Jump to content

[✗] [Playable CAs] The Paleknight + Pale Lords


Sorcerio
 Share

Recommended Posts

 

5qgEXk2lSkpjYZOeWqd9VfLWbmGNKjORljFKVr9kezXCbCJ7Hggq-lHgFDefuwYJavX2yPI-H96M1BY8-f4LF0vGenTCMm66rhNIXB6Hube-9L1QtIznb0cjlgMoa9djRVt-oWC-

 

THE PALEKNIGHT

Eidolons of the Synod

 

Born a bastardization of life, they are the pure children of a twisted parentage - what was once animate bound to a wretched husk of what is neither living nor dead. With their minds and bodies cleansed through being strained by the Veil, these are the ultimate offspring of the occult arts, bearing no value by utility, but the sheer notion of their existence - a triumph of undeath arguably more impressive than the Wight Barrowlords themselves. Through the convergence of two Mystics, each knowing the direct creation of one such creature, and one of whom has undergone occult amputation, might together perform this most loathsome rite. By means of taking what were once a living descendant or some stagnant soul, and twisting and moulding them, they might secure for the spirit a new embodiment—as a Paleknight; what were once despondent beings now granted stone flesh, and a fresh perspective.

 

 

 

The Living Menhir

(Creation / Manifestation)

 

Forged of Menhir Stone, Paleknights are moulded in false mimicry of the mortal body; sculpted as living statues with carved features rarely more detailed than some crude outline. Their surface is yielded of finely cobbled stone, taking on tones of grey, pale shades of blue, sickly green, or even at times an eerie violet. This rough surface is made to feel smooth by a constant layer of water seeping out and in at every divot, providing a subtle dampness to the creature at all times. This dampness originates from their hollow, water-filled center - a core which runs through their very embodiment, from their torso to arms, and legs. Yet this water bears to itself perplexing properties, sewn with occult magic and latent with ectoplasm, being made the vital fluid of an Eidola which permits them function. And it is this water which houses the very soul which has been bound to that pitible creature. 


 

Though the outer shell of menhir stone is quite durable for its relative thickness, comparable to strong gemstone in terms of durability, as opposed to metal; near impervious to slashing blows or low-impact thrusts, though nonetheless capable of being chipped, cracked, and easily shattered by things such as picks, axes, and hammers. Any acute breach in the stone would pose critical risk to the Eidola, their essence gushing forth from the wound. This is the most grave and effective means by which an Eidola may be slain, as once a sufficient amount of their water has been lost, the spirit will no longer be capable of maintaining itself within the stone, and thus the creature would crumble away. 


 

Eidola lack a detailed sense of touch, and thus may be considered somewhat clumsy when handling things with refined precision. They are, however, capable of perceiving pressure and impact, and though otherwise immune to most forms of pain, they are also able to note when they have been damaged enough so that they would be placed in a critical condition. Otherwise, these creatures have no need to eat, sleep, nor do they suffer the duress of time and fatigue, though they must soak in water every two to three Provident’s Day, lest the construct simply dry up and be rendered as dust. 


 

In regards to strength, Eidola exceed peak examples of their mortal size equivalents only marginally exceeding the proportion of their size, if at all; an orc-side Eidola would have only orc strength. Eidola also may not surpass the pace of a jog, as they weigh a great deal for their relative size due to the water-and-stone composition. Though Eidola are strong in order to compensate for this, they are not such that they would be totally unhindered by their natural heft. As a consequence, a fall from anything over seven meters could potentially breach or even shatter the Eidola - and if their water supplies are low, they are subject to the unsteadiness of it sloshing from side-to-side when disturbed.


 

Eidola may be modeled after any race, and though this shape may be determined simply by the soul’s former race, it is also entirely possible for Eidola to take a shape that is not the same as what they were in life - most often tending towards human or elvish features when the soul has lost attachment to its former self or lacks preference. The Eidola’s relative size would often correspond to their strength; an orc sized Eidola might bear strength slightly superior to that of an Uruk, though still not meeting that of a golem or olog, for example. Regardless of size, they may move at a light jogging pace at the most.



 

The Stone and the Soul

(Mindset and Morality)

 

Set among the legions of the dead, the Eidola is stricken by many great mental afflictions, having willingly, or otherwise unwillingly, been cast from the shadows of Ebrietaes into the living world in an immaculate vessel of stone - which betrays truth despite its seeming beauty. How their affliction might manifest varies from each to another, though often they are of harsh severity and leave the Paleknight stricken by endless throes of misery. Though they retain their own personality to an extent, over time, they become more dissociated from the living, and forgo much of their humanity as a result, making it difficult to sympathize with and interpret emotions even after a short span of years. Overall, Paleknights are prone to dreary, gloomy, and disgruntled dispositions, and it is a core task for these creatures to find what brings them appeasement - by which some may discover to be through vanguarding a personally significant location, meditating underwater, or even murder.
 

 

Though granted the liberty of their own mind, however unsound it may be, the Eidola is nonetheless bound to the word of whomever it is that had brought them about; their spirit forever subject to their sole command. No matter how much the Eidola might despise or loathe their maker, they would be left to their beckons still - oft leading to insanity and mania as a result, if not woe. Though the company and counsel of other undead and occultists, whether they be macabre constructs or some twisted revenant, might provide a bedrock for the Eidolon to be temporarily relieved of their mental afflictions; due to the fell and twisted understanding of many who have undertaken those dark paths, it is more common for the Eidola to shun such entities, and seek solace in their maker. Rarely would Eidola find any sort of comfort amongst the living alone, and are instead left miserable and tragic creatures, often coming off as on edge, bitter, or generally annoyed when they have gone long stints without achieving some respite from their woe; thuis making compassionate, child-cradling eidola impossible. 


 

The exact emotional response is not a constant to the individual personality and emotion of a knight. An unwilling eidolon may find themself acting against their better judgement and cursing their very existence, while a willing one may be obliged and even become stressed at failure. No matter how it is received it is an impulse and the knight must at least attempt to follow it.

 

 

 

The Gifts of the Paleknight

(Abilities and Interactions)

 

Left among their own, Eidola are no longer infants cradled by their mother, the Synod - thus permitted greater interaction with the world around them. Still, as children of Mysticism they hold to it infallible ties, inherited as a product of their nature as phantoms bound to husks of stone. Though immune to direct subjugation by means of Handling or Anchoring as other phantoms may be, Eidola are still disposed to the weavings of the Occult—for it was what birthed them. 

 

 

 

True Sight

(Passive)

 

Walking as one of the dead among the living, the Paleknight is endowed with an inherent gift to spy upon and interact with the Elysian Wastes. With this, a phantom is able to see through manifestations of Mystical illusion and distortion, including deadbreath, gleaming, and fading. Essentially, any conjuration or deception that derives itself from ectoplasm or the Elysian is rendered inert by the True Sight of the Eidola. However, this does not mean that they are entirely incapable of seeing the effect taking place, rather, they are simply able to clearly discern reality beneath it; whether an occultist obscured within a shroud of deadbreath, or a Wight husked within a suit of armor. And the more the Paleknight accustoms themself to this sight, the more treacherous the sight becomes. Upon being made an Eidola, the player may submit a Vivification Feat App, following in accordance with its current lore.

 

 

 

Handling

(Interaction)

 

Binding does not work directly on an eidolon. Instead, it must be performed upon the Paleknight’s respective Menhir pillar, permanently binding the creature to their will as opposed to what would normally be expected of such a liturgy - that is, temporary binding. Multiple people performing the spell at a time will bind it to every participant. They are impulsive to follow the commands of their specific creators or whoever has most recently bound them. However, orders fade and fail. After thirty Provident’s Days, an order is made null. For regular interaction must be made in order to sustain the relationship between a mystic and their eidolon. An eidolon will not find itself following an absent leader and a mystic will be unable to subjugate servants that are not interacted with. 

 

 

 

Feeding

(Interaction)

 

Alike to other phantom creatures, Paleknights are capable of having their precious ectoplasm restored by means of it being fed to them by mystics, and even other spectral creatures. When granted this ectoplasm, within the Eidola may spark some semblance of the natural emotion their nature deprives them of - bestowing upon the construct a fleeting window in which they may rouse their feelings, and experience the world as they had in life. This may be overwhelming and overpowering for some, or perhaps reprieving and ecstatic for others - granting the Paleknight both clarity of mind and bolstering their physical performance, thus permitting them to move at a swifter jogging pace and inherit greater physical prowess (up to a tier greater) for up to eight turns after successfully fed. 

 

 

 

Draining

(Interaction)

 

As a more grim prospect of Mystical interaction, the very thing which grants them reprieve might also destroy them. For by being drained by another Mystic, the Eidolon’s spirit water may be drained of its precious ectoplasm, torn from them in immense quantities. Upon completion of this fell osmosis, the construct’s emotion would all but fade, leaving them as a desolate husk. Should the Eidolon be drained three times in succession, however, they would be quickly compromised by weakness and frailty, even so much to allow even an aurum blade to chip away at small layers of their stone shell in contrast to the material’s softness. And at the fifth and final draining, an Eidola would be rendered near-entirely inert, any volatile strike capable of battering and puncturing their forms, the water within gushing forth before the enduring eidolon is made to crumble away into dust and rubble.

 

 

 

Menhir Items

(Combative)

 

The primary ability given to each Eidola is a unique interaction with their host Menhir, one which renders its surface like clay in their hands; meaning that they may use parts of it to form weaponry, armor, or whatever else they may think to have it shape. These created items share the same nature as the Eidola’s own form, being quite heavy and durable alike that to gemstone, though they do not have the internal supply of water the Eidola does; instead drawing that moisture from them, and increasing the frequency with which the Paleknight must soak to replenish themselves. To manifest the item, depending upon its size, the creature must take two emotes to draw forth their weapon, whether it be a shield, a sword, a mace, or even armor of a sorts. Out of the Eidola’s grasp, these objects swiftly dry and become brittle, ultimately dissolving if not recovered within one quarter of an elven hour. No more than two of these items can be made per menhir, though they can be returned to the menhir in order to remould them into something new if the Eidola so wishes (though not during combat). These objects require ST signing in order to be valid, and may be mechanically soulbound. 

 

 

 

Engorging

(Paleknight Ascension)

 

All children must grow with time, even children wrought of the mystical. By the consumption of an immense amalgamation of tormented souls, a Paleknight who has fully enhanced themselves might be granted the ability to break free from its occult bondage, and ascend to higher potential. Alike to a Mystic becoming one with the their phantom by means of conjoinment by a Wight, those who have undergone amputation might perform a similar ritual upon a Paleknight who they would deem worthy, allowing the Eidola’s spirit to be merged with a phantom to grant them higher receptance to the occult; namely the expansion of their abilities in relation to Mysticism. At the presence of the Eidola’s Menhir, and with some unfettered phantom or graven, the amputee may wretch the Elysian spirit into the Eidola’s soul pillar, and meld the two alike to the Mystic themselves. This would grant the Paleknight receptance to augmentation slots - granted one per phantom melded; numbering up to three.

 

 

 

Limits of the Stone

(Redlines and Limitations)

 

Spoiler

 

 

- Eidola are a locked CA, made only by means of Eidola Crafting performed by a Mystic. 

 

- Eidola players are expected to be proficient in Mystic, Vivification, and Eidola lores. Misuse or blatant mistreatment of the lore will not be tolerated. Saying the lore is “vague” does not justify abuse, and it is better that one ask questions if they are unsure.  

 

- Being made an Eidola is a permanent achievement and may not be reversed. The only means by which they may now be altered is through ascendency/augmentation. 

 

- Eidola are bound to the Menhir from which they are wrought. Should it be destroyed, and they are then demanifested whilst a new one has not been built, it is a PK of the Eidola. 

 

- Eidola are limited to three total Paleknight Augments, which are marked as a comment on their application by a Story Member. Once chosen, they may not be exchanged. 

 

- Eidolas have two liturgies of ectoplasm to start. By engorging upon phantoms, the Eidola may be granted one additional liturgy slot per phantom consumed; allowing a total of five slots. 

 

- Eidola alone are immune to the effects of Handling or Anchoring. They are bound to the Mystic who created them, unless another Mystic(s) performed Handling directly on their Menhir. 

 

- An Eidola’s stone is about as hard as gemstone, and is thus virtually immune to slash and stab attacks. Blunt or shattering attacks from hammers or pickaxes should still damage them. 

 

- Eidolas may make contact with other phantom creatures due to their occult nature.

 

- Eidola may not exceed 7.5ft in height, nor will they go below 4ft. Their speed, at the most, is limited to a light-paced jog; though will scale down significantly with size. 

 

- An Eidola’s strength is based in proportion to their size. A human-sized Eidola would only rival a human knight (without Hindering/Feeding aid), orc would rival orc, etc. 

 

- Eidolas cannot practice any forms of magic, including Mysticism. Though they may be granted access to some limited Mysticism abilities through means of Paleknight Augmentation.

 

- Eidolas, though no longer needing to actively replenish their water, will slow down and dry up if placed in environments that would evaporate water for prolonged periods of time.

 

- Aurum is not effective on the stone of an Eidola, though if one could manage to get it between the open wounds of an Eidolon, it would burn their insides like fire. 

 

- Eidola are still susceptible to Holy Magic, Abjuration, Kani, etc. Frost will not completely freeze their waters due to the ectoplasm, but severe frost might slow them somewhat.

 

 

 

 


 

fJEprmcfLZNze40vXv1kRuA7x_nZHKMHX_uZL4EhXX_vE9X8nzb3J7Qvvzu5pp6wtXxr3PEL6quq83GU08F2b-Se-cyBTX39ny4WS3COCKneIIELvKec3xIU0DMfUpHDIGRxJo8q

 

THE PALE LORD

The Greater Eidolon

 

Unmoving stonewalls in the shape of men, these stoic lords are the perfection of the spirit, holding great dominion over the occult by means of their own legions of Paleknights - wrought forth as the humanoid embodiment of siege weaponry. The Pale Lord is an Eidolon who had engorged upon an apparition, melded with their Menhir and unbound from the Synod to zealously pathe a path of their own. Though still of stone, they no longer bear the frailties of their lesser brethren, and are granted proficiency in the occult far superior to any mere zealot of Mysticism. 


 

The Stone Zenith

(Creation / Manifestation)

 

To assume the role of a Lord is great, particularly those who claim lordship over the dead. As the aspiring occultist might draw to the rank of Barrowlord by the consumption of an apparition, a Paleknight who has proved their mettle and dedication to occultism may foster the ability to be assumed to the rank of Pale Lord; by means of consuming a writhing amalgamation of souls. With the binding of the apparition to the Menhir pillar of an Eidola who has engorged three times, and upon casting the vessel to the monolith, a Paleknight would be made one with the pillar.


 

The Perfected Vessel

(Altered Description)

 

To be ushered forth as a Pale Lord is an immense task undertaken, fashioning for the Paleknight a form befitting of their title. Though not especially divergent from the former state of the Paleknight, there are some key alterations that would take place upon their stone form. Upon being merged with their Menhir and the apparition, the Paleknight, now Pale Lord, would take on a subtle gleaming form, alike to a transcendent Wight or occultist; ragged and worn by time and the toil of the wastes. Unlike Wights, however, Pale Lords are still corporeal and still sustain ectoplasmic waters within their vessel.


 

With this, their voice would meld with the wayward spirits within them, no longer sounding distinct as one, but instead as a multitude - standing testament to the loss of identity which the Lord suffers upon achieving their transcendence. Still, any who take on this role would find themselves to be made completely separate from the other bound Eidolons, yet their own spiritual manifestation would fade amidst the agglomeration of souls which it embodies. Wounding the creature, and thus causing its waters to pour out, would release a stream of wails and moans which gush forth from the stone.


 

Pale Lords also tend to take on a more dignified manifestation as well, assuming a more imposing presence than the stone-wrought Eidolons beneath them. Their armor, now wrought of Menhir stone, would appear more refined, though as well more aged and antiquated; a common effect of such things that are to be touched by the Elysian. Some Pale Eidolons have been reported to scale up to ten feet in height - rivaling even ologs in terms of proportion - and their strength typically may scale upwards by about an additional half of what would be that of a regular Eidola. Though granted superior resistance, the Lord is made somewhat slower, akin to a casual stride in terms of self automation.


 

This nature does, alas, bring about one great flaw to which all Pale Lords are bound. For as they are made one with their Menhir, and their Menhir made one with them, they bear no true bond that would anchor them to the Mortal Plane should their stone vessel fail. Should the Pale Lord come to meet such a devastating fate as for their form to be obliterated, they would be left with but the sliver of their soul to be torn from the plane and into the Elysian Wastes, where they would endure an eternity of torment. Only by having a fragment of their former form be restored by a Mystical Rite would they be made capable of returning to their full potential - endowed a stone embodiment once more.

 

 

 

Powers of the Pale Lord

(Abilities and Interactions)

 

Now unfettered, the Pale Lord has ascended above the ranks of phantom wanderers and stone servants which the Mystical and the occult have so bound. They no longer may be forced to conform to a single will, and may go about their own doings, by which they might foster their own rites and rituals to a far greater degree than any could have imagined when bound to but stone and soul.

 

 

 

Unanchored Vessel

(Interaction)

 

Made one with their Menhir, the Pale Lord is granted an ascendancy unlike other phantoms; and even the Wight Barrowlords are no exception. With this, those who have taken up Pale Lordship are rendered immune to the effects of Mysticism Handling and Anchoring, bound by no mind but their own; tethered to the Mortal Plane by will and stone. This does, however, come at great detriment, which forbades the Lord from reassuming their form upon obliteration, left to stagnate and fester in the Wastes should they come to perish. Only by the aid of three Mystics gathered in brotherhood, assembling about an empty occult spire, and with a shard of the Lord’s former vessel, may they be returned to roam among the living. Such a task is immense, and would oft be thought as folly to recarve from stone what was lost; though the might and will of the Pale Lord is not to be withdoubted. 


 

Spoiler

 

- Pale Lords are immune to all forms of Binding/Anchoring.

 

- Pale Lords are subject to PK upon death, and may only be returned by three or more Mystics, one of whom is an occultist, by pulling their soul from the Wastes and binding it to a Menhir. 

 

- Pale Lords do not respawn naturally, in accordance with the former line. The only exception to this rule is in the event that the Pale Lord were to pop mechanically.

 

 

 

 

Greater Hindering

(Non-Combative)

 

By virtue of their ascended form, the Pale Lord is capable of weaving their ectoplasm in a more complex fashion, sewing it within a pillar of stone to create a Menhir as had the occultist lords of old; a necessary catalyst in liturgies and rites of Mysticism, and the fashioning of Eidola. Though on their own the Pale Lord may not perform any rites of Mysticism without the aid of an augment or other occultists present, they are granted the ability to funnel their ectoplasm into a Menhir, and thus bolster phantoms nearby as they would any other. See “Menhir Creation” in Mysticism Sacraments. 


 

Spoiler

 

- Menhirs must be mechanically present to exist, and with an ST-locked sign.

 

- Menhir can only prolong liturgies performed by other Mystics, not Augmented Paleknights.

 

- Menhir still requires soul sacrifices in order to grant any permanent liturgies/effects.

 



 

Servitude of Stone

(Eidola Creation)

 

Achieving superiority over their Paleknight brethren, the Pale Lords are made capable of fashioning their own servants of stone that would enact on behalf of the Lord. By forging a Menhir, and pulling forth a ghost or phantom from the Elysian, they might bind the creature to the spire and mould it into a shape fitting of the spirit. This is an immense task, and one so coveted not only by the Pale Lords, but by the Mystics and Barrowlords themselves - allowing them to bring forth Eidola as their own. The Lord may achieve this by means alike to the Mystic ritual from which such entities are derived; sacrificing a spirit or soul before a sprawling Menhir, or drawing one to the pillar and binding it hence. At this, the Menhir stone would warp and mould, kneading over each other as some sodden agglomeration of rock and ectoplasm, and hence birthing the Eidola in servitude to the Pale Lord. By this means, a coven of Paleknights may theoretically exist on their own should a Lord Wish. 


 

Restraint of the Lords

(Redlines and Limitations)
 

Spoiler

 

 

- Pale Lords are a locked CA, being an Eidola who has engorged upon three phantom creatures, and then is bound to an apparition by amputated occultists. 

 

- Pale Lord players are expected to be proficient in Mystic, Vivification, and Eidola lores. Misuse or blatant mistreatment of the lore will not be tolerated. Saying the lore is “vague” does not justify abuse, and it is better that one ask questions if they are unsure.  

 

- Pale Lords are bound to a Temp-PK/Soft-Shelf clause. In the event that their stone bodies are completely obliterated, Mystics may come together with a fragment of the former Lord, and recall their spirit from the Elysian to bind it to a new Menhir; granting them rebirth.

 

- Pale Lords are granted a maximum of seven liturgies of ectoplasm to draw upon.

 

- Pale Lords alone are completely immune to the effects of Handling or Anchoring. 

 

- A Pale Lords’ stone is about as hard as gemstone, and is thus virtually immune to slash and stab attacks. Blunt or shattering attacks from hammers or pickaxes should still damage them. 

 

- Pale Lords may make contact with other phantom creatures due to their occult nature.

 

- Eidola may not exceed 10ft in height, nor will they go below 8ft. Their speed, at the most, is limited to a casual stride; though will scale down significantly with size. 

 

- The strength of a Pale Lord will often somewhat be superior to the proportions they are based upon, though they would never exceed the strength of an olog even with Hindering. 

 

- Pale Lords cannot practice any forms of magic, including Mysticism. Though they may be granted access to some limited Mysticism abilities through means of Paleknight Augmentation.

 

- Pale Lords are still susceptible to Holy Magic, Abjuration, Kani, etc. Frost will not completely freeze their waters due to the ectoplasm, but severe frost might slow them somewhat.

 


 


 

 

Refinement of Pale

(Paleknight Augmentation)

 

Though made perfect through stone, the Paleknight may be made more perfect still. By engorging upon a ghost or phantom, an Eidola may be granted a new ability befitting their role amongst the ranks of the Synod, thus allowing them to choose an augmentation by merit of the phantom consumed. These augmentations are not interchangeable and become a core aspect of the Eidola, allowing them to interact more quickly with those who roam the Elysian, as well as the Synod they serve. 


 

Soul Dominion

(Combative)

 

Paleknights may be granted the ability to perform an inferior form of binding upon ghosts and phantoms, and with a greater success rate. This may be done similarly to how a Mystic would, albeit that the Paleknight must instead take three emotes to surround their hand in Ectoplasm, and must grapple the phantom physically as opposed to simply casting a projectile. The Eidola may succeed with a roll of five or higher, and should they manage to bind the phantom, it would be forced to adhere to the Eidola’s commands for up to one narrative hour, or eight emotes in combat; whichever comes first. Do note that these abilities may not be performed upon other Eidola, only other ghosts/phantoms. 

 

 

Spoiler

 

 

- Handling does not require OOC consent, though it is recommended to offer in advance.

 

- An Eidola can only handle one phantom at a time.

 

- To bind the phantom, the Paleknight must grapple them after charging the spell.

 

 

 

 

 

Spirit Core

(Combative)

 

Paleknights may be granted the ability to perform conduit feeding and draining upon other phantom creatures, Mystics, and even other Eidola. However, unlike their occult superiors, the Paleknight is limited to a direct application, whether by means of their open stone palm; requiring two emotes to perform the ability with direct touch proceeding its charge. Upon grappling a foe, they must maintain the grip for another two emotes before they may drain a single unit of Ectoplasm from the entity. As they do not need to maintain a projectile as Mystics do, the Eidola does not consume an ectoplasm slot when performing conduit draining. Inversely, the Eidola may perform conduit feeding upon another phantom creature within seven meters of them over the course of three emotes, granting the target the boons of their respective creature type that they would gain from feeding. 

 

 

Spoiler

 

 

- A successful draining will restore one unit of ectoplasm total.

 

- An Eidola may not feed without the adequate amount of Ectoplasm to do so.

 

- May only drain/feed one entity at a time, requiring direct touch. 

 

- Effects granted by conduit feeding only occur if the phantom is fed at full ectoplasm capacity.

 

 



 

Shroud of Elysian

(Combative)

 

Paleknights may be granted the ability to perform fading similarly to phantoms and Mystic blades, concealing themselves in a veil of ectoplasm. Over the course of three emotes, the Eidola would be consumed in a veil of fog or ‘deadbreath’ which would render them virtually invisible upon the final emote; only revealing a very subtle outline of their form when in bright light. Should they remain immersed within shadow or water, they would be left completely invisible, and for a longer period of time than any mere mortal due to them not needing to rest or breathe. However, the duration of this spell would only last for up to five emotes following the spell’s charge, before they would need to consume another ectoplasm slot or drop the illusion. While invisible, the Paleknight is made incapable of attacking or charing/casting any other spell or ability - their movement reduced to a slow crawl. 

 

 

Spoiler

 

 

- Vivificiationists may see through the shroud should they roll no lower than a fifteen when in broad daylight, though they would not see them at night/underwater.

 

- Any other spells or magic cannot be cast while faded.

 

- While faded, an Eidola can only move at a slow crawl and cannot directly attack.

 

 

 

 

 

Phantom Waters

(Combative)

 

Paleknights may be granted the ability to perform deadbreath similarly to Mystics. Over the course of three emotes, the Eidola may channel the ectoplasm from their waters to the pores and crevices in their armor, expelling the Deadbreath as an impenetrable veil of thick fog which enshrouds a seven block area around the Paleknight, reducing the vision of all non-phantoms and mystics to a single meter in-front of them; essentially their arm’s length. The shroud may still be dispersed by tier five air evocation, holy light, or a powerful force of natural air; otherwise lingering for four emotes. 

 


 

Spoiler

 

 

- Mortal sight is limited to arm’s length when in the shroud of Deadbreath.

 

- Phantoms and Vivificationists can see through Deadbreath.

 

- Holy Light and mastered Air Evocation may effectively disperse Deadbreath. 
 

 

 

 

 

Ghost Lantern

(Passive)

 

Paleknights may be granted a passive ability similar to Scrubbing, wherein nearby phantom creatures are warded and weakened by the Eidola’s presence. Should they harbor this augment, any ghostly or phantom entity that comes within five meters of the Eidola would be made visible (not tangible), whereas coming within a two meter radius of the Eidola would be weakened to the degree of a freshly formed revenant creature - essentially made as a feeble old man when attempting to manifest corporeally. Though the effects of this augment upon Wights, apparitions, and other Eidola are fairly harmless, it may still bear usefulness in the hunting of rogue geists. 

 

 

Spoiler

 

 

- All ghosts/phantoms are subject to the effects of Ghost Lantern; even allies.

 

- Phantoms and Vivificationists can see through Deadbreath.

 

- Phantoms will feel incredible discomfort in the proximity of a Ghost Lantern Eidola.

 

 

 

 

 

Menhircraft

(Non-Combative)

 

Paleknights may be granted the ability to forge additional, functional limbs to their body formed directly from their menhir pillar in non-combat; spreading their physical strength and pathetic dexterity proportionally. Having more than a total of four limbs causes them to be too clumsy and unstable to hold objects to any degree of competency. With a usual Paleknight, they may lift 75% of their weight per arm; though at three arms, each may lift 50% of their weight; and at four arms each may lift 37.5%, their weight wherein the pattern continues per additional arm. With each additional arm more weight is distributed outwardly and the joint which holds the limb is made progressively weaker; a four-armed Paleknight may have its arms detached from itself with a single, well placed strike of a greathammer or maul above or under the shoulder joint to dislodge it. 
 

Spoiler

 

 

- Adding additional limbs will always spread strength throughout, and decrease speed further.

 

- Additional limbs may only be shaped as regular hands or short-daggers perhaps. Hammers and spears would likely be impossible due to their weight; weighing down the Eidola.

 

- Added limbs are only as enduring as the Eidola, and are not any more resistant to damage. 

 

 

 

 

 

Ebrietael Bulwark

(Combative)

 

Paleknights may be granted the ability to perform Mystic Walling alike to an amputated occultist; a powerful defensive tool that conjured a nigh impenetrable barrier of ectoplasm. With this augmentation, the Eidola’s arm would become more alike to sea stone or aquatic prismarine, glowing with a vague translucent aura as they may manifest the shield over the course of three emotes; consuming two units of ectoplasm in the process. This barrier may remain for up to eight emotes, assuming it is not shattered by excessive blunt force beforehand. Should the Eidola move or their resolve be broken, or otherwise disturbed, the wall would quickly splinter and dissolve. Aurum and holy magic may both tear through the barrier with about three successful hits, though anything else would require five or more emotes of continuous blunt or drilling force to successfully disperse the barrier. The barrier may take the form of a bubble which surrounds the Eidola in a 3x3x3 block area; though its shape may not be changed. 


 

Spoiler

 

 

- Nothing, not even ethereal phantoms, may pass through Walling shields.

 

- Walling ends if the Eidola’s arm is dropped or disturbed from facing the shield, if their line of sight is blocked, if they move more than twenty blocks away; if ten minutes or eight to ten emotes pass (whichever is longer); or if a Fi’ mage, holy mage, or some physical force drills into the barrier for four minutes or five emotes (whichever is longer).

 

- Paleknights are not capable of moving while sustaining walling. 

 

 

 

Link to post
Share on other sites

+1, Eidola rework is good ****. 

Link to post
Share on other sites

oh **** yeah I remember having some epic paleknight / darkstalker CRP fights that were genuinely good in axios +1

Link to post
Share on other sites

1 hour ago, Sorcerio said:

- Pale Lords are still susceptible to Holy Magic, Abjuration, Kani

What does this mean though?

Link to post
Share on other sites

2 minutes ago, Luciloo said:

What does this mean though?

uhhh i'm assuming paladinism is what's meant by the holy magic 'cause I don't think Clerics are a thing anymore nor are Ascended (though I could be wrong, I ain't exactly involved in the magic scene on the server)

Link to post
Share on other sites

18 minutes ago, Luciloo said:

What does this mean though?


I can better define the detriments. Basically they may be more easily damaged by said forces. For example, abjuring or using a Kani attack directly on an Eidola would feel like fire inside them, whereas Xannic mists would similarly burn. Apologies for the lack of clarification, will update shortly. 

Link to post
Share on other sites

It's not tawkin but I'll accept it. Very cute

Link to post
Share on other sites

This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...