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user:jamesw:pc:man_of_many_means [2017/07/14 09:47]
toml [Alchemy of Motion]
user:jamesw:pc:man_of_many_means [2017/07/14 16:09] (current)
jamesw Noted that Cormack is a Soulbound Familiar, as was later noted on the debrief for The Heart of the Matter.
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 Further teachings have been gained from Zosimos - he is now able to refine the elixir to provide mechanisms with not only '​motion'​ but the ability to make decisions. ​ They are not alive and do not have true intelligence,​ but can follow a series of instructions in order to make decisions based on the situation. ​ He can refineany strange glowing elixir from before to animate one such creation per adventure at the additional cost of 13R worth of additional esoteric components, or manufacture it from scratch at the cost of 59R of esoteric components. Further teachings have been gained from Zosimos - he is now able to refine the elixir to provide mechanisms with not only '​motion'​ but the ability to make decisions. ​ They are not alive and do not have true intelligence,​ but can follow a series of instructions in order to make decisions based on the situation. ​ He can refineany strange glowing elixir from before to animate one such creation per adventure at the additional cost of 13R worth of additional esoteric components, or manufacture it from scratch at the cost of 59R of esoteric components.
 +
 === Cormack the Raven === === Cormack the Raven ===
  
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 Cormack is under the effect of two (2) Alchemical Manipulations:​ Dumb Drunk provides the obedience effect, while Smoke Bomb is responsible for the smoky, disperse-and-reform effect. The two manipulations are able to exist side-by-side due to Cormack'​s origins as a Raven of the Leader. The Alchemical Manipulation Addiction effects work as usual, though the results of these effects are unknown to the Man of Many Means at present (pending further study). Cormack is under the effect of two (2) Alchemical Manipulations:​ Dumb Drunk provides the obedience effect, while Smoke Bomb is responsible for the smoky, disperse-and-reform effect. The two manipulations are able to exist side-by-side due to Cormack'​s origins as a Raven of the Leader. The Alchemical Manipulation Addiction effects work as usual, though the results of these effects are unknown to the Man of Many Means at present (pending further study).
 +
 +As a Soulbound Familiar, Cormack is capable of scouting ahead and allowing MoMM to see through its eyes. When being used in this way, the familiar may make small changes to the area before his arrival and in keeping with its size. For example, after scouting ahead and watched traps being set, it could place small pebbles next to each trap so that they may be avoided upon arrival.
  
 ===== Inventory ===== ===== Inventory =====
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 Other Items Other Items
  
-  * Cormack the Raven+  * Cormack the Raven - Soulbound Familiar
   * JUMP BOOTS   * JUMP BOOTS
     * Once per encounter call JUMP BOOTS ACTIVATE! DISAPPEARING as you fly into the air to dramatic heights. ​ Up to 5s later call APPEARING, MASS STRIKEDOWN as you land (which you yourself must take and cannot be resisted by you in any way).  Appropriate "​flying through the air" roleplay during these 5s is heartily encouraged. This can be used to reach high up areas. ​ You should brief the DISAPPEARING/​APPEARING call at the start of any adventure and may customise the phrase "JUMP BOOTS ACTIVATE"​ to your own design.     * Once per encounter call JUMP BOOTS ACTIVATE! DISAPPEARING as you fly into the air to dramatic heights. ​ Up to 5s later call APPEARING, MASS STRIKEDOWN as you land (which you yourself must take and cannot be resisted by you in any way).  Appropriate "​flying through the air" roleplay during these 5s is heartily encouraged. This can be used to reach high up areas. ​ You should brief the DISAPPEARING/​APPEARING call at the start of any adventure and may customise the phrase "JUMP BOOTS ACTIVATE"​ to your own design.
user/jamesw/pc/man_of_many_means.1500025623.txt.gz ยท Last modified: 2017/07/14 09:47 (external edit)