Dagger Silent: Nalar
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Dagger Silent: Nalar
Nalar
18/M
Level: 3/50
Rank: First Snow
(P)Snowsong: 3 | (S)Dawn Magic: 1 | Stealth: 1 | Toxins: 1
HP: 1600/1600 | MP: 2000/2000
Force: 300 | Agility: 400 | Mana: 600 | Dominance: 600 | Aura: 850
Weapon: Light Crossbow (Agility, slow) w/Iron Bolts (+ 100)
Accessories: Cloak: | Head: | Neck: | L Ring: | R Ring: | Belt: | Footwear:
Items: Basic Thieves' Kit, Small Ether (Heals 500 MP/3), Small Ether (Heals 500 MP/3), Fjurka's Stuff, Magnetic Hookshot, Map of Vodefskjal
Gold: 225
Snowsong:
Instrument: Flute (Quality 2)
Requiem to the Dead: A sad song, causes listeners to feel the pain of death. Deals (Aura / 2) damage every round Nalar plays it. 200 MP to start; 100 MP per round afterwards.
Death's Rhythm: A dance to go along with Requiem to the Dead. Makes Requiem to the Dead deal (Aura) damage, and grants +25% to miss chance. Usable at the same time as Reqiuem to the Dead as a free action. 250 MP per round.
Chaos Melody: Causes fear, confusion, and panic among people. Can also be used to cause physical destruction to objects (walls, doors, etc.) Outside of battle, volume determines the area affected. The louder it is, the less concentrated, but the greater the area effected. May take several rounds to reach desired effect (hole through a wall, battering down a door, etc.) 200 MP per round.
Harmonic Symphony: Chance to lull all enemies to sleep Aura v. Dominance; also heals Nalar for (Aura / 2) HP. For sleep effect, Aura v. Dominance check required. 200 MP.
Snowy Dawn Melody: Using the powers of Dawn Magic and Snowsong combined, this allows Nalar to create any sort of illusion for a small MP price and then optionally manifest it with it possible to be sensed by any of the 5 senses he wishes (higher MP cost per sense). He can control it as he wishes, even while invisible, and it doesn't deactivate invisibility, unless his illusion attacks for him.
Dawn Magic:
Invisibility: Causes Nalar to become invisible until he attacks. 100 MP per round/minute.
Project: Projects an image of Nalar, which he can control freely while doing other things. Illusion can be heard, smelled, and seen, but not touched or tasted (that's probably good, Marth). 100 MP per minute.
Misdirection: Misdirects detection magic. Can have it project to the illusion. 50 MP per minute.
Sensory Invisibility: Becomes unable to be heard, seen, smelled, or tasted. Can still be touched, but brief touches may not be noticed.
Stealth:
Toxins:
Current Mission: Training
You have been led blindfolded to the underground headquarters of the Bjensfir Tong. The expansive complex is insulated by the layers of snow above and the fires burning in the numerous hearths scattered about. Rough hands remove your head covering, and you find the dim light to be little better than your previous darkness. Peering to your right, you discover several others whose blindfolds are being undone; to your left, a woman is being led off into a side room. A skinny, furtive woman walks out of a different passageway and grabs your arm, half-dragging you back into the hall from which she came. The hall bends once and soon you are in another room, with slightly better lighting. There are two halls to your right.
Woman: Hey. You. Do you know what day it is?
Nalar: But of course. The moons have set in the north.
The woman nods to herself at hearing the code phrase.
Woman: Good. Flute?
Nalar: Huh? Oh, uh-- yes-- this. I taught myself a little Snowsong before.
Woman: That's nice. Some skill. Great. Might be useful. Name?
Nalar: I'm Nalar, miss...
Woman: Nadista. Train recruits here. Like you. Call 'em Snowflakes. Train you a little. Then you get blood notes. Here.
Nadista reaches into her pocket and fishes out a small lock.
Nadista: You lockpick?
Nalar: I... well, I've only rarely tried. Never had much success...
Nadista: Damn. Gotta train you. This one? Sleep trap. Little dust cloud, knocks you out. Get found, get caught. Probably killed. Bad idea. Gotta disarm it. Here. Show you.
Nalar: Okay, thanks.
Nadista: Oh. Some tools. Useful. Keep you alive. Break into places. Pick locks. Disarm traps. Don't lose this.
The tacit woman hands you a small case filled with various items you recognize as tools for locating and disarming traps, as well as picking locks. She spends roughly an hour showing you different kinds of catches, traps, common placements, signs, auditory warnings, etc. The last one she shows you is a poison needle trap, which she seems to prick herself on.
Nadista: Huh. Damn. Poisoned. Don't have too long. See that hall? Northern one. There. Got traps. Locked door. The end, I mean. Locked. Man through the hall. Name's Barik. Good man. Woman-chaser, but he's okay. Get an antidote. From him. Silentfleece leaf. Got an hour. Get in there.
Nalar: Yes, ma'am.
You enter the hall. What do you want to do?
[ November 20, 2004, 04:12 PM: Message edited by: Prince Toad ]
18/M
Level: 3/50
Rank: First Snow
(P)Snowsong: 3 | (S)Dawn Magic: 1 | Stealth: 1 | Toxins: 1
HP: 1600/1600 | MP: 2000/2000
Force: 300 | Agility: 400 | Mana: 600 | Dominance: 600 | Aura: 850
Weapon: Light Crossbow (Agility, slow) w/Iron Bolts (+ 100)
Accessories: Cloak: | Head: | Neck: | L Ring: | R Ring: | Belt: | Footwear:
Items: Basic Thieves' Kit, Small Ether (Heals 500 MP/3), Small Ether (Heals 500 MP/3), Fjurka's Stuff, Magnetic Hookshot, Map of Vodefskjal
Gold: 225
Snowsong:
Instrument: Flute (Quality 2)
Requiem to the Dead: A sad song, causes listeners to feel the pain of death. Deals (Aura / 2) damage every round Nalar plays it. 200 MP to start; 100 MP per round afterwards.
Death's Rhythm: A dance to go along with Requiem to the Dead. Makes Requiem to the Dead deal (Aura) damage, and grants +25% to miss chance. Usable at the same time as Reqiuem to the Dead as a free action. 250 MP per round.
Chaos Melody: Causes fear, confusion, and panic among people. Can also be used to cause physical destruction to objects (walls, doors, etc.) Outside of battle, volume determines the area affected. The louder it is, the less concentrated, but the greater the area effected. May take several rounds to reach desired effect (hole through a wall, battering down a door, etc.) 200 MP per round.
Harmonic Symphony: Chance to lull all enemies to sleep Aura v. Dominance; also heals Nalar for (Aura / 2) HP. For sleep effect, Aura v. Dominance check required. 200 MP.
Snowy Dawn Melody: Using the powers of Dawn Magic and Snowsong combined, this allows Nalar to create any sort of illusion for a small MP price and then optionally manifest it with it possible to be sensed by any of the 5 senses he wishes (higher MP cost per sense). He can control it as he wishes, even while invisible, and it doesn't deactivate invisibility, unless his illusion attacks for him.
Dawn Magic:
Invisibility: Causes Nalar to become invisible until he attacks. 100 MP per round/minute.
Project: Projects an image of Nalar, which he can control freely while doing other things. Illusion can be heard, smelled, and seen, but not touched or tasted (that's probably good, Marth). 100 MP per minute.
Misdirection: Misdirects detection magic. Can have it project to the illusion. 50 MP per minute.
Sensory Invisibility: Becomes unable to be heard, seen, smelled, or tasted. Can still be touched, but brief touches may not be noticed.
Stealth:
Toxins:
Current Mission: Training
You have been led blindfolded to the underground headquarters of the Bjensfir Tong. The expansive complex is insulated by the layers of snow above and the fires burning in the numerous hearths scattered about. Rough hands remove your head covering, and you find the dim light to be little better than your previous darkness. Peering to your right, you discover several others whose blindfolds are being undone; to your left, a woman is being led off into a side room. A skinny, furtive woman walks out of a different passageway and grabs your arm, half-dragging you back into the hall from which she came. The hall bends once and soon you are in another room, with slightly better lighting. There are two halls to your right.
Woman: Hey. You. Do you know what day it is?
Nalar: But of course. The moons have set in the north.
The woman nods to herself at hearing the code phrase.
Woman: Good. Flute?
Nalar: Huh? Oh, uh-- yes-- this. I taught myself a little Snowsong before.
Woman: That's nice. Some skill. Great. Might be useful. Name?
Nalar: I'm Nalar, miss...
Woman: Nadista. Train recruits here. Like you. Call 'em Snowflakes. Train you a little. Then you get blood notes. Here.
Nadista reaches into her pocket and fishes out a small lock.
Nadista: You lockpick?
Nalar: I... well, I've only rarely tried. Never had much success...
Nadista: Damn. Gotta train you. This one? Sleep trap. Little dust cloud, knocks you out. Get found, get caught. Probably killed. Bad idea. Gotta disarm it. Here. Show you.
Nalar: Okay, thanks.
Nadista: Oh. Some tools. Useful. Keep you alive. Break into places. Pick locks. Disarm traps. Don't lose this.
The tacit woman hands you a small case filled with various items you recognize as tools for locating and disarming traps, as well as picking locks. She spends roughly an hour showing you different kinds of catches, traps, common placements, signs, auditory warnings, etc. The last one she shows you is a poison needle trap, which she seems to prick herself on.
Nadista: Huh. Damn. Poisoned. Don't have too long. See that hall? Northern one. There. Got traps. Locked door. The end, I mean. Locked. Man through the hall. Name's Barik. Good man. Woman-chaser, but he's okay. Get an antidote. From him. Silentfleece leaf. Got an hour. Get in there.
Nalar: Yes, ma'am.
You enter the hall. What do you want to do?
[ November 20, 2004, 04:12 PM: Message edited by: Prince Toad ]
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About five feet in, a pit opens up beneath you. You try to grab the ledge behind you, but miss, and fall ten feet before hitting the ground. Kindly enough, they've included a ladder on the other side of the small pit, although if it came down to it you could probably go up horizontally. Do what?
Prince Toad, the shroom-o-doom
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You keep walking. You miss a low tripwire and break it. Suddenly one huge spike shoots out of the southern wall, and behind that one shoots out of the northern. You manage to jump behind the northern spike, barely avoiding injury. The spikes retract back into the wall, although the tripwire will need to be reset, so you're safe from this trap for now. Now what? Keep going?
Prince Toad, the shroom-o-doom
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You continue forward. You step on something and feel your foot go down a bit. Suddenly darts come flying out of the northern wall. Only one hits you, but you feel a little bit weakened. The other seven or so clatter harmlessly against the southern wall.
Do what?
Do what?
Prince Toad, the shroom-o-doom
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