Tatalia's Knicks and Knacks
Aug 1, 2022 18:12:23 GMT -5
Post by Tatalia on Aug 1, 2022 18:12:23 GMT -5
SKILLS
Stealth - Exalted
Blade - Exalted
Dark Domain - Exalted
Space Domain - Exalted
Animal Handling - Novice
Alchemy - Novice
MISCELLANEOUS
Wands (Storage Items and Spell Focuses)
A wand is normally a small enlongated item made out of wood or metal and often has unique carvings or designs on it. Wands are magical items that store the users magic, remembering it and imprinting their spells on the item. Wands allow mages to cast their spells from it while also amplfying their magic.
Spidersilk (Tattoo) (Jackie's Fall Shop)
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.
Fangs (Madam Evalyn's Curiosities)
You have your normal teeth replaced with sharp or jagged fangs, mimicking an animal such as a bear, wolf or other creature with sharp teeth. This allows you to use your teeth as a weapon, giving you a sharp and strong bite.
ITEMS (5/16)
Dagger (Blade Shop) (1)
A small compact blade that can be wielded in a single hand. It it light weight 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.
Short Sword (Blade Shop) (2)
A small sword that is double the length of a dagger but is still light enough to be wielded in a single hand. Due to its size the blade is normally held in a sheath or scabbard and can easily be withdrawn for quick access. Shorts swords are often wielded by close combat warriors looking to use their free hand for other uses.
Hoppers (Mystical Archive) (0)
A pair of green leather boots crafted to mimic the design of grass hopper legs. While wearing the boots one can jump higher and further. These boots will add an extra 20 feet to ones jump, allowing them to cross gaps, jump up walls and maneuver around the battlefield.
Miner's Friends (Mystical Archive) (0)
A pair of supple leather gloves stitched with arcane runes developed by the dwarves of the Deep Cities. Anyone wearing these gloves will gain the ability to mold solid stone like it was wet clay. They can be used to tunnel through solid bedrock with ease or form rudimentary blunt weapons, although it is difficult to shape the stone with any degree of precision. The portions of the rock not actively being touched will harden back to their natural state within one minute.
Sun Sparked Goggles (Yasaka's Summer Shop) (1)
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.
Shaping Putty (Yasaka's Summer Shop) (1)
A small glass jar that contains an odd pink substance. This material is sticky and cold to the touch, and feels like goo. However the owner can hold the goo in their hand and cause it to shape change, taking on the appearance of any object. This can be a normal item like a coin, torch or bag, but can also take the form of a weapon, like a dagger, shield or spear. While the goo itself deals no damage, it can be used to trick an enemy.
Flask of Feijoada (Brazilian Independence Day) (0)
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.
House Key (Mystical Archive) (0)
A unique key made of unknown material and said to have belonged to master thieves. This key will slot into any key hole in the world, morphing to adjust to the locks shape and size. When the key turns, the door will unlock and can be opened like normal. However, instead of opening into its original room, it will open up into your own home. Where ever you live or claim as your homestead will open up before you, letting you escape into your home and shut the door behind you.
Major Health Potion (Alchemy Shop) (0)
A small glass flask filled with thick dark red liquid that can be attached to a belt or stored in a bag. This flask contains enough liquid for a single person to consume. The liquid itself has healing properties and will heal who ever drinks this of major wounds. This includes deep cuts or gashes, burn wounds or injured organs. Comes in a set of two bottles.
Quick Speed Potion (Alchemy Shop) (0)
A small glass flask filled with light yellow 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, now being able to move quicker than they normally could. This doubles their move speed, making them run faster than normal. Comes in a set of two bottles.
Earring of Secrets (Red Rogue's Trove) (0)
A heavy, gilded earring that drips with wealth and opulence, commonly utilized by court nobles and the wealthy elite. When wearing this earring, your hearing becomes highly sensitive and selective, allowing you to accurately hear whispered conversations happening long distances away from you. While the ear ring allows you to hear whispers even over loud crowds and noises, it specifically focuses on salacious secrets, hot gossip and rumors. It's the go-to piece of jewelry for rich nobles eavesdropping at parties or in court.
Bottled Stars x2 (Mystical Archive) (0)
A bottle of pitch black liquid that looks like the night sky. Occasionally bright specks of light will flicker, mimicking stars in the sky. This bottle has enough for one sip, but grants the drinker a flood of magic. Once per topic, the drinker of this potion may select any novice or master level spell from the base domain shops, which can be cast once during that topic. The drinker does not need the required skills to cast the spell and is considered to cast it at the level the spell is, meaning a novice spell is cast at novice level.
Tool Pouch (General Goods) (0)
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.
ABILITIES/SPELLS (17/25)
Fluency (Yasaka's Summer Shop)
The owner can cast this spell on themselves or on another target. Once under the effect of this spell the target can speak, understand, read and write any language, regardless of what it is. This allows them to speak to other beings who may not understand them, or read a language they might not know. This can not be used to speak to animals or beings that are not considered self aware.
Lock Pick (Stealth Shop)
This skill gives you the ability to pick just about any lock using simple tools such as a piece of metal, or even natural items like a stick. You can expertly manipulate the item to find the tumblers and quickly unlock the object, be it a chest, door or even a jail cell.
Quick Palm (Stealth Shop)
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.
Silent Step (Stealth Shop)
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.
Dark Vision (Stealth Shop)
Spending much of your time in the shadows and darkness your eyes have become adjusted to seeing in the dark. This allows you to see normally in any amount of darkness as if it was day time. This only works in natural darkness and does not apply to magical darkness or spells.
Minor Trickery (Stealth Shop)
You can draw forth a minor amount of magic to assist yourself, regardless of the job. This spell lets you interact with small objects and can do a variety of things. You can create noises centered on an area, even if nothing is there to make the sound. You can open or close unlocked doors and windows without needing to touch them. While effective at many things, this spell excels at being a distraction.
X-Ray Vision (Stealth Shop)
For a brief duration your eyes begin to glow, glossed over by a shimmer. During this time you can see through most objects, including walls, bags, chest or other containers. Often used for scouting or trying to locate important items. However while this is active bright lights and blinding effects are doubled, and can deactivate this ability.
Surface Scaling (Stealth Shop)
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.
Smooth Talking (Stealth Shop)
Your lies can no longer be discerned, 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.
Back Stab (Stealth Shop)
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.
Remove Light (Magic Shop: Dark Domain)
You can target a source of non magical light, be it a torch, flame or other source of natural light. You can then cause this light to go out, snuffing the light immediately. This will remove the source of light until re lit.
Insect Dispersion (Mystical Archive)
This spell can be used in reaction to receiving damage or being hit with a successful attack. Instead of getting hit or sustaining the damage, you can cause your body to burst into a cloud or swarm of various types of insects. This hive of bugs can move in unison up to 15 feet from your original location before reforming into your normal form. This will ignore the damage or negative effects from the attack. This spell can only be used once per topic.
Trickster's Blessing (Red Rogue's Trove)
A spell commonly utilized by thieves and Red Rogues to perform feats of misdirection. By touching an item, you can create a physical copy of that item that is indistinguishable from the original, from appearance to weight. If you copy a magical item, any enchantments or magical effects will not be carried over, but the duplicate does carry a magical aura that will fool magic detection abilities into believing it is real. The duplicate lasts for up to twenty-four hours before disappearing in a puff of smoke.
Message (Magic Shop: Space Domain)
This spell allows you to speak directly into the mind of another person. You do not need to use your actual voice, you simply will your voice into their mind. The person you are speaking to can respond back to as long as you continue to respond. The range of this is not very far, but does allow you and the target to be separated.
Chaos Bolt (Magic Shop: Dark Domain)
This spell allows you to fire a bright purple bolt of energy from your finger. This bolt will crackle like lightning, twisting and arching through the air. This bolt of energy can be fired up to long distances and deals a moderate amount of damage.
Blink (Magic Shop: Space Domain)
This spell allows you to move your body a short distance through space itself. By blinking you can teleport yourself a short distance to a location you can currently see. This removes your body from space and causes it to reappear in the new location. You can not be intercept mid teleport and will not appear inside an object. This can not be used to move to a location if you can not see that location. Blink has a cooldown on your body and can not be used for two post after being used.
Rogue's Riposte (Herbert's Martial Shop / Dojo)
To use this ability, you must have a small concealed weapon on your person, such as a knife or dagger. When you are subject to a melee attack, you may draw your concealed weapon and parry the attack with it, granting you a hit prevention against that attack. In addition, your next attack against your opponent in the same post will ignore physical armor (but not magical sources of armor). This ability can be used twice per topic, with 1 additional use if you have the Stealth Skill Quick Palm.
CURSE
WERESPIDER (Link)
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 Blessing (Earth)
Earth Domain animals include any non magical animal that live exclusively on land, such as cats, dogs, or insects. Most mammals fall under this category as well. More exotic animals such as elephants, rhinos and other less common creatures can also be chosen.
If an animal from this Domain is chosen your hide becomes incredibly tough, almost acting like a natural armor. While transformed You have two hit preventions against non mental attacks while in this form, which cover your entire body.
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.
PRESTIGE CLASSES
HUNTER (Link)
Level I
Standard Equipment
One of the Hunters biggest assets is their standard tool kit, a series of unique items that the hunter outfits them self with. Upon earning this level, you gain access to the items below which get added to your inventory. These items are considered standard gear to the hunter and can be used for as long as they have not been damaged or destroyed in a topic.
Improvisation Equipment
While Hunter's are never without their standard equipment, most of them often come with additional gear, known as improvised tools. These tools are a random assortment of items that have their own effects but can be combined to create more advanced systems such as traps or triggers. Each hunter comes with the items listed below which can be used on their own but can not be combined or utilized with other objects without a class feature.
Improvisation Engineer
While a Hunter is tremendously skilled in traditional combat methods, it’s their ability to analyze and use their environment to their advantage that gives them an edge against opponents that would be considered stronger than them. With access to your Improvisation Equipment, a Hunter can turn any environment into a proverbial minefield. Once per post, a Hunter is able to combine up to three of their Improvisation gear into a new item or combination of items on the fly. This can be used until you run out of improvised gear.
Tracker Extraordinaire
On top of the Hunter’s Investigation Kit, they have a collection of heightened physical and innate senses. Physical senses such as smell, touch, hear, sight, and taste. Innate senses like, a perfect sense of direction, the feeling that something seems off or misplaced, and other such subconscious communications. This allows the hunter to pick up on clues or tracks that would other wise be hidden.
Level II
Creative Inventor
Having spent enough time utilizing your standard and improvised gear, your ability to craft random items or systems has increased. You can now create two different make shift items or systems in a single post. (Counts as two separate actions) You can now mix your standard gear with improvised gear as well, giving you access to more unique combinations. This feature can be used until you run out of improvised gear to use.
Intuitive Bloodhound
Your ability to pick up on context clues or sense that things are out of place have increased. You can feel if there is anything around you that is hidden or cloaked in non magical ways. If a person is attempting to hide, or something you are looking for is disguised, you will get a mental ping of its general location. You will have a basic idea of where anything that is hidden could be found as long as it is not being hidden by magical means.
ARCHMAGE (Link)
Level I
Infinite Soul
You cease to age, no longer growing older or aging. You can not die due to old age and will continue to live on past your normal life span. Your physical appearance can age however you wish, remaining as young or as old as you wish to look. Your body will no longer decay and unless you are killed, you can live as long as you choose.
Arcane Wellspring
Magic begins to flow through your entire body, becoming one with your very soul. You feel its presence grow within you as you begin to harness its raw power. Your spell limit increases by 5, allowing you access to more spells during battle.
Level II
Elemental Master
Spending your time manipulating magic and learning the arcane arts, you have learned how to harness all of the elements. While you still cannot cast spells from a Domain you do not own, you can alter the elemental damage type of spells you do own. Whenever you cast a spell that deals elemental damage, you can choose to change its original damage type to another, such as turning a spell with Fire damage into Water damage, or Light damage into Dark damage.
Spell Suspension
Manipulating raw magic comes with its perks, allowing you control over the energies of the arcane. You are now able to suspend spells, halting them in time and space. When a spell is cast, by anyone, you can choose to freeze that spell, suspending it in the void. This spell will sit suspended until the end of the features duration, in which the spell will then be cast. A suspended spell will remain suspended for two post, after which it will be cast instantly, targeting its original target or moving along its original path. You can only have one spell suspended at a time and can only suspend two spells per topic.
Level III
Overwhelming Energy
Your strength as a spell caster continues to grow and your capability to harness magic has also increased, allowing you to tap into the raw magic flowing through you. Your spell limit has once again increased by 5, letting you have access to more spells.
Overwhelming Magic
The magic that flows through you has become so powerful it is practically bursting from you. Every atom in your body can feel the effects of the magic, almost elevating you beyond the normal realm. All of your spells have become empowered, regardless of the domain or damage type. Any damage you would deal with a spell will now ignore any resistance or immunity, preventing anyone from defending themselves from your spell damage.
Level IV
Master of the Arcane
You may work with staff to create two spells of your very own. You will work with staff to create a new spell from each of the two Master level Arcane Skills you used to qualify for this class. The spells will be named after you and you will receive the spells for free. After creation these spells will be added to their shops.
Increased Suspension
Your ability to suspend spell has increased, your control over spells greatly improved. While still being able to suspend spells, your control over them has gotten much better. You can now have two spells suspended at once, halted in time until ready to be used. The amount of spells you can suspend per topic has also been increased, letting you suspend four spells total per topic.
Stealth - Exalted
Blade - Exalted
Dark Domain - Exalted
Space Domain - Exalted
Animal Handling - Novice
Alchemy - Novice
MISCELLANEOUS
Wands (Storage Items and Spell Focuses)
A wand is normally a small enlongated item made out of wood or metal and often has unique carvings or designs on it. Wands are magical items that store the users magic, remembering it and imprinting their spells on the item. Wands allow mages to cast their spells from it while also amplfying their magic.
Spidersilk (Tattoo) (Jackie's Fall Shop)
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.
Fangs (Madam Evalyn's Curiosities)
You have your normal teeth replaced with sharp or jagged fangs, mimicking an animal such as a bear, wolf or other creature with sharp teeth. This allows you to use your teeth as a weapon, giving you a sharp and strong bite.
ITEMS (5/16)
Dagger (Blade Shop) (1)
A small compact blade that can be wielded in a single hand. It it light weight 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.
Flash Enchantment (Blade Shop)
This enchantment allows the weapon to give off a bright blinding flash, instantly blinding anyone who is looking in the direction of the item, including its wielder. This flash deals no damage but is strong enough to disorient and blind someone for a few seconds, making it hard to see.
This enchantment allows the weapon to give off a bright blinding flash, instantly blinding anyone who is looking in the direction of the item, including its wielder. This flash deals no damage but is strong enough to disorient and blind someone for a few seconds, making it hard to see.
Short Sword (Blade Shop) (2)
A small sword that is double the length of a dagger but is still light enough to be wielded in a single hand. Due to its size the blade is normally held in a sheath or scabbard and can easily be withdrawn for quick access. Shorts swords are often wielded by close combat warriors looking to use their free hand for other uses.
Double Strike Enchantment (Blade Shop)
This enchantment allows the wielder to strike twice with a weapon while only making one attack. This lets you deliver two consecutive strikes in the same amount of time it would take to make one.
This enchantment allows the wielder to strike twice with a weapon while only making one attack. This lets you deliver two consecutive strikes in the same amount of time it would take to make one.
Dashing Enchantment (Blade Shop)
This enchantment buffs the user instead of the weapon, allowing the wielder to dash a very short distant while simultaneously striking, giving them the chance to close a gap and attack at the same time. The dash can be seen but gives them a spurt of energy.
This enchantment buffs the user instead of the weapon, allowing the wielder to dash a very short distant while simultaneously striking, giving them the chance to close a gap and attack at the same time. The dash can be seen but gives them a spurt of energy.
Hoppers (Mystical Archive) (0)
A pair of green leather boots crafted to mimic the design of grass hopper legs. While wearing the boots one can jump higher and further. These boots will add an extra 20 feet to ones jump, allowing them to cross gaps, jump up walls and maneuver around the battlefield.
Miner's Friends (Mystical Archive) (0)
A pair of supple leather gloves stitched with arcane runes developed by the dwarves of the Deep Cities. Anyone wearing these gloves will gain the ability to mold solid stone like it was wet clay. They can be used to tunnel through solid bedrock with ease or form rudimentary blunt weapons, although it is difficult to shape the stone with any degree of precision. The portions of the rock not actively being touched will harden back to their natural state within one minute.
Sun Sparked Goggles (Yasaka's Summer Shop) (1)
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.
Shaping Putty (Yasaka's Summer Shop) (1)
A small glass jar that contains an odd pink substance. This material is sticky and cold to the touch, and feels like goo. However the owner can hold the goo in their hand and cause it to shape change, taking on the appearance of any object. This can be a normal item like a coin, torch or bag, but can also take the form of a weapon, like a dagger, shield or spear. While the goo itself deals no damage, it can be used to trick an enemy.
Flask of Feijoada (Brazilian Independence Day) (0)
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.
House Key (Mystical Archive) (0)
A unique key made of unknown material and said to have belonged to master thieves. This key will slot into any key hole in the world, morphing to adjust to the locks shape and size. When the key turns, the door will unlock and can be opened like normal. However, instead of opening into its original room, it will open up into your own home. Where ever you live or claim as your homestead will open up before you, letting you escape into your home and shut the door behind you.
Major Health Potion (Alchemy Shop) (0)
A small glass flask filled with thick dark red liquid that can be attached to a belt or stored in a bag. This flask contains enough liquid for a single person to consume. The liquid itself has healing properties and will heal who ever drinks this of major wounds. This includes deep cuts or gashes, burn wounds or injured organs. Comes in a set of two bottles.
Quick Speed Potion (Alchemy Shop) (0)
A small glass flask filled with light yellow 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, now being able to move quicker than they normally could. This doubles their move speed, making them run faster than normal. Comes in a set of two bottles.
Earring of Secrets (Red Rogue's Trove) (0)
A heavy, gilded earring that drips with wealth and opulence, commonly utilized by court nobles and the wealthy elite. When wearing this earring, your hearing becomes highly sensitive and selective, allowing you to accurately hear whispered conversations happening long distances away from you. While the ear ring allows you to hear whispers even over loud crowds and noises, it specifically focuses on salacious secrets, hot gossip and rumors. It's the go-to piece of jewelry for rich nobles eavesdropping at parties or in court.
Bottled Stars x2 (Mystical Archive) (0)
A bottle of pitch black liquid that looks like the night sky. Occasionally bright specks of light will flicker, mimicking stars in the sky. This bottle has enough for one sip, but grants the drinker a flood of magic. Once per topic, the drinker of this potion may select any novice or master level spell from the base domain shops, which can be cast once during that topic. The drinker does not need the required skills to cast the spell and is considered to cast it at the level the spell is, meaning a novice spell is cast at novice level.
Tool Pouch (General Goods) (0)
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.
ABILITIES/SPELLS (17/25)
Fluency (Yasaka's Summer Shop)
The owner can cast this spell on themselves or on another target. Once under the effect of this spell the target can speak, understand, read and write any language, regardless of what it is. This allows them to speak to other beings who may not understand them, or read a language they might not know. This can not be used to speak to animals or beings that are not considered self aware.
Lock Pick (Stealth Shop)
This skill gives you the ability to pick just about any lock using simple tools such as a piece of metal, or even natural items like a stick. You can expertly manipulate the item to find the tumblers and quickly unlock the object, be it a chest, door or even a jail cell.
Quick Palm (Stealth Shop)
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.
Silent Step (Stealth Shop)
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.
Dark Vision (Stealth Shop)
Spending much of your time in the shadows and darkness your eyes have become adjusted to seeing in the dark. This allows you to see normally in any amount of darkness as if it was day time. This only works in natural darkness and does not apply to magical darkness or spells.
Minor Trickery (Stealth Shop)
You can draw forth a minor amount of magic to assist yourself, regardless of the job. This spell lets you interact with small objects and can do a variety of things. You can create noises centered on an area, even if nothing is there to make the sound. You can open or close unlocked doors and windows without needing to touch them. While effective at many things, this spell excels at being a distraction.
X-Ray Vision (Stealth Shop)
For a brief duration your eyes begin to glow, glossed over by a shimmer. During this time you can see through most objects, including walls, bags, chest or other containers. Often used for scouting or trying to locate important items. However while this is active bright lights and blinding effects are doubled, and can deactivate this ability.
Surface Scaling (Stealth Shop)
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.
Smooth Talking (Stealth Shop)
Your lies can no longer be discerned, 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.
Back Stab (Stealth Shop)
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.
Remove Light (Magic Shop: Dark Domain)
You can target a source of non magical light, be it a torch, flame or other source of natural light. You can then cause this light to go out, snuffing the light immediately. This will remove the source of light until re lit.
Insect Dispersion (Mystical Archive)
This spell can be used in reaction to receiving damage or being hit with a successful attack. Instead of getting hit or sustaining the damage, you can cause your body to burst into a cloud or swarm of various types of insects. This hive of bugs can move in unison up to 15 feet from your original location before reforming into your normal form. This will ignore the damage or negative effects from the attack. This spell can only be used once per topic.
Trickster's Blessing (Red Rogue's Trove)
A spell commonly utilized by thieves and Red Rogues to perform feats of misdirection. By touching an item, you can create a physical copy of that item that is indistinguishable from the original, from appearance to weight. If you copy a magical item, any enchantments or magical effects will not be carried over, but the duplicate does carry a magical aura that will fool magic detection abilities into believing it is real. The duplicate lasts for up to twenty-four hours before disappearing in a puff of smoke.
Message (Magic Shop: Space Domain)
This spell allows you to speak directly into the mind of another person. You do not need to use your actual voice, you simply will your voice into their mind. The person you are speaking to can respond back to as long as you continue to respond. The range of this is not very far, but does allow you and the target to be separated.
Chaos Bolt (Magic Shop: Dark Domain)
This spell allows you to fire a bright purple bolt of energy from your finger. This bolt will crackle like lightning, twisting and arching through the air. This bolt of energy can be fired up to long distances and deals a moderate amount of damage.
- deals Dark damage -
Blink (Magic Shop: Space Domain)
This spell allows you to move your body a short distance through space itself. By blinking you can teleport yourself a short distance to a location you can currently see. This removes your body from space and causes it to reappear in the new location. You can not be intercept mid teleport and will not appear inside an object. This can not be used to move to a location if you can not see that location. Blink has a cooldown on your body and can not be used for two post after being used.
Rogue's Riposte (Herbert's Martial Shop / Dojo)
To use this ability, you must have a small concealed weapon on your person, such as a knife or dagger. When you are subject to a melee attack, you may draw your concealed weapon and parry the attack with it, granting you a hit prevention against that attack. In addition, your next attack against your opponent in the same post will ignore physical armor (but not magical sources of armor). This ability can be used twice per topic, with 1 additional use if you have the Stealth Skill Quick Palm.
CURSE
WERESPIDER (Link)
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 Blessing (Earth)
Earth Domain animals include any non magical animal that live exclusively on land, such as cats, dogs, or insects. Most mammals fall under this category as well. More exotic animals such as elephants, rhinos and other less common creatures can also be chosen.
If an animal from this Domain is chosen your hide becomes incredibly tough, almost acting like a natural armor. While transformed You have two hit preventions against non mental attacks while in this form, which cover your entire body.
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.
PRESTIGE CLASSES
HUNTER (Link)
Level I
Standard Equipment
One of the Hunters biggest assets is their standard tool kit, a series of unique items that the hunter outfits them self with. Upon earning this level, you gain access to the items below which get added to your inventory. These items are considered standard gear to the hunter and can be used for as long as they have not been damaged or destroyed in a topic.
Investigation Kit | A collection of the necessary tools for any investigations, its use over time while searching will generate information on the scene. During the first post of use, the user gathers information from a specific area that reveals the number of individuals, their weight, and their height over the last few hours. During the second post of use, direction of travel, track details (shoes, paws, etc), and general movement (did a fight occur, do they have a limp, etc) are all revealed to the hunter. During the third post of use, cloth fragments, hair/fur particles, and other such physical particles that would be relevant to the scene are discovered. |
Camouflage Kit | Much like the Investigation Kit, this too has the necessary tools for its purpose. This camouflage paint allows the user to blend into any environment that they find themselves in and can be applied to any of their gear, clothing or items. Once applied, it significantly reduces your visibility while on the move, and when remaining still, the user becomes effectively invisible to traditional non-magical means of detection. Requires one post to apply to a single item. |
The Cloak | A full body cloak with long wide sleeves and a hood, made of canvas and often comes in a flat, matte color, such as grey, tan or cream. The cloak is large enough to fully cover the users body, and then some, able to hide the users arm and leg movement while under the cloak. Internally it has a wealth of pockets which hold your various equipment and has a storage value of 8 item points. Is largely rain proof. |
The Harness | Worn underneath the cloak, but over normal attire, the harness comes equipped with numerous leather rings and straps to which larger equipment can be secured close to the body so as to prevent the items from making sound while moving. Has a storage value of 4 item points. |
The Mask | A form fitting white matte mask, it covers the entirety of the face from the forehead to the chin. This mask provides one hit prevention against physical attacks that would strike your face, the mask shattering if struck again. |
Improvisation Equipment
While Hunter's are never without their standard equipment, most of them often come with additional gear, known as improvised tools. These tools are a random assortment of items that have their own effects but can be combined to create more advanced systems such as traps or triggers. Each hunter comes with the items listed below which can be used on their own but can not be combined or utilized with other objects without a class feature.
Spidersilk Wire | Extremely thin and strong wire made from the silk of a very rare spider, it is considered the lynchpin to a Hunter’s equipment load out. Comes in four spools of a hundred feet each. |
Crude Gunpowder | The most expensive piece of the Hunter’s equipment, they carry a small satchel of gunpowder with them at all times (3 uses per topic). |
Carabiners | A hinged hook around the size of a human palm, the hook locks in place when the clasp closes around an object while meeting the point of the hook. Comes in a set of five. |
Anchors | A small piece of metal with a spike on one end and a loop on the other. Can be hammered or screwed into a surface and can be used to anchor an object to a surface. Comes in a set of 10 and can hold the weight of one average player character. |
Glass Spheres | An empty glass sphere with a hole that is closed off by a cork. Used to store liquids, powders, etc. Four bottles come included in the kit. |
Smoke Powder | A handful of mixed charcoal powders, when thrown or propelled outward, creates a medium sized cloud of black smoke, which impairs normal vision for the next two post. Comes with two uses. |
Flash Powder | A handful of light yellow powder with tiny bits of flint mixed within. When this powder is thrown or propelled forward, it will react with the bits of metal to create a non magical flashing effect in the immediate area. Comes with two uses. |
Powdered Capsaicin | A handful of bright red powder made from various plants and peppers that are spicy in nature. If this powder comes into contact with the eyes, nose or is breath in through the mouth, it will cause intense burning and irritation. Anyone affected can not use novice level spells, martial or stealth skills for their next post. Comes with two uses. |
Powdered Glass | A handful of white powder made from ground up glass. If this powder comes into contact with the eyes, nose or is breath in through the mouth, it will deal damage, create discomfort and prevent the target from taking any action other than moving during its next post. Comes with two uses. |
Caltrops | A multi prong metal object around the size of a golf ball, when stepped on they produce a bleed effect as if they had the Serrated enchantment. Comes in a set of ten. |
Sticky Paste | A pouch of moldable, sticky paste that can be attached to surfaces. It is not strong enough to hold a person but can support the weight of small objects. Comes with 5 uses. |
Camo Cloth | Small patches of cloth that mimic your cloak and are made with colors and designs meant to match the environment around them. These patches of cloth blend in with the area and can be used to hide objects. Comes in a set of four. |
Improvisation Engineer
While a Hunter is tremendously skilled in traditional combat methods, it’s their ability to analyze and use their environment to their advantage that gives them an edge against opponents that would be considered stronger than them. With access to your Improvisation Equipment, a Hunter can turn any environment into a proverbial minefield. Once per post, a Hunter is able to combine up to three of their Improvisation gear into a new item or combination of items on the fly. This can be used until you run out of improvised gear.
Tracker Extraordinaire
On top of the Hunter’s Investigation Kit, they have a collection of heightened physical and innate senses. Physical senses such as smell, touch, hear, sight, and taste. Innate senses like, a perfect sense of direction, the feeling that something seems off or misplaced, and other such subconscious communications. This allows the hunter to pick up on clues or tracks that would other wise be hidden.
Level II
Creative Inventor
Having spent enough time utilizing your standard and improvised gear, your ability to craft random items or systems has increased. You can now create two different make shift items or systems in a single post. (Counts as two separate actions) You can now mix your standard gear with improvised gear as well, giving you access to more unique combinations. This feature can be used until you run out of improvised gear to use.
Intuitive Bloodhound
Your ability to pick up on context clues or sense that things are out of place have increased. You can feel if there is anything around you that is hidden or cloaked in non magical ways. If a person is attempting to hide, or something you are looking for is disguised, you will get a mental ping of its general location. You will have a basic idea of where anything that is hidden could be found as long as it is not being hidden by magical means.
ARCHMAGE (Link)
Level I
Infinite Soul
You cease to age, no longer growing older or aging. You can not die due to old age and will continue to live on past your normal life span. Your physical appearance can age however you wish, remaining as young or as old as you wish to look. Your body will no longer decay and unless you are killed, you can live as long as you choose.
Arcane Wellspring
Magic begins to flow through your entire body, becoming one with your very soul. You feel its presence grow within you as you begin to harness its raw power. Your spell limit increases by 5, allowing you access to more spells during battle.
Level II
Elemental Master
Spending your time manipulating magic and learning the arcane arts, you have learned how to harness all of the elements. While you still cannot cast spells from a Domain you do not own, you can alter the elemental damage type of spells you do own. Whenever you cast a spell that deals elemental damage, you can choose to change its original damage type to another, such as turning a spell with Fire damage into Water damage, or Light damage into Dark damage.
Spell Suspension
Manipulating raw magic comes with its perks, allowing you control over the energies of the arcane. You are now able to suspend spells, halting them in time and space. When a spell is cast, by anyone, you can choose to freeze that spell, suspending it in the void. This spell will sit suspended until the end of the features duration, in which the spell will then be cast. A suspended spell will remain suspended for two post, after which it will be cast instantly, targeting its original target or moving along its original path. You can only have one spell suspended at a time and can only suspend two spells per topic.
Level III
Overwhelming Energy
Your strength as a spell caster continues to grow and your capability to harness magic has also increased, allowing you to tap into the raw magic flowing through you. Your spell limit has once again increased by 5, letting you have access to more spells.
Overwhelming Magic
The magic that flows through you has become so powerful it is practically bursting from you. Every atom in your body can feel the effects of the magic, almost elevating you beyond the normal realm. All of your spells have become empowered, regardless of the domain or damage type. Any damage you would deal with a spell will now ignore any resistance or immunity, preventing anyone from defending themselves from your spell damage.
Level IV
Master of the Arcane
You may work with staff to create two spells of your very own. You will work with staff to create a new spell from each of the two Master level Arcane Skills you used to qualify for this class. The spells will be named after you and you will receive the spells for free. After creation these spells will be added to their shops.
Increased Suspension
Your ability to suspend spell has increased, your control over spells greatly improved. While still being able to suspend spells, your control over them has gotten much better. You can now have two spells suspended at once, halted in time until ready to be used. The amount of spells you can suspend per topic has also been increased, letting you suspend four spells total per topic.