Charnel: Difference between revisions

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  |description=Your black domain.
  |description=Your black domain.
  |lessons=
  |lessons=
  |syntax=CRYPT RAISE<br>CRYPT ENTER [crypt]<br>CRYPT EXPAND <direction><br>CRYPT COLLAPSE <direction><br>CRYPT SEAL<br>CRYPTS
  |syntax=CRYPT RAISE<br>CRYPT ENTER [crypt]<br>CRYPT EXPAND <direction><br>CRYPT COLLAPSE <direction><br>CRYPT SEAL<br>CRYPTS<br>CRYPT RELOCATE
  |required=
  |required=
  |target=
  |target=
  |cooldown=3.00 seconds of equilibrium
  |cooldown=3.00 seconds of equilibrium
  |detail=The domain of the accursed is both fortress and sanctum; sheltered from those that would scorn them for their vitiating state of being. All of the higher workings of Charnel require your crypt be raised and expanded; a Pariah without a crypt is no Pariah at all.<p>CRYPT RAISE: create your crypt. It will start out with one room.<br>CRYPT EXPAND <direction>: expand your crypt in a given direction. This creates a new room. Initially, these rooms will be simple passageways. Your crypt can only expand so much before it can support no further rooms, so choose your layout wisely.<br>CRYPT COLLAPSE <direction>: collapse rooms in your crypt to change the layout. You must work inwards from dead ends.<br>CRYPT ENTER: enter your crypt. This has a delay during which you may do nothing.<br>CRYPT SEAL: if would-be raiders break the seal on your crypt, this channelled action will allow you to repair the doors from just outside your crypt.<br>CRYPTS: see what other crypts are in a location.</p><p>* Note that the talon tattoo can pull anyone from a crypt.</br>
  |detail=The domain of the accursed is both fortress and sanctum; sheltered from those that would scorn them for their vitiating state of being. All of the higher workings of Charnel require your crypt be raised and expanded; a Pariah without a crypt is no Pariah at all.<p>CRYPT RAISE: create your crypt. It will start out with one room.<br>CRYPT EXPAND <direction>: expand your crypt in a given direction. This creates a new room. Initially, these rooms will be simple passageways. Your crypt can only expand so much before it can support no further rooms, so choose your layout wisely.<br>CRYPT COLLAPSE <direction>: collapse rooms in your crypt to change the layout. You must work inwards from dead ends.<br>CRYPT ENTER: enter your crypt. This has a delay during which you may do nothing.<br>CRYPT SEAL: if would-be raiders break the seal on your crypt, this channelled action will allow you to repair the doors from just outside your crypt.<br>CRYPT RELOCATE: those over level 50 may relocate their crypt to a new location. The crypt must be sealed for this to be done, it is a long channelled action, and the same restrictions as raising a crypt in the first place apply. Moving your crypt the first time is free: subsequent moves cost 50 bound credits.<br>CRYPTS: see what other crypts are in a location.</p><p>* Note that the talon tattoo can pull anyone from a crypt.</br>
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  |detail=Other Pariah's will ever hoard their knowledge within the Arcane Record of their black sanctum. If they shall not yield it by will then you will take it by force. You may plunder a crypt's doors every so often; this channelled action will inform the Pariah who you are attempting to strike against and it takes some time. Once the defences are breached, then the true test begins: invading the dark interior and braving the traps and guardians to reach their Arcane Record. Once this is achieved, you may plunder any tablets they have stored within.<p>If you survive that long.</p>
  |detail=Other Pariah's will ever hoard their knowledge within the Arcane Record of their black sanctum. If they shall not yield it by will then you will take it by force. You may plunder a crypt's doors every so often; this channelled action will inform the Pariah who you are attempting to strike against and it takes some time. Once the defences are breached, then the true test begins: invading the dark interior and braving the traps and guardians to reach their Arcane Record. Once this is achieved, you may plunder any tablets they have stored within.<p>If you survive that long.</p>
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<b>Accursed Rituals</b>


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  |detail=The ancient rituals of Charnel are scribed in tablets of stone. These can be acquired in various ways, but one thing is universal: they may be used but once and they will decay very rapidly when held outside your crypt's Arcane Record. When you gain a tablet, you will gain access to the ability associated to that ritual, and may learn how to utilise said ritual.   
  |detail=The ancient rituals of Charnel are scribed in tablets of stone. These can be acquired in various ways, but one thing is universal: they may be used but once and they will decay very rapidly when held outside your crypt's Arcane Record. When you gain a tablet, you will gain access to the ability associated to that ritual, and may learn how to utilise said ritual.   
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<b>Accursed Workings</b>


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{{Skill_detail
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  |description=May it cover the land.
  |description=May it cover the land.
  |lessons=
  |lessons=
  |syntax=ACCURSED ETERNITY [direction]
  |syntax=ACCURSED ETERNITY [direction/SENSE]
  |required=
  |required=
  |target=
  |target=
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  |cooldown=
  |cooldown=
  |detail=The link to your sarcophagus is one that can be manipulated to a degree at a distance. By focusing upon it, after a substantial delay you will return to the heart of your power: note there is a limit on how far this link can extend(*).<p>* You must be on the same plane as your sarcophagus to initiate this ability.</p>
  |detail=The link to your sarcophagus is one that can be manipulated to a degree at a distance. By focusing upon it, after a substantial delay you will return to the heart of your power: note there is a limit on how far this link can extend(*).<p>* You must be on the same plane as your sarcophagus to initiate this ability.</p>
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{{Skill_detail
|skill=Still
|description=The silence of the grave.
|lessons=
|syntax=ACCURSED STILL [direction]
|required=
|target=
|cooldown=3.10 seconds of equilibrium
|detail=Bring the stillness of the grave to a location that labours beneath the endless eternity, quelling sound above a whisper(*).<p>* All forms of telepathic communication are greatly stifled, only permitting one per person every 3 seconds. This effect lasts one minute.</p>
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  |cooldown=2.80 seconds of equilibrium
  |cooldown=2.80 seconds of equilibrium
  |detail=When you stand upon sandy ground, you may command it to rise up and drive a foe from your sight. Obstructions will prevent the movement(*), and if the sand was brought forth by your Accursed work, it shall be consumed(**).<p>* Blocking, walls, etc.<br>** Eternity is cleared if it is the basis for the environmental check in this case. This ability could be used freely in desert areas or sandy locations created through more obscure means.</p>
  |detail=When you stand upon sandy ground, you may command it to rise up and drive a foe from your sight. Obstructions will prevent the movement(*), and if the sand was brought forth by your Accursed work, it shall be consumed(**).<p>* Blocking, walls, etc.<br>** Eternity is cleared if it is the basis for the environmental check in this case. This ability could be used freely in desert areas or sandy locations created through more obscure means.</p>
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{{Skill_detail
|skill=Mirage
|description=Trust not your eyes or flesh.
|lessons=
|syntax=ACCURSED MIRAGE
|required=
|target=
|cooldown=3.80 seconds of equilibrium
|detail=This high art of the Accursed allows you to breathe forth your poisonous nature upon the location, for a short time(*) bending the rules which
govern the wounds wrought upon the mortal man. In practice, this means that if someone strikes another adventurer, for a brief moment after said attacker will find they cannot inflict any lasting harm upon anyone else.<p>* This lasts thirty seconds and has a five minute cooldown.</p><p>** For two seconds after you strike someone directly or otherwise (and for damage that isn't trivial), you will find that you can inflict no damage to anyone but that target while the mirage is active.</p><p>*** Other Accursed are immune to the implications of the mirage, and unblockable damage bypasses its unholy nature entirely.</p>
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{{Skill_detail
|skill=Congregation
|description=For they will attend your feast.
|lessons=
|syntax=ACCURSED CONGREGATION
|required=
|target=
|cooldown=4.00 seconds of equilibrium
|detail=When standing upon sand, you may impose your will to force a congregation to attend you. This is a channeled action at the conclusion of which, all that stand in adjacent rooms upon sand who possess the mass defence will be drawn down and deposited before you. Those that do not possess the mass defence shall suffer a brief period of being stunned instead.<p>* Sand must be present in a room at all three phases (channel start, middle, and resolution) for it to be checked at the conclusion of the congregation.</p>
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  |detail=Many terrible things were born of dabbling in the realm of death, but perhaps one of the most terrible consequences was the sickness that the Accursed brought into the living world. To embrace your nature as an Accursed is to accept that sickness upon yourself; death shall have its due(*), and time shall not heal this wound(**).<p>* If you die with the death sickness and are resurrected by starbursts or similar means, you will not be cured of your afflictions. However, the sickness will pass from you to your killer in this instance.<br>** Those labouring beneath the death sickness are entirely immune to lesser aeonic workings: attempts to bring down the curse of the Aeon upon such a target without foci to amplify the working (a ruinated wheel tarot, or a vodun doll or puppet for example) shall fail.</p>
  |detail=Many terrible things were born of dabbling in the realm of death, but perhaps one of the most terrible consequences was the sickness that the Accursed brought into the living world. To embrace your nature as an Accursed is to accept that sickness upon yourself; death shall have its due(*), and time shall not heal this wound(**).<p>* If you die with the death sickness and are resurrected by starbursts or similar means, you will not be cured of your afflictions. However, the sickness will pass from you to your killer in this instance.<br>** Those labouring beneath the death sickness are entirely immune to lesser aeonic workings: attempts to bring down the curse of the Aeon upon such a target without foci to amplify the working (a ruinated wheel tarot, or a vodun doll or puppet for example) shall fail.</p>
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<b>Reshaping</b>


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  |detail=The tomb of your crypt is where your sarcophagus will be kept, and it is the most vulnerable to your enemies. All of your efforts should go to defending this most hallowed of halls, for the cost of failure is terrible indeed.
  |detail=The tomb of your crypt is where your sarcophagus will be kept, and it is the most vulnerable to your enemies. All of your efforts should go to defending this most hallowed of halls, for the cost of failure is terrible indeed.
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<b>Traps</b>


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  |detail=Perhaps the most formidable trap in the array available to you, this deadly surprise for intruders shall trigger upon anyone other than yourself entering the chamber in which it is placed. The walls shall slowly begin to move inwards; around ten seconds later, they shall complete their terminal journey, crushing any that remain between them and leaving nothing but the dead in their wake.<p>You may only have one of this trap in your whole crypt, and while it will not trigger upon you entering its room, you are still vulnerable to the final crushing impact.</p>
  |detail=Perhaps the most formidable trap in the array available to you, this deadly surprise for intruders shall trigger upon anyone other than yourself entering the chamber in which it is placed. The walls shall slowly begin to move inwards; around ten seconds later, they shall complete their terminal journey, crushing any that remain between them and leaving nothing but the dead in their wake.<p>You may only have one of this trap in your whole crypt, and while it will not trigger upon you entering its room, you are still vulnerable to the final crushing impact.</p>
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<b>Guardians</b>


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{{Skill_detail
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