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[[File:Relmopator.jpg]]  [[File:Realmer3.jpg]]
 
[[File:Relmopator.jpg]]  [[File:Realmer3.jpg]]
  
'''''Active since March 10, 2019'''''
+
*Apparent Age:  27 yrs old
*Apparent Age:  27 yrs old (Actual Age:  220 yrs old)
+
*Actual Age:  220 yrs old
*Height:  5’11” Weight:  150 (solid cable-like muscles)
+
*Height:  5’11” Weight:  150
*Build:  Thin, Long Limbed, Lanky
+
*Build:  Thin but Healthy
*Complexion:  Pale but Healthy looking; slightest hint of 'pinkish' undertones
+
*Complexion:  Pale not Pasty
*Face:  Clean Shaven, Smooth, Overly Good Looking; Pretty in fact
+
*Face:  Clean Shaven and Smooth  
*Hair:  Long Thick Silky White; pulled back into a Single Braid
+
*Hair:  Long Silky White; pulled back into a Single Braid
 
*Eyes:  Reddish Pink Iris, Light Blue Sclera
 
*Eyes:  Reddish Pink Iris, Light Blue Sclera
*Race:  Amberite / Pale Adask Fey
+
*Race:  Amberite/ Pale Adask Fey
 
*Personal Colors:  Dark Gray, Dark Red & Dark Purple
 
*Personal Colors:  Dark Gray, Dark Red & Dark Purple
  
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=='''Points'''==
 
=='''Points'''==
  
Total: 339 Pips = 200 Base +10 Contribution: Player's Game Log +129 Advancement
+
Total: 309 Pips = 200 Base +10 Contribution: Player's Game Log +99 Advancement  
 
   
 
   
 
*75 Stats
 
*75 Stats
*216 Powers
+
*175 Powers
 
*14 Skills
 
*14 Skills
 
*7 Shadows
 
*7 Shadows
*0 14 Allies/14 Enemies
+
*0 13 Allies/13 Enemies
 
*11 Followers
 
*11 Followers
 
*9 Creature
 
*9 Creature
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*2 Stuff
 
*2 Stuff
  
<big>Total 339</big>
+
 
 +
<big>Total 309</big>
  
 
===ADVANCEMENT [99] & CONTRIBUTIONS [10]===
 
===ADVANCEMENT [99] & CONTRIBUTIONS [10]===
 
 
====First: 10 Pips-Advancement Pips: Spent====
 
====First: 10 Pips-Advancement Pips: Spent====
 
*5 Bonus (GM Assistance)
 
*5 Bonus (GM Assistance)
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*1 Pip Skill-Medical Training
 
*1 Pip Skill-Medical Training
 
*1 Pips Skill-Cooking-Butchering general for cooking.  Some gardening training for growing herbs and vegetables. Presentation.
 
*1 Pips Skill-Cooking-Butchering general for cooking.  Some gardening training for growing herbs and vegetables. Presentation.
 +
 
*(10) Pips Jewel of Judgment (Dworkin)
 
*(10) Pips Jewel of Judgment (Dworkin)
  
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**5 Psyche
 
**5 Psyche
 
**3 Skill: Linguistics
 
**3 Skill: Linguistics
*1 pip Kabuki Theater (Granted-GM; Whimsical)
+
*1 pip Kabuki Theatre (Granted-GM; Whimsical)
 
 
====Sixth:30 Pips====
 
*20 pips [[Relmapator Running Journal]]-SPENT
 
*2021 Anniversary Advancement.
 
**10 Pips- Advancement: SPENT
 
**3 Pips to Endurance: ADDED
 
 
 
====Seventh:10 Pips====
 
*2022 Anniversary Advancement.
 
**10 Pips- Advancement: SPENT
 
**2 Pips to Psyche: ADDED
 
**2 Pips to Skills: ADDED
 
**1 Pip to Ally/Enemy
 
====Eighth:2023 Anniversary Advancement====
 
*10 pip Anniversary Advancement
 
*3 pips of skills for new skills.
 
====Ninth: As of 1/30/2024====
 
15 Pips.Spent
 
*10 pips: Fey Powers advance 10 pips
 
*5  pips: Stair powers
 
  
 
===ADVANCEMENT WISHLIST===
 
===ADVANCEMENT WISHLIST===
*(10) Advanced Fey Powers
+
(30) Advanced Spiral Imprint, (?)Troll Stone, (1) New Power Word: Spiral Negation, (30) New Artifact: Sorcerer's Shuriken, (10) Advanced Fey Powers
*(30) New Artifact: Sorcerer's Shuriken,
 
  
=='''Statistics {90}'''==
+
=='''Statistics'''==
*PSYCHE:  70 - [245 - (5) Mandalay Stones = Psyche x3.5] {+2 2022 & +8 NEW}
+
*PSYCHE:  60 - [210 - (5) Mandalay Stones = Psyche x3.5]
 
**['''Extraordinary Psychic Sense'''; Bob the Beholder & Hex the Scrimshawed Staff]
 
**['''Extraordinary Psychic Sense'''; Bob the Beholder & Hex the Scrimshawed Staff]
 
**['''Danger Sense'''; Satura's Ring, Sorcerer's Robe and Kalota Clan Blade]
 
**['''Danger Sense'''; Satura's Ring, Sorcerer's Robe and Kalota Clan Blade]
 
*STRENGTH:  3
 
*STRENGTH:  3
*ENDURANCE:  7
+
*ENDURANCE:  4
 
**['''Endless Stamina'''; Satura's Ring]
 
**['''Endless Stamina'''; Satura's Ring]
 
**['''Regeneration'''; Satura's Ring & Kalota Clan Blade]
 
**['''Regeneration'''; Satura's Ring & Kalota Clan Blade]
*WARFARE:  10 {+2 NEW}
+
*WARFARE: 
 +
 
 +
<big> Total:75</big>
  
 
=='''Stuff'''==
 
=='''Stuff'''==
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=='''Powers'''==
 
=='''Powers'''==
216 (340) Pips in Powers
+
185 (309) Pips in Powers
*25 (75) ADVANCED PATTERN IMPRINT  (50-Amber Basic Imprint Granted-Random) + (Ambir Basic Imprint Granted-Dworkin)
+
*25 (75) ADVANCED PATTERN IMPRINT  (Amber Imprint-50 Granted-Random) (Ambir Imprint-Granted-Dworkin)
**Can be used as a Spell Framework; holds 18 Major Spells
 
 
*(25) MASTER'S ATTUNEMENT to the Amber Jewel of Judgment (Granted-Dworkin-Random)
 
*(25) MASTER'S ATTUNEMENT to the Amber Jewel of Judgment (Granted-Dworkin-Random)
 
**UPDATE: New Assisted Attunement given by Benedict; equals Master Level
 
**UPDATE: New Assisted Attunement given by Benedict; equals Master Level
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**Trump Sketches, Create Trumps, Trump Identification, Trump Defense, Sensing Trump, Create Trump Powered Artifacts
 
**Trump Sketches, Create Trumps, Trump Identification, Trump Defense, Sensing Trump, Create Trump Powered Artifacts
 
*25 (35) SHAPE SHIFTING (10 Granted-Racial)
 
*25 (35) SHAPE SHIFTING (10 Granted-Racial)
**(Chaos Form: Winged multi-limbed Nosferateau Vampire; appears undead, not rotting)
+
**(Chaos Form: Winged Vampire Corpse; appears undead, not rotting)
 
**(Avatar/Animal Form: Extra Large Vulture)
 
**(Avatar/Animal Form: Extra Large Vulture)
*30 (60) SPIRAL OF THE FOUR WINDS; ADVANCED IMPRINT (30 Granted - Nina)
+
*(30) SPIRAL OF THE FOUR WINDS; BASIC IMPRINT (30 Granted - Nina)
**Spiral Imprint x4 (North Wind, West Wind, South Wind, East Wind)
+
**Basic Imprint x3 (North Wind, West Wind, South Wind)
**Can be used as a Spell Framework; holds 6 Major Spells & 12 Minor Spells
 
 
**Ability to enter Stairs and lead others on them
 
**Ability to enter Stairs and lead others on them
 
**Ability to create holographic Trump Images with a small glass sphere and a ritual
 
**Ability to create holographic Trump Images with a small glass sphere and a ritual
 
***Contact & Transport within Realm, Contact only out of Realm
 
***Contact & Transport within Realm, Contact only out of Realm
 
**Basic Concord: Up to 20th lvl Magery Low Order Magic
 
**Basic Concord: Up to 20th lvl Magery Low Order Magic
**Advanced Concord: Up to 60th lvl Magery
 
 
**Ability to use Tomes of the Stairs
 
**Ability to use Tomes of the Stairs
**Ability to Call a 4 Winds of Force: (multiple Imprints)
+
**Ability to Call a three Winds of Force: Cold Wind of the North, Warm Wind of the West and Hot Wind of the South.
***Cold Wind of the North, Warm Wind of the West and Hot Wind of the South, Fierce Wind of the East.
+
*? ATTUNEMENT to the South Wind Spiral; Claimed as Master
*? MASTER'S ATTUNEMENT to the South Wind Spiral; Claimed
+
*? ATTUNEMENT to the South Stair of Codupia; Claimed as Master.  
**Power and Rulership of the South Wind Realms
 
*? MASTER'S ATTUNEMENT to the South Stair of Codupia; Claimed.  
 
 
**Access to all Stair Realms within.  
 
**Access to all Stair Realms within.  
 
**Able to transport to Stair Realm Entrances.   
 
**Able to transport to Stair Realm Entrances.   
 
**Able to Seal/Unseal Stair Realms.
 
**Able to Seal/Unseal Stair Realms.
*5 SIGIL OF PARAGON; Sawall Shard - Basic Imprint - Non-Holder of the Shard
+
*5 SIGIL OF PARAGON; Sawall Shard - Basic Imprint
**Holds the Sigil of Paragon
 
**Sorcerers may summon a Sigil of High Order for many uses.
 
**Initiates of the Stone gain a frame of 4 spells that may be used by non-sorcerers
 
**Initiates of the stone with the skill of Sorcery can access a frame of 8 Major spells and 12 minor spells.
 
**Initiates of a Shard of Paragon gain access to one Shadow-The contents of the shard's choosing.
 
 
**Able to use the Sigil as a Lens to detect most other Powers but especially Magic.
 
**Able to use the Sigil as a Lens to detect most other Powers but especially Magic.
 
**Can Replay the Past when viewing through the Paragon Lens.
 
**Can Replay the Past when viewing through the Paragon Lens.
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*25 CONJURATION & COMPELLING
 
*25 CONJURATION & COMPELLING
 
**Basic Conjuration, Shadow Shape Conjuration, Complex Conjuration, Empowerment, Conjure Compelling
 
**Basic Conjuration, Shadow Shape Conjuration, Complex Conjuration, Empowerment, Conjure Compelling
*17 POWER WORDS {12 Power Gestures}  
+
*16 POWER WORDS {11 Power Gestures}  
**(Pattern Negation, Chaos Negation, Trump Disrupt, Magic Negation, Resume True Form, Psychic Disrupt, Neural Disrupt, Pain Attack, Lifeforce, Process Surge, Process Snuff, Spiral Negation)
+
**(Pattern Negation, Chaos Negation, Trump Disrupt, Magic Negation, Resume True Form, Psychic Disrupt, Neural Disrupt, Pain Attack, Lifeforce, Process Surge, Process Snuff)
*20 FEY POWERS - Advanced [[Fey Powers]] (unlocked by Finndo)
+
*10 FEY POWERS - Basic [[Fey Powers]] (unlocked by Finndo)
 
*6 (15) LOW ORDER MAGIC SYSTEMS
 
*6 (15) LOW ORDER MAGIC SYSTEMS
 
**3 Wizardry: (AD&D System; Level 24 approx.)
 
**3 Wizardry: (AD&D System; Level 24 approx.)
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**(3) Ritualism (granted for knowledge in multiple Magics) Note skill in Dufirosim
 
**(3) Ritualism (granted for knowledge in multiple Magics) Note skill in Dufirosim
 
**(3) [[Continualism]] (granted for knowledge in multiple Magics)
 
**(3) [[Continualism]] (granted for knowledge in multiple Magics)
*(2) TROLL STONE; Four Color: Blue, Jade, White, Brown - Lightning, Acid, Ice, Stone (Both Protection & Attacks)
+
*(?) TROLL STONE; Two Color - Lightning, Acid (Both Protection & Attacks)
*(2) TROLL STONE; Single Color: Red - Fire (Both Protection & Attacks)
 
*5 Stair Control.
 
  
=='''Skills {16}'''==
+
=='''Skills'''==
*3 Linguistics (Even prior to ADRPG Realmer was a 'linguist' of sorts)
+
14 PIPS IN SKILLS
**Knows several dialects of Thari & multiple Thari-based languages
+
*3 Linguistics: Realmer was a 'linguist' of sorts even before Amber
**Knows Multiple non-Thari Racial Languages from various Shadows
+
**Knows Multiple Racial and Regional Languages from a multitude of Shadows as well as several dialects of Thari
**Knows Multiple non-Thari Regional Languages from various Shadows
 
 
*Literacy: Reading and Writing; multiple languages
 
*Literacy: Reading and Writing; multiple languages
 
*1 Military Command and Communications (includes Hand Battle Sign Language)
 
*1 Military Command and Communications (includes Hand Battle Sign Language)
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*1 Military Horsemanship (mounted combat, group mounted combat, warhorse usage)
 
*1 Military Horsemanship (mounted combat, group mounted combat, warhorse usage)
 
*1 Medical Training (Triage, First Aid, Field Surgery)
 
*1 Medical Training (Triage, First Aid, Field Surgery)
 +
*Anatomy (Human, Demi-Human, Humanoid)
 +
*Embalming
 +
*Chemistry
 +
*Alchemy
 
*1 Herbalism (Plants, Roots, Fungi, Etc.)
 
*1 Herbalism (Plants, Roots, Fungi, Etc.)
 +
*Apothecary (Remedies, Medicines, Etc.)
 
*1 Brewing (Potions, Ales, Tonics, Etc.)
 
*1 Brewing (Potions, Ales, Tonics, Etc.)
 +
*Distilling (Alcohols, and to increase potency of Potions and Tonics)
 +
*Mixology (Spent lots of time in Taverns, Pubs & Bars)
 
*1 Cooking: Presentation, general Butchering for cooking, basic gardening for growing herbs and vegetables
 
*1 Cooking: Presentation, general Butchering for cooking, basic gardening for growing herbs and vegetables
 
*1 Gymnastics (mostly Combat Movement related)
 
*1 Gymnastics (mostly Combat Movement related)
 
*1 Sleight of Hand (Basic Palming, Card Tricks, Basic Picking and Placing techniques)
 
*1 Sleight of Hand (Basic Palming, Card Tricks, Basic Picking and Placing techniques)
*1 Knowledge: [[Dufiro]]sim  (assisted by experience with Ritualism)
 
*1 Kabuki Theatre (GM Granted-Whimsical Skill)
 
*1 Diplomacy [NEW]
 
*1 Distilling (Alcohols, and to increase potency of Potions and Tonics) [NEW]
 
 
==='''Other Useful Skills'''===
 
 
*Artistry: Ink: Tattooing
 
*Artistry: Ink: Tattooing
 
*Artistry: Ink; Pen & Stylus
 
*Artistry: Ink; Pen & Stylus
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*Artistry: Writing Styles; Calligraphy, Runes, etc.
 
*Artistry: Writing Styles; Calligraphy, Runes, etc.
 
*Cartography: Basic; mostly dungeons and catacombs
 
*Cartography: Basic; mostly dungeons and catacombs
*Mixology (Spent lots of time in Taverns, Pubs & Bars)
+
*1 Knowledge: [[Dufiro]]sim  (assisted by experience with Ritualism)
*Apothecary (Remedies, Medicines, Etc.)
+
*1 Kabuki Theatre (GM Granted-Whimsical Skill)
*Anatomy (Human, Demi-Human, Humanoid)
 
*Embalming
 
*Chemistry
 
*Alchemy
 
  
 
=='''Shadows'''==
 
=='''Shadows'''==
 
*7 PIPS IN SHADOWS
 
*7 PIPS IN SHADOWS
[5] SHADOW: "[[Adagaar]]"; Relmopator’s NEW Personal Shadow (and possible Construct) (NEW)
+
[5] SHADOW: "Adagaar"; Relmopator’s NEW Personal Shadow (and possible Construct) (NEW)
  
 
*[1] Shadow Type: Personal Shadow
 
*[1] Shadow Type: Personal Shadow
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*[2] Shadow Barriers: Restricted Communication & Access
 
*[2] Shadow Barriers: Restricted Communication & Access
 
*Description: High Fantasy World
 
*Description: High Fantasy World
 +
*Typical Denizens: Various Adask, Human, Demi-Human and Humanoid races, wide variety of Flora, Fauna and Magical Creatures
 +
*Time Flow relative to Adagalasck: 1 to 1 (but can vary at Realmer's control)
 +
*Functional Technology:
 +
**High Order & Low Order Magic: Available
 +
**Steam Powered Level Technology: Available but Very Rare
 +
**Steam-Tech Magic: Available but Extremely Rare
 +
*Power Availability & Strength in Shadow:
 +
**Pattern:  Malleable
 +
**Logrus:  Restricted
 +
**Spiral of the Four Winds: Unrestricted
 +
**Trump:  Unrestricted
 +
**Magic:  Easy to use
 +
*Communication Barriers:
 +
**Pattern: Blocked; In and Out
 +
**Logrus: Blocked; In and Out
 +
**Spiral of the Four Winds: Unrestricted; In and Out
 +
**Trump: Blocked; In, Unrestricted; Out
 +
**Magic: Blocked; In and Out
 +
***EXCEPTION:  Concord of the Spiral ONLY; Unrestricted
 +
*Restricted Access Points (6)
 +
**Main Entrance & Exit: Two-way travel; Unrestricted.
 +
**Back Door: Two-way travel; Unrestricted.
 +
**Secret Back Door: One-way travel, Out Only. Restricted Access; Secret 'stone', Secret Walk.
 +
**Secret Escape: One-way; Out Only. Restricted Access; Secret 'stone', Secret Gesture, Secret Walk.
 +
**Secret Way In: One-way; In Only. Restricted Access; Secret Tree Branch, Secret Herb, Secret Phrase, Secret Gesture
 +
**Secret Tunnel: Two-way travel. Realmer ONLY (many many Secret things to use this way)
  
[2] SHADOW: Relmopator’s Personal Shadow, “[[Oerth]]”
+
[2] SHADOW: Relmopator’s Personal Shadow, “Oerth”
  
 
*Shadow Type: [1] Personal Shadow
 
*Shadow Type: [1] Personal Shadow
 
*Control over Shadow: [1] Control of Contents
 
*Control over Shadow: [1] Control of Contents
 
 
*Description: High Fantasy World
 
*Description: High Fantasy World
 +
*Typical Denizens: Various Human, Demi-Human and Humanoid races, wide variety of Flora, Fauna and Magical Creatures
 +
*Time Flow relative to Amber: 364 to 1 (fast time); 1 Shadow Year equals 1 Amber Day
 +
*Functional Technology:
 +
**High Order & Low Order Magic: Available
 +
**High Computer Level Technology: Available but Very Rare
 +
**Techno-Magic: Available but Extremely Rare
 +
*Power Availability/Strength in Shadow:
 +
**Pattern:  Malleable
 +
**Logrus:  Malleable
 +
**Trump:  Unrestricted
 +
**Magic:  Easy to use
  
 
=='''Allies & Enemies'''==
 
=='''Allies & Enemies'''==
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*4 Amber Ally Florimel
 
*4 Amber Ally Florimel
 
*2 CHAD Ally-Fortunadus
 
*2 CHAD Ally-Fortunadus
*3 Amber Ally Gangdis of Gallowsill
+
*1 Amber Ally Gangdis of Gallowsill
 
*1 Chaos Ally Jurt
 
*1 Chaos Ally Jurt
*1 Amber/Adagalasck Ally: Julian (NEW)
 
  
 
==='''Enemies'''===   
 
==='''Enemies'''===   
 
*6 Unknown Enemy #1 (possibly Emilisa)
 
*6 Unknown Enemy #1 (possibly Emilisa)
 
*4 House Bayle
 
*4 House Bayle
*2 Zictalas
+
*2 Unknown Enemy #2
 
*1 Bleys  (was Arloxedra but he withdrew his pip)
 
*1 Bleys  (was Arloxedra but he withdrew his pip)
 
*1 Droppa Mapants
 
*1 Droppa Mapants
*1 New enemy in Adagalsack.
 
*1 New enemy in Adagalsack
 
*1 New enemy in Adagalsack.
 
*1 New enemy in Adagalsack
 
*1 New enemy in Adagalsack
 
  
 
=='''Companions'''==
 
=='''Companions'''==
 
11 PIPS IN COMPANIONS
 
11 PIPS IN COMPANIONS
 
===Sworn Followers===
 
*Jack; the Vampire of Oerth: Left Hand of Lord Relmopator
 
  
 
===Partnerships===
 
===Partnerships===
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*MOUNT Ranyhyn: "Graso"; resembles a gray horse w/ multicolored mane & tail (gifted by Lord Trualta)
 
*MOUNT Ranyhyn: "Graso"; resembles a gray horse w/ multicolored mane & tail (gifted by Lord Trualta)
**Bonded Mount; Bonding comes from the Ranyhyn which chooses the Rider who must accept for Bond to exist.
+
**Need notes from GM
**Rider is able to Summon from anywhere to anywhere by whispering his name.
 
**Must be ridden Bare Backed; refuses any form of Tack or Saddle, barely tolerates Saddle Bags, will NEVER serve as a Draft Horse.
 
**Controlled / Guided by Bonded Rider's body movements, thoughts, desires and needs.
 
**Ranyhyn has some control over Horses.
 
**Graso, specifically, is a Herd Lead Stallion (Alpha) and personal friend of Morganstern, the Primal Horse.
 
**Need more notes from GM
 
  
 
=='''Artifacts & Items'''==
 
=='''Artifacts & Items'''==
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[[File:Kalota blade.jpg|400 px]]
 
[[File:Kalota blade.jpg|400 px]]
  
*4 Immense Vitality (Amber Strength)
+
*4 Vitality
*2 Double Speed + 5 Transfer  
+
*2 Double Speed 5 Transfer  
 
*2 Amber Stamina
 
*2 Amber Stamina
 
*4 Combat Mastery
 
*4 Combat Mastery
 
*4 Invulnerable
 
*4 Invulnerable
 
*4 Deadly Damage-sears.  
 
*4 Deadly Damage-sears.  
*4 Tongues-IQ/EGO Blade-Memory
+
*4 Tonuges-IQ/EGO Blade-Memory
*2 Danger Sense-Self Preservation-Jealous  
+
*2 Danger sense-Self Preservation-Jealous  
 
*2 Psychic Neutral-Petulant  
 
*2 Psychic Neutral-Petulant  
*4 Seek in Shadow-Refuses to be left behind-Will follow
+
*4 Seek in shadow-Refuses to be left behind-Will follow
*4 Regeneration + 10 Transfer
+
*4 Regeneration -10 Transfer
 
*4-Ability-Refuses Shapechange-Will not reside in a holding space
 
*4-Ability-Refuses Shapechange-Will not reside in a holding space
*4 Ability- Consume Powers
+
*4 Ability- Consume powers
 
*1-Ability-Lawful Evil
 
*1-Ability-Lawful Evil
 
*1-Ability-Telepathy-Will not communicate with others unless in great need
 
*1-Ability-Telepathy-Will not communicate with others unless in great need
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Acquired from Jurt
 
Acquired from Jurt
  
====Nasty Place Graduate Dagger (Personal)====
+
====Nasty Place Graduate Blade (Personal)====
  
 
[[File:BenBlade1.jpg]]  
 
[[File:BenBlade1.jpg]]  
  
Those who complete the training then forge a blade made on Rasak at the end of training and have permission to wear the blade on all military attire. The blade is forged mithril with a blade 5" long and a handle 4" long. Ceremonial and honorary in intent, the blades have their own history as deadly weapons.
+
Those who complete the training forge a blade made there during their training and have permission to wear the blade on all military attire. The blade is forged mithril with a blade 5" long and a handle 4" long. Ceremonial and honorary in intent, the blades have their own history as deadly weapons.
 
*Deadly Damage, Return to Hand
 
*Deadly Damage, Return to Hand
*Effective vs Reardon armor, Summon Benedict once
+
*Red stone embedded in pommel (put there by Benedict; later absorbed into the weapon)
**(A red gemstone was embedded in the pommel by Benedict; later it was absorbed into the weapon.)
+
**Effective vs Reardon armor, Summon Benedict once
*Blue Mandalay Stone (Cold) embedded in the pommel.
+
*Blue Mandalay Stone (Cold) embedded in the pommel
 
**Cold Based magics, weapon chill. Placed in cold liquid up to 50 gallons will freeze; stone/dagger floats to the surface of the ice
 
**Cold Based magics, weapon chill. Placed in cold liquid up to 50 gallons will freeze; stone/dagger floats to the surface of the ice
 
*[2] Rack N/N Spells: (12) Ice Storm x3, Bodily Deep Freeze x3, AoE Deep Freeze x3, Icy Path x2, Limitless Deep Freeze x1
 
*[2] Rack N/N Spells: (12) Ice Storm x3, Bodily Deep Freeze x3, AoE Deep Freeze x3, Icy Path x2, Limitless Deep Freeze x1
  
====Nasty Place Graduate Dagger (Gift: made by Vulcan)====
+
====Nasty Place Graduate Dagger (made by & gift from Vulcan)====
 
*Deadly Damage, Return to Hand, Contact Vulcan
 
*Deadly Damage, Return to Hand, Contact Vulcan
 
*Red Mandalay Stone (Fire/Heat) embedded in pommel
 
*Red Mandalay Stone (Fire/Heat) embedded in pommel
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===ASSORTED ITEMS===
 
===ASSORTED ITEMS===
 
====Sorcerer’s Robe of Flight & Many Pockets====
 
====Sorcerer’s Robe of Flight & Many Pockets====
[1 Pip] (45 Point Blood Conjured & Empowered Artifact)
+
[1 Pip] (43 Point Blood Conjured & Empowered Artifact)
 
*Originally named 'Jeff' by Realmer, the Robe prefers to be called 'The Arch Robe Godfried the First' or just 'Robe'.
 
*Originally named 'Jeff' by Realmer, the Robe prefers to be called 'The Arch Robe Godfried the First' or just 'Robe'.
 
*Yellow Mandalay Stone is set in this Artifact
 
*Yellow Mandalay Stone is set in this Artifact
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*9 (4) Engine Speed + (5) Transfer Quality  
 
*9 (4) Engine Speed + (5) Transfer Quality  
 
*9 (4) Invulnerable + (5) Transfer Quality
 
*9 (4) Invulnerable + (5) Transfer Quality
*2 Double Vitality
 
 
*2 Sensitivity to Danger
 
*2 Sensitivity to Danger
 
*2 Psychic Neutral; hide Psyche, Amber Defense
 
*2 Psychic Neutral; hide Psyche, Amber Defense
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====Troll Stones; Assorted====
 
====Troll Stones; Assorted====
IMPLANTED STONES
+
IMPLANTED
*Realmer: (2)  
+
*Realmer: (1) Two Color: Blue/Jade = Lightning/Acid
**Four Color: Blue/White/Jade/Brown = Lightning/Ice/Acid/Earth
+
*Bob: (1) Single Color: Red = Fire
**Single Color: Red = Fire
+
FOUR COLOR
*Bob: (2)  
+
*1 Blue/White/Jade/Brown = Lightning/Ice/Acid/Earth
**Single Color: Red = Fire
+
TWO COLOR
**Single Color: White = Cold
+
*1 Blue/Jade = Lightning/Acid
 
+
SINGLE COLOR
LOOSE STONES
+
*3 Red = Fire
*2 Two Color: Blue/Jade = Lightning/Acid
+
*3 White = Ice
*2 Red = Fire
+
*3 Blue = Lightning
*2 White = Ice
 
 
*1 Jade = Acid
 
*1 Jade = Acid
 
*1 Brown = Earth
 
*1 Brown = Earth
 
GIFTED STONES
 
*Venki: 4 Red, 2 White, 2 Blue, 1 Jade, 1 Brown
 
*Auro: 1 Tri-color (Jade/Red/White), 4 Red, 4 White, 1 Blue, 1 Jade
 
*Xorit: 3 Blue (ALL Implanted; Xorit, Ganax, Traxle)
 
  
 
====Azcalan Crystal Heart of Hagalta====
 
====Azcalan Crystal Heart of Hagalta====
 
Given to Realmer by Hagalta himself after Hagalta sat the Oracle of Night and before being imprisoned in the Dungeons of Amber.
 
Given to Realmer by Hagalta himself after Hagalta sat the Oracle of Night and before being imprisoned in the Dungeons of Amber.
 
====Azcalan Tier Stone====
 
Being held in a tiny secured Stair Realm on the South Stair of Codupia - Favor for Vance.
 
  
 
===TRUMPS===
 
===TRUMPS===
Line 509: Line 486:
 
**Carved Trump Bust of Percy Shelley - made by Realmer
 
**Carved Trump Bust of Percy Shelley - made by Realmer
  
====Dragonskin Trumps of Adledross====
+
====Dragonskin Trumps====
**[[Fortunadas]] of Wall, Alexandir kos Korag, Carston, Tesa, Kablin, Traxton, Dandilar, Trudeaux, Ranatal, Drishti, Tolodak of Anzara Reen, Twis Andala of Reskara, T'Fanal of Kanzari Kzin, (plus several locations on Adledross.)
+
**[[Fortunadas]] of Wall, Alexandir kos Korag, (plus a few others from Adledross)
  
 
====Trumps given by Julian====  
 
====Trumps given by Julian====  
Line 534: Line 511:
 
*8 Item Shape Shifting: Expanded Shape Shift
 
*8 Item Shape Shifting: Expanded Shape Shift
 
**4 (Added) Shapechange to Smoke  
 
**4 (Added) Shapechange to Smoke  
*4 (Added) Shadowjack
+
**4 (Added) Shadowjack
 
*4 Item Healing: Regeneration
 
*4 Item Healing: Regeneration
 
*4 Item Control over Shadow: Mold Shadow Reality
 
*4 Item Control over Shadow: Mold Shadow Reality
Line 541: Line 518:
 
*2 Contains Power Words: Named/Numbered
 
*2 Contains Power Words: Named/Numbered
 
*? Troll Stone: Red - Fire
 
*? Troll Stone: Red - Fire
*? Troll Stone: White - Cold
 
  
 
Compellings:  (12)
 
Compellings:  (12)
Line 557: Line 533:
 
*(Added)"Warn Dworkin if Relmopator or Tesara are in the presence of specific artifacts"
 
*(Added)"Warn Dworkin if Relmopator or Tesara are in the presence of specific artifacts"
  
*'''Racked Spells (12):'''  Enlarge, Far Reaching, Magical Drain, Confusion Storm, Magic Missiles, Invisibility, Strength Drain, Bodily Defense, Greater Disjunction, Lightning Bolt, Deep Freeze, Empowered Monster Group (Giant, 2-headed, 4-armed Trolls)
+
*'''Racked Spells (12):'''  Magical Drain, Paralysis, Confusion Storm, Magic Missile, Invisibility, Strength Drain, Bodily Defense, Defensive Psyche Ward, Lightning Bolt, Deep Freeze, Fire Fountain, Empowered Monster Group.
  
 
*'''Beholder Eye Powers (11):'''  Central Eye = Anti-Magic Ray/Field, Ten Eye Stalks = Charm Ray, Paralyzing Ray, Fear Ray, Slowing Ray, Enervation Ray, Telekinetic Ray, Sleep Ray, Petrification Ray, Disintegration Ray, Death Ray.
 
*'''Beholder Eye Powers (11):'''  Central Eye = Anti-Magic Ray/Field, Ten Eye Stalks = Charm Ray, Paralyzing Ray, Fear Ray, Slowing Ray, Enervation Ray, Telekinetic Ray, Sleep Ray, Petrification Ray, Disintegration Ray, Death Ray.
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* (Sorcerer's Flying Robe of Many Deep Pockets) {Permanently Empowered Blood Item}  
 
* (Sorcerer's Flying Robe of Many Deep Pockets) {Permanently Empowered Blood Item}  
  
[1 Pip] (45 Point Item)(0 Points in [[Empowerment Pool]])  
+
[1 Pip] (43 Point Item)(0 Points in [[Empowerment Pool]])  
 
*2 points- Psychic Quality: Sensitivity to Danger
 
*2 points- Psychic Quality: Sensitivity to Danger
 
*2 points- Psychic Defense: Psychic Neutral
 
*2 points- Psychic Defense: Psychic Neutral
*2 points- Item Vitality: Double Vitality
 
 
*9 points- Movement/Flight: Engine Speed (4) + Transfer Quality (5)
 
*9 points- Movement/Flight: Engine Speed (4) + Transfer Quality (5)
 
*9 points- Resistance to Damage: Invulnerable to all Conventional Weapons (4) + Transfer Quality (5)
 
*9 points- Resistance to Damage: Invulnerable to all Conventional Weapons (4) + Transfer Quality (5)
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==='''The Stones of Mandalay'''===
 
==='''The Stones of Mandalay'''===
  
The Stones of [[Mandalay]] are major Artifacts of Power, linked directly to the Hub of Mandalay itself.
+
The stones of [[Mandalay]] are major artifacts of power, linked directly to the Hub of Mandalay itself.
  
In the creation of the Mark, Adrian had taken half of 5 First-Shadows of the Jewel of Judgment; Emerald, Ruby, Citrine, Sapphire, and Amethyst, and cut them in half. One half of each he put away, one half of each he carefully crushed, leaving tiny chips of each half. He then meticulously embedded each one into the root of Ygg. He used the Primal Jewel of Judgment to inscribe the Mark of Mandalay, each chip became a Stone the size of a shooter marble.
+
In the creation of the Mark, Adrian had taken half of 5 First-Shadows of the Jewel of Judgment; Emerald, Ruby, Citrine, Sapphire, and Amethyst, and cut them in half. One half of each he put away, one half of each he carefully crushed, leaving tiny chips of each half. He then meticulously embedded each one into the root of Ygg. He used the Primal Jewel of Judgment to inscribe the Mark of Mandalay, each chip became a marble the size of a shooter stone.
  
The Stones have powers based on their attunement but also have social importance. To become a Lord of Mandalay one must present to King Adrian of Mandalay one of each of the stones and 50 Coins of Service.
+
The stones have powers based on their attunement but also have social importance. To become a Lord of Mandalay one must present to King Adrian of Mandalay one of each of the stones and 50 coins of service.
  
Each Stone has specific powers and powers in common. They work especially well in conjunction with Sorcery-based Magics but can also forcefully boost Wizardry, Magery, Listry and other wide-spread Low Order Magics. They have effects in controlling Trumps and may help boost them into protected realms.
+
Each stone has specific powers and powers in common. They work especially well in conjunction with sorcery based magics but can also forcefully boost Wizardry, Magery, Listry and other wide-spread low order magics. They have effects in controlling trumps and may help boost them into protected realms.
  
 
*Common Powers
 
*Common Powers
**Psyche Boost x1.5. This can be used in Psyche Battles and to push Magics as a focus. One of each type of Stone can be used at a time, their powers additive, not multiplicative. One Stone is Psyche x 1.5. Two Stones is Psyche x 2, three is Psyche x 2.5, four is Psyche x 3, and five is Psyche x 3.5. This is a general rule and the Stones may work in different ways in different Shadows. They are dangerous and temperamental items that may cause more trouble then they are worth sometimes.
+
**Psyche Boost x1.5. This can be used in psyche battles and to push magics as a focus. One of each type of stone can be used at a time, their powers additive, not multiplicative. One stone is Psyche x 1.5. Two stones is Psyche x 2, 3 is P x 2.5, 4 is P x 3, 5 is P x 3.5. This is a general rule and the stones may work in different ways in different shadows. They are a dangerous and temperamental items that may cause more trouble then they are worth sometimes.
**A Stone placed in a body of water up to 50 gallons will purify it to pure water.
+
**A stone placed in a body of water u to 50 gallons will purify it to pure water.
**A Stone placed in any liquid will purify it of poison to the person drinking it.
+
**A stone placed in any liquid will purify it of poison to the person drinking it.
 
**Stones tend to react to each other magnetically.
 
**Stones tend to react to each other magnetically.
**A tiny effort of concentration, a reaching to Psyche, can cause the Stones to glow and emit light.
+
**A tiny effort of concentration, a reaching to psyche, can cause the stones to glow and emit light.
 
*Specific Powers
 
*Specific Powers
**Red: Fire Effects, Fire Ripple on Weapons-Double Damage. Dropped in up to 50 gallons of liquid will cause the liquid to boil. When urged by Psyche it can create an area of 100sq feet to rise or fall in ambient temperature to a temperature comfortable to the Stone holder. (This does not mean immunity to fire!)
+
**Red: Fire Effects, Fire Ripple on Weapons-Double Damage. Dropped in up to 50 gallons of liquid will cause the liquid to boil. When urged by psyche can create an area of 100sq feet to rise or fall in ambient temperature to a temperature comfortable to the stone holder.(This does not mean immunity to fire)
**Green: Healing, Earth Magic. Heal plants. Left in contact with a plant will cause it to grow 3 times as fast and to grow in a healthy manner along the genetic ideal of its type. Buried in the ground it will cause a plot of up to 16 acres of plants to grow at double speed and in a health fruitful manner.
+
**Green: Healing, earth magic. Heal plants. Left in contact to a plant will cause it to grow 3 times as fast and to grow in a healthy manner along the genetic ideal of their type. Buried in the ground will cause up to a plot of 16 acres of plants to grow at double speed and in a health fruitful manner.
**Blue: Cold Based magics, weapon chill. In cold liquid up to 50 gallons will freeze, the Stone rising to float on the surface of the ice.
+
**Blue: Cold Based magics, weapon chill. In cold liquid up to 50 gallons will freeze, the stone ring to float on the surface of the ice.
**Yellow: Concentration spells, research spells, mental magics. The Stone when held in a hand will Cure confusions, inebriations and other focus issues. When urged by Psyche the Stone will emit ambient light, suitable for reading.
+
**Yellow: Concentration spells, research spells, mental magics. The stone when held in a hand will cure confusions, inebriations, and other focus issues. When urged by psyche the stone will emit ambient light, suitable for reading.
**Purple: a mysterious stone, lending its powers to diverse efforts. Healing magics. The touch of the Stone will Expel malicious Possession. Certain classes of spirit-based creatures shy away from the Stone. Mounted in items that have bound Spirits or Dufiro, the item will be extra robust and encourage the most powers from it.
+
**Purple: a mysterious stone, lending its powers to diverse efforts. Healing magics. The touch of the stone will expel malicious possession. Certain classes of spirits based creatures shy away from the stones. Mounted in items that have bound spirits or Dufiro the item will be extra robust and encourage the most powers from it.
 
 
==='''Troll Stones'''===
 
Troll Stones are the Magical Gemstones found embedded in the heads' of Stone Trolls; massive and powerful creatures made of solid stone as large as a house, and summoned using Earth Magic. Troll Stones come in 5 colors; Red, White, Blue, Jade and Brown, and in 5 types; single-color, two-colored, tri-colored, four-colored and five-colored.
 
*Troll Stones must be 'surgically' implanted in the head, touching the brain, in order for their powers to be used.
 
*Each Troll Stone, once implanted, gives both offensive and defensive powers based upon the color of the Stone.
 
**Red: Fire Protection, Fire Attack. Good distance, flame thrower, fireball(?).
 
**White: Ice/Cold Protection, Ice Attack. Good distance, freezing dry ice-like attack.
 
**Blue: Lightning Protection, Lightning Attack. Long distance, precise, little collateral damage.
 
**Jade: Acid Protection, Acid Attack. Short distance: 20ft max.
 
**Brown: Stone/Earth Protection, Stone/Earth Attacks. Stone missiles of varying size with good distance, stone fists, stone body armor.
 
*Multi-colored Stones grant the powers of each color and allows for multi-powered attack combinations.
 
*Two-Colored Troll Stone combination.
 
**Red + White / Fire + Ice: Boiling Water Blast; non-lethal, good crowd control.
 
**Red + Blue / Fire + Lightning: Burning Lightning Blast; burns on contact and ignites combustibles.
 
**Red + Brown / Fire + Stone: Flaming Rocks, Lava Bombs(?), Lava Blast(?).
 
**White + Blue / Ice + Lightning: Freezing Lightning; freezes on contact and afterwards.
 
**White + Jade / Ice + Acid: Freezing Acid, Acid Ice Blast
 
**White + Brown / Ice + Stone: Freezing Rocks(?), Frozen Earth(?)
 
**Blue + Jade / Lightning + Acid: Acid Lightning; burns on contact and for long afterwards.
 
**Blue + Brown / Lightning + Stone: Electric Rocks(??)
 
**Jade + Brown / Acid + Stone: Acid Rocks, Acid Earth
 
*Tri-Colored Troll Stone Combinations.
 
**Red + White + Blue / Fire + Ice + Lightning: Electrified Boiling Water Blast(???)
 
**Red + White + Jade/ Fire + Ice + Acid: Boiling Acid Blast with greater distance
 
**Red + White + Brown / Fire + Ice + Stone: Boiling Mud and Rock Blast; mostly non-lethal
 
**White + Blue + Jade / Ice + Lightning + Acid: Freezing Acid Lightning
 
**
 
  
 
=='''SHIFTED FORMS'''==
 
=='''SHIFTED FORMS'''==
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=='''LIST OF HUNG, RACKED & MEMORIZED SPELLS'''==
 
=='''LIST OF HUNG, RACKED & MEMORIZED SPELLS'''==
128 High Order Spells in total. 94 Low Order Spells in total between 2 different Low Order Systems.
 
  
===HUNG SPELLS: (56)===
+
===HUNG SPELLS:===
 
*'''ADVANCED PATTERN FRAMEWORK: (18 - All Major Spells)'''  
 
*'''ADVANCED PATTERN FRAMEWORK: (18 - All Major Spells)'''  
 
**Paralyze (Opasen Vrag), Paralyze (Emilisa Codwallow), Dispel Magic (Emilisa Codwallow), Stone Binding (Emilisa Codwallow), Fear Compellings, Amnesia Compellings, Elemental Fireball, Wound Transferal, Dispelling Screen, Time Stop, Mind Touch (x2), Disintegrate (x6).  
 
**Paralyze (Opasen Vrag), Paralyze (Emilisa Codwallow), Dispel Magic (Emilisa Codwallow), Stone Binding (Emilisa Codwallow), Fear Compellings, Amnesia Compellings, Elemental Fireball, Wound Transferal, Dispelling Screen, Time Stop, Mind Touch (x2), Disintegrate (x6).  
  
 
*'''SPIRAL OF THE WINDS FRAMEWORK:'''
 
*'''SPIRAL OF THE WINDS FRAMEWORK:'''
**'''(6) Major Spells''' Cardiac Arrest, Magic Drain, Strength Drain, Magical Energy Infusion, +2 more
+
**'''(4) Major Spells''' Cardiac Arrest, Magic Drain, Strength Drain, Magical Energy Infusion
***'''(12) Minor Spells:''' Audio Blast (Music), Sound Capture, Trump Image Enhancement, R's Secure Shelter, R's Resplendent Refreshments, R's Loaded Laboratory I & II, Control Weather, +4 more
+
***'''(8) Minor Spells:''' Audio Blast (Music), Sound Capture, Trump Image Enhancement, R's Secure Shelter, R's Resplendent Refreshments, R's Loaded Laboratory I & II, Control Weather
  
 
*'''SIGIL OF PARAGON FRAMEWORK:'''
 
*'''SIGIL OF PARAGON FRAMEWORK:'''
Line 743: Line 690:
 
***'''(12) Minor Spells:''' Privacy Spell, Displacement, Recall Death(x2), Legend Lore(x2), Illusion Spell, Neutralize Gas, Stone to Flesh(R), Stone to Mud(R), Passwall, Blink
 
***'''(12) Minor Spells:''' Privacy Spell, Displacement, Recall Death(x2), Legend Lore(x2), Illusion Spell, Neutralize Gas, Stone to Flesh(R), Stone to Mud(R), Passwall, Blink
  
===RACKED SPELLS:(72)===
+
===RACKED SPELLS:===
*'''Beholder (12):'''  Enlarge, Far Reaching, Magical Drain, Confusion Storm, Magic Missiles, Invisibility, Strength Drain, Bodily Defense, Greater Disjunction, Lightning Bolt, Deep Freeze, Empowered Monster Group (Giant, 2-headed, 4-armed Trolls)
+
*'''Beholder (12):'''  Magical Drain, Paralysis, Confusion Storm, Magic Missiles, Invisibility, Strength Drain, Bodily Defense, Defensive Psyche Ward, Lightning Bolt, Deep Freeze, Fire Fountain, Empowered Monster Group (4-armed Trolls)
  
 
*'''Ring (12):'''  Magical Drain, Haste, Mind Touch, Evict Invading Entity, Elemental Fireball, Paralysis, Web, Fire Fountain, Bodily Defense, Invisibility, Self Teleport, Empowered Monster Champion (Umber Hulk)
 
*'''Ring (12):'''  Magical Drain, Haste, Mind Touch, Evict Invading Entity, Elemental Fireball, Paralysis, Web, Fire Fountain, Bodily Defense, Invisibility, Self Teleport, Empowered Monster Champion (Umber Hulk)
Line 757: Line 704:
  
 
===MEMORIZED SPELLS:===
 
===MEMORIZED SPELLS:===
*'''LOW ORDER - MAGERY (Warlock) SPELLS: (60th Level)'''
+
*'''LOW ORDER - MAGERY (Warlock) SPELLS: (30th Level)'''
 
**(1st) Telescope, Sound Amplification, Sleep, Silence 1” radius, Read Magic, Read Languages, Protection, Light, Individual Silence, Hold Portal, Detect Complex (x2), Detect Simple (x2), Charm Person, Charm Animal Class.   
 
**(1st) Telescope, Sound Amplification, Sleep, Silence 1” radius, Read Magic, Read Languages, Protection, Light, Individual Silence, Hold Portal, Detect Complex (x2), Detect Simple (x2), Charm Person, Charm Animal Class.   
 
**(2nd) Awaken, Continual Light, Darkness 3” radius, Deodorant, Detect Concealed, Extinguish Fire, Knock, Locate Object, Wizard Lock, See Invisible.   
 
**(2nd) Awaken, Continual Light, Darkness 3” radius, Deodorant, Detect Concealed, Extinguish Fire, Knock, Locate Object, Wizard Lock, See Invisible.   
**(3rd) Ball Lightning, Dispel Magic, Magic Analyze, Whirlwind, Mirror Image, Mental Static, Clairaudience, Clairvoyance.   
+
**(3rd) Ball Lightning, Dispel Magic, Magic Analyze, Whirlwind, Mirror Image, Mental Static, Clariaudience, Clairvoyance.   
**(4th) Animal Control, Protection from Missiles, Remove Curse, X-ray Vision, Plant Control (x2), Hallucinatory Terrain.   
+
**(4th) Animal Control, Protection from Missiles, Remove Curse, X-ray Vision, Plant Control (x2), Halluncinatory Terrain.   
 
**(5th) Cloudkill, Dragon Control, Giant Control, Feeblemind, Polymorph Others.   
 
**(5th) Cloudkill, Dragon Control, Giant Control, Feeblemind, Polymorph Others.   
 
**(6th) Bomb, Control Weather, Move Earth, Homing Ball Lightning, Lower Water.   
 
**(6th) Bomb, Control Weather, Move Earth, Homing Ball Lightning, Lower Water.   
Line 783: Line 730:
 
[[Relmapator Running Journal]]
 
[[Relmapator Running Journal]]
  
 
=='''Select Convos'''==
 
==='''Convo with Fortunadus about Troll Stones'''===
 
 
Fort chuckles as he walks over. "The more Stones you get the harder they are to use. Especially mixed Stones. It takes practice to single out an attack. And not to blast your own head off with it. Acid is a hanger. It can be used on its own but its a close attack. Beyond about 20' it dissipates. But attached to a Lighting Bolt it goes the distance... same with Ice and Earth. It tends to burn off with Fire.  Fire (Stones) are most common. The Earth Mage doesn't' have a lot of control over what stones appear.  …...  Fire is the easiest to use and the easiest on one's brain. Nearly any amount of Psyche will drive a Red. White too. Bursts of freezing ice, like dry ice. Nasty, but effective.  …...  ...the Blue; Lighting Stones, these are the most directable. You pick a point and fire. There isn't a lot of collateral damage unless you shoot it into a crowd.  Acid Stones... Don't let someone with control issues have those.  A sneeze, or anger can blast off Acid.  An Earth Stone wielded can do many things if trained. Certainly one can blast the hell out of someone like a cannon shell. But it can be used to batter fortifications, destroy wood buildings. It can also be used to fill holes. A wielder can learn how to turn his hands to stone for fist fights. He can focus the stone into natural body armor."
 
 
“Another thing about Earth (Stones) is that once trained, some of its defenses are automatic. My skin has a stone defense all the time.  …...  Now, these two.  A Tri-Stone of jade, red, and white is a solid attack stone. Fire and Ice, channeled together is a blast attack of Boiling Water... nice for dispersing a crowd.  Add the Acid and its a hell of a punch. And easy to control. This is a good stone for someone without magic."
 
 
He picks up the 4 color, admiring it. "This is an excellent Stone. Earth Stone defenses and a Freezing Lighting attack, dripping with Acid. Messy... It will take training but worth it. Especially for a non-mage warrior. Gives them natural body armor and a nice blast of freezing electricity in battle. Be careful who you give these to."
 
 
Realmer's eyes have not left the pile of Stones since Fort began talking, but Realmer DID hear every word and understood their meaning perfectly.  "Can an implanted Stone be removed, safely, for the patient I mean? I'm sure the Stone would survive. And can an implanted Stone be swapped for a different one?"
 
 
"They can be removed. Lots of ways to do it. But you have access to Star Fleet... the easiest thing is to use a medical transporter and remove them surgically, reconnecting nerves that way... or putting another Stone in.  But it's tricky and I don't recommend it. If a Stone is replaced the wielder may focus attack wrong, expecting a different response.”
 
 
“How much Psychic Energy one applies to each Stone, or Segment of a Stone, is important. Venki about blasted his own head off the first time he used his 5 color Stone. Messy, destructive and bloody. Blood came out his ears, eyes, nose, and from around the Stone. He was gorked for a month even with Clerical Healing. That was eons before the World Stone.. Think calmly. Don't fire in anger"
 
 
Fort says, "You have one in now. As an Amberite I suspect you could manage a second well. When we installed these, Carston wanted it immediately. Knew what to expect, has heard the tales for years. He is the first CHAD to get a Stone in hundreds of years. They have been extinct in Tosa. Paradox had them in huge numbers and was the land Lord Vargus and the Ravers ravaged for millennia. Understand something; I understand Earth Power and can work it, but creating the Stone Trolls is an abomination. It is drawing the Powers of the Earth together in a way that leaves scars in the World.  I could raise them if I wanted but it would mar me, and ruin my place among the people of Tosa.  But the Stones were deemed useful enough to use once it was figured out how to implant them. They can be implanted safely and painlessly. You have access to Star Fleet technology. I'd suggest getting a medical ship here to do the implantations. You could swap yours out or remove it at any time."
 
 
"They hurt to use. They itch. You have to learn discipline with them or else sneezing redecorates your rooms. There are a lot of down sides to using them. We really have not had the time to sit down and have Venki, or one of the other Bards train you in their use. The swath of dead Stone Trolls tells me you about blew your head off using what you have now.  A 4 color Stone might literally have blown your head open with that kind of untrained, unrestrained blast. Think long and hard before putting it in. And if you do, consider redecorating with stuff that doesn't burn"
 
 
"I intend to contact Vance and get a Star Fleet medical ship here as soon as possible. I would like to have the two-colored Stone replaced with the four-colored stone and then also add a red so that I can have a full array of elemental powers. And after that big blast" he points towards the swath of destruction he created "I have a better idea of the control needed to use the stone's power safely. But I do have a logistical question for you. Won't you or Venki need to be present to perform the ritual of implantation? Or can the stones be implanted without the ritual? And speaking of, is there anyway I could learn that ritual myself so that I could do the implantation for others when needed?"
 
 
"You saw the surgical precision we used for you and Carston. A d6 dagger to the forehead. Can't get more painful then that. It is a straightforward project. Expose the brain, put the stone on it. Expect a lot of screaming. But if you have Star Fleet medical equipment it becomes a lot easier. I have guys who are technically skilled too. Veterans of the Paradox Wars that implanted thousands of them. York has Star Fleet Shadows. Hell, the Total Warriors have fucking Jedi. Get the tech here so you don't lose time. I'll be in Tosa in a few hours and get a few people from the Total Warrior Med to come.  …...  It might be useful for Vance's Star Fleet medical guys to learn the procedure from the Total Warriors. If there are Ravers around, there will be a lot of Stone Trolls. Ur-viles can raise them so we won't have thousands at once but an Ur-vile wedge might well have 20 or 30."
 
 
==='''Convo with Tesara about Money and Trade in Adagalasck'''===
 
 
"Money... In my limited travels I have seen a number of monetary systems. Gold based, silver based, Gem based, Dorna tells me Dreana has a wood based one. I've seen large and small barter systems. In general, a monetary systems works when someone with goods sets the price for their goods, and someone else provides currency or goods that the seller agrees is equally worthy. That is Buying Stuff & Selling stuff in a nutshell. In general, as you know, this world has a gem based economy."
 
 
"These people see the arrangement reversed. The seller states they have goods and services for sale, the buyer tells them how much they can pay. The seller can then agree or decline but the problem is there is no set price. I've seen two buyers, side by side, purchase the same amount of the same food stuffs and pay different amounts. When I asked why, I was told by one that she only had 3 of the small white gems, while the other had 5, and the butcher prefers the white stones. The same stuff was about one green stone. But then I saw 3 green stones buying a large tankard of beer.  The rate is what the seller can part with as fair for any good. While that's interesting its hell on thieves."
 
 
"Also, many of the sellers do not watch over their wares. I've seen knife merchants up north lay out a table of knives, hand axes, carving tools, and knickknacks, then leave for the day. They come back at night to collect their gem bowls and put their stock away. Once goods are set out for sale, thieves don't touch them... bizarre."
 
 
"That was all up in Northwind but the same seems to work here. The problem you are going to have is that you essentially have endless gems. They will expect you to pay a lot more for things. There does not seem to be a correlation between gems. It's not 100 copper is 10 silver is 1 gold. Its not 50 garnets equals 5 amethysts equals 1 diamond. There is no relative value.  It seems merchants let it be known which stones they find prettiest and which ugliest, and that means they will take less of the pretty stones or more of the ugly stones for their goods and services. This works for a bowl of soup, a keg of beer, or a family farm. Now, you can't buy a farm for 5 garnets no matter how much the owner likes garnets, but the relative values change rapidly. Most people here carry a pouch with a small number of different gems."
 
 
"Oh... one other thing. Cutpurses are a staple of thieves guilds across Shadow. They are ubiquitous. Not here. Thieves her might steal goods, they might knock someone down and steal their shoes. But they will not steal a gem pouch. It's not that it's against the law, it's that their hands won't do it. I asked about it up north and the thief looked at me like I was an Azcalan with a glass knife walking into the room.."
 
 
"This concept means that the Orc raiders are not gathering gems. Gold, Silver, copper are artisan metals with no commercial value except that people tend to pay more gems for gold then silver, and silver then copper, which in a regular universe would have created a gold based economy thousands of years ago. But it didn't. Thieves steal Art. But they don't steal gems. Art objects here rarely have gems mounted ornamentaly. There are masterful Gemcutters here and they cut gems in many different ways, many artistically, but they have retail value by weight, not artistic skill. I think Fisk might cut his wrists if he had to live his whole life here."
 
 
"It makes me wonder what some of these groups are fighting over? Rich farm land? Good harbors? Some other aesthetic we don't understand? Bragging rights? Honor? Feuds? I don't know. It's perplexing."
 
 
"Oh, and to make my eyes itch more, I watched two merchants trade equal numbers of stones with each other because one had gathered 100 blue stones, despite not liking them and the other had gained 100 white stones despite him not liking them! They traded 1 for 1!"
 
  
 
==Time Line==
 
==Time Line==

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