KaorinSakura

DLI - Soapstone

Jul 14th, 2015
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  1. Lore:
  2. A common item in the land of Lordran. Undead that still retain their Humanity use these items to be summoned to another world as a phantom through use of specialized signs and dead world leaders or creatures with renown to acquire humanity.
  3.  
  4. In Lordran, the flow of time is distorted, and the Soapstone allows Undead to assist or slay one another.
  5.  
  6.  
  7.  
  8.  
  9. Base Effect:
  10. The Soapstone comes in two pieces: The Vessel and The Syringe.
  11.  
  12. The Vessel serves as the writing tool for inscriptions, the waypoint and focus for summoning, and the storage for both blood and The Syringe.
  13.  
  14. The Syringe is a device separate from The Vessel used to draw blood from creatures and deposit it into The Vessel.
  15.  
  16. Drawing The Syringe from or placing it into The Vessel is a shift action.
  17.  
  18. The Syringe can only be used on a willing or grappled creature (the user need not be in the grapple though the target cannot be in control of the grapple).
  19.  
  20. The Syringe
  21. Typeless - Piercing
  22. AC: 6
  23. Class: Physical
  24. At-Will - Standard Action
  25. Damage Base: 0
  26. Range: 1 Target, Melee, Set-Up
  27. Target: Grappled creature not in control of the grapple
  28. Set-Up Effect: You stab the target and draw its blood (or aura or essence) until the syringe is full, inflicting an injury.
  29. Note: The Syringe does nothing if already full.
  30. Resolution Effect: As a shift action, you withdraw the syringe harmlessly.
  31. If the target left your melee range before resolution effect, the target suffers another injury and the resolution effect consumes no action of yours.
  32.  
  33. The Vessel:
  34. As a Standard Action, The Vessel can forcibly summon the creature whose blood is stored in it. The creature appears, manifested as they were the moment before being summoned with whatever possessions they had at the time, in a sqaure(s) adjacent to the user capable of accomodating their size. If no such space is available, the summoning fails.
  35. In either case, the blood stored in The Vessel is consumed and The Vessel becomes empty. The Vessel can only store one syringe worth of blood at a time.
  36. The summoning of The Vessel isn't teleportation, but instead a magical effect of Chronomancy.
  37.  
  38.  
  39.  
  40. LV4
  41. Least Ability
  42.  
  43. LV7
  44. Least Ability
  45.  
  46. LV10
  47. Lesser Ability
  48.  
  49. LV13
  50. Least Ability
  51.  
  52. LV16
  53. Lesser Ability
  54.  
  55. LV19
  56. Least Ability
  57.  
  58. LV22
  59. Greater Ability
  60.  
  61. LV25
  62. Lesser Ability
  63.  
  64. LV28
  65. Greater Ability
  66.  
  67. LV31
  68. Lesser Ability
  69.  
  70. LV34
  71. Greatest Ability
  72.  
  73. LV37
  74. Greater Ability
  75.  
  76. LV40
  77. Greatest Ability
  78.  
  79. LV43
  80. Greater Ability
  81.  
  82. LV46
  83. Greatest Ability
  84.  
  85. LV49
  86. Greatest Ability
  87.  
  88.  
  89.  
  90.  
  91. Least Abilities:
  92.  
  93.  
  94. Futuristic Summoning I:
  95. At-Will - Free Action
  96. Trigger: You summon a creature using blood stored in The Vessel
  97. Effect: The target is summoned to the designated location but won't appear until five minutes later.
  98. Note: The target, however, is unaware of any lapse in time immediately.
  99.  
  100.  
  101.  
  102. Quickening:
  103. At-Will - Swift Action
  104. Trigger: You summon a creature using blood stored in The Vessel
  105. Effect: The summoned creature gains the Coat Haste for 1d4+1 rounds.
  106. Haste: If the user does not shift this round to use a movement capability, the user gains an additional standard action.
  107.  
  108.  
  109.  
  110. Slowing:
  111. At-Will - Swift Action
  112. Trigger: You summon a creature using blood stored in The Vessel
  113. Effect: The summoned creature gains the persistent status condition Slow for 1d4+1 rounds.
  114. Slow: The creature may only make a standard action or a shift action during the round.
  115.  
  116.  
  117.  
  118. Summoning Inscription:
  119. At-Will - Full Action
  120. Effect: You may use the Soapstone to inscribe upon the floor a summoning point. When you use the Soapstone to summon a creature by consuming the blood in The Vessel, rather than be summoned to your location, the creature is instead summoned to the summoning point. The summoning point then vanishes.
  121. You can also choose to instead summon yourself (and up to 8 allies) to the summoning point.
  122. You can only have one summoning point at a time.
  123.  
  124.  
  125.  
  126. Lesser Abilities:
  127.  
  128.  
  129.  
  130. Futuristic Summoning II:
  131. Prerequisite: Futuristic Summoning I
  132. Trigger: You summon a creature using blood stored in The Vessel
  133. Effect: The target is summoned to the designated location but won't appear until thirty minutes later.
  134. Note: The target, however, is unaware of any lapse in time immediately.
  135.  
  136.  
  137.  
  138. Blood Memory I:
  139. Static
  140. The Soapstone can memorize up to two blood signatures, enabling it to summon that creature with no need of its blood. To obtain its blood signature, the Soapstone must be filled with the creatures blood and consume it for this purpose (not for a summoning) three times. A blood signature can be removed as an extended action (15 minutes), but becomes unusable for one week (that particular blood signature).
  141.  
  142.  
  143.  
  144. Ritualistic Summoning:
  145. Every other Day (EoD)
  146. Extended Action (1d6 hours)
  147. You may summon forth a creature from another time (past only) or another world, chosen entirely at random. If the area where you perform the summoning ends up too small to accommodate the size of the creature summoned, the summoning fails and its frequency used. However, an image of what would have been summoned is displayed on the Soapstone and the user is given the option for the Soapstone to retain this particular summon, enabling its very next Ritualistic Summoning to summon that exact creature (of that specific time).
  148. The creature summoned will have no pre-determined disposition and no pre-determined knowledge of the current time or world.
  149.  
  150. The user may narrow down the summoning performed by this ability. If the user has an item from a time or world they may use it as the focus when using this ability. The summoning will only select from that time or world but will still otherwise summon a creature at random, but from that specified time or world.
  151.  
  152. The user can also narrow down the summoning if they have something organically identifiable as belonging to a creature specifically (such as a bodypart or strand of hair). The user can use it as a focus point for the Soapstone and the Soapstone will only summon that creature, selecting from any available time or world.
  153. Note that no creature can exist in the same world and time as another living version of itself. Attempting to do so causes the summoning to fail.
  154.  
  155. Any items used as a focus is not consumed.
  156.  
  157. -------------------
  158.  
  159. After a creature has been summoned it can be Banished back to its home world - with limitations.
  160. In order to Banish a creature summoned with Ritualistic Summoning, the creature must either be willing or helpless. However, the first fifteen minutes after a creature is summoned in this manner it cannot be Banished by any means.
  161. After the fifteen minute marker, you have one week to Banish the creature before it resonates with the current world and can no longer be Banished.
  162. Only the user bonded with the Soapstone can perform Banish.
  163.  
  164. Helpless:
  165. A creature is helpless when Fainted or otherwise unconscious (including Sleep), or pinned.
  166.  
  167. Banish:
  168. Action: Two consecutive Full-Round Actions
  169.  
  170.  
  171.  
  172.  
  173. White Phantom:
  174. At-Will - Full Action
  175. Effect: This ability fails under three conditions; The Vessel is empty, the creature being summoned is already in the scene, or the summoned creature is not given an appropriate task.
  176.  
  177. This summoning summons a white coloured phantom of the creature of the blood in The Vessel and the blood is consumed, leaving The Vessel empty. When the phantom is summoned, a task must be given in regards to the current scene that cannot be 'kill, defeat(or anything similar)' a creature in the scene.
  178.  
  179. The phantom will do everything in its power to accomplish this goal while remaining neutral to everyone in the scene (meaning it may or may not attack your enemies or allies). When the goal is fulfilled, the phantom is defeated (reduced to 0 Hit Points or less), or 10 rounds have passed since its summoning, whichever occurs first, the phantom vanishes.
  180.  
  181. The phantom is GM controlled only and does not understand any language (including body language or signals) and is immune to any mind-affecting effect (such as telepathy, mind control, mind reading, etc.). It has all the equipment, stats, features, abilities, capabilities, etc. of the creature it was summoned as - but everything it owns vanishes when it does, regardless of where it is.
  182.  
  183.  
  184.  
  185. Greater Abilities:
  186.  
  187.  
  188.  
  189. Futuristic Summoning III:
  190. Prerequisite: Futuristic Summoning II
  191. Trigger: You summon a creature using blood stored in The Vessel
  192. Effect: The target is summoned to the designated location but won't appear until six hours later.
  193. Note: The target, however, is unaware of any lapse in time immediately.
  194.  
  195.  
  196.  
  197. Blood Memory II:
  198. Prerequisite: Blood Memory I
  199. Effect: Increase the amount of blood signatures The Vessel can have by two for a total of four.
  200.  
  201.  
  202.  
  203. Red Phantom:
  204. Prerequisite: White Phantom
  205. At-Will - Full Action
  206. Effect: This ability fails under two conditions; The Vessel is empty or the creature being summoned is already in the scene.
  207.  
  208. This summoning summons a red coloured phantom of the creature of the blood in The Vessel and the blood is consumed, leaving The Vessel empty. When the phantom is summoned it will attempt to KO all creatures in the scene.
  209.  
  210. The phantom will do everything in its power to accomplish this goal and considers everyone in the scene its enemy. When the goal is fulfilled, the phantom is defeated (reduced to 0 Hit Points or less), or 10 rounds have passed since its summoning, whichever occurs first, the phantom vanishes.
  211.  
  212. The phantom is GM controlled only and does not understand any language (including body language or signals) and is immune to any mind-affecting effect (such as telepathy, mind control, mind reading, etc.). It has all the equipment, stats, features, abilities, capabilities, etc. of the creature it was summoned as - but everything it owns vanishes when it does, regardless of where it is.
  213.  
  214.  
  215.  
  216. Black Phantom:
  217. Prerequisite: White Phantom
  218. At-Will - Full Action
  219. Effect: This ability fails under three conditions; The Vessel is empty, the creature being summoned is already in the scene or no one in the scene is given the title "World Leader".
  220.  
  221. This summoning summons a black coloured phantom of the creature of the blood in The Vessel and the blood is consumed, leaving The Vessel empty. When the phantom is summoned it will attempt to KO the creature given the title "World Leader". When summoned you designate a creature in the scene as "World Leader".
  222.  
  223. The phantom will do everything in its power to accomplish this goal and considers everyone in the scene its enemy. When the goal is fulfilled or the phantom is defeated (reduced to 0 Hit Points or less) the phantom vanishes.
  224.  
  225. The phantom is GM controlled only and does not understand any language (including body language or signals) and is immune to any mind-affecting effect (such as telepathy, mind control, mind reading, etc.). It has all the equipment, stats, features, abilities, capabilities, etc. of the creature it was summoned as - but everything it owns vanishes when it does, regardless of where it is.
  226.  
  227.  
  228.  
  229. Greatest Abilities:
  230.  
  231.  
  232.  
  233. Futuristic Summoning IV:
  234. Prerequisite: Futuristic Summoning III
  235. Trigger: You summon a creature using blood stored in The Vessel
  236. Effect: The target is summoned to the designated location but won't appear until one day later.
  237. Note: The target, however, is unaware of any lapse in time immediately.
  238.  
  239.  
  240.  
  241. Blood Memory III:
  242. Prerequisite: Blood Memory II
  243. Effect: Increase the amount of blood signatures The Vessel can have by two for a total of six.
  244.  
  245.  
  246.  
  247. Blue Phantom:
  248. Prerequisite: Black Phantom
  249. At-Will - Full Action
  250. Effect: This ability fails under three conditions; The Vessel is empty, the creature being summoned is already in the scene, or the summoned creature is not given a designated enemy.
  251.  
  252. This summoning summons a blue coloured phantom of the creature of the blood in The Vessel and the blood is consumed, leaving The Vessel empty. When the phantom is summoned, an enemy must be designated in scene, of which then the phantom will attemot to KO it.
  253.  
  254. The phantom will do everything in its power to accomplish this goal while remaining allied to you and all your allies in the scene (meaning it may or may not attack your enemies or but will not harm your allies). If you or your allies causes the phantom any harm it will then consider you or that ally an enemy until it completes its goal or is defeated. When the goal is fulfilled or the phantom is defeated (reduced to 0 Hit Points or less) the phantom vanishes.
  255.  
  256. The phantom is GM controlled only and does not understand any language (including body language or signals) and is immune to any mind-affecting effect (such as telepathy, mind control, mind reading, etc.). It has all the equipment, stats, features, abilities, capabilities, etc. of the creature it was summoned as - but everything it owns vanishes when it does, regardless of where it is.
  257.  
  258.  
  259.  
  260. Gold Phantom:
  261. Prerequisite: Red Phantom
  262. At-Will - Full Action
  263. Effect: This ability fails under three conditions; The Vessel is empty, the creature being summoned is already in the scene, or the summoned creature is not given an appropriate task.
  264.  
  265. This summoning summons a gold coloured phantom of the creature of the blood in The Vessel and the blood is consumed, leaving The Vessel empty. When the phantom is summoned, a task must be given that can be completed in a reasonable amount of time (roughly 15 minutes) that cannot be 'kill, defeat(or anything similar)' a creature.
  266.  
  267. The phantom will do everything in its power to accomplish this goal while remaining allied to you and all your allies in the scene (meaning it may or may not attack your enemies or but will not harm your allies). If you or your allies causes the phantom any harm it will then consider you or that ally an enemy until it completes its goal or is defeated. When the goal is fulfilled or the phantom is defeated (reduced to 0 Hit Points or less) the phantom vanishes.
  268.  
  269. The phantom is GM controlled only and does not understand any language (including body language or signals) and is immune to any mind-affecting effect (such as telepathy, mind control, mind reading, etc.). It has all the equipment, stats, features, abilities, capabilities, etc. of the creature it was summoned as - but everything it owns vanishes when it does, regardless of where it is.
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