Post by elih kartal on Apr 23, 2017 13:14:07 GMT
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[PTabbedContent][PTab=basics][attr="class","inventoryicon"] | [attr="class","inventoryname"] ELIH'S INVENTORY [attr="class","inventoryname2"] jester's den |
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[/PTab][PTab=techniques][attr="class","inventorybasics"]
[attr="class","inventorynumbcont"] [attr="class","inventorynumb"] 1 [attr="class","inventorynumbtext"]missions | [attr="class","inventorynumbcont"] [attr="class","inventorynumb"] 2 [attr="class","inventorynumbtext"]quests | [attr="class","inventorynumbcont"] [attr="class","inventorynumb"] 16 [attr="class","inventorynumbtext"]items |
[attr="class","inventoryaff"] illusion | [attr="class","inventoryaff"] locked |
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hamster
hamster
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canis latrans | ice | qui kalzyris
canis latrans | ice | qui kalzyris
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the coyote arrives late to the party, bearing fangs in a canine smile. there is much distinction to be made between qui kalzyris, affectionately 'hamster', and his non-magical coyote counterparts. in his natural state, the pale grey coyote stands no shorter than the average horse, bearing what appears to be a perpetual winter coat. on a typical day, however, he is the size of a diminutive house cat, and takes no small degree of amusement in the confusion it may create.[break][break]
an opportunist at heart, hamster's devil-may-care flippancy rivals his witch's own reckless abandon. one would call it adding fire to fire, but these two are of the persuasion of frigid winter breezes. he is a catalyst, a sardonic motivator who is sometimes a little slow in recognising the limits of elih. yet he does not lack for want of loyalty; after all, the well-being of the witch is undeniably paramount. that being said, there are always attempts to compensate for elih's disinclination towards social situations: friendly and with a fluffy coat that predisposes him towards approachability, hamster isn't beyond striking up conversations for elih, despite the latter's constant pleading for him not to. [break][break]
accessories are minimal for the coyote, save for a thin silver band looped around his neck. upon closer inspection, it bears resemblance to the glitter of frozen lakes, reflecting the odd blues and greens of the coyote's own eyes. his manifestations are commonplace, typically trotting around elih's feet if not scampering off into the near distance on a whim.
the coyote arrives late to the party, bearing fangs in a canine smile. there is much distinction to be made between qui kalzyris, affectionately 'hamster', and his non-magical coyote counterparts. in his natural state, the pale grey coyote stands no shorter than the average horse, bearing what appears to be a perpetual winter coat. on a typical day, however, he is the size of a diminutive house cat, and takes no small degree of amusement in the confusion it may create.[break][break]
an opportunist at heart, hamster's devil-may-care flippancy rivals his witch's own reckless abandon. one would call it adding fire to fire, but these two are of the persuasion of frigid winter breezes. he is a catalyst, a sardonic motivator who is sometimes a little slow in recognising the limits of elih. yet he does not lack for want of loyalty; after all, the well-being of the witch is undeniably paramount. that being said, there are always attempts to compensate for elih's disinclination towards social situations: friendly and with a fluffy coat that predisposes him towards approachability, hamster isn't beyond striking up conversations for elih, despite the latter's constant pleading for him not to. [break][break]
accessories are minimal for the coyote, save for a thin silver band looped around his neck. upon closer inspection, it bears resemblance to the glitter of frozen lakes, reflecting the odd blues and greens of the coyote's own eyes. his manifestations are commonplace, typically trotting around elih's feet if not scampering off into the near distance on a whim.
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[/PTab][PTab=affinity][attr="class","inventoryheading"]techniques
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[attr="class","stafftempitem"]SHARD CREATION 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","stafftempitem"]COOLANT This allows the user to instantly cool the air around them. The degree of the coldness depends on the which, but it has several clevel applications including forcing alertness, or discouraging the enemy. Talented witches have been known to freeze others just by using this technique. |
[attr="class","stafftempitem"]LANCEA this allows the user to create a makeshift polearm out of ice, though typically simplistic in shape for the inexperienced. while easier to wield than a standard spear, the technique does demand a degree of weapon mastery, making it difficult to use but rewarding when mastered. the duration of the technique demands on the strength of the witch; fledglings and apprentices are likely to find their weapons shattering after a few hits. |
[attr="class","stafftempitem"]ICE DOME The user creates a dome of ice that homes in on and traps opponents within. The size and the durability of the dome depends on the skill of the witch - experienced users may be able to target people with great specificity, whereas fledglings are limited in their ability to manipulate their ice. |
[attr="class","stafftempitem"]STORM OF SWALLOWSThe user launches a swarm of ice-needles in the shape of tiny swallows. The amount of needles created and the force at which they are launched depend on the skill and experience of the user; experienced users can also control and change the direction of the needles in mid-air. Masters of this technique may also be able to create and simultaneously control multiple swarms of needles. |
[attr="class","stafftempitem"]SPIKED IN 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. |
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[/PTab][PTab=misc][attr="class","inventoryheading"]
general scrolls
general scrolls
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[attr="class","stafftempitem"]SCROLL OF THE SWITCH A very simple scroll that almost every witch possesses the knowledge of. Its knowledge allows the witch and the familiar to switch places with its master at any time or distance from each other. However, sudden switches can leave an inexperienced witch dizzy or disoriented. |
[attr="class","stafftempitem"]GENERAL: TEAM SPIRIT When multiple witches have access to this skill, they may speak to each other mentally over distances. However, communications lines may get wonky if the distance is stretched too far. |
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illusion
illusion
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[attr="class","stafftempitem"]SCROLL OF VANITY This scroll enables a witch to turn any surface into a mirror, an object commonly associated with illusions. After the witch creates this mirror, they may manipulate its reflections (or rather, illusions) however they wish to confuse or misguide their target, or even attempt to create fear. However, the illusion is only sight-based and any witch that reaches out will quickly find that the illusion is a solid surface. Works best on large walls to truly put up a spectacle. Can also be used on normal mirrors. |
[attr="class","stafftempitem"]NIGHTMARE CHRONICLES SCROLL #2 This scroll gives the witch knowledge on the manipulation of pain. By creating an illusion of a painful event (such as a knife, falling rocks, or others) the witch can inflict however much pain that the victim believes they would feel. It can only be used against up to one opponent, and depends on the psyche of the victim. If the victim is successful in “blocking” the illusion (thinks that they were not harmed by the illusion), they need not feel any pain at all. |
[attr="class","stafftempitem"]ILLUSION: CELESTIAL PHANTASM #1: STARBURST SCROLL This scroll allows the user to conjure an illusion of a galaxy of stars surrounding the target. They can serve to impede someone's vision and confuse their sense of sight, or regale them with a bright, sparkling performance. Skilled witches can amp this spell by expanding each star until it becomes too difficult to look at, making for a flash-bang like effect. |
[attr="class","stafftempitem"]ILLUSION - THE ILLUSIONIST’S NEW HANDBOOK: LUNAR GLAMOUR The ability to appear differently from how one truly looks is one of the first and simplest techniques a new illusionist is taught. From how to change the appearance of one’s hair and the color of one’s tongue to subtle changes in one’s clothing, this scroll puts forth a set of tips and guidelines that ease the procedure even further. It requires consistent focus to maintain. |
[attr="class","stafftempitem"]A SUBTLE TOUCH: SCROLL #13 This illusion shifts the target’s perception of sensory input such that they either start taking in too much, or too little from their senses. Even fledgling illusionists can cause quite a bit of discomfort by making the ambient lighting seem a bit too bright and harsh, or dulling the target’s auditory input - however they usually struggle to affect more than one sense at a time, and their illusions are generally fairly evident to the target. Master illusionists, however, can distort all the target’s senses at once as well as managing a seamless transition between reality and illusion, or incapacitate their targets by overloading their senses. This scroll has also been used by some to benefit their allies instead of harming their enemies. |
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affinity two
affinity two
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[attr="class","itemcontainer"]NOTHING it doesn't look like anything's here...why don't you try ranking up to novice? |
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[/PTab][PTab=threads][attr="class","inventoryheading"]misc
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[attr="class","stafftempitem"]WITCH 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","stafftempitem"]NPC TIE IN -- CAIN DELACOUR 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","stafftempitem"]AEP PARTICIPANT: GALE VALLEY EDTION 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. |
[attr="class","stafftempitem"]GOLDEN BELL 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"]FLAW FINDER 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-- it helps prevent it from accidentally going off with jokester friends nearby. |
[attr="class","stafftempitem"]ECLIPSE LOCK & KEY SET when the lock is locked, it immediately consumes all sources of light in the surrounding area. when opened with its unique key, all light is returned to the way it was, or used to make one super sorce or light as per the user's discretion. consuming powerful light-based attacks may destroy the item itself or prove otherwise hazardous. exercise caution. abuse of this item may result in usage being revoked. |
[attr="class","stafftempitem"]STEADY WAND a well-made wand of the M.A.G.I. brand. it is lightweight and easy to use, made for general purposes. it helps focus spells and adusts easily to the power levels of the witch. it does not break very easily. can be used to partake in duels. |
[attr="class","stafftempitem"]Comet 180 (astral) 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"]GENERAL SKILL: solid aim This character can safely say that their hand-eye co-ordination has improved to a decent margin above the average. Their shots in all things are less likely to miss and have a higher chance of hitting exactly where they were aiming. There are still ways to go before the character becomes a crackshot, though. This counts as an item. |
[attr="class","stafftempitem"](NOT AN ARM) SLING it's a slingshot that always has a small rock or peblle to launch at the ready. often sold in toy shops, it's all the rage with the increasingly violent children of 'this era.' while childish and very weak, sometimes a small rock, a good eye, and a steady hand is all you need to get you through a fix. |
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[/PTab][/PTabbedContent={tabs:side; tabwidth:100;tabvalign:top}][attr="class","inventoryheading"]
missions
missions
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[attr="class","itemcontainer2"]JAZZ HANDS wealthy mr wescott is determined to make his darling amelia's 5th birthday the absolute best. in fact, he's sent out a request for talented illusionists to put on a show! the crowd is buzzing with all the excitement that five-year-olds can muster in their minuscule bodies; everyone is keen to see what they can do. |
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quests
quests
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[attr="class","itemcontainer2"]QUEST: APPRENTICE EXCHANGE PROGRAM 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: EXPLORATION all that pomp and circumstance looked high class from fifty feet away, but from five feet away, you start to think it ought only to be admired from a distance. they dictate, join the helios knights. he tries, fails; so he leaves. one year ago, he walked into the sun cafe, and the world yet muted and dull ( the only splash of colour a beige letter folded neatly in his cardigan sweater, and in trying to mirror the warm smiles of the people around, his cheeks ache with effort ). but slowly, painfully, he begins to talk, to resist the urge to flee immediately and seek refuge at the back of the library. there are encounters with figures from his past and he finds himself oddly resolute in his decision -- he does not quite regret leaving. and slowly, he learns, this might not be so bad after all. |
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[attr="class","lavspectitle"]THE STRATEGIST
[attr="class","lavspec3"]manipulation and misdirection specialist