|
|
|
|
|
|
|
|
|
Posted: Wed Jun 20, 2012 11:33 am
Content Created by Ferregar
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jun 20, 2012 11:34 am
An Overview of This Thread
Hello friends!
The world of Rykros is a vast and dangerous place, with many powerful forces at work within and around the planet. This thread details Rykros' Universe's Deities, the most powerful of these forces, their worshippers, laws and the benefits of practicing what they preach. There are many important things in this thread, most of all the list of terms you will want to know before you read on about the Deities. Before you begin, here's a brief list of the general pros and cons for worshipping a Deity.
PROS: - You will find allies in others that worship your Deity - You gain powers from being Faithful and Devout to them - You will face challenges and tests to prove your faith, and special items may be found in doing so
CONS: - You will have enemies based solely on the Deities you worship - If you stray from your Deity, their Faithful might also become your enemies - You are held accountable for your actions
While having a Deity isn't required for most characters, it is highly recommended that you familiarize yourself, as a player, with them. You don't want to miss valuable plot points, loot or puzzles do you? Good! Then read on 3nodding
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jun 20, 2012 11:36 am
-=Important Terms=-
Deities: A Deity is a god. Through worshiping these gods, a character can gain both favor and power such as skills by becoming Devout or Faithful. Nobody has to worship a god except for Paladins and Clerics.
Chosen Deity: Your character's main god is his or her Chosen Deity, and a character can only have one chosen deity at a time. You may worship and follow several gods, but the character will have to follow all the rules. This does not make you automatically "Faithful" but states that you live life according to a set of rules. The skills given to the faithful are unique to each god.
Prove Your Faith: By performing out of combat or in-combat trials that shows that your character is faithful, you can become a Faithful or Devout follower of the god. You must become Faithful before you can move on to Devout. It will be up to a Vice-Captain or Captain to discern whether or not the character has done enough to become Faithful or Devout, so please send them a personal message when you believe your character has done enough. Faithful tests average two to three instances of proving faith in a "major way" (up to crew discretion), and Devout tests average five to six instances.
The Faithful: This title grants the Faithful ability of the Chosen Deity or followed deity to the character and often times Faithful people of the same god share a natural bond. While a character can be Faithful to multiple gods, they may only use the faithful skill of their Chosen Deity.
The Devout: Once you have gained this title, you may use the Devout ability of your Chosen Deity and you have become one of the examples of how a person should live for that Chosen Deity that inspires all other followers. If a person who shares the same major deity as a Devout character attacks the Devout character, it is considered a major transgression that makes the person a Heretic (5 "learning posts" -- a learning post is a 3 sentence paragraph -- to repent).
Heretics: A Heretic has committed a transgression of any level against their current chosen deity, staying a Heretic until making a certain number of "learning posts" in a prayer of repentance at a religious shrine. A Heretic cannot use faithful or devout skills of that chosen deity, and performing an Unforgivable Transgression or 3 Major Transgressions will make the character an Unforgivable Heretic of that chosen deity forever and he or she will be unable to become faithful to that god again.
Transgressions: There are three kinds of Transgressions: Unforgivable Transgressions are severe transgressions that makes a character an Unforgivable Heretic of that faith. No matter how hard the character tries, he or she will never be forgiven or forgotten. Followers of the god you have wrong may also have hatred towards you if they find out you have committed one of these sins. Major Transgressions happen when a character betrays a major principle of the Chosen Deity. While these transgressions are only major and can be repented, committing three Major Transgressions will be treated the same as committing an Unforgivable Transgression and being labeled an Unforgivable Heretic. Minor Transgressions are the least punishing transgressions of all, not even making a character a Heretic and in need of repentance unless they have committed over 10 of these transgressions. Committing 10 Minor Trangressions is equal to a Major Transgression, so 30 minor transgressions makes the character unforgivable.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jun 20, 2012 11:37 am
Clerics and Paladins: Clerics and Paladins must have a Chosen Deity at all times or they cannot use their class skills. They are Devouts of their Chosen Deity at all times unless they are a Heretic currently, and only one Major Transgression will be forgiven.The second Major Trangression brands the Cleric or Paladin an Unforgivable Heretic and the Cleric or Paladin will be unable to use class skills until they devote themselves to another Chosen Deity. Changing Chosen Deity willingly as a non-Heretic is considered a Major Transgression against the past Chosen Deity.
Healing or dealing damage to a "Dark Character": Healing someone who is considered Dark to the Cleric or Paladin's faith will only heal them for 25% of the original amount. Damage dealt to someone who is considered Dark to the Cleric of Paladin's faith is increased by a rank.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jun 20, 2012 11:38 am
RYKROS The Faithful call Him... The Allfather, Keeper of Time, Om, The Maker The Faithless call Him... The Coward, The Failed Father Holy Signs: An infinity loop with golden eyes inside each loop. The galaxy in the palm of a golden hand Mantras: Leave open all doors and windows, and harbor no hatreds. Rejoice and prosper in your gifts of imagination, love and creation. Remember that time is fleeting for mortal men, and should not be wasted. A sloth is one who wastes life, The Allfather's greatest gift, and blaspheme in doing so. Create new friendships, love and father children, raise buildings, write poems - anyone who seeks to fill empty spaces with inspired creations knows the love of The Maker. Those considered "Dark" by Rykros: Nobody is hated by the Allfather. While Clerics or Paladins of his faith may heal everyone, they do not deal any increased damage either. Transgressions Against Rykros: UNFORGIVABLE: - Using Rykros' powers to kill another living creature - Imprisoning, enslaving, torturing, or otherwise inflicting suffering upon another living creature out of hatred - Killing another of Rykros' Faithful MAJOR: - Wasting time through being lazy (6 Posts to Repent) - Deceiving or manipulating another of The Creators' Faithful [including Grix] so that they might mistrust, hate or attack one another (5 Posts to Repent) - Destroying or stealing another Faithful's creations (4 Posts to Repent) MINOR: - Destroying art and architecture (3 Posts to Repent) - Seeking to rejoin Rykros' Faith after making The Void your Chosen Deity (2 Posts to Repent) - Acting close-minded and arrogant (1 Post to Repent)
FAITHFUL SKILL: Spontaneous Generation: A strange but useful skill, Rykros' Faithful can spend C Rank Energy to generate 100 pounds of any raw material that they can imagine in any shape they can imagine it in. The Faithful must focus and envision the material desired for one full post in a space big enough to create it. this skill may be used in Combat, but distractions or the use of other skills will cause it to fail. On the second post, the material is created out of thin air where the Faithful imagined it would appear, in the shape they imagined it would be in. The Faithful do not gain the ability to move or manipulate this material beyond the shape it was generated in; it must be physically crafted and shaped. The material generated does not disappear, and can be used to build, forge and make anything they desire, though it is important to note that use of this ability out of hatred or to kill is a Travesty again Rykros' Faith. This skill has a 15 post Cooldown.
DEVOUT SKILL: The Maker's Magic: After a three post charge, a Cleric or Paladin of Rykros gains the ability to manipulate and shape all manner of natural material with the power of their mind. Using their imagination, time, and the resources at hand, they can create almost anything they can design. The Maker's Magic lasts 5 posts, which is suitable to create a large object or structure (no larger than a 20 man fort) in a single sitting. Their creations cannot be technologically superior to what can be made using the materials on hand in their present state of refinement. This skill has a 30 post Cooldown.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jun 20, 2012 12:20 pm
PITAL The Faithful call Her... The Mother of Love, The Green Lady, The Lady of Life The Faithless call Her... Old Green Tits, The Overgrown, The b***h of the Wilds Holy Signs: The Tree of Life; A Hand fashioned of Earth, cupping a blooming sprout. Mantra: Protect, welcome and cherish life, for it is the greatest gift given. Tend the lands with love and caring, for it is through the land you will receive The Green Lady's bounty and blessing. Never seek to twist the gifts of nature to darkness. Never allow anyone, friend or foe, to corrupt the beauty of the world and all within it; instead reveal its beauty to them. Treasure the world's beauty and share in its fertility; honor the earth by repaying it a sapling for a cut tree; gardens in exchange for farmlands. Never lose sight of the world's wonders, and strive to preserve them for your generation and all generations to come. Those considered "Dark" to Pital:All races usually unnatural. Anima Machinae, Ghoul, and Vampire. EXCEPTION: Nightmares, because of their borderline nature since they are naturally occurring but unnatural in form, receive 50% healing and are considered "neutral" by Pital. Transgressions Against Pital UNFORGIVABLE: - Deliberately and maliciously destroying Nature - Allowing or instigating the corruption of Nature - Murdering another of Pital's Faithful MAJOR - Seeking to rejoin Pital's Faith after making The Void your Chosen Deity (6 Posts to Repent) - Committing acts of hatred or discrimination against a creature other than a Vampire, Ghoul, or Anima Machinae because of its Bloodline (5 Posts to Repent) - Using nature's bounty to make lethal toxins or poisons (4 Posts to Repent) MINOR - Passing by wounded lands without offering aid (3 Posts to Repent) - Wasting plant-based foods and other natural resources (2 Posts to Repent) - Harvesting flora without planting its seeds (1 Post to Repent)
FAITHFUL SKILL: Restore Energy: After spending B Rank Energy, one of Pital's Faithful can fully restores up to two other characters' energy simply by touching them. This does not cure status ailments or have any additional effects, and the faithful cannot use the skill on themselves. Restore Energy has a 20 post Cooldown. DEVOUT SKILL: Life in Bloom: Through kneeling to the earth and passing their energy unto it for 2 posts, a Devout character brings raw new life into the world around them. In a 50 foot radius from the caster, everything is restored. The corruptions of earth and flesh alike is reversed. Decay is regenerated. Poison is neutralized. Diseases are cured. All dead life in the Area of Effect is resurrected, plant and beast and friend and foe alike, with full health and no injuries. All characters present, the Devout included, have their energy fully restored. This ability also cultivates rampant plant growth when it is used in the wilderness. This growth entangles anyone with a speed below 8, and reduces the speed of all other characters in the Area of Effect by 2, excluding Rangers, Shamans and Pital's Faithful. If a character's speed drops below 8 because of this penalty, they become entangled. Entangled characters must choose to move, attack or defend -they cannot do more than one until they are free of the overgrowth. Life in Bloom also overgrows all machines in the area including Anima Machinae with a speed below 8, rendering them immobile and disabled for the skill's duration. Life in Bloom lasts for 5 posts, but the resurrection and healing effects of the skill endure. The skill has a 30 post Cooldown.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jun 20, 2012 12:25 pm
RYKORT The Faithful call Him... The Mountain, The Lord of Stones, The Lord of Legacies, The Unyielding One The Faithless call Him... Old Craghead, The Stone-Hearted, Fatty, The Carver Holy Signs: Mountains rising through clouds; A Heart of Stone; An Open Hand Fashioned from Stone Mantra: Your works are what shape the world. Make your life's legacy a mountain of deeds; let it tower high above all others so they may see you never faltered and never strayed from your path. Let your word be stronger than steel. Never go back on your word. Never bow to the unjust or undeserving. Do not compromise your beliefs; never trade them for another's unless you have strayed from your path. Let them stand as a proud testament of your unyielding devotion to who you are. Carve your own path, so that it may be seen by all who come after you. Those considered "Dark" to Rykort: All races usually unstable. Anima, Black Blood, and Ghoul. Transgressions Against Rykort UNFORGIVABLE: - Seeking to coerce or enslave another creature into following or enforcing your beliefs - Compromising your personal beliefs or Faith in Rykort for money or power - Manipulating another character into acting against their own beliefs, regardless of their Faith MAJOR: - Seeking to steal or claim the legacy of another character as your own (6 Posts to Repent) - Destroying or undoing the legacy of any of The Creators' Faithful, excluding those Faithful to Grix (5 Posts to Repent) - Freeloading off of another character's fame, power or political position (4 Posts) MINOR: - Spreading lies, partaking in gossip or otherwise attempting to slander or damage the reputation of another character (3 Posts to Repent) - Allowing other characters to mock you or your legacy without a challenge (2 Posts to Repent) - Embellishing or exaggerating your deeds to receive special treatment (1 Posts to Repent)
FAITHFUL SKILL: Unbreakable Will: By reflecting on the mantra of Rykort for two posts, his Faithful are able to stand true to their convictions and resist even the most oppressive forms of mental manipulation. This reflection may be done in combat; in silence or aloud; alone or in the presence of others. Upon completing their reflection of Rykort's teachings and testament, the Faithful character becomes immune to all attempts to persuade, seduce or manipulate them made by any character of any rank, magical or otherwise, for the 3 posts following their reflection. This does not protect Rykort's faithful from mind reading, scrying or other forms of magical spying, only attempts to control them. Using Unbreakable Will costs B rank energy, and has a 15 post Cooldown.
DEVOUT SKILL: Might of The Mountain Rykort's Devout have faith so ironclad that it cannot be moved, battered or broken. In exchange for SS Rank Energy, regardless of the character's rank, they become truly indomitable. For the duration of this skill the Devout character receives a +3 Bonus to Strength and the damage of all physical and magical attacks made against them is reduced by one rank. They cannot be knocked down, knocked back or pushed aside by any physical force, and become immune to all fear and hallucinatory effects. Might of The Mountain lasts for 5 posts and has a 25 post Cooldown. If the character is under lethal amounts of physical force or pressure when this skill ends, they are promptly crushed to death regardless of the amount of health they had remaining.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jun 20, 2012 12:49 pm
TYRAL The Faithful call Him... The Light in The Dark, The Radiant One, The Lord of Light, Dawnbringer, The All Seeing Son The Faithless call Him... The Snoop, Vainglorious, God of Brats, The Pain in My a** Holy Signs: The Sun; Two hands lifting the sun into the air; an alabaster arm clutching the sun in its hand, immolated by sunlight. Mantra: Revel in the blessing of the sun, and my glory. Greet the dawn every day with mind alight, alert, and watchful. Observe the workings of the world. Question the shadows the sun casts, and those that would seek sanctuary in darkness. Be ever vigilant, and ever thoughtful. Ponder hard questions, and quest for their answers. Let your mind be a beacon of brilliance to those around you; let it inspire and empower them to give thanks to me for my creations. The dim and dull of mind serve only to work the earth and further mortality's toils. Shed light on the darkness that clouds their wits, so that they may rise to rejoice in the dawn. Those considered "Dark" to Tyral: All things usually considered "dark". All Voidsworn or Faithful/Devout to the Void, Kaurenbo, Vampire, Werebeast, Anima, Ghoul, Black Blood, Vestitor and Nightmare. WARNING: Knowingly healing a character of this dark alignment is an UNFORGIVABLE TRANSGRESSION against Tyral. Transgressions Against Tyral UNFORGIVABLE: - Becoming one of The Void's Faithful or Devout - Knowingly harboring, protecting or otherwise aiding a Rogue, villain, Void worshipper or other creatures of darkness - Betraying or murdering another member of Tyral's Faith. This includes intentionally setting events in motion that result in their death or betrayal by another character.
MAJOR: - Making The Void your Chosen Deity (6 Posts to Repent) - Knowingly coexisting with The Void's Faithful, or any other Dark creatures (5 Posts to Repent) - Accepting or spreading another character's lies out of practicality or apathy (4 Posts to Repent) MINOR: - Clouding your mind with alcohol, drugs or other vices (3 Posts to Repent) - Merry making at night, alone or with company that is not among Tyral's Faithful (2 Posts to Repent) - Sleeping through the sunrise (1 Post to Repent)
FAITHFUL SKILL: Light of Clarity By spending B Rank Energy, The Faithful gains the gift of true sight and prescience. This grants them a +3 bonus to Speed to preemptively act against another character's skills, actions, attacks or dodges before they occur, and allows them to see through the deceptions of any illusory magic abilities regardless of their rank. This gift also makes them uncanny at detecting the lies and deceptions of other characters of any rank. Light of Clarity last for 4 posts and has a 20 post Cooldown. This skill does not trump The Void's Faithful Skill Erase Trait if it is used to erase their lies, and does not grant sight through non-illusory fire, darkness or other non-tangible substances.
DEVOUT SKILL: Divine Inspiration This grants the character incredible brilliance to accomplish any technical, complex or cerebral task such as the design and blueprinting of advanced constructs, vehicles, magical devices and all manner of other objects for 5 posts. This enables the Cleric or Paladin to improvise a solution to nearly any problem, and gives them the opportunity to replicate an item a maximum of once per use of the skill, and allows them to understand and operate complex machinery. Divine Inspiration has a 30 post Cooldown.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jun 20, 2012 12:51 pm
GRIX The Faithless call Him... The Hated One, The Mad God, The Murderer The Faithful call Him... Disruptor, Bedlam, The Risen God, The Master of Our New World Holy Signs: Grix has no Holy Sign; true chaos cannot be expressed in a single image. Mantra: Let your mind be empty of petty codes and laws. Chaos reigns supreme, and day by day it reshapes the world. Chaos cannot be fought; you must embrace it if you wish to prove worthy of living in my Perfect World. Fall into no obsessions, addictions or rituals. Only the weak are slave to such habits, and undeserving of my blessings. Only those who can survive in Chaos have a right to life. Trust no one and everyone; cultivate chaos both large and small amidst friends and foes. Never hide what you are, for cowards have no place in The Kingdoms of Bedlam. Touch others with your chaos. Those that survive are worthy to follow Me. Those considered "Dark" by Grix: He is of a non-caring attitude, hating only people who do nothing else in their entire lifetime but goof around and do good. Unicorn.Transgressions Against GrixUNFORGIVABLE: - Making any of the other Creators your Chosen Deity - Protecting or promoting law and order through your actions - Preventing another of Grix's Faithful from using their Faithful or Devout Skills, even if you will be affectedMAJOR - Living in peace, harmony or leisure (6 Posts to Repent) - Allowing laws, traditions or culture to influence your decisions and deeds (5 Posts to Repent) - Marrying any creature of any Faith (4 Posts to Repent) MINOR - Showing favor for any mortal over another, either friend or foe. (3 Posts to Repent) - Seeking to predict or glimpse into the future (2 Posts to Repent) - Having a routine job or occupation (1 Post to Repent) FAITHFUL SKILL: Lawless Creature:In upholding Grix's mantras, your character can defy the laws impressed upon them. If your character has to roll a dice of any kind for any reason (skill use, random effect, etc), they may choose to spend A Rank Energy to re-roll that dice. Whatever the new roll's result is overrules the previous roll, for better or worse. They may also expend an additional S Rank of energy after the first re-roll to roll the dice a second time. If they do so, the third roll over rules all the rolls before it, for better or worse. This skill has a 20 post Cooldown. DEVOUT SKILL: Chaotic Testament:You are a conduit of Grix's violent, chaotic essence. After charging your powers for 2 posts, the area in a 50 foot radius around becomes your Chaotic Testament. Roll a d20 for each character in the Area of Effect. You must declare the order in which the character's dice are rolled, including your own. The result of each roll takes effect simultaneously, and all remain in effect for 5 posts. Unless specifically stated by a Dice Roll's result, your Devout character is also affected. The effects are detailed below: If you roll a... 1 - Your Devout is turned into a piece of candy for the duration of Chaotic Testament, regardless of whose character this dice was rolled for. In the instance of additional dice rolls for Chaotic testament resulting in a 1, the Devout character's form will switch between their normal form and candy until all rolls are accounted for. 2 - All characters in the area shrink to the size of a playing card, regardless of whose character this dice was rolled for. Every character's Strength is reduced to 1 and their Speed increases to 15 for the duration of the skill. Class stat buffs do not apply. They retain all of their abilities and equipment, and stats return to normal at the end of Chaotic Testament. 3 - This target character of this dice roll disappears for the skill's duration. When Chaotic Testament ends, the target reappears unharmed, with all of their gear and their Cooldowns updated as normal. 4 - Your Devout character and the target of this dice roll switch all of their gear, personal items and customs included. Gear may destroyed during this event given the appropriate amount of effort but class, bloodline and custom restrictions still apply to the gear's use. All gear is returned to its true owner at the end of Chaotic Testament, and may also be reclaimed by force before it's end. 5 - The Devout and all creatures in the area of effect, including pets and NPCs, gain the power of flight until the end of Chaotic Testament. Airborne characters at the skill's end fall out of the air and sustain D damage from a short fall, B damage from a moderate fall, or S damage from a long fall. Characters that suffer a long fall also break a limb, suffering a -3 penalty to strength or speed depending on which limb is broken (broken limb is chosen by the affected character's player). The broken limb is not restored at the end of this skill, and must be healed through regular means. 6 - All creatures in the area of effect, including pets and NPCs, experience intensely vivid and erratic hallucinations for the duration of Chaotic Testament. All characters become unable to visually or audibly differentiate between all other characters and creatures, be they friend or foe. What is seen varies from character to character, but all hallucinations appear violently hostile and make the affected character feel as though they are under attack. Characters with a preternatural sense of smell (Were-Beasts, for example) may use their inherent ability to help identify targets. The Devout may choose to experience this chaos, but may also choose to be unaffected. Tyral's Faithful Ability "Light of Clarity" Trumps these effects. 7 - All creatures within the area of effect, including pets, the Devout and NPCs, undergo the immensely painful process of changing genders. Characters sustain C Rank Non-Lethal Damage upon changing genders. Characters are also stunned and nauseated during the change, making them unable to attack, defend or move during their first post. The gender swap last for the duration of Chaotic Testament. When this effect ends, all affected characters suffer another C Rank of Non-Lethal Damage, and while they are still unable to move during the change back. this time they're able to defend themselves. 8 - Alll humanoid characters in the area of effect become animals. All affected characters retain their natural Strength and Speed statistics, and the type of animal they become is reflective of those stats (Strong characters become strong animals, fast character become fast animals, etc). All abilities become locked for the duration of Chaotic Testament excluding mental or psychic abilities, as the character's mind remains unaffected. Affected characters are unable to verbally communicate beyond the sounds their animal can make, but telepathy functions normally. Any natural animals and pets in in the area become humanoid versions of themselves but retain their mental faculties, rendering them unable to speak coherently and unable to engage in combat for the first three posts of Chaotic Testament, as they are in shock and lack any coordination in a humanoid form. 9 - All characters in the area grow to the size of a castle tower, regardless of whose character this dice was rolled for. Every character's Speed is reduced to 1 and their Strength is increased to 15. Class stat buffs do not apply. If the affected characters are inside of a building when the transformation begins, that building is destroyed as they burst out of it. Fae and other creatures with the power of flight are unaffected by this effect's drop in speed. Characters retain all of their abilities and equipment, and stats return to normal at the end of Chaotic Testament. 10 - The targeted character becomes enthralled by Grix's chaos. For the duration of the skill, the affected character disregards all other characters, and uses their skills and abilities with the express intention of causing as much destruction, pandemonium and utter chaos as possible. This does not put the affected character under the Devout's control. The enthralled character does not recognize other people as friends or enemies, only as people that should revel in Grix's chaos with them. The target cannot be calmed or dissuaded from creating chaos unless they are physically overpowered and restrained, or the effect is dispelled by another character. Immunity to mind control due to custom skills, passives or bloodline abilities does not trump this affect, but Rykort's Faithful Ability "Unbreakable Will" trumps this effect if it was already in use. 11 - All characters, NPCs and creatures in the area of effect are filled with Grix's hysterical mania and go berserk, treating all other characters and creatures as though they are hostile enemies. Affected characters immediately attack the creatures closest to them with the intent to kill, and will use all of their strength and abilities to try and bring their targets down. Immunity to mind control due to custom, passive or bloodline abilities does not trump this affect. Unaffected characters can dispel this affect with the appropriate skills. Rykort's Faithful Ability "Unbreakable Will" also trumps this affect, if it was already in use. 12 - All characters and creatures in the area of effect, EXCEPT the target of this dice roll and the Devout character, make a concentrated effort to try and mimic the Devout character for the duration of Chaotic Testament. This includes physical gestures and speech, and may be a mockery or genuine attempt based on the affected character's personality. The affected characters are not under the Devout's control and their mimicry does not target another character. The affected character that most accurately mimics the Devout is given a +1 / +1 bonus to their stats for the three posts after Chaotic Testament ends. Immunity to mind control due to customs, passives or bloodline abilities does not trump this ability, but any affected character that is physically struck or hurt during Chaotic Testament is liberated from this trance and able to act normally. Unaffected characters are not eligible for the stat bonus granted for good mimicry. 13 - All characters and creatures in the area of effect are overwhelmed by euphoric happiness and the uncontrollable desire to play with one another. For Chaotic Testament's duration all affected characters drop their weapons, are incapable of fighting, and frolic gleefully with one another. They treat all other characters, monsters and NPCs as their closest friends, try to include everyone in their revelry, and think that everything / everyone is totally amazing and without fault. Affected characters do not cease play in the face of mortal peril, and will readily approach hostile creatures to get them involved in the fun. Immunity to mind control due to custom, passive or bloodline abilities does not trump this affect, but physical injury will break this effect on them. Both Tyral's Faithful Skill "Light of Clarity" and Rykort's Faithful Skill "Unbreakable Will" trump this ability. 14 - The duration, damage and effects of all skills used by this dice roll's targeted character are doubled for the duration of Chaotic Testament. All skill charge times, energy cost and skill cool downs also double for the targeted character. The energy cost and cool down for any skills used by all other characters in Chaotic Testament's area of effect are halved; their damage and effects remain normal. Skills used by the targeted character during this effect still endure with their doubled properties after Chaotic Testament ends, but all skills used afterwards return to normal. 15 - The hair and fur of all characters and creatures in the area of effect grows wildly out of control, entangling them and creatures near them in the monstrous volume and rampant growth of their hair. All affected creatures sustain a -3 penalty to their Speed in regards to dodging and attacking in melee combat. While the target character is not affected by this penalty, he/she can become entangled in another character's hair and will then suffer the same penalties. Characters with a strength of 5 or higher can break through this growth during each post, but their movement speed is halved unless they are capable of flight. Characters that are part of a bloodline without hair, such as Anima Machinae, are unaffected. When Chaotic testament ends all excess hair dies and falls from the affected characters and stats return to normal. 16 - All weapons possessed by creatures that share the gender of this dice roll's target character become sentient, arrogant and rebellious. The weapons immediately refuse to attack anyone that their wielder tries to target, argue heatedly with one another, and resort to insults and mockery if their wielder attempts to reason with them. Weapons made sentient in this manner are stupid, and not capable of clever tricks, ploys or schemes. Any eligible weapons that were sentient prior to this effect become ordinary for the duration of Chaotic Testament, and lose the use of any custom or special abilities that rely on their sentience. All affected weapons return to their normal state when Chaotic Testament ends. 17 - The bodies and equipment of all characters and creatures younger than the caster of Chaotic Testament begin to flash in a bright and erratic array of random colorful lights. The light of this effect is not considered blinding or divine, but makes it impossible for affected characters to successfully use stealth based abilities for the duration of Chaotic Testament. The Void Devout ability "Stalk" trumps this effect. 18 - The target of this dice roll, and any other characters in the area of effect that they consider a friend, become suddenly capable of jumping 200 feet in the air and landing safely when falling from an equivalent height. The catch is that they jump 200 feet straight up into the air every time they attempt to jump, hop or otherwise leap from the ground, regardless of how high they intended to jump. If this is done inside of a building, any affected character with a Strength below what is required to break through the material of the structure's ceiling (See The Importance of Strength and Speed thread) slams into the material and sustains damage as follows: Wood = C Rank, Stone = B Rank, Metal = S Rank. Characters that are unable to jump through these obstacles are also concussed for 3 posts, and sustain a If an affected character lands on top of another character after one of these jumps, the character they land on sustains B Rank damage (S Rank Damage if the "jumper" is wearing Heavy Armor) in addition to any damage incurred from a deliberate attack made against them. 19 - For the duration of Chaotic Testament, the target character of this dice roll and any character that shares their Faith becomes a magic proximity mine. If the target character has no Faith or Chosen Deity, they are the only character affected. Whenever another character or object makes contact with the affected character, an explosion emanates from their skin at the point of contact and deals A Rank Magic damage to all creatures within 10 feet of them. The number of explosions that occur is equivalent to the number of times any object besides the ground or their gear makes contact with their body. The affected character sustains half of the damage from each explosion. Affected characters are aware of this frightening volatility in their body, allowing them to escape harm or cause it deliberately. 20 - The Devout character becomes a Harbinger of Chaos, regardless of whose character this dice was rolled for. As a Harbinger of Chaos, the Devout character's body mutates with constant and uncontrollable violence. These erratic mutations reduce the Devout's movement speed to 30 feet per post, but grants them a temporary +6 Speed bonus to dodge all non-AoE attacks and skills for the duration of Chaotic Testament. Harbingers of Chaos take half damage from all non-physical attacks made by characters that are considered Faithful to any of the other Creator Deities, and all of their attacks and skills deal one extra rank of damage to these Faithful characters. Any dice rolled against a Harbinger of Chaos by any other character may be re-rolled once for no energy cost, and they may choose the roll that is more favorable for them. A Harbinger of Chaos may also choose to be exempt from any other effects caused by Chaotic Testament. In the instance of additional dice rolls made for Chaotic testament resulting in a 20, the Devout character's form will switch between their normal form and Harbinger of Chaos until all rolls are accounted for. Chaotic Testament has a 20 post Cooldown
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jun 20, 2012 12:52 pm
THE ANCIENT ONES: As old as The Creators, and in some instances older, these Deities are worshiped in secrecy by many of Rykros' inhabitants. While not all Ancient Ones are evil Deities, their Faithful may find enemies in The Creators' Faithful or any number of ignorant, fearful individuals.
The Void The Faithful call It...The End of All, The Unmakers, The Infinite Masters, The Black Holy Signs: All darkness is a testament to its infinite depth. Mantra: You were stolen from Us by the Creators. You were taken from Our eternal peace beyond time and space. You were given flesh, and pain, and death as mortal life when once you were infinite; everything; nothing. Deny the Mantras of The Creators; deny the pain you are cursed to endure in life. Embrace what was your beginning and is The End of All. Shield your eyes from the deceptions light casts into reality. Rest within the darkest shadows; seek the deepest lightless chambers, and reflect on The Black. Embrace the emptiness of The Void, and spare your life of suffering. Slay those who hunt Our faithful. Deliver your enemies unto the deep, and they shall be unmade. Meditate on the dimensionless depth of Our unbeing, and the truth that you were once the universe, all and none in one, and that you can unmake every trial and obstacle set before you. Those considered "Dark" by the Void: The Void hates the light. All Tyral Faithful/Devout, Fallen, Fae, Idol, Unicorn. EXCEPTIONS: Any Dark Avenger of the previously named races. Transgressions Against The Void UNFORGIVABLE: - Becoming one of The Creators' Faithful - Making one of The Creators your Chosen Deity - Willfully betraying the secrets of The Void to anyone that is not Faithful. (This is not only Unforgivable, but makes you the Marked Soul of all living Dark Avengers in the same nation as you) MAJOR - Revealing another characters' allegiance to The Void to anyone that is not Faithful. This includes Dark Avengers that are not Faithful to The Void. (6 Posts to Repent) - Bringing any source of blinding or holy light into a place of darkness (5 Posts to Repent) - Seeking to stop or disrupt any ritual to The Void. (4 Posts to Repent) MINOR - Killing other characters that worship The Void (3 Posts to Repent) - Meditating or reflecting on The Void in direct sunlight (2 Posts to Repent) - Creating and/ or using campfires, torches, lanterns or other luminary devices to ward off the dark (1 Post to Repent)
FAITHFUL SKILL: Erase Trait: In embracing the nether of The Void, a faithful character is able to temporarily erase the presence of any one personal trait, or all of them at once. The traits that can be erased include their energy aura, soul presence, alignment, heat signature, faith, mood, smell, thoughts or the honesty of their words. The chosen trait is then erased from the character's being, has no detectable presence whatsoever, and cannot be pinpointed through magical means. This means that a faithful can appear faithless in a time of need, to vanish from the sight of creatures with extra-sensory or supernatural perceptions, and to bar their thoughts from spying eyes. Erase Trait cannot be used to alter the character's physical appearance, and erasing your Thoughts does not grant immunity to mind control, only attempts to spy into it. If one trait is chosen, Erase has a 10 post CD and costs C Rank energy to use regardless of the character's rank. Erase can also be used to vanish all of these traits at once, but doing so requires 3 posts of uninterrupted silent meditation, and costs S Rank Energy regardless of the character's rank. The benefit is that the faithful character becomes untraceable and undetectable in every way except by sound, motion and sight with the naked eye. Erasing all of the above traits raises the skill's Cooldown to 20 posts until its next use. The effects of Erase Trait last for 3 posts after meditation, regardless of whether one or all traits were erased. All traits return to normal afterwards.
DEVOUT SKILL: Bringers of Darkness PASSIVE Faithful Clerics and Paladins that put their Faith in The Void have embraced the deepest, darkest infinity of its abyss and wield its night and the darkness within themselves. The Void's Faithful Clerics and Paladins are considered Dark creatures, and instead of light their powers stem from The Void's darkness. Their Class templates effectively flip, enabling them to deal extra damage against "Light" creatures and heal The Void's "Dark" Faithful with their abilities. Void Clerics and Paladins are still able to heal living and "Light" characters, but their skills may have adverse affects on the target. Additionally, their devotion grants them the power to counter light based abilities of any character with a speed equal to or less than theirs. Countering Light skills requires the use of a Dark Holy ability of the same rank or higher than the one being countered, and has a 3 post Cooldown.
Stalk After meditating for 2 posts and spending SS Energy, The Void's Devout gain the ability to vanish completely from sight and sound. This advanced form of invisibility endures for 5 posts, can be used in broad daylight and endures through combat, attacking, and using skills. Skills with an aura or visible effect remain visible, and betray the character's position when used. If Stalk's user takes more than S Rank damage, the skill ends prematurely and their position is revealed. Stalk has a 30 post Cooldown.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jun 20, 2012 12:55 pm
|
|
|
|
|
|
 |
|
|
|
|
|
|