Vikrams Turban of Trinkets
Oct 9, 2022 3:58:12 GMT -5
Post by Vikram on Oct 9, 2022 3:58:12 GMT -5
Touch of Divinity
Passive Trait
Your encounter with the divine has left its mark on you. A very tiny fraction of divine energy now pulsates from your body. Its effect on you has yet to be understood, but you can feel its presence lingering somewhere in the back of your mind. You can feel the world of the divine around you as its energy flows back into Charon (no mechanical effect).
Renown
7
Skills
Blade Exalted
Armour Novice
Mage Slayer
Sworn Enemy:
The mage slayer has devoted themselves to fighting off magic, regardless of their reason they have chosen to target those who would wield the arcane. If an enemy would cast a spell while you can see them, you can mark that person as your sworn enemy. For the next three post you will deal double damage with your physical and martial attacks against the marked enemy. You can not choose a new sworn enemy until the duration of the current one is over and can not have more than one at any time. If your sworn enemy cast a new spell during the duration, it will not extend the duration.
Spell Drinker:
The slayer has spent their years fighting off magic that they have now learned how to absorb magical energy and use it as their own instead. If you would take damage from a spell, regardless of its type, you can instead choose to heal yourself with that spell, causing the spell to act as a minor healing spell instead of its normal type. This will not ignore effects of a spell, just simply the damage. This feature can only be used twice per topic.
Celestial
Angelic Pact:
You have made a contract with an angelic being of good. This creature of light has taken residence within your soul, bonding itself to you and granting you a portion of its power. You can allow a small portion of the celestials physical appearance to begin to bleed into yours, sometimes changing skin, eye or hair color. Your character alignment now shifts from Neutral to Good and can not be altered (you will stay good regardless of alignment altering affects)
Holy Gifts:
Upon unlocking this level you may choose one of the Master level spells from the Light Domain shop to purchase for free. This will allow you to buy the spell like normal, but not have to pay its cost. You can pick any of the master level spells and do not need the light domain skill to gain or use the spell.
Angelic Light:
The light within the celestial now flows through you, invigorating you and filling you with holiness. All of your physical attacks now deal light damage in addition to their normal damage types, so your sword slices, arrows strikes and hammer smashes all deal light damage, making you effective against those of evil and death. Your attacks that deal light damage now deal double damage against those who are of the Evil Alignment.
Heavenly Infusion:
The pact you have made continues to increase, the celestial granting you more and more of its power to fight darkness with. You can allow your physical appearance to continue to change as well, looking more like the celestial each and every day. Twice per topic you can cause a ring of light, a halo, to form over top your head, basking you in a warm glow. For the next two post all minor wounds you receive from things like cuts and scratches will heal themselves and you will ignore dark based damage from spells or attacks while the halo is summoned.
Calming Aura:
Those around you begin to feel the light given off by the celestial within you. You radiate an aura that soothes others, invoking a sense of justice within them. You can target anyone who is currently under a fear affect, removing it from them and causing them to ignore it. Anyone who has been feared or forced against their will can be instantly cleansed by your presence, allowing them to continue fighting or pushing forward no matter how dire the situation may be. This feature can only be used once per topic.
Beacon of Light:
You have now have allowed the celestial the lend you most of its power, growing stronger and building its bond with you. Your physical appearance may continue to change, looking more like the celestial than yourself, gaining things like glowing eyes, radiant skin and white hair. You may also summon forth a pair of fearthery angelic wings, allowing them to sprout from your back and remain for three post. These wings will grant you the ability to fly or use them in offensive and defensive ways. After the wings duration they will return back inside you and remain dormant. You can only summon the wings once per topic.
Unwaivering Virtue:
The celestial has instilled its sense of honor within in, building your resolve and strengthening your will. You can no longer be effected by spells or skills that would attempt to force you to do anything against your will. You can not be turned againt allies, forced to flee or even injure someone you wish not to injure. You have become a bastion of goodness that no one or nothing can influence you otherwise.
Holy Avenger:
The pact has been completed, you have fused with the celestial inside you, allowing it control over your body. You may now gain any physical appearance changes, looking like the celestial for as long as you wish. The presence of light will often take over at random times, choosing to remain in control to combat evil. In addition to all of your physical damage dealing light damage, all of your spells are now effected, allowing any of your damaging spells to deal light damage in addition to its other damage types. Your light damage from either spells or attacks also ignore resistance and immunity, preventing anyone from negating your light damage.
Prevailing Justice:
Now at full power the celestial is able to influence others, spreading its aura of kindness and rightouesness throughout the environment. You can cause a wave of invigorating energy to surround you and your allies. This will relax them and also heal their bodies, allowing them to continue the fight against evil. Once per topic you can choose to create a mass healing aura, this will instantly heal you and all of your allies of all minor and major wounds. They will no longer feel tired or fatigued and will find the resolve to keep fighting. Those healed will also find themselves unable to be killed or knocked unconscious for the next two post, finding the will power to continue forward.
Monk
Monk Traditions:
Monks are masters of the physical world, honing and training their body to a specific style of combat. When you obtain this level you may choose one of the Ways listed below, further enhancing your physical prowess. You may only choose one of the paths listed below and can only choose a path if you have the required martial skill needed.
-Way of the Budo - Requires Master in Blade, Blunt or Polearm
Those who have entered the way of the budo have focused their martial skills, becoming skilled weapon combatants. All items from the Blade, Blunt and Polearm shop now have no weight, losing their point values and no longer encumbering you while worn.
Art and Style:
While monks draw their power from within and hone their own bodies with physical training, they are also able to tap into the spiritual world, pulling elemental energy from the world around them. You may choose one of the Arts listed in the Arts table to add to your repertoire. You can choose any of the seven skills regardless of element or martial skill, letting you dip into other domains while honing your skills.
Art of the Soul:
Some monks ignore the elemental energy of the world around them and instead harness their own raw spirit. You enter a unique trance for the next three post, increasing the range of all your martial attacks by ten feet. When you make an attack with a melee attack, such as a punch or sword slice, a wave of spiritual energy will be released from the attack, allowing the attack to become ranged. Once during this duration, you can channel all of the spiritual energy to fire out a 20 foot long beam of raw energy. This will end the Art early but will prevent any one struck by the beam from using spells or class abilities for their next post.
(2) Art of the Iron Fist:
Your arms, (shoulder down) and your legs (hips down) become coated in stone for the next three post, making your melee attacks sturdy and impactful. Your melee attacks will now deal earth damage that is not considered magical. Each limb gains one hit prevention (does not stack with armor) and once per duration you can redirect one elemental ranged spell, causing it to deflect, bounce, or channel off of your body.
(3) Art of the Avalanche
You create two hand axes made out of strong ice that act just like a normal hand axe, allowing you to deal ice and slashing damage with the weapons. These weapons will last for three post and will deal medium cold damage to anyone they damage. During the duration you can cause each axe to explode into a shower of ice, sending out ice shards in all directions from the point of origin. These ice shards will pierce into enemies, ignoring your allies. If the axe detonates on a surface instead of hitting an enemy, it will create a patch of frozen ice. Anyone who touches the frozen surface will slip and slide, or find it impossible to grip or grab the frozen item. The frozen surface will remain for one post.
(Specialty) Vikrams Veracious Velocity
By making a shift in weight forward, the users blade flicks in and out of its sheathe at a speed that generates a physical mirage of the the blade, extending the full length of the attack by the size of the blade. A hit from the mirage causes a burn and directly bypasses hit preventions from armor, a hit from the physical blade will remove a limb and cauterize the wound due to the heat generated from the speed and friction that the blade left its sheathe. This can be used in a single or dual wield scenario but can only be used with a weapon from the Blade shop. Can be used once per topic.
(Learned) Forced Imbalance
The user focuses on striking the sections of the body that preserve stability. After a culmination of three strikes, progressing a state of lightheadedness to dizziness to once you finish successfully hitting those body parts, the individual falls to the ground. After the first successful strike, each of the other two strikes must occur within two posts, if a second strike lands then the post count resets
Level Two
Myriad Barrier:
Tapping into the world around them, monks have learned to balance both the physical and elemental world, adapting their bodies to the energies of the universe. When you use an Art from the listed table, you gain a resistance to the element that correlates to the art used, keeping the resistance until you use a new Art. While resistant you will take half damage from that specific damage type, can not be killed (knocked unconscious) by that elemental type and any effects of that damage type that effect you for more than one post will have the duration of that effect lowered by one.
Martial Prodigy
Now as a master of the spiritual arts, you have elevated yourself to the highest order one can be, a true Master. You have earned the right to create your own Art, or martial ability, bringing your own skills and techniques to the table. You can craft one Martial Art that is related to your Martial skill or Arcane domain. You will receive this art upon creation. All arts that are created by masters of this class will be stored below, allowing you the ability to earn more Arts created by other people. In order to earn another Master's art, you must complete the quest below.
-Monastery Quest-
You can obtain a Master's Art created by another master by completing this quest. In order to do the quest, you must role play with another monk (does not have to be the one who created the art). Your topic must be you training with the other monk to learn the desired Art. How you do this is completely up to you. The topic itself must reach at least 5 post with each post being 150 words or more. Once you have completed this quest you can add the Art you were training for.
Monastery Master:
You have honed your physical prowess so much that you are now able to completely ignore an enemies defenses. While wielding a weapon from your chosen Monk Tradition you now ignore all hit preventions an enemy may have, from armor or other sources. This only applies to a weapon from a shop related to the monk tradition chosen. This does not cause your enemy to lose their hit preventions, even when struck, you just ignore them.
Tranquility:
Not only have you become a physical master, you have intertwined your spirit with the natural world, becoming one with the elements. You can now tap into the Light and Dark energies of the world, harnessing their power. Once per topic you can choose either the Light or Dark damage type, allowing the energy to course through your being for the next five post. For this duration all of your damage, regardless of its source or type, will also now deal Light or Dark damage. In addition, your damage type will ignore resistance or invulnerability, allowing your light or dark damage to still inflict damage even if the enemy has resistance or immunity to it.
Items
Scimitar 3 Pts 40S Silvered / Magic Blocker
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.
This enchantment gives the item the ability to cut off ones access to their magical energy. If this weapon strikes a target's bare flesh (by cutting through fabric or armor), that target cannot summon their magical energy for their next post. Active effects will continue to persist, however they cannot use new spells.
Dragon Salts Hearth: A small piece of chocolate with a bright red, spicy filling. When consumed, the eater will be able to cast Heat Wave once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
Storm Salts Hearth: A small piece of chocolate with a fluffy, white filling. When consumed, the eater will be able to cast Call Tornado once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
Blizzard Salts Hearth: A small piece of chocolate with a cold, blue filling. When consumed, the eater will be able to cast Sheer Cold once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
Spells
Remove Condition MAT
This spell allows you to touch yourself or an alley, completely removing all negative effects applied to them. This includes mental and physical effects the would negatively influence or harm the target. This will remove any negative spell that has a duration and can also cure effects from poisons or toxins. This spell can only be used twice per topic.
Divinities blessing MAT
You target yourself or an ally, coating them in a shield of divine protection. Until your next post they will ignore all damage received from any source, absorbing the damage as energy. They can then release that energy from their body in a burst, healing all allies in a 20 foot range and dealing light damage to all enemies in that same range. This spell can only be used once.
Massive Healing
A healing spell that can be used to heal un healable wounds. This includes things like lost limbs or body parts. It will regrow a lost arm or leg, repair a damaged eye or other organ. This will give the target full control of a healthy limb or organ as if it was never damaged before. You must touch the target for this to take effect.
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.
This enchantment gives the item the ability to cut off ones access to their magical energy. If this weapon strikes a target's bare flesh (by cutting through fabric or armor), that target cannot summon their magical energy for their next post. Active effects will continue to persist, however they cannot use new spells.
Dragon Salts Hearth: A small piece of chocolate with a bright red, spicy filling. When consumed, the eater will be able to cast Heat Wave once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
Storm Salts Hearth: A small piece of chocolate with a fluffy, white filling. When consumed, the eater will be able to cast Call Tornado once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
Blizzard Salts Hearth: A small piece of chocolate with a cold, blue filling. When consumed, the eater will be able to cast Sheer Cold once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
Spells
Remove Condition MAT
This spell allows you to touch yourself or an alley, completely removing all negative effects applied to them. This includes mental and physical effects the would negatively influence or harm the target. This will remove any negative spell that has a duration and can also cure effects from poisons or toxins. This spell can only be used twice per topic.
Divinities blessing MAT
You target yourself or an ally, coating them in a shield of divine protection. Until your next post they will ignore all damage received from any source, absorbing the damage as energy. They can then release that energy from their body in a burst, healing all allies in a 20 foot range and dealing light damage to all enemies in that same range. This spell can only be used once.
Massive Healing
A healing spell that can be used to heal un healable wounds. This includes things like lost limbs or body parts. It will regrow a lost arm or leg, repair a damaged eye or other organ. This will give the target full control of a healthy limb or organ as if it was never damaged before. You must touch the target for this to take effect.