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Yvette's shadow steadfastly leans its weight against the blanket. That isn't going to be moving anytime soon.

"Demonic heritage is associated with high status in the new world. You will be scrutinized closely. The lower classes will fear and distrust you."

Blair's creature rolls its shoulders. "Knights channel their magical strength to offense and mobility, and away from defense. Their power is overwhelming - but only within the reach of their swords. To counter this weakness, they can accelerate their bodies to extreme speeds with mana.

Casters sacrifice prowess in battle for more magical knowledge. The esoteric rituals they learn can enable them to act outside their bodies for a time, or to leave behind weaknesses in the fabric of reality that they can then cast spells through.

Archers focus on striking from afar. Though they are not as strong in direct combat as Knights, their less reckless nature makes them better able to take blows. However, their focus on distance makes them unable to cast upon things that are too close to them. They can create animated copies of their weapons anywhere they can see.

Sentries focus on the defensive arts. Though this weakens their offensive power, they are unparalleled at protecting themselves and their allies. Those who strike the magical shields they generate will experience swift retribution.

Generals focus on the creation of constructs to fight for them. Though they are personally the weakest of the Majokko, they can call the armies of light to their service. "

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Yvette frowns, and ceases trying to extract the blanket. "Petty of you," she observes, coldly. "Are that and age stasis the only weaknesses of demonic heritage?"

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"I see," says Blair. He considers. "Knight, if I register as stalling. If I get frostbite on my face it won't carry over, right?"

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Yvette's creature nods. "Yes."

Blair's creature runs a hand over its head, as if stroking hair it doesn't have. "I understand. And yes, if your bag of easily-bruised flesh is somehow injured, it will be healed when you are placed into the new world."

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"... If I repeat a question to remind me of things I might have forgotten, will that count as stalling?"

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"And if I fall asleep by accident, what happens?"

... He has yet to sleep at all this night. It might become a factor.

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Yvette's shadow smiles. "It is not our responsibility to accommodate your poor memory."

Blair's shrugs. "Then you will stop asking questions, and your time will run out."

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"... Great. Okay. ... But I bet I can repeat questions my brother has asked. How could I use the Hanged Man card to find my brother?"

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"Can I make a list of questions for you to answer in the event that I happen to fall asleep?" And hope Yvette can kick him awake fast enough?

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Yvette's shadow sighs, and recites as if from memory. "It can grant the ability to walk outside one's body, to be whereever one has been within the City, to fly, and to see one's own past and fate. It will grant you allies who could search for your brother."

Blair's shakes its head. "I am not obligated to answer questions for someone who is not listening."

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"What is involved with seeing one's own past and fate?"

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"Of course not. Okay. ... Yvette, help me out, when you get a chance, get me a list of the Elements again? I'm fuzzy on what they all are." He looks back at the shadow. "What does the Empress's Gravity Element do?"

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Yvette nods.

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Yvette's shadow clicks its teeth. "You may gain the power to draw cards filled with demon magic from the ether. Using those cards, you can perform readings for those who ask it, which will clearly reveal a single branch of their fate. You may also use these readings to obtain a complete history of that individual."

Blair's shadow explains:
"Gravity mages sacrifice offensive power for significantly greater utility. They are able to fly, suspend enemies helplessly in midair, and deflect missiles and incoming attacks with directed shifts of gravity. Unlike other elements, magical effects and constructs of the Gravity element lack any color whatsoever, and are functionally invisible."

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"Okay. What are the Elements for someone that chooses the Empress card?"

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"... Gravity if I get seen as stalling. I'll want to know what the others are like but I'm pretty sure I want that one."

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Yvette's shadow recites: "Arcane. Fire. Ice. Shadow. Lighting. Gravity. Life."

Blair's shrugs. "Accepted. Did you have any more questions?"

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"Yep. Thanks. What do the Arcane, Fire, Ice, Shadow, Lightning, and Life Elements of the Empress's card do?"

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"How do I gain powers, after drawing the Hanged Man card?"

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Yvette's Shadow furrows its brow. "Clarify."

Blair's shadow continues to list things. It can list things for a very long time.

"Arcane mages channel the raw power of magic, ignoring all forms of resistance to its effects. They can create shock waves of arcane power that blow away enemies, shrink enemies to half their size, and teleport short distances. They are generalists, and are therefore somewhat weaker overall than specialists: however, they are also naturally resistant to magical energies due to the power that flows through them. Arcane mages can choose to make their spells any primary or secondary color.

Fire mages specialize in offense, at the expense of all else. Their attunement to the power of flame allows them to make their spells explode on impact or set enemies on fire, with no additional expenditure of mana. They can summon meteors from the sky, become flame for short periods, and rocket-propel their jumping capabilities. As creatures of flame, they are naturally resistant to heat.

Ice mages most easily turn their talents to defense, creating barriers of hardened ice, freezing enemies in place, and hiding from their foes in conjured blizzards. They can conjure temporary ice structures from midair, allowing them to skate over pavement and through the air. Naturally, they are quite resistant to cold.

Shadow mages also turn their talents predominantly to defense: they can generate clouds of darkness to hide in, turn invisible, and walk through walls. They can manifest fields of shadowy tentacles to grapple their opponents. Because their offensive spells manifest semi-physical shadow forms, they cannot be resisted by magical defenses: however, these semi-real spells are naturally weaker than those of other elements.

Lightning is the less-aggressive cousin of flame, focussing more on utility and motion. Its practitioners can move as striking lightning: their offensive spells naturally jump from one enemy to another, and often leave their targets stunned and reeling. The practitioners of Lightning magic borrow some of its agility for themselves, and are naturally protected from electrical shocks.

Life magic is similar to arcane when used offensively, but is much weaker: its true power is the ability to heal wounds and revive the recently dead. Life mages regenerate from wounds at twice the speed of other Majokko, and the power of life within them buoys them up: if they should jump or fall, they will always glide gracefully to the ground."

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"... Uh... I vaguely recall tomes being a thing, how are tomes a thing when dealing with the Hanged Man card?"

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"I'll stick with Gravity, I think. How could I find my sister with the Empress card?"

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Yvette's creature stretches a little. "There are three tomes you may select from. They will be given to you on your birthday, at a rate of one tome per birthday. They are as follows: the tome of Life, which allows to to steal life with a touch, and give away your own lifespan to others: The tome of Death, which allows you to see and command the dead: and the tome of the Gateway, which will allow you to teleport to any place you have previously been in the new world."

Blair's:
"As a General, you could enlist many constructs to help you search for her: As a Caster, you could cast spells to scry far-away places for her. Many Elements provide faster movement modes than walking on flesh-protrusions."

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"But I'd get all of them after three birthdays, regardless?"

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