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synodiporia_ooc2018-11-07 04:45 pm
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Shade's Retreat: Walkabout Info
A supernatural murder mystery
November 14 - December 24
A large, well-appointed inn at the crossroads seems like a pleasant enough waystation for travelers and Travelers alike. But soon enough, the peace will be broken by the arrival of a hunter of the supernatural forces known to plague the countryside. This hunter is on the trail of a Shade, a malicious dark spirit that feeds on human life force, which has taken possession of someone at the inn.
Though the threat of an enemy that can't be seen may be cause for doubt, the brutal death of one of the guests not long after the hunter's arrival should convince even the most determined skeptic that something is very, very wrong - just in time to find themselves magically trapped in the confines of the inn's grounds with the spectral killer still at large.
(This Walkabout will take place entirely within the grounds of the inn, and will run on a one OOC week = 1 IC day timescale.)
SKILLS
Wardsmithing (T) - The ability to bar entrance to and egress from a specific location with concrete physical boundaries. Cannot prevent methods of transit that do not in any way interact with those physical boundaries. Typically lasts until the next sunrise before the Ward needs to be refreshed.
Advanced Wardsmithing (T) - As Wardsmithing, but the smith is skilled enough to restrict access to specific entities or classes of entity (spirits, vermin, everyone but Bob). Requires Wardsmithing.
Purification Magic (T) - The ability to expel or injure dark entities. Includes consecration of tools, exorcism, and the shaping of spiritual energy into a direct attack, which frequently takes forms such as spectral weaponry or bolts of spectral fire. Usually, but not always, restricted to hunters.
Spirit Binding (T) - The ability to, generally through ritual magic or carved or painted sigils, force a spirit to remain within a specific vessel or being. Typically lasts until sunrise, or until the sigils are destroyed. Attempting to remove the bound spirit from the vessel prematurely can have disastrous consequences.
Life Siphon (T) - The ability to, with physical contact, drain vitality from another living being in order to replenish one’s own physical health or magical ability. Anyone possessed by the Shade will have this ability for the duration of the possession. It can be learned by sufficiently motivated non-possessed humans, but is highly illegal, and used on pain of death.
Folklore/Scholarly Mysticism (T) - Rudimentary knowledge of the supernatural, differing only in its focus - folklore covers local legend and is more interested in the stories of what (may have) happened, whereas scholars of the mystic world are more interested in the hows and whys of arcane abilities and creatures. Both forms of knowledge are equally likely to contain useful nuggets of truth about supernatural events or creatures, or to have a view of that event or creature that is absolute nonsense.
Mundane skills (all teachable out-of-jaunt): Investigation, swordplay, crowd control, renaissance-era technology.