Shei-sher goat for holyquest

Sep 15th, 2013 (edited)
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  1. Name: Shei-Sher
  2. Gender: Male
  3. Race: Goat
  4. Class: God of Bastards and Kids
  5. Age and Maturity: 12---> 15->11(almost 12)---> 16---> 19
  6. Deity: S̶a̶b̶u̶u̶l̶ ̶-̶-̶ ̶D̶r̶e̶a̶m̶i̶n̶g̶ ̶(̶F̶)
  7. ̶ ̶S̶h̶'̶h̶a̶r̶e̶l̶ ̶-̶-̶ ̶G̶o̶a̶t̶s̶ ̶a̶n̶d̶ ̶L̶o̶y̶a̶l̶t̶y̶ ̶(̶M̶)̶
  8. Buiwong -- Spiders and Fables (M)
  9. Alignmaturity: Lawful Good---> Neutral Good----> Neutral Evil----> True Neutral---> Bastards and Kids
  10. Affinity: Light.IV Dark.III Life.II Death.I
  11. Skills:
  12. -(RACIAL)Goatcraft: passive; Min -1 for all climbing and agility rolls, and can use anything as food, including non-food items
  13. -(RACIAL)Highlander: passive; You naturally adapted to the conditions of mountainous areas. Cold damage is reduced by 1 (minimum of 1 damage). Rolls affected by Goatcraft are automatically successful in mountainous terrain. Your attacks made from high ground receive a +1 bonus.
  14. -(RACIAL)Restless: passive; The founders of coffee drinks and rumored to never sleep, goats always seem to have much more energy for a creature of their size. While you and your kin neither confirm nor deny the rumors, you do have an unnatural tolerance to sleep magic and effects. You are completely immune from skills such as Sleep Serum or Knockout as well as magic meant to put you to sleep and are no longer required to rest for the night on long journeys (although your companions will probably keep you)
  15. -(RACIAL)Griffon Flight: Griffons can fly, and have a +1 bonus to divebomb attacks from high altitude. This is about as taxing as running at full speed.
  16. -(RACIAL)Evil Eye: passive; You come from a culture that’s mysterious, quiet and perhaps even sinister. Few understand you and some may even be unnerved by your odd appearance. If you score a natural Crit against an enemy in combat, they are paralyzed with fear and cannot take any action in its next turn. When a target is paralyzed by Evil Eye, you cannot proc Evil Eye on them again.
  19. -ASTRAL PROJECTION: spell; you project your spirit, leaving your physical body behind as you send yourself to a distant location. While projecting, your body is unconscious and immobile, and you are unaware of anything that happens to it unless you are in its vicinity. Your spirit is intangible and invisible, but can still be detected by magic or other spirits, and it cannot manipulate or pass through physical objects. Wherever your spirit travels, you can hear and see everything around you in the physical world. Returning to your physical body is automatic.
  20. -TINKER: Can repair broken objects, restore negative quality weapons to +0, fix up worn down loot to make it more valuable or get a poorly working mechanism back into shape.
  21. -APPRAISE: instant; Determine the number of remaining hits and wounds on an enemy, and possibly weaknesses. More powerful enemies may be harder to Appraise. Out of combat, quickly determine value of objects, study mechanisms and documents, size up other ponies, etc.
  22. -SPELL EMULATOR: passive. The smith gains access to 2 points worth of Spells, taken from any class or mix of classes. These spells can be used normally, but obey all their usual restrictions.
  23. -SPELLBREAKER: recharge 2 (minus 1), spell, ranged; nullify a spell or magic effect
  24. -PHASE AURA: Your body sheds light in a small radius of 5 meters, in a color you choose when you learn this skill. All creatures in this range cannot turn invisible or become hidden, creatures already hidden or invisible are made clear, and incorporeal beings and lingering magical effects and wards manifest a visible shape. Effect persists roll minus five turns (six lasts one, seven lasts two, etc.)
  25. -CURSE OF IRON+1: Recharge 3(minus 1); Heats up the weapons and armour of the target to a red hot blaze, burning those who touch them. Disarms the target as well as deals damage, and makes their weapons impossible to pick up for a turn afterwards. Autocrits heavily armoured targets.
  26. -GABBY'S SEAL: Turns a living enemy into an walking corpse. For all intents and purposes this target now counts as Undead and a corpse. This effect ends if someone removes the seal from their body.
  27. -CONTROL+1: Spell, attempts to take control of a hostile or neutral undead. More powerful undead may require a higher minimum roll. Also used to take control of a larger undead at recharge 2.
  28. -Dark Corridor; instant: Conjure a corridor that takes to somewhere you've been to previously. Results may vary with longer distance between target locations.
  29. Spell Bleed: passive; You may cast any spell you know at multiple targets, but doing so increases the crit fail range to the number of targets +1
  30. ------------------------------------- ------------------------------------------------- ----------------------------------------
  31. -Jhana of Malleable Flesh: Spell, Recharge 2(minus 1): You can escape from any physical binding or grapple by moving yourself freely through space in a radius of three meters in any direction. During this time, you are considered intangible for the purposes of moving through physical obstructions, unless said obstruction is larger than your three meter radius. This ability naturally has DC - 2 and stacks with other bonuses.
  32. >Passive: You can contort your body into any shape with ease; this reduces the DC of Helplessness Recovery by 1
  33. ------------------------------------ -------------------------------------------------- ----------------------------------------
  34. -Chorazin's Miracle: recharge 4(minus 1); Summons a burst of colorful butterflies that latch onto the target. Reduces an angel or demon's Ranking, resulting in a rollback of their bonuses, skills, etc to the previous rank. May be used to reverse demonization or angelfication of recently turned mortals.
  37. BP =5 EP =6 H/W =8/7 PM =2
  38. BP Used = 3BP for Alchemy, 1BP for Control, 1BP for Curse of Iron EP Used = 4EP for Wounds, 2EP for Hits PM: Max 2 minions
  39. Witching Lantern Charges: 1
  40. >>>DATA -2 wounds stolen by Metatron + Fitted plate armor HW5/1 = FINAL H/W: 13/6
  42. Talent: Timid; +1 to actions when not involved in combat. Does not apply to social rolls e.g. Intimidate, persuade, etc.
  45. --I Dream of Alchemy+2: Instant; Thrice per session; Forge a small- to medium-sized object out of a natural elemental source, such as water or earth. If this object is a weapon, it carries the elemental properties* of the material it was made from and is +1 quality on a critical forging roll. Objects made with this skill disappear after a few hours. If this skill is used to make Bits or fake documents, they are obviously counterfeit upon close inspection. Keys made with this skill work just as well as their real counterparts, but break after being used. Forging an object requires access to an amount of source material equivalent in size to the desired object.
  46. --A̶ ̶V̶i̶s̶i̶o̶n̶ ̶o̶f̶ ̶T̶h̶r̶a̶l̶l̶s̶:̶ ̶T̶w̶i̶c̶e̶ ̶p̶e̶r̶ ̶c̶o̶m̶b̶a̶t̶;̶ ̶I̶n̶s̶t̶a̶n̶t̶;̶ ̶S̶u̶m̶m̶o̶n̶ ̶e̶i̶t̶h̶e̶r̶ ̶1̶ ̶m̶o̶n̶s̶t̶e̶r̶ ̶f̶r̶o̶m̶ ̶t̶h̶e̶ ̶“̶M̶e̶d̶i̶u̶m̶”̶ ̶t̶i̶e̶r̶,̶ ̶o̶r̶ ̶2̶ ̶f̶r̶o̶m̶ ̶t̶h̶e̶ ̶“̶S̶m̶a̶l̶l̶”̶ ̶t̶i̶e̶r̶ ̶o̶f̶ ̶t̶h̶e̶ ̶C̶o̶m̶p̶e̶n̶d̶i̶u̶m̶ ̶o̶f̶ ̶M̶o̶n̶s̶t̶e̶r̶s̶.̶ ̶I̶f̶ ̶“̶I̶ ̶D̶r̶e̶a̶m̶ ̶o̶f̶ ̶M̶o̶n̶s̶t̶e̶r̶s̶”̶ ̶h̶a̶s̶ ̶a̶l̶r̶e̶a̶d̶y̶ ̶b̶e̶e̶n̶ ̶c̶h̶o̶s̶e̶n̶,̶ ̶t̶h̶i̶s̶ ̶s̶k̶i̶l̶l̶’̶s̶ ̶r̶o̶l̶l̶s̶ ̶g̶e̶t̶ ̶+̶1̶.̶ ̶G̶r̶a̶n̶t̶s̶ ̶o̶n̶e̶ ̶P̶e̶t̶ ̶M̶a̶s̶t̶e̶r̶y̶ ̶p̶o̶i̶n̶t̶.̶ ̶A̶l̶l̶ ̶s̶u̶m̶m̶o̶n̶i̶n̶g̶ ̶w̶e̶a̶k̶e̶n̶s̶ ̶t̶h̶e̶ ̶F̶i̶r̶m̶a̶m̶e̶n̶t̶.̶
  47. >http://goo.gl/fHrnuF
  48. --Phantasmagoria of Conquest: 3 times per Combat; Automatic; Sacrifice X hits to deal 4X damage and inflict a status condition on up to 3 targets.
  49. Sends a hot, white wind of energy around the vicinity and wrapping its targets. The wind plants a Vampiric Garden in the area, flowers, fungi, grasses, and herbs grow from the afflicted target's skin applying +1DC to all rolls for 3 turns. The Vampiric Garden affecting a target can be healed to prolong its effect another turn and raise the DC another point for a maximum of +3DC. The afflicted opponent cannot be healed without healing the Vampiric Garden, but not Vice-Versa. The Vampiric Garden can be destroyed or preemptively counteracted by a successful roll with fire, electricity, or pestilence. For this reason the effect cannot be applied to molten, or non-physical creatures. Reusing the skill on afflicted targets renews status duration and adds a point of Dice Challenge.
  52. --S̶u̶l̶p̶h̶u̶r̶e̶o̶u̶s̶ ̶B̶r̶u̶m̶e̶:̶ ̶R̶e̶c̶h̶a̶r̶g̶e̶ ̶2̶(̶m̶i̶n̶u̶s̶ ̶1̶)̶;̶ ̶R̶a̶n̶g̶e̶d̶;̶ ̶P̶i̶c̶k̶ ̶t̶w̶o̶ ̶t̶a̶r̶g̶e̶t̶s̶;̶ ̶T̶h̶i̶s̶ ̶e̶f̶f̶e̶c̶t̶ ̶s̶p̶r̶e̶a̶d̶s̶ ̶a̶ ̶m̶i̶s̶t̶ ̶a̶r̶o̶u̶n̶d̶ ̶t̶h̶o̶s̶e̶ ̶t̶a̶r̶g̶e̶t̶s̶ ̶w̶h̶i̶c̶h̶ ̶w̶i̶l̶l̶ ̶e̶i̶t̶h̶e̶r̶ ̶i̶n̶c̶r̶e̶a̶s̶e̶ ̶t̶h̶e̶i̶r̶ ̶d̶a̶m̶a̶g̶e̶ ̶r̶e̶c̶e̶i̶v̶e̶d̶ ̶b̶y̶ ̶2̶ ̶f̶o̶r̶ ̶2̶ ̶t̶u̶r̶n̶s̶,̶ ̶o̶r̶ ̶r̶e̶d̶u̶c̶e̶ ̶t̶h̶e̶i̶r̶ ̶d̶a̶m̶a̶g̶e̶ ̶d̶e̶a̶l̶t̶ ̶b̶y̶ ̶2̶ ̶f̶o̶r̶ ̶2̶ ̶t̶u̶r̶n̶s̶.̶ ̶E̶f̶f̶e̶c̶t̶ ̶i̶s̶ ̶c̶h̶o̶s̶e̶n̶ ̶w̶h̶e̶n̶ ̶c̶a̶s̶t̶.̶
  53. --Lady Athena's Approach: Recharge 4; Ranged; All low-level Undead-tagged targets in range are instantly reduced to ash, preventing their resurrection, while high-level Undead-tagged targets are autocrit and receive -2 to their actions for the next 2 turns.
  54. --Princess Vinland's Opulence: Twice per combat; Automatic; Recharge 2 after effect ends; Sacrifice 1 Wound to negate all damage against you and your allies made this turn. Damage made next turn against you and all allies will be reduced by 3, minimum 1. Damage made the turn after that will be reduced by 2, minimum 1. Damage made after that turn will be reduced by 1, minimum 1. On the final turn, 1 Wound is restored to you and all allies.
  57. --Black Threads; Spell; Ranged; Recharge 3(minus 1); Create a tether between two targets. What happens to one target (damage, status effects, intimidation, persuasion etc.) will also happen to the other. Killing one target does not kill the other.
  58. --What If: Automatic; Once per Day; You may switch out your talent for a different one. This effect lasts 24 hours, and can be manually disabled prior to the time limit.
  59. --Ndindisholo: Passive; Critical Hits and Critical Failures do not deal extra damage to you.
  62. --Can I Borrow This?: Instant; Recharge 3(minus 1); Ranged; On success, you steal 1 of the target's chances to act next turn, completely stunning them if they can only take 1 action per turn. Next turn, you can use this stolen action in addition to your normal ones.
  63. --Impatience: Passive/Instant; As a passive effect, all recharge periods on your abilities are reduced by 1. As an Instant action, you can reduce 1 ally's current recharge periods by 1.
  64. --Go, Go, Go!: Once per combat; For the next 3 turns, you and all allies may take an extra action. On a natural crit, that's 2 extra actions.
  66. *Precise: Increases critical hit range on attacks by 1.
  68. *Vector: All attacks with this weapon have greater knockback, sending the target away from you based on how much your roll exceeded the DC.
  70. *Guarded: Reduces critical failure damage by half
  72. <Ultimate Skills>
  73. {[[[[[https://pastebin.com/tZcwtyju]]]]}
  75. ****************\_--INVENTORY--_/******************
  76. (Equipped)
  77. [ARMOR]
  78. -Vipaka's *Guarded Horns of Resist: *Mind, *Dark, *Physical, *Time
  79. -Fitted plate armor (Adds: 5 Hits and 1 Wound)
  80. [WEAPONS]
  81. -*Precise Switch Cane of: *Gravity and *Time [Spelltagged]
  82. -Renon's Experiment/Electric *Vector Guitar
  83. -Witching Lantern: Bodhidharma's Abode.
  84. [CLOTHING]
  85. -Frivolity of Kings: Extra Dimensional Cape with ludicrous inventory function
  86. T-Shirt: "Methuselah Confuse-you-lah"
  87. Belt
  88. Denim Jeans
  89. [Within Cape Inventory]
  90. An assortment of many instruments
  91. Firmament Weather Spheres (10)
  92. -Fetid Scythe: Ichor
  93. -Kiss of Bolts: Electricity
  94. -Gale Wing: Wind
  95. Three sets of camping equipment
  96. Canteen filled with dirt, stone and soil
  97. Canteen filled with Water
  98. Sack of salt
  99. Flask of Dark Matter (contained within a flask of infinite resources)
  100. Flask of Infinite Resources
  101. Matches
  102. Chalk
  103. quil
  104. Sketchbook
  105. Crow-ley's Book of Sigils
  106. Liber al Vegis 666
  107. Book of the Law
  108. Rosecrucian Ceremonies
  109. Many manuals of Thelematic ritual and philosophy
  110. Demon Compendium
  111. ChurchWarden Smoking Pipe
  112. >>>Tremendous supply of:
  113. >Ginseng
  114. >praymore (for soothing wounds)
  115. >A supply of Regina's white orchids
  116. >Chocolates
  117. >rolling paper
  118. >T-Shirts
  119. >Vials
  120. Vial of jhlandhara's orange fuel
  121. Vial of mercury
  122. Vial of crow Blood (Vial treated for blood to never spoil)
  123. Vial of Jasmine juice (vial treated for juice to never spoil)
  124. Vial of ink
  125. spices
  126. incense
  127. candles
  128. Feathers
  129. Wardrobe
  130. Kitty Cat Stealth Cloak
  131. Black leather cloak with a circle inscribed within a square woven in silver color on the back
  132. Loose fitting maiden's robe
  133. Mariposan Ceremony Jacket
  134. HALF Red Skull
  135. Tree of sapphen (planted in Vadahara)
  136. An effigy of Pravda's throne (for summoning the Demon Lords)
  137. Small crystal scrying orb (ThreeCoins)
  138. Quartz batteries for Refrigerator
  139. Acapella Top of the line Refrigerator
  140. [REFRIGERATED] Shei raided the workshop's fridge and brought stuff from the ship
  141. Pizza, Wine, spirits, meats, vegetables, Memory Fruit(1), olive oil, fruit, grains, sausage, bags of nuts, Milk, Apple Cider, War Rations
  145. ====Tablets====
  146. >Figure of the Loyal Hoplite: For the rest of combat, all actions allies take autocrit; normal failures are re-rolled once per turn; critfails incur no penalty
  147. >Figure of the Indomitable Emperor: 15d10 wave of terror, each success autocrits; all enemies in range are struck with awesome fear of the user and allies
  148. >Image of the Falling Stars: 10d10 meteor shower, each success dealing autocrit damage to all in range (allies get free action to flee)
  149. >Image of the Endless Garden: Party and all allies are fully healed; their Hits and Wounds are doubled; until the end of combat, they cannot go helpless, merely losing 1 wound if their Hits fall to 0, after which their Hits are restored to their full (doubled) amount.
  150. >Figure of the Mountain Goddess: 20d10 earthquake, each success dealing autocrit damage to all in range (allies get free action to flee)
  151. >Image of the Broken Earth: 25d10 volcanic eruption, each success dealing autocrit damage to all in range; failures are re-rolled once; Magma damage on all successes (allies get free action to flee)
  154. -_SACRIFICED_-
  155. >̶N̶a̶m̶e̶:̶ ̶P̶h̶e̶o̶ ̶
  156. >̶G̶e̶n̶d̶e̶r̶:̶ ̶f̶e̶m̶a̶l̶e̶ ̶
  157. >̶H̶/̶W̶:̶ ̶4̶/̶4̶ ̶>̶S̶k̶i̶l̶l̶s̶:̶ ̶
  158. >̶B̶l̶i̶n̶d̶i̶n̶g̶ ̶F̶l̶a̶r̶e̶:̶ ̶R̶e̶c̶h̶a̶r̶g̶e̶ ̶2̶;̶ ̶A̶ ̶d̶a̶z̶z̶l̶i̶n̶g̶ ̶d̶i̶s̶p̶l̶a̶y̶ ̶o̶f̶ ̶l̶i̶g̶h̶t̶ ̶b̶l̶i̶n̶d̶s̶ ̶f̶o̶e̶s̶,̶ ̶D̶a̶z̶i̶n̶g̶ ̶t̶h̶e̶m̶ ̶a̶n̶d̶ ̶l̶o̶w̶e̶r̶i̶n̶g̶ ̶t̶h̶e̶i̶r̶ ̶d̶a̶m̶a̶g̶e̶ ̶b̶y̶ ̶h̶a̶l̶f̶.̶ ̶
  159. >̶R̶e̶s̶u̶r̶r̶e̶c̶t̶:̶ ̶A̶u̶t̶o̶m̶a̶t̶i̶c̶ ̶I̶n̶s̶t̶a̶n̶t̶,̶ ̶O̶n̶c̶e̶ ̶p̶e̶r̶ ̶S̶e̶s̶s̶i̶o̶n̶;̶ ̶A̶f̶t̶e̶r̶ ̶t̶h̶e̶ ̶p̶h̶o̶e̶n̶i̶x̶’̶s̶ ̶c̶o̶r̶p̶s̶e̶ ̶i̶s̶ ̶l̶o̶o̶t̶e̶d̶,̶ ̶i̶t̶ ̶r̶e̶v̶i̶v̶e̶s̶ ̶a̶n̶d̶ ̶b̶l̶i̶n̶d̶s̶ ̶a̶l̶l̶ ̶n̶e̶a̶r̶b̶y̶ ̶c̶r̶e̶a̶t̶u̶r̶e̶s̶ ̶a̶n̶d̶ ̶f̶l̶e̶e̶s̶.̶ ̶I̶f̶ ̶i̶t̶ ̶d̶i̶e̶s̶ ̶i̶n̶ ̶t̶h̶e̶ ̶m̶i̶d̶d̶l̶e̶ ̶o̶f̶ ̶c̶o̶m̶b̶a̶t̶,̶ ̶i̶t̶ ̶r̶e̶v̶i̶v̶e̶s̶ ̶o̶n̶e̶ ̶t̶u̶r̶n̶ ̶l̶a̶t̶e̶r̶,̶ ̶b̶l̶i̶n̶d̶i̶n̶g̶ ̶e̶v̶e̶r̶y̶t̶h̶i̶n̶g̶ ̶a̶n̶d̶ ̶f̶l̶e̶e̶i̶n̶g̶.̶ ̶
  160. >̶M̶a̶l̶l̶e̶a̶b̶l̶e̶ ̶M̶o̶r̶p̶h̶o̶l̶o̶g̶y̶:̶ ̶P̶a̶s̶s̶i̶v̶e̶;̶ ̶F̶u̶s̶i̶n̶g̶ ̶w̶i̶t̶h̶ ̶a̶n̶y̶ ̶s̶m̶a̶l̶l̶-̶s̶i̶z̶e̶d̶ ̶o̶b̶j̶e̶c̶t̶ ̶b̶e̶c̶o̶m̶e̶s̶ ̶A̶u̶t̶o̶m̶a̶t̶i̶c̶;̶ ̶i̶f̶ ̶i̶t̶ ̶i̶s̶ ̶a̶ ̶w̶e̶a̶p̶o̶n̶,̶ ̶i̶t̶ ̶g̶a̶i̶n̶s̶ ̶t̶h̶e̶ ̶F̶i̶r̶e̶ ̶e̶l̶e̶m̶e̶n̶t̶ ̶a̶n̶d̶ ̶+̶1̶ ̶t̶o̶ ̶a̶l̶l̶ ̶a̶c̶t̶i̶o̶n̶s̶ ̶d̶o̶n̶e̶ ̶w̶h̶i̶l̶e̶ ̶u̶s̶i̶n̶g̶ ̶i̶t̶.̶ ̶C̶a̶n̶ ̶b̶e̶ ̶u̶s̶e̶d̶ ̶o̶u̶t̶s̶i̶d̶e̶ ̶c̶o̶m̶b̶a̶t̶ ̶t̶o̶ ̶m̶e̶l̶d̶ ̶i̶n̶t̶o̶ ̶l̶a̶r̶g̶e̶r̶ ̶o̶b̶j̶e̶c̶t̶s̶ ̶a̶n̶d̶ ̶i̶n̶t̶e̶r̶a̶c̶t̶ ̶w̶i̶t̶h̶ ̶t̶h̶e̶m̶ ̶(̶w̶i̶t̶h̶ ̶r̶e̶a̶s̶o̶n̶a̶b̶l̶e̶ ̶l̶i̶m̶i̶t̶s̶ ̶v̶a̶r̶y̶i̶n̶g̶ ̶b̶y̶ ̶o̶b̶j̶e̶c̶t̶ ̶s̶i̶z̶e̶)̶.̶ ̶I̶f̶ ̶t̶h̶e̶ ̶o̶b̶j̶e̶c̶t̶ ̶i̶s̶ ̶b̶r̶o̶k̶e̶n̶,̶ ̶P̶h̶e̶o̶ ̶l̶o̶s̶e̶s̶ ̶1̶ ̶w̶o̶u̶n̶d̶ ̶a̶n̶d̶ ̶i̶s̶ ̶e̶j̶e̶c̶t̶e̶d̶ ̶a̶u̶t̶o̶m̶a̶t̶i̶c̶a̶l̶l̶y̶.̶
  162. Name: Gadriel
  163. HP: 25
  164. ShapeShift
  165. Corpse Explosion
  166. Marksman Shot
  167. Trick Shot
  168. Spell Resonance
  169. Heal
  170. Inure
  171. +1 to all abilities
  173. Appearance:
  174. AGE 12: A young cute looking kid. He has pale fur a gray sheen and dark green eyes. His horns are stubby. And over all he seems to be a meek child goat with a shy personality.
  176. AGE 15: Shei-Sher's horns have grown long enough to develop a curve, his eyes are more fiery than they once were and overall the goat has developed a more piercing appearance.
  178. AGE 16: Shei-Sher is a kid brimming with potential and at the precipice of realizing himself. He has the serenity to accept loss and the heart to endure hardship. His horns have grown a couple inches though are slender. He bears wings of jet black belonging to his godmother and is prepared to sacrifice himself for a greater purpose.
  180. Description:
  181. A young apprentice alchemist/servant of the notorious occultist Aliester Crow-ley from Mr’uthgar. Amongst the goat kin within the servant stocks of Mr'uthgar, Shei-sher was a profoundly timid kid, even around brothers and sisters of his own kind. Such an unfortunate trait to have. Especially when Aliester Crow-ley had been lurking the stocks searching for a new errand boy. It was Shei-sher that caught his eye. Unnaturally shy and submissive. Just what he had been looking for. Crow-ley that mad magician had found the perfect servant to subject to his experiments, one who wouldn't dare question, one who would naively trust anyone who fed them, and most importantly one who would never cross their mind with thoughts of escape. And so Shei-sher had spent most of his upbringing being apprentice, servant, and guinea pig to Aliester Crow-ley.
  182. At least until he was sent away to journey the world. "Shei-Sher my apprentice, I am afraid we can no longer perform our ventures together. You have exceeded your worth but still posses the mind of a child.. I will send you away, so you may find yourself. And when you have matured enough, come back to me.. That is when we may continue." Shei-sher now journeys Accorsia in attempt to discover what it is to be a buck.
  184. Cloak of Beasts: A blank cloak. The user can store minions within the cloak, enabling them to be summoned later without having to use a roll. Can store up to three minions. When worn, grants a point of Pet Mastery. Design changes based on the minions stored inside the cloak.
  186. Book of Beasts: A small book full of blank pages. When the user draws a picture of a creature on a page and tears it out, the creature comes to life as a loyal minion with full 4/4 H/W and a single skill from any class. There are 30 pages within the book.
  188. Witching Lantern: Catalyst; Enables the use of Control on demons. If Control is not known, holder gains Control for as long as they carry this. Holds 3 charges. Charges are only consumed by successful uses of Control, never failures. Charges are gained by feeding the Lantern a soul of a recently-deceased being.
  190. --Effect: Resting Comfortably: If a demon is sufficiently weakened (>=10% HP remaining), the user may roll 1d10 to attempt to seize the demon, trapping it inside the Lantern. The roll must beat the percentage of HP that the target has remaining, rounded down.
  192. --Cursed: In the presence of this item, demons in combat will retain at least 10% of their HP when attacked. When attacked further, they will retain 5% of their HP. For example, if a demon has 40 HP but takes 50 HP worth of damage, it will retain 4 HP. If it takes more damage, it will retain 2 HP.
  194. Description: A dark brass lantern with a chilling white flame. An accidental result of Mudi the Young's practice of life-draining, quickly refined by envious Vizsla. Demons, beings of uncapped willpower and potential, can hardly be controlled, but the soul-flame of the Lantern enables the user to steer and direct demons with their will, like a slave-owner guiding a pack-mule with a carrot. NOTE: All demons take up at least two minion slots to control. Stronger ones will require more.
  196. ---
  198. Sefer Yad: Shield; Enables the storing of solar light, up to two charges. These charges can be released at any time to brighten a dark room. Charges are gained from absorbing prolonged sunlight, meaning it cannot perpetually recharge itself by re-absorbing a spent charge. If the user is blinded by strong light, their vision will return to normal when the shield detects the excess of light.
  200. Description: A shield wrought from the cocoon of a dead angel. Always cold to the touch. Chestplates such as these are commonly used to fly into stars, the domains of the gods, or the Sun, domain of the Solar Ponies. In life, this angel was a soldier of Mirror Image, the Cherub who fled to Earth upon witnessing Metatron's effortless euthanasia of a traitorous Chariot.
  202. ----
  204. -Switch-Cane: A new form of Ecclessian anti-demon weaponry. In its first form, it is an ordinary cane. But with a twist of the handle, it becomes a lengthy chain whip. Highly effective on faraway targets, but also on unruly recruits in need of discipline. [Passive: First form tag is Single, second form tag is Great. When in second form, can roll to lasso the whip around a faraway target. Switching back to first form after lassoing a target will reel in that target if they are light enough to be moved. If not, then the user is reeled in instead. Switching forms when NOT lassoing a target is auto-instant. Roll required when lassoing.].
  206. ----
  208. -Staff of the Cloudsmith: Roll to change the weather in the local area to rainy, cloudy, stormy, or clear. Can store one weather pattern that is not on this list in its orb for future use
  212. >Enemies roll
  213. then
  214. >Players roll
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