The Sphinx & Unicorn Tavern (137)

Dominated by the mages of MercTown and shops specializing in magic gear, weapons, and accessories.
User avatar
Tyrannosapiens Rex
Game Master
Posts: 111
Joined: Fri Dec 29, 2023 5:31 am

Re: The Sphinx & Unicorn Tavern (137)

Post by Tyrannosapiens Rex »

Mini Update 2

The elf smirks at William. "I'm the elf magic forgot."

When Wolf issues his challenge, the Elf responds "You aren't their leader. This guy is." He sticks the joint in William's mouth. "At least that's what you told the gate guards."

"You can fight one of the assholes frozen at the table, or me and this guy can deal with it how leaders decide. But your terms work for me otherwise. I came along to keep this from going sideways. And one corpse isn't sideways. Either way it solves the problem for today."

John's suggestion to the receptionists sends them scrambling to the restrooms after a brief look between them.
User avatar
Ash, the kid (Theros)
Diamond Level Patron
Posts: 94
Joined: Tue Sep 07, 2021 1:28 pm

Re: The Sphinx & Unicorn Tavern (137)

Post by Ash, the kid (Theros) »

Perception: 34% (+15% involving vampires or undead) 1d100: [4] = 4
JIC: 1d20: [12] = 12
JIC: 1d100: [68] = 68
Initiative 1d20+1: [19]+1 = 20
Sense vampires/undead always active
Recognize Secondary Vampires by Appearance (1000ft/special) 40% 1d100: [31] = 31
Recognize Wild Vampires by Appearance (1000ft/special) 70% 1d100: [35] = 35
Recognize Master Vampires by Appearance (1000ft/special)40% 1d100: [14] = 14

Tyrannosapiens Rex wrote: Wed Apr 24, 2024 2:44 pm Mini Update

The newcomer speaks. Now that Wolf's had a good look, he's an elf. No ink and that's just a Wilk's 320 in the riding holster. His front patch reads 'President' and it looks brand new compared to the rest of the vest.

"Nobody in here is itching for a fight, cowboy, but those assholes on ice over there and the asshole standing up right in front of me. That'd be you."

"Me, I'd really like to get back to the sweet butts I left." Smoke rings.

"If you aren't going to kill my prospect, do what my problem members...." He points his joint at the frozen table. "... want. Horsemen aren't allowed to back down, and the kid wants his patch."

The receptionists and several others make moves to exit, but there is a giant mass of tattooed ogre flesh in biker leathers blocking the door. Doesn't look like anyone is getting out that way.
Looking at the elf puzzled and back at the group, before returning his gaze back to the elf. "Wait, who do you mean by kid? Me? Why would I ever want to join that group when I am already a roughneck, frankly I have seen my team accomplish more in a few months than they probabaly have all year, why join the rest when I am already with the best?" Makes a face like the elf said the stupidist shit he has ever heard in his life.

"If it means we can get back to OUR own business, fine"

None the less Ash pulls back his left sleeve and raises it to show the elf his clan tattoo, and then says “Iuguolo Mortuuson, You can tell them I aint interested, and next time to not assume anyone walking in wants to join them, let alone even heard of them."
If a fight breaks out APM and rolls
Number of Attacks: 5+*1 APM when fighting vampires/undead/demons/supernatural evil

Action 1: Activate Cloud in chains air control tattoo -40 ppe

Action 2: SNPS Kick 1 Strike 1d20+7: [3]+7 = 10 Damage 4d6: [6, 1, 2, 5] = 14 SNPS Kick 2 Strike 1d20+7: [2]+7 = 9 Damage 4d6: [3, 4, 4, 2] = 13

Action 3: Wind Rush at the biker and anyone behind him.
This spell creates a short, powerful wind gusting at 60 mph (96 km),which is capable of knocking people down, knocking riders off mounts, blowing small objects 20 to 120 feet (6-36 m) away, or creating dust storms. The wind can be directed by the spell caster at a specific target or a general sweep can be made (maximum wind width is 20 feet(6.1m). Anyone caught in the wind is helpless and unable to attack or move forward. It takes an additional melee to recover, and 1d8 melees to gather up all items blown away.
strike 1d20+7: [10]+7 = 17

Action 4: call lightening on same target 1d20+7: [18]+7 = 25 Damage 4d6: [5, 1, 3, 4] = 13

Action 5: call lightening on same target 1d20+7: [12]+7 = 19 Damage 4d6: [4, 2, 3, 3] = 12


Action 6: Follow up wind rush strike 1d20+7: [9]+7 = 16

action 7*: (When facing undead) N/a this fight

Dodges: 1) 1d20+10: [9]+10 = 19 2) 1d20+10: [12]+10 = 22 3) 1d20+10: [13]+10 = 23 4) 1d20+10: [1]+10 = 11 5) 1d20+10: [8]+10 = 18 6)) 1d20+10: [16]+10 = 26

Parry: 1) 1d20+10: [8]+10 = 18 2) 1d20+10: [12]+10 = 22 3) 1d20+10: [13]+10 = 23 4) 1d20+10: [1]+10 = 11 5) 1d20+10: [10]+10 = 20 6)) 1d20+10: [7]+10 = 17

Autododges: 1) 1d20+4: [8]+4 = 12 2) 1d20+4: [3]+4 = 7 3) 1d20+4: [4]+4 = 8 4) 1d20+4: [6]+4 = 10 5) 1d20+4: [11]+4 = 15 6) 1d20+4: [17]+4 = 21
Theros
Description
Outside of his armor's, appears to be a early teenager, despite his age. Dark red hair (Auburn) Light Blue/Grey eyes, sparse freckles on body, tall, athletic build. He has his marks of heritage on his wrists as do every True Atlantean, he wears leather bracers over them outside of his armor's. Tattoos are placed mainly on his torso, so not as visible if worn with regular clothing, along with quite a number of talismans that look like dogtags around his neck.
User avatar
Tyrannosapiens Rex
Game Master
Posts: 111
Joined: Fri Dec 29, 2023 5:31 am

Re: The Sphinx & Unicorn Tavern (137)

Post by Tyrannosapiens Rex »

First the elf stares at Ash's wrist. Then the elf laughs.

"Those goddamn morons."

He looks to his prospect. "Go home kid. You're gonna get your patch now, if I have to kill these morons to make the vote stick." If not delayed, the prospect sprints for the door.

"Mister Summers. A word of advice. Don't work with anyone with that tattoo. It's a world of fucking headaches." He takes his joint back out of Williams mouth.

"They almost made me have to clean up a bloody mess trying to pick a fight with their cousin or whatever. I don't care if you want to kill all three for the inconvenience now. This was stupid.

"Your dumb wrist mark matches all three of those morons at the table."

(OOC:The odds of a fight now are about nil unless anyone is interested in picking one. There is a long-odds chance you guys could wipe a whole gang from the MercTown map right this moment and I saw some interest in that idea in group chat. I won't make that easy but it's possible.)
User avatar
Ash, the kid (Theros)
Diamond Level Patron
Posts: 94
Joined: Tue Sep 07, 2021 1:28 pm

Re: The Sphinx & Unicorn Tavern (137)

Post by Ash, the kid (Theros) »

Perception: 34% (+15% involving vampires or undead) 1d100: [8] = 8
JIC: 1d20: [15] = 15
JIC: 1d100: [3] = 3
Initiative 1d20+1: [4]+1 = 5
Sense vampires/undead always active
Recognize Secondary Vampires by Appearance (1000ft/special) 40% 1d100: [17] = 17
Recognize Wild Vampires by Appearance (1000ft/special) 70% 1d100: [59] = 59
Recognize Master Vampires by Appearance (1000ft/special)40% 1d100: [37] = 37


Stunned for a moment at the realization they are talking about the scared guy in front of him as "kid" and this is how they apparently earn their patch, not proving their worth in battle, taking out undead trash, but playing chicken in bar crowds. Ash shakes his head and walks over to the bar near the ladies. "I get why people drink now" and throws back the drink he offered to exchange with keiko meant for supernatural beings, and chokes a bit as the fiery liquid goes down his gullet. "That is stronger than we have at home. Wow" he says with a wide eye and massages his throat for a moment.

When the frozen biker-cicles start moving again, he rolls his eyes at the group and turns his back on them. ~ A damn embarrassment to us all~
Theros
Description
Outside of his armor's, appears to be a early teenager, despite his age. Dark red hair (Auburn) Light Blue/Grey eyes, sparse freckles on body, tall, athletic build. He has his marks of heritage on his wrists as do every True Atlantean, he wears leather bracers over them outside of his armor's. Tattoos are placed mainly on his torso, so not as visible if worn with regular clothing, along with quite a number of talismans that look like dogtags around his neck.
User avatar
William Summers
Diamond Level Patron
Posts: 512
Joined: Sun Jan 23, 2011 3:32 am
Location: Roughnecks - PC
Contact:

Re: The Sphinx & Unicorn Tavern (137)

Post by William Summers »

Perception: 1d100: [16] = 16 /51% (+15% regarding machines and/or magic)
JIC: 1d20: [6] = 6 / 1d100: [32] = 32

  • SDC: 48/62
  • HP: 73/73
  • ISP: 21/31
  • Personal PPE: 196/196
  • Energy Sphere: 722/800. 31/32 days
    1. 50/50
    2. 50/50
    3. 50/50
    4. 50/50
    5. 50/50
    6. 50/50
Mage Armor:
  • Helm: 50
  • Arms: 25 each
  • Legs: 45 each
  • Main Body: 90
Eye of Odin (Patron Item, left eye)
Image
Greater Rune Item
Lesser Rune Item Abilities
2. Communicates through limited empathic transmission.
3. Totally indestructible.
4. Made of black metal and encircled with minute runes.
6. Links to its wielder/owner within six months of constant contact. Man & eye can sense each other's presence within a four mile radius.
7. Adds +1 to all saving throws.
Greater & Special Abilities
  • Cast incantations:
    • See Aura (6), See the Invisible (4), Aura of Power (4), Detect Concealment (6), Fear (5), Energy Bolt (5)
    • The Eye knows only the six spells but can cast them in any combination.
    • The number of spells it can cast per 24 hours is limited by its P.P.E. (60)
    • P.P.E. recovers at a rate of 10 every three hours.
    • Spells are equal in power to a sixth level wizard.
    • The P.P.E. of the Eye cannot be drawn upon by the user or practitioners of magic.
  • If the bearer replaces one of his eyes with the Eye of Odin, he permanently loses 2 P.B. but gains:
    • 20/20 vision, Nightvision (600', constant, no cost)), See Aura (constant, no cost), See the Invisible (constant, no cost)

Curse: The eye constantly urges its bearer to replace his own eye with the Eye of Odin. This becomes harder to refuse over time. He will have vivid nightmares about cutting his own eye out every time he sleeps until he has done so. The bearer is -10% to all skills & -1 to all combat actions for the first six hours following sleep due to the effects of the nightmare.
Personality: The Eye of Odin does not communicate or have an independent personality of its own
History: The origin of the Eyes of Odin are lost to the annals of time. Legend has it that they were coveted artifacts during the great Elf-Dwarf war, but after the war and the consequent purge of rune items, most are believed to have been lost. The nightmares that come with the Eye gives some credence that they are somehow psychically linked to Odin.

8th Ring of Elder
Image
Magic Features:
☞ Reduces by half the amount of P.P.E. required to perform any magical feat, ability or spell.
☞ Doubles the duration of any magic feat, ability or spell.
☞ Doubles the range of any magic feat, ability or spell.



Well that was interesting.

Will nods to the leader of the gang and then heads back to his table. "That man had no soul. Anyway, I come with good news. We've got a job from Ignatos of the Crimson Dragon. I've got him working on a set of magic items for our team that I think will really pack a punch. They're expensive, so to pay it off, we're gonna deliver a message of destruction for him. Somewhere wet. Probably no vampires. I asked. Before you ask, yes it will be worth it and yes that's all the intel I've got. Now who wants another drink?"
The Man in Black
Ledger
User avatar
John Altfeld
Diamond Level Patron
Posts: 443
Joined: Wed Aug 23, 2017 4:48 am

Re: The Sphinx & Unicorn Tavern (137)

Post by John Altfeld »

Perception: 1d100: [30] = 30 / 86%
JIC: 1d20: [3] = 3 / 1d100: [65] = 65

CONDITIONS: John is at +1 foot, See Invisible, Radar, Immune to Possession, can't be touched by undead, Mind Block Autodefense, Sixth Sense, can't be mind controlled by vampires, etc.
William Summers wrote: Fri Apr 26, 2024 1:43 pm "I come with good news. We've got a job from Ignatos of the Crimson Dragon. I've got him working on a set of magic items for our team that I think will really pack a punch. They're expensive, so to pay it off, we're gonna deliver a message of destruction for him. Somewhere wet. Probably no vampires. I asked. Before you ask, yes it will be worth it and yes that's all the intel I've got. Now who wants another drink?"
"Oh great, otherwise we'd have to go to the home of those guys who were hitting on Ash and kill all of them and take their stuff because of what they just did. I love Ignatos!"

There are definitely going to be vampires.

Then John continues to drink.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 148/148
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 1100'
• See the invisible
User avatar
Venenifer
Posts: 113
Joined: Thu Feb 06, 2020 10:09 am

Re: The Sphinx & Unicorn Tavern (137)

Post by Venenifer »

Perception: 1d100: [11] = 11 /63%
JiC: 1d20: [19] = 19 / 1d100: [19] = 19

Conditions:
MDC: 640/640 | Barding MDC: 640/640(Barding BR: 2d6/melee) | P.P.E.: 136/136 | I.S.P.: 144/152
| HF (when identified as a dragon): 11 (13 w/Frills extended in Dragon Form) | Nightvision: 200ft | See Invisible (at will) | Shadow Meld (at will) | Cold/Fire 1/2 DMG | Impervious to All Forms Of Paralysis | Bio-Regen: 1d4*10 MDC/min | Sense Ley Lines/Nexuses/Dragons 20mi | Visually ID dragons within 4,000ft | Sixth Sense [Active, 2ISP] |
Range: 100 ft (30.5 m) plus 50ft (15.2m) per level for prove, or 200ft (61m) plus 100ft (30.5) for two-way communication
Duration: Two minutes per level of experience.
I.S.P.: 8
Just like the lesser Sensitive power of telepathy, Telepathy: Superior grants the ability to hear surface thoughts, or send and receive telepathic messages. However, this superior form of the power gives the character the ability to read deeper or even subconscious thoughts. If the victim fails the saving through, the psychic will be able to read thoughts on any subject he wants. This can include passwords, names of contacts, the victim's true name, and even skills. Sometimes (65% (40%+3% per level)) the character will be able to see or hear parts of memories associated with the thoughts they are reading from the victim. A saving throw should be rolled for each skill/memory/thought that the character tries to read. The character can make one attempt to pull information for each attack per melee.


Post

Ven watches the encounter in a lackadaisical way, the dragoness now ready to defend herself on the streets of the city not unlike she did in Atlantis. Here I was told Merctown was a better city, seems just as dangerous. Ven muses to herself as the situation finally de-escalates. Maybe we should see thing gang expunged and properly purged. Lacking manners and common sense. Ven considers as she takes a sip of her wine.
William wrote:"We've got a job from Ignatos of the Crimson Dragon."
John wrote:I love Ignatos!"
The mention of Ignatos draws Ven's attention as the situation settles down. "Oh, and who is this Ignatos? At the Crimson Dragon? Is it just a name, I wonder... I must meet this Ignatos." Ven considers aloud, genuinely interested at the name Crimson Dragon
Venenifer, the Royal Frilled Dragon

P.P.E.: 136 | I.S.P.: 152 | Natural A.R.: 13 | Personal MDC: 630 | Barding MDC: 630D/315H
(+ 1 on all other saving throws not listed here) )
Coma/Death: 28%
Magic (varies): +6
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +11
Psionics (varies): +9
Mind Control (varies): +3
Horror Factor (varies): +6

HF/Awe: 11/13 when frills flared. | Nightvision 200ft | See Invisible at Will | Shadow Meld at Will | Half Damage Fire/Plasma/Cold | Impervious to all forms of Paralysis | Bio-Regen: 1d4*10 MDC/minute | Sense Ley Lines, Nexuses, Pyramids and Dragons within 20 miles | Visually see past other dragon's illusions within 4,000ft


Please Do Not PM This Account, PM Underguard Instead
╭∩╮(=^ェ^=)╭∩╮
User avatar
John Altfeld
Diamond Level Patron
Posts: 443
Joined: Wed Aug 23, 2017 4:48 am

Re: The Sphinx & Unicorn Tavern (137)

Post by John Altfeld »

ROLLS HELD
Venenifer wrote: Sun Apr 28, 2024 6:18 pm The mention of Ignatos draws Ven's attention as the situation settles down. "Oh, and who is this Ignatos? At the Crimson Dragon? Is it just a name, I wonder... I must meet this Ignatos." Ven considers aloud, genuinely interested at the name Crimson Dragon
John takes a sip of his drink. "He's a big assss...mazing! Dragon. Who is red. And has great taste in naming his business."

Says the man who is naming his hired group "John's Roughnecks: the John Corps."

I wonder if the receptionists are still hiding in the bathroom. Someone should probably let them know we managed to scare off the biker gang.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 148/148
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 1100'
• See the invisible
User avatar
Jack Killian
Diamond Level Patron
Posts: 467
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia
Contact:

Re: The Sphinx & Unicorn Tavern (137)

Post by Jack Killian »

Perception: +15 1d100: 1d100: [89] = 89
JIC d20: 1d20: [12] = 12
JIC: 100 1d100: [33] = 33

Conditions:
Sense the Presence of Spirits Amulet
Talisman Invincible 200 MD (OFF)
Talisman of Mystic Invisibility
See Auras
Enhanced Perception
Empathy
Resist Magic
The influence of ley line energy:
OOC Comments
The duration and range of the Burster's pyrokinetic and other psychic powers are increased by 50% whenever on or near (within one mile/1.6 km) a ley line. The duration, range, and damage of his powers are doubled when at or near (one mile/l .6 km) a ley line nexus point!

Altess Eviscerator Count Bustamante

Jack is floored, What, just happened? We didn’t win outright. It’s like, Oppsie, My bad. Please don’t call my principal. We will leave now, have a good day. Just a big miss understanding.

He whispers in William’s ear, “Are we Alive? A technical issue? The war is called off? I didn’t burn the place down! Yay! ”
Will nods to the leader of the gang and then heads back to his table. "That man had no soul. Anyway, I come with good news. We've got a job from Ignatos of the Crimson Dragon. I've got him working on a set of magic items for our team that I think will really pack a punch. They're expensive, so to pay it off, we're gonna deliver a message of destruction for him. Somewhere wet. Probably no vampires. I asked. Before you ask, yes it will be worth it and yes that's all the intel I've got. Now who wants another drink?"
Jack scratches his head and looks at the ladies and his team“I, sure do boss. Still trying to figure out how to score this one? Ladies Thank you for the help in calming this down.”Are we allowed not to fight in a Bar Fight?
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
viewtopic.php?t=14446Jack Killian[/url]
OOC Comments
P.P.E.: 4
I.S.P.: 196/196
H.P.: 42/ 42 MD
S.D.C.: 90/ 90

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.

CN-1 Net

Skorblade Short Sword
Damage: 1D8 M.D.
Weight: 3 lbs.
Features: excellent balance and craftsmanship
Modifiers: +1 to strike and parry
Book Reference: p.152, MercOps

TW "Dragonfire" Flamethrower
Range: 100'
Damage: single Shot: 1D6x10 M.D.
Spray: 1D6x10 M.D. to all targets in a 100' long & 10' wide arc (3 APM)
Rate of Fire: single shots & sprays only
Payload: 5 blasts per P.P.E. clip
Weight: 8 lbs.



Sense the Presence of Spirits Amulet

The amulet changes color whenever an entity is within 100'

Image
User avatar
Hemlock
Posts: 104
Joined: Fri Feb 24, 2023 11:28 am

Re: The Sphinx & Unicorn Tavern (137)

Post by Hemlock »

JIC: 1d20: [14] = 14 , 1d100: [48] = 48
Perception: 78% / 1d100: [62] = 62 (SUCCESS)


Heightened Presence Sense: constant 100ft range
Sustain: 15 days
See the invisible
Alter Aura: appear as a regular mid-level spellcaster
Enhanced Reflexes: bunch of stuff, will read if it comes to it
Enhanced Perception: includes +15% to Perception
Sixth Sense
Telepathy Superior


Abilities
Resistant to toxins, fire, cold (half as effective/damage

Jack Killian wrote: Thu May 02, 2024 12:43 pm Jack is floored, What, just happened? We didn’t win outright. It’s like, Oppsie, My bad. Please don’t call my principal. We will leave now, have a good day. Just a big miss understanding.

He whispers in William’s ear, “Are we Alive? A technical issue? The war is called off? I didn’t burn the place down! Yay! ”
Will nods to the leader of the gang and then heads back to his table. "That man had no soul. Anyway, I come with good news. We've got a job from Ignatos of the Crimson Dragon. I've got him working on a set of magic items for our team that I think will really pack a punch. They're expensive, so to pay it off, we're gonna deliver a message of destruction for him. Somewhere wet. Probably no vampires. I asked. Before you ask, yes it will be worth it and yes that's all the intel I've got. Now who wants another drink?"
Jack scratches his head and looks at the ladies and his team“I, sure do boss. Still trying to figure out how to score this one? Ladies Thank you for the help in calming this down.”Are we allowed not to fight in a Bar Fight?
Hemlock gives Jack a bemused shrug, and her green eyes scan the tavern for trouble. Alas it seems both bikers and patrons drift back to their drinks.

Well, that was weird.

She reflects on what transpired. The air, thick with tension moments ago, now resumes the standard murmur of conversation and the clink of glasses.

"How ... odd," she remarks, "I truly expected epic and destructive displays of violence. Bar fights in Asgard work a lot differently to this world."

She downs the rest of her drink in one swift gulp, and then observes the tavern interactions with a detached amusement.

Soon enough the evening wanes and the godling politely excuses herself. The memory of the underwhelming brawl will remain for some time no doubt.

Stepping out into the night, she makes her way back to the Heroes Haven.

Africa awaits.
The Road goes ever on and on
Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
User avatar
Venenifer
Posts: 113
Joined: Thu Feb 06, 2020 10:09 am

Re: The Sphinx & Unicorn Tavern (137)

Post by Venenifer »

Venenifer wrote: Sun Apr 28, 2024 6:18 pm Perception: 1d100: [11] = 11 /63%
JiC: 1d20: [19] = 19 / 1d100: [19] = 19

Conditions:
MDC: 640/640 | Barding MDC: 640/640(Barding BR: 2d6/melee) | P.P.E.: 136/136 | I.S.P.: 144/152
| HF (when identified as a dragon): 11 (13 w/Frills extended in Dragon Form) | Nightvision: 200ft | See Invisible (at will) | Shadow Meld (at will) | Cold/Fire 1/2 DMG | Impervious to All Forms Of Paralysis | Bio-Regen: 1d4*10 MDC/min | Sense Ley Lines/Nexuses/Dragons 20mi | Visually ID dragons within 4,000ft | Sixth Sense [Active, 2ISP] |
Range: 100 ft (30.5 m) plus 50ft (15.2m) per level for prove, or 200ft (61m) plus 100ft (30.5) for two-way communication
Duration: Two minutes per level of experience.
I.S.P.: 8
Just like the lesser Sensitive power of telepathy, Telepathy: Superior grants the ability to hear surface thoughts, or send and receive telepathic messages. However, this superior form of the power gives the character the ability to read deeper or even subconscious thoughts. If the victim fails the saving through, the psychic will be able to read thoughts on any subject he wants. This can include passwords, names of contacts, the victim's true name, and even skills. Sometimes (65% (40%+3% per level)) the character will be able to see or hear parts of memories associated with the thoughts they are reading from the victim. A saving throw should be rolled for each skill/memory/thought that the character tries to read. The character can make one attempt to pull information for each attack per melee.
Skill
Lore, Psychics and Psionics: 1d100: [63] = 63 /55% [ID the Nullifer properly and their capabilities]

Post
John wrote:"He's a big assss...mazing! Dragon. Who is red. And has great taste in naming his business."
Ven's interest goes from lackadaisical to intrigued quickly once John confirms that Ignatos is a fellow dragon. "Oh, yes. Aptly named indeed. I wonder how he reacts to his kin?" Ven muses briefly, thinking on the other dragon that briefly graced the bar, Gloriosa? Normally dragons are not fond of each other, but I've already met one in this city who is accepting. Perhaps this Ignatos is also accepting... to own his own business in this city suggests as much. Ven considers to her self, blinking once and leaning in towards John. "Tell me, do you know what kind of dragon this Ignatos is? Or is he just a dragon to you?" She asks, her voice mixed with intrigue and mockery at her last comment.
Jack wrote:“I, sure do boss. Still trying to figure out how to score this one? Ladies Thank you for the help in calming this down.”
Ven looks towards Jack with a knowing smile. "Yes, well, I've discovered an easy method that disarms many men. Or at the very least, what makes them think with more than their ego." Ven says coyly, offering Jack a drink as the dragoness is fully aware of her beauty and not afraid to use it as a weapon. "Plus... bar fights are so... tedious. Though, I was not a fan of whomever that dampener was." Ven muses, expressing her discontent with the Nullifer.
Venenifer, the Royal Frilled Dragon

P.P.E.: 136 | I.S.P.: 152 | Natural A.R.: 13 | Personal MDC: 630 | Barding MDC: 630D/315H
(+ 1 on all other saving throws not listed here) )
Coma/Death: 28%
Magic (varies): +6
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +11
Psionics (varies): +9
Mind Control (varies): +3
Horror Factor (varies): +6

HF/Awe: 11/13 when frills flared. | Nightvision 200ft | See Invisible at Will | Shadow Meld at Will | Half Damage Fire/Plasma/Cold | Impervious to all forms of Paralysis | Bio-Regen: 1d4*10 MDC/minute | Sense Ley Lines, Nexuses, Pyramids and Dragons within 20 miles | Visually see past other dragon's illusions within 4,000ft


Please Do Not PM This Account, PM Underguard Instead
╭∩╮(=^ェ^=)╭∩╮
User avatar
John Altfeld
Diamond Level Patron
Posts: 443
Joined: Wed Aug 23, 2017 4:48 am

Re: The Sphinx & Unicorn Tavern (137)

Post by John Altfeld »

ROLLS HELD
Hemlock wrote: Thu May 02, 2024 2:11 pm "How ... odd," she remarks, "I truly expected epic and destructive displays of violence. Bar fights in Asgard work a lot differently to this world."
Wait, that lady was from Asgard? Damn, I should have gotten in Jack's way. She could have introduced me to her family. Stupid Jack, burying the most important facts about the people he meets.
Venenifer wrote: Fri May 03, 2024 9:14 pm Ven's interest goes from lackadaisical to intrigued quickly once John confirms that Ignatos is a fellow dragon. "Tell me, do you know what kind of dragon this Ignatos is? Or is he just a dragon to you?" She asks, her voice mixed with intrigue and mockery at her last comment.
Lore: Magic: 1d100: [32] = 32 / 92%

John glances at Ven before finishing his drink. "Yeah, he's a Fire Dragon. Unless he's just shape-shifted to look like that when he intimidates the customers." He's not exactly private about it...
Venenifer wrote: Fri May 03, 2024 9:14 pm "Yes, well, I've discovered an easy method that disarms many men. Or at the very least, what makes them think with more than their ego." Ven says coyly, offering Jack a drink as the dragoness is fully aware of her beauty and not afraid to use it as a weapon. "Plus... bar fights are so... tedious. Though, I was not a fan of whomever that dampener was." Ven muses, expressing her discontent with the Nullifer.
John laughs. "Disarming people is easy. You just grab the arm and pull. It's why I don't get into bar fights in places I like. Too easy to end up with no more people and no more bar."

"Have you ever started making out with someone and then turned into something horrible? That would be a pretty funny shapeshifting joke."
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 148/148
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 1100'
• See the invisible
User avatar
Tyrannosapiens Rex
Game Master
Posts: 111
Joined: Fri Dec 29, 2023 5:31 am

Re: The Sphinx & Unicorn Tavern (137)

Post by Tyrannosapiens Rex »

Even without it degenerating to anything past threats of violence, the Sphinx and Unicorn looks slightly like a battlefield. People got quiet and scrambled out of the way as soon as someone started talking about shooting up the joint, just like at most squishy-filled bars, even in MercTown.

The Roughnecks return to the table and their drinking. Ven offers a hypothesis on what Will just met*.

The elf biker motions at the ogre who leaves the area by the entry, and.. oddly enough… begins righting chairs and tables that were knocked awry by panicking guests on his way toward the frozen Atlanteans, where the elf meets him and waits.

Eventually, the Roughnecks turn to business, and not too long after that the Heroes see their way out.

There is a general consensus to take the job offer from Ignatos.

Meanwhile, the biker leader sends Ash’s cousins packing with some choice words as soon as they unfreeze. The ogre stands there silently and nods at the end of whatever the quiet rant was.
Beat Your last Perception by 10%+ or have advanced hearing
”He’s your cousin you shit fuck dumbasses. And you made a scene so he don’t wanna talk to you. I told you three to stop dragging the club into your ink checks and the rest of that shit you guys do with the Spluggie shit. It’s gotten the club beat up too much, and the rest of us are done with it. That’s why the club voted me pres. We are DONE picking fights with merc groups. Now. Fucking walk out of here no issues no stink eye even or Meat here will personally chain you up to his ride and ride you through the Warrens til parts come off.”
Eventually, John notices the receptionists come out of the restroom and head out the door.

Nobody else bothers the Roughnecks all night.

*Ven, your Lore test checks boxes for both the Nega-Psychic and the Psi-Nullifier. The dragon couldn't say for certain which one the elf is, as both are similarly sealed to supernatural and read as having no aura.

(John, you have a real estate meeting to go to. Everyone also do whatever shopping you might need in little old MercTown and I will have a post up to start a meeting with Ignatos. You guys all voted OOC so I’ll just assume you all say yes.)
User avatar
Jack Killian
Diamond Level Patron
Posts: 467
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia
Contact:

Re: The Sphinx & Unicorn Tavern (137)

Post by Jack Killian »

Perception: 72% 1d100: 1d100: [35] = 35 89 previous roll
JIC: d20: 1d20: [10] = 10
JIC:d 100: 1d100: [46] = 46

Conditions:
Sense the Presence of Spirits Amulet
Talisman Invincible 200 MD (OFF)depleted
The influence of ley line energy:
OOC Comments
OOC Comments
The duration and range of the Burster's pyrokinetic and other psychic powers are increased by 50% whenever on or near (within one mile/1.6 km) a ley line. The duration, range, and damage of his powers are doubled when at or near (one mile/l .6 km) a ley line nexus point!
Altess Eviscerator Count Bustamante

As the night of celebrating being alive with friends Jack loosens up. He is thankful that calmer heads did prevail. Second, he met some new friends, Hemlock and Keiko. Next, Wolf was a jerk, but who isn’t, he stood up to a lot of the bikers to defend the new kid, Ash’s wish. Ven for being, Ven calm, cool under pressure. Then John, The Rock, man he can take down anything, and of course William, Mage leader, the Light for the Roughnecks. Dang I guess a poor bloke like me getting spit out of a volcano halve way around the earth, couldn’t have landed with a nicer group.

Jack tells the story of his arrival at the foot of the roughnecks in Mexico, The Werecats and battle with the Sploogie and Vampires. Meeting gods. He still wonders if his art work, Sploogie Slaver ship sunk, end sticking up like a hand showing the finger is still in the harbor down there. As others tell their side of the stories.

As laughs goes around the table and the others share stories, he realizes, Yep those were good times. He stands up and speaks, “Here’s to the Roughnecks, New, Old and Current members. Oh, and their Friends, it is always the best of times when we are together as one. Especially not destroying anything in Merchtown.”

Count Bustamante pops in with, “That was one of your best speeches. All though it was your only speech.”

Jack replies, “I love you too. I need to step up my game for the team. I hope you're with me?”

Count Bustamante quips, “I was all set to vent my fury at the bikers. You are more than the Flames.”

Jack smiles to himself, “We are more than the Flames.”

Jack sips another beer and looks at the Bikers. Jack hears what the bikers says.
OOC Comments
”He’s your cousin you shit fuck dumbasses. And you made a scene so he don’t wanna talk to you. I told you three to stop dragging the club into your ink checks and the rest of that shit you guys do with the Spluggie shit. It’s gotten the club beat up too much, and the rest of us are done with it. That’s why the club voted me pres. We are DONE picking fights with merc groups. Now. Fucking walk out of here no issues no stink eye even or Meat here will personally chain you up to his ride and ride you through the Warrens til parts come off.”
For Powerful Contact
OOC Comments
Jack is happy to have Lord Coake as Contact. Jack knows very little about the two, but he likes the idea of a Knight. He has a Chess piece, Black Knight as the only contact with his real Family. See Story
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
viewtopic.php?t=14446Jack Killian[/url]
OOC Comments
P.P.E.: 4
I.S.P.: 196/196
H.P.: 42/ 42 MD
S.D.C.: 90/ 90

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.

CN-1 Net

Skorblade Short Sword
Damage: 1D8 M.D.
Weight: 3 lbs.
Features: excellent balance and craftsmanship
Modifiers: +1 to strike and parry
Book Reference: p.152, MercOps

TW "Dragonfire" Flamethrower
Range: 100'
Damage: single Shot: 1D6x10 M.D.
Spray: 1D6x10 M.D. to all targets in a 100' long & 10' wide arc (3 APM)
Rate of Fire: single shots & sprays only
Payload: 5 blasts per P.P.E. clip
Weight: 8 lbs.



Sense the Presence of Spirits Amulet

The amulet changes color whenever an entity is within 100'

Image
User avatar
John Altfeld
Diamond Level Patron
Posts: 443
Joined: Wed Aug 23, 2017 4:48 am

Re: The Sphinx & Unicorn Tavern (137)

Post by John Altfeld »

Perception: 1d100 / 86%
JIC: 1d20 / 1d100

CONDITIONS: John is at +1 foot, See Invisible, Radar, Immune to Possession, can't be touched by undead, Mind Block Autodefense, Sixth Sense, can't be mind controlled by vampires, etc.
Tyrannosapiens Rex wrote: Sun May 05, 2024 1:22 am ”He’s your cousin you shit fuck dumbasses. And you made a scene so he don’t wanna talk to you. I told you three to stop dragging the club into your ink checks and the rest of that shit you guys do with the Spluggie shit. It’s gotten the club beat up too much, and the rest of us are done with it. That’s why the club voted me pres. We are DONE picking fights with merc groups. Now. Fucking walk out of here no issues no stink eye even or Meat here will personally chain you up to his ride and ride you through the Warrens til parts come off.”[/OOC]

Eventually, John notices the receptionists come out of the restroom and head out the door.
These are Ash's family? And it sounds like we can take revenge on them without whoever these bikers are caring. Note to Future John.

When the receptionists walk out, John waves at them and says, "We got the horde of bikers to leave! It's safe now!"
Jack Killian wrote: Sun May 05, 2024 7:11 am Jack tells the story of his arrival at the foot of the roughnecks in Mexico, The Werecats and battle with the Sploogie and Vampires. Meeting gods. He still wonders if his art work, Sploogie Slaver ship sunk, end sticking up like a hand showing the finger is still in the harbor down there. As others tell their side of the stories.

As laughs goes around the table and the others share stories, he realizes, Yep those were good times. He stands up and speaks, “Here’s to the Roughnecks, New, Old and Current members. Oh, and their Friends, it is always the best of times when we are together as one. Especially not destroying anything in Merchtown.”
John sighs internally as Jack starts telling this story again, half to people who were actually there, and actively does not, in this public place, tell stories of their specific group capabilities.

He raises his glass when Jack presents his toast, adding, "To the real Rougnecks!" and finishes what he's drinking.

When the group looks like it's about to head out, John closes his eyes for a minute and runs Bio-Regeneration, eliminating the alcohol from his body.

In the morning, he wakes up, rested and remembering a number of troubling things. I need to talk to Will about Ash.

Then he goes to his meeting at the MercTown Real Estate Office.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 148/148
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 1100'
• See the invisible
User avatar
Venenifer
Posts: 113
Joined: Thu Feb 06, 2020 10:09 am

Re: The Sphinx & Unicorn Tavern (137)

Post by Venenifer »

Perception: 1d100: [43] = 43 /63%
JiC: 1d20: [1] = 1 / 1d100: [73] = 73

Conditions:
MDC: 640/640 | Barding MDC: 640/640(Barding BR: 2d6/melee) | P.P.E.: 136/136 | I.S.P.: 144/152
| HF (when identified as a dragon): 11 (13 w/Frills extended in Dragon Form) | Nightvision: 200ft | See Invisible (at will) | Shadow Meld (at will) | Cold/Fire 1/2 DMG | Impervious to All Forms Of Paralysis | Bio-Regen: 1d4*10 MDC/min | Sense Ley Lines/Nexuses/Dragons 20mi | Visually ID dragons within 4,000ft | Sixth Sense [Active, 2ISP] |
Range: 100 ft (30.5 m) plus 50ft (15.2m) per level for prove, or 200ft (61m) plus 100ft (30.5) for two-way communication
Duration: Two minutes per level of experience.
I.S.P.: 8
Just like the lesser Sensitive power of telepathy, Telepathy: Superior grants the ability to hear surface thoughts, or send and receive telepathic messages. However, this superior form of the power gives the character the ability to read deeper or even subconscious thoughts. If the victim fails the saving through, the psychic will be able to read thoughts on any subject he wants. This can include passwords, names of contacts, the victim's true name, and even skills. Sometimes (65% (40%+3% per level)) the character will be able to see or hear parts of memories associated with the thoughts they are reading from the victim. A saving throw should be rolled for each skill/memory/thought that the character tries to read. The character can make one attempt to pull information for each attack per melee.


Skill


Post

Ven thinks on the void of energy that was the supposed leader with a narrowed eye. A nega psychic, I think. Perhaps a Nullifier. And I can't exactly wing out here... How irksome. Perhaps I'll rip out his throat if he tries it again. Ven thinks to herself, looking at her free hand and her decently long violet nails. While most women's nails break under resistance, hers are quite ideal for rending flesh. But that still involves a fight and I haven't finished my drink yet. She concludes and banishes the thought.
John wrote:"Yeah, he's a Fire Dragon. Unless he's just shape-shifted to look like that when he intimidates the customers."
Ven listens intently to John as he describes what he knows about Ignatos, maybe too intently. "Oh, my. Most intriguing. Operating so openly in the city, he must be quite powerful, patience and connected. I should love to meet him." Ven states, taking a sip of wine.
John wrote:"Have you ever started making out with someone and then turned into something horrible? That would be a pretty funny shapeshifting joke."
The comment elicits an actual laugh from the dragoness as she tries to save her drink as she shakes her head. "Why, no. But that certainly does sound amusing.. for me. Ah, but then again, most people I encounter have such bad breathe I'd sooner eat actual food." Ven says, the thought actually prompting her to shudder. Mm, most of them are disgusting in how they eat. She thinks to herself. She then listens to Jack's story-telling time and eventually decides to visit one of the magic stores, possibly even Ignatos', prior to the meeting.

"I am going shopping for a bit. There are some things I'd like to see if I can find in this rustic city." She says with a smile.
Venenifer, the Royal Frilled Dragon

P.P.E.: 136 | I.S.P.: 152 | Natural A.R.: 13 | Personal MDC: 630 | Barding MDC: 630D/315H
(+ 1 on all other saving throws not listed here) )
Coma/Death: 28%
Magic (varies): +6
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +11
Psionics (varies): +9
Mind Control (varies): +3
Horror Factor (varies): +6

HF/Awe: 11/13 when frills flared. | Nightvision 200ft | See Invisible at Will | Shadow Meld at Will | Half Damage Fire/Plasma/Cold | Impervious to all forms of Paralysis | Bio-Regen: 1d4*10 MDC/minute | Sense Ley Lines, Nexuses, Pyramids and Dragons within 20 miles | Visually see past other dragon's illusions within 4,000ft


Please Do Not PM This Account, PM Underguard Instead
╭∩╮(=^ェ^=)╭∩╮
Post Reply

Return to “The Mystic Quarter”