rules reference - history and lore
Abilities Posting Doc 2023
Source: https://docs.google.com/document/d/13YTvILDdSl3bDYDvwXenkrEm4oBqkNjXZNA7hivh_cI/edit?usp=sharing
Status: ok 43671 bytes. Characters: 42684.
CAMP CHARACTERS UNSOURCED ABILITIES DOC-2023
Updated at each camp as needed.
* Template: Player Name:
* Character Name, Rank X in Named Th Classes.
* List of Abilities and corresponding flaws.
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ANDIONION PALO ALTO:
Player Name: Zeke
Character name: Kathotar, Rank 3 Paladin, Rank 1 Archer. Rank 1 Wildwood.
Mod: 10 Scribe(Elven and Roekron sign) and 5 Courtier.
Flaws: Take healing for damage(As partial undead). Inept at harming Demonic beings(1 mana per action).
Bless Self(Mandos)
Benefits-
Can shoot additional arrows = your rank in Paladin and Archer combined(Guild master doesn't count).
Choose once per encounter: Your arrows deal Fire, Terror, Holy, Ice, Vine, or Silver.
Flaws-
Take melee damage as Uncapped.
Must shoot as many arrows as possible.
Must kill all Morgoth troops you drop.
Can only use mastercrafted bows (Perfectionist).
Player name: Bennett
Character name: Bob
Mod: I have the body of a house cat but the mind and soul of a dwarf.
Benefits: snare, bite (vs size ½ and smaller only), defensive martial arts, size ½, acrobatics, spirit guide.
Flaws: Take fear from water unless I am drinking or eating it, tiny strength, can't wield weapons, can only speak cat unless I gained the language through a class(like nature mage).
Player name: Anton
Character name: Ildryen
Don’t get frenzied
When ever I drop I disappear and a rank 2 archer phantom that is stationary appears, if it drops it swaps out with a non-stationary rank 2 knight phantom,once dropped I go out of game
I appear back at the end of the encounter
I have a small sphere sized red slime that is friendly to me. (Attach to a zone, elemental sash)It can cast spells while I am a corpse, and each encounter I roll 2 d4 for a spell the slime can cast freely
1:flame ray
2:fireball
3:mage torch
4:self detonate
Player name: Sage
Character name: Lariel
Mod flaws(no benefits atm):
Incappable of all oracles
Evil tendencies once dropped in an encounter
Haunted! - when i drop immediately vanish and become a stationary rank 2 assassin phantom, when the phantom drops it vanishes and I become a mobile rank 2 barbarian phantom (note: these phantoms retain all my magic item abilities, armor shifts to match the armor restriction of the classes, and they still count as women for elder goddess items). At the end of the encounter I reappear conscious where the phantom was (or dead if I was killed)
DI:
Benefits: lightning ray strike and triumph to gain an adept use
Gain a new ray option each rank (r0 - lightning, r1 - flame, r2 - light, r3 - empathic, r4 - death, r5 - lightning ray is fractional, ) - for the fractional rays I gain 2 free uses when I triumph
Rays that you have access to are reflected if they hit your melee weapons
Flaws: agressive to undead, take a mana drain if you are dropped by an undead, if a person that you love pds or gets a DI I gain a permanent stat loss
Player name: Atticus
Character name: Kevin
Rank 7, Rank 4 Paladin, Rank 3 Assassin,
Back story: Accurate
Benefits: accuracy
Flaws: incapable of multi shot
TJ:
Apprentice:
benefits: Flare and crouch for paladin abilities only (you can do this with things you divine gift)
Flaws: bound to teacher or school
Insult: (nation)
benefits: +5 levels of diplomacy for Desnor
Flaws: Banned from Blackspire and troops from the country will always kill me.
Getting to know the nobility
Benefits: When speaking with Nobles you have Lie, Peacekeeper at your level, and Courtier at your level for Nobles only. You may gain +2 to your Social Status.
Flaws: -5 (passive) Courtier and Diplomat to commoners and peasants.
Pact: when with 3 people who took the pact gain (+1 intelligence point, +1 Es slot, Fey tracking Es, undead hunter), wild animals count as your dependent children, while tree-formed 1 mana regen touch aura, at night each encounter you regenerate the mana of each spell the first time you cast it.
Flaws: (whatever ability you gave up is gone), immune to undead animals, vulnerable to fire, bound to children,
Haunted: Whenever I drop I disappear and a rank 2 thief phantom that is stationary appears. If I drop as the phantom I go out of game then I appear conscious in the same spot in 1 min.
Permanent insanity that takes a time jump to cure: Paranoid of reality, 1 Disbelief Mana Charge (counts as one mana for disbelief). If you do not disbelieve someone, all your allies become enemies for a encounter.
Special items: I have a Nerogaoth blade that is a greater illusion. And I have cloak of Serin Durin that is a greater illusion. Each of these can be summoned for 1 mana at the start of the encounter. If someone leaves the encounter with either of these items they disappear. Also an amulet that is tier 1 and bearer is resistant to ? demon
Player name: Ian
Character name: Runeald
R5 Life R1 Dual Caster(Lose light ray +1 medicine ball)
Runeweaver backstory
Spirit item
Has the ability to summon shaman wand like a spirit item, without spirit item flaws. But I always have it’s flaws even if it’s not summoned.
The shaman wand lasts the rest of the year, the time jump and next season. Real world years(poofs at end of the camp)
List of ES’s
Resist Damage
OP:3
Cost: 2 mana
Delivery: ritual
Incant: I turn damage from myself to protect life
Effect: I have resistance to damage
Flaw: While active I can’t use weapons to do damage
Buff Party
OP:2
Cost: 3 mana(Payable by other players)
Delivery: ritual
Incant: I inspire Valor, Glory, courage and friendship.
Effect: Gives a blessing type effect to the party, they get to pick from triumph, resistance to fear effects, partner awaken. The one they pick they get for free and if they want an additional ability from the list they can pay a mana.
Knockout = Knock back
OP: 4
Cost: 0 mana
Delivery: Ritual
Incant: I shield and guard my mind and head
Effect: I take knock back instead of knockout and have resist mental effects until I have taken knock back in an encounter.
Flaw: I am incapable of knockout and incapable of mind control effects
Withstand + endure with conditions/flaws
OP: 4
Cost: 0 mana?
Delivery: Ritual
Incant: When my shield to prevent wounds does not protect my health because of a ward it will gather the damage in an arm or leg of mine.
(Intent): After I heal someone (Including cases beyond getting up downed players ie: healing a hack) I get a charge for the encounter with a maximum of three charges. If I am struck by a warded attack then I can expend a charge and flourish to take it as a Hack that is resistant to magical healing, furthermore I am unable to cast spellstones and healing spells for a 20 count after I expand a charge.
Effect: After I heal someone I get a charge with a maximum of three charges. I get withstand and endure but when I use it the hack/impale is resistant to healing. After I use withstand or endure I can’t cast spell stones or healing spells for a 20 count.
Additional Flaw: I can not ward weapons
Immortality
OP: 4
Cost: Cost of flask(50g) and 1 mana for the week after cast. Is divnely powered to last 1 year, 1 crystal flask etched with the scene of Asclepius watching a snake and discovering the herb he used to cheat death. Also has the caduceus inscribed on the top.
Flaws: Bound to down allies not dead, thin soul, inept at not trying to aid those I perceive as ill or ailing and agressive towards those causing permanent pain excessive cruelty, incapable of killing on the ground. Also have -3 red stones on a DI.
Delivery: Ritual
Incant: I guard my life and sustain it by an agreement to defend joy and health as well as heal illness.
Effect: A spell that I cast once a year that grants me the immortality affect for the year
Divnely powered by Acscepelius. Gives me half access to asclepius’s cure for death in a neutral way by targeting a specialy made flask with the elder sorcery as a watered down version of Asclepius’s cure for death that instead of curing death stalls death and grants me immortality in the vein of no aging. I have to drink from this specifically made flask every day and then once a year I have to renew the spell. (Can have copies of flask made so that if stolen I can target a replica flask with the spell and have to cast it earlier.) If I don’t have my flask at the end of the day I start aging at a rate of 1 year a day.
Sleep Vengeance
OP: 3
Delivery: Ritual(Only castable 3 times per day)
Cost: 1 Mana per enc
Words: I judge and condemn to sleep someone who would cause hurt to me when I would cause no hurt to them.
Intent/Effect: After I am attacked 5 times by an enemy I am able to make a 0 mana Invoke conjure sleep strike against them. After making a sleep strike attack ALL of the attacks enemies have made against me that count towards this spell enabling me to cast sleep strike reset to 0.
Flaws: I lose the ability to cast swiftsleep aura for the day, I can’t make a sleepstrike attack against someone who I have attacked in a way other than sleep strike. If I do, I lose 3 honor for the encounter!
Take Mana Drain as dmg V1(ehh version)
OP:3
Delivery: Ritual
Cost: 0 Mana
Words: I use my belief and discipline to medicine and life to detect and turn a hurt that will cause damage to my life and health, to turn into a hurt that will cause damage that wounds my flesh and blood.
Intent/Effect: When a source attempts to mana drain me via a melee attack it is spell turned. I take 1 warded magic damage equal to the amount attempting to be drained, I also take a silence for a 20 count after this effect is triggered. (This is a Resistance) Resistance to Death from Mana Drain.
Flaws: While silenced If contacted by an attack or effect that does magical damage; even if not taken I take a snare. This effect can only be triggered when at -1 mana and when there are allies in the encounter who if dropped I could heal(Can’t be alone). I am incapable of mana drain, this spell can only be active if I am incapable of dealing damage, and am still a worshiper of the healing god Asclepius
Player Name: Kaden
Character Name: Beldaine (lvl 28, R3 Paladin)
Mod
Benefit: At rank 5 gain: when I teleport something, a healing ability I have of my choice triggers 5 count later.
Flaws: Incapable of initiating combat, incapable of leaving an encounter with dropped allies, incapable of refusing to aid a good cause.
Legacy Mod
Benefits: Blessing, angelic enough to wear a Seraphim sash
Flaws: Vulnerable to magic, Secret Flaw (cannot harm my siblings through action or inaction)
Bless Self
Divine Snap Casting
OP 10 Celestial (OP is number of levels gained since training Bless Self)
Can unlock other elemental types through questing
Vow to hurt no living creature
Pinnacle Lectures
Elder Sorcery Creation class
+5% split to categories of your choice (locked once chosen) (+5% to mana)
+5 mage levels
Overlay class
+5% to making spells with overlay use (10% for conjured spells)
+5% to making mana category, gifted spells are fractional one per day
Scholarly discipline
Permanent Death Lecture
If in an encounter with someone who’s taken morganti-you can choose to be bound to them and gain rebirth and awaken towards them.
Once ever, can choose to return random 1d10 stones to death bag.
Symbiotic Mana conservation lecture
+5% to elder sorceries about Symbiotic Mana conservation
A per encounter, can tag a willing player and take one of their mana.
Descendant stuff:
Incapable of being shape changed
Cannot become undead
Player name: Liam
R5 R3 pal R1 arch R1 barb
1 rank in a dsesnor commie barb/samurai spec that grants staff touch (was taught by market npc don’t know the exact name grants 1 mage ability per rank)
Time jump abilities
Guild desk job x2 (get paid level in gold every day +5 diplomat levels pay 10 gold every set)
Judged or accused (+5 diplomat levels)
-10 courtier right eye hack
Bless self
Duel and rebuke
Lose 1 honor when dropped
DI
Deboost damage on limbs
Effects resist
Mana drain freezes
Forget enc on death
Mushroom ritual and einoin camp abilities
1 int point
6 limited skill points (+Hp mana or honor)(can’t be restored in the encounter)
Can’t prevent breaths and blasts
Stat drains to boosted stats are permanent
________________
SPIREGUARD SEBASTOPOL:
Rafael (Alex) thief 1 assassin 2
Raised by Thieves. (Medium)
You were raised without the use of sound and thus are more silent then others.
Benefits: If you have Hide or Stealth, gain The other and Walk speed stealth
Flaws- if you are damaged while hidden, you die. Cowardly to Law enforcement.
Mod: Hide and Stealth in Sunlight
Flaws: cannot prevent damage while hidden, thin soul from deaths while hidden
Dagdavy (Tao) Paladin 3 lvl 19, 12 divine points
Backstory: Recovering Cultist
* Adept Slay for Angels
* Resistance to Clangedin
* Must kill all down opponents and Aggressive (or frenzy if already) (pact flaws from a broken pact with Clangedin
Mod (divine powered):
* Berserk
* choose flame or necro, deboost damage from that types spells. Alternates to other type each encounter
* Healing from death allures you to the Dagdemar. Clears at end of encounter. When entering combat while allured must declare “for the dagdemar”,
* Incapable of First Aid
TJ:
* Divine: Blessing of Minor Undead (no feeding no thin soul)
* Attended Class or Lecture: Summon the Dead
* Insult deity: Clangeddin and Dagdemar, Resist Clangeddin- so no curse, Gain Party Blessing
* Apprenticed(expanded event): Custom: Triumph: Gain Convoke Av0 Mana Drain for a 20 count (sourced from dagedrask, divine demonic)
Bless Self: When I drop someone, they can choose to pay 2 mana to the Dagdemar. If they don’t, I resist* the next effect that would kill me (charges=rank in Paladin) and they are immune to me while down for the enc. Cannot use this effect against people me or allies heal.
*upgrades to prevent after I get DI
Toby
Jacket Heavypocket
* Level 29 0/4 Theif 5 Master Burgler
* -Backstory:
* 1 mana per encounter: Improved hide & stealth (in sunlight too)
* Instant search.
* Can walk in stealth.
* Flaws
* Inept at lawfulness
* Inept at having trades not be my idea.
* Gnome
* -TJ: 5lvls in Courtier, j I’ll Diplomat, Peacekeeper.
* -Uliana- Logleen Song
* Performing a segment of this song before death acts as hari kiri ritual. The more of the song you sing the More powerful the harikiri. Use of this once.
* Memory share: if you share an in game memory your character has, and the person remembers it then they can describe the feeling of that time, then you can randomly take a stone back from a pull you already did. For each person that recalls the memory
* In encounters at twilight: you can choose one of these two abilities: +1 mana during the twilight hour, or don't drop from mana drain (prevention)
* Custom abilities
* -Armor doesn't have weight when held. (Custom Ability Training with a Brownie)
* -Adept instant unglue loot for armor (Custom Ability Training with a brownie)
* -Unglue/Search Displace. When you use the search or Unglue action you displace. (Apprenticed to a Brownie)
* -Can Grant Children Wishes with ES of Fae. (PD’d and went to the fae realm but got DI back)
* -Can speak fae? (From being in the Fae Realm)
* -Specialization: Master Thief.
Armor Restriction: Half Plate. (Note Theif is still chainmail restriction)
Cost to Join: Unknown (Teacher Chooses: If gold: Minimum 200 GP.)
Requirements: Acquire 1000 gold without using Unglue. Must be Rank 3 Thief. Steal something of worth from the innkeeper or someone of worth.
Flaws: Must have each article of your clothing match with at least 1 other piece, Greedy, Inept at Refusing Job requests, Cannot back out from jobs you have started. Lose 1 skill each rank
Rank 3 In: Metamorph Mouse, Out: Searchables on you are hidden,
Rank 4 In: Silent search & +1 movement speed while hidden. Out: Master Burglar, 20 count Glue ritual (usable twice per encounter)
Rank 5 In: I have got it somewhere in here (Can buy items that are 10 gold or less by spending 10 gold into my pants, only items you would reasonably own), Out: My Pants are Pants of Holding (10 sizes of weight)
Leo Feramus 2 ranger 1 bramble snarl
Animal totem pact:
Can speak to the Bramble-snarl
Forest Hulk: Crouch both hands (in forest only) Gain plus 3 sizes, Brute Form, and Giant Strength.
From now on you’re summoned with the Bramble-snarl and have the same lifespan etc.
Flaws:
Destroy effects on Expanded MA zones body ruin hack.
If you don’t devour 1 size of enemies per mission gain aggressive to tasty things. (If you gain this flaw 10 times see gm it gets worse) (cannot eat plants, constructs, or spectral undead.)
(If you would die instead become a bramble bush with red berries for the mission it is immune to most attacks. (Berries cause charm and evil)
Class for now.
R1
Ins: Expanded Martial Arts. Can devour with hands or feet while down.
Endured limbs sprout vines:
Outs: Devour (can do it when down, but no lunge). Have an “evil” alternate personality
Mod: wild bond (only movement).
Dakota: Garruk Trollkin lvl 35 ⅗ Elf R3 Veteran (custom R3) R3 Ranger (shatter and wild mana)
Mod: +1 Hp (this is from 5 years ago)
Flaws: dropping from Flame spells Body ruin kills me, -15 lvls of courtier, look like a troll. Low int out of combat.
Custom R3 Veteran:
Improved Shield Bash (stationary as brace invoke a shield above your head)
Your next strike does Ub Snare or Ub Knockback
Improvised Armor plating (Ritual Before Encounter)
Uses = rank in veteran of cap damage on any attacks that deal 5 damage or above
Di: 3 stone 34 divine points (from flamingos)
Winged Flight, Immune to damage on one leg if standing on just that leg, Hunter (all scaled creatures)
Flaws: Lose all abilities if not wearing pink, Must have 3 separate articles of clothing Physrepped with flamingos on them, Cannot make bonds (Partner Awaken, Divine Gift, Skillshare, Ect)
TJ Stuff:
Standards From Training:
Weapon mastery and Called magic resistance
Custom from training
Shield Wound (as armor wound but shields) (20 count cooldown unusable on indestructible shields)
Flaws: Items Strapped to your limbs that are destroyed hack you as well.
1 Custom From Expanded Personal Developments:
Benefit: 1 mana per enc Regenerating instead of what i previously had (troll blooded backstory)
Flaw: Inept at healing others, Resist Non regen Healing
Talented in hunter and tracker (+14 in both)
Expanded Events:
Mafia Control:
Gain +5 levels in Innkeeper for the target nation. (Svodlun)
gain Unglue
All your actions are known by the stonehammer mafia, and if you anger them, they may take any GM action against you and your family or friends the GM deems reasonable.
City Jobs Required:
Benefits- +5 levels in Peacekeeper and Trader. +2 sessions(+4 if you are already a Peacekeeper or Trader). You make double pay in town encounters.
Flaws- must spend additional 10 gold per session on help.
Personal Developments or Training:
You have developed new skills or abilities that come with new flaws and have learned to put them to use with all of your other skill and abilities to good effect..
Benefits- Gain one new ability (custom or otherwise) with GM approval.
Flaws- Choose a corresponding Flaw of equal build which you gain as well (with GM approval).
Serious Gambling: Lost 50 gold
Crippling Success!:
You have had more success than most at your projects over this time period and have completed a great deal.
Benefits- You may roll again on any one of the Goals Charts and can improve it by 1 or roll again on that chart the first time for no cost. +2 sessions.
Flaws- For each session you gain beyond the first you must pull for a death.
Rescued Another Player: Bodhi
You were instrumental in saving the life of another PC in your league from certain death. They are eternally grateful to you.
Benefits- +2 sessions to you AND that player. Prevent up to 3 deaths from that player.
Flaws- GM selects the player rescued (or waits to see who must pull for deaths and chooses that player). For each death prevented in this way beyond the first, you must pull for death instead of them. You must be present to prevent these deaths.
Extra Insanities
Love Of Ogres
Love Of Trolls (Tier 2)
Shord Rune Anvil (Trent)
Ranks vettern 3 cloud hammer enchanter 4
Story/lecture ability from this season:
One encounter this season you can gain 5 hp and deal passive boosted
Immune to dark rot - Gained by rolling 01 in encounter filled with dark steel smoke
5-7 - Create a custom ability (as guildmaster skill) and approve it with a GM.
Custom ability: Double blacksmithing level for mastercrafted items
Cloud Hammer Enchanter Rank 4 In: Custom Pact. (Abilities must be item crafting related)
Pact upsides: Choose a magical item you own it gains indestructible (And has the cloud hammer Enchanter rank 4 core ability passively on it), the rest are resistant to destruction
Items you craft gain a chosen standard rank 1 (only 1 can be used per person)
Golem Lore: tells you information about a golem, things that might be triggering it, power sources, flaws it may have, etc.
Pact flaws:
All magic items tier is = to my tier for me
Incapable of using non enchanted armor or weapons I did not make.
Cannot attack golems.
Harold Ritualright (Nick)
Rank 5 Life Mage Priest
Backstory: Hedgewitch
Mod: Do Rituals half time
Flaw: Die if your interrupted
Weird Stuff:
-Stop you Ball - 1 Mana, Snare for Enc. or until they are dropped (Sacrificed Hibernation Shield)
-Can only speak in introductions (Die Chris)
-Encounters at Twilight, Choose ability to gain for the day: +1 Mana or Don’t Drop to mana Drain (Prevention)
-5% spell rolls on cantrips
-One use “Reflect Fey Elder Sorcery” per year
-+1 Mana in Fey Encounter, This mana is immune to mana drain
-Curse: Forced to pay 4 Mana every hour, Spell from Cat Shrine to Fix it: When you are forced to spend mana, regain 4 mana.
Immortality, Lose 5 red stones - Major Divine Favor
TJ Custom Abilities:
“Spell Swap Ritual” - Ritual, 1 mana per change. Change a spell you have for a one of equivalent value (Ball Spells for Ball Spells, Rotators for Rotators) lasts the encounter.
Non-Spirit Divine Enchanting had been checked with chris and reworked during the sword. It's like 3 Paragraphs so if you need it DM Me.
Elder Sorceries:
Elder Sorcery of Life
“I inspire my Beliefs.”
Type: Ritual
Cost: 1 Honor Permanently
Intent: @Level in Priest
Flaw: You are preachy
Elder Sorcery of Life
"My Divinity makes a Barrier of Light that Reduces the damage I take."
Type: Touch (Self), Divine
Cost: 1 Honor Per Use, if you choose to take pacify when cast then this is adept.
Intent: For a 20 Count, Damage I take is Deboosted
Flaw: Damage you deal is 1. While this is active, you take damage as Uncapped.
Elder Sorcery of Life
“I condemn your Beliefs.”
Type: Tag Self, Ball
Cost: None
Intent: 1 Ub Holy Magic Knockback Snare, goin Detect Alignment for dropped person
Flaw: If you find out target is same alignment, take a mana drain
Elder Sorcery of Life
“My divinity makes a shield of light protects my life from ceasing when I am wounded.”
Type: Ritual, Self, Divine
Cost: 1 Honor for the Day
Intent: Resist resist death while down while wielding a shield
Flaw: Killing wounded players kills you, must use a glowing shield.
PALO ALTO DSESNOR:
* Player Name: Kaden Knight
* Beldaine Kidenaur, Rank 3 Paladin.
* Legacy Mod:
* Benefits: Blessing, angelic enough to wear a Seraphim sash
* Flaws: Vulnerable to magic
* Descendant stuff:
* Incapable of being shape-changed
* Cannot become undead
* Pinnacle Lectures:
* Elder Sorcery Creation class: +5% split to categories of your choice (locked once chosen) (+5% to mana), +5 mage levels
* Overlay class: +5% to spells with overlay use (10% for conjured spells), +5% to mana category, gifted spells are fractional one per day, Scholarly discipline
* Permanent Death Lecture: If in an encounter with someone who’s taken morganti-you can choose to be bound to them and gain rebirth and awaken towards them, Once ever, can choose to return random 1d10 stones to death bag.
* Symbiotic Mana conservation lecture: +5% to elder sorceries about Symbiotic Mana conservation, Once per encounter, can tag a willing player and take one of their mana.
* Template: Player Name: Elijah Waters
* Ricardo G Morelli , Rank 6 Rank 2 Paladin Rank 2 Ranger Rank 2 Archer
* Chosen Resistance: Av0
* SWORD Military: Deboost in open zone, train Avoid
* * Template: Player Name: Nicolas Leventopoulos
* When, Rank 4 in Senn’s Magical Hack Mage.
* Mod: +15 levels in peacekeeper, incapable of dealing damage with non-magelore weapons.
* Hack Mage Spells which are unsourced:
* Rank 2:
* Jettison Ball: purple ball spell, 6 mana - 1 per rank in Hack Mage above and including this one (currently 3 mana). Free if it has already been used on that character/being. Instantly teleports target out of the encounter (one move in a random direction).
* Sight Ray: purple ray spell. Gives target scouting and spirit guide, and the ability to see invisible things though this last costs one mana (to the target) and is optional. The effects last a twenty count.
* Reselect: A ritual which gives me the ability to reselect the next time something happens which may have multiple outcomes, such as pulling for death. What exactly can and cannot be reselected is unclear to me, but if I choose to reselect a thing, I must go through with it. For instance, if used on pulling for death, I can, immediately upon pulling it, “reselect” one stone by putting it back in the bag, shaking it, and continuing the pull as if that stone had never been pulled. However, I must reselect one of the stones. This spell has an unspecified cost that it paid later, based on how the spell is used.
* Vibration Healed: A spell which functions exactly like Hibernation Shield, triggering when I am dropped, allowing me to tag players around me, and failing when I am moved, healed, or the encounter ends. Rather than causing target(s) to hibernate, however, it causes them to heal instantly (as awaken) when spoken to or about from one or two feet away or less.
* Rank 3:
* Ceiling Touch: Invoke, it is a touch, self only (for now??), which causes me to ascend instantly to soaring height. Also Life ES Words (as for life mage) and Cure Illnesses ritual.
* Rank 4:
* Wireball, a purple ball, causes the target to take net.
* Self Replicate, a ritual which functions like Self Detonate, triggering on the first Standard Missile Spell cast on me by someone else. It causes me to duplicate: I appear to die, and another, identical and living (though affected by the spell) version of me appears a few feet away. To show this, I call “replicate” when the spell hits me, go out of game briefly, walk a few steps (for a five count) in one direction, and then reappear. The dead copy has no soul, and while holding the exact same items, magical ones don’t work. If, however, after the encounter it is resurrected, it lives as a second copy of me for that day (magic items still don’t do anything). Both copies gain a temporary insanity from this process, not knowing which one is real. At the end of the day, one of them, randomly selected, vanished along with their items. Magic items (usually?) go to the remaining copy. This spell can also be used by each of the copies again, but in the end, only one copy does not vanish.
* Flaw: Incapable of Fireball and Flame Ray
* Pinnacle “Classes on Magical Topics”
* Overlay Studies: Scholarly Discipline, +5% in mana cost rolls for ES creation. + 5% in ES creation for spells using the overlay, or 10% if they are conjures. Use one mana gifted abilities as ½ mana one encounter per day.
* Elder Sorcery Creation: + 5% to be spread out among categories of my choice in ES creation (all used in Flaws, permanent choice). +5 mage levels.
* (Incomplete) Haunting Behaviors: once per day “detect haunt” by touch. Once per day touch a haunt to “applied illusions disbelieve” any aspect of it (disbelieve costing mana as usual). +5% in creating spells regarding haunts.
* Mana Storage and Efficiency: I have mana storing one in myself, I gain +3% on mana in ES creation. +5% on spells related to mana storage etc.
* Elder Sorcery (I gave the card to Chris but will copy the exact text as soon as possible). Had from Hack Mage Rank 2, using Life and Celestial words.
* Player Name: Rebecca Louis Zable
* Lilith Jia Blacklet(The Rosewood Circus Character), Rank 3 thief, Rank 2 Guesswork rouge, Rank 1 Nature mage, Rank 1 Storm mage, Rank 1 EinIon Stage players, Rank 1 Fey Nature Mage.
* Mod: martial arts, but can’t use helms
* Stormwatcher tower dungeonmaker’s class(traps track? I think?)
* Flaw of the class that isn’t phrased as a proper flaw or ability:
* Secret group that does not let others know it exists. Punishable by memory wipe.
* Talented in craft relevant to your studies (area searcher).
* Considered an expert in your field. (Gm may reveal things to you in dungeons that no one else would notice)
* Limited regeneration in dungeons.
* Rosewood Clan(This is a clan that was created through the timejump event causing it to grant extra abilities that the normal one time roll):
* Flaw of the clan:
* must be good to join
* Rank 0: Gifted duel
* Rank 1: lie one mana per encounter
* Rank 2: effects resistance as stormmage ability
* Rank 3: Those who you duel and beat are vulnerable to your conversations (there tradecrafts are level 1 vs you)
* Ability that I gained in the same time jump as the first time I got rosewood clan(I don’t remember how)
* Acrobatics
* Guesswork rouge/Alternate personality skills
* Rank 1:
* Class Clown: choose a class(flame mage). You count as this class while disguised, though any abilities it grants you do nothing
* Cover identity training: limited disguise- 1 individual/identity per rank you are.
* Rank 2:
* Class faking: abilities from this class(flame mage) are now all gifted
* Assumed innocence: as long as you say nothing in game, abilities that detect your motives, alignment, true form, or truth of your actions may read as you wish. You may also choose one sentence per rank that you may use @ level in any mediator trade.
* Stage player:
* Storm: Illusionary field ritual minor illusion control over area equal to mage level(square). Illusions are very convincing. Must be in space or adjacent to control it. Narrate it like a gm.
* Nature: expanded polymorph
* Thief: you are resistant to all thief skills that you have.
* Fey Nature mage: (CHRISTOPHER - no record of these- we will discuss)
* Treemourn: say a full sentence mourning the fact that someone is down, treeform them(ub touch) and gain one tear. Each tear is one pain damage. Five tears can be spent on a rebirth effect that works only on treeformed players(treeform rebirth)
* Impy Ray: Throw a purple packet and call “Impy Ray: You cannot be hidden this encounter”
* Allegorical: If you say, “I am a tree, rustle rustle” silently treeform. If you say, “I am a depressed fae and i am sad”, take pain equal to your level +1 but instant teleport
* Skillier: Once per month: when a dice would be rolled in your out of game vicinity, while you are playing your character, you may have 2 dice be rolled, and pick one to be the outcome.
* DI:
* Items acquired this encounter become hidden when you hide and stay hidden after you unhide
* Weird stuff implied in the discussion of a custom magic item that I have:
* Is able to train others in the “rosewood circus” specialization without having taken it while in possession of the magic item “rosewood circus tent”
* Template: Holden Knight:
* Norin, Rank 4 in Life mage.
* bloodline:
* Incapable of shape change
* Cannot become undead
* 4 honor
* Mod:
* keep old backstory
* Mod Flaw:
* Keep the flaws of old backstory and you do not get a new backstory
* Legacy Mod: Spinning wheel enchanted by Parents:
* After I spend some thing, I can respin it to enhance a physical or metaphysical property
* Item Flaws:
* if I don’t spin stuff I die (Spinning wheel speeds up over time) [I have not been told the specifics of how this works]
* Obsessed with spinning
* Mod Flaws:
* Limbs are fragile, damage hacks them
* You are incapable of receiving compensation for your work.
* You are incapable of being satisfied with your work, and must always begin your next project as an extension of the last (related to something about it that could be better).
* Can only use magic items family has made
* Rank 2 life Es:
* Ritual: “I make rope out of this”
* Intent: changes the shape of Mundane item so that I can spinet into thread (stays for 10 minutes per mana spent)
* Cost: six mana, two for the duration of the project
* Flaws: must spend at least one week spinning item into rope
* Bound to items created with spell
* Items:
* Norrans spider silver mage gauntlets:
* defensive martial arts/av1 (not specified, which one)
* One mana deboost, UB attack hands only
* Usable by mages
* In capable of casting spell stones
* Silver coaster shield:
* Buckler shield
* Grafted silver coaster spell turns the first UB thing that hits it
* Magic net:
* 1item charge*
* *mana payed into this item goes into the item charge
* Must pay one mana to pick up net*
* *represented by using a elder sorcery ray for net
* Hate spears, don’t trust staffs, can’t touch people with spears.
* Red rope:
* + 1 int point for the day
* Must eat a round pastry before using ability
* Lose a random ability when ability is used
* Blue rope:
* pay five mana to the rope, a different person can pull out one mana later
* Random stuff:
* Can gain levels in weaving as a tradecraft (counts as mage levels)
* Trade crafts:
* +2 levels and weaving
* +3 levels and Taylor
* +2 levels in historian
* Pinnacle classes:
* (elder sorcery creation class)
* +5% split to categories of your choice (locked once chosen) (+5% to mana)
* +5 mage levels
* (overlay class)
* 5% to spells with overlay use/10% for conjured spells, + 5% to mana category, gifted spells are fractional one per day
* Scholarly discipline
* (energy efficiency class)
* 3% to mana category
* 5% to spells relating to mana storing or mana utilization
* You count as mana storing 1 (doesn’t stack with wild mana)
* (Symbiotic Mana conservation lecture)
* +5% to elder sorceries about Symbiotic Mana conservation
* Once per encounter, can tag a willing player and take one of their mana.
* Player Name: Ian Loewy:
* Runeald Grumbelo, Rank X in Named Classes Rank 5 Life, , Spec R1 Dual Caster.
* List of Abilities and corresponding flaws.
* Backstory
* Runeweaver: Double Proficient Rituals/Fields. Extra Ritual/Field Elder Sorcery Slot(For each slot you would normally have.)
* Flaws: Can only cast ES through rituals.
* Time Jump’s Social Climber, Insult Nation, Strange Mystery:
* Benefit’s: At lvl courtier and peacekeeper and lie when talking to nobles, 5 lvls in diplomat for Illionas, identify, talented historian
* Flaws: -5 courtier, diplomat when talking to peasants, innate. Banned from Rising Star and will always be killed by them, -1 mana for every event I don’t discuss the mystery with the party.
* Spirit Item
* Have the ability to summon shaman wand like a spirit item, without spirit item flaws. But I always have SHaman wand’s flaws even if it’s not summoned.(Poof’s end of summer)
* Shaman wand:
* Abilities: Mage Lore, Shroud, Medicine Ball Strike for 1 mana
* Flaws: -1 mana if not a mage, tier 2
* ES:1
* OP: 3
* Cost 2 mana
* Delivery:Ritual
* Words: I turn damage from myself to protect life
* Effect: I have Resistance to damage
* While Active I can’t use weapons to do damage deal damage.
* Extra note: This rolled something crazy like a 3 during creation which is why it's on the stronger side.
* ES:2
* OP: 2
* Cost: 3 mana(Payable by other characters)
* Delivery Ritual
* Words: I inspire Valor, Glory, courage and friendship
* Effect: Give an old style blessing effect to the party where they get to pick for free one ability from triumph, resistance to fear effects or partner awaken. The first one they pick for free and if they want a 2nd or 3rd ability from the list each addition cost’s one mana to obtain.
* ES:3
* OP: 4
* Cost: 0 mana
* Delivery: Ritual
* Words: I shield and guard my mind and head
* Effect: I take knock back instead of knockout (this is a prevention) and have resist mental effects until I have taken knock back in an encounter
* Flaw: I am incapable of knockout and incapable of mind control effects
* ES:4
* OP:4
* Cost: 0 mana
* Delivery: Ritual
* Words: When my shield to prevent wounds does not protect my health because of a ward it will gather the damage in an arm or leg of mine
* Effect: I get both withstand and endure but the hack/impale I receive from using it is resistant to healing. After I use withstand or endure I can’t cast spell stones or healing spells for a 20 count. Additionally after I heal someone I receive a healing charge with a max of 3. I can expend a healing charge calling “warded healing charge” to heal a hack or impale I have received from an endure or withstand.
* ES:5
* OP:4
* Words: I guard my life and sustain it by an agreement to defend joy and health as well as heal illness.
* Effect: A spell that I cast once a year that grants me immortality in the non aging way for the year. Divinely powered by Acscepelius. Gives me half access to acepelius’s cure for death in a neutral way by targeting a specially made flask with the elder sorcery as a watered down version of the cure for death that instead of curing death stalls death. I have to drink from this flask every day and then once a year I have to renew the spell. If I don’t have the spelled flask at the end of the day I start aging at a rate of 1 year a day.
* Cost: Cost of 1 crystal flask with etched with the scene of Ascepelius watching a snake and then discovering the herb he used to cheat death, additionally has a caduceus inscribed on top.(Flask = 50g roughly on area) additionally 1 mana for the week after spelling and enchanting the flask to last the year.
* Flaws: Bound to down not dead allies, thin soul, inept at not trying to aid those I perceive as ill or ailing and aggressive towards those causing permanent pain or excessive cruelty. Incapable of killing on the ground. Also have - 3 red stones on a DI.
* Player name: Thunder
* Greg rank X in named classes 2 nature 2 mountain monk
* Backstory: regeneration when on ground
* Flaw don’t cap fire
* DI: when damaged or interrupted on ground call “Elder sorcery of fey nope” then I get up
* Flaw: after getting up must do 2 alternate convokes then do a pose if I do not I lose the ability for encounter
* DI 2nd ability: elder sorcery ray, call: “Elder sorcery of fey i destroy that or you” if ray hits a item or them they can choose for it to kill them or for the item to take unforge if the ray if directly hits them no armor, cloaks etc. they just die
* Flaw: after casting must do 2 alternate convokes and a pose if I do not do this I lose ability for the encounter
Sebastopol Pinnacle Camp
Player: Evan
Character: Scorch: archer 2, wildwood archer 3, wildwood lore 4
Abilities:
* Sired by Elemental: (Medium), Type: flame
* Your father was an elemental from another plane and you have retained some of his abilities.
* Benefits- Roll for mage type. Mana charge: You have 1 extra mana for that type. You are hexproof for that mage type. (i.e Immune to Spells from Enemies.)
* Flaws- Look Partial Humanoid (your skin color is based on your mage type, and your body shape shifts oddly.) Vulnerable to opposing Mage types. -1 mana for opposing mage types
* Mod: Benefit: Immune to natural fire Flaw: freeze effects deal me a damage after
* Special Abilities:
* two disable balls. Disable rays you have are disable balls. flaw: incapable of other missile spells.
* unglue (adept on things that cost 3 gold or less), inept at not looting
* Slippery: Combat shimmering, can remove any constraints on self in a 20 count (being tied up, earthbound, snared, ect), Flaws: Incapable of climbing, worn items you have worn become unglued from you at the end of each mission.
* Two jellyfish light/fire elementals are following me, now with vines attached, can store red and green mana
* Can summon Silver
* Nightmare hunter stuff
* Losing for spec: reflexes, watchman, arcane archery, and crit elite 6
Player name: Leo
Character name: gork shlork
Other features: 2 light jellies, right leg is vulnerable to fae magic, 2 mana undead lore for animals, Prehensile appendage (tail), beserk (negatives = stronk; -1 imp., -2 = giant, -3 = gifted montrs.), Size mimic, wildwood followers and animals can skill share me (includes innate standards)
Mod: nonliving identify (5 / 1 min) 1 mana
Flaw: Incapable of preventing mental effects from items. Vulnerable to sentient items.
Can summon emerald
Nightmare hunter
Magic item abilities, focused towards naturally made items