Rings of Power Challenge Weekend (6, 7, 8)

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Rings of Power Challenge Weekend (6, 7, 8)

Postby Anibesa on July 10th, 2018, 6:02 am

Rolled three times from this challenge and got a 15, 3, and 31

Opting for number 3 - Avalis

Thank you for the amazing challenge and these prizes are amazing too!
Lethaefal-Svefra
Day Night
Eyes Blue Blue
Hair Auburn Black
Horns Green
Skin Fair and freckled Marble like, cool toned and shimmering
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Rings of Power Challenge Weekend (6, 7, 8)

Postby Okara on July 10th, 2018, 1:29 pm

I used my 3 rolls from this challenge as well as my 4 banked rolls from the marathon challenge and got:
(26+29+19+20+20+6+44)

Definitely going for 26 -Priskil

I'm really glad I pushed through for this challenge. Thanks for coming up with such a unique idea and awesome prizes!
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Rings of Power Challenge Weekend (6, 7, 8)

Postby Naali on July 10th, 2018, 9:23 pm

Rolled 1 time, and received a pseudorandom 12.

(12) Ionu - This statuette can appear as almost anyone or anything. It can look female, male or other. When animated, it speaks in any tone of voice, of any gender, of any race. It never holds the same form for very long. It is rather fond of telling jokes and always points out comical aspects of that which it observes. Gnosis: 1 mark Ionu. Skills: Impersonation: 10, Disguise: 10, Persuasion: 10. Lore: Ionu, Tricks and trickery. Magical Ability: Create a mundane, harmless trick or trap 3 times per day that lasts until triggered or until the day is up.

Naali smiles as this will keep her amused.
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Rings of Power Challenge Weekend (6, 7, 8)

Postby Crylon Stonecraft on July 11th, 2018, 12:36 am


Rolled for my current 2 and used my 4 prior banked rolls from last challenge- 40+42+16+36+18+29.

Going for 18- Laviku.

Did have a question on this, since Crylon has not ever heard of Laviku. Would these be active/become active when you first find them, or do they just go active the first time you make a prayer to said God around them whenever that is after they are found?
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Rings of Power Challenge Weekend (6, 7, 8)

Postby Anais Seawind on July 11th, 2018, 12:46 am

Rolled my 2 + 2 of my 4 banked rolls. 11, 17, 21, 23. Harameus, Krysus, Morwen, Nikali - how is a girl to choose? :paranoid: Gonna go with Harameus, though. And on the tail of Crylon's question - when we find the statuette, do we auto-gain the lore of whichever God/Goddess? So that prayer to them is possible?
We are tied to the ocean. And when we go back to the sea, whether it is to sail or to watch - we are going back from whence we came.
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Rings of Power Challenge Weekend (6, 7, 8)

Postby Gillar on July 11th, 2018, 6:36 pm

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I forgot that part about finding an idol and its first animation.
The idol will, shortly after your discovery of it, animate and lay out for you that you've it has chosen you to be its owner and that it will offer its guidance, advice and service. It will do so long as you offer in return to give a genuine prayer to the God it depicts every day. It will be happy to share its knowledge of the deity and guide you in helping further the deity's will.
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Rings of Power Challenge Weekend (6, 7, 8)

Postby Kelski on July 13th, 2018, 9:46 pm

Getting in under the wire. It was a hard decision!

I took Rhaus!


(30) Rhaus - This figurine looks like a gentle old man with no hair, holding a stringed-instrument. When animated, the statue will often play music to fit a particular setting or mood. He loves to tell stories and sing when the mood strikes him; it strikes a lot. He is easy-going and enjoys good company. Gnosis: 1 mark Rhaus. Skills: Singing: 10, Storytelling: 10, Musical Instruments (All) 10. Lore: Rhaus, Composing music on the fly. Magical Ability: Cause all action to halt in a 20 foot radius as he plays music that all in the area of effect want to listen to. 1/day, any actions taken during this time other than listening will break the effect.
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They laugh at me because I am different.
I laugh at them because they are all the same.


Painted Sky Jewelry (The Wildlands) | Crossroads Jewelry (The Outpost)
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Rings of Power Challenge Weekend (6, 7, 8)

Postby Quzon on July 14th, 2018, 1:21 am


I've claimed.

(20) Leth - Ring of Change: This ring causes the wearer, when the sun sets and moon rises, to transform into a legendary Velispar. The wearer assumes the higher intelligence, awareness and all the abilities of the Velispar until the sun rises the next day.

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Rings of Power Challenge Weekend (6, 7, 8)

Postby Gillar on July 14th, 2018, 6:51 am

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Quzon's prize for this challenge, The Ring of Change, is as follows:

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Crafted from the bone of a young adult Earth Velispar and blessed by the Moon God, Leth, this ring grants the wearer the fantastic ability to transform into the legendary Velispar.

When the sun dips below the horizon and the rise of the moon begins, the wearer experiences a series of unique changes. During the first two bells (hours) following the sunset, the wearer will undergo a strange transformation. Their fingers will elongate along and they will grow three-inch claws. Their skin takes on a deep bronze color with dull grey and green hues. Their skin also gains a vaguely scaled pattern; not actual scales but more of a color and shade pattern resembling scales, much like the Velispar-human hybrid known as the Verusk. Their teeth also become more pronounced, elongated and sharpened. Their eyes take on the look of a reptile with slitted pupils.

As they reach the two-bell mark, the wearer will undergo a more severe change. Bones and muscles stretch, pop and shift as they take on the legendary form of the Velispar. The core of their body becomes as big as a large horse, although much more slender and elongated with a long tail. Their skin becomes a deep gold with bright green and silver patterns with full scaling. Their head is bearded with elaborate curling horns, large eyes, an almost wolf-like maw with three-inch long teeth. Their claws are six-inch long. Lean, powerful muscles ripple through their enhanced, reptilian form.

After the four bells of being in the form of a full Velispar, the wearer returns to the pre-Velispar hybrid form for another two bells before returning to their normal form.

Powers and Abilities

- As the sun sets each night, for 8 hours after the wearer undergoes transformation from Verusk to Velispar back to Verusk.

- In the hybrid, Verusk form, the wearer has functional three-inch claws that can be used to aid in unarmed combat.

- In the Velispar form, the wearer is able to literally swim through raw, natural earth and stone at a highly increased speed. Travel times for land routes are effectively reduced by 30%. They become one with the earth at this time. Worked stone however cannot be moved through. Thus worked-stone structures and buildings will block this ability.

- In the Velispar form, the wearer can carry 800 lbs of weight and pull 1,600 lbs.

- In the Velispar form, the wearer gains a single skill that they don't already have at a Competent level with 50 skill points; representing the Velispar's acquired knowledge. If the wearer already possesses the skill, they add 25 points to their existing total. The skill is rolled anew each time they transform from the list that follows. The skill gained changes every time they change. They lose all knowledge and ability with said skill as soon as they lose the full Velispar form.

- In the Velispar form, the wearer gains the temporary ability, for four hours, to use the first mark of Leth's gnosis, Telepathy.

Limitations/Drawbacks

- An Earth Velispar is opposed by the element of Water. Water buries, drowns, isolates and erodes earth. Because of this, the ring will not function when the wearer attempts to cross large bodies of water such as rivers, lakes or oceans. If on a ship or boat, the ring will not function. If the wearer is already transformed and attempts to cross such bodies of water, the ring will immediately deactivate and the wearer will return to humanoid form in a very painful manner; incapacitating them for the remaining time the ring would have been active.

- The ring only functions at night for 8 hours. When the transformation finally ends, the wearer will be groggy and tired and must sleep else suffer the effects of extreme sleep deprivation.

- The transformation into a Velispar is rather extreme and any clothing worn will be shredded and totally destroyed. Any gear will be dropped. So the wearer must plan accordingly and travel lightly. The change is somewhat uncomfortable and is similar to morphing in that it involves the actual movement and change of bones, muscle, organs and tissue.

- Their is no control over the transformation once it begins. The ring cannot be removed once the process starts. If the ring is removed before, the transformation will not take place. If it is removed after, overwhelming exhaustion will set in requiring the wearer to sleep for three days straight before having strength enough to function. Putting the ring back on during this time will have no results; it will not function until the wearer's body has rested the full three days and is capable of handling the change.

- While the wearer will not suffer the voracious appetite of a young Velispar, when they return to their normal form they will be overwhelmingly hungry and will need to eat heavily to prepare for the next change.

- If lost, given away or the wearer is otherwise separated from the ring in a permanent manner, the ring will lose all power and abilities and become nothing more than a worthless bone ring.

Temporarily Acquired Skill List (A single skill to be rolled for during each transformation. Roll 1d60.

(1) Archaeology
(2) Architecture
(3) Astrology
(4) Astronomy
(5) Camouflage
(6) Climbing
(7) Cryptography
(8) Dance
(9) Escape Artist
(10) Farming
(11) Fishing
(12) Floristry
(13) Foraging
(14) Fortune Telling
(15) Gambling
(16) Geology
(17) Herbalism
(19) History
(20) Hunting
(21) Intelligence
(22) Interrogation
(23) Intimidation
(24) Investigation
(25) Land Navigation
(26) Larceny
(27) Law
(28) Leadership
(29) Mathematics
(30) Medicine
(31) Meditation
(32) Metalsmithing
(33) Mining
(34) Mountaineering
(35) Negotiation
(36) Observation
(37) Organization
(38) Persuasion
(39) Philosophy
(40) Physics
(41) Poison
(42) Politics
(43) Running
(44) Salvage
(45) Scavenge
(46) Scouting
(47) Sculpting
(48) Seduction
(49) Singing
(50) Spelunking
(51) Stealth
(52) Storytelling
(53) Subterfuge
(54) Tactics
(55) Teaching
(56) Tracking
(57) Trapping
(58) Wilderness Survival
(59) Shielding (vs Earth Reimancy)
(60) Earth Reimancy

The ring's powers and abilities as well as limitations and drawbacks may change over the course of its use if the need for balance is required.
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