Tuesday, December 22, 2009


Magic/Invention Link- Assembly used to combine an invented weapon with a magical weapon.


Plasma Shot Cannon- Energetic particle launcher.


Rail Cannon- A cannon which uses supercharged magnetic fields to propel an aluminum shell to near the speed of light.


Scribbler- A small probe with a chisel, design to disrupt a rune sequence


Shock- Very weak energy/magic attack. Increases in power over time through use and does not diminish magic/energy reservoir.


Stun- Long range system shock attack. Paralyzes enemy for a short amount of time.


Sun Burst cannon- Long range magical fireball launcher.


Telekinetic Burst Emitter- Pushes enemies within the proximity of the artifact away.


Uplinks:

Communication

Shields

Energy


Wave and Energy Channels:

Electromagnetic Wave- Powerful charge destroying, disrupting or crippling all sources of focused energy/magic.


Particle Beam Emitter- Very powerful energy beam with high energy demands.


Radiated Wave- Focuses high density particle radiation along a narrow beam of light.


Ray of Intercept- A small particle beam designed to intercept ballistics.


Shield Generator- Channels energy into a anti-kinetic force field.

Sonic Wave- Emits an ultra high pitched squeal damaging enemies over a triangular shaped area.


Bogman


Description: The bogman is an entity with power over flora. He is a direct descendant of Gaia and entrusted gatekeeper of her realm. The bogman’s abilities stem from his subconscious link with all forms of life. The bogman gains his power from many different sources, including, but not limited to, the ability to absorb different liquids and ingest certain seeds for sustenance and power. Through integrating various attributes from other types of plants the bogman can become quite formidable in combat. Fungus gives the bogman the ability to decay his enemies. The Venus flytrap gives him ability to eat bugs to regain lost health. Vines can be used as whips or ropes, while roots can be used to anchor attacking enemies to the ground. Flowers can produce various pollens for desired effects. Brambles can be manipulated into thorn cannons. Various wood attributes can also be used as weapons such as green vegetation for soft and flexible employment, oak for sturdy more stationary devices, and redwood is used as the most powerful nature the bogman can achieve. He also has the ability to assume many other rare species of fauna. While animals possess more elaborate instinctual tendencies and motivation the bogman is able to call all lower life to his agenda. In addition to plants the bogman possesses control over all species of insect. Also while animals are beyond his control he is able to communicate and request their assistance whenever needed.


Stronghold: The center of the bogman’s life will be a bog or swamp hidden deep within a forest. The bogman will feel comfortable within this environment but in its’ heart a battle is continually being fought. He has memories of what he once was as well as vague impressions of people who he knew and loved. To this end a very sophisticated cavern system will exist below the swamp. It will be very clean with pictures of his family and friends from a forgotten life. While he cannot remember all of their faces they bring him peace and in this peace his humanity finds its strength. While within these subterranean caverns the creature’s instincts will be suppressed and the human within will find some solace from the instinctual rage of the monster inside. While it still maintains a foothold in his mind, this monster lacks the ability to assert and manifest itself openly.


Allies: The bogman’s allies are everywhere. The tree, its roots, the insects, all wildlife carries a strong bond to the creature, however when confronted with memories of humanity the man within will find itself at odds with the surrounding wild.


Foes: The bogman is completely in tune with Gaia, so much so that it will not tolerate any threat, be it magical or invented, toward mother earth. While nature seeks to maintain the balance between life and death, it will not show mercy to those who wish to harm or interfere with the natural course of evolution. Anything invented has the potential to be an enemy but more often than not life tolerates experimentation. It is exploitation that provokes wrath. Legions of automatons as well as vampires, undead, and skeletons will seek out sources of raw material and the bogman will have his hands full until adequate defenses are in place to thwart the everyday incursions of greedy interlopers.


Abilities:

Weapons(Integrated): Ivy Whip

Pine Sword Arm

Thorned Sword Arm

Redwood Sword Arm

Petrified Sword Arm

Bramble Whip

Plant Bulb Bombs:

Poison

Decay

Sleep

Paralyze

Explosive Gas

Vine Net

Breeding Swarms: In breeding swarms the body of the bogman is transformed into a hive of sorts. By obtaining breeding pairs of certain bug species the bogman is able to stimulate their growth and population. In a matter of moments after placing the breeding pair on his body, while in creature form, he will become a habitat for a hive of insects. They may serve several purposes ranging from stimulating healing to attacking threats. When the creature remits to human form the original two bugs return to the character’s inventory and the hive leaves his body.

Bug Types: Scribbler Beetles

Flesh Eating Scarabs

Wasp Swarm

Mending Ants

Salve Aphids

Hornets

Web Spiders

Poison Spiders

Paralysis Spiders


Armor: Bug Carapace: This is a type of large insect has formed a physical symbiotic bond with the bogman. It serves to protect the bogman from harm. It can evolve and adapt based upon repeated assaults. For example, it will be vulnerable to fire in the extreme initially, but after repeatedly being beaten down by the flames it will become stronger with each regenerative cycle.

The Vampire



Description: The Vampire is of eternal fame. It drinks blood and is immortal unless staked, drowned, decapitated, or overexposed to sunlight or crosses. Considerations as a vampire include the purchase of various magically imbued coffins, the seeking of protection during daytime hours, and the maintaining of his secret identity. It has the ability to adapt and possesses the power to counter the aforementioned incursions. A carriage is a must for sanctuary during sunlight travel.


Stronghold: The Vampire resides within a castle of gothic proportions.

The castle possesses everything from hidden rooms to dungeons. Since the vampire heavily relies on cloaking his true nature the castle will reflect this. The castle will look to suite the aristocratic nature of his class. The player must always consider how visitors will react to what they see. For instance, a door labeled torture or feeding chamber would raise slight suspicion in the visitors mind. Another example is obvious clues to the vampires’ true identity; Such as the absence of reflection in mirrors or garlic allergies. To counter these signs the character would have to be careful about his purchases. For instance, the character could buy magical mirrors that have the purpose of reflecting vampire visages or temporary allergy pills. Since vampires are known to exist in the game world these purchase must be made anonymously at the characters great expense. To anticipate or react to such oversights the vampire’s castle will have its own eyes and ears. If any such visitor should voice these suspicions the castle would inform the count and he could handle the situation accordingly.


Allies: Allies are of critical importance to the vampire, whether brainwashed or willing. Loyalty is a major issue in recruits. This is of penultimate import in the recruiting of a carriage driver; otherwise the character may find him self in the middle of a vampire hunter ambush.

Foes: The foes of magic practitioners predominately consist of technology and nature, however magic gives itself much more freely to coexistence. It can exist symbiotically in a forest or within inscribed runes upon a machine. While neither is in direct opposition to magic, conflicting motives can bring stout resistance. The vampire is a devout practitioner of magic and has perverted the true nature of magic to amplify and empower his own appetites. The primary enemies of the vampire are idealists, people who believe that black and white are infallibly written in stone. People believe that the vampire is evil and if his existence is discovered they will attempt to purge the world of his malignant influence forever.


Abilities:


Swords and Techniques:

Spells: Manipulation: Bend others to his will.

Fear: Destroys enemy morale.

Deceit: Outright lie without fail.

Feral Fury: Invokes True Form

Cloak and Dagger- Invokes Mist Form

Disguise-Can mimic NPC’s

Fog-Blinds enemies.

Wolf Summon

Bat Summon

Skeleton Army: number and rank according to level

Passing of Gift: Make other vampires: must consent

Blood Shield

Rune Rip

Shadow Phase: teleport from shadow to shadow

Blood Armor Construct: Cape, Armor, Greaves, Gauntlets, Helmet. Spells can only be cast when runic word has been mastered.

Rune Bomb: Inscribes a marble with a flawed rune of power.

Scribbler Bats

Forms: Magical Werewolf

Abilities: Leap Long Range: grid to grid jump

Rage Combat: stat increase.

Ingest: Eat weak enemies alive.

Bat: In retreat or travel.

Mist Form: used in hiding.

True Form: true nature of vampirism, overwhelming bloodlust; Form achieved through extreme aggravation for the purpose of annihilation.

Capes: Cutting Cape: Cloak can stab and cut.

Rune Cape: Stat boosts, magical shield

Cape of Diffusion: Absorbs enemies’ whole

Sentient Cape: Cape can learn, adapt

Paladin Cape: Character appears well to do.

Fury Cape: Endless Werewolf form.


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