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Post by Kaibo on Aug 4, 2013 4:33:49 GMT -5
This is an info piece I worked up to better explain the location known as the Temple. Featured in the thread Crack!The Temple is a dimension with a will as well as a cross-dimensional archives and repository. Every little bit of information anyone records will end up here, or at the very least a copy. Apart from serving as a cross-dimensional library the Temple has a purpose. What that is, no one knows. Though not officially counted among the divines, it's power and intellect are easily equal to any of theirs. Perhaps the most noteworthy aspect of the Temple are the Shrines within. A Shrine is usually small marble altar, though there are some variations and some special cases. Most of them are as unremarkable as a marble end table can reasonably be expected to be. Apart from pulsating with ancient and terrible [expunged]. The Shrines within the Temple are known to bestow "gifts" upon mortal races. Whether it be taking on a role in the multi-verse (Such as becoming the [Classified] himself) or becoming the owner of the Fancy Hat. These gifts are always given at a steep cost. In some cases your sanity. The list of Shrines and their effects is rather expansive. I will endeavor to add as many to this log as time permits. Though some of the records are classified by the authority of the Inter-Dimensional Keepers and I'm afraid will have to be omitted from this report. List of Known Shrines to Date: Shrine of Blood: Presents minimal multi-versal risk. Unclassified Shrine of Many: Presents minimal multi-versal risk. Unclassified Shrine of Possibility: Presents moderate multi-versal risk. Classification Pending Primal Shrine: Presents minimal multi-versal risk. Unclassified Shrine of the Fancy Hat: Presents minimal multi-versal risk. Unclassified Shrine of the Fallen: Presents significant multi-versal risk. Classified. Senior Keeper status required. Guardian Shrine: Report Pending Shrine of the Norns: Report Pending Shrine of the Neverwhere: Report pending Shrine of the Stormlord: Report Pending Waystone Altar: Report Omitted. Classified. Oracles Shrine: Report Pending Shrine of Dominance: Report Pending Clockwork Shrine: Report Pending Shrine of the Keeper: Report Omitted. Classified. Scythe's Pedestal: Presents Significant multi-versal risk. Classified. Senior Keeper status required. Report Pending The Keeper: Not to be confused with the Cross-Dimensional Keepers who maintain peace and order (as best they can) across the Multi-verse. This Keeper is a thrall to the Temple. Initially it was mistakenly believed that this individual was in fact the Temples creator it has since been discovered that this is false. Within the dimension of the Temple the Keeper is able to ignore the rules of space and time. Allowing them to traverse years and miles simply by pulling back the fabric of reality and exiting at the desired location and time. What the Keeper does in the Temple is unknown.
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Post by Ladimore on Jul 23, 2014 21:48:33 GMT -5
Shrine of Blood You place your hand within the circle and brace yourself, yet nothing seems to happen. A frown forms as you begin to remove your hand when suddenly you notice a foul sensation creeping up your arm. Unholy power quickly taints your blood and you collapse in agony. In mere moments you are remade as a Vampire Lord, gaining multiple strengths and weaknesses.
+ You have become terrifyingly strong and quick, able to terminate or evade most physical threats with ease. The unholy power that flows through your body allows you to regenerate rapidly from almost any wounds and halts your aging, granting eternal youth. Grievous damage inflicted on you will require a substantial amount of energy to heal.
+ The only forces that can kill you are direct sunlight or being forcibly relocated to consecrated ground.
+ You gain limited magical abilities: * You may call upon powers of persuasion through your voice or eyes, allowing you to control the weak minded or fearful. A very strong mind may break your control or retain some of their free will. *You may create lesser vampires or thralls through bites. It is possible to create Greater Vampires by infusing the lesser with a portion of your power. Take care, this is extremely taxing on you and renders you critically weakened for a period of time. Greater vampires share many of your abilities and though they will become very powerful, they will never attain your level of mastery. *You are granted greater powers of illusion and shape shifting. You may blend flawlessly into the darkness and alter your form as you see fit. However, to gain mass, cause yourself to grow more appendages, or reinforce your bones you will require large amounts of blood. With great practice you may become a mist for short periods of time, allowing you to slip between even the smallest of cracks.
However, no gifts are without their prices and your gifts are great indeed. Your limitations are as follows:
- Without an invitation or permission you may not enter any home or dwelling. Additionally, all holy or consecrated ground is forever denied you.
- You require a steady diet of blood, without which you become a feral monster. In the feral state you become obsessed with feeding and will indiscriminately slaughter anything in your path until the hunger is sated. If you are denied blood over a prolonged course of time in the feral state, you will hide yourself away in the most suitable place available to you and enter a torturous and fitful sleep until a food supply presents itself.
-Sunlight will rapidly reduce you to dust. You will not burn or be seared, any part of you that comes into contact with sunlight will be instantly reduced to ash/
- You are completely unable to cross moving water, and now have an obsessive compulsion to count things.
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Post by Ladimore on Jul 23, 2014 22:01:22 GMT -5
Shrine of Many The shrine seems to shift as you approach, one moment it appears as carved stone and the next ornately decorated wood. You quickly forget the previous form it has taken though you do remember something is slightly off from a moment ago. Ultimately you decide not to question and after a bit of careful aim you place your hand upon the shrine. You stand there for a few moments feeling foolish and uncomfortable before you notice your arm has grown tentacles. With a girlish shriek you jump back and stare down at your new form. You are now a Skinwalker, gaining multiple strengths and weaknesses.
+ Knitting flesh and bone is now as simple as breathing, you may take any form you desire though more complex forms will take a great deal of practice. The shifts are painless, but accompanied by an unpleasant crawling sensation. With much practice you will be able to change small portions of your form to non-organic material.
+Your mastery of the physical makes you incredibly difficult to kill or even temporarily injure, though it is possible.
+A limited ability to change the form of others can be attained easily, though the recipient of the change must be willing and does not gain the ability to change their form on their own. Too many or too great a change may cause very aggressive growths in the recipient.
+Your senses are augmented to inhuman levels.
However, no gifts are without the prices and your gifts are great indeed. Your limitations are as follows.
-It is immediately noticeable that something is not completely natural about you; people are often uneasy around you at first. Most will eventually decide they are imagining it, but a few may shun you completely.
-Mirrors shatter the moment you pass in front of them and your reflection in panes of glass or other reflective materials will show a nightmare inducing range of features.
-Animals fear you, sensing you are not as you seem. Your mere presence will be enough to set an entire neighborhood of dogs barking, and birds will flee whatever area you are in.
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Post by Ladimore on Jul 23, 2014 22:11:39 GMT -5
Shrine of Possibility Once you are close enough to make out the details of the shrine through the fluctuation light you see there is no circle or rune of power. There is instead a small pack of p laying cards. Without hesitation you snatch the cards away and take a step back. Nothing happens. After a moments consideration you open the pack and pull a card out. With a sigh you say, "Man, wish it would have let me fly." You immediately levitate off the floor for a few seconds. You have gained the Luck of the Draw.
+ Everything you could ever wish for at your fingertips, you now have the Luck of the Draw allowing you to make up to 52 wishes per day. Each wish you make depletes a card for 24 hours, redistributing its power to the rest of the deck. As such your first wish of the day will be weak and unable to affect any major changes. However, it will be stable and you will receive your intended result without any major effort on your part.
+Wishing for too much too early will result in a fizzle; nothing will happen. However, once you've wished for your morning cup of coffee you can begin to ramp up the power of your wishes.
+Each wish after the first increases the power of the remaining cards and also their instability. Your first draw may only net you a tasty snack but there will be no ill effects suffered from poor wording or concentration. When you reach the fifty second card you will have an amazingly powerful wish. . .if you manage to survive any unintended effects to yourself or the result of your wish.
However, no gifts are without their prices and your gifts are great indeed. Your limitations are as follows:
-Summoned items will last only an hour; magical or supernatural effects on yourself will last five to fifteen minutes depending on the strength of the effect. Wish is addictive and while you may find it easy to stop in the infancy of use it will not be so easy later. You may stop using the cards for a period of time to cure yourself of your addiction.
-The cards are willful and resent the greedy. Too many wishes will result in them purposefully misconstruing the intention of your wishes in order to force you to stop. These negative effects can kill you. Wishes to prevent these negative effects are completely ignored.
-Few if any have survived the aftermath of the 52nd wish.
-You become woefully inept at all card games for the length of time you retain the cards.
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Post by Kaibo on Jul 23, 2014 22:18:29 GMT -5
Primal ShrineAfter a moments consideration you begin your journey towards your chosen shrine. With every step you take, the sounds of wildlife fill the air more strongly. It's not long before you notice that the coarse stone beneath your feet has changed to fertile earth, and soon you are pushing your way through dense vegetation. Roars and screams shake the air, and you bare your teeth in what can only be called a triumphant snarl. You have no idea why. As you smash your through the increasingly (and impossibly) thick growth your laughter shakes the air and drowns out the sounds of the wild hunters all around you. With a final push and an incoherent roar you slam your hand down upon the Altar. You have become The Hunter.+ Your senses increase to impossible levels. You can hear the pulse of plant life as it grows. See the individual hairs on your preys retreating body, and smell the fear of those are mighty enough to draw your attention. + You gain the ability to take on the aspects of the greatest and most vicious predators the world has ever know. The strength of the bear comes as easily as the speed of the cheetah and the sharp claws of predators that walked the earth long before the time of man spring readily from your hands and feet. + Speaking the tongues of the lesser creatures of the earth comes readily to you. You may send out flocks of birds to assist you in locating the mightiest opponents, or command the lesser hunters follow you on the hunt. However, no gifts are without their prices and your gifts are great indeed. Your limitations are as follows.- You feel no fear. While this may aid you in battle, you are incapable of retreat should you challenge a foe beyond even your abilities. Should you be outmatched you must submit to the whims of your conqueror. - You may never abandon the hunt, nor may you allow your prey to escape by any means. Should your prey fling themselves into an active volcano, you must follow them and trust your great skill and animal aspects to save you. - You yourself are hunted, there is always a bigger fish. Yours comes in the form of The Beast. It will pursue you as diligently as you pursue your own prey, as it believes only one such as you is worthy to die by it's claws. It is your equal in every way.
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Post by Ladimore on Jul 23, 2014 22:21:46 GMT -5
Shrine of the Fancy Hat You feel cheated; upon entering the chamber you see that there is no shrine within. The only thing within the room is an ornate hat rack, complete with dusty leather hat. 'Oh well', you muse. May as well take the hat. It's a pretty spiffy looking hat after all. You remove the hat from the rack and place it upon your head. Hey! It fits! You have gained the Fancy Hat.
+Hat will always be in style no matter where you go (or when).
+You gain the ability to travel in short jumps of no more than 85 years in either direction.
+The Fancy Hat is quite intelligent and after it becomes accustomed to you it will speak in a rather posh British accent. Hat is quite the refined gentleman who can carry on very engaging conversation and is quite knowledgeable in all periods of history.
+The Fancy Hat will provide you will a period-appropriate disguise to belay any unwanted attention directed at its wearer.
+Hat comes with a really bitching coat to match. It's name is Mumford and he shall never speak. He is, however, a great listener.
However, no gifts are without their prices and your gifts are great indeed. Your limitations are as follows:
-Hat is quite sentient and has his own opinions and agendas though he considers you a business partner of a sort. One does not own the Fancy Hat.
-Time travel is quite dangerous, and Hat may only protect you by assisting you in fleeing or providing you with period-appropriate information.
-You many only time-jump once every 45 minutes.
-You will eventually be pursued by the Order of the Refined Cowl. The loathe the Fancy Hat and seek to destroy him. . .and you.
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Post by Kaibo on Jul 23, 2014 23:00:17 GMT -5
Shrine of the FallenClassified By the Order of the Inter-Dimensional Keepers. Keepers of sufficient Rank may request access to this document. Your clearance doesn't check out. Sorry bub.
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