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- EMULATION
- Guidedstrike Luck is a power all its own.
- Wavesurge The might of the raging waters.
- Soulmark Some marks cannot be washed away.
- Upheaval Tremors and tribulations.
- Companion Before the fall.
- Destruction Elemental fury to ravage and rage.
- Imposition Your word against their will.
- Barter There is power in such things.
- Discordance A fluxing of chaotic power.
- Rupture Bleed them dry.
- Clarity Mind over all.
- Reprise Its not over yet.
- Roth Unleash your fury.
- Lightbind Some things must not walk free.
- Lifebond The martyr's calling.
- Painshift Your pain, your gain.
- Indomitability The shadow of the Battlemaster.
- GUIDEDSTRIKE
- Syntax:
- ENACT GUIDEDSTRIKE
- Works on/against:
- Self
- Cooldown:
- 3.00 seconds of equilibrium
- Details:
- The study of luck was one that bore many benefits, but the most wildly
- aclaimed one was that which granted the ability to deal even more
- devastating critical blows. While protected by this benefitial defence
- you will be able to potentially deal up to plane-raising critical
- strikes(*).
- * Does not stack with the artefact paragon that grants a similar effect.
- WAVESURGE
- Syntax:
- ENACT WAVESURGE
- Works on/against:
- Self
- Cooldown:
- 2.30 seconds of equilibrium
- Details:
- Call upon the might of the waves to carry you away. This shall throw you
- between 1 and three rooms in a random direction.
- There is a delay before you may call upon this after doing so
- previously.
- SOULMARK
- Syntax:
- ENACT SOULMARK <corpse|name of person>
- ENACT SOULMARK
- Works on/against:
- None
- Cooldown:
- 2.30 seconds of equilibrium
- Details:
- The study of the soul was one many Aldar felt uncomfortable with
- pursuing. For this reason there was very little advancement in this
- field until quite late comparitively, and many of the techniques
- discovered were considered lackluster. However, one that fell into wide
- spread use by the Aldar was the ability to place a mark upon someone's
- very soul, able to locate that person where ever they might be on any
- plane of the multiverse. There were no protections against such an
- enactment, even changing one's phase with reality or assuming
- incorporiality being insufficient.
- Unfortunately, the true scale of this marking process is lost to time.
- To achieve this effect you will first require the corpse of the person
- whose soul you wish to mark, and said marking shall fade after some
- Achaean days.
- UPHEAVAL
- Syntax:
- ENACT UPHEAVAL
- Works on/against:
- None
- Cooldown:
- 2.30 seconds of equilibrium
- Details:
- At your command the very earth shall quake and tremble, cracks opening
- and forming great piles of rubble to block some of the exits from your
- location.
- COMPANION
- Syntax:
- ENACT COMPANION <servitor type>
- SERVITOR STATION
- SERVITOR RETURN
- SERVITOR ACT
- Works on/against:
- None
- Cooldown:
- 4.00 seconds of equilibrium
- Details:
- The Servitors that wander the city of Nur were once the hands of the
- Aldar in every day life. Not truely of the living, these constructs
- handled everything from crafting to maintaining the wildlife.
- Alas, no more true servitors shall be created, for the Finality upon his
- throne is unlikely to return to such a passtime in the modern age. Yet
- for all that some scraps of knowledge remain, and you may bring forth
- one of these servitors at a time:
- Aklan: causing this servitor to act shall have it inform you of everyone
- in its local area.
- Kindler: causing this servitor to act shall cause it to flood its room.
- You may cause a servitor to act when it stands or with you, or remotely
- if you have stationed it. Causing it to act remotely will make it return
- to your side.
- Note that imperfect as these servitors are, they shall not fight on your
- behalf: all they come into being with is their directive to perform
- their core function.
- DESTRUCTION
- Syntax:
- ENACT DESTRUCTION <target> <direction>
- Works on/against:
- Adventurers
- Cooldown:
- 3.50 seconds of equilibrium
- Details:
- The study of the elements was somewhat of an unfortunate field to be
- engaged in historically. In the early days there were concerns about
- intruding upon the realm of Agatheis, as he was somewhat of a mysterious
- god even to the Aldar. Later, said gods betrayal in the War of Humanity
- made most Aldar avoid this field at all costs. Nevertheless, some
- advancements were made, particularly when trying to replicate the
- destructive power of the newly met Dragon's breath.
- By calling upon elemental destruction, you will send a blast of power to
- ravage a foe you can see in your line of sight. Focussing on the
- elements in this way is unpredictable, and your results may vary:
- Ice shall deal damage and freeze the target.
- Fire shall do damage and set the target ablaze.
- Lightning shall deal more damage than the other two, but has no
- secondary effect.
- IMPOSITION
- Syntax:
- ENACT IMPOSITION <target> <command>
- Works on/against:
- Adventurers
- Cooldown:
- 2.30 seconds of equilibrium
- Details:
- The act of imposing one's will on others was somewhat of a devisive
- topic among the Aldar. Nevertheless, there were those that felt the mind
- was the key to all understanding, and bending the mind to one's will was
- a natural step in that exploration. Though the terrible dominion of the
- Protean mind ring was never fully emulated, progress was made. You may
- command a target to obey your command, and some time later(*) they will
- carry out that action.
- * The higher the inteligence of your target, the greater their ability
- to resist, and the longer the action shall take before it is carried
- out.
- BARTER
- Syntax:
- ENACT BARTER <amount of gold>
- Works on/against:
- None
- Cooldown:
- 4.00 seconds of equilibrium
- Details:
- The golden sovereign has been the currency of Sapience long before
- modern civilisation, but even before the metal held power. The specifics
- are likely beyond all but the Logos and perhaps the Lord Merchant, but
- the Aldar did make certain discoveries.
- By extracting the power in the metal, they were able to restore
- themselves greatly(*), though it did result in the metal being
- destroyed. Many considered this a failed experiment as the costs became
- so high, but there were some that felt it was a worthwhile discovery
- nevertheless.
- * You may destroy a specified amount of gold and restore your endurance
- by an equivalent amount.
- DISCORDANCE
- Syntax:
- ENACT DISCORDANCE
- Works on/against:
- Room
- Cooldown:
- 2.30 seconds of equilibrium
- Details:
- There were very few forays into this field of study before it was simply
- agreed upon to be abandoned. The affects were simply too unpredictable,
- even if sometimes benefitial. By enacting this power, you will change
- the health of everyone in your location to better over represent the
- whole.
- * There is only so much this can modify a person's health by, and only
- so much a given person can influence the overall result.
- RUPTURE
- Syntax:
- ENACT RUPTURE
- Works on/against:
- None
- Cooldown:
- 2.30 seconds of equilibrium
- Details:
- Enhancing your vision will allow you to perceive where blood flows most
- strongly even through the barrier of your foe's skin, enabling you to
- target your attacks with devastating precision(*).
- * Your next three blows shall all deal significantly increased bleeding.
- CLARITY
- Syntax:
- ENACT CLARITY
- Works on/against:
- Self
- Cooldown:
- 2.30 seconds of equilibrium
- Details:
- To enhance thought is to enhance all. By bolstering your mental clarity,
- you will greatly speed your equilibrium recovery for a short time.
- REPRISE
- Syntax:
- ENACT REPRISE <target>
- Works on/against:
- None
- Cooldown:
- 2.30 seconds of equilibrium
- Details:
- Resurrection. Such a long-studied field and so many disasters therein.
- Though the art was long since mastered, all forms that exist utilise
- some external force; doing so through pure force of will and power is
- something that many Aldar's strove for, but never could realise. Perhaps
- the final reason for the end to this line of study was the terrible act
- which came to become known as the reprise.
- When a mutual ally falls in battle, providing you have their corpse upon
- the ground at your feet you may enact the reprise. They shall return to
- life immediately, ready to continue the battle. However, after only a
- short while the power that drew them back to their mortal shell shall be
- exhausted, and their soul will be torn away and sent plunging into the
- Halls of Death. This death is unavoidable; no secondary affects can
- prevent it from occuring. Perhaps most cruely of all, when the
- individual dies for this second and most final time, their blood shall
- fall upon the hands of their resurrector.
- Note that you may not perform this act while recovering from/maintaining
- a lifebond due to the conflicting nature of the methodologies involved.
- ROTH
- Syntax:
- ENACT ROTH
- Works on/against:
- None
- Cooldown:
- 1.30 seconds of equilibrium
- Details:
- The rageblade was a weapon so terrible in its potential that no wielder
- has ever truely mastered it. It is of no surprise that there was
- relentless study into discovering its secrets, and yet such discoveries
- were rare and strangely divergent in their affects.
- When sufficiently weakened(*), you may unleash your fury, bolstering
- your health and granting you both the clarity and rupture defences. This
- is extremely taxing, and you may only do it every so often(**).
- * You must be below half of your maximum health.
- ** Every three minutes.
- LIGHTBIND
- Syntax:
- ENACT LIGHTBIND <target>
- Works on/against:
- None
- Cooldown:
- 2.80 seconds of equilibrium
- Details:
- Though the Aldar could never replicate the desired functionality of the
- golden chain, they did determine a way to bind someone quite
- affectively. By summoning bonds of light, you may chain a person to you.
- They will find it difficult to move away until they get at least some
- distance(*).
- * The bonds fail after the two people are not in the same or adjacent
- rooms.
- LIFEBOND
- Syntax:
- ENACT LIFEBOND <target>
- Works on/against:
- None
- Cooldown:
- 2.30 seconds of equilibrium
- Details:
- You may bond yourself to a comrade(*), and in the eventuality that said
- comrade should tragically fall in battle, you will give up your very
- life in their stead. Be warned, not even the vilest of necromantic
- magics or chaotic manipulations will spare you from this death, and
- neither shall the stars shine upon your soul. Falling in this manner
- shall instantly hurl you into the Hall's of the Finality.
- * You may only place one of these bonds so often, and there is a
- cooldown on the target (that is placed once they are resurrected via
- this bond) as well.
- PAINSHIFT
- Syntax:
- ENACT PAINSHIFT <target>
- Works on/against:
- Adventurers
- Cooldown:
- 2.30 seconds of equilibrium
- Details:
- The redirection of lethal injuries was a universally studied field, as
- many among the Aldar had no love for the arts of war. Unfortunately, the
- greatest knowledge remaining of that era is not one to enhance those of
- a pacifistic nature: indeed, quite the opposite.
- By focussing on a target for a short while during while you may perform
- no other actions, you may create a sympathetic bond with them for a
- short time(*). While this bond is active any damage you take from almost
- all sources shall be redirected to this person, providing they remain in
- the same location as you.
- Note that performing any action will cause the sympathetic bond to snap,
- and this will not protect you from blows that will slay you outright.
- INDOMITABILITY
- Syntax:
- ENACT INDOMITABILITY
- Works on/against:
- Self
- Cooldown:
- 2.30 seconds of equilibrium
- Details:
- The war veil. When empowered, an ultimate defence that could not be
- penetrated. In an age where conflict was on the rise and death had
- suddenly become a real concern for the Aldar, this was the relic that
- they most vigourously wished to emulate the powers of. It was also the
- one where they failed almost entirely.
- Though much research was done into a way to replicate the ultimate
- defence, it was never achieved. Yet something else emerged from those
- experiments: a way to allow ones miriad images to instinctively react to
- throw themselves in harms way. Though it was a bitter defeat in the eyes
- of those that had striven so hard, certain infamous Aldar made this into
- a truely terrible thing to behold.
- Each miriad image can take only so many(*) hits before it will shatter,
- and they will not always react.
- * Three strikes per image.
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