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Thread: Waterstone

  1. #1
    ברוך אתה אדוני אלוהינו
    EXP: 9,299, Level: 4
    Level completed: 6%, EXP required for next level: 4,701
    Level completed: 6%,
    EXP required for next level: 4,701

    AP
    0
    GP
    616
    Zook Murnig's Avatar

    Name
    Alma Waterstone
    Age
    25
    Race
    Human (Q'Doshi Sinai)
    Gender
    Female
    Hair Color
    Black
    Eye Color
    Russet
    Build
    5'4" / 129 lb.
    Job
    Witch

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    Waterstone

    Out of Character:
    I would like to reincarnate Cohen into this new character, which by my math puts her at level 3. She is, if it is allowable as I've been told, also inheriting his prevalida athame, enchanted to teleport back to the owner's hand if thrown within 50 ft.


    Name: Alma Waterstone
    Age: 25
    Gender: Female
    Species: Human
    Ethnicity: Q’Doshi Sinai
    Height: 5’4”
    Weight: 129 lb.
    Profession: Witch

    Appearance: Alma Waterstone cuts a striking figure, with sharp and delicate features, small green eyes, pale and faintly freckled skin, and hair the color of a ripe pumpkin falling in loose curls to just below her shoulders. She almost always wears a dark violet dress, loose below the waist, but fitting close to her slim figure above, with lacing up the front, and bare shoulders and arms. Over this, she often wears her dark grey woolen hooded cloak. About her waist is a tightly cinched belt with dozens of small pouches and clasps. She carries a leather shoulderbag with her potion making tools and her Book of Shadows, and a special pouch designated for her rat familiar, Malakai. Her leather boots lace up to the top of her calves, and her leather fingerless gloves cover her hands and forearms. About her neck, she wears a pentacle necklace of worked iron, a symbol of her faith and status as a witch.

    Alma can alter or augment her appearance with her glamours, either as makeup or as a disguise. A favorite disguise is the “old crone,” consisting of hair turned brittle-looking and white, skin wrinkled and covered with liver spots, joints swollen with rheumatism, and hunching over as she clutches her staff.

    Vignette: One…two…three…now

    “Whoa-ey, mo’ yer arse, drunk’rd,” slurred the witch through a mouthful of grass, pitching her voice up a harsh octave. She hunched as hard as she could, making a strong showing of nearly dropping her armful of britches. Pushing past her robed mark, she bustled into the shop door around the corner and deposited her load on an empty section of table before returning to the doorway. Her own spellwork whistled at the edge of her consciousness, a quiet hum of glamour on the inapparently empty room, as she peered out past the threshold at the oblivious mage.

    Alma had seen him about town in the past few days, hobbling along with some dark-haired lady-friend, and sensed the magic about him immediately. His own energy, of course, swirled about him constantly, a current flowing through him not unlike her own, though more powerful and less subtle and refined. Of greater interest, however, was the thrum of power from his waist. Three artifacts, humming at his belt with a gentle, but steady pull. She recognized one at only a glance, as its patterns were all too similar to her own waterstones. The others, though, drew her attention: one for the powerful custom work, likely by the wizard himself, burning with otherworldly heat as her mind touched upon it; the other was not so powerful, but with her own eyes she saw the real intrigue. An azure sheen to the enchanted blade assured her the true value of the man’s knife, where the weak teleportation spell only brought her attention to it. She decided, then and there, that the blade was hers.

    This wasn’t common behavior for the witch, by any means, but it occurred often enough that she hatched her plan quite quickly. A knife of similar style and a quality walking stick, bought. A bit of fortunetelling on a stolen hair to learn his eventual plan to visit the Citadel, though he hadn’t yet known it. Some snooping to find his lodgings. A shopfront found, and winsome shopkeep persuaded to sleep in (blessings to the goddess Qadeshtu for the fringe benefit). And finally, a few glamours about the place and herself, and a carefully crafted simulacrum.

    And now, as she approached the crippled man once more, she spotted the one thing she’d forgotten. “Ye keep walking’ on ‘at, whatever it is ails ye, ye’ll regret it,” she said in her affected accent as she quickly reached out to the clearly marked sign reading ‘Holly’s Hoes and Gardening Supplies,’ and working the glamour even as she turned it to her mark.

    Jack in the Green
    Wood Goods, Britches and Hoes,
    Seeds Sown and Tears Sewn

    “In, in, we’re nah open, bu’ Jackie’ll see ta ye if’n Ah tell ‘im,” Alma crowed, ushering the young man into the shoppe even as she slipped the knife from his belt.

    Only a short while later, the magician was walking out of the shoppe again, leaning heavily on a well built staff, and unwittingly a brand new steel knife. Alma waited until he was out of sight before drawing out a chunk of clay from a pouch with arthritic-seeming hands. With a thought, it took on the form of a small wand, which she stowed in her purse, next to her prize.

    The worst part of the whole ordeal, as always, was the cleanup, she mused as she loosened a purse string and palmed a handful of small stones. She tossed them around the shop in a few corners, drenching the racks of rakes and trays of spades as they struck, to disrupt the illusory woodcarvings, bows, and staves that had stood there moments before. She pulled “Jackie’s” finger, causing the supposed silent woodcarver to collapse into a pile of sand. Squeezing one more of her waterstones out over herself as she walked, the witch fetched a broom from the corner to sweep up the remains of her golem.

    A slam and a gasp drew her attention to the back of the shoppe, and with a sudden shiver of panic Alma turned to see a full-figured blonde standing half-dressed and disheveled in the residence door, a war between confusion, shock, and anger waged across her face. All the witch could think to say, with water streaming down her now crone-streaked face, her hair in patches of brittle white and softly curling pumpkin orange, was this: “I don’t really know what this looks like, Holly. But this wasn’t part of the plan.”

    Skills:
    Elemental Sensitivity
    Alma can, with a moment’s focus, sense the magical energies flowing through her surroundings. Strong magical energies touch on her consciousness without focus, however, and she can recognize major aspects of most common enchantments in this way. (Related: Defensive Precognition)
    Elemental Alignment
    Alma can slowly alter the alignment of magical energies in objects to produce various magical effects, most notably transmutations and enchantments.
    Precognitive Sensitivity
    Alma can focus her sensitivity to magical energies into the arcane backwash on an individual’s aura, allowing her to tell a vague fortune on a particular topic. She must be in physical contact with the individual. Holding hands will usually suffice for general information, though more intimate inspection or contact may be required for more specific fortunes. (Related: Defensive Precognition)
    Familiar Link
    Alma’s familiar, Malakai, provides constant companionship and can communicate with her empathically and verbally. The two can speak with and understand each other, though Malakai does not often speak in the company of others, and cannot be understood by anyone but his mistress. This link also provides longevity and good health to the rat, far beyond that of his kind.
    Apothecary
    Alma can, with the proper ingredients and enough time, create a wide variety of potions, balms, tinctures, and incenses.
    Modeling Clay
    A special mixture of clay and spices allows Alma to create a nonfunctional miniature replica of an enchantment or enchanted object for future study. Physical contact with the original object is required, but the shaping takes only moments if sufficient clay is supplied, and a very weak matrix of magical energies is applied identical to the original.

    Abilities:
    Water Stones
    Alma can condense and transmute a gallon of water into four small stones in a few seconds, each containing a quart of water. These “water stones” can then be returned to liquid water an ounce at a time by squeezing them out, and the stone will shrink as it is drained until it is gone. When crushed or impacted against a solid surface, the “water stones” will burst immediately into their remaining contents of liquid water, and the resulting pressure obeys the laws of physics with regard to damaging objects. This is the signature spell of Alma Waterstone’s line, and as such she has practiced aligning the energies in these stones for various effects, the specifics of which are listed below.
    Boiling Mist
    Alma can load ambient tejas, or Fire energy, into an already formed Water Stone as she prepares to use it. Slow pressure on one of these tejas-charged stones produces a trickle of boiling water, often into whatever vessel is being used for cooking or potion-making. Impact or crushing force on such a stone, however, causes it to erupt violently in a small (head-sized) cloud of boiling droplets, and can produce reddened and painful superficial (first-degree) burns within seconds. Continued exposure risks blistering and more painful partial-thickness (second degree) burns before the mist and heat dissipates. This energy load is unstable, and will dissipate harmlessly within ten seconds of initial charge unless released into water.
    Ice Trap
    Alma can load ambient apas, or Water energy, into an already formed Water Stone as she prepares to use it. Slow pressure on one of these apas-charged stones produces a trickle of icy water, often used to treat wounds and burns or in potion-making. Impact or crushing force on such a stone, however, causes it to erupt violently into a rapidly-freezing sheet of ice approximately a meter in diameter. This surface is slick and difficult to walk upon without appropriate grip and practice, like any ice, and anything standing on the surface at the moment of impact will be similarly coated by a thin layer of the ice, making removal difficult but not impossible. This energy load is unstable, and will dissipate harmlessly within ten seconds of initial charge unless released into water.
    Simulacrum
    Alma can create a temporary golem in the shape of herself or someone else present at the time of casting, using only sand, soil, clay, or other prevailing earth particulate. This spell will persist for five minutes, or until a piece of the golem is removed or anyone other than Alma physically interacts with the golem, upon which the golem will revert to sand and disintegrate. The golem is not capable of interacting with its physical surroundings or speaking, and can only move in basic ways (no running or jumping) within a short range of Alma. Up to three of these golems can be made at a time, and with regular “touch-ups” to renew the spell, a golem can last as long as she needs it.
    Glamour
    Alma can generate a matrix of seeming across an object that she touches, making those who look upon it see, rather than the object or individual, an illusion of what she wishes them to see. This seeming lasts until it is disrupted by running water, which will wash away the glamour as it runs over the object. It cannot make the target invisible, but it can make the target appear to be someone or something else of similar size and shape. Interaction with any part of the glamour allows a chance at seeing through the veil, but only those of strong will have been known to succeed.
    Shadow Stone
    Alma can load ambient prithvi, or Earth energy, into a lodestone pebble, and shape those energies into a shadowbinding spell. She can then throw the lodestone into a shadow, binding it and it’s owner to the stone. The affected target cannot move in such a way that their shadow no longer falls upon the lodestone. If they reach the edge of their shadow, an invisible force impedes their progress, stops their arm or leg, or otherwise halts them. This can be circumvented by picking up the lodestone and carrying it with them. If the lodestone is physically moved beyond where the shadow falls, such as by throwing or kicking the lodestone, the affected individual is pulled by the same invisible force. The elemental energies powering this spell will dissipate within three posts, or one if it the lodestone lays in the rain or running water.
    Shillelagh
    Alma can transmute a set of clothes and her staff to temporarily reinforce them to the strength of steel. The enchantment lasts for five minutes, but degrades more quickly in the rain or running water, lasting only half the time in such circumstances. This spell, cast on her Witch’s Staff, disrupts its flight-based enchantments while active. As well, her clothing hardens and stiffens against assault, but restricts her mobility like a suit of scale mail without the weight.
    Defensive Precognition
    Alma’s sensitivity to magical energies can, at times, extend into the future, allowing a momentary glimpse of potential coming misfortune. While not foolproof, she can often sense incoming spells and other attacks via the backwash of disturbance to her personal aura. She still must think and act quickly to defend herself.
    Witch’s Flight
    Alma has laced her staff with permanent enchantments to make it more receptive to her own flight spell. The resulting effect is that she can fly at approximately twenty miles-per-hour on her staff with good maneuverability, and can hover when needed. Her flight spell works on other rod-like objects, such as brooms, mops, and pitchforks, but with less predictable results. Used with any object other than her spell-laced staff, her maneuverability is difficult, and she can only maintain altitude through constant motion. As well, she cannot cast spells while flying a normal object. The spell is not a persistent effect of its own, either, so the flying object must be in constant contact with Alma, and she can only work the effect on one object at a time. This flight requires focus, and if her focus is disrupted by psychic assault she will fall. Alma can carry one passenger (familiar aside) when flying on her staff, but cannot make combat maneuvers with the extra weight.

    Equipment:
    Witch’s Staff
    Alma’s staff, made of a lightning-struck oak branch, serves as her weapon of choice and primary transport. At 5 and a half feet, it is slightly longer than she is tall, and she has carved into it a number of spells of buoyancy, maneuverability, and flight. She can fly on any similar rod-shaped object, but the spellwork on her staff provides for a smoother, more reliable flight, and less distraction from discomfort. There are various raised notches on the surface of the heavily engraved staff from its time as a tree branch, though they now serve well as grips and places to hang small pouches while flying. As well, a witch’s staff has a knob on the end, hollowed out and filled with molten lead for weight to stabilize flight, as a comfortable foothold, and for beatings.
    Ingredients
    Alma has, amongst various belt pouches and hidden pockets, a large assortment of herbs and other ingredients for her spells and potions. These include most common grasses, leaves and flowers from a variety of bushes and trees in temperate climates, and a few animal teeth and claws. She also has a small supply of lodestones, brownish-black lustrous stones of magnetized magnetite, which fluctuates in quantity as she uses and gathers them, but usually hovers around five.
    Waterstones
    Alma maintains a ready supply of her signature waterstones, usually between 10 and 20.
    Witch’s Tools
    Alma’s tools consist of a pewter set of mortar and pestle, a small pewter bowl, and a set of glass vials.
    Prevalida Athame
    Alma “borrowed” this single-edged knife from a young magician she chanced upon in her travels. It has an enchantment on it to teleport back to its owner’s hand after being thrown, as long as it lands within 50 feet.
    Book of Shadows
    Any witch will have a Book of Shadows. Wizards have their spell books, alchemists will have notebooks of formulae, and witches compile the results of their research, as well as personal notes and journals, in a Book of Shadows. Alma’s is bound in leather with spellwork inscribed across its surface to protect it from fire and water, and to help her locate it when lost. Its pages are covered in neatly written notations of her research into spells she has mastered or has experimented with, experiences with fortunetelling, potion recipes, and compiled knowledge of herbs, stones, crystals, and magical artifacts. As it becomes full, she will unbind the book, enspell a new cover, and rebind it.

    Familiar
    Name: Malakai
    Age: 17
    Species: Rat
    Gender: Male
    Fur Color and Marking: Hooded Black

    While most rats only live, in ideal conditions, between two and three years, Malakai’s status as Alma’s familiar has endowed him with longevity and strong health. While he rarely speaks to the witch in the company of others, the inextricable link between the two allows him to understand her and communicate empathically and verbally with her.

    Malakai has always maintained an inquisitive personality, and in her adolescence would goad Alma into trouble. He is easily frightened however, and will often hide in the folds of her clothing, or his specially prepared pouch, often kept at her hip. Malakai will also sleep in this pouch through most daylight hours, and come out more often at night to groom Alma or assist in her potion making and research. He is fond of dried yogurt drops as treats, but more often eats small bits of whatever his mistress is having.
    Last edited by Zook Murnig; 02-06-15 at 10:29 AM.
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  2. #2
    ברוך אתה אדוני אלוהינו
    EXP: 9,299, Level: 4
    Level completed: 6%, EXP required for next level: 4,701
    Level completed: 6%,
    EXP required for next level: 4,701

    AP
    0
    GP
    616
    Zook Murnig's Avatar

    Name
    Alma Waterstone
    Age
    25
    Race
    Human (Q'Doshi Sinai)
    Gender
    Female
    Hair Color
    Black
    Eye Color
    Russet
    Build
    5'4" / 129 lb.
    Job
    Witch

    View Profile
    Edited as discussed in chat. Let me know if there's anything else, or anything I forgot.
    Current Threads
    Clean and Clear (Solo)

    Recently Finished Threads
    Through Forge and Flame (Solo, 77)
    The Rubric: Remeberin Garthabel (1)
    The Memory Man (Closed to Ataraxis, Twylith, and Chucklecut, 68)
    The Fated Embrace (Closed to Vortimo, NSFW, 51)

  3. #3
    Administrator
    EXP: 62,918, Level: 10
    Level completed: 82%, EXP required for next level: 2,082
    Level completed: 82%,
    EXP required for next level: 2,082

    AP
    26
    GP
    2,630
    Lye's Avatar

    Name
    Lichensith Ulroké
    Age
    32
    Race
    Human
    Gender
    Male
    Hair Color
    Platinum
    Eye Color
    Green
    Build
    175lbs -- 6'
    Job
    Grandmaster Assassin

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    Cohen may no longer be used as a Player Character.

    14,439 EXP reduced to 7,220

    GP of 504 is retained.

    Prevalida Athame granted as a transferred item.

    Approved at Level 3.
    "All mortal men possess the capacity to do evil. Some are simply more capable than others."
    - Anonymous


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