Hokay, this is gonna be a text adventure until either someone decides to help make pictures or the thread ends. This is my first adventure, soooo... I dunno, I guess I can only hope this works out right and I don't give up halfway through or some shit.
You are a YOUNG MAN walking down the sidewalk in the big city. Now, normally, you'd take this time to name yourself, but you just heard a rather loud scream coming from the back alley and you think you should investigate.
Last edited by Saint Game; 06-05-2011 at 08:40 AM.
You do just that.
You're in the back alley, in the furthermost corner there is a half dead person, with a corpse like creature crouched over him. You think now would be an auspicious time to use some magic. Oh, did I forget to mention this? Your a very powerful ADEPT who gains and retains power as long as he is SILENT. Breaking your taboo (Silence) will cause you to lose all your charges. If you ever need the magic list, just ask.
Last edited by Saint Game; 04-25-2011 at 10:50 PM.
You don't have a magical foot, but that doesn't stop you from kicking it. The blow connects with a satisfying thump. The creature whirls around to face you.
Your hp: 20/20 It's hp: 12/15
Fight? Magic? Bag? Run?
Yeah, that didn't go as well as it should have.
Last edited by Saint Game; 04-03-2011 at 05:40 PM.
Just The Wind
Cost: 2 Minor Charges.
Effects: For a number of rounds (if in combat) or minutes (if not), no-one can pay attention to you normally. You're basically undetectable to all senses, human or no...except hearing. This effect ends permaturely if you break taboo.
Shut Up
Cost: 3 Minor Charges.
Effects: The target of the spell becomes unable to communicate the next message he wants to send successfully, regardless of the medium used. Anyone recieving his message either won't understand it ("Anyone here speak Spanish? No?") or they just won't receive it at all ("Damn, I think I just permantently deleted his e-mail!"). This effect usually takes the form of bizarre and totally random incidents, although the spell may need to go to extreme measures of reality distortion, at my discretion ("Wait, isn't Spanish my native language? I should've understood that, right?"), which causes Unnatural Madness checks.
Hear Without Hearing
Cost: 1 Minor Charge.
Effects: This spell allows you to telepathically communicate with a single target within the range of your five senses for about five minutes.
Matter Shuffle
Cost: 2 Minor Charges.
Effects: Any object that can fit comfortably in one hand can be called into your immediate possession (like your pocket or hand) if it's within range of your five senses and no-one else's. So you can't use this spell on a gun your enemy's holding, but you can magick a knife into your pocket if no-one's touching or looking at it.
Eerie
Cost: 1 Minor Charge.
Effects: Anyone in your immediate presence becomes filled with dread, anxiety and wracked nerves for a moment. If you concentrate, you can center these feelings towards yourself, allowing you to use your Magick: Silenciomancy as an Intimidation skill with flip-flops. Most whispers use it to make people generally paranoid so they tighten security, arrest suspicious-looking characters and avoid dangerous or spooky areas.
Significant Formula Spells:
You're Not Here
Cost: 1 Significant Charge.
Effects: Pick a person who you're familiar with to be targeted with this spell. For 24 hours, that person can not meet you face-to-face or have any kind of two-way communication with you unless you wish it. No matter what he tries, the target can not call you on your phone or bump into you on the street, even if you share the same apartment. The forces of synchronicity will keep you two apart. He can, however, leave you messages on your answering machine or send you an e-mail or get someone else to play the middleman.
The Silent Killer
Cost: 1 Significant Charge.
Effects: This is the Silenciomancy blast spell. As mentioned above, it deals average damage unless the target is being quiet and all damage it deals is mental (although that won't stop it from killing you and it never heals without magick influence).
Fade Away
Cost: 4 Significant Charges.
Effects: The target is temporarily erased from physical reality, unless someone else (aside from you, of course) senses him somehow when you cast the spell. He just flickers out and disappears for a while. It doesn't harm the target or strip him naked (anything the target is carrying or wearing goes and returns with him) or erase any memories or trace evidence (such as bloodstains and footprints), but it does inflict an Unnatural Madness check. The target will realize he was somehow removed from reality, but he won't remember where he went when he was 'gone'. He 'returns' to the general area he was orginally when the spell ends, although if something makes putting him exactly where he was impossible (the room been filled with quick-dry cement, for example), reality may displace him somewhere nearby and possible. Seeing someone flicker back into reality is an Unnatural Madness check.
Do Not Disturb
Cost: 2 Significant Charges.
Effects: You may mark out a single room or small building to target with this spell. For 6 hours, anyone who isn't you tries to subconsciously avoid that area. If they're already at the target place when the spell is cast, they'll start looking for excuses to leave and stay away until the spell ends.
Our Little Secret
Cost: 3 Significant Charges.
Effects: Pick a piece of information that isn't publically available -- a secret, in other words -- that you know. Then target someone with this spell. You instantly learn a secret that the target knows that you would want to know (my discretion as what secret you learn, but it must be useful or at least pretty interesting to your character). In exchange, the target instantly learns the secret you picked.
Major Silenciomancy Effects:
Destroy anyone's memories of you at will. Erase someone or something from reality forever. Make the whole world completely silent for one day.
Oh yes, as with life, no magic is free. You need CHARGES in order to cast magic. there are limits as to how much and how fast you can gain them, but I'll get into those later. for now, you can cast anything on this list that doesn't cost a major charge. Spells can be used in creative ways for special purposes or to give yourself a better chance, an example being using do not disturb to hide or fade away to dodge something.
>_
Last edited by Saint Game; 06-02-2011 at 04:26 AM.
Re: His Voiceless Glory (Officially never going to die)
Hopefully this is still running.
>Cast Fade Away on the creature and then try and get the injured person to safety.
I'm pretty sure that this adventure is based off of an RPG system, but I can't for the life of me remember the title. Or maybe I'm wrong, but I swear I remember something like this.
Re: His Voiceless Glory (Officially never going to die)
Huh. Silenciomancy? It sounds like a really cool idea, after reading the spell list. Did you make all that up?
Yeah, Fade Away sounds like the most expedient way to deal with the creature (what is the thing? A humanoid zombie?)
Make sure it's totally gone, though, and that there are no other enemies around (including the victim?), because you may have to talk to that stranger.
Re: His Voiceless Glory (Officially never going to die)
You cast FADE AWAY on the creature.
The creature feels its self fading, and with one final screech, flickers and disappears.
You grab the injured man and ABSCOND from combat into the safety of a street light. You recognize the creature as it fades back, a DARK CHILD, also known as a TENEBRAE. This being is a manifestation of shadow, summoned by a SKOTOMANCER, and would burn in direct light.
You are safe under the light, the DARK CHILD is leaving, and the man is waking up.
On a different note, this is based off the game Unknown Armies, and no, you don't have to talk to anyone, because as a silenciomancer, you've found several ways to chat by proxy.
Re: His Voiceless Glory (Officially never going to die)
> Write down some sticky notes with some basic questions about the man and his situation. Also intersperse these questions with uplifting comments, such as "You're going to be alright" or "It okay you're safe now". (Basic questions would be about name, age, occupation) (Situation questions would be things like "are you alright", "why were you in that alley", and "do you know what that thing was")
Hopefully by bombarding the man with questions, while his defenses are down and providing positive feedback you can get lots of information out of him. You also might be able to determine his level of involvement in what just went down. (Ie. whether he was a helpless victim, or he summoned the creature himself and it went out of control)
>After getting some information you probably want to get this guy an ambulance. Call 911 and when you can hear the dispatchers voice use 'Hear Without Hearing' in place of your voice to get help. (Also if telepathy would be considered strange try to trick the dispatcher into believing that they are actually hearing your voice, rather than hearing you telepathically)
I like this adventure it seems pretty interesting, keep up the good work.
Re: His Voiceless Glory (Officially never going to die)
>Mutie McMuteface
Ha ha ha, smartass. Try again.
>Alphonse Reit
Yes, that's perfect! Sketchlog:
My name's Alphonse Reit, but you can call me Al.
Mind calling me an ambulance? I'm bleeding pretty bad here...
No problem.
After the ambulance has come and gone, you decide to head home. a lot of things go through your head, but the thought that bugs you the most is why that man got attacked. the Tenebrae don't attack people unless they're set upon someone.
Someone wanted that man dead, and you're going to find out who.
Last edited by Saint Game; 06-15-2011 at 12:17 AM.
Re: His Voiceless Glory (Officially never going to die)
Yay, my name got chosen.
>Al: Head on home I imagine it must be pretty late. Don't wake your ?boyfriend/girlfriend? when you get in and slip into bed. The next morning eat breakfast with your partner and discuss last nights events. Partner turn out to be a ------mancer of some kind.
Sorry about the delay people, I came down with a serious case of "couldn't be arsed". But enough about that. On with the show!
You head home and promptly fall asleep. You WOULD discuss it with your partner, but you don't have one. Turns out it's kind of hard to keep a girlfriend if you never speak.
Last edited by Saint Game; 06-14-2011 at 11:53 PM.
You just have to go the extra mile, Alphonse. Oh well.
> Alphonse: After getting a good nights sleep have some breakfast. Afterwards, go and get some more information on Skotomancers and Tenebrae and then investigate why one would be attacking someone seemingly randomly. You can go about this by talking to the victim, looking at the scene of the crime, and as previously mentioned learning more about Skotomancers/Tenebrae.
> Eric: After getting a good nights sleep have some breakfast.
Originally Posted by Cuetret
> Eric:
Originally Posted by Cuetret
Eric
Nope.jpg
There is not nor has there ever been an Eric in this story.
If you meant ERICH on the other hand, he doesn't exist either.
I have no idea what you're talking about, no one mentioned Eric. I obviously said Alphonse.
...
Wow I really wasn't paying attentions oh well. Just let me get my copy and paste out.
>Alphonse: After getting a good nights sleep have some breakfast. Afterwards, go and get some more information on Skotomancers and Tenebrae and then investigate why one would be attacking someone seemingly randomly. You can go about this by talking to the victim, looking at the scene of the crime, and as previously mentioned learning more about Skotomancers/Tenebrae.