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Kooky

IoP Mark of the Drake

Jun 1st, 2015
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  1. Item: IoP
  2. Class: N/A
  3. Race: N/A
  4. Item Base : Scarification Mark/Tattoo
  5. Item Name: Mark of the Drake
  6. Item Abilities: Speaker of Truth, Drake Anchor
  7. Total Slots Used: 3/3
  8.  
  9. Abilities
  10. Speaker of Truth: For better or worse, this mark means that the bearer must always speak the truth as they know it. They can never willingly lie, and in the presence of dragons or dragon-beings, spells to make them lie or seem lying are rendered null and void, even if the caster is themselves. This works for a noble heart, but is a curse for would-be thieves. Granted, even a noble heart can't tell the white lies of a woman too fat for her dress or that cook's disgusting meal being anything but horrid. (So the host cannot willingly lie, not even by their own spells. In the presence of dragons, draconic beings or drakes, the spells of others do not work to make the host lie.)
  11. Drake Anchor:
  12. Anchoring: This mark allows the full anchoring of a Drake familiar. This means that if the host dies, the familiar is not sent back to its plane and in need of re-summoning, but instead is housed by the mark, and returns to the plane when the host is revived. This anchor also allows the familiar to act more on its own accord, and freely use its abilities as desired. (At its own peril, as it does not negate any ill effects of consequences of such) The Drake is less of just a representation of the creature and more of existing and living, but still ever bound to its host and anchor. This mark also is the key point to reviving the familiar in the case of its own death, still only achieved by a shaman.
  13. Housing: The Drake can also use this anchor to its advantage, to protect itself and its host. By strengthening the anchor's hold, the familiar becomes ghostly transparent. This doesn't allow it to pass through objects, but for objects to pass through it. It cannot be harmed so long as it makes no move to transgress against another. It also cannot use this if it's already taken action against someone. The familiar's +INT bonus is not active at this time, nor are its other advantages or traits. Likewise, it can fade all together and house itself temporarily within that mark, turning it to the same color as its scaled form. (Not to be used to annoy or bother someone, then get away with it. Used mostly to keep the Drake in-scene yet safe when combat starts or hidden from sight without risk of losing it.)
  14.  
  15. Reasoning for Misk: Misk's life was carved from draconic encounters. One ransacked his home, which brought him to Nanthalion. His familiar is a Drake, which was summoned by accident and brought to the world anew. This works story-wise for Misk, and it gives him more of a unique bond with his familiar. It opens up more, fun play for when I monolog as well as interacting with others. I plan for Misk and Drake to be a team of sorts and have a dynamic duo partnership, rather than Drake being a meager pet. I thought I had made something unique and original for Misk by creating Drakes in general, and as I play them like a duo, I'd like that dynamic reflected story-wise and with something special added like this. Drake likewise is a dominant personality, who has a drive and need to protect Misk and be there for him, just as Misk caters to the Drake. Being the first of his kind (as the familiar is new to the world and created new by me) it would make sense for Drake to wish to cement that bond with Misk one step further than the norm.
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  17. Origin Story
  18. Every now and then, a familiar bonds on a level with their host beyond the mystical magical levels themselves. This usually occurs in the case of a strange summons, or a very dependent host. In the case of Drakes, they bite their host and infuse the wound with their flamebreath, their teeth cauterizing the wounds and the magic of their anchor being bound into flesh. This causes the wound to be more of a scarification branding in the form of a wrapped crescent-shaped dragon with unfurled wings. Drakes are very social creatures, and bond to others of their kind and other beings in general. A Drake's Mark can be a blessing or a curse, or both at once.
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  20. Draconic beings recognize the mark and it creates superstition as well as curiosity, for one is only marked for great deeds.. good or bad.
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