Gargoyle Quest

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Revision as of 18:39, 24 March 2013 by MrTTAO (talk | contribs) (Characters)

Gargoyle Quest by Stone Mason
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A mysterious individual crafts magical Gargoyles using dark magics to protect humanity from monsters. You are one such Gargoyle, crafted and sent to a small fringe town. You animate at night to hunt down monsters, and yet must avoid detection by the people you protect lest you be smashed during the day by superstitious humans or monsters which assume human form and live among their prey. The magics which animate you also allow you to consume the souls of the foes you defeat in order to gain their powers, but feeding carries a risk as you may also gain their vulnerabilities, mindsets, and even their need to prey on humans.

Yet another /tg/ quest stopping by to make use of our questdis.

Characters

Angel

The main PC, Gargoyles are named by their people and so far you have been dubbed Angel by Molly when she glimpsed you. Carved out of white marble, human in appearance, with angelic wings.

Molly

A young girl whose mother recently died. She has been having nightmares since. The Banshee was encountered near where molly was visiting, the implications of that can only be guessed at.

Priest

A blood mage, his magic feels similar to the dark magics that animates us. His arms bears many scars from repeated cuts and he has been observed to ritualistically bleed himself into a ruby chalice on an alter saying "So let this be, their blood of Christ. They shall be none wiser, and stronger for it." According to an overheard guard conversation he also heals the townspeople with his magic, telling them it is holy magic. Most likely the owner of the book about blood magic which you found in the abandoned old church in which you reside.

Abilities

Stealth

The chosen initial specialization of our Gargoyle. As such we began play with a few such traits and additional traits of this tree are cheaper to buy.

Cloak of Shadow (Acquired)

Initial. Melds Gargoyle into the darkness. Active ability (a spell).

Subversion (Acquired)

Initial. people naturally notice you less. Your wings are rather loud, yet when you fly above the guards, they don't notice. The Mermaid noticed because she's quite a bit more keen. Passive ability.

Dark Guard (Acquired)

Initial. Req: Cloak of Shadow, & Subversion. The ability to sense life. Passive ability.

Mind Whisper

1XP. Allows you to put subtle whispers into the minds of mortals. Their consciousness is weak. When you whisper them, their mind gains a small link to you. Allows you to enter their dreams with more training. They feel your presence.

Obfuscation

2XP. Req: Mind Whisper.

Shadow Forge

2XP. Req: Dark Guard

Shadow Puppet

2XP. Req: Shadow Forge

Mind Peer

2XP. Req: Obfuscation

Blurred form

3XP. Req: Obfuscation

Shadow step

3XP. Req: Shadow Puppet

Shadow hounds

3XP. Req: Shadow Puppet. Forge creatures of shadow to do your bidding. They attack with fang and claw, light being their only weakness. They cannot get too far from you however without being sustained by other magic.

Dreamwalker

4XP. Req: Mind Peer

Influence

2XP. Req: Dreamwalker

Speak

2XP. Req: Dreamwalker

Long-Range

2XP. Req: Dreamwalker

Shadowform

5XP. Req: Shadow hounds, & Shadow step.

Possess

6XP. Req: Influence, Speak, & Long-Range.

Brutality

Brutality tree is more expensive due to choosing Dark Guard as a beginning specialty. It'll go down if you absorb a proper brutal soul.

Berserk

2XP. Sends the Gargoyle into a frenzy, attacking and killing all things with in range. Pushes limits regardless of durability.

Control

2XP. Reduces the madness induced by berserking to allow differentiation of targets.

Force

2XP. Increases the might of the gargoyle, allowing further feats of raw strength,

Demon-Blooded

3XP. Req: Berserk, & Force. The force of demons runs through you, and you embrace it. Your Berserk becomes stronger and more wild.

Knight of Slaughter

3XP. Req: Berserk, & Control. Killing is not just madness, it is your duty. The only bastion between your charges and those that threaten them is you. This opens the gateway to discipline amongst the madness. You begin to learn more of the weapons you wield.

Sadism

2XP. Req: Demon-Blooded.

Demon-Kin

2XP. Req: Sadism

Stalwart

2XP. Req: Knight of Slaughter. You are extremely hard to move. When you have both feet upon the ground, pushing you back is extremely difficult. However if the force breaks you, that is another story.

Discipline

2XP. Req: Stalwart. Increases the control you have over your own body, further increasing control of berserk, and keeping violent tendencies in check.

Tainted Power

4XP. Req: Demon-Blooded

Slayer

4XP. Req: Knight of Slaughter. You have a natural talent in finding the weakspots of enemies as you put them to your blade. Further, in the face of many, each kill increases your frenzy, berserking or not.

Clad In Evil

4XP. Req: Slayer, & Tainted Power.

Metamorphosis

4XP. Req: Tainted Power, & Sadism. Taking on aspects of the demonic madness engraved into your form, you change your body temporarily into that of a demon, made living.

Avenger

4XP. Req: Slayer, & Stalwart. For each and every charge your enemy slays, the violence you will grant them grows. You feed off of the dying wishes and fears of others. And grant them.

Unholy Collosus

8XP. Req: Clad in Evil, Avenger, & Matamorphosis. Mixing the power of the avenger with the power of evil and taint incarnate, your form will remain held by magic even should it break, fracture or fragment. You are unyielding in your pursuit and only vulnerable to silver and more powerful magic than that which grants you life.

Marble

Solid Marble (Acquired)

1XP. Your form is far more solid due to your understanding of it and the magics that hold you together. Your bludgeoning ability and defense is increased.

Polished

1XP. Makes you stand out more during the day and night. People that regard you during the day see you as a clean statue. It would also avoid stains such as the wolf's blood.

Earthen

1XP. You are more in tune with the origin of your material; Primal magic is easier to channel; Earth is easier to shape.

Dense Marble

2XP. Req: Solid Marble.

Revered Stone

2XP. Req: Polished. An upgrade from Polished, it further increases your radiance and villagers take further note of your beauty, finding you pleasing to look upon during the day. You are more visible at night.

Natural

2XP. Req: Earthen.

Holy White

3XP. Req: Revered Stone. The white of your marble is a stunning perfection of [s]my[/s] craftsmanship. People swear that they see God in the purity of your form.

Magic

N/A until unlocked via questing

Special

Soul Siphon

6XP. Improve gains from eating souls of defeated monsters (no specifics yet). Available since start of quest.

Regeneration (Acquired)

5XP. Your form is not flesh, yet with the unnatural powers of the werewolf within you, it mends and fixes itself as such. Acquired via a roll of 10/10 when consumed a werewolf at Night 1.5

Wolven Agility

3XP. Short of strength, werewolves have great agility, you will take this on and be all the better for it. Unlocked via werewolf soul.

Beastly Strength

3XP. The strength of the hunter dwells within you now, increasing your strength. Unlocked via werewolf soul.

Beast Form

4XP. You have further mastery of your form, allowing the shapeshift into a half-beast. Unlocked via werewolf soul.

Banshee Scream

4XP. Unlocked via Banshee soul.

Spirit Children

4XP. "An ability of the banshee's origin. Allows the conjuration of temporary body's of ether resembling children. They are capable of attacking with razor sharp teeth. You are aware that Iron makes them convulse in pain. Likely due to the Banshee's origin as a fae."

Gallery

Upgrade Tree at Night 2 end