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Character Sheet
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Party Members
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(note that some former party members are listed; not all are necessarily with the main character at any given time)
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Abigail Fang - The niece of the Archmage of Archon, Yi Fang. She is a talented Spirit mage.
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Sir Donovan Flint - A knight of Dobshire, the capital of Arland. Fourth son of the lord and ruler of Arland. Wears adamantium half-plate and wields a two-handed longsword. 29 years old.
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Joey - A young boy from Jacob's Field, now Sir Flint's squire. No particular magical talent. Wears leather armor and wields a shortsword. 16 years old.
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Angel Auriel - Formerly a powerful angel of the Ringed City, now traveling with you, ostensibly to protect Sir Flint and Joey from you. Wears heavy plate steel and wields a one-handed sword and a wide, round buckler. 732 years old. 
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Obis Vin - The exiled Prince of Kan Abar. He wears steel-adamantium plate armor and wields a ram-headed shield and a one-handed sword. No particular magical talent, but possesses a powerfully enchanted cape capable of completely hiding his presence. 32 years old.
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Obis Vin - The exiled Prince of Kan Abar. He wears steel-adamantium plate armor and wields a Ram-headed shield and a one-handed sword. 32 years old.
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Inventory
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Summoned:
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Wisp (1 mana per order, does not break control, stealths with you)
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Shards of True Darkness: 3
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(Isolation) - Weak
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{Hunger} - Strong
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(Silence) - Normal
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Shard Scale: Broken < Fragile < Weak < Normal < Strong < Empowered < Resonant
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Shards of True Darkness: 2
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Broken - Unable to be used.
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Fragile - About to break. A little power could be forced out. Possible backfire.
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Weak - Not a good idea to use it, but might make the difference in a pinch. Small chance of backfire.
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Normal - The shard is at normal strength. No chance of backfire, but no huge effect.
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Strong - The shard is charged with dark power, and can make a large difference in battle. 
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Empowered - The shard is fully empowered, and can easily turn the tide of battle, if the timing is right.
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Resonant - (special)
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Equipment:
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Utility belt with purse
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Inventory:
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Shadow Sword Shard x 2
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Sun-Moon Key
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Succubus Reagents x 1
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Learned Abilities
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Fancy Sun-Moon Key
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Active (intent-use abilities that don't require mana)
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Consume - Devour the latent energy of enemies and magical artifacts to add to your own power and restore your health.
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Glide - Your aura allows you to glide, dropping safely from large heights or covering large distances if starting from a high position. Gliding is always stealthier than flying.
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Flight - Spread wings of darkness to soar through the air. Carrying capacity is based on physical strength.
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Supersonic - Fly at supersonic speeds. You'll move extremely fast, but suffer a large penalty to stealth and magic stealth. Takes 1 turn to activate.
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Mimic - Take on the vague form of things you've seen. Won't stand up to close examination, but works well in the dark.
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Snuff - You shadow can put out the lights it touches.
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Blink - Sight-range teleportation. (Cannot blink through walls, through the ground, into places you can't see, etc. 5-turn cooldown in battle. Auto-cooldown if battle ends. You can only Blink yourself and inanimate objects on your person. Max range 1/4 mile or 0.4 kilometers)
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Focus - With a burst of concentration, you can significantly improve your detection of both the mundane and magical, but you also drastically increase the risk of giving yourself away. (think sonic ping)
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Deep Focus - Long-range focus with heightened detection and scouting ability, but with a correspondingly higher chance of revealing yourself.
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Berserk - Ignore your defenses and strike all around you in a vicious physical assault. Difficult to determine friend from foe.
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Shadow Eater - Eat an enemy's shadow for a small heal. Their shadow will regenerate over the course of a day. However, things might turn sour if they notice their shadow is missing...
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Doom Aura - Puts out all lights in an area at once. Large penalty to dodge if used during battle.
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Compress - By sacrificing strength and defense, you can compress yourself and your aura to the size of a small mouse, greatly increasing dodge and physical and magical stealth. Warning: requires a turn to activate and deactivate.
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Schattenkrieg - Wrap yourself in your aura and fly toward the enemy, becoming a living missile of darkness. Major bonus to physical attack and armor piercing. Optional: spend 5 mana to add additional shadow attack power. Chance for self-damage based on attack strength and target defense strength. Can stack with berserk, but self-damage is then guaranteed.
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Spells (and other abilities that DO use mana)
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Shadow Strike - Strike the foe with needles of darkness. (base power 2. Costs 2 mana)
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Shadow Assault - Launch a flurry of shadowy projectiles at the enemy. (base power 4. Costs 4 mana. Can hit multiple enemies)
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Shadow Beam - A concentrated beam of shadow power. Attacks faster than shadow strike/assault, and is more accurate. (Costs 6 mana; 6 base damage)
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Shadow Blast - A wide, short blast of shadow magic. Costs 7 mana. 7 base damage at close range. Damage decreases rapidly at longer ranges. Can hit multiple enemies.
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Nightflare - Disrupt target spell or enchantment. (costs 2 mana)
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Nightblaze - Cancel enchantments and spells in an area around you. Success and range based on mana spent. (Spend 4 to 10 mana. Radius: 30 feet. Additional 20 feet per mana. Alternate: Spend 10 mana to attempt to cancel any one single spell in sight-range with a greatly enhanced success rate)
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Shadowmeld - Magic-based stealth. Pay any amount of mana. Physical and magical stealth increases based on how much mana was spent until stealth is broken. Can be used to re-stealth mid-battle.
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Shade - Create an illusory projection of yourself to confuse enemies. (dodge buff. Costs 1 mana)
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Multishade - Create several illusory copies of yourself, reducing the chance you’ll be hit. More effective against groups than Shade. (costs 3 mana)
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Gaping Maw - Your jaws crush and warp what you chew directly into the Nether. (costs 4 mana. Buff to strength, large buff to armor piercing. Close range only. If combined with successful consumption attempt, you don't take the extra turn to consume)
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Spirit Whip - Lash the enemy with a whip of spirit magic. (base power 2. Costs 2 mana)
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Bind - Trap an enemy in ropes of spirit magic. May spend 0 to 10 mana (determines strength).
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Fear - Stun and disrupt foes nearby with a spiritual blast of magic. Weaker enemies may flee. (3 mana to cast)
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Water Strike - A pressurized blast of water imbued with magical force. (2 base power. Costs 2 mana)
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Ice Strike - Attack the enemy with a flurry of ice. (4 base damage. costs 4 mana. Can hit multiple enemies)
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Heal - Spend either 2, 4, or 6 mana to heal a target 4, 7, or 10 HP, respectively.
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Purify - Spend 3 Mana: 100% chance to heal 1 ailment on target. Spend 6 mana: 85% chance to heal all target's ailments. Spend 9 mana: heal all of a target's ailments and the ailments of all those you are physically touching.
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Earthforge - Reshape and move the earth and stone. Mana spend determines power level. Must spend 6 mana to launch a projectile of earth. (2, 4, or 6 mana)
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Construct - Create an earthen golem assistant with a tiny power core. It isn't very intelligent, and can follow only simple orders, such as "move that boulder" or "protect this person". Otherwise, it will default to being your bodyguard. It shares earth/shadow elements. Golems last until defeated, but only 1 can be controlled at a time. (4 mana)
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Special - Plot-related or otherwise special unlockable abilities. Some require raw EXP to activate.
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Titanic - You grow titanic in size, doubling your physical strength and defense. You cannot use any other abilities while Titanic (aside from berserk). It would be a bad idea to do this indoors, or around allies. Forgoes all stealth. Can stack with berserk. Lasts three turns. Size minimum 20 feet tall, 7 feet wide. Maximum is double those dimensions. Requires 5 EXP to activate.
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Pool of Darkness - Spend 30 experience points to create a Shadow element mana pool. Cannot be performed in battle. Mana pools can recharge your mana indefinitely, and may be useful for other things as well...
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Experience Burn - convert raw, untapped power into mana. 1 EXP per 4 mana. Any amount can be spent, but can only be used once per day.
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Hypersonic - Fly at ten times the speed of sound. Costs 2 EXP and takes a turn to activate. Can only carry one person or equivalent weight while in this state. Damage, piercing and area of effect of Schattenkrieg scaled appropriately. Momentum is difficult to control.
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Summons
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Wisp - A shadowy wisp from the Nether. (2 base shadow attack). Costs 1 mana to summon, 1 mana per action. Never breaks your control; if you run out of mana, it will merely vanish. [Level 0, Shadow]
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Active Goals
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1) Sir Donovan Flint's Parasite - Flint's parasite, a demon known as a Shel'Kath, must be removed. You've made a deal with the lich, Yi Fang, to remove it.
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2) Abigail's Education - Abigail is learning to control her powers in Archon's Scholomance in a bid to be accepted into the Archonium and rise as Yi Fang's successor. Her rivals are many, and her enemies, powerful.
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3) The Staff of Winds - To free the earth elemental, Geb, the sage Taremtis told you to acquire the Staff of Winds - and that Yi Fang would be vital to doing so.
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4) The Four Keys - Four magic keys lock the great vault under Jacob's Field. You've learned from Adavan that the vault holds sealed the Goddess of Spirit, Hecate, one of the eight Elemental Lords.
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5) City 001 - You want to locate Steward and find out if the constructs will become your ally...but the robots are a complicated bunch, sometimes aggressive, and always secretive.
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6) The Throne of Kan-Abar - Obis seeks to regain his throne. It has been foretold he will parish in the attempt without your help.
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7) Establishing Independence - You've freed the Shadow and Spirit mages from the clutches of the Ring City, and they see you as their leader.
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8) Who is the Black Lady? - You've heard her name spoken across the land in fear and respect - the greatest Shadow mage of the modern age. Is she an ally, filtered through the lens of war and propaganda...or exactly as terrible a foe as advertised?
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9) Elven Inquisition - You know not what you truly are; your memories were sealed away. You want to find the elf you believe responsible and ask her some very pointed questions.
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Notes on holdings and forces:
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The Airship Noiralev
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Hold:
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100 steel helmets, shields, spears
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5 sets of adamantium half-plate armor
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Repair:
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Engine is intact; rest of ship is pretty busted up. Weapons systems are slag, and the hull and shielding systems are heavily damaged. The jump drive is fried by your overcharge.
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Forces:
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Airship crew: 34 men and women - elite soldiers specially trained to operate airship systems
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Angels: 54 - powerful light mages that can easily soar through the sky
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Shadow Mages: 329 - shadow mages of varying strengths, trained as assassins, spies, and field support.
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Spirit Mages: 34 - Spirit mages that perform specialized tasks for the empire, including summoning, mental interrogation, and teleportation. Untrained for battle, but not defenseless.
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Relative Magic Power Levels:
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Godlike:
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The Black Lady
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Sandalphon
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Yi Fang
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The Highest:
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1) Sandalphon
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2) Lucifer
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5) Auriel (before she lost her powers)
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6) Anahita
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7) Michael
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8) Raziel
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14) Tyrael
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Powerful Mages:
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Duke Vellik
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Auriel
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Ila
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Cain
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Hamil
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Adavan
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Rogul (the orc that leads Refuge)
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Lesser Angels
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Middleing:
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Ring City Shadow Mages
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Archon Battle Mages
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Arland Mage-Knights
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Kan-Abar Abaerst (elite fire mages)
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Imperial Guild of Magic