Difference between revisions of "Running Sheet Relmopator"

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=='''Points'''==
 
=='''Points'''==
  
Total: 329 Pips = 200 Base +10 Contribution: Player's Game Log +99 Advancement+ 20 Storage
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Total: 329 Pips = 200 Base +10 Contribution: Player's Game Log +99 Advancement+ 30 Storage
 
   
 
   
 
*75 Stats
 
*75 Stats

Revision as of 12:29, 25 December 2021

Relmopator Barimen; aka ‘Realmer’

  • GRANDFATHER: Dworkin of Amber aka The Mad Mage of Montagar
  • GRANDMOTHER: Verna, The Primal Adask
  • FATHER: Hagalta, Gray Adask son of Dworkin and Verna
  • MOTHER: Satura, Pale Adask Fey daughter of Dworkin and Verna
  • SIBLINGS: Dwynwen; younger sister, Drixtra; younger half-sister(Hagalta)/ half-niece(Dwynwen), Xorax; younger half-brother (Hagalta/ Uxtrasa)

Relmopator.jpg Realmer3.jpg

  • Apparent Age: 27 yrs old (Actual Age: 220 yrs old)
  • Height: 5’11” Weight: 150 (solid cable-like muscles)
  • Build: Thin, Long Limbed, Lanky
  • Complexion: Pale but Healthy looking; slightest hint of 'pinkish' undertones
  • Face: Clean Shaven, Smooth, Overly Good Looking; Pretty in fact
  • Hair: Long Thick Silky White; pulled back into a Single Braid
  • Eyes: Reddish Pink Iris, Light Blue Sclera
  • Race: Amberite / Pale Adask Fey
  • Personal Colors: Dark Gray, Dark Red & Dark Purple

Contents

Ranks

  • (Former) Vampire of the Dungeons
  • (Former) Ambassador of Amber to the Primal Realm of Adagalasck
  • Lord of Amber
  • Knight of Amber - Graduate of Rasak aka Nasty Place
  • Odaraxta War Chief of Clan Kalota; Adagalasck
  • Lord of the South Wind & Master of Fire; Adagalasck

Points

Total: 329 Pips = 200 Base +10 Contribution: Player's Game Log +99 Advancement+ 30 Storage

  • 75 Stats
  • 175 Powers
  • 14 Skills
  • 7 Shadows
  • 0 14 Allies/14 Enemies
  • 11 Followers
  • 9 Creature
  • 6 Items
  • 2 Stuff


  • 20 in Storage

Total 329

ADVANCEMENT [99] & CONTRIBUTIONS [10]

  • 2021 Anniversary Advancement.
    • 10 Pips- Advancement: in Storage
    • 3 Pips to Endurance:added

First: 10 Pips-Advancement Pips: Spent

  • 5 Bonus (GM Assistance)
  • 4 Mission with Aries; Received Satura's Ring from Hagalta, Received Ice Orc Marbles from Xorit, Recovered Tome, Learned that Satura still lives
  • 1 Quiz

Second: 10 Pips-The Opening of Adagalasck: Spent

  • 3 From the Courtyard to the Arch. Reunion or Severance.
  • 3 The plains of the Wild Grass Clan to the meeting with the Horse Lord.
  • 3 Water Crossing and Family business.
  • 1 Ambassador Plenipotentiary

  • 2 pips towards WARFARE-Conversations With Gangdis, Julian and Caine

Experience with general Sleight of hand / Card work. Tasa spends a lot of time in camp and on the trail working card passes and practicing sleight of hand tricks. She often works with others.


Third: 30 pips-Campaign 1st Advancement: Spent

    • Raised Strength and Warfare to Amber Rank. Enhanced Kevin; pet poodle. Invested in Tasa Resa (Shape Shift and Magic) and Sir Carston (Magic). Claimed a Personal Shadow within the Adagalasck Sway; part of the North Stair most likely. Basic Imprint of the Spiral of the Winds (granted by Julian)

Completed.


Fourth: 30 pips-2nd Campaign Advancement; Rasak and Adledross: Spent

    • 5 pips Paragon
    • 3 Pips Warfare
    • 1 Pip Strength
    • 1 Pip Endurance
    • 5 pips Psyche
    • 1 Pip Skill-Dufirosim (assisted by experience with ritualism)
    • 4 Pips 2 Artifacts add 2 pips each for N/#'d Spells
    • 10 Pips Fey Basic

Rasak Advancement - granted: Benedict (16) - Below is a list of Bonuses that all graduates receive upon Graduation. It is a base after which Pips can be spent according to the character's interests.

  • 5 Pips Warfare-Graduates reaches at Least Amber Rank in Warfare
  • 3 Pips Endurance-graduates gains at least Chaos Rank in Endurance with 5 pip toward Amber rank
  • 2 Pip Strength-Graduates gains at least Amber Strength

Skills are a base and if the individual has them this advances them to a maximum of 2 pips.

  • 1 Pip Skill-Military Technology
  • 1 Pip Skill-Military Command and Communications.
  • 1 Pip Skill-Military Horsemanship
  • 1 Pip Skill-Gymnastics
  • 1 Pip Skill-Medical Training
  • 1 Pips Skill-Cooking-Butchering general for cooking. Some gardening training for growing herbs and vegetables. Presentation.
  • (10) Pips Jewel of Judgment (Dworkin)

Fifth: 11 Pips (Still Ongoing...)

  • 10 pips Contribution: Player's Game Log (ongoing) <SPENT>
    • 2 Good Stuff
    • 5 Psyche
    • 3 Skill: Linguistics
  • 1 pip Kabuki Theater (Granted-GM; Whimsical)

Sixth:20 Pips

ADVANCEMENT WISHLIST

(30) Advanced Spiral Imprint, (?)Troll Stone, (1) New Power Word: Spiral Negation, (30) New Artifact: Sorcerer's Shuriken, (10) Advanced Fey Powers

Statistics

  • PSYCHE: 60 - [210 - (5) Mandalay Stones = Psyche x3.5]
    • [Extraordinary Psychic Sense; Bob the Beholder & Hex the Scrimshawed Staff]
    • [Danger Sense; Satura's Ring, Sorcerer's Robe and Kalota Clan Blade]
  • STRENGTH: 3
  • ENDURANCE: 4
    • [Endless Stamina; Satura's Ring]
    • [Regeneration; Satura's Ring & Kalota Clan Blade]
  • WARFARE: 8

Total:75

Stuff

2 Pips PERMANENT BAD STUFF

  • SHARED DOOM: The Death Curse of Hiroaki, Son of Borlak, Grandson of Oberon.

2 Pips GOOD STUFF

  • To help offset the effects of his Doom.

Powers

185 (309) Pips in Powers

  • 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)
    • UPDATE: New Assisted Attunement given by Benedict; equals Master Level
  • 3 ATTUNEMENT to the Ambir Shade Jewel of Judgement
  • 40 TRUMP ARTISTRY
    • Trump Sketches, Create Trumps, Trump Identification, Trump Defense, Sensing Trump, Create Trump Powered Artifacts
  • 25 (35) SHAPE SHIFTING (10 Granted-Racial)
    • (Chaos Form: Winged Vampire Corpse; appears undead, not rotting)
    • (Avatar/Animal Form: Extra Large Vulture)
  • (30) SPIRAL OF THE FOUR WINDS; BASIC IMPRINT (30 Granted - Nina)
    • Basic Imprint x3 (North Wind, West Wind, South Wind)
    • Can be used as a Spell Framework; holds 4 Major Spells & 8 Minor Spells
    • Ability to enter Stairs and lead others on them
    • Ability to create holographic Trump Images with a small glass sphere and a ritual
      • Contact & Transport within Realm, Contact only out of Realm
    • Basic Concord: Up to 20th lvl Magery Low Order Magic
    • Ability to use Tomes of the Stairs
    • Ability to Call a three Winds of Force: Cold Wind of the North, Warm Wind of the West and Hot Wind of the South.
  • ? ATTUNEMENT to the South Wind Spiral; Claimed as Master
  • ? ATTUNEMENT to the South Stair of Codupia; Claimed as Master.
    • Access to all Stair Realms within.
    • Able to transport to Stair Realm Entrances.
    • Able to Seal/Unseal Stair Realms.
  • 5 SIGIL OF PARAGON; Sawall Shard - Basic Imprint - Non-Holder of the Shard
    • 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.
    • Can Replay the Past when viewing through the Paragon Lens.
  • 30 ADVANCED SORCERY
    • Shorter Casting/Weaving times, less Lynchpins, more Stable Spells
  • 25 CONJURATION & COMPELLING
    • Basic Conjuration, Shadow Shape Conjuration, Complex Conjuration, Empowerment, Conjure Compelling
  • 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)
  • 10 FEY POWERS - Basic Fey Powers (unlocked by Finndo)
  • 6 (15) LOW ORDER MAGIC SYSTEMS
    • 3 Wizardry: (AD&D System; Level 24 approx.)
      • Spell/Lvl: 5,5,5,5,5,5,5,5,4
    • 3 Magery: (Warlock System; Level 30 Approx.)[[1]]
      • Spell/Lvl: 16,10,8,7,5,5,3,2,1
    • (3) Cantrips (granted for knowledge in multiple Magics)
    • (3) Ritualism (granted for knowledge in multiple Magics) Note skill in Dufirosim
    • (3) Continualism (granted for knowledge in multiple Magics)
  • (?) TROLL STONE; Four Color: Blue. Jade, White, Brown - Lightning, Acid, Ice, Stone (Both Protection & Attacks)
  • (?) TROLL STONE; Single Color: Red - Fire (Both Protection & Attacks)

Skills

14 PIPS IN SKILLS

  • 3 Linguistics (Even prior to ADRPG Realmer was a 'linguist' of sorts)
    • Knows several dialects of Thari & multiple Thari-based languages
    • Knows Multiple non-Thari Racial Languages from various Shadows
    • Knows Multiple non-Thari Regional Languages from various Shadows
  • Literacy: Reading and Writing; multiple languages
  • 1 Military Command and Communications (includes Hand Battle Sign Language)
  • 1 Military Technology (Weapons, Defenses, Vehicles, etc.)
  • 1 Military Horsemanship (mounted combat, group mounted combat, warhorse usage)
  • 1 Medical Training (Triage, First Aid, Field Surgery)
  • Anatomy (Human, Demi-Human, Humanoid)
  • Embalming
  • Chemistry
  • Alchemy
  • 1 Herbalism (Plants, Roots, Fungi, Etc.)
  • Apothecary (Remedies, Medicines, 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 Gymnastics (mostly Combat Movement related)
  • 1 Sleight of Hand (Basic Palming, Card Tricks, Basic Picking and Placing techniques)
  • Artistry: Ink: Tattooing
  • Artistry: Ink; Pen & Stylus
  • Artistry: Ink; Brush
  • Artistry: Writing Styles; Calligraphy, Runes, etc.
  • Cartography: Basic; mostly dungeons and catacombs
  • 1 Knowledge: Dufirosim (assisted by experience with Ritualism)
  • 1 Kabuki Theatre (GM Granted-Whimsical Skill)

Shadows

  • 7 PIPS IN SHADOWS

[5] SHADOW: "Adagaar"; Relmopator’s NEW Personal Shadow (and possible Construct) (NEW)

  • [1] Shadow Type: Personal Shadow
  • [2] Control over Shadow: Control of Contents & Time Flow
  • [2] Shadow Barriers: Restricted Communication & Access
  • 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”

  • Shadow Type: [1] Personal Shadow
  • Control over Shadow: [1] Control of Contents
  • 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

  • 6 AMBER COURT DEVOTEE Dworkin
  • 4 Amber Ally Florimel
  • 2 CHAD Ally-Fortunadus
  • 1 Amber Ally Gangdis of Gallowsill
  • 1 Chaos Ally Jurt

Enemies

  • 6 Unknown Enemy #1 (possibly Emilisa)
  • 4 House Bayle
  • 2 Unknown Enemy #2
  • 1 Bleys (was Arloxedra but he withdrew his pip)
  • 1 Droppa Mapants

Companions

11 PIPS IN COMPANIONS

Sworn Followers

  • Jack; the Vampire of Oerth: Left Hand of Lord Relmopator

Partnerships

  • 8 Tesa Resa aka Lady Tesara Trrs
    • Originally Hired as a Padfoot/Assassin, recommended by Sir Gangdis. Later discovered to be part of the Amber Royal Family.
    • 5 pips to Partial Shape Shift
    • 3 pips to Adv. Concord

Hired

  • 3 CHAD Merc; Sir Carston Brak, Knight of Wall. CHAD Bodyguard.
    • 3 pips to Adv. Concord

Assigned

Known Associates

CI-Relmopator

Creatures

9 PIPS IN CREATURES

  • [9](11) PET: “Kevin”; White Teacup Poodle
    • 9 pips [Realmer] 2 pips (?someone else?)
      • 2 Armor Vs Gun
      • 2 Double Damage
      • 2 Rapid-Healing
      • 2 Double Speed
      • 1 Able to Speak
      • 1 Double Stamina
      • 1 Combat Training
  • FAMILIAR [Signature Creature - 50 Granted] (“Bob”; Miniature Beholder)
    • See notes below
  • 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.
    • 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

  • 2 PIPS IN CRAFTED ARTIFACTS
  • 4 PIPS IN GIFTED ARTIFACTS

WEAPONS

Kalota Clan Blade.

Kalota blade.jpg

  • 4 Immense Vitality (Amber Strength)
  • 2 Double Speed + 5 Transfer
  • 2 Amber Stamina
  • 4 Combat Mastery
  • 4 Invulnerable
  • 4 Deadly Damage-sears.
  • 4 Tongues-IQ/EGO Blade-Memory
  • 2 Danger Sense-Self Preservation-Jealous
  • 2 Psychic Neutral-Petulant
  • 4 Seek in Shadow-Refuses to be left behind-Will follow
  • 4 Regeneration + 10 Transfer
  • 4-Ability-Refuses Shapechange-Will not reside in a holding space
  • 4 Ability- Consume Powers
  • 1-Ability-Lawful Evil
  • 1-Ability-Telepathy-Will not communicate with others unless in great need
  • 1-Ability-Diplomacy
  • 1-Ability-Cause fear
  • 1-Ability-Hatred of Shaxta
  • 1-Ability-Freefall
  • 1-Ability-call to hand
  • 1 Ability-Dance in self-defense
  • 1 Ability-Binds Loyalty
    • 68 Pips
    • Might be more trouble then its worth.

Defender Blade

  • 2 Double Speed.
  • 2 Vs Guns-Hard to destroy
  • 2 Combat Reflexes-Attack or Defend-Each round it can attack on its own or parry a blow.
  • 2 Shadow Beacon-Shadow Trail.

X3 Horde (Jurt)

Blade of Colossal Excavation

Sword of colossal excavation.jpg

  • 2 Chaos Vitality-Feels eager to be used
  • 4 Engine Speed-Moves swiftly and exacting.
  • 4 Combat Mastery( Light an easy to use)
  • 8 Extraordinary damage-
  • 4 Tongues- Sense of Purpose. No actual intellect. Summons Jeremy if a serious attempt to destroy it is made.
  • Cannot be shapechanged.

X3 horde-(Jeremy Lockpick Fairhand) Acquired from Jurt

Nasty Place Graduate Dagger (Personal)

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.

  • Deadly Damage, Return to Hand
  • Effective vs Reardon armor, Summon Benedict once
    • (A red gemstone was embedded in the pommel by Benedict; later it was absorbed into the weapon.)
  • 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
  • [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)

  • Deadly Damage, Return to Hand, Contact Vulcan
  • Red Mandalay Stone (Fire/Heat) embedded in pommel
    • 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)
  • [2] Rack N/N Spells: (12) Heat Metal x3, Fire Fountain x3, Mini-Fireball x3, Fireball x2, Elemental Fireball x1

"Hex" Scrimshawed Bone Staff

[1 Pip] (45 Point Blood Conjured & Empowered Artifact)

  • Green Mandalay Stone is Set in Artifact
    • Healing, earth magic. Heal plants. Left in contact to a plant will cause it to grow 3 times as fast and will 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.
  • 4 Extraordinary Psychic Sense; Danger Sense and Link to Realmer
  • 2 Psychic Neutral; Hide its Pysche and Amber Defense
  • 2 Speak & Sing; non-verbal equivalent intelligence
  • 2 Double Vitality; Chaos Strength, brings inanimate objects to life.
  • 4 Engine Speed; 60mph+
  • 4 Tireless Stamina
  • 4 Combat Reflexes; Amber Warfare
  • 4 Deadly Damage
  • 4 Limited Shape Shift (most Shapes are of bone and living vines)
  • 4 Regeneration
  • 4 Mold Shadow Reality
  • [1] Contains Trump Image (Relmopator)
  • 2 Contains Power Words: N/N (11 currently); used for self defense mostly.
    • Pattern Negation, Chaos Negation, Trump Disrupt, Magic Negation, Resume True Form, Psychic Disrupt, Neural Disrupt, Pain Attack, Lifeforce, Process Surge, Process Snuff
  • 4 Rack & Use Spells: N/N (12)
    • Racked Spells: Empowered Monster Champion, Empowered Monster Group, Empowered Monster Hoard, Mass Empowerment I, Mass Empowerment II, Elemental Fireball, Confusion Storm, Pressurized Lava, Deep Freeze, Evict Invading Entity, Cardiac Arrest, Giant’s Slap

ASSORTED ITEMS

Sorcerer’s Robe of Flight & Many Pockets

[1 Pip] (45 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'.
  • Yellow Mandalay Stone is set in this Artifact
    • 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.
    • The 'setting' is usually a mithril amulet on a heavy mithril chain; the amulet/chain are actually part of the Robe and cannot be removed.
  • 9 (4) Engine Speed + (5) Transfer Quality
  • 9 (4) Invulnerable + (5) Transfer Quality
  • 2 Double Vitality
  • 2 Sensitivity to Danger
  • 2 Psychic Neutral; hide Psyche, Amber Defense
  • 2 Speak & Sing; non-verbal; equivalent intelligence
  • 4 Limited Shape Shift; clothing/armor + accessories (attached/part of the Robe)
  • 4 Regeneration
  • 4 Mold Shadow Reality
  • 1 Contains a Trump Image (Relmopator)
  • 2 Contains Power Words: N/N (11 currently)
    • Pattern Negation, Chaos Negation, Trump Disrupt, Magic Negation, Resume True Form, Psychic Disrupt, Neural Disrupt, Pain Attack, Lifeforce, Process Surge, Process Snuff
  • 4 Rack & Use N/N Spells (12)
    • Racked Spells (12): Bodily Defense, Diamond Bubble, Defensive Shield, Special Effects Teleport, R’s Secure Shelter, R’s Resplendent Refreshments, Mind Touch, Quell, R’s Loaded Laboratory, Spirit Split, Unweaving, Grease

Ring Of Trollish Fortitude aka “Satura's Ring”

[Signature Item] (60 Point Artifact)

  • Purple Mandalay Stone is set in this Artifact
  • 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.
  • 9 (4) Immense Vitality + (5) Transfer Quality (Amber Strength; can be turned off)
  • 9 (4) Combat Mastery + (5) Transfer Quality (Amber Warfare; can be turned off)
  • 9 (4) Tireless Stamina + (5) Transfer Quality (can be turned off)
  • 14 (4) Regeneration + (10) Transfer Power
  • 4 Mold Shadow Reality
  • 2 Sensitivity to Danger
  • 2 Psychic Neutral; hide Psyche and Amber Defense
  • 2 Speak & Sing; non-verbal equivalent intelligence
  • 1 Contains a Trump Image (Relmopator)
  • 2 Contains Power Words: N/N (11 currently)
    • Pattern Negation, Chaos Negation, Trump Disrupt, Magic Negation, Resume True Form, Psychic Disrupt, Neural Disrupt, Pain Attack, Lifeforce, Process Surge, Process Snuff
  • 4 Rack & Use N/N Spells (12)
    • Magical Drain, Magic Missile, Mind Touch, Haste, Elemental Fireball, Paralysis, Web, Fire Fountain, Self Teleport, Empowered Monster Champion, Bodily Defense, Invisibility.
  • 2 Shape Shift: N/N Forms (12)
    • Simple Gold Ring w/ a Purple Stone <> Jeweled Platinum Ring w/ a Purple Stone & 2 Sm. Black Opals <> Large Mithril Signet Ring w/ Stylized ‘R’ surrounded by a Stone Archway, a Purple Stone is barely visible under the design <> Flattened Heavy Link Silver Wrist Chain w/ Dragon’s Head Clasp and a Purple Stone embedded in the Dragon's head <> Hammered Copper Wrist Band w/ a Purple Stone <> Red Gold Circlet w/ a Purple Stone embedded in the front <> Platinum Chain Necklace of many small-link chains twisted together w/ a Purple Stone held within the twisted chains <> Aztec Style Gold Plates Necklace w/ a Purple Stone embedded in the center-piece <> Nordic Dragon Torc w/ a Purple Stone in the Dragon's mouth <> Mechanical Wolf Spider of black metal w/ a Purple Stone abdomen <> Small Mechanical Octopus w/ a Purple Stone body <> Very Large Gold Hornet w/ a Purple Stone and gold striped abdomen

Ambir Shade Jewel of Judgment

Dark Green in color (on Loan from Dworkin) [currently on Loan to Finndo]

Mandalay Stones

(5): Full set; one of each Color. A Gift from Ninaaratres.

  • The Stones are fully attuned to Realmer.
  • Each is currently Set in the following Items.
    • Red; Vulcan's NP Dagger
    • Yellow; Sorcerer's Robe
    • Green; Bone & Vine Staff
    • Blue; Personal NP Dagger
    • Purple; Satura's Ring

Bag of Ice Orc Marbles (19)

(gifted by Xorit of Clan Trixta; Bannerlord of the Odaraxta)

  • possibly Earthpower Magic
  • made by Clan Trixta Sorcerers
  • creates an Orc made of Living Ice when thrown to the ground
  • Follows commands/orders until destroyed or completes orders then melts away

Bottle of Red Tequila

  • 1 Ability-Self-refilling bottle (gift from Jurt)

High Order Magic Dinnerware; Set for One Person

  • Contains a dinner plate, salad plate, dessert plate, and a cup& saucer. Three times a day each one can fill. One never knows what will be on them except its food. As I understand it the longer a person owns them the closer they get to providing food to their racial preference.

The Key of the "South Stair" of Adagalasck

  • Allows access to The South Stair and its Realms

Troll Stones; Assorted

IMPLANTED STONES

  • Realmer: (2)
    • Four Color: Blue/White/Jade/Brown = Lightning/Ice/Acid/Earth
    • Single Color: Red = Fire
  • Bob: (1)
    • Single Color: Red = Fire

LOOSE STONES

  • 2 Two Color: Blue/Jade = Lightning/Acid
  • 2 Red = Fire
  • 3 White = Ice
  • 1 Jade = Acid
  • 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

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

Trump Deck

    • King Random Edition (x2)

Personal Trumps

    • Private Quarters in Castle of Gateway Island on Oerth; Personal Shadow
    • Bob the Beholder, Jeff the Sorcerer's Robe, Hex the Bone Staff, Satura's Ring
    • Sir Gangdis of Cogswell, Sir Carston Brak of Wall, Tesa Resa
    • Carved Trump Bust of Percy Shelley - made by Realmer

Dragonskin Trumps of Adledross

    • 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.)

Trumps given by Julian

    • Ninaartes and Emiliesa

Spiral of the Four Winds Trump Artifact

A Specially Prepared Small Glass Sphere

Trump give by Random

Random's Private Line

  • 'Picking up the envelop he (Realmer) finds inside a paper and a trump. The Trump has Random playing cards at Neal's Diner. The title is "Random's Private Line". Opening the paper it says, "By my order and for the good of the state, the bearer has done what has been done. King Random of Amber, First of His Name. "

Descriptions

Miniature Beholder - "Bob" [Altered]

Relmopator’s Familiar (50 [60] Pips - Signature Creature)

  • 4 Psychic Quality: Extraordinary Psychic Sense
  • 2 Psychic Defense: Psychic Neutral
  • 2 Item Vitality: Double Vitality
    • 2 (Added) Amber Vitality
  • 4 Movement: Engine Speed; Flight
  • 4 Stamina: Tireless Stamina
  • 4 Resistance to Damage: Invulnerable to all Conventional Weapons
  • 4 Intelligence & Communication: Speak in Tongues & Voices; prefers Telepathy
  • 8 Item Shape Shifting: Expanded Shape Shift
    • 4 (Added) Shapechange to Smoke
    • 4 (Added) Shadowjack
  • 4 Item Healing: Regeneration
  • 4 Item Control over Shadow: Mold Shadow Reality
  • 4 Trump Powers: Powered by Trump (Observation, Communication and Transport)
  • 4 Spell Storage: Rack & Use Named/#’d Spells (12)
  • 2 Contains Power Words: Named/Numbered
  • ? Troll Stone: Red - Fire

Compellings: (12)

  • “I feel safe with Relmopator but less safe when away from Relmopator”,
  • “Always obey Relmopator’s commands and wishes first and foremost”,
  • “Protect Relmopator and always warn him of danger”
  • “Relmopator is the ONLY Being that can use my Powers, Magics and Spells”
  • “Hide my Psyche and Powers from all but Relmopator”,
  • “If I am lost, I must help Relmopator find me and/or I must find a way to Relmopator; through others if needed, but only if this can be done secretly”
  • “Use any Powers and Magics necessary to ‘protect’ Relmopator and ‘return to’ Relmopator”
  • “Always be hyper-observant of all details of everything in my area; places, people, things, events, conversations, etc.”
  • “Keep a well organized memory of all observed details for later recall”.
  • (Added)"Warn the Other if Relmopator or Tesara is at death's door."
  • (Added)"Summon the Other if Relmopator or Tesara are in the presence of Av Reet"
  • (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)
  • 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.
  • Power Words (11): Pattern Negation, Chaos Negation, Trump Disrupt, Magic Negation, Resume True Form, Psychic Disrupt, Neural Disrupt, Pain Attack, Lifeforce, Process Surge, Process Snuff

“Bob” was Realmer’s first Creation and his longest lasting Familiar. Bob was Created soon after Realmer gained most of his Powers during the time he was training with Dworkin during his time in Ambir; a Shade of Amber and the nearby Shadows.

The ‘body’ of the Miniature Beholder is a little bigger than a human head, about eight inches in diameter. Through the use of his Expanded Shape Shifting Power, Bob can decrease his size to a little smaller than a golf ball and increase his size to a littler bigger than a beach ball. Bob can Shape Shift into any Creature or Animal Form he or Realmer desires; some relative size restrictions apply. Bob can also Shape Shift into inanimate objects; very useful for hiding and/or spying. Also, through the use of Shape Shifting, Bob has an incredible Camouflage Ability allowing him to easily change the texture, color and translucency of his skin to blend in with any environment or background; nearly invisible if holding still, and completely invisible in dark and shadowy areas, if holding still.

Bob also has the amazing ability to create Remote Eyes by way of his Expanded Shape Shifting Power; Bob can create one or more eyes, with or without an eye stalk, and leave the eye behind, or Transport it somewhere nearby, for remote viewing via Extraordinary Psychic Sense and Trump Powers. The Remote Eye can move as if in an eye socket, but can also hover and fly, but only if it has a stalk and only if directed to follow a subject. The Remote Eyes can be recalled via Bob's Trump Power and reabsorbed via his Expanded Shape Shifting at any time Bob or Realmer desires it. Anything Bob can see or experience, personally or via Remote Eyes, Realmer can also ‘see’ and ‘experience’ via Bob’s Telepathy/Extraordinary Psychic Sense and/or his Trump Powers; the ‘Link’ between Realmer and his Familiar, Bob, is nearly constant and Bob can and does ‘spy/eavesdrop’ on Realmer’s Trump conversations, now at Realmer's request, and can also screen incoming Trump calls for Realmer, so he knows who's calling.

Although Bob's Trump Powers seem to make him a 'Living Trump', there are Limitations to those Powers.

[NOTE] The Mini-Bob is an Expanded version of Bob the Beholder's 'Remote Eye', which was designed to spy upon remote locations, visual and auditory, and report back to Bob or Realmer. During Realmer and Bob's campaign on Adledross, the Remote Eye was upgraded to include Trump Communication and used to coordinate between Realmer and his other commanders on and off the battle field. Later, when transport was also needed, Realmer had Bob re-absorb all the Remote Eyes and then create Mini-Bobs with nearly all the Powers 'the original' Bob possesses, in order to better serve Realmer's needs as a General of an Army.

A Mini-Bob is the result of Bob the Beholder using his Expanded Shape Shifting Power to Shape Shift a part of himself off his body to create an exact duplicate of himself in every respect, except a Mini-Bob has a size limitation of about the size of a golf ball. A Mini-Bob also has all the same Qualities and Powers of 'the original' Bob, except it does not possess any Racked Spells or the Power to Rack Spells, it does not possess any Beholder Eye Powers and does not possess any Troll Stone Powers... and its Shape Shifting Power is considered (4) Limited Shape Shifting, so it cannot create mini-mini-bob's. A Mini-Bob's Trump Powers work for communication and transport normally, but are linked to 'the original' Bob and Relmopator and either of their current locations. If there are other Mini-Bob's and a Network has been setup, then the communication and transport extends to each and every Mini-Bob in the Network, as well as Bob himself and Relmopator.

[UPDATE] Bob's ADDED Powers & Compellings/Directives are the result of Conf of Shadows tampering with Bob to keep an eye on Tesa, his daughter. Realmer was aware of tampering with Bob's Main Compellings/Directives, which Conf admitted to and removed. Though Realmer checked the powers and compellings for tampering and found none... oddly missing the upgrade in Vitality, and completely forgetting to look for 'additions' in either case.

Ring of Trollish Fortitude - "Satura's Ring"

  • (Signature Item) {Permanently Empowered Blood Item}

[Signature Item] (60 Point Item) Time Spent Permanently Empowering Item: Total time spent Creating Original Item: 28 days; assuming no more than 20 hours of Conjuring per day; this time accounts for 334 hours and 30 minutes of Empowering and Compelling; spending at least one full hour on each Compelling Geas.

  • 9 points- Vitality: Immense Vitality (4) + Transfer Quality (5) Amber Ranked Strength
  • 9 points- Stamina: Supernatural Stamina (4) + Transfer Quality (5) -Beyond Amber Endurance
  • 9 points- Aggression: Combat Mastery (4) + Transfer Quality (5)-Amber Ranked Warfare
  • 14 points- Item Healing: Regeneration (4) + Transfer Power (10)
  • 2 points- Item Shape Shift: Named/#’d Forms (12)
  • 4 points- Spell Storage: Rack & Use Named/#’d Spells (12)-
  • 4 points- Item Control over Shadow: Mold Shadow Reality
  • 2 points- Psychic Quality: Sensitivity to Danger
  • 2 points- Psychic Defense: Psychic Neutral
  • 2 points- Intelligence & Communication: Speak & Sing; non-verbal
  • 1 point- Trump Powers: Contains a Trump Image (Relmopator)
  • 2 points- Contains Power Words: Named/Numbered
  • Compellings (7):
    • “I feel safe with Relmopator but uncomfortable when away from Relmopator”, “Relmopator is the ONLY Being that can use my Powers, Magics and Spells”, “Hide my Psyche and Powers from all but Relmopator”, “If I am lost, I must help Relmopator find me and/or I must find a way to Relmopator; through others if needed, but only if this can be done secretly”, Protect Relmopator and always warn him of danger”, “Use any Powers and Magics necessary to ‘protect’ Relmopator and ‘return to’ Relmopator”, “Always obey Relmopator’s commands and wishes first and foremost”
  • Racked Spells (12):
    • Magical Drain, Magic Missile, Mind Touch, Haste, Elemental Fireball, Paralysis, Web, Fire Fountain, Self Teleport, Empowered Monster Champion, Bodily Defense, Invisibility.
  • Shape Shift: N/N Forms (12):
    • Gold Ring w/ Purple Stone; Platinum Ring, Jeweled w/ Purple Stone & Sm. Black Opals; Large Mithril Signet Ring, Stylized ‘R’ surrounded by a Stone Archway (Purple Stone barely visible under the design); Silver Wrist Chain, Flattened Heavy Links w/ Dragon’s Head Clasp, Purple Stone embedded in the head; Copper Wrist Band, Hammered w/ Purple Stone; Red Gold Circlet w/ Purple embedded in front; Necklace, Platinum Chains, many small-link chains twisted together, Purple Stone held in twisted chains; Necklace, Gold Plates, Aztec Style w/ Purple Stone; Torc, Nordic Dragon w/ Purple Stone in mouth; Wolf Spider, Medium sized, Purple Stone body/abdomen; Octopus, Very Small sized, Purple Stone body; Hornet, Large sized, Purple Stone abdomen/body
  • Purple Mandalay Stone is set in this Artifact
    • 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.

Sorcerer's Robe of Flight - "The Archrobe Godfried the First" aka "Godfried" aka "Robe"

  • (Sorcerer's Flying Robe of Many Deep Pockets) {Permanently Empowered Blood Item}

[1 Pip] (45 Point Item)(0 Points in Empowerment Pool)

  • 2 points- Psychic Quality: Sensitivity to Danger
  • 2 points- Psychic Defense: Psychic Neutral
  • 2 points- Item Vitality: Double Vitality
  • 9 points- Movement/Flight: Engine Speed (4) + Transfer Quality (5)
  • 9 points- Resistance to Damage: Invulnerable to all Conventional Weapons (4) + Transfer Quality (5)
  • 2 points- Intelligence & Communication: Speak & Sing; non-verbal but can 'speak in words' telepathically when desired
  • 4 points- Item Shape Shifting: Limited Shape Shift
  • 4 points- Item Healing: Regeneration
  • 4 points- Item Control over Shadow: Mold Shadow Reality
  • 4 points- Spell Storage: Rack & Use Named/#’d Spells (12)
  • [1 point]- Trump Powers: Contains a Trump Image (Relmopator)
  • 2 points- Contains Power Words: Named/Numbered (equal to Realmer's)
  • Compellings (7):
    • “I feel safe with Relmopator but uncomfortable when away from Relmopator”, “Always obey Relmopator’s commands and wishes first and foremost”, “Defend Relmopator and always warn him of danger”, “Use any Powers and Magics necessary to ‘defend’ Relmopator and ‘return to’ Relmopator”, “Relmopator is the ONLY Being that can use my Powers, Magics and Spells”, “Hide my Psyche and Powers from all but Relmopator”, “If I am lost, I must help Relmopator find me and/or I must find a way to Relmopator; through others if needed, but only if this can be done secretly”.
  • Racked Spells (12):
    • Bodily Defense, Diamond Bubble, Defensive Shield, Special Effects Teleport, Relmopator’s Secure Shelter, Relmopator’s Resplendent Refreshments, Mind Touch, Quell, Relmopator’s Loaded Laboratory, Spirit Split, Unweaving, Grease
  • Yellow Mandalay Stone is set in this Artifact
    • 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.
    • The 'setting' is usually a mithril amulet on a heavy mithril chain; the amulet & chain are actually part of the Robe and cannot be removed.
  • Description: (similar to the Cloak of Levitation from Doctor Strange)
    • Originally named 'Jeff' by Realmer, the Robe prefers to be called 'The Arch Robe Godfried the First', 'Godfried' or just 'Robe'.
    • The Robe was created to serve several purposes; clothing, armor, speedy travel, and storage (mundane and magical), but Robe's main purpose is to defend and carry Relmopator and his belongings. To that end, Realmer designed Robe to have many pockets, both visible and hidden, throughout the robe's exterior and interior. ALL of the pockets are 'Extra-Dimensional Spaces' of varying internal size and all are ‘connected’ to each other through a main 'Space', thus allowing Realmer to reach into any pocket and retrieve anything within Robe’s many pockets and spaces; Realmer’s desire is transferred to Robe and it helps by bringing the desired object to Realmer’s hand, even though he is not reaching into the same pocket the object is actually in. The 'Extra-Dimensional Spaces' are actually one Shadow Pocket, created through the use of Realmer's Advanced Pattern Imprint Powers, that is located between the inner and outer layer of the Robe and is able to change its shape (section off pockets, create new inner space pockets, etc.) via use of the Shape Shifting Powers of the Robe itself. The Robe's Shape Shifting Powers allow it to assume the Form of any type of clothing or armor Realmer desires, but can also change into other objects as well, like a shield, a blanket or a rug, or even a small piece of furniture or wall hanging; but never a living creature. The Robe not only has normal Movement capabilities, but also possesses Flight capabilities as well, and both are quite fast and both can be transferred to Realmer.

Scrimshawed Bone & Living Vine Staff - "Hex"

  • [Staff of Necro-Botany Beasts] {Permanently Empowered Blood Item}

[1 Pip] (45 Point Item) Time Spent Permanently Empowering Item: Total time spent Creating Original Item: 18 days; assuming no more than 20 hours of Conjuring per day; this time accounts for 240 hours and 50 minutes of Empowering and Compelling; spending at least one full hour on each Compelling Geas.

  • 4 points} Psychic Quality: Extraordinary Psychic Sense
  • 2 points} Psychic Defense: Psychic Neutral
  • 2 points} Item Vitality: Double Vitality
  • 4 points} Movement: Engine Speed
  • 4 points} Stamina: Tireless Stamina
  • 4 points} Aggression: Combat Reflexes
  • 4 points} Weapon Damage: Deadly Damage
  • 2 points} Intelligence & Communication: Speak & Sing; non-verbal
  • 4 points} Item Shape Shifting: Limited Shape Shift
  • 4 points} Item Healing: Regeneration
  • 4 points} Item Control over Shadow: Mold Shadow Reality
  • 4 points} Spell Storage: Rack & Use Named/#’d Spells (12)
  • 1 point} Trump Powers: Contains a Trump Image (Relmopator)
  • 2 points} Contains Power Words: Named/Numbered
  • Compellings: (7) “I feel safe with Relmopator but uncomfortable when away from Relmopator”, “Always obey Relmopator’s commands and wishes first and foremost”, “Protect Relmopator and always warn him of danger”, “Use any Powers and Magics necessary to ‘protect’ Relmopator and ‘return to’ Relmopator”, “Relmopator is the ONLY Being that can use my Powers, Magics and Spells”, “Hide my Psyche and Powers from all but Relmopator”, “If I am lost, I must help Relmopator find me and/or I must find a way to Relmopator; through others if needed, but only if this can be done secretly”.
  • Racked Spells (12): Empowered Monster Champion, Empowered Monster Group, Empowered Monster Hoard, Mass Empowerment I, Mass Empowerment II, Elemental Fireball, Confusion Storm, Pressurized Lava, Deep Freeze, Evict Invading Entity, Cardiac Arrest, Giant’s Slap
  • Green Mandalay Stone is Set in Artifact
    • Healing, earth magic. Heal plants. Left in contact to a plant will cause it to grow 3 times as fast and will 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.

Description/Explanation: ‘Hex’, the Staff of Necro-Beasts was Conjured from Relmopator’s blood into the initial Form of a Scrimshaw Bone Staff. After 'setting' the Green Mandalay Stone into the eye socket of on of the skulls on the Staff, it now has vines twisting around the staff and growing from the skulls' eye sockets. The Staff's most used alternate Forms are that of a Carved Bone Wand with tiny vines wrapping around it and a large green gemstone in the 'pommel', and a Displacer Beast looking to be made solely of Bone and Vine. The Staff of Necro-Beasts can also Shape Shift into any Form it likes or is commanded to take, but will usually look to be made of living Bone and Vine or Rotting Flesh and Vegetation of some sort. It will take the Form of a variety of creatures to fight for and protect Relmopator as the situation demands.

The Stones of Mandalay

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.

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.

  • 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.
    • A Stone placed in a body of water up 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.
    • 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.
  • 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!)
    • 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.
    • 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.
    • 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.

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

Chaos/Demon Form: Winged Nosferateau

Realmerform1.jpg Realmerform2.jpg

Avatar Form: Very Large Vulture

Relmopator's Avatar Form.jpg


LIST OF HUNG, RACKED & MEMORIZED SPELLS

HUNG 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).
  • SPIRAL OF THE WINDS FRAMEWORK:
    • (4) Major Spells Cardiac Arrest, Magic Drain, Strength Drain, Magical Energy Infusion
      • (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:
    • (8) Major Spells: Hallucinogenic Injection, Empowered Undead Horde, Empowered Undead Group, Lifeforce Transfer, Polymorph Anything, Electric Arcs of Disruption, Banishment, Steal/Transfer Enchantment
      • (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:

  • 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)
  • 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)
  • Robe (12): Bodily Defense, Diamond Bubble, Defensive Shield, Special Effects Teleport, Relmopator’s Secure Shelter, Relmopator’s Resplendent Refreshments, Mind Touch, Sleep (Quell), Relmopator’s Loaded Laboratory I, Spirit Split, Unweaving, Grease
  • Staff (12): Empowered Monster Champion (Bugbear War Lord), Empowered Monster Group (Bugbear War Chiefs), Empowered Monster Hoard (Bugbear Warriors), Mass Empowerment I & II, Elemental Fireball, Confusion Storm, Pressurized Lava, Deep Freeze, Magic Missiles, Cardiac Arrest, Giant’s Slap
  • Blue NP Dagger (12): Ice Storm x3, Bodily Deep Freeze x3, AoE Deep Freeze x3, Icy Path x2, Limitless Deep Freeze x1
  • Red NP Dagger (12): Heat Metal x3, Fire Fountain x3, Mini-Fireball x3, Fireball x2, Elemental Fireball x1

MEMORIZED SPELLS:

  • 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.
    • (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, Clariaudience, Clairvoyance.
    • (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.
    • (6th) Bomb, Control Weather, Move Earth, Homing Ball Lightning, Lower Water.
    • (7th) Area Weakness, Picket Ball Lightning, Returning.
    • (8th) Magic Dampening Field, Reflector Wall.
    • (9th) 1(?)
  • LOW ORDER - WIZARDRY (AD&D) SPELLS: (24th Level)
    • (1st) Ray of Fatigue, Exterminate, Corpse Link, Chill Touch, Detect Undead
    • (2nd) Spectral Hand, Choke, Ghoul Touch, Vocalize, Skeletal Hands
    • (3rd) Vampiric Touch (x2), Feign Death, Delay Death, Skull Trap
    • (4th) Enervation (x2), Mask of Death, Brainkill, Empathic Wound Transfer
    • (5th) Animate Dead, Magic Jar, Throbbing Bones, Bind Undead, Graft Flesh
    • (6th) Blackmantle, Deadman's Eyes, Transmute Bone to Steel(R), Reincarnation, Death Spell
    • (7th) Control Undead, Suffocate, Wound Conferral, Banishment, Vision
    • (8th) Death Shroud, Shadow Form, Defoliate, Heart of Stone, Mass Charm
    • (9th) Elemental Aura, Energy Drain, Meteor Swarm, Crystalbrittle

Relmopator's 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

  • Amber Year 5230:
    • Realmer brought to Amber by Dworkin; meets with King Random, Fiona and Benedict
    • Sent to Academy at Fantalin immediately; meets Aries Colbriesi, Dean of Fantalin Academy
    • Meets Arloxedra at Fantalin serving as an Instructor... Realmer gets the feeling Arlo does not like him.
  • Amber Year 5231:
    • Realmer graduates the Academy, so to speak, when Aries calls him into his private office for a meeting
    • He accompanies Aries into Shadow on a mission of great importance to Amber and Realmer personally
    • Meets Hagalta, Xorit and Krelet; learns his mother lives and is the wife of Hagalta
    • Acquires Satura's Ring from Hagalta and a Tome of great importance to Amber
    • Returns to Amber with Aries, meets with Random, walks the Pattern in the dungeons of Castle Amber
    • Assigned rooms in the Castle and a Laboratory on the Pattern level of the dungeons
    • Meets Gerard and then Flora, each on Pattern Guard Duty, while visiting Pattern for research
  • Amber Year 5271-5272
    • Eavesdrops on Random and others discussing a great valley filled with dead bodies and a powerfully magical sword.
      • Invited in to contribute to the conversation, meets Vander. Recognized the Swords of Power for what they are, knows their legend
  • Amber Year 5281
    • Has a conversation with Arlo in the Library about Adagalasck, his mother Satura and Vox.
      • Arlo shows new cards soon to arrive in the Deck; gives the new ones to Realmer
      • Arlo gives Realmer a stone from Adagalasck and tells him to walk the Pattern with it and that will allow access to the sealed Realm
      • Realmer walks the Pattern with the Stone from Adagaalasck as Arlo suggested.
    • Realmer has a conversation with Julian and Gangdis in his rooms/lab, shares his background with Julian, he offers help and Trumps of Nina & Emilie.
    • Realmer gathers a small team; Sir Gangdis of Casowill, Sir Carston of Wall and Tasa, an assassin from Sanctuary.
      • Defeats Azcalan attack while traveling the Jeweled Road towards Adagalasck; meets Aztalios, Azcalan War Cheif
    • Arrives at the Great Arch just prior to a Battle Drill where Xorit and Hagalta are both present
      • Meets with Xorit, sits in his Clan Box for Battle Drill, meets Xorit's brother; Zarxit
        • During Battle Drill Hagalta sees Realmer and rides over, orders him to leave the field and go to his camp where Satura awaits; Realmer refuses to leave until Battle Drill is complete
        • Gangdis breaks Clan Shaxta's Battle Signs and Zarxit wants this info, will pay for it
      • Clan Trixta defeats Clan Shaxta in the Battle Drill
        • Realmer meets with Xorit afterwards and tells him of what transpired during the drill; pulled into Campaign Tent for privacy
        • Xorit says Hagalta is lying about Satura being present, suggests we go thru Arch immediately
        • Realmer shows Xorit the Stone Arlo gave him; Xorit calls it a Stair Key; belongs to the Arch Mage of the North Wind
        • Gangdis suggests using it to contact her, she is Nina of Amber; makes Contact instantly
      • Nina comes to Realmer, she 'awakens', knows Gangdis, says Hagalta is coming, opens portal to Adagalasck, takes Realmer's crew and Xorit and crew
        • Hagalta rushes Portal, Nina puts up barrier, Hagalta rages then draws Farslayer and holds it high... but does not use it
    • Traveling through Adagalasck with Ninaartres, the Arch Mage of the North Wind