Carnasaur
Nazqua
Well-Known Member
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Uykar’s gaze meeting Xahanols he speaks out, his voice quick and tongue sharp yet calming.
“Through the pain, through the suffering all that is Itzl’s strives to become stronger, those that are unworthy of his breath removed and left to face Cauxtan. As all living beings endeavour to become stronger so too does our camp. An opportunity to rebuild a new, our foundations improved, huts rebuild better and defences reinforced for the threats that seek to oppose us, oppose our eternal mission, Chotec’s wraith included.”
“Your animals were not taken from you. Your animals were but guided by fate through Potec’s hand. Potec wills that they instead tread the unseen paths, instead become the ever watching shadows, their voices of the gentle breeze, Their Hisses and croaks the rustle of leaves.
Let their spirits guide you further to fulfil Itzl’s will and to become at one with the Kyaxa and by extension, the beast your soul now pursues, The Mikoapāhtli Tekuani.”
“Evident at the pain you endure your will is strong, but the poisons of such a beast are stronger… The tool’s of Angaz (Metal) I can give you will only take you so far, The true tools are those of the mind, let your determination and sorrow compel you in your quest forward.”
Continuing to talk the skink lifts up a side of his cloak revealing a sea of handling tools and weapons strapped to the side. With a swift action Uykar retrieves a handling stick, offering it to Xahanol.
Clutching the stick with both hands Xahanol can feel the cool, smooth wooden surface fighting against the hot burning of his cracked skin. At the tip of the tool he can see the freshly polished and sharpened head reflecting the light like the fire of passion which burnt in both the handlers eyes. Deep in the concentration of purpose and thought Xahanol suddenly notices mētstli tlawīli, Midnight breeze Uykar’s panther at his side. soon the felines soft fur strokes against his side causing his burns and wounds to tingle as the creature's master continues.
“The rest of what we could scavenge from the Oloq is around the back… As for further supplies, it would be foolish to come unprepared without an antivenom and a Tranquilizer among other herbal concoctions, The knowledge and experience of many being out of my immediate domain... It would be best for you to consult the gatherers, Zuztle could provide you with the immediate knowledge but he has other priorities… I will send Choleque and Huancli to search out others, Tiqxoltiq included."
At but a motion the black panther lets out a yawning grumble and begins to slip away, its soft paws gently padding against the burnt ground as another jaguar seemingly materialises from the nearby tree’s having heard Uykar’s orders and voice.
----
“Yuxa… Yuxa speaks through you with a vision….” Izqux whispers, listing with intent as his wide eyes and keen ears soak in the knowledge and words in a similar way in which the scale had absorbed the magic and light...
“D-Daemons… You, t-they speak of Deamons…” The seer’s wise intellect picks out pieces from a storm of information, his eyes turning blank as he too lives unseen memories.
“Before in times immemorial when Chaos assailed us the moon was torn asunder like the personalities of the Deamon warriors… "
"Qul’toq… As to did he wear a necklace not of Sotek, Not of Tepok but of indeed of another… Qul’tqo’s serpent, Axlotls serpent’s will is not of them… As is the will of Axlotls slann ” Nostrils flaring thoughts flash through the starseers mind…
"T-tThe emotionless slann made worried…”
At the talk of the scale Izqux scrambles it off the table, inspecting it with a new intensity before placing it back down and drawing out his frail hand toward the glass ball centred within the cold stone.
Letting a thick silence blanket the room Izqux’s hand hovers above the crystalline glass, the few residual particles of magic and humidity swirling in the air around the pair of skinks, clouding the surface of the ball as unseen shapes and images form within…
“These are… these are serpents of the stars..” The seer mutters as the mist within the ball is suddenly cleared by a blinding pale light that causes Xolek’s eyes to squint and water. The silvered one itself is revealed to take the mists place, filling the whole orb for but a split second before it waxes and wanes into a smaller form, its light stretching out across a valley of jungle tree’ s. Hanging above its light then illuminates a teradon rider soaring down, the skinks face torn with emotions. Glowing silver strapped behind the skink is a plaque and a scale. Both of their surfaces reflect the heavenly light of the city behind as flames gash into temples and buildings, more and more daemons blazing in the purifying star fire continue to flood in from all angles.
As the obstinate pillars of eternity crumble down showering the battle below in a rain of rubble the terradon suddenly begins to veer down. The blazing bolt stabbed into its left wing sending it spiralling into the tree’s whilst the skink's body can be seen plummeting down to follow it, the plaque and scale disappearing into the void beneath them as the images fade.
“Serpents… Serpent of the stars… Serpent of the Silvered one... “ Izqux’s eyes snap to meet with Xolek who’s body glows with a faint pale light…
Suddenly the room is flooded by a new voice as Talock bursts into the tent, his eyes stealing Izqux’s glare as he barks out interrupting the visions and seer’s speech.
“Skaven have overrun another chamber.”
“We need urgent support to hold the outer tunnels.”
Immediately reality snaps back to Izqux sending him spiralling onto his feet. As words of the serpent, of Skaven ring in Xoleks ears...
---
Squinting his eyes, Tiqxoltiq tried to regain his composure only to fail dramatically as a frustrated shout rattled out “WHERE ARE THEY” as the skink supervisor scrambled onto his feet, his face fuming red whilst his companions quickly turned around trying not to draw his attention to their laughing faces.
Tik once again lapsed into a bout of laughter only for him to be interrupted by the sound of light footsteps…. Anticipating for the supervisor to stomp around the corner the priest dropped down pretending to study the stonework of a nearby ruined building, only for the owner of the footsteps to be revealed as a large golden jaguar. Immediately the creature was recognized as Dawns flame, Choleque both due to Tiqxoltiq’s previous experiences with helping Uykar but also the fact that any wild jaguar within would have been no-doubt scared away from the laugher…
Relived the priest looked into Choleque’s wild eyes which burnt with purpose in such a similar way to that of their owners. Catching his breath in between chuckles the priest gets to his feet, the jaguar greeting him with a grunt allowing the skink's hand to glide down his golden coat before signalling at the priest to follow him with a head motion and an extended low rumble.
Current Stats, Equipment, Effects and other such notes:
Items:
Hyenadon Necklace: (Item)
- Description: A small crude string of bloody canine teeth Mixed in with two preserved hyaenodon Paws still covered in serrated claws. (Crafted)
- Effects:
+6% Accuracy against BEASTS.
Consumables/materials:
2x Basic Bandage (Consumable)
- Description: Woven from thin layers of stripped bamboo and other plant fibres these types of basic bandages can be easily made or bought, crudely fulfilling their role as shabby dressings and plasters.
-Effects: (During or After combat)
Decreased chance of disease
Bleeding temporarily reduced
50% Chance to regain the receiver with 0.1 Wound.
Active effects:
(Recovering from stun)
Consumables/materials:
1x Fireroot (Consumable),
-Description: Found all across Lustria these elusive and rare plants can be found usually at the base of withering trees. Said to be born of Chotec, these root like plants suffocate and cut off a tree’s supply from its roots, effectively killing it in a burning iron grip. Once collected and ground into a fine powder, the ember like particles of this plant can be ingested, providing the user with waves of fresh heat, energy and aggressiveness.
-Effects: (Duration: 10 Minutes)
+Cold resistance
10% Chance of an additional battle point.
+ 1 X Quetzl Grass (Consumable)
- Description: Blazing like battle’s fury and Quetzl’s ever-watchful protection This supposedly blessed grass is resistant to all forms of plant disease and denies the wind even the ability to move its stoic blades, each one like the sharp end of a sword or spear. Made up of thick, fibrous strands interweave with each other like a shield this chewy grass is usually boiled or cut down into a form of tea before use.
When ingested a strange feeling is induced upon the user first instilling a resilient resistance to pain before providing them with seemingly unnatural reserves of strength and vigour whilst also helping to stimulate and bolster the user's abilities with their weapon, almost guiding strikes towards vulnerabilities and weak spots in the enemies defences
- Effects: (Duration: 1 Minute)
20% Chance to regain a battle point after using one.
+1 Toughness
+1 Strength
+1 Weapon Skill
+ 1 X Dusk shadow (Material/Consumable)
- Description: Elusive and rare, these renowned mushrooms are known for their deadly toxins. Hiding in the shadows and shade of trunks or caves the arrival and of these mushrooms often predicts and prophecies the soon death of the healthy tree, or even whole grove they Leetch off.
Known to be carefully collected Dusk shadow’s renowned toxin can be refined and diluted into an undoubtedly potent tranquillizer that if ingested or admitted to the bloodstream can cause the recipient to fall unconscious within near minutes. If otherwise received in two high of an unrefined dose they risk falling into the never-ending slumber of death or even worse lapse into an unending Coma of twisted delirium.
- Effects:
Requires processing to be used.
Contact, inhalation, Digestion should be avoided.
Active effects:
x
Spells unlocked:
- Glittering scales (1 Magic point) This spell will cause an allies scales to turn as hard and as strong as steel for one minute , allowing them to absorb blows and strikes with little to no effect.
- Plague of rust (3 Magic points) This spell will cause three enemies armour to deteriorate and rust with extreme speed, small chunks flaking off into the wind and entire plates turning to dust.
-Storm of knives (2 Magic points) This spell allows the caster to throw two floating knives of sharp metal into nearby enemies
Talon of fangs (Item/Weapon)
-Description: Created by a skilled and old skink artisan this trusty weapon is yet to taste its first battle, the malicious and serrated series of fangs and blades that protrude from the fist frame thirst for a drop of blood
- Effects: -50% Range (Just means that using this weapon will significantly lower the user's effective strike range compared to that of a spear or traditional weapon). +10% Critical chance against small foes.
Consumables/materials:
0x Hyaenodon pelt (Destroyed by fire)
Active effects:
X
Weapons/tools: Carnosaur tooth, Crude whip, Sacrificial dagger (Lost), Blowpipe
Items:
Beasts Charm: (Item)
- Description: This small metallic charm of mysterious origin is bent into the shape of a sharp dog like paw inside a small curved moon, the paws claws sharp enough to draw blood and the moon almost luminous with a strange, ghostly glow
- Effects:
+5% Success Chance on ALL Beast handling and Taming rolls.
Silver scale: (???)
- Description: Thirsting for magic this scale gently pulses with silver light, bathing all those near it in a sheen of luminosity so similar to that of the stars and moon.
Consumables/materials:
1x Hyenadon meat (Consumable)
----
4x Hyenadon claws/teeth (Material)
----
1x Fates Felicity (Consumable)
- Description: This rare emerald pink fine powder is known to be the pure extract of The lesser emerald lotus, Supposedly one of the rarest and most beautiful flowers in all the jungle. Many creatures are often attracted to its strange scent where they stand mesmerised by the huge flower suspended on a thin pad that gently drifts on the water. Some legends even go as far to say that the animals attracted to it often wade too deep into the swamp waters in a trance, resulting in their untimely demise. The Emerald Pools of Itza teem with many beautiful and rare water lilies such as this one…
- Effects: (Duration: 3 Minutes)
+3 Initiative
+1 Skill point
???
----
1(-1)x Blue Paradise (Consumable)
- Description: Euphoric and relaxing, used by Xolek after battle to help him forget the carnage brought by him, if only for a moment in time. The smell of sweet orange and mint fills the air as this herb is smoked, soothing all around who smells it. Herbivores are especially attracted to the scent. Only Grown by Amazons on their island or the surrounding mainland, highly guarded. Only respected members or guests are able to partake or gather it.
- Effects: (Duration 10-20 Minutes)
-3 Initiative
----
1x Sunray Flower (Consumable):
- Description: Thought to be a blessing of Chotec onto this world, these plants flower a beautiful red-orange with white accented flower. Naturally gives energy to those affected allowing faster strikes or faster dodging, this is a flower Xolek uses before battle, a ring of smoke dancing around him as he does a ritual dance that soon turns into a fury of obsidian. They grow on trees as their vines stretch upwards, strengthening the bark it touches.
- Effects (Duration 120 Seconds)
+3 speed
+20% Chance to dodge incoming attacks.
---
2x Purple Moon (Consumable)
- Description: A flower of bright lilac purple with a highlight of royal purple and specs of moon silver this flower is found deep in the jungle near riversides and grows on the moss surrounding trees and rocks. When Dried and chewed this flower enhances magical affinity and expands then mind to be able to process higher difficulty spells. A rare flower that is often covet by the Fauna of the Jungle for its rich flavour from the natural sap that comes from the leaves whether fresh or dried.
- Effects: (Duration 120 Seconds)
+1 Magic point
-10% miscast chance
Active effects:
X
Spells unlocked:
- Enchant with venom (1 magic point) this spell will add venom to an allied weapon within 100 meters for 10 minutes.
- Blazing Aurora (1 Magic point) Looking up to the sky whilst chanting seemingly incomprehensible ancient and forgotten verses the casters body begins to slowly illuminate, a strange cerulean light buds from their tail until their whole body is consumed by it. Seconds later the light erupts into a blazing supernova of pure light that bathes the surroundings in a lucent shimmer before blinding all those unworthy that look upon it (Duration: 3 Minutes). All enemies within the area will no longer be able to target the caster or anything within a large radius (10 Meters) around him. Furthermore, the accuracy of all enemies fighting within the light (10 Meters from the caster) will be reduced by 50%
- Sotek’s Serpents (1 Magic point) This spell will summon 1-3 Large snakes from the surrounding jungle to do the casters biding.
Weapons/tools: Staff, Blowpipe
Active effects:
- Due to the nature of your injury, you may only use one arm.
- Your character is currently intimidated
Spells Unlocked:
- Bolt of Tepok's Thunder (2 Magic points) This spell will cause a roaring thunderbolt to strike down upon any foe within sight.
-Apotheosis (3 magic points) This spell can heal any ally within 100 meters back to full health, A swirling mist of azure energy swirls around the target, their wounds healing and vigour restored - 10% Mistcast chance.
-Tepok's Eyes (1 Magic point) This allows the caster to almost leave his body, witnessing the world outside the body in slow motion for 30 seconds. whilst this spell is being undergone the casters mortal body cannot move.
Items:
1x ?Crystalline fragment? (Item)
Active effects:
X
Lingering Injuries:
Horrible Disfigurement: Your characters have burn scars to the extent that can’t be easily concealed as well as losing their crest, One of the skinks many ways to communicate and Identify… You will have permanent disadvantage on Persuasion checks and -0.2 Max wounds.
This status may be partially healed only through the use of extreme divine magic.
----
Minor Neuralgia: Your character experiences a somewhat constant and painful nerve damage over a portion of the body. Whenever you attempt an action in combat you have a 20% Chance to fail all actions automatically.
This effect will heal after 3-5 Days unless healed through the use of divine magic.
----
Arachnophobia/Pyrophobia: Your character has an extreme fear of both Arachnids and Fire, You will be extremely impotent to standing within the presence of them… (You will get a notification when these fears are in play and the effects will be decided by an array of factors)
Your character will feel an uncomfortable fear upon seeing flickering flames whether this takes the form of a torch, candle or campfire.
You may eventually overcome these fears through future experiences and calming exposures.
Active effects:
- 20% Chance to fail combat actions.
- +1 Wounded state.
- +1 Wounded state
- -0.2 Max wounds.
Unicorn vine: (Duration remaining: 70 Minutes)
- + Pain resistance
- +50% Regeneration rate
- +0.3 Max wounds
- + Disease resistance
Updates:
- Your characters wounds are ‘Healing’
- +1 Beast handling point regained.
“Through the pain, through the suffering all that is Itzl’s strives to become stronger, those that are unworthy of his breath removed and left to face Cauxtan. As all living beings endeavour to become stronger so too does our camp. An opportunity to rebuild a new, our foundations improved, huts rebuild better and defences reinforced for the threats that seek to oppose us, oppose our eternal mission, Chotec’s wraith included.”
“Your animals were not taken from you. Your animals were but guided by fate through Potec’s hand. Potec wills that they instead tread the unseen paths, instead become the ever watching shadows, their voices of the gentle breeze, Their Hisses and croaks the rustle of leaves.
Let their spirits guide you further to fulfil Itzl’s will and to become at one with the Kyaxa and by extension, the beast your soul now pursues, The Mikoapāhtli Tekuani.”
“Evident at the pain you endure your will is strong, but the poisons of such a beast are stronger… The tool’s of Angaz (Metal) I can give you will only take you so far, The true tools are those of the mind, let your determination and sorrow compel you in your quest forward.”
Continuing to talk the skink lifts up a side of his cloak revealing a sea of handling tools and weapons strapped to the side. With a swift action Uykar retrieves a handling stick, offering it to Xahanol.
Clutching the stick with both hands Xahanol can feel the cool, smooth wooden surface fighting against the hot burning of his cracked skin. At the tip of the tool he can see the freshly polished and sharpened head reflecting the light like the fire of passion which burnt in both the handlers eyes. Deep in the concentration of purpose and thought Xahanol suddenly notices mētstli tlawīli, Midnight breeze Uykar’s panther at his side. soon the felines soft fur strokes against his side causing his burns and wounds to tingle as the creature's master continues.
“The rest of what we could scavenge from the Oloq is around the back… As for further supplies, it would be foolish to come unprepared without an antivenom and a Tranquilizer among other herbal concoctions, The knowledge and experience of many being out of my immediate domain... It would be best for you to consult the gatherers, Zuztle could provide you with the immediate knowledge but he has other priorities… I will send Choleque and Huancli to search out others, Tiqxoltiq included."
At but a motion the black panther lets out a yawning grumble and begins to slip away, its soft paws gently padding against the burnt ground as another jaguar seemingly materialises from the nearby tree’s having heard Uykar’s orders and voice.
----
“Yuxa… Yuxa speaks through you with a vision….” Izqux whispers, listing with intent as his wide eyes and keen ears soak in the knowledge and words in a similar way in which the scale had absorbed the magic and light...
“D-Daemons… You, t-they speak of Deamons…” The seer’s wise intellect picks out pieces from a storm of information, his eyes turning blank as he too lives unseen memories.
“Before in times immemorial when Chaos assailed us the moon was torn asunder like the personalities of the Deamon warriors… "
"Qul’toq… As to did he wear a necklace not of Sotek, Not of Tepok but of indeed of another… Qul’tqo’s serpent, Axlotls serpent’s will is not of them… As is the will of Axlotls slann ” Nostrils flaring thoughts flash through the starseers mind…
"T-tThe emotionless slann made worried…”
At the talk of the scale Izqux scrambles it off the table, inspecting it with a new intensity before placing it back down and drawing out his frail hand toward the glass ball centred within the cold stone.
Letting a thick silence blanket the room Izqux’s hand hovers above the crystalline glass, the few residual particles of magic and humidity swirling in the air around the pair of skinks, clouding the surface of the ball as unseen shapes and images form within…
“These are… these are serpents of the stars..” The seer mutters as the mist within the ball is suddenly cleared by a blinding pale light that causes Xolek’s eyes to squint and water. The silvered one itself is revealed to take the mists place, filling the whole orb for but a split second before it waxes and wanes into a smaller form, its light stretching out across a valley of jungle tree’ s. Hanging above its light then illuminates a teradon rider soaring down, the skinks face torn with emotions. Glowing silver strapped behind the skink is a plaque and a scale. Both of their surfaces reflect the heavenly light of the city behind as flames gash into temples and buildings, more and more daemons blazing in the purifying star fire continue to flood in from all angles.
As the obstinate pillars of eternity crumble down showering the battle below in a rain of rubble the terradon suddenly begins to veer down. The blazing bolt stabbed into its left wing sending it spiralling into the tree’s whilst the skink's body can be seen plummeting down to follow it, the plaque and scale disappearing into the void beneath them as the images fade.
“Serpents… Serpent of the stars… Serpent of the Silvered one... “ Izqux’s eyes snap to meet with Xolek who’s body glows with a faint pale light…
Suddenly the room is flooded by a new voice as Talock bursts into the tent, his eyes stealing Izqux’s glare as he barks out interrupting the visions and seer’s speech.
“Skaven have overrun another chamber.”
“We need urgent support to hold the outer tunnels.”
Immediately reality snaps back to Izqux sending him spiralling onto his feet. As words of the serpent, of Skaven ring in Xoleks ears...
---
Squinting his eyes, Tiqxoltiq tried to regain his composure only to fail dramatically as a frustrated shout rattled out “WHERE ARE THEY” as the skink supervisor scrambled onto his feet, his face fuming red whilst his companions quickly turned around trying not to draw his attention to their laughing faces.
Tik once again lapsed into a bout of laughter only for him to be interrupted by the sound of light footsteps…. Anticipating for the supervisor to stomp around the corner the priest dropped down pretending to study the stonework of a nearby ruined building, only for the owner of the footsteps to be revealed as a large golden jaguar. Immediately the creature was recognized as Dawns flame, Choleque both due to Tiqxoltiq’s previous experiences with helping Uykar but also the fact that any wild jaguar within would have been no-doubt scared away from the laugher…
Relived the priest looked into Choleque’s wild eyes which burnt with purpose in such a similar way to that of their owners. Catching his breath in between chuckles the priest gets to his feet, the jaguar greeting him with a grunt allowing the skink's hand to glide down his golden coat before signalling at the priest to follow him with a head motion and an extended low rumble.
Current Stats, Equipment, Effects and other such notes:
Hakal
M3 WS3 BS0 S4 T4 W1.5(-1.5) I0 A1 Ld6. 1 skill points, 5 -MAX battle, 0 Strength (Recovering from stun)
Weapon/tools: Mining pickaxeM3 WS3 BS0 S4 T4 W1.5(-1.5) I0 A1 Ld6. 1 skill points, 5 -MAX battle, 0 Strength (Recovering from stun)
Items:
Hyenadon Necklace: (Item)
- Description: A small crude string of bloody canine teeth Mixed in with two preserved hyaenodon Paws still covered in serrated claws. (Crafted)
- Effects:
+6% Accuracy against BEASTS.
Consumables/materials:
2x Basic Bandage (Consumable)
- Description: Woven from thin layers of stripped bamboo and other plant fibres these types of basic bandages can be easily made or bought, crudely fulfilling their role as shabby dressings and plasters.
-Effects: (During or After combat)
Decreased chance of disease
Bleeding temporarily reduced
50% Chance to regain the receiver with 0.1 Wound.
Active effects:
(Recovering from stun)
Tiqxoltiq
M6 WS2 BS2 S2 T1 W1 I4 A1 Ld5. 5 -MAX skill points, 4 battle, 4 Magic
Weapons/tools: Staff, BlowpipeM6 WS2 BS2 S2 T1 W1 I4 A1 Ld5. 5 -MAX skill points, 4 battle, 4 Magic
Consumables/materials:
1x Fireroot (Consumable),
-Description: Found all across Lustria these elusive and rare plants can be found usually at the base of withering trees. Said to be born of Chotec, these root like plants suffocate and cut off a tree’s supply from its roots, effectively killing it in a burning iron grip. Once collected and ground into a fine powder, the ember like particles of this plant can be ingested, providing the user with waves of fresh heat, energy and aggressiveness.
-Effects: (Duration: 10 Minutes)
+Cold resistance
10% Chance of an additional battle point.
+ 1 X Quetzl Grass (Consumable)
- Description: Blazing like battle’s fury and Quetzl’s ever-watchful protection This supposedly blessed grass is resistant to all forms of plant disease and denies the wind even the ability to move its stoic blades, each one like the sharp end of a sword or spear. Made up of thick, fibrous strands interweave with each other like a shield this chewy grass is usually boiled or cut down into a form of tea before use.
When ingested a strange feeling is induced upon the user first instilling a resilient resistance to pain before providing them with seemingly unnatural reserves of strength and vigour whilst also helping to stimulate and bolster the user's abilities with their weapon, almost guiding strikes towards vulnerabilities and weak spots in the enemies defences
- Effects: (Duration: 1 Minute)
20% Chance to regain a battle point after using one.
+1 Toughness
+1 Strength
+1 Weapon Skill
+ 1 X Dusk shadow (Material/Consumable)
- Description: Elusive and rare, these renowned mushrooms are known for their deadly toxins. Hiding in the shadows and shade of trunks or caves the arrival and of these mushrooms often predicts and prophecies the soon death of the healthy tree, or even whole grove they Leetch off.
Known to be carefully collected Dusk shadow’s renowned toxin can be refined and diluted into an undoubtedly potent tranquillizer that if ingested or admitted to the bloodstream can cause the recipient to fall unconscious within near minutes. If otherwise received in two high of an unrefined dose they risk falling into the never-ending slumber of death or even worse lapse into an unending Coma of twisted delirium.
- Effects:
Requires processing to be used.
Contact, inhalation, Digestion should be avoided.
Active effects:
x
Spells unlocked:
- Glittering scales (1 Magic point) This spell will cause an allies scales to turn as hard and as strong as steel for one minute , allowing them to absorb blows and strikes with little to no effect.
- Plague of rust (3 Magic points) This spell will cause three enemies armour to deteriorate and rust with extreme speed, small chunks flaking off into the wind and entire plates turning to dust.
-Storm of knives (2 Magic points) This spell allows the caster to throw two floating knives of sharp metal into nearby enemies
Quas
M2 W2 BS0 S3 T3 W2.2 I0 A1 Ld5. 0 skill points, 1 battle, 1 Strength (+1 Exhausted state)
Weapon/tools: Meat cleaverM2 W2 BS0 S3 T3 W2.2 I0 A1 Ld5. 0 skill points, 1 battle, 1 Strength (+1 Exhausted state)
Talon of fangs (Item/Weapon)
-Description: Created by a skilled and old skink artisan this trusty weapon is yet to taste its first battle, the malicious and serrated series of fangs and blades that protrude from the fist frame thirst for a drop of blood
- Effects: -50% Range (Just means that using this weapon will significantly lower the user's effective strike range compared to that of a spear or traditional weapon). +10% Critical chance against small foes.
Consumables/materials:
0x Hyaenodon pelt (Destroyed by fire)
Active effects:
X
Xolek-Zi
M5 WS2 BS2 S3 T2 W0.75 I4 A1 Ld5. 1 Skill point, 3 Battle, 0 Magic ,1 Beast handling.
M5 WS2 BS2 S3 T2 W0.75 I4 A1 Ld5. 1 Skill point, 3 Battle, 0 Magic ,1 Beast handling.
Weapons/tools: Carnosaur tooth, Crude whip, Sacrificial dagger (Lost), Blowpipe
Items:
Beasts Charm: (Item)
- Description: This small metallic charm of mysterious origin is bent into the shape of a sharp dog like paw inside a small curved moon, the paws claws sharp enough to draw blood and the moon almost luminous with a strange, ghostly glow
- Effects:
+5% Success Chance on ALL Beast handling and Taming rolls.
Silver scale: (???)
- Description: Thirsting for magic this scale gently pulses with silver light, bathing all those near it in a sheen of luminosity so similar to that of the stars and moon.
Consumables/materials:
1x Hyenadon meat (Consumable)
----
4x Hyenadon claws/teeth (Material)
----
1x Fates Felicity (Consumable)
- Description: This rare emerald pink fine powder is known to be the pure extract of The lesser emerald lotus, Supposedly one of the rarest and most beautiful flowers in all the jungle. Many creatures are often attracted to its strange scent where they stand mesmerised by the huge flower suspended on a thin pad that gently drifts on the water. Some legends even go as far to say that the animals attracted to it often wade too deep into the swamp waters in a trance, resulting in their untimely demise. The Emerald Pools of Itza teem with many beautiful and rare water lilies such as this one…
- Effects: (Duration: 3 Minutes)
+3 Initiative
+1 Skill point
???
----
1(-1)x Blue Paradise (Consumable)
- Description: Euphoric and relaxing, used by Xolek after battle to help him forget the carnage brought by him, if only for a moment in time. The smell of sweet orange and mint fills the air as this herb is smoked, soothing all around who smells it. Herbivores are especially attracted to the scent. Only Grown by Amazons on their island or the surrounding mainland, highly guarded. Only respected members or guests are able to partake or gather it.
- Effects: (Duration 10-20 Minutes)
-3 Initiative
----
1x Sunray Flower (Consumable):
- Description: Thought to be a blessing of Chotec onto this world, these plants flower a beautiful red-orange with white accented flower. Naturally gives energy to those affected allowing faster strikes or faster dodging, this is a flower Xolek uses before battle, a ring of smoke dancing around him as he does a ritual dance that soon turns into a fury of obsidian. They grow on trees as their vines stretch upwards, strengthening the bark it touches.
- Effects (Duration 120 Seconds)
+3 speed
+20% Chance to dodge incoming attacks.
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2x Purple Moon (Consumable)
- Description: A flower of bright lilac purple with a highlight of royal purple and specs of moon silver this flower is found deep in the jungle near riversides and grows on the moss surrounding trees and rocks. When Dried and chewed this flower enhances magical affinity and expands then mind to be able to process higher difficulty spells. A rare flower that is often covet by the Fauna of the Jungle for its rich flavour from the natural sap that comes from the leaves whether fresh or dried.
- Effects: (Duration 120 Seconds)
+1 Magic point
-10% miscast chance
Active effects:
X
Spells unlocked:
- Enchant with venom (1 magic point) this spell will add venom to an allied weapon within 100 meters for 10 minutes.
- Blazing Aurora (1 Magic point) Looking up to the sky whilst chanting seemingly incomprehensible ancient and forgotten verses the casters body begins to slowly illuminate, a strange cerulean light buds from their tail until their whole body is consumed by it. Seconds later the light erupts into a blazing supernova of pure light that bathes the surroundings in a lucent shimmer before blinding all those unworthy that look upon it (Duration: 3 Minutes). All enemies within the area will no longer be able to target the caster or anything within a large radius (10 Meters) around him. Furthermore, the accuracy of all enemies fighting within the light (10 Meters from the caster) will be reduced by 50%
- Sotek’s Serpents (1 Magic point) This spell will summon 1-3 Large snakes from the surrounding jungle to do the casters biding.
Kuoteq'Eko
M4 WS1 BS2 S1 T1 W0.4 I4 A1 Ld(Intimidated) 2 skill points, 2 battle, 3 magic (1 Impaired state)
M4 WS1 BS2 S1 T1 W0.4 I4 A1 Ld(Intimidated) 2 skill points, 2 battle, 3 magic (1 Impaired state)
Weapons/tools: Staff, Blowpipe
Active effects:
- Due to the nature of your injury, you may only use one arm.
- Your character is currently intimidated
Spells Unlocked:
- Bolt of Tepok's Thunder (2 Magic points) This spell will cause a roaring thunderbolt to strike down upon any foe within sight.
-Apotheosis (3 magic points) This spell can heal any ally within 100 meters back to full health, A swirling mist of azure energy swirls around the target, their wounds healing and vigour restored - 10% Mistcast chance.
-Tepok's Eyes (1 Magic point) This allows the caster to almost leave his body, witnessing the world outside the body in slow motion for 30 seconds. whilst this spell is being undergone the casters mortal body cannot move.
Xlauax
M6, WS2, BS5, S2, T2, W1, I4, A1 Ld5. 3 skill points, 1 battle, 2 blend
Weapons/tools: 2x Druchii dagger, Darkshard crossbow.M6, WS2, BS5, S2, T2, W1, I4, A1 Ld5. 3 skill points, 1 battle, 2 blend
Items:
1x ?Crystalline fragment? (Item)
Active effects:
X
Xahanol
M4 WS0 BS0 S0 T0 W0.5 I3 L3. 2 skill points, 1 battle, 1 beast handling (+2 Wounded states)
Weapons/tools: Handling stick (Destroyed/lost), Blowpipe - Darts = Poisoned.M4 WS0 BS0 S0 T0 W0.5 I3 L3. 2 skill points, 1 battle, 1 beast handling (+2 Wounded states)
Lingering Injuries:
Horrible Disfigurement: Your characters have burn scars to the extent that can’t be easily concealed as well as losing their crest, One of the skinks many ways to communicate and Identify… You will have permanent disadvantage on Persuasion checks and -0.2 Max wounds.
This status may be partially healed only through the use of extreme divine magic.
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Minor Neuralgia: Your character experiences a somewhat constant and painful nerve damage over a portion of the body. Whenever you attempt an action in combat you have a 20% Chance to fail all actions automatically.
This effect will heal after 3-5 Days unless healed through the use of divine magic.
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Arachnophobia/Pyrophobia: Your character has an extreme fear of both Arachnids and Fire, You will be extremely impotent to standing within the presence of them… (You will get a notification when these fears are in play and the effects will be decided by an array of factors)
Your character will feel an uncomfortable fear upon seeing flickering flames whether this takes the form of a torch, candle or campfire.
You may eventually overcome these fears through future experiences and calming exposures.
Active effects:
- 20% Chance to fail combat actions.
- +1 Wounded state.
- +1 Wounded state
- -0.2 Max wounds.
Unicorn vine: (Duration remaining: 70 Minutes)
- + Pain resistance
- +50% Regeneration rate
- +0.3 Max wounds
- + Disease resistance
Updates:
- Your characters wounds are ‘Healing’
- +1 Beast handling point regained.
So as I previously discussed, the tree system is coming on, I have done a lot of work for the healing routes as well as jewellery among others, Very excited to implement it once completed. (Obviously, some of the stuff is subject to change ect)
Healing:
1 - 0/2
40% Base healing chance (Of healing back one wound on a patient)
2 - 0/2
+20% Chance of gaining a skill point at the start of the day.
Passive: Medicinal Knowledge I - minimal perception of how to cure disease, heal with crude technique in a slow process.
3 - 0/3
+30% Chance of gaining a skill point at the start of the day.
40% Base healing chance (Of healing back one wound on a patient)
Skill: Defence of the Mind I (Cost 2 skill points) - Select an Ally (Or yourself) Within sight before Imbuing them with +2 Leadership and +3 Intuition (Duration: 5 Minutes)
Passive: Ward the wary I - All nearby allies gain +10% Regeneration rate, 20% Chance to Ignore Exhaustion. (Upon an Exhaustion check)
4 - 0/4
+40% Chance of gaining a skill point at the start of the day.
Passive: Medicinal Knowledge II - a medium perception of how to cure disease, heal with minimal technique in a medium time.
Skill: Divine Comfort I (Cost: 3 Health Skill points) - Select an Ally (or yourself) Within reach before rolling a D4. The amount of wounds shown will be divided by 10 and then healed onto the chosen individual's stat line. If a one is rolled the skill backfires, causing the ally’s body to take one D4 divided by 10 worth of wounds.
5 - 0/5
+50% Chance of gaining a skill point at the start of the day.
+40% Chance of gaining a beast handling point at the start of the day.
50% Base healing chance (Of healing back one wound on a patient)
Passive: Ward the wary II - All nearby allies gain +20% Regeneration rate, 30% Chance to Ignore Exhaustion. (Upon an Exhaustion check)
Skill: Defence of the Mind II (Cost 2 skill points) - Select an Ally (Or yourself ) Within sight before imbuing them with +3 Leadership and +4 Intuition (Duration: 8 Minutes)
6 - 0/6
+60% Chance of gaining a skill point at the start of the day.
20% Base disease cure chance (Of removing one non-permanent disease from a patient)
Passive: Herbal Healing/Curative Broths I - Reduces XP cost of brewing/gathering by -1 from levels 2-8
Skill: Divine Comfort II (Cost: 3 Skill Points) - Select an Ally (Or yourself) within reach before rolling a D4. The amount of wounds shown will be divided by 10 and then healed onto the chosen individual’s stat line.
7 - 0/7
+80% Chance of gaining a skill point at the start of the day.
30% Base disease cure chance (Of removing one non-permanent disease from a patient)
60% Base healing chance (Of healing back one wound on a patient)
Passive: Ward the wary III - All nearby allies gain +30% Regeneration rate, 40% Chance to Ignore Exhaustion. (Upon an Exhaustion check)
8 - 0/8
+100% Chance of gaining a skill point at the start of the day.
40% Base disease cure chance (Of removing one non-permanent disease from a patient)
Skill: Divine Comfort III (Cost 2 skill points) - Select an Ally (Or yourself) within reach before rolling two D4’s. The amount of wounds shown will be divided by 10 and then healed onto the chosen individual’s stat line.
Passive: Medicinal Knowledge III -good perception of how to cure disease and how to identify it, heal with specific technique in relative speed.
9 - 0/9
70% Base healing chance (Of healing back one wound on a patient)
Skill: Defence of the Mind III
Option 1 -> Skill: Defence of the mind [III] (Cost 1 skill point) - Select two allies (Yourself included) Within sight before imbuing them with +3 Leadership and +4 Intuition (Duration: 10 Minutes)
Option 2 -> Skill -> Passive: Defence of the mind {III} - All allies within 6 meters receive +2 Leadership and +1 Intuition.
10 - 0/10
+20% Chance of gaining an additional skill point at the start of the day. (Ontop of the other additional)
50% Base disease cure chance (Of removing one non-permanent disease from a patient)
Passive: Medicinal Knowledge IV - high perception of how to cure disease and how to identify it, heal with precise technique in fast speed
Skill: Invigoration of the soul I (Cost 3 skill points) - all nearby allies have a 30% Chance to gain an immediate skill point.
11 - 0/12
+30% Chance of gaining an additional skill point at the start of the day. (Ontop of the other additional)
100% Base healing chance (Of healing back one wound on a patient)
Passive: Ward the wary IV - All nearby allies gain +40% Regeneration rate, 50% Chance to Ignore Exhaustion. (Upon an Exhaustion check)
Skill: Sanctified Restoration I (Cost 2 skill points) - A chosen nearby ally with immediately become un-stunned as well as having a 40% Chance to remove all non-permanent debuffs.
12 - 0/15
+40% Chance of gaining an additional skill point at the start of the day. (Ontop of the other additional)
Passive: Medicinal Knowledge V - extreme perception of how to cure disease and how to expertly identify it, heal with decisive technique in a rapid speed.
13 - 0/18
Skill: Divine Comfort IV (Cost 2 skill points) - Select an Ally (Or yourself) within reach before rolling two D4’s. The amount of wounds shown will be divided by 10 and then healed onto the chosen individual’s stat line. In addition the individual will also receive an increase of 0.5 Max wounds for a 10 Minute duration.
14 - 0/20
+50% Chance of gaining an additional skill point at the start of the day. (Ontop of the other additional)
Skill: Invigoration of the soul II (Cost 2 skill points) - All nearby allies have a 40% Chance to gain an immediate skill point.
15 - 0/25
Skill: Sanctified Restoration -> Transcendent Atonement (Cost 3 skill points, 5 Day cooldown. ) - Your stinging veins pulse to the rhythm of my beating heart. Your mind clears to the soothing speech of my voice. Your soul burns in my presence, I am awash in the light and favour of our creators!
Wounds knit at my command, scars hide and diseases struck down with bolts of zealous lightning. The holy flame I wield cleanses the evil within denying harm, which is to deny adversity itself.
Effects:
-Heals all non-permanent disease.
-60% Chance to remove each individual lingering injury
-Removes all debuffs (Including Conditions)
-Both the user and the chosen target of the ability instantly heals D4 wounds.
-Chosen Individual becomes UNBREAKABLE.
-User may choose one previous ‘Healing’ Ability and instantly use it for no cost.
Healing:
1 - 0/2
40% Base healing chance (Of healing back one wound on a patient)
2 - 0/2
+20% Chance of gaining a skill point at the start of the day.
Passive: Medicinal Knowledge I - minimal perception of how to cure disease, heal with crude technique in a slow process.
3 - 0/3
+30% Chance of gaining a skill point at the start of the day.
40% Base healing chance (Of healing back one wound on a patient)
Skill: Defence of the Mind I (Cost 2 skill points) - Select an Ally (Or yourself) Within sight before Imbuing them with +2 Leadership and +3 Intuition (Duration: 5 Minutes)
Passive: Ward the wary I - All nearby allies gain +10% Regeneration rate, 20% Chance to Ignore Exhaustion. (Upon an Exhaustion check)
4 - 0/4
+40% Chance of gaining a skill point at the start of the day.
Passive: Medicinal Knowledge II - a medium perception of how to cure disease, heal with minimal technique in a medium time.
Skill: Divine Comfort I (Cost: 3 Health Skill points) - Select an Ally (or yourself) Within reach before rolling a D4. The amount of wounds shown will be divided by 10 and then healed onto the chosen individual's stat line. If a one is rolled the skill backfires, causing the ally’s body to take one D4 divided by 10 worth of wounds.
5 - 0/5
+50% Chance of gaining a skill point at the start of the day.
+40% Chance of gaining a beast handling point at the start of the day.
50% Base healing chance (Of healing back one wound on a patient)
Passive: Ward the wary II - All nearby allies gain +20% Regeneration rate, 30% Chance to Ignore Exhaustion. (Upon an Exhaustion check)
Skill: Defence of the Mind II (Cost 2 skill points) - Select an Ally (Or yourself ) Within sight before imbuing them with +3 Leadership and +4 Intuition (Duration: 8 Minutes)
6 - 0/6
+60% Chance of gaining a skill point at the start of the day.
20% Base disease cure chance (Of removing one non-permanent disease from a patient)
Passive: Herbal Healing/Curative Broths I - Reduces XP cost of brewing/gathering by -1 from levels 2-8
Skill: Divine Comfort II (Cost: 3 Skill Points) - Select an Ally (Or yourself) within reach before rolling a D4. The amount of wounds shown will be divided by 10 and then healed onto the chosen individual’s stat line.
7 - 0/7
+80% Chance of gaining a skill point at the start of the day.
30% Base disease cure chance (Of removing one non-permanent disease from a patient)
60% Base healing chance (Of healing back one wound on a patient)
Passive: Ward the wary III - All nearby allies gain +30% Regeneration rate, 40% Chance to Ignore Exhaustion. (Upon an Exhaustion check)
8 - 0/8
+100% Chance of gaining a skill point at the start of the day.
40% Base disease cure chance (Of removing one non-permanent disease from a patient)
Skill: Divine Comfort III (Cost 2 skill points) - Select an Ally (Or yourself) within reach before rolling two D4’s. The amount of wounds shown will be divided by 10 and then healed onto the chosen individual’s stat line.
Passive: Medicinal Knowledge III -good perception of how to cure disease and how to identify it, heal with specific technique in relative speed.
9 - 0/9
70% Base healing chance (Of healing back one wound on a patient)
Skill: Defence of the Mind III
Option 1 -> Skill: Defence of the mind [III] (Cost 1 skill point) - Select two allies (Yourself included) Within sight before imbuing them with +3 Leadership and +4 Intuition (Duration: 10 Minutes)
Option 2 -> Skill -> Passive: Defence of the mind {III} - All allies within 6 meters receive +2 Leadership and +1 Intuition.
10 - 0/10
+20% Chance of gaining an additional skill point at the start of the day. (Ontop of the other additional)
50% Base disease cure chance (Of removing one non-permanent disease from a patient)
Passive: Medicinal Knowledge IV - high perception of how to cure disease and how to identify it, heal with precise technique in fast speed
Skill: Invigoration of the soul I (Cost 3 skill points) - all nearby allies have a 30% Chance to gain an immediate skill point.
11 - 0/12
+30% Chance of gaining an additional skill point at the start of the day. (Ontop of the other additional)
100% Base healing chance (Of healing back one wound on a patient)
Passive: Ward the wary IV - All nearby allies gain +40% Regeneration rate, 50% Chance to Ignore Exhaustion. (Upon an Exhaustion check)
Skill: Sanctified Restoration I (Cost 2 skill points) - A chosen nearby ally with immediately become un-stunned as well as having a 40% Chance to remove all non-permanent debuffs.
12 - 0/15
+40% Chance of gaining an additional skill point at the start of the day. (Ontop of the other additional)
Passive: Medicinal Knowledge V - extreme perception of how to cure disease and how to expertly identify it, heal with decisive technique in a rapid speed.
13 - 0/18
Skill: Divine Comfort IV (Cost 2 skill points) - Select an Ally (Or yourself) within reach before rolling two D4’s. The amount of wounds shown will be divided by 10 and then healed onto the chosen individual’s stat line. In addition the individual will also receive an increase of 0.5 Max wounds for a 10 Minute duration.
14 - 0/20
+50% Chance of gaining an additional skill point at the start of the day. (Ontop of the other additional)
Skill: Invigoration of the soul II (Cost 2 skill points) - All nearby allies have a 40% Chance to gain an immediate skill point.
15 - 0/25
Skill: Sanctified Restoration -> Transcendent Atonement (Cost 3 skill points, 5 Day cooldown. ) - Your stinging veins pulse to the rhythm of my beating heart. Your mind clears to the soothing speech of my voice. Your soul burns in my presence, I am awash in the light and favour of our creators!
Wounds knit at my command, scars hide and diseases struck down with bolts of zealous lightning. The holy flame I wield cleanses the evil within denying harm, which is to deny adversity itself.
Effects:
-Heals all non-permanent disease.
-60% Chance to remove each individual lingering injury
-Removes all debuffs (Including Conditions)
-Both the user and the chosen target of the ability instantly heals D4 wounds.
-Chosen Individual becomes UNBREAKABLE.
-User may choose one previous ‘Healing’ Ability and instantly use it for no cost.
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