to store or hide important information. | Pet | Does Not Count Against Pet Cap |
Legs Eel Hound | A curious four legged amphibian which resembles a canine. The eel hound seems to have the head and long neck of an eel, but the four-legged body of a hound. The eel hound can be found accompanying aquatic races as a pet or hunting companion, and has been introduced to coastal cultures along the Luna Sea. This hound can defend itself by biting or scratching, but has the playful & loyal nature of any domesticated dog. | Pet | Counts against Pet Cap |
Crafting
Material | Effect |
Slime Core | The core of a dead Ooze, slimy, sticky and acidic to the touch. This material can be used in our crafting system. When combined with another material it will create a sticky, acidic item able to stick and burn through other objects. |
Sol Stone Shard | A tiny piece of the now shattered Sol Stone made of golden metal and etched with strange markings, the true nature of the stone has yet to be understood. This item can be used in our crafting system. When used to craft you can take one spell that you own and add its effects to the crafted item. Just like other crafted items, staff will work with you to clearly define how the spell works on the item. Once crafted, this material can not be used to craft again. |
WereRat
Ability | Description |
Bestial Form | This curse has caused a savage animal spirit to dwell within your soul, giving you the ability to fully transform into a violent instinctual creature for a short duration. Upon receiving this curse you must choose what animal form this curse assumes. Common forms are the werewolf, the werebear and the weretiger, however many kinds of animal forms are known to exist. Once per topic you may choose to transform into this animal form, lasting for four post before reverting back. You gain all the abilities of this curse while in the were form, however due to the stress the form causes on your body you can not use these abilities outside of the form and can not transform again after using it once a topic. While transformed all of your gear and armor becomes covered up by your animal form, unable to be used for the duration. |
Primal Senses | While in your were form you gain incredible, animal like sense. Your ability to see, hear and smell have increased five fold, elevating your perception skills. You can now see further than ever and can even see in non magical darkness as if it were the middle of the day. You can smell scents you didnt realize existed, picking up aromas from almost a mile away. You can use this to track prey or even identify threats in your area. Your hearing also increases, able to hear anything up to 100 feet away from you clearly, and can now hear very minor sounds like heart beats, whispers and the foot steps of hidden things, like invisible creatures. |
Blood feud | While in your were form your mind is consumed by the savage spirit, causing you to hyper focus in on emotions such as rage, anger and hate. Because of this you can no longer separate friend from foe and will view anyone and everything in your area as a threat. This may cause you to turn on allies, attacking even your most trusted of friends. You are also immune to any friendly ability or spell, ignoring the effects of all ally abilities for the duration. Transforming will also instantly end any current active ally effects on you. You also become immune to any enemy mental effect, such as fear. These abilities will have no effect on you during your transformation. |
Domain Blessing | Depending on which form your animal spirit has taken you gain one of three abilities while transformed. This is determined on the domain your form belongs to. Reference the animal domain chart below to see which one you qualify for. While transformed you gain the ability listed below which pertains to your specific domain. Earth Domain: Your hide becomes incredibly tough, almost acting like a natural armor. You have two hit preventions while in this form which cover your entire body. |
Savage Might | While transformed your physical abilities increase, your rage and anger fueling your ability to hunt down any foe. You can no longer use any of your normal weapons while transformed, however you can now use your body to attack, utilizing any animal traits you gain from transforming. This can be claws, fist, wings, talons, fangs, etc. You are considered Exalted tier when attacking with your body and deal damage equal to a exalted level weapon. Your attacks deal increased damage and your physical strength is doubled. |
Warlord
Level | Ability | Description |
One | Hired Help | A Warlords true power comes from the influence they impose on others, recruiting other people to do their dirty work for them. At level one you have hired a trusty minion to work for you. This minion has novice level in one martial or utility skill of your choice and comes with one item or ability from the shop related to the skill chosen. This minion gets added to your inventory as an NPC in your employ, choosing the skill and weapon upon earning of this level. |
One | Banner Lord | The warlord often wears a symbol or sigil portraying their influence. This can come in the form of a banner worn on their person, a cloak, cape or other piece of fabric brandishing their mark or some other form of recognition of their power. The warlords own power emanates from this mark, instilling fear in those around them. A 10 foot diameter aura pulsates out from this banner, allowing the warlord to exert their influence and fear. Once activated any enemy within the range of the aura will become fearful of the warlord, unable to move towards them or take offensive actions against them for their next post. This ability can only be used once per topic. |
Two | Two for one | The warlords name and power have started to grow, more and more people aware of their presence. You have now hired a second minion to assist you in your endeavors. This minion follows the same rules as the first, having a single martial or utility skill at novice and having a single item or ability from that skills related shop. You now have two novice level minions in your employ. |
Two | Enchanting Sigil | The power of the warlords name and mark have increased, allowing you to instill and grant more power to those that follow you. You may choose one of the following runes to mark your banner with, listed below. This mark can not be changed and is always present on your banner. Any minion granted to you by this class will have their weapons enchanted with the chosen rune permanently. Earth Rune |
Three | Three is a crowd | You have now hired a third minion to assist you in your endeavors. This minion follows the same rules as the first two, having a single martial or utility skill at novice and having a single item or ability from that skills related shop. You now have three novice level minions in your employ. |
Three | Looming Fear | The range of your banners aura has now increased, having a 20 foot diameter range with you and your sigil at its center. The power of your name has also increased, allowing you to activate your fear twice per topic and its effects now last for two post instead of one. |
Minions
Name | Skill | Items | Description |
Mouse | Novice Stealth | Lock Pick | Mouse is a young human boy who was orphaned and now lives in the slums of Sol city. He now works for Plague, acting as her eyes and ears around the city. He wears dirty, old rags as clothing and blends in with the poor and homeless of the city, allowing him to be the perfect spy. |
Sparrow | Novice Marksmen | Sling Shot 20x Slugs | Sparrow is a teenage human girl who's family was arrested by the crown for stealing bread in the markets. She now survives by hunting in the sewers and living off of scraps. Sparrow is one of Plague's little pets, acting as a body guard and scout for the group. |
Door | Novice Shield | Tower Shield | Door is an older Sun Elven teen who was abandoned and left to die in the streets. He has spent his life looking for a family, and now works for Plague, protecting and defending her crew. |
The Contagion
Ship
Caravel | A single mast sailing ship that is small sized. Caravels can only hold a few people and are often used for short trips and fishing. Caravels can get you from place to place but are easy targets for pirates. -Can be used as a small home for 1 person- |
The Rat's Nest
Home
Large House | A large house comes with eight rooms, a living space, a eating space, a sleeping space and five extra rooms to use for your own. The home itself can look however you want, being any size or color. -Can be used as a large home for 3 people- -Green House Upgrade- -Library Upgrade- -War Room- |