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Dice Café

Katsuya Katsuya
  1. 52 Alchemical
  2. Manuel's light armor
    +6 toughness | Materia: Wall of Force| Materia: Shadow Claw
    Sell: 165 Alchemical
    • Wall of Force:
      After every long rest, you can cast "Wall of Force" once a day, encasing you and 1 creature you touch in a circular transparent solid forcefield that can roll. You float safely while inside. This ball of force has an Hp = Knowledge and lasts for a number of minutes= Knowledge. Concentration spell.
      Sell: 100 Alchemical
    • Shadow Claw:
      After every long rest, you can cast "Shadow Claw" a number of times a day = Knowledge. This summons a large claw of shadowy translucent force from the armor with a reach of 2 areas. It moves at your command, mimicking the movements of your own hand. In battle you may use Knowledge instead of combat for attack rolls. The claw aslo allows you to add Knowledge to strength rolls with advantage, and can carry two people. It can also be used defensively, adding Knowledge to Toughness, when wrapped protectively around 2 creatures. This claw can levitate, but cannot move beyond 2 areas of you. This claw has an Hp = 3 and lasts for a number of minutes= Knowledge. Concentration spell.
      Sell: 100 Alchemical
  3. Spellbook: Summon Demon
    Summon a large demon from up to 2 areas away that you can see. Lasts for 10 minutes. You may give this demon one command upon summoning, after which you will lose control of it while it does its best to perform your command. It is hostile to everything, and upon completion of its command it will rampage indiscriminately. Demon HP: 5/5, +5 to rolls, attacks twice. As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned demon cannot cross the circle or target anyone in it while the spell lasts.
    Mp Cost: 2
    Sell: 100 alchemical
  4. Spellbook: Mass Suggestion
    Speak a suggestion, and then make a knowledge roll against the spell power of up to 12 creatures you can see that can understand. On a success they will be compelled to act out whatever you've suggested, though you cannot suggest them to perform an action contrary to their own wellbeing. Lasts for a number of hours = Knowledge
    Mp Cost: 2
    Sell: 100 alchemical
  5. Manuel's Grimoire = has info on the goliaths from Isa's vision, and many spells. Also has other stuff, but I need to think about it. It's worth 205 alchemical to an ordinary shop owner, but to someone who wants the knowledge in there it's worth more.
  6. Fox Bell = worth 5 alchemical
    Spins and rings when it detects magical concealment and hidden magical items in a 5 ft. radius. A spinning top with a crystallized fox eye turned into a bell, that rings louder the closer it is to the source. Cannot detect magic through a thin sheet of lead, 1 inch of metal, or 1 foot of dirt, stone, or wood. When tied to an "Alarm String" it's 5 ft. detection radius flows across the entire string.
  7. x5 Howler = worth 37 alchemical
  8. x2 Manacles, Sealing = worth 10 alchemical all in all
    DC 16 lockpick. Toughness 18. Prevents shackled target from casting spells, and constantly reduces their manna to 0. Better Sealing Manacles are available for a higher price.
  9. x4 traps = worth 6 alchemical
  10. x1 Ragnite Lantern = worth 10 alchemical
  11. x6 Nightshade Powder = worth 6 alchemical
    Consumed only. A sachet of toxin that can be mixed with beverages, where drinking 1 cup is enough to drain -1 manna per hour and prevent manna regeneration.
    Target: 1 creature | Duration: 24 hours | Resist (once a day): DC 16 Survival, DC 18 Survival if dosage is doubled
  12. Mask of Many Faces = worth 80 alchemical
  13. A ring of 7 ornate keys
  14. Ring of Detect Thoughts
    Make a knowledge roll against the spell power of a creature within one area of you that you can see. Upon success, you hear their surface thoughts.
    Mp Cost: 1
    Sell: 300 alchemical
  15. Cloak of Reflection
    As a free action, make a knowledge roll against the spell power of 1 creature within one area of you that successfully attacked you with a non-magical attack. Upon success, the cloak mimics their attack and rebounds it back to them.
    Mp Cost: 1
    Sell: 300 alchemical
 
Isa is selling:
Manuel’s armor- 165 alchemical
Spellbook: summon demon - 100 alchemical
Fox bell - 5 alchemical
Mask of many faces - 80 alchemical
Wall of force - 100 alchemical
+52 alchemical =
502 alchemical divided by 4 = 125 Alchemicals with 5 metals to Moss, L, and Vidya.

Zer0 Zer0
 
Isa is selling:
Manuel’s armor- 165 alchemical
Spellbook: summon demon - 100 alchemical
Fox bell - 5 alchemical
Mask of many faces - 80 alchemical
Wall of force - 100 alchemical
+52 alchemical =
502 alchemical divided by 4 = 125 Alchemicals with 5 metals to Moss, L, and Vidya.

Zer0 Zer0
Kay~ Yaaaay, money.
 
Isa is also going to ask if Moss, Vidya ,and L would like either Mass suggestion, Ring of detect thoughts, or Closk of reflection. If not, he’ll sell those too so that he could part that fund equally.

Zer0 Zer0
 
haha! Alright~ Then Isa will sell those too.

300
300
100 = 700 alchemical + 502 =1202 alchemical divided by 4 = 301 alchemical for Moss, L, and Vidya.

Zer0 Zer0
 
Yes~ sharing is caring~
Alchemicals || 132 +301 + 5 = 438
Metals || 74

+4 toughness upgrade on the armor. -160 alchemical
= 278 alchemical
 
DC14 to blow enemies away
Knowledge +6
+2 from staff

ALL HAIL RPN DICE GODS!!!!!!

Ohhhh my gosh, that’s close! 15!
 
My character idea involves someone with the divine magic class taken outside of Templar purview (i.e. to the dangerous wilds) shortly after birth. Is that possible, or are infants "scanned" for magic after birth, then subsequently taken? Or, something to that effect?

Also, can I have a boat? Pretty please?


(Please ignore that third d100)
 
Last edited:
My character idea involves someone with the divine magic class taken outside of Templar purview (i.e. to the dangerous wilds) shortly after birth. Is that possible, or are infants "scanned" for magic after birth, then subsequently taken? Or, something to that effect?

Also, can I have a boat? Pretty please?


(Please ignore that third d100)
Oh, they wait till children show signs, and then are taken, but a divine taken out of Templar Lands is possible. And yes, you can have a boat at the start. You mean a canoe right?
 
I was thinking more a raft flavored to be a pontoon-boat esque vessel. I also asked that in ignorance of the fact that the raft is 10 alchemical, which I have, so I have no qualms just deducting that from my sheet and adding the raft, edit: then saying that my character had it prior to whatever RP I participate in.
 

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