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Posted: Tue Apr 22, 2025 7:34 pm
Powered upgrade for Frederick Ashworth. —————
Knight Title: Bamburgh Page of Saturn
Wonder Description: N/A
Uniform: Dapper, Victorian chimneysweep meets gravedigger is the idea, but...will work out something more solid with an artist.
Weapon & Magic
Page: Rusty Trowel – A small, corroded hand tool with a splintered grip and a blade darkened by age. Faint, worn runes are barely visible along the handle—etched shallow, as if by an uncertain hand long ago.
Squire: Mourner's Shovel – A long-handled shovel wrapped in faded black ribbon, the iron blade dulled and pitted by time. Along the shaft, delicate runes of mourning are carved, winding like ivy—subtle, weeping script etched for the departed. The iron blade has a faint sheen, but its edge is worn from countless burials. Despite its age, the shovel feels weighted with the grief of those it has laid to rest.
Magic: Bamburgh drags the edge of his shovel on the ground, drawing a circle around himself. Upon focusing, a thin cloud of spectral dust rises from the circle and quickly spreads out, clinging to all enemies within a ten foot radius around him. The dust moves with unnatural speed, curling around each individual and quickly crawling up and into their faces—through the eyes, nose, mouth, and ears. Once all the dust is gone, the hallucination begins.
To the targets, the environment slowly distorts until they find themselves buried underground, inside a wooden container built as though to their exact measurements. They feel as though death has claimed them, and they are now tightly bound in their illusionary coffin for all eternity. The space around them is dark and tight, with only the faintest light filtering through imagined cracks in the wood. Targets can also hear the dull, rhythmic sound of soil being shoveled onto the coffin lid, slow and deliberate. How targets react to these sensations is at player discretion. The hallucination is purely audio-visual in nature. While it does not physically hinder movement or spellcasting, individuals may be disoriented enough that doing either is difficult.
He has a magic pool of up to 45 seconds, but the magic can only be used in increments of up to 15 seconds at a time. The hallucination can be broken early if the target is forcibly pulled out of it by being struck, shaken, splashed by cold water, or distracted by some other means. It's also possible to end it early if they can mentally center themselves and push past it by sheer mental fortitude.
Knight Weapon: Gravewarden's Staff – A tall and ceremonial staff carved from blackened yew, its surface cool and unnervingly smooth. It is coiled in tarnished silver wire, and the shaft gleams faintly with an otherworldly sheen in the right light. The spade-shaped head bears intricate, shifting runes that seem to sink into the iron itself—ancient words of binding and burial. The staff hums with a quiet power, as though it carries the weight of all the tombs and graves it has ever guarded.
Magic: Bamburgh drags the edge of his shovel on the ground, drawing a circle around himself. Upon focusing, a thin cloud of spectral dust rises from the circle and quickly spreads out, clinging to all enemies within a 15 foot radius around him. The dust moves with unnatural speed, curling around each individual and quickly crawling up and into their faces—through the eyes, nose, mouth, and ears. Once all the dust is gone, the hallucination begins.
To the targets, the environment collapses and they find themselves suddenly buried underground, inside a wooden container built as though to their exact measurements. They feel as though death has claimed them, and they are now tightly bound in their illusionary coffin for all eternity. The space around them is dark and tight, with only the faintest light filtering through imagined cracks in the wood. Targets can also hear the dull, rhythmic sound of soil being shoveled onto the coffin lid, slow and deliberate. The air takes on the thick scent of damp earth and rotting wood, clinging to their lungs and making it feel as though the air itself is decomposing. A subtle but growing pressure weighs down on their chest and limbs, mimicking the sensation of heavy soil settling over their body. How targets react to these sensations is at player discretion.
The hallucination is purely sensory in nature, so no physical harm is suffered by the targets. While it does not physically restrict movement or spellcasting, the disorientation and creeping dread it creates may make doing either extremely difficult.
He has a magic pool of up to 60 seconds, but the magic can only be used in increments of up to 15 seconds at a time. The hallucination can be broken early if the target is forcibly pulled out of it by being struck, shaken, splashed by cold water, or distracted by some other means. It's also possible to end it early if they can mentally center themselves and push past it by sheer mental fortitude.
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