Post by líng lù-xī on Apr 23, 2017 13:00:19 GMT
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[PTabbedContent][PTab=basics][attr="class","inventoryicon"] | [attr="class","inventoryname"] LING'S INVENTORY [attr="class","inventoryname2"] jester's den |
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[attr="class","inventorynumbcont"] [attr="class","inventorynumb"] 4 [attr="class","inventorynumbtext"]missions | [attr="class","inventorynumbcont"] [attr="class","inventorynumb"] 2 [attr="class","inventorynumbtext"]quests | [attr="class","inventorynumbcont"] [attr="class","inventorynumb"] 46 [attr="class","inventorynumbtext"]items |
[attr="class","inventoryaff"] runescripting | [attr="class","inventoryaff"] natural divination |
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valkea
valkea
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vulpes vulpes bangsi | earth | fëandekáto sujelja
vulpes vulpes bangsi | earth | fëandekáto sujelja
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Though his true form is big enough for Ling to ride on if she wanted, Valkea most often appears as a small fox with pure white fur save for the black fur on his legs and tail-tip, and the circular red marking on his forehead. Long and sleek, Valkea is built for speed and evasion, though he is not afraid to launch himself at an intruder and bite with his sharp, sharp teeth. Usually a calm, unruffled being, he has a protective steak a mile wide and will do anything he can to prevent Ling from being hurt.
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He is often a prevailing voice of logic and reason whenever Ling gets too excited, and spends much of his time exasperatedly trying to get Ling to pull her head out of her runes and go eat. At heart, Valkea is as fascinated with runes as Ling is, and will often curl up next to her as Ling reads her theories out aloud to him.
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He prefers to stay materialised far more often than most familiars - it is rare to see Ling without Valkea sitting on her shoulder or trailing somewhere behind. He loves to take naps, laze around in the sunlight, and sometimes seems to act more cat than foxlike, though suggesting such a thing is just asking to get bitten.
Though his true form is big enough for Ling to ride on if she wanted, Valkea most often appears as a small fox with pure white fur save for the black fur on his legs and tail-tip, and the circular red marking on his forehead. Long and sleek, Valkea is built for speed and evasion, though he is not afraid to launch himself at an intruder and bite with his sharp, sharp teeth. Usually a calm, unruffled being, he has a protective steak a mile wide and will do anything he can to prevent Ling from being hurt.
[break][break]
He is often a prevailing voice of logic and reason whenever Ling gets too excited, and spends much of his time exasperatedly trying to get Ling to pull her head out of her runes and go eat. At heart, Valkea is as fascinated with runes as Ling is, and will often curl up next to her as Ling reads her theories out aloud to him.
[break][break]
He prefers to stay materialised far more often than most familiars - it is rare to see Ling without Valkea sitting on her shoulder or trailing somewhere behind. He loves to take naps, laze around in the sunlight, and sometimes seems to act more cat than foxlike, though suggesting such a thing is just asking to get bitten.
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[/PTab][PTab=affinity][attr="class","inventoryheading"]techniques
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[attr="class","stafftempitem"]Technique: Earth Dragon Bullet[break] A rocky dragon is created from the earth and subsequently launched at a target at high speeds. The size of the dragon and the speed at which it travels is determined by a user's experience and rank. Skilled practitioners will be able to control the movement of the dragon even after it has been launched. | |
[attr="class","stafftempitem"]TECHNIQUE: EARTH SHOWER[break] The witch can now create a storm of rocks to attack enemies from all directions, though the size of the rocks and the speed at which they travel are determined by a witch’s rank. | |
[attr="class","stafftempitem"]TECHNIQUE: LIFT[break] The most simple of techniques, creation is the ability to lift off chunks of earth. This enables the witch and the familiar to create balls of rock and soil to lob at the enemy. This technique grows in strength with the witch, meaning a fledgling might not be able to do much…. | |
[attr="class","stafftempitem"]Technique: Fortress[break] The witch can now summon a thick wall of rock to easily shield them from oncoming attacks from a given direction. Of all elemental defenses, this one is most pesky to get past, but can be blasted away with enough effort, or moved around if the placement is not good enough. | |
[attr="class","stafftempitem"]TECHNIQUE: RUPTURE[break] The witch can now summon cracks along the ground. They cracks appear at a slowed rate, and must always begin from the caster. So enemies further away will likely be able to avoid the attack. However, it still works well with dispersing the enemy. | |
[attr="class","stafftempitem"] TECHNIQUE: SPEARS[break] The witch manipulates the rock underneath the target and pulls from it stone spears, skewering the target and effectively holding them still for a time. Less experienced witches can't create many spears or even detach them from the main stone body, but highly skilled witches can create multiple spears, detach them, refine them, and even chase the target with them. | |
[attr="class","stafftempitem"] TECHNIQUE: STANCE SHIFT[break] Another simplistic technique, this allows the witch to slightly modify the ground, creating snags or small cracks to trip the enemy or create moderately unfavorable terrain. As the witch’s rank increases, though, the depth and severity of these snags also increase with masters being able to create miniature plateaus and craters. |
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general scrolls
general scrolls
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[attr="class","stafftempitem"] GENERAL: BLINKING SCROLL[break] The first entry in a scroll on how to vanish, taken from a light grimoire written by one of the oldest and most renowned witches, Lunella Lacehart. A witch that possess its knowledge will vanish in a burst of oddly colored smoke, only to quickly reappear within a small radius from where the spell was used, barring areas the witch can’t see (i.e beyond walls). It uses up the mana of the witch instead of altering mana. | |
[attr="class","stafftempitem"]GENERAL: EPISKEY[break] A basic scroll that heals most minor injuries, such as small cuts and bruises, though effectiveness is increased when cast by stronger witches. | |
[attr="class","stafftempitem"]General: Illumination[break] Inscribed in this scroll are directions for creating a source of light. Witches can brighten rooms and people, as well as make special effects such as a flare or spotlight, making it a popular scroll in the entertainment sector. The illumination isn’t from fire or from actual light-manipulation, but rather from magical enhancement of the mana. | |
[attr="class","stafftempitem"] GENERAL: REPARIO[break] A basic scroll that mends broken objects. | |
[attr="class","stafftempitem"] GENERAL: SCROLL OF THE SENSES[break] This scroll allows the witch to temporarily share in their familiar's sensory input, including but not limited to sight, smell, taste, touch, and hearing. Fledglings may only be able to access one of their familiar's senses at a time, and only for a short time, but masters can all but experience the world through their familiar. | |
[attr="class","stafftempitem"]GENERAL: SCROLL OF THE SWITCH[break] A very simple scroll that almost every witch possesses the knowledge of. It allows the witch and the familiar to switch places at any time or distance from each other. However, sudden switches can leave an inexperienced witch feeling dizzy or disoriented. | |
[attr="class","stafftempitem"] GENERAL: TELEKINESIS[break] The witch can move around objects at their leisure- it’s not intended for offensive use as it’s difficult to make the objects go at high speeds. It’s also mentally exhausting for beginner witches as it requires quite a bit of focus to maintain. It’s generally used to lift objects off the ground or subtly in sleight of hand. | |
[attr="class","stafftempitem"]General: Unjinxer[break] This scroll allows the witch to remove effects of extremely basic enchantments and most general scrolls. It’s useful to know, but is quite situational. It applies the knowledge of both enchantment and purification in a more generalized manner but it can be assumed that beginners without either affinity may find it difficult to learn. | |
[attr="class","stafftempitem"]GENERAL: WINGARDIUM LEVIOSA[break] This scroll allows the user to force anything into flight, provided it isn’t extremely heavy. It sometimes malfunctions against living beings, but it is easy to counter-spell in case things get out of hand. | |
[attr="class","stafftempitem"] GENERAL: WITCH’S INTUITION[break] The user must close their eyes to activate this, and it requires a full five seconds of concentration before all magical presences in the area are revealed. The more powerful the presence, the easier it is to sense. It also enables the witch to sense nearby monsters and magical objects. May not work on witches using a CLOAKING SCROLL. | |
[attr="class","stafftempitem"]GENERAL SKILL: solid flight[break] This character is a skilled flier on their broomstick - they can get curves and do maneuvers the average witch would not want to attempt at all. It’s likely that they will fly higher and faster than the competition, and they have improved spatial awareness and dexterity in all things. They’re still ways to go before becoming an ace, but they’re on the path! This counts as an item. |
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runescripting
runescripting
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[attr="class","stafftempitem"]BARRIERS [break] A scroll detailing common runes and the linkages of basic barriers. Though novice runescripters are limited to the rudimentary arrays described in the scroll, more advanced runescripters can begin to build upon these basics and modify them to suit their needs. | |
[attr="class","stafftempitem"]EXPLOSIVE ARRAYS[break] An explosive array does exactly as its name suggests: it explodes. The standardised explosive array causes a small-to-medium explosion around five seconds after mana has been channelled into the array to active it. Runescripters, however, almost always prefer to modify the standard array or design their own type of explosive array due to the limitations of the standardised ones - they can play around with elements such as a shortened/lengthened countdown, keying the explosion to a specific person, keying the explosion to happen upon impact, modifying it for smaller/bigger explosions, etc - the possibilities are limited only by the creativity and the skill of the witch. | |
[attr="class","stafftempitem"] RUNIC ENHANCEMENT #1 ACTIVATION ENHANCES[break] To be applied to living or magical beings, runic enhancement can be done through method of temporary ink, or by carrying sheets/carvings of specific runes. Once written, they can be activated by the scriptor to begin the enhancement. The enhancement depends on the runes used, but is generally temporary and rapidly loses potency. | |
[attr="class","stafftempitem"] RUNIC TALISMANS[break] A guide to creating runic talismans. Talismans do not have to be protective - they can bring about malicious effects too, or other effects depending on the runes involved. Beginners will only be able to cause very basic, almost negligible effects; further practice and modification can result in much more powerful effects. | |
[attr="class","stafftempitem"]Storage Arrays[break] Perhaps one of, if not the most useful types runic arrays to have been invented, a storage array essentially creates a pocket space where objects can be stored, and also acts as a key to 'unlock' the pocket space to retrieve said items. The standardised storage array - which is generally the only storage array that can be bought and used by non-runescripters - can only store a limited amount of objects and is activated via channeling of mana through the array; the pocket space is specifically keyed into the array, meaning that each array creates its own separate pocket space, and if said array is destroyed, there is almost no way of retrieving the stored items. Runescripters, however, almost always prefer to design their own type of storage array due to the limitations of the standardised ones, and can play around with elements like expanding the pocket space, recalling specific items as opposed to everything in the pocket space, keying the space to specific people, creating separate unique keys so that items can be retrieved even if the storage array is destroyed, etc - dependent on experience and creativity of course. | |
[attr="class","stafftempitem"]100 MOST USEFUL RUNES, SCROLL #2: URUZ[break] Uruz, meaning 'Aurochs', commonly called the 'healing rune' or the 'life rune', is associated with vitality, strength, physicality, healing, and life force. It is typically included in arrays centered around healing, arrays affecting the body or 'life force', or giving life and strength, and is also excellent as a supporting rune for boosting the effects of other focus runes. By itself, its most common usage lies in the healing, or speeding up of healing, of wounds - the most commonly used method being to draw an array in blood over the wound, or to inscribe the array on bandages which are then wrapped around the wound, though of course there are other methods. Another usage, though somewhat less popular, is to give someone a boost in energy or vitality. | |
[attr="class","stafftempitem"]AN IN-DEPTH LOOK, SCROLL #2: URUZ[break] Though Uruz does not have a standout secondary definition, the secondary association of physical strength and speed, power, force, stamina, and ferocity is distinct enough from it's primary associations to warrant a separate inclusion. The verse for this association is 'the aurochs is proud and has great horns; / it is a very savage beast and fights with its horns; / a great ranger of the moors, / it is a creature of mettle'. This secondary connotation is typically included in offensive arrays, arrays centered around the body, and augmenting the physical/material. By itself, its most common usage lies in a boost of physical strength, speed, stamina, or fertility. | |
[attr="class","stafftempitem"]100 MOST USEFUL RUNES, SCROLL #4: ANSUZ[break] Part of the '100 Most Useful Runes' grimoire, it is an ancient but still highly applicable scrollbook about the most useful focus runes that every runescripter is encouraged to read, if not memorise. Ansuz, meaning 'God', is commonly called the 'revealing rune', associated with vision, communication, insight, knowledge, and truth. It is typically included in arrays centred around the breaking of spells, the compelling of truth, or the focusing of clarity. By itself, its most common usage lies in the dispelling illusions or enchantments. | |
[attr="class","stafftempitem"]AN IN-DEPTH LOOK, SCROLL #4: ANSUZ[break] One the secondary meanings of Ansuz is 'mouth', with the verse 'the Mouth is the source of every speech / the mainstay of wisdom / and solace of sages / and the happiness and hope of every eorl' associated with it. This secondary meaning is commonly associated with creativity, happiness, naming, blessings and curses, and fluidity, and is typically included as a supporting rune in long-term active arrays. By itself, its most common usage lies in temporary curses or blessings, or a temporary boost in emotion (usually happiness). | |
[attr="class","stafftempitem"]100 MOST USEFUL RUNES, SCROLL #6: KENAZ[break] Kenaz, meaning 'Torch', is commonly called the 'illumination rune' or the 'beacon rune', associated with fire, light, vision, revelation, and enlightenment, with the verse 'the torch is known to every living man by its pale, bright flame; / it always burns where princes sit within'. It is typically included in arrays centred around fire and light, homing beacons, or protection from manipulation. By itself, its most common usage lies in the creating a small flame or flare of light. More experienced runescripters can learn to direct, shape and manipulate the flame/light produced. | |
[attr="class","stafftempitem"]AN IN-DEPTH LOOK, SCROLL #6: KENAZ[break] One of the secondary meanings of Kenaz is 'Ulcer', with the verse 'disease fatal to children / and painful spot / and abode of mortification' associated with it. This secondary meaning is commonly associated with sickness, decay, disease, wounds, and disintegration, and is typically included in active offensive runic arrays. By itself, its most common usage lies in weakening something, or worsening an illness/condition. |
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natural divination
natural divination
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[attr="class","stafftempitem"] AURA READING[break] The seer is able to see the general nature and current disposition of a person. Auras of witches are often shaped like their familiar, and can be easily misinterpreted by fledgling seers. | |
[attr="class","stafftempitem"] DREAMSHAPING[break] A dream or nightmare concocted in the mind of a seer can be forced onto sleeping targets. This can be used in conjunction with the dreamwalking skill for the seer to both observe and control a dream. Typically, the effects of this scroll need to be administered by touch. Depending on the target’s frame of mind, the dream may alter its original course. This is especially the case with novices that are unable to create “thoroughly mapped” dreams. | |
[attr="class","stafftempitem"] ELEMENTS OF INSIGHT, FIRE[break] Fire is a fickle element to scry with. It picks up on your emotion and taints the images in that way-- it often shows outcomes that involve people and their desires and does not like to be used to scry realistic things or things that are too mundane. It prefers being used to scry for future or past events. | |
[attr="class","stafftempitem"] TELEPATHY[break] By forming a mental link with another, the seer and another can communicate wordlessly, and even exchange ideas and memories. The distance between the two individuals which can be reached while maintaining the mental link increases with the experience of the seer. | |
[attr="class","stafftempitem"] THIRD EYE[break] The seer is able see a second or two into the future for an extended period of time. This allows them to dodge unexpected dangers right before they happen. This sight may actually hinder inexperienced seers, since the overlapping visions are difficult to differentiate between. | |
[attr="class","stafftempitem"]TRUESIGHT VOL 1.[break] This scroll series trains a seer’s eye-- it is not uncommon for a seer’s pupils to alter or lose colours entirely when using these scrolls. The first volume allows the seer to see astral projections or other kinds of spirits and energy such as ghosts. Advanced seers will also be able to see non-summoned familiars if they concentrate on the witch for long enough. | |
[attr="class","stafftempitem"] TRUESIGHT VOL 3.[break] This scroll enables the seer to see the original form of a transfigured object or person. It is not passive, however, and must be consciously performed (ie. the seer would need to activate this sight). | |
[attr="class","stafftempitem"] DIVINING SKILL: GOD’S EYES[break] All truesight scrolls of the seer now become passive and can be used as a single item, “truesight.” This skill also counts as an item. |
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[/PTab][PTab=threads][attr="class","inventoryheading"]misc
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[attr="class","stafftempitem"]WITCH LICENSE [break]Your official, government approved permit that allows you to practice magic under a coven. Be careful not to get it lost or stolen. | |
[attr="class","stafftempitem"]GOLDEN BELL [break]A small, golden bell that appears to have been taken from a fool’s cap. This object was given upon being accepted into Jester's Den. Though it seems like a simple keepsake, this item will serve as your character’s lifeline in the face of imminent peril. When the bearer’s mana reaches critical levels, all items made similarly will begin to glow as a mass signal is sent to witches of your coven, allowing them to come to your aid should anything happen. May be used once to escape death. | |
[attr="class","stafftempitem"] FOOL'S CREST[break] A crest certifying that this character is a recognized and approved Adept of the Jester's Den. Recently ranked witches are given this the next time they visit the Jesters' base of operations. An individual with this crest has the right to office(s) in the Sun Cafe, and are granted access to the cafe's middle floors, which feature a cozy library (containing Adept-appropriate knowledge, of course). | |
[attr="class","stafftempitem"] APHRODITE’S DUST (1x) A potion that enhances the beauty of the user, making them radiate a magical and gorgeous aura. Unfortunately, it also makes monsters highly attracted to the witch. (The vial contains enough of this potion for 1 use) | |
[attr="class","stafftempitem"] Application Edit[break] Changes to your character’s application, including changes to traits and addition to history. May also be earned after quest completion. | |
[attr="class","stafftempitem"] BASIC WAND[break] A basic wand of the M.A.G.I. brand. It is lightweight and easy to use, made for general purposes. It helps focus spells but is general weak and breaks easily. Required to partake in duels. | |
[attr="class","stafftempitem"] DUELING WAND[break] A premium wand of the M.A.G.I. brand. It is lightweight and easy to use, made primarily for duelists. It is especially good at focusing and accelerating targeted spells, but less effective at grander, area of effect types of spells. It does not break very easily. Can be used to partake in duels. | |
[attr="class","stafftempitem"]Comet 180[break] A durable, speedy and sleek broomstick. It is likely not to break or be easily damaged, and flies at high speeds. It has quite the “mind of it’s own” as usual for high-end broomsticks, and can be difficult to control for beginner witches. It comes in Astral (blue) and Nova (red) variants. | |
[attr="class","stafftempitem"]CRYSTAL RUNE[break] A crystal-clear rune which grants the user some resistance to wind-based attacks. | |
[attr="class","stafftempitem"] EVERHART’S ELIXIRS #2: FLASK OF ENDURANCE (x1)[break] When ingested by the witch, it enhances their overall pain tolerance considerably, pushing themselves to perform feats otherwise thought of as unlikely. Like with the rest, caution is advised when using this: while the witch may not feel the strain of pushing themselves that far, they are likely to feel its effects as soon as the elixir wears off. Inexperienced witches typically injure themselves far more than experienced users who know where their limits are. (this potions contains enough for 1 use) | |
[attr="class","stafftempitem"] EVERHART’S ELIXIRS #6: FLASK OF FLAME (x1)[break] This particular recipe almost didn’t make it to publication. When ingested, this allows the witch to encase themselves in flames that hover an inch or two off their skin momentarily before dissipating, typically for defensive purposes. Inexperienced users typically have poor control over the flames and are limited to their hands at most, whereas some experienced users have been known to almost completely cloak themselves in a fiery armor. It exists only for short bursts, enough to deter or deflect an attack, though prolonged usage will likely harm the witch themselves. (this potions contains enough for 1 use) | |
[attr="class","stafftempitem"]FLAW FINDER[break] Named after the theoretical Puck’s Flaw, this one-time use talisman can sense illusions and dispel them immediately. To activate, it must be touched - this prevents it from accidentally going off with jokester friends nearby. | |
[attr="class","stafftempitem"] NATURAL DIVINER[break] Enables your character to be a natural-born seer, a one-in-ten thousand chance. Natural born seers have access to all scrolls and prophecies as well. Divination can still take shape as their second or first affinity on a case by case basis. | |
[attr="class","stafftempitem"] PRANKS FOR DUMMIES - MATTEO STYLE: FLASHBANG (x1)[break] Created by Matteo Garcia, this mini journal/handbook is a collection of machine ideas more suited towards pranking - with possibilities of being used in battle, however unlikely that may be. This blueprint shows how to make a device which releases a pulse of light, enough to blind anyone who looks at it. The item is encased in wax paper, making it look much like a candy in a wrapper. Don't eat it. When thrown on the ground or another solid surface, the object will make a loud bang noise as well as release a burst of light enough to blind someone for a short while. (this set contains 1 flashbang) | |
[attr="class","stafftempitem"]RIBBON[break] A pretty ribbon for a pretty witch! ( Let's be real, all you Sundial folk are too pretty for your own good. ) This gift comes with an attached note![break]---[break] You're beautiful, never doubt that. You'll go long ways, even if we're not following the same path. take care. | |
[attr="class","stafftempitem"]AEP PARTICIPANT: GALE VALLEY EDTION[break] A badge that certifies participation in Gale Valley's apprentice exchange program. Congratulations! We hope you participate again next year and continue to do so throughout the different courses of the different cities of Salem. |
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missions
missions
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[attr="class","itemcontainer2"]MISSION: WHAT A CAT-ASTROPHE (incomplete)[break] Mrs Heatherfield, regular contractor of the Jester's Den coven, has lost her cat. again. The witches of Jester's Den have been requested to retrieve her cat and deliver it safely back to her owner. The cat is a tortoiseshell with dark, tawny fur and blue eyes, wearing a black collar with Mrs Heatherfield's name engraved on it. Though old and rather fat, the cat is fast and knows many of the best hiding spots in the city. Good luck! |
[attr="class","itemcontainer2"]MISSION: UNKEPT MAZE[break] It is that time of the year again. The House of Khione is looking for two capable mages to do the annual cleaning of our garden maze. Just be careful, our maze is well, a maze, with kinder surprises now and then. Like vines suddenly encircling your foot, or triggers that sprays food color into the air. Nothing too dangerous, we swear. Come at our humble house by 8AM on Sunday if you are interested. |
[attr="class","itemcontainer2"]MISSION: BLAME IT ON THE BUTTERBEER[break] A brand new alchemic solutions shop has started up, but the shopkeeper needs the help of some witches that are trustworthy and crazy enough to give his consumable potions a shot. The effects should mostly be harmless, and the pay is quite good compared to other missions. The witches have been given insurance that medical bills will be taken care of if anything happens. Some of these potions are consumables anyway! Nothing wrong with that, right?? |
[attr="class","itemcontainer2"]MISSION: FROM BENEATH YOU IT DEVOURS[break] An earthquake along the coast and low tide has opened up a cave near the beach long since forgotten. Possibly home to monsters it is unknown. Please investigate. |
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quests
quests
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[attr="class","itemcontainer2"]QUEST: APPRENTICE EXCHANGE PROGRAM[break] It was a rocky ride from start to finish, but your character grew and learned many things during the course. whether bonding with familiars or other witches, they have come out of this stronger. this quest can be added directly to the inventory and submitted for rank ups, provided your character has enough affinity points. |
[attr="class","itemcontainer2"]QUEST: HEAD HELD HIGH[break] she's been in love with runescripting since as far back as she can remember, and she's fought against the marginalisation and patronisation her beloved affinity seems to elicit for about as long too. while she's always held her head high and defended herself and her affinity fiercely, anything repeated over and over again will eventually begin to sink in. but with her recent successes in actively using her runes, she's not only gained some experience in using runes in practice ( and not just in theory ), she's also received awe from her peers for her feats, granting her a sense of validation and confidence in herself that she had not experienced before. |