Path of Being Evil (Original Fantasy Quest)

Path of Being Evil (Original Fantasy Quest)
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Status
Ongoing
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Play as a villain in the world of my own making called Altaria. Fighting for your ambitions and goals by trampling on others who stands in your way. An original fantasy setting full of Gods and Monsters with you being one of them.
Character Sheet

Name: Vecna Iza
Race: Human
Age: 18
Origin: Kingdom of Varon
Title: None

Stats
Martial: 8 (Despite the amount of training that you had, your body weak consitution had completely negate any kind of progress that you have in being physically more capable. You are almost as strong as a normal grown up man.)

Diplomacy: 7 (Speaking with people had always made you uncomfortable. Causing you to harden your face and say as few words as possible.)

Stewardship: 14 (You were proud at your tendencies in keeping your belongings to always be neat and organized. You should have no trouble in manning a small business all by yourself.)

Learning: 13 (Your capabilty to remember many certain details perfectly and crafting a number of useful items had made people call you a smart girl.)

Intrigue: 7 (You have been told that you are not exactly the most subtle person around. Honestly you just doesn't really see the need. If you want to have something then just say it.)

Magic: 29 (Your talent in magic had always been the strongest aspect of your being. With three novice magic traits under your possession, you can destroy an entire room full of furnitures with a single magical blast.)

Novice Necromancer: You can no longer be able to say that you had accidentally practiced the arts of necromancy. With a body brimming with negative energy, you are now able to raise and command the undeads of lesser quality with your will. Controlling those of the death and killing they who are alive. +3 to Magic

Novice Wizard (Dark Attribute): You are now able to release the hungering forces of darkness in burst instead of one single big attack that had once took you everything to cast. With a quick spell, mundane darkness will no longer be able to blind you and the constricting nature of your attacks may now cause immobilization to your targets for a short amount of time. +3 to Magic

Novice Artificer: You are now officially a step above those who creates common mundane trinkets for a living. While small, your creations do indeed possess mana inside of them. Increasing their durability while also allowing them to have the capability to do a simple magical effect in their performance. +3 to Learning

Novice Sorceror: You had now understood what it truly meant by casting magic using mana from the surrounding environtment. Your spells are now stronger and you can even finally leave behind a lasting magical phenomenon in the form of wards to create simple mundane effects such as a proximity wards, silence wards, odorless wards, and etc. +3 to Magic

Beginner Curse Caster: You had just began your training in the art of casting a plethora of deadly curse upon your foes. While your current level of training is not enough for you to even make your enemy catch a sudden cold mid combat, it is good enough for you to recognize and identify the curses others had made up to the level of an Adept.

Beginner Warrior: You had learned the most basic form of combat from even the dawn of time and now you would never again stand around paralyzed at the sight of a charging enemy. At least your flailing arms seems to move with a purpose in mind now.

Negative Presence (Minor): As a Necromancer, your body possess a certain amount of negative energy that gives off the feeling of eerieness to the people you are interacting with. Not large enough to be detected by undead sensors and those below Master level, but a deep intensive search can indeed reveal your status as a practitioner of necromantic magic.

Pale: As the result of negative energy running through your body, your appearrance has now become pale and sickly.

Weak: Your and your entire family all have a body that is weak ever since the moment of birth. You should be able to remove this -5 to Martial.

Reanimate Corpse: Channel a stream of negative energy to a corpse and raise it as a wild Undead.

Command Undead: Force your mana and will to a wild Undead to put them under your control.

Possess Undead: Transfer your consciousness to the body of an Undead under your control.

Negative Reinforcement: Coat your body with a shield made by negative energy to make two units worth of barrier.

Giving you a +10 Martial for 2 turn

Giving you a single Barrier with a worth of 50 Points for 2 turn

Fear Aura: Enhance your Negative Presence to cause Fear to others who had caught a sight of you.

Giving you a +10 Diplomacy for 2 turn.

Dark Blast: Release a shot of dark magic from your hand. Focusing more on the damaging intent of the magic to injure opponents.

Each +10 Roll Difference in winning will be resulted in 1 additional Wound to be inflicted on the opponent.

Dark Grasp: Release a shot of dark magic from your hand. Focusing more on the hungering intent of the magic to constrict opponents.

Each +20 Roll Difference in winning will be resulted in 1 additional Wound to be inflicted on the opponent.

Dark Shield: Shape and thicken your dark magic into the form of a ball surrounding your hand to block enemy attacks. May concentrate using both hands to make one that cover the entire body, though you will remain stationary.

Giving you a +20 on Magic that will last a turn.

Focused Magic: Gather and channel the mana from your surrounding to empower your magic attack by passing 1 turn.

Giving you a +20 Magic for the next turn.

Basic Wards: Cast a simple spell on an object/area to affect mundane senses such as sound, smell, and to a small degree sight. Though someone needs to almost be blind for the last one to work.

Basic Imbue: Channel your mana to an object to temporarily improve it's existent quality such as making a door sturdier from impact and making a knife sharper.

Slot 1: Mage Tower Assistant Uniform

-Quality: Middle Grade

-Description:
The female version of the standard work outfits being given to all mage tower personnel who bears the rank of an assistant or M.T.A for short. This mainly blue and white uniform was made using a magical fiber from a middle grade magical plant. While it is certainly durable, the uniform main use is to smooth over the mana flow of the wearer. Give the user +2 Physical Armor and a +5 Magic


SLOT II: Magic Gloves

-Quality: Low Grade

-Description:
A simple pair of white Glove made out of mana sensitive materials that was handcrafted by the members of Team 8. Given to you as sign of acceptance. Gives you a +3 on Magic

SLOT III: Empty

SLOT IV: Empty

SLOT V: Empty
-Staff of Daylight: A staff used by Lily, the Luciana's acolyte. Seems to have power to grant healings, but strangely it doesn't seem to work for you.
×1 Eye of Darkness: An Emblem of Layla which is reacting to your presence.

×1 Animate Spell Book: A book providing instruction in how to advance your Wizardly by Animating your spells.
1× Body Strengthening Potion: +5 Martial for 5 Turn

1× Soul Health Potion: +1 Soul Heal in 2 Turn

1× Dark Cabbage: Middle Grade Crafting Material. Dark Attribute

1× Dark Cabbage Core: High Grade Crafting Material. Dark Attribute

6× Cutted Mana Stones with one from each element. 2 is worth 1 normal Mana Stone
 
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Dramatis Personae
DRAMATIS PERSONAE


Kas Iza
The Necromancers Light

Relationship: ⭐⭐⭐⭐⭐

Your Sister forever in Blood and Soul. Your singular reason for both living and necromancy is to find a way to bring her soul back to life healthy both in mind and body.


Roy Buckleneer
The Awkward Blacksmith

Relationship: ☆☆

The first member of the Crafters Union whom you had met. Your innitial encounter with Roy involves how he implied you are going to use the house you had purchased for some sort of suspicious magical research. He seems to have absolved of that notion, but his insistent attempts on including you in bond building community activities has been irritating you to no end. Has an uncle who is an Adept Class Blacksmith.


Mary
The Prideful Alchemist

Relationship: ☆☆

One of the few noteable individuals living in the Crafters Union neighborhood. Mary is a loud woman who doesn't hesitate to speak about what it is inside of her mind. There seems to be hidden depths inside her judging from her interaction with Wilhelm. She also said she likes your attitude, you did not reciporate it.


Char
The Feline Outcast

Relationship: ☆

A Feline Beastkin you had encountered in the Old Beastkin District. Leads a small group of rag tag Beastkin and seems to be easily angered. His brother had been turned into a Monster during the Boil High incident.


Zarya Lynn
The Blue Priestess

Relationship: ☆☆☆

Zarya is the Head Priestess of Mavis City's Cordelia Temple. A youthful and a very sociable blunette who decided to take you to a festival despite barely knowing who you are. Your experience with her is rather mixed. On one hand, having someone who has a very high prestige like her close to you is definitely a boon, but on the other hand, there's something about being with her that just throws your emotions into chaos. Any further attempt to interact with her must be thoughly thought out.


Franklin Fawkes
The Brooding Priest

Relationship: ☆

Franklin is the Head Priest of Mavis City's Twilight Religion. This middle aged man seemed depressed about the low popularity of his faith in Phione, though he is still able to forge good bonds with many people to even, what one could wonder as his rival, Zarya. He cherished Lily, his only and now missing acolyte, very highly.


Lily
The First Victim

Relationship: ♤♤♤

A Priestess of the Twin's Religion who you had met at the Church of Mavis City and who you then had subsequently killed off in order to protect your anonymity. This petite blonde seemed rather brast in your first and only encounter with her, though apparantly she had lost everything when she was a child with the result being her hating people like you. She is the only acolyte of Father Franklin.


Cobe
The Blue Wolf

Relationship: ☆☆☆

One of the member of Team 8. Cobe is a very tall Beastkin who has somekind of a Blue Wolf Sub-Species. Said to be both a Hunter and a Fighter specializing in Ice attribute. Originating from Iskaldin and was said to have a strong feeling regarding the relationship between Beastkins and other races. He somehow managed to make you disclose a bit of your past. Very dangerous.


Dawn Dankworth
The Cheerful Potioner

Relationship: ⭐☆

One of the member of Team 8. Dawn is a brunette woman who seems to be the most sociable person in the team. She is a user of Light magic and is capable of making potions.


Elisen Alberad
The Loyal Ranger

Relationship: ⭐☆

One of the member of Team 8 and also it's leader. As an Elf Elisen is capable of communicating with Spirit's such as Zephyr who always stay close to her, but she claimed to not be dependant on it as she is also a capable Swordswoman and a Ranger. She hold the idea of honor very closely to her heart.


Zephyr

A Lesser Wind Spirit who stayed close with Elisen. It managed to sense the negative energy within you when you first met it. Always stay on guard around it.


Aaron Marudeva
The Desert Dancer

Relationship: ☆☆

One of the member of Team 8. Aaron is a blue haired and a brown skinned person who seemed to has Kanion origin. He is both a Sand Mage and a Curse Caster. He is polite and friendly enough to agree with your request of teaching you Curse Casting till you make it to Novice Class.


Alan de Meurdac
The Fierce Noble

Relationship: ☆☆

One of the member of Team 8. Alan is a prideful and annoying noble who didn't want you to be on the team. He is a Fire Mage who also seemed to be capable of using a sword. Has somekind of connection with Mary from the Crafters Union and had implied he knew of the reason for your bizarre inductment to the Mage Tower.


Wilhelm Keyne
The Carefree Breeze

Relationship: ☆

The Master of Mavis Mage Tower and an Expert Class Arc-Wizard of Wind. Seems to be interested in you enough to offer you a position as one of his Mage Tower Assistant. You did not know what is the deal with this man and that makes you warry of him.


Noralf Alberad
The Stern Elf

Relationship: ☆

An Elf Observator who had been your leader during your time in the festival, no matter how short it was. This pale Spirit User is a very strict individual who doesn't allow nonsense to be done within his line of sight. Apparantly, he is also related to Elisen judging by his name. He is also the Vice Master of the Mage Tower and most important of all he intimidates you, badly.


Isaac de Meurdac
The Disheveled Noble

Relationship: ☆

The Head of Noble House Meurdac and the Father of Alan. Seems to carry a lot of respect from others despite his appearrance and manner.


Rick
The Wind Rider

Relationship: ☆

One of the Mage Tower Observator. He is a Beastkin with somekind of Hawk Sub-Species. He has experience with talking to other people and is a very strong Wind User. He possess a Spear you are very sure to be at least a High Class Item.


Sonia Huberta
The Cold Diver

Relationship: ☆

An Observator who specializes in combing through minds of others. Your interaction with the woman was brief, but you observed her to be a pretty confident individual.


Kiera
The Timid Warlock

Relationship: ⭐☆

A Warlock Observator you had met during your initial investigation of the Mage Tower. Formerly a member of Team 8, she seemed to had been a strong supporting pillar of the group. When asked, she easily provided you the information you had wanted. Has a black cat familiar named Blake.


Blake

Kiera's familiar. You didn't pay any attention to it before, but the cat seemed to stare at you pretty intently. After what had happened with Zephyr, you don't want to be caught off guard with a mage's companion ever again. Can transform into a bigger form with the size of an adult tiger.
 
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Dramatis Personae II
DRAMATIS PERSONAE II


Linnaeus Neeladri
The Stalwart Mayor

Relationship: ☆

The Mayor of Mavis City. Professional, Competent, and Wise people had said. Possess an item that slows down his aging.


Firth Greenwood
The Elven Druid

Relationship: ☆

You don't know a lot about this man. All that you know of is how he is polite and seems to be an important member within the city's Pharmacy.


Miss Fortez
The Owner of COO

Relationship: ☆

A Woman who uses her specialty in using Mixture to create the most successful bar/dinner in Mavis. Very well connected with people.


Kennard Faust
The Great Mage of Black and White

Relationship: ☆

An adventurer with dual attribute that had been manning a booth during the festival. Likes to showcase his abilities as a Mage and seems to have debts owed to Herman.


Milliana Willow
The Elven Receptionist

Relationship: ☆

She is a friend of Kennard and seems to be supporting him greatly. You learned how she is one of the most popular receptionist in the Guild.


Merro
The Smirking Hoarder

Relationship: ☆

A woman who you had met during the festival. She had manned a lottery booth and is now manning the Great Market. Likes money a lot and would fight tooth and nail for every bit of coin that she can kept for herself.


Ricardo Bevis
The Audacious Defender

Relationship: ☆

The Head Guard of Mavis City. His job is to kept the order within the city intact while also protecting it from external threats. He is very, very, very loud.


Herman
The Mischevious Slasher

Relationship: ☆

The first criminal you had met in Mavis who you think are important. You met him during your first investigation and job while he is fighting Char. He use a knife and seemed to enjoy making fun of people.


Quill
The Recovering Porcupine

A very lucky Beastkin who had managed to won three High Ranked Item consequtively while in the festival. Seems to be formerly a part of the Rainbow Head gang before entering somekind of rehabilitation. Though he seems to have rejoined with the lowest criminal group in Mavis.
 
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Grand Market

GRAND MARKET

This is the shop where you can buy items using Materials that you have. Reagents could also be used though 1 Material is worth 2 Reagent.

You can also sell what you have at the Shop. Each item being selled will be using a Stewardship Roll to determine how much you will gain out of it with higher the number, the better price that you would get. Crit and Crit Fail will also be disabled.

You can buy or sell anything using the Shop at the start of a Turn. Just incorporate it in a plan that you have. For Example:
[ ] Shop
-[ ] Buy/Sell Subject
--[ ] Specification
--[ ] Payment

[ ] Plan: Write-In
-[ ] Shop
--[ ] Buy High Grade Weapon
---[ ] Spear, +1 Burn
---[ ] 45 Material, 10 Reagents

[ ] Plan: Write-In
-[ ] Shop (Sell)
--[ ] Staff of Daylight

[ ] Middle Grade Weapons: A selection of weapons used to inflict physical damage to opponents such as swords, spears, bows, daggers, hammers, etc.
Effects: +1 Armor Piercing, +4 Martial
Cost: 20 Material

[ ] High Grade Weapons: A selection of High Quality weapons used to inflict physical damage to opponents such as swords, spears, bows, daggers, hammers, etc. Also included with a variety of custom effects.
Effects :+2 Armor Piercing, +4 Martial,
Custom Effect: +1 Burn/+1 Poison/+1 Shock/+1 Sickness/+1 Blind/+1 Weak
Cost: 50 Material

[ ] Middle Grade Loci: A selection of mana sensitive tools to help Mages in casting their spells, such as Wands, Staffs, Gloves, Crystal Balls, etc. Has a single turn Magic Booster.
Effects: +1 Overfocus, +2 Magic
Cost: 25 Material

[ ] High Grade Loci: A selection of mana sensitive tools to help Mages in casting their spells, such as Wands, Staffs, Gloves, Crystal Balls, etc. Has a single turn Magic Booster, and a single Spell Slot to use in a pinch.
Effects: +1 Focused Magic, +1 Basic Spell Slot, +4 Magic
Cost: 65 Material

[ ] Middle Grade Outfit: A selection of durable yet light defensive garb made to protect it's wearer from harm such as Armors, Belts, Boots, Cloaks, Jackets, etc.
Effects: +2 Armor, +2 Martial
Cost: 40 Material

[ ] High Grade Outfit: A selection of fashionably durable yet light defensive garb made to protect it's wearer from harm such as Armors, Belts, Boots, Cloaks, Jackets, etc. Also included with a variety of custom effects.
Effects: +2 Armor, +3 Martial, +2 Diplomacy
Custom Effects: +1 Instant Heal, +1 Overpower, +1 Overfocus, +2 Magic Armor, +1 High Jump, +1 Sky Walk, +1 Water Walk, +1 Wall Walk.
Cost: 100 Material

[ ] Middle Grade Accessories: A selection of beautiful magical jewelry with a variety of custom effects.
Effects: +2 Diplomacy
Custom Effects: +1 Burn Resist/+1 Poison Resist/+1 Shock Resist/+1 Sickness Resist/+1 Blind Resist/+1 Weak Resist/+1 Instant Heal
Cost: 15 Material

[ ] High Grade Accessories: A selection of beautiful magical jewelry with even greater variety of custom effects.
Effects: +4 Diplomacy
Custom Effects: +2 Any Middle Grade Accessories Effects/+1 Toxin Resist/+1 Sleep Resist/+1 Curse Resist
Cost: 40 Material

[ ] Adventuring Kit: A selection of tools which Adventurers considered to be essential in braving through the wild such as ropes, tent, binocular, compass, cooking utensil, etc.
Effect: Narrative and +10 in Specific Actions
Cost: 10 Material

[ ] Swift Glasses: A tool which enable it's user to read and comprehend words with a breaknecking speed.
Effect: +10 in Specific Research Actions
Cost: 20 Material

[ ] Mana Glasses: A tool which enable it's user to see mana directly through it's lens.
Effect: Narrative and +15 in Specific Actions
Cost: 50 Material

[ ] Bag of Holding: A hand sized bag which has folded space inside it. Making it be able to carry around 3 male adult worth of content.
Effect: Narrative
Cost: 30 Material

[ ] Greater Bag of Holding: A hand sized bag which has a large folded space inside it. Making it be able to carry around a room worth of content.
Effect: Narrative
Cost: 80 Material

[ ] Exceptional Lab Equipment: A selection of tools hand picked by professionals to help Mages conduct their research.
Effect: +15 in Specific Research Actions
Cost: 120 Material

[ ] Orange Furnace: A Flame of Colour bonfire and a set of wards to keep it from burning out. Increases the result of forging.
Effect: +10 in Specific Actions
Cost: 150 Material

[ ] Mana Generator: A Magitech engine which efficiently convert mana from it's surrounding into liquid form.
Effect: +20 Reagents at the start of a Turn
Cost: 200 Material

[ ] Elemental Mana Stones: Used as a crafting Material/Reagents
-[ ] Fire/Water/Wind/Earth/Light/Darkness
Cost: 10 Material

[ ] Bombs: Want problems to be gone? Blast them! Five item per purchase.
Custom Effects: Explosion/Poison/Smoke/Gunk/Flash/Loud
Cost: 10 Material

[ ] Health Potion: In one battle turn it will get rid of 2 Wound that is Physical in Nature.
Cost: 25 Material

[ ] High Health Potion: In one battle turn it will get rid of 4 Wound that is Physical in Nature.
Cost: 75 Material

[ ] Antidote Potion: In one battle turn it will give you a single +20 bonus in curing a poison.
Cost: 5 Material

[ ] High Antidote Potion: In one battle turn it will give you a single +40 bonus in curing a poison.
Cost: 15 Material

[ ] Anti-Curse Potion: In two battle turn it will give you a single +20 bonus in repelling a curse.
Cost: 10 Material

[ ] High Anti-Curse Potion: In two battle turn it will give you a single +40 bonus in repelling a curse.
Cost: 30 Material

[ ] Body Strengthening Potion: In one battle turn it will give you a +5 bonus on Martial for the following 5 battle turns.
Cost: 10 Material

[ ] Mana Strengthening Potion: In one battle turn it will give you a +5 bonus on Magic for the following 5 battle turns.
Cost: 10 Material

[ ] Overpower Potion: In one battle turn it will give you a +15 bonus on Martial for the following 5 battle turns.
Cost: 35 Material

[ ] Overfocus Potion: In one battle turn it will give you a +15 bonus on Magic for the following 5 battle turns.
Cost: 40 Material
 
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