Gargoyle Quest: Difference between revisions
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Brutality tree is more expensive due to choosing Dark Guard as a beginning specialty. It'll go down if you absorb a proper brutal soul. | Brutality tree is more expensive due to choosing Dark Guard as a beginning specialty. It'll go down if you absorb a proper brutal soul. | ||
===Berserk=== | ===Berserk=== | ||
2XP. Sends the Gargoyle into a frenzy, attacking and killing all things with in range. Pushes limits regardless of durability. | 2XP. Sends the Gargoyle into a frenzy, attacking and killing all things with in range. Pushes limits regardless of durability. | ||
===Control=== | ===Control=== | ||
2XP. Reduces the madness induced by berserking to allow differentiation of targets. | 2XP. Reduces the madness induced by berserking to allow differentiation of targets. | ||
===Force=== | ===Force=== | ||
2XP. Increases the might of the gargoyle, allowing further feats of raw strength | 2XP. Increases the might of the gargoyle, allowing further feats of raw strength | ||
===Demon-Blooded=== | ===Demon-Blooded=== | ||
3XP. Req: Berserk, & Force. The force of demons runs through you, and you embrace it. Your Berserk becomes stronger and more wild. | 3XP. Req: Berserk, & Force. The force of demons runs through you, and you embrace it. Your Berserk becomes stronger and more wild. | ||
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3XP. Req: Berserk, & Control. Killing is not just madness, it is your duty. The only bastion between your charges and those that threaten them is you. This opens the gateway to discipline amongst the madness. You begin to learn more of the weapons you wield. | 3XP. Req: Berserk, & Control. Killing is not just madness, it is your duty. The only bastion between your charges and those that threaten them is you. This opens the gateway to discipline amongst the madness. You begin to learn more of the weapons you wield. | ||
===Sadism=== | ===Sadism=== | ||
2XP. Req: Demon-Blooded. | 2XP. Req: Demon-Blooded. You revel in the pain of others, drawing yourself closer to your demonic heritage. | ||
===Demon-Kin=== | ===Demon-Kin=== | ||
2XP. Req: Sadism | 2XP. Req: Sadism. You can sense the presence of demons and their magic. | ||
===Stalwart=== | ===Stalwart=== | ||
2XP. Req: Knight of Slaughter. You are extremely hard to move. When you have both feet upon the ground, pushing you back is extremely difficult. However if the force breaks you, that is another story. | 2XP. Req: Knight of Slaughter. You are extremely hard to move. When you have both feet upon the ground, pushing you back is extremely difficult. However if the force breaks you, that is another story. | ||
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2XP. Req: Stalwart. Increases the control you have over your own body, further increasing control of berserk, and keeping violent tendencies in check. | 2XP. Req: Stalwart. Increases the control you have over your own body, further increasing control of berserk, and keeping violent tendencies in check. | ||
===Tainted Power=== | ===Tainted Power=== | ||
4XP. Req: Demon-Blooded | 4XP. Req: Demon-Blooded. The tap upon the unholy power of your form, releasing increased might whether berserk or not. Your nature begins to leak ever so slightly. | ||
===Slayer=== | ===Slayer=== | ||
4XP. Req: Knight of Slaughter. You have a natural talent in finding the weakspots of enemies as you put them to your blade. Further, in the face of many, each kill increases your frenzy, berserking or not. | 4XP. Req: Knight of Slaughter. You have a natural talent in finding the weakspots of enemies as you put them to your blade. Further, in the face of many, each kill increases your frenzy, berserking or not. | ||
===Clad In Evil=== | ===Clad In Evil=== | ||
4XP. Req: Slayer, & Tainted Power. | 4XP. Req: Slayer, & Tainted Power. An improvement to berserk that draws in the malice and ferocity of your enemies to empower you. Drives you into a made frenzy that not even Control can constrain. Armored by evil, you are driven mad unless you have the discipline to differentiate from friend and foe. | ||
===Metamorphosis=== | ===Metamorphosis=== | ||
4XP. Req: Tainted Power, & Sadism. Taking on aspects of the demonic madness engraved into your form, you change your body temporarily into that of a demon, made living. | 4XP. Req: Tainted Power, & Sadism. Taking on aspects of the demonic madness engraved into your form, you change your body temporarily into that of a demon, made living. | ||
===Avenger=== | ===Avenger=== | ||
4XP. Req: Slayer, & Stalwart. For each and every charge your enemy slays, the violence you will grant them grows. You feed off of the dying wishes and fears of others. And grant them. | 4XP. Req: Slayer, & Stalwart. For each and every charge your enemy slays, the violence you will grant them grows. You feed off of the dying wishes and fears of others. And grant them. | ||
===Unholy | ===Unholy Juggernaut=== | ||
8XP. Req: Clad in Evil, Avenger, & Matamorphosis. Mixing the power of the avenger with the power of evil and taint incarnate, your form will remain held by magic even should it break, fracture or fragment. You are unyielding in your pursuit and only vulnerable to silver and more powerful magic than that which grants you life. | 8XP. Req: Clad in Evil, Avenger, & Matamorphosis. Mixing the power of the avenger with the power of evil and taint incarnate, your form will remain held by magic even should it break, fracture or fragment. You are unyielding in your pursuit and only vulnerable to silver and more powerful magic than that which grants you life. | ||
Revision as of 22:46, 24 March 2013
Gargoyle Quest by Stone Mason |
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A mysterious individual crafts magical Gargoyles using dark magics to protect humanity from monsters. You are one such Gargoyle, crafted and sent to a small fringe town. You animate at night to hunt down monsters, and yet must avoid detection by the people you protect lest you be smashed during the day by superstitious humans or monsters which assume human form and live among their prey. The magics which animate you also allow you to consume the souls of the foes you defeat in order to gain their powers, but feeding carries a risk as you may also gain their vulnerabilities, mindsets, and even their need to prey on humans.
Yet another /tg/ quest stopping by to make use of our questdis.
Characters
Angel
The main PC, Gargoyles are named by their people and so far you have been dubbed Angel by Molly when she glimpsed you. Carved out of white marble, human in appearance, with angelic wings.
Molly
A young girl whose mother recently died. She has been having nightmares since. The Banshee was encountered near where molly was visiting, the implications of that can only be guessed at.
Priest
A blood mage, his magic feels similar to the dark magics that animates us. His arms bears many scars from repeated cuts and he has been observed to ritualistically bleed himself into a ruby chalice on an alter saying "So let this be, their blood of Christ. They shall be none wiser, and stronger for it." According to an overheard guard conversation he also heals the townspeople with his magic, telling them it is holy magic. Most likely the owner of the book about blood magic which you found in the abandoned old church in which you reside.
Genevieve
Goes by Genn. A mermaid that lives in the nearby lake's bottom with her mother, father, sister, and brother. At the moment considered to be non-threatening to the village.
The Stranger
A weapons trader from which you sense no life. He delivered a single weapon of your choice prepaid by your creator and will stop by every 2 weeks to trade the corpses of monsters for weapons.
Abilities
Stealth
The chosen initial specialization of our Gargoyle. As such we began play with a few such traits and additional traits of this tree are cheaper to buy.
Cloak of Shadow (Acquired)
Initial. Melds Gargoyle into the darkness. Active ability (a spell).
Subversion (Acquired)
Initial. people naturally notice you less. Your wings are rather loud, yet when you fly above the guards, they don't notice. The Mermaid noticed because she's quite a bit more keen. Passive ability.
Dark Guard (Acquired)
Initial. Req: Cloak of Shadow, & Subversion. The ability to sense life. Passive ability.
Mind Whisper
1XP. Allows you to put subtle whispers into the minds of mortals. Their consciousness is weak. When you whisper them, their mind gains a small link to you. Allows you to enter their dreams with more training. They feel your presence.
Obfuscation
2XP. Req: Mind Whisper.
Shadow Forge
2XP. Req: Dark Guard
Shadow Puppet
2XP. Req: Shadow Forge
Mind Peer
2XP. Req: Obfuscation
Blurred form
3XP. Req: Obfuscation
Shadow step
3XP. Req: Shadow Puppet
Shadow hounds
3XP. Req: Shadow Puppet. Forge creatures of shadow to do your bidding. They attack with fang and claw, light being their only weakness. They cannot get too far from you however without being sustained by other magic.
Dreamwalker
4XP. Req: Mind Peer
Influence
2XP. Req: Dreamwalker
Speak
2XP. Req: Dreamwalker
Long-Range
2XP. Req: Dreamwalker
Shadowform
5XP. Req: Shadow hounds, & Shadow step.
Possess
6XP. Req: Influence, Speak, & Long-Range.
Brutality
Brutality tree is more expensive due to choosing Dark Guard as a beginning specialty. It'll go down if you absorb a proper brutal soul.
Berserk
2XP. Sends the Gargoyle into a frenzy, attacking and killing all things with in range. Pushes limits regardless of durability.
Control
2XP. Reduces the madness induced by berserking to allow differentiation of targets.
Force
2XP. Increases the might of the gargoyle, allowing further feats of raw strength
Demon-Blooded
3XP. Req: Berserk, & Force. The force of demons runs through you, and you embrace it. Your Berserk becomes stronger and more wild.
Knight of Slaughter
3XP. Req: Berserk, & Control. Killing is not just madness, it is your duty. The only bastion between your charges and those that threaten them is you. This opens the gateway to discipline amongst the madness. You begin to learn more of the weapons you wield.
Sadism
2XP. Req: Demon-Blooded. You revel in the pain of others, drawing yourself closer to your demonic heritage.
Demon-Kin
2XP. Req: Sadism. You can sense the presence of demons and their magic.
Stalwart
2XP. Req: Knight of Slaughter. You are extremely hard to move. When you have both feet upon the ground, pushing you back is extremely difficult. However if the force breaks you, that is another story.
Discipline
2XP. Req: Stalwart. Increases the control you have over your own body, further increasing control of berserk, and keeping violent tendencies in check.
Tainted Power
4XP. Req: Demon-Blooded. The tap upon the unholy power of your form, releasing increased might whether berserk or not. Your nature begins to leak ever so slightly.
Slayer
4XP. Req: Knight of Slaughter. You have a natural talent in finding the weakspots of enemies as you put them to your blade. Further, in the face of many, each kill increases your frenzy, berserking or not.
Clad In Evil
4XP. Req: Slayer, & Tainted Power. An improvement to berserk that draws in the malice and ferocity of your enemies to empower you. Drives you into a made frenzy that not even Control can constrain. Armored by evil, you are driven mad unless you have the discipline to differentiate from friend and foe.
Metamorphosis
4XP. Req: Tainted Power, & Sadism. Taking on aspects of the demonic madness engraved into your form, you change your body temporarily into that of a demon, made living.
Avenger
4XP. Req: Slayer, & Stalwart. For each and every charge your enemy slays, the violence you will grant them grows. You feed off of the dying wishes and fears of others. And grant them.
Unholy Juggernaut
8XP. Req: Clad in Evil, Avenger, & Matamorphosis. Mixing the power of the avenger with the power of evil and taint incarnate, your form will remain held by magic even should it break, fracture or fragment. You are unyielding in your pursuit and only vulnerable to silver and more powerful magic than that which grants you life.
Marble
Solid Marble (Acquired)
1XP. Your form is far more solid due to your understanding of it and the magics that hold you together. Your bludgeoning ability and defense is increased.
Polished
1XP. Makes you stand out more during the day and night. People that regard you during the day see you as a clean statue. It would also avoid stains such as the wolf's blood.
Earthen
1XP. You are more in tune with the origin of your material; Primal magic is easier to channel; Earth is easier to shape.
Dense Marble
2XP. Req: Solid Marble.
Revered Stone
2XP. Req: Polished. An upgrade from Polished, it further increases your radiance and villagers take further note of your beauty, finding you pleasing to look upon during the day. You are more visible at night.
Natural
2XP. Req: Earthen.
Holy White
3XP. Req: Revered Stone. The white of your marble is a stunning perfection of [s]my[/s] craftsmanship. People swear that they see God in the purity of your form.
Magic
N/A until unlocked via questing
Special
Angelic Savior (Acquired)
Initial. Having chosen Wings in combination with Humanoid and Marble at character creation causes the trait "Angelic" in which humans see you as their angelic savior should they witness you.
Soul Siphon
6XP. Improve gains from eating souls of defeated monsters (no specifics yet). Available since start of quest.
Regeneration (Acquired)
5XP. Your form is not flesh, yet with the unnatural powers of the werewolf within you, it mends and fixes itself as such. Acquired via a roll of 10/10 when consumed a werewolf at Night 1.5
Wolven Agility
3XP. Short of strength, werewolves have great agility, you will take this on and be all the better for it. Unlocked via werewolf soul.
Beastly Strength
3XP. The strength of the hunter dwells within you now, increasing your strength. Unlocked via werewolf soul.
Beast Form
4XP. You have further mastery of your form, allowing the shapeshift into a half-beast. Unlocked via werewolf soul.
Banshee Scream
4XP. Unlocked via Banshee soul.
Spirit Children
4XP. "An ability of the banshee's origin. Allows the conjuration of temporary body's of ether resembling children. They are capable of attacking with razor sharp teeth. You are aware that Iron makes them convulse in pain. Likely due to the Banshee's origin as a fae."