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Emulation

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  1.     EMULATION
  2. Guidedstrike         Luck is a power all its own.
  3. Wavesurge            The might of the raging waters.
  4. Soulmark             Some marks cannot be washed away.
  5. Upheaval             Tremors and tribulations.
  6. Companion            Before the fall.
  7. Destruction          Elemental fury to ravage and rage.
  8. Imposition           Your word against their will.
  9. Barter               There is power in such things.
  10. Discordance          A fluxing of chaotic power.
  11. Rupture              Bleed them dry.
  12. Clarity              Mind over all.
  13. Reprise              Its not over yet.
  14. Roth                 Unleash your fury.
  15. Lightbind            Some things must not walk free.
  16. Lifebond             The martyr's calling.
  17. Painshift            Your pain, your gain.
  18. Indomitability       The shadow of the Battlemaster.
  19.  
  20.  
  21. GUIDEDSTRIKE
  22. Syntax:
  23. ENACT GUIDEDSTRIKE
  24.  
  25. Works on/against:
  26. Self
  27.  
  28. Cooldown:
  29. 3.00 seconds of equilibrium
  30. Details:
  31. The study of luck was one that bore many benefits, but the most wildly  
  32. aclaimed one was that which granted the ability to deal even more      
  33. devastating critical blows. While protected by this benefitial defence  
  34. you will be able to potentially deal up to plane-raising critical      
  35. strikes(*).                                                            
  36.  
  37. * Does not stack with the artefact paragon that grants a similar effect.
  38.  
  39.  
  40. WAVESURGE
  41. Syntax:
  42. ENACT WAVESURGE
  43.  
  44. Works on/against:
  45. Self
  46.  
  47. Cooldown:
  48. 2.30 seconds of equilibrium
  49. Details:
  50. Call upon the might of the waves to carry you away. This shall throw you
  51. between 1 and three rooms in a random direction.                        
  52.  
  53. There is a delay before you may call upon this after doing so          
  54. previously.    
  55.  
  56.  
  57. SOULMARK
  58. Syntax:
  59. ENACT SOULMARK <corpse|name of person>
  60. ENACT SOULMARK
  61.  
  62. Works on/against:
  63. None
  64.  
  65. Cooldown:
  66. 2.30 seconds of equilibrium
  67. Details:
  68. The study of the soul was one many Aldar felt uncomfortable with        
  69. pursuing. For this reason there was very little advancement in this    
  70. field until quite late comparitively, and many of the techniques        
  71. discovered were considered lackluster. However, one that fell into wide
  72. spread use by the Aldar was the ability to place a mark upon someone's  
  73. very soul, able to locate that person where ever they might be on any  
  74. plane of the multiverse. There were no protections against such an      
  75. enactment, even changing one's phase with reality or assuming          
  76. incorporiality being insufficient.                                      
  77.  
  78. Unfortunately, the true scale of this marking process is lost to time.  
  79. To achieve this effect you will first require the corpse of the person  
  80. whose soul you wish to mark, and said marking shall fade after some    
  81. Achaean days.                  
  82.  
  83.  
  84. UPHEAVAL
  85. Syntax:
  86. ENACT UPHEAVAL
  87.  
  88. Works on/against:
  89. None
  90.  
  91. Cooldown:
  92. 2.30 seconds of equilibrium
  93. Details:
  94. At your command the very earth shall quake and tremble, cracks opening  
  95. and forming great piles of rubble to block some of the exits from your  
  96. location.                                                              
  97.  
  98.  
  99. COMPANION
  100. Syntax:
  101. ENACT COMPANION <servitor type>
  102. SERVITOR STATION
  103. SERVITOR RETURN
  104. SERVITOR ACT
  105.  
  106. Works on/against:
  107. None
  108.  
  109. Cooldown:
  110. 4.00 seconds of equilibrium
  111. Details:
  112. The Servitors that wander the city of Nur were once the hands of the    
  113. Aldar in every day life. Not truely of the living, these constructs    
  114. handled everything from crafting to maintaining the wildlife.          
  115.  
  116. Alas, no more true servitors shall be created, for the Finality upon his
  117. throne is unlikely to return to such a passtime in the modern age. Yet  
  118. for all that some scraps of knowledge remain, and you may bring forth  
  119. one of these servitors at a time:                                      
  120.  
  121. Aklan: causing this servitor to act shall have it inform you of everyone
  122. in its local area.                                                      
  123. Kindler: causing this servitor to act shall cause it to flood its room.
  124.  
  125. You may cause a servitor to act when it stands or with you, or remotely
  126. if you have stationed it. Causing it to act remotely will make it return
  127. to your side.                                                          
  128.  
  129. Note that imperfect as these servitors are, they shall not fight on your
  130. behalf: all they come into being with is their directive to perform    
  131. their core function.            
  132.  
  133.  
  134. DESTRUCTION
  135. Syntax:
  136. ENACT DESTRUCTION <target> <direction>
  137.  
  138. Works on/against:
  139. Adventurers
  140.  
  141. Cooldown:
  142. 3.50 seconds of equilibrium
  143. Details:
  144. The study of the elements was somewhat of an unfortunate field to be    
  145. engaged in historically. In the early days there were concerns about    
  146. intruding upon the realm of Agatheis, as he was somewhat of a mysterious
  147. god even to the Aldar. Later, said gods betrayal in the War of Humanity
  148. made most Aldar avoid this field at all costs. Nevertheless, some      
  149. advancements were made, particularly when trying to replicate the      
  150. destructive power of the newly met Dragon's breath.                    
  151.  
  152. By calling upon elemental destruction, you will send a blast of power to
  153. ravage a foe you can see in your line of sight. Focussing on the        
  154. elements in this way is unpredictable, and your results may vary:      
  155. Ice shall deal damage and freeze the target.
  156. Fire shall do damage and set the target ablaze.
  157. Lightning shall deal more damage than the other two, but has no        
  158. secondary effect.                            
  159.  
  160.  
  161. IMPOSITION
  162. Syntax:
  163. ENACT IMPOSITION <target> <command>
  164.  
  165. Works on/against:
  166. Adventurers
  167.  
  168. Cooldown:
  169. 2.30 seconds of equilibrium
  170. Details:
  171. The act of imposing one's will on others was somewhat of a devisive    
  172. topic among the Aldar. Nevertheless, there were those that felt the mind
  173. was the key to all understanding, and bending the mind to one's will was
  174. a natural step in that exploration. Though the terrible dominion of the
  175. Protean mind ring was never fully emulated, progress was made. You may  
  176. command a target to obey your command, and some time later(*) they will
  177. carry out that action.                                                  
  178.  
  179. * The higher the inteligence of your target, the greater their ability  
  180. to resist, and the longer the action shall take before it is carried    
  181. out.                                                
  182.  
  183.  
  184. BARTER
  185. Syntax:
  186. ENACT BARTER <amount of gold>
  187.  
  188. Works on/against:
  189. None
  190.  
  191. Cooldown:
  192. 4.00 seconds of equilibrium
  193. Details:
  194. The golden sovereign has been the currency of Sapience long before      
  195. modern civilisation, but even before the metal held power. The specifics
  196. are likely beyond all but the Logos and perhaps the Lord Merchant, but  
  197. the Aldar did make certain discoveries.                                
  198.  
  199. By extracting the power in the metal, they were able to restore        
  200. themselves greatly(*), though it did result in the metal being          
  201. destroyed. Many considered this a failed experiment as the costs became
  202. so high, but there were some that felt it was a worthwhile discovery    
  203. nevertheless.                                                          
  204.  
  205. * You may destroy a specified amount of gold and restore your endurance
  206. by an equivalent amount.                  
  207.  
  208.  
  209. DISCORDANCE
  210. Syntax:
  211. ENACT DISCORDANCE
  212.  
  213. Works on/against:
  214. Room
  215.  
  216. Cooldown:
  217. 2.30 seconds of equilibrium
  218. Details:
  219. There were very few forays into this field of study before it was simply
  220. agreed upon to be abandoned. The affects were simply too unpredictable,
  221. even if sometimes benefitial. By enacting this power, you will change  
  222. the health of everyone in your location to better over represent the    
  223. whole.                                                                  
  224.  
  225. * There is only so much this can modify a person's health by, and only  
  226. so much a given person can influence the overall result.          
  227.  
  228.  
  229. RUPTURE
  230. Syntax:
  231. ENACT RUPTURE
  232.  
  233. Works on/against:
  234. None
  235.  
  236. Cooldown:
  237. 2.30 seconds of equilibrium
  238. Details:
  239. Enhancing your vision will allow you to perceive where blood flows most
  240. strongly even through the barrier of your foe's skin, enabling you to  
  241. target your attacks with devastating precision(*).                      
  242.  
  243. * Your next three blows shall all deal significantly increased bleeding.
  244.  
  245.  
  246. CLARITY
  247. Syntax:
  248. ENACT CLARITY
  249.  
  250. Works on/against:
  251. Self
  252.  
  253. Cooldown:
  254. 2.30 seconds of equilibrium
  255. Details:
  256. To enhance thought is to enhance all. By bolstering your mental clarity,
  257. you will greatly speed your equilibrium recovery for a short time.  
  258.  
  259.  
  260. REPRISE
  261. Syntax:
  262. ENACT REPRISE <target>
  263.  
  264. Works on/against:
  265. None
  266.  
  267. Cooldown:
  268. 2.30 seconds of equilibrium
  269. Details:
  270. Resurrection. Such a long-studied field and so many disasters therein.  
  271. Though the art was long since mastered, all forms that exist utilise    
  272. some external force; doing so through pure force of will and power is  
  273. something that many Aldar's strove for, but never could realise. Perhaps
  274. the final reason for the end to this line of study was the terrible act
  275. which came to become known as the reprise.                              
  276.  
  277. When a mutual ally falls in battle, providing you have their corpse upon
  278. the ground at your feet you may enact the reprise. They shall return to
  279. life immediately, ready to continue the battle. However, after only a  
  280. short while the power that drew them back to their mortal shell shall be
  281. exhausted, and their soul will be torn away and sent plunging into the  
  282. Halls of Death. This death is unavoidable; no secondary affects can    
  283. prevent it from occuring. Perhaps most cruely of all, when the          
  284. individual dies for this second and most final time, their blood shall  
  285. fall upon the hands of their resurrector.                              
  286.  
  287. Note that you may not perform this act while recovering from/maintaining
  288. a lifebond due to the conflicting nature of the methodologies involved.
  289.  
  290.  
  291. ROTH
  292. Syntax:
  293. ENACT ROTH
  294.  
  295. Works on/against:
  296. None
  297.  
  298. Cooldown:
  299. 1.30 seconds of equilibrium
  300. Details:
  301. The rageblade was a weapon so terrible in its potential that no wielder
  302. has ever truely mastered it. It is of no surprise that there was        
  303. relentless study into discovering its secrets, and yet such discoveries
  304. were rare and strangely divergent in their affects.                    
  305.  
  306. When sufficiently weakened(*), you may unleash your fury, bolstering    
  307. your health and granting you both the clarity and rupture defences. This
  308. is extremely taxing, and you may only do it every so often(**).        
  309.  
  310. * You must be below half of your maximum health.
  311. ** Every three minutes.
  312.  
  313.  
  314. LIGHTBIND
  315. Syntax:
  316. ENACT LIGHTBIND <target>
  317.  
  318. Works on/against:
  319. None
  320.  
  321. Cooldown:
  322. 2.80 seconds of equilibrium
  323. Details:
  324. Though the Aldar could never replicate the desired functionality of the
  325. golden chain, they did determine a way to bind someone quite            
  326. affectively. By summoning bonds of light, you may chain a person to you.
  327. They will find it difficult to move away until they get at least some  
  328. distance(*).                                                            
  329.  
  330. * The bonds fail after the two people are not in the same or adjacent  
  331. rooms.    
  332.  
  333.  
  334. LIFEBOND
  335. Syntax:
  336. ENACT LIFEBOND <target>
  337.  
  338. Works on/against:
  339. None
  340.  
  341. Cooldown:
  342. 2.30 seconds of equilibrium
  343. Details:
  344. You may bond yourself to a comrade(*), and in the eventuality that said
  345. comrade should tragically fall in battle, you will give up your very    
  346. life in their stead. Be warned, not even the vilest of necromantic      
  347. magics or chaotic manipulations will spare you from this death, and    
  348. neither shall the stars shine upon your soul. Falling in this manner    
  349. shall instantly hurl you into the Hall's of the Finality.              
  350.  
  351. * You may only place one of these bonds so often, and there is a        
  352. cooldown on the target (that is placed once they are resurrected via    
  353. this bond) as well.
  354.  
  355.  
  356. PAINSHIFT
  357. Syntax:
  358. ENACT PAINSHIFT <target>
  359.  
  360. Works on/against:
  361. Adventurers
  362.  
  363. Cooldown:
  364. 2.30 seconds of equilibrium
  365. Details:
  366. The redirection of lethal injuries was a universally studied field, as  
  367. many among the Aldar had no love for the arts of war. Unfortunately, the
  368. greatest knowledge remaining of that era is not one to enhance those of
  369. a pacifistic nature: indeed, quite the opposite.                        
  370.  
  371. By focussing on a target for a short while during while you may perform
  372. no other actions, you may create a sympathetic bond with them for a    
  373. short time(*). While this bond is active any damage you take from almost
  374. all sources shall be redirected to this person, providing they remain in
  375. the same location as you.                                              
  376.  
  377. Note that performing any action will cause the sympathetic bond to snap,
  378. and this will not protect you from blows that will slay you outright.
  379.  
  380.  
  381. INDOMITABILITY
  382. Syntax:
  383. ENACT INDOMITABILITY
  384.  
  385. Works on/against:
  386. Self
  387.  
  388. Cooldown:
  389. 2.30 seconds of equilibrium
  390. Details:
  391. The war veil. When empowered, an ultimate defence that could not be    
  392. penetrated. In an age where conflict was on the rise and death had      
  393. suddenly become a real concern for the Aldar, this was the relic that  
  394. they most vigourously wished to emulate the powers of. It was also the  
  395. one where they failed almost entirely.                                  
  396.  
  397. Though much research was done into a way to replicate the ultimate      
  398. defence, it was never achieved. Yet something else emerged from those  
  399. experiments: a way to allow ones miriad images to instinctively react to
  400. throw themselves in harms way. Though it was a bitter defeat in the eyes
  401. of those that had striven so hard, certain infamous Aldar made this into
  402. a truely terrible thing to behold.                                      
  403.  
  404. Each miriad image can take only so many(*) hits before it will shatter,
  405. and they will not always react.                                        
  406.  
  407. * Three strikes per image.
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