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- Skulduggery Pleasant
- So, this is your next stop? Okay, then. Welcome to Skulduggery Pleasant - a world of magic, mystery, and gentlemanly talking skeletons. In the modern world, the magical goverments of each country - called Sanctuaries - enforce magical laws and keep magic secret from the normal humans.
- You begin one day before the plot of the first book, in which a group of cultists attempt to the faceless ones - evil gods who torture and setroy entire worlds.
- Locations
- 1. Dublin, Ireland
- Home of the Irish Sanctuary, and where the plot kicks off. Also a Cradle of Magic - a country with a high propnsity of magic.
- 2. London, England
- The Home of British Sanctuary, as well as Tanith Low.
- 3. Africa
- The African Sanctuary. Is also a Cradle.
- 4. New York City, America
- Where the Sanctuary of Eagleland resides.
- 5. Sydney, Australia
- The Land Down Under and it's respective Sanctuary. Also happens to be a Cradle.
- 6. Berlin, Germany
- The German Sanctuary. Probably no magical Nazi cliche involved.
- 7. Paris, France
- The City of Love. And the French Sanctuary.
- 8. Lucky You
- You get a free pick.
- You keep your current gender and roll 10+2d8 for you new age, or pay 100CP to choose them both.
- Origins
- Drop-In
- 0 CP
- No new memories cloggin' your noggin', but also no new memories to help you out in this world.
- Detective
- 100 CP
- Whether you're employed by a santcuary, a freelancer, or just a mundance detective, you make your living as a Private Eye. If you're underage, you're apprenticed to an adult detective. Comes with a suave as fuck hat.
- Monster Hunter
- 100 CP
- Maybe a Sanctuary pays you, maybe you have a personal vendetta against monsters, or maybe it's just fun. Whatever the case, it's your job to kill trolls, uppity vampires, and all the other things that go bump in the night. And you're damn good at your job.
- Perks
- Sorcery
- 100 CP
- Yer a wizard, Jumper. You may now buy one type of magic from the table below. Before their Surge - which happens arounf the age of 18, generally - Sorcerers may learn as many types of magic as possible, but it will generally be weaker. After their surge, their magic solidifies, making it stronger, but forcing you to choose only one type of magic. In addition, constant magic use dramatically slows aging, with the extent being based on the sorcerer's strength; the weakest will "only" get around 200 years, whereas the most powerful mages have been known to live for well over 500.
- Dual Disciplines
- (Requires Sorcery)
- 300 CP
- You're a rare type of sorcerer, making you capable of using two types of magic even after your surge. You may now buy another discipline from the section below.
- Drop-In
- Beautiful Sorrow
- 600 CP
- There's god-tier, and then there's you. You're pretty. So pretty, in fact, that one glimpse of you can literally enthrall the average person, regardless of sexual orientation or whether or current relationship status. In fact they'd be plenty willing to give you everything they own and devote the rest of their life to serving you. The strong-willed can resist this, and those aware of the nature of your beauty can build up a resistance, over time. They still think you're smokin', though. Also, this comes with no ability to tone down your beauty, and any attempts to hide it will only ever be partially effective, so good luck going incognito when eyes are literally drawn to you, or having a conversation while people are drooling over you.
- Detective
- No Skin, Just Bones
- (Cannot be taken with Color-Coded Cleaver)
- 600 CP
- Doot doot. Like a certain gentleman detective, you seem to have something of a condition. With this perk, you're now a living skeleton being animated by magic. Of course, this means that you no longer need sleep, food, water, or air. Also, if you get pulled apart, you can pull yourself back together again. And as long as you have most of your bones, no part of you is actually essential; lose your head? No problem, just stick another one in its place and go back to kicking ass.
- Monster Hunter
- Come and Get Some
- 100 CP
- You're very good at taunting people and can get practically anyone riled up. Just make sure you can hande whatever it is you piss off this way.
- If You Think You're Hard Enough
- 300 CP
- You're a bonafide badass, capable of shrugging off large amounts of pain and dealing it back. Getting your ribs broken just pisses you off and breaking your arm makes the other one hit harder. Essentially, your pain threshold is through the roof, and getting hurt pumps you full or adrenaline and rage so that you can keep fighting until your body literally can't take any more.
- Color-Coded Cleaver
- 600 CP
- You seem to have undergone some type of magical procedure. Like the White/Black Cleaver, you've become a magical construct, powered by necromantic energy - essentially making you a super-zombie. You have superhuman strength, speed, durability, and a healing factor that lets you walk off getting shot to hell or torn to shreds. You're not quite as hard to kill, however, so if you get blown into a million little pieces, stitching you back together isn't likely to fix the problem. Comes with a cool suit in your choice of color.
- Magic
- (Requires Sorcery. Those with Dual Disciplines get a discount on their first purchase)
- Elemental
- 300 CP
- Water, Earth, Fire, Air. Long ago, th- oh, wait, wrong series. My bad. Anyway, as an Elemental, you have control over the four elements: you can throw fireballs, control water and swim gud, and use air to simulate telekinesis, jump real high, and cushion your fall when you come back down. Earth itself doesn't have much utility; it can only be used to transform the user into an immobile, unconscious statue. The statue is essentially unbreakable, but the only way for the user to transform back is to wait it out - with the length being randomised to anything from days to decades.
- Advanced Elemental
- (Requires Elemental)
- 300 CP
- Through some type of training or innate talent, you have advanced your Elemental magic to an entirely different level. You can now fly, summon tornadoes , firestorms, or large waves, and can potentially find even more advanced applications of your magic. Even earth magic can be used for other things, now, such as using it as a cheap knock-off of Tunneling magic through dirt or stone.
- Wall Walking
- 200 CP
- This magic allows you a limited amount of control over how gravity affects your body, allowing you to walk on walls or ceilings. Also includes the ability to unlock or magically seal things by placing a hand on them and saying "Withstand.", for some reason.
- Tunneling
- 300
- You're capable of "tunneling" through practically anything, which basically means you phase through it, leaving hundreds of tiny cracks in your wake. You can also take other people with you - though doing so is somewhat more tiring than you alone. This also makes it so you can breathe while tunneling and "see" things around you while tunneling through the ground, as well as the people and things touching the ground. In addition, it makes you immune to most methods of sealing your magic, making keeping you imprisoned anywhere virtually impossible.
- Teleportation
- 600 CP
- Exactly what is says. You're capable of teleporting to anywhere you can see or have been before - or you will be, eventually. At first, you can only teleport a few miles at a time and only take one person with you, but eventually you'll be able to repeatedly teleport entire rooms of people anywhere in the world. There are a couple of things you should be aware of, though: teleporters tend to be disliked due to people being afraid of their ability to simply appear wherever they wish and as teleportation is an inborn ability, there are only a handful of teleporters in the entire world, making finding a teacher somewhat difficult. Also, the plot of one book involves killing off all but one of them, so you may want to watch out for that.
- Dimensional Shunting
- 300 CP
- Something of a cousin to teleportation, this magic instead allows the user to move themselves and others to different worlds. Similarlu to teleportation, this magic has few users, but for a different reason: exploring other worlds is dangerous. You never really know what you'll find; could be an almost parralel reality, could be a world filled with cotton candy, or it could be that you'll step into a world where the sun exploded and die instantly - who knows? However, any reality you've been to before can be travelled to safely, and if you have some type of anchor - meaning a person or item - from another world, you can use it to find that world.
- Necromany
- 600 CP
- Congratulations, you're now part of a cult. Or you used to be or your teacher is. Anyway, you now have the magic of necromany, which functions by you storing you power in an object and using that as a focus to manipulate shadows. You can use the shadows to attack, defend, create various solid shapes and constructs, and teleport a few hundred feet or so. Necromancers can also sense death around them and draw on it to increase their power. If your object is destroyed or if you wish to create a new one, the power returns to your body, mostly useless until you create a new focus. (If you purchased No Skin, Just Bones or Color-Coded Cleaver, then your status as technically dead greatly enhanced your necromancy. You can control many more shadows, teleport more than a mile, imbue corpses with a fraction of your power to create zombies, and gather shadows around your body to allow you to fly. You won't start out on their level, but someday you could be a match for the likes of Lord Vile or Melancholia St. Claire, at which point you'll be able to perform a "Death Bubble": a technique which lets you expand your power and awareness for about a city block around you and then pull it back in, ripping out the lifeforce of beings caught in it and using it to empower yourself)
- Shield Magic
- 300 CP
- This magic is pretty straightforward in that it allows you to create an energy shield. It can be any size from smaller than your body to large enought to cover a city block, and you have control over the shape, from a flat wall to a dome. It's not particularly draining to maintain - even in it's largest form, you can keep it up for hours at a time - but blocking large amounts of damage causes it to consume more energy.
- Sensitivity
- 400 CP
- Psychic powers: telepathy, divination, prophecy, aura reading, etc. Choose one area where you're particularly talented; this doesn't stop you from using the others, it just means you'll never be as good with those as you are with your speciality. Most every sensitive can read and manipulate minds (which is time-consuming and somewhat dangerous for both parties involved), contact spirits (which usually involves getting possessed), and view the future (which is hard to induce and incredibly unreliable, since the future is ever-changing). Be careful with this.
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