Del's Satchel
Jan 1, 2023 18:43:49 GMT -5
Post by Delaela Fenastra-Asiliari on Jan 1, 2023 18:43:49 GMT -5
Skills
Utility: Stealth | Exalted |
Martial: Unarmed | Exalted |
Mystical Archive Ticket: 1
Renown: 21
Abilities/Spells
Slot | Ability | Description |
1 | 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. |
2 | Bare Hands | While most people can throw punches and use their hands to attack, only those who have trained and mastered the art of hand to hand combat have truly turned their fist into weapons. This upgrade gives bare hand users the edge, allowing their hands to act like small clubs. -One enchantment slot (applies to both hands)- -One extra enchantment slot from Monk- Enchantment Deflective Rune: An unarmed item enchanted with a deflective rune makes it exceptionally good at disarming other attacks. They can be used to catch ranged or thrown physical attacks, such as arrows or spears. If caught the ranged item can be thrown back and used for its own offense. Enchantment : Magic Blocker: This enchantment gives the item the ability to cut off ones access to their magical energy. If this weapon strikes a users bare flesh (by cutting through fabric or armor) that target can not summon their magical energy for their next post. Active effects will continue to persist, however they can not use new spells. |
3 | Cat's 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) |
4 | Surface Scaling | This technique makes you an expert climber or scaler, giving you the knowledge of how to climb and cling to surfaces. Almost like a spider you have gained the unnatural ability to hang onto walls or solid surfaces and climb up vertical surfaces that normal people could not. You have expert knowledge of hand holds and vertical movement, letting you reach higher places than normal. |
5 | Soft Palm Technique | Using the flat of their hands, the user can choose to push a target affected by an Unarmed strike for a Short distance instead of applying Unarmed damage. By replacing the damage an unarmed strike would deal, you can instead push the enemy back a short distance, allowing space to open up between the two of you. Can be used twice per topic. |
6 | Heart Stopper | Requiring precise timing and knowledge of your opponent, after three posts of observing your opponent you come to understand the rhythm of their breathing. Once you are primed with that information, a strike specifically aimed at the heart will cause it to momentarily pause its beating if the blow lands, sending the victim into an unconscious state for their next post. Can only be used once per topic. |
7 | Delaela's Cold Iron Touch | Your hands exhibit certain spiritual properties of Cold Iron-- a painstaking process of forging that ensures a piece of metal never knows the kiss of heat. When the hands of the user make contact with denizens of the Elder realm, they cause a fear effect upon them that lasts for one post per hit. (Denizens of the Elder realm include Fae, Spirits, Undead, and other Supernatural monstrosities.) This technique lasts for three posts and must go on cooldown for a single post before using it again. |
8 | 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. |
9 | Float Like a Butterfly | A skill that represents years or even decades of training at the edge of physical limitations, you are capable of adjusting your footwork in an instance within melee range of your opponent/enemy. Until you launch your first attack, your fancy footwork grants you a hit prevention while within melee range. |
10 | Sting like a Bee | Using your hand like a blade, you strike with the finger tips and, upon impact with unprotected skin, exert enough pressure to form a pin-sized hole that causes bleeding. If an arm or leg is struck, it will go numb and cannot be used for the next post. |
11 | 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. |
12 | The Espadrille Question Mark | One of the most notable skills taught in the martial art of Espadrille, the Question Mark is a versatile double feint kick that ends in the toe of the foot striking the head of the target. The double feint begins with the look of a low front kick as the front leg in a bladed stance is raised towards the target, if the target reacts to this feint in a way to block it, they will lose one hit prevention they have earned from armor or shields. The second feint occurs as the user shifts their weight and raises the leg higher into what looks to be a middle height kick, finishing as a full extension into a whip of the lower leg and ankle that strikes with the toe of the foot. If the target attempts to block the second feint, they will lose a second hit prevention. |
13 | A Touch of Warmth (Light Domain) | As you lay your hands upon the target, they will feel a rush of warmth pulse throughout their body; they will feel warm, and as the smell of cinnamon lingers within the air, their anxieties and emotions will instantly begin to calm. If your target was under a fear or mind-altering effect upon casting this spell, they will calm and no longer be under their previous effects; in addition, for the next two posts, they will be immune from fear or mind-altering spells or abilities. (Recieved from Halloween 2023) |
14 | Southpaw Shell | A highly effective defensive stance, the Southpaw Shell requires that the user has their right side forward in a bladed stance and both hands free. When attacked by a physical melee attack, the user is able to use their forward side to deflect the attack past them, not using up a hit prevention in the process. This lets you slide past the attack, putting the striking enemy next to you. This ability has a three post cool down before it can be activated again. |
15 | Eightfold Path Fist | A technique used to completely incapacitate a target, the Eightfold Path Fist targets specific nerve clusters to remove mobility and stun. Over the course of four posts, if the user hits the target they will stun the affected limb for a post, each successful hit adds an additional post to the initial duration of the technique; ex. A successful hit occurs on the second post, the duration goes from two more posts to three more. Can be used once per topic. |
16 | Hanging Palm Technique | Using a soft bladed hand and whipping the arm forward at the point of contact stiffening the bladed hand, the Hanging Palm Technique specializes as a surprise attack that bypasses armor and shield hit preventions upon first use. By whipping your hand at the last moment you can easily maneuver around defenses, allowing you to ignore a hit prevention from armor, can be used twice per topic. |
17 | Shiko Stance | A hard body technique, the user gets into a deep wide legged stance with palms outstretched and upon impact with an individual, creature, object bigger than themselves can absorb and diffuse the impact counting as a hit prevention. This skill has a three post cool down. |
18 | Lunging Haymaker | A powerful swinging fist attack that upon impact will cause a Major wound to the target. If blocked by a hit prevention from either armor, a shield, or a martial skill, the attack will instead knock the target onto their back side, knocking them out of their defenses. |
19 | The Azucena Counter | Upon a melee attack being launched at the user, the dodge hit prevention is activated. A sleek, minimalist dodge towards the opponent getting under and inside their reach, the Azucena Counter is the perfect setup to launch a counter offensive. This ability has a two post cool down before it can be used again. |
20 | The Shadowed Fist | One well versed in stealth has a hard time overstating the importance of a distraction. The Shadowed Fist takes full advantage of the psychology being experienced by someone being attacked, using a bladed stance to narrow your profile, the user launches an open palm strike at the eyes of the target while at the same time a closed fist follows directly behind, using the open palm as camouflage for its true threat. This is a first strike that can only be used once, but does bypass evasion related hit preventions. (Staff Christmas Gift ;A; ) |
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Pets
Pet Slot | Name | Description |
1 | "Chip" Flitten | A flitten is a palm-sized feline with butterfly’s wings and fluffy antennae. Flitten live in small colonies where the flowers grow in plenty, and they are believed to be responsible for the pollination of plants (similar to a bee) in a realm which is different from Charon’s own. Although rare and localized to the Moon Glade at first discovery, flitten have exploded in population this spring, and can be found fluttering wherever flowers may grow. Flitten make a lovely and magical honey when left to their own devices, and have poisonous claws with which they may protect themselves and their colonies with. Gifted by Cyran ;v; |
2 | "Thistle" Doesnt count against pet Cap | A tiny, six inch, brown pixie with wings that can fly. Pixie's are extremely loyal creatures that come from a mysterious realm, and will attach themselves wholly to their owner. The pixie will avoid most combat situations and chooses to remain by their owner's side at all times, hovering next to them or resting on their head or shoulders. Once per topic this Pixie can coat its owner in earth magic, which turns all damage the owner would do into earth damage, regardless of the damage type it was before. For the next two post, any source of damage from the owner will be only earth damage, going back to their normal damage types after the duration. Because of how loyal, and jealous, these creatures get, you can only OWN one elemental pixie at a time. Red (earth) Egg Gift for Day of the Fae 2023! |
3 | "Moonshadow" Tukuarôzi | A spirit common in Crescent Islander mythology whose name translates in common to 'Moon Master' - a quadripedal creature whose true form is unknowable, constantly shifting and morphing, seemingly possessing different animal features as one attempts to perceive them. Rather than food, the Tukuarôzi sustains itself on dreams, protecting its owner from nightmares. When sleeping in close proximity to a Tukuarôzi, you are protected from having your dreams entered by others attempting to enter them. In addition, the Tukuarôzi grants you one hit prevention from being scried in your sleep. Be careful, for this creature might start to leech on your good dreams, as well... (Counts against NPC Cap) GIFTED FROM CYRAN AAAAA |
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Grafts
Graft Name | Description | Location |
Bull's Strength Tattoo | This tattoo increases your normal strength, making you twice as strong as you normally would. This is a latent tattoo that is always in effect, making you permanently strong. This tattoo does not stack with itself or other strength buffing items. Located on the back of Del's neck, a method of scarrification etched into her skin from a time Before. | Back of Dels Neck |
Heat Gland | An extremely warm gland is grafted into your body, causing you to be be incredibly warm to the touch, giving off a small aura of heat and allowing you to ignore non magical cold. While this heat is not strong enough to burn or cause damage, it can be extremely uncomfortable if exposed for an extended amount of time. | Internal |
Baloth Muscles x4 | Key muscles in a specific arm or leg is replaced with Baloth muscles, increasing the effect that limb has on structures. It is now extremely easy for the bearer to use said limb to rip through doors, knock down walls, or break holes in structures such as created walls or blocked door ways. This graft applies to a single limb but can be purchased multiple times. | On each limb |
Durabone x4 | 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. | On each limb |
Items
Item Slot | Name | Description |
1 | Tool Pouch | A small pouch equipped with a variety of tools and supplies for basic needs. Comes filled with things like a hammer and nails, crowbar, chalk and thin wire. |
2 | Cyran's Eternity Ring | A single ornate ring that is said to magically bind itself to your soul upon receiving the ring. This ring is not for you to wear, instead it is meant to be given to another like someone you love, trust, care about or value immensely. While someone is wearing your ring, they are able to read your emotions or mood, and tell if you are happy, sad, scared, etc. The wearer of your ring is also able to cast one spell, or use one martial/stealth ability that you own (is in your inventory) once per topic. They cast the ability at the same level you posses (Novice, Master or Exalted) and can be used without needing to be in the topic together. A ring can only be bound to one person at a time and you cannot wear multiple peoples' rings. (Only one can be in effect at a time) |
3 | [1] Dragon chocolate [3] Blizzard Chocolate | [1] 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. [2] [3] |
4 | Mystical Archive: Ginma's Forge Stone | A small black stone with extremely sharp edges, said to have chipped off of Ginma's own anvil. A sense of warmth can be felt radiating from this stone when held. This item can be used once per topic to fully rebuild or mend a weapon. Any weapon that is broken, shattered, damaged or otherwise useless can be returned to a perfect state, allowing it to be used once again. (Note: this has been flavoured as emanating from/residing within Del herself) |
5 | Mystical Archive: Gauntlets of Ginma | A pair of overgrown, magical gauntlets made of stone and covered in moss and small white flowers. These gauntlets provide one hit prevention, and allow the wearer to smash through stone as if it were glass, and lift natural boulders more than twice their weight. The abilities of these gauntlets will last as long as they have a hit prevention left. (Gifted from Veliky) |
6 | Tent | x2 Purchased |
7 | Rope | x1 Purchased |
8 | Sweet Lily | A beautiful spring flower fitted with a thin piece of metal which allows it to be clipped to clothing or worn in your hair. This flower gives off a sweet aroma which fills the immediate area with a strong smell. The wearer of this flower can actually change the scent of the flower at will, causing it to fill the area with different smells. The flower is magical in nature and will never wilt or die, regardless of how cold it gets. Gifted from Cyran for Mother's Day, resembles a single Ash Rose |
9 | Mystical Archive: Flying Fist | Two metal plates that cover the fist, much like brass knuckles. While worn these allow you to deal damage with your fist, increasing how strong your punches are. How ever you can cause these metal plates to fire off from your fist, flying forward as a projectile. These will not return until picked up, giving you only two uses until the plates are returned. While these deal damage they can also be used to intercept physical projectiles like arrows or bolts. Gifted from Cyran ;A; |
10 | Mystical Archive: Mount Drakolt Whetstone | A whetstone created from a chunk of stone from the remains of Mount Drakolt after its destruction. The obsidian rock emits an unnatural heat and glows with a faint red light. When a weapon is sharpened against this stone, the weapon becomes hot enough to melt ice and ignore resistances to fire-based attacks. In addition, the weapon becomes highly efficient against metal, ignoring one armor-based hit prevention per topic. This item can only applied to one weapon per topic as the stone requires time to reheat, but the effect remains on the weapon for the rest of the topic. |
13 | Blacksmith's 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. |
14 | 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. (unattached) |
Prestige Classes
Monk
Prestige Class: Monk Level | Ability | Description |
1 | 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. The metal in question is not iron, but dross, a thin layer of scour that comes from the cast off of the forging process. |
1 | Way of the External Fist | Requires Master in Unarmed Those who have entered the way of the fist have focused their unarmed skills, becoming skilled melee combatants. All items from the Unarmed shop come with an additional enchantment slot now for you to further enchant your items. |
2 | 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. |
2 | More Style: Art of the Soul | Having increased your ability and have grown closer to the spiritual realm, the monk has attuned further, allowing you to choose another art from the listed table. You can still choose any of the arts you have not already chosen, regardless of elemental or martial skill. 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. |
3 | Martial Prodigy : Delaela's Hand of the Crucible | The life-energy within you takes on the ability to create change. Your hands glow with the golden heat and intensity of the Crucible. You can manipulate and mold this energy to take on whatever shape you need it to; for instance, it can be wielded as a weapon, used as a ladder, worn as a shield or armor, or manipulated into the shape of a person. For the next two posts, once per thread, you can use this energy to attack, defend, or use for some utility purpose alongside your normal action. Any object or person that comes into contact with the energy will sustain a moderate amount of fire damage, and can be concentrated to melt or burn through objects. The user cannot change the shape of the energy once it has been set, and after two posts, it will recede back into the users body. |
3 | Before Your Time: Art of the Burning Fist | Having increased your ability and have grown closer to the spiritual realm, the monk has attuned further, allowing you to choose another art from the listed table. You can still choose any of the arts you have not already chosen, regardless of elemental or martial skill. Your hands and feet catch fire, emitting a small aura of pure flame for the next three post. You are immune to the heat of the fire, however anyone else who is touched, punched or kicked will be burned. Your melee attacks now deal fire damage that is not considered magical. Twice during the duration you can send out a small (basketball sized) burst of fire from either a punch or kick. This blast of fire can travel up to 15 feet in the direction you delivered the attack. |
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Shadow Dancer
Prestige Class: Shadow Dancer Level | Ability | Description |
1 | One With the Shadows | You are always aware of any form of shadow or body of darkness in the immediate area, able to passively sense where these shadows are and what is creating the shadow. In addition you can manipulate your own shadow, changing its size, shape and even removing it altogether. While within a shadow you have the effects of the spell Shadow hiding active at all times, but can now move and interact with objects without breaking the effect. |
1 | Shadow sight | While inside of a shadow created by you or another object, you can see perfectly, your vision not hindered by the darkness. You can also see others who would attempt to conceal themselves in the shadows or darkness. You can see the outline of others who are within the shadow or darkness as if you could see them in the daylight however this does not apply to magical means from spells or abilities. |
1 | Pass Without a Trace | The shadow dancer has learned to completely conceal themselves while hidden, becoming one with the very shadows. While under the effects of a hiding spell or ability, or while concealed in a shadow, you can no longer be detected by any some of the mortal senses. You can not be smelled or heard, preventing people with increased senses to detect you. For as long as you are concealed they can only find you by physically detecting you or removing you from the shadow. Your tracks also no longer exist, leaving no foot prints or indentations in the ground. |
2 | Mass Shadow Control | Your ability to manipulate shadows has moved beyond your own, allowing you to affect any shadow, regardless of who or what it belongs to. You can change the shape, size, motion and other features of any shadow in the area, regardless of it being yours or not. This can even be used to detach shadows from their source, moving them around and controlling them. Shadows can also now make noise, mimicking sound and voices. These however will sound a bit distorted, muffled or altered. |
2 | Overbearing Shadow | While standing in a shadow, any source of light, natural or magical, will be unable to reveal you or remove the shadow. The shadow will remain as long as you are within it, and can not be manipulated, altered or removed by anyone else until you leave the body of shadows. You can also affect the light source creating the shadow, increasing or decreasing the amount of light that effects the shadow. However once you leave that shadow light can now affect it. |
3 | Dark form | While shadow dancers normally choose to remain hidden in isolated spots, sometimes the dancer needs to move around and leave the safety of their shadows. The Shadow Dancer can cause a shadow they are standing in to rise up and cover their body, cloaking them in darkness. Their form will then become invisible, completely see through and unable to be seen. They can walk around and interact with the world while being invisible. However they cannot deal damage while invisible and preforming an offensive action will end the invisibility. |
3 | Shadow Binding | As long as you are within a shadow, you can cause that shadow to rise up and attempt to restrain anyone who is also standing within that shadow. If someone shares a shadow with you or enters the shadow you are in can be effected by this. This shadow wraps around their feet and legs and attempts to bind them, rooting them in place and preventing them from moving for the next post. For the duration of that post their movement will be reduced to 0 however they can still move their arms and hands, attempting to defend themselves. |
4 | Shadow Clone | Y ou cause a shadow to take on a physical form, rising up from the ground and assuming your exact appearance. This clone can move, attack and interact with objects, but cannot use spells or other abilities. This clone can move a decent distance away from your body, and allows you to continue to move and do things while it is active. The clone will remain for three post but will vanish early the moment it takes damage. You can command this clone and allow it to do things separate from yourself. The clone does not need to form out of your shadow and instead can rise up from any shadow in the area. |
4 | Shadow Walk | While standing in a shadow, you can instantly teleport to another body of shadows that you have detected in the immediate area. You do not need to see this shadow, but must be aware of its presence and it must be nearby. Your body will sink into the shadow, and rise up in the new shadow, allowing you to move from one location to another. You cannot be injured while moving shadows, but also cannot interact with others either. This can be done as many times as you wish but has a two post cool down in between uses. |
Brawler
Prestige Class: Brawler Level | Ability | Description |
1 | Hands are Weapons | The brawler knows that the best weapon is the one that can never be taken from you, the one that is always there with you, your hands. You have been in so many fights and have used your fist so often that they have begun to become stronger. Your fist are now considered weapons and deal blunt damage like a normal blunt weapon would. The skin of your fist have become tougher, ignoring minor damage such as cuts or bruises. You can now use your fist like they were made of metal, able to grab sharp edges without being cut, or blocking a blunt weapon without feeling the impact. |
1 | Improvised Weapons | While the brawlers best weapon is their fist, they realize that sometimes the situation calls for more creative means of offense. They can turn any mundane item at their disposal into a make shift weapon, allowing it to deal damage equal to the lowest form of their damage type. They can grab things like a chair leg and use it as a club, or a iron bar and use it as a dagger. This gives the brawler access to a multitude of weapons regardless of what situation they are in. |
1 | Iron Grip | Due to all the training and strengthening of their hands, the brawler has gained an incredible grip strength, able to hold onto anything or anyone. Their grip is so tight now that they can no longer have things ripped from their grasping, preventing things from knocking or pulling objects out of their hand, regardless of how hard it was hit or how strong the force was. This also makes them excellent grapplers, able to hold onto an enemy without easily being pushed off. |
2 | Two Piece | Brawlers have learned to combo their attacks, able to deliver quick successful attacks one after another. If a brawler is able to successfully land an attack with just their fist, they can launch another attack with their other fist directly after it as apart of the same attack. This follow up attack follows the outcome of the first, meaning if the first strike lands, the second one will automatically land. |
2 | Deflecting Palm | Not only is the brawler an excellent offensive fighter, but they have also mastered the skill to defend themselves, even at a range. If they are attacked with a ranged physical attack such as an arrow, bolt or spear, they can use their deflecting palm to either knock the projectile out of mid air or even catching it, allowing them to throw it back. If a weapon is caught and thrown back, it can only go half its normal distance and will only deal half its normal damage. This can be used twice per topic. |
3 | Stunning Blows | Your strikes have become so quick and so powerful that they no longer just deal damage but also are able to stun an enemy, causing them to feel intense pain for the duration. If your strike hits an enemies body part, such as an arm or a leg, it will stun that body part, causing it to feel numb and be unable to be used. A stunned body part will remain stunned for the next post, preventing the enemy to move that limb or make any offensive actions with it. A stunned leg can not walk and a stunned arm can not swing a sword. If the torso or the head gets stunned, the affected target can not cast spells for its duration. |
3 | Fighter's Sense | Brawlers are said to have a sixth sense, able to identify all of their enemies, remembering their locations. Often times a brawler will find themselves deep in the fray, sometimes with multiple enemies on all sides. A brawler can feel any enemy or creature within their immediate area, up to 10 feet from their person, gaining a sense of their location. They are able to react to close range melee attacks even if they can not see them with their own eyes. |
4 | Resonating Strike | A melee fighters nemesis has always been armor, heavy knights who rely on metal or wood to protect them. The brawler has adapted to this however, making their strikes effective against foes who would try to protect themselves with sets of armor. If the brawler were to strike armor they could cause vibrations to echo through out the gear, shaking it and allowing the damage to transfer through to the person inside of it. While this strike will only do half damage, it will still deal damage while also removing the defensive point with the same strike. |
4 | Reverse of Momentum | The brawler has taught themselves how to manipulate momentum, especially the momentum of enemies coming in for a strike. If an enemy attempts to make a melee attack with a physical weapon or even their fist, the brawler can use this feature to grab the enemies weapon or arm, use their momentum against them and flip the target. This will knock the enemy to the ground and negate the attack, allowing the brawler to set up for their next strike. This feature can be used once a topic. |
Crafting Materials
Crafting Item | Descripton | Amount |
Vulcadreaus Scale | A single scale dropped from Vulcadreaus during his emergence at Mt. Drakolt. This scale radiates with intense Earth Domain energy and pulsates raw magic. If this material is used to craft an item, that item becomes a spell focus for you, allowing you to cast spells through the item without needing to have a free hand. If the item is capable of dealing damage it will now deal fire damage in addition to its normal damage types. If the item is a defensive item, it will give you one hit prevention against an attack that deals fire damage, be it normal or magical. | Unique Crafting Material (x1) |
Non-Mechanical Effects
Name of Effect | Description | ||
Aura of Vulcadreaus | Your encounter with Vulcadreaus has left its mark on you. A very tiny fraction of Earth Domain Primordial 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 energy of the primordial realm around you as it flows back into Charon. Your encounter with the Earth Domain Avatar has left a lingering essence around your spirit (no mechanical effect). |