☠ Guild Property☠
Guild Perks:
Perks are the result of player abilities and are effects that can benefit other guild members.
- Spoiler:
The Pact: The source of the majority of these perks. The Pact is the contract all members must sign in order to join. In signing, they accept a binding seal that ties them to the guild and gives them their "Guild Tattoo" Which is actually the mark of this pact itself. The terms of individual's pacts can be renegotiated in time, allowing more to be granted by the Pact and so on. But the standard pact to join dictates the following:
• You cannot act against the interests of Grim Heresy. (You cannot intentionally sabotage missions or plots. You cannot attempt to harm the guild as a whole or guild property, more than the usual rough housing.)
• You cannot divulge secrets of Grim Heresy. (You cannot tell or show someone where to find the Guild Hall, who members are, or any information about them unless permitted.)
• You cannot deny direct commands from a superior authority. You can, however, refute/question them, or report to that said superior authority's own superior authorities with concerns.
• Your soul belongs to Eris, the guild master. Meaning if you should die, you are contained in Eris's underworld/afterlife allowing her to easily resurrect you, and no other entities can claim your soul unless this contract is broken. OPTIONALLY: This can make the player character undead at their discretion. Unless an ability is dedicated to it however this is just cosmetic and a technicality.
• This contract can be willfully broken at any time. To do so is an exertion of willpower and almost difficult to do. Not something to do casually and certainly not by accident. Once that exertion is broken through, the contract breaks... And the individual in question loses all memory of Grim Heresy and all benefits gained from the contract. They are, however, now free. The Guild Mark vanishing from their body and their soul returning. Grim Heresy may hunt them down from then on, or kill them on the spot. This is situational. The broken contract already will usually make them not a direct threat to the secrecy of the guild or so on. It depends on their actions. It may be harsh to be hunted down by an organization you don't know anything about or know what you did.
Various terms and conditions can be altered and tailored to what is at hand. Generally however without what is shown here, you would be too much of a liability to involve in major guild activities and a security risk.
The Pact supersedes all other forms of oaths and promises. Other oaths or control effects that would attempt to make them break or go against the pact are negated unless of equal rank to Eris, the source of the Pact. In which case both effects negate one another temporarily alerting all parties relevant to some sort of breach.
Because of the nature of the Pact and how its mark serves as the "Guild Tattoo", it can be hidden or displayed at leisure. Fading or reappearing on their body. They can pass full body inspections without worry. It cannot be forcibly revealed/detected against their will.
NOTE: This Pact effects the OOC as a deal, by joining Grim Heresy you agree that you will not "Guild Hop". Once in, you're in, and cannot abandon the guild without a significant IC plot and reason to do so. This has less to do with trying to retain people, but everything to do with defending the In-Character themes and nature.
Prayer / Call Master: Any member of Grim Heresy and affiliates can say the guild master's name three times, and she will be able to offer her direct support, or send reinforcements your way. This is not an official "Guild Perk" but a perk anyone in the guild can benefit from.
Alternatively, this can just be used to ask for a portal to somewhere. To avoid annoying the Guild Master, do try to not abuse it. Consider it similar to radioing into HQ for air support or an air lift.
Pact Bond: Guild members are able to automatically sense other guild members and individuals baring the mark of Eris's contract unless otherwise noted. This works on sight, but can also infuse their aura, so if a member can sense another member's aura they could sense the mark itself as well.
Master's Touch: Guild Members can benefit greatly from their Guild Master's power. Eris can serve as an IC excuse for any change in appearance as Eris is very capable of remaking the bodies of those who follow her. If one body becomes compromised, or you simply desire another, all can come to Eris to have their bodies remade. New magics can be granted, train any secondary, "build" any boat or building, ect, and cure any curses or loss of limb.
Those who die have the IC excuse of resurrecting due to Eris bringing them back (via Sacred Altar as usual). They are called the Undying after all, which has literal meaning here.
Undying Servants: Guild members are able to, at their discretion, command a measure of the undead serving the same goals and agendas. So long as the member is doing so in the name of Grim Heresy and is in line with those goals, they are able to command an NPC force with authority based on their rank. These use the default summon rules for a summon of its rank, but do not have special abilities. Only used for determining basic damage and hp. At A-rank the undead can be other forms of undead other than basic skeletons.
D: 1 standard D-rank skeleton. C: 3 D-Rank skeletons. B: 4 D-rank skeletons 1 C-rank. A: 12 D-rank skeletons, 6 C-ranks, 2 B-ranks, 1 A-rank. S: 24 D-ranks. 12 C-ranks. 6 B-ranks. 3 A-ranks. 1 S-rank. H: 48 D-ranks. 24 C-ranks. 12 B-ranks. 6 A-ranks. 3 S-ranks. 1 H-rank.
These are not summons, but are actual physical assets. Only half the amount can be used in jobs, and treat the character as 2 ranks less. So an H-rank is considered an A-rank, and the normal A-rank amount is halved.
If there are multiple Grim Heresy members at once, half the amount each gains past the 1st member, halved a second time on the third, ect, rounding up.
Harvesters can call +50% the amount (round up). Aces/GM can call twice the amount.
Because they are not summons, they are treated as normal NPCs and have no special courtesies or OOC protections. Effects that could easily screw over NPCs easily screw over these; as they are NPCs.
Guild Spells:
Defense:
- Grim Blasphemy:
(Previously known as Grim Nullification, or just Nullification.)
Name: Grim Blasphemy
Rank: H+
Type: Defensive | Death x Unholy
Duration: 30.
Cooldown: 2 topics.
Description:
Usage of this ability is done by focusing on the Pact Mark (The Guild Tattoo), which is augmented to appear more a skull with a ribbon of runes twisting out from its mouth and wrapping around and out from it forming a Celtic knot like pattern. Tight runes form in rows along the users body when performed by an ace. In doing so drawing out primordial knowledge in a form of pure understanding without language. Channeling this information you utter a word so profane that nature itself seems to recoil. Clouds in the sky eject themselves from the location as though being rushed away (Similar to when you put pepper in a bowl of water and then with dish soap on your finger poke the middle). Birds and animal life all flee from the area and every intelligent being feels a deep shudder run through them and a coldness takes hold. Warmth flees the land and light dies. The sun or moon in the sky dims to a dark red glow that does not provide light to the land, instead two spheres glow in the sky in their stead, casting a red light on the land.
When Grim Blasphemy is used all access to higher powers is cut off. This negates and prevents the use of all Guild Spells, or Event powers that are not something a character could normally do. All unholy beings become immune to effects that specifically target or have advantage against them. (Immune to targeting, but just immune to the advantage if it doesn't specifically target the unholy). A heartbeat can be heard resounding through the land whenever this spell would counter an effect.
Any immortal being can be slain as though mortal while Grim Blasphemy is in effect, baring in mind that PCs still require permission to kill. Such beings would feel this weakness, feel the mortality gripping them. Whether they despair or not is up to the individual but it may well certainly be unexpected. This is purely an IC and Thematic plot point that accentuates the nature of this spell. It does not debuff them in any way other than allowing immortals to die, which is a plot point and cannot kill players without permission regardless just as usual.
Strengths:
• Prevents Guild Spells and similar effects.
• "Immortals" baring a Pact Mark, or the source of it, are spared the mortality.
• This may also disable Active defenses of ships or buildings. But not passive things. Example: A force field that can be activated, or activates on its own in response to danger. But a passive effect, such as a barrier that is ALWAYS on in full effect, would be unaffected.
Weaknesses:
• Prevents all allied Guild Spells as well.
• X-rank individuals can still use X-rank spells.
• PC's are still Plot-Immortal, requiring permission to kill all the same.
• This spell is incredibly obvious when used and all will be alerted to its presence, though they may not know what it is exactly only that something has happened.
Support:
- Grim Dawn:
Name: Grim Dawn
Rank: H+
Type: Support | Death x Unholy
Duration: 30
Cooldown: 2 topics
Description:
Focusing on the Pact Mark, which is augmented to appear to more skull-like, horned, and demonic with a halo of runes backing it. Viscous rough claw-like bands of runes crawl out across the user's body when performed by an ace. The user channels the Pact's power to reach out and touch all those others with the mark of the pact. The user and all the others with the pact twitch as every bone in their bodies break off to one side moments before exploding in a shower of gore. The sun or moon in the sky seem to invert in on themselves becoming dim and dark red as a two vivid red second-suns rise on the horizon casting the land in a harsh red light with deep shadows away from the horizon.
From their places are burning gates from which they emerge in a new body, a demonic body. A monstrous body. Members choose their own monstrous appearance and can make one Artifact weapon, armor, OR "magic item". This item/armor/or weapon needs to be relevant to the monstrous appearance.
This new body heals them to full since in the process of changing them. With the new body they gain +200% in a total pool of %'s that they can allocate themselves to Strength, Speed, Evasion/Reflexes, Mana, or more HP.
>This can also become regeneration for 25% per 2% regen, up to normal maximums. No more than 100% can be spent on a single stat. For every 20% debuff they choose to add, they can add an additional 10% buff that can go beyond the +100%.
< This means that because you can spend no more than 100% on a single stat you can only gain +8% regeneration of either HP or MP. Given that you only have a pool of "200%" to spend on your personalized Monstrous Form, you'd be giving up half the benefit for that 1 regeneration rate that was provided by this H+ Guild Spell.
> Damage resistance can be gained at a rate of 20% per 5% resistance. If it's resistance to a specific element then it is instead 20% per 10% resistance. By spending all the 100% maximum allowed to spend on a single stat you'd be able to gain 50% resistance to the specific element or 20% of general resistance, again at the cost of half the pool allowed.
For every 20% of debuffing they apply to themselves they can gain an additional +10% onto their pool of 200% they have to spend. This means they can reduce their strength to gain more speed, or reduce their endurance or so on to gain more strength or MP or whatever.
Note; Everyone may have widely different point distributions. Not everyone is going to have regeneration or damage resistance, not everyone is going to have strength or speed. It's the individuals choices, made BEFORE this spell is ever used and approved independently of this Guild Spell app on their own.
All this spell does is provide a pool of points they allocate to customize their own buff that this Guild Spell provides them, as this Guild Spell's purpose is to bring about a monstrous form.
Strengths:
• Makes all guild members ascend into a monstrous form, granting a bit of extra power.
• Ends any ongoing effects on the effected. Such as any damage over time, curses, debuffs, and so on.
Weaknesses:
• A very obvious effect, there is a clear change and the monstrous forms are very likely to draw attention and alert potential enemies.
• Ends any positive ongoing effects as well, such as any heals-over-time, shields, or requips. Does not end takeovers though, since takeovers are the focus of a takeover magic and it would be pretty unfair for them.
• Forms must be made ahead of time and are always the same. No making something up on the spot just to counter a specific enemy, made as a Pet app and posted in the pet section separate from other apps, and put up for approval. If no such app is made, their appearance can still change but they only gain a generic weapon or armor that does not have special abilities, and gain a flat +50% to strength, speed, endurance, and their evasion/reflexes.
Offense:
- Grim Reaping:
Name: Grim Reaping
Rank: H+
Type: Offense | Death x Unholy
Duration: 10
Cooldown: 2 topics
Description:
Focusing on the Pact-mark, which is augmented to look more like a skull that has been pierced by two crescent blades that come in from the eyes and curve out the mouth and highlighted by runes that drip from its sockets and jaw. Smooth crescent bands of runes crawl out across the user's body when performed by an ace.
When used this spell creates a huge scything motion out from the user that then cleaves the sky in two directly vertical to the caster, forming a clear divide in the sky. That divide splits apart like a great fissure. It is lit by flames and drips lava from the stony sides that are melting away inside of the crack, fires highlighting the edges in the sky.
From the crack above two colossal skeleton hands reach through, grabbing the edges of the fissure and widening it. Within, a massive burning eye can be seen as some deific entity of bone and flame tries to rip its way into the world. After one post, the fissure is wide enough both eyes can be seen like dim suns in the sky, all other light gone (No stars, moon, or sun visible, and the land dimly lit). It moves, a boney grin filling the view through the fissure as its jaw opens, and a suction fan be felt on all as the being tugs on the raw life force of all individuals in the area, dealing +50% B-rank damage (B.5) per post to all. This is pure essence of death and will heal undead while damaging the living. Those with a pact mark but not undead are not effected either way. Because it tears at the essence of their being itself, it ignores 3/4ths of damage resistances. 100% resistance or immunity becoming 25%.
If they die to this effect, their pure essence and soul get stolen away, consumed by the being behind the fissure. Their souls locked in purgatory. This leaves behind empty bodies that become soulless husks that serve Grim Heresy without emotion, memories remaining but distant, like reading a boring book about a stranger. (An H-rank emotion or soul spell could restore them to functional levels and independence despite their souls having been devoured)
Strengths:
• A pure damage spell that will kill most things quite handedly over time.
• Slain beings become undead subject to Grim Heresy's command.
Weaknesses:
• The damage is less up front and relies on the reoccurring damage. Some things can intervene ending the reoccurring damage early one way or another on individuals.
• The damage is reduced by 25% against individuals who lack a soul. If slain they still become undead husks, as their core essence of identity is ripped. THIS stacks with any other resistance they might have. If they had 100% resistance before, it gets reduced to 25%, but then for being soulless they have 50%.
• PCs can BS an escape clause of some sort so their soul is not locked in Purgatory, or is but they resurrect somehow as normal without their soul or something. Either leaving their previous body as the husk or somehow reclaiming it, or not becoming a husk in the first place.
WARNING: Flying up into the fissure itself results in near-instant death (Taking H-ranks worth of damage per second within 300 meters of the fissure, doubling per 100 meters closer). Don't do it. Most effects shouldn't be able to reach it in the first place. But it's supposed to be more of a cosmetic effect, in the upper atmosphere.
This isn't an intended effect but a hazard to note in case someone tries.
For safety reasons, teleportation or portal effects would be broken if they attempt to get with a mile of the fissure (Which as mentioned is in the upper atmosphere), and individuals flying/traveling somehow feel more and more sluggish, and increasingly more filled with fear the closer they get, pushing them to not approach.
Guild Pet- The Ash Wights:
- The Ash Wights:
Name: The Ash Wights
Rank: Guild
Species: Undead
Type: Guild Pet (Defensive)
Description:
The Ash Wights are a collection of burning undead skeletons who's bodies are heavily composed of molten plating, blackened cooled lava and charcoal form an armor-like coating around their black bones, warm from the fires that burn internally.
The Ash Wights are silent wardens that serve to protect the guild and the guilds assets. They can be found in important areas throughout the guild hall and guild safe houses out in the world. They are somewhat slow when in full physical form, but are capable of moving more speedily by deconstructing themselves and manifesting elsewhere.
Ash Wights hunger for flesh and if not given commands will seek out the living, attempting to box them in with molten walls and pursue them until they give up or otherwise cannot escape them to slowly burn them alive while consuming them.
Members can call the Ash Wights for aid. 2 Ash Wights can appear per rank of the guild member.
Abilities:
Innate:
Undead: Ash Wights are undead. They do not fatigue and do not sleep. They wont die of starvation though they desire flesh and can hunger. They are immune to "Critical hits" meaning all damage is just damage with no special benefit to where or how they are hit.
Guardians: Ash Wights have reduced physical offense and speed in favor of defense.
Pursuit Predation: Ash Wights are always aware of the location of an Ex-Guild Member for the first 24 hours, then if within 5 miles after that, and always know the general direction of where they last sensed them. They can sense anyone with a Pact Mark or Blazing Hand print from anywhere, and can lead guild members on a hunt. Enemies they have seen can be hunted similar to Ex-Guild members past 24 hours (Within 5 miles + general direction last sensed).
For plot reasons anyone who's blood comes in contact with an Ash Wight or an Ash Wight physically touches can be considered to have a Blazing Hand print for the purpose of predation. This doesn't have to always be a factor but it can crop up if desired for a topic. The victim in question having to be wary of Ash Wights hunting them and so on. Could make for a fun theme and stuff.
Gaze Bound: Ash Wights cannot move in physical form when being observed, and cannot assume ash form. If already in ash form, they become physical when witnessed (The physical form manifests in a way most beneficial in the given moment. Example: If they were near a ceiling their physical form will be anchored to the ceiling as though they were crawling across it). In return for this, their Ash form moves much faster, the transition between physical and ash is instantaneous, and they have incredible grip strength if they can grab someone. Individuals of 1 rank higher than the summoner of an Ash Wight or less cannot free themselves from its grasp without killing the Wight first. This would cause basic damage + burning damage (As seen in Molten Barrier).
Those with a Pact Mark do not freeze the Ash Wights when witnessed.
80hp. 33% damage resistance. 10 basic damage. They move at 1mph unless moving in ash form.
Less Ash Wights can be called, increasing HP by +50, basic damage by +3, and damage resistance by +3 for each Ash Wight rejected for the individual Ash Wights. (Instead of 2, 1. Instead of 4, 2, or 1, and so on.)- Spoiler:
Name: Ashen Defense
Rank: Variable
Description: The Ash Wights bodies can easily crumble into an ash form that glows with the heat of sparks and little embers allowing them to move at 333m/s with increased evasiveness. While ashy, they are immune to non-magical attacks and take 25% less damage from physical attacks. Allies within 25 meters can benefit from this as well, but move at their own speeds in return for also not being frozen when observed.
Strengths:
• Damage reduction and the only method of moving quickly.
Weaknesses:
• Attacks will pass through them easily in this form. Meaning they need to manifest their physical body if they want to try to block an attack or "take a bullet".
• They cannot do significant damage while in ash form. Meaning they need to manifest their physical body if they want to attack anything.
• Ash Wights cannot deal damage while in Ash form.
- Spoiler:
Name: Molten Barrier
Rank: Variable
Description: Ash Wights can conjure up 1ft thick walls 10 meters long, 3 meters tall. The barriers can deal damage equal to 10% of the health of the person who summoned the Wights if someone is in the way of the wall forming, as it appears in a glowing mess that solidifies into a stoney surface that has 21HP per rank of the summoner. It appears at a slow rate of 10m/s in straight or curved lines out from 1 point within 60 meters in any direction.
They can do this once per post, but the Wights themselves are hot and can deal 1/2 this damage on touch contact.
Strengths:
• Creates walls to help secure the area.
• Adds burning damage to physical contact.
Weaknesses:
• Less defense than normal defense spells due to the potential to cause damage.
• Formation of the wall can be interrupted by physical obstruction, including by someone damaged by it, leaving holes in the wall.
• This cannot be used while in Ash form.
- Spoiler:
Name: Entropic Ward
Rank: Variable
Description: Ash Wights can counter spells. Once per post per player (Not per wight, so once period.) the Ash Wight can nullify a single spell equal to the rank of the summoner (Up to S). The spell appears to decompose and become ash. It can do this to any spell within 60 meters of it. Whenever an Ash Wight counters a spell with this they regain HP equal to 1/2 the HP that would be spent to cast a spell of that rank by the mage who cast it or the mage who summoned the Ash Wights (Which ever is higher).
Strengths:
• Effective against weaker enemies.
Weaknesses:
• Can't effect spells that are entirely composed of energy. Such as Light spells.
• Can't effect personal spells, that only effect the user.
Guild Misc:
Various items, guild rewards, and additional benefits may be placed here.
- Spoiler:
- Gorged Mana Crystal Supply Train
Name: Gorged Mana Crystal x5 per topic.
Description: A big lacrima that holds a strong charge to it. The mana may be withdrawn from the crystal at any point in time, but be weary of using too many of them.
Grim Heresy's Gorged Mana Crystals take the form of blood-like crystals that look perfect cylinders with bands of demonic runes around their sides and on the top and bottom surface like stamps. Snapping the crystal infuses the user while the remains fade into dust.
Charge: 20% MP
Size: 5 inches
- Explosive Lacrima Supply Train
Name: Explosive Lacrima Supply Train
Description: After purchasing this, they player will receive a constant supply of Explosive Lacrima. He/She will begin each thread with a full stock (6) Explosive Lacrima that deals damage equal to their rank. If the player is D Rank, they will be supplied with C Rank explosive Lacrima. This bundle does not supply the player with Charges, and the power of the Explosives supplied caps out at "Powerful Explosive Lacrima" which deals A Rank damage.
Grim Heresy's Explosive Lacrima take the appearance of small skulls infused with in translucent red crystals that have demonic runes on the ends, the small skull inside glowing angerly with ruby eyes.
A small ivory plate shows miniature runes labeling properties, twisting a small horn like bit of bone around the plate alters the elemental properties of the explosion.
- Explosive Charge Supply Train
Name: Explosive Charge Supply Train
Description: After purchasing this, they player will receive a constant supply of Explosive Charge Lacrima. He/She will begin each thread with a full stock (2) Explosive Charge Lacrima that deals damage equal to 1.5x their rank. If the player is D Rank, they will be supplied with C Rank explosive Charge Lacrima. This bundle does not supply the player with Charges, and the power of the Explosives supplied caps out at "Powerful Explosive Charge Lacrima" which deals A Rank damage.
Explosive Charge Lacrima look like crystals formed of blood wrapped in thin bands of bone as a skull caps both ends, with small skeletal arms that unfurl from the crystal to latch on to something, allowing the charge to be set. The skull's eyes burn with hate.
Twisting the skull alters the properties of the explosion.
- Variable Upgrade
Name: Variable Upgrade
Description: Explosive Lacrima, and Explosive Charge Lacrima Supply Trains you purchase will all become a Variable Explosive Lacrima or Variable Explosive Charge Lacrima. What this means is, each Explosive you use will have a knob that you can turn to select the element of the explosion it causes. Available Elements are: None-Elemental, Light, Dark, Lightning, Fire, Ice, Water, and Sky each having a different side effect. Explosives from the "Supply Train" are also upgraded to Variable Explosion Lacrima, or Variable Explosion Charge Lacrima depending on which the player owns. If the player owns both, the upgrade applies to both.
- Tactical Supply Train 1Element Effect Non-Elemental The basic lacrima setting Light Prevents respawning of dark creatures,
also heals the user for 5% of their max HPDark Prevents respawning of light creatures, also
deals +20 damage upon exploding to those
caught in the explosionLightning Arcs outward with a chain lightning effect and goes an extra 10 meters. Harder to dodge due to speed of lightning. Fire Deals an additional 10HP damage per post
for 5 posts. This cannot occur under water.Ice Chills the skin of the opponent and causes
them to take move 25% slower. Does not work on fire element
opponents.Water Has a chance to knock back affected opponents. Sky Negates speed buffs and alternate forms of transportation. All affected may only walk for the next two posts.
Name: Smoke Balls x3/topic
Description: A small cluster of balls ( Tiny onyx Skulls) containing two agents. When smashed on the ground, the chemicals mix and create an extremely dense smokescreen that extends 15 meters. The smokescreen blocks out all scents, as well as makes it nearly impossible to see. Perfect for a speedy getaway!
Duration: 3 post
- Tactical Supply Train 2
Name: Flasher x4/topic
Description: A small rock (Tiny pearl skull with a ridge along the top of his skull) that contains very unstable elements within. The elements will remain stable when separated from one another, but when the rock (Skull) hits the ground and breaks, it creates an extremely bright flash that's the equivalent of putting a camera flash to your eyes, and pressing the button. The chemicals also release a very loud bang upon reacting, this can cause temporary damage to the eardrums. All within 10 meters of the rocks will lose their eyesight, and have trouble hearing while you get in close or get away. If you were in the area of the flash, then you too will be effected by it.
- Tactical Supply Train 3
Name: Shock Wave Bomb x2/topic
Description: A sack containing various lacrima in the form of many bead or marble sized skulls of various colors that have no practical use on their own, when slammed on the ground it breaks the lacrima inside and mixes them. The mixture then implodes on itself, and sends out a massive shock wave that sends opponents flying up to 3 meters back. This cannot stop magic attacks from hitting you however.
- "Neutral Ground Recipe" Lists
"Congratulations, you've purchased the recipe for a candy for the use of your guild. The ones you can cook up are based on how much you paid for them. Note: Candy types must each be purchased for. Prices below are for buying one type of candy. Either Damage, Resistance or Speed/Reflexes. Recipes may be purchased multiple times to gain all three."
- GM Note: One can only assume we simply have 5 candies each, as 5 is the max that can be taken in one topic.
Strong Damage.
♦ Players may consume 1 candy with no negative effect.Strong 25% - 9 Post Duration
♦ Consuming 2 candies will result in you losing 5% MP per post for 10 posts
♦ Consuming 3 candies will result in 50% base speed loss for 4 posts.
♦ If you dare to consume a 4th candy, your HP is cut in half.
♦ Eating more than four candies will KO you.
Grim Heresy's "Candies" are certainly not outsourced. Developed in the Burning Endless, the "Candies" are crimson drops of raw essence of torment drawn out from the souls, even physical bodies, of those who are tortured in hell.
- Master Mage's flask caravan of knowledge recipe
Name: Master Mage's Flask x2/topic
Description: A bottle that contains the pure essence of magic itself. Each Flask contains 2x doses of the potion.
Effect: +10%MP on post 1, the post after that the player regenerates MP at a rate of 5% per post for 3 posts
The Dark Tower:
- Spoiler:
- The Dark Tower“God's creatures who cried themselves to sleep stirred to cry again.”― Thomas Harris, The Silence of the Lambs
Ship Description:
The Dark Tower is a profane creation at the hands of ritual casters and crafted by the powers of demonic influence and unholy necromancy. This big ship is three thousand feet long from the giant skull grafted into the front of the ship and the spine extending back to the rear of the ship, a nebulous mass of skulls and limbs that spew a thick black cloud in its wake to propel itself. It glows with red light accentuating its design along the bottom and sides, and within the sockets of the skull.
A main ring of gun batteries can be seen around the center portion of the ship, anchored in to tracks that allow the guns to slide and adjust position to better aim or shift themselves.
Large blade like extensions reach out from its sides as though anxious to ear into something or ready to brace the ship. The blades are capable of bending and extending almost like limbs, tucking in next to the ship or reaching out further to the sides or extending forward more beyond the front of the ship, or lastly out behind the ship. These can also serve as landing gears.
It gets is name as the Dark Tower do to the longer hull of this ship, and its stance when it lands, landing with the front of the ship pointed to the sky. The blades on the sides bending out to plant themselves along the ground stabilizing it, and the skull rotating and pulling down from its point up top to face outwards, staring off into the horizon.Technical Details:Class of Ship: GuildHull Changes: Celestial Ivory- the bones of murdered gods. (Refined Adamantium. +160,000HP)
Weapon Changes: (10x Tier 1 5x Tier 2)
10 Tier 1: 5 knots range. 300 basic damage OR 200 magic damage. Each round is approximately 5 meters wide firing long flaming shafts of bone that impale themselves into the ground.
5 Tier 2: 6.25 knots. 400 basic OR magic damage. Each round is approximately 10 meters wide, and are shaped like skulls with jaws wide open as they slam into their target in a shower of flame from inside the skulls that could be seen as it neared spilling out from its eyes and jaws.
Tier 6 Massive weapon. Tier 6 (1,000 B / 1,400 M. 15 knots. ). Massive (4x multiplier. 4 post basic attack reload/cooldown. 12+Spell CD post magic attack reload/cooldown.).
Note:
♦ Magic attacks are done by the player casting a spell through the ship's gun
♦ Magic Attacks fired from the weapon will be enhanced by a certain amount depending on the tier of the weapon
♦ If a gun is used to fire a Magic Attack, regardless of Tier or Size, the gun will have a cooldown equal to the cooldown of that spell +1 posts per Tier.
EX: A spell has a cooldown of 4 and is fired through a Tier 5 weapon, it will have a 9 post cooldown. If the same spell was cast through a Tier 1 Weapon, it would have a 5 post cooldown.
♦ Tier 1, and Tier 2 small weapons have no reload times.
♦ The size of the weapon will also increase the reload/cooldown of the gun
Ordinance: 28/30
Living Walls (Engineers: Neutral grounds. 2%.)
Tactical Ability:
+2 Additional.- Spoiler:
Doom Cloud. Passive.
The ship generates a thick black cloud as it travels. The output can be reduced to the point it doesn't obscure visual detection, or upped to the point that it does.
The Doom Cloud blocks all forms of magical, psychic, or technological detection for anything within the cloud, meaning the ship and everything onboard. If the output is not suppressed, the Doom Cloud also obscures the ship itself, making it appear only as a great black cloud of thick inky blackness with the occasional crackle of electricity-like energy that looks red in coloration.
The Doom Cloud trails behind the ship as it goes forming a long comet-like tail at max output, eight Knots long. At minimum output the tail would only be a few dozen meters.
Ahead of the ship the Doom Cloud extends 200 meters ahead at max output, or not at all at minimum.
Any being that would perceive or sense anything within the cloud or attempt to do so, instead sense only impending doom heavy on their soul and mind.
If the Dark Tower is "Parked", the Doom Cloud rises to form a cloud in the sky above with no change in effect. Just cosmetics.
Field of Oppression. Passive.
The Field of Oppression is a warping of reality caused by the Dark Tower's presence like a scar. Within this "Scar" all mages who do not bare a Pact Mark feel a like nothing is right. As though they are dreaming and stuck in a nightmare. This psychological disturbance is more than just emotional, but spiritual, and primal. It isn't about what is morally right or wrong, but about a cosmic lie that nature itself seems to shudder at.
The Field of Oppression extends 5 knots out from the Doom Cloud. For every 5% of Strength or Speed buffs, the barer instead only gain 1%. A 100% buff would become 20% for example. The amount taken by this effect is added as a buff to the ship itself, and does not take from those who bare a Pact Mark. This effect can be felt by those influenced as a heavy weight on their mind, and like a cold hand has gripped some core aspect of their being, terrifying images appearing in flickers in their mind.
Living NPCs who are touched by the Field of Oppression experience horrific visions that cripple them with fear and obscure their senses.
Warp Field. Passive.
A separate byproduct of the Field of Oppression and Doom Cloud. The distorted space around the Dark Tower allows it to move more smoothly. It has increased mobility and for every 1 knot of speed it gains three. Or, it can move at 1 knot for every three of its default speed below water, allowing it to slowly move through the ocean as though submersible. (Rather than having a time limit, which doesn't make much sense at all, it compensates for being slow.)
Offensive Ability:
+1 Extra- Spoiler:
Maw of Chaos. Active.
The large skull that makes up the front of the ship is capable of opening its jaw, even though it seemed like a static object incapable of moving or having anything behind it through the ship's hull. Within the open jaw is a swirling red and black vortex within like a long infinite tunnel.
Light dies in a great slice as the maw opens at an angle matching the open mouth, and after 5 seconds of opening the Maw of Chaos releases a storm of swirling black and red energies in an area 1km wide and 3km long dealing 1,750 damage plus dealing 33% the max durability of a ship or structure in damage or of the HP of creatures larger than 100 meters in size.
Clouds of black and red chaos cling to everything effected in the area as though everything were steaming, dealing A-rank damage per post for ten posts. (5% the max durability of ships/structures, or hp to 100m+ creatures. Unless the A-rank damage would be greater.)
Maw of Chaos deals direct damage to both the Hull and the "Deck" of a ship.
The Blade Spires. Passive.
The rules stated that Offensive abilities cannot be passive. While that is a horrible generalization, this is certainly something that cannot be made otherwise and is a fitting exception if ever there was one.
The Blade Spires are the long blade-like appendages around the back of the ship. The Blade Spires are capable of carving into targets that get up close to the ship (Within a range as long as the ship is long +20%. This means that it can just barely (Comparatively) reach things in front of the ship, but has better range out to the sides or behind it)).
These blade attacks deal normal damage as a Tier 1 weapon would do in basic damage. They can use this damage to dig into the land or into enemy ships to hook into place.
The Dark Tower can ram directly into or grind against an enemy to deal damage equivalent to the ship's T-5 Massive cannon as the ship crushes into the victim, either head on or grinding side into side. It can only do this against sufficiently large structures or any ships, or against targets braced against a mountain side or the ground.
It can only do this 3 times per topic as though it were an active ability, but using the T-5 massive cannon's cooldown instead.
If a ship or structure is hit with a Blade Spire, the spire's tips can open up to reveal a boarding party.
Defensive Ability:
No extras- Spoiler:
Forward Reinforcement. Passive.
The ship cannot take damage from forward collisions. Actual attacks to the front can still do damage but are mitigated by 10% and takes 10,000 damage before the hull itself takes damage.
Misc.
The Grim Noir
- Spoiler:
- The Grim NoirThe tome of of rituals as scribed by T'techizuakaan, the Lich of Sacrifice. Within this book lies a great many rites developed or uncovered in the lich's many millenniums of unlife.
All rituals involve a basic ritual circle, a ringed pentagram with five ringed symbols in each of the negative spaces between formed by the drawing of the pentagram.
Feel free to suggest rituals or use some not seen here.
" "?" "'s are where some sort of catchy chant should go, but I suck too much to come up with them yet.
The Dark Pact:
This ritual is used to call for Eris directly. If she chooses to respond, a wish may be granted.
Candles placed around the summoning circle. Any name referencing Eris spoken 3 times. An offering of some sort. And a lot of luck to catch her attention and not pass you over.
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This ritual is more wide spread than most in a variety of forms. Many have more specific rituals shown but the same or similar core values and intent. This is the ritual used, whatever form it may take, to send out your intent and open the way for Eris to hear your situation, sense your desires, and choose to appear or not. In exchange for the Pact, she may grant most wishes. At its core, this can accomplish the same as any or most other rituals and others are based around this same general principle.
The Divine Rebuke:
This ritual casts off mortal flesh bestowing a gift of immortal unlife.
1 mortal heart. 1 immortal flower. 1 corpse, forgotten. 10 lightless flames.
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"?"
This ritual trades one's soul to Eris directly and subjugates them to her will. In the process, they cast off all ties and abandon all connections to any deities or intended afterlife. In return, they abandon mortality and become converted into an undead.
The Death Plea:
This ritual is used to request the murder of any individual exchange for the invoker's soul.
1 dismembered corpse spread out in an X without the head. The head is held by the invoker in the middle of the ritual circle.
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"?"
This ritual opens a line of communication between the invoker and one of Grim Heresy's Oracles using Eris's influence as the medium of communciation. The invoker completes the ritual and names the target to be marked for death. A Grim Heresy member receives a "Job" with the contract when they go to an Oracle for duties.
The Altar of Sacrifice
- Spoiler:
Victims or offerings sacrificed on this table cannot be resurrected by any means. Even immortal beings can be slain upon this altar, deathless entities rendered mortal by its touch.
A simple plot device.
Last edited by Eris on 4th November 2016, 10:02 am; edited 1 time in total