The Warring States of NPF

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GatoFiero 04-06-2004 12:01 AM

IHMN better not take point, he'll clank too much.

TheSpiritOfVengance 04-06-2004 12:09 AM

Well actually there will be this one part where WAIT! you aint tricking me into telling you some of the RP before it Happens Gato Fiero! I is two smart for that! Durf! Seriously it wont matter well maybe it will...

Truce 04-06-2004 12:29 AM

Actually, if IHMN did clank that would mean that the various metals would be hitting eachother, which means that with certain movements friction between the weapons would be created, which in turn means that movement will be slightly restricted, which IHMN wouldn't want, so he'd arrange it in a way that it wouldn't.

Or, he just simply doesn't.

Anyway, I'm updating my weapon list.

1) A Giant Feather (Not for actual combat, more for distracting)
2) Steel Rod, roughly three feet in length and two inch in width.
3) A Bag of Marbles
4) Tomatoes (For juggling, or throwing at people)

Oh, one more thing. You can be a pretty boy and still look like a girl. Maron from Sorcerer Hunters was often reffered to as both girly and pretty boyish. I think.

Of course, IHMN's guy has more qualifications still, and therefore I forfeit the right to a fanclub to him.

Spirit-How's this gonna start?

GatoFiero 04-06-2004 12:29 AM

*hiding in a bush with the others*
SoV: Ok guys, we wait for them to get close, then we get 'em.
*IHMN comes up to and hides with the others in the bush* *clankclankclak*
Soldier 1: Hey! I heard a noise in that bush, kill it!!

Krylo 04-06-2004 12:52 AM

Quote:

Originally Posted by Ecurt
3) A Bag of Marbles

Quote:

Marbles of Silvarus (Lesser)
Lesser Marbles of Silvarus are a wild magic item created by the wild mage Silvarus Quinthani, father of the noted Paithan Quinthani. A complete set consists of thirty-six marbles: six red, six clear, and the balance green. To activate a marble, the user must speak the command word. After this is spoken, the marble releases its effects when it hits its target, or after five seconds if the wielder mistakenly hesitates in throwing it. When a marble is expended, it turns black. If a marble cannot go off (for example, marble #12 does not function in the astral or outer planes), then it does not change colour and retains its power.
Silvarus created multiple sets of different lesser marbles, each set possessing a different 36 effects. In all cases, the effect of a red marble is harmful to the target, the effect of a clear marble is beneficial to the target, and the effect of a green marble may be good or bad, depending on the circumstance. The powers of one set of marbles appears below (Note: since each marble in a set holds only one power, these items cannot be controlled by wild mages):

11 (Clear) Target covered by improved invisibility for one turn.
12 (Green) Djinni Lord summoned (AC 4, HD 7+3, hp 59, THAC0 11, # ATT 1, DMG 2d8+4, SA Create food, water, wine, soft goods, metal items, Illusion, Invisibility, Gaseous Form, Wind Walk, Whirlwind) for one hour of service.
13 (Green) Create vortex, as spell. Lasts 15 rounds.
14 (Green) Plant Growth in a 150' x 150' area.
15 (Green) Marbles absorbs next d6 + 18 spell levels cast in a 100' radius.
16 (Green) Fear in 20' radius. Effects last one turn.
21 (Red) Target must save or be blinded for d4 rounds.
22 (Clear) All of the target's abilities are raised to 18 for d4 rounds.
23 (Red) Death spell in 15' radius of marble.
24 (Red) Target's strength reduced to 5 for one turn.
25 (Green) Target does double damage to all opponents, but does normal damage to herself with every strike. Lasts one turn.
26 (Green) Wildzone created in a 300' x 300' area around marble. Lasts 2d6 turns.
31 (Green) Transmute Rock to Mud in a 20' radius. Mud is 10' high and 5' deep.
32 (Green) Target diminished to one-twelfth normal dimensions for one hour
33 (Red) Target's hair turns white.
34 (Clear) Target gets +2 protection for one hour.
35 (Green) Darkness 15' radius around the marble for 25 rounds.
36 (Red) Target disappears, and marble turns green. One hour later, target reappears at the location of the marble. If the marble is destroyed in this time, the target is released immediately.
41 (Clear) Cure light wounds on target.
42 (Green) Hypnotic Pattern for 2d4 rounds.
43 (Green) Marble summons (d8): 1 Ostrich; 2 Eagle; 3 Jackal; 4 Bull; 5 Skunk; 6 Rat; 7 Wolf; 8 Lion.
44 (Green) All wood within 10' of marble rots. The process can take up to 7 days, based on the size of the item.
45 (Green) Temperature in a 50' radius raises or lowers 20-80 degrees for 2d6 turns.
46 (Green) A gate opens to a random plane: roll on the table for Hornung's Random Dispatcher.
51 (Green) Time Stop in a 15' radius.
52 (Green) Target becomes "immune" to metal for one turn.
53 (Green) A Wall of Thorns springs up in a 40' x 40' area. Lasts 15 turns
54 (Green) Pyrotechnics cause fireworks which blind all creatures within 120' feet who can see them and don't save. Effects last d4 + 1 rounds.
55 (Green) 1-3 shriekers are summoned and shriek until silenced.
56 (Green) Random Emotion projected on each individual within 20' who does not save. Effects last one turn.
61 (Clear) Target affected by a Sanctuary spell.
62 (Red) Target must save at -3 or be Held for 3 turns.
63 (Green) All green plants within 100' die.
64 (Green) Target's alignment changed capriciously.
65 (Green) Target becomes ethereal for 2d6 rounds.
66 (Clear) Target adds +2 to all damage rolls for 24 hours.

Marbles of Silvarus (Greater)
These magic items are akin to the Lesser Marbles, but are more potent. Each appears as a marble filled with swirling colours. Again, a set of marbles consists of 36. However, any marble in a set may invoke any power of the set (so powers may be used more than once, unlike those of a lesser set). The only indication to the user of the marble as to the nature of the power about to go off is that the marble will change to green, red, or clear as soon as the command word is spoken.
In the hands of a wild mage, greater marbles are truly deadly, because a wild mage may opt to attempt to cause a marble to emit a specific power (assuming she has seen the power, or is aware of the range of powers of the set), with a 50% chance of success. Note: Only one Marble of Silvarus, whether Greater or Lesser, may be invoked by any one person in a round.

Dante 04-06-2004 01:34 AM

Quote:

Originally Posted by TheSpiritOfVengance
Uh Dante are you re-joining the RP?

This thing does not work out. Either side could just as easily defeat the other. Another infernal infinite loop, Like the one Magic users are better/not better thing. There is no way of knowing this it becomes an eternal Shrodingers Cat Paradigm.

Maybe, but I don't know what to join as. I'd take Elementalist/Black Mage, but I don't know whetehr BMHadoken followed through with his submission.

Krylo 04-06-2004 01:42 AM

1 Attachment(s)
These items wouldn't fit in a post, so I made them into an attachment. Check them out... I want the wildstone, but any one of the other things I put (other than the chaos blade) would be fine too.

You know, seeming as everyone else is getting magical items.

Dante 04-06-2004 01:58 AM

My god, that is lame.

I suppose the Rending Chain wouldn't be out of the question, then...

Krylo 04-06-2004 02:15 AM

I doubt I'll actually be allowed any of those. I mean... a bag of beans that will grow ANYTHING? A bag that releases monsters at will? A sentient magic rock? A sentient sword? ...Still... it's worth a shot.

Dante 04-06-2004 02:20 AM

Never underestimate the havoc you can wreak with a bag of holding/portable hole. You can easily eliminate a character from a campaign very effectively with bag/hole bomb combinations.


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