Dagger Silent
Posted: Fri Oct 08, 2004 12:13 am
When the emperor dies, the wintery landscape of Vodefskjal is thrown into turmoil. Faction after faction rises and falls in the political game, each seeking to put its own ruler on the throne, one failing after another. They have been practicing at this for centuries, and they know the subtle nuances of the daily power struggle of an ancient empire. They also know that at any moment, a poison could stop their breathing, a dagger could pierce their heart, or a deadly curse could befall them.
Their fears stem from an organization of assassins older than memory itself, the Bjensfir Tong. Masters of the art of stealthy fatality, they execute "blood notes" at a premium price. They train with stealth and magic, illusions, poisons, every tool of the dark trade. They also employ the hidden aspects of music, able to accomplish the impossible with nothing more than a mystical instrument.
For any number of reasons-- political anguish, personal slight, natural morbidity, even lack of direction-- you have chosen to join the Bjensfir Tong. You will undergo swift training, as their once-great numbers are diminishing even as their services are required more and more. When deemed ready, your first blood note will be handed to you, shut with the Snow Master's personal seal. Then, you will begin to make your mark on this icy land's history, guiding its fate.
Name: Duh.
Sex: Might affect some stuff, probably not.
Age: Duh.
Primary Focus: Combat, Stealth, Toxins, Season Magic, Dawn Magic, Beast Magic, Curse Magic, Snowsong
Secondary Focus: Choose from the list above.
Stats:
Split 3000 between:
HP: How much damage you can take before dying.
MP: How many spells you can cast.
Split 2000 between:
Force: The ability to exert physical force to cause damage, knock someone out, open stuck doors, etc.
Agility: Balance, stealth, dexterity, deftness, all things useful for an assassin.
Mana: The ability to effectively manifest magic in a useful form.
Dominance: Mastery over the minds of yourself and others.
Aura: One's luck, favor with the gods, and ability to apply magic through song.
Skills: Make up to 7. You can have 6-1, 5-2, or 4-3, the first number being the number of skills encompassed by your Primary Focus, the second number being the number of skills encompassed by your Secondary Focus.
FOCUSES
These are what you are best at. All are trained to some degree Stealth, and Toxins, but actual combat, the various types of Magic, and Snowsong are not taught until later unless focused in. Of course, focusing in Stealth or Toxins makes you that much better at them. Focuses eventually branch out into one of two specializations for each focus. Here's an explanation for each.
Combat: Actual open fighting. The skilled assassin rarely needs to employ this, but everyone eventually makes a mistake. Some get out by causing distractions, some by illusions, some by magic, but Combat users are capable of fighting their way out of such a situation. It branches out into Multi-Way Combat (fighting multiple opponents) and Blind Combat (fighting in the dark). +HP, +Force.
Stealth: The traditional art of stealth in Vodefskjal is somewhat different than farther south. Southerners in black cloaks pad across buildings and into shadows; the Broldir (inhabitants of Vodefskjal) instead adopt white robes, cover their tracks with snow, and glide over ice as though it were air. All assassins are somewhat versed in this; Stealth users take it to a higher level. It branches out into Silent Walk (total silence) and Shadow Walk (being completely hidden). ++Agility.
Toxins: Poisons can be slipped into food or drink, dropped inauspiciously into a sleeping man's mouth, injected with a needle or dart, even applied through the skin itself. This is often an assassin's tool of choice, and is taught to all of the Bjensfir Tong, as it is so effective and can be used in so many ways. It branches out into Venom (poison inside blood) and Applied Poison (poison applied via contact with skin or breathing). +HP, +Agility.
Season Magic: Damage via magic. Essentially the application of magically focused rises and falls in temperature to cause damage to a target; this is also known as fire or frost magic. While House sorcerers often employ more spectacular versions, summoning snowstorms or creating massive infernos, assassins prefer a sharp point of the element, a single damaging ray that can freeze a limb or burn straight through a man's body. It branches out into Winter Magic (extremely potent frost spells, also status effects) and Sun Magic (extremely potent sun spells, also healing effects). +MP, +Mana.
Dawn Magic: Illusion magic is often an assassin's only hope of attaining entrance to a bedroom or dinner hall, or his only hope of leaving alive. Every sense is deceived: sounds, images, smells, tastes, even temperature effects... thoughts and emotions can be affected as well. Dawn's haze and penchant for creating falsities provide a perfect template for the illusionist. It branches out into Sensory Deception (specifically targetting the five senses as well as temperature sense) and Mental Deception (targetting thoughts, emotions, fears, even putting in false knowledge). +Mana, +Dominance.
Beast Magic: Many creatures roam the winterscape of Vodefskjal; other live beyond, in planes incomprehensible to man. Beast Magic attempts to control these for a time in order to do the mage's bidding. One-time effects, short-term summons, long-term familiars, and even temporary personal transformations are all encompassed in Beast Magic. The call of the wild is difficult to resist, however; practitioners of this have been known to dash off into the wilderness, never seen again-- in human form. It branches out into Summoning (conjuring creatures from various places for any number of effects at several durations) and Manifestation (augmenting your personal abilities with those of wild creatures). +Force, +Dominance.
Curse Magic: The most subtle of magicks is that of the curse. Using various representations of the target, the most accurate being a Snow Doll, a number of effects can be inflicted upon the unwitting victim. Physical pain, weakening, even death are all viable; however, often assassins who use Curse Magic are hired to instead affect the victim's behavior, making him an unknowing tool for the highest bidder. If the representation is destroyed, the curse is broken; these are guarded with the greatest care. It branches out into Torture Magic (pain, weakening, death) and Ventriloquism (controlling their thoughts and behavior). +Dominance, +Aura.
Snowsong: Perhaps the most enigmatic of the focuses, Snowsong is also the most wide-ranging. Using one of a number of magical musical instruments, the performer can have nearly any effect on his target, as long as the melody is correct. A master can even alter the song to have slightly different effects; this can only be done by one who truly understands the deep meaning behind each tone. Many assassins veer away from this due to its reliance on sound, anathema to stealth; however, at the highest level of mastery, one can attain the ability to create music without sound, and melody without pitch. At that point, the Snowsong user becomes the most deadly of all. It branches out into Treble Magic (healing, speed, confusion, charms, frost magic) and Bass Magic (fire magic, paralysis, panic, curse magic, beast magic, death). +MP, +Aura.
I dunno if I can update tomorrow, or if this was necessarily clear enough. Should have topics up and running by Sunday, if people join.
[ December 04, 2004, 12:11 PM: Message edited by: Prince Toad ]
Their fears stem from an organization of assassins older than memory itself, the Bjensfir Tong. Masters of the art of stealthy fatality, they execute "blood notes" at a premium price. They train with stealth and magic, illusions, poisons, every tool of the dark trade. They also employ the hidden aspects of music, able to accomplish the impossible with nothing more than a mystical instrument.
For any number of reasons-- political anguish, personal slight, natural morbidity, even lack of direction-- you have chosen to join the Bjensfir Tong. You will undergo swift training, as their once-great numbers are diminishing even as their services are required more and more. When deemed ready, your first blood note will be handed to you, shut with the Snow Master's personal seal. Then, you will begin to make your mark on this icy land's history, guiding its fate.
Name: Duh.
Sex: Might affect some stuff, probably not.
Age: Duh.
Primary Focus: Combat, Stealth, Toxins, Season Magic, Dawn Magic, Beast Magic, Curse Magic, Snowsong
Secondary Focus: Choose from the list above.
Stats:
Split 3000 between:
HP: How much damage you can take before dying.
MP: How many spells you can cast.
Split 2000 between:
Force: The ability to exert physical force to cause damage, knock someone out, open stuck doors, etc.
Agility: Balance, stealth, dexterity, deftness, all things useful for an assassin.
Mana: The ability to effectively manifest magic in a useful form.
Dominance: Mastery over the minds of yourself and others.
Aura: One's luck, favor with the gods, and ability to apply magic through song.
Skills: Make up to 7. You can have 6-1, 5-2, or 4-3, the first number being the number of skills encompassed by your Primary Focus, the second number being the number of skills encompassed by your Secondary Focus.
FOCUSES
These are what you are best at. All are trained to some degree Stealth, and Toxins, but actual combat, the various types of Magic, and Snowsong are not taught until later unless focused in. Of course, focusing in Stealth or Toxins makes you that much better at them. Focuses eventually branch out into one of two specializations for each focus. Here's an explanation for each.
Combat: Actual open fighting. The skilled assassin rarely needs to employ this, but everyone eventually makes a mistake. Some get out by causing distractions, some by illusions, some by magic, but Combat users are capable of fighting their way out of such a situation. It branches out into Multi-Way Combat (fighting multiple opponents) and Blind Combat (fighting in the dark). +HP, +Force.
Stealth: The traditional art of stealth in Vodefskjal is somewhat different than farther south. Southerners in black cloaks pad across buildings and into shadows; the Broldir (inhabitants of Vodefskjal) instead adopt white robes, cover their tracks with snow, and glide over ice as though it were air. All assassins are somewhat versed in this; Stealth users take it to a higher level. It branches out into Silent Walk (total silence) and Shadow Walk (being completely hidden). ++Agility.
Toxins: Poisons can be slipped into food or drink, dropped inauspiciously into a sleeping man's mouth, injected with a needle or dart, even applied through the skin itself. This is often an assassin's tool of choice, and is taught to all of the Bjensfir Tong, as it is so effective and can be used in so many ways. It branches out into Venom (poison inside blood) and Applied Poison (poison applied via contact with skin or breathing). +HP, +Agility.
Season Magic: Damage via magic. Essentially the application of magically focused rises and falls in temperature to cause damage to a target; this is also known as fire or frost magic. While House sorcerers often employ more spectacular versions, summoning snowstorms or creating massive infernos, assassins prefer a sharp point of the element, a single damaging ray that can freeze a limb or burn straight through a man's body. It branches out into Winter Magic (extremely potent frost spells, also status effects) and Sun Magic (extremely potent sun spells, also healing effects). +MP, +Mana.
Dawn Magic: Illusion magic is often an assassin's only hope of attaining entrance to a bedroom or dinner hall, or his only hope of leaving alive. Every sense is deceived: sounds, images, smells, tastes, even temperature effects... thoughts and emotions can be affected as well. Dawn's haze and penchant for creating falsities provide a perfect template for the illusionist. It branches out into Sensory Deception (specifically targetting the five senses as well as temperature sense) and Mental Deception (targetting thoughts, emotions, fears, even putting in false knowledge). +Mana, +Dominance.
Beast Magic: Many creatures roam the winterscape of Vodefskjal; other live beyond, in planes incomprehensible to man. Beast Magic attempts to control these for a time in order to do the mage's bidding. One-time effects, short-term summons, long-term familiars, and even temporary personal transformations are all encompassed in Beast Magic. The call of the wild is difficult to resist, however; practitioners of this have been known to dash off into the wilderness, never seen again-- in human form. It branches out into Summoning (conjuring creatures from various places for any number of effects at several durations) and Manifestation (augmenting your personal abilities with those of wild creatures). +Force, +Dominance.
Curse Magic: The most subtle of magicks is that of the curse. Using various representations of the target, the most accurate being a Snow Doll, a number of effects can be inflicted upon the unwitting victim. Physical pain, weakening, even death are all viable; however, often assassins who use Curse Magic are hired to instead affect the victim's behavior, making him an unknowing tool for the highest bidder. If the representation is destroyed, the curse is broken; these are guarded with the greatest care. It branches out into Torture Magic (pain, weakening, death) and Ventriloquism (controlling their thoughts and behavior). +Dominance, +Aura.
Snowsong: Perhaps the most enigmatic of the focuses, Snowsong is also the most wide-ranging. Using one of a number of magical musical instruments, the performer can have nearly any effect on his target, as long as the melody is correct. A master can even alter the song to have slightly different effects; this can only be done by one who truly understands the deep meaning behind each tone. Many assassins veer away from this due to its reliance on sound, anathema to stealth; however, at the highest level of mastery, one can attain the ability to create music without sound, and melody without pitch. At that point, the Snowsong user becomes the most deadly of all. It branches out into Treble Magic (healing, speed, confusion, charms, frost magic) and Bass Magic (fire magic, paralysis, panic, curse magic, beast magic, death). +MP, +Aura.
I dunno if I can update tomorrow, or if this was necessarily clear enough. Should have topics up and running by Sunday, if people join.
[ December 04, 2004, 12:11 PM: Message edited by: Prince Toad ]