Vladimir's satchel
POSTED ON Jan 27, 2017 19:46:39 GMT
Post by Deleted on Jan 27, 2017 19:46:39 GMT
[/i] longer."
[li]Initiate:[/li]
-Push Wind
Causes the wind to be blown a certain way at a certain strength. May be used to push a small sailboat, blow out a candle, or push the leaf of a book.
-Minor Spark
Send a jolt of electricity through your fingers into a target. May light a fire, cause sudden, minor discomfort, or jumpstart a mechanism.
-Feather Fall
Allows the user to fall slower at the expense of being blown by the wind.
-Throw Voice
Makes the caster’s voice emanate from a different location within their vision.
[li]Novice:[/li]
-Shock Bolt
Sparks charge in the palm of the wielder, turning into a bolt of electricity that can be fired quickly.
-Blessing of the Wind
This spell will give weapons the properties of wind. Weapons that are swung can create miniature tornadoes, while those that are thrown (Such as the Boomerang) are capable of taking a small twister with them until the weapon hits something. This effect is indefinite but will feed on the user's energy until it is cancelled.
-Rune of Cyclone
The caster creates an invisible rune on the ground that, when stepped on, sprouts a miniature tornado that may carry off a target for a short time. Has a cooldown of three turns.
-Gale Boost
The user conjures a miniature twister underneath them or an ally, launching themselves into the air.
[li]Apprentice:[/li]
-Fresh Breeze
A cool, refreshing breeze passes over the target or the user as their wounds are healed.
-Lightning Snap
With the snap of their fingers, the caster will cause lightning to explosively discharge on a location. Can be aimed at any distance within 30m of the user's vision. Causes metal objects to be charged.
-Tenacious Gust
The mage is able to simulate strong winds, fired from the palms. These winds can blow enemies back, or be used to solve puzzles. Can be held indefinitely but drains the user's energy quickly.
-Electric Gauntlet
The caster channels electricity into their hands or weapon. While harmless to the user, those struck by a physical blow from the user will receive a nasty shock. Lasts for three turns followed by a three turn cooldown.
[li]Adept:[/li]
-
The caster becomes capable of continuously surging electricity from their fingers at an opponent. Can be held indefinitely but drains the user's energy quickly.
-Revitalizing Jolt
A small but potent jolt of electricity that, rather than harming the target, can be used to wake someone up from a deep sleep or bring them back to consciousness if they've been knocked out. Can only be used once on the same person in a single thread and risks severe damage to the target if attempted repeatedly.
-Static Shock
The mage can choose to positively charge three targets with sparks that draw electricity. When the link has been made, the user can unleash a shock of electricity that bounces between all three targets, and zaps whatever units stand in the path of the charged targets.
[li]Expert:[/li]
-Blades of
A wind of invisible blades is blown across the field, indiscriminately cutting everything in its path. Be careful of using this spell near allies. Subject to a two turn cooldown.
-Gale Runner
The user creates small-but-potent bursts of wind from their legs as they run, which propels them even further and allows them to run at much higher speeds than they would normally be capable of. Lasts for 3 turns, then has 3 more of cooldown once it wears off.
-Halting Vortex
The user summons a powerful whirlwind that surrounds an enemy and traps them in place for 2 turns. Even if the enemy is heavily armored and/or incredibly powerful, the winds are too strong to push through with brute force. Has a cooldown of 4 turns..
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Spells (Nayru Water)
- Expanded powers "How far can I go?":
- Initiate:
Creates pure drinking water from a previously undrinkable source, such as stagnant or highly saline bodies of water. Removes harmful minerals that would otherwise make the water undrinkable. Affects a gallon of water per usage.
-Ice Mist
The initiate casts a small cold mist from their hand that is capable of creating frost. If concentrated, the caster may freeze a gallon of water within an hour. The user may also use this mist to cool themselves by emanating it from every pore in their body.
-Water Magnet
Causes water to magically fly toward the user and stick to their skin for whatever purpose.
-Dry Out
The caster is able to instantly dry out small objects and clothing if they are wet.
[li]Novice:[/li]
-Icy Shot
A chunk of brittle ice is conjured out of thin air, and may be fired from the palm or thrown as a projectile. The ice shatters upon impact. May be charged to pack more ice.
-Ankle Flood
The caster causes a fount of water to burst from the ground and gush for ten turns. If cast in an enclosed room, may raise water level up by a foot. Does nothing to inhibit movement, but can hide runes beneath it or prepare for water-based attacks.
-Ice Trap
The caster creates a floor of ice that may cause enemies to slip, though it has other uses as well. Has a 3 turn cooldown.
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Pets
- Ward, a Silver Tabby Norwegian Forest cat
- Baook, a baboon
Timeline
- Spring, Year 2, Eldin:
- 7 months later:
- 1st event within the 2 weeks:
[li]2nd event within the 2 weeks:[/li] Vlad heads into Castle Town, bored and figuring that he would try to see what the hell the mages in this land do as compared to his mostly self taught magic and control. There he meets Ursula von Brandt, who he ends up indebted to after flipping a Baron off of the second story after he not only shoves Vlad, but has the gall to show hypocrisy to Selene Merrows , a kind girl who just wanted to make sure Vlad was ok, telling the man to be respectful. - As they progress, Vlad, who was to be executed on the word of a single man, once allowed time to sit on it and unpack will eventually come to see the princess, Marianne de Hyrule , as fickle and weak. The arrangements of his custody may further serve towards how he views Hyrule and people. Though, thankfully, he seems to have only been burdened with a tiny impblin that's sole duty is to report crime.Thread name: A lesson concerning projectiles
To tack on more issues, the stress of the thread caused Vlad to mentally regress, and an event helping in triggering his C-PTSD for the regression. A thread that helps solidify his spot as Chaotic Neutral.
[li]3rd Event within the 2 weeks:[/li] Vladimir heads back into Hyrule City on an errand for the Mayor and ends up meeting a strange person named Pallin. He doesn't seem like too bad of a guy... Thread Name: Home Sick, For All the Wrong Reasons
[li]4th Event within the 2 weeks:[/li] An old friend finds his way back into Vlad's life and it leads to some stressful questions and painful information. His old friend's sister has passed, the entire clan is dead and now Dalvidyl roams Hyrule as he does, as far as he knows. Despite the air so thick that not even a knife could cut through it, it ended without too much conflict. Things have changed but there's a possibility that not everything has changed. Thread Name: You Keep Tapping at my Door, Nevermore
[li]5th Event within the 2 weeks:[/li] Vladimir "chills" out in front of the Eldin Spring... Thread Name: A Different Kind of Spirit
[li]After the 2 weeks Vlad finally gets back to work.[/li] As the gravekeeper of Kakariko. The spirits still scream but with his new coping mechanisms at his disposal, he's able to continue work, though things have changed... greatly. Ursula von Brandt makes an unexpected visit though, and they speak amongst each other. Apologies are passed through the light of the setting sun and mourning takes place among the graveyard once again. Secrets are shared and Vladimir finds himself respecting Ursula a bit more than before, wishing a little more to be able to trust the other mage. Thread Name: Bells Long Since Rung
[li]Vlad heads to sea,[/li] and wonders why he does the shit he does...
[li]During the search for the mirror of twilight in Faron Woods,[/li] Vlad continues to question why the fuck he does these things. And that turns out to be a good thing to wonder. Originally having been contacted because there was believed to be spirits among the temple, he finds himself in a place where there are no spirits, but instead he'd rather be a spirit. A place known as the Forest Temple where he would find his stance on things shifting heavily.
Confusion etched into him ever constantly by the royal family, a family that he has grown to spite even further with these events, he argues with the Princess, Marianne de Hyrule , and wonders what's the point of such a fancy place to guard them if they get sent in anyways? There's another Sheikah there as well, Chaska apparently, but he wasn't able to gather enough to form an opinion on her. As for Ursula von Brandt, he wanted to get to know her better, but the rest of him didn't care enough, and preferred to watch in morbid curiosity, exhausted, as fate pulled it's strings right in front of him. There was a strange darknut there, Sir Tart , who once again, not enough to gather an opinion on and for Josh Dragelion, he still doesn't fully see him as a friend friend, but has done and seen enough missions during his own time to be thankful for the mentality presented throughout most of the trip.
There are very few people he's close with, and even fewer that see how he's grown more bitter past his flat expression and acid burns. Reminiscent of the bitterness felt in his homeland.
A thread that's set his foundation as Chaotic Neutral off kilter, threatening to push him into Neutral Evil as his hatred, irritation and confusion grows. -throws sparkles-
Thread tracking unrelated to his alignment plot continues below
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