Post by lynnelia arnett on May 16, 2017 4:28:06 GMT
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[attr="class","inventory"]
[attr="class","invhead"]
[PTabbedContent][PTab=basics][attr="class","invname"]
Lynnelia's Inventory
Lynnelia's Inventory
[attr="class","specialization"]
VALKYRIE
[break]adaptation, turning the odds, destruction
VALKYRIE
[break]adaptation, turning the odds, destruction
[attr="class","elem"]
element
- ice
[attr="class","affi"]
affinity
- summoning
- enchantment
[attr="class","familiar"]
Familiar
[attr="class","scroll"]
[attr="class","item"]
veritas, or medea as most know her, emanates an aura of effortless grace with her sleek, stark white fur accenting her slender form and a piercing, cool gaze. she is, in all respects, very in control of herself, and prides herself on this fact — she is not one to jump at provocation or make haste to take action if she deems such measures to be unnecessary and unworthy of her effort. regardless, medea is capable of great ferocity in battle, and holds no mercy when she is given an objective, be it established by herself or her witch. while this attitude makes her seem cold, medea is in reality a rather warm-hearted individual when she grows fond of someone, and often shows affection toward lynnelia in more private settings. generally, however, she is guarded and defensive when faced with any other than her bonded witch.
[break][break]
the two, very clearly, share a tight bond with one another, less of a master and familiar relationship as it is a genuine love and care between the two. they have grown to understand each other and mold to one another in such a way where they are uncannily synchronized in all aspects, though this isn’t to say they are one in the same — merely strong accents of the other, and they would have it no other way. medea often imparts input on situations and supports lynnelia in any way she can, a way of showing the witch how much she truly cares for her; despite how communicative medea is with her witch, she is not particularly inclined to engage others unless she must, whether this be through need or simply being directly addressed.
[break][break]
while being an inherently nomadic entity, medea treats one thing as her “territory” — lynnelia. because of this, she will instinctively remain close-by when within the same plane of existence, which is often, as medea prefers being out and about. her form is incredibly adaptable in size, capable of reaching four feet in height, as well as being intimidating in its own way. her skin burns with a smoky cloud, akin to the look of snow during a fierce blizzard, with her paws tending to leave icy trails in their wake. this, coupled with her sharp, almost cruel looking eyes and glimmers of what look to be small shards of ice riddling her fur paint her to be an almost ethereal, though evidently dangerous, being.
medea
vulpes lagopus | ice | veritas lator
veritas, or medea as most know her, emanates an aura of effortless grace with her sleek, stark white fur accenting her slender form and a piercing, cool gaze. she is, in all respects, very in control of herself, and prides herself on this fact — she is not one to jump at provocation or make haste to take action if she deems such measures to be unnecessary and unworthy of her effort. regardless, medea is capable of great ferocity in battle, and holds no mercy when she is given an objective, be it established by herself or her witch. while this attitude makes her seem cold, medea is in reality a rather warm-hearted individual when she grows fond of someone, and often shows affection toward lynnelia in more private settings. generally, however, she is guarded and defensive when faced with any other than her bonded witch.
[break][break]
the two, very clearly, share a tight bond with one another, less of a master and familiar relationship as it is a genuine love and care between the two. they have grown to understand each other and mold to one another in such a way where they are uncannily synchronized in all aspects, though this isn’t to say they are one in the same — merely strong accents of the other, and they would have it no other way. medea often imparts input on situations and supports lynnelia in any way she can, a way of showing the witch how much she truly cares for her; despite how communicative medea is with her witch, she is not particularly inclined to engage others unless she must, whether this be through need or simply being directly addressed.
[break][break]
while being an inherently nomadic entity, medea treats one thing as her “territory” — lynnelia. because of this, she will instinctively remain close-by when within the same plane of existence, which is often, as medea prefers being out and about. her form is incredibly adaptable in size, capable of reaching four feet in height, as well as being intimidating in its own way. her skin burns with a smoky cloud, akin to the look of snow during a fierce blizzard, with her paws tending to leave icy trails in their wake. this, coupled with her sharp, almost cruel looking eyes and glimmers of what look to be small shards of ice riddling her fur paint her to be an almost ethereal, though evidently dangerous, being.
[attr="class","permanents"]
[/PTab][PTab=element]Skills & Permanents
[attr="class","scroll"]
[attr="class","item"]
Nothing
It's empty here
This section is for magical permanents, non-magical skills, and NPC Tie ins (basically, any ongoing status that does not need to be explicitly activated that staff might need to know about during a modded event).
[attr="class","fullscroll"]
[/PTab][PTab=affinity][attr="class","scroll"]
Elemental Skills
[attr="class","item"]
Nothing
It's empty here
Elemental skills can be earned all the same ways that an elemental technique can be earned, but there aren't many of them, so it's quite rare to have one!
Ice Techniques
[attr="class","item"]
Shard Creation
ice technique
The most simple of techniques, creation is the ability to create ice shards. This enables the witch and the familiar to attack the enemy. This technique grows in strength with the witch, meaning a fledgling might not be able to do much….
[attr="class","item"]
Skater
ice technique
A witch with this technique can now glide over surface by freezing them as they move. After a short burst of momentum, they can skate across fields. It’s trickier with harsher terrain, and beginners end up falling and hurting themselves. A lot.
[attr="class","item"]
Spiked In
ice technique
By creating spikes across the ground, the witch can create favorable or less favorable terrain for themselves or the enemies, or barricade themselves or others inside a given spot.
[attr="class","item"]
Large Spread
ice technique
This enables the witch to materialize ice over a large distance,making them able to create bridges or pathways in the air.
[attr="class","fullscroll"]
[/PTab][PTab=items][attr="class","scroll"]
Affinity Skills
[attr="class","item"]
Explosive Summons (ADV)
affinity skill - summoning
This enables all summons of the witch to be explosive in nature. The more difficult the summon, the greater the blast radius and damage inflicted. This still counts as an item.
General Scrolls
[attr="class","item"]
Witch's Call
scroll - general
Can be used on any object to instantly draw it towards the witch. Does not work for living beings.
Summoning Scrolls
[attr="class","item"]
Summoner's Scrollbook: Homocast
scroll - summoning
Homocast is the ability to summon the witch’s familiar’s base form. If the familiar was a gigantic goldfish, for example, this scroll would be able to summon an ordinary goldfish. Except, of course, with magical properties. The summoned animal would be able to completely understand and be mostly under the control of the witch and move large distances and carry out different tasks. The duration of the summon depends on the skill of the witch, with fledglings barely managing more than a couple seconds.
[attr="class","item"]
Summoner's Scrollbook: Suicast
scroll - summoning
Suicast is a summon in which the witch can summon a shadowy, wispy version of themselves. An animalistic clone that can understand only simple directions. This summon is not very durable or reliable, however. When used by skilled witches, the summoned creature can be capable of magic and attacks, and duration increases.
[attr="class","item"]
DEADRIC SUMMONING: AIR ATRONACH
scroll - summoning
an atronach, in general, is a being made of a single, pure, substance. they are made up of what would normally be inanimate material, and they appear to be humanoid in form. atronachs generally move by walking or hovering. they are believed to be moderately intelligent and act as bodyguards for the summoners who conjure them. they are known mostly for use in battle where they attack their summoners enemies, but are relatively docile when there is no one who is an immediate threat. because of this, there is a large debate on whether or not atronachs can be used in studies. air atronachs are composed of pure air and stone, and are a fan of air based attacks and even steam based attacks. their favorite attacks involve bursts if scalding hot steam. they are rather docile, but curious by nature, and have a tendency to wander. they can survive upwards to an hour because they actively try not to make a strain on their summoner.
[attr="class","item"]
DIVINE INVOCATION, VOLUME 1: SELENITY’S MERCY (ADV)
scroll - summoning
By summoning an aspect of the moon deity Selenity, the caster summons a silver-white light around their hands that can heal physical wounds through contact. Beginner summoners will only be able to heal minor wounds such as cuts and bruises - though they can still ease the pain of more major wounds - but masters of this spell are said to be able to bring back someone from the brink of death. Regardless of rank, it is consistent that the more serious the wound, the more mana is expended.
[attr="class","item"]
SKYWARD SUMMONING: WINGS OF AN ANGEL
scroll - summoning
The caster summons a pair of giant luminous wings that grants the witch the power of flight. Fledgling witches will find it difficult to both maintain the wings for any amount of time and to maneuver with them, but experienced summoners may well seem like they were born to take to the air. The wings are incorporeal and offer no defensive benefits.
[attr="class","item"]
CASTER’S SCROLLS, VOLUME 1: SCROLL 6
scroll - summoning
By designating a target area, the witch can summon a thick mist that obscures one’s view and muffles the senses, the of which covered and the thickness therein dependent on the skill of the witch.This scroll is best used outside, and water natured witches will find much greater ease in its execution. As with all summoning, it uses up the mana of the witch.
[attr="class","item"]
SUMMONING SPIRITS: ICE SPRITE
scroll - summoning SYN Can synthesize as LIMITED USE items
This scroll allows the caster to summon an elemental sprite into the physical plane. Sprites are the weakest spirits of their element, mere infants compared to their powerful counterparts, however that means they are much more happy to be summoned for ‘trivial’ tasks - they generally take the form of small humanoid figures formed of their element, and are capable of flight. They are intelligent and sentient, but though they understand human speech, they cannot speak themselves. Once summoned, they are able to maintain themselves with no additional drain on the mana of the summoner unless they exhaust the mana they themselves possess by using techniques. Sprites generally have very little mana and can only manage a few weak techniques before needing to leave the physical plane. Ice sprites are the prettiest of all the sprites; they share in their water cousins’ calm natures, but also appear to be quite creative and are the most eager to interact with other sentients. Ice sprites are excellent companions, and are also generally quite skilled in tasks requiring creation (which include barriers and shields, if they are to be in combat). Ice sprites dislike being summoned in hot temperatures.
[attr="class","item"]
MATERIAL SUMMONING: ARMOR
scroll - summoning
This scroll allows the caster to summon any wearable armor they can visualise - the more the summoner is familiar with the armor (not simply appearance, but also of balance, weight, material, etc), the more effective the summoning will be. This scroll is harder than it may seem due to the fact that summoners need to know how the armor works before they are able to summon it. Many summoners circumvent this requirement by summoning single pieces of armor - such as a chestplate, or a chainmail shirt. Fledgling summoners tend to find their armor is of low quality, and may break or vanish upon being hit. Masters of this scroll can maintain and reinforce their armor with mana so that they can repair themselves after being damaged.
[attr="class","item"]
SUMMONER’S SCROLLBOOK: HETEROCAST
Scroll - Summoning
This scroll enables the witch to create small terrestrial animals like snakes, rodents, rabbits, turtles, dogs, cats, etc out of thin air. The summons can fulfill minor directives and are capable of all the things their animals would be able to do, and are mostly under the witch’s control.
Enchantment Scrolls
[attr="class","item"]
Mirror Linking
scroll - enchantment SYN Can synthesize as REUSABLE items
This scroll teaches the witch how to enchant a pair of mirrors to create a two-way communication device. The reflection of one mirror is shown on the surface of the other, and vice versa, allowing communication between them. The distance for which they are effective is determined by the strength of the witch who created them.
[attr="class","item"]
ELUVIAN MIRRORS
Scroll - Enchantment SYN Can synthesize as REUSABLE items
By magically linking two mirrors together, the witch is able to create a two-way portal which other witches can walk through. When touching the surface of the mirror, its sheer surface takes on a liquid-like consistency which can be traversed. These are common methods of transportation in Salem's main cities, but less common in less populated areas due to the logistics of maintaining a large, fragile mirror.
[attr="class","fullscroll"]
[/PTab][PTab=Quests][attr="class","scroll"]
Documentation
[attr="class","item"]
WITCH LICENSE
PERMIT - BASIC LICENSE
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","item"]
VOID RING
COVEN CREST - LEVIATHAN FLEDGLING (USED)
A simple, blank ring whose inside reads Si vis pacem, para bellum. This object was given upon being accepted into Coven Leviathan. 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.
Reusable Items
[attr="class","item"]
REMEMBRANCE CHEST
Enchanted Box
A small-to-medium sized box that opens at the touch of its owner. It cannot be opened by any other means other than the touch whoever first touched it. Useful for carrying valuables...or leverage.
Limited Use Items
[attr="class","item"]
SUMMONING SPIRITS: ICE SPRITE
LIMITED USE ITEM - ACOLYTE - 1 USE
Enclosed in the envelope is a single summoning crystal, ice cold and bright. Ice sprites are the prettiest of all the sprites; they share in their water cousins’ calm natures, but also appear to be quite creative and are the most eager to interact with other sentients. Ice sprites are excellent companions, and are also generally quite skilled in tasks requiring creation (which include barriers and shields, if they are to be in combat). Ice sprites dislike being summoned in hot temperatures.
Miscellaneous
[attr="class","item"]
MYSTERIOUS FRAGMENT A
major event item
an odd, broken fragment of something that wound up in your possession after the nightmare. an antique collector or hell even kiki will pay a hefty amount for this, but you are inexplicably attracted to it. it feels like magic is radiating off from its core. could this be a piece of something else?
[attr="class","item"]
NPC TIE IN (TBD)
TBD - NOT YET REDEEMED
this item allows a pre-existing character or a new character to have a specified tie or bond with an NPC including distant familial ties, offical or unofficial mentorships, in-depth previous encounters, etc. in addition, for every other quest completed by the character they may thread with the specified NPC free of cost. The member may select who to give the item to upon obtaining it, but once used it can not be transferred or sold. Bonds should be discussed with staff as some NPCs may not be available for certain ties.
[attr="class","fullscroll"]
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Quests
[attr="class","item"]
THE DEMON'S NIGHTMARE
major site event
your character has had their first brush with their own mortality- they have come to realize the threat of death and the dangers of magic. perhaps this has brought them closer to or further from their coven mates. whatever it is, this harrowing encounter has left a mark on your character