The Collegiate Arcane & Mystic Guild (126)

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Underguard
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by Underguard »

Jackson looks down at the Parchment and nods. "Ah, this is a rather vague riddle I've been working on for some time. I had to shelf it but now find time to continue. It seems to deal with the location of a rare artifact, and such things always intrigue me. So far, I've not cracked it, it is seemingly encoded and I haven't found the key yet. Usually such codes revolve around a key phrase or word, but I have no context yet." He states, explaining the parchment.

He opens it and shows Naliyah and sure enough, it reads as complete gibberish but the parchment is definitely old and the writing seems to be in blood. Naliyah also senses faint traces of magic on it.

His face lights up when Naliyah mentions going easternly with her newfound group of associates and he nods. "Well, in that case! I have a contact who reached out to me who has some important details about this parchment, and its decryption. I was going to find a way there myself but if you are going, I don't see a problem with tasking you with this. My contact is a Shemarrian named Molpadia. I can give you her location, though speaking to her might be tricky with a group. The Shemarrians are not kind to outsides, though you being a Shing may well grant you more leeway. They are a warrior race of women. Presumably they use men only for breeding or workers, but we don't know for sure, we've never see signs of their civilization. There is a great mystery about that nation." He states, sitting down at his desk and turning his head. "So, do you think you'd be up for this? There is no true time limit as I was planning on this taking me years to solve and my contact is versatile; though the sooner the better. Do this for me, and I can promise you that you'll have earned the attention of one such temporal master." He states rather cryptically but sincerely.
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Naliyah
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by Naliyah »

Perception: 1d100 = 73: 73/48%
JIC (100): 1d100 = 68: 68
JIC (20): 1d20 = 13: 13

Underguard wrote:Jackson looks down at the Parchment and nods. "Ah, this is a rather vague riddle I've been working on for some time. I had to shelf it but now find time to continue. It seems to deal with the location of a rare artifact, and such things always intrigue me. So far, I've not cracked it, it is seemingly encoded and I haven't found the key yet. Usually such codes revolve around a key phrase or word, but I have no context yet." He states, explaining the parchment.

He opens it and shows Naliyah and sure enough, it reads as complete gibberish but the parchment is definitely old and the writing seems to be in blood. Naliyah also senses faint traces of magic on it.

His face lights up when Naliyah mentions going easternly with her newfound group of associates and he nods. "Well, in that case! I have a contact who reached out to me who has some important details about this parchment, and its decryption. I was going to find a way there myself but if you are going, I don't see a problem with tasking you with this. My contact is a Shemarrian named Molpadia. I can give you her location, though speaking to her might be tricky with a group. The Shemarrians are not kind to outsides, though you being a Shing may well grant you more leeway. They are a warrior race of women. Presumably they use men only for breeding or workers, but we don't know for sure, we've never see signs of their civilization. There is a great mystery about that nation." He states, sitting down at his desk and turning his head. "So, do you think you'd be up for this? There is no true time limit as I was planning on this taking me years to solve and my contact is versatile; though the sooner the better. Do this for me, and I can promise you that you'll have earned the attention of one such temporal master." He states rather cryptically but sincerely.
The Shing nods. ”I will do my best, Master Jackson. I do know that we are headed that direction, so I am guessing it won’t be terribly difficult to convince the others to allow for a bit of a side focus once we arrive, as it is not out of the way. And your offer to help with a Temporal mentor, as it were, is most generous. You sincerely have my thanks,” says the lioness.

At least, I hope it’s not too much trouble... she thinks.
Naliyah
Current Status
S.D.C.: 93/93
H.P.: 83/83
P.P.E.: 493/493
I.S.P.: 88/88


[ooc=Ley Line and Nexus Point effects]Being Near a Ley line, within two miles, increases the range and duration of spells by 50%.

Being at/on a ley line OR one mile from a nexus point doubles the range, duration, and damage of magic spells. The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds. Magic spells and effects (damage, range and duration) are doubled. Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.

Being at a ley line nexus point or within 200 feet of a nexus point triples the range, duration, and damage of magic spells. The Mage can draw upon 20 P.P.E. (Double for LLW & LLR) every 15 seconds. The mage gets a +2 to save vs magic and HF. Spell Strength is +1. P.P.E. Recovery Rate is 20 per 1/2 hour without meditation.

Periods of Increased energy at a nexus point. IAW RUE.[/ooc]
Weapons and Armor Worn or Carried

Always On:
  • Awe/Horror Factor: 12 (16 when roaring)
  • [ooc=Sixth Sense]Range: 90 feet
    Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
    I.S.P.: 2
    Saving Throw: None.
    The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
    The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
    Bonuses: The sudden flash of insight provides the following bonuses.
    All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed.
    +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.[/ooc]
  • Shing automatically sense supernatural good and evil within a 600' radius

[ooc=Saving Throws, Bonuses, and other handy information]Saving Throw Bonuses
Saving Throw Bonuses
Coma/Death: +30%
Magic (varies): +8
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +10
Psionics (as a Major psychic, Naliyah needs a 12 to save): +6
Horror Factor (varies): +4
Effectively impervious to disease
Fatigues at half normal rate[/ooc]
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Underguard
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by Underguard »

Jackson clasps his hands together and smiles. "Excellent! I shall look forward to your return then!" He says, and then looks down to a small projector on his table and a book before looking back up to Naliyah. "Unless there was anything else, I do have a task that demands my attention." He finishes.
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Naliyah
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by Naliyah »

Perception: 1d100 = 88: 88/48%
JIC (100): 1d100 = 42: 42
JIC (20): 1d20 = 19: 19

Underguard wrote:Jackson clasps his hands together and smiles. "Excellent! I shall look forward to your return then!" He says, and then looks down to a small projector on his table and a book before looking back up to Naliyah. "Unless there was anything else, I do have a task that demands my attention." He finishes.
The Shing nods. "When I find her, do I tell this... 'Molpadia'... that Master Jackson has a parchment that needs to be decrypted, or....?" She leave the question hanging.

I understand it may be difficult to find this person, but what to say when we do?
Naliyah
Current Status
S.D.C.: 93/93
H.P.: 83/83
P.P.E.: 493/493
I.S.P.: 88/88


[ooc=Ley Line and Nexus Point effects]Being Near a Ley line, within two miles, increases the range and duration of spells by 50%.

Being at/on a ley line OR one mile from a nexus point doubles the range, duration, and damage of magic spells. The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds. Magic spells and effects (damage, range and duration) are doubled. Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.

Being at a ley line nexus point or within 200 feet of a nexus point triples the range, duration, and damage of magic spells. The Mage can draw upon 20 P.P.E. (Double for LLW & LLR) every 15 seconds. The mage gets a +2 to save vs magic and HF. Spell Strength is +1. P.P.E. Recovery Rate is 20 per 1/2 hour without meditation.

Periods of Increased energy at a nexus point. IAW RUE.[/ooc]
Weapons and Armor Worn or Carried

Always On:
  • Awe/Horror Factor: 12 (16 when roaring)
  • [ooc=Sixth Sense]Range: 90 feet
    Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
    I.S.P.: 2
    Saving Throw: None.
    The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
    The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
    Bonuses: The sudden flash of insight provides the following bonuses.
    All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed.
    +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.[/ooc]
  • Shing automatically sense supernatural good and evil within a 600' radius

[ooc=Saving Throws, Bonuses, and other handy information]Saving Throw Bonuses
Saving Throw Bonuses
Coma/Death: +30%
Magic (varies): +8
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +10
Psionics (as a Major psychic, Naliyah needs a 12 to save): +6
Horror Factor (varies): +4
Effectively impervious to disease
Fatigues at half normal rate[/ooc]
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Underguard
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by Underguard »

Jackson nods. "Yes, she knows my name. This is in reference to a cipher, a vigenere cipher, which is to this day, still one of the more complex ciphers." He states, opening and showing Naliyah the scroll in question. As far as Naliyah can tell, the scroll is complete gibberish.
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Naliyah
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by Naliyah »

**rolls held**
Underguard wrote:Jackson nods. "Yes, she knows my name. This is in reference to a cipher, a vigenere cipher, which is to this day, still one of the more complex ciphers." He states, opening and showing Naliyah the scroll in question. As far as Naliyah can tell, the scroll is complete gibberish.
"Alright," the Shing nods. "Shall I bring the scroll with me, or is there a copy of some sort... for me to present? Or do I just make contact and inform her that Master Jackson has a vigenere cipher for her, and she will know the rest?"

I feel like I'm pestering him, but I'm still not quite clear on what he wants me to do other than to go talk to someone about a cipher...

"Apologies if I am not as wise in the ways of men as I would like. I am still adjusting," she says, licking a paw and smiling.
Naliyah
Current Status
S.D.C.: 93/93
H.P.: 83/83
P.P.E.: 493/493
I.S.P.: 88/88


[ooc=Ley Line and Nexus Point effects]Being Near a Ley line, within two miles, increases the range and duration of spells by 50%.

Being at/on a ley line OR one mile from a nexus point doubles the range, duration, and damage of magic spells. The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds. Magic spells and effects (damage, range and duration) are doubled. Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.

Being at a ley line nexus point or within 200 feet of a nexus point triples the range, duration, and damage of magic spells. The Mage can draw upon 20 P.P.E. (Double for LLW & LLR) every 15 seconds. The mage gets a +2 to save vs magic and HF. Spell Strength is +1. P.P.E. Recovery Rate is 20 per 1/2 hour without meditation.

Periods of Increased energy at a nexus point. IAW RUE.[/ooc]
Weapons and Armor Worn or Carried

Always On:
  • Awe/Horror Factor: 12 (16 when roaring)
  • [ooc=Sixth Sense]Range: 90 feet
    Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
    I.S.P.: 2
    Saving Throw: None.
    The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
    The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
    Bonuses: The sudden flash of insight provides the following bonuses.
    All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed.
    +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.[/ooc]
  • Shing automatically sense supernatural good and evil within a 600' radius

[ooc=Saving Throws, Bonuses, and other handy information]Saving Throw Bonuses
Saving Throw Bonuses
Coma/Death: +30%
Magic (varies): +8
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +10
Psionics (as a Major psychic, Naliyah needs a 12 to save): +6
Horror Factor (varies): +4
Effectively impervious to disease
Fatigues at half normal rate[/ooc]
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Underguard
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by Underguard »

Jackson listens to Nali and nods, sitting down and transcribing a portion of the scroll to a piece of parchment, as well as a note. He'll fold them both together and tie with a cord before placing it on the table for Naliyah to take. "This is a note containing my orders to give you the cipher, and a small example of the scroll. This scroll has the potential to be a problem, so I'd prefer to keep it safely inside the Collegiate." He states and then shrugs with a smile, "No need to apologize. You are adapting well to your new environment."
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Naliyah
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by Naliyah »

**rolls held**
Underguard wrote:Jackson listens to Nali and nods, sitting down and transcribing a portion of the scroll to a piece of parchment, as well as a note. He'll fold them both together and tie with a cord before placing it on the table for Naliyah to take. "This is a note containing my orders to give you the cipher, and a small example of the scroll. This scroll has the potential to be a problem, so I'd prefer to keep it safely inside the Collegiate." He states and then shrugs with a smile, "No need to apologize. You are adapting well to your new environment."
"Excellent. Thank you, Master Jackson. I hope to see you again soon - you have been a great help and friend to me and the Shing."

And potentially even moreso to my magical future... she thinks, the promise of a favorable introduction to a Temporal Wizard enticing her.

With that, she takes the materials (ectoplasmic hand) and puts them in one of her bags for safekeeping, bids Master Jackson farewell, heads back to check out of her room (after fully charging P.P.E. of course), and goes to the AAPS HQ.
Naliyah
Current Status
S.D.C.: 93/93
H.P.: 83/83
P.P.E.: 493/493
I.S.P.: 88/88


[ooc=Ley Line and Nexus Point effects]Being Near a Ley line, within two miles, increases the range and duration of spells by 50%.

Being at/on a ley line OR one mile from a nexus point doubles the range, duration, and damage of magic spells. The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds. Magic spells and effects (damage, range and duration) are doubled. Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.

Being at a ley line nexus point or within 200 feet of a nexus point triples the range, duration, and damage of magic spells. The Mage can draw upon 20 P.P.E. (Double for LLW & LLR) every 15 seconds. The mage gets a +2 to save vs magic and HF. Spell Strength is +1. P.P.E. Recovery Rate is 20 per 1/2 hour without meditation.

Periods of Increased energy at a nexus point. IAW RUE.[/ooc]
Weapons and Armor Worn or Carried

Always On:
  • Awe/Horror Factor: 12 (16 when roaring)
  • [ooc=Sixth Sense]Range: 90 feet
    Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
    I.S.P.: 2
    Saving Throw: None.
    The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
    The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
    Bonuses: The sudden flash of insight provides the following bonuses.
    All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed.
    +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.[/ooc]
  • Shing automatically sense supernatural good and evil within a 600' radius

[ooc=Saving Throws, Bonuses, and other handy information]Saving Throw Bonuses
Saving Throw Bonuses
Coma/Death: +30%
Magic (varies): +8
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +10
Psionics (as a Major psychic, Naliyah needs a 12 to save): +6
Horror Factor (varies): +4
Effectively impervious to disease
Fatigues at half normal rate[/ooc]
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William Summers
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by William Summers »

Perception: 1d100 = 51: 51/48%
JIC: 1d20 = 15: 15/ 1d100 = 10: 10

Arriving to the Colliegiate, Will checks in at the door. "Hello, it's me. William Summers. I've come to make a donation and find some new material to learn."

When asked for the donation, Will gives 100,000 credits. "I'm fresh from adventure and would like to support the important work here."

He looks around and decides on a few tomes (Talisman, Amulet and Invulnerability).

He asks one of the elders, "Do you know of a good way to contact Thirsty Pete? I wanted to ask him about getting into Techno-Wizardry."
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by Armstrong »

The elder mage, who happens to look to have an indeterminate age, somewhere between 50 and 80, presuming that is his real appearance.

"Welcome back Brother," he bows, hands held together, "we are glad you have returned to us and we have heard of your work in the battle with Nxla. You bring honour to our guild."
William Summers wrote:He asks one of the elders, "Do you know of a good way to contact Thirsty Pete? I wanted to ask him about getting into Techno-Wizardry."
"Technowizardry you say. Now I have heard of Thirsty Pete and last I heard he was intoxicated in Tampico, possibly not been sober in months. It has led to some slightly strange reports. Just as well that he is not a member of our Guild. If you wish to learn the ways, P'ckett might be able to help you."
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Vheld
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by Vheld »

Vheld wrote:JIC: Invalid dice code!, Invalid dice code!
PER: Invalid dice code! vs. 79%
On their way to the guild, Vheld orders Slithn to turn invisible. He doesn't expect anyone to mess with him regardless, but why take the chance? After he arrives, Vheld stops by the front desk and inquires as to whether his dues are paid up- if need be Vheld will settle his accounts, then retire to one of the spellcasting chambers he uses to access the nexus on the guild grounds. There, he opens a rift to Dyvaal, and turns to his sole surviving minion.

"Defiance, I can tolerate. Outright stupidity, I cannot. Really, I expected better from you deevils. But siding with Nxla, out of pure spite? Remarkably shortsighted. Just what was your plan for after he filled the Megaverse with his Xombies, hmm?" Vheld sighs, then gestures to the portal. "Foreswear any claim of revenge against myself or my allies, and return through this rift. Once the rift closes, you shall be released from my service. Pray our paths do not cross again." Assuming Slithn complies, Vheld will close the rift as soon as she's back through.

Vheld will spend the next hour or two drawing on the local ley line nexus, opening new rifts, and summoning a new set of minions to command. His first order of business will be to cast aura of power on himself, along with a handful of defensive enchantments like invincible armor and his mind block tattoo, just in case things go south. Then, he begins the process of summoning and binding new minions. He will first use his immense willpower to bend them to his will, then offer a pact where they can serve him for a period of six months in exchange for the opportunity to commit mischief in the mortal world.

6 lesser minions total, saves vs. Vheld’s MA of 22 + 1d4+2 = 5: 3 from Aura of Power

1 Plasma demon (lesser): DB 13, P. 118-120, +3 to save vs. mind control. 1d20+3 = 5: 2, 1d20+3 = 8: 5, 1d20+3 = 15: 12, 1d20+3 = 11: 8, 1d20+3 = 16: 13
2 possessing entities (= 1 lesser): CB3, P. 82-83, no bonus to save vs. mind control. 5d20: 16, 16, 4, 17, 14 for first entity, 5d20: 18, 12, 2, 20, 5 for second.
Air Jinn (greater): DB 10, P. 73-75, +4 to save vs. mind control. 1d20+4 = 7: 3, 1d20+4 = 5: 1, 1d20+4 = 6: 2, 1d20+4 = 10: 6, 1d20+4 = 19: 15
Raksasha (greater): DB 10, P. 78-80, +4 to save vs. mind control. 1d20+4 = 5: 1, 1d20+4 = 5: 1, 1d20+4 = 7: 3, 1d20+4 = 17: 13, 1d20+4 = 11: 7

Assuming all goes well, Vheld will have those minions who've sworn themselves to his service assuming their most innocuous forms. He will then empty out his backpack and cast a long-term dimensional pocket on it, and if possible a second one on a belt pouch (purchasing one in the mystic quarter if need be). He will also enchant any dimensional pockets Ronan requested, then once all is complete he will return to the Haunt.
Leave me alone.
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatically sense Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses); Sustained (33d remaining)
PPE: 314/329 (Vheld), 1100/1100 (Energy sphere), 83/83 (Sil). ISP: 90/90 (Medallion), 500/500 (Skarrah). MDC: 1200/1200 (Bakir), 187/187 (Birga).
Talismans: 3/3 on Vheld IA
Weapon in Hand- TW Storm Staff.
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by William Summers »

Perception: 1d100 = 98: 98/48%
JIC: 1d20 = 10: 10/ 1d100 = 1: 1
Armstrong wrote:"Welcome back Brother," he bows, hands held together, "we are glad you have returned to us and we have heard of your work in the battle with Nxla. You bring honour to our guild."
Will bows in return to the elder of indeterminate age. "May your light never fail."
Armstrong wrote:
William Summers wrote:He asks one of the elders, "Do you know of a good way to contact Thirsty Pete? I wanted to ask him about getting into Techno-Wizardry."
"Technowizardry you say. Now I have heard of Thirsty Pete and last I heard he was intoxicated in Tampico, possibly not been sober in months. It has led to some slightly strange reports. Just as well that he is not a member of our Guild. If you wish to learn the ways, P'ckett might be able to help you."
"Heh, that man never met a bottle he didn't like. Well, that's not true. He was very specific in his alcoholism. Still, a shame he isn't available." Will strokes his freshly shaved face for a moment. "Introduce me to this P'ckett. I trust your recommendation."
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by Lahz »

Perception [45%]: 1d100 = 14: 14 [+15% involving Electronics or Machines]
JiC D20: 1d20 = 4: 4
JiC D100: 1d100 = 64: 64

Conditions: Telemechanics (0 ISP, Constant, 5ft, 99%), Mind-block Auto-Defense (0 ISP, Automatic), Sense Supernatural Evil & Magic Energy (1600ft if using magical or psionic powers, 600ft if NOT using powers), Radiate Nature [Curious, Interested] (100ft to psychics, 12ft to non-psychics), Roadrunner PA, Sustain (17 Days)

ISP: 221/221

Telemechanics [99%]: 1d100 = 32: 32
Lahz steps out of his SUV driven by Alfred with Ray walking along behind him 2 steps behind the left shoulder. The vehicle pulls smoothly up the street to find parking as Psi-Tech tries to maintain his composure approaching the Magic Guild. Lahz knocks firmly at the gate and awaits an answer, "Greetings. My name is Lahz D'Gemmel of the Spook Squad. I ... uhmm ... The Spooks' Facility was constructed by the College as payment for a couple jobs? I am hoping to speak with an engineer ... or a Warlock. Honestly just whoever designed this thing, I am looking to get a couple walls moved and don't know about how to make that happen ..."

OOC: The Haunt was constructed in partial payment for several early Spooks missions. Looking to move the walls around on the 4th Floor ... make it 4-5 smaller bedrooms for the floor instead of the 3 suites there presently.

The Psi-Tech seems somewhat tentative or at least that is his intention, *Mages always like to think they know more than you do. Sure I could get a regular old contractor in there, but you know that's going to be days of construction and people inside the perimeter that I will have to put folks up over at the Palace as an alternative or something. They like feeling in control, sure then the guy in the PA is nervous ... Still, maybe I should have brought Vheld along. I wonder if he is here somewhere. I never know where the hell he is most of the time. I've got to spend all my frakking time on admin and building a 100-ton weapons platform and he gets to come and go as he pleases. I should have passed on field leadership.*
Lahz D'Gemmel
[ooc]ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))[/ooc]
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by Armstrong »

The elder mage nods and after a few seconds of concentration, the form of a small magical pigeon forms in front of you both and then flies off further into the Collegiate.

A few minutes later, a tall, languid, Trimadore, covered in engine grease and clad in what appears to be biker leathers festooned with random attachments appears.

"Hola boyo, you must be the one they've asked me to teach the basics of technowizardry to, the one who brings great honour to the guild," he says with a slight smirk, to which the elder mage rolls his eyes. P'ckett looks you over and shrugs. He looks over at the elder mage.

"Brogan's merc bailed on em, but as luck would have it, we've had a call about the bracer. Sounds like it caused some bother, but needs picking up." He turns back to William and signals for you to follow him, "got a nasty little demonically tainted bracer to collect. Sounds like it is inert for now, but we should get over there before anybody else is stupid to pick it up. You can show me what you know when we go."
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by The Apothecary »

Lahz wrote: Lahz steps out of his SUV driven by Alfred with Ray walking along behind him 2 steps behind the left shoulder. The vehicle pulls smoothly up the street to find parking as Psi-Tech tries to maintain his composure approaching the Magic Guild. Lahz knocks firmly at the gate and awaits an answer, "Greetings. My name is Lahz D'Gemmel of the Spook Squad. I ... uhmm ... The Spooks' Facility was constructed by the College as payment for a couple jobs? I am hoping to speak with an engineer ... or a Warlock. Honestly just whoever designed this thing, I am looking to get a couple walls moved and don't know about how to make that happen ..."

OOC: The Haunt was constructed in partial payment for several early Spooks missions. Looking to move the walls around on the 4th Floor ... make it 4-5 smaller bedrooms for the floor instead of the 3 suites there presently.

The Psi-Tech seems somewhat tentative or at least that is his intention, *Mages always like to think they know more than you do. Sure I could get a regular old contractor in there, but you know that's going to be days of construction and people inside the perimeter that I will have to put folks up over at the Palace as an alternative or something. They like feeling in control, sure then the guy in the PA is nervous ... Still, maybe I should have brought Vheld along. I wonder if he is here somewhere. I never know where the hell he is most of the time. I've got to spend all my frakking time on admin and building a 100-ton weapons platform and he gets to come and go as he pleases. I should have passed on field leadership.*
Lahz is led to meet the warlock who heads the college's magical construction. "Good afternoon, Lahz. I remember the building, you speak of. As it so happens I have several students who are in need of a test of their abilities. I think this would serve us both well. I will have them report to your building in two days to make the changes you desire. We would only need you to cover the cost of any raw materials. I would estimate 300,000 credits should suffice."
"Death may be a small mercy for some. Others come to me for the cure. Temporary or permanent I have it all."

AGM For: AAPS/Spooks

PCs: Wolf Whitaker (Roughnecks); Raz I'Syul Arro (GR); Kieko (H4H); Hellhound (VR)

GM: Sum Of All Fears (MARS/Atlantis)

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Re: The Collegiate Arcane & Mystic Guild (126)

Post by The Apothecary »

Vheld wrote:
Vheld will spend the next hour or two drawing on the local ley line nexus, opening new rifts, and summoning a new set of minions to command. His first order of business will be to cast aura of power on himself, along with a handful of defensive enchantments like invincible armor and his mind block tattoo, just in case things go south. Then, he begins the process of summoning and binding new minions. He will first use his immense willpower to bend them to his will, then offer a pact where they can serve him for a period of six months in exchange for the opportunity to commit mischief in the mortal world.

6 lesser minions total, saves vs. Vheld’s MA of 22 + Original post: 1d4+2 = 5: 3 from Aura of Power

1 Plasma demon (lesser): DB 13, P. 118-120, +3 to save vs. mind control. Original post: 1d20+3 = 5: 2, Original post: 1d20+3 = 8: 5, Original post: 1d20+3 = 15: 12, Original post: 1d20+3 = 11: 8, Original post: 1d20+3 = 16: 13
2 possessing entities (= 1 lesser): CB3, P. 82-83, no bonus to save vs. mind control. Original post: 5d20: 16, 16, 4, 17, 14 for first entity, Original post: 5d20: 18, 12, 2, 20, 5 for second.
Air Jinn (greater): DB 10, P. 73-75, +4 to save vs. mind control. Original post: 1d20+4 = 7: 3, Original post: 1d20+4 = 5: 1, Original post: 1d20+4 = 6: 2, Original post: 1d20+4 = 10: 6, Original post: 1d20+4 = 19: 15
Raksasha (greater): DB 10, P. 78-80, +4 to save vs. mind control. Original post: 1d20+4 = 5: 1, Original post: 1d20+4 = 5: 1, Original post: 1d20+4 = 7: 3, Original post: 1d20+4 = 17: 13, Original post: 1d20+4 = 11: 7

Assuming all goes well, Vheld will have those minions who've sworn themselves to his service assuming their most innocuous forms. He will then empty out his backpack and cast a long-term dimensional pocket on it, and if possible a second one on a belt pouch (purchasing one in the mystic quarter if need be). He will also enchant any dimensional pockets Ronan requested, then once all is complete he will return to the Haunt.
Vheld's will is absolute. Having sent his previously defiant minion back to it's native world, Vheld begins anew. Several hours pass as he continues his contest of wills against these new minions. Surprisingly the Rakasha is most willing to accompany Vheld. Vheld nearly slips with the second possessing entity, but catches himself in time to prevent disaster. Vheld is able to create the dimensional pocket for himself and two additional dimensional pockets for Ronan and, to the rest of the college, leaves the same way he came in...by himself.
"Death may be a small mercy for some. Others come to me for the cure. Temporary or permanent I have it all."

AGM For: AAPS/Spooks

PCs: Wolf Whitaker (Roughnecks); Raz I'Syul Arro (GR); Kieko (H4H); Hellhound (VR)

GM: Sum Of All Fears (MARS/Atlantis)

Do not PM this Account. Please direct all PMs to Sum of All Fears
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by Lahz »

Perception [45%]: 1d100 = 85: 85 [+15% involving Electronics or Machines]
JiC D20: 1d20 = 5: 5
JiC D100: 1d100 = 52: 52

Conditions: Telemechanics (0 ISP, Constant, 5ft, 99%), Mind-block Auto-Defense (0 ISP, Automatic), Sense Supernatural Evil & Magic Energy (1600ft if using magical or psionic powers, 600ft if NOT using powers), Radiate Nature [Curious, Interested] (100ft to psychics, 12ft to non-psychics), Roadrunner PA, Sustain (17 Days)

ISP: 221/221

Telemechanics [99%]: 1d100 = 75: 75
The Apothecary wrote:Lahz is led to meet the warlock who heads the college's magical construction. "Good afternoon, Lahz. I remember the building, you speak of. As it so happens I have several students who are in need of a test of their abilities. I think this would serve us both well. I will have them report to your building in two days to make the changes you desire. We would only need you to cover the cost of any raw materials. I would estimate 300,000 credits should suffice."
Lahz offers a respectful nod of the head to the warlock, "Excellent, thank you very much ... I am glad to make payment now." The Spook will authorize payment out of Team funds at the Bank ...


*** IF APPLICABLE (i.e. there are no quarters out at the Hangar) The Psi-Tech stops before turning to leave, "Actually we also have a Hangar out at the Airport, if we made it 400,000 could you have 2 stand alone 30'x30'x15' rooms put in out there? The sound-proofing of stone over simple-sheetrock will probably make it alot quieter inside ..." *and if I drop them in the 2 back corners, then Grimloq and Zzazz can toss up a couple animal pens for the dino-things between the rooms ...*
Lahz D'Gemmel
[ooc]ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))[/ooc]
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by Vheld »

JIC: 1d20 = 8: 8, 1d100 = 67: 67
PER: 1d100 = 42: 42 vs. 79%

After his labors are completed, Vheld sits back and relaxes for a spell, pleased with the results. He will draw a little more PPE from the nexus, the recharge or recast his various spells and talismans, ticking off a mental checklist as he goes. Once Vheld is satisfied that he hasn’t forgotten anything, he will place his extra talismans into his new dimensional pocket. He considers directing most of his new minions to follow, but decides that such an avenue of concealment for his minions is best reserved for when Vheld needs it. To Bakir, One, and Two he says ”Remain undetected, cause no misfortune, and follow me.” To Skarrah and Birga, he repeats the command, and adds to Skarrah ”Change into a shape that will let you blend in. Anything you enjoy, preferably human.” Once she complies, the gang heads back to The Haunt.

((--> The Haunt))
Leave me alone.
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatically sense Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses); Sustained (33d remaining)
PPE: 314/329 (Vheld), 1100/1100 (Energy sphere), 83/83 (Sil). ISP: 90/90 (Medallion), 500/500 (Skarrah). MDC: 1200/1200 (Bakir), 187/187 (Birga).
Talismans: 3/3 on Vheld IA
Weapon in Hand- TW Storm Staff.
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by Dhaltuun Onyxforge »

”First stop is the Collegiate.” Dhaltuun drives thru Merctown at a leisurely pace, enjoying the sights. Pulling up in front of the /collegiate, he finds a parking spot. Getting out, he gives himself a quick pat down. ’Gotta make us presentable.” With a nod of satisfaction, he motions to marcella, to exit the car. Once she is on her favorite perch, his shoulder, Dhaltuun turns and heads for the entrance.

Trying not to look like a tourist, Dhaltuun walks into the building. Looking for some kind of reception desk, he will head for it. Once he has a person to deal with, dhaltuu begins. ”Good day. My name is Dhaltuun Onyxforge, and i would like to gain membership, please.”
Dhaltuun Onyxforge
http://www.explorersunlimited.com/eu/vi ... 80&t=16028
OOC Comments
S.D.C.: 64/64
Hit Points: 49/49
P.P.E.: 115/115

Armor Worn: Mage armor
Weapon(s) Carried and Locations: WI-SR15 Sniper Rifle with Kisentite bayonet (slung over left shoulder), NEMA Automag (AMT) Pistol (on CAF Elite Corps Load-Bearing Chest Rig), Kisentite Cutlass with silvered basket (strapped to left hip in a scabbard), Nuhr Rune Grappling Hook & Line (Tied to right hip), BigBore "Buccaneer" Breech-Lock Pistol (L-R)/TW Firebolt Pistol (R-L)(on old style baldric)

Current Conditions:


Saving Throws, Bonuses, and other handy information
Coma/Death: +14%
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): --
Psionic (15+): --
Possession: +2
Horror Factor: +11

Nightvision 300 feet
Sharp vision (doesn’t deteriorate with time)
Augmented P.S.
Superior endurance (fatigues at 1/4 normal rate)
Max. Encumbrance: 108 lbs
Max. Carrying Weight: 460 lbs
Max. Lifting Weight: 920 lbs
Max. Jumping Ability: Leap 5' long X 4' ft high
Swimming: can swim 69 yards/meters per round for 88 rounds

Special Abilities
Dimensional Rift Home
  • Can always find his way home from another dimension.
    Can always dimensional teleport home at the cost of a paltry 75 P.P.E.
    Only applies to himself and his familiar as well as gear carried and not anybody else (a full rift or dimensional portal is necessary to take others with him).
    Uses 1 melee action
    Rifting on same world - 1/2 ppe of dimension rift home
    Limit - must have visited location before or use communication rift
    Will appear on nexus near desired location (or stone pyramid)
    Can even use on ley line to move along it or jump to a nearby ley line
Sense Rifts
  • Range - within 90 miles +20 miles per level
    Will detect new rift if it opens along the line I am on, regardless of distance (will know where rift is as well as size)
    Can detect teleports and other dimension disturbances at 45 miles +10 miles per level
    He will also instantly know what general direction the rift is located and whether the rift is big or small.
    Note: This sensing ability specifically relates to dimensional portals/rifts and not ley nexuses and ley lines.
Dimension Sense - 49% (+5%)
  • Concentrate for 1d6+2 mins to know: type of dimension, if it supports human life, its magic Level, how it was created, if it will close soon, its frequency of opening, any dimensional monsters nearby or in portal (-10% skill), plus unusual characteristics, just by reading portal or meditating after stepping thru
    See O.C.C. description for further details
Dimensional Travel
[/list]Cost: 125 P.P.E. for familiar and caster / +25 P.P.E. per person / remains open for 1 min
When targeting a random dimension - can open anywhere / drawn to locations rich in P.P.E.
When targeting home dimension - 100% random location appearance
When targeting dimensions visited - will appear in random, but hospitable location
Can use Re-Open Gateway or Dimensional portal at 1/2 P.P.E. in ritual / takes 1d6x10+15 min / open for 1 min per level (4th lvl = 4 mins), close it at will, manipulate size at will (max 10 ft tall x 10 ft wide per level)(4th Lvl = 40 ft tall x 40 ft wide)[/list]

Communication Rift
  • P.P.E.: on or within 1/2 mile of nexus - 50 P.P.E. / on or within 1/2 mile of ley line - 100 P.P.E. / anywhere else away from ley line - 200 P.P.E.
    Duration: 1 min per level (4th = 4 mins)
    Success ratio 34% +5% if done as ritual gives +20% success
    Time to open: 1d4 rds / as ritual: takes 1d6x10+15 min
    If fail but within 20% will contact correct location but not necessarily the right target
    Send familiar - must return in time or trapped until a portal can be opened (x1 per 24 hrs)
Familiar Link
  • Linked to – Marcella the Osprey (monsters and animals pg 158-159)
    Mentally and physically linked with familiar
    Familiar is linked to the shifter and obeys his every command, verbal and mental.
    If the familiar is killed, the shifter will permanently lose 10 hit points; see description for full consequences.
Summoning
  • Battle of wills - roll above my MA +ME bonus; 3 out of 5x (if fail is subservient)
    If save - roll init....if I win close rift / if fail creature appears and might attack
    If beat creature - use pact
    If lose to creature - the shifter might be attacked or the being escapes
    Max # of Minions: 2 lesser (4 sub demons) - sub demons or imp-like minor being, poltergeists or haunting entity = 1 lesser/2 lesser beings = 1 greater
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by Consumer »

Dhaltuun walks past the entrance of the Collegiate Arcane, and can't help but feel watched. Jessie looks about nodding at things occasionally. In a low voice she speaks. "There are layers of defenses here, invisible creatures wander about. Try to behave I suppose." Jessie says with a friendly smirk. Once inside the main hall proper, Dhaltuun sees a tall and skinny man, with a low body mass. He wears a brown robe that covers a balding head, with a long thin white beard/goatee.
Dhaltuun wrote:”Good day. My name is Dhaltuun Onyxforge, and i would like to gain membership, please.”
The gentleman nods. "Ah very good. We would have several questions for you, mostly a formality. What manner of magic do you practice? Approximately what skill level do you think you are? The annual fee is in factors of 1,000 credits for membership. We also encourage the donation of artifacts and other magical items that are not being used; such donations are remembered with distinction. There are a few terms with the membership; know that by being a member of the Collegiate, you may be called to the Defense of Merctown, the Collegiate or their interests. Second; you are free to pursue your own goals and use the resources of the Collegiate, though these goals must not be in direct opposition to Merctown, The Collegiate or their interests. We can handle the annual fee right now if you are able, and please sign the book." The man says with practice ease and calm, though he does look at Jessie once or twice, in what Dhaltuun can see as a look of consideration.

Note
Gonna run you 6,000 credits, and a signature.
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by Dhaltuun Onyxforge »

Dhaltuun waits for the barrage of questions ends. He smiles ”First, this is my guard and teammate, Jessie. Anything we discuss can be done around her. She is wise and learned. Now, for your answers. Type of magic?? Umm I am a shifter in service to Njord. Not sure about levels, but I have advanced and communed with Njord 5 times since we began. ((OOC = 6th lvl)).” He digs in his pouches for his cred stick. ”The payment is on here with a 4k donation. 10k total. Is this correct/” He hands over the stick as he signs his name.
Dhaltuun Onyxforge
http://www.explorersunlimited.com/eu/vi ... 80&t=16028
OOC Comments
S.D.C.: 64/64
Hit Points: 49/49
P.P.E.: 115/115

Armor Worn: Mage armor
Weapon(s) Carried and Locations: WI-SR15 Sniper Rifle with Kisentite bayonet (slung over left shoulder), NEMA Automag (AMT) Pistol (on CAF Elite Corps Load-Bearing Chest Rig), Kisentite Cutlass with silvered basket (strapped to left hip in a scabbard), Nuhr Rune Grappling Hook & Line (Tied to right hip), BigBore "Buccaneer" Breech-Lock Pistol (L-R)/TW Firebolt Pistol (R-L)(on old style baldric)

Current Conditions:


Saving Throws, Bonuses, and other handy information
Coma/Death: +14%
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): --
Psionic (15+): --
Possession: +2
Horror Factor: +11

Nightvision 300 feet
Sharp vision (doesn’t deteriorate with time)
Augmented P.S.
Superior endurance (fatigues at 1/4 normal rate)
Max. Encumbrance: 108 lbs
Max. Carrying Weight: 460 lbs
Max. Lifting Weight: 920 lbs
Max. Jumping Ability: Leap 5' long X 4' ft high
Swimming: can swim 69 yards/meters per round for 88 rounds

Special Abilities
Dimensional Rift Home
  • Can always find his way home from another dimension.
    Can always dimensional teleport home at the cost of a paltry 75 P.P.E.
    Only applies to himself and his familiar as well as gear carried and not anybody else (a full rift or dimensional portal is necessary to take others with him).
    Uses 1 melee action
    Rifting on same world - 1/2 ppe of dimension rift home
    Limit - must have visited location before or use communication rift
    Will appear on nexus near desired location (or stone pyramid)
    Can even use on ley line to move along it or jump to a nearby ley line
Sense Rifts
  • Range - within 90 miles +20 miles per level
    Will detect new rift if it opens along the line I am on, regardless of distance (will know where rift is as well as size)
    Can detect teleports and other dimension disturbances at 45 miles +10 miles per level
    He will also instantly know what general direction the rift is located and whether the rift is big or small.
    Note: This sensing ability specifically relates to dimensional portals/rifts and not ley nexuses and ley lines.
Dimension Sense - 49% (+5%)
  • Concentrate for 1d6+2 mins to know: type of dimension, if it supports human life, its magic Level, how it was created, if it will close soon, its frequency of opening, any dimensional monsters nearby or in portal (-10% skill), plus unusual characteristics, just by reading portal or meditating after stepping thru
    See O.C.C. description for further details
Dimensional Travel
[/list]Cost: 125 P.P.E. for familiar and caster / +25 P.P.E. per person / remains open for 1 min
When targeting a random dimension - can open anywhere / drawn to locations rich in P.P.E.
When targeting home dimension - 100% random location appearance
When targeting dimensions visited - will appear in random, but hospitable location
Can use Re-Open Gateway or Dimensional portal at 1/2 P.P.E. in ritual / takes 1d6x10+15 min / open for 1 min per level (4th lvl = 4 mins), close it at will, manipulate size at will (max 10 ft tall x 10 ft wide per level)(4th Lvl = 40 ft tall x 40 ft wide)[/list]

Communication Rift
  • P.P.E.: on or within 1/2 mile of nexus - 50 P.P.E. / on or within 1/2 mile of ley line - 100 P.P.E. / anywhere else away from ley line - 200 P.P.E.
    Duration: 1 min per level (4th = 4 mins)
    Success ratio 34% +5% if done as ritual gives +20% success
    Time to open: 1d4 rds / as ritual: takes 1d6x10+15 min
    If fail but within 20% will contact correct location but not necessarily the right target
    Send familiar - must return in time or trapped until a portal can be opened (x1 per 24 hrs)
Familiar Link
  • Linked to – Marcella the Osprey (monsters and animals pg 158-159)
    Mentally and physically linked with familiar
    Familiar is linked to the shifter and obeys his every command, verbal and mental.
    If the familiar is killed, the shifter will permanently lose 10 hit points; see description for full consequences.
Summoning
  • Battle of wills - roll above my MA +ME bonus; 3 out of 5x (if fail is subservient)
    If save - roll init....if I win close rift / if fail creature appears and might attack
    If beat creature - use pact
    If lose to creature - the shifter might be attacked or the being escapes
    Max # of Minions: 2 lesser (4 sub demons) - sub demons or imp-like minor being, poltergeists or haunting entity = 1 lesser/2 lesser beings = 1 greater
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by Consumer »

Dhaltuun Onyxforge wrote: Tue Dec 29, 2020 5:39 am”First, this is my guard and teammate, Jessie. Anything we discuss can be done around her. She is wise and learned. Now, for your answers. Type of magic?? Umm I am a shifter in service to Njord. Not sure about levels, but I have advanced and communed with Njord 5 times since we began. The payment is on here with a 4k donation. 10k total. Is this correct?”
The man looks almost a little bemused. "I figured she was a servant, as her entrance would have been barred if she were not mystically tied to you. Not particularly sure about the patronage of Njord, but this seems sufficient." The man says after slotting the cred card and withdrawing the appropriate amount. "Now that you're paid in good standing, you have access to the facilities for whatever Magical studies you aim for, please take this and enjoy your day." The man says as he hands Dhaltuun a pamphlet, and moving to take care of the next individual in line.

A quick perusal of the pamphlet shows it contains the Collegiate's rules and the names of prominent members in charge of various departments.
Note
Money deducted and Pamphlet added.[/OOC
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by Dhaltuun Onyxforge »

Dhaltuun will thank the man and head down the hall a few feet. Moving to the side of the hallway, he opens the pamphlet to get a lay of the land, so to speak. ”Okay. Marcella, Jessie. we made it and now we are members. Where to first?” He pulls out his notepad and compares what he is looking for to the map and tries to plan his route. ”first, let's wander through the sales area on our way to the library. At the library, we can research Njord legends and maybe look into new magics or spells, and finally I want to know about those flying eyeball things the uglies had, when they tried to capture us.” He folds up the pamphlet and heads for where the sales are done.

As they walk the halls, Dhaltuun takes it all in. ”This place is well crafted. Beautiful architecture.” The main things he looks at are: what critters people have, weaponry, armor, and trinkets. ’There is so much to see here. I cant dawdle. The templars are gonna want to get things going soon. What do I need to do to be a better Templar? Where am I lacking??” He turns and looks at Jessie. ”As my advisor, can you think of anything i should upgrade or try to purchase while we are here? I am trying to increase my usefulness.”

Finally finding the library, Dhaltuun stops and just gawks. ’This is awesome. I have never seen so many books at once in my life.” He walks in and finds a table. Sitting down, he pulls out his notepad and jots down some research ideas. ”Jessie, anything you want to do, now is the time. I am gonna be here for awhile. I know how to reach you if I need you. If you need anything just tell the person to speak with me.”

Research -
Dhaltuun walks up to the counter. While he waits for his turn, he pulls out his notepad and flips to the doodle of the eye thing. Seeing an available attendant, he heads over. ’Good day. I am a new member. Name is Dhaltuun. I am with the merc group Templars. Recently we tangled with some uglies from Atlantis. Amongst their stuff, I saw this. *shows doodle* I am intrigued and would like to know more. Can you point in the right direction?” He will write down any needed info, such as aisle number , etc. when he has what he needs to begin, he holds up a finger, in the gesture of “1 minute please”.

Flipping to a new page, he gets ready to make more notes. ’There are a couple more things I wanted to look into. First… Abny stories, legends, myths of or about Njord. Norse god of seas and wealth. Second… How to combine cooking with magic. I have heard stories about this practice and am curious as I am a chef as well as a mage. Lastly… any info on using magic with plants. I believe it is called Mystic Herbology.” He takes a breath and smiles politely.

((OOC - most of this info can be found in various books. Just trying to give Dhal in game knowledge))

After he has gathered the info he asked for, Dhaltuun heads off to find where he can pick up new magics. Finally finding the area, He looks for an instructor . If he finds one, ”Good day. I am a new member, Dhaltuun Onxyforge. I require info on how to learn 3 spells. Cleanse, Winged Flight, And fleet Feet. I have the creds to purchase. Let me know what i need to do.”

Once that task is completed, Dhaltuun heads off to find a summoning place. Once there, he removes his coat and rolls up his sleeves. Sitting comfortably he relaxes and absorbs the max PPE he can. (( 408 PPE total)). When he is full, he starts the moves to cast Energy Sphere. Using a little time, he fills that as well as topping himself up. Everything is ready for his search. ’Lets do this!!”

Letting out a calming breath, Dhaltuun opens a communication rift. He is searching for a being called a Tharsis. He will clear his mind except for thoughts on a new minion. ”i seek one who is good in their soul. I travel with a bunch of heroes who help and try to protect others. We, templars, hunt down any demonic or supernatural evil. I seek one who will help us in our mission to serve and protect. I have heard of a being. A spirit of light called a Tharsis. This is whom I seek.“

Communication Rift
P.P.E.: on or within 1/2 mile of nexus - 50 P.P.E.
Duration: 1 min per level (6th = 6 mins)
Success ratio 39% +5% if done as ritual gives +20% success
Time to open: as ritual: takes 1d6x10+15 min
If fail but within 20% will contact correct location but not necessarily the right target
Send familiar - must return in time or trapped until a portal can be opened (x1 per 24 hrs)

((OOC - still having issues with roller))
Dhaltuun Onyxforge
http://www.explorersunlimited.com/eu/vi ... 80&t=16028
OOC Comments
S.D.C.: 64/64
Hit Points: 49/49
P.P.E.: 115/115

Armor Worn: Mage armor
Weapon(s) Carried and Locations: WI-SR15 Sniper Rifle with Kisentite bayonet (slung over left shoulder), NEMA Automag (AMT) Pistol (on CAF Elite Corps Load-Bearing Chest Rig), Kisentite Cutlass with silvered basket (strapped to left hip in a scabbard), Nuhr Rune Grappling Hook & Line (Tied to right hip), BigBore "Buccaneer" Breech-Lock Pistol (L-R)/TW Firebolt Pistol (R-L)(on old style baldric)

Current Conditions:


Saving Throws, Bonuses, and other handy information
Coma/Death: +14%
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): --
Psionic (15+): --
Possession: +2
Horror Factor: +11

Nightvision 300 feet
Sharp vision (doesn’t deteriorate with time)
Augmented P.S.
Superior endurance (fatigues at 1/4 normal rate)
Max. Encumbrance: 108 lbs
Max. Carrying Weight: 460 lbs
Max. Lifting Weight: 920 lbs
Max. Jumping Ability: Leap 5' long X 4' ft high
Swimming: can swim 69 yards/meters per round for 88 rounds

Special Abilities
Dimensional Rift Home
  • Can always find his way home from another dimension.
    Can always dimensional teleport home at the cost of a paltry 75 P.P.E.
    Only applies to himself and his familiar as well as gear carried and not anybody else (a full rift or dimensional portal is necessary to take others with him).
    Uses 1 melee action
    Rifting on same world - 1/2 ppe of dimension rift home
    Limit - must have visited location before or use communication rift
    Will appear on nexus near desired location (or stone pyramid)
    Can even use on ley line to move along it or jump to a nearby ley line
Sense Rifts
  • Range - within 90 miles +20 miles per level
    Will detect new rift if it opens along the line I am on, regardless of distance (will know where rift is as well as size)
    Can detect teleports and other dimension disturbances at 45 miles +10 miles per level
    He will also instantly know what general direction the rift is located and whether the rift is big or small.
    Note: This sensing ability specifically relates to dimensional portals/rifts and not ley nexuses and ley lines.
Dimension Sense - 49% (+5%)
  • Concentrate for 1d6+2 mins to know: type of dimension, if it supports human life, its magic Level, how it was created, if it will close soon, its frequency of opening, any dimensional monsters nearby or in portal (-10% skill), plus unusual characteristics, just by reading portal or meditating after stepping thru
    See O.C.C. description for further details
Dimensional Travel
[/list]Cost: 125 P.P.E. for familiar and caster / +25 P.P.E. per person / remains open for 1 min
When targeting a random dimension - can open anywhere / drawn to locations rich in P.P.E.
When targeting home dimension - 100% random location appearance
When targeting dimensions visited - will appear in random, but hospitable location
Can use Re-Open Gateway or Dimensional portal at 1/2 P.P.E. in ritual / takes 1d6x10+15 min / open for 1 min per level (4th lvl = 4 mins), close it at will, manipulate size at will (max 10 ft tall x 10 ft wide per level)(4th Lvl = 40 ft tall x 40 ft wide)[/list]

Communication Rift
  • P.P.E.: on or within 1/2 mile of nexus - 50 P.P.E. / on or within 1/2 mile of ley line - 100 P.P.E. / anywhere else away from ley line - 200 P.P.E.
    Duration: 1 min per level (4th = 4 mins)
    Success ratio 34% +5% if done as ritual gives +20% success
    Time to open: 1d4 rds / as ritual: takes 1d6x10+15 min
    If fail but within 20% will contact correct location but not necessarily the right target
    Send familiar - must return in time or trapped until a portal can be opened (x1 per 24 hrs)
Familiar Link
  • Linked to – Marcella the Osprey (monsters and animals pg 158-159)
    Mentally and physically linked with familiar
    Familiar is linked to the shifter and obeys his every command, verbal and mental.
    If the familiar is killed, the shifter will permanently lose 10 hit points; see description for full consequences.
Summoning
  • Battle of wills - roll above my MA +ME bonus; 3 out of 5x (if fail is subservient)
    If save - roll init....if I win close rift / if fail creature appears and might attack
    If beat creature - use pact
    If lose to creature - the shifter might be attacked or the being escapes
    Max # of Minions: 2 lesser (4 sub demons) - sub demons or imp-like minor being, poltergeists or haunting entity = 1 lesser/2 lesser beings = 1 greater
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by Consumer »

Dhaltuun thinks to look at a shopping area, even going so far as to check the pamphlet for one. He's disappointed to find there is no location that fits that description. Apparently sales of items and spells are done by individuals on a individual basis by appointment. (Also need items and rolls here bud, rarity rules are in effect.)

Taking that in stride, Dhaltuun makes his way to his next stop on his tour of the Collegiate, the Library. Dhaltuun finds there are actually three libraries on the Collegiate grounds. One is a general reference library and is mostly open to the members of the College, the other two are more specialized and require appointments and in the case of the last one, permissions from the Headmaster himself. But for the first part the main library is good enough for what Dhaltuun has in mind.
Dhaltuun Onyxforge wrote: Wed Dec 30, 2020 2:24 pm”As my advisor, can you think of anything i should upgrade or try to purchase while we are here? I am trying to increase my usefulness.”
Jessie shrugs. "I wouldn't rightly know what to tell you. Personally I think you rely on things too much, but if they make you happy, who am I to judge."

There is a woman behind a desk who seems to fall into the roll of Librarian, she is of middle age with lightly greying dark hair in a messy afro. She looks up from her seat, and adjusts her glasses. "Can I help you?" She asks quietly.
Dhaltuun Onyxforge wrote: Wed Dec 30, 2020 2:24 pm’Good day. I am a new member. Name is Dhaltuun. I am with the merc group Templars. Recently we tangled with some uglies from Atlantis. Amongst their stuff, I saw this. *shows doodle* I am intrigued and would like to know more. Can you point in the right direction?”
She seems to brush off most of what Dhaltuun says, as it doesn't help her answer his question. She looks at the drawing, which isn't exactly amazing in quality. "I'd guess it's an Eye of Eylor, based on your comment about Atlantis. There are a few works on that subject..." She trails off as she types a little on the computer in front of her. She makes a few notes on a pad of paper, before tearing it off and handing it to Dhaltuun. "Those would be the books and the possible locations of them."
Dhaltuun Onyxforge wrote: Wed Dec 30, 2020 2:24 pm’There are a couple more things I wanted to look into. First… Any stories, legends, myths of or about Njord. Norse god of seas and wealth. Second… How to combine cooking with magic. I have heard stories about this practice and am curious as I am a chef as well as a mage. Lastly… any info on using magic with plants. I believe it is called Mystic Herbology.” He takes a breath and smiles politely.
The woman smiles. "One moment please." She says as she types into the computer, makes a few more notes, before looking up again. "I think there are a few books that detail the Nordic Pantheon, as for Culinary magic and Mystic Herbology, there are likely some reference materials, but any spells would be in the spell repository and not here." She says before handing Dhaltuun the second note. "You do know the books do not leave the Library right, unless special permissions are given?" She asks cautiously. "Because that is a lot of research for one to do in a day's time.
About the research
Each subject will require a roll and an indeterminate amount of time.

Eventually Dhaltuun checks the pamphlet again and considers where he's going to go. The Spell Repository seems a likely place. The trip there shows him a few realities of the Collegiate, it has a small student base, and it has a lot of security. Once in the building, Dhaltuun is approached by an elf in a grey robe, his auburn hair short and curly. "Greetings, what can we do for you sir?' The elf asks in a polite tone.
Dhaltuun Onyxforge wrote: Wed Dec 30, 2020 2:24 pm”Good day. I am a new member, Dhaltuun Onxyforge. I require info on how to learn 3 spells. Cleanse, Winged Flight, And fleet Feet. I have the creds to purchase. Let me know what i need to do.”
The man nods. "Those three spells should be easily taught." The elf seems to do some mental calculations. "If my math is correct it would cost you two hundred and twenty thousand credits. And by estimates approximately thirty-two days of instruction, though you could also do the learning on your own for a slightly lower price." The elf says politely.
Purchasing the spells
Cleanse: 10,000 credits, Fleet Feet: 70,000 credits, Winged Flight: 120,000 credits, +20,000 credits for a tutor. Technically you should also have to roll Rarity for these as well, but I am kind in this regard.

Dhaltuun then looks for a place to perform a summoning, luckily for him that is fairly well noted in the pamphlet that there are private casting areas. A trip to another area brings him face to face with a young Orc male with a long ponytail and a grey robe. "Hey there, what can I do for you?" He asks in an upbeat voice.

Dhaltuun explains his situation and the young orc nods. "Yeah, we got a few free rooms available. Here's the key to room seven, just bring it back when you're done." The young orc says before handing Dhaltuun a small bronze key. Jessie sits outside the room, not wanting to be in the way.

Dhaltuun takes the necessary steps to begin his summoning. Opening the communication portal. (Since you have no rolls I rolled for you. ~Consumer)
Dhaltuun Onyxforge wrote: Wed Dec 30, 2020 2:24 pm”I seek one who is good in their soul. I travel with a bunch of heroes who help and try to protect others. We, Templars, hunt down any demonic or supernatural evil. I seek one who will help us in our mission to serve and protect. I have heard of a being. A spirit of light called a Tharsis. This is whom I seek.“
The portal is silent for a long moment. A low rumble can be heard. "What do you want mortal?" The voice sounds like a grindstone set to speak.
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by Dhaltuun Onyxforge »

Perception: [roll]1d100[/roll]: [80] = 80 / 31%
JiC d20 | d100: 1d20: [9] = 9 | 1d100: [46] = 46
Initiative: 1d20+1: [8]+1 = 9
APM: 6

PPE: 136 at end of post / 136

Conditions:
Facial Scars ??


Skills:



Post -
Jessie shrugs. "I wouldn't rightly know what to tell you. Personally, I think you rely on things too much, but if they make you happy, who am I to judge."

Dhaltuun lets out a chuckle. ’ You are right. I like my toys, but you may have a point. I will try to look into schooling. Good idea, Jessie.”


Dhaltuun looks at the notes and shudders. With a nod,’ Thank you for your help.’ He heads off.” This is gonna take awhile. Time to work up an appetite.” He finds himself a place to sit. Setting his stuff down, He looks around the room, realizing the daunting task ahead of him. With a chuckle, ’ I need to stop teasing research people. This is crazy. How do you find anything in this place?’ Setting his shoulders he starts the search. ”Marcella. Give me a hand finding these. If you see one, I will come to you. Good girl.” They separate to find the noted titles.


the Nordic Pantheon -
Lore: Demon 79% 1d100: [80] = 80
Lore: Faerie 59% 1d100: [36] = 36
Lore: Magic -
• **General Knowledge: 69% 1d100: [80] = 80
• **Recog. Magic Circles, Runes, etc: 59% 1d100: [83] = 83
• **Recognize Enchantment 54% 1d100: [7] = 7
Lore: Dimension Lore 69% 1d100: [87] = 87
Literacy: American 99% 1d100: [72] = 72
Literacy: Demogagion 90% 1d100: [100] = 100

Culinary magic
Lore: Demon 79% 1d100: [36] = 36
Lore: Faerie 59% 1d100: [69] = 69
Lore: Magic -
• **General Knowledge: 69% 1d100: [89] = 89
• **Recog. Magic Circles, Runes, etc: 59% 1d100: [47] = 47
• **Recognize Enchantment 54% 1d100: [81] = 81
Lore: Dimension Lore 69% 1d100: [72] = 72
Literacy: American 99% 1d100: [63] = 63
Literacy: Demogagion 90% 1d100: [48] = 48
Cooking 69% (professional) 1d100: [31] = 31

Mystic Herbology
Lore: Demon 79% 1d100: [83] = 83
Lore: Faerie 59% 1d100: [61] = 61
Lore: Magic -
• **General Knowledge: 69% 1d100: [15] = 15
• **Recog. Magic Circles, Runes, etc: 59% 1d100: [81] = 81
• **Recognize Enchantment 54% 1d100: [94] = 94
Lore: Dimension Lore 69% 1d100: [10] = 10
Literacy: American 99% 1d100: [70] = 70
Literacy: Demogagion 90% [roll]1d100[/roll]: [93] = 93
Holistic Medicine 49%/39% [roll]1d100[/roll]/[roll]1d100[/roll]: [48]+[21] = 69 /[roll]1d100[/roll][/roll]


After a crazy amount of time, he finds the titles and returns to the table. Seeing the stack in front of him, Dhaltuun rolls up his sleeves and gets to work. Starting with Nordic legends, he gives the book(s) a quick skim for Njord. If he finds any, he will make a note of title and page and move on, with the intent to return and give a thorough read of the writings. Whatever he doesn't get thru, he will record the titles and return them to the shelves with the intention of returning at a later date.


Purchasing the spells
Cleanse: 10,000 credits,
Lore: Magic - **General Knowledge: 69% [roll]1d100[/roll]: [25] = 25 [/roll]

Fleet Feet: 70,000 credits,
Lore: Magic - **General Knowledge: 69% [roll]1d100[/roll]: [4] = 4 [/roll]

Winged Flight: 120,000 credits,
Lore: Magic - **General Knowledge: 69% [roll]1d100[/roll]: [87] = 87 [/roll]

” Thank you. I will learn on my own. I know someone who can help if needed.” He hands over his cred stick. ” Question if I may? Where can one go to learn stuff? Is there a school or correspondence course available in this town?”


With a nod and thanks, Dhaltuun enters and prepares for his ritual. After a few minutes, he is ready. He starts the ritual and then he hears the voice. Dhaltuun tries to hide his shock when he hears it ’ Who do I address? I am Dhaltuun of The Templars.” He does his best to relax and wait to hear what is conversing with him.
Dice rolls
1d100: [5] = 5
1d100: [86] = 86
Dhaltuun Onyxforge
http://www.explorersunlimited.com/eu/vi ... 80&t=16028
OOC Comments
S.D.C.: 64/64
Hit Points: 49/49
P.P.E.: 115/115

Armor Worn: Mage armor
Weapon(s) Carried and Locations: WI-SR15 Sniper Rifle with Kisentite bayonet (slung over left shoulder), NEMA Automag (AMT) Pistol (on CAF Elite Corps Load-Bearing Chest Rig), Kisentite Cutlass with silvered basket (strapped to left hip in a scabbard), Nuhr Rune Grappling Hook & Line (Tied to right hip), BigBore "Buccaneer" Breech-Lock Pistol (L-R)/TW Firebolt Pistol (R-L)(on old style baldric)

Current Conditions:


Saving Throws, Bonuses, and other handy information
Coma/Death: +14%
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): --
Psionic (15+): --
Possession: +2
Horror Factor: +11

Nightvision 300 feet
Sharp vision (doesn’t deteriorate with time)
Augmented P.S.
Superior endurance (fatigues at 1/4 normal rate)
Max. Encumbrance: 108 lbs
Max. Carrying Weight: 460 lbs
Max. Lifting Weight: 920 lbs
Max. Jumping Ability: Leap 5' long X 4' ft high
Swimming: can swim 69 yards/meters per round for 88 rounds

Special Abilities
Dimensional Rift Home
  • Can always find his way home from another dimension.
    Can always dimensional teleport home at the cost of a paltry 75 P.P.E.
    Only applies to himself and his familiar as well as gear carried and not anybody else (a full rift or dimensional portal is necessary to take others with him).
    Uses 1 melee action
    Rifting on same world - 1/2 ppe of dimension rift home
    Limit - must have visited location before or use communication rift
    Will appear on nexus near desired location (or stone pyramid)
    Can even use on ley line to move along it or jump to a nearby ley line
Sense Rifts
  • Range - within 90 miles +20 miles per level
    Will detect new rift if it opens along the line I am on, regardless of distance (will know where rift is as well as size)
    Can detect teleports and other dimension disturbances at 45 miles +10 miles per level
    He will also instantly know what general direction the rift is located and whether the rift is big or small.
    Note: This sensing ability specifically relates to dimensional portals/rifts and not ley nexuses and ley lines.
Dimension Sense - 49% (+5%)
  • Concentrate for 1d6+2 mins to know: type of dimension, if it supports human life, its magic Level, how it was created, if it will close soon, its frequency of opening, any dimensional monsters nearby or in portal (-10% skill), plus unusual characteristics, just by reading portal or meditating after stepping thru
    See O.C.C. description for further details
Dimensional Travel
[/list]Cost: 125 P.P.E. for familiar and caster / +25 P.P.E. per person / remains open for 1 min
When targeting a random dimension - can open anywhere / drawn to locations rich in P.P.E.
When targeting home dimension - 100% random location appearance
When targeting dimensions visited - will appear in random, but hospitable location
Can use Re-Open Gateway or Dimensional portal at 1/2 P.P.E. in ritual / takes 1d6x10+15 min / open for 1 min per level (4th lvl = 4 mins), close it at will, manipulate size at will (max 10 ft tall x 10 ft wide per level)(4th Lvl = 40 ft tall x 40 ft wide)[/list]

Communication Rift
  • P.P.E.: on or within 1/2 mile of nexus - 50 P.P.E. / on or within 1/2 mile of ley line - 100 P.P.E. / anywhere else away from ley line - 200 P.P.E.
    Duration: 1 min per level (4th = 4 mins)
    Success ratio 34% +5% if done as ritual gives +20% success
    Time to open: 1d4 rds / as ritual: takes 1d6x10+15 min
    If fail but within 20% will contact correct location but not necessarily the right target
    Send familiar - must return in time or trapped until a portal can be opened (x1 per 24 hrs)
Familiar Link
  • Linked to – Marcella the Osprey (monsters and animals pg 158-159)
    Mentally and physically linked with familiar
    Familiar is linked to the shifter and obeys his every command, verbal and mental.
    If the familiar is killed, the shifter will permanently lose 10 hit points; see description for full consequences.
Summoning
  • Battle of wills - roll above my MA +ME bonus; 3 out of 5x (if fail is subservient)
    If save - roll init....if I win close rift / if fail creature appears and might attack
    If beat creature - use pact
    If lose to creature - the shifter might be attacked or the being escapes
    Max # of Minions: 2 lesser (4 sub demons) - sub demons or imp-like minor being, poltergeists or haunting entity = 1 lesser/2 lesser beings = 1 greater
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by Consumer »

Still waiting on specific questions and Research (The skill) rolls regarding your research, so that won't be updated here. ~Consumer
The elf nods. "I shall gather up the necessary materials for you then." It takes the man a few hours to get the research materials for learning multiple spells, but he does eventually return. "Once I take payment, the materials are yours to keep, though they are really only good for one use due to the nature of spell research."

200,000 credits deducted from your sheet. Materials to learn Cleanse, Winged flight, and Fleet Feet added to your sheet, as well as notes as to how long it takes to learn each. ~Consumer
Dhaltuun wrote:"Who do I address? I am Dhaltuun of The Templars."
The low grumble continues. "My name is of no consequence to you at the moment. Again I ask what do you want?"
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by Dhaltuun Onyxforge »

” I apologize for the intrusion. I am looking for someone or something to join my team. I am a shifter in league with Njord. I am seeking one who is against evil and would like an opportunity to strike down evil. A healer or warrior or a combo would be great. But I will talk to any who may want to join us.”
Dhaltuun Onyxforge
http://www.explorersunlimited.com/eu/vi ... 80&t=16028
OOC Comments
S.D.C.: 64/64
Hit Points: 49/49
P.P.E.: 115/115

Armor Worn: Mage armor
Weapon(s) Carried and Locations: WI-SR15 Sniper Rifle with Kisentite bayonet (slung over left shoulder), NEMA Automag (AMT) Pistol (on CAF Elite Corps Load-Bearing Chest Rig), Kisentite Cutlass with silvered basket (strapped to left hip in a scabbard), Nuhr Rune Grappling Hook & Line (Tied to right hip), BigBore "Buccaneer" Breech-Lock Pistol (L-R)/TW Firebolt Pistol (R-L)(on old style baldric)

Current Conditions:


Saving Throws, Bonuses, and other handy information
Coma/Death: +14%
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): --
Psionic (15+): --
Possession: +2
Horror Factor: +11

Nightvision 300 feet
Sharp vision (doesn’t deteriorate with time)
Augmented P.S.
Superior endurance (fatigues at 1/4 normal rate)
Max. Encumbrance: 108 lbs
Max. Carrying Weight: 460 lbs
Max. Lifting Weight: 920 lbs
Max. Jumping Ability: Leap 5' long X 4' ft high
Swimming: can swim 69 yards/meters per round for 88 rounds

Special Abilities
Dimensional Rift Home
  • Can always find his way home from another dimension.
    Can always dimensional teleport home at the cost of a paltry 75 P.P.E.
    Only applies to himself and his familiar as well as gear carried and not anybody else (a full rift or dimensional portal is necessary to take others with him).
    Uses 1 melee action
    Rifting on same world - 1/2 ppe of dimension rift home
    Limit - must have visited location before or use communication rift
    Will appear on nexus near desired location (or stone pyramid)
    Can even use on ley line to move along it or jump to a nearby ley line
Sense Rifts
  • Range - within 90 miles +20 miles per level
    Will detect new rift if it opens along the line I am on, regardless of distance (will know where rift is as well as size)
    Can detect teleports and other dimension disturbances at 45 miles +10 miles per level
    He will also instantly know what general direction the rift is located and whether the rift is big or small.
    Note: This sensing ability specifically relates to dimensional portals/rifts and not ley nexuses and ley lines.
Dimension Sense - 49% (+5%)
  • Concentrate for 1d6+2 mins to know: type of dimension, if it supports human life, its magic Level, how it was created, if it will close soon, its frequency of opening, any dimensional monsters nearby or in portal (-10% skill), plus unusual characteristics, just by reading portal or meditating after stepping thru
    See O.C.C. description for further details
Dimensional Travel
[/list]Cost: 125 P.P.E. for familiar and caster / +25 P.P.E. per person / remains open for 1 min
When targeting a random dimension - can open anywhere / drawn to locations rich in P.P.E.
When targeting home dimension - 100% random location appearance
When targeting dimensions visited - will appear in random, but hospitable location
Can use Re-Open Gateway or Dimensional portal at 1/2 P.P.E. in ritual / takes 1d6x10+15 min / open for 1 min per level (4th lvl = 4 mins), close it at will, manipulate size at will (max 10 ft tall x 10 ft wide per level)(4th Lvl = 40 ft tall x 40 ft wide)[/list]

Communication Rift
  • P.P.E.: on or within 1/2 mile of nexus - 50 P.P.E. / on or within 1/2 mile of ley line - 100 P.P.E. / anywhere else away from ley line - 200 P.P.E.
    Duration: 1 min per level (4th = 4 mins)
    Success ratio 34% +5% if done as ritual gives +20% success
    Time to open: 1d4 rds / as ritual: takes 1d6x10+15 min
    If fail but within 20% will contact correct location but not necessarily the right target
    Send familiar - must return in time or trapped until a portal can be opened (x1 per 24 hrs)
Familiar Link
  • Linked to – Marcella the Osprey (monsters and animals pg 158-159)
    Mentally and physically linked with familiar
    Familiar is linked to the shifter and obeys his every command, verbal and mental.
    If the familiar is killed, the shifter will permanently lose 10 hit points; see description for full consequences.
Summoning
  • Battle of wills - roll above my MA +ME bonus; 3 out of 5x (if fail is subservient)
    If save - roll init....if I win close rift / if fail creature appears and might attack
    If beat creature - use pact
    If lose to creature - the shifter might be attacked or the being escapes
    Max # of Minions: 2 lesser (4 sub demons) - sub demons or imp-like minor being, poltergeists or haunting entity = 1 lesser/2 lesser beings = 1 greater
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Consumer
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Re: The Collegiate Arcane & Mystic Guild (126)

Post by Consumer »

"Do you have a specific evil to fight or are you just hoping someone will follow you until you find something. Because I am not interested in being the follower of someone, I have better things to do with my time and abilities than be some shifter's lapdog." The entity says in a deep and seemingly irritated voice. Dhaltuun can only guess the following two things, either he didn't get what he was hoping for, or it is more powerful than he thought.
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)
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Dhaltuun Onyxforge
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Posts: 259
Joined: Mon Jan 16, 2017 11:10 am
Location: Ottawa, Ontario

Re: The Collegiate Arcane & Mystic Guild (126)

Post by Dhaltuun Onyxforge »

Dhaltuun takes a moment to let the info sink in. ’I am sorry for the intrusion. I will leave you be. Blessed be.” Dhaltuun kills the connection. After a few moments to regain his senses, he gets up and gathers his belongings. Leaving the room, He thanks the attendant and heads out of the Collegiate.


With a whistle, he calls Marcella to him. As she lands on his shoulder, Dhaltuun looks around. He strokes Marcella’s chest feathers absently as he walks the quarter. Looking around, he just admires the stuff on display as well as the architecture of the place. ’This place tingles with magic. I can almost taste it. We should find something here for us.”

As he walks, he tries to think of what to do. He pulls out his list and checks it over. Dhaltuun jerks to a start as he feels a pinch on his ear. ’Marcella!! What was that for?’ He looks around. That is when he notices that he is in the middle of the road staring at his notepad. He moves to the sidewalk, with a silent thanks to Marcella, he continues his reading of the list. ”We need to find you some protection and me some ammo.” He puts his notepad away and pulls out his map of Merctown.

After a couple minutes, he folds up the map. ”Okay, we are off to Shooters. They sell ammo according to the map. Maybe we can find you a forcefield or something.Sound good, my girl?” Letting out a happy squawk, Marcella takes to the air and circles Dhaltuun before flying off. Dhaltuun smiles and heads for his buggy. ”Be safe.’ He gets in and drives to Shooter’s.


https://explorersunlimited.com/eu/viewt ... =172&t=702
Dhaltuun Onyxforge
http://www.explorersunlimited.com/eu/vi ... 80&t=16028
OOC Comments
S.D.C.: 64/64
Hit Points: 49/49
P.P.E.: 115/115

Armor Worn: Mage armor
Weapon(s) Carried and Locations: WI-SR15 Sniper Rifle with Kisentite bayonet (slung over left shoulder), NEMA Automag (AMT) Pistol (on CAF Elite Corps Load-Bearing Chest Rig), Kisentite Cutlass with silvered basket (strapped to left hip in a scabbard), Nuhr Rune Grappling Hook & Line (Tied to right hip), BigBore "Buccaneer" Breech-Lock Pistol (L-R)/TW Firebolt Pistol (R-L)(on old style baldric)

Current Conditions:


Saving Throws, Bonuses, and other handy information
Coma/Death: +14%
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): --
Psionic (15+): --
Possession: +2
Horror Factor: +11

Nightvision 300 feet
Sharp vision (doesn’t deteriorate with time)
Augmented P.S.
Superior endurance (fatigues at 1/4 normal rate)
Max. Encumbrance: 108 lbs
Max. Carrying Weight: 460 lbs
Max. Lifting Weight: 920 lbs
Max. Jumping Ability: Leap 5' long X 4' ft high
Swimming: can swim 69 yards/meters per round for 88 rounds

Special Abilities
Dimensional Rift Home
  • Can always find his way home from another dimension.
    Can always dimensional teleport home at the cost of a paltry 75 P.P.E.
    Only applies to himself and his familiar as well as gear carried and not anybody else (a full rift or dimensional portal is necessary to take others with him).
    Uses 1 melee action
    Rifting on same world - 1/2 ppe of dimension rift home
    Limit - must have visited location before or use communication rift
    Will appear on nexus near desired location (or stone pyramid)
    Can even use on ley line to move along it or jump to a nearby ley line
Sense Rifts
  • Range - within 90 miles +20 miles per level
    Will detect new rift if it opens along the line I am on, regardless of distance (will know where rift is as well as size)
    Can detect teleports and other dimension disturbances at 45 miles +10 miles per level
    He will also instantly know what general direction the rift is located and whether the rift is big or small.
    Note: This sensing ability specifically relates to dimensional portals/rifts and not ley nexuses and ley lines.
Dimension Sense - 49% (+5%)
  • Concentrate for 1d6+2 mins to know: type of dimension, if it supports human life, its magic Level, how it was created, if it will close soon, its frequency of opening, any dimensional monsters nearby or in portal (-10% skill), plus unusual characteristics, just by reading portal or meditating after stepping thru
    See O.C.C. description for further details
Dimensional Travel
[/list]Cost: 125 P.P.E. for familiar and caster / +25 P.P.E. per person / remains open for 1 min
When targeting a random dimension - can open anywhere / drawn to locations rich in P.P.E.
When targeting home dimension - 100% random location appearance
When targeting dimensions visited - will appear in random, but hospitable location
Can use Re-Open Gateway or Dimensional portal at 1/2 P.P.E. in ritual / takes 1d6x10+15 min / open for 1 min per level (4th lvl = 4 mins), close it at will, manipulate size at will (max 10 ft tall x 10 ft wide per level)(4th Lvl = 40 ft tall x 40 ft wide)[/list]

Communication Rift
  • P.P.E.: on or within 1/2 mile of nexus - 50 P.P.E. / on or within 1/2 mile of ley line - 100 P.P.E. / anywhere else away from ley line - 200 P.P.E.
    Duration: 1 min per level (4th = 4 mins)
    Success ratio 34% +5% if done as ritual gives +20% success
    Time to open: 1d4 rds / as ritual: takes 1d6x10+15 min
    If fail but within 20% will contact correct location but not necessarily the right target
    Send familiar - must return in time or trapped until a portal can be opened (x1 per 24 hrs)
Familiar Link
  • Linked to – Marcella the Osprey (monsters and animals pg 158-159)
    Mentally and physically linked with familiar
    Familiar is linked to the shifter and obeys his every command, verbal and mental.
    If the familiar is killed, the shifter will permanently lose 10 hit points; see description for full consequences.
Summoning
  • Battle of wills - roll above my MA +ME bonus; 3 out of 5x (if fail is subservient)
    If save - roll init....if I win close rift / if fail creature appears and might attack
    If beat creature - use pact
    If lose to creature - the shifter might be attacked or the being escapes
    Max # of Minions: 2 lesser (4 sub demons) - sub demons or imp-like minor being, poltergeists or haunting entity = 1 lesser/2 lesser beings = 1 greater
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