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A Conjuror's Journey.

Cynric Tyne was known throughout the region of Winterhold for his...
Escaping Nirn

PieceThruWar

Not an eldritch abomination
Location
The Server Farm
A Conjuror's Journey.

Cynric Tyne was known throughout the region of Winterhold for his wealth of knowledge on the subjects of conjuration and enchantment, or rather... he felt as if he should be. In reality, the majority of mages seemed to believe he was a hardheaded fool that should be more respectful of traditional methods and stop wasting his time on "pointless experiments that go against known laws of magic". Not one of them could see the genius he possessed, his talents and skill that eclipsed their own meager understanding by such a margin that even the supposed 'Arch-mage' merely scoffed at his Cynric's research and wrote him off as another Septimus Signus.

Let the ignorant fools laugh while they can, so sure of their place in the world. Fifty years of dedicated study and experimentation have allowed Cynric to rediscover some 'lost' methods of magic usage. Pompous Imperials had banned many a spell throughout the eras, thinking that things such as legality or the destruction of tomes would prevent a determined wizard from learning what they wish.

Sure, his spellcasting abilities were rather poor thanks to his being born under the sign of the atronach and therefore having the misfortune of his magicka being much slower to restore itself, but a great mage such as Cynric Tyne need not concern himself with the magics of lesser men. His skills in Alchemy could get around his disability and enchanting could reproduce any spell if one had the knowledge, but neither were enough. After all, what good would firebolts or greater wards do for someone when dealing with an army of dragons? None, and that is why Cyrnic had been planning his escape ever since the news of the Dragonborn's death.

In order to keep anyone from following him as he fled his doomed world, Crynric had chosen against building a gate this time, making this a one way trip. Since he wasn't using a two way gate, he could only take what fit on his person. Eight fragments of Sigil Stone were aranged on the corners of the octagonal diagram and another in the center, lines made from his own blood connecting the points, and an opening in the ceiling to let in the starlight for energy. This was the way out and as the magicka built up toward it's maximum charge, his perception shifted. Across the innumerable realms of oblivion and Aetherius, he felt many individuals that could be used as an anchor for his self-conjuration. With confidence in his abilities and knowing that the denizens of these realms may be bizarre, Cynric dove through the void.

-Choose 1-
[] A pale and sickly lady that is trapped beneath a tower, mumbling incomprehensible words.

[] An elven swordsman, fleeing in terror from hordes of poultry.

[] A little girl in a green costume, climbing out her window as her parents argue in the other room.

[] A desperate girl, praying to the void for even the smallest sign that she isn't a complete failure.

-----
AN: Third person perspective is just for this post. I will be mixing lore and gameplay from the Elder Scrolls series for Cynric. You will not be forced into one side of morality and can completely ignore the main quests/storyline of whatever worlds you go to and focus on collecting butterflies if you so choose, I will not be forcing players into something that their choices did not cause.
 
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[] A desperate girl, praying to the void for even the smallest sign that she isn't a complete failure.


Only voting for this because it's the only one I recognize from the description :V
 
All four are some of the options for if an oblivion gate is made later on.
 
Would be easier if I recognized any of these.

[x] A little girl in a green costume, climbing out her window as her parents argue in the other room.
 
I only recognize one of them, so, I'm biased and am gonna pick that.

[x] An elven swordsman, fleeing in terror from hordes of poultry.

Probably Link from Legend of Zelda. He looks elven, and the 'poultry' are cuccos.
 
[x] An elven swordsman, fleeing in terror from hordes of poultry.

I'm getting Familiar of Zero and... I can't tell the others...
 
[x] A desperate girl, praying to the void for even the smallest sign that she isn't a complete failure.
 
[x] A desperate girl, praying to the void for even the smallest sign that she isn't a complete failure.

Are we going to be a LORE elder scrolls character?
Edit: I swear I aint blind, idk how I missed that qm note at the bottom
 
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Mixed lore and gameplay. So potential for ultimate power exists.

My computer is updating, whichever option is winning by the time its finished will be the first world.

Edit: Vote locked, Louise of the really long name from Familiar of Zero won over Vista from worm, Link from Zelda, and The Pale Lady from Dark Souls. To move on to another world, build an oblivion gate or capture Shaitan's gate.
 
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Divide by Saito
Status: Healthy
(Magicka 650/650)

Disoriented, you sit up off the strangely wet ground.

You cough as smoke fills your lungs. Something went wrong, there shouldn't have been any way for the ritual to produce this much smoke without damaging your robes at the very least. Groping the slick surface around you until you recover your staff, you take stock of the situation.

Choose 1
[] Staff of Telekinesis
[] Staff of Greater Ward
[] Staff of Levitation

"-fumée?"

Whatever peoples inhabit this realm are close enough to hear and as the smoke starts to clear, you can see a crowd.

Standing up, you straighten your robes, wipe away as much of the soot and filth as possible, and strike a dignified pose. Can't let the natives look down on you for a minor miscalculation, it was a successful first attempt after all. Probably their fault for messing up their side of the ritual anyway.

A sudden wind rips through the choking cloud that hangs around your body, allowing you a clear view of the third strangest gathering you've ever seen. Beasts of all sorts accompany what appear to be Imperial children... ignoring their rather odd follicle coloration.

The crowd stares at you for a few moments before their stunned silence gives way to a scream and a few children vomit. Confused, you look down and notice that your point of arrival had been occupied, forcing the previous occupant to be divided to make room and leaving you in his place.

It seems the local children hadn't seen a dead body before. Lucky for them you came along then, wouldn't want them to freeze up in a bandit raid.

Choose at least 1
[] Cast raise dead, a minion could be helpful... hopefully the locals don't dissaprove. Cost 100 Magicka

[] Attempt communications, the few words you heard sounded like a dialect of Old Nedic. Write in optional

[] Attack! How tough could they be?
[] Sparks and staff
[] Conjure Frost Atronach (200 Magicka)
[] Flee!

[] Write in
 
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[X] Staff of Telekinesis
[X] Attempt communications, the few words you heard sounded like a dialect of Old Nedic. Write in optional
-*looks down at the bloody flesh on either side* "Oops, I didn't mean to kill you. Sorry old chap." *steps forward and scuffs feet clean. Looks up. Waves staff and levitates a couple of rocks in a circle around head or something* "Hail all! I am (idr the name) from a place of magic and wonder! If you tell me where I am and provide me with food and lodging, I will deal with one of the problems that troubles your fair... village?"
 
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[x] Staff of Levitation
[x] Cast raise dead, a minion could be helpful... hopefully the locals don't dissaprove. Cost 100 Magicka
 
[x] Staff of Levitation
[x] Cast raise dead, a minion could be helpful... hopefully the locals don't dissaprove. Cost 100 Magicka

I'm in favor of this mostly because it'll probably freak these people out even more...that said, how much Magicka DO we have right now? It was stated in the OP that Cynric is slow to regen it, so if 100 is a lot, we probably don't want to use it all at once.
 
Total Magicka without supplementing with potions or enchanted clothing (your natural cap) is 650, almost enough to cast two of any expert level spell twice without regen. Your natural Magicka cap can be raise if you figure out how, but this world doesn't have the methods to provide that inspiration. Your current robes are enchanted with featherweight in case of altitude problems during the Aetherial translocation ritual.

edit: Ignore the dice roll, it means nothing.
PieceThruWar threw 1 6-faced dice. Reason: 1 Total: 1
1 1
 
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[x] Staff of Levitation
[x] Cast raise dead, a minion could be helpful... hopefully the locals don't dissaprove. Cost 100 Magicka
 
Character Sheet (To be updated)
Player Information
Cynric Tyne

Birth sign: Atronach - reduced magicka regeneration, 50% spell absorption

Age: 58

Height: 5' 11"

Race Power: Dragonskin, Absorb 50% of magicka from hostile spells for 60 seconds. (Can be used once per day)

Reachman Blood: Has a reduced version of all Nirn racial buffs. Ie: Dunmer fire resistance, Nord frost resistance, Orsimer stamina, daedric pain tolerance, etc.

Master enchanter: All spell effect can be used for enchanting. Any singular effect can be achieved via enchantment if properly worded, researched in character, and a sufficiently powerful soul is available to power it.

Depth Perception: Gives additional Aim and Critical Chance bonuses for height advantage. Eye slot.

Adrenal Neurosympathy: Grants pheromone triggered adrenaline boost to nearby organics. Does not work through air filtration systems.

Bio-electric Skin: Hidden enemies, within a short distance, are revealed with a vague bio-electric outline. Also grants immunity to strangulation.

Adaptive Bone Marrow: Grants low level passive regeneration and limited resistance to subsequent attacks of similar nature.


Reinforced Skeleton: Confers dramatically increased resistance to crushing forces, preventing bones from breaking under any plausible scenario that vital organs would remain intact.

Reachman(Cynric): Various resistances and minor stat bonuses.
Valliere(Louise): knowledge retention reducing learning times, 400 magicka bonus, and disease resistance.
Krogan: regeneration, secondary organs, redundant nervous system.
Chaurus: chitin structure for bone reinforcement, bio-luminescent spots side effect.
Thin man/Viper: joint and ligament system for unparalleled flexibility.
Faunus: dense muscle fibers for increased strength, horns, nightvision.
Hyuga: chakra coils and higher than average ocular chakra pathway. Too Impure for Byakugan.
Muton: tough hide for increased resistance to slash and thrust type damage.
Cyberdisk: secondary heart/brain.
Faceless: malleable tissues for blunt trauma resistance and slight regeneration bonus that manifests as bleeding resistance. Mimetic skin and shape-shifting are incompatible with other DNA.
Skyrim Troll: minor ex nihilo regen, Negates Dunmeri fire resist bonus. Troll's third eye.
Falmer: Poison resist/Frost Resist.
Halkeginian Dragon: Weight/mass ratio reduction.
Nirn Giant: Square cube law negation.
Pikachu: Lightning resist. increased reaction speed. Incompatible with Bio-electric skin. Vulnerability to subspace capture techniques and technology.
Halkeginian Salamander: Fire resistance. Drastically increased IR signature/thermal output. Increased body temperature equates to bonus disease resist.

Attributes

Racial Base Attributes
Vitality = 35

Attunement = 16

Endurance = 15

Strength = 20

Dexterity = 15

Resistance = 40

Faith = 0

Humanity = 0

------------------------------attributes based on above stats----------------------------------

Physical DEF = 20

Bleed Resist = 50%

Poison Resist = 45%

Disease Resist = 0%

Curse Resist = 0%

Magic DEF = 30%

Heat DEF = 50%

Lightning DEF = 30%

Cold DEF = 23%

Natural Magicka Cap - 1070 970

Physical Energy - 1000

Current Chakra Capacity - 1000

Vitality = 8

Attunement = 15

Endurance = 6

Strength = 5

Dexterity = 7

Resistance = 5

Faith = 0

Humanity = 0

------------------------------attributes based on above stats----------------------------------

Physical DEF = 12

Bleed Resist = 0%

Poison Resist = 30%

Disease Resist = 15%

Curse Resist = 0%

Magic DEF = 50%

Heat DEF = 15%

Lightning DEF = 0%

Cold DEF = 17%

Natural Magicka Cap - 670

Natural Magicka Regen - 720 per 24 hours. Magicka meter is refilled at the end of every 24 hour period or during sleep.

Aura Unlocked: Damage negation/healing at the cost of magicka.
Inventory

Steel Longsword: A common sword made of steel. There is nothing special about it.

Power armor: Alien alloy, daedric smithing, and Dwemer techniques combine to create a suit of armor that drastically increases the wearers strength and durability. Has built in 21st century military communications technology, a HUD for tracking vitals, and limited life-support. +40 Strength. Too small, loaned out.

X-com Pistol: A 5mm sidearm with limited tactical value. Useful for when a soldier's main weapon is out of ammo or otherwise unusable.

Kevlar Vest of Levitation: Bullet-resistant/stab-resistant chest piece composed of layered Kevlar and ceramic/steel plates. Enchanted for flight. burned

Charm shirt: 25% RNG for bonus on persuasion/diplomacy attempts that would otherwise auto-fail. Does not work against 'Main' characters of any given series. Burned.

Coat of Conjuration: Black Denim jacket with moderate protection against cold weather effects. Reduces stamina in hot weather. 50% reduction in cost to all summonings that Bind the target. Burned

Bronze Bracelet of Speech: Negates the need to translate known, but non-fluent languages mentally.

Potion of Cure Disease (x1)
Major Paralysis poison (x0): Paralyzes any organic target for 48 hours.
Minor Health Regeneration potion (x0): Speeds natural regeneration. What would take months to heal now heals in a week.
Med Health Regen Potion: (x0): Speeds natural regeneration. Visible, but gradual regeneration. What would take months to heal now takes hours.
Minor potion of Restore health (x0): Heals one wound. Does not heal major organs or bones.
Major potion of Restore health (x0): Heals all physical wounds short of severed limbs.
Elixir of Magicka (x0): restores and Doubles magicka cap for 24 hours
Brahmin Milk (x0): Short shelf life. Restores and increases magicka cap for 3 hours. reduces magicka cap for 3 hours once effect wears off.
Magicka Regen Salve: (x0) Converts ambient magicka for use by patients. 50 magicka per minute for three minutes.
Shard potion(red): Testing on Espinoza caused him to slow to near immobility.
Shard potion(silver): Testing on Granger caused her to reverse her position and location when in pain.
Blue Mountain Flower x0
Red Mountain Flower x0
Yellow Mountain Flower x0
Purple Mountain Flower x0
Thistle x0
Nightshade x0
Lavender x0
Gleamblossom x0
Dragon's Tongue x0
Deathbell x0

Dried Eldergleam sprigs x2
Large Eldergleam Branch x1

Ash root x4
Ash yams x7
Ash Creep cluster x2
Fire Fern petal x0
Jarrin root x1 ounce

Falmer ears x8
Giant's toe x1/2
Hagraven feathers x16
Hagraven claws x2
Human heart x 1
Daedra hearts x12
Altmer ears x6
Werewolf blood x2 liters
Vampire ashes x1lbs
Golden Saint intestines x10lbs

Bleeding crown x2
Blisterwort x1
Fly Amanita x2
Giant Lichen x2
Glowing Mushroom x2
Imp Stool x0
Mora Tapinella x1
Namira's Rot x2
Scaly Pholiota x2
Swamp Fungal Pod x0
White Cap x2

Wheat x20
Garlic x20
Juniper Berries x0
Spider eggs x12

Father's briar-heart (unique Item)

Bag of unidentified metals.
One rendered pikachu Expired
Chaurus chitin x6
Shard of black metal x1
Purple moss x1(dried out 1/2 potency)
Thin Man venom sample
green liquid sample/Essence of human
Meld sample
Chryssalid venom sample
Funds

100 ecu
1652500
Abilities

Raise dead: 100 Magicka (Effect only cancelled when target is to damaged to move)
Conjure Flame Atronach: 150 Magicka. (Effect cancelled by caster or upon the creature's death)
Conjure Frost Atronach: 200 Magicka (Effect cancelled by caster or upon the creature's death)
Conjure Storm Atronach: 250 Magicka (Effect cancelled by caster or upon the creature's death)
Summon Scamp: 75 Magicka (Effect cancelled by caster or upon the creature's death)
Summon Spider Deadra: 300 Magicka (Effect cancelled by caster or upon the creature's death)
Summon Dremora Lord: 300 Magicka (Effect cancelled by caster or upon the creature's death)
Summon Golden Saint: 300 Magicka (Effect cancelled by caster or upon the creature's death)
Summon Phoenix: 100 Magicka (Effect Cancelled by caster) Doesn't work anymore.
Bound Weapon: 100 magicka. (3 hour duration) Binds a minor daedra into the shape of the caster's chosen weapon.
Portal: 600 Magicka per second per, doubling every second. Opens a eight foot tall oval portal between two points regardless of distance or realm. Cannot pierce barriers.
Schnee Summoning: Split off a portion of your soul to create a remote controlled shell with the form and abilities of a personally slain foe. Fragment returns seamlessly upon dispelling, no side effects. Skill level 0/10.
---------------------------------------

Whirlwind Cloak: For 2 minutes, opponents in melee range are flung away. 330 Magicka
Flames: 5 Magicka per second per 10ft distance. Basically a flamethrower.
Fireball: 130 Magicka. Explodes in 15 foot radius. Caster is immune, followers are not.
Fire Cloak: 200 magicka. Surrounds the caster in fire, burning everything within melee range.5 minute duration.
Frost: 3 Magicka per second per 10ft distance. Can freeze targets in ice with concentrated effort.
Ice Wall: 100 Magicka per second. Creates an expanding wall of frozen spikes that cause health and stamina damage.
Ice Spike: 50 Magicka. Throw a magically hardened shard of Ice at one target. High precision, inflicts bleeding damage, may immobilize enemies.
Frost Cloak: 200 Magicka. Surrounds the caster in frost, causing damage to the health and stamina of any enemies within melee range. 5 minute duration.
Sparks: 7 Magicka per second. Unleashes uncontrolled lightning in a forward cone, loses accuracy exponentially as distance increases. Technically unlimited range.
Lightning Bolt: 50 Magicka. Throw a bolt of lightning at one target. High accuracy, short travel time, precision spell.
Lightning Cloak: 200 Magicka. Surrounds the caster in electricity, electrocuting everything within melee range and draining/damaging magicka in whatever is hit. 5 minute duration.
Fire Rune: 200 Magicka. Create a circle of Daedric rune that immolate whoever touches it.
Poison Rune: 200 Magicka. Create a circle of Daedric rune that release a cloud of toxic gas when touched.
Vampiric Cloud: 300 Magicka per 30ft radius. (Lasts as long as the caster remains stationary) Spew forth a mist that steals the enemies strength and skill, gifting it to your allies.
Magnus' Gaze: 25 Magicka per second. Condenses sunlight into a fine line of- It's a goddamn magical laser!

-------------------------------------

Demoralize: Touch=75, ranged=150, AoE=300 Magicka. Continually lowers the will to fight of all affected, including caster. (20 minute duration.)
Calm: Touch=50, ranged=100, AoE=150 Magicka (15 minute duration) Those affected remain indifferent to everything.
Fury: Touch=50, ranged=100, AoE=150 Magicka (15 minute duration) Target becomes hostile to everything.
Invisibility: 300 Magicka. Renders target completely invisible for 10 minutes. (Cancelled by caster or strong impact.)
Darkness: 100 Magicka per 30ft radius. (1 hour duration) Conjure a cloud of shadows around you, reducing enemy movement Speed and blocking all light.
Light: 5 Magicka. (1 hour duration unless cancelled) Create an illusory light to illuminate your surroundings. Can be cast in following, stationary, or projectile forms.
Blind: 1 Magicka per second. Remove a single target's sense of sight.
Detect Life: 15 Magicka per second. Highlights living beings within human range of vision. Works through surfaces.
Silence: 60 Magicka. (5 minute duration) Prevents target from using magic. Does not stop potions, enchantments, or scrolls/prepared spells.
Reflect: 10 magicka per percent reflected per hour duration. Inflicts percent of incoming damage type to attacker.
Dispel: Removes magical effects caused by cast spells.
Banish Daedra: 150 magicka. If successful, sends target back to their native realm.
Resist Magicka: 5 magicka per percent. (1 hour duration) Increases resistance to magical effects.
Muffle: 145 Magicka. (10 minute duration.) Silence all sounds from the target.
---------------------------------------

Heal: 80 Magicka. Heals target of one non-life threatening injury.
Greater Heal: 200 Magicka. Heals all injuries up to, but not including, missing limbs.
Close Wound: 10 Magicka. Use a burst of magic to stabilize the wounded. Equivalent to cauterizing, without the pain or infection risk.
Grand Heal: 50 Magicka per second. All allies within 10Ft/3.048m are gradually healed of all physical damage.
Fortify Attribute: 50 magicka per level attribute x4. 100 magicka per minute.
Equilibrium: 0 Magicka. Restores Magicka at the cost of health. Does increasing damage to caster over repeated uses.
Circle of Protection: 150 Magicka. (10 minute duration.) Creates a circle that inflicts fear on any undead being that attempts to cross it.
Guardian Circle: 750: Magicka. (10 minute duration.) Same effect as Cicle of Protection, but with an added regenerative effect on living beings.
---------------------------------------

Soul Trap: 25 Magicka
Clairvoyance: 0.5 Magicka per second
Mark: 50 Magicka (indefinite duration until recast)
Recall: 400 Magicka
Ash Shell: 150 Magicka (30 minute duration)
Disintegrate: touch=25 ranged=50 AoE=100 magicka. Gradually corrodes weapons and armor.
Waterbreathing: 200 Magicka (10 minute duration) Target no longer needs to breathe while affected.
Transmute: 100 Magicka. Transmutes one piece of Iron to Silver, or Silver to Gold
Oakflesh: 25 Magicka. (5 minute duration) Increases resistance to kinetic attacks by 25%.
Ebonyflesh: 100 Magicka. (5 minute duration) Grants invulnerability to almost all physical damage.
Mass Paralysis: 900 Magicka. (10 minute duration) Paralyze all biological creatures within 100 yards.
Resist Fire: 5 Magicka per second per 25% resistance. Increases resistance to thermal damage.
Telekinesis: 0.5 Magicka per second. Mentally manipulate any single object, person, or creature up to 180lbs/81.6kg.
Absorb: 5 Magicka per second. Steal the magicka or stamina from others.
Ward: 20 Magicka per second. Create a magical shield to block incoming energy attacks. Does not work against attacks larger than the ward itself. Moves with caster.
Barrier Ward: 50 Magicka. (5 minute duration) Create a magical wall to block incoming energy attacks. Does not work against attacks larger than the ward itself. Stationary.
Dome Ward: 50 Magicka per second. Create a magical dome to block incoming energy attacks from all directions. 30ft/9.14m diameter. Moves with caster.
Fire Shield: 1 Magicka per 1% phsyical and heat damage reduction x duration. Reduces damage from heat based and physical attacks.
All conjured beings can be conjured Unbound for 1/4 cost, but they will be uncontrollable.


Aura Enhancement: Increases Strength and Dexterity by a percentage at the cost of magicka, allowing for boosts to speed, damage, and agility. Current bonus: 2% at ten magicka per second.
Aura Unlocking: 0/100 complete. Chances of Critical failure/Soul deletion 90%.



Party Information
Louise Françoise Le Blanc de La Vallière

Age: 18

Height: 5' 1"

Void mage: power of Void related spells increased by 300%.

Special: Gandalfr runes provide instinctual mastery of all weapons.

Red Handed: She's now subject to RNG to compulsively heal any wounds she sees for twice the magicka required, reducing social friction with witnesses/those effected at the cost of wounded pride.

Fear of Medicine: an automatic fear response caused by anything from needles, to the smell of antiseptic, to sounds even remotely similar to dentist drill or surgical saws. Failure to make a saving roll in specific situations will cause target to freeze up in irrational fear.

Active Aura: Damage shield that uses magicka to negate physical impacts. Does not protect against stealth attacks or surprises. Gradually heals wounds up to certain severity, severed limbs not included, but much more magicka efficiently than Restoration magic. A broken Aura inflicts Paralysis status effect. Can be used to enhance personal weaponry and attributes with extensive training.

Depth Perception: Gives additional Aim and Critical Chance bonuses for height advantage. Eye slot.

Bio-electric Skin: Hidden enemies, within a short distance, are revealed with a vague bio-electric outline. Also grants immunity to strangulation. Skin slot.

Adaptive Bone Marrow: Grants low level passive regeneration and limited resistance to subsequent attacks of similar nature. Leg slot.

Aura Unlocked: Damage negation/healing at the cost of magicka.
Spirit Sword: A magical blade housing the soul of an electric mouse. Absorbs magicka to repair itself. Now enhanced with Ultra-greatsword attachment for increased physical damage!

Judgment Pistol: Batarian State Arms manufactured, low optimal rate of fire, medium damage sidearm. Built in heat-sink requires carefully managed rate of fire to prevent the need to stop and vent heat. Fires sand grain sized slugs shaved from an internal ammo block to eliminate the need for magazines. Mods available for installation at qualified retailers.

Carapace armor: Heat absorbing plates of alien alloy angled to deflect kinetic impact. Breastplate, boots/greaves, gauntlets/vambraces, and all painted bronze. Breastplate enchanted for flight. Has been environmentally sealed for EVA

Carapace Helmet: Bronze painted alien alloy helmet with a black, non-reflective T-visor. Enchanted to provide a constant supply of fresh air to the wearer's lungs. Has been environmentally sealed for EVA. Warning: Cynric's variant of the spell does not actually permit the breathing of water, keep mouth closed to avoid drowning.

X-com fatigues: Blue-gray color scheme. Standard issue clothing worn under body armor. Offers minimal protection against scrapes and temperature. Insect repellent patch loses potency if washed. Blouse Enchanted with %33 Poison Resist, reduces poison severity and duration.

X-com boots: Dark brown combat boots with minor armor inserts. Enchanted to increase the wearer's stamina by 1/2 natural limit.

Gold Ring of Regeneration: Grants the wearer increased healing. Broken bones and other severe injuries heal within days when worn.

Princess costume: A white dress with ruffled cuffs, a long pleated bottom, with pink and gold embroidery. Obviously designed for a child's Halloween or dress up party. Comes with elbow length polyester gloves free of charge. Belt/sash enchanted with Levitation. Fake Bodice enchanted with 33% Poison Resist, doesn't prevent poisoning, but reduces the effect and duration.

Mask of Waterbreathing: White and gold masquerade mask. Enchanted to provide a constant supply of fresh air to the wearer's lungs. Does not protect against poisons or other inhalation hazards. Warning: Cynric's variant of the spell does not actually permit the breathing of water, keep mouth closed to avoid drowning.

Right High-heel of Stamina: A white, plastic heel designed for minimum comfort. Enchanted to increase the wearer's stamina by 1/2 natural limit.



Scroll of Recall
- Used to escape the Beacon explosion.
Grand Soul Gems: x0

Minor Health Regen Potion: x6
Med Health Regen Potion: x1
Waterbreathing Potion: x1
Vitality = 7

Attunement = 70

Endurance = 7

Strength = 8

Dexterity = 13

Resistance = 5

Faith = 10

Humanity = 0

------------------------------attributes based on above stats----------------------------------

Physical DEF = 10

Bleed Resist = 0%

Poison Resist = 0%

Disease Resist = -20%

Curse Resist = 0%

Magic DEF = 0%

Heat DEF = 0% (20% Temporary boost from adaptive bone marrow.)

Lightning DEF = 0%

Cold DEF = 0% (20% Temporary boost from adaptive bone marrow.)
Natural Magicka cap 14434
Explosion: 10 Magicka. Uncontrolled magicka creates a blast of concussive force and smoke. Not inherently fatal, but intent to kill increases the chance of fatally wounding an average/unarmored human to 50%.
Frost: 3 Magicka per second per 10ft distance. Can freeze targets in ice with concentrated effort.
Frost Cloak: 200 Magicka. Surrounds the caster in frost, causing damage to the health and stamina of any enemies within melee range. 5 minute duration.
Ice Wall: 100 Magicka per second. Creates an expanding wall of frozen spikes that cause health and stamina damage.
Ice Spike: 50 Magicka. Throw a magically hardened shard of Ice at one target. High precision, inflicts bleeding damage, may immobilize enemies.
Frost Rune: 180 Magicka. Create a circle of Daedric letters that lacerate whoever touches it.
Flames: 5 Magicka per second per 10ft distance. Basically a flamethrower.
Fire Cloak: 200 magicka. Surrounds the caster in fire, burning everything within melee range. Slightly damages equipment. 5 minute duration.
Fire Rune: 180 Magicka. Create a circle of Daedric letters that immolate whoever touches it.
Sparks: 7 Magicka per second. Unleashes uncontrolled lightning in a forward cone, loses accuracy exponentially as distance increases. Technically unlimited range.
Lightning Bolt: 50 Magicka. Throw a bolt of lightning at one target. High accuracy, short travel time, precision spell.
Lightning Cloak: 200 Magicka. Surrounds the caster in electricity, electrocuting everything within melee range and draining/damaging magicka in whatever is hit. Louise's Void affinity combined with lack of practice means she must concentrate to prevent random Lightning Bolts from arcing out to hit targets at medium-to-long range. 5 minute duration.
Shock Rune: 180 Magicka. Create a circle of Daedric letters that electrocute whoever touches it.
Shaped Charge: Focuses the energy of an explosion in a singular direction. Sacrifices AOE for penetrating power. Unlike Explosion, this spell is intended to kill or destroy. Do not use on friendlies.
---------------------------------
Poison Rune: 180 Magicka. Create a circle of Daedric letters that release a cloud of toxic gas when touched.
Ash Rune: 180 Magicka. Create a circle of Daedric letters that release a cloud of constricting ash.
Fortify Stength: 50 magicka per strength attribute x4. 100 magicka per minute. Increases Strength.
Alteration Invisibility: 600 Magicka. Physically remove indication of the target's presence, intended for removing the effect the target has on light to render them invisible, but can be scaled up to include other effects at the cost of increased cost; first scent, then sound, then intangibility. Each added effect doubles the cost of magicka. Can temporarily lock targets out of existence at maximum effect.
Ebonyflesh: 100 Magicka. (5 minute duration) Grants invulnerability to almost all physical damage.
Fire Shield: 1 Magicka per 1% phsyical and heat damage reduction x duration. Reduces damage from heat based and physical attacks.
----------------------------------
Close Wound: 10 Magicka. Use a burst of magic to stabilize the wounded. Equivalent to cauterizing, without the pain or infection risk.
Heal: 80 Magicka. Heals target of one non-life threatening injury.
Grand Heal: 50 Magicka per second. All allies within 10Ft/3.048m are gradually healed of all physical damage.
-----------------------------------
Telekinesis: 0.5 Magicka per second. Mentally manipulate any single object, person, or creature up to 180lbs/81.6kg.
Light: 5 Magicka. (1 hour duration unless cancelled) Create an illusory light to illuminate your surroundings. Can be cast in following, stationary, or projectile forms.
Blind: 1 Magicka per second. Remove a single target's sense of sight.
Mark: 50 Magicka (indefinite duration until recast)
Semi-perfect Recall: 400 Magicka. Does the job, just not instantly.
Clairvoyance: 0.5 Magicka per second. Uses recursive divination to create a path to physical objectives. Does not work for vague concepts.
Lesser Ward: 60 Magicka per second. Create a magical shield to block 90% of incoming energy attacks. Does not work against attacks larger than the ward itself. Moves with caster.
Detection Pulse: 4000 magicka. Expels a disgusting amount of magicka in an instant to create a spherical burst. Acts as a sonar/radar/x-ray/haptic-feedback translated through the mage's natural magic sense. Only grants a single 'frame' per cast, not a continuous update on surroundings. Further training can increase 'resolution'. Range 10km. Safe Cast limit per day: 5.

-----------------------------------

Aura Enhancement: Increases Strength and Dexterity by a percentage at the cost of magicka, allowing for boosts to speed, damage, and agility. Current bonus: 12% at ten magicka per second.

Aura Unlocking: 30/100 complete. Chances of Critical failure/Soul deletion reduced to 20%

Skein Tunnel: Louise can temporarily split a portion of her soul to form a tunnel between two locations she has history with. Obstructions prevent closing, Skein spiders try to prevent that. Currently limited to 2 openings 1" in diameter. In present, past forges forward.

Compression Technology Professional: 1/5. See Chapter: Louise the bookworm for details.

Familiar Bond: Louise can now quickly and reliably gain sensory information from Tsun. Meditation required at this level.
Cattleya Yvette La Baume Le Blanc de La Fontaine

Age: 25

Height: 5' 9"

Water Mage: 200% Bonus to Healing and 'light' magics.


Affinity with animals: From cat to bears to alien mega-fauna, wildlife has an unusual fondness for this pink-haired female.

Werebear: Through a pact with Hircine, gain the ability to transform into a vicious ursine monster. Increases Vitality, Endurance, and Strength by 2. Becomes easier to control with each transformation. Disease immunity.
Hircine's Totem- Ursa Skull Mask: Perfectly blends the wearer's human and beast sides while transformed. Does not provide the passive benefits to human form that natural mastery of the inner beast would. Also provides moderate protection from head injuries. Cracked.

Cattleya's Tailcoat of Reflect Ranged (80%): A white coat with red Grimm patterned embroidery in the style of the Manticore knights of Tristain.


Boots of Levitation: Heeled black boots that reach mid shin on the wearer. Enchanted for flight.


Tank Top Shirt of Poison Immunity: Tight red shirt with no sleeves. Enchanted with 100% poison resistance.

Shoulder Strap of Speech: Red kevlar straps taken from salvaged X-com body armor to secure an Ursa skull to the wearer's shoulder when not in werebeast form. Magically linked to Cynric's speech bracelet.

Cargo pants: Loose grey pants with extra pocket space just above the knees.

X-com fatigues: Blue-gray color scheme. Standard issue clothing worn under body armor. Offers minimal protection against scrapes and temperature. Insect repellent patch loses potency if washed.

Manticore Knights's Coat of Reflect Melee(33%)

Holly wand: A carved holly stick. Has no special effect, but is heavily ingrained in Halkeginian mages minds as necessary.


Silver wand: A rod of silver made from melted jewelry to replace the lost Holly Wand. Has no special effect.
Vitality = 7

Attunement = 19

Endurance = 7

Strength = 7

Dexterity = 5

Resistance = 5

Faith = 7

Humanity = 0

------------------------------attributes based on above stats----------------------------------

Physical DEF = 10

Bleed Resist = 0%

Poison Resist = 0%

Disease Resist = 100%

Curse Resist = 0%

Magic DEF = 0%

Heat DEF = 0%

Lightning DEF = 0%

Cold DEF = 0%
Natural Magicka cap 3000
Healing Water: Water magic based healing. Negligible cost but low speed. Requires minutes to heal bruising, hours for a severe cut, and days to heal fractured bones.

Sleep: Cost 300. Water based magic that causes fatigue in unsuspecting targets, most commonly used on animals before slaughter or medical treatment.

Water Wall: 40 Magicka. 30 second cast time. Sends forth a wall of water to knock over foes.

Halkeginian Levitation: 25 Magicka. Allows caster to move twenty meters in any direction so long as the path is unimpeded.

Water Whip: 10 Magicka. Lash at foes with a band of water.

Ice Patch: 10 Magicka. Generate a wide circle of ice around the caster to cause foes to slip.

Alchemical transmutation: Change one element into another, limited by atomic mass. Can mix elements. Cattleya cannot go past Zinc at current magical strength.

Crumble: 75 Magicka. Earth magic that destabilizes earthen constructs and weakens stone.

Earth Golem: 1500 Magicka. Create a twelve foot tall humanoid of dense earth. Requires direct control and it cannot move while another spell is being cast. Recast to double size.

Sparks: 7 Magicka per second. Unleashes uncontrolled lightning in a forward cone, loses accuracy exponentially as distance increases. Technically unlimited range.
Saito/Tsun

Age: Varied by body part.

Zombie: Lacks initiative, social skills, and creativity, but makes up for it with his lack of fear and uninhibited strength.

Upgrades: Four arms, rapid regeneration, reinforced skeleton, enhanced strength.

Special: Gandalfr runes provide instinctual mastery of all weapons.
Images







Aethercraft: The Void Voyager


Elerium Gravity propulsion: Four egg shaped Grav-drives. Utilizes reverse engineered Ethereal tech to push the ship forward on waves of gravity. Acceleration of one hour to max speed of 0.5C. For reference, the sun is roughly 8 lightminutes from Earth, so .5c would take 16 minutes to cover the same distance.

Mind-Ship interface: An enchanted chair that lets Lily or others like her remain aware of all non-private areas of the ship, coordinate between disparate sections, operate Point defense weaponry, and assume direct control over combat and navigation related systems in an emergency for maximum efficiency. Control can be retaken at any moment by simply undoing the automatic locks this process causes.

Multi-process sensors: Moira's project to combine multiple types of input into a single cohesive information packet to be displayed on screen aboard the ship's bridge. Ethereal hyperwave technology to detect hidden objects and ships moving at transliminal speed through various means, outdated Mass Effect spectrometry and mass detectors for identifying the makeup of ships or objects, and scrying for accurate visuals across star systems. Currently only the hyperwave portion is functional. Will also need updated and reworked with new technologies as they are found.

Mechashift Plasma Lance: Reverse engineered Etherial and Remnant tech combined to make a plasma railgun. Fires plasma that's superheated and condensed to the point of being semi-solid until impact. Main barrel is a magnetic cargo elevator that extends down the ship's spine. Mechashift tech opens the top of the 'tower' and unfolds the elevator box into a magnetic lens that allows for shifting the projectile's trajectory to a up to twenty degrees in any direction without turning the ship.

Point defense guns: Unfolding heavy machine guns a joint design of Louise and Ruby Rose for maximum range, RPM, and accuracy. Quad barrel, rugged, and larger than Hinata. High damage potential, rapid turning, and large range of motion largely offsets how quick they are to overheat in sustained combat.
Note: Trobror has expressed interest in obtaining a portable version. Did not seem phased when offered a little red wagon to push one around in.

Layered armor/walls: One foot of Steel plate, One foot of obsidian to disperse impacts via shattering, one foot of steel plate on springs, another two feet of steel plate, two foot full perimeter segmented fresh water tank, one foot of steel plate. 8 foot total armor thickness adds 16 feet to total diameter. To be replaced with whipple plates and/or sufficient sci-fi ship armor later.

Magnetic shielding: Relatively simple artificial magnetosphere using basic Ethereal technologies to power and shape a magnetic field from a singular point. Redirects solar radiation to protect the ship. Not intended to protect against weapons, but would slightly reduce damage from magnetically contained plasma attacks.

Kinetic barrier: Cruiser grade basic barriers. Capabilities untested.

Emergency Intangibility: Shifts the ship partially out of reality, rendering it nearly invisible and immune to everything other than magic. Prevents maneuvering, stopping, accelerating. Also prevents attacking by means other than magic.

Liminal barrier: Spherical shield of one mile radius centered on the ship. Prevents summoning, Raise Dead, Recall, and any attempt to enter a realm from an area within the field. Drains magicka from any who make the attempt, destabilizing daedric bodies and weakening mages. Does not prevent daedra/undead/mages/etc from appearing outside of the field and moving inward via mundane means.

Rachni Era fighters: (x2) Asari fighter craft designed for manueverability and survivability. Redundant onboard lifesupport, double layered barriers, and abblative armor means there wasn't much room for weapons beyond a quad-linked autocannon suited for light anti-vehicle roles. Deemed suitable for main combat roles at the time due to Rachni preference for minimal armor and mass unit tactics. Rapid charging ME engine allows for FTL in system, but overheats too fast for longer jumps.

Star of Azura: An artifact of Azura, the Daedric Prince of Twilight and prophecy. Functions as a Grand Soul gem that is not consumed by use. Does not work on souls protected by Arkay/Black souls. Currently being used to power the ship's anti-teleportation/liminal barrier. Cannot be removed without causing a cascade failure that will result in the ship being shattered into countless pieces and scattered across Oblivion.

Daedric Motifs: Engraved invocations of the Reachman pantheon: Hircine, M'falla, Neim'ra, Dh'bla, Hermaus Mora, Sanguine, Aka, Faolan, and Mauloch.
Dimensions: A 1.4km/0.8mile long/high by 300 meter/0.186mile wide nonagon tower.

Concentric rings: Five closely fitted, overlapping rings of decreasing width located in the center of the tower's height. Independent rotations. Bottom ring rotates to cover hangar doors and gunports/retractable weapons. Middle three hold microthrusters for spinning the ship. Top-most/central ring holds mountings for propulsion eggs.

Propulsion eggs: Four gravity based sublight drive. Mounted on independent pivot points atop the central ring for freedom of movement. Capable of turning, pushing, and stopping the ship. Thrusters located around the ship are for more rapid manuevering required in an emergency.

60m high by 110m deep by 100m long Hangars on each side surrounding the bridge, only not one giant hangar because walls are in place for support and isolation in case of boarding/explosions. Located behind the concentric rings, which serve as armored doors when rotated to closed positions.

Additional microthrusters located on all sides of both the top and bottom of the ship.

Sharpened Remnant-alloy point at the bottom of the tower for penetrating and rooting in a celestial body.

The Bridge is a 26 meter diameter nonagonal room intersected by the main cannon's 6 meter wide barrel. Located behind the hangars. Control consoles encircle the outer perimeter of the room. Several feet ahead of the elevator is a raised platform that overlooks navigation, sensor, and communication consoles. Behind the platform and elevator are security, weapon's stations, cyberwarfare, and various other internal system monitors/controls.

Tiānkōng Yú: Pink-orange haired faunus with matching feathers running down the center of her scalp to her upper back. Likes children, plain bread, and traveling. Dislikes sudden loud noises and carbonated drinks. Hobbies include cartography and competitive hopscotch. Serves as the ship's navigator. Named after the Chinese mythological fish that becomes a bird.

Taka: Brunette faunus with a black strip on his fluffy tail. Named for Takamatsu, a prefecture involved in the legends of Yashima no Hage-tanuki. He is one of the few crew members with an unlocked Aura and Semblance. Likes children, alcohol, and is a generally good natured person. Heads the hydroponics division aboard the ship.

Potámi: A crocodile faunus with dark brown patches of scales and her name means river. She is gruff, aggressive, and like a lot of your employees/faunus in general she doesn't like humans, but is protective enough over her people not to make anything of it unless provoked. Works as the Kwama caretaker in Cattleya's absence.


-------------------
Current world
-------------------


RWBY


---------------------
Previous worlds
---------------------

Familiar of Zero/Zero no Tsukaima:
Status: United in fear of Beast Queen Charlotte.

Dark Souls: Status: Normal.

X-com: Enemy Within: Status: Singularity food.

Fallout: Status: Skyfall

Worm: Staus: Divergent
---------------
Potential Worlds
Dark souls

Worm

The Legend of Zelda

Fallout

Mass Effect

Lord of the rings

Naruto

Harry Potter

Halo

Chrono Trigger

Dragonball

RWBY

Avatar: The Last Airbender/Legend of Korra

Avatar (James Cameron)

Prototype- not until you fix your whole 'vulnerable meat puppet' issue. You'd be infected/devoured before you could take a cure disease potion.

Star Wars

Stargate

Dungeon Keeper
 
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Oops
Status: Healthy
Magicka (550/650)

Flicking your empty hand toward the top half of the body, you force a bit of magicka into the corpse. The blue wisps of light that the spell creates are easily missed, so it's understandable that a few of the children think your new minion is still clinging to life and rush off to find a healer.

The balding man in front of the group rattles off a few sentences involving "la magie" which is obviously him identifying you as a mage. You nod your head before ignoring him and kicking the zombie's lower body a few times to position it's hips for reattachment. You need to remember to prep your minion for long term preservation, rotting zombies don't make very good roommates after all.

Ah, the bald on is saying something to the crowd now... something about a pendant... Lavalliere... Oh, probably the little pink girl's name judging by her nervous approach. Kneeling down next to the body, you pour a small amount of magicka into a minor healing spell, stitching the freshly killed body back together before decay can set in.

The girl seems rather curious about dead bodies, not normal in your experience, but you are new to this world after all. "-bénisse cet individu et les rendre mon familier" Oh, she's talking... Now she's kissing it... Now it's hand is on fire and you're losing control of it. Oh dear.

Choose at least 1
[] Nobody steals your minions, pour more magicka into the spell, surely you have more raw power than a little girl.

[] Kill it with fire!

[] Make sure Miss Pendant is between you and the rogue zombie while you observe.

[] Wander off

[] Write in
 
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