RPG OOC comments
Well I have to do some rolls, but DL, Sun, and Merlin have a good chance of knowing a little about the new appearence of the weapons. I will post what the last two find out, and PM DL with what he knows. Anybody else have arcane lore?.
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
- ThunderTitan
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My monk does have a few skills in Knowledge (arcana), it being a class skill and all. But not alot.
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I have never faked a sarcasm in my entire life. - ???
"With ABC deleting dynamite gags from cartoons, do you find that your children are using explosives less frequently?" — Mark LoPresti
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Well here is the findings of Master Merlin and Sun. First they have aboslutely no idea why items would be made of gold. Especially a staff. They are of the opinon it is thus because it is one of the few metals that does not disrupt or interrupt magical energies. The runes seem to come from a lost race (they don't know the name of the race sadly) and seem to have something to do with blood, but they can not translate them. The closest they can come is "With blood there is victory", but they admit they have no clue how accurate that is. The symbols on the monk's and priest items are life and death symbols, sort of like a symbol for balance. However, Merlin also points out that the white side could easily be Amy's symbol (some people do use her 'hand' as a symbol). However, again nothing more can be gleened (note she has not started identifying yet this is just her lore). Her own weapon seems to be made of some odd type of mithril. Something like she can create by touch, only much more magical.
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- theLuckyDragon
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Ah there is a locket arround the owner of this house's neck (Jazmin is her name). It keeps her from leaving the house. She doesn't remember who put it on her or why, but thinks it has something to do with the Highlord. She wasn't specific but said something like "Because I am his worst nightmare" (paraphrasing here). The key fits the locket . Hope that makes it as clear as MUD .
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- theLuckyDragon
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The bow bends easily, btw. Almost no effort is required. The two daggers can be identified at one time, as well as the sash and mace. The staff and bow would have to be seperate. So that means 4 days at 8 hours a day. No traveling would be able to be done at this time. So 4 days at Vampire Inn?
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- Sir William S Titan
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- DaemianLucifer
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Um,why?She needs no sleep and can do it on the run easilly.And it should be 5 days(because of the sword).Mytical wrote:The bow bends easily, btw. Almost no effort is required. The two daggers can be identified at one time, as well as the sash and mace. The staff and bow would have to be seperate. So that means 4 days at 8 hours a day. No traveling would be able to be done at this time.
But ok,5 days cool down wont bother us much.We can stay.
Actually because of not needing rest she can do it in 40 hours (give or take). However, the spell requires concentration and being stationary. Also if there is any curses she would be prone to them, but that is another story. The spell requires 8 hrs uninterrupted (for any reason) concentration. This can do 2 at a time. The dagger and the shortsword (8 hrs for both), the mace and sash (8 hrs for both), 8 hrs for each the staff/bow/big sword. So yeah 40 hrs if you can make sure she is uninterrupted during this time.
Last edited by Mytical on 10 Dec 2006, 05:49, edited 2 times in total.
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
Sun's findings. (all weapons can be used as +2 weapons regardless without fear of the curses).
Quarterstaff. Can store a touch spell in it and deliever it to the next creature hit by the staff. While the spell is in the staff, the spell can not be replaced in the casters mind, however. Also if it does not have a spell and an enemy caster tries to use a touch spell on it's weilder it will absorb the spell (and that spell can be used later as if it were the weilders). Once used the touch spell is out of the staff, however, and can be replaced, rememorized ect by it's weilder (or the enemy caster if he escaped). The curse will (over about 50 years) wither the weilders off hand into a bone and curse him/her with a touch that poisons any who they touch. If the effect is not used willingly then the curse never activates. (So if you leave the staff empty of the touch spell you are uneffected)
Dagger/Shortsword - Both are pretty similar. When blood contacts with the blades a poison coats them. The more blood, the worse the poison is. However, it has to be the weilders blood that activates the poison (which is part of the curse). The rest of the curse is that whoever you kill will haunt you for 3 days following, if the poison is used on them.
The mace maybe the worse of the items, or the best. Called simply Scales if any creature is killed by the mace, another may be returned to life with it. However, if the power is used to bring somebody to life a little of the weilders lifeforce leaves also. How much depends on several factors however.
The sash is not so flashy however. It's wearer 1x per day can activate one of two special abilities. One is to get an immediate extra attack, or to become more agile (dex bonus to AC is doubled). If the attack is selected 3 hrs later the wearer will be forced into a sleep for 8 hrs (bypasses any immunities and gets no save). If the defense is selected 3 hrs later the wearer will feel half the effects of any attack he/she managed to dodge JUST because of the bonus (sort of a delayed damage approach).
The bow does call up arrows, and has 4 different special arrows that can be called per day.
Blazing Arrow - Arrow of fire, does normal damage but all damage is considered fire damage. Weilder takes double damage from cold for next two turns.
Ice Arrow - does no damage-but unless immune can freeze an enemy in place for 3 turns. Weilder takes double damage from fire for next 3 turns.
Earthbind Arrow - Acts as the entangle spell (there must be plants nearby however) and does normal arrow damage as well. Weilder's dex becomes 10 for 2 turns.
Swift Arrow - Does not count as an attack (so you still get normal attacks with your bow) and negates any dexterity bonus to AC. Otherwise does normal arrow damage. Weilder is slowed (speed not attack wise) for 3 turns.
The sword she carries she will keep to herself it's abilities and drawbacks.
Quarterstaff. Can store a touch spell in it and deliever it to the next creature hit by the staff. While the spell is in the staff, the spell can not be replaced in the casters mind, however. Also if it does not have a spell and an enemy caster tries to use a touch spell on it's weilder it will absorb the spell (and that spell can be used later as if it were the weilders). Once used the touch spell is out of the staff, however, and can be replaced, rememorized ect by it's weilder (or the enemy caster if he escaped). The curse will (over about 50 years) wither the weilders off hand into a bone and curse him/her with a touch that poisons any who they touch. If the effect is not used willingly then the curse never activates. (So if you leave the staff empty of the touch spell you are uneffected)
Dagger/Shortsword - Both are pretty similar. When blood contacts with the blades a poison coats them. The more blood, the worse the poison is. However, it has to be the weilders blood that activates the poison (which is part of the curse). The rest of the curse is that whoever you kill will haunt you for 3 days following, if the poison is used on them.
The mace maybe the worse of the items, or the best. Called simply Scales if any creature is killed by the mace, another may be returned to life with it. However, if the power is used to bring somebody to life a little of the weilders lifeforce leaves also. How much depends on several factors however.
The sash is not so flashy however. It's wearer 1x per day can activate one of two special abilities. One is to get an immediate extra attack, or to become more agile (dex bonus to AC is doubled). If the attack is selected 3 hrs later the wearer will be forced into a sleep for 8 hrs (bypasses any immunities and gets no save). If the defense is selected 3 hrs later the wearer will feel half the effects of any attack he/she managed to dodge JUST because of the bonus (sort of a delayed damage approach).
The bow does call up arrows, and has 4 different special arrows that can be called per day.
Blazing Arrow - Arrow of fire, does normal damage but all damage is considered fire damage. Weilder takes double damage from cold for next two turns.
Ice Arrow - does no damage-but unless immune can freeze an enemy in place for 3 turns. Weilder takes double damage from fire for next 3 turns.
Earthbind Arrow - Acts as the entangle spell (there must be plants nearby however) and does normal arrow damage as well. Weilder's dex becomes 10 for 2 turns.
Swift Arrow - Does not count as an attack (so you still get normal attacks with your bow) and negates any dexterity bonus to AC. Otherwise does normal arrow damage. Weilder is slowed (speed not attack wise) for 3 turns.
The sword she carries she will keep to herself it's abilities and drawbacks.
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
- theLuckyDragon
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That is correct, you don't activate the poison you suffer no curse. And it is a normal +2 magical dagger. If you kill yourself I honestly don't know how it would work. Possibly hanging arround as a spirit for 3 days then poof?.
All in all the benifits far outweigh the curses. Oh and the 'arrows' the bow summons will stay about 10 min (except with some exceptions) and then poof. If any of the arrows leave your possession they immediately dissapear. If you draw the bow back and do not notch the summoned arrow it will dissapear and another will appear. If you do, one won't be summoned. It has 'unlimited' arrows; however, and needs never to be refilled.
All in all the benifits far outweigh the curses. Oh and the 'arrows' the bow summons will stay about 10 min (except with some exceptions) and then poof. If any of the arrows leave your possession they immediately dissapear. If you draw the bow back and do not notch the summoned arrow it will dissapear and another will appear. If you do, one won't be summoned. It has 'unlimited' arrows; however, and needs never to be refilled.
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
- theLuckyDragon
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Well you can not do much to the 'physical' plane, but you could pass through walls (and about everything else). With concentration others could see you (and get spooked perhaps), but that requires a lot of energy and would hasten your 'poofing' into the beyond. Spying, scouting, hunting, stuff like that however you would rule!
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
- theLuckyDragon
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