dialetheism: (Default)
2018-11-29 08:00 pm

❧ contact. (balance)

inbox. text / audio / video / action / ringtone ❝ Hello, you have reached Ushiromiya Lion. I apologize for missing your call.
Please leave a message, and I'll reply as soon as I can. Thank you. ❞
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dialetheism: (Default)
2018-10-29 01:00 am

❧ path. (BALANCE)


Ushiromiya Lion
Sage (Cleric/Wizard)
ARCHETYPE Wise/Smart ABILITIES 20/20
DEITY Selune (?)


Cleric Abilities
Channel Divinity (M)

Up to 3 times per day, you can utilize the divine power of your deity to cause one of the following effects:

Purify: You can remove curses from desecrated people or objects. One use allows you to purify many small, inconsequential objects such as pebbles, but only one valuable artifact or person.

Bless: You can create holy water, up to one quart per use of this ability. This both blesses it and cleanses it of impurities to make it suitable for drinking or medical applications.

Turn Undead: Invoking the holy scripture of your deity causes minor undead around you to flee.

Healing Aura: You take on a divine aura for up to 1 hour which causes your body to produce a very faint warm glow. This aura speeds up the natural process of healing injury and fatigue for you and any party member within 10ft of you. This can be used in battle to minorly mitigate the effects of injury and fatigue, or used during a rest to allow you and your party members to recover in a shorter amount of time.

Divine Favour: You can request a minor special favor from your deity for the situation at hand. This manifests in a unique way appropriate to your deity and your relationship with them (for example, receiving a vision of a possible death from a deity that presides over death,) and can be varying degrees of helpful, depending on how well you roll. An exceptionally low roll on this may cause you to become overwhelmed by such direct contact with your deity’s divine knowledge.
Cure Wounds (M)

By touching a target, you can heal significant injuries such as compound fractures and internal bleeding. This also cures them of magically inflicted statuses like poison, paralysis, and disease, and significantly lessens fatigue.

The target will experience lingering soreness at relevant sites after they are healed, but hey, it’s better than the alternative!

AESTHETIC NOTE: The magic is tinted a very distinctive gold-silver-y colour.
Sacred Flame (M)

You can create a ball of radiant energy in your hand which resembles a white flame. This can be used as a source of light or can be thrown up to a distance of 30ft to inflict radiant damage on a target.

You can also use it to essentially “set fire” to desecrated grounds up to 15ftx15ft and purify them, though the overall success of this depends on a roll and may cause damage to the cursed surroundings. This does not purify specific objects within the area which may have been cursed.

AESTHETIC NOTE: tba, either a weird shade of blue or a pretty, eerie gold-silver thing.
Spare the Dying (M)

If a person has suffered fatal damage and is on the brink of death, you can use magic to instantly heal only the particular damage that would kill them. This has a range of 10ft.

Should fatal injury occur as the result of a failed roll, a willing and able Cleric may step in to prevent the death that would otherwise occur. RNG results that would otherwise cause a death generally will not proceed without the input of the present Cleric.

AESTHETIC NOTE: b u t t e r f l i e s
Silence (M)

You can use magic to create an invisible sphere up to 10ft in diameter that will not permit sound to resonate within it. This sphere cannot be moved but is very effective for small-range stealthing. This also prohibits the use of any path actions marked (M) except through the use of Spell Master, as the sphere silences the verbal components necessary to perform magic.
Ceremony (M) (P)

You can perform a sacred ritual to create a magical bond between two or more people that lasts for 24 hours. There is no upper limit on the amount of people you can link with this ritual, but the more people you link, the more strain it puts on your divine ability.

This magical bond links the targets deeply. It enables telepathic communication over an unlimited distance and the participants always have a sense of each others’ physical location. This bond also evenly distributes pain and emotion across all targets of it; everything from physical damage to emotional distress and intense happiness is divided amongst the participants, lessening the burden of any one person’s experience. Whenever one target receives a physical injury, they will see the injury appear to naturally heal until all other participants have a wound of equal, but overall lessened, severity.
Sanctuary (M)

You are able to consecrate an area 10ft in diameter which prevents certain types of creatures from approaching. Undead and evil-aligned creatures cannot enter this space. You may also pick two creatures from this list to apply this effect to: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, or plants. (More information on these creature types can be found in the Glossary.)

Any affected creature that is within the 10ft circle when you cast this spell is repelled out of it and takes minor radiant damage. Note that this spell does not protect you from ranged attack attempts by any creature.

ACADEMIC: Upgraded to allow the consecrated area to instead move with Lion, and to exclude one creature of their choice from it's effects. Also it now manifests as butterflies. So uh, yay?
Zone of Truth (M) (P)

You create a 15ftx15ft square in which people are compelled to tell the truth. Truths revealed as a result of this spell may or may not be useful for your purposes, depending on how well you roll. Those within the area of the spell’s effects are aware that the spell has been cast.

And unfortunately, casting the spell doesn’t make you immune to its effects; if you are within the square, you’ll be compelled to tell the truths that are on your mind too.

AESTHETIC NOTE: Accompanied by a weird sound effect for every truth! They all feel like the colour red, for some reason. And yes, it does that every time.
Disciple

Locals recognize your holy presence and are willing to provide you free room and board in exchange for your divine protection. You get a +2 bonus to any rolls pertaining to religion, such as preaching the word of your god, investigating religious sites, and researching religions other than your own.
Prayer of Healing (M)

Up to 3 times per day, you may select up to 4 targets within 20ft of you. By uttering a prayer, you can heal them of surface injuries like cuts and lessen the severity of any internal damage they have suffered. This also slightly relieves overall fatigue, to about the degree that a 20 minute nap and a non-prescription painkiller would.

AESTHETIC NOTE: The magic is tinted a very distinctive gold-silver-y colour.
Canon Power
Witch Potential (Major Image)

Once per day, you are capable of creating an image with magic no bigger than a 20-foot cube. The image seems completely real, including any physical or environmental features appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range, you can use your action to move the image. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the Illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an Illusion, because things can pass through it. A creature can determine that it is an Illusion by spending time thoroughly investigating the image. If a creature discerns the Illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

All uses of this magic are heralded by the appearance of golden butterflies. Furthermore, you are capable of channelling your magic to own and/or maintain a Piece, as befitting any true Witch.
Wizard Abilities
Academic

When traveling, you can always find a university, scholarly circle, or other academic institution to stay at. They will provide you free room and board. Through your studies, you have also become highly adept in one of your chosen spells. Choose a spell to become adept in with this path action and that spell’s effects, range, and power will be doubled.

SANCTUARY: Upgraded to allow the consecrated area of Sanctuary to instead move with Lion, and to exclude one creature of their choice from it's effects. Also it now manifests as butterflies. So uh, yay?
Find Familiar (M)

You have the ability to summon a familiar. The summoning ritual requires you to spend 1hr meditating in front of a candle, and the creature you summon must be small enough to fit on your shoulder. Specific to the Wizard path, you may also do the summoning ritual to change the form of your familiar. It doesn’t require nourishment or sleep to survive, but it is susceptible to damage and can easily be destroyed.

If your familiar is destroyed, you suffer from moderate fatigue as a result, and you will feel it when the familiar disappears — whether this manifests as mental awareness, pain, or something else is up to player discretion!

While your familiar is within 30ft of you, you have the ability to see through its eyes. Specific to Wizard familiars, your familiar can also commune with animals of its type or similar — a housecat can speak with another housecat, and a dog can talk to a wolf. Your familiar is able to communicate information it receives this way to you through your mental connection with it.

AESTHETIC NOTE: Unless otherwise specified, Lion's familiar is a tiny golden butterfly named Erika Junior.
Detect Magic (M)

You can use magic to feel the presence of magically enchanted items or auras within 30ft of you. This also gives you the ability to see invisible creatures and objects, to see in normal and magical darkness, and to detect visual illusions (though you cannot see through the illusion, you merely become aware that it is present.) These effects last up to 10 minutes.
Thaumaturgy (M)

You can use magic to create one of the following effects:

• Your voice becomes up to 3x as loud as normal for up to 1 minute.
• You cause flames up to 10ftx10ftx10ft in size to flicker, brighten, dim, or change color for 1 minute.
• You create an instantaneous sound that originates from a point within 30ft of you, such as a clap of thunder, the song of a bird, or ominous whispers.
• You cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
Levitate (M)

You can use magic to lift a person (including yourself) or object up to 10ft in the air. This movement is only vertical. However, if a person is being levitated, they may move through the air in other directions by pushing or pulling against surfaces.
Sage Abilities
Banishment (M) (P)

You can use magic in an attempt to send one creature that you can see within 30ft to a randomized location at least 50ft away from you. This spell takes a full minute to cast and can be used up to three times a day.

This spell takes active mental effort to maintain. You cannot cast another spell while focusing on maintaining this one, and a strong blow or other distraction may break your focus and end the spell.
Raise Dead (M) (P)

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life at half health.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time of its death. The spell can’t return an undead creature to life.

Upon return, there is a cost associated with each revive (up to the targeted player to decide). This spell can only be used once per mission or lunar interlude.
Water Walk (M) (P)

Once a day, you can grant yourself and up to three people the ability to move across any liquid (such as water, acid, mud, snow, quicksand, or lava) as if it were solid ground for up to 10 minutes. Creatures crossing molten lava or acid can still take damage from the heat and/or fumes.
Storm Sphere (M)

You use magic to create a 10-foot-radius sphere of whirling air, centered on a point you choose within 50 feet. Anyone caught in the sphere’s location will take bludgeoning damage.

While you’re concentrating on this spell, you have the ability to make the sphere shoot heavy lightning from its origin point — the equivalent of a very strong shock. These lightning bolts stay within the boundaries of the wind sphere.

This spell takes active mental effort to maintain. You cannot cast another spell while focusing on maintaining this one, and a strong blow or other distraction may break your focus and end the spell.
Stoneskin (M) (P)

You use magic to turn the target's flesh stone-like in appearance and feel for up to 20 minutes. While enhanced in this fashion, all damage taken is reduced by half.

Getting knocked unconscious will cause the spell to end.

AESTHETIC NOTE: When Lion casts this spell, the target's skin adopts a glass-like apperance.



Death Penalties
Memories of Kinzo Ushiromiya

As a result of becoming shark bait on the Bureau's fourth mission, Lion can no longer recall the name, identity, or deeds of their grandfather, Kinzo. Any crucial memories involving him and another activity - such as being taught how to fire a gun - remain intact, but the old man has been carefully edited out and they cannot recall who taught them. They also remember that the Ushiromiya family had a prestigious Head who picked them to be the Successor, but not who it was or when it occurred.

It's as if the very concept of "Ushiromiya Kinzo" has been removed. How odd.



Inventory
Family Conference Suit + Signet Ring

A pinkish-red suit, tailored to fit Lion precisely and emblazoned with the Ushiromiya family crest on one pant leg. Accompanying it is a white shirt (with said crest on one side of the collar), suspenders (presumably), a pink cravat, an emerald brooch attached to the cravat, a pair of gray knee-high boots, and a silver signet ring (with the same crest, again). It sure does look pretty pretentious!
Winchester M1894 (Sawed off) + Bullets

A sawed-off custom version of a rifle manufactured during the golden age of Winchesters.
This special model more than makes up for its shorter lethal range by its portability and old-time cool factor. It can even be fired as quickly as a pistol if one works the lever action skillfully enough. Furthermore, any true lover of old western dramas can't help but be attracted to the one-handed reload made possible by its characteristic lever handle.

To match with Kinzo's personal preferences, it was made to handle .45 Long Colt bullets.
It holds 4+1 rounds.
Bureau Issued Adventuring Supplies (BIAS)

The BIAS contains the following items on every mission:

• a backpack made from a highly durable leather that is very difficult to break via normal wear and tear, with a front patch displaying the Bureau insignia
• a crowbar
• a hammer
• 10 pitons
• 10 torches
• a tinderbox
• 10 standard days' worth of freeze dried rations
• a waterskin
• 50 feet of hempen rope
• a compass
• a bedroll
Bureau-Funded Clothing

To be added! But for nosy readers, Lion currently owns the following:

• a generic Cleric outfit (not a robe, but with a thick, obscuring cloak)
• a "desert-proof", personally tailored Cleric outfit
• the Bureau Academy uniform and all it's constituent parts
• a gray suit, part of a matching pair
• and presumably, some pajamas
Mission Souvenirs and Gifts

Various things Lion has found, bought, or acquired on missions. This list includes:

• a handy dandy writing journal - blank, until they started using it - that isn't made from the best materials ever (from Fantasy Costco)
• a pen that looks like a candy cane, and a handmade Candlenights ornament (from New Aspen)
• a travel-safe tea set - all the satchets have been used (pink for Leon's gift, green for Silvanus' offering, the rest planted around Yggdrassil's grave) (Christmas/Candlenights present, from Akechi)
• a small coil of rope rope-like yarn, made by the Maru Grand Relic (from Maru)
• a single apple's worth of magic seeds, in a tiny pouch. Lion had a blue apple, but the tree should grow any of the listed colours. (from Maru/Phandallin)
• a detailed section of notebook paper dedicated to the basics of channeling circles, used in artificing (from the moonbase.....?)
• a rough sketch of the forest shrine on loose-leaf paper, with a second sketch of the strange oakleaf-shaped sunbeam on the same page. On the back is the whisper they heard - "Tell me, traveler, the name of a friend." (from Gwynneth)
• a purified Sea Quartz necklace (from Lyrabar)
The Birthday Gift

A sturdy black case, the kind of thing that could fall several stories and not break, containing the following:

• a pair of sharp scissors
• several assorted rolls of bandages
• a small whistle
• a handwarmer in the shape of a heart that you rub between your hands to activate
• and a compact, rolled up blanket that feels soft and warm
Candlenights Gifts

• A travel first aid kit, containing about what you'd need in a crisis, including a few darker items like a little sewing kit. (from Michael)
• A winter coat in a pretty gold fabric, embroidered with flowers in a familiar shade of blue. A pair of brass knuckles is in the pocket. (from Shinjiro)
• A little package of cookies that look like stars. D'aww. (from Sans)
Items from Home

TBA. Natsuhi's precious family heirloom. Recieved as a gift from a stranger in Lyrabar.
TBA. Basically Maria's diary from EP4. Recieved on the helltrain in Lunar Interlude 5.
TBA. Jessica's brass knuckles.
The Extreme Teen Bible

A... brightly coloured hardcover book, depicting a rad skateboarder on its cover. It functions as a +1 holy symbol that makes your cleric spells a little more powerful! It also makes you pretty darn persuasive when talking to anyone under the age of 20.
Phantom Fist

A metal gauntlet, worn on one's left arm. It can project a spectral fist that - along other things - can punch, pinch, or tickle, knocking enemies back 2d4 feet in the process.

Because giving this to Lion was a great idea.
Umbrella Staff (???)

oh lordy here we go.

A strange red umbrella found in the mines of Phandelver, next to a skeleton in an even stranger red robe. If anyone other then Lion attempts to pick it up, the umbrella violently throws them some distance away. Strange.
The following discoveries have been made about it:

• After some initial testing, it seems to work as a divine(/arcane) focus when used by Lion, and makes their damaging spells a little stronger (or, in D&D terms: a +1 magic weapon aaaaaay). Additionally, Leon the Artificer knows nothing about it, and no record can be found in the Bureau's library pertaining to anything like it.

• Mista has shared some information that might relate to the umbrella - specifically, correspondence between a wizard in Waterdeep and an overseer of the mine, detailing how grateful the mage was for the staff that they provided to him from the Phandelver mine. Reading it further, he requests that if the recipient knows of a way to imbue it with energy from the Elemental Plane of Water, that he could create a weapon that could control the weather and ensure crops were adequately watered for years to come.

• Based on the above, Lion asked the umbrella if it would mind helping them get everyone to safety before trying to cast a spell. What resulted was a mild storm under/around Maru, with a breeze strong enough to guide evacuees down.

• At the start of the fifth Lunar Interlude, they ended up doing a bit of research on sentient and semi-sentient magical items, to see if that gave any insight.

• Lion is officially fucking terrified of it as of the fourth mission, after it: a) cast a comically huge fireball when they asked it for help, b) branded Diego for trying to examine it (after Lion offered, poor thing), and c) was revealed to radiate the feeling of "darkness and danger and death, [and] undeath." by a very wary Jingler. Oh dear.

• After a long period of terrifying silence, the Umbrella strikes again! By saving Lion's life in an incredibly risky manner, and enabling them to destroy the Night Show in Wonderland. But they have to appreciate it for doing so: without it clawing them back to sanity and voring MARIA, the consequences would have been far worse. Also it's definitely alive. Welp.

• Upon trying to talk to Lucretia in Wonderland, Part 2, she seemed deeply shocked to see Lion carrying the Umbrella, and promised to talk to them about it (and hopefully other things) when everyone is safe. More on this as it develops.
Notable Former Items

• Tankard of Potent Drink - a battered gray tankard bearing a strange enchantment. It makes alcoholic drinks more potent; but, if you drink water from it, you immediately become sober. Won from the gacha. Left as an offering at the mysterious forest shrine, in Gwynneth.



original code by [community profile] cawaii (here), edits by [personal profile] napstar