1) I did not start with dodge, so I only have rank 2, not rank 3 unfortunately. Hopefully all this running around the skill tree won't end up hurting me.
2) Any chance you could show me the roll on the Mechanist Bloodline before I decide? I'll probably say yes I just want to make sure it's not going to mess with another unique.
3) For the upgrade to Alchemist's Kit, I was actually planning on using an idea somebody had posted on making ludicrously dangerous substances. Problems I ran into were A) The technology to make said chemicals probably doesn't exist in Renalta (yet, gogo Steampunk Renalta 3?) and B) I'd never be able to store them. Right now I'm thinking about making a list of more chemical type stuff but if anyone has any input I'd be happy to hear it.
1) Got it. That's fine, just set the ranks yourself on your sheet, up to rank 2.
2)
Mechanist Bloodline Rank 2: What most Mechanists tend to learn over time is they don't just have a knack for technology, technology tends to
like them. In inexplicable manners. Where it concerns technology, especially advanced technology or Mechanist technology such as firearms or ancient ruins, Mechanists are able to wield them and use them merely by touching them as though they completely understood their applications. Ex: Touch a door and it opens, grab a rifle of unknown configuration and you know instinctively how to use it, et cetera.
3) That would be thanks to
@Alphakoka and remember...
Does it still count when you approved them out of site already?
Yes. Post them on site so I can review them, so I have the public log to refer to in case I get confused about something.
Also, I think everyone here shares my sentiments when I say I really appreciate your dedication to this RP. This is the only RP i've been able to stick with, and I think its due to how well you handle things as GM. It's also pretty nice knowing how stable it is, the sense of permanency lends itself to the fun factor.
I really appreciate this right now. More than you realize. Thank you.
My dreams of riding a giraffe into battle is one step closer.
Elrithos' Custom Upgrade:
Desert Raider Party Tactics (Rank I): The Aavikkanians have no shame in saying they raid merchants and caravans when the opportunity comes for them to gather supplies, especially after the Exile. And so, they have learned to work in close cooperation which each other to successfully strike enemies or strike back on other raiders attacking them.
+ When in combat with one or more allies versus no more than 2 enemies engaged in direct melee combat, Elrithos offers bonuses to his allies.
Approved.
Upgrade unique trait "Eyes and Ears" to Rank II
Ominous Reputation: Word has spread through several criminal organizations, if there's something you need done there's one man to contact that you can be sure will come through. That man of course is Aslo, and in the shady circles of the realm his name is well trusted, and feared. (Beings that deal with criminal organizations are likely to be intimidated if Aslo's name is mentioned. Crime bosses will more frequently contact him with jobs)
New unique traits -
Cross "T"s, Dot "I"s: Sometimes in the field of work in which Aslo works there is a requirement for orders or documents that need official seals or signatures. In his years of work Aslo has developed a keen skill for forging these things if he's seen it often enough, or if it isn't too complex. (Basics of forging documents and signatures)
Creative: A wise man once said that anything can be a weapon if you're holding it right, this saying holds true where Aslo is concerned. Whether it's a splintered piece of lumber, or an actual weapon that he's never used Aslo will find a way to make it work.
Approved.
- Plotting the Course: Not only has she practised firing at moving targets, she has also mastered the art of a moving reference. Gone are the days where she must halt her chase to aim. (Just as good at aiming projectiles while running/swinging/whatever as when immobile.)
- Reclaim and Recoil: When ammunition is scarce or the opponent better armed, an enemy's tool can serve just as well as an ally's. She has trained her reflexes beyond mere dodging to reclaiming the danger herself. (Chance to catch dodged projectiles.)
- Ricochet: It can be useful to have a couple tricks at hand when a target is not directly in one's sights. (Can ricochet sling-shots off of walls, ceilings, or other nearby surfaces for a chance to hit targets behind cover.)
Approved, Legolas.
Valkyujra's trait upgrades
General Traits
Wells of Power (Rank 2)
Endurance Training (Rank 2)
Acrobatic (Rank 2)
--Free Runner (Rank 3)
Awakened Meditation (Rank 2)
Unique Traits
Chronomancer's Mantra -
Mantra 1: With the voice of an Angel, compiled into endless years of continuous conditioning under the strange monks guardianship, Valkyujra has now developed a voice that rattles time itself. Singing this Mantra at her target inflicts a premonition unto them, they move with more confidence and have a heightened Dexterity while within ear shot of her voice.
Mantra 2: This Mantra allows her to see into several possible futures, This Mantra requires safety and recoup periods. It takes 12 hours to complete.
Mantra 3: unknown
Mantra 4: unknown ((Involves touching)).
Mantra 5: unknown
Harrowing Insight -
Rank 1: Valkyujra cannot see, but she makes up for this through other heightened senses, by just listening to a voice she can hear its intent. Their intentions ((alignment)) revealed.
Rank 2: She can hear lies louder than truths.
Remedial presence - Passive -
Rank 1: Valkyujra has descended down a long line of holy angels, this Blood that runs through her veins, though diluted by human blood, remains potent enough that its power is recognized by all. Allies and aligned individuals, within range of Valkyujra, are cured of poison, disease, and sometimes even demonic possession.
Rank 2: Enemies are physically weakened within this presence, while allies stave of death
Rank 3: (Male Companion buff) Valkyujra can dance, and unlike anything most in the realm have ever seen. With otherworldly pivots, gravity defying acrobatics and beyond sensual movements, her graceful dance can distract enemies, persuade men, and captivate women ((CHARISMA WHORE)). This is mainly used for entertainment, but doesn't hurt to have a hot girl dancing around when shit hits the fan. Valkyujra's dance can amplify the main general trait of the opposite sex by 1 rank for the entirety of her performance and for remainder of the encounter. ((This trait boost is only for the males, there will be something for the woman if i make it to the next upgrade. oh yea and if your char is blind and can't see the dance then I'm sorry :( ))
Renalta's Halo - grants limited vision of those around her (within 30 feet) as visages of light or darkness depending on alignment from a holy perspective.
1 Unique Trait Point left in reserve
We discussed these in private, so yes, approved for the sake of public record.
Wells of Power 2
Magisync (Rank 2): Ever wondered why older mages never seem to get lost except when they
want to be? It helps that the five Wells of Power are located north, south, east, west, and straight at the center of the planet, each respectively, always giving them a general sense of where they are. This also extends magic detection to artifacts, allowing them to sense the presence of magic artifacts when in close proximity. (Magic detection more precise, built-in compass, magic detection extended to artifacts.)
Endurance Training 2
Take em' (Rank 2): You've upgraded from practising against target dummies to practising against living targets, sparring partners. Back and forth for hours, you've learned the harsh lesson that victory goes not necessarily to the person who hits the hardest, but the one who remains standing when all is said and done. (Blows which would normally daze or momentarily stun have a chance to be negated entirely.)
Free Runner 3
Tools of the Trade (Rank 3): You've mastered usage with basic tools such as grappling hooks and can even use them mid-combat. Atop this, you've also started to master far more advanced tools, ones you can use exclusively, such as primitive wingsuits, or combat foam to soften unintentionally long falls... (Mastery of acrobat's tools. Please list them in your items section!)
Awakened Meditation 2
Rapid Mental Recovery (Rank 2): You have mastered the art of magic to the point where you can recover fully between battles, and have started to develop a small ability to 'steal' and absorb the magic others throw at you. (Basics of spell stealing (passive), this character fully recovers between multiple battles in a single mission.)
Question, is the Archangel from the Free Holds mission bound to the servitude of whoever 'acquires' him? Or will he serve Rashad if Rashad's mission goes as planned? Or is this just us waking up a GM NPC?
Bound to Rashad, supposedly. In all likelihood, being a powerful angel archetype, it'll serve whoever fights the nine hells until the threat is destroyed, then it won't know what to do with itself and won't be bound to a master. Unless it has found what it is looking for, at that point. What that is, I cannot say.
It's a powerful tool, and a living being. If you choose it, it'll help you, rest assured that it will, and it'll ensure Rashad's stable rule in the Free Holds as a bargaining/bluffing chip until the nine hells threat is resolved. However, the question thus remains...
Do you sacrifice another country's needs for this? In what will likely cause thousands of deaths?
I'm a badass who lead a team of internationally recognized super-agents to retrieve a demi-god from a frozen wasteland across a magical barrier, and who has a reputation of assassinating members of my opposition with said internationally recognized super-agents.
Twice now, I have shown to be in the direct favour of this international organization—who has leapt to help me with whatever I deem useful—and which now includes a demigod.
I love you.
Indeed.
Now for some clarifications. Which, just so you all know, you can ask for at
any time.
Underdark: Nobody wins if the demons win, even the Drow know that. They're conniving schemers, not morons. They'll bluff and play their cards however they can to end up on top. (Figuratively or literally.) They may still walk away from the Queen's Blades, but they won't willingly turn to the demons. They sell slaves, they aren't
themselves going to agree to become slaves.
However, agreement means little to the demons, so if the coalition falls, it'll be tough for the independent factions to keep fighting against the demon threat without some serious damage starting to befall them.
Imperium/Amazons: A lot of this has to do with the Imperium's "Dream of Empire" and their ideal state of existence. They believe, sincerely, that creating a united power base in the north will let them act as a Second Renalta in terms of stability and policing. Remember, even though Renalta got dumped in the first wave of missions, it stood up quite handily to a direct terrorist attack. Mikan's child was a tragedy, but an isolated tragedy, because Renalta is a very secure place against demons by its very nature.
So basically, think of it this way: The Underdark Coalition stops demons from infiltrating from beneath the surface. If the coalition breaks down, they'll struggle for themselves, and demons will begin to infiltrate from underneath in any kingdom they so choose. Not in great numbers, but they can start forming raiding parties to harass people before fleeting into the dark unless you put a stop to that. The Imperium/Amazon alliance would provide a corruption-resilient stronghold in the northern part of the continent that would, for all tense and purposes, behave as a second Renalta, being a beacon for unity and protectionism.
Do you want a second HQ and further stability on the surface, or do you want to prevent demons from using the underdark as an attack-any-country free card? The choice is yours. Obviously.
@Atlas Child Sonia is approved. Well, Sonia: The Beta Version is approved. Keep in mind that her unique kill traits (sunken lungs, drought of the tongue, mending touch) may not always kill but instead debilitate or KO a target where appropriate.
-------------------------------------------------------------
Everyone: Mission slots have been reduced to
four per mission from five to account for less players. The system is actually where it should be now. Overflow works.
MISSION VOTES
Kingdom of Renalta
- Murderok. ( @Kadaeux )
- Zinnarath Corsys. ( @Jorick )
- Sheriff Cennick "Cen" Greenborough. ( @Snakey )
- Slot 4
- NPC Companion 1
- NPC Companion 2
The Imperium/The Amazons
- Elrithos "Sand Runner". ( @Rain of the Night )
- Slot 2
- Slot 3
- Slot 4
- NPC Companion 1
- NPC Companion 2
Kingdom of Rheinfeld
- Slot 1
- Slot 2
- Slot 3
- Slot 4
- Slot 5
- NPC Companion 1
- NPC Companion 2
Kingdom of Liveria
- Kasim Amibilus. ( @Jorick )
- Slot 2
- Slot 3
- Slot 4
- NPC Companion 1
- NPC Companion 2
The Goblin Holds (Mission full)
- Daevon van de Scathis Venderland. ( @Kadaeux )
- Doctor Steven "S" Adian Gremlock. ( @Maxim )
- Esyllt Boudica. ( @Kestrel )
- Child.
- NPC Companion 1
- NPC Companion 2
The Free Holds
- Laenaia. ( @Alphakoka )
- Slot 2
- Slot 3
- Slot 4
- NPC Companion 1
- NPC Companion 2
The Underdark Coalition
- Abjaar 'Bastille' Korsair. ( @Limeypanda )
- Slot 2
- Slot 3
- Slot 4
- NPC Companion 1
- NPC Companion 2
The Kingdom of Tuleria
- Filomena Peláez; Nicknames: "Yoloyaotl" ( The One who has a Heart for War ) "Frankañaño" ( Forthright Friend ). ( @Elendra )
- Aeyr. ( @Holmishire )
- Protector Yuri. ( @Herzinth )
- Slot 4
- NPC Companion 1
- NPC Companion 2
The Choir (Blood Sea)
- Slot 1
- Slot 2
- Slot 3
- Slot 4
- NPC Companion 1
- NPC Companion 2
Float Vote (Aka: Votes that have
zero value due to indecision on the part of the voter, but which will be counted as a preference when voting ends for auto-assigning and resolving purposes.)
Elrbetrt Westfeld. (
@Fubuki ) VOTE: Liveria or Tuleria, "whichever has less people in it."
Draza Zorya. (
@Elendra ) VOTE: Rheinfeld or Liveria.
If I missed any votes, feel free to inform me.