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Post Terminus 1.0.0 Patch Notes: Are we there yet?​

Due to some confusion regarding the Codex, we've restored the skill threads and will continue to move most (if not all) mechanics-related information into the forum proper. To that end, a lot of changes will be happening to the forum structure over then next little while, and we ask you all to be patient with us. Magic skills are a work in progress for recreating a thread, as the Occultus incantations are tricky to work with in the tab bbcode.

* Restored thread "Tradesman's Arts (Crafting Skills)"
* Restored thread "Martial Disciplines (Melee Skills)"
* Restored thread "Armament's Way (Ranged Skills)"
* Restored thread "Overseer's Calling (Minion Skills)"

New threads have been added to keep track of items (and their blueprints), feats (and their training requirements), and magnums/ultimums (and the vistra slain to defeat them {maybe}).

* Added thread "Index of Symptoms (Magnum/Ultimum List)"
* Added thread "Blueprints Book (Item List)"
* Added thread "Training Manuals (Feats List)"

Hiren has graciously stepped forward to relabel and update the map of Araevis. Please thank him next time you see him; he'll be the one to put your city (or mountain, or cave, or dungeon, etc) on the map.

* Map of Araevis updated & relabelled
* Map of Araevis will be added to Canonization Thread

A number of new rules threads are going to be rolled out over the following month or two, among them being the Staff Payments we unfortunately forgot to port over from Mangaden. If there are any suggestions or requests for clarity in the rules, please let us know through Slack or a Private Message.

* New thread "Staff Payments and Expectations"
* New thread "Combat Treatise & Guidelines"
* New thread "Resubmissions & Stat Changes"

Due to the lacklustre Adept-tier abilities for Minion Skills, there've been edits to those skill trees. The new abilities are not unlike bonus Trained Feats on behalf of your minion, and so will be submitted through Feat Staff.

* Changed ability "Tame Beast"
* New ability "Beast Impulse"
* Changed ability "Activate Drone"
* New ability "Drone Routine"
* Changed ability "Summon Daemon"
* New ability "Daemon Reprisal"
* Changed ability "Bind Familiar"
* New ability "Familiar Affinity"
* Changed ability "Animate Dead"
* New ability "Dead Malediction"

Changed/New Abilities
Calling of Mansuetis - Novice: Tame Beast
For all that modern society has accomplished, nature remains enigmatic and frightening, full of equal parts wonder and savagery. While the average person might cower in fear or charge forward to establish dominance, there are those who neither disdain nor fear the beasts of the wild. A Tamer recognizes the savage strength of natural creatures, respects it, and seeks to make it his own.

Taming a beast requires first gaining its respect and trust, through a show of the tamer's own strength or demonstrating empathy. It can be a difficult and sometimes bloody process, often spanning weeks; it is difficult for the Tamer as well, who must learn to share freely of his own Vigor, trusting the beast he would call his own. The effort is worth it, however, for the new companion's hard-won loyalty is unshakeable.

Only non-sapient beasts can be tamed, and a Tamer may only have one companion at a time. The Tamer's companion is treated as a Soldier of the same level as the skill in Mansuetis.

Because they are intrinsically linked, the Tamer can share his own Vigor to soothe his beast and, in dire situations, even help to heal the
pet's wounds. Mending wounds may only be performed out of combat, requiring direct contact with the user's pet. At a cost of 250 Vigor, the Tamer can reduce the severity of one wound by one tier per round.

Calling of Mansuetis - Adept: Beast Impulse
The beasts of Araevis come in a variety of forms and adapt any number of ways to survive. As the bond between master and pet grows, the pet may begin to utilize these unique abilities for the sake of their master.

Beasts may only have one unique Impulse. You may submit a new Impulse to Feat Staff for approval, or use one that was previously approved for the same kind of beast. This technique should be considered a Trained Feat for the minion.


Calling of Fundibuli - Novice: Activate Drone
For most, a mechanical combat drone is something between a machine and a weapon. For a Mechanist, however, such drones are the extension of their will, a loyal companion to join them in battle. The initial struggle to utilize a control node effectively isn't something most can overcome. Those with the talent and the drive to become a Mechanist, however, are one with their drone, able to direct the machine with a thought up to 50m away.

The user must craft or purchase a combat drone created by an Engineer, and only one combat drone may be used at a time. The Mechanist's drone is treated as a Gunner of the same level as the skill in Fundibuli, and is automatically outfitted with a firearm of equivalent Terra Regia grade to the combat drone’s.

One nice aspect of having a mechanical companion is that they never feel pain. That doesn't mean they never need attention, though. Careless treatment and upkeep of a drone companion will quickly lead to irreparable damage to the AI core, thus 'killing' the drone. Therefore, any Mechanist worth his salt will learn how to repair his drone on the fly.

This technique is only usable out of combat, and requires scrap metal of some kind. At a cost of 250 Vigor, the Mechanist can reduce the severity of one 'wound' by one tier per round.

Calling of Fundibuli - Adept: Drone Routine
Every drone has its own perks and quirks, unique assets built into their systems that set them apart from other machines of similar type. As a Mechanist's control improves, they are able to expand their commands beyond the standard fare common to all machines and activate these unique processes.

Drones may only have one unique Routine. You may submit a new Routine to Feat Staff for approval, or use one that was previously approved for the same kind of drone. This technique should be considered a Trained Feat for the minion.


Calling of Daemonium - Novice: Summon Daemon
Famously destructive, daemons are universally reviled and feared in the mortal plane, but there do exist those with the courage and audacity to attempt to claim that power for themselves. The Calling of Daemonium is a dangerous one, fraught with peril, for even after gaining control of a daemon, the Summoner must never let their guard down. It is one of the first things a Summoner must learn or they will die: a daemon is not a friend, not an ally, but a weapon to be turned upon his enemies.

To even get that far, first the Summoner must defeat a daemon in the mortal realm, without killing it right away. Killing it will only release it to its home plane of Infernalis. The Summoner must deny the daemon its release until they have extorted the creature's true name, through any means necessary. That name is the key to summoning the daemon and binding it to the Summoner's will.

Summoning a daemon requires a full-round ritual, in which the Summoner must draw arcane symbols on the ground and invoke the daemon's true name. The daemon is summoned with limbs shackled, preventing it from attacking its new master. The Daemon can cast any basic spell from the School of Bellator, up to the same level as the skill in Daemonium. The Summoner may only retain one daemon's name at a time; if the daemon is killed in combat, it will return to Infernalis and cannot be resummoned for the rest of that week. In order to dismiss the daemon requires another full-round ritual.

Daemons are neither allies nor friends, but a Summoner would be a fool to let their infernal servant be defeated too easily. Invoking the daemon's name again, the Summoner uses his own Vigor to create a temporary shield around the monster, allowing it to serve for that much longer.

Shielding the daemon requires 250 Vigor per round and reduces the magnitude of incoming attacks by one tier.

Calling of Daemonium - Adept: Daemon Reprisal
When a daemon is summoned, it is bound, its motions held in check, its actions muffled. They deserve no better, and the risk is great should they become free. However, daemons often have many distinct capabilities that could benefit the summoner, but are also locked away. Those who are brave -- and some would say, reckless -- can relax their bindings just enough to allow the daemon to draw upon a fraction of its hidden power, at the risk of such power being used against the summoner himself.

Daemons may only have one unique Reprisal. You may submit a new Reprisal to Feat Staff for approval, or use one that was previously approved for the same kind of daemon. This technique should be considered a Trained Feat for the minion.


Calling of Pythonis - Novice: Bind Familiar
In this world, there exist many creatures of exotic and mysterious origin, including those malevolent... and those benevolent. The latter type are rarer, and often surprisingly fragile. Natural sprites, elemental spirits, and divine beings are sometimes willing to engage in contracts with those who gain their trust, offering their care and support in return for strength and protection.

Gaining the trust of a potential familiar can be done in a number of ways. Once that trust is gained, it is possible to enter into a contract binding the user and sprite as Contractor and Familiar. Familiars are able to tap into divine or natural power in order to heal the user in exchange for traveling with the Contractor and sharing their Vigor.

A Contractor may bind only one familiar at a time. The familiar may cast basic spells from the School of Castus at the same level as the skill in Pythonis. If killed in combat, the familiar will leave behind a physical token unique to the familiar; if the Contractor saves this token, they can revive the familiar the following week.

A familiar's empathic bond is always on. They are able to sense the Contractor's emotions, their pain both real and imagined, and they are aware of injuries often before the Contractor. At times, the familiar will try to take that pain upon themselves, to spare the Contractor temporarily.

This ability costs 250 Vigor, transferring all of the Contractor's pain to the familiar for the next three rounds. This does not heal any wounds. After completion, three rounds must pass before this ability can be used again.

Calling of Pythonis - Adept: Familiar Affinity
While familiars are often channeling similar forces in different ways, many find they have a particular talent that is unique to them. Contractors who have grown more comfortable in the bond with their familiar also improve the flow of power between them, granting greater control over their shared vigor.

Familiars may have only one unique Affinity. You may submit a new Affinity to Feat Staff for approval, or use one that was previously approved for the same kind of daemon. This technique should be considered a Trained Feat for the minion.


Calling of Exanimum - Novice: Animate Dead
The Call of Exanimum is considered by many to be an unsavory vocation, but it is also a curious one. The Necromancer cannot work his ability on a body that still contains a soul, and yet the very nature of such necromancy is the manipulation of the soul. Beginning from a desire for immortality, Exanimum exists instead as harnessing their mortal soul.

In order to manipulate the soul, it must be extracted from the body and imbued into a phylactery. From there, it is easier to shape and control the soul, allowing the Necromancer to split a piece of it, something primeval, and imbue it into a new vessel: a body which was once alive. Should the phylactery be destroyed, the user's soul -- including the piece imbued in his undead minion -- will return violently to the Necromancer's body.

It takes a full round of concentration to animate a corpse. The undead feels no pain and acts on the whim of its master, but can only move a short distance away from the phylactery, improved with the grade of Terra Regia used to create it.

A Necromancer may only animate one undead minion at a time, up to twice the size of the Necromancer. The undead is treated as a Barbarian of the same level as the skill in Exanimum.

Corpses are found in varying states of decay, and finding a suitable body to animate isn't always easy. Through manipulation of the soul through the phylactery, a Necromancer can preserve a dead body and even repair it, reattaching limbs or sealing wounds. The undead minion can continue to be used until it is battered beyond repair.

This technique is only usable out of combat. The Necromancer preserves and repairs his undead minion, sealing or covering one wound per round.

Calling of Exanimum - Adept: Dead Malediction
Not all corpses are created equal; just as each person is different in life, so too are their bodies different in death. Once a necromancer has learned to manipulate a body, they can then focus on taking advantage of the distinct properties of the corpse under their control.

Undead may have only one unique Malediction. You may submit a new Malediction to Feat Staff for approval, or use one that was previously approved for the same kind of daemon. This technique should be considered a Trained Feat for the minion.

Also making a return is the old "Team Techniques", United Front and Fated Alliance. These techniques have been altered from their original incarnations. They are now always a joint attack, with Fated Alliance replacing United Front as the word count between you and another reaches the requisite amount. As a point of perspective: United Front should be considered an imperfect version of Fated Alliance, and the techniques made should reflect such.

* New ability "United Front"
* New ability "Fated Alliance"

Changed/New Abilities
United Front
In battle, two characters who have spent much time with one another can learn to complement one another's style. They work better in tandem, sometimes in combat, sometimes at the work bench, but always special to the two of them.

United Front is earned when two players have written at least 50,000 words together in closed or open collabs. The total wordcount may be split across multiple characters, as long as it is with the same player. The players may then submit a single tandem ability to Feat staff. This ability is tied to two specific characters upon submission, and can be used when both characters are present. It is similar in strength to a Trained Feat, but can only be used once per collab.

Players may earn multiple United Fronts, each with a different player.

Fated Alliance
Real, unconditional comradeship is a rarity that comes only to those true of heart. Allies that have attained such a legendary bond are said to be inseparable and unbreakable. Their familiarity with one another allows them to achieve levels of skill that far exceed what either could do alone.

Those whose bonds reach this level are capable creating empires, staring down entire armies without hesitation, and crafting masterpieces that draw the awe and admiration of civilizations. Through unshakeable faith in each other alone, they have built a bond that will forever stand the test of time.

Fated Alliance emphasizes the power of invincible bonds, allowing indivisible comrades to combine their efforts into a singular, unique, and synergistic skill.

Fated Alliance is earned when two players have written at least 150,000 words together in closed or open collabs. The total wordcount may be split across multiple characters, as long as it is with the same player. The players may then submit a single tandem ability to Feat staff. This ability is tied to two specific characters upon submission, and can be used when both characters are present. It is similar in strength to a Unique Feat, but can only be used once per collab.

Players may earn multiple Fated Alliances, each with a different player. Fated Alliance replaces a United Front with the same player.
 

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